Difference between revisions of "The First Dynasty of TyGuy6"
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==Final Ruleset== | ==Final Ruleset== | ||
+ | *[[Ruleset 170]] | ||
==Gamestate== | ==Gamestate== | ||
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==Posts of Interest== | ==Posts of Interest== | ||
− | [https://blognomic.com/archive/gimme_poker Call for Judgment: Gimme Poker] | + | *[https://blognomic.com/archive/gimme_poker Call for Judgment: Gimme Poker] - pokes decided that the repealing of Items as a GNDT storage location didn't mean you couldn't construct and use a shelter. Brendan noticed and called the question in this CfJ. An interesting discussion followed, in which the nature of an action taken in a GNDT comment was accepted as gamestate, at least for the purpose of interpreting it as not an orphan variable. pokes was thus allowed his rest in the shelter. (Others could not follow suit, however, as a concurrent Proposal adjusted the way shelters were used.) |
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− | pokes decided that the repealing of Items as a GNDT storage location didn't mean you couldn't construct and use a shelter. Brendan noticed and called the question in this CfJ. An interesting discussion followed, in which the nature of an action taken in a GNDT comment was accepted as gamestate, at least for the purpose of interpreting it as not an orphan variable. pokes was thus allowed his rest in the shelter. (Others could not follow suit, however, as a concurrent Proposal adjusted the way shelters were used.) | ||
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==Ascension== | ==Ascension== | ||
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This gave Kevan time to step in with a fun, if somewhat jarring, new angle: the Hallucination mechanic. It developed that dynastic rules could be repealed relatively easily by Castaways with low HSR. This quickly added some spice to what might have otherwise been a more straightforward game, but at the cost of "clearing out" some other key mechanics like Items, group hunting, and Hunger itself. [[User:TyGuy6|TyGuy6]] ([[User talk:TyGuy6|talk]]) 03:39, 15 October 2019 (UTC) | This gave Kevan time to step in with a fun, if somewhat jarring, new angle: the Hallucination mechanic. It developed that dynastic rules could be repealed relatively easily by Castaways with low HSR. This quickly added some spice to what might have otherwise been a more straightforward game, but at the cost of "clearing out" some other key mechanics like Items, group hunting, and Hunger itself. [[User:TyGuy6|TyGuy6]] ([[User talk:TyGuy6|talk]]) 03:39, 15 October 2019 (UTC) | ||
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+ | Some good stuff here. I liked the gradually dissolving victory trigger, where one criteria became irrelevant every week. Bit of a shame that it became a game of keeping quiet and piling up victory points towards the end. The Hallucination mechanic was ultimately flawed for casually destroying people's rule work, but I thought it did a very good job of discouraging Fool's Gold - when two players pushed others aside to quickly stockpile a resource (which happened twice, with Items and with Hunger), it was easy for the remaining players to declare the whole business hallucinatory. I think the fact that Hunger and Items had been Fool's-Gilded made it natural enough that they wouldn't find a quorum willing to repropose them, so they didn't come back. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:05, 15 October 2019 (UTC) | ||
{{Dynastic Histories}} | {{Dynastic Histories}} |
Revision as of 10:05, 15 October 2019
11 September 2019 - 14 October 2019
Contents
Ascension Address
- Change “Admiral” to “Weatherman” and “Captain” to “Castaway” throughout the ruleset. Repeal all dynastic rules.
- As crew to an exploration vessel, The Windfall, you’ve left behind the tyrannical rule and tentative peace of the quasi-mad Admiral TyGuy6, to brave new dangers and seek new wonders. But only weeks after departing the territories of the Island Nations, you find yourselves in a battle for survival! The Windfall is now a wreck, and what’s left of its crew and passengers have washed up on a strange island. Your mission of exploration continues here…
Players
The following players were active at the start of the Dynasty:
Farsight, Kevan*, pokes*, Quincunx, Thunder, TyGuy6, ubq323
The following players were active at the end of the Dynasty:
Brendan*, Farsight, Kevan*, pokes*, Thunder, TyGuy6
Astimageon also popped in briefly as a player, but didn't submit any Proposals.
Final Ruleset
Gamestate
Posts of Interest
- Call for Judgment: Gimme Poker - pokes decided that the repealing of Items as a GNDT storage location didn't mean you couldn't construct and use a shelter. Brendan noticed and called the question in this CfJ. An interesting discussion followed, in which the nature of an action taken in a GNDT comment was accepted as gamestate, at least for the purpose of interpreting it as not an orphan variable. pokes was thus allowed his rest in the shelter. (Others could not follow suit, however, as a concurrent Proposal adjusted the way shelters were used.)
Ascension
Kevan and pokes developed a major lead in Story Points due to their heavy investment in collecting wood and writing the Message on the Beach (twice) before others got to it. With both players now able to increase their score at the same rate (maximum 2 SP per day from the Clearing), all that was happening is that they were approaching parity on the final rescue roll (30/35 would be a fair swing to the latter player, but 990/995 would be almost even). They agreed to end the game by hauling castaways onto the Beach to get a quorum there: Kevan won the rescue roll, and honored his alliance with pokes, tossing a coin to pass the mantle.
We chatted about the dynasty (collaboration, traitor, etc) in comments on this final post: https://blognomic.com/archive/the_journey_home
Commentary
I got nerves writing my first few rules Proposals, perhaps because I was trying to do to much at once. I was working on adapting rules from the semi-cooperative board game, Castaways, but several key parts made little sense in a fully competetive, write-rules-as-you-go context.
This gave Kevan time to step in with a fun, if somewhat jarring, new angle: the Hallucination mechanic. It developed that dynastic rules could be repealed relatively easily by Castaways with low HSR. This quickly added some spice to what might have otherwise been a more straightforward game, but at the cost of "clearing out" some other key mechanics like Items, group hunting, and Hunger itself. TyGuy6 (talk) 03:39, 15 October 2019 (UTC)
Some good stuff here. I liked the gradually dissolving victory trigger, where one criteria became irrelevant every week. Bit of a shame that it became a game of keeping quiet and piling up victory points towards the end. The Hallucination mechanic was ultimately flawed for casually destroying people's rule work, but I thought it did a very good job of discouraging Fool's Gold - when two players pushed others aside to quickly stockpile a resource (which happened twice, with Items and with Hunger), it was easy for the remaining players to declare the whole business hallucinatory. I think the fact that Hunger and Items had been Fool's-Gilded made it natural enough that they wouldn't find a quorum willing to repropose them, so they didn't come back. --Kevan (talk) 10:05, 15 October 2019 (UTC)