Difference between revisions of "The Seventh Dynasty of Brendan"
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== Posts of Interest == | == Posts of Interest == | ||
+ | * [https://blognomic.com/archive/twelve_times_twelve_midnight Twelve Times Twelve Midnight] opened the dynasty with a bold mechanic that would blank the ruleset on December 1st if we didn't stop it, but people were nervous and the proposal failed. | ||
+ | * [https://blognomic.com/archive/six_salvageable_spans Six Salvageable Spans] introduced Days, Arcs and Hours | ||
+ | * [https://blognomic.com/archive/blood_sucking_parasites Blood-sucking Parasites] added "Ticks" | ||
+ | * [https://blognomic.com/archive/repent_harlequin1 Repent, Harlequin] introduced The Timekeeper; a (possibly idle) player secretly chosen by the Emperor, who would win if nobody else had when time ran out on November 11th | ||
+ | * [https://blognomic.com/archive/restoration_of_the_hours Restoration of the Hours] linked each Hour to a past dynasty: each hour began Broken and could be Restored by writing a little about it | ||
+ | * [https://blognomic.com/archive/the_fun_and_the_prizes The Fun and the Prizes] asked players to specifically record "a significant or trivial game action that occurred during the dynasty" to Restore an Hour | ||
+ | * [https://blognomic.com/archive/absent_friends Absent Friends] required old players to acknowledge their moments (in a blog comment or elsewhere), for those Hours to be fully Restored - with no acknowledgement, the hour was merely Focused | ||
+ | * [https://blognomic.com/archive/sphinx_of_quartz Sphinx of Quartz] awarded Quartzes for namechecking previously unnamechecked players | ||
+ | * [https://blognomic.com/archive/i_am_become_aprils_fool I Am Become April’s Fool]: a reprise of the opening death knell proposal, locking the game for six months in the event of failure. With little voting happening, it failed. | ||
+ | * [https://blognomic.com/archive/a_predecessors_like_none_other A Predecessors like None Other] stopped players from namechecking themselves in Moments | ||
+ | * [https://blognomic.com/archive/golden_hours Golden Hours] awarded a Quartz for Focusing the first Hour in an unfocused Day, or Focusing adjacent to an already Restored Hour | ||
+ | * [https://blognomic.com/archive/cuckoo Cuckoo] made players the Guardian of an Hour, when they Focused it | ||
+ | * [https://blognomic.com/archive/its_just_a_jump_to_the_left It's Just a Jump to the Left] allowed a group of players with 24 Quartzes between them become Emperor, with the dynasty's theme changing to that of a Restored Hour; this failed but [https://blognomic.com/archive/where_to_guv enacted in a modified version] | ||
+ | * [https://blognomic.com/archive/pasts_market Pasts Market] allowed gambling Quartzes on whether Focused Hours would be Restored | ||
+ | * [https://blognomic.com/archive/the_campaign_for_real_time The Campaign for Real Time] belatedly established that the game's "Days" and "Hours" were not real-world time measurements | ||
+ | * [https://blognomic.com/archive/the_emperor_has_no_watch The Emperor Has No Watch] permitted Hours to become Lost | ||
+ | * [https://blognomic.com/archive/crystal_days Crystal Days] assigned a Quartz-and-Guardian based victory score, a player winning when they reached it | ||
+ | * [https://blognomic.com/archive/quartz_and_all Quarts and All] gave a Quartz bonus for contacting predecessors | ||
+ | * [https://blognomic.com/archive/why_not2 Why Not] added some daily payouts based on the state of randomly-chosen Hours | ||
+ | |||
+ | ==Game documents== | ||
+ | * [[State of the Arcs]] recorded the Days, Hours, Guardians and Moments | ||
== Ascension == | == Ascension == |
Revision as of 17:11, 13 February 2020
3 November - 10 December 2016
Contents
Ascension Address
Twelve times twelve emperors have held the nomic throne, and with each exchange of power, their sun wanes further. Surviving players are few, and weakened; the best lack all conviction, while the worst are full of passionate intensity. There is a sense of sapping, crumbling. An inkling that the life of the empire ebbs.
Deep in the grinding heart of time, teeth mesh; an escapement cracks; a tick like a bomb echoes through long halls of abandoned names. There is a brief lull, an anacrusis, before the great bell begins to sound its final warning:
The hour come round at last.
Players
Unrecorded.
Posts of Interest
- Twelve Times Twelve Midnight opened the dynasty with a bold mechanic that would blank the ruleset on December 1st if we didn't stop it, but people were nervous and the proposal failed.
- Six Salvageable Spans introduced Days, Arcs and Hours
- Blood-sucking Parasites added "Ticks"
- Repent, Harlequin introduced The Timekeeper; a (possibly idle) player secretly chosen by the Emperor, who would win if nobody else had when time ran out on November 11th
- Restoration of the Hours linked each Hour to a past dynasty: each hour began Broken and could be Restored by writing a little about it
- The Fun and the Prizes asked players to specifically record "a significant or trivial game action that occurred during the dynasty" to Restore an Hour
- Absent Friends required old players to acknowledge their moments (in a blog comment or elsewhere), for those Hours to be fully Restored - with no acknowledgement, the hour was merely Focused
- Sphinx of Quartz awarded Quartzes for namechecking previously unnamechecked players
- I Am Become April’s Fool: a reprise of the opening death knell proposal, locking the game for six months in the event of failure. With little voting happening, it failed.
- A Predecessors like None Other stopped players from namechecking themselves in Moments
- Golden Hours awarded a Quartz for Focusing the first Hour in an unfocused Day, or Focusing adjacent to an already Restored Hour
- Cuckoo made players the Guardian of an Hour, when they Focused it
- It's Just a Jump to the Left allowed a group of players with 24 Quartzes between them become Emperor, with the dynasty's theme changing to that of a Restored Hour; this failed but enacted in a modified version
- Pasts Market allowed gambling Quartzes on whether Focused Hours would be Restored
- The Campaign for Real Time belatedly established that the game's "Days" and "Hours" were not real-world time measurements
- The Emperor Has No Watch permitted Hours to become Lost
- Crystal Days assigned a Quartz-and-Guardian based victory score, a player winning when they reached it
- Quarts and All gave a Quartz bonus for contacting predecessors
- Why Not added some daily payouts based on the state of randomly-chosen Hours
Game documents
- State of the Arcs recorded the Days, Hours, Guardians and Moments
Ascension
Kevan achieved a Crystal Victory: "“If a Player has a number of Quartzes equal to or greater than the number of Settings in a Day, and if that Player is the Guardian of more Hours in that Day than any other Player, then that Player has achieved victory. This is known as a Crystal Victory.”"