Difference between revisions of "Imperial Styles"
Desertfrog (talk | contribs) (Adding "Desired game scope" as a new type of imperial style) |
JonathanDark (talk | contribs) (Added a Desired Collaboration Level to indicate the amount and direction of player collaboration the Emperor would enforce) |
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* Nonaligned (doesn't care how players interpret the situation) | * Nonaligned (doesn't care how players interpret the situation) | ||
* Juggler (will actively try to keep both interpretations possible) | * Juggler (will actively try to keep both interpretations possible) | ||
+ | |||
+ | ==Desired player cooperation level== | ||
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+ | * Cooperative (dynasty is intended specifically with player cooperation in mind, may propose cooperation-defining dynastic rules and may vote against dynastic rules that would inhibit player cooperation) | ||
+ | * Cooperation-Friendly (dynasty is flexible enough to allow player cooperation, but would vote for and may propose dynastic rules that limit certain player cooperation actions) | ||
+ | * Cooperation-Neutral (dynasty is cooperation-agnostic, will leave it entirely up to players to define allowed and prohibited player cooperation through dynastic rules) | ||
+ | * Cooperation-Adverse (dynasty is not intended for player cooperation, will actively vote against or veto proposals that would allow player cooperation) |
Revision as of 23:48, 10 April 2024
Kevan proposed an Imperial Styles draft in July 2021, that:
The [Emperor] may announce their Imperial Style for a dynasty, to inform [Players] of how they intend to behave during it. An Imperial Style is a list of any number of keywords from the following lists, such as “Protective, Designer, Casual, Scam-Neutral”. It puts no constraint on the [Emperor's] behaviour, and simply serves as a guide.
It failed, with some players saying this should be written in an unregulated manner on the wiki instead, so here it is. The text below is based on the original proposal with modifications by whoever may have modified it since: it does not reflect what a majority or even a quorum of players have agreed upon as representative or useful.
For some more historical context, the idea of clearly regulated Imperial Styles possibly first arose in February 2020, with a proposal from Kevan based on a conversation with the Duke of Waltham.
Contents
Proposal style
- Designer (will attempt to build and maintain a playable game, balancing it accordingly)
- Provocateur (will tend towards proposing new mechanics and elements rather than focusing on fixes or balance)
- Guide (has an end goal in mind, and will try to steer the dynasty towards it, but will not interfere if the players propose to go in a different direction)
- Gardener (will keep the dynasty tidy but try not to influence its direction too much)
- Onlooker (will let the dynasty become what it becomes)
Player protection
- Protective (when taking any actions - including voting - will try to be fair to all players, including potential future players)
- Preservationist (as Protective, but may also veto proposals that they feel would invalidate too much of the gameplay so far)
- Laissez-faire (will not consider fairness when making such decisions)
- Libertarian (will generally abstain from matters of player balance, allowing players to resolve such issues between themselves)
- Dungeonmaster (will target leading players, or support aggressive moves against them, if they feel this makes the game more interesting)
- Adversary (will propose, vote and take game actions in a way that is actively hostile to some or all players, generally or selectively)
Desired workload
- Powerhouse (happy to process frequent, complex game actions and track secret information)
- Casual (happy to process a moderate level of game actions, and simple tracking)
- Hands-off (would prefer all game actions to be left to the players)
Attitude to scams
- Kingmaker (may initiate scams with an intent to win; is open to working with other players for a share of mantle-pass percent)
- Scam-Friendly (won’t remark on or move to close loopholes in proposals or the ruleset; will gladly assist a player’s scam if privately asked to)
- Scam-Mundane (may cooperate on scams, but only as a regular player / regular admin; will not use Emperor powers to assist in scamming)
- Scam-Neutral (won’t remark on or move to close loopholes in proposals or the ruleset; may assist a scam if the rules allow them to)
- Scam-Averse (will alert players to any loopholes they notice; will veto major scams; will only assist a scam if the rules require them to)
Information sharing
- Servile (will correct errors in the gamestate, and may give informal alerts about imminent deadlines, or discuss game information which is only tracked implicitly)
- Guarded (will correct errors in the gamestate, but otherwise only give notifications or gamestate summaries when the ruleset requires them to)
- Oblivious (will not always correct errors in gamestate, nor say anything the ruleset does not require them to)
Predictability
- Methodical (will carefully consider their own track record and will aim to be as consistent and predictable as possible in their decision-making)
- Instinctual (will generally make decisions in the moment, and regards predictability and consistency as being emergent from their own decision-making process rather than an end to be pursued)
- Wildcard (may actively choose to defy predictability and may vary their style without warning)
Desired game scope
- Traditionalist (intends the proposals and voting to be seen as a part of "the game we're playing")
- Separatist (asks players to interpret proposals and votes as separate from the dynastic game)
- Nonaligned (doesn't care how players interpret the situation)
- Juggler (will actively try to keep both interpretations possible)
Desired player cooperation level
- Cooperative (dynasty is intended specifically with player cooperation in mind, may propose cooperation-defining dynastic rules and may vote against dynastic rules that would inhibit player cooperation)
- Cooperation-Friendly (dynasty is flexible enough to allow player cooperation, but would vote for and may propose dynastic rules that limit certain player cooperation actions)
- Cooperation-Neutral (dynasty is cooperation-agnostic, will leave it entirely up to players to define allowed and prohibited player cooperation through dynastic rules)
- Cooperation-Adverse (dynasty is not intended for player cooperation, will actively vote against or veto proposals that would allow player cooperation)