Talk:The Ninth Metadynasty
Trigon
2 June 2020
Gamestate:
This dynasty is shaping out to be really interesting. The theme had to grow on its own, and I'm not sure it's even fully developed yet. So far, it's a pretty generic casino theme with the added twist of random name generation. I haven't been super active in this dynasty so far, but as of today I'm hoping to change that.
This dynasty is based mainly on the periodic spinning of a wheel. There are some interesting design notes about the way this is implemented. First, each segment's effects are generally contained in its definition in the Wheel wikipage. As an effect, the dynastic rules are remarkably short and will probably continue to be pretty short as it's just a basic backend to get the Wheel to work.
Second, since the effects of segments are arbitrary lists of actions, the person spinning the wheel has the unenviable task of dealing with whatever that segment mandates. There are some proposals right now that would make existence pain for these people. I, naturally, voted for all of them. In a week or two I'll be talking about the pure chaos that ensues.
Now, I feel I should bring this up: dynasties with a lot of randomness are polarizing. Either they are unfair to everyone and this makes people mad and makes them ragequit or they are unfair to everyone and everyone loves them anyway. I think this is an example of a randomness-focused dynasty gone right. The whole game down to the names of things are based on randomness, so players don't feel cheated when all their planning and strategy goes to waste because of RNG since there isn't really that much strategy to mess up.
I don't know if anything I typed in that last paragraph was correct or insightful at all, so please feel free to add to these comments. Thanks! --Trigon (talk) 06:56, 2 June 2020 (UTC)