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Difference between revisions of "Discussion: Dynasty Ideas"

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(I mean, we're currently *in* the SCP dynasty so....)
(SCP: typo)
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Something in the vein of [ SCP] or [ The Lost Room]: a catalogue of objects and/or lifeforms with powerful abilities, locked securely away until the players or the objects themselves break containment. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:12, 17 December 2019 (UTC)
Something in the vein of [ SCP] or [ The Lost Room]: a catalogue of objects and/or lifeforms with powerful abilities, locked securely away until the players or the objects themselves break containment. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:12, 17 December 2019 (UTC)
''Used in [[The Twenty-Sixth Dynasty of Kevan]]``
''Used in [[The Twenty-Sixth Dynasty of Kevan]]''

Revision as of 23:12, 23 January 2020

This page is for people who would like to practice giving an Ascension Address, and to discuss ideas for future dynasties.

Suggested Ideas

The Poetic Dynasty

Replace all instances of Scribe with Poet, replace all instances of Editor with Director, replace all instances of Rule with Sonnet. Repeal all dynastic rules, and add the following: A poet, like my father: All rules, with the exception of this one, must have an acceptable rhyme scheme that that rule follows and is written withen the rule. It must not simply be an alphabetical string of letters. ExampleYes:ABAB ExampleNo:ABCD

The Nomic Time Travel Dynasty

A Dynasty based on the mechanic of taking "snapshots" of the Ruleset every week (each Sunday?), and granting players the ability to remove themselves from the current Ruleset, and play according to a snapshotted Ruleset.

BlogNomic Dynasty

A Dynasty where a sub-game of nomic is being played that initially has no effect on the outer Dynasty. It might be interesting to have the initial rules of the sub-game be slightly edited Core rules of BlogNomic, but it may be weird if a sub-Dynasty starts up.

Real life travel Dynasty

A Dynasty where, to go around the game map (our Earth!), you have to find real-world bus/airplane tickets and pay their real price in game money to travel around. (A different take on "real life" was tried in The Eighteenth Dynasty of Kevan. The First Dynasty of Wakukee involved some not-too-realistic travel between any real-world locations.)

A picture speaks more than a thousand words

All Dynastic Rules are pictures. Pictionary, nomic-style.

Reverse Nomic

You start with a ruleset and can only remove from it (or adding is significantly taxed). Repeal to your advantage and strategically remove words to change the meaning of rules!

Parallel Universe Nomic

Two universes with two slightly different (or maybe even significantly different) rule sets. You can step into portals to change your universe and gain advantages.

Lawyer Nomic

Players are encouraged to challenge rules, change them, remove them, find loopholes. Maybe the goal is to change the core ruleset itself (if only temporarily for one dynasty).

Elector's Dynasty

The players are electors picking the next emperor. The emperor will make a number of promises before he is elevated, on issues ranging from land disputes to religious policy to high offices. Each elector secretly picks some issues to support. When the emperor is finally elevated, along with his platform, the game will be scored. Offices, including the emperor, will score points, which everyone can predict. But the issues will also be worth points, and those are a secret. Who will get the best deal out of this election of the emperor? This dynasty can also be done with a more modern theme: members of a parliament are forming a government.

Bidding Nomic

A fixed number of opportunities to gain points will be presented. Players will make blind bids for them. How much is too much? Do you prepare to win big or do you play it safe?

Robotic Duels

Players begin with a certain amount of cash and may design a robot in a ? x ? grid. They may buy parts to be filled in the grid and battle other robots. The trick is that they cannot see what the others' robots look like so must deduce by money spent, who won, etc. ([Example robot design])

Pass The Rule

Like the drawing game where people fold paper before passing it to another person, players write sections of rules which would be revealed later after stitching them together. Some maybe limited the submitted rule to a certain number of characters would make it more interesting.

The Round One Dynasty

Mentioned on Slack by Trigon:

The initial proposals include multiple concepts from Round One like Karma and maybe the Gameboard. Players are encouraged to propose in the style of Round One. Players go inactive if they do not keep an active "blog" which just means wiki edits.

This idea could be extended to any number of throwback dynasties, but for some reason, Round One just seemed especially cool.

Bluffed Actions

Something like Coup, where players are assigned some secret identity information (possibly just announcing new MD5 hashes at any time) but are free to take actions claiming any identity they like, only having those actions blocked if they are challenged and unable to prove themselves. --Kevan (talk) 17:56, 31 January 2019 (UTC)


No mechanic in mind, but I'm amazed that in sixteen years we've never had a dinosaur themed dynasty - historical, theme park or otherwise. --Kevan (talk) 10:16, 5 June 2019 (UTC)


Can't remember who suggested it during the current dynasty, but we should try a full-blown Diplomacy-style game some time: secret high-stakes actions submitted to the Emperor, which are resolved simultaneously (and may turn out not be what you promised your allies). The Fifteenth Dynasty of Kevan touched on it with its terrain and free movement treaties, but didn't really get there. --Kevan (talk) 15:01, 21 June 2019 (UTC)

Straight Victory

Someone said this during a spate of "pick me, no, pick a random player, no pick a random player from this subset" victory proposals at the end of a dynasty: a dynasty where persuading a quorum to vote for a victory assignation mechanic is pretty much the whole game. Just needs a very light theme on top. --Kevan (talk) 10:31, 28 June 2019 (UTC)

Unidentified Items

More a mechanic than a theme, but it's one I enjoy a lot: a pile of items and a list of defined item effects, but you don't find out which corresponds to which until you risk trying them out. (See the potions and scrolls in NetHack or the weapons in Awful Green Things.) --Kevan (talk) 10:12, 17 December 2019 (UTC)

Used Ideas

Seeing the future Dynasty

A Dynasty where you state your actions X days in advance, and by consuming a resource, you can check on someone else's stated action planning and then change your own, as if seeing the future allows you to change your timeline because you have new information. (In true future-seeing, wouldn't the act of seeing the future also be predicted by that same future seeing? Anywhoo, like this its more cool and mechanics-worthy lol)

Used in The First Dynasty of Axemabaro

Card nomic

Inspired by a thousand blank cards, this is a dynasty where actions can depend on draw of a card and playing the card. There may also be rules concerning what you can write on a card.

Used in The First Dynasty of Derrick


Suggested by card as a syntax in the Ape dynasty, but I think worth a full dynasty. Maybe a single rule written in Javascript which is periodically copypasted and executed offsite - opening with an array of player stats, and the script outputting new code for that array, to paste back over the top.

It's worth noting that my proposal there expands to English and really was meant to shorten long sentences I couldn't get around while drafting the Steal action and allow others to use that notation later. It wasn't based on any programming language or intended to turn the dynasty into a programming dynasty. Take a look at and slashdot's old perl nomic site/google group for this Dynasty idea. Card (talk) 06:40, 6 September 2018 (UTC)

Used in The Second Dynasty of card


Mentioned here: a dynasty where players are rival detectives trying to solve a crime. --Kevan (talk) 11:04, 30 November 2018 (UTC)

Used in The Twenty-Fourth Dynasty of Kevan

Boss Battle

Players take turns being a big "Boss" entity, with the rest of players fighting against it. --Cuddlebeam (talk) 18:03, 27 June 2019 (UTC)

Used in The Fourth Dynasty of Cuddlebeam


Something in the vein of SCP or The Lost Room: a catalogue of objects and/or lifeforms with powerful abilities, locked securely away until the players or the objects themselves break containment. --Kevan (talk) 10:12, 17 December 2019 (UTC)

Used in The Twenty-Sixth Dynasty of Kevan