Difference between revisions of "The Seventh Dynasty of Brendan"
(ironic that this one was never written up; adding proposals and a link to the State of the Arcs)
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== Ascension ==
== Ascension ==
Kevan [https://blognomic.com/archive/crystal_clear achieved] a Crystal Victory: ''"
Kevan [https://blognomic.com/archive/crystal_clear achieved] a Crystal Victory: ''"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."''
== Final Ruleset ==
== Final Ruleset ==
Revision as of 17:12, 13 February 2020
3 November - 10 December 2016
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.
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
- State of the Arcs recorded the Days, Hours, Guardians and Moments
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."