The Sixth Dynasty of Clucky
8 April 2020 - 2 May 2020
Welcome, everyone! Welcome to the Blognomic Archipelago!
We here at Nook Inc look forward to helping you turn each of these Islands into a slice of paradise!
I hope you enjoy your time here. Please be respectful to all of the Villagers who will be joining us. They are the ones who really bring life to the Islands. But they’ll need your help to really get the most out of the island experience.
Please also be respectful of your fellow players. We are all friends here. I’ll tell you the same thing I tell Timmy and Tommy when they are fighting – you will get far more done making friends than making enemies.
But enough of that. These islands won’t populate themselves. It is time for you to begin your adventure! Go fill the Blognomic Archipelago with whatever your creative minds image!
Together I’m sure we’ll all have a wonderful time!
The following players were active at the start of the Dynasty:
Brendan*, Clucky, Darknight*, Farsight, JimothyFromTLTT, Josh*, Jumble, Kevan*, naught, pencilgame, Tantusar*, TyGuy6
The following players were active at the start of the Dynasty:
Clucky*, Darknight*, Josh*, naught, pokes*, Tantusar*, Trigon
- (admins in bold and * trhoughout)
Posts of Interest
- Island Life, the initial post by Clucky, introduced three of the major mechanics: Action Points, which, unsurprisingly, were a currency spent to perform dynastic actions; Villagers, which would act as the workforce; and Islands, which each Player received to host Villagers.
- Biome Sweet Biome gave every Island a Terrain value, which would affect the ways actions could be performed on those islands.
- Trying Again (a direct copy of Get Your Bells On) brought Bells and Tasks to the game. Players could cause any Villager to perform a Task, which would generally gain the Villagers some sort of monetary reward in Bells. This proposal detailed Clucky's plan for the dynasty: a game where players would not take actions directly, instead relying on Villagers (either theirs or others') to do so.
- Ask Nook For Whom The Bells Toll made Clucky an admin. That's all. But it's too good of a title not to be documented on this page.]
- Let's get (inter)personal gave Villagers Relationship values. These would represent how well the Villager got along with the other Villagers on their Island.
- This one's for you, naught gave each Island a Native Fruit.
- Shop Till You Drop introduced Tools, which could be used to increase the performance of Tasks.
- Repayment Plan added a method of taking Bells from Villagers and transferring them to the Player.
- End of the Hour gave Action Points to Villagers as well, which made Tasks cost the AP of Players and Villagers. Before this, Villagers could only perform Tasks every 48 hours.
- Rebanked (a fixed version of Bank It Up) transferred all the Bells possessed by Players to their Islands and gave Players a Spite attribute which would increment when Other Players took action against them. This brought the dynasty closer in line to what Clucky had intended.
- Fruitful Endeavors defined several actions that could be taken with Fruit.
- The gift of giving defined a way for Villagers to give items to other Villagers.
- Time and Again (a fixed version of Tick Tock) replaced Villagers' Action Points with a new term: Energy. It also changed some variables to increase the pace of the game.
- Stars Align added a win condition: getting one's Island to 5 stars. Stars could be obtained through improving one's island through play.
At this point, the players realized that the Dynasty was stagnating. In State of the dynasty these issues were discussed and it was decided that the Dynasty should be wrapped up quickly. This marked a major turning point.
- Storms a comin announced a new end goal: to build up one's Defenses to protect one's Island from The Storm. It set a four-day time limit to do so. At the end, a DICE would be rolled and a Survivor (winner) would be selected based on each player's Defenses.
- trees provide shelter attempted to reward those who had built up their Fruit collections on their Islands.
- More Trees. More Shelter. amplified the bonus gained from trees to quadratic and caused it to be analyzed at the time of deciding the Survivor.
The Emperor proposed an alternate merit-random victory condition based on the strength of each Island's Defenses, saying "No one is really doing anything with this dynasty so lets just destroy all the islands in a big storm. "
On May 1, 2020, Clucky chose the Survivor. The final tallies were:
|Island (Player)||Defenses||Range to win|
|Tres Angeles (Trigon)||46||42-87|
The result of the roll was 99, making naught, Mayor of Träskby, the winner.
- DoV: Settle the Wreckage
That was certainly an interesting dynasty. I really liked some aspects, but we can all agree that there was something wrong. I'd like to see if I can point out some flaws I found.
- But first, here's what went well. I really liked the theme. It lent itself to some fun natural consequences and mechanics.
- I also really liked Clucky's idea for an RTS-style game where you only control the troops who perform actions for you, but with communal troops.
- There were so many potentially interesting mechanics. Islands with their terrain and fruit, Villagers with their many attributes. Tasks, Items, Trinkets and Spite. The potential for creating of a truly unique and very fun minigame so high in this dynasty.
That being said, there were flaws that prevented this dynasty from being the best it could.
I talked a lot about "potential" in the previous list. Well, I think this dynasty failed to live up to its potential. Yeah, the mechanics were introduced, but they were not iterated upon. At least, not enough.
A perfect example of this would be the Relationship mechanic. I intended it to become a difficult balancing act. Players would have to put real effort into keeping their Villagers pleased or else they wouldn't work. But I never found a way to turn this into a viable system using the rules in place.
Maybe we just needed to propose more, maybe the mechanics wouldn't have worked together anyway. I don't know, but whatever happened, it was to the detriment of the game.
Consistent play was not rewarded. Especially not in the end. I don't know how much everyone will agree with this, but here we go.
Each day, Alice and Bob receive 2 AP out of a maximum of 15. Alice logs on every day and takes two actions with two of her villagers. Bob, however, only logs in each Sunday, taking 14 actions with his villagers. This is not a bad thing inherently, especially in a game where real life interferes with the ability to play consistently. But this is just a simple example. Players could easily take weeks off from the game, return, and suffer only due to a few missed action points.
I will bring up the example of Darknight, who took a few actions on April 10, then did not interact with their island again until April 27. At the end of the Dynasty, they were the second most likely to win. I took consistent action, and was first most likely, but by a very small margin. I do not mean to offend Darknight. Their actions at the end of the dynasty were indeed very impressive. But I will admit that I feel a little bit like my consistent action was not rewarded enough.
- No offense taken. You do bring up a good point that happens now and then in gameplay. Darknight v2
I dropped out early on this one because it seemed to be a very literal interpretation of a videogame I hadn't played. Which is fine, but it did bring home to me that even with a kindly Emperor who isn't marking proposals down for being non-canon, it can still be hard to play a dynasty based closely on something unfamiliar, if it feels like everyone else is in on the jokes. I couldn't tell whether any given proposal from another player was a respectful (and perhaps ungoogleably oblique) implementation of a beloved mechanic or in-joke, or some random idea they'd had - and that meant a game was being assembled where some rules were more canonical than others (it seemed that "Bells" are a core thing of Animal Crossing, but "Spite" isn't?), and better to invest in, as they were more likely to stick around, and less likely to become fool's gold. From the outside, they all look the same. --Kevan (talk) 09:38, 4 May 2020 (UTC)
- This is a problem that rises whenever we have any dynasty that is based on existing media. If I had been around for the SCP Dynasty, for instance, I would have had the same problem. I have cursory knowledge about the fandom's history and have read a few SCP entries, but looking over the rules for that round, I got lost in the first few paragraphs about where each part drew inspiration from. I'm sure it was a good time for those who got the joke, but I probably would have idled out until the next dynasty.
- This problem of alienation is inherent in any kind of themed game. Nomic is, by itself, a game that attracts a very specific demographic of people. Everything we add to the ruleset risks alienating even more of that small pool. I generally don't like dynasties based in media very much because they are a fast track to turning away so many potential players.
- I was going somewhere with this commentary, but I think I got lost on tangents. So I guess my point is that nomic is cool. --Trigon (talk) 07:13, 5 May 2020 (UTC)
- That dynasty was deliberately pitched as entirely off-brand (using no SCP terminology, just "some scientists are securing and investigating weird artefacts", and mixing in the Lost Room's concept of rogue collectors), and the ascension address explicitly told everyone not to worry about canon, which I think was taken to heart. I got the sense at the time that everyone was at the "read a few entries, cursory knowledge" level or lower. If a big fan had started drafting direct Safe/Euclid/Keter-type mechanics and insisting we adopt numerical designators, I'd definitely have demurred, stressing that the dynasty's Institute was its own thing in its own universe. --Kevan (talk) 09:45, 5 May 2020 (UTC)
I was very sad to see this Dynasty come to a premature end, because I very much liked the mechanics in place; Trigon has echoed my feelings almost exactly, so I think I'll leave it at that. Unfortunately, I can't say I wasn't part of the inactivity problem, as I stopped taking action consistently partway through due to other things distracting me. That, topped with my signature lack of meaningful proposals, made me feel disconnected with the Dynasty until the eleventh hour.