Tuesday, January 22, 2013

Dynastic musings

Hey everyone,

I don’t really want to hand off my second win in a short period of time, but at the same time, I’m kind of reluctant to take on the position of Auspex given that the next three weeks are going to be quite busy for me. At the same time, we just had a secrecy dynasty in which the Auspex was reasonably involved, and that means that the next one should be reasonably hands-off. Maybe not quite as hands-off as my last one, which basically ran without me doing anything, but not to the point where the Auspex is vital to gameplay.

I’m thinking as a mechanic maybe a list of players, where the goal is to be at the top of the list, and occupation of different spots on the list confers different powers, so part of the gameplay would be jockeying to spots that are better, but without compromising losing the ability to actually win. Another idea is a dynasty to screw with proposals/voting, since they’re the fundamental mechanic of Nomic and they haven’t been touched in a while.

Any thoughts on this?

Comments

Cpt_Koen:

22-01-2013 16:14:44 UTC

Have you heard of Artus? http://boardgamegeek.com/boardgame/92643/artus
There is a round table, where all seats have a value that depends on their relative position to the King. Each player has a certain number of knights moving around the table (the King, and three princes who can be made king, can move too). Moving a knight or a prince scores the amount of points of the seat they land on; during their turn a player may either move a knight/prince, or score a mission card - everyone has the same mission cards, which usually are something like “score all of your knights that are currently on negative seats” or “score one of your knight from every zone”. The trick is to keep a balanced position around the table to score the missions with the most points (or with the least losses!).

As for screwing with voting, I have always thought that something where you can “buy shares” to make your vote more influent might be interesting. I wasn’t around during the Today’s Economy dynasty, so I don’t know if there was something similar going on.
I like the idea of messing with the core of the ruleset, but I’m a little worried Blognomic is a little too much oriented towards “fairplay” to make it work - I mean, if we really considered the core mechanics as part of the game, then we wouldn’t vote FOR on any declaration of victory except our own, right?

Clucky: he/him

22-01-2013 21:01:12 UTC

Another idea is a dynasty to screw with proposals/voting, since they’re the fundamental mechanic of Nomic and they haven’t been touched in a while.  arrow

nqeron:

23-01-2013 00:34:19 UTC

can we make voting that relie on a combination of symbols?  for  against

scshunt:

23-01-2013 05:16:46 UTC

Cpt_Koen: It’s not about messing with the core rules, it’s about messing with the mechanics of the dynastic game. There’s a very good reason that 1.6 and 1.7 are unoverridable, but the rest of the core rules are. The point of Nomic, anyway, is to explore rule-making games, and the most basic way to do so is by changing the manner of rule-making.

We can very easily change the mechanics of the dynastic game without affecting the core rules, either by setting up different classes of proposal or, my personal preference if I want to do a wonky dynasty, simply ban proposals from affecting the core game and leave any serious core issues to be resolved by CFJ (which would always work the same).

It seems that we have some loose support for a dynasty about rule-with-screwing, so I’ll think on a theme.

scshunt:

23-01-2013 05:43:40 UTC

Oh, also, post-mortem:

I think the big issues with this dynasty were: first, the inordinate amount of advantage conferred on the leader of a cult with many members and second, the lack of advantage to being a member of a cult.

In particular, the rules regarding artifacts were, in conjunction, rather powerful and entirely biased towards cult leaders, since only they would know how many artifacts their cult had and thus would be able to milk them for maximum value. Additionally, the loophole that Kevan closed relating to the same inquisition multiple times was added due to my use of it,

The other way I gained influence—-and the cause of my victory—-was an interesting play mistake of RaichuKFM’s. In an attempt probably to abuse the artifact or trait rules, he enacted a Secret Requirement requiring everyone in the cult to go to The Library, then kicked me out when I hadn’t done so (I didn’t see the first PM from Kevan informing me of the requirement until I was out). In doing so, though, he made it so that I was able to look through the GNDT logs and identify the membership of his cult, which I used twice with Klisz’s help (though I was surprised when he included me on his Inquisition)

However, this dynasty suffered the normal issue of an early victory condition, compounded with the fact that I (and probably others) was reluctant to submit or vote for proposals lest they inadvertently help someone other than me, since I had no way to judge what their effects would actually be.

All in all, I think that the secrecy mechanic fundamentally worked, and Kevan did an admirable job of replying quickly. The dynasty was fundamentally undermined by poor power distribution.

The next time a secrecy dynasty gets tried, I might suggest that a mechanic to experiment with would be having perfect information except for not making it known who controls which actors in the game (and randomness). This would allow for players to have a better idea of the relative strengths of all players, without letting them know who their opponents actually were.

scshunt:

23-01-2013 05:48:21 UTC

Last comment: Please, everyone, add to the posts of interest list at http://blognomic.com/wiki/index.php?title=The_Eleventh_Dynasty_of_Kevan

These have been falling behind in being updated, and I’d also like to see some work put into getting some other recent dynasties done. The pages for the most recent dynasties of Josh, Quirk, and I are all rather bare, and dynastic history is *important*.

Kevan: he/him

23-01-2013 10:51:11 UTC

A proposal/vote-twisting dynasty sounds like a good call. It’s been a while since we’ve felt the fear of proper core scams and the potential to actually lock the ruleset, and it’d be good to get back to some of that.

Interesting post mortem. I was expecting to see more proposals deliberately sounding out information through other people’s votes (“I vote to destroy all one-person Cults!” “I vote AGAINST!” “Interesting…”), and decoy proposals that subtly favoured a particular type of Cult yet were also flawed enough to fail. Not being able to see a clear gamestate does make it harder, but you can still work from an absolute worst case.

I was hoping that Artifacts would become more of a liability to the Leader, I’m not sure why they didn’t. I imagined that any Cultist ordered to change location would assume that they were going there for a dig, and would quietly liberate one or two Artifacts the next day, leaving the Leader in the lurch when they tried to use all their Artifacts at once and found themselves short. Or that someone would try to pin down and join the Famous cults on the assumption they were probably Open, and immediately pull a high number of Artifacts out.

What do you mean by “the normal issue of an early victory condition”, out of interest? Would be good to pin down some thoughts on the best time to introduce a victory mechanic. This one came in just after the half-way mark (on the 28th December), which feels about right to me.

scshunt:

23-01-2013 17:39:51 UTC

It’s usually the case that proposal activity in a dynasty falters once a victory condition is evident, especially exploratory activity that seeks to add new mechanics rather than supplement or fix existing mechanics. I felt like it was introduced before the exploratory stage was necessarily over, since very few mechanics actually contributed significantly to the game

I don’t think that an early victory condition is necessarily a problem, if it is sufficiently interesting. For instance, had the victory condition to be in cults with the greatest combined artifacts, things would have been far more intriguing. But since the goal was to accumulate Insight, suddenly everything else didn’t matter.