Tuesday, May 20, 2025

Story Post: Citation: Evolving Gameplay

Popular, 3-2 after 48 hours. Enacted by JonathanDark.

Adminned at 22 May 2025 15:50:16 UTC

The essay Advice for Emperors describes how to build mechanics that support both casual and competitive players:

Different players approach BlogNomic in different ways, and while an Emperor doesn’t have to ensure that all of their concerns are equally met, it is helpful to carry certain archetypes in mind when considering the mechanical flow of the ruleset.

At a default level, you should aim to ensure that there is a simple starter mechanic that any player can perform without having to understand the whole ruleset. Holding a ruleset in your head and modelling how it works is a skill, and a rare one; most players want to dip a toe in and see where it leads. Having a single, simple action that new players can perform that doesn’t require them to understand second-and third-order knock-on effects will act as an on-ramp that will allow casual and new players to engage with the game. Those players won’t always actually be competitive, but that isn’t the point. The point is for them to be involved, and to give those players who do want to play to win a complex ecosystem in which to operate.

Add the following as a new Mandate:

A Plan should contain at least one simple dynastic action with straight-forward effects on the gamestate as well as the mechanics to include more complex dynastic actions and effects.

Comments

DoomedIdeas: he/him

20-05-2025 16:27:40 UTC

for

Trapdoorspyder: he/him

20-05-2025 17:27:34 UTC

for

Josh: Capital he/they

20-05-2025 18:36:57 UTC

for

Kevan: he/him

20-05-2025 19:16:04 UTC

against A one-shot setup action is a good idea to help new players get going, but it doesn’t seem like a defining aspect of a dynasty plan.

DoomedIdeas: he/him

20-05-2025 21:49:37 UTC

Actually, I agree with Kevan. I also will note that we do not currently have new players, and that mentorships help take care of the issue of complexity. I personally found discussion over proposals was more helpful to me than easy dynastic actions, but I understand that that is subjective.
CoV against

JonathanDark: he/him

20-05-2025 22:40:15 UTC

Maybe I misunderstood the Essay. I thought it was meant to make sure a dynasty encourages new players to join.

Kevan: he/him

21-05-2025 07:59:29 UTC

I read it as saying that a simple action like “choose a hat colour, this is purely cosmetic” is good for letting a new player (who’s already present in the dynasty) get a feel for how the wiki gamestate structure works.

It doesn’t seem like we’d gain much review insight if we all went back and added “detectives have hats”, “choose your car colour” to our summaries or example rules.

Josh: Capital he/they

21-05-2025 09:08:29 UTC

My opinion is and has always been that some players learn by doing, and giving them something manual and low-stakes to do is a cognitive on-ramp that is valuable to certain learning styles. I’m happy with my FOR on this, I think it’s good practice.