Tuesday, April 08, 2025

Proposal: Cops and Robbers

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 09 Apr 2025 09:15:31 UTC

Enact a new rule, “Guards and Burglars”:-

Each Agent is either a Guard, a Burglar or a Civilian, defaulting to Civilian. This is publicly tracked.

If there are any Civilians, then the Concierge should select one in a secretly random manner and either:
* If there are more Burglars than Guards, make them a Guard
* If there are more Guards than Burglars, make them a Burglar
* If there are as exactly many Guards as Burglars, make them either a Guard or a Burglar in a secrely random manner

Each Agent has a Location, which is either a Spot in the Hotel Nagelburg, or blank (indicating that they are not present in the Hotel). Locations are tracked privately by the Concierge.

Enact a new rule, “The Break-In”:-

If every Agent has a non-blank Route and there are no Civilians, then the Concierge may perform the following atomic action of Breaking In:

* For each of the numbers 1 through 12 in sequence, repeatedly perform the following substeps with that number as its “Minute”:
** Set each Agent’s Location to their Letter in their Route at the position equal to the Minute
** Each Burglar who has the same Location as a Guard is now considered to have Encountered that Guard
* The Agents disperse: set every Agent to be a Civilian, all Locations to blank, and all Routes to blank
* Post a blog entry announcing the end of the Break In, and naming all Burglars (if any) who encountered Guards, and naming the Guards that each encountered

A simple starting game loop: players are placed onto random Guard/Burglar teams, and when everyone has stated a route around the Hotel, the Concierge spools through the results and tells the group if any Burglars were “caught” by any Guards, on those routes.

Comments

SingularByte: he/him

08-04-2025 10:58:52 UTC

Is it intentional that a Guard and a Burglar can walk through each other without seeing each other?

Kevan: Concierge he/him

08-04-2025 11:30:31 UTC

Intentional in the sense that I didn’t want to overload a simple starting proposal, but nothing beyond that.

I suppose it’s not unreasonable to say that it’s sometimes possible to sneak past an oncoming Guard (hiding behind a door, crouching behind a table) if you get lucky or were able to perfectly anticipate their timing, and that the Guard might do a better job if they were moving more slowly, or were stationary.

ais523:

08-04-2025 12:23:44 UTC

Right – I think this makes gameplay sense and is defensible in flavour terms (if you can anticipate the guard’s timing you can sneak past them). There are plenty of computer games where you have to do that sort of thing.

ais523:

08-04-2025 14:19:59 UTC

for

Darknight: he/him

08-04-2025 14:33:38 UTC

for

SingularByte: he/him

08-04-2025 14:37:33 UTC

for

JonathanDark: he/him

08-04-2025 15:39:56 UTC

Is there a reason that Civilians are secretly randomly selected to be Guards or Burglars, given that the result is publicly tracked?

JonathanDark: he/him

08-04-2025 15:43:08 UTC

In other words, why not use the Dice Roller?

Kevan: Concierge he/him

08-04-2025 15:51:02 UTC

Mostly convenience when I’ll be repeatedly picking names from lists, but there’s also some concern that the Dice Roller output isn’t truly random and needs patching.

JonathanDark: he/him

08-04-2025 16:19:31 UTC

for

Josh: he/they

08-04-2025 16:39:21 UTC

for

Trapdoorspyder: he/him

08-04-2025 17:03:57 UTC

for

Raven1207: he/they

08-04-2025 17:04:12 UTC

for

DoomedIdeas: he/him

08-04-2025 18:16:31 UTC

for

qenya: she/they

08-04-2025 19:22:13 UTC

for, but I have slight concerns about the timescales for Breaking In: with no fixed schedule but “whenever everyone has submitted a Route”, it creates an incentive to leave your decision as late as possible, in order to have better knowledge of what the gamestate and ruleset will be at the time Breaking In occurs.

Kevan: Concierge he/him

08-04-2025 20:26:45 UTC

[qenya] The ruleset angle of that played out well in the Wizard Duel dynasty - players sometimes held off to see whether a proposal would pass, but that added to the depth of the game. If issues arise with some future ruleset incentivising waiting to see what some free public action like Skills locks down to before people want to commit to a Route, that should quickly become apparent to the group and get fixed.