Proposal: Harder to Snipe
Change the first sentence of Heists {I} to:
If a rule defines an action as a Heist Action, a Participant (the “performer”) can attempt to perform that action by, in a single Dice Roller comment, specifying the action they want to attempt, indicating any changes that would occur to ruletext as a consequence, and rolling DICE48.
In Heists {I}, change the list of situations that cause attempts to perform Heist Actions to fail to (where “*” represents the start of a list item):
* The performer successfully performed a Heist Action that was not Swift.
* The performer gained a Target.
* The definition of the Heist Action being attempted was added to the ruleset.
* A word of ruletext that would be changed by that Heist Action was added to the ruletext or changed, except by a Heist Action performed by a member of the same team as the performer.
In Guesses {I}, change
A non-Mastermind Participant may set their Guess to any single word as a Daily Action.
to
A non-Mastermind Participant may set their Guess to any single word at any time, except for a word that was introduced into the ruletext (either by changing an existing word or by adding a new word) by a Heist Action performed within the previous 48 hours.
If the Mastermind named ais523 has a Guess, remove it. (This prevents my team from benefitting from a timing scam involving guessing “folkowing” while this proposal is pending, which wouldn’t be possible in the gamestate after the proposal succeeds.)
This is yet another attempt to reduce the extent to which the dynasty is about timing synchronization, taking yet another approach: it removes a number of possibilities for directly interfering with an attempt by the other team to score gradually over time, making such attempts harder to interfere with, and increasing the chance that a team can enact a complex plan despite the other team trying to interfere. (It may still be possible to interfere indirectly, or simply just to race.) Combining this with making it more difficult to reach Targets will hopefully lead to interesting gameplay that is no longer based around synchronization.
The requirement to specify exactly what you’re changing is added so that we can determine purely from the Dice Roller comment whether the Heist Action succeeded or not. The “performer” concept was added to make the rules easier to read and reduce wording corner cases (it isn’t related to my agenda, and indeed isn’t an EFF Word).
JonathanDark: he/him
It’s a neat idea, but I wonder if removing the ability to mess with the opposite team’s strategy is too “core” to this dynasty and will remove an essential piece to making it interesting. It feels like it might reduce gameplay to independently solving Wordle puzzles.
For reference: Wordle