Proposal: How Many Barrels Will Thy Vengeance Yield?
11-0 quorum. Enacted by pokes.
Adminned at 06 May 2018 21:47:24 UTC
Enact a new rule, “Goals”:-
Each Sailor has one or more secret Goals, tracked privately by the Narrator. Each Goal has a Name, a Definition and a Worth, and may also specify a Target. Valid Goals are:-
- Avenge Nature (X worth) Targetting a number from 1 to 10: Be alive at the time of death of a creature of an uncommonness equal to this Goal’s Target - this Goal’s Worth is equal to that Target value.
- Advance (2 worth) Targetting a Position other than Deckhand: Hold that Position at the end of the Story.
- Hunt (2 worth) Have at least 10 barrels of oil aboard the Haniver at the end of the Story.
- Acquire (2 worth) Have at least 10 gold at the end of the Story.
- Survive (1 worth) Be alive at the end of the Story.
- Die (1 worth) Be dead at the end of the Story.
- Stay Afloat (1 worth) Have the Haniver afloat at the end of the Story.
- Abandon Ship (1 worth) Have the Haniver sunk at the end of the Story.
- Protect a Friend (1 worth) Targetting a single Sailor other than themselves: Have that Sailor be alive at the end of the Story.
- Avenge an Enemy (1 worth) Targetting a single Sailor other than themselves: Have that Sailor be dead at the end of the Story.
If a Sailor has no Goals, they may send a private message to the Narrator listing any number of Goals from the list above (including multiples of the same Goal so long as they all have Targets, and those Targets are different) and specifying any choices of Target. If the total Worth of those Goals is no higher than 10, the Narrator may then set that Sailor’s Goals to those specified.
Basic suggested structure for this dynasty: players all choose secret goals, and the game is played out by whatever means before reaching an endpoint. When that happens, each player scores for the goals they’ve completed, and the highest total wins.
Madrid:
I like the “Die” one lol, it’s like the Fool in Mafia.