Thursday, January 09, 2014

Proposal:Change 2.1 “Memory”

In the rule “Memory” change “Immediately after taking a daily or weekly action” to “Immediately after taking a daily or weekly action that inherently negatively affects recollection”

Immediately after taking a daily or weekly action that inherently negatively affects recollection, a Survivor must reduce their Recollection by 1. If a Survivor’s Recollection is zero, they cannot take daily or weekly actions.

In new rules proposed with a daily action, weekly action, or weekly communal action must state whether the action inherently affects recollection positively, negatively or does not affect recollection.

In the rule 2.2 “Health” add “This action does not inherently affect recollection.”

...
As a weekly action, a Survivor may Attempt First Aid. When a Survivor Attempts First Aid, they pick another Survivor and roll a DICE5. If the result is a 1, the chosen Survivor has their Vitality increased.
This action does not inherently affect recollection

In the rule 2.3 “Food” add “This action does not inherently affect recollection.”

...
As a weekly action, a Survivor may Explore. When a Survivor Explores, they roll a DICE5. If the result is a 1, their Vitality is Decreased; otherwise the Food is increased by one less than the die roll.
This action does not inherently affect recollection.

In the rule 2.4 “Power” add “This action positively affects recollection.”

There is a communal quantity of electrical power tracked in the Captain’s row of the GNDT in a column called Power, defaulting to 0. As a weekly action, a Survivor may Repair the ships circuits. When a Survivor Repairs circuits, they may decrease their vitality and add 10 to the communal Power.
This action positively affects recollection.

In the rule 2.5 “Modules” add “Unless otherwise specified, modules positively affect recollection.”

The ship has various modules. if a module has a Required Power attribute, it is considered Operational if and only if the communal Power is at least as high as the Required Power attribute.  Unless otherwise specified, modules positively affect recollection.

It occurred to me, why would repairing a ship make you forget about your life on that ship?  I think there are probably better ways to go about losing recollection without this absurd variety of amnesia.

Comments

Skju:

09-01-2014 21:39:27 UTC

Helpful hint from the dead aboard the Octantium: make sure to put Proposals in the “Proposal” category when you post them. Also, it would make more sense to simply say that an action does affect Recollection when it does and keep it out of the matter otherwise.

IceFromHell:

10-01-2014 02:13:38 UTC

Since we are onto it, let’s consider a few other issues:
“In new rules proposed with a daily action, weekly action, or weekly communal action must state whether the action inherently affects recollection positively, negatively or does not affect recollection.”
This would take no effect whatsoever or would make the proposal impossible to be admined. The problem is that when enacting a proposal, admins must resolve all it’s “orders” in the moment of it’s enactment. If you want to make any kind of effect that lasts more than that moment, you should make a new rule.

You also defined that some actions might “positively affect recollection”, but you didn’t defined what that means. It wouldn’t be an issue until some action actually did it, but some of the ones in your “proposal” do.

Sacchan:

10-01-2014 03:43:50 UTC

Hm, even without considering the mechanical issues, the brain drain is the defining feature of this dynasty. There’s some evil alien thing or something going on that removes our recollection. RaichuKFM said he was inspired by some old 50’s sci-fi story.
This proposal would take the bite out of the recollection mechanic, at least in my eyes.

RaichuKFM: she/her

10-01-2014 03:49:19 UTC

Actually, it was Kevan who was inspired by the 50’s radio drama. He was completely spot on with the amnesia mechanic, though.

Sacchan:

10-01-2014 04:25:27 UTC

Ah, my mistake.