Saturday, July 08, 2023

Proposal: Unhidden Agendas

Fewer than a quorum not voting against. Failed 1 vote to 6 by Kevan.

Adminned at 09 Jul 2023 08:22:05 UTC

In “Initialisation Phase Two”, remove the paragraphs beginning “Each Machinist can and should Send a Schematic”, “After receiving a Machinist’s written Agendas” and “The Great Machine can and should create”.

Remove the bullet point beginning “Delete Agendas until there exists a number of Agendas”.

Replace “Once each active Machinist has Sent a Schematic and there exists a number of Agendas greater than four times the number of active Machinists” with:-

Once there exists a number of Agendas greater than four times the number of active Machinists

Enact a subrule to “Initialisation” called “Agendas”:-

The following Agendas exist:

* Destroy the System of Control.

I think I’d rather play with a deck of Agenda cards that we’d designed publicly and all knew the potential scope of, than a lot of free-text under-the-table weirdness which we likely won’t get to see until the DoV.

I’d missed the “unfairly easy or difficult to Fulfill” clause in that original rule, but even with that there’s still scope for exploit Agendas to get through: the Emperor doesn’t get to remove all the unfair ones, they have to stop when the deck size is four times the player count. Even if patched to allow freer removal, writing your own secret and completely fair Agenda and happening to be dealt it (so that you alone know that some obscure gamestate pattern is game-winningly significant) would still grant a big advantage.

(Future Terse check: This proposal easily removes more characters of rule text than it adds.)

Comments

lemon: she/her

08-07-2023 12:10:03 UTC

i’m personally inclined to redex this, since i want to experiment with genuinely hidden objectives. but — i’m open to changing my mind if everyone else feels strongly about it :0

Kevan: City he/him

08-07-2023 15:50:24 UTC

A game with genuinely unknown objectives feels like a very difficult one to play. The idea that I could lose a game of Agenda Chess when you revealed the secret “take a pawn with a queen” and “arrange seven pieces into a smiley face” goals that I didn’t know existed (because you wrote them yourself, or because another player wrote them and kept the secret to themselves) and that I wasn’t able to anticipate or block in any way.

JonathanDark: he/him

08-07-2023 16:49:00 UTC

I have an alternative Proposal that at least solves the “write my own path to victory” problem:

https://blognomic.com/archive/not_on_my_agenda

Kevan: City he/him

08-07-2023 17:07:27 UTC

An unguessable Agenda might still be dealt to an accomplice, with the same effect.

I’m not sure how unguessable Agendas dealt to rivals would play out - if I write a smiley face Agenda and later notice someone probably starting to build one, I guess I might tell the group exactly what the Agenda was, or at least gnomically advise on how to block it (both of which may be weighed up as a bluff).

JonathanDark: he/him

08-07-2023 17:23:29 UTC

Yes, an unguessable Agenda might still be dealt to an accomplice, but you can’t guarantee that. When writing Agendas, you’d have to weigh that possibility against the possibility of it falling into the hands of a rival and make a risk decision on whether or not to do so.

I did think about prohibiting Agendas from going to Machinists that are in an Alliance with the author of an Agenda, but since Alliances are fluid, that becomes a whole mess on its own.

I think just having that possibility of not knowing where the Agendas will land is sufficient to keep Agenda-writing interesting without making it too powerful.

Kevan: City he/him

08-07-2023 18:16:47 UTC

I think it comes down to whether whoever wrote the Agendas you get dealt chooses to call you out when they see you progressing them. If they don’t (because you have a private agreement, or because they’ve stopped playing), nobody else will ever guess that Agenda and it will be much easier to complete. Players unlucky enough to be dealt Agendas from attentive rivals will have a much harder time of it.

Perhaps I’ve got the wrong idea of the general shape this dynasty will take. I’m reading it more as a shared arena where we’ll try to complete our goals and other players will help or hinder that, rather than a solitaire where we all get dealt middling-difficulty goals and try to achieve them quickly without interference.

lemon: she/her

08-07-2023 19:06:22 UTC

i do think you’ve got some good points, Kevan — but i’d much prefer finding an in-between method of making Agendas easier to guess/learn, rather than revealing them all from the start. i think that having all of the potential Agendas on the table while we’re initially building the ruleset will make it a much more painful process, and will make it very easy for players to get hedged out completely in the earlygame.

against

Raven1207: he/they

08-07-2023 20:05:38 UTC

against

lendunistus: he/him

08-07-2023 21:59:51 UTC

against

Bucky:

09-07-2023 03:45:28 UTC

imperial

JonathanDark: he/him

09-07-2023 05:34:04 UTC

against

Kevan: City he/him

09-07-2023 06:57:47 UTC

[Lemon] It’s going to be very hard to fairly reveal and/or balance an unbalanced deck of victory cards when we, as a group, don’t know what’s written on those cards or who has which ones!

I don’t follow what you mean about hedging out, or how a public Agenda list would be worse than a secret one for that. Writing an unbalanced deck and dealing it blind - where only the “unfairest” extremes of difficulty have been removed, and one player might get dealt two easy-but-fairish Agendas, while their neighbour gets dealt two difficult-but-fairish ones - is going to hedge some people out from the start, they just won’t know it.

If the list is public, the group can recognise it as unbalanced and amend it before we deal the cards out.

Josh: he/they

09-07-2023 07:30:23 UTC

I guess one of the pleasures of BlogNomic is that dynasties aren’t that long (in Nomic terms, anyway) so we can try things that are a little unbalanced or erratic just to see how they play out. This proposal seems to me too cut a little too deeply into the core of the central dynastic mechanic set out by the emperor; perhaps the Imperial author is only semi-dead.

against

Kevan: City he/him

09-07-2023 07:40:33 UTC

Lemon had mentioned the Veiled Fate board game as the inspiration, and I didn’t think this was going against that. I’ve not played the game, but it appears to use, as you’d expect, a printed and public knowledge deck of cards, rather than a free-text handwritten set that players don’t get to look through until after somebody has won.

lemon: she/her

09-07-2023 08:04:04 UTC

@Kevan you’re right about what’s in Veiled Fate — but i don’t want this to be just like Veiled Fate, i want it to be like Veiled Fate meets Nomic! i’m aware that it’s experimental, and that’s a good thing to me.

so i see where you’re coming from, but i want to see how genuinely hidden objectives will influence the construction of a ruleset. if you’re concerned about balance, maybe you or i could propose an alternate mode of distribution aside from random, or some sort of vetting process for Agendas?

Kevan: City he/him

09-07-2023 08:21:34 UTC

Oh, every dynasty is something-meets-Nomic, I’m all for that.

It’s your idea of “genuinely hidden objectives” that I’m not sure about - which if I understand correctly means “genuinely surprising objectives”. There may be amendments that let us peek at or shuffle Agendas or whatever, but that ultimately you want there to be some element of a player being able to complete an Agenda that their opponents were entirely unaware of and that they would never have guessed in a million years. Being on the losing side of that feels like it’s going to be frustrating.

I’ll close this proposal, anyway.