Thursday, January 25, 2018

Proposal: You’re Godzilla

Self-killed. Failed by Kevan.

Adminned at 26 Jan 2018 10:37:19 UTC

There are monsters lurking in this city, dangerous ones - which attack when there few enough pesky humans around to try to stop them.

Once per dynasty and as a Craction, and if there are no Monsters, you can Go Into Hiding by making a blogpost for this purpose, which contains a choice of two Monster Powers, listed below.

- Acid Spitter: Once per Stomp, Choose a Quorum amount of Residents. They gain 20 Hangover each.
- Swordfingers: Once per Stomp, Choose a Quorum amount of Residents. They lose 2 Health each due to head trauma.
- Bulky: Your Stamina starts at 6, instead of 4.
- Woundlicker: Once per Stomp, gain 1 Stamina.

Once that blogpost is made, its Monster, along its two chosen Monster Powers, comes into play.

A Monster is controlled by the Resident who made the blogpost to create it, and that Resident cannot perform any Dynastic actions other than those described in this rule, until the Monster in question is removed from play.

Monsters start with 4 Stamina. Monsters and their personal variables are tracked on the Residents wikipage.

A Monster may Stomp once every 36 hours by paying 1 Stamina and making a blog post for this purpose. Upon doing so, all Residents except the one in hiding (the one controlling it) lose 1 Health.

A Resident with a Weapon (one that can “hit another resident”, like a Crowbar) can make a Monster lose 1 Stamina, once every Stomp by making a comment at that Stomp’s post.

If a Monster has been in play for more than 7 days, any Resident can set its Stamina to 0.

When a Monster’s Stamina reaches 0, they are removed from play.

Add the above as a new rule with the name “Monsters”


Also, super bare bones combat system, just to get this started.


Kevan: HE/HIM

01-25-2018 20:20:58 UTC

We’re avoiding first-reader-advantage race conditions this dynasty - we shouldn’t introduce Priority-changing effects which can be triggered at any time.

It’d be good to see the combat system expanded from occasionally hitting Hard-Hats with Crowbars, but I don’t think we need to bring back last dynasty’s monsters to do that.


01-25-2018 20:30:58 UTC

Made it so that going Monster is a Craction.

Also, last dynasty’s thing is just thematic. This proposal is more about becoming a big monster than fighting itself - which I do hope to properly develop soon.

Kevan: HE/HIM

01-25-2018 20:38:10 UTC

The problem is that being able to Stomp Health off people “once every 36 hours” means that you can time it to affect Crate selection order. (If your buddy is tied for first pick and you happen to be online when an amazing crate drops, then immediately stomp the other guy; if the crate isn’t anything special, hold back the stomp for later.)

And it’s specifically the theme I’m unconvinced by here. The last dynasty was about becoming bulky acid-spitting monsters - let’s do something different in this one. There’s no reason that “I’m going to stop searching these crates and attack you guys instead” has to involve changing into or taming a monster.


01-25-2018 20:52:14 UTC

Oh well against


01-25-2018 21:47:08 UTC

(Since this dynasty’s theme is loosely linked to the last one I personally thought it was a nice touch to bring back some of it’s elements)


01-25-2018 21:47:39 UTC

(but that’s probably because I couldn’t play the last one ;-)

Kevan: HE/HIM

01-25-2018 23:22:53 UTC

Callbacks are fun, this just felt a bit too on-the-nose. One of the things that impresses me most about BlogNomic is how we manage to do something different each dynasty.