but only if I am actually not struggling to find someone
I meant that I'm not enjoying the game if I have a hard time, not that I only like to hide. So I prefer easy challenges. I like your idea.
but only if I am actually not struggling to find someone
Lawrencelot wrote:If you do the A > B > C > A thing, it doesn't matter if people copy questions I think?
Echo244 wrote:or god help me, try Mafia (though getting in to that would probably need to start with a really simple vanilla game).
As the recent Nomic games have been popular, but haven't actually evolved into much gameplay, I've decided to try a different approach.
The rules are split into two sections: Nomic and In-World. In-World rules will not come into effect in this thread, but come into effect in a new thread, to be created in roughly a week. The rest of the rules apply.
If you were following/playing the most recent thread, then most of these rules will be familiar.
- A "player" is defined as any human being who wants to participate in this game.
- Players may make proposals to modify, add, or remove rules.
- Proposals, unless stated otherwise in the rules, are passed when there are three votes for it, and the rules get changed accordingly. If it gets three votes against, then it fails and the rules are not changed.
- Players may vote either for or against, or abstain from proposals.
- A player proposing a proposal is assumed to vote for it.
- A post created after another post by the same player is not counted as a post in rules which state an action occurs after each post. Similarly, any action referencing the post number in these posts is ignored.
- If a player has voted on a proposal previously, they may change their vote by simply stating the new vote.
- The player who proposed a rule may retract the proposal at anytime before it is passed. A retracted proposal immediately fails.
- There is a proposal called 'Ready?' that cannot fail. When passed by more than one vote, I will create the game. All players are assumed to vote against it, until otherwise stated.
- Players should use their common sense in in-world actions.
- Players may own items, and a currency called 'Gold'.
- Each player starts with owning 1000 Gold.
- Players may decide to trade items or currency with each other at a given price. Both players must confirm the transaction in the game thread for it to take effect.
- A player who double posts is penalized 100 gold for each double post. This is taken out of the player's Gold, and then from the Gold they've stored with the Banker if they have less than 100 Gold.
- There are several classes of items. Common items may be bought from any Shopkeeper, Rare items are in somewhat limited supply and may only be bought when certain conditions are met and Unique items only have one copy in the game.
- The suggestions for the first 15 Common Items, 5 Rare Items, and 2 Unique Items proposed are automatically accepted, with a limit of 6 automatically accepted items per player. They may still be altered/removed with proposals, though.
- A suggestion for an item must consist of the item's name, any special effects, its class, and its buy price if Common, or its buy price, sell price, and availability as relevant otherwise.
- There are Locations in the game; each player may only be an one location at any time. Players start the game at the location "Generic Village".
- NPCs (Non-Player-Characters) exist, and the player may give them gold, items or service in order to get gold, items or service, as predetermined by the NPC.
- NPCs always stay in the same location, unless otherwise stated, and may only be interacted with when at that location.
- Unnamed NPCs exist at all locations that have "Village" in their name, unless otherwise stated.
- Any transaction may only take place if the player owns sufficient Gold (not counting that with the banker) or the selected item.
- There exists a type of event called a 'Quest' (Q). Quests are available to all players by default, and no prior requirements exist unless otherwise stated. The creation of a Quest is treated as a proposal, as are all modifications to it. A Quest must give a reward to whoever completes it, and contains Obstacles.
- An Obstacle is a segment of a quest that players either need to Request to pass, or are equivalent to a Job.
- A Job may be given by some NPCs (or a Quest). It specifies task(s) (e.g. killing a demon, clearing a pathway, mining a ruby, etc.) that are completed through some specified mechanic (e.g combat, mining, etc.). When all of the tasks have been done, the Job is completed, and the NPC gives some reward/Quest can be continued further. A Job, and its component tasks, can only be completed once, unless otherwise specified.
- Requests are made by a player to do an in-world action that doesn't contradict any rule, but is also not specifically allowed. Requests are treated as Quick Proposals, but with the deadline extended to the user's next post if that time period is greater than 24h, and only needing a single for vote to pass after 24h.
- Once a player has done a request, one of the players who voted in favour of that action may say if anything went wrong with the request. (e.g. 'You swam halfway to Pruth Island, but ended up getting hypothermia in the cool waters. After shouting for help, a ship pulls you up, and you are brought back to Generic Village.')
- Any location with 'Village' in its name is considered a Village.
- Locations are either on the mainland, islands, or on an island. Any location with 'Island' in the name is considered an island; all other locations are on the mainland unless otherwise stated.
- Players are required to pay a Boatist to access an island from the mainland and vice versa, or must own a boat to do so.
- Actions are assumed to be bounded by physics, unless something magical is stated to be at work.
- A player can 'die'. Dying changes their location to Generic Village, sets their Gold to 0, and any items being used actively at the time of death are lost (this things like your pickaxe when mining, or diving gear when underwater), as well as items collected during that action (loot off combat, gems off mining, etc.). Unique items lost in this way may appear elsewhere after dying.
[Combat mechanics determined solely in thread]
[Mining mechanics determined solely in thread]
World state: (what items exist, etc.)
- The following Locations exist: Generic Village, Pruth Island, Firey Mountain (on Pruth Island), Desert Ruins, Ocean Monument (only accessible via Pruth island), Windfall Acres (Village), Aravice Place (Island) and Corrupted Valley. Unless otherwise stated, they are all on the mainland.
- A Shopkeeper is a type of NPC. A player is able to buy any common item from then at the shown price, and sell common items to them at 80% of that price. Rare and Unique items may only be bought or sold based on other factors.
- A blacksmith is a type of NPC. You are able to buy and sell metals, metal items and tools with them (sold at 90% price for tools and metal items, 100% price for metals).
- A Boatist is a type of NPC. Boatists exist on all islands. The standard fee for requesting a Boatist's services is 80 Gold; this may vary as specified.
- Quset: The Lost Tablet:
- The quest is in the Firey Mountain.
- In the Firey Mountain, there exists the 'Tablet of the Cold Flame', a Unique item. This item grants the owner [combat bonuses], and supplies them with a Cold Flame each post (except double posts). With it, there lies an Osmium Bar, and four Steel Bars.
- The obstacles are:
- The Classic 'Pit of Spikes': A 60ft corridor of large osmium-tipped spikes, each about a foot from each other, able to impale someone easily. The ceiling is several yards above the spikes, and the walls slope slightly outwards. The wall rock is mostly stable, and the area is not well-lit. And, for some reason, the spikes are submerged in a pool of concentrated sulfuric acid.
- The Thirty Foot Chasm: A chasm, misleadingly, only 29ft wide. The opposite side is a couple of foot lower, and a rope ladder is bundled up at the other side. It is unknown what lies at the bottom, except for some corpses, probably. It is impossible to go around. You are worried about being able to get back, but a bit of lateral thinking should help. At least there's no sulfuric acid this time.
- The Steep Incline with Extra Zombies: [A combat job. Please define after a combat system is created.]
faubiguy wrote:Edit: It looks like Nomic 16.0 had a decently long run, so it would probably be a good idea to see what factors caused it to be more successful than other nomics.
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