Zefram wrote:
All these hoops to jump through are just going to add extra work to the ordinary business of the game. I predict that players will make a habit of attempting to the appropriate location via the town square before taking actions, so the net effect will be a lot of paperwork for the surveyor to figure out who's exceeded the speed limit this week. It'll make criminals out of some random set of players. Doesn't seem fun.
Hence the idea of offering bonuses instead of penalties. But some players perceive that as not being any better.
I remember when we introduced locations the first time. No one ever used them except in the mandatory ways. Most people still said "I go on hold" rather than "I move to the stasis chamber". Was the second iteration any better?
At one point, there was something like a 10x10 grid that was tied into the economy, rather than directly into the basic actions. Perhaps a variation of the Herbs proto, assigning VCs to locations and forming more complex color patterns than just "N of different colors"?