Here is the proto-contract I've been working on for Agora: The Role-Playing Game. The underlying mechanic for the whole thing is that contestants are Player Characters exploring a dungeon. You have a limited amount of movement tokens for moving around the town and exploring the dungeon. While I haven't hammered out how exploring the dungeon works yet, I'm imagining Player Characters will have the following types of encounters: fight monsters to earn gold and experience, find equipment (such as weapons, armor, and potions), and find the stairway down to the next level. Points are scored by exchanging gold.
I have some concerns about the proto-contract as it stands now. This may cause a large amount of traffic on the public forums due to the number of actions Player Characters can take. While many of the actions are deterministic and Player Characters can perform a series of them in one message, encounters from exploring the dungeon will likely require multiple messages to resolve depending on how exploring the dungeon and combat is implemented. I don't want to end up swamping the public forums with traffic from this contest. Anyways, take a look and let me know what you think. I have intentionally left out descriptions of how to resolve exploring the dungeon and how to resolve combat. I want to get input from others before tackling these areas. As root indicated, this contest could integrate nicely with cards and I think exploring the dungeon is an area where that could work out well. Proto-Contract: Agora: The Role-Playing Game Version 0.1 1. The name of this public contract is "Agora: The Role-Playing Game." 2. The Game Master is the contestmaster for this contract. The initial Game Master is Sir Toby, but otherwise the Game Master CAN change as permitted by the rules governing changing contestmasters. The Game Master SHALL issue a weekly report detailing all information that the Game Master tracks, and the text of this contract. 3. All parties to this contract are known as Characters. Any player CAN become party to this contract by announcement. Any Character CAN cease being a party to this contract by announcement. All Characters that are first-class players are known as Player Characters. All Characters that are not first-class players are known as non-Player Characters. 4. This contract can be amended by any Player Character without 2 objections from Player Characters. 5. Whenever this contract calls for a Player Character to generate one or more random numbers, e shall do so using the Nomic.Net email dice server, 'http://dice.nomic.net/email.html'. When requesting one or more random numbers, the Player Character MUST specify the parameters exactly as this contract requires, MUST include a comment unambiguously stating the purpose of the random number(s), and MUST include a public forum on the recipients list. If any of these requirements are not met, the generated random number(s) CANNOT be used. 6. The following values are defined: - Base Health : 5 - Base Vitality : 10 - Base Experience : 10 7. Location is an attribute of Player Characters. The Game Master tracks the location of all Player Characters. A Player Character's location can have only one of the following values: Town Square, Healer, Gold Exchanger, or the name of any non-Player Character, Dungeon Level N (where N is an integer greater than 0). A Player Character's location CAN only change as permitted by this contract. When a Player Character becomes party to this contract, eir location is set to Town Square. When a non-Player Character ceases being a party to this contract, any Player Location whose location is the name of the departing non-Player Character has eir location set to Town Square. 8. Level is an attribute of Player Characters. The Game Master tracks the level of all Player Characters. A Player Character's level is an integer greater than 0. A Player Character's level CAN only change as permitted by this contract. When a Player Character becomes party to this contract, eir level is set to 1. 9. Experience is an attribute of Player Characters. The Game Master tracks the experience of all Player Characters. A Player Character's experience is an integer greater than or equal to 0. A Player Character's experience CAN only change as permitted by this contract. When a Player Character becomes party to this contract, eir experience is set to 0. 10. Maximum health is an attribute of Player Characters. The Game Master tracks the maximum health of all Player Characters. A Player Character's maximum health is an integer greater than or equal to 0. A Player Character's maximum health CAN only change as permitted by this contract. When a Player Character becomes party to this contract, eir maximum health is set to base health. 11. Health is an attribute of Player Characters. The Game Master tracks the health of all Player Characters. A Player Character's health is an integer greater than or equal to 0. A Player Character's health CAN only change as permitted by this contract. When a Player Character becomes party to this contract, eir health is set to base health. If a Player Character's health is set to a value that is greater than that Player Character's maximum health, their health is set to their maximum health. 12. Maximum vitality is an attribute of Player Characters. The Game Master tracks the maximum vitality of all Player Characters. A Player Character's maximum vitality is an integer greater than or equal to 0. A Player Character's maximum vitality CAN only change as permitted by this contract. When a Player Character becomes party to this contract, eir maximum vitality is set to base vitality. 13. Vitality is an attribute of Player Characters. The Game Master tracks the vitality of all Player Characters. A Player Character's vitality is an integer greater than or equal to 0. A Player Character's vitality CAN only change as permitted by this contract. When a Player Character becomes party to this contract, eir vitality is set to base vitality. If a Player Character's vitality is set to a value that is greater than that Player Character's maximum vitality, their health is set to their maximum vitality. 14. The following currencies are defined (where N is an integer greater than 0): movement tokens, gold, weapon level N, armor level N, health potion level N, vitality potion level N. The Game Master is the recordkeepor of these currencies. Ownership of these currencies is restricted to Characters. These currencies CAN only be created as permitted by this contract. These currencies CAN only be transferred as permitted by this contract. A Player Character CAN transfer instances of these currencies to another Player Character by announcement, if both Player Characters are at the same location. A Player Character CAN transfer instances of these currencies to a non-Player Character by announcement, if the location of the Player Character is the name of the non-Player Character. A non-Player Character CAN transfer instances of these currencies to a Player Character by announcement, if the location of the Player Character is the name of the non-Player Character. A non-Player Character CAN transfer instances of these currencies to a non-Player Character by announcement. 15. Knowledge of stairway down from level N (where N is an integer greater than 0) is a series of Player Character switches, tracked by the Game Master, with values false (default) and true. These switches CAN only be modified as permitted by this contract. 16. A move has the following properties: a starting location, a destination location, and optional restrictions. A move has the following form: "from <starting location> to <destination location>[, provided <restrictions>]." The following moves are defined (N is defined as an integer greater than 0): - From Town Square to Healer - From Town Square to Gold Exchanger - From Town Square to the name of any non-Player Character - From Town Square to Dungon Level 1 - From Healer to Town Square - From Gold Exchanger to Town Square - From The name of any non-Player Character to Town Square - From Dungeon Level 1 to Town Square - From Dungeon Level N to Dungeon Level N - From Dungeon Level N to Dungeon Level N+1, provided the Player Character's knowledge of stairway down from level N switch is set to true - From Dungeon Level N+1 to Dungeon Level N 17. A Player Character MAY destroy one movement token e owns and specify a move by announcement. In order to have any effect, the location of the Player Character MUST be the same as the starting location of the move, and the Player Character MUST meet all requirements specified by the move. The location of that Player Character then changes in accordance with the specified legal move and the Player Character's vitality is decremented by 1. If the Player Character's vitality is currently 0, and thus cannot be decremented further, instead the Player Character's health is decremented by 1 and the Player Character's vitality is incremented by 2 times the Player Character's level. 18. A Player Character who specifies the move "from Dungeon Level N to Dungeon Level N" (where N is defined as an integer greater than 0) is exploring the dungeon. This is resolved as follows: TBD 19. A Player Character MAY destroy one health potion level N (where N is defined as an integer greater than 0) e owns and specify e is drinking it by announcement. If the Player Character's health is less than eir maximum health, eir health is incremented by N times 2. Otherwise, the Player Character's maximum health is incremented by N. 20. A Player Character MAY destroy one vitality potion level N (where N is defined as an integer greater than 0) e owns and specify e is drinking it by announcement. If the Player Character's vitality is less than eir maximum vitality, eir vitality is incremented by N times 4. Otherwise, the Player Character's maximum vitality is incremented by N times 2. 21. If a Player Character's location is "Healer", that Player Character MAY destroy gold in their possession equal to eir level times 2 and specify e is healing by announcement. The Player Character's health is set to eir maximum health. The Player Character's vitality is set to eir maximum vitality. 22. If a Player Character's location is "Gold Exchanger", that Player Character MAY destroy any amount of gold in their possession and specify e is exchanging gold by announcement. As soon as possible at the end of each Agoran week, the Game Master SHALL award points to each Player Character equal to the amount of gold that was destroyed in this fashion by that Player Character during the previous week. If the Game Master is unable to award enough points to equal the amount of gold that was destroyed in this fashion, the Game Master SHALL award as many points as possible to those Player Characters who destroyed gold in this fashion first, and then the Game Master SHALL create an amount of gold in the possession of each Player Character equal to the number of points that the Game Master was unable to award to that Player Character. 23. When a Player Character becomes party to this contract, 5 movement tokens are created in eir possession, provided that the Player Character has never been party to this contract, or at least 7 days have passed since e was last party to this contract. 24. At the beginning of each Agoran week, a number of movement tokens are created in the possession of each Player Character equal to 4 plus the level of the Player Character. 25. When a Player Character's experience is equal to or greater than eir level times base experience, the following happen: - The Player Character's experience is decremented by the Player Character's level times base experience. - The Player Character's level is incremented by one. - The Player Character's maximum health is incremented by base health. - The Player Character's health is incremented by base health. - The Player Character's maximum vitality is incremented by base vitality. - The Player Character's vitality is incremented by base vitality. 26. When a Player Character's health is 0, the following happen: - The Player Character's location is set to Town Square. - The Player Character's level is set to 1. - The Player Character's experience is set to 0. - The Player Character's maximum health is set to base health. - The Player Character's health is set to base health. - The Player Character's maximum vitality is set to base vitality. - The Player Character's vitality is set to base vitality. - All instances of all currencies defined by this contract in possession of the Player Character are destroyed. - All knowledge of stairway down from level N (where N is an integer greater than 0) Player Character switches for the Player Character are set to false. -- Jeff Weston (Sir Toby) PGP public key available from http://pgp.mit.edu/ PGP Key ID: 0x14B456ED