I'm not sure about the Pirates. I'd tend to either just do NPCs or
just do players for the first iteration. How does combat work? Some
rock-paper scissors type thing?

-Aris
On Tue, Oct 9, 2018 at 6:22 AM ATMunn <iamingodsa...@gmail.com> wrote:
>
> Hm, I see what you're saying.
>
> I think the problem is that recently I have been thinking a lot about
> real-life board games, which generally require some amount of complexity
> to be interesting. (Of course, there are those games every now and then
> that manage to pull off something genius with a tiny rulebook, but those
> are rare.)
>
> What you've helped me realize here is that Agora is not about that.
> Agora, as we all know, is a game about changing the rules, not
> necessarily adding a ton of them at once. If a new system is added, in
> order for it to be successful, it probably needs to start small, and
> become larger as the community, not a single player, chips in and makes
> it the best it can be. (I'm writing this more as a reminder to myself
> than anything.)
>
> Again, I'm still not super invested in this idea. I'd like it to work,
> but if it's not going to, then there's no sense in moving on to making
> an actual proposal. So, here's my attempt at creating a one-paragraph
> summary, as simple as possible:
>
> Every player has a spaceship, with which to fly around space and fight
> space battles. Players also have Fame levels; defeating most players
> lowers Fame, and defeating NPC "Pirates" and very infamous players
> raises fame. Becoming either famous or infamous can bring rewards
> (potentially even winning), but staying neutral does not.
>
> I think that captures the main things I wanted from this. I hesitate if
> this might even still be too much, but I can't see how to reduce it any
> more. Maybe I'm overthinking it.
>
> I will say though that I was hesitant to include the "Pirates" thing.
> Having NPC ships does seem like another layer of complexity; however, I
> couldn't see how fame would be a viable option otherwise. Maybe fame is
> simply attacking *any* infamous player, and infamy is simply attacking
> *any* famous player, sort of making two teams?
>
> On 10/8/2018 11:40 PM, Aris Merchant wrote:
> > Please forgive me, but, well... This still suffers from the problems of
> > complexity and and lack of focus that the current system does.
> >
> > I think the problem is that you’re trying too hard to be intresting. In
> > short, you’re enjoying the rules and ideas you’re coming up with. That
> > means that you want to come up with more of them, because it’s fun. I've
> > done that multiple times in the past. It doesn't work very well. Look, for
> > instance, at my first contract system. A very flexible and detailed system
> > that was also so complicated that no one wanted to figure out how it worked.
> >
> > I can't promise that this will work, but what you might try doing is to
> > start with a very simple idea and then add just enough so it's not actively
> > boring. So, basically, pick a paragraph of your current plan (and, for the
> > love of the light, please, not the one you marked as arguable), and make
> > that your new plan. See if you can do it all in ~three rules, about two
> > reasonably sized paragraphs each. Remember that brevity is a virtue.
> > Designing a large system that fits well together and that is also simple
> > and focused is extremely hard. I still can't do it myself without a lot of
> > help, although I'm getting better after a ton of practice and mistakes. A
> > small focused system that can be expanded later is probably a better idea.
> >
> > When I say that you should be able to come up with a reasonable summary
> > (that is, one that gives people enough background to understand what's
> > going on) that's a paragraph long, I meant it. Examples:
> > 1. There are politicians and political parties. Players, through normal
> > game activities, gain favors which they can use to gain power and influence
> > more politicians, eventually allowing the player to win. Politicians also
> > have special powers which the players who control the build up political
> > power.
> > 2. There's a currency called stems with no intrinsic utility. Players have
> > one of three roles, which they can only change rarely, and which allow them
> > to bid with stems for one of three more specialized currencies that help
> > with gameplay. One currency controls proposals, another provides extra
> > votes, and a third removes judicial punishments. Various officers have the
> > power to set economic policy for each currency, setting the amount at
> > auction and the taxation rate.
> >
> > I'm not trying to shoot down your ideas; I just want to help you come up
> > with a strong proposal. The fact that it's supposed to coexist with
> > Politics makes the need for simplicity even greater, but most of this is
> > generally applicable. I hope that I've helped.
> >
> > -Aris
> >
> >
> > On Mon, Oct 8, 2018 at 6:00 PM ATMunn <iamingodsa...@gmail.com> wrote:
> >
> >> After some feedback on my last message and some time outside earlier
> >> today, I've refined my Putting Agora in Space idea. The biggest
> >> "complaint" on that was that it was too broad and too much like the land
> >> system which is likely about to be repealed. So, I've thought about it a
> >> bit, and here is the new idea.
> >>
> >> This system will be largely its own system, but will be interlinked with
> >> the Politics system (assuming that passes). Its main focus will be on
> >> space battles. This was something that I hesitated to have in the
> >> original idea; however, when Aris suggested narrowing down the idea to
> >> one main system, that was what e mentioned. I don't think e was
> >> specifically suggesting that and instead using it more as a suggestion,
> >> but I actually thought it could work. E also suggested having several
> >> smaller economic systems linked together as opposed to one main one, so
> >> I decided to make this work along those lines.
> >>
> >> Planets will likely still be a thing, however they won't be nearly as
> >> influential and important as they were going to be originally. Instead
> >> of being owned directly by players, planets are owned by political
> >> parties. Players can gain Favours with parties by defending the party's
> >> planets from invaders. There will probably be a fixed number of planets.
> >>
> >> (This part is debatable) There may be a select few planets owned by
> >> Agora instead of a party which are where players must travel to perform
> >> certain game actions, such as voting, making proposals, etc. This could
> >> create an interesting dynamic, but could also be annoying and too much
> >> of a hassle.
> >>
> >> Each player has a Spaceship. This is what allows em to travel around the
> >> galaxy, and is used to fight space battles. Upgrades can be bought for
> >> Spaceships to increase things like their fuel capacity, speed, attack
> >> strength, etc. There may be a limit to how many upgrades a Spaceship can
> >> have, causing players to either specialize in a particular thing, or
> >> have more of a "jack of all trades" Spaceship.
> >>
> >> There are also some non-player controlled Spaceships that will roam
> >> around the galaxy. There are friendly ships called Merchants; players
> >> can trade with these to sell unneeded things and potentially buy things
> >> at a lower price than normal, or even buy special things only available
> >> through Merchants. On the other end of the spectrum, there are Pirates
> >> which will try to attack Merchants, players, and Planets.
> >>
> >> Every player has a Fame switch. When a player's Fame is above a
> >> particular threshold, e is considered Famous; when eir Fame is below a
> >> particular negative threshold, e is considered Infamous. Fame is
> >> increased by doing good deeds such as trading with Merchants, helping
> >> players by giving them things or helping repair their ships, defeating
> >> Pirates, or even defeating Infamous players. Fame is decreased mainly by
> >> attacking Merchants and other players. Both fame and infamy can have
> >> rewards, so players can choose either path.
> >>
> >> I haven't actually thought much about how space battles will actually
> >> work. I imagine it will be some sort of turn-based thing, where once a
> >> player engages in a battle, e and the other ship will take turns
> >> attacking (or defending) until one is defeated or retreats.
> >>
> >> Another thing I'm unsure about is how one will actually encounter other
> >> ships. Some battles will take place near a planet, but I imagine most
> >> will occur in interplanetary space. I'm not really too thrilled about
> >> having a big space map, as we just got done with having a map. Of
> >> course, it would be very different then that was, but I feel like
> >> there's some better way.
> >>
> >> I think this is the main bulk of the idea at the moment. One other idea
> >> I had is political parties giving players "side-quests" that they can
> >> perform, such as transporting goods between planets. This could give
> >> players another thing to specialize in.
> >>
> >> Again, as always, thoughts greatly appreciated. I think I'm liking the
> >> direction this is heading, though.
> >>

Reply via email to