On Tue, Apr 11, 2023 at 6:07 AM juan via agora-discussion <
agora-discussion@agoranomic.org> wrote:

> What do you think? The language could be better, sure, but I mean the
> mechanics. Also: can't figure out a good and fun way to allow Golem
> creation.
>
> {
>
> The Xaman is an office.
>
> Golems are entities tracked by the Xaman. Mind is a Golem text switch
> defaulting to "False" tracked by the Xaman. Body is a Golem text switch
> defaulting to "Does nothing".
>
> When the conditions specified by the Golem's Mind are met, the Golem is
> activated. When a Golem is activated, it performs the actions in its Body.
>
> This are types of Golems, written as "<Name> ([<Type>: <Attribute>]):
> When '<Mind>', do '<Action>'"
>
> * Observer (Text: condition, Golem: target): When 'condition', do 'poke
>   target'.
>
> * Avatar (Player: spirit, Text: action): When 'I have been poked since
>   my last activation', do 'action on behalf of golem's spirit'.
>
> * Proxy (Player: beneficiary): When 'I have been poked since my last
>   activation and I hold an asset' do 'transfer held asset to
>   beneficiary'. Other rules nonwithstanding, Proxy Golems can own
>   any asset.
>
> }
>
> --
> juan
>

Thematically, I like this, and I find that it could replace contracts and
promises both. As it stands, complicated plays could be made via chains of
promises if there was a gamestate to play them on... so that's probably
what we should work on, whatever board or system.

(shameless plug/TANGENT) I'm thinking rules as items would give a weird
sort of economy that could work as that system: where some crystals are
worth more than others because of where the rule is in the nomic process,
much like stamps have a weird sort of economy right now, where some are
worth more because of the status of the associated player.  If there's
anything you find as an issue with rules-as-items as it stands, can you
propose suggestions on what you'd like instead?
(I don't want this to be just *my* system, I want it to be everyone's)
(end plug/TANGENT)

Alternatively, propose the basis for a board game, or perhaps a matrix
(like graphnomic) with some basic functionality, so that way there is
somewhere to put these golems/promises/contracts.

Alternatively, create some stamps, create a contract, and force people to
play your subgame to earn that stamp. I did it once, for rock paper
scissors.
I might have to do it again if stamps are going to slowly reduce in value,
that and maybe I should actually engage in that subgame, start collecting
stamps. (ais523, I envy thee, your massive stamp collection just to show
off how cool you are and yet you don't use it to win).
I might actually do this... I'll think of something.

Nix also briefly mentioned a birthday tourney coming up, that might get us
that hot new subgame fix (that is where I think subgames are generally
supposed to belong?)

-- 
4st
Deputy(AKA FAKE) webmastor
Uncertified Bad Idea Generator

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