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