If there is one thing that the "internet" has lost, it's games like this. I used to love playing #wolfgame on IRC. Even Ultima Online (although hardly a typical heritage game) definitely shaped the way MMORPGs evolved. Anyway, back onto Nomic. After reading the Wiki and seeing the "Initial Rule Set" [1] then reading through a lot of the archives it became clear that "chaos" and administration was the downfall of this…
The way I remember Nomic there was another rule, which defines an alternate objective function. 117. Any player who generates a contradiction in the rules automatically wins.
Nomic
41–50 of 88 posts
Re: Nomic
#42If there is one thing that the "internet" has lost, it's games like this. I used to love playing #wolfgame on IRC. Even Ultima Online (although hardly a typical heritage game) definitely shaped the way MMORPGs evolved. Anyway, back onto Nomic. After reading the Wiki and seeing the "Initial Rule Set" [1] then reading through a lot of the archives it became clear that "chaos" and administration was the downfall of this…
If by '#wolfgame' you mean what we call Werewolf, where there are a bunch of 'villagers' and one or more randomly selected 'werewolves' where the werewolves get to kill a villager in the night and the villagers get to lynch someone during the day, we have a group who frequently plays this (or the Mafia variant) at uni through IRC or their forums.
Re: Nomic
#43There's a commercial game similar to this called Flux. It's not as free-form (there are cards with rule changes pre-printed on them), but it is easier to play with a group of new users. One of the primary results--obvious to programmers but perhaps not obvious to the general public--is how easy it is for rules to interact in unexpected ways, often producing ambiguous gameplay which may go unnoticed by players for sig…
Not to be contrarian, but flux is nothing like nomic. Rules in flux don't interact in unexpected ways (there are a few variables that change, notably, draws per turn, maximum hand size, and win conditions which are generally what cards you have out in front of you in order to win) but the player has no freedom to make up new rules on her own.
Playing it with Mathematicians/CS types is brain-hurty (think mod-13 arithmetic and prime numbered cards behaving differently).
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[1] Some of the different rules:
- If you ask a question, you get a 1 card penalty
- If you have one card and don't say "bartok", you get your hand made back up to 7.
- We played with a bunch of broken decks all smushed together, so you couldn't count cards.
Re: Nomic
#44Mornington Crescent.
... can be made into a Nomic, but the way it's usually 'played' it is simply a parody of over-complicated games with no actual rules of its own beyond, perhaps, 'be funny' and 'confuse the new guy'.
Re: Nomic
#45If there is one thing that the "internet" has lost, it's games like this. I used to love playing #wolfgame on IRC. Even Ultima Online (although hardly a typical heritage game) definitely shaped the way MMORPGs evolved. Anyway, back onto Nomic. After reading the Wiki and seeing the "Initial Rule Set" [1] then reading through a lot of the archives it became clear that "chaos" and administration was the downfall of this…
The way I remember Nomic there was another rule, which defines an alternate objective function. 117. Any player who generates a contradiction in the rules automatically wins.
Re: Nomic
#46I've been interested in this idea of games with modifiable rules on and off, but something about the voting aspect doesn't appeal to me that much. Not entirely sure why. I like the self-referentiality of the rules being modifiable, but it just being a vote, "what rule change do you want?", feels unsatisfying. I'm not sure what to replace it by, admittedly. I did one experiment where instead of saying what the rules w…
My friends and I used to occasionally play a card game called Mao. The winner of each round (the first to get rid of the cards in their hand) could make up a new rule governing game play for following rounds. But they didn't announce their rule, instead punishing players who broke it by giving them an extra card. By watching the punishments, you had to try to work out their rule so you could avoid breaking it. With t…
Re: Nomic
#47I've been interested in this idea of games with modifiable rules on and off, but something about the voting aspect doesn't appeal to me that much. Not entirely sure why. I like the self-referentiality of the rules being modifiable, but it just being a vote, "what rule change do you want?", feels unsatisfying. I'm not sure what to replace it by, admittedly. I did one experiment where instead of saying what the rules w…
Voting games can be painful. I remember Mafia, which is very crowd-dependent. People who slow-play/minimax games make Mafia intolerable. At 3:00 in the morning with 3 players left, the 30-minute discussions are painful. Just kill someone and lose or win already. The variant I built (to give something useful to start the discussion, rather than blind suspicion) had a combat mechanic. You actually had to "buy" arms in…
Re: Nomic
#48Earlier quoted context omitted.
Not to be contrarian, but flux is nothing like nomic. Rules in flux don't interact in unexpected ways (there are a few variables that change, notably, draws per turn, maximum hand size, and win conditions which are generally what cards you have out in front of you in order to win) but the player has no freedom to make up new rules on her own.
A much better game is Bartok (sometimes called Bartog) - it starts out as something approximating Uno[1]. Each time someone wins, they make a rule. Playing it with Mathematicians/CS types is brain-hurty (think mod-13 arithmetic and prime numbered cards behaving differently). --- [1] Some of the different rules: - If you ask a question, you get a 1 card penalty - If you have one card and don't say "bartok", you get yo…
Re: Nomic
#49If there is one thing that the "internet" has lost, it's games like this. I used to love playing #wolfgame on IRC. Even Ultima Online (although hardly a typical heritage game) definitely shaped the way MMORPGs evolved. Anyway, back onto Nomic. After reading the Wiki and seeing the "Initial Rule Set" [1] then reading through a lot of the archives it became clear that "chaos" and administration was the downfall of this…
Re: Nomic
#50The ruleset: http://agora.qoid.us/current_flr.html
An example call for judgement: http://cfj.qoid.us//1892