Nomic
61–70 of 88 posts
Re: Nomic
#62BlogNomic has been mentioned, but here's a gratuitous plug for Agora Nomic, which is currently suffering from lack of interest (and could use a few more players) but is arguably the oldest still-living true nomic. The game sometimes has "actual gameplay" and sometimes doesn't really, but in practice mainly revolves around the rest of the rules - over 100 of them - including things like multiple privilege levels for r…
Re: Nomic
#63If 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…
I just created a GitHub repo with the initial ruleset in Markdown format. http://github.com/johndbritton/nomic If you want to start a new game, you can fork the repo and begin accepting pull requests from your players. You can also see a listing of active games by checking out the network tab. https://github.com/johndbritton/nomic/network
Re: Nomic
#64If 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…
I just created a GitHub repo with the initial ruleset in Markdown format. http://github.com/johndbritton/nomic If you want to start a new game, you can fork the repo and begin accepting pull requests from your players. You can also see a listing of active games by checking out the network tab. https://github.com/johndbritton/nomic/network
https://github.com/beza1e1/nomic/blob/english/rules.md
It also starts of with a "dictator" in the beginning, which removes judgements and should make it easier for beginners. Players can bring back the judges anyways.
Re: Nomic
#65If 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…
I just created a GitHub repo with the initial ruleset in Markdown format. http://github.com/johndbritton/nomic If you want to start a new game, you can fork the repo and begin accepting pull requests from your players. You can also see a listing of active games by checking out the network tab. https://github.com/johndbritton/nomic/network
Re: Nomic
#66Earlier quoted context omitted.
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…
That is the same as Mao.
Re: Nomic
#67I'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…
Advantages:
- Defined game length (max 5 rounds)
- No deaths
- Actual data to base your votes on (Mafia can be fun, but the games of it I play never have 30 minute discussions because there's just nothing to discuss -- we just pick someone semi-randomly to lynch.)
The commercial release is very nice, but it can be played with regular cards too.
Re: Nomic
#68The wikipedia page is said to describe a game, although it rather looks like a description of Switzerland's political system.
Re: Nomic
#69Earlier quoted context omitted.
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.
If you like the win condition, and others do too, it's a pretty straightforward rule to introduce early on.
I imagine there could be an initial rule that states the most recent rule generated is authoritative in the event of a contradiction. But of course someone could generate the rule: the earliest rule generated is authoritative in the event of a contradiction.
I've never played Nomic. Do paradoxes like this come up often?
Re: Nomic
#70We got bored with it after a couple of hours, so we passed a rule that would finish the game at the end of the round. I still had a chance to propose a rule, which was something like "We will raze all scores. After the vote, each person's scores will be raised by 10 points." Raze/raise are homonyms with roughly opposite meanings, and the rule proposals were written down but only read out loud for discussion and vote. It passed.
Yes, I'm still rather proud of that rule.