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…
I used to play board games with people like that, and the problem is easily fixed with a kitchen timer :) Timer goes off? Turn over, too bad. Given the average number of turns in a game and how long you want to play for, you can work out what to set it at (maybe with a 25-50% leeway) An interesting variant is to put the timer in a box so that you don't know how long you have left.
> Timer goes off? Turn over, too bad.
I used to play chess with someone whose style of play would watching paint dry seem fast paced.
BlogNomic 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…
> Agora Nomic, which is currently suffering from lack of interest And deservedly so. I started playing once, and got chosen to be a judge. After a couple of hours reading the rules I passed judgement, and promptly got shot down/counter judged. Apparently I was technically correct, but there were a whole swag of "customary rules" which weren't written down anywhere. If you're not going to play by the rules as written,…
Not sure when this was, and I guess this may be very belated, but I'm sorry you had that experience. Nowadays at least, although the text of the rules is interpreted much more literally than any real law system, and the policy is always to follow it where it is clear, vagueness in the rules is often interpreted in a convenient way, and there is quite a lot of (often ignored) precedent to deal with it, so it takes time to understand them. On the other hand, the CFJ system doesn't always get it right (in quite a few instances, later cases have struck down precedent without any particular reason that the answer should have changed - some cases are paid more careful attention than others, and sometimes emotion affects it in the case of scams), and often facts that seem completely self-evident to one person end up getting disputed (I've had this happen to me and observed it in others). I've learned through experience that it's best to avoid taking adverse judgements personally or getting ticked off about what seems to be misguided judging, especially if you're trying a scam.
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…
I've stated a few times.. why can't we make UO in browser by now? Old rules of course.
It's not that easy. Just because it's old doesn't mean it's easy. Sure, you could put up a Kickstarter for it and get a bunch of money behind the project. But historically, using the premise of building an MMO as a way of raising a bunch of money will result in failing to build that MMO. A programmer who has experience and talent also has no incentive to recreate UO (think about the modern-day incentive structures fo…
Pretty much all of the game devs I know (and I work with quite a few) play games all the time. Both games by others and by themselves (lunchtime playtests).
It sounds like "Calvinball". http://en.m.wikipedia.org/wiki/Calvin_and_Hobbes#section_6
"The fictional game Calvinball, played by the main characters in the comic strip Calvin and Hobbes, is sometimes compared to Nomic. However, Calvinball appears to have a permanent rule that the same rules may never be used twice; a nomic, at least in its initial state, has no truly permanent rules."
Why not any tax related political system in real life ;-) ?
I was talking about direct democraty, not taxes. Political systems where citizens propose laws that are voted by citizens, and where citizens propose to suppress laws and make all citizens vote on this suppression, by example.
Well, you left place for interpretation ;-) I was thinking that you were talking about rules that are constantly changing because of democratic process and that they are most clearly visible in tax area.