On Mon, 2014-06-30 at 13:28 -0700, Kerim Aydin wrote: > On Mon, 30 Jun 2014, Alex Smith wrote: > > Are you interested in working out the details of something like this? > > Happy to try. But main issue I've had in the past is coming up with > specific "abilities" that people actually want to use. Do you have a > quick bullet list of a set of abilities to try this out with?
The basics within the game itself would be: something that lets you buy more abilities (in the starting set), something with a negative cost so that you can play your other abilities (also in the starting set), something that increases the number of abilities you can buy, something that increases the number of abilities that activate, something that discards unwanted abilities. Plus various things for helping/hurting other players. Normally, there would be multiple versions of each, at different sizes; the ones with larger effects are harder to buy and cost more (or have a more negative cost). For interacting with the nomic, something that boosts voting, something that interacts with offices, and a way to win. In general, owning more "interacting with the nomic" abilities puts you at a disadvantage in the game itself, because your pool of abilities becomes more dilute. Some potentially unwise and crazy ideas I had: a) add an ability to make numerical changes to other abilities (thus adding some nomic-like functionality directly); b) have an ability that (with support from the target) gives the target a "starter pack" of abilities, in order to let players recover if they reach a state where they can't progress further, and as a method of greeting new players (rather than having the rules create the abilities automatically). -- ais523