a Meta-suggestion:The principle of choice-delay-result.

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Cogliostro
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a Meta-suggestion:The principle of choice-delay-result.

Postby Cogliostro » Fri Aug 21, 2009 8:31 am

I think we all realize that the mechanical part of Cantr is essentially a system of choices about what to do next, interspersed with long waits in between. After the wait you see the result of your choice.

I want to bring to everyone's attention that at the moment there are very few such choices available to the newspawn. Let's put some heads together in the genius community we have, and get rid of this problem by coming up with good suggestions that involve:

- options for the newspawn ONLY ("on day three in Cantr, you are able to decide...", "on day five, you can decide this other thing...")
- the choices so made affect the character for life
- the effects of the choices are meaningful in the game and so cause older characters to try to sway the choices of newspawns, to make them more useful to themselves
- all the choices fully "unfold" only in time, so you don't immediately see where your choice led you
- some choices may result in "dud" consequences that, maybe, disfigure the character permanently, or do something else only of interest to roleplayers.

Imagination has few limits, the purpose of this proposal is to keep in mind this general choice-delay-result principle and to encourage everyone to come up with interesting possibilities we could implement especially for newspawns, which only newspawns get, and only while they are still new.

This way we can work toward an unobtrusive "guardian angel" kind of system for our newspawns that takes the form of sporadic injections of unique newspawn-only possibilities into their lives, of which other characters are also aware, though they don't directly see them. Of course, all of our planned implementations must be subtle, in the spirit of Cantr's design and not involve anything overtly "magic".
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Doug R.
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Postby Doug R. » Fri Aug 21, 2009 12:57 pm

Interesting.
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Elros
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Postby Elros » Fri Aug 21, 2009 1:14 pm

*scatches his head* WTF? I am completely lost here. I can't understand anything that you were trying to say in this post...

Maybe it is just because I have been up for 20 hours straight... I will read it after I get some sleep and maybe it will make sense.
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Rebma
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Postby Rebma » Fri Aug 21, 2009 6:42 pm

Could you give an example? Or couple examples (SHORT summary)
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Leo Luncid
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Postby Leo Luncid » Fri Aug 21, 2009 7:01 pm

I think that's the point; he's giving us the guidelines, and we're supposed to figure out what we could make out of it. And I have no clue what so far. Especially if it has to be subtle.
Notice how weak and petty we are / In the grand fixture we come afar / Hey we can't help it / No denying the prerequisite for love / Your very existence / You're the source of my substenance / Slow down take your time and feel the / Flow
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Dudel
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Postby Dudel » Fri Aug 21, 2009 7:13 pm

Dudel "Decodes":

Newspawns need "shit to do" that directly effect them but at the same time are not obvious "cause vs effect" choices.

...or was my "simplification" to much for ya, Cogliostro? :lol:

As for ideas for "that"... well I'd have to say that the only thing that comes to mind is making things more "open" to the "newspawn" but at the same time the "newspawn" generally "can't be trusted" sooooo....
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Doug R.
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Postby Doug R. » Fri Aug 21, 2009 7:23 pm

Well, let's put our thinking caps on......


I got nothin'.


What a crappy cap.
Hamsters is nice. ~Kaylee, Firefly
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Leo Luncid
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Postby Leo Luncid » Fri Aug 21, 2009 7:35 pm

I'll toss an idea. Maybe you start with an opportunity to train some or one of your skills at a slightly faster rate (maybe only offered when your using a skill your efficient at or lower). Requirements maybe having related projects take more time, or using up tiredness, or whatever (over a period of days). Your success is labled with something like "You now have a knack at [this skill]" or something. Risks maybe applied and may involve failing at a project and thus having to start over or may even suffer damage (from accidents and such).

I don't know. It's off the top of my head. Feel free to butcher it however you like.
Notice how weak and petty we are / In the grand fixture we come afar / Hey we can't help it / No denying the prerequisite for love / Your very existence / You're the source of my substenance / Slow down take your time and feel the / Flow
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Jos Elkink
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Postby Jos Elkink » Mon Aug 24, 2009 9:52 am

Doug R. wrote:Interesting.


Second that ...
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Peanut
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Postby Peanut » Mon Aug 24, 2009 10:21 am

I think he meant for newspawns to have certain choices a few years after they have spawned. That change the skills of the newspawn in certain ways. That way the newspawn can decide for himself what he wants to become. And it also allows older characters to effect the choice the newspawn makes so that the newspawn is more desirable for the older characters.

Though I think that this is already implemented with the current skill system.
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Doug R.
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Re: a Meta-suggestion:The principle of choice-delay-result.

Postby Doug R. » Mon Aug 24, 2009 1:03 pm

Cogliostro wrote:- options for the newspawn ONLY ("on day three in Cantr, you are able to decide...", "on day five, you can decide this other thing...")


No, not really years.
Hamsters is nice. ~Kaylee, Firefly
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Peanut
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Re: a Meta-suggestion:The principle of choice-delay-result.

Postby Peanut » Mon Aug 24, 2009 1:19 pm

Doug R. wrote:
Cogliostro wrote:- options for the newspawn ONLY ("on day three in Cantr, you are able to decide...", "on day five, you can decide this other thing...")


No, not really years.


Sorry :cry:

I forgot how long a cantr year is :(

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