User talk:Average/Pangaia World Game

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My apologies for this page title. I didn't want to include the working project title (pangaia), but an attempted page move to rename it failed. Also, the Game is made to add order without imposing order: like Nature allows seeds to drop anywhere, but it still isn't total chaos. Try it.

To be added under BOTQs when spam filter isn't raping my ass.

The Game is asynchronous. These items should stay on the Board as long as they need until the right person comes along and fulfills it. In each case, the reward should be listed as the final item--as if a piece of fruit waiting to be picked. You'll see different directional arrows. Trust them. Use special markers for the four types of solicitation, so people can identify them easily. Deduct from space's cash when someone fulfills a Task (goes to pixies who made the piece). Tasks can be re-used or otherwise integrated into Player`s flair.

Note bene: No trading of legal currency directly to or from the game. All credits should used for the game and the space itself, not for actual personal requests. Keep the boundaries clean--you'll be operating multi-dimensionally. Final hint: It's an Infinite Game: think Eternally...


== Off-Board Activities ==

BOTQs: These are off-board interactions. Look for fluorescent items. All other nodes, except governance, should be strictly related to in-house, in-game activities. Creative use of “flair” (blinking LEDs? yes!) is encouraged. Users can tack additional bounties from their own cache onto items that they like.

  • Bounty items are for acquiring things on behalf of the house: [Bounty: pencil for the game --> 1 pt]
  • Offers are for advertising your items/services to the Game: [Offer: 60 pts <-- 6 seed bombs] means that you’ve made seed bombs and you’ll give them to another player for 60 points.
  • Tasks are for getting admin work done: [Task: Clean kitchen --> 1 item from “the Box”]
  • Quests are outside adventures that involve risk, rewarded to individuals: [Quest: Plant tree at Roper’s empty lot <-> engraving of your player name]. If a Quest might involve any kind of danger or legal entanglements, then you must ask the GM.

The Game is asynchronous. These items should stay on the Board as long as they need until the right person comes along and fulfills it. In each case, the reward should be listed as the final item--as if a piece of fruit waiting to be picked. You'll see different directional arrows. Trust them. Use special markers for the four types of solicitation, so people can identify them easily. Collect no point when posting a Bounty or a Task, since you’re requesting work. Deduct from your credits when someone fulfills it. Tasks can be re-used or otherwise integrated into Player`s flair.

When an item is completed, sign the back of the game piece along with the final agreed-upon reward and relinquish it to the player who tackled it. A GM can give a reward without deducting anything. This isn’t cheating--it’s the generation of new value and how money works. Either way, you just created some fine schwag for the other player.

Note bene: No trading of legal currency directly to or from the game. Keep the boundaries clean--you'll be operating multi-dimensionally. Final clue: It's an Infinite Game: think Eternally...