It’s a joke an the futility of linguistic prescriptivism. I might not have represented it well but the whole punchline is that this ship has sailed long ago.
Kempeth
Gee I wonder why people are against folks like you.
"Ima scout ahead" - our rogue, 5 minutes into our (players and DM) very first campaign.
Thanks! I have Galaxy Trucker too.
In my current draft you can basically say "here is what one player get's to do in their turn" and tell the framework to make a machine that let's every player run through that in some kind of sequence. For now the sequence is fixed. But ultimately all that GT needs is a recalculation of the order after every card. That's relatively simple to add with a post-action trigger.
The difference in survival probably stems from a single hyphen.
Mint grows like a fucking weed. Silphium grew like a fucking-weed.
Bot factory has a turn order track that is read from right to left. It has roughly 10 positions that are separated into 4 regions. You can not choose a similar spot in the same region as your previous turn. Additionally, there is a worker that will always move from one section to the next, occupying the next available slot. This is the AI-worker and essentially a fifth player with special rules.
That still doesn't necessarily have anything to do with turn structure. When do the players actually move from one spot to another? If it's just a normal WP game where you get your turn and move your worker and the only restriction is that you can't put it back to a similar spot then that's a simple sequential set of turns. The other possible explanation I see is the WP spaces also functioning as an action track.
It's kinda crazy that this still needs to be said. I remember TB railing against it and he's been dead for 5 years now. So it's been what? A decade?
That's what I'm currently doing. But I'm not yet sure if a straight FSM is such a great fit. There's not good mapping for the concept of turns in a single level FSM. You can do it of course but if you have multiple such models or nested instances where each player gets to react to specific actions on each player's regular turn, each of them is gonna push the the properties needed to manage that into the shared state.
So I'm currently at nested state machines. This way the implementation details for alternating between players can be hidden from the higher level states.
Good time to plug Dara O'Brian: don't do that. One day you're gonna have kids and need these words in their normal context. Your kid is gonna come in with muddy shoes and you're all "oh my. You're a dirty girl." and then you'll ask yourself wtf you just said to your own kid.
Some words and expressions need to stay with their original meaning! These include:
- dirty,
- naughty and *tone of voice breaks*
- do what daddy tells you!
Tonight it's just you, me, a bottle of olive oil and a "seven step program".
oh nice! The 5 tribes is probably gonna be a variant of the "action track" system.
Not quite sure I understand the "Bot Factory" example. Is that more than just a simple sequential structure and the restriction is only about what you can do this or next turn?
Burgundy: That'll also be interesting. Could do that by transitioning straight to the next applicable phase, or could keep the structure simpler and just auto-terminate any phases where the player has nothing to do.
Thanks!
Much of my group are on vacation and another had to babysit unexpectedly so it was a two player evening.
We first played Firefly (respectable business people I think) and it was pretty tight the whole game. What threw me off at first was just how unimportant a big payday is in this scenario. For the first part you really just need to get one mission from each of the non alliance folks done. You're almost automatically swimming in cash afterwards. Enough to do some shopping in the line up to the final two stages. We both were reasonably close to each other with me having somewhat of a lead. Then I brain bleeped. After moving all the way to the fringes of space I traveled back to the core, to where the second stage was starting, forgetting to actually turn in my 4th mission in outer sectors. So I then had to fly back out and back in again. All the while the nav decks were getting dangerously small. There's a bad card somewhere in them in 2 player and every turn became an agonized will it hit me or the other player game? Then luck swung hard and smacked my friend with BOTH of them one after another. This put me clearly ahead again and thanks to my extended crew quarters the final two stages were a breeze.
We still had about an hour to spend so we whipped out Factory Funner, always a blast but I don't get to play it often enough as my GF doesn't like it and neither does one of our group. My friend started designing this nice and well structured factory, leaving room for connections, while I again just slammed everything the first place where it fit. This turned out to be costly for me at times as about halfway through I was forced to place over a dozen pipes to make a new machine fit. But my friend's plans also didn't work out quite as well and I was actually able to place more machines than he was. After the last round he had a commanding lead but the interconnectivity bonus came in clutch for me once more, allowing me to jump ahead in the final scoring.
On the weekend I had the saturday for myself and invested it in translating an RPG system to German. I am now close to having a pretty comlete wiki for it. Once that is done I can start putting effort into the campaign details.