Difference between revisions of "Anonymous Actions"
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== Using the pattern == | == Using the pattern == | ||
+ | A requirement for [[Anonymous Actions]] is that there is an [[Uncertainty of Information]] about which player made an action. A common way of supporting this to have several players performing [[Collaborative Actions]] through placing [[Cards]] or [[Chips]] since then they may unsure about who contributed with which game elements, an example of this can be found in the skill resolution system of [[Battlestar Galactica: The Board Game]]. This can be also be achieved through adding [[Randomness|Random]] actions provided by the game system ([[Battlestar Galactica: The Board Game]] does this also through the ''destiny deck''). | ||
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[[Player-Decided Distribution of Rewards & Penalties]] | [[Player-Decided Distribution of Rewards & Penalties]] | ||
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[[Anonymous Actions]] can be used to allow [[Betrayal|Betrayals]] to go unnoticed or possibly repeated, and can also allow [[Traitors]] to not only have to work through [[Stealth]]. | [[Anonymous Actions]] can be used to allow [[Betrayal|Betrayals]] to go unnoticed or possibly repeated, and can also allow [[Traitors]] to not only have to work through [[Stealth]]. | ||
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In games with [[Unmediated Social Interaction]], players can reveal themselves as the source of [[Anonymous Actions]] unless the take care with what they say and how the show their emotions to events taking place. This may make the pattern difficult to combine with [[Unmediated Social Interaction]] but if [[Penalties]] are linked to revealing oneself (as for examples is the case for [[Traitors]] in games such as [[Battlestar Galactica: The Board Game]] or [[Shadows over Camelot]]) this makes [[Roleplaying]] a prerequisite for [[Game Mastery]]. | In games with [[Unmediated Social Interaction]], players can reveal themselves as the source of [[Anonymous Actions]] unless the take care with what they say and how the show their emotions to events taking place. This may make the pattern difficult to combine with [[Unmediated Social Interaction]] but if [[Penalties]] are linked to revealing oneself (as for examples is the case for [[Traitors]] in games such as [[Battlestar Galactica: The Board Game]] or [[Shadows over Camelot]]) this makes [[Roleplaying]] a prerequisite for [[Game Mastery]]. | ||
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=== Interface Aspects === | === Interface Aspects === | ||
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== Consequences == | == Consequences == | ||
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
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==== with [[Unmediated Social Interaction]] and [[Penalties]] ==== | ==== with [[Unmediated Social Interaction]] and [[Penalties]] ==== | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Randomness]], | ||
[[Uncertainty of Information]] | [[Uncertainty of Information]] | ||
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+ | [[Collaborative Actions]] together with [[Cards]] or [[Chips]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 21:17, 1 March 2011
Actions that cannot be unconditionally linked to a specific player.
This pattern is a still a stub.
Contents
Examples
Battlestar Galactica: The Board Game
Using the pattern
A requirement for Anonymous Actions is that there is an Uncertainty of Information about which player made an action. A common way of supporting this to have several players performing Collaborative Actions through placing Cards or Chips since then they may unsure about who contributed with which game elements, an example of this can be found in the skill resolution system of Battlestar Galactica: The Board Game. This can be also be achieved through adding Random actions provided by the game system (Battlestar Galactica: The Board Game does this also through the destiny deck).
Player-Decided Distribution of Rewards & Penalties
Anonymous Actions can be used to allow Betrayals to go unnoticed or possibly repeated, and can also allow Traitors to not only have to work through Stealth.
In games with Unmediated Social Interaction, players can reveal themselves as the source of Anonymous Actions unless the take care with what they say and how the show their emotions to events taking place. This may make the pattern difficult to combine with Unmediated Social Interaction but if Penalties are linked to revealing oneself (as for examples is the case for Traitors in games such as Battlestar Galactica: The Board Game or Shadows over Camelot) this makes Roleplaying a prerequisite for Game Mastery.
Interface Aspects
Consequences
Since it is more difficult for players to associate actions with players and thereby their strategies in the game, Anonymous Actions makes games have less Predictable Consequences.
Relations
Can Instantiate
with Unmediated Social Interaction and Penalties
Can Modulate
Can Be Instantiated By
Randomness, Uncertainty of Information
Collaborative Actions together with Cards or Chips
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Predictable Consequences, Unmediated Social Interaction
History
New pattern created in this wiki.
References
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Acknowledgements
Jonas Linderoth