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[lojban] Re: Random Lojban game idea, should be easy to code (at least at first)



Sounds like a great idea. But i have one objection. This game seems
geared towards experienced lojbanists, while it can be taken as a good
teaching resource. However, if your intention isn't teaching, please
ignore it. :)
That said, I'd be willing to help out with this project, if it takes
off. I sorta need to be given a part. I have slight experience in ruby
on rails. I'm relatively free after 4th, definitely free after
24th. :)

On Nov 22, 7:37 am, Robin Lee Powell <rlpow...@digitalkingdom.org>
wrote:
> An idea that popped into my head: an RPG where the *sole* mechanic
> is conversation.  Surrounded by a war-torn world, you, the
> character, took up ... the pen (or the tongue, really), to make the
> world a better place by convincing people to get along.
>
> For a first pass, all that would really be needed (besides some plot
> and quests, perhaps starting in childhood as you learn how good you
> are at persuiding people) would be a Lojban parser and some
> counting.  Have each person have a personality based on what sorts
> of words they dislike (offensive, too high-brow, too low-brow, etc;
> I would expect young children to nu'i or maybe even jai with
> "what?"), and have them expect/prefer certain words or phrases based
> on the context.
>
> For example, if you are mediating an argument between two kids over
> a slice of cake, they're going to expect you to say {titnanba} a
> lot, and maybe {vudypai} ("fair").  They'll hint at this.
>
> Then you say some Lojban.  How well you do is based on:
>
> 1.  Does it parse?  If not, you lose.
>
> 2.  How many bad words does it contain?
>
> 3.  How many good words does it contain?
>
> 4.  The effect of relevant skills; perhaps you have high levels in a
> skill that reduces the effect of bad words.  
>
> And this results in a number, which is checked against the
> difficulty of the task, and you either win or not.  What happens if
> you don't is sort of an implementation detail; I imagine that you
> can just try again, with a hint as to what you did wrong, but it
> gets harder.
>
> (As an aside, I imagine there would be a skill to highlight good
> words, and it would become less effective the more hard-core the
> situation was, so it would stop working unless you kept it up.)
>
> At this level, the game doesn't try to check semantics at all.  I
> imagine a competent coder could write this up, with a *very*
> skeletal "plot", in a few hours.
>
> Bonus points for making it web-based and having the thing store the
> text people have generated for later review.  The point here
> basically is to give people an excuse to use the language, with some
> slight structure that rewards performance (by continuing the story)
> and forces improvement in skill (cuz eventually you meet the dude
> that *really* likes {nu'i}, or whatever).
>
> -Robin
>
> --http://singinst.org/:  Our last, best hope for a fantastic future.
> Lojban (http://www.lojban.org/):The language in which "this parrot
> is dead" is "ti poi spitaki cu morsi", but "this sentence is false"
> is "na nei".   My personal page:http://www.digitalkingdom.org/rlp/

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