Popular ≠ Interesting

A little over a year ago, a fairly unpopular feature was added, that many players have referred to as some variation of "the popularity contest":

New way of rating

On every 3rd day, after the 3rd hour, people with more than 3 consecutive active days, will get to vote who they sympathize and who they dislike from the recently active people. This is a dynamic rating, and will count long term but also short term. With this thing i will be able to draw involvement trends, see who is more appreciated by the community and who not. Your entire activity will be rated by the community in this way. Obviously your votes will remain secret, so you can be totally honest with your choice and not fear upsetting someone you downvoted.

It might be a controversial feature, because very interesting characters can very well be less popular, or even hated, but the thing is, there is always someone more dull, that you can downvote, than someone interesting but less known, or villain kind.

Depending on how this goes, my plans are to use these ratings, combined with active days, and wp points total, to decide who gets access to A25 tools, or other key roles.

Only very interesting people should get hold of god-like power tools in md, to shape the realm, and a part of this difficult decision is now in your power.

magicduel.com/page/Announcement/view/5512

Some were upset with the notion of ranking (or being ranked by) other players. Others simply found the interstitial screen on log in disruptive and annoying. Personally, I'm not upset with the notion of a reputational system nor the interstitial screen on log in (especially now that the frequency seems to have been reduced), but I'm confused by the feature launch announcement. Are we voting on how much we like/dislike someone or how interesting they are?

I struggle to see how one can be used as a proxy for the other, and I also am concerned that if I dislike someone too frequently, that it's an implied vote for their interestingness and that they may receive some of these "god-like power tools" alluded to in the announcement. Often my dislike for a player stems from their lack of responsibility or common sense behavior, rather than a in-character grudge.

In the spirit of constructive criticism, here's a few other ways to get a sense of a player's interestingness:

  • Nominations – An ongoing quest where any player can nominate another player, with a short writeup of why they think they're interesting. Keep the accepted nominations secret and let them accumulate over time until there's enough cause for a reward to the nominated player. Perhaps a gold coin to the person nominating, for every accepted nomination, or keep whether a nomination has been accepted/rejected secret as well, and have a more substantial "finder's fee" for each nominator once the nominee is selected for a reward.
  • Called shots – It could be interesting to track what a player sets out to accomplish (ambition) and what they achieve (follow through). A good way to do this is to have a place for a player to record "called shots", goals that are recorded in advance of tackling them. Two possible ways to implement this are:
    • Called shots are obscured/encrypted in a new log and (at a later date) marked as completed by the player. This way we could measure the duration from idea to implementation (longer time indicates long term planning / forethought).
    • Alternatively the player selects an unveil time when entering the goal, e.g., "I will achieve this within X days/months", and "I was successful/unsuccessful" upon reveal (with less time indicating ability to follow through on plans quickly, assuming goal was sufficiently ambitious).
  • Personal Change Log – Similar to called shots, but simpler. Players don't have to pre-commit to a path of action, but are simply encouraged to write up their accomplishments every quarter or year or so.

Returning, for a moment, to reputation systems, I think that could be done better than forced voting on an interval as well. Here are some ideas there:

  • Karmic spell system – Each active player gets 3 blessings and 3 hexes a week that they can cast on other players. Maybe they also need to specify a category and write a short reason as to why they're casting each blessing/hex. These blessings/hexes need not do anything at the time they are cast, besides entering the reason for the use of this cantrip in a log for later perusal in the Log Review Room. Main differences between this and current system, is that each karmic cantrip is a reaction to a particular action and that caster shares a note on why they're blessing/cursing the other player.

Screenshot of the rating interstitial

Things You're Allowed to Do (In MagicDuel)

In the spirit of Milan Cvitkovic's great personal agency expanding blog post by the same name (which you should totally read!), here's a version geared at the world of MagicDuel. Let's do more new things!

Oh, and don't forget to to doublecheck the official Rules and Restrictions before doing anything rash…

  • Use a kill tool (this ain't the real world, death in MD is only inconvenient and not permanent)
  • Set up a tontine
  • Set up a mutual assistance pact or insurance policy
  • Establish a doctrine of mutual assured destruction
  • Hire a combat coach
  • Start your own combat group or competition (more experimentation in formats please!)
  • Place bets on events with friends
  • Open a casino or start a prediction market
  • Write contracts for agreements with untrusted parties
  • Establish a joint stock company
  • Buy and sell shares in said company
  • Hire a researcher
    • They can:
      • Help validate whether a crazy idea is possible
      • Map the landscape of opinions on a topic
      • Write literature surveys
      • Find people worth talking to about a potential topic
      • Opposition or market research
      • Compile datasets
      • Find un-Googleable things
  • Use a broker
    • They can:
      • Help value items properly for trade
      • Act as a go-between various parties
      • Maintain confidentiality and your anonymity up to the point of transfer
  • Open a pawnshop
    • Often someone will need funds for an immediate undertaking, but won't want to part with their precious items.
    • You can offer to hold on to those items for a certain period, giving them a right to repurchase within that timeframe.
    • To be sought out in these times as the pawnbroker of choice, you'll need to:
      • Have a reserve of funds, for purchasing the item
      • The ability to value an item quickly
      • Be trusted by the other party or have a draft contract on hand
  • Ask obvious questions (As a "fossil" with over 3000 active days in MagicDuel, I need to remember this one!)
  • Run surveys
  • Ask for rewards (especially if you've done something awesome!)
  • Ask for rewards sponsorship for the quests you're running
  • Hire someone just as an excuse to make yourself complete a project (AKA Get your own "Secret Ary")
  • Give gifts
    • To your friends
    • To your enemies
    • To up and coming stars
    • To frustrated newbies
  • Spread rumors
  • Compliment those who inspire you
  • Craft propaganda
  • Schedule meetups or parties with other players
    • "When's the last time you attended an Archives Mansion mattress race?"
  • Start a new cause
  • Hold office hours for your guild
  • Keep a personal database of notes for quick reference
  • Write custom stylesheets to improve the game UX
    • Be careful doing anything with JavaScript and check with Chewett first to avoid getting banned by an automated anti-cheat system
  • Get involved!
    • Contribute to the forum
    • Take up tasks posted in the `get-involved` channel of the MagicDuel Discord
    • Share your ideas for a better MD
  • Seek out inspiration in unusual places (more on this to come)
  • Commission artworks or stories

I'd love to expand this list. Leave your own ideas in the comments and I will incorporate the best of them into this post.

Long live Queen Aia!

By forum post and other announcements, the realm recently received an invite to a ceremony for the coronation of Aia as Queen of Loreroot. The event began at 23:00ST on Day 48, it the Year 17. I was in attendance along with a good number of others. I've recorded some of the event below:

Aia delivers opening remarks

Friends, travellers, Lorerootians great and small, and inhabitants of the realm far and wide, I do formally welcome thee this day to Loreroot, land of life. I am honoured by the presence of all who do attend this day; those who have been present for the journey that is discovery of this realm; those who have returned from the other-realm; and those who by virtue of their vision, have created and changed the enigma that is MagicDuel.

To those who have found themselves unsuspectingly to appear at our venue this day; I shall make arrangements to return thee following, but do hope of thine enjoyment of the festivities.

As announced; if there were aught who should wish to oppose of mine ascension; I would that they should speak now, and be heard. Or if one should wish to ask aught of myself, afore I do become Queen.

A pause, the crowd is mostly quiet in anticipation

As I do observe of unanimity, let us continue.

In accepting of the monarchy of Loreroot, I pay homage to Lintara, she who did tread afore me, and all those afore her. Lintara; if thou mightst hear it: I thank thee for thy service, leadership, and protection of myself and of Loreroot, and, in the other-realm, wish thee good fortune in all endeavours. I inherit of thy crown and of the Queendom of Loreroot in the knowledge that thou wouldst wish it of me. I inherit of thy crown and of the Queendom of Loreroot in the knowledge that thou wouldst wish it of me.

In a surprise appearance, former Queen Lintara's spirit nods in acknowledgment and beams a happy smile. What a fortuitious omen! Aia dabs a tear from her eye with a LR handkerchief and takes a moment to compose herself.

Lintara, this I promise to do with all my being. I thank thee for the gift of memory, and vow to honour thee in Lorerootian history. Thou shalt never fade from Loreroot, as long as we remain. May the other-realm bless thee as thou hast blessed me this day.

To Loreroot, then, and to Lorerootians past, present, and future: I vow that I shall govern with poise and grace; that justice should be done within Lorerootian borders. I shall always lend audience to those in need, and rescue my citizens from harm. I shall lead Loreroot into an era of dynamic progress; as the acorn becomes the oak, so too must Loreroot's bounties grow, and its inhabitants with it. I shall nurture them to be strong and resilient, as those before them. As I accept the crown of Loreroot today, so too do I shoulder of its burdens and accept of its primality, in the understanding that I too am a part of its endless cycle of life and death; that I am beholden to the forces of nature, and that, in time, another shall rise in my stead.

Aia curtsies to the gathering

Chewett acknowledges Aia

Thank you Aia, it is good to hear from you.

As King of Marind Bell, Grand Duke of the East, and Menkyo Kaiden of MagicDuel I welcome your ascension to Queenhood.

Muratus del Mur makes some remarks on the power of land sovereigns

In short, he reminds us that queens (and kings) have complete power over their land. They may do anything, so long as it just affects the land and their citizens. He also reminds us to remain curious, and that there are many mysteries still waiting to be revealed, even to those who've ascended to a throne. He also reminds Aia that a ruler must be both good and bad, as necessary. He urges Aia to do what is necessary even when it may run contrary to the goodness of her nature. He says "Learn you have power as a queen; use it!", and encourages her to be less timid than some rulers of the past.

Aia is crowned amongst cheers of the crowd and also receives a colored avatar

Mur and Chewett also present Aia with a colored avatar at this time, saying it was earned separately from the crown, but they found the occasion a fitting time to present this award.

Queen Aia presents her gift to the crowd

I thank all of thee in sharing in this wondrous moment with myself. I feel that I must wear out the words – I thank thee, to all this day. But for those who should fear that which I may do; let this gift place thee at ease.

Aia conjures a suspicious looking chest, which promptly explodes. Chewett runs off to fix things. While we wait, Fyrd Argentus gives an unusually solemn statement (compared to some past antics) congratulating Aia, followed by a toast.

The chest reappears. All who open it receive a blessing of luck! What a blessed day!

I, Ivorak, recite my statement prepared for the ceremony

On behalf of the Archivists, I am pleased to stand witness to this Ceremony for the new Queen of Loreroot. We look forward to documenting your reign. Long live Queen Aia! May your reign be a blessing upon Loreroot!

Fyrd Argentus chimes in with his agreement. Aia responds:

To this I shall vow also; Ivorak; may Loreroot create of many wonderful events worthy to be noted by the Archivists. And may new Legends be spoken upon our lands. Many thanks, Ivorak, and the Archivists; and aught who do share of their vision.

A percussive noise is heard. Looking skyward, we see it is fireworks!

At this point I get caught up in the celebrations. Stay tuned for a full report (or check the forums in due time for a chat log) including:

  • Ominous remarks from Iashtal of the Necrovion Death Patrol
  • Mur gets drunk (surprisingly quickly, off just the toast it appears)
  • Nepgear is promoted to lead the Guardians of the Root
  • The notorious rapscallion Fang Archbane proposes?
  • Other gifts and comments (some secondhand via Chewett for those unable to attend) from Ledah, klawdees, and others
  • Azull makes an appearance

And likely more! I drifted off around this point, with the celebrations ongoing. If you see this in a timely manner, join in! We're at the Oak Fort in Loreroot and there is a jump link available.

Commissioning New Works

The shelves of the MagicDuel Archives have many fine volumes, spanning many years of scholarship. I've come across many wondrous works in my time serving as an Archivist. But most of these tomes are quite dated, and while no less valuable for it, we could use some new additions.

If anyone would like to author a new work for the Archives, find me and we'll discuss particulars. Anything from illustrated bestiaries to grimoires of magic to an illustrated travelogue (links to various sites provided for inspiration or simply entertaining perusal). Or various primers, adventure logs, etc. You'd do most of the work; I'd be available mainly for editing and other feedback. Also typesetting and other technical assistance as needed. Pay would be low in proportion to the effort (1-5 gold coins unless I can arrange additional third-party funding), but I'll try to see that the most worthy creations get awarded with a wish point.

Interested? Come find me in-game or send me a private message on the forum. I'd be happy to have you bounce ideas (of any kind) off me.

Provocations, III

Are there any unexplored caves in MD that need to be illuminated? (Hint, hint: there should be.) They would likely be dangerous to traverse in the dark.

But what if we could take some Grasan fat and melt it down in a cooking pot (new fillable clickable?) for tallow. Tallow could then be made into candles.

Provocations, II

Next time we have a year end's reward ceremony, someone should commission a nice group portrait (based on character's avatars?) of the winners. I'm sure I could find a clean wall in the Archives to hang it on.

Provocations, I

The author's poor rendition of a campfire at Berserker's Way

The author's poor rendition of a campfire at Berserker's Way

It would be nice if one could gather a few logs or branches, add some heat, and then enjoy a crackling campfire with friends. Especially in the cold winter months when the snow is falling.

A game is a game is a game

I'm still on my sabbatical but despite not logging into MD lately the recent disbandment of Necrovion's last alliance and the possible closure of the land have caught my attention. I couldn't help but read more, on the forums and Dst's blog, about what transpired. And I wanted to weigh in on some of the statements I've seen. I don't want to call out anyone specifically, so I'll paraphrase some of the statements that have irritated me:

  • "Alliances are just game mechanics. A land is so much more than that."
  • "Just because you're following the rules doesn't make it right."

I'd like to try to illustrate the problem I have with these declarations.

The problem I have is this: rules are what make up a game. Yes, MagicDuel is more than a game. But it remains a game at some level. Therefore it's important to think clearly about what role rules and mechanics play.

Rules are not just an incomplete attempt to restrict bad behavior. Rules, like mechanics, are leverage points. Without something to act with or against there is no fun to be had; a game becomes too static or chaotic, in essence meaningless. Rules/mechanics are there to be used, they are tools for making fun. Player A enjoys seizing power by skill and subterfuge. Player B may prefer political process and communication with peers. Player C enjoys exploring the boundaries of the realm. Each of these players makes use of rules/mechanics to reach these goals. Player A investigates game mechanics to understand how to use illusions to control alliances. Player B builds a close group of trusted and likeminded individuals and gets them to vote her into a powerful position. Player C realizes that the best way into the inner scenes of a land is to gain citizenship within that land. Sometimes these goals are in conflict. That's okay. Since no one can actually be hurt by participating in MagicDuel, and since participation is an activity one choses to do, I see no issue with situations that lead to one player gaining something while another loses something. That is how the game is played.

I'll add: this does not mean the game is zero-sum. There is a lot to be gained in a struggle for control, or a battle of force. When this happens and we have the right mindset, great things happen. New ideas occur to us, we receive a greater call to action, we build skills as our creatures do battle, we make new friends as we recruit more allies to our cause…the possibilities are endless.

So dream not of the past, but of a better tomorrow. The sting may be bitter, but this is a golden opportunity for a more dynamic realm. The golden era is ahead, not behind. Don't cling to the past, but strive for excellence. Excelsior!

Beginning

I, Ivorak, self described thinker, flâneur, filteur, provocateur, and whatnot, have hereby joined the ranks of Dst, Rophs, and Aethon as a blogger (ew, such a wickedly modern, and therefore anachronistic, portmanteau) of the MagicDuel Adventurer experience. Hurrah!

You should too; though I might add that this first step is by far the easiest, and I shall certainly struggle to keep up, being a "fossil" and all. But that doesn't seem to stop certain others, so perhaps there's hope for me (and you?) yet.

But I digress…

Dear reader (if I can call you that after only two rather brief paragraphs), welcome! If you return to these pages (at which point you will be truly dear to me), you might come across theories about the little men of Golemus Golemicarum, essays on political and/or roleplaying theory, ideas you can steal, lampoons of the powerful or the favored, exposés of plots unbeknownst even to me, tales of exciting capers, sneak peeks at the MagicDuel Geographic Compendium, or perhaps something totally different, for if I'm feeling adventurous I just might whip something up new, taking inspiration from story games, logic puzzles, Tlönic ludology, those grimoires in my attic, old gardening manuals, druidism, gripping tales of high finance (or its many malcontents), shipbuilding, locksmithing, impossible cartography/architecture, or alchemy. Oh, and MD, of course.

Let me know if there's something there (or elsewhere) that you'd especially like to read.

And Hedge, if you're reading this, we need to scheme.