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[personal profile] selenite0
The world's slowest seduction:

Strip Advanced Civilization.

Date: 2004-06-30 09:25 pm (UTC)
From: [identity profile] celticdragonfly.livejournal.com
Even sillier:

Strip Advanced Civilization, Play-by-mail! Now with handy web-cam, so it's not totally pointless.

Date: 2004-07-01 05:44 am (UTC)
From: [identity profile] kd5mdk.livejournal.com
At that rate, I think you could legitimately include 16 year olds, with the understanding by the time they were naked, they'd also be legal...

Date: 2004-07-01 10:32 am (UTC)
From: [identity profile] celticdragonfly.livejournal.com
Or it could certainly spice up a long-distance gamers' relationship.

Date: 2004-07-01 06:18 pm (UTC)
From: [identity profile] kd5mdk.livejournal.com
From 0 to .0125?

Anyway, let's start writing some rules for this. What qualifies as reason to take a piece of clothing off? Bottom two players each turn? Failure to cross a tech boundary? Losing a city would make things go along faster, but the game sure wouldn't get completed...

Date: 2004-07-02 12:47 pm (UTC)
From: [identity profile] selenite.livejournal.com
Having the loser of each full game remove a garment would definitely cure anyone being under-age . . .

The garment-per-lost-city rule would let you start in full Elizabethans and still be naked before the Iron Age.

If we want to make fun in one game, I'd say use the calamity cards--anybody who gets one has to take something off. Random, just frequent enough to make it fun, and it'd add a whole new level of interest to the trading round. When someone offers you a gold, an ivory, and a third card, you have to ask yourself "is this about the game . . . or my boxers?"

Date: 2004-07-02 07:14 pm (UTC)
From: [identity profile] kd5mdk.livejournal.com
Hmm.. Those tend to hit fairly often, as I recall. Of course, I only played Civ, not Advanced Civ, so maybe things are different. Still, I think there's kind of a target you want to aim for. Something like: Expect 5 lost items over one full game, +/-2 or so. Or something vaguely on that concept.

Now the important part: Where does this get playtested?

Date: 2004-07-02 11:21 pm (UTC)
From: [identity profile] selenite.livejournal.com
Calamities tend to vary by size of game. If you have four players with unlimited card-buying you're probably going to get hit every turn. Eight players with the offical buying rule will probably get a few each per game. So the rule might have to scale by number of players--4-5 only nontradable ones, 6 players only tradables, 7-8 all calamities. That's a pure WAG.

I'm such a nerd. I'm already mentally trying to design a spreadsheet that will produce a table of number of players vs. desired garment loss and which rule should be used for each . . .

As for playtesting . . . well, we discussed having a game at my place sometime, [livejournal.com profile] celticdragonfly will probably have an opinion on this. Getting players for the playtest is a separate issue . . . maybe I'll leave that up to you ;-)

Date: 2004-07-03 11:28 am (UTC)
From: [identity profile] kd5mdk.livejournal.com
To a Gaming Convention! "Adv Civ Rules Varient for Sale! Worth every penny! [1]!



[1] Willing female participants not included..."

Date: 2004-07-01 12:00 pm (UTC)
From: [identity profile] patgund.livejournal.com
You know, that's geeky / scary enough to work with some people.

Assuming of course, you've got a week long vacation.....

Date: 2004-07-02 09:16 am (UTC)
From: [identity profile] tygerr.livejournal.com
Note to self: Add "Play a 'strip'-type game" to The List. Thinks, remembers.... Okay, revise to: "Play 'strip' variant of *conventional* game".

Civ, I think not. Way too slow, and requiring too much concentration on the *game* rather than than scenery. But, y'know, I don't think I've ever even seen/heard actual *rules* for that canonical game, strip poker. Just lots of references....

Do people actually *do* these things, or just talk about them?

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