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Comments by JohnLawson
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How is 'Nemoroth' pronounced? Normal (American) English pronunciation patterns would lead to a stressed first syllable with a long vowel, secondary stress on the third syllable, and a schwa for the middle vowel, but there are other, equally valid, alternatives.
I haven't read a Lovecraft story in 35 years, but that stirs my memory. Could it be the Hounds of Tindalos?
Do you mean 'Danse Macabre', by Saint-Saens? There's also something like that I can't quite remember in his 'Carnival of the Animals'.
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One thing you might consider for the New Comment Added acknowledgement is a link back to the What's New page. Now I either back button through several pages, or just use my bookmark.
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Actually, it's here. http://fathom.org/opalcat/midi.html
This is the other Saint-Saens piece I was thinking of. It is Carnival of the Animals, Fossils. The link takes you directly to the midi file. http://www.geocities.com/lavendermist_lmg/midis/Classical/fossili.mid
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If large teams were playing on many boards, like a tall skyscraper, there could be both local and express elevators.
Peter Aronson wrote: '(Zillions is hardly the only tool suitable for this sort of thing, of course, but it is the one that usually comes to hand for me. Occasionally I worry about the effect this has on my game designing, since if the only tool you have is a hammer, everthing starts to look like a nail. However, the essay Zillions of Games: threat or menace, will have to wait for another day.)' I had never thought of this effect, perhaps because I neither design games nor write ZRFs (I entirely lack creativity). I take this to mean that ZoG-wise game designers will avoid designing games using concepts that cannot be effectively implemented in Zillions-of-Games, thereby limiting their own creativity. At the same time, ZoG has been considered a tremendous boon to board game variantists of all stripes, allowing them to play and test their more-or-less obscure discoveries and creations without the need to actually find and interact with other people. So, the starter questions are, 'Does ZoG limit creativity?', 'If it does, does it matter?' What do you think?
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I wasn't actually being that logical. I was thinking that when a piece got in any elevator, the owner could say, 'This is the express elevator' and send the piece five or ten boards away, instead of one. Since it would only be used in large groups, which play would be social rather than serious, it might add to the general hilarity.
'Helical Elevator Chess' is more euphonious, and avoids the negative connotations of 'twisted'.
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Thanks. The link back to What's New goes to the redirection page. Did you mean to do it that way?
So we allow ourselves to be limited by the tools we are comfortable with. Peter tailors his inventions with an eye to Zillions implementation. Gnohmon, having a 8x8 board in his head, concentrates on ideas that play on an 8x8 board that feel like chess. Is this a bad thing, because it limits creativity? Is it a good thing, because it concentrates the mind? Both of you produce one interesting idea after another. So do other inventors. Do the limitations of the universes of discourse you have chosen confine or focus your creative efforts? I have also perceived an attitude among some CVPhiles that a creation is not complete without a ZRF. Certainly, this is a wrong-headed attitude, although a good ZRF is pleasing. Is the implicit requirement for a ZRF a bad thing? I would say yes, because it discourages people with ideas whose skills or inclinations are just not up to producing ZRFs routinely. As a result, there may be ideas that are interesting or intriguing that do not see the light of day. Do you agree?
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Also links for the Subject Inserted confirmation!
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Nerdy indeed! I had envisioned something like 'Heads up! Bishop coming though!' But the clock runs while you're on your hands and knees under the table looking for it, so restraint would be encouraged.
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In George Hodges' 'Ten Shogi Variants', Wayne Schmittberger states, in the Tai Shogi section, 'A single Pawn, or other weak piece, advanced too far to be protected can, under certain circumstances, be fatal in a game of Tai!' If this is true, then it's unlikely that Spinal Tap vs. Terror Chess has reached the stage where there is so much material imbalance doesn't matter.
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A couple of off-the-cuff ideas: Rotation: A rotation of a piece would count as a move (a la 3M's Ploy), but perhaps should be limited in such a way as rooks remain rooks and bishops remain bishops, etc. Size: Pieces could start at eight squares, and change size as a move. That might be interesting, because a shorter piece would have less influence but might be able to slip through places otherwise blocked.
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Hey! I'm as innocent as a kitten! I wasn't even there! And if I was there, I didn't do it! And if I did it, I was lead astray by evil men!
Most logically, 'Basingstoke' could be used to force ones opponent to vary his move in a perpetual check or draw by repetition situation. This would hardly have a broad application. Perhaps some mechanism could be added, allowing one player to force the other to withdraw a move under some circumstances. To keep it under control, this could work like doubling in backgammon, where once you use the option, you can't do it again until your opponent has. Maybe could work like that more exactly, where you could compell a move to be taken back, but the value of the game doubles each time it's done.
Although the format of the CVP is like a database or encyclopedia, I think that it is actually better thought of as a 'conversation' about chess variants. Many variantists probably actually play very little, and most variants receive very little play. Therefore, the main point of the CVP, at least for some, is the communication of the ideas behind the variants. As in any 'conversation', although the primary focus is to impart information, a desire to amuse, entertain, and interact is perfectly valid. Also, some variants are better understood with the story that inspired them. A bare-bones exposition of the Nemoroth rules would seem incomprehensible and arbitrary. Other variants that are hard to appreciate without their background stories are Peter's Ruddigore Chess, or Dan Troyka's Hitchhiker Chess. One is on thinner ice with descriptions that are just plain silly, like my Pizza Kings. It is important to avoid a descent into pointless sophomoric humor, like the relentless plays on words in the headlines of bad newspapers. We should also remind ourselves, when writing rules, that the CVP has an international following. Therefore, it is likely that the point behind Ruddigore Chess is completely opaque to someone with no knowledge of or interest in late 19th C. English musical theater. We also have to be careful not to obscure the rules with verbal cleverness. The beauty of the recently improved comment system, is that it provides a forum for those so inclined to play with words and concepts, without getting in the way of the clarity of the descriptive pages. I think I might have had a point once in all this, but I ignored it and it wandered away. I like clever and amusing literate writing. I think it enhances the CVP, but it is not necessary to the CVP. Intelligent, well-thought-out, and clearly described variants are what is necessary.
I went back and reread Pizza Kings, and it's better than I remembered. Pizza Kings actually had a definite satirical purpose. At that time, people were suggesting various different armies with themes like leaping, or spaciousness, or fizziness. I just extended the theme to something completely irrelevant to chess, and then developed the theme deadpan. Part of the point I was making earlier is that sort of thing is only pleasing in moderation. If I had gone on to invent the Avenging Appetizers and the Beer Batterers, the result would have been far less than three times as amusing. I was also unclear in stating my preference. I much prefer an entertaining and engaging description. I am one of those variantists who actually rarely play, but, concurring with gnohmon's point, I found Nemoroth so fascinating that I am actually playing an email game. That is based on two things: the terrific description, and the original mechanics. In the case of Nemoroth, they cannot be separated. Without the story, the mechanics would seem capricious. Without the unusual mechanics, the story would just be an exercise in cleverness, without point on the CVP. Now, e.g., there is a clear picture in my mind of a Leaf Pile, what it does, and why.
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This link is broken.
<br>'Die Seite, die Sie suchen, gibt's hier nicht (oder nicht mehr).'
<p><i>Fixed! --DH</i>
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And how many experimental armies have been devised? Those are fun and instructive, too, both for how they work and the ways they fall short. The supporting work of 'Ideal and Practical Values' is valuable not only for designers, but for players trying to gauge the relative values of unfamiliar combinations of pieces in an unfamiliar variant.
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Very nice! I like both the appearance and flexibilty of the ceramic tile boards. Note also (and this idea is hardly original with me) that cube pieces could easily be used for variants where pieces could have two or more values, just by marking different faces.
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