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Summary Of New Tests Ideas

This page is dedicated to list a summary of tests idea. Give only a few explanations here, and link to somewhere where it can be discussed and/or explained in details.

Ideas for Architecture

Test of Life, from Nephte

Design and build an irrigation system consisting of pumps and aqueducts. Supply water to special fertile spots, and they will produce veggies. Scoring based on the utility of the water system.
Full details and discussion are happening on the forums at http://www.atitd.info/forum/showthread.php?t=2352
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Test of the Palace, from Pandemonis

Design a palace using different things (windows, type of roof, column, ponds, size and colour of walls, etc...), build it and check for its stability before you can pass the test.
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Test of the Hoard from Abraxas

Build a warehouse and stock it with your single good of choice. Own half of the land's goods of that type to pass.
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The Test of the Lavish Tomb, from Oxi

The goal of this test is to build a lavish tomb for someone; yourself I guess. First you have to dig out the site. This should require a good amount of people (7-10) digging You might have to pay your fellow workers. After that, 20 tooth limestone blocks need to be pushed in to be used as walls and doors. The next stage should require tons of concrete and cut stone. After that, you need to adorn the tomb with 700 gold and 500 of a variety of paints. Here comes the evil part. You've now got to fill the chambers with treasure, lots and lots of it to demostrate your wealth. This test can discussed here.
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Test of the Menagerie

Build and provision a zoo capable of holding a variety of animals. Then fill it! See also Body: Test of the Safari, below and in this forum thread; ideally, these two tests would go in together, so that the one set of animals would have two uses, and hunters would have the option of either killing or capturing them. A method of preventing people from putting in the animals, passing instantly, and then immediately pulling them out and having someone salvage the zoo buildings so they can pass also with minimal effort will have to be put in place, but there are several easy ways this could be done.
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alternative to Megalopoli: The Test of Wonders, from Megrez

If the new transportation system makes Megalopoli redundant or less useful, I suggest a variation for large projects. Once opened, similar to pyramids there will be a small set of wonders that must be built in Egypt before increasingly more complicated wonders will be released. Collecting from other ideas here, these wonders could include statues to gods (Edifice, Test of Gods), structures that give bonuses/techs (great pyramids, Public Works, something like the Great Library perhaps). Number of passes may increase as the complexity of the wonder increases.
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Test of the Public Museum, by homegrown

An architect builds a small museum for the purpose of housing a small number of art exhibits. Part of the cost of the museum offsets the cost to the artist. An architect wants his/her museum to display great pieces of art as he/she doesn't pass until one of the exhibits inside does. Artists would be able to display pieces in the same medium in a number of museums (because the majority of the display cost is absorbed by the architect, the artist only needs "supplies", ie, the glass rods for an opticon, the tiles for a raeli, the chimes for a windsong). A basic museum would hold say, 6 exhibits of two or three different types. Additional "wings" could be built to allow the display of more pieces and more types of art (up to 21, 3 of each of 7 mediums). Not limited pass. An add-on option for the criminally insane. Ties two disciplines together, the artist needs good venues and the architect needs good art. Provides a much needed assist to the Art judging system. Only current test that couldn't be accomodated is Flight. With some changes to Pyro, you could accomodate it. If you like this idea, start a thread on the forums.
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Test of the Abu Simbel, by homegrown

Really just a new name on the Megalopolis. The reward could be anything, but (and yes, i know, it's *magick*) it could be used to bring a resource to the area ala red sand, bauxite, gypsum, unnamedresource1. I'm more in love with the name and the potential artwork than any specific requirements for the Test.
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Ideas for Art and Music

Test of the Tapestry, from Enaj

Weave dyed wool from sheep into a colorful tapestry. Discussion has included beetle-style judging, and/or possibly the ability to duplicate the tapestries and hang them at your camp. *comment by homegrown: not wool, silk threads.
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Test of Motion/Dance, from several players

Choreograph a pleasing recital from a set of custom emote-pieces, asssuming you can find enough dancers to perform your masterwork. Exhibitions system similar to pyrotechnics.
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Test of Comedy

Comedy is an artform of the player and not of the character. Basically it would be run similarly to a pyro event. Each contestant would compete in a stand-up comedy competition where they would have a set time (or not) to do a routine.

It could include emotes and text as desired and the player with the most votes in the competition would get a pass to the next round. Have 3 such levels and have the "Last comic Standing" pass the test.
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Test of the Fountain, from ArmEagle

Build a fountain show (in a real pond/bit of water). You know like those shows where there is used light and sound.
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Test of the Story from Calchas

Begins with a qualification process, probably involving some scripting and recruiting players who would be able to take on the roll of whatever npcs would be required. The script and cast would then have to be submitted to pharaoh or, more likely, a committee of GMs who would could either accept, reject or return with comments (for ideas with promise that aren't ready). If accepted, the event is scheduled and resources (including temporary npc accounts, but perhaps others) are made available. Passes are based on satisfaction of participating players using their own accounts. (We'll leave the measurement procedure for later.) Highest score in a set period passes. Reward: a place on the committee that oversees future events. There's a thread for discussion on the forums
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Test of the Sarcophagus, by GarrettH

Carve a sarcophagus from a limestone block by using a selection of bores and chisel shapes. Then customize it with colorful paints and precious objects using several different variables. Citizens will declare one sarcophagus the one in which they would like to pass into the afterlife (knock on wood), and all others with the standard judging system. Test passing is standard, but when a citizen dies, they will be imortalized in the tomb of their choosing, which will be glorified with light, sound, and put on a pedestal which can never be torn down. (perhaps incorporated with pyramids)
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Test of Smoke, GarrettH

Start with a smoking pit of sorts, and imagine many of the pylons from Flight, but the pylons could bt moved 3D, 360 degrees, and resized offering a variety of effects onto the parts of the smoke pouring out of the pit including wind (with different wakes, angles and forces), color, heat (travel), density etc. The smoke show might last up to a minute or two, or be perpetual.

Test of Lotus, GarrettH

Breed the most strange and beautiful flower to be judged in a flower show. Based on Khepre's Children, but may replace Formal Garden. Flower breeding would need a major overhaul allowing for changes in texture, foliage, shape etc.

Test of Gem Design, GarrettH

A simple test in which you cut an interesting gem design and compete with others similar to a beetle garden. At first there will be a level 1 gem that is twice as big as our regular gems, with a level 1 certificate, you would mine gems that are perhaps bigger, and allowing for different modification tools (bores, chisels), level 3 gems may have abilities to shine light in certain ways etc.

Test of Glass Working, Djehuty

Using an increased glassworking skill and upgraded/new glassblowing bench, the artists create works of glass by glass blowing, melting, stretching, dripping, etc. The glass art would be displayed in museum-style display cases and would be judged on technical merit, effective use of color, and overall artistic effect (requiring a modification of the judging system to allow 3 facets). Similar to other art passings, the top rank per voting period passes.
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Discuss

Voices - GH

Create a sort of stone age music box from rock and wood: 2 large disks of wood, one on top of the other. In each disk are say, 6 rows of slots (okay, 7), with more slots on the outer rows due to more surface space. Into each slot can be fitted any object from the game, the objects each have a certain sound embedded into them. To hear the "voices" you spin the top disk rubbing the two together.

The sounds that would emanate would be a combination of the two object's root sound which would be more of just a base for a sound (or "half" a sound), say one object holds a tone or two, the other holds the frequency at which it's played. (Actually both objects would hold both presets, but one would be considered a more or less "dominant" trait) For example: a piece of slate rubbing against a chicken would not make the same sound as if you went and tried it, but a chicken's tone would be soft and "feathery" and slate's frequency would be like br-r-r-r because of the bumps along it. (sorry, i am no musician) Alternativley, a glass jar rubbing on a glass pipe would make a harmonic wail.

Timing of the rows allows for many options due to the faster speed of the outer rows of a disk, and somewhat staggered placement of the slots.

Test of the Environmentalist, by Airmid Wulf

The goal of the test is to create an area of outstanding natural beauty. Creating such an area is not done by planting things, but rather by controlling environmental factors. A player who starts this test can claim an area that's theirs to landscape. Either plots are alotted by the system, or freely chosen. Within this area, a player could:
- lower parts of the terrain or make them higher. Very low areas will turn into ponds, very high areas into mountain.
- control groundwater levels locally, by inserting sheets of slate into the ground.
- control soil acidity, either by mixing lime into the soil (to lower pH) or ash (to increase it).
- control soil nutrients, by fertilizing, or leeching (adding large quantities of water to the soil to drain out nutrients).
- adding sand, clay, mud etc. to the plot.
The environmental conditions will determine what will grow within the plot. For instance, trees will only grow where the soil is rather wet, sandy, and full of nutrients. Grass will favour clay. More exotic plants will grow where conditions meet the extreme. But when the situation gets too extreme no plants will grow.
The tricky bit is that environmental factors are not independant of each other. For instance, adding clay to a plot will also add nutrients, higher terrain will have lower groundwater levels, and fertilizing the soil will also make it more acid.
Landscaping is a process that takes time. So you'll have to check and ,if needed, correct conditions while you're working on your landscape. When you're satisfied with the way your plot looks, you can open it up for voting. From that moment on conditions will be fixed. Building isn't possible un the plot, until the plot has passed.
Alternative: the landscapes will not be judged, but the landscaper will pass the test as soon as a certain level of biodiversity is reached.

Ideas for Body

The Test of the Safari

Hunt different kinds of animals, using different methods for each. discuss
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Secrets of the Earth, from Abraxas

Dowse for particular rare materials in places they have never been discovered before. Increase your Perception to 7 and find the last mineral to pass.
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The Test of the Traveler, from Akh-Menhed

The goal is to visit as many guild camps as possible.
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The Test of Flags, from Akh-Menhed

Many random teams each scramble to be on top in an Egyptwide contest.
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The Test of Trails, from Akh-Menhed

Make a long journey through Egypt's wilderness, and cut others short.

Details on Traveler, Flags, and Trails here.
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Scavenger Hunt

Hunt for locations released. Find all the locations pass the test and new locations are given out. short discussion on it here
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Test of the Archeologist, by Airmid Wulf

There's 2 parts to this test. First, one has to do an archeological survey. You do that by running around in the land looking for pottery shards. These are generated by the system, renewed every game day (or week, or month), and pretty rare. When you find one, the next stage starts. First, rope off the area (using rope and wood). Then you can start digging within the roped-off area. You can invite friends to help if you like. Any finds will be owned by the owner of the roped-off area (i.e. only the owener of the roped-off area can pick up the finds). The goal of the test is to collect 7 different types of artifacts. A bit of chance is involved, since you'll have no knowledge beforehand which artifact you will find.
Some variations:
- if the roped-off area is rather large, finding charcoal while digging helps you to pinpoint the exact location of the artifact.
- you have a choice of using either a shovel or a trowel for digging. Using a shovel is faster, but you run the risk of breaking the artifact, thus rendering it useless. Using a trowel is slow, but safe.
- you also have to build an antika room to display your finds.
- pottery shard locations aren't random, but linked to a certain combination of environmental factors, for instance: absence of trees, a certain level of ground water and soil acidity, vicinity of certain soil types, elevation of the terrain.

Test of Cartography, by Airmid Wulf

The goal of the test is to create a map of a previously uncharted area. The chart should include: soil type; location of trees; ores; primary yeasts; wine flavours; fish; other things that vary with location.
To make this all more practical, a number of test spots within the area will be assigned to the candidate. The map itself will consist of a building in the form of a pillar, placed in the center of the area. Anyone can click the pillar to have a look at the completed map.
When the information about all test spots is entered, the system will check if the map is accurate. If it is, the test is passed. Otherwise the cartographer needs to recheck the test spots and make corrections.

Test of the Morphing Firebush, by Djehuty

Synopsis: The goal here is to find all 7 varieties of 7 different colored burning bushes. Each test aspirant recieves a catalogue from the UoBody which lists all 7 color of burning bush, and the order the the varieties for each color must be found. (A variety could be marked by the number of branches or flames from the bush). A variety of any given color cannot be catalogued until those varieties earlier in the list are catalogued. The act of clicking on the burning bush to add it to the catalogue changes the color (and possibly the variety) of the burning bush rendering a dynamic map of burning bushes.
More Details Support

Ideas for Conflict

Test of Senet

A 2-player board game, known to have been played in Ancient Egypt. Selling points: historic accuracy, could be portable.

Test of Mancala

Another 2-player board game, this one has been played in Africa for a really long time and is still played today. Again, fairly accurate historically, and could be made portable.

Test of Territory, from Abraxas

Fashion a board and carry it with you to challenge other players thorughout the land. (Go, on any of the 3 board sizes, with the sticky bits of scoring decided ahead of time)
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Test of Cards (working title), from losiris

Similar to RoC but with tradeable cards - maybe a different type of game based loosely on Magic:The Gathering. You would get a random 'deck' from UConflict and then play the actual game in an arena but it is also possible to trade cards at the arena - or possibly capture them to improve your deck. Pass as per usual but when you raise a rank you must discard cards back down to the number you started with.
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Unnamed Conflict Test from silver

Battle-bots, Egyptian style
can be discussed here: forums
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Another Button Mashing Game

I want just one game that is a button mashing game, can either be sort of DDR vs. or even Mortal Kombat (Or Imagine Bunny Kombat)...
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The Test of M.U.L.E.

Base this game loosely on the old Atari game M.U.L.E. (which had remakes on NES, Amiga, and many others) Discussion here: forum
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The Test Fix Conflict

Not a new test but a list of fundemental changes to Conflict. Using the Oracle to bring forth the changes in the system to hopefully make it a viable system for the next telling.
Fix Conflict
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Ta Yu

similar to other games, each player tries to connect their 2 sides of the boards using "canals" while stopped the other player. 3 player variation as well.
Ta Yu
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Yokir

A three-player variation of the card game Euchre, with the ranks and suits changed to Egyptian terms. Bowers changed from jacks to nines. For more information, see forums here: http://www.atitd.net/forum/showthread.php?t=2526
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Ideas for Leadership

Test of the Challenge

Any initiate of Leadership can petition a challenge, and submit it to a ULead. One challenge will be voted by all Egypt. The first to complete the challenge will pass the test, then a new vote is done.

Test of the Edifice, from Abraxas

Design the grandest statue in all of Egypt, then get the people to build it in your honor. Be sure you can trust the Priest who dedicates it.
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Test of Public Works, from silver

"What if cartouche were building something useful instead of decoration? Wouldn't that be more worthy of a leader. Hey, what if it weren't competitive and divisive?" details on the discussion page
can be discussed here: forums
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Unnamed Test, from Cyrill

Each citizen receives a level 1 entry ticket/month. When they use it they are put in a group of 7. They all start discussing who they want to eliminate and the rest gets a lvl2 ticket and this all the way until one person gets a lvl5 ticket. If a draw the server will decide who is eliminated. The person who wins will then get the power to either pass or veto a law without putting it to vote. So far this is being discussed in the French forum at: forumsMP
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Test of the Snake, from Nepthe

Trade for or otherwise acquire Snake counters from many different leaders of the land in order to pass. But beware, some of the counters are poisoned, and holding too many poison counters will disqualify you.

[Full Description] and discussion in the Tests forum.

Test of Patience, from Ashmael

Upon signing up for the test, a timer begins for you. You acquire one point for each (minute? hour? day?) since you signed up for the test. To pass the test you must return to the university and check to see if you have accumulated the most points. If you have, you pass the test. If you have not, your timer resets and any points you have accumulated are forfeit and distributed to the other people attempting the test. It's suggested that, for example, the person with the least points gets all of your points, the next person up gets 1 less (or 1/2?), the next person up gets 2 less (or 1/4?), and so on. But other distribution schemes designed to discourage simply signing up and waiting for most of the telling to check: for example, your points are forfeit but instead of being distributed, an amount based on to the highest person's points are distributed through the lowest players. (The intent is that if you wait and never check then others checking can cause you to be surprassed, but if you check too soon then you're sent to the back of the line). You must wait a period of (3 days? a week? something based on how many points are distributed to others?) before you can return to the university and check your timer to see if you pass again.

Ideas for Thought

general comment on thought from silver: tests, especially thought tests, are better when they transcend the language barrier. venery, pulse, set's ladder, and riddle are examples of bad tests. IMHO.

Path of the Unblinking Eye, from Abraxas

Find a beautiful sunrise, then leave clues for other people to find it. Solve the puzzle by standing in the right place, facing the right direction as the sun comes up.
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Test of the Scholar's Cube, from Al-Bilal

Construct a cube holder and a number of shaped blocks and then challenge people to fit the blocks into the cube. See: link for discussions and a link to a site.
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Test of the Better Mousetrap, from Megrez

Not sure where this fits exactly. General concept is to merge the game of mousetrap (a http://www.rube-goldberg.com/html/gallery.htm style machine) and TIM (The Incredible Machine). Structures in game have motive effects (pottery wheels, distaffs), heating effects (bonfire, hearth), and possibly other interactions (different cut gems for light effects, a light source, wind). The goal is to build a machine that accomplishes catching a mouse (random maze generated at construction, various effects will make the mouse run/turn towards the exit), and the building is judged on coolness. Please suggest alternatives, as I can picture this core idea, but implementation could use more work. Doesn't fit in directly with thought tests being used for Test of Reason. Discussion on this thread. There's also a similar concept here.
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Code Block (Working title), from Bigboy

The concept is slightly similar to Mastermind but in a more Egyptian style. A building consisting of stone or concrete is constructed with a number of holes made from gems or gem cuts (depending on how hard you want the requirements to be). This number can range from 4 to 10, they are arranged into a straight row on one face of the block. This number can change at anytime (maybe options of "chip out more holes" and "fill in a hole." Each hole is then fitted with a lock formed from one gemstone (ruby, sapphire, emerald, quartz, topaz and diamond), the type of lock is unknown to all but the designer and all appear the same from the outside. When all locks have been created the puzzle can be opened. When a player comes along they have an option of putting one of 6 keys in each hole. When all holes are filled, the person can attempt to start the locking mechanism, if I colour matches and is in the right place a green light will appear, if the colour is correct but in the wrong place a yellow light appears. These lights are not above the correct key and so the person doesn't know, which keys are in the right holes until they move. The designer can give the player a number of turns they think are fit for the puzzle to be solved, obviously less is harder. After this amount of "turns" has passed all lights go out and the keyholes are randomly moved around (using mechanics). The total number of a set colour never changes they just move around. If a person fails to complete the puzzle they may try again.

-I'm still thinking about it but I'm open to Ideas.

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Hieroglyphs from Jodpar

A Crypto test with Hieroglyphs. The designer creates a coded phrase or words, and provides clues to the encoding. The judges attempt to solve what the Hieroglyphs say by using the given clues. I think that could be fun to both design and solve. Discussion on this thread.
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Genetic Seeds from Starscream

The designer designs seed(s) and specifies their genetic string. People come to the "garden" and get the seeds and a specified requirement that they must make. For example I might specify that my puzzle is to make a dwarf x2 plant with a blue stalk and green colored fruit. My garden would give two different seeds as starters. As the designer I specified the starting genetics of the seeds. People would come and get the seeds and when they figured out the via crossbreeding and stressing how to obtain the requirement, they solve the puzzle and get to judge how well they thought it was done. Very similar to the rose genetics we had to figure out to get lilies. However, as a thought puzzle it would give people a chance to be on the other side where you get to design the genetics. Obviously the plants would grow much faster than our roses do today, and would use a much cheaper version of Nut's Essense and CBE that would be special for just this test. Perhaps part of the inital genetics that a designer chooses specifies how fast they want the plants to grow, or if they need any watering, feeding. So it would be up to the designer to decide how he/she wants the plants to work. Discussion on this thread.
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Test of the Library, by Toba

Construct a great Library and fill it with written knowledge. This knowledge must be useful to the people of Egypt, as your fellow Egyptians will judge each library. Judges should rate the library on the amount, usefulness, clarity and detail of the information inside it. Support

A general mechanism for a Thought test, by antichaos

This idea is based on the game 'Grow'

In general you have a number of inputs, a,b,c,d etc, and a number of outputs A, B, C, D etc. The outputs can exist in a number of different states, A0, A1, A2 etc. The 'rules' of the game determine which outputs have their state changed by each input. eg a raises A, B and C. b raises B and C. c raises C. The object of the game is then to apply each input once in the right order, so as to maximise the state of each output. In this simple case it would be c,b,a. Outputs can have different maximum states. To allow for greater variation, more complex rules can also be used, in which the state of one of the outputs is a factor. eg a raises B if A>2. Branching paths can also be introduced by allowing more outputs than inputs, and allowing 'horizontal' transitions such as "b changes A to E if A<3". You could generalise further to allow inputs to lower the state of outputs too, and also set specific completion requirements, eg Maximise A and B, while Minimise C.

There are lots of ways this mechanism could be used in a thought test. Here are 2, just to illustrate the pros and cos of different impementations.

1. The Test of the Curious Contraption.

This is basically a mechanistic interpretation. The inputs are gears, metal, rope etc. The contraption starts out as a small box, and the various parts of it (corresponding to the outputs) extend out in proportion to the state. Ideally there would be lots of options for size/orientation of each piece, and lots of pieces to chose from, so that designers could make their final contraption somewhat unique. Would require lots of artwork.

2. The Test of the Perfect Pet

In this variation, you are creating a 'virtual pet'. The inputs are food items and activities, the outputs are emotional and biological attributes of the pet, like hunger, happiness, strength etc. These would not be displayed graphically - less work for the artists. Instead the designer creates text messages to illustrate some of the state changes, eg "happiness lvl 3 - the pet purrs gently". This allows for nice customisation and some humor. "hunger lvl 5 - the pet starts to devour your leg".

As a nice variation to the pet idea, rather than have everything take place at a building built by the designer, allow the pets to be transportable. Each designer creates 7 identical pets, which are then passed from person to person. Support?

Test of the Hieroglyph, from Airmid Wulf

Players create a Japanese picture puzzle (also known as Tsunami puzzle) for others to solve. Judging should be done on the level of difficulty, and to some extend on the quality of the picture. Lots of examples can be found 'here'.

Test of the Stone Plungers, from Djehuty

Players are presented with a 4 x 4 grid of stone plungers, some flush to the floor, others raised. Pushing a plunger will affect the position of other plungers by reversing their orientation (from up to down or down to up). The player attempts to solve the interactions and then push the correct combination of plungers so as to have them all become flush to the floor.
Full Description and discussion on Forums.

Ideas for Worship

Test of the Reborn, from Pandemonis

Prepare yourself and seven Enbalmers for an afterlife journey, requiring trust, cooperation and various products. Details can be found 'here' and support page is hereSupport?

Test of the Demi-god, from Nebu

Players would create a sub-god and go on a mission to recruit other players to worship their god. The catch: each player in Egypt may only worship one player created sub god again making gaming a tad more difficult. Each player choosing to worship your deity would be required to make a decorative shrine to that god (this wouldn't be very demanding) and meditate on the shrine a set number of times. Passing the test would be based both on the number of people that are worshiping your god as well as the span of egypt that they cover. Note: this is meant to be a test of recruitment (missionary style).
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Rite of the Flame, from Abraxas

Build a fire to please the gods. Keep it going by performing increasingly complex rituals as you attract their attention.
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Test of the Ascetic, from Solalique

During the test of the Ascetic, you must give up certain everyday activities and perform duties to show reverence for the gods.
  1. May dress in Black or White clothes only for humility.
  2. May not eat any food or consume any liquids during daylight hours (6am to 6pm game time)
  3. Must maintain "hours of silence", not chatting with other citizens at dawn and dusk (6am to 9am and 6pm to 9pm game time)
  4. Demonstrate "celibacy": if citizen is married, may not play as husband or wife during test period.
  5. Must meditate at a common altar 10 times during the course of the test period. Meditations made within one hour (Teppy time) of each other only count once.
The test period spans 48 hours of actual playtime from when you begin. If you violate the rules or fail to meet the requirements, you must begin the test again. Can be discussed right here


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Test of the Gods, from Iwibiah

When signing up for the test, you are given the chance to create a statue (or altar) specific for 7 different gods or goddesses. Each statue/altar will require different materials for each person to make, though a common theme for each god/goddess is continued (hathor with animals etc). Once you have created each of these 7 altars, you now must go on a quest to find the altars of 7 other (or some the same) gods that others have built. Once you have worshipped/meditated at 7 of each of these altars you pass the test. Can be discussed here
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Unnamed Worship Test from silver

pilgrimage on steroids, with different teams each time... details on the discussion page
can be discussed here: forums
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Test of the Temple of the Gods, from Rana

Individuals must attune themselves to a god to become priests; priests of different gods must come together to build a temple and attract people to worship there. Variations include a set-criteria pass or a limited, point-based pass (generally based on worship attendence). explained more fully here.
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Test of the Sacred Glyphs, from Djehuty

Summary: A group of 7 individuals build an altar. Each of these individuals must offer up 1 sacred glyph of the deity named upon building of the altar to pass.
The Basics: After the construction of a deity's altar, each of the participants must then build a glyph-generating shrine. When said shrine is constructed, the participant will receive one lesser glyph as will the next 6 people to visit and pray at this shrine. All 7 of these lesser glyphs will be identical for a given shrine. Each shrine will contain an unlock code consisting of a combination of 7 different lesser glyphs that each differ from the one produced by the shrine. The participant will need to summon other followers that have the needed lesser glyphs to unlock the shrine. Upon unlocking of the shrine, the participant will receive the sacred glyph needed at the main deity's altar. Once all 7 participants have received their sacred glyphs, they can proceed to the deity's altar to offer up their sacred glyphs. Upon approval of the deity, these seven shall pass the test.
Notes: A shrine may only have one beneficiary (the individual who receives the sacred glyph upon unlocking). Tearing down the shrine also destroys the lesser glyphs that were generated by it as they receive their unlocking power from the shrine that generated them. Once an individual has passed the test, they can no longer be the recipient of a lesser glyph, nor participate in future deity altar offerings.
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Forum Discussion

Test of the Humble Priests, from zisoni

Summary: A group of players make various devotions to a god at Temple and altar. These devotions may include small sacrifices, rituals and prayers (possibly emotes) using inexpensive materials relative to the god they are trying to worship. 7 gods in all need to be appeased in this way each at their own Temple and no more than one god can be worshiped per week. Players may not group with the same players for subsequent gods. Organisation, cooperation and coordination will be required to pass the test. Can be discussed here 1
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Test of the Healer, from Solalique

Summary: After you pass worship initiation and sign up for the test, you are randomly (but permanently) assigned a god, and become a special healer (priest/priestess) of this god. [For story purposes I think it would be nice for this to be consistent with the god you are assigned for crystal heiroglyphs.]

At any time, those who are signed up for the test may be struck by a spiritual malady or 'curse'. Once you become spiritually ill, you learn the three gods whose healers will be able to cure your malady. During the time you are ill, you are unable to perform as a healer.
In order for the malady to be cured, meet at a common altar with a healer of each of the three required gods and perform the healing ritual. Each healer gets credit for performing a healing.

Take part as a healer seven times to pass. A player who has passed is immune no longer becomes ill, but may still heal. Possible test reward suggested is that a healer may be able to grant a stat boost on a limited basis (e.g. once a day, +2 boost to one stat that lasts 30 minutes)

I believe it would require some simulation to get the numbers right to balance the test, because of the feedback in the system. The cooperation required is not just to heal someone, but to enable them to operate as a healer again. Allowing passed healers immunity at least prevents gridlock with all healers sick at once. The appeal to me, at least, is in the richness of the cooperation required. It requires many individuals to interact in small groups over time (socializing), but it does not have the unpredictable and often disappointing results of acro. There is also a community-wide effect to be considered in keeping the number and diversity of capable healers up. Forum Discussion

Support

Test of the Devoted, from Redrac

Once per game day, at random times, a call to prayer is issued. Everyone that signed up for test, who is online at the time the call is heard. Must go to an altar and meditate. This pleases one of 7 gods. Failure to answer call displeases the god, and will lose favor of that god. Only those that hear the call may meditate (being offline you would not hear) thus not gain or lose favor of that god. Having enough favor with the 7 gods and you will become blessed.

+10% for pleasing -10% for displeasing

100% in all to pass can not have more then 100% or less then 0% in any god

gods should be different gods then in festivals random gods would be choosen for each person wou meditates or fails to meditate

Test of the Spiritual Witness (Djehuty)

Synopsis: A group of aspirants promote one of their own to stewardship. The steward embarks on a mission to train a steward for other groups. The object is for each original group (who sign up together) to all become stewards and gather points by spreading the knowledge of stewardship to other groups.
Full Description

Test of the ? (Sarra)

A player must select one of the seven gods as their own. The player must then make his/her way to an altar/temple to meditate on how to please their selected God. They would then find out what sacrifice must be made during a ritual.

Each God has a different ritual which requires 4 others to help. Now I haven't worked out the ritual steps but it could involve different things you'd have to say, do and wear. And of course the sacrifice that the player has been given. You can only be baptised/consecrated/chosen...(?not sure what to call it :)) once but you can help with the ritual as many times as you want.

To top it off there could be a reward if you manage to set it up so that all 7 Gods have a person doing the ritual within a limited timeperiod. I was thinking of a reward that would benefit all those involved. Like everyone taking part gets 8 hours of extra endurance or maybe the ability to build a statue of their God. That way you could either do the ritual with a small group of people or chose to try for 28 people to work together.The reward should be good enough to motivate people to help but not so good that it makes it to easy to set up.

Test of the Bells (Aidenn)

In this Test, players attempt to please the gods by ritualistic ringing of bells. It combines a coordination challenge similar to the Contest of Seven rituals with music (similar to the old Simple Simon game).

New Technologies:

Test details:

To start the test, a team of seven people who have signed up for the test must gather at a bell tower, which has seven ropes hanging down, each attached to a bell. Each bell rings a different note in the musical scale. During the test, each person may only pull the rope of their own bell.

To begin the ritual each participant rings their bell (by clicking on the appropriate rope), begining with the largest (lowest tone) bell, to play a scale. As each bell rings, it produces an audible tone as well as a visual swing.

The bells then ring on their own, all seven notes in a random order. The participants must attempt to duplicate this melody by pulling their ropes. If they are successful, the bells ring on their own, eight notes this time (seven notes in a new random order followed by one additional note). This continues, with each sequence having one more note, until a wrong note is rung or someone other than the original ringer pulls a bell rope. (Optionally: or a certain amount of time passes without a bell being rung.) Sequences are generated by randomly sorting sets of seven notes, so each group of seven tones will always contain one from each bell.

Scoring: Each participant receives temporary points equal to the square root of (number of notes in longest sequence minus six). If they already had a temporary point score, this score replaces it (even if new score is lower than old score). (Optionally: keep the higher of the two scores. That variant would encourage more participation.) At the end of each Egypt month, temporary scores are added to the player's permanent score and reset to zero.

Passing: The number of points needed to pass the test should be set such that earning 2 points per Egypt-month from the time the test is first introduced until the end of the Telling will pass. Players may pass more quickly (or make up for missed weeks) by completing longer sequences.

Forum Discussion

Test of Attunement (Nephte)

Summary: Become a priest of one of the gods of Egypt, and ask groups of other priests to perform rituals that help you attune fully to your god. Try different variations of the ritual, using clues you get from the results of earlier attempts, until you get it right.

Full description and discussion in the Test forum.

Ideas for All Seven

The Tests of The Cats, from Kir

All of Egypt can have one pet cat, and each path has a test that involves passing with your pet, for example The Test of the Pampered Cat (Architecture) has you building the perfect cat home, with common items like wood and straw for a low score, then rare items like silk, milk treated with fruit flavors and cat toys made with gearboxes for a high score. See this and more at http://maiaspirits.org/monuments/viewtopic.php?t=13

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Last edited August 24, 2004 10:58 pm by Djehuty (diff)
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