Dandy
Well-Known Member
- Joined
- Jul 6, 2017
- Messages
- 282
I am Simon. And we are playing Simon Says. Simon says I'm Simon, and Simon says that we are playing Simon says.
"But. But Mr. Warden, how could you say we're playing Simon Says if you're not Simon!"
...
Simon says we're no longer playing Simon Says, Simon says I'm no longer Simon, Simon says we're no longer playing Simon Says.
"But Mr. Warden! If you're not Simon, how can you say we're no longer Simon Says!"
...
We've all run into this scenario at least once or twice or third or a hundred times while playing on Jailbreak, if we play it. The game Simon Says is very confusing, and if the warden is a sneaky warden, very easy to murder most if not all of RED - and the other BLUs often time come along and murder the rest - It's a confusing mess. Besides for that, the sheer amount of "freekill!!!1!" calls after a relatively good game of Simon Says is enough to want to die inside.
So, I propose a simple solution. It can be viewed in two lights; both of which I'll explain.
Simply adding a rule stating that warden's orders; effectively commands like "We are no longer playing Simon Says." override the game of Simon Says. That way, if a warden ever wants to initiate a game of Simon Says, instead of saying a long, confusing tongue twister, they'd simply say "We are now playing Simon Says." The statement above, or something similar enough would end the game. This could be considered 'warden prioritizing', or something along those lines.
Or, it could be viewed as a simple enforcement of the 'warden cannot lie' rule. Adding a clause to that rule such as "(This rule also applies to Simon Says.)" could also solve the issue. The warden won't be lying anymore if he says "We're no longer playing Simo Says, follow me to X." or something along those lines.
Just a thought on how to simplify that annoying tongue twister which causes confusion, freekill, and murderous chaos from the tumult that arises.
"But. But Mr. Warden, how could you say we're playing Simon Says if you're not Simon!"
...
Simon says we're no longer playing Simon Says, Simon says I'm no longer Simon, Simon says we're no longer playing Simon Says.
"But Mr. Warden! If you're not Simon, how can you say we're no longer Simon Says!"
...
We've all run into this scenario at least once or twice or third or a hundred times while playing on Jailbreak, if we play it. The game Simon Says is very confusing, and if the warden is a sneaky warden, very easy to murder most if not all of RED - and the other BLUs often time come along and murder the rest - It's a confusing mess. Besides for that, the sheer amount of "freekill!!!1!" calls after a relatively good game of Simon Says is enough to want to die inside.
So, I propose a simple solution. It can be viewed in two lights; both of which I'll explain.
Simply adding a rule stating that warden's orders; effectively commands like "We are no longer playing Simon Says." override the game of Simon Says. That way, if a warden ever wants to initiate a game of Simon Says, instead of saying a long, confusing tongue twister, they'd simply say "We are now playing Simon Says." The statement above, or something similar enough would end the game. This could be considered 'warden prioritizing', or something along those lines.
Or, it could be viewed as a simple enforcement of the 'warden cannot lie' rule. Adding a clause to that rule such as "(This rule also applies to Simon Says.)" could also solve the issue. The warden won't be lying anymore if he says "We're no longer playing Simo Says, follow me to X." or something along those lines.
Just a thought on how to simplify that annoying tongue twister which causes confusion, freekill, and murderous chaos from the tumult that arises.