I would also like to clarify I understand that the attacker currently has a fairly extreme advantage. I have plans to balance this out/force less player choice in that regard relating to associating actions with tools.
My_Name_Might_Be_Bird
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I have been able to come up with a central theme for the game I am interested in running. However, I am concerned that, essentially, it might not be "Cledonomantic" enough, as it involves choosing from a list, but the provided list being something that is provided from the non-random randomness source. Would this fit within the confines of the jam?
To be more specific (but keeping it seperate for anyone who wants to be surprised by my entry), I'm wanting "rolls" to be performed by stating a single word description of the action being performed (like cut, persuade, dodge), finding that word in a thesaurus, and being forced to pick a synonym from that word's thesaurus entry. That new word is now the action that they are performing. Either before, after, or simultaneously, and possibly in secret, the defending entity uses their descriptor for what is being affected, (these are written on their character sheet, and change throughout the game as is about to be described) finds that word in the same or an identical copy of said thesaurus, and chooses a synonym from that word's thesaurus entry (they can not choose a word that has already occupied that descriptor slot). Whichever new word is the longest wins that round, and action is decided accordingly. (Encourages being willing to lose certain rounds for the sake of being able to save longer words for more important situations, action words might be tied to a tool so that way they also can't be used twice, details details details.) Does the fact that the word is *chosen* out of the list the Thesaurus provides mean that it is no longer Cledonomantic determination?
I also understand I am very late to the jam, we are all about to be impressed if I can toss this together.