warriortribble wrote:Megaduck wrote:I'm going to go with another theory. What if Delphie is motivated by Duty and is trying to save Goodmiton.
Consider, the Mathamancer states that for every number you'll get a zero and that Fate is lazy and pulls form the nearest source. With Wanda Goodmiton just rolled a REALLY good number and now they are due for a really BAD number. But, If Delphie can pass Wanda off to Haffaton then they'll get the bad number.
Additionally, Delphie is a predictimancer. Lets assume for a minute that she knows everything that we know. Wanda is going to go to FAQ and then go to GK. The simplest way for this to happen is for goodmiton to somehow be destroyed and leave Wanda leaderless so she goes to FAQ. However, if Delphie can trade Wanda away for peace then there can be ways or Wanda to get to FAQ that do not include Goodmiton's destruction.
The only problem I can see with this theory is that the simplest thing Delphie could have done to save Goodmiton was to stop Wanda from ever popping. But I suppose it's possible that with the amount of Fate Wanda is supposed to have, Delphie decided to let her exist anyways because she felt that Wanda would have a net positive effect on the world.
Delphie might not have had a choice. Without Wanda popping tBfGK would never have happened so Wanda had to have popped. So what Delphie has to do is try to maneuver the story to tBfGK without having Goodmitton destroyed and with the least death and destruction to her side possible.
teratorn wrote:Wanda was extremely loyal to her original side. A pity she didn't get Parson at that time.
Speaking of Parson, what sort of Zero would he represent in this system? He also has literal Erf shaking significance way beyond the huge cost to summon him and his huge upkeep fee. Does this mean that GK will have bad rolls or does Parson not count because it wasn't random chance that summoned him?
Or is Parson where Erf divided by Zero?
The idea that every high roll has to be balanced by a low roll is an interesting one. It could be Erfworlds balancing system to keep the conflict ongoing. A side wiping out creates a negative that needs to be balanced and a new side is created or a side expanding to fast creates a positive to be balanced resulting in bad luck for that side. Sort of like how in the Game Planetside if one Empire is to large then the other two start getting bonus.
This could explain how no one has won yet. I sort of see Erfworld as a big game of Civilization with a whole lot of sides and a tactical simulator added in. In Civ once you reach a certain size you can start grinding up other smaller civs easily and the momentum swings in your favor as your expansion fuels your expansion. The fact that Erf doesn't have this happen could mean there is some sort means to prevent a large side from continuously expanding, it could be maintenance fees, or distance from capital fees or something like that. Or it could be a civ that has gotten to large starts having roll issues.