Thursday, July 31, 2008

Proposal: The Store is Back in Business

timed out and reached a quorum, final vote 5-0—Yoda

Adminned at 02 Aug 2008 15:56:51 UTC

Add the following text to the end of rule 2.14 “Store”:

Any Adventurer who is not part of a Party that has begun its task may sell an Item whose Cost is not “N/A” back to the store by removing the Item from his Inventory and gaining an amount of gold pieces equal to 3/4 of the Cost, rounded down.

 

They’re dropping like flies

Jay and Dustin have been inactive for 7 and 8 days, respectively, so they have gone idle.  Quorum drops to 5.

Find the Great, Black Tower

Requirements - none
Available Space - 5
Start Time - 08/02/08 00:00:00 (UTC)
Length - Not Known
Purpose - This party will be sent to locate and enter the black tower that supposedly holds the sleeping Guardian.
Rewards - 30 XP, 50 gold pieces, and one Item of the Adventurer’s choice from the Item List with “Ring” in the name
Penalties - 100 gold pieces (failure shall not be tolerated)
Other - This task will require a diverse mixture of skills, so if your specialization is already represented, I would encourage you to instead join the other party.

Hunting and Gathering #2

Requirements - none
Available Space - 5
Start Time - 08/02/08 00:00:00 (UTC)
Length - 4 Days (Until 08/06/08 00:00:00 (UTC)
Purpose - This party will be sent out to hunt for food for the group, as well as help make the city they are staying near a better place.
Rewards - 5xp and 5 gold pieces
Penalties - none
Other - This is a series of parties designed for those who don’t think they will be very active in the coming week, but don’t want to fall too far behind.  The idea for this series goes to Amnistar.  This is basically a series of freebie quests because I will automatically succeed this party around the time stated under the Length; however, due to questing rules, you will not be able to join other parties while you are in this party.  I may, from time to time, post minor challenges, but I will always succeed this party at the end of the time period regardless of the results of those challenges.

Thursday, July 31, 2008

Proposal: Armor Roulette

self-killed—Yoda

Adminned at 02 Aug 2008 15:54:16 UTC

In the Rule entitled “Combat”, change the text:

If the result of the first roll is strictly greater than that of the second roll, the attack hits and the Defender is hit for an amount of HP equal to 2DICEZ, where Z is the Attacker’s STR (or Magic level is the Attacker’s weapon has “Wand” or “Sceptre” in its name).

to:

If the result of the first roll is strictly greater than that of the second roll, the attack hits;  the Attacker makes a comment of “Damage 2DICEZ; Location DICE6” where Z is the Attacker’s STR (or Magic level is the Attacker’s weapon has “Wand” or “Sceptre” in its name).  The first result is the Damage roll and the second result is the Location roll.  The Defender is hit for an amount of HP equal to the Damage roll

Wednesday, July 30, 2008

Proposal: Six Rare Rings

reached a quorum, final vote 6-0—Yoda

Adminned at 31 Jul 2008 08:49:56 UTC

In the Item List, rename the item “Basic Helmet” to “Armored Sombrero”.

Also, add the following Items to the Item List:

Name – Healer’s Ring
Item Type – Accessory
For Sale - Yes
Cost - 50
Temporary Effect - Heals Bearer for a number of HP equal to his Magic skill.
Number of Uses - 8
Lasting Effect - none
Requirements – none
Equipped Effect – The Bearer cannot become Dead by the means described in the Rule called “Health”.  If the Bearer’s HP would become 1 or less, the Bearer automatically uses it repeatedly until it either runs out of Uses or his HP is at least 2.

Name – Ring of Stealth
Item Type - Accessory
For Sale - No
Cost - 50
Temporary Effect - none
Number of Uses - Infinite
Lasting Effect - none
Requirements – The Bearer must be wearing at most one other Ring.  The Bearer must have a SPD of at least 2.
Equipped Effect – The Bearer’s Thievery skill is increased by 1 for the purposes of all Rules except for the Rules entitled “Skills” and “Experience” and their subrules.  The Bearer’s SPD is decreased by 1 for the purposes of all Rules except for the Rule entitled “Attributes” and its subrules.

Name – Ring of Drunkenness
Item Type - Accessory
For Sale - No
Cost - 50
Temporary Effect - none
Number of Uses - Infinite
Lasting Effect - none
Requirements – The Bearer must have a SOC of at least 2.
Equipped Effect – The Bearer’s Revelry skill is increased by 1 for the purposes of all Rules except for the Rules entitled “Skills” and “Experience” and their subrules.  The Bearer’s SOC is decreased by 1 for the purposes of all Rules except for the Rule entitled “Attributes” and its subrules.

Name – Ring of Fasting
Item Type - Accessory
For Sale - No
Cost - 40
Temporary Effect - none
Number of Uses - Infinite
Lasting Effect - none
Requirements – The Bearer must have a VOR of at least 3.
Equipped Effect – The Bearer’s Religion skill is increased by 1 for the purposes of all Rules except for the Rules entitled “Skills” and “Experience” and their subrules.  The Bearer’s VOR is decreased by 2 for the purposes of all Rules except for the Rule entitled “Attributes” and its subrules.

Name – Ring of Aggression
Item Type - Accessory
For Sale - No
Cost - 50
Temporary Effect - none
Number of Uses - Infinite
Lasting Effect - none
Requirements -  The Bearer must have a INT of at least 2.
Equipped Effect – The Bearer’s Combat skill is increased by 1 for the purposes of all Rules except for the Rules entitled “Skills” and “Experience” and their subrules.  The Bearer’s INT is decreased by 1 for the purposes of all Rules except for the Rule entitled “Attributes” and its subrules.

Name – Ring of Study
Item Type - Accessory
For Sale - No
Cost - 50
Temporary Effect - none
Number of Uses - Infinite
Lasting Effect - none
Requirements –The Bearer must have a STR of at least 2.
Equipped Effect – The Bearer’s Magic skill is increased by 1 for the purposes of all Rules except for the Rules entitled “Skills” and “Experience” and their subrules.  The Bearer’s STR is decreased by 1 for the purposes of all Rules except for the Rule entitled “Attributes” and its subrules.

 

Proposal: Fine, but Thogs still not a monster

timed out, final vote 2-4—Yoda

Adminned at 31 Jul 2008 08:42:08 UTC

Replace the rule “Races” with the following

  Each Adventurer has a creature type (abbreviated ‘Race’) tracked in the GNDT under a column called “Race”. A race may be any word between three and twelve letters long, but Adventurers are encouraged to be a Race from the set {Ogre, Elf, Fairy, Gnome, Dwarf}. An entity (including an Adventurer) who has a Race and whose Race is not Baby, Elf, Fairy, Gnome, Ogre, or Dwarf is called a Monster.

  New Adventurers start with a race of “Baby”. An adventurer with a Race of “Baby” may set their Race to Elf, Fairy, Gnome, Dwarf or Ogre at any time.

There is no reason for Ogres to be monsters and everything else to not be a monster. Of course, Monster doesn’t really even mean anything at this point, but it doesn’t make any sense to have monsters in our adventuring party.

Proposal: Some Minor Clarification

reached a quorum, final vote 6-0—Yoda

Adminned at 30 Jul 2008 15:27:06 UTC

Add the following text to the end of the first paragraph of rule 2.15 “Non Playable Characters”:

Unless otherwise stated, the beginning statistics for a NPC are the same as for a new Adventurer.

Why bother with Available Space?

Part of the beauty of blognomic, what with the 48 hours for a proposal and the 7 days until you idle rules, is that you don’t have to be on all day long to be an active part of a dynasty. In the past, people have discouraged using the daily action for that very reason.

In this dynasty, we have Yoda’s missions. While they have been working OK so far, a big problem I’ve been seeing with them is the Available Space issue. Some one might not be on for 24 hours, and all the missions get filled, even with some players doing more than one mission. Because missions often offer a large advantage upon completion.

I don’t want to propose that we remove the Available Space option, because there are cases where having limited space makes sense. But I simply suggest that Yoda often make this number high enough that it doesn’t just become a race to say “count me in”.

Tuesday, July 29, 2008

Proposal: We Triumph Together

self-killed—Yoda

Adminned at 30 Jul 2008 15:25:46 UTC

Add a sub rule to the rule Random Encounters titled “Shared Experience”. It shall contain the text

Any adventurer who votes once on a proposal gains 1 experience point when said proposal is enacted. If an adventurer changed their vote on said proposal, they gain no experience points when the proposal is enacted.

items up for discussion

Tell me what you all think:

Name – Healer’s Ring
Item Type – Accessory (Ring)
For Sale - Yes
Cost - 50
Temporary Effect - Heals Bearer for a number of HP equal to his Magic skill.
Number of Uses - 8
Lasting Effect - none
Requirements – The Bearer must be wearing at most one other Ring
Equipped Effect – The Bearer cannot become Dead by the means described in the Rule called “Health”.  If the Bearer’s HP would become 1 or less, the Bearer automatically uses it repeatedly until it either runs out of Uses or his HP is at least 2.

Name – Ring of Stealth
Item Type - Accessory (Ring)
For Sale - No
Cost - 50
Temporary Effect - none
Number of Uses - Infinite
Lasting Effect - none
Requirements – The Bearer must be wearing at most one other Ring.  The Bearer must have a SPD of at least 2.
Equipped Effect – The Bearer’s Thievery skill is increased by 1 for the purposes of all Rules except for the Rules entitled “Skills” and “Experience” and their subrules.  The Bearer’s SPD is decreased by 1 for the purposes of all Rules except for the Rule entitled “Attributes” and its subrules.

(4 other Stealth-like Rings).

Name – Amulet of Disguise
Item Type - Accessory
For Sale - No
Cost - 50
Temporary Effect - none
Number of Uses - Infinite
Lasting Effect - none
Requirements – The Bearer cannot be wearing another Accessory with “Amulet” in its name.  The Bearer must have a SOC of at least 5 (or else it won’t be believable).
Equipped Effect – The Bearer’s Race is “Human” for the purposes of all Rules except for the Rule entitled “Character Sheets” and its subrules.

 

Proposal: We can’t fight but we dodge just fine.

reached a quorum, final vote 6-0—Yoda

Adminned at 30 Jul 2008 15:23:59 UTC

In the Rule entitled “Combat”, replace the text

He shall then go on to make a DICEX DICEY roll in the GNDT, where X is one more than the Attacker’s Combat level and Y is the Defender’s Combat level.

with:

He shall then go on to make a DICEX DICEY roll in the GNDT, where X is twice the Attacker’s Combat level and Y is the Defender’s Combat level plus half his SPD, rounded down.

Proposal: Thog’s not monster Bob well, technically he is…

Veoted—Clucky

Adminned at 29 Jul 2008 18:17:21 UTC

Replace the rule “Races” with the following

Each Adventurer has a creature type (abbreviated ‘Race’) tracked in the GNDT under a column called “Race”. A race may be any word between three and twelve letters long, but Adventurers are encouraged to be a Race from the set {Human, Ogre, Elf, Fairy, Gnome, Dwarf}. An entity (including an Adventurer) who has a Race and whose Race is not Baby, Elf, Fairy, Gnome, Ogre, Human or Dwarf is called a Monster.

New Adventurers start with a race of “Baby”. An adventurer with a Race of “Baby” may set their Race to Human, Elf, Fairy, Gnome, Dwarf or Ogre at any time.

Legal player characters should not be monsters. Ogres might be scary, but they are really just misunderstood. Also whats up with not being able to be human? Was that an oversight or is there a purpose for that?

Another One Bites the Dust

Tusho has been inactive for 7 days, so he has gone idle.  Sadly, he only joined 7 days ago.

Quorum drops to 6.

Note: I enacted Bucky’s proposal before doing this, so he still got the 2DICE7 roll.

Pie Eating Contest

Requirements - at least 3 VOR
Available Space - 2
Start Time - 07/29/08 00:00:00 (UTC)
Length - 1 day
Purpose - This Party will be sent to participate in a pie eating contest.
Rewards - 100 gold pieces (the prize)
Penalties - 10 gold pieces (the entry fee)
Other - You have been challenged to a pie eating contest by two other Atlantians of the names Theo and Fenimore.  They have trained somewhat for this, so their VORs are both 4.  If you think you can beat these Atlantians, join now.  If not, then just stay at home and keep out of their way.  Note: This contest will be resolved by random DICE rolls.

Exploring the City

Requirements - at least 3 SOC
Available Space - 3
Start Time - 07/30/08 00:00:00 (UTC)
Length - Unknown
Purpose - This party will be sent out to explore the city to find out if anyone knows where this Guardian is.
Rewards - 15 XP, 15 gold pieces, and 1 point to add to any attribute of your choice
Penalties - 25 gold pieces
Other - The reason for the requirement is that this quest will require conversing successfully with the Atlantians.  So far, the only encounter with an Atlantian is Professor Blithe, and he was, well, a little eccentric, so just be careful not to base all your judgments of Atlantians on the encounter with the Professor.

Monday, July 28, 2008

Left Behind

We must have left arthexis on the other side of the portal.  He has been inactive for 7 days and is therefore idle.  Quorum stays the same.

Proposal: All But the Store

Timed out. Passes 4-1—Clucky

Adminned at 29 Jul 2008 18:14:06 UTC

Add the following text to the end of rule 2.6 “Money”:

An Adventurer may, at any time, subtract a positive amount of gold pieces from his own collection and add that amount to the collection of any other Adventurer or NPC.

Add the following text to the end of sub-rule 2.10.6 “Inventory”:

An Adventurer may, at any time, remove an Item from his Inventory and add that Item to anotherr Adventurer’s or NPC’s Inventory.

GNDT issue

I don’t know if it is coded this way on purpose, but the GNDT hangs on to whatever values you type in, so say you change Clucky’s gold, then make a roll, if you forgot to clear out the Gold field, it’ll update you own gold as well. This is a good thing if you want to set everyone to a certain value, but in the case mentioned before, it can cause problems. Is the GNDT still up for development? I was imagining a ‘sticky’ box that you could check to hold a value in the GNDT for mass updating, but if it was not checked, clearing the fields automatically to avoid accidental changes. Ideas, anyone?

Story Post: Taking Suggestions

Add the following text to the end of rule 2.14 “Store”:

Any Adventurer who is not part of a Party that has begun its task may sell an Item that is in his Inventory and whose Cost is not “N/A” back to the store by removing the Item from his Inventory and gaining an amount of gold pieces equal to 3/4 of the Cost, rounded down.

Proposal: Join Blognomic, see the world

timed out, final vote 4-5—Yoda

You mean 4-3. Chiv voted thrice, FOR was final vote.—Clucky

Adminned at 29 Jul 2008 11:40:45 UTC

Since there are only so many Party slots, here’s a way for Adventurers who can’t get them to slowly gain XP.
Add a subrule to the Rule entitled Experience.  Call it “Exploration” and give it the following text:

As a weekly action, any Adventurer who is not currently part of a Party may Take a Tour by spending 20 Gold.  Any adventurer who Takes a Tour gains 10 Experience.

Proposal: Your money or your life

reached a quorum, final vote 7-0—Yoda

Adminned at 28 Jul 2008 07:05:28 UTC

Add a subrule to the rule entitled “Random Encounters”.  Call it “Advanced Thuggery” and give it the following text:

Should a proposal fail, and the result of the DICE roll to determine Gold loss be greater than the Gold of the Adventurer who proposed it, that Adventurer loses all his gold, and also loses HP equal to half the difference between the amount of Gold he had and the result of the DICE roll (rounded down).

Saturday, July 26, 2008

Proposal: Hunting Party - Get

self-killed—Yoda

no damage done

Adminned at 27 Jul 2008 10:50:34 UTC

Create a new Adventuring party with the information:

Requirements - none
Available Space - 5
Start Time - 07/27/08 00:00:00 (UTC)
Length - 5 Days (Until 7/31/08 00:00:00 (UTC)
Purpose - This party will be sent out to hunt for food for the group, as well as help make the city they are staying near a better place.
Rewards - 5xp, 1 point in the Skill Combat
Penalties - none
Other - This quest is designed to allow people who are not as active to participate in a ‘quest’ for an extended period of time granting them rewards but limiting their access to other quests.  I’ll probably try to get one of these posted each Friday allowing the entire weekend for people to join and then be out of quests for the next week, but not feel like they are falling behind because they weren’t fast enough, active enough, etc to join the main quests.

Hunting and Gathering #1

Requirements - none
Available Space - 5
Start Time - 07/27/08 00:00:00 (UTC)
Length - 4 Days (Until 7/31/08 00:00:00 (UTC)
Purpose - This party will be sent out to hunt for food for the group, as well as help make the city they are staying near a better place.
Rewards - 5xp and 5 gold pieces
Penalties - none
Other - This is a series of parties designed for those who don’t think they will be very active in the coming week, but don’t want to fall too far behind.  The idea for this series goes to Amnistar.  This is basically a series of freebie quests because I will automatically succeed this party around the time stated under the Length; however, due to questing rules, you will not be able to join other parties while you are in this party.  I may, from time to time, post minor challenges, but I will always succeed this party at the end of the time period regardless of the results of those challenges.

A hunting we go. - Suggestion

Requirements - none
Available Space - 5
Start Time - 07/27/08 00:00:00 (UTC)
Length - 5 Days (Until 7/31/08 00:00:00 (UTC)
Purpose - This party will be sent out to hunt for food for the group, as well as help make the city they are staying near a better place.
Rewards - 5xp, 1 point in the Skill Combat
Penalties - none
Other - This quest is designed to allow people who are not as active to participate in a ‘quest’ for an extended period of time granting them rewards but limiting their access to other quests.  I’ll probably try to get one of these posted each Friday allowing the entire weekend for people to join and then be out of quests for the next week, but not feel like they are falling behind because they weren’t fast enough, active enough, etc to join the main quests.

Proposal: The Last Piece in the Combat Puzzle

Timed out and passed 7-0

Adminned at 27 Jul 2008 09:20:59 UTC

Add a new rule titled “Combat” with the following text:

As a daily action, an Adventurer who is part of a Party (the Attacker) may attack an NPC that that Party has encountered (the Defender) by making a comment to the Party Post to that effect.  He shall then go on to make a DICEX DICEY roll in the GNDT, where X is one more than the Attacker’s Combat level and Y is the Defender’s Combat level.  If the result of the first roll is strictly greater than that of the second roll, the attack hits and the Defender is hit for an amount of HP equal to 2DICEZ, where Z is the Attacker’s STR (or Magic level is the Attacker’s weapon has “Wand” or “Sceptre” in its name).  If the Attacker does not have a weapon equipped, the amount of HP that the Defender is hit for is halved (rounding up) before any other effects are taken into account.  If, after all effects have been taken into account, the Attacker will hit the Defender for less than 0 HP, the Attacker instead hits the Defender for 0 HP and if the Attacker also does not have a weapon equipped, the Attacker is hit for 1 HP.

NPCs may only attack Adventurers who are part of the Party that encountered it or other NPCs that have been encountered by the same Party that encountered it.

The exact numbers might need some tweaking, but this should be good for now… I hope.

Proposal: Jokes Over

Timed out and passed 6-0

Adminned at 27 Jul 2008 09:14:49 UTC

Replace the word “Robe” with “Shirt” wherever it appears in both the rule set and the item list.

Don’t give Clucky any gold from the rule “Random Encounters” for the purposes of this proposal.

The exclusion of shirts from the list of items was intended to be a KoL joke, which Yoda didn’t get and so added Robes in his revision proposal. If we are going to have robes, might as well add the option for other shirts as well. Because Thog in a robe would just be wrong.

Proposal: Various Money Making Tools

Self-Killed

Adminned at 27 Jul 2008 09:13:43 UTC

Add the following text to the end of rule 2.6 “Money”:

An Adventurer may, at any time, subtract a positive amount of gold pieces from his own collection and add that amount to the collection of any other Adventurer or NPC.

Add the following text to the end of sub-rule 2.10.6 “Inventory”:

An Adventurer may, at any time, remove an Item from his Inventory and add that Item to anotherr Adventurer’s or NPC’s Inventory.

Add the following text to the end of rule 2.14 “Store”:

Any Adventurer who is not part of a Party that has begun its task may sell an Item whose Cost is not “N/A” back to the store by removing the Item from his Inventory and gaining an amount of gold pieces equal to 3/4 of the Cost, rounded down.

Proposal: Instant Class-ic

Passes 6-0 by Timing Out

Adminned at 27 Jul 2008 09:06:40 UTC

Add the following to the end of the rule “Classes”

Each class has bonus intrinsic points in various skills.  These bonus points are not counted when totaling the cost for upgrading a skill, but apply in all other circumstances. The bonus points each class gets are as follows:

Wizard - Magic 2 points and Reveling 1 point
Fighter - Combat 2 points and Bravery 1 point
Rogue - Thievery 2 points and Bravery 1 point
Monk - Religion 2 points and Combat 1 point
Sorcerer - Magic 2 points and Thievery 1 point
Cleric - Religion 2 points and Magic 1 point
Barbarian - Combat 2 points and Thievery 1 point
Bard - Reveling 2 points and Bravery 1 point
Paladin - Bravery 2 points and Religion 1 point
Ranger - Reveling 2 points and Thievery 1 point
Peasant - none

Give one gold from Clucky to Darknight

Yeah he stole my proposal idea, but I’m a nice guy. Also I changed the numbers so that every stat gives 5 bonus points added, either two classes with a skill as the main and one class with it as a minor, or one class with main and three with minor. Previously it was heavily slanted towards combat.

Thursday, July 24, 2008

Proposal: The shop is open.

reached a quorum, final vote 7-0—Yoda

Adminned at 25 Jul 2008 19:58:56 UTC

If the proposal entitled “I need my robe, or else I feel… exposed.” failed, this proposal does nothing.

Add the following Items to the Item List:

*Name - Basic Weapon
*Item Type - Weapon
*For Sale - Yes
*Cost - 5 gold pieces
*Temporary Effect - The Bearer may change this Item’s name to any name of the form “Basic X”, where X is the name of a real-world weapon which was in use before the year 1400 AD.
*Number of Uses - Infinite
*Lasting Effect - none
*Requirements - none
*Equipped Effect - none

*Name - Heavy Weapon
*Item Type - Weapon
*For Sale - Yes
*Cost - 20 gold pieces
*Temporary Effect - The Bearer may change this Item’s name to any name of the form “Heavy X”, where X is the name of a real-world weapon which was in use before the year 1400 AD.
*Number of Uses - Infinite
*Lasting Effect - none
*Requirements - A STR of at least 5
*Equipped Effect - The Bearer’s STR is considered to be 2 higher for the purpose of destroying inanimate objects or calculating how many HP he hit a target for

*Name - Apprentice Wand
*Item Type - Weapon
*For Sale - Yes
*Cost - 40 gold pieces
*Temporary Effect - The wand explodes in a shower of flashy but harmless sparks.
*Number of Uses - 1
*Lasting Effect - none (see the Equipped Effect)
*Requirements - An INT of at least 4
*Equipped Effect - The Bearer’s Combat skill is considered equal to their Magic skill for the purpose of all Rules except for the Rules entitled “Skills” and “Experience” and their subrules.

*Name - Basic Helmet
*Item Type - Hat.
*For Sale - Yes
*Cost - 10 gold pieces
*Temporary Effect - none
*Number of Uses - Infinite
*Lasting Effect - none
*Requirements - none
*Equipped Effect - The Bearer loses 1 less HP from anything described as an “attack from above” by the Rules or the Dungeon Master.

*Name - Fashionable Robe
*Item Type - Robe.
*For Sale - Yes
*Cost - 25 gold pieces
*Temporary Effect - none
*Number of Uses - Infinite
*Lasting Effect - none
*Requirements - A SOC of at least 3
*Equipped Effect - The Bearer’s SOC is considered to be 1 higher when dealing with Humans and non-Monster NPCs.

Thursday, July 24, 2008

Where’d he go?

Seeking must have fallen asleep in the woods because he has been inactive for 7 days and is therefore idle.

Proposal: OK class, pop quiz

Failed 5-0 by timing out. No Darknights were harmed in the failing of this proposal.

Adminned at 25 Jul 2008 19:38:36 UTC

Each class has bonus intrinsic points in various skills.  These bonus points are not counted when totaling the cost for upgrading a skill, but apply in all other circumstances. The bonus points each class gets are as follows:

Wizard - Magic 2 points and Reveling 1 point
Fighter - Combat 2 points and Bravery 1 point
Rogue - Thievery 2 points and Bravery 1 point
Monk - Religion 2 points and Combat 1 point
Sorcerer - Magic 2 points and Thievery 1 point
Cleric - Religion 2 points and Magic 1 point
Barbarian - Combat 2 points and Thievery 1 point
Bard - Reveling 2 points and Bravery 1 point
Paladin - Religion 2 points and Bravery 1 point
Ranger - Combat 2 points and Reveling 1 point
Peasant - none

If this proposal passes, award 3/4’s of the gold earned, rounded up, to Clucky and the other 1/4 to Darknight.

Clucky came up with the idea so he should get most of the gold.

Proposal: Excuse me professor, does this class have a purpose?

Self Killed, but Clucky escapes from the combat.

Adminned at 25 Jul 2008 07:58:30 UTC

Add the following to the end of the rule “Classes”

Each class has bonus intrinsic points in various skills.  These bonus points are not counted when totaling the cost for upgrading a skill, but apply in all other circumstances. The bonus points each class gets are as follows:

Wizard - Magic and Reveling
Fighter - Combat and Bravery
Rogue - Thievery and Bravery
Monk - Religion and Combat
Sorcerer - Magic and Thievery
Cleric - Religion and Magic
Barbarian - Combat and Thievery
Bard - Reveling and Bravery
Paladin - Religion and Bravery
Ranger - Combat and Reveling
Peasant - none

Proposal: I need my robe, or else I feel… exposed.

Timed out. Passes 8-0. Enacted by Clucky

Adminned at 25 Jul 2008 07:57:46 UTC

If the proposal “I put on my robe and my wizard hat” fails, this proposal does nothing.

Replace the text

*Name - what the item is called
*For Sale - whether or not the item may be bought at the store, only legal values are Yes and No
*Cost - how much the item costs (in gold pieces) for an Adventurer to buy the item at the store
*Temporary Effect - any Gamestate effect that occurs when the Item is used and how long the effect lasts per use
*Number of Uses - how many times the item may be used, may be infinite
*Lasting Effect - any Gamestate effect that occurs while an Adventurer has the Item
*Item Type - The kind of item this is

in sub-rule 2.10.6 “Inventory” with

*Name - what the Item is called
*Item Type - The kind of Item it is
*For Sale - whether or not the Item may be bought at the store, only legal values are Yes and No
*Cost - how much the item costs (in gold pieces) for an Adventurer to buy the Item at the store, may be N/A if For Sale is No
*Temporary Effect - any Gamestate effect that occurs when the Bearer uses the Item and how long the effect lasts per use if necessary
*Number of Uses - how many times the Bearer may use the Temporary Effect, may be infinite
*Lasting Effect - any Gamestate effect that occurs while the Bearer has the Item equipped
*Requirements - statistics, attributes, skills, or other Gamestate _ that the Bearer is required to have in order to equip the Item
*Equipped Effect - any Gamestate effect that the Bearer may incur while the Bearer has the Item equipped

Replace the text

*Hat
*Pants
*Weapon
*Accessory
*Accessory
*Accessory

in the sub-rule “Equipment” with

*Hat
*Robe
*Weapon
*Pants
*Accessory
*Accessory
*Accessory

Set the Requirements of the “10 Foot Pole” to “none”.  Replace the Lasting Effect of the “10 Foot Pole” with “none”.  Set the Equipped Effect of the “10 Foot Pole” to

Bearer may at any time push an object or surface that is no more than 10 feet away from him. If this is done, any effect of pushing takes place, if any.

Set the Requirements and Equipped Effect of “Bread”, “Apple”, and “Fish” to “none”.

Proposal: I put on my robe and my wizard hat

Passes 7-0. (Amnistar vote does not count) —Clucky

Adminned at 25 Jul 2008 07:53:04 UTC

In the subrule “Inventory” after the phrase

Lasting Effect - any Gamestate effect that occurs while an Adventurer has the Item

add

Item Type - The kind of item this is


Add the following as a subrule of “Character Sheets” called “Equipment”

Each adventurer has a set of equipment. Equipment is tracked by a number of slots which can either be empty or contain one item whose item type is the same as the name of the equipment slot. An adventurer may move an item from eir equipment to eir inventory at any time. This process is called “unequipping” the item. An adventurer may also move an item from eir inventory to eir equipment, provided e moves it to an equipment slot that has the same name as the type of the item e is moving, and that slot does not already have an item in it. This processes is called “equiping” the item. Items which are equipped are considered part of an adventures inventory.

The following equipment slots exist:
*Hat
*Pants
*Weapon
*Accessory
*Accessory
*Accessory

Give the “10-foot pole” item the item type of “Weapon” and rewrite its Lasting Effect to say

The adventurer holding this item had it equipped, e may at any time push an object or surface that is no more than 10 feet away from the adventurer. If this is done, any effect of pushing that is described in the gamestate documents takes place, if any.

Give the “Bread”, “Apple” and “Fish” items the item type of ‘Food’.

No shirts because no one has torso awareness yet

Proposal: Arise! Take 2

Timed out. Passes 5-0. Enacted by Clucky

Adminned at 25 Jul 2008 07:51:40 UTC

Add a new dynastic rule titled “Non Playable Characters” with the following text:

Non Playable Characters (or NPCs, for short) are creatures, monsters, or other intelligent beings that Adventurers may encounter while part of a Party.  At any time while a Party is doing its task, the Dungeon Master may create a NPC that that Party has encountered by making a comment to the Party post with the relavent statistics and other information for that NPC.  All NPCs shall have a HP and Max Health statistic.  An NPC ceases to exist when the NPC’s HP is 0 or less or the Party that encountered the NPC has disbanded, whichever comes first.  All starting statistics, attributes, or other gamestate information of a NPC are set by the Dungeon Master when the NPC is created.

NPCs may take any action described in the Dynastic Rules that an Adventurer can take.  Each time a NPC takes an action, the Dungeon Master shall make a comment to the appropriate Party post stating this action.

Remove the text “Non-Adventurer Characters (or NPCs, for short) also have HP and Max Health. A NPC’s HP and Max Health shall be set at the time of creation of the NPC. Whenever a NPC’s HP is 0 or less, it ceases to exist.” from the rule 2.10.7 “Health”.

 

Tuesday, July 22, 2008

I’ll go first

Requirements - none
Available Space - 2
Start Time - 07/24/08 5:00:00 (UTC)
Length - Not Known
Purpose - This party will be sent through the door first in order to find a safe place to camp inside.
Rewards - 15 XP and 1 Apple
Penalties - 10 gold pieces
Other - none

Tuesday, July 22, 2008

Proposal: Arise!

self-killed—Yoda

Adminned at 23 Jul 2008 06:31:43 UTC

Add a new dynastic rule titled “Non Playable Characters” with the following text:

Non Playable Characters (or NPCs, for short) are creatures, monsters, or other intelligent beings that Adventurers may encounter while part of a Party.  At any time while a Party is doing its task, the Dungeon Master may create a NPC that that Party has encountered by making a comment to the Party post with the relavent statistics and other information for that NPC.  All NPCs shall have a HP and Max Health statistic.  An NPC ceases to exist when the NPC’s HP is 0 or less or the Party that encountered the NPC has disbanded, whichever comes first.  All starting statistics, attributes, or other gamestate information of a NPC are set by the Dungeon Master when the NPC is created.

NPCs may take any action that an Adventurer can take.  Each time a NPC takes an action, the Dungeon Master shall make a comment to the appropriate Party post stating this action.

Remove the text “Non-Adventurer Characters (or NPCs, for short) also have HP and Max Health. A NPC’s HP and Max Health shall be set at the time of creation of the NPC. Whenever a NPC’s HP is 0 or less, it ceases to exist.” from the rule 2.10.7 “Health”.

 

I like the moon

For more information, read here: http://blognomic.com/archive/the_translation_is_complete/

In a *very* original plot twist, I’ve been informed that we need to use the moon to reveal the key to the gate. Sometime during the night, can you hold the amulet to the moon and see what happen Other Yoda?

Proposal: Arm thy self

self-killed—Yoda

Adminned at 23 Jul 2008 06:29:59 UTC

If the Proposal titled “HP or Not HP” fails, this Proposal does nothing.

Add the following to the item list.

Name - Dagger
For Sale - Yes
Cost - 3
Temporary Effect - No
Number of Uses - Infinite
Lasting Effect - Causes 1DICE4 in HP damage

Name - Battleaxe
For Sale - Yes
Cost - 6
Temporary Effect - None
Number of Uses - Infinite
Lasting Effect - Cause 1DICE6 in HP damage

I know theres not much but its a start lol. I would do armor but idk the best way to word them. Feel free to add more weapons if this passes you guys.

The Translation is Complete

Read on for a detailed story or read the Quest Journal for an overview of what happened.

Proposal: I has a flavor!

timed out, final vote 7-0—Yoda

Adminned at 23 Jul 2008 06:29:22 UTC

Rewrite the rule “Typographic Conventions” to say

  *Italicized text, also known as Flavor Text, is not considered part of any form of gamestate and may be used to clarify proposals or rules with examples, notes, and flavor text. For example, this italicized text provides an example of the use of italicized text.

This should clear up both the “Flavor Text isn’t defined” problem and the “italics on a gamestate document aren’t always ignored” problem.

My fluffy arrival, brought to you by BigCorp Mega5 and One Thousand Trilliun “Robots’‘,

as they slid across the floor and died peacefully in their sleep.

I am announcing my arrival! Isn’t it cute! Yes I am!

Sunday, July 20, 2008

Proposal: HP, and How’s that again?

timed out, final vote 5-0—Yoda

Adminned at 22 Jul 2008 19:02:52 UTC

If “HP or not HP” failed, this proposal does nothing.

In the sub-rule called “health” in the Character Sheets rule, reword the text

Each Adventurer also has a Max Health.  An Adventurer’s Max Health is always equal to 8 plus twice that Adventurer’s Bravery skill.

to read

Each Adventurer also has a Max Health.  An Adventurer’s Max Health starts equal to 8 plus twice that Adventurer’s Bravery skill. The max HP can be modified by items. Modifications are cumulative. An adventurer’s max HP shall be recalculated any time a modification goes into effect or out of effect. The Max HP is also recalculated if the Adventurer’s Bravery skill changes. If the Bravery skill changes when modifications are in effect, they shall be recalculated after the new max HP (based only on the Bravery skill) has been set.

Proposal: HP, and how!

self-killed—Yoda

Adminned at 22 Jul 2008 15:36:41 UTC

If “HP or not HP” failed, this proposal does nothing.

In the sub-rule called “health” in the Character Sheets rule, reword the text

Each Adventurer also has a Max Health.  An Adventurer’s Max Health is always equal to 8 plus twice that Adventurer’s Bravery skill.

to read

Each Adventurer also has a Max Health.  An Adventurer’s Max Health starts equal to 8 plus twice that Adventurer’s Bravery skill. The max HP can be modified items. Modifications are commutative. An adventurer’s max HP shall be recalculated any time a modification goes into effect or out of effect.

Proposal: We all need food every now and then

timed out, final vote 6-0—Yoda

Adminned at 22 Jul 2008 15:33:22 UTC

If the proposal “HP or Not HP” fails, this proposal does nothing.

Add the following items to the Item List:

Name - Bread
For Sale - Yes
Cost - 5
Temporary Effect - heals Bearer 2 HP
Number of Uses -  1
Lasting Effect - none

Name - Apple
For Sale - Yes
Cost - 10
Temporary Effect - heals Bearer 5 HP
Number of Uses - 1
Lasting Effect - none

Name - Fish
For Sale - Yes
Cost - 15
Temporary Effect - heals Bearer 10 HP
Number of Uses - 1
Lasting Effect - none

Proposal: The real way to flee

timed out, final vote 5-1—Yoda

Adminned at 22 Jul 2008 11:42:07 UTC

In the Rule entitled “Random Encounters”, change the text:

Should a proposal by an Adventurer fail, the other Adventurers leave its author to get mugged and he loses 2DICEX gold, where X is the number of valid, counted AGAINST votes on that proposal, unless more than half the the adventures (including the dungeon master) who had their vote count as AGAINST the proposal included the phrase “Nice try though” in the comments of the proposal. In that case, the Adventurer manages to run away and escape and does not lose any gold.

to:

Should a proposal by an Adventurer fail, the other Adventurers leave its author to get mugged and he loses 2DICEX gold, where X is the number of AGAINST votes on that proposal.  If the proposal was Self-Killed, he managed to escape some of the mugging.  In this case, X is the number of AGAINST votes cast before the author’s AGAINST vote.  However, if more than half the the adventures who had their vote count as AGAINST on a failed proposal included the phrase “Nice try though” in the comments of that proposal, the other Adventurers rescue him and no gold is lost or gained from that proposal.

Sunday, July 20, 2008

Proposal: HP or Not HP

timed out, final vote 6-1—Yoda

Adminned at 21 Jul 2008 20:52:02 UTC

Add a sub-rule titled “Health” to the rule “Character Sheets” with the following text:

Each Adventurer has an amount of Health Points (or HP, for short).  Each Adventurer starts with 10 HP.  If an action would cause an Adventurer’s HP to be set to a value greater than his Max Health, set it to his Max Health instead.  Whenever an Adventurer’s Max Health rises, that Adventurer’s HP rises the same amount.  Whenever an Adventurer’s HP is 0 or less, that Adventurer ceases to be part of any Party and is considered Dead for 48 hours, after which he is no longer considered Dead and his HP is set to 1.  As long as an Adventurer is Dead, he may not join any Party.

Each Adventurer also has a Max Health.  An Adventurer’s Max Health is always equal to 8 plus twice that Adventurer’s Bravery skill.

To “heal Target X HP” means to add X to the HP of Target.  To “hit Target for Y HP” means to subtract Y from the HP of Target.

Non-Adventurer Characters (or NPCs, for short) also have HP and Max Health.  A NPC’s HP and Max Health shall be set at the time of creation of the NPC.  Whenever a NPC’s HP is 0 or less, it ceases to exist.

The Health of any Adventurer or NPC shall be shown as HP/Max Health.

I am mainly just trying to get HP started.  The way this one is worded, if we want to make Max Health dependent on a different skill/attribute, we only have to change it in one place.

Proposal: Flavor Text

vetoed—Yoda

Adminned at 21 Jul 2008 08:09:11 UTC

Add the following to the end of the rule 3 Glossary:

Flavor text has no effect on the game.

Just fixing stuff.

Down and Out

Zeofar has been inactive for 7 days, so he has gone idle.

Friday, July 18, 2008

Get Me Out of this Damn Closet

Unidle me. Not sure how much I’ll play this dynasty because there’s so many complex rules I missed the proposing of… we’ll see. Simple is sweet, lads.

Proposal: Ouch! That Hurts!

self-killed—Yoda

Adminned at 20 Jul 2008 14:35:11 UTC

Add a sub-rule titled “Health” to the rule “Character Sheets” with the following text:

Each Adventurer has an amount of Health Points (or HP, for short).  Each Adventurer starts with 10 HP.  An Adventurer’s HP may never rise above 10.  If an action would cause an Adventurer’s HP to be set to a value greater than 10, set it to 10 instead.  Whenever an Adventurer’s HP is 0 or less, that Adventurer ceases to be part of any Party and is considered Dead for 48 hours, after which he is no longer considered Dead and his HP is set to 1.  As long as an Adventurer is Dead, he may not join any Party.

To “heal X HP” means to add X to the HP of the target.  To “hit for Y HP” means to subtract Y from the HP of the target.

Non-Adventurer Characters (or NPCs, for short) also have HP.  A NPC’s HP shall be set at the time of creation of the NPC.  Whenever a NPC’s HP is 0 or less, it ceases to exist.

Scouting Party Needed

Requirements - none
Available Space - 3
Start Time - 20/07/08 0:00:00 (UTC)
Length - Not Known
Purpose - This party will be sent to find out what this mysterious place is.
Rewards - 10 XP and 10 gold pieces
Penalties - 15 gold pieces
Other - If you decide to join this party, you will need to keep your wits about you because there is no telling what could be around the next corner.  The Chosen One is highly encouraged to join.

The Test

One minute, you are sitting comfortably in your homes.  The next, you are standing in the middle of a massive circular room with a high vaulted ceiling, stone walls, and cobblestone floors.  The walls are riddled with wooden plank doors with metal frames, each inscribed with the name of a different Adventurer.  And so the adventure begins…

Proposal: This is handy!

timed out, final vote 6-0—Yoda

Adminned at 20 Jul 2008 14:34:15 UTC

If Items, Take 3 has passed, add the following to the Items List in an entry titled “10 Foot Pole*

*Name - 10 Foot Pole
*For Sale - Yes
*Cost -1
*Temporary Effect - None
*Number of Uses - Infinite
*Lasting Effect - The adventurer holding this item may at any time push an object or surface that is no more than 10 feet away from the adventurer. If this is done, any effect of pushing that is described in the gamestate documents takes place, if any.

Thursday, July 17, 2008

Proposal: Items, Take 3

reached a quorum, final vote 7-1—Yoda

Adminned at 19 Jul 2008 06:54:04 UTC

Add a sub-rule of rule “Character Sheets” titled “Inventory” with the following text:

Each Adventurer may carry a number of Items.  The wiki page “Item List” is considered a Gamestate document and contains the properties of all legal Items.  Items have the following properties:
*Name - what the item is called
*For Sale - whether or not the item may be bought at the store, only legal values are Yes and No
*Cost - how much the item costs (in gold pieces) for an Adventurer to buy the item at the store
*Temporary Effect - any Gamestate effect that occurs when the Item is used and how long the effect lasts per use
*Number of Uses - how many times the item may be used, may be infinite
*Lasting Effect - any Gamestate effect that occurs while an Adventurer has the Item

Whenever an Adventurer gains an Item, the name of that Item is added to that Adventurer’s Inventory and that Adventurer is said to have that Item.  Whenever an Adventurer loses an Item, the name of that Item is removed from that Adventurer’s Inventory and that Adventurer is said to no longer have that Item.  While an Adventurer has an Item, he is called the Bearer of that Item.

The current Number of Uses for an Item is placed in parentheses after the name of the Item in the Bearer’s Inventory.  Whenever an Item’s Number of Uses reaches 0 or less, the Bearer loses that Item.

Remove all text from the “Item List” wiki page.

Add a new dynastic rule titled “Store” with the following text:

Any Adventurer who is not part of a Party that has begun its task may buy an Item whose For Sale property is Yes and whose Cost does not exceed the number of gold pieces that Adventurer possesses by spending an amount of gold pieces equal to the Cost of the Item, at which point he gains the Item.

Lost

Devenger has been inactive for 7 days, so he has gone idle.  Quorum drops to 7.

Thursday, July 17, 2008

Proposal: I’m Hungry (fo real)

Passes 4-3 after 48 hours.—Clucky

Adminned at 18 Jul 2008 20:19:21 UTC

Add the following the list of attributes

VOR, a measure of the adventurer’s ability to consume foodstuff and drinkstuff.

Replace the list of racial stats with the following

  * Elves have an Initial Value of 4 for STR, 3 for SPD, 6 for INT, 4 for SOC and 3 for VOR.
  * Fairies have an Initial Value of 1 for STR, 6 for SPD, 6 for INT, 5 for SOC and 2 for VOR.
  * Gnomes have an Initial Value of 3 for STR, 4 for SPD, 3 for INT, 6 for SOC and 4 for VOR.
  * Dwarves have an Initial Value of 6 for STR, 2 for SPD, 3 for INT, 4 for SOC and 5 for VOR.
  * Ogres have an Initial Value of 10 for STR, 2 for SPD, 1 for INT, 2 for SOC and 5 for VOR.
  * Humans have an Initial Value of 4 for STR, 4 for SPD, 4 for INT, 4 for SOC and 4 for VOR.
  * Babies have an Initial Value of 1 for STR, 2 for SPD, 1 for INT, 2 for SOC and 2 for VOR.

If more than half of the adventures, including the Dungeon Master, include the phrase “I’m a Hungry Baby” make the starting VOR stat for babies 5 instead of 2.

VOR is funny. And five attributes open more options than four, IMO.

 

Character Sheet Set - Go!

initial values set-up in character sheet.  If you change your race, please update the sheet yourself, and check my work, someone.

Proposal: Proper items

vetoed—Yoda

Adminned at 18 Jul 2008 07:58:58 UTC

Create a new rule called *Items* with the following text.

This rule shall contain any items that an adventurer may hold. Items that an adventurer holds shall be listed in eir section of the Character Sheet document in a subsection named Items. An item that has already been created may be awarded to an adventurer by the DM for actions taken during an adventure. Only the adventurer holding the item can cause any changes to the gamestate that the item may allow. Some items have a number of uses called charges, to be set during the items creation. When a charged item runs out of charges it can no longer be used.

This is my take on items. Hope it works for you guys.

Proposal: +3 ring of defense

vetoed—Yoda

Adminned at 18 Jul 2008 07:56:19 UTC

I need that ring! No, I need it!

Create a dynastic rule named “Items”.

The rule “Items” shall contain this text:

This rule shall contain any items that an adventurer may hold. Items that an adventurer holds shall be listed in eir section of the Character Sheet document in a subsection named Items. An item that has already been created may be awarded to an adventurer by the DM for actions taken during an adventure. Only the adventurer holding the item can cause any changes to the gamestate that the item may allow. All items shall contain some limit to their use, or cost for their use. An item with no limit or cost shall be illigal.

Been a while, lets see if I still have it.

Oh wait, +3 nipple ring of defense. Never mind you can have it. Not me, I’m good.

Proposal: Let’s get some skills adde

reached a quorum, final vote 7-0—Yoda

Adminned at 18 Jul 2008 07:55:31 UTC

Create the following as sub-rules of the Dynastic rule “Skills”

Bravery with the text:

Bravery represents an Adventurers ability to overcome fear.

Reveling with the text
:

Reveling represents an Adventurers ability to make merry with townsfolk (or monsters) through drinking, loud singing, and other such activities.

Thievery with the text:

Thievery represents an Adventurers ability to find and disable traps, take items from others without being noticed and pick locks on doors and treasure chests.

Combat with the text:

Combat represents an Adventurers ability to fight monsters successfully.

Magic with the text:

Magic represents an Adventurers knowledge and mastery of the Arcane arts.

Religion with the text:

Religion represents an Adventurers knowledge of, and favor with, the gods.

Proposal: Generic Monsters/Puzzles

timed out, final vote 6-2—Yoda

Adminned at 18 Jul 2008 07:54:06 UTC

Add a new dynastic rule titled “The Quest Journal” with the following text:

There exists a wiki page titled “Quest Journal” that is considered a Gamestate document and may only be edited by the Dungeon Master or by a successful proposal.  The Dungeon Master may edit this page at any time.  Details about past and current events of the adventure are kept in the “Quest Journal” page for reference only.  The text in the “Quest Journal” page has no effect on the Gamestate.

Add a new dynastic rule titled “The Quest” with the following text:

Adventuring Parties are groups of Adventurers who are sent to complete a certain task.  Adventuring parties may only be created by the Dungeon Master or by a successful proposal.

When an Adventuring Party is created, a new stickied post is created with the following information regarding that party, called a Party Post:
*Requirements - who can join the party
*Available Space - the maximum number of adventurers who may join the party
*Start Time - when adventurers will no longer be able to join the party
*Length - approximate length of time that it will take the party to complete the task (this may be “Not Known”)
*Purpose - what task the party is being sent to complete
*Rewards - what each adventurer who joins the party will gain should the party succeed at the task
*Penalties - what each adventuer who joins the party will lose should the party fail at the task
*Other - other known information about the task that may aid adventurers in deciding whether or not to join

Any Adventurer who meets the requirements and is not currently part of another Party may join a Party that has less Adventurers than Available Space and whose Start Time has not passed by making a comment to the Party Post of the Party he wishes to join with text “Count me in.”  At this point, that Adventurer is considered to be part of that Party.  Before the Party has begun its task, any Adventurer who is part of that Party may cease to be part of that Party by making a comment to the Party Post with the text “Nevermind.”.  Once the either the Start Time has passed or the Party has a number of Adventurer that is equal to the Available Space, no more Adventurers may join the party and the Party is considered to have begun its task.  Once a Party has begun its task, any Adventurer who is part of that Party may cease to be part of that Party by decree of the Dungeon Master or by making a comment to the Party Post with the text “Get me outta here!” and losing DICEX gold pieces, where X is one less than the number of gold pieces that Adventurer has.

The Dungeon Master may, at any time after the Party has begun its task, consider the task to have succeeded or failed at which point the Party Post may be unstickied, the Party is considered disbanded, and all Adventurers who are still part of that Party are no longer part of that Party.  If the task succeeded, each Adventurers who was part of the Party before it disbanded gains the reward.  If the task failed, each Adventurer who was part of the Party at any time after the Start Time loses the penalty.

After a Party disbands, the “Quest Journal” page should be updated to reflect what happened during the task.

Replace “may not take any action that is part of the adventure” with “may not join any Party” in rule 2.11 “The First Test”.

Wednesday, July 16, 2008

Proposal: Descriptions and History, Take 2

reached a quorum, final vote 7-0—Yoda

Adminned at 17 Jul 2008 09:51:58 UTC

Add a sub-rule to rule 2.10 “Character Sheets” titled “Description” with the following text:

Each Adventurer may optionally have a block of flavor text called the Description that describes what that Adventurer looks like.  The Description has no effect on the Gamestate unless another rule states otherwise.  Any Adventurer may edit his own Description at any time.

Add a sub-rule to rule 2.10 “Character Sheets” titled “History” with the following text:

Each Adventurer may optionally have a block of flavor text called the History that describes the history of that Adventurer.  The History has no effect on the Gamestate unless another rule states otherwise.  Any Adventurer may edit his own History at any time.

Replace “a column called “gold pieces”.” with “a column called “gold”.” in rule 2.6 Money.

I’m Hungry

I’d like some feedback before I actually propose this as I don’t want to lose more gold. I know the proposals are already kinda a monster system, but it seems to be there should be some way to earn stats and XP as well.

If the proposal titled “Attributions where they are due” does not pass, this proposal does nothing.

Create a new rule called “Bruises” and give it the following text

There exists a column in the GNDT titled “Beaten Up” which can be either yes or no. All adventurer’s start with “Beaten Up” as no. If an adventurer’s beaten up status is “yes” e is said to be “beaten up”. If an adventurer has been beaten up for at least 24 hours, e may change eir beaten up status to “no”.

Create a new rule, call it “Trouble Seekers” and give it the following text

If e has not gone looking for trouble or been beaten up within the last 48 hours, an adventurer may choose to go “Looking for trouble”. To do this, e makes a comment in the GNDT of “Looking for trouble level N” and rolls a 2DICEN if it is daytime and a 3DICEN if it is nighttime. The resulting roll is the level of the monster e has discovered. If at least half of the adventurer’s attributes are greater than the level of the monster, the monster is defeated. The adventurer gains X XP where X is the level of the monster and 2DICEX gold. If more than half of the adventurer’s attributes are less than the level of the monster, e loses X/2 XP and becomes beaten up.

Proposal: Because of the ways rules are designed

reached a quorum, final vote 7-0—Yoda

Adminned at 17 Jul 2008 09:49:22 UTC

Change the Dynastic Rule Attributes to a sub-rule of the Dynastic rule Character Sheets.

Tuesday, July 15, 2008

A question for people in the dynasty

Do we want to make this Dynasty a PvP dynasty with dual-like stuff ala the Pirate/Ninja dynasty?  Or would we prefer something more along the lines of the Valkyrie dynasty, where we fight generic monsters?

Proposal: Attributions where they are due.

reached a quorum, final vote 8-1—Yoda

Adminned at 16 Jul 2008 14:39:34 UTC

Add a new Dynastic Rule to the Ruleset.  Call it “Attributes” and give it the following text:

Attributes measure abilities that are more fundamental than skills, and thus more difficult to change.  Adventurers have four Attributes, each of which is an integer value tracked on their character sheets.  The attributes are:
*STR, a measure of the Adventurer’s arm strength, carrying capacity and similar abilities.
*SPD, a measure of how quickly the Adventurer can move and react to surprises
*INT, a measure of that Adventurer’s in-game mental abilities
*SOC, a measure of how well the Adventurer can get along with and/or manipulate other sentient beings.

Add a subrule to the Rule called “Attributes”.  Call it “Racial Stats” and give it the following text:

An Adventurer’ Initial Attributes depend on that Adventurer’s race.  The starting Attributes for each Race are listed in this rule as Initial Values.  The Dungeon Master may add Initial Values for new Races to this Rule as needed.  If a Race is not listed in this rule, its Attributes’ Initial Values are the same as that of a Human.

Should an Adventurer’s Race change, or the Initial Values of an Adventurer’s Race change, that Adventurer’s Attributes are immediately increased by their new Initial Values and then decreased by their old Initial Values.

Elves have an Initial Value of 4 for STR, 3 for SPD, 6 for INT and 3 for SOC.
Fairies have an Initial Value of 1 for STR, 6 for SPD, 5 for INT and 4 for SOC.
Gnomes have an Initial Value of 3 for STR, 4 for SPD, 3 for INT and 6 for SOC.
Dwarves have an Initial Value of 6 for STR, 2 for SPD, 4 for INT and 4 for SOC.
Ogres have an Initial Value of 10 for STR, 3 for SPD, 1 for INT and 2 for SOC.
Humans have an Initial Value of 4 for STR, 4 for SPD, 4 for INT and 4 for SOC.
Babies have an Initial Value of 1 for STR, 2 for SPD, 1 for INT and 2 for SOC.

Add another subrule to the Rule called “Attributes”.  Call it “Personal Stats” and give it the following text:

Once per dynasty, each Adventurer may increase the values of any subset of their Attributes by a total of 8 points.  No Attribute may be decreased in this manner, and no attribute may be increased by more than 4 in this manner.

 

Proposal: Return of the Nighttime Monsters

reached a quorum, final vote 8-0—Yoda

Adminned at 15 Jul 2008 20:32:25 UTC

Add the following text to the end of the subrule Random Encounters:

The money gained and lost from random encounters is doubled for proposals proposed at nighttime.

This is meant to fix my previous proposal.

Proposal: Descriptions and History

self-killed—Yoda

Adminned at 15 Jul 2008 20:28:46 UTC

Add a sub-rule to rule 2.10 “Character Sheets” titled “Description” with the following text:

Each Adventurer may optionally have a block of flavor text called the Description that describes what that Adventurer looks like.  Any Adventurer may edit his own Description at any time.

Add a sub-rule to rule 2.10 “Character Sheets” titled “History” with the following text:

Each Adventurer may optionally have a block of flavor text called the History that describes the history of that Adventurer.  Any Adventurer may edit his own History at any time.

Proposal: Nighttime Monsters

Self-killed, but nice try though.—Rodlen

Adminned at 15 Jul 2008 10:04:58 UTC

Add the following text to the end of the subrule Random Encounters:

The money gained and lost from random encounters is doubled at nighttime.

Monday, July 14, 2008

Proposal: Can’t we all just get along?

Self-vetoed—Rodlen

Adminned at 15 Jul 2008 10:03:37 UTC

Repeal rule 2.5 Rivals.

I can see this getting way out of hand and could become a lot of work very quickly for enacting admins having to check every vote to make sure they voted correctly .

Proposal: I thought I proposed this already

Timed out, passed 7-1—Rodlen

Adminned at 15 Jul 2008 10:02:07 UTC

If the proposal “Revenge of the Eco-Gnomes” does not pass, this proposal does nothing.

In the rule “Random encounters” replace

Should a proposal by an Adventurer fail, the other Adventurers leave its author to get mugged and he loses 2DICEX gold, where X is the number of valid, counted AGAINST votes on that proposal

with

Should a proposal by an Adventurer fail, the other Adventurers leave its author to get mugged and he loses 2DICEX gold, where X is the number of valid, counted AGAINST votes on that proposal, unless more than half the the adventures (including the dungeon master) who had their vote count as AGAINST the proposal included the phrase “Nice try though” in the comments of the proposal. In that case, the Adventurer manages to run away and escape and does not lose any gold.

Proposal: Lets get this party started

cannot pass without COV, final vote 3-7—Yoda

Adminned at 14 Jul 2008 13:49:39 UTC

Create a new Dynastic Rule, Parties:

Adventurers may band together and form parties. There exists a wiki page named Adventuring Parties which contains a listing of Parties and their members, listed in the order they joined. New Parties may be created by making a story post with the text ‘Invitation’ in it’s title and paying 30 Gold. The story post must specify the name of the new party, as it will appear on the Adventuring Parties page. Those who include the text “I’m joining” in their comments to that story post, become members of that party, and stop being members of each other party they are in. The first Adventurer that joins a party, is known as the Leader. Once an Adventurer joins a party, e may not join another party until at least 5 days have passed.

Remove all text from the Adventuring Parties wiki page.

Sunday, July 13, 2008

Proposal: Official Beginning

reached a quorum, final vote 8-0—Yoda

Adminned at 14 Jul 2008 13:45:16 UTC

Create a new dynastic rule titled “The First Test” with the following text:

All Adventurers shall pass a test set forth by the Dungeon Master before he can take part in the adventure.

Each Adventurer has a statistic “Passed” that is tracked in the GNDT.  The only legal values for this statistic are “Yes” and “No”.  All new Adventurers start with a value of “No” in their “Passed” statistic.  An Adventurer who has a value of “No” in his “Passed” statistic may not take any action that is part of the adventure.  At any time, the Dungeon Master may change the value of any Adventurer’s “Passed” statistic from “No” to “Yes”.  The Dungeon Master may not change the value of any Adventurer’s “Passed” statistic from “Yes” to “No”.

Set the “Passed” statistic for all Adventurers to “No”.

Once this passes, I will set the Passed statistics of those who have already completed the test to Yes.

I cast a spell!

Lesse if I remember how to unidle myself..

Proposal: Generic Proposal Title

Failed 6-2—Evil Dictator Rodlen

Adminned at 14 Jul 2008 11:06:19 UTC

If the proposal Character Sheets does not pass, this proposal does nothing

Create a sub-rule of the rule Character Sheets named attributes. Give it the following text:

Each Adventurer has a integer numeric value for a number of attributes which are listed below and tracked on the character sheet. Each attribute has a three letter abbreviation by which it can be refereed to and a brief description of what the attribute effects. When an adventurer joins the game, all of eir attributes start out as “unassigned”. If a player has one or more unassigned attributes, e may roll a 5 DICE6’s in the GNDT and sum any three of the resulting roles. E must then pick one of his attributes which is “unassigned” and gives that attribute the value of the resulting sum.

An adventurer may at any point spend X^2 (X squared) XP to increase an attribute by one, where X is the current level of that attribute.

Attributes are follows, with their three letter abbreviation and then their brief description.

* Strength - STR - physical strength
* Dexterity - DEX - agility and speed
* Constitution - CON - ability to resist damage and disease
* Intelligence - INT - mental acuity
* Wisdom - WIS - intuition and sense of things around himself
* Charisma - CHA - force of personality and physical attractiveness
* Voraciousness - VOR - ability to consume large quantities of food and drink

Make the attributes of every adventurer “unassigned”.

Zeofar’s Return

I have returned.

- Zeofar

Saturday, July 12, 2008

Proposal: Annoying Darknight

Vetoed. Also had 4 against votes.—Clucky

Adminned at 14 Jul 2008 05:00:12 UTC

Give Darknight 1 gold.

Proposal: Let’s cut the confustion

Timed out. Passes 7-0.—- Clucky

Adminned at 14 Jul 2008 04:56:29 UTC

The current wording of the vote-counting rules forces other rules to use awkward language to force one vote per Adventurer.  Therefore:

Reword Rule 1.4 so that it reads as follows:

Any Adventurer may cast his Vote on a Pending Proposal by making a comment on that entry using a voting icon of FOR, AGAINST or DEFERENTIAL.

If the Adventurer who made a Proposal has not cast a Vote on it, his Vote is counted as FOR. If a Adventurer uses more than one Voting Icon in comments on a Pending Proposal, his Vote is the last voting icon he uses. If a Adventurer leaves the game or goes Idle, his Vote is no longer valid. If a Adventurer votes against his own proposal, that vote may not be changed. This is referred to as a Self-Kill.

A vote of DEFERENTIAL is a vote of no opinion, or of faith in the decision of the Dungeon Master. The vote will count as the same as the Dungeon Master’s vote. The Dungeon Master cannot cast a vote of DEFERENTIAL. If there is no Dungeon Master, a vote of DEFERENTIAL counts as an explicit vote of abstention.

Proposal: Revenge of the Eco-Gnomes

Passes 8-0—- Clucky

Adminned at 14 Jul 2008 04:55:22 UTC

Add a new subrule to the rule entitled “Money”.  Call it “Random encounters” and give it the following text:

The realm of Blognomic is littered with minor gold-carrying Monsters.  Each proposal, in addition to being an attempt to change the rules, also represents an encounter with such monsters.

Should a proposal by an Adventurer pass, enough other Adventurers have joined that the random monsters have been defeated, and its author gains 2DICEX Gold, where X is quorum.  Should a proposal by an Adventurer fail, the other Adventurers leave its author to get mugged and he loses 2DICEX gold, where X is the number of valid, counted AGAINST votes on that proposal.  It’s almost as if those dire rats had some help…

Proposal: Character Sheets

Passes 11-0.—Clucky

Adminned at 14 Jul 2008 04:48:36 UTC

Create a new Dynastic Rule called “Character Sheets” with the following Text:

There exists a wiki page Character Sheets that is considered a game state document.  This page contains a list of all Active Adventurers and information related to their character as described in the sub-rules below.

Create a sub-rule of the rule Character Sheets named “Character Name” with the Text:

Each Adventurer has a Character name. The default Character Name is the same as the Adventurer’s Blognomic Login. If an Adventurer’s Character Name is the same as their Blognomic Login they may change that name to any other name, excluding the Character Names or Blognomic Logins of any Adventurers. 

In the event that an Adventurer joins Blognomic with the same Blognomic Login as another Adventurer’s Character Name, then that Adventurer’s Character name reverts back to the Adventurer’s Blognomic Login.

If the proposal Let’s try this again #2 passes AND a majority of all votes contain the phrase “Skills on Sheets” then:

-Rename the Dynastic Rule Skills to Experience and change the text to:

Each Adventurer has an “Experience” (or “XP”) statistic tracked in the GNDT.  New Adventurers start with 0 XP.  At any time, an Adventurer may increase a skill by 1 point by spending an amount of XP equal to 10 times the current value of that skill.

-Create a sub-rule of Character Sheets name Skills with the text:

Each Adventurer has a number of skills.  Each skill shall be listed as a sub-rule to this rule.  If any Adventurer’s skill would ever fall below 1, that Adventurer’s skill is instead set to 1.

If a majority of all counter votes contain the phrase “Make it Organized” add the following text to the end of the rule “Character Sheets:

The Character Sheets Wiki Page will be organized as follows unless a sub-rule of Character Sheets says otherwise.  The Name of each Active Adventurer will be listed as a header, and underneath each Adventurer’s name will be the titles of the Sub-rules as sub-headers.  Information relating to those sub-rules will be listed underneath the respective sub-header.

 

Friday, July 11, 2008

Proposal: Let’s Try This Again #2

Passed 6-0—King Rodlen

Adminned at 12 Jul 2008 21:15:40 UTC

Create a new dynastic rule titled “Skills” with the following text:

Each Adventurer has a number of skills, which are statistics that are tracked in the GNDT.  Each skill shall be listed as a sub-rule to this rule.  If any Adventurer’s skill would ever fall below 1, that Adventurer’s skill is instead set to 1.

Each Adventurer also has an “Experience” (or “XP”) statistic tracked in the GNDT.  New Adventurers start with 0 XP.  At any time, an Adventurer may increase a skill by 1 point by spending an amount of XP equal to 10 times the current value of that skill.

Set each Adventurer’s XP to 0.

I realize this is a lot like the Skills from the last dynasty, but I think it fits better in this dynasty.  Plus, we never really got to use them in the last dynasty (mostly because we never got duelling or spacebattles off the ground… no pun intended).

Proposal: Let’s Try This Again #1

Passed 6-0—King Rodlen

Adminned at 12 Jul 2008 21:14:27 UTC

Replace the text “whose Race is not Elf, Fairy, Gnome or Dwarf is called a Monster.” with “whose Race is not Baby, Elf, Fairy, Gnome, or Dwarf is called a Monster.” in the rule “Race”.

Proposal: Let’s spice things up a bit

s.k.
-Amnistar

Adminned at 11 Jul 2008 20:46:27 UTC

If the proposal “Its the Chaotic Neutral way” fails, this proposal does nothing.

Change the text of sub-rule “Possible Alignments” to read:

Each alignment has 2 components, a Organization Axis that may be Lawful, Neutral or Chaotic and a Moral Axis that may be Good, Neutral or Evil creating the following possible 9 alignments:

Lawful Good
Lawful Neutral
Lawful Evil
Neutral Good
Neutral Neutral (Or True Neutral)
Neutral Evil
Chaotic Good
Chaotic Neutral
Chaotic Evil

Create a sub-rule of the rule “Random Encounters” - “Encounter Alignment” with the text:

The alignment of the random encounter is determined by the poster at the time of the posting by including the first letter of one the Order Axis options and the first letter of one of the Moral Axis .  A proposal without an alignment in the title is considered to have an alignment of True Neutral.  For each Axis that an Adventurer shares with a failed proposal that Adventurer may increase their gold by 1. The author of the proposal may decrease by 1 the gold of each Adventurer for each Axis that an adventurer shares with a passed proposal.

 

Proposal: Its the Chaotic Neutral way

S.K.
-Amnistar

Adminned at 11 Jul 2008 20:45:11 UTC

Add a new subrule to the rule entitled “Money”.  Call it “Random encounters” and give it the following text:

The realm of Blognomic is littered with minor gold-carrying Monsters.  Each proposal, in addition to being an attempt to change the rules, also represents an encounter with such monsters.

Should a proposal by an Adventurer pass, enough other Adventurers have joined that the random monsters have been defeated, and its author gains 2DICEX Gold, where X is quorum.  Should a proposal by an Adventurer fail, the other Adventurers leave its author to get mugged and he loses 2DICEX gold, where X is the number of AGAINST votes on that proposal.  It’s almost as if those dire rats had some help…

Proposal: This Nomic is so classy!

Passes with Quorum 9-0 -Arth

Adminned at 11 Jul 2008 19:26:50 UTC

Create a new rule called Classes:

Each Adventurer has a Class tracked in the GNDT under a column called “Class”.  Classes may be Basic or Advanced. A Basic Class is one item of the set {Wizard, Fighter, Rogue, Monk, Sorcerer, Cleric, Barbarian, Bard, Paladin, Ranger, Peasant}.  All non-Basic Classes are Advanced Classes.

New Adventurers start with a Class of “Peasant”.  An adventurer with a Class of “Peasant” may set their Class to any other valid Basic Class at any time.

Set each Adventurer’s Class to Peasant.

Proposal: Send in the clones

Self-killed—jay

Adminned at 11 Jul 2008 17:26:46 UTC

If this proposal passes, give the name of anyone who included the phrase “Ucky-fy me” within the comments of this proposal the suffix of “ucky”.

This Kevan would become Kevanucky while Yoda would become Yodaucky. And if we had a player named Kent they would become Kentucky!

Proposal: Remove Clucky’s administrator access

vetoed—Yoda

Adminned at 11 Jul 2008 08:53:54 UTC

Clucky has taken recent actions that overstep the bounds of his administrator privileges, including closing pending proposals according to his own arbitrary idea of what is legal. These should have at a minimum gone through a CfJ. Only players that can be trusted to follow the rules and respect other members of the community should hold the caretaker keys. This echoes Kevan’s plea to be more careful with indiscriminate wizardship.

If this proposal passes, remove Clucky’s administrative access to BlogNomic.

Character Sheets - Test version 1

Create a new Dynastic Rule “Character Sheets” with the following text:

There exists a wiki page Character Sheets that is considered a gamestate document.  This page contains a list of all Active Adventurers and the name of their Character..  The default name for a Character is the same as the Adventurer that possess that character.  If an Adventurer’s Character Name is the same as their Blognomic Login they may change that name to any other name, excluding the names of any Adventurers.  In the event that an Adventurer joins Blognomic with the same name as another Adventurer’s Character Name, then that Adventurer’s Character name reverts back to the Adventurer’s Blognomic Login.


If a majority of the counted votes contain the phrase Alignment Spread add the following to the end of the Dynastic Rule 2.3 Alignments:

If at any time there is an Alignment that no Active Adventurer has, then any Active Adventurer my change their alignment to that alignment.

Comments? Thoughts?

Proposal: Phasing in…

Reached a quorum, 8-1 - Oze

Adminned at 11 Jul 2008 04:17:16 UTC

Add a new dynastic rule entitled “Time” with the following text:

Time is divided into Daytime and Nighttime. Monday, Wednesday, Friday and Sunday according to the Blognomic UTC Clock are Daytime, and Tuesday, Thursday and Saturday are Nighttime.

I know I took this from the Werewolf dynasty, but I think Daytime and Nighttime would be useful for this Dynasty too. Also, we could make the Header change depending on the Time of Day.

 

Proposal: Spite

cannot pass without COV, final vote 2-6—Yoda

Adminned at 10 Jul 2008 21:21:22 UTC

If the proposal “A challenger has appeared v2” does not pass, this proposal does nothing.

Add the following to the rule “Rivals”

An Adventurer cannot have the same alignment of their rival. If at any time they have the same alignment as their rival, their rival is set to “-”.

If two adventurers are each others rivals, and their alignments are either Chaotic Evil and Lawful Good or Lawful Evil and Chaotic Good, they are called “bitter” rivals. Bitter rivals automatically vote against any proposal made by their rival (in the same way that the proposer’s vote automatically counts as for) and even if they try to change their vote, it still counts as against. If an adventurer’s bitter rival has already voted FOR a proposal, that adventurer may not vote against it. Any AGAINST vote on such a proposal (or a vote that would count as a AGAINST vote) is instead an Abstain. If an adventurer’s biter rival has already voted AGAINST a proposal, that adventurer may not vote for it. Any FOR vote on such a proposal (or a vote that would count as a FOR vote) is instead an Abstain. Bitter rivals are not allowed to mention their rival by name.

This, in addition to other things, fixes the “be your own rival” loophole =)

Blockquote, Admin Text and Veto Icon style.

Does someone know how to change these to a more appropriate theme? I don’t want to mess it up!

Proposal: Errata #129

Passed 10-0—jay

Adminned at 10 Jul 2008 20:33:35 UTC

In Rule 2.1, change the text that reads

For the purposes of Dynastic Rules and proposals, the Dungeon Master

to read

For the purposes of Dynastic Rules and the contents of proposals, the Dungeon Master

Call for Judgment: The G-Man Speaks

reached a quorum, final vote 2-7—Yoda

Adminned at 12 Jul 2008 13:09:41 UTC

Clucky has for all practical purposes barred me from making a proposal by saying that rule 2.1 G-Man states that I am not considered an Adventurer; therefore, I cannot make proposals.  However, rule 2.1 G-Man states that this is true for the purposes of “Dynastic Rules”.  The rule “Proposals” is not a Dynastic Rule, it is a Core Rule.

If this CfJ passes, replace “and proposals” with “and the effects of proposals” in rule 2.1 G-Man.  If it fails, I can no longer make proposals.

Join

Can I join this game please?

My eyes!

Make the header smaller… please? If I have to, I’ll propose size restrictions on the header =P

Thursday, July 10, 2008

Proposal: Skills First, Then Levels

“For the purposes of Dynastic Rules and proposals, the Dungeon Master is not considered an Adventurer unless specifically referred to as the Dungeon Master. “

The rule “Proposals” only mentions “Adventurer” not “Dungeon Master” and so Yoda can’t propose. Yoda illegally proposed this after the quoted rule above was past. All in favor of keeping it this way? =P—Clucky

Adminned at 10 Jul 2008 03:58:53 UTC

Create a new dynastic rule titled “Skills” with the following text:

Each Adventurer has a number of skills, which are statistics that are tracked in the GNDT.  Each skill shall be listed as a sub-rule to this rule.  If any Adventurer’s skill would ever fall below 1, that Adventurer’s skill is instead set to 1.

Each Adventurer also has an “Experience” (or “XP”) statistic tracked in the GNDT.  New Adventurers start with 0 XP.  At any time, an Adventurer may increase a skill by 1 point by spending an amount of XP equal to 10 times the current value of that skill.

Set each Adventurer’s XP to 0.

I realize this is a lot like the Skills from the last dynasty, but I think it fits better in this dynasty.  Plus, we never really got to use them in the last dynasty (mostly because we never got duelling or spacebattles off the ground… no pun intended).

Proposal: Babies are not Monsters, even though they may act like them sometimes…

See above as to why this is illegal—Clucky

Adminned at 10 Jul 2008 04:34:23 UTC

If the proposal “It’s not Nomic without Gnomes” fails, this proposal does nothing.

Replace the text “whose Race is not Elf, Fairy, Gnome or Dwarf is called a Monster.” with “whose Race is not Baby, Elf, Fairy, Gnome, or Dwarf is called a Monster.” in the rule “Race”.

I make and unidle roll

Unidle me.

Proposal: Its not Nomic without Economics

Passes with 7 votes for.—Clucky

Adminned at 10 Jul 2008 17:26:53 UTC

Add a new rule call “Money” and give it the following text

Each adventurer has a collection of gold pieces tracked in the GNDT in a column called “gold pieces”. When an adventurer joins the game for the first time, e receives 50 gold pieces.

Give every adventure 50 gold pieces.

Learn to pronounce the name of the game, Bucky

Level up!

Create a new Dynastic Rule, entitled “Experience”, with the following text:

Each Adventurer has a value tracked by the GNDT labeled “Level”. An Adventurer’s Level must be a counting number, and begins at 1 by default. An Adventurer’s Level may never fall below 1.

Each Adventurer also has a value tracked by the GNDT labeled “Experience” (which may be henceforth abbreviated as “XP”). An Adventurer’s Experience must be a whole number, and begins at 0 by default. An Adventurer’s Experience may never fall below 0.

Once a day, an Adventurer whose Experience is greater than 100 times the value of eir current Level may increment eir Level by 1.

Proposal: A challenger has appeared v2

Passes 7-0—- Clucky

Adminned at 10 Jul 2008 17:23:05 UTC

Create a new Dynastic Rule “Rivals” with the text:

  Each Adventurer may have a Rival, tracked in the GDNT.  New Adventurer’s Rival start as “-”.  If a Adventurer has a Rival of “-” or of a Adventurer that is idle, that Adventurer may change their Rival to any active Adventurer, as long as no other Adventurer has that Adventureras their Rival. i.e. no two Adventurer can ever share the same Rival.

  A Adventurer can never vote FOR a proposal authored by their Rival.  Any FOR vote on such a proposal (or a vote that would count as a FOR vote) is instead an Abstain.

Set Amnistar’s Rival to Clucky and all other Adventurers Rivals to “-”

Proposal: It’s not Nomic without Gnomes

“It has a number of FOR votes that exceed or equal Quorum (7), has been open for voting for at least 12 hours, and has not been vetoed or self-killed.”

—Clucky

Adminned at 10 Jul 2008 17:16:56 UTC

Add a new Dynastic Rule to the Ruleset.  Call it “Races” and give it the following text:

Each Adventurer has a creature type (abbreviated ‘Race’)  tracked in the GNDT under a column called “Race”.  A race may be any word between three and twelve letters long, but Adventurers are encouraged to be a Race from the set {Elf, Fairy, Gnome, Dwarf}.  An entity (including an Adventurer) who has a Race and whose Race is not Elf, Fairy, Gnome or Dwarf is called a Monster. 

New Adventurers start with a race of “Baby”.  An adventurer with a Race of “Baby” may set their Race to Elf, Fairy, Gnome, Dwarf or Ogre at any time.

Proposal: A challenger has appeared

self-killed—Yoda

Adminned at 10 Jul 2008 07:39:51 UTC

Create a new Dynastic Rule “Rivals”

Each Adventurer may have a Rival, tracked in the GDNT.  New Adventurer’s Rival start as “-”.  If a Adventurer has a Rival of “-” or of a Adventurer that is idle, that Adventurer may change their Rival to any active Adventurer, as long as no other Adventurer has that Adventureras their Rival. i.e. no two Adventurer can ever share the same Rival.

A Adventurer can never vote FOR a proposal authored by their Rival.  Any FOR vote on a proposal (or a vote that would count as a FOR vote) is instead an Abstain.

Set Amnistar’s Rival to Clucky

 

Back again

Been waiting for a new dynasty to come round. Please unidle. Thanks!

Header Image

I don’t know if anyone had thought about a new Header Image, but my friend Tim has made this one:

Proposal: More like “Chaotic Awesome”

reached a quorum, final vote 7-2—Yoda

Adminned at 10 Jul 2008 07:36:46 UTC

Add a new dynastic rule. Call it “alignment” and give it the following text:

Each Adventurer has an alignment tracked in the GNDT in a column called “Alignment”. Possible alignments are listed in a sub rule called “Possible Alignments”. All adventures start with an alignment of true neutral. Within forty eight hours of joining the game, an adventurer may once change eir alignment to any other alignment.

Give that rule a sub rule called “Possible Alignments”

Lawful Good
Lawful Neutral
Lawful Evil
Neutral Good
True Neutral
Neutral Evil
Chaotic Good
Chaotic Neutral
Chaotic Evil

Give all active adventures an alignment of “True Neutral”. Within 48 hours of passing this proposal, all adventures may once and only one change their alignment.

 

Proposal: Finding the Chosen One

Passed with 7 FORs and 1 DEF.- Darknight

Adminned at 09 Jul 2008 18:05:54 UTC

Add a new dynastic rule “The Chosen One” with the following text:

There is exactly one Adventurer who may be called the Chosen One.  If there is currently no Chosen One, then the Dungeon Master shall pm one Adventurer to inform him that he has become the Chosen One.  The Chosen One acts as the mediator between the Dungeon Master and all other Adventurers.  If the Dungeon Master feels that the Chosen One cannot continue to carry out his duties as the Chosen One, he may remove that Adventurer from the title of the Chosen One.  When he does this, he shall make a story post detailing who was removed from the title and why he was removed.  Then, he shall pm another Adventurer to inform him that he has now become the Chosen One.

And don’t worry, I will only change the Chosen One if I feel it is completely necessary.

Proposal: The G-Man of Blognomic

Passed 9-0. Darknight

Adminned at 09 Jul 2008 17:58:12 UTC

Add a new dynastic rule titled “G-Man” with the following text:

For the purposes of Dynastic Rules and proposals, the Dungeon Master is not considered an Adventurer unless specifically referred to as the Dungeon Master.

Ascension Address: Let the Games Begin!

Greetings, Adventurers.  You have been chosen as champions of your respective races to take on this epic adventure.  This quest will test your skills, courage, and teamwork to the limits.

Sadly, this will be my last direct correspondence with all of you; therefore, I have appointed one among you to be the mediator between you and me.  You must follow everything he says if you ever want to get out of here alive.  Of course, I will still be able to converse with you objectively, but any details regarding the quest will be revealed to you through The Chosen One.

Repeal all dynastic rules.  Replace “DDA Member” with “Adventurer” and “DDA Commander” with “Dungeon Master” throughout the ruleset.

Tuesday, July 08, 2008

Vengence makes for a good unidler.

Unidle ME.

I dislike Clucky and must vote against him!

Im back

Unidle me. Yoda totally deserves his victory.

Declaration of Victory: It was me!

Resolved after 12 hours, since the DDA Commander voted on it, final vote 8-1—Yoda

Adminned at 09 Jul 2008 05:11:13 UTC

I quote from rule 2.18 Time Out (without italics): “Yoda may achieve victory in the current dynasty.”

Now, you may be saying “What about ‘Yoda wins nothing.’ in the rule Space Girder.  To that, I say that the only mention of winning is in rule 2.14 Duelling and its sub-rules; therefore, winning refers to winning duels.

Proposal: Back through the portal!

vetoed—Yoda

Adminned at 09 Jul 2008 05:22:48 UTC

Remove Mad King Anthony from the list of planar entities.

We suspect that this fool is trying to control the commander’s mind.  As a precaution, we are getting rid of this planar entity.

Proposal: Testing… 1, 2, 3

vetoed—Yoda

Adminned at 09 Jul 2008 05:22:20 UTC

Add a dynastic rule titled “Victory” with the following text:

If a DDA Member ever has a value of 15 or higher in Gunnery, Piloting, Strength, or Agility, he has achieved victory.

This is just to check and see if Rodlen will veto any proposal that even mentions victory, even if it cannot actually be achieved.

Another Lost in Space

Zeofar has been inactive for 7 days, so he has gone idle.

Quorum is now 4.

Proposal: More heroic Lemurs

vetoed—Yoda
I thought we contained Mad King Anthony…

Adminned at 08 Jul 2008 10:36:49 UTC

Add a new Dynastic Rule to the Ruleset.  Call it “Decoration” and give it the following text:

Through exceptional performance, DDA members can earn the attention, approval and patronage of the High Command.  Each DDA member has a certain number of Commendations, tracked in the GNDT.  New DDA Members have 0 Commendations.  If a DDA Member ever has more Commendations than the Commander, that DDA Member has proved to High Command that he is capable of command himself and gets promoted over the DDA Commander’s head, thus achieving victory.

The subrules of this rule cannot cause the DDA Commander to gain Commendations, although he may still gain Commendations by other means such as proposals.

Add a subrule to the rule called “Decoration”.  Call it “Medals” and give it the following text:

When a DDA Member’s Piloting Skill becomes 10 for the first time, he is awarded a Hawk’s Feather for his exceptional skill.  He gains 1 Commendation.
When a DDA Member’s Gunnery Skill becomes 10 for the first time, he is awarded an Eagle’s Talon for his exceptional marksmanship.  He gains 1 Commendation.
When a DDA Member has more than 40 Lemurs for the first time, he is awarded a Hero’s Tail.  He gains 1 Commendation.
Whenever a Containment Post is successful, the DDA Member who used the most Energy on that Containment Post, or Members in case of a tie, is awarded a Cross of Courage.  They gain 1 Commendation each.
Whenever a Spacebattle ends in which at least one spacecraft has been destroyed, each crew member on a spacecraft that wasn’t destroyed is awarded a Star of Service.  They gain 1 commendation each.
A DDA Member with enough experience may spend 100 Experience to gain a Square of Seniority.  He gains 1 Commendation.
If a quorum of comments on a proposal containing valid votes on that proposal also contain the word “Epic”, and the proposal passes, the DDA Member who proposed it is awarded a Pentagon of Penmanship.  He gains 1 Commendation.
As a Daily Action, the DDA Commander may award one other DDA Member a Hexagon of Heroism.  That DDA Member gains 1 Commendation.

Set everyone’s Commendations to 0 except for the DDA Commander.  Set the DDA Commander’s Commendations to 7.  For the purposes of the rule “Decoration”, the DDA Commander has already been one of each Commendation in that rule except the Hexagon of Heroism, and thus cannot re-earn the first three commendations.

 

Proposal: Devenger…

reached a quorum, final vote 6-0—Yoda
trivial (3-2)

Adminned at 08 Jul 2008 10:36:06 UTC

Devenger gets 1 lemur.

This is for your hard work in this dynasty.  Please get back to spacecraft soon.

Add the following text to the ends of subrules Piloting and Gunnery:

All Planar Entities have this skill as well.

Set all planar entities’ Piloting and Gunnery skills to whatever the DDA Commander chooses.

Tuesday, July 08, 2008

Proposal: A grand test of Heroism (with the obligatory Lemur pun)

Vetoed—Rodlen

Adminned at 07 Jul 2008 22:46:55 UTC

Add a new Dynastic Rule to the Ruleset.  Call it “Decoration” and give it the following text:

Through exceptional performance, DDA members can earn the attention, approval and patronage of the High Command.  Each DDA member has a certain number of Commendations, tracked in the GNDT.  New DDA Members have 0 Commendations.  If a DDA Member ever has more Commendations than the Commander, that DDA Member has proved to High Command that he is capable of command himself and gets promoted over the Commander’s head, thus achieving victory.

Add a subrule to the rule called “Decoration”.  Call it “Medals” and give it the following text:

When a DDA Member’s Piloting Skill becomes 10 for the first time, he is awarded a Hawk’s Feather for his exceptional skill.  He gains 1 Commendation.
When a DDA Member’s Gunnery Skill becomes 10 for the first time, he is awarded an Eagle’s Talon for his exceptional marksmanship.  He gains 1 Commendation.
When a DDA Member has more than 40 Lemurs for the first time, he is awarded a Hero’s Tail.  He gains 1 Commendation.
Whenever a Containment Post is successful, the DDA Member who used the most Energy on that Containment Post, or Members in case of a tie, is awarded a Cross of Courage.  They gain 1 Commendation each.
Whenever a Spacebattle ends in which at least one spacecraft has been destroyed, each crew member on a spacecraft that wasn’t destroyed is awarded a Star of Service.  They gain 1 commendation each.
A DDA Member with enough experience may spend 100 Experience to gain a Square of Seniority.  He gains 1 Commendation.
If a quorum of comments on a proposal containing valid votes on that proposal also contain the word “Epic”, and the proposal passes, the DDA Member who proposed it is awarded a Pentagon of Penmanship.  He gains 1 Commendation.
As a Daily Action, the DDA Commander may award one DDA Member a Hexagon of Heroism.  That DDA Member gains 1 Commendation.

Set everyone’s Commendations to 0 except for the DDA Commander.  Set the DDA Commander’s Commendations to 7.  For the purposes of the rule “Decoration”, the DDA Commander has already been one of each Commendation in that rule except the Hexagon of Heroism, and thus cannot re-earn the first three commendations.

 

Unidle me

I do solemnly swear by all that is vile and evil that I will follow any and all orders set forth by the Ov… err…

Howdy, folks.  I’m the new Custodial Engineer from Sol 3 who’s not supposed… to… arrive… until… tomorrow…

I’ll be in the engine room if anyone needs me. hehe.

Call for Judgment: Enough is Enough!

reached a quorum, final vote 4-3—Yoda
Finally, the stalemate is broken.

Adminned at 08 Jul 2008 11:51:02 UTC

Yoda has been quite bothersome as of late with his repeated attempts at sneaking a quick victory.  I don’t know about you, but I am getting quite sick and tired of this little green nuisance.  I suggest we give him a little time out from victory attempts.

If this CfJ passes, add a rule titled “Time Out” with the following text: “Yoda may not achieve victory in the current dynasty.  This rule may be repealed by any admin after a successful DoV.”

Oh, and I am posting this anonymously because I don’t want Yoda to know who wrote it.  I don’t feel like getting chopped in half by his lightsaber…

Monday, July 07, 2008

Proposal: Dud bomb

self-killed—Yoda

Adminned at 07 Jul 2008 07:14:25 UTC

Repeal the rule entitled “Boom”.

This rule has cause more trouble then I care to see in the nomic. I regret ever even thinking about reusing it. Yes I gave Rodlen the idea to bring this rule back from the past. Bad idea I must say.

Tick

The countdown to Meta-day is now 6.

DDA Commander’s note: You mean 8, right?

Note for the note: 7 now.

Friday, July 04, 2008

Proposal: Attack of the Lemurs

Passed with 5 for votes and 0 against.  Lemurs captured.  Non-trivial.—RODLEN

Adminned at 05 Jul 2008 08:08:05 UTC

Give all DDA Members 1 lemur.

Thursday, July 03, 2008

Lost in Space

Arthexis has been lost to the endless depths of space for 7 days now.  Quorum has dropped to 4 as we mourn the loss of our former comrade-in-arms.

Wednesday, July 02, 2008

trivial word placement

Rewrite the first sentence in the rule “Space Grinder” so that it reads,

The DDA Commander must never add a rule without lemurs in the wording.

The current wording makes no sense. I’ll let you guys read it and tell me if it makes sense as its currently written.

Proposal: Loophole plugging

Vetoed - Oze

Adminned at 03 Jul 2008 09:50:22 UTC

Create a new dynastic rule titled Plug, with the following text:

The rule titled Space Girder must not mention any DDA member’s name.

Need Help From Two People

If two people here want to see me win this dynasty, I need one to demolish the word “nothing” in “Space Girder” and one to add a period, as I have already used my daily construction.

Rodlen should not be a problem seeing as he too has already used his daily construction.

I will be back in approximately 6 hours.  Thanks in advance.

Wednesday, July 02, 2008

Proposal: No Limit to the Fun (Trivial)

Reached quorum. Final vote 7-0. - Devenger
Trivial as per title.

Adminned at 02 Jul 2008 20:18:46 UTC

Remove the text “A DDA Member may not construct if he has already constructed 4 times in the past week.” from the rule 2.16 Construction and Demolition.

Proposal: Ignore

a s/k, a for vote, and a veto—Yoda

Adminned at 02 Jul 2008 07:33:35 UTC

No effect. Please ignore.

Proposal: Lemurification

reached a quorum, final vote 5-0—Yoda
non-tivial

Adminned at 02 Jul 2008 20:18:11 UTC

Add a new Dynastic Rule entitled ‘Lemurs’, with the following text:

Lemurs are large-eyed primates with ringed tails, which roam around space in groups known as Squadrons. Each DDA member has a certain amount of Lemurs, to be tracked in the GNDT. DDA Members gain Lemurs in ways defined by the ruleset, or by means of a successful proposal.

A proposal with ‘Lemurs in’ is defined as any proposal with the text ‘Lemur’ in its Subject. If, at the time of its enactment, more than half of all comments to a Proposal containing counted votes contain the text ‘Capture the Lemurs’, the DDA Member who made the proposal gains 15 Lemurs.

I know some people hate having too many numbers to juggle!