Thursday, December 12, 2019

Proposal: Friends & Family - now with free complimentary girlfriend

Create a new rule called “Love”:

People can have Feelings. Feelings have a Type and a Target. Feelings are tracked on the E-page. Feeling Targets can be any Person. Feelings Types are: Storge, Philia and Eros; which represent love for family, friends, and lovers. Persons can gain a Feeling with a Type and Target of their choice by paying 1 Stamina. A Person can lose a Feeling they have by paying 2 Stamina.

The following are Social Statuses, which a Person gains when they fulfill its requisite in “[]” brackets. These are tracked on the E-page and not having one is tracked by its absence.
- Family Support [Someone has a Storge Feeling for you]: Your Happiness becomes 5 if it is or become lower than 5.
- Group Fun [You and another Person have Philia Feelings for each other]: Whenever you gain 5 or more Happiness from an Activity, gain 2 Happiness.
- Lovebirds [You and another Person have Eros Feelings for each other]: You can perform the following as an Activity: Date [5]: Gain 8 Happiness.

If someone has Philia Feelings towards you, you can perform the following as an Activity towards them:
- Bad Advice [0]: Set that Person’s Money to 0 and your Criminality increases by 1.

If someone has Storge Feelings towards you, you can perform the following as an Activity towards them:
- Sabotage [5]: Set that Person’s Happiness to 0 and your Criminality increases by 3.

If someone has Eros Feelings towards you, you can perform the following as an Activity towards them:
- Cutie Pie [10]: Set that Person’s Health to 0 and your Criminality increases by 5.

Enriched with authentic True Human Love (c) (tm)

Proposal: Prepesel: ne scems

If the rule “Blegnemic” exists, make the text in the rule of the same as the text proposed in the proposal “Blegnemic”. Then add to the start of that rule “This rule is not considered to contain any typographical or spelling errors.”

Proposal: Happiness is Inside-Out

Unless “class system” has been enacted, remove “Happiness” from the list of Factors all Persons have.

Change “A Person can perform an Activity by paying 1 Stamina and fulfilling its Cost. A Cost can be fulfilled by:”
To

A Person can perform an Activity by paying 1 Stamina, (Stamina can’t become negative,) adding its MHB (if any) to their own MHB, and fulfilling its Cost. A Cost can be fulfilled by:

Here’s where we integrate the MHB into Activities. Change all text from “Activities are the following” to the end of the rule it was found in, to read:

Activities are the following (with its Cost in “[]” brackets):

*Jog [0]: Gain 1 Health. MHB of 0,0,1.
*Study [1]: Gain 1 Acumen or Wisdom. MHB of 1,0,0.
*Test Subject Work [0]: Gain 5 Money. MHB of -1,-1,-1.
*Entrepreneur Work [0]: Gain Money equal to your Business-Skill. MHB of 1,1,0.
*Theme Park Visit [2]: MHB of -1,1,1

Factors started off kind of crazy, and some real balance issues are still doubtless present. The asymmetry seems interesting at the moment, but could be unworkable to balance in practice. Let’s get on that.

Proposal: Id [Special Case]

Set the rule “The Traitor” to Active.

This was switched off at the start of the dynasty, but I think it’s worth keeping around.

Proposal: Blegnemic

Create a new rule called “Blegnemic”:

Blegnemic is a popular game among Persons, said to make you a better person, objectively cooler, and overall more attractive.

The Blegnemic Ruleset is an entity with:
- A Dynesty value, publicly tracked on the E-page.
- A Cenven value, publicly tracked on the E-page.
- A Peeling value, privately tracked by the Bookman. The total amount of public increases or decreases to the Peeling value is publicly tracked on the E-page.
- A Scem value, privately tracked by the Bookman. The total amount of public increases or decreases to the Scem value is publicly tracked on the E-page.

Each Person has a Beg Plen value, which is either the string “none”, “Peeling” or “Scem”, defaulting to “none”, and is privately tracked by the Bookman.
Each Person has a Theng Factor, defaulting to 0.

A Person can perform the following Nemictivities by paying 1 Stamina:
- Segn Ep: Upon performing this action, you gain the Factor “Blegnemic Pleyer” for a value of 1. Without this Factor, you cannot perform other Nemictivities.
- Prepese: Add 1 to the Dynesty value. Add any amount to the Cenven, Peeling and/or Scem value of Blegnemic, as long as all of those values are positive integers and add up to a maximum of 10. Adding to the Scem and/or Peeling value in this way is not public and is made by privately informing the Bookman of the value.
- Cell of Jedgement: Lower Scem or Peel by 10.
- Grend: Gain 1 Theng.
- Beg Pley: Set your Beg Plen to a valid value of your choice by privately informing the Bookman of your choice.

When the Dynesty value is 20 or higher, no Person can perform Nemictivities, and the Bookman should in a timely fashion Pess Jedgement which is the following Atomic Action:
- If the highest among Cenven, Peeling and Scem is Scem, then choose the Person who added the most Scem to Blegnemic among those whose Beg Plen is Scem. That Person becomes the Blegnemic Winner and then skip all of the remaining steps.
- If the highest among Cenven, Peeling and Scem is Peeling, then randomly choose a Person with a Beg Pley value of Peeling. If any exist, that Person becomes the Blegnemic Winner and then skip all of the remaining steps.
- The Person with the most Thengs becomes the Blegnemic Winner.

The Blegnemic Winner is tracked on the E-page. Not being the Blegnemic Winner is tracked by its absence.

I’ve always wanted a Nomic expansion for the Sims.

Proposal: class system

In the rule “Life” move all of the text after and including “A Person can perform an Activity” into a sub rule titled Activities

Append to “Activities” the following text

Each Type has an activity that can only be taken if the Person has that Type, called defining actions.
The list of defining actions paired with their Type is as follows:
*Reformer: Organize [0]: Gain 2 Happiness.
*Helper: Heal [0]: Gain 3 Happiness. Choose another Person, other than the Bookman, you have not chosen last time you used this ability, they gain 2 Happiness.
*Achiever: Delegate [3]: Gain happiness equal to half your Acumen.
*Individualist: Meditate [0]: Gain happiness equal to your stamina.
*Investigator: Scour [0]: Gain happiness equal to your criminality.
*Loyalist: Campaign [0]: Gain happiness equal to your influence.
*Enthusiast: Excite [0]: Gain happiness equal to your happiness. Set all of your non-happiness Factors to 0.
*Challenger: Confront [0]: Set a Person’s happiness to one less than your own. Can only be used if you have 7 stamina.
Peacemaker: Make Peace [0]: Gain happiness equal to your wisdom.

Proposal: Finding Your Center

Create a rule, “As We Grow, We Change”:

An MHB is an set of three numbers related to the Mind, Heart, and Body Centers. Each Person has an MHB, tracked in the E-Page, that holds their Mind, Heart, and Body Scores, in that order, and which defaults to 1,1,1.

Any Person may, as a Weekly Communal Action, double each of the MHB Scores for each Person. This is called Maturing the People. Until the People have been Matured in the current week, no Person may take other actions that would change MHB Scores.

A Person’s Maturity is defined as the sum of their three MHB Scores, and their Psychosis is defined as the absolute difference between their highest and their lowest Scores.

People instead gain twice the amount when they have an amount of increase (other than while being Matured) to the Score for their Center. (Applies only once per instance.)

Change “Types 8, 9 and 1 are in the Body Center, Types 2, 3 and 4 are in the Heart Center, and types 5, 6 and 7 are in the Mind Center.”
To

The three Centers are Mind, Heart, and Body. Types 8, 9 and 1 are in the Body Center, Types 2, 3 and 4 are in the Heart Center, and types 5, 6 and 7 are in the Mind Center. People with a Type in a Center are said to have that Center.

Another key dynamic, Center Scores are an investment in your own maturity, but have to be kept in balance. I’m planning to rework Activities to affect these Scores, and remove the Happiness Factor.

No-One Gets Out Alive

NoOneImportant idles out after a week of inactivity. Quorum remains 4.

Proposal: Health and Wealth

Rename “Crime-skill” to “Criminality”.
Rename “Technical-skill” to “Wisdom”.
Rename “Business-skill” to “Acumen”.

Add “Health” to the list of Factors, before “Happiness”.

In the Action “Jog”, change “Gain 1 Happiness” to “Gain 1 Health”.

Wednesday, December 11, 2019

Proposal: Love What You Do

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 12 Dec 2019 14:35:53 UTC

If the proposal “The Sims” failed, this proposal has no further effect.

Add to “Life”:-

If an Activity is Enjoyed by a Type, a Person of that Type may gain 1 Happiness when performing it. If an Activity is Hated by a Type, a Person of that Type cannot perform it unless they have at least 1 Happiness, and must lose 1 Happiness when performing it.

Reword the “Jog” action to:-

Gain 1 Happiness. Enjoyed by Achievers and Challengers.

Replace “Gain 1 Happiness if you’re Type 7.” with:-

Enjoyed by Enthusiasts.

To “Study”, add “Hated by Challengers.”

To “Test Subject Work”, add “Hated by Achievers and Enthusiasts.”

Making bonuses more readable, locking them into being all about Happiness, and adding their opposites. We should probably try to keep these balanced, so that each Type always Enjoys as many Activities as it Hates.

Proposal: Friends & Family

Fewer than quorum not voting AGAINST. Failed 1 vote to 3 by Kevan.

Adminned at 12 Dec 2019 14:34:25 UTC

Create a new rule called “Social Relationships”:

A Person can Socialize by paying 2 Stamina and choosing a Target for that Socializing (which can be any Person other than yourself). The following are the ways to Socialize:
- Bond: Gain the Factor “Storge: X” for a value of 1 (or increase it by 1 if you already have it), where X is the name of the Target.
- Share Hobby: If you and the Target are the two People with the highest and/or second highest value for a certain Factor, gain the Factor “Philia: X” for a value of 1 (or increase it by 1 if you already have it), where X is the name of the Target.

The Factors listed below are Social Bonus Factors. A Person can gain a Social Bonus Factor if they fulfill its condition, which is noted in “[]” brackets. Those Factors also can have effects, also listed below:
- Family Support [You and another Person have at least a value of 2 of the “Storge: X” Factor (where X is the other’s name) for each other.]: Whenever your Happiness is or becomes a value below 5, it then becomes 5.
- Group Fun [You and another Person have at least a value of 2 of the “Philia: X” Factor (where X is the other’s name) for each other.]: Whenever you perform an Activity that causes you to gain 5 or more Happiness, then gain 3 Happiness.
- Social Butterfly [You have the “Philia: X” Factor (where X is the name of a Person) for 3 different People]: Whenever a Social Bonus Factor other than Social Butterfly makes you gain Happiness, you gain 1 Happiness.

 

Proposal: Stamina Maxima

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 12 Dec 2019 10:43:50 UTC

If the proposal “The Sims” passed, then remove all Factors from all People and replace “As a Weekly Action, a Person can gain 7 Stamina.” with:-

Any Person may, as a Weekly Communal Action, set every Person’s Stamina to 7.

Discouraging the stockpiling of Stamina from week to week, and making it clear who still has actions available to them (as it stands, a Person with 0 Stamina has either already refreshed and spent 7 Stamina this week, or is still waiting to refresh).

Proposal: The Sims

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 12 Dec 2019 10:41:52 UTC

Create a new rule called “Life”:

Each Person can have Factors, and Factors have an integer value. Factors default to 0 and are tracked on the Enneagram wiki page (also known as E-page). A Factor with a value of 0 is tracked by its absence.

Happiness, Money, Stamina, Influence, Crime-skill, Technical-skill and Business-skill are Factors all Persons have.

As a Weekly Action, a Person can gain 7 Stamina.

A Person can perform an Activity by paying 1 Stamina and fulfilling its Cost. A Cost can be fulfilled by:
- Paying its Cost in Money
- Having more Influence than its Cost
- Having more Crime-skill than its Cost

Activities are the following (with its Cost in “[]” brackets):
- Jog [0]: Gain 1 Happiness, or 2 if you’re Type 3 or 8.
- Study [1]: Gain 1 Technical-skill or Business-skill
- Test Subject Work [0]: Lose 5 Happiness and gain 5 Money.
- Entrepreneur Work [0]: Gain Money equal to your Business-Skill. Gain 1 Happiness if you’re Type 7.
- Theme Park Visit [5]: Gain 5 Happiness.

Proposal: Strengths and Weaknesses

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 11 Dec 2019 20:26:53 UTC

Create a Subrule of The Enneagram, named “Descriptions”:

The Nine Types have the following names and descriptions:

1 THE REFORMER
The Rational, Idealistic Type: Principled, Purposeful, Self-Controlled, and Perfectionistic

2 THE HELPER
The Caring, Interpersonal Type: Demonstrative, Generous, People-Pleasing, and Possessive

3 THE ACHIEVER
The Success-Oriented, Pragmatic Type: Adaptive, Excelling, Driven, and Image-Conscious

4 THE INDIVIDUALIST
The Sensitive, Withdrawn Type: Expressive, Dramatic, Self-Absorbed, and Temperamental

5 THE INVESTIGATOR
The Intense, Cerebral Type: Perceptive, Innovative, Secretive, and Isolated

6 THE LOYALIST
The Committed, Security-Oriented Type: Engaging, Responsible, Anxious, and Suspicious

7 THE ENTHUSIAST
The Busy, Fun-Loving Type: Spontaneous, Versatile, Distractible, and Scattered

8 THE CHALLENGER
The Powerful, Dominating Type: Self-Confident, Decisive, Willful, and Confrontational

9 THE PEACEMAKER
The Easygoing, Self-Effacing Type: Receptive, Reassuring, Agreeable, and Complacent

Derp

Please ignore lol

herp

Proposal: Regular Nonagram

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 11 Dec 2019 19:50:33 UTC

Create a Rule, “The Enneagram”:

The Enneagram (pronounced EH-nee-uh-GRAM) is a nine pointed figure in the shape of a regular nonagon, with the nine points numbered clockwise, 1-9, with 9 at the top. Each number/point represents a Personality Type (or just “Type”).

Types 8, 9 and 1 are in the Body Center, Types 2, 3 and 4 are in the Heart Center, and types 5, 6 and 7 are in the Mind Center.

Each Person has a Type, which can be 1-9 or 0 (unset), tracked on the Enneagram wiki page.

A Person may change their own Type at any time before the start of December 17, UTC.

Brief descriptions to follow. You are welcome to guess at your own type, take the 180 question quiz at http://www.enneagram-monthly.com/resources.html, or to just pick one without basis in reality!

Ascension Address: Our Inner Journey

What are we, as human beings? We each have a mind for thinking and decision, a heart to feel and to love, and a body to move, to act, and to react.

From our first moments to the many years of a life, we practice and grow in all of these aspects. Our journey is toward becoming our fulfilled and truest self, but the harsh climate around us creates obstacles that we try desperately to overcome. These obstacles thwart us, and our aspects present short term solutions: fear, anger, distraction, deceit. Imbalances can occur if we depart from integrity.

Only when we open our hearts, quiet our minds, and ground ourselves in our being can we actually achieve the goals that we seek, and become who we are meant to be.

Repeal all dynastic rules. Change Priest to Bookman and Adventurer to Person (or People when plural). Set Imperial Deferentials, The Traitor, and Dynastic Distance to Inactive.

It’s a “pie in the sky” kind of theme, from my study of a system of thought I rather adore.

No need for much background knowledge, as I’ll supply a fair bit, or you can make stuff up as we go. I’ll be setting up a basic personality system that we can play around with, based loosely, of course, on the Riso-Hudson Enneagram.

Tuesday, December 10, 2019

Unidling thread

I unidle. Quorum stays 4.

Monday, December 09, 2019

Pentecost

Post-dynastic discussion.

Declaration of Victory: 100 Points to Gryffindor

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 09 Dec 2019 20:34:14 UTC

Hey, this dynasty was super close! I have achieved victory via “Aftermath.”

Passing Judgement

Good morning Adventurers. This is an informal notification that I have passed judgement.

—- JUDAS—-

There was no Traitor.

What? Hold on.

Why play along the Traitor mechanic if I personally don’t believe in its effectiveness? I don’t believe in its effectiveness for myself, because Traitors or not, I still find people accountable for their own actions. The Traitor hat doesn’t change that for me.

However, if you guys believe that it works as a deterrent to Pooling, that’s all that actually matters to the game. I see it like how kids believe in Santa Claus - if that makes them behave, it can be in my interest play along them believing, even if I don’t believe in it myself.

But why pick nobody? Because I found it funnier that way lol.

—- CATECHESIS—-

These are the Cate guess results (amount Correct/amount of Cates guessed), and the Merit earned.

- Duke: 0/0 -> +0 Merit
- Card: 1/7 -> +50 Merit
- Kevan: 1/7 (Should be 2/7) -> +50 Merit
- TyGuy: 3/5 (Should be 4/5) -> +150 Merit

Here are the hash results:
1: its the Assassin Dynasty
The first verse alludes to murder and the last 3 verses are 1:20. The Assassin Dynasty is listed as Dynasty #120.

2: Its the Last Dynasty
The first verse alludes to the end and the last 3 verses are 1:44. The Last Dynasty is listed as Dynasty #144.

3: it is the first dynasty… I actually screwed up with this one. Thankfully it doesn’t change the victor result. It’s supposed to be The First Dynasty of TrumanCapote - The Family Dynasty
A lot of family stuff and #21 like before for the last three verses too.

4: Its the The First Dynasty of Myke
It’s not the very first, it’s what comes right after it. The second.

5: it is the post-apocalyptic dynasty
It’s not the last (apocalypse), it’s what comes after it.

6: it is The School of Witchcraft Dynasty
Witchcraft witchcraft witchcraft…

7: it is The Papal Dynasty
I didn’t think anyone would actually get this one but TyGuy did. The pope is the alleged successor of Simon Peter. The symbol of Peter is keys hence the emoji, and unsurprisingly it’s also the Papal symbol. The Pope “is” Peter.

Here are Card’s guesses:
1: The First Dynasty of Knightking - The Warlord Dynasty
2: The Second Dynasty of Angry Grasshopper - The Monastic Murder Mystery Dynasty
3: The Second Dynasty of Larrytheturtle - The Orc Warrior Dynasty
4: The First Metadynasty - The Hat Meta-Dynasty
5: Round One
6: The Second Dynasty of Brendan - The School of Witchcraft Dynasty
7: The Second Metadynasty - The Switch Dynasty

Here are Kevan’s guesses:
1: The Third Dynasty of Cuddlebeam - The Evolution Dynasty
2: The First Dynasty of Diabecko - The Failed Experiment Dynasty
3: The First Dynasty of TrumanCapote - The Family Dynasty
4: Round One
5: The Seventh Dynasty of Brendan - The Last Dynasty
6: The Second Dynasty of Brendan - The School of Witchcraft Dynasty
7: Round One

Here are TyGuy’s guesses:
1:
2: The Seventh Dynasty of Brendan - The Last Dynasty
3: The First Dynasty of TrumanCapote - The Family Dynasty
4:
5: The First Dynasty of Skju - The Principia Blognomica Dynasty
6: The Second Dynasty of Brendan - The School of Witchcraft Dynasty
7: The First Dynasty of Thrawn - The Papal Dynasty

—- RESULT—-

🎉TyGuy wins! Congrats!🎉

I’m amazed at how accurate you were compared to the others. It might be plain luck - the Catechesis idea was inspired by how Bible verses can be interpreted to mean so many totally different things - but yeah. Pretty remarkable, I look forwards to your post-dynasty commentary on this.

Sunday, December 08, 2019

Call for Judgment: speed it up

self-killed failed by card

Adminned at 09 Dec 2019 01:56:12 UTC

Replace ” Choose an Adventurer who is not Recovering, Weary, Unconscious, the Vanguard or the Monster. If no such Adventurer exists, choose an Adventurer who is not Unconscious, the Vanguard or the Monster. If again there is no such Adventurer, choose the Vanguard. ” with

Choose the Adventurer named card.

Make the adventurer named card Vanguard.

I see no reason to delay the end of the final battle when 2 slashes will suffice and happen (most likely) before TyGuy6 gets another move.

link to current battle

Proposal: Weary of waiting

Self-killed. Failed by Kevan.

Adminned at 08 Dec 2019 23:06:56 UTC

In the rule 2.3.2 (“Inactive Vanguards”), amend “The Vanguard last became the Vanguard no fewer than 36 hours ago” as follows:

The Vanguard last became the Vanguard no fewer than 36 hours ago or, alternatively, the Vanguard has made a comment, on the current Battle Post, beginning with “[Weary]” and stating that the Vanguard is (or remains) Weary and will not take a Battle Action in this turn

By making themselves Weary via asterisk, an Adventurer is allowed to place themselves outside the ordinary rotation of Adventurers without wasting 36 hours of gameplay. However, my reading of the rule is that they cannot expedite the process like that if they have already been chosen as Vanguard. Firstly, one cannot add the asterisk by one’s name more than once: if an Adventurer is chosen as a Weary Vanguard (in the absence of non-Recovering Adventurers), they have no other way to show their continued desire to not attack the Monster. Secondly, the “replace the Vanguard” mechanics are fused with the “find the Vanguard Weary (or Unconscious)” ones, and the 36-hour waiting period applies to all Vanguards without exception.

Saturday, December 07, 2019

Story Post: Pointing to 3Balance

it’s quite obvious that he was the traitor.

Pointing to TyGuy6

With a trembling, snapped stick of chalk I gesture to the monster in front of us. Somehow this final transformation feels different to the others. Can we really be sure that they’ll return to human form?

Pointing to card

Can’t be sure, but the evidence is just enough to want to speculate.

Proposal: A Final Circle

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 08 Dec 2019 18:16:18 UTC

To “The Monster”, add a paragraph:-

Trapped within an ornately curlicued circle of chalk and ash, the Adventurer named TyGuy6 may not use the effects of Hidden Monstrosities, nor perform Monster Battle Actions other than Claw, Fling, Wreck and Befoul, nor may they have more than four Monstrosities. This takes precedence over all other dynastic rules.

If the Duke is concerned about improving the wording of rules to prevent Monstrosity scams in the final battle, it may be simpler just to block off likely scam vectors.

Friday, December 06, 2019

Proposal: Transformation undergoing Transformation

Timed out 1 vote to 2, with 1 unresolved DEF. Failed by Kevan.

Adminned at 08 Dec 2019 18:15:25 UTC

In the rule 2.5 (“Transformation”), create a new subrule entitled “Monstrosities”. Move into this subrule the entirety of “Transformation” except for the first, second and last paragraph thereof.

In the last paragraph of “Transformation”, replace “Upon doing so, the Monster ceases to be a Monster” with “Upon doing so, the Monster ceases to be a Monster and is not considered to be Harrowed afterwards”.

In “Monstrosities”, move the paragraph “Only a Monster … all of their Monstrosities” to the beginning of the subrule.

Convert the sentence “A Monstrosity that is not Visible is Hidden, and Monstrosities are by default Hidden.” into its own paragraph and move it to a place between the aforementioned first paragraph and the paragraph beginning “In order to confirm possession…”.

Convert the sentence “If a Monstrosity has its effect […] as a Monster Battle Action” into its own paragraph and move it to after the list of Monstrosities.

Divide the list of Monstrosities into two, for Visible and Hidden Monstrosities. In the first part, amend the introduction to “Visible Monstrosities are the following:” and remove from each Monstrosity the sentence “This is Visible.” In the second part add the introduction “Hidden Monstrosities are the following:”

Rewriting the rule at this late stage is a bit of an academic exercise, but it doesn’t hurt seeing the rule fixed, if possible, and perhaps avoiding any final surprises from this quarter.

Mind you, this is not that rewrite, but rather the groundwork for putting it forward in my next proposal. It would certainly be easier for me to simply paste the new rule in a proposal and let you peruse it at your leisure. However, it’s a lot of work studying all the changes, and that is often reason enough to vote against, so I thought I’d do some of the heavy lifting in an edit with practically no changes of substance. That way, the second phase of my proposed change (if this proposal is approved, of course) will be less chaotic to compare to the existing text, since there will be much less in the way of rearrangements.

One thing that is plainly obvious, of course, is that I mean to untangle the mechanics of Transformation (a necessity for every Monster) from those of Monstrosities (which are optional, if only in theory). The new subrule deals with the latter, while “Transformation” keeps only the remainder (plus the reference to gaining Monstrosities, which the next proposal is meant to move to the subrule). Not much actually changes there; I’ve merely added that an Inspired Monster is not Harrowed afterwards – which I think is a sensible clarification. There wouldn’t be a point to Harrowed status with no stat updates to be done, anyway.

If this proposal is enacted but the next one ends up failing, the I guess we could simply make a proposal to revert this one. That said, this proposal doesn’t break the rule in any way even if it stands on its own, as far as I can tell.