Sunday, July 23, 2017

Proposal: Guess what? If you’re a deity, you win!

Add to the bottom of Rule “Gnosis”:

The first person to become a Deity will achieve Victory unless someone else has achieved Victory by another method.

Seems obvious to me.

Saturday, July 22, 2017

Proposal: Expand and Compress

Amend “Tags” to read:

Votable matters have zero or more tags. Tags are added by adding it to the title of a votable matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, and the [Appendix] tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the [Victory] tag in order to grant victory to a Pactmaker.

I believe that we only use tags to mark [Core] and [Appendix] changes as well as trying to prevent getting victory by some sly use of a Proposal/CFJ

Proposal: Golems?

If the rule “Golem” exists change “At any time, a Pactmaker may Activate a Golem.” to

At any time, a Pactmaker on the same square as a Golem may Activate that Golem.
A Golem that has a Gnosis value of -1 is considered to be destroyed.
Any Pactmaker may set a destroyed Golem’s Gnosis value to -1.

Still the square thing is important, also some notation for non-admins to “destroy” a golem

Proposal: You’re It!

Change the “Tags” rule to

Tags are put in the title of the votable matter with the format “[X]” where X is the tag. Votable matters with tags in their titles are considered to have those tags. Votable matters cannot have tags which are not defined anywhere.

Votable matters have at least one tag, if no tags are given the defaults are used. Proposals default to [Dynastic] and [Gamestate], DoV default to [Victory] and [Gamestate] and other Votable matters default to the [Gamestate] tag. CfJ default to every tag.

Some valid tags are:
*Victory
*Dynastic
*Gamestate
*Core
*Appendix

Tags, other than [Victory] and [Gamestate], correspond to rules which are not subrules of any rule. For each tag which corresponds to a section in the ruleset, votable matters can only make changes to that tag’s corresponding ruleset section if they have that tag. Votable matters can only affect the gamestate if they have the [Gamestate] tag. Votable matters can only give a Pactmaker victory if they have the [Victory] tag.

A proposal which specifically names a rule’s title to change and doesn’t have the correct tag for that rule is considered to have the correct tag for that rule. In case multipul rules have the same name but are in different tag spaces (such as a Dynastic rule “Pactmakers” and the Core rule “Pactmakers”) the order of precedence for which tag is added, and therefore which rule is edited, is [Dynastic], [Core], [Appendix]. So if a proposal were to name a rule to change that does not appear in the Dynastic rules but there are two rules with the same name in both the Core and Appendix rules, it would change only the Core rule.

The partial list of valid tags is maintained as follows:

  tags, other than [Victory] and [Gamestate], which do not have a section in the ruleset they correspond to are not valid and should be removed from the list.
  rules which don’t have any subrules and don’t have a corresponding tag should have a tag added to the list. Adding a tag to the list is done by taking the section name that needs a tag and adding it to the list of valid tags. Then if the most recently added tag has the word “Rules”, remove that word from the tag unless that is the only word in the tag.

Changed some problems that were recurring with the tags rule.
Might be a good idea to use http://cemerick.github.com/jsdifflib/demo.html to look at the changes.

Proposal: [Appendix] Cleanup

Remove:

IRC Channel
The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).

 

Proposal: Damn near killed ‘em!

Add a new rule, “Golem”:

A Golem is an automaton created from the Earth, animated by Pact Magic. For the purpose of Dynastic Rules, they count as a Pactmaker.

A Pactmaker may create a Golem by, as an atomic action:
* Spending 3 Mana and 7 Stamina.
* Giving the Golem a name, which must be a single word beginning with the letter G, and not the name of any Pactmaker.
* Engraving at least one Promise into the Golem. The Golem is then considered to have made those Promise(s).
* Making a public post about the Golem’s creation, indicating the Golem’s name and promise(s).

At the time of its creation, the position of a Golem in Ibiza is that of its creator; its Mana is 1, and its Stamina is 5.

At any time, a Pactmaker may Activate a Golem. When a Golem is Activated, it attempts to keep all of its Promises. If there is ambiguity in how the Golem should resolve keeping its Promises, the Activator may choose how to resolve it.

If a Golem is the subject of a Magic Backlash post that is Enacted, it is destroyed instead of undergoing Extreme Seizures.

An Admin may add newly-created Golems or remove destroyed Golems from the GNDT.

Proposal: Scorn of the Dead

Reached quorum 5-0. Enacted by card.

Adminned at 24 Jul 2017 06:31:17 UTC

Remove “While a Pactmaker is Scorning five or more Promises, they cannot Scorn further Promises.” from “Scorn”.

This was originally a way to un-scorn promises from idle Pactmakers. I edited it to this: Not only does unshackling the amount of scorn fix the idle promise problem, I hope it encourages people to scorn non-trivial promises more often, and maybe even therefore make more non-trivial promises.

Lazy days in Ibiza

Axemabaro and Cpt_Koen idle out after 7 days of inactivity. Quorum falls to 5.

Friday, July 21, 2017

Proposal: Seizure Time

Reaches quorum 5-0. Enacted by pokes.

Adminned at 22 Jul 2017 21:45:12 UTC

Add to “Pact Magic”

The time and date at the which a Pactmaker’s Extreme Seizures will end (if any, otherwise its blank) is tracked in the GNDT under “E.S. Expiration”.

Thursday, July 20, 2017

Proposal: Gnosis

Times out 5-0. Enacted by pokes.

Adminned at 22 Jul 2017 11:32:10 UTC

Add Rule “Gnosis”, with:

Each Pactmaker has a ‘Gnosis’ value, which is a non-negative integer that defaults to zero. Whenever a Pactmaker gains 100 or more mana in a 12-hour period, they can do the following steps as an Atomic Action:
-Set their mana to zero
-Promise to never use again any method/s (as in the full pathway, partial uses of the pathway of the method wouldn’t break the promise) they used to gain mana during that 12-hour period
-Gain 1 Gnosis.

Whenever a Pactmaker has 5 or more Gnosis, they can become a Deity by making a Story Post for this purpose.

Infinite looping seems to pop up a lot, so this allows you to cash it in instead of sitting around with awkward amounts of mana.

Thursday, July 20, 2017

A Riddle Untold

Sphinx idles. Quorum changes to 6.

Proposal: It’s magical okay!

Failed can’t be enacted 1-1. Failed by card.

Adminned at 21 Jul 2017 16:52:40 UTC

Add a new rule “Spells” with the text

A Pactmaker can at-will cast a spell. Casting is the following Atomic Action:
# Meet the requirements of the casting cost.
# Make appropriate changes to the gamestate.

An example of spell formatting is shown below.
  (type) Name [casting cost]: Effect {Maintained Cost}
Types are Instantanious and Maintained, a spell must have at least one type. An Instantanious spell’s effect lasts only one second. A Maintained spell’s effect lasts as long as the Pactmaker meets the Maintained Cost requirements every day after it was cast. If a Pactmaker misses a payment then the Effect ceases and the Pactmaker must recast the spell to do the Effect.

Spell List:
*(Instantanious) Teleport [Spend X Mana]: Change your location to a square on the Ibiza Town which is within X squares of your current location.

*(Maintainted) [Have at least 1 Promise]: If you have already maintained this spell today, nothing happens, otherwise gain X Mana where X is the number of days you have maintained this spell since you most recently cast it. {Make a Promise if you have not done so already today. Have not ever undergone Extreme Seizures.]

There should be spells of some sort, right? Maybe this is too complicated though?

Tuesday, July 18, 2017

Proposal: Channelling

Reaches quorum + times out, 6-0. Enacted by pokes.

Adminned at 21 Jul 2017 01:22:27 UTC

Add to “Mana” a subsection called “Channeling” with:

A Pactmaker can Channel one of their Promises at will by paying 1 mana and marking it with [Channeling since X], where X is the date when they started Channeling that Promise. After a Promise has been Channeled for a week (168 hours), a Pactmaker can stop Channeling it. When that happens, they gain mana equal to twice the amount of Scorns that Promise currently has. If a Promise with a Channeling is broken, that Channeling is removed.

Betting on that you won’t break a promise that others believe you will.

Proposal: Contact Magic

Reaches quorum 7-0. Enacted by pokes.

Adminned at 19 Jul 2017 20:53:46 UTC

In “Mana”, replace “Pactmakers can transfer any integer amount of their mana to any other Pactmaker.” with:-

Pactmakers can transfer any integer amount of their mana to any other Pactmaker in the same Square as them.

Proposal: [Gamestate] Map Play

Vetoed. Adminned by pokes.

Adminned at 19 Jul 2017 20:52:30 UTC

Amend “Stray Cherub:” in “Mana” to:

Stray Cherub (or just “Cherub”): A Pactmaker on a Stray Cherub’s Square can do one of the following by paying 10 Stamina:
- Save it: By sending it back to Heaven, the Cherub is Saved, removed from the Ibiza map, and the saving Pactmaker gains 5 mana.

Once per week, the Seraphim can and shall create a new Cherub at a random Ibiza Square.

Create two Cherubs at random Ibiza Squares.

Add a subsection called “Spells” to “Mana” with:

The following are Spells that Pactmakers can perform, by paying its associated cost in mana (within parentesis in the list) or 1 mana, whichever is greater. (“T” represents the spellcasting Pactmaker’s “Tension”, which is the amount of their Promises which have been Scorned. The tighter - and riskier - their promises are, the more power they can wield.)
* (5) Pulley: Move a Pactmaker on your Square up to T Squares away from their original position.
* (10 - T) Noose: Remove from the Ibiza map a Mana-eater which is on your Square.
* (5 - T) Fishing Line: Only useable on a Beach Square. Put a Pactmaker or a Mana-Eater which is on a Water Square onto your Square.

Making these both at the same time so that the Cherub-hunting can be done in the context of Spells.

Monday, July 17, 2017

Proposal: Carpe Sinciput

Times out 5-0. Enacted by pokes.

Adminned at 19 Jul 2017 20:51:30 UTC

In “Pact Magic”, replace “Any Pactmaker can (and should, unless there already is one of these for the case) raise a Magic Backlash Official Post.” with:-

If a Pactmaker believes that another Pactmaker’s action has broken a Promise, and if that action has not already been the subject of a Magic Backlash or a Mea Culpa, they may raise a Magic Backlash Official Post about it.

Then add to that rule:-

If a Pactmaker posts a comment of “Mea Culpa” in relation to an action they have taken which they believe breaks one of their own Promises, then that Pactmaker immediately acquires Extreme Seizures with regard to that Promise and action.

Saving some time when a Promise-breaker doesn’t dispute their own behaviour.

Proposal: Living Auctions

Self-killed. Failed by pokes.

Adminned at 18 Jul 2017 20:46:07 UTC

Add a section called “Suucbus (Mana-eater)”, with:

Succubi are powerful, fickle and seductive demons. Only 2 exist, named Stheno and Euryale, and their position default to D6 and G2 respectively.

Each Succubus has a Leash Strength value (which is an integer) and a Leashholder (which is a Pactmaker or nobody), defaulting to 0 and nobody. This information is tracked on the Ibiza Map.

Any Pactmaker can become the new Leashholder of a Succubus by paying more mana than that Succubus’s current Leash Strength value. The Leash Strength value then becomes that paid amount. A Leashholder can command their Succubus at-will, to cause them to do one the following:

- Service a Pactmaker on their (the succubus’s) square which has at least 10 Stamina. That Pactmaker gains 2 mana but loses 10 Stamina.
- be Pulled by the Leash to their Leashholder’s Square, causing the Succubus to position themselves at their Leashholder’s location for free (if they aren’t already there).
- If their Leashholder is at their same Square - Eat their Leashholder’s Soul. From that moment on, that Pactmaker never has a vote on proposals, and does not count for Popular/Unpopular quorum of Proposals, but gains 6 mana instead of 3 from Satisfying their Scornings as long as they remain as that Succubus’s Leashholder.

Have Euryale have Eaten the Seraphim’s Soul.

Magic Backlash: Empty Words

Cuddlebeam continues to casually and knowingly break their promise “I promise to not make any comments on Proposals about their potential formal functionality, unless it’s in private to such a proposal’s poster or I deem the situation to be of extreme urgency.” by publicly discussing non-urgent aspects of the functionality of proposals.

An example from the recent proposal Pixel Art: “I fear there might be too much blank space [...] Oh. But this would replace that. (hello promise)”