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Sunday, April 01, 2007

We all know how this is going to go down.

In a few days, some proposal will finally pass that uses the Evolutionary Variables for something, and it won’t be very well balanced. So the best strategy right now is to stockpile DNA until it becomes clear what’s most advantageous: the once-a-day limit on evolution isn’t worth the risk of hitching your wagon to the wrong variable. This is lame! It needs to be made worthwhile to evolve, and evolve in different directions, soon. Here are the possibilites that I can see:

1. Introduce the main mechanism for using EVs right away, and make it balanced.
2. Make it harder to evolve as time goes on.
3. Make it harder to evolve depending on how evolved everyone else already is (or easier if you’re the first).
4. Introduced some bonus for being the most evolved in certain ways.

I have an idea for 4, but what kind of thing would you actually vote for?

Proposal: Herd Mentality Gone Wrong

S.K. -Amnistar

Adminned at 02 Apr 2007 13:33:37 UTC

In the rule entitled Evolution, change the text

A lifeform’s creature name is, by default, the name of the lifeform. A lifeform may often change eir creature name provided no other lifeform current has that creature name.

to read

A lifeform’s creature name is, by default, the name of the lifeform. A lifeform may often change eir creature name provided no other lifeform currently has the creature name e wishes to change to.

Due to a typographical error (I think on Clucky’s part?) when adminning the proposal “Evolution”, three lifeforms currently have the creature name “Amnistar”. While it could probably be argued that this should be fixed since it was an error, it also brings up an interesting problem. Lifeforms can change their name only if the name they’re changing FROM is unique… So If someone changed TO someone else’s creature name, they would both be indefinitely stuck with that name (unless I’m reading that rule wrong somehow, but I don’t think so).

Proposal: Critters Gotta Eat v2

Passed: 5-3 -Amnistar

Proposer: 16 DNA
Voters: 8
All others: 3

Adminned at 02 Apr 2007 13:25:02 UTC

Create a new Dynastic Rule “Hunger” with the following text.

There exist a value Nourishment which is a number between 0 and 20 tracked in the GDNT.  The default value of this for every Lifeform is 10.  At 0:00 Monday Morning every Lifeform’s Nourishment is reduced by X, where X is the current level of the Lifeform’s Body Mass, or to 0 if the Lifeform’s Body Mass is more than the Lifeform’s current Nourishment.  If Lifeform’s Nourishment is every reduced to 0 that Lifeform’s Status is changed to Dead.

Idling

Crap. Hate to do this, but something came up today that’s going to keep me from devoting enough attention to this for the next two weeks. So go ahead and idle me, I’ll be back when I can.

Proposal: May take on Complexity

S-Ked.—Chronos

Adminned at 01 Apr 2007 12:39:59 UTC

Add a Sub-Rule Complexity to Evolutionary Variables:

Each Lifeform has a value called “Complexity Maximum”, which is tracked in the GNDT’s column “CMax”.  A new Lifeform begins with CMax equal to the CMax of the active Lifeform with the lowest CMax.

The Complexity of a Lifeform is construed to be the sum of all levels that lifeform has in eir Evolutionary Variables.

No Evolutionary Variable may be raised if that would result in a lifeform’s Complexity being greater than eir CMax.

A lifeform may often, instead of increasing one of eir evolutionary variables as per sub-rule Evolutionary Variables, spend C * 10 * (2)^X DNA Points, where C is eir current CMax, to increase eir CMax by X.

Proposal: Less burden to Admins (trivial)

S-K.—Chronos

Adminned at 01 Apr 2007 12:39:24 UTC

Rewrite Evolutionary Currency so it reads:

There exists an in game currency called “DNA Points”. DNA Points are tracked in the GNDT in a column called “DNA Points”.

DNA Points may only be earned in the following ways:

* Any time a proposal is Enacted, the lifeform who authored the proposal receives 5 * A - 3 * B DNA points where A is the number of counted legal FOR votes cast on the proposal and B is the number of counted legal AGAINST votes.

* Any time a proposal is enacted, each lifeform who voted on the proposal, except its author, is entitled once to, within 12 hours of its enactment, increase eir DNA Points by Y, where Y is the total number of counted legal votes received by the proposal at the time it was enacted.

* Any time a proposal is enacted, all non-idle lifeforms who did not vote on the proposal is entitled once to, within 12 hours of its enactment, increase eir DNA Points by the lower of the two values:
** 20% of whatever the lifeform who proposed the proposal earned.(Rounded down)
** Whatever any Lifeform who voted on the proposal is entitled to earn.

* Occasionally, every lifeform may increase eir DNA Points by 0.05 * Z, rounded down, where Z is the number of DNA points currently possessed by said lifeform. No lifeform may receive more than 50 DNA points per week this way.

Rewrite The Gene Pool so it reads:

There exists a row in the GNDT called “The Gene Pool” which begins the game with 100 DNA points.

Any time a proposal is enacted, the Gene Pool receives 20% of whatever the lifeform which proposed the proposal earned or whatever a lifeform who voted on the proposal is entitled to earn, whichever is smaller, rounded down.

Once each week, after 0:00 Monday Morning, the DNA Points Gene Pool shall be increased by 0.05 * Z, rounded down, where Z is the number of DNA points possessed by the Gene Pool at that 0:00 Monday Morning. The lifeform who enforces this provision may, at that the same time, increase eir DNA Points by 5. The Gene Pool may not receive more than 25 DNA points per week this way.

New lifeforms DNA points are initialized at the value of however many DNA points are currently owned by the “The Gene Pool”.

Rewrite the non-italicized text of Trivial Proposals so it reads:

A Trivial Proposal is defined to be any Proposal that contains the text “(trivial)” in its Subject.

Whenever a Trivial Proposal passes, DNA Points are not earned as described in the main body of the “Evolutionary Currency” rule.  Instead, each lifeform who who was active at the time of its enacment, is entitled once to, within 12 hours of that enactment, increase eir DNA Points by Y, where Y is the total number of counted legal votes received by the proposal at the time it was enacted.

When applicable, the provisions in this sub-rule override any restrictions in the main body of “Evolutionary Currency” regarding how DNA Points may or may not be earned.

If, at the time of its Enactment, more than half of all comments to a Proposal containing counted votes also contain the text “(Trivial)”, then that Proposal is also defined as Trivial.

The ammended effects of Proposal Enactment described by this Proposal do apply to this Proposal’s Enactment.

Proposal: A Hunting We Could Go

S-Ked.—Chronos

Adminned at 01 Apr 2007 12:38:23 UTC

Add a new Rule titled “Phases” with the following text:

Each Lifeform has a Phase, the value of which is tracked on the Wiki page entitled “The Creature Page”.  The possible Phases are
*Cellular
*Creature
*Tribal
*City
*Civilization
*Space
New Lifeforms start in the Cellular Phase.  A Lifeform may not change eir Phase unless explicitly allowed to do so by the Ruleset.

If there exists a Rule titled “Evolution”, change the text in the first paragraph of its Subrule, “Evolutionary Variables”, to

A Phase has a set of Evolutionary Variables associated with it.  Evolutionary Variables are tracked via “Levels”.  The default value for all Evolutionary Variables is Level 0.  The Evolutionary Variables associated with the Lifeform’s current Phase should be included in eir entry in “The Creature Page”.

The Cellular Evolutionary Variables are
*Motility
*Aggression
*Reproduction.

The Creature Evolutionary Variables are

Add a new Rule titled “Hunting” with the following text:

A Lifeform may attempt a Hunt by posting a comment to such effect in the GNDT and spending a DNA cost.  A Lifeform may attempt a Hunt no more than twice per week.  If the Lifeform is in the Cellular Phase, the cost of a Hunt is 1 DNA and the result of the Hunt is determined as follows.
* Target Selection: The Hunting Lifeform makes a DICEX roll in the GNDT, where X is the number of Lifeforms (The Gene Pool counts as a Lifeform for the purposes of the Hunt).  The target of the Hunt is the Lifeform in the Yth row in the GNDT (where Y is the result of the DICEX roll).
* The Chase: If the target is The Gene Pool, the Hunt is successful.  If not, the Hunting Lifeform must make two DICE100 rolls in the GNDT (the first result will be called A, the second B).  If A+(10*the Hunting Lifeform’s Motility) is greater than B+(10*the target Lifeform’s Motility), proceed to the next step.  Otherwise, the Hunt is failed.
* Battle: The Hunting Lifeform must make a DICEC and a DICED roll, where C = the Hunting Lifeform’s Aggression + 1, and D = the target Lifeform’s Aggression + 1.  If the result of DICEC is greater than the result of DICED, the Hunt is successful.  If the result of DICED is greater than twice the result of DICEC, the Hunt is reversed.  Otherwise, the Hunt is failed.

As a result of a successful Hunt, the Hunting Lifeform’s DNA increases by 0.10*the target’s DNA before the Hunt, rounded up, and the target’s DNA decreases by 0.05*the target’s DNA before the Hunt, rounded down.  A reversed Hunt results in DNA changes as if the target had conducted a successful Hunt on the Hunting Lifeform.  A failed Hunt has no further effect.

If 4 or more comments containing counted Votes have the text “No Hunt”, then the Rule “Hunting” is not added.

I’m definitely open to suggestions.

Saturday, March 31, 2007

Proposal: E’s a Complex Creature

Vetoed.—Chronos

Adminned at 01 Apr 2007 12:37:30 UTC

If the Proposal “Creature’s Gotta Eat” passed, this proposal does nothing.

Add a new Rule titled “Complexity” with the following text:

Each Lifeform has a value called “Complexity”, which is tracked in the GNDT.  A new Lifeform begins with Complexity equal to:
*C - 1, where C is the Complexity of the active Lifeform with the lowest Complexity, or
*1
whichever is greater.  A Lifeform may not take any action which would result in any of eir Evolutionary Variables’ having a value greater than eir Complexity value.  Whenever a Proposal is resolved, if a Lifeform’s counted vote had the effect of a FOR vote and the resolved Proposal passed, or if the Lifeform’s counted vote had the effect of an AGAINST vote and the resolved Proposal failed without being self-killed or vetoed, then the Lifeform’s Complexity increases by 1.  If the Proposal was not self-killed or vetoed, then the Admin resolving the Proposal shall roll DICE3 once.  On a result of a 1, then the Complexity of all Lifeforms that have not already had eir Complexity increased from the Proposal by this Rule increases by 1.

If the Proposal “Trivial Proposals (trivial)” passed, add the following sentence to the Rule Complexity:

Resolution of a Trivial Proposal does not result in Complexity increases from this Rule.

Initialize all Lifeforms’ Complexity to 1.

The purpose of this is two-fold.  The first is to provide a ceiling on the max Evolutionary Variable, like Amnistar’s suggestion without tying it to a specific Evolutionary Variable (which may or may not make sense).  The second is to provide another resource (which will be addressed if this proposal passes) that is slightly less volatile than DNA as well as add another layer to strategic voting.  Though it’ll still exist, at least there might be a rational reason to vote for a proposal that looks like it will pass.

Proposal: I wouldn’t exactly call these things “legs”...

7-2 >= Quorum. >=12 hours.

Author (Seebo) gets 29 ( 5 * 7 - 3 * 2) DNA, voters (Amnistar, AG, Axeling, CP, Clucky, Cosmo, Hix and Zebra) get 9 DNA each. Non-voters (Spike and Tiberias), get 5 (20% * 29) each. We need urgently an easier way to register it.

—Chronos

Adminned at 01 Apr 2007 12:34:55 UTC

If the Proposal titled “Time to grow up!” failed, this Proposal does nothing.

Change the subrule “Evolutionary Variables” to read:

The following variables are considered “Evolutionary Variables” and are considered to be the important values in any lifeform’s evolution. Evolutionary Variables are tracked in “Levels”. Each lifeform, by default, is “Level 0” in every evolutionary variable. The only except to this rule is “Brain Size”. Each lifeform, by default, is “Level 1” in brain size.

*Brain Size
*Body Mass
*Appendages
*Facial Features
*Unique Ability

A Lifeform may not necessarily have both arms and legs (or they might be the same thing). Unique ability can be defined later, since this is only the level of the ability.

Proposal: Creature’s Gotta Eat

S-Ked.—Chronos

Adminned at 01 Apr 2007 08:27:02 UTC

IF the proposals Stayin’ Alive v.1 and Time to grow up! did not both pass, this proposal does nothing.

Edit the text of Evolutionary Variables from

A lifeform may often increase one of eir evolutionary variables from Level X to level X + 1 by spending A * 10 * (2)^X DNA Points where A is one more than the number of evolutionary variables where the lifeform is at or above level X + 1.

to:

A lifeform may often increase one of eir evolutionary variables from Level X to level X + 1 by spending A * 10 * (2)^X DNA Points where A is one more than the number of evolutionary variables where the lifeform is at or above level X + 1, as long as one of the following is true:
*The Evolutionary Variable being increased is the Body Mass
OR
*The Level of the Evolutionary Variable being increased is strictly less than the level of the Lifeorm’s Body Mass.

Create a new rule “Hunger” with the text:

There exist a field “Hunger” in the GDNT which is a number between 0 and 30.  Each Lifeform has a default hunger of 15.  At 0:00 Monday Morning every lifeform’s hunger decreases by X.  Where X is the current Body Mass Level of the Lifeform.

currently, no way of increasing hunger, but then I’m drawing something of a blank on that one, and would love for some help there.

Proposal: Spawn

1-7. Can’t be enacted w/o CoV.—Chronos

Adminned at 01 Apr 2007 08:26:25 UTC

This proposal adds an activity called “breeding”, which allows two creatures to be replaced by their offspring, but it doesn’t yet give a mechanism for how breeding is initiated. Presumably by mutual consent somehow. I thought I’d separate that part, just so that this proposal doesn’t die for having a buggy initiation mechanism. Another proposal will need to be passed before any breeding can occur.

If the subrule “Evolutionary Variables” does not exist, this Proposal does nothing.
Add a new rule called “Breeding”:

Breeding happens like this: For each Evolutionary Variable, each of the two lifeforms involved in the breeding chooses a random number equal to DICEX + DICEY - 2, where X is 1 greater than eir own value of that Variable before the breeding began, and Y is 1 greater than the other lifeform’s value of that Variable before the breeding began. This random number replaces eir value of that Variable. A lifeform that starts the breeding process must finish it before taking any other game action.

Proposal: Stayin’ Alive v.1

Quorum Reached. 6-2. 24 DNA points to the proposer. 8 to everyone who voted.—Clucky

Adminned at 31 Mar 2007 12:34:35 UTC

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

Each Lifeform has a field “Status” in the GDNT that is either Alive or Dead.  All Lifeform’s Status begins as Alive.  A Lifeform may change their status from Dead to Alive by reseting all GDNT fields to the values of a new Lifeform, and reseting Evolutionary Variables of their creature to the starting value.  An Lifeform may not change any other Lifeform’s Status unless explicitly stated by the rules.

Basically, allows us to create means of “killing” lifeforms, and forcing them to start over.

Proposal: Trivial Proposals (trivial)

9-1 >= Quorum. > 12 hours. Each lifeform gains 8 DNA, even those who have not voted.—Chronos

Sorry, 10 DNA, correcting it.—Chronos

Adminned at 31 Mar 2007 06:36:55 UTC

If there is no rule called “Evolutionary Currency”, then this Proposal does nothing.

Create a sub-rule of “Evolutionary Currency” called “Trivial Proposals” with text:

Whereas the voting rewards described in the main body of this rule’s parent rule are likely to encourage strategic voting, and

whereas it would be beneficial to Blognomic to have certain Proposals exempt from said strategic voting; therefore

it is resolved by the Lifestream that A Trivial Proposal is defined to be any Proposal that contains the text “(trivial)” in its Subject.  Whenever a Trivial Proposal passes, DNA Points are not earned as described in the main body of the “Evolutionary Currency” rule.  Instead, The Gene Pool and each Lifeform gain Y DNA Points, where Y is the number (described in the main body of “Evolutionary Currency”) of DNA Points that would have been received by each non-author Lifeform who voted on the Proposal.

When applicable, the provisions in this sub-rule override any restrictions in the main body of “Evolutionary Currency” regarding how DNA Points may or may not be earned.

The above-described sub-rule shall be added to the Ruleset before the effects of Proposal Enactment described in “Evolutionary Currency” are applied.  To make things absolutely clear:  I hereby explicitly state that the ammended effects of Proposal Enactment described by the sub-rule added by this Proposal do apply to this Proposal’s Enactment.

Proposal: Unintelligent Design

Adminned at 31 Mar 2007 06:22:16 UTC

If the proposal “Earning DNA” does not pass then this Proposal does nothing.
This Proposal has no effects except for the allocation of DNA Points upon its passage in accordance with the “Evolutionary Currency” rule.

A note about the theme

The color theme is based on the main spore website’s color theme. Feel free to suggest changes to what is color what, but I would preffer to stick with just the green white orange and black.

Maybe for a logo, we could steal the spore logo: http://upload.wikimedia.org/wikipedia/en/thumb/f/f2/Spore.svg/260px-Spore.svg.png only make it say “blognomic” (with the o’s the same as spore’s o’s, of course). Or would that be like, copywrite problems? heh.

Proposal: Time to grow up!

8-2 = Quorum. >12 hours.—Chronos

Adminned at 31 Mar 2007 06:18:36 UTC

Add a new rule called “Evolution”

There exists a wiki page entitled “The Creature Page” which contains information about lifeforms. Each lifeform is given one entry on “The Creature Page” which contains the lifeform’s creature name and any evolutionary variables currently being tracked.

A lifeform’s creature name is, by default, the name of the lifeform. A lifeform may often change eir creature name provided no other lifeform current has that creature name.

Add a subrule called “Evolutionary Variables”

The following variables are considered “Evolutionary Variables” and are considered the important values in any lifeform’s evolution. Evolutionary Variables are tracked in “Levels” Each lifeform, by default, is “Level 0” in every evolutionary variable. The only except to this rule is “Brain Size”. Each lifeform, by default, is “Level 1” in brain size.

*Brain Size
*Body Mass
*Arms
*Legs
*Facial Features

If the proposal “Earning DNA” passes, add the following clause to the end of this subrule.

A lifeform may often increase one of eir evolutionary variables from Level X to level X + 1 by spending A * 10 * (2)^X DNA Points where A is one more than the number of evolutionary variables where the lifeform is at or above level X + 1.

Proposal: Earning DNA

8-2=Quorum. 12 hours.—Chronos

Adminned at 31 Mar 2007 06:12:43 UTC

Add a new rule called “Evolutionary Currency”

There exists an in game currency called “DNA Points”. DNA Points are tracked in the GNDT in a column called “DNA Points”.

DNA Points may only be earned in the following ways:

*Any time a proposal passes, the lifeform who authored the proposal receives 5 * A - 3 * B DNA points where A is the number of legal FOR votes cast on the proposal and B is the number of legal AGAINST votes. (IMP votes turned FOR count as FOR votes, of course, and IMP votes turned AGAINST count as AGAINST votes). Just like with proposals, only the final vote cast by each lifeform is used in this tally and the proposer is considered to have voted FOR eir own proposal..

*Any time a proposal passes, all other lifeforms who voted on the proposal (not including the lifeform who authored the proposal) receive Y DNA Points where Y is the total number of legal votes received by the proposal received by the proposal at the time it was enacted. Again, just like with proposals, only the final vote cast by each lifeform is used in this tally and the proposer is considered to have voted FOR eir own proposal.

*Any time a proposal passes, all non-idle lifeforms who did not vote on the proposal receive the lower of the two values:
*20% of whatever the lifeform who proposed the proposal earned.(Rounded down)
*Whatever any Lifeform who voted on the proposal earns.

*At 0:00 Monday Morning every lifeform receives 0.05 * Z DNA Points, rounded down, where Z is the number of DNA points currently possessed by said lifeform. No lifeform may receive more than 50 DNA points per week this way.

 

Add a sub rule to this rule called “The Gene Pool”

There exists a row in the GNDT called “The Gene Pool” which begins the game with 100 DNA points.

Any time a proposal passes, the Gene Pool receives 20% of whatever the lifeform which proposed the proposal earned or whatever a lifeform who voted on the proposal receives, whichever is a smaller value, rounded down. Additionally, the Gene Pool also receives the 0.05 * Z DNA points, rounded down, received by every other lifeform at the start of each week however, this value is capped at 25 DNA points.

New lifeforms DNA points are initialized at the value of however many DNA points are currently owned by the “The Gene Pool”.

Create said “DNA Points” column, Gene Pool row, and initialize all Lifeforms to 100 DNA Points.(Technically, first ‘The Gene Pool’ would get eir 100 and then everyone else would per that final paragraph).

Ascension Address: A note to all life form: Grow up!

With just one cell in your body, I find it hard to see how you can hear what I say, much less talk, vote and do all that you do so well. I only know of just one life form in my home land that has a good mind, and yet it does seem that even a tiny life form here has a good mind. And that is good, for it will help us to have more fun as we grow up, no? I mean, it is good to have a mind, but you all are just a tiny life form none-the-less. If you want to have a real good life you need to “grow up” and turn into a new life form. Step by step, you need to shed that old one cell skin and grow into a new and not-as-tiny body. Only then will you be as cool as the life-form-with-a-mind that I know from my home land. The time that does tick is now on. The fate of each of your “life far from nows” does not rest in your hand, for you have not a hand yet, but it does rest with each of you.

Repel all Dynastic Rules
Throughout the ruleset, replace “Agent(s)” with “Lifeform(s)”.
Throughout the ruleset, replace “Mastermind” with “Apprentice of Will Wright”

I’m not dead, yet

Unidle me, please.

Thursday, March 29, 2007

Your chop, sir

Hey admin types—let’s all sign our work, so the rest of us know who adminned what. Whoever failed Clucky’s first DoV, I’m looking in your general direction. ;)

Declaration of Victory: Lets try again

5-2. Congratulations.—Chronos

Adminned at 30 Mar 2007 04:06:54 UTC

I still have completed 100 missions.

The rules still say I win.

Its not my fault the time frame is too short and people were not clear on the rules.

So I propose again.

Declaration of Victory: DoV: Just to hold Hiatus

Fails as another DoV passes.—Chronos

Adminned at 30 Mar 2007 04:08:11 UTC

Just to hold Hiatus until the CfJ resolves.

Call for Judgment: Invalid Gadgets

Moot.—Chronos

Adminned at 30 Mar 2007 04:08:42 UTC

Clucky has claimed the existence of a tenuous loophole. This CfJ is intended to prevent any Agent to try to reuse it in the future.

If the DoV posted by Clucky at 28 Mar 2007 23:23:00 UTC has not failed, this CfJ causes no change to the Ruleset or Gamestate.

If this CfJ passes and the DoV posted by Clucky at 28 Mar 2007 23:23:00 UTC has failed, make the following changes:

In rule Gadgets change

* (<STATUS>) Request: <Gadget Name> - ~~~~
** Description: <Description of gadget>”

to

* (<STATUS>) Request: <Proposed Gadget Name> - ~~~~
** Description: <Description of Proposed Gadget>”

and change:

Then the Requester may add the gadget to their List of In-play Gadgets on the wiki and change the STATUS portion of the Gadget Request post to “APPROVED”.

If any one of those three requirements is true, then the gadget is not added to the Requester’s List of In-play Gadget and the STATUS portion of the Gadget Request post must be changed to “DENIED”.

to

Then the Requester may add the Approved gadget to their [[List of In-play Gadgets]] on the wiki and change the STATUS portion of the Gadget Request post to “APPROVED”.

If any one of those three requirements is true, then the Proposed Gadget is not added to the Requester’s [[List of In-play Gadget]] and the STATUS portion of the Gadget Request post must be changed to “DENIED”.

In the Mission: The Great Escape page, and wherever there is a copy of Gadget: Ah, the old <Insert Phrase Here> Gadget!, change:

This gadget may occassionaly be used to change the text below to the text of any other gadget:

to

This gadget may occassionaly be used to change the text below to the text of any gadget owned by an Agent or in the [[List of Approved Gadgets]]:

Wherever it occurs, change the following text:

The owner of this gadget may complete any mission instantly. The owner of this gadget does not need to spend tickets to move. The owner of this gadget may steal every ticket and every gadget from another agent, provided e is in the same location of that agent. The owner of this gadget may have infinite gadgets. The owner of this gadget is a master spy.

to

This gadget does nothing.

Set Clucky’s Tickets to new values, as if e were a new Agent.

Wednesday, March 28, 2007

Declaration of Victory: Gadget Abuse

1-2. more than 12 hours has passed, the Mastermind has voted, and it has not a quorum of votes. (Imperial are not counted)

Relevant rule text:

Every Agent may respond to an active DoV saying whether or not e believes the poster has achieved victory in the current Dynasty (using the FOR and AGAINST icons).

The Declaration of Victory may be resolved after 24 hours, or after 12 hours if the Mastermind has voted on it. Upon resolution, if a Quorum of Agents have voted on the DoV and more than half of those votes were in favour, then the DoV passes - otherwise the DoV fails, and if no other DoVs are still pending, the Hiatus ends.

Adminned at 29 Mar 2007 13:22:02 UTC

Per my new gadget

The owner of this gadget may complete any mission instantly

After completing Basic Training 100 times, I have now completed 103 missions.

Per Rule 2.8.1

Once an Agent has completed ten or more missions, eir rank becomes “Master Spy” and has achieved victory


I got the gadget from Aministar’s poorly worded prize for a mission. (Which was also poorly worded. See my comment there for how I accomplished said mission).
Nothing in the rules says that you cannot complete a mission multiple times.
Yay for Loopholes!

New Mission Available

There is a new Mission: “The Great Escape” posted on the mission site.

If anyone has any questions about how this mission works, let me know, I can understand confusion on this one.

New Mission Available

There is a new Mission: “Crime Doesn’t Pay” posted on the mission site.

Proposal: Red October take 2

It has been open for voting for at least 48 hours, it has more than 1 valid vote, more than half of its votes are FOR, and it has not been vetoed or self-killed.
3-0
-Amnistar

Adminned at 30 Mar 2007 08:45:20 UTC

Change the text of the Red October gadget in the mission “Hunt for the Red October” to add the following at the end:

The agent that possesses this gadget may cross the Iron Curtain freely.

Fixing the Red October

Change the text of the Red October gadget in the mission “Hunt for the Red October” to add the following at the end:

The agent that possesses this gadget may cross the Iron Curtain freely.

Tuesday, March 27, 2007

Agents with no loyalty have no lives

Tiberias is now idled due to lack of affiliation declaration.

Total Agents is 8, Quorum remains 5

Proposal: Megalomania

It has been open for voting for at least 48 hours and half or fewer of its votes are FOR.
2-5
-Amnistar

Adminned at 30 Mar 2007 08:08:48 UTC

Add a new dynastic rule, as follows:

Megalomania.
If an Agent believes that e is the only Agent with a particular Affiliation, e may post a message to the main blog (referred to as a “Megalomania Post”) stating “I am the only Agent with Affiliation: X” (substituting for “X” the Agent’s Affiliation.  Within five (5) days of such a post, the Mastermind shall post one (1) reply to the Megalomania Post that reads either “You are wrong, and you are liquidated.” (referred to as a “Liquidation Reply”) or “You are correct.” (referred to as an “Admission Reply”).  Notwithstanding the foregoing, the Mastermind may only post a Liquidation Reply to a particular Megalomania Post if either (i) the Megalomania Post stated a false or incorrect Affiliation of the Agent who posted it or (ii) the Agent who posted the Megalomania Post was not, in fact, the only non-idle Agent with the Affiliation stated therein.  Upon the posting of an Admission Reply or the elapsing of the aforesaid five (5) days without a Liquidation Reply being posted, the Agent who posted the Megalomania Post has achieved victory.  If the Mastermind posts a Liquidation Reply, then the agent who posted the pertinent Megalomania Post is deemed to have been “Liquidated” (meaning that all of eir Gadgets are destroyed, e is deemed to not have completed any Missions, and all applicable Gamestate documents will be appropriately revised to reflect these effects.

Proposal: Forex 2

It has been open for voting for at least 48 hours and has fewer than 2 valid votes.
-Amnistar

Adminned at 30 Mar 2007 08:07:38 UTC

I know its lengthy, but it may be worth at least reading, I guess.

Add a Currency rule:

Each Agent, except the Mastermind can hold an amount of Mastermind Dollars (M$), which is tracked by the GNDT at the MDollars Column. This amount can be negative and must be registered up to the second digit after the decimal dot, with leading zeros added if needed. Any amount denominated in MDollars shall be rounded towards zero to the second digit after the decimal dot.

A new Agent starts with an amount of M$ equal to the average of all non-negative values of M$ held by the all other Agents, except the Mastermind.

The Mastermind is the issuer of M$, so e is construed to hold an infinite positive amount of it.

In the Movement rule, change:

When spending a Ticket, an Agent must decrease the amount e has of the adequate type of Ticket.

to:

When spending a Ticket, an Agent must decrease the amount e has of the adequate type of Ticket and increase the Mastermind’s amount of that type of Ticket by the same value.

Delete from the Tickets rule:

Often, if an Agent is in a Supply Center, e may make an DICE6 roll. If the result is 1, e may increase eir Air Tickets by one; if the result is 2, e may increase eir Sea Tickets by one and if the result is 3 or 4, e may increase eir Land Tickets by one. If e rolls 5, nothing happens. If e rolls 6, e must update eir “LKL” to reflect eir current Location.

At any time an Agent is allowed to move, e may, instead of moving, spend 2X Tickets of one type to increase eir amount of any one other type of Tickets by X.

Add a FOREX sub-rule to the Tickets rule:

At any time if an Agent is allowed to move and is in a Supply Center, e may, instead of moving, make a Ticket Exchange with the Mastermind. An Exchange consists in buying or selling any amount of one or more type of Tickets to the Mastermind. All transactions in an Exchange are simultaneous and shall be registered within the same comment to the GNDT log.

When registering an Exchange in the GNDT, an Agent must include a DICE6 into the same comment. If the result is 6, e must update eir “LKL” to reflect eir current Location.

There is a [[Ticket Market]] page, where the price for BUYing or SELLing Tickets are registered. The Mastermind may often edit the values registered in the [[Ticket Market]] page. When doing so, e can not increase or decrease any price by more than 10% of their previous value, nor can e make the prices non-positive, nor can e make the BUY price for a Type of Ticket become equal to or lower than the SELL price to the same Type of Ticket.

When making an Exchange, an Agent will transfer an amount of M$ from eirself to the Mastermind equal to X times the amount of each type of Ticket e is buying from the Mastermind, where X is the BUY value for each type of Ticket as registered in the [[Ticket Market]] page, and will simultaneously transfer an amount of M$ from the Mastermind to eirself equal to Y times the amount of each type of Ticket e is selling to the Mastermind, where Y is the SELL value for each type of Ticket as registered in the [[Ticket Market]] page.

When selling Tickets, an Agent must decrease the amount e has of the adequate type of Ticket and increase the Mastermind’s amount for that Ticket Type by the same value.

When buying Tickets from the Mastermind, an Agent must increase the amount e has of the adequate type of Ticket and decrease the Mastermind’s amount for that Ticket Type by the same value.

An Agent can only make an Exchange if all these conditions are true:

* It would not result in e having a negative amount of M$ after the Exchange.
* It would not result in e having less than Zero of the adequate type of Ticket.
* It would not result in the Mastermind having less than Zero of the adequate type of Ticket.
* E is not buying more than 3 Tickets from the Mastermind in that exchange.

The Mastermind may often edit the Ruleset to modify the number of Tickets in the previous sentence to any non-negative integer number.

Create a “Ticket Market” page in the Wiki, reading:

==BUY values:==
* Air Tickets – M$ 1,10
* Sea Tickets – M$ 1,00
* Land Tickets – M$ 1,60

==SELL values:==
* Air Tickets – M$ 1,00
* Sea Tickets – M$ 0,90
* Land Tickets – M$ 1,45

Set each Agent’s M$ to Zero.

Proposal: Some things shouldn’t take space

Quorum 5-0 -Amnistar

Adminned at 30 Mar 2007 08:04:39 UTC

In the Gadgets rule, change

Each Agent may have a certain number of gadgets. The number of gadgets an Agent may have is tracked in a GNDT column called “Gadgets”. This number is 3 by default.

to

Each Agent may have a certain number of gadgets. The number of gadgets an Agent may have is tracked in a GNDT column called “Gadgets”. This number is 3 by default. Gadgets not listed in the [[List of Approved Gadgets]] don’t count against this limit. I.e. Only approved or bought Gadgets count against the GNDT limit

More incentive for people to get into Missions.

Monday, March 26, 2007

New Mission Available

There is a new Mission: “Hunt for the Red October” posted on the mission site.

Mission Succesful!

The Mission “Fake Passports” has been completed and is now closed.

Proposal: Fair bombs

5-0. Quorum and 12 hours.—Chronos

Adminned at 27 Mar 2007 03:53:18 UTC

In “Mission: Bombs Away”, change

Completion Requirements: All 4 locations are completed, or a week has passed since this Mission was posted (the date is March 27th).

to

Completion Requirements: All 4 locations are completed, or two weeks have passed since this Mission was posted (the date is April 3rd).

and change

Penalty: If the mission time expires and any Companies are still left, any Agent that attempted the mission loses 1 ticket of each type, for each Company standing when the time limit runs out, and all other Agents lose 1 ticket of each type.

to

Penalty: If the mission time expires and any Companies are still left, any Agent that attempted the mission loses 1 ticket of each type, and all other Agents lose 1 ticket of each type for each Company standing when the time limit runs out.

If, at the time of enactment of this proposal, the Mission: Bombs away has already expired, reopen it and revert all losses of Tickets decurring of its expiring.

It was not possible, no matter where one started, for a couple of agents to go around all of the 4 companies. Furthermore, the Penalty clause penalizes the ones who atempted to save the world more than the ones that stayed put. This also gives incentive to more agents trying to get the remaining bombs.

Proposal: 3 is company, but a small one…

6-0. Quorum and 12 hours.—Chronos

Adminned at 27 Mar 2007 03:50:36 UTC

In the Missions rule, change:

The Mastermind may add a new Mission to the wiki, as long as the number of OPEN Missions is less than 3.

to

As long as the number of OPEN Missions which no Agents have completed is less than 3, the Mastermind may add a new Mission to the Wiki

This should give momentum to the game.

Bucky, Hix, Snowballinhell7001 and tem2…

...are idle. Quorum falls to 5

Sunday, March 25, 2007

Proposal: Forex

5-0. Reached Quorum.—Chronos

Adminned at 26 Mar 2007 09:14:07 UTC

Add to the Tickets rule:

At any time an Agent is allowed to move, e may, instead of moving, spend 2X Tickets of one type to increase eir amount of any one other type of Tickets by X.

Saturday, March 24, 2007

Proposal: Q Stands for Quartermaster

4-2. Timed out.—Chronos

Adminned at 26 Mar 2007 08:55:09 UTC

Add a new rule titled “The Spy Shop”:

If an Agent is in a Supply Center, e may purchase any Gadget on the List of Approved Gadgets by spending its cost in Air, Sea, and Land Tickets.

Replace the following paragraph from the Gadgets rule:

There also exists a page on the wiki called “List of Gadgets”, which contains a list of every Agent and the descriptions of the gadgets which the agent has. An agent is considered to be the Owner of all gadgets listed in eir section. Gadgets can only be used by their Owner unless otherwise specified in the gadget’s description.

with

There exists a page on the wiki called “List of In-play Gadgets”, which contains a list of every Agent and the descriptions of the Gadgets which the agent has. There also exists a page on the wiki called “List of Approved Gadgets”, which lists all Gadgets that have been Approved by legal process. An agent is considered to be the Owner of all Gadgets listed in eir section in the “List of In-Play Gadgets”. Gadgets can only be used by their Owner unless otherwise specified in the Gadget’s description.

Replace every other instance of “List of Gadgets” in the ruletext and and gamestate documents with “List of In-Play Gadgets”.

Append a subrule to the Gadgets rule:

Each Gadget shall have a cost specified in Air, Sea, and Land Tickets. The Mastermind shall set the cost of each Gadget within 48 hours after the Gadget has been Approved. The cost of each Gadget shall be tracked in the List of Approved Gadgets.

Create a List of Approved Gadgets containing all Gadgets that have been Approved in this game. The Mastermind shall set a cost for each Gadget within 48 hours of the enactment of this proposal.


It seems clear that aside from voting reciprocity, no Agent has a good incentive to permit other Agents to obtain Gadgets by request, particularly during heated play. Why not allow the Agents to buy Gadgets that are already approved? Tickets seem to be a good viable currency.

The Mastermind would set the cost of the Gadgets (though the Agents could propose a cost), mostly to prevent amusing but powerful Gadgets from unbalancing the game.

This proposal splits the “List of Gadgets” into two lists, and has the Mastermind price the existing Gadgets. The phrase “List of Gadgets” is replaced with “List of In-play Gadgets” throughout the game to prevent confusion.

Finally, the notion of ‘spending’ a ticket is nicely defined in rule 2.7.

“No, Mr. Bond, I expect you to die!”

Things seem a bit slow, maybe we can increase the pace somewhat. ^^

I’m unidle. Counting myself and Zebra, quorum rises by one.

Request to Join

Hello Agents, I was wondering if I might join in. This would be my first time ever in a nomic, but it looks like a lot of fun. I’ve already given the Core Rules, Dynasty Rules, and Glossary a good read-through, though, so I should be ready to jump right in.

I look forward to gaming with you.

Friday, March 23, 2007

Proposal: Master Spy

Looks like Ami only half enacted this. o_0—Clucky

Adminned at 26 Mar 2007 07:33:12 UTC

Add a sub-rule to missions called “The Ranks of a Spy”

There exists a column on the GNDT called “Rank”. All Agents start with rank “Beginner Spy”
Once an Agent has completed three or more missions, eir rank becomes of “Standard Spy” and may increase the number in eir gadgets column by one.  (each agent may only do this once)
Once an Agent has completed seven or more missions, eir rank becomes of “Experienced Spy” and may ignore the final sentence of rule 2.6.
Once an Agent has completed ten or more missions, eir rank becomes “Master Spy” and has achieved victory.

fixing rule set per Iron Curtain proposal

Note to admins—the proposal “Fixing the Iron Curtain” wasn’t adminned properly.  Per that enacted proposal, some of the “Smuggling” text has to get moved to the Iron Curtain web page.

Thursday, March 22, 2007

Proposal: Puttin the Prison to use.

Enacted by Angry Grasshopper, 3-0. Timed out.

Adminned at 24 Mar 2007 06:25:26 UTC

Create a new sub-rule of prison called “Capture” with the text:

If an Agent is in the same location as another Agent he may send a message to the Mastermind with the name of the name of the Agent to be captured.  The Mastermind must make a GDNT comment DICE100, and then apply the results based on the Dice Roll as shown:
*1-33: The Capture is succesful and the Agent is sent to the Prison of the Capturing Agent’s Apparent Affiliation (Double Agents have the Apparent Affiliation opposite of their true affiliation)
*34-50: The Capture goes awry and the Agent attempting capture is sent to the Prison of the target Agent’s Apparent Affiliation
*51-90: The Capture is a draw and neither Agent is sent to prison, both Agents are moved to random adjacent locations.
*90-100:The Capture is a draw and neither Agent is sent to prison, but the conflict made the news.  Both Agents have their LKL updated to their current Location and are then moved to random adjacent locations (of any type).

BabylonJasmine and Rodney…

...are idle. Quorum is 6.

Catch me if you can

Body deleted…Oops.

idle me

Life is getting in the way, please idle me.

Proposal: Iron Curtain, Revised

Timed Out 5-0.  -Amnistar

Adminned at 23 Mar 2007 10:26:27 UTC

Part 1: Amend and restate Rule 2.7.1 (disregarding any subrules) so that it reads as follows:

2.7.1 Iron Curtain

The Blognomic wiki page “Iron Curtain” [admin to insert appropriate link here] contains a list of territories.  That wiki page may only be edited as the Rules or the Gamestate documents expressly permit.  The territories listed on that wiki page are considered to be “Behind the Iron Curtain.”  All other Territories are considered to be “The Free World”.  An Agent may not move from a territory in The Free World to a territory Behind the Iron Curtain, or vice versa, unless the Agent has a Gadget that permits that Agent to make such a move; or another Rule permits the move.


Part 2:
Create a blognomic wiki page entitled “Iron Curtain”, with content as follows:

The territories that are considered to be “Behind the Iron Curtain” are:
MUR (Murmansk), URA (Urals), SIB (Siberia), STP (St. Petersburg), GOR (Gorky), VOL (Volga), MOS (Moscow), CRP (Central Russian Plateau), ROS (Rostov), CAU (Caucasus), KAZ (Kazakhstan), AZE (Azerbaijan), ARM (Armenia), GEO (Georgia), DON (Donbas), KHA (Kharkov), SEV (Sevastopol), ODE (Odessa), KIE (Kiev), POD (Podolia), RUM (Rumania), MOL (Moldova), BUL (Bulgaria), MAC (Macedonia), ALB (Albania), SER (Serbia), BOS (Bosnia), CRO (Croatia), HUN (Hungary), SLO (Slovakia), CZE (Czech), SAX (Saxony), BER (Berlin), PRU (Prussia), SIL (Silesia), GDA (Gdansk), WAR (Warsaw), KRA (Krakow), BIE (Bielorussia), LIT (Lithuania), LAT (Latvia), EST (Estonia).

Any admin may revise the order in which these territories are listed for purposes of clarity or convenience.  For your information, this list has the same content as the list in the current rule.

Part 3:

If the proposal “Smuggling” passes, then revise the following language in the sub-rule “Smuggling”

The following territories are construed to be both “Behind the Iron Curtain” and in “The Free World”: BHM, BAL (Baltic Sea), GOB (Gulf of Bothnia), BRN (Barents Sea), ADR (Adriatic Sea), WBS (Western Black Sea), EBS (Eastern Black Sea) and CAS (Caspian Sea).

to read as follows:

Certain territories, which are listed on the blognomic wiki page “Iron Curtain”, are construed to be both “Behind the Iron Curtain and in “The Free World”.

and add the following text to the “Iron Curtain” wiki page:

The following teritories are construed to be both “Behind the Iron Curtain” and in “The Free World”, as described in the “Smuggling” subrule:

BHM (Bornholm Sea), BAL (Baltic Sea), GOB (Gulf of Bothnia), ADR (Adriatic Sea), WBS (Western Black Sea), EBS (Eastern Black Sea), CAS (Caspian Sea).

and, if Proposal: Smuggling passes but Proposal: Red Sea does not pass, then do not add WHI (White Sea) to the subrule as described in Proposal: Smuggling but instead add it to the list of teritories that are construed to be both “Behind the Iron Curtain” and in “The Free World” on the blognomic wiki page “Iron Curtain”.

 

Proposal: Fixing the Prison (for real this time)

Timed Out 3-0.  -Amnistar

Adminned at 23 Mar 2007 10:24:19 UTC

In the rule “Prison” change the text:

Another Agent rescues the Agent in prison by moving into the Location where the Prison is, then reducing the the number of Land, Air and Sea tickets on their GDNT by 1.

to

Another Agent rescues the Agent in prison by moving into the Location where the Prison the Agent is in is, then reducing the the number of Land, Air and Sea tickets on their GDNT by 1 to a minimum of 0.  An Agent may not a rescue another Agent if e has 0 of any Ticket.

and change the text:

A Double Agent with a True Affiliation the same as the location (ex. Double Agent - True Affiliation Mastermind for Mastermind prison) may change their affiliation to their True Affiliation while inside the Prison, and leave the prison freely.

to:

A Double Agent with a True Affiliation the same as the location (ex. Double Agent - True Affiliation Mastermind for Mastermind prison) may change their affiliation to their True Affiliation while inside the Prison, by sending a message to the Mastermind stating this.

An Agent was spotted Crossing Checkpoint Charlie

As per rules

Proposal: Smuggling

Passed 2-1

Adminned at 23 Mar 2007 07:48:11 UTC

Add a Smuggling sub-rule to the Iron Curtain:

The following territories are construed to be both “Behind the Iron Curtain” and in “The Free World”: BHM, BAL (Baltic Sea), GOB (Gulf of Bothnia), BRN (Barents Sea), ADR (Adriatic Sea), WBS (Western Black Sea), EBS (Eastern Black Sea) and CAS (Caspian Sea).

They are construed to be “Behind the Iron Curtain” if the Agent moving into them has done so from a territory “Behind the Iron Curtain”, and in “The Free World” if the Agent moving into them has done so from a territory in “The Free World”.

If an agent is in one of these territories, and the Territory is “Behind the Iron Curtain”, e may move into a Territory in “The Free Word” if e spends 2 Sea Tickets, instead of the usual One, before doing so. If an agent is in one of these territories, and the Territory is in “The Free World”, e may move into a Territory “Behind the Iron Curtain” if e spends 2 Sea Tickets, instead of the usual One, before doing so.

If Proposal: Red Sea has failed, add “WHI (White Sea)” to the list of territories in the sub-rule created as above.

 

 

Aletiophile…

...is idle. Quorum is 7.

Wednesday, March 21, 2007

NEw Mission Available

There is a new Mission: “Bombs Away” posted on the mission site.

Proposal: Red Sea

Passed 5-0—Clucky

Adminned at 23 Mar 2007 07:46:36 UTC

Add WHI (White Sea) to the list of Territories Behind the Iron Curtain.

Monday, March 19, 2007

Fixing the Prison

In the rule “Prison” change the text:

Another Agent rescues the Agent in prison by moving into the Location where the Prison is, then reducing the the number of Land, Air and Sea tickets on their GDNT by 1.

to

Another Agent rescues the Agent in prison by moving into the Location where the Prison the Agent is in is, then reducing the the number of Land, Air and Sea tickets on their GDNT by 1 to a minimum of 0.  An Agent may not a rescue another Agent if e has 0 of any Ticket.

and change the text:

*

A Double Agent with a True Affiliation the same as the location (ex. Double Agent - True Affiliation Mastermind for Mastermind prison) may change their affiliation to their True Affiliation while inside the Prison, and leave the prison freely.

to:

*

A Double Agent with a True Affiliation the same as the location (ex. Double Agent - True Affiliation Mastermind for Mastermind prison) may change their affiliation to their True Affiliation while inside the Prison, by sending a message to the Mastermind stating this.  This change in Affiliation is permanent, and the Agent now has a new affiliation

Call for Judgment: Att Land Movement

Finally Passed… -Amnistar

Adminned at 25 Mar 2007 11:08:55 UTC

In rule Movement, there is the following text:

* If both Territories are land Territories, both territories are adjacent territories, and are not both Aiport Territories, the Agent may move between the two Territories free of charge. The agent must instead make a comment saying “MOVE” to the GNDT in replace of spending a ticket.

Where the author’s clear intention was to make mandatory a comment to the GNDT whenever an Agent choose this type of movement. Nevertheless, this text doesn’t make it mandatory, since “instead” means “in place of” and there is nothing to be made in place of said comment.

So, should this CfJ pass:

1. Change the text above so it reads:

* If both Territories are land Territories, both territories are adjacent territories, and are not both Aiport Territories, the Agent may move between the two Territories free of charge. The agent must then make a comment saying “LAND MOVE” to the GNDT. That shall be construed as the same of registering the spending of a Ticket.

2. The Mastermind shall reduce by X the Land Tickets of any Agent who used the flawed text to move without making the GNDT “MOVE” comment, where “X” is the number of times said agent used the flawed text. IF that would bring a Land Tickets number below zero, the Mastermind shall reduce the Agent’s Air Tickets and Sea Tickets, in the manner e deems fit.

If you feel this as unnecessary clutter, remember Bucky’s grammar exploits in other Dynasties…

Monday, March 19, 2007

What is LKL?

I see it in the GDNT, but not in the rules.

Proposal: Checkpoint Charlie

7-0. Timed Out.—Chronos

Adminned at 20 Mar 2007 10:31:10 UTC

Add a Checkpoint Charlie sub-rule to Iron Curtain:

A move between the territories of BER (Berlin) and FRA (Frankfurt), in either direction, is not considered a crossing of the Iron Curtain.  If an Agent makes this move, then Mastermind will, within 48 hours of receiving the message that effects the move, post a message to the blog stating “An Agent was spotted passing through Checkpoint Charlie”.

Proposal: Hasty Movement

2-2. Timed Out.—Chronos

Adminned at 20 Mar 2007 10:16:08 UTC

Add a sub-ruele Hasty Movement to rule Movement

Any Agent may, instead of spending a Ticket to Move, make a comment in the GNDT stating “leaving XXX by NNN”, where XXX is eir current (start) Location and NNN the type of Ticket e should have spent instead of making this comment. That agent must also alter eir “LKL” to reflect eir current (start) location before making the movement

Sunday, March 18, 2007

Proposal: Gadget Cleanup v1

3-1. Timed Out
—Chronos

Adminned at 20 Mar 2007 06:09:58 UTC

Rewrite rule entitled “Gadgets” to read as follows:

Each Agent may have a certain number of gadgets. The number of gadgets an Agent may have is tracked in a GNDT column called “Gadgets”. This number is 3 by default.

There also exists a page on the wiki called “List of Gadgets”, which contains a list of every Agent and the descriptions of the gadgets which the agent has. An agent is considered to be the Owner of all gadgets listed in eir section. Gadgets can only be used by their Owner unless otherwise specified in the gadget’s description.

There also exists a page on the wiki entitled “Gadget Requests”. An agent may make an entry in the page named “Gadget Requests” with the following format:

* (<STATUS>) Request: <Gadget Name> - ~~~~
** Description: <Description of gadget>”

This is called a “Gadget Request”, and the agent who posted it is called the “Requester”. The initial STATUS of each Gadget Request is “PENDING”. An agent may at any time have only one Gadget Request with “PENDING” status.

Any other Agent may submit eir vote on that Gadget Request, provided the STATUS of the Gadget Request is PENDING, by making an entry immediately under the original Gadget Request with the format “***I approve - <Comments> - ~~~~”, if e wishes to approve the request, or the format “***I disapprove - <Comments> - ~~~~”, if e wishes to deny the request. Only the most recently created vote entry by each agent will be considered for the purposes of this text.

The Mastermind may veto any Gadget Request by making an entry immediately under the original Gadget Request with the format “***Vetoed - <Comments> - ~~~~”.

If none the following are true after 48 hours from the original Gadget Request posting:

A) The Mastermind has vetoed the Gadget Request.
B) Three or more agents have denied the request.
C) Fewer than two other agents have approved the request.

Then the Requester may add the gadget to their list of gadgets on the wiki and change the STATUS portion of the Gadget Request post to “APPROVED”.
If any one of those three requirements is true, then the gadget is not added to the Requester’s list of gadgets and the STATUS portion of the Gadget Request post must be changed to “DENIED”.

The Requestor may at any time change the STATUS portion of eir Gadget Request to DENIED.

If an agent ever has more gadgets than allotted on the GNDT, any other agent, provided such an action would not leave eimself with too many gadgets, may claim one of the original agent’s gadgets by moving its location on the gadgets page to eir own section.

Gadgets may not grant any player victory, nor can they edit the ruleset in any way.

An agent may choose to remove any of eir gadgets at any time.

So, hopefully the bit about owners will end all the annoying squabble over who owns a gadget, while still allowing people to make non-owner usable gadgets if they want to… And yes, this does look a lot like the motions from last dynasty (for good reason… I stole a lot of the wording from the motions rules) but shouldn’t get bogged down nearly as much because there isn’t any stuff about discussions. It also allows people to cancel their own motions if they aren’t working out or if they have a better idea. Keep in mind, this is just version one…

Can’t See map

Whenever I try to pull op the map, I get the front page.  Am I missing something?

Saturday, March 17, 2007

Proposal: Mission Cleanup v.1

4-0. Timed out.

Adminned at 19 Mar 2007 04:22:22 UTC

Change the text of Rule 2.8 Missions to read:

There exists a Wiki page “Missions” that contains a link to all past and present missions for the game. A mission is a page linked of the main page with the name"Mission: (Mission Title) - (Status)”, where Mission Title is the name by which the Mission will be referenced and Status is either Open or Closed. The Mastermind may add a new Mission to the wiki, as long as the number of OPEN Missions is less than 3. When e does so e must post a message to the main blog with the title “New Mission Available”, and the body containing the Name of the Mission. The Mission page will contain the following:

  * Mission Description - A brief in game description of the mission
  * Mission Goals - A list of requirements that are necessary for an agent to have “completed” a mission.
  * Mission Reward - A list of the game effects which will be rewarded to an Agent that completes the mission.
  * Completion Requirements - What must be done for the mission to be changed from Open to Closed
  * Completed By - List of all agents that have completed the mission
  * Penalty - What happens if a Mission is failed.

Any Agent or group of Agents may attempt to complete an Open mission by fulfilling the Mission Goals. One Agent from every group(even a group of 1) that successfully completes a mission must send a message to the Mastermind stating that they have completed the mission, and the Mastermind will update the main page to show those that have successfully completed the mission, then provide the Agent that completes the mission with the reward. If an Agent sends a message to the Mastermind stating that they have completed a mission and have not, then the penalty applies to the Agent, and all other Agents in their group.

The Mastermind may cancel a mission by changing the status of the mission from Open to Closed, provided at least one of the following conditions are met:
* The mission is not more than 6 hours old.
* There are three or more comments from unique Agents on the mission’s discussion page that include the text “Abort the Mission!”.


Move all current Missions to the Mission Wiki and delete them from the main Blognomic page.

To keep the main Blognomic page free so it only includes only proposals, and not stickied missions.

Gadget Request: Larger Hose

Gadget Name: Large Hose
Gadget Description: If an agent has the large hose gadget, e may often “use” it by making a comment to the GNDT declaring eir use of the gadget. When used, the current location of the agent who posses the gadget, provided it is a land territory, is temporarily flooded. All agents on this territory, including the agent with the hose, are moved by the Mastermind a random land territory bordering the flooded territory. If no such territory exists, they are moved to MOS if they are behind the iron curtain, and PAR if they are not.

Proposal: Taking the Train

5-1. Timed Out.—Chronos

Adminned at 19 Mar 2007 04:01:10 UTC

Replace Rule 2.7 with the following, leaving Rule 2.7.1 in tact

Often, a particular Agent may choose to move from the Territory in which e is then located to another Territory if the following conditions are met:

  * If both Territories are land Territories, both territories are adjacent territories, and are not both Aiport Territories, the Agent may move between the two Territories free of charge. The agent must instead make a comment saying “MOVE” to the GNDT in replace of spending a ticket.

  * If both Territories are Aiport Territories, the Agent must spend 1 Air Ticket before doing eir movement.

  * If either or both Territories are sea Territories and both Territories are adjacent territories, the Agent must spend 1 Sea Ticket before doing eir movement.

  * If both Territories are land Territories, are both not Airport Territories, and there exists a third land territory adjacent to both territories, the Agent must spend 1 Land Ticket before doing eir movement. If both territories are on one size of the iron curtain, and the third territory is on the other side, and the agent is not allowed to move across the iron curtain, e cannot move between the two territories. (Unless, of course, a fourth territory exists adjacent to the original two territories and on the same side of the iron curtain).

An Agent may only spend a Ticket if e has more than Zero of the adequate type of Ticket. When spending a Ticket, an Agent must decrease the amount e has of the adequate type of Ticket.

Particular Gadgets or other Rules may permit other kinds of movements.

Upon moving, an Agent must also, within 1 hour of registering eir Ticket spending in the GNDT, send a private message to the Mastermind identifying emself and stating that e is moving from Y to Z (substituting Y for the territory that e is leaving and Z for the territory that e is entering).

 

Gadget Request: Electromagnet

Gadget Name: Electromagnet
Gadget Proposer: tem2
Gadget Description:

The Agent who has this Gadget on eir list of Gadgets on the Wiki is referred to as the “Owner” of this Gadget.

If any attempt is made by another Agent to steal, pilfer, or trade for any other item owned by the Owner of this Gadget, such attempt will grab the electromagnet instead.

Mission: Fake Passports OPEN

Return of The Snow

I’d like to be deidled!

I have arrived

Hello!
Could I be de-idled?

Gadget Request: Mind-Control Serum

Gadget Name: Mind-Control Serum
Gadget Proposer: spikebrennan
Gadget Description: 

The Agent who has this Gadget on eir list of Gadgets on the Wiki is referred to as the “owner” of this Gadget.

If the Owner of this Gadget is located in the same territory as another Agent, the Owner may send a message to the Mastermind stating that the Owner uses the Mind-Control Serum on that other Agent.  The message must identify the name of the other Agent and must include the name of an Affiliation.  Promptly after receiving the message, the Mastermind will contact that other Agent by appropriate means and will notify that other Agent that eir Affiliation has been changed to the Affiliation identified in the Owner’s message.  The Owner does not need to know the original Affiliation of the Agent on which it is used.

Each Message sent by any Owner to the Mastermind pursuant to the previous paragraph is counted as a “use” of this Gadget.  This Gadget may not be Used more than three (3) times.  The number of times that this Gadget has been used will be tracked in the Gadget’s description on the wiki.  Once this Gadget has been used three times, it is destroyed.  Uses of this Gadget are cumulative for all Owners (for example, if A owns the Gadget and uses it twice and then B owns the Gadget, then B may only use the Gadget once, upon which it is destroyed).

Friday, March 16, 2007

Mastermind Gadget Request

Gadget Name: Handcuffs
Gadget Function: If the possessor of this Gadget is in the same location as another Agent e may give this gadget to them and they are sent a prison based on the Affiliation of the Agent that gave away the Gadget:
*World: World Prison
*Mastermind: Mastermind Prison
*Double Agent - True Affiliation Mastermind: World Prison
*Double Agent - True Affiliation World: Mastermind Prison

Proposal: Prison

Timed out 2-0

Adminned at 17 Mar 2007 20:42:12 UTC

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

There are two locations on the map that contain prisons:
*ICE - World Prison
*SIB - Mastermind Prison

An Agent in a Prison has their LKL changed to their current Location followed by “PRI” (ex. ICE-PRI).

Any Agent in the a Prison may not leave the Prison’s Location unless at least one of the following is true:
*The Agent has a gadget that allows them to leave.
*The Agent’s Affiliation is the same as the name of the prison (ex. World Affiliation for World Prison)
*Another Agent rescues the Agent in prison by moving into the Location where the Prison is, then reducing the the number of Land, Air and Sea tickets on their GDNT by 1.

A Double Agent with a True Affiliation the same as the location (ex. Double Agent - True Affiliation Mastermind for Mastermind prison) may change their affiliation to their True Affiliation while inside the Prison, and leave the prison freely.

 

Gadget: Speed Motors

While Speed Motors exists, any Agent may, instead of spending a Ticket to Move, make a comment in the GNDT stating “leaving XXX by NNN”, where XXX is eir current (start) Location and NNN the type of Ticket e should have spent instead of making this comment. If there is a “Last Known Location” field in the GNDT, that agent must also alter eir “Last Known Location” to reflect eir current (start) location before making the movement

The Agent that has this gadget may move across the Iron Curtain in this manner without restriction.

Proposal: Land is the way to go

Timed out 6-0 -Amnistar

Adminned at 17 Mar 2007 20:38:47 UTC

In rule Tickets, change:

Often, if an Agent is in a Supply Center, e may make an DICE4 roll. If the result is 1, e may increase eir Air Tickets by one; if the result is 2, e may increase eir Sea Tickets by one and if the result is 3, e may increase eir Land Tickets by one. If e rolls 4, nothing happens.

to

Often, if an Agent is in a Supply Center, e may make an DICE6 roll. If the result is 1, e may increase eir Air Tickets by one; if the result is 2, e may increase eir Sea Tickets by one and if the result is 3 or 4, e may increase eir Land Tickets by one. If e rolls 5, nothing happens. If e rolls 6, e must update eir “LKL” to reflect eir current Location.

If more than half of all comments containing counted votes also contain the text “No on 6”, change DICE6 to DICE5 in the new Tickets rule wording and delete the phrase “If e rolls 6, e must update eir “LKL” to reflect eir current Location.”

If there is a “Last Known Location” field in the GNDT, rename it to “LKL” and change all occurrences of “Last Known Location” to “LKL” throughout the Ruleset, the Gadget List, Pending Proposals and Pending Gadget Approval posts.

If there is a “LKL” field described in the rule Tickets, and there is not such a field, create it in the GNDT.

Proposal: Less is better

Timed out 6-0 -Amnistar

Adminned at 17 Mar 2007 20:35:02 UTC

In rule Map, change:

Territories that are only labeled with a three letter name on the map (such as “Bor”, “Ska” or “Lat”) may also be referred to by the full name for the territory as follows:

to

Territories that are only labeled with a three letter name on the map (such as “Bor”, “Ska” or “Lat”) may also be referred to by the full name for the territory as describe in the [Legend] Page. The Legend Page may only be edit if another rule allows so.

If there is not a Legend Page in the Wiki, create it. Set the contents of the Legend Page in the Wiki to:

*adr sea : adriatic sea
*ana : anatolia
*apu : apulia
*auv : auvergne
*bar : barcelona
*bel : belgium
*bos : bosnia
*bri : brittany
*cly : clyde
*cze : czech republic
*edi : edinburgh
*fra : frankfurt
*gib : gibraltar
*ham : hamburg
*hel : heligoland bight
*hol : holland
*isr : israel
*liv : liverpool
*lon : london
*mac : macedonia
*mar : marseilles
*mil : milan
*mol : moldavia
*mon : monaco
*mun : munich
*nap : naples
*pic : picardy
*pie : piedmont
*por : portugal
*pru : prussia
*rom : rome
*sax : saxony
*ska : skagerrak
*tus : tuscany
*ven : venice
*wal : wales
*yor : yorkshire

Mission: Basic Training OPEN

Assigning Locations

Mkay, I’ve got everyone’s location assigned and was sending out emails, but then I realized something.  I can only send out one email every 5 minutes, and I’m not sure which emails were actually sent and which werent, so if I gave you your location, that’s it, otherwise send an Email to .(JavaScript must be enabled to view this email address) (which I shall shortly be changing my email on the account to) with your username and I will reply with your location.

Gadget: Handy Propeller

This gadget can only be used by its owner.

When this gadget’s owner makes a movement, e may use this gadget to make a bonus land or sea movement.
The bonus movement shall follow all normal land and sea movement rules, except:

  • The bonus movement will not require the use of a ticket.
  • The gadget’s owner may move across the Iron Curtain in this manner without restriction.

When this gadget is used, the Mastermind rolls 1DICE3 in the GNDT.
On a result of 1 or 3, the agent’s “Last Known Location” field is updated to reflect es end location (if there is no “Last Known Location” field in the GNDT, post a message to the main Blognomic page stating the agent’s name and end location).
On a result of 2, the agent’s movement remains secret.

See here for my inspiration. I made it only apply to land or sea movement because using this thing in an airplane wouldn’t make sense, would it? :P I’ll be proposing something that includes a Last Known Location entry in the GNDT later today (assuming no one else beats me to it), though I put in provisions in case that proposal doesn’t pass.

Proposal: Geographic Potpourri

Timed Out 4-6 -Amnistar

Adminned at 17 Mar 2007 09:25:34 UTC

This Proposal is divided into several numbered Parts. 

If more than half of the comments to this Proposal that contain valid final votes (with finality being determined as of the moment this Proposal is adminned) include the text “No on Part #” (with the number of a Part of this proposal being substituted for #), then that Part of this Proposal will not be adopted.

Part 1: No Land Tickets

If there is a Rule entitled, “Tickets”, rewrite it in its entirety as follows:

There are two types of Tickets an Agent may posses: Air Tickets and Sea Tickets. The number of each type of Ticket possessed by each Agent is tracked in the GNDT.

When a new agent enters the game, the Admin adding then to the GNDT shall roll DICE3 twotimes. For each dice roll, e shall add 2 and put the resulting number respectively in the Air Tickets and Sea Tickets columns of the new Agent in the GNDT.

Often, if an Agent is in a Supply Center, e may make an DICE3 roll. If the result is 1, e may increase eir Air Tickets by one; if the result is 2, e may increase eir Sea Tickets by one and if the result is 3, nothing happens.

If there is a rule entitled “Movement” containing the text

“If both Territories are land Territories and are not both Aiport Territories, the Agent must spend 1 Land Ticket before doing eir movement”

then substitute that text with the text:

“If both Territories are land Territories and are not both Airport Territories.”

and, rewrite the sentence in that rule that reads:

Upon moving, an Agent must also, within 1 hour of registering eir Ticket spending in the GNDT, send a private message to the Mastermind identifying emself and stating that e is moving from Y to Z (substituting Y for the territory that e is leaving and Z for the territory that e is entering).

so that it reads:

A move by an Agent is not valid unless the Agent sends a private message to the Mastermind identifying emself and stating that e is moving from Y to Z (substituting Y for the territory that e is leaving and Z for the territory that e is entering).  In the case of moves that require a Ticket to be spent, this private message must be sent within 1 hour of the GNDT change reflecting the spending of the ticket.

 

Part 3: Special Territories

Add a new Rule, entitled “Special Territories”, reading as follows:

Certain Territories have special features, as follows:

* Checkpoint Charlie:  A move between the territories of BER (Berlin) and FRA (Frankfurt), in either direction, is not considered a crossing of the Iron Curtain.  If an Agent makes this move, then Mastermind will, within 48 hours of receiving the message that effects the move, post a message to the blog stating “An Agent was spotted passing through Checkpoint Charlie.”

* The Bunker:  There is a Bunker in the territory of SWI (Switzerland).  Subject to the rules and the Gamestate documents, an Agent located in the territory of SWI (Switzerland) may move to the Bunker by notifying the Mastermind of the move.  No more than one Agent may be in the Bunker at any time.  An Agent in the Bunker is still considered to be in the territory of SWI (Switzerland), and if the Agent leaves the territory of SWI (Switzerland) then e is no longer in the Bunker.  An Agent in the Bunker may not involuntarily lose or be deprived of any Gadget.

* Monte Carlo:  The Casino Royale of Monte Carlo is located in the province of MON (Monaco).  Any Agent in the province of MON (Monaco) replenishes Tickets at double the normal rate.


Part 4: The Red October

Add a new rule, named “The Red October”, as follows:

There exists an object (which is not a Gadget), called the Red October.  The Red October is always located in exactly one sea territory.  The location of the Red October is tracked in such manner as the Mastermind deems suitable.  The Red October’s initial location is WHI (White Sea) (which is north of Russia).  A move to or from the territory containing the Red October is never considered a crossing of the Iron Curtain.  An Agent who enters the province containing the Red October may contact the Mastermind to notify em that the Agent is in command of the Red October, whereupon that Agent becomes in command of the Red October.  The Red October then is considered to be in the territory in which the Agent is located, so long as that territory is a sea territory.  No more than one Agent may be in command of the Red October at any time.  If the Agent in command of the Red October moves to a land territory, then that Agent ceases to be in command of the Red October and the Red October remains in that territory until some other Agent takes command of it.  An Agent in command of the Red October may Often move to any sea territory that is adjacent to a sea territory that is adjacent to a sea territory in which the Agent is located, and such a move does not require any Tickets of any type be spent (i.e., a move of three sea territories).

Gadget Request: Large Hose

Gadget Name: Large Hose
Gadget Description: This gadget may only be used occasionally. The user of this gadget may target eir current location in an attempt to flood it, provided it is a land territory. All agents, including the agent with the hose, are moved by the Mastermind a random land territory bordering the flooded territory. The old land territory is now considered a sea territory for the proposes of all other rules.

Proposal: Abort the Mission!

Timed Out 6-0 -Amnistar

Adminned at 17 Mar 2007 08:09:48 UTC

If the Proposal titled “Mssion v.2.2” failed, this Proposal does nothing.

Add to the end of the Dynastic rule “Missions” the following text:

The Mastermind may cancel a mission by changing the status of the mission from Open to Closed, provided at least one of the following conditions are met:
* The mission is not more than 6 hours old.
* There are three or more comments from unique Agents on the mission’s discussion page that include the text “Abort the Mission!”.

Note that the Mastermind is never REQUIRED to close a mission because people posted “Abort the Mission!”, it is always at his option. I figure the Mastermind can be granted this power since he seems to be fairly directly involved in the dynasty and they’re his missions anyway.

If more than half of all comments containing counted votes also contain the text “We want # hours”, change the above text “The mission is not more than 6 hours old.” to “The mission is not more than # hours old.”, where # is the most commonly requested number of hours.

If more than half of all comments containing counted votes also contain the text “We want # comments”, change the above text “There are three or more comments” to “There are # or more comments”, where # is the most commonly requested number of comments.

Map link doesn’t work.

The link to “The Map” in the right hand column on the main page doesn’t work.

Wednesday, March 14, 2007

Proposal: Mssion v.2.2

Quorumed after 12 hours - Amnistar

Adminned at 15 Mar 2007 18:38:36 UTC

Create a new Dynastic Rule “Missions” which has the text:

A mission post will have a name Mission: (Mission Title) - (Status), where Mission Title is the name by which the Mission will be referenced and Status is either Open or Closed. The Mastermind may make a Mission post to the main page, as long as the number of OPEN Missions is less than 3. The body will consist of the following:

  * Mission Description - A brief in game description of the mission
  * Mission Goals - A list of requirements that are necessary for an agent to have “completed” a mission.
  * Mission Reward - A list of the game effects which will be rewarded to an Agent that completes the mission.
  * Completion Requirements - What must be done for the mission to be changed from Open to Closed
  * Completed By - List of all agents that have completed the mission
  * Penalty - What happens if a Mission is failed.

Any mission with a status “Open” is stickied at the top of the main page, and any Mission that is changed from Open to Close is unstickied. Any Agent or group of Agents may attempt to complete an Open mission by fulfilling the Mission Goals. Any Agent that is part of a group (even a group of 1) that successfully completed a mission must send a message to the Mastermind stating that e has completed the mission, and the Mastermind will update the main page to show those that have successfully completed the mission, then provide the Agent that completes the mission with the reward. If an Agent sends a message to the Mastermind stating that they have completed a mission and have not, then the penalty applies to the Agent.

Mission v.2

edit: removed text to avoid confusion.

Proposal: Rewrite of Affiliation

Vetoed.  Admined by: Amnistar

Adminned at 15 Mar 2007 18:37:39 UTC

Part 1:

Delete Rule 2.1 “Affiliation”.  Any declaration of affiliation in accordance with former Rule 2.1 “Affiliation” ceases to be of any effect.

Part 2:

Upon adoption of this Proposal, the Mastermind assigns emself the Affiliation “Mastermind”, and assigns each other Agent either the Affiliation “MI6” or the Affiliation “KGB”.  Upon this assignment, the Mastermind will contact each Agent via private message or other appropriate means of communication to inform each Agent of eir respective Affiliation.

The Master may also contact certain Agents who have Agency Affiliations and notify them that they are “Double Agents”.  A Double Agent has an Apparent Affiliation with the Agency other than eir true Affiliation.

The Master will also contact one Agent of each Agency Affiliation and notify them that they are the Agency Heads of their respective Agencies.  No Agency Head may be a Double Agent.  The Mastermind will disclose to each Agency Head the identity of each Agent having the same Apparent Affiliation as that Agency Head.

Part 3:

Add a new Dynastic rule, entitled “Affiliation”, as follows:

Each Agent (other than the Mastermind) has exactly one of the following Affiliations (referred to as “Agency Affiliations” or “Agencies”):

* MI6 (also known as Her Majesty’s Secret Service)
* KGB


The Mastermind has the Affiliation “Mastermind” (which is not an Agency Affiliation).  No other Agent may have that Affiliation.


Upon adoption of this Rule (in the case of Agents who are active when this Rule is adopted), or upon joining the game (in the case of new Agents), the Mastermind will privately contact the Agent and inform the Agent of eir Affiliation.  The Master will attempt to ensure that the number of Agents having the Affiliations MI6 and KGB are approximately equal.


Each Agent with an Agency Affiliation has an Apparent Affiliation.  If the Agent is a Double Agent, eir Apparent Affiliation is the Agency of which e is not a member; otherwise, eir Apparent Affiliation is the Agency of which e is a member.  Initially, the Mastermind will contact certain Agents and inform them that they are Double Agents.  If a new Agent joins the game, the Mastermind may (but is not required to) notify the new Agent that e is a Double Agent.  Otherwise, Agents may become (or cease to be) Double Agents as the Rules or Gamestate documents permit.


Each Agency has exactly one Agency Head, who is an Agent.  The initial Agency Heads of each Agency are selected by the Mastermind.  No Double Agent may be an Agency Head.  The position of Agency Head of a particular Agency may change as the Rules or Gamestate documents permit.  When an Agent becomes an Agency Head, the Mastermind will contact em and reveal to em the identity of all Agents having the same Apparent Affiliation as that Agency Head.  If any change in the Apparent Affiliation of an Agent occurs, the Mastermind will appropriately notify the respective Agency Heads of the change.


The GNDT will permit the Apparent Affiliation of each Agent to be tracked.  Initially, the GNDT-tracked Apparent Affiliation of each Agent in the GNDT will be “-” (other than the Mastermind, who has the Actual Affiliation and Apparent Affiliation of “Mastermind”, and the respective Agency Heads, who will have their respective Apparent Affiliations shown).  If the Rules or Gamestate documents require the Apparent Affiliation of an Agent to be publicly disclosed, the “Apparent Affiliation” of the applicable Agent will be appropriately changed.

 

Wednesday, March 14, 2007

Proposal: Missions v.1

S.K. Admined by Amnistar

Adminned at 15 Mar 2007 18:37:00 UTC

Create a new rule “Missions” with the following text:

Occasionally the Mastermind may make a stickied comment to the main page with the name Mission: (Mission Title) where mission title changes depending on the mission.  The post will consist of a brief description of the mission as well as an outlined goal, which will be conditions that can be met based on the current rule set (ex. Agent must be in a specific location, and in possession of a specific gadget).  When an Agent has successfully met the conditions outlined on the goal, the mission name will be changed to Mission Complete: (Agent Name), where Agent Name is the name of the Agent that completed the mission.

A field Mission on the GDNT will be kept, and all Agents, and all New Agents will have this field set to 0.  Every time an Agent succefuly completes a mission, increase their Mission Field by 1.

Mkay, first draft of my mission idea :)`

 

Proposal: Movement

Timed out. Passes. Enacted by Clucky

Adminned at 15 Mar 2007 18:32:35 UTC

If Proposal Map, Take 2 failed, this one does nothing.

Add a Tickets rule:

There are three types of Tickets an Agent may posses: Air Tickets, Sea Tickets or Land Tickets. The number of each type of Ticket possessed by each Agent is tracked in the GNDT.

When a new agent enters the game, the Admin adding then to the GNDT shall roll DICE3 three times. For each dice roll, e shall add 2 and put the resulting number respectively in the Air Tickets, Sea Tickets and Land Tickets columns of the new Agent in the GNDT.

Often, if an Agent is in a Supply Center, e may make an DICE4 roll. If the result is 1, e may increase eir Air Tickets by one; if the result is 2, e may increase eir Sea Tickets by one and if the result is 3, e may increase eir Land Tickets by one. If e rolls 4, nothing happens.

For each Agent currently existing, roll DICE3 three times. For each dice roll, add 2 and put the resulting number respectively in the Air Tickets, Sea Tickets and Land Tickets columns of that Agent in the GNDT.

Add a Movement rule

Often, a particular Agent may choose to move from the Territory in which e is then located to another Territory, adjacent to the one e is leaving, if the following conditions are met:

* If both Territories are land Territories and are not both Aiport Territories, the Agent must spend 1 Land Ticket before doing eir movement.

* If both Territories are Aiport Territories, the Agent must spend 1 Air Ticket before doing eir movement.

* If either or both Territories are sea Territories, the Agent must spend 1 Sea Ticket before doing eir movement.

An Agent may only spend a Ticket if e has more than Zero of the adequate type of Ticket. When spending a Ticket, an Agent must decrease the amount e has of the adequate type of Ticket.

Particular Gadgets or other Rules may permit other kinds of movements.

Upon moving, an Agent must also, within 1 hour of registering eir Ticket spending in the GNDT, send a private message to the Mastermind identifying emself and stating that e is moving from Y to Z (substituting Y for the territory that e is leaving and Z for the territory that e is entering).

Add an Iron Curtain Sub-Rule to Movement:

Iron Curtain: The following territories are considered to be “Behind the Iron Curtain”: MUR (Murmansk), URA (Urals), SIB (Siberia), STP (St. Petersburg), GOR (Gorky), VOL (Volga), MOS (Moscow), CRP (Central Russian Plateau), ROS (Rostov), CAU (Caucasus), KAZ (Kazakhstan), AZE (Azerbaijan), ARM (Armenia), GEO (Georgia), DON, KHA (Kharkov), SEV (Sevastopol), ODE (Odessa), KIE (Kiev), POD (Podolia), RUM (Rumania), MOL (Moldova), BUL (Bulgaria), MAC (Macedonia), ALB (Albania), SER (Serbia), BOS (Bosnia), CRO (Croatia), HUN (Hungary), SLO (Slovakia), CZE (Czech), SAX (Saxony), BER (Berlin), PRU (Prussia), SIL (Silesia), GDA (Gdansk), WAR (Warsaw), KRA (Krakow), BIE (Bielorussia), LIT (Lithuania), LAT (Latvia), EST (Estonia).

All other Territories are considered to be “The Free World”.

An Agent may not move from a territory in The Free World to a territory Behind the Iron Curtain, or vice versa, unless the Agent has a Gadget that permits that Agent to make such a move; or another Rule permits the move.

If more than half of all comments containing counted votes also contain the text “No Curtain”, delete the Iron Curtain sub-rule.

Proposal: Map, Take 2

8-0. Reached Quorum. I’ve uploaded the map image, but it fails to show.—Chronos

Adminned at 15 Mar 2007 03:30:18 UTC

If there is a Map Dynastic Rule, delete it.

Upload the image at http://www.chronos.phaenon.nom.br/modern_ra.gif into the blognomic.com domain root directory.

Add a new Dynastic rule, entitled Map:

The image document http://blognomic.com/modern_ra.gif is referred to as the “Map”.  The term “Territory” refers to a named territory on the Map.  Named territories consist of territories with a three-letter abbreviated name (indicated on the map), or territories with a longer name in which three letters are underlined (such as Algeria or Mid-Atlantic Ocean). 

Territories are either land territories or sea territories (with sea territories including North Atlantic Ocean and all other territories of that color, and land territories being all other territories).

Areas on the map that are not named territories (such as, for example, Sicily or Sudan) are disregarded and have no game effects.

Territories may be referred to by their full name or their unique three-letter abbreviated name (the name indicated on the map, or the underlined letters in the name indicated on the map).  Territories that are only labeled with a three letter name on the map (such as “Bor”, “Ska” or “Lat”) may also be referred to by the full name for the territory as follows:

*adr sea : adriatic sea
*ana : anatolia
*apu : apulia
*auv : auvergne
*bar : barcelona
*bel : belgium
*bos : bosnia
*bri : brittany
*cly : clyde
*cze : czech republic
*edi : edinburgh
*fra : frankfurt
*gib : gibraltar
*ham : hamburg
*hel : heligoland bight
*hol : holland
*isr : israel
*liv : liverpool
*lon : london
*mac : macedonia
*mar : marseilles
*mil : milan
*mol : moldavia
*mon : monaco
*mun : munich
*nap : naples
*pic : picardy
*pie : piedmont
*por : portugal
*pru : prussia
*rom : rome
*sax : saxony
*ska : skagerrak
*tus : tuscany
*ven : venice
*wal : wales
*yor : yorkshire

A territory is considered adjacent, or bordering, another territory if the two territories border on the map.  For example, KRA (Krakow) borders SLO (Slovakia), and NTH (North Sea) borders YOR (Yorkshire).

The territories of LON (London), FRA (Frankfurt), MOS (Moscow) and CAI (Cairo) are considered “Airport Territories”. All Airport Territories are Adjacent to each other.

Furthermore, EME (Eastern Mediterranean) is adjacent to RED (Red Sea); WBS (Western Black Sea) is adjacent to AEG (Aegean Sea) and EBS (Eastern Black Sea) is adjacent to CAS (Caspian Sea).

Some Territories, like LON (London) or RUM (Rumania), are Supply Centers and are marked in the Map by a significant circle spot.

Add a Location rule:

Each Agent has a Location, which corresponds to a Territory in the Map and is tracked by the Agent and the Mastermind.  Each Agent’s initial Location is a land territory on the Map that is assigned to that Agent via a confidential message from the Mastermind. Any number of agents may be located in a particular territory.

Page title change

I changed the page title from “Third Dynasty of Chronos Phaenon” to “First Dynasty of Amnistar”.

Map, FTP and e-mail

Someone with FTP access to Blognomic.com can please private message me your email address, so I can post my Map version?

Proposal: Where did you learn to be a spy?

S.K. -Amnistar

Adminned at 14 Mar 2007 11:07:22 UTC

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

Each Agent has an aspect “Training” which is a Top Secret aspect representing the name of the Spy Organization where the Agent was trained, chosen from the list below.  An agent may not change their training unless specifically allowed by the rules.  When an Agent joins the game they must set their Training within 2 weeks or their Training is set randomly by the Mastermind.

Available Training:
Her Majesties Secret Service
Russian KGB

Upon this proposal’s passing, Each Agent has 1 week to set their Training to one of the items on the list, or it will be set randomly by the Mastermind.

Mastermind Gadget Request

Requester: Amnistar
Gadget Name: Diamond studded cane
Gadget Function: If the Mastermind possesses this gadget e is not subject to the limitations of traveling across the Iron Curtain.  If any other Agent has this gadget, e may excape from the Mastermind’s Prison by giving it to the Mastermind.

Proposal: Gadgets Upgrade

Reached a Quorum with more than 12 hours.  -Amnistar

Adminned at 14 Mar 2007 11:06:11 UTC

In rule 2.2 Gadgets replace the line

The name of the gadget, a description of what the gadget does, and the name of Agent requesting the gadget, and the time that the agent submitted the gadget. This is called a “Gadget Approval” post.

with

The name of the gadget, and a description of what the gadget does. This is called a “Gadget Approval” post.

and add the following to the end of the same rule:

An agent may choose to remove any of eir gadgets at any time

Gadget: Jetpack

A jetpack allows an agent to travel from any one territory to any one other territory without having to move through intervening territories.

Gadget Approval:  RC Thief

Gadget Name: RC Thief
Gadget Sponsor: Bucky
Gadget Description:A small robot programmed to sneak around a building, locate a room and steal a Gadget.
Gadget Function: The owner of this Gadget may give it to another Agent and take one of that player’s Gadgets.  RC Thief cannot be used to steal the same Gadget twice.

Time:2007-03-13 10:01 AM

Tuesday, March 13, 2007

Proposal: Map (take 1)

Self-Killed. Clucky

Adminned at 14 Mar 2007 07:55:23 UTC

Proposal to add a new Dynastic rule, entitled “Map of Europe”, and take other actions, as follows:

Part 1:
The following image document, which is referred to as the “Map”, shall be a gamestate document and shall be appropriately linked from the main page and the wiki:
http://www.xcelco.on.ca/~ravgames/dipmaps/modern_ra.gif .

Part 2:
Add a new Dynastic rule, entitled “Map”, reading as follows:
The image document http://www.xcelco.on.ca/~ravgames/dipmaps/modern_ra.gif is referred to as the “Map” and is a gamestate document.  The term “Territory” refers to a named territory on the Map.  Named territories consist of territories with a three-letter abbreviated name (indicated on the map), or territories with a longer name in which three letters are underlined (such as Algeria or Mid-Atlantic Ocean).  Territories are either land territories or sea territories (with sea territories including North Atlantic Ocean and all other territories of that color, and land territories being all other territories).  Areas on the map that are not named territories (such as, for example, Sicily or Sudan) are disregarded and have no game effects.  Territories may be referred to by their full name or their unique three-letter abbreviated name (the name indicated on the map, or the underlined letters in the name indicated on the map).  Territories that are only labeled with a three letter name on the map (such as “Bor”, “Ska” or “Lat” may also be referred to by the full name for the territory as identified at http://variantbank.org/results/rules/m/modern2.htm .

A territory is considered adjacent, or bordering, another territory if the two territories border on the map.  For example, KRA (Krakow) borders SLO (Slovakia), and NTH (North Sea) borders YOR (Yorkshire).

An additional territory, called “OUTER SPACE”, is considered to be in existence.  “OUTER SPACE” borders KAZ (Kazakhstan),  SWI (Switzerland) and ICE (Iceland).

Each Agent has a Location.  Each Agent’s initial Location is a land territory on the Map that is assigned to that Agent via a confidential message from the Mastermind. 

Movement:
Not more than once every three (3) days, a particular Agent may choose to move from the territory in which e is then located, as follows (but subject to the Movement Restrictions described below):

* The Agent may move to any territory adjacent to eir current Location; and
* The territories of LON (London), FRA (Frankfurt), MOS (Moscow) and CAI (Cairo) are considered “Airport Territories”.  An Agent who is located in an Airport Territory may move to any other Airport Territory, so long as the Agent posts a message to the main blog stating “X was spotted aboard a plane leaving Y” (with the Agent’s name being substituted for X, and the territory that the Agent left being substituted for Y).
* Particular Gadgets or other Rules or gamestate documents may permit other kinds of moves.

The GNDT will contain a statistic for each Agent, labeled “Last Known Location”.  Until an Agent moves, eir GNDT-reported “Last Known Location” will be “-”.  An Agent moves by changing eir GNDT “Last Known Location” to the name of the territory that e departed from (note emphasis).  For example, if Agent X’s initial location is PAR (Paris), eir initial “Last Known Location” is “-”.  If e moves from PAR (Paris) to LYO (Lyon), then the move will not be effective until e changes eir GNDT “Last Known Location” to PAR (Paris).  An Agent who moves must also, within 1 hour of changing eir GNDT “Last Known Location”, send a private message to the Mastermind identifying emself and stating that e is moving from Y to Z (substituting Y for the territory that e is leaving and Z for the territory that e is entering).  If the move is anything other than a move to an adjacent land territory, then e must also briefly identify the circumstances that permit em to make the move.


Movement restrictions:
Sea Restrictions: Notwithstanding the rules under “Movement” above, an Agent may not move into a sea territory unless: (i) the Agent has a Gadget that permits that Agent to move into a sea territory; or (ii) another Rule or other gamestate document permits the move.
Iron Curtain: The following territories are considered to be “Behind the Iron Curtain”: MUR (Murmansk), URA (Urals), SIB (Siberia), STP (St. Petersburg), GOR (Gorky), VOL (Volga), MOS (Moscow), CRP (Central Russian Plateau), ROS (Rostov), CAU (Caucasus), KAZ (Kazakhstan), AZE (Azerbaijan), ARM (Armenia), GEO (Georgia), DON, KHA (Kharkov), SEV (Sevastopol), ODE (Odessa), KIE (Kiev), POD (Podolia), RUM (Rumania), MOL (Moldova), BUL (Bulgaria), MAC (Macedonia), ALB (Albania), SER (Serbia), BOS (Bosnia), CRO (Croatia), HUN (Hungary), SLO (Slovakia), CZE (Czech), SAX (Saxony), BER (Berlin), PRU (Prussia), SIL (Silesia), GDA (Gdansk), WAR (Warsaw), KRA (Krakow), BIE (Bielorussia), LIT (Lithuania), LAT (Latvia), EST (Estonia).  All other provinces are considered to be “The Free World”.  An Agent may not move from a territory in The Free World to a territory Behind the Iron Curtain, or vice versa, unless (i) the Agent has a Gadget that permits that Agent to make such a move; or (ii) another Rule or other gamestate document permits the move.

Any number of agents may be located in a particular territory.

Application for Gadget Approval

Hix here, requesting to acquire the following gadget (request made at 23:22 on 12 March 2007):

Gadget Name - Emergency Pants

What it Does - If an Agent has the Emergency Pants gadget, e may remove it from eir list of gadgets and simultaneously set eir own “Gadgets” entry in the GNDT to the default value.

Proposal: Internationalness

It has enough AGAINST votes that it can not be Enacted without one of those votes being changed.

Adminned at 13 Mar 2007 16:58:42 UTC

Add a GNDT column “Location”, and set its value to “Moscow” for each Agent.

Add a dynastic rule “Locations”:

The only valid locations are: Tokyo, New York, Seoul, Mexico City, Jakarta, Manila, Sao Paulo, Delhi, Mumbai, Hong Kong, Osaka, Los Angeles, Shanghai, Calcutta, Cairo, Moscow, Istanbul, Rio de Janeiro, Buenos Aires, and Tehran.  Each Agent’s location must always be one of these values.  New Agents start with the value “Moscow”.

For each location, the Mastermind will secretly track the number of informants that each Agent has in that location.  Agents start with no informants in any location.

Add a dynastic rule “Actions” (replace’(*)’ with the rule number):

Often, an Agent (‘you’) may take one of the following actions:

(*).1 Travel
Change your location field on the GNDT to any valid location.

(*).2 Networking
Send a message to the Mastermind indicating that you are expanding your network.  The Mastermind will roll DICE6, and add that number to the number of informants you have at your current location.

Yes, everyone’s location is public, for now.  If we can’t see anything this is going to get really confusing.  The list is a slightly modified version from Wikipedia of the most populous urban aresas.

In the comment that contains eir final vote, an Actor may propose adding or removing particular items from the list of valid locations.  Edit the list of locations to reflect any of these changes that were proposed by at least as many Agents as ultimately voted FOR this proposal.

 

Proposal: Secret Dossier 2.1

self-killed
Failed by Hix

Adminned at 13 Mar 2007 14:15:13 UTC

Proposal to amend Rule 2.1 as follows:

Part 1:
Delete the following sentence from the end of Rule 2.1

The Mastermind will track the affiliations of all Agents in whatever manner they choose.

Part 2:
Add the following text to the end of Rule 2.1

The Mastermind will maintain a post, stickied at the top of the blog, entitled “Affiliation Statistics”, which the Mastermind may update from time to time.  This post will include the following information at a minimum: the date and time that the post was last edited, the sum of the number of Agents whose Affiliations are “World” and “Double Agent-True Affiliation World”, and the sum of the number of agents whose Affiliations are “Mastermind” and “Double Agent-True Affiliation Mastermind”.  In addition to this post, the Mastermind may track the affiliations of Agents in any manner that e chooses that is not forbidden by the Rules.

Maps

Hmm… a spy game.  But we can’t meaningfully use delightful phrases like “Our man in Berlin” without there being a geographic component to the game.  Here’s http://www.xcelco.on.ca/~ravgames/dipmaps/modern_ra.gif a map of Europe, divided into territories.  (Just Europe; doing the whole world would probably be much more complicated).  (It’s borrowed from a variant of Avalon Hill’s board game _Diplomacy_).  Perhaps an appropriate proposal can adopt this map or some other map as a gamestate document, to permit Agents to have locations and to permit locations to be changed under appropriate circumstances.

Further discussion on Secret GNDT Stats

The following points were not expressed at all in the discussion on the original proposal.  Discussion closed before I had the chance to respond.
1) The reason for putting the encrypted fields in the GNDT is so that anyone authorized to access a value can do so with no delay, so that anyone else relying on that value can do so immediately. 
2) The “outside source” for the encryption tool was the old Blognomic page.
3) The existence of keys for secret values allows the trading of keys between Agents, without the Mastermind knowing about it.  Any new system should keep this feature.

With those in mind, how do you think wecret calues should be handled?

Proposal: Make a new Admin?

Reached Quorum (10-0)
Enacted by Hix

Adminned at 13 Mar 2007 14:03:00 UTC

If this proposal Passes, Amnistar becomes an Admin

So, Clucky suggested that I run for an admin, and I figure, why not?  I’m not sure how to do everything, but I can learn :)

The pending CfJ

There’s still a pending CfJ.  Shouldn’t the dynasty change automatically kill that?

The Spy Who Came In From The Cold

Done.

Adminned at 12 Mar 2007 09:19:55 UTC

Un-idle me.

Proposal: Statistics 2.0

vetoed
Failed by Hix

Adminned at 13 Mar 2007 14:00:37 UTC

Add a new Dynasty Rule “Statistics” which states:

Agents have 3 statistics, Violence, Charisma, and Sneakiness, these are tracked in the GNDT.  Each agent may initially set each statistic.  One statistic must be set at 2 initially, one at 1, and one at 0.  These statistics can potentially be changed by later proposals and actions, however agents may not change their own or others statistics except as defined by the rules.

Sunday, March 11, 2007

Proposal: Classified Info Redux

vetoed
Failed by Hix

Adminned at 13 Mar 2007 14:00:00 UTC

If proposal “Sorry, that Information is Classified” fails, this proposal does nothing. Otherwise edit the Dynastic Rule “Top Secret” to state:

There exist some aspects of each Agent which are to be kept secret.  Any aspect which refers to an Agent that is Top Secret is tracked by the Mastermind, and not by the GDNT.  The Mastermind shall respond to Agent requests for Top Secret information only as allowed under then-current rules.

Proposal: Proposal Statistics

self-killed
Failed by Hix

Adminned at 13 Mar 2007 13:59:27 UTC

Add a new Dynasty Rule “Statistics” which states:

Agents have 3 statistics, Violence, Charisma, and Sneakiness, these are tracked in the GNDT.  Each spy may initially set each statistic.  One statistic must be set at 2 initially, one at 1, and one at 0.  These statistics can potentially be changed by later proposals and actions, however agents may not change their own or others statistics except as defined by the rules.

Proposal: Sorry, that Information is Classified

Timed out (6-1)
Enacted by Hix

Adminned at 13 Mar 2007 13:53:12 UTC

Add a new Dynasty Rule “Top Secret” which states:

There exist some aspects of each Agent which are to be kept secret.  Any aspect which refers to an Agent that is Top Secret is tracked by the Mastermind, and not by the GDNT.  The Mastermind may reveal information at an Agent’s request, either through email or private message.

Proposal: Defining Double Agents

Vetoed by the Mastermind
Failed by Hix

Adminned at 12 Mar 2007 15:29:10 UTC

Add a new dynastic rule “Behavior of Double Agents”:

For the purposes of determining victory, a double agent’s affiliation is considered to be eir true affiliation.  For all other purposes, a double agent is considered to have the affiliation opposite of eir true affiliation, unless the rule being applied has a special provision for double agents.

Sunday, March 11, 2007

Proposal: I’m a member of a secret ogranization

Self killed —Clucky

Adminned at 11 Mar 2007 16:57:40 UTC

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

Each Agent has an aspect “Training” tracked in the GDNT representing the name of the Spy Organization where the Agent was trained, chosen from the list below.  An agent may not change their training unless specifically allowed by the rules.  When an Agent joins the game they must set their Training within 2 weeks or their Training is set to the default training: “Joe’s Rent-A-Spy”

Available Training:
Her Majesties Secret Service
American CIA
Russian KGB
Chinese Ministry of State Security

Upon this proposal’s passing, Each Agent has 1 week to set their Training to one of the items on the list, or it will be set to Joe’s Rent-a-Spy.

 

Where were you trained?

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

Each Agent has an aspect “Training” tracked in the GDNT representing the name of the Spy Organization where the Agent was trained, chosen from the list below.  An agent may not change their training unless specifically allowed by the rules.  When an Agent joins the game they must set their Training within 2 weeks or their Training is set to the default training: “Joe’s Rent-A-Spy”

Available Training:
Her Majesties Secret Service
American CIA
Russian KGB
Chinese Ministry of State Security

Upon this proposal’s passing, Each Agent has 1 week to set their Training to one of the items on the list, or it will be set to Joe’s Rent-a-Spy.

 

Proposal: Inspector Gadget v1.1

7 “fors” reached—Clucky

Adminned at 11 Mar 2007 16:50:16 UTC

v1.1 because there were holes

Add the following rule to the ruleset, called “Gadgets”

Each Agent may have a certain number of gadgets. The number of gadgets an Agent may have is tracked in a GNDT column called “Gadgets”. This number is 3 by default. There also exists a page on the wiki called “List of Gadgets”, which contains a list of every Agent and the descriptions of the gadgets which the agent has. Provided e does not currently have any “Gadgets Approval” posts pending, and e has fewer gadgets than the maximum e may have according to the GNDT, an agent may make a post to the blog describing a new gadget that e wishes to acquire which includes: The name of the gadget, a description of what the gadget does, and the name of Agent requesting the gadget, and the time that the agent submitted the gadget. This is called a “Gadget Approval” post.

If, after 48 hours, none the following are true:

A) The Mastermind has vetoed the gadget approval post.
B) Three or more agents have responded with an “against” icon.
C) Fewer than two other agents have responded with a “for” icon.

Then the agent who posted the gadget approval post may add the gadget to eir list of gadgets on the wiki and make a comment to the gadget approval post saying “Gadget Approved”

If any one of those three requirements is true, then the gadget is not added to the player’s list of gadgets and a comment must be made to the gadget approval post saying “Gadget Denied”

Either way, the gadget approval post is no longer considered pending.

If an agent ever has more gadgets than allotted on the GNDT, any other agent, provided such a action would not leave eimself with too many gadgets, may claim one of the original agent’s gadgets by moving its location on the gadgets page.

Gadgets may not grant any player victory, nor can they edit the ruleset in any way.

Joining in?

This looks like a good time for me to jump in as an active actor person on this nomic game thingy… 

Testing, testing, is this thing on?

Be patient with me.  I’m picking this up as I go along.  Thanks!

Customizing the Look.

So, I’ve got a picture I like here: http://home.arcor.de/cmb2004/hu/secret-agent.gif, and the colors look pretty good, though I’m open to suggestions and changes if people have them.

Saturday, March 10, 2007

Proposal: Secret GNDT Stats

“It has enough AGAINST votes that it could not be Enacted without one of those votes being changed.”—Clucky

Adminned at 11 Mar 2007 16:49:10 UTC

Add a rule to the Ruleset called “Secrets” and give it the following text:

Certain GNDT stats may be secret, but only where other Rules permit it.  Secret stats will be encrypted using the program found here.  The key is chosen by whoever first puts a value in that GNDT stat, and must be handed over to the Mastermind, who will in turn forward it to anyone authorized to read and/or modify that GNDT stat.

In the case where two different keys both result in legal interpretations of an encrypted value, the one whose password is held by the Mastermind is the correct one. i.e. no birthday attacks.

Proposal: Inspector Gadget v1.0t

Vetoed by the Mastermind
Failed by Hix

Adminned at 10 Mar 2007 14:18:08 UTC

v1.0 because I know there will be holes…

Add the following rule to the ruleset, called “Gadgets”

Each Agent may have a certain number of gadgets. The number of gadgets an Agent may have is tracked in a GNDT column called “Gadgets”. This number is XXX by default. There also exists a page on the wiki called “List of Gadgets”, which contains a list of every Agent and the descriptions of the gadgets which the agent has. There also exists a list of “requested gadgets” below all other agents. Provided e does not currently have any gadgets listed in the “requested gadgets” region, and e has fewer gadgets than the maximum e may have according to the GNDT, an agent may add a gadget to the list of “requested gadgets” which include: The name of the gadget, a description of what the gadget does, and the name of Agent requesting the gadget, and the time that the agent submitted the gadget.

The mastermind, may, at any time, remove an item from the gadget list that e feels is unfair, too powerful, or has some other fault with it.

If a gadget has been on the requested gadgets section for 48 hours and the mastermind has not removed it, the agent who submitted the gadget may move it to eir list of gadgets and use the gadget as described in the description of the gadget.

An agent may remove one of eir gadgets at any time.

If an agent ever has more gadgets than allotted on the GNDT, any other agent, provided such a action would not leave eimself with too many gadgets, may claim one of the original agent’s gadgets by moving its location on the gadgets page.

In addition to voting for this proposal, each agent should submit a number. If an agent votes but does not submit a number, eir number is assumed to be zero. The final number submited by each agent who votes will count as that agents number. The arithmetic mean of all the agents numbers will be totaled, and the XXX in the above rule will be replaced with the floor of that value. 

Additionally, if more than half of the legal votes contain the phrase “You cannot win from Gadgets alone” the following phrase will be added to the end of this rule.

Gadgets are not allowed either to grant victory to the owner of the gadget or any other agen.

 

Proposal: Chose Your Sides

Reaches Quorum (7-0)
Enacted by Hix

Adminned at 10 Mar 2007 14:14:16 UTC

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

Each Agent has an Affiliation, tracked by the Mastermind and themselves. An agents affiliation can be World, Mastermind, Double Agent- True Affiliation World , or Double Agent-True Affiliation Mastermind. An agents affiliations is secret and each Agent is responsible for maintaining that secrecy. Each agent is required to declare an affiliation by sending a Private Mesagge with their affiliation. to the Master within 2 weeks of joining the game or have their status changed to idle. An agent may only change their Affiliation if the rules specifically allow them to. The Mastermind will track the affiliations of all Agents in whatever manner they choose.

Each Agent must send a Private message to the Mastermind with their affiliation within 2 weeks of this proposal passing.

Ascension Address

Hello Agent. Don’t bother denying it, I know the truth. You are one of the top Agents of the World. My name is…well, call me the Mastermind. I’m sending you this because I know you’ve got the skills neccessary to be a very powerful ally, and so I’m extending the hand of friendship to you, before I begin my reign over this planet. Of course…if you choose to disregard my offer, I will have to kill you. It’s up to you, you have 2 weeks to make up your mind. This message will self-destruct in 5 seconds. 4…..3…..2….Have a nice day….1


Iudices become Agents (singular Agent), the Arbiter Iuri becomes Mastermind. All Dynastic rules are repealed

Mantle?

Although I’m perfectly willing to actively run a Dynasty, I don’t mind passing the you-know-what to someone with a theme idea.  Speak up if you’re interested.  I know that Amnistar has some sort of James Bond / Secret Agent / Spy vs. Spy stuff in the works, which sounds pretty cool to me; so if e says e’s ready to go ahead with that idea, e’ll prolly get it.  In any case, I’ll do what I can to make sure the Hiatus doesn’t last too long (read: speak up quick-like).

EDIT: Looks like Amnistar is ready.  I pass the role of Arbiter Iuri to Amnistar.  We await your Ascension Adddress.

Idyll

Edomethus, Tesla4D, and The Doctor have not made (Blognomic Blog nor Motions wiki) entries since February.

Unidle me plz

When I left right before a population boom by leaving, I concluded I should stay away for a while.  Now that we’re back to normal, I’d like to unidle.

Friday, March 09, 2007

Declaration of Victory: A winner is you!

The Arbiter Iuri has voted, and 12 hours have passed.  Resolving…
A Quorum of Iudicies have voted, and more than half are in favor.
A New Dynasty Begins with Hix as Arbiter Iuri.  E may pass this role to another Iudex if e wishes.
Hiatus continues until an Arbiter Iuri posts an Ascension Address.

Adminned at 09 Mar 2007 10:54:12 UTC

At this time, I am the only Iudex able to make a Motion, and have therefore achieved victory according to Rule 2.3.

In order to make a Motion, an Iudex MUST (according to Rule 2.2.1.7) add a line to the Mystical Chant wiki page, and that _addition_ MUST conform to any restrictions on the Chant Regulations wiki page.  However, the following sentences restricting additions to the Mystical Chant page currently appear on the Chant Regulations page:

*Lines may not be added to the Mystical Chant page unless they are being added by Hix.

*A line added to the Mystical Chant page must consist of exactly the same number of alpha-numeric characters as the name of the Iudex (as it appears on the list of Active Actors on the main Blog) adding that line.

*The addition of one or more lines to the Mystical Chant page is forbidden unless the Iudex adding those lines originally registered at blognomic.com on November 02, 2005.

No one other than myself is able to add a line to the Mystical Chant page following all 3 of these restrictions (or even just one of them, in fact), and thus, when attempting to make a Motion, would find emself unable to actually do so legally.

Call for Judgment: Uh-oh…

Times out, passes unanimously.  Functionally moot.

Adminned at 12 Mar 2007 12:43:01 UTC

When I posted the Debate on my latest Motion, I discovered that the correct format for a Debate is “Debate on the Motion to (Subject) – (Date)”. Every other “Debate” lacks the the and therefore is not legal. And no such Motion had their mover post a legitimate Debate, no Motion has actually passed.

As the amount of lack-of-article-induced chaos is not worth it, should this CfJ pass, all posts that would have been considered Debates had they had a the in the title shall be considered legal, along with any action requiring such Debates to be legal.

Debate on the Motion to return the discussion posts to sanity - 21:55, 7 Mar 2007 (GMT)

Whereas, Debates with a single period are ugly-looking, and,

Whereas, such Debates require the reader to look up the actual motion page, discouraging causal inquiry, therefore,

I move the adoption of the following resolution,

Henceforth, all Debate posts must contain somewhere in their Body a copy of the text of the Motion being Debated. Any Debates that do not follow this restriction started before this Motion was Adopted remain valid.

Thursday, March 08, 2007

Call for Judgement on deletion of “use it or lose it”

As there is no rule which states a mal-formed motion is invalid.  If this call for judgement is approved the motion will be undeleted.

Debate on Motion to track ability to make motions - Amnistar 20:30, 7 Mar 2007 (GMT)

laying groundwork for rules that take away (or give back) an Iudex’s ability to make motions

Implementing the declaration of party

How do I declare my party affiliation in the GNDT?  Can anyone tell me?

Debate on Motion of “If you don’t use it, you lose it.” 02:34, 7 Mar 2007 (GMT)

To encourage motion making.

Tuesday, March 06, 2007

Debate on Motion to Fantasy-Rules-Commitee-type rule

.

Monday, March 05, 2007

Motions vs. proposals

I was wondering about the role of various game mechanics such as the GNDT in the new system involving motions. Can motions be made as proposals are most dynasties, involving game mechanics and so on? Do they involve the GNDT?

I’m back…

Okay, unidle me, this looks interesting. Oh, I can do it myself, can’t I? Well, I’m back.


*later*Okay, never mind. It says only super admins can. Could somebody do that?

Sunday, March 04, 2007

Idle me.

I simply haven’t got the time needed to actively participate. And, frankly, this dynasty just doesn’t interest me that much.

Saturday, March 03, 2007

Idling…

This dynasty requires a little too much active participation for me right now, hopefully I’ll come back after exams get done.

Friday, March 02, 2007

Debate on Motion to add Political Affiliation to voting Amnistar 17:54, 1 Mar 2007 (GMT)

To possibly make things easier when calculating voting results.

Debate on Motion to Adopt a Limit not so Strict - 11:31, 1 Mar 2007 (GMT)

.

Debate on Motion to Avoid Idleing of Active Iudices - 12:09, 1 Mar 2007 (GMT)

.

Debate on Motion to Grant Leaders Power - 23:21, 28 Feb 2007 (GMT)

Should leaders have power or not?