Friday, January 01, 2010

Proposal: Just in case, location fix

Fails 5-7. Timed out.—alethiophile

Adminned at 02 Jan 2010 20:14:34 UTC

In the rule 2.6 Universe, change the current text which reads:

Each Adventurer has a “Location” , which is tracked in the GNDT. Locations are limited to real-life (i.e., not fictional or mythical), existent (as of the Reference Time) locations on Earth that have their own article in the Reference Source, and have a size or area, as specified in the Reference Source, of no more than one thousand square miles. For example, Independence Hall (United States), Elvis’ Pink Cadillac, and New York City are all legitimate Locations; while Narnia, Heaven, Asia and the Library of Alexandria do not exist as legitimate Locations.

to read instead:

Each Adventurer has a “Location” , which is tracked in the GNDT. Locations are limited to real-life (i.e., not fictional or mythical), existent (as of the Reference Time) locations on Earth that have their own article in the Reference Source, and have a size or area, as specified in the Reference Source, of no more than one thousand square miles, providing that no dimension of the location exceed 1,000 miles. For example, Independence Hall (United States), Elvis’ Pink Cadillac, and New York City are all legitimate Locations; while Narnia, Heaven, the Prime Meridian, Asia and the Library of Alexandria do not exist as legitimate Locations.

This is a bit silly

Can we please cut it out with the “38th Parallel” and “Prime Meridian” crap? These are not locations in any useful sense of the word, let alone the sense mandated by the ruleset.

Wishes granted

Small list this week.

Digi wished for everyone to be sent to the south pole (say hi to any penguins ya see) while Kevan just voted himself back to the Eiffel Tower.

Now come on guys, I want to see more wishes in my Inbox lol.

Proposal: The Mighty World of Marvel

12-1, cannot be enacted without CoV -Darth

Adminned at 01 Jan 2010 17:51:36 UTC

Add a new dynastic rule titled “Superpowers” as follows:

Each Adventurer may have a single Superpower tracked in the “Superpower” column in the GNDT. The initial value of the field is empty. When an adventurer takes an action that causes the Djinni to come out of the Lamp, then the Adventurer may change their current Superpower to any other valid value.

The valid values for Superpower are:

  • Super strength
  • Flight
  • Invisibility
  • Super speed

The effects of these powers are as follows:

  • Super Strength: This changes the Power of the adventurer to the maximum valid value and the Corruption to the minimum valid value. If the Adventurer takes any action that causes their Power to decrease or their Corruption to increase then the values are again restored to their maximum and minimum values respectively.
  • Flight: As a daily action an adventurer with this superpower may Fly. To Fly they change their Location to any valid Location within 2000 miles of their current Location.
  • Invisibility: When an Adventurer acquires this Superpower, the adventurer’s location is no longer tracked in the GNDT. They PM the Djinni with their current Location and any subsequent changes made to their location. The Djinni cannot disclose the Adventurer’s location to any other Adventurer except the Grand Vizier.
  • Super Speed: When an Adventurer Treks or Drives to change their Location, their destination Location may be within X miles of their current Location where X is 5 multiplied by the maximum distance allowed by Rule 2.6.1

 

 

Thursday, December 31, 2009

Call for Judgment: Locations

Times out. 0-10. -Ornithopter

Adminned at 03 Jan 2010 09:25:07 UTC

SingularByte’s location (Wikimedia Foundation) is not a ‘location on Earth’, as provided by the Ruleset, rule 2.6.

Set SingularByte’s location to empty.

Allows him to set his location to that of any other Adventurer, as provided by the Ruleset.

Donde esta vehicle column?

Not to be a pain, but I’m not seeing a vehicle column in the GNDT and I’m about to “buy” one.

Proposal: Just a slight fix to travel

Passes 9-1. Timed out.—alethiophile

Adminned at 01 Jan 2010 15:52:24 UTC

Reword the text in Rule 2.6.1 Movement that currently reads:

If travelling in a Land Type vehicle, there must be unbroken land between their previous and new Location.

to read instead:

If traveling in a Land Type vehicle, there must be an unbroken route navigable by automobile between their previous and new Location.

This explicitly allows for people in locations served by bridges/tunnels/ferries. It also fixes a spelling error (traveling).

And now it’s EVEN EASIER!!!

I have made some modifications to the original Sparrowscript by Sparrow. The new version still has all the original functionality; it also counts votes on individual post pages and displays the count above the post. It automatically detects vetoes and self-kills and notes them along with the vote; it also handles the proposer’s implied FOR vote. As a user script, it requires Greasemonkey on Firefox to run; Opera may run it as well, as apparently it is GM-aware. The new version is here.

Proposal: Hunt the Lamp

Passes 13-1. Quorum for.—alethiophile

Adminned at 31 Dec 2009 11:21:19 UTC

Reword Rule 2.4 (Djinni in a lamp, baby) to:-

The Djinni has a Location, tracked in his “Location” GNDT field. The Djinni’s Location may be “Everywhere” (signifying that the Djinni is free), “Lamp” (signifying that the Djinn is inside the Lamp in an unknown location) or the name of a valid Location from Rule 2.6 (signifying that the Djinn is inside the Lamp and that the Lamp is at that Location).

The Djinni is unable to grant any Wishes or Boons while he is inside the Lamp.

If the Djinni is ever put inside the Lamp, his Location becomes “Lamp”; if he ever leaves the Lamp, his location becomes “Everywhere”. If the Djinni’s Location is “Lamp”, he may adjust his Location to any valid Location from Rule 2.6.

If an Adventurer has the same Location as the Djinni, and the Djinni is in the Lamp, then that Adventurer may Free the Djinni, as a daily action. Upon doing so, the Djinni leaves the Lamp, and the Adventurer gains 1 Wish, unless they were the last Adventurer to be responsible for the Djinni entering the Lamp.

Allowing the Djinni to have a Location whilst inside the Lamp. The first Adventurer to get there and rub the lamp gets the Wish.

Tuesday, December 29, 2009

Proposal: Ignore me!

I already have 2 pending proposals. (I was seeing what the “Proposal Null” Category did. I don’t see any effect.) -Ornithopter

Adminned at 29 Dec 2009 10:56:04 UTC

test

Proposal: I’ll forget if I don’t write it down

Passes 13-2. -Ornithopter

Adminned at 31 Dec 2009 04:08:37 UTC

Create a subrule of Rule 2.1 Dji-Man titled “Interim Dji-Man” which reads:

The current Djinni is the player called Darknight.

Create a subrule of Rule 2.1 Dji-Man titled “His Prophesied Return” which reads:

In this subrule, the words “Darknight” and “Wakukee” refer to the players with those names. If Wakukee de-Idles before the end of The First Dynasty of Wakukee he shall become the Djinni, unless he explicitly declines. If Wakukee becomes Djinni through this rule, the admin that de-Idled Wakukee shall delete the subrule of Rule 2.1 entitled “Interim Dji-Man” and set Darknights’s Power and Corruption to 0, his Wishes to 3, his Location to “NYC”, and set any other GNDT values of his to the value given to new players. If Wakukee declines to become Djinni the admin that de-Idled him shall set Wakukee’s GNDT stats other than location to the values given to new players. If Wakukee de-Idles before the end of The First Dynasty of Wakukee, the admin that de-Idled him shall delete this subrule after following all relevant instructions contained in it.

As Wakukee is likely to unidle himself, the admin who enacts this proposal shall send Wakukee a pm letting him know about this rule.

It doesn’t say anywhere who the Djinni is now, which will be confusing to anyone who wasn’t here when Wak idled. The values given for Darknight’s stats are what he had before he got promoted, and the reason Wak’s location doesn’t change to new-player-location is that he already has one.

Correction

The count in the sidebar was off. There are 25 Adventurers. Quorum is 13.

Proposal: Idle Handcuffs

Passes 14-2. Quorum for.—alethiophile

Adminned at 30 Dec 2009 21:34:03 UTC

In Rule 1.2, replace “Admins may de-Idle a Adventurer at his request” with:-

Admins may de-Idle an Adventurer at his request (unless that Adventurer asked to become idle within the previous 4 days)

Cutting down on the scope for “tactical idling”, of being able to remove yourself from the game for a few seconds or hours as a cheap cloaking device. (Per this discussion at the end of the last dynasty, which Wakukee won by idling and unidling himself and another player purely to trigger some gamestate changes.)

Players should only go idle if they genuinely aren’t going to be around for a few days. Players who time out aren’t affected, and can wake back up immediately.

Tuesday, December 29, 2009

He’s Back!

Quorum rises to 14.

Proposal: Because it should never have been removed in the first place.

Fails 4-9. Timed out.—alethiophile

Adminned at 30 Dec 2009 21:32:25 UTC

Remove the text “The Djinni has voted to VETO it” from the second bulleted list in rule 1.5 Enactment.
Add the sentence “Vetoed proposals may be failed by an admin at any time, even if the proposal in question is not the oldest pending proposal” to the end of that same rule.

Reintroducing the fast veto.

Proposal: What happens when this actually happens?

Vetoed.—alethiophile

Adminned at 30 Dec 2009 14:13:05 UTC

Put Europe in a brown paper bag and place it behind a dumpster in Perth, Australia.

Oopsy

FYI, Cannonball Run was adminned incorrectly (no reason given, no name given). I suggest the perpetrator have his location set to Baffin Island.

Proposal: Proposal: The Corrected Solemn Mysteries of the Ancient Order of the Deep

Fails 3-11. Timed out.—alethiophile

Adminned at 30 Dec 2009 14:12:21 UTC

Add a dynastic rule, entitled “Trusty Shellbacks”, as follows:

Adventurers are either Shellbacks or Pollywogs but not both.  The initial state of all Adventurers is Pollywog.  The state of all Adventurers as Shellbacks or Pollywogs shall be tracked as either “S” or “P”, as appropriate, in the GNDT.  Subject to the following sentence, if a Pollywog engages in movement that causes him to cross the Equator in the Universe, within 24 hours of doing so that Adventurer may make a post to the blog indicating that he has done so, whereupon that Adventurer (1) becomes a Shellback, and (2) increases the number of his Wishes by one.  If sea vehicles or sea type vehicles exist or are defined in the ruleset then an Adventurer may only increase the number of his Wishes by operation of the previous sentence if his crossing of the Equator occurs by means of such a vehicle.

Proposal: Oil and Water

Passes 11-1. Timed out.—alethiophile

Adminned at 30 Dec 2009 14:10:15 UTC

Replace the text of the subrule of Rule 2.6 titled “Places of Interest” with the following text:

If a Location is in the “Legislative buildings” category of the Reference Source, or any subcategory of that category, it is considered a Legislative Building. If an Adventurer’s Location is a Legislative Building and their Power is less than 3, they may - as a weekly action - gain 3 Power.

If a Location is in the “Religious buildings” category of the Reference Source, or any subcategory of that category, it is considered a Religious Building. If an Adventurer’s Location is a Religious Building and their Corruption is higher than every other Adventurer’s, they may - as a weekly action - reduce their Corruption to that of an Adventurer with the second-highest Corruption.

If there is no subrule of Rule 2.6 titled “Places of Interest”, create one with the above text.

Proposal: The Solemn Mysteries of the Ancient Order of the Deep

Self-killed.—alethiophile

Adminned at 29 Dec 2009 14:15:30 UTC

Add a dynastic rule, entitled “Trusty Shellbacks”, as follows:

Adventurers are either Shellbacks or Pollywogs but not both.  The initial state of all Adventurers is Shellback.  The state of all Adventurers as Shellbacks or Pollywogs shall be tracked as either “S” or “P”, as appropriate, in the GNDT.  Subject to the following sentence, if a Pollywog engages in movement that causes him to cross the Equator in the Universe, within 24 hours of doing so that Adventurer may make a post to the blog indicating that he has done so, whereupon that Adventurer (1) becomes a Shellback, and (2) increases the number of his Wishes by one.  If sea vehicles or sea type vehicles exist or are defined in the ruleset then an Adventurer may only increase the number of his Wishes by operation of the previous sentence if his crossing of the Equator occurs by means of such a vehicle.

Proposal: The final frontier

Fails 1-13.—alethiophile

Adminned at 29 Dec 2009 14:12:13 UTC

In rule 2.6 Universe, in the following sentence

Each Adventurer has a “Location” , which is tracked in the GNDT. Locations are limited to real-life (i.e., not fictional or mythical), existent (as of the Reference Time) locations on Earth that have their own article in the Reference Source, and have a size or area, as specified in the Reference Source, of no more than one thousand square miles.

after ‘locations on Earth’ add

or any other place deemed habitable without any special equipment by the reference source or the Djinn (even as part of a wish)

so that the resulting sentence reads

Each Adventurer has a “Location” , which is tracked in the GNDT. Locations are limited to real-life (i.e., not fictional or mythical), existent (as of the Reference Time) locations on Earth or any other place deemed habitable without any special equipment by the reference source or the Djinn (even as part of a wish) that have their own article in the Reference Source, and have a size or area, as specified in the Reference Source, of no more than one thousand square miles.

If more than half of the FOR votes for this proposal contain the phrase ‘connection by all means’, add the following to the block of ‘wishes that will not be granted’ in rule 2.2 Wish Fulfillment:

Wishes that would make an inhabitable place not in connection with another already existing inhabitable place.

Wouldn’t it be fun to wish for a copy of Earth next to ours with location names slightly changed, like by adding an apostrophe at the end? ...or an infinite number of copies of Earth…

Sunday, December 27, 2009

Wishes granted

Ok, I’ve granted the following people the following wishes:

tecslicer: Wished for his power to go up by 10 twice, giving him 18 power and 2 corup.

Bucky+AL: Buckys wish was a rather unique one, as he wished for the next granted wish to be changed to read “make buckys power 18” instead of what it really said (nothing in the rules says ya can mess with wishes like that) causing AL’s wish, to make his power 18, to benefit Bucky.

Lars: 2 wishes granted, one on a time delay and the 2nd changes the header. I don’t remember if Lars made the current one or knows how to change it. If he doesn’t I can send the new one to someone who does.

Ugh

I can’t really play right now; I’m too busy to even idle myself. Could someone please idle me?

Proposal: If Wishes Were Horses

Passes 14-0. -Ornithopter

Adminned at 29 Dec 2009 09:29:19 UTC

Reword Rule 2.6.2 (Movement) to:-

An Adventurer may have a single Vehicle, tracked in the GNDT in the “Vehicle” column. The following Vehicles are available, each with a Speed, Type and Cost rating (listed as “Speed/Type/Cost” respectively).

  • Car (1/Land/1)
  • Boat (2/Sea/1)
  • Plane (2/Air/2)
  • Racecar (3/Land/2)
  • Yacht (4/Sea/2)
  • Jet (3/Air/3)

If an Adventurer’s Power is greater than or equal to the Cost of a Vehicle, they may obtain a copy of that vehicle by reducing their Power by that Cost. (If an Adventurer has wished for a Vehicle that is not on this list, the Djinn may add it to the list above, with ratings of his choosing.)

As a daily action, an Adventurer who has a Vehicle may Drive. To Drive, they change their Location to any Location located within X miles of their current Location, where X is the Speed of their Vehicle multiplied by a hundred. If travelling in a Land Type vehicle, there must be unbroken land between their previous and new Location. If travelling in a Sea Type vehicle, there must be an ocean within 5 miles of both their previous and new Location.

As a daily action, any Adventurer may Trek. To Trek, they change their Location to any Location located within 100 miles of their current Location.

If an Adventurer has no Location, they may set their Location to that of any other Adventurer.

Trying a simpler version of Spike’s vehicles. Adventurers can buy boring template vehicles, or wish for custom ones.

Proposal: Church and State

Timed out 10 votes FOR to 4 AGA. Enacted by Kevan.

Adminned at 29 Dec 2009 07:15:37 UTC

Enact a new subrule of Rule 2.6, called “Places of Interest”:-

If a Location is in the “Legislative buildings” category of the Reference Source, or any subcategory of that category, it is considered a Legislative Building. If an Adventurer’s Location is a Legislative Building and their Power is less than 3, they may - as a weekly action - gain 3 Power.

If a Location is in the “Religious buildings” category of the Reference Source, or any subcategory of that category, it is considered a Religious Building. If an Adventurer’s Location is a Religious Building and their Corruption is higher than any other Adventurer, they may - as a weekly action - reduce their Corruption to that of an Adventurer with the second-highest Corruption.

Adding a couple of non-grindy abilities to types of location.

Call for Judgment: Expiration date

Passes 14-0. -Bucky

Adminned at 27 Dec 2009 15:21:00 UTC

The most recently enacted Call for Judgement with the subject “Idleage?” shall not be construed as having any effect beyond the end of the current dynasty.  In particular, should someone achieve victory while Wakukee is still idle, he shall not become Djinni despite being idle.

The CfJ which made Darknight Djinni was worded in an ambiguous manner that needs clarification.

Well now

Can everyone who had tried to make a wish send them to me so I can get the back log cleared?

Sunday, December 27, 2009

Seriously though.

The 1.5th dynasty of Darknight? Really? Lets just stick to the 1st Dynasty of Wakukee, and we can call DK’s next dynasty his 3rd, eh?

Also, can someone propose some ways to get power and a mechanic by which you gain a corruption everytime you get a power? I’ve been meaning to do that, but I’ve been so busy eating this delicious sandwich…

Idlings

Hix (by inactivity) and Wakukee (by CfJ/request) are now idle.

There are 25 Adventurers. Quorum is now 13.

Proposal: The Affairs of Wizards

Times out 5-10. -Ornithopter

Adminned at 28 Dec 2009 11:33:38 UTC

Add a new rule entitled ‘Curses’ with the following text:

As a daily action, any Adventurer may reduce their power by 2 in order to place a Curse on another Adventurer. This is tracked in a column of the GNDT entitled ‘Cursed’, with the values ‘Yes’ or ‘No’. An Adventurer who is under a Curse may not take any actions that require power; they also may not take any action that requires a charged Talisman. An Adventurer who is under a Curse may not be placed under a Curse while they are Cursed, or for 24 hours after the Curse is broken. An Adventurer who is under a Curse may break the Curse at any time, if at least one week has passed since they were placed under the Curse.

Create GNDT column ‘Cursed’. Set all Adventurers’ values to ‘No’.
Add a new rule entitled ‘Talismans’ with the following text:

An Adventurer may have a Talisman, which may be charged or discharged. This status is tracked in a GNDT column entitled ‘Talisman’, whose values may be ‘Charged’, ‘Discharged’ or ‘None’. As a daily action, an Adventurer may reduce their power by 10 in order to give themselves a charged Talisman. This action may not be taken if the Adventurer has a Talisman already, either charged or discharged. If an Adventurer has a charged Talisman, then as a daily action, they may first set their Talisman to discharged and then take any one of the following actions:

  • Place a Curse on an Adventurer without penalty to Power
  • Set their Location to any valid Location
  • Increase their Power by 2
  • Break a Curse on any other Adventurer

An Adventurer who has a charged Talisman cannot be placed under a Curse. An Adventurer with a discharged Talisman may charge their Talisman at any time, if at least five days have passed since their Talisman became discharged. This action is considered to have occurred retroactively at the moment that the time limit expired. An Adventurer with a discharged Talisman may, as a daily action, decrease their Power by 4 and charge their Talisman.

Create GNDT column ‘Talisman’. Set all Adventurers’ values to ‘None’.
If there exists a subrule ‘Teleportation’, repeal it. If at least half the EVCs on this Proposal contain the text ‘Do not repeal’, then disregard the preceding sentence when this Proposal is enacted.

I’ve changed the Talismans from recharging on Sundays to recharging five days after being discharged, to prevent people from using their Talisman late on Saturday nights and having a charged talisman nearly all the time. I’ve also repealed the Teleportation rule already proposed; I think teleportation should only be available via one method, because trivial teleportation more or less makes Location pointless, if ever we do anything with it. The idea here is that getting a Talisman is difficult, and charging it early is also difficult, but it allows powerful spells. The list of powers available through the Talisman is meant to be expanded as more mechanics are created.

Call for Judgment: Idleage?

Passes 15-1. All hail Darknight! -Ornithopter

Adminned at 26 Dec 2009 19:53:08 UTC

Idle Wakukee. Darknight becomes Djinni until either a new dynasty begins or Wakukee unidles, in which case Wakukee will become Djinni once more unless he specifies otherwise in his request to be unidled.

Due to (un)foreseen circumstances, I will have to idle, and I choose to leave my vacant spot as Djinni to Darknight, as I “stole” the victory from him last dynasty. I will forward him all wishes I have not jet granted/ignored. If DK does not want to be Djinni, please vote against.

Proposal: Proposal: Cannonball Run

Times out 3-5. -Ornithopter (Originally adminned at 28 Dec 2009 16:57:40 UTC)

Adminned at 28 Dec 2009 14:42:14 UTC

Create a new subrule of Rule 2.6 titled “Regions”

The earth is divided into 11 regions: Africa, Antarctica, Asia, Australia, Europe, North America, South America, Arctic Ocean, Atlantic Ocean, Indian Ocean and Pacific Ocean. The adventurer’s current region is determined by which region their current location lies in based on the state of the Universe at that time. e.g. If Adventurer X has a location with value of “Challenger Deep” then they are considered to be in the “Pacific Ocean”. If the state of the Universe has been altered from the Reference Source then the present state of the Universe is used to determine the region. e.g. if Adventurer Y is located in Paris, France and France has been moved to a brown bag in a dumpster in Perth, Australia, then Adventurer Y’s current region will be considered to be Australia. An adventurer may have more than one current region, e.g. if in the previous example all of Europe was moved to the brown bag in Australia then Y’s current region would be both Europe and Australia. If an Adventurer is in a legal location but current region cannot be determined from the state of the Universe then they are said to have no current region.

Each Adventurer’s past and current legal locations and regions is tracked on a Wiki page titled “Travel”.

Each Adventurer has a value for the statistic “Regions Visited” which is tracked in the GNDT. If the adventurer has a current region when this Proposal is enacted, then their initial value for the statistic is 1 otherwise it is 0. When an Adventurer changes their location to a new value which causes them to be in a region that they have not previously been in, then the Adventurer may increase this statistic by 1.  The “Regions Visited” statistic cannot be changed by any other Adventurer or the Djinni in any way other than specified by this rule, including but not limited to granting of wishes.

Proposal: Proposal: Beam Me up Djinni

Times out and is failed 9-7 by Ienpw_III.

Adminned at 27 Dec 2009 23:48:26 UTC

If there exists a subrule of 2.6 called “Movement”, enact a new subrule of Rule 2.6, called “Teleportation”:

As a weekly action each Adventurer may change their location to any legal location defined by rule 2.6. When an adventurer uses this rule to change their location, their Power decreases by 3. If this decrease would cause their Power to become negative they cannot take this weekly action.

Allow folks stuck at the South pole to get out.

Thursday, December 24, 2009

Proposal: Boon Landing

Passes 16-0-1.—alethiophile

Adminned at 26 Dec 2009 15:52:23 UTC

Enact a new subrule of Rule 2.2, called “Boons”:-

As a weekly action, the Djinni may select a random Adventurer from those with fewer than three Wishes, and increase their Wishes by one. This action is known as Granting a Boon.

If the Djinni has not Granted a Boon during the past seven days, and if at least one Adventurer has fewer than three Wishes, then any Adventurer may move the Djinni into the Lamp, if he is not already there.

The Djinni is considered to have granted a Boon at 21:53 GMT on the 24th of December 2009. Any Adventurer may remove this paragraph from the ruleset after the Djinni has Granted a Boon other than this one.

A small incentive to get more people wishing.

Proposal: Planes, Trains and Automobiles

Fails 2-7-2.—alethiophile

Adminned at 26 Dec 2009 15:48:35 UTC

The following text shall be added to the subrule “Movement” if it exists, or if not, shall be a new dynastic rule entitled “Movement”:

There is a class of objects in the Universe called “Vehicles”.  A Vehicle is a mechanical means of conveyance, a carriage or transport that is capable of transporting or carrying at least one normal-sized human being, that has its own article in the Reference Source, that exists or existed on Earth at or prior to the Reference Time, and that is not designed for space travel.  For example, “Japanese battleship Yamato”, “Harley-Davidson Super Glide”, “South Pointing Chariot” and “Vasa (ship)” are all Vehicles, while “Space Battleship Yamato”, “HMS Atropos” and “Ariane 5” are not Vehicles.  All Vehicles are unique, so for example there can never be more than one “T-34” in existence at one time. 

Each Vehicle falls within exactly one of the following classes: “Flying Vehicles”, “Sea Vehicles”, and “Other Vehicles”.  Flying Vehicles consist of Vehicles designed for flight.  Sea Vehicles consist of Vehicles that are not Flying Vehicles and that are designed for operation on, in or under water.  Other Vehicles are Vehicles that do not fall within the other two classes.

An Adventurer may own zero or one Vehicles.  Each Adventurer initially owns no Vehicle, and may acquire a Vehicle as a result of a Wish that is granted by the Djinni or as the ruleset otherwise permits.  Notwithstanding the foregoing, an Adventurer may not acquire or hold a Vehicle if prohibited by the “Vehicle Incompatibility” subrule, nor, while owning a Vehicle, change his location to any Location that is prohibited by the “Vehicle Incompatibility” subrule.  An Adventurer may voluntarily cease to own a Vehicle at any time.  The GNDT shall track the Vehicle, if any, owned by each Adventurer.

An Adventurer who owns a Vehicle may (subject to the previous paragraph and the Vehicle Incompatibility subrule) change his Location as a Daily Action as follows: if he owns a Flying Vehicle, to any Location located a maximum distance from his current Location equal to the maximum distance that the Vehicle can travel in one half hour under normal conditions according to the Reference Source; if he owns a Sea Vehicle, to any Location located a maximum distance from his current Location equal to the maximum distance that the Vehicle can travel in twelve hours under normal conditions according to the Reference Source; and if he owns an Other Vehicle, to any Location located a maximum distance from his current Location equal to the maximum distance that the Vehicle can travel in two hours under normal conditions according to the Reference Source.

In the case of any dispute or uncertainty regarding the legitimacy of a Vehicle, or its permitted Locations or capabilities with respect to Movement, the determination of the Djinni shall be conclusive and binding.

Add a subrule, entitled “Vehicle Incompatibility”, as follows:

- Flying Vehicles cannot be located indoors, underground or within a municipality with a population greater than 10,000.  Flying Vehicles cannot be located in a body of water (unless the Flying Vehicle is of a type that is designed to take off or land from water), but may engage in Movement that passes over a body of water.
- Sea Vehicles can only be located in a body of water that could, in the Universe, reasonably be navigated by that Sea Vehicle.  For example, the German Battleship Bismarck cannot be located in the San Antonio River because the river is much too shallow.
- Other Vehicles cannot be located in a body of water, but may engage in Movement that passes over or under a body of water to the extent that a means of passage exists in the Universe that is reasonably capable of accommodating that Other Vehicle.  For example, the Yamaha WR250F is capable of passing under the Hudson River to cross between Manhattan and New Jersey by means such as the George Washington Bridge or the Lincoln Tunnel.  However, Other Vehicles require a particular kind of infrastructure to accommodate them (such as trains requiring rails) may only be located, or engage in movement, to the extent that the infrastructure exists in the Universe where required.

Proposal: Tiny Asia

Self-killed, failed by Kevan.

Adminned at 26 Dec 2009 11:05:06 UTC

Replace “Asia” with “Singapore” in the paragraph of Rule 2.6 “Universe” which begins “Each Adventurer has a ‘Location’...”

Asia is listed as an example of a legal location despite having an area slightly larger than 1,000 square miles. Whether Proposal: The Long Way passes has no effect on this proposal, since the error is in the original rule, and was copy-pasted into that proposal.

Proposal: The Long Way

Times out 9 votes FOR to 1 AGAINST. Enacted by Kevan.

Adminned at 26 Dec 2009 10:54:04 UTC

In Rule 2.6, reword the paragraph beginning “Each Adventurer has a “Location”” to:-

Each Adventurer has a “Location” , which is tracked in the GNDT. Locations are limited to real-life (i.e., not fictional or mythical), existent (as of the Reference Time) locations on Earth that have their own article in the Reference Source, and have a size or area, as specified in the Reference Source, of no more than one thousand square miles. For example, Independence Hall (United States), Elvis’ Pink Cadillac, and New York City are all legitimate Locations; while Narnia, Heaven, Asia and the Library of Alexandria do not exist as legitimate Locations. If there is any dispute or controversy over whether an Adventurer’s Location is a legitimate Location, the Djinni may change that Location to any value.

Enact a new subrule of Rule 2.6, called “Movement”:-

If an Adventurer has no Location, they may set their Location to that of any other Adventurer.

As a daily action, an Adventurer may change their Location to any Location located within 100 miles of their current Location.

Simplifying the selection of initial Locations (players can just pick a copy of another player’s location rather than waiting for the Djinn), and giving people a way to move slowly under their own steam.

While I’m here, I’ll clean up the Location rule, change “contemporary” to “existent” and improve the examples, and cut down the controversy resolution to explicitly say that the Djinni can move people at will if a Location is disputed.

Scaramouche idles.

Quorum drops to 14.

Thursday, December 24, 2009

Curses/talismans protosal

I have something of an idea for a game mechanic, that adds a little more magic to the game outside Wishes. It takes the form of something like this.

Add a new rule with the following text:

As a daily action, any Adventurer may reduce their Power by 2 in order to place a Curse on any other adventurer. (Define curse effects here; I’m not sure what should happen. My original idea was to set an Adventurer’s effective power to 0, but I also had some other thoughts.)
An Adventurer may have a Talisman. A Talisman may be charged or discharged. The state of both attributes is tracked in a GNDT column called ‘Talisman’, whose value may be ‘Yes’, ‘Yes, discharged’, or ‘No’. If an Adventurer has a charged Talisman, then they may, as a daily action, first set their Talisman to discharged and then take any of the following actions:
(Give a list here. I’m thinking one item could be ‘place a Curse without a penalty to power’, but others are possible.)
An Adventurer with a charged Talisman cannot be the target of a Curse. Every Sunday at midnight, every Talisman that is discharged becomes charged. At any time, any Adventurer or the Djinn may edit the GNDT to reflect this. Such an edit is considered in effect retroactively as of the last Sunday at midnight. An Adventurer who does so with regard to one Talisman should do so as well with regard to every other.
As a daily action, any Adventurer who does not have a Talisman may reduce their Power by 10 in order to give themselves a charged Talisman. As a daily action, any Adventurer who has a discharged Talisman may reduce their Power by 2 in order to charge their Talisman.

Any suggestions are welcome. The constants (power costs) may need some tweaking. Specifically, I am uncertain whether all Curses should have the same effect, or if there should be a list of possible effects, possibly with different power costs. I also need ideas for effects of curses and actions of a charged talisman. Also, I am uncertain as regards the provisions for talismans recharging themselves; does what I have now work?

Call for Djinnment

2.6 Universe says that the Djinn shall (must) set an initial location for all Adventurers who didn’t set theirs within 96 hours. Granted, it didn’t say WHEN he had to, but still…

I’d make this a CfJ, but I have no idea what kind of resolution to suggest… as we can’t really “force” Wak to sign on and do it.

Wednesday, December 23, 2009

Another year, another BN?

I’d like to be unidled.

Unidle me please!

And please set my starting location to the Sydney Opera House.

Arigato! :D

Locations

I have some questions regarding a few of the locations:

There are not Wikipedia articles titled “Roswell, New Mexico, USA.”, “Roscoe, Illinois: USA” or “Challenger Deep, Pacific Ocean”; however, there are Wikipedia articles titled “Roswell, New Mexico”, “Roscoe, Illinois” and “Challenger Deep”. I don’t think these particular cases cause any ambiguity, but I feel that they should still be changed to the valid Wikipedia title. Additionally, “NYC”, “The North Pole”, “Al-Hillah” and “Pyongyang, North Korea” are all redirects to their obvious article. Technically, the redirect itself is a separate article containing only something like “#Redirect [[Al Hillah]]” so this could potentially cause issues. Does this really matter or am I just being too pedantic? Should we add a clarification regarding redirects?

Secondly, I’m not sure if the World Trade Center is “contemporary”. If you meant the site, then there is an article titled “World Trade Center site” that would work.

Finally, the Wikimedia Foundation is technically an organization, and not a location, although it does have a well defined location. I’m not really worried about this one, but just though I should mention it for completeness.

Anyway, I guess this is all up to the Djinn, as “If there is any dispute or controversy over whether a purported location is a legitimate Location, the determination of the Djinni shall be conclusive and binding.”, but I would still like to know what the others think about this.

I can’t believe I actually took the time to check this…

Sunday, December 20, 2009

Our history has been sadly lacking.

For example, how were new players to know of things like Glitch Admins? Or the Wak/Qwaz confusion? Or why PieIsSquare got banned (I still don’t know this)?
So I somewhat fixed the problem by creating a history page.

The page is still being worked on as I post this, but right now there are several things to do:
  * Glitch Admins
  * Wak/Qwaz controversy
  * Banned Players
  * Renamed Players
  * Major core rule changes
  * Anonymous CfJs
  * Anything else I don’t yet know about.

Note that the switch and dynastic history sections of the main page are now located on the history page, so if we agree, we can replace them with a link to the history.

Proposal: Negative Space

Passes 7-2 (Josh went idle, so his vote doesn’t count.) -Ornithopter

Adminned at 23 Dec 2009 03:15:41 UTC

Add the following to the second bulleted list in Rule 2.2 Wish Fulfillment:

* Wishes to undo any game action covered in the core rules.
* Wishes to undo any action which was performed more than 24 hours ago.
* Wishes to allow an Adventurer to perform a daily or weekly action more than one additional time in a single day/week.

Remove the first bulleted list and the last two sentences of the paragraph immediately preceding it.

Add the following to the end of the first paragraph of the rule:

The Djinni may only alter gamestate when fulfilling wishes, as permitted elsewhere in the ruleset, or in the course of normal admin duties. (e.g. voting, enacting proposals, choosing initial locations for Adventurers who have not chosen their own 96 hours after the passing of the “Fiat Lux Redux” proposal).

Change the second sentence of the last paragraph of the same rule to:

These wishes, such as a wish for a pony when said pony is not defined by game-state, a wish for a player to be force-idled, a wish to set an Adventurer’s Power to an illegal value, or a wish for a rule to be added without being proposed, will not be fulfilled and will most likely be mocked in some way, shape, or form.

Replace “(but not in all cases)” in the last paragraph of that rule with “(but not necessarily all cases)”.

Add a subsection titled “Clarifications” to the rule with text:

* When a wish for an action to be undone is fulfilled, the action is considered to have been performed for all purposes except the actual effect of said action, and any cost/penalty for performing the action is still assessed. I.E. If the action was a weekly action, it may not be performed again until a new week has begun, and if the action enabled a second action to be taken, that action can still be taken (or it it had already been taken, it still counts). This can also be undone by another wish.

* If a wish for the ability to perform a daily or weekly action an extra time in the relevant period of time is fulfilled, other costs and restrictions of that action still apply.

If more than half the EVCs on this proposal contain the phrase “all is one” remove the bulleted list item beginning “Wishes which contain more than one part” and add the following items to that list:

* Wishes which contain more than one part, such as “I wish that I had 10 power and that Bucky had 0 power”
* Wishes that affect a number of players other than one and all, such as “I wish all players except me had 0 power” or “I wish that both Bucky and I had 0 Power”.

I’d appreciate it if y’all’d let me know if you’re voting against the idea of the proposal or a specific problem with it, so I know whether a reproposal is worthwhile.

Proposal: The Sultan that actually does something

passes 14-2-1. Darknight

Adminned at 21 Dec 2009 22:26:12 UTC

Reword the sub-rule ‘Visions and Dreams’ under ‘The Sultan and the Grand Vizier’, if it exists, as follows:

If the Sultan exists, then whenever the Djinn decides to grant a wish, the Djinn must immediately PM the Sultan with the full text of the wish, the name of the wisher and the time the wish was submitted. If the Grand Vizier exists, then whenever the Djinn decides not to grant a Wish, the Djinn must immediately PM the Grand Vizier with the full text of the wish, the name of the wisher, the time the wish was submitted, and the reason the Djinn did not grant it.

Gives more of an advantage than simply ‘full text > gamestate effects’, since I’m still not sure how you could word a Wish so that telling you its gamestate effects doesn’t simply tell you everything.

Just a reminder

Adventurers who don’t chose an initial location in the next 26 hours will have one chosen for them by the Djinni.

Sunday, December 20, 2009

Proposal: Visions and Dreams

Passes 12-2-2. Darknight

Adminned at 21 Dec 2009 22:14:10 UTC

Add a new subsection to “The Sultan and the Grand Vizier” called “Visions and Dreams” that reads:

If the Sultan exists, and a wish is granted by the Djinn to any adventurer, then the Djinn must privately message the Sultan the full text of the wish granted. If the Grand Vizier exists, and the Djinn decides to not grant a wish, the full text of the not-granted wish must be privately messaged by the Djinn to the Grand Vizier, along with the reason for not granting the wish.

Hopefully, this will make the Sultan a coveted position. Also, it might lead to some interesting wishes…

Explanation Needed.

Falkuon and Uvthenfuv, what do you have to say for yourself(s)?

Err…an icebreaker?

hello, all! I’d like to join BlogNomic.

Hi, I’d like to join in too

The title says all : )

Proposal: Meta-wishes

Times out and failed, 6 against, 4 for, 7 unresolved def. Josh

Adminned at 21 Dec 2009 01:42:44 UTC

Add a new section under “Wish Fulfillment” called “Meta-wishes” that reads:

The Djinn has a certain number of meta-wishes (tracked in the “Wishes” column of the GNDT), which if undefined will be initially set to 1. To make a meta-wish, the Djinn must private message both the Sultan and the Grand Vizier a message with the title: “I meta-wish for:” with the desired meta-wish as the text of the message. The Sultan and the Grand Vizier must both be occupied by playing Adventurers, otherwise no meta-wish can be made. If both the Sultan and the Grand Vizier grant the meta-wish, the Djinn is then allowed to perform the required tasks himself, and his number of remaining meta-wishes is decreased by one. The Sultan and Grand Vizier grant the wish by privately messaging the Djinn a message with the title: “Your meta-wish is granted in part.” The meta-wish may only consist of the following:
*A meta-wish to allow the Djinn to do undo a game action not covered in the core rules which was performed less than 24 hour ago.
*A meta-wish to allow the Djinn to change an Adventurer’s power to any legal value.
*A meta-wish to allow the Djinn to allow an Adventurer to perform a daily or weekly action an additional time in a single day/week.
(The same restrictions apply to these three meta-wishes as if it was a normal wish of the same type.)
*A meta-wish to allow the Djinn to directly alter an Adventurer’s corruption.
*A meta-wish to allow the Djinn to ignore a wish that he normally would be required to grant. The full text of the wish in question must be given in the meta-wish.
*A meta-wish to allow the Djinn to grant a two-part wish. The full text of the wish in question must be given in the meta-wish.
No other meta-wishes can be made.
The Sultan and Grand Vizier are free to grant or deny a meta-wish at their own discretion, and granting a wish will not alter their game-state directly (it could if that is what the meta-wish asks for, but there is no cost in granting a meta-wish for the Sultan or Grand Vizier).
The meta-wish is not granted until both the Sultan and the Grand Vizier have granted their part of it.
If the Djinn releases himself from a lamp, or is released by something that is not an Adventurer, he receives one more meta-wish.

 

I first read about nomics in Douglas Hofstadter’s book Gödel, Escher Bach: An Eternal Golden Braid. In the book, there is a dialogue about a system of Djinni called GOD (for GOD Over Djinn) and the lowest Djinn can grant wishes, but can also request meta-wishes from GOD. So I thought it would be appropriate to make some reference to that here.

Saturday, December 19, 2009

Proposal: There is no spoon. Well, there’s a spoon right there on the table, but There is no spoon.

Passes 15-0. -Ornithopter

Adminned at 20 Dec 2009 08:55:06 UTC

Add a new subsection to 3.2 Clarifications, titled “Names”:

* Within the ruleset, a word only refers to the name of an Adventurer if it is explicitly stated that it refers to an Adventurer’s name.

Fixed.

Merry Christmas

Last year, Christmas fell today. Don’t ask.

Seriously, don’t ask.

Proposal: Just so There won’t be any confusion

Self-killed.—alethiophile

Adminned at 19 Dec 2009 09:43:01 UTC

Add a new subsection to 3.2 Clarifications, titled “Names”:

* A word only refers to the name of an Adventurer if it is explicitly stated.

I know what the older players are thinking, and no, the italics is not a scam. For the newbies: We used to have a rule that made all italic text non-binding.

This also prevents a player scamming by having the name Djinni.

There is here

I wish to join the game!

(Not as an official wish, mind you.)

Friday, December 18, 2009

Proposal: ... the third one ducks under it.

Passed 18-0-1. Quorum for.—alethiophile

Adminned at 19 Dec 2009 09:41:36 UTC

If a rule exists titled “The Sultan and the Grand Vizier”, remove it. Create a rule titled “The Sultan and the Grand Vizier” that reads as follows:

The Adventurer with the current highest Power value is the Sultan. If two or more Adventurers share the highest value, the one of them with the lowest Corruption is Sultan. If two or more of them share the lowest Corruption among them, the Sultan position is vacant. The Adventurer other than the Sultan with the current highest Corruption value is the Grand Vizier. If two or more Adventurers share the highest value, the one of them with the lowest Power is Grand Vizier. If two or more of them share the lowest Power among them, the Grand Vizier position is vacant. The Djinn is explicitly ineligible for either role, and the values of his respective stats shall not be included when determining who has the highest value.

I used on lowest Power instead of highest as tiebreaker for Vizier, because the Vizier has mostly indirect power, and because it seemed less likely to result in a tie that way.

Wishes

I have now granted 3 wishes, each for a different player. DC wished for all players’ Power to be set to 18. Scarmouch then wished for his own power to be set to 17 immediately. Bad call, bud. SingularByte wished, about a week ago, for all player’s Power to be set to 0 at some arbitrary time on Friday (this one). Epic win, Singular. The GNDT has been updated accordingly.

Travel protosal, soliciting advice

So… since we have locations, it makes sense we need to change them once in awhile. Rather than wasting wishes each time, there should be some sort of travel mechanic. Anyone have good ideas on how it should go?

Automatic vote counter

Blognomicbot is finally getting new features. I’ve added an automatic vote counter to it (it knows all the core rules to do with voting, e.g. self-kills, CoV, deferential, etc):

<CallForJudgement> !votes fiat_lux
<blognomicbot> SELF-KILLED! FOR: Oze, Darknight, Bucky, Scaramouche, Ienpw III, Josh, NoOneImportant, SingularByte, Kevan; AGAINST: ais523, Darth Cliche, Hix, spikebrennan; (unresolved) DEFERENTIAL: Wakukee, digibomber [9-4-2]. Uncounted votes: ais523 (for), Darth Cliche (for), spikebrennan (for).
<CallForJudgement> !votes timeframe_fix
<blognomicbot> FOR: Nausved, Darth Cliche, Wakukee, Qwazukee, Darknight, Apathetic Lizardman, Ienpw III, NoOneImportant, Josh, SingularByte, Ornithopter, spikebrennan, alethiophile, TrumanCapote + (deferential) Kevan; AGAINST: Oze [15-1].

So if you need a quick vote summary, just get on IRC!

Some notes:

  • The vote count listed is FOR-AGAINST (or FOR-AGAINST-unresolved DEFERENTIAL).
  • Deferential votes are marked according to what the Djinn voted; if the Djinn himself voted deferential, all deferential votes (including his own) become unresolved.
  • Deferential votes are moved into the FOR or AGAINST section as required, but are marked separately from definite votes.
  • A vetoed or self-killed proposal will be marked as vetoed or self-killed, but the bot will then go on to count the votes anyway.
  • Uncounted votes are listed as well as counted votes, but at the end; a vote might be uncounted because a voter changed his vote, or because the author’s implicit FOR was overriden by an explicit FOR, or because a voter repeated a vote and only one counts.
  • The author’s implicit FOR is listed exactly the same way an explicit FOR would be; it isn’t marked separately like deferentials are.
  • The name you must give to the bot is the URL title of the proposal (what’s entered into the “URL title” box in BlogNomic); you can find this out by hovering a link to the proposal and looking in the status bar, or by looking at the address bar when on the proposal page.

Universe Protosal

We need to state the the only legally binding rules of the game are in the ruleset, I.E. saying that “Anyone can Dance” in the universe page is not legally a rule (You cannot make a game action “Dance”). The Universe page is used only for definitions, not rules effecting gamestate.

Hey

My comment-after-adminning on http://blognomic.com/blognomic/archive/a_puff_of_smoke/ was an accident. Just letting you know so Ex doesn’t eat me alive.

Proposal: Just to be sure…

Passed 14-1-3.—alethiophile

Adminned at 19 Dec 2009 09:39:17 UTC

Add a following text (subject to appropriate formatting) to the end of Rule 3.1 Keywords:

Wiki : The BlogNomic Wiki at http://blognomic.com/wiki/index.php?title=Main_Page

 

Just in case someone gets clever about the Fixing the Universe proposal.

Proposal: Two guys walk into a Nomic…

Passed 18-1.—alethiophile

Adminned at 19 Dec 2009 09:37:16 UTC

Create a new dynastic rule with the title ‘The Sultan and the Grand Vizier’ and give it the following text:

The Adventurer with the current highest Power value is the Sultan. If two or more Adventurers share the highest value, the Sultan position is vacant. The Adventurer with the current highest Corruption value is the Grand Vizier. If two or more Adventurers share the highest value, the Grand Vizier position is vacant. The Djinn is explicitly ineligible for either role, and the values of his respective stats shall not be included when determining who has the highest value.

The status of the Sultan and Grand Vizier is indirectly tracked in the GNDT by virtue of the values in the Power and Corruption columns.

Just an idea to add more thematic flavor to the game. I’m sure there’s some fun stuff that we could allow/force people in those roles to do.

Proposal: Fixing the universe

Passed 11-4-2.—alethiophile

Adminned at 19 Dec 2009 09:31:58 UTC

If the rule ‘Universe’ exists, then append the following paragraph to it:

The state of the Universe is tracked on a Wiki page called ‘Universe’. If something about the Universe is not stated on the Universe Wiki page, then the relevant data from the Reference Source is considered binding. No change to the state of the Universe that is not reflected on the Universe Wiki page is considered valid. If any Adventurer or the Djinni changes the state of the Universe via any action, then they must edit the Wiki page to reflect the change within 24 hours.

Just to make tracking it explicit.

Thursday, December 17, 2009

Proposal: Abuse the Force Without Fear!

Self-killed, final vote 5-0 -Darth

Adminned at 18 Dec 2009 09:19:40 UTC

If any adventurer takes a game action, that requires or uses power, that adventurer shall increase their corruption by the amount of power required or used, whichever is greater.

Proposal: Release, yet again

Quorumed 14-2-1 -Darth

Adminned at 18 Dec 2009 09:18:31 UTC

Add the following to the end of Rule 2.4, ‘Djinni in a bottle, baby’:

If an Adventurer causes the Djinni to leave the Lamp, and that Adventurer did not last cause the Djinni to enter the Lamp, then that Adventurer may add 1 to his Wishes within 24 hours.

Remove the following text from Rule 2.4:

If anything causes the Djinn to be inside the Lamp, he shall remain there for 24 hours, at which point he shall be outside the Lamp.

If more than half the EVCs on this Proposal contain the phrase ‘three wishes, please’, disregarding capitalization and punctuation, then replace the number 1 in the first block above with the number 3.

Yet again. I’ve made it only one wish, to avoid wish farming via wishing the Djinni in and out of the Lamp. However, I would still prefer 3, for the tradition value if nothing else, and I think the ‘did not last cause the Djinni to enter the Lamp’ clause will prevent wish farming by that method. I’ll leave it up to everyone else.

Proposal: Fiat Lux Redux

Passed 13-5. Quorum for.—alethiophile

Adminned at 17 Dec 2009 11:07:01 UTC

Add a new dynastic rule, entitled “Universe”, as follows:

The Universe exists, and is gamestate.  The initial state of the Universe consists of all locations, tangible objects, concepts and other subject matters about which an English-language Wikipedia article exists as of 23:59:59 GMT on December 15, 2009 (the “Reference Time”), as described in English-language Wikipedia at the Reference Time (the “Reference Source”).  Changes to the Reference Source after the Reference Time shall be disregarded.  For example, if the Reference Source provides that the Cullinan Diamond (http://en.wikipedia.org/wiki/Cullinan_Diamond) is located in the Tower of London, in the city of London, in the United Kingdom, in Europe, on Earth, then the same shall be true in the initial state of the Universe; moreover, if the Reference Source provides that the Eiffel Tower is located in Paris, France, then by necessary implication for purposes of the initial state of the Universe the Eiffel Tower is located in Europe and in the Northern Hemisphere, on Earth.

If the Reference Source contains two or more contrary or mutually exclusive statements (e.g., “Taiwan is part of China” and “Taiwan is not part of China”), and a determination of which, if any, of those statements correctly describes the initial state of the Universe becomes relevant for Blognomic purposes, then the determination of the Djinni shall be conclusive and binding.

Each Adventurer has a “Location” , which is tracked in the GNDT.  Locations are limited to real-life (i.e., not fictional or mythical), contemporary (as of the Reference Time) locations on Earth that have their own article in the Reference Source.  For example, Independence Hall (United States),  Elvis’ Pink Cadillac, and Asia are all legitimate Locations; while Narnia, Heaven and the Holy Roman Empire do not exist as legitimate Locations.  If there is any dispute or controversy over whether a purported location is a legitimate Location, the determination of the Djinni shall be conclusive and binding.  Within 96 hours after the enactment of the “Fiat Lux Redux” proposal, each Adventurer shall select his initial Location; if he does not do so, then the Djinni shall select that Adventurer’s initial Location.  The initial Location of each Adventurer must have a size or area, as specified in the Reference Source, of no more than one thousand square miles (i.e., “North America” is not a permitted initial Location, but “New York City” is.)

The state of the Universe, and Locations of Adventurers and other objects or entities may be altered by actions that affect Gamestate: for example, if the Reference Source provides that the International Prototype Kilogram (IPK) is located in France, and spikebrennan’s Location is Paris, France, and a wish is subsequently granted which provides that France shall be contained in a brown paper bag behind a dumpster in Perth, Australia, then for gamestate purposes (unless subsequently changed again), France, the IPK and spikebrennan shall all be in that brown paper bag (and the IPK and spikebrennan would continue to be in France, which in turn is in Perth, Australia); any contrary reference in the Reference Source notwithstanding.

Proposal: A Puff of Smoke

Passed 13-2-6. Quorum for.—alethiophile

Adminned at 17 Dec 2009 09:03:08 UTC

In Rule 2.2 (Wish Fulfillment), replace “reduce the Wishes of the adventurer who made the wish by 1 and perform the results of the wish” with:-

reduce the Wishes of the adventurer who made the wish by 1, perform the results of the wish and announce any resultant gamestate or ruleset changes in a blog entry

I hadn’t noticed that two wishes had gone through already. If they’re having visible effects on the gamestate and ruleset, it’d be good to be told that by the Djinn, rather than have to dig through and check ourselves.

Proposal: Timeframe fix

Passes 15-1. -Ornithopter

Adminned at 16 Dec 2009 23:30:31 UTC

Change the text in 2.2 Wish Fulfillment that currently reads:

The Djinn Must look at each wish and a) determine whether or not he will grant the wish, and, if he decides to grant the wish, b) reduce the Wishes of the adventurer who made the wish by 1 and perform the results of the wish.

to read instead:

The Djinn Must look at each wish and a) determine whether or not he will grant the wish, and, if he decides to grant the wish, b) reduce the Wishes of the adventurer who made the wish by 1 and perform the results of the wish. Any wish that does not include an explicit timeframe in which the request is to be granted shall be deemed to be requested for immediate enactment.

There’s an old saying in Baghdad — I know it’s in Samarkand, probably in Baghdad — that says, fool DC once, shame on — shame on you. Fool DC — you can’t get fooled again.

At least I’m not Sicilian. Then he would really be screwed.

DC has fallen victim to one of the classic blunders! Never be generic with a Djinni! He has made a wish, which I have agreed to fulfill, but failed to give a time at which it will take place! Don’t worry, I’ll probably only put it off a few thousand more years! Mwa, ha ha!

Though he could be in Asia. Depends on whether or not Universe passes.

Wednesday, December 16, 2009

Proposal: Reproposed.

Failed 13-2. Quorum against, and arguably s/ked.—alethiophile

Adminned at 16 Dec 2009 18:44:17 UTC

Create a new rule, “Insanity and Calmes”:

          Each adventurer has a statistic called their Sanity, Sanity Level, Insanity, or Insanity Level. Its legal values are all integers between and including 0 and 100. If at any time an adventurer’s sanity would be set to a negative value, it is changed to 0. If at any time an adventurer’s sanity would be changed to above 100, it is set to 100. Each adventurer’s sanity is initially 50.

          Up to three times per week, but not more frequently than once every 18 hours, adventurers may increase their sanity by 10.

          If an adventurer’s sanity becomes zero, they suffer a mental breakdown, and – rules to the contrary notwithstanding- may not take any game actions for a period of 36 hours. Their sanity may not be modified until this time has elapsed, at which time it increases by 20.

          If an adventurer suffers a level x shock, the integer that is x is subtracted from their sanity. If an adventurer has a boost of x, the integer that is x is added to their sanity.

 

Create a subrule to the above rule, and call it Shocks and Boosts.

*If an adventurer causes the Djinni to be outside the lamp, they suffer a level 20 shock.

*If an adventurer causes the Djinni to be inside the lamp, they have a boost of 15.

*If the Djinni grants an adventurer’s wish, that adventurer suffers a level 10 shock.

*If an adventurer gains power, they suffer a level 3 shock for each power they gain.

 

If possession is defined by the rules, add the following bullet to the above subrule:

*If the Djinni possesses an adventurer, then that adventurer suffers a level 75 shock.

Fixed

Proposal: Everything about this proposal except the title was given to me by Ienpw

Vetoed.—alethiophile

Adminned at 16 Dec 2009 18:42:09 UTC

Create a new rule, “Insanity and Calmes”:

          Each adventurer has a statistic called their Sanity, Sanity Level, Insanity, or Insanity Level. Its legal values are all integers between and including 0 and 100. If at any time an adventurer’s sanity would be set to a negative value, it is changed to 0. If at any time an adventurer’s sanity would be changed to above 100, it is set to 100.

          Up to three times per week, but not more frequently than once every 18 hours, adventurers may increase their sanity by 10.

          If an adventurer’s sanity becomes zero, they suffer a mental breakdown, and – rules to the contrary notwithstanding- may not take any game actions for a period of 36 hours. Their sanity may not be modified until this time has elapsed, at which time it increases by 20.

          If an adventurer suffers a level x shock, the integer that is x is subtracted from their sanity. If an adventurer has a boost of x, the integer that is x is added to their sanity.

 

Create a subrule to the above rule, and call it Shocks and Boosts.

*If an adventurer causes the Djinni to be outside the lamp, they suffer a level 20 shock.

*If an adventurer causes the Djinni to be inside the lamp, they have a boost of 15.

*If the Djinni grants an adventurer’s wish, that adventurer suffers a level 10 shock.

*If an adventurer gains power, they suffer a level 3 shock for each power they gain.

 

If possession is defined by the rules, add the following bullet to the above subrule:

*If the Djinni possesses an adventurer, then that adventurer suffers a level 75 shock.

The idea is that each display of magic further shocks the poor fella who sees it.

Proposal: Fiat Lux

s/k—alethiophile

Adminned at 16 Dec 2009 18:41:05 UTC

Add a dynastic rule, called “Universe”, with text as follows:

The Universe exists, and is gamestate.  The initial state of the Universe consists of all locations, tangible objects, concepts and other subject matters about which an English-language Wikipedia article exists as of 00:00 GMT on December 15, 2009 (the “Reference Time”), as described in English-language Wikipedia at the Reference Time.  Changes to English-language Wikipedia after the Reference Time shall be disregarded.  For example, if English-language Wikipedia provided, as of the Reference Time, that the Cullinan Diamond (http://en.wikipedia.org/wiki/Cullinan_Diamond) is located in the Tower of London, in the city of London, in the United Kingdom, in Europe, on Earth, in the Milky Way Galaxy, then the same shall be true in the Universe for the purposes of gamestate unless these circumstances change as gamestate or the ruleset permits.

Each Adventurer has a location, which is tracked in the GNDT.  Each Adventurer shall select his initial location which shall be a location with its own English-language Wikipedia article.

Concept discussion: Non-Wish gameplay

I think that this dynasty is only likely to work properly if it has some sort of non-Wish gameplay; wishes are all very well, but we’re unlikely to get interesting results unless we have some separate gameplay for the wishes to screw with. Do people agree with me on this? If so, what sort of gameplay should be added?

Proposal: A bitter twisting inside

Failed 13-0. Quorum against.—alethiophile

Adminned at 16 Dec 2009 18:40:16 UTC

Add the following as a new rule, entitled Physical Affliction:

There is a page on the wiki which is used to track the physical afflictions suffered by each Adventurer. It should be linked to in the sidebar and may not be changed except as permitted by the ruleset.

This page should contain a section of each Adventurer. Each section should contain a number representing that Adventurer’s Hideousness, and a written description of that Adventurer’s physical appearance. An Adventurer’s Hideousness may be a negative number but is initially 0. An Adventurer’s description is initially “This is an ordinary human”. An Adventurer’s description may only be edited by that Adventurer, unless another rule or a fulfilled wish mandate otherwise. An Adventurer’s description may be edited as a daily action, but only within 24 hours of their Hideousness having changed. Descriptions may only contain physical details about the Adventurer that they describe; any Adventurer may remove any information that they feel does not meet this requirement.

The Djinn also has a section on this page. The Djinn may change their description and Hideousness as often as they like, unless they have fulfilled a Wish that mandates otherwise. A wish to alter the description of either the Djinn or another Adventurer must have a fixed duration of effect which may be no more than one week, during which the effected Adventurer or Djinn may not change their description, and after which they may revert their description to its previous setting.

Add the following as a sub-rule to this rule, entitled Sins of the Flesh:

An Adventurer may convert their Corruption into Hideousness. They do so by reducing the former by any legal value and then increasing the latter by the same value divided by two (rounded up).

Add the following as another sub-rule, entitled Deformities:

As a weekly action, an Adventurer may develop a distinct deformity by making a comment of “DEFORMITY: [x]” in the GNDT, where [x] is the word FRUIT repeated a number of times equal to the amount of Hideousness they have gained during the last seven days (or since the last time they rolled to gain a deformity, whichever is more recent), to a maximum of seven. If the result contains, in full and in the correct sequence, any sequence listed in this rule, then they may add the corresponding Deformity to their Description. The description must include the exact working of the deformity, in bold. Only one Deformity may be selected per Deformity roll; if the roll contains more than one sequence then they Adventurer may chose which Deformity they wish to apply. An Adventurer may wish for a specific outcome to a Deformity roll, in which case their wish takes precedence over the actual result of that roll.

Sequence - Deformity
Banana - No Hair
Orange - Hunchback
Apple Banana - Melted Face
Kiwi Kiwi - Claws
Cherry Orange Grape - Extra Leg
Apple Grape Apple - Third Eye

Set up a page for the tracking of physical afflictions as per the rules above, and link to it from the sidebar.

Deformities should have game effects. Later.

Proposal: Fixing it now

s/k—alethiophile

Adminned at 16 Dec 2009 18:38:54 UTC

If rule “Possession” exists, reword it as follows:

As a weekly action, provided their own power is greater than one, the Djinni may take any action as defined by the dynastic rules for an adventurer of their choice, with the sole exception of making a wish. Any effects on gamestate are applied as if that adventurer had taken the action. The Djinni must then make a post to the blog stating the action taken, and by which adventurer

The riders aren’t going to pass.

Tuesday, December 15, 2009

Proposal: Abuse the Force

Failed 13-7. Quorum against.—alethiophile

Adminned at 16 Dec 2009 18:32:26 UTC

Add a dynastic rule “Self Flagellation” with the following text:

If any adventurer takes a game action, that requires or uses power and does not already include a penalty, that adventurer shall increase their corruption by the amount of power required or used, whichever is greater.

My understanding is that power does not corrupt unless it is used, and/or insufficiently punished when abused.

Proposal: Aside from wishes, the Djinni does nothing, so…

Failed 7-7-6. Half or fewer votes for.—alethiophile

Adminned at 16 Dec 2009 18:31:10 UTC

Add a rule, “Possession”:

As a weekly action, provided their power is greater than one, the Djinni may take any action as defined by the dynastic rules for a player of their choice, with the sole exception of making a wish. Any effects on gamestate are applied as if that player had taken the action. The Djinni must then make a post to the blog stating the action taken, and by what player.

If at least half the EVCs on this proposal contain the phrase “More often, please” then replace “weekly” in the above rule with “daily”.
If at least half the EVCs on this proposal contain the phrase “Self-wishing”  then remove the text “, with the sole exception of making a wish” from the above rule.

A traditional Djinn power.
Core rules are blocked to prevent potential abuse.

Proposal: Release, version 2

Self-killed.—alethiophile

Adminned at 16 Dec 2009 16:57:07 UTC

Add the following to the end of Rule 2.4, ‘Djinni in a bottle, baby’:

If an Adventurer causes the Djinn to leave the Lamp, and that Adventurer did not last cause the Djinn to enter the Lamp, then that Adventurer may add 3 to his Wishes within 24 hours.

Remove the following text from Rule 2.4:

If anything causes the Djinn to be inside the Lamp, he shall remain there for 24 hours, at which point he shall be outside the Lamp.

If either the proposal “Synonyms” or the proposal “There’s only one Wakukee” has passed, then replace all instances of ‘Djinn’ above with ‘Djinni’.

Follow-up to the Release proposal. It’s the Adventurer’s responsibility to change his Wishes in GNDT. Also, the removed text contradicts the additions in that it essentially specifies the method by which the Djinni leaves the Lamp (requires it to remain for 24 hours, then immediately leave).

Proposal: We know what power does

Self-killed. -Ornithopter

Adminned at 15 Dec 2009 01:38:12 UTC

Add a Dynastic Rule stating the following:

Once daily, each Adventurer shall gain an amount of Corruption equal to his Power divided by six and rounded down.

Seems like a logical move.

Monday, December 14, 2009

Raymond Mill

MORE SPAM

Proposal: Three patches

Self-killed. -Ornithopter

Adminned at 15 Dec 2009 01:37:11 UTC

NO COMMENTS, PLEASE. DOING A QUICK EDIT.

To avoid constantly having to expand the list of things the Djinni is unable to do when not granting a wish, remove the first bulleted list of Rule 2.2 “Wish Fulfillment” and replace the last two sentences of the first paragraph with

Except where stated otherwise, the Djinni may only alter gamestate when fulfilling wishes or in ways allowed by the Core Rules.

—-

Change the sentence in Rule 2.4 “Djinni in a lamp, baby” beginning “If anything causes the Djinn to be inside the Lamp…” to read

If the Djinni has continuously been inside the lamp for the last 24 hours, the Djinni or any Adventurer may release the Djinni from the lamp.

If Proposal: Release passes, add “for no reward” to the end of the replacement sentence.

—-

Replace “(but not in all cases)” in the last paragraph of Rule 2.2 “Wish Fulfillment” with “(but not necessarily all cases)”.

Unidle request

Please unidle me.

Proposal: There’s only one Wakukee

Self-killed. -Ornithopter

Adminned at 15 Dec 2009 01:36:38 UTC

Replace all instances of the whole word “Djinn” in the rules with “Djinni”.

Djinni is the singular; djinn is plural.

Proposal: Synonyms

Passes 13-3 -Ornithopter

Adminned at 15 Dec 2009 01:34:26 UTC

Add a new rule, “Synonyms”:

The words “Genie” and “Djinni” are considered to be synonyms of “Djinn” for the purposes of the rules.

Because both of these mistakes have been made - the first by Josh in an informal situation, the second by Ienpw in a proposal.

Proposal: They’re Givin’ None Away

Self-killed. -Ornithopter

Adminned at 15 Dec 2009 01:30:22 UTC

Rename Rule 2.3 “Power and Corruption” to “Power, Wealth, and Corruption” and replace it with the following text:

Each Adventurer (as well as the Djinni) has a value for Power, for Wealth, and for Corruption, each of which is Tracked in the GNDT. Each Adventurer begins with 0 Corruption, 3 Power, and 100 Wealth. The Djinni starts with 666 Corruption, ∞ (infinite) Power, and 0 Wealth. An Adventurer’s Power, Wealth, or Corruption may never be less than 0, and their Power may never be more than 18. If an action would normally make an adventurer’s Power, Wealth, or Corruption less than 0, it cannot be taken. If an action would normally make an adventurer’s Power greater than 18, his Corruption is instead increased by 2, and his Power remains (or is increased to) 18.

Adventurers may, as a daily action, do any one of the following:
*reduce their Power by 1 and raise their Wealth by 1000
*reduce their Wealth by 1000 and raise their Power by 1
*raise their Wealth by 10*(their Power)

Add the following to the end of the first bulleted list of Rule 2.2 “Wish Fulfillment”:

*Change any Adventurer’s Wealth to any legal value for that player.

Set the Djinni’s Wealth to 0, and all Adventurers’ Wealth to 100.

Proposal: Release

Adminned at 14 Dec 2009 07:11:27 UTC

Add the following to rule 2.4, Djinni in a lamp, baby:

If an Adventurer causes the Djinni to be released from the lamp, that Adventurer gains 3 more wishes, unless that Adventurer caused the Djinni to enter the lamp.

Self-killed, final vote 7 for - 5 against

Proposal: Tracking the Lamp

Quorumed 13-0 -Darth

Adminned at 14 Dec 2009 07:10:04 UTC

Add the following to the end of Rule 2.4:

If the Djinn is in the Lamp, his Power shall be 0. Otherwise, it shall be ∞.

After all, he’s powerless as long as he’s in the Lamp.

Proposal: Admin Option 2

13-1, cannot be enacted w/o CoV -Darth

Adminned at 13 Dec 2009 21:16:08 UTC

In Rule 1.5 Enactment, immediately following:

Whenever an Admin marks a proposal, CfJ, or DoV as passed or failed, he must also mark his name, and report the final tally of votes (or the fact that it was self-killed or vetoed).

add:

When reporting the final tally of votes, the admin should report whichever type of counted vote had the greatest number, followed by the type which had the least number, followed by the number of unresolved DEFERENTIAL votes, if any.

Other way which is uniform.

Proposal: Admin Option 1

13-1, cannot be enacted w/o CoV -Darth

Adminned at 13 Dec 2009 21:14:57 UTC

In Rule 1.5 Enactment, immediately after the sentence:

Whenever an Admin marks a proposal, CfJ, or DoV as passed or failed, he must also mark his name, and report the final tally of votes (or the fact that it was self-killed or vetoed).

add:

When reporting the vote tally, he should indicate the number of FOR votes followed by the number of AGAINST votes followed by the number of unresolved DEFERENTIAL votes, if any.

The way I’ve always seen it done.

Wakukee’s Lamp

Is it worth having a GNDT column to track one variable for one person? Isn’t there another way we can track it?

Admin Note

Note to admins (especially Darth Cliche):

When you admin a proposal as failed make sure to have the vote count in For-Against-UnresolvedDef order. That is, if something failed with 1 FOR and 15 Against, write it as:

Failed 1-15.

rather than

Failed 15-1.

It just looks better that way.

Saturday, December 12, 2009

Djinn in a Lamp

I have left the name of the rule “Djinn in a bottle, baby” as bottle rather than lamp, in order to maintain the reference. All other instances of bottle were changed to lamp. If you have an objection to this, please make a CFJ.

Votes needed

Proposal: I wish for a Pony! is currently tied at 10 votes both for and against, and only needs 2 votes one way or the other to be processed. Dustin, Falkuon, and Nausved have not yet voted. If nothing changes it will fail in roughly 15 hours, but until then it’s holding up the next 7 proposals (everything before Proposal: Get out of my Pepsi!), which can all be processed as soon as they reach the front of the queue.

Hey, Y’all I Made Ya a Header

So, my brother mentioned that, because a new dynasty had started, I could try and make a banner for y’all, and I hope you like it, I’m rather proud of it.

~Syl~

Game History?

Just wondering, but why does the “Full Annotated History of Blognomic” Link to Kevan’s site( which is really cool BTW, but only has the history until the second dynasty of Josh) instead of to the history in the wiki?

New player

Newbie ready to jump into the game.

Friday, December 11, 2009

Proposal: Fix.

Times out 8-8 -Darth

Adminned at 13 Dec 2009 13:54:12 UTC

If the Rule “Wish Fulfillment” does not exist, this Proposal does nothing.
In the rule “Wish Fulfillment”, after the text:

The Djinn Must look at each wish and a) determine whether or not he will grant the wish, and, if he decides to grant the wish, b) reduce the Wishes of the adventurer who made the wish by 1 and perform the results of the wish.

Add the following:

After performing the wish’s results, he must post the entire text of and the results of the wish in a blog post which has “[Wish Approved]” in the title..

 

Proposal: Get out of my Pepsi!

Passes with 16 for and 1 against—Wakukee

Adminned at 12 Dec 2009 15:46:54 UTC

Change all instances of the word Bottle in the rules to Lamp.

Proposal: With apologies to Christina Aguilera…

Passes 16-0—Ienpw

Adminned at 12 Dec 2009 14:07:21 UTC

Add a dynastic rule entitled “Djinni in a bottle, baby”, as follows:

There exists a Bottle which can contain the Djinn. The Djinn is unable to grant any Wishes while he is inside the Bottle. If anything causes the Djinn to be inside the Bottle, he shall remain there for 24 hours, at which point he shall be outside the Bottle. The Djinn may only ever be inside or outside the Bottle.

The initial state of the Djinn is outside the Bottle.

Potentially useful as a stopgap or delay tactic. It’s up to the rest of you to come up with ways that one might actually accomplish shoving a Djinn into a Bottle, should this Proposal pass.

Proposal: The Soul of Wit

13-5, cannot be enacted w/o CoV -Darth

Adminned at 12 Dec 2009 14:04:32 UTC

Add a dynastic rule entitled “Brevity”, as follows:

The Djinn shall disregard words in a given Wish after the 25th word.  The Djinn shall be the sole arbiter of how many words are in a given Wish, and may (but is not required to) disclose its standards for counting the number of words in a Wish.

i.e., it is up to the Djinn to decide whether a Wish reading “Award Iepnw III 25 corruption” contains three words, or four, or five.

Proposal: The Devil and Daniel Webster

13-4, cannot be enacted without CoV -Darth

Adminned at 12 Dec 2009 14:03:18 UTC

Add a dynastic rule entitled “Devil’s Advocate” as follows:

If the Djinn receives from an Adventurer a communication in the manner prescribed in the Ruleset that contains a Wish, and the Djinn has not yet granted nor determined not to grant the Wish, the Djinn may (but is not required to) make a blog post containing the text of the Wish, with such redactions as the Djinn deems appropriate (which may include, for example, particular numbers or names of Adventurers).  Such a post may be referred to as an Interpretation Appeal.  Any Adventurer may, in comments to the Interpretation Appeal, suggest ways in which the text of the Wish as so posted can be interpreted, particularly in ways that would presumably result in unintended consequences to the Adventurer who was making the Wish.  The Djinn may, but is not required to, give consideration to comments to the Interpretation Appeal when construing the Wish.

Proposal: Be Careful What You Wish For

Vetoed -Darth

Adminned at 12 Dec 2009 13:44:59 UTC

If a rule exists called “Wish Fulfillment”, reword it to:-

Each Adventurer has a number of Wishes, between 0 and 3. New Adventurers start with 3 Wishes.

An Adventurer with one or more Wishes may “Make a Wish” by decrementing their Wishes by one and PMing the Djinn with a message which has the title “I wish” and whose body contains requested changes to the Gamestate and/or Ruleset. This message is known as a Plea.

At any time, the Djinn may assess the oldest Plea which has not yet been assessed, by reading it and deciding whether or not to grant the wish. If he decides to, the Gamestate and/or Ruleset shall be updated accordingly, and the Djinn shall make a blog post announcing the Plea and its effects. If he decides not to grant the wish, the Djinn shall make a blog post announcing that a Plea from a specific Adventurer was rejected, without specifying the content of the Plea.

The Djinn is encouraged to privately note a set of evolving criteria for accepting and rejecting Pleas, and to apply these criteria consistently.

I’m approaching this from a Mao kind of angle - it seems more fun (and more robust) if we don’t know the exact rules by which the Djinn accepts and rejects wishes (except by observing the wishes that others are successfully granted), and if he can add new exceptions on the fly to prevent anticlimactic loopholes.

Proposal: Clichean Wishes

s/k’ed—Wakukee

Adminned at 12 Dec 2009 13:35:40 UTC

If the Rule “Wish Fulfillment” exists, this Proposal does nothing.

Add a new rule, titled “Wishing”:

Each Adventurer has a number of Wishes, tracked in the GNDT. Each Adventurer initially has 3 Wishes. As a weekly action, an Adventurer may spend 1 Wish to Make a Wish, unless this would reduce their Wishes to below 0. When an Adventurer Makes a Wish, they shall make a post to the blog, with a subject beginning with “[Wish]”; the post shall contain exactly one statement (the Wish). The Djinn shall then interpet the Wish, and the Gamestate shall then be altered such that the Wish (according to the Djinn’s interpretation) is true, so long as it meets all of the following criteria:
* It does not change the Ruleset.
* It does not change the number of Wishes an Adventurer has.
* It does not cause an Adventurer to become Idle.
* It does not change who the Djinn is.
* It does not cause an Adventurer to achieve victory.

If an Adventurer feels that the Djinn unfairly interpreted their Wish, they may raise a Call for Judgment.

 

There. No more vetoed wishes, except for a few basic taboos to prevent “I wish I was the Djinn”, “I wish I achieve victory”, “I wish I had 10000 Wishes”, etc.

Proposal: Mach II

Quorumed 14-4 -Darth

Adminned at 12 Dec 2009 13:28:31 UTC

Create a new rule Entitled “Wish Fulfillment” reading:

Each Adventurer (as well as the Djinn) has a value for the statistic “Wishes”, which is tracked in the GNDT. An Adventurer may never have less than 0 wishes. Each Adventurer starts with 3 Wishes, and the Djinn starts with a Wishes value of -. An adventurer may “Make a Wish” by PMing the Djinn. His message should have a title of “I wish”, and contain a single wish. The Djinn Must look at each wish and a) determine whether or not he will grant the wish, and, if he decides to grant the wish, b) reduce the Wishes of the adventurer who made the wish by 1 and perform the results of the wish. A player may not make a wish if his wishes are not greater than 0. The Djinn is allowed to take certain actions only when it is requested to do so by the ruleset. These actions are listed on the list below.

The Djinn may do the following only when it is wished that he does so:
- Undo any game action not covered in the core rules which was less than 24 hour ago. For all purposes except the actual effect of said action, the action is considered to have been performed, and any cost/penalty for performing the action is still assessed. I.E. If the action was a weekly action, it may not be performed again until a new week has begun, and if the action enabled a second action to be taken, that action can still be taken (or it it had already been taken, it still counts). This can also be undone by another wish.
- Change any Adventurer’s Power to any legal value for that player. This adjustment DOES count toward the player’s corruption.
- Allow an Adventurer to take a daily or weekly action an additional time in a single day/week. Other restrictions/costs still apply.

The Djinn is supposed to, to the best of his ability, grant all wishes legally requested of him by an Adventurer, but there are some wishes he will not grant. If the Djinn does not grant a wish, he is required to tell the adventurer who made said wish the reason for which the wish was not fulfilled. Wishes that will not be granted include, but are not limited to:

- Wishes for the Djinn to vote anything other than veto on any proposal, or to vote in a any specific way on any official post that is not a proposal.*
- Wishes for the Djinn to relinquish his position as Djinn or grant this position to any other player.
- Wishes to directly alter any player’s Corruption.
- Wishes to directly alter any player’s Wishes (Wishes for more wishes).
- Wishes that change the way the Djinn would normally fulfil or ignore wishes.
- Wishes that a player achieve victory.
- Wishes which contain more than one part, such as “I wish that I had 10 power and that Bucky had 0 power”, “I wish all players except me had 0 power” or “I wish that both Bucky and I had 0 Power”. (However, wishes such as “I wish ALL players (including myself) had 0 power” and “I wish that all players had the power or the player directly above them in the GNDT before this wish” are entirely valid. There is a fine line between clever and illegal wishes.)

*Yes, this means that a player may wish that the Djinn VETO a proposal, and the wish will be granted in nearly all instances.

Some Wishes simply cannot be fulfilled, thanks to their impossible/illegal nature. These wishes, such as a wish for a pony when said pony is not defined by game-state, a wish for a player to be force-idled, or a wish for a rule to be added without being proposed, will not be fulfilled and will most likely be mocked in some way shape or form. Wishes for things the Djinn is not willing to do, such as idle himself, will obviously not be fulfilled. Wishes for things which the Djinn can legally do are entirely valid, and in most cases (but not in all cases) will be fulfilled. These include wishes that the Djinn make a certain proposal (but not that he won’t self-kill it), change the color scheme, or Change the voting icons. Creativity is encouraged. Sometimes the Djinn may act unfairly. In these cases, an adventurer is not entirely powerless to the wil of the Djinn. if an Adventurer feels that a wish was denied for no valid reason, he can create a CFJ to have the wish be fulfilled anyway.”

 

Add a new rule entitled “Power and Corruption” which reads

Each Adventurer (as well as the Djinn) has a value for Power and a value for Corruption, each of which is Tracked in the GNDT. Each Adventurer begins with 0 Corruption and 3 Power. The Djinn starts with 666 Corruption and ∞ (infinite) Power. An Adventurer’s Power may never be less than 0 or more than 18. If an action would normally make an adventurer’s Power less than 0, it cannot be taken. If an action would normally make an adventurer’s Power greater than 18, his Corruption is instead increased by 2 and his Power remains (or is increased to) 18. An adventurer’s Corruption may never be less than 0. If an action would normally cause an adventurer’s Corruption to be less than 0, then the action cannot be taken.

Proposal: Delegation

s/k’ed—Wakukee

Adminned at 12 Dec 2009 12:59:38 UTC

Create a new subrule to “Power and Corruption” (if it exists), named “Delegation”, reading as follows:

An Adventurer may reduce their own Power by any positive amount to increase another Adventurer’s Power by that amount, unless this would reduce their own Power below 0.

This djinasty is likely to involve a lot of “bribing” the Djinn (by asking for wishes); let’s be able to bribe each other, too.

Mach II

Create a new rule Entitled “Wish Fulfillment” reading:

Each Adventurer (as well as the Djinn) has a value for the statistic “Wishes”, which is tracked in the GNDT. An Adventurer may never have less than 0 wishes. Each Adventurer starts with 3 Wishes, and the Djinn starts with a Wishes value of -. An adventurer may “Make a Wish” by PMing the Djinn. His message should have a title of “I wish”, and contain a single wish. The Djinn Must look at each wish and a) determine whether or not he will grant the wish, and, if he decides to grant the wish, b) reduce the Wishes of the adventurer who made the wish by 1 and perform the results of the wish. A player may not make a wish if his wishes are not greater than 0. The Djinn is allowed to take certain actions only when it is requested to do so by the ruleset. These actions are listed on the list below.

The Djinn may do the following only when it is wished that he does so:
- Undo any game action not covered in the core rules which was less than 24 hour ago. For all purposes except the actual effect of said action, the action is considered to have been performed, and any cost/penalty for performing the action is still assessed. I.E. If the action was a weekly action, it may not be performed again until a new week has begun, and if the action enabled a second action to be taken, that action can still be taken (or it it had already been taken, it still counts). This can also be undone by another wish.
- Change any Adventurer’s Power to any legal value for that player. This adjustment DOES count toward the player’s corruption.
- Allow an Adventurer to take a daily or weekly action an additional time in a single day/week. Other restrictions/costs still apply.

The Djinn is supposed to, to the best of his ability, grant all wishes legally requested of him by an Adventurer, but there are some wishes he will not grant. If the Djinn does not grant a wish, he is required to tell the adventurer who made said wish the reason for which the wish was not fulfilled. Wishes that will not be granted include, but are not limited to:

- Wishes for the Djinn to vote anything other than veto on any proposal, or to vote in a any specific way on any official post that is not a proposal.*
- Wishes for the Djinn to relinquish his position as Djinn or grant this position to any other player.
- Wishes to directly alter any player’s Corruption.
- Wishes to directly alter any player’s Wishes (Wishes for more wishes).
- Wishes that change the way the Djinn would normally fulfil or ignore wishes.
- Wishes that a player achieve victory.
- Wishes which contain more than one part, such as “I wish that I had 10 power and that Bucky had 0 power”, “I wish all players except me had 0 power” or “I wish that both Bucky and I had 0 Power”. (However, wishes such as “I wish ALL players (including myself) had 0 power” and “I wish that all players had the power or the player directly above them in the GNDT before this wish” are entirely valid. There is a fine line between clever and illegal wishes.)

*Yes, this means that a player may wish that the Djinn VETO a proposal, and the wish will be granted in nearly all instances.

Some Wishes simply cannot be fulfilled, thanks to their impossible/illegal nature. These wishes, such as a wish for a pony when said pony is not defined by game-state, a wish for a player to be force-idled, or a wish for a rule to be added without being proposed, will not be fulfilled and will most likely be mocked in some way shape or form. Wishes for things the Djinn is not willing to do, such as idle himself, will obviously not be fulfilled. Wishes for things which the Djinn can legally do are entirely valid, and in most cases (but not in all cases) will be fulfilled. These include wishes that the Djinn make a certain proposal (but not that he won’t self-kill it), change the color scheme, or Change the voting icons. Creativity is encouraged. Sometimes the Djinn may act unfairly. In these cases, an adventurer is not entirely powerless to the wil of the Djinn. if an Adventurer feels that a wish was denied for no valid reason, he can create a CFJ to have the wish be fulfilled anyway.”

 

Add a new rule entitled “Power and Corruption” which reads

Each Adventurer (as well as the Djinn) has a value for Power and a value for Corruption, each of which is Tracked in the GNDT. Each Adventurer begins with 0 Corruption and 3 Power. The Djinn starts with 666 Corruption and ∞ (infinite) Power. An Adventurer’s Power may never be less than 0 or more than 18. If an action would normally make an adventurer’s Power less than 0, it cannot be taken. If an action would normally make an adventurer’s Power greater than 18, his Corruption is instead increased by 2 and his Power remains (or is increased to) 18. An adventurer’s Corruption may never be less than 0. If an action would normally cause an adventurer’s Corruption to be less than 0, then the action cannot be taken.

Let’s try this again.

Proposal: I wish for a Pony!

s/k’ed—Wakukee

Adminned at 12 Dec 2009 12:53:02 UTC

Create a new rule with the title “Possessions and Statuses”:

Each adventurer may have one posession and one status, tracked by the GNDT.
Any possession or status is valid, except for “Djinn”.
The effects that a possession or status has is listed in the possessions subrule or statuses subrule respectively. If a possession or status has no listed effect, then it is not considered to have one.
If an adventurer recieves a possession or status but already has one, then the new possession or status replaces the old one, except if the effect of a possession or status says otherwise.
An Adventurer may only obtain a possession or status as the ruleset or gamestate documents permit.

Create a subrule of “Possessions and Statuses” called “Possessions”, with the text:

None - An adventurer with this possession is not considered to have any possessions.

Create a subrule of “Possessions and Statuses” called “Statuses”, with the text:

None - An adventurer with this status is not considered to have a status.

All new players start with the possession “None”. All new players start with the status “None”.

Give the possession “None” and the status “None” to all players.

Where’s the fun in wishes if you can’t wish for infinite wealth or to turn someones skin blue?
Possessions are meant to be for things like infinite wealth while statuses are meant for magical effects like immortality.
In case you’re wondering, the words possessions and statuses are said 16 times each. Wait, make that 17.

Unidling myself

I unidle myself.

Open Sesame

I wish I were unidled.

Unidle

I’d like to do it, please.

Friday, December 11, 2009

Join Request

I’d like to participate.

Proposal: Mach 1

S/K -SingularByte

Adminned at 11 Dec 2009 09:54:52 UTC

Create a new rule Entitled “Wish Fulfillment” reading:

Each Adventurer (as well as the Djinn) has a value for the statistic “Wishes”, which is tracked in the GNDT. An Adventurer may never have less than 0 wishes. Each Adventurer starts with 3 Wishes, and the Djinn starts with a Wishes value of -. An adventurer may “Make a Wish” by PMing the Djinn. His message should have a title of “I wish”, and contain a single wish. The Djinn Must look at each wish and a) determine whether or not he will grant the wish, and, if he decides to grant the wish, b) reduce the Wishes of the adventurer who made the wish by 1 and perform the results of the wish. A player may not make a wish if his wishes are not greater than 0. The Djinn is allowed to take certain actions only when it is requested to do so by the ruleset. These actions are listed on the list below.

The Djinn may do the following only when it is wished that he does so:
- Undo any game action not covered in the core rules. For all purposes except the actual effect of said action, the action is considered to have been performed, and any cost/penalty for performing the action is still assessed. I.E. If the action was a weekly action, it may not be performed again until a new week has begun.
- Change any Adventurer’s Power to any legal value for that player. This adjustment DOES count toward the player’s corruption.
- Allow an Adventurer to take a daily or weekly action an additional time in a single day/week. Other restrictions/costs still apply.

The Djinn is supposed to, to the best of his ability, grant all wishes legally requested of him by an Adventurer, but there are some wishes he will not grant. If the Djinn does not grant a wish, he is required to tell the adventurer who made said wish the reason for which the wish was not fulfilled. Wishes that will not be granted include, but are not limited to:

- Wishes for the Djinn to vote anything other than veto on any proposal, or to vote in a any specific way on any official post that is not a proposal.*
- Wishes for the Djinn to relinquish his position as Djinn or grant this position to any other player.
- Wishes to directly alter any player’s Corruption.
- Wishes to directly alter any player’s Wishes (Wishes for more wishes).
- Wishes that a player achieve victory.
- Wishes which contain more than one part, such as “I wish that I had 10 power and that Bucky had 0 power”, “I wish all players except me had 0 power” or “I wish that both Bucky and I had 0 Power”. (However, wishes such as “I wish ALL players (including myself) had 0 power” and “I wish that all players had the power or the player directly above them in the GNDT before this wish” are entirely valid. There is a fine line between clever and illegal wishes.)

*Yes, this means that a player may wish that the Djinn VETO a proposal, and the wish will be granted in nearly all instances.

Some Wishes simply cannot be fulfilled, thanks to their impossible/illegal nature. These wishes, such as a wish for a pony, a wish for a player to be force-idled, or a wish for a rule to be added without being proposed, will not be granted and will most likely be mocked in some way shape or form. Wishes for things which the Djinn can legally do are entirely valid, and in most cases (but not in all cases) will be fulfilled. These include wishes that the Djinn make a certain proposal (but not that he won’t self-kill it), change the color scheme, or Change the voting icons. Creativity is encouraged.

 

Add a new rule entitled “Power and Corruption” which reads

Each Adventurer (as well as the Djinn) has a value for Power and a value for Corruption, each of which is Tracked in the GNDT. Each Adventurer begins with 0 Corruption and 3 Power. The Djinn starts with 666 Corruption and ∞ (infinite) Power. An Adventurer’s Power may never be less than 0 or more than 18. If an action would normally make an adventurer’s Power less than 0, it cannot be taken. If an action would normally make an adventurer’s Power greater than 18, his Corruption is instead increased by 2 and his Power remains (or is increased to) 18. An adventurer’s Corruption may never be less than 0. If an action would normally cause an adventurer’s Corruption to be less than 0, then the action cannot be taken.

The idea is that Power will be used to perform actions later on, and that gaining power to perform these actions will add to a player’s corruption. The Rule that causes a player’s Corruption to increase with power will be proposed when this one passes (in this incarnation or another) along with the ways in which a player can gain power (Bureaucracy of the Damned and Balance of Power will hopefully be the titles of these rules).

Ornithopter self-unidles

There are now 17 Adventurers. Quorum remains 9.

Should it be required for unidlings to be announced?

IRC

How do you get into it?

Digibomber joins

Digibomber joins the game

Proposal: What up, Dji?

Passes with 14 for and none against.

Adminned at 11 Dec 2009 07:06:12 UTC

Add a new dynastic rule entitled “Dji-Man”, reading

For purposes of all dynastic rules, the Djinn is not considered an adventurer unless it is explicitly stated otherwise.

Proposal: Core rules gamestate challenge patch

Antiquorumed, 8-1 -Darth

Adminned at 10 Dec 2009 16:12:48 UTC

In rule 1.7 “Gamestate Tracking”, add

All updates to the GNDT are logged - if a Adventurer feels that an alteration made less than one week ago goes against the Rules (as they were at the time of the alteration), he may simply undo the effects of that alteration. If such an undoing is disputed, a Call for Judgment shall be raised.

If the factual accuracy of a record of the gamestate in the GNDT, or the rules listing on the wiki page http://blognomic.com/wiki/index.php?title=Ruleset, is not challenged by a GNDT comment, blog post, comment, or edit or edit summary on the wiki page in question for a week, then that record of the gamestate is considered to have been correct at the time it was made; if it was originally incorrect, the gamestate is changed to what it would be if that record had been correct. Additionally, if a proposal, CFJ or DoV made after this sentence was added to the rules is not marked as invalid at any time during the week after it was posted to the blog, then it is considered to have always been valid, and if it was originally invalid, the gamestate is changed to what it would be if that proposal, CFJ or DoV had been valid.

as a new paragraph immediately before the last paragraph, then delete

All updates to the GNDT are logged - if a Adventurer feels that an alteration goes against the Rules (as they were at the time of the alteration), he may simply undo the effects of that alteration. If such an undoing is disputed, a Call for Judgment shall be raised.

from that rule.

In other words: if there’s a mistake in the gamestate or rules and we don’t notice it for a week, that mistake becomes law. The GNDT and wiki page are probably watched closely enough to prevent people scamming this by editing incorrect changes into the gamestate record and hoping nobody notices; likewise, this only checks validity of future CFJs, proposals and DoVs, so that invalid official posts far in the past don’t suddenly become valid because nobody remembered to mark them valid.

I’ve been meaning to do this for a while, but the mild controversy about how the last dynasty ended shows that this is needed; in this case, the DoV was valid although people weren’t sure about it, but imagine if it had happened the other way round (the DoV was invalid but nobody noticed); we’d end up with a different Emperor from who we thought we had! Recovering from that sort of thing makes up about 90% of the gameplay at B Nomic; we really don’t want BlogNomic to end up like that too.

A diamond in the rough

TrumanCapote has just bumped into a beautiful princess in the market of Aghraba, and has thus unidled. Quorum stays the same.

Thursday, December 10, 2009

Ascension Address: You run your hands off the side of a dusty lamp…

*Crash! Boom!* **Pyrotechnics**

“Mwa, ha ha! I am free! 10,000 years of slumber, I finally awaken! Free at last, free at last! Thank God almighty, I’m free at last! None shall reign in my infinite- eh? Adventurers? So you have freed me! I see how it is. Very well! In return for your services, I shall grant each of you three wishes, but beware, for I am required by law to tell you that Wishes have not been approved by the FDA, and are not available for purchase at local retailers. Consult your deity before using Wishes. Side effects include feelings of infinite power, corruption, and, in certain cases, death. *Chuckle… we shall see how many of you can survive your greatest desires… Choose wisely.”

Fail all pending Proposals. Repeal all Dynastic Rules. Change all occurrences of “Apprentice” to “Adventurer” and “Artisan” to “Djinn” throughout the ruleset.

Concept proposal coming shortly. Expect: GNDT values—Wishes, Power, and Corruption. Corruption weill be based off of Wishes and Power.

Note on the legality of my DoV

The DoV was perfectly legal, as the rule states that a DoV may not be posted for 5 days ONLY if the first DoV was failed by a number of votes exceeding quorum. At the time of the DoV’s failure, it had a number of against votes that was equal to the quorum at the time. As a result, I was free to post my DoV when I did.

Call for Judgment: We have an issue Wak

Antiquorumed, 8-1 -Darth

Adminned at 09 Dec 2009 17:46:00 UTC

When a DoV is failed, if it has a number of AGAINST votes that exceed Quorum, the Apprentice who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.

Wak, your first DoV was made 3 days ago. It failed, therefor the second DoV could not have been made.

If this CfJ pass, Retroactively fail Wak’s second DoV.

I doubt anyone is really gonna care now but I figured I’d point this out. Srry if this seems mean Wak but I’m just following the ruleset.

Deïdling

I de-Idle (why does nobody else call it that?). There are fourteen players, quorum is eight.

concept patch re: idling and unidling

Unless the ruleset expressly provides otherwise, if a player Idles and subequently Unidles within 24 hours, then upon Unidling the player has his gamestate attributes (including gndt attributes) restored to those attributes (including gndt attributes) that the player had immediately prior to Idling.

A more brute force approach would be to say that if a player Idles, then he is prohibited from Unidling for 24 hours.

Wish Protosal

Add a new rule, titled “Wishing”:

Each Adventurer has a number of Wishes, tracked in the GNDT. Each Adventurer initially has 3 Wishes. As a weekly action, an Adventurer may spend 1 Wish to Make a Wish, unless this would reduce their Wishes to below 0. When an Adventurer Makes a Wish, they shall make a post to the blog, with a subject beginning with “[Wish]”; the post shall contain exactly one statement (the Wish). The Gamestate shall then be altered such that the Wish (according to the Djinn’s interpretation) is true.

Protosal

Make proposals failable during hiatus.

Wednesday, December 09, 2009

Please.

Will an admin kindly unidle me? Thank you.

I unidle

Quorum rises to 7.

Declaration of Victory: Win. For Real this time.

Passes with 11 for and 1 against. The game is now in Hiatus until I get the chance to post my Ascension Address, probably around 2:00 UTC Tomorrow. Sorry for the delay, but I have a busy schedule today.—Wakukee

Adminned at 09 Dec 2009 06:01:30 UTC

WIth NOI’s and my help, ais was able to cast PROUST. As I am his partner, I now achieve victory. An explanation of what we did will be included in the comments to this post.

I’ve decided that I would like to hold the Djinn Djinasty, but you may vote here still. If there is a huge vote for another, I will hold it instead.

Idle

I request to be idled. I idle, after having idled ais, then unidle myself, then Ais.

Idling

Just for a bit; could an admin please idle me, and then unidle me a few minutes later?

Yes, this is so obviously a scam…

Proposal: Disambiguation

Self Killed upon new dynasty.-Ienpw III

Adminned at 09 Dec 2009 12:45:18 UTC

In subrule 2.5.1 “Basic Spells”, replace

The spell Kingmaker has “PROUST” as its activation sequence. Its effect is “The partner of this Apprentice, if not ineligible for any other reason, may declare victory.”

with

The spell Kingmaker has “PROUST” as its activation sequence. Its effect is “This Apprentice becomes the Runemaster.”

Add a new rule titled “Runemaster”:

At any time, there can be a Runemaster; if there is a Runemaster, it must be an Apprentice. At any time when there is a Runemaster, the Runemaster’s Partner may achieve victory as a daily action.

This fixes the ambiguity in a different way.

Monday, December 07, 2009

Question about tecslicer’s workbench

OAPTSTOOX (was PTSTOOXUU)
(Double grind)

Am I not understanding something? How does that work?

Holgazán

Alzhaid has not posted or commented since November 30, and thus becomes idle. Quorum is now six.

I tried to explain exactly what’s happening, since he’s a new player, and also because his native language isn’t English (therefore I’m trying not to use too many idioms).

Also, does anyone else think that it is amusing that his member number is 523?

Proposal: Unambiguous PROUSTage

Quorumed, 6-3.—Wakukee

Adminned at 08 Dec 2009 15:27:40 UTC

In subrule 2.5.1 “Basic Spells”, replace

The spell Kingmaker has “PROUST” as its activation sequence. Its effect is “The partner of this Apprentice, if not ineligible for any other reason, may declare victory.”

with

The spell Kingmaker has “PROUST” as its activation sequence. Its effect is “The partner of this Apprentice, at the time this spell is cast, may achieve victory at any time from now until the end of the dynasty, unless they are ineligible for some reason to achieve victory.”

Removing the ambiguity surrounding exactly what PROUST does (whether it allows a declaration or an actual victory, whether it has to be the partner at the time or anyone who casts SOUP later)

Sunday, December 06, 2009

Declaration of Victory: Just in case

Times out 2-7 -Darth

Adminned at 07 Dec 2009 07:23:47 UTC

I declare victory, per my partner having cast PROUST.

This DoV most likely will not pass, but in the case that NOI’s method is accepted as legal by the Nomic, it will. If I was to wait any longer to post this, someone else could cast soup, so I therefore make this DoV.
Shou;d this pass, I am looking at the Hidden dynasty (find hidden things in puzzles to win points, other hidden things may show up.), the Where’s Waldo dynasty (Find Waldo!), the Assassination dynasty (Grinding and killing), or the Djin Djinasty (the leader is the Djin, may grant players (adventurers) wishes. They Start with 3, may, earn more. Wishes are limited, but not greatly.). Please include the dynasty you want in your vote.

I have cast PROUST

I have cast PROUST. At this point, anyone who is (or becomes) my partner may make a DoV.

Check the wording: “If a game action is a Timed Action, each Apprentice may spend one Time in order to take that action. Each Apprentice may perform no more than two Timed Actions in any 24-hour period”

I’m interpreting that as a poorly written rule that ALLOWS us to deduct one Time every time we take a Timed action and ALLOWS us to limit ourselves to two Timed Actions in a 24-hour period… I have elected not to do so, obviously.

Here is a list of my workbench changes, for reference.

TXPORXOSX
ATXPORXOS
OATXPORXO
OOATXPORX
AOOATXPOR
UUUUTXPOR
UUUXTXPOR
AUUUXTXPO
AAUUUXTXP
AAAUUUXTX
TAAAUUUXT
STAAAUUUX
ASTAAAUUU
USTAAAUUA
OUSTAAAUU
ROUSTAAAU
PROUSTAAA

Saturday, December 05, 2009

Proposal: Making spells with U easier to cast

S/K -Darth

Adminned at 05 Dec 2009 14:18:21 UTC

Add the following to Rule 2.5.1, “Basic Spells”:

The spell U-Collapse has “ROAST” as its activation sequence. Its effect is “Change any subsequence of your Workbench consisting entirely of ‘U’ to become one ‘U’.”

The idea is that if you have UUUU, you can change it to just U with this spell.

Friday, December 04, 2009

Proposal: One more way to skin a cat

Cannot be enacted w/o CoV -Darth

Adminned at 05 Dec 2009 07:07:12 UTC

Change the text in Rule 2.5.1 Basic Spells that currently reads:

The spell “Throw it all in” has “POT” as its activation sequence.

to read:

The spell “Throw it all in” has “POT” and “POR” as its activation sequences.

Full disclosure, I already have POR in my workbench… but it *would* be nice to give people at least one other way to cast this spell…. I cite “Expand Workbench” as a precedent.

Thursday, December 03, 2009

I may have a way to give someone victory

Never-mind, I can’t count.

I idle

Quorum is still 7.

Proposal: Magical overload

Passed, nine to nuffin - Josh

Adminned at 04 Dec 2009 01:48:54 UTC

Add the following to the list of spells in rule 2.5.1 “Basic Spells”:

The spell “Throw it all in” has “POT” as its activation sequence. Its effect is “Set your Workbench to any string of four stable nondamaged runes”.

Let’s give people a rather explosive last-minute tactic they can use. Throw all the runes into the pot at once, and you get a temporary burst of magic, but then have to grind back up to the old length of your workbench; not recommended except in an emergency.

Unidling

Could an admin unidle me, please? I’m watching enough that I may as well participate.

Proposal: Closing a loophole

Fails 2-7 Can not be enacted without a CoV. —Excalabur

Adminned at 03 Dec 2009 21:28:38 UTC

Add the following text to the bottom of Rule 1.10 Fair Play using appropriate formatting:

An Apprentice should not abuse Idling/Un-Idling to effect a change in gamestate.

 

This is to prevent people from Idling/Un-Idling en masse in an attempt to, for example, force partner changes in the near future.

sighsighsigh

One of these days, I’ll get this…

Proposal: Not just yet

S/K -Darth

Adminned at 03 Dec 2009 17:52:02 UTC

Amend the text in Rule 2.9 Tables and Food to include the following at the bottom:

No Apprentice is eligible to achieve Victory while he has any Food on his Table.

Double or nothing

Replace the text:

Each Dynasty is headed by a single Apprentice, known as the Artisan, and is named according to the number of Dynasties he has headed (eg. “The First Dynasty of Myke”).

in rule 1.8 Dynasties with:

Each Dynasty is headed by one or more Apprentices, known as the Artisan, and is named according to the number of Dynasties they have headed (eg. “The First Dynasty of Myke”).

And replace the text:

If a Apprentice (other than the Artisan) believes that he has achieved victory in the current Dynasty, he may make a post to the Blognomic weblog in the Declaration of Victory category, detailing this.

Upon doing so, the game immediately goes into Hiatus, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Apprentices”, “Voting”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.

Every Apprentice may respond to an active DoV saying whether or not he 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 Artisan has voted on it. Upon resolution, if a Quorum of Apprentices 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.

When a DoV passes, all other active DoVs are failed, and a new Dynasty begins with the Apprentice who made the DoV as its Artisan.

in 1.9 Victory and Ascension with:

If a Apprentice (other than a member of the Artisan) believes that he has achieved victory in the current Dynasty, he may make a post to the Blognomic weblog in the Declaration of Victory category, detailing this.

Upon doing so, the game immediately goes into Hiatus, if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Apprentices”, “Voting”, “Calls for Judgment”, “Gamestate Tracking” and “Victory and Ascension”.

Every Apprentice may respond to an active DoV saying whether or not he 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 Artisan has voted on it. Upon resolution, if a Quorum of Apprentices 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.

When a DoV passes, all other active DoVs are failed, and a new Dynasty begins with the Apprentice who made the DoV, and his partner, as its Artisan.

Proposal: Bored

7-1.  Reaches quorum. —Excalabur

Adminned at 03 Dec 2009 16:30:32 UTC

Add the following spell to the spell list in 2.5.1:

  The spell Kingmaker has “PROUST” as its activation sequence.  Its effect is “The partner of this Apprentice, if not ineligible for any other reason, may declare victory.”

Thursday, December 03, 2009

Proposal: All good boys must go to sleep

Vetoed, then self-killed, with a few against votes inbetween; also, I voted VETO -Darth

Adminned at 03 Dec 2009 06:37:23 UTC

Add the following text to the end of Rule 2.5.1 Basic Spells:

The spell Sleep has “TORPOR” as its Activation Sequence. Its Effect is “Chose an Apprentice. That Apprentice becomes Asleep.”

Add a new Rule to the Ruleset.  Call it “Awake or Asleep” and give it the following text:

Apprentices can be in one of two states, Awake or Asleep. This status shall be tracked in the GNDT under the heading “Asleep”, where a ‘Y’ value indicates the Apprentice is Asleep, and an ‘N’ value indicates the Apprentice is Awake. An Apprentice who becomes Asleep shall remain in such status for a period of 24 hours, at which time he shall become Awake. While an Apprentice is Asleep, he is unable to Cast Spells or take any Timed, Daily, or Weekly Actions.

Amend the GNDT to comply with the above new Rule, giving all Apprentices an initial “Asleep” value of ‘N’, subject to the following condition.

If at least half of all EVCs on this proposal also contain the letter “e”, set Darth Cliche’s initial status to Asleep.

 

Hi Darth!

Story Post: Time Zone test

Test test testicles. REvising…
Changing categories.
Again.
Back

Killing things in their sleep

I was under the impression that as long as no one had commented, I could change my post… Wakukee wasn’t acting on the current revision of that post below when he Adminned it.

Idle

Hix goes idle. Quorum remains 7.

Phantom PMs strike back

http://blognomic.com/wiki/index.php?title=User:Darth_Cliche/4294967295

The first image is one that I’ve already pointed out, from back in my dynasty. The other two are from today; and note how the first one from today has the same number of phantom PMs as from my dynasty.

Hopefully Wak and Ienpw, who originally “fixed” this problem, will be able to figure it out.

Proposal: [GNO] 5792036358565357921

Cannot be enacted without CoV, final vote 7-3 -Darth

Adminned at 03 Dec 2009 06:36:10 UTC

Remove the text:

Rules may be referred to by their type, entire number and name or type and name. (e.g. This Rule may be referred to as Rule 1.1 Ruleset and Gamestate or the Rule entitled “Ruleset and Gamestate”).

from Rule 1.1 Ruleset and Gamestate.

SHHHH

2396519553963731818056
2284900022058824782343
8554015140170792405626
1679555907070148953556
6239402749797510426903
6804570396961914787291
438

1279131491317597033764
3226663797779646849707
9339870686159498089181
597955118

Call for Judgment: Improper Enactment

Quorum of AGAINST votes, final vote 8-0 -Darth

Adminned at 03 Dec 2009 06:39:49 UTC

The section of Proposal: Doppleganger called “Part 1” has no game effect and should not have been enacted by Darth Cliche. Furthermore, Darth Cliche neglected to properly follow Rule 1.5 Enactment by failing to “mark his name, and report the final tally of votes”. Darth Cliche’s enactment of Part 1 should be removed from the Ruleset. Part 2 can stay, as it has a game effect, conceptually.

 

Basically, spikebrennan screwed up and didn’t follow Rule 1.1 Ruleset and Gamestate when he used the term “the list of spells in the Ruleset”. If you check the comments for the proposal, you can see many people agreeing that this is 100% true and not in dispute. Darth Cliche seems to be VERY interested in abiding by the rules strictly where *I* am concerned, but content to flagrantly violate them himself and ignore the violations of others when it suits his needs. This is, in a word, unacceptable. Either we sign on to have people follow the rules and we’re playing a game of Nomic, or we just ignore the rules when we want (or, at least the people who are in charge get to ignore them) and we’re playing some other game that Darth Cliche seems to have invented.

Part 2 would properly add text to the ruleset, even if that text, at present, doesn’t do much of anything.

Proposal: It’s time for bed, sleepyhead

Illegal, as nooneimportant already has 2 active proposals.—Wakukee

Adminned at 02 Dec 2009 16:26:16 UTC

Add the following text to the end of Rule 2.5.1 Basic Spells:

The spell Sleep has “TORPOR” as its Activation Sequence. Its Effect is “Chose an Apprentice. That Apprentice becomes Asleep.”

Add a new Rule to the Ruleset.  Call it “Awake or Asleep” and give it the following text:

Apprentices can be in one of two states, Awake or Asleep. This status shall be tracked in the GNDT under the heading “Asleep”, where a ‘Y’ value indicates the Apprentice is Asleep, and an ‘N’ value indicates the Apprentice is Awake. An Apprentice who becomes Asleep shall remain in such status for a period of 24 hours, at which time he shall become Awake. While an Apprentice is Asleep, he is unable to Cast Spells or take any Timed, Daily, or Weekly Actions.

Amend the GNDT to comply with the above new Rule, giving all Apprentices an initial “Asleep” value of ‘N’, subject to the following condition.

If at least half of all EVCs on this proposal also contain the letter “e”, set Darth Cliche’s initial status to Asleep.

 

Wednesday, December 02, 2009

Timed action frequency

My reading of the rules seems to indicate that you cannot make more than two workbench manipulations in one 24 hour period… if that’s the case, has Darknight overstepped his bounds with his recent GNDT changes?

Grind?

I’m seeing references in the GNDT to “grind”, but nothing in the ruleset. Any hints?

Spam Accounts

Based on the 4 current spam accounts I have looked at, I believe that we can ban all the spammers of this type by banning the IP 79.18*. There are no non-spam accounts with this IP, but I would still like to see what you think about such an action before taking it.