Thursday, July 01, 2010

Proposal: Anti-Invincibility Clause

Reaches Quorum 8-0 and Enacted. - lilomar

Adminned at 03 Jul 2010 07:18:47 UTC

In the Rule entitled “Combat”, change the text

If the @ is wielding a weapon, they must roll XDICEY in the GNDT where X is the number of Dice for their weapon, and Y is the number of Sides for their weapon. The result of the die roll (whichever is used), plus the enchantment of whatever weapon the @ wields, minus the AC of any armor worn by whatever the @ is fighting, is the Damage Dealt

to

If the @ is wielding a weapon, they must roll XDICEY in the GNDT where X is the number of Dice for their weapon, and Y is the number of Sides for their weapon. The result of the die roll (whichever is used), plus the enchantment of whatever weapon the @ wields, is the attack’s base damage; they then roll DICEZ, where Z is the total AC of the armors worn by whatever the @ is fighting, and subtract that from the base damage to calculate the damage dealt.

and the text

subtract from that the AC of any armor the @ is wearing and

with

subtract from that the result of a DICEZ roll, where Z is the total AC of the armors the @ is wearing, and

Given how powerful stacking enchanted armor can get, I want this in place before proposing any helmets or gloves.  This is also closer to how armor works in Nethack than the current version.  Note that the result of a DICE0 roll (or DICE-1 roll) is 0.

Wednesday, June 30, 2010

Nic Joining Announcement

Hai! My name is Nic, and I am very interested in Nomic games. I am still learning the rules (hehe, what rules??), so give me a bit of time to figure it out. Wish me luck, and thanks for letting me give this a shot!

Soooooo Looooooooooooooooooooong

Guys, these Proposals are so incredibly long that my eyes blur over before I’m halfway through reading them. Is there any way we can make them into smaller proposals, and pass them in segments? If needed, you can ask someone else to Propose one of your ideas if you are out of slots. It’s just, these are beyond me.

Proposal: If proposals were diseases.

s/k’d and Failed. - lilomar

Adminned at 01 Jul 2010 17:10:49 UTC

If the proposal “Signals of Distress” was Enacted, this proposal does nothing.

Replace the rule entitled “Voting” with the following:

Any @ may cast his Vote on a Votable Matter by making a comment to the official post that comprises that Votable Matter using a Voting Icon of FOR, AGAINST, DEFERENTIAL (only if the Votable Matter is a Proposal), QUARENTINE (only if the Votable Matter is a Proposal), or VETO (only if the Votable Matter is a Proposal and the @  is the RNG).

In the case of a Proposal, If the @ who made the Proposal has not cast a Vote on it, his Vote is counted as FOR. If a @ uses more than one Voting Icon in comments on a Votable Matter, his Vote is the last Voting Icon he uses. If a @ leaves the game or goes Idle, his Vote is no longer valid. If a @ Votes AGAINST on his own Proposal, that Vote may not be changed. This is referred to as a Self-Kill. If the RNG Votes VETO on a Proposal, that Vote may not be changed.

A Vote of DEFERENTIAL is a Vote of no opinion, or of faith in the decision of the RNG. The Vote will count as the same as the RNG’s Vote. If the RNG casts a Vote of DEFERENTIAL on a Proposal, it serves the purpose of cancelling any previous Vote on that Proposal that was cast by the RNG. If there is no RNG, or the Vote is made by the Proposal’s author on his own Proposal, a Vote of DEFERENTIAL counts as an explicit Vote of abstention, and has no effect except possibly to void earlier Voting Icons by that Voter on that Proposal.

If the RNG has not Voted on a Proposal, a Vote of DEFERENTIAL on that Proposal does not count as a Vote for the purposes of rule 1.5.

Replace the rule entitled “Resolution of Proposals” with the following:

The oldest Pending Proposal may be Enacted by any Admin (and the Ruleset and/or Gamestate updated to include the specified effects of that Proposal) if either of the following is true:-

  * It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.
  * It has been open for voting for at least 48 hours, it has continuously been a Proposal for that time, it has more than 1 valid Vote, more than half of its Votes are FOR, it has not been vetoed or self-killed, and the RNG’s Vote on it is not QUARANTINE.

The oldest Pending Proposal may be Quarantined if one of the following is true:

  * The RNG’s Vote on it is QUARANTINE, and it could be Enacted if the RNG had Voted FOR.
  * It could be Enacted if all QUARANTINE Votes on it were FOR, but could not be Enacted or Failed otherwise.

The oldest Pending Proposal may be Failed by any Admin, if any of the following are true:-

  * It has enough AGAINST Votes that it could not be Enacted or Quarantined without one of those Votes being changed.
  * It has been open for 48 hours and cannot be Quarantined, and could be Failed if all QUARANTINE Votes were AGAINST.
  * It has been open for voting for at least 48 hours and has fewer than 2 valid Votes.
  * The @ who proposed it has Voted AGAINST it.
  * The RNG has Voted VETO on it.

Whenever an Admin marks a Proposal, CfJ, or DoV as Enacted or Failed, or a Proposal as Quarantined, he must also mark his name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).

When a Proposal is Quarantined, instead of having its stated effect upon the ruleset or gamestate it is moved in its entirety to Quarantine, along with a link to the original Proposal post. Proposals in Quarantine have no effect upon the rest of the ruleset or the gamestate until they are moved out of Quarantine by a further Proposal - either by amending and fully Enacting its effects or by removing it from the ruleset. To all intents and purposes, a Quarantined Proposal is considered to have been Enacted. Quarantined Proposals remain open for discussion but Votes cast after the Proposal is resolved are no longer counted or considered to be EVCs.

Proposals the RNG has Voted to VETO are considered vetoed. Proposals the author has Voted against are considered self-killed unless the RNG has Voted VETO on them, or they have fulfilled one of the other requirements to Fail a Proposal before the author’s self-kill Vote is placed. Immediately after Enacting a Proposal that causes a rule with no name to be added to the ruleset, unless the Proposal specifically states that the rule should have no name, the Enacting Admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.

Add the following to the end of the first paragraph of rule 1.1:

Section 4 is the Quarantine, which contains Proposals that have passed but which currently have no effect upon the ruleset.

Amend the following paragraph, from the rule entitled “Victory and Ascension”:

When a DoV is Enacted, all other active DoVs are Failed, and a new Dynasty begins with the @ who made the DoV as its RNG. (That @ may pass this role to another @ at this point, if he wishes.) The Hiatus continues until the new RNG posts an Ascension Address to the BlogNomic weblog - this shall specify the RNG’s chosen theme for the new Dynasty, and may optionally include a proclamation that any number of Dynastic Rules will be repealed, and/or that the words @ and RNG will be replaced with theme-specific terms throughout the entire ruleset.

as follows:

When a DoV is Enacted, all other active DoVs are Failed, and a new Dynasty begins with the @ who made the DoV as its RNG. (That @ may pass this role to another @ at this point, if he wishes.) The Hiatus continues until the new RNG posts an Ascension Address to the BlogNomic weblog - this shall specify the RNG’s chosen theme for the new Dynasty, and may optionally include a proclamation that any number of Dynastic Rules will be repealed, and/or that the words @ and RNG will be replaced with theme-specific terms throughout the entire ruleset, and/or that any or all of the Proposals in Quarantine are removed.

If the Voting Icons and statuses are gamestate:
Add a new Voting Icon, which corresponds to the string :QTINE:. Add a new status for resolved Proposals, called Quarantined, which remains open for commenting after Enactment.

Edited version of Josh’s proposal. The “and the following are gamestate” is implicit, I believe, but I did not want to accidentally make them gamestate. If icons and statuses of Proposals are not gamestate, they should still be created.

Proposal: Fixing a Corpse

Times out 6-0 and is Enacted. - lilomar

Adminned at 01 Jul 2010 17:08:14 UTC

If the Proposal: Who Likes Loot? fails than this proposal has no effect.

Change the following text in rule 2.11 from

When they do so, they must choose to either Find Treasure or Find a Corpse.
When an @ Finds a Corpse they role DICEZ, where Z corresponds to the number of items listed in the section of Wiki page entitled “Loot” that corresponds to the Dungeon Level the @ is on. The item on the list that corresponds with the result of DICEZ is then added to the that @‘s inventory.

to

When they do so, they must choose to either Find Treasure or Find a Corpse. If there are no items listed in the section of the wiki page entitled “Loot” that corresponds to the Dungeon Level that the @ is on, than the @ cannot Find a Corpse.

When an @ Finds a Corpse they role DICEZ, where Z corresponds to the number of items listed in the section of the Wiki page entitled “Loot” that corresponds to the Dungeon Level the @ is on. The item on the list that corresponds with the result of DICEZ is immediately added to the that @‘s inventory and removed from that wiki page.

 

fixing some bugs that dont make the mechanic broken but this allows it to run smoother.

Proposal: Signals of Distress

s/k’d and Failed. - lilomar

Adminned at 01 Jul 2010 13:15:09 UTC

Replace the rule entitled “Resolution of Proposals” with the following:

The oldest pending Proposal may be enacted by any Admin (and the Ruleset and/or Gamestate updated to include the specified effects of that Proposal) if either of the following is true:-

* It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.
* It has been open for voting for at least 48 hours, it has continuously been a proposal for that time, it has more than 1 valid Vote, more than half of its votes are FOR, and it has not been vetoed or self-killed.

The oldest pending proposal may be Quarantined if one of the following is true:

* The RNG’s vote on a proposal is QUARANTINE, and that proposal would otherwise pass.
* It has a number of votes for QUARANTINE that equal or exceed quorum, has been open for voting for at least 12 hours, and has not been vetoed or self-killed.
* It has a number of votes for QUARANTINE that exceed both the number of votes cast FOR and the number of votes cast AGAINST, and that proposal been open for more than 48 hours.

The oldest pending Proposal may be failed by any Admin, if any of the following are true:-

* It has enough AGAINST Votes that it could not be Enacted or Quarantined without one of those Votes being changed.
* It has been open for voting for at least 48 hours and half or fewer of its Votes are FOR, and the number of votes cast AGAINST equal or exceed those cast for QUARANTINE.
* It has been open for voting for at least 48 hours and has fewer than 2 valid Votes.
* The @ who proposed it has Voted AGAINST it.
* The RNG has Voted to VETO it

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

When a proposal is Quarantined, instead of having its stated effect upon the ruleset or gamestate it is moved in its entirety to Quarantine, along with a link to the original proposal post. Proposals in Quarantine have no effect upon the rest of the ruleset or the gamestate until they are moved out of Quarantine by a further proposal - either by amending and fully enacting its effects or by removing it from the ruleset. To all intents and purposes, a Quarantined proposal is considered to have been enacted. Quarantined proposals remain open for discussion but votes cast after the proposal is resolved are no longer counted or considered to be EVCs.

Proposals the RNG has Voted to VETO are considered vetoed. Proposals the author has Voted against are considered self-killed unless the RNG has Voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill Vote is placed. Immediately after enacting a proposal that causes a rule with no name to be added to the ruleset, unless the proposal specifically states that the rule should have no name, the enacting admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.

Add the following to the end of the first paragraph of rule 1.1:

Section 4 is the Quarantine, which contains proposals that have passed but which currently have no effect upon the ruleset.

Amend the following paragraph, from the rule entitled “Victory and Ascension”:

When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the @ who made the DoV as its RNG. (That @ may pass this role to another @ at this point, if he wishes.) The Hiatus continues until the new RNG posts an Ascension Address to the BlogNomic weblog - this shall specify the RNG’s chosen theme for the new Dynasty, and may optionally include a proclamation that any number of Dynastic Rules will be repealed, and/or that the words @ and RNG will be replaced with theme-specific terms throughout the entire ruleset.

as follows:

When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the @ who made the DoV as its RNG. (That @ may pass this role to another @ at this point, if he wishes.) The Hiatus continues until the new RNG posts an Ascension Address to the BlogNomic weblog - this shall specify the RNG’s chosen theme for the new Dynasty, and may optionally include a proclamation that any number of Dynastic Rules will be repealed, and/or that the words @ and RNG will be replaced with theme-specific terms throughout the entire ruleset, and/or that any or all of the proposals in Quarantine are removed.

Add a new voting icon, which corresponds to the string :QTINE:. Add a new status for resolved proposals, called Quarantined, which remains open for commenting after enactment.

Quarantine is its own vote class, and the burden lies with enactment - Quarantine counts as AGAINST unless it wins outright.

Proposal: Who Likes Loot?

Times out and is Enacted, 4-1. - lilomar

Adminned at 01 Jul 2010 12:58:48 UTC

Change the following text in rule 2.11 from

When they do so, they Find Treasure.

to

when they do so, they must choose to either Find Treasure or Find a Corpse.

When an @ Finds a Corpse they role DICEZ, where Z corresponds to the number of items listed in the section of Wiki page entitled “Loot” that corresponds to the Dungeon Level the @ is on. The item on the list that corresponds with the result of DICEZ is then added to the that @‘s inventory.

In rule 2.2 “Death” change the following text from

When this happens, that @‘s Inventory and Discovery List are emptied, and all of that @‘s Transient GNDT stats are reset to the default values for a new @.

to

When this happens, the items that are in that @‘s inventory (except any item with Amulet of Yendor in its name) are added to the section on the wiki page entitled “Loot” that corresponds to the Dungeon Level the @ is on, then that @‘s Inventory and Discovery List are emptied, and all of that @‘s Transient GNDT stats are reset to the default values for a new @.

add a new column to the basic monster table entitled “Drops” and another new column entitled “Drop Rate”. Set values in “Drops” to None and values in “Drop Rate” to 0.

Change the following text in rule 2.4 “Basic Monsters” from

The table at the end of this rule is the Basic Monster Table. The Columns in the tables describe a monster’s internal ID (a number), name (text), hit points (formula that may include DICE rolls), damage (number of Dice and Sides), a speed (one of Sessile, Slow, Medium, Fast, Very Fast), Intelligence (Yes or No), and Magic (Yes or No).

to

The table at the end of this rule is the Basic Monster Table. The Columns in the tables describe a monster’s internal ID (a number), name (text), hit points (formula that may include DICE rolls), damage (number of Dice and Sides), a speed (one of Sessile, Slow, Medium, Fast, Very Fast), Intelligence (Yes or No), Magic (Yes or No), Drops (an Item on the Basic Armor/Weapon/Potions Tables), and Drop Rate (a number between 0-100).

Change the following text in rule 2.7 “Monsters” from

A Monster is a type of game entity; each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides). A monster also has a number of XP. A Monster’s XP is always equal to that Monster’s initial HP, times that Monster’s Dice, times that Monster’s Sides, divided by three and rounded down, or 1 if the result is less than 1.

to

A Monster is a type of game entity; each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides). A monster also has a number of XP. A Monster’s XP is always equal to that Monster’s initial HP, times that Monster’s Dice, times that Monster’s Sides, divided by three and rounded down, or 1 if the result is less than 1. Monsters may also have drop and a drop rate. A Monster’s drop must be an item or items found in the Basic Armor/Weapons/Potions Tables. A Monster’s drop rate must be a number between 0 and 100, inclusive. If a monster’s drop or drop rate is not specified then the drop rate defaults to 0.

Add the following text to the end of rule 2.7 “Monsters”

When a monster ceases to exist the @ that killed the Monster roles DICE100. If the result of the dice roll is less than the Drop Rate for that monster, then the item(s) that are specified in that monster’s drops are added to the section on the wiki page entitled “Loot” that corresponds to the Floor the monster was on.

Change the following text in Rule 2.5.2 “Weapon List” from

Whenever an @ fights in a ranged encounter while wielding a ranged weapon, they decrease the number of that weapon they carry by 1.

to

Whenever an @ fights in a ranged encounter while wielding a ranged weapon, they decrease the number of that weapon they carry by 1 and add 1 of that weapon to the list in the section of the wiki page entitled “Loot” that corresponds to the Dungeon Level the @ is on; unless the ranged weapon contains the words “spellbook” or “wand”.

Create a wiki page entitled “Loot” that has 10 sections. The first section is entitled “1” and the next is “2” and so forth with the last being “10”. These correspond to the Dungeon Level of the same number.

this adds a new mechanism when you loot the room, allowing you to find items on the ground. It then allows for the tracking of said item, that can be dropped in various ways.

If you find any flaws in it please comment.

Tuesday, June 29, 2010

Story Post: [Encounter]: Go Team Ant!

Floor 2

5 Giant Ants (18 HP,  2d4 damage, 48 XP)

Platonic or not, I’m pretty sure I have two armors now.

The rule page, due to something missed when the proposal “Dressup” was enacted, is out-of-whack with reality. (Assuming you believe that the rules on the page are not the real rules, but merely a representation of the rules.)

Anyway, I think that this is how they should be. It is legal to change the GNDT to match gamestate if it differs, but there is no such rule regarding the ruleset.

If Bucky’s proposal “Balance Changes” Passes, the ruleset should be back to normal, but if anything happens that shouldn’t have been able too before then, I’ll raise a CfJ.

Proposal: [New Potion]: Bottled Clout

Times out and is Enacted 6-0. - lilomar

Adminned at 30 Jun 2010 13:36:12 UTC

Add a potion to the table in Rule 2.5.4
Its name shall be “Potion of Might”
Its effect shall be “If you are wielding a weapon, increase its Enchantment by 1.  If its Enchantment is now greater than your Dungeon Level, remove it from your Inventory.”

Proposal: Balance Changes

Times out and is Enacted 5-0. - lilomar

Adminned at 30 Jun 2010 13:28:56 UTC

Change the first sentence of the Rule “Armor List” to

The items listed in this table are armors, with Base AC, Armor Type and magic resistance as specified.

Make the following changes to the tables in the Rules “Weapon List” and “Armor List”:
*Add an “Armor Type” column to the Armor List if it doesn’t already exist.
*Set the Armor Type of ring mail, leather armor and (if it exists) dwarven chain mail to Body Armor
*Set the Armor Type of small shield to Shield
*Set the Armor Type of robe and cloak of magic resistance to Cloak
*Set the Armor Type of Hawaiian shirt to Shirt

*Set the Damage of quarterstaff to 2d3
*Set the Damage of dart to 2d2

the armor types were an earlier oversight, the quarterstaff change is to differentiate it from a mace, and the dart change is to make our only pure-ranged weapon not strictly inferior to daggers.

Story Post: [Encounter]: Back for Revenge

Floor 1

2 Killer Newts (3 HP, 3d4 damage, 12 XP)
3 Grid Bug Ghosts (18 HP, 1d4 damage, 24 XP, magical)

These guys look rather familiar.

Proposal: Motivation

Times out and is Enacted. 6-1 - lilomar

Adminned at 30 Jun 2010 10:02:59 UTC

Add the following text to the rule entitled “The Amulet”:

As a weekly action, an @ with an Amulet of Yendor in their inventory may increase their HP and Max HP by 5.

Proposal: Told you it was a piece of junk.

Times out and Fails 1-3 - lilomar

Adminned at 30 Jun 2010 09:04:57 UTC

Change rule 2.13 to read:

There is an item called the Amulet of Yendor. There is an item called the Cheap Plastic Imitation of the Amulet of Yendor. There is an item called the REAL Amulet of Yendor.

Amulet of Yendors each have a Dungeon Level. If an Amulet of Yendor is in the inventory of an @, then the Dungeon Level of that Amulet of Yendor is the same as the Dungeon Level of that @. If an Amulet of Yendor exists, but is not in the inventory of an @, then the Dungeon Level of that Amulet of Yendor is tracked in the RNG Row in the GNDT (Multiple Amulets tracked in such a way should have their Dungeon Levels separated by slashes.)

While an Amulet of Yendor is in an @‘s Inventory, if that @ Dies as a result of Fighting another @ or another @ Fighting them, that other @ has the Amulet of Yendor added to their Inventory.

If no @ has the same Dungeon Level as an Amulet of Yendor, and that Amulet of Yendor’s Dungeon Level is greater than 1, and that Amulet of Yendor has had the same Dungeon Level for the previous 48 hours and since the start of the week, any @ may decrease that Amulet of Yendor’s Dungeon Level by 1.

If there is exactly one Amulet of Yendor, and if an @ has that Amulet of Yendor in their inventory, and there are no Cheap Plastic Imitation of the Amulet of Yendors in existence, then a second Amulet of Yendor is created on the Dungeon Level the first is currently on. If there are ever more than two Amulet of Yendors in existence, the most recently created Amulet immediately ceases to exist. If there is ever less than one Amulet of Yendor in existence, and there are no REAL Amulet of Yendors in existence, then an Amulet of Yendor is created on Dungeon Level 10.

If there is ever a REAL Amulet of Yendor in existence, all Amulet of Yendors are changed to Cheap Plastic Imitation of the Amulet of Yendors. If there is ever more than one REAL Amulet of Yendor in existence, the most recently created REAL Amulet of Yendor becomes a Cheap Plastic Imitation of the Amulet of Yendor.

An @ or RNG may Recognize an Amulet of Yendor when this rule explicitly permits it. To do so, they roll DICE2. If the result is 1, then that Amulet of Yendor becomes a REAL Amulet of Yendor.

If an @‘s Dungeon Level is 0, and they have an Amulet of Yendor in their Inventory, then they may Recognize that Amulet of Yendor.

If an @‘s Dungeon Level is 0, and they have a REAL Amulet of Yendor in their Inventory, they achieve victory.

Change rule 2.6 to read:

Each @ has a number called Dungeon Level (tracked in the GNDT), defaulting to 1. As a daily action, an @ may attempt to Find the Stairs; to do this, they roll DICE6 in the GNDT. The attempt is successful if that @‘s Kills is equal or higher than the result of that die roll. If the attempt is successful they must either increase or decrease their Dungeon Level by 1. If their Dungeon Level is equal to that of an Amulet of Yendor which is not in an @‘s Inventory, they may, instead of changing their Dungeon Level, add that Amulet of Yendor to their Inventory.

On any successful attempt to find the Stairs, an @ decreases their Kills to 0.


If at least a simple majority of EVCs to this proposal contain the phrase “make tourists useful”, then add the following sentence to the penultimate paragraph of rule 2.13:

If an @ has an expensive camera in their inventory, and they have an Amulet of Yendor in their Inventory, then they may Recognize that Amulet of Yendor.

 

Ok, here is the clean version. Don’t forget to mention your support of tourists, if applicable.

Idol talk

Jumblin McGrumblin, Narya and zebronic idle. Quorum drops to 8.

Protosal: Compromise Candidate

Add a new core rule, after the rule entitled “Resolution of Proposals”, called Quarantine:

If the RNG’s vote, or at least half of the EVCs, on a proposal also contain the voting icon for QUARANTINE, and that proposal would pass under the terms set out in rule 1.5, then instead of having its stated effect upon the ruleset or gamestate it is moved in its entirety to Quarantine. Proposals in Quarantine have no effect upon the rest of the ruleset or the gamestate until they are moved out of Quarantine by a further proposal - either by amending and fully enacting its effects or by removing it from the ruleset. To all intents and purposes, a Quarantined proposal is considered to have been enacted.

Add the following to the end of the first paragraph of rule 1.1:

Section 4 is the Quarantine, which contains proposals that have passed but which currently have no effect upon the ruleset.

Amend the following paragraph, from the rule entitled “Victory and Ascension”:

When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the @ who made the DoV as its RNG. (That @ may pass this role to another @ at this point, if he wishes.) The Hiatus continues until the new RNG posts an Ascension Address to the BlogNomic weblog - this shall specify the RNG’s chosen theme for the new Dynasty, and may optionally include a proclamation that any number of Dynastic Rules will be repealed, and/or that the words @ and RNG will be replaced with theme-specific terms throughout the entire ruleset.

as follows:

When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the @ who made the DoV as its RNG. (That @ may pass this role to another @ at this point, if he wishes.) The Hiatus continues until the new RNG posts an Ascension Address to the BlogNomic weblog - this shall specify the RNG’s chosen theme for the new Dynasty, and may optionally include a proclamation that any number of Dynastic Rules will be repealed, and/or that the words @ and RNG will be replaced with theme-specific terms throughout the entire ruleset, and/or that any or all of the proposals in Quarantine are removed.

Add a new voting icon, which corresponds to the string :QTINE:

The veto question seems increasingly factionalised. The debate between ais and Kevan in the newest iteration of the debate focuses on how to deal with proposals that are popular but flawed. ais cites the threat of good proposals being lost in an extended proposal queue; Kevan suggests that protracted examination time is worthwhile, and a collaborative approach to proposal crafting is in any case more desirable.

Both points have merit and this is a modest attempt at pleasing both impulses. Rather than enforcing a fail-and-repropose cycle - which can be interpreted as punishment - this aims at more of a pass-and-correct model. By considering Quarantined proposals enacted, the original proposer gets any credit mandated by the ruleset for passing their proposal, freeing other players to rework quarantined ideas and openly collaborate. And as quarantined proposals can’t affect the rest of the game, a suitable length of time for reflection can be made use of.

It should be mentioned that I would like to see this replace the procedural veto, so I’d appreciate feedback both on the proposals’ own merits and its merits as opposed to the procedural veto.

Monday, June 28, 2010

Proposal: No more Kill Stealing

s/k’d - lilomar

Adminned at 29 Jun 2010 16:01:48 UTC

In rule 2.8 change the following text from

If the HP of a monster goes below 1, they cease to exist and the Kills of the @ that defeated it goes up by 1.

to

If the HP of a monster goes below 1, they die; they cease to exist and the Kills of the @ that dealt the most damage to the monster goes up by 1. If two or more @s dealt the same amount of damage to the monster the kills of the @ that dealt the killing blow to the monster goes up by 1.

 

Help to alleviate kill stealing, also allows for referring to a monster’s death. This should make it easier to make future proposals that trigger on a monster’s death.

Proposal: Piece of Junk

s/k’d - lilomar

Adminned at 29 Jun 2010 15:58:55 UTC

Change rule 2.13 to read:

There is an item called the Amulet of Yendor. There is an item called the Cheap Plastic Imitation of the Amulet of Yendor. There is an item called the REAL Amulet of Yendor.

Amulet of Yendors each have a Dungeon Level. If an Amulet of Yendor is in the inventory of an @, then the Dungeon Level of that Amulet of Yendor is the same as the Dungeon Level of that @. If an Amulet of Yendor exists, but is not in the inventory of an @, then the Dungeon Level of that Amulet of Yendor is tracked in the RNG Row in the GNDT (Multiple Amulets tracked in such a way should have their Dungeon Levels separated by slashes.)

While an Amulet of Yendor is in an @‘s Inventory, if that @ Dies as a result of Fighting another @ or another @ Fighting them, that other @ has the Amulet of Yendor added to their Inventory.

If no @ has the same Dungeon Level as an Amulet of Yendor, and that Amulet of Yendor’s Dungeon Level is greater than 1, and that Amulet of Yendor has had the same Dungeon Level for the previous 48 hours and since the start of the week, any @ may decrease that Amulet of Yendor’s Dungeon Level by 1.

If there is exactly one Amulet of Yendor, and if an @ has that Amulet of Yendor in their inventory, and there are no Cheap Plastic Imitation of the Amulet of Yendors in existence, then a second Amulet of Yendor is created on the Dungeon Level the first is currently on. If there are ever more than two Amulet of Yendors in existence, the most recently created Amulet immediately ceases to exist. If there is ever less than one Amulet of Yendor in existence, and there are no REAL Amulet of Yendors in existence, then an Amulet of Yendor is created on Dungeon Level 10.

If there is ever a REAL Amulet of Yendor in existence, all Amulet of Yendors are changed to Cheap Plastic Imitation of the Amulet of Yendors. If there is ever more than one REAL Amulet of Yendor in existence, all REAL Amulet of Yendors, the most recently created REAL Amulet of Yendor becomes a Cheap Plastic Imitation of the Amulet of Yendor.

An @ or RNG may Recognize an Amulet of Yendor when this rule explicitly permits it. To do so, they roll DICE2. If the result is 1, then that Amulet of Yendor becomes a REAL Amulet of Yendor.

If an @‘s Dungeon Level is 0, and they have an Amulet of Yendor in their Inventory, then they may Recognize that Amulet of Yendor.

If an @‘s Dungeon Level is 0, and they have a REAL Amulet of Yendor in their Inventory, they achieve victory.

Change rule 2.6 to read:

Each @ has a number called Dungeon Level (tracked in the GNDT), defaulting to 1. As a XYZ action, an @ may attempt to Find the Stairs; to do this, they roll DICE6 in the GNDT. The attempt is successful if that @‘s Kills is equal or higher than the result of that die roll. If the attempt is successful, and their Dungeon Level is not equal to an Amulet of Yendors, they increase or decrease their Dungeon Level by 1. If the attempt is successful and their Dungeon Level is equal to that of an Amulet of Yendor which is not in an @‘s Inventory, they either increase their Dungeon Level by 1, decrease their Dungeon Level by 1, or add that Amulet of Yendor to their Inventory.

On any successful attempt to find the Stairs, an @ decreases their Kills to 0.

If the proposal entitled “Turbo Grinding (take 2)” passed, replace XYZ in rule 2.6 with “daily”, otherwise, replace XYZ in rule 2.6 with “weekly”.

 

If at least a simple majority of EVCs to this proposal contain the phrase “make tourists useful”, then add the following sentence to the penultimate paragraph of rule 2.13:

If an @ has an expensive camera in their inventory, and they have an Amulet of Yendor in their Inventory, then they may Recognize that Amulet of Yendor.

 

I think this takes care of all the problems in the “Plastic” proposal, while still having the same intended effects. I don’t know what the expensive camera is used for in nethack, but it makes sense in my head for it to be able to identify a real amulet. Maybe the tourist takes a picture and emails it to a lab for id? The camera could have internet capabilities, it is expensive, after all.

Proposal: Making adminning slightly less cumbersome

Times out and Fails 1-3-1 - lilomar

Adminned at 29 Jun 2010 15:57:33 UTC

In the Rule titled Random Loot, remove the sentence:

Whenever an admin enacts a proposal by an @, its author Finds Treasure.

It’s already pretty cumbersome to enact Proposals….

Proposal: The case that never closes

Times out and fails 1-4. -lilomar

Adminned at 29 Jun 2010 11:47:56 UTC

Remove the following from rule 1.5:

If the RNG’s most recent Vote is VETO, and that EVC includes the word “Procedural”, the vetoed proposal can be failed immediately by any admin, even if it is not the oldest pending proposal.

The FAQ says: “[t]he usual reason stated not to do this is “why would we want to punish bad proposals by taking away slots, but rewarding terrible proposals by freeing up the slot immediately”? Well, I was around last time this rule was in place, and things didn’t happen that way”. Fine; but it is happening that way now. For what it’s worth, I’ve pretty much always been against the procedural veto, so I’d probably have advocated repeal anyway.

Proposal: No rest for the wicked

Timed out and failed, 5-1. Josh

Adminned at 29 Jun 2010 05:19:51 UTC

Re-write rule 1.2 as follows:

Anybody may apply to join BlogNomic (if he is not already playing) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post announcing his arrival. An Admin shall add him to the roster in the sidebar and the GNDT, at which moment he becomes a @. A @ may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A @ may only change his name as a result of a proposal approving the change.

Some @s are Idle, and shall be marked as such in the sidebar. For the purposes of the Ruleset, excluding Rules 1.1, 1.2, and 1.10, Idle @s are not counted as @s. Admins may render a @ Idle if that @ has asked to become Idle or if that @ has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may de-Idle an @ at his request (unless that @ asked to become Idle within the previous 4 days, and within the current dynasty) - the @‘s personal gamestate retains the values it had immediately prior to his going Idle. If one or more values would be undefined, it is set to the value new @s receive, if such a value exists.

Add the following as a subrule to that rule, entitled Admins:

Some @s are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. @s who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may voluntarily resign their post. New admins shall be given the GNDT configuration password when they become admins.

Idle Admins may make limited use of their powers. An idle Admin may resolve any proposal that has been open for voting for more than 48 hours, as per rule 1.5; may unidle existing @s at their request, or add new @s; and may resolve Calls for Judgement as per rule 1.6. The capacity of Idle Admins to use their Admin powers does not imply that they are @s in any situation other than those permitted by rule 1.2.

One of the peculiarities of the old rule: Currently, idle @s are still @s for rule 1.8, which means that - despite being idle - DC could continue to perform his functions as RNG, had we not passed them on to Bucky. Idleness is not an inhibitor of imperial function, it seems.

Unidling

Quorum be 10, y’all.

Sunday, June 27, 2010

Proposal: Who wants to trade?

Timed out and passed, 8-0. Josh

Adminned at 29 Jun 2010 05:18:17 UTC

Add a new dynastic rule, call it Trading with the text

At any time while an @ is on an even dungeon level they may trade 4 items in their inventory that are not ranged weapons for 1 item in either the basic weapons, armor, or potions table. It has an enchantment of 0 where applicable. With the exception of spellbooks, if an @ receives a ranged weapon this way, they receive 2 more of that ranged weapon.

At any time while an @ is on an odd dungeon level they may trade 2 items in their inventory that are not ranged weapons in order to Find Treasure.

 

allowing for trading of items for other items, while you are not allowed to trade ranged weapons, just use them sometime instead.

Proposal: [New Armor]: The Mythril Links

Timed out and passed, 7-0. Josh

Adminned at 29 Jun 2010 05:15:24 UTC

Add a armor to the table in 2.5.3.

Its Name shall be “Dwarven Chain Mail”.

Its Base AC shall be 3.

Proposal: [New Potion]: Bottled Facts

Reaches quorum at 8-0. - lilomar

Adminned at 28 Jun 2010 06:49:24 UTC

Add a potion to the table in 2.5.4.

Its Name shall be “Potion of Enlightenment”.

Its Effect shall be “Add an Item of your choice not on your Discovery List to your Discovery List.”

Proposal: Turbo Grinding (take 2)

Reaches quorum at 8-0 and passes. - lilomar (be gentle, it’s my first time)

Adminned at 28 Jun 2010 06:41:16 UTC

In the Rule entitled “Dungeon”, change the text

As a weekly action, an @ may attempt to Find the Stairs

to

As a daily action, an @ may attempt to Find the Stairs

If a majority of EVCs on this proposal also contain the word “loot”, add the following text to the end of the Rule entitled “Random Loot”:

As a weekly action, an @ may Loot the Room.  When they do so, they Find Treasure.

If a majority of EVCs on this proposal also contain the phrase “more loot”, replace ‘weekly’ in that added text with ‘daily’.

Proposal: Turbo Grinding

Procedural Veto-Bucky

Adminned at 26 Jun 2010 20:41:02 UTC

In the Rule entitled “Dungeon” change the text

As a weekly action, an @ may attempt to Find the Stairs; to do this, they roll DICE6 in the GNDT. The attempt is successful if that @‘s Kills is equal or higher than the result of that die roll. If the attempt is successful, they increase their Dungeon Level by 1 and decrease their Kills to 0.

to

As a daily action, an @ may attempt to Find the Stairs; to do this, they roll DICE6 in the GNDT. The attempt is successful if that @‘s Kills is equal or higher than the result of that die roll. If the attempt is successful, they increase their Dungeon Level by 1, decrease their Kills to 0 and Find Treasure.

Remove the following text from the Rule entitled “Combat”:

Whenever an @ successfully Finds the Stairs, they also Find Treasure.

If a majority of EVCs on this proposal also contain the word “Loot”, add the following text to the end of the Rule entitled “Random Loot”:

As a weekly action, an @ may Loot the Room.  When they do so, they Find Treasure.

If a majority of EVCs on this proposal also contain the phrase “More Loot”, replace ‘weekly’ in that added text with ‘daily’.

Proposal: Stepping up, per Bucky’s request.

Enacted, 12-0. Josh

Adminned at 27 Jun 2010 13:18:30 UTC

Make lilomar an Admin.

I should be on daily (barring some weekends) for most of the summer, and I believe I have a pretty good grasp of how everything works now. I’d be glad to help take some of the pressure off Bucky’s shoulders.

Saturday, June 26, 2010

Idling for a month or more or less.

Quorum’s 9.

Call for admin support

Before the mid-dynasty crisis, Darth Cliche and I were doing pretty much all of the proposal adminning.  With the additional responsibility of handling encounters, I can no longer keep up with the proposal queue.  Could another admin please step up and enact the backlog of timed out proposals?

Proposal: Small Fix

Timed out and enacted, 8-0. Josh

Adminned at 27 Jun 2010 13:17:29 UTC

In rule 2.5.4 Potions change the text

Remove everything from your Status Line that is not Hungry, Hungry!, or Starving

to

Remove everything from your Status Line that is not Hungry, Weak, or Starving

fixes the potion of curing, which currently allows you to get rid of the status weak.

Proposal: Magic System

Timed out and enacted, 8-0. Josh

Adminned at 27 Jun 2010 13:10:04 UTC

Part 1:
Create a new rule entitled “Magic” with the text

Anytime an @ fights, that @ is using magic if and only if the weapon which that @ is currently wielding is magic.
Anytime a Monster fights, that Monster is using magic if and only if that Monster is magic.

Part 2:
In rule 2.5.2, change the text

The items listed in this table are weapons, with damage and type (melee or ranged) as specified:

to

The items listed in this table are weapons, with damage, type (melee or ranged), and magic as specified:

Add a column to the table in rule 2.5.2 with the header “Magic”. Set all weapons magic value to “no”. Then add the following weapons to the list in rule 2.5.2:
* spellbook of Force Bolt, with type ranged, damage 2D8, magic yes
* wand of cold, with type ranged, damage 4d4, magic yes

In rule 2.5.2, after the paragraph

Whenever an @ fights in a ranged encounter while wielding a ranged weapon, they decrease the number of that weapon they carry by 1.

add the paragraph

Whenever a ranged weapon with the word “spellbook” in the title is removed from an @‘s inventory in this way, add a special item called *reading* Z (Where Z is the name of the ranged weapon so removed.) If such an item is in an @‘s inventory for 48 hours, it may be removed, and the original item added. An item with *reading* in the title may not be added to an @‘s discovery list.

Part 3:
In rule 2.5.3, change the text

The items listed in this table are armors, with Base AC as specified.

to

The items listed in this table are armors, with Base AC and magic resistance as specified.

Add a column to the table in rule 2.5.3 with the header “Magic Resistance”. Set cloak of magic resistance’s magic resistance to “yes”. Set all other armors’ magic resistance to “no”.

Part 4:
In rule 2.4, change the text

The table at the end of this rule is the Basic Monster Table. The Columns in the tables describe a monster’s internal ID (a number), name (text), hit points (formula that may include DICE rolls), damage (number of Dice and Sides), a speed (one of Sessile, Slow, Medium, Fast, Very Fast), and Intelligence (Yes or No).

to

The table at the end of this rule is the Basic Monster Table. The Columns in the tables describe a monster’s internal ID (a number), name (text), hit points (formula that may include DICE rolls), damage (number of Dice and Sides), a speed (one of Sessile, Slow, Medium, Fast, Very Fast), Intelligence (Yes or No), and Magic (Yes or No).

Add a column to the table in rule 2.4 with the header “Magic”. Set all monsters’ magic to “No”.

Part 5:
To the end of rule 2.8, add the text

If a @ or Monster that is using magic is fighting an @ who is wearing armor that is magic resistant, then the @ being fought does not lose any HP as a result of the fight.

Part 6:
If a majority of EVCs on this proposal contain the phrase “NH Purist”, then, in rule 2.5.2, change the damage of the weapon “spellbook of force bolt” to 2d12 and the damage of the weapon “wand of cold” to 6d6.

Making Wizards not so useless. Broken into parts for discussion purposes. I scaled down the damage the wand and spell do from the official nethack stats, due to not wanting to make this a completely broken system, but if you want the original stats, speak up, per part 6.

Proposal: Dynastic fix fix

Times out and fails 3-6. -Bucky

Adminned at 26 Jun 2010 22:32:29 UTC

Amend Rule 1.8 by making the first paragraph read:

BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single @, known as the RNG. The first RNG of a dynasty is its Progenitor; a dynasty is named for its Progenitor according to the number times its Progenitor has been Progenitor (eg. “The First Dynasty of Myke”).

 

Reproposing a patched version.

Thursday, June 24, 2010

Proposal: Automatic counter-attacks

Times out and passes 8-0. -Bucky

Adminned at 26 Jun 2010 10:06:02 UTC

In the Rule entitled “Combat”, change the text

After an @ fights a Monster, the Monster fights back; the Monster fights the @ who fought them. The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, subtract from that the AC of any armor the @ is wearing and, if the result is a positive number, decrease the @‘s HP by the result.

to

After an @ fights a Monster, if the Monster survived the attack, the Monster fights back; the Monster fights the @ who fought them. The @ shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, subtract from that the AC of any armor the @ is wearing and, if the result is a positive number, they decrease their HP by the result.

In the same Rule, change the text

The result of the die roll (whichever is used), plus the enchantment of whatever weapon the @ wields, minus the enchantment of any armor worn by whatever the @ is fighting

to

The result of the die roll (whichever is used), plus the enchantment of whatever weapon the @ wields, minus the AC of any armor worn by whatever the @ is fighting

1)You roll your own counter-attacks.
2)Dead monsters don’t counter-attack.
3)Armor now works right when fighting another @.

Proposal: Dynastic Fix

Self-killed. Josh

Adminned at 26 Jun 2010 05:08:48 UTC

Amend Rule 1.8 by making the first paragraph read:

BlogNomic is divided into a number of Dynasties. Each Dynasty is headed by a single @, known as the RNG. The first RNG of a dynasty is its Progenitor; a dynasty is named for its Progenitor according to the number of Dynasties its Progenitor has headed (eg. “The First Dynasty of Myke”).

 

We’re technically in a dynasty of Bucky right now, which does seem wrong.

please deidle

I’d like to be reinstated as a @

Proposal: Slow Grind -> Fast Grind

Times out and fails, 3-6. Josh

Adminned at 26 Jun 2010 05:08:13 UTC

In the Rule entitled “” change the text

As a weekly action, an @ may attempt to Find the Stairs; to do this, they roll DICE6 in the GNDT. The attempt is successful if that @‘s Kills is equal or higher than the result of that die roll. If the attempt is successful, they increase their Dungeon Level by 1 and decrease their Kills to 0.

to

As a daily action, an @ may attempt to Find the Stairs; to do this, they roll DICE6 in the GNDT. The attempt is successful if that @‘s Kills is equal or higher than the result of that die roll. If the attempt is successful, they increase their Dungeon Level by 1 and decrease their Kills to 0.  If the attempt is not successful, they Find Treasure.

An @ may not attempt to Find the Stairs if they have deliberately Fought a Monster or @ in the last 12 hours (being attacked by another @ doesn’t count).

Remove the following text from the Rule entitled “Combat”:

Whenever an @ successfully Finds the Stairs, they also Find Treasure.

Time to speed up the dynasty by a factor of two or three.

Thursday, June 24, 2010

Proposal: How Fast is Fast?

Self-killed. Josh

Adminned at 26 Jun 2010 05:07:31 UTC

Change the first paragraph of rule 2.7 from

A Monster is a type of game entity; each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides). A monster also has a number of XP. A Monster’s XP is always equal to that Monster’s initial HP, times that Monster’s Dice, times that Monster’s Sides, divided by three and rounded down, or 1 if the result is less than 1.

to

A Monster is a type of game entity; each one has an internal ID, a name, a number of HP, an amount of Damage, which is two integers (a number of Dice and a number of Sides), a speed, intelligence, as defined by rule 2.4 for that specific internal ID. A monster also has a number of XP. A Monster’s XP is always equal to that Monster’s initial HP, times that Monster’s Dice, times that Monster’s Sides, divided by three and rounded down, or 1 if the result is less than 1.

Change the paragraph

An encounter starts out Ranged. A Ranged encounter becomes a Melee encounter when it has been continuously on the same floor as an @ for at least 24 hours, and has continuously been a Ranged encounter for at least 24 hours. If there are ever no @s on a Floor, all Melee encounters on that floor become Ranged.

to

An encounter starts out Ranged. A Ranged encounter becomes a Melee encounter when it has been continuously on the same floor as an @ for at least X hours, and has continuously been a Ranged encounter for at least X hours. If there are ever no @s on a Floor, all Melee encounters on that floor become Ranged.

and add the following paragraph to the end of rule 2.7

A monster’s speed can be one of Sessile, Slow, Medium, Fast, Very Fast. If a monster’s speed is Sessile then Y is 48, if a monster is Slow then Y is 36, if a monster is Medium then Y is 24, If a monster is Fast Y is 12, and if a monster is Very Fast then Y is 6.

Also, change the term “Floor” to the term “Dungeon Level” throughout the ruleset.

adding speed into encounters. Having two terms for the same thing (floor and dungeon level) is confusing.

Proposal: Core Ruleset Defense

Times out and fails, 3-8. Josh

Adminned at 26 Jun 2010 05:05:31 UTC

In Rule 1.1,  after

The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.

add

The Core Rules and Glossary cay only be altered in manners specified by the Core Rules.

This changes nothing about how the Core Rules can be altered normally, but prevents any random scam from taking over. It also makes those crazy procedural rule-changing-rules safer.

Proposal: Anyone want to actually plug the hole?

Times out and passes 5-0, with 5 unresolved DEFs. Josh

Adminned at 26 Jun 2010 05:03:07 UTC

Create a dynastic rule entitled “Expanding the tables.” with the text:

If the RNG makes a proposal with [New Weapon], [New Armor], [New Potion], or [New Monster] in the title, then that proposal is considered an Expansion Proposal.

An Expansion Proposal does not count against the RNG’s daily limit of two pending proposals, or their limit of three proposals per day, as described in rule 1.3, “Proposals”. An Expansion Proposal is not a valid proposal if it would, upon being enacted, change any gamestate other than that which is explicitly allowed in this rule. No Expansion Proposal may change more than one rule, or have more than one of [New Weapon], [New Armor], [New Potion], or [New Monster] in the title.

An Expansion Proposal with [New Weapon] in the title may specify one, and only one, weapon to be added to the table in rule 2.5.2.
An Expansion Proposal with [New Armor] in the title may specify one, and only one, armor to be added to the table in rule 2.5.3.
An Expansion Proposal with [New Potion] in the title may specify one, and only one, potion to be added to the table in rule 2.5.4.
An Expansion Proposal with [New Monster] in the title may specify one, and only one, monster to be added to the table in rule 2.4.

Throuought the ruleset, anywhere the sentence “The RNG may add X to this table as they see fit.” where X is either “weapons”, “armors”, “potions”, or “monsters”, appears, remove that sentence.

Fixing the original issue that led to the scam/not-a-scam and/or dictatorship/not-a-dictatorship.

Call for Judgment: Loose ends

Quorum of FOR votes, no against votes. Passes 10-0. -Bucky

Adminned at 23 Jun 2010 22:42:16 UTC

If there is no RNG, and Bucky does not vote against this CFJ, Bucky becomes the RNG.

<@Hix>

Or are we considering going forth with a new RNG?

<@Darth_Cliche>

I think the post should be given to Bucky, unless he doesn’t want it

Proposal: Cleaning up the dictatorship scam

Passes 9-2. Josh

Adminned at 26 Jun 2010 05:02:19 UTC

If the Ruleset contains a rule which currently has, or has had in the past, the text

The @ named Darth Cliche is the Dictator. The Dictator may alter the ruleset or gamestate in any way, at any time. This rule may not be repealed or modified except by the Dictator.

then create a new rule with the following text, except with NN replaced throughout by the number of that rule:

For the purpose of the rule numbered NN (but not for other rules), this rule is an @ named Darth Cliche, and the Dictator; this rule takes priority over any other rule which would make that impossible. As soon as this rule is created, rule NN is immediately repealed (and an admin should update the Ruleset on the wiki to allow for that change, if necessary). Then this rule immediately repeals itself (and an admin should update the Ruleset to allow for that change, if necessary).

It is legitimate to merge all changes that would be made to the Ruleset by this proposal into one change, or into no change at all if it would not change as a result.

If the scam was previously valid (and I think it may have been), but then the CFJ to get rid of it passed, it’s possible the dictatorship rule is still in the ruleset, just unusable. So let’s make sure it’s gone for good; this is just cleanup. Because the dictatorship rule makes itself impossible to repeal except by an @ named Darth Cliche, let’s make an rule that’s an @ named Darth Cliche to get rid of it.

Unidlings

ais523 unidles, and so do I. Quorum rises by 1.

Proposal: Playing Dressup

Enacted 9-0. Josh

Adminned at 26 Jun 2010 04:58:33 UTC

In the Rule entitled “Stats and Equipment”, change the text

There exist Armors, which are a type of item. An Armor has an integer amount of AC, which cannot be negative. If an @ carries an Armor, they may be wearing it.

to

There exist Armors, which are a type of item. An Armor has an integer amount of AC, which cannot be negative. An Armor is one of 7 Armor Types: Helm, Cloak, Body Armor, Shirt, Shield, Gloves, and Boots. If an @ carries an Armor, they may be wearing it.

In the Rule entitled “Wielding, Wearing, and Enchantment”, change the text

An @ may only wear one armor at a time.
The weapon an @ is currently wielding, and the armor they are currently wearing, are each tracked in GNDT columns, which both default to “None”.

to

An @ may only wear one armor of each Armor Type at a time.
The weapon an @ is currently wielding, and all the the armor they are currently wearing, are each tracked in GNDT columns, which both default to “None”.

In the Rule entitled “Combat”, change the text

The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, subtract from that the AC of any armor the @ is wearing and, if the result is a positive number, decrease the @‘s HP by the result.

to

The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, subtract from that the AC of all armor the @ is wearing and, if the result is a positive number, decrease the @‘s HP by the result.

In the Rule entitled “Armor List”, change the text

The items listed in this table are armors, with Base AC as specified.

to

The items listed in this table are armors, with Base AC and Armor Type as specified.

Add a “Armor Type” column to the list in that rule.  Give Ring Mail and Leather Armor an Armor Type of “Body Armor”, Robe and Cloak of Magic Resistance an Armor Type of “Cloak”, Small Shield an Armor Type of “Shield”, and Hawaiian Shirt an Armor Type of “Shirt”.

My first proposal! I hope I didn’t make any mistakes or forgot to change any rule text.
This makes having more than one piece of armor in your inventory actually usable, and will definetely help out @‘s survivability - although I don’t think any @ has more than one piece of armor at the moment.

Leaving

I am dismayed at the measures taken in Part 4 of the CfJ, and more importantly, that some people thought the dictatorship was legal yet still voted for the CfJ.

Because BlogNomic has stopped being a nomic (and because most of the community will probably have grudges against me after this), I go idle, and I’m not returning for a while. Quorum drops to 8.

Oops, bad proposal!

EDIT: My mistake, can an admin please delete this post?

Proposal: Gimme the money!

Times out and passes 12-2.  This may take some time to admin.-Bucky

Adminned at 25 Jun 2010 08:12:41 UTC

Each @ with an EVC on this proposal Finds Treasure.

If a simple majority of the EVCs on this proposal contain the phrase “I’m greedy.” then each @ with an EVC on this proposal may roll DICE3. If they do so, and the result is a 1, any items added to that @s inventory as a result of this proposal are removed from their inventory. If they do so and the result is a 3, then that @ Finds Treasure again.

In your exploration of your current dungeon level, you have managed to stumble across some random loot!

(rewarding anyone who is active enough to vote on proposals)

Proposal: Plastic

Times out and fails, 1-5. -Bucky

Adminned at 25 Jun 2010 08:11:03 UTC

If the proposal entitled “Victory Condition” fails, and this proposal is enacted, first enact “Victory Condition” as if it were part 0 of this proposal.  The actions proposed here, if enacted, must be done in order.

Part 1:  There is a special item called the cheap plastic imitation of the Amulet of Yendor.  There is also a special item called the real Amulet of Yendor.

Part 2:  Change all references of the “Amulet of Yendor” in the ruleset to the “real Amulet of Yendor”.  Change the rule entitled “The Amulet” to read:

There is a special item called the Amulet of Yendor.  Any Amulet of Yendor that is not part of an @‘s inventory has a Dungeon Level, tracked in the RNG’s row in the GNDT.  While the Amulet of Yendor is in an @‘s Inventory, if they Die as a result of Fighting another @ or another @ Fighting them, that other @ has the Amulet of Yendor added to their Inventory.  Similarly, if they Die due to any other cause, an Amulet of Yendor is created, having a Dungeon Level equal to that @‘s Dungeon Level.

There is an item called the Amulet of Yendor spawner. The Amulet of Yendor spawner has a Dungeon Level, tracked in the RNG’s row in the GNDT.  If an @ has an Amulet of Yendor spawner in their inventory, the Amulet of Yendor spawner is removed from their inventory, they receive an Amulet of Yendor, and a second Amulet of Yendor has a Dungeon Level equal to the @‘s Dungeon Level.  No @ may hold more than one Amulet of Yendor.

If no @ has the same Dungeon Level as the Amulet of Yendor spawner, and the Amulet of Yendor spawner’s Dungeon Level is greater than 1, and the Amulet of Yendor spawner has had the same Dungeon Level for the previous 48 hours and since the start of the week, any @ may decrease the Amulet of Yendor spawner’s Dungeon Level by 1.

If an @‘s Dungeon Level is 0, and they have the real Amulet of Yendor in their Inventory, they achieve victory.  If an @‘s Dungeon Level is 0, and they have an Amulet of Yendor in their Inventory, they roll a DICE2.  If the result is 1, they achieve victory.  If the result is 2, replace the @‘s Amulet of Yendor with a cheap plastic imitation of the Amulet of Yendor, and replace the other existing Amulet of Yendor with the real Amulet of Yendor.  Then, the @ Dies.

If there is a real Amulet of Yendor, all Amulets of Yendor are removed from the game.

Part 3:  If a majority of EVC’s of this proposal include the phrase ‘I am Still Alive’, replace the last sentence of the rule entitled “The Amulet” to read: 

Then, the @‘s Dungeon Level becomes 1.

Part 4:  In the rule entitled “Dungeon”, change the text:

If the attempt is successful, and their Dungeon Level is less than the Amulet of Yendor’s, they increase their Dungeon Level by 1.  If the attempt is successful and they have the same Dungeon Level as the Amulet of Yendor and no @ has an Amulet of Yendor in their Inventory, they add the Amulet of Yendor to their Inventory.  If the attempt is successful, and either their Dungeon Level is greater than the Amulet of Yendor’s or they have the Amulet of Yendor in their Inventory, they decrease their Dungeon Level by 1.

On any successful attempt, they decrease their Kills to 0.

to

If the attempt is successful, and their Dungeon Level is not equal to that of an Amulet of Yendor’s or the Amulet of Yendor spawner’s, they must either increase or decrease their Dungeon Level by 1.  If the attempt is successful, and their Dungeon Level is equal to that of the Amulet of Yendor spawner’s, the Amulet of Yendor spawner is added to their inventory.  If the attempt is successful, and their Dungeon Level is equal to that of an Amulet of Yendor which is not part of an @‘s inventory, that Amulet of Yendor is added to the @‘s inventory.

On any successful attempt, they decrease their Kills to 0.

Part 5:  Add a sub-rule to the rule “Victory Condition” entitled “Recognition”, which reads as follows:

An Amulet of Yendor can be Recognized.  When this happens, the RNG rolls a DICE2.  If the result is 1, the Amulet of Yendor is replaced with the real Amulet of Yendor, and the other Amulet of Yendor becomes the cheap plastic imitation of the Amulet of Yendor.  If the result is 2, the Amulet of Yendor is replaced with the cheap plastic imitation of the Amulet of Yendor, and the other Amulet of Yendor becomes the real Amulet of Yendor.

Add another sub-rule to the rule “Victory Condition” entitled “Limits”, which reads as follows:

No action may be taken that changes the number of Amulets of Yendor to a number other than 0 or 2.  No action may be taken that changes the number of Amulets of Yendor to 0 unless there exists a real Amulet of Yendor or an Amulet of Yendor spawner.  This sub-rule supersedes all other rules.

There are two purposes to this rule.  First of all, it is to include my favorite item in the game, the cheap plastic imitation of the Amulet of Yendor.  Secondly, it will reduce the level of ‘chaotic free-for-all’ that is involved with the proposal “Victory Condition.”

Wednesday, June 23, 2010

I may as well unidle for this emergency.

Quorum rises to 9.

Proposal: Victory Condition

Passes with quorum FOR (9-1). -Bucky

Adminned at 24 Jun 2010 09:29:30 UTC

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

There is a special item called the Amulet of Yendor.  The Amulet of Yendor has a Dungeon Level, tracked in the RNG’s row in the GNDT. While the Amulet of Yendor is in an @‘s Inventory, if that @‘s Dungeon Level changes, then the Amulet of Yendor’s Dungeon Level changes to the same value.  While the Amulet of Yendor is in an @‘s Inventory, if they Die as a result of Fighting another @ or another @ Fighting them, that other @ has the Amulet of Yendor added to their Inventory.

If no @ has the same Dungeon Level as the Amulet of Yendor, and the Amulet of Yendor’s Dungeon Level is greater than 1, and the Amulet of Yendor has had the same Dungeon Level for the previous 48 hours and since the start of the week, any @ may decrease the Amulet of Yendor’s Dungeon Level by 1.

If an @‘s Dungeon Level is 0, and they have the Amulet of Yendor in their Inventory, they achieve victory.

In the Rule entitled “Dungeon”, change the text

If the attempt is successful, they increase their Dungeon Level by 1 and decrease their Kills to 0.

to

If the attempt is successful, and their Dungeon Level is less than the Amulet of Yendor’s, they increase their Dungeon Level by 1.  If the attempt is successful and they have the same Dungeon Level as the Amulet of Yendor and no @ has an Amulet of Yendor in their Inventory, they add the Amulet of Yendor to their Inventory.  If the attempt is successful, and either their Dungeon Level is greater than the Amulet of Yendor’s or they have the Amulet of Yendor in their Inventory, they decrease their Dungeon Level by 1.

On any successful attempt, they decrease their Kills to 0.

Set the Amulet of Yendor’s Dungeon Level to 10.

Call for Judgment: Ruleset Self Defense

Reaches quorum, 9 votes to 3. Josh

Adminned at 23 Jun 2010 02:05:54 UTC

—-Part 1, or why the scam should be reverted
The scam Darth Cliche used does not work.  The text defining Special Abilities states that they are “ruletext associated with the monster”.  The Special Ability of a Dictatorship has nothing to do with the Monster itself; therefore Darth Cliche’s sequence of actions, i.e. adding it and then using the ability to modify the Ruleset even when there are no such monsters, was no more legal than it would be if he named a monster “The RNG may edit the ruleset” and used it to modify the Rules.

This CfJ establishes that the changes Darth Cliche made to the Ruleset never actually happened.  Any resulting discrepancies between the actual Ruleset and the version on the wiki shall be remedied.  Also, to avoid further confusion, remove the “special effects” column and its definition from Rule 2.4.

—-Part 2, why you should listen to Bucky more
“Although I don’t think Darth Cliche would actually do so, letting him add arbitrary live ruletext (potion effects) is a bad idea.” - comment on this proposal as one of two votes against

—-Part 3, or conduct expected out of Emperors
This isn’t the first time the Emperor has had a dictatorship.  As a rule, when we hand the Emperor power to modify the ruleset directly, we expect them to use their power responsibly and for the good of the dynasty.  In all previous cases, however, the Emperor has used their power responsibly, for the good of the dynasty.  They knew better than to use it on core rules, as modifying the core rules by fiat is understood to be bad for the Nomic.

—-Part 4, or the anti-repeat clause
As a “measure that shall be taken to resolve” this “issue”, Darth Cliche cannot directly modify the Ruleset by any means until either another CfJ explicitly says otherwise, or his name no longer appears in the Ruleset and he his no longer RNG or RNG equivalent.  As a direct consequence of this, Darth Cliche cannot admin proposals or CfJs for the same time period.

—-Part 5, or what to do if this fails
If this fails, Darth Cliche SHOULD (a) Make Rule 1.11 a Dynastic Rule and (b) Modify Rule 1.11 so as to self-repeal on ascension.  Have your fun now, but let it go when the Nomic needs you to.

anti-dictatorship

It is possible (not very hard, really) to remove the dictatorship with a conspiracy of (quorum) people.  Anyone interested can contact coppro.

p.s. I don’t know whether this is a good thing.
p.p.s. if Agora had as many active players as you, it’d be lucky.

I have a dictatorship.

BlogNomic is dying.

In order to revive it, I gave myself a dictatorship, in the hopes that the older players will come back and try to remove it.

That is all.

Idle

Put goes idle. Quorum drops to 8.

[Encounter] Pack of rothes on level 2

Floor 2

4 Rothes (8 HP, 3d3 damage)

Note that the level 1 hill orc encounter is still open.

[Encounter] Band of hill orcs

Floor 1

Monsters:
15 Hill Orcs (6 HP, 1d8 damage)

I’ve added several monsters this time, one for each of you. I’ll add a dlvl 2 encounter in just a moment.

Monday, June 21, 2010

Proposal: More Valuable Loot

Times out and passes 6-0. -Bucky

Adminned at 23 Jun 2010 22:43:31 UTC

Change the text of the Rule entitled “Random Loot” to

Certain actions may result in a @ Finding Treasure. Whenever an @ Finds Treasure, the @ or RNG who took that Action rolls DICE5.

  * If the result is a 1 or 2, the @ who Found Treasure has an Unidentified Potion added to their Inventory.
  * If the result is a 3, the @ who Found Treasure has a Food Ration added to their Inventory.
  * If the result is a 4, roll DICEX DICE2 DICE5, where X the number of items in the list in the Rule “Weapon List”; the item from that list corresponding to the DICEX roll is added to their Inventory.  If the DICE2 roll’s result was a 1, it has an enchantment equal to the result of the DICE5 roll minus 2; otherwise, it has an enchantment of 0.
  * If the result is a 5, roll DICEX DICE2 DICE5, where X the number of items in the list in the Rule “Armor List”; the item from that list corresponding to the DICEX roll is added to their Inventory.  If the DICE2 roll’s result was a 1, it has an enchantment equal to the result of the DICE5 roll minus 2; otherwise, it has an enchantment of 0.

Whenever an admin enacts a proposal by an @, its author Finds Treasure.

1)Making food rations drop
2)Increasing the ratio of one-shot item drops to permanent item drops (1:2 -> 3:2)
3)Increasing the probability of a dropped item being enchanted (1/7 -> 2/5)

Proposal: And Stay Dead!

Times out and passes 6-1. -Bucky

Adminned at 23 Jun 2010 13:00:46 UTC

In rule 2.9, “Roles” change the text

An @ with a Role of “-” may set its role to another value and simultaneously change its inventory to match the list of the new role’s starting inventory as described in the Ruleset, unless that @ has already performed this action since the most recent time it died.

to

An @ with a Role of “-” may, as long as X hours have passed since that @‘s role changed values (where X is a positive integer equal to 12 multiplied by that @‘s Deaths and rounded up to one), set their role to another value and simultaneously change their inventory to match the list of the new role’s starting inventory as described in the Ruleset, unless that @ has already performed this action since the most recent time they died.

this should fix some of the issues with my other proposal, as well as provide some punishment in general for dying. It may even make the martyr rule viable, at some point in the future.

Sunday, June 20, 2010

Proposal: Take one down, pass it around…

Times out and fails 1-6. -Bucky

Adminned at 22 Jun 2010 19:03:27 UTC

Add a sub-rule to rule 2.3 “Inventory”, entitled “Dropping, Giving, and Picking Up”, with the following text:

At any time, an @ (the Dropper) may Drop one or more items in their inventory by making a post stating their intention, which must include the list of items which are being Dropped, and the current floor of the Dropper. The Dropper must then remove those items from their inventory. Those items are considered Dropped on the Dungeon Level specified in the original post.

At any time, an @ (the Giver) may Give one or more items in their inventory to another @ (the Receiver), who must be on the same Dungeon Level as the Giver, by making a post stating their intention, which must include the name of the Receiver, the list of items which are being given, and the current Dungeon Level of the Giver. The Giver must then remove those items from their inventory. The Receiver may reply with a comment, to the post, stating their acceptance of said items. They must then add the items to their inventory. If the Receiver does not take such an action within 48 hours of the original post, then those items are considered Dropped on the Dungeon Level specified in the original post with the Giver as the Dropper.

As a daily action, an @ (the Picker-Upper) may Pick Up one item which has been Dropped, provided that they are currently on the same Dungeon Level on which the item was Dropped, by posting a comment to the post which Dropped that item, stating which item they are Picking Up.

...98 Potions of Water on the Dungeon Level…

Sunday, June 20, 2010

Proposal: An Odd Victory Condition

Times out 3-8 -Darth

Adminned at 22 Jun 2010 07:10:30 UTC

Enact a new Rule entitled “Martyrs” with the following text:

Any @ who has died more than 20 times, having truly learned what life is about, may claim victory.

YAIP: Yet Another Idling Post

ais523, dbdougla, ScrumHalf, Tiberias, and Wooble all go idle. Quorum drops to nine.

[Encounter] Another encouter

Floor 1
3 Goblins (6 HP each, 1d3 damage)

Another encounter. Note that the soldier ant one is still open.

Proposal: A wide-angle disintegration beam hits the soldier ant!

Vetoed procedurally -Darth

Adminned at 20 Jun 2010 09:27:37 UTC

If there are any Soldier Ant monsters in existence, they cease to exist.

Bucky’s right, the soldier ant was too tough. I’ll add a new encounter with weaker monsters.

Proposal: Better than a Fedora

Quorumed, 8-0, enacted by Darth Cliche after 3 days.

Adminned at 22 Jun 2010 07:06:16 UTC

In the Rule entitled “Stats and Equipment”, change the text

There exist Armors, which are a type of item.

to

There exist Armors, which are a type of item.  An Armor has an integer amount of AC, which cannot be negative.

Append the following text to the Rule entitled “Wielding, Wearing, and Enchantment”:

Each type of Armor has a Base AC.  The AC of an Armor is its Base AC plus its enchantment, or 0 if it would be negative.

In the Rule entitled “Combat”, change the text

subtract from that the enchantment

to

subtract from that the AC

In the Rule entitled “Armor List”, change the text

The items listed in this table are armors

to

The items listed in this table are armors, with Base AC as specified.

Add a “Base AC” column to the list in that rule.  Give Ring Mail a Base AC of 2, Robe and Leather Armor a Base AC of 1, and everything else a Base AC of 0.

Proposal: An experience for us all

Times out and passes 8-1. -Bucky

Adminned at 21 Jun 2010 14:56:50 UTC

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

Each @ has a certain number of Experience Points, tracked in the GNDT under the column “XP”.  An @‘s Experience Points are initially 0.  Each @ also has an Experience Level, which is initially 1.  This may also be tracked in the same column.  If it is, the two values must be separated by a slash with the Experience Level first.  If an @‘s Experience Level isn’t tracked in the GNDT, it is assumed to be the smallest Experience Level with a Threshold greater than their XP.

An @‘s Experience Level is always at least 1 and at most 30.  Each possible Experience Level value has a Threshold associated with it.  The Threshold for Experience Level 1 is 20; the Threshold for Experience Level 10 is 10,000; The Threshold for Experience Level 20 is 10,000,000.  The Threshold for every other Experience Level is twice the Threshold of the previous Experience Level.  Whenever an @‘s Experience Points is greater than or equal to the Threshold for their Experience Level, they Gain a Level.

When an @ Gains a Level, roll DICE8, add 1 and increase their HP and Max HP by the result.  Their Experience Level increases by 1.  Then, if their Experience Points are greater than the Threshold for their new Experience Level, their Experience Points are set to one less than their new Experience Level’s Threshold.

Whenever an @ kills a Monster, each @ that Fought that monster and has not Died since then gains Experience Points equal to that Monster’s XP.

In the Rule entitled “Monsters”, change the text

each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides).

to

each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides).  A monster also has a number of XP. A Monster’s XP is always equal to that Monster’s initial HP, times that Monster’s Dice, times that Monster’s Sides, divided by three and rounded down, or 1 if the result is less than 1.

Now everyone who helped with a monster gets the full amount of XP.  The purpose for this is to promote cooperation.

Proposal: You Feel an Urge to Return to the Surface

Fails with Quorum against (2-9) -Bucky

Adminned at 20 Jun 2010 12:44:09 UTC

If an @ mentions the name of one (and only one) active @ in the same comment as their own vote on this proposal, this is regarded as a Nomination of the named @. If an @ is Nominated in the more EVCs than each other @ when this proposal enacts, that @ is known as the Ascendant.

If there is an Ascendant, enact a new Rule, “The Amulet of Yendor”:-

The @ named [XXX] has achieved victory.

...where [XXX] is replaced with the name of the Ascendant.

Unidling to propose this, then idling again.

Eight players are due to idle out through inactivity this weekend, the proposal queue is small and hasn’t been processed for six days, and nothing seems to be happening in terms of gameplay. Darth brought us here with a this-is-going-nowhere-let’s-vote-for-a-winner proposal three weeks into the last dynasty, so maybe it’s time to go out the same way, and start a new round.

Saturday, June 19, 2010

Annddddd…..back.

I’m back. I would like a de-idling please.

Spammer update

I’ve just checked in to see how the spammer situation is going these days, and it looks like ReCAPTCHA didn’t make any difference, and was actually letting through more spam accounts than before. Presumably this confirms that the main problem is human spammers who are being paid a few pennies to bypass a captcha and create an account.

For now, I’ve gone back to the BlogNomic trivia question that requires new signups to check the wiki and answer a simple question. If anyone has any further thoughts on approaches to take, let me know - the current question was letting through a few spammers before, so maybe we need to make it a little tougher. (As I think I’ve said before, we have a little more leeway in this than most blogs, since BlogNomic is a game, and forcing new players to solve a puzzle before they can join wouldn’t be entirely inappropriate.)

Thursday, June 17, 2010

hi

just discovered this game through stumble,seems cool .have no idea how it is played but i would like to join you guys in the fun
cheers

Thursday, June 17, 2010

Proposal: Resting

Times out and passes 10-0. -Bucky

Adminned at 19 Jun 2010 09:50:14 UTC

Add a new subrule to the Rule entitled “Combat”. Call it “Eating and Resting” and give it the following text:

A @ who has not Fought in the last 48 hours may Rest.  Resting increases their HP by 5 times their Experience Level, or by 5 if their Experience Level is not defined.  If Resting would increase their HP above their Max HP, it instead sets their HP to their Max HP. 

Whenever an @ Rests, if their Status contains Starving then they die, if their status contains Weak then they become Starving, if their status contains Hungry then they become Weak, and if none of these apply they become Hungry.

An @ with one or more Food Ration items in their Inventory may Eat.  When an @ Eats, they remove a Food Ration from their Inventory.  Also, if they are Hungry or Weak they cease to be, and if they are Starving they become Hungry instead.

In the Rule entitled “Status”, change all instances of the text “Hungry!” to “Weak”.

Tuesday, June 15, 2010

I’d like to join in!

Hi, nice to meet everyone! I’ve never played a nomic before but they always seemed cool. Thanks in advance!

Monday, June 14, 2010

Proposal: Monster Inventories

Times out and fails 4-3. -Bucky

Adminned at 19 Jun 2010 09:42:31 UTC

Add a new rule, Monster Inventories:

Monsters may carry items; this is known as the monster’s inventory. When an @ kills a monster, all items in that monster’s inventory move to that @‘s inventory.

Change:

Whenever an @ fights in a ranged encounter while wielding a ranged weapon, they decrease the number of that weapon they carry by 1.

in rule 2.5.2 to:

Whenever an @ fights in a ranged encounter while wielding a ranged weapon, they decrease the number of that weapon they carry by 1, and 1 of that weapon is added to the monster’s inventory.

Implementing monster inventories, so you can loot stuff.

Proposal: Veto clarification (II)

Times out and fails 1-7. -Bucky

Adminned at 19 Jun 2010 09:41:46 UTC

In section 1.5, change

If the RNG’s most recent Vote is VETO, and that EVC includes the word “Procedural”, the vetoed proposal can be failed immediately by any admin, even if it is not the oldest pending proposal.

Whenever an Admin marks a proposal, CfJ, or DoV as enacted 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).

Proposals the RNG has Voted to VETO are considered vetoed. Proposals the author has Voted against are considered self-killed unless the RNG has Voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill Vote is placed. Immediately after enacting a proposal that causes a rule with no name to be added to the ruleset, unless the proposal specifically states that the rule should have no name, the enacting admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.

to

If a proposal is vetoed, and the RNG’s last Vote on that proposal includes the word “Procedural”, that proposal can be failed immediately by any admin, even if it is not the oldest pending proposal.

Whenever an Admin marks a proposal, CfJ, or DoV as enacted 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).

Proposals the RNG has Voted to VETO are considered vetoed unless the RNG has a more recent Vote on that proposal changing the vote to a value other than VETO. Proposals the author has Voted against are considered self-killed unless the RNG has Voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill Vote is placed. Immediately after enacting a proposal that causes a rule with no name to be added to the ruleset, unless the proposal specifically states that the rule should have no name, the enacting admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.

Clarify the “vetoed” state to remove a technical issue* and make procedural vetos rely on that state. Re-submitted now that I’m not idle (didn’t realize my status wasn’t yet changed when I posted).

* There are no EVCs until the proposal is resolved.

Portugal - Netherlands, 2006, 2nd round

Four players are sent off: Aquafraternally Yours, comex and Rodney haven’t made a post or comment in the last seven days, and lilomar requested to be idled. As Narya enters the pitch, the score (quorum) is one nil.

h2g2guy, ScrumHalf and Tiberias are close to idling as well.

Note to active admins: Narya shouldn’t have had to wait this long to be unidled. I see that multiple admins have posted and performed game actions while their request was pending. We’re all occasionally too busy/lazy to perform all the admin work that needs to be done, and that’s understandable, but unidle/join requests in particular should always be processed as soon as they’re noticed.

Monday, June 14, 2010

Proposal: Veto clarifications

Illegal: Narya was not yet unidled when this was posted. -Purplebeard

Adminned at 14 Jun 2010 03:00:09 UTC

In section 1.5, change

If the RNG’s most recent Vote is VETO, and that EVC includes the word “Procedural”, the vetoed proposal can be failed immediately by any admin, even if it is not the oldest pending proposal.

Whenever an Admin marks a proposal, CfJ, or DoV as enacted 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).

Proposals the RNG has Voted to VETO are considered vetoed. Proposals the author has Voted against are considered self-killed unless the RNG has Voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill Vote is placed. Immediately after enacting a proposal that causes a rule with no name to be added to the ruleset, unless the proposal specifically states that the rule should have no name, the enacting admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.

to

If a proposal is vetoed, and the RNG’s last EVC on that proposal includes the word “Procedural”, that proposal can be failed immediately by any admin, even if it is not the oldest pending proposal.

Whenever an Admin marks a proposal, CfJ, or DoV as enacted 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).

Proposals the RNG has Voted to VETO are considered vetoed unless the RNG has a more recent EVC on that proposal changing the vote to a value other than VETO. Proposals the author has Voted against are considered self-killed unless the RNG has Voted VETO on them, or they have fulfilled one of the other requirements to fail a proposal before the author’s self-kill Vote is placed. Immediately after enacting a proposal that causes a rule with no name to be added to the ruleset, unless the proposal specifically states that the rule should have no name, the enacting admin can change the rule’s title to give it a name, so long as doing so does not change the meaning of any part of the ruleset, nor change any properties of the rule (such as specific words in the title) that the ruleset specifically cares about.

Clarify the “vetoed” state, and make procedural vetos rely on that state.

Protosal: Revamp of Monsters and Combat

Change the text of rule 2.7 to

A Monster is a type of game entity; each one has an internal ID, a name, an initial number of HP, an amount of Damage, which is two integers (a number of Dice and a number of Sides), a speed, intelligence, and possible special effect(s) as defined by rule 2.4 for that specific internal ID. A monster also has a number of XP. A Monster’s XP is always equal to that Monster’s initial HP, times that Monster’s Dice, times that Monster’s Sides, divided by three and rounded down, or 1 if the result is less than 1.

An active Encounter exists while at least one Monster exists. The RNG can create a Monster at any time; this either creates a new active Encounter; or adds Monsters to any existing active Encounter. When creating an Encounter, the RNG must detail the Monsters in it in a Story Post with [Encounter] in its title; new Monsters added to an existing Encounter must be detailed in comments to its associated Story Post, and the comments to that post should also be used by @s to track which Monsters are still alive, along with the current stats for each. If all Monsters in an Encounter cease to exist, the Encounter stops being an Encounter. Each Encounter has a Floor, which is any integer, and is set by the RNG

Within each Encounter there are Fights. A Fight is a battle between a group of @s and a singular Monster. A Fight starts when an @ declares that it is “Fighting” a specific Monster in the comments to the Story Post containing the Encounter. This can either be done by Attacking with a ranged weapon or by Charging the Monster.

An Fight starts out Ranged. A Ranged Fight becomes a Melee Fight when it has been continuously on the same floor as an @ for at least Y hours, and has continuously been a Ranged Fight for at least Y hours where Y is an integer. If there are ever no @s on a floor, all Melee Fight on that floor become Ranged.
A monster’s speed can be one of Sessile, Slow, Medium, Fast, Very Fast. If a monster’s speed is Sessile then Y is 48, if a monster is Slow then Y is 36, if a monster is Medium then Y is 24, If a monster is Fast Y is 12, and if a monster is Very Fast then Y is 6

Remove the first paragraph of rule 2.8 and add the following text at the beginning of rule 2.8

As a daily action, an @ may Attack or Charge one Monster or an @.
An Attack is the comment to an Encounter Story Post where the @ making the Attack must post the result of any dice roll, and how many HP the monster or @ being attacked has remaining must also be announced in the same comment. If the @ is not wielding a weapon, they must roll 1DICE2 in the GNDT in order to attack. If the @ is wielding a weapon, they must roll XDICEY in the GNDT where X is the number of Dice for their weapon, and Y is the number of Sides for their weapon. The result of the die roll (whichever is used), plus the enchantment of whatever weapon the @ wields, minus the enchantment of any armor worn by whatever the @ is fighting, is Damage Dealt. An @ may not attack a Monster in a Ranged Fight unless they are wielding a ranged weapon, and may not attack a Monster in a Melee Fight unless they are wielding a melee weapon or are not wielding a weapon (are unarmed). An @ may not Fight a Monster in an Encounter whose Dungeon Level is different than their Dungeon Level.
A Charge is the comment to an Encounter Story Post where the @ who is charging must, using the term “charge,” declare that they are moving closer to a specific monster.

Also, change the term “Floor” to the term “Dungeon Level” throughout the ruleset.

Started off trying to add stuff to the ruleset, and just decided it would be easier to rewrite the majority of what I put up there. Some paragraphs are still identical, and the majority is the same, but syntax and some words have been changed. Tell me what you think.

Proposal: Give us da Loot

Times out and passes 5-1 without soup. -Bucky

Adminned at 19 Jun 2010 09:22:37 UTC

Add a new Rule to the Ruleset.  Call it “Random Loot”

Certain actions may result in a @ Finding Treasure.  Whenever an @ Finds Treasure, the @ or RNG who took that Action rolls DICE3. 
*If the result is a 1, the @ who Found Treasure has an Unidentified Potion added to their Inventory.
*If the result is a 2, roll DICEX, where X is one plus the number of items in the list in the Rule “Weapon List”; the corresponding item from that list is added to their Inventory.  If the result is exactly X, roll DICE(X-1) and the corresponding item from that list is added to their Inventory with a +(DICE2) Enhancement.
*If the result is a 3, roll DICEX, where X is one plus the number of items in the list in the Rule “Armor List”; the corresponding item from that list is added to their Inventory.  If the result is exactly X, roll DICE(X-1) and the corresponding item from that list is added to their Inventory with a +(DICE2) Enhancement.

Whenever an admin enacts a proposal by an @, its author Finds Treasure.

Add the following text to the Rule entitled “Dungeon”:

Whenever an @ successfully Finds the Stairs, they also Find Treasure.

Unless a majority of EVCs on this Proposal contain the phrase “No Soup”, when this proposal is enacted its author Finds Treasure.

Proposal: So what is Experience?

Self-killed. -Bucky

Adminned at 17 Jun 2010 08:14:21 UTC

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

Each @ has a certain number of Experience Points, tracked in the GNDT under the column “XP”.  An @‘s Experience Points are initially 0.  Each @ also has an Experience Level, which is initially 1.  This may also be tracked in the same column.  If it is, the two values must be separated by a slash with the Experience Level first.  If an @‘s Experience Level isn’t tracked in the GNDT, it is assumed to be the smallest Experience Level with a Threshold greater than their XP.

An @‘s Experience Level is always at least 1 and at most 30.  Each possible Experience Level value has a Threshold associated with it.  The Threshold for Experience Level 1 is 20; the Threshold for Experience Level 10 is 10,000; The Threshold for Experience Level 20 is 10,000,000.  The Threshold for every other Experience Level is twice the Threshold of the previous Experience Level.  Whenever an @‘s Experience Points is greater than or equal to the Threshold for their Experience Level, they Gain a Level.

When an @ Gains a Level, roll DICE8, add 1 and increase their HP and Max HP by the result.  Their Experience Level increases by 1.  Then, if their Experience Points are greater than the Threshold for their new Experience Level, their Experience Points are set to one less than their new Experience Level’s Threshold.

Whenever an @ kills a Monster, each @ gains Experience Points equal to that Monster’s XP times the total damage done by that @, X divided by the monster’s initial HP, Y (X/Y).”.

In the Rule entitled “Monsters”, change the text

each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides).

to

each one has an internal ID, a name, an initial number of HP, an amount of Damage, which is two integers (a number of Dice and a number of Sides), a speed, intelligence, and possible special effect(s) as defined by rule 2.4 for that specific internal ID. A monster also has a number of XP. A Monster’s XP is always equal to that Monster’s initial HP, times that Monster’s Dice, times that Monster’s Sides, divided by three and rounded down, or 1 if the result is less than 1.

Hopefully this will go through so we can get something more going.

Proposal: Potions for Everyone!

Vetoed procedurally -Darth

Adminned at 13 Jun 2010 15:58:02 UTC

Add a new Rule to the Ruleset.  Call it “Random Loot”

Certain actions may result in a @ Finding Treasure.  Whenever an @ Finds Treasure, roll DICE3. 
*If the result is a 1, that @ has an Unidentified Potion added to their Inventory.
*If the result is a 2, roll DICEX, where X is one plus the number of items in the list in the Rule “Weapon List”; the corresponding item from that list is added to their Inventory.  If the result is exactly X, roll DICE(X-1) and the corresponding item from that list is added to their Inventory with a +(DICE2) Enhancement.
*If the result is a 3, roll DICEX, where X is one plus the number of items in the list in the Rule “Armor List”; the corresponding item from that list is added to their Inventory.  If the result is exactly X, roll DICE(X-1) and the corresponding item from that list is added to their Inventory with a +(DICE2) Enhancement.

Whenever a proposal by an @ becomes Enacted, its author Finds Treasure.

Add the following text to the Rule entitled “Dungeon”:

Whenever an @ successfully Finds the Stairs, they also Find Treasure.

Unless a majority of EVCs on this Proposal contain the phrase “No Soup”, the author of this proposal Finds Treasure.

Idle-ize me.

Please idle me. I will be gone for a week on vacation.

Proposal: Basic Monster Fix

Times out and passes 7-0. -Bucky

Adminned at 15 Jun 2010 23:00:33 UTC

Move the sentence

The RNG may add monsters to this table as they see fit.

in rule 2.4, “Basic Monsters” to immediately follow the first paragraph in the rule.

Fix per Bucky’s post.

There is no Basic Monster Table

Or rather, the Basic Monster Table is empty.  It’s defined as being a list at the end of the rule; however, a recent proposal added stuff after the list.  This should be fixed by someone with a proposal slot.

Saturday, June 12, 2010

Re-activate

Please de-idle me per 1.2.  I’m back!

Protosal: How fast is fast?

In rule 2.7 change the following text

An encounter starts out Ranged. A Ranged encounter becomes a Melee encounter when it has been continuously on the same floor as an @ for at least 24 hours, and has continuously been a Ranged encounter for at least 24 hours. If there are ever no @s on a Floor, all Melee encounters on that floor become Ranged.

to

An encounter starts out Ranged. A Ranged encounter becomes a Melee encounter when it has been continuously on the same floor as an @ for at least Y hours, and has continuously been a Ranged encounter for at least Y hours where Y is an integer. If there are ever no @s on a floor, all Melee encounters on that floor become Ranged.

A monster’s speed can be one of Sessile, Slow, Medium, Fast, Very Fast. If a monster’s speed is Sessile than Y is 48, if a monster is Slow than Y is 36, if a monster is Medium than Y is 24, If a monster is Fast Y is 12, and if a monster is Very Fast than Y is 6.

Also change the term “floor” to the term “dungeon level” throughout the ruleset.

I know this one isn’t perfect. Trying to implement monster speed into combat. I would like to be able to track combat with individual monsters separately, yet I am having trouble with the wording within the confines of an encounter.

I also find that using two different terms for monster and @ location (floor, dungeon level) seems difficult. If that isn’t changed I do not think this section of rule 2.7 is valid because it does not say anything about how an @ could be on a floor.

Comments please.

Protosal: What I learned from Experience.

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

Each @ has a certain number of Experience Points, tracked in the GNDT under the column “XP”.  An @‘s Experience Points are initially 0.  Each @ also has an Experience Level, which is initially 1.  This may also be tracked in the same column.  If it is, the two values must be separated by a slash with the Experience Level first.  If an @‘s Experience Level isn’t tracked in the GNDT, it is assumed to be the smallest Experience Level with a Threshold greater than their XP.

An @‘s Experience Level is always at least 1 and at most 30.  Each possible Experience Level value has a Threshold associated with it.  The Threshold for Experience Level 1 is 20; the Threshold for Experience Level 10 is 10,000; The Threshold for Experience Level 20 is 10,000,000.  The Threshold for every other Experience Level is twice the Threshold of the previous Experience Level.  Whenever an @‘s Experience Points is greater than or equal to the Threshold for their Experience Level, they Gain a Level.

When an @ Gains a Level, roll DICE8, add 1 and increase their HP and Max HP by the result.  Their Experience Level increases by 1.  Then, if their Experience Points are greater than the Threshold for their new Experience Level, their Experience Points are set to one less than their new Experience Level’s Threshold.

Whenever an @ kills a Monster, he gains Experience Points equal to that Monster’s XP times the total damage done by that @, X divided by the monster’s initial HP, Y (X/Y).

In the Rule entitled “Monsters”, change the text

each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides).

to

each one has an internal ID, a name, an initial number of HP, an amount of Damage, which is two integers (a number of Dice and a number of Sides), a speed, intelligence, and possible special effect(s) as defined by rule 2.4 for that specific internal ID. A monster also has a number of XP. A Monster’s XP is always equal to that Monster’s initial HP, times that Monster’s Dice, times that Monster’s Sides, divided by three and rounded down, or 1 if the result is less than 1.

This hopefully fixes problems with XP sniping as voiced in comments to Bucky’s proposal. It also enables the RNG to specify more values for monsters that are created, with the values corresponding to the basic monster’s list in rule 2.4.

Please comment as I am sure that this isn’t foolproof, but I want some progress to be made on experience.

Friday, June 11, 2010

Proposal: Don’t fight with the people upstairs

Quorumed, 10-0 -Darth

Adminned at 14 Jun 2010 08:04:27 UTC

In Rule 2.8 Combat, amend:

An @ may not Fight a Monster in an Encounter whose Floor is different than their Dungeon Level.

to read:

An @ may not Fight a Monster in an Encounter whose Floor is different to their Dungeon Level. An @ may not fight another @ whose Dungeon Level is different to their own.

and amend

The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, subtract from that the enchantment of any armor the @ is wearing, and decreases the @‘s HP by the result.

to read

The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, subtract from that the enchantment of any armor the @ is wearing and, if the result is a positive number, decrease the @‘s HP by the result.

[Encounter] A soldier ant!

Floor 1

1 Soldier Ant (50 HP, 3d4)

And now, a singular, huge enemy.

Proposal: A Positive Experience.

Fails 1-7. - Qwazukee

Adminned at 13 Jun 2010 09:28:43 UTC

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

Each @ has a certain number of Experience Points, tracked in the GNDT under the column “XP”.  An @‘s Experience Points are initially 0.  Each @ also has an Experience Level, which is initially 1.  This may also be tracked in the same column.  If it is, the two values must be separated by a slash with the Experience Level first.  If an @‘s Experience Level isn’t tracked in the GNDT, it is assumed to be the smallest Experience Level with a Threshold greater than their XP.

An @‘s Experience Level is always at least 1 and at most 30.  Each possible Experience Level value has a Threshold associated with it.  The Threshold for Experience Level 1 is 20; the Threshold for Experience Level 10 is 10,000; The Threshold for Experience Level 20 is 10,000,000.  The Threshold for every other Experience Level is twice the Threshold of the previous Experience Level.  Whenever an @‘s Experience Points is greater than or equal to the Threshold for their Experience Level, they Gain a Level.

When an @ Gains a Level, roll DICE8, add 1 and increase their HP and Max HP by the result.  Their Experience Level increases by 1.  Then, if their Experience Points are greater than the Threshold for their new Experience Level, their Experience Points are set to one less than their new Experience Level’s Threshold.

Whenever an @ kills a Monster, he gains Experience Points equal to that Monster’s XP.

In the Rule entitled “Monsters”, change the text

each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides).

to

each one has a number of HP, a number of XP and an amount of Damage, which is two integers (a number of Dice and a number of Sides).  A Monster’s initial XP is always equal to that Monster’s HP, times that Monster’s Dice, times that Monster’s Sides, divided by three and rounded down, or 1 if the result is less than 1.

Friday, June 11, 2010

dbdougla idles again

...nevertheless, he still loves you.  He just doesn’t have time to play a slower, multiplayer’d Nethack.

Proposal: They Say That Killing Monsters Is A Rewarding Experience!

Vetoed procedurally -Darth

Adminned at 11 Jun 2010 07:59:17 UTC

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

Each @ has a certain number of Experience Points, tracked in the GNDT under the column “XP”.  An @‘s Experience Points are initially 0.  Each @ also has an Experience Level, which is initially 1.  This may also be tracked in the same column.  If it is, the two values must be separated by a slash with the Experience Level first.  If an @‘s Experience Level isn’t tracked in the GNDT, it is assumed to be the smallest Experience Level with a Threshold greater than their XP.

An @‘s Experience Level is always at least 1 and at most 30.  Each possible Experience Level value has a Threshold associated with it.  The Threshold for Experience Level 1 is 20; the Threshold for Experience Level 10 is 10,000; The Threshold for Experience Level 20 is 10,000,000.  The Threshold for every other Experience Level is twice the Threshold of the previous Experience Level.  Whenever an @‘s Experience Points is greater than or equal to the Threshold for their Experience Level, they Gain a Level.

When an @ Gains a Level, roll DICE8, add 1 and increase their HP and Max HP by the result.  Their Experience Level increases by 1.  Then, if their Experience Points are greater than the Threshold for their new Experience Level, their Experience Points are set to one less than their new Experience Level’s Threshold.

Whenever an @ kills a Monster, he gains Experience Points equal to that Monster’s HP, times that Monster’s Dice, times that Monster’s Sides, divided by three and rounded down.  If the result is less than 1, they gain 1 Experience Point instead.

Proposal: Another fix

Vetoed. - Qwazukee

Adminned at 13 Jun 2010 09:27:57 UTC

In rule 2.8 “Combat”, after the sentence

If the HP of an @ goes below 1, they die.

add

If another @ defeated the @ that died, the Kills of that @ increases by 1.

I want credit if I kill an @, and right now I am filled with the urge to kill.

[Encounter] Finally, we’re actually playing the game

This encounter is over. -Darth

Adminned at 11 Jun 2010 10:36:53 UTC

Floor 1

3 Grid Bugs (3 HP, 1d1)
1 Newt (6 HP, 1d2)

Thursday, June 10, 2010

GNDT problems

I am not able to change my equipped weapon or armor in the GNDT is there some reason for this. Also armors need to more than they currently do because currently any armor without an enchantment does nothing even if it is equipped.

Proposal: Potion Fix

Passes 7-0-3. - Qwazukee

Adminned at 13 Jun 2010 09:23:22 UTC

This Proposal only has further effect if there is a “Potions” Rule.
Change the paragraphs in the “Potions” Rule that begin with “There is also one other…” and “An Unidentified Potion’s…” to

There is also one potion not on the Basic Potion table: the Unidentified Potion.  When an Unidentified Potion is added to an @‘s inventory, let N be the result of a DICEX roll, where X is the number of items in the Basic Potion table.  If the Nth Potion in the Basic Potion table is on that @‘s Discovery List, that @ gains that Nth Potion and loses the Unidentified Potion.

An Unidentified Potion’s Primary Effect is “Let N be the result of a DICEX roll, where X is the number of items in the Basic Potion Table that are not on your Discovery List.  Carry out the Primary Effect of the Nth item in the Basic Potion Table that is not on your Discovery List, and add that selected Nth item to your Discovery List.”

Whenever some positive number M items on the Basic Potion Table are added to an @‘s Discovery List, for each Unidentified Potion in that @‘s inventory, let N be the result of a DICEX roll, where X is the number of items on the Basic Potion Table that were not on that @‘s Discovery List immediately before the addition of the M items.  If N is less than or equal to M, that Unidentified Potion changes into the Nth item of the M items that were added to the @‘s Discovery List.

If, somehow, an @ has an Unidentified Potion in its inventory for some positive amount of time, but all items on the Basic Potion Table are in its Discovery List, delete that Unidentified Potion from the @‘s inventory and then give that @ a Potion of Water.  This paragraph does not prevent an Unidentified Potion that is added to the @‘s inventory from existing long enough to be replaced by a random potion as described earlier in this Rule.

.
In the Basic Potion Table, move the Potion of Water to the first position of the table.

P1: If you already know some potions, you might get the known potion _instead_ of the UP.
P2: Quaffing a UP gives a random effect from _among those that you don’t know about_
P3: When you do identify a potion, you might find that some of the UPs you were carrying were of the same type.
P4: Hopefully, this never comes up.  Water is also moved to the top, just in case.

Proposal: A cosmetic fix and a minor fix.

Passes 6-2. - Qwazukee

Adminned at 13 Jun 2010 09:19:27 UTC

Change the text

The list of septuples at the end of this rule is the Basic Monster Table. The items in the septuples describe

in rule 2.4, “Basic Monsters”, to

The table at the end of this rule is the Basic Monster Table. The Columns in the tables describe

.

Change the text

(0, Grid Bug, DICE3, 1d1, Slow, No, damage is 0d0 if attacking something shock-resistant)
(1, Newt, DICE6, 1d2, Medium, No, None)
(2, Kobold, DICE3 + 1, 1d4, Medium, Yes, has a Ranged attack that does 1d2 damage)
(3, Goblin, 2DICE3, 1d3, Medium, Yes, None)
(4, Coyote, DICE6 + 2, 1d4, Medium, No, None)
(5, Gnome, 2DICE4, 1d6, Slow, Yes, None)
(6, Hill Orc, 2DICE6 1d8, Medium, Yes, None)
(7, Rothe, 2DICE4, 3d3, Fast, No, None)

in rule 2.4, “Basic Monsters”, to

{| border="1"
|-
! ID !! name !! HP !! damage !! speed !! intelligence !! special effects
|-
| 0 || Grid Bug || DICE3 || 1d1 || Slow !! No !! damage is 0d0 if attacking something shock-resistant
|-
| 1 || Newt || DICE6 || 1d2 || Medium || No || None
|-
| 2 || Kobold || DICE3 + 1 || 1d4 || Medium || Yes || has a Ranged attack that does 1d2 damage
|-
| 3 || Goblin || 2DICE3 || 1d3 || Medium || Yes || None
|-
| 4 || Coyote || DICE6 + 2 || 1d4 || Medium || No || None
|-
| 5 || Gnome || 2DICE4 || 1d6 || Slow || Yes || None
|-
| 6 || Hill Orc || 2DICE6 || 1d8 || Medium || Yes || None
|-
| 7 || Rothe || 2DICE4 || 3d3 || Fast || No || None
|}

 

If the proposals entitled “Name That Potion” and “The RNG can generate content.” both pass, append the text

The RNG may add potions to this table as they see fit.

to the end of the rule entitled “Potions”.

Table-fys the monster list and makes the RNG content generation proposal affect the potions table too.

Proposal: Name That Potion

Passes 6-2. - Qwazukee

Adminned at 13 Jun 2010 09:12:02 UTC

Rename the Rule “Stats, Weapons, and Armors” to “Stats and Equipment”.

Add a new subrule to the rule entiled “Stats and Equipment”.  Call it “Potions” and give it the following text:

There exist Potions, which are a type of Item.  As a Daily Action, a @ may Quaff a potion, removing it from his Inventory.  Each Potion has a Primary Effect that occurs when that @ Quaffs that Potion.

Items listed in the following table are Potions, with a Primary Effect as specified.  In the Primary Effects, the second person pronouns “you” and “your” refer to the @ who Quaffed the Potion.  This is the Basic Potion Table:

{| border="1"
|-
! Potion !! Primary Effect
|-
| Potion of Acid || Your HP is reduced by DICE16
|-
| Potion of Healing || Your HP is increased by 6DICE4. If your HP would be greater than your Max HP afterwards, increase your Max HP by 1 and set your HP to your Max HP.
|-
| Potion of Sleeping || You cannot Fight monsters for the next 4DICE12 hours.
|-
| Potion of Curing || Remove everything from your Status Line that is not Hungry, Hungry!, or Starving
|-
| Potion of Speed || The next time you Fight a Monster, that Monster does not fight back. You may Fight a Monster one extra time in the next 24 hours beyond the normal daily action
|-
| Potion of Holy Water || If you are undead or a Demon, you take 2DICE12 damage. Otherwise, you get a warm, fuzzy feeling, and your HP increases by 1 if it is less than your Max HP.
|-
| Potion of Water || Nothing special happens.
|}

There is also one other important potion, the Unidentified Potion.  When an Unidentified Potion is added to a @‘s inventory, roll DICEX where X is the number of items in the above table (currently 7).  If the result is less than or equal to the number of those items on that @‘s Discovery List, they gain a random potion that is both on their Discovery List and the table.

An Unidentified Potion’s Primary Effect is “This has the Primary Effect of the DICEXth item in the Basic Potion Table, where X is the number of items in the Basic Potion Table but not your Discovery List.  Also, add the selected item to your Discovery List.  If X is 0, instead gain a Potion of Water.”

Add a subrule to the rule entitled “Inventory”.  Call it “Discoveries” and give it the following text:

A @‘s Discovery List is a set of items which that @ recognizes.  Each @‘s Discovery List is tracked in that @‘s section of the wiki page entitled “i”, separately from that @‘s Inventory.

A @ may add an item in their Inventory to their Discovery List at any time.

In the Rule entitled “Death”, change the text

that @‘s Inventory is emptied

to

that @‘s Inventory and Discovery List are emptied

Proposal: The RNG can generate content.

Times out and passes 12-0. -Bucky

Adminned at 12 Jun 2010 23:49:14 UTC

Add the text:

The RNG may add monsters to this table as they see fit.

to the end of rule 2.4, “Basic Monsters”.

Add the text:

The RNG may add weapons to this table as they see fit.

to the end of rule 2.5.2, “Weapon List”.

Add the text:

The RNG may add armors to this table as they see fit.

to the end of rule 2.5.3, “Armor List”.

So that we don’t have to make proposals everytime we want new stuff to exist.

Where’s the armor?

The ruleset hasn’t been updated to reflect two of the changes made in the proposal “What he said. For real.”
The rule “Armor List” hasn’t been created and the title of rule 2.5 hasn’t been changed.

Is there some reason, or was it just an oversight?

Tuesday, June 08, 2010

Proposal: Running Away

Times out and passes 10-0. -Bucky

Adminned at 10 Jun 2010 19:02:28 UTC

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

An encounter starts out ranged but becomes melee if it exists for 24 hours.

to

An encounter starts out Ranged.  A Ranged encounter becomes a Melee encounter when it has been continuously on the same floor as an @ for at least 24 hours, and has continuously been a Ranged encounter for at least 24 hours.  If there are ever no @s on a Floor, all Melee encounters on that floor become Ranged.

Basically, this resets encounters to Ranged when everyone on the Floor leaves/dies.  It also allows later items to set an encounter to Ranged.

Proposal: don’t fight with the people upstairs

Freezerbird already had 2 proposals pending when he made this one -Darth

Adminned at 08 Jun 2010 08:53:25 UTC

In Rule 2.8 Combat, amend:

An @ may not Fight a Monster in an Encounter whose Floor is different than their Dungeon Level.

to read:

An @ may not Fight a Monster in an Encounter whose Floor is different to their Dungeon Level. An @ may not fight another @ whose Dungeon Level is different to their own.

Proposal: Announcing combat

Passes 11-0. - Qwazukee

Adminned at 10 Jun 2010 05:09:11 UTC

In rule 2.8 Combat, amend:

As a daily action, an @ may Fight one Monster, or an @.

to read:

As a daily action, an @ may Fight one Monster or an @, and must announce the attack, result of any dice roll, and how many HP the monster or @ being attacked has remaining in the comments to the Encounter story post (or in the case of attacking another @, a new story post).

Two reasons for this: 1. How else is the RNG supposed to track who has attacked each monster and therefore who needs to be attacked back? 2. Only the @ striking the final blow gets credited with the kill, so there’s going to be a flurry of activity whenever a monster becomes weak. Not sure if the GNDT can handle this in terms of records being locked etc, so making a blog post will help to clarify who did what first.

Proposal: Tracking monsters

Vetoed procedurally -Darth

Adminned at 08 Jun 2010 08:54:14 UTC

Amend rule 2.7 Monsters to read:

A Monster is a type of game entity; each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides).
An active Encounter exists while at least one Monster exists. The RNG can create a Monster at any time; this either creates a new active Encounter, or adds Monsters to any existing active Encounter. When creating an Encounter, the RNG must detail the Monsters in it in a Story Post with [Encounter] in its title; new Monsters added to an existing Encounter must be detailed in comments to its associated Story Post. In addition, all monsters will be tracked in the GNDT, along with their HP and Dungeon Level. If all Monsters in an Encounter cease to exist, the Encounter stops being an Encounter. Each Encounter has a Dungeon Level, which is any integer, and is set by the RNG. A monster inherits the Dungeon Level of the Encounter in which it exists.
An Encounter can be Ranged or Melee. An encounter starts out ranged but becomes melee if it exists for 24 hours.

In Rule 2.8 Combat, amend:

An @ may not Fight a Monster in an Encounter whose Floor is different than their Dungeon Level.

to read:

An @ may not Fight a Monster in an Encounter whose Dungeon Level is different to their own. An @ may not Fight an @ whose Dungeon Level is different to their own.

Made 3 changes here. 1. monsters are tracked in the GNDT - otherwise how can I amend its HP when I attack it? 2. Changed the encounter’s “floor” to “dungeon level” so that it can be tracked in the GNDT in the existing column. 3. Added the restriction on fighting an @ who is at the same dungeon level as oneself.

Monday, June 07, 2010

Proposal: What he said. For real.

Quorumed, 14-0 -Darth

Adminned at 08 Jun 2010 21:18:12 UTC

If the Proposal “Wielding stuff, throwing stuff, enchantments, and other obnoxious things” passes, this Proposal does nothing.

Append the following text to the end of rule 2.5, “Stats and Weapons”:

There exist Armors, which are a type of item. If an @ carries an Armor, they may be wearing it.

Add a new subrule to rule 2.5, “Stats and Weapons”, titled “Wielding, Wearing, and Enchantment”, with the following text:

An @ may change their wielded weapon to any weapon which they carry, or to no weapon. An @ may only wield one weapon at a time.

An @ may change their worn armor to any armor which they carry, or to no armor. An @ may only wear one armor at a time.

The weapon an @ is currently wielding, and the armor they are currently wearing, are each tracked in GNDT columns, which both default to “None”.

All weapons and armors have an enchantment. An enchantment is an integer, and may be positive, negative or zero. If the name of a weapon or armor includes “+X” where X is a legal value for an enchantment, its enchantment is X. If the name of a weapon or armor includes “-X” where X is a legal value for an enchantment, its enchantment is -X. If a weapon or armor does not specify an enchantment, its enchantment is 0.

Add a new subrule to rule 2.5, “Stats and Weapons”, titled “Weapon List” with the following text:

The items listed in this table are weapons, with damage and type (melee or ranged) as specified:
{| border="1"
|-
! Name !! Type !! Damage ((dice)D(sides))
|-
| two-handed sword || melee || 3D6
|-
| axe || melee || MDN
|-
| dagger || ranged || XDY
|-
| mace || melee || 1D6
|-
| short sword || melee || 1D8
|-
| quarterstaff || melee || 1D6
|-
| longsword || melee || 1D12
|-
| dart || ranged || 1D2
|}

Whenever an @ fights in a ranged encounter while wielding a ranged weapon, they decrease the number of that weapon they carry by 1.

Where M,N,X, and Y take on the values specified in the EVC to this Proposal of the RNG. If the RNG does not specify a value for any of the above letters, it defaults to 1.

Add a new subrule to rule 2.5, “Stats and Weapons”, titled “Armor List” with the following text:

The items listed in this table are armors:
{| border="1"
|-
! Name
|-
| ring mail
|-
| small shield
|-
| robe
|-
| leather armor
|-
| cloak of magic resistance
|-
| Hawaiian shirt
|}

Change:

The result of the die roll (whichever is used) is the Damage Dealt.

in Rule 2.8 to:

The result of the die roll (whichever is used), plus the enchantment of whatever weapon the @ wields, minus the enchantment of any armor worn by whatever the @ is fighting, is the Damage Dealt.

Change:

The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, and decreases the @‘s HP by the result.

in Rule 2.8 to:

The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, subtract from that the enchantment of any armor the @ is wearing, and decreases the @‘s HP by the result.

Rename rule 2.5 “Stats and Weapons” to “Stats, Weapons, and Armors”.

 

If at least half of the EVCs to this Proposal do not contain the phrase “daggers do both”, then the rest of this Proposal does nothing.

Change:

A Weapon can be ranged or melee

in rule 2.5 to:

A Weapon can be ranged and/or melee

Change:

and may not Fight a Monster in a Melee Encounter if they are wielding a ranged weapon.

in rule 2.8 to:

and may not Fight a Monster in a Melee Encounter unless they are wielding a melee weapon or are not wielding a weapon (are unarmed).

Change the type of the weapon “dagger” in the table in rule entitled “Weapon List” to “melee/ranged”

Allowing an @ to wear/equip different types of armor/weapons to different equipment slots is beyond the scope of this proposal, and should be implemented later. (how to do so is left as an exercise for the reader.)

Also, there are two mutable effects to this proposal - everyone should either put “daggers do both” or not, your choice, and the RNG should specify the values for axes and daggers. I made sane defaults if you don’t, however.

Abort, Retry, Fail?

Idle me.
NO CARRIER

Protosal: What he said.

If the Proposal “Wielding stuff, throwing stuff, enchantments, and other obnoxious things” passes, this Proposal does nothing.

Append the following text to the end of rule 2.5, “Stats and Weapons”:

There exist Armors, which are a type of item. If an @ carries an Armor, they may be wearing it.

Add a new subrule to rule 2.5, “Stats and Weapons”, titled “Wielding, Wearing, and Enchantment”, with the following text:

An @ may change their wielded weapon to any weapon which they carry, or to no weapon. An @ may only wield one weapon at a time.

An @ may change their worn armor to any armor which they carry, or to no armor. An @ may only wear one armor at a time.

  All weapons and armors have an enchantment. An enchantment is an integer, and may be positive, negative or zero. If the name of a weapon or armor includes “+X” where X is a legal value for an enchantment, its enchantment is X. If the name of a weapon or armor includes “-X” where X is a legal value for an enchantment, its enchantment is -X. If a weapon or armor does not specify an enchantment, its enchantment is 0.

Add a new subrule to rule 2.5, “Stats and Weapons”, titled “Weapon List” with the following text:

The items listed in this table are weapons, with damage and type (melee or ranged) as specified:
{| border="1"
|-
! Name ! Type ! Damage ((dice)D(sides))
|-
| two-handed sword | melee | 3D6
|-
| axe | melee | MDN
|-
| dagger | ranged | XDY
|-
| mace | melee | 1D6
|-
| short sword | melee | 1D8
|-
| quarterstaff | melee | 1D6
|-
| longsword | melee | 1D12
|-
| dart | ranged | 1D2
|}

Whenever an @ fights while wielding a dart, they decrease the number of darts they carry by 1.

Where M,N,X, and Y take on the values specified in the EVC to this Proposal of the RNG. If the RNG does not specify a value for any of the above letters, it defaults to 1.

Add a new subrule to rule 2.5, “Stats and Weapons”, titled “Armor List” with the following text:

The items listed in this table are armors:
{| border="1"
|-
! Name
|-
| ring mail
|-
| small shield
|-
| robe
|-
| leather armor
|-
| cloak of magic resistance
|-
| Hawaiian shirt
|}

Change:

The result of the die roll (whichever is used) is the Damage Dealt.

in Rule 2.8 to:

The result of the die roll (whichever is used), plus the enchantment of whatever weapon the @ wields, minus the enchantment of any armor worn by whatever the @ is fighting, is the Damage Dealt.

Change:

The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, and decreases the @‘s HP by the result.

in Rule 2.8 to:

The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, subtract from that the enchantment of any armor the @ is wearing, and decreases the @‘s HP by the result.

Rename rule 2.5 “Stats and Weapons” to “Stats, Weapons, and Armors”.

If at least half of the EVCs to this Proposal do not contain the phrase “daggers do both”, then the rest of this Proposal does nothing.

Change:

A Weapon can be ranged or melee

in rule 2.5 to:

A Weapon can be ranged and/or melee

Change:

and may not Fight a Monster in a Melee Encounter if they are wielding a ranged weapon.

in rule 2.8 to:

and may not Fight a Monster in a Melee Encounter unless they are wielding a melee weapon.

Change the type of the weapon “dagger” in the table in rule entitled “Weapon List” to “melee/ranged”

Discuss.

Proposal: Abbreviation Adapter

Quorumed 12-0 -Darth

Adminned at 08 Jun 2010 21:12:22 UTC

Append the following text to the Rule entitled “Stats and Weapons”:

The expression “X Dice and Y Sides”, where X and Y are integers, may be abbreviated as “XdY”.

In the Rule entitled “Basic Monsters”, change the text

two numbers separated by a ‘d’

to

number of Dice and Sides

Proposal: Clean up that messy GNDT

Vetoed procedurally -Darth

Adminned at 07 Jun 2010 13:21:46 UTC

Add a sub-rule to rule 2.1 “RNG-Man” entitled “Non-@‘s not allowed.” with the text:

The RNG does not have a row in the GNDT.

This shouldn’t stop him from being a @, as I read the ruleset. But it will keep us from having to track all the——-‘s in his columns. This should only be a problem if a core rule is created that specifies something that should be tracked in the gndt, or if a dynastic rule specifies that the RNG is to be tracked as well.

Proposal: Wielding stuff, throwing stuff, enchantments, and other obnoxious things

Vetoed -Darth

Adminned at 08 Jun 2010 07:27:20 UTC

Add a new subrule to “Stats and Weapons”, titled “Wielding and Enchantment”:

As a daily action, an @ may change their wielded weapon to any weapon which they carry, or to no weapon. An @ may only wield one weapon at a time.

A weapon has an enchantment, which is an integer, and may be positive, negative or zero. If the name of a weapon includes “+X” where X is a legal value for an enchantment, its enchantment is X. If a weapon does not specify an enchantment, is is assumed to be 0.

Add a new subrule to “Stats and Weapons”, titled “Specific Weapons”:

The two-handed sword is a type of melee weapon, with 3 dice and 6 sides.
The mace is a type of melee weapon, with 1 die and 6 sides.
The short sword is a type of melee weapon, with 1 die and 8 sides.
The quarterstaff is a type of melee weapon, with 1 die and 6 sides.
The longsword is a type of melee weapon, with 1 die and 12 sides.
The dart is a type of ranged weapon, with 1 die and 2 sides. An @ may wield multiple darts at a time. Whenever an @ fights while wielding a dart, they decrease the number of darts they carry by 1.

Change

The result of the die roll (whichever is used) is the Damage Dealt.

in Rule 2.8 to

The result of the die roll (whichever is used), plus the enchantment of whatever weapon the @ wields, is the Damage Dealt.

After this is enacted, we’ll finally be able to start the first encounter.

Sunday, June 06, 2010

Proposal: Tracking Kills

Passes with quorum FOR (15-0)
Adminned by who? - Qwaz

Adminned at 09 Jun 2010 04:18:33 UTC

If the proposal titled “Combat” is enacted, do the following:


Change the second paragraph of the rule titled “Combat” to

There is a numerical GNDT field called “Kills” that defaults to 0. When an @ fights something, after rolling damage dealt, they decrease the HP of whatever they fought by the damage dealt. If the HP of a monster goes below 1, they cease to exist and the Kills of the @ that defeated it goes up by 1. If the HP of an @ goes below 1, they die.

In the rule titled “Dungeons” change the text

The attempt is successful if they have defeated X or more monsters, where X is the result of that die roll, since their Dungeon Level last changed. If the attempt is successful, they increase their Dungeon Level by 1.

to

The attempt is successful if that @‘s Kills is equal or higher than the result of that die roll. If the attempt is successful, they increase their Dungeon Level by 1 and decrease their Kills to 0.

Saturday, June 05, 2010

Procedural Veto?

Is it just me, or did our RNG mistakenly think that the Procedural Veto proposal passed when it didn’t, and then proceed to procedurally veto a bunch of proposals? Or is there something else going on here that I’m not aware of?

Friday, June 04, 2010

Proposal: Tidy up

Passes 13-0. - Qwazukee

Adminned at 07 Jun 2010 01:34:57 UTC

Replace the following words in Rule 1.9

Voter and Returning Officer

with the words

@ and RNG

Not sure if this proposal is strictly necessary at this stage. “Voter” and “Returning Officer” should have been replaced by “Blognomicker” and “Victorious Blognomicker” at some point, which then in turn should have been replaced by “@” and “RNG”. Note that the particular instance of “Voter and Returning Officer” that was overlooked is in exactly the rule that allows the Emperor to change those terms next time! So, given that this rule has never read “Blognomicker and Victorious Blognomicker”, nothing in the rules allowed DC to replace those terms with @ and RNG in his ascension address… If the ruleset is not amended correctly according to the rules, is it regarded as being out of step with the current gamestate in the same way as the GNDT? Anyway, if this proposal is redundant, let me know and I’ll nix it. At least it breaks my proposal virginity, what a relief.

Problem with timing in Pending Proposals sidebar?

I just posted the Proposal ‘Unan1mous’.  Literally, just posted.  At 21:19 UTC, roughly.  Although it was a pretty short rule, it took me a while to find all the loopholes I could and fix them; about 58 minutes. 

But when I looked at the age of the post in the Pending Proposals sidebar, and looked at the POSTED AT time as well, for that matter, they both seem to have started counting from the time I opened up the Publish page in ExpressionEngine!  This could cause a really bad issue, where you can just keep the publish page open for a day or so and insert a proposal earlier in the queue than it should be!

Is there any way that problem can be fixed, or is there any reason why it doesn’t need to be fixed? 

(This post actually posted at 21:27:20 UTC; check against what it says below).

Proposal: Haven’t I seen that before?

Vetoed procedurally -Darth

Adminned at 04 Jun 2010 15:58:04 UTC

Add a dynastic rule entitled, “Teamwork”, containing the following:

A group of Voters may collaborate to form a political party.

In order to form a Gang, a @ must make a post detailing the name of the Gang and the names of the specific @s they would like to invite to it. Those @s named in the post may indicate their agreement to form the Gang in the comments to that post. Once all named @s have indicated their agreement in this manner, the Gang is formed and all of the named @s, plus the @ who initiated the original post, are affiliated with it.

Each @’s Gang affiliation is tracked in the GNDT under “Affiliation”. Each @ may be affiliated with no more than 1 Gang. A @ may voluntarily cease to be affiliated to a party, by blanking their GNDT value for “Affiliation”, at any time.

If a @ wishes to join an existing Gang then they may make a post to that effect. Such a post must have the phrase “Petitioning for Membership:” and the name of the Gang they wish to join in the title. If a quorum of the @ affiliated with that Gang indicate assent in the comments to that post then the petitioning @ becomes affiliated with that Gang.

I literally copied and pasted the first part of the political party proposal from a couple dynasties ago.  I also changed all of the “affliated” to “affiliated”.

Proposal: Unan1mous

Vetoed procedurally -Darth

Adminned at 04 Jun 2010 20:07:42 UTC

Create the following rule, entitled “Unanimous”:

No DoV may be enacted before 24 hours have passed from the time of the posting of the DoV. 

A DoV that has been self-killed or vetoed must be failed by an Admin before any other Votable Matters are enacted or failed, regardless of Rule 1.5.

No DoV may be enacted if more than 1 DoV is pending.  If 48 hours pass from the time of the posting of a pending DoV, and there are other pending DoVs, all DoVs are failed, and Hiatus ends.  If a DoV fails in this way, the @ who posted the DoV Dies.  If an @ self-kills his or her own DoV, and Hiatus ends in the manner specified in this rule, the @ who posted and self-killed the DoV also Dies.

This rule overrides all other rules which contradict this rule.

Here’s the reasoning.  As per our conversation at the Combat proposal, several of us believe that if teamwork allows several @s to satisfy victory conditions simultaneously, the game becomes a race to post a DoV, which is (in the words of Hix) NOT FUN.  While I don’t want to discourage teamwork, I don’t want a race condition to occur!  So this rule intends to force all winning players to come to a unanimous decision on whose DoV should pass, or face dire consequences (e.g. death).  To take himself out of the voting, an @ can self-kill his own DoV, effective immediately.  To prevent abuse of this rule, the RNG can veto a bogus DoV, also effective immediately. 

About self-killing in this rule:  When I first made this rule, I read it and said, “Why not just post a victory condition, then ‘play chicken’ with the amount of time left till the first CoV ends?”  To prevent this, the last sentence of the 3rd paragraph means that if you bail out immediately before failure of all DoVs, you still get penalized. 

I have a feeling that this proposal is going to get a lot of against votes, because it seems to try to revamp the core rules.  Please take a deeper look before you vote against.  And if you see a loophole, by all means, let me know!

Narya idles

Please idle me temporarily. I will be vacationing, returning on or around the 13th. This may affect quota.

Igthorn idles, too
—Hix

Proposal: C-C-C-Combo-Breaker!

Passes 13-2. - Qwazukee

Adminned at 07 Jun 2010 01:29:18 UTC

Create a new rule entitled “Status” with the text:

Each @ has a Status Line, tracked in the GDNT, which has a default value of an empty list. A Status Line is a list of zero or more of the following: Hallu, Hungry, Hungry!, Starving, Blind, Slime, Conf, or Stun. Hungry, Hungry!, and Starving are mutually exclusive.

If an @’s Status Line includes Hallu, that @ is hallucinating. Likewise for Hungry and hungry, Hungry! and really hungry, Starving and starving, Blind and blind, Slime and slimed, Conf and confused, and Stun and stunned.

Maybe this is only cursed when coppro proposes it?

Proposal: The Non-Existent Third Status Line

Not a Proposal.  There is no rule that allows coppro to make a Proposal at this time.

Adminned at 04 Jun 2010 11:09:45 UTC

Enact a new rule entitled “Status” reading:

Each @ has a Status Line, tracked in the GDNT. A Status Line is a list of zero or more of the following: Hallu, Hungry, Hungry!, Starving, Blind, Slime, Conf, or Stun. Hungry, Hungry!, and Starving are mutually exclusive.

If an @’s Status Line includes Hallu, that player is hallucinating. Likewise for Hungry and hungry, Hungry! and really hungry, Starving and starving, Blind and blind, Slime and slimed, Conf and confused, and Stun and stunned.

I wanted to implement hallucination, but decided to go for a full NetHack status instead, just for fun. I didn’t put some of the lethal ones in because they’re boring, but slime is cool. Also no encumberance. Things that are missing could be added later.

I do intend to implement at least hallucination if this passes, and probably even if it doesn’t.

The title is because this is the third attempt at this proposal, but there are only two status lines

Proposal: Pass the roles, please.

Passes 16-0. - Qwazukee

Adminned at 07 Jun 2010 01:24:41 UTC

Create a Dynastic Rule called “Roles” with text

There is a Transient GNDT column “Role” with default value “-” that represents an @‘s occupation.  The allowed values are “-”, “Barbarian”, “Priest”, “Rogue”, “Wizard”, “Valkyrie”, and “Tourist”.

An @ with a Role of “-” may set its role to another value and simultaneously change its inventory to match the list of the new role’s starting inventory as described in the Ruleset, unless that @ has already performed this action since the most recent time it died.

.
Create a sub-rule to “Roles” called “Starting Inventories” with text

The starting inventories for the non-default roles are:
*Barbarian: 1 +0 two-handed sword, 1 +0 axe, 1 +0 ring mail, 1 food ration
*Priest: 1 spellbook of Protection, 1 +1 mace, 1 +0 small shield, 1 +0 robe, 2 potions of holy water
*Rogue: 1 +0 short sword, 10 +0 daggers, 1 +1 leather armor, 1 lock pick
*Wizard: 1 spellbook of Force Bolt, 1 +0 quarterstaff, 1 +0 cloak of magic resistance, 1 wand of cold
*Valkyrie: 1 +1 longsword, 1 +3 small shield, 1 food ration
*Tourist:30 +2 darts, 1 +0 Hawaiian shirt, 1 expensive camera, 5 food rations

.

These are only 6 of the 13 roles that NetHack has, we could add more later, but these 6 give good variety.  And, yes, I cut down the starting inventories to a more reasonable size:  Weapon, armor, and a few other items in some cases to give the weaker armor/weapon roles something else to do.  With this new rule, we would finally have something to do, though there are not yet any ruleset-defined meanings to any of the inventory items.  If the combat proposal goes through, priority should be to classify the weapons as melee, ranged, or both (hopefully that’s obvious) and to give them damage amounts (darts should be LOW damage, two-handed sword is HIGH but you can’t use a shield at the same time, etc.).  I’m out of proposal slots, but we should make a proposal explaining that weapons and armor can have enchantment values (those +0, +1, etc. that you see).  Once the combat system is better-defined, we’ll work out how to put those enchantments to use.

Proposal: Combat

Passes 8-4. - Qwazukee

Adminned at 07 Jun 2010 01:02:58 UTC

Add a new rule titled “Stats and Weapons”, with the following text:

Each @ has a number called HP, and a number called Max HP. They are together tracked the GNDT column “HP”, which should display “X (Y)”, where X is the @ in question’s HP and Y is the @ in question’s Max HP. Each @ starts with an HP and Max HP of 10.

There exist Weapons, which are a type of item. A Weapon can be ranged or melee, and has an amount of Damage, which is two integers (a number of Dice and a number of Sides). If an @ carries a weapon, they may be wielding it.

Add a new rule titled “Dungeon”:

Each @ has a number called Dungeon Level (tracked in the GNDT), defaulting to 1. As a weekly action, an @ may attempt to Find the Stairs; to do this, they roll DICE6 in the GNDT. The attempt is successful if they have defeated X or more monsters, where X is the result of that die roll, since their Dungeon Level last changed. If the attempt is successful, they increase their Dungeon Level by 1.

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

A Monster is a type of game entity; each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides).

An active Encounter exists while at least one Monster exists. The RNG can create a Monster at any time; this either creates a new active Encounter, or adds Monsters to any existing active Encounter. When creating an Encounter, the RNG must detail the Monsters in it in a Story Post with [Encounter] in its title; new Monsters added to an existing Encounter must be detailed in comments to its associated Story Post, and the comments to that post should also be used by @s to track which Monsters are still alive, along with the current stats for each. If all Monsters in an Encounter cease to exist, the Encounter stops being an Encounter. Each Encounter has a Floor, which is any integer, and is set by the RNG.

An Encounter can be Ranged or Melee. An encounter starts out ranged but becomes melee if it exists for 24 hours.

Add a new rule called “Combat”:

As a daily action, an @ may Fight one Monster, or an @. If the @ is not wielding a weapon, they must roll 1DICE2 in the GNDT. If the @ is wielding a weapon, they must roll XDICEY in the GNDT where X is the number of Dice for their weapon, and Y is the number of Sides for their weapon. The result of the die roll (whichever is used) is the Damage Dealt. An @ may not Fight a Monster in a Ranged Encounter unless they are wielding a ranged weapon, and may not Fight a Monster in a Melee Encounter if they are wielding a ranged weapon. An @ may not Fight a Monster in an Encounter whose Floor is different than their Dungeon Level.

When an @ fights something, after rolling damage dealt, they decrease the HP of whatever they fought by the damage dealt. If the HP of a monster goes below 1, they cease to exist. If the HP of an @ goes below 1, they die.

After an @ fights a Monster, the Monster fights back; the Monster fights the @ who fought them. The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, and decreases the @‘s HP by the result.

Finally, an actual proPosal.

Proposal: DYWYPI?  (You can’t take them with you)

Times out and passes 15-0 -Bucky

Adminned at 06 Jun 2010 15:50:32 UTC

In the “Death” rule, replace

When this happens, all of that @‘s Transient GNDT stats are reset to the default values for a new @.

with

When this happens, that @‘s Inventory is emptied, and all of that @‘s Transient GNDT stats are reset to the default values for a new @.

RIP blognomicbot?

Hi there,

although I am idling, I am active in the IRC and read today:

RIP blognomicbot; anyone got anywhere else to host it?

I own a server (with Debian 5.0) and could run the bot. Which language does it use? It is easy to install?

Kind regards, Keba.

PS: No, I do not deidle. Blognomic is to time intensive for now…

Proposal: The Status Line Fixed

Vetoed procedurally -Darth

Adminned at 04 Jun 2010 15:57:59 UTC

Enact a new rule entitled “Status” reading:

Each player has a Status Line, tracked in the GDNT. A Status Line is a list of zero or more of the following: Hallu, Hungry, Hungry!, Starving, Blind, Slime, Conf, or Stun. Hungry, Hungry!, and Starving are mutually exclusive.

If a player’s Status Line includes Hallu, that player is hallucinating. Likewise for Hungry and hungry, Hungry! and really hungry, Starving and starving, Blind and blind, Slime and slimed, Conf and confused, and Stun and stunned.

I wanted to implement hallucination, but decided to go for a full NetHack status instead, just for fun. I didn’t put some of the lethal ones in because they’re boring, but slime is cool. Also no encumberance. Things that are missing could be added later.

I do intend to implement at least hallucination if this passes, and probably even if it doesn’t.

Friday, June 04, 2010

Proposal: The Status Line

Vetoed procedurally -Darth

Adminned at 04 Jun 2010 15:57:46 UTC

Enact a new rule entitled “Status” reading:

Each player has a Status Line, tracked in the GDNT. A Status Line is a list of zero or more of the following: Hallu, Hungry, Hungry!, Starving, Blind, Slime, Conf, or Stun. Hungry, Hungry!, and Starving are mutually exclusive.

If a player’s Status Line includes Hallu, that player is hallucinating. Likewise for Hungry and hungry, Hungry! and really hungry, Starving and starving, Blind and blind, Slime and slimed, Conf and confused, and Stun and stunned.

I wanted to implement hallucination, but decided to go for a full NetHack status instead, just for fun. I didn’t put some of the lethal ones in because they’re boring, but slime is cool. Also no encumberance. Things that are missing could be added later.

I do intend to implement at least hallucination if this passes, and probably even if it doesn’t.

Proposal: Random Monster Generator

Times out with more than half of votes FOR. -Bucky

Adminned at 06 Jun 2010 15:47:42 UTC

Add a new rule to the ruleset.  Call it “Basic Monsters” and give it the following text:

The list of septuplets at the end of this rule is the Basic Monster Table.  The items in the septuplets describe a monster’s internal ID (a number), name (text), hit points (formula that may include DICE rolls), damage (two numbers separated by a ‘d’), a speed (one of Sessile, Slow, Medium, Fast, Very Fast), Intelligence (Yes or No), and special effects (ruletext associated with the monster, or None).

(0, Grid Bug, DICE3, 1d1, Slow, No, damage is 0d0 if attacking something shock-resistant)
(1, Newt, DICE6, 1d2, Medium, No, None)
(2, Kobold, DICE3 + 1, 1d4, Medium, Yes, has a Ranged attack that does 1d2 damage)
(3, Goblin, 2DICE3, 1d3, Medium, Yes, None)
(4, Coyote, DICE6 + 2, 1d4, Medium, No, None)
(5, Gnome, 2DICE4, 1d6, Slow, Yes, None)
(6, Hill Orc, 2DICE6 1d8, Medium, Yes, None)
(7, Rothe, 2DICE4, 3d3, Fast, No, None)

The admin who enacts this proposal may convert the information in the Basic Monster Table to a table rather than a list of .  Should said admin not do so, the RNG may do so, once, at any time before the end of the dynasty.

Mainly to get the format established - we can fill out the table later.  Monsters should be in the table in roughly difficulty order, so that we can use DICEX+Y to select monsters of an appropriate difficulty range.  Intelligence is basically whether the monster can pick up and carry stuff.  Speed is how easy it is to run away from.

Proposal: Procedural vetos

Quorumed, 12-2 -Darth

Adminned at 04 Jun 2010 15:30:29 UTC

After the second bulleted list in rule 1.5, add the following paragraph:

If the RNG’s most recent Vote is VETO, and that EVC includes the word “Procedural”, the vetoed proposal can be failed immediately by any admin, even if it is not the oldest pending proposal.

Proposal: Welcome to Asidonhopo’s voting service!

Self-vetoed (a vote which, oddly enough, can be CoV’d!)
Failed by Hix

Adminned at 04 Jun 2010 09:16:14 UTC

Add a new rule called “Killed by Mr. Asidonhopo, the shopkeeper”, as follows:

Asidonhopo is an @ for the purposes of the Ruleset, but never goes Idle. Whenever a proposal is adminned, the admin adminning it shall roll DICE2 in the GNDT. If the result is 1, Asidonhopo votes AGAINST the proposal. If the roll is 2, Asidonhopo votes FOR the proposal.

We aren’t random enough to be NetHack yet.

Proposal: The Scientific Method

Self-killed (also vetoed)
Failed by Hix

Adminned at 04 Jun 2010 09:14:33 UTC

Create a new dynastic rule entitled “Experimental Rules” and give it the following text:

Some rules are experimental rules. Some experimental rules are final. No core rule may be an experimental rule.

A rule is an experimental rule if, and only if, it contains one of the following sentences:
1:“This is an experimental rule.”
or
2:“This is a final experimental rule.”

An experimental rule is final if, and only if, it contains sentence two from above.

If any non-final experimental rule exists at the beginning of a dynasty, it becomes final. If any final experimental rule exists at the beginning of a dynasty, then it becomes a core rule and thus, non-experimental and non-final.
No rule may be created as a final experimental rule.

This is an experimental rule.

The proposals for core rule changes got me thinking that there should be a way to make trial changes to the core rules.

For those who have never played NetHack

You can play it in your browser with the Java applet at http://alt.org/nethack/jta/

That is all.

Proposal: Procedural vetos

Vetoed.
Failed by Hix.

Adminned at 04 Jun 2010 09:11:54 UTC

After the second bulleted list in rule 1.5, add the following paragraph:

If the RNG’s most recent EVC is VETO, and that EVC includes the word “Procedural”, the proposal can be failed immediately by any admin, even if it is not the oldest pending proposal.

This allows the RNG to immediately fail proposals without requiring that all vetos fail immediately.

Thursday, June 03, 2010

Un-Idling…

Nethack?  Sweet!  Please unidle me and hand me my crysknife…

Proposal: Inventory II

Reaches Quorum (13-0)
Enacted by Hix

Adminned at 04 Jun 2010 08:55:54 UTC

Create a wiki page entitled “i” which has a section for each @, named “X’s Inventory” where X is the username of the @ to which that section belongs. Set each section of this page to a list of the items currently in the possession of the @ to which that section belongs.

Create a new rule entitled “Inventory” give it the following text:

A @‘s inventory is a list of items which that @ possesses. Each @‘s inventory is tracked in that @‘s section of the wiki page entitled “i” A @‘s Inventory is initially empty.

Spiritual successor to Narya’s inventory proposal.

The typeface, it burns us, my precious

This typeface and color scheme is really hard to read on an iphone.

telnet blognomic.alt.org

Please de-idle me; voting icons have come back.

Can someone fix the blockquote style?

It’s very difficult to read.

Thanks.

Blockquote example

 

Flavor text example

Protosal: Combat System Mach 2

Add a new rule titled “Stats and Weapons”, with the following text:

Each @ has a number called HP, and a number called Max HP. They are together tracked the GNDT column “HP”, which should display “X (Y)”, where X is the @ in question’s HP and Y is the @ in question’s Max HP. Each @ starts with an HP and Max HP of 10.

There exist Weapons, which are a type of item. A Weapon can be ranged or melee, and has an amount of Damage, which is two integers (a number of Dice and a number of Sides). If an @ carries a weapon, they may be wielding it.

Add a new rule titled “Dungeon”:

Each @ has a number called Dungeon Level (tracked in the GNDT), defaulting to 1. As a weekly action, an @ may attempt to Find the Stairs; to do this, they roll DICE6 in the GNDT. The attempt is successful if they have defeated X monsters, where X is the result of that die roll, since their Dungeon Level last changed. If the attempt is successful, they increase their Dungeon Level by 1.

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

A Monster is a type of game entity; each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides).

An active Encounter exists while at least one Monster exists. The RNG can create a Monster at any time; this either creates a new active Encounter, or adds Monsters to any existing active Encounter. When creating an Encounter, the RNG must detail the Monsters in it in a Story Post with [Encounter] in its title; new Monsters added to an existing Encounter must be detailed in comments to its associated Story Post, and the comments to that post should also be used by @s to track which Monsters are still alive, along with the current stats for each. If all Monsters in an Encounter cease to exist, the Encounter stops being an Encounter. Each Encounter has a Floor, which is any integer, and is set by the RNG.

An Encounter can be Ranged or Melee. An encounter starts out ranged but becomes melee if it exists for 24 hours.

Add a new rule called “Combat”:

As a daily action, an @ may Fight one Monster, or an @. If the @ is not wielding a weapon, they must roll 1DICE2 in the GNDT. If the @ is wielding a weapon, they must roll XDICEY in the GNDT where X is the number of Dice for their weapon, and Y is the number of Sides for their weapon. The result of the die roll (whichever is used) is the Damage Dealt. An @ may not Fight a Monster in a Ranged Encounter unless they are wielding a ranged weapon, and may not Fight a Monster in a Melee Encounter if they are wielding a ranged weapon. An @ may not Fight a Monster in an Encounter whose Floor is different than their Dungeon Level.

When an @ fights something, after rolling damage dealt, they decrease the HP of whatever they fought by the damage dealt. If the HP of a monster goes below 1, they cease to exist. If the HP of an @ goes below 1, they die.

After an @ fights a Monster, the Monster fights back; the Monster fights the @ who fought them. The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, and decreases the @‘s HP by the result.

IRC suggestions. Simplified Distance into a dichotomy of near or far, and added locations in the form of dungeon levels. There’s also fleeing, which you can do by attempting to find the stairs.

Protosal: Combat System

Add a new rule titled “Stats and Weapons”, with the following text:

Each @ has a number called HP, and a number called Max HP. They are together tracked the GNDT column “HP”, which should display “X (Y)”, where X is the @ in question’s HP and Y is the @ in question’s Max HP. Each @ starts with an HP and Max HP of 10.

There exist Weapons, which are a type of item. A Weapon can be ranged or melee, and has an amount of Damage, which is two integers (a number of Dice and a number of Sides). If an @ carries a weapon, they may be wielding it.

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

A Monster is a type of game entity; each one has a number of HP and an amount of Damage, which is two integers (a number of Dice and a number of Sides).

An active Encounter exists while at least one Monster exists. The RNG can create a Monster at any time; this either creates a new active Encounter, or adds Monsters to any existing active Encounter. When creating an Encounter, the RNG must detail the Monsters in it in a Story Post with [Encounter] in its title; new Monsters added to an existing Encounter must be detailed in comments to its associated Story Post, and the comments to that post should also be used by @s to track which Monsters are still alive, along with the current stats for each. If all Monsters in an Encounter cease to exist, the Encounter stops being an Encounter.

Each @ has a Distance, which is tracked in the Story Post for an Encounter, not in the GNDT. The Distances of each @ shall be decided by the RNG when he begins an Encounter.

Add a new rule called “Combat”:

As a daily action, an @ may Fight one Monster, or an @. If the @ is not wielding a weapon, they must roll DICEX in the GNDT where X is their Strength. If the @ is wielding a weapon, they must roll XDICEY in the GNDT where X is the number of Dice for their weapon, and Y is the number of Sides for their weapon. The result of the die roll (whichever is used) is the Damage Dealt. An @ may not Fight a Monster if their Distance is greater than 1 unless they are wielding a ranged weapon, and an @ may not Fight an @ who has a different Distance than them unless they are wielding a ranged weapon.

When an @ fights something, after rolling damage dealt, they decrease the HP of whatever they fought by the damage dealt. If the HP of a monster goes below 1, they cease to exist. If the HP of an @ goes below 1, they die.

After an @ fights a Monster, the Monster fights back; the Monster fights the @ who fought them. The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, and decreases the @‘s HP by the result.

As a daily action, an @ may Move. They roll DICE3 in the GNDT and increase or decrease their Distance by any number from 1 to the result, so long as their Distance does not go below 1.

So, what do you think? I’ve been talking a lot in IRC about this.

Once we get a location system, I’ll limit each Encounter to a specific room, so that if you can’t fight a goblin that’s on the opposite side of the dungeon from you. For now, let’s just say that the “party” is sticking together. Or that they’re each others’ pets or something.

This would be an actual proposal but I’m out of slots.

Proposal: Suck it in, like you’re Rin Tin Tin or Anne Boleyn

3-13, cannot be enacted without CoV -Darth

Adminned at 03 Jun 2010 15:01:29 UTC

Add an entry to the Glossary as follows:
A Hook is a word or phrase that is added to the Ruleset by proposal that is not defined or explained in the then-existing Ruleset or that Proposal, such that a definition or explanation can be supplied via a later proposal or game action. A Proposal containing a Hook may, but is not required to, acknowledge the Hook as such by setting it off with {curly braces}, in that case, the curly braces have no game effect and can be removed from the Ruleset by any Admin at any time.

By request.

Proposal: GNDT fix

Quorumed 13-0 -Darth

Adminned at 03 Jun 2010 15:00:53 UTC

Change the text

A GNDT update that does not perform a rules-defined action does not alter the gamestate; @s should not alter the GNDT except to correct it to match the actual gamestate (in the case that the two somehow end up different), or to perform an action.

in Rule 1.7 to

The GNDT merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any @ may correct the GNDT to comply with the Gamestate.

Per the comments on the proposal “Proposal: Inventory”.

Proposal: DYWYPI?

Quorumed, 13-1 -Darth

Adminned at 03 Jun 2010 14:59:56 UTC

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

Some GNDT fields may be declared Permanent by the Ruleset.  Any GNDT field that is not explicitly defined as Permanent is Transient.

There is a Permanent numerical GNDT field, “Deaths” that defaults to 0.

Sometimes another Rule may cause a @ to Die.  When this happens, all of that @‘s Transient GNDT stats are reset to the default values for a new @.  Then, that @‘s Deaths increases by 1.

Proposal: Proposal: Inventory

Vetoed -Darth

Adminned at 03 Jun 2010 14:59:36 UTC

Add a new dynastic rule titled Items with the following text, except that “2.X” is replaced with the section number of the rule when (if) enacted:

For the purpose of rule 2.X, the RNG is considered a @.

Each @ has a GNDT column labeled “Inventory” that tracks items and their quantities.  A @‘s Inventory is initially empty.  Any item for which the Ruleset does not explicitly provide means of tracking is tracked through that @‘s Inventory.

Any @ may change the GNDT to reflect changes in a player’s Inventory specifically provided for in the rules.

This is an homage to Bucky’s backpack proposal from last dynasty.  Be gentle, this is my first Nomic proposal!

Out.

I idle. Quorum unchanged.

You get idlers on NAO too…

Could someone unidle me, please?

Proposal: Welcome to the Randomocracy

Quorumed, 13-2 -Darth

Adminned at 03 Jun 2010 14:58:54 UTC

If a Rule called “RNG-Man” exists, add a subrule to it.  Call it “Dictation” and give it the following text:

Whenever the RNG is required by the rules to make a DICE roll, the RNG may elect to specify a result.  To do so, the RNG replaces the string “DICE” in the roll with the string “FIAT”, then appends the desired result to the end of the roll.  The RNG may not choose any result that was not a possible result of the original roll.

As written, this doesn’t apply to rolls made by anyone besides the RNG.

Proposal: The obligatory G-Man rule

Passes after more than 12 hours with exactly Quorum FOR (13-0), -Bucky

Adminned at 07 Jun 2010 01:08:57 UTC

Add a new dynastic rule titled “RNG-Man”:

The RNG is not considered an @ for the purposes of dynastic rules and the contents of proposals, except if explicitly specified.

Ascension Address: ASCENSION address. Get it?

It is written in the Book of Darth Cliche:

After the creation, the cruel god Anthony rebelled against the authority of Kevan the Creator. Anthony stole from Kevan the most powerful of all the artifacts of the gods, the Amulet of Yendor, and he hid it in the dark cavities of Gehennom, the Under World, where he now lurks, and bides his time.

Your god Darth Cliche seeks to possess the Amulet, and with it to gain deserved ascendance over other gods.

You, a newly trained Nomic-Player, have been heralded from birth as the instrument of Darth Cliche. You are destined to recover the Amulet for your deity, or die in the attempt. Your hour of destiny has come. For the sake of us all: Go bravely with Darth Cliche!

Repeal all dynastic rules (even though they’re all nonexistent. I like repealing all dynastic rules). Replace Blognomicker with @ and Victorious Blognomicker with RNG throughout the ruleset. Welcome to the NetHack Dynasty!

New user

With the start of a new dynasty this seemed like a good time to jump in.  I’m announcing my arrival per 1.2; I imagine this will increase quorum to 12.

Dynastic theme votes

I have three ideas for a dynastic theme, and I’d like voting on them.

* Final Fantasy (would mainly be influenced by the earlier FFs, especially FF1, but proposals based on later FFs are okay too)
* NetHack (I’d like to run this one, but we’ve already had a map-based dynasty relatively recently: The Second Dynasty of Purplebeard. However, we could make the map not as important, but keep the randomized dungeon crawling theme.)
* Spyro the Dragon (I don’t really expect this one to be the winner, but I’ll throw it out there anyway. It would be based only on the original PSX trilogy by Insomniac Games, with only a few passing references in rule titles and proposal titles to the later games.)

Not that It Matters…

...since DC will most likely be repealing them at the start of his dynasty anyway, but all Dynastic rules were repealed in the “going nowhere” proposal.

Shady’s back

I unidle.

Quorum stays 11.

Tuesday, June 01, 2010

Count me in

I would like to play your strange game please.

Idle

Flurie and Digibomber idle. Quorum drops to 10.

unidling

please unidle me, that I may become idle again when I forget to visit the website ever.

Declaration of Victory: Insert victory fanfare here

Passes 13-0 after 12 hours. -Emperor Darth

Adminned at 02 Jun 2010 07:39:31 UTC

Per the proposal “This dynasty is going nowhere”, I have achieved victory.

I have my own plans for dynastic themery, but if anyone has any ideas, I’d like to hear them.