Sunday, June 29, 2014

Idling

I idle. Sorry guys.

Idling

I idle. Sorry guys.

Saturday, June 28, 2014

Wiki Problems

Trying to access the wiki returns an error:

Parse error: syntax error, unexpected ‘::’ (T_PAAMAYIM_NEKUDOTAYIM), expecting \\ (T_NS_SEPARATOR) in /home/blognomic/www/wiki/index.php on line 97

This is preventing me from Tolling the Bell.

Does any of the active players know what’s up? We may need to contact 75th Trombone (who owns and runs the site) for help if no one does.

Thursday, June 26, 2014

Proposal: Easy Meat

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 09 Jul 2014 23:26:14 UTC

Replace “Whenever an Assassin Kills their Target, the killer gain two Points.” with:-

Whenever an Assassin Kills their Target, the killer gain two Points if their Target was Alert or carrying a Gadget, and one Point otherwise.

Replace “the Referee may select a random other Assassin to be their Target” with:-

the Referee may select a random other Cunning Assassin (an Assassin is Cunning if they are Alert or carrying a Gadget), if any exist, to be their Target

Add an Urchin Action:-

Reject Contract (optionally specifying an Assassin): The acting Assassin ceases to have a Target. If the acting Assassin is in the Guildhall and specified an Assassin other than themselves, then that Assassin becomes their target.

Tracking down an active Assassin is more interesting than finding someone who’s been standing still for a while.

The Bell has Tolled

No one died and no one’s Position was Given Away.

Tuesday, June 24, 2014

Too much game, not enough time.

While I’m enjoying the Dynasty so far, I’ve become a little busy and would be slowing down the Tolling of the Bell should I remain. I idle. Quorum remains at 6.

Proposal: Searching Urchins

Timed out 5 votes to 0. Enacted by Kevan.

Adminned at 26 Jun 2014 10:04:54 UTC

Add an Urchin Action:-

Scout (specifying a Location) The Referee privately informs the acting Assassin of any un-Stealthed Assassins who have that Location as their current Position.

Proposal: Consider Yourself

Timed out 4 votes to 1. Enacted by Kevan.

Adminned at 26 Jun 2014 10:03:46 UTC

Remove the “Un-Stealth” action, and add to the end of the rule “Street and Urchin Actions”:-

Whenever a Stealthed Assassin performs an Urchin Action, they cease to be Stealthed.

Proposal: Search and Destroy

Timed out 5 votes to 0. Enacted by Kevan.

Adminned at 26 Jun 2014 10:02:27 UTC

Add to the list of Street Actions in the rule named “Street and Urchin Actions”:

* Search: the Referee informs the Assassin of the identities of all other Assassins in their Position, and whether or not those Assassins are Stealthed.
* Shoot (specifying a Location): if the specified Location is adjacent or equal to the Assassin’s Position, the Assassin Kills a random other Assassin in the specified Location (if at least one is present there).

We need to rein in the protection afforded by Stealth if we want anything to happen. Shooting is a powerful but risky way of taking out one’s Target, or could be a tool for prospective serial killers who don’t mind being Wanted.

The Bell has Tolled

I was hoping for more murder than we’ve seen so far.

Brownie has not made a post or comment in the last seven days and is now idle. If necessary, new Targets have been sent out.

Monday, June 23, 2014

Notice: Map Updated

In case someone missed it: now that the proposal titled “Assassins About Town: The Sequel” has been enacted, the map has been updated to reflect the current positions of all active Assassins, and will continue to be updated as I Toll the Bell.

Proposal: Caudectomy

Reaches quorum and passes at 6-0. -Purplebeard

Adminned at 24 Jun 2014 00:55:05 UTC

In the description of the Tail action in the rule named “Street and Urchin Actions”, change “(tracked secretly by that Assassin and the Referee)” to “(tracked secretly by the Referee)”.

The Ruleset does not presently allow me to share the results of the Tail action (at least, that’s how I’ve been playing it so far) so this information cannot be accurately ‘tracked’ by the Assassin who took the action. The other option is to allow the urchins to immediately report back when they lose their mark (either because the Tail action failed or because the mark Evaded) so that the Assassin always knows exactly who they are tracking, but I’m selfishly proposing the option that will not add to my workload.

The Bell has Tolled

Still, no one has died.

IceFromHell has not made a post or comment in the last seven days and is now idle. If anyone had them as their Target, they should have received the identity of their new Target.

Saturday, June 21, 2014

Proposal: Wanted: Dead or Dying

Times out and passes (with quorum in favour) at 8-0. -Purplebeard

Adminned at 23 Jun 2014 13:26:59 UTC

Reword the rule “Points” to:-

Each Assassin has a number of Points, tracked in the GNDT and defaulting to 5. Some Assassins are Wanted, and their identities are tracked by the Referee in this paragraph. (Currently Wanted Assassins are: nobody.)

Whenever an Assassin is Killed (and has at least one Point), they lose a Point.

Whenever an Assassin Kills their Target, the killer gain two Points.

Whenever an Assassin Kills a Wanted Assassin, the killer gains one Point.

Whenever an Assassin Kills another who is not their Target and is not Wanted, the killer become Wanted.

To the rule “Target”, add:-

When an Assassin is Killed, they cease to have a Position and cease to be Wanted.

Replacing “-1 point for killing innocents” with “others now get +1 point for killing you”. Also fixing some ambiguity about “they” getting points and having dead Assassins removed from the map.

Proposal: Assassins About Town: The Sequel

Times out and passes at 6-0. -Purplebeard

Adminned at 23 Jun 2014 13:23:16 UTC

In the Rule “Notes”, replace the second occurrence of “If multiple Assassins’ Positions are the same Location, the Referee privately alerts each of those Assassins of the names of all of the other Assassins in that Location who are not Stealthed.” with

The Referee removes all “@” symbols from the map, then adds an “@” symbol to every Location on the map which is the Position of one or more Assassins.

The Referee removes all “@” symbols from the map, then adds an “@” symbol to every Location on the map which is the Position of one or more Assassins.

This is a good lesson on why not to reference identifiers that can change.

Proposal: Quicker than the Eye

Times out and passes at 5-0. -Purplebeard

Adminned at 23 Jun 2014 13:21:14 UTC

To the Knife action, add “Knifing is Fast.” To the Double-Back action, add “Doubling Back is Fast.”

Add a new Street Action:-

Block (specifying another Assassin as the Threat): if the Assassin has a Position and shares that Position with the Threat, and if the Threat has not had any Notes processed during the current Tolling, then the Threat’s Notes are removed from the Note sequence and the Threat is privately informed that they were blocked by the Assassin who took this action. Blocking is Fast.

In the rule “Notes”, replace “The Notes are arranged in a random sequence.” with:-

The Notes are arranged in order, starting with those that included a Fast Street Action and no Urchin Action (in a random order) followed by all other Notes (in a random order).

Knifing a moving target has a 50% chance of failing right now. This allows the odds to be sharpened up, at the expense of ignoring your Urchins, and for a suspicious victim to Block you and bring the odds back to 50%.

The Bell has Tolled

I have received Notes from all Alert Assassins, so this Tolling is a tad early.

Unfortunately, the numbering of the list in rule “Notes” had changed when the proposal named “This little light of mine” was enacted, which now prevents me from updating the map (instead, I had to send extra Position reports). If someone could make a proposal to fix this, that would be helpful.

I would like to be idled

Sorry folks—I’m travelling and can’t keep up with the game.  Hopefully back soon.

Friday, June 20, 2014

Proposal: My Dagger for a Horse

Timed out 8 votes to 0. Enacted by Kevan.

Adminned at 23 Jun 2014 02:55:57 UTC

Add the following to the list of Street Actions, in between “Walk” and “Knife”:

* Rent Horse (specifying a Location): the specified Location becomes the Assassin’s Position and the Assassin, if Stealthed, ceases to be so. This action Gives Away the Assassin’s Position.

Repeal the Rule titled “Sightings”.

In the Rule named “Notes”, after “The Referee then posts a blog entry announcing that the Bell has Tolled.” add the following:

This blog entry shall include the names and Positions of all Assassins whose Position was Given Away as a result of the Tolling.

It takes forever to get from one end of town to the other by Walking alone.

Proposal: Play to the Whistle

Timed out 6 votes to 0. Enacted by Kevan.

Adminned at 23 Jun 2014 02:54:59 UTC

Add to the list of Gadgets in the Rule named “Gear”:

* Whistle (Tavern): An Assassin who carries a Whistle may include two Urchin Actions in their Note. When this Note is processed, these Urchin Actions are carried out in the order in which they appear in the Note.

Proposal: One shade the more, one ray the less

Reaches quorum at 7-0 and is enacted. -Purplebeard

Adminned at 21 Jun 2014 08:02:21 UTC

Add to the rule “Points”:

Whenever an Assassin Kills another who is not their Target, they lose one Point.

It doesn’t make sense for Assassins to kill indiscriminately.

Thursday, June 19, 2014

The Bell has Tolled

No one has died, which means that every Assassin is now in the Town.

Proposal: Most Irregular

Times out and passes at 7-0. -Purplebeard

Adminned at 21 Jun 2014 07:58:38 UTC

Rename the “Street Actions” rule to “Street and Urchin Actions”, and add to that rule:-

Urchin Actions available to the Assassins are, with their effects:-

  • Tail (specifying another Assassin as the Target): If the acting Assassin shares a Position with the Target, the Victim becomes Tailed by the acting Assassin’s Urchins (tracked secretly by that Assassin and the Referee).
  • Report: The Referee privately informs the acting Assassin of the current Position of any Assassins currently Tailed by the acting Assassin’s Urchins.

Add a Street Action:-

  • Double-Back (optionally specifying to Evade): the Referee privately informs the acting Assassin whose Urchins they are currently Tailed by, if any. If the acting Assassin specifies to Evade, then they cease being Tailed by other Assassins’ Urchins.

In “Notes”, replace “exactly one Street Action is known as a Note” with:-

exactly one Street Action and/or exactly one Urchin Action is known as a Note

And replace “Each Note is then processed according to that sequence: for each Note, the effects of the specified Street Action are applied to the Assassin who sent it.” with:-

Each Note is then processed according to that sequence: for each Note, the effects of the specified Urchin Action (if any) are applied, followed by the effects of the specified Street Action (if any).

Reimplementing Skju’s cyberpunk Bugs and Diagnostics as a ragtag team of street urchins.

Proposal: This little light of mine

Times out and passes at 9-0. -Purplebeard

Adminned at 21 Jun 2014 07:54:06 UTC

In the Rule “Gear”, replace “Throwing Knife (Guildhall, Blacksmith)” with

Throwing Knife (Blacksmith)

Add the following item to the end of the bulleted list in “Gear”:

Candle (Guildhall): Allows the carrying Assassin to be aware of the amount of Stealthed Assassins that share his Position. Prevents the carrier from using the Street Action Stealth. If the carrier is Stealthed, he shall cease being Stealthed at the next Bell Toll.

In the Rule “Notes”, change item 7 in the list to read

If multiple Assassins’ Positions are the same Location, the Referee privately alerts each of those Assassins of the names of all of the other Assassins in that Location who are not Stealthed. If an Assassin in that Location is carrying a Candle, the Referee shall further alert him to the number of Stealthed Assassins in that Location, if that number is greater than zero.

As of yet there is no way to find Stealthed Assassins, so here is one way to accomplish that.

Wednesday, June 18, 2014

Proposal: Ninjury Time

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 19 Jun 2014 00:48:35 UTC

If the Proposal titled “Punctual Wound” failed, this Proposal does nothing.

In the Rule named “Notes”, change “If the Referee has a Note from every Alert Assassin” to:

If the Referee has a Note from every Alert Assassin and the Bell has not Tolled in the previous 8 hours

This is to prevent a small subset of Assassins from hijacking the game (and sending me hundreds of notes) if all Alert Assassins happen to be online at the same time.

Proposal: Punctual Wound

Reaches quorum 9 votes to 0. Enacted by Kevan.

Adminned at 19 Jun 2014 00:41:30 UTC

To the rule “Notes”, add a new paragraph after the first:-

Assassins are either Alert or Careless; this is tracked privately by the Referee. All Assassins default to Careless.

Replace “a Note from every Assassin” with:-

a Note from every Alert Assassin

Add a new second step to the bullet list in the rule “Notes”:-

Each Assassin who the Referee has a Note from becomes Alert; all others become Careless.

Set every Assassin to “Alert”.

A turn-based “Note from every Assassin” mechanic is nice in principle, but unlikely to ever trigger in practice. This makes it so that if you miss a round, we won’t hold out too much hope of hearing from you in the next one.

Proposal: A Change of Scenery

Self-killed. Failed by Kevan.

Adminned at 19 Jun 2014 00:41:03 UTC

Replace the following words throughout the ruleset:

  • Tavern becomes Dive Bar
  • Blacksmith becomes Arms Dealer
  • Church becomes NeoCorp
  • Throwing Knife becomes Pistol
  • Cloak becomes Holosuit
  • Knife becomes Blade
  • Tolling of the Bell becomes Uplink
  • Toll the Bell becomes trigger Uplink
  • the Bell has Tolled becomes Uplink has occurred

A straight vote on Skju’s suggestion of adopting a cyberpunk theme.

Wednesday, June 18, 2014

Proposal: Everybody Needs Their Secrets

Selfkilled / Skju

Adminned at 18 Jun 2014 21:35:38 UTC

If the proposal “All I’m Offering is the Truth” passes, change the item in the Rule “Gear” that reads

* Nano-Antenna (Uplink Tower): an Assassin who carries a Nano-Antenna may successfully perform the Intercept Street Action on a Victim in any Location.

to read as follows:

* Nano-Antenna (Uplink Tower): an Assassin who carries a Nano-Antenna may successfully perform the Intercept Street Action on a Victim in any Location. However, instead of receiving the full Note written by the Victim of the Intercept, the performing Assassin shall only receive the type of Street Action that the Victim indicated in their Note.

Otherwise the Nano-Antenna would give out the Position of the Victim if they walked or picked up an item, which is what the Bug is meant to do.

Proposal: All I’m offering is the truth

Selfkilled / Skju

Adminned at 18 Jun 2014 16:23:16 UTC

Add the following buildings to the map in the rule “Position”:

* Government Warehouse at 5D
* Uplink Tower at 1E

Add to the list in the rule “Street Actions”:

* Scan: the Referee privately informs the acting Assassin of all other Assassins in the same Location as the acting Assassin (Stealthed or not).

* Inventory (specifying another Assassin as the Victim): if the Victim and acting Assassin have the same Position, then the Referee privately informs the acting Assassin of any Gadget that the Victim is carrying.

* Intercept (specifying another Assassin as the Victim): if the Victim and acting Assassin have the same Position, then the Referee privately informs the acting Assassin of the last non-Discarded Note sent by the Victim.

* Exploit Lag: the next time the Referee Tolls the Bell, the acting Assassin’s two most recent Notes are kept and processed.

* Bug (optionally specifying another Assassin as the Victim): the Referee privately informs the acting Assassin of the current Position of any Assassin currently Bugged by the acting Assassin; that Bugged Assassin then ceases to be Bugged by the acting Assassin. Then, if the acting Assassin is carrying a Tracker and specifies a Victim sharing a Position with the acting Assassin, the Victim becomes Bugged by the acting Assassin (tracked secretly by that Assassin and the Referee), and the acting Assassin’s Tracker is destroyed.

* Diagnostic (optionally specifying to Wipe): the Referee privately informs the acting Assassin if and who they are currently Bugged by. If the acting Assassin specifies to Wipe, then they cease to be Bugged by other Assassins, and any other Assassins Bugged by the acting Assassin cease to be so.

and change the name “Pick Up Gadget” to “Steal Gadget”.

Add to the list in the rule “Gear”:

* Tracker (Government Warehouse)
* Nano-Antenna (Uplink Tower): an Assassin who carries a Nano-Antenna may successfully perform the Intercept Street Action on a Victim in any Location.

This flavor seems more fruitful, if we don’t mind switching.

There are a lot of actions here, but they’re all fairly basic and thematic (both technologically and Assasininely). Of course, some balancing adjustments might be appropriate (although they can’t be very overpowered compared to the ability to Kill with one action).

Proposal: Adjustments

Selfkilled / Skju

Adminned at 18 Jun 2014 07:54:13 UTC

In the rule “Notes”, amend the item that begins “The Referee removes all “@” ” to read:

The Referee removes all “@” symbols from the map, then adds for each Assassin an “@” symbol to that Assassin’s Position on the map.

In “Throwing Knife” item in the rule “Gear”, replace “Knife Secret Action” with “Knife Street Action”.

The Game is Afoot

The Bell has Tolled. All Assassins may now send in new Notes.

Proposal: Wrong Turn at Albuquerque

Quorums and passes 9-0 / Skju

Adminned at 17 Jun 2014 19:37:40 UTC

If the proposals “No pain, no gain.” and “No pain, gain” both failed, then after step four of the “Notes” rule, add:-

Any Assassin who has no Position is assigned a random Position by the Referee, and is privately informed of this.

 

Another suggested fix to the lazy Target problem: Assassins who choose not to Arrive in Town are instead forced to arrive at random when the Bell Tolls.

Proposal: No pain, gain

Self-killed / Skju

Adminned at 17 Jun 2014 13:05:32 UTC

Insert after the fourth item in the list in the rule “Notes”:

# Each Assassin who does not have a Position loses 1 Point, except if this is the first Tolling of the Bell after they last unidled or joined.

An alternative nudge.

Tuesday, June 17, 2014

Please unidle me

Please unidle me.

Proposal: No pain, no gain.

Self-killed. Adminned by Rodney.

Adminned at 17 Jun 2014 09:40:14 UTC

Add a new action to the Street Actions list:

Stab in Sleep(specifying another Assassin as the Victim): If the Assassin is at the Tavern, and the Victim has no Position, the Assassin Kills the Victim.

While it would be pretty cool and Assassin-y (Assassinine?) to hide out of town until your prey reveals itself, it’s really going to be obnoxious if your Target isn’t even on the map. The threat alone of being near the Tavern should flush your prey into entering the town.

Proposal: Inspect Your Gadget

Quorums and passes 9-0 / Skju

Adminned at 17 Jun 2014 06:12:12 UTC

Create a new Rule named “Gear”:

Each Assassin may carry a single Gadget, tracked secretly by that Assassin and the Referee. Each Gadget is available in one or more Buildings, indicated in parentheses after their names.

When an Assassin is Killed, they lose any Gadget they carried.

The Gadgets are:

* Throwing Knife (Guildhall, Blacksmith) - An Assassin who carries a Throwing Knife also succeeds in the Knife Secret Action if the Victim is orthogonally adjacent to them.
* Cloak (Church) - An Assassin with a Cloak may walk diagonally even if Stealthed.

Add the following to the list in the rule named “Street Actions”:

* Pick Up Gadget (specifying a Gadget): if the Assassin is in a Building, and the specified Gadget is Available in that Building, the Assassin gains that Gadget (and loses any other Gadget they were previously carrying).

Proposal: Assassins About Town

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 17 Jun 2014 01:15:56 UTC

If the proposal “Tourist Information” passed, add a new step after the fourth step in the rule “Notes”:-

The Referee removes all “@” symbols from the map, then adds an “@” symbol to every Location on the map which is the Position of one or more Assassins.

Replace “or if the most recent Tolling of the Bell was more than 48 hours previously” with “or if the Bell has not tolled in the previous 48 hours”.

Showing where people are, but not who they are. The second bit is a fix to make the first Bell Toll actually happen.

Proposal: Tourist Information

Reaches quorum and passes 7-0 / Skju
P.S. I trust that the Referee and relevant Assassins will privately take any necessary actions with regards to the coordinate system change.

Adminned at 16 Jun 2014 13:52:21 UTC

In the rule “Position”, replace “Each Location in the Town is indicated by its coordinates (with coordinates ranging from 1 to 8), e.g. (3,5).” with:-

Each Location in the Town is indicated by a letter (A-H) and number (1-8) coordinate system, e.g. “C5”. Some Locations contain Buildings of note, as shown on the map below.

Move the “Two Positions are Adjacent if they touch one another orthogonally or diagonally.” sentence to the paragraph beginning “Each Assassin may have a Position”, then add:-

If an Assassin’s Position also contains a Building, the Assassin is considered to be in that Building.

After the first paragraph of the rule “Positions”, add the wiki markup content of this version of a wiki page.

Assassins who have Positions at Locations when this proposal enacts shall have their Positions translated to the new coordinate system such that (1,2) would correspond to A2.

Request to Join

Hello, I would like to become an Assassin. If that would be okay.
Please.
Pretty please.

Sunday, June 15, 2014

Proposal: She walks in beauty, like the night

Reaches Quorum and passes 7-0 / Skju

Adminned at 16 Jun 2014 07:51:38 UTC

If the rule “For Whom the Bell Tolls” failed, this proposal does nothing.

In the rule “Street Actions”, amend the “Walk” item to read:

* Walk (specifying Location): If the Assassin’s Position is adjacent to the specified Location, the specified Location becomes their new Position. Stealthed Assassins may not Walk diagonally.

Add the following items to the list in the rule “Street Actions”:

* Stealth: the Assassin becomes Stealthed.
* Un-Stealth: the Assassin ceases to be Stealthed.
* Expose Position (specifying a Location and another Assassin as the Victim): if the Victim’s Position is the specified Location, the Victim’s Position is Given Away, as per “Sightings”, and the Victim, if Stealthed, is automatically un-Stealthed. If the Victim’s Position is not the specified Location, the acting Assassin’s Position is Given Away, and the acting Assassin, if Stealthed, is automatically un-Stealthed.

In the list in the rule “Notes”, insert the following item between the last two items:

* If multiple Assassins’ Positions are the same Location, the Referee privately alerts each of those Assassins of the names of all of the other Assassins in that Location who are not Stealthed.

Stealth: a quintessential Assassin quality. Restricts Assassins’ movement but hides them from others in the same Location.
Assassins can give away each others’ positions, but with the hefty risk of self-exposure for being wrong, to discourage spamming and exploitation.
Stealth is currently tracked privately, but I think it would be interesting to show it in the GNDT if there’s no danger in that. It shouldn’t be problematic that Assassins aren’t Stealthed by default?

Proposal: A Wild Stab in the Dark

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 16 Jun 2014 06:33:30 UTC

If the Proposal titled “For Whom the Bell Tolls” failed, this Proposal does nothing.

Add the following item to the list in the rule named “Street Actions”:

* Knife (specifying another Assassin as the Victim): if the Assassin has a Position and shares that Position with the Victim, the Assassin Kills the Victim.

Let the Games Begin

Everyone should have received their Target by PM. If someone has not gotten theirs yet (in which case I probably ran into the 30-seconds-between-PMs requirement without noticing) they should contact me.

Good luck, everyone.

Inactivity

Sfarbs has not made a post or comment in the last seven days and therefore becomes idle.

Proposal: For Whom the Bell Tolls

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 16 Jun 2014 06:30:19 UTC

Add a new rule, “Street Actions”:-

Street Actions available to the Assassins are, with their effects:-

  • Arrive in Town (specifying a Location): If the Assassin has no Position, the specified Location becomes their Position.
  • Walk (specifying a Location): If the Assassin’s Position is adjacent to the specified Location, the specified Location becomes their new Position.

Add a new rule, “Notes”:-

Any Private Message sent through the blog’s ExpressionEngine system from an Assassin to the Referee which specifies the performance and necessary details of exactly one Street Action is known as a Note. When a Note is Discarded, it ceases to be a Note.

If the Referee has a Note from every Assassin, or if the most recent Tolling of the Bell was more than 48 hours previously, the Referee may Toll the Bell. Upon doing so, the Referee must take the following actions in order:

  • If the Referee has multiple notes from a particular Assassin, all Notes from that Assassin apart than the most recent one are Discarded.
  • The Notes are arranged in a random sequence.
  • Each Note is then processed according to that sequence: for each Note, the effects of the specified Street Action are applied to the Assassin who sent it.
  • All Notes are then discarded.
  • The Referee then posts a blog entry announcing that the Bell has Tolled.

Remove the paragraph beginning “If an Assassin has no Position, the only action governed by a Dynastic Rule”.

Proposal: The Epic Bodyguard

Self-killed. Failed by Kevan.

Adminned at 16 Jun 2014 02:34:36 UTC

The Epic Bodyguard should be added to the rules subset “computer-controlled enemies”. He will start out in a random area on the map.
The Epic Bodyguard cannot be killed by an assassin unless the assassin holds the Epic Dagger. If the body guard is killed he awards 15 points to the assassin, and respawns as far away as the assassin as possible. If all areas on the map are equally far away from the assassin that has killed the bodyguard, then the bodyguard respawns to a random area within those far-away areas.
The Epic Bodyguard randomly wanders around each time an assassin moves, and if there is a CCE (computer controlled enemy) there, he attempts to guard and protect that CCE.
There can only be one epic bodyguard on the map at a time.
Assassins will be notified if this bodyguard accidentally steps into the same spot as them, and may attack the Epic Bodyguard with their weapons if they wish to. The Epic Bodyguard will not attack, he will guard himself and run away to the nearest CCE, if there is one. If there is none, he goes in a random direction (including diagonal) DICE3 squares.

Saturday, June 14, 2014

Proposal: Won’t You Take Me To

Reaches quorum and passes at 6-0. -Purplebeard

Adminned at 15 Jun 2014 13:44:21 UTC

Create a new Rule, named “Position”:

The Town is represented as an 8x8 Cartesian grid. Each Location in the Town is indicated by its coordinates (with coordinates ranging from 1 to 8), e.g. (3,5). Two Positions are Adjacent if they touch one another orthogonally or diagonally.

Each Assassin may have a Position, which may be any legal Location and is tracked secretly by that Assassin and the Referee.

If an Assassin has no Position, the only action governed by a Dynastic Rule that they may perform is to Arrive in the Town. They may do so by selecting any legal Location and privately informing the Referee of this Location. This Location then becomes their Position.

Create a Subrule to Position, named “Sightings”:

Each Assassin may have a Last Known Position, tracked in the GNDT under “Last Seen”. If an action Gives Away an Assassin’s Position, the Referee should update that Assassin’s Last Known Position to that Assassin’s Position, followed by the date at which the action was resolved.

If an Assassin is Killed, their Last Known Position is blanked.

The methods of movement are left as an exercise to the reader.

Proposal: Framework

Reaches quorum and passes at 7-0. -Purplebeard

Adminned at 15 Jun 2014 13:09:46 UTC

Create a new Rule, named “Impartial Observer”:

For the purposes of Dynastic Rules, the Referee is not considered to be an Assassin unless explicitly stated otherwise.

The Referee may use methods other than the GNDT to select random values.

The Referee should process all actions that require their intervention at their earliest convenience. If an Assassin feels that the Referee has neglected to perform an action that was required of them, they are encouraged to privately inform the Referee of this fact.

Create a new Rule, named “Target”:

Each Assassin may have a Target, which can only be a single other Assassin. If an Assassin has no Target (or if their previous Target is no longer an Assassin), the Referee may select a random other Assassin to be their Target and privately inform the former of the identity of their new Target.

If an Assassin Kills their Target, the latter ceases to be the Target of the former, but only after all other results of the Kill have been resolved.

Create a new Rule, named “Points”:

Each Assassin has a number of Points, tracked in the GNDT and defaulting to 5.

Whenever an Assassin is Killed (and has at least one Point), they lose a Point.

Whenever an Assassin Kills their Target, they gain two Points.

Set each Assassin’s Points to 5 in the GNDT.

Let’s have some good old arcadey fun, with secret elements. I envision the players to have access to the sort of skills and technology usually associated with ninjas (in fiction at least) and medieval-fantasy assassins, but feel free to take this wherever you want.

I can guarantee my availability for the coming weeks (although I do have work and the world cup to attend to) so don’t be afraid to involve me in your proposals.

Ascension Address: Short and Simple

Let the games begin.

All Dynastic Rules are repealed. Knight becomes Assassin. Baron becomes Referee.

Friday, June 13, 2014

Hi everyone

I’d like to become a knight.

Well, not a knight, exactly, since there’s been a declaration of victory. But I’d like to become a whatever-players-are-called in the next dynasty.

Declaration of Victory: Calling it a Knight

At 7-1 and after 24 hours have passed, this DoV has a quorum in favour and fewer than half a quorum against, and is therefore enacted. Purplebeard

Adminned at 15 Jun 2014 13:15:01 UTC

The Knights have prevailed over all the Beast that once stalked this land, and I appear to have ended up with the most Gold.

Thursday, June 12, 2014

Proposal: The Fixer-Upper

Vetoed upon ascension. -Purplebeard

Adminned at 14 Jun 2014 03:20:31 UTC

Word of caution in case I get sued: I do not own Frozen. That belongs to Disney.
Now, unto this BEAST (which is the subrule section which this proposal should be added to):
The Fixer-Upper’s motive is for the game to NEVER end.
His behavior is to roll a die with 3 sides and take action based on the number which is rolled.
IF ROLLED ONE: take 5 gold from the knight with the most gold and give it to the knight with the least gold
IF ROLLED TWO: increase self’s fortitude by 3
IF ROLLED THREE: steal a random weapon from a random knight and add it to his own inventory. If there somehow happens to be no weapons he will steal a random weapon from a random knight’s inventory. If there are no weapons anywhere, this action is null.
The Fixer-Upper had a fortitude of 20.

Proposal: The Mad Prince

Vetoed upon ascension. -Purplebeard

Adminned at 14 Jun 2014 03:20:13 UTC

Add a new subrule to “Beasts” called “The Mad Prince”:-

The Mad Prince’s Motive is for five Beasts called Zeppelins to exist.

The Mad Prince’s Behaviour is to create a subrule of the rule “Beasts” with the title “Zeppelin #X” and the body text “Zeppelin #X’s Motive is for the Mad Prince to be Slain. Zeppelin #X’s Behaviour is to add 15 to the Fortitude of a randomly chosen Beast. Zeppelin #X’s Fortitude is 15. When resolving an Approach against a Zeppelin, non-Ranged Weapons do not have dice rolled for them.”, where “#X” is a hash symbol followed by a random four-digit number not used by any other Zeppelin.

The Mad Prince’s Fortitude is 30.

Dramatic third act crossover twist! From over the mountains and the ocean, a technologically-advanced neighbouring empire begins to send aggressive support drones in our direction…

Approaching Dragon

This seems like a knightly thing to do.

Assault: A Bull, Bullying us out of our Bullion

The Minotaur sent a group of Harpies to raid the treasury and we could do nothing to stop them. Honour demanded that we replace the stolen Gold out of our own pockets, which we duly did, donating 3 Gold each.

Wednesday, June 11, 2014

Approaching the Necromancer

Better get this over with quickly: we’ll be in trouble if he reanimates the Green Knight, who now has a grudge against the six Knights who killed him.

Proposal: Lost in the Labyrinth

Self-killed. -Purplebeard

Adminned at 12 Jun 2014 23:46:47 UTC

In the rule “Approaching Beasts”, replace “If a quorum of Knights have taken Tactics for an active Approach” with:-

If a quorum of Knights have taken Tactics for an active Approach, or if the Approach has been active for more than 48 hours

Five Knights are presently unfurling string and running out of torches in their approach to the Minotaur. Approaches should probably time out and resolve after a couple of days.

Wednesday, June 11, 2014

Proposal: The Other Illegal Proposal

Passes at 7-0 after timing out. -Purplebeard

Adminned at 12 Jun 2014 23:44:13 UTC

Award twenty Gold each to the Knights rainbowkitten408, TheChosenOne, ayesdeeef, and Sfarbs.

Proposal: Gold, gold, gold

Times out and fails at 1-4 with the Baron abstaining. -Purplebeard

Adminned at 12 Jun 2014 23:42:23 UTC

Add a new subrule to the Rule “Beasts” entitled “The Gold Hoarder” containing the following:

The Gold Hoarder’s Motive is to possess more Gold than the total possessed by all Knights. The gold he possesses is tracked in this sentence, and is currently 0.

The Gold Hoarder’s Behavior is to steal DICE10 Gold from the Knight with the most Gold; if the highest amount of Gold possessed by any Knight is possessed by multiple Knights he instead steals DICE10 gold. divided evenly, rounded down, from those Knights.

The Gold Hoarder’s Fortitude is 16.

Reproposing for TheChosenOne, and rewritten to properly create a Rule. Also dropping the restriction on his Fortitude being reduced for simplicity’s sake and the crippling penalty for a failed attack on him.

Assault: the mighty Minotaur once more

(Assaulter DICE3:1 )—dragon

  Comment:
(Assaultee DICE2:1 )—Minotaur again…

  Comment:
(damage DICE6:4 )—now the Mino only has 13 fortitude left. poor Minotaur.
Minotaur swears his revenge.
4*6=24. 613+24=637. Nearing closer and closer to 1000.

Proposal: The Gold Hoarder

Illegal third pending Proposal. -RaichuKFM

Adminned at 10 Jun 2014 17:08:58 UTC

The Gold Hoarder is a greedy beast with the motive to gain more gold than all knights combined. (currently, our gold combined is 422)
His behavior is to steal DICE10 gold from the knight with the most gold. If two knights have the same amount of gold, then DICE5 is stolen from each of them. If three knights, then DICE3. I trust that there won’t be four knights or more with the same amount of gold.
The Gold Hoarder’s fortitude cannot be decreased by the dragon if he does NOT have more than half the gold the dragon has. In other words, if the dragon has 700 gold, and the GH has 300 gold, then his fortitude cannot be decreased by the dragon. However, if he has say, 350 gold, then his fortitude can be decreased.
If an attack against the GH fails, then DICE20 gold is stolen from each knight. If a knight goes below zero, another random knight’s gold is taken. If all gold is taken from each knight, and the GH still has more gold to steal, then he will instead give out half of his gold to each knight evenly and halve his fortitude.
The GH has 16 fortitude.

Proposal: The Gold Hoarder

Self-Killed. -RaichuKFM

Adminned at 11 Jun 2014 09:49:28 UTC

The Gold Hoarder is a greedy beast with the motive to gain more gold than any knight. (currently, our gold combined is 422)
His behavior is to steal DICE10 gold from the knight with the most gold. If two knights have the same amount of gold, then DICE5 is stolen from each of them. If three knights, then DICE3. I trust that there won’t be four knights or more with the same amount of gold.
The Gold Hoarder’s fortitude cannot be decreased by the dragon if he does NOT have more than half the gold the dragon has. In other words, if the dragon has 700 gold, and the GH has 300 gold, then his fortitude cannot be decreased by the dragon. However, if he has say, 350 gold, then his fortitude can be decreased.
If an attack against the GH fails, then DICE20 gold is stolen from each knight. If a knight goes below zero, another random knight’s gold is taken. If all gold is taken from each knight, and the GH still has more gold to steal, then he will instead give out half of his gold to each knight evenly and halve his fortitude.
The GH has 16 fortitude.

Proposal: Spare a lit’l coin?

Illegal third pending Proposal. -RaichuKFM

Adminned at 10 Jun 2014 17:12:29 UTC

TheChosenOne, ayesdeeef, and RainbowKitten each gain twenty gold.

mwahahahahaha - I mean “please?”

Monday, June 09, 2014

Approaching the Green Knight

Why not?

Skirmish Goblins

As can be seen, I rolled DICE6 and got to skirmish goblins, and we are in a new week after skirmishing the spiders, but I only now realized that I need to make a post concerning this. Everyone should go get their three gold!! (This resolved before the proposal concerning the change in gold obtained)

Goblins swarmed the round table and clamored for chicken. Luckily we were well-armed.

Assault: the mighty minotaur

DICE3:1 for assault—dragon is chosen

  Comment:
( DICE6:2 damage) “the Dragon’s Hoard is increased by the result of the die roll multiplied by quorum.”  2*6=12. Dragon now has 613 gold.

  Comment:
( DICE2:1 beast chosen—Minotaur is chosen, and thus only has 17 fortitude left.

Proposal: Poor Little Backwards Newbs

Times out and passes 5-0. -RaichuKFM

Adminned at 11 Jun 2014 09:47:52 UTC

In the Section titled “Currency” replace “and defaulting to 20” with “and defaulting to 40”.

I understand that this may not affect us newbies who just joined, but that’s ok!! It’s a compassionate world.

Proposal: Poor Little Backwards Newbs

Self-killed. Failed by Kevan.

Adminned at 11 Jun 2014 01:41:01 UTC

In the Section titled “Currency” replace “and defaulting to 20” with “and defaulting to 40”.

I understand that this may not affect us newbies who just joined, but that’s ok!! It’s a compassionate world.

Proposal: It Dices, It Slices

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 11 Jun 2014 01:40:24 UTC

In the Appendix section “Numbers and Variables”, after “If a number or other game variable is selected ‘at random’ or ‘randomly’ from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified.”, add:-

This value must be determined by an appropriate DICE roll in the GNDT, unless otherwise specified.

Clarify that when something is chosen “randomly”, it requires a public GNDT dice roll.

Proposal: Revival Tour

Times out 5 votes to 1. Enacted by Kevan.

Adminned at 11 Jun 2014 01:39:07 UTC

Add a new subrule to “Beasts” named “Necromancer”:

The Necromancer’s Motive is for the Dragon to be Undead.

The Necromancer’s Behaviour is to perform the following two actions in order:
1. Select a random Slain Beast that is not Undead (if one exists) and make it Undead by appending “(Undead)” to the name of the Rule corresponding to that Beast.
2. Carry out the Behaviour of each Undead Beast in the order in which they appear in the Ruleset.

The Necromancer’s Fortitude is 25.

Monday, June 09, 2014

Proposal: Update to Gold given

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 11 Jun 2014 01:29:07 UTC

Since new players are joining, I think we should update the skirmish gold given values.
Goblins - any Weapon - 40 Gold
Skeletons - Blunt Weapon - 50 Gold
Harpies - Ranged Weapon - 60 Gold
Orcs - Heavy Weapon - 70 Gold
Giant Spiders - two Weapons - 70 Gold

Your weblog entry must have a title

I wish to be a Knight.

You people are strict.

Approaching Minotaur

I ATTACK the minotaur! I rolled the dice a few extra times. There is DICE6:4 for attacking knights and DICE4:4 for scouting knights. So… do we win or not?

Proposal: ayesdeeef

Still not a proposal. Marked by Rodney.

Adminned at 08 Jun 2014 17:29:46 UTC

Hi guys, I wish to be a knight!
P.S. ayesdeeef is my name, but how do I change it? I feel like I should be Sir Lancelot or something or other that is related to Knights.

They say he’s kind of a weirdo…

Proposal: ayesdeeef

Not a proposal. Marked by Rodney.

Adminned at 08 Jun 2014 17:29:07 UTC

Hi guys, I wish to be a knight!
P.S. ayesdeeef is my name, but how do I change it? I feel like I should be Sir Lancelot or something or other that is related to Knights.

They say he’s kind of a weirdo…

Ahhh! My posts everywhere! Not spam!!

For some weird reason my post got posted like, 10 times….It’s a glitch or something and I didn’t mean to post it 10 different times….I thought the “edit” replaced the original post….sorry guys.
You (the admins) can decide on my fate if you think my heart is not true or I purposefully posted the skeleton-skirmish 10 times in a row….
again, I apologize for this weird occurrence.

Skrimish: Skeletons

This time I used a random generator (In GNDT). Sorry for the extra random rolls, I thought the most recent posts were at the top and did the random generator more than I had to, and realized that my posts were at the bottom. :P
Anyhow, my first roll of the dice says
08/06 23:13 (UTC) - TheChosenOne
  Comment:
( DICE5:2)
Which means I get the skeleton skirmish.
Who wishes to join me?

Approaching Minotaur

I approach the minotaur and ATTACK him!

Proposal: Proposal: Mysterious Evil Sorcerer

Self-killed. Failed by Kevan.

Adminned at 09 Jun 2014 10:48:34 UTC

The Mysterious Evil Sorcerer is a beast. She has a fortitude of 13. Her goal is obtain a unique item called the Phoenix Wand. The Mysterious Evil Sorcerer’s behavior is to reduce a random knight’s gold by 2. The Mysterious Evil Sorcerer also randomly gives out a quiver to a random knight.

Assault: The Ash-Coloured Knight

The Dragon made another attack against the enraged Green Knight this morning, stealing some jade trinket inlaid with 36 coins’ worth of Gold.

Sunday, June 08, 2014

Goin’ to the merchant

There seems to be a merchant somewhere—and I can visit him as my daily action. I wish to visit him and see if 20 gold is enough to buy anything.

Skirmish: Goblins

I wish to go to skirmish goblins “As a Weekly Communal Action”. If nobody joins me moments before this action is due/becomes permanent/is executed, this action is immediately vetoed, having no effect, because I do not wish to lose gold, and the ruleset says “If this number is two or greater, the Knights Win the Skirmish. Otherwise, the Knights Lose the Skirmish.” Meaning I cannot win by going alone. That is the reason why this action will be vetoed and ineffective if nobody joins me moments before it takes effect/is executed, so I won’t lose money! :D
Smart, eh?

Sfarbs Joins the Fray

Hello everybody, I would like to join BlogNomic. Thanks!

Proposal: The mighty wizard of Adanax

Illegal proposal, its writer was not a Knight at the time of submission. The BlogNomic Newbie Guide would be worth a read here. Flagged by Kevan.

Adminned at 08 Jun 2014 00:05:40 UTC

The Mighty Wizard of Adanax. He comes from a mysterious faraway land and lives high up in his castle, and his motive is to become undefeatable. He only has a fortitude of 3, but he has 3 helpers, each with the same fortitude as himself, who will guard him to his death. If he gets killed he will drop ten gold and he will revive and obtain one more helper. With each helper he gets, their fortitude increases by 0.2 and his fortitude by the same amount as well, and the amount of gold he gives will increase by 2.
If at any time, no knight can defeat him, his motive will be fulfilled and he will disappear off the face of the planet, along with his helpers.

A new knight comes to challenge

I wish to become a official player/knight in the game.
May the odds be ever in my favor.

Friday, June 06, 2014

Proposal: DoV Fail

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 08 Jun 2014 11:19:51 UTC

In the rule “Victory and Ascension”, replace “When a DoV is failed, if it has a number of AGAINST Votes that exceed Quorum, the Knight who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.” with:-

When a DoV is failed, the Knight who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.

Cleaning up an item on the laundry list; DoVs can actually be failed when they have a number of AGAINST votes equal to quorum, meaning that in many cases this clause won’t fire.

Proposal: Green Beret

Reached quorum 6 votes to 0 with one unresolved DEF. Enacted by Kevan.

Adminned at 08 Jun 2014 00:30:50 UTC

In the rule “The Green Knight”, replace “The Green Knight’s Behaviour is reduce the Gold of each Knight who is his Enemy by 5.” with:-

The Green Knight’s Behaviour is to reduce the Gold of each Knight who is his Enemy by 5, and reduce the Fortitude of each Beast who is his Enemy by 5. (If this would reduce a Beast’s Fortitude to zero or lower, that Beast is instead Slain, any Unique Items it holds are moved to the Green Knight and ‘Slain by the Green Knight’ is added to that Beast’s Rule.)

Assault: Sir Dragon and the Green Knight

Perhaps mistaking the distant figure for one of the Baron’s own men, the Dragon swooped across the valley to descend on the Green Knight, blackening his armour with a wave of flame, and making off with some emerald trinket or other.

The Green Knight nodded solemnly, and swore revenge.

Thursday, June 05, 2014

Proposal: Coat of Arms

Reaches quorum and passes at 5-0 with 1 DEF vote. -Purplebeard

Adminned at 06 Jun 2014 01:17:16 UTC

To the second paragraph of “Equipment”, add:-

If a Knight has four or more Items in their Inventory, then they may neither Purchase Items nor move any Wielded Item to their Inventory. A Knight may discard an Item from their Inventory at any time.

Assault: Minor Tour

The Dragon came by the Minotaur’s lair and attacked the beast, inflicting minor wounds and making off with a trinket worth 5 Gold.

Thursday, June 05, 2014

Can I join?

Hello! I have just arrived. I would formally like to mark my intention to become a player. Thank you!

Tuesday, June 03, 2014

Proposal: ‘Tis But a Scratch

Times out and passes after reaching quorum at 6-0. -Purplebeard

Adminned at 06 Jun 2014 01:17:54 UTC

Add a new subrule to “Beasts” called “The Green Knight”:-

The Green Knight’s Motive is to have no Enemies. The Green Knight’s Enemies (if any) are listed in this sentence, and are currently: nobody.

The Green Knight’s Behaviour is reduce the Gold of each Knight who is his Enemy by 5.

Immediately after an Approach against the Green Knight has been resolved, all Attacking Knights become Enemies of the Green Knight. If the Dragon reduces the Green Knight’s Fortitude, the Dragon becomes an Enemy of the Green Knight. If the Green Knight would become Slain while having no Enemies, he is instead not Slain.

The Green Knight’s Fortitude is 20.

Proposal: Knights of the Shanzhai

Self-killed, failed by Kevan.

Adminned at 03 Jun 2014 11:34:45 UTC

To the bulleted list in “Merchants”, add a bullet item:-

  • Allow the Merchant to study a Unique item: upon doing so, the Knight must roll 3DICE6, specifying a Unique Item in their own Inventory, and then update the ruleset so that the chosen Item is no longer Unique and instead has a Cost equal to result of the dice roll.

In the rule “Standard (Unique)”, replace “If the Knight who Wields the Standard” with:-

If only one Knight Wields a Standard, and that Knight

Approaching Gryphon

Honour, glory, scourge of the land, etc.

Monday, June 02, 2014

Assault: Dragon Toll

The Dragon raided the Gryphon’s nest, fighting the beast off and taking 20 Gold worth of shiny objects.

Skirmish: Giant Spiders

Confronting the spreading cobwebs in the Baron’s throne room, the Knights uncovered a nest of Giant Spiders. Sir Rodney, Sir Kevan and Sir Excalabur stepped forward to clear the webbing, slicing through with shortswords while using their free second weapons to attack the foul creatures, while the other knights dealt with stragglers as they attempted to flee to the shadows.

The spider eggs fetched 50 Gold on the open market. With the strength of 10 Knights between the group, the dual-wielding Knights received 10 Gold each, while the others received 5.