Wednesday, January 31, 2018

Call for Judgment: post combo cleanup

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 01 Feb 2018 16:07:12 UTC

Enact “back to the basics” if it hasn’t been enacted.

Nullify any actions that happened between 31 Jan 2018 20:48:20 UTC and the enactment of this CfJ which were resultant of a combo or depend upon the results of a combo.

Proposal: back to the basics

Enacted by the “post combo cleanup” CfJ. Enacted by Kevan.

Adminned at 01 Feb 2018 16:07:26 UTC

Repeal “Combos”

this rule has caused more trouble than it’s worth

[Combo] Beep, Boop, I’m an Alertness Terminator

Step 1: Create a Combo Post with a title of “[Combo] Termination Attempt” with the content of:

Set Poke’s Alertness to zero [Poke’s Alertness is 4 -> Poke’s Alertness is 0].

Step 2: The next second, create a Combo Post which has the same content and title as this Combo Post, if it’s still before the 2nd of February 2018.

———————-

What this Combo would do is to make a Combo Post (which would likely fail) to then make a copy of itself to try again the next second.

It’s going to basically try again and again and again over time, until it eventually works (which it will, if Pokes doesn’t take an item from the crate), or it just shuts itself down at the 2nd of Feb.

Now, I could loop this baby and have it constantly try to Alertness-0 everyone - until THE END OF TIME lol, but not going to because it would be a bit messy. So doing it for just this once lol.

Tuesday, January 30, 2018

Proposal: Secret Stash

Self-killed. Failed by Kevan.

Adminned at 02 Feb 2018 08:46:34 UTC

Create a new rule called “Secret Stash” with the following:

Each Resident has an amount of Conspiracies and Gossips, which are integers which are tracked privately by the Government. As a Craction, a Resident can pay 1 Health to gain one Conspiracy or one Gossip, along privately informing the Government of that choice, as they have a trip to the drug-smog laden lower ends of the neighborhood to have a short consult with certain people.

A Resident can pay five Conspiracies to steal one Unattended Supply of their choice from another Resident by making a blog post for this purpose. An Unattended Supply is one which is not in a Resident’s Hands.

A Resident can pay five Gossips to privately request to know all of the Conspiracy and Gossip counts of other Residents from the Government, who shall reply with this information to them in a timely fashion.

A Resident can pay two Conspiracies and two Gossips along a guess of how much Gossip and Conspiracies another Resident has, to the Government in private (and such a Guess cannot involve both 0 Gossip and 0 Conspiracies simultaneously as the guessed amounts). In a timely fashion, the Government shall reply to this guess with if its correct or not. If its correct, that Resident can lower their target Resident’s Alertness and Health by 3 by making a blog post for this purpose.

If the Government votes Against this proposal, it does nothing.

Proposal: Surge Pricing

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 01 Feb 2018 18:22:42 UTC

Add a new Supply to “Supplies”:-

  • Money

Add a new rule, “Victory”:-

When a Crate is discarded, if a single Resident has five slots each containing one Money Supply, then that Resident alone has bought their way out of the city, concealed on a delivery truck, and has achieved victory.

If “Graveyard Slot” passed, replace “has five slots each containing one Money Supply” with “is carrying five Money Supplies” in the rule created above.

Time to float a victory condition?

Proposal: [Core] The Key to Keywords 2

reached quorum 4-0 failed by card

Adminned at 01 Feb 2018 18:04:29 UTC

Undo the effects of “[Core] The Key to Keywords” if it has passed.

Add to the list of words in the Rule “Keywords” an entry for the word “Keyword” itself, as per the following:

Keyword
A word which is given an explicit definition in the ruleset (such as the words listed in the rule “Keywords”), or a word which, via thematic context found in the Ruleset and for the purposes of gameplay, have a different meaning than the one found in conventional English. (For example, “the player casts a Fireball” doesn’t mean that they do so in real life as per the usual English use of the word, but rather, perform a formal action which just has the fantasy aesthetics of that).

Boxed Up

Derrick idles out automatically after a week’s inactivity. Quorum remains 5.

Proposal: Graveyard Slot

Timed out 4 votes to 0. Enacted by Kevan.

Adminned at 01 Feb 2018 13:15:25 UTC

Rename “Body” to “Inventory” and replace its text with:-

Each Resident has an Inventory of Supplies that they are carrying, tracked as a list in the GNDT field “Inventory”. A Resident may carry up to five Supplies in their Inventory.

One Supply in each Resident’s Inventory may be Wielded (recorded with an exclamation mark after the Supply’s name in the Inventory), and any number of Clothing Supplies in a Resident’s Inventory may be Worn (recorded with an asterisk after the Supply’s name in the Inventory); by default, Supplies are neither Wielded nor Worn. A Resident may change which Supplies they are Wielding and/or Wearing, as a Craction.

A Clothing Supply may have a worn body location (listed in brackets after “Clothing” as part of their description); a Resident cannot wear more than one Supply at the same time with the same body location.

A Resident can remove a Supply from their inventory and throw it away. This action removes the Supply from the game.

Replace “A Hard-Hat in a Resident’s Head Slot reduces every instance of Cranial Damage to that Resident by 1.” with:-

Clothing (Hat). If a Resident is wearing a Hard-Hat, every instance of Cranial Damage to them is reduced by 1.

Replace “Structural. Fibreboard in a Resident’s Torso Slot reduces every instance of Bludgeoning Damage to that Resident by 1.” with:-

Structural, Clothing (Body). If a Resident is wearing Fibreboard, every instance of Bludgeoning Damage to them is reduced by 1.

Reword the effect of “Backpack” to:-

If a Resident is carrying any Backpacks, they may carry up to eight Supplies instead of five.

Remove the text “Can be stored in a Belt slot.” from the ruleset. Replace “When in a hand slot the User may” with “The User may”. Replace “removed from the hand slot” with “removed from the User’s inventory”. Replace “If the possessor of the hands slot holding the box also has a lockbox key in a slot they own” with “If the carrier of a Lockbox also carries a Lockbox Key”. Replace “one of their own hand slots” with “their own inventory”.

Replace “A User with a Crowbar in one of their Hand Slots may” with “A User wielding a Crowbar may”. Replace “A Resident with one or more Binoculars in their hand slots” with “A Resident wielding Binoculars”

In “Knocking Out”, replace “slots” with “inventories” throughout.

Replace “The User of a Supply is the resident who owns the slot that the supply occupies.” with:-

The User of a Supply is the resident who is carrying it.

Replace “add a Fibreboard to an empty hands slots of all Residents with the same priority as them.” with:-

add a Fibreboard to the inventory of all Residents with the same priority as them.

Replace “Putting it into either of that Resident’s hand slots.” with:-

Putting it into that Resident’s inventory.

If “building stuff” passed, replace “that isn’t in a slot” with “that isn’t in a Resident’s Inventory”; replace “add it to a slot you own” with “add it to your Inventory”; replace “add a Comfy Chair into one of their slots” with “add a Comfy Chair into their Inventory”; replace “when they have Fabric their hands slot” with “when they are wielding Fabric”; replace “gains 3 Health if this is in the legs slot” with “gains 3 Health if this is in their Inventory”; replace “add a Nailed Board to a slot they own” with “add a Nailed Board to their Inventory”; replace “as long as the User has this item in their hands slot” with “as long as the User is wielding this item”.

Reword the Nailed Board effect (if it exists) to:-

Structural. A User wielding a Nailed Board may take a Craction to deal 3 Damage to a Resident that they have a Violent Stance towards.

If “Planned Obsolescence” passed, replace “it is removed from its slot” with “it is removed from its carrier’s Inventory”.

Populate each Resident’s Inventory with the items that were in their Slots immediately prior to this proposal’s enactment. Then, for each Resident: if they have any Hard-Hats set one of them to Worn; if they have any Fibreboards set one of them to Worn; if they had any items in their Hands immediately prior to this proposal’s enactment, set a random one of those items to be Wielded.

A big simplification of carried items: changing slots into a loose inventory of objects, some of which can still be worn on different parts of the body, and one of which can be wielded in your hands. We seem to be leaning more towards collections of interesting junk than elaborate body armour - we’ve just had a proposal to say that if you want to use a chair it goes in your “legs slot” - and it seems worth genericising carried items to support that.

Supply Crate #6

A cold winter morning, and the lobby takes delivery of a faded and densely packed emergency crate:

Tinned Food • Can Opener • Backpack • Kindling • Backpack • Kindling • Kindling • Water

Cuddlebeam and PineTreeQ are first on the scene again.

Monday, January 29, 2018

Proposal: Planned Obsolescence

self-killed failed by card

Adminned at 31 Jan 2018 23:38:00 UTC

In “Supplies”, replace “Supplies are defined as the items on the following list, each having a name and optionally an effect:” with:

Supplies are defined as the items on the following list, each having a name, a default Quality Level in parentheses (if applicable) and optionally an effect:

Replace “Hard-Hat:” with:

Hard-Hat (10):

Replace “Crowbar:” with:

Crowbar (10):

Replace “Fibreboard: with:

Fibreboard (10):

Add a “Quality Level’ sub rule before the “Crates” sub rule containing:

Certain items have a Quality Level, or QL, noted in parenthesis after the item’s name. A Quality Level is an integer ranging from 0 to 10. When an item has a QL, that item’s QL is reduced by 1 each time the item’s effect is applied. If an item’s QL falls to 0, it is removed from its slot and ceases to exist.

Proposal: [Core] The Key to Keywords

self-killed failed by card

Adminned at 31 Jan 2018 23:37:26 UTC

Amend “A keyword defined by a rule supersedes the normal English usage of the word.” to:

A keyword defined by a rule supersedes the normal English usage of the word, and the list below of words are definitions of keywords.

Proposal: building stuff

reached 48 hours 4-0 with Emperor’s DEF enacted by card

Adminned at 31 Jan 2018 23:36:21 UTC

Add to Supplies

Blueprints: Consumable. Randomly choose a Supply that isn’t in a slot already with the text Blueprints in its name and add it to a slot you own. If no such Supply exists, the User burns the blank blueprint paper and does the same effect as Kindling.

Comfy Chair Blueprints: Structural. If the User has a Sewing Kit, Toolbox, Wood and Fabric they may as a craction destroy 1 Wood and 1 Fabric that they have, along with these Blueprints, to add a Comfy Chair into one of their slots.

Fabric: Other Residents are considered to have a Violent stance towards the User when they have Fabric their hands slot as the red cape the User holds enrages them.

Comfy Chair: Structural. When the Government makes a Crate post the User gains 3 Health if this is in the legs slot.

Wood: If the User took a Kindling they may, as a craction destroy their Wood and pick 2 other Residents which are different. The chosen Residents gain 1 Alertness while the User gain 3.

Nails:

Toolbox: When the User takes Wood or Nails from a crate and they already have Nails or Wood (and vice versa), the User may destroy the Nails and Wood to add a Nailed Board to a slot they own.

Nailed Board: Structural. The User may, as a Craction, choose a Resident they have a violent stance towards. Then they choose a slot and hit them with the board, dealing 3 damage to that slot.

Sewing Kit:

Rope: As a craction the User may choose a Resident who is Violent towards them and bind their hands. The bound Resident may not take actions that will lower the User’s Health as long as the User has this item in their hands slot. Only 1 Resident can be bound per Rope.

Change “item from the current pool of possible Supplies” to

item from the Supplies that can appear in a Crate

It’s not really complete but not every proposal is

Proposal: Doctor Prepper

Self-killed. Failed by Kevan.

Adminned at 30 Jan 2018 12:58:07 UTC

Replace “When an item listed as Consumable would be put into a hand slot, it is instead not put into that slot, and the Resident whose slot it is may apply its effect at that time (with themselves as its User).” with:-

As a Craction, a Resident may remove a Consumable item from one of their own hand slots to apply that item’s effect (with themselves as its User). Such a Craction is known as a Consumption Craction.

In “Crates”, replace the “Choose whether or not to take one Craction that they are able to take.” bullet point with:-

  • Optionally taking a Consumption Craction of the item taken during this atomic action, if that item is Consumable.
  • Taking any Craction that the player taking this atomic action is able to take.

Remove “A Craction is an action that is taken as the last step of taking an item from a Crate.” from the ruleset.

Reproposing Samzeman’s stockpiling mechanic, minus the loophole of destroying other people’s items. Also letting residents use Consumables straight away without the need to spend a Craction, to keep some of the current gameplay without having to allow extra Cractions or block regular ones.

Proposal: Spent the Day in Bed

reached quorum 5-1 with 2 def votes enacted by card

Adminned at 30 Jan 2018 02:55:27 UTC

In “Crates”, replace “has been able to take an item from a particular Crate for the past 36 hours” with:-

has been able to take an item from a particular Crate for the past 24 hours

Wondering if the timeout is worth lowering - I don’t think we’ve seen anyone take between 24 and 36 hours to choose an item.

Sunday, January 28, 2018

Supply Crate #5

Torchlight flashes across the grimy lobby doors one evening, and a new crate is delivered:

Fuelcan • Kindling • Backpack • Lockbox • Lockbox Key • Food • Can Opener • Airhorn

Cuddlebeam spies the lights of the truck long ahead of everyone else, but an overcaffeinated PineTreeQ races down the stairs to arrive in the lobby at the same instant.

Saturday, January 27, 2018

Proposal: Hoarders and Fibreboarders

48 hours old and can’t be enacted, failed by card

Adminned at 30 Jan 2018 02:53:58 UTC

Change “When an item listed as Consumable would be put into a hand slot, it is instead not put into that slot, and the Resident whose slot it is may apply its effect at that time (with themselves as its User).” to

An item listed as Consumable may be consumed (If possible) as a Craction, destroying the item and enacting the effect.

Change the description and name of Tinned Food to:

Canned Food: If the user has a Can Opener, they may replace this item with Food, discarding the Canned Food.

Change “Choose whether or not to take one Craction that they are able to take.” to:

Choose whether or not to take from 0 up to 3 cractions that they are able to take.

Change, in the description of Lockbox, “Between 1 and 6” to:

Any number below 7 and above 0

Change “As a Craction which can only be taken in the same atomic action as removing the last item from a Crate, a Resident may add a Fibreboard item to their hands slot.” to

As a Craction which can only be taken in the same atomic action as discarding a Crate, a Resident may add a Fibreboard item to their hands slot.

Clearing up wording and trying to keep it turn based with the possibility of keeping tinned food (and other consumables) like it keeps in real life, and improve possibilities for cractions. More or less cractions may be necessary, I just pulled 3 out of my butt. Also I like fibreboard and I want a million of it.

Proposal: Mafia - but we’re all the killers

self-killed failed by card

Adminned at 29 Jan 2018 19:10:28 UTC

If the Government votes AGAINST this proposal, it does nothing. (This is a proposal which requires them to do a certain job)

Create a new rule called “Survivor Court” with:

Upon the death of a Resident, the Government shall and can make a “Survivor Court” Blogpost for them. Residents may vote for a certain Resident in this Blogpost by making a comment in the format of “[X]”, where X is the name of the Resident they are voting for. Votes cannot be changed.

Once Quorum amount of votes for a person has been reached within 48 hours at a certain Survivor Court post, that person is Tortured. If the Tortured person was the one to kill (inflict the action which caused their Health to go from a non-zero value, to zero; AKA “the killing blow”) the Resident that the Survivor Court was called for, the Tortured person’s Health is set to zero as they commit suicide. However, if the Tortured person was NOT the person to kill the Resident in question - nothing happens to the Tortured person as they manage to keep sane by gripping onto their honor. However, when that happens, true murderer then undergoes a twisted killer’s ecstasy because they got away, and gain 5 Alertness and 5 Health.

After immediately after 48 hours have passed, the Survivor Court Blogpost ceases to be in play.

Create a new item as per the following:

- Poison: As a Craction, you can privately communicate to the Government that you Poison a Resident. When the Government spawns the next Crate, the Poisoned Resident’s HP will be lowered by 3, and will ceased to be Poisoned. The Poison status of a Resident is secretly tracked by the Government. Residents can only be Poisoned or not Poisoned - further Poisoning attempts on an already-Poisoned target does nothing.

Secret information play to add some spice to the combat part of the dynasty instead of mindless crowbar whacking.

Also, if you’re holding Poison, it’s pretty obvious that you’re the killer. It’s intentional. I imagine that setting up a murder would require planning and strategy (for example, passing around the Poison so that they don’t know who is the poisoner)

Proposal: Touchups

timed out 4-0 enacted by card

Adminned at 29 Jan 2018 19:09:00 UTC

Change “As a Craction which can only be taken in the same atomic action as removing the last item from a Crate, a Resident may add a Fibreboard item to their hands slot.” to

The Resident which causes the Crate to be empty or eligible to be discarded can do the following as a Craction: discard the crate and then add a Fibreboard to an empty hands slots of all Residents with the same priority as them.

If “A Resident’s Priority is a non-integer number equal to” exists in the ruleset change it to

A Resident’s Priority is a rational number equal to

Make a new rule “Self-Failed” with the text

For the purposes of rule 1.5, but not its subrules, a self-killed proposal is not pending; however Residents are still limited to making 3 proposals a day.

If “Norwegian Blue” has passed
Change “If a Crate contains a number of Supplies equal to or less than the number of Sleeping Residents who have not yet taken an item from it, then any Resident may post a comment to the Crate post announcing that the Crate is being discarded: upon doing so, any Supplies still inside the Crate cease to exist.” to

If there exists a non-Empty Crate and every non-Sleeping non-Knocked Out Resident has taken an item from that Crate, then any Resident may post a comment to the Crate post announcing that the Crate is being discarded: upon doing so, any Supplies still inside the Crate cease to exist.

Otherwise
Change “If a Crate contains a number of Supplies equal to or less than the number of Sleeping Residents who have not yet taken an item from it, then any Resident may post a comment to the Crate post announcing that the Crate is being discarded: upon doing so, any Supplies still inside the Crate cease to exist.” to

If there exists a non-Empty Crate and every non-Sleeping Out Resident has taken an item from that Crate, then any Resident may post a comment to the Crate post announcing that the Crate is being discarded: upon doing so, any Supplies still inside the Crate cease to exist.

Saturday, January 27, 2018

Proposal: User Level Access

Self-killed. Failed by Kevan.

Adminned at 28 Jan 2018 22:49:48 UTC

create a new rule named “Permissions” with the text

Rules that describe actions do not allow a Resident to modify the gamestate of another Resident, unless that rule specifically mentions other Residents by using the text “another Resident”, ” other Residents” or ” all Residents”.

Change “Pick any pair of Residents who have the same Priority” to

Out of all Residents, pick two who have the same Priority

Change “If a Recipient has been” to

If another Resident has been

Change “The Resident you are Trusting towards” to

The other Residents you are Trusting towards

If it exists in the ruleset change “A User with a Crowbar in one of their Hand Slots may take a Craction to deal 2 Cranial Damage to a Resident that they have a Violent Stance towards.” to

A User with a Crowbar in one of their Hand Slots may take a Craction to deal 2 Cranial Damage to another Resident that they have a Violent Stance towards.

Proposal: Norwegian Blue

Timed out 4-0. Enacted by Kevan.

Adminned at 28 Jan 2018 22:49:12 UTC

Reword “Death” to:-

A Resident with a Health (before or after Bonuses) of zero is Knocked Out. A Knocked Out Resident may not take dynastic actions.

If a Resident is Knocked Out when the Government makes a Crate Post, then the post’s Crate may - instead of the contents it would usually be generated with - contain all items from all the slots of all Residents who are Knocked Out at the time of the Crate’s creation (those items being removed from the slots they are in). Such an alternate post is known as a Drop Post, and the Residents who were Knocked Out at the time of its creation are its Droppers.

Rename the rule to “Knocking Out”.

In “Stats”, replace “A Resident with an Alertness of zero (before or after applying Bonuses) is Sleeping. If no non-Empty Crate exists, a Resident who is Sleeping may increase their Alertness by 1.” with:-

A Resident with an Alertness or Health of zero (before or after applying Bonuses) is Sleeping. If no non-Empty Crate exists, a Resident who is Sleeping but not Knocked Out may Wake Up by setting their Alertness to 1.

In “Crates”, replace “The Government may, and should, also then halve the Hangover of all Residents, rounding toward zero.”:-

The Government may, and should, also then halve the Hangover of all Residents, rounding toward zero, and then (if the post just made was not a Drop Post) increase the Health of every Knocked Out Resident who was a Dropper of the most recent Drop Post by 6, increase their Hangover by 10 and set their Alertness to 1.

In “Social”, replace “The Resident you are Trusting towards may use a Craction to transfer Supplies from you to themselves.” with:-

If you are not Knocked Out, then the Resident you are Trusting towards may use a Craction to transfer Supplies from you to themselves.

Sanding down some rough edges on the Death rule by making it more explicitly a type of Crate, and toning down the impressively understated action of “declaring themselves alive” by making this about unconscious people dropping their stuff. We should also say that these zero-Health types count as “Sleeping” so that a 9-Alertness-Zero-Health Resident doesn’t hold up the crate queue, and it’d make sense to limit their actions generally instead of trying to list things they can’t do.

Also changing the rising bonus from “default stats” to 6 Health, 1 Alertness and +10 Hangover, to make unconsciousness more of a threat. (In the current ruleset, there is no downside for Residents who aren’t carrying anything - such a player at 7 Health should jump at the chance to be killed and instantly respawn with 8.)

Proposal: Sitting Duck

Illegal third proposal, Cuddlebeam already has two proposals pending. Flagged by Kevan.

Adminned at 26 Jan 2018 17:27:35 UTC

Add to “Stats” the following:

A Resident who would be inflicted damage (after considering damage reductions) by another who has less Hangover than them is dealt that amount of damage +1 instead (and would it be applied, this bonus only applies once for each attack).

Proposal: Weekend Drinking

Self-killed. Failed by Kevan.

Adminned at 28 Jan 2018 22:45:56 UTC

Add to “Social”:

Each Saturday and Sunday of a week is the Weekend. Once per Weekend, a Resident can change one of their Stances to someone to “Neutral”, by making a blog post for this purpose and gaining 10 Hangover.

And amend, if it exists,  “A Resident’s Priority is a non-integer number equal to their Alertness plus one hundredth of their Health.” to:

A Resident’s Priority is a rational number equal to their Alertness plus one hundredth of their Health, at the moment that the latest Crate was spawned.

And amend, if it exists, “Each Resident has a Priority, which is a rational number that can be 0 or larger, tracked in the GNDT equal to their Alertness minus their Hangover plus one hundredth of their Health.” to:

Each Resident has a Priority, which is a rational number that can be 0 or larger, tracked in the GNDT equal to their Alertness minus their Hangover plus one hundredth of their Health, at the moment that the latest Crate was spawned.

Making Residents be able to change Stance and making it so that Priority is “locked in” at the moment that a Crate appears so that we can more easily play and design other mechanics without tripping on that.

Proposal: Damage Control

Timed out / quorumed 6 votes to 0. Enacted by Kevan.

Adminned at 28 Jan 2018 22:45:10 UTC

To “Stats”, add:-

When a Resident is dealt Damage, their Health is decreased by that amount.

Reword the Crowbar effect to:-

A User with a Crowbar in one of their Hand Slots may take a Craction to deal 2 Cranial Damage to a Resident that they have a Violent Stance towards.

Reword the Hard-Hat effect to:-

A Hard-Hat in a Resident’s Head Slot reduces every instance of Cranial Damage to that Resident by 1.

Reword the Fibreboard effect to:-

Structural. Fibreboard in a Resident’s Torso Slot reduces every instance of Bludgeoning Damage to that Resident by 1.

Change “Stance with” to “Stance towards” throughout the ruleset.

Just some cleanup - unifying and clarifying the existing rules for “damage”/“trauma”/“injury”, and using “stance towards” throughout.

Thursday, January 25, 2018

Proposal: Praise RNGesus

Self-killed. Failed by Kevan.

Adminned at 27 Jan 2018 20:05:05 UTC

Add to the ruleset a rule called “Religion” with the following:

A Resident may, instead of rolling a DICEX in the GNDT (where X is some integer), use a value of their choice among the possible rollable values of that DICEX to count as the rolled value, if they pay 3 Health to do so, as they perform an eldritch ritual. This payment is a “Ritual Payment”.

Proposal: More RNG

Timed out 3 votes to 1. Enacted by Kevan.

Adminned at 27 Jan 2018 20:04:38 UTC

Add the following to Supplies:

Lockbox: If the possessor of the hands slot holding the box also has a lockbox key in a slot they own, and they choose to open the lockbox as a craction, roll a DICE9 in GNDT and enact the corresponding option to that number:
Between 1 and 6. The lockbox contains a randomly chosen (by dice roll in GNDT) item from the current pool of possible Supplies (The lockbox is destroyed).
7. The lockbox is empty, causing it to be destroyed without consequences.
8. The lockbox is trapped with explosives and the resident who opened the lockbox loses 3 health (this damage being directed at the torso). The lockbox is destroyed along with the lockbox key.
9. The lockbox is trapped with gas and the resident who opened the lockbox loses 2 alertness and gains 20 hangover. The lockbox is destroyed.

Lockbox Key: Used to open a Lockbox.

Hopefully setting a precedent for more lockbox options. Perhaps some actually good ones would be nice, but I couldn’t think of a way to fit it in properly in world ;)

Proposal: 2.0 version New And Improved!

self-killed failed by card

Adminned at 27 Jan 2018 05:51:10 UTC

Remove “A Resident’s Priority is a non-integer number equal to their Alertness plus one hundredth of their Health.”

Add the following to Stats

Each Resident has a Priority, which is a rational number that can be 0 or larger, tracked in the GNDT equal to their Alertness minus their Hangover plus one hundredth of their Health.

For each instance of “X Hangover” in the ruleset where X is an integer, halve that number.

Change “Each Resident has a Hangover Level (or “Hangover”), which is an integer that can be negative, tracked in the GNDT in the Alertness column after the alertness stat separated with a minus symbol, and defaulting to 0.”

Change “As a Craction which can only be taken in the same atomic action as removing the last item from a Crate, a Resident may add a Fibreboard item to their hands slot.” to

The Resident which causes the Crate to be eligible to be discarded can do the following as a Craction: discard the crate and then add a Fibreboard to an empty hands slots of each Resident with the same priority as them.

If “Don’t Swallow The Cap” has not passed do the following:
Change “If a stat in this rule (ignoring Bonuses) would be increased above ten, it instead becomes ten.” to

If a stat in this rule (ignoring Bonuses and besides Priority) would be increased above ten, it instead becomes ten.

Proposal: You’re Godzilla

Self-killed. Failed by Kevan.

Adminned at 26 Jan 2018 10:37:19 UTC

There are monsters lurking in this city, dangerous ones - which attack when there few enough pesky humans around to try to stop them.

Once per dynasty and as a Craction, and if there are no Monsters, you can Go Into Hiding by making a blogpost for this purpose, which contains a choice of two Monster Powers, listed below.

- Acid Spitter: Once per Stomp, Choose a Quorum amount of Residents. They gain 20 Hangover each.
- Swordfingers: Once per Stomp, Choose a Quorum amount of Residents. They lose 2 Health each due to head trauma.
- Bulky: Your Stamina starts at 6, instead of 4.
- Woundlicker: Once per Stomp, gain 1 Stamina.

Once that blogpost is made, its Monster, along its two chosen Monster Powers, comes into play.

A Monster is controlled by the Resident who made the blogpost to create it, and that Resident cannot perform any Dynastic actions other than those described in this rule, until the Monster in question is removed from play.

Monsters start with 4 Stamina. Monsters and their personal variables are tracked on the Residents wikipage.

A Monster may Stomp once every 36 hours by paying 1 Stamina and making a blog post for this purpose. Upon doing so, all Residents except the one in hiding (the one controlling it) lose 1 Health.

A Resident with a Weapon (one that can “hit another resident”, like a Crowbar) can make a Monster lose 1 Stamina, once every Stomp by making a comment at that Stomp’s post.

If a Monster has been in play for more than 7 days, any Resident can set its Stamina to 0.

When a Monster’s Stamina reaches 0, they are removed from play.

Add the above as a new rule with the name “Monsters”

BOSSMODE

Also, super bare bones combat system, just to get this started.

Supply Crate #4

A fresh crate is shoved into the lobby, some of its contents looking a little dented:-

Water • Hard-Hat • Tinned Food • Energy Drink • Can Opener • Pills • Energy Drink • Tinned Food

Cuddlebeam spotted the delivery truck long before anyone else, and was already waiting at the lobby desk.

Proposal: Dude, Where’s My Crate?

Self-killed. Failed by Kevan.

Adminned at 26 Jan 2018 10:33:58 UTC

Change “A Resident’s Priority is a non-integer number equal to their Alertness plus one hundredth of their Health.” to

A Resident’s Priority is a real number that can be 0 or larger, equal to their Alertness minus one tenth of their Hangover plus one hundredth of their Health.

Remove “Fibreboard: Structural. When worn in the torso a resident has a damage reduction of 1 to any torso related injury.”

Append to Supplies

The following list of Supplies are not included in the random selection when the Government rolls for the contents of a crate.
Fibreboard: Structural. When worn in the torso a resident has a damage reduction of 1 to any torso related injury.

Change “As a Craction which can only be taken in the same atomic action as removing the last item from a Crate, a Resident may add a Fibreboard item to their hands slot.” to

As a Craction, the last non-sleeping Resident for a given crate with the lowest priority may discard the crate and then adds a Fibreboard to one empty hands slots to each Resident with the same priority as them.

Turn any Fibreboards that were randomly included in a crate into Hard-Hats.

Proposal: Don’t Swallow The Cap

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 26 Jan 2018 10:33:32 UTC

In “Stats”, replace “If a stat in this rule (ignoring Bonuses) would be increased above ten” with:-

If a Resident’s Alertness or Health would be increased above ten (ignoring Bonuses)

In Supplies, replace “If the User has a Can Opener, they gain 1 Health and lose 1 Alertness.” with:-

If the User has a Can Opener, they gain 1 Health, lose 1 Alertness and lose 8 Hangover.

Pills currently add 40 Hangover, but Hangover is (like all stats) capped at ten. This removes that limit.

Also, bringing canned food in line with uncanned for reducing Hangovers.

Proposal: Airhorn Conditioning

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 25 Jan 2018 22:43:02 UTC

Add an item to the Supplies rule:-

  • Airhorn: Consumable. Pick any pair of Residents who have the same Priority and who both have a Health of 2 or more: select one of them and reduce their Health by 1. (If they have different Hangover values, you must select the one with the higher Hangover.) You may then repeat this action up to 10 times.

A mechanism for shaking the Residents into an orderly queue.

Thursday, January 25, 2018

Proposal: Corruption-ment

Fewer than a quorum not voting against. Failed 1-5 by Kevan.

Adminned at 25 Jan 2018 22:42:13 UTC

Add a new rule called “Favors” with the text:

Each resident has a number called “Bribes” which defaults to zero as is tracked in the GDNT. Any item can be destroyed to gain the owner one Bribes.


A Favor is a game object from that following list, which has an owner, effect, and level.

If a resident owns a Favor, it is listed in their section of the Residents wiki page, along with its level. The effect of that Favor will apply to that Resident for as long as they have it.

Favors start out as belonging to no-one, with a level of 1. Any player can steal a favor by paying X bribes, where X is a number greater that the level of that Favor. X becomes the new level of that Favor.

Favors:

•First in line: The Owner’s Priority is +inf.
•Anti-Desecration: If the Owner becomes Dead, all their supplies are destroyed before the “Corpse” Page is posted.
•Hold My Supplies: The government has an inventory which is stored at the top of the Residents wiki page. If it has less than 3 supplies in it, the Owner may add one of their items to it. At any time they may move any of those supplies in to their hands slots and optionally perform a crataction.
•Double Dip: The Owner may take two Supplies instead of one from the crate when it is your turn.
•Wingman: The Owner may choose one other resident they are romantic with. That resident becomes romanic to The Owner, and cannot change that status, until the owner of this Favor changes.

Proposal: Backpack Access Lack

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 25 Jan 2018 09:24:16 UTC

Change the following under “Supplies”

Backpack: When not in a torso slot the User may not interact with the Backpack slots.

to

Backpack: When in a hands slot the User may interact with the Backpack slots.

Often, you take a backpack off to get things out of it. I personally can’t get anything out of a backpack while it’s on my back. Unless it’s a fanny pack / marsupial pouch.

This turns it into more of a deep storage item instead of three extra hands.

Proposal: Playing With The Box

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 25 Jan 2018 09:12:35 UTC

If the proposal “One man’s trash is another man’s turtle shell” failed, this proposal has no further effect.

Remove “If a resident is the last to take an item from the crate, they may also obtain the empty crate itself, as a supply in any slot, as a Craction. This can happen once per crate.” from the ruleset.

Replace the “Empty Crate” supply in the ruleset and gamestate with:-

Fibreboard: Structural. When worn in the torso a resident has a damage reduction of 1 to any torso related injury.

Add a paragraph to “Supplies”:-

As a Craction which can only be taken in the same atomic action as removing the last item from a Crate, a Resident may add a Fibreboard item to their hands slot.

Replace “randomly-chosen items from the Supplies list” with “randomly-chosen non-Structural items from the Supplies list”.

Change the first two bullet points of the “Crates” rule back to:-

  • The item is in that Crate.
  • The Recipient has not already taken an item from that Crate.

Simplifying the rules for the Empty Crate, avoiding the namespace crash with Crates which are Empty and the chance of Empty Crates being rolled as Crate contents, and removing the overpowered bonus it would give to high-Alertness characters.

Supply Crate #3

The lobby doors crash open as a fresh crate is delivered:-

The Bird • Energy Drink • Binoculars • Kindling • Tinned Food • Kindling • Backpack • Energy Drink

Axemabaro and Cuddlebeam are first down the stairs.

Proposal: Smuggled

Self-killed. Failed by Kevan.

Adminned at 25 Jan 2018 08:58:10 UTC

Add a sub rule called “Smuggled Items” to the rule Supplies, with the following text:

Bribes is a number, tracked at the top of the “Residents” wiki page.

When the Government makes a Crate post, they also must roll a DICEX, where X is Bribes+1. The Create post lists this number of smuggled items, which are randomly chosen from the following list of supplies.

A Resident (the “Recipient”) may take a Smuggled item from a Crate by posting a comment to its post announcing their choice, but only if:-

•The item is in that Crate.
•The Recipient has not already taken a Smuggled item from that Crate.

Taking a smuggled item from a crate is done in the same way as taking a normal item.

The Smuggled items are:

•Cigarets: Consumuable. Th

Proposal: Laissez-Faire

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 25 Jan 2018 08:56:55 UTC

To “The Government”, add:-

If the Government has a Vote of DEFERENTIAL on a proposal, that Vote is instead considered to be valid and either FOR (if more Residents have voted FOR the proposal than have voted AGAINST it) or AGAINST (in all other cases).

So that I can abstain on the purer gameplay proposals (eg. Unique Items) without slowing the queue down.

Wednesday, January 24, 2018

Proposal: What did I loot last night?

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 25 Jan 2018 08:51:45 UTC

Add as a paragraph to “Stats”:

Each Resident has a Hangover Level (or “Hangover”), which is an integer that can be negative, tracked in the GNDT as “Hangover”, and defaulting to 0.

Replace

Food: Consumable. The User gains 1 Health and loses 1 Alertness.
Water: Consumable. If the User has a Health below 3, they gain 1 Health.
Energy Drink: Consumable. The User gains 1 Alertness.

with

Food: Consumable. The User gains 1 Health, loses 1 Alertness, and loses 8 Hangover.
Water: Consumable. If the User has a Health below 3, they gain 1 Health. The User loses 4 Hangover.
Energy Drink: Consumable. The User gains 1 Alertness and gains 10 Hangover.

Replace

“Pills: Consumable. The User gains 2 Alertness but loses 1 Health.” with “Pills: Consumable. The User gains 3 Alertness, loses 1 Health, and gains 40 Hangover.”

At the end of the last sentence of the first paragraph of Crates (“The post lists a number of randomly-chosen items from the Supplies list which are inside the Crate; that number is equal to the number of Residents at the time of posting.”), add:

The Government may, and should, also then halve the Hangover of all Residents, rounding toward zero.

Adding a gradual later downside to more alertness now. I want to eventually propose Hangover subtracting from Alertness (say, Priority = A - H/10 ?), to add some churn to the order.

Proposal: One man’s trash is another man’s turtle shell

reached quorum 6-1 enacted by card

Adminned at 25 Jan 2018 01:58:38 UTC

Add the following as a Craction in the “Crates” section:

If a resident is the last to take an item from the crate, they may also obtain the empty crate itself, as a supply in any slot, as a Craction. This can happen once per crate.

Add the following as a Supply:

Empty Crate: When worn in the torso a resident has a damage reduction of 1 to any torso related injury. The resident also has a damage reduction of 1 against all attacks from an attacker with a lower alertness value.

Modify the first two bullet points under “Crates” to the following:

A Resident (the “Recipient”) may take an item from a Crate by posting a comment to its post announcing their choice, but only if:-

The item is in that Crate, or in the event that there are no items in the crate an Empty Crate is obtainable only once per crate for the last person to take an item from the crate.
The Recipient has not already taken an item from that Crate and the item being received is not the Empty Crate.

 

This could help out underdogs / spice things up a little? I’m not sure if this should have been a damage reduction or a health bonus, or maybe a new defense stat is in order, but I compromised on a conditional damage reduction. I hope these crates are big enough to fit people in. I’m considering alertness as speed, as in, having time to curl up inside your crate before the attacker can grab it. That alertness superiority thing may be best suited to a more general combat rule.

Proposal: backup plan

reached quorum 5-0 with 1 def enacted by card

Adminned at 25 Jan 2018 01:55:29 UTC

If “This hand is my hand” has passed change “The destination slot does not belong to a Resident who is Suspicious towards them.” to

The destination slot belongs to them.

If “This hand is my hand” has not passed do the following things:
change “A Resident can move a Supply into any slot it can be in from an existing slot.” to

A Resident can move a Supply into any slot it can be in from an existing slot, provided both slots belong to the Resident which is moving the Supply.

Undo any changes that involved Residents moving Supplies to slots which don’t belong to them.

I’m pretty sure the scope rule would still allow the Trusting clause to transfer supplies. I don’t think you need to redefine ownership since Body states “has the following slots”.

New Player

Hiya! I’m samzeman (sam’s fine but samzeman is more precise, I have no preference), and I’d like to join the game

Proposal: This hand is my hand

reached quorum 6-0 enacted by card

Adminned at 25 Jan 2018 01:52:57 UTC

In the Supplies rule, after the list of supplies, add the text:

The User of a Supply is the resident who owns the slot that the supply occupies.

Replace “A Resident can move a Supply into any slot it can be in from an existing slot. If a slot already has a Supply when a new one is moved into it, the former Supply falls on the floor and no longer occupies any slot.” with:

A Supply may only be placed in an empty slot.

At any time a Resident can move a Supply into any slot it can be in from another slot, provided the following conditions are met:
- The source slot belongs to the them.
- The destination slot does not belong to a Resident who is Suspicious towards them.

A Resident can remove a Supply from any of their slots and throw it away. This action removes the Supply from the game.

Undo the effects of any actions that were taken before the enactment of this proposal that involves taking Supplies from another Resident who is not trusting you or using a supply that is in another Resident’s slot.

Securing slot mechanics. The current rules allow taking items from others (and also giving items but I kept that). Also the ruleset doesn’t explicitly state that the User of a supply is the resident who has it in one of their slots. The crowbar, for example, could be used by anyone provided someone has it in their hands.

Proposal: Character Development

Self-killed. Failed by Kevan.

Adminned at 24 Jan 2018 18:55:52 UTC

Add to the ruleset the following rule called “Character Development”:

Once ever and by making a post for this purpose, Residents can gain a “Character Development” of their choice - one of the effects listed below. A Resident has by default no Character Development and each Resident’s Character Development is tracked in a GNDT column called “Char. Devel.”.

-Thinking outside the Box: You have ascended above the crates and worldly possessions. Triple your Health and Alertness. You lose all of your items, and any items you gain are removed from play.
-Worth a Billion Box: Gain three non-Unique Supplies of your choice.
-Professional Boxer: Instead of taking a Supply from a Crate, you can slam someone with the box itself, making them lose 2 Alertness.
-Boxed In: Declare a Favorite Item in the Character Development post which would make you gain this. You always, instead of taking a Supply from a Crate, gain another instance of your Favorite Item, if it is possible to do so.
-Jack-in-the…: You’ve got tricks to always be nimble and quick. Instead of taking an item from a Crate, you can set your Alertness to be half the amount (rounding down) of Alertness that another Resident has.

Permanent choices for special Crate powers to shake things up and have more routes for Crate play (Seems to just be a single choice right now of choosing where on the Alertness gradient you want to be, and just hoarding with the remainder)

Proposal: votes

Self-killed. Failed by Kevan.

Adminned at 24 Jan 2018 18:34:17 UTC

Make a new rule “Ticks” with the text

Interpret any comment on a proposal containing the text “tick”, “cross” or “tic” and “green” as a for in addition to its other meanings.
Interpret any comment on a proposal containing the text “tick”, “cross” or “tic” and “red” as an against in addition to its other meanings.

Proposal: Unique Items

Self-killed. Failed by Kevan.

Adminned at 24 Jan 2018 18:22:35 UTC

Add to the list of Supplies the following:

- Keys to the K-Van:  Unique. While you have this item, you can transfer one of your items to any other Resident.
- The Mabaro Axe:  Unique. If this is in a hand slot the User may take a Craction to hit another Resident on the head for 1 damage.
- Pine Tree of Q: Unique. This special Pine Tree provides you with a portable hiding spot. Those with less Alertness than you cannot attempt to attack you (for example, using a Crowbar or the sort against you).
- Credit Card:  Unique. Consumable. This item becomes a non-Unique Supply of your choice upon use. 
- Poke:  Unique. Consumable. Delicious Hawaiian salad. Gain 5 Health upon use.
- Keys to the derrick: Unique. ASAP after taking a Supply from a Crate, you can remove that Crate post from play entirely by making a comment at that Crate for this purpose. Can only be used twice.
- Becko™ Dye: Unique. Consumable. This amazing hair dye will allow you to look just like your favorite celebrity - or anyone else! Upon use, set everyone’s Stance towards you to be the same as they have to a Resident of your choice.
- CuddleBean™: Unique. Consumable. Oxytocin drug for palliating autism. Gain 5 Alertness upon use.

Add to the “Supplies” rule:

Only one instance of a Unique item can exist in play at any given time. If a Unique item would be spawned into a Crate while an instance of that Unique item already exists, it is re-rolled to be something else.

Proposal: Love Craction

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 24 Jan 2018 18:22:08 UTC

In “Social”, replace “The Resident you are Trusting towards may transfer Supplies from you to themselves.” with:-

The Resident you are Trusting towards may use a Craction to transfer Supplies from you to themselves.

Replace “The Resident you are Romantic towards may use your Alertness value instead of their own, for the purpose of other mechanics which require a certain Alertness value.” with:-

The Resident you are Romantic towards may, as a Craction, set their Alertness value to be equal your own (ignoring Bonuses).

Making these actions into Cractions, to avoid - as was attempted with Supply Crate #2 - big advantages for the players who spot the blog update first. Also changing the Romantic Stance to something tracked and permanent (we can’t determine a playing order if some game variables “may” be using other values, in the heads of players).

Proposal: Fire Break

reached quorum 6-0

Adminned at 24 Jan 2018 00:35:25 UTC

In “Crates”, replace “who has a higher Alertness” with “who has a higher Priority”.

Rename the “Money” item to “Kindling” throughout the ruleset and gamestate, and remove the text “with the useless paper” from the ruleset.

Rename the “Briefcase” item to “Fuelcan” throughout the ruleset and gamestate.

Oh Mister Tiebreaker failed to enact fully as one of the sentences it was changing no longer existed at the time of enactment, so this is a reproposal of its second clause.

While I’m here, let’s have a more dramatic and coherent theme for the Briefcase: a backpack with money shoved into it is still a useful backpack; one soaked in petrol, less so.

Tuesday, January 23, 2018

Proposal: Fair Play fix

quorum reached 5-0 enacted by card

Adminned at 23 Jan 2018 20:50:39 UTC

Change “Take a Craction.” to

Choose whether or not to take one Craction that they are able to take.

Change “A Craction is an optional action” to

A Craction is an action

Add to the supply list

Briefcase: When in a hand slot the User may take a Craction to replace an item inside the Crate with Money. After taking the Craction the Briefcase is removed from the hand slot.

Proposal: Release The Craction!

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 23 Jan 2018 16:29:22 UTC

Add to the last step of the only dynastic atomic action

Take a Craction.

Append to “Crates”

A Craction is an optional action that is taken as the last step of taking an item from a Crate.

change “can be stored in a belt slot or a backpack slot. A resident with a crowbar in their hand slot may consume it to reduce another resident’s health by 2 if they have a violent stance towards that resident. This damage is lessened to 1 if the target has a hard hat in their head slot.” to

If this is in a hand slot the User may take a Craction to hit another Resident that they have a violent stance towards on the head for 2 damage.

The effects of the hard-hat should reduce the damage as long as you specify it’s head based.

Proposal: Monster Rules

Fewer than a quorum not voting against. Failed 1-5 by Kevan.

Adminned at 23 Jan 2018 12:40:21 UTC

Create a rule called “Monster Rules” with:

The monstrous being that lurks in this city has a great amount of influence in it. For one week, starting when this text has been added to the ruleset, Residents may propose an image to be added to this rule (via the usual Proposal mechanics). These images added shall be interpreted as rules.

Nomic Pictionary

Proposal: Getting aggressive

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 23 Jan 2018 12:39:37 UTC

Add to the list of supplies

     
  • Crowbar: can be stored in a belt slot or a backpack slot. A resident with a crowbar in their hand slot may consume it to reduce another resident’s health by 2 if they have a violent stance towards that resident. This damage is lessened to 1 if the target has a hard hat in their head slot.

Make a new rule named “Death” with the text

If at any time a resident’s health becomes 0 that resident is considered dead and all other residents become neutral towards the dead resident. A dead resident may not take any supplies from crates nor preform any actions with their supplies. When a resident is dead either that resident or the Government must make a blog post titled “Corpse”. This posts acts like a crate post but the contents are all the supplies in the dead resident’s slots. Whenever a resident takes an item from this crate, the corresponding item is removed from the dead resident’s slot. Once all of a dead resident’s slots are empty they may make a blog post declaring themselves alive, resetting their alertness and health to the default values. That resident is not longer considered dead.

If health is going to be important I thought we needed a way to lower it. This also means we need a reason not to go to 0.

Proposal: Oh Mister Tiebreaker

Reached quorum 7 votes to 0, but the second clause fails to enact as the replaced rule text is no longer in the ruleset. Enacted by Kevan.

Adminned at 23 Jan 2018 12:22:02 UTC

Add a new paragraph after the first of “Crates”:-

A Resident’s Priority is a non-integer number equal to their Alertness plus one hundredth of their Health.

Then replace “There is no other Resident who has a higher Alertness than the Recipient” with:-

There is no other Resident who has a higher Priority than the Recipient

Breaking ties using Health, in a way that can be easily read off the sidebar GNDT, to get us further towards a clear hierarchy of turn order for each Crate.

Supply Crate #2

A squeal of brakes, a blast of megaphone instructions, and the building’s lobby doors are pulled open just long enough to drag a new crate through:-

Hard-Hat • Energy Drink • Energy Drink • Water • Energy Drink • Water • Water

Axemabaro, card and Cuddlebeam are first on the scene.

Proposal: This Season’s Must-Have Gadgets

reached quorum/popularity 5-0

Adminned at 23 Jan 2018 01:20:36 UTC

Add some Supplies to the Supplies rule:-

  • Pills: Consumable. The User gains 2 Alertness but loses 1 Health.
  • Tinned Food: Consumable. If the User has a Can Opener, they gain 1 Health and lose 1 Alertness.
  • Can Opener: Can be stored in a Belt slot.
  • Binoculars: Can be stored in a Belt slot. A Resident with one or more Binoculars in their hand slots receives a +2 Bonus to their Alertness.

Add to “Supplies”:-

If an item gives a Bonus to a stat, that stat is increased or decreased by that amount while the condition described is true: this is tracked in the GNDT by noting that modifier after the value (eg. a stat of 5 with separate bonuses of +2 and +1 from items would be listed as “5+2+1”).

In “Stats”, replace all instances of “a stat in this rule” with “a stat in this rule (ignoring Bonuses)”.

If “A Resident with an Alertness of zero is Sleeping.” exists in the ruleset, replace it with “A Resident with an Alertness of zero (before or after applying Bonuses) is Sleeping.”

In “Crates”, replace “no other Resident who has a higher Alertness than the Recipient” with “no other non-Sleeping Resident who has a higher Alertness than the Recipient”.

In the sentence beginning “Each Resident has a level of Alertness”, replace “defaulting to zero” with “defaulting to 1”.

Some new stuff to find in crates, a rule allowing items to give stat bonuses, and fixing the default Alertness value problem.

Monday, January 22, 2018

Proposal: Ease of Use

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 22 Jan 2018 15:29:51 UTC

Change “on the Residents wikipage, with a section for each Resident and detail what Slot that Supply is in” to

in the GNDT, where the column is named after the slot type

Add to the list of supplies

Backpack: When not a torso slot the User may not interact with the Backpack slots. A Backpack has three Backpack slots, tracked after where the Backpack appears, using a comma separated list enclosed in curly braces.
Money: Consumable. The User makes a fire with the useless paper and chooses another Resident. The chosen and the User both gain 1 Alertness.

If Tragicomedy has passed do the following”
Add to the list of supplies

The Bird: Consumable. The User may choose to change any number, including 0, of Resident’s, and which Resdients those are, Stance towards them to Suspicious.

Proposal: Snooze You Lose

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 22 Jan 2018 15:10:19 UTC

If “The Line Starts Here” enacted, this proposal has no further effect.

To the first paragraph of “Stats”, add:-

A Resident with an Alertness of zero is Sleeping. If no non-Empty Crate exists, a Resident who is Sleeping may increase their Alertness by 1.

Before the final paragraph of “Crates”, add:-

If a Recipient has been able to take an item from a particular Crate for the past 36 hours, but has not done so, then any Resident may set that Resident’s Alertness to zero.

To the final paragraph, add:-

If a Crate contains a number of Supplies equal to or less than the number of Sleeping Residents who have not yet taken an item from it, then any Resident may post a comment to the Crate post announcing that the Crate is being discarded: upon doing so, any Supplies still inside the Crate cease to exist.

Add 1 to every Resident’s Alertness.

Trying a spin on Card’s penalty system that’s wired directly into Alertness.

Sunday, January 21, 2018

Proposal: The Line Starts Here

Self-killed. Failed by Kevan.

Adminned at 22 Jan 2018 15:07:22 UTC

Make a new rule titled “Qing” with the text

Each Resident has a Penalty, which is an integer between 0 and 24 tracked in the GNDT. If a number of hours equal to a Resident’s penalty has passed since that Resident had the opportunity to take an item from a Crate, that Resident is skipped for the purposes of that Crate and no longer needs to take an item. A Resident who is skipped has their Penalty reduced by 25%. Supplies cannot alter a Resident’s Penalty.
A Resident may make an Absent blogpost which detail either a time interval or a number of future crates where if it becomes their turn to take an item they’ll voluntarily skip their turn. Resident’s whose turns were skipped in this manner do not have their Penalty altered when skipped. The author of that blogpost may void it by making a comment containing “HERE!”

In Crates append

For a Crate, once all Residents either take an item or were skipped the Government randomly assigns remaining items to Residents which were skipped. The taking action is considered to have been done by that particular Resident but is performed by the Government.

Sometimes people, like me, know they will be absent but it wouldn’t be long enough to become idle

Proposal: Tragicomedy

Timed out 3 votes to 1. Enacted by Kevan.

Adminned at 22 Jan 2018 14:36:16 UTC

Add to the Ruleset a rule called “Social” with the following:

Each Resident has a Stance with each other Resident, defaulting to “Neutral”. Stances are all tracked on the Residents wikipage. At-will, a Resident can change their Stance with another Resident to another, if their former Stance was “Neutral”. The Stances possible (and their effects, if any) are the following:

- Neutral:
- Trusting: The Resident you are Trusting towards may transfer Supplies from you to themselves.
- Suspicious: The Resident you are Suspicious towards may not transfer to you Supplies.
- Romantic: The Resident you are Romantic towards may use your Alertness value instead of their own, for the purpose of other mechanics which require a certain Alertness value.
- Violent: The Resident you are Violent towards cannot change their Stance towards you to be anything else than also Violent.

I think it would be really cool to see a web of commerce of a sort and relationships grow organically.

Proposal: Alertness vs Sneakiness

Fewer than a quorum not voting against. Failed 1-4 by Kevan.

Adminned at 21 Jan 2018 22:36:25 UTC

Amend “and it describes a Crate” to:

and it describes a Crate - which can be stated to be a Government Crate or a Black Market Crate

Amend “There is no other Resident who has a higher Alertness than the Recipient, and who has not yet taken an item from that Crate.” to:

There is no other Resident who has a higher Alertness (or Sneakiness instead, in the case of a Black Market Crate) than the Recipient, and who has not yet taken an item from that Crate.

Add to “Stats”:

Each Resident has a level of Sneakiness, being an integer value tracked in the GNDT and defaulting to zero.

Once ever, and if only Empty or no Crates exist, a Resident can raise their Sneakiness and Alertness by amounts which total up to 20. For example, gain 8 Sneakiness and 12 Alertness.

Attempting to make Alertness less good and to reduce this IRL racing thing by giving us initial stats to break ties and mix it up a little.

Proposal: Best Before

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 21 Jan 2018 22:27:18 UTC

To “Supplies”, add:-

When an item listed as Consumable would be put into a hand slot, it is instead not put into that slot, and the Resident whose slot it is may apply its effect at that time (with themselves as its User).

Change the effects of Food, Water and Energy Drink to:-

  • Food: Consumable. The User gains 1 Health and loses 1 Alertness.
  • Water: Consumable. If the User has a Health below 3, they gain 1 Health.
  • Energy Drink: Consumable. The User gains 1 Alertness.

If the proposal “Staying Alive” failed, remove the last sentences from the Food and Water bullet points.

Remove the “Optionally apply its effects.” bullet from the ruleset, if it exists.

If any Residents have Consumable Supplies in their Slots, remove those Supplies. If any Residents gained and/or lost Alertness or Health as a result of consuming Supply items from hand slots, undo those gains and losses.

Per comments on Miscellany 1, if we have items which can be spent at any time to gain Alertness, we’re moving away from turn-based selection, and back to real-time race conditions where the first player to notice a Crate post has the advantage on how to react.

Proposal: keeping tally

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 21 Jan 2018 22:21:42 UTC

If Miscellany 1 has not passed replace “When a Resident takes an item from a Crate, they may immediately apply its effect (with themselves as its User), and a single instance of that item is then no longer considered to be part of the Crate. That item then goes into one of their hand slots, choosing an empty one if possible.” with

Taking an item from a Crate is an atomic action that consists of the following:
*Posting a comment in the relevant Crate blogpost stating which item is taken.
*Optionally apply its effects.
*Putting it into either of that Resident’s hand slots.
When this action has begun a single instance of that item is no longer considered to be part of the Crate.

otherwise replace “When a Resident takes an item from a Crate, a single instance of that item is then no longer considered to be part of the Crate. That item then goes into one of their hand slots, choosing an empty one if possible.” with

Taking an item from a Crate is an atomic action that consists of the following:
*Posting a comment in the relevant Crate blogpost stating which item is taken.
*Putting it into either of that Resident’s hand slots.
When this action has begun, a single instance of that item is no longer considered to be part of the Crate.

Supply Crate #1

The residents gather around the meagre-looking supply crate that was delivered yesterday, and tear away the plastic wrap. The following items spill out across the lobby floor:

Energy Drink • Food • Water • Energy Drink • Hard-Hat • Energy Drink • Food

Everyone’s just woken up and is at zero Alertness right now, so help yourselves.

Let’s try out a crate to get the ball rolling, and to see how this actually interacts with a live proposal queue. At the time of writing it’s an arbitrary race to grab Energy Drinks, but if the previous proposal enacts while the Crate is still being emptied, the Food will suddenly gain a use.

It’d be good to see a proposal that formally spread out the Alertnesses - I guess the ideal is for everyone to have a unique number, and for that to be somehow maintained even when values change.

Proposal: Staying Alive

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 20 Jan 2018 20:57:03 UTC

Add to “Stats”:-

Each Resident has a level of Health, being an integer value tracked in the GNDT and defaulting to 8.

If a stat in this rule would be reduced below zero, it instead becomes zero. If a stat in this rule would be increased above ten, it instead becomes ten.

Change the effects of Food and Water to:-

  • Food: The User gains 1 Health and loses 1 Alertness.
  • Water: If the User has a Health below 3, they gain 1 Health.

If “Miscellany 1” passed, change their effects to:-

  • Food: This Supply may be eaten by a Resident when it is in one of their hand slots. When it is eaten, it is destroyed, and the eater gains 1 Health and loses 1 Alertness.
  • Water: This Supply may be drunk by a Resident when it is in one of their hand slots. When it is drunk, it is destroyed, and the drinker gains 1 Health if their Health was below 3.

If any Resident took Food from a Supply Crate while this proposal was pending, and if “Miscellany 1” failed, increase those Residents’ Health by 1 and decrease their Alertness by 1.

Adding a second stat to encourage some basic supply invention.

Saturday, January 20, 2018

Proposal: Miscellany 1

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 20 Jan 2018 16:52:50 UTC

Replace “Each Resident has the following Slots where only appropriate Supplies can be put into those Slots—the head Slot can only hold supplies that go on heads, anything which can be held can go into hand slots, etcetera.” with “Each Resident has the following Slots:”

Replace “When a Resident takes an item from a Crate, they may immediately apply its effect (with themselves as its User), and a single instance of that item is then no longer considered to be part of the Crate. That item then goes into one of their hand slots, choosing an empty one if possible.” with “When a Resident takes an item from a Crate, a single instance of that item is then no longer considered to be part of the Crate. That item then goes into one of their hand slots, choosing an empty one if possible.”

Replace “Energy Drink: The User gains 1 Alertness.” with “Energy Drink: This Supply may be drunk by a Resident when it is in one of their hand slots. When it is drunk, it is destroyed, and the drinker gains 1 Alertness.”

- The restriction of slots is ambiguous and I like the system like Hard Hat where it can only do a thing in one (or maybe more) slot(s)
- The mingling of constant use and one-time use things is odd (does an energy drink give me 1 alertness until I drop it?) This makes the use phase separate from the grab phase.

Proposal: Revised slots

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 20 Jan 2018 11:01:09 UTC

Amend
“2 hand slots
2 arm slots
1 head slot
2 leg slots
2 feet slots
1 torso slot
1 face slot
1 pack slot
1 belt slot
1 neck slot” to

2 hand slots
1 head slot
1 legs slots
1 shoes slot
2 torso slot
1 belt slot
1 face slot

removed the pack slot in favor of another torso slot (since backpacks do go on the torso), no arm slots. Kept the belt slot for versatility (gun holster, utility belt possibilities), removed the neck slot since I don’t see the dynasty having magic amulets/necklaces and can’t think of much else. Made more sense to have singular legs and shoes slots instead of having mismatched pant legs or something.

Proposal: Big Freddy.

Self-killed. Failed by Kevan.

Adminned at 20 Jan 2018 11:00:16 UTC

Add to the ruleset the rule “Big Freddy” with the following:

“Big Freddy” is an affectionate nickname for what seems to be a massive colony of these… Beings... acting as a single, combined entity - grabbed and fused onto each other to make arms and even brutally spewing members of “itself” to use as some sort of attack.

Our chemical attacks so far have kept it dazed - and we’re using the sewers as an improvised cage and gas chamber for this purpose. But, it’s adapting. Changing.

Two weeks after this ruletext has been added to the ruleset, the Government shall secretly (in a timely fashion) write a set of rules for Big Freddy along a blog post for this purpose, which also states the wordcount of the set of rules they made. One week after that, the Government (in a timely fashion) shall make a blog post announcing the arrival of Big Freddy and those rules they previously made in secret then becomes text in this rule, below this sentence.

Hidden rules for the crazy, alienlike menace we got here.

Proposal: *Tetris Noises*

Failed 1 vote to 5, fewer than a quorum not voting AGAINST. Failed by Kevan.

Adminned at 20 Jan 2018 10:59:47 UTC

Amend
“2 hand slots
2 arm slots
1 head slot
2 leg slots
2 feet slots
1 torso slot
1 face slot
1 pack slot
1 belt slot
1 neck slot”

to:

1 hand slot, 1 head slot, 1 leg slots, 1 torso slot, 1 extra slot

Editted from a previous idea to just “less slots”.

What’s up with all these Boxes

I have unidled myself.

A curious resident looks around at all this activity. What is going on?

Proposal: G-Man

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 20 Jan 2018 08:48:12 UTC

Enact a new rule, “The Government”:-

For the purposes of dynastic rules, the Government is not considered to be a Resident.

I don’t need to rummage around in supply crates, you help yourselves.

Proposal: Hats & Armo(u)r

Reaches quorum, 7-0. Enacted by pokes.

Adminned at 19 Jan 2018 23:05:11 UTC

If a rule name Supplies exists, add to the list

Hard-Hat: The User has 1 damage reduction to head related trauma when this Supply is in their head slot.

and change “When a Resident takes an item from a Crate, they may immediately apply its effect (with themselves as its User), and a single instance of that item is then no longer considered to be part of the Crate.” to

When a Resident takes an item from a Crate, they may immediately apply its effect (with themselves as its User), and a single instance of that item is then no longer considered to be part of the Crate. That item then goes into one of their hand slots, choosing an empty one if possible.

Add a new rule “Body”

Each Resident has the following Slots where only appropriate Supplies can be put into those Slots—the head Slot can only hold supplies that go on heads, anything which can be held can go into hand slots, etcetera.
2 hand slots
2 arm slots
1 head slot
2 leg slots
2 feet slots
1 torso slot
1 face slot
1 pack slot
1 belt slot
1 neck slot
Each Slot can only hold 1 Supply. Supplies that are in Slots are tracked on the [[Residents]] wikipage, with a section for each Resident and detail what Slot that Supply is in. A Resident can move a Supply into any slot it can be in from an existing slot. If a slot already has a Supply when a new one is moved into it, the former Supply falls on the floor and no longer occupies any slot.

I considered rings (and toe rings and earrings) but this is probably (more than) enough for now.

Proposal: Crate Expectations

Reaches quorum, 8-0. Enacted by pokes.

Adminned at 19 Jan 2018 22:57:55 UTC

Enact a new rule, “Stats”:-

Each Resident has a level of Alertness, being an integer value tracked in the GNDT and defaulting to zero.

Enact a new rule, “Supplies”:-

Various Supplies are being delivered to the Residents by a well-meaning Government. Supplies are defined as the items on the following list, each having a name and optionally an effect:-

  • Food
  • Water
  • Energy Drink: The User gains 1 Alertness.

Add a subrule to “Supplies” called “Crates”:-

If no non-Empty Crate exists, the Government may make a blog post describing the delivery of a supply crate; this is known as a Crate post, and it describes a Crate. The post lists a number of randomly-chosen items from the Supplies list which are inside the Crate; that number is equal to the number of Residents at the time of posting.

A Resident (the “Recipient”) may take an item from a Crate by posting a comment to its post announcing their choice, but only if:-

  • The item is in that Crate.
  • The Recipient has not already taken an item from that Crate.
  • There is no other Resident who has a higher Alertness than the Recipient, and who has not yet taken an item from that Crate.

When a Resident takes an item from a Crate, they may immediately apply its effect (with themselves as its User), and a single instance of that item is then no longer considered to be part of the Crate.

If a Crate has no Supplies inside it, then that Crate is Empty.

Trying a mechanic that should avoid timing problems: drafting, where players are shown a pool of resources and take turns to pick one item. Should come up with some gamestate variables to play around with, and assign some more interesting Alertness scores, before delivering the first crate.

Ascension Address: Quarantine

Day ten of the lockdown, and the military still escort cautious hazmat patrols through the empty streets of the city, searching and scanning for traces of contamination from the security breach at the nearby research facility.

An open-backed truck pulls up at a tower block near the city centre, and a team in military fatigues jump out over the sides. They drag a plastic-wrapped supply crate down from the truck and across the street, and with some barked calls to the block’s residents to stay back, they unhook the hazard tape from the building’s doors for just long enough to shove the crate into the lobby.

The doors resealed, the truck guns its engine and roars off to another part of the city.

Rename “Director” to “Government” and “Failed Specimen” to “Resident”.

Thursday, January 18, 2018

Declaration of Victory: Across the Border

Reaches quorum 5-0, after 12 hours, with the Director voting for. Enacted by pokes.

Adminned at 19 Jan 2018 00:32:49 UTC

At 56km and with all Heroic Actions performed, I have achieved victory.

Heroic Action: Escape

Cresting the hill in a stolen station wagon, I speed out into the open country, a dozen more unrevealed mutations swirling beneath the surface of my humanlike skin, and a thousand clones of myself in a box on the back seat.

Wednesday, January 17, 2018

Proposal: Get on with it

self-killed failed by card

Adminned at 19 Jan 2018 10:11:56 UTC

Increase the distance of each Failed Experiment that voted FOR this proposal by 24.

Saves a day or two where nothing but moving would otherwise happen.

Tuesday, January 16, 2018

Story Post: Saving The Family

Using my extra long arms I reach through the window, grab and pocket the vials with my still developing family in them.

Heroic Action: Save your Family

I tiptoe through security and grab a lockbox brimming with dry ice from one of the empty lab rooms.

Story Post: Becoming Nimble

My legs stretch and curve slightly beneath my stolen disguise, as delayed aspects of my experimental phenotype begin to kick in.

Saturday, January 13, 2018

Proposal: No Dice At All

Timed out 3 votes to 0. Enacted by Kevan.

Adminned at 15 Jan 2018 12:51:00 UTC

Replace “1d3” with “DICE3” throughout the ruleset if it’s still there anywhere.

Replace “rolling a DICE3 and paying 2 HP. If that roll gives a value of 2 or 3, reduce their HP by 6.” with:-

gaining 20 Hunger and reducing their target’s HP by 6.

Replace “rolling a DICE3 and increasing their own Suspicion by 20. If that roll gives a value of 2 or 3, reduce their HP by half its current amount.” with:-

gaining 20 Hunger and reducing their target’s HP by half its current amount.

Replace “escape the nets by rolling DICE3. On a roll of 3, their Suspicion is set to 75. If your current Captured state has lasted more than 72 consecutive hours, performing this action also sets your Suspicion to 75.” with:-

escape the nets by gaining 20 Hunger and setting their Suspicion to 75. If your current Captured state has lasted more than 72 consecutive hours, performing this action has no Hunger cost.

Removing all dice from the dynastic rules. It’s always a bit dull when an endgame comes down to the result of a single die roll, rather than who was playing best.

Proposal: No Dice

Timed out 2 votes to 0. Enacted by Kevan.

Adminned at 15 Jan 2018 12:48:36 UTC

Replace “1d3” with “DICE3” throughout the ruleset. Undo the effects of any game actions that required a roll of 1d3, that occurred between this proposal being proposed and it enacting.

These dice should be being rolled in the GNDT.

Saturday, January 13, 2018

Proposal: No Daily Respawn

timed out 1-2 failed by card

Adminned at 15 Jan 2018 04:06:07 UTC

Change “As a daily action, a Dead Failed Experiment may set all of their GNDT variables and their Abilities to the default values that a new Failed Experiment would have if they joined at that moment, except for their distance which is not modified. ” to

As a daily action, a Dead Failed Experiment may set all of their GNDT variables and their Abilities to the default values that a new Failed Experiment would have if they joined at that moment, except for their distance and HP which are not modified.

Once per dynasty a Dead Failed Experiment may gain the Spirit Form Ability without paying its manifest cost.

If a Pine Tree Falls In A Forest Does It Quack?

PineTreeQ idles after 8 days of inactivity. Quorum remains 4.

Story Post: I gain Long Arms, Warning Call and Nimble

And then I set my suspicion to 60 which I reduced with Warning Call.

Story Post: I Understand the Truth

I think that’s all I have to do for this action!

Thursday, January 11, 2018

Proposal: There And Back Again

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 11 Jan 2018 21:04:54 UTC

In “Endgame”, remove “Performing this action makes you achieve victory.”

Add a new paragraph to the rule:-

A Failed Experiment who has performed the heroic actions of Understand the Truth, Save your Family and Escape has achieved victory. A Failed Experiment who has not performed all three of these heroic actions has not achieved victory, and a Pending DoV by a Failed Experiment who has not performed all three of these heroic actions may be Failed by any Admin at any time.

Looks like we’re seeing quite a chilling effect from one player having announced that they think they’ve reached the victory condition, yet not stepping up with a DoV to actually end the game. Let’s force that hand - or just make the intended rule fixes watertight, if Cuddlebeam has had a change of heart.

Tuesday, January 09, 2018

Heroic Action: Understand the Truth

Approaching a monstrous, hunched figure on the road, I follow its triple-eyed gaze to the horizon and finally appreciate the nature of this world far beyond the laboratory.

Tuesday, January 09, 2018

yolo

I flee!

This is my post for the Heroic Action “Escape” as per Endgame.

Proposal: [Core] Clarifying the nature of changes described in Proposals

Self-killed. Failed by Kevan.

Adminned at 11 Jan 2018 08:51:19 UTC

In “Clarifications” add the following item to the “Rules and Proposals” list:

When applying a proposal step, an admin is simply updating the ruleset or gamestate to reflect the changes described in that step. They are not considered, for the purpose of the ruleset, as the entity who is performing those changes.

In “Keywords”, for both the “Core Proposal” and “Dynastic Proposal” entries, replace “A Proposal which mandates changes that” with:

A Proposal which describes changes that

In all fairness, I’m not sure Cuddlebeam was wrong in saying their distance could not have been modified by a Proposal while being captured. The word “mandates” implies the admin is performing the changes on behalf of the proposal and therefore the change could be considered as being performed by a Failed Experiment. Since the CfJ “Return of the Cleanup Crew” annulled this action, and everyone including Cuddlebeam voted in favour of it (even if Cuddlebeam did it for different reasons), I would say we have officially declared the action to be illegal, but in retrospect I’m having doubts. This proposal removes that gray area for the future.

Proposal: Experiment Number Six

Timed out 3 votes to 1. Enacted by Kevan.

Adminned at 11 Jan 2018 08:50:50 UTC

Add three abilities to the “Abilities” rule:-

  • Warning Call (Manifest 25): As a daily action, you may gain 5 Hunger to add or remove 10 Suspicion to or from any Nearby Failed Experiment.
  • Mimic (Manifest 10): When acquiring an Ability which is possessed by a Nearby Failed Experiment, you may consider that Ability’s Manifest cost to be half of its usual value.
  • Long Arms (Manifest 15): You may consider your Distance to be 1 greater or less than its current value, when performing a Heroic Action.

Proposal: Net Value

Timed out 3 votes to 0. Enacted by Kevan.

Adminned at 11 Jan 2018 08:48:04 UTC

In “Capture”, replace “On a roll of 2 or greater” with “On a roll of 3”.

Not sure if this was accidental, but Three Final Acts inverted the 1-in-3 chance of escaping Capture to 2-in-3.

Sunday, January 07, 2018

Proposal: Orphanage II: Stomp Harder

reached popularity 4-0 enacted by card

Adminned at 08 Jan 2018 05:31:52 UTC

Add a special case rule, “No Orphan Variables”:

An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a manner in which it it can be determined from other gamestate variables, specified in the Ruleset.

A Failed Experiment may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.

Set this rule to be active.

Add to “Endgame”:

Which Heroic Actions a Failed Experiment has performed are tracked on the Failed Experiments wiki page, by adding (UT), (SF), or (E), respectively, after the name of the Failed Experiment.

Per Diabecko’s note. The strongest way out of this I think is omitting the second sentence - variables tracked in someone’s head, or privately, are still fine, as long as the Ruleset says so.

Call for Judgment: Revenge of the Cleanup Crew

Reaches quorum, 4-1. Enacted by pokes.

Adminned at 09 Jan 2018 02:10:53 UTC

Any performances by Cuddlebeam of the heroic actions “Save your Family” and “Escape” are no longer considered to have happened.

If any Declarations of Victory by Cuddlebeam are pending, fail them.

Per the last post, it’s better to know where we all stand before going into a DoV.

Sunday, January 07, 2018

Saving Family

This is my post for the Heroic Action “Save your Family” as per the Endgame rule.

Consider this post, well, bogus; if you don’t believe I did that first Heroic Action. Ultimately, if it comes to it, you could just redcross my DoV out of believing that I didn’t do it.

Proposal: Stomping on the rubble of the Orphanage

Self-killed. Failed by pokes.

Adminned at 07 Jan 2018 22:43:28 UTC

Add a special case rule, “No Orphan Variables”:

An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a manner in which it it can be determined from other gamestate variables, specified in the Ruleset.

A variable that is specified as being privately tracked by one or more Failed Experiments is not an Orphan Variable.

A Failed Experiment may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.

Set this rule to be active.

Add to “Endgame”:

Which Heroic Actions a Failed Experiment has performed are tracked on the Failed Experiments wiki page, by appending UT, SF, or E, respectively, to the name of the Failed Experiment.

An alternate take: either specify where the variable gets tracked or freeze play around it.

Saturday, January 06, 2018

Automatic Teller Malfunction

ATMunn idles after 11 days of inactivity quorum remains 4.

Call for Judgment: Return of the Cleanup Crew

Reaches quorum/times out 4-0. Enacted by pokes.

Adminned at 07 Jan 2018 22:42:31 UTC

In “Capture”, replace “The values the GNDT tracks of a Captured Failed Experiment cannot be changed by any other Failed Experiment, and the only action in the dynastic ruleset they are allowed to perform is the following:” with:-

The values the GNDT tracks of a Captured Failed Experiment cannot be changed as a result of an action in the dynastic ruleset, and the only action in the dynastic ruleset a Captured Failed Experiment is allowed to perform is the following:

Set Cuddlebeam’s Distance to 15.

Cuddlebeam’s performance of the heroic action “Understand the Truth” on the 4th of January 2018 is no longer considered to have happened.

There’s some disagreement over whether “Three Final Acts, take 3” set Cuddlebeam’s Distance to 15, or whether their being Captured at the time prevented it, and the issue should be resolved quickly so that we can play on without the gamestate getting too divergent. This CfJ enforces the Distance setting, and clarifies that actions outside of the dynastic rules (eg. idling a player) ignore Capture status.

Proposal: Spring Clean

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 06 Jan 2018 08:16:05 UTC

Repeal “Group Spirit” and “Cranky Grasstooth”. Remove the “Lone Wolf” ability from “Abilities”.

Tolerance for awkwardly-worded edge case mechanics from a player who wrote one such rule “for the hax lol” decreases. None of these three have been used much anyway.

Thursday, January 04, 2018

Proposal: stop that this is silly

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 05 Jan 2018 09:34:14 UTC

Repeal “Orphan Variables”

this make a page which apparently tracks that status of all blog posts, including ones in the past. I’d rather not have to deal with it.

Call for Judgment: cover all bases and sanatize inputs

enacted via scam - card

Adminned at 04 Jan 2018 18:31:19 UTC

If the game is in Hiatus, end Hiatus.

If any actions were take between 4th of Jan 2018 and the enactment of this CfJ, inclusive, were done in Haitus and broke no rules other than being done in Haitus, make them legal.

If Cuddlebeam is The Director, remove that title from Cuddlebeam and make Diabecko The Director.

Append to the second paragraph of Gamestate Tracking

An offical blog post that has the status of Enacted or Failed cannot change categories. An official blog post’s status may never be altered except in accordance with the rules that define that official post.

Fail the DoV CuddleSkip.

Cuddlebeam missed something in their scam, and that is the fact that the representation of a blog’s status in expression engine actually is the current status of a post. The GNDT and even ruleset have clauses stating that they are merely representations of the ruleset which implies if those descriptions are not there then the representation is the gamestate. Since the Orphanage rule only tracks variables, player’s cannot change variables that they could not otherwise do under their restrictions; one of which might be not being an admin and therefore being unable to change the gamestate variable of a post’s status.

Regardless of whether you agree with the above Cuddlebeam has forgotten to close the loophole, so other people can do this same scam.

Also note that “a word only refers to the name of a Failed Experiment if it is explicitly stated that it refers to a Failed Experiment’s name.” only applies within the ruleset and not proposals/cfjs.

For future rule making, this simply forces that any non-standard official posts that change status must have their status changing rules located where that post is defined.

I Understand the Truth

As I gaze upon the civilization beyond, my mind is filled with inspiration!

This is my blog post for “Understand the Truth” as per Endgame.

I was still at 54 because I was Captured and immune to Admins reducing my distance to 15 due to “Three Final Acts, take 3”.

The values the GNDT tracks of a Captured Failed Experiment cannot be changed by any other Failed Experiment

And the changes in gamestate from enacting a proposal is performed by an Admin (who are Failed Experiments), as per the mechanic that lets that happen.
——-
Would my attempt to shanghai the dynasty have worked or not, the rules are still in effect because I haven’t made an Ascension Address, would I have been successful with that. Just playing with both paradigms at the same time right now.

Call for Judgment: Hiatus conditions

reached quorum 4-0 enacted by card

Adminned at 04 Jan 2018 18:41:47 UTC

Change “Upon doing so, the game immediately goes into Hiatus”
“If the game is not already in Hiatus and there is a pending DoV, the game immediately goes into Hiatus”

As demonstrated you could change a post’s category to DoV without triggering the original condition, which isn’t the intent.

Thursday, January 04, 2018

Cuddle skips victory

Method Summary: Proposal -> changed category into DoV via Alteration -> DoV’s Pending status changed to Enacted via Alteration, all done really quickly.

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

An official post may be altered by its author if it is less than six hours old and either no Failed Experiment has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset.

Alter means to change in plain english, to make an alteration (whichever it may be).

The plain use aside, it is also heavily implied that it is in fact a generic, “anything”, change, by necessity in the first quote (doesn’t work for all circumstances of the game otherwise), and by implication in the second one (mentions that the category can’t be changed, when category-changing doesn’t exist as an explicit ability players have - unless we consider that “may be altered” grants it, in which case, it must be a generic “anything” change.)

So, during that time-frame where I can “alter” an official post, I can do anything with it. I also did it all under 15 minutes, because otherwise the category-changing restriction kicks in.

As for actually accessing the formal data to use these Alteration powers upon, I used the Orphanage (most notably, the Pending/Enacted status are tracked on blog posts, but the Orphanage lets me bypass that).

https://wiki.blognomic.com/index.php?title=Orphanage

For gamestate which is tracked in a specific place (such as the GNDT or a wiki page), any alteration of that gamestate as a result of a Failed Experiment’s action is (and can only be) applied by editing that data in that place.

An Orphan Variable is a gamestate variable which, if it weren’t for this rule, wouldn’t be tracked on neither a wiki page nor the GNDT. A Orphanage wiki page exists, which tracks Orphan Variables, and when an Orphan Variable’s value is changed, its is recommended to be performed along a blog post which states that it has been changed.

———
There is also no Hiatus, because I do not believe I have achieved victory (and I’m not using the clause in “Victory and Ascension” create the DoV anyways).

Proposals have been sitting there for days, nothing is happening, so I decide to pull a scam to claim a dynasty without needing to achieve victory.

Declaration of Victory: CuddleSkip

failed via the CfJ “cover all bases and sanatize inputs” - card

Adminned at 04 Jan 2018 18:41:33 UTC

Explanation above.