Saturday, June 23, 2018

Proposal: Magic Broomstick

Remove the rule “Card Types.”

Reword the first paragraph of the rule “Cards” as follows:

A card is defined as a subrule to this rule, under the heading “List of Cards.” Each such card must have a name (which is the title of the subrule); a score (which is a nonnegative integer); a type; a constraint outlining the circumstances under which it may be played or scored; and two effects, divided into an Up Effect and a Down Effect. Each card’s type must be one of the following:

  • Spell
  • Potion
  • Ritual
  • Person
  • Monster
  • Labor
  • Trick
  • Forbidden

If a card’s Constraint, Up Effect or Down Effect refer to “a (type),” such as “a potion,” that reference is considered to be shorthand for “a card of the type (type).”

Set the type of the cards “Start Drawing” and “Start Playing” to Forbidden.

Proposal: Thou Shall Not

If the sentence

Dealing shall always performed at the earliest legal time.

exists in the Ruleset, remove it from the Ruleset.

If no such sentence exists, add to the rule “Drawing” the following:

Dealing is a communal weekly atomic action with the following steps:

  1. Create a randomly ordered list containing all Wizards who have fewer than 9 cards in their hand.
  2. Randomly choose one card (which is not part of any Wizard’s hand), add it to the hand of the first Wizard in the list, and remove that Wizard from the list.
  3. Repeat the previous step until either the list is empty or their are no more cards in the deck which are not part of any Wizard’s hand.
  4. If the rule “Cards” contains the text “Wizards other than the Historian may not draw cards.”, Dealing is not legal.

A slightly clarified version of Derrick’s proposal.

Proposal: Here’s the Deal

Add to the rule “Drawing”

Dealing is a communal weekly atomic action with the following parts:

  • Create a randomly ordered list containing all Wizards who have less than 9 cards in their hand.
  • Randomly choose one card (which is not part of any Wizard’s hand), add it to the hand of the first Wizard in the list, and remove that Wizard from the list.
  • Repeat step two until either the list is empty or their are no more cards in the deck witch are not part of any Wizard’s hand.

Dealing shall always performed at the earliest legal time.
If the rule “Cards” contains the text “Wizards other than the Historian may not draw cards.”, Dealing cards is not legal.

This is mostly a copy of clause in an earlier proposal that didn’t take effect. Its a good method for drawing cards. I’ve made it so it doesn’t take effect until the “Start Drawing” Card is played.

Kevan has pointed out to me on slack that the best way to randomly generate a list of players is DICE10 DICE9 DICE8 DICE7 DICE6 DICE5 DICE4 DICE3 DICE2 in the GNDT. A sample result would be:

DICE10:10   DICE9:4   DICE8:2   DICE7:4   DICE6:2   DICE5:4   DICE4:4   DICE3:3   DICE2:2
Which indicates:
9spaceking derrick Brendan Axemabaro pokes Jumble LinkVanyali Corona card Kevan

Proposal: More communities

Add the following communities under the “communities” rule:

-Native tribe: Barban faction. War= 4, Culture= 0; Economy=1. Friendly to Derrick.
-Elitist Forrest. Grassfolk faction. War=0, Culture=3, Economy=2. Friendly to Derrick.
-Swamp. Mudling faction. War=2, Culture=2, Economy=2. Friendly to Derrick.
-The Red Plains. Redlander faction. War=1, Culture=1, Economy=3. Friendly to Derrick.
-Hidden Secret-holders: Neutral faction. War=0; Culture =5, Economy=0. Friendly to Derrick.

Thursday, June 21, 2018

Proposal: Card Auction

Cannot pass at 1-5 with 1 unresolved DEF. Failed by Brendan.

Adminned at 22 Jun 2018 23:57:39 UTC

Create a new rule named “Card Auction” as follows:

Twice per week, if a Wizard has at least one card, they may put it up for “auction”. Other wizards may choose cards in their hand to trade for the card. Over the course of the auction, the original wizard may choose to change cards or add additional cards for auction. Once the original wizard has found a deal satisfying them, they may say “Seal deal x”, where x is the name of the wizard they accept the deal of. If x agrees with “Seal deal”, the trade off is then complete and the wizards swap their cards they chose. If one of the cards is played before the swap is complete, the trade is negated, and the original wizard can chose another deal to seal.

Proposal: A village is not made of houses

Passes 6-0. Enacted by Brendan.

Adminned at 22 Jun 2018 23:38:22 UTC

For each bullet below in this proposal, the text before the first round bracket is its Title, the round bracketed number is its Score, the square bracketed word is its Type, the first sentence after the closing square bracket is its Constraint, the sentence after that is its Up Effect and the sentence after that is its Down Effect.

  • Mudling Settlers(1) [Labor] May only effect communities that are not suspicious of the wizard playing the card. Change the Faction of a Neutral Village to Mudling. Raise the economy rating of a ruin by 2 and change the Faction to Mudling
  • Barban Settlers(1) [Labor] May only effect communities that are not suspicious of the wizard playing the card. Change the Faction of a Neutral Village to Barban. Raise the war rating of a ruin by 2 and change the Faction to Barban
  • Grassfolk Settlers(1) [Labor] May only effect communities that are not suspicious of the wizard playing the card. Change the Faction of a Neutral Village to Grassfolk . Raise the culture rating of a ruin by 2 and change the Faction to Grassfolk
  • Redlander Settlers(1) [Labor] May only effect communities that are not suspicious of the wizard playing the card. Change the Faction of a Neutral Village or Town to Redlander . Change the Faction of a Village to Neutral
  •   Plague (2) [Spell] No Constraint. Reduce all ratings of a community by 1 and vex it. Reduce one rating of a community by 2 and vex it.
  •   Fertility (4) [Spell] May only effect communities friendly to the wizard playing the card. discard a card and increase all ratings of a community with positive size by 1. Discard a card and place a Person type card of your choice in your hand from the deck .
  •   Barban Warrior (1) [person] there must exist at least one Barban community. Increase the War rating of a Barban community by 1 . Reduce any rating of a community that is not Barban by 1.
  •   Grassfolk Poet(1) [person] there must exist at least one Grassfolk community. Increase the Culture rating of any community by 1 . Increase any rating of a Grassfolk community by 1 .
  •   Mudling Inventor(1) [person] there must exist at least one Mudling community. Increase the Economy rating of a Mudling community by 1. Discard a potion from your hand and play either its up effect or its down effect twice .
  •   Redlander King(1) [person] there must exist at least one Redlander community. Increase any rating of a neutral town or city by 1. Increase two ratings of a redlander town or city by 1.

For each bullet above in this proposal, make a subrule of “List of Cards” which has its Title, Score, Constraint and its two Effects.

Add to the rule “Factions”

A community with a faction of X may be referred to as an X community.
A card with a faction name in it may be reffered to as a “Faction Card” or as an “X Card”, where X is the name of the faction appearing.

Proposal: compact card formats

Self Killed by Card. Failed by Derrick

Adminned at 22 Jun 2018 13:11:27 UTC

Apend to “Cards” the text

Cards may be represented in the ruleset or proposals in the following form:
      ==Title== #Score# [Type] {Constraint} ^Up Effect^ $Down Effect$
Any cards used for this dynasty that appear in a wikipage in a different form may be converted to this form. Cards may never contain the characters ‘#’, ‘^’, ‘{', '}’, ‘[’, ‘]’, or ‘$’ in any of their fields.

remove
“In a proposal, the shorthand (which ignores capitalization)
“add the following card to the ruleset:
title: X
score: Y
constraint: Z
up effect: W
down effect: V”
where the parameters are the fields to their left, stands for the text
‘Make a subrule “X” of Cards under the heading “List of Cards” with the text
score: Y
constraint: Z
up effect: W
down effect: V’” from the ruleset.

I made all of the pieces of a card have characters that probably wouldn’t be useful anyway surround certain fields so that any of the effects could have multiple sentences without having errors. Specifically avoided parenthesis since they could be used in place of the other bracket characters.

Proposal: Dispel Imp [Appendix]

Became popular 8 to 0. Enacted by Derrick

Adminned at 22 Jun 2018 13:07:49 UTC

In the “Voting Icons” keyword definition, replace “an IMP” with “a DEF”, replace “an Imperial Seal” with “a crossed-out circle”, and replace “the Imperial Veto” with “a vote to VETO”.

I just had an email from a lurker asking what a “DEF” vote was, and realised that we’re still using the very old “Imperial” name for them in the appendix. The concept of Imperial Seals is also archaic, and in rare cases the rules allow non-Emperor vetoes.

Wednesday, June 20, 2018

Proposal: Spells and Potions and Monsters, oh my!

Became unpopular 1 to 5. Failed by Derrick

Adminned at 22 Jun 2018 13:06:07 UTC

Change the text of the rule “Card Types” to the following:

All cards must have exactly one type from the following list:
*Spell: A Wizard may only play five Spell-type cards in a week.
*Potion: The one of the Effects of a Potion-type card must be “Nothing Happens” and the Constraint must be “No Constraint.”
*Trick: When a Trick-type card is played, the Wizard playing it must choose a Wizard (which may be theirself) to be the Target Wizard for the proposes of that card’s Effects.
*Person: Person-type cards must have the text “Add a ‘X’ to Y.” where Y is the name of a community, and X is a string. “Add a ‘X’ to Y.” means “add the string X to the list of members of community Y.”
*Monster: The Down Effect of a Monster-type card must contain two positive numbers named the “Destruction” and “Toughness”. When the Down Effect of a Monster-type card is played the Wizard playing it must choose a community. The community Fights the monster as described in the rule “Fighting”.
*Ritual: When a Ritual-type card is played, the Wizard playing it must choose a Community who is friendly to them. That community’s Culture is called the “Power” of that card. The score of a Ritual-type card is equal to its Power. A Wizard cannot play a Ritual-type card if there are no communities that are friendly to them.
*Labor:
Cards must follow the above parameters for their type.

Change this text in the rule “Communities”:

Each Community has a Name (between one and two words), a Faction (a single word), and Ratings for War, Culture and Economy (all integers defaulting to zero), all of which are tracked in the community list in this rule.

to this:

Each Community has a Name (between one and two words), a Faction (a single word), a comma separated list of members, and Ratings for War, Culture and Economy (all integers defaulting to zero), all of which are tracked in the community list in this rule.

Create a new rule called “Fighting” with the following text:

A community’s defense is a number equal to (their Rating/5) rounded up, times (their Economy + 3).

When the Down Effect of a Monster is played on a community, wait for two days. After two days, any Wizard may perform the following Atomic Action:
*the community’s defense is compared to the card’s Toughness.
*If the community’s defense is greater than or equal to the card’s Toughness, then that community gains Culture equal to the card’s Destruction.
*If the community’s defense is less than the card’s Toughness, then that community looses Rank equal to the card’s Destruction.

 

Proposal: Two-Bit Arcana

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 22 Jun 2018 08:11:05 UTC

For each bullet below in this proposal, the text before the first round bracket is its Title, the round bracketed number is its Score, the square bracketed word is its Type, the first sentence after the closing square bracket is its Constraint, the sentence after that is its Up Effect and the sentence after that is its Down Effect.

  • Fire (1) [Spell] No Constraint. Add 1 War to any Community. Reduce a Rating of any Community by 1 and Vex it.
  • Flood (1) [Spell] No Constraint. Add 1 Economy to any Community. Reduce a Rating of any Community by 1 and Vex it.
  • Fable (1) [Spell] No Constraint. Add 1 Culture to any Community. Reduce the Culture of any Community by 1.
  • Forget (1) [Spell] No Constraint. Set a Community to be Indifferent to all Wizards. Set a Community to be Indifferent to a Wizard of your choice.
  • Brown Potion (1) [Potion] No Constraint. Draw a card. Nothing happens.
  • Red Potion (1) [Potion] No Constraint. Set a Community to be Friendly to you. Nothing happens.
  • Clear Potion (1) [Potion] No Constraint. Discard your hand. Nothing happens.
  • Black Potion (1) [Potion] No Constraint. Vex a Community. Nothing happens.
  • Swirly Potion (1) [Potion] No Constraint. Apply the Up Effect of any other Potion card, then discard your hand. Nothing happens.

For each bullet above in this proposal, make a subrule of “List of Cards” which has its Title, Score, Constraint and its two Effects.

To “Communities”, add:-

When a Wizard Vexes a Community, that Community becomes Suspicious to them if it is not already.

Proposal: Card Steal

Fewer than a quorum not voting against. Failed 1-6 by Kevan.

Adminned at 22 Jun 2018 08:07:29 UTC

Add this card under the list of cards (in the ruleset), under the type “Tricks”:

title: Card Steal
score: 3
constraint: You can only play this card if you have at least one other card in your hand not named “Card Steal”.
Up effect: You may choose a wizard, then steal a random card from their hand.
Down effect: You must reveal a card of your choosing from your hand, other than the card you just stole.

Proposal: some cards

Self-killed. Failed by Kevan.

Adminned at 22 Jun 2018 08:06:54 UTC

To the list of types add “magical object”.

To the ruletext which describes the shorthand in Cards add “type: U” to the bottom of both versions.

Add the following card to the ruleset:
title: Sword In The Stone
score: 4
constraint: Can’t have used this card at the same community before.
up effect: Choose a community and make a just ruler there. Increase that community’s Economy by 1 and set it’s Attitude toward you to Friendly.
down effect: Choose a community and make a warring ruler there. Increase that community’s War by 2; as a cost to choosing this effect lower that community’s Economy by 1, if it can’t be paid this option can’t be chosen.
type: magical object

Testing the waters for types of cards. I don’t know if the up/down effects should be mirrored but different like this one or should have mutually exclusive effects.
I think we really need to work out how this score mechanic works otherwise people are just going to propose high value cards or possibly disregard that value for the scoring victory at the end of the dynasty.

Proposal: Factions and Ruins

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 22 Jun 2018 08:06:18 UTC

Create a rule named “Factions”:

A community’s faction must be one of the following:
*Neutral
*Mudling
*Barban
*Redlander
*Grassfolk

Factions other than neutral are known as “Active” Factions

In the rule “Communities”
change:

A Community with a size of 5 or less is a Village

To

A community with a size of 0 is a ruin and must have a faction of Neutral. A Community with a size between 1 and 5 is a Village.

 

I’m not super sold on the names of the factions, but I am sold on the general number, and they’re all supposed to be insulting names the others call them.

This will also let us have empty community sites, so that when they are settled its a change in stats rather than the creation of a community.

Proposal: Drawing

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 21 Jun 2018 14:05:14 UTC

Create a new rule called “Drawing” with this text:

If a Wizard is instructed by ruletext or a card’s affect to draw a card and they have less than 9 cards in their hand, they must randomly choose one card (which is not part of any Wizard’s hand) from the deck and add it to their hand.

If every card in the deck is in a Wizard’s hand, no Wizard may draw or Deal.

If the text

Wizards other than the Historian may not draw cards.

is not part of the ruleset, append to the rule “Drawing” this text:

Dealing is a communal weekly atomic action with the following parts:
*Create a randomly ordered list containing all Wizards who have less than 9 cards in their hand.
*Randomly choose one card (which is not part of any Wizard’s hand), add it to the hand of the first Wizard in the list, and remove that Wizard from the list.
*Repeat step two until either the list is empty or their are no more cards in the deck witch are not part of any Wizard’s hand.
Dealing shall always performed at the earliest legal time.

Proposal: Deck Composition

Fewer than a quorum not voting against. Failed 1-6 by Kevan.

Adminned at 21 Jun 2018 14:04:08 UTC

Create a subrule named “Deck Composition” under “Deck” as follows:

The deck shall have a starting size of 200 cards, all of which begin with the name “Blank”. Constraint is “cannot be played under any conditions”. The upside is “nothing”, downside is “nothing”, and scoring is 0. Wizards may draw from the deck in the order of the deck composition (unless otherwise noted). If the deck runs out of cards, and a card draw is requested by a wizard (under legal circumstances), all cards which have been played and resolved (no ongoing effect) are to be shuffled into the deck.

 

Proposal: Grand Action

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 21 Jun 2018 07:48:35 UTC

insert the following to the list of card types:

Persons, Monsters, Labors,

Wizards have so many tools other than magic.

Labors are meant to represent things like leading a band of refuges into a town or brokering peace between two nations

Proposal: Credit Card Fraud

reached quorum 8-0 enacted by card

Adminned at 20 Jun 2018 22:10:14 UTC

To “No Lame Scams”, add:-

Within proposals and within text under the heading “List of Cards”, a word only refers to the name of a Wizard if it is explicitly stated that it refers to a Wizard’s name.

The appendix rule about names only covers rules, not proposals. I’m not sure we need to override that forever, but we certainly do for this dynasty.

(Also, card has just proposed that card effects shouldn’t count as ruletext.)

Proposal: a missed draw

reached quorum 6-0 enacted by card

Adminned at 20 Jun 2018 22:06:00 UTC

If the cards Start Drawing and Start Playing exist, add one of each to the Historian’s hand.

If the text ‘“potions”, and “tricks”.’ exists in the ruleset change it to

“potions”, “rituals”, and “tricks”.

Wednesday, June 20, 2018

Proposal: They’re cards, not rules!

reached quorum 6-0 enacted by card

Adminned at 20 Jun 2018 16:15:58 UTC

If “Wizards are Wild” has not passed this proposal does nothing.

Append to the rule “Cards”

Any text contained under the heading “List of Cards” is not considered normal ruleset text and should not be normally followed as such unless a different rule directs you to follow it in that way.

Append to the rule “Cards”

Wizards other than the Historian may not draw cards.
Wizards other than the Historian may not play cards.

Make a subrule “Start Drawing” of Cards under the heading “List of Cards” with the text

score: 0
constraint: may be played when the Historian feels that the drawing mechanic is acceptable for play.
Up Effect: remove the text “Wizards other than the Historian may not draw cards.” from the ruleset. Also remove this card from the ruleset.
Down Effect: remove the text “Wizards other than the Historian may not draw cards.” from the ruleset. Also remove this card from the ruleset.

Make a subrule “Start Playing” of Cards under the heading “List of Cards” with the text

score: 0
constraint: may be played when the Historian feels that the cards and mechanics for making new cards are balanced enough to start play with them.
Up Effect: remove the text “Wizards other than the Historian may not play cards.” from the ruleset. Also remove this card from the ruleset.
Down Effect: remove the text “Wizards other than the Historian may not play cards.” from the ruleset. Also remove this card from the ruleset.

Append to the rule “Cards”

In a proposal, the shorthand (which ignores capitalization)
“add the following card to the ruleset:
title: X
score: Y
constraint: Z
up effect: W
down effect: V”
where the parameters are the fields to their left, stands for the text
‘Make a subrule “X” of Cards under the heading “List of Cards” with the text

score: Y
constraint: Z
up effect: W
down effect: V

Add the cards Start Drawing and Start Playing to derrick’s hand.

a few different things.
1. makes clear that the cards in the ruleset are not rule text and shouldn’t be followed that way unless they’re played.
2. stop Wizards other than the Historian from interacting with cards until the Historian feels that the rules are error free enough
3. makes a shortened and readable way of adding cards to the ruleset

Proposal: Types of Cards

Reached Quorum 5 to 0. Enacted by Derrick.

Adminned at 20 Jun 2018 13:26:41 UTC

create a rule called “Card Types” as follows:

All cards must fall under specific types. A card may not have more than one type. These include “spells”, “potions”, and “tricks”. Further rules may add additional types that are mutually exclusive from previous types.

Proposal: Harman Kardon Harmony Carding

Reached Quorum 8 to 0. Enacted by derrick.

Adminned at 20 Jun 2018 13:12:26 UTC

If a rule called “Deck” exists, then replace the text “in the subrule Legal Cards” if it exists in that rule with

under the heading “List of Cards” in the rule “Cards.”

“The Card Organizer” and “Wizards are Wild” both look likely to pass, so they should play nice together.

Proposal: Discard dis Card

Reached Quorum 6 to 1. Enacted by derrick.

Adminned at 20 Jun 2018 13:08:49 UTC

create a rule named “Discarding”:

A wizard may discard a card when instructed to by a card’s effect. When a wizard discards a card, it is removed from that wizard’s hand. A wizard may not discard a card they do not have in their hand. If a card effect would require a wizard to discard a card they do not have in their hand, that effect may not be performed when the wizard plays the card. The most powerful effects in the game should require cards to be discarded as part of their effect.

 

Proposal: Community Service

Became popular 6 to 0. Enacted by Derrick.

Adminned at 20 Jun 2018 13:05:00 UTC

Enact a new rule, “Communities”:

Communities exist, and are tracked as a list in this rule. Each Community has a Name (between one and two words), a Faction (a single word), and Ratings for War, Culture and Economy (all integers defaulting to zero), all of which are tracked in the community list in this rule.

Each Community has an Attitude towards each Wizard, which is either Suspicious, Indifferent or Friendly, defaulting to Indifferent to each Wizard. This is tracked in the community list in this rule, although if a Community is Indifferent to a Wizard, this need not be spelled out.

The Communities are:-

  • The Harbour: Neutral Faction. War = 0, Culture = 0, Economy = 1. Friendly to Derrick.

The size of a Community is the sum total of its Ratings. A Community with a size of 5 or less is a Village. A community with a size between 6 and 10 is a Town. A community with a size of 11 or more is a City.

Reproposing of a bit of Derrick’s opener, with some tweaks.

Proposal: Wizards are Wild

reached quorum 8-1 with 1 def enacted by card

Adminned at 20 Jun 2018 06:46:48 UTC

Create a rule called “Cards” (or, if there is already a rule by that name, reword it) as follows:

A card is defined as a subrule to this rule, under the heading “List of Cards.” Each such card must have a name (which is the title of the subrule), a score (which is a nonnegative integer), a constraint outlining the circumstances under which it may be played or scored, and two effects, divided into an Up Effect and a Down Effect.

A Wizard may have up to nine cards in their hand; the contents of each Wizard’s hand are tracked as a comma-delineated list in the field “Hand” in the GNDT. No more than one Wizard may have a given card in their hand at a time, and a Wizard may not have more than one copy of a single card.

When a Wizard plays a card in their hand (if it is legal to do so according to the card’s constraint), they perform either its Up Effect or its Down Effect as an Atomic Action. As soon as that action is complete, the card is removed from their hand.

Leaving the meaning of score open for now.

Proposal: card obtain method

Self-killed. Failed by Brendan.

Adminned at 20 Jun 2018 05:35:19 UTC

Create a rule that can be referred to as “post-combat card reward system”. The text is as follows:

If a wizard defeats another wizard in combat, the victor shall be able to claim one card from the defeated as their own. If the defeated has no cards, they will be in debt to the victor, such that as soon as they obtain a card, they must give it to the victor. It is possible to be in debt for multiple cards, in which case the oldest victor (one who won against the defeated first) obtains the cards first.

Proposal: the card organizer

Passes 9-0 with NO WIKIPAGES prevailing. Enacted by Brendan.

Adminned at 20 Jun 2018 05:33:21 UTC

Create a rule titled “Deck” with the text

A list of all legal cards are tracked in X.

If a Quorum of people who have voted on this proposal include the text “NO WIKIPAGES” replace X with “the subrule Legal Cards”.
Otherwise replace X with “the wikipage [[Legal Cards]]”

Proposal: Meddlers and Meddlees

Self killed by Derrick.

Adminned at 19 Jun 2018 18:34:35 UTC

Create A rule named “Wizards”:

Each wizard has a location, which is the name of a community or the text “wilderness”, defaulting to “wilderness” and tracked in the GNDT.
Each wizard has a number of moves, tracked in the GNDT.
A wizard may possess any number of cards, but may only play cards if they have 9 or fewer. Cards are tracked by the Historian and periodically announced by him.

Create a rule named “Communities”:

A community has a Name, which is a text string, a Faction, which is text string, a War rating, which is an integer, a Culture rating, which is an integer, an Economy rating, which is an integer. Each city has a memory of each wizard, which is an integer defaulting to 0. Cities are tracked by the Historian and periodically announced by him. The size of a community is the sum total of its ratings.

A community with a size of 5 or less is a village.
A community with a size of 10 or less is a town.
A community with a size of 11 or more is a city.

Create a rule named Cards:

A card has a name, an effect, a notes, and a score.
A card’s name is a text string. A card may be referred to by its name.
A card’s type is a text string.
A card’s effect is rules text that only occur when a card is played.
A card’s notes is rules text that effects when and how a card may be dealt, played, or scored.
A card’s score is an integer. When a playing a card creates or alters a community, the player of the card increases the community’s memory of them by the score of the card.

 

According to the book, the wizards predate the settlements. The Wise, Cunning, Mysterious Egomaniacs just “happened” They all claim to have existed before any of them did anything else. But they had to have come from somewhere. They claim to be wizards, not gods. They built civilization, not the earth. Surely one of them came first. Surely the “common folk” as they call us aren’t completely reliant on wizards to form settlements. Are we? Or is this section of the legend a complete fabrication, made to aggrandize later figures?

I’d have put the book down, if I hadn’t seen its magic with my own eyes. What was this tome? and why did my aunt give it to me?

Ascension Address: A Tome and a Legend

Upon returning from my voyages, I received word that an old aunt had perished from consumption. I mourned this loss, but there was nothing to be done about it. The executor visited me shortly afterwords, delivering a stack of old books. Aunty Neddy always had odd interests. The oldest book I’d never seen before. when I opened it, the archaic runes on the page stared back at me, signifying nothing. And then they shifted, and I could read of the ancient people who made this book. It spoke of cities, so long lost to history that this was perhaps the only record of them.

It spoke of the wizards. These wizards found safe valleys, fertile mountains, and majestic rivers for the people to settle in. They led small bands to become thriving villages. They guided young peasants to become Wise Kings, Witty Playwrights, and Cunning Architechs. They dethroned idolent kings, provoked starving peasants into revolution, and brokered alliances. They placed monsters to guard to terrorize towns, and sent heroes on quests. And they told stories about their deeds. With the short lives of the common folk, five generations is enough to rewrite history.

The word of the book didn’t just change that first time.

Replace the term Narrator with “Historian”, and “Sailor” with “Wizard”.
We are keeping the rule “No Lame Scams”

join next dynasty

it’s a little early but I thought “better early than late”. I’d like to become a player in Derrick’s dynasty (“announcing your arrival and your formal intention to become a player”), so yeah. Heard you had to make a blog post. Out of Derrick’s three ideas, I do like the idea of cards, though it’d be tricky if you had to program a “deck of cards” that is able to be shuffled, and for people to draw through.

Motivations

Here’s the post-dynastic Goal reveal required by the ruleset. As written the Goals of every player other than Derrick would just be “Abandon Ship” or “Religious”, but here’s what people actually tried to set, and how they would have scored if The Log and Line had been voted through:-

  • Brendan: Advance to Carpenter + Survive + Die + Protect Cuddlebeam + Stay Afloat + Abandon Ship + Avenge Nature 1 + Avenge Nature 2 = 3 Worth
  • Card: Stay Afloat + Survive + Protect Kevan + Advance to Deckhand + Avenge Nature 5 = 5 Worth
  • Corona: Advance to Navigator + Hunt + Survive + Stay Afloat + Protect Dewaldo + Protect Stoneworth + Protect Kevan + Religious = 6 Worth
  • Cuddlebeam: Die + (REPLACED: Abandon Ship) + Avenge Axemabaro + Avenge Brendan + Avenge Card + Avenge Corona + Avenge Cpt_Koen + Avenge Diabecko + Avenge ElMarko + Religious = 0 Worth
  • Derrick: Protect Pokes + Protect Thunder + Protect Cpt_Koen + Protect Jumble + (ERASED:Stay Afloat) + Hunt + Advance to Deckhand + Avenge Nature 2) = 6 Worth
  • Dewaldo: Avenge 4 + Advance to Cook + Acquire + Survive + Stay Afloat = 4 Worth
  • ElMarko: Advance to Third Mate + Hunt + Stay Afloat + Survive + Avenge Nature 4 = 4 Worth
  • Jumble: Avenge Nature 6 + Acquire + Stay Afloat + Survive = 2 Worth
  • Kevan: Survive + Advance to Passenger + Stay Afloat = 4 Worth
  • Mexianus: Advance to Blacksmith + Acquire + Hunt + Survive + Stay Afloat + Protect Brendan + Religious = 4 Worth

Which means Derrick would have won regardless - although tied with Corona, the Captain’s decision to pass all of their Gold to Cuddlebeam meant that the tiebreak would have been resolved in Derrick’s favour, 3 Lore to nothing.

Monday, June 18, 2018

Declaration of Victory: How does One Quantify Satisfaction?

Reached Quorum 6 to 0 after 12 hours, with Narrator Voting FOR. Enacted by derrick

Adminned at 19 Jun 2018 01:52:45 UTC

It has been a long voyage, fraught with drama and chaos. For much of the journey, We lacked a captain, and I had to do my best. We slew but a single beast, and a very unimpressive one at that. I do not know how I am still alive.

And yet, I feel a sense of accomplishment. My friends are alive. My ship is afloat. And I find myself content throwing off the cares of command and embracing the thrill of the harpoon. I am not a leader, but a harpooner.

I have achieved victory by having a reckoning of 6, far higher than any other active sailor.

As this victory is mildly irregular, I wish to share the choice of the next theme with my fellows. This is not a formal vote, but your input as to the best next dynasty will be given much weight when writing the ascension post.  The options I am considering are:
*A Contractor themed dynasty focused on secret bids and building the right team for a job whose requirements aren’t known until the last minute.
*An Exploration themed dynasty focused on the politics of funding large expeditions
*A Fantasy Civilization Building dynasty where wizards meddle with cities to see who can gain the most prominent place in legend. Focus would be on a card mechanic that I hope will fix the problems we’ve had with grinding

Passenger’s Log: Saint Calogerus’ Day

“Sails lowered, the Haniver wandered adrift through open waters.”

With players voting to enact Lord of the Level Loadstone (rendering illegally-submitted Goal lists legal and applying them) but not The Log and Line (which would have rendered everyone’s Goals legal), I can announce that it’s now the case that Derrick had the highest Reckoning when the story ended. Cuddlebeam’s was one or zero, everybody else’s was zero, and Derrick’s was six.

Since Level Loadstone did not attempt to be retroactive, this means (as I read it) that both Cuddlebeam and Derrick are presently considered to have achieved victory at some point during the current dynasty.

Saturday, June 16, 2018

Epilogue

The Story ended at 15th of June of 2018, 20:22:00 UTC.

Every Sailor but Cuddlebeam had the goal of “Abandon Ship”, which was not met as the Haniver was not sunk, giving all those Sailors Reckoning of zero.

The idle Sailor Cuddlebeam may have had the goal of “Religious” or “Abandon Ship” depending on how one interprets the rule for changing Goals, which states that “one or more of their own Goals be removed and replaced” and that the Narrator “shall and can perform these changes”: it would not be possible to perform the removal step, as the list can never hold zero items. This would give Cuddlebeam a Reckoning of zero or one.

If Cuddlebeam has a Reckoning of 1, they achieved victory on the 15th.

If Cuddlebeam has a Reckoning of 0 then everyone is tied for highest Reckoning, and with 3HP+9G Cuddlebeam had the highest Prestige when the Story Ended, so achieved victory on the 15th.

Play continues.

My reading of how things are.

I was thinking I had to hold off on this until after establishing a quorum’s view, since I didn’t want to reveal secret information which couldn’t be unrevealed, but if we’re going forward with all goals being Abandon Ship, the only serious information this reveals is whether anyone else spotted and used the loophole (they didn’t) and whether the Story has ended yet (it has).

Call for Judgment: The Log and Line

Timed out 2 votes to 2 with 2 unresolved DEFs. Failed by Kevan.

Adminned at 18 Jun 2018 08:03:17 UTC

In “Goals”, replace “Each Sailor has one or more secret Goals” with “Each Sailor has zero or more secret Goals”, and retroactively consider the rule to have used that wording since the time it was added to the ruleset.

So, a quick vote on how to end this. Should we retroactively reword the rule, or should we play out with every Sailor having had “Abandon Ship” as their initial goal?

Homeward Bound

Mexianus idles out after eight days’ inactivity. With Cuddlebeam also going idle by request, quorum drops to 4.

Friday, June 15, 2018

I’m running out of time.

I don’t have much time left to play this dynasty of psuedomafia, work’s been picking up, so I’m just going to out everything now.

You’ve all had the “Abandon Ship” goal from the start.

Each Sailor has one or more secret Goals

So, we’ve had goals all along. From the start. We have ONE or MORE. Not zero or more. One or more.

Via the defaulting rules in “Clarifications § Numbers and Variables.”, we’ve all got one Goal (earliest to zero), with that goal being “Abandon Ship” (alphabetically earliest). Since the start of the dynasty.

And

At 15-5-18 07:39:07 , I exchanged my “Abandon Ship” goal for “Religious” via a private message to Kevan, because it was Novel. I even got confirmation later on that I managed to do the swap (Which is why I made that “Reminder” proposal later on to confirm that I managed to pull it off and not fuck up).

I assume that I’m the only person to have done this swap.

Which would mean that I would’ve won, because you’d all have 0 Reckoning and I’d have 1.

But Kevan’s latest CFJ here changes everything. (I even made a copypasta days ago with my supposed endgame win thing: link)

Kevan’s CFJ would basically make that the people who have fucked up their Goal settings are now in the best position to win, because it would turn the bogus private messages sent into real Goal settings, which changes everything. It can be argued that Kevan’s “personal list” isn’t the actual gamestate, or that the CFJ just alters the submission, not the Goals themselves, but I don’t have the material time to enter that sort of quarreling/lawyering. Are more late CFJs going to appear during my CFJ, now that late CFJs are a thing? Am I going to be able to find a loophole which dismantles Kevan’s latest CFJ? I just don’t have the time to sit around, see what happens, and reply to people.

Do with this information what you wish. I unfortunately have to leave.

Please idle me.

Call for Judgment: Lord of the Level Loadstone

Timed out 3 votes to 2. Enacted by Kevan.

Adminned at 18 Jun 2018 08:02:36 UTC

Ah. Checking through my scribbled journal in the twilight, and I’ll keep this as vague as seems fair to, I’ve just realised that one or more Sailors actually submitted Goal lists which were illegal at the time of submission, and which I didn’t pick up on until now. I went ahead and “set that Sailor’s Goals to those specified” at the time, evidently making the same misreading that that Sailors had and not realising it was illegal for me to set those Goals. (This had the knock-on effect of making the Sailors safe from accidents and drownings in all that time, when they shouldn’t have been, and more significantly not giving them any feedback that their Goals hadn’t been legal.) Whether or not it would make or break the winner, we should balance the books before going any further.

There are two ways to resolve the problem. One is to say that the Goals were never set and those Sailors should be considered to have no Goals at the Story’s end. If this CfJ fails, I’ll take that as the verdict.

The other is to make those Goals legal in some way. Letting the Sailor select their own corrections would be unfair this late in the game, so:

Enact a new subrule of Goals, called “Goal Corrections”:-

A Correct List of Goals is one with a total Worth no greater than 10, and it may only include multiples of the same Goal if those multiples all have Targets, and if those Targets are different.

If any Sailors sent private messages to the Narrator in May 2018 requesting a list of Goals that was not a Correct list, the Narrator may, on his own personal copy of each such list, do any of the following:

  • if the list has two identical Goals with the same target, change one of those targets to a secretly random value;
  • if the list has two identical Goals with no targets, erase one of those Goals at secretly random;
  • if the list has a total Worth above 10, erase one secretly random Goal from it

Whenever the alteration or removal of a Goal makes a non-Correct List into a Correct one, that Sailor’s Goals are considered to have been that Correct List since the time at which they were submitted.

I’ll leave it to the decision of a quorum, but this feels like it’s on me for not double-checking all lists at the time of submission, as much as the players in question, which I apologise for.

Passenger’s Log: Saint Vitus’ Day

“A storm was rising over the archipelago, and the crew rushed back and forth across the decks with shouts and disagreements, flashes of lightning stopping them in the most dramatic of poses. The whaling ship Madcap swung towards us in the driving rain, heading back to Anchorage, and I wondered if it was too late for me to seek passage back to the city.”

The Madcap is nearby until the next Log.

Thursday, June 14, 2018

Proposal: Down with the Ship

tined out 1-4 failed by card

Adminned at 16 Jun 2018 21:43:26 UTC

Set the Position of the Sailor named Brendan to Captain.

Last-minute bargains welcome in the comments.

Wednesday, June 13, 2018

Proposal: If you’re going to Mutiny

self-killed failed by card

Adminned at 15 Jun 2018 05:24:50 UTC

Make the following changes to the sailor named “Corona”:

Change their position to Prisoner
Set his gold to 0

... then do it right.

The captain has long sought to leverage his position. A formal mutiny requires a quorum and involves risk, while this requires a mere majority and does not. It also removes the gold, and thus means the captain does not win ties.

Forgotten Gold

Cuddlebeam just gave themselves +1 Gold with a comment of ”(Forgot. Got that Gold.)”

Where did this come from? Was it meant to be a Lore increase from talking to the crew of the Caine? (And is it legal to apply it as “forgotten” when the time has now passed for such an action to be taken, given that the action explicitly requires that the player “increases their Lore” rather than a platonic “the player’s Lore is increased”?)

Story Post: Mutiany

Leaving someone as Captain near the end games gives them the power to mess with other people’s positions, possibly messing up their scoring. Best to not have a captain at that time.

Proposal: Every Cask is Out of Sight

reached quorum 5-0 enacted by card

Adminned at 15 Jun 2018 05:23:58 UTC

In the definition of the “Hunt” goal, replace “aboard the Haniver” with:-

aboard the Haniver (including any held by non-idle Sailors)

Addressing the Captain’s concern over which barrels are counted.

Proposal: Damn it all

failed 3-5 with 1 DEF with less than quorum not voting against.

Adminned at 15 Jun 2018 05:22:36 UTC

Set the amount of barrels of oil at the Haniver to 20.

It’s 20, because someone could take a barrel of oil, and players’ inventories might not count.

Passenger’s Log: Saint Peregrinus’ Day

“Long after midnight, the Captain and the Navigator leapt up from their benches at the galley, perhaps a little worse for wear, and proceeded to lower an empty whaling boat. Scattering handfuls of ship’s scarce provisions across the dark waters behind them, they paddled the boat towards the orbiting, moonlit fin of a lone dolphin.”

Corona and Card formed a Hunt empty-handed.

Encounter: An angry Dolphin with Speed 3, Danger 2, Yield 2 and Uncommonness 3. Card is this Encounter’s Leader. This Encounter has a Maneuver Energy of 0 and a Power Energy of 0.

Tuesday, June 12, 2018

Proposal: Yesterday’s Fresh Irons

Timed out 1 vote to 2 with 1 unresolved Captain DEF, after 48 hours. Failed by Kevan.

Adminned at 14 Jun 2018 16:15:32 UTC

End all Encounters which began before the St Barnabas’ Day log, and which have not yet been Ended.

Our Captain seems to be assuming that Encounters expire automatically when their Fast-Fish is no longer “in the area”, which I’m not sure is actually true. This makes it effectively true by ending all Encounters from last week and before.

Proposal: Seeking New Fortunes on the High Seas

Timed out 1 vote to 1 with 2 unresolved Captain DEFs, after 48 hours. Failed by Kevan.

Adminned at 14 Jun 2018 16:14:06 UTC

Add to “Goals”:-

A Sailor who is Aimless can apply to the Narrator via PM to have one or more Goals allocated to them. These allocated goals shall not have a total Worth that is greater than the total Worth of all the completed Goals of the Sailor with the greatest Worth.

New players can be given goals but in such a way that they cannot usurp the positions of longstanding players.

Proposal: To Sink For Evermore

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 13 Jun 2018 07:45:55 UTC

Replace “A Sailor, if they have no items, can take an item from the Haniver.” with:-

A Sailor, if they have no items and if the Haniver is not Sunk, can take an item from the Haniver.

Add to “The Prisoner”:-

If the Haniver is Sunk, no Sailor may be made a Prisoner, and any Sailor may set a Prisoner’s Health Points to zero.

Proposal: I join the current dynasty!

Miscategorised: not a legal proposal as the person who made it wasn’t a player at the time. But welcome aboard.

Adminned at 12 Jun 2018 09:28:02 UTC

I hereby declare my intention to join the current dynasty and venture forth on the Haniver!

Lower the Boats 3

Lower the Boats for Wednesday’s log

Tuesday, June 12, 2018

Proposal: planned weapons

self killed failed by card

Adminned at 12 Jun 2018 08:10:09 UTC

Change “You use a Harpoon to spear the Fast-Fish. Roll a DICE5 and remove a Harpoon you are holding from the game: if you roll a number higher than the Fast-Fish’s Speed, you lower its Danger by 1.” to

You use a Harpoon to spear the Fast-Fish. Roll a DICE5 and remove a Harpoon you are holding from the game: if you roll a number higher than the Fast-Fish’s Speed, you lower its Danger by 1. If you are in more than one encounter and still have not taken an Encounter Action in at least one of them, you take a Harpoon from the Haniver.

It seems somewhat odd that sailors are forced to encounter every fish near the haniver and can’t always prepare against all of them. To counter that this will allow the Harpooneers to use their attack action once at each encounter.

An Issue

So, last week’s hunt failed, due to the inaction of Brendan, Jumble and Mexianus.

This may be due to them simply not visiting Blognomic, but possibly they’re defectors (they may not necessarily wish to see the ship sunk or w/e, but they may not have hunt as a goal and so they could benefit from boycotting hunts). Neither can be convincingly proven, and we’re running short on time.

My question: Should I imprison at least one of them?

It seems we don’t really have an effective mechanism for deterring/punishing defection in general—prison’s weak, as only 1 person can be jailed, and if they’ve been clever, it doesn’t have to hinder their goals. Should we propose something?

Proposal: Nigh to his Endless End

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 11 Jun 2018 21:00:49 UTC

For each Encounter which has been ended more than once, undo the Health losses caused by all but the first of those endings.

Then in “Encounter”, replace “When an Encounter has ended, Encounter Actions may no longer be taken at it.” with:-

Each Encounter may only be ended once. After an Encounter has ended, it is no longer considered to be an Encounter.

As currently written, an Encounter can be ended (and its injuries applied) repeatedly.

Passenger’s Log: Saint Barnabas’ Day

“A modern-looking whaling vessel passed us heading back to Anchorage, riding low in the water. Its crew all appeared to be busy below deck, but the sharp voice of its unseen captain hailed us across the open water.”

The whaling ship Caine is in the area until the next log.

Saturday, June 09, 2018

Proposal: Imputation of Usurpation

Timed out 3 votes to 1. Failed by Kevan.

Adminned at 11 Jun 2018 12:11:43 UTC

In “Mutiny”, replace “The Captain becomes a Prisoner, and the chief mate, second mate and third mate become a Prisoner if they did not vote For the mutiny.” with:-

Any Mate who did not vote For the Mutiny loses 1 Health Point. The Captain becomes a Prisoner, the Chief Mate (if there is one) becomes a Deckhand, and the Sailor who attempted the Mutiny becomes Chief Mate.

Replace “Otherwise, every sailor who voted For the mutiny at any point (even if they changed their vote later) becomes a Prisoner.” with:-

Otherwise, every sailor who voted For the mutiny at any point (even if they changed their vote later) loses 1 Health Point.

Mutinies aren’t very compatible with the one-person brig: if the Captain and three Mates have different Prestiges, then imprisoning the four of them means that three can (if they act quickly) immediately unimprison themselves, resume being Mates and reinstall the old Captain.

(This makes the mutineer Chief Mate rather than Captain, as making them Captain could allow the three previous Mates to retake their positions and immediately replace the usurper.)

Friday, June 08, 2018

Passenger’s Log: Saint Calliope’s Day

“Our full boat dropped down into the waves, oars and harpoons spiking up in all directions, and I was left alone on the Haniver. As if in response to the launch, a great humpback whale gave a vast, twisting leap from the depths of the ocean, not far from our position.”

Sailors Card, Mexianus, Jumble, Corona, Derrick, Cuddlebeam and Brendan joined the hunt, taking four Oars and three Harpoons along.

Encounter: A benign Humpback Whale with Speed 5, Danger 2, Yield 2 and Uncommonness 5. Corona is this Encounter’s Leader and the Encounter starts with 8 Maneuver Energy and 6 Power Energy.

Thursday, June 07, 2018

Proposal: I didn’t pack a lunch

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

Adminned at 10 Jun 2018 11:28:10 UTC

Change:

Each Sailor may join in the hunt by declaring “I join the hunt” as part of a comment on the Blogpost that first declared the hunt, and increasing their hunger by 1.

To:

Each Sailor may join in the hunt by declaring “I join the hunt” as part of a comment on the Blogpost that first declared the hunt. Their hunger is increased by 1.

forgetting to increase hunger is just annoying, and doesn’t really add to play.

Proposal: Expert Baiting

Timed out 4 votes to 0. Enacted by Kevan.

Adminned at 10 Jun 2018 09:00:01 UTC

Replace the bullet point “Uncommon Creature” with:

Uncommon Creature: The Narrator shall randomly determine, in private, an integer between 0 and the number of sailors holding Provisions, inclusive. The Attract value shall be set to the resulting integer.

The Narrator shall randomly determine Attract Sailors who are holding Provisions, and destroy the Provisions these Sailors hold.

The Narrator shall follow the effects described in the following paragraph (Attract+1) times:

A creature with an uncommonness of 2DICE10-10 + (the Navigator’s Lore) shall be in the area until the end of the current week. If the uncommonness of the creature would be over 10, an unnamed creature with an uncommonness equal to the Navigator’s quarry shall be in the area instead. If the uncommonness of the creature would be negative, no uncommon creature is added to the area.

Then, the Narrator shall privately roll a ten-sided die for each Lookout, and for each roll which is less than the Vision Threshold, privately message that Sailor listing the Uncommonnesses of all Creatures in the area (if there are no Creatures in the area, the Sailor shall be informed of a single Creature with an Uncommonness of DICE10). (The Vision Threshold is 8 if a Creature is in the area, and 3 otherwise.)

Attracting more creatures by spending food.

Proposal: Barf

Self-killed. Failed by Kevan.

Adminned at 09 Jun 2018 10:18:06 UTC

In the rule “The Passenger’s Log”, replace the bullet point “Man Overboard” in its entirety by a new bullet point with the following text:

Seasick: A random Sailor has their Sickness increased by 5.

 

There are no more aimless sailors, so the steward would have nothing to do, but 10 sickness at once is too brutal.

Proposal: The Teeth of the Tempest

Timed out 3 votes to 3 with 1 DEF resolving to the Captain. Failed by Kevan.

Adminned at 09 Jun 2018 10:17:28 UTC

To “Epilogue”, add:-

No Passenger’s Log shall be made on the 15th of June.

Removing any final-days timing issues, if the game could potentially end hours or minutes after the final Log. (I haven’t rolled the EUF yet.)

Thursday, June 07, 2018

Proposal: Secrets Revealed

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 07 Jun 2018 16:48:53 UTC

If the Narrator has voted FOR this proposal append to “Epilogue”

After the Narrator has announced the end of the story and in a timely manner, they will make a blogpost titled “Motivations”. This post will list the goals of all Sailors that have been unidle at some point of time during the dynasty, stating “None” for Sailors that did not take any goals.

Proposal: the one true indexing method

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 07 Jun 2018 16:48:02 UTC

Change “counting upwards from the bottom of it.” to

counting upwards from the bottom of it and starting from 0.

This is actually what it does start out with because of default values but making it explicit makes sure people realize this and they’ll decide if they want it to start at a different value.

Lower the Boats again

Lower the Boats! I have spotted a creature with uncommonness 5 (meaning it has speed 5, danger 2). Joining the hunt is mandatory for everyone.

Cuddlebeam, derrick and I will bring oars.
Everyone else will bring harpoons.

Don’t forget to increase your hunger.

Passenger’s Log: Saint Agobard’s Day

“Some confusion on deck this morning as an empty boat was lowered into the water, only to be lifted back up again. Alone at the fo’c'sle, the captain raised and twisted a telescope to scour the silent grey ocean.”

Tuesday, June 05, 2018

Proposal: The End of All My Bursting Prayers

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 06 Jun 2018 07:43:05 UTC

Remove the paragraph beginning “An Aimless Sailor may send a private message to the Narrator listing any number of Goals” from the ruleset.

Given that this is a game of predicting how the story will end, and that the story’s end is now approaching.

A new player joining a day before the end of the voyage and taking a quick look around shouldn’t be able to equal the score of somebody who predicted and engineered the situation to get to that point.

Proposal: Time’s up v2

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 05 Jun 2018 18:47:02 UTC

In the rule “Goals”,
amend:

If the total Worth of those Goals is no higher than 10, and they do not list an Advance goal targeting the position of Deckhand, the Narrator may then set that Sailor’s Goals to those specified.

to:

If the total Worth of those Goals is no higher than 10, and they do not list an Advance goal targeting the position of Deckhand, and that Sailor has been active for a total of less than 72 hours after {time}, the Narrator may then set that Sailor’s Goals to those specified.

replacing {time} with the date and time this proposal was enacted.

A proposal intending to do the same was already enacted, but it had no effect.

Lower the Boats

Lower the Boats - I didn’t see anything, but there’s no disadvantage to declaring hunts, so…

Monday, June 04, 2018

Be it Beast, Boat, or Stone

Second Mate Stoneworth idles out automatically after a week’s inactivity. Quorum remains 5.

Passenger’s Log: Saint Petroc’s Day

“The Calypso lowered its anchor to tarry awhile until the wind picked back up, its chief harpooneer offering some commiseration on the orca which had now disappeared from sight of the Haniver’s boats.”

The whaling ship Calypso remains in the area until the next log.

Sunday, June 03, 2018

Proposal: The True Method of Dividing the Cetacea

Timed out 4 votes to 0. Enacted by Kevan.

Adminned at 05 Jun 2018 18:39:46 UTC

Remove the sentence “Whales are creatures with a name of “Whale”, a speed of 3, a danger of 1, a yield of 2, a disposition of benign and an uncommonness of 0.” from the ruleset.

Since “Whalespotting” was repealed several weeks ago, no other rule has referred to whales. All this sentence is currently doing is preventing me from naming any encountered creature as being a whale.

Proposal: Fit to Burn in a Jail

Timed out 4 votes to 0. Enacted by Kevan.

Adminned at 05 Jun 2018 18:31:00 UTC

Remove “A Sailor may not voluntarily become a Prisoner. The captain may assign Prisoners as normal. A Prisoner may not voluntarily change their position.” from the ruleset.

Add a new subrule to “Positions”, called “The Prisoner”:-

A Prisoner may not perform Job Actions, Encounter Actions or Gam Actions, nor may they change their own Position.

If more than one Sailor is a Prisoner, then the Prisoner with the highest Prestige may set their own Position to Deckhand. (This takes precedence over the previous paragraph.)

A Sailor may not assign themselves the Position of Prisoner.

Limiting Prisoner behaviour more plausibly, and covering some edge cases of our currently-only-implied one-person brig.

Friday, June 01, 2018

Proposal: Pull, Pull, My Fine Hearts-Alive

timed out 6-0 enacted by card

Adminned at 03 Jun 2018 15:41:01 UTC

Remove the paragraph “The maneuver of a Hunt is equal to the number of Sailors that join it divided by 3 and rounded down. The power of a Hunt is equal to the number of Sailors holding the Position of Harpooneer that join it.”

Replace “The Sailors who are at the Encounter have a common pool of Maneuver Energy and Power Energy for that Encounter, which both start equal to that Hunt’s Maneuver and Power respectively. Per Sailor at the Hunt that is holding a Harpoon, they start with an extra 1 Power Energy.” with:-

The Sailors who are at the Encounter have a common pool of Maneuver Energy and another of Power Energy for that Encounter. The former starts equal to twice the number of Sailors at the Encounter who are holding an Oar. The latter starts equal to the twice number of Sailors at the Encounter who are holding a Harpoon.

Add an Encounter action, before “Flee”:-

  • Row [1 Power Energy]: Gain 1 Maneuver Energy. This action may only be performed by a Sailor holding an Oar.

Simplifying Maneuver and Power so that they just get set at the start of each Encounter, using Derrick’s earlier Oar suggestion but doubling it to put it in line with Harpoons. (Which seems okay given that Sailors have to pick one or the other, and are getting minimal Maneuver right now when you need 6 Sailors hunting to get more than 1 Maneuver.)

Proposal: There Go Flukes!

timed out 3-0 enacted by card

Adminned at 03 Jun 2018 15:38:13 UTC

In “The Passenger’s Log”, replace “privately message that Sailor to inform them they may have spotted a Creature” with:-

privately message that Sailor listing the Uncommonnesses of all Creatures in the area (if there are no Creatures in the area, the Sailor shall be informed of a single Creature with an Uncommonness of DICE10)

Some extra information for the lookouts.

Passenger’s Log: Saint Inigo’s Day

“The reason for the Calypso’s haste soon became apparent, for the whaling ship Eriphyle was in her pursuit. A cry went up from the visiting crew, and they scrambled back to their boat, leaving our steward with a hand still outstretched, and knocking the carpenter and second mate clean over the gunwale. The Eriphyle, seeming satisfied as the Calypso set sail, ceased the chase and slowed alongside the Haniver, her captain hailing us in a friendly manner.”

Brendan and Stoneworth went Overboard and are now both Weakened. The SS Eriphyle is in the area until the next log. A lone orca remains in the waters around the ship.