Battle: The Wildcard (55 comments) Shall no one escape this harrowing experience? The Transformations are coming fa

Shall no one escape this harrowing experience? The Transformations are coming faster, now.

Battle: Healer Turned Hostile (26 comments) Here we go! I’m back in the action! With double the HP of my compatriots,

Here we go! I’m back in the action! With double the HP of my compatriots, I’ll be starting as the Vanguard.

No maintenance this weekend after all (0 comments) Upgrading to the latest EE (or to something) is going to be a lengthier and more

Upgrading to the latest EE (or to something) is going to be a lengthier and more complicated matter than I thought, so it won’t happen this weekend. I’m going to have some discussions with other admins in Slack before I go any further; I’ll post again when we come up with a tentative plan.

Battle: First Blood (50 comments) A clammy hand reaches up from behind the altar, pulling a sickened figure to its

A clammy hand reaches up from behind the altar, pulling a sickened figure to its feet. In its other hand it has recovered its sword, now dull and blackened. With the last vestiges of its thought as an Adventurer still swirling, the Monster initiates a Battle with itself as Vanguard.

Sunday, December 01, 2019

[Monster] Final Boss

I have 1 Bulk and 3 Rotting Presence Monstrosities.


In an incredible display of pyrotechnics, TyGuy6 and the terrible, burning visage of card blasted one another, the dual flames roaring in a Kamehameha-style showdown. With Kevan’s blade as a distraction, card was overcome, and his allies-once-more dug his pale body from the heap of cinders left in the devil creature’s wake.

The trio then gathered around the great sacrificial casualty that was Duke.

“I sense the power of evil rising once more,” quoth the Priest, “This time more powerful than any of the others.” Above the corpse he waved his wand, below which light, golden chains held up a dish of fragrant incense.

“You must not let even death resist your purpose,” he spoke. And Duke awoke.

The spirits of the three previous devils made the walls creak and the floorboards moan. Duke stood again, filled with light, to face again his past dark self. “I adjure thee, spirit, begone!” A wail was heard from the halls, but two howls grew louder, not quieter, as the two remaining demon spirits visibly rushed forth to claim again their past victims, as it seemed!

“Away!” Duke cried.

The demons stopped, then, perched at the breasts of card and Kevan. Their eyes swung round to the fourth, unharrowed, strong man. Reaching in, they took some dark aspect out of their previous victims, wrenched it forth, (as card and Kevan fell to their knees,) and, combining their powers, dove headlong into TyGuy6’s carriage with a scream!

His body appeared to shrivel, and, allies looking on, he crumpled to the floor. Then his head alone arose, and they could witness his engorged eyes now beaming with a hungry, dreadful light.

Monster #4

I am the new Monster.

Proposal: [Special Case] stutter

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 03 Dec 2019 09:58:46 UTC

Replace “Tags are added by adding it to the title of a votable matter with the format “[X]” where [X] is the tag, for “example “[Core] Wording Fix”.” with

Tags are represented in the title of a votable matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”.

In No Orphan Variables replace “nor a manner in” with

nor a reasonable manner in

Proposal: [Appendix] consolidation

Self-killed. Failed by Kevan.

Adminned at 02 Dec 2019 13:18:34 UTC

In Keywords repeal the definitions for “Core Proposal”, “Daily Communal Action” and “Weekly Communal Action”

Alphabetically insert the following definition into the Keywords rule

;Communal Action
:An action that can only be performed by one Adveurer within a specified time period. Most often seen conjoined with either the Weekly or Daily keyword.

I don’t think that the phrase Core Proposal needs to be defined in the appendix as that phrase has always been used outside of proposal writing. if it were really necessary they could define it within the proposal/rule.

I feel that we could have some more fun with differently defined communal actions while also removing a net total of 1 entry to the appendix list.

Proposal: [Core] Sweeping victory

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 02 Dec 2019 13:07:54 UTC

In the rule 1.7 (“Victory and Ascension”), amend the first paragraph as follows:

If an Adventurer (other than the Priest) believes that they have achieved victory in the current Dynasty, they may make a Declaration of Victory (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.

In the second paragraph, amend the first sentence as follows:

If there is a pending DoV, the game immediately goes into Hiatus (if it is not already in Hiatus).

In the sixth paragraph, amend “When a DoV fails” as “When a DoV is failed”.

In the penultimate paragraph, amend “When a DoV is failed, if it had at least one AGAINST vote” as “If a DoV is failed and it had at least one AGAINST vote” and move the entire sentence to the end of the aforementioned sixth paragraph.

In the rule 1.6 (“Calls for Judgement”), enclose the first mention of “CfJ” (in the first paragraph) in quotation marks.

Patterning the first paragraph on the definitions of Proposals and CfJs, for clarity’s sake and to formally define “DoV”. Removing repetition in the second paragraph. Moving a sentence for structural reasons: first examine what happens when a DoV fails, then what happens when a DoV succeeds (which can be only once per dynasty and always comes last), then what happens after that.

Proposal: Smiting al dente

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 02 Dec 2019 13:04:36 UTC

Amend

If an Adventurer passes the Priest role to another Adventurer as described in “Victory and Ascension”, a themeless Metadynasty begins instead and then all Dynastic Rules are repealed.

to

If an Adventurer passes the Priest role to another Adventurer as described in “Victory and Ascension”, a themeless Metadynasty begins instead with anyone who is the Priest losing their Priest status and then all Dynastic Rules are repealed.

Some adjustments to make it juuust right
(hopefully, lol)

Catechesis 4

Genesis 1:1 - In the beginning God created the heaven and the earth.

.
..
...
...Hrm, no, sorry. I actually can’t go with that. Let’s go with this instead:

Genesis 1:2 - And the earth was without form, and void; and darkness was upon the face of the deep. And the Spirit of God moved upon the face of the waters.

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Friday, November 29, 2019

Proposal: The Final Fight

popular 5-0 enacted by card

Adminned at 01 Dec 2019 01:19:46 UTC

In “The Monster”, replace “there is at least one Adventurer who hasn’t been the Monster in this dynasty” with:-

there is at least one Original Adventurer who hasn’t been the Monster in this dynasty

Replace “and every Adventurer has become the Monster” with:-

and every Original Adventurer has become the Monster

To “The Adventurers”, add:-

The Original Adventurers are the Adventurers named card, The Duke of Waltham, Kevan and TyGuy6.

Do we want another Monster round if a new player joins before the Cathedral collapses?

Proposal: Proposals in bulk

failed by card

Adminned at 01 Dec 2019 01:17:10 UTC

In the rule 2.5 (“Transformation”), reword the “Bulk” Monstrosity as follows:

Bulk: Your Max HP is increased by 70, then decreased by 10 for each Bulk Monstrosity you have; you may have up to three Bulk Monstrosities. This is Visible.

The third proposal to deal with this particular Monstrosity this week. It won’t make for any practical difference, but as I’ve said, I just want to rationalise Bulk (and the final ruleset, for posterity) by removing a Monster’s theoretical capability to claw themselves in the foot for no reason at all.

Wildcard, continued.

Proposal: [Core] Serving a higher purpose

popular 5-0 enacted by card

Adminned at 01 Dec 2019 01:14:53 UTC

Remove:

, which exists solely to clarify the remainder of the ruleset

While it does clarify a lot, the Appendix has a lot of actual mechanics in it which don’t really qualify as clarifications in my opinion, such as several prohibitions unique to the Appendix - it doesn’t clarify some other existing prohibition elsewhere, its the Appendix itself which declares them.

Also, this has the advantage of cutting down a few words from the ever-increasing wordcount of the non-Dynastic rules.

It’s not a bug/exploitable scam though (but even if it was, refer to Fair Play Rule #10), because the Appendix has priority over the Core Rules, so even if the Core Rules says that it’s only purpose is X, the Appendix can just ignore it and do otherwise. But it keeps things tidier.

Thursday, November 28, 2019

Proposal: Atomic disruption [Special Case]

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 29 Nov 2019 21:08:45 UTC

In the rule 3.2 (on Atomic Actions), in the fourth paragraph, amend “and are never considered to have performed that action” to “and are considered never to have performed that action”.

In the sixth paragraph, insert a comma after “legality of game actions”.

Amend the fifth paragraph as follows:

For instance, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Adventurer would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if all they did was take an illegal step later on, the result of the original dice roll would still be used in the redone step.

Move the fifth paragraph to the end of the third paragraph and join them into a single paragraph.

I remember finding the fifth paragraph somewhat confusing when I first encountered it, not least because it’s not adjacent to the clause it is meant to illustrate. I think I now understand it sufficiently to recommend improvements. As far as I can tell, I’ve made no substantial changes in this proposal.

Proposal: Roll Up

Reached quorum 4 votes to 1. Enacted by Kevan.

Adminned at 29 Nov 2019 20:19:27 UTC

In “Memories of Catechesis”, replace “By spending 25 Merit, an Adventurer can Remember a Catechesis by sending a Private Message to the Priest which states what (only one) dynasty they guess a certain Catechesis post’s Correct Dynasty to be.” with:-

If they have not already done so for a particular Catechesis post, an Adventurer can Remember that post by sending a Private Message to the Priest which states what (only one) dynasty they guess that Catechesis post’s Correct Dynasty to be.

These seem fun, but difficult to be confident about, or to know what jokes or tricks are in there. Which is fine, but while there’s an entry fee it’s feeling safer not to play.

Call for Judgment: Ex Cathedra

Reached quorum 3 votes to 0. Enacted by Kevan.

Adminned at 28 Nov 2019 19:38:41 UTC

Hereby, https://blognomic.com/archive/catechesis_2 has been the second Catechesis post since its creation.

I might have fucked up its creation because I didn’t give it a hash when I made it, and I gave it a hash a bit under two hours later, all which could go against a couple of clauses in Gamestate Tracking and what Catechesis posts explicitly must have.

This fixes that with some retroactive magic. Or it does nothing, because I already did it right in the first place.

Catechesis 3

Numbers 3:21 - Of Gershon was the family of the Libnites, and the family of the Shimites: these are the families of the Gershonites.
Numbers 3:27 - And of Kohath was the family of the Amramites, and the family of the Izeharites, and the family of the Hebronites, and the family of the Uzzielites: these are the families of the Kohathites.
Numbers 3:33 - Of Merari was the family of the Mahlites, and the family of the Mushites: these are the families of Merari.
Numbers 26:6 - Of Hezron, the family of the Hezronites: of Carmi, the family of the Carmites.
Numbers 26:12 - The sons of Simeon after their families: of Nemuel, the family of the Nemuelites: of Jamin, the family of the Jaminites: of Jachin, the family of the Jachinites:
Numbers 26:13 - Of Zerah, the family of the Zarhites: of Shaul, the family of the Shaulites.
Numbers 26:15 - The children of Gad after their families: of Zephon, the family of the Zephonites: of Haggi, the family of the Haggites: of Shuni, the family of the Shunites:
Numbers 26:16 - Of Ozni, the family of the Oznites: of Eri, the family of the Erites:

Genesis 2:1 - Thus the heavens and the earth were finished, and all the host of them.
Exodus 2:1 - And there went a man of the house of Levi, and took to wife a daughter of Levi.
Leviticus 2:1 - And when any will offer a meat offering unto the LORD, his offering shall be of fine flour; and he shall pour oil upon it, and put frankincense thereon:

06a5572c95b0375f63c3813948f6e46a15a8768a0d91992895543b7db662e659

Proposal: Monsters don’t deserve second chances

Reached quorum 3 votes to 0. Enacted by Kevan.

Adminned at 28 Nov 2019 21:22:22 UTC

In the rule 2.5 (“Transformation”), amend the third paragraph as follows:

In order to use Hidden Monstrosities, the Monster must claim them by privately informing the Priest what Hidden Monstrosities they have chosen; such notification should be by Private Message. If the Priest has received no such notification by the time the Monster has performed its first Battle Action following its Transformation, the Monster shall be considered never to have had any Hidden Monstrosities. Any Battle Actions which the Monster has performed and which they couldn’t have performed without Hidden Monstrosities shall be as if they had never happened, with the exception that the Monster shall remain unable to claim Hidden Monstrosities.

The current wording allows a Monster to use a Hidden Monstrosity without claiming it first, have this Battle Action reverted, then claim their Hidden Monstrosities before attacking again. This cannot happen if the Monster’s first Battle Action uses a Visible (or no) Monstrosity, which is unfair. My proposed changes to the rule are from the new full-stop onwards (i.e. the new last sentence) and close this loophole.

I’ve also changed the first sentence of the paragraph to make sure the “claim” wording near the end of the paragraph is not challenged, and also to remove the previous “number and type” wording, which makes little sense now that it’s clear a Monster may have only one of each Hidden Monstrosity.

Thursday, November 28, 2019

Proposal: Sidelined

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 28 Nov 2019 20:05:50 UTC

Create a new rule between the rules “Cathedral” and “Aftermath”, entitled “Side Quests”. Convert the rules “Lore”, “Memories of Catechesis” and “Judas” (in this order) into sub-rules of “Side Quests”.

Catechesis 2

1 Peter 4:7 - But the end of all things is at hand: be ye therefore sober, and watch unto prayer.

Numbers 1:44 - These are those that were numbered, which Moses and Aaron numbered, and the princes of Israel, being twelve men: each one was for the house of his fathers.
Deuteronomy 1:44 - And the Amorites, which dwelt in that mountain, came out against you, and chased you, as bees do, and destroyed you in Seir, even unto Hormah.
Luke 1:44 - For, lo, as soon as the voice of thy salutation sounded in mine ears, the babe leaped in my womb for joy.

71193f6d323b358ec11554833b375391b7ef6263fa6bfed8298493514d9decab

Wednesday, November 27, 2019

Story Post: Battlefield Report: Opponent Analysis

They smell good. Full of vitality. One looked fat, his aura at least, but was in reality really stocky. Average regeneration abilities but it would take quite a number of hits for him to go down. The second one was almost vampiric: his every move inhaled ambient energy. This ability must be must something new since I hadn’t seen it the in the previous possession. Too bad for him that it seemed to be less effective in unholy places. I simply must report this back to HQ. I’m sure it takes a lot of focus to steal the vitality of your companions. The last one was most resilient. Every blow against him would seem to disappear in seconds, it took him some time to muster this power, so he would never be able to directly attack me if he wants to stay alive . . . still it’s pretty impressive to be hit for well over ones limit when adding all the strikes together and still stand.

Now you! Intern, take this fire recording back to Lilith’s receptionist and leave it for review. Quick! before these guys douse it out.

Catechesis 1

Job 24:14 - The murderer rising with the light killeth the poor and needy, and in the night is as a thief.

Genesis 1:20 - And God said, Let the waters bring forth abundantly the moving creature that hath life, and fowl that may fly above the earth in the open firmament of heaven.
Exodus 1:20 - Therefore God dealt well with the midwives: and the people multiplied, and waxed very mighty.
Numbers 1:20 - And the children of Reuben, Israel’s eldest son, by their generations, after their families, by the house of their fathers, according to the number of the names, by their polls, every male from twenty years old and upward, all that were able to go forth to war;

952d94b25f4cf519370909982b4ea76815e6c7635b4d3be65965b036e398e85b

Proposal: Gotta Catechesis ‘Em All

popular 5-0 with 1 def enacted by card

Adminned at 27 Nov 2019 20:41:25 UTC

Replace “The Priest can post a blogpost with “Catechesis” in its title. Such a post is a Catechesis post.” with:

No more than seven times during the dynasty, the Priest can post a blogpost with “Catechesis” in its title. Such a post is a Catechesis post.

Limiting how many of these can happen, so that we know how seriously to think about the first when it appears: is it the first of one, the first of seven, or the first of 172?

Proposal: Under his own Weight

popular 3-0 enacted by card

Adminned at 27 Nov 2019 20:36:27 UTC

Reword the “Bulk” Monstrosity to:-

Your Max HP is increased by 70, then decreased by 10 for each Bulk Monstrosity you have. This is Visible.

So, +60, +40, +10… It’s my compromise for not nerfing Bulk to a flat 0 for me alone!

Proposal: Make exorcists great again

popular 3-1 enacted by card

Adminned at 27 Nov 2019 20:33:35 UTC

In the rule “Boons”, amend Exorcist as follows:

Exorcist: New Action: Banish: If during this Battle you used your last two Battle Actions to perform Banish, reduce the Monster’s HP by (15+X)% of its Max HP value, where X is the amount of Exorcist Boons you have.

Banishment has proved underwhelming so far, and I think it’s a shame. I’m making it more worth one’s while (whether Bulk Bye passes or not), and I’m also tightening the requirements slightly.

Proposal: Soothing a Harrowed soul

popular 4-0 enacted by card

Adminned at 27 Nov 2019 20:39:37 UTC

In the rule “The Adventurers”, repeal the sentence “If an Adventurer with non-zero Havoc (known as the “Harrowed”) is not the Monster, any Adventurer may add the Harrowed’s Havoc to the Harrowed’s Merit, then set the Harrowed’s Havoc to zero.”

In the sub-rule “The Monster”, amend “If there is no Monster and there is at least one Adventurer who hasn’t been the Monster in this dynasty” as follows:

If there is no Monster, no Adventurer is Harrowed and there is at least one Adventurer who hasn’t been the Monster in this dynasty

In the same sub-rule, amend the final paragraph as follows:

Once an Adventurer ceases to be the Monster, and until they have been Soothed, they are considered to be Harrowed. If an Adventurer is Harrowed, any Adventurer or the Priest can Soothe them by taking the following Atomic Action:

– Increase the Merit of every Adventurer other than the Harrowed by 1000 - X, where X is the Harrowed’s Havoc.
– Add the Harrowed’s Havoc to the Harrowed’s Merit, then set the Harrowed’s Havoc to zero.
– Set every Adventurer’s HP to its default value for that Adventurer.

In the rule “Aftermath”, amend “and once every Adventurer has no more than 0 havoc” as follows:

and so long as no Adventurer is Harrowed

I still think this is a good idea, organisationally and thematically, so I’m bringing it back with an AA.

Proposal: Bulk Bye

popular 3-1 enacted by card

Adminned at 27 Nov 2019 20:32:40 UTC

Reword the “Bulk” Monstrosity to:-

If your name is Card, your Max HP is increased by 60. This is Visible.

It’s been nearly a week and we’re only a third of the way through Card’s HP. Let’s not do this one again.

Monday, November 25, 2019

Proposal: Mean mean meanings

Reached quorum 4 votes to 1. Enacted by Kevan.

Adminned at 26 Nov 2019 11:46:53 UTC

Create a new rule called “Memories of Catechesis”:

The Priest can post a blogpost with “Catechesis” in its title. Such a post is a Catechesis post. A Catechesis post must also state verse/s of the King James version of the Bible, and a hashed string in SHA-256 which states what Blognomic Dynasty the Bible verse/s are alluding to. That Blognomic Dynasty is the Correct Dynasty for that Catechesis post.

By spending 25 Merit, an Adventurer can Remember a Catechesis by sending a Private Message to the Priest which states what (only one) dynasty they guess a certain Catechesis post’s Correct Dynasty to be.

Amend the first sentence of “Aftermath” to:

When the Cathedral is destroyed, the Priest shall Pass Judgement (in a timely fashion) and grant 100 Merit to non-Traitor Adventurers who Pointed Their Finger Correctly, and 50*Quorum Merit to the Traitor if none Pointed Their Finger Correctly; they shall also grant 50 Merit to Adventurers per Catechesis that such an Adventurer guessed correctly via Remembering.

Small minigame to play as I think the fights might possibly take a while lol

Monday, November 25, 2019

Proposal: a completed ruleset

Fewer than a quorum not voting against. Failed 1-3 by Kevan.

Adminned at 26 Nov 2019 11:44:26 UTC

Create a new rule titled “The Ruleset is perfect the way it is” with the text

As a daily action, an Adventurer may gain 20 Merit if in the previous day they have not made a Call For Judgement or Proposal that specified changes to the Dynastic Rules or Gamestate governed by the Dynastic Rules.

Increase the merit of any Adventurer that cannot currently take the action described above by 20.

we all check the blog regularly enough this dynasty for daily actions to be fair, right?
The second bit is because TyGuy6 and I were the only ones to make proposal within the past 2 days and I want the field to be even.

Proposal: Reverse Parley

self killed failed by card

Adminned at 25 Nov 2019 05:41:10 UTC

If the Effective Vote Comment of the Adventurer named card is not FOR when this proposal is enacted, it has no effect.

If card’s EVC on this proposal contains the word “Kevan”, and Kevan’s HP is his Max HP, then reduce his HP to 0, reduce card’s HP by 90, and increase card’s havoc by 130.

If card’s EVC on this proposal contains the word “TyGuy6”, and TyGuy6’s HP is his Max HP, then reduce his HP by 153, reduce card’s HP by 90, and increase card’s havoc by 153.

Skip ahead a little? or a lot?

Proposal: queuing up

self killed failed by card

Adminned at 25 Nov 2019 05:40:41 UTC

Replace “If no such Adventurer exists, choose an Adventurer who is not Unconscious, the Vanguard or the Monster.” with

If no such Adventurer exists, choose an Adventurer who is not Unconscious, Weary, the Vanguard or the Monster and has taken a Battle Action the longest time ago.

Friday, November 22, 2019

Proposal: Last and Found

popular 5-0 with 1 def enacted by card

Adminned at 24 Nov 2019 19:17:50 UTC

Change “After Passing Judgement, victory shall belong to the Adventurer who has the greatest amount of Merit”
To

After the Priest Passes Judgement, and once every Adventurer has no more than 0 havoc, victory shall belong to the Adventurer who has the greatest amount of Merit

Thanks for finding this bug in the victory condition, Duke. Better patch that up right away!

Proposal: Everyone feels better with the Monster gone

unpopular 2-1 failed by card

Adminned at 24 Nov 2019 19:14:06 UTC

In the rule “The Adventurers”, repeal the sentence “If an Adventurer with non-zero Havoc (known as the “Harrowed”) is not the Monster, any Adventurer may add the Harrowed’s Havoc to the Harrowed’s Merit, then set the Harrowed’s Havoc to zero.”

In the sub-rule “The Monster”, amend “If there is no Monster and there is at least one Adventurer who hasn’t been the Monster in this dynasty” as follows:

If there is no Monster, no Adventurer is Harrowed and there is at least one Adventurer who hasn’t been the Monster in this dynasty

In the same sub-rule, amend the final paragraph as follows:

Once an Adventurer ceases to be the Monster, and until they have been Soothed, they are considered to be Harrowed. If an Adventurer is Harrowed, any Adventurer or the Priest can Soothe them by taking the following steps:

– Increase the Merit of every Adventurer other than the Harrowed by 1000 - X, where X is the Harrowed’s Havoc before anyone attempts to Soothe them.
– Increase the Harrowed’s Merit by X (see previous step), then set the Harrowed’s Havoc to zero.
– Set every Adventurer’s HP to its default value for that Adventurer.

Once these steps have been completed, the Harrowed Adventurer has been Soothed and is no longer Harrowed.

In the rule “Aftermath”, amend “After Passing Judgement” as follows:

After Judgement has been Passed, and so long as no Adventurer is Harrowed

Following this. Also, it makes sense for all after-effects of the Battle to happen at the same time.

Proposal: Controlled Burn

unpopular 2-2 failed by card

Adminned at 24 Nov 2019 19:14:32 UTC

Reword the effect of the “Fire” Battle Action from “Reduce the Monster’s HP and the Vanguard’s HP by X, where X is a random value between 1 and 50 inclusive. Reduce every other Adventurer’s HP by half the value of X (rounded down); reduce the Cathedral’s HP by double the value of X.” to:-

Reduce the Monster’s HP and the Vanguard’s HP by 25. Reduce every other Adventurer’s HP by 12; reduce the Cathedral’s HP by 50.

Straw poll for whether the random die roll that’s ended up dominating the game is exciting or frustrating - it could end up deciding the game for a particularly lucky or unlucky player. This proposal replaces the die roll with its average value every time.

Proposal: Checking out (redux)

popular 3-0 enacted by card

Adminned at 23 Nov 2019 07:04:30 UTC

In the sub-rule “Inactive Vanguards”, add a new paragraph as follows:

During a Battle, any Adventurer who is not Unconscious or the Monster may add an asterisk to their own name on their character sheet; from that moment and until the end of the Battle then occurring, that Adventurer is considered to be Weary.

For real this time…

Proposal: Struggling Together

popular 4-0 enacted by card

Adminned at 23 Nov 2019 07:02:21 UTC

In the “Slash” Human Battle Action, replace “Reduce any Adventurer’s HP by 10.” with “Reduce the Monster’s HP by 10.”

In the “Gunner” Boon, replace “Reduce an Adventurer’s HP” with “Reduce the Monster’s HP”.

Friday, November 22, 2019

Story Post: [Monster] combustion

AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHH!!!
it’s so hot!
i’m melting! someone, anyone help! Cuddlebeam, why are you just standing there waving that imperial  flag around?
i look around and evewryone is alive and healed. again. for the second. damn. time.
it is still so hot i’m already soaked. Kevan and The Duke of Waltham are pointing at me, looking worried. why can’t i hear them? it’s so hot in here . . . maybe they can help.
i’ve got a nice cold glass of water rigght here . . . just let me in
that didn’t sound like someone was speaking. anyway “hey Kevan, do you know . . . where to get . . . . some water . . . around here? it’s just so damn hot . . .”
i fall to the floor in front of Kevan and notice steam rising above me
take it, freshly made ice
no, not from you . . . things?
smoke’s rising now
come on, you must be soooo thirsty
i . . . fine, just hand the
the last thing seen of my body is a whirlwind of fire rising

I chose 3 Bulk monstrosities

Proposal: retirees [Gamestate]

Reached quorum 3 votes to 0. Enacted at length by Kevan.

Adminned at 22 Nov 2019 14:32:04 UTC

Make any admin who has not visited the blog while logged in over the past 730 days no longer Admins.
If the Effective Vote Comment of the Adventurer named Kevan is not FOR when this proposal is enacted, it has no effect.

Last Second Swap

There is a new Monster! card is it.

Check the Dice roller, Jerez, the timestamps, the ruleset, whatever, and decide for yourself if the “swap” was legal.

I had hoped the second roll would be the same, to avoid confusion, but alas!

Checking out

In the sub-rule “Inactive Vanguards”, add a new paragraph as follows:

During a Battle, any Adventurer who is not Unconscious or the Monster may add an asterisk to their own name on their character sheet; from that moment and until the end of the Battle then occurring, that Adventurer is considered to be Weary.

Oops; I forgot I already had two proposals up. Changing this to a regular post. Anyone can take it up, though; I’ll still vote for it.

Proposal: decommissioned [Gamestate]

Fewer than a quorum voting against. Failed 1-3 by Kevan.

Adminned at 22 Nov 2019 09:08:41 UTC

Make all Admins that have been continuously idle for the previous 730 days no longer Admins.
If the Effective Vote Comment of the Adventurer named Kevan is not FOR when this proposal is enacted, it has no effect.

As Kevan mentioned on 75th Trombone’s post here, there were a number of proposals in the past that made everyone present an admin. At present there are about 59 admin users for blognomic and I can recall that perhaps about 15 of them have not been idle since I’ve joined blognomic.

A long-past fortune telling hash

So, I logged a hash back in https://blognomic.com/archive/lore_the_geas, which I never explained. I wrote a prediction back then, that Kevan would use human boons to buff his monster, much as I tried to use later. At that point, it looked like Waning Boon would be passed, allowing Kevan a chance to afterward shed whatever human boons he had acquired. I thought he’d found my sweet scam, but I hoped he hadn’t, and so wasn’t willing to reveal it at that time, and risk him saying, “Thanks for the tip!”

If you care to prove whether this was what I encoded into my secret journal, enter the entire paragraph in the Commentary section into https://www.md5hashgenerator.com/
You should get the same string I wrote in The Geas:
9df586aebaad8d92bc618c88d02a8c34

The Monster seeks to combine the powers of human boons with his own dread presence. He will probably choose to double his max HP via Brawn. Then, when we are soundly silenced, his wits will return, and he be freed of the confines of these boons, by his own machinations.

Wednesday, November 20, 2019

Proposal: Monstrous clean-up

Reached quorum 3 votes to 1. Enacted by Kevan.

Adminned at 22 Nov 2019 09:01:36 UTC

Amend the sub-rule “The Monster” as follows:

One or no Adventurer is the Monster, having been possessed and transfigured by eldritch forces. Only an Adventurer who has been the Monster in this dynasty can achieve victory. Once an Adventurer ceases to be the Monster, they cannot become the Monster ever again.

If there is no Monster and there is at least one Adventurer who hasn’t been the Monster in this dynasty, any Adventurer can Continue the Story as the following Atomic Action:

– Set each Adventurer’s HP to its default value for that Adventurer.
– Among the Adventurers who haven’t been the Monster in this dynasty, randomly choose one; that Adventurer becomes the Monster.
– Make a blog post stating that there is a new Monster, and who it is.

Each time a Monster causes a non-Monster Adventurer or the Cathedral to lose an amount of HP via a Battle Action, that Monster gains that same amount of Havoc. If every Adventurer other than the Monster is Unconscious, the Monster may set its own Havoc to 1000.

When a Monster’s Havoc reaches 1000 or its HP becomes zero, they cease to be the Monster.

When a Monster ceases to be the Monster, all other Adventurers gain 1000 - X Merit, to a minimum of 0, where X is the Havoc of that Monster.

Some streamlining – putting similar things together, etc.

Pointing to card

For reasons that shall remain known only to myself, for the time being. (The Monster cannot talk, after all.)

Proposal: Made, not begotten

Fewer than a quorum not voting against. Failed 1-3 by Kevan.

Adminned at 22 Nov 2019 08:59:54 UTC

In the rule “Transformation”, amend “Reverse Mother” as follows:

Reverse Mother: New Action: Unbirth: Every non-Monster Adventurer whose HP is 20 or less has their HP set to 0 and cannot be Revived during this Battle.

This is the Monster’s attack; it feels thematically wrong that it could kill the Monster, and the mention of Revival reinforces the impression that the Battle Action was meant to apply to other Adventurers only.

Proposal: On-the-Job Training

Popular 4-0 enacted by card

Adminned at 20 Nov 2019 21:05:30 UTC

In “Apprenticeship”, replace “If a non-Monster Adventurer has not taken any Battle Actions nor has Learned during the current Battle” with:-

If a non-Monster Adventurer has not Learned during the current Battle

Tuesday, November 19, 2019

Proposal: Subsumed

Reached quorum 3 votes to 0. Enacted by Kevan.

Adminned at 20 Nov 2019 09:26:07 UTC

Convert the rule “Apprenticeship” into a sub-rule of the rule “Boons”.

Create a new rule entitled “Aftermath”, and move into this rule the final paragraph of the rule “Cathedral”. Convert the rule “Imperial Contraband” into a sub-rule of “Aftermath”.

More rule restructuring, this time without any changes in wording.

Proposal: Tidying-up as an adventure

Reached quorum 3 votes to 0. Enacted by Kevan.

Adminned at 20 Nov 2019 09:20:59 UTC

Repeal the rule “Mins and Maxes”.

Before the rule “The Adventurers” create a new rule, entitled “HP and Max HP”, as follows:

Certain things in the dynasty have a Max HP value and an HP value. All entities with Max HP have HP and vice versa.

HP defaults to its associated Max HP and can never be greater than that Max HP. All changes to an entity’s HP values are to a minimum of 0 and a maximum of the same entity’s Max HP.

Amend the rule “The Adventurers” (excepting its sub-rules) as follows:

Adventurers have Max HP defaulting to 100. If the HP of an Adventurer other than the Monster becomes 0, that Adventurer becomes Unconscious and remains so for the duration of the Battle occurring at the time, unless and until they are Revived. An Adventurer who is Unconscious cannot perform any Battle Action, and they cannot be affected by any Battle Action other than Revival.

Adventurers also have a Merit score and a Havoc score, both defaulting to zero. If an Adventurer with non-zero Havoc (known as the “Harrowed”) is not the Monster, any Adventurer may add the Harrowed’s Havoc to the Harrowed’s Merit, then set the Harrowed’s Havoc to zero. An Adventurer’s Havoc can never be greater than 1000, and increases to an Adventurer’s Havoc are to a maximum of 1000.

Adventurers have a character sheet, tracked on the Adventurers section of the Jerez wikipage. Character sheets list the following for each Adventurer:

– HP/Max HP: (in the format XX/YY, where XX is their HP and YY is their Max HP)
– Monster: (Yes or No)
– Merit: (a number)
– Havoc: (a number)
– Boons: (a list of their Boons)

More to follow. Please read carefully; the changes are minor, but it would take forever for me to bring them piecemeal.

The change to the max Havoc rule (from referring to Monsters to referring to Adventurers) is a reflection of an Adventurer’s inability to gain Havoc other than as a Monster, and an insurance against abrupt changes to that. Mentioning the maximum value here also prepares the ground for removing the repetition of “1000” from the “Monster” sub-rule.

Call for Judgment: battle initialization

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 20 Nov 2019 12:22:39 UTC

Replace “If a Monster stopped Recovering no fewer than 48 hours ago ” with

If a Monster stopped Recovering during the current battle no fewer than 48 hours ago

Replace “The Monster has been Recovering continuously for the past 36 hours; ” with

The Monster has been Recovering during the current battle continuously for the past 36 hours;

Second one is to cover bases

Proposal: Brawn Cocktail

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 20 Nov 2019 09:17:31 UTC

Reword the “Brawn” Boon to:-

While you are not a Monster, your Max HP is higher by 30.

TyGuy6 proposed this as compromise between the current “+20 HP even while you are the Monster” boon and my suggested ”+20 HP if you are not the Monster”, but self-killed it before Card or the Duke of Waltham could vote on it. Putting it back up for a full vote.

Call for Judgment: I’m not that ugly!

Fewer than a quorum not voting against. Failed 2 votes to 3, by Kevan.

Adminned at 19 Nov 2019 18:29:38 UTC

So, TyGuy seems to think he can take this round away from me... Let’s look at the rule, though:

If a Monster stopped Recovering no fewer than 48 hours ago and has not taken a Battle Action since then, any Adventurer or the Priest may make a comment on the Battle Post, beginning with “[Distracted]” and stating that the Monster has lost interest in attacking the other Adventurers.

I would argue that a material and consistent difference exists in this dynastic ruleset between the terms “Monster” and “Adventurer”, and that all references to “a Monster” are specifically taken to mean “an Adventurer while being the Monster”. I have never stopped Recovering while being the Monster, simply because I have never been Recovering while being the Monster, therefore this rule does not apply to me.

I thus contend that TyGuy has acted illegally in finding me Distracted, using an Attack Action against me and declaring Kevan to be the next Vanguard, and that my 48-hour turn properly started when I Finished Transforming (on 18 November, at 23:49:00 UTC). I ask that these facts are recognised as being Gamestate, TyGuy’s illegally made comments in the Battle Post are held to be of no effect, and any illegal changes to the Jerez wiki page are reverted with prejudice.

I also ask for an extension to my turn, so that I cannot be found Distracted until 48 hours have elapsed from the moment this CfJ closes. In case anyone thinks of running down the clock even if this is resolved in my favour…

Tuesday, November 19, 2019

Proposal: boon swap

Self-killed. Failed by Kevan.

Adminned at 19 Nov 2019 18:31:51 UTC

reword the list of boons to read

*Fencer: New Action: Thrust Storm: Reduce the Monster’s HP by 1 + Y, X times, where X is the amount of Fencer Boons you have and Y is the amount of non-Fencer boons you have (For example, it is reduced by 1, 3 times, which would be a total of 3).
*Mercenary: New Action: Dual Slash: Reduce the Monster’s HP by 6, 2 times.
*Commander: Each time the an Adventurer loses HP due to your Battle Actions , they lose X more HP, where X is the amount of Commander Boons you have.
*Gunner: New Action: Shoot: Reduce an Adventurer’s HP by 12 + X , where X is the amount of Gunner Boons you have. You can only perform this Battle Action up to X times during a Battle, where X is the amount of Gunner Boons you have.
*Medic: New Action: Heal: Increase the HP of any Adventurer by 10, plus 5 for each Medic Boon you have.
*Persistence: Whenever the Monster loses HP and you’re Unconscious, gain X HP, where X is the number of Persistence boons you have.
*Exorcist: New Action: Banish: Reduce the monster’s HP by (12 + X)% of its current HP value, where X is the amount of Exorcist Boons you have.
*Brawn: Your Max HP is higher by 20.
*Bishop: New Action: Pray: Choose any number of Adventurers and increase their HP by 1 + Y X times where Y is the number of other boons you have and X is the number of Bishop boons you have. Increase the Cathedral’s health by 10.

*

If the proposal “dead men are dead weight” (https://blognomic.com/archive/dead_men_are_dead_weight ) has not been enacted
Make a new rule titled “Reset” with subrules of each Adventurer’s name containing the text

The Adventurer whose name matches this rule may remove all of their boons if the date is before the 20th of November by repealing this rule.

feeling like these needed a change. we all have only 5 of one type, why not add some more diverse ones or even ones that reward or mitigate losses for having other boons.

Proposal: dead men are dead weight

Self-killed. Failed by Kevan.

Adminned at 19 Nov 2019 18:31:00 UTC

replace “When a Monster ceases to be a Monster, all Adventurers that weren’t that Monster gain 1000 - X Merit, to a minimum of 0, where X is the Havoc of that Monster.” with

When a Monster ceases to be a Monster, all non-Unconscious Adventurers that weren’t that Monster gain 1000 - X Merit, to a minimum of 0, where X is the Havoc of that Monster. Unconscious Adventurers gain half that amount.

Make a new rule titled “Reset” with subrules of each Adventurer’s name containing the text

The Adventurer whose name matches this rule may remove all of their boons if the date is before the 20th of November by repealing this rule.

I feel like there should be some consequence to being Unconscious
also I thought exorcist would be more effective but it’s way too slow

The Second Transformation [Monster]

Near the Cathedral’s crossing, Kevan is sitting with his back against a massive pier, looking haggard and pale but very much human. The small party of Adventurers is sitting around him, having a quick bite and taking stock of the battle that was raging not long ago. As Kevan tries – and fails – to explain what it felt like to be the Monster, the Duke of Waltham observes his companion with interest, looking for anything out of the ordinary. Then again, was anything about this day ordinary? It is no less than a miracle how quickly everyone’s wounds healed; the Monster’s roar is still ringing in their ears, yet the Adventurers have shaken off the fight’s physical toll like a bad dream.

But maybe… What is this feeling? All of a sudden, his heart is racing and his breath becomes uneven. Skin crawling, hairs standing on end and eyes watering from the pain that is taking over his entire being, the Duke feels himself melt into a dark shadow fogging his thoughts, but not before he catches Kevan’s eyes, which widen in fear as he recognises the symptoms. He knew it, deep inside he knew that this wasn’t over yet… As did the Priest, watching from afar, who sees the warriors reach for their swords and prepare for another round of battling against one of their own.

And the light from the great dome overhead fades into darkness once more, as if someone has drawn a blanket of starless night over the Cathedral.

The Monster has one instance of Visible Monstrosities, Bulk.

Proposal: Magical restraints

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 19 Nov 2019 10:25:52 UTC

In the rule “Transformation”, amend the Monstrosity “Bulk” as follows:

Bulk: Max HP is increased by 60. This is Visible.

Amend the paragaraph “Monstrosities are the following (if it has its effect listed as “New Action”, it means that the Monster can perform it as a Monster Battle Action):” as follows:

If a Monstrosity has its effect listed as “New Action”, then the Monster may have no more than one such Monstrosity and can perform it as a Monster Battle Action. Monstrosities are the following:

A compromise value on Bulk, and I’ve thrown in a limit on Voidwalker, which could be terribly misused in the wrong hands. With this, I hope the carousel of limiting my powers will end; I’m starting to run out of time.

Proposal: Free the Gorilla

Self-killed. Failed by Kevan.

Adminned at 19 Nov 2019 10:21:19 UTC

Replace the “Brawn” Boon with

*Brawn: While you are not a Monster, your Max HP is higher by 30.

Well, Kevan caught me. A little compromise?

Proposal: Writer’s block

Self-killed. Failed by Kevan.

Adminned at 19 Nov 2019 10:15:26 UTC

In the sub-rule “The Monster”, in the first paragraph, add a new sentence as follows:

For the purposes of this paragraph, an Adventurer is not considered to have ever been the Monster unless they have Finished Transforming.

According to the current rules, an Adventurer may begin Transforming, let 48 hours pass, be Inspired and cease to be a Monster; having been a Monster, they will then be eligible to achieve Victory and will be unable to ever participate in a Battle as the Monster. This doesn’t strike me as a good strategy, but I’d rather make sure it cannot happen anyway, because it wouldn’t make the game any more exciting.

Proposal: Today I Am Two Separate Gorillas

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

Adminned at 19 Nov 2019 10:08:37 UTC

In the “Brawn” Boon, replace “Your Max HP is higher by 20.” with:-

While you are not a Monster, your Max HP is higher by 20.

If TyGuy6 included the word “shrink” in a comment on this proposal, remove all of their Boons.

Only one of the Boons carries over into Monsterhood, and it probably shouldn’t.

Proposal: Incredible Bulk

Fewer than a quorum voting against, failed 1 vote to 4 by Kevan.

Adminned at 19 Nov 2019 10:07:54 UTC

In “Transformation”, replace “Max HP is increased by 100.” with:-

Your Max HP is increased by 25.

Getting this in before the Duke transforms, but looking at things with the hindsight of how the first Battle went, a five-Bulk 600HP Monster seems unbeatable without some serious new attack powers for Adventurers.

Call for Judgment: Boon Fracture

Reached quorum 3 votes to 0. Enacted by Kevan.

Adminned at 18 Nov 2019 18:10:10 UTC

Consider all attempted Battle Actions during the First Blood Battle to have been attempted as if Kevan had had three Gunner Boons and two Persistence Boons throughout.

Per the Duke’s observation, some actions last battle were trivially invalid, but let’s play on.

Boonless

According to the rule “Boons”:

An Adventurer with 0 Boons cannot use Battle Actions.

This still makes no reference to Human Battle Actions, and therefore continues to include the Monster. Kevan’s first Battle Action was as a Monster Vanguard, in part thanks to the fact that this rule said “Combat Actions” at the time; when this was fixed, however, Kevan continued to play without first Introducing Himself to define his Boons as an Adventurer.

It would seem that this forces us to repeat most of the past Battle yet again... Though, to be honest, I’m getting tired of all this back and forth. If Kevan would just take his Boons now, I’d be happy for us to continue with the new Battle.

Sunday, November 17, 2019

Proposal: Pigeon hunting

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 18 Nov 2019 17:11:19 UTC

In the sub-rule “Battle Actions”, move the paragraph beginning “If the Monster is not Recovering…” (with its associated list) to between the paragraphs beginning “If the most recent X Battle Actions…” and “Adventurers may not take Human Battle Actions…”.

Following this paragraph (and its associated list), add a new paragraph as follows:

If a Monster stopped Recovering no fewer than 48 hours ago and has not taken a Battle Action since then, any Adventurer or the Priest may make a comment on the Battle Post, beginning with “[Distracted]” and stating that the Monster has lost interest in attacking the other Adventurers. For the purpose of determining Recovering status, the Monster is considered to have taken a Battle Action at the moment when this comment was made.

Under current rules, Monsters may delay their attacks indefinitely, without being subject to the Weariness mechanism. This proposal would give them 48 hours to attack, before allowing the Vanguard to proceed.

The first part has no practical effect, but the move improves the rule’s structure, especially with the proposed addition.

Proposal: Out of the shadows

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 18 Nov 2019 16:59:08 UTC

In the sub-rule “Battle Actions”, to the end of the Human Battle Action “Retreat” add the following:

If any Adventurer is Retreating when a Battle ends, they cease to be Retreating.

“I intended to stay hidden anyway, so what difference does it make if the Monster’s changed?” A big one, I’d say.

Proposal: Man Before Beast

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 18 Nov 2019 16:57:25 UTC

In “Battles”, replace “If a Monster exists and no Battle is occurring, any Adventurer may initiate a Battle” with:-

If a Monster exists and no Battle is occurring, any Adventurer who is not a Monster may initiate a Battle

If a Battle exists that was initiated by the Monster named The Duke of Waltham, undo the effects of all Battle Actions taken during that battle, then end it.

Nobody fixed this?

Proposal: Revelation to John

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 17 Nov 2019 19:16:12 UTC

Amend Imperial Contraband to:

If an Adventurer passes the Priest role to another Adventurer as described in “Victory and Ascension”, a themeless Metadynasty begins instead and then all Dynastic Rules are repealed.

Making everything end for realsies, because inheriting all rules (and gamestate) could get weird.

Call for Judgment: The Duke is in the Details

Reached quorum 3 votes to 1. Enacted by Kevan.

Adminned at 17 Nov 2019 18:59:49 UTC

Set TyGuy6’s Max HP to 200. (If every EVC on this CfJ contains the text, “600”, set his Max HP to 600, instead, and skip the following rewording.)

Reword “Brawn: Increase your Max HP by 20 for each Brawn Boon you have.”
To read

Brawn: Your Max HP is higher by 20.

Ratify card’s Atomic Action (begun earlier than this CfJ was posted) to Continue the Story as having been completed at 04:30:00 UTC, 17 NOV 2019, when he posted this Story Post. The Duke of Waltham became the Monster at that time.

600 was kind of silly, sure, but I did set my Max HP to 200 before the Continue the Story was posted. Let’s clarify the rule’s text and free The Duke to Finish Transforming.

Sunday, November 17, 2019

Story Post: a recently deceased evil awakens

And decides to possess The Duke of Waltham of all people!

Lore and Order

The Duke of Waltham reverted TyGuy6 and myself both claiming double Lore bonuses this week, but I think they were legal: our first two were claimed under the old action “As a weekly action, an Adventurer can make a Story Post with the tag “[Lore]” with at least 150 words in its text body, or a blog comment with “[Lore]” as its first characters, and at least 150 words. Upon doing so, they gain 10 Merit.”, the second two under the new action which replaced it: “As a weekly action, an Adventurer may gain 10 Merit as a Lore bonus, if they have written a total of at least 150 words of original story or roleplay related to the dynasty in their blog posts and/or blog comments, so far that week.”

Although the two actions are on a similar subject and one replaced the other in the same rule, they are different - one is an action of making a post/comment, the other is an action of gaining Merit if a condition is true. At the time of taking the latter, I’d say it was the first time we had taken it that week.

Friday, November 15, 2019

Proposal: Free Action

Reached quorum 3 votes to 0. Enacted by Kevan.

Adminned at 16 Nov 2019 19:19:43 UTC

If “Scattered weapons” has been enacted, change
“The Monster has been Recovering continuously for no fewer than 36 hours;”
To
” The Monster has been Recovering continuously for the past 36 hours;”

This condition for allowing a Vanguard to be Wearied out ought to be strictly correct, to disallow potential abuses after a Monster’s turn takes too long. As it reads in Proposal, it is already technically met.

Proposal: Retreat is no salvation

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 16 Nov 2019 19:18:41 UTC

In the sub-rule “The Monster”, amend “If the HP of all Adventurers other than the Monster is zero, the Monster may set its Havoc to 1000” as follows:

If every Adventurer other than the Monster is Dead, the Monster may set its own Havoc to 1000.

If the proposal “Where Is Thy Sting?” has been enacted, replace “Dead” with “Unconscious” in the previous sentence.

In the rule “Transformation”, amend “Voidwalker: New Action: Teleporting Strike: All Adventurers whose last Battle Action in this Battle was Retreat lose 50 HP” as follows:

Voidwalker: New Action: Teleporting Strike: All Retreating Adventurers lose 50 HP.

Simplifying the wording, and using defined concepts consistently.

Proposal: Scattered weapons

Reached quorum 3 votes to 0. Enacted by Kevan.

Adminned at 16 Nov 2019 19:16:45 UTC

Rename the sub-rule “Weariness” as “Inactive Vanguards” and replace its content as follows:

A Vanguard may be found Weary and replaced if all of these conditions are met:

– The Vanguard last became the Vanguard no fewer than 36 hours ago;
– The Monster has been Recovering continuously for no fewer than 36 hours;
– The Vanguard is not Dead.

If the Vanguard is Dead and has not performed a Battle Action since last becoming Vanguard, they may likewise be replaced.

Any Adventurer or the Priest may identify and replace a Weary or Dead Vanguard by taking the following Atomic Action:

– Randomly choose an Adventurer who is not Recovering, Weary, Dead, the Vanguard or the Monster; if no such Adventurer exists, randomly choose an Adventurer who is not Weary, Dead, the Vanguard or the Monster; if again there is no such Adventurer, randomly choose an Adventurer who is not Dead or the Monster. The Adventurer thus chosen will become the new Vanguard.
– Make a comment on the Battle Post, beginning with “[Weary]” (if the previous Vanguard has been found Weary) or “[Dead]” (if the previous Vanguard is Dead) and stating why the previous Vanguard is being replaced and who the new Vanguard is.

A Vanguard who was found Weary and replaced remains Weary until the end of the Battle; this status is tracked with the addition of an asterisk to their name on their character sheet for the duration of their being Weary.

If the proposal “Where Is Thy Sting?” has been enacted, replace every instance of “Dead” with “Unconscious” in the proposed changes above.

For the first time in this dynasty, a Vanguard was unable to attack because the Monster was not Recovering, and therefore it was its turn to attack. This presents us with two gaps in the ruleset.

Firstly, the Monster’s turn is not discounted from the 36 hours in which one can take a Battle Action before being found Weary. This could leave little or no time at all for the Vanguard to play (Kevan missed a trick there).

Secondly, if the Vanguard’s HP falls to 0 as a result of an attack by the Monster, the Weariness mechanic kicks in again, which means that everyone will have to wait longer than they need for the Battle to continue – though again it’s not a full 36-hour period. (Being Weary would technically also leave the Adventurer unable to attack again in that Battle even if Revived, which would count against their being Revived, but this is not a practical concern with so few Adventurers.)

Proposal: Stalemate

Self-killed. Failed by Kevan.

Adminned at 15 Nov 2019 22:19:13 UTC

To the start of the final paragraph of “Battles”, add:-

If there is a Monster and all Adventurers (including the Monster) are either Recovering or Dead, the Monster ceases to be a Monster.

If the proposal Where Is Thy Sting? enacted, replace “Dead” with “Unconscious” in that sentence.

Having a Battle end if nobody is able to take a further Battle Action in it.

Proposal: Casting the first stone

Fewer than a quorum not voting against. Failed 1 vote to 3 by Kevan.

Adminned at 15 Nov 2019 22:18:43 UTC

Add a new rule called “Repairs”:

As a Weekly Action, an Adventurer can spend 500 Merit to Hire Stonemasons. Upon doing so, the Cathedral gains 500 HP.

First Blood, Part Two

Just making a link to the current Battle, which has now fallen off of the front page because it’s more than a week old. (EE’s “sticky post” functionality just means “if a blog entry would appear on a page, put it at the top”, not “show all sticky posts at the top until they are unstickied”.) This post itself is not a Battle, so comments should continue on the older one.

Proposal: Where Is Thy Sting?

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 15 Nov 2019 22:18:10 UTC

If “Divine Grace” passed, replace “they Die and remain Dead” with “they become Unconscious and remain so”, then replaced “Dead” with “Unconscious” throughout the dynastic ruleset.

The concept of player death maybe works with an occasional desperate Revival on the floor of the cathedral, but starts to feel narratively silly when every Adventurer also gets automatically revived at the start of each new battle. I think the story works better if only one weird thing is happening to a bunch of otherwise mortal humans.

Thursday, November 14, 2019

Proposal: Divine Grace

Reached quorum 3 votes to 0. Enacted by Kevan.

Adminned at 15 Nov 2019 11:20:12 UTC

In the rule “The Adventurers”, amend the third paragraph as follows:

If the HP of an Adventurer other than the Monster becomes 0, they Die and remain Dead for the duration of that Battle unless and until they are Revived. An Adventurer who is Dead cannot perform any Battle Action, and they cannot be affected by any Battle Action other than Revival.

In the rule “Battles”, in the sub-rule “Battle Actions”, amend the second step of the Atomic Action concerning Human Battle Actions as follows:

– Choose an Adventurer who is not Recovering, Weary, Dead, the Vanguard or the Monster. If no such Adventurer exists, choose an Adventurer who is not Dead, the Vanguard or the Monster. If again there is no such Adventurer, choose the Vanguard.

In the sub-rule “Weariness”, amend the first step of the Atomic Action concerning Weary Adventurers as follows:

– Randomly choose an Adventurer who is not Recovering, Weary, Dead, the Vanguard or the Monster; if no such Adventurer exists, randomly choose an Adventurer who is not Weary, Dead, the Vanguard or the Monster; if again there is no such Adventurer, randomly choose an Adventurer who is not Dead or the Monster. The Adventurer thus chosen will become the new Vanguard.

In the sub-rule “Revival”, repeal the paragraph beginning “If an Adventurer’s HP goes from 0…” and insert a new paragraph as follows:

If an Adventurer other than the Monster is Dead and the Vanguard’s HP is greater than 20, the Vanguard may perform Revival as a Human Battle Action, as follows:

– Reduce the Vanguard’s Merit by 25 and their HP by X amount, where X is an amount lower than the Vanguard’s HP but no lower than 20, and set to X the HP of the Dead Adventurer you wish to Revive.

If Revival has been performed in a Battle, it cannot be performed again in the same Battle.

If the proposal “Battling chaos” has not passed, interpret the above references to the sub-rules “Battle Actions”, “Weariness” and “Revival” as references to the rule “Battles”.

I suppose we could have them Faint instead of Die, but that sounds thematically underwhelming. In any case, this proposal seeks to prevent the prospect of having Adventurers with 0 HP take up a turn only to crawl further away from the Monster.

As to the requirements of performing Revival, I’ve opted to make it a momentous occasion, though not especially difficult.

Proposal: Battling chaos

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 15 Nov 2019 11:17:57 UTC

Restructure the rule “Battles” as follows:

Create a sub-rule entitled “Battle Actions” and move into this sub-rule the paragraphs beginning “During a Battle…”, “If the most recent X Battle Actions…”, “Adventurers may not take Human Battle Actions…”, “The following are Human Battle Actions:-”, “If the Monster is not Recovering…” and “Adventurers should not use tags…”, with their respective associated lists where applicable.

Create a sub-rule entitled “Weariness” and move into this sub-rule the paragraphs beginning “If the Vanguard became the Vanguard…” (with its associated list) and “The previous Vanguard remains Weary…”.

Create a sub-rule entitled “Revival” and move into this sub-rule the paragraph beginning “If an Adventurer’s HP goes from 0…”

In the main rule “Battles”, three paragraphs thus remain, to be placed before the three aforementioned new sub-rules: they are the paragraphs beginning “Battles may occur…”, “If a Monster exists and no Battle is occurring…” and “If there is no Monster…”.

Some housekeeping…

Call for Judgment: Hiding in the catacombs

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 15 Nov 2019 09:01:49 UTC

In the rule “Battles”, amend the description of the Human Battle Action “Retreat” as follows:

Retreat: Until your next Battle Action you are Retreating. A Retreating Adventurer may not be affected by any Battle Action taken by another Adventurer, unless its effect explicitly extends to Retreating Adventurers.

This should close the window of using Fire against a Retreating Adventurer, or any other attack not specifically mentioning such Adventurers; we may add this capability to attacks other than Teleporting Strike by separate proposals.

Proposal: Thirty pieces of silver

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 15 Nov 2019 09:00:24 UTC

Add a new rule called “Judas”:

An Adventurer can Point Their Finger at an Adventurer other than themselves by paying 50 Merit and making a blog post that has “Pointing to X” as the title, with X being the name of an Adventurer. If X is the name of the Traitor, then they have Pointed Their Finger Correctly (and this is privately tracked by the Priest). This X cannot be edited once posted. An Adventurer can only Point Their Finger once. Only Quorum Adventurers can Point Their Finger.

Amend the first sentence of the last paragraph of Cathedral to:

When the Cathedral is destroyed, the Priest shall Pass Judgement (in a timely fashion) and grant 100 Merit to non-Traitor Adventurers who Pointed Their Finger Correctly, and 50*Quorum Merit to the Traitor if none Pointed Their Finger Correctly. After Passing Judgement, victory shall belong to the Adventurer who has the greatest amount of Merit and is not otherwise barred from achieving victory.

Call for Judgment: Sprinkler System

Fewer than a quorum not voting against. Failed 1-3 by Kevan.

Adminned at 14 Nov 2019 14:55:02 UTC

The Retreat action says that its performer “may not be the target of Battle Actions” until their next Battle Action.

What makes someone a “target” is undefined: all we have in the ruleset is that taking a Battle Action requires players to “Choose a Human Battle Action and its target, if applicable”, before “stating the action you took and its target, if applicable”.

The Fire Actions taken by Card and the Duke both identified me as their primary victim, with their required blog comments namechecking only me: “Die to monk’s fire, Kevan!” and “Roast in hell, Kevan!” respectively. The plain English interpretation of this is that I am the action’s “target” - “a person, object, or place selected as the aim of an attack” - and that they are stating it as required. Although no other person could have been selected, the decision to make the attack at all is itself a selection.

If this CfJ passes, any Fire actions taken which damaged the Monster while it was Retreating shall be regarded as invalid.

We should clear this up quickly, given Card’s concern that “target” is insufficiently defined.

Thursday, November 14, 2019

Proposal: stalled battle

Self-killed. Failed by Kevan.

Adminned at 14 Nov 2019 15:02:43 UTC

After the text “If the HP of all Adventurers other than the Monster is zero, the Monster may set its Havoc to 1000” add

and end any ongoing Battles

Proposal: clay pidgeons

Fewer than a quorum not voting against. Failed 2-3 (with the Imperial DEF becoming AGAINST) by Kevan.

Adminned at 14 Nov 2019 15:02:23 UTC

Replace “Slash: Reduce any Adventurer’s HP by 10. Reduce the Cathedral’s HP by 10.” with

Slash: Reduce any target Adventurer’s HP by 10. Reduce the Cathedral’s HP by 10.

Replace “Claw: Reduce any Adventurer’s HP by X, where X is 30+7*quorum.” with

Claw: Reduce any target Adventurer’s HP by X, where X is 30+7*quorum.

Replace “Fling: Reduce any Adventurer’s HP by X and reduce the Cathedral’s HP by X, where X is 15+5*quorum.” with

Fling: Reduce any target Adventurer’s HP by X and reduce the Cathedral’s HP by X, where X is 15+5*quorum.

Replace “Gunner: New Action: Shoot: Reduce an Adventurer’s HP by 12 + X” with

Gunner: New Action: Shoot: Reduce a target Adventurer’s HP by 12 + X

Replace “Medic: New Action: Heal: Increase the HP of any Adventurer by 10” with

Medic: New Action: Heal: Increase the HP of any target Adventurer by 10

Append to Battles

Battle Actions which do not use the word “target” are considered to not have targets.

cleaning up the definition of targetting

Proposal: Dial 666 for emergencies

unpopular 2-3 with 1 def
card

Adminned at 14 Nov 2019 02:35:08 UTC

Create a new rule called “Summoning”:

Dynastic rules are Banished or not (and only Dynastic rules can be Banished), and default to not being Banished. All Banished rules have a Summoning Power (rules that are not Banished do not), defaulting to 0 and tracked in its name as its last characters in the format “[X]”, where X is its Summoning Power (for example: “Ruling Rule [4]”). An Adventurer can Summon a Banished rule as a Weekly Action to increase its Summoning Power by 1. When a Banished rule’s Summoning Power is equal or greater to Quorum, it ceases to be Banished. The contents of a Banished rule shall be interpreted solely as “This rule does nothing”, anything else notwithstanding.

But make sure you’re doing so like a boss.

Proposal: And on the third day

popular 3-1 with 1 def enacted by card

Adminned at 14 Nov 2019 02:33:13 UTC

Add to “Battles”:

If an Adventurer’s HP goes from 0 to any value above 0, they have been Revived.

(like a boss)

Proposal: Sic Transit Gloria Mundi

unpopular 1-4 with 2 defs failed by card

Adminned at 14 Nov 2019 02:31:38 UTC

In the rule “Cathedral”, in the third paragraph, replace “The Cathedral has its own sheet” with “The Cathedral has a character sheet”.

Following this paragraph (and its associated list), add a new paragraph as follows:

While the Cathedral’s HP is between 1 and 1000 inclusive, the Cathedral is considered to be Collapsing and whenever a Battle Action would reduce the Cathedral’s HP by X amount, it reduces it by twice that amount instead. When the HP reduction is caused by a Monster via a Battle Action, the Monster’s Havoc gain is X.

I thought I’d make the final stretch more interesting and dramatic this way, as the Cathedral starts to collapse, but without unduly favouring the last Monsters with Havoc. The first clause is just a wording improvement.

Proposal: Praise the Sun

popular 5-0 with 2 defs enacted by card

Adminned at 14 Nov 2019 02:29:42 UTC

Remove “When the HP of the Monster reaches 0, they cease being the Monster, and then all Adventurers’ HP becomes their default value.” from “The Adventurers”, and add to “The Monster” (to the start of the final paragraph if the proposal Black Massacre enacted, as a new paragraph if it didn’t):-

If the HP of the Monster is zero, they cease to be the Monster.

In the “Continue the Story” atomic action in “The Monster”, add a new bullet point to the top:-

* Set all Adventurers’ HPs to their default values.

Moving the HP reset out of the Monster death effect, as this seems a bad place for it. (If a Battle ends without the Monster being killed, Adventurer HP isn’t reset?)

Proposal: Black Massacre

popular 4-0 enacted by card

Adminned at 14 Nov 2019 02:27:08 UTC

To “The Monster”, add:-

If the HP of all Adventurers other than the Monster is zero, the Monster may set its Havoc to 1000.

Per comments on Battle’s End, having a Battle considered a Monster victory if all of the Adventurers die.

Proposal: Very wearied of asterisks

popular 4-0 enacted by card

Adminned at 14 Nov 2019 02:25:50 UTC

In the rule “Battles”, a–mend the penultimate paragraph as follows:

If the Vanguard became the Vanguard no fewer than 36 hours ago, any Adventurer or the Priest may find them Weary and replace them by taking the following atomic action:

– Choose a random Adventurer from among those who are not Recovering, Weary, the Vanguard or the Monster; if no such Adventurer exists, choose a random Adventurer from among those who are not Weary, the Vanguard or the Monster. The Adventurer thus chosen will become the new Vanguard.
– Make a comment on the Battle Post, beginning with “[Weary]” and stating that the previous Vanguard has become Weary and who the new Vanguard is.

The previous Vanguard remains Weary until the end of the Battle; this status is tracked with the addition of an asterisk to their name on their character sheet for the duration of their being Weary.

I’ll have to reconsider my policy on referring to paragraphs. For now, this will do.

Tuesday, November 12, 2019

Proposal: battle’s end

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

Adminned at 13 Nov 2019 10:44:01 UTC

Replace “Retreat: Until your next Battle Action, you may not be the target of Battle Actions.” with

Retreat: Until your next Battle Action, you may not be the target of Battle Actions. If this is the second time you took this action in a particular battle, also gain 10 HP.,

Replace “If there is no Monster, all Battles which are occurring end.” with

If there is no Monster or all non-Monster Adventurers have 0 HP, all Battles which are occurring end.

Call for Judgment: Less of a Monster

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 13 Nov 2019 09:28:33 UTC

In the rule “Transformation”, in the fifth paragraph (starting “Monstrosities are the following…”), replace “Battle Action” with “Monster Battle Action”.

I absent-mindedly wrote the wrong rule name in the previous CfJ, and now Monsters won’t be able to take advantage of their Monstrosities unless this is passed. Let’s hope this kind of chain doesn’t become a habit.

Call for Judgment: To each their own

Reached quorum 3 votes to 0. Final clause has no effect as there is no rule called “Monstrosities”. Enacted by Kevan.

Adminned at 12 Nov 2019 21:43:55 UTC

In the rule “Battles”, after the second paragraph, add a new paragraph as follows:

During a Battle, either the Monster or the Vanguard may take a Battle Action. A Battle Action may be either Monster or Human: any Battle Action that is specifically defined as a Monster Battle Action can be taken only by the Monster, and any Battle Action that is specifically defined as a Human Battle Action can be taken only by the Vanguard.

In the paragraph on the Monster’s Battle Actions (starting “If the Monster is not Recovering…”), replace “Battle Action” with “Monster Battle Action”.

In the rule “Boons”, in the third paragraph, replace “Battle Action” with “Human Battle Action”.

In the rule “Monstrosities”, in the fifth paragraph (starting “Monstrosities are the following…”), replace “Battle Action” with “Monster Battle Action”.

There’s a chance that Boon-enabled Battle Actions cannot be taken by the Vanguard because of the inconsistent application of the “Human” terminology. (We have taken such actions, albeit with no effect, but the wording leaves room for dispute.) So let’s fix this, and tighten the Battle ruleset a little bit in the process. I’m using a CfJ because it could affect my next Battle Action; open proposals are not affected, so far as I can tell.

Proposal: Wearied of asterisks

Self-killed. Failed by Kevan.

Adminned at 13 Nov 2019 09:48:24 UTC

In the rule “Battles”, amend the final paragraph as follows:

If the Vanguard became the Vanguard no fewer than 36 hours ago, any Adventurer or the Priest may find them Weary and replace them by taking the following atomic action:

– Choose a random Adventurer from among those who are not Recovering, Weary, the Vanguard or the Monster; if no such Adventurer exists, choose a random Adventurer from among those who are not Weary, the Vanguard or the Monster. The Adventurer thus chosen will become the new Vanguard.
– Make a comment on the Battle Post, beginning with “[Weary]” and stating that the previous Vanguard has become Weary and who the new Vanguard is.

The previous Vanguard remains Weary until the end of the Battle; this status is tracked with the addition of an asterisk to their name on their character sheet for the duration of their being Weary.

Proposal: The wheat and the chaff

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 13 Nov 2019 09:30:32 UTC

In the rule “Battles”, in the third step of the atomic action “Human Battle Action”, amend the first sentence as follows:

Make a comment on the occurring Battle Post, beginning with “[Action]” and stating the action you took and its target, if applicable.

In the paragraph on the Monster’s Battle Actions (starting “If the Monster is not Recovering…”), replace the part following “list” as follows:

by making a comment to that effect, beginning with “[Action]”, to the Battle’s Battle Post:

Append to the end of the rule a new paragraph, as follows:

Adventurers should not use tags or tag-like text strings (of the format “[X]”) in blog posts and comments in a misleading manner.

If this doesn’t work, my next proposal will be to add: “Whenever an Adventurer inquires as to whether a blog comment in a Battle Post comprises a Battle Action, they shall lose 10 Merit and 10 HP”.

Proposal: Natural Lore

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 13 Nov 2019 09:27:19 UTC

Reword the “Lore” rule to:-

As a weekly action, an Adventurer may gain 10 Merit as a Lore bonus, if they have written a total of at least 150 words of original story or roleplay related to the dynasty in their blog posts and/or blog comments, so far that week.

Writing these bits of narrative as part of Battle posts, Battle Actions, Transformations and Monster posts seems fair enough.

Tuesday, November 12, 2019

Story Post: [Lore] The Geas

TyGuy6 log: What fools we were, entering the Cathedral before knowing precisely what we’d be up against! All much the more foolish, now that’s our best and brightest has been swallowed by the shadows. Our former friend, Kevan now hides in the mist and devours our reality.

How to defeat him with our crude weaponry? Our ranks are divided by arrogance, for we still believe ourselves the superior team. Though the walls of the cathedral begin to dissipate before our eyes, the gaps don’t let in sunlight.

I myself, cursed! Something about Kevan’s trickery has pierced my mind, and laid a geas upon me, so that I cannot even speak to reveal his plot to my companions. I write it here in code, with the key to interpret it locked away until after his plans reach dreadful fruition. Thus, though I cannot save us, I can leastwise show evidence of my current plight:

9df586aebaad8d92bc618c88d02a8c34

His proposal to reset the boons after his time as Monster is thus how he has taken his second advantage, and I, wordless to say it beyond this pitiful Adventurer’s log.

The message, when revealed, can be checked against the hash above, using the hashing tool at https://www.md5hashgenerator.com/

idling

3balance idles out after 8 days of inactivity
quorum becomes 3

Call for Judgment: I can do this on my own

Reached quorum 3 votes to 1. Enacted by Kevan.

Adminned at 12 Nov 2019 09:23:29 UTC

In the rule “Battles”, amend the second step of the Human Battle Action atomic action as follows:

Choose a non-Monster Adventurer that is not Recovering, Weary or the Vanguard; if no such Adventurer exists, choose any non-Monster Adventurer other than the Vanguard.

Apparently, when a Vanguard performs a Battle Action, they are not considered to have performed it until the end of the Atomic Action containing it:

All of the steps of an Atomic Action are considered one action, as well as the steps of an Atomic Action that is itself a step of a parent Atomic Action.

For the purposes of determining the ordering or legality of game actions the time of an Atomic Action shall be the time that it is completed.

This means they are not Recovering when they choose the next Vanguard and are therefore allowed to choose themselves.

Proposal: “Yours sincerely, Rawwwwrr!”

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 12 Nov 2019 09:28:35 UTC

In the rule “Transformation”, amend the first paragraph as follows:

A Monster is Transforming or not, and defaults to Transforming. While Transforming, whenever the Monster would lose HP, it doesn’t lose HP. A Transforming Monster cannot perform Battle Actions.

A Transforming Monster can Finish Transforming to stop being Transforming, gain up to X Monstrosities of their choice (where X is the amount of Adventurers in the dynasty when Transformation began), and set their HP to default. To Finish Transforming, the Monster makes a blog post with the tag “[Monster]” in its title, in which post it states what Visible Monstrosities it has (if it has any).

In order to use Hidden Monstrosities, the Monster must privately inform the Priest of their number and type; such notification should be by Private Message. If the Priest has received no such notification by the time the Monster has performed its first Battle Action following its Transformation, the Monster shall be considered never to have had any Hidden Monstrosities, and never to have performed any Battle Actions which they couldn’t have performed without such Hidden Monstrosities.

Only a Monster can have Monstrosities. When a Monster ceases to be such, they also lose all of their Monstrosities.

There are several ambiguities in the existing rule:

a) When Adventurers Idle, does the Monster lose Monstrosities? [I suggest that it does not, mostly for the sake of avoiding confusion.]
b) Does Transformation not end unless the Priest is informed of the existence of Hidden Monstrosities? How does everyone else know? [I’ve clarified the connection, so that the important moment is when the blog post is made.]
c) The syntactic connection between the process and the effects of Finishing Transformation is less than satisfactory. [I’ve clarified it.]
d) Why is all this a single paragraph?

(The rules alternate “it” and “they” when referring to the Monster; I find this annoying, but I suppose I’ll have to live with it.)

Regarding the notification of the Priest, I vacillated between a stricter time limit (in the interests of better oversight; after all, the current rule more or less assumes that the notification will be instant) and a looser “need to know” rule (in which the Priest would only need to be informed about a Hidden Monstrosity before it were to be used by the Monster). I think I’ve struck a good balance here; after all, the Monster has to be the one to initiate combat, as the rules currently stipulate.

Sunday, November 10, 2019

Proposal: Waning Boon

Fewer than a quorum not voting against. Failed 2 votes to 3 by Kevan.

Adminned at 12 Nov 2019 09:26:31 UTC

Enact a new rule, “A Pause for Reflection”:-

If the Adventurer named Kevan is not a Monster, any Adventurer may perform the following atomic action:-

* Replace “An Adventurer can have more than 1 of the same Boon.” with “An Adventurer can have up to 3 of the same Boon.” in the ruleset.
* For each Adventurer with more than 3 of the same Boon, remove all of their Boons.
* Repeal this rule.

Maxing out individual Boons feels a bit bland, now that it’s happened twice. Delaying it until the next round to show that I’m not trying to change anything about the current fight.

Proposal: [Appendix] Finis Coronat Opus

Self-killed. Failed by Kevan.

Adminned at 12 Nov 2019 09:25:25 UTC

In the rule “Gamestate Tracking”, amend the fourth paragraph’s first sentence as follows:

For Gamestate which is tracked in a specific place (such as a wiki page), any alteration of that Gamestate as a result of an Adventurer’s action is (and can only be) applied by that Adventurer’s editing of that data in that place.

Although the rule’s current phrasing does strongly suggest that an Adventurer has to edit the data themselves in order to alter Gamestate through an action, this is vague enough to allow the possibility that anyone else can make such an edit for the action to take effect. In the particular case that came up today: could I have added that asterisk to the wiki page so that I could be Vanguard? The answer ought to be “no”.

Proposal: Measuring range increase, like a boss

Vetoed. Failed by Kevan.

Adminned at 12 Nov 2019 09:24:46 UTC

Amend all instances in the Ruleset of “1000” to “2000”.

Then, amend “Each time a Monster causes a non-Monster Adventurer or the Cathedral to lose an amount of HP via a Battle Action, that Monster gains that same amount of Havoc” to:

Each time a Monster causes a non-Monster Adventurer or the Cathedral to lose an amount of HP via a Battle Action, that Monster gains that same amount of Havoc if their Havoc is less than 1000. If it is 1000 or more, they gain half that amount instead.

I think it might be possible to hit 1000 Havoc pretty consistently. This helps tell the difference between two or more players that may hit 1000+.

Sunday, November 10, 2019

Proposal: [Core] backwards referential queue

Self-killed. Failed by Kevan.

Adminned at 10 Nov 2019 19:21:30 UTC

Append to rule 1.5 “Proposals” the following text:
If a Proposal refers to another Proposal by name, it is assumed to be the most recent Proposal in the queue that has that name and was posted during the current dynasty.

This is to help prevent confusion or scams that might happen when people refer to a proposal in the queue and to compartmentalize proposals to their own dynasties if referenced by a proposal from a later dynasty.

Proposal: Teeth and Claws

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 10 Nov 2019 19:18:26 UTC

In the rule “Battles”, replace the “Claw” Battle Action with the following:

* Claw: Reduce any Adventurer’s HP by X, where X is 30+7*quorum.
* Fling: Reduce any Adventurer’s HP by X and reduce the Cathedral’s HP by X, where X is 15+5*quorum.
* Wreck: Reduce the Cathedral’s HP by X, where X is 30+7*quorum.

I’m reusing Kevan’s proposal, with a twist: the Monster inflicts damage roughly proportionate to the number of adversaries. (I’m sure you’ll prove better than me at finding a thematic connection; I might guess the Monster smells their fear, or feeds off their religious fervor.) With these formulas, Claw and Wreck inflict an HP damage of 58, 65 and 72 HP for respective Q values of 4, 5 and 6; Fling inflicts a respective HP damage of 35, 40 and 45. The aforementioned Q values correspond to 4–5, 6–7 and 8–9 Adventurer opponents respectively, though Q does correspond directly to how often the Monster attacks.

Proposal: Oblivion

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 10 Nov 2019 19:14:18 UTC

In the rule “Boons”, amend the description for the “Brawn” Boon as follows:

Brawn: Increase your Max HP by 20 for each Brawn Boon you have.

Amend the description for the “Persistence” Boon as follows:

Persistence: Whenever you perform a Battle Action as the Vanguard, increase your HP by 5 for each Persistence Boon you have.

Firstly, a clarification about the effect of these Boons (“X per Boon”). Secondly, Adventurers do not lose their Boons when they become Monsters; it makes sense thematically to keep the 20 HP bonus of Brawn, but not the Persistence one, which a) is a matter of behavior and b) pertains to Human Battle Actions rather than a Monster’s.

Proposal: Benefactors, like a boss

vetoed (like a boss)—card

Adminned at 10 Nov 2019 04:14:40 UTC

Create a new rule called “Benefactors”:

Each Adventurer has a Benefactor or none (defaulting to none), privately tracked by the Priest. Each Adventurer has an amount of Reward, which is privately tracked by the Priest and defaults to 0. Each time a Monster ceases to be a Monster (with such a Monster not being the Adventurer named Kevan), Adventurers with a Benefactor receive 1 Reward.

An Adventurer can, once per dynasty, set their Benefactor to one of their choice by spending 5 Merit and privately informing the Priest of their choice of Benefactor (by Private Message). Benefactors, and their effects (if any) are the following:

- Licatho:
- Doxortho:

Amend the last paragraph of “Cathedral” to:

When the Cathedral is destroyed, the Priest shall Parade the Adventurers in a timely fashion, which is an Atomic Action of the following Steps:
- For each Adventurer, grant them Merit equal to X, where X=(100 + Their Reward amount * 50)/(Amount of Adventurers that have their Benefactor).
- Make a Blog Post with the tag [Parade] in the title.

After the Priest performs that Atomic Action, victory shall belong to the Adventurer who has the greatest amount of Merits and is not otherwise barred from achieving victory. If there are more than one Adventurers fulfilling these criteria, the one who gained the greatest amount of Havoc as the Monster shall be victorious. If there is again a tie, the Adventurer who became the Monster the earliest shall be victorious.

Intrigue minigame where people try to put themselves into the group with the least people.

Delaying it for everyone (it’s for Monsters after Kevan) to give more time to think and talk about it.

Proposal: Deadpool, like a boss

popular 5-0 with 1 def enacted by card

Adminned at 10 Nov 2019 04:13:06 UTC

Create a new rule called “Imperial Contraband”:

If an Adventurer passes the Priest role to another Adventurer as described in “Victory and Ascension”, a themeless Metadynasty begins instead.

So that you can’t “pay” people with fractions of a dynasty. All of the victories lately have been Pools, hopefully this disuades it enough. I’d like to avoid that this dynasty is the fifth Pool in a row, because it gets stale. Probably like my “,like a boss” joke at this point, lol.

Pooling is pretty easy and powerful in every dynasty with player-to-player interaction, for better or worse.

Friday, November 08, 2019

Story Post: [Lore] As the Dramatic, Spooky Music Plays

Cries of “He approaches!” and “Over there!” rent the air. TyGuy6 was having a good time, except that he couldn’t figure out how to use his weapon!

He stepped forward. He stopped. He kicked out high in the air. Darn these controls! He opened his haversack and looked inside. No, that’s Inventory! Oh, well, I’ll figure it out later.

The dark cloud surrounding what used to be his ally swirled and writhed. Another of his allies shouted some orders. TyGuy6, we need you!

TyGuy6 walked down a corridor, inadvertently sliding his left shoulder along the wall. He entered what looked to be a small bedroom. He kicked a vase, and it shattered. Glowing yellow blobs floated into his haversack. Oh! Yeah, the main quest can wait, nothing bad can really happen while I’m not there, anyway. He kicked another vase. Then he opened a chest by the bedside. Some clothes lay inside.

Phooey! Chests are supposed to have treasure in them. If I ever make a game, I will make that a rule. Chests equal treasure, no exceptions. These designers, thinking they are so cool, breaking conventions and such.

...Most of the pottery in the Cathedral was desecrated that day.

Double Posted

Oops.

Proposal: Bell, Book and Candle

popular 5-0 enacted by card

Adminned at 10 Nov 2019 04:11:46 UTC

Create a subrule of “Boss Battle” called “The Monster” and move the paragraph beginning “Zero or one Adventurer is the Monster” and everything in “Boss Battle” from “If there is no Monster” to the end of that rule into that created subrule.

Rename the rule “Boss Battle” to “The Adventurers”.

Move “The Cathedral exists and has a Max HP of 10000.” to the start of the rule “Cathedral”.

It’s wrong-footing me that the first dynastic rule doesn’t really contain what its title suggests, and is a mix of three different game aspects.

Call for Judgment: You’re a Monster…

Fewer than a quorum not voting against. Failed 1-3 by Kevan.

Adminned at 09 Nov 2019 07:55:57 UTC

Change “Retreat: Until your next Battle Action, you may not be the target of Battle Actions.”
To

Retreat: Until your next Battle Action, you may not be the target of Battle Actions, unless you’re a Monster.

This definition also applies to past uses of the Retreat Action.

...and I want to shoot you!  ;)

Proposal: Rest for the Weary

popular 5-0 with 1 def enacted by card

Adminned at 10 Nov 2019 04:07:26 UTC

In the rule “Battles”, amend the second step of the Vanguard’s Atomic Action as follows:

Choose a non-Monster Adventurer that is not Recovering or Weary; if no such Adventurer exists, choose any non-Monster Adventurer.

Adding a clause for Weary Adventurers to be skipped in the order, so everyone will get a turn who would use one, and nobody has to wait 36 hours each time so-and-so is “called to the witness stand”. (But you can still offer it to them.)

Proposal: undefined

popular 4-0 enacted by card

Adminned at 10 Nov 2019 04:06:12 UTC

replace “Combat Actions” with “Battle Actions”

maybe Kevan knew about this or not but as it stands, Combat Actions aren’t defined in the ruleset. So Kevan was able to do the Battle Action without needing to set any Boons.

Proposal: Tooth and Claw

unpopular 1-4 with 1 def failed by card

Adminned at 10 Nov 2019 04:05:20 UTC

Replace the “Claw” action (“Reduce any Adventurer’s HP by 40. Reduce the Cathedral’s HP by 40.”) with:-

* Claw: Reduce any Adventurer’s HP by 70.
* Fling: Reduce any Adventurer’s HP by 40. Reduce the Cathedral’s HP by 40.
* Wreck: Reduce the Cathedral’s HP by 70.

Allowing Monsters some focus, at the cost of reduced Havoc.

The First Transformation [Monster]

Kevan collapses silently out of sight behind the altar. The candles dim and flicker, and an olive green mist begins to condense out of the dusty air. An oily sheen spreads across the bare stone floor of the cathedral, and above the group the golden ornaments slowly begin to tarnish.

The Monster has five Rotting Presence Monstrosities.

Proposal: Duty calls again

popular 5-0 with 1 def vote

Adminned at 09 Nov 2019 19:52:19 UTC

In the rule “Battles”, amend the second step of the Vanguard’s Atomic Action as follows:

Choose a non-Monster Adventurer that is not Recovering; if no such Adventurer exists, choose any non-Monster Adventurer.

In the same rule’s last paragraph, in the end of the clause “Choose a random non-Vanguard…” replace the full-stop with a semi-colon and append the following:

if no such Adventurer exists, ignore the condition “non-Recovering” while performing this action.

If an Adventurer is the Vanguard of an occurring Battle [...] Choose an Adventurer that is not Recovering.

If the most recent X Battle Actions in the current Battle (where X is quorum) include a Battle Action by a particular Adventurer, then that Adventurer is Recovering; otherwise that Adventurer is not Recovering.

The interaction of Dynastic Distance with the above two rules creates a problem of numbers. Right now there are six Adventurers, of whom one is the Priest. He is not currently allowed to fight in Battles, which leaves five Adventurers to fight. If one is the Vanguard and four other Adventurers are Recovering, that leaves no option left for the next Vanguard… And that’s if the Monster is not recovering.

We could replace “X” with “X-2”, which would also work if another Adventurer were to idle and five of us were left (God forbid): Five minus the Priest, the Monster and the Vanguard leaves two Adventurers… Quorum minus two would make for one recovering Adventurer who is definitely not the Monster. But that might still leave us in a pickle if even one Adventurer were declared Weary (non-active). So I think the simplest way to solve this is to discount Recovering status when choosing a successor in case of such low numbers, but maintain it as is for the other situations where this status is used.

The first of my two amendments also closes the loophole that a Vanguard could choose a non-Recovering Monster as their successor. At best, the Monster wouldn’t do anything, essentially pausing the Battle for 36 hours, or would just attack as it usually might. At worst, or at least until “True Turn-based Mode - ON” is enacted, this would allow the Monster to use Slash or Retreat against other Adventurers!

Proposal: Sins, like a boss

Vetoed, failed by Kevan.

Adminned at 09 Nov 2019 08:06:02 UTC

Add to “Monstrosities”:

A Monstrosity is Locked or Unlocked, and by default, Unlocked. A Monster cannot have a Locked Monstrosity. An Adventurer can Unlock a Monstrosity if its Unlock Requirement (listed between “[]” brackets on it) has been fulfilled (They can edit the word “Locked” to “Unlocked” on that Monstrosity’s listing on the Ruleset) .

Add to the list of Monstrosities:

- Envy Incarnate: [An Adventurer has 2000 or more Merit than another Adventurer] This Monstrosity is Locked. This Monstrosity is Hidden. New Action: Call of Envy: Choose an Adventurer with more Merit than you. That Adventurer loses 30% of their current HP, and you gain HP equal to the amount lost this way.
- Pride Incarnate: [An Adventurer has 4000 or more Merit] This Monstrosity is Locked. New Action: Call of Pride: The Adventurer with the most Merit has their HP set to 10.

Call for Judgment: Recuperation between battles

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 08 Nov 2019 12:00:21 UTC

In the rule “Transformation”, the Monstrosity “Voidwalker” reads as follows:

Voidwalker: New Action: Teleporting Strike: All Adventurers whose last Battle Action was Retreat lose 50 HP.

After “Battle Action” add “in this Battle”.

Unless we are saying that Adventurers who were knocked out in the previous battle only have half the strength now. Not entirely unreasonable, but still.

Proposal: Apprenticeship, like a boss

Reached quorum 4 votes to 1. Enacted by Kevan.

Adminned at 08 Nov 2019 21:48:51 UTC

Create a new rule called “Apprenticeship”:

If a non-Monster Adventurer has not taken any Battle Actions nor has Learned during the current Battle, they can choose to Learn. Upon doing so, they can swap one of their Boons for a copy of a Boon that an Adventurer with more Merit than themselves has.

Those who are behind can optimize their builds a bit, if needed.

Proposal: Bleeding Out

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 08 Nov 2019 21:47:12 UTC

Before “When the HP of the Monster reaches 0, they cease being the Monster, and then all Adventurers’ HP becomes their default value.” add:-

If the HP of an Adventurer is 0, they cannot take any Battle Action other than Retreat.

Before I start killing you all, maybe there should be some effect for an Adventurer being knocked down to zero HP.

Friday, November 08, 2019

Proposal: True Turn-based Mode - ON

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 08 Nov 2019 17:36:13 UTC

In “Battles”, change “If an Adventurer is the Vanguard of an occurring Battle, they may take the following atomic action:”
To

Adventurers may not take Human Battle Actions while there is a Monster who is not Recovering. Otherwise, if an Adventurer is the Vanguard of an occurring Battle, they may take the following atomic action:

I thought it would be un-fun to have a race condition once the Monster is ready to take a turn. As it stands, the adventurers could ostensibly take infinite consecutive turns if they played quickly.

Call for Judgment: Don’t be Afraid

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 08 Nov 2019 09:12:17 UTC

In “Battles”, change “If the Vanguard has not taken a Battle Action in the previous 36 hours,”
To

If the Vanguard became the Vanguard no fewer than 36 hours ago,

Oust any Vanguard just for not having done an action yet? Oops! How about timing it from becoming Vanguard.

Battle Tactics

Kevan being the first to become Monstrous, and this being a big advantage, possibly, I vote that we take up a plan of action. What strategy should we use to be most effective in the early game?

We need to reduce his HP to 0 before he gets too many hits in. Of course, that means putting our hard hitters in as Vanguard as often as possible. It’s turn-based play, so speed of play seems less important, but if someone becomes weary they are replaced at random.

I’d probably be into a Commander-Fencer teamup, but I haven’t read every boon, yet.

Kevan, you can join in the conversation, too, for planning next round.

Request for Comment: Site upgrades

Hi, everyone! For those of you who may not know me, I’m the server guy. (I was once a player, but my ADHD made me ill-suited at it.)

Today I discovered the year-old news that ExpressionEngine is now free. I’m thinking of trying to upgrade us to the latest version this weekend (for security reasons if nothing else), if a test run on my local machine doesn’t break everything or look like too big a change. It would also be a good time for me to spruce up / fix a few things in the templates.

So, I have questions for you all:

  1. Is this weekend a particularly bad moment for a bit maintenance downtime? Are there better or worse times within the weekend? Or, is it a particularly good moment, or just neutral?

  2. If I get around to those template changes, how does everyone feel about declaring Internet Explorer 11 obsolete and unsupported? Or even Microsoft Edge altogether? Would this require a vote for any reason?

  3. I started looking at this because Kevan noticed that non-existent pages aren’t showing the 404 page. Are there any other glitches or pain points people would like me to try to address while I’m messing around with things?

Klaxon

TyGuy6 is suggesting that the post I made earlier called A Monster isn’t explicit enough about “stating that there is a new Monster, and who it is.”

There’s a Monster. This Monster is new. This Monster is me, the Adventurer named Kevan.

Proposal: Holy fire 2

Self-killed / vetoed. Failed by Kevan.

Adminned at 08 Nov 2019 11:48:48 UTC

In the rule “Battles”, add a new Human Battle Action to the end of the relevant list, as follows:

Fire: Reduce the Monster’s HP and the Vanguard’s HP by X, where X is a random value between 1 and 50 inclusive. Reduce every other Adventurer’s HP by half the value of X (rounded down); reduce the Cathedral’s HP by double the value of X.

You’ll burn… Even if everyone else burns with you!

[I’ve already posted this once, but for some reason it disappeared.]

Proposal: Holy fire

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 08 Nov 2019 11:48:02 UTC

In the rule “Battles”, add a new Human Battle Action to the end of the relevant list, as follows:

Fire: Reduce the Monster’s HP and the Vanguard’s HP by X, where X is a random value between 1 and 50 inclusive. Reduce every other Adventurer’s HP by half the value of X (rounded down); reduce the Cathedral’s HP by double the value of X.

You’ll burn… Even if everyone else burns with you!

Idling

I hereby give notice that I am going idle.

Sorry folks, I’ve just got too much work to do at the moment. Have fun and I’ll see you when I see you!

Proposal: GNDT RIP [Core] [Special Case] [Appendix]

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 08 Nov 2019 11:23:06 UTC

Replace “An Admin shall add them to the roster in the sidebar and the GNDT” with “An Admin shall add them to the roster in the sidebar”.

Remove the sentence “New admins shall be given the GNDT configuration password when they become admins.”

Replace “and correct the GNDT and other gamestate tracking entities” with “and correct any gamestate tracking entities”.

Replace “unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT)” with “unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts)”.

In “Fair Play”, replace “An Adventurer should not roll dice in the GNDT that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action.” with:-

An Adventurer should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. An Adventurer must use their own name in the Dice Roller, when rolling dice.

Replace “For instance if an Atomic Action consists of rolling a die in the GNDT” with “For instance if an Atomic Action consists of rolling a die”.

Replace “References to “YDICEX” refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll. ” with:-

References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.

Replace “All GNDT columns that the Dynastic Rules explicitly mention are assumed to be Gamestate, as are all Wiki Pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images contained within those Wiki Pages.” with:-

All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images contained within those Wiki Pages are assumed to be Gamestate.

Replace the final three paragraphs of “Gamestate Tracking” with:-

For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of an Adventurer’s action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Adventurer may correct the representations to comply with the Gamestate.

If an Adventurer feels that a representation of the gamestate (such as a wiki page) was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules as they were at the time of the alteration, or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed alteration, Adventurers are encouraged to raise a Call for Judgement instead.

Replace “The GNDT can be used to generate random results.” with “The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.”

Replace “GNDT” with “Dice Roller” throughout the rule “Random Generators”.

Replace “changing values tracked in the GNDT and/or similar gamestate-tracking entities (such as a wiki page)” with “changing values tracked in gamestate-tracking entities (such as a wiki page)”.

Replace “even if the values stored in the GNDT remain valid” with “even if the values stored in a gamestate-tracking entity remain valid”.

Replace “DICEN cannot be rolled in the GNDT if N is 22 or more digits long.” with “DICEN cannot be rolled in the Dice Roller if N is greater than one million.”

Reformat the page at https://wiki.blognomic.com/index.php?title=Jerez to use the same table layout as https://wiki.blognomic.com/index.php?title=User:Kevan/Gamedata&oldid=7822, while retaining the same data.

This has been on the cards for a while, and I’ve finally gotten around to setting up the scripts required. I wrote the GNDT 18 years ago for another Nomic and we’ve been using it since BlogNomic began, but it’s always had its problems: the clunkiness of a game needing three separate passwords to play, the extra step to player registration, the fiddliness of multiple updates, the lack of freedom to do much other than a rectangular grid of player/variables, and - maybe the biggest deal - the fact that we lose the record of a lot of each dynasty’s game actions when it ends.

This proposal retires the GNDT and leaves us with the (existing) ability to use a wiki page to track gamestate, as we’re already doing at the moment - luckily there’s no data to move over, as there’s nothing in the GNDT right now. I’ve written a script at https://blognomic.com/sidebar/gamedata.php which will let us embed any wiki page in the sidebar (eg. https://blognomic.com/sidebar/gamedata.php?page=Jerez), which, as per the current GNDT sidebar, isn’t mandated by the ruleset.

I’ve also written a dice roller at https://blognomic.com/dice/roll.php. I’ve not been able to connect it to the ExpressionEngine logins to confirm player identity, but I think it’s probably sufficient to ask players for their names and to use a hash of their IP to colour their name to deter easy fakery. (Fair Play already frowns on rolling dice but not using them; this proposal also adds a clause about using misleading names when rolling.) Any die result is usually going to be immediately used for something elsewhere in the gamestate anyway.

A Monster

Ignoring the babbling of the priest, the group of adventurers pushes past him and heads towards the apse, swords drawn. Their eyes dart quickly over the gilded ornamentation of the cathedral, searching for a sign of the relic that all the prophecies and rumours have pointed towards. Figures and curlicues encrust the old plaster, the golden shapes supporting one another as they rise up the painted walls, glowing faint in the low candlelight.

As the group shift the heavy church candles to better illuminate the scene, Kevan stumbles and drops his weapon. He drops to his knees on the flagstones, burying his face in his hands.

Proposal: More Boons, like a boss

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 08 Nov 2019 09:09:46 UTC

Add to the list of Boons:

- Medic: New Action: Heal: Increase the HP of any Adventurer by 10, plus 5 for each Medic Boon you have.
- Brawn: Increase your Max HP by 20.
- Persistence: Whenever you perform a Battle Action, increase your HP by 5.
- Exorcist: New Action: Banish: If you have performed Banish two times during this Battle during previous Battle Actions, then reduce any Monster’s HP by (5+X)% of its Max HP value, where X is the amount of Exorcist Boons you have.

Call for Judgment: Battle Stations

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 07 Nov 2019 19:45:32 UTC

In “Battles”, replace “Choose an named action from the other list below” with:-

Choose a Human Battle Action

Before the “Slash” bullet point, add:-

The following are Human Battle Actions:-

Remove “(this is also a Battle Action)”.

The proposal Fixing Battle Fright has left us with a Vanguard Atomic Action that only has a line of whitespace between its action list and the Slash/Retreat action list. I can’t see much reason not to read this as a five-point bullet list where the Vanguard has to choose a Monster Action and then Slash and Retreat, which isn’t great.

Proposal: Eldritch secrets, like a boss

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 08 Nov 2019 09:08:57 UTC

Amend “by making a blog post with the tag “[Monster]” with it stating what Monstrosities it has” to

by making a blog post with the tag “[Monster]” with it stating what Visible Monstrosities it has (if it has any) and privately informing the Priest of what Hidden Monstrosities it has (if it has any). This private informing should be done by Private Message.

Amend “Monstrosities are the following:” and its following list of Monstrosities to:

Monstrosities are the following (if it has its effect listed as “New Action”, it means that the Monster can perform it as a Battle Action):
- Bulk: Max HP is increased by 100. This is Visible.
- Fever Aura: Whenever you perform a Battle Action, all non-Monster Adventurers lose 5 HP. This is Visible.
- Rotting Presence: Whenever you perform a Battle Action, the Cathedral loses 35 HP. This is Visible.
- Terrifying Visage: New Action: Terrify: Reduce any Adventurer’s HP by 30. That Adventurer’s next Battle Action during this Battle is (and can only be) Retreat.
- Voidwalker: New Action: Teleporting Strike: All Adventurers whose last Battle Action was Retreat lose 50 HP.
- Reverse Mother: New Action: Unbirth: All Adventurers with 20 or less HP have their HP set to 0 and cannot be Revived during this Battle.

A Monstrosity that is not Visible is Hidden, and Monstrosities are by default Hidden. A Monster should not comment that they use a certain Hidden Monstrosities’ Battle Action (when they actually don’t have it) on a Battle post as to mislead.

Proposal: Peak Gargoyle

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 07 Nov 2019 22:36:58 UTC

Replace “Each non-Monster Adventurer’s Max HP is reduced by a non-negative integer determined by the Cathedrals Maximum HP minus its current HP divided by 100 rounded down.” with:-

The Cathedral has a Deconsecration score, equal to the amount of HP it is below its Maximum HP, divided by 100 (and rounded down).

After the Claw action, add an action:-

* Befoul: For each non-Monster Adventurer whose HP is higher than their Max HP minus the Cathedral’s Deconsecration score, set their HP to their Max HP minus the Cathedral’s Deconsecration score.

Following up Ascend the Cathedral, which is a bit untracked and has some weirdnesses. (If I’m at 100/100HP and Cathedral damage reduces my Max HP, I think it becomes an illegal action for that Cathedral damage to occur, as all the ruleset says about having 100/99HP - without this being a result of my HP increasing - is that “HP cannot be greater than its associated Max HP”.)

Proposal: Tombstone of rubble

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 07 Nov 2019 22:35:28 UTC

To the end of the rule “Cathedral”, append three new paragraphs as follows:

When the Cathedral’s HP reaches 0, an Earthquake shall occur that will cause the Cathedral’s immediate and complete destruction. If a Battle is in progress when this occurs, the Monster shall cease to be a Monster.

If at any time there is no Monster and every Adventurer has become the Monster in this dynasty, the Cathedral’s HP shall become 0.

When the Cathedral is destroyed, victory shall belong to the Adventurer who has the greatest amount of Merits and is not otherwise barred from achieving victory. If there are more than one Adventurers fulfilling these criteria, the one who gained the greatest amount of Havoc as the Monster shall be victorious. If there is again a tie, the Adventurer who became the Monster the earliest shall be victorious.

If the proposal “Ascend the cathedral” has failed, create a new rule “Cathedral” with the above three paragraphs as its text.

I don’t expect the last stipulation to be needed, but the proposal hasn’t been enacted yet, so I’m being careful.

There could be something about that mysterious relic in the final moments of the dynasty, but I expect the Cathedral’s collapse to somehow seal the gateway to the beyond.

Proposal: I Doff my Cap

Reached quorum 4 votes to 0. Enacted by Kevan.

Adminned at 07 Nov 2019 19:42:54 UTC

Remove “Merit and/or”
from
“Increases to Merit and/or Havoc of a Monster are to a maximum of 1000.”

Wednesday, November 06, 2019

Proposal: Cool stories, like a boss

Reached quorum 5 votes to 1. Enacted by Kevan.

Adminned at 07 Nov 2019 11:44:06 UTC

Add a new rule called “Lore”:

As a weekly action, an Adventurer can make a Story Post with the tag “[Lore]” with at least 150 words in its text body, or a blog comment with “[Lore]” as its first characters, and at least 150 words. Upon doing so, they gain 10 Merit. Such a post or comment should tell an original story or be roleplay related to the dynasty.

I liked the drawing part of TyGuy’s dynasty. This is similar, and not as demanding.

Proposal: Avoiding Transformation stalls, like a boss

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 07 Nov 2019 11:42:46 UTC

Add to “Transformation”:

If a Monster has been Transforming for more than 48 hours, any Adventurer can Inspire them. Upon doing so, the Monster ceases to be a Monster.

“Snap out of it! You can do it - I believe in you!”

Proposal: fixing battle fright that might occur in vanguards

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 07 Nov 2019 11:36:33 UTC

Append to Battles

If the Vanguard has not taken a Battle Action in the previous 36 hours, any Adventurer or the the Priest may take the following action. Choose a random non-Vanguard non-Monster non-Recovering non-Weary Adventurer to become the Vanguard and make a comment on the Battle Post to this effect. The previous Vanguard becomes Weary for the rest of the Battle, this is tracked with an asterisk after their name on their character sheet and that status is removed when the Battle ends.

Remove “When a Battle Action is taken by the Vanguard, the Successor they named becomes the Vanguard. ” from the ruleset.

Replace “If an Adventurer is the Vanguard of an occurring Battle, they may take a Battle Action from the following list by making a comment to that effect to that Battle’s Battle Post, a comment which must also name a single Adventurer (other than themselves) who is not Recovering as their Successor: ” with

If an Adventurer is the Vanguard of an occurring Battle, they my take the following atomic action (this is also a Battle Action):
* Choose an named action from the other list below and its target, if applicable, and apply its effect.
* Choose an Adventurer that is not Recovering.
* Make a comment on the occurring Battle Post, stating the action you took and its target, if applicable. Also state the Adventurer you chose in the second step; that Adventurer becomes the Vanguard.

also changed the boot time to 36 hours

Proposal: ascend the cathedral

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 07 Nov 2019 10:20:02 UTC

Make a new rule titled “Cathedral” with the following text

Each non-Monster Adventurer’s Max HP is reduced by a non-negative integer determined by the Cathedrals Maximum HP minus its current HP divided by 100 rounded down.


Move the text “The Cathedral has its own sheet, tracked on the Cathedral section of the Jerez wikipage, which lists the following:

* HP/Max HP: (in the format XX/YY, where XX is HP, and YY is its Max HP)” to Cathedral.

it gets more difficult as you go up the tower

Proposal: Chapter One

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 06 Nov 2019 23:16:22 UTC

Remove “Adventurers cannot Continue the Story.” from the rule “Boss Battle”.

Proposal: They ͚̯̦̮̲c̶̫̦̬̻̮̜͖ọm̲̗̮̜̱e͍, like a boss

popular 5-0 with 2 defs enacted by card

Adminned at 06 Nov 2019 19:47:33 UTC

Add a new rule called “Transformation”:

A Monster is Transforming or not. A Monster defaults to being Transforming. While Transforming, if the Monster would lose HP, it doesn’t lose HP instead. A Transforming Monster cannot perform Battle Actions. A Transforming Monster can Finish Transforming to stop being Transforming, gain up to X (where X is the amount of Adventurers currently in the dynasty) Monstrosities of their choice, and to set their HP to default by making a blog post with the tag “[Monster]” with it stating what Monstrosities it has. Only a Monster can have Monstrosities. When a Monster ceases to be such, they also lose all of their Monstrosities.

Monstrosities are the following:

- Bulk: Max HP is increased by 100.
- Fever Aura: Whenever you perform a Battle Action, all non-Monster Adventurers lose 5 HP.
- Rotting Presence: Whenever you perform a Battle Action, the Cathedral loses 35 HP

“Ruh roh”
- Scooby Doo, 1969

Proposal: Customization, like a boss

popular 5-0 with 1 def enacted by card

Adminned at 06 Nov 2019 19:44:53 UTC

Add a rule called “Boons” with:

Adventurers have 0 or 5 Boons. An Adventurer with 0 Boons cannot use Combat Actions.

An Adventurer with 0 Boons can Introduce Themselves, this sets their Boons to become 5 of their choice as new instances of the Boons listed in this rule. An Adventurer can have more than 1 of the same Boon.

Boons and their effects (if any) are the following (if it has its effect listed as “New Action”, it means that the Adventurer can perform it when they are the Vanguard as a Battle Action):

- Fencer: New Action: Thrust Storm: Reduce the Monster’s HP by 1, X times, where X is the amount of Fencer Boons you have (For example, it is reduced by 1, 3 times, which would be a total of 3).
- Mercenary: New Action: Dual Slash: Reduce the Monster’s HP by 6, 2 times.
- Commander: New Action: Leadership: The Monster becomes Exposed by you until you are no longer Recovering. Each time a Monster Exposed by you loses HP (excluding Exposed effects), it loses X more HP, where X is the amount of Commander Boons you have. A Monster can only be Exposed by one Adventurer at a time, with new Exposed effects overwriting the previous one.
- Gunner: New Action: Shoot: Reduce an Adventurers HP by 12 + X , where X is the amount of Gunner Boons you have. You can only perform this Battle Action up to X times during a Battle, where X is the amount of Gunner Boons you have.

Add to the list of things that the character sheet tracks:

- Boons: (A list of their Boons)

Fencer x Commander for synergy, Gunner if you want to be badass solo. The intent is that more Boons can be added to make it more interesting.

The Monster fighter team will constantly change as someone leaves to be the Monster so you’ll have to adapt your strategy on the go.

Wednesday, November 06, 2019

Proposal: relabling and idle protections

self killed failed by card

Adminned at 06 Nov 2019 19:42:20 UTC

Replace “If an Adventurer is the Vanguard of an occurring Battle, they may take a Battle Action from the following list by making a comment to that effect to that Battle’s Battle Post, a comment which must also name a single Adventurer (other than themselves) who is not Recovering as their Successor: ” with

Vanguard Actions are atomic actions that consist of the following general form:
* Choose an named action from the following list and its target, if applicable, and apply its effect.
* Choose an Adventurer that is not Recovering.
* Make a comment on the Battle, stating the action you took and its target, if applicable. Also state the Adventurer you chose in the second step; that Adventurer becomes the Vanguard.

Remove “When a Battle Action is taken by the Vanguard, the Successor they named becomes the Vanguard. ” from the ruleset.

Replace “If the Monster is not Recovering and a Battle is occurring, they may take a Battle Action from the following list by making a comment to that effect to the Battle’s Battle Post: ” with
“If the Monster is not Recovering and a Battle is occurring, they may take a Monsterous Action from the following list by making a comment to that effect to the Battle’s Battle Post: “

Append to Battles “Battle Actions are actions that can be taken by Adventurer’s which are described in this rule.”

Append to Battles

If the Vanguard has not taken a Vanguard Action in the previous 24 hours, any non-Recovering Adventurer may take the following action. Choose a random non-Vanguard non-Monster non-Recovering non-Weary Adventurer to become the Vanguard. The previous Vanguard becomes Weary for the rest of the Battle, this is tracked by putting an asterisk after their name on their character sheet and is removed when the Battle ends.

second proposal since my return, i feel like this probably does too much at once?

Proposal: Shards of coloured glass

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 06 Nov 2019 12:55:27 UTC

In the rule “Boss Battle”, following the “Character sheets list the following for each Adventurer” list, add:

The Cathedral has its own sheet, tracked on the Cathedral section of the Jerez wikipage, which lists the following:

- HP/Max HP: (in the format XX/YY, where XX is HP, and YY is its Max HP)

In the rule “Battles”, to the end of the bullet for “Slash”, add:

Reduce the Cathedral’s HP by 10.

To the end of the bullet for “Claw”, add:

Reduce the Cathedral’s HP by 40.

Proposal: [Appendix] preemptive scam prevention device

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

Adminned at 06 Nov 2019 09:26:18 UTC

Append to rule 4.3.4 “Spelling” the following bullet point:
* For the purposes of the Gamestate, invisible or nearly invisible characters, except for spaces, tabs and newlines, are considered spelling errors and are ignored. These characters can be deleted at any time by an Admin.

thoughts on this?

Proposal: Friendly Fire - OFF

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

Adminned at 06 Nov 2019 09:25:33 UTC

Change “Slash: Reduce any Adventurer’s HP by 10.”
To

Soul Slash: Reduce a Monster’s HP by a random number up to 20. Increase your own HP by half of that number, rounded up.

Change “Retreat: Until your next Battle Action, you may not be the target of Battle Actions.”
To

Retreat: Reduce your Merit by 10, to a minimum of 0. Until your next Battle Action, you may not be the target of Battle Actions.

Change
“Claw: Reduce any Adventurer’s HP by 40.”
To

Claw: Reduce any Recovering Adventurer’s HP by 40.

 

Zero sum games should limit who can gang up on whom, somewhat.

Recovering Adventurers have just been fighting, so they should be the ones available for a Monster attack.

Proposal: Hitbox Alignment

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 06 Nov 2019 09:24:47 UTC

Create a rule, “Mins and Maxes”:

All changes to an entity’s HP values are to a minimum of 0 and a maximum of the same entity’s Max HP. Increases to Merit and/or Havoc of a Monster are to a maximum of 1000.

Otherwise things get weird when we try to heal or die.

Proposal: Creature of Havoc

reached quorum 6-0 with 1 def enacted by card

Adminned at 06 Nov 2019 00:21:38 UTC

If the proposal “Iteration, like a boss” failed, this proposal has no further effect.

Replace “Adventurers have Max HP, defaulting to 100.” with

Adventurers have Max HP, defaulting to 100, and a Havoc score, defaulting to zero. If an Adventurer with non-zero Havoc (known as the “Harrowed”) is not the Monster, any Adventurer may add the Harrowed’s Havoc to the Harrowed’s Merit, then set the Harrowed’s Havoc to zero.

To the “Character sheets list the following for each Adventurer” list, add:-

Havoc: (a number)

In the paragraph beginning “Each time a Monster causes a non-Monster Adventurer”, replace “Merit” with “Havoc”.

Replace “When a Monster ceases to be a Monster, all Adventurers that weren’t that Monster gain 1000 - X Merit, up to a minimum of 0, where X is the amount of Merit that Monster earned during its duration as a Monster.” with:-

When a Monster ceases to be a Monster, all Adventurers that weren’t that Monster gain 1000 - X Merit, to a minimum of 0, where X is the Havoc of that Monster.

Pinning the untracked “amount of Merit that Monster earned during its duration as a Monster” (which is going to be fiddly to check if someone’s been the monster for a while) into a separate variable with a more monstery name.

Proposal: Battle Formation

popular 6-0 with 2 defs enacted by card

Adminned at 06 Nov 2019 00:17:52 UTC

Add a new rule, “Battles”:-

Battles may occur, each with a single Adventurer as its Vanguard. No more than one Battle may occur at the same time.

If a Monster exists and no Battle is occurring, any Adventurer may initiate a Battle by making a blog post with a title that begins “Battle:”. This is a Battle Post, with the posting Adventurer as its Vanguard.

If an Adventurer is the Vanguard of an occurring Battle, they may take a Battle Action from the following list by making a comment to that effect to that Battle’s Battle Post, a comment which must also name a single Adventurer (other than themselves) who is not Recovering as their Successor:

* Slash: Reduce any Adventurer’s HP by 10.
* Retreat: Until your next Battle Action, you may not be the target of Battle Actions.

When a Battle Action is taken by the Vanguard, the Successor they named becomes the Vanguard.

If the Monster is not Recovering and a Battle is occurring, they may take a Battle Action from the following list by making a comment to that effect to the Battle’s Battle Post:

* Claw: Reduce any Adventurer’s HP by 40.

If the most recent X Battle Actions in the current Battle (where X is quorum) include a Battle Action by a particular Adventurer, then that Adventurer is Recovering; otherwise that Adventurer is not Recovering.

If there is no Monster, all Battles which are occurring end.

Trying a battle system that’s a bit turn based (but not so turn based that an inattentive player will stall the game).

Proposal: Iteration, like a boss

popular 6-0 enacted by card

Adminned at 06 Nov 2019 00:10:40 UTC

Add to “Boss Battle”:

If there is no Monster, an Adventurer can Continue the Story as the following Atomic Action:
- Among the Adventurers that haven’t been the Monster yet (if any), randomly choose one. That Adventurer becomes the Monster.
- Make a blog post stating that there is a new Monster, and who it is.

Adventurers cannot Continue the Story.

Each time a Monster causes a non-Monster Adventurer or the Cathedral to lose an amount of HP via a Battle Action, that Monster gains that same amount of Merit. The maximum Merit a Monster can gain during its time as a Monster is 1000. When a Monster has gained 1000 Merit during its duration as a Monster, they cease to be a Monster.

When a Monster ceases to be a Monster, all Adventurers that weren’t that Monster gain 1000 - X Merit, up to a minimum of 0, where X is the amount of Merit that Monster earned during its duration as a Monster.

Add to the list of things that character sheets track:

- Merit

We can remove “Adventurers cannot Continue the Story.” when we feel ready enough to start.

Battle Actions are a stub for now.

Proposal: Base mechanics, like a boss

popular 6-0, enacted by card

Adminned at 06 Nov 2019 00:05:43 UTC

Create a new rule called “Boss Battle”

Zero or one Adventurer is the Monster, having been possessed and transfigured by eldritch forces. Only an Adventurer who has been the Monster in this dynasty can achieve victory. Once an Adventurer ceases to be the Monster, they cannot become the Monster ever again.

Certain things in the dynasty have a Max HP value and HP value. All entities with HP have a Max HP and viceversa. HP cannot be greater than its associated Max HP. HP defaults to its associated Max HP.

Adventurers have Max HP, defaulting to 100. The Cathedral exists and has a Max HP of 10000.

When the HP of the Monster reaches 0, they cease being the Monster, and then all Adventurers’ HP becomes their default value.

Adventurers have a character sheet, tracked on Adventurers section of the Jerez wikipage. Character sheets list the following for each Adventurer:

- HP/Max HP: (in the format XX/YY, where XX is HP, and YY is their Max HP)
- Monster: (Yes or No)

 

Ascension Address: Do not answer to the whispers in the mist

Spain, with Cuddles de la Beam at its head, leads the world into a bright, sustainable future via a new energy reactor technology based on three newly discovered exotic elements. But this is a story of its past, a cursed, forgotten tale of swords, flintlock guns, and horrible, horrible, horrible secrets f̡r̛oe̷m b͉͙̙̙̞͝ei̱͍͎͘y̭̲ó̷͖̦̞̼̜̖̖͓͉͠a̶̴̛̪̤̮̻̼͈͔̳͇n̯͎͖̖̮̺͚͟͝͝͝d̡̪̰̖͍͈͓̲͚͙͚̱̖̕͟͝ͅj҉̢̺̦̳͖͈̹̫̙̫͕͍̻̤̻͕̰͎͇͘͢ͅs҉͇̪̘͘͞͝͝h͝͏̡̣̻͉̼̼͔̗̭͚͇̯̠̦͎̤s҉̢̘̪͍̻͕̰̞̩̤͓̲̟͉̠h̸̛̬̙͇̖̗̱͉͠

….
...
..
.

The Cathedral of the town of Jerez holds the last relic, the last remains of a messiah from time immemorial. It is the one last lock that is holding shut a horrible gate to… an unspeakable outside. And with its prison so weakened, that beyond starting to seep through, cursing everything in its wake, whimpering, roaring, trying to finally break free after ages of imprisonment.

Thankfully, a group of brave adventurers are here to try to bring and end to this, and solve it once and forever. But they will discover that their greatest obstacle towards reaching the grand truth, the grand solution, is themselves.

Remove “(abbreviated EM)”, “(abbreviated UNSG)”,

Change “EM” and “Energy Minister” to “Adventurer”. Change “UNSG” and “UN Secretary-General” to “Priest”.

Let’s rock.

Aesthetically inspired by Bloodborne. My intent with game mechanics is to make a sort of boss battle dynamic (1 versus everyone else), with people (necessarily) taking turns being the boss.

Monday, November 04, 2019

Petition for admission

I hereby declare my wish to join your ranks as a new player.

Pretty please?

Retroactive Retrospective

Feel free to discuss the dynasty here.

Declaration of Victory: Supremacy

Reached quorum 5 votes to 0. Enacted by Kevan.

Adminned at 05 Nov 2019 08:56:31 UTC

I have achieved victory because I have been the Lead of two -iums for 24 hours (a couple of times now, and if any are valid I’ve won, like the time before Kevan’s interruption and the time after it.)

If, for 24 consecutive hours, an EM has been at least two of the three Leads simultaneously, (among Blogium Lead, Nomium Lead and Icium Lead,) they have achieved victory.

I was waiting to cover myself of any really obtuse interpretations that maybe the 24 hour rule would only count time from the moment it was added to the ruleset or something weird, but with Farsight going for the win (probably assuming that I’ve gone MIA?) I’ll just go for it. (It would be interesting to see if someone actually attempts to defend that point, though.)

Saturday, November 02, 2019

Call for Judgment: As Set 2: The Settier

Reached quorum 4 votes to 0. No gamestate changes as no swaps were made during this CfJ. Enacted by Kevan.

Adminned at 04 Nov 2019 09:47:44 UTC

Change “You can swap a Money you have for an Asset of your choice.”
To

You can swap a Money you have for an Asset of your choice, newly created from the list of Assets in this rule.

Retroactively undo any uses of this swapping rule which would not have been allowed under this new reading, and which were performed while this CfJ was pending. They never happened.

How’s this?

Call for Judgment: Assets as Set

Fewer than a quorum not voting against, failed 2 votes to 3 by Kevan.

Adminned at 03 Nov 2019 19:11:06 UTC

Change “You can swap a Money you have for an Asset of your choice.”
To

You can swap a Money you have for an Asset of your choice which does not belong to an EM.

Retroactively undo any uses of this swapping rule to swap for Assets belonging to EMs, which were performed while this CfJ was pending. They never happened.

Kevan used an excellent loophole, but it’s only delaying the inevitable, now.

Proposal: Fool’s Nomium

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

Adminned at 03 Nov 2019 19:07:12 UTC

Repeal the rule “Supremacy”.

I’m curious as to whether a quorum of current players think it’s possible for them to reach this victory condition before anyone else.

Proposal: Cough Fee

Reached quorum 5 votes to 1. Enacted by Kevan. Cuddlebeam achieves victory.

Adminned at 03 Nov 2019 19:06:31 UTC

Amend “72 consecutive hours” to “24 consecutive hours”

Action happens in the last hours of this anyways, and the dynasty is pretty desolate as it is.

Friday, November 01, 2019

The Year has been Advanced

Welcome to 2156