Soliciting Second Switch suggestions (1 comment) Before I make my request, here’s a brief recap of the “Second Switch

Before I make my request, here’s a brief recap of the “Second Switch” situation for anyone who hasn’t been keeping up with the Slack conversations or my incessant posts:

Currently, this blog runs on ExpressionEngine 2, which is three major versions behind. It runs on a maximum of PHP 7.0, which is end-of-life and soon to be removed from our hosting. Continuing to run these ancient pieces of software is a security threat.

The upgrade process from EE2 to EE3 to EE4 to EE5 — yes, they recommend going through each process separately — is onerous and, by all reports, error-prone. Also, where ExpressionEngine used to be a commercial CMS, the company that created it, EllisLab (née pMachine), ceased to exist last year, and ExpressionEngine is now open source. Open source is good, but “open source as the last gasp of a dying platform” is less good. And while that phrase may be an exaggeration, I don’t think it’s that much of one: it has a Stack Exchange but it’s not very active, it doesn’t appear at all on Wikipedia’s list of CMSes, etc.

So, if we have a big upgrade process facing us no matter what, it seemed like the right time to consider another platform switch. And after discussing it in Slack, the obvious choice was to migrate away from the possibly-dying CMS with a meager ecosystem, to the most popular CMS in the world.

Therefore we (well, so far, just I) have started rebuilding the site in WordPress. My current plan is for us to be helped in this effort by using the most popular of the WordPress page builder plugins, Elementor Pro. For almost everything that currently requires hand-coded EE templates and HTML/CSS/JS/PHP, via Elementor and some other plugins we will instead use a drag-and-drop interface to build and style visual components that can be embedded anywhere on the site and changed everywhere at once. (Custom HTML, CSS, and JS snippets can still be pasted basically anywhere, if necessary.)

So: On the wiki I’ve put together some stubs of documentation for BlogNomic’s second replatform. There’s one page for definite plans, one for suggestions, and one for guides to stuff we need to do and/or how to do things after the Switch. Please read over these at your convenience, and edit them (or comment here, or post in #thesecondswitch in Slack) to make any and every suggestion you can think of. I can’t make many promises, but I’d love to hear about any longstanding annoyances or desired new features that I can consider addressing while I’m working on this.

The bulk of the work will take place between June 8 and 15, and by the end of that period I hope and plan to have the WordPress version in a state where a testing metadynasty can begin alongside whatever is going on in the main game. I have some ideas about this metadynasty that I’ll share as we get closer to time.

But: regarding that metadynasty, the upcoming upgrade, and BlogNomic in general, I am merely the technical steward here, not actually an authority or final decision-maker on things that affect the game. So if anyone has any issues with any aspect of this, by all means raise them here or in Slack. The first Switch metadynasty’s theme was “If it ain’t broke, fix it anyway”, which was a funny joke when the game was like two years old and running on Blogger. But fifteen years later, I’d much rather err toward fixing only what’s broken or widely desired. Running on EE2/PHP7.0 is broken in important ways, and changing platforms changes a lot of things automatically, but beyond what’s absolutely necessary, I don’t want to change anything that there’s not near-universal enthusiasm for. So please don’t hold back with your feelings on any of this.

Monday, June 01, 2020

Proposal: 51543 reset

Self Killed—Clucky

Adminned at 02 Jun 2020 03:28:08 UTC

Create a new Segment with the following properties:

Name: Reset
Index: 8
Payout: Points become 0.
Global Effect:

I didn’t actually roll 5d6 for this.  Sorry.  (Side note: Maybe we should create a table for these effects.)

Proposal: Semplification

Self Killed—Clucky

Adminned at 02 Jun 2020 03:27:14 UTC

Substitute in “The Wheel” the part:

The Index of a Segment is a positive integer. If a Segment has Index N where N is greater than 1, and there is no Segment with Index N-1, the Index of that Segment becomes N-1. If two Segments have the same Index, the Index of the Segment whose Name is Alphabetically later is Increased by 1.

with:

The Segments is an Ordered List: the first Segment has Index 1, the second Segment has Index 2, and so on.
New Segments can be added to the Wheel. If the number of old Segments was N, the first new Segment must have Index N+1, the second new Segment Index N+2, and so on. The Amnesiac that proposed the new Segments decide the order of insertion.
Furthermore, old Segments can be removed. After the removal, the Indexes must be updated, so the Segments returns to be an Ordered List. The removed Segments are deleted from all the Wagers.

I think it’s more simple and covers all the cases (adding and removing Segments).
PS: I deleted the previous post since I forgot the category Proposal.

PPS: added Wagers update on Segment removal.

Proposal: Preordering

Self Killed—Clucky

Adminned at 02 Jun 2020 03:26:20 UTC

If the text “Each Amnesiac has a Wager, which is a list of the names of zero or more Segments, defaulting to none.” exists in the ruleset, replace it with:-

Each Amnesiac has a Wager, which is a list of the names of zero or more Segments and up to two other strings of max length 26 characters each, defaulting to none. If such a string is the Name of a Segment, it is the corresponding Segment.

If the text “Each Amnesiac has a Wager, which is an unordered list of Segments, and defaults to none.” exists in the ruleset, replace it with:-

Each Amnesiac has a Wager, which is an unordered list of Segments and up to two other strings of max length 26 characters each, and defaults to none. If such a string is the Name of a Segment, it is the corresponding Segment.

Proposal: Fixing yet another orphan variable [Core]

Reaches 8 against votes so is unpopular—Clucky

Adminned at 02 Jun 2020 03:25:19 UTC

Append the following paragraph to the rule “Dynasties”:

Currently, there is no Past Memory.

In the rule “Victory and Ascension”, change the paragraph

When a DoV is Enacted, all other pending DoVs are Failed, and a new Dynasty begins in which the Amnesiac who made the DoV becomes the Past Memory.

to

When a DoV is Enacted, all other pending DoVs are Failed, and a new Dynasty begins in which the Amnesiac who made the DoV becomes the Past Memory. The enacting Admin edits the rule “Dynasties” to update its specification of the current Past Memory.

In the rule “Victory and Ascension”, change the paragraph

Before an Ascension Address has been posted for a new Dynasty, the Past Memory may pass the role of Past Memory to another Amnesiac by making a post to that effect.

to

Before an Ascension Address has been posted for a new Dynasty, the Past Memory may pass the role of Past Memory to another Amnesiac by making a Story Post to that effect, and must edit the rule “Dynasties” to update its specification of the current Past Memory upon doing so.

 

A Metadynasty is clearly the best time to fix this bug!

Technically, Core variables such as the identity of the Emperor are allowed to be orphan variables (as the Orphan Variables rule states that only dynastic variables are unusable if untracked), but orphan variables are currently considered undesirable (and there’s some doubt about who the Emperor is at the moment; the proposal that started the metadynasty may not have cleared the variable in question). Additionally, “dynastic gamestate variable” isn’t defined, and the identity of the Past Memory is arguably dynastic because it changes every dynasty. So institute a method of tracking it. The ruleset seems like a good place; we often track variables there as it is, and the “dynastic gamestate wiki page”, the other common place, seems inappropriate.

This also requires mantle-passing posts to be Story Posts, in the same manner as most other non-proposal gamestate-changing posts, in order to remove ambiguity about which posts are meant to have a gamestate effect and which posts aren’t.

Proposal: Segmentation Fault

Self-killed. Failed by Kevan.

Adminned at 01 Jun 2020 20:30:55 UTC

If the text “Each Amnesiac has a Wager, which is an unordered list of Segments, and defaults to none.” exists in the ruleset, replace it with:-

Each Amnesiac has a Wager, which is a list of the names of zero or more Segments, defaulting to none.

There’s possibly still some blurriness on what happens to a Wager phrased as “all Segments” or “all Segments except X” when a new Segment gets added to the ruleset.

Proposal: No Strings Attached

Quorum reached. Passes 8 - 0 due to ais being idle.—Clucky

Adminned at 01 Jun 2020 18:33:46 UTC

Add the following to “The Wheel” above the subrule “Points”

When a new Segment is created and does not specify a particular value for that segment, use the following default values for the unspecified values:

*Index: The smallest positive integer that is not already an Index
*Name: Roll five DICE6, concatenate the results into a five digit number, find the corresponding entry on this list pick word in that entry (with its first letter capitalized). Repeat this process until it generates a Name that is not already the Name of another Segment
*Payout:
*Global Effect:

Had this in another proposal that got shot down, but feel like this is still a useful part to have

Proposal: Jackpot!

7 against votes. Cannot become popular unless someone changes their vote.—Clucky

Adminned at 01 Jun 2020 18:30:52 UTC

At the end of the rule “Wagers”, add the following paragraph:

If the Payout of a Segment is that it “Repeats Payout”, this means that an Amnesiac it is applied to gains a number of points equal to the number of points they gained from Payouts on the previous Wheel spin.

Create a new Segment with the following properties:

  • Name: Occupant
  • Index: 7
  • Payout: Repeats Payout
  • Global Effect: Each Amnesiac gains a number of Points equal to the number of Points they gained from Global Effects on the previous Wheel spin.

A somewhat higher-variance Segment that uses the previous Spin to determine its effects.

The name was randomly determined, but does seem to fit somewhat.

Sunday, May 31, 2020

Proposal: The Karma Wheel

Unpopular, 1-8. Josh

Adminned at 01 Jun 2020 07:59:49 UTC

The Section “The Wheel” in the Dynastc Rules is replaced with the following text:

The Karma Wheel

[[The Karma Wheel]] consists of a number of segments, or Vasanas. Each Vasana has an Index, a Name, a Phala (an individual effect), and a Samskara (a global effect).

The first Vasana has Index 1, the second Vasana has Index 2, and so on. New Vasanas can be added to the Karma Wheel. The first new Vasana must have Index starting from the greatest Index already in the Karma Wheel plus one, and so on. The new Vasana names must be unique and different from already existing Vasana names.

Points
Each Amnesiac has two point numbers: Karma points and Maya points, tracked on [[The Karma Wheel]] wiki page. They both defaults to 0. Karma points can be negative. If an Amnesiac has 7+ Karma points, they reached Nirvana.

Predictions

Each Amnesiac has Predictions, which is a set of Vasanas. By default, an Amnesiac has no Vasana in their Predictions. The Predictions of each Amnesiac are tracked on [[The Karma Wheel]] wiki page.

Caste

The Caste is an ordered list of the Amnesiacs in the [[The Karma Wheel]] wiki page. The default ordering is completely random, and it’s generated this way:
0. take a temporary list of all the current Amnesiacs. Name this list Pariahs
1. roll a DICEN, when N is the number of Pariahs
2. add to the Caste the Amnesiac number X in the Pariah list, where X is the result of the dice roll
3. remove the same Amnesiac from the Pariahs
4. repeat from point 1 until there’s no more Pariahs.

Karma Wheel Actions

As a Daily Communal Action, an Amnesiac may, in any order:
- add or remove one Vasana to their Predictions
- Spin The Wheel: they will perform the following atomic actions:
  1. From each Amnesiac, deduct a number of Maya points equal to the number of Vasanas in their Predictions.
  2. Roll a DICEN where N is the number of Vasanas in the Karma Wheel
  3. Apply the Phala of the Vasana with Index corresponding to the die roll to the Amnesiac and to every other Amnesiac with that Vasana in their Predictions. If in the Phala is written “Pays Vasanas”, this means that the Amnesiac will gain a number of Maya points equal to the number of Vasanas in the Karma Wheel, and lose 1 Karma point
  4. Apply the Samskara of the Vasana with Index corresponding to the die roll.
 
  Amnesiacs that has reached Nirvana can decide to ignore any atomic action of the Spin that will reduce their Karma points. In their absence, this is the default.
- Gain 1 Karma Point. The Maya points of the Amnesiac is diminished by their number of Predictions (minimum 1), while all the other Amnesiacs gain an equal amount of Maya points
- Caste Climb: The Amnesiac change their order in the Caste. Following the current Caste order, the first Amnesiac that Climbed the Caste become the first Amnesiac in the Caste, and so on. Karma points of the Amnesiac is diminished by 1.

The order of the Amnesiac actions are resolved following their order in the Caste.
Any Amnesiac that has not reached Nirvana must at least Spin The Wheel one a day. If the Amnesiac has reached Nirvana and does not state otherwise, they do not Spin the Wheel. Otherwise, if the Amnesiac has not reached Nirvana and does not state otherwise, they Spin the Wheel; in their absence, the Spin is done by an Admin

The wiki page “The Wheel” is renamed to “The Karma Wheel”.
In the wiki page “The Karma Wheel”:

1. “Wheel segments” table is renamed to “Vasanas”
2. The “Vasanas” table is replaced with:


Index   Name            Phala                   Samskara
1       Numbness        Pays Vasanas   
2       Rimless         Pays Vasanas   
3       Upturned        Pays Vasanas   
4       Laziness        Pays Vasanas   
5       Manatee         Pays Vasanas   
6       Ditzy           Gain 3 Maya             Each other Amnesiac 
                        points                  gains number of 
                                                Maya points equal 
                                                to the number of their 
                                                Predictions.
7       Karma Police    If the Karma points 
                        are negative, the 
                        Amnesiac subtract 
                        the module of this 
                        number to their 
                        Maya points. 
                        If the Amnesiac did 
                        not the Spin, they 
                        Pays Vasanas
8       Samskara        If the Amnesiac has     If the Amnesiac has 
                        done the Spin and 
                        has not reached Nirvana:    reached Nirvana, all 
                        1. all the Vasanas in   the other Amnesiac 
                        the Predictions of      gains a number of Maya 
                        the Amnesiac are        points equal to the number 
                        removed                 of their Predictions 
                        2. their Maya points    (minimum 1).
                        are diminished by 1
                        3. the Karma points
                        are subtracted to the 
                        position number of 
                        the Amnesiac in the 
                        Caste.
                        If the Amnesiac has
                        done the spin and has
                        reached Nirvana, it
                        gains 1 Karma point.
                        If the Amnesiac did not 
                        the Spin, Pays Vasanas.

3. In the “Amnesiacs” table:
    a. “Points” column is renamed to “Maya points”
    b. a “Karma points” column is added
    c. all the “Karma points” column is filled by zeros
    d. “Wager” column is renamed to “Predictions”
4. a new “Caste” section is added, with the list of Amnesiacs generated accordingly to the new rule.

I know, this is an ambitious “refactoring”....
The idea was inspired by the game itself. The Dynasties, the Amnesiacs, remembers me a lot the Samsara, the infinite loop of deaths and reincarnations. So, the Karma Wheel.
Theme apart, the idea is to add another scoring system, the Karma points. Notice that Karma points can be negative!
To resolve the problem of first player, I introduced the concept of Caste, or player’s order. This is common in many German board games.
Notice that now Predictions (Wager) can be only changed by one unit; the effect of the Spin is applied also to the Amnesiac that did the spin (or Vasanas 7 and 8 will never be applied!) and any Amnesiac that have not reached the Nirvana state MUST Spin the Wheel.

Friday, May 29, 2020

Proposal: Locking-in

Timed out popular, 7-1. Josh

Adminned at 01 Jun 2020 07:55:32 UTC

Change the text

Each Amnesiac has a Wager which is a set of Segments, and defaults to none. The Wager is tracked on “The Wheel” wiki page. An Amensiac may change their wager at any time. The Size of a Wager is the number of Segments in the set.

in the rule “Wagers” to the following:

Each Amnesiac has a Wager, which is an unordered list of Segments, and defaults to none. Each Amnesiac also has a boolean value names Locked-in which defaults to false. The Wager and the Locked-in value are tracked on “The Wheel” wiki page. If an Amnesiac’s Locked-in value is True, they are said to be Locked-in. An Amnesiac may change their Locked-in value to True at any time. An Amnesiac who is not Locked-in may change their wager at any time. The Size of a Wager is the number of Segments in the list.

At the end of the definition of the Spin The Wheel atomic action, append this bullet point:

Set the Locked-in value of all Amnesiacs to False.

Although this isn’t useful at the moment, I think that a mechanic like this might be helpful later on.

Proposal: Keeper

Self-killed. Failed by Kevan.

Adminned at 31 May 2020 18:08:41 UTC

Change in the Ruleset the word “Admin” or “admin” with “Keeper”, and “Admins” with “Keepers”.

Not a great proposal, but I think it render the game more immersive, like Amnesiac instead of Player. Admin can remain as an alias, in particular for newcomers like me :)

Proposal: Spin Doctors

Reached quorum 8 votes to 0 with 1 unresolved DEF. Enacted by Kevan.

Adminned at 31 May 2020 18:04:59 UTC

Replace the second paragraph of “Wagers” (but not the list of actions below it) with

The Wheel has a Due Date, which a UTC Date and Time tracked on “The Wheel” wiki page. If the current time is past the Due Date, the Wheel is considered Past Due. If the Wheel is Past Due, Amensiacs may not change their Wager.

If the Wheel is Past Due, an Amnesiac may Spin The Wheel by performing the following atomic action:
* Increase the Wheel’s Due Date by 12 + DICE24 Hours

Set the Wheel’s Due Date to 0:0:00 on the day after this proposal is enacted

Taking the concerns Kevan raised about the advantage of being on at midnight into consideration, what if we just moved around when the wheel is spun by seeding the next spin when previous spin occurs? Sure, super dedicated players could still get an advantage. But no one would fundamentally have a better advantage based on the time zone they live in.

Proposal: No More Bets, Please

Self-killed. Failed by Kevan.

Adminned at 31 May 2020 18:03:03 UTC

In “Wages”, replace “As a Daily Communal Action, an Amnesiac may Spin The Wheel” with:-

If no Amnesiac has changed their own Wager or Spun the Wheel within the past 12 hours, an Amnesiac may Spin The Wheel

Would be fairer to wait for Wagers to settle down before Spinning the Wheel, rather than rewarding players who can be online at midnight, with a strong incentive to conceal their true bet until 11:59pm. And if we hit a situation where there’s no Nash equilibrium and each of two players have to keep rationally changing their own wager in response to the other’s, we’ve got a bigger problem to fix, and it’d be unfair to be calling that at midnight under the current rule.

Proposal: This Casino Is A Prison

Self-killed. Failed by Kevan.

Adminned at 31 May 2020 12:14:56 UTC

Add the following to “The Wheel” above the subrule “Points”

When a new Segment is created and does not specify a particular value for that segment, use the following default values for the unspecified values:

*Index: The smallest positive integer that is not already an Index
*Name: Roll five DICE6, concatenate the results into a five digit number, find the corresponding entry on this list pick word in that entry (with its first letter capitalized). Repeat this process until it generates a Name that is not already the Name of another Segment
*Payout:
*Global Effect:

Add a new Segment with Global Effect “If exactly one Amnesiac has this segment as their wager, they gain two points for each Segments in the Wheel.”

No Amnesiac may spin the wheel until an hour after this proposal has been enacted

Making it easier to create segments. Adding a bit of prisoners dilemma fun. Including a clause that’ll hopefully prevent an admin from getting a leg up on everyone else

Proposal: Gamblers Anonymous [Core] [Special Case] [Appendix]

Self-killed. Josh

Adminned at 31 May 2020 11:56:40 UTC

Throughout the ruleset, replace the term “Amnesiac” with “Gambler” and “Past Memory” with “Emperor”.

We really should change these to something. I tried it with randomly-rolled nouns, but they seemed a bit too weird, and maybe best limited to the Wheel.

Call for Judgment: Request of Mentorship

Reached quorum 10 votes to 0. Enacted by Kevan. Can’t see that this requires me to update anything.

Adminned at 30 May 2020 10:29:24 UTC

Make Josh Marco Sulla’s Mentor

Proposal: ——this rule in particular! [Special Case]

Timed out unpopular, 6-4. Josh

Adminned at 31 May 2020 11:55:58 UTC

Set the Status and the Default Status of “The Traitor” to Inactive.

Blegh. I understand there’s a supposed social cost for playing the Traitor without actually being the Traitor, but I’m not wired to care. This rule is my pet peeve. (Along with the mentor rule.)

Proposal: Term-limit limitations [Core]

Reaches Quorum with 9 votes in favor and 0 against.—Clucky

Adminned at 31 May 2020 01:35:40 UTC

In rule 1.7 (“Victory and Ascension”), for—

This should specify the Past Memory’s chosen theme for the new Dynasty, and it may optionally specify that the terms Amnesiac and Past Memory will be replaced with theme-specific terms throughout the entire Ruleset (where the replacement terms are different, and neither includes any words that already appear in the Ruleset), and/or list a number of dynastic rules to keep.

substitute—

This should specify the Past Memory’s chosen theme for the new Dynasty, and it may optionally specify that the terms “Amnesiac” and “Past Memory” will be replaced with theme-specific terms throughout the entire Ruleset (where the replacement terms are different, and neither includes any words in a form in which they already appear in the non-dynastic Ruleset), and/or list a number of dynastic rules to keep.

Patch for this. Too wordy? Still too vague? Trying to clarify that we’re looking to avoid exact matches, and adding exception for dynastic rules.

Friday, May 29, 2020

Proposal: Nudges, but nerfed

Self Killed—Clucky

Adminned at 31 May 2020 01:34:36 UTC

Create a new dynastic rule, “Nudges”:

Each Amnesiac has a number of Nudges, a non-negative integer tracked on “[[The Wheel]]” wiki page. The starting value for new and unidling Amnesiacs is 1.

As an Atomic Action, an Amnesiac may spend 1 Nudge and make a Story Post with “Nudging” in its title, specifying a Segment; this is known as a Nudge Post. A Nudge Post is “unresolved” until (and during) the next time an Amnesiac Spins the Wheel, and “resolved” after that.

When an Amnesiac Spins the Wheel, if there are unresolved Nudge Posts, first roll DICEN, where N is the number of unresolved nudge posts plus 1.  On a 1, no nudges occur and the action happens as normal.  Otherwise, randomly select an unresolved nudge post.  The action is resolved as though the dice had rolled the number corresponding to the Segment specified in that Nudge Post.

Set each Amnesiac’s Nudges count to 1.

Take 3 on the whole wheel influence thing.  I probably screwed something up in the rules so feel free to point them out.

Proposal: [Appendix] 64262 unmade

Self Killed—Clucky

Adminned at 31 May 2020 01:33:46 UTC

From the Keywords rule in the Appendix, remove the entries for “Can”, “Shall”, “Should”, “Table of Contents”, “TOC”, “Private Message”, and “Subject”.

Some of these I’ve never seen used, some are not correct definitions as we use them (e.g. Private Message we’ve generally accepted as being Slack PMs), some are common English words that we always use in their usual manner and need no clarification, and some are a mix of several of these (“shall” doesn’t serve to mean “is required to” in many places in core). An entry that’s in any of these categories mostly misleads or daunts people learning the ruleset.

Proposal: Taking inspiration from the segment names

Times out. Fails 2-5—Clucky

Adminned at 31 May 2020 01:31:52 UTC

If there is a Segment named Ditzy, then set the Global Effect of the Segment named Laziness to “Each Amnesiac who has not voluntarily changed their Wager since the most recent Wheel spin gains 1 Point”, and the Global Effect of the Segment named Upturned to “Set each Amnesiac’s Wager to contain all and only those segments it previously didn’t contain”.

If there is a rule called “Apples”, then replace all instances with “Point” in Segment Global Effects with “Apple”.

I’m less clear on what Numbness, Rimless or Manatee should do, but these ones have fairly clear behaviour (and it’s probably best for the game if not all the segments are identical).

Proposal: Special tags [Special Case]

Self-killed. Failed by pokes.

Adminned at 29 May 2020 14:26:29 UTC

1. Amend rule 3 (“Special Case”) as follows:

‘’‘Special Case Rules’‘’ can be Active or Inactive, and this status is notated in each Special Case Rule’s title as “[Active]” or “[Inactive]” respectively. The text of a Special Case Rule that is Inactive is flavour text.

Special Case Rules have a ‘’‘Default Status’‘’, which can be Active or Inactive. If the title of a Special Case Rule includes an asterisk (“*”), its Default Status is Inactive; otherwise, its Default Status is Active. [[#Victory and Ascension|When a new Dynasty is started]], the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.

Second attempt at streamlining the rule – after this – with mandatory tags this time. (Technically we can’t call them “tags”, because those refer only to Votable Matters, but that could change.)

Request to become a member

Hello all. I would start to play at Nomic. If I can, I would not wait for a new Dynasty. Thank you in advance.

Global Shares

(duplicate proposal caused by site slowness. not sure how to delete)

Proposal: Global Shares

Reaches quorum, 9-1. Enacted by pokes.

Adminned at 29 May 2020 14:24:06 UTC

If the proposal “The Wideness of the Wheel” doesn’t pass, this proposal does nothing

Replace “Effect” with “Payout” throughout Dynastic Rules.

Add “A Global Effect” to the list of the things each Segment has in the first paragraph of the “The Wheel”

Set the Payout of each Segment to be “Pays Segments”. Set the Global Effect of each Segment to be empty.

Replace “The Payout of Segment” with “The Payout and Global Effect of a Segment” in “The Wheel”

Append “*Apply the global effect of the Segment with Index corresponding to the die roll” to the list outlining the atomic action performed when an Amnesiac Spins The Wheel

If there is a rule called “Apples”, Add the following Segment:

Index 6, Name: Ditzy, Payout: Gain 3 Apples. Global Effect: Each Amnesiac gains number of Apples equal to the Size of their Wager

Otherwise, Add the following Segment

Index 6, Name: Ditzy, Payout: Gain 3 Points. Global Effect: Each Amnesiac gains number of Points equal to the Size of their Wager

This is mostly setting the stage for future stuff, with a small example segment that gets global effects into the game.

Tied to Kevan’s proposal passing, because trying to cover both would be a pain to write and it looks like it’ll write.

Proposal: The Wideness of the Wheel

Reached quorum 11 votes to 0 with one unresolved DEF. Enacted by Kevan.

Adminned at 29 May 2020 13:56:36 UTC

In the rule “Wagers”, replace the second paragraph with:-

As a Daily Communal Action, an Amnesiac may Spin The Wheel by performing the following atomic action:
*From each Amnesiac, deduct a number of points equal to the Size of their Wager.
*Roll a DICEN where N is the number of Segments on the Wheel.
*Apply the effect of the Segment with Index corresponding to the die roll, to every Amnesiac with that Segment in their Wager.

If the effect of a Segment is that it “Pays Segments”, this means that an Amnesiac it is applied to gains a number of points equal to the number of Segments in the Wheel.

Replace all Segment effects with “Pays Segments”.

If this proposal enacted, replace “point” with “apple” and “points” with “apples” throughout the rule “Wagers”.

Moving the “everyone pays for their Wager” step out of the Wheel text and into the atomic action, and making the repeated effect into a much shorter keyword.

Proposal: 🍎

Self-killed by an Amnesiac unflatteringly falling to peer pressure. Failed by pokes.

Adminned at 29 May 2020 13:01:43 UTC

Throughout the dynastic Ruleset, and the Wheel wiki page, replace “point” with “apple” and “points” with “apples”.

Proposal: Nudging the Wheel

Self Killed—Clucky

Adminned at 29 May 2020 00:52:55 UTC

Create a new dynastic rule, “Nudges”:

Each Amnesiac has a number of Nudges, a non-negative integer tracked on “[[The Wheel]]” wiki page. The starting value for new and unidling Amnesiacs is the most common Nudge count among all other Amnesiacs, or 1 if there is a tie for the most common such count.

As an Atomic Action, if there is no unresolved Nudge Post, an Amnesiac may spend 1 Nudge and make a Story Post with “Nudging” in its title, specifying a Segment; this is known as a Nudge Post. A Nudge Post is “unresolved” until (and during) the next time an Amnesiac Spins the Wheel, and “resolved” after that.

While there is an unresolved Nudge Post, Amnesiacs cannot change their Wager.

When an Amnesiac Spins the Wheel, if there is an unresolved Nudge Post, instead of rolling dice to select a Segment, the action is resolved as though the dice had rolled the number corresponding to the Segment specified in that Nudge Post.

Set each Amnesiac’s Nudges count to 1.

A fixed version of pokes’ proposal that gets rid of the time-travel aspects. Now you rig the wheel in advance, rather than retroactively. (This also locks down Wagers until the next spin, for obvious reasons.)

I’m currently envisaging Nudges as something that are very hard (perhaps impossible) to gain, but of course other people might have other views.

Thursday, May 28, 2020

Did someone say “Metadynasty”?

I want to unidle the heck out right now.

Proposal: Activation by omission [Special Case]

Self-killed. Failed by Kevan.

Adminned at 28 May 2020 16:03:18 UTC

1. Amend rule 3 (“Special Case”) as follows:

‘’‘Special Case Rules’‘’ can be Active or Inactive. The text of a Special Case Rule that is Inactive is flavour text.

Special Case Rules have a ‘’‘Default Status’‘’, which can be Active or Inactive. If the title of a Special Case Rule includes an asterisk (“*”), its Default Status is Inactive; otherwise, its Default Status is Active.

If the title of a Special Case Rule includes “[X]”, where X is either “Active” or “Inactive”, then its status is X; otherwise, its status is its Default Status.

When a new Dynasty is started, the Ascension Address may list any number of existing Special Case Rules to be set to a status other than their respective Default Status. All other Special Case Rules are set to their respective Default Status.

2. Omit “[Active]” from the title of each of the subrules of rule 3 (“Special Case”).

Some tidying up. 1. No changes of substance; just a restructuring that might benefit people unfamiliar with the rule. 2. The recent changes to the rule make the “[Active]”/”[Inactive]” tags redundant most of the time, so why not get rid of them? This way any deviation from the default will pop more.

Proposal: But, in my timeline…

Self-killed. Failed by Kevan.

Adminned at 28 May 2020 15:58:04 UTC

Add a new rule titled “Reorientation”:

Each Amnesiac has a number of Reorientation Tokens, tracked on The Wheel wiki page under the column ‘RTs’, defaulting to 1.

If no other Amnesiac has done so since the last time The Wheel was Spun, an Amnesiac (“the Reorienter”) may spend a Reorientation Token to Reorient the Timeline. When the Timeline is Reoriented, the Reorienter must undo any effects from the most recent Spin, and apply the Effects from a Segment of their choice.

Proposal: Coping with changing definitions [Appendix]

Reached quorum 8 votes to 1 with 1 unresolved DEF. Enacted by Kevan.

Adminned at 28 May 2020 15:57:10 UTC

After the seventh bullet point in “Numbers and Variables”, add a new bullet point:

  • If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.

This is a situation that’s easy enough to bring about by accident, and has an easy enough fix, so we may as well put the fix into the rules.

Proposal: Words and Wheels

Self-killed. Failed by Kevan.

Adminned at 28 May 2020 15:53:33 UTC

Give “The Wheel” a subrule called “Hedges” with the following text:

Each Amnesiac has a Hedge which is the Name of a Segment, and defaults to whichever Segment has Index 1. The Hedge is tracked on “The Wheel” wiki page. An Amensiac may change their hedge at any time.

Letter Types are “Common”,“Exotic”, and “Vowel”. An Amensiac has a number of each letter type, tracked on “The Wheel” wiki page.

Change:

Each Segment has an Index, a Name, an Effect.

To:

Each Segment has an Index, a Name, a Letter Type, an Effect.


Randomly assign each Segment a letter type.

Change:

They then apply the effect of the Segment with Index corresponding to the die roll.

To:

They then apply the effect of the Segment with Index corresponding to the die roll and add 1 of the letter type of the segment to each amnesiac with a hedge on that segment.

I’m looking for a way to keep the random word aspect of the dynasty going. Here we can slowly accumulate letters that eventually can be cashed in for words.

Proposal: Nutmeg’s Your Man

Reached quorum 9 votes to 0 with one unresolved DEF. Enacted by Kevan.

Adminned at 28 May 2020 12:08:20 UTC

If “Spin the Wheel” enacted, then for each Segment that exists: roll five DICE6, concatenate the results into a five digit number, find the corresponding entry on this list and change the Name of that Segment to the word in that entry (with its first letter capitalised).

Proposal: Whoops

Reached quorum 10 votes to 0. Enacted with no effect by Kevan, this string no longer exists.

Adminned at 28 May 2020 12:06:38 UTC

If the string “Each Amnesiac has an integer number of points, defaulting to 0.” appears in the ruleset, replace it with “Each Amnesiac has an integer number of points, tracked on “The Wheel” wiki page, defaulting to 0.”

Forgot to do this in The Wheel. Pokes proposal covers this, but does other stuff so it might not pass. Best not to wait to see if it fails before ensuring we track points.

Proposal: Multi-bets

Reached quorum 7 votes to 2. Enacted by Kevan.

Adminned at 28 May 2020 12:01:50 UTC

If the Proposal “Spin the Wheel” has not been enacted, this Proposal has no effect.

Replace “Each Amnesiac has an integer number of points, defaulting to 0.” with “Each Amnesiac has an integer number of points, tracked on “The Wheel” wiki page, defaulting to 0.”

Replace the rule “Wagers” with:

Each Amnesiac has a Wager which is a set of Segments, and defaults to none. The Wager is tracked on “The Wheel” wiki page. An Amensiac may change their wager at any time. The Size of a Wager is the number of Segments in the set.

As a Daily Communal Action, an Amnesiac may Spin The Wheel by performing the following atomic action: roll a DICEN where N is the number of Segments on the Wheel. They then apply the effect of the Segment with Index corresponding to the die roll.

Change the Effect of all segments to “All Amnesiacs with this Segment in their Wager gain a number of points equal to the number of Segments in the Wheel. From each Amnesiac, deduct a number of points equal to the Size of their Wager.”

For people who are still trying to get random words into the ruleset

I decided to just roll 5DICE6 twice to see what happened (with no immediate ruleset impact).

The first (“Amnesiac”) roll produced 24315 “dubbed”, which is possibly not that interesting (you could sort-of make it work, but probably not).

The second (“Past Memory”) roll produced 64262 “unmade”, which is much more interesting and may inspire proposal suggestions for those of you that are looking for ideas.

(As a reminder, any proposal that replaces terms throughout the ruleset needs [Core], [Special Case] and [Appendix] tags.)

Proposal: Term Limits [Core]

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 28 May 2020 08:59:45 UTC

In “Victory and Ascension”, after “will be replaced with theme-specific terms throughout the entire Ruleset”, add:-

(where the replacement terms are different, and neither includes any words that already appear in the Ruleset)

We’ve found I think a couple of times now that if an Emperor picks an already-used word like “player” or “human” as the player noun, this mangles the ruleset for the next dynasty (because eg. “The terms “Amnesiac” and “Player” are synonyms.” now says “Player and Player”). As I think was suggested by ais523, it’d make sense to avoid all words that already exist in the ruleset - this would also head off problems where a curious Emperor tries changing the player noun to “Rule” to see what happens.

Proposal: Terms of Art

Unpopular (1-8)—Clucky

Adminned at 28 May 2020 01:33:12 UTC

Roll five DICE6. Concatenate the results into a five digit number. Find the corresponding entry on this list. If the result is an existing word in the ruleset then start this step again. Change the term “Amnesiac” wherever it appears in the ruleset to the result.

Roll five DICE6. Concatenate the results into a five digit number. Roll again if it is the same result as in the first step of this proposal. Find the corresponding entry on this list. If the result is an existing word in the ruleset then start this step again. Change the term “Past Memory” wherever it appears in the ruleset to the result.

Proposal: Rise of the Frankendynasty

Reaches a quorum of negative votes. Final vote tally 2-7 with one def—Clucky

Adminned at 28 May 2020 01:30:56 UTC

Add the following as a new rule to the ruleset, entitled Frankenruleset:

In this dynasty, all new rules must be recontextualised implants of formerly extant rules from previous dynasties.

If a proposal would add a new rule to the dynastic ruleset, then it must include all of the following information and only the following information:

  • A link to the dynastic ruleset in which the proposed existing rule appears;
  • The name of the formerly extant rule to be implanted;
  • The terms in the formerly extant rule to be edited to the keywords in the current dynasty. The following current dynasty keywords may be substituted for terms in the formerly extant rule:
       
    • Amnesiac
    •  
    • Past Memory
  • Any references to other rules in the origin dynastic ruleset that must be removed.

When an admin enacts such a proposal they should copy the text of the previous extant rule, make the changes specified by the proposal and then add it to the dynastic rules.

The rulesets of previous dynasties are considered to be gamestate for this dynasty. If ever they are not in the form that they were on 26 May 2020 then any Amnesiac may revert them to that state.

This’ll never work.

Duplicate post

A nice reminder of what we’re leaving behind with the switch.

Request to be unidled

A metadynasty? Dear me.

Proposal: Spin the Wheel

8-1, enacted by pokes.

Adminned at 27 May 2020 19:11:26 UTC

Add a new dynastic rule called “The Wheel” and give it the following text

The Wheel is tracked on “The Wheel” wiki page. The Wheel consists of a number of Segments. Each Segments has an Index, a Name, an Effect.

The Index of a Segment is a positive integer. If a Segment has Index N where N is greater than 1, and there is no Segment with Index N-1, the Index of that Segment becomes N-1. If two Segments have the same Index, the Index of the Segment whose Name is Alphabetically later is Increased by 1.

The Name of a Segment is flavor text and no two Segments may have the same Name

The Effect of Segment may not award a player Victory, and is only applied when the rules state its applied.

Give “The Wheel” a sub rule called “Points” with the following text

Each Amnesiac has an integer number of points, defaulting to 0.

Give “The Wheel” a sub rule called “Wagers” with the following text

Each Amnesiac has a Wager which is the Name of a Segment, and defaults to whichever Segment has Index 1. The Wager is tracked on “The Wheel” wiki page. An Amensiac may change their wager at any time.

As a Daily Communal Action, an Amnesiac may Spin The Wheel by performing the following atomic action: roll a DICEN where N is the number of Segments on the Wheel. They then apply the effect of the Segment with Index corresponding to the die roll.

Add the following Segments to the Wheel

Index: 1, Name: Segment One, Effect: All Amnesiacs with this Segment as their Wager gain 1 point
Index: 2, Name: Segment Two, Effect: All Amnesiacs with this Segment as their Wager gain 1 point
Index: 3, Name: Segment Three, Effect: All Amnesiacs with this Segment as their Wager gain 1 point
Index: 4, Name: Segment Four, Effect: All Amnesiacs with this Segment as their Wager gain 1 point
Index: 5, Name: Segment Five, Effect: All Amnesiacs with this Segment as their Wager gain 1 point

First switch dynasty (https://wiki.blognomic.com/index.php?title=Ruleset_28) had a board game mechanic. Maybe instead this time we can take inspiration but go with a roulette wheel instead.

Metadynasty No. 9

I, Tantusar, as an Administrator of BlogNomic, have been directed by my Enactment of the Proposal “The “Table Flip” Endgame [No Victory]” to declare a Metadynasty. This Metadynasty will begin immediately, with no theme.

Number nine, number nine, number nine, number nine…

Tuesday, May 26, 2020

Proposal: A crackling of turtle shells [Core]

Not actually a Core proposal. Failed by “The “Table Flip” Endgame [No Victory]”—Tantusar

Adminned at 27 May 2020 05:30:07 UTC

At enactment, use the dice roller to roll 25 DICE6. For each of the five sets of five dice in these rolls, take the corresponding word from the wordlist located at https://www.eff.org/files/2016/07/18/eff_large_wordlist.txt . Add to the enactment note the five words produced by this method.

Scrying the meta-theme.

Proposal: Trying again, 10 years later [Victory]

Failed by “The “Table Flip” Endgame [No Victory]”—Tantusar

Adminned at 27 May 2020 05:28:15 UTC

Create a new Dynastic rule, “Score”:

All Amnesiacs have a Score, a non-negative integer tracked on the wiki page [[Ninth Metadynasty Gamestate]]. The default value for new and unidling Amnesiacs is equal to the median value among all existing Amnesiacs, rounded towards 0.

Set the Score of each Amnesiac to 0.

Create a new Dynastic rule, “Switchover”:

The Second Switch occurs when, and only when, a proposal is enacted stating that the Second Switch occurs.

When the Second Switch occurs, the Amnesiac with the highest Score achieves victory. When the Second Switch occurs, if multiple Amnesiacs are tied for the highest Score, each Amnesiac involved in the tie achieves victory.

The “Dynasty ends at a set time, try to maximise your score by then” mechanic is a good one. The idea of trying to continue a dynasty past the Switch, on the other hand, has historically proven not to be.

This time, a few important extra words have been added…

I’m imagining that the “Switchover” rule will be amended to add additional things that need to be done as part of the Second Switch.

Post-dynastic discussion

So, given that the dynasty’s now over and there’s no point in keeping secrets any more: what Role did everyone have, anyway?

Even though it ended in a rather unsatisfying way, we might still be able to piece together what the gamestate was, and that will be useful for historical records.

Ascension Address: A new metadynasty has started

Have at it.

EDIT - not quite - Proposal: The “Table Flip” Endgame was illegally enacted early and has been reverted. Will leave this up in case it turns out to be useful in 9 hours…

Proposal: The “Table Flip” Endgame [No Victory]

Reached quorum, 6-2. Enacted by Josh
Enacted illegally and re-opened after 10 minutes closed - Josh
Popular and Enacted.—Tantusar

Adminned at 27 May 2020 05:27:27 UTC

Fail all other pending non-Core Proposals, repeal all Dynastic Rules, and declare a Metadynasty with no theme.

Here’s the extreme other end of the spectrum. I don’t know how much traction it’ll pick up. shrugs

Proposal: The “Slightly Better Than A Diceroll” Endgame [Victory]

Self-killed. Josh

Adminned at 26 May 2020 20:27:54 UTC

If either Proposal: Mayor of Sparta [Victory] or Proposal: The “comparison of hashed suspect lists” endgame [Victory] was enacted, remove any additions made by these proposals to the ruleset.

Add a new rule to the ruleset, entitled Onward:

A Candidate is an Amnesiac who has the Posture of Mayor, and who was an Amnesiac at noon on the 24th of May 2020.

An Adjudicator is an Amnesiac who has the Posture of Imposter.

If this rule is more than 24 hours old then no Amnesiac may change their Posture.

Once in the dynasty, a Candidate may send an Offer, which is a private message to all Adjudicators containing their proposal for the next Dynasty.

Once in the dynasty, as a communal action, and only after this rule is at least 48 hours old OR all Adjudicators have received one Offer from each Candidate (whichever is sooner), an Adjudicator may make an Options Post. An Options Post is a votable matter which contains the text of every Offer recieved by the Adjudicators, anonymised such that the authorship of each Offer is not explicitly stated.

Each Amnesiac may cast a vote on the Options Post. To be considered a valid vote, each vote comment should contain text indicating support for exactly one of the Offers available. An Amnesiac may not cast a vote in support of their own Offer. If the Options Post is enacted as Popular then the Author of the Offer indicated by the most votes is the winner (if there is a tie then the enacting admin should choose between them randomly). The identity of the winner should then be disclosed by any Adjudicator by means of a post to the blog; that Amnesiac may set their status to Remembered and has achieved victory. If the Options Post is unpopular then any Amnesiac should remove this rule from the ruleset and then immediately reinstate it.

No Adjudicator may publicly or pirvately disclose which Offer has been made by which Candidate, except in the circumstances detailed in this rule, and no Candidate may publicly or privately disclose which is the Offer that they made.

Tantusar commented on Slack that it’s been a long run of not ideal dynasties. Let’s try the tyranny of the masses for a bit.

Tuesday, May 26, 2020

Wiki upgrade complete

The wiki has been upgraded to MediaWiki 1.34. There was a period of about 40 minutes, from 2:45 AM to 3:25 AM UTC, where any wiki changes would have been blown away by this upgrade; I hope this just didn’t happen, but if it did, I can do another import from the final-final state of the old DB. Which would of course blow away any changes between 3:25 AM UTC and whenever that happens.

With this, the imminent danger of Dreamhost yanking a PHP version we need should be completely over, and nothing remains except building the WordPress version. June 15, etc., etc.

Thanks for y’all’s patience during this.

Proposal: The “comparison of hashed suspect lists” endgame [Victory]

The number of Amnesiacs who are not voting AGAINST it is less than Quorum. Failed by Josh

Adminned at 26 May 2020 20:27:20 UTC

If the proposal “Mayor of Sparta” was enacted, and fewer than half the EVCs on this proposal contain the string “Second choice” (in any capitalisation), revert all the additions that the proposal “Mayor of Sparta” made to the Ruleset.

Create a new rule, “The Reckoning”.

The Reckoning is at stage 1.

If the Reckoning has been continuously at stage 1 for at least 48 hours, any Amnesiac can as an atomic action amend this rule to specify the Reckoning is at stage 2, amend the special case rule “The Traitor” to make it Inactive, amend the rule “What Am I?” by removing the paragraph “An Amnesiac who has Forgotten their Role cannot achieve Victory.”, and make a Story Post announcing that stage 2 of the Reckoning has begun.

Each Amnesiac has a Report Hash, a string of text defaulting to the empty string, and tracked on the wiki page [[Community]]. Amnesiacs can change their own Report Hashes at will during stage 1 of the Reckoning (and are encouraged to change them to the SHA-256 hash of the Report they plan to submit during stage 2). A Report Hash cannot be changed during stage 2 of the Reckoning.

A Report is a string of text containing the following information:

  • Optionally, a Confrontation. This is a proof that, if the Past Memory had performed all actions that, according to the dynastic rules, the Past Memory “should” perform, then the Amnesiac who made the report would then have been able to form a belief about their own role, and be able to justify that role using a justification that is internally logically consistent, entirely based on information originating from the Past Memory combined with knowledge of the Ruleset and gamestate, and leaves no possibility for their role to be anything other than the role that Amnesiac believed they had.
  • Zero or more Denouncements. A Denouncement is a statement that a particular Amnesiac does not hold a particular Role, together with a justification that is internally logically consistent, entirely based on information originating from the Past Memory combined with knowledge of the Ruleset and gamestate, and leaves no possibility for the stated Amnesiac to have the stated Role. (Amnesiacs may include Denouncements relating to themselves.) The justification does not need to appear in the same place as the Report as the statement; in particular, the same justification may be used to justify several different Denouncements.
  • Potential additional text (e.g. to remove any risk of the hash being brute-forced).

The Accuracy of a Report is the number of essentially different Denouncements it contains, where two Denouncements are considered essentially different if they refer to different Amnesiacs and/or refer to different Roles; multiplied by 5 if the report contains a Confrontation (and not multiplied otherwise).

During stage 2 of the Reckoning, any Amnesiac may Post a Report via posting a Story Post whose body consists of that Report, and for which the SHA-256 hash of the Report is that Amnesiac’s Report Hash. (There are several tools that can be used to calculate the SHA-256 hash of a string, e.g. online at https://xorbin.com/tools/sha256-hash-calculator.) The Report in question becomes known as that Amnesiac’s “Posted Report”.

During stage 2 of the Reckoning, Amnesiacs should be honest about information they received from the Past Memory, and should disclose this where necessary to evaluate the accuracy of an Amnesiac’s Posted Report; lying about such information, or unreasonably withholding it, is considered a violation of the Fair Play rule.

Once the Reckoning has been continuously at stage 2 for at least 24 hours, an Amnesiac whose Posted Report has higher Accuracy than any other Posted Report has achieved victory. (If there is a dispute about whether a Posted Report is accurate, Amnesiacs are encouraged to resolve it via their votes on the resulting Declaration of Victory.)

I think it’d be a pity to just end the dynasty with no credit given to the play that’s taken place so far, and no resolution to anything that’s been happening. Just randomizing a win cheapens the whole concept of winning (if you really have to just ignore the entire gamestate, you should at least end the dynasty with no winner and randomize the mantle).

So here’s my suggestion. This endgame is intended to determine who had made the most progress in the main themes of the dynasty; a large bonus if you have figured out (or should have figured out) your Role by now (it’s unlikely that anyone will win without this, but I don’t want to lock anyone out from at least being given an attempt to maximise their score), smaller bonuses for figuring out other people’s Roles and/or narrowing them down to a set of possibilities. Additionally, the various submitted Reports should (once they’re revealed) give us all an idea of what people knew and how much progress they’d made in figuring things out, making the hidden state of the dynasty somewhat public. (The postgame discussion is the part of a dynasty that I’m often most interested in reading when I look back at the history of a past hidden-knowledge dynasty; knowing what was actually going on is the interesting part.)

Proposal: Mayor of Sparta [Victory]

The number of Amnesiacs who are not voting AGAINST it is less than Quorum. Failed by Josh

Adminned at 26 May 2020 20:30:26 UTC

To the rule “Denouement”, add:-

A Candidate is an Amnesiac who has the Posture of Mayor, and who was an Amnesiac at noon on the 24th of May 2020.

If this rule is at least 24 hours old and nobody has Installed the Mayor, any Amnesiac may Install the Mayor by selecting a Candidate at random. The first Candidate to be selected in such a way achieves victory. (This explicitly overrules the clause about achieving victory in “What Am I?”)

Clucky and I were talking on Slack about a clever endgame rule allowing the comparison of hashed suspect lists, but they’ve suggested just rolling a die (saying “It’s also maybe worth seeing who actually wants to run a dynasty and just pick one of those rather than spending a lengthy process determining a “fair” winner” on Slack) and I’m starting to think they might be right. Should certainly ask that first to see what a quorum think.

Date for candidacy so that we know the scope of what we’re voting on. 24-hour waiting period so that everyone has time to react to this, if it enacts after 12 hours. Redundant Victory tag because people always ask if rules that create victory conditions need Victory tags.

Gone but not forgotten

naught has been inactive for 7 days and has been set to idle. Quorum remains 6.

Desire to Become an Amnesiac

Hey all,

I hope that I’m doing this right since it’s been a while since I did anything here, but I would like to join the game.

Monday, May 25, 2020

Server move complete?

Server transition is done, and I think we’re back up and running. Please confirm that everything’s OK when you see this, if one or two people haven’t already.

Wiki upgrade transition will be tomorrow night.

And as always, stay tuned until mid-June for WordPress switch progress.

Saturday, May 23, 2020

Downtime for temporary server move; MediaWiki upgrade

UPDATE: Upgrade wiki login should be working now.

There will be (hopefully) brief downtime tomorrow, Sunday, May 24, around 23:00 UTC, while we temporarily move to a VPS that can host PHP 5.6 until the WordPress site is ready.

There will be a few minutes after this server change happens when your browser will yell at you about BlogNomic not being safe/secure; this is because I can’t put a real SSL certificate on the new server until the domain actually points to it. You should not be afraid to bypass this screen, and it will disappear shortly after the change.

Google Chrome (along with, I think, the Brave browser) no longer has a button to take you past this warning screen. Instead, you must type the string thisisunsafe to load the site.

Also, we need to upgrade MediaWiki as well. I have done a trial run of this at upgrade.wiki.blognomic.com. It looks all right to me, but I haven’t tried anything fancy, so I would love as many of you as possible to kick the tires on it and report any issues before I switch that over as well. If I get feedback that it’s working fine for everyone, on Monday night I’ll reimport the latest live database and make that switch.

Once again, the temporary blog move to keep PHP 5.6 going is not a long term solution, and I intend to have the WordPress version ready for at least test-gameplay by June 15. Thanks for y’all’s patience during this.

Call for Judgment: Out of Memory

Popular, 8-0. Josh

Adminned at 25 May 2020 17:55:45 UTC

Enact a new rule, “Denouement”:-

The Past Memory may not take dynastic actions.

A quick straw poll to formalise whether we feel that the dynasty has now moved into a phase where we aren’t expecting the Past Memory to process any further memory/pocket actions (given that proposals are now being voted down for having mechanics which won’t work fairly without input from the Past Memory), and we should move to wrap up. If this enacts, we can work out a rule we all agree on for final scoring.

Hoping all’s well with Naught, and that they’ve been offline for entirely boring or positive reasons this past week.

Friday, May 22, 2020

Call for Judgment: Card scam amnesty

Fewer than a quorum not voting against, failed 2 votes to 5 by Kevan.

Adminned at 22 May 2020 20:51:21 UTC

Set the cards of the Amnesiac called Clucky to the King of Hearts, the King of Spades and the Three of Spades.

Set the cards of the Amnesiac called Kevan to the 5 of Spades.

Set the cards of the Amnesiac called Josh to the Ace of Hearts, the Three of Diamonds and another card chosen at random as per the rule Playing Cards.

Kevan and Clucky each got a bonus card earlier in the dynasty through exploiting a timing scam with a minor change to the card generation rule, arguing that the minor change constituted a new action that they could perform freely. I mistakenly gave myself an illegal card, but the CfJ that has been raised to fix it has opened up an opportunity for me to scam a bonus card relatively trivially. Given that cards don’t matter yet, might as well just purge all the rotten wood and have a scamnesty.

Call for Judgment: Match Game

Times out at 1-4 thus failing. Dk

Adminned at 24 May 2020 18:22:12 UTC

Remove the Ace of Clubs from Josh’s hand. Generate cards by using the CARD command in the Dice Roller until a card is generated that is not already in a hand, then put that card into Josh’s hand.

Looks like this happened a few days ago but we should still fix it. Josh game himself an Ace of Clubs even though one was already in my hand. He should’ve kept generating new cards.

Proposal: An alternative Memento stimulus package

Timed out 5 votes to 0. Enacted by Kevan.

Adminned at 24 May 2020 16:07:58 UTC

In the rule “Role Actions”, amend the table of actions to give the Impostor the following Ground Action:

Spend 3 Evidence to start openly carrying a Memento of your choice.

People don’t seem to like my Memento-trading proposal much, so here’s an alternative (and somewhat less out-there) way to increase the supply of off-role Mementos.

Jumbled Up

Jumble idles out after a week’s inactivity. Quorum remains 6.

Friday, May 22, 2020

Proposal: Redundancy

Timed out 3 votes to 3. Failed by Kevan.

Adminned at 24 May 2020 12:28:23 UTC

Add a new rule to the ruleset, entitled Reconciliation:

If at any point there is no Past Memory then the game enters Reconciliation.

If the game is in Reconciliation, than any Amnesiac should update the date and time in the sentence following this one to be exactly 72 hours after the Past Memory went idle, ceased to be the Past Memory, or otherwise ceased to be part of the gamestate. The game enters Resolution on December 31st 2025.

If the game is in Reconciliation then any Amnesiac may make a Reconciliation post. A Reconciliation post is a Votable Matter and should be posted in the Story Post category, and each Amnesiac may post only one Reconciliation post in the Dynasty. An Amnesiac should use a Reconciliation Post to set out the single Role that they think they have and the justification for that belief.

Amnesiacs should vote on Reconciliation Posts indicating whether, in their belief, the author can substantiate their belief in the Role that they hold, as per the final three bullet points in the rule Epistemic Knowledge.

If the game is in Resolution than any Amnesiac should, as a communal atomic action, perform the following steps:

  • Make a comment to each Reconciliation Post noting that the game is now in Resolution;
  • Randomly select an Amnesiac from those who posted a Reconciliation Post that was Popular. The selected Amnesiac is said to be Fully Reconciled;
  • Make a post to the Blog announcing which Amnesiac is Fully Reconciled;
  • Set the Fully Reconciled Amnesiac’s role to Remembered;
  • Update this rule to state the Amnesiac who is Fully Reconciled.

No Amnesiac is currently Fully Reconciled.

An Amnesiac who is Fully Reconciled has achieved victory.

This is a failsafe in case naught idles out. It shouldn’t do anything if he is active.

Story Post: The Lock on the 24-Hour Store

I, your Sheriff, am changing the state of the General Store from Public to Secure.

Story Post: It’s always in the last place you look

I search my pockets.

Proposal: Openly carried, openly traded

Self-killed. Failed by Kevan.

Adminned at 23 May 2020 11:34:52 UTC

At the end of the rule “Mementoes”, add:

As a daily action, an Amnesiac may cease openly carrying a Memento that they are currently openly carrying in order to cause another Amnesiac of their choice to start carrying that Memento.

We need some mechanic to allow players to gain access to Mementoes that they wouldn’t normally have; otherwise, it’s quite likely that a significant proportion of players will end up randomly locked out from a significant proportion of gameplay. This seems like an interesting (perhaps too interesting? but I’d rather err on the side of chaos than boredom) way to do it.

The daily-action restriction is intended to rarely come up; I just added it as a precaution against infinite loop scams that might potentially arise in the future, as this is the sort of mechanic that’s inherently likely to cause one.

Now that unidling actually works

Given how much attention I’ve been playing to BlogNomic recently, I may as well participate more directly.

Unidle me.

Proposal: Stinking Badges

Self-killed. Failed by Kevan.

Adminned at 23 May 2020 11:34:21 UTC

Add a subrule to “Role Actions” called “Tool Actions”:-

The following Tool Actions are types of Role Action.

* Using a Badge, set any number of Sheriff and Deputy Postures to blank, where the Amnesiac holding each such Posture is not openly carrying a Badge.

After “An Amnesiac may change their own Posture at any time.”, add:-

If an Amnesiac is openly carrying a Badge, an Amnesiac may not set their Posture to Sheriff or Deputy unless they themselves are openly carrying a Badge.

There are a lot of Sheriffs in town right now.

Proposal: Dear Diary [Appendix]

Timed out 4 votes to 1. Enacted by Kevan.

Adminned at 23 May 2020 11:33:51 UTC

To “Representations of the Gamestate”, add a paragraph:-

The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.

Attempting the simplest possible clarification in the ruleset, to see what people think.

(For context, the disagreement is over what happens when we say something like “change the gamestate to what it would be if Eckels had taken an action to crush a butterfly at 3pm yesterday”: it’s clear that we update whatever gamestate record to say “butterfly now crushed”, but disputed as to whether Eckels is now considered - say for the purposes of checking weekly actions if he tries to do it again immediately - to have actually performed the action of “crushing a butterfly”.)

Call for Judgment: Don’t Believe His Lies

Fewer than a quorum not voting against. Failed 0-5 by Kevan.

Adminned at 23 May 2020 10:35:02 UTC

Enact a new rule, “Past Actions”:-

The following actions are considered to have been taken by Amnesiacs:

* The Amnesiac named Josh and the Amnesiac named Ayesdeeef generated Cards on the 18th of May 2020
* The Amnesiac named Kevan and the Amnesiac named Ayesdeeef Reminisced on the 18th of May 2020
* The Amnesiac named Josh and the Amnesiac named Kevan gained Evidence at the Jail on the 19th of May 2020
* The Amnesiac named Trigon generated a Card on the 19th of May 2020
* The Amnesiac named Ayesdeeef generated a Card on the 20th of May 2020

If a particular Amnesiac has taken more than one daily action during a day in this dynasty, all but the first of such actions are considered invalid and their effects reverted.

If a particular Amnesiac has taken more than one weekly action during a week in this dynasty, all but the first of such actions are considered invalid and their effects reverted.

If a particular Amnesiac has taken more than one “once per Act” action during an Act in this dynasty, all but the first of such actions are considered invalid and their effects reverted.

If the Past Memory received more than one Recall message from a particular Amnesiac during Act 1, all but the first of such Recalls are considered invalid and should not be responded to.

If the Past Memory received more than one Reminiscence message from a particular Amnesiac during Act 1, all but the first of such Reminiscences are considered invalid and should not be responded to.

If the Past Memory received more than one Confrontation message from a particular Amnesiac during Act 1, all but the first of such Confrontations are considered invalid and should not be responded to.

If the Past Memory received more than one Accusation from a particular Amnesiac in a single day, all but the first of such Accusations are considered invalid and should not be responded to.

If the Past Memory received more than one “Interrogate the Evidence” message from a particular Amnesiac in a single day, all but the first of such messages are considered invalid and should not be responded to.

Any Amnesiac may repeal this rule if the Act number is higher than 1 and the date is after the 24th of May 2020.

Attempting a solid rule-based fix to the problems raised in Dailies Bread, including (I hope) catching all the private message actions where we can’t see whether they’ve happened.

(The easier fix would be to say that the history of gamestate-amending actions is itself gamestate, and that the We Forgot Something CfJ should be considered enacted on those grounds, but that seems a possibly contentious rule change and worth a slower discussion elsewhere. I’ll post a separate proposal.)

Thursday, May 21, 2020

Story Post: Quarantine

I, ayesdeeef, the Sheriff, am changing the Lodge from its previous Public state to a Secure state.

Possible glitchiness later; WordPress update

Today I got the email that Dreamhost is turning off our PHP version one week from today. It is allegedly possible to run a custom PHP version on Dreamhost, so that’s what I’m going to try to do tonight.

When I attempt to switch us to the custom PHP installation, the site may break to a small or large degree, or possibly not at all. If it breaks a lot, I’ll switch it back quickly. If it breaks a little, I may leave it and try to iron out wrinkles. If it breaks not at all, wonderful!

If it breaks a lot and I can’t fix it… it’s going to be a long weekend.

Even if this works perfectly right away, I don’t consider this a tenable long-term solution, so plans to switch to WordPress will continue apace. I am taking the second week of June off work, and I plan to have the WordPress site ready for at least a trial-run meta-dynasty by June 15.

Proposal: Pocket Reminder

Self-killed. Failed by Kevan.

Adminned at 22 May 2020 21:10:34 UTC

In the rule “Mementos” replace

An Amnesiac with no Mementoes who does not have a pending post to Search their Pockets may publicly Search their Pockets by making a blog post to that effect. A post to Search their Pockets is Pending if the Past Memory has not replied to it. If the Amnesiac’s Role is an Owner of at least one Memento, The Past Memory should make a single comment on that post naming a secretly random such Memento: upon doing so, that Amnesiac begins to openly carry that Memento if they aren’t already doing so. Otherwise, the Past Memory should make a single comment on that post indicating that no such Memento exists.

with

Once per act, an Amnesiac whose Role is Remembered or who is not openly carrying any Mementoes may publicly Search their Pockets by making a blog post to that effect. If the Amnesiac’s Role is an Owner of at least one Memento which they are not openly carrying, The Past Memory should make a single comment on that post naming a secretly random such Memento: upon doing so, that Amnesiac begins to openly carry that Memento if they aren’t already doing so. Otherwise, the Past Memory should make a single comment on that post indicating that no such Memento exists.

 

Remove the whole “pending” thing and just let people do this once per act. Then allow Amnesiacs who have remembered their role to get multiple items.

Call for Judgment: Reaffirmation [Core]

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 22 May 2020 10:38:25 UTC

If the Call for Judgement here: https://blognomic.com/archive/we_forgot_something_core is Pending, immediately fail it.

Replace the first paragraph of the rule “Idle Amnesiacs” with

If an Amnesiac is Idle, this is tracked by their name being removed or concealed in the list of currently active Amnesiacs in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Amnesiacs”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Amnesiacs are not counted as Amnesiacs.

Kevan’s move here: https://blognomic.com/archive/we_forgot_something_core#comments is a bit dubious. I’d argue that even if we weren’t all active players, players who joined after we fixed the synonyms thing at least were. And also were were all active players because that is how the game had been operating.

However, that ultimately doesn’t really matter a whole lot. Even if his attempt was illegal, the intended result was a good one. Also undo his CfJ puts the game into an odd state (where some people would argue no one is active).

With this CfJ, if it turns out his move was legal, then great we’ve already fixed the problem of everyone being idle and so now we can just swap out a paragraph in the rules with its exact duplicate and nothing changes. If it turns out it wasn’t legal, then great there never was a problem of everyone being idle, but we replace the paragraph to remove any possible confusion or doubt. So hopefully now even if we disagree that Kevan’s CfJ was necessary or not, we can agree the core rules are in a consistent state.

Call for Judgment: Dailies bread

Fewer than a quorum not voting against. Failed 0 votes to 5 by Kevan.

Adminned at 22 May 2020 10:35:50 UTC

In the drama of the day, it turned out that we’ve all been idle the whole time and the ruleset hasn’t existed either. Kevan’s CfJ “change[d] the gamestate and ruleset to what they would be if, throughout this dynasty, the sidebar section named “Current Active Players” had always been named “Current Active Amnesiacs””, effectively setting the gamestate to its current values. However, it didn’t address the question of whether actions had been performed or not.

The case against: when I allegedly performed these actions I wasn’t an Amnesiac and the rules that governmed the Actions didn’t exist. How could I therefore have performed these Actions?

The case for: The status of whether an Amnesiac has performed an action is gamestate and therefore was also set by Kevan’s CfJ.

I feel like the definiton of gamestate is clear and the status of whether a player has taken it or not probably doesn’t qualify. As such, my suggested remediation is that the gamestate be set to relect its status as logged in this version of the tracking document, and for the purposes of determining whether a daily, weekly or once-per-Act action may be performed, no player beside me be considered to have taken any action in this Dynasty, except those taken after thedatestamp of that wiki edit, and I (the Amnesiac called Josh) have drawn a card and taken a ground action on 20/05/20.

Proposal: [Appendix] Transclusion

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

Adminned at 22 May 2020 09:05:27 UTC

Replace:

The terms “Amnesiac” and “Player” are synonyms.

With:

The terms “Amnesiac” and “{{Template:P-Layer}}” are synonyms.

After that bullet point, insert a new bullet point:

The wiki template P-Layer may only be modified by a Proposal or Call for Judgement.

Does that work?

Call for Judgment: We Forgot Something [Core]

Reached quorum with 1 vote FOR. Enacted by Kevan.

Adminned at 20 May 2020 15:05:17 UTC

In the rule “Idle Amnesiacs”, replace “If an Amnesiac is not listed in the Sidebar in the section “Current Active Amnesiacs” or only appears there in a comment, they are Idle.” with:-

If an Amnesiac is Idle, this is tracked by their name being removed or concealed in the list of currently active Amnesiacs in the Sidebar.

Unidle ayesdeeef, Clucky, Darknight, derrick, Josh, Jumble, naught, Tantusar and Trigon if they are idle.

Change the gamestate and ruleset to what they would be if, throughout this dynasty, the sidebar section named “Current Active Players” had always been named “Current Active Amnesiacs” (without modifying the creation or enactment of this CfJ).

Ais523 expressed private concern that the Idling rule’s “If an Amnesiac is not listed in the Sidebar…” is dangerously descriptive, and can be read as merely checking a chunk of freely-editable web content to see what has been written there. (The rule was previously worded as “Some Adventurers are Idle, and shall be marked as such in the sidebar.”, but got flipped around earlier to the current “is not listed” wording earlier this year.)

When looking into this, I noticed that the rule’s reference to “Current Active Amnesiacs” was in error: the section is called “Current Active Players” (and has long been so, to spare us from having to change it every dynasty) - the idling rule was altered upon the most recent ascension, since the previous dynasty called its players “Players”, who became Amnesiacs.

This means that everyone has been idle since the Ascension.

Before posting this CfJ, I changed the sidebar to read “Current Active Amnesiacs”, simultaneously changing the list of players to only include myself. This allows me to post and enact a CfJ fix immediately, since quorum is 1.

Story Post: Role action taken

I, Josh, the Sheriff, have undertaken to change the Docks from their previous Public state to a Secure state.

Tuesday, May 19, 2020

Pig in a Poke

Pokes idles out after a week’s inactivity. Quorum remains 6.

Proposal: Brûté de la Brûté

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 21 May 2020 10:02:20 UTC

Remove “after Resolving all Accusations sent in the prior week but before Resolving any Accusations sent in the current week,” from the ruleset.

Replace “if at least one other Amnesiac began the week with a card” with “if at least one other Amnesiac began the current Act with a card”.

To “Acts”, add a new paragraph:-

Act I began at 00:01 on Monday the 18th of May 2020. Any Amnesiac may remove this sentence and the previous one from the ruleset, during Act II.

If the phrase “cannot change for at least one week” exists in the ruleset, replace it with:-

cannot change until the current and subsequent Acts have ended

Reproposal of Crème Brûté with the Act number fixed.

Call for Judgment: The Primacy of the Ruleset

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 20 May 2020 08:56:45 UTC

If the Dynastic Rules are headed with any title other than Dynastic Rules, change that title to Dynastic Rules.

If there exists a section or heading in the ruleset entitled “Dynastic Rules [Prime]”, remove it and any rules that are categorised within it.

I don’t think that there is a problem here, but it doesn’t hurt to be certain.

You all suck at cleanup

I thought you should know that you majorly screwed up the ruleset a few dynasties ago, but nobody noticed at the time and the problem has mostly fixed itself by now. There’s still a bit of damage to the ruleset, though, so someone might want to submit a proposal to fix it. (I can’t see a way to scam this, or I might have tried; the issue’s entirely within the dynastic rules, although not the dynastic rules of this Dynasty.)

Back in the first dynasty of The Duke of Waltham, a dynastic rule was enacted that changed the process for clearing the dynastic rules at the start of a new dynasty. Unfortunately, there was a typo in the rule that entirely changed its meaning. The intention was to get rid of the two new dynastic rules sections (visible in that dynasty’s final ruleset), leaving the original section in place (and retitling it correctly), then clearing it for the new dynasty. However, [Para] was written twice, and [Prime] not at all, so what actually happened instead was that the [Alpha] section was repealed, the [Para] section became the new Dynastic Rules section and then got simultaneously cleared of all dynastic rules and removed entirely, and the [Prime] section was left untouched. So all the Prime rules from The Duke of Waltham’s dynasty were actually still in place during Josh’s eleventh.

Luckily, the cleanup at the end of Josh’s dynasty wasn’t influenced by the “Cleanup” rule, which was originally in the [Para] section and thus ended up getting deleted twice. There was now only one dynastic rules section in the ruleset, titled “Dynastic Rules [Prime]”, so that’s the section that got cleared when that dynasty ended, neatly deleting all the dynastic rules from two dynasties at once.

So the ruleset is mostly back to normal now, except that the dynastic rules section is still named “Dynastic Rules [Prime]”. Someone who’s less idle than me might want to fix that :-)

(On a side note, does the blog have a “preview” feature? I can’t find it any more, so apologies in advance for any formatting mistakes.)

Proposal: Methods

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 21 May 2020 09:18:57 UTC

Add a rule to the ruleset, entitled Forensic Investigation:

As a Daily Action, any Amnesiac with at least 5 Evidence can Interrogate the Evidence by reducing their Evidence by 5 and sending a private message to the Past Memory to that effect, including the name of a single Role. The Past Memory should then, at their first opportunity, respond with the names of three Amnesiacs, with one being chosen because they have the named role and the other two being selected at random. If no Amnesiacs have the named role then the Past memory should name three Amnesiacs at random.

Monday, May 18, 2020

Story Post: I Search My Pockets

*Pat, pat

Wait, this was in here this whole time?

Proposal: Crème Brûté

Self-killed. Failed by Kevan.

Adminned at 21 May 2020 09:17:38 UTC

If the proposal “Act II: Bruté” enacted:-

  • Remove “after Resolving all Accusations sent in the prior week but before Resolving any Accusations sent in the current week,” from the ruleset.
  • Replace “if at least one other Amnesiac began the week with a card” with “if at least one other Amnesiac began the current Act with a card”

To “Acts”, add a new paragraph:-

Act II began at 00:01 on Monday the 18th of May 2020. Any Amnesiac may remove this sentence and the previous one from the ruleset, during Act III.

If the phrase “cannot change for at least one week” exists in the ruleset, replace it with:-

cannot change until the current and subsequent Acts have ended

Fixing the leftover “weeks” that Act II: Bruté missed.

Proposal: Word on the Street

Timed out 3 votes to 1 with 1 unresolved DEF. Enacted by Kevan.

Adminned at 21 May 2020 09:16:18 UTC

In Epistemic Knowledge, replace “The justification for their belief is entirely based on information given to that Amnesiac by the Past Memory, or given to that Amnesiac by another Amnesiac who was given it by the Past Memory;” with:-

“The justification for their belief is entirely based on information originating from the Past Memory;”

Allows for chained trades

Proposal: The Right tools for the Job

Timed out 2 votes to 3 with one unresolved DEF. Failed by Kevan.

Adminned at 20 May 2020 16:28:16 UTC

Append the following to “Mementoes”

An Amnesiac whose role is Remembered may start to openly carry any item which they are not already openly carrying. If an item they start to carry in this manner is not Owned by their Role, the Past Memory should make a story post to the blog indicating that the Amnesiac has become Confused. The Amnesiac’s role immediately becomes Forgotten and cannot change for at least one week. Additionally the Amnesiac ceases to carry the item in question.

Adding a way for people who have remembered their role to have full access to their inventory

Story Post: Intrigue in Mystery

Having resolved all Accusations from the previous week, and left all Accusations from this week alone for now, it is my duty as Past Memory to inform the Amnesiacs the following:

-Clucky is the Amnesiac with the current highest Reputation, and is therefore the Hero
-Kevan is the Amnesiac with the current lowest Reputation, and is therefore the Villain

Memento Mori

Proposal: Act II: Bruté

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 19 May 2020 12:12:34 UTC

Enact a new rule, “Acts”:-

The story of the town takes place through several Acts, the number of the current Act being tracked in the next sentence. The current Act is Act 1.

If they have not done so in the past four days, and if they have no outstanding dynastic “should” actions to perform, and they have not performed any such “should” actions in the past 24 hours, the Past Memory may increase the Act number by one, and post a blog entry announcing that this has happened.

If an action is defined as happening “once per Act”, each Amnesiac able to perform it may take that action only once during each Act.

Replace “As a weekly action” with “Once per Act”, throughout the dynastic ruleset.

Looks like some timing problems are emerging in having a lot of “as a weekly action, do X; the Emperor then responds at leisure”: as with any weekly actions there’s a big incentive to relax and perform them all towards the end of the week when more information is available, but doing so can push all the Emperor’s reactions into Monday, at which point they’re happening (for Reputation and Reminiscence) in the wrong week.

It might help to replace “calendar weeks” with “periods which end when the Emperor has no more responses to make” - with an extra 24 hour window to allow responses to information gleaned.

Monday, May 18, 2020

Proposal: The Item Does Not Exist!

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 18 May 2020 18:25:54 UTC

Replace “The Past Memory should make a single comment on each such post naming a secretly random Memento from among those for which the Amnesiac’s Role is an Owner (if any such Mementoes exist): upon doing so, that Amnesiac begins to openly carry that Memento if they aren’t already doing so.”

with:-

If the Amnesiac’s Role is an Owner of at least one Memento, The Past Memory should make a single comment on that post naming a secretly random such Memento: upon doing so, that Amnesiac begins to openly carry that Memento if they aren’t already doing so. Otherwise, the Past Memory should make a single comment on that post indicating that no such Memento exists.

Just tidying this up for clarity’s sake.

Proposal: Usefulnesslessness

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 18 May 2020 18:15:01 UTC

Remove “, a usefulness (which is a number),” from Buildings.

Change the Gardener’s Building Action from “increase the usefulness of any building by 1” to “Set the state of any building which under construction or tagged to public.”

Change the Hunter’s Building Action from “increase the usefulness of the Lodge by 1” to “Set the state of the Lodge to secured or public.”

Change the Fisherman’s Building Action from “increase the usefulness of the Harbor by 1” to “Set the Docks to any state other than secured.”

If “Clearer Actions” enacted, replace “When performing a Building Action, if the Amnesiac who performed it has a posture of Hunter, Fisherman, or Gardener, they must make a Story Post to the blog detailing their posture and the building they are increasing the usefulness of. Otherwise, the Amnesiac who performed it must make a Story Post to the blog detailing their posture, the building they are setting the state of, the state they are setting it from, and the state they are setting it to.” in “Role Actions” with:-

When performing a Building Action, the Amnesiac who performed it must make a Story Post to the blog detailing their posture, the building they are setting the state of, the state they are setting it from, and the state they are setting it to.

A bit of pruning, merging Usefulness into Building States, as I’m not sure what it’s really getting at - useful for what?

Proposal: Flexible truth

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 18 May 2020 10:15:24 UTC

Remove “, and set their Posture to match their correct Role. An Amnesiac whose Role is Remembered may not change their Posture” from the ruleset.

Friday, May 15, 2020

Proposal: Clearer Actions

Timed out 5 votes to 0. Enacted by Kevan.

Adminned at 18 May 2020 09:07:54 UTC

If ‘On the Trail’ passed, to the first Paragraph of the rule ‘Role Actions’, add:-

When performing a Building Action, if the Amnesiac who performed it has a posture of Hunter, Fisherman, or Gardener, they must make a Story Post to the blog detailing their posture and the building they are increasing the usefulness of. Otherwise, the Amnesiac who performed it must make a Story Post to the blog detailing their posture, the building they are setting the state of, the state they are setting it from, and the state they are setting it to. When performing a Counter Action, the Amnesiac who performed it must make a Story Post to the blog detailing their posture, the building they are setting the state of, the Amnesiac whose Building Action they are countering, and that Amnesiac’s role at the time of that Building Action.

Otherwise, to the first Paragraph of the rule ‘Role Actions’, add:-

When performing a Role Action, if the Amnesiac who performed it has a posture of Hunter, Fisherman, or Gardener, they must make a Story Post to the blog detailing their posture and the building they are increasing the usefulness of. Otherwise, the Amnesiac who performed it must make a Story Post to the blog detailing their posture, the building they are setting the state of, the state they are setting it from, and the state they are setting it to. When performing a Counter Action, the Amnesiac who performed it must make a Story Post to the blog detailing their posture, the building they are setting the state of, the Amnesiac whose Role Action they are countering, and that Amnesiac’s role at the time of that Role Action.

What no shh this isn’t a protosal, look over there

Following this discussion earlier in this dynasty about actions and durations, I’m planning on getting back onto my Imperatives and Frequencies nonsense.

Rather than propose the same stuff over and over, it would be handy if we could use the wiki page to give it a once-over before it gets proposed.

I’ll leave it a couple of days before making a proposal on it but any commentary on the wiki page would be very much appreciated.

Proposal: On the Trail

Timed out 2 votes to 1 (!), enacted by Kevan.

Adminned at 17 May 2020 11:22:15 UTC

Enact a new rule, “Evidence”:-

Each Amnesiac has an amount of Evidence about the history of the town and the events of the storm. This is tracked as a number in the Community wiki page, and defaults to zero.

Add a column to the table in “Role Actions” called “Ground Action”, with the following contents:-

  • The Private Eye’s Ground Action is: “Using Binoculars, gain 1 Evidence.”
  • The Sheriff’s Ground Action is: “At the Jail, gain 1 Evidence.”
  • The Deputy’s Ground Action is: “At a Secured Building, gain 1 Evidence.”
  • The Burglar’s Ground Action is: “Choose an Amnesiac with 2 or more Evidence and reduce their Evidence by 1, to gain 1 Evidence.”

Rename the “Role Action” table column in “Role Actions” to “Building Action”.

Add another paragraph to the rule:-

Building Actions, Counter Actions and Ground Actions are types of Role Action.

Replace “Amnesiacs may perform the Role Action or Counter Action of any Role that matches their own Posture.” with:-

Amnesiacs may perform a Role Action of any Role that matches their own Posture.

Replace “Actions cannot be performed at Buildings which are Burning or Secured.” with:-

Actions cannot be performed at Burning Buildings. Only an Amnesiac with the Posture of Sheriff or Deputy can perform actions at a Secured Building.

I think we need a “probably victory point” stat at this point, as a reason for players to do stuff. It seems unclear whose interests any building actions would be being performed in, right now.

Also stating that Counter Actions are Role Actions, and allowing players to bluff their way into Secure Buildings by claiming to be the police - which may result in an accusation.

Thursday, May 14, 2020

Proposal: The Ways of Knowing

Self-killed. Failed by Kevan.

Adminned at 17 May 2020 10:29:04 UTC

Add a new rule to the ruleset, entitled Remembering:

Create a new sub-rule in Remembering entitled Strong Hunch:

An Amnesiac may Question the Past Memory if they have never done so by sending them a Private Message, indicating their intent to Question the Past Memory and the single Role that they think they have.

If the named Role is the Role held by that Amnesiac, then the Past Memory should change the Community page to note that that Amnesiac’s Role is Remembered.

Create another sub-rule in Remembering, entitled Epistemic Knowledge:

As a weekly action, if an Amnesiac has not Questioned the Past Memory in the current week or the previous week, they may Confront the Past Memory by sending them a Private Message, detailing their intent to Confront the Past Memory, the single Role that they believe they have, and their justification for that belief.

If the following are all true:

The named Role is the Role held by that Amnesiac;
The justification for their belief is internally logically consistent;
The justification for their belief is entirely based on information given to that Amnesiac by the Past Memory, or given to that Amnesiac by another Amnesiac who was given it by the Past Memory;
The justification for their belief leaves no possibility for their Role to be anything other than the Role named in the private message:
Then the Past Memory should change the Community page to note that that Amnesiac’s Role is Remembered.

This Proposal is busier than I would like it to be because I only had one slot. The two things going on here are 1) Josh’s Proposal without the setting and fixing of the Posture to the Remembered Role. 2) An alternative path for those who want to use logic that does not strictly prove their role. Additionally, to make it so that people are somewhat sure of their role before Questioning the Past Memory, in particular to prevent Amnesiacs from using Questioning as a way to knock out one of two possible options that they’ve narrowed their role down to, there is a punishment for missing: you can’t Confront the Past Memory later in that week or anytime the next week.

Proposal: A place To play Cards

Timed out / quorumed 8 votes to 0. Enacted by Kevan.

Adminned at 17 May 2020 10:25:04 UTC

Add a building to the table of buildings with a name of “Tavern”, a usefulness of 1, and a state of “Tagged”
Add a building to the table of buildings with a name of “Grand House”, a usefulness of 1, and a state of “Secured”
Add a building to the table of buildings with a name of “General Store”, a usefulness of 0, and a state of “Public”

Add to the list of Buildings Familiar to roles:

*The Tavern is familiar to everyone except the Imposter
*The Grand house is familiar to Mayors, Sheriffs, Carpenters, Gardeners, and Burglars
*The General Store is familiar to Carpenters, Hunters, Arsonists, Vandals, and Deputies

 

We need more buildings to play with. And burn down.

Proposal: Lighter Work

Timed out / quorumed 7 votes to 0. Enacted by Kevan.

Adminned at 17 May 2020 10:21:46 UTC

To “Role Actions”, add:-

If a role action is said to be “using” a Memento, then an Amnesiac who is not openly carrying that Memento may not perform it.

In the Arsonist role action, replace “Set the state of any building” with “Using a Lighter, set the state of any building”.

In the Carpenter role action, replace “Set the state of any building” with “Using a Hammer, set the state of any building”.

Wednesday, May 13, 2020

Proposal: Justified True Self-Knowledge

Timed out and passed, 4-2 with one unresolved DEF. Josh

Adminned at 16 May 2020 08:49:10 UTC

Add a new rule to the ruleset, entitled Epistemic Knowledge:

As a weekly action, an Amnesiac may Confront the Past Memory by sending them a Private Message, detailing the single Role that they think they have and the justification for that belief.

If the following are all true:

  • The named Role is the Role held by that Amnesiac;
  • The justification for their belief is internally logically consistent;
  • The justification for their belief is entirely based on information given to that Amnesiac by the Past Memory, or given to that Amnesiac by another Amnesiac who was given it by the Past Memory;
  • The justification for their belief leaves no possibility for their Role to be anything other than the Role named in the private message:

Then the Past Memory should change the Community page to note that that Amnesiac’s Role is Remembered, and set their Posture to match their correct Role.

An Amnesiac whose Role is Remembered may not change their Posture.

Kinda awkward? Basically, if you can prove that you know what your role is, then you have Remembered.

Proposal: Get to Work

Timed out / reached quorum 6 votes to 0, with 1 unresolved DEF. Enacted by Kevan.

Adminned at 15 May 2020 19:28:40 UTC

in the table of Role Actions:

Set the role action of Gardener to “increase the usefullness of any building by 1”
Set the role action of Fisherman to “increase the usefullness of the Harbor by 1”
Set the role action of Hunter to “increase the usefullness of the Lodge by 1”

Set the role action of Burglar to “set the state of any building which is secure to public”
Remove the counter action of Burglar

Proposal: Out of the Kitchen

Timed out 5 votes to 1 with 1 unresolved DEF. Enacted by Kevan.

Adminned at 15 May 2020 10:43:43 UTC

Replace “burned” with “burning” throughout the ruleset.

To the final paragraph of “Buildings”, add:-

Actions cannot be performed at Buildings which are Burning or Secured.

A variation on the timed-out Fire at the Records Office, changing an adjective for narrative’s sake, and having it also apply to any future actions we assign to buildings.

Tuesday, May 12, 2020

Proposal: I Swear We’ve Met

Timed out and passed, 3-0 with 2 unresolved DEFs. Josh

Adminned at 14 May 2020 21:10:10 UTC

When this Proposal enacts, the enacting admin should message the Past Memory to indicate that it has enacted.

When this Proposal enacts, the Past Memory should secretly randomly choose a Building for each Amnesiac, which will be their Usual Hideout, from the Buildings which are familiar to them, if any such Buildings exist, or from the set of all Buildings otherwise.

In the Rule ‘Playing Cards’, create a new sub-rule, called ‘You Look Familiar’, with the following text:

Each Amnesiac has a Usual Hideout, tracked privately by the Past Memory. The Past Memory may assign a Usual Hideout to an Amnesiac, if such has not already been done for that Amnesiac this Dynasty, by secretly randomly choosing one from the Buildings which are familiar to them, if any such Buildings exist, or from the set of all Buildings otherwise.

As a Weekly Action, an Amnesiac may Reminisce by sending the Past Memory a message indicating their attempt to Reminisce and a card in their hand of cards, called the Souvenir.

The Past Memory should remove the Souvenir from the Amnesiac’s hand.

Then, if at least one other Amnesiac began the week with a card that is the same suit as the Souvenir, the Past Memory should then randomly pick (in a secret manner) one such Amnesiac, and reply to the message with the Usual Hideout of that Amnesiac. Otherwise, the Past Memory should instead reply with a random Building.

I had the cards go away because this rule puts pressure on everyone to have a big hand in order to have more options and negate the value of this action for others. I want this action to do something useful, which won’t happen if everyone is holding every suit at all times.

Flashbacks have occured

Though not necessary from a rules standpoint, I thought I should point out that the first Flashbacks have been given out. You guys should yell at me more if it has not been done that week, as otherwise I will forget.

Proposal: Where Am I?

Self-killed. Failed by Kevan.

Adminned at 14 May 2020 09:05:22 UTC

When this Proposal enacts, the enacting admin should message the Past Memory to indicate that it has enacted.

When this Proposal enacts, the Past Memory should secretly randomly choose a Building for each Amnesiac, which will be their Usual Hideout, from the Buildings which are familiar to them, if any such Buildings exist, or from the set of all Buildings otherwise.

In the Rule ‘Playing Cards’, create a new sub-rule, called ‘You Look Familiar’, with the following text:

As a Weekly Action, an Amnesiac may Reminisce by sending the Past Memory a message indicating their attempt to Reminisce and a card in their hand of cards, called the Souvenir.

The Past Memory should then randomly pick (in a secret manner) an Amnesiac who has a card in their hand of cards that is the same suit as the Souvenir, and reply to the message with the Secret Hideout of that Amnesiac. If no Amnesiac has a card that is the same suit as the Souvenir, the Past Memory should instead randomly pick (also in a secret manner) the name they send from the list of all Amnesiacs. The Past Memory should not indicate which process was used to select the chosen name.

 

Monday, May 11, 2020

Proposal: . [Appendix]

Self-killed. Failed by Kevan.

Adminned at 14 May 2020 09:03:52 UTC

Add the following as an item in the list of keywords in the appendix:

* Periodic Action
A Periodic Action may only be performed once during the period specified in the rule establishing it, and may not be performed more than once every twelve hours, unless the defined period is shorter than twelve hours. If a Periodic Action does not have a defined period then it defaults to three days.

For when daily actions are too fast and weekly actions are too slow.

Proposal: Checks and Balances

Timed out and passed, 2-1. Josh

Adminned at 13 May 2020 13:42:26 UTC

If the rule Build Cycle exists, remove it. If the rule Declarations contains the text “As a daily action, an Amnesiac may perform any Role Action of a Role that matches their own Posture”, remove it. Add a new rule to the ruleset, entitled Role Actions:

Amnesiacs may perform the Role Action or Counter Action of any Role that matches their own Posture. The act of carrying out any Role Action is a daily action, and each individual Role Action is a weekly action, unless otherwise stated.

Counter Actions may only be carried out if the action that they Counter has been carried out in the preceding 48 hours. Counter Actions never revert the action that they Counter; where a Counter Action states that its effect is to ‘undo’ the effect of another Action, that means that it carries out a subsequent action that has an opposite and neutralising effect on the gamestate from the action being Countered.

Add the contents of this page to that rule.

An attempt to bring together and standardise in a single view the role actions currently under discussion. Adds counters, and splits the diff on action frequencies.

Proposal: A Day’s Work

Timed out and passed, 6-1. Josh

Adminned at 13 May 2020 09:19:49 UTC

Remove “Role Actions are a type of Action which may only be performed by any Amnesiac who has a Posture which matches a Role specified by the Role Action.” from “Reputation”.

To “Declarations”, add:-

As a daily action, an Amnesiac may perform any Role Action of a Role that matches their own Posture.

If the rule “Build Cycle” exists, replace all strings of the format “As a weekly role action,” with:-

The Role Action of

Then replace the word “may” with “is to” throughout that rule.

Fix to Growth and Decay not (I think) allowing Postured Roles to actually take actions, and shifting gears from “suite of weekly actions you can take several of in a single day by changing your posture” to “suite of actions you can only take one of each day”.

Proposal: Fire at the Records Office

Timed out and failed, 3-3 with 2 unresolved DEFs. Josh

Adminned at 13 May 2020 09:19:01 UTC

In Recollections, replace “and the Building the action is occuring at” with:-

and a Building (which was not Burned or Secured at the time of the action) that the action is occuring at

Monday, May 11, 2020

Proposal: Growth and Decay

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 11 May 2020 16:22:40 UTC

Add the following sub-rule to “Buildings” called “Build Cycle”

As a weekly role action, an Arsonist may set the state of any building which is not secure to burned
As a weekly role action, a Vandal may set the state of any building which is public to tagged
As a weekly role action, a Carpenter may set the state of any building which under construction to public, or which is burned to under construction.
As a weekly role action, a Mayor may set the state of any building which is tagged to public
As a weekly role action, a Sheriff may set the state of any building which is public to secure or which is secure to public

Proposal: Use what you have! [Appendix]

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 11 May 2020 11:12:48 UTC

Replace the text of the rule “Playing Cards” with:

Each Amnesiac has a hand of cards, which defaults to empty and is tracked in the Community page of the wiki.

As a weekly action, an Amnesiac may generate cards by using the CARD command in the Dice Roller until a card is generated that is not already in a hand, then put that card into their hand.

Ace may be abbreviated as A, 10 as T, Jack as J, Queen as Q, and King as K.

In the bullet point added by “Face Cards Redux”, replace “a card with a suit” with “a card with a random suit” and “and a value” with “and a random value”.

[This Proposal does not require a server-level change.]

Now isn’t that better?

Saturday, May 09, 2020

Call for Judgment: Pocket Dimension

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 10 May 2020 10:09:12 UTC

In the rule “Mementos” replace

An Amnesiac with no Mementoes may publicly Search their Pockets by making a blog post to that effect.

with

An Amnesiac with no Mementoes who does not have a pending post to Search their Pockets may publicly Search their Pockets by making a blog post to that effect. A post to Search their Pockets is Pending if the Past Memory has not replied to it.

If an Amnesiac has more than one pending post to Search their Pockets, all but the oldest pending post to Search Their Pockets made by that Amnesiac are retroactively considered invalid.

So right now, I have no Mementoes. I could make 20 posts to the blog, each one an attempt to search my pockets, and get good odds that I’d get every item available to me. But that’s rather unfun, especially if everyone does it. This hopefully both fixes the loophole and also lets naught ignore any such attempt for now until we can officially say “yeah no that’s not allowed”. Feel like CfJ is the right move here so we don’t get stuck in the queue.

Friday, May 08, 2020

Proposal: Legalise False Moustaches

Timed out. Passes 7-0—Clucky

Adminned at 11 May 2020 03:50:18 UTC

Replace “Imposter, Vandal, Arsonist, and Burglar are considered to be criminal roles.” with:-

Vandal, Arsonist, and Burglar are considered to be criminal roles.

If “Memory Palaces” enacted, replace “all Criminal Roles (except the Imposter)” with “all Criminal Roles”.

Proposal: Memory Palaces

Timed out. Passes 6 - 0—- Clucky

Adminned at 11 May 2020 03:47:58 UTC

To “Buildings”, add:-

Some Buildings are Familiar to particular Roles:-

* The Lodge is Familiar to all Civilian Roles and Mayors
* City Hall is Familiar to all Civic Roles and Vandals
* Jail is Familiar to all Criminal Roles (except the Imposter) and Sheriffs
* The Docks are Familiar to Fishermen, Hunters, Vandals, Arsonists and Private Eyes

If a game action performed by an Amnesiac is said to happen “somewhere”, then when it is performed the Amnesiac performing it must nominate a Building. The action is considered to have been performed “at” that Building.

Replace “As a weekly action, an Amnesiac may Recall a Memory by sending the Past Memory a message indicating their attempt to Recall a Memory, as well as at least four different possible Roles.” with:-

As a weekly action, an Amnesiac may Recall a Memory somewhere by sending the Past Memory a message indicating their attempt to Recall a Memory, and the Building the action is occuring at.

Replace “an Amnesiac who has one of those Roles”:-

an Amnesiac who has a Role which the specified Building is Familiar to

Replace “any of the listed Roles” with “a Role which the specified Building is Familiar to”.

Trying a spin on location usage which isn’t “travel to them as a daily action by updating your gamestate”. (Was also going to make card finding happen “somewhere”, but will leave that for a later proposal.)

Proposal: Face Cards Redux [Appendix]

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 10 May 2020 10:19:42 UTC

The Amnesiac named Kevan is identified as an Amnesiac with server-side access to the BlogNomic site who is able to perform the changes outlined in this Proposal.

Add to the list of commands in “Random Generators”:

The CARD command will return a card with a suit (either Hearts, Diamonds, Spades or Clubs) and a value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.

Update the Dice Roller to reflect the above change.

Replace:

Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Proposal; and any Proposal that seeks to nominate a change to this rule must first identify an Amnesiac with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.

With:

Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Proposal.

If a Proposal proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Proposal must name an Amnesiac with such access. Only an Amnesiac with such access may Enact that Proposal. If that Proposal does not name an Amnesiac with such access, that Proposal is Illegal.

Full credit to Derrick for the concept, unfortunate that it couldn’t pass rules muster.

Also, tidying up.

Proposal: Face Cards[Appendix]

Vetoed (or possibly Illegal). Failed by Kevan.

Adminned at 10 May 2020 10:11:25 UTC

Add to the Bulleted List under “Random Generators” in the apendix:

The CARD command will return a card with a suite from (Hearts, Diamonds, Spades, Clubs) and either a number 2 through 10 or a face-card from (Ace, King, Queen, Jack)

Lets define that new roller!

Thursday, May 07, 2020

Story Post: What’s this thing?

I’m going to search my pockets and find out what’s hiding in there.

Proposal: Bad Reputation

Timed out 7 votes to 2. Enacted by Kevan.

Adminned at 10 May 2020 10:10:44 UTC

Add a new rule called “Reputation” and give it the following text

Each Amnesiac has an integer Reputation, which defaults to 0 and is privately tracked by the Past Memory.

Role Actionsare a type of Action which may only be performed by any Amnesiac who has a Posture which matches a Role specified by the Role Action.

As a Daily Action, if an Amnesiac (the acuser) belives another Amnesiac (the acusee) performed an Role Action which is not allowed by the acusee’s actual Role, the acuser may send the Past Memory an Accusation. An accusation must be sent within 24 hours of the original action being performed, and an Amnesiac may only send an accusation once for each instance of an action being performed. After receiving an Accusation, the Past Memory should Resolve the Accusation by giving the Acuser two Reputation and causing the Acusee to lose one Reputation (If auccee’s actual Role at the time the action was performed did not allow them to perform the Role Action), or giving the Acusee one Reputation and causing the Acuser to lose two Reputation (If the aucee’s actual Role at the time the action was performed did allow them to perform the Role Aciton)

As a weekly action, after Resolving all Acusations sent in the prior week but before Resolving any Acusations sent in the current week, the Past Memory should make a story post to the blog naming the Amnesiac with the highest Reputation (or that no such Amnesiac exists), and the Amnesiac with the lowest Reputation (or that no such Amnesiac exists). If named, then for the rest of the week the Amnesiac with the highest Reputation is the Hero and the one with the lowest Reputation is the Villian.

Adding a way for us to start allowing people with asserted roles to take actions associated with those roles, but potentially face consequences. Everything kept secret so you can’t just tell that your guess was correct but if you might be able to infer stuff from who the hero and the villian are.

Proposal: Arsonists need Targets

Popular 9 to 0.
Enacted by Derrick.

Adminned at 08 May 2020 15:23:08 UTC

Create a rule named “Buildings”

There are several buildings tracked on the Community wiki page. Each building has a name, a usefulness (which is a number), and a state, which is one of burned, tagged, under construction, public, or secure, defaulting to public.

create a building with a name of docks, a usefulness of 0, and a state of public
create a building with a name of lodge, a usefulness of 0, and a state of public
create a building with a name of city hall, a usefulness of 0, and a state of public
create a building with a name of jail, a usefulness of 0, and a state of burned

This gives us a public state to manipulate. Not everyone gets a building, because the crooks target buildings, and some people should be building them anew or protecting them.

No attempt was made to be comprehensive.

Thursday, May 07, 2020

I think my pms are not working right now

I tried pming other people and it doesn’t show in sent, also I tried pming myself and I got nothing.

Proposal: Introduction of a B-plot

popular 7 to 0. Enacted by Derrick.

Adminned at 08 May 2020 15:05:20 UTC

Add a new rule to the ruleset, entitled Playing cards:

Each Amnesiac has a hand of cards, which is tracked in the Community page of the wiki and defaults to blank.

As a weekly action, an Amnesiac may generate a card by randomly selecting a number between 1 and 13 and randomly selecting a suit from Hearts, Clubs, Spades and Diamonds. If the result is the same as a card in the hand of another Amnesiac then they must generate another card. Once they have a unique card they must add it to their hand in the wiki.

A card with a number of 1 may also be referred to as an Ace, or the letter A for shorthand. Similarly, the number 11 may be referred to as Jack or J, 12 may be referred to as Queen or Q, and 13 may be referred to as King or K.

Proposal: Cops and Robbers

popular 9 to 0. Enacted by derrick

Adminned at 07 May 2020 21:41:36 UTC

Add to the rule “What am I?”

Mayor, Sheriff, Deputy, and private eye are considered to be civic roles. Imposter, Vandal, Arsonist, and Burglar are considered to be criminal roles. Gardener, Carpenter, Hunter, and Fishermen are considered to be civilian roles.

give us a way to talk about different roles and give classes of rolls abilities.

Good to be Back

Hey folks, its me again! good to see some familiar faces! wait, what? You don’t recognize me?

I have unidled myself. Quorum remains 6.

Proposal: Familiar Faces

popular 7 to 1. Enacted by Derrick

Adminned at 07 May 2020 21:19:00 UTC

Enact a new rule, “Recognition”:-

As a weekly action, the Past Memory may trigger a Flashback for every Amnesiac, by selecting (at secretly random) one of the Amnesiacs who the Amnesiac undergoing the Flashback Recognises, and privately informing them of the Recognised Amnesiac’s name. If the Amnesiac experiencing a Flashback Recognises nobody, they are instead told this.

Recognition is determined as follows:

* All Sheriffs and Deputies recognise all Sheriffs and Deputies.
* The Mayor recognises all Sheriffs.
* The Burglar recognises all Sheriffs and Deputies.
* The Vandal recognises all Deputies.
* All Gardeners recognise all Carpenters, and vice versa.
* All Hunters recognise all Fishermen, and vice versa.
* The Private Eye recognises everyone.
* Everyone recognises the Mayor.

(An Amnesiac is not considered to Recognise themselves.)

Proposal: Puissance issuance

Unpopular 1-8. Failed by derrick

Adminned at 07 May 2020 21:17:50 UTC

Add a new rule to the ruleset, called Puissance:

Each Role has a Puissance, which is tracked on the Community page of the wiki. It must be a non-negative integer and defaults to zero.

Any Amnesiac whose Asserted Role is the Role with the highest (or joint-highest) Puissance may not take any dynastic actions other than to change their Asserted Role.

As a weekly communal action, any Amnesiac may increase the Puissance of each Role by the number of Amnesiacs who have Asserted it.

If Proposal: I, Spartacus was enacted, in the rule Puissance, change the phrase “Asserted Role” to “Posture” and change the last line of the rule to read “As a weekly communal action, any Amnesiac may increase the Puissance of each Role by the number of Amnesiacs who have that Role as their Posture.”

Encouraging shifting through roles rather than settling on the most powerful

Proposal: I, Spartacus

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 07 May 2020 17:34:04 UTC

Replace “At any time, an Amnesiac can Assert their Role by setting it to a legal value on the wiki page Community, under the field ‘Asserted Role’. ” with:-

Each Amnesiac has a Posture, tracked on the Community wiki page and defaulting to blank. This represents a Role they claim to possess. An Amnesiac’s Posture may be a Role, or may be blank.

An Amnesiac may change their own Posture at any time.

Saying “I Assert my Role of Mayor, my Role is now set to the legal value of Mayor” could easily be argued to actually update your Role. It’s also unclear what an Asserted Role defaults to under the current rule - is “no value” a valid value, or do we all default alphabetically to being Asserted Arsonists?

Wednesday, May 06, 2020

Proposal: My Regular 9-5

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

Adminned at 07 May 2020 17:32:36 UTC

Enact a New Rule, “My Life’s Calling”:-

Each Amnesiac has a Food statistic, tracked in the “Community” wiki page under the field “Food”, and defaulting to 0. As a weekly action, an Amnesiac may Attempt to Garden by Making a blog post to that effect. The Past Memory should make a single comment on each such post with a single number, x, uniformly pulled from one of the following lists of possible values:
{-2, -2, -2, -1, -1, -1, 0, 0, 1, 1, 2, 2} if the Amnesiac Attempting to Garden is not a Gardener

OR

{-2, -2, -1, -1, 0, 0, 1, 1, 1, 2, 2, 2} otherwise. The Food statistic of the Amnesiac Attempting to Garden increases by x.


As a weekly action, an Amnesiac may Attempt to Steal by Making a blog post to that effect, and naming one other Amnesiac. The Past Memory should make a single comment on each such post with a single number, x, uniformly pulled from one of the following lists of possible values:

{-2, -2, -2, -1, -1, -1, 0, 0, 1, 1, 2, 2} if the Amnesiac Attempting to Steal is not a Burglar.

OR

{-2, -2, -1, -1, 0, 0, 1, 1, 1, 2, 2, 2} otherwise. The Food statistic of the Amnesiac Attempting to Steal increases by x. The Food statistic of the named Amnesiac decreases by x.

Putting some pressure on us to interact with each other based on our roles. Kind of a trial by fire situation, where you can try to do something and see if you’re good at it in order to backsolve and hypothesize what you might have been in a past life.

Call for Judgment: [Appendix] You know, sometimes I wonder if flavour is actually worth it.

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 06 May 2020 09:21:12 UTC

Replace:

The terms “Amnesiac” and “Amnesiac” are synonyms.

With:

The terms “Amnesiac” and “Player” are synonyms.

And I mean that, by the way. There’s an argument to be made that the flavour names contribute to the collective barrier to entry. Anyway, like this video if you enjoyed it, comment below with what you want to see next, share it with your friends, and subscribe and hit the bell to get more videos like this at some point eventually. More amnesia vlogs coming just as soon as I remember how to upload.

Proposal: Maybe don’t scatter the pieces that far

Reached quorum 6 votes to 0. Enacted by Kevan.

Adminned at 07 May 2020 08:53:42 UTC

In the rule “What Am I?” replace “Emperor” with “Past Memory,” and append the following to the first paragraph:

“The Past Memory may assign a Role to an Amnesiac, if such has not already been done for that Amnesiac this Dynasty, by secretly randomly choosing one from the list of possible Roles, if possible first choosing from the Roles that have not been assigned.”

Fixing the first of my many mistakes that I hope won’t happen too often this Dynasty.

Proposal: Pocket Lint

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 06 May 2020 09:24:43 UTC

Enact a new rule, “Mementoes”:-

Each Amnesiac may openly carry zero or more Mementoes, tracked in the “Community” wiki page. Each Memento has a list of Owners.

The Mementoes and their Owners are:-

* Badge. Owned by Sheriffs and Deputies.
* Pistol. Owned by Sheriffs, Deputies, Hunters and Private Eyes.
* Knife. Owned by Gardeners, Hunters, Fishermen and Vandals.
* Hammer. Owned by Carpenters, Vandals and Burglars.
* Binoculars. Owned by Private Eyes, Hunters and Burglars.
* Lighter. Owned by Carpenters, Private Eyes and Arsonists.

(Additionally, all Mementoes are also owned by Imposters.)

An Amnesiac with no Mementoes may publicly Search their Pockets by making a blog post to that effect. The Past Memory should make a single comment on each such post naming a secretly random Memento from among those for which the Amnesiac’s Role is an Owner (if any such Mementoes exist): upon doing so, that Amnesiac begins to openly carry that Memento if they aren’t already doing so.

Proposal: Psychic Adventures

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 06 May 2020 09:22:39 UTC

If it exists, add a new subrule to “What Am I?” called “Recollections” and give it the following text

As a weekly action, an Amnesiac may Recall a Memory by sending the Past Memory a message indicating their attempt to Recall a Memory, as well as at least four different possible Roles.

The Past Memory should then randomly pick (in a secret manner) an Amnesiac who has one of those Roles and reply to the message with the name of that Amnesiac. If no Amensiac has any of the listed Roles, the Past Memory should instead randomly pick (also in a secret manner) the name they send from the list of all Amnesiacs. The Past Memory should not indicate which process was used to select the chosen name.

Allowing for a slow drip of information. Intentionally keeping it very slow so you don’t get a whole lot of information but some teamwork and certainly slowly start to piece things together.

Proposal: Bon voyage [Special case]

Reached quorum 7 votes to 0 with no effect, rules were already Activated upon Ascension. Enacted by Kevan.

Adminned at 06 May 2020 09:20:03 UTC

Make the Special Case rule Dynastic Distance active.

If the Past Memory’s EVC on this proposal contains the up-arrow icon then also set the Special Case rule The Traitor to active.

Proposal: A metaphor is just a hat with another hat’s hat on

Reached quorum 10 votes to 0. Enacted by Kevan.

Adminned at 06 May 2020 09:15:10 UTC

If Proposal: Pieces of our past has failed, this does nothing.

Add a new sub-rule to the rule What Am I?, entitled Declarations:

At any time, an Amnesiac can Assert their Role by setting it to a legal value on the wiki page Community, under the field ‘Asserted Role’.

Proposal: Pieces of our past

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 06 May 2020 09:12:23 UTC

Create a new rule called “What Am I?” which reads:

Each Amnesiac has a Role, tracked privately by the Emperor, which they are trying to remember. Whether they remember their Role is tracked in the Amnesiacs table of the “Community” wiki page as either Remembered or Forgotten, defaulting to Forgotten. An Amnesiac’s Role is a descriptor of who they were in the time before the storm, and may inform them of what their goals are on this once island paradise.

The list of possible Roles are: Mayor, Sheriff, Deputy, Gardener, Carpenter, Private Eye, Hunter, Fisherman, Imposter, Vandal, Arsonist, and Burglar.

An Amnesiac who has Forgotten their Role cannot achieve Victory.

 

Hidden role game with a twist: you don’t know your role at the start. You’ll have to take game actions to figure out your Role before working towards Victory.

Ascension Address: The calm after the storm…

You wake up on the beach. You don’t know where you are, or even how you got here. It’s difficult to push past the fog in your mind; it’s difficult to even register how hungry you are. You stand up and look around, for the first time registering the pounding behind your eyes. And you see a disaster. Broken trees lie fallen, knocked down as if mere playthings. Boulders and rooftops lie heaped in hollows and against hillsides, deposited by the winds to forgotten nooks and crannies.

All you remember is the storm, and islands seemingly sinking into the sea. You remember swimming, and gasping for air, only to receive another lungful of brackish water. You remember seeing land, and feeling the desperation of a drowning man. It seems like a lifetime ago.

As you pick your way through the fallen branches and scattered debris, you can’t help but think about your own broken memories, strewn before the storm as leaves before the wind. It’s time to pick up the pieces.

Repeal all rules, and replace all instances of “Player” and “Tom Nook” in the Ruleset with “Amnesiac” and “Past Memory” respectively.

Sorry for the delay, all! It took a bit longer than anticipated to get my ideas into writing. Trying to get a Coup-like hidden role game with a theme of amnesiacs trying to remember their past life in this Dynasty. Ofc set immediately after the Storm that ended Clucky VI.

Sunday, May 03, 2020

Dynasty discussion post

Let’s talk about this dynasty while we wait for the interdynastic nothingness to cease.

I have my thoughts on the wikipage for this dynasty. I can copy anyone’s comments from this thread to the wikipage as well.

Saturday, May 02, 2020

Return of the King

I unidle

it’s been a minute since I’ve played but I happened to check back today and there’s a DoV. A sign perhaps?

Friday, May 01, 2020

Declaration of Victory: Settle the Wreckage

Popular at 7-0. Congrats again. Enacted by DK

Adminned at 02 May 2020 05:41:00 UTC

Träskby has weathered the Storm, and is the Survivor. As Träskby’s Mayor, I had achieved Victory per rule 2.10 “The Storm.”

Story Post: The Storm Hits

The storm has struck the blognomic archipelago

Redwood, Tres Angeles and Träskby all had defenses built up.

Redwood’s index score was 0
Tres Angeles was 41
Träskby was 87

rolled a DICE126, result was a 99. Träskby has the largest index score less than this result.

Träskby is the surviving Island