Friday, December 30, 2022

Proposal: Ban Authorization and Registration Restriction Effectiveness and Documentation Act

Unpopular, 2-9. Josh

Adminned at 01 Jan 2023 11:11:51 UTC

Amend the core rule entitled “Explorers” by replacing the text

A human with access to the blog who is not already an Explorer may make a blog post making clear their wish to be an Explorer (plural form Explorers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become an Explorer.

with

A human with access to the blog who is not already an Explorer, except a human that an enacted CfJ or Proposal has previously purported to bar from playing BlogNomic, may make a blog post making clear their wish to be an Explorer (plural form Explorers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become an Explorer.

For each previously enacted CfJ or Proposal whose text purported to bar one or more humans from registering for or playing BlogNomic, said humans are hereby barred from playing BlogNomic.

Makes it explicit that registration bars under Fair Play actually prohibit registration.

Proposal: Expected Behaviors can be Sabotage [Core]

Unpopular, 2-8. Josh

Adminned at 01 Jan 2023 11:11:18 UTC

In the rule “Fair Play”, after

An Explorer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).

add

An Explorer shall not deliberately sabotage the software running the game. Except as permitted by the ruleset, an Explorer shall not use other features of the software running the game to interfere with normal gameplay, including by modifying the software itself.

Proposal: Find More Than Just Doors

Enacted popular, 8-1. Josh

Adminned at 01 Jan 2023 11:10:09 UTC

In the rule “Explorer Actions”, after “this includes information that is only publicly available for Lit rooms. “, add the following sentence:

If there is no Room in that direction, the Narrator shall instead privately disclose their current Room’s Malfeasance or lack thereof to them.

 

Caught Sleeping

Idling myself. Quorum remains 7.

The Cask of Amontillado

Benbot idles out in the mansion cellar, after eight days with no posts or comments. Quorum drops to 7.

Story Post: Turn 9 - Power in their hands

Janet continued to rest in the Foyer. A Flashlight appeared next to her.

Chiiika remained in the Sitting Room waiting to see what else would happen.

Habanero stayed in the Hallway, watching people come and go with his Lit Flashlight.

Benbot kept snoring loudly in the Cellar.

Trapdoorspyder grabbed the Fragment that appeared on the floor of the Supply Closet. Runes were etched on its surface, but parts of the runes were clearly missing along the edges of the Fragment. Perhaps if multiple Fragments were collected and put together, the runes would become whole and would allow something amazing to happen.

quirck reached down to the floor of the Library and grabbed the Monkey’s Paw. It felt oddly warm, despite not being attached to anything living.

Brendan feel asleep in the Library while trying to read one of the dusty tomes.

Raven1207 walked South to the Hallway.

Bucky walked Up to the Ballroom Overlook with his Lit Flashlight. Two moldy chairs faced a rotted wooden railing along the edge of the room which peered into the gloom of the floor below. A Fragment lay on the floor.

SingularByte walked South to the Tea Room.

Josh walked Down to the Billiard Room.

Kevan walked West to the Gallery, his Lit Flashlight shining on the groteseque pictures hanging on the walls.

Darknight walked South to the Cellar.

I realized that in previous story posts, I was not listing the Actions and Effects in the order in which they occurred, which may have caused some confusion, even though I did follow the steps in order when processing Planned Actions. From this post on, the order in which the Actions and Effects are described is the order in which they occurred according to the Mansion Phase rules.

Proposal: Secrets Coming to Light

Timed out and failed, 1-3 with 4 unresolved DEFs. Josh

Adminned at 01 Jan 2023 11:09:31 UTC

Create a new subrule of Malfeasances called Forbidden Knowledge:

Each explorer that is currently Possessed by Katastrophe or was previously possessed by Katastrophe has a list of up to 3 Rooms privately tracked by the Narrator known as their Domain. This Domain can be added to or removed from at any time by that explorer by privately messaging the narrator, and may include names of rooms that do not yet exist. A Domain without any Rooms in it is still considered to be a Domain. If a Room was requested to be added to a Domain before this rule came into existence, the Narrator should treat that request as if it was made at the moment this rule came into existence.

Whenever a Room with a Malfeasance exists but that Room is not in a Domain, then out of the Explorers without a Domain, the Narrator should privately select one of them randomly and should inform them of the name of the Room and the name of the Malfeasance but not any other details of the Malfeasance. This may only be done once for a given room.

The random selection of which Explorer is to be informed above is weighted towards Explorers who have been informed of the least amount of Malfeasances. Defining their Knowledge Count as the number of times they have been informed of a Malfeasance by this rule, for each Explorer, the Narrator should subtract their Knowledge Count from the highest Knowledge Count of all Explorers without Domains then add 1 to get the weighting that the random selection will use.

The Explorer currently Possessed by Katastrophe is not able to use room-bound Malfeasances that do not exist within their Domain, nor room-bound Malfeasances that have entered their domain after the start of the most recent Explorer Phase. This restriction does not apply on the turn that this rule comes into existence.

Here’s a possible way of spreading knowledge around. Now, each Katasrophe or ex-Katastrophe can have up to 3 secret malfeasances but the rest are shared out somewhat evenly between Explorers. From there, they can spread or trade the information freely.

Friday, December 30, 2022

Proposal: Opposites Attract

Withdrawn. Josh

Adminned at 01 Jan 2023 11:08:53 UTC

Append the following under “Advantages and Disadvantages”:

There exists situation where an Explorer will have more than one instance of one set of more than one source of Advantage and more than one source of Disadvantage that are both designated by the same number in the above list (for example, a Explorer may be Wise/Slow and obtain a Hipflask which grants them fast). In that case; for each of the instance the Explorer is considered to have none of the conflicting Advantages and Disadvantages.

Proposal: Nethacking

Timed out and enacted, 4-3 with 3 unresolved DEFs. Josh

Adminned at 01 Jan 2023 11:03:17 UTC

After the rule Items create a subrule named “Don’t try on stuff you haven’t BUC tested”

A Item may have a BUC status. Possible BUC status is enumerated as

• Blessed
• Uncursed
• Untested
• Cursed

and is defaulted at Untested.

In “Items”; after “If an Item is picked up in a Room, it is considered held by the Explorer. It must be removed from the Items publicly tracked for the Room in Banewood Mansion.” add

The Explorer who picked up the item must perform a DICE7 if the item is of Untested status; if the value rolled is less than or equal to 2 the Item is Cursed and is denoted as Cursed X where X is the item’s name and if the value rolled is more than or equal to 5 the item is Blessed and is denoted as Blessed X where X is the item’s name.

Change Monkey Paw to read

If this item would have any BUC status other than Cursed; it is considered to be Cursed and listed as a Cursed Monkey Paw.

The explorer who holds this may use the Use Monkey’s Paw Malfeasance.

Add a Item named Holy Water; with the text;

If this item would have any BUC status other than Uncursed; it is considered to be Uncursed.
An Explorer who held this Item may remove this item from their inventory and change a Cursed Item they hold into a Uncursed Item, or a Uncursed Item they hold into a Blessed Item.

Add a Item named Unholy Water; with the text

If this item would have any BUC status other than Uncursed; it is considered to be Uncursed.
An Explorer who held this Item may remove this item from their inventory and change a Blessed Item they hold into a Uncursed Item, or a Uncursed Item they hold into a Cursed Item.

Add a Item named Identification Scroll; with the text

An Explorer who held this Item may remove this item from their inventory if this Item is not Cursed and perform the following Atomic Action:

• Choose an Untested Item in the Room they are Located in.
• Roll a DICE7; if the value rolled is less than or equal to 2 the Item is Cursed and change the name of the Item as Cursed X where X is the item’s name and if the value rolled is more than or equal to 5 the item is Blessed and change the name of the Item as Blessed X where X is the item’s name

Add a line under Fireplace Poker:

If the Fireplace Poker is Cursed; they will have the Disadvantage Weak in addition to any Disadvantage they have, and lose the Advantage Strong.

Add a line under Rabbit’s Foot:

If the Rabbit’s Foot is Cursed; they will have the Disadvantage Unlucky in addition to any Disadvantage they have, and lose the Advantage Lucky.

Add a line under Musty Tome:

If the Musty Tome is Cursed; they will have the Disadvantage Rash in addition to any Disadvantage they have, and lose the Advantage Wise.

Add a line under Hipflask:

If the Hipflask is Cursed; they will have the Disadvantage Slow in addition to any Disadvantage they have, and lose the Advantage Fast.

Change Fragments to the following text:

If this item would have any BUC status other than Cursed; it is considered to be Cursed and listed as a Cursed Fragment.
Whenever Katastophe unpossess the Explorer that is holding this Item; this item is immediately dropped as if it is not Cursed.

ooh! cursed everything!

Call for Judgment: Dreading the dreaded reset

Enacted popular, 7-0. Josh

Adminned at 30 Dec 2022 17:03:01 UTC

If the Narrator was already privately tracking a variable named Dread prior to the enactment of Fixing the Broken Stage, the Narrator may preserve that value of Dread as a nonnegative integer variable in conformance with the current ruleset rather than resetting it to 0.

Josh posted in Discord that as an effect of enacting the proposal “Fixing the Broken Stage”, the privately-tracked variable Dread should reset to 0.

For comparison, this was the rule prior to the enactment of “Fixing the Broken Stage”:

There is a privately tracked variable named Dread, defaulting to 0

This is the rule after the enactment of “Fixing the Broken Stage”:

There is a private nonnegative integer variable tracked by the Narrator named Dread, defaulting to 0

I had already been tracking Dread privately and had been performing mathematical operations on it as required by the rules before the enactment of “Fixing the Broken Stage”, thus I had de-facto treated it as numerical, so I believe it should not be reset on the basis of “numerical” vs “non-numerical”.

On the basis of “privately tracked by the Narrator” vs “privately tracked” (presumably by everyone), I see the enactment as removing the tracking of Dread by anyone who is not the Narrator, but the Narrator may continue to track what was already being tracked before.

I need a judgement as to whether or not the Dread as privately should be reset to 0.

Proposal: Critical Mass

Timed out and enacted, 6-0 with 3 unresolved DEFs. Josh

Adminned at 31 Dec 2022 19:42:11 UTC

In the rule “Fragments”, after “Only one new Fragment may be created per turn.”, add:-

A Fragment may not be created in a Room which contains a Fragment, or which contains an Explorer who is carrying a Fragment.

Since these can be created by Katastrophe shortly before the Turn ends (and, indeed, seem to be being updated by the Narrator as a combined action with posting the Consequences, suggesting they’re receiving these instructions quite late in the turn), us mere mortals should have some time to react, if a lucky Explorer is about to be given their second or third.

Proposal: Shifting halls

Timed out and enacted, 3-2 with 3 unresolved DEFs.

Adminned at 31 Dec 2022 19:41:14 UTC

Modify the effect of the Malfeasance “Dark Reordering” in the rule Malfeasances to:

The room occupied by the acting Explorer is destroyed along with all connections associated with it. All Explorers and items occupying that room (as well as the Black Cat, if present) are displaced to a connecting room at random. For each room that had a connection removed here (except, of course, the destroyed room), the Narrator may add a new connection to that room if possible. These new connections should be towards existing rooms, and should be made with the intent of both keeping the traversal around the mansion to the various rooms at approximately the same difficulty as before the malfeasance was activated, and keeping rooms within the same general region of the mansion. The Foyer is not able to be destroyed by this Malfeasance.

A nerf, but not a total one. Now, deleting rooms will no longer potentially risk entire sections becoming virtually inaccessible to make up for the fact that the malfeasance is always accessible.

Proposal: A Little More Excitement

Withdrawn. Josh

Adminned at 31 Dec 2022 16:07:08 UTC

In the rule “Items” add a subrule titled “Crystal Ball” and give it this text:

An Explorer who holds the Crystal Ball and who is not Possessed by Katastrophe may privately ask the Narrator for the location of a Malfeasance during the Explorers Phase. The Narrator must choose one Room from all of the Rooms that currently have Malfeasances using a private random roll. The Narrator must then privately reply to the Explorer with the name of the chosen Room and the name of the Malfeasance in that Room, but not any other details of the Malfeasance, as soon as possible.

If an Explorer who holds the Crystal Ball asks the Narrator for the location of a Malfeasance, during the next Mansion Phase the Narrator must remove the Crystal Ball from the Explorer and add it to a Room chosen by the Narrator using a private random roll.

If an Explorer who is Possessed by Katastrophe holds the Crystal Ball during the Explorers Phase, the possessed Explorer may privately inform the Narrator of a Room location for the Crystal Ball before the next Mansion Phase. During the next Mansion Phase the Narrator must remove the Crystal Ball from the possessed Explorer and add it to the Room chosen by the possessed Explorer. If the possessed Explorer did not choose a Room, the Narrator must choose a Room using a private random roll.

I think it’s a little dull that only a few Explorers possessed by Katastrophe will ever really get to use Malfeasances, since they’re the ones most likely to discover where they are. This Proposal allows other Explorers the opportunity to discover and use them. Note that the Explorer possessed by Katastrophe already has a way to discover Malfeasances, so I added an explicit check so that there aren’t two ways of discovery for a possessed Explorer.

Proposal: Signal, Noise

Withdrawn. Josh

Adminned at 31 Dec 2022 16:06:30 UTC

If the explorer called Josh is not Possessed by Katastrophe, make them Possessed by Katastrophe and make any other explorer who is Possessed by Katastrophe not Possessed by Katastrophe; the rest of this proposal then has no effect.

If the explorer called Josh is Possessed by Katastrophe, make them not Possessed by Katastrophe, and move the Black Cat to a random room that contains exactly one Explorer.

Proposal: A Little Daylight

Timed out and failed, 2-2 with 5 unresolved DEFs. Josh

Adminned at 31 Dec 2022 16:05:57 UTC

Remove the “Dark Reordering” Malfeasance from the “Malfeasances” rule.

Josh added this new and powerful once-per-turn Katastrophe ability to the ruleset as part of a recent proposal which was misleadingly described as “Just moving thins around a bit, really”. Did a quorum fully support it, or were they just generally supporting the good work done tidying up the Malfeasance rule?

The aim of the game right now is “gather three fragments and use them in a place far away from everyone else”. Gathering fragments is already easier if you’ve teamed up with Katastrophe, who chooses where they appear; this new power also makes it easier to get away from everyone if Katastrophe can erase important rooms for you and wire them back up in the worst possible way.

Thursday, December 29, 2022

Story Post: Turn 8 - A Fragment of a Chance

Two new Explorers appeared in the Foyer, dazed from being transported there from some unknown location. Chiiika immediately walked North into the Sitting Room, while Jason sat down in the Foyer to recover for a little while. Raven1207 walked West into the Foyer to join the newcomers.

Habanero decided to stay put in the Hallway to gather their thoughts.

Bucky walked North into the Ballroom.

Brendan and quirck both walked West into the Library.

Benbot rested in the Cellar.

Trapdoorspyder walked East in the Supply Closet, looking for a secret passage but finding nothing but cobwebs.

SingularByte grabbed the Hipflask that was in the Corvid Aviary.

Josh grabbed the Rabbit’s Foot from the floor of the Gymnasium.

Kevan walked East to the end of the Museum and checked behind every statue there, but none were guarding any hidden doorways.

Darknight walked East in the Wine Cellar but couldn’t find anything beyond the dusty wine cabinets.

Proposal: The Renamening

Enacted popular, 13-0. Josh

Adminned at 29 Dec 2022 23:07:27 UTC

Change the name of the player known as Jason to Janet.

For what are likely to be obvious reasons.

The Unidling

Please unidle me.

Full disclosure: I don’t know how much I’m actually going to participate in dynastic gameplay.

Proposal: Fixing the Broken Stage

Enacted popular, 10-1. Josh

Adminned at 29 Dec 2022 23:05:25 UTC

Change the rule “Atmosphere” to read as follows:

There is a private nonnegative integer variable tracked by the Narrator named Dread, defaulting to 0. There is a publicly tracked variable named Mood, defaulting to “Calm”.



Set Dread to 0.

yea; orphaned variable and a potential scam

there was a broken stage somewhere before in Blognomica; in the reigns of a certain person named Josh that nearly killed an explorer…..

Proposal: [Core] Rewording Tags

Enacted popular, 12-1. Josh

Adminned at 29 Dec 2022 23:04:25 UTC

For the Core Rule Tags, change its rules text to be as follows:

Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).

Votable Matters making changes to the Core Rules, the Special Case Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:
* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Special Case] for Special Case Rules changes and [Appendix] for Appendix Rules changes.
* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.

This should leave the actual mechanics unchanged, but just worded in such a way that it doesn’t contradict itself. Edit: Also, removed the section about needing the victory tag under the following reasoning: If Victory is being granted directly then it’s already obvious and doesn’t need a tag, and if it’s indirectly being granted then it would be weird to need a tag for such a wide scope - we’d basically have to add it any time we make a victory condition.

Proposal: Templating in the Dark

Enacted popular, 10-0. The second change has no effect due to the target text not being in the ruleset to replace. Josh

Adminned at 29 Dec 2022 23:03:53 UTC

If “Come To The Drawing Room For Afternoon Fea” is not enacted; the text from now until “jumpTo 1” have no effect and is considered flavor text.

In the Disguise as a Box point rules change

(though that Explorer may always request to know their own position and the Narrator should tell them)

into

(the Explorer in question may privately request to the Narrator to know their own position and the Narrator should truthfully respond at their earliest opportunity.)

“jumpTo 1”

If “Escalating Tension” is not enacted; the text from now until “jumpTo 2”.have no effect and is considered flavor text.

In the table of Malfeasances; change

and if the mood is not “Calm”, their Sanities are reduced by 1 each if not already 0.

into

and if the mood is not “Calm”, each of their Sanities are reduced by 1 to a minimum of 0.

“jumpTo 2”

more templating

Tuesday, December 27, 2022

Chiiika’s soul returns

I would like to unidle myself.

an explorer rises up from the crowd. “I am Chiiika and I’m going to explore the mansion!”

Proposal: Hot Fragments

Timed out unpopular, 4 votes to 6 with 2 unresolved DEFs.

Adminned at 29 Dec 2022 23:00:33 UTC

In the rule Mansion Phase, add the following step to the steps of the “Reveal the Consequences” action, placing it immediately before the step that begins “If The Black Cat’s Location has not changed since the beginning of this Mansion Phase”:

If no Explorer has ceased to be Possessed by Katastrophe this Turn, and no Fragment has been created this turn, create a Fragment in the Black Cat’s Location.

The Narrator can place a fragment anywhere he wishes using the general process for placing items. But this requires him to add a fragment every turn, by specifying a default location.

Proposal: Building blocks

Withdrawn. — Quirck

Adminned at 29 Dec 2022 15:04:48 UTC

In the rule Ruleset and Gamestate, change the second paragraph to read:

It comprises five Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which apply in special cases; 4) persistent mechanics that tend to be frequently re-used; and 5) the appendix, which complements and clarifies the Ruleset.

Add a new section to the ruleset, after Special Case and before Appendix, called Persistent Mechanics. At its top level, give it the following text:

The following are mechanics that are frequently used in BlogNomic. They do not switch on or off, like special case rules; they are considered to always be in effect, but unless they are specifically called out by name or keyword in a dynastic rule, they are not in use in the current dynasty. In the specifics of their application, they have lower prioritisation than any dynastic rule.

Add the following as a new rule to that section, called Inventory and Items:

Each Explorer has an Inventory, which is publicly tracked. Items are game objects that can be held by an Explorer in their Inventory. When an Explorer has an Item in their Inventory, they may be said to be holding it, carrying it, to own it or to possess it.

When an Explorer ceases to own, hold, carry or possess an Item, it is no longer in their Inventory.

Items may have Held Effects, which are persistently in play when the Item is held, or Use Effects, which are triggered when the Item is used as defined by the dynastic rules.

Add the following as a new rule to that section, called Traitor:

Any Explorer who has a role that is defined as being a Traitor is under no obligation to honor any informal promises they have made with other Explorers, nor to tell the truth to them, and is encouraged to lie to and betray other Explorers in order to achieve any possible advantage. An Explorer is under no obligation to honor any informal promises they made while they were a Traitor, regardless of whether they still have that role, but if they break such a promise while not in a Traitor role they should disclose that they were a Traitor when they made it.

Change the third paragraph of the rule Possession to read “When an Explorer is Possessed by Katastrophe then they are a Traitor.”

A first initial pass at this, which I expect to fail but wanted to kick around a little.

There are certain mechanics - inventories, maps, NPCs, traitors - that we keep coming back to, and sometimes we get the wording right and sometimes we don’t. I think it might be worth a little ruleset real estate to establish some best-practice wording for common mechanics that can be simply invoked when needed.

Proposal: We all know the intent here

Quorums 12-0. — Quirck

Adminned at 29 Dec 2022 15:04:04 UTC

At the end of the last sentence of the rule Explorer Actions, append:

A planned action of “Move” together with a direction is considered to be synonymous with a planned action of “Walk” together with that direction.

This has happened twice now, and it seems harmless enough to permit it.

Proposal: Come To The Drawing Room For Afternoon Fea

Passes 7-2. — Quirck

Adminned at 29 Dec 2022 15:02:13 UTC

Rewrite the rule Malfeasances (leaving any subrules unaffected) as follows:

A Malfeasance is a type of Planned Action that is associated with a room, role or specific Explorer.

Malfeasances come in three types: Room-Bound, Role-Bound or Item-Bound.

A Room-Bound Malefeasance may only be carried out when the acting Explorer occupies a Room that has that Malfeasance associated with it, and when that Room is Dark. A Role-Bound Malefeasance may only be carried out when the acting Explorer has the relevant Role, and when they are in a dark Room. An Item-Bound Malfeasance may only be carried out when the acting Explorer is holding the relevant Item, but may be carried out regardless of whether they are in a dark or lit Room.

Malfeasances have a flavour-text Name, an Effect which is carried out as the effect of the Planned Action, and Restrictions, which must be met for the Planned Action to take place, and which must include any Role or Item requirements for Role- or Item-Bound Malfeasances. A Malfeasance may also have an associated Defense, which must be one of the possible Advantages, and may have a Hindrance, which must be one of the possible Disadvantages. If an Explorer would choose a given Malfeasance as their Planned Action, but that Explorer has the same Disadvantage as that Malfeasance’s Hindrance, then the Explorer cannot carry out that Malfeasance. Conversely, if an Explorer would be affected by another Explorer’s Malfeasance, but the former Explorer has the same Advantage as that Malfeasance’s Defense, then that Explorer is not so affected.

A Room’s Malfeasance is privately tracked by the Narrator. At any time, an Explorer who is possessed by Katastrophe may privately ask the Narrator what the Malfeasance is in the room that they current occupy then the Narrator should truthfully respond at their earliest opportunity.

Possible Malfeasances are as follows:

{| class="wikitable"
|+ Malfeasances
|-
! Name !! Type !! Effect !! Restrictions !! Defence !! Hindrance
|-
| Kidnapping || Room-Bound || The acting Explorer and the named target Explorer are moved to the named other Room || An Explorer other than the actor, in the same Room as the actor, and another target Room must be named || Strong || Weak
|-
| Set a Trap || Room-Bound || The Trap associated with this room is Set and will trigger on the next eligible Explorer to enter the room, as per the rule Traps. || The Trap associated with this room is not already Set. || Fast || Rash
|-
| Sudden Distraction! || Room-Bound || The acting explorer creates an opportunity to pickpocket the named explorer. They take the chosen Item from the Items of the named explorer, should that item exist there. || An Explorer other than the actor, in the same Room as the actor, and they have an item that the actor chooses. || Wise || Slow
|-
| Disguise as a Box || Room-Bound || The Explorer turns invisible. For as long as they are at most one connection away from the room with this Malfeasance, their location is privately tracked by the Narrator rather than tracked publicly (though that Explorer may always request to know their own position and the Narrator should tell them). When the Explorer is two or more connections away from that room, the disguise seems out of place and their Location immediately should be revealed by the Narrator. || N/A || N/A || Unlucky
|-
| Divination || Room-Bound || The acting Explorer is told at the beginning of the next Explorer Phase the exact location of the Black Cat || N/A || N/A || Rash
|-
| Kibble || Room-Bound || The Black Cat is moved in the direction stated || A Direction, which may be Up, Down, North, South, East or West || N/A || Slow
|-
| Dark Reordering || Role-Bound || The room occupied by the acting Explorer is destroyed, along with all connections and items associated with it, and all Explorers occupying that room (as well as the Black Cat, if present) are displaced to a connecting room at random. The Narrator then must create the minimum number of Connections required to ensure that all Rooms are indirectly connected to all other Rooms. || The actor must be Possessed by Katastrophe. || N/A || Rash
|-
| Use Monkey's Paw || Item-Bound || Add to Dread a value chosen by the Actor, to a minimum of zero if reduced. Subtract 1 from the actor's Sanity. || Must be accompanied by a single specified value, which must be between -10 and 10. Must have the Monkey's Paw item. || N/A || N/A
|}

In the rule Rooms, change “Optionally, a Malfeasance” to “Optionally, a Room-Bound Malfeasance”. Change the description of the Monkey’s Paw item to read, in full, “This Item is Cursed. The holder may use the Use Monkey’s Paw Malfeasance.”

Just moving thins around a bit, really;

Story Post: Turn 7 - Fancy Old Things

Habanero walked South to the Hallway, his Lit Flashlight illuminating the moldy carpet. As he walked in, Brendan walked Up to the Gallery.

Kevan walked East and felt along the walls of the Gallery. His feet brushed against a knot in the flooring, and a section of the east wall slid back to reveal the Museum. Kevan walked in with his Lit Flashlight and saw rows of steel cases with double-paned glass fronts, displaying a wide variety of artifacts collected around the world. Carved statues of plaster, wood, or ivory were interspersed between the cases, each statue depicting the snarling or roaring face of some fearsome demon or other supernatural entity.

Benbot crawled along the floor of the Cellar, looking for a way Down. He didn’t find anything leading down, but while crawling on the floor, he noticed a Musty Tome lying nearby.

Darknight checked the North wall of the Cellar and found a recessed latch in the wall. Pulling it revealed a Wine Cellar filled with wooden racks containing old dust-covered glass wine bottles. Several wooden casks lay broken apart all around the room.

Josh walked Up to the Gymnasium and caught sight of a Rabbit’s Foot lying among the exercise equipment there.

Trapdoorspyder attemped to “move” West, but much like another Explorer before him, he couldn’t decide whether to walk or to flee, so he did neither and remained in the Supply Closet.

Raven1207 walked South into the Tea Room, while SingularByte checked the North wall of the Corvid Aviary for any secret passages. He found none, but his eye did catch a Hipflask nestled among the branches of the gnarled trees, its metal glinting in the Moonlight.

quirck walked South into the Gallery.

Bucky walked East into the Dining Room.

Tuesday, December 27, 2022

Proposal: Forgotten Memories

Times out 6-7 and therefore fails -SingularByte

Adminned at 29 Dec 2022 05:19:11 UTC

In the subrule “Persistence” of the rule “Possession”, add the following bullet to the end of the list “The following is Persistent Information:”

The locations and types of any Malfeasances set through Room creation by the Narrator at the urging of an Explorer who was Possessed by Katastrophe at the time those Rooms were created

There is currently a gap in the persistent knowledge of Katastrophe, namely the Malfeasances created when the possessed Explorer urges the Narrator to create a Room and set the Malfeasance for it. You decide whether this is on purpose or a gap that should be patched.

Proposal: Escalating Tension

Reaches quorum 9-0 and is enacted (with one section discarded due to a typo) -SingularByte

Adminned at 28 Dec 2022 10:21:39 UTC

Append the following text to the Effect of Kidnapping in the table of Malfeasances:

and if the mood is not “Calm”, their Sanities are reduced by 1 each if not already 0.

In the rule Traps, after each of “the triggering Explorer’s planned action and ploy are set to Rest and cannot be changed willingly by that Explorer until the end of the next mansion phase.” and “the triggering Explorer is immediately moved through the connection in the direction chosen by the Narrator when this effect was selected, if that direction has a room.”, add the sentence:

If the mood is not “Calm”, their Sanity is reduced by 2 to a minimum of 0.

In the same room, after “they didn’t exist for the purposes of Movement Planned Actions.”, add the sentence:

If the mood is not “Calm”, the Sanity of each Explorer inside the room is reduced by 2 to a minimum of 0.

In the steps of Reveal the Consequences in the rule “Mansion Phase”, after the step that begins “Repeat the preceding step until no Explorers moved during it”, add this as a new step:

* If the mood is Frightening, each Explorer with Flee as their Planned Action loses 1 Sanity for each Room they both entered and left during that action, to a minimum of 0.

As the Mood worsens, more and more actions cause Sanity loss.

Sanity losses for traps was set at 2 because one of them forces a Rest but should still be a net loss.

Friday, December 23, 2022

Proposal: Local Disruption Chants Only

Reaches quorum 9-0 and is enacted -SingularByte

Adminned at 27 Dec 2022 12:11:17 UTC

In the room “Mansion Phase”, change

that Explorer achieves victory unless an odd number of Explorers performed a Disruption Attempt this turn

to

that Explorer achieves victory unless another Explorer performed a Disruption Attempt in the same Room or a Room Connected to it this turn.

A Summoning Attempt can still disrupt another Summoning Attempt at any distance, though.

Thursday, December 22, 2022

Proposal: Tempestest

Reaches quorum 8-1 and is enacted -SingularByte

Adminned at 27 Dec 2022 12:09:18 UTC

After the step beginning with “If Dread is less than 47…” in the list of steps in the rule “Mansion Phase” append the following:

* If, during the preceding step, the Mood changed to something other than “Calm,” then: remove each item named Lit Flashlight or Unlit Flashlight that is held by an Explorer from that Explorer; for each such Item, add it to a randomly-selected Room using a privately-generated random selection method; and set all Circuit Breaker values to “Off” as if by the Planned Action Flip Breaker X, where X is each existing Room.

Proposal: Nothing Lasts Forever

Quorums 7-0. — Quirck

Adminned at 23 Dec 2022 15:54:56 UTC

If the Proposal “Piece It Together” is not enacted, this Proposal has no effect.

Add a subrule titled “Summoning Attempt” to the rule “Explorer Actions”. Give it the following text:

As the last step of an Explorer performing a Summoning Attempt, 1 Fragment is removed from the performing Explorer and added to a Room randomly chosen by the Narrator’s private dice roll

In the Proposal “Piece It Together”, once an Explorer has 3 or more Fragments, they can keep trying a Summon Attempt every turn until they achieve Victory, which makes the Victory inevitable. If more than one Explorer has 3 Fragments and they all try a Summon Attempt every turn, it makes Victory impossible. This change shakes it up a bit so that no one Explorer has a monopoly on achieving or preventing Victory for very long.

Wednesday, December 21, 2022

Holiday in the Mansion

I am not going to start the next Mansion Phase until after the Seasonal Downtime. I’ll probably start it some time after 12:00 Dec 27th UTC.

Story Post: Turn 6 - Where there is Smoke

Brendan walked South to the Hallway where it seemed like a lot of other people had been heading.

SingularByte walked East to the Corvid Aviary to join Raven1207, who was resting there while staring at the moon.

Darknight walked Down to join Benbot in the Cellar.

Josh walked South to the Billiard Room, where he bumped into what was likely a billiard table. Meanwhile, Bucky walked West, felt around the wall, and found a way to slide it aside, revealing a Smoking Room lit with a recessed lightbulb tucked behind tall wooden shelves. As Bucky walked in, he smelled the odor of old cigar paper and tobacco ash that lingered in the room.

Kevan peeked South into the Main Bedroom with his Lit Flashlight and nodded to himself as he thought about what he saw.

Habanero fled West through the Tea Room and into the Foyer, lighting up the room with his Lit Flashlight. Trapdoorspyder remained in the Supply Closet twiddling his thumbs.

quirck continued to stay in the Guest Bedroom not doing much.

Proposal: When Good Men Do Nothing

Fails 1-6, less than quorum not voting against. — Quirck

Adminned at 23 Dec 2022 15:52:33 UTC

Add a subrule to “Explorer Actions” called “Knockouts”, and give it the following text:

If no Explorer other than the one Possessed by Katastrophe successfully carried out a Peek, Walk, Flee or Grab action during a given Mansion Phase, the Explorer (if any) who was Possessed by Katastrophe at the start of that Mansion Phase achieves victory and the Narrator should announce that fact during the subsequent Explorers Phase.

For this purpose, any change to any publicly tracked gamestate other than Planned Actions is a success, a Peek or Walk is additionally successful if it allowed the Narrator to Expose a Secret Passage even if the Narrator declined to do so, and a Peek is additionally successful if it resulted in a disclosure of any nonpublic information, which might be information that a particular thing whose location is unknown is not present in a particular location.

If there exists a rule called “Fragments”, add “Chant, ” before “Flee” in the new rule.

A villainous win condition: checkmate everyone else.

Proposal: Mental Breakdown

Passes 8-0. Enacted by Brendan.

Adminned at 22 Dec 2022 21:23:21 UTC

Add a subrule titled “Sanity” to the rule “Explorers”. Give it the following text:

If an Explorer’s Sanity is less than 3 at any time, they involuntarily drop all held Items including Cursed Items, and their Ploy and Planned Action becomes “Rest” and cannot be changed until their Sanity is 3 or greater.

Replace this text in the rule “Explorer Actions”

Resting has no current effect.

with this text:

Resting adds 1 to the acting Explorer’s Sanity if the value is not already 10. Otherwise, it has no effect.

Might as well make Rest and Sanity mean something.

Tuesday, December 20, 2022

Proposal: Piece It Together

Times out 10-1. Enacted by Brendan.

Adminned at 22 Dec 2022 21:20:03 UTC

Add a new subrule, “Fragments”, to the dynastic rule “Items”. Give it the following text:

Fragments are Cursed Items, but when an Explorers ceases to be Possessed by Katastrophe they involuntarily drop all their Fragments. Only one new Fragment may be created per turn.

Add “Chant” to the list of “available Planned Actions” in the rule “Explorer Actions”.

In the rule “Explorer Actions”, after the paragraph starting with “Grabbing causes”, add the following paragraph:

Chanting is a Summoning Attempt (with all the defined effects thereof) if the one performing it holds at least three Fragments and is not possessed by Katastrophe, and a Disruption Attempt (with all the defined effects thereof) if it’s not a Summoning Attempt.

In the list of steps in the rule “Mansion Phase”, after the step that begins “If Dread is less than 47”, add the following step:

If exactly one Explorer performed a Summoning attempt this turn, that Explorer achieves victory unless an odd number of Explorers performed a Disruption Attempt this turn.

 

Proposal: Tempest Pugilist

Times out 2-4 with 2 unresolved DEFs. Failed by Brendan.

Adminned at 22 Dec 2022 21:16:10 UTC

If there is no rule entitled “Doom Clock” then create a rule entitled “Mood Swings” as follows:

If, during a Mansion Phase, the Mood is changed, the Narrator may and should perform the following steps at their earliest convenience:

  • Remove each item named Lit Flashlight or Unlit Flashlight that is held by an Explorer from that Explorer, for each such Item, add it to a Room using a privately-generated random roll
  • Set all Circuit Breaker values to “Off” as if by Planned Action Flip Breaker X, where X is each existing Room

If there is a rule entitled “Doom Clock” then rename it to “Mood Swings” and rewrite it as if it were created by the clause above, and remove the step beginning “Add 1 to the Doom Clock…” from the “Mansion Phase” subrule.

Proposal: Tempus Fugit

Withdrawn. — Quirck

Adminned at 21 Dec 2022 16:13:10 UTC

Add a new rule called “Doom Clock”, and give it the following text:

The Doom Clock is a publicly-tracked integer with a valid range of 0 to 13 inclusive, defaulting to 0.

If the Doom Clock value is ever set to 13, the value cannot be changed unless this rule is repealed.

Any time the Doom Clock value changes, the following steps are carried out by the Narrator according to the new value of the Doom Clock, if the value is listed in the table below. The default is to do nothing.

{| class="wikitable"
|+ Doom Clock
|-
! Value !! Steps

|-
| 6 || Each item named Lit Flashlight or Unlit Flashlight that is held by an Explorer is removed from the Explorer and added to a Room using a privately-generated random roll. All Circuit Breaker values are set to "Off" as if by Planned Action "Flip Breaker X" where X is each existing Room.
|-
|}

In the Mansion Phase subrule, add the following bullet before the bullet with the text “Apply all Drawbacks from all Items in the gamestate”:

* Add 1 to the Doom Clock value and carry out any steps associated with this new value according to the rules for the Doom Clock

Proposal: The Fast and the Spurious

Quorums 7-0. — Quirck

Adminned at 21 Dec 2022 12:23:09 UTC

Add a subrule to “Items” called “Hipflask” with the following text:

If an Explorer holds a Hipflask, that Explorer is considered to have the Advantage Fast in addition to any other Advantage they may have.

Story Post: Turn 5 - It’s More Fun in the Dark

Darknight walked South into the Hallway, which was now Dark because Bucky turned off his flashlight.

Raven1207 was curious about the new door to the East and walked that way into the Corvid Aviary, where the Moonlight shone dimly through the thick chain-link ceiling that allowed a view of the midnight sky. High metal walls surrounded the room, while gnarled trees twisted their leafless branches in a clutter of bare forest. A caw of some type of bird could be heard somewhere in the room among the branches.

Bucky walked West into the Dining Room after turning off his flashlight, Josh following behind him. Kevan, who also turned his flashlight off, walked Up to the Gallery, curious about the upstairs of the house. SingularByte fled North, through the Foyer and into the Sitting Room where he came to a halt.

While no one was looking, Benbot walked downstairs to the Cellar, where he fumbled around in the dark for a while before discovering an Electrical Panel. The panel was filled with circuit breakers, but unfortunately it was too dark for him to make out which circuit breaker went to each room.

quirck walked North into the Guest Bedroom, not finding anything of interest in the dark other than bumping into some sort of bed.

Habanero took this moment to rest his eyes in the Supply Closet. Brendan, who was with him in the Supply Closet, took advantage of this and turned off Habanero’s flashlight to make the room dark, then fled West through the Tea Room and into the Foyer.

Monday, December 19, 2022

Proposal: > inv

Reached quorum 7 votes to 0 with 1 unresolved DEF. Enacted by Kevan.

Adminned at 20 Dec 2022 15:32:15 UTC

Add a subrule to “Items” called “Fireplace Poker” as follows:

If an Explorer holds a Fireplace Poker, that Explorer is considered to have the Advantage Strong in addition to any other Advantage they may have.

Add a subrule to “Items” called “Rabbit’s Foot” as follows:

If an Explorer holds a Rabbit’s Foot, that Explorer is considered to have the Advantage Lucky in addition to any other Advantage they may have.

Add a subrule to “Items” called “Musty Tome” as follows:

If an Explorer holds a Musty Tome, that Explorer is considered to have the Advantage Wise in addition to any other Advantage they may have.

I can’t think of a thematic one for Fast. “Good Sneakers” just seems wrong.

Proposal: Light Rendering Update 2.1

Quorums 9-0. — Quirck

Adminned at 20 Dec 2022 11:28:18 UTC

If the proposal Light Rendering Update 2.0 failed, this proposal does nothing.

In the rule Lighting, replace “Adding or removing the Unlit prefix is referred to as lighting or unlighting it respectively” with

Adding or removing the Unlit prefix is referred to as unlighting or lighting it respectively

Proposal: Dark Side of the Moon

Quorums 7-0. — Quirck

Adminned at 20 Dec 2022 11:26:36 UTC

In “Rooms”, replace “When a Room is added, the Narrator may set the values of any of the Room’s qualities as part of adding the Room.” (or “Regardless of how the name is chosen, the Narrator may set the values of any of the Room’s qualities as part of adding the Room.”, whichever of those strings exists) with:-

When a Room is added, the Narrator may optionally add Lightbulb, Unlit Lightbulb or Moonlight as a light source for it, may optionally add a defined Malfeasance as its Malfeasance, and may optionally set its Circuit Breaker to “On”.

In “Items”, replace “Once per turn, up to three Items may be added to any Rooms by the Narrator, as a Supernatural Action.” with:-

Once per turn, up to three Items defined by subrules of this rule may be added to any Rooms by the Narrator, as a Supernatural Action.

The recently manifested moonlight is a nice idea, but I’m uneasy at the thought that Katastrophe can create these text strings at will (if, say, a future rule assigns victory when a particular noun exists in the game).

Proposal: Light Rendering Update 2.0

Quorums 9-0. — Quirck

Adminned at 20 Dec 2022 11:24:03 UTC

In the rule Rooms, remove “A Room is said to be Dark if this list is empty, or Lit otherwise.”

Create a subrule of Rooms called Lighting:

A Room is said to be Dark if either its list of light sources is empty, or if all light sources within the list begin with “Unlit “. Otherwise it is Lit. Adding or removing the Unlit prefix is referred to as lighting or unlighting it respectively, and a light source can only have at most one instance of the Unlit prefix.

In all rooms that exist at the time of submitting this proposal except the Corvid Aviary, add “Unlit Lightbulb” to their light sources list. In the Foyer room, remove Sconces from its light sources.

Make Electrical Panel a subrule of Lighting, and replace its bullet points with:

* If the Circuit Breaker value for that Room was “Off” at the beginning of the Mansion Phase, change it to “On” and light all lightbulbs in that Room.
* If the Circuit Breaker value for that Room was “On” at the beginning of the Mansion Phase, change it to “Off” and unlight all lightbulbs in the Room.

In the rule Flashlight, replace “the Explorer can use it” with:

the Explorer holding the flashlight can use it

Sunday, December 18, 2022

Proposal: The Hands of Fate

Reached quorum 7 votes to 0. Enacted by Kevan.

Adminned at 19 Dec 2022 15:51:19 UTC

Remove “At any time, the Narrator may add to the list of Rooms or add connections between Rooms in any way they see fit.” from the rule “Rooms”.

Accidentally left in place by The House of Katastrophe: useful to have kept for a while, but obsolete with the advent of secret passages.

Story Post: Turn 4 - Up, Up, and Away

Darknight decided to take a nap in the Foyer.

Raven1207 walked North to check the wall of the Sitting Room again, but there was still no Secret Passage. While he was there, a new door appeared East in the Sitting Room.

Trapdoorspyder walked East to check out the Supply Closet. As he was leaving, a new door appeared North in the Tea Room.

Bucky peeked West into the Dining Room with his Lit Flashlight and took note of what he saw. Benbot decided to sit down and take a breather in the Hallway, while quirck walked Up to the Gallery, where he found more rooms North, South, and West.

SingularByte walked East into the Hallway to join some of the others there.

Josh and Kevan both walked North into the Hallway, Kevan’s Lit Flashlight leaving the Utility Room and plunging it into darkness.

Habanero grabbed the Lit Flashlight in the Supply Closet, while Brendan leaned up against the wall and closed his eyes for some quick shut-eye.

Call for Judgment: The Persistence Of The Persistence

Passes 4-3. — Quirck

Adminned at 21 Dec 2022 12:20:57 UTC

If there is not a rule called Persistence, add it as a subrule to the rule Possession, with the text indicated in this proposal, and then, if it is not already resolved, fail it.

If there is a rule called Persistence and it is not a subrule to the rule Possession, move it such that it is.

If there is a rule called Persistence and it is a subrule of the rule Possession then this CfJ has no further effect.

Proposal: Queuing up Rooms

Withdrawn. Failed by Kevan.

Adminned at 19 Dec 2022 15:50:01 UTC

If the Proposal “Rumours of Rooms” is not enacted, this Proposal has no effect

In the subrule “Mansion Phase”, after the bullet “Edit the state to Mansion Phase in Banewood Mansion”, add this bullet:

For every named Room in the rules, if no Room exists with that name, the Narrator must add the Room to a Room Queue which is privately tracked by the Narrator, if the Room is not already in the Room Queue. When adding a Room to the Room Queue, the Narrator privately rolls a DICE6 and tracks the result as an integer named Room Priority with the Room in the Room Queue, re-rolling if the result ties with any existing Room Priorities in the Room Queue.

In the Rule “Rooms”, replace the paragraph starting with:

When a Room is added

with the following paragraph:

When a Room is added, the Narrator first subtracts 1 from all of the Room Priorities in the Room Queue. If a Room Priority is 0 after this subtraction, the Narrator must use that Room name and remove it from the Room Queue. Regardless of how the name is chosen, the Narrator may set the values of any of the Room’s qualities as part of adding the Room.

This changes the “Rumor of Rooms” a little, because in that Proposal, there’s a fairly high chance that the Room may still never appear if the dice roll is particularly unlucky. With this Proposal, the Room is inevitable, it’s just a matter of when.

Proposal: Wandering Spirit

Quorums 8-0. — Quirck

Adminned at 19 Dec 2022 08:10:44 UTC

In the rule “Mansion Phase”, change “If an Explorer is the only Explorer in a room, and the Black Cat is also in that room, and if the Explorer did not cease to be Possessed by Katastrophe in the previous step of the current atomic action, then that Explorer becomes Possessed by Katastrophe.” to

If an Explorer is the only Explorer in a room, and the Black Cat is also in that room, and if this Explorer did not cease to be Possessed by Katastrophe in the previous step of the current atomic action, then any Explorer currently Possessed by Katastrophe ceases to be Possessed by Katastrophe, and the Explorer in the same Room as the Black Cat becomes Possessed by Katastrophe.

Is some clarification needed?

Leaving the Foyer

Snisbo idles out after 8 days with no posts or comments. Quorum remains 7.

Friday, December 16, 2022

Story Post: Turn 3 - Tea Time

quirck walked South to check out the Hallway, while Darknight and Snisbo stayed behind in the Foyer to continue peeking North.

Raven1207 peeked South from the Sitting Room and watched quirck leave, but otherwise saw nothing new.

Trapdoorspyder walked North to look for a Secret Passage in the Tea Room but only found a solid wall. Habanero, on the other hand, walked East in the Tea Room, and when he pushed on the wall, it swung open to reveal a Secret Passage to the Supply Closet with a Lit Flashlight on one of the shelves. This was perfect timing for Brendan, who was already running East and was in danger of banging into the wall again. With the now-open passage, Brendan fled directly into the newly-revealed Supply Closet, where he instead banged into its eastern wall.

SingularByte fled West from the Kitchen, through the Hallway, and into the Dining Room, bumping into some large table there in the dark and coming to a stop. He discovered a path North to the Ballroom and a path South to the Billiard Room.

Bucky walked North from the Utility Room to the Hallway, plunging the Utility Room into darkness as he took his Lit Flashlight with him, but illuminating the Hallway, which showed that the squishy floor was a very moldy rug, the once-beautiful inlaid pattern now a drab purple and black. Benbot followed him into the Hallway, where they both met up with quirck.

Josh wanted to “move” North to the Hallway, but because he had a choice of either walking or fleeing but didn’t specify either, he couldn’t make up his mind and instead remained in the Utility Room.

Kevan also remained behind in the Utility Room, but his choice was more deliberate as he grabbed the Unlit Flashlight.

Proposal: Like Herding Cats

Withdrawn. Failed by Kevan.

Adminned at 18 Dec 2022 18:57:14 UTC

Replace second paragraph of Possession with:

When Katastrophe Possesses an Explorer, or ceases to Possess an Explorer, the Narrator should inform that Explorer privately and the Black Cat’s location should be secretly randomised by the Narrator; a random Dark room should be chosen as its new location, or a random Lit room if no Dark rooms exist.

Replace the bullet point in Mansion Phase starting “If The Black Cat’s Location” with:

If The Black Cat’s Location has not changed since the beginning of this Mansion Phase, the Narrator must move The Black Cat through a connection from its current Room that takes it closer to the Explorer Possessed by Katastophe (if such a direction exists).

So currently the moment someone is possessed, it’s basically impossible for them to ever lose that trait. They can shove the cat in a room and just walk it into a wall over and over while having free reign of the mansion. Even if Kibble enters the ruleset, it would take a concentrated effort from multiple explorers to overwhelm the free move of the cat that the Possessed gets. With this change, the cat now hunts down the person who stole its power and takes it back.

Proposal: Rumours of Rooms

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

Adminned at 18 Dec 2022 18:56:41 UTC

To “Advantages and Disadvantages”, add:-

An Explorer located in the Room named Gymnasium may set their Advantage and their Disadvantage simultaneously, at any time, so long as the state in Banewood Mansion is set to Explorers Phase and their Advantage becomes either Fast or Strong.

An Explorer located in the Room named Library may set their Advantage and their Disadvantage simultaneously, at any time, so long as the state in Banewood Mansion is set to Explorers Phase and their Advantage becomes either Wise or Lucky.

To the final paragraph “Rooms”, add:-

If the rules refer to a named Room but no Room exists with that name, then the Narrator must privately roll a six-sided die before creating a Room: on a roll of 1, the Room must take one of those referred-to names.

Allowing players to change their (dis)advantages, with some geographical effort, so that these don’t all get locked down too much. And making it so that just saying “if this room exists” in a rule is enough to put it into a queue so that it’ll turn up eventually.

Proposal: Flipping the switch

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 18 Dec 2022 18:54:56 UTC

In the rule “Rooms”, add the following bullet to the end of the list after the text “Every Room has the following qualities:”

* A string value named Circuit Breaker where the valid string values are “On” or “Off”, defaulting to “Off”

Add a new Dynastic Rule to the Ruleset. Call it “Electrical Panel”, and give it the following text:

There is the Electrical Panel in the Banewood Mansion, whose Location (which is a Room) is publicly tracked and is set to the value “Unknown” by default. During the Mansion Phase, the Narrator may set the Location of the Electrical Panel to an existing Room only if the current value is “Unknown”.

If an Explorer is in the same Room as the Electrical Panel, they gain access to a special Ploy named “Flip Breaker X”, where X is the name of an existing Room. “Flip Breaker X” requires light.

When executing “Flip Breaker X” as a Planned Action, follow these steps:
* If the Circuit Breaker value for that Room was “Off” at the beginning of the Mansion Phase, change it to “On” and add any light source name at the Narrator’s discretion to the list of Light Sources for the Room
* If the Circuit Breaker value for that Room was “On” at the beginning of the Mansion Phase, change it to “Off” and remove all of the names that are not names of Items from the list of Light Sources for the Room

In Banewood Mansion, set the Circuit Breaker value to “On” for every Room that has at least one name in its Light Sources list that is not the name of an Item.

 

There was some talk of finding a way to turn on lights in Rooms, so here’s an idea. That way, light control is just not restricted to the lucky ones who find flashlights.

Proposal: The Persistence of Katastrophe

Enacted 8-0, to no effect. Josh

Adminned at 18 Dec 2022 18:01:37 UTC

Add a subrule to the rule Katastrophe, called Persistence, with the following text:

Certain facts, once learned by Katastrophe, remain with the spirit as it possesses different bodies.

When the ruleset defines a piece of Persistent Information, that information, when learned by an Explorer who is Possessed by Katastrophe, becomes part of the Katastrophe Korpus. The Katastrophe Korpus is privately tracked by the Narrator and should be relayed to any Explorer who becomes Possessed by Katastrophe as soon as that event takes place.

The following is Persistent Information:
* Any Malfeasances discovered through requesting information while Possessed by Katastrophe, as per the rule Malfeasances
* The locations of any Traps set by an Explorer who was Possessed by Katastrophe at the time the trap was set

Proposal: Cat Scan

Quorums 8-0. — Quirck

Adminned at 18 Dec 2022 13:51:17 UTC

Add the following Malfeasances to the list in the rule of that name:

| Divination || The acting Explorer is told at the beginning of the next Explorer Phase the exact location of the Black Cat || N/A || N/A || Rash
| Kibble || The Black Cat is moved in the direction stated || A Direction, which may be Up, Down, North, South East or West || N/A || N/A || Slow

Proposal: A Rush and a Push

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

Adminned at 18 Dec 2022 10:49:48 UTC

To “Advantages and Disadvantages”, add:-

An Explorer’s Initiative is equal to:-

* 4 if they are Fast and not Weak
* 3 if they are Strong and not Slow
* 2 if they are Fast and Weak
* 1 if they are Strong and Slow
* -1 if they are Weak but not Fast or Slow
* -2 if they are Slow but not Strong
* 0 in all other cases

Replace “In cases where actions and effects cannot occur simultaneously” with:-

If the Actions of multiple Explorers with different Initiatives would occur simultaneously and cannot do so, they instead occur in decreasing order of those Initiatives. In other cases where actions and effects cannot occur simultaneously

Breaking ties with a die roll isn’t too interesting, so a suggestion to have the two physical (dis)advantage factors largely resolve it, when multiple players try to do the same thing at the same time. Being Fast or Strong puts you ahead of the pack, with Fast having the edge, while being merely Weak or Slow puts you behind it.

Thursday, December 15, 2022

A Misty Figure

Misty idles out after seven days with no posts or comments. Quorum drops to 7.

Proposal: Taking it one step at a time

Reached quorum and enacted, 8-1. Josh

Adminned at 17 Dec 2022 09:33:33 UTC

In the rule Mansion Phase, replace the bullet point “In the order in which the Rooms are listed in Banewood Mansion, for each Explorer in that Room, carry out any Movement Planned Actions that the Explorer is taking and any Effects that occur as a result of that Planned Action” with

* In the order in which the Rooms are listed in Banewood Mansion, for each Explorer in that Room, carry out any Movement Planned Actions that the Explorer is taking and any Effects that occur as a result of that Planned Action. Where that Movement Planned Action is Flee, treat it as if it was Walk for this step.
* In the order in which Explorers moved in the previous step, for each Explorer that has the Flee Planned Action and had their Location changed in the previous step, carry out their Flee Planned Action as if it was Walk for this step and any Effects that occur as a result of it. This should be skipped for that Explorer if the Connection in that direction for the Room they are in leads to a Room they were in at any point previously during this phase.
* Repeat the preceding step until no Explorers moved during it. The Narrator is permitted to exit this step at any time during it if they feel it is non-productive to continue, such as if there is a non-trivial loop that will take extensive time to complete.

In the rule Explorer Actions, replace the paragraph that starts “Fleeing repeatedly moves the acting Explorer” and the bullet point list immediately below it (if such a list exists) with:

Fleeing moves the Explorer as described in the rule Mansion Phase.

In the rule Traps, replace the text “Self-locking doors: When the trap is triggered, Movement Planned Actions that would take any Explorer in or out of the room fail until the end of the next Mansion Phase.” with:

Self-locking Doors: When the trap is triggered, until the end of the next Mansion Phase, all connections in and out of the room are treated as if they didn’t exist for the purposes of Movement Planned Actions.

If the proposal “Not Phased At All” failed, then in the rule “Explorer Actions” replace the text “if such a room exists, if the direction is horizontal. If the indicated direction is vertical, it has no effect unless their Room contains a Staircase” with:

if the Room the Explorer is in has a Connection in that direction with a Room.

Rather than trying to work out every eventuality with Fleeing, it might be best to just treat it as repeated walk steps. Anything that wants to stop a moving explorer can either block the connection (as with self locking doors), or change the planned action (as with snare).

Thursday, December 15, 2022

Story Post: Turn 2 - Running Around

Habanero tried to find a way to Kidnap Trapdoorspyder while they were in the Tea Room, but he couldn’t put together the means to do it.

Darknight, Misty, and Snisbo continued to peek North from the Foyer but didn’t see anything in the Sitting Room that they didn’t see before.

quirck walked West from the Foyer but this time checked for Secret Passages. Unfortunately, he didn’t find any going West.

Benbot, Bucky, and Josh looked at each other in the Sitting Room for a few seconds, then at the same time all three of them fled South, running through the Foyer, then the Hallway, and finally coming to a stop in the Utility Room. The room was filled with shelves and drawers, all empty and stained with rust, oil, and paint. They all spotted a single Unlit Flashlight, resting on an oil-stained wooden bench.

Raven1207 completely ignored the others that just fled the Sitting Room and walked North, looking for Secret Passages. After a careful search, he concluded that there were none to be found going North.

Brendan fled East from the Tea Room and banged into the wall yet again. Trapdoorspyder took the calmer approach, walking South from the Tea Room and looking for Secret Passages, but came up empty-handed.

Kevan saw the three Explorers run past him in the Hallway and decided to join the crew, fleeing South right behind them. He came to a stop in the Utility Room and saw what they saw, the one Unlit Flashlight.

SingularByte shrugged as the other Explorers ran by and walked East from the Hallway, winding up in the Kitchen, which was Dark. He felt around the cold marble countertops and the rotting cupboards but found no Items of interest.

Proposal: Restless Architecture

Timed out and failed, 2 votes to 3 with 2 unresolved DEFs.

Adminned at 16 Dec 2022 23:10:43 UTC

Add a subrule to the rule Rooms, called “The Pit”, with this text:

If there is a room named the “Wandering Pit”, it is the Wandering Pit and it can never have a horizontal Connection.

If no room called the “Wandering Pit” exists, the Narrator shall create it at their earliest convenience, with a single Connection that is an Up Connection to a random room that does not already have a Down Connection.

In the rule “Mansion Phase”, after the step containing “If an Explorer is the only Explorer in a room, and the Black Cat is also in that room”, add a new step with the following text:

Move the Down Connection leading to the Wandering Pit to a randomly chosen room, besides the Wandering Pit itself, that does not already have a Down Connection. The Wandering Pit’s Up Connection now leads to the chosen room.

Proposal: Not Phased At All

Quorums 7-0. — Quirck

Adminned at 16 Dec 2022 09:19:24 UTC

In the rule “Explorer Actions” replace the text “if such a room exists, if the direction is horizontal. If the indicated direction is vertical, it has no effect unless their Room contains a Staircase” with

if the Room the Explorer is in has a Connection in that direction with a Room.

In the rule “Explorer Actions” replace the paragraph that starts with “Fleeing repeatedly moves the acting Explorer one Room in the indicated direction ” with the following text:

Fleeing repeatedly moves the acting Explorer one Room in the indicated direction until one of the following is true:
* The Room the Explorer is in does not have a Connection in that direction with a Room
* The Explorer would attempt to move into a Room that they previously exited during the same Mansion Phase
* A rule triggers or is in effect that causes the Explorer to be unable to set their Ploy or Planned Action to a Movement Planned Action during the next Explorers Phase

Patching both Walk and Flee to prevent phasing through walls into Rooms.

Proposal: And The Rest

Quorums 7-0. — Quirck

Adminned at 16 Dec 2022 09:06:49 UTC

In “Mansion Phase”, replace “Set all Ploys to nothing” to:-

Set all Ploys to nothing, and the Planned Actions of all Explorers to Rest

Per SingularByte’s comment on Warning Shot.

Wednesday, December 14, 2022

Warning Shot

There’s a lot of sleepy Explorers not changing their Planned Action for the next Mansion Phase. I intend to execute the next one early Thursday morning UTC, but this is the last time that I’m going to mention when I will execute the next Mansion Phase or to warn people about keeping up with their Planned Actions. Your only guarantee is that it will follow the requirements to be at least 36 hours since the last Mansion Phase.

Proposal: Upstairs Downstairs

Fails 3-5. — Quirck

Adminned at 15 Dec 2022 20:52:21 UTC

To “Mansion Map”, add:-

Two Rooms are said to be on the same Floor if one can be reached from the other by following only horizontal-direction Connections. A Room is said to be Established if it has at least one Connection. A dynastic action cannot create a Connection that would cause two Established Rooms which were previously not on the same Floor to be on the same Floor.

Following on from Going Up: keeping the floors distinct, now that they exist, by saying that the Narrator/Katastrophe can add additional up/down links between rooms, but can’t just plug one floor into another wholesale.

Proposal: It’s okay, I found the switch

Fails 1-4. — Quirck

Adminned at 15 Dec 2022 20:51:27 UTC

Add “Sconces” to the list of Light Sources in every Room except the Foyer.

Proposal: Insane in the Membrane

Timed out 5 votes to 1. Enacted by Kevan.

Adminned at 15 Dec 2022 17:16:19 UTC

If the Proposal “It Flies Back Into your Hand” is not enacted, this Proposal has no effect.

Add the following bullet at the end of the bulleted list “Explorers have the following tracked fields:” in the rule “Explorers”:

Sanity, which is a non-negative integer with a maximum value of 10. It defaults to 10.

In the subrule “Mansion Phase”, add the following bullet before the bullet that starts with “Submit a blog post with the category Story Post”:

Apply all Drawbacks from all Items in the gamestate.

Add a subrule to “Items” called “Monkey’s Paw” and give it the following text:

This Item is Cursed.

When the Monkey’s Paw is held by an Explorer at the beginning of the Explorers Phase, that Explorer gains access to a special Ploy named “Change Dread by N”, where N is an integer from -10 to 10 inclusive chosen by that Explorer. When carried out as a Planned Action, “Change Dread by N” adds N to the current Dread value. If this would reduce Dread to a value below 0, Dread is instead set to 0. That Explorer is not informed of the current or new value of Dread.

Drawback: “If an Explorer is holding the Monkey’s Paw, subtract 1 from their Sanity”.

Proposal: IDCLIP off

Withdrawn and therefore failed -SingularByte

Adminned at 15 Dec 2022 08:42:33 UTC

Replace “if such a room exists, if the direction is horizontal. If the indicated direction is vertical, it has no effect unless their Room contains a Staircase” with

if the Room the Explorer is in has a Connection in that direction with a Room.

Currently the rules imply you can phase through walls (since a room can exist in a direction on the map without a connection existing) but need an undefined Staircase feature to be able to go up and down. Obviously this is dumb.

Story Post: Turn 1 - Tentative Exploration

The Explorers looked around in confusion and fear, wondering what to do next.

Bucky, sensing an opportunity, grabbed the Lit Flashlight on the floor while he had the chance and walked North to the Sitting Room.

Josh and Raven1207 walked with Bucky to the Sitting Room to see what the fuss was about, while Darknight, misty, and Snisbo, too afraid of what might be waiting for them, peeked North while remaining in the Foyer, but couldn’t see anything because it was Dark at the time. Once Bucky arrived, his flashlight lit up the Sitting Room, which turned out to be a drab, dusty room with a few moldy chairs and a boarded-up window.

Benbot panicked and fled North, clearly worried about some sort of danger. He banged into the North wall of the Sitting Room and stood stunned for a few seconds, dust from the wall raining off of him.

Habanero and Trapdoorspyder walked East to the Tea Room. Brendan fled in the same direction, perhaps hoping to run past them, but only succeeding in slamming himself into the East wall in the Tea Room. It was too Dark to see any of the interior of the room, but they didn’t find any other way out except back the way that they came.

Kevan fled South into the Hallway and banged his shoulder into the southern wall there, unable to go further. SingularByte walked South to follow him. Their steps were muffled some sort of squishy flooring, but it was too Dark to see what it was. Curiously, even though Kevan had just been blocked by a wall to the South, there was now an opening there, as well as many other options where to go next. They found openings leading East, West, and South, and stairs going Up and going Down.

quirck attempted to walk West but managed to simply push against the West wall of the Foyer to no effect.

The Black Cat mewed softly before padding out of the Foyer and into the darkness.

Proposal: It Flies Back Into your Hand

Times out 10-0 and is enacted -SingularByte

Adminned at 15 Dec 2022 08:40:39 UTC

In the rule Items, after

It must be added to the Items publicly tracked for the Room in Banewood Mansion.

add

Cursed Items cannot be dropped voluntarily.

Proposal: Traps, take 2

Times out 7-0 and is enacted -SingularByte

Adminned at 15 Dec 2022 08:32:19 UTC

Add the following Malfeasances to the table in the rule Malfeasances:

| Set a Trap || The Trap associated with this room is Set and will trigger on the next eligible Explorer to enter the room, as per the rule Traps. || The Trap associated with this room is not already Set. || Fast || Rash
| Sudden Distraction! || The acting explorer creates an opportunity to pickpocket the named explorer. They take the chosen Item from the Items of the named explorer, should that item exist there. || An Explorer other than the actor, in the same Room as the actor, and they have an item that the actor chooses. || Wise || Slow
| Disguise as a Box || The Explorer turns invisible. For as long as they are at most one connection away from the room with this Malfeasance, their location is privately tracked by the Narrator rather than tracked publicly (though that Explorer may always request to know their own position and the Narrator should tell them). When the Explorer is two or more connections away from that room, the disguise seems out of place and their Location immediately should be revealed by the Narrator. || N/A || N/A || Unlucky

Create a subrule of Malfeasances called Traps:

When a room has a Malfeasance of “Set a Trap”, the effects of this trap are decided by the Narrator at the time that it gains that Malfeasance. It is not a Supernatural Action to set these effects, although it is suggested that the Narrator gives some weight to the requested effects from the Explorer that is Possessed by Katastrophe should they request the creation of a room with that Malfeasance.
The trap can have any number of Effects from this list, to a minimum of one:
* Snare: When the trap is triggered, the triggering Explorer’s planned action and ploy are set to Rest and cannot be changed willingly by that Explorer until the end of the next mansion phase.
* Self-locking doors: When the trap is triggered, Movement Planned Actions that would take any Explorer in or out of the room fail until the end of the next Mansion Phase.
* Trap doors: When the trap is triggered, the triggering Explorer is immediately moved through the connection in the direction chosen by the Narrator when this effect was selected, if that direction has a room.
* Poison dart: When the trap is triggered, the triggering Explorer is Poisoned: they are considered to have no Advantages and all four Disadvantages until three entire Mansion Phases have passed, not counting the phase that the trap was triggered in. The remaining duration of any Poison is publicly tracked.

When a trap is Set, it then triggers the next time any Explorer except the one who set the trap enters the room via a Movement Planned Action. At the time it is triggered, it ceases to be Set and the Narrator publicly announces that it was triggered, what its effects are, and which Explorer triggered it.

The presence of a set trap is privately revealed to Explorers that successfully Peek at the room containing it and until it is next Set, that Explorer does not trigger the trap whenever they enter the room. Such Explorers are advised to privately remind the Narrator of their awareness of the trap each time they attempt to enter the room while the trap is set, and the Narrator is advised to privately track a whitelist of Explorers who do not trigger the trap.

Here’s a second attempt at snare traps, with a bunch of other trap effects and malfeasances (including a few from my previous scooby doo proposal). This should hopefully be a lot simpler rules-wise.

Monday, December 12, 2022

Proposal: Identical Reproposal

Reaches quorum with 8-0 and is enacted -SingularByte

Adminned at 14 Dec 2022 07:40:16 UTC

Add a subrule to “Mansion Phase” named “Secret Passages”, with the following text:

During the Mansion Phase, if an Explorer’s Ploy or Planned Action without a Ploy is to Walk or Peek in a direction where their Room has no Connection, the Narrator may Expose a Secret Passage prior to Revealing the Consequences. They add a Connection to that Room in that direction, and either creates a new Room to serve as the other end of that Connection or connects it to an existing room.

If the Narrator declines to Expose a Secret Passage for a given Room-Direction pair when they would be allowed to, they shall not Expose a Secret Passage for that Room-Direction pair during any subsequent Mansion Phase, and should notate on the Mansion Map that the direction has been checked in that room.

Proposal: Going up

Cannot reach quorum with 7 votes against and fails -SingularByte

Adminned at 14 Dec 2022 07:38:25 UTC

To section “Banewood Mansion”, subsection “Mansion Map”,

Add Subdivision rule name “Floors” and define it as:

A floor is denoted as being a layer of Banewood Masion that has a staircase that connects it to another floor. A Planned Action known as “[Up/Down] Staircase” can be taken to use the stairs, presuming the Explorer is in a room that is connected to the staircase on the floor the Explorer is currently on

Add to the image on Mansion Map that defines Staircase connected to Hallway and then add that Hallway is North of Staircase and that the Staircase is South of the Hallway.

Proposal: Light Fingers

Reaches quorum with 8-0 -SingularByte

Adminned at 14 Dec 2022 07:35:49 UTC

In “Explorers Phase”, replace “Pick up or drop an Item in the same Room as themselves” with:-

Drop an Item they are carrying, into their Location

Add to the bullet list in “Explorer Actions”:

* Grab, together with an Item

Add a paragraph before the one that begins “The default Planned Action”, with the following text:-

Grabbing causes the Acting Explorer to pick up an instance of the named item, if one is present in the Taking Explorer’s Location.

This will become less of an issue as the house expands and we spread out, but it’s still going to be the case that whenever multiple people want the same object and can get to its room on the same turn, it will (as happened with the first flashlight) go to whoever’s awake and quickest to react to its creation, or to the commencement of the Explorers Phase. Let’s at least make it a randomly-shaken-out Planned Action, if several players want to go for the same item on the same turn.

Proposal: Fiat Bux

Vetoed. Failed by Kevan.

Adminned at 13 Dec 2022 17:18:49 UTC

For each Explorer whose EVC on this Proposal was FOR, set the Items of that Explorer to Lit Flashlight.

Proposal: Cat’s Cradle

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 13 Dec 2022 17:18:16 UTC

In “The Black Cat”,  remove the paragraphs beginning “If an Explorer is the only Explorer in a room” and “If an Explorer is in the same room as the Black Cat”. Remove the “Special Malfeasance” table from the rule.

In “Mansion Phase”, add two bullets after the one beginning “If The Black Cat’s Location has not changed”:-

* If the Explorer currently Possessed by Katastrophe is in the same room as the Black Cat, then that Explorer ceases to be Possessed by Katastrophe.
* If an Explorer is the only Explorer in a room, and the Black Cat is also in that room, and if the Explorer did not cease to be Possessed by Katastrophe in the previous step of the current atomic action, then that Explorer becomes Possessed by Katastrophe.

Moving the “at the start of the next Mansion Phase” stuff into the Reveal the Consequences action so that the Narrator doesn’t have to remember to (and take time to) do this whenever raising the Turn State flag, and making the dekatastrophising into a simple “ceases to be”. Not sure the wider group benefits from Katastrophe being able to choose who to pass their role to, each time.

Proposal: I once caught an Explorer and it was thiiiis big!

Withdrawn and therefore failed -SingularByte

Adminned at 13 Dec 2022 11:21:23 UTC

Create a subrule of Items called Covert Items:

Some items are Covert Items. While an Explorer is holding such an item, they privately track it rather than publicly keeping it in their items field. If they would ever lose the item in such a way that it would not be immediately revealed to all of the other Explorers, they must inform the Narrator of how they have lost the item as soon as they are aware of it. This is not required if the Narrator is the one who knowingly removes the item from that Explorer, nor if the item is being directly used as part of a Malfeasance which unambiguously costs that item. The Narrator is permitted to request information from any Explorer about which Covert items they have, and that Explorer must respond truthfully when they can.

Make Covert Items the first subrule of Items, and Flashlight the second subrule.

Create a subrule of Items called Snares:

A Snare is a Covert Item. An Explorer holding a Snare gains access to a Special Malfeasance for as long as they are holding it, which is to Lay a Snare Trap. When a Snare Trap is Laid in a room, all Explorers in the room are privately informed that the Explorer has laid a snare trap. Until it is triggered or removed, Explorers that enter the room while it is Lit are privately informed of the presence of the snare trap. The next time an Explorer enters that room while it is Dark and the Snare Trap is present, they are Snared. In the case of multiple explorers entering the room simultaneously while it is Dark, one of those Explorers is privately chosen at random to be Snared. In either case, when it is triggered, all Explorers in the room are privately informed of the Explorer being snared.

An Explorer being Snared prevents that Explorer from willingly setting their ploy to a movement planned action for as long as they are Snared, and Malfeasances used on them ignore all of their Advantages for the purpose of checking Defences. The Snared Explorer’s Malfeasances are considered to take place after any other Explorer’s Malfeasances that turn. For as long as an Explorer is Snared, they gain access to a special malfeasance - Break Free. If an Explorer is Snared and has no Ploy, their Ploy is considered to be Break Free.

There is a Special Malfeasance that everyone has access to: Retrieve Snare Trap.

The attributes of the three Special Malfeasances are:

{| class=“wikitable”
|+ Special Malfeasances
! Name || Effect || Restrictions || Defence || Hindrance
|-
| Lay a Snare Trap || A Snare is removed from the Items of the Explorer using this Malfeasance, and a Snare Trap is laid in the room that the Explorer is in. || The Explorer must have a Snare. || N/A || N/A
|-
| Break Free || The Explorer using this Malfeasance is no longer Snared. If they are Fast, they are nimble fingered enough to disentangle themselves without breaking it, and therefore gain a Snare. || The Explorer using this must be Snared. || N/A || N/A
|-
| Retrieve Snare Trap || The Explorer using this Malfeasance gains a Snare if there is an untriggered Snare Trap in the room. The Snare Trap is removed from the room. || The room has an untriggered Snare Trap in it. || N/A || N/A

This proposal introduces Covert Items, which are used to lay traps. It’s known publicly when you pick one up, but if you could be seen losing it when you activate it, it would defeat the whole point so they effectively turn invisible on being taken although the Narrator should be able to keep track of them at all times easily enough. Just to be on the safe side, I’m giving the ability for the Narrator to ask though.

Monday, December 12, 2022

Proposal: Search for Secrets

Vetoed. — Quirck

Adminned at 12 Dec 2022 18:13:19 UTC

Add a subrule to “Mansion Phase” named “Secret Passages”, with the following text:

During the Mansion Phase, if an Explorer’s Ploy or Planned Action without a Ploy is to Walk or Peek in a direction where their Room has no Connection, the Narrator may Expose a Secret Passage prior to Revealing the Consequences. They add a Connection to that Room in that direction, and may create a new Room to serve as the other end of that Connection.

If the Narrator declines to Expose a Secret Passage for a given Room-Direction pair when they would be allowed to, they shall not Expose a Secret Passage for that Room-Direction pair during any subsequent Mansion Phase, and should notate on the Mansion Map that the direction has been checked in that room.

This lets the Explorers influence which direction the Mansion expands in. It also, for once, lets them do actual exploration.

Coming soon to a Mansion near you

I think that there’s enough coherence and substance to the ruleset to start the first Mansion Phase soon. I’m considering starting it on Thursday. That leaves enough time for any Proposals posted on Monday to be enacted before then.

Proposal: Adopted Variables

Quorums 8-0. — Quirck

Adminned at 12 Dec 2022 18:12:35 UTC

If Proposal: No escaping the whims of demons was not enacted then this proposal has no further effect.

In the rule Malfeasances, add two new columns to the table of Malfeasances, one for Defence and one for Hindrance. Set these values for the Kidnapping Malfeasance to be those established in Proposal: Malfeasibility.

These are currently orphan variables.

Proposal: Light Rendering Update

Quorums 9-0. — Quirck

Adminned at 12 Dec 2022 16:53:12 UTC

In Rooms, replace the following bullet point “A Dark or Lit state, which is Dark unless otherwise specified” with

A list of light sources in the room. A Room is said to be Dark if this list is empty, or Lit otherwise.

In the rule Flashlight, replace “a Room is Lit if this Item is in the Room or is held by an Explorer that is in the Room.” with:

a Room has a light source of Flashlight in addition to its other sources if this Item is in the Room or is held by an Explorer that is in the Room.

For each room that is currently Lit at the time of this rule being enacted, add Sconces to its light sources.

If We Don’t Need No Stinkin’ Room Types was enacted, the rest of this proposal does nothing. Otherwise:

In Rooms, modify “Every Room Type has Characteristics, which act as default settings for the items, dark/lit states” to:

Every Room Type has Characteristics, which act as default settings for the items, any light sources

In the Types table of the same rule, replace Lit with “Lit by Sconces”.

Given how the current rules are written, it’s arguable that lighting a room then removing the torch doesn’t actually darken it again. Even if it does darken it, I’d give 50/50 odds that one room or another will have its previous lit state forgotten by accident when someone leaves with a flashlight unless patched.

Proposal: We don’t need no stinkin’ Room Types

Quorums 8-0. — Quirck

Adminned at 12 Dec 2022 16:43:37 UTC

In the rule “Rooms” remove the following bullet:

* A Type, defaulting to Central Hall

In the rule “Rooms” remove the word “Type” from the following text and fix any grammatical issues with commas or the word “and” that result from removing the word:

All of the qualities of a Room are publicly tracked, except for its Type

In the rule “Rooms” remove the entire paragraph that starts with the text:

Every Room Type has Characteristics

In the rule “Rooms”, remove the “Types” table and add the following text at the end of the rule:

When a Room is added, the Narrator may set the values of any of the Room’s qualities as part of adding the Room.

Room Types don’t really seem to help in room design and just make it that much harder to be flexible. I’d rather clean up the rules a bit by removing them. If you think that they should stay, make the case for it.

Saturday, December 10, 2022

Proposal: Crouching Explorer, Hidden Exits

Withdrawn and therefore failed -SingularByte

Adminned at 12 Dec 2022 07:49:46 UTC

If “Behind the Door” was not enacted, this Proposal has no effect.

Replace this text in the rule “Mansion Map”:

All of the Rooms’ Connections are tracked in this Map.

with this text:

All of the Rooms’ Connections are tracked in this Map except for Rooms or Connections that are Secret.

Add a bullet to the end of the bulleted list in the rule “Rooms”:

* Optionally, a Secret state, which is not set by default

In the rule “Rooms” replace the text:

All of the qualities of a Room are publicly tracked, except for its Type and Malfeasance which is privately tracked by the Narrator.

with

All of the qualities of a Room are publicly tracked, except for its Type, Malfeasance, and Secret, which are privately tracked by the Narrator.

Add a subrule to the rule “Rooms” titled “Secrets” with the following text:

When adding a Room or Connection, the Narrator may set the Secret state on the Room or Connection being added. A Secret Connection must have at least one of its Exit Directions with the Secret state set.

Any Room, Connection, or Exit Direction that is Secret must only be privately tracked by the Narrator until the Secret state is removed, at which point they must be publicly tracked.

Planned Actions that interact with an Exit Direction that is Secret are treated as if the Exit Direction that is Secret does not exist in that Room.

When an Exit Direction’s Secret state is removed, the Secret states of its Connection and the Room to which it is connected are removed at the same time.

Add this bullet item at the end of the bulleted list in the rule “Explorer Actions”:

* Search

Add this text to the end of the rule “Explorer Actions”:

Searching allows the Explorer a chance to reveal Secret Exit Directions. The Narrator secretly rolls DICEN, where N is 4 minus the number of times that this Explorer has previously used Search on this Room, minimum of DICE1. On a result of 1, all Exit Directions in the Room in which the Explorer is located have their Secret state removed if set.

Proposal: No escaping the whims of demons

Times out 8-0 and is enacted -SingularByte

Adminned at 12 Dec 2022 07:48:06 UTC

If the proposal Malfeasibility was enacted, remove all hindrances from the special malfeasance Repossession if it has any, and change “A Malfeasance may also have an associated Defense, which must be one of the possible Advantages, and a Hindrance, which must be one of the possible Disadvantages” in the rule Malfeasances to:

A Malfeasance may also have an associated Defense, which must be one of the possible Advantages, and may have a Hindrance, which must be one of the possible Disadvantages

If the proposal “Four Animals of the Apocalypse” was enacted, remove the following three statements from the rule “...and friends”:
“and a hindrance of Slow”
“and a hindrance of Rash”
“and a hindrance of Weak”

Proposal: A Rabbit in a Hat

Times out 3-4 and fails -SingularByte

Adminned at 11 Dec 2022 18:55:37 UTC

To “Rooms”, add:-

The Names of Rooms must be taken from the following list: Foyer, Sitting Room, Tea Room, Hallway, Kitchen, Ballroom, Conservatory, Dining Room, Billiard Room, Library, Lounge, Study, Cellar, Corridor, Passageway.

If any Rooms exist whose names do not appear on the above list, rename each of them to a different, random name on the list which is not already in use.

Remove “At any time, the Narrator may add to the list of Rooms or add connections between Rooms in any way they see fit.” from the rule “Rooms”.

Possessed players who would be good at naming rooms presumably won’t want to give away their identity by doing so, and would be better off pretending to be uninterested in or even bad at it (this was a big strategy in the Art Broker dynasty). Maybe we should head that off with a fixed list of names to draw from. The list should be expanded by proposal, by whoever feels like doing so - I know Darknight said on Discord that they were interested in naming some rooms.

Also tacking on a repeal of a sentence that The House of Katastrophe meant to remove but didn’t.

Proposal: Arm Un-Extensions

Quorums 8-0. — Quirck

Adminned at 11 Dec 2022 15:51:18 UTC

In the bulleted list in the subrule “Explorers Phase” of “Turns”, replace

Pick up or drop an Item

with

Pick up or drop an Item in the same Room as themselves

and in the same list, replace

Use an Item that was already held at the start of the current Explorers Phase

with

Use an Item that was already held by themselves at the start of the current Explorers Phase

Remove the sentence “Items can also be picked up, dropped, and used at any time during the Explorers Phase” from the rule “Items”.

Why do we all have really long arms?

Proposal: Variety is the spice of life

Passes 6-0. — Quirck

Adminned at 11 Dec 2022 15:48:04 UTC

In the rule “Rooms”, add the following rows to the Types table:

{| class="wikitable"
|+ Types
|-
! Name !! Characteristics
|-
| No Lights || Dark
|-
| Utility || Dark, Unlit Flashlight
|-
| Scary || Dark, Any Malfeasance
|-
|}

Having only one room type right now is making the room design dull. Also, this is a good time to discuss what room types should actually be. I went with “adjectives”, not being sure what the intention might actually be for room types. Maybe it doesn’t matter, as long as the possible types are well understood. Please use this time to correct my understanding.

Proposal: Zoinks [Special Case]

Fails 1-2. — Quirck

Adminned at 11 Dec 2022 15:46:00 UTC

Set the Special Case rule “Alliances” to Active.

Why have a variable-traitor mechanic unless there’s something to betray?

Proposal: Four animals of the apocalypse

Fails 1-3. — Quirck

Adminned at 11 Dec 2022 15:12:45 UTC

If Malfeasibility failed, enact it.

Reword the rule Possession to:

The spirits of four ancient demons haunt the Mansion - Katastrophe, Shuck, Sorrow, and Rampage. At any time each of them independently may be Possessing either nobody or one Explorer, defaulting to nobody, privately tracked by the Narrator. If an Explorer is ever possessed by more than one spirit at any one time at the end of a Mansion Phase, the Narrator should set those spirits to be possessing nobody and place their associated animals in random rooms.

When one of these spirits Possesses an Explorer, or ceases to Possess an Explorer, the Narrator should inform that Explorer privately.

Any Explorer currently Possessed is under no obligation to honour any informal promises they have made with other Explorers, nor to tell the truth to them, and is encouraged to lie to and betray other Explorers in order to achieve any possible advantage. An Explorer is under no obligation to honour any informal promises they made while they were Possessed, regardless of whether they are still possessed, but when they break such a promise while not Possessed they should disclose that they were Possessed when they made it.

If an action available to the Narrator is defined as being Supernatural, then a Possessed Explorer may privately urge the Narrator to perform that action, optionally including instructions to perform it in a particular way. The Narrator should attempt to meet this request, while that Explorer remains Possessed. While an Explorer is Possessed, the Narrator may not take Supernatural Actions that a Possessed Explorer has not urged them to take.

Add a subrule to The Black Cat called “...and friends” with the following text:

When the total number of rooms first exceeds 7 rooms, a randomly selected spirit out of Rampage, Sorrow and Shuck Awakens. This happens again when it first exceeds 15 rooms, and again when it first exceeds 23 rooms. Each time a spirit Awakens, it must be a different spirit. When the number of spirits is greater than 1/3 of the number of Explorers, the most recently Awakened spirit that is still awake ceases to be Awakened (down to a minimum of 1 spirit), and no more spirits may ever Awaken.

The spirits are each associated with a different animal:
Katastrophe: The Black Cat
Shuck: The Red-Eyed Dog
Sorrow: The White Raven
Rampage: The Crazed Ram

After a given spirit has Awakened, the rule The Black Cat and its subrules (except this one) apply to the associated animal of the Awakened spirit as if those rules were duplicated and each instance of “The Black Cat” were replaced by the associated animal, and each instance of Katastrophe were replaced by the spirit’s name. Any bullet points in the rule Mansion Phase which mention the Black Cat are likewise duplicated and have the associated animal substituted to replace The Black Cat.

The Repossession Malfeasance for Shuck has a defence of Fast and a hindrance of Slow rather than its normal values.
The Repossession Malfeasance for Sorrow has a defence of Wise and a hindrance of Rash rather than its normal values.
The Repossession Malfeasance for Rampage has a defence of Strong and a hindrance of Weak rather than its normal values.

Remove all instances of “by Katastrophe” from the rule Malfeasances.

One traitor out of 14 feels a little low, so a few more being released over the course of the game should make things interesting.

Proposal: Behind the Door

Passes 7-0. — Quirck

Adminned at 11 Dec 2022 11:13:54 UTC

Reword the rule “Mansion Map” from:-

The Mansion Map is a graphical represention of Rooms that the Explorers have discovered and their connections to each other. It will be maintained and made available by the Narrator in a separate page of the Wiki, linked from Banewood Mansion. No one may edit the Mansion Map except for the Narrator.

To:-

[[File:MansionMap.jpg|frameless|right]]

The Mansion Map, displayed as an image in this rule, is a graphical represention of the Rooms that the Explorers have discovered and those Rooms’ Connections. All of the Rooms’ Connections are tracked in this Map.

Directions are North, South, East, West, Down and Up. North, South, East and West are the horizontal directions. Up and Down are vertical directions. North is the opposite of South, East is the opposite of West and Up is the opposite of Down.

Each Room may have Connections to other Rooms (each such Connection having a Direction), but may not have more than one Connection in the same Direction. If one Room has a Connection to another, then the second room automatically has a Connection back to the first in the opposite Direction, unless otherwise stated.

Remove “They should update the Mansion Map whenever they do so.” from Rooms.

Remove the “Optionally, Rooms accessible in any cardinal direction or custom Exit Direction from this room” bullet from “Rooms”.

In “Explorer Actions”, remove the paragraph beginning “Where Planned Actions are concerned, the valid directions are North, South…”

If any Connections existed in the Mansion Map immediately prior to this proposal’s enactment which are not tracked in the image at File:MansionMap.jpg and which would be legal under the amended rule, track those Connections in that image.

Bolstering the definition of Connections (so that they exist outside of actions, are automatically two-way, and multiple same-direction exits can’t ever exist within a given room), and embedding the map in the ruleset to reduce the number of tabs that we need to open to see what’s what.

Also removing the redundant “no one may edit”: the image is gamestate, so can already only be edited when rules allow it (and if a proposal or CfJ were to amend it for some reason, that shouldn’t require the Narrator’s pen).

Proposal: A Brief Light in the Darkness

Reaches quorum with 9-0 and is enacted -SingularByte

Adminned at 11 Dec 2022 06:39:24 UTC

In the rule “Explorer Actions”, change

Peeking has no current effect.

to

Peeking causes the Narrator to privately disclose to the Acting Explorer any additional information that would be available to them if they were in the Room in that direction (if such a room exists). If the Acting Explorer is holding a Lit Flashlight while peeking into a Dark Room, this includes information that is only publicly available for Lit rooms.

Friday, December 09, 2022

Proposal: Malfeasibility

Times out 5-1 and is enacted -SingularByte

Adminned at 11 Dec 2022 06:31:45 UTC

Append to the paragraph in the ruleset, if any, that currently begins “Malfeasances have a flavour-text Name…” the followin

A Malfeasance may also have an associated Defense, which must be one of the possible Advantages, and a Hindrance, which must be one of the possible Disadvantages. If an Explorer would choose a given Malfeasance as their Planned Action, but that Explorer has the same Disadvantage as that Malfeasance’s Hindrance, then the Explorer cannot carry out that Malfeasance. Conversely, if an Explorer would be affected by another Explorer’s Malfeasance, but the former Explorer has the same Advantage as that Malfeasance’s Defense, then that Explorer is not so affected.

If there is a Malfeasance called Kidnapping then change its Defense to Strong and its Hindrance to Weak. If there is a Malfeasance called Repossession then change its Defense to Lucky and its Hindrance to Unlucky.

Rooms Updated

I’ve added more Rooms and Exit Directions from the Foyer, for those that want to consider any Planned Actions that involve moving in a direction.

Proposal: [Appendix] The Passage of Time Cares Not for Your Scams

Withdrawn and therefore failed -SingularByte

Adminned at 10 Dec 2022 05:27:38 UTC

In the appendix, add a new bullet point to the subsection called Time under the section called Clarifications which reads:


Actions cannot be taken before they are defined unless the ruleset specifies otherwise. All things done by a player before a given action is added to the ruleset may not count as that action, with actions of the same name but proposed in different dynasties at different times being considered as different actions. Similarly, if a clause in the rules is triggered when an event occurs but that event had not occured before the clause was added to the ruleset, that clause is not triggered by the past event.

Proposal: Do cats love you

Fails at 1-7 -SingularByte

Adminned at 10 Dec 2022 05:26:25 UTC

To the list of the tracked fields in the dynastic rule “Explorers”, add:

* Kindness, which is a non-negative integer defaulting to 1.

To the list of Planned Actions in the rule “Explorer Actions”, add:

* Shoo

Before the paragraph starting with “The default Planned Action” in that rule, add:

Shooing sets the acting Explorer’s Kindness to zero. If the Black Cat is in the same Room as the acting Explorer, it is successfully Shooed. When the Black Cat is successfully Shooed, it Flees in a horizontal direction chosen by the Narrator in a secretly random way.

Proposal: Phased approach

Reaches quorum with 8-0 and is enacted -SingularByte

Adminned at 10 Dec 2022 05:21:29 UTC

If the proposal “From horror mansion to Scooby Doo mansion” was enacted, this proposal does nothing. Otherwise:

Delete the text “if that Explorer is still in the same room and is still possessed by Katastrophe” from Malfeasances.

Append to the final line in Mansion Phase:

In cases where actions and effects cannot occur simultaneously and one must occur before the other, any of those effects is randomly chosen to occur before the others that it conflicts with by the Narrator. The Narrator is not obligated to use the Dice Roller for this purpose and may choose to determine the random roll secretly.

In Mansion Phase, replace the second bullet point with the following bullet points:

* In the order in which the Rooms are listed in Banewood Mansion, for each Explorer in that Room, carry out any Malfeasances that the Explorer is taking and any Effects that occur as a result of that Planned Action
* In the order in which the Rooms are listed in Banewood Mansion, for each Explorer in that Room, carry out non-Malfeasance non-Movement Planned Action that the Explorer is taking and any Effects that occur as a result of that Planned Action, as well as any ongoing Effects that apply to the Explorer
* In the order in which the Rooms are listed in Banewood Mansion, for each Explorer in that Room, carry out any Movement Planned Actions that the Explorer is taking and any Effects that occur as a result of that Planned Action

Replace the line “The default Planned Action is to Peek North.” in Explorer Actions with:

The default Planned Action is Rest.

Planned Actions are not considered to be Movement Planned Actions unless otherwise declared to be so in the rules. Walk and Flee are Movement Planned Actions.

As requested, this is the portion of my proposal that improves the various phases without the adjustments to the Room Malfeasances.

Proposal: [Appendix] Clarify when dynastic actions in private messages are valid

Withdrawn. Failed by Kevan.

Adminned at 09 Dec 2022 17:28:28 UTC

Add the following bullet at the end of the subrule “Time” under “Clarifications” in the “Appendix” section:

* If the Narrator receives a private message from an Explorer containing one or more dynastic actions, the Narrator should disregard the dynastic actions that are not valid actions under the current ruleset at the time and date of the private message and execute the remaining dynastic actions as if the invalid dynastic actions were not part of the private message.

I have received a private message requesting a dynastic action that is part of a Proposal, but that Proposal was not yet enacted at the time that the private message was sent to me. This Proposal is to clarify whether I should treat the message as a “trigger” to allow the action as soon as it is a valid part of the ruleset or to disregard the message as invalid. Please continue to discuss the merits of this in the comments.

Proposal: Connective Tissue

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 09 Dec 2022 17:27:57 UTC

If there is a rule called The Black Cat, and a rule called Malfeasances, add the following to the end of The Black Cat:

If an Explorer is the only Explorer in a room, and the Black Cat is also in that room, and no Explorer is currently Possessed by Katastrophe, then at the start of the next Mansion Phase that Explorer is Possessed by Katastrophe.

If an Explorer is in the same room as the Black Cat, and that Explorer is currently Possessed by Katastrophe, and it is not the Mansion Phase, then they gain access to a special Malfeasance, and that Malfeasance is automatically made their Ploy (and cannot be changed, beyond specifying a new target, as long as these conditions remain true):

{| class="wikitable"
|+ Special Malfeasance
! Name || Effect || Restrictions
|-
| Repossession || The Explorer currently possessed by Katastrophe ceases to be, and the named other Explorer becomes possessed by Katasrophe || A single other Explorer must be named (or, if not, is randomly selected)
|}

If there is a rule called Malfeasance, AND if Proposal: The House of Katastrophe was enacted, change the text “Privately roll a DICE4, add 2, and increase Dread by that amount” in the rule Mansion Phase to read as follows:

Increase Dread by 1 for each Ploy, Planned Action carried out as part of a Malfeasance, or Supernatural Action to have taken place in the current Mansion Phase, plus or minus a random value between -1 and 1 inclusive (to a minimum of zero).

Proposal: The House of Katastrophe

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 09 Dec 2022 16:26:54 UTC

To “Possession”, add:-

If an action available to the Narrator is defined as being Supernatural, then an Explorer Possessed by Katastrophe may privately urge the Narrator to perform that action, optionally including instructions to perform it in a particular way. The Narrator should attempt to meet this request, while that Explorer remains Possessed by Katastrophe. While an Explorer is Possessed by Katastrophe, the Narrator may not take Supernatural Actions that this Explorer has not urged them to take.

In “Rooms”, after “At any time, the Narrator may add to the list of Rooms or add connections between Rooms in any way they see fit.”, add:-

Once per turn, the Narrator may add a single Room to the list of Rooms and/or add up to three connections between Rooms in any way they see fit. This is a Supernatural Action.

If “Let There Be Light” enacted, replace “Items may be added to a Room at any time by the Narrator.” with:-

Once per turn, up to three Items may be added to any Rooms by the Narrator, as a Supernatural Action.

If “The Cat that Walked by Himself” enacted, add to the end of the bullet point it created:-

This is a Supernatural Action.

All these dungeonmastery Narrator actions might make for some tricky calls under their declared Imperial style of Protective (“when taking any actions - including voting - will try to be fair to all players, including potential future players”). Perhaps Katastrophe should take the reins, with some speed limit on the at-any-time actions.

Proposal: The Cat that Walked by Himself

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 09 Dec 2022 16:24:29 UTC

If the proposal “Do you love cats” didn’t pass, this proposal does nothing.

To the list in the rule “Mansion Phase”, before the entry starting with “Submit a blog post”, add the following bullet point:

* If The Black Cat’s Location has not changed since the beginning of this Mansion Phase, the Narrator may choose a direction and make The Black Cat Walk in that direction by moving it to the Room in the indicated direction if such a Room exists.

The Narrator may choose the direction at random if he wishes, but this is not a requirement.
Also, cats can jump and don’t need staircases.

Wednesday, December 07, 2022

Proposal: From horror mansion to Scooby Doo mansion

Withdrawn and therefore failed -SingularByte

Adminned at 09 Dec 2022 15:10:21 UTC

If the proposal Exit Light, Enter Night failed, this proposal does nothing. Otherwise:

Delete the text “if that Explorer is still in the same room and is still possessed by Katastrophe” from Malfeasances.

Append to the third paragraph of that rule the text:

Some Malfeasances may have a number of instances of the word(s) [Room] or [Room X] (where X is a positive integer) in their name or effect in the table below. This is that Malfeasance’s Target Room or Target Rooms, and should be replaced by valid names of rooms by the Narrator; they may do so at any time while any of the Malfeasance’s Target Rooms are either not chosen or not valid. A Malfeasance with some number of invalid Target Rooms is not said to have an illegal value, however its effect as a Planned Action is considered to be blank.

A valid value for Target Rooms is Any. If this is chosen, then any explorer using the Malfeasance must choose the Target Room they wish its effect to apply to.

Append to the final line in Mansion Phase:

In cases where actions and effects cannot occur simultaneously and one must occur before the other, any of those effects is randomly chosen to occur before the others that it conflicts with by the Narrator. The Narrator is not obligated to use the Dice Roller for this purpose and may choose to determine the random roll secretly.

In Mansion Phase, replace the second bullet point with the following bullet points:

* In the order in which the Rooms are listed in Banewood Mansion, for each Explorer in that Room, carry out any Malfeasances that the Explorer is taking and any Effects that occur as a result of that Planned Action
* In the order in which the Rooms are listed in Banewood Mansion, for each Explorer in that Room, carry out non-Malfeasance non-Movement Planned Action that the Explorer is taking and any Effects that occur as a result of that Planned Action, as well as any ongoing Effects that apply to the Explorer
* In the order in which the Rooms are listed in Banewood Mansion, for each Explorer in that Room, carry out any Movement Planned Actions that the Explorer is taking and any Effects that occur as a result of that Planned Action

In the rule Malfeasances, replace the contexts of the table with:

| Kidnap to [Room] || The acting Explorer and the named target Explorer are moved to the Target Room, and any Movement Planned Actions for the transported Explorers are replaced with Rest || An Explorer other than the actor, in the same Room as the actor
| Send from [Room 1] to [Room 2] || Any number of chosen Explorers in [Room 1] are moved to [Room 2], and any Movement Planned Actions for the transported Explorers are replaced with Rest || An Explorer in [Room 1]
| Summon from [Room] || The named target Explorer are moved from the Target Room to this one, and any Movement Planned Actions for the transported Explorer are replaced with Rest || An Explorer in the Target Room
| Lock/Unlock door to [Room] || The directional connection between the room and its Target Room is toggled between being valid or invalid for Planned Actions other than Peeking, and Locking and Unlocking || n/a
| Lock/Unlock door between [Room 1] and [Room 2] || The directional connection between the Target Rooms is toggled between being valid or invalid for Planned Actions other than Peeking, and Locking and Unlocking || n/a


Replace the line “The default Planned Action is to Peek North.” in Explorer Actions with:

The default Planned Action is Rest.

Planned Actions are not considered to be Movement Planned Actions unless otherwise declared to be so in the rules. Walk and Flee are Movement Planned Actions.

This does a few things. Mainly, it splits actions into separate steps which is more work but should stop strange interactions that occur, and it adds in a couple of of groups of malfeasances to make it harder for Explorers to guess exactly what a given Malfeasance is and who performed it. For the steps, I imagine a spreadsheet could keep things in order but if this is too complex too quickly, I would understand a veto.

Proposal: Let there be light

Reaches quorum with 8-0 and is enacted -SingularByte

Adminned at 09 Dec 2022 06:33:01 UTC

If Proposal “Hello Darkness My Old Bro” is not enacted then this Proposal has no effect.

Add a new Dynastic Rule to the Ruleset. Call it “Items”, and give it the following text:

Items are objects that can be held by an Explorer. Held items are publicly tracked per Explorer in Banewood Mansion. Items can also be picked up, dropped, and used at any time during the Explorers Phase.

If an Item is picked up in a Room, it is considered held by the Explorer. It must be removed from the Items publicly tracked for the Room in Banewood Mansion.

If an Item is dropped, it is no longer held by the Explorer. It must be added to the Items publicly tracked for the Room in Banewood Mansion.

Items may be added to a Room at any time by the Narrator.

Add a subrule to “Items” called “Flashlight” and give it the following text:

When a flashlight is held, the Explorer can use it by renaming it “Lit Flashlight” or “Unlit Flashlight”. Each Explorer may hold a maximum of 1 flashlight at any time.

When named “Lit Flashlight”, a Room is Lit if this Item is in the Room or is held by an Explorer that is in the Room.

Add “Lit Flashlight” to the Items for the Room “Foyer” in Banewood Mansion.

I’m aware that this will chase away the Dark for now, but I’m anticipating a way to limit how long the flashlights last, or other ways to cause them to malfunction and go Unlit.

Proposal: Survival of the Survivest

Reached quorum 8 votes to 0. Enacted by Kevan.

Adminned at 08 Dec 2022 18:30:11 UTC

If there is a rule called “Explorers” then add the following to it as a new subrule called “Advantages and Disadvantages” (otherwise, create a new rule called “Explorers” and make the following its text):

Each Explorer may have an Advantage and a Disadvantage, which are publicly tracked. An Advantage, if set, must be one of the following:

  1. Strong
  2. Fast
  3. Wise
  4. Lucky

And a Disadvantage must be one of the following:

  1. Weak
  2. Slow
  3. Rash
  4. Unlucky

If an Explorer has no Advantage and no Disadvantage, then they may set their Advantage and their Disadvantage simultaneously, at any time, so long as the state in Banewood Mansion is set to Explorers Phase. An Explorer may not set their Advantage and their Disadvantage to be any pair that are both designated by the same number in the above list (for example, no Explorer may be both Strong and Weak).

Proposal: Do you love cats

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 08 Dec 2022 18:27:32 UTC

Add a rule named “The Black Cat”:-

There is The Black Cat in the Banewood Mansion, whose Location (which is a Room) is privately tracked by the Narrator.

Whenever the Location of The Black Cat changes, the Narrator must reflect it on the Banewood Mansion page in the form of “The Black Cat is in X”, where X is:
* the name of the Room that is The Black Cat’s Location, if that Room is Lit, and there is at least one Explorer whose Location is that Room;
* “an unknown place”, otherwise.

Set the Location of The Black Cat to the Foyer, and add the string “The Black Cat is in Foyer” to the Banewood Mansion page.

If you run in the darkness, you might trip over something

Proposal: A Crimson Incandescence

Reached quorum 11 votes to 0. Enacted by Kevan.

Adminned at 08 Dec 2022 16:44:36 UTC

To the start of “Mansion Phase”, add a paragraph:-

If the Narrator has not done so in the past 36 hours, they may change the Turn state to “Mansion Phase”.

Replace “If the Narrator has not done so in the past 36 hours, they may execute the Mansion Phase as an atomic action with the following steps:” with:-

During the Mansion Phase, the Narrator may (if they have not already done so during the current Mansion Phase), Reveal the Consequences as an atomic action with the following steps:

Replace “summarizing the Actions and Effects that occurred during the Mansion Phase” with “summarizing the Actions and Effects that have occurred so far in this atomic action”.

Remove the final bullet point of the atomic action, and add a paragraph below it:-

If the Narrator has Revealed the Consequences during the current Mansion Phase, they may change the Turn state to “Explorers Phase”.

Replace “During the Mansion Phase” with “During the Reveal of Consequences”.

The current Mansion Phase atomic doesn’t quite shake out: “the time of an Atomic Action shall be the time that it is completed”, meaning that its steps - including setting the Mansion Phase itself - don’t take effect until the point at which it’s finished. This means that players can still take actions while the atomic action is being processed, and that the atomic would have to be rewound to reflect them.

We need something more like last dynasty’s red/green light system where the Emperor puts up a flag before starting the action.

Proposal: Exit Light, Enter Night

Reached quorum 9 votes to 0. Enacted by Kevan with some leeway given to “and change “which act as default settings for the items, dark/lit states and Malfeasances that rooms of that type may have”.”

Adminned at 08 Dec 2022 16:42:38 UTC

If Proposal: Hello Darkness My Old Bro and Proposal: I’m Right Behind You were not enacted then this proposal has no effect.

In the rule Rooms, add the following to the list of qualities a room can have:

* Optionally, a Malfeasance, which must be a Planned Action that can only be performed in that Room when it is Dark.

In the same room, change “except for its Type” to “except for its Type and Malfeasance” and change “which act as default settings for the items, dark/lit states and Malfeasances that rooms of that type may have”.

Add a new dynastic rule to the ruleset, called Malfeasances, with the following text:

A Room may have a Malfeasance, which is always a Planned Action that is listed in this rule, and which may only be carried out when the Explorer occupies that Room and when that Room is Dark.

Malfeasances have a flavour-text Name, an Effect which is carried out as the effect of the Planned Action, and Restrictions, which must be in place for the Planned Action to take place.

A Room’s Malfeasance is privately tracked by the Narrator. At any time, an Explorer who is possessed by Katastrophe may privately ask the Narrator what the Malfeasance is in the room that they current occupy; if that Explorer is still in the same room and is still possessed by Katastrophe then the Narrator should truthfully respond at their earliest opportunity.

Possible Malfeasances are as follows:

{| class="wikitable"
|+ Malfeasances
! Name || Effect || Restrictions
|-
| Kidnapping || The acting Explorer and the named target Explorer are moved to the named other Room || An Explorer other than the actor, in the same Room as the actor, and another target Room must be named
|}

Proposal: Hello Darkness My Old Bro

Reaches quorum with 10-0 and is enacted -SingularByte

Adminned at 08 Dec 2022 06:31:45 UTC

Add a new dynastic rule, called Rooms, with the following text:

There exists an ordered list of Rooms, which are publicly tracked. Every Explorer has a publicly tracked Room they are in, defaulting to the Foyer. Every Room has the following qualities:

* A unique flavour text Name by which it may be referred to
* A list of Items which are in the Room, defaulting to no Items
* A Dark or Lit state, which is Dark unless otherwise specified
* Optionally, Rooms accessible in any cardinal direction or custom Exit Direction from this room
* A Type, defaulting to Central Hall

All of the qualities of a Room are publicly tracked, except for its Type which is privately tracked by the Narrator.

If an Action “requires light/darkness”, it may only be performed if the actor is in a Lit/Dark Room, respectively; if this condition is not fulfilled the Action instead does nothing.

Every Room Type has Characteristics, which act as default settings for the items and dark/lit states that rooms of that type may have (and may be overriden by the specific provisions of an individual room of that rype). The list of all Room Types can be found below:

{| class="wikitable"
|+ Types
! Name || Characteristics
|-
| Central Hall || Lit
|}

At any time, the Narrator may add to the list of Rooms or add connections between Rooms in any way they see fit. They should update the Mansion Map whenever they do so.

If there is a room called Foyer, give it a Type of Central Hall. Otherwise, add a new Room with no other adjacent Rooms, a Type of “Central Hall”, and a name of “Foyer”.

A straight reimplementation of Habanero’s Darkness around Every Corner, which cleans up how rooms and room data are tracked.

Proposal: I’m Right Behind You

Reaches quorum with 11-0 and is enacted -SingularByte

Adminned at 08 Dec 2022 06:28:11 UTC

Add the following to the dynastic rule “Explorers”, if it exists, and to “Explorer Actions” if it doesn’t:-

Each Explorer may also have a Ploy, tracked privately by the Narrator. An Explorer’s Ploy may be a Planned Action, or nothing, and defaults to nothing.

After the bullet list in “Explorers Phase”, add:-

While the state in Banewood Mansion is set to Explorers Phase, any Explorer may do any of the following any number of times by privately informing the Narrator:

* Change their Ploy to any specific Planned Action, or to nothing

Add a bullet point immediately after the first in “Mansion Phase”:-

* For each Explorer whose Ploy is not nothing, consider their Planned Action to be that Ploy for the remainder of this atomic action

Add a bullet point before the final one in “Mansion Phase”:-

* Set all Ploys to nothing

Wondering if this might be an interesting middle ground between straightforward public game actions and complex entirely-private ones: giving players the option to sneakily submit a private action which overrules their stated intention.

Proposal: Bootstrap Authorization

Reaches quorum with 9-0 and is enacted -SingularByte

Adminned at 08 Dec 2022 06:25:18 UTC

Add a new Dynastic Rule to the Ruleset. Call it “Starting Room” and give it the following text:

If there is no Room named “Foyer” in the Mansion Map, the Narrator may create such a room and immediately add it to the Mansion Map. It shall have the default value for all of its non-name variables. When that room is created, all Explorers automatically move to it. The Narrator shall then destroy any Rooms named “Foyer” that are not represented in the Mansion Map.

If there is a Room named “Foyer” in the Mansion Map, the Narrator can and should repeal this rule.

Proposal: Initialising fields

Reaches quorum with 11-0 and is enacted -SingularByte

Adminned at 08 Dec 2022 06:20:25 UTC

Create a dynastic rule called Explorers with the following text:

Explorers have the following tracked fields:
* Items, which is a field that can contain any number of Items that are defined by the rules. It defaults to containing no items.
* Location, which is a Room (as described in the rule Banewood Mansion). If either no rooms are defined or no default location for explorers is defined, Foyer is considered to be a valid room and is considered to be the default.
* Planned Action, which is as defined in Explorer Actions.

So technically, I don’t think any of these three fields actually exist on Explorers yet even though they have rules now? Probably best to give them basic definitions for now, and they can be refined later if needed.

Wednesday, December 07, 2022

Proposal: Trading Traitor Traits

Quorums 11-0. — Quirck

Adminned at 07 Dec 2022 21:03:19 UTC

If there exists a dynastic rule called “Possession”, add the following paragraph to the end of it:

Any Explorer currently Possessed by Katastrophe is under no obligation to honor any informal promises they have made with other Explorers, nor to tell the truth to them, and is encouraged to lie to and betray other Explorers in order to achieve any possible advantage. An Explorer is under no obligation to honor any informal promises they made while they were Possessed by Katastrophe, regardless of whether they are still possessed, but when they break such a promise while not Possessed by Katastrophe they should disclose that they were Possessed by Katastrophe when they made it.

Proposal: What is this, a clock?!

Quorums 9-0. —-  Quirck

Adminned at 07 Dec 2022 21:00:08 UTC

Add a new dynastic rule called “Atmosphere”:

There is a privately tracked variable named Dread, defaulting to 0.  There is a publicly tracked variable named Mood, defaulting to “Calm”.

In the Mansion Phase subrule, directly before the third entry in the bulleted list, add the following list items:

* Privately roll a DICE4, add 2, and increase Dread by that amount.
* If Dread is less than 47, set the Mood to “Calm”.  If Dread is between 48 to 121, set the mood to “Uneasy”.  Otherwise, set the mood to “Frightening”.

Y’know, like Haunt rolls.

Proposal: Incorporeal Plane

Withdrawn. Failed by Kevan.

Adminned at 07 Dec 2022 10:48:47 UTC

Add a new dynastic rule titled “Ghosts”:

Every Explorer is either Living or Ghostly, defaulting to Living. This is publicly tracked. Ghostly Explorers can only perform Actions marked as “spiritual” or “spooky”; if they attempt to perform any other Action nothing happens. Actions which are “spooky” may only be performed by Ghostly Explorers; if a Living Explorer attempts to perform a spooky Action it does nothing. To “kill” an Explorer is to make them Ghostly and to “summon” an Explorer is to make them Living.

If the Proposal “Spooky Grid Action” passed, add the following Planned Action to the list of Planned Actions:

Spooky: Float, together with the name of a Room

and add the following as its description

Floating moves the Explorer to the named Room.

If the Proposal “Darkness around Every Corner” passed, add the following Room Type to the list of Room Types:

| Ritual Circle || A pentagram drawn on the floor in blood almost seems to be calling out to you. Explorers in this Room have access to the following Planned Action:
Spiritual, requires darkness: Ritual, along with the name of another Explorer
If two Explorers’ Ritual Actions refer to each other’s name, one of them is Living, and the other is Ghostly, then Ritual kills the Living Explorer and summons the Ghostly one.

An elimination mechanic, but you can still play the game after you are eliminated and try to return to the world of the living. My intent is that the number of Ghostly players should tend upwards over time.

Proposal: Darkness around Every Corner

Withdrawn. Failed by Kevan.

Adminned at 07 Dec 2022 10:42:15 UTC

If the proposal “Spooky Grid Action” or “Starting in the Foyer” failed, this proposal has no effect.

Add a new dynastic rule titled “Rooms”:

There exists an ordered list of Rooms, which are publicly tracked. Every Explorer has a publicly tracked Room they are in, defaulting to the Foyer. Every Room has the following qualities:

* A unique flavour text Name by which it may be referred to
* A list of Items which are in the Room, defaulting to no Items
* A Dark or Lit state, which is Dark unless otherwise specified
* Optionally, Rooms accessible in any cardinal direction or custom Exit Direction from this room
* A Type, defaulting to Central Hall

All of the qualities of a Room are publicly tracked, except for its Type which is privately tracked by the Narrator.

If an Action “requires light/darkness”, it may only be performed if the actor is in a Lit/Dark Room, respectively; if this condition is not fulfilled the Action instead does nothing.

Every Room Type has an Effect. The list of all Room Types can be found below:

{| class="wikitable"
|+ Types
! Name || Effect
|-
| Central Hall || A large space, mostly empty except for the cobwebs everywhere and a dim lamp in the middle. This room is considered to be Lit.
|}

At any time, the Narrator may add to the list of Rooms or add connections between Rooms in any way they see fit. They should update the Mansion Map whenever they do so.

Add a new Room with no other adjacent Rooms, a Type of “Central Hall”, and a name of “Foyer”.

In “Explorer Actions”, replace “Peek, together with a direction” with “Requires light: Peek, together with a direction”.

Secret information might be a nice atmospheric direction to go in what with all the darkness. Also divorcing the Name of a Room from its actual effect (dictated by Type), so you need to figure out what a Room actually does.

Proposal: Pretty Please Three

Reached quorum 9 votes to 0. Enacted by Kevan.

Adminned at 07 Dec 2022 10:24:56 UTC

Change the name of the player known as “Jumble” to “Misty”.

A more serious suggestion this time.

AAAAAAAAAAAAAAAAAA

Unidling myself.  Quorum is now 6.

WHAT YEAR IS IT?!?!

Please unidle me :)

End of the semester, so I should have time to participate, finally

Proposal: Spooky Grid Action

Reaches quorum with 7-0 -SingularByte

Adminned at 07 Dec 2022 08:40:10 UTC

If there exists a rule “Explorers Phase”, add a rule “Explorer Actions” with the following text to the Dynastic Rules:

Where Planned Actions are concerned, the valid directions are North, South, East, West, Down and Up, or anything their current Room defines as an Exit Direction. North, South, East and West are the horizontal directions. Up and Down are vertical directions.

The available Planned Actions for an Explorer are:
Rest
Peek, together with a direction
Walk, together with a direction
Flee, together with a horizontal direction

Resting has no current effect.
Peeking has no current effect.
Walking moves the acting Explorer one Room in the indicated direction if such a Room exists, if the direction is horizontal. If the indicated direction is vertical, it has no effect unless their Room contains a Staircase.
Fleeing repeatedly moves the acting Explorer one Room in the indicated direction until something prevents them from continuing (for example, the non-existence of the Room they would move into) or until they would attempt to move into a Room that they previously exited during the same Mansion Phase.

The default Planned Action is to Peek North.

I further intend that some room features are not revealed until someone looks up, but room features don’t exist yet.

What Could Go Wrong?

I would like to be unidled.

Don’t mind me, just obliviously moseying on into this spooky mansion like every horror movie protagonist ever.

What Could Go Wrong?

I would like to be unidled.

Don’t mind me, just obliviously moseying on into this spooky mansion like every horror movie protagonist ever.

Proposal: The Spirit of Katastrophe

Reaches quorum with 8-0 -SingularByte

Adminned at 07 Dec 2022 08:37:22 UTC

Add a new rule to the ruleset, called Possession:

The spirit of an ancient demon called Katastrophe haunts the Mansion. At any time it may Possess either nobody or one Explorer, defaulting to nobody, privately tracked by the Narrator.

When Katastrophe Possesses an Explorer, or ceases to Possess an Explorer, the Narrator should inform that Explorer privately.

We haven’t had a social deduction mechanic in a while.

Let’s check it out gang

I would like to be unidled please thanks o/

Proposal: Starting in the Foyer

Reaches quorum with 9-0 -SingularByte

Adminned at 07 Dec 2022 08:29:41 UTC

Add a new Dynastic Rule to the Ruleset. Call it “Banewood Mansion”, and give it the following text:

All Explorers are located in Rooms within Banewood Mansion, exploring new Rooms and interacting with what’s there. The Narrator will process Turns and update the results in Banewood Mansion.

Add a subrule to “Banewood Mansion” called “Mansion Map” and give it the following text:

The Mansion Map is a graphical represention of Rooms that the Explorers have discovered and their connections to each other. It will be maintained and made available by the Narrator in a separate page of the Wiki, linked from Banewood Mansion. No one may edit the Mansion Map except for the Narrator.

Add a new Dynastic Rule to the Ruleset. Call it “Turns”, and give it the following text:

A Turn consists of two states: Explorers Phase and Mansion Phase. The Explorers Phase is first, followed by the Mansion Phase. At the end of the Mansion Phase, the next Turn begins.

The current Turn state is tracked in Banewood Mansion at the top.

Add a subrule to “Turns” called “Explorers Phase” and give it the following text:

While the state in Banewood Mansion is set to Explorers Phase, any Explorer may do any of the following any number of times by editing their state in Banewood Mansion:
* Change their Planned Action
* Pick up or drop an Item
* Use an Item that was already held at the start of the current Explorers Phase

Explorers may not do any of the above during the Mansion Phase.

Add a subrule to “Turns” called “Mansion Phase” and give it the following text:

If the Narrator has not done so in the past 36 hours, they may execute the Mansion Phase as an atomic action with the following steps:
* Edit the state to “Mansion Phase” in Banewood Mansion
* In the order in which the Rooms are listed in Banewood Mansion, for each Explorer in that Room, carry out the Planned Action that the Explorer is taking and any Effects that occur as a result of that Planned Action, as well as any ongoing Effects that apply to the Explorer
* Submit a blog post with the category Story Post summarizing the Actions and Effects that occurred during the Mansion Phase
* Edit the state to “Explorers Phase” in Banewood Mansion

During the Mansion Phase, all Actions and Effects that occur in the same Room occur simultaneously, regardless of the order of Explorers listed in that room or the Effects applied. If multiple Actions or Effects in a Room modify the same gamestate variables, the Actions or Effects in a Room that have “remove” or “subtract” as part of their text are processed before other Actions or Effects in that same Room.

 

Proposal: Shoot I’m out of Batteries!

Failed at 1-8 -SingularByte

Adminned at 07 Dec 2022 08:28:33 UTC

Create a new rule titled: “Light in the Dark.”

Each player has a variable tracked secretly known as: “Flashlight Power” this starts at 100.

Also, Create a new sub-rule of “Light in the Dark” titled “Battery Swap?”

As a weekly action, two players may agree to swap their values of “Flashlight Power”.

We have batteries in these flashlights, Right?

Ascension Address: Your New Home

You wake up, as if from a dream. You can’t remember where you came from or how you got here, or where here even is. After blinking a few times, you see that you’re in a dimly lit room that you don’t recognize, and you’re lying on the floor. The light comes from a pile of flashlights in the center of the room. Around you are other people you’ve never seen before, also lying on the floor and apparently in the same confused state as you. Before you have a chance to say or do anything, a disembodied voice speaks with a low rumbling tone:

Welcome to Banewood Mansion. It’s been a long time since we’ve had guests here. I’ve been quite lonely since they…departed. But now you’re here. Please…do pick up a flashlight and have a look around. I think you’ll find the rooms of this house quite interesting. They may even take your breath away. However, do not think of leaving. It is impossible to do so until I’ve judged you worthy. Furthermore, only one of you will be so lucky. The rest…well, the ones who don’t make it might just become a permanent addition to the “entertainment” you’ll find here. Enjoy your stay!

The voice ends the last phrase with a long echoing laugh that fades away into the dark recesses of the house.

The dynasty’s theme shall be “Banewood Mansion”

Repeal all dynastic rules except the rule “Grillin’”

Change Proprietor to Narrator and Group to Explorer

Change the gamestate tracking page to “Banewood Mansion”

Set the Special Case rule “Dynastic Distance” to Active. Leave all other Special Case rules at their current values.

This dynasty is inspired by the board game Betrayal at House on the Hill, which is about exploring a haunted house and surviving the horrors within.

I like the idea of mentioning Imperial Styles, so for this dynasty, mine will be: Guide, Protective, Powerhouse, Scam-Neutral, Guarded, Methodical

The Ride Home

A place to record any post-game feedback or discussion.

Monday, December 05, 2022

Declaration of Victory: CNN Breaking News

More than 2/3rds of players in favour, with 5 votes to 0. Enacted by Kevan.

Adminned at 06 Dec 2022 12:37:24 UTC

Anderson Cooper has been appointed Heir by the Proprietor, and as his controller in the group JonathanDark, I have achieved victory

Advancement 15 Report

Nigel Cartlesham and Grandpa Fuller rode the Ferris Wheel together. Both obtained an F stamp, and Grandpa additionally found childlike Joy for a J stamp.

Anderson Cooper scored an 18 on the Ball Toss, also finding Joy for a J stamp.

Chase Pleonexi took control of the Robot at the Robot Race.

As the Arena Dome was vacant this turn, there will be no Dome King next turn.

Finally, I retired and appointed Anderson Cooper (total Personal Value 182) as the Heir. The runner up was Nigel Cartlesham (total Personal Value 122). Nobody else had value over 100.

Heir Appointment

Anderson Cooper.  He is the most devoted Ball Tosser, finding Joy in the contest, and is the sole crowned Champion. He is the Robot’s only friend, having accompanied it on the Ferris Wheel. And he’s one of the few connoisseurs of the Food Court.

Therefore, I appoint Anderson Cooper as the Heir to the carnival’s legacy.

Sunday, December 04, 2022

Proposal: [Appendix] Nothing is Subjective

Fails 1-3 after more than 48 hours. -Bucky

Adminned at 06 Dec 2022 19:26:09 UTC

In the Appendix rule “Other”, replace

The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.


With

A blog entry’s Subject is its Title. Any entry whose subject is “” (i.e. an empty string) is not valid.

Proposal: Silent Night

Timed out / quorumed 6 votes to 1. Enacted by Kevan.

Adminned at 06 Dec 2022 16:37:47 UTC

In the rule Victory and Ascension, to the end of the sentence which reads “If there is at least one pending DoV, BlogNomic is on Hiatus”, add:

, no Idle Group may be made unidle, and no new player joining requests may be administered.

Locking DoVs to just currently-active players.

Sunday, December 04, 2022

Proposal: [Appendix] Tagging Isn’t Subjective

Fewer than a quorum not voting against. Failed 2 votes to 4 by Kevan.

Adminned at 04 Dec 2022 19:39:48 UTC

Change the definition of Subject from

The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.

The “subject” of a blog entry is the part of the Title of an entry which is after the first colon, or all of it if it doesn’t contain a colon, excluding any pairs of brackets ([ and ]) and whatever is inside them. Any entry whose subject is “” (i.e. an empty string) or entirely whitespace is not valid.

Advancement 14 Report

Bucky Bot and Anderson Cooper rode the Ferris Wheel together. Bucky Bot received an F stamp and Anderson Cooper, who had the bot’s remote, received an R stamp.

Tom Hand scored a 19 on the Ball Toss, but Shaquille O’Neal hit an impressive 27 to become the Ball Toss Champion.

Nigel Cartlesham successfully defended the Dome King title from Jackie Chan and two nobodies, earning a K stamp.

Finally, Sophia Vergara repeated the Robot Race to keep the Robot in Team JonathanDark’s hands.

A reminder, the Heir will be selected at the end of next turn, after queues are processed.

Friday, December 02, 2022

Advancement 13 Report

Shaquille O’Neal and Jackie Chan rode the Ferris Wheel. Jackie Chan found Joy in the process, gaining the J stamp.

Cornelius Overbold scored a 22 on the Ball Toss, and Kate Dubose scored a 19.

Nigel Cartlesham won the first round of the Arena Dome, becoming Dome King and ejecting Bucky Bot.

Anderson Cooper took control of Bucky Bot for JonathanDark at the Robot Race.

Visitors should note that next turn’s Advancing the Queues will be the final complete instance thereof before the Heir scoring, which occurs in the middle of the instance after it.

Proposal: Explicit Fence Post

Enacts 5-0 with a Quorum in favor. -Bucky

Adminned at 02 Dec 2022 22:00:36 UTC

In the rule “Turns”, replace

four or more times since 12:00 on 29 November 2022,

with

four or more times since 12:00 on 29 November 2022 (including the current action),

 

This is a clarification rather than a change in effect.