Wednesday, December 14, 2005

Proposal: Deep Pockets

Vetoed, reluctantly.  Please read my comment (the last one) for an explanation.

Please repropose, Saurik—- this is good stuff. —75th Trombone

Adminned at 14 Dec 2005 22:31:53 UTC

Add a new rule called “Inventories” that reads as follows:

An “Inventory” is an unordered list of things.

Each Protagonist has an Inventory.
Each Location has an Inventory.

New Protagonists have a “Key Marked Dice24” in their Inventory.

Add “Key Marked Dice24” to each currently existing Protagonist’s Inventory.
If a Location named “The Ruins of the Fortress of Cheese” exists, add “Pile of Rotting Cheese” to it’s Inventory.
If a Location named “The Ominous Forest” exists, add “Sleepy Toadstool” to it’s Inventory.
If a Location named “The Floating Castle” exists, add “The Golden Hen” and “The Golden Harp” to it’s Inventory.

By “Key Marked Dice24” I mean, for example, a “Key Marked 17”. As in (;P), a dice was rolled to get that number.

This Proposal purposely doesn’t care where the Inventory is stored/managed. What is in your inventory is determinable from the rules and the list of actions that have been performed using the rules. Whether this happens to be stored on a Wiki page, in the GNDT, or in the heads the Protagonists, if any mistakes are made, a Call for Judgement is recommended.

Comments

Salamander:

14-12-2005 16:28:32 UTC

for

notafraud:

14-12-2005 16:39:47 UTC

As someone new to nomic - have read all the FAQs and rules and cetera, but still getting to grips with the vocab etc. - I’m confused about the key and dice markings. How do dice work on Blog Nomic and how does that affect this particular item?

Thanks for your patience with me.

Saurik:

14-12-2005 16:58:27 UTC

To tell you the truth, I don’t really know how dice work. There is a single section of the Ruleset that describes that you can’t have negative dice. Other than that, I’ve only found a few Common Law usages by players.

As for how it affects this item… it makes a number of separate items that may in the future have meaning, but as of yet have no rules relating to them. I could give you interesting concepts for what might be done with this, but I figure I can just leave that up to future proposals, by either myself or others.

Angry Grasshopper:

14-12-2005 17:13:33 UTC

Type DICEX into the GNDT as comment, where X is a positive integer, to roll an X sided die. You can also type FRUIT to generate a random type of fruit.

Useful for random events, shark attacks, that sort of stuff.

Saurik:

14-12-2005 17:16:59 UTC

Damn, had I known that that concept was in place I would have done “FRUIT Flavored Key” ;P.

ChronosPhaenon:

14-12-2005 17:34:24 UTC

for Have a look at http://kevan.org/bnwiki.pl?GenericNomicDataTracker for more GNDT commands.

Quazie:

14-12-2005 17:43:51 UTC

:FOR, though we need an inventory location and stat.

danopato:

14-12-2005 18:36:43 UTC

for more materialism is more better

Saurik:

14-12-2005 19:02:44 UTC

Quazie: You didn’t actually do a full FOR (missing close :). (Although I guess that _could_ have been on purpose.)

Elias IX:

14-12-2005 19:48:23 UTC

imperial I would enjoy a Bar flavoured key.

AgentHH:

14-12-2005 19:59:07 UTC

for I like this. But does the “key named dice24” count as a single word in the context of the game or not?

Saurik:

14-12-2005 20:01:03 UTC

I doubt it. I think the seven word limit is really bad.

Quazie:

14-12-2005 20:13:06 UTC

for even silly me

notafraud:

14-12-2005 20:21:42 UTC

Ahhh, we’ll do something with this I guess. for

Rodney:

14-12-2005 21:15:42 UTC

for

Cayvie:

14-12-2005 21:23:36 UTC

for

Elias IX:

14-12-2005 21:50:20 UTC

for Well it’s good, then. But.. a turquoise hooch key would make my day.

Hix:

15-12-2005 00:02:58 UTC

“Key marked 13” would probably count as 3 words, of course.  But in some of the better Text Adventures, you could usually get away with being ambiguous (e.g. “>drop key”), and you would get a prompt asking for more information (e.g. “Which key should I drop?”)
for

Seventy-Fifth Trombone:

15-12-2005 06:29:33 UTC

This Proposal purposely doesn’t care where the Inventory is stored/managed. What is in your inventory is determinable from the rules and the list of actions that have been performed using the rules. Whether this happens to be stored on a Wiki page, in the GNDT, or in the heads the Protagonists

This is almost true.  The problem is, nothing has established how things are kept track of.  If the concept of “a Location’s Inventory” had already been established (and Enacted), you would indeed not have to indicate where the stuff is stored.

However, if this passes, the actions it instructs cannot be performed because there is nothing in the Ruleset to handle them.  And any instructions not denoted in the Ruleset, or somewhere else allowed by the Ruleset, are ephemeral, and they pretty much disappear the moment the Proposal is Enacted.

Plus, it wouldn’t be too hard to add something to this Proposal, like:

“If Locations exist but do not have Inventories, add the following to to the rule Locations:

“Blah blah blah, here’s the stuff that says what Inventories are and how they work and where they’re kept track of.”

For that matter, you could even add something like:

“If at any time Locations have Inventories, perform the following instructions, and then delete the instructions, along with this paragraph.”

So.  I really like the ideas behind this Proposal, and I want to see them pass.  However, I don’t think it’s worth ditching Dynasties’ worth of precedent to start allowing undefined instructions to be implemented according to a random Admin’s—- including my own—- interpretation.

veto

AgentHH:

15-12-2005 06:31:52 UTC

Ooh, hey, this meets quorum!