Tuesday, February 02, 2010

Proposal: Repair is hard work

Can’t reach quorum with 16 votes against. Failed by Kevan.

Adminned at 04 Feb 2010 03:14:07 UTC

Create a Dynastic Rule titled “Personal Keys” with the following text:

Each Guest has a personal family key, which was given to them due to Cartlesham family tradition. These keys are named after them. A ‘matching key’ to something is defined as a key with the same name as that something.

Create a Dynastic Rule titled “The Fusebox” with the following text:

Lord Cartlesham treasured his family, and tried to engrave as much of it into his possessions as possible. His fusebox is no exception. The fusebox has a chain of switches in it, which are sealed by specialised locks. These switches are named after each Guest.
These switches can be either set to ‘ON’ or ‘OFF’. Their state is privately tracked by the Executor.

Whenever the lights go out, all the fusebox switches are set to ‘OFF’ and the Executor shall choose randomly (in whatever manner deemed suitable by him) four fusebox switches; The first three of these switches may be referred to as ‘vital’ switches, while the last one is a ‘dead’ switch.

If after the change of any of the switches’ state all the vital switches are set to ‘ON’ and the dead switch is set to ‘OFF’, the Lights come back On and the remainder of the current Dark List is ignored.

Put the following in the place of the Dark Action “Repair the fusebox” in Rule 2.6 Lights:

Switch a fusebox switch. If they are in the Basement, each Guest may, as a Dark Action, switch a switch they have the matching key to. They may switch it to ‘ON’, ‘OFF’ or ‘MANIPULATE’. If they switch it to ‘MANIPULATE’, it’s state is set to ‘OFF’ but the states of the fusebox switches with names which precede and follow the name of the switch in alphabetical order are set to their inverse (‘ON’ set to ‘OFF’, or ‘OFF’ set to ‘ON’).

Base idea was to make repair take more time, as right now it gets done easily before any risks, and it’ll be even faster...

The backstory might be a little forced, though…

The reason for the keys system is so that we can link other things to it (and maybe make giving keys away possible…)

Deja Vu. Again. For the version 0 of this proposal (finding parts around the mansion to repair the fusebox) and this version too…

Comments

Anonyman:

02-02-2010 21:06:20 UTC

imperial

redtara: they/them

02-02-2010 21:35:20 UTC

against Will be way too long to repair.

Keba:

02-02-2010 21:45:19 UTC

Nice idea, but per Ienpw III:  against

digibomber:

02-02-2010 23:02:58 UTC

against

tecslicer:

02-02-2010 23:42:59 UTC

against

alethiophile:

03-02-2010 03:13:06 UTC

against

Darknight: he/him

03-02-2010 03:26:59 UTC

against I like the idea of the keys for other things though

There:

03-02-2010 04:51:07 UTC

against

Thrawn:

03-02-2010 12:17:40 UTC

against

Put:

03-02-2010 12:34:59 UTC

imperial

Roujo: he/him

03-02-2010 12:50:09 UTC

against Per Ienpw

ais523:

03-02-2010 17:08:17 UTC

against Likely to cause all the play in the dynasty to grind to a halt.

Kevan: he/him

03-02-2010 17:41:33 UTC

against Rather elaborate, and it could easily lock the game if a vital key belonged to a Dormant Guest, or a Murderer.

Klisz:

03-02-2010 18:59:31 UTC

imperial

spikebrennan:

03-02-2010 19:52:14 UTC

Huh?
against

TrumanCapote:

03-02-2010 22:55:06 UTC

against

NonnoNaz:

04-02-2010 07:08:08 UTC

I like the idea, but, as Kevan said, I think it’s too elaborate and locking-risk.
Maybe we can think about modifying it: for example, maybe the fuse box repair needs the cooperation of at least 2 Guests (any Guests, not a specific ones). But I like the Lights On =)