Geoffrey Spear on Sun, 26 Dec 2010 13:43:09 -0700 (MST)


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Re: [s-b] [s-d] Emergency Resolution


On Sun, Dec 26, 2010 at 2:22 PM, Craig Daniel <teucer@xxxxxxxxx> wrote:
> On Sun, Dec 26, 2010 at 1:58 PM, Geoffrey Spear <wooble@xxxxxxxxxxxxxx> wrote:
>>
>> Which of the historical rulesets the die roll corresponds to is,
>> conveniently, not the problem of the person resolving this decision.
>
> How I think we do this:
>
> 1E rulesets are allegedly all reconstructible, but I don't have access
> to the tools that would do said reconstructing.
> 2E rulesets, I have absolutely no idea where to get. If nobody has any
> particular thoughts on this matter, we could all agree that they are
> inaccessible; I'm against skipping that era if we can get at it, but
> if we can't, we may have no choice.
> 3E rulesets are easy enough - that's when the wiki starts tracking them.
> 4E and 5E rulesets are not part of current B Nomic history, since they
> were platonically never the rules. Exceptions: the initial rules of
> those two eras, which were adopted but forbade gameplay.
> 6E rulesets are also on the wiki.

I think I can make a good argument that a roll of 5409 on 10d1000
corresponds, as closely as reasonably possible (as allowed by the
former Rule 9) to the ruleset around nweek 100. Note that the dice
server's limit of 1000 faces per die and my own insistence on sticking
with ~10K possible values led to a worse mapping than may have been
possible with more forethought, although I don't think that we're
allowed to re-roll under Rule 9.  The mapping from possible rolls to
possible rulesets is probably just platonically more convoluted than
it needed to be.

I *do* actually have the ruleset for this nweek.
http://b.nomic.net/index.php/User:Wooble/Nweek_100_Rules

I don't necessarily think that this is the exact ruleset we've just
enacted.  However, it's conveniently in the middle of an era with a
consistent Emergency Procedure so even if the other rules are
different, there's a very high likelihood that Rule 0 now reads as
follows:

{{
Rule 0/4
Emergency Management
Last Revision: nweek 76. Revision History
Keywords: Administrator Emergency Forum Paradox Time
Attributes: Chutzpah 8

There exists, in the context of the game that contains this rule
(hereafter in this rule known as "The Game"), a procedure called the
Emergency Management procedure. The Emergency Management procedure
(hereafter in this rule known as "The Procedure") will be followed in
the event of an Emergency, as recognized by the majority of the most
recently formally recognized body of outsiders in The Game.

An Emergency, in the context of this rule, is any event or
circumstance, not already provided for in the rules of the Game, that
prevents the continuance of the Game. Emergencies include, but are not
limited to, the following:

- The failure of, or lack of access to, the hosting services and/or
equipment used to administer the Game (hereafter in this rule known as
"The Host") for a period of seven days.

- The failure of, or absence of, enough Ministers that the Game cannot
continue, for a period of seven days.

- The existence of a paradoxical condition that cannot be resolved
under the current set of rules.

The Procedure is as follows:

1. Game time is stopped. Whatever means used in the Game to track time
is stopped as of the beginning of the Emergency. Pending events and
deadlines relative to Game time, with the exception of those specified
in this rule, are postponed until Game time resumes. Pending events
and deadlines with absolute dates and times do not occur.

2. A Forum is established. The Procedure depends upon the availability
of a means for Outsiders and an Emergency Co-Ordinator to communicate
(hereafter in this rule known as "The Forum"). If a Forum does not
exist or is not available, players will establish one by contacting
one another and agreeing upon a new Forum. If a new Forum cannot be
agreed upon, the Game ends.

3. An Emergency Co-Ordinator is established. Any Player may be
established as the Emergency Co-Ordinator. If an Emergency
Co-Ordinator cannot be agreed upon, the Game ends.

4. The Pause is initialized. The Procedure tracks time spent using the
Pause. When the Procedure is begun, the Pause is zero; thereafter,
until the completion of the Procedure, the Pause is increased by one
each day at 00:00:00 UTC.

5. Refresh Proposals are submitted. The Forum will be used to submit,
discuss, select and implement proposed changes to the state of the
Game (hereafter in this rule known as "Refresh Proposals") for the
purpose of either resuming or ending the Game. Players may each submit
a Refresh Proposal. Refresh Proposals may affect any aspect of the
Game or the state of the Game, including, but not limited to: rules,
scores or other player attributes, the valid list of players, the
identity of the Host, the legitimacy and/or actuality of any action
taken in the context of the Game, etc.

6. A first-round Ballot is formed. When the value of the Pause is 5,
the Emergency Co-ordinator will gather all submitted Refresh Proposals
into a Ballot on which players will vote.

7. First-round votes are cast. Each player (including the Emergency
Co-Ordinator) may cast a single vote to select one of the Refresh
Proposals in the Ballot. Votes are cast by announcing them via the
Forum.

8. First-round votes are counted. When the value of the Pause is 7,
the Emergency Co-Ordinator will count all the submitted votes and
announce to the Forum which Refresh Proposal received the largest
number of votes. If only one Refresh Proposal received the largest
number of votes it is selected for implementation and the procedure
moves directly to step 12; otherwise the Procedure continues to Step
9.

9. A second-round Ballot is formed. Refresh Proposals that tied for
the largest number of votes received in the prior Ballot will be
gathered into a second Ballot on which players will vote.

10. Second-round votes are cast. Each player (including the Emergency
Co-Ordinator casts a single vote to select one of the Refresh
Proposals in the second Ballot. Votes are cast by announcing them via
the Forum.

11. Second-round votes are counted. When the value of the Pause is 9,
the Emergency Co-Ordinator will count all the submitted votes and
announce to the Forum which Refresh Proposal in the second Ballot
received the largest number of votes. If only one Refresh Proposal
received the largest number of votes, it is selected for
implementation; otherwise the Emergency Co-ordinator selects one of
the Refresh Proposals.

12. The Refresh Proposal selected is implemented by the Emergency
Co-ordinator. The Emergency Co-Ordinator ceases to be the Emergency
Co-Ordinator. The Procedure ends. The value of the Pause is returned
to zero and no longer increments. The standard timekeeping method
restarts. Normal [[?!?]] Play resumes.


If, during an emergency, a majority of the most recently recognized
body of players recognizes that there is no longer an emergency, the
Procedure immediately ends, if it is currently happening, and the
Emergency ends with no change to the state of the game.
}}

Even *more* conveniently, if Era 2 was imaginary, this Rule 0 was
probably never legally amended.  Gamestate collapsed.

I hereby formally recognize this body of Outsiders in the Game (this
is, umm, probably dubious, but the purported Registrar's most recent
report is probably sufficiently formal in any case.):
{{
0x44
Codae
compsciguy	
DimShip
Hose
JamesB
Marr965
Murphy
teucer
Wooble
}}

I recognize an Emergency.
-- 
Wooble
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