Rainbow Wolfe on Fri, 26 Aug 2011 15:18:44 -0700 (MST)


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[s-b] Fwd: Initial Rules Set / Meta-Game - An Experiment in Thought Gaming


{
*Meta-Rules*

Meta-Rule #1
All players have the right to propose, change or amend rules [[via emails
sent to spoon-business]], and to discuss proposed rules and rule changes
[[though emails sent to spoon-discuss]].
Meta-Rule #2
All players have the right to vote on proposed rules.
Meta-Rule #3
A proposal becomes a Law when 1/2 or more of the voting players agree that
it should. LAWs must be followed by whomever is required by Law to follow
them.
Meta-Rule #4
Whatever is not prohibited or regulated by a rule is permitted and
unregulated, with the sole exception of changing the rules, which is
permitted only when a rule or set of rules explicitly or implicitly permits
it.
*[[reference: The Paradox of Self-Amendment, Appendix 3, Nomic Immutable
Rule 116]]*
Meta-Rule #5
If the rules are changed so that further play is impossible, or if the
legality of a move cannot be determined with finality, or a move appears
equally legal and illegal, then the Meta-Rules may take precedence.
*[[reference: The Paradox of Self-Amendment, Appendix 3, Nomic Mutable Rule
213]]*
**
**Meta-Rule #6
Meta-Rules may only be created, deleted, or amended when *all* of the active
players agree to it.
**
*Game Conventions*
 Law #01 - LAW
The oldest pending proposal may become Law if any of the following are
true:-

   - It has a number of FOR votes that exceed or equal Quorum
   - It has been open for voting for at least 1nweek and more than half of
   its votes are FOR

The oldest pending proposal may fail to become Law if any of the following
are true:-

   - It has a number of AGAINST votes that exceed or equal Quorum.
   - It has been open for voting for at least 1nweek and half or fewer of
   its votes are FOR.
   - The player who proposed it has voted AGAINST it.

Any active player may update the gamestate by posting an email to
spoon-business declaring that a proposal has either passed or failed.
Law #02
A Quorum is defined by any number greater than half the number of active
players.

Law #03
Laws must have a unique identifying number and may also have a title. Laws
are numbered sequentially, starting at 01 and ascending by +1 every time a
proposal becomes Law. Laws may be contained in sections which may also have
a title and/or number.
Law #04 - ORDER
With the exception of this paragraph, comment text will be delimited between
double square brackets as shown: “[[this is a comment]]”. Comment Text has
no direct effect on the state of the game, although it can be read and may
aid in the interpretation of the LAW it refers to.
Comment text in italics is known as ‘flavor text’ and can be used to add
suggestions or story to the end of rules and sections.
For clarity, emails and actions may be prefixed, or delimited, by the type
of action that the text represents. Emails, for example, may be prefixed
with: "[proposal]" for rules changes; "[vote]" for votes on any pending
proposals; or "[action]" for any in game actions. Updates to the game state
and status reports may be prefixed with "[update]" or "[report]"
respectively, and [results] for voting results.
Text may be delimited from other surrounding text. For example, proposals
may be delimited in any manner recognisable to the other players with the
exception of using double square brackets as defined above. The following
are recognisable examples for delimiting proposals: curly braces "{" [[and]]
"}" or "PROPOSAL" [[and]] "PROPOSAL".
Law #05 - NTIME
nTime consists of the following values: A positive number known as the
nWeek; a positive number known as the nDay.
At midnight (00:00:00) Coordinated Universal Time (UTC) the value of nDay is
increased by +1.
If the value of nDay would be greater than 10 then the value of nDay will be
set to 1 and the value of nWeek increased by +1.

A period of 1 nDay is the time between two consecutive changes of the nDay
value.
A period of 1 nWeek is the the time between two consecutive changes of the
nWeek value.

A duration of x nDay(s), where "x" is a number, will be interpreted to mean
that the duration is defined as the next nDay after the value of x. [[A
duration of 2 nDays from nDay 3 will be after nDay 5 has expired, on nDay
6]]

A duration of x nWeek(s), where "x"is a number, will be interpreted to mean
that the duration is defined as the next nDay, after the value of x. [[A
duration of 1 nWeek from nDay 2 will be nDay 3, 1 nWeek later]]
Any events occuring at the end of an nDay occur before any events occuring
at the start of the next nDay.
The nDays of the nWeek have the following values:
nDay 1 = BreakDay;
nDay 2 = WindDay;
nDay 3 = Mulberry;
nDay 4 = Wonko;
nDay 5 = HalfDay;
nDay 6 = Joel;
nDay 7 = Rushnight;
nDay 8 = Teucer;
nDay 9 = Zarpint;
nDay 10 = Thirnight;
nDay 11 = Armageddon.

Law #06 - ERA'S
The First Era of B Nomic is the time starting with the time creation of the
game (approx.5 Dec 2001, prompted by a five-month lull in A Nomic) and
ending immediately before the Second Era of B Nomic.

The Second Era of B Nomic is from nWeek 85, nDay 1 (approx.4 April 2005,
prompted by data loss when the bnomic.org server crashed) and ending
immediately before the Third Era of B Nomic.

The Third Era of B Nomic is from nWeek 112, nDay 1 (approx.14 Nov 2006,
prompted by another 5 month lull) and ending immediately before the Fourth
Era of B Nomic.

The Fourth Era of B Nomic is from nWeek 135, nDay 1 (approx.10 Dec 2007,
prompted by a second state of emergency in 2 nWeeks) and ending immediately
before the Fifth Era of B Nomic.

The Fifth Era of B Nomic is from nWeek 135, nDay 1 (approx.2 Dec 2008, when
http://b.nomic.net/index.php/User:Ehird/Make_it_Better passed), and ending
immediately before the Sixth Era of B Nomic.
The Sixth Era of B Nomic is from nWeek 156, nDay 1 (approx.2 March 2009,
when a Fourth Era ruleset was restored as we discovered a broken comment
rule had messed up the game, and ending immediately before the Seventh Era
of B Nomic.
}

Are there any other game conventions that we want to keep, change or even
admit to?

- Rainbow Wolfe



-- 
Hobbes: Why are you digging a hole?

Calvin: I'm looking for buried treasure.

Hobbes: What have you found?

Calvin: A few dirty rocks, a weird root, and some disgusting grubs.

Hobbes: On your first try?

Calvin: There's treasure everywhere!
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