Daniel Lepage on 4 Oct 2003 04:52:56 -0000


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[spoon-discuss] Redefinition


A more finalized form of a proposal to overhaul many of the basics of the game. I believe it is compatible with everything it doesn't change (please let me know if I missed something). I also added the keywords OnNweek and OnCheckpoint, with OnCheckpoint have three subwords, :First, :Second, and :Third. I think it would make things much easier if every rule that defined something that happened at the beginning of an nweek had the keyword OnNweek, so simply be filtering by that kw we could get the list of nweekly events.

Anyway, I've tried to be thorough, and to keep most of the definitions in the same numerical location in the ruleset as their current counterparts are. If nobody has any suggestions or criticisms, this protoproposal will be made into a full proposal next nweek.

I don't propose:

{{
__Redefinition__

Replace rule 13 [[r13/3, __Definitions__]] with:
{{
__Abstract Objects__ {*(Definitions, Abstract, Objects),2*}

A Game Object is anything which exists within the context of the game, that is, its existence must be mandated by the ruleset; the term Object shall be an unambiguous synonym for Game Object in all game documents except where specified otherwise. [[Note that this does not require the object's definition to be in the ruleset; an object could be defined by reference to an outside Document]]

An External Force is anything which exists independantly of the game.

An Outsider is an External Force which is also an Object. [[ i.e., something that exists outside of the game but is also acknowledge by the rules as influencing the gamestate, and thus exists within the game as well, such as a player]]

A Game Document is a body of text specified as a Game Document by the Rules. Game Documents are Game Objects. [[ which is true by definition, but we might as well be safe and state it.]]
}}


Replace rule 2 [[2/3, __Names__]] with:
{{
__Names__ {*(Definitions, Abstract, Objects),2*}

All distinguishable Game Objects should have unique identifiers. Objects indistinguishable from each other need not have separate identifiers [[So a players points don't need to be named separately, but different players do]].

An abbreviation or nickname for an object may be used in place of its identifier provided that the context makes it unambiguous which object is being referred to.
}}

Replace rule 14 [[r14/1, __Forfeit__]] with:
{{
__Players__ {*(Definitions, Player, ProposingEntity, LostSoul), 2*}

A Player is an Outsider who consents to be governed by the rules, fulfills all requirements for playerhood specified by the rules, and has become a player in a manner specified by the rules.

An External Force may become a Player by posting a message to a Public Forum containing a request to become a player and a uniquely identifying name that e wishes to be known by. It may do this if and only if it fulfills the following requirements:
* It is capable of passing the Turing Test
* It is either not already a Game Object, or a Lost Soul
* It has a working e-mail address

A Player may cease to be a player by Forfeiting the game; this must be done in a Public Forum unless there are no working public fora, in which case e may notify the administrator privately instead. The Administrator must report the Forfeiture as soon as possible if this happens.

No restrictions may be placed on when a player may forfeit; any player may forfeit the game at any time (regardless of the clock, the watch, etc.)

When a Player ceases to be a player for any reason, e loses all game defined properties and attributes except for eir Name, and becomes a Lost Soul. Lost Souls are game objects.

Players are Limited PEs.
}}

Replace r25 [[r25/1, __The Administrator__]] with:
{{
__The Admin__ {*(Definitions, Admin, ProposingEntity, GremlinFund)*}

The Administrator, or Admin, is an Outsider who consents to be governed by the rules, fulfills all requirements for Adminhood specified by the rules, and has become the Admin in a manner specified by the rules.

An External Force may become the Admin if and only if the rules state that it is the Admin.

The person known as David E. Smith is the Administrator.

The Administrator is a Limited PE. Any passage or failure bonuses for proposals made by the Admin have no effect, unless they give points to em, in which case said points are given to the Gremlin Fund.
}}


Reenact rule 6 [[r6/0, __Game Definitions__, repealed nweek 24]] giving it the text:
{{
__Proponents__ {*(Definitions,Proposals:Making)*}

A Proposing Entity, or PE, is an entity which is capable of issuing a Proposal. Any PE may make a Proposal at any time, subject to any and all restrictions laid out in the ruleset.

An Unlimited PE is a PE that can issue proposals without paying proposal costs; PEs that are not Unlimited are said to be Limited. All PEs are Limited unless the rules specify otherwise.

}}

Replace rule 212 [[r212/6, __Bandwidth__]] with:
{{
__Bandwidth__ {*(Proposals:Bandwidth,Player:Properties,Admin:Properties)*}

There exist Game Objects known as Bandwidth Chits. Any object can possess Bandwidth Chits. X Bandwidth Chits, where X is a number, may be written as XBW.

At the beginning of each nweek, the number of Chits held by each player becomes 10, and the number of Chits held by the Admin becomes 4, unless another rule specifies otherwise.

}}

Replace rule 19 [[r19/12, __Proposals__]] with:
{{
__Proposals__ {*(Proposals,Proposals:General,Proposals:Unauthored)*}

A Proposal, or Prop, is a Game Document consisting primarily of a list of changes to the gamestate.

There exist different types of props. Each type has the following attributes associated with it:

A proposal cost: Limited PEs must pay this cost in order to issue a prop of this type. A passage bonus: When a prop of this type passes, its proponent, if one exists, receives this bonus. A failure penalty: When a prop of this type fails, its proponent, if one exists, receives this penalty. Content Restrictions: A set of restrictions, which may be empty, governing what sorts of changes or texts may be included in the text of a prop of this type, which entities may submit props of this type, and when they may do so.

General Props are Proposals with a prop cost of 2BW, a passage bonus of 3d6 points and one charm, and a failure penalty of 1d6 points and one charm. Any PE may issue General Props. General Props have no Content Restrictions.

An Unauthored Proposal is a Proposal whose prop cost, passage bonus, and failure penalty are all 0. Unauthored Props may not be issued simply as Unauthored Props; only as types of props that derive from Unauthored Props.

When a proposal Passes, the gamestate changes listed within it are made. This supersedes all other rules.
}}

Replace rule 395 [[r395/3, __Respect__]] with:
{{
__Respect Props__ {*(Proposals:Unauthored:Types,Dimensions:Respect)*}

Respect Props are Unauthored Props, with the following restriction: they must contain exactly one change to the gamestate, which must be to increase or decrease the Respect of a game object that has the Respect property by an integer between 1 and 3, inclusive.

}}

Replace rule 396 [[r396/4, __Administrator Proposals__]] with:
{{
__Quotes__ {*(Proposals:Unauthored:Types,Quotes)*}

Quotation Props are Proposals with prop cost 0, passage bonus 3 points, failure bonus 1 point. A Quotation Prop has the following Content Restriction: It must consist of exactly one change to the gamestate, which must be to Modify the Quote Book to add: * A quote made by a game entity, past or present, other than the prop's Proponent.
	* The name of the entity that made the quote
* The date that the quotation was made, and/or the URL of an archived copy of the message containing the quote.

When a Quote Prop passes, the entity Quoted gains 2d5 Score Points.
}}

Replace rule 15 [[r15/14, __Voting__]] with:
{{
__Voting Procedure__ {*(Voting)*}

A Poll is an event used to make a decision. A Poll has three primary attributes: a list of Eligible Voters, a Duration, and an Issue to be decided. The Eligible Voters set is the set of all Game Objects who are allowed to cast votes in the Poll. Each Voter may cast a single vote on the Poll; this vote may be Yes, No, or Abstain (or some obvious variant on one of these words, so 'sure','nay',etc. work; but if it's not obvious what the vote means, it should be interpreted as an Abstain vote). If a Voter submits more than one vote, the *last* one submitted is their actual vote. (so votes can be changed by resubmitting them). The Duration of a Poll is an amount of time signifying how long voting will continue. When the Duration of the Poll Concludes, the Issue is resolved. The Issue is said to have Passed if more Yes votes than No votes were cast on the Poll; otherwise, it Fails.

Polls are only called when specified by the rules. If a poll is called, but no list of Eligible Voters is specified for it, it is assumed that all Players are Eligible Voters, and nothing else is. If a Poll is called, but no Duration is specified, it is assumed that the Duration is until the end of the current nweek.

_Types of Durations_

The Duration of a Poll may be any of the following:
* An absolute point in ntime, such as "nweek 212, nday 6". In this case, the Duration Concludes at that point in ntime, or, if it has not elapsed but that time has already passed, immediately. * A relative point in ntime, such as "three ndays from the calling of the Poll". In this case, the Duration Concludes at the end of the specified period. A <T> Poll, where <T> is a unit of ntime, is a Poll with <T> as its Duration (for example, a 3-nday Poll) * Either of the above, with a point/amount in real time/wtime substituted for the point in ntime. This use is strongly discouraged except in cases where ntime would be unsuitable. * Indeterminate. An Indeterminate Duration does not Conclude based on time. Indeterminate Polls should generally be Short-Circuited (see below), but don't have to be...

_Special Polls_

A Poll may have any of the following optional flags:
* Short-Circuited: The Duration of a Short-Circuited Poll Concludes as soon as every Eligible Voter has cast a vote. * Very Badly Wired (VBW): A VBW Poll's Duration Concludes as soon as enough Eligible Voters have cast votes that the outcome of the Poll could not be changed by the votes cast by the rest of the Voters. * Strict: In a Strict poll, each Voter gets exactly one Vote; this sentence takes precedence over any rule that would allow players to cast multiple votes on a Poll. * Imperial: In a Imperial poll, the Administrator has the power to Veto the Poll, at any time up to the official posting of the results. If e does so, the Issue only Passes if the number of Yes votes cast exceeds twice the number of No votes (at the time of resolution). * Despotic: A Despotic poll is an Imperial Poll, except that if the Issue is vetoed, it Fails regardless of what votes are cast. * Concealable: In a Concealable poll, votes may be sent to the Administrator privately; when the Duration Concludes, the administrator must post publicly the private votes.
}}

Reenact rule 23 [[r23/2, __The Ballot__, repealed]] in the form:
{{
__Proposal Voting__ {*(Proposals:Voting, Voting, OnNweek, CheckingPeriod:Third, Clock:Stopping)*}

The third Checking period of each nweek is the Voting Period of that nweek. At the beginning of a Voting Period, a Concealable Imperial Poll with a Duration lasting 'til the end of the Voting Period is called on every proposal issued since the beginning of the previous Voting Period; on Unauthored Proposals, the Polls called this way are also strict.

The collection of these Polls in each nweek is called that nweek's Ballot.

The polls on a Ballot have an additional voting option: Shelve. Shelve votes are treated as No votes; however, if a Ballot poll fails, but it would not have failed if the Shelve votes had been Yes votes, or it would not have failed if the administrator hadn't vetoed it, then the proposal of that poll is Shelved - it neither passes nor fails, and is included on the next nweek's Ballot.

At the end of each nweek, the Clock Stops until the administrator posts the results of the Ballot polls to a public forum.

The effects of the proposals on a Ballot are considered to happen in "simultaneous sequential order"; that is, they are processed in increasing order by serial number, and the effects of their passage/failure occur in this order, but the entire process is considered to happen instantaneously.

}}

Create a rule:
{{
__Temporary Cleanup Rule__ {*(Temporary,OnNweek,Voting,LostSoul),12*}

This rule supersedes all other rules.
At the beginning of a Voting Period, the Ballot of that nweek contains only those proposals made since the beginning of the eighth nday of the preceding nweek. When this rule takes effect, one Lost Soul is created for each entity that was ever a player in B Nomic, but is no longer a rule-defined entity, with the last name that entity had in the game before it either ceased to exist within the scope of the game, and all Former Players become Lost Souls.
At the end of the nweek, this rule is repealed.

[[This rule is needed because some parts of this proposal assume that they've been in the ruleset the whole time; this rule makes sure that, for example, the next nweek's Ballot doesn't contain every proposal in the history of the game (since the definition of a Voting Period changed slightly, it's arguable that there's never been a Voting Period in the sense one of the new rules suggests)]]

}}

Repeal rule 25 [[r25/1, __The Administrator__]] and rule 26 [[r26/2, __New Players__].

}}

--
Wonko

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