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 _______________________________________________ spoon-business mailing list spoon-business@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-business