Rainbow Wolfe on Tue, 30 Aug 2011 18:02:14 -0700 (MST)


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[s-b] [proposal] Meta-Game V2


{
META-RULES

Meta-Rule #1
All players have the right to propose rules and rule changes [[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 and rule changes [[via
emails sent to

spoon_business]].

Meta-Rule #3
A proposal becomes Law when 50%, or more, of active 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 law is permitted and unregulated.

Meta-Rule #5
If the "Volume of Law" is changed so that further play is impossible, or if
the legality of an action

cannot be determined with finality, or an action appears equally legal and
illegal, then the Meta-Rules

may take precedence over the "Volume of Law".
[[Laws may take precedence over Meta-Rules at any time UNLESS the game is
broken, at which point players

can choose to default to a basic set of rules - the Meta-Rules. The
Meta-Rules can be considered both an

emergency rule and a short description of how to play the game.]]

Meta-Rule #6
Meta-Rules may only be created, deleted, or amended when ALL of the active
players agree to it.


=VOLUME OF LAW=

01 - ACTIVATING PLAYERS
An External Force may become an Active Player by posting a message to the
game [[to spoon-business,

spoon-discuss, or spoon_notices]] containing a request to become an active
player and a unique

identifying name that e wishes to be known by. It may do this if it fulfills
the following

requirements:-
- It is capable of passing the Turing Test.
- It has a working eMail address.
- It is not already an active player.

An Active Player may cease to be an active player by:-
- posting a message to a public forum containing a request to cease being an
active player.
- not having performed any game action within the last 3 nWeeks

A Quorum is defined by any whole number greater than half the number of
active players.

02 - PERFORMING ACTIONS
An active player may perform any action that they are entitled to perform.
Actions consist of, but are not limited to, the following:-
- Proposing a rule, or rule change
- Discussing a rule, or rule change [[spoon-discuss]]
- Voting on a proposal
- Updating the gamestate:-
* by recognising a request to become an active player
* by recognising a request to cease being an active player
* by recognising whether a specified proposal has either passed or failed
- Reporting the known gamestate:-
* by updating the wiki and declaring this on the forum
* by sending the gamestate directly to the forum, this shall be limited to
once per nWeek.

03 - DELIMITING TEXT
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 may be used to add suggestions or story to rules and sections.

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".

For clarity, emails and actions may be prefixed, or delimited, by the type
of action that the text

represents. Emails, for example, might be prefixed with:-
"[proposal]" for rules changes
"[vote]" for votes on any pending proposals
"[action]" for any in game actions
"[update]" for recognising updates to the game state
"[report]" for status reports
"[results]" for voting results [[or update]]

04 - PROPOSALS
Active players may have no more than three pending proposals at any one
time.

05 - VOTING
Active Players may submit one of the following votes for each pending
proposal:-
- positive, or FOR
- negative, or AGAINST
- neutral, or ABSTAIN

If an active player submits more than one vote, the *last* vote cast will be
counted as the actual vote.

Votes will not be counted unless a valid pending proposal is specified for
each vote.

Votes may be conditional [[IF <proposal1> fails then FOR <proposal2>, else
AGAINST]] but will not be

counted until the condition it is based on becomes resolved.

06 - CREATION
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.

This rule may take precedence over Meta-Rule #5 except when the game becomes
broken as defined in Meta-

Rule #5.
}

The author may vote against to kill the proposal so that e may propose
something else. If the killed

proposal would have otherwise passed there is no reason another player
cannot re-propose it although I

can't think of many reasons why the author would choose to kill it. Although
this might be an

interesting loophole to exploit.

{
07 - VOLUME OF LAW
When a proposal becomes Law it is added to the "Volume of Law" that comprise
this game.
The entire game document may be referred to as the "VOLUME OF LAW" and may
also be titled as such

excepting the section titled META-RULES which exists outside the "Volume of
Law".

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 also be contained in

sections which may also have a title and/or number.

If a passed proposal would change an existing Law then a revision number may
be appended to the existing

rule number by first adding a period before the revision number [[09.1]].
Revisions are numbered

sequentially starting at 1 and ascending by +1.
}

[action]
Create a section entitled "META-RULES" and place all Laws currently labeled
as a "Meta-Rule" in

numerical order under that title.
[action]

{
08 - 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 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 period of 1 nWeek is the the time between two consecutive changes of the
nWeek value.
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
}

[action]
Initialise nTime by turning the clock on the wiki to ON
[action]

{
09 - 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.

10 - CLAIMING CLARITY
If players disagree about the legality of an action, the interpretation or
application of a rule or set

of rules, or the current state of the game, any player may call for clarity
(CFC).

A player may create a CFC as a Game Action by specifying:-
- the argument or query

Any players may add to this CFC:-
- the possible gamestate(s), if any, and causes or interpretation of such
- any rule changes needed to clarify that interpretation

Active players may then submit a vote for each possible gamestate, but may
submit only one positive vote

towards a single interpretation. Each positive vote will count as 1. Each
negative votes will count as

-1. The interpretation with the greatest total value will be regarded as
correct and the gamestate and

rules will be updated accordingly.
}
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