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