Geoffrey Spear on Sun, 26 Dec 2010 16:17:58 -0700 (MST) |
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Re: [s-d] [s-b] Emergency Resolution |
Whether a majority of Outsiders have recognized the Emergency is debatable (arguably, we never stopped recognizing the last one, but that may be a bit of a stretch since it was resolved according to its own procedures) On Sun, Dec 26, 2010 at 6:01 PM, Gabriel Vistica <gvistica@xxxxxxxxx> wrote: > Okay, having trouble sending to the mailing list (or else its having trouble > sending back to me). > Trying again: > > > 1. Game time is stopped. DONE > > 2. A Forum is established. (I think we can all agree to use the spoon-business > mailing list) > > 3. An Emergency Co-Ordinator is established. (Gotta do this) > > > I volunteer to be the Emergency Co-Ordinator. Are there any objections? > > > > ----- Original Message ---- >> From: Geoffrey Spear <wooble@xxxxxxxxxxxxxx> >> To: B Nomic Business <spoon-business@xxxxxxxxx> >> Sent: Sun, December 26, 2010 12:16:18 PM >> Subject: 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 >> > > > > > _______________________________________________ > spoon-business mailing list > spoon-business@xxxxxxxxx > http://lists.ellipsis.cx/mailman/listinfo/spoon-business > -- Wooble _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss