Difference between revisions of "Ruleset"

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== Ruleset and Gamestate ==
 
== Ruleset and Gamestate ==
This is the '''Ruleset''' for BlogNomic; all Adventurers shall obey it. Section One consists of the “core rules” of BlogNomic, covering basic proposal mechanics; Section Two contains the rules of the current dynasty; Section Three contains rules which apply in special cases; and Section Four contains the appendix, which exists solely to clarify the remainder of the ruleset.
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This is the '''Ruleset''' for BlogNomic; all Storytellers shall obey it.
  
The Ruleset and Gamestate can only be altered in manners specified by the Ruleset.
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It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.
  
Adventurers may correct obvious spelling and typographical mistakes in the Ruleset and their own Pending Proposals at any time, including replacing Spivak and gender-specific pronouns with the singular “they”.
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The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.
  
If the Ruleset does not properly reflect all legal changes that have been made to it, any Adventurer may update it to do so.
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If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Storyteller may update it to do so.
  
== Adventurers ==
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The gamestate tracking page for this dynasty is the [[Once Upon A Time]] page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
Any human may apply to join BlogNomic (if they are not already an Adventurer) by registering at http://blognomic.com via the Register link in the sidebar, and then making a post making clear their wish to be a '''Adventurer'''. An Admin shall add them to the roster in the sidebar, at which moment they become an Adventurer.
 
  
An Adventurer may cease to be an Adventurer at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be an Adventurer in this way may not become an Adventurer again within the following two weeks. An Adventurer may only change their name as a result of a proposal approving the change.
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== Storytellers ==
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A human with access to the blog who is not already a Storyteller may make a blog post making clear their wish to be a Storyteller (plural form Storytellers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Storyteller. (See the [[FAQ#Can_I_join_in.3F|FAQ]] for guidance on how to apply for access to the BlogNomic blog.)
  
Some Adventurers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Adventurers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation.
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A Storyteller may only change their name as a result of a Proposal approving the change.
  
===Idle Adventurers===
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Some Storytellers are '''Admins''', responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Storytellers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. Storytellers may be made Admins through Proposal or CFJ.
  
Some Adventurers are '''Idle''', and shall be marked as such in the sidebar. For the purposes of all Gamestate and the Ruleset, excluding Rules “Ruleset and Gamestate”, “Adventurers”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Adventurers are not counted as Adventurers.
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A Storyteller may cease to be a Storyteller at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Storyteller in this way may not become a Storyteller again within the following two weeks.
  
If a Proposal contains a provision that targets a specifically named Idle Adventurer, then that Idle Adventurer is considered to be Unidle solely for the purposes of enacting that specific provision.
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===Idle Storytellers ===
  
When an Adventurer is unidled, if they went Idle in the same dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Adventurer Idled in a different dynasty), the Adventurer is given the default value for new Adventurer, if such a value exists.
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If a Storyteller is Idle, this is tracked by their name being removed or concealed in the list of currently active Storytellers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Storytellers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Storytellers are not counted as Storytellers . The combined term “Idle Storyteller” can be used to refer to Storytellers who are Idle even in rules that do not treat them as Storytellers.
  
An Admin may render an Adventurer Idle if that Adventurer has asked to become Idle in an entry or comment from the past four days, or if that Adventurer has not posted an entry or comment in the last seven days. In the latter case, the Admin must announce the idling in a blog post. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle an Adventurer if that Adventurer is Idle and has asked to become Unidle in an entry or comment from the past four days, and Idle Admins may Unidle themselves at any time, unless the Adventurer who would be Unidled asked to become (or rendered themselves) Idle within the previous four days, and within the current dynasty.
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If a Proposal contains a provision that targets a specifically named Idle Storyteller, then that Idle Storyteller is considered to be Unidle solely for the purposes of enacting that specific provision.
  
Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to quorum to have come about as a result of it.
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When a Storyteller is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Storyteller Idled in a different Dynasty), the Storyteller is given the default value for new Storytellers, if such a value exists.
  
Idle Admins can enact and fail Votable Matters.
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An Admin may render a Storyteller Idle if that Storyteller has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Storyteller has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Storyteller during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Storyteller if that Storyteller is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Storyteller who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.
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Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.
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Idle admins can resolve Votable Matters as a non-idle admin would.
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===Dormancy===
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If there are fewer than four Storytellers (not including the Publisher), then BlogNomic is on Hiatus.
  
 
== Dynasties ==
 
== Dynasties ==
BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Adventurer, known as the Priest. If there is no Priest, the Dynasty is a Metadynasty.
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BlogNomic is divided into a number of '''Dynasties'''. Each Dynasty may be headed by a single Storyteller, known as the Publisher. If there is no Publisher, the Dynasty is a Metadynasty.
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An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Storyteller may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.
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Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Publisher is not a Storyteller.
  
 
== Votable Matters ==
 
== Votable Matters ==
A '''Votable Matter''' is a post which Adventurers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
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A '''Votable Matter''' is a post which Storytellers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
  
 
===Votes===
 
===Votes===
Each Adventurer may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. An Adventurer’s Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Adventurer never has a Vote, even if they were an Adventurer previously and had cast a valid Vote.
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Each Storyteller may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Storyteller's Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Storyteller never has a Vote, even if they were a Storyteller previously and had cast a valid Vote.
  
If an Adventurer other than the Priest casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Priest. When the Priest has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Priest’s Vote for the purposes of other rules unless otherwise specified.
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If a Storyteller other than the Publisher casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Publisher. When the Publisher has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Publisher's Vote for the purposes of other rules unless otherwise specified. When the Publisher themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.
  
 
A Votable Matter is '''Popular''' if any of the following are true:
 
A Votable Matter is '''Popular''' if any of the following are true:
 
* It has a number of FOR Votes that exceed or equal Quorum.
 
* It has a number of FOR Votes that exceed or equal Quorum.
* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.
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* It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.  
  
 
A Votable Matter is '''Unpopular''' if any of the following are true:
 
A Votable Matter is '''Unpopular''' if any of the following are true:
* The number of Adventurers who are not voting AGAINST it is less than Quorum.
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* The number of Storytellers who are not voting AGAINST it is less than Quorum.
 
* It has been open for voting for at least 48 hours and it is not Popular.
 
* It has been open for voting for at least 48 hours and it is not Popular.
  
 
=== Enacting and Failing ===
 
=== Enacting and Failing ===
  
Votable Matters can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
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Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.
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A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.
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A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.
  
Whenever an Admin resolves a Votable Matter, they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was self-killed or vetoed). Comments cannot be made on Enacted or Failed Votable Matters.
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This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.
  
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
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===Tags===
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Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).
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Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:
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* The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.
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* The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
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* The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.
  
 
== Proposals ==
 
== Proposals ==
Any Adventurer may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Adventurer already has 2 Proposals pending, or has already made 3 Proposals that day).
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Any Storyteller may submit a '''Proposal''' to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Storyteller already has 2 Proposals pending or has already made 3 Proposals that day).
  
 
=== Special Proposal Voting ===
 
=== Special Proposal Voting ===
  
When an Adventurer casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Self-Killed''', even if the author later changes their Vote. The Priest may use VETO as a voting icon to cast a Vote on a proposal; when the Priest casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Priest later changes their Vote.
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When a Storyteller casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal '''Withdrawn''', even if the author later changes their Vote. The Publisher may use VETO as a voting icon to cast a Vote on a Proposal; when the Publisher casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Publisher later changes their Vote.
  
 
=== Resolution of Proposals ===
 
=== Resolution of Proposals ===
  
The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin (by updating the Ruleset and/or Gamestate to include the specified effects of that Proposal, and then setting that Proposal’s status to Enacted) if all of the following are true:
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The oldest Pending [[#Proposals|Proposal]] may be '''Enacted''' by any Admin if all of the following are true:
  
 
* It is Popular.
 
* It is Popular.
 
* It has been open for voting for at least 12 hours.
 
* It has been open for voting for at least 12 hours.
* It has not been Vetoed or Self-Killed.
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* It has not been Vetoed or Withdrawn.
  
 
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:
 
The oldest Pending Proposal may be '''Failed''' by any Admin, if any of the following are true:
  
 
* It is Unpopular.
 
* It is Unpopular.
* It has been Vetoed or Self-Killed.
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* It has been Vetoed or Withdrawn.
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If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.
  
If a proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending proposal, and can be failed by any Admin.
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When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Storyteller A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.
  
 
== Calls for Judgement ==
 
== Calls for Judgement ==
If two or more Adventurers actively disagree as to the interpretation of the Ruleset, or if an Adventurer feels that an aspect of the game needs urgent attention, then any Adventurer may raise a '''Call for Judgement''' (abbreviated CfJ) by posting an entry in the “Call for Judgement” category.
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If two or more Storytellers actively disagree as to the interpretation of the Ruleset, or if a Storyteller feels that an aspect of the game needs urgent attention, then any Storyteller may raise a '''Call for Judgement''' (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.
  
 
A Pending CfJ may be Enacted by any Admin if all of the following are true:
 
A Pending CfJ may be Enacted by any Admin if all of the following are true:
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* It is Unpopular.
 
* It is Unpopular.
* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities.
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* It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.
  
When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate tracking entities, as specified in the CFJ.
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When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.
  
 
This Rule may not be overruled by Dynastic Rules.
 
This Rule may not be overruled by Dynastic Rules.
  
 
== Victory and Ascension ==
 
== Victory and Ascension ==
If an Adventurer (other than the Priest) believes that they have achieved victory in the current Dynasty, they may make a post to the BlogNomic weblog in the '''Declaration of Victory''' category, detailing this.
 
  
If the game is not already in Hiatus and there is a pending DoV, the game immediately goes into '''Hiatus''', if it hasn’t already. During this time, the only game actions that may be taken are those covered by Rules “Adventurers”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.
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If a Storyteller (other than the Publisher) believes that they have achieved victory in the current Dynasty, they may make a '''Declaration of Victory''' (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.
  
Every Adventurer may cast Votes on that DoV to indicate agreement or disagreement with the proposition that the poster has achieved victory in the current Dynasty.
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A Storyteller's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is [[#hiatus|on Hiatus]], no Idle Storyteller may be made unidle, and no new player joining requests may be administered.
  
A Pending DoV may be Enacted by any Admin if any of the following is true:
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A Pending DoV may be Enacted by any Admin if any of the following are true:
  
* It is Popular, it has been open for at least 12 hours, and either the Priest has Voted FOR it or it has no AGAINST Votes.
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* It has a number of FOR Votes greater than 2/3rds of the number of Storytellers, it has been open for at least 12 hours, and either the Publisher has Voted FOR it or it has no AGAINST Votes.
* It is Popular, and it has been open for at least 24 hours.
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* It has a number of FOR Votes greater than 2/3rds of the number of Storytellers, and it has been open for at least 24 hours.
  
 
A Pending DoV may be Failed by any Admin if any of the following are true:
 
A Pending DoV may be Failed by any Admin if any of the following are true:
  
 
* It is Unpopular, and it has been open for at least 12 hours.
 
* It is Unpopular, and it has been open for at least 12 hours.
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* It is more than 48 hours old and cannot be Enacted
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If a DoV is Failed and it had at least one AGAINST vote, the Storyteller who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.
  
When a DoV fails and there are no pending DoVs, Hiatus ends.
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When a DoV is Enacted, all other pending DoVs are Failed, the Storyteller who posted the DoV becomes Publisher, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.
  
When a DoV is enacted, all other pending DoVs are failed, and a new Dynasty begins with the Adventurer who made the DoV as its Priest. That Adventurer may pass this role to another Adventurer at this point by making a post to that effect, if they wish. The Hiatus continues until the new Priest makes an '''Ascension Address''' by posting an entry in the “Ascension Address” category - this should specify the Priest’s chosen theme for the new Dynasty, and may optionally specify that the terms Adventurer and Priest will be replaced with theme-specific terms throughout the entire ruleset, and/or a number of dynastic rules to keep. Upon posting such an Ascension Address, the Ruleset is updated to reflect any changed terms, and any dynastic rules which were not listed to be kept are repealed.
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If the game is in an Interregnum then the new Publisher must either Pass the Mantle (by making a post naming a Storyteller who was not the last dynasty’s Publisher, in which case the passing Storyteller ceases to be the Publisher and the Storyteller so named becomes the Publisher) or start a new dynasty by completing the following Atomic Action:
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* Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Publisher's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).
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* Optionally specify any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section.
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* Update the Ruleset to reflect any changed terms, repeal any dynastic rules which were not listed to be kept, and make any specified or automatic changes to the Building Blocks section of the ruleset. Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.
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* Optionally change the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”.
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* Optionally specify their Imperial Style, which if specified is a set of nonbinding guidelines that the Publisher is encouraged to follow, using the terms defined on the wiki page [[Imperial Styles]].</blockquote>
  
A DoV may not be started in the period between an enacted DoV and that DoV’s Ascension Address. When a DoV is failed, if it had at least one AGAINST vote, the Adventurer who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was failed.
 
  
This rule cannot be overruled by Dynastic Rules as it relates to Declarations of Victory, but can be overruled in other matters.
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Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.
  
 
== Fair Play ==
 
== Fair Play ==
The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if an Adventurer’s behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Adventurers should vote against any DoV that relies on having broken a fair play rule.
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The following are BlogNomic’s rules of '''fair play'''. If any of these rules are found to have been broken, or if a Storyteller's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Storytellers should vote against any DoV that relies on having broken a fair play rule.
  
* A single person should not control more than one non-Idle Adventurer within BlogNomic, and should announce publicly if they control both a non-Idle Adventurer and any Idle Adventurers.
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* A single person should not control more than one non-Idle Storyteller within BlogNomic, and should announce publicly if they control both a non-Idle Storyteller and any Idle Storytellers. This extends to exerting full control over the actions of another Storyteller, defined here as the controlled Storyteller's game behavior being functionally indistinguishable from if the controlling Storyteller was logged into their account and playing through it, over a period of more than a day.
* An Adventurer should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
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* A Storyteller should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
* An Adventurer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
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* A Storyteller should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
* An Adventurer should not edit their own blog comments once posted, nor those of any other Adventurer.
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* A Storyteller should not edit their own blog comments once posted, nor those of any other Storyteller.
* An Adventurer should not edit the “Entry Date” field of a blog post.
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* A Storyteller should not edit the “Entry Date” field of a blog post.
* An Adventurer should not make a DoV primarily to delay the game by putting it into Hiatus.
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* A Storyteller should not make a DoV primarily to delay the game by putting it into Hiatus.
* An Adventurer should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).
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* A Storyteller should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
* An Adventurer should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. An Adventurer must use their own name in the Dice Roller, when rolling dice.
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* A Storyteller should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Storyteller must use their own name in the Dice Roller, when rolling dice.
* An Adventurer should not deliberately and unreasonably prolong the performance of a game action once they have started it.
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* A Storyteller should not deliberately and unreasonably prolong the performance of a game action once they have started it.
* An Adventurer should not use a core, special case or appendix rules scam to directly or indirectly achieve victory
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* A Storyteller should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Storyteller to achieve victory.
</div>
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* A Storyteller should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
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*A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Storyteller or Storytellers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
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**Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
 +
**A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.
  
= Dynastic Rules=
+
All Storytellers and idle Storytellers should be aware of the BlogNomic [[Community Guidelines]]. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Storytellers are encouraged to commit to upholding them to whatever extent is possible.
  
==The Adventurers==
+
</div>
Certain things in the dynasty have a Max HP value and HP value. All entities with HP have a Max HP and viceversa. HP cannot be greater than its associated Max HP. HP defaults to its associated Max HP.
 
 
 
Adventurers have Max HP, defaulting to 100, and a Havoc score, defaulting to zero. If an Adventurer with non-zero Havoc (known as the “Harrowed”) is not the Monster, any Adventurer may add the Harrowed’s Havoc to the Harrowed’s Merit, then set the Harrowed’s Havoc to zero.
 
 
 
If the HP of an Adventurer is 0, they cannot take any Battle Action other than Retreat.
 
 
 
Adventurers have a character sheet, tracked on Adventurers section of the [[Jerez]] wikipage. Character sheets list the following for each Adventurer:
 
 
 
* HP/Max HP: (in the format XX/YY, where XX is HP, and YY is their Max HP)
 
* Monster: (Yes or No)
 
* Merit
 
* Havoc: (a number)
 
* Boons: (A list of their Boons)
 
 
 
===The Monster===
 
Zero or one Adventurer is the Monster, having been possessed and transfigured by eldritch forces. Only an Adventurer who has been the Monster in this dynasty can achieve victory. Once an Adventurer ceases to be the Monster, they cannot become the Monster ever again.
 
 
 
If there is no Monster, an Adventurer can Continue the Story as the following Atomic Action:
 
* Set all Adventurers’ HPs to their default values.
 
* Among the Adventurers that haven’t been the Monster yet (if any), randomly choose one. That Adventurer becomes the Monster.
 
* Make a blog post stating that there is a new Monster, and who it is.
 
 
 
Each time a Monster causes a non-Monster Adventurer or the Cathedral to lose an amount of HP via a Battle Action, that Monster gains that same amount of Havoc. The maximum Havoc a Monster can gain during its time as a Monster is 1000. When a Monster has gained 1000 Havoc during its duration as a Monster, they cease to be a Monster.
 
 
 
When a Monster ceases to be a Monster, all Adventurers that weren’t that Monster gain 1000 - X Merit, to a minimum of 0, where X is the Havoc of that Monster.
 
 
 
If the HP of the Monster is zero, they cease to be the Monster. If the HP of all Adventurers other than the Monster is zero, the Monster may set its Havoc to 1000.
 
 
 
==Battles==
 
Battles may occur, each with a single Adventurer as its Vanguard. No more than one Battle may occur at the same time.
 
 
 
If a Monster exists and no Battle is occurring, any Adventurer may initiate a Battle by making a blog post with a title that begins “Battle:”. This is a Battle Post, with the posting Adventurer as its Vanguard.
 
 
 
If there is no Monster, all Battles which are occurring end.
 
 
 
===Battle Actions===
 
 
 
During a Battle, either the Monster or the Vanguard may take a Battle Action. A Battle Action may be either Monster or Human: any Battle Action that is specifically defined as a Monster Battle Action can be taken only by the Monster, and any Battle Action that is specifically defined as a Human Battle Action can be taken only by the Vanguard.
 
 
 
If the most recent X Battle Actions in the current Battle (where X is quorum) include a Battle Action by a particular Adventurer, then that Adventurer is Recovering; otherwise that Adventurer is not Recovering.
 
 
 
Adventurers may not take Human Battle Actions while there is a Monster who is not Recovering. Otherwise, if an Adventurer is the Vanguard of an occurring Battle, they may take the following atomic action:
 
* Choose a Human Battle Action and its target, if applicable, and apply its effect.
 
* Choose a non-Monster Adventurer that is not Recovering, Weary or the Vanguard; if no such Adventurer exists, choose any non-Monster Adventurer other than the Vanguard.
 
* Make a comment on the occurring Battle Post, beginning with “[Action]” and stating the action you took and its target, if applicable. Also state the Adventurer you chose in the second step; that Adventurer becomes the Vanguard.
 
 
 
The following are Human Battle Actions:-
 
* Slash: Reduce any Adventurer’s HP by 10. Reduce the Cathedral’s HP by 10.
 
* Retreat: Until your next Battle Action you are Retreating. A Retreating Adventurer may not be affected by any Battle Action taken by another Adventurer, unless its effect explicitly extends to Retreating Adventurers.
 
* Fire: Reduce the Monster’s HP and the Vanguard’s HP by X, where X is a random value between 1 and 50 inclusive. Reduce every other Adventurer’s HP by half the value of X (rounded down); reduce the Cathedral’s HP by double the value of X.
 
 
 
If the Monster is not Recovering and a Battle is occurring, they may take a Monster Battle Action from the following list by making a comment to that effect, beginning with “[Action]”, to the Battle’s Battle Post:
 
 
 
* Claw: Reduce any Adventurer’s HP by X, where X is 30+7*quorum.
 
* Fling: Reduce any Adventurer’s HP by X and reduce the Cathedral’s HP by X, where X is 15+5*quorum.
 
* Wreck: Reduce the Cathedral’s HP by X, where X is 30+7*quorum.
 
* Befoul: For each non-Monster Adventurer whose HP is higher than their Max HP minus the Cathedral’s Deconsecration score, set their HP to their Max HP minus the Cathedral’s Deconsecration score.
 
 
 
Adventurers should not use tags or tag-like text strings (of the format “[X]”) in blog posts and comments in a misleading manner.
 
 
 
===Weariness===
 
  
If the Vanguard became the Vanguard no fewer than 36 hours ago, any Adventurer or the Priest may find them Weary and replace them by taking the following atomic action:
+
= Dynastic Rules =
  
* Choose a random Adventurer from among those who are not Recovering, Weary, the Vanguard or the Monster; if no such Adventurer exists, choose a random Adventurer from among those who are not Weary, the Vanguard or the Monster. The Adventurer thus chosen will become the new Vanguard.
+
==The Story==
* Make a comment on the Battle Post, beginning with “[Weary]” and stating that the previous Vanguard has become Weary and who the new Vanguard is.
+
There is a publicly-tracked string named The Story which defaults to an empty string. The Story’s contents are flavor text.
  
The previous Vanguard remains Weary until the end of the Battle; this status is tracked with the addition of an asterisk to their name on their character sheet for the duration of their being Weary.
+
===Elements===
 +
Elements have a single Type which may be Word or Category. Elements with type Word must be a word in vernacular English and are represented simply by that word. Elements with type Category are the name of Category, and are represented by the string “A/an [the category name]”
  
===Revival===
+
There is a publicly-tracked list named Current Elements that may be empty or may contain one or more Elements, defaulting to empty.
  
If an Adventurer’s HP goes from 0 to any value above 0, they have been Revived.
+
===Fragments===
 +
A Fragment is one or more complete sentences that must contain between 5 and 100 vernacular English words, and must Satisfy all of the Elements in the Current Elements. Storytellers are recommended to use the online word counter at [https://wordcounter.net wordcounter.net] to count the words in a Fragment. If a Storyteller has not done so since the most recent Drawing atomic action, as a Virtual Action called Creative Writing a Storyteller may send a Fragment to the Publisher.
  
==Mins and Maxes==
+
If it has been more than 48 hours since the most recent Drawing atomic action, and the Publisher has not received a Creative Writing from a Storyteller, the Publisher should privately communicate to that Storyteller notifying them of this fact if they have not done so already since the most recent Drawing atomic action.
  
All changes to an entity’s HP values are to a minimum of 0 and a maximum of the same entity’s Max HP. Increases to Havoc of a Monster are to a maximum of 1000.
+
====Satisfaction====
 +
A Fragment Satisfies an Element of type Word if it contains that Word.
  
==Boons==
+
A Fragment Satisfies an Element of type Category if it contains the Name of an entry in that Category.
Adventurers have 0 or 5 Boons. An Adventurer with 0 Boons cannot use Battle Actions.
 
  
An Adventurer with 0 Boons can Introduce Themselves, this sets their Boons to become 5 of their choice as new instances of the Boons listed in this rule. An Adventurer can have more than 1 of the same Boon.
+
===Drawing===
 +
Drawing is an atomic action with the following steps:
 +
* If at least one Storyteller has a Spark, randomly select a Storyteller who has a Spark. Choose that Spark as a Word Element, then set that Storyteller’s spark to be no spark
 +
* Randomly select a Common Word to be a Word Element
 +
* If at least one Category is not empty, randomly select a Category that is not empty as a Category Element
 +
* Replace the contents of the Current Elements with the Elements chosen in this instance of the Drawing.
  
Boons and their effects (if any) are the following (if it has its effect listed as “New Action”, it means that the Adventurer can perform it when they are the Vanguard as a Human Battle Action):
+
===Common Words===
 +
A Common Word is a word found on [[Oxford 3000]].
  
* Fencer: New Action: Thrust Storm: Reduce the Monster’s HP by 1, X times, where X is the amount of Fencer Boons you have (For example, it is reduced by 1, 3 times, which would be a total of 3).
+
==Categories==
* Mercenary: New Action: Dual Slash: Reduce the Monster’s HP by 6, 2 times.
+
Categories are collections of similar story elements, such as characters or locations. Each Category itself has a name and a list of items, and each items in a Category consists of a Name and a Description which describes the item in a categories. The contents of each Category are publicly tracked on the dynastic tracking page
* Commander: New Action: Leadership: The Monster becomes Exposed by you until you are no longer Recovering. Each time a Monster Exposed by you loses HP (excluding Exposed effects), it loses X more HP, where X is the amount of Commander Boons you have. A Monster can only be Exposed by one Adventurer at a time, with new Exposed effects overwriting the previous one.
 
* Gunner: New Action: Shoot: Reduce an Adventurer's HP by 12 + X , where X is the amount of Gunner Boons you have. You can only perform this Battle Action up to X times during a Battle, where X is the amount of Gunner Boons you have.
 
* Medic: New Action: Heal: Increase the HP of any Adventurer by 10, plus 5 for each Medic Boon you have.
 
* Brawn: Increase your Max HP by 20 for each Brawn Boon you have.
 
* Persistence: Whenever you perform a Battle Action as the Vanguard, increase your HP by 5 for each Persistence Boon you have.
 
* Exorcist: New Action: Banish: If you have performed Banish two times during this Battle during previous Battle Actions, then reduce any Monster’s HP by (5+X)% of its Max HP value, where X is the amount of Exorcist Boons you have.
 
  
==Transformation==
+
As a Weekly Action, a Storyteller may add one entry, which must consist of a Name and Description, to a Category.
A Monster is Transforming or not, and defaults to Transforming. While Transforming, whenever the Monster would lose HP, it doesn’t lose HP. A Transforming Monster cannot perform Battle Actions.
 
  
A Transforming Monster can Finish Transforming to stop being Transforming, gain up to X Monstrosities of their choice (where X is the amount of Adventurers in the dynasty when Transformation began), and set their HP to default. To Finish Transforming, the Monster makes a blog post with the tag “[Monster]” in its title, in which post it states what Visible Monstrosities it has (if it has any).
+
==Judging==
  
In order to use Hidden Monstrosities, the Monster must privately inform the Priest of their number and type; such notification should be by Private Message. If the Priest has received no such notification by the time the Monster has performed its first Battle Action following its Transformation, the Monster shall be considered never to have had any Hidden Monstrosities, and never to have performed any Battle Actions which they couldn’t have performed without such Hidden Monstrosities.
+
If, since the most recent Drawing action, the Publisher has received Creative Writings from all Storytellers or it has been at least 72 hours, whichever comes first, the Publisher should resolve all unresolved Creative Writings and make a Story Post called a Judging. The following rules apply to every Judging:
 +
* The title of a Judging must be “Judging:” followed by the current date at the time it was posted.
 +
* The body of a Judging must be a numbered list containing each Fragment received from successful Creative Writings since the most recent Drawing atomic action, listed in a privately randomly-selected order, but not including the authors of those Fragments.
 +
* A Judging is considered Open between the time it is posted and 48 hours after it is posted, after which it is considered Closed.
  
Only a Monster can have Monstrosities. When a Monster ceases to be such, they also lose all of their Monstrosities.
+
Creative Writings received by the Publisher while a Judging is Open are invalid.
  
Monstrosities are the following (if it has its effect listed as “New Action”, it means that the Monster can perform it as a Monster Battle Action):
+
Storytellers are encouraged to comment on an Open Judgment with the reasons why they like or dislike any of the Fragments in the Judging, but are discouraged from revealing any privately tracked or privately communicated information.
* Bulk: Max HP is increased by 100. This is Visible.
 
* Fever Aura: Whenever you perform a Battle Action, all non-Monster Adventurers lose 5 HP. This is Visible.
 
* Rotting Presence: Whenever you perform a Battle Action, the Cathedral loses 35 HP. This is Visible.
 
* Terrifying Visage: New Action: Terrify: Reduce any Adventurer’s HP by 30. That Adventurer’s next Battle Action during this Battle is (and can only be) Retreat.
 
* Voidwalker: New Action: Teleporting Strike: All Adventurers whose last Battle Action in this Battle was Retreat lose 50 HP.
 
* Reverse Mother: New Action: Unbirth: All Adventurers with 20 or less HP have their HP set to 0 and cannot be Revived during this Battle.
 
  
A Monstrosity that is not Visible is Hidden, and Monstrosities are by default Hidden. A Monster should not comment that they use a certain Hidden Monstrosities’ Battle Action (when they actually don’t have it) on a Battle post as to mislead.
+
When a Judging that was Open becomes Closed, at their earliest convenience the Publisher should perform the Publishing atomic action, which has the following steps:
 +
* Post a comment in that Judging indicating that it is Closed.
 +
* Perform the Fragment Scoring atomic action on that Judging.
 +
* Add the Fragment in that Judging with the highest Total Score, randomly selecting a Fragment among any that are tied for highest Total Score, to the end of The Story, and format The Story with any paragraph breaks between sentences that the Publisher deems appropriate.
 +
* Perform a Drawing.
  
If a Monster has been Transforming for more than 48 hours, any Adventurer can Inspire them. Upon doing so, the Monster ceases to be a Monster.
+
=== Scoring ===
  
==Cathedral==
+
As a Virtual Action, a Storyteller may send a Scoring Response to the Publisher for an Open Judging. A Scoring Response must contain a clear description of Score, which is a number between 1 and 10 inclusive, allocated to Fragments according to the numbered list in that Judging post (e.g. “Give 4 Score to #5 and 6 Score to #1”), and where the sum of all of the allocations of Score in that Scoring Response is exactly 10. Additionally, the author of a Scoring Response cannot allocate any Score to a Fragment that they authored.
  
The Cathedral exists and has a Max HP of 10000.
+
Fragment Scoring is an atomic action with the following steps:
 +
* For each Fragment in the Judging, sum up the Score for that Fragment from the Scoring Responses received for that Judging while it was Open, using only each Storyteller’s most recent valid Scoring Response. This is the Pending Score for that Fragment.
 +
* Set the Total Score for a Fragment to be either one plus the Pending Score for that Fragment (if its author submitted a Scoring Response during the Judging) or half the Pending Score, rounded up (if its author did not submit a Scoring Response during the Judging).
 +
* Add the Total Score for each Fragment in that Judging to the Points of the Storyteller who authored that Fragment.
 +
* Privately communicate to each Storyteller their current Points value.
  
The Cathedral has a Deconsecration score, equal to the amount of HP it is below its Maximum HP, divided by 100 (and rounded down).
+
== Points ==
  
The Cathedral has its own sheet, tracked on the Cathedral section of the Jerez wikipage, which lists the following:
+
Each Storyteller has number named Points privately tracked by the Publisher, defaulting to 0 until 13 June 2024 00:00 UTC, after which the default for a Storyteller’s Points is the arithmetic mean of all other Storytellers’ Points rounded down to the nearest integer. At any time, a Storyteller may privately request their current Points value from the Publisher.
  
* HP/Max HP: (in the format XX/YY, where XX is HP, and YY is its Max HP)
+
==Sparks==
  
When the Cathedral’s HP reaches 0, an Earthquake shall occur that will cause the Cathedral’s immediate and complete destruction. If a Battle is in progress when this occurs, the Monster shall cease to be a Monster.
+
Each Storyteller may have a Spark which is a Common Word, or may have no Spark and by default has no Spark. A Storyteller’s Spark is publicly tracked. A storyteller may change their Spark as a Daily Action.
  
If at any time there is no Monster and every Adventurer has become the Monster in this dynasty, the Cathedral’s HP shall become 0.
+
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br />
 
 
When the Cathedral is destroyed, the Priest shall Pass Judgement (in a timely fashion) and grant 100 Merit to non-Traitor Adventurers who Pointed Their Finger Correctly, and 50*Quorum Merit to the Traitor if none Pointed Their Finger Correctly. After Passing Judgement, victory shall belong to the Adventurer who has the greatest amount of Merit and is not otherwise barred from achieving victory. If there are more than one Adventurers fulfilling these criteria, the one who gained the greatest amount of Havoc as the Monster shall be victorious. If there is again a tie, the Adventurer who became the Monster the earliest shall be victorious.
 
 
 
==Lore==
 
 
 
As a weekly action, an Adventurer may gain 10 Merit as a Lore bonus, if they have written a total of at least 150 words of original story or roleplay related to the dynasty in their blog posts and/or blog comments, so far that week.
 
 
 
==Apprenticeship==
 
 
 
If a non-Monster Adventurer has not taken any Battle Actions nor has Learned during the current Battle, they can choose to Learn. Upon doing so, they can swap one of their Boons for a copy of a Boon that an Adventurer with more Merit than themselves has.
 
 
 
==Imperial Contraband==
 
If an Adventurer passes the Priest role to another Adventurer as described in “Victory and Ascension”, a themeless Metadynasty begins instead.
 
 
 
==Judas==
 
 
 
An Adventurer can Point Their Finger at an Adventurer other than themselves by paying 50 Merit and making a blog post that has “Pointing to X” as the title, with X being the name of an Adventurer. If X is the name of the Traitor, then they have Pointed Their Finger Correctly (and this is privately tracked by the Priest). This X cannot be edited once posted. An Adventurer can only Point Their Finger once. Only Quorum Adventurers can Point Their Finger.
 
 
 
<!-- DYNASTIC RULES GO ABOVE THIS COMMENT. DO NOT DELETE THE NEXT LINE WHEN CLEARING THE RULES FOR A NEW DYNASTY. --><br/>
 
 
<div style="padding:8px;background:#bbb;">
 
<div style="padding:8px;background:#bbb;">
  
= Special Case =
+
= Building Blocks =
Special Case Rules can be active or inactive and default to active. The status of a Special Case rule is notated in the title of that rule ending in “[X]” where X is the word Active or Inactive, denoting that Rule’s status. When a new dynasty is started, the Ascension Address may state any existing Special Case Rules that are set to inactive; any Special Case Rules not set in the Ascension Address become Active.
+
Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.
 
 
The text of Special Case Rules that are inactive shall be interpreted, for the purpose of play, to mean nothing.
 
 
 
==Tags [Active]==
 
Votable matters have zero or more tags. Tags are added by adding it to the title of a votable matter with the format “[X]” where [X] is the tag, for example “[Core] Wording Fix”. Votable Matters require the [Core] tag in order to make changes to the Core Rules, the [Special Case] tag in order to make changes to the Special Case Rules and the [Appendix] tag in order to make changes to the Appendix Rules. Votable Matters other than DoVs require the [Victory] tag in order to grant victory to an Adventurer.
 
 
 
==Atomic Actions [Active]==
 
 
 
When an Adventurer performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all such steps are complete. All of the steps of an Atomic Action are considered one action, as well as the steps of an Atomic Action that is itself a step of a parent Atomic Action.
 
 
 
An Atomic Action may direct the performer to skip some of its steps, which the performer should do and in which case the skipped steps are considered completed for this rule.
 
 
 
If one or more steps of an Atomic Action were done incorrectly, the Adventurer must redo the Atomic Action. In redoing an Atomic Action, the Adventurer uses any legal steps that were already completed in the illegal Atomic Action and only redoes the illegal ones.
 
 
 
If an Adventurer arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps that they performed of that action and are never considered to have performed that action.
 
 
 
For instance if an Atomic Action consists of rolling a die and then doing steps based upon its result the Adventurer would have to reroll the die if they rolled the wrong one if the first place and any steps that depended upon the result of that die; however if all they did was take an illegal action later on, the die is still used in the redone action.
 
 
 
For the purposes of determining the ordering or legality of game actions the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.
 
 
 
This rule cannot be overruled by the Dynastic Rules.
 
  
==Seasonal Downtime [Active]==
+
Potential Building Blocks rules can be found at the [[Building Blocks]] page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a votable matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.
BlogNomic goes into hiatus every year on December 24th, and remains in hiatus until December 27th. During this time no game actions may be taken except those described in the rules entitled “Votable Matters,” “Gamestate Tracking” and “Call for Judgement”.
 
  
==Dormancy [Active]==
+
When a Publisher specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset; these rules must then be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new Publisher makes no statement on Building Blocks rules to be included in their Ascension Address then the Recommended Building Blocks are considered to have been selected. There are currently no Recommended Building Blocks.
If there are fewer than five Adventurers, then BlogNomic is Dormant. While BlogNomic is Dormant, actions defined by dynastic rules may not be taken, and proposals may not be submitted.
 
  
==No Orphan Variables [Active]==
+
==No Private Communication==
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a manner in which it can be determined from other gamestate variables, specified in the Ruleset.
+
Storytellers may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Storyteller could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Storytellers (or people who are not yet Storytellers) also face the same restrictions if they intend to become an active Storyteller during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.
  
An Adventurer may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
+
A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.
  
==Imperial Deferentials [Active]==
+
If information which was not allowed to be discussed is still privately discussed, the Storytellers who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.
If the Priest has voted DEFERENTIAL on a proposal, that vote is instead considered to be valid and either FOR (if more Adventurers have voted FOR the proposal than have voted AGAINST it) or AGAINST (in all other cases).
 
  
==Dynastic Distance [Active]==
+
==Mantle Limitations==
For the purposes of dynastic rules which do not deal with voting, the Priest is not an Adventurer.
+
The Mantle may not be passed during an Interregnum.
  
==The Traitor [Active]==
+
==Virtual Actions==
The Traitor for a particular dynasty may be an Adventurer (including an idle one), or may be nobody, and it defaults to being nobody. The Traitor’s identity in the current dynasty is tracked privately by the Priest, and the Priest should not share this information with Adventurers other than the Traitor.
+
A Virtual Action is a type of action that the Publisher performs on behalf of a Storyteller. A Storyteller may initiate a virtual action by privately communicating to the Publisher their request to do so, along with any additional information needed to carry it out. The Publisher shall resolve the Virtual Action by performing the following Atomic Action:
 +
# Determine whether the Virtual Action fails (if it does not fail, it is successful).
 +
# If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Storyteller.
  
If there is no Traitor for the current dynasty, the Priest may secretly randomly select an Adventurer (other than the Priest) and privately inform them that they are the Traitor for the current dynasty.
+
If a Virtual Action fails, the Publisher should tell the Storyteller why. A virtual action may fail for any of these reasons:
 +
* Some requirements/prerequisites to perform the action are not met.
 +
* The request does not contain all the information needed to resolve the action.
 +
* The request is unintelligible, or too vague to interpret unambiguously.
 +
* It would require the Publisher to do something they cannot do.
 +
* Any other reason specified by the action itself.
  
A Traitor is under no obligation to honour any informal promises they have made with other Adventurers, nor to tell the truth to them, and is encouraged to betray other Adventurers in order to achieve victory.
+
Except where otherwise stated by the ruleset, the Publisher must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.
  
 +
Until a virtual action is resolved, it is pending. A Storyteller may cancel a pending Virtual Action by privately communicating to the Publisher their request to do so.
  
 
</div>
 
</div>
Line 345: Line 287:
  
 
==Keywords==
 
==Keywords==
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (eg. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)
+
A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)
  
;Can
+
===Imperatives===
:“is able to”
+
;Can: “is able to”
 +
;Shall: “is required to”
 +
;Should: “is recommended that”
  
;Comment
+
===Time===
:A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
+
;Daily Action: If a game action is a Daily Action, each Storyteller able to perform it may take that action once each day, but not more than once every ten hours.
 +
;Daily Communal Action: A Daily Communal Action is a Daily Action that can only be performed by one Storyteller per day.
 +
;Day: References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
 +
;Week: References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
 +
;Weekly Action: If a game action is a Weekly Action, each Storyteller able to perform it may take that action once each week, but not more than once every twenty-four hours.
 +
;Weekly Communal Action: A Weekly Communal action is a Weekly Action that can only be performed by one Storyteller per week.  
  
;Core Proposal
+
===Other===
:A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of admin status from one or more Adventurers.
+
;Comment: A blog comment published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 +
;Core Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Storytellers.
 +
;Dice: References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
 +
;Dynastic Action: An action that is defined in the Dynastic rules.
 +
;Dynastic Proposal: A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
 +
;Effective Vote Comment (EVC): A Storyteller's Effective Vote Comment with respect to a given Votable Matter is that Storyteller's Comment to that Votable Matter, if any, that contains that Storyteller's Vote on that Votable Matter.
 +
;Commentary: When posting a blog entry, a Storyteller may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
 +
;Discord: The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Storytellers , as well as people who are not Storytellers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
 +
;Discord Channel: A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Storytellers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
 +
;Flavour Text: If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Storytellers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
 +
;Gamestate: Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.
 +
;<span id="hiatus">Hiatus</span>: If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
 +
;Pass the Mantle: Passing the Mantle is a mechanism by which, during an Interregnum, a Publisher may nominate another Storyteller to become the Publisher in the upcoming dynasty.
 +
;Post: A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 +
;Quorum: Quorum of a subset of Storytellers is half the number of Storytellers  in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Storytellers it is referring to, it is referring to a Quorum of all Storytellers.
 +
;Resolve/Resolution: If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
 +
;Rule: Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
 +
;Sticky Post: A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Publisher.
 +
;Story Post: A Story Post is an entry in the “Story Post” category.
 +
;Subject: The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
 +
;Seasonal Downtime: On the 24th, 25th and 26th of December, BlogNomic is [[#hiatus|on Hiatus]]. In addition, game actions defined by the core rules titled “Storytellers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
 +
;Subrule: A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
 +
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
 +
;Uphold: To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.
 +
;Vote: The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
 +
;Voting Icons: For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
 +
;Wiki: The BlogNomic Wiki at http://wiki.blognomic.com
  
;Daily Action
+
== Gamestate Tracking ==
:If a game action is a Daily Action, each Adventurer able to perform it may take that action once each day, but not more than once every ten hours.
 
  
;Daily Communal Action
+
===Official Posts===
:A Daily Communal Action is a Daily Action that can only be performed by one Adventurer per day.
 
  
;Day
+
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Storyteller may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.
:References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
 
  
;Dice
+
An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Storyteller has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
:References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
 
  
;Dynastic Action
+
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Publisher to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Publisher may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.
:an action that is defined in the Dynastic rules.
 
  
;Dynastic Proposal
+
Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.
:A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
 
  
;Effective Vote Comment (EVC)
+
===Representations of the Gamestate===
:An Adventurer’s Effective Vote Comment with respect to a given Votable Matter means that Adventurer’s Comment to that Votable Matter, if any, that contains that Adventurer’s Vote on that Votable Matter.
+
If authorised by the rules as a result of a Storyteller’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Storyteller may correct the representations to comply with the Gamestate.
  
;Flavour Text
+
If a Storyteller feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
:When posting a blog entry, an Adventurer may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
 
  
;Gamestate
+
* Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
:Any information which the Ruleset regulates the alteration of. All wiki pages that the Dynastic Rules explicitly mention (except for dynastic histories and discussion pages) and any images contained within those Wiki Pages are assumed to be Gamestate.
+
* Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Storyteller, if doing so would not require the correcting Storyteller to make any decisions on behalf of the original Storyteller.
 +
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Storytellers are encouraged to raise a Call for Judgement.
 +
The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page [[Gamestate Modifications]] if this is not possible.
  
;Post
+
===Orphan Variables===
:A blog post published to the BlogNomic weblog at [http://blognomic.com blognomic.com]
 
  
;Private Message
+
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.
:A message sent via BlogNomic’s Private Messages system at blognomic.com.
 
  
;Quorum
+
A Storyteller may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
:Quorum of a subset of Adventurers is half the number of Adventurers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Adventurers it is referring to, it is referring to a Quorum of all Adventurers.
 
  
;Resolve/Resolution
+
=== Random Generators ===
:If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting or failing a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words.
+
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.
  
;Rule
+
* The DICE''N'' command can be used to generate a random number between 1 and N.
:Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
+
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
 +
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
 +
* The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
 +
* A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.
  
;Shall
+
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.
:“is required to”
 
  
;Should
+
If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Storyteller with such access. Only a Storyteller with such access may Enact that Votable Matter. If that Votable Matter does not name a Storyteller with such access, that Votable Matter is Illegal.
:“is recommended that”
 
  
;Sibling Rule
+
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Storyteller making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Storyteller making this determination may do so using a private method of their choosing, instead of the Dice Roller.
:Two rules are “siblings” of each other if they are both direct subrules of the same rule.
 
  
;Slack
+
==Atomic Actions==
:The BlogNomic Slack is located at blognomic.slack.com. Adventurers may request an invite to the Slack while logged in by clicking the button in the sidebar.
 
  
;Slack Channel
+
An Atomic Action combines otherwise separate game actions into a single action.
:A Slack Channel is any channel on the BlogNomic Slack. To reference a Slack Channel, use a hash (#) followed by the name of that channel. (For example, #random.)
 
  
;Story Post
+
* All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.
:A Story Post is an entry in the “Story Post” category.
+
* When a Storyteller performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
 +
* If a rule allows the Storyteller performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
 +
* If a Storyteller arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
 +
* If one or more steps of an Atomic Action were done incorrectly, the Storyteller must redo the Atomic Action; for that purpose, the Storyteller uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Storyteller would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
 +
* For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.
  
;Subject
+
==Clarifications==
:The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
 
  
;Subrule
+
===Numbers and Variables===
:A subrule is a type of rule that is nested within another rule. A proposal that specifically affects a rule affects all of its subrules; a proposal that specifically affects a subrule does not affect its parent rule or any other subrule of that rule, unless they are also explicitly cited as being affected by that proposal.
+
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.
 +
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
 +
* All numbers, unless stated otherwise by a rule, are in base ten.
 +
* Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Storyteller can spend or pay from only their own values, and a rule that allows Storytellers to transfer or pay a numeric value to another Storyteller only allows them to transfer that value from themselves to that other Storyteller (of their choice unless otherwise stated).
 +
* If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
 +
* A Storyteller who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
 +
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
 +
* If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Storytellers are not considered to be legal values for game variables, nor for list items within game variables.
 +
* If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
 +
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
 +
* DICEN cannot be rolled in the Dice Roller if N is greater than one million.
 +
* If a piece of information is described as being tracked secretly or privately by the Publisher (including secretly random selections), then that information may only be revealed by the Publisher when the ruleset allows it. If a Storyteller should already know such a piece of information (in that the Publisher has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Publisher may repeat it to them.
  
;Table of Contents: The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
+
===Rules and Votable Matters===
 +
* If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.
 +
* If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).
 +
* Where a [[#Votable Matters|Votable Matter]] would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).
 +
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 +
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
 +
* If a dynastic rule has no text and no subrules, any Storyteller may delete it from the ruleset.
 +
* A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
 +
* When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Storytellers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
 +
* If the Publisher has voted DEFERENTIAL on a Proposal, they are not considered to be a Storyteller for the purposes of totaling quorum on that Proposal. Votes of DEFERENTIAL made by other Storytellers on the same Proposal are not considered to be valid, but the Storytellers who made them still contribute to quorum
  
;TOC: Table of Contents.
+
===Time===
 +
* For the purpose of all rules, time in BlogNomic is in UTC.
 +
* All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.
 +
* Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
 +
* A Storyteller may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).
  
;Vote
+
===Spelling and formatting===
:The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
+
* Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
 +
* Storytellers may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Storytellers with the corresponding forms of the singular “they”.
 +
* A Storyteller may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.
 +
* A Storyteller may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.
  
;Voting Icons
+
===Names===
:For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
+
* Within the Ruleset, a word only refers to the name of a Storyteller if it is explicitly stated that it refers to a Storyteller's name.
 +
* If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.
 +
* The names of rules and wiki pages (other than the Ruleset) are flavour text.
 +
* Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
 +
* When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.
 +
* When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.
 +
* Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.
 +
* When changing their name or joining the game for the first time, a Storyteller's (or prospective Storyteller's ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.
  
;Week
+
==Prioritisation==
:References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
+
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
 +
# The Appendix has precedence over any other Rule;
 +
# If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
 +
# If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;
 +
# If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Storytellers may Kick each other” and “Storytellers may not Kick each other on Tuesdays” exist, and it is Tuesday, Storytellers may not Kick each other);
 +
# If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Storytellers may Punch a Spaceman on Friday” and “Storytellers may not Punch Spacemen on Friday”, then Storytellers may not Punch Spacemen on Friday).
  
;Weekly Action
+
==Mentors==
:If a game action is a Weekly Action, each Adventurer able to perform it may take that action once each week, but not more than once every twenty-four hours.
 
  
;Weekly Communal Action
+
A Storyteller may have another Storyteller as a Mentor. Storytellers who are willing to act as a Mentor are listed on the [[Mentorships]] wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Storyteller who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.
:A Weekly Communal action is a Weekly Action that can only be performed by one Adventurer per week.  
 
  
;Wiki
+
If an unmentored Storyteller requests a Mentor, or a new Storyteller has joined the game and has no Mentor, the Publisher should select a Tenured Storyteller and ask them to take that Storyteller on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Publisher should announce it in a blog post. The Publisher should take care to consider game balance when selecting a potential mentor.
:The BlogNomic Wiki at http://wiki.blognomic.com
 
  
== Gamestate Tracking ==
+
A relationship between a mentor and a mentee is a Mentorship. A Storyteller may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.
  
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at [http://blognomic.com http://blognomic.com]. Any Adventurer may [http://blognomic.com/update/index.php?C=publish post] to the blog at any time, but may only make official posts to the blog when the [[#Ruleset and Gamestate|Ruleset]] allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise.
+
If there is no Publisher, any Storyteller who has been active in at least three previous dynasties may act as Publisher for the purposes of this rule.
  
An official post may only be removed as allowed by the Ruleset.
+
===Things that a mentor must do===
An official post may be altered by its author if it is less than two hours old and either no Adventurer has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories. An official blog post’s status may never be altered except in accordance with the rules that define that official post.
 
  
A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post by a New Adventurer is not in any category but follows the wording of a Proposal, in that it has written changes the gamestate and or ruleset, and if it has been posted for less than six hours, then any admin may change it to be in the Proposal category. A New Adventurer is defined as an Adventurer who has been an Adventurer for fewer than seven days or an Adventurer that has unidled in the past seven days after being idle for at least 3 months.
+
A mentor must do the following:
  
For gamestate which is tracked in a specific place (such as a wiki page), any alteration of that gamestate as a result of an Adventurer’s action is (and can only be) applied by editing that data in that place. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Adventurer may correct the representations to comply with the Gamestate.
+
*Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
 +
*Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;
 +
*Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds
 +
*If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
 +
*If they themselves go idle, communicate with their mentee to either continue to support them as an idle Storyteller or arrange a handover to another mentor if requested.
  
If an Adventurer feels that a representation of the gamestate (such as a wiki page) was altered such that it no longer matches the gamestate (such as by performing an action which was against the Rules as they were at the time of the alteration, or by any other means), they may simply undo the effects of that alteration. Instead of repeatedly reverting and re-reverting a disputed alteration, Adventurers are encouraged to raise a Call for Judgement instead.
+
===Things that a mentor should do===
 +
The following sets out suggested best practice for Mentorship relationships:
  
=== Random Generators ===
+
*The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.
The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.
+
*The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Storytellers .
 +
*The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.
 +
*The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.
  
* The DICE''N'' command can be used to generate a random number between 1 and ''N''.
+
===Things that a mentor should not do===
* The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
+
The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.
* The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
 
  
Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by proposal; and any proposal that seeks to nominate a change to this rule must first identify an Adventurer with server-level access to the BlogNomic site who is able to perform the changes, and must also update this rule to reflect the new potential outcomes.
+
*The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.
 +
*The mentor should not seek to dissuade the mentee from pursuing other alliances.
 +
*A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.
  
If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate DICE roll in the Dice Roller, unless otherwise specified. If a selection is explicitly specified as being “secretly” random, the Adventurer making this determination may do so using a private method of their choosing, instead of the Dice Roller.
+
== Synonyms ==
  
==Clarifications==
+
A dynasty may provide extra theming by using alternative terms for words like “Storyteller” and “Publisher”.
  
===Numbers and Variables===
+
Each term in this list is synonymous with the term in parentheses
* If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the ruleset.
 
* Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
 
* All numbers, unless stated otherwise by a rule, are in base ten.
 
* Unless otherwise specified, to “spend” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, lost, gained, or transferred, an Adventurer can spend only their own values, and a rule that allows Adventurers to transfer a numeric value only allows them to transfer that value from themselves to another Adventurer (of their choice unless otherwise stated).
 
* An Adventurer who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
 
* If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
 
* If a game variable has no defined starting value, then that starting value is the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”).
 
* Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
 
*DICEN cannot be rolled in the Dice Roller if N is greater than one million.
 
  
===Rules and Proposals===
+
* Storyteller (Player)
* If a new rule is created by a proposal and its location is not noted in that proposal, that new rule is to be placed in the Dynastic Rules.
+
* Publisher (Emperor)
* If a wiki page becomes gamestate as a result of a proposal enacting, that page shall - unless otherwise specified - be reverted to whatever state it was in at the time of that proposal’s submission (and if the page did not exist at that time, it shall be blanked).
 
* Where a [[#Proposals|Proposal]] would amend the effects of Proposal Enactment, this does not apply to its own enactment unless explicitly stated (eg. a proposal proposing that enacted proposals earn their author a banana when enacted would not earn a banana for its own author, when enacted).
 
* Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
 
* Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
 
* If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Adventurer A gains 1 point”), that step is ignored for the purposes of enactment. Once a proposal has been enacted, it can have no further direct effect on the gamestate.
 
  
===Time===
+
When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.
* For the purpose of all rules, time in BlogNomic is in UTC.
 
* All references to time must be either specific or defined within the ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.
 
* Where the month, day and/or year of a calendar date are ambiguous (eg. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
 
* An Adventurer may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).
 
 
 
===Spelling===
 
* Superficial differences between the spelling of geographic versions of English, e.g, British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
 
* The terms “Adventurer” and “Player” are synonyms.
 
 
 
===Names===
 
* Within the ruleset, a word only refers to the name of an Adventurer if it is explicitly stated that it refers to an Adventurer’s name.
 
* If a rule would ever have no name, it is instead named “Unnamed Rule”.
 
* The names of rules are not themselves rule text and have no effect other than being rule names.
 
*Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
 
* When referring to a proposal, the name used in reference to a specific proposal may be simplified by not including braces and any text between the opening and closing braces. i.e. a proposal named “Changes [Core]” could instead be referred to by the name “Changes”.
 
 
 
===Prioritisation===
 
* If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
 
# The Appendix has precedence over any Rule;
 
# A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
 
# If both contradicting parts are Core Rules, or if both of them are Dynastic Rules, the part with more limited scope applies. (e.g. if the rules “Adventurers may Kick each other” and “Adventurers may not Kick each other on Tuesdays” exist, and it is Tuesday, Adventurers may not Kick each other.)
 
# If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Adventurers may Punch a Spaceman on Friday” and “Adventurers may not Punch Spacemen on Friday”, then Adventurers may not Punch Spacemen on Friday.)
 
# Special Case Rules have equal precedence as Dynastic Rules, unless that Special Case Rule explicitly says it can’t be overruled by a Dynastic Rule.
 
  
 
</div>
 
</div>

Latest revision as of 17:54, 28 May 2024

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Storytellers shall obey it.

It comprises four Sections: 1) the “core rules” of BlogNomic, covering the essential elements of gameplay; 2) the rules of the current Dynasty; 3) rules which set metagame parameters for the current dynasty; and 4) the appendix, which complements and clarifies the Ruleset.

The Ruleset and Gamestate can only be altered in manners specified by the Ruleset. This document is considered to be, in effect, the only Ruleset for BlogNomic, so long as it is located at at the URL https://wiki.blognomic.com/index.php?title=Ruleset.

If the text of the Ruleset document does not reflect all legal changes that have been authorised to be made to it, any Storyteller may update it to do so.

The gamestate tracking page for this dynasty is the Once Upon A Time page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.

Storytellers

A human with access to the blog who is not already a Storyteller may make a blog post making clear their wish to be a Storyteller (plural form Storytellers); in response, an Admin shall add them to the roster in the sidebar, at which moment they become a Storyteller. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)

A Storyteller may only change their name as a result of a Proposal approving the change.

Some Storytellers are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Storytellers who wish to become Admins may sign up with a username for the Ruleset Wiki, and submit a Proposal to make themselves Admins. Existing Admins may be removed from their posts by Proposal, CfJ, or voluntary resignation. Storytellers may be made Admins through Proposal or CFJ.

A Storyteller may cease to be a Storyteller at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Storyteller in this way may not become a Storyteller again within the following two weeks.

Idle Storytellers

If a Storyteller is Idle, this is tracked by their name being removed or concealed in the list of currently active Storytellers in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Storytellers ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Storytellers are not counted as Storytellers . The combined term “Idle Storyteller” can be used to refer to Storytellers who are Idle even in rules that do not treat them as Storytellers.

If a Proposal contains a provision that targets a specifically named Idle Storyteller, then that Idle Storyteller is considered to be Unidle solely for the purposes of enacting that specific provision.

When a Storyteller is unidled, if they went Idle in the same Dynasty, their personal gamestate retains the last legally endowed values it had, if they are still valid. Otherwise (including if a value is invalid, does not exist, or the Storyteller Idled in a different Dynasty), the Storyteller is given the default value for new Storytellers, if such a value exists.

An Admin may render a Storyteller Idle if that Storyteller has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Storyteller has not posted an entry or comment in the past 168 Hours (7 days). In the latter case, the Admin must announce the idling in a blog post, and the 168 Hour idle timeout is considered to be reduced to 96 hours for that Storyteller during the current and subsequent dynasty. Admins may render themselves Idle at any time, but should announce it in a post or comment when they do so. An Admin may Unidle a Storyteller if that Storyteller is Idle and has asked to become Unidle in an entry or comment from the past 96 hours (4 Days), and Idle Admins may Unidle themselves at any time, unless the Storyteller who would be Unidled has become Idle within the past 96 hours (4 days), and within the current Dynasty.

Admins who are unidling themselves should, in their first vote following each unidling, highlight their changed idle status and any changes to Quorum to have come about as a result of it.

Idle admins can resolve Votable Matters as a non-idle admin would.

Dormancy

If there are fewer than four Storytellers (not including the Publisher), then BlogNomic is on Hiatus.

Dynasties

BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Storyteller, known as the Publisher. If there is no Publisher, the Dynasty is a Metadynasty.

An Interregnum is the period between dynasties, after a DoV has been enacted and before an Ascension Address has been posted. During an Interregnum the game is in hiatus; additionally, no DoVs may be made, and no Storyteller may achieve Victory. However, dynastic actions that are specifically permitted to be carried out during an Interregnum may be carried out.

Unless otherwise stated by a dynastic or Building Blocks rule, then for the purposes of dynastic and Building Blocks rules, the Publisher is not a Storyteller.

Votable Matters

A Votable Matter is a post which Storytellers may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.

Votes

Each Storyteller may cast one Vote on a Votable Matter by making a comment to the Official Post that comprises that Votable Matter using a voting icon of FOR, AGAINST, or DEFERENTIAL. Additional voting icons may be permitted in some cases by other rules. A valid Vote is, except when otherwise specified, a Vote of FOR or AGAINST. A Storyteller's Vote on a Votable Matter is the last valid voting icon that they have used in any comment on that Votable Matter. Additionally, if the author of a Votable Matter has not used a valid voting icon in a comment to the post, then the author’s Vote is FOR. A non-Storyteller never has a Vote, even if they were a Storyteller previously and had cast a valid Vote.

If a Storyteller other than the Publisher casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Publisher. When the Publisher has a valid Vote other than VETO on a Votable Matter, then all votes of DEFERENTIAL on that Votable Matter are instead considered to be valid and the same as the Publisher's Vote for the purposes of other rules unless otherwise specified. When the Publisher themselves casts a vote of DEFERENTIAL, it indicates an indication of confidence in the votes of the other players; please see the Rules and Votable Matters section of the Appendix for more information on how this is resolved.

A Votable Matter is Popular 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 48 hours, it has more than 1 valid Vote cast on it, and more valid Votes cast on it are FOR than are AGAINST.

A Votable Matter is Unpopular if any of the following are true:

  • The number of Storytellers who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours and it is not Popular.

Enacting and Failing

Votable matters have a status, which can either be Pending, Enacted, Failed, or Illegal. When a votable matter is first put forward it is considered Pending (which is tracked as having no status in the current blog software), and it remains Pending until it is Resolved.

A votable matter is resolved by an admin setting its status through use of the “status” field in the blog post editing form. When an admin resolves a votable matter they should mark their name, and are highly encouraged to report the final tally of Votes (or the fact that it was withdrawn or vetoed). Comments cannot be made on resolved Votable Matters.

A votable matter may not be resolved except as directed by the ruleset, and the status of a resolved votable matter, once resolved, is determined by the votes cast upon it, as assessed by the rules that govern the specific kind of votable matter (as well as any other considerations regarding the legality of the votable matter, such as the stipulations put forward in the Appendix rule Official Posts). When a Failed proposal has been Vetoed it may optionally have the Vetoed status upon resolution, which is considered to be the same as Failed for the purposes of all other rules.

This rule cannot be overruled by any other rule in its application to Calls for Judgement or Declarations of Victory.

Tags

Votable Matters have zero or more tags. Tags are represented in the title of a Votable Matter with the format “[X]” (e.g. “[Core] Wording Fix”, where “[Core]” is the tag).

Votable Matters making changes to the Core Rules, the Building Blocks Rules or the Appendix Rules require any of the following to be true for each such change in order to make that specific modification to the ruleset:

  • The Votable Matter has the appropriate Tag or Tags for that change: [Core] for Core Rules changes, [Building Blocks] for Building Blocks Rules changes and [Appendix] for Appendix Rules changes.
  • The modification is preceded or followed immediately by an unambiguous statement of which section of the ruleset it takes place.
  • The modification specifically states a rule using its number or the name of the stated rule only occurs once in the ruleset.

Proposals

Any Storyteller may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Storyteller already has 2 Proposals pending or has already made 3 Proposals that day).

Special Proposal Voting

When a Storyteller casts a vote AGAINST their own Proposal (which is not in the form of a DEFERENTIAL vote), this renders the Proposal Withdrawn, even if the author later changes their Vote. The Publisher may use VETO as a voting icon to cast a Vote on a Proposal; when the Publisher casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Publisher later changes their Vote.

Resolution of Proposals

The oldest Pending Proposal may be Enacted by any Admin if all of the following are true:

  • It is Popular.
  • It has been open for voting for at least 12 hours.
  • It has not been Vetoed or Withdrawn.

The oldest Pending Proposal may be Failed by any Admin, if any of the following are true:

  • It is Unpopular.
  • It has been Vetoed or Withdrawn.

If a Proposal somehow ends up being pending for more than 7 days, it is ignored for the purpose of calculating the oldest pending Proposal, and can be failed by any Admin.

When a Proposal is Enacted, its stated effects are applied by treating the text in the Proposal as a series of steps starting from the beginning of that Proposal’s text and performing each step until reaching the end of that Proposal’s text, except that if the Admin Enacting it reaches a step which cannot be applied immediately (e.g. “two days after this Votable Matter enacts, Storyteller A gains 1 point”) or at all (e.g. applying to a rule which does not exist), that step is ignored for the purposes of Enactment; the Admin Enacting the Proposal shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in each step that was performed.

Calls for Judgement

If two or more Storytellers actively disagree as to the interpretation of the Ruleset, or if a Storyteller feels that an aspect of the game needs urgent attention, then any Storyteller may raise a Call for Judgement (abbreviated “CfJ”) by posting an entry in the “Call for Judgement” category.

A Pending CfJ may be Enacted by any Admin if all of the following are true:

  • It is Popular.

A Pending CfJ may be Failed by any Admin if any of the following are true:

  • It is Unpopular.
  • It specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate-tracking entities.

When a CfJ is Enacted, the Admin Enacting it shall update the Gamestate and Ruleset, and correct any gamestate-tracking entities, as specified in the CfJ.

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a Storyteller (other than the Publisher) believes that they have achieved victory in the current Dynasty, they may make a Declaration of Victory (abbreviated “DoV”) detailing this, by posting an entry in the “Declaration of Victory” category.

A Storyteller's vote on a DoV is encouraged to reflect whether or not they agree with the proposition that the poster has achieved victory in the current Dynasty. If there is at least one pending DoV, BlogNomic is on Hiatus, no Idle Storyteller may be made unidle, and no new player joining requests may be administered.

A Pending DoV may be Enacted by any Admin if any of the following are true:

  • It has a number of FOR Votes greater than 2/3rds of the number of Storytellers, it has been open for at least 12 hours, and either the Publisher has Voted FOR it or it has no AGAINST Votes.
  • It has a number of FOR Votes greater than 2/3rds of the number of Storytellers, and it has been open for at least 24 hours.

A Pending DoV may be Failed by any Admin if any of the following are true:

  • It is Unpopular, and it has been open for at least 12 hours.
  • It is more than 48 hours old and cannot be Enacted

If a DoV is Failed and it had at least one AGAINST vote, the Storyteller who posted it cannot make another DoV until after 120 hours (5 days) have passed since the time their DoV was Failed.

When a DoV is Enacted, all other pending DoVs are Failed, the Storyteller who posted the DoV becomes Publisher, and the game enters an Interregnum. When a DoV is enacted then all game actions that led up to it are considered to be upheld.

If the game is in an Interregnum then the new Publisher must either Pass the Mantle (by making a post naming a Storyteller who was not the last dynasty’s Publisher, in which case the passing Storyteller ceases to be the Publisher and the Storyteller so named becomes the Publisher) or start a new dynasty by completing the following Atomic Action:

  • Make an Ascension Address by posting an entry in the “Ascension Address” category. This should specify the Publisher's chosen theme for the new Dynasty, and it may optionally specify new dynasty-specific terms as outline in the rule "Synonyms", and/or list a number of dynastic rules to keep (if none are specifed then the entire Dynastic Ruleset is repealed).
  • Optionally specify any number of Building Blocks rules to remove or insert, as per the instructions in the Building Blocks section.
  • Update the Ruleset to reflect any changed terms, repeal any dynastic rules which were not listed to be kept, and make any specified or automatic changes to the Building Blocks section of the ruleset. Update the Building Blocks page to reflect any changes to the terms outlined in the rule Synonyms.
  • Optionally change the gamestate tracking page referred to in the rule “Ruleset and Gamestate” to a different page that does not exist and does not start with the word “Ruleset”.
  • Optionally specify their Imperial Style, which if specified is a set of nonbinding guidelines that the Publisher is encouraged to follow, using the terms defined on the wiki page Imperial Styles.


Once this Atomic Action has been completed the Interregnum ends and the new dynasty begins.

Fair Play

The following are BlogNomic’s rules of fair play. If any of these rules are found to have been broken, or if a Storyteller's behaviour or actions are otherwise deemed unacceptable (socially or otherwise), a Proposal or CfJ may be made to reprimand or punish the perpetrator or, in cases of extreme or repeated violations, remove them from the game and bar them from rejoining. Storytellers should vote against any DoV that relies on having broken a fair play rule.

  • A single person should not control more than one non-Idle Storyteller within BlogNomic, and should announce publicly if they control both a non-Idle Storyteller and any Idle Storytellers. This extends to exerting full control over the actions of another Storyteller, defined here as the controlled Storyteller's game behavior being functionally indistinguishable from if the controlling Storyteller was logged into their account and playing through it, over a period of more than a day.
  • A Storyteller should not “spam” the BlogNomic blog. What counts as spamming is subjective, but would typically include posting more than ten blog entries in a day, more than ten blog comments in a row, or posting a blog entry of more than 1000 words.
  • A Storyteller should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
  • A Storyteller should not edit their own blog comments once posted, nor those of any other Storyteller.
  • A Storyteller should not edit the “Entry Date” field of a blog post.
  • A Storyteller should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Storyteller should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an Ascension Address).
  • A Storyteller should not roll dice that are clearly associated with a particular action in the Ruleset, but with the intention to not use these rolled values to the best of their ability to resolve that action. a Storyteller must use their own name in the Dice Roller, when rolling dice.
  • A Storyteller should not deliberately and unreasonably prolong the performance of a game action once they have started it.
  • A Storyteller should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause a Storyteller to achieve victory.
  • A Storyteller should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within BlogNomic, nor trade actions or favours in one Dynasty of Blognomic for actions or favours in another Dynasty of Blognomic.
  • A person with administrative, moderation, or other heightened access to the software running or supporting BlogNomic should not take any action using such heightened access for the purpose of causing any Storyteller or Storytellers to gain, receive, maintain, or preserve gameplay advantage unless any of the following is true:
    • Such action is required or explicitly permitted by the rules or required to implement an action required or explicitly permitted by the rules.
    • A reasonable, impartial, and prudent external observer would deem such action necessary or reasonable for the purpose of supporting, moderating, or administering BlogNomic or such software.

All Storytellers and idle Storytellers should be aware of the BlogNomic Community Guidelines. The contents of this page are not ruletext and are nonbinding as pertains to the ruleset, but Storytellers are encouraged to commit to upholding them to whatever extent is possible.

Dynastic Rules

The Story

There is a publicly-tracked string named The Story which defaults to an empty string. The Story’s contents are flavor text.

Elements

Elements have a single Type which may be Word or Category. Elements with type Word must be a word in vernacular English and are represented simply by that word. Elements with type Category are the name of Category, and are represented by the string “A/an [the category name]”

There is a publicly-tracked list named Current Elements that may be empty or may contain one or more Elements, defaulting to empty.

Fragments

A Fragment is one or more complete sentences that must contain between 5 and 100 vernacular English words, and must Satisfy all of the Elements in the Current Elements. Storytellers are recommended to use the online word counter at wordcounter.net to count the words in a Fragment. If a Storyteller has not done so since the most recent Drawing atomic action, as a Virtual Action called Creative Writing a Storyteller may send a Fragment to the Publisher.

If it has been more than 48 hours since the most recent Drawing atomic action, and the Publisher has not received a Creative Writing from a Storyteller, the Publisher should privately communicate to that Storyteller notifying them of this fact if they have not done so already since the most recent Drawing atomic action.

Satisfaction

A Fragment Satisfies an Element of type Word if it contains that Word.

A Fragment Satisfies an Element of type Category if it contains the Name of an entry in that Category.

Drawing

Drawing is an atomic action with the following steps:

  • If at least one Storyteller has a Spark, randomly select a Storyteller who has a Spark. Choose that Spark as a Word Element, then set that Storyteller’s spark to be no spark
  • Randomly select a Common Word to be a Word Element
  • If at least one Category is not empty, randomly select a Category that is not empty as a Category Element
  • Replace the contents of the Current Elements with the Elements chosen in this instance of the Drawing.

Common Words

A Common Word is a word found on Oxford 3000.

Categories

Categories are collections of similar story elements, such as characters or locations. Each Category itself has a name and a list of items, and each items in a Category consists of a Name and a Description which describes the item in a categories. The contents of each Category are publicly tracked on the dynastic tracking page

As a Weekly Action, a Storyteller may add one entry, which must consist of a Name and Description, to a Category.

Judging

If, since the most recent Drawing action, the Publisher has received Creative Writings from all Storytellers or it has been at least 72 hours, whichever comes first, the Publisher should resolve all unresolved Creative Writings and make a Story Post called a Judging. The following rules apply to every Judging:

  • The title of a Judging must be “Judging:” followed by the current date at the time it was posted.
  • The body of a Judging must be a numbered list containing each Fragment received from successful Creative Writings since the most recent Drawing atomic action, listed in a privately randomly-selected order, but not including the authors of those Fragments.
  • A Judging is considered Open between the time it is posted and 48 hours after it is posted, after which it is considered Closed.

Creative Writings received by the Publisher while a Judging is Open are invalid.

Storytellers are encouraged to comment on an Open Judgment with the reasons why they like or dislike any of the Fragments in the Judging, but are discouraged from revealing any privately tracked or privately communicated information.

When a Judging that was Open becomes Closed, at their earliest convenience the Publisher should perform the Publishing atomic action, which has the following steps:

  • Post a comment in that Judging indicating that it is Closed.
  • Perform the Fragment Scoring atomic action on that Judging.
  • Add the Fragment in that Judging with the highest Total Score, randomly selecting a Fragment among any that are tied for highest Total Score, to the end of The Story, and format The Story with any paragraph breaks between sentences that the Publisher deems appropriate.
  • Perform a Drawing.

Scoring

As a Virtual Action, a Storyteller may send a Scoring Response to the Publisher for an Open Judging. A Scoring Response must contain a clear description of Score, which is a number between 1 and 10 inclusive, allocated to Fragments according to the numbered list in that Judging post (e.g. “Give 4 Score to #5 and 6 Score to #1”), and where the sum of all of the allocations of Score in that Scoring Response is exactly 10. Additionally, the author of a Scoring Response cannot allocate any Score to a Fragment that they authored.

Fragment Scoring is an atomic action with the following steps:

  • For each Fragment in the Judging, sum up the Score for that Fragment from the Scoring Responses received for that Judging while it was Open, using only each Storyteller’s most recent valid Scoring Response. This is the Pending Score for that Fragment.
  • Set the Total Score for a Fragment to be either one plus the Pending Score for that Fragment (if its author submitted a Scoring Response during the Judging) or half the Pending Score, rounded up (if its author did not submit a Scoring Response during the Judging).
  • Add the Total Score for each Fragment in that Judging to the Points of the Storyteller who authored that Fragment.
  • Privately communicate to each Storyteller their current Points value.

Points

Each Storyteller has number named Points privately tracked by the Publisher, defaulting to 0 until 13 June 2024 00:00 UTC, after which the default for a Storyteller’s Points is the arithmetic mean of all other Storytellers’ Points rounded down to the nearest integer. At any time, a Storyteller may privately request their current Points value from the Publisher.

Sparks

Each Storyteller may have a Spark which is a Common Word, or may have no Spark and by default has no Spark. A Storyteller’s Spark is publicly tracked. A storyteller may change their Spark as a Daily Action.


Building Blocks

Building Blocks are rules that can be substituted in and out of the ruleset as needed, usually as a result of an Ascension Address. All rules in the Building Blocks section are ruletext.

Potential Building Blocks rules can be found at the Building Blocks page of the wiki. That page’s contents are not rulestext. When the contents of the Building Blocks page are referred to as ‘rules’ by the ruleset or by a votable matter, it should be assumed that said contents are being referred to as potential rules rather than actual rules.

When a Publisher specifies the Building Blocks rules in use for a new dynasty in an Ascension Address, they should specify (by name) the rules from the Building Blocks page that they would like to be included in this section of the ruleset; these rules must then be transcribed faithfully to this section of the ruleset, and any Building Blocks rules not so named must be removed from the Building Blocks section. Some rules on the Building Blocks page are listed as being Recommended; if the new Publisher makes no statement on Building Blocks rules to be included in their Ascension Address then the Recommended Building Blocks are considered to have been selected. There are currently no Recommended Building Blocks.

No Private Communication

Storytellers may not privately communicate with each other about dynastic gameplay or votable matters that affect the dynastic ruleset or gamestate. Private communications are considered to be anything that any other Storyteller could not reasonably be privy to, perceive, or understand. Discussion conducted in plain English on the BlogNomic wiki and blog, and the #current-dynasty, #blognomic-general and #new-player-questions-and-mentorships Discord channels, are not considered to be private communication. Idle Storytellers (or people who are not yet Storytellers) also face the same restrictions if they intend to become an active Storyteller during the course of the dynasty. The use of creative strategies to circumvent this rule may be considered to be a scam for the purposes of determining whether an infraction of Fair Play has taken place.

A mentor and mentee may still privately converse with each other, but should keep their conversations away from discussing specific gameplay strategy. This rule’s restrictions on communication do not apply during an Interregnum. The restrictions in this rule on communication in non-blognomic-related media shall not be construed as to cause those media to be gamestate.

If information which was not allowed to be discussed is still privately discussed, the Storytellers who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience.

Mantle Limitations

The Mantle may not be passed during an Interregnum.

Virtual Actions

A Virtual Action is a type of action that the Publisher performs on behalf of a Storyteller. A Storyteller may initiate a virtual action by privately communicating to the Publisher their request to do so, along with any additional information needed to carry it out. The Publisher shall resolve the Virtual Action by performing the following Atomic Action:

  1. Determine whether the Virtual Action fails (if it does not fail, it is successful).
  2. If the action is successful, apply any specified effects on the gamestate and/or perform any specified actions on behalf of the Storyteller.

If a Virtual Action fails, the Publisher should tell the Storyteller why. A virtual action may fail for any of these reasons:

  • Some requirements/prerequisites to perform the action are not met.
  • The request does not contain all the information needed to resolve the action.
  • The request is unintelligible, or too vague to interpret unambiguously.
  • It would require the Publisher to do something they cannot do.
  • Any other reason specified by the action itself.

Except where otherwise stated by the ruleset, the Publisher must resolve all virtual actions in the order that they are received. A virtual action is considered to have occurred at the time it was resolved.

Until a virtual action is resolved, it is pending. A Storyteller may cancel a pending Virtual Action by privately communicating to the Publisher their request to do so.

Appendix

Keywords

A keyword defined by a rule supersedes the normal English usage of the word. A keyword defined in this glossary supersedes that defined by a rule. (e.g. A rule specifying “bananas are blue” cannot be overruled by posting a dictionary definition or a photo of a banana, and a rule specifying “every day is Sunday” will be overruled by the glossary entry below.)

Imperatives

Can
“is able to”
Shall
“is required to”
Should
“is recommended that”

Time

Daily Action
If a game action is a Daily Action, each Storyteller able to perform it may take that action once each day, but not more than once every ten hours.
Daily Communal Action
A Daily Communal Action is a Daily Action that can only be performed by one Storyteller per day.
Day
References to a “day” as an entity rather than as a duration (e.g. “Sunday”, “The day after performing this action”, or “August 2nd”), unless otherwise stated, refer to a day beginning at and including 00:00:00 UTC, ending when the next day begins. It can never be 2 different days at the same instant.
Week
References to a week as an entity rather than as a duration (e.g. “At the beginning of each week”, or “already happened this week”), unless otherwise stated, refer to a period of time between the beginning of a Monday and the end of the following Sunday.
Weekly Action
If a game action is a Weekly Action, each Storyteller able to perform it may take that action once each week, but not more than once every twenty-four hours.
Weekly Communal Action
A Weekly Communal action is a Weekly Action that can only be performed by one Storyteller per week.

Other

Comment
A blog comment published to the BlogNomic weblog at blognomic.com
Core Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of core rules and/or the glossary, and/or renaming, banning, and/or the granting or removing of Admin status from one or more Storytellers.
Dice
References to “DICEX” or “YDICEX” refer to X-sided dice and Y amount of X-sided dice, rolled using the Dice Roller.
Dynastic Action
An action that is defined in the Dynastic rules.
Dynastic Proposal
A Proposal which mandates changes that, even if conditionally, are limited to the creation, deletion, and/or amendment of dynastic rules and/or gamestate defined by dynastic rules.
Effective Vote Comment (EVC)
A Storyteller's Effective Vote Comment with respect to a given Votable Matter is that Storyteller's Comment to that Votable Matter, if any, that contains that Storyteller's Vote on that Votable Matter.
Commentary
When posting a blog entry, a Storyteller may use the “Commentary or flavour text” field of the blog publishing form to add their own comments or description of their post. For the purposes of all other rules, such text is not considered to be part of the post.
Discord
The BlogNomic Discord can be accessed at https://discord.gg/J7kP9KuHQK and is also linked to on the sidebar. Storytellers , as well as people who are not Storytellers but are interested in learning more about BlogNomic, may join the Discord by clicking the button in the sidebar.
Discord Channel
A Discord Channel is any channel on the BlogNomic Discord in the BlogNomic Discussion category. All Storytellers who are in the Discord should have the ability to access all of these channels. To reference a Discord Channel, use a hash (#) followed by the name of that channel (e.g. #random).
Flavour Text
If a part of the ruleset or gamestate is defined as being “flavour text”, it retains its context, but is not considered to have any meaning beyond being a string of characters. Storytellers are not required to obey flavour text and may not perform any action defined by it, and any statements that flavour text makes about gamestate are ignored.
Gamestate
Any information which the Ruleset regulates the alteration of. All wiki pages that the rules and Building Blocks explicitly mention (except for the FAQ, the dynastic histories and discussion pages) and any images or Templates contained within (or indirectly invoked by Templates contained within) those Wiki Pages are assumed to be Gamestate.
Hiatus
If BlogNomic is on Hiatus, Dynastic Actions may not be taken (except where the rule defining the action explicitly requires it to be taken during Hiatus), and Proposals may not be submitted or Resolved. If multiple rules require BlogNomic to be on Hiatus at any given time, BlogNomic will continue to be on Hiatus until no rules require it.
Pass the Mantle
Passing the Mantle is a mechanism by which, during an Interregnum, a Publisher may nominate another Storyteller to become the Publisher in the upcoming dynasty.
Post
A blog post published to the BlogNomic weblog at blognomic.com
Quorum
Quorum of a subset of Storytellers is half the number of Storytellers in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Storytellers it is referring to, it is referring to a Quorum of all Storytellers.
Resolve/Resolution
If used in a context of a Votable Matter, the word “Resolve” means to perform the act, as an Admin, of enacting, failing, or marking illegal a Votable Matter. The world “Resolution” means then the act of doing so. If used in any other context, the meaning of both “Resolve” and “Resolution” is the standard English meaning of these words. The resolution of a votable matter is tracked by reference to its status in the blog post edit form. If otherwise legally applied, the application of any status through the blog post editing form is sufficient to consider that votable matter to have been correctly resolved, but a resolved votable matter should have the correct status wherever possible; if any admin believes that a resolved votable matter has an incorrect status then they may correct it.
Rule
Each individually numbered and titled block of text (using the wikimedia section heading formatting) of the Ruleset is a rule, including rules that are subrules of other rules; with the exception that the top-level headings defined as ‘sections’ in the rule “Ruleset and Gamestate” are considered sections but not rules themselves.
Sticky Post
A blog post where the “Make Entry Sticky” option has been enabled. Changing the state of this option is not considering altering or modifying the post with regards to the rules on Official Posts. The sticky status of posts should generally be left to the discretion of the Publisher.
Story Post
A Story Post is an entry in the “Story Post” category.
Subject
The “subject” of a blog entry is the part of the Title of an entry which is after the first colon. If the Title does not contain a colon, then the whole Title is the subject. Any entry whose subject is “” (i.e. an empty string) is not valid.
Seasonal Downtime
On the 24th, 25th and 26th of December, BlogNomic is on Hiatus. In addition, game actions defined by the core rules titled “Storytellers” and “Victory and Ascension” (with the exception of Voting in DoVs) may not be taken.
Subrule
A subrule is a type of rule that is hierarchically ordered beneath another rule. Rules and proposals that refer to a rule do not also refer to its subrules, unless otherwise specified.
Table of Contents
The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
Uphold
To Uphold an illegal action is to retroactively declare the attempt to take it to have been successful, and to declare that all attempted game actions taken after it were attempted as if the Upheld action had been successful.
Vote
The word “Vote”, used as a noun, means a Vote that is cast in accordance with Rule “Votable Matters”. The word “Vote”, used as a verb, means the act of casting such a Vote.
Voting Icons
For use in voting, a check box http://blognomic.com/images/vote/for.gif shall represent a Vote FOR, an X http://blognomic.com/images/vote/against.gif shall represent a Vote AGAINST, a DEF http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and a crossed-out circle http://blognomic.com/images/vote/seal.gif shall represent a vote to VETO.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

Official Posts

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Storyteller may post to the blog at any time, but may only make official posts to the blog when the Ruleset allows it. Posts following the format specified by a rule are considered official posts. Any single official post cannot be of two different types of official post unless a rule explicitly states otherwise. Dynastic rules cannot define posts in the “Call for Judgement” category to be a type of official post other than a Call for Judgement, and this restriction cannot be overridden by dynastic rules.

An official post may only be removed as allowed by the Ruleset. An official post may be altered by its author if it is less than 4 hours old and either no Storyteller has commented on it or (if it is a Votable Matter) if all comments on it contain no voting icons; otherwise this can only be done as allowed by the Ruleset. However, despite this, official posts can never be changed from one category to another, or changed to be a different sort of official post, if they have been posted for more than fifteen minutes. The Admin processing an official post is allowed to append to the post to reflect its new status. Anything appended to a post in this way must be placed in the Admin field of the post, and the post’s Status must be changed to reflect its status. An official blog post that has the status of Enacted or Failed cannot change categories, except that a votable matter’s illegal resolution may be overturned. An official blog post’s status may never be altered except in accordance with the rules that define that official post.

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following two exceptions: Firstly, whilst a non-official post has been posted for less than fifteen minutes and has no comments, the author may change the categories as they wish. Secondly, if a post is less than six hours old and appears to the Publisher to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Publisher may move it into the Proposal category, causing it to be considered to have been open for voting since the time that the post was first posted.

Any post that is or is made illegal as a result of an infraction against any of the prohibitions set out in this rule, except for a votable matter’s illegal resolution that has been overturned, continues to be an Official Post but may no longer have any effect on the ruleset or the gamestate. If it is a Votable Matter then it is Unpopular, regardless of any other performance against criteria set out in the core rules. When it is resolved it may be marked as Illegal by the resolving admin. A post that is illegal in this manner cannot subsequently be made legal by any means, except for the legal enactment of a CFJ. An illegal CFJ cannot cause itself to become legal.

Representations of the Gamestate

If authorised by the rules as a result of a Storyteller’s action, changes to gamestate which is tracked in a specific place (such as a wiki page) do not take effect until the representation of that gamestate has been updated to match the authorised change. One wiki update may contain one or more alterations, or one alteration may be split over multiple updates, as long as it is clear what is happening and the alterations are otherwise legal. The wiki merely represents the Gamestate tracked there, and is not the same thing. In the event that the Gamestate and its representations are different, any Storyteller may correct the representations to comply with the Gamestate.

If a Storyteller feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:

  • Undo the effects of any alteration that led to it, if that alteration did not follow the rules at the time it was made.
  • Alter the representation to match what they believe to be the correct application of an incorrectly-applied alteration. This may include completing incomplete actions on behalf of the original Storyteller, if doing so would not require the correcting Storyteller to make any decisions on behalf of the original Storyteller.

Instead of repeatedly reverting and re-reverting a disputed alteration, however, Storytellers are encouraged to raise a Call for Judgement. The historical fact of the occurrence of a defined game action is itself considered to be gamestate, tracked in the history of whatever resource is used to track the gamestate modified by that action, where possible, or in the wiki page Gamestate Modifications if this is not possible.

Orphan Variables

An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a reasonable manner in which it can be determined from other gamestate variables, specified in the Ruleset.

A Storyteller may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.

Random Generators

The Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.

  • The DICEN command can be used to generate a random number between 1 and N.
  • The FRUIT command will return a random result from the following options: Lemon, Orange, Kiwi, Grape, Cherry, Tangelo.
  • The COLOUR (or COLOR) command will return a random result from the following: White, Red, Green, Silver, Yellow, Turquoise, Magenta, Orange, Purple, Black.
  • The CARD command will return a card with a random suit (either Hearts, Diamonds, Spades or Clubs) and a random value (either Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King). A card with a value that is either Jack, Queen or King is a face card.
  • A list of comma-separated values in curly brackets (eg {x,y}) will return one of the values at random.

Any changes to the potential outcomes of the Dice Roller’s random result commands must be made by Votable Matter.

If a Votable Matter proposes a change to this rule that would require server-level access to the BlogNomic site to fully enact its effects, that Votable Matter must name a Storyteller with such access. Only a Storyteller with such access may Enact that Votable Matter. If that Votable Matter does not name a Storyteller with such access, that Votable Matter is Illegal.

If a number or other game variable is selected “at random” or “randomly” from a range of possible values, its value shall always be taken from a uniform probability distribution over the entire range of possible values, unless otherwise specified. This value must be determined by an appropriate roll in the Dice Roller, unless otherwise specified, and which value the roll result corresponds to must be reasonably inferable from the nature of the roll and any comments supplied by the Storyteller making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Storyteller making this determination may do so using a private method of their choosing, instead of the Dice Roller.

Atomic Actions

An Atomic Action combines otherwise separate game actions into a single action.

  • All steps of an Atomic Action are considered one action, including the steps of an Atomic Action that is itself a step of a parent Atomic Action.
  • When a Storyteller performs an Atomic Action, they must complete all its steps; they must complete them in order; and they may not take any other dynastic action, or achieve victory, until all the steps are complete.
  • If a rule allows the Storyteller performing an Atomic Action to skip some of its steps, the skipped steps are considered to have been completed.
  • If a Storyteller arrives at a step in an Atomic Action and they cannot perform that step, they undo all the steps they have performed of that Action and are considered never to have performed that Action.
  • If one or more steps of an Atomic Action were done incorrectly, the Storyteller must redo the Atomic Action; for that purpose, the Storyteller uses any legal steps that have already been completed in the illegal Atomic Action and only redoes the illegal ones. (For example, if an Atomic Action consists of rolling a dice and then doing steps based upon its result, the Storyteller would have to reroll the dice only if they rolled the wrong one in the first place, and would then have to repeat any steps that depended upon the result of that dice; however, if they rolled the dice correctly but took an illegal step later on, the result of the original dice roll would still be used in the redone step.)
  • For the purposes of determining the ordering or legality of game actions, the time of an Atomic Action shall be the time that it is completed. For Atomic Actions that are redone, the time of completion is the last redone step.

Clarifications

Numbers and Variables

  • If a set of valid values is not specified in their definition, game variables defined to hold numeric values can hold only non-negative integers. Any action that would set those values below zero is an illegal action unless explicitly otherwise stated in the Ruleset.
  • Any situation which would require a roll of DiceX when X is zero or lower always yields a value of 0 unless stated otherwise.
  • All numbers, unless stated otherwise by a rule, are in base ten.
  • Unless otherwise specified, to “spend,” “pay” or “lose” an amount X of a numeric value “V” means to subtract X from V; to “gain” X of a numeric value “V” means to add X to V; and to “transfer” or “pay” X of a numeric value “V” from A to B means to subtract X from A’s V and add X to B’s V. Unless otherwise specified, only positive amounts can be spent, paid, lost, gained, or transferred, a Storyteller can spend or pay from only their own values, and a rule that allows Storytellers to transfer or pay a numeric value to another Storyteller only allows them to transfer that value from themselves to that other Storyteller (of their choice unless otherwise stated).
  • If a Dynastic Action is defined as having a cost X of numeric value V, or defines a requirement to spend, pay, or lose X of numeric value V to accomplish an effect or multiple effects, then the arithmetic effects of spending or payment and the act of carrying out those effects are considered to be subsequent steps in an Atomic Action, with the spending or payment step taking place before the effects step unless stated otherwise.
  • A Storyteller who has a choice in whether to take an action defined by a dynastic rule may not take that action if both of the following conditions are true: a) the action’s effects are limited to changing values tracked in gamestate-tracking entities (such as a wiki page), and b) the action would change one or more of those values to an illegal value.
  • If a rule implies that the result of any calculation should be an integer (for instance, by attempting to store that result in, or add it to, a gamestate variable that can only hold integers), the result of the calculation is instead the result rounded towards 0.
  • If a game variable has a default value but no defined starting value, then its default value should also be considered a starting value. If a game variable has neither a default value nor a starting value, then both may be considered to be the nearest legal value to zero that it may take (for numerical variables, defaulting to positive if tied), blank (for a text string or list that may be blank), the alphabetically earliest legal text string it may take (for a text string which may not be blank, with the digits 0 through 9 considered to precede “A”), or the list which is alphabetically earliest from the set of lists with the fewest elements (for lists which may not be blank, and considering each list to be a single unpunctuated text string, with the digits 0 through 9 considered to precede “A”). For the purposes of this bullet point, the names of Storytellers are not considered to be legal values for game variables, nor for list items within game variables.
  • If the rules that define a game variable are amended, and some previously valid values become invalid as a consequence, any existing variables whose current values would become invalid are instead set to their starting value.
  • Invalid values for game variables can never be used, even if the values stored in a gamestate-tracking entity remain valid. (for example, if X appears in a formula referring to a value that is a non-negative integer, X must be used as a non-negative integer)
  • DICEN cannot be rolled in the Dice Roller if N is greater than one million.
  • If a piece of information is described as being tracked secretly or privately by the Publisher (including secretly random selections), then that information may only be revealed by the Publisher when the ruleset allows it. If a Storyteller should already know such a piece of information (in that the Publisher has already told them it, or vice versa, and there is no way that the information could have been changed since then), the Publisher may repeat it to them.

Rules and Votable Matters

  • If a new rule is created by a Votable Matter and its location is not noted in that Votable Matter, that new rule is to be placed in the Dynastic Rules.
  • If a wiki page becomes gamestate as a result of a Votable Matter enacting, that page shall – unless otherwise specified – be reverted to whatever state it was in at the time of that Votable Matter’s submission (and if the page did not exist at that time, it shall be blanked).
  • Where a Votable Matter would amend the effects of Votable Matter Enactment, this does not apply to its own enactment unless explicitly stated (e.g. a Votable Matter proposing that enacted Votable Matters earn their author a banana when enacted would not earn a banana for its own author, when enacted).
  • Rules which trigger upon the Resolution of a Votable Matter are the responsibility of the Admin who Resolves it.
  • Unless otherwise specified, a new Dynastic rule shall be placed at the end of the Dynastic Rules.
  • If a dynastic rule has no text and no subrules, any Storyteller may delete it from the ruleset.
  • A rule may be accompanied by one or more illustrations, and an illustration may have a caption. In all situations, unless otherwise explicitly stated, an illustration and a caption to an illustration must be treated as flavour text.
  • When the ruleset calls for the use of a specific tool (such as the dice roller, or an off-domain website, or a specific piece of downloadable software), Storytellers may not deliberately interfere with the function of that tool except in ways explicitly permitted by the ruleset.
  • If the Publisher has voted DEFERENTIAL on a Proposal, they are not considered to be a Storyteller for the purposes of totaling quorum on that Proposal. Votes of DEFERENTIAL made by other Storytellers on the same Proposal are not considered to be valid, but the Storytellers who made them still contribute to quorum

Time

  • For the purpose of all rules, time in BlogNomic is in UTC.
  • All references to time must be either specific or defined within the Ruleset to be considered achievable in the gamestate. Abstract concepts of time (e.g. “dinnertime”, “twilight”) cannot be achieved until they fulfil one of these criteria.
  • Where the month, day and/or year of a calendar date are ambiguous (e.g. “04/10/09”), it shall be assumed that the date is in a day/month/year format.
  • A Storyteller may not take more than one dynastic game action at the same time (excluding any actions which have been ongoing for more than three hours).

Spelling and formatting

  • Superficial differences between the spelling of geographic versions of English, e.g. British English, American English and Australian English shall be construed as irrelevant for the purposes of play.
  • Storytellers may correct obvious spelling, punctuation, and/or typographical mistakes in the Ruleset, the Building Blocks page, and their own Pending Votable Matters at any time, including replacing Spivak and gender-specific pronouns that refer to Storytellers with the corresponding forms of the singular “they”.
  • A Storyteller may reformat a list of items in the dynastic ruleset to have bullet points or other appropriate list markup, if doing so would not change the order of that list, nor how any rules interpreted its content.
  • A Storyteller may change the layout or design of a gamestate wiki page if doing so would not change how any rules interpreted its content.

Names

  • Within the Ruleset, a word only refers to the name of a Storyteller if it is explicitly stated that it refers to a Storyteller's name.
  • If a rule would ever have no name, it is instead given the name of the Votable Matter that created it, or (if this is not possible) the name “Unnamed Rule”.
  • The names of rules and wiki pages (other than the Ruleset) are flavour text.
  • Subrules can be referred to by a name which incorporates name of the rule they are a subrule of. Example: a subrule of the rule “Gin” is a “Gin Rule”, however the rule “Gin” is not a “Gin Rule” because it’s not a subrule of the rule “Gin”.
  • When referring to a Votable Matter, the name used in reference to a specific Votable Matter may be simplified by not including braces and any text between the opening and closing braces. i.e. a Votable Matter named “Changes [Core]” could instead be referred to by the name “Changes”.
  • When referring to a Rule, the name used in reference to a specific Rule may be simplified by not including braces and any text between a pair of opening and closing braces, as long as such a reference would be unambiguous.
  • Where a Votable Matter refers to a second Votable Matter by name, it is assumed to refer to the most recently posted Votable Matter of that name which pre-dates the first Votable Matter.
  • When changing their name or joining the game for the first time, a Storyteller's (or prospective Storyteller's ) new name must be between 3 and 30 characters in length, and may only include the 26 letters of the Latin alphabet, numbers, underscores, hyphens, full stops and apostrophes.

Prioritisation

  • If two parts of the Ruleset contradict each other, precedence shall be construed in the following order:
  1. The Appendix has precedence over any other Rule;
  2. If a Core Rule explicitly says it cannot be overruled by a Dynastic Rule, that Core Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has precedence over that Core Rule;
  3. If a Building Blocks Rule explicitly says that it cannot be overruled by a Dynastic Rule, that Building Blocks Rule has precedence over a Dynastic Rule, otherwise a Dynastic Rule has equal precedence as that Building Blocks Rule;
  4. If two contradicting parts have equal precedence, the part with more limited scope applies (e.g. if the rules “Storytellers may Kick each other” and “Storytellers may not Kick each other on Tuesdays” exist, and it is Tuesday, Storytellers may not Kick each other);
  5. If two contradicting parts have the same scope, or have scopes that only overlap where they contradict each other, the negative rule applies (e.g. with “Storytellers may Punch a Spaceman on Friday” and “Storytellers may not Punch Spacemen on Friday”, then Storytellers may not Punch Spacemen on Friday).

Mentors

A Storyteller may have another Storyteller as a Mentor. Storytellers who are willing to act as a Mentor are listed on the Mentorships wiki page, and are said to be “Tenured”. An Admin may add or remove their own name, or the name of a Storyteller who has requested a change on their own behalf, from this list at any time. The Mentorships page is also used to list the names of players who are prohibited from becoming Tenured; this list may only be amended by the effect of a votable matter.

If an unmentored Storyteller requests a Mentor, or a new Storyteller has joined the game and has no Mentor, the Publisher should select a Tenured Storyteller and ask them to take that Storyteller on as a Mentee; if they accept, then such a Mentorship is established. The members and starting dates of all active Mentorships are tracked on the Mentorships wiki page, and whenever a new Mentorship is established, the Publisher should announce it in a blog post. The Publisher should take care to consider game balance when selecting a potential mentor.

A relationship between a mentor and a mentee is a Mentorship. A Storyteller may dissolve a Mentorship they are part of at any time, by announcing this in a blog post.

If there is no Publisher, any Storyteller who has been active in at least three previous dynasties may act as Publisher for the purposes of this rule.

Things that a mentor must do

A mentor must do the following:

  • Make pro-active contact with their mentee when appointed, and explain the dynamics of the Mentorship system;
  • Be available to answer any questions that their mentee may have about the game, including explaining the rules, common standards and etiquette of play, proofreading posts and clarifying game events;
  • Introduce their mentee to the various platforms of the game, including the wiki and Dice Roller, and optionally the game’s Discord and social media feeds
  • If possible, give their mentee a nudge if it appears that they are at risk of becoming Idle;
  • If they themselves go idle, communicate with their mentee to either continue to support them as an idle Storyteller or arrange a handover to another mentor if requested.

Things that a mentor should do

The following sets out suggested best practice for Mentorship relationships:

  • The Mentorship lasts for four weeks or until the next Ascension Address, whichever occurs latest. It can continue informally for longer but after this threshold the mentor is no longer bound by any of the conditions set out in the parent rule to this rule, or any of its subrules.
  • The mentor can and should advise the mentee on how to proceed in the mentee’s own best interests. This can include making connections with other Storytellers .
  • The mentor should consider copying the mentee in on private, game-related communications, where it does not unfairly prejudice their own interests. The mentee should keep this information private without explicit consent from the mentor.
  • The mentor and mentee may work together to achieve victory. If a mentor achieves victory with support of their mentee then they should, if the mentee wishes it, pass the baton to the mentee.

Things that a mentor should not do

The following sets out a list of things that a mentor should not do in their relationship with their mentee. All of these are considered to be Fair Play rules, as per the rule Fair Play.

  • The mentor should not sock-puppet, bully, coerce or otherwise manipulate the mentee into performing any game actions.
  • The mentor should not seek to dissuade the mentee from pursuing other alliances.
  • A former mentor should not seek to use the fact of a prior Mentorship to influence the former mentee on an ongoing basis.

Synonyms

A dynasty may provide extra theming by using alternative terms for words like “Storyteller” and “Publisher”.

Each term in this list is synonymous with the term in parentheses

  • Storyteller (Player)
  • Publisher (Emperor)

When a new Dynasty is started, the Ascension Address may specify new terms for each entry in the above list, provided the newly chosen term does not appear anywhere in the Building Blocks page or the ruleset outside of this rule (though if it only appears in rules which are being removed as part of the Ascension Address, it is fine), and that doing so would not cause two terms in the above list to become synonymous with each other. Doing so causes the old corresponding value (including regional spelling variations) to be replaced by the new value everywhere in the ruleset except in any of the parentheses in the above list.