Ruleset
Core Rules
Ruleset and Gamestate
This is the Ruleset for BlogNomic; all Agents 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 Agent may update it to do so.
The gamestate tracking page for this dynasty is the The Database page of the wiki. Unless otherwise stated, all publicly tracked gamestate information is tracked on it.
Agents
A human with access to the blog who is not already an Agent may make a blog post making clear their wish to be an Agent (plural form Agents); in response, an Admin shall add them to the roster in the sidebar, at which moment they become an Agent. (See the FAQ for guidance on how to apply for access to the BlogNomic blog.)
An Agent may only change their name as a result of a Proposal approving the change.
Some Agents are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Agents 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. Agents may be made Admins through Proposal or CFJ.
An Agent may cease to be an Agent at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be an Agent in this way may not become an Agent again within the following two weeks.
Idle Agents
If an Agent is Idle, this is tracked by their name being removed or concealed in the list of currently active Agents in the Sidebar. For the purposes of all Gamestate and the Ruleset, excluding the core and appendix Rules “Ruleset and Gamestate”, “Agents ”, “Dynasties”, “Fair Play”, "Mentors" and any of those Rules’ subrules, Idle Agents are not counted as Agents . The combined term “Idle Agent” can be used to refer to Agents who are Idle even in rules that do not treat them as Agents.
If a Proposal contains a provision that targets a specifically named Idle Agent, then that Idle Agent is considered to be Unidle solely for the purposes of enacting that specific provision.
When an Agent 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 Agent Idled in a different Dynasty), the Agent is given the default value for new Agents, if such a value exists.
An Admin may render an Agent Idle if that Agent has asked to become Idle in an entry or comment from the past 96 hours (4 Days), or if that Agent 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 Agent 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 an Agent if that Agent 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 Agent 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 Agents (not including the Mainframe), then BlogNomic is on Hiatus.
Dynasties
BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Agent, known as the Mainframe. If there is no Mainframe, 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 Agent 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 Mainframe is not an Agent.
Votable Matters
A Votable Matter is a post which Agents may cast Votes on, such as a Proposal, a Call for Judgement or a Declaration of Victory.
Votes
Each Agent 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 Agent'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-Agent never has a Vote, even if they were an Agent previously and had cast a valid Vote.
If an Agent other than the Mainframe casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Mainframe. When the Mainframe 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 Mainframe's Vote for the purposes of other rules unless otherwise specified. When the Mainframe 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 Agents 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 Agent may submit a Proposal to change the Ruleset or Gamestate, by posting an entry in the “Proposal” category that describes those changes (unless the Agent already has 2 Proposals pending or has already made 3 Proposals that day).
Special Proposal Voting
When an Agent 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 Mainframe may use VETO as a voting icon to cast a Vote on a Proposal; when the Mainframe casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Mainframe 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, Agent 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 Agents actively disagree as to the interpretation of the Ruleset, or if an Agent feels that an aspect of the game needs urgent attention, then any Agent 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 an Agent (other than the Mainframe) 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.
An Agent'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 Agent 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 Agents, it has been open for at least 12 hours, and either the Mainframe 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 Agents, 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 Agent 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 Agent who posted the DoV becomes Mainframe, 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 Mainframe must either Pass the Mantle (by making a post naming an Agent who was not the last dynasty’s Mainframe, in which case the passing Agent ceases to be the Mainframe and the Agent so named becomes the Mainframe) 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 Mainframe'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”.
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 an Agent'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. Agents 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 Agent within BlogNomic, and should announce publicly if they control both a non-Idle Agent and any Idle Agents. This extends to exerting full control over the actions of another Agent, defined here as the controlled Agent's game behavior being functionally indistinguishable from if the controlling Agent was logged into their account and playing through it, over a period of more than a day.
- An Agent 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 Agent should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or other blognomic.com scripts).
- An Agent should not edit their own blog comments once posted, nor those of any other Agent.
- An Agent should not edit the “Entry Date” field of a blog post.
- An Agent should not make a DoV primarily to delay the game by putting it into Hiatus.
- An Agent 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 Agent 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 Agent must use their own name in the Dice Roller, when rolling dice.
- An Agent should not deliberately and unreasonably prolong the performance of a game action once they have started it.
- An Agent should not use a Core, Building Blocks, or Appendix rules scam to directly or indirectly cause an Agent to achieve victory.
- An Agent should not trade actions in BlogNomic for favors or compensation outside of BlogNomic, nor trade actions in any other game for favors within 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 Agent or Agents 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 Agents and idle Agents 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 Agents are encouraged to commit to upholding them to whatever extent is possible.
Dynastic Rules
The Mainframe
The Mainframe is a strong AI with advanced natural language capabilities. All dynastic gamestate is secretly tracked by the Mainframe unless otherwise stated, or where it would be impossible.
The Mainframe shall assign each Agent an IP address in the form #.#.#.# where each # is a number from 1-255. If any Agent has not been assigned an IP, the Mainframe should secretly randomly assign them one before performing any dynastic actions.
Each Agent has a number named CPU Cycles which defaults to 1.
Clients
There may be any number of Clients. Each Client has a unique Name and a Passcode, which are strings of 4-16 characters containing only letters, numbers, and underscores. Names are not case-sensitive but Passcodes are. Client Names are publicly tracked in the Database.
As a weekly virtual action, an Agent may create a new Client by specifying the desired Name and Passcode for the Client. This may be re-attempted if the action fails.
A File is a string. Each Client has a list of Files, defaulting to an empty list.
A Brute Force Attempt is a pairing of a number named Progress and the name of an Agent. Each Client has a list of Brute Force Attempts, defaulting to an empty list.
A Passcode Complexity is a derived value that equals the number of characters a Client's Passcode has, multiplied by how many of the following criteria (which should be a number from 1 to 3) one or more of its characters meets: lowercase letters, uppercase letters, numbers.
Connections
An Agent may be connected to any number of Clients. A connection is a relationship between exactly one Agent and one Client.
As a virtual action, an Agent may connect to a Client by specifying exactly one Client Name and Passcode pair. If the Passcode is correct for the specified Client, the Agent becomes connected to that Client.
As a virtual action, an Agent may disconnect from a Client by specifying a client they are connected to, at which point the Agent is no longer connected to that Client.
The Dark Web
There is a Client named Dark Web with the Passcode 1337 and the following Files:
- BackOrifice
- MyDoom
- Klex
- StuxNet
- WannaCry
Shell Commands
A Shell Command is a type of Virtual Action that the Mainframe performs as a Client on behalf of an Agent. For the purposes of resolving Shell Commands, a Client is considered an Agent; The Client serves as a proxy for the Agent who initiated the command.
An Agent must be connected to a Client to perform Shell Commands as that Client. To perform a Shell Command, you must always specify exactly one Client that you are connected to, or the action fails.
The definition of a Shell Command should be contained within the “Shell command” flair; If one is not, the Mainframe may edit the ruleset to make it so.
As a Shell Command, a Client can ping the Mainframe. The Mainframe will respond to confirm that it is online.
Logging
The Mainframe shall maintain a log of successful Shell Commands. Each new log entry shall include:
- the time/date it occurred
- the IP of the initiating Agent
- the name of the Client
- the type of command
- any other data the command specifies to be logged
As a shell command, a Client may request a copy of logs within a particular scope (e.g. a certain timeframe, logs associated with a certain IP, etc). Each log entry will be accompanied by an MD5 hash of the entry by which it can be identified.
If the Client does not have access to all of the logs in the desired scope, the action will fail. By default, a Client only has access to the logs of actions performed by that particular Client.
Downloading
Each Agent has Warez, which is a list of Files, defaulting to an empty list.
If a Client has one or more Files, as a Daily Shell Command, that Client may download file with the name of the File to download. If the name of the File does not already exist in that Agent's Warez, it is added to the Warez of the Agent performing this command, otherwise the command fails. This command may be re-attempted if it failed.
Brute Force
As a Daily Shell Command, a Client may brute force a Target, which is the name of another Client other than this one. If the name of the Agent performing the command is not in the list of Brute Force Attempts for the Target, the Mainframe should add an entry to that list with the Progress set to 0 and the Agent set to the name of that Agent.
In the entry of Brute Force Attempts for the Target that matches the name of the Agent performing this command, the Mainframe should add the Agent's CPU Cycles to the Progress of that entry. If that entry's Progress is equal to or greater than the Target's Passcode Complexity, the command succeeds, and the Mainframe should secretly communicate the Target's Passcode to the Agent. Otherwise, the command fails and may not be reattempted that day. On failure, the Mainframe should include the Target and the value of that entry's Progress in the description of the failure reason and in the Client's (not the Target's) Log, but must not include the Target's Passcode Complexity in either the failure reason or the Log.
Best Practices
As a weekly Shell Command, a client may change passcode. The Client specifies a new valid Passcode and the Client's Passcode is changed to the new value. After this command executes, all Connections to the Client are removed. The Client's Brute Force Attempts are reset to an empty list and the Mainframe should recalculate its Passcode Complexity.
Malware
An instance of a File in a list may be ‘’‘corrupted’‘’ by none or more of the ‘’‘Malware’‘’ described in the table below, defaulting to none. Whenever an Agent downloads a corrupted File, the File added to the Agent’s Warez will also be corrupted by the same Malware.
Type | Effects |
---|---|
Virus | Whenever a Client performs a Shell Command, if the initiating Agent's Warez contains a File corrupted by a Virus, the Mainframe must make one of the Client's uncorrupted Files, if there are any, as well as one of the initiating Agent's Warez' uncorrupted Files, if there are any, corrupted by a Virus.
}
Building BlocksBuilding 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 is gamestate and may not be altered except as specified by the ruleset or through the passage of a Proposal or CfJ; however, its 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 Mainframe 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 Mainframe 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 CommunicationAgents 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 Agent 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 Agents (or people who are not yet Agents) also face the same restrictions if they intend to become an active Agent 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 Agents who were part of the conversation should make a post to the blog disclosing what information was discussed as their earliest convenience. Virtual ActionsA Virtual Action is a type of action that the Mainframe performs on behalf of an Agent. An Agent may initiate a virtual action by privately communicating to the Mainframe their request to do so, along with any additional information needed to carry it out. The Mainframe shall resolve the Virtual Action by performing the following Atomic Action:
If a Virtual Action fails, the Mainframe should tell the Agent why. A virtual action may fail for any of these reasons:
Except where otherwise stated by the ruleset, the Mainframe 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. An Agent may cancel a pending Virtual Action by privately communicating to the Mainframe their request to do so AppendixKeywordsA 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
Time
Other
Gamestate TrackingOfficial PostsVotable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Agent 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 Agent 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 Mainframe to have been intended as a Proposal, and if its author does not already have two Proposals pending, then the Mainframe 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 GamestateIf authorised by the rules as a result of an Agent’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 Agent may correct the representations to comply with the Gamestate. If an Agent feels that a representation of the gamestate (such as a wiki page) does not match the gamestate, they may either:
Instead of repeatedly reverting and re-reverting a disputed alteration, however, Agents 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 VariablesAn 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. An Agent may not take any dynastic actions that are contingent on the specific value of an Orphan Variable. Random GeneratorsThe Dice Roller at https://blognomic.com/dice/roll.php can be used to generate random results.
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 an Agent with such access. Only an Agent with such access may Enact that Votable Matter. If that Votable Matter does not name an Agent 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 Agent making the roll before or while making the roll. If a selection is explicitly specified as being “secretly” random, the Agent making this determination may do so using a private method of their choosing, instead of the Dice Roller. Atomic ActionsAn Atomic Action combines otherwise separate game actions into a single action.
ClarificationsNumbers and Variables
Rules and Votable Matters
Time
Spelling and formatting
Names
Prioritisation
MentorsAn Agent may have another Agent as a Mentor. Agents 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 an Agent 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 Agent requests a Mentor, or a new Agent has joined the game and has no Mentor, the Mainframe should select a Tenured Agent and ask them to take that Agent 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 Mainframe should announce it in a blog post. The Mainframe should take care to consider game balance when selecting a potential mentor. A relationship between a mentor and a mentee is a Mentorship. An Agent may dissolve a Mentorship they are part of at any time, by announcing this in a blog post. If there is no Mainframe, any Agent who has been active in at least three previous dynasties may act as Mainframe for the purposes of this rule. Things that a mentor must doA mentor must do the following:
Things that a mentor should doThe following sets out suggested best practice for Mentorship relationships:
Things that a mentor should not doThe 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.
SynonymsA dynasty may provide extra theming by using alternative terms for words like “Agent” and “Mainframe”. Each term in this list is synonymous with the term in parentheses
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. |