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.
The Ruleset and Gamestate can only be altered in manners specified by 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”.
If the Ruleset does not properly reflect all legal changes that have been made to it, any Adventurer may update it to do so.
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 and the GNDT, 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.
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. New admins shall be given the GNDT configuration password when they become admins.
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.
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
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.
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.
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 enact and fail Votable Matters.
BlogNomic is divided into a number of Dynasties. Each Dynasty may be headed by a single Adventurer, known as the Dungeon Master. If there is no Dungeon Master, the Dynasty is a Metadynasty.
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.
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.
If an Adventurer other than the Dungeon Master casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Dungeon Master. When the Dungeon Master 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 Dungeon Master's Vote for the purposes of other rules unless otherwise specified.
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 Adventurers 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 can either be Pending, Enacted, or Failed. When a Votable Matter is first put forward, it is considered Pending.
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.
This rule cannot be overruled by Dynastic Rules in its application to Calls for Judgement or Declarations of Victory.
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).
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 Dungeon Master may use VETO as a voting icon to cast a Vote on a proposal; when the Dungeon Master casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Dungeon Master later changes their Vote.
Resolution of Proposals
The oldest Pending 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:
- It is Popular.
- It has been open for voting for at least 12 hours.
- It has not been Vetoed or Self-Killed.
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 Self-Killed.
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.
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.
A Pending CfJ may be Enacted by any Admin if all of the following are ture:
- 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 the GNDT and other gamestate tracking entities, as specified in the CFJ.
This Rule may not be overruled by Dynastic Rules.
Victory and Ascension
If an Adventurer (other than the Dungeon Master) 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”.
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.
A Pending DoV may be Enacted by any Admin if any of the following is true:
- It is Popular, it has been open for at least 12 hours, and either the Dungeon Master has Voted FOR it or it has no AGAINST Votes.
- It is Popular, 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.
When a DoV fails and there are no pending DoVs, Hiatus ends.
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 Dungeon Master. 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 Dungeon Master makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Dungeon Master's chosen theme for the new Dynasty, and may optionally specify that the terms Adventurer and Dungeon Master 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.
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.
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.
- 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.
- 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.
- An Adventurer should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
- An Adventurer should not edit their own blog comments once posted, nor those of any other Adventurer.
- An Adventurer 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.
- 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).
- An Adventurer should not roll dice in the GNDT 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 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
The Bestiary page is ordained for monster tracking.
In the Bestiary, there is a table of monster types. Each monster type has a name, a hit point value which is a positive integer, a frequency, which is an integer between 1 and 10, an ecology, which is a list of Wilds, and a list of spoils, which is a list of items paired with a drop rate, which is an integer between 0 and 10. The Bestiary also contains a list of monsters in each wilds.
A monster also has a description, which is text and defaults to “”, and zero or more modifiers. Modifiers are considered rules text that apply only to that monster type. In a section of the bestiary named “appendix” descriptions are tracked as italics after the name of the monster type, and modifiers are tracked as a list of bullet points after the description.
An ecology consisting of a list of every wild may be written as the string “All”.
The following atomic action is called Spawning:
- Randomly choose a monster type from the list with the probability for each being that type’s frequency over the sum of all types’ frequencies.
- Create a monster of that type and add it to the list of monsters in wilds randomly chosen from that monster’s ecology.
- The Dungeon Master can only perform this action as described elsewhere in the ruleset.
If it is Nighttime and they have not done so in 2 hours, the Dungeon Master should perform the following action, called Respawning:
- Establish the ideal monster population (IMP) as (two times the number of active Adventurers) plus five.
- If there are a number of monsters in the wilds is equal to or greater than the IMP, create a blog post to this effect. Otherwise:
- Spawn monsters until the number of monsters in the wilds is equal to the IMP count the number of creatures in each wild
- Create a blog post describing all monsters created in this Atomic Action and how many are in each wild.
- Set the Time to Daytime.
Camping is an atomic action consisting of the following steps:
- The adventurer sets their Support to 0.
- The adventurer sets their AP to 5.
- If in town, the adventurer sets their health to default.
- If in a wilds, the adventurer decreases their health by the number of monsters in that wild at the time of the last respawn
Camping may be performed by an adventurer once between any two respawns. An adventurer who has not camped since the last respawn may camp but may not take any subsequent dynastic actions.
Each Adventurer has a numerical Support, tracked in the GNDT under the heading “Sup”, defaulting to 0.
If they have at least 1 AP, are located in a Wilds, and it is Daytime, Adventurers can Hunt by performing the following atomic action:
- Optionally choose a weapon in the Hunting Adventurer’s inventory to use.
- Generate a random number between 1 and 10 in the GNDT, specifying the Target and the weapon, if applicable, in the associated GNDT comment. This is the Strength.
- Increase the Strength by the weapon’s attack power, if applicable.
- Increase the Strength by the Hunting Adventurer’s support.
- Increase the Strength by the Hunting Adventurer’s might.
- If the Target is a Monster:
- If the Strength is greater than or equal to the Target’s hit points:
- Remove the Target from the list of monsters in the Wilds it is in.
- Increase the Hunting Adventurer’s Experience by the target’s hit points.
- Increase the Experience of any Adventurer who contributed Support to this Hunt by half the target’s hit points, rounding down.
- Optionally choose up to one Tool in the Hunting Adventurer’s inventory to use.
- For each item in the Target’s spoils list, generate a random number between 1 and 10 and add the chosen tool’s scavenging power, if applicable. If the result is higher than that element’s drop rate, add the item to the Hunting Adventurer’s inventory.
- If the wilds the Hunting Adventurer is in is empty, create a Cryptic Clue in the Hunting Adventurer’s inventory.
- Set the Hunting Adventurer’s Support to 0.
- If the Strength is greater than or equal to the Target’s hit points:
- If the Target is another Adventurer:
- Add the Strength to that Adventurer’s Support.
- Decrease the hunting adventurer’s AP by 1.
Each Adventurer has a location tracked in the GNDT, which is one of: “Town” (the default), “Overgrown Forest”, “Dank Cave”, “Labyrinthine Canyon”, “Shadow Mountain”, “Eldritch Ruin”, or “Dragon’s Lair”. Each location other than Town is considered to be a “Wilds”.
At any time, an Adventurer may spend 2 AP to change their Location to any other except the Dragon’s Lair. An adventurer may spend 2 AP and destroy a Cryptic Clue to set their location to the Dragon’s Lair.
The Marketplace page is ordained for Item Tracking.
In the Marketplace, there is a list of item types. Each item has a Name, a Description, and zero or more modifiers. Names are tracked as headings, descriptions in italics after the name, and modifiers as a list of bullet points after the description. A modifier may add an attribute to it’s item by listing an attribute name and then a number, which is the value of that attribute. Rules that do not add an attribute are considered rules text that apply only to that item.
Each player has an inventory, tracked in the GNDT, which is list of items. A trade has a cost, which is a list of items, and a good, which is a list of items. A trade is normally written as its cost first and then its good, separated by an arrow symbol. If trades of items are specified in the Marketplace, players can destroy the set of items on the first side of the trade to gain the set of items on the other side if and only if they are located in the Town.
At any time, an Adventurer may Give any number of items by deleting them from their inventory and adding those same items to another Adventurer’s inventory.
Items with an “Attack Power” attribute are considered weapons.
Items with a “Scavenging Power” are considered tools.
Each Adventurer has a Health, tracked in the GNDT, defaulting to 10.
An Adventurer whose Health is zero loses all items in their inventory and may not Hunt.
At any time, an Adventurer whose location is “Town” may decrease their AP by 1 to increase their Health by 1 (to a maximum of 10).
Each Adventurer has a non-negative number of Action Points (AP), tracked in the GNDT as “AP”, defaulting to 5.
Each Adventurer has a Level tracked in the GNDT, which is an integer defaulting to 1. Each Adventurer also has Experience, Magic, and Might, each numbers tracked in the GNDT defaulting to 0.
An Adventurer’s Exp Goal is equal to twice their level plus 3. At any time, if an Adventurer’s Experience is equal to or greater than their Exp Goal, they may subtract their Exp Goal from their Experience to increase their Level by 1.
Whenever an Adventurer increases their Level, they may increase either their Magic or Might by 1.
The time, tracked in the Dungeon Master’s Inventory in the GNDT, is either Daytime or Nighttime.
If they have not done so in 44 hours, the Dungeon Master should set the Time to Nighttime.
The Adventurers’ Spellbook page is ordained for Spell tracking, and may also be referred to as the Spellbook.
In the Spellbook, there is a list of Spells. Each Spell has a name, a level which is a positive integer, a Casting Cost (CC) which is a positive integer, and zero or more modifiers. Spells in this list are always arranged in ascending order of level. The Spellbook also contains a list of each Adventurer and their known Spells.
Spells cannot have an Attack Power or Scavenging Power.
At any time, an Adventurer in the Town may spend 2 AP to add a Spell to their known Spells if their Magic is equal to or greater than that Spell’s level.
At any time, an Adventurer may select one of their known Spells and spend a number of AP equal to its casting cost to Cast the spell, applying all effects described in the Spell’s modifiers.
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.
The text of Special Case Rules that are inactive shall be interpreted, for the purpose of play, to mean nothing.
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 Actions 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.
For instance if an Atomic Action consists of rolling a die in the GNDT and then doing steps based upon it’s 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]
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”.
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]
An Orphan Variable is a dynastic gamestate variable which has neither a location in which it’s tracked, nor a manner in which it it can be determined from other gamestate variables, specified in the Ruleset.
An Adventurer may not take any dynastic actions that are contingent on the specific value of an Orphan Variable.
Imperial Deferentials [Active]
If the Dungeon Master 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]
For the purposes of dynastic rules which do not deal with voting, The Dungeon Master is not an Adventurer.
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.)
- "is able to"
- 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 Adventurers.
- Daily Action
- 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
- A Daily Communal Action is a Daily Action that can only be performed by one Adventurer per 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.
- References to "YDICEX" refer to Y X-sided dice, rolled within the GNDT. To roll dice, post DICEX in the comments field of the GNDT, replacing X with the number of sides on the die you wish to roll.
- 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)
- 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.
- Flavour Text
- 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.
- Any information which the Ruleset regulates the alteration of. All GNDT columns that the Dynastic Rules explicitly mention are assumed to be Gamestate, as are all Wiki Pages that the Dynastic Rules explicitly mention except for dynastic histories and discussion pages.
- A blog post published to the BlogNomic weblog at blognomic.com
- Private Message
- A message sent via Blognomic’s Private Messages system at blognomic.com.
- 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.
- 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
- Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
- "is required to"
- "is recommended that"
- Sibling Rule
- Two rules are “siblings” of each other if they are both direct subrules of the same rule.
- 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
- 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
- A Story Post is an entry in the “Story Post” category.
- 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.
- 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.
- Table of Contents
- The directory of section headings that is generated by the MediaWiki software for most pages in the wiki.
- Table of Contents.
- 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.
- 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 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 Weekly Communal action is a Weekly Action that can only be performed by one Adventurer per week.
- The BlogNomic Wiki at http://wiki.blognomic.com
Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Adventurer 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.
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 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.
Specific parts of the Gamestate data shall be tracked by the Generic Nomic Data Tracker at http://blognomic.com/gndt/generic.cgi?nomic=blog. Any Adventurer may update any Adventurer's data via the GNDT, whenever the Ruleset permits it.
All updates to the GNDT are logged. For gamestate which is tracked in a specific place (such as the GNDT or 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 GNDT or 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 GNDT and wiki merely represent the Gamestate, and are 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.
If an Adventurer feels that a representation of the gamestate (such as the GNDT or the wiki) 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. Adventurers shall be assigned a password for the GNDT when they join the Nomic.
The GNDT 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.
Any changes to the potential outcomes of the GNDT’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.
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 GNDT, 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 GNDT.
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” 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, 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 the GNDT and/or similar 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 the GNDT 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 GNDT if N is 22 or more digits long.
Rules and Proposals
- 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.
- 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 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.
- 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).
- 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.
- 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”.
- 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.