Difference between revisions of "Ruleset"

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(→‎Actions: enacting "Clarity")
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A Mortal may take any of the following actions:
 
A Mortal may take any of the following actions:
  
;Meditate: Age 10 years and increase your EP by 2^X, where X is the number of artifacts with a type of mystic you have access to. Mystics gain double EP.
+
;Meditate: Age 10 years and increase your EP by 2^X, where X is the number of artifacts with a type of mystic you have access to. Mystics gain an additional 2 EP.
 
;Search: Age 5 years to gain access an artifact with the same court as you no other mortal has access to. Scholars may instead age 2 years.
 
;Search: Age 5 years to gain access an artifact with the same court as you no other mortal has access to. Scholars may instead age 2 years.
 
;Steal: reduce your HP by 20 and gain access to an artifact with the same court as you that is accessed by a mortal with few HP than you. They no longer have access to the artifact. Warriors may instead reduce their HP by 10.
 
;Steal: reduce your HP by 20 and gain access to an artifact with the same court as you that is accessed by a mortal with few HP than you. They no longer have access to the artifact. Warriors may instead reduce their HP by 10.

Revision as of 23:58, 15 August 2018

Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Mortals 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.

Mortals 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 Mortal may update it to do so.

Mortals

Any human may apply to join BlogNomic (if they are not already a Mortal) 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 Mortal. An Admin shall add them to the roster in the sidebar and the GNDT, at which moment they become a Mortal.

A Mortal may cease to be a Mortal at any time by posting an entry to the BlogNomic weblog requesting such an action. A human who has ceased to be a Mortal in this way may not become a Mortal again within the following two weeks. A Mortal may only change their name as a result of a proposal approving the change.

Some Mortals are Admins, responsible for updating the site and the Ruleset, and are signified as such in the sidebar. Mortals 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.

Idle Mortals

Some Mortals 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”, “Mortals”, “Dynasties”, “Fair Play” and any of those Rules’ subrules, Idle Mortals are not counted as Mortals.

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

When a Mortal 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 Mortal Idled in a different dynasty), the Mortal is given the default value for new Mortal, if such a value exists.

An Admin may render a Mortal Idle if that Mortal has asked to become Idle in an entry or comment from the past four days, or if that Mortal 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 a Mortal if that Mortal 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 Mortal 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.

Dynasties

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

Votable Matters

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

Votes

Each Mortal 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 Mortal’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-Mortal never has a Vote, even if they were a Mortal previously and had cast a valid Vote.

If a Mortal other than the Immortal casts a vote of DEFERENTIAL, then the Vote of DEFERENTIAL is an indication of confidence in the Immortal. When the Immortal 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 Immortal'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 Mortals 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.

Proposals

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

Special Proposal Voting

When a Mortal 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 Immortal may use VETO as a voting icon to cast a Vote on a proposal; when the Immortal casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Immortal 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 Mortals actively disagree as to the interpretation of the Ruleset, or if a Mortal feels that an aspect of the game needs urgent attention, then any Mortal 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 a Mortal (other than the Immortal) 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 “Mortals”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.

Every Mortal 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 Immortal 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 Mortal who made the DoV as its Immortal. That Mortal may pass this role to another Mortal at this point by making a post to that effect, if they wish. The Hiatus continues until the new Immortal makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Immortal's chosen theme for the new Dynasty, and may optionally specify that the terms Mortal and Immortal 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 Mortal 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.

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 Mortal'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 Mortal within BlogNomic, and should announce publicly if they control both a non-Idle Mortal and any Idle Mortals.
  • A Mortal 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 Mortal should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • A Mortal should not edit their own blog comments once posted, nor those of any other Mortal.
  • A Mortal should not edit the "Entry Date" field of a blog post.
  • A Mortal should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Mortal 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 Mortal 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.
  • A Mortal should not deliberately and unreasonably prolong the performance of a game action once they have started it.

Dynastic Rules

Status

Mortals have the following stats tracked in the GNDT. Parenthesis indicate what they can be notated as in the GNDT and elsewhere.
Immortality Points (IP) which defaults to 1.
Health Points (HP) which defaults to 50.
Time (in years), which defaults to 0.
Age (in years) which defaults to 0.
Energy Points (EP) which defaults to 10.
Role, which is tracked in the GNDT, and may be either warrior, scholar, mystic, or laborer.
Karma (K), which defaults to 3.
Court, which represents a mortal’s location and culture. It defaults to river, and may be desert, mountain, jungle, island, artic, or river
Binding, which may be a court, role, another mortal, or none. none is the default binding, and may be written as ‘-’.



A Mortal with 0 HP is dead and cannot take any Dynastic actions. Mortals with an Age greater than or equal to 50 and less EP than their Age divided by 10 are considered weakened. A weakened Mortal cannot take any Dynastic actions except for ones which increase their EP.

A Mortal may spend an amount of EP to add half of the spent amount to a Mortal with the same court as them.

When a mortal increases their time by X years, they are said to have “aged X years”. A mortal may not take an action which would increase their time beyond 40 years.

A mortal with a binding may be said to be bound to its binding. A mortal bound to a different mortal who goes inactive gains a binding of none.

Reincarnation

When a Mortal is Reincarnated, the following happens in order:

  • If their IP is greater than 10, set it to 10. If it is less than 10 increase it by 1.
  • Their HP is set to default, plus 20 if they are a warrior.
  • Their EP is halved, rounded up.
  • Their Age is set to default.
  • A role with a minimum Karma less than or equal to a Mortal’s Karma is a Fate of that Mortal. Their role is set to a random choice among their Fates.
  • Their court is changed to a random value.
  • Their court is changed to their binding, if a court. Their role is changed to their binding, if a role. Their court and role are changed to that of their binding, if a mortal.
  • The minimum Karma of their new Role, minus 1, is subtracted from their Karma. If their karma is now 0, set their binding to none.

Roles

Each Mortal has a Role, defaulting to Mystic. Each Role has a minimum Karma and a Role action. A Mortal may take the Role action corresponding to their current Role. Possible Roles are: (specified as “Role (minimum Karma) - Role action”)

  • Laborer(0) - Decrease your EP and HP by 1 to age 1 year.
  • Warrior(5) - Age 30 years, decrease your EP and HP by 10 to gain 1 IP.
  • Scholar(5) - Age 50 years to gain 1 IP.
  • Mystic(3) - Spend 50 EP to gain 1 IP.

Time Reaper

If no Reaping has occured in the previous 23 hours, any Mortal or the Immortal may perform a Reaping. Reaping is an atomic action with the following steps, with “The Reaper” being the action’s performer:

  • If a quorum of Mortals are Scholars, advance to the next Era.
  • Every Mortal’s Age is increased by 20 or by their Time, whichever is greater, and their time then set to 0
  • The Reaper rolls a DICE50 for every Mortal with an Age above 50; if their Age is greater than or equal to 50 plus the die result, that Mortal has their HP set to zero.
  • Reincarnate each dead Mortal.
  • Make a blog post summarising the effects of the Reaping.

Supertask

A Mortal may spend 1 IP to perform a Dynastic action they could legally take otherwise and then apply the effects of performing that action a finite and positive integer number of times, within 1 second. They must state how many times they are performing that action in the GNDT comment when spending the IP and that Mortal is considered to have done that action as many times as they stated when they spent the IP.

History

The world of the Mortals has an Era, tracked in the Immortal's "Age" field in the GNDT by its three-letter abbreviation. It defaults to the Era of Magic.

The Eras are, in chronological sequence:-

  • Era of Magic (MAG)
  • Era of Exploration (EXP)
  • Renaissance (REN)
  • Industrial Era (IND)
  • Era of Technology (TEC)
  • Digital Era (DIG)
  • Space Era (SPA)

When a rule requires that the game advance to the next Era, the Era becomes the one after the current Era in the list above (or remains the same if it is the Space Era), and all Scholars become Laborers as their knowledge becomes obsolete.

Travel

A Mortal may change their court to any other court by increasing their time by the travel cost of the current Era. The travel costs are listed below, in the format [Era Abbreviation]:[Era Travel Cost]

  • MAG:20
  • EXP:10
  • REN:5
  • IND:3
  • TEC:2
  • DIG:1
  • SPA:0

Artifacts

An artifact tracks its name, its soul, its court, its effects, its type, its era, and its accessors.

A mystic may spend 500 divided by the current Era’s Travel Cost EP (or 5, whatever is larger) to create an artifact and add the artifact to the Artifact List subrule.

A scholar may spend 20 times the current Era’s Travel Cost EP to create an artifact and add the artifact to the Artifact List subrule.

The artifact’s soul is the mortal who creates the artifact.

The artifact’s era is the current era at the time it was created.

The artifact’s court is the court of its soul at the time it was created.

The artifact’s type is the role of its soul at the time it was created.

The artifact’s name is chosen from among the following list, and is chosen so that the combination of all attributes is unique: Elixir, Manuscript, Codex, Process, Rite, Ceremony, Ritual, Figurine, Potion, Procedure, Mystery, Dagger, Bowl, Experiment, Relic, Altar, Document, Secret, Drug, Monolith, Monastery, Temple, Tomb, Crypt and Spell.

Artifacts are tracked in a bulleted list in the subrule “Artifact List”.

An artifact’s accessors is a list of mortals. Mortals in an artifact’s accessors are said to have access to the artifact. When a mortal gains access to an artifact, they are added to that artifact’s list of accessors.

an artifact’s effects must be chosen from the Artifact Effects subrule, and have a total score of 0 or less. The number of effects must be less than or equal to the IP of the creator.

An artifact effect has a name, a score, and a body. They are listed in a bulleted list under the subrule “Artifact Effects” They are written name(score):body

When a mortal uses an artifact, they follow the instructions in the body of each effect listed in the artifact, and in the order listed on the artifact.


Artifact List

Artifact Effects


Bonding Time (-1): Age 20 years
Injury (-1): reduce HP by 30
Power Requirement (-1): reduce EP by 10
Death (-3): set your HP to 0
Bind Scholar (1): set your binding to scholar
Bind Mystic (1): set your binding to mystic
Bind Warrior (1): set your binding to warrior
Bind Laborer (1): set your binding to Laborer
Bind Court (1): set your binding to the court of the artifact
Bind Role (2): set your binding to any role
Bind Soul (1): set your binding to that of a soul with the same court as you
Bind To Legend (2): set your binding to that of any soul
Youth (1): reduce your age by 15 years
Healing (1): increase your HP by 20
Power (1): increase your EP by 5
Strengthen Soul (3): increase your IP by 1

Actions

A Mortal may take any of the following actions:

Meditate
Age 10 years and increase your EP by 2^X, where X is the number of artifacts with a type of mystic you have access to. Mystics gain an additional 2 EP.
Search
Age 5 years to gain access an artifact with the same court as you no other mortal has access to. Scholars may instead age 2 years.
Steal
reduce your HP by 20 and gain access to an artifact with the same court as you that is accessed by a mortal with few HP than you. They no longer have access to the artifact. Warriors may instead reduce their HP by 10.
Serve
Age 10 years and increase your Karma by 1.
Activate
Use an artifact you have access to.


Special Case

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.

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, 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 a Mortal.

Atomic Actions [Active]

When a Mortal 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 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.

If one or more steps of an Atomic Action were done incorrectly, the Mortal must redo the Atomic Action. In redoing an Atomic Action, the Mortal 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 Mortal 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.

If the Atomic Action was illegal due to a die that was wrong in the GNDT (for example, rolling a 1 on a DICE6 gives that Mortal a point and the rest do nothing and the Mortal rolls a DICE5 in the first one) and in redoing the Atomic Action they get the same effect as before (i.e. rolling an incorrect die and getting result X but then rolling the correct die and still getting result X) then the steps that depended upon that result are valid and don’t need to be redone. Steps that depend upon multiple dice which were done incorrectly must have each incorrect die have the same effect to be considered valid.

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”.

Dormancy [Active]

If there are fewer than five Mortals, 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.

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

Imperial Deferentials [Active]

If the Immortal has voted DEFERENTIAL on a proposal, that vote is instead considered to be valid and either FOR (if more Mortals 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 Immortal is not a Mortal.

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. (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.)

Can
"is able to"
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 Mortals.
Daily Action
If a game action is a Daily Action, each Mortal 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 Mortal 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.
Dice
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 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 Mortal’s Effective Vote Comment with respect to a given Votable Matter means that Mortal’s Comment to that Votable Matter, if any, that contains that Mortal’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, a Mortal 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
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.
Post
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
Quorum of a subset of Mortals is half the number of Mortals in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Mortals it is referring to, it is referring to a Quorum of all Mortals.
Resolve/Resolution
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
Rule
Each individually numbered section of the ruleset is a rule, including sections that are sub-rules of other rules.
Shall
"is required to"
Should
"is recommended that"
Sibling Rule
Two rules are “siblings” of each other if they are both direct subrules of the same rule.
Slack
The BlogNomic Slack is located at blognomic.slack.com. Mortals 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.
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.
Subrule
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.
TOC
Table of Contents.
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.
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 Mortal 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 Mortal per week.
Wiki
The BlogNomic Wiki at http://wiki.blognomic.com

Gamestate Tracking

Votable Matters and other official posts, as well as specific gamestate information, shall be tracked by the BlogNomic blog at http://blognomic.com. Any Mortal 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 Mortal 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 Mortal 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 Mortal is defined as a Mortal who has been a Mortal for fewer than seven days or a Mortal 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 Mortal may update any Mortal'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 a Mortal’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 merely represents the Gamestate, and is not the same thing. In the event that the Gamestate and the GNDT are different, any Mortal may correct the GNDT to comply with the Gamestate.

If a Mortal feels that the GNDT 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 GNDT update, Mortals are encouraged to raise a Call for Judgement instead. Mortals shall be assigned a password for the GNDT when they join the Nomic.

Random Generators

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 a Mortal 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 Mortal making this determination may do so using a private method of their choosing, instead of the GNDT.

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” 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 Mortals to transfer a numeric value only allows them to transfer that value from themselves to another Mortal (of their choice unless otherwise stated).
  • A Mortal 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, Mortal 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

  • 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.
  • A Mortal 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.

Names

  • Within the ruleset, a word only refers to the name of a Mortal if it is explicitly stated that it refers to a Mortal'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:
  1. The Appendix has precedence over any Rule;
  2. A Dynastic Rule has precedence over a Core Rule, unless that Core Rule explicitly says it can’t be overruled by a Dynastic Rule;
  3. 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 “Mortals may Kick each other” and “Mortals may not kick each other on Tuesdays” exist, and it is Tuesday, Mortals may not Kick each other.)
  4. If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Mortals may Punch a Spaceman on Friday” and “Mortals may not Punch Spacemen on Friday”, then Mortals may not Punch Spacemen on Friday.)
  5. 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.