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Ruleset 127

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Core Rules

Ruleset and Gamestate

This is the Ruleset for BlogNomic; all Shifters 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; and Section Three 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.

Shifters 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”.

Shifters

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

A Shifter may leave the game at any time by posting an entry to the BlogNomic weblog requesting such an action. A Shifter may not rejoin the game within two weeks after having left. A Shifter may only change their name as a result of a proposal approving the change.

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

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

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

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

An Admin may render a Shifter Idle if that Shifter has asked to become Idle in an entry or comment from the past four days, or if that Shifter 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 Shifter if that Shifter 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 Shifter 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 EVC following each unidling, highlight their changed idle status and any changes to quorum to have come about as a result of it.

Dynasties

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

Votable Matters

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

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

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 must also mark their name, and report the final tally of Votes (or the fact that it was self-killed or vetoed).

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

Proposals

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

Special Proposal Voting

When a Shifter 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 Forest may use VETO as a voting icon to cast a Vote on a proposal; when the Forest casts a vote of VETO on a Proposal, this renders the Proposal Vetoed, even if the Forest later changes their Vote.

If a Shifter other than the Forest casts a vote of DEFERENTIAL on a Proposal, then the Vote of DEFERENTIAL is an indication of confidence in the Forest. When the Forest has a valid Vote other than VETO on a Proposal, then all votes of DEFERENTIAL are instead considered to be valid and the same as the Forest's Vote for the purposes of other rules unless otherwise specified.

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 either of the following is true:

  • It has a number of FOR Votes that exceed or equal Quorum, has been open for voting for at least 12 hours, and has not been Vetoed or Self-Killed.
  • It has been open for voting for at least 48 hours, it has more than 1 valid Vote cast on it, more valid Votes cast on it are FOR than are AGAINST, and 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 has been Vetoed or Self-Killed.
  • The number of Shifters who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours and cannot be Enacted.

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

A Pending CFJ may be Resolved by an Admin if it has a Quorum of FOR Votes, a Quorum of AGAINST Votes, or if it has been open for voting for more than 48 hours. When a CFJ is Resolved, it is to be Enacted if it has more FOR Votes than AGAINST Votes and Failed otherwise. 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.

Any CfJ that specifies neither changes to the Gamestate or Ruleset nor corrections to any gamestate tracking entities may be failed by any Admin.

This Rule may not be overruled by Dynastic Rules.

Victory and Ascension

If a Shifter (other than the Forest) 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.

Upon doing so, 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 “Shifters”, “Votable Matters”, “Calls for Judgement”, “Gamestate Tracking” and “Victory and Ascension”.

Every Shifter 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 if any of the following is true:

  • It has been open for voting for at least 12 hours, has a number of FOR Votes that exceed or equal Quorum, and either the Forest has Voted FOR it or it has no AGAINST Votes.
  • It has been open for voting for at least 24 hours, has a number of FOR Votes that exceed or equal Quorum, and has a number of AGAINST Votes lesser than half of Quorum, rounded down.
  • It has been open for voting for at least 48 hours, has a number of Votes that exceed or equal Quorum, and more than half of its valid Votes are FOR.

A DoV may be failed if any of the following are true:

  • It has been open for voting for at least 12 hours, and the number of Shifters who are not voting AGAINST it is less than Quorum.
  • It has been open for voting for at least 48 hours and cannot be Enacted.

When a DoV fails and there are no pending DoVs, Hiatus ends.

When a DoV is enacted, all other active DoVs are failed, and a new Dynasty begins with the Shifter who made the DoV as its Forest. That Shifter may pass this role to another Shifter at this point by making a post to that effect, if they wish. The Hiatus continues until the new Forest makes an Ascension Address by posting an entry in the “Ascension Address” category - this should specify the Forest's chosen theme for the new Dynasty, and may optionally specify that the terms Shifter and Forest 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 Shifter 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 Shifter'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 Shifter within BlogNomic.
  • A Shifter 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 Shifter should not deliberately exploit bugs or unexpected behaviours in the software running the game (ExpressionEngine, MediaWiki or the GNDT).
  • A Shifter should not edit their own blog comments once posted, nor those of any other Shifter.
  • A Shifter should not edit the "Entry Date" field of a blog post.
  • A Shifter should not make a DoV primarily to delay the game by putting it into Hiatus.
  • A Shifter should not do any action meant to make the game unplayable (for example, changing multiple keywords to the same word in an ascension address).

Seasonal Downtime

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”.

Dynastic Rules

The Forest

The Forest is not considered a Shifter for the purposes of dynastic rules.

Form

Each Shifter has a Form, which is that of a single Human. It is tracked in the GNDT and defaults to “A Stranger” (which may be tracked as “-”; all other Forms are tracked as the name of the Human, minus the word “The” or “A”).

A Shifter may declare an Intention to change their Form (or to maintain their current Form) by sending a private message to the Forest to this effect.

Humans

Various Humans are known to occupy the castle. They are:-

  • The Lord—12
  • The Lady—20
  • The Chaplain—24
  • The Cook—17
  • The Porter—7
  • A Guard—26
  • A Servant—10
  • A Guest—17
  • A Stranger—8

Any Human designated with a definite article (eg “The”) is an Individual. Any Human designated with an indefinite article (eg “A”) is a Class.

Factions

There are known to exist a number of Factions in the Kingdom:-

  • The Black Roses
  • Nightstalkers
  • Players of Fate
  • The Silence
  • Tinkerers
  • Wardens

Alignment

At any one time, each Shifter is either Unaligned or is Aligned with one of the Factions. An Unaligned Shifter may Align themselves with a Faction, or an Aligned Shifter may become Unaligned, by sending a private message to the Forest to this effect. When a new Day dawns, each Shifter’s alignment changes in accordance with the last alignment change received from that Shifter by the Forest. All Shifters start out Unaligned.

Shifters’ Alignment status are secret, known only by the Shifter and the Forest unless revealed by the Shifter. If the Shifter changes Alignment, the Shifter’s new Alignment is once again secret, as is the fact that their Alignment even changed.

Infiltration

Each Shifter has a Cover score, which is a numerical value tracked in the GNDT, and which defaults to 20.

Reputation

Each Form has an associated Reputation, which is an integer between 0 and 40 (inclusive) indicated by the number after the name of the Form in the rule “Humans.”

Meddling

A Shifter may take any of the following Meddling actions at any time by paying X Cover (where X is the number of Meddling actions the Meddling Shifter has taken earlier during the current New Day), making any gamestate updates required of it, and mentioning the Meddling as a comment on the most recent Day Dawning post. A Shifter may not Meddle if their Cover would be reduced to zero or lower as a result of paying its cost.

  • Gossip: Raise or lower the Reputation of any Human (excluding the Meddling Shifter’s current Form) by up to 10% of its previous value.
  • Reassure: If every Shifter’s Cover is less than their Form’s Reputation, increase the Cover of all Shifters by 1. This action can only be taken by a Shifter taking the Form of the Lord.
  • Reflect: Gain an Inert figurine of the Lady. This action can only be taken by a Shifter taking the Form of the Lady, and only if they are the only Shifter to have that Form.
  • Feast: Lower the Reputation of all Individual Humans by 3, to a minimum of zero. This action can only be taken by a Shifter taking the Form of the Cook.
  • Eject: Nominate an Individual Human in this Meddling’s comment; at the next Day’s Dawn, any Shifter who would have that Form at the end of it instead becomes a Stranger. This action can only be taken by a Shifter taking the Form of the Porter.
  • Blow a Cover: Choose one Shifter (who is not a Stranger) who has a Cover that is less than the Reputation of their Form. Announce in the latest New Day Dawning post that that Shifter’s cover has been blown. If yours is the first such announcement for that shifter in the latest New Day Dawns post, change that Shifter’s Form immediately to Stranger. In addition, if the Shifter’s previous Form was that of an Individual Human, reduce to cover of all other Shifters currently in the same Form by 2 points (due to increased scrutiny).
  • Explore: The Meddling Shifter gains 1 Awareness.
  • Blend In: The Meddling Shifter loses 1 Awareness.
  • Struggle: The single Faction with the most members (if any) becomes Ascendant for the remainder of the current New Day, and all others become in Decline for that time. If a Faction is Ascendant, the Forest should increase the Cover of each of its Members by 7, if it has not already done so during the current New Day. If a Faction is in Decline, the Forest should decrease the Cover of each of its Members by 7, if it has not already done so during the current New Day.
  • Lock Doors: Explore actions may not be taken for the remainder of the current New Day; any Shifter who took an Explore action earlier in the current New Day loses 1 Awareness for each time they took the action. The Lock Doors action can only be taken by a Shifter taking the Form of a Guard.

New Day

The Forest should announce a New Day if it has received Intentions to change (or maintain) a form from a Quorum of Shifters, or if the most recent New Day Dawns blog post is more than a week old.

A New Day is defined as the time period commencing at Dawn and continuing until the next Dawn, if any. Dawn is the instant immediately following the Forest’s announcement of a New Day.

The Forest announces a New Day by making a New Day Dawns blog post. At that time, the Forest must apply the following New Day Dawns gamestate changes, in order:

  1. Any Shifter who declared an Intention to change their Form to a Form whose Reputation is less than or equal to the Shifter’s is given that Form.
  2. Any Shifter who declared an Intention to change their Form to a Form whose Reputation is greater than the Shifter’s is given the Form of A Stranger.
  3. If any two or more Shifters have the same Form, and that Form is the Form of an Individual Human, then those Shifters each lose 2 Cover.
  4. All prior Intentions are no longer considered to be Intentions.

Awareness

Each Shifter has an Awareness score, which is an integer between -3 and 3, inclusive, which defaults to 0, and which is tracked in the GNDT.

Should a Shifter's Awareness score be greater than 0, when they assume a new Form, they may, once during the following New Day, add an amount equal to their Awareness to their Cover score.

Should a Shifter's Awareness score be less than 0, when they maintain their current Form through a Dawn, they may, once during the following New Day, add an amount equal to the absolute value of their Awareness to their Cover score.

A Shifter may set their own Awareness to 0 at any time.

Storytelling

Shifters in the castle sometimes find themselves acting out cyclical stories. A clever Shifter may anticipate the roles in stories that they and other Shifters are taking on.

During a given New Day, a Shifter may make at most one Storytelling Comment on the most recent New Day Dawns blog post. Such a comment names three distinct Humans and three descriptive phrases about the circumstances in which they might appear in the castle. A comment that does not fit these criteria is not a valid Storytelling Comment; if a Shifter posts more than one valid Storytelling Comment, none of them are valid. An example of a valid Storytelling Comment might be:

The Lord, the Cook, a Stranger. The dim courtyard, the spring rain, a shattered dish.

Should all three of the named Human Forms be taken by Shifters at the Dawn of the following New Day, the Storytelling Comment is True. If not, it is False.

If a Storytelling Comment has come True, the Shifter who posted it may, once during the following New Day, increase or decrease their Awareness by up to 2.

Victory

Should any Shifter have a Cover higher than 50, and a higher Cover than any other Shifter, that Shifter has achieved victory.

Any Shifter who has a figurine collection that includes an Inert figurine of each Individual Human, and can prove as much by citing specific comments, has achieved victory.

Collectables

Shifters sometimes carve figurines of the Humans they have known in their time at the castle. It is said to be very difficult to collect a “full set” of the Individual figurines. Shifters may not collect multiples of the same figurine; this behavior would be gauche, and display too much attachment to a given Form. A Shifter’s figurine collection is tracked privately, not in the GNDT. A figurine may be either Protean or Inert: a Protean figurine is of one or more Humans, and an Inert figurine is of a single Human.

Two Shifters may trade poses in the comments of the most recent New Day Dawning post. To make such a trade, a Shifter may offer the opportunity to carve their current Form. Other Shifters may respond, offering the opportunity to carve their own current Form to the first Shifter. Should the first Shifter make another comment in agreement to a specific respondent, each of the two Shifters gains an Inert figurine of the other’s Form. A Shifter may only gain a figurine in this way twice per New Day. Once another New Day Dawning post is made, any partial trades that were not completed in comments of the previous New Day Dawning post are considered void.

In addition, a Shifter may carve in foretelling. If a Shifter’s Storytelling Comment has come True, the Shifter who posted it may, once during the following New Day, gain a Protean figurine which is of each of the Humans named in their Storytelling Comment.

A Shifter may convert a Protean figurine in their possession into an Inert figurine at any time, such that the Inert figurine is of one of the Humans represented in the Protean figurine, by making a comment to this effect in the most recent New Day Dawns post.


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 Shifters.
Daily Action
If a game action is a Daily Action, each Shifter able to perform it may take that action once each day, but not more than once every ten hours.
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 Shifter’s Effective Vote Comment with respect to a given Votable Matter means that Shifter’s Comment to that Votable Matter, if any, that contains that Shifter’s Vote on that Votable Matter.
Flavour Text
When posting a blog entry, a Shifter 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, including all Wiki Pages, or GNDT columns, which the Dynastic Rules explicitly mention.
IRC Channel
The Blognomic IRC channel is located at #nomic on the slashnet network (irc.slashnet.org).
May
"is permitted to"
May not
"is not permitted to"
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 Shifters is half the number of Shifters in that subset, rounded down, plus one. If the word Quorum is used without qualifying which subset of Shifters it is referring to, it is referring to a Quorum of all Shifters.
Resolve/Resolution
If used in a context of a Votable Matter, the world “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.
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.
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, an IMP http://blognomic.com/images/vote/imperial.gif shall represent a Vote of DEFERENTIAL, and an Imperial Seal http://blognomic.com/images/vote/seal.gif shall represent the Imperial 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 Shifter 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 Shifter 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 Shifter 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. No entry may be more than one of the following official types of post: Votable Matters, and Idling Post.

If no Shifter has commented on it, or if the only comments on it begin with “Note:” and contain no voting icons, an official post may be altered or removed by its author; 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.

A non-official post may not, through editing of the blog or otherwise, be changed into an official post, with the following exception: 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.

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 Shifter may update any Shifter's data via the GNDT, whenever the Ruleset permits it.

All updates to the GNDT are logged. Actions that change gamestate directly (defined in other rules) can normally be performed simply by applying their effects to the GNDT, which updates the gamestate accordingly, unless another rule specifies some other method of performing them; one GNDT update may contain one or more actions, or one action may be split over multiple GNDT updates, as long as it’s clear what is happening and the actions 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 Shifter may correct the GNDT to comply with the Gamestate.

If a Shifter 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, Shifters are encouraged to raise a Call for Judgement instead. Shifters 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.
  • The VEGGIE command will return a random result from the following: Potato, Carrot, Triffid, Pumpkin.

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 active Shifter 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.

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 Shifters to transfer a numeric value only allows them to transfer that value from themselves to another Shifter (of their choice unless otherwise stated).
  • A Shifter 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 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 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)

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 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.
  • If the admin enacting a proposal reaches a step which cannot be applied immediately (eg. “two days after this proposal enacts, Shifter 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.

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 Shifter if it is explicitly stated that it refers to a Shifter's name.

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 “Shifters may Kick each other” and “Shifters may not kick each other on Tuesdays” exist, and it is Tuesday, Shifters may not Kick each other.)
  4. If two parts with the same scope contradict each other, the negative rule applies. (e.g. with “Shifters may Punch a Spaceman on Friday” and “Shifters may not Punch Spacemen on Friday”, then Shifters may not Punch Spacemen on Friday.)