Difference between revisions of "Nomic 2/Rules"

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(Whoops, Flavour Text passed before Good Job)
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:5) The initial stats are Experience, Hat Quality, Anger and Sobriety. Every player has one instance of each of these.
:5) The initial stats are Experience, Hat Quality, Anger and Sobriety. Every player has one instance of each of these.


* '''Rule 15. (Good Job!)''' Whenever a Proposal passes (including this one), the Experience stat of any player who was "in approval" of it at the time is increased by 1.  
* '''Rule 15. (Flavour Text)''' Each proposal created after this rule is passed shall be accompanied by a passage of 'flavour text', written in italics, of length 1 to 5 sentences. This passage is not considered part of any rules being proposed in the proposal, in terms of governing the behaviour of players. The flavour text also must not directly contradict the flavour text of proposals already passed or else the proposal is invalid. If the proposal contains any rule changes, the flavour text must illustrate at least one of: the need for the rule changes, the context of the rule changes, the consequences of not following the changed rules, the consequences of following the changed rules.
** Flavour Text: ''The archivists of Zuulana were most byzantine in their filing systems, but within the book of 'Nomic, a horrifying story could, with training, be eventually deciphered.''
 
* '''Rule 16. (Good Job!)''' Whenever a Proposal passes (including this one), the Experience stat of any player who was "in approval" of it at the time is increased by 1.  


==See Also==
==See Also==
[[Nomic_2/Proposals]]
[[Nomic_2/Proposals]]

Revision as of 13:27, 1 February 2012

Rules

  • Rule 1. This is a game.
  • Rule 2. A Rule is a series of one or more statements in English. This game has a set of rules, consisting of Rule 1 and all the rules that follow it.
  • Rule 3. Each rule has a number. Rule numbers start with 1, and each new rule has a number 1 greater than the previously enacted rule.
  • Rule 4. This game has a set of players. At the start of the game, this set consists of Jota, Baf, Doug, Matthew, vimes, and maga .
  • Rule 5. All players must obey the rules. That is, all players must, to the best of their ability, behave in such a manner that the rules are satisfied.
  • Rule 6. Any action or thing, whether actual or notional, that is neither explicitly mentioned in the rules nor otherwise brought into the game in a manner described by the rules is not a part of the game.
  • Rule 7. The players may change the rules by unanimous agreement.
  • Rule 7. Rules can be changed by a supermajority of two thirds or more of the players.
(see The Supermajority Rule)
  • Rule 10. (What the Heck is a Proposal Anyway) This rule describes a 'proposal'.
    1. A proposal is the content entered under a "Proposal" heading on a subpage of http://inky.org/wiki/index.php?title=Nomic_2/Proposals
    2. A proposal has some text called the name. The name of a proposal is usually the name of the subpage of the proposal.
    3. A rule has some text called the name. The name of a rule is usually "".
      • If a proposal enacts a rule, the name of that rule is by default the name of the proposal.
      • If a proposal enacts multiple rules, the name of each rule is by default the name of the proposal followed by " Part " followed by the 1-based index of the position within the proposal of the the rule understood.
    4. The text content of a proposal must be entirely on the aforementioned subpage; other content such as images may be linked to from the text content.
      • As a specific exception, a proposal may make use of an already-extant rule stating that a specific phrase (such as "The Complete Works of William Shakespeare") represents the full text defined in an unambiguous manner or found at an unambiguous location (such as http://www.gutenberg.org/cache/epub/100/pg100.html); when such a rule is in effect, the text content represented by said phrase will be considered to be on the subpage if necessary.
    5. All proposal content must be made generally available to the players for discussion and voting (or other mechanisms as appropriate) for a fair and reasonable amount of time to be considered a proposal.
    6. A proposal is considered to be the first version of the proposal which receives a vote (or other such mechanism of support or opposition intended to result in the proposal being discarded or being ratified) other than the proposer's, no matter what edits might be made to the page hosting the proposal in the future.
      • New versions of the proposal may only be made by the proposer or with the proposer's explicit consent.
      • The proposal itself may not be edited once said vote or other mechanism has occurred. Other sections of the page are not so restricted.
    7. Proposals may only be submitted by players.
(see Pork Belly Politics)
  • Rule 11. (the Clarity Rule)
1) A proposal can only alter the meaning of a pre-existing rule (by superseding or repealing parts or all of it, modifying its text, or establishing an authoritative interpretation) if it explicitly mentions that pre-existing rule.
2) If a reference is not made in this way, conflicts between rules shall be resolved, by default, in favour of the older (lower-numbered) rule.
3) If a proposal mentioning existing rules is agreed upon and ratified, references to it will be appended to all rules that it mentions. Any player may perform this action.
  • Rule 12. (Basic Voting Procedure)
Players can cast votes on proposals by appending their vote to the proposal page. The vote consists of the player's name followed by "aye", "nay", "yes", "no", or some other unambigious statement of agreement or disagreement. A player may change or withdraw his or her vote, but can only have one vote at a time on each proposal.
A player shall be considered to be "in approval" of a proposal if that player has a vote in favor of it, or if that player made the proposal and does not have a vote against it. A player shall be considered to be "in disapproval" of a proposal if that player has a vote against it.
If the rules state that something can be done by "unanimous agreement", then a proposal to do that thing succeeds when all the players are in approval of it.
If the rules state that something can be done by "passive consent", then a proposal to do that thing succeeds if, at the end of a voting period, no players are in disapproval of it. The voting period will be 72 hours starting from the first vote cast on the proposal unless a rule specifies otherwise.
A proposal can only be passed as a whole. If a proposal contains multiple parts that the rules allow to succeed by different means, then the proposal only succeeds if the criteria for all parts are satisfied.
  • Rule 13. (All Hands On Deck) A "card" is an entity that is a part of the game. The "deck" is the set of all cards which are part of the game. When this rule goes into effect, the deck is initially empty. The players can define new cards and add them to the game by unanimous agreement.
  • Rule 14. (Stats)
1) A stat is a kind of named decimal integer associated with a player.
2) By default, stats start at 0.
3) As stats change, the current stats for each player shall be updated on the page http://inky.org/wiki/index.php?title=Nomic_2/Rules/Stats. Anyone can do this in response to a passed rule or other player action. Stats are considered to be pending, rather than in effect, until they are changed on Rules/Stats.
4) When editing Rules/Stats, a player must change the stats for all players to their correct pending value. After editing, a player should note the actions or rules that have been implemented, to prevent double-edits. Inaccuracies in editing Rules/Stats shall be considered void if pointed out within one week of the inaccurate edit, and returned to the correct current value. Actions and effects found to have been dependent upon inaccurately recorded stats shall be considered void.
5) The initial stats are Experience, Hat Quality, Anger and Sobriety. Every player has one instance of each of these.
  • Rule 15. (Flavour Text) Each proposal created after this rule is passed shall be accompanied by a passage of 'flavour text', written in italics, of length 1 to 5 sentences. This passage is not considered part of any rules being proposed in the proposal, in terms of governing the behaviour of players. The flavour text also must not directly contradict the flavour text of proposals already passed or else the proposal is invalid. If the proposal contains any rule changes, the flavour text must illustrate at least one of: the need for the rule changes, the context of the rule changes, the consequences of not following the changed rules, the consequences of following the changed rules.
    • Flavour Text: The archivists of Zuulana were most byzantine in their filing systems, but within the book of 'Nomic, a horrifying story could, with training, be eventually deciphered.
  • Rule 16. (Good Job!) Whenever a Proposal passes (including this one), the Experience stat of any player who was "in approval" of it at the time is increased by 1.

See Also

Nomic_2/Proposals