Cycle 14/Ruleset Draft: Difference between revisions

Update Ritual language to account for component tracking
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Phase II: Friday, Saturday, and Sunday
Phase II: Friday, Saturday, and Sunday
==Players==
Any person may become a player by posting a message setting forth their intent to do so in the channel ⁠game-actions, provided they have not been a player at any point in the past seven days. A player may cease being a player by sending a message that sets forth their intent to do so in ⁠game-actions.


==The Obelisk==
==The Obelisk==
The home of the Infinite Nomic Discord Server has come under threat by a great evil. At the beginning of the game, an Obelisk made of black stone stands a kilometer tall and 10 kilometers away from the Gates.
The home of Infinite Nomic has come under threat by a great evil. At the beginning of the game, an Obelisk made of black stone stands a kilometer tall and 10 kilometers away from the Gates.
 
For the Obelisk to move a distance closer is for its distance from the gate to be reduced by that amount. If this would result in the distance becoming negative, it instead becomes 0.


Once per week, one player can peek through the gate window and observe the Obelisk, and roll 1d2. When they do so, the Obelisk has moved that many kilometers closer, then each player gains 1⚡.
Once per week, one player can peek through the gate window and observe the Obelisk, and roll 1d2. When they do so, the obelisk's position becomes that many kilometers closer (it had moved mysteriously in the middle of the night), then each player gains 1⚡ (evidence of their renewed resolve).


==Items==
==Items==
Items are entities defined as such by the rules. Items can only be owned by players. By default, items can be traded. When an item's owner cannot reasonably be determined using publicly available information, it is instead destroyed.
Items are entities defined as such by the rules. Items can only be owned by players. By default, items can be traded. When an item's owner cannot reasonably be determined using publicly available information, or if it would be owned by a non-player, it is instead destroyed.


For an entity to gain an item is for that item to be created in that entity's possession. To grant an entity an item is to create it in that entity's possession.
For an entity to gain an item is for that item to be created in that entity's possession. To grant an entity an item is to create it in that entity's possession.
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=== Trading ===
=== Trading ===
A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players may trade items with other reputable players. A trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.
A trade is an exchange or transfer of items between two entities, with each entity giving a specified finite set of items to the other. Reputable players can trade items with other reputable players.
 
When otherwise authorized, a trade between two players takes place when both players explicitly consent to the trade in #trades within 7 days of each other.


===Ritual Components===
===Ritual Components===
Each Ritual Component has an associated Emoji. The following items are Ritual Components:
Ritual Components are Items. Each Ritual Component has an associated Emoji, as shown below. The following items are Ritual Components:


*⚡Resolve
*⚡Resolve
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Actions that are to be performed by sending a message are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.
Actions that are to be performed by sending a message are done by sending a message in the appropriate channel that clearly and unambiguously sets forth intent for the action to be taken.


A players is "reputable" if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.
A player is "reputable" if they have continuously been a player for the previous seven days or if they have continuously been a player from a time that was within 3 days of the round starting.


Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in the generally-agreed-upon applicable location.
Whenever a player performs an action that would modify the information that the players generally agree should be tracked, that player should make a reasonable effort to track the outcome of the action in the generally-agreed-upon applicable location.
=== Random Choices ===
A person shall not deliberately select random values for a rules-defined action without intending to use those values to the best of their ability to resolve that action.
If a person has selected some or all of the random values necessary to perform an action, they shall not discard the valid specifications in order to attempt a substantially similar action with the goal of obtaining different random values. If there is consensus that a preponderance of the evidence exists, or if a Judge ruling, not overturned, finds that a player has done such a thing, all attempts other than the first are deemed to be invalid and to not have affected the gamestate.
=== Dice Rolls ===
A rule that requires a selection of an NdK value, for non-negative integral N and positive integral K, is requiring the random selection of the sum of N rolls of a K-sided die; that is, the sum of N independent selections of integers from 1 to K, using a uniform random distribution. If N is zero, the sum is zero.


== Tasks ==
== Tasks ==
Tasks are Actions that cost ⚡ to perform. A player must have at least 1⚡ to perform a Task, and when a player performs a Task, they automatically spend 1⚡.
Tasks are Actions that cost ⚡ to perform. A player must have at least 1⚡ to perform a Task, and when a player performs a Task, they automatically lose 1⚡.
 
The following are Tasks:


===Mining===
===Mining===
A player can enter the Crystal Quarries to mine for 💎. That player gains 1💎.
As a Task, a player can enter the Crystal Quarries to mine for 💎. That player gains 1💎.


===Herbalism===
===Herbalism===
A player can cultivate Herbs from the Greenhouse Botania. That players gains 1d6🌿.
As a Task, a player can cultivate Herbs from the Greenhouse Botania. That players gains 1d6🌿.


===Alchemy===
===Alchemy===
A player with sufficient items can combine 1💎 and 5🌿 in their possession to create 1⚗️.
As a Task, a player with sufficient items can combine 1💎 and 5🌿 in their possession to create 1⚗️.


===Start a Ritual===
===Start a Gathering===
A player can Start a Ritual by posting their intent to do so in #rituals, specifying the ritual they would like to perform. A ritual can only be started if its prerequisite (if any) is met.
As a Task, a player can Start a Gathering by posting their intent to do so in #rituals, specifying its associated ritual type.. A Gathering can only be started if the Ritual's prerequisite (if any) is met.


==Rituals==
==Rituals==
A ritual has a Prerequisite, a Cost, and an Effect.
A ritual type has a Prerequisite, a Cost, and an Effect.
 
A Gathering is a single instance of a ritual. It has an associated ritual type.
 
A player can Contribute to a Gathering by reacting to the message in which the Gathering was initiated with the corresponding Emoji of a Ritual Component they possess, provided they possess at least one of that Ritual Component. When they do so, one of that Ritual Component is revoked from them, and they become a Contributor of that Ritual Component to that Gathering. A current Contributor of a Ritual Component to a Gathering cannot again contribute that same Ritual Component to that same Gathering.


A player can Contribute to a Ritual by reacting to the Ritual with the corresponding Emoji of a Ritual Component they possess. A player may not trade, use in alchemy, or otherwise try to spend more of a Component type than they have contributed to a Ritual. Removing a reaction also removes the Contribution of that Component to the Ritual. Each player can only contribute one of any kind of Component to a given ritual.
A Contributor of a Ritual Component to a Gathering can Withdraw that component from that Gathering by removing the corresponding reaction. When they do so, they are granted the amount of contributed Ritual Component they have previously contributed to that Gathering but has not yet been refunded, then cease to be such a Contributor.


A ritual is completed when all of the Components in its Cost have been Contributed to it and the player who started the ritual states that it has been completed. When a ritual is completed, the Components are revoked from those who contributed them and the Effect of the ritual takes place.
After all of the Components in the cost of the ritual type of the Gathering, the player who started that Gathering can complete it. When this occurs, the effect of its ritual type is applied. A Gathering cannot be completed more than once.


If a ritual is not completed by the end of the phase in which it was started, the ritual fails; none of the Components Contributed are revoked, and those Components that would have been revoked are no longer being Contributed to that ritual.
If a Gathering is not completed by the end of the phase in which it was started, it fails, and each Contributor of each Ritual Component Withdraws said Ritual Component.


===Ritual that Displaces the Obelisk===
===Ritual that Displaces the Obelisk===
The following is a ritual type:
'''Prerequisite''': None.
'''Prerequisite''': None.


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===Ritual that Rends the Obelisk===
===Ritual that Rends the Obelisk===
The following is a ritual type:
'''Prerequisite''': None.
'''Prerequisite''': None.


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===Ritual that Frees Us===
===Ritual that Frees Us===
The following is a ritual type:
'''Prerequisite''': The Obelisk has received 10 cuts.
'''Prerequisite''': The Obelisk has received 10 cuts.


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==Winning and Losing==
==Winning and Losing==
If at the end of a week, the Obelisk has reached or gone past the Gate, all players lose and the cycle ends.
If at the end of a week, the Obelisk has reached or gone past the Gate (that is, if its distance from the gate is zero or negative), all players lose and the cycle ends.


Once the Obelisk is destroyed, all players who contributed to the Ritual to Win the Game are the winners of the game and the cycle ends.
Once the Obelisk is destroyed, all players who contributed to the Ritual that Frees Us are the winners of the game and the cycle ends.


==Proposals==
==Proposals==
Proposals are made by sending a message in the channel #proposals.
Proposals are made by sending a message in the channel #proposals.


A 👍 or 👎 reaction on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively.
A 👍 or 👎 reaction from a player on a Proposal message at the time when the voting period ends constitutes a vote in favor or against, respectively. If a person's vote is unclear (excluding abstentions), it is considered to be against.


At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.
At the end of its voting period, a proposal takes effect if it is popular (as defined for its type) and the message in which it was submitted has been neither deleted nor edited. If more than one proposal would otherwise take effect simultaneously, they take effect in the order in which they were created.
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The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it.
The voting period of an urgent proposal begins at the time it is submitted and ends two days after. An urgent proposal is popular if it has no more than two votes against it.


Any reputable player may make an Urgent Class proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.
Rules to the contrary notwithstanding, only a reputable player can submit an urgent proposal. Urgent proposals should only be used to correct the game to its intended state and to maintain playability.


====Standard Class Proposal====
====Standard Class Proposal====