We've moved, ! Update your bookmarks to https://thesouthpacific.org! These forums are being archived.

Dismiss this notice
See LegComm's announcement to make sure you're still a legislator on the new forums!

[DISCUSSION] Nomic
#1

There was some interest in #lampshade-bar about a nomic game. This is a good page about Nomic, but the TL;DR is that Nomic is a game whose sole mechanism is changing its rules.

Unfortunately, nomic can get very slow-paced, so I suggest tweaking the initial rules a bit for our purpose. I'm thinking of the following tweaks:
  • We have a permanently appointed Judge. The judge may not be a player.
  • Rather than having turns for each player, there are rounds of 24 hours where each player may propose one rule change and vote on the previous day's proposed rule changes
  • At the end of a round, the judge will consider a player's most recent post that explicitly declares itself to be their play for that round, and only if that post has not been edited.
  • If the judge deems that two rule changes passed in a single day are in conflict, the judge will discard the one with less positive votes. If they are tied, the judge will discard the later rule change proposal.

I'd love to hear your thoughts on these tweaks, and generally whether or not you are interested.
[Image: XXPV74Y.png?1]
[-] The following 1 user Likes Roavin's post:
  • Rebeltopia
Reply
#2

Sounds reasonable. I'm in!
Founder of the Church of the South Pacific [Forum Thread] [Discord], a safe place to discuss spirituality for people of all faiths and none (currently looking for those interested in prayer and/or "home" groups);
And The Silicon Pens [Discord], a writer's group for the South Pacific and beyond!

Yahweo usenneo ir varleo, ihraneo jurlaweo hraseu seu, ir jiweveo arladi.
Salma 145:8
[-] The following 1 user Likes Seraph's post:
  • Roavin
Reply
#3

Also, multiple Nomics could be held simultaneously without much issue, which might be nice for whoever ends up being Judge (probably me for the first game) so that they can also play.
[Image: XXPV74Y.png?1]
[-] The following 1 user Likes Roavin's post:
  • Rebeltopia
Reply
#4

Alright, here is my proposal for an initial ruleset, based on edits of the classic ruleset. Comments are in italics, otherwise this roughly follows our assembly standards for amendments.

[Image: XXPV74Y.png?1]
Reply
#5

Okay, after thinking about it a bit more as well as looking at some other emergent rulesets, I realized that the prior approach is problematic for a couple of reasons.
  • In round N, there will be voting on proposals from round N-1, but already proposals being written for new rule-changes. It's not clear against which rulesets these would be written against, and what would happen if, say, a proposal is written based on an amendment that failed.
  • By having a permanent judge be the arbiter, it takes away possibilities for court roleplay, and permanently prevents one person from entering the game.

I decided to therefore change the approach somewhat.
  • There is still a round-based mechanism, but now as with the original turn-based mechanisms, there is a rotating player who is "it", called the Chair. The Chair may not submit a rule-change for that round.
  • Judges are appointed as originally.
  • A round is split into a proposal phase and a voting phase.

Next attempt:

Quote:
Immutable Rules

101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).

102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.

103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.

(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)

104. All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.

105. Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes.

106. All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.

107. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.

108. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted.

If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.

109. Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.

110. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.

111. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.
111. Other players may suggest amendments or argue against a proposed rule-change before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on.
--- Simplified so that debate is always allowed and that timing can be done by the overall Judge rather than the individual player to prevent situations where the game stalls unnecessarily

112. The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.

113. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.

114. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.

115. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.

116. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.

Mutable Rules

201. Players shall alternate in clockwise order, taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.

In mail and computer games, players shall alternate in alphabetical order by surname.

201. Players shall alternate in alphabetical order by forum name, taking one whole turn apiece. The player whose turn it is will be considered the Chair for the duration of that turn. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.
--- Self-explanatory.

202. One turn consists of two parts in this order: (1) proposing one rule-change and having it voted on, and (2) throwing one die once and adding the number of points on its face to one's score.

In mail and computer games, instead of throwing a die, players subtract 291 from the ordinal number of their proposal and multiply the result by the fraction of favorable votes it received, rounded to the nearest integer. (This yields a number between 0 and 10 for the first player, with the upper limit increasing by one each turn; more points are awarded for more popular proposals.)

202. One turn consists of two phases in this order:
(1) The Proposal Phase, during which any player except the Chair may propose one rule-change. This round will be ended by the Chair at their discretion, but no sooner than after 24 hours unless all players have met all obligations for that phase and have either performed or forfeited all optional actions they are entitled to within that phase. The round may also be ended by a simple majority of players after 72 hours have elapsed.
(2) The Voting Phase, during which all players may vote on any or all proposals submitted during the Proposal Phase. This phase will be ended after 24 hours or when quorum is reached, whichever occurs later. The Voting Phase may end earlier than 24 hours if there are no votes to be held or the outcome of all votes is already unambiguous.

--- Self-explanatory. Points are introduced again in 205.

203. A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority.
203. A rule change is adopted if and only if the vote attains a simple majority among those voting, with a quorum of 3/4 of all eligible voters
--- So that the game gets started quicker; also introduced a quorum requirement so that a few idle players don't hold up the game, but still stalls it if too many are absent for, say, Christmas.

204. If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each.

205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.
205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it. The player who proposed the adopted rule-change receives a number of points equal to 291 subtracted from the ordinal number of their proposal, multiplied by the fraction of favorable votes it received, rounded to the nearest integer. (This yields a number between 0 and 10 for the first player, with the upper limit increasing by one each turn; more points are awarded for more popular proposals.)
--- Reintroducing the points from 202.

206. When a proposed rule-change is defeated, the player who proposed it loses 10 points.

207. Each player always has exactly one vote.

208. The winner is the first player to achieve 100 (positive) points.

In mail and computer games, the winner is the first player to achieve 200 (positive) points.

208. The winner is the first player to achieve 100 (positive) points.
--- Let's start small.

209. At no time may there be more than 25 mutable rules.

210. Players may not conspire or consult on the making of future rule-changes unless they are team-mates.

The first paragraph of this rule does not apply to games by mail or computer.

210. Players may not conspire or consult on the making of future rule-changes unless they are team-mates.
--- While banning DM coordination is unenforcable, I'll just hope that players follow the spirit of the game and not coordinate anything outside of the play thread (inb4 Islands does it anyway Tounge)

211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.

If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.

If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.

212. If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment.

When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.

The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate.

Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.

New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.

212. If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgement.

When Judgement has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.

The Judge's Judgement may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgement is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate.

Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.

New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgement was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.

--- Reverted to the original Judge rules, but still fixed the spelling of "Judgement".

213. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is the winner.

This rule takes precedence over every other rule determining the winner.
[Image: XXPV74Y.png?1]
Reply
#6

I'm probably gonna get this started on the weekend if nobody has any input by then.
[Image: XXPV74Y.png?1]
Reply
#7

(04-12-2019, 12:45 PM)Roavin Wrote: I'm probably gonna get this started on the weekend if nobody has any input by then.

Judgement and Judgment are both acceptable spellings of the word!
[Image: AfI6yZX.png]
Aumeltopia ~
  
[Image: fKnK6O4.png]
Auphelia Wrote:Raccoons are bandits! First they steal your food . . .
and then your heart/identity!
Reply




Users browsing this thread:
1 Guest(s)





Theme © iAndrew 2018 Forum software by © MyBB .