Nomic 5 - Proposal 302 "Thingagenesis" (Passed)

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Re: Nomic 5 - Proposal 302 "Thingagenesis"

Postby super_dipsy » 16 Feb 2014, 18:08

I have now had a chance to go through the proposal. I have some comments in red. It is a brilliant and creative concept, nothing less than i would expect from Crunkus :D

Crunkus wrote:I propose to enact rule 302:

  1. In Nomic 5, there can be created a game relevant concept known as a Thing.
  2. Things will always have a name.
    • Please note that a Thing name does not need to include the word Thing.
  3. Things can create game relevant effects. These effects are understood by the properties of the Thing.
  4. If the effect of a Thing conflicts with the effects of another Thing, the Thing that was created first chronologically is considered to take priority.
  5. When the effect of a Thing conflicts with the a rule, the rule has priority unless the rule specifically states that the entire rule or an aspect of that rule can be overruled potentially by a Thing.
    1. As a short hand, if it is desired for a portion of a rule to be subject to overruling by the effect of a Thing, this will be defined as narfing.
    2. Narfable is defined as a rule or a clause of a rule that can be overruled by the effect of a Thing.
    3. If a rule specifies it can be narfed in some way, it must specify what it can be narfed by.
      Or what? If it does not, what is the consequence? Does it mean the rule cannot be narfed?
    4. A rule clause that includes the phrase: "This clause can be narfed by the properties of a Thing." is considered narfable.
    5. A rule clause that specifically includes phrasing that would allow a Thing-based effect to potentially overrule it is considered narfable.
      • example phrasing: This rule is narfable by the effect of the Cowbell of Power or Ugluk's Steely Gaze.
    6. A rule clause that simply says: This clause is narfable. without a specific reference to an existing or non-existent Thing, is sufficient to render the clause narfable generally.
      Is this not in conflict with the earlier point about having to declare by what? The suggestion appears to be that handling of rules is different to handling rule clauses, but I can't see that. After all, a rule is just a set of rule clauses, so if a clause is narfable then the rule is narfable.
      1. It is acceptable to list the names of specific Things that can narf some aspect of a rule, or to say that a given clause can be narfed by Things generally.
[*]A Thing can have different properties, but always must have the property of possession which ties it to one active player in the game. The property of possession must include a way to assign possession of the item upon its creation.
[*]A Thing can have different properties, but always must have the property of flow which articulates rules by which it can legally change possession.
[*]A Thing can have different properties, but always must have the property of legacy which articulates rules that govern what will happen to the Thing if the player possessing it becomes inactive.
[*]Thing creation can be initiated by the proposer during the proposal phase. This clause is narfable.
This does not preclude Things being created by anybody at any time. Do you want to say 'can only be initiated by the proposer and only during the proposal phase? Or is that not your intent?
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Re: Nomic 5 - Proposal 302 "Thingagenesis"

Postby Crunkus » 16 Feb 2014, 19:08

OK. I've made adjustments according to SD's input.

The language is cleaner that the proposer is the only person who can initiate the creation of a Thing, at least to the extent the rules currently outline it. It is narfable, so this may be contradicted and further evolved by the creation of future Things.

The specifying what can narf it thing was an artifact from an earlier version. Thanks for catching this SD. It's been taken out.
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Re: Nomic 5 - Proposal 302 "Thingagenesis"

Postby Crunkus » 17 Feb 2014, 01:29

Not too much time remaining in the phase (15 hours or so). I'd perhaps push it through, but it's been a slow weekend and I don't think everyone's been around.

If you have any last minute feedback or concerns, please let me know.
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Re: Nomic 5 - Proposal 302 "Thingagenesis"

Postby Crunkus » 17 Feb 2014, 18:08

AYE
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Re: Nomic 5 - Proposal 302 "Thingagenesis"

Postby connect4 » 17 Feb 2014, 18:24

The only hesitation I have on this is that I will be the second-to-last person to be able to create a thing. Unless someone wants to fix that (hint hint)...

AYE
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Re: Nomic 5 - Proposal 302 "Thingagenesis"

Postby Crunkus » 17 Feb 2014, 20:24

Here is a reprint of the final proposal. Nothing altered, I just copied it over as suggested by 301 upon the start of the voting phase.

Final Proposal wrote:302. Thingagenesis

  1. In Nomic 5, there can be created a game relevant concept known as a Thing.
  2. Things will always have a name.
    • Please note that a Thing name does not need to include the word Thing.
  3. Things can create game relevant effects. These effects are understood by the properties of the Thing.
  4. If the effect of a Thing conflicts with the effects of another Thing, the Thing that was created first chronologically is considered to take priority.
  5. When the effect of a Thing conflicts with a rule, the rule has priority unless the rule specifically states that the entire rule or an aspect of that rule can be overruled potentially by a Thing.
    1. As a short hand, if it is desired for a portion of a rule to be subject to overruling by the effect of a Thing, this will be defined as narfing.
    2. Narfable is defined as a rule or a clause of a rule that can be overruled by the effect of a Thing.
    3. A rule clause that includes the phrase: "This clause can be narfed by the properties of a Thing." is considered narfable.
    4. A rule clause that specifically includes phrasing that would allow a Thing-based effect to potentially overrule it is considered narfable.
      • example phrasing: This rule is narfable by the effect of the Cowbell of Power or Ugluk's Steely Gaze.
    5. A rule clause that simply says: This clause is narfable. without a specific reference to an existing or non-existent Thing, is sufficient to render the clause narfable generally.
      1. It is acceptable to list the names of specific Things that can narf some aspect of a rule, or to say that a given clause can be narfed by Things generally.
  6. A Thing can have different properties, but always must have the property of possession which ties it to one active player in the game. The property of possession must include a way to assign possession of the item upon its creation.
  7. A Thing can have different properties, but always must have the property of flow which articulates rules by which it can legally change possession.
  8. A Thing can have different properties, but always must have the property of legacy which articulates rules that govern what will happen to the Thing if the player possessing it becomes inactive.
  9. Thing creation can be initiated by the proposer during the proposal phase. This clause is narfable.
    1. To initiate the creation of a Thing, the creator must not have already initiated the creation of a Thing this turn, and must post to the proposal thread a post that includes:
    2. The name of the Thing on its own line, in blue color and at least size 125; conditional Thing initiation of creation is not allowed. Blue will be defined to be the color #0000FF. This clause is narfable.
    3. A list of all the proposed properties of The Thing.
  10. If a Thing creation is initiated, the properties of a thing can be discussed during the proposal phase in a way the mirrors the discussion that surrounds the proposal of a rule. Thing properties may be altered by the proposer during the proposal phase. This is to be accomplished by editing the original initiation post for the Thing, in much the same way you would do when changing a rule proposal. This clause is narfable.
  11. During the Voting phase, any player who did not initiate the creation of the Thing being voted on who is also active may vote on the proposed creation of the Thing.
    1. Votes relevant to Thing creation must be cast on their own line, in blue color and at least size 125; conditional votes are not allowed. Blue will be defined to be the color #0000FF. This clause is narfable.
        Acceptable text for votes are as follows:
        • AYE
        • NAY
        • ABSTAIN
          • ABSTAIN, in this context, is the published decision not to vote on the creation of the THING.
      1. A Thing is considered to be created if it ever achieves a three-fourths majority among the set of players who legally voted AYE or NAY on the creation of the Thing in question at the completion of the Voting phase of the turn in which its creation was initiated.
      2. If the proposer initiates the creation of a Thing during an active turn and it is successfully created, the proposer gains 5 points. This clause is narfable.
      3. If the proposer initiates the creation of a Thing during an active turn and it is not successfully created, the proposer loses 5 points. This clause is narfable.
      4. If someone votes AYE in the final tally for a successful Thing vote, they gain 2 points. This clause is narfable.
      5. If a Thing contains at least one example within its properties of an effect which would narf the effect of a rule, and the Thing is successfully created, the proposer gains an additional point. This clause is narfable.
      6. If a rule change is successfully adopted that includes more than one narfable clause the proposer of that rule change gains an additional point. This clause is narfable.
      7. A list of all existing Things, their creation dates, players in possession, and properties will be maintained in the Nomic 5 subforum.
      8. Things can be considered destroyed. A destroyed thing does not have a possessor and does not have properties. It should be removed from the list of existing Things in the Nomic 5 subforum.
      9. A destroyed Thing can be recreated in the same way that any other Thing can be created. There is no "memory" of destroyed Things.
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    Re: Nomic 5 - Proposal 302 "Thingagenesis"

    Postby Pagane » 17 Feb 2014, 22:54

    This will allow for a much quicker evolution of the game.

    AYE
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    Previously known as Santiago Matamoros.
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    Re: Nomic 5 - Proposal 302 "Thingagenesis"

    Postby Quantum Hovercraft » 17 Feb 2014, 23:35

    AYE
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    Re: Nomic 5 - Proposal 302 "Thingagenesis"

    Postby Ugluk » 18 Feb 2014, 04:55

    AYE
    Niakan is a tease.
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    Re: Nomic 5 - Proposal 302 "Thingagenesis"

    Postby Crunkus » 18 Feb 2014, 14:16

    Time Left in the Voting Phase For This Proposal

    ...or until all active players vote:

    • Connect4 AYE
    • Crunkus AYE
    • glittle
    • numberwang1
    • Pagane AYE
    • pezgod1
    • Quantum Hovercraft AYE
    • Super_Dipsy
    • Ugluk AYE

    Notes:
    • Any non-active players (anyone not listed above who wishes to enter the game) can currently enter the game by voting by the end of the phase in this thread.
    • Any players listed above who do not vote by the end of the phase in this thread will become non-active.
    • Connect4's Nomic 5 Tabulator
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