From owner-nomic  Fri Jun 23 12:10:06 2000
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To: nomic@iastate.edu
Subject: Nomic: 2 things
From: Joel Uckelman <uckelman@iastate.edu>
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1. First, I'd like to welcome those who have (re)subscribed to the Berserker 
Nomic mailing list in the last few weeks. It's good to see that there's 
interest in getting things rolling again.

2. One important thing I think we need to decide before resuming play is what 
sort of ontology of actions we want. I see two possibilities (though I don't 
claim this to be exhaustive), analogous to physical and human-created law. The 
former was how we, for the most part, conducted Berserker. Under such a 
system, illegal and impossible are synonymous--the rules serve as abstract 
limitations within our game just as physical laws constrain our actions in the 
world. Thus, I could no more break a rule than travel faster than light. The 
latter system, like human-created bodies of law, does not itself limit the 
actions of agents under its jurisdiction--i.e., the existence of a law against 
theft does not make it impossible for me to steal--instead, it might stipulate 
a course of action in the event of its violation--i.e., it caught, I am 
arrested and thrown in jail.

I tend to prefer the second system due to some drawbacks of the first. Since 
illegal actions were impossible in Berserker, judicial decisions could result 
in the identification as a non-event of something hitherto thought to be an 
in-game event. This leads to the awkward situation of either a) rewinding the 
game to the point at which the non-event occurred or b) undoing just those 
actions made possible by the non-event. The former seemed (and still seems) 
too drastic though it would, strictly speaking, be the correct response to 
such a situation. Understandably, we chose b).

Additionally, we added a statute of limitations, which declared "actions" not 
judicially challenged within two turns to be legal. On reflection, I think 
such a rule in a physics-like game is simply unintelligible. Note the actual 
text of the rule:

Rule 455/0(m) : Statute of Limitations

A Judgment may not undo actions that occurred more than two turns prior to its 
corresponding Request for Judgment. All such actions are to be considered 
legal and in accord with the Rules.

The problem stems from determining the referent of "actions". In a 
physics-like game, the rules specify what actions are possible--thus, for 
something to be termed an action, it must be possible within the game. 
Presumably, when a player attempts something within the game it will from that 
point either be an action or a non-action. Thus, if it is an action, R455/0 is 
inoperative, because actions are legal *by definition*; conversely, if it is a 
non-action, R455/0 has nothing to say about it--it guards only actions from 
legal challenge. What's worse, if this rule is construed as it was intended, 
it would actually have us altering the past, which raises a host of difficult 
questions. At this point, it might be objected that the difficulties I note 
are due to poor implementation of the idea and not a flaw in the idea itself. 
I grant this is possible, but have yet to devise a scheme in which something 
like this does work.

An advantage of a law-like system is that there is no question about what 
actions happened--all actions are possible. Instead, the courts must decide 
which actions are illegal and must be reversed (or ignored). What does 
everyone else think about this? Tom and I talked about it some a few days ago, 
so I'm sure he has something to say about it...

-- 
J. Uckelman
uckelman@iastate.edu
http://www.public.iastate.edu/~uckelman/



From owner-nomic  Fri Jun 23 12:20:07 2000
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To: nomic@iastate.edu
From: Matthew G Potter <mpotter@iastate.edu>
Subject: Re: Nomic: 2 things
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<voice="brak">

It's merely symptomatic of our postmodern ennui.  There are no absolutes, 
unless you define our life as meaningless, when it's really your own 
freedom you detest!

...I like pork!

</voice>


From owner-nomic  Fri Jun 23 20:50:06 2000
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To: nomic@iastate.edu
Subject: Re: Nomic: 2 things 
In-reply-to: Your message of "Fri, 23 Jun 2000 11:58:32 CDT."
             <20000623165832.24837.qmail@dial-v90-2-99.ppp.iastate.edu> 
Date: Fri, 23 Jun 2000 20:44:55 CDT
From: desert search for techno allah <kortbein@iastate.edu>
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Joel Uckelman writes:
>An advantage of a law-like system is that there is no question about what 
>actions happened--all actions are possible. Instead, the courts must decide 
>which actions are illegal and must be reversed (or ignored). What does 
>everyone else think about this? Tom and I talked about it some a few days ago,
>so I'm sure he has something to say about it...

I see this as the only reasonable alternative. Physics-like (physicist?)
rules have no place in a game of this format. Because any action is
either (a) specified to "happen" according to the rules when some
set of conditions are met, or (b) prompted by a player's "speech"
via email, we should do what these kinds of actions suggest.

Speech acts suggest a mirroring of typical real-life legislative
or parlimentary procedure - things "happen" when they happen according
to the rules, but there are also safeguards which say when things
didn't happen according to the rules. I think it's best here to
avoid confusing terminology - certainly every even "happens" in
this case, but that's not the point. Using words like "reversed"
or "ignored" seems to be a throwback to "undoing" actions, which
is the kind of language we don't want. If the president suddenly
stepped to the mic and started firing underlings and asking for
his bitches, but was later found to be (at the time) mentally
unstable, it seems the government wouldn't "undo" the firings,
it would simply note that the president's utterances had had no
effect.

On the other hand, if the president made pronouncements which
had, say, economic effects, and those effects were actually
tangible (someone actually loses money that was once theirs),
"undoing" actions makes more sense. Still it makes more sense to me,
rather than "rewinding" the game as if it were some large state
machine, to just effect the change through game machinery on
a less total level: give the money back. But don't "undo" anything.

There may be a slight problem, though. Actions under (a) above
seem highly physicist. How do they interact with (b)?


Josh

-- 
josh blog: http://www.public.iastate.edu/~kortbein/blog/
      tdr: http://www.public.iastate.edu/~kortbein/tdr/

From owner-nomic  Fri Jun 23 22:00:06 2000
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To: nomic@iastate.edu
Subject: Re: Nomic: 2 things 
In-Reply-To: Your message of "Fri, 23 Jun 2000 20:44:55 CDT."
             <200006240144.UAA07492@pv3eac.vincent.iastate.edu> 
From: Joel Uckelman <uckelman@iastate.edu>
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> 
> Joel Uckelman writes:
> >An advantage of a law-like system is that there is no question about what 
> >actions happened--all actions are possible. Instead, the courts must decide 
> >which actions are illegal and must be reversed (or ignored). What does 
> >everyone else think about this? Tom and I talked about it some a few days ago,
> >so I'm sure he has something to say about it...
> 
> I see this as the only reasonable alternative. Physics-like (physicist?)
> rules have no place in a game of this format. Because any action is
> either (a) specified to "happen" according to the rules when some
> set of conditions are met, or (b) prompted by a player's "speech"
> via email, we should do what these kinds of actions suggest.
> 
> Speech acts suggest a mirroring of typical real-life legislative
> or parlimentary procedure - things "happen" when they happen according
> to the rules, but there are also safeguards which say when things
> didn't happen according to the rules. I think it's best here to
> avoid confusing terminology - certainly every even "happens" in
> this case, but that's not the point. Using words like "reversed"
> or "ignored" seems to be a throwback to "undoing" actions, which
> is the kind of language we don't want. 

Mea culpa. This is a difficult thing to talk about precisely; the same words 
can seemingly apply to both cases. What I meant by "reversed" was something 
akin to "set back to the way things were before", in the sense that I can 
"reverse" rearranging my furniture by spending more time moving it back the 
way it was after having changed it arrangement. The implication that I could 
make it so I had never moved my furniture in the first place is what I'm 
opposing; nothing of this sort was meant.

> If the president suddenly
> stepped to the mic and started firing underlings and asking for
> his bitches, but was later found to be (at the time) mentally
> unstable, it seems the government wouldn't "undo" the firings,
> it would simply note that the president's utterances had had no
> effect.
> 
> On the other hand, if the president made pronouncements which
> had, say, economic effects, and those effects were actually
> tangible (someone actually loses money that was once theirs),
> "undoing" actions makes more sense. Still it makes more sense to me,
> rather than "rewinding" the game as if it were some large state
> machine, to just effect the change through game machinery on
> a less total level: give the money back. But don't "undo" anything.

I take it you mean something akin to "restitution" here. That was what I had 
in mind to start with, though I didn't (and should have) make it clear.
 
> There may be a slight problem, though. Actions under (a) above
> seem highly physicist. How do they interact with (b)?
> 
> 
> Josh

Hmm. That's a good question. With regard to (a) do you mean things like 
scheduled voting? I suspect that most things of this nature would be pegged to 
the passage of time, and though they would be causally privileged over player 
actions, I'm not sure they would pose a serious problem. Perhaps an example 
would be enlightening. Josh?

-- 
J. Uckelman
uckelman@iastate.edu
http://www.public.iastate.edu/~uckelman/



From owner-nomic  Fri Jun 23 22:20:06 2000
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To: nomic@iastate.edu
Subject: Re: Nomic: 2 things 
In-reply-to: Your message of "Fri, 23 Jun 2000 21:55:36 CDT."
             <20000624025536.3507.qmail@dial-v90-2-15.ppp.iastate.edu> 
Date: Fri, 23 Jun 2000 22:16:19 CDT
From: desert search for techno allah <kortbein@iastate.edu>
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Joel Uckelman writes:
>> There may be a slight problem, though. Actions under (a) above
>> seem highly physicist. How do they interact with (b)?
>
>Hmm. That's a good question. With regard to (a) do you mean things like 
>scheduled voting? I suspect that most things of this nature would be pegged to
>the passage of time, and though they would be causally privileged over player 
>actions, I'm not sure they would pose a serious problem. Perhaps an example 
>would be enlightening. Josh?

Yes, I do mean things like that - also automatic transfers of property,
funds, legalization and nullification of rules, etc.

At the moment I can't think of any examples that cause problems.
But I didn't really mean to indicate that I thought there were
any interesting examples - just that, because "automatic" actions
will probably be tied to the passage of real time, and thus we'll
treat them much the same as we do real-life events, we may be
tempted to think in similar ways about speech actions. Which
we shouldn't. That's all.


Josh

-- 
josh blog: http://www.public.iastate.edu/~kortbein/blog/
      tdr: http://www.public.iastate.edu/~kortbein/tdr/

From owner-nomic  Fri Jun 23 22:30:06 2000
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Date: Fri, 23 Jun 2000 23:25:19 -0400 (EDT)
From: Dan Waldron <wald7330@mach1.wlu.ca>
To: nomic@iastate.edu
Subject: Re: Nomic: 2 things 
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The rules could require (and authorize) players to perform such automatic
actions themselves, within a set time period.  If there is to be some

On Fri, 23 Jun 2000, desert search for techno allah wrote:

> 
> Joel Uckelman writes:
> >> There may be a slight problem, though. Actions under (a) above
> >> seem highly physicist. How do they interact with (b)?
> >
> >Hmm. That's a good question. With regard to (a) do you mean things like 
> >scheduled voting? I suspect that most things of this nature would be pegged to
> >the passage of time, and though they would be causally privileged over player 
> >actions, I'm not sure they would pose a serious problem. Perhaps an example 
> >would be enlightening. Josh?
> 
> Yes, I do mean things like that - also automatic transfers of property,
> funds, legalization and nullification of rules, etc.
> 
> At the moment I can't think of any examples that cause problems.
> But I didn't really mean to indicate that I thought there were
> any interesting examples - just that, because "automatic" actions
> will probably be tied to the passage of real time, and thus we'll
> treat them much the same as we do real-life events, we may be
> tempted to think in similar ways about speech actions. Which
> we shouldn't. That's all.
> 
> 
> Josh
> 
> -- 
> josh blog: http://www.public.iastate.edu/~kortbein/blog/
>       tdr: http://www.public.iastate.edu/~kortbein/tdr/
> 


From owner-nomic  Mon Jun 26 13:50:07 2000
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From: "Ole Andersen" <palnatoke@get2net.dk>
To: <nomic@iastate.edu>
References: <200005301937.OAA15804@isua3.iastate.edu>
Subject: Re: Nomic: Okay..
Date: Mon, 26 Jun 2000 19:28:45 +0200
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Aye-aye


--
Ole Andersen
Brøndbyøster, Denmark
palnatoke@get2net.dk

If you're gonna try this, drop a couple of lemons into the water.
Road kill stinks when you cook it.
                          -Camille Landry-Gaters
----- Original Message ----- 
From: "Tom Plagge" <tplagge@iastate.edu>
To: <nomic@iastate.edu>
Sent: Tuesday, May 30, 2000 9:37 PM
Subject: Nomic: Okay..


: All in favor of some sort of a constitutional convention followed 
: by a full game reboot say aye.
: 


From owner-nomic  Thu Jun 29 00:10:10 2000
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To: nomic@iastate.edu
Subject: Nomic: automation status
From: Joel Uckelman <uckelman@iastate.edu>
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I'm sure at least one or two people have been wondering how work has been 
progressing with regard to admin automation stuff. I'm working on the last 
essential component now, the script that filters frequently taken and 
sufficiently standardized actions from messages to the mailing list, and from 
them automatically updates various data files from which html is generated.

An example:

If I send a message to the list that looks something like this,

---------
To: nomic@iastate.edu
Subject: foo!
From: Joel Uckelman <uckelman@iastate.edu>
Date: Fri, 23 Jun 2000 21:55:36 -0500

This is my brand new proposal:

<Proposal>12 March will hereafter be known as Berserker Nomic Day.</Proposal>
--------

the filter will see the <Proposal> tags, correctly format the proposal, append 
it to the proposal data file, assign it a number, and send a message with that 
number back to the list. The new proposal will then appear on the web page 
after the next time the update program is run (probably every few hours). In 
case anyone would want to include a </Proposal> tag in the text of a proposal, 
it would have to be backslashed, (e.g. \</Proposal>) to show up correctly. 
Does this seem reasonably simple to everyone? Does anyone have any suggestions 
for how this should/shouldn't be implemented, before I finish coding it?

-- 
J. Uckelman
uckelman@iastate.edu
http://www.public.iastate.edu/~uckelman/



From owner-nomic  Thu Jun 29 22:10:06 2000
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To: nomic@iastate.edu
From: <adamtj@iastate.edu>
Subject: Re: Nomic: automation status
Date: Thu, 29 Jun 2000 22:06:50 CST6DST
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<Proposal>
Proposals shall be delimited by an opening and a closing tag.  The opening 
proposal tag shall be <Perl_Rules!>  The closing proposal tag shall be 
\</Proposal>  In the body of an email where these tags need to be named, the 
opening tag shall be written as <Joel_Rules!> and the closing tag shall be 
written as "the closing tag shall be written as.."  (Note that the second of 
the two periods ends the sentence and is not actually part of the name of the 
tag, nor are the quotation marks.)

</Proposal>

How are immutable rules made?  Can I do this?

<Proposal>

Proposals shall be delimited by an opening and a closing tag.  The opening 
proposal tag shall be <Prop sal> and the closing proposal tag shall be </Prop 
sal> where the space between the 'p' and the 's' in both tags is replaced with 
an 'o'.  In the body of an email where these tags need to be named, they may be 
written by putting a '\' character immediately before them.  E.g. \</Proposal>
This rule shall be immutable.

</Proposal>



From owner-nomic  Fri Jun 30 03:20:07 2000
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Date: Fri, 30 Jun 2000 03:21:35 -0500
To: nomic@iastate.edu
From: Matthew G Potter <mpotter@iastate.edu>
Subject: Re: Nomic: automation status -> BITCHSLAP
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You have been bitchslapped.  Be thankful I don't have a nightstick.  Yet.

Bitch.

Potter


><Proposal>
>Proposals shall be delimited by an opening and a closing tag.  The opening
>proposal tag shall be <Perl_Rules!>  The closing proposal tag shall be
>\</Proposal>  In the body of an email where these tags need to be named, the
>opening tag shall be written as <Joel_Rules!> and the closing tag shall be
>written as "the closing tag shall be written as.."  (Note that the second of
>the two periods ends the sentence and is not actually part of the name of the
>tag, nor are the quotation marks.)
>
></Proposal>
>
>How are immutable rules made?  Can I do this?
>
><Proposal>
>
>Proposals shall be delimited by an opening and a closing tag.  The opening
>proposal tag shall be <Prop sal> and the closing proposal tag shall be </Prop
>sal> where the space between the 'p' and the 's' in both tags is replaced 
>with
>an 'o'.  In the body of an email where these tags need to be named, they 
>may be
>written by putting a '\' character immediately before them.  E.g. \</Proposal>
>This rule shall be immutable.
>
></Proposal>



From owner-nomic  Fri Jun 30 20:00:07 2000
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To: nomic@iastate.edu
Subject: Nomic: draft ruleset
From: Joel Uckelman <uckelman@ellipsis.cx>
Date: Fri, 30 Jun 2000 19:57:19 -0500
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This is something I pulled together over the last few days, using our old ruleset as a source. Most of what appears herein is in function and spirit much like Berserker's ruleset; a little of it is lifted verbatim, the rest has been stripped down, reworded, and hopefully simplified. Rules are categorized by content (roughly) and marked with a leading * instead of a rule number, for reasons which will soon become apparent.

As you read this, you will notice the lack of precedence and judicial rules. Both were problematic in the past (the latter moreso than the former); both were omitted because I wasn't sure whether to follow the old model or create an new one; and these seemed to me the most likely areas over which there would be some disagreement. So in the absence of precedence rules to guide such decisions, I avoided assigning rule numbers.

If there's something you don't like here, suggest a change. I haven't done more than spellcheck this, so there might be some ungramatical constructions [read: typos] to be pointed out as well. We don't have to use this when we start, but I think it provides a good place to focus discussion.

-------- 



The Game

* [game name] shall refer to the specific instance of Nomic game which 
possesses the body of rules containing this definition, unless it is 
made clear, whether explicitly or via the context, that [game name] 
refers to something else. To this end, all permutations of letter case 
of [game name] shall be considered equivalent.


Players, Playerlike Entities

* Playerlike entities are game objects capable of action. Playerlike 
entities may be created and destroyed only as specified in the rules. A 
playerlike entity may destroy itself, but may not create itself. 
[[Nihil ex nihilo.]]

* A player is a playerlike entity capable of independent action. Each 
player must be exactly one real-world sentient being. No real-world 
sentient being may be more than one player. Each player must have a 
uniquely identifying name, which may be specified initially and changed 
only by the player emself.

* A player forfeits by destroying emself. No restrictions may be placed 
on when a player may forfeit.

* A new player is created whenever a Motion to Add is passed. A Motion 
to Add must include the prospective player's name. It may be made by any 
player at any time, and requires a two-thirds majority vote or unanimous
consent.

* All playerlike entities must always abide by all the rules then in 
effect, in the form in which they are then in effect. This rule takes 
precedence over all other rules.


Motions

* A player making a motion may request unanimous consent at the time the
motion is made, if the rules permit it. Unanimous consent is granted if no
players object within one day of the motion.

* A motion passes if it receives unanimous consent or the appropriate
majority.

* Motions requiring voting are placed on the ballot for the next voting
period.


Fora

* Fora are the conceptual spaces in which players communicate. Fora may 
be public or private. A player using a forum is considered to be in 
that forum at the time of its use. Actions may be taken only in public 
fora, unless otherwise specified in the rules.

* Creation of a public forum if there are no extant public fora need 
not [[and cannot!]] be done publicly.

* Only the Administrator may redesignate fora as private or public. 
Only fora reasonably accessible to all players may be designated 
public. Pursuant to these restrictions, the Administrator may 
redesignate fora at any time. The Administrator must, in a timely 
fashion, maintain and make available to all players a list of all 
public fora.


Rules

* The ruleset is the collective body of rules then in effect. The 
ruleset may be altered only as provided therein.

* Each rule has a unique positive integer as its rule number, and a 
nonnegative integer as its revision number. A rule's revision number is 
initially zero, and is incremented whenever the rule is changed but not 
repealed.

* Any change to the game state is a state change. A rule change is the 
enactment, repeal, amendment, or transmutation of a rule. Rule changes 
are state changes.

* 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.

* Whatever is not prohibited or regulated by the ruleset is permitted 
and unregulated, with the sole exception of rule changes, which are 
permitted only when a rule or set of rules explicitly or implicitly 
permits them.


Proposals

* A proposal consists of a title and one or more proposed state 
changes. Each proposal submitted in the proper way shall have as its 
proposal number the least positive integer greater than 300 never 
before assigned to another proposal or rule, and a nonnegative integer 
as its revision number. A proposal's revision number is initially zero, 
and is incremented whenever its owner changes but does not withdraw it.

* A proposal to create multiple new rules must specify an allowable 
rule number for each new rule to be created. Rules created by Proposals 
creating only one new rule receive the number of the proposal that 
created them, unless otherwise specified in said proposal.

* Only playerlike entities may make proposals. A proposal's owner is 
the playerlike entity that made it. Only the owner of a proposal may 
alter it, but only when the rules so allow it. Players may make proposals
at any time. Each player may make up to ten proposals per day, but may
own than ten live proposals.

* A proposal may be live or dead. Live proposals are either active, inactive,
or voting. Dead proposals are either passed, failed, or withdrawn. New
proposals are active by default.

Only active and inactive proposals may be altered. An active or inactive
proposal may be withdrawn by its owner at any time. The owner of a
proposal may change its status from active to inactive at any time, and vice
versa. 

* Voting proposals receiving the required number of votes at the close of 
voting pass. Voting proposals that do not, fail.

* The state changes specified in a proposal will occur if and only if the 
proposal meets the criteria for passage.

* A proposal passes if it receives a simple majority of the non-neutral votes
cast in voting on it.


Sequence of Events

* One nomic week, hereafter know as a nweek, is ten days in duration. At 
the start of the eighth day of each nweek, all active proposals become 
voting proposals. At the close of the last day of each nweek, all voting
proposals become dead proposals, to be classified as passed or failed
corresponding with the outcome of voting on them.

* The first nweek begins concurrently with the first game day. Each
successive nweek begins concurrently with the end of the previous nweek.

* For game purposes, the day begins at 00:00:00 UCT.

* The provisions of adopted proposals are considered to come into effect
at the end of the nweek in which they were adopted, in order of proposal
number from least to greatest. Events triggered by the close of voting
occur in order of the number of the proposal that triggered them. Events
triggered by the same proposal number occur in order of the precedence of
the rules causing them.

* Actions occur at the time they appear in the forum in which they are
committed. No state changes may occur prior to the actions which caused
them.


Voting

* Every player not in Limbo is an eligible voter.

* Each player eligible to vote on a matter is entitled to cast exactly
one vote on it.

* A quorum is a simple majority of eligible voters. If fewer votes are cast
during voting than is needed to reach a quorum, all voting proposals revert to
active proposals and none are adopted; all motions fail.

* Only votes equivalent to "yes" or "no" are counted toward adoption of
motions and proposals. Abstentions and other non-committal votes are
considered neutral.

* Voting is an action that may be taken privately if the voter so desires, by
notifying the Administrator in the appropriate forum. Votes may be cast
only during the final two days of each nweek.


Scoring

* A player may not voluntarily reduce eir score below zero, nor may a player
arbitrarily increase eir score. Each player begins with zero points.

* Each player who votes against a successful proposal shall receive 5*
(favorable votes/non-neutral votes) points, rounded to the nearest integer, at
the close of the nweek in which the vote was taken.

* The owner of a failed proposal loses 5 points at the close of the nweek in
which it failed.

* The owner of a successful proposal gains 20*(favorable votes/non-neutral
votes) points, rounded to the nearest integer, at the close of the nweek in
which it passed.


Winning

* Whenever a player's score reaches or exceeds 500 points, e shall be credited
with a win.

* In the even of a win, all scores are reset to their initial value. If possible,
play continues normally; otherwise, play ceases.

* In the even that further play becomes impossible, or if the legality of an
action cannot be determined with finality, then the player who took the
action is credited with a win.


Limbo

* There exists a place called Limbo, to which players are sent only upon
failing a Limbo check or declaring themselves in Limbo. While in Limbo,
players are prohibited from taking any actions except returning from Limbo
or forfeiting.

* Any player may, at any time, request a Limbo check on any player,
including emself. The Administrator executes a Limbo check by determining
when the checkee last took action, and announcing failure if the action
was more than two nweeks prior to the request, passage otherwise.


Offices

* Players holding offices are officeholders. Players may resign from any
offices they hold at any time.

* The Administrator is the player who is responsible for all game duties not
delegated by the rules to other officeholders. The Administrator is the player
controlled by Joel Uckelman.

* Officeholders, in their capacity as such, may possess privileged information.
This information may not be shared with any other player, directly or
indirectly, until such time as the rules make it public.

* If an officeholder forfeits or goes into Limbo, e vacates the office at that
time. Vacant offices are held by the Administrator until new officeholders
are selected pursuant to the rules for filling the offices.


Definitions

* For a given r, an r-majority shall be defined as a function from the 
positive integers to the positive integers, whose value for an argument 
N is the smallest integer m such that m is greater than or equal to r 
multiplied by N.

A simple majority shall be defined as an (N+1)/(2N)-majority.

* The following table entries, known as Spivak pronouns, shall be 
understood to take the places of the standard English pronouns whose 
table entries they occupy. Where two pronouns, the male and female, are 
replaced by a single Spivak pronoun, the Spivak pronoun shall be 
understood to refer to both genders.

[[Example: "e" refers to both "he" and "she".]]

		First Person	Second Person	Third Person
Subject		I		you		e
Object		me		you		em
Possessive	my/mine		your/yours	eir/eirs
Reflexive		myself		yourself		emself

* The following characters:

[ ] { }

are considered "reserved characters" when appearing in proposals and 
rules in ways defined below.

Brackets:

Excepting any text prior to and including this sentence in this rule, 
any text appearing within doubled square brackets ("[[" and "]]") shall 
be considered "comment" text. Comment text shall not have the force of 
rule; its purpose is solely elucidative or demonstrative.

Braces:

Excepting any text prior to and including this sentence in this rule, 
any text appearing within double braces ("{{" and "}}") shall be 
considered "self-deleting" text. As soon as a proposal containing 
self-deleting text is passed, the following shall happen, in 
the following order: (1) Any self-deleting text in any rules created shall
have its effect. (2) Any self-deleting text, along with its respective 
braces, shall be deleted from the rules.

[[This provides a regular way in which to add self-removing clauses to rules.]]
-- 
J.

From owner-nomic  Fri Jun 30 20:10:09 2000
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To: nomic@iastate.edu
Subject: Nomic: precedence
From: Joel Uckelman <uckelman@ellipsis.cx>
Date: Fri, 30 Jun 2000 20:04:15 -0500
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With regard to a rule precedence system, here are some possibilities that I see:

1. Provide no explicit method for resolving rule conflicts. This could be very interesting. It would put a heavy burden on the judiciary to interpret the rules.

2. Use the mutable/immutable, last-changed system we had in Berserker. It wasn't a *bad* system, though how we numbered the initial ruleset would be very important.

3. Develop some other sort of system, possibly with more than two tiers of precedence (Agora has 3; some other nomic, the name of which escapes me, uses the positive integers), or just something else entirely.

Thoughts?
-- 
J.

