From rsholmes@mailbox.syr.edu Wed Dec 06 11:10:11 2000
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Subject: P1, P2
Date: 06 Dec 2000 14:10:06 -0500
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Proposal P1 was accepted.

Proposal P2 was rejected for technical faults. Re-submission will be
welcome.

Gamestate updated. You guys all have zero pills.

-- 
- Doc


From rsholmes@mailbox.syr.edu Wed Dec 06 11:19:38 2000
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Subject: Oh, duh
Date: 06 Dec 2000 14:19:35 -0500
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Sorry, I'm still getting used to this...

Cancel the Directive. I can do it myself with a Proclamation.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Dec 06 11:41:33 2000
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Rule 1 is amended by the addition of the following paragraph:

=====
Doc maintains the DocNomic Web Site at

<a href="index.html">&lt;http://web.syr.edu/~rsholmes/games/nomic/docnomic/index.html&gt;</a>

and the DocNomic Mailing List at

<a href="http://www.egroups.com/group/DocNomic">&lt;http://www.egroups.com/group/DocNomic&gt;</a>.

=====

The first sentence of Rule 3 is amended to read as follows:

=====
Players may submit Proposals by sending them to the DocNomic
Mailing List.
=====

The first sentence of Rule 5 is amended to read as follows:

=====
Any player may, at any time, submit a Point of Order to raise
any issue relevant to the Game by sending it to the DocNomic
Mailing List. 
=====

-- 
- Doc


From kevan@somethingorother.com Thu Dec 07 02:35:13 2000
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Date: Thu, 07 Dec 2000 10:35:09 -0000
To: DocNomic@egroups.com
Subject: Proposals - Fresh Diseases / Taking it as Read
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From: "Kevan " <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - Fresh Diseases

Enact a new Rule, "Diseases":-

A number of Diseases exist, as detailed in this Rule. Each Player
may suffer from any number of Diseases; the Disease status of each
Player shall be part of the Gamestate.

Some Diseases are communicable. At a moment of his choosing every
Thursday, Doc shall pick two random Players. Any Airborne Disease
borne by the first shall be contracted by the second.

Bit of a Cough (Airborne)
A Player with this Disease should include the string "*cough*" at
least twice in each Proposal message he or she submits, or that
Proposal shall be ignored.

Upon enactment of this Rule, a random Player shall contract "Bit of
a Cough", and this paragraph shall delete itself.

----------------------------------------------------------------------

Proposal - Taking it as Read

Remove from the Ruleset any sentences containing the phrase "is part
of the gamestate" or "are part of the gamestate".

In Rule 0, replace "Certain information reflecting the state of the
game is known as the Gamestate." with "Any data required to be stored
by a Rule is part of the Gamestate."

Remove "; the Disease status of each Player shall be part of the
Gamestate" from the Rule "Diseases", if it exists.

----------------------------------------------------------------------


From kevan@somethingorother.com Thu Dec 07 07:55:55 2000
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To: DocNomic@egroups.com
Subject: Proposal - Body and Soul
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From: kevan@somethingorother.com

----------------------------------------------------------------------

Proposal - Body and Soul

Enact a new Rule, "Body and Soul":-

Each Player has a number of Body Points and Soul Points, adjusted
by various events in the game. These Points are part of the
gamestate. (If "Taking it as Read" passed, delete that last
sentence. Delete this bracketed text either way.)

Whenever a new Player joins the game, he or she has a hundred Body
Points, and Soul Points equal to the average Soul Points of all
other Players (rounded down).

Each existing Player shall be given a hundred Body Points and a
hundred Soul Points.

----------------------------------------------------------------------


From jjweston@pop.net Thu Dec 07 08:10:57 2000
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Date: Thu, 07 Dec 2000 08:10:41 -0800
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal - Taking it as Read
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From: Jeff Weston <jjweston@pop.net>

At 10:35 AM 12/7/2000 -0000, Kevan wrote:
>Proposal - Taking it as Read
>
>Remove from the Ruleset any sentences containing the phrase "is part
>of the gamestate" or "are part of the gamestate".
>
>In Rule 0, replace "Certain information reflecting the state of the
>game is known as the Gamestate." with "Any data required to be stored
>by a Rule is part of the Gamestate."
>
>Remove "; the Disease status of each Player shall be part of the
>Gamestate" from the Rule "Diseases", if it exists.

If you wish to remove the phrase "is part of the gamestate" from the
rules, there are a number of other rules you need to ammend as well.
Namely: 1, 2, 3, 5, 7, and 8.

However, it looks like you are just replacing the phrase "is part of the
gamestate" with "is required to be stored." With your ammendment to the
Disease rule, you don't specify that the state of diseases must be stored.
I'm not too fond of this proposal as it is...

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From kevan@somethingorother.com Thu Dec 07 08:40:51 2000
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To: DocNomic@egroups.com
Subject: Re: Proposal - Taking it as Read
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> >Proposal - Taking it as Read
> >
> >Remove from the Ruleset any sentences containing the phrase "is 
part
> >of the gamestate" or "are part of the gamestate".
> >
> >In Rule 0, replace "Certain information reflecting the state of the
> >game is known as the Gamestate." with "Any data required to be 
stored
> >by a Rule is part of the Gamestate."
> >
> >Remove "; the Disease status of each Player shall be part of the
> >Gamestate" from the Rule "Diseases", if it exists.
> 
> If you wish to remove the phrase "is part of the gamestate" 
from the
> rules, there are a number of other rules you need to ammend as well.
> Namely: 1, 2, 3, 5, 7, and 8.

Er, aren't all of these caught by removing "any sentences containing 
the phrase "is part of the gamestate" or "are part of the 
gamestate""? Or did you misread that first paragraph as being a 
summary of my proposal's intentions, rather than proposed rule-
changes?

> However, it looks like you are just replacing the phrase "is 
part of the
> gamestate" with "is required to be stored." With your ammendment to 
the
> Disease rule, you don't specify that the state of diseases must be 
stored.

Hm, by a rule "requiring data to be stored", I mean a rule stating 
that some data or other needs to be kept track of; keeping track is 
implicit, at least to me, whenever a rule says something like "each 
Player has a number of grommets".

Maybe "is required to be kept track of" or "is mentioned by" or 
something would be clearer, I don't know. Feel free to take this 
Proposal and "clarify its meaning", Doc.

Kevan

--
http://uncertain.org/~kevan
"What seems to be the problem?"


From kevan@somethingorother.com Thu Dec 07 08:56:26 2000
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Date: Thu, 07 Dec 2000 16:56:16 -0000
To: DocNomic@egroups.com
Subject: Proposals - Prescriptions / Perks / Impatience
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----------------------------------------------------------------------

Proposal - Prescriptions

Rename Rule 8 (Currency) to "Pills", and reword it to:-

Medication is an important part of DocNomic, and is given in the form
of varyingly-coloured Pills. The quantity and colour of Pills
possessed by each Player is part of the gamestate. (Delete that last
sentence if "Taking it as Read" passed. Delete this bracketed text
either way.) When a Player joins the game, they have no Pills.

Rename Rule 9 (Salary) to "Prescriptions", and reword it to:-

At midnight Monday GMT of every week, all Players will receive a
prescription of a certain number of Pills, of specified colours. The
exact number and colours of Pills received must be defined by the
rules.

Unless specified elsewhere, all Players have a prescription of one Red
Pill, two Blue Pills and three Green Pills. This rule defers to all
other rules that specify a prescription amount. 

----------------------------------------------------------------------

Proposal - Perks

Add a new Rule, "Perks":-

Whenever a Proposal passes, Doc may give its Proposer up to three
Pills of any colours he feels appropriate.

----------------------------------------------------------------------

Proposal - Impatience

Replace the term "Player" with "Patient" throughout the Ruleset.

----------------------------------------------------------------------


From rsholmes@mailbox.syr.edu Fri Dec 08 07:18:09 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposals - Fresh Diseases / Taking it as Read
References: <90np4t+nqud@eGroups.com>
Date: 08 Dec 2000 10:18:07 -0500
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From: rsholmes@mailbox.syr.edu

P3 "Fresh Diseases" was accepted.

P4 "Taking it as Read" was rejected.

See Gamestate for details.

-- 
- Doc


From rsholmes@mailbox.syr.edu Fri Dec 08 07:35:54 2000
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Subject: Diagnosis
Date: 08 Dec 2000 10:34:12 -0500
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From: rsholmes@mailbox.syr.edu

Jim Ingram has A Bit of a Cough (as of the implementation of Rule 10).

-- 
- Doc


From kevan@somethingorother.com Fri Dec 08 08:23:21 2000
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To: DocNomic@egroups.com
Subject: Re: Proposals - Taking it as Read
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From: kevan@somethingorother.com

> P4 "Taking it as Read" was rejected.
>
>REJECTED. Sorry, Doc's a bit anal about some things. I regard
>the Gamestate as important enough that it should be specified 
>carefully and explicitly. I've gone through the Ruleset and 
>persuaded myself I'd find the Gamestate too ambiguously defined 
>if this Proposal were enacted. 

Come now, surely there's some way we can generically refer to the 
bits of data which the ruleset calls "Gamestate"? How else is it 
possible for our brains to decide whether something should be 
Gamestate or not, when we Propose?

What would be wrong with "Any piece of data required to be tracked by 
the Ruleset, and which does not change by itself, is considered part 
of the Gamestate."? ("By itself" covering the time of day, which we 
need to keep track of for Rule 9. I wouldn't want to grind the 
universe to a halt through careless Proposal. Although maybe there's 
a better phrase than "keep track of" to say what I mean...)

Kevan

--
http://uncertain.org/~kevan
"Specialist subject, the bleeding obvious."


From bkoch@rz.uni-osnabrueck.de Fri Dec 08 08:44:14 2000
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To: DocNomic@egroups.com
Subject: Proposals - "How are we feeling today?", and "Are you taking your medicine?"
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Date: 08 Dec 2000 17:45:06 CET
Reply-To: Britta Koch <bkoch@rz.uni-osnabrueck.de>
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From: Britta Koch <bkoch@rz.uni-osnabrueck.de>

Proposal: "How are we feeling today"

Doc must insert a typical "doctor's phrase" into every communication of
the gamestate.
A "doctor's phrase" is defined as a trite sentence doctors tend to
utter when you visit them, like "How are we feeling today?", "It will
be better in a couple of days" etc.

Proposal: "Are you taking your medicine?"

All Players (or Patients) that have contracted an illness as defined by
the rules need to take one of their pills every week. The color of the
pills to be taken shall be defined when the illness is contracted, and
shall be red for "A bit of a cough".

(btw, I just joined, and I'm still feeling fine ;)

Britta

-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From mr_jim83@hotmail.com Fri Dec 08 10:55:00 2000
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Date: Fri, 08 Dec 2000 18:54:54 -0000
To: DocNomic@egroups.com
Subject: Point of Order - Medication
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From: "Jim Ingram" <mr_jim83@hotmail.com>

Is it still allowed to use pills as currency 
or not? I see that we're moving towards a hospital-
type theme, so if pills cannot be traded, what, if
any thing, could be used as currency? Also, if we
have a currency, what can be purchased with it?

I'm just trying to come up with some ideas that
follow a hospital theme.

Note that this isn't a proposal, so I'm not coughing.

-Jim


From rsholmes@mailbox.syr.edu Fri Dec 08 11:37:05 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Point of Order - Medication
References: <90rapu+4vlf@eGroups.com>
Date: 08 Dec 2000 14:37:03 -0500
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"Jim Ingram" <mr_jim83@hotmail.com> writes:

> Is it still allowed to use pills as currency 
> or not? I see that we're moving towards a hospital-
> type theme, so if pills cannot be traded, what, if
> any thing, could be used as currency? Also, if we
> have a currency, what can be purchased with it?

Well, it isn't and never was allowed to use pills as currency, in the
sense that the rules don't provide a mechanism for pills to be spent
on anything. On the other hand, there's nothing in the rules to
prohibit proposing rules that do provide a way to spend pills.
Propose away!

-- 
- Doc


From rsholmes@mailbox.syr.edu Fri Dec 08 11:39:51 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Point of Order - Medication
References: <90rapu+4vlf@eGroups.com>
Date: 08 Dec 2000 14:39:49 -0500
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From: rsholmes@mailbox.syr.edu

By the way, though this was submitted as a "point of order", I'd like
to handle it as informal discussion instead, reserving "points of
order" for more substantive things like e.g. questions regarding the
legality of a prior action, etc.

If you *really* want this handled formally as a POO, say so and we
will... 

-- 
- Doc


From mr_jim83@hotmail.com Sat Dec 09 08:12:57 2000
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To: DocNomic@egroups.com
Subject: Re: Point of Order - Medication
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From: "Jim Ingram" <mr_jim83@hotmail.com>

--- In DocNomic@egroups.com, rsholmes@m... wrote:
> By the way, though this was submitted as a "point of order", I'd 
like
> to handle it as informal discussion instead, reserving "points of
> order" for more substantive things like e.g. questions regarding the
> legality of a prior action, etc.
> 
> If you *really* want this handled formally as a POO, say so and we
> will... 
> 
> -- 
> - Doc

No, thats alright. I just misunderstood the rule regarding Points of 
Order. I've got it now.

-Jim


From mr_jim83@hotmail.com Sat Dec 09 08:15:47 2000
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To: DocNomic@egroups.com
Subject: Re: Point of Order - Medication
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From: "Jim Ingram" <mr_jim83@hotmail.com>

--- In DocNomic@egroups.com, rsholmes@m... wrote:
> "Jim Ingram" <mr_jim83@h...> writes:
> 
> > Is it still allowed to use pills as currency 
> > or not? I see that we're moving towards a hospital-
> > type theme, so if pills cannot be traded, what, if
> > any thing, could be used as currency? Also, if we
> > have a currency, what can be purchased with it?
> 
> Well, it isn't and never was allowed to use pills as currency, in 
the
> sense that the rules don't provide a mechanism for pills to be spent
> on anything. On the other hand, there's nothing in the rules to
> prohibit proposing rules that do provide a way to spend pills.
> Propose away!
> 
> -- 
> - Doc

What I meant was, would it work within the theme that we seem to be 
developing to use pills as currency, not whether or not it is legal. 
Sorry about the misunderstanding.

-Jim


From kevan@somethingorother.com Mon Dec 11 07:58:07 2000
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Date: Mon, 11 Dec 2000 15:58:00 -0000
To: DocNomic@egroups.com
Subject: Proposal - The Doctor Will See You Now
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From: kevan@somethingorother.com

----------------------------------------------------------------------

Proposal - The Doctor Will See You Now

{ The way things are going, it'd seem useful to have a defined - if
movable - weekly point, at which Doc does weekly things. }

Enact a new Rule, "Surgery":-

Doc's Surgery typically takes place at a time of his choosing every
Thursday, although he may delay any Surgery by up to six days, or
even cancel it if he finds himself too busy. A Surgery lasts for as
long as it takes for Doc to process every action required in that
Surgery.

In Rule 9, replace "At midnight Monday GMT of every week" with
"During each Surgery".

In Rule 10 (Diseases), replace "At a moment of his choosing every
Thursday" with "During each Surgery".

----------------------------------------------------------------------

--
http://uncertain.org/~kevan
"Denzil, you have broken my hat."


From rsholmes@mailbox.syr.edu Mon Dec 11 08:34:12 2000
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To: DocNomic@egroups.com
Subject: Pending proposals P5-P10
Date: 11 Dec 2000 11:34:09 -0500
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P5 "Body and Soul": ACCEPTED.

P6 "Prescriptions": ACCEPTED.

P7 "Perks": ACCEPTED.

P8 "Impatience": REJECTED. Cute idea, but it makes the developing
theme a little more pervasive than I'd like it to be.

P9 "How are we feeling today": REJECTED. Perhaps I just don't spend
enough time around (medical) doctors, but it seems to me I'd run out
of "doctor's phrases" after about maybe five. Things would start
getting drearily repetitive after that.

P10 "Are you taking your medicine?": REJECTED. It's a good proposal
but needs some clarification. How does a Player take a pill? Do they
have to post a message saying "I'm taking a pill"? Or does Doc
automatically decrement their pill count? (Isn't that a nurse's job?)
Does it have to be any particular day or time? If it's up to the
player, what happens if they don't take a pill? I look forward to a
revised proposal with these questions addressed...

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 11 09:50:42 2000
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Subject: Re: [DocNomic] Proposal - The Doctor Will See You Now
References: <912ti8+ajvm@eGroups.com>
Date: 11 Dec 2000 12:50:40 -0500
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kevan@somethingorother.com writes:

> Enact a new Rule, "Surgery":-

Question: What, in the vernacular of your country (England?) is the
relevant definition of the word "surgery"? I'm aware that it differs
from US usage, and I think I have a reasonably correct understanding,
but I'd like to check against yours.

In the US, I believe it's fair to say "surgery" refers only to a
medical procedure involving cutting / removing / reattaching /
etc. 

What's the usage elsewhere, if there is anyone out there from
elsewhere? 

-- 
- Doc

From kevan@somethingorother.com Mon Dec 11 12:03:34 2000
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Subject: Re: Proposal - The Doctor Will See You Now
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From: kevan@somethingorother.com

> > Enact a new Rule, "Surgery":-
> 
> Question: What, in the vernacular of your country (England?) is the
> relevant definition of the word "surgery"? I'm aware that it 
differs
> from US usage, and I think I have a reasonably correct 
understanding,
> but I'd like to check against yours.
> 
> In the US, I believe it's fair to say "surgery" refers only to a
> medical procedure involving cutting / removing / reattaching /
> etc. 
> 
> What's the usage elsewhere, if there is anyone out there from
> elsewhere? 

Mm, it can also refer to the doctor's office itself (or the building 
containing such offices, if it's a small hospital concerned with 
little more than diagnoses and minor treatment), or the time of a 
given day in which the doctor is available to consult with, or treat, 
patients.

No idea how specific such meanings are to Britain, though. Feel free 
to replace it with something more universally acceptable before 
implementing the Proposal, though, if such was your only reservation.

Kevan

--
http://uncertain.org/~kevan
"I'm having an out-of-anorak experience."


From oairhart@ispchannel.com Mon Dec 11 21:46:39 2000
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To: DocNomic@egroups.com
Subject: Proposal - Checkup
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TWO PROPOSALS DOC.

-------
New Rule: Checkup
A player will be required to have a checkup if they are ever infected 
with a new disease.

>From the time of infection until the Doc actually performs the 
checkup, all correspondence received from the Player will be ignored. 
A player will have a checkup by sending a request to the Doc for a 
checkup. The request is never ignored and shall always be processed 
in the order received with other correspondence from Players.

During the checkup, the following events occur:
a) Doc confirms the new disease. Every tenth checkup will cause the 
Player to instantly be cured of the new disease with no other checkup 
events occurring.
b) Doc assigns a remedy for the disease if available.
c) Doc prescribes additional pills, if necessary, for the number 
and duration according to the disease's remedy to be given to the 
Player. Prescription changes are automatic unless otherwise noted in 
the remedy.
d) Doc takes as payment a given number of Body Points and Soul 
Points from the Player as defined in the remedy.

==============
AMEND RULE 10

Modify "Bit of a Cough (Airborne)", Add:

Remedy: Prescription - Take (Subtract) 1 blue pill, once a week for 2 
weeks. The player is cured upon taking the second pill. Subtract 1 
pill, from the most numerous color, for each proposal by the Player 
while infected.


From bkoch@rz.uni-osnabrueck.de Tue Dec 12 00:47:47 2000
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To: docnomic@egroups.com
Subject: Revised Proposal "Have you been taking your medicine?"
X-Mailer: Pronto v2.2.1
Date: 12 Dec 2000 09:47:44 CET
Reply-To: Britta Koch <bkoch@rz.uni-osnabrueck.de>
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From: Britta Koch <bkoch@rz.uni-osnabrueck.de>

Yes, I know oairheart has just proposed something which incorporates
the old proposal. Just in case it won't pass (and I have a feeling it
won't being quite vague on the prescription front), here's another try
on mine. Sentences in [[ ]] are comments and not supposed to be in the
official rule.

Keep in mind that English is not my native language and that I'm not
very good at legal stuff - so feel free to change the wording!

Proposal "Have you been taking your medicine?"

Take a Pill: If a player takes a Pill of a certain color, eir number of
pills of that color is reduced by one. A player can only take a Pill of
a certain color if e has one of that color.

Cure: A Cure for a Disease shall be defined when the Disease is
introduced and shall be part of the gamestate. It defines what number
of pills of a certain color a player has to take per week to get rid of
the disease and how many consecutive weeks that player needs to take
that medicine.

Prescription: If a player has a Disease, they will be prescribed a Cure
for it. If a player doesn't take the Pills as required by their
prescription, their Disease may become Chronic.

Nurse: The Nurse keeps track of people's Prescriptions. If a player
wants to take a pill, e notifies that nurse of it via email. The Nurse
shall then adjust the number of pills that player owns according to the
notification. The name of the player who holds the office of Nurse
shall be part of the gamestate [[badly phrased, I fear]]

Chronic Disease: A Disease turns chronic if a player hasn't been taking
their medicine for 3 consecutive weeks. If a player has a Chronic
Disease, e must take the double amount of Pills for twice the number of
weeks to get rid of the Disease. If a player doesn't take the
Prescription for a Chronic Disease, e will lose 1 Body Point. A player
with a Chronic Disease may also not make any proposals. The state of a
Disease, namely Chronic or Non-Chronic, shall be part of the gamestate.

Death: If a player's number of Body Points or Soul Points drops to 0, e
is dead and may no longer take part in this nomic.

[[This is nearly it! I thought that after all the definitions, I could
write a proper proposal, but apparently all the defining has done the
job...]]

The Cure for "A Bit of A Cough" shall be one green Pill taken over the
course of 2 weeks.

Because of the small number of playres, Doc will be the Nurse until he
decides that another player shall be holder of that office.

[[So, what do you think? Any loop holes left? And what about Soul
Points? Who invents phobias to lose those ;)]]

Britta
-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From jisummers@dttus.com Tue Dec 12 09:58:11 2000
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Date: Tue, 12 Dec 2000 17:58:02 -0000
To: DocNomic@egroups.com
Subject: [DocNomic] New Player PROPOSAL: Disease Is
Message-ID: <915ova+2d0n@eGroups.com>
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From: "Feyd Nomic" <jisummers@dttus.com>

I. Any player may submit a Proposal defining a new disease or 
refining an existing disease. Any such proposal must have the 
following elements. 
A. Name:
B. Type:
C. Communication/Creation:
D. Treatment:
E. Effects:


II. All diseases approved by the Doc will be listed in the game 
state as a seperate entity "Known Diseases". All disease definitions 
in the "Known Diseases" definitions of the gamestate will override 
disease definitions in the ruleset unless specifically overridden in 
the rule.

III. Rule 10 "Bit of a Cough" will be modified as follows:
"Known Disease"
A. Name: Bit of a Cough
B. Type: Airborne
C. Communication: As per Type. [[Defined in Rule 10 as: "At a 
moment of his choosing every Thursday, Doc shall pick two random 
Players. Any Airborne Disease borne by the first shall be contracted 
by the second." ]]. Additionally, at the same time as determinging 
Players above, doc will determine a Player Randomly. This player 
will have a 10% chance of contracting "Bit of a Cough" if he does not 
already have it.
D. Unknown
E. A Player with this Disease should include the string "*cough*" at 
least twice in each Proposal message he or she submits, or that 
Proposal shall be ignored.

[[ I am excited to join the Nomic!! ]] 



From jisummers@dttus.com Tue Dec 12 10:21:55 2000
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To: DocNomic@egroups.com
Subject: Re: New Player PROPOSAL: Disease Is
Message-ID: <915qbs+f88k@eGroups.com>
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From: "Feyd Nomic" <jisummers@dttus.com>

--- In DocNomic@egroups.com, "Feyd Nomic" <jisummers@d...> wrote:
> I. Any player may submit a Proposal defining a new disease or 

> 
> II. All diseases approved by the Doc will be listed in the game 
> state as a seperate entity "Known Diseases". All disease 
definitions 
> in the "Known Diseases" definitions of the gamestate will override 
> disease definitions in the ruleset unless specifically overridden 
in 
> the rule.

Article two doesn't define how the "Known Diseases" objects are to be 
kept, only that they are to be kept separately from the ruleset. I 
set up a play "table" to see how easy that is. I think this would be 
a great way to list information in general (diseases in this case, 
different pills and their abilities, players and their afflictions)
and may make it easier for Doc to maintain data. Furthermore, since 
different tables can be owned by different people and updated only by 
those people + Moderator, it will be easier to create positions with 
specific tasks and have methods for those positions to display 
information to the game in general in an easy to read format.

Again, glad to be here!

Feyd 



From kevan@somethingorother.com Wed Dec 13 06:35:34 2000
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Date: Wed, 13 Dec 2000 14:35:26 -0000
To: DocNomic@egroups.com
Subject: Proposals - Waiting List / Cash
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----------------------------------------------------------------------

Proposal - The Waiting List

{ An attempt to organise the taking of pills, and other, future game
events; current Proposals on this issue are a bit too "Do something
that takes effect immediately! Oh, and, er, wait for Doc to update
the Gamestate, I suppose." Too much scope for ambiguity and
confusion.

A Waiting List seems a good hospital thing, too. And should be a
fairly straightforward bit of cgi-scripting. }

A new Rule, "The Waiting List":-

Certain actions in DocNomic are known as "Events". The Waiting List
is a list of Events requested but unperformed, listed from the
oldest to the newest. It is part of the Gamestate.

Any Player may add a new Event to the Waiting List at any time. If
a Player is to do something "as an Event", it means that he or she
should add details of such an Event to the Waiting List.

If any Events are on the Waiting List, Doc may process the oldest -
announcing its resolution to the mailing list if he feels it
appropriate - and delete it from the List. Events which are illegal
under the current Ruleset are ignored instead of processed.

A new Rule, "Events":-

A Player may take any number of Pills, as an Event. Upon that Event
being processed, the Pills are removed from that Player's possession
and take effect as defined by the Ruleset, unless the Player lacks
(even some of) the specified Pills, in which case nothing happens.

----------------------------------------------------------------------

Proposal - All You Need Is Cash

{ A recent Proposal from "oairhart" had a rather curious "Doc takes
as payment a given number of Body Points and Soul Points from the
Player" clause, which suggests it might be worth having a way to
pay for things, particularly medical consultancy and treatment.

I tentatively propose Cash. Not really sure if it's a useful
addition or a fiddly extra variable. We'll see. }

Rename Rule 11 to "Body, Soul and Cash" and reword it to:-

Each Player has a number of Body Points, Soul Points and Cash
Points, adjusted by various events in the game. These Points are
part of the Gamestate.

Whenever a new Player joins the game, he or she has a hundred Body
Points, a thousand Cash Points, and Soul Points equal to the
average Soul Points of all other Players (rounded down).

At midnight GMT every Monday, every Player gains a hundred Cash.

Doc may replace "At midnight GMT every Monday" with any time
reference he feels appropriate, there.

----------------------------------------------------------------------

--
http://uncertain.org/~kevan
"I'm leaving my body to science fiction."


From rsholmes@mailbox.syr.edu Wed Dec 13 09:25:05 2000
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To: DocNomic@egroups.com
Subject: Pending proposals P11-P15, and Proclamation X2
Date: 13 Dec 2000 12:25:02 -0500
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P11 "The Doctor Will See You Now": ACCEPTED. 1 green pill.

P12: REJECTED. (But welcome to the game, Ottis!) Frankly, mainly
because this creates too much work for Doc. Additionally, it
contributes to confusion over the role of pills -- they're doled out
automatically once a week, regardless of disease, yet they're also
prescribed according to disease here, and they're also handed out
arbitrarily for accepted proposals. The whole pills/prescription
thing needs some careful thought, and it could go any of several ways
-- depending on how you see Doc. Is he a conscientious, careful, and
ethical doctor... or is he handing out pills like candy in return for
favors rendered? And one minor quibble: does "Every tenth checkup"
mean literally nine checkups in a row don't show an instant cure and
the next one does, or that Doc throws a 10-sided die and you're cured
if it comes up 10?

P13: REJECTED. This was submitted as a second proposal, but really
is (I think) part and parcel of the first. Anyway, it doesn't make
much sense without the first.

P14 "Have you been taking your medicine?": ACCEPTED -- but see
Proclamations. 1 green pill.

P15: REJECTED. (And welcome, Feyd!) There are elements of this
proposal I like. Systematizing the diseases in this way is a good
thing. But I dislike the idea of extending the concept of "Proposal"
to cover direct changes to the gamestate, especially since it seems
unnecessary; I don't see any benefit, under the proposed setup, to
taking the disease definitions out of the ruleset and putting them in
the gamestate. Not only do I not see any benefit, but it conflicts
with Rule 10, which states

A number of Diseases exist, as detailed in this Rule.

Since Rule 10 would have the lower rule number, it would take
precedence, and diseases defined under this rule would have no legal
standing.



X2: Doc proclaims:

Rule 14 is hereby amended as follows:

Delete the text "Because of the small number of players, Doc will
be the Nurse until he decides that another player shall be holder
of that office." (now that it has taken effect, this provision is
no longer needed.)

In the definition of Death, replace "this nomic" with "this Round
of this Nomic".

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Dec 13 09:29:34 2000
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To: DocNomic@egroups.com
Subject: Nurse!
Date: 13 Dec 2000 12:29:32 -0500
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Selecting a player at random, I nominate Ottis Airhart to act as Nurse
under Rule 14. If Ottis accepts, the transfer of office will take
place immediately.

(Small defect in Rule 14: as enacted, it allows Doc to appoint another
person to be Nurse once, but fails to say anything about transferring
that office ever again. Well, we'll burn that bridge when we get to
it.) 

-- 
- Doc

From oairhart@ispchannel.com Wed Dec 13 09:34:03 2000
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Date: Wed, 13 Dec 2000 11:34:51 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Nurse!
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From: Ottis Airhart <oairhart@ispchannel.com>

THANKS!!!! I appreciate it! Well, now let's see what I can do about this...

(I Accept, by the way).

At 12:29 PM 12/13/2000 -0500, you wrote:
>Selecting a player at random, I nominate Ottis Airhart to act as Nurse
>under Rule 14. If Ottis accepts, the transfer of office will take
>place immediately.
>
>(Small defect in Rule 14: as enacted, it allows Doc to appoint another
>person to be Nurse once, but fails to say anything about transferring
>that office ever again. Well, we'll burn that bridge when we get to
>it.) 
>
>-- 
>- Doc
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Wed Dec 13 10:29:37 2000
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Subject: Re: [DocNomic] Nurse!
References: <4.1.20001213113302.01836460@pop3.ispchannel.com>
Date: 13 Dec 2000 13:29:35 -0500
In-Reply-To: Ottis Airhart's message of "Wed, 13 Dec 2000 11:34:51 -0600"
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OK -- gamestate updated accordingly. (Thanks! Doc's real busy right
now...) 

-- 
- Doc

From Nomic1@aol.com Wed Dec 13 11:32:28 2000
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To: DocNomic@egroups.com
Subject: PROPOSAL: Ammend Rule 10 (adding diseases)
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From: "Feyd " <Nomic1@aol.com>

Ammend Rule 10 to add the following text concerning Diseases:
------------begin text ---------------------------------
Any use of "[[ text ]]" should be construed as a non-rule comment.

Addiction (Psychosis)
Once a week, during Office Hours, the player with the most pills 
(regardless of color) is designated the "Addict" for the upcoming 
week.

The Addict may not take any Action that reduces the number of pills 
in eir possession except to take a pill (or have the Nurse administer 
a pill to em). [[Thus, e could trade 1 red for 2 green, but not 2 
greens for one red. E could also take any number of pills]].

Addicts are fragile things, and therefore lose 3 body and 5 soul 
points at the beginning of the week they are designated the Addict.
In addition, the Addict must take 1 red pill in order to [[overcome 
eir fear and]] make a Proposal. 
In any non-proposal message they send to the public newsgroup the 
addict must in some way ask for a pill. Failure to do so will cause 
the addict lose 1 soul point; this failure to do so may be pointed 
out by any Player or Doc, at which point the deduction will be queued 
as an action for the next Office Hours.
------------------end text---------------------
Feyd



From rsholmes@mailbox.syr.edu Wed Dec 13 19:58:31 2000
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Subject: Office Hours
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It's not Thursday where I am, but it's Thursday in Greenwich, and I
have a few moments now and may have fewer tomorrow, so I hereby do the
Office Hours thing.

Prescriptions: Everyone gets 1/2/3 pills (r/b/g).

Diseases: Randomly selected players are Feyd Nomic and Britta Koch.
Feyd has no diseases so Britta catches none.

-- 
- Doc

From kevan@somethingorother.com Thu Dec 14 05:41:21 2000
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To: DocNomic@egroups.com
Subject: Proposals - Migraine / Phobias
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----------------------------------------------------------------------

Proposal - Tense, Nervous, Headache

Add a new Disease:-

Migraine (Non-Contagious)
During Office Hours:-

* All Migraine sufferers lose 5 Body Points and 'x' Soul Points.
* All other Players each have an 'x' per cent chance of
contracting a Migraine.

...where 'x' is the number of mailing list messages made since the
end of the previous Office Hours. Each Green Pill a Player takes
has a 50% chance of curing them of this Disease.

----------------------------------------------------------------------

Proposal - Claustrophobia and Agoraphobia

Add two new Diseases:-

Claustrophobia (Psychosis)
Whenever a Rule is repealed, all Players with Claustrophobia lose
5 Soul Points, all Players with Agorophobia gain 5 Soul Points,
and there is a 50% chance of the Rule's original Proposer
contracting Claustrophobia.

If a Player with Claustrophobia contracts Agoraphobia, they are
cured of Claustrophobia.

Agoraphobia (Psychosis)
Whenever a new Rule is enacted, all Players with Agoraphobia lose
5 Soul Points, all Players with Claustrophobia gain 5 Soul Points,
and each Player (other than the Rule's Proposer) has an 'x' per
cent chance of contracting Agoraphobia, where 'x' is the highest
Rule number in the Ruleset.

If a Player with Agoraphobia contracts Claustrophobia, they are
cured of Agoraphobia.

To the Rule "Body and Soul", add the paragraph:-

Body Points and Soul Points have a defined range. If either is less
than zero for any Player, it is set to zero. If either is above 120,
it is set to 120.

----------------------------------------------------------------------


From nau@treyarch.com Thu Dec 14 10:59:51 2000
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Message-ID: <007b01c06600$084f6cf0$6abd9440@treyarch.com>
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Subject: Proposal submission
Date: Thu, 14 Dec 2000 10:59:49 -0800
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From: "Mark Nau" <nau@treyarch.com>

To create a new rule entitled "Pill Exchange"

A player wishing to make a pill exchange shall notify the Nurse of the
exchange e wants to make, and the Nurse shall adjust the number of pills
that player owns, provided the exchange is explicitly authorized by the
Ruleset.

A player may exchange two green pills for one red pill.
A player may exchange one red pill and one blue pill for one yellow pill.


-Mark Nau


From oairhart@ispchannel.com Thu Dec 14 11:35:53 2000
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Date: Thu, 14 Dec 2000 13:36:30 -0600
To: DocNomic@egroups.com
Subject: Proposal submission
In-Reply-To: <007b01c06600$084f6cf0$6abd9440@treyarch.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

[The following proposal removes the section called "Nurse" in Rule 14 and
makes it its own rule for additions and modifications.]

===

I hereby propose the following:

Proposal 1:
Amend Rule 14 removing the Section labeled "Nurse".

Proposal 2:
Create a new Rule [15?] labeled "Nurse" which states the following:

The name of the player who holds the office of Nurse shall be part of the
gamestate. The Nurse keeps track of people's Prescriptions. As compensation
for such duties, the Nurse shall receive 2 soul points, 5 body points, and
3 additional green pills during each Office Hours to keep em healthy.

If a player wants to take a pill, e notifies that nurse of it via email.
The Nurse shall then administer (adjust) the number of pills that player
owns according to the notification.

When the Nurse administers pills, e must also take one green pill as
preventive medicine, lose 1 body point for being exposed to infection, and
gain 1 soul point for being such a good player. If the Nurse fails to take
the preventive medicine before the next Office Hours, e shall lose 5 body
points and 3 soul points for being so foolish.

The Nurse shall be deemed "susceptible to infection" when eir body points
is below 75. At this point, the Nurse will be infected with any disease or
disorder that e administers pills for. If eir body points is below 35, Doc
must choose a new Nurse to take over. The Nurse may convert eir soul points
to body points at a ration of 2:1 at any time to stay "healthy".

The Nurse's actions shall be announced to the other Players and Doc via
email by making a Proclamation of Administration listing all actions
requested by other players and the Nurse. Doc will then adjust the
gamestate to reflect the Administration adjustments. Failure to make at
least one Proclomation of Administration between Office Hours events shall
reduce the Nurse's body and soul points by 25 points each.


From rsholmes@mailbox.syr.edu Thu Dec 14 11:52:15 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal submission
References: <007b01c06600$084f6cf0$6abd9440@treyarch.com>
Date: 14 Dec 2000 14:52:13 -0500
In-Reply-To: "Mark Nau"'s message of "Thu, 14 Dec 2000 10:59:49 -0800"
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From: rsholmes@mailbox.syr.edu

Welcome, Mark!

Speaking of the Nurse, he has no way to change the pill totals as long
as they're shown on my web site... so I've moved the player
information into an eGroups "Database" (table) at
<http://www.egroups.com/database/DocNomic?method=reportRows&tbl=2>.
Ottis should be able to modify this (don't abuse your new Moderator
status, Ottis...)

-- 
- Doc

From oairhart@ispchannel.com Thu Dec 14 12:11:37 2000
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Date: Thu, 14 Dec 2000 14:12:23 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal submission
In-Reply-To: <xzcy9xipyqa.fsf@rodan.syr.edu>
References: <"Mark Nau"'s message of "Thu, 14 Dec 2000 10:59:49 -0800"> <007b01c06600$084f6cf0$6abd9440@treyarch.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

No problem. You may want to modify my last proposal to reflect that change.


At 02:52 PM 12/14/2000 -0500, you wrote:
>Welcome, Mark!
>
>Speaking of the Nurse, he has no way to change the pill totals as long
>as they're shown on my web site... so I've moved the player
>information into an eGroups "Database" (table) at
><http://www.egroups.com/database/DocNomic?method=reportRows&tbl=2>.
>Ottis should be able to modify this (don't abuse your new Moderator
>status, Ottis...)
>
>-- 
>- Doc
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From bkoch@rz.uni-osnabrueck.de Fri Dec 15 00:29:17 2000
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To: docnomic@egroups.com
Subject: Holidays
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Date: 15 Dec 2000 09:23:49 CET
Reply-To: Britta Koch <bkoch@rz.uni-osnabrueck.de>
Message-Id: <E146q9h-00005g-00@Wintermute.surf2000.de>
From: Britta Koch <bkoch@rz.uni-osnabrueck.de>

Hi!

Just so you don't wonder why you aren't hearing from me: I'm going on
holiday today and will be back on the 26th. Doc, please don't let me be
sick, because I'd hate to be sick over Christmas without being able to
do anything about it! ;)

Have a nice Christmas,

Britta

-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From kevan@somethingorother.com Fri Dec 15 06:28:19 2000
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Date: Fri, 15 Dec 2000 14:28:14 -0000
To: DocNomic@egroups.com
Subject: Re: Proposal submission (Nurse)
Message-ID: <91d9pu+b2pr@eGroups.com>
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From: kevan@somethingorother.com

> The name of the player who holds the office of Nurse shall be part 
of the
> gamestate. The Nurse keeps track of people's Prescriptions.

Hm, might it be a good idea for the Nurse to keep tabs on Diseases 
and Soul Points and the rest, actually? It seems a little clumsy to 
have the Nurse decrementing Pill counts and waiting for Doc to remove 
any cured Diseases or make any Point adjustments.

> As compensation
> for such duties, the Nurse shall receive 2 soul points, 5 body 
points, and
> 3 additional green pills during each Office Hours to keep em 
healthy.

Hmm, "Cash" is seeming more of a useful thing...

> When the Nurse administers pills, e must also take one green pill as
> preventive medicine, lose 1 body point for being exposed to 
infection, and
> gain 1 soul point for being such a good player. If the Nurse fails 
to take
> the preventive medicine before the next Office Hours, e shall lose 
5 body
> points and 3 soul points for being so foolish.

Soul gain aside, this all seems a bit harsh; surely it's in the 
interests of the game for people to *want* to be the Nurse? I'd 
rather see it being a role with hefty reward that people were 
fighting for, than something so dangerous that Doc ends up doing it 
instead.

Although now that we've got the eGroups database thing (which is 
rather suaver than I expected it to be, to be honest), is it maybe 
worth getting rid of the Nurse role and having Players update their 
own details? Whenever you take a Pill, update your Pill count and/or 
Diseases yourself, and post a message to the list saying what you've 
done (maybe quoting before-and-after versions of the database table, 
so that we can backtrack any dodginess). The ability to have things 
take effect immediately, and to remove the need for a given Player to 
be awake and enthusiastic, seems rather appealing...

Alternatively, Doc or I could pen a script similar to the eGroups 
thing that automatically logged who changed what and when (which 
might be a better idea anyway; if the eGroups database can only be 
set to be edited by admin or "all members", we don't really want 
passers-by buggering about with it).

I'd be up for coughing some perl out this weekend, if people (or, at 
least, Doc, this being Imperial) were in favour. Speak now.

Kevan

--
http://uncertain.org/~kevan
"Do you smoke?" "No." "How many a day?" "Forty."
"Right, so you don't smoke forty a day."


From rsholmes@mailbox.syr.edu Fri Dec 15 07:32:55 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal submission (Nurse)
References: <91d9pu+b2pr@eGroups.com>
Date: 15 Dec 2000 10:32:52 -0500
In-Reply-To: kevan@somethingorother.com's message of "Fri, 15 Dec 2000 14:28:14 -0000"
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> Hm, might it be a good idea for the Nurse to keep tabs on Diseases 
> and Soul Points and the rest, actually? It seems a little clumsy to 
> have the Nurse decrementing Pill counts and waiting for Doc to remove 
> any cured Diseases or make any Point adjustments.

Yep.

> Hmm, "Cash" is seeming more of a useful thing...

Maybe...

> Soul gain aside, this all seems a bit harsh; surely it's in the 
> interests of the game for people to *want* to be the Nurse? I'd 
> rather see it being a role with hefty reward that people were 
> fighting for, than something so dangerous that Doc ends up doing it 
> instead.

Definitely. The whole point to the Nurse is to spread the load a bit
-- if no one takes the job and I have to do it, it could get ugly...

> Although now that we've got the eGroups database thing (which is 
> rather suaver than I expected it to be, to be honest), is it maybe 
> worth getting rid of the Nurse role and having Players update their 
> own details? 

Worth thinking about anyway.

> Alternatively, Doc or I could pen a script similar to the eGroups 
> thing that automatically logged who changed what and when (which 
> might be a better idea anyway; if the eGroups database can only be 
> set to be edited by admin or "all members", we don't really want 
> passers-by buggering about with it).

Well, we could either set up the group to require approval before
people become members, or we could make all Players moderators.

> I'd be up for coughing some perl out this weekend, if people (or, at 
> least, Doc, this being Imperial) were in favour. Speak now.

Go ahead and rough something out -- if it looks promising we can
smooth out details and use it.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 07:37:54 2000
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Directive D2 (was Re: [DocNomic] Holidays)
References: <E146q9h-00005g-00@Wintermute.surf2000.de>
Date: 15 Dec 2000 10:37:38 -0500
In-Reply-To: Britta Koch's message of "15 Dec 2000 09:23:49 CET"
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From: rsholmes@mailbox.syr.edu

Britta Koch <bkoch@rz.uni-osnabrueck.de> writes:

> Just so you don't wonder why you aren't hearing from me: I'm going on
> holiday today and will be back on the 26th. Doc, please don't let me be
> sick, because I'd hate to be sick over Christmas without being able to
> do anything about it! ;)

OK, happy holidays...

Directive D2:

We could stand to have a rule governing vacationing players.

(And vacationing Docs, for that matter.)

-- 
- Doc

From oairhart@ispchannel.com Fri Dec 15 08:39:46 2000
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Date: Fri, 15 Dec 2000 10:40:38 -0600
To: DocNomic@egroups.com
Subject: Medical Brief: NURSE, Proposals
In-Reply-To: <xzcsnnppumz.fsf@rodan.syr.edu>
References: <kevan@somethingorother.com's message of "Fri, 15 Dec 2000 14:28:14 -0000"> <91d9pu+b2pr@eGroups.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

Medical Brief (Point of Order)

>From my experience with other Imperial style Nomic games, other players
didn't have a say in whether a proposal was accepted or rejected. They just
had to deal with the outcome. If they didn't like a proposal, then they
would modify the rule after it was accepted. Should we make Kevan an
"Intern" or something so that he can legally have an oppinion before a
proposal is accepted?

The idea behind gaining or losing Soul points was to establish a
reward/punishment system for a player playing Nurse with the idea that to
be Nurse, you get "perks", but you have to do the job. I wouldn't want a
Nurse that never participates because then everyone would end up with a
Chronic Disease. Why are you worried about the negative consequences of the
Nurse anyways? I'm the Nurse right now, and I don't have a problem with it
(I proposed the rule, remember). I would like to see the rule passed and
then amended by other players if they didn't like the stipulations. This
rule has no conflict with the ruleset or apparent theme of the game.

I hereby recommend its approval and acceptance subject to normal amendment
and modification.

Ottis Airhart, Nurse

============

Proposal

I propose that all references to "Point of Order" in the gamestate and
ruleset be renamed "Medical Brief". I also propose that all references to
"Proclomation" in the gamestate and ruleset be renamed "Medical Board
Memorandum".

=============

Proposal

I propose a new rule labeled "Intern" stating the following:

At any point in the game, Doc may appoint an Intern. An Intern's role will
be to help in the decision making process [[a co-Doc]]. Doc may accept,
reject, or ignore the oppinions of the Intern without comment. Doc may
appoint the Intern to temporarily take on the certain responsibilities of
the office of Doc by making a Proclomation [["Medical Board Memorandum"]]
declaring the current responsibilities. This will also be noted under the
Office Holders section in the Gamestate. The Intern, if unable to adjust
the gamestate or ruleset, shall publish updated rules or gamestate
information to the mailing list whereby it shall supercede any other
publication until such time as Doc may make permanent adjustments. [[This
allows for Doc's vacation, but game continuation]]. Doc may at any time
NULL actions performed by the Intern. Any act by a player attempting to
perform Intern duties (opinions, etc) shall be consider "Malpractice" and
that player shall lose 5 Soul points. The Intern will receive 2 Soul points
during each Office Hours for being such a good person.

[[if Cash is ever accepted, then we can then amend this rule to have
further compensation]]

===========

Proposal: Proposals and Appeals Mechanism

I propose the following amendments:

Rule three be modified to include the following text:

Each proposal must have in its Subject line the text: "Proposal:" followed
by a label for the proposal or it shall be ignored. The body of the message
must begin with the following text: "Proposal:" followed by the label for
the proposal or it shall be ignored.

Rule five be modified to include the following text:

Each Point of Order [[Medical Brief]] must have in its Subject line the
text: "Point of Order:" [[or "Medical Brief:"]] followed by a label of the
Proposal or Rule in reference or it shall be ignored. The body of the
message must begin with the following text: "Point of Order:" [[or "Medical
Brief:"]] followed by a label of the Proposal or Rule in reference or it
shall be ignored. Each Proclamation [[Medical Board Memorandum]] shall
follow a similar format at the Doc's discretion.




From rsholmes@mailbox.syr.edu Fri Dec 15 09:01:21 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Medical Brief: NURSE, Proposals
References: <kevan@somethingorother.com's message of "Fri, 15 Dec 2000 14:28:14 -0000"> <91d9pu+b2pr@eGroups.com> <4.1.20001215095812.06e137c0@pop3.ispchannel.com>
Date: 15 Dec 2000 12:01:19 -0500
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Medical Brief (Point of Order)

I may issue a Directive one of these days with regard to Points of
Order. As I see it, a POO is the way the judicial system works -- if
there's a disagreement or a perceived illegality or something, that's
the way it's handled. For just talking about the game, I think it's
best to just talk. Otherwise I have to log it as a point of order,
post it to the game state, issue a formal response, etc. Faugh.

So, with your permission, I'll ignore the "POO" designation above and
just talk. OK, I guess there *was* a question about the legality of
posting comments. If you insist, I'll treat that portion of your
message as a POO. If you insist.

> >From my experience with other Imperial style Nomic games, other players
> didn't have a say in whether a proposal was accepted or rejected. They just
> had to deal with the outcome. If they didn't like a proposal, then they
> would modify the rule after it was accepted. 

Formally, that's the case here. But my preference is not to run that
way. (And I confess, I've never played Imperial before -- unless you
count The Curvature Of the Earth Is Overwhelmed By Local Noise Nomic,
which I guess is Imperial, but too silly to be taken as a precedent.)
I am not only willing but eager to hear comments on proposals before I
take action -- I don't always notice the flaws, or the brilliant
touches for that matter.

> Should we make Kevan an
> "Intern" or something so that he can legally have an oppinion before a
> proposal is accepted?

Having an opinion is legal -- and encouraged. I didn't put the
"Anything not forbidden is allowed (except for changing the rules and
gamestate, where anything not allowed is forbidden)" clause in the
ruleset, but I consider it to be in effect.

-- 
- Doc

From oairhart@ispchannel.com Fri Dec 15 09:04:13 2000
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Date: Fri, 15 Dec 2000 11:04:16 -0600
To: DocNomic@egroups.com
Subject: Proposal: Vacation
In-Reply-To: <xzcpuitpuf1.fsf@rodan.syr.edu>
References: <Britta Koch's message of "15 Dec 2000 09:23:49 CET"> <E146q9h-00005g-00@Wintermute.surf2000.de>
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From: Ottis Airhart <oairhart@ispchannel.com>

Proposal: Vacation

See the "Intern" proposal for vacation Doc allowances.

I propose the following rule:

Vacation: Any player may declare themselves on vacation for a given period
of time and shall be noted in the gamestate. During this time, any diseases
or other ailments that player currently holds shall go into "recession".
While in "recession", the player shall not take any pills or other
treatment leading to a cure.

While on vacation, a player shall not receive any perks, prescriptions, or
other increases or decreases to their pill count[[, cash (if accepted)]],
etc. A vacationing player may be infected by new diseases or ailments, but
they shall be in recession until such time as that player returns. This
shall be noted in their gamestate.

Any Proposals or Proclamations [[Medical Briefs]] received from the player
while on vacation shall be ignored EXCEPT for a required Proclamation
[[Medical Brief]] stating that they are no longer on vacation. Upon
returning from vacation, that player's gamestate shall be modified and any
diseases or ailments in recession shall become active diseases or ailments
subject to treatment for a cure.

[[This player gamestate info should be kept in the egroups database]]

[[I thought it would be unfare to allow a player to go on vacation at a
whim without being able to contract diseases, otherwise, I would go on
vacation every Thursday during Office Hours so that I would never contract
a disease. The catch here is that all diseases are in recession (not
needing treatment) until that player returns. Any active player can have
multiple diseases at this point, so if they contract several diseases
during a long vacation (at this point it would have to be a VERY LONG
vacation), then they are not in any different boat than other players. No
vacationing player should be allowed to gain valuable assets (pills, etc)
while not being able to gain damaging assets (diseases, etc) at the same time.]]

From kevan@somethingorother.com Fri Dec 15 09:21:06 2000
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Date: Fri, 15 Dec 2000 17:20:58 -0000
To: DocNomic@egroups.com
Subject: Re: Medical Brief: NURSE, Proposals
Message-ID: <91djtq+t6q9@eGroups.com>
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> From my experience with other Imperial style Nomic games, other 
players
> didn't have a say in whether a proposal was accepted or rejected. 
They just
> had to deal with the outcome. If they didn't like a proposal, then 
they
> would modify the rule after it was accepted. Should we make Kevan an
> "Intern" or something so that he can legally have an oppinion 
before a
> proposal is accepted?

Hm, what? I thought Doc had taken the "post Proposals to the list" 
approach so that people could just comment generally and maybe spot 
rule flaws that he might overlook. I admit, from experience, Imperial 
Nomics tend to operate with Proposals going straight to the Emperor 
and only becoming public knowledge after they've passed or failed, 
but this difference in approach seems fairly useful.

Although it is becoming mildly confusing keeping track of what's 
passed and what's pending-but-likely-to-pass. That may just be me, 
though.

> The idea behind gaining or losing Soul points was to establish a
> reward/punishment system for a player playing Nurse with the idea 
that to
> be Nurse, you get "perks", but you have to do the job. I wouldn't 
want a
> Nurse that never participates because then everyone would end up 
with a
> Chronic Disease.

A good point; the "reward per activity" Soul thing is far better than 
a flat weekly reward. Some of the penalties just seemed too harsh, 
though, particularly the Disease-catching, the fines for forgetting 
to do things (or, indeed, simply not being able to take a Green pill 
for every Pill another Player takes; with seven or eight Active 
Players taking their medicine every week, the Nurse would soon run 
out of Greens, even if she gets three free ones).

> Why are you worried about the negative consequences of the
> Nurse anyways? I'm the Nurse right now, and I don't have a problem 
with it
> (I proposed the rule, remember).

Well, admirable of you to put such negativities in when you knew 
they'd be affecting you, but ultimately it's quite possible that the 
post of Nurse would eventually pass to someone else, and I think it's 
important to make the role appealing rather than ominous. Penalties 
for not doing the job at *all* might be a good idea, though, to stop 
anyone simply claiming the role for its rewards, or to stop other 
Players getting their Pills.

But this is fairly academic stuff if we go with a Player-maintained 
cgi-script thing, of course.

> I would like to see the rule passed and
> then amended by other players if they didn't like the stipulations. 
This
> rule has no conflict with the ruleset or apparent theme of the game.

Naturally. I'm not decrying it as illegal, just offering my thoughts. 
Doc is, of course, entirely free to ignore my opinion and laugh at 
me. Forgive me if I came across as 'voting'.

Nice work on the Intern Proposal, anyway; it'd be handy to have an 
official way for Doc to let someone else take over the reigns, or 
some of them, for a while.

One thing, though:-

> Any act by a player attempting to
> perform Intern duties (opinions, etc) shall be consider 
"Malpractice" and
> that player shall lose 5 Soul points.

Hm? Penalties for non-Interns expressing opinions? Am I reading this 
correctly?

> Each proposal must have in its Subject line the text: "Proposal:" 
followed
> by a label for the proposal or it shall be ignored. [...]

A sterling idea. It's becoming quite a pain to find particular 
Proposals amid the mailing list archive.

Kevan

--
http://uncertain.org/~kevan
"Leave me alone, I was only singing."


From rsholmes@mailbox.syr.edu Fri Dec 15 09:36:29 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Medical Brief: NURSE, Proposals
References: <91djtq+t6q9@eGroups.com>
Date: 15 Dec 2000 12:36:21 -0500
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> A sterling idea. It's becoming quite a pain to find particular 
> Proposals amid the mailing list archive.

Case in point: I didn't see the Intern proposal (or the others in the
same message) until Ottis and Kevan referred to them later. They were
below Ottis's signature, which was at the bottom of the window, and I
assumed that was the end of the message.

-- 
- Doc

From oairhart@ispchannel.com Fri Dec 15 09:59:34 2000
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Date: Fri, 15 Dec 2000 12:00:26 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Medical Brief: NURSE, Proposals
In-Reply-To: <xzcn1dxoacq.fsf@rodan.syr.edu>
References: <kevan@somethingorother.com's message of "Fri, 15 Dec 2000 17:20:58 -0000"> <91djtq+t6q9@eGroups.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

in light of the recent discussions, I would not be opposed to removing the
penalty section from the Intern proposal if its inclusion will keep it from
passing. I am glad this all came out now, rather than later. I am glad to
establish the decorum for the game now. I'm not opposed to oppinions on
unpassed proposals. I was just assuming that Doc had the only say.

BTW: I'm not perfectly clear on the update timeframe... Doc, will proposal
updates only be performed during Office Hours, or how often are you
planning updates? Should we clarify in the rules a general idea? Just
curious because I don't want to bombard Doc with proposals when he isn't
going to process them for a while.

NOT GAME RELATED, reader beware:
Also, an aside. I'm considering hosting a SPEED ROUND during the Holidays
called Holiday Nomic that will be a guaranteed daily update with two when
possible. The idea is to establish a theme game that ends on January 4th no
matter what. The winning goal is undefined to start but it must be decisive
(or absolutely undecisive) on the end date. I was thinking of either an
imperial game or a minimalist game where the first 5 votes decides if a
rule passes. This will allow the game to continue in between updates of the
master ruleset... with all proposals that pass becoming part of the
official ruleset regardless of its listing. If players are concerned about
playing "on Christmas day" because of too many obligations, they can thusly
make a rule. If I have at least 5 players interested, I'll start it in
within a week. If I choose to use the voting method, I will be one player,
otherwise, I will officiate. I think there are enough bored people out
there during the holidays to have a smashing game, even if most of the
players don't play certain days due to vacation. The speed will be
determined by the players. Comments? Please do not send directly to this
list. Email: oairhart@ispchannel.com directly. I'll make a mailing list if
there are enough people to discuss and start but will in the mean time
distribute discussion privately to all interested parties.

At 12:36 PM 12/15/2000 -0500, you wrote:
>kevan@somethingorother.com writes:
>
>> A sterling idea. It's becoming quite a pain to find particular 
>> Proposals amid the mailing list archive.
>
>Case in point: I didn't see the Intern proposal (or the others in the
>same message) until Ottis and Kevan referred to them later. They were
>below Ottis's signature, which was at the bottom of the window, and I
>assumed that was the end of the message.
>
>-- 
>- Doc
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Fri Dec 15 10:14:19 2000
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To: DocNomic@egroups.com
Subject: Proclamation X3: Gamestate revision
Date: 15 Dec 2000 13:14:18 -0500
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From: rsholmes@mailbox.syr.edu

X3: Gamestate revision

[Originally I had intended that the web site would be the main avenue
of communication for DocNomic. So I decided pending proposals,
declarations, proclamations, and pending points of order would appear
on the gamestate page.

[Instead, of course, we've settled into doing stuff on the mailing
list. Past proposals, declarations, proclamations, and points of
order can easily be found in the eGroups archive, especially if
subject line formatting is enforced, as has been proposed. Therefore,
formatting such transient stuff for the web page seems like a poor use
of my time.

[So I'm modifying the rules to reduce the amount of crapwork I have to
do.] 

In Rule 3, the sentence

The lists of Proclamations, Directives, and Pending Proposals are
part of the Gamestate.

is hereby repealed.

In Rule 5, the sentence

The list of Pending Points of Order is part of the Gamestate.

is hereby repealed.

[Also, I just noticed it's illegal for me to have taken the player
information off the gamestate page. So...]

In Rule 4, to the phrase

and the current Gamestate at
<http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_gamestate.html>

the phrase

and/or in one or more eGroups databases at
<http://www.egroups.com/database/DocNomic>

is hereby appended.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 10:19:59 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Medical Brief: NURSE, Proposals
References: <kevan@somethingorother.com's message of "Fri, 15 Dec 2000 17:20:58 -0000"> <91djtq+t6q9@eGroups.com> <4.1.20001215114921.016e5838@pop3.ispchannel.com>
Date: 15 Dec 2000 13:19:57 -0500
In-Reply-To: Ottis Airhart's message of "Fri, 15 Dec 2000 12:00:26 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> BTW: I'm not perfectly clear on the update timeframe... Doc, will proposal
> updates only be performed during Office Hours, or how often are you
> planning updates? 

When I find the time!

> Should we clarify in the rules a general idea? Just
> curious because I don't want to bombard Doc with proposals when he isn't
> going to process them for a while.

Don't hold back on my account; they'll keep till I get to them. If
it's because you don't like a delay... well, sorry; things are REALLY
busy for me these days -- I'll try not to let things slide a long
time, but don't count on action within hours or even a couple days.

> NOT GAME RELATED, reader beware:
> Also, an aside. I'm considering hosting a SPEED ROUND during the Holidays
> called Holiday Nomic 

Sounds like fun; I don't think I should try participating, but I might
want to spectate...

-- 
- Doc

From oairhart@ispchannel.com Fri Dec 15 10:24:29 2000
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Date: Fri, 15 Dec 2000 12:24:55 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Medical Brief: NURSE, Proposals
In-Reply-To: <xzcbsudo8c2.fsf@rodan.syr.edu>
References: <Ottis Airhart's message of "Fri, 15 Dec 2000 12:00:26 -0600"> <kevan@somethingorother.com's message of "Fri, 15 Dec 2000 17:20:58 -0000"> <91djtq+t6q9@eGroups.com> <4.1.20001215114921.016e5838@pop3.ispchannel.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

Oh, I wasn't complaining... just curious. If you are updating every few
days or so, I just didn't want to overload you in the mean time. Not
complaining. Thanks for hosting!

At 01:19 PM 12/15/2000 -0500, you wrote:
>Ottis Airhart <oairhart@ispchannel.com> writes:
>
>> BTW: I'm not perfectly clear on the update timeframe... Doc, will proposal
>> updates only be performed during Office Hours, or how often are you
>> planning updates? 
>
>When I find the time!
>
>> Should we clarify in the rules a general idea? Just
>> curious because I don't want to bombard Doc with proposals when he isn't
>> going to process them for a while.
>
>Don't hold back on my account; they'll keep till I get to them. If
>it's because you don't like a delay... well, sorry; things are REALLY
>busy for me these days -- I'll try not to let things slide a long
>time, but don't count on action within hours or even a couple days.
>
>> NOT GAME RELATED, reader beware:
>> Also, an aside. I'm considering hosting a SPEED ROUND during the Holidays
>> called Holiday Nomic 
>
>Sounds like fun; I don't think I should try participating, but I might
>want to spectate...
>
>-- 
>- Doc
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Fri Dec 15 10:28:30 2000
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Subject: Proclamation X4: Publication revision
Date: 15 Dec 2000 13:28:28 -0500
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From: rsholmes@mailbox.syr.edu

[And now we need to specify how I *really* tell you what's going on.]

To Rule 4 prepend

Doc must publish all Proposal and Point of Order judgements, and all
Proclamations and Directives, to the DocNomic Mailing List. No
Proposal or Point of Order judgement, Proclamation, or Directive,
shall have any effect until it is so published.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 10:36:56 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposals - Waiting List / Cash
References: <9181fe+odv6@eGroups.com>
Date: 15 Dec 2000 13:36:54 -0500
In-Reply-To: kevan@somethingorother.com's message of "Wed, 13 Dec 2000 14:35:26 -0000"
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kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - The Waiting List
> 
> { An attempt to organise the taking of pills, and other, future game
> events; current Proposals on this issue are a bit too "Do something
> that takes effect immediately! Oh, and, er, wait for Doc to update
> the Gamestate, I suppose." Too much scope for ambiguity and
> confusion.
> 
> A Waiting List seems a good hospital thing, too. And should be a
> fairly straightforward bit of cgi-scripting. }
> 
> A new Rule, "The Waiting List":-
> 
> Certain actions in DocNomic are known as "Events". The Waiting List
> is a list of Events requested but unperformed, listed from the
> oldest to the newest. It is part of the Gamestate.
> 
> Any Player may add a new Event to the Waiting List at any time. If
> a Player is to do something "as an Event", it means that he or she
> should add details of such an Event to the Waiting List.
> 
> If any Events are on the Waiting List, Doc may process the oldest -
> announcing its resolution to the mailing list if he feels it
> appropriate - and delete it from the List. Events which are illegal
> under the current Ruleset are ignored instead of processed.
> 
> A new Rule, "Events":-
> 
> A Player may take any number of Pills, as an Event. Upon that Event
> being processed, the Pills are removed from that Player's possession
> and take effect as defined by the Ruleset, unless the Player lacks
> (even some of) the specified Pills, in which case nothing happens.

REJECTED. I think this proposal may be mooted by some of the other
ideas currently stewing. This one has too much passive voice for my
taste, e.g. "The Pills are removed" -- I'd like something that
specifies who's doing the removing and keeping track!

> Proposal - All You Need Is Cash
> 
> { A recent Proposal from "oairhart" had a rather curious "Doc takes
> as payment a given number of Body Points and Soul Points from the
> Player" clause, which suggests it might be worth having a way to
> pay for things, particularly medical consultancy and treatment.
> 
> I tentatively propose Cash. Not really sure if it's a useful
> addition or a fiddly extra variable. We'll see. }
> 
> Rename Rule 11 to "Body, Soul and Cash" and reword it to:-
> 
> Each Player has a number of Body Points, Soul Points and Cash
> Points, adjusted by various events in the game. These Points are
> part of the Gamestate.
> 
> Whenever a new Player joins the game, he or she has a hundred Body
> Points, a thousand Cash Points, and Soul Points equal to the
> average Soul Points of all other Players (rounded down).
> 
> At midnight GMT every Monday, every Player gains a hundred Cash.
> 
> Doc may replace "At midnight GMT every Monday" with any time
> reference he feels appropriate, there.

ACCEPTED. My first reaction was, "Oh, no, not another Gamestate
entity". But thinking about it, this does round out the theme nicely
-- after all, body, soul, medication, and money are the things a
hospital transacts most! Using pills as currency has a certain dark
appeal, and is still possible; but having some white market currency
is, I think, good.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 10:37:35 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposals - Waiting List / Cash
References: <9181fe+odv6@eGroups.com>
Date: 15 Dec 2000 13:37:33 -0500
In-Reply-To: kevan@somethingorother.com's message of "Wed, 13 Dec 2000 14:35:26 -0000"
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kevan@somethingorother.com writes:

> Doc may replace "At midnight GMT every Monday" with any time
> reference he feels appropriate, there.

It'll be during office hours.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 10:40:18 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposals - Waiting List / Cash
References: <9181fe+odv6@eGroups.com>
Date: 15 Dec 2000 13:39:56 -0500
In-Reply-To: kevan@somethingorother.com's message of "Wed, 13 Dec 2000 14:35:26 -0000"
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From: rsholmes@mailbox.syr.edu

I'll also have the Nurse hand out 1000 cash to each Player, since I'm
sure Kevan intended to put that in his rule but forgot.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 10:43:12 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] PROPOSAL: Ammend Rule 10 (adding diseases)
References: <918irt+10djs@eGroups.com>
Date: 15 Dec 2000 13:42:58 -0500
In-Reply-To: "Feyd "'s message of "Wed, 13 Dec 2000 19:32:13 -0000"
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"Feyd " <Nomic1@aol.com> writes:

> Ammend Rule 10 to add the following text concerning Diseases:
> ------------begin text ---------------------------------
> Any use of "[[ text ]]" should be construed as a non-rule comment.
> 
> Addiction (Psychosis)
> Once a week, during Office Hours, the player with the most pills 
> (regardless of color) is designated the "Addict" for the upcoming 
> week.
> 
> The Addict may not take any Action that reduces the number of pills 
> in eir possession except to take a pill (or have the Nurse administer 
> a pill to em). [[Thus, e could trade 1 red for 2 green, but not 2 
> greens for one red. E could also take any number of pills]].
> 
> Addicts are fragile things, and therefore lose 3 body and 5 soul 
> points at the beginning of the week they are designated the Addict.
> In addition, the Addict must take 1 red pill in order to [[overcome 
> eir fear and]] make a Proposal. 
> In any non-proposal message they send to the public newsgroup the 
> addict must in some way ask for a pill. Failure to do so will cause 
> the addict lose 1 soul point; this failure to do so may be pointed 
> out by any Player or Doc, at which point the deduction will be queued 
> as an action for the next Office Hours.
> ------------------end text---------------------
> Feyd

ACCEPTED. 

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 10:48:12 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposals - Migraine / Phobias
References: <91ailu+10eo3@eGroups.com>
Date: 15 Dec 2000 13:48:10 -0500
In-Reply-To: kevan@somethingorother.com's message of "Thu, 14 Dec 2000 13:41:18 -0000"
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kevan@somethingorother.com writes:

> Proposal - Tense, Nervous, Headache
> 
> Add a new Disease:-
> 
> Migraine (Non-Contagious)
> During Office Hours:-
> 
> * All Migraine sufferers lose 5 Body Points and 'x' Soul Points.
> * All other Players each have an 'x' per cent chance of
> contracting a Migraine.
> 
> ...where 'x' is the number of mailing list messages made since the
> end of the previous Office Hours. Each Green Pill a Player takes
> has a 50% chance of curing them of this Disease.

ACCEPTED. 1 green pill (and 1 for Kevan's earlier accepted proposal
(and 1 for Feyd's, too (you getting all this, Nurse?)))

> Proposal - Claustrophobia and Agoraphobia
> 
> Add two new Diseases:-
> 
> Claustrophobia (Psychosis)
> Whenever a Rule is repealed, all Players with Claustrophobia lose
> 5 Soul Points, all Players with Agorophobia gain 5 Soul Points,
> and there is a 50% chance of the Rule's original Proposer
> contracting Claustrophobia.
> 
> If a Player with Claustrophobia contracts Agoraphobia, they are
> cured of Claustrophobia.
> 
> Agoraphobia (Psychosis)
> Whenever a new Rule is enacted, all Players with Agoraphobia lose
> 5 Soul Points, all Players with Claustrophobia gain 5 Soul Points,
> and each Player (other than the Rule's Proposer) has an 'x' per
> cent chance of contracting Agoraphobia, where 'x' is the highest
> Rule number in the Ruleset.
> 
> If a Player with Agoraphobia contracts Claustrophobia, they are
> cured of Agoraphobia.
> 
> To the Rule "Body and Soul", add the paragraph:-
> 
> Body Points and Soul Points have a defined range. If either is less
> than zero for any Player, it is set to zero. If either is above 120,
> it is set to 120.

ACCEPTED. One more green pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 10:48:43 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal submission
References: <007b01c06600$084f6cf0$6abd9440@treyarch.com>
Date: 15 Dec 2000 13:48:41 -0500
In-Reply-To: "Mark Nau"'s message of "Thu, 14 Dec 2000 10:59:49 -0800"
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"Mark Nau" <nau@treyarch.com> writes:

> To create a new rule entitled "Pill Exchange"
> 
> A player wishing to make a pill exchange shall notify the Nurse of the
> exchange e wants to make, and the Nurse shall adjust the number of pills
> that player owns, provided the exchange is explicitly authorized by the
> Ruleset.
> 
> A player may exchange two green pills for one red pill.
> A player may exchange one red pill and one blue pill for one yellow pill.

ACCEPTED. One green pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 10:50:08 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal submission
References: <4.1.20001214131056.0169b848@pop3.ispchannel.com>
Date: 15 Dec 2000 13:50:07 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 14 Dec 2000 13:36:30 -0600"
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Ottis Airhart <oairhart@ispchannel.com> writes:

> [The following proposal removes the section called "Nurse" in Rule 14 and
> makes it its own rule for additions and modifications.]
> 
> ===
> 
> I hereby propose the following:
> 
> Proposal 1:
> Amend Rule 14 removing the Section labeled "Nurse".
> 
> Proposal 2:
> Create a new Rule [15?] labeled "Nurse" which states the following:
> 
> The name of the player who holds the office of Nurse shall be part of the
> gamestate. The Nurse keeps track of people's Prescriptions. As compensation
> for such duties, the Nurse shall receive 2 soul points, 5 body points, and
> 3 additional green pills during each Office Hours to keep em healthy.
> 
> If a player wants to take a pill, e notifies that nurse of it via email.
> The Nurse shall then administer (adjust) the number of pills that player
> owns according to the notification.
> 
> When the Nurse administers pills, e must also take one green pill as
> preventive medicine, lose 1 body point for being exposed to infection, and
> gain 1 soul point for being such a good player. If the Nurse fails to take
> the preventive medicine before the next Office Hours, e shall lose 5 body
> points and 3 soul points for being so foolish.
> 
> The Nurse shall be deemed "susceptible to infection" when eir body points
> is below 75. At this point, the Nurse will be infected with any disease or
> disorder that e administers pills for. If eir body points is below 35, Doc
> must choose a new Nurse to take over. The Nurse may convert eir soul points
> to body points at a ration of 2:1 at any time to stay "healthy".
> 
> The Nurse's actions shall be announced to the other Players and Doc via
> email by making a Proclamation of Administration listing all actions
> requested by other players and the Nurse. Doc will then adjust the
> gamestate to reflect the Administration adjustments. Failure to make at
> least one Proclomation of Administration between Office Hours events shall
> reduce the Nurse's body and soul points by 25 points each.

ACCEPTED. I share Kevan's concern about the downside of Nursing and
will welcome proposal addressing that. 1 yellow pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 10:50:59 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal submission
References: <"Mark Nau"'s message of "Thu, 14 Dec 2000 10:59:49 -0800"> <007b01c06600$084f6cf0$6abd9440@treyarch.com> <4.1.20001214141207.017b3938@pop3.ispchannel.com>
Date: 15 Dec 2000 13:50:57 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 14 Dec 2000 14:12:23 -0600"
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Ottis Airhart <oairhart@ispchannel.com> writes:

> No problem. You may want to modify my last proposal to reflect that change.

I'll do that.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 10:55:06 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Medical Brief: NURSE, Proposals
References: <kevan@somethingorother.com's message of "Fri, 15 Dec 2000 14:28:14 -0000"> <91d9pu+b2pr@eGroups.com> <4.1.20001215095812.06e137c0@pop3.ispchannel.com>
Date: 15 Dec 2000 13:55:04 -0500
In-Reply-To: Ottis Airhart's message of "Fri, 15 Dec 2000 10:40:38 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Proposal
> 
> I propose that all references to "Point of Order" in the gamestate and
> ruleset be renamed "Medical Brief". I also propose that all references to
> "Proclomation" in the gamestate and ruleset be renamed "Medical Board
> Memorandum".

REJECTED. As with the "Players->Patients" proposal, I don't want to
embed the theme that deeply. Hmm. I will expound on this more in a
separate communication.

> Proposal
> 
> I propose a new rule labeled "Intern" stating the following:
> 
> At any point in the game, Doc may appoint an Intern. An Intern's role will
> be to help in the decision making process [[a co-Doc]]. Doc may accept,
> reject, or ignore the oppinions of the Intern without comment. Doc may
> appoint the Intern to temporarily take on the certain responsibilities of
> the office of Doc by making a Proclomation [["Medical Board Memorandum"]]
> declaring the current responsibilities. This will also be noted under the
> Office Holders section in the Gamestate. The Intern, if unable to adjust
> the gamestate or ruleset, shall publish updated rules or gamestate
> information to the mailing list whereby it shall supercede any other
> publication until such time as Doc may make permanent adjustments. [[This
> allows for Doc's vacation, but game continuation]]. Doc may at any time
> NULL actions performed by the Intern. Any act by a player attempting to
> perform Intern duties (opinions, etc) shall be consider "Malpractice" and
> that player shall lose 5 Soul points. The Intern will receive 2 Soul points
> during each Office Hours for being such a good person.
> 
> [[if Cash is ever accepted, then we can then amend this rule to have
> further compensation]]

REJECTED, on the grounds that it illegalizes the comment process by
non-Interns. 

> Proposal: Proposals and Appeals Mechanism
> 
> I propose the following amendments:
> 
> Rule three be modified to include the following text:
> 
> Each proposal must have in its Subject line the text: "Proposal:" followed
> by a label for the proposal or it shall be ignored. The body of the message
> must begin with the following text: "Proposal:" followed by the label for
> the proposal or it shall be ignored.
> 
> Rule five be modified to include the following text:
> 
> Each Point of Order [[Medical Brief]] must have in its Subject line the
> text: "Point of Order:" [[or "Medical Brief:"]] followed by a label of the
> Proposal or Rule in reference or it shall be ignored. The body of the
> message must begin with the following text: "Point of Order:" [[or "Medical
> Brief:"]] followed by a label of the Proposal or Rule in reference or it
> shall be ignored. Each Proclamation [[Medical Board Memorandum]] shall
> follow a similar format at the Doc's discretion.

REJECTED solely because I see no reason to burden people with the
requirement on the first line of the body. Formatting the subject
line is a good idea, but should be sufficient.

-- 
- Doc

From oairhart@ispchannel.com Fri Dec 15 11:06:29 2000
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Date: Fri, 15 Dec 2000 13:07:22 -0600
To: DocNomic@egroups.com
Subject: Proposal Ammendment: Proposals, etc.
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References: <xzcsnnppumz.fsf@rodan.syr.edu> <kevan@somethingorother.com's message of "Fri, 15 Dec 2000 14:28:14 -0000"> <91d9pu+b2pr@eGroups.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

I ammend my previous proposal:

Proposal: Proposals and Appeals Mechanism

I propose the following amendments:

Rule three be modified to include the following text:

Each proposal must have in its Subject line the text: "Proposal:" followed
by a label for the proposal or it shall be ignored.

Rule five be modified to include the following text:

Each Point of Order must have in its Subject line the text: "Point of
Order:" followed by a label of the Proposal or Rule in reference or it
shall be ignored. Each Proclamation shall follow a similar format at the
Doc's discretion.




From rsholmes@mailbox.syr.edu Fri Dec 15 11:07:54 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Vacation
References: <Britta Koch's message of "15 Dec 2000 09:23:49 CET"> <E146q9h-00005g-00@Wintermute.surf2000.de> <4.1.20001215104111.06e39a40@pop3.ispchannel.com>
Date: 15 Dec 2000 14:07:47 -0500
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Proposal: Vacation
> 
> See the "Intern" proposal for vacation Doc allowances.
> 
> I propose the following rule:
> 
> Vacation: Any player may declare themselves on vacation for a given period
> of time and shall be noted in the gamestate. During this time, any diseases
> or other ailments that player currently holds shall go into "recession".
> While in "recession", the player shall not take any pills or other
> treatment leading to a cure.
> 
> While on vacation, a player shall not receive any perks, prescriptions, or
> other increases or decreases to their pill count[[, cash (if accepted)]],
> etc. A vacationing player may be infected by new diseases or ailments, but
> they shall be in recession until such time as that player returns. This
> shall be noted in their gamestate.
> 
> Any Proposals or Proclamations [[Medical Briefs]] received from the player
> while on vacation shall be ignored EXCEPT for a required Proclamation
> [[Medical Brief]] stating that they are no longer on vacation. Upon
> returning from vacation, that player's gamestate shall be modified and any
> diseases or ailments in recession shall become active diseases or ailments
> subject to treatment for a cure.

REJECTED because:

- Players can't issue Proclamations. That's a term reserved for Doc's
exercise of his omnipotence over the ruleset and gamestate. Your
first use of the term probably should have been "Point of Order" and
as for your second, "message" would be sufficient.

- You don't specify how a player declares emself to be on vacation.
(They should do so via a message to the list, of course.)

- The word "recession" should, I think, be "remission".

The above could be trivially fixed without altering the meaning, but
there are other problems:

- Players can contract diseases while on vacation. They don't have to
do anything about them until they get back -- but then they've got
potentially several weeks' worth of diseases to deal with all at
once. I understand the point about not wanting people to abuse
vacation, but there are other ways to address that. E.g., dock the
player 10 body points for going on vacation?

- The big one: Much of this rule would have no effect! E.g. "While on
vacation, a player shall not receive any perks, prescriptions, or
other increases or decreases to their pill count..." This conflicts
with existing rules that specify players do get prescriptions,
perks, etc. And any conflict is resolved in favor of the rule with
the lower number! For the rule to work, you'd have to either (1)
amend existing rules to say "active player" instead of "player"
where applicable (and define "active player" to mean "not on
vacation") or (2) use a subterfuge I used on n_omic, defining the
act of going on vacation as making one a non-player, but one with
the privilege of resuming as a player with points (pills, cash,
etc.) intact. The second approach requires care, since it then
makes the vacationer subject to *none* of the rules that apply to
players, and that might be going too far.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 11:17:25 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal submission
References: <4.1.20001214131056.0169b848@pop3.ispchannel.com> <xzck891msdc.fsf@rodan.syr.edu>
Date: 15 Dec 2000 14:17:22 -0500
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From: rsholmes@mailbox.syr.edu

Note that I changed "Proclamation of Administration" to "Nurse's
Report" to avoid overloading the term "Proclamation".

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 11:18:26 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal Ammendment: Proposals, etc.
References: <xzcsnnppumz.fsf@rodan.syr.edu> <kevan@somethingorother.com's message of "Fri, 15 Dec 2000 14:28:14 -0000"> <91d9pu+b2pr@eGroups.com> <4.1.20001215130542.016e3ad8@pop3.ispchannel.com>
Date: 15 Dec 2000 14:18:24 -0500
In-Reply-To: Ottis Airhart's message of "Fri, 15 Dec 2000 13:07:22 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> I ammend my previous proposal:
> 
> Proposal: Proposals and Appeals Mechanism
> 
> I propose the following amendments:
> 
> Rule three be modified to include the following text:
> 
> Each proposal must have in its Subject line the text: "Proposal:" followed
> by a label for the proposal or it shall be ignored.
> 
> Rule five be modified to include the following text:
> 
> Each Point of Order must have in its Subject line the text: "Point of
> Order:" followed by a label of the Proposal or Rule in reference or it
> shall be ignored. Each Proclamation shall follow a similar format at the
> Doc's discretion.

ACCEPTED. One green pill.

-- 
- Doc

From Nomic1@aol.com Fri Dec 15 11:39:14 2000
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Date: Fri, 15 Dec 2000 19:39:08 -0000
To: DocNomic@egroups.com
Subject: PROPOSAL: "No really, I'm *cough* *cough* fine"
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From: "Feyd " <Nomic1@aol.com>

PROPOSAL: "No really, I'm *cough* *cough* fine"

A player with an "Airborne Disease" can try to intentially infect 
another player. The player with the airborne disease does so by 
posting a message to the group with the Subject line stating:
"I *COUGH* on <PLAYER>"
or any subject line with the words *COUGH* and another player's name 
(refered to here as <player>).

<Player> has a 50% chance of becoming infected. If the infecting 
player has more than one airborne disease then once disease is chosen 
at random to be transmitted (50% chance).

Infecting another patient isn't a very kind thing to do, even if it's 
an accident, and the infecting play automatically loses 5 soul points 
for the attempt. If the attempt succeeds, the pharmacy can't help 
but be a touch happy, and gives the player causing the infection 1 
green pill.





From Nomic1@aol.com Fri Dec 15 11:41:05 2000
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Date: Fri, 15 Dec 2000 19:40:55 -0000
To: DocNomic@egroups.com
Subject: Re: PROPOSAL: Ammend Rule 10 (adding diseases)
Message-ID: <91ds47+qjur@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, rsholmes@m... wrote:
> "Feyd " <Nomic1@a...> writes:
> 
> > Ammend Rule 10 to add the following text concerning Diseases:
> > ------------begin text ---------------------------------
> > Any use of "[[ text ]]" should be construed as a non-rule comment.
> > 
> > Addiction (Psychosis)
> > Once a week, during Office Hours, the player with the most pills 
> > (regardless of color) is designated the "Addict" for the upcoming 
> > week.
> ACCEPTED. 
> - Doc

Was this accepted during Office Hours? If so then who is our current 
addict?

Feyd


From Nomic1@aol.com Fri Dec 15 11:44:45 2000
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Date: Fri, 15 Dec 2000 19:44:43 -0000
To: DocNomic@egroups.com
Subject: PROPOSAL: Limit to active proposals
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From: "Feyd " <Nomic1@aol.com>

I think it cool that so many proposals are being thrown out here. 
however, we are getting too many to consider how they might interact 
with each other. Doc, I kinda hope you don't accept this, but here 
goes:

PROPOSAL: Limit to Active Proposals
Only a single proposal or a single point of order may be presented in 
a single mail message.
A player may have only 3 proposals active at one time. An active 
proposal is one that is pending (i.e. neither accepted or Denied by 
the Doc).

Feyd



From oairhart@ispchannel.com Fri Dec 15 11:51:10 2000
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Date: Fri, 15 Dec 2000 13:52:02 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] PROPOSAL: Limit to active proposals
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From: Ottis Airhart <oairhart@ispchannel.com>

In my humble opinion, this might be best suited as an amendment to Rule 3
versus being a new rule. It would keep our ruleset down.


At 07:44 PM 12/15/2000 +0000, you wrote:
>I think it cool that so many proposals are being thrown out here. 
>however, we are getting too many to consider how they might interact 
>with each other. Doc, I kinda hope you don't accept this, but here 
>goes:
>
>PROPOSAL: Limit to Active Proposals
>Only a single proposal or a single point of order may be presented in 
>a single mail message.
>A player may have only 3 proposals active at one time. An active 
>proposal is one that is pending (i.e. neither accepted or Denied by 
>the Doc).
>
>Feyd
>
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Fri Dec 15 12:03:35 2000
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Subject: Theme thoughts
Date: 15 Dec 2000 15:03:33 -0500
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I've rejected a couple of proposals on grounds something like "it
embeds the theme too pervasively in the rules".

Let me clarify that -- or muddy it. 

I built the initial ruleset with the idea in mind that there would be
no termination condition for the game, but that it would be divided
into rounds that have a termination condition (someone wins).

Deliberately, I didn't put in anything about the ruleset reverting to
its initial state, or anything like that, for each new round. I
didn't want to lose any particularly good and useful rule changes. At
the same time, I envisioned that any rules that develop a particular
theme might be subject to a repeal proposal -- or even a repeal
proclamation -- at the start of a new round.

To some extent I had FRC in mind in so thinking. Now I think perhaps
I should have followed FRC's example more closely, and made a
distinction between theme-developing rules and more general, non-theme
rules (corresponding to FRC's Fantasy Rules and Regular Ordinances).

Not that I'd want to turn DocNomic into an FRC clone. For one thing,
I'd rather have each round be longer, slower, and more developed than
a typical FRC round. Certainly none of this round-killing "e who
posts the last valid rule wins". I mean, I enjoy FRC, but I want
DocNomic to have a different set of flaws!

I'm not even sure I'd want the theme-developing rules to expire
automatically with each new round. If we're having fun with a
particular theme, it'd be nice to have the option of retaining it. At
the same time, if a theme is getting a bit stale, it'd be nice to have
the option of easily jettisoning it by repealing the theme-based
rules.

Note, by the way, the start of BiNomic, another bilevel Nomic
exploring a similar structure.
<http://people.we.mediaone.net/nau1/index.html> (or just ask Mark!)

Any thoughts?

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 12:08:53 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: PROPOSAL: Ammend Rule 10 (adding diseases)
References: <91ds47+qjur@eGroups.com>
Date: 15 Dec 2000 15:08:51 -0500
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> Was this accepted during Office Hours? If so then who is our current 
> addict?

No, Office Hours were yesterday. There's nothing that restricts
acceptance of rules to Office Hours.

So there will be no Addict until next week.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 15 12:16:20 2000
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Subject: Re: [DocNomic] PROPOSAL: Limit to active proposals
References: <4.1.20001215135051.016a0ed0@pop3.ispchannel.com>
Date: 15 Dec 2000 15:16:18 -0500
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> In my humble opinion, this might be best suited as an amendment to Rule 3
> versus being a new rule. It would keep our ruleset down.
> 
> 
> At 07:44 PM 12/15/2000 +0000, you wrote:
> >I think it cool that so many proposals are being thrown out here. 
> >however, we are getting too many to consider how they might interact 
> >with each other. Doc, I kinda hope you don't accept this, but here 
> >goes:
> >
> >PROPOSAL: Limit to Active Proposals
> >Only a single proposal or a single point of order may be presented in 
> >a single mail message.
> >A player may have only 3 proposals active at one time. An active 
> >proposal is one that is pending (i.e. neither accepted or Denied by 
> >the Doc).

REJECTED for the above good reason (of course the "single point of
order" bit should go in Rule 5, not Rule 3); it also could be
considerably less wordy, since the phrase "pending proposal" is
already defined. And it doesn't say what to do about it if someone
makes a fourth pending proposal. (E.g. ignore it.)

And finally, does it help much? How many instances of players having
more than 3 pending proposals have we had so far? And we have, what,
8 players right now? That allows for 24 simultaneous pending
proposals. Perhaps individual and total limits combined would be
better.

-- 
- Doc

From Nomic1@aol.com Fri Dec 15 13:12:57 2000
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Date: Fri, 15 Dec 2000 21:12:53 -0000
To: DocNomic@egroups.com
Subject: Proposal: New Position -- Epidemiologist
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From: "Feyd " <Nomic1@aol.com>

--------------------------------------------
Doc, this is such a cool word!! If you don't like the powers of the 
Epidemiologist, let's change them but keep the rule!! I also don't 
know about the auto-cure feature -- maybe that should be a "potion" 
that has a 50% change of curing, rather than just stating that a 
disease is cured?
---------------------------------------------------------------
PROPOSAL: The Epidemiologist
An Epidemiologist studies Diseases and their effects. This study is 
call Epidemiology.

The name of the player who holds the office of Epidemiologist shall 
be part of the gamestate. The Epidemiologist keeps track of current 
diseases. Diseases will be listed as a database on the egroups web 
site. The Epidemiologist will be responsible for making sure this 
database properly reflects diseases described in the rules. If the 
site is not updated at least once between Office Hours the 
Epidemiologist loses 25 health points (he obviously caught a nasty 
bug if he can't update the site). As compensation for such duties, 
the Epidemiologist shall receive 1 red pill and 1 yellow pill each 
week during office hours.

Epidemiologist are very healthy because they know all about diseases 
an special treatments, and usually walk around wearing a mask. 
Because of this health they may trade health point for soul points on 
a 3:1 basis. They are also bitter because everyone always 
mispronounces their name or gets them mixed up with Entomologist. 

Because of this bitterness and their familarity with diseases the 
Epidemiologist may spend 15 soul points and infect any player with 
any disease that currently exists in the rules. If someone posts a 
message to the official mailing list that misspells "Epidemiologist" 
or "Epidemiology" then the Epidemiologist may chose to infect them 
with a disease for only 5 soul points.

Epidemiologist also rarely import special one-of-a-kind formulas to 
treat diseases. Between Office Hours they may cure ONE and only ONE 
disease that any player has if they so wish. The Epidemiologist may 
NOT cure themselves -- they aren't about to try experimental junk! 
The Epidemiologist gets 1 soul point for performing such a kind act.

The Doc may appoint a new Epidemiologist at any time. Upon 
Acceptance of this rule the Feyd will become the Epidemiologist.

Feyd


From oairhart@ispchannel.com Fri Dec 15 13:20:59 2000
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Date: Fri, 15 Dec 2000 15:21:52 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: New Position -- Epidemiologist
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From: Ottis Airhart <oairhart@ispchannel.com>

Feyd,

>Epidemiologist are very healthy because they know all about diseases 
>an special treatments, and usually walk around wearing a mask. 
>Because of this health they may trade health point for soul points on 
>a 3:1 basis. They are also bitter because everyone always 
>mispronounces their name or gets them mixed up with Entomologist. 


You state they (I'm not even going to spell it) are very healthy... but you
didn't have a way for them to gain significant body or soul points. Was
this intentional? All you said was that they get some pills. Maybe the Ep.
taking a certain pill gives them n points for body or soul. Also, I think
you mean BODY points not HEALTH points. right?


From Nomic1@aol.com Fri Dec 15 13:50:41 2000
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Date: Fri, 15 Dec 2000 21:50:36 -0000
To: DocNomic@egroups.com
Subject: Amends for Doc Re: Proposal: New Position -- Epidemiologist
Message-ID: <91e3nc+c21h@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
>You state they (I'm not even going to spell it) are very healthy... 
but you
>didn't have a way for them to gain significant body or soul points. 
Was
>this intentional? All you said was that they get some pills. Maybe 
the Ep.
>taking a certain pill gives them n points for body or soul. Also, I 
think
>you mean BODY points not HEALTH points. right?

I did mean "Body", not "health". Please note that Doc. 
Epidemiologists help maintain the game state, but they have more 
ability to cause mischief in game rather than help. I would prefer 
that they not get too many bonuses, while still having fun. Their 
health has more to do with resisting disease. Hmm.. ok, how about 
this?

DOC, AMEND THE PROPOSAL AS FOLLOWS: "Because of their good health, 
whenever an Epidemiologist would normally contract any disease, e 
gets one additional 25% change to NOT catch the disease."

There. no extra body points, but maybe can reduce change of disease, 
which seems reasonable.

Feyd


From rsholmes@mailbox.syr.edu Sat Dec 16 15:37:31 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] PROPOSAL: "No really, I'm *cough* *cough* fine"
References: <91ds0s+ao5n@eGroups.com>
Date: 16 Dec 2000 18:37:29 -0500
In-Reply-To: "Feyd "'s message of "Fri, 15 Dec 2000 19:39:08 -0000"
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> PROPOSAL: "No really, I'm *cough* *cough* fine"
> 
> A player with an "Airborne Disease" can try to intentially infect 
> another player. The player with the airborne disease does so by 
> posting a message to the group with the Subject line stating:
> "I *COUGH* on <PLAYER>"
> or any subject line with the words *COUGH* and another player's name 
> (refered to here as <player>).
> 
> <Player> has a 50% chance of becoming infected. If the infecting 
> player has more than one airborne disease then once disease is chosen 
> at random to be transmitted (50% chance).
> 
> Infecting another patient isn't a very kind thing to do, even if it's 
> an accident, and the infecting play automatically loses 5 soul points 
> for the attempt. If the attempt succeeds, the pharmacy can't help 
> but be a touch happy, and gives the player causing the infection 1 
> green pill.

ACCEPTED. I suspect 50% is way too high but we'll see. I take it
this should have been preceded with "Create a new rule:", and since
you didn't specify a name for the new rule, I will. 1 yellow pill.

Pharmacy? Do we need a Pharmacist now?

-- 
- Doc

From rsholmes@mailbox.syr.edu Sat Dec 16 15:41:01 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Amends for Doc Re: Proposal: New Position -- Epidemiologist
References: <91e3nc+c21h@eGroups.com>
Date: 16 Dec 2000 18:40:59 -0500
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From: rsholmes@mailbox.syr.edu

The rules don't provide for amendments to pending proposals. So I'll
just REJECT the original proposal, and you're free to submit a new
version. 

-- 
- Doc

From rsholmes@mailbox.syr.edu Sat Dec 16 15:46:24 2000
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To: DocNomic@egroups.com
Subject: Directive D3 (was Re: [DocNomic] PROPOSAL: Limit to active proposals)
References: <4.1.20001215135051.016a0ed0@pop3.ispchannel.com> <xzcofydl9t9.fsf@rodan.syr.edu>
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From: rsholmes@mailbox.syr.edu

Directive D3: Fear of Rejection

Another angle on the proposal glut might be to observe that the
current rules provide perks for accepted proposals, but no penalties
for rejected ones -- thus no incentive not to flood the system.

The current rules also provide for both ignoring and rejecting
proposals, but do not specify different effects for the two actions.
If rejection carried some penalty, but ignoring didn't, then the
distinction would be meaningful, whereas at present it isn't.

Players are directed to give some thought to proposals addressing
this. 

-- 
- Doc

From kevan@somethingorother.com Sun Dec 17 02:40:13 2000
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To: DocNomic@egroups.com
Subject: Automated Patient Data
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From: kevan@somethingorother.com

Just to mention the scrawling of a *very* basic patient-data script; 
I've so far just got it logging three pill colours and the "Cough" 
disease, and using a particularly ugly and fiddly interface to do so. 
If we decide to go along with it, I'll naturally make it easier to 
use and nicer to look at.

http://uncertain.org/~kevan/cgi-bin/docnomic.cgi

Play around and let me know what you think, anyway. (For what it's 
worth, the change log would eventually include times, dates and IP 
addresses, and Players will be required to enter a password before 
they could change anything.)

Kevan

--
http://uncertain.org/~kevan
"What seems to be the problem?"


From Nomic1@aol.com Sun Dec 17 08:06:44 2000
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To: DocNomic@egroups.com
Subject: Resubmit of Proposal: New Position -- Epidemiologist
Message-ID: <91ioag+r55s@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, "Feyd " <Nomic1@a...> wrote:
I have Replied and the edited the amends in.
> --------------------------------------------
> Doc, this is such a cool word!! If you don't like the powers of the 
> Epidemiologist, let's change them but keep the rule!! I also don't 
> know about the auto-cure feature -- maybe that should be a "potion" 
> that has a 50% change of curing, rather than just stating that a 
> disease is cured?
> ---------------------------------------------------------------
> PROPOSAL: The Epidemiologist
> An Epidemiologist studies Diseases and their effects. This study is 
> call Epidemiology.
> 
> The name of the player who holds the office of Epidemiologist shall 
> be part of the gamestate. The Epidemiologist keeps track of current 
> diseases. Diseases will be listed as a database on the egroups web 
> site. The Epidemiologist will be responsible for making sure this 
> database properly reflects diseases described in the rules. If the 
> site is not updated at least once between Office Hours the 
> Epidemiologist loses 25 health points (he obviously caught a nasty 
> bug if he can't update the site). As compensation for such duties, 
> the Epidemiologist shall receive 1 red pill and 1 yellow pill each 
> week during office hours.
> 
> Epidemiologist are very healthy because they know all about 
diseases 
> and special treatments, and usually walk around wearing a mask. 
> Because of this health they may trade body points for soul points 
on 
> a 3:1 basis. Because of their good health, 
whenever an Epidemiologist would normally contract any disease, e 
gets one additional 25% change to NOT catch the disease.
Epidemiologist are also bitter because everyone always 
> mispronounces their name or gets them mixed up with Entomologist. 
> 
> Because of this bitterness and their familarity with diseases the 
> Epidemiologist may spend 15 soul points and infect any player with 
> any disease that currently exists in the rules. If someone posts a 
> message to the official mailing list that 
misspells "Epidemiologist" 
> or "Epidemiology" then the Epidemiologist may chose to infect them 
> with a disease for only 5 soul points.
> 
> Epidemiologist also rarely import special one-of-a-kind formulas to 
> treat diseases. Between Office Hours they may cure ONE and only 
ONE 
> disease that any player has if they so wish. The Epidemiologist 
may 
> NOT cure themselves -- they aren't about to try experimental junk! 
> The Epidemiologist gets 1 soul point for performing such a kind act.
> 
> The Doc may appoint a new Epidemiologist at any time. Upon 
> Acceptance of this rule the Feyd will become the Epidemiologist.
> 
> Feyd


From Nomic1@aol.com Sun Dec 17 08:10:39 2000
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To: DocNomic@egroups.com
Subject: Re: Automated Patient Data
Message-ID: <91iohn+fptp@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

Note: Looks like the person entering data and the patient are both 
getting created and updated. 

--- In DocNomic@egroups.com, kevan@s... wrote:
> Just to mention the scrawling of a *very* basic patient-data 
script; 
> I've so far just got it logging three pill colours and the "Cough" 
> disease, and using a particularly ugly and fiddly interface to do 
so. 
> If we decide to go along with it, I'll naturally make it easier to 
> use and nicer to look at.
> 
> http://uncertain.org/~kevan/cgi-bin/docnomic.cgi
> 
> Play around and let me know what you think, anyway. (For what it's 
> worth, the change log would eventually include times, dates and IP 
> addresses, and Players will be required to enter a password before 
> they could change anything.)
> 
> Kevan
> 
> --
> http://uncertain.org/~kevan
> "What seems to be the problem?"


From kevan@somethingorother.com Sun Dec 17 12:17:17 2000
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Subject: Re: Automated Patient Data
Message-ID: <91j705+8u4t@eGroups.com>
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From: kevan@somethingorother.com

> Note: Looks like the person entering data and the patient are both 
> getting created and updated. 

Mm, the script naturally has no way of knowing that "Feyd 
Nomid", "Fedy Nomic" and "Feyd Nomic" are supposed to be the same 
person. (It assumes that anyone mentioned as a Player or Target must 
be a Player, and creates their details accordingly if it hasn't heard 
of them before.)

But a polished version of it would have all Player names as drop-down 
menus to avoid the problem of typing mistakes.

Kevan

--
http://uncertain.org/~kevan
"I know exactly what they are."


From rsholmes@mailbox.syr.edu Sun Dec 17 13:46:30 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Automated Patient Data
References: <91j705+8u4t@eGroups.com>
Date: 17 Dec 2000 16:46:29 -0500
In-Reply-To: kevan@somethingorother.com's message of "Sun, 17 Dec 2000 20:17:09 -0000"
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From: rsholmes@mailbox.syr.edu

Hmm, does this require Java or something? I see a form allowing me to
fill in my name, the name of a player, and a comment, but next to
"Adjustment" there is nothing, and if I just fill in the two names and
select "Administer" nothing seems to change.

I'm using Netscape 4.75 under Linux, with Java turned off.

-- 
- Doc

From jjweston@pop.net Sun Dec 17 19:07:17 2000
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Date: Sun, 17 Dec 2000 19:07:05 -0800
To: DocNomic@egroups.com
Subject: Proposal: Chronic Ignorability
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From: Jeff Weston <jjweston@pop.net>

Ammend rule 14 by striking from the 4th paragraph the sentence, "A player
with a Chronic Disease may also not make any proposals," and replacing it
with "All proposals made by a player with a Chronic Disease are ignored."

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From jjweston@pop.net Sun Dec 17 19:20:27 2000
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Date: Sun, 17 Dec 2000 19:20:16 -0800
To: DocNomic@egroups.com
Subject: Proposal: Fear of Rejection
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From: Jeff Weston <jjweston@pop.net>

Amend rule 10 by adding the following disease:

Fear of Rejection (Psychosis)
Whenever a proposal is rejected, the player who proposed it is afflicted
with "Fear of Rejection". If the player already is afflicted with this
disease, it becomes chronic. Whenever a player with the non-chronic form of
this disease has one of their proposals accepted, they are immediately cured.

Amend rule 14 by adding the following paragraph:

The cure for "Fear of Rejection" is one purple pill for one week.

Amend rule 15 by adding the following exchange:

- A player may exchange one yellow pill for two purple pills.

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From jjweston@pop.net Sun Dec 17 19:29:11 2000
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To: DocNomic@egroups.com
Subject: Proposal: Cash at Office Hours
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From: Jeff Weston <jjweston@pop.net>

Amend rule 11 by striking the third paragraph and replacing it with:

During office hours, every player gains a hundred cash.

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From jjweston@pop.net Sun Dec 17 19:38:52 2000
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Date: Sun, 17 Dec 2000 19:38:41 -0800
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Subject: Proposal: Better Perks for the Nurse
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From: Jeff Weston <jjweston@pop.net>

Amend rule 16 as follows:

Strike the third paragraph.

Strike from the fourth paragraph the phrase, "Doc must choose a new Nurse
to take over," and replace it with "the nurse is no longer able to fulfill
eir role."

Add a new paragraph that reads:
If at any time the Nurse is unable to fulfill eir role, or that player
wishes to vacate the office, Doc must choose a new nurse to take over.

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From oairhart@ispchannel.com Sun Dec 17 22:43:43 2000
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Date: Mon, 18 Dec 2000 00:44:56 -0600
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Subject: Proposal: Pills Amendment
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From: Ottis Airhart <oairhart@ispchannel.com>

Amend Rule 8 to include the following text: 

Pill colors are limited to red, green, yellow, and blue.


------------
Feel free to inlcude Purple if you must or I propose that we change all
instances to purple pills in recently proposed rule changes to be yellow pills.
-------------
If proposals keep adding pill colors, the Nurse will never be able to
adequately keep track of them. The gamestate database has to be modified
each time. Adding new colors is like over printing currency... it causes
inflation.

Ottis Airhart
Nurse


From jjweston@pop.net Sun Dec 17 23:04:11 2000
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Date: Sun, 17 Dec 2000 23:03:59 -0800
To: DocNomic@egroups.com
Subject: Proposal: The Monty Burns Effect
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From: Jeff Weston <jjweston@pop.net>

Enact a new rule:

While any player has contracted all of the diseases described in the
ruleset in chronic form simultaneously, they suffer what is known as the
"Monty Burns Effect". In short, all of the diseases in the body act in
perfect harmony to keep the body from dying. Any player suffering the
"Monty Burns Effect" has the title of "The Winner of Round 1".

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From kevan@somethingorother.com Mon Dec 18 03:18:23 2000
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To: DocNomic@egroups.com
Subject: Re: Automated Patient Data
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From: kevan@somethingorother.com

> Hmm, does this require Java or something? I see a form allowing me 
to
> fill in my name, the name of a player, and a comment, but next to
> "Adjustment" there is nothing, and if I just fill in the two names 
and
> select "Administer" nothing seems to change.
> 
> I'm using Netscape 4.75 under Linux, with Java turned off.

Feh, I forgot to close a </SELECT> tag; Internet Explorer is entirely 
less fussy about such things. It should work alright now.

Kevan

--
http://uncertain.org/~kevan
"Obscurity knocks."


From kevan@somethingorother.com Mon Dec 18 05:59:39 2000
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To: DocNomic@egroups.com
Subject: Re: Proposal: The Monty Burns Effect
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From: kevan@somethingorother.com

> While any player has contracted all of the diseases described 
in the
> ruleset in chronic form simultaneously, they suffer what is known 
as the
> "Monty Burns Effect". In short, all of the diseases in the body act 
in
> perfect harmony to keep the body from dying. Any player suffering 
the
> "Monty Burns Effect" has the title of "The Winner of Round 1".

Excellent.

But sadly unattainable with Claustrophobia and Agoraphobia taking 
precedence over one another. I suppose adjusting them to allow both 
at once would be fair enough, provided that the Soul adjustments were 
tilted so that they didn't cancel out so exactly...

Kevan

--
http://uncertain.org/~kevan
"Nothing can stop me now... except microscopic germs."


From Nomic1@aol.com Mon Dec 18 07:44:26 2000
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To: DocNomic@egroups.com
Subject: ROTFL (nt) Re: Proposal: The Monty Burns Effect
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From: "Feyd " <Nomic1@aol.com>

ROTFL!!!


From jjweston@pop.net Mon Dec 18 08:00:23 2000
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Date: Mon, 18 Dec 2000 08:00:03 -0800
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Subject: Re: [DocNomic] Re: Proposal: The Monty Burns Effect
In-Reply-To: <91l58a+ijv0@eGroups.com>
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From: Jeff Weston <jjweston@pop.net>

At 01:59 PM 12/18/2000 -0000, you wrote:
>Excellent.
>
>But sadly unattainable with Claustrophobia and Agoraphobia taking 
>precedence over one another. I suppose adjusting them to allow both 
>at once would be fair enough, provided that the Soul adjustments were 
>tilted so that they didn't cancel out so exactly...

Yeah, I'm aware of those two diseases being unable to be attained
simultaneously. If "The Monty Burns Affect" passes, I'll look into
adjusting those two diseases. I already have one proposal amending rule 10,
so I think I'll wait until that passes first. Of course, if someone else
has a bright idea along these lines....go for it! ;-)

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From Nomic1@aol.com Mon Dec 18 09:32:43 2000
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To: DocNomic@egroups.com
Subject: Re: Proposal: The Monty Burns Effect
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From: "Feyd " <Nomic1@aol.com>

Why not amend the proposal to state,
"In cases where two diseases are mutually exclusive, then the player 
must have either one or the other in a cronic state."


> so I think I'll wait until that passes first. Of course, if someone 
else
> has a bright idea along these lines....go for it! ;-)

personally I would rather see the proposal fixed before it passes...
Feyd


From JJWeston@ThoughtWorks.COM Mon Dec 18 10:12:08 2000
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Subject: Re: [DocNomic] Re: Proposal: The Monty Burns Effect
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From: JJWeston@ThoughtWorks.COM


Why not amend the proposal? Well... I can't. Its been proposed, and I
can't change it. It will either be accepted, rejected, or ignored as is.

However, the proposal is not broke. There is already a precedent
where a condition is described that is not attainable by the current rules.
Take a look at rule 7. It describes how to win by giving an unattainable
objective. The point being that players would find a creative way to attain
that objective. I choose to take that same approach with "The Monty Burns
Affect".

I could try to plug every hole with every proposal I make, but then my
proposals would be huge. And what fun would that be? ;-)

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -

Feyd wrote:

Why not amend the proposal to state,
"In cases where two diseases are mutually exclusive, then the player
must have either one or the other in a cronic state."

personally I would rather see the proposal fixed before it passes...



From Nomic1@aol.com Mon Dec 18 13:02:21 2000
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Subject: Re: PROPOSAL: "No really, I'm *cough* *cough* fine"
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, rsholmes@m... wrote:
> "Feyd " <Nomic1@a...> writes:
> > PROPOSAL: "No really, I'm *cough* *cough* fine"
> ACCEPTED. I suspect 50% is way too high but we'll see. I take it
> this should have been preceded with "Create a new rule:", and since
> you didn't specify a name for the new rule, I will. 1 yellow pill.

Doc,
I am confused. I thought the text "PROPOSAL" in the subject line 
was an explicit notation that this was an "Add a new rule" instance 
unless otherwise stated.

Secondly, I did suggest a new rule name. I called it, "No really, I'm 
*cough* *cough* fine".

Feyd





From rsholmes@mailbox.syr.edu Mon Dec 18 13:55:39 2000
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Subject: Re: [DocNomic] Re: PROPOSAL: "No really, I'm *cough* *cough* fine"
References: <91lu0d+7u4m@eGroups.com>
Date: 18 Dec 2000 16:55:36 -0500
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> Doc,
> I am confused. I thought the text "PROPOSAL" in the subject line 
> was an explicit notation that this was an "Add a new rule" instance 
> unless otherwise stated.

Nope -- a proposal can propose to add one or more rules, and/or repeal
one or more rules, and/or amend one or more rules. There's no
explicit default, though, as you've seen, I'm willing to assume a
proposal like yours is proposing to add a rule.

> Secondly, I did suggest a new rule name. I called it, "No really, I'm 

That was the name of the *proposal*...

-- 
- Doc

From Nomic1@aol.com Mon Dec 18 14:37:01 2000
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Date: Mon, 18 Dec 2000 22:36:53 -0000
To: DocNomic@egroups.com
Subject: Proposal: Winning state
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From: "Feyd " <Nomic1@aol.com>

I propose a new rule entitled: "Survival of the Fittest"
In addition to winning states defined in any other rule, a Player=20
will receive the title, "The Winner of Round 1" if all of the=20
following conditions are true:
=B7	The Player has no diseases of any kind.
=B7	The Player has at least 100 body points and 100 soul points.
=B7	The Player has at least one of each color of pill.
=B7	No other Player meets the above conditions.

Feyd



From JJWeston@ThoughtWorks.COM Mon Dec 18 15:25:42 2000
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Subject: Re: [DocNomic] Proposal: Winning state
To: DocNomic@egroups.com
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Date: Mon, 18 Dec 2000 15:25:38 -0800
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From: JJWeston@ThoughtWorks.COM


This winning state seems too easy to achieve. After a rash of pill
exchanges of one red pill and one blue pill for one yellow pill, all
players except Jim Ingram will meet those conditions. The winner will be
the player that manages to avoid getting any disease the longest. Since
diseases are handed out more or less randomly, the winner will be
determined by luck of the draw rather than any sort of skill. I would much
rather see winning conditions that require more skill to attain.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -

Feyd wrote:

I propose a new rule entitled: "Survival of the Fittest"
In addition to winning states defined in any other rule, a Player
will receive the title, "The Winner of Round 1" if all of the
following conditions are true:
=B7 The Player has no diseases of any kind.
=B7 The Player has at least 100 body points and 100 soul points.
=B7 The Player has at least one of each color of pill.
=B7 No other Player meets the above conditions.



From oairhart@ispchannel.com Mon Dec 18 16:17:56 2000
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Date: Mon, 18 Dec 2000 18:19:08 -0600
To: docnomic@egroups.com
Subject: Nurse's Report 12/18/00
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From: Ottis Airhart <oairhart@ispchannel.com>

Nurse's Report: 12/18/2000 - 6:15pm CST

Jeff Weston has exchanged one red and one blue pill for one yellow pill.

All changes have been made effective in the player gamestate.

From oairhart@ispchannel.com Mon Dec 18 16:32:40 2000
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Date: Mon, 18 Dec 2000 18:33:54 -0600
To: docnomic@egroups.com
Subject: Proposal: Winning Methods
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From: Ottis Airhart <oairhart@ispchannel.com>

I propose the following rule:

Winning Methods
All methods defining how a player may be named "The Winner of Round 1"
shall be contained within this rule. Any method not thusly listed herein
shall be ignored. Each method must be numbered incrementally starting with
one and have a unique label for clarification.

A player will be named "The Winner of Round 1" by only one of the following
methods:

1. All Diseases, No Pills
- The player has no pills in their possession and is not currently owed
any pills of any color
- The player has had at least one occurance of each disease.





[[DOC: if you don't like the winning method #1, then feel free to remove
it. We can always amend it later. I just think it would be great to have
one location for all winning methods. Note also that I mentioned a player
may win by having only ONE of the methods described in effect at a given
moment to become the winner.]]

From rsholmes@mailbox.syr.edu Mon Dec 18 17:59:42 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Resubmit of Proposal: New Position -- Epidemiologist
References: <91ioag+r55s@eGroups.com>
Date: 18 Dec 2000 20:59:38 -0500
In-Reply-To: "Feyd "'s message of "Sun, 17 Dec 2000 16:06:40 -0000"
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"Feyd " <Nomic1@aol.com> writes:

> --- In DocNomic@egroups.com, "Feyd " <Nomic1@a...> wrote:
> I have Replied and the edited the amends in.
> > --------------------------------------------
> > Doc, this is such a cool word!! If you don't like the powers of the 
> > Epidemiologist, let's change them but keep the rule!! I also don't 
> > know about the auto-cure feature -- maybe that should be a "potion" 
> > that has a 50% change of curing, rather than just stating that a 
> > disease is cured?
> > ---------------------------------------------------------------
> > PROPOSAL: The Epidemiologist
> > An Epidemiologist studies Diseases and their effects. This study is 
> > call Epidemiology.
> > 
> > The name of the player who holds the office of Epidemiologist shall 
> > be part of the gamestate. The Epidemiologist keeps track of current 
> > diseases. Diseases will be listed as a database on the egroups web 
> > site. The Epidemiologist will be responsible for making sure this 
> > database properly reflects diseases described in the rules. If the 
> > site is not updated at least once between Office Hours the 
> > Epidemiologist loses 25 health points (he obviously caught a nasty 
> > bug if he can't update the site). As compensation for such duties, 
> > the Epidemiologist shall receive 1 red pill and 1 yellow pill each 
> > week during office hours.
> > 
> > Epidemiologist are very healthy because they know all about 
> diseases 
> > and special treatments, and usually walk around wearing a mask. 
> > Because of this health they may trade body points for soul points 
> on 
> > a 3:1 basis. Because of their good health, 
> whenever an Epidemiologist would normally contract any disease, e 
> gets one additional 25% change to NOT catch the disease.
> Epidemiologist are also bitter because everyone always 
> > mispronounces their name or gets them mixed up with Entomologist. 
> > 
> > Because of this bitterness and their familarity with diseases the 
> > Epidemiologist may spend 15 soul points and infect any player with 
> > any disease that currently exists in the rules. If someone posts a 
> > message to the official mailing list that 
> misspells "Epidemiologist" 
> > or "Epidemiology" then the Epidemiologist may chose to infect them 
> > with a disease for only 5 soul points.
> > 
> > Epidemiologist also rarely import special one-of-a-kind formulas to 
> > treat diseases. Between Office Hours they may cure ONE and only 
> ONE 
> > disease that any player has if they so wish. The Epidemiologist 
> may 
> > NOT cure themselves -- they aren't about to try experimental junk! 
> > The Epidemiologist gets 1 soul point for performing such a kind act.
> > 
> > The Doc may appoint a new Epidemiologist at any time. Upon 
> > Acceptance of this rule the Feyd will become the Epidemiologist.
> > 
> > Feyd
> 
> 
> 
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
> 
> 
> 
> 

ACCEPTED. 1 green pill, 1 blue pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 18 18:00:17 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Chronic Ignorability
References: <3.0.6.32.20001217190705.0113ae00@mail198193.popserver.pop.net>
Date: 18 Dec 2000 21:00:12 -0500
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From: rsholmes@mailbox.syr.edu

Jeff Weston <jjweston@pop.net> writes:

> Ammend rule 14 by striking from the 4th paragraph the sentence, "A player
> with a Chronic Disease may also not make any proposals," and replacing it
> with "All proposals made by a player with a Chronic Disease are ignored."

ACCEPTED. 1 green pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 18 18:01:31 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Fear of Rejection
References: <3.0.6.32.20001217192016.0113ae00@mail198193.popserver.pop.net>
Date: 18 Dec 2000 21:01:25 -0500
In-Reply-To: Jeff Weston's message of "Sun, 17 Dec 2000 19:20:16 -0800"
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From: rsholmes@mailbox.syr.edu

Jeff Weston <jjweston@pop.net> writes:

> Amend rule 10 by adding the following disease:
> 
> Fear of Rejection (Psychosis)
> Whenever a proposal is rejected, the player who proposed it is afflicted
> with "Fear of Rejection". If the player already is afflicted with this
> disease, it becomes chronic. Whenever a player with the non-chronic form of
> this disease has one of their proposals accepted, they are immediately cured.
> 
> Amend rule 14 by adding the following paragraph:
> 
> The cure for "Fear of Rejection" is one purple pill for one week.
> 
> Amend rule 15 by adding the following exchange:
> 
> - A player may exchange one yellow pill for two purple pills.

ACCEPTED. 1 purple pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 18 18:03:16 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Cash at Office Hours
References: <3.0.6.32.20001217192900.0113ae00@mail198193.popserver.pop.net>
Date: 18 Dec 2000 21:03:15 -0500
In-Reply-To: Jeff Weston's message of "Sun, 17 Dec 2000 19:29:00 -0800"
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From: rsholmes@mailbox.syr.edu

Jeff Weston <jjweston@pop.net> writes:

> Amend rule 11 by striking the third paragraph and replacing it with:
> 
> During office hours, every player gains a hundred cash.

Oops, I was going to make that fix when it was adopted (as I recall
the proposer gave permission for that).

ACCEPTED. 1 green pill.

And 100 cash to everyone, in addition to this Thursday's... Merry
Christmas! 

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 18 18:03:39 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Better Perks for the Nurse
References: <3.0.6.32.20001217193841.0113ae00@mail198193.popserver.pop.net>
Date: 18 Dec 2000 21:03:37 -0500
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From: rsholmes@mailbox.syr.edu

Jeff Weston <jjweston@pop.net> writes:

> Amend rule 16 as follows:
> 
> Strike the third paragraph.
> 
> Strike from the fourth paragraph the phrase, "Doc must choose a new Nurse
> to take over," and replace it with "the nurse is no longer able to fulfill
> eir role."
> 
> Add a new paragraph that reads:
> If at any time the Nurse is unable to fulfill eir role, or that player
> wishes to vacate the office, Doc must choose a new nurse to take over.

ACCEPTED. 1 green pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 18 18:04:31 2000
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Subject: Re: [DocNomic] Proposal: Pills Amendment
References: <4.1.20001218004109.01316028@pop3.ispchannel.com>
Date: 18 Dec 2000 21:04:29 -0500
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Amend Rule 8 to include the following text: 
> 
> Pill colors are limited to red, green, yellow, and blue.
> 
> 
> ------------
> Feel free to inlcude Purple if you must 

ACCEPTED with purple included. 1 purple pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 18 18:05:57 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: The Monty Burns Effect
References: <3.0.6.32.20001217230359.011231b0@mail198193.popserver.pop.net>
Date: 18 Dec 2000 21:05:52 -0500
In-Reply-To: Jeff Weston's message of "Sun, 17 Dec 2000 23:03:59 -0800"
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Jeff Weston <jjweston@pop.net> writes:

> Enact a new rule:
> 
> While any player has contracted all of the diseases described in the
> ruleset in chronic form simultaneously, they suffer what is known as the
> "Monty Burns Effect". In short, all of the diseases in the body act in
> perfect harmony to keep the body from dying. Any player suffering the
> "Monty Burns Effect" has the title of "The Winner of Round 1".

REJECTED. Too random...

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 18 18:06:20 2000
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Subject: Re: [DocNomic] Proposal: Winning state
References: <91m3i5+a7v5@eGroups.com>
Date: 18 Dec 2000 21:06:18 -0500
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> I propose a new rule entitled: "Survival of the Fittest"
> In addition to winning states defined in any other rule, a Player 
> will receive the title, "The Winner of Round 1" if all of the 
> following conditions are true:
> ·	The Player has no diseases of any kind.
> ·	The Player has at least 100 body points and 100 soul points.
> ·	The Player has at least one of each color of pill.
> ·	No other Player meets the above conditions.

REJECTED. Too random and too easy.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 18 18:08:17 2000
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Winning Methods
References: <4.1.20001218182045.012ae008@pop3.ispchannel.com>
Date: 18 Dec 2000 21:08:15 -0500
In-Reply-To: Ottis Airhart's message of "Mon, 18 Dec 2000 18:33:54 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> I propose the following rule:
> 
> Winning Methods
> All methods defining how a player may be named "The Winner of Round 1"
> shall be contained within this rule. Any method not thusly listed herein
> shall be ignored. Each method must be numbered incrementally starting with
> one and have a unique label for clarification.
> 
> A player will be named "The Winner of Round 1" by only one of the following
> methods:
> 
> 1. All Diseases, No Pills
> - The player has no pills in their possession and is not currently owed
> any pills of any color
> - The player has had at least one occurance of each disease.
> 
> 
> 
> 
> 
> [[DOC: if you don't like the winning method #1, then feel free to remove
> it. We can always amend it later. I just think it would be great to have
> one location for all winning methods. Note also that I mentioned a player
> may win by having only ONE of the methods described in effect at a given
> moment to become the winner.]]

ACCEPTED with deletion of the specified winning method -- again, too
random and too easy (getting rid of pills is trivial, you just take
them.) 1 yellow pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 18 18:13:28 2000
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To: DocNomic@egroups.com
Subject: Proclamation: Epidemiologist
References: <91ioag+r55s@eGroups.com> <xzcbsu941dh.fsf@rodan.syr.edu>
Date: 18 Dec 2000 21:13:26 -0500
In-Reply-To: rsholmes@mailbox.syr.edu's message of "18 Dec 2000 20:59:38 -0500"
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The sentence

Upon Acceptance of this rule the Feyd will become the Epidemiologist.

is hereby deleted from Rule 18 (having already taken effect).

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 18 18:26:39 2000
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To: DocNomic@egroups.com
Subject: Agoraphobia
Date: 18 Dec 2000 21:26:36 -0500
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We have two new rules:

Rule 18 (Feyd)

Each player besides Feyd has an 18% chance of contracting
agoraphobia. 

7 random reals 0 < x < 1:
0.119903564453125
0.732147216796875
0.546661376953125
0.3807373046875
0.798583984375
0.0654296875
0.91253662109375

Britta and Mark get agoraphobia.


Rule 19 (Ottis)

Each player besides Ottis (and Britta and Mark, of course) has a 19%
chance of contracting agoraphobia.

5 random reals 0 < x < 1:
0.59307861328125
0.9498291015625
0.400848388671875
0.716949462890625
0.845916748046875

No one else gets agoraphobia.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 18 18:27:49 2000
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Subject: Fear of Rejection
Date: 18 Dec 2000 21:27:47 -0500
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From: rsholmes@mailbox.syr.edu

Jeff and Feyd have Fear of Rejection.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Dec 18 20:24:34 2000
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To: DocNomic@egroups.com
Subject: Re: The Nurse asks the doc of docnomic
References: <4.1.20001218204032.02ea2b48@pop3.ispchannel.com>
Date: 18 Dec 2000 23:24:32 -0500
In-Reply-To: Ottis Airhart's message of "Mon, 18 Dec 2000 20:42:39 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> I see that the adjustments were made for the diseases in the database. It
> did not appear that you adjusted the pill counts, so I did. The rules don't
> state that as your responsibility now, but just wanted to make sure you
> didn't.

Right. The rules say "The Nurse keeps track of people's
Prescriptions" and strictly speaking, Prescriptions and Perks are two
different things. However, it makes sense to me to have one person
tracking both.

It's starting to seem a little daft to have the Nurse maintaining one
column of the database and me the others, but that's the way it seems
to be at the moment. Now that Kevan's fixed his HTML I can use his
form and it looks like it could provide an easier way to maintain the
gamedata, even if one person is doing all the entry. Only trouble is
keeping it up with the ruleset... we have purple pills now!

(Noticed at least one interesting feature -- if you try to take 2 red
pills when you have none, it *adds* two red pills. Hmm.)

-- 
- Doc

From kevan@somethingorother.com Tue Dec 19 02:13:49 2000
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> It's starting to seem a little daft to have the Nurse maintaining 
one
> column of the database and me the others, but that's the way it 
seems
> to be at the moment. Now that Kevan's fixed his HTML I can use his
> form and it looks like it could provide an easier way to maintain 
the
> gamedata, even if one person is doing all the entry.

I saw it going more along the lines of "Any Player may take a Pill at 
any time via the Patient Interface." and "If a Player has taken a 
Purple Pill in the past 24 hours, any Player may cure them of 
Agoraphobia.", leaving it entirely up to Players to keep things 
ticking over.

> Only trouble is
> keeping it up with the ruleset... we have purple pills now!

Mm, I've kept that in mind, and adding new Pills won't take much 
work. I may even allow it to be done through the interface, if we're 
likely to have more colours cropping up. (I suppose such a thing for 
Diseases would be useful, regardless.)

> (Noticed at least one interesting feature -- if you try to take 2 
red
> pills when you have none, it *adds* two red pills. Hmm.)

Indeed, very little validation in place at the moment; I just rushed 
out a prototype to see if people thought it was a good idea or not. 
Shall I tidy up the loose ends and put forward a Proposal to start 
using it, then?

Kevan

--
http://uncertain.org/~kevan
"No, no, it are a *reclining* chair."


From kevan@somethingorother.com Tue Dec 19 05:52:36 2000
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Subject: Re: Agoraphobia
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> Rule 19 (Ottis)
> 
> Each player besides Ottis (and Britta and Mark, of course) has a 19%
> chance of contracting agoraphobia.

And Britta and Mark both lose 5 Soul Points, of course.

Incidentally, do people think we should be viewing Soul points as a 
measure of karmic benevolence, or of sanity? I can already see its 
usage becoming a little stretched; it might be worth us agreeing on 
an interpretation.

Kevan

--
http://uncertain.org/~kevan
"Somewhere very far away, I can hear myself scream."


From Nomic1@aol.com Tue Dec 19 06:15:57 2000
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Subject: Re: Agoraphobia
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, kevan@s... wrote:
> Incidentally, do people think we should be viewing Soul points as a 
> measure of karmic benevolence, or of sanity? I can already see its 
> usage becoming a little stretched; it might be worth us agreeing on 
> an interpretation.

How about both? <grin>
If you go crazy god doesn't like you any more....

Feyd



From Nomic1@aol.com Tue Dec 19 06:36:12 2000
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Date: Tue, 19 Dec 2000 14:35:57 -0000
To: DocNomic@egroups.com
Subject: Epidemiologist Report
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From: "Feyd " <Nomic1@aol.com>

Greetings from they Epidemiology Department. We currently have six 
known diseases. These diseases are documented in the database tab. 

Current diseases:

Addiction (Psychosis) 
Agoraphobia (Psychosis) 
Bit of a Cough (Airborne) 
Claustrophobia (Psychosis) 
Fear of Rejection (Psychosis) 
Migraine (Non-Contagious) 

There are likely to be several cases of Migraines coming into Office 
Hours.

If Players would prefer I will mail out a full list of diseases and 
their cures, or I can map it all in the database.

Also, if players prefer I can keep a separate database of JUST 
cures. This might be easier to use than the one big database. 

Please let me know what you prefer.






From kevan@somethingorother.com Tue Dec 19 06:38:39 2000
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Subject: Proposals: Chronicity / Fear / Cough / Bloaty / Death / Shrink
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----------------------------------------------------------------------

Proposal - Nothing Chronic

Remove the Chronic-mentioning sentence from the definition of "Fear
of Rejection".

Remove the "Prescription" and "Chronic" paragraphs from Rule 14
(Cures).

{ It seems a bit slapdash and generic; I'd rather see certain
specific diseases leading to others (and some diseases being
trivial or even beneficial) than sweeping Pill-quadrupling and
Proposal denial for every single one. }

----------------------------------------------------------------------

Proposal - Fear Itself

Add "Whenever a Player with Fear of Rejection submits a Proposal,
they lose 5 Soul Points." to the definition of that Disease.

----------------------------------------------------------------------

Proposal - Nasty Cough You've Got There

Create a new Disease:-

Nasty Cough (Airborne)
A Player with this Disease should include the string "*cough*" at
least four times in each Proposal message he or she submits, or
that Proposal shall be ignored. That Player loses 8 Body Points
for each Proposal he or she submits.

During Office Hours, any Player with A Bit of a Cough has a 30%
chance of that Disease being replaced by Nasty Cough. If a Player
would catch Nasty Cough from another Player, they catch A Bit of
a Cough instead.

Each Green Pill a Player takes has a 30% of curing them of this
Disease.

----------------------------------------------------------------------

Proposal - Bloaty Head

{ Hm, has anyone else played "Theme Hospital"? }

To "Diseases", add the paragraph:-

Some Diseases are operable by certain staff, for a given cost.
A Player may request such an operation from a relevant staff
member, if he or she can afford the operation; upon such a
request being acknowledged, the Player is cured of the Disease
and loses Cash equal to the cost.

Create a new Disease:-

Bloaty Head (Physical)
A Player with Bloaty Head suffers tremendous discomfort, and
loses 10 Body Points during Office Hours. Bloaty Head is cured
using a special machine, which can only be operated by Doc or
the Nurse. This operation costs 100 Cash, and is harrowing
enough to reduce the patient's Soul Points by 10.

----------------------------------------------------------------------

Proposal - Death, Insanity, Rebirth

Remove the "Death" section from Rule 14. Enact a new Rule, "Death
and Insanity":-

If a Player has zero Body Points, he or she is considered Dead. If
a Player is Dead, they may take no game actions (other than
submitting Proposals) for the remainder of the current Round, and
their Body Points may not be increased.

If a Player has zero Soul Points, he or she is considered Insane.
Insane Players may take no game actions, although Doc is free to
take game actions on their behalf, in what he feels is in keeping
with their insanity.

When a new Round begins, any Dead Players are given twenty-five
Body Points (this overrides the earlier paragraph) and lose any
Diseases they might have had.

----------------------------------------------------------------------

Proposal - In the Psychiatrist's Chair

Enact a new Rule, "Psychiatrist":-

The Psychiatrist deals with the diagnosis, treatment, and
prevention of mental and emotional disorders, and is able,
through counselling, to treat the Psychoses of other Players.

At any given time, one Player may be a Psychiatrist (their
identity is part of the gamestate). Anyone wishing to be
treated by the Psychiatrist should make such a request on the
mailing list. The Psychiatrist may honour such requests by
announcing to the list that, after a tense and emotional
counselling session, any or all of the Psychoses suffered by
that Player have been lost.

The Psychiatrist may not counsel themselves, but, through mutual
understanding and personal development, any Psychosis they cure
in another Player is automatically cured in themselves, if they
have it.

If the Psychiatrist's Soul Points drop below thirty, Doc may
reassign the role elsewhere.

Upon enactment of this Rule, Kevan becomes the Psychiatrist.
This paragraph then removes itself from the ruleset.

----------------------------------------------------------------------

--
http://uncertain.org/~kevan
"I'm listening."


From Nomic1@aol.com Tue Dec 19 06:41:16 2000
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Date: Tue, 19 Dec 2000 14:41:07 -0000
To: DocNomic@egroups.com
Subject: Epidemiology Department Update -- Rare bug-eyed beetle found!
Message-ID: <91ns23+vp7t@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

The Epidemiology Department has just been sent an almost extinct bug-
eyed beetle from sub-sahara Africa that is rumored to cure almost any 
illness. If any Player with an illness would like to take part in an 
exciting study to see if we can cure their illness, please contact 
Feyd via this mailing list. 

In your application, please be sure to include:
Name:
Disease:
Symptoms:
Why you are more worthy to be accepted than the other applicants:
Favorite Color:

A test subject will be selected Wednesday afternoon.

The Epidemiology Department expects to receive more interesting items 
that may cure diseases in the coming weeks. We will sent out a call 
for volunteers whenever such a item is received by the department.

Thank you,
Feyd


From Nomic1@aol.com Tue Dec 19 06:48:59 2000
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Date: Tue, 19 Dec 2000 14:48:53 -0000
To: DocNomic@egroups.com
Subject: Re: Proposals: Chronicity / Fear / Cough / Bloaty / Death / Shrink
Message-ID: <91nsgl+r99j@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, kevan@s... wrote:
> --------------------------------------------------------------------
--
> 
> Proposal - Nothing Chronic
> Proposal - Fear Itself
> Proposal - Nasty Cough You've Got There
> Proposal - Bloaty Head -- Description of type (Physical)
> Create a new Disease:- Bloaty Head
This has to be proposed as an amendment to Rule 10.

> Proposal - Death, Insanity, Rebirth
I don't like this one. I think that in Round 2 should be something 
like all pills, cash, soul, and body are reset.

> Proposal - In the Psychiatrist's Chair

Good grief, you'd better hope some of these are accepted, or you're 
going to get Fear of Rejection.

BTW: what happens if you have FoR cronic and a proposal is rejected?

Feyd



From Nomic1@aol.com Tue Dec 19 06:53:27 2000
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To: DocNomic@egroups.com
Subject: Proposal: Step into the Light
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From: "Feyd " <Nomic1@aol.com>

Create a new rule, "Step Into the Light"

At the beginning of round 2, each player will have the following 
actions taken to their scores:

Body set to 100
Soul set to 100
All pill totals set to 0.
Add 1 red, 2 yellow, 3 green pills.
All Diseases are cured.

After these actions are taken then:

A random player is given "Bit of Cough"


From kevan@somethingorother.com Tue Dec 19 06:54:21 2000
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To: DocNomic@egroups.com
Subject: Re: Epidemiologist Report
Message-ID: <91nsqh+1oin@eGroups.com>
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From: kevan@somethingorother.com

> Greetings from they Epidemiology Department. We currently have six 
> known diseases. These diseases are documented in the database tab. 

Um, I might have missed a memo somewhere, but what exact benefit are 
we supposed to be getting from having Diseases listed in both the 
Ruleset and a database?

K.

--
http://uncertain.org/~kevan
"Brought to you by the Department of Redundancy Department."


From Nomic1@aol.com Tue Dec 19 07:51:38 2000
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To: DocNomic@egroups.com
Subject: Re: Epidemiologist Report
Message-ID: <91o05q+c7lq@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, kevan@s... wrote:
>> Greetings from they Epidemiology Department. We currently have 
six 
>> known diseases. These diseases are documented in the database 
tab. 
>Um, I might have missed a memo somewhere, but what exact benefit are 
>we supposed to be getting from having Diseases listed in both the 
>Ruleset and a database?

None really, except that cures are not necessarily part of rule 10, 
and this keeps it all together. The database isn't part of the game 
state, but a weekly report is mandated by the Epidemiology rule.


Fyed



From oairhart@ispchannel.com Tue Dec 19 07:57:32 2000
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Date: Tue, 19 Dec 2000 09:58:39 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Epidemiologist Report
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From: Ottis Airhart <oairhart@ispchannel.com>

I prefer one big database with diseases and cures together. Just my opinion.

At 02:35 PM 12/19/2000 +0000, you wrote:
>Greetings from they Epidemiology Department. We currently have six 
>known diseases. These diseases are documented in the database tab. 
>
>Current diseases:
>
>Addiction (Psychosis) 
>Agoraphobia (Psychosis) 
>Bit of a Cough (Airborne) 
>Claustrophobia (Psychosis) 
>Fear of Rejection (Psychosis) 
>Migraine (Non-Contagious) 
>
>There are likely to be several cases of Migraines coming into Office 
>Hours.
>
>If Players would prefer I will mail out a full list of diseases and 
>their cures, or I can map it all in the database.
>
>Also, if players prefer I can keep a separate database of JUST 
>cures. This might be easier to use than the one big database. 
>
>Please let me know what you prefer.
>
>
>
>
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Tue Dec 19 08:07:25 2000
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Date: Tue, 19 Dec 2000 10:08:37 -0600
To: DocNomic@egroups.com
Subject: Proposal: Diseases and Cures Amendment
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From: Ottis Airhart <oairhart@ispchannel.com>

I propose the following amendment to rule #10. Diseases:

Remove all listings of diseases and insert in their place the following text:

All diseases and their cures are listed in one or more eGroups databases at
<http://www.egroups.com/database/DocNomic>.

==========

I propose the following amendment to rule #14. Cures:

Remove all listings of cures and insert in their place the following text:

All diseases and their cures are listed in one or more eGroups databases at
<http://www.egroups.com/database/DocNomic>.


From kevan@somethingorother.com Tue Dec 19 08:10:39 2000
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To: DocNomic@egroups.com
Subject: Re: Epidemiologist Report
Message-ID: <91o19q+aupj@eGroups.com>
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From: kevan@somethingorother.com

> >Um, I might have missed a memo somewhere, but what exact benefit 
are 
> >we supposed to be getting from having Diseases listed in both the 
> >Ruleset and a database?
> 
> None really, except that cures are not necessarily part of rule 10, 
> and this keeps it all together.

Hm. I suspect it'd be easier to keep it all together in Rule 10, and 
remove the need for someone to cut-and-paste it all into a database 
every so often. Diseases are just as static as any Rule, really, and 
removing them from the Ruleset just makes for pointless duplication 
or (if we performed a complete Diseasectomy) Doc having to faff 
around with the database as well as the Ruleset, when processing 
Proposals that add a new Disease.

Kevan

--
http://uncertain.org/~kevan
"Forever is too long."


From oairhart@ispchannel.com Tue Dec 19 09:24:43 2000
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Subject: Point of Order: Epidemiologist
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From: Ottis Airhart <oairhart@ispchannel.com>

Doc,

The Office Holders listing in the gamestate should include:

Epidemiologist is the person variosly known as Feyd or Nomic1.

From oairhart@ispchannel.com Tue Dec 19 09:46:52 2000
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Date: Tue, 19 Dec 2000 11:48:07 -0600
To: DocNomic@egroups.com
Subject: Proposal: Blood Test
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From: Ottis Airhart <oairhart@ispchannel.com>

I propose a new rule labeled: Blood Test

Any officer or a player, at their discretion, may arrange for a blood test
to be performed on that player by sending a message to the mailing list.
The message subject must begin with "Blood Test:" followed by the player's
name. The blood test shall be to determine if a player has contracted a
disease.

A player may only have one blood test for every two Office Hours since
otherwise, they might become too weak to play from lack of blood. Each
blood test removes 3 body points from the player. A player who asks for a
blood test shall lose an additional 2 body points.

There is a X percent chance that the blood test shall show the infection of
a random disease where X is 100 minus the product of the body points
divided by two for that player ( X = 100 - (B.P. / 2 ) ). The
Epidemiologist may call for a blood test for a particular disease, which
increases the likelihood of infection by that disease by 25% (since e knows
what e is talking about).



From oairhart@ispchannel.com Tue Dec 19 09:54:07 2000
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Date: Tue, 19 Dec 2000 11:55:20 -0600
To: docnomic@egroups.com
Subject: [DocNomic] Proposal: Blood Test (amended)
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From: Ottis Airhart <oairhart@ispchannel.com>

I forgot one sentence below stating that the Nurse performs the Blood Test.

I propose a new rule labeled: Blood Test

Any officer or a player, at their discretion, may arrange for a blood test
to be performed on that player by sending a message to the mailing list.
The message subject must begin with "Blood Test:" followed by the player's
name. The blood test shall be to determine if a player has contracted a
disease and is performed by the Nurse.

A player may only have one blood test for every two Office Hours since
otherwise, they might become too weak to play from lack of blood. Each
blood test removes 3 body points from the player. A player who asks for a
blood test shall lose an additional 2 body points.

There is a X percent chance that the blood test shall show the infection of
a random disease where X is 100 minus the product of the body points
divided by two for that player ( X = 100 - (B.P. / 2 ) ). The
Epidemiologist may call for a blood test for a particular disease, which
increases the likelihood of infection by that disease by 25% (since e knows
what e is talking about).


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Date: Tue, 19 Dec 2000 12:07:40 -0600
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Subject: Proposal: Blood Bank
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From: Ottis Airhart <oairhart@ispchannel.com>

I propose a new rule labeled Blood Bank:

The Blood Bank stores blood collected from the players to be used for
medical procedures (surgeries, etc) and to increase one's health. The Blood
Bank is part of the gamestate and shall have it's status stored in a
database at <http://www.egroups.com/database/DocNomic>. The Blood Bank is
maintained by the Nurse.

All players are required to donate blood to the blood bank at least once
per four Office Hours. Failure to do so shall result in the decrement of
ten body points during Office Hours if that player has not donated blood
within the last four Office Hours. The players last date of donation shall
be part of the gamestate. A new player shall have a blood test immediately
upon recognition by the Doc.

A player must have had a Blood Test within 7 days prior to donation
resulting in no new infection by that player. Only one pint of blood may be
donated for each Blood Test. As compensation for donation, a player shall
gain 100 cash points, gain 5 Soul points, and lose 3 Body points.

If a player needs blood or wishes to buy blood, they may do so by notifying
the Nurse concerning how many pints they wish to buy. The purchase shall
decrement the player's cash points by 200, and increase their body points
by 5. This is in addition to any other costs that may be required for
medical procedures (surgeries, etc) and must be arranged before any medical
procedure requiring blood takes place.

===========
I encourage the Surgery proposal to include the requirement for X pints of
blood for a particular procedure.
===========
Also, no one panic concerning the blood bank... if accepted, the Nurse
shall call all players to have a blood test thereby not costing the player
more points.

From JJWeston@ThoughtWorks.COM Tue Dec 19 10:34:09 2000
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Subject: Re: [DocNomic] Re: Proposals: Chronicity / Fear / Cough / Bloaty / Death / Shrink
To: DocNomic@egroups.com
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From: JJWeston@ThoughtWorks.COM


That situation can't happen. If you have a chronic disease, all of
your proposals are ignored with the current ruleset.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -

Feyd wrote:

BTW: what happens if you have FoR cronic and a proposal is rejected?



From JJWeston@ThoughtWorks.COM Tue Dec 19 10:39:46 2000
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Subject: Re: [DocNomic] Re: Epidemiologist Report
To: DocNomic@egroups.com
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From: JJWeston@ThoughtWorks.COM


Does the Epidemiologist even track the cures? Rule 18 only mentions
diseases...

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -

Feyd wrote:

None really, except that cures are not necessarily part of rule 10,
and this keeps it all together. The database isn't part of the game
state, but a weekly report is mandated by the Epidemiology rule.



From JJWeston@ThoughtWorks.COM Tue Dec 19 10:44:07 2000
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Subject: Re: [DocNomic] Proposal: Diseases and Cures Amendment
To: DocNomic@egroups.com
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From: JJWeston@ThoughtWorks.COM


The more I think about it, the more I feel that diseases and cures
should remain part of the ruleset, and should not be a database. Being part
of the ruleset makes it much more flexible. Making it part of the database
removes all that flexibility. It also places power into the hands of the
Epidemiologist who maintains the database. If they insert a disease into
the database incorrectly, does it take effect that way? There would be no
rules to correct the disease definitions.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -

Ottis Airhart wrote:

I propose the following amendment to rule #10. Diseases:

Remove all listings of diseases and insert in their place the following
text:

All diseases and their cures are listed in one or more eGroups databases at
<http://www.egroups.com/database/DocNomic>.

==========

I propose the following amendment to rule #14. Cures:

Remove all listings of cures and insert in their place the following text:

All diseases and their cures are listed in one or more eGroups databases at
<http://www.egroups.com/database/DocNomic>.



From oairhart@ispchannel.com Tue Dec 19 11:24:40 2000
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Date: Tue, 19 Dec 2000 13:25:53 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Epidemiologist Report
In-Reply-To: <OF8884B1FC.8C2BDF4E-ON882569BA.00662870@thoughtworks.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

The E. doesn't have to, but they can be kept in the db anyways. The Nurse
doesn't track the diseases per player, but they are in that db the Nurse
uses for pill counts.

At 10:39 AM 12/19/2000 -0800, you wrote:
>
> Does the Epidemiologist even track the cures? Rule 18 only mentions
>diseases...
>
>- - -
>Jeffrey J. Weston
>jjweston@thoughtworks.com
>PGP Public Key : http://www.sir-toby.com/pgp-key.asc
>- - -
>
>Feyd wrote:
>
>None really, except that cures are not necessarily part of rule 10,
>and this keeps it all together. The database isn't part of the game
>state, but a weekly report is mandated by the Epidemiology rule.
>
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Tue Dec 19 11:26:03 2000
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Date: Tue, 19 Dec 2000 13:27:17 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Diseases and Cures Amendment
In-Reply-To: <OF1F1E2607.99619993-ON882569BA.00669818@thoughtworks.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

Why not make the diseases and cures database "part of the ruleset" subject
to all priveleges (sp?), changes, and etc... therin.

At 10:44 AM 12/19/2000 -0800, you wrote:
>
> The more I think about it, the more I feel that diseases and cures
>should remain part of the ruleset, and should not be a database. Being part
>of the ruleset makes it much more flexible. Making it part of the database
>removes all that flexibility. It also places power into the hands of the
>Epidemiologist who maintains the database. If they insert a disease into
>the database incorrectly, does it take effect that way? There would be no
>rules to correct the disease definitions.
>
>- - -
>Jeffrey J. Weston
>jjweston@thoughtworks.com
>PGP Public Key : http://www.sir-toby.com/pgp-key.asc
>- - -
>
>Ottis Airhart wrote:
>
>I propose the following amendment to rule #10. Diseases:
>
>Remove all listings of diseases and insert in their place the following
>text:
>
>All diseases and their cures are listed in one or more eGroups databases at
><http://www.egroups.com/database/DocNomic>.
>
>==========
>
>I propose the following amendment to rule #14. Cures:
>
>Remove all listings of cures and insert in their place the following text:
>
>All diseases and their cures are listed in one or more eGroups databases at
><http://www.egroups.com/database/DocNomic>.
>
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Tue Dec 19 12:04:15 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Agoraphobia
References: <91np71+f5ce@eGroups.com>
Date: 19 Dec 2000 15:03:43 -0500
In-Reply-To: kevan@somethingorother.com's message of "Tue, 19 Dec 2000 13:52:33 -0000"
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> And Britta and Mark both lose 5 Soul Points, of course.

Oops. Thanks.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Dec 19 12:10:46 2000
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Point of Order: Epidemiologist
References: <4.1.20001219112341.012afe90@pop3.ispchannel.com>
Date: 19 Dec 2000 15:10:44 -0500
In-Reply-To: Ottis Airhart's message of "Tue, 19 Dec 2000 11:25:53 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> The Office Holders listing in the gamestate should include:
> 
> Epidemiologist is the person variosly known as Feyd or Nomic1.

Right, thanks.

-- 
- Doc

From kevan@somethingorother.com Tue Dec 19 12:13:36 2000
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To: DocNomic@egroups.com
Subject: Re: Proposal: Diseases and Cures Amendment
Message-ID: <91ofh8+lsva@eGroups.com>
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From: kevan@somethingorother.com

> > The more I think about it, the more I feel that diseases and 
cures
> >should remain part of the ruleset, and should not be a database. 
Being part
> >of the ruleset makes it much more flexible. Making it part of the 
database
> >removes all that flexibility. It also places power into the hands 
of the
> >Epidemiologist who maintains the database. If they insert a 
disease into
> >the database incorrectly, does it take effect that way? There 
would be no
> >rules to correct the disease definitions.
>
> Why not make the diseases and cures database "part of the ruleset" 
subject
> to all priveleges (sp?), changes, and etc... therin.

I'm afraid I just don't see any benefit from it, and plenty of rather 
hefty drawbacks - aside from it seeming awkward for Doc to have to 
wander off and update an eGroups database if a bunch of passed 
Proposals include a tweak to a Disease, splitting the Ruleset over 
two separate sites just seems to add an element of uncertainty and 
disarray.

I don't really want to have to browse to another site to read 
something that could *easily* go in the Ruleset, particularly if I'm 
on a slow connection. I don't want to have two windows open if I'm 
skimming through the Ruleset checking things. I'd prefer it if I 
could just text-search "purple pill" in one browser window, to find 
out about Purple Pills' influence on the game.

If Diseases somehow changed dynamically, it might make sense to have 
them stored somewhere where all of the relevant people could get at 
them, but since they're really no more than standard-issue Rule 
paragraphs, this seems rather pointless.

Kevan

--
http://uncertain.org/~kevan
"I'm just a nasty narrow-minded jade."


From Nomic1@aol.com Tue Dec 19 12:24:22 2000
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To: DocNomic@egroups.com
Subject: Re: Proposal: Diseases and Cures Amendment
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, kevan@s... wrote:
> > > The more I think about it, the more I feel that diseases 
and 
> cures
> > >should remain part of the ruleset, and should not be a database. 

I don't have an opinion here. I will maintain the Database as 
an "unofficial" list -- for me it is much easier. However, I can see 
both pros and cons of making it officially part of the ruleset -- for 
one thing, only Doc should update the ruleset. 

Would it be better if we called it a "non-official mirror"? That way 
new diseases are added by amending rule 10, and I update my list(s). 
I need to put cures in there too -- or maybe make that a separate 
list.

Feyd





From Nomic1@aol.com Tue Dec 19 12:32:23 2000
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To: DocNomic@egroups.com
Subject: DOC: I Invoke Rule 18, Paragraph 4
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From: "Feyd " <Nomic1@aol.com>

Ottis Airhart clearly misspells Epidemiologist below as "E.". I 
therefore invoke Rule 18 Paragraph 4 and infect Ottis Airhart with 
Agoraphobia! This cost me 5 soul points. 

Please spell my position correctly in the future. Congratulations to 
Mr. Weston below for his exemplary spelling skills.

Feyd

--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
> The E. doesn't have to, but they can be kept in the db anyways. The 
Nurse
> doesn't track the diseases per player, but they are in that db the 
Nurse
> uses for pill counts.
> At 10:39 AM 12/19/2000 -0800, you wrote:
> >
> > Does the Epidemiologist even track the cures? Rule 18 only 
mentions
> >diseases...
> >
> >- - -
> >Jeffrey J. Weston
> >jjweston@t...
> >PGP Public Key : http://www.sir-toby.com/pgp-key.asc
> >- - -
> >
> >Feyd wrote:
> >
> >None really, except that cures are not necessarily part of rule 10,
> >and this keeps it all together. The database isn't part of the 
game
> >state, but a weekly report is mandated by the Epidemiology rule.



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To: DocNomic@egroups.com
Subject: Re: [DocNomic] DOC: I Invoke Rule 18, Paragraph 4
References: <91ogkc+206s@eGroups.com>
Date: 19 Dec 2000 15:55:26 -0500
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> Ottis Airhart clearly misspells Epidemiologist below as "E.". I 
> therefore invoke Rule 18 Paragraph 4 and infect Ottis Airhart with 
> Agoraphobia! This cost me 5 soul points. 

Doc rules that an abbreviation is not a misspelling. Your soul is
intact, as is Ottis's sanity.

-- 
- Doc

From oairhart@ispchannel.com Tue Dec 19 13:09:47 2000
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Date: Tue, 19 Dec 2000 14:41:57 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] DOC: I Invoke Rule 18, Paragraph 4
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From: Ottis Airhart <oairhart@ispchannel.com>

AH, you are a NASTY MAN. I was not mis-spelling it, I was abbreviating it
to avoid mis-spelling it. How can you mis-spell something you haven't even
spelled. I will from now on refer to your position as the NASTY MAN.


At 08:32 PM 12/19/2000 +0000, you wrote:
>Ottis Airhart clearly misspells Epidemiologist below as "E.". I 
>therefore invoke Rule 18 Paragraph 4 and infect Ottis Airhart with 
>Agoraphobia! This cost me 5 soul points. 
>
>Please spell my position correctly in the future. Congratulations to 
>Mr. Weston below for his exemplary spelling skills.
>
>Feyd
>
>--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
>> The E. doesn't have to, but they can be kept in the db anyways. The 
>Nurse
>> doesn't track the diseases per player, but they are in that db the 
>Nurse
>> uses for pill counts.
>> At 10:39 AM 12/19/2000 -0800, you wrote:
>> >
>> > Does the Epidemiologist even track the cures? Rule 18 only 
>mentions
>> >diseases...
>> >
>> >- - -
>> >Jeffrey J. Weston
>> >jjweston@t...
>> >PGP Public Key : http://www.sir-toby.com/pgp-key.asc
>> >- - -
>> >
>> >Feyd wrote:
>> >
>> >None really, except that cures are not necessarily part of rule 10,
>> >and this keeps it all together. The database isn't part of the 
>game
>> >state, but a weekly report is mandated by the Epidemiology rule.
>
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From Nomic1@aol.com Tue Dec 19 13:11:12 2000
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To: DocNomic@egroups.com
Subject: POINT OF ORDER: Rule 18, Paragraph 4
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From: "Feyd " <Nomic1@aol.com>

Doc,
Your decision below is incorrect. I invoke point of order.

Reasoning:
If abbreviations are allowed, paragraph 4 has no meaning. "E." is 
not an accepted abbreviation for "Epidemiologist" in any medical 
text. The *clear* intent of the rule is to prevent such callous 
twisting of the bitter Epidemiologist's name.

If you overrule this Point, then ANY charge of misspelling can be 
answered with, "Oh, I didn't misspell Epidemiologist, that's just an 
abbreviation." 

Feyd


--- In DocNomic@egroups.com, rsholmes@m... wrote:
> "Feyd " <Nomic1@a...> writes:
> 
> > Ottis Airhart clearly misspells Epidemiologist below as "E.". I 
> > therefore invoke Rule 18 Paragraph 4 and infect Ottis Airhart 
with 
> > Agoraphobia! This cost me 5 soul points. 
> 
> Doc rules that an abbreviation is not a misspelling. Your soul is
> intact, as is Ottis's sanity.
> 
> -- 
> - Doc


From Nomic1@aol.com Tue Dec 19 13:14:21 2000
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To: DocNomic@egroups.com
Subject: Re: DOC: I Invoke Rule 18, Paragraph 4
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
>AH, you are a NASTY MAN. I was not mis-spelling it, I was 
abbreviating it
>to avoid mis-spelling it. How can you mis-spell something you 
haven't even
>spelled. I will from now on refer to your position as the NASTY MAN.


Am NOT! I've already offered to help heal someone. And, um, and....
Hell, you are right.


ROTFL. Less than 20 rules and I'm already a bad person!
Feyd 



From Nomic1@aol.com Tue Dec 19 13:30:39 2000
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To: DocNomic@egroups.com
Subject: Question about the Psychiatrist proposal -- suggested limits
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From: "Feyd " <Nomic1@aol.com>

As proposed, the psychiatrist decide at random who he chooses to heal 
or not heal. Can he heal those who do not wish to be healed (perhaps 
in order to remove one of his own phychosis)? Can he charge pills or 
fees for his services? Can he heal several people in one week? If 
so, then that seems a bit overbalancing....the phychiatrist can 
remove all Phychosis from all players except himself, and as long as 
another player has that disease, the phychiatrist can heal himself 
too. This basically allows one player to completely remove an entire 
class of disease from the gamestate.

I would like to see stronger limits on this proposal. I would 
support two different approaches:
ONE WAY:
Limited number of times per week the Phychiatrist can do his stuff.
There is a random change of success (say 50%).
There is a random change of self-healing in the phychiatrist (say 
25%).
Since he is doing a good deed he also gets 2 soul points just for the 
attempt.
The player being treated must pay the bank 100 cash for the visit.

ANOTHER TACK:
Being around a sick person like that means the phyciatrist has a 50% 
chance of CONTRACTING the disease he is healing. This would make it 
more likely that fees will be charged, but then the psyche is taking 
a risk, so that's ok. If he has any cronic diseases the Doc must 
immediately name another player Phychiatrist. This player may not 
have any cronic diseases.

Should this have been raised as a point of order?
Feyd


From rsholmes@mailbox.syr.edu Tue Dec 19 14:01:21 2000
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Subject: Re: [DocNomic] Question about the Psychiatrist proposal -- suggested limits
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> Should this have been raised as a point of order?

Nope, it's just comments. And valid ones, I might add.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Dec 19 14:32:44 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] POINT OF ORDER: Rule 18, Paragraph 4
References: <91oite+8l7p@eGroups.com>
Date: 19 Dec 2000 17:32:27 -0500
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> Doc,
> Your decision below is incorrect. I invoke point of order.
> 
> Reasoning:
> If abbreviations are allowed, paragraph 4 has no meaning. "E." is 
> not an accepted abbreviation for "Epidemiologist" in any medical 
> text. The *clear* intent of the rule is to prevent such callous 
> twisting of the bitter Epidemiologist's name.
> 
> If you overrule this Point, then ANY charge of misspelling can be 
> answered with, "Oh, I didn't misspell Epidemiologist, that's just an 
> abbreviation." 
> 
> Feyd

Ottis, or anyone else: care to comment on this before I pass
judgement? 

-- 
- Doc

From oairhart@ispchannel.com Tue Dec 19 16:27:31 2000
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Date: Tue, 19 Dec 2000 18:28:35 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] POINT OF ORDER: Rule 18, Paragraph 4
In-Reply-To: <xzcd7eoujno.fsf@rodan.syr.edu>
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From: Ottis Airhart <oairhart@ispchannel.com>

I would submit the following examples of where 'E' has been used to refer
specifically to Epidemiology.

EDEN - European Dermato-Epidemiology Network
ENARE - European Network for Antibiotic Resistance and Epidemiology
EPO - Epidemiology Program Office

These are all official abbreviations as found at:
http://www.geocities.com/~mlshams/acronym/acrE.htm

I quote from http://www.dictionary.com that an abbreviation is: 
"A shortened form of a word or phrase used chiefly in writing to represent
the complete form, such as Mass. for Massachusetts or USMC for United
States Marine Corps."

Also, the definition of "spell" according to the same source is:
"To name or write in order the letters constituting (a word or part of a
word)."

Note that is says PART of a word. So I have correctly spelled
Epidemiologist by simply spelling it with an 'E'.






At 05:32 PM 12/19/2000 -0500, you wrote:
>"Feyd " <Nomic1@aol.com> writes:
>
>> Doc,
>> Your decision below is incorrect. I invoke point of order.
>> 
>> Reasoning:
>> If abbreviations are allowed, paragraph 4 has no meaning. "E." is 
>> not an accepted abbreviation for "Epidemiologist" in any medical 
>> text. The *clear* intent of the rule is to prevent such callous 
>> twisting of the bitter Epidemiologist's name.
>> 
>> If you overrule this Point, then ANY charge of misspelling can be 
>> answered with, "Oh, I didn't misspell Epidemiologist, that's just an 
>> abbreviation." 
>> 
>> Feyd
>
>Ottis, or anyone else: care to comment on this before I pass
>judgement? 
>
>-- 
>- Doc
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Tue Dec 19 16:55:41 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] POINT OF ORDER: Rule 18, Paragraph 4
References: <"Feyd "'s message of "Tue, 19 Dec 2000 21:11:10 -0000"> <91oite+8l7p@eGroups.com> <4.1.20001219181318.01410158@pop3.ispchannel.com>
Date: 19 Dec 2000 19:55:38 -0500
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> Your decision below is incorrect. I invoke point of order.
> 
> Reasoning:
> If abbreviations are allowed, paragraph 4 has no meaning. "E." is 
> not an accepted abbreviation for "Epidemiologist" in any medical 
> text. 

Irrelevant. I never said it was accepted in medical texts. I merely
said it was an abbreviation and not a misspelling.

> The *clear* intent of the rule is to prevent such callous 
> twisting of the bitter Epidemiologist's name.

Intent also is irrelevant. The rule deals with misspellings, not with
abbreviations. 

> If you overrule this Point, then ANY charge of misspelling can be 
> answered with, "Oh, I didn't misspell Epidemiologist, that's just an 
> abbreviation." 

Exaggeration. No one is going to persuade me that "Epadimmeealogous"
is an abbreviation for Epidemiologist.

Ottis Airhart <oairhart@ispchannel.com> writes:

> I would submit the following examples of where 'E' has been used to refer
> specifically to Epidemiology.
> 
> EDEN - European Dermato-Epidemiology Network
> ENARE - European Network for Antibiotic Resistance and Epidemiology
> EPO - Epidemiology Program Office
> 
> These are all official abbreviations as found at:
> http://www.geocities.com/~mlshams/acronym/acrE.htm

Ha! Good job of research, though not particularly relevant either.
Those are acronyms and cannot be arbitrarily cut up into their
constituent letters.

> I quote from http://www.dictionary.com that an abbreviation is: 
> "A shortened form of a word or phrase used chiefly in writing to represent
> the complete form, such as Mass. for Massachusetts or USMC for United
> States Marine Corps."

OK.

> Also, the definition of "spell" according to the same source is:
> "To name or write in order the letters constituting (a word or part of a
> word)."
> 
> Note that is says PART of a word. So I have correctly spelled
> Epidemiologist by simply spelling it with an 'E'.

Oh dear. Surely you must understand that when you "write in order the
letters constituting part of a word", you have spelled, but you've
spelled part of a word, not a whole word. If you could spell
"Epidemiologist" as "E", spelling bees would be a whole lot less
traumatic than they are.

Doc's judgement: The speciousness of that last point doesn't alter the
fact that "E." as used here was a legitimate and understandable
abbreviation for Epidemiologist, not a misspelling thereof. Rule 18,
Paragraph 4 does not deal with abbreviations (or with circumlocutions
such as "NASTY MAN".) The attempt to inflict Agoraphobia on Ottis is
invalid. 

-- 
- Doc

From oairhart@ispchannel.com Tue Dec 19 17:16:20 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] POINT OF ORDER: Rule 18, Paragraph 4
In-Reply-To: <xzcy9xbud11.fsf@rodan.syr.edu>
References: <Ottis Airhart's message of "Tue, 19 Dec 2000 18:28:35 -0600"> <"Feyd "'s message of "Tue, 19 Dec 2000 21:11:10 -0000"> <91oite+8l7p@eGroups.com> <4.1.20001219181318.01410158@pop3.ispchannel.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

Thank you, Doc.

At 07:55 PM 12/19/2000 -0500, you wrote:
>"Feyd " <Nomic1@aol.com> writes:
>
>> Your decision below is incorrect. I invoke point of order.
>> 
>> Reasoning:
>> If abbreviations are allowed, paragraph 4 has no meaning. "E." is 
>> not an accepted abbreviation for "Epidemiologist" in any medical 
>> text. 
>
>Irrelevant. I never said it was accepted in medical texts. I merely
>said it was an abbreviation and not a misspelling.
>
>> The *clear* intent of the rule is to prevent such callous 
>> twisting of the bitter Epidemiologist's name.
>
>Intent also is irrelevant. The rule deals with misspellings, not with
>abbreviations. 
>
>> If you overrule this Point, then ANY charge of misspelling can be 
>> answered with, "Oh, I didn't misspell Epidemiologist, that's just an 
>> abbreviation." 
>
>Exaggeration. No one is going to persuade me that "Epadimmeealogous"
>is an abbreviation for Epidemiologist.
>
>Ottis Airhart <oairhart@ispchannel.com> writes:
>
>> I would submit the following examples of where 'E' has been used to refer
>> specifically to Epidemiology.
>> 
>> EDEN - European Dermato-Epidemiology Network
>> ENARE - European Network for Antibiotic Resistance and Epidemiology
>> EPO - Epidemiology Program Office
>> 
>> These are all official abbreviations as found at:
>> http://www.geocities.com/~mlshams/acronym/acrE.htm
>
>Ha! Good job of research, though not particularly relevant either.
>Those are acronyms and cannot be arbitrarily cut up into their
>constituent letters.
>
>> I quote from http://www.dictionary.com that an abbreviation is: 
>> "A shortened form of a word or phrase used chiefly in writing to represent
>> the complete form, such as Mass. for Massachusetts or USMC for United
>> States Marine Corps."
>
>OK.
>
>> Also, the definition of "spell" according to the same source is:
>> "To name or write in order the letters constituting (a word or part of a
>> word)."
>> 
>> Note that is says PART of a word. So I have correctly spelled
>> Epidemiologist by simply spelling it with an 'E'.
>
>Oh dear. Surely you must understand that when you "write in order the
>letters constituting part of a word", you have spelled, but you've
>spelled part of a word, not a whole word. If you could spell
>"Epidemiologist" as "E", spelling bees would be a whole lot less
>traumatic than they are.
>
>Doc's judgement: The speciousness of that last point doesn't alter the
>fact that "E." as used here was a legitimate and understandable
>abbreviation for Epidemiologist, not a misspelling thereof. Rule 18,
>Paragraph 4 does not deal with abbreviations (or with circumlocutions
>such as "NASTY MAN".) The attempt to inflict Agoraphobia on Ottis is
>invalid. 
>
>-- 
>- Doc
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Tue Dec 19 17:19:46 2000
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Date: Tue, 19 Dec 2000 19:20:59 -0600
To: DocNomic@egroups.com
Subject: Feyd is NOT a nasty man
In-Reply-To: <91oj2i+8k95@eGroups.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

In light of recent discussions and rulings by the Doc, our wonderful
Epidemiologist, a.k.a. Feyd, is not a Nasty Man as before thought. E (heh
heh, him or her) is truly a saint in eir field (and very bitter as the rule
indicates). E (heh) is merely misunderstood as all truly great scientists are.

At 09:13 PM 12/19/2000 +0000, you wrote:
>--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
>>AH, you are a NASTY MAN. I was not mis-spelling it, I was 
>abbreviating it
>>to avoid mis-spelling it. How can you mis-spell something you 
>haven't even
>>spelled. I will from now on refer to your position as the NASTY MAN.
>
>
>Am NOT! I've already offered to help heal someone. And, um, and....
>Hell, you are right.
>
>
>ROTFL. Less than 20 rules and I'm already a bad person!
>Feyd 
>
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From Nomic1@aol.com Tue Dec 19 18:45:08 2000
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To: DocNomic@egroups.com
Subject: <blush> Thanks Otis. I appreciate that. Thanks for the clarification doc.
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From: "Feyd " <Nomic1@aol.com>

I love this game!! And this particular rulest ;-)
In recompence for Doctorial analysis I hereby gift Otis with 50 
cash. 


As E. I of course am still bitter. :-).

Feyd


From rsholmes@mailbox.syr.edu Tue Dec 19 19:08:13 2000
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Subject: Re: [DocNomic] <blush> Thanks Otis. I appreciate that. Thanks for the clarification doc.
References: <91p6eu+m0tu@eGroups.com>
Date: 19 Dec 2000 22:08:10 -0500
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"Feyd " <Nomic1@aol.com> writes:

> I love this game!! And this particular rulest ;-)
> In recompence for Doctorial analysis I hereby gift Otis with 50 
> cash. 

Hmm, is that legal? The rules don't provide for cash gifts between
players. On the other hand they don't prohibit it. On the other
other hand they don't prohibit counterfeiting 100,000 cash either.
Still, why not? OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Dec 19 19:11:08 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Question about the Psychiatrist proposal -- suggested limits
References: <91ok1s+qikh@eGroups.com> <xzcg0jkul3l.fsf@rodan.syr.edu>
Date: 19 Dec 2000 22:11:06 -0500
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From: rsholmes@mailbox.syr.edu

Guess I should wait and see if Ottis accepts the gift before recording
it, though.

-- 
- Doc

From oairhart@ispchannel.com Tue Dec 19 19:14:45 2000
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Subject: Re: [DocNomic] Question about the Psychiatrist proposal -- suggested limits
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References: <rsholmes@mailbox.syr.edu's message of "19 Dec 2000 17:01:18 -0500"> <91ok1s+qikh@eGroups.com> <xzcg0jkul3l.fsf@rodan.syr.edu>
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From: Ottis Airhart <oairhart@ispchannel.com>

I accept, thank you.


At 10:11 PM 12/19/2000 -0500, you wrote:
>Guess I should wait and see if Ottis accepts the gift before recording
>it, though.
>
>-- 
>- Doc
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From kevan@somethingorother.com Wed Dec 20 02:11:55 2000
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Subject: Re: <blush> Thanks Otis. I appreciate that. Thanks for the clarification doc.
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> > I love this game!! And this particular rulest ;-)
> > In recompence for Doctorial analysis I hereby gift Otis with 50 
> > cash. 
> 
> Hmm, is that legal? The rules don't provide for cash gifts between
> players. On the other hand they don't prohibit it. On the other
> other hand they don't prohibit counterfeiting 100,000 cash either.
> Still, why not? OK.

I don't think it's allowed, actually. Rule 1 says that "The Ruleset 
and Gamestate may not be altered except as specified in the Rules.", 
and Player's Cash Points are clearly defined as being part of the 
gamestate.

Kevan

--
http://uncertain.org/~kevan
"In the days when you were hopelessly poor, I just liked you more."


From kevan@somethingorother.com Wed Dec 20 02:27:18 2000
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From: kevan@somethingorother.com

> Ottis, or anyone else: care to comment on this before I pass
> judgement? 

The abbreviation seems perfectly reasonable in context - Jeffrey 
mentions the "Epidemiologist", Ottis refers to the "E." in his 
immediate response. It doesn't matter whether "E." is an acceptable 
medical abbreviation or not; it doesn't even matter whether "E." 
makes any sense or not. It's no more a mis-spelling than saying "him" 
or "that person" or "NASTY MAN". You can't mis-spell something you 
weren't trying to spell.

I applaud the attempt, all the same.

K.

--
http://uncertain.org/~kevan
"I am playing the right notes - but not necessarily in the right 
order."


From kevan@somethingorother.com Wed Dec 20 02:44:58 2000
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To: DocNomic@egroups.com
Subject: Re: Question about the Psychiatrist proposal -- suggested limits
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> Can he heal those who do not wish to be healed (perhaps 
> in order to remove one of his own phychosis)?

No, he can only honour requests for healing. If nobody asks, he can't 
do anything.

> Can he charge pills or fees for his services?

He could if there were any way for Players to exchange pills and 
cash, I suppose (in the same way the Epidemiologist could request 
payment for cures, or threaten to infect people who don't pay him 
protection money). Might be interesting for something like that to be 
unregulated.

> Can he heal several people in one week?

Nothing to say he can't, so - yes.

> If so, then that seems a bit overbalancing....the phychiatrist can 
> remove all Phychosis from all players except himself, and as long 
as 
> another player has that disease, the phychiatrist can heal himself 
> too.

It relies on Players asking the Psychiatrist to cure them, though. If 
people don't want the Psychiatrist to be able to cure his own 
Claustrophobia, then Players with that Disease shouldn't consult with 
him. And I don't see anything *that* powerful in being able to cure 
people who want to be cured.

> This basically allows one player to completely remove an entire 
> class of disease from the gamestate.

Provided that all of its sufferers asked to be cured. And provided 
it's a Psychosis (most of which creep back quite easily anyway). Why 
is this a "powerful" thing?

> I would like to see stronger limits on this proposal. I would 
> support two different approaches:
> ONE WAY:
> Limited number of times per week the Phychiatrist can do his stuff.

I can't see his ability being used *that* much, really, with any cure 
relying on both a Player asking for it and the Psychiatrist granting 
it.

> There is a random change of success (say 50%).
> There is a random change of self-healing in the phychiatrist (say 
> 25%).

Maybe, although I don't really like the idea of individual Players 
making random decisions, since it's hard to regulate the results. (We 
could use an automated dice-rolling email thing, but I'd rather it 
didn't come to that.)

> Since he is doing a good deed he also gets 2 soul points just for 
the 
> attempt.

Hm, maybe a good incentive to use his powers.

> The player being treated must pay the bank 100 cash for the visit.

Perhaps. Feel free to propose it. (Assuming Psychiatry passes at all.)

> ANOTHER TACK:
> Being around a sick person like that means the phyciatrist has a 
50% 
> chance of CONTRACTING the disease he is healing. This would make it 
> more likely that fees will be charged, but then the psyche is 
taking 
> a risk, so that's ok.

Mm, on a personal note I'd rather have simple game elements that 
could interact in interesting ways, rather than large and complicated 
ones. A generic "anyone treating a patient has a 10% chance of 
contracting a contagious disease from them" rule might be 
interesting, but bolting stuff directly onto individual offices seems 
a bit unwieldy.

Incidentally, it's a good job there's no punishment for spelling 
"Psychiatrist" wrongly, isn't it?

Kevan

--
http://uncertain.org/~kevan
"Mind you, that's just a pat diagnosis made without first obtaining 
your full medical history."


From Nomic1@aol.com Wed Dec 20 06:27:55 2000
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Subject: Re: Question about the Psychiatrist proposal -- suggested limits
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, kevan@s... wrote:
> He could if there were any way for Players to exchange pills and 
> cash, I suppose (in the same way the Epidemiologist could request 
> payment for cures, or threaten to infect people who don't pay him 
> protection money). Might be interesting for something like that to 
be 
> unregulated.

I agree with this. I think mandating payment to another player is 
unnecessary. Market forces should work just fine in this context to 
regulate prices (or protection money, for that matter).


> Incidentally, it's a good job there's no punishment for spelling 
> "Psychiatrist" wrongly, isn't it?

I'm glad you caught that. Was wondering if anyone would ROTFL. 

Feyd


From rsholmes@mailbox.syr.edu Wed Dec 20 12:11:19 2000
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Subject: Re: [DocNomic] Re: <blush> Thanks Otis. I appreciate that. Thanks for the clarification doc.
References: <91q0l9+8a0k@eGroups.com>
Date: 20 Dec 2000 15:11:17 -0500
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> I don't think it's allowed, actually. Rule 1 says that "The Ruleset 
> and Gamestate may not be altered except as specified in the Rules.", 
> and Player's Cash Points are clearly defined as being part of the 
> gamestate.

Aha... good point. Sorry, Ottis.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Dec 20 12:48:33 2000
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Subject: Re: [DocNomic] Proposals: Chronicity / Fear / Cough / Bloaty / Death / Shrink
References: <91nrt4+4ab2@eGroups.com>
Date: 20 Dec 2000 15:48:31 -0500
In-Reply-To: kevan@somethingorother.com's message of "Tue, 19 Dec 2000 14:38:28 -0000"
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kevan@somethingorother.com writes:

> Proposal - Nothing Chronic
> 
> Remove the Chronic-mentioning sentence from the definition of "Fear
> of Rejection".
> 
> Remove the "Prescription" and "Chronic" paragraphs from Rule 14
> (Cures).
> 
> { It seems a bit slapdash and generic; I'd rather see certain
> specific diseases leading to others (and some diseases being
> trivial or even beneficial) than sweeping Pill-quadrupling and
> Proposal denial for every single one. }

ACCEPTED. 1 green pill.

> Proposal - Fear Itself
> 
> Add "Whenever a Player with Fear of Rejection submits a Proposal,
> they lose 5 Soul Points." to the definition of that Disease.

ACCEPTED. 1 green pill.

> Proposal - Nasty Cough You've Got There
> 
> Create a new Disease:-
> 
> Nasty Cough (Airborne)
> A Player with this Disease should include the string "*cough*" at
> least four times in each Proposal message he or she submits, or
> that Proposal shall be ignored. That Player loses 8 Body Points
> for each Proposal he or she submits.
> 
> During Office Hours, any Player with A Bit of a Cough has a 30%
> chance of that Disease being replaced by Nasty Cough. If a Player
> would catch Nasty Cough from another Player, they catch A Bit of
> a Cough instead.
> 
> Each Green Pill a Player takes has a 30% of curing them of this
> Disease.

ACCEPTED. 1 green pill.

> Proposal - Bloaty Head
> 
> { Hm, has anyone else played "Theme Hospital"? }
> 
> To "Diseases", add the paragraph:-
> 
> Some Diseases are operable by certain staff, for a given cost.
> A Player may request such an operation from a relevant staff
> member, if he or she can afford the operation; upon such a
> request being acknowledged, the Player is cured of the Disease
> and loses Cash equal to the cost.
> 
> Create a new Disease:-
> 
> Bloaty Head (Physical)
> A Player with Bloaty Head suffers tremendous discomfort, and
> loses 10 Body Points during Office Hours. Bloaty Head is cured
> using a special machine, which can only be operated by Doc or
> the Nurse. This operation costs 100 Cash, and is harrowing
> enough to reduce the patient's Soul Points by 10.

REJECTED. I'd like not to add diseases that can't be caught (yet).
Kevan has Fear of Rejection.

> Proposal - Death, Insanity, Rebirth
> 
> Remove the "Death" section from Rule 14. Enact a new Rule, "Death
> and Insanity":-
> 
> If a Player has zero Body Points, he or she is considered Dead. If
> a Player is Dead, they may take no game actions (other than
> submitting Proposals) for the remainder of the current Round, and
> their Body Points may not be increased.
> 
> If a Player has zero Soul Points, he or she is considered Insane.
> Insane Players may take no game actions, although Doc is free to
> take game actions on their behalf, in what he feels is in keeping
> with their insanity.
> 
> When a new Round begins, any Dead Players are given twenty-five
> Body Points (this overrides the earlier paragraph) and lose any
> Diseases they might have had.

REJECTED. I don't see why a dead player should be able to submit
proposals, and I don't see why dead players should benefit at the end
of round in ways insane and other players do not.

> Proposal - In the Psychiatrist's Chair
> 
> Enact a new Rule, "Psychiatrist":-
> 
> The Psychiatrist deals with the diagnosis, treatment, and
> prevention of mental and emotional disorders, and is able,
> through counselling, to treat the Psychoses of other Players.
> 
> At any given time, one Player may be a Psychiatrist (their
> identity is part of the gamestate). Anyone wishing to be
> treated by the Psychiatrist should make such a request on the
> mailing list. The Psychiatrist may honour such requests by
> announcing to the list that, after a tense and emotional
> counselling session, any or all of the Psychoses suffered by
> that Player have been lost.
> 
> The Psychiatrist may not counsel themselves, but, through mutual
> understanding and personal development, any Psychosis they cure
> in another Player is automatically cured in themselves, if they
> have it.
> 
> If the Psychiatrist's Soul Points drop below thirty, Doc may
> reassign the role elsewhere.
> 
> Upon enactment of this Rule, Kevan becomes the Psychiatrist.
> This paragraph then removes itself from the ruleset.

ACCEPTED. This creates Rule 20. Agoraphobia check: 5 players
eligible, 20% chance:

5 random reals 0 < x < 1:
0.165008544921875
0.421661376953125
0.168365478515625
0.646270751953125
0.658905029296875

Feyd and Jim have Agoraphobia. Britta and Mark lose 5 soul points.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Dec 20 12:50:37 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposals: Chronicity / Fear / Cough / Bloaty / Death / Shrink
References: <91nrt4+4ab2@eGroups.com>
Date: 20 Dec 2000 15:50:33 -0500
In-Reply-To: kevan@somethingorother.com's message of "Tue, 19 Dec 2000 14:38:28 -0000"
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From: rsholmes@mailbox.syr.edu

Oh, and Kevan's Fear of Rejection is cured.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Dec 20 12:52:15 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Step into the Light
References: <91nsot+jja6@eGroups.com>
Date: 20 Dec 2000 15:52:13 -0500
In-Reply-To: "Feyd "'s message of "Tue, 19 Dec 2000 14:53:17 -0000"
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"Feyd " <Nomic1@aol.com> writes:

> Create a new rule, "Step Into the Light"
> 
> At the beginning of round 2, each player will have the following 
> actions taken to their scores:
> 
> Body set to 100
> Soul set to 100
> All pill totals set to 0.
> Add 1 red, 2 yellow, 3 green pills.
> All Diseases are cured.
> 
> After these actions are taken then:
> 
> A random player is given "Bit of Cough"

REJECTED. Given that there's no way to win Round 1 yet, it's WAY too
early to be setting up Round 2.

5 soul points lost.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Dec 20 12:53:18 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Diseases and Cures Amendment
References: <91nsqh+1oin@eGroups.com> <4.1.20001219100456.02ee1488@pop3.ispchannel.com>
Date: 20 Dec 2000 15:53:16 -0500
In-Reply-To: Ottis Airhart's message of "Tue, 19 Dec 2000 10:08:37 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> I propose the following amendment to rule #10. Diseases:
> 
> Remove all listings of diseases and insert in their place the following text:
> 
> All diseases and their cures are listed in one or more eGroups databases at
> <http://www.egroups.com/database/DocNomic>.
> 
> ==========
> 
> I propose the following amendment to rule #14. Cures:
> 
> Remove all listings of cures and insert in their place the following text:
> 
> All diseases and their cures are listed in one or more eGroups databases at
> <http://www.egroups.com/database/DocNomic>.

REJECTED. Doc feels the proper place for diseases is in the ruleset.

Ottis has Fear of Rejection.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Dec 20 12:58:30 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Blood Test
References: <91o05q+c7lq@eGroups.com> <4.1.20001219111714.02efddb0@pop3.ispchannel.com>
Date: 20 Dec 2000 15:58:28 -0500
In-Reply-To: Ottis Airhart's message of "Tue, 19 Dec 2000 11:48:07 -0600"
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Ottis Airhart <oairhart@ispchannel.com> writes:

> I propose a new rule labeled: Blood Test
> 
> Any officer or a player, at their discretion, may arrange for a blood test
> to be performed on that player by sending a message to the mailing list.
> The message subject must begin with "Blood Test:" followed by the player's
> name. The blood test shall be to determine if a player has contracted a
> disease.
> 
> A player may only have one blood test for every two Office Hours since
> otherwise, they might become too weak to play from lack of blood. Each
> blood test removes 3 body points from the player. A player who asks for a
> blood test shall lose an additional 2 body points.
> 
> There is a X percent chance that the blood test shall show the infection of
> a random disease where X is 100 minus the product of the body points
> divided by two for that player ( X = 100 - (B.P. / 2 ) ). The
> Epidemiologist may call for a blood test for a particular disease, which
> increases the likelihood of infection by that disease by 25% (since e knows
> what e is talking about).

REJECTED. C'mon... a blood test showing infection of Agoraphobia?

Why would a player call for a blood test on emself?

Suppose a blood test says the player does NOT have "Bit of a Cough".
Suppose the player *had* Bit of a Cough when the test was requested.
Does that mean e's cured?

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Dec 20 12:59:05 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Blood Test
References: <91o05q+c7lq@eGroups.com> <4.1.20001219111714.02efddb0@pop3.ispchannel.com>
Date: 20 Dec 2000 15:59:04 -0500
In-Reply-To: Ottis Airhart's message of "Tue, 19 Dec 2000 11:48:07 -0600"
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Oh yes. 5 soul point deduction.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Dec 20 13:00:13 2000
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Blood Test (amended)
References: <4.1.20001219115421.01411a10@pop3.ispchannel.com>
Date: 20 Dec 2000 16:00:10 -0500
In-Reply-To: Ottis Airhart's message of "Tue, 19 Dec 2000 11:55:20 -0600"
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Ottis Airhart <oairhart@ispchannel.com> writes:

> I forgot one sentence below stating that the Nurse performs the Blood Test.
> 
> I propose a new rule labeled: Blood Test
> 
> Any officer or a player, at their discretion, may arrange for a blood test
> to be performed on that player by sending a message to the mailing list.
> The message subject must begin with "Blood Test:" followed by the player's
> name. The blood test shall be to determine if a player has contracted a
> disease and is performed by the Nurse.
> 
> A player may only have one blood test for every two Office Hours since
> otherwise, they might become too weak to play from lack of blood. Each
> blood test removes 3 body points from the player. A player who asks for a
> blood test shall lose an additional 2 body points.
> 
> There is a X percent chance that the blood test shall show the infection of
> a random disease where X is 100 minus the product of the body points
> divided by two for that player ( X = 100 - (B.P. / 2 ) ). The
> Epidemiologist may call for a blood test for a particular disease, which
> increases the likelihood of infection by that disease by 25% (since e knows
> what e is talking about).

Oh dear. Since the rules don't provide for amendments to proposals,
this has to be taken as a separate proposal -- also REJECTED. So
that's 5 more soul points.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Dec 20 13:03:17 2000
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Blood Bank
References: <4.1.20001219114810.012e5e78@pop3.ispchannel.com>
Date: 20 Dec 2000 16:03:16 -0500
In-Reply-To: Ottis Airhart's message of "Tue, 19 Dec 2000 12:07:40 -0600"
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Ottis Airhart <oairhart@ispchannel.com> writes:

> I propose a new rule labeled Blood Bank:
> 
> The Blood Bank stores blood collected from the players to be used for
> medical procedures (surgeries, etc) and to increase one's health. The Blood
> Bank is part of the gamestate and shall have it's status stored in a
> database at <http://www.egroups.com/database/DocNomic>. The Blood Bank is
> maintained by the Nurse.
> 
> All players are required to donate blood to the blood bank at least once
> per four Office Hours. Failure to do so shall result in the decrement of
> ten body points during Office Hours if that player has not donated blood
> within the last four Office Hours. The players last date of donation shall
> be part of the gamestate. A new player shall have a blood test immediately
> upon recognition by the Doc.
> 
> A player must have had a Blood Test within 7 days prior to donation
> resulting in no new infection by that player. Only one pint of blood may be
> donated for each Blood Test. As compensation for donation, a player shall
> gain 100 cash points, gain 5 Soul points, and lose 3 Body points.
> 
> If a player needs blood or wishes to buy blood, they may do so by notifying
> the Nurse concerning how many pints they wish to buy. The purchase shall
> decrement the player's cash points by 200, and increase their body points
> by 5. This is in addition to any other costs that may be required for
> medical procedures (surgeries, etc) and must be arranged before any medical
> procedure requiring blood takes place.

REJECTED. An interesting proposal but it requires Blood Tests -- and
the Blood Test proposals were rejected. I also question the wisdom of
requiring blood donations from players with communicable diseases.

5 soul points lost.

-- 
- Doc

From oairhart@ispchannel.com Wed Dec 20 13:05:31 2000
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Date: Wed, 20 Dec 2000 15:06:55 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Blood Test
In-Reply-To: <xzcr932stcb.fsf@rodan.syr.edu>
References: <Ottis Airhart's message of "Tue, 19 Dec 2000 11:48:07 -0600"> <91o05q+c7lq@eGroups.com> <4.1.20001219111714.02efddb0@pop3.ispchannel.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

I thought it was good. As the game progresses, it may be to a player's
advantage to have a blood test performed. In the case of certain procedures
being performed (blood donation, surgery, etc...) the player MUST request
the blood test... so them requesting is not so bad.

Also, the blood test would typically pick a random disease (using a random
number generator) then a probability of infection by that disease.

But be it as it may, I guess I'll just start suggesting things like: A
player gains one cash point if a rule is accepted and loses 100 cash points
if it is rejected.


At 03:58 PM 12/20/2000 -0500, you wrote:
>Ottis Airhart <oairhart@ispchannel.com> writes:
>
>> I propose a new rule labeled: Blood Test
>> 
>> Any officer or a player, at their discretion, may arrange for a blood test
>> to be performed on that player by sending a message to the mailing list.
>> The message subject must begin with "Blood Test:" followed by the player's
>> name. The blood test shall be to determine if a player has contracted a
>> disease.
>> 
>> A player may only have one blood test for every two Office Hours since
>> otherwise, they might become too weak to play from lack of blood. Each
>> blood test removes 3 body points from the player. A player who asks for a
>> blood test shall lose an additional 2 body points.
>> 
>> There is a X percent chance that the blood test shall show the infection of
>> a random disease where X is 100 minus the product of the body points
>> divided by two for that player ( X = 100 - (B.P. / 2 ) ). The
>> Epidemiologist may call for a blood test for a particular disease, which
>> increases the likelihood of infection by that disease by 25% (since e knows
>> what e is talking about).
>
>REJECTED. C'mon... a blood test showing infection of Agoraphobia?
>
>Why would a player call for a blood test on emself?
>
>Suppose a blood test says the player does NOT have "Bit of a Cough".
>Suppose the player *had* Bit of a Cough when the test was requested.
>Does that mean e's cured?
>
>-- 
>- Doc
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From Nomic1@aol.com Wed Dec 20 13:32:41 2000
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Date: Wed, 20 Dec 2000 21:31:43 -0000
To: DocNomic@egroups.com
Subject: POINT OF ORDER: Fear of Rejection and series of Proposals.
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From: "Feyd " <Nomic1@aol.com>


In the following sequence of Proposals revewed by Doc, the following 
progression should have occurred:

At "Bloaty Head", Keven contracts "Fear of Rejection". 
(Noted by Doc)
At "Death, Insanity, Rebirth", Keven loses 5 soul points.
at "In the Psychiatrist's Chair" Keven Loses 5 soul Points, and "Fear 
of Rejection" is cured.

You forgot to subject 10 soul points for 2 proposals submitted 
with "Fear of Rejection".

Feyd

--- In DocNomic@egroups.com, rsholmes@m... wrote:
> kevan@s... writes:
> > Proposal - Nothing Chronic
> ACCEPTED. 1 green pill.
> 
> > Proposal - Fear Itself
> ACCEPTED. 1 green pill.
> 
> > Proposal - Nasty Cough You've Got There
> ACCEPTED. 1 green pill.
> 
> > Proposal - Bloaty Head
> REJECTED. I'd like not to add diseases that can't be caught (yet).
> Kevan has Fear of Rejection.
> 
> > Proposal - Death, Insanity, Rebirth
> REJECTED. I don't see why a dead player should be able to submit

> > Proposal - In the Psychiatrist's Chair
> ACCEPTED. This creates Rule 20. Agoraphobia check: 5 players
> - Doc


From JJWeston@ThoughtWorks.COM Wed Dec 20 13:32:56 2000
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Subject: Point of Order: Kevan's Soul Points
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Kevan loses 10 soul points for submitting two proposals while having
"Fear of Rejection". He caught fear of rejection with "Bloaty Head". He
loses 5 soul points for submitting "Death, Insanity, Rebirth". He loses 5
soul points for submitting "In the Psychiatrists's Chair".

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -
Doc wrote:

> Proposal - Bloaty Head

REJECTED. I'd like not to add diseases that can't be caught (yet).
Kevan has Fear of Rejection.

> Proposal - Death, Insanity, Rebirth

REJECTED. I don't see why a dead player should be able to submit
proposals, and I don't see why dead players should benefit at the end
of round in ways insane and other players do not.

> Proposal - In the Psychiatrist's Chair

ACCEPTED. This creates Rule 20. Agoraphobia check: 5 players
eligible, 20% chance.



From kevan@somethingorother.com Wed Dec 20 13:56:24 2000
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Subject: Re: Proposals: Chronicity / Fear / Cough / Bloaty / Death / Shrink
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From: kevan@somethingorother.com

> > Bloaty Head (Physical)
> 
> REJECTED. I'd like not to add diseases that can't be caught (yet).

Oops. Must have misplaced that bit during some cut-and-paste. 
(Although our resident NASTY MAN - a phrase, incidentally, which 
caused great amusement this morning; kudos, there - would be able to 
bloat our heads if he felt the need, of course.) Oh well.

> > Proposal - Death, Insanity, Rebirth
> 
> REJECTED. I don't see why a dead player should be able to submit
> proposals,

Well, it seems a shame to completely remove a Player's influence on 
the game. Quietly submitting ideas from the Other Side until the next 
Round began seemed better than thumb-twiddling or (indeed) losing 
interest in a game that you're reduced to commenting on. If anything 
it'd be interesting to see a bunch of Dead Players trying to speed 
the Round up.

> and I don't see why dead players should benefit at the end
> of round in ways insane and other players do not.

Mm, they only get enough Body Points to take them fairly clear of a 
repeated death, and lose any Diseases that might have contributed to 
them dying in the first place. It seemed fair recompense for the 
severe disability of Death, which could drag on for a while.

(Insane Players shouldn't find it too hard to get *some* Soul back, 
of course, and ill Players will likely sort themselves out in the 
time that our Dead friends were sitting around being Dead.)

I was overstretching myself a bit in that Proposal, though. I'll give 
it a rethink.

Kevan

--
http://uncertain.org/~kevan
"Shut up and get on the cart."


From Nomic1@aol.com Wed Dec 20 14:03:14 2000
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To: DocNomic@egroups.com
Subject: Proposal: Proposal Framework
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From: "Feyd " <Nomic1@aol.com>

Keven's last list-o-proposals is too confusing.

I propose the following rule: "Proposal Framework"
----TEXT---------------
There may be only one proposal per message. If more then one 
proposal is made in a message, all proposals in the message are 
ignored.

If the proposal is for a new rule, the subject line must include the 
text, "Proposal:" followed by the text name of the new rule.

If the proposal is an amendment, the subject line must include the 
text "Proposal: Amendment to" follwed by the title of the rule to be 
amended. 

If these guidelines are not followed then the proposal is ignored. 
Minor variation in spacing and spelling will be accepted as long as 
the general format is followed.

-----/TEXT-------------

This may be a bit too tight, but it will make searching the archives 
for Proposals and/or amendments MUCH easier.

Note to doc: I Lose 5 soul points for this proposal.

Feyd





From JJWeston@ThoughtWorks.COM Wed Dec 20 14:06:51 2000
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Subject: Re: [DocNomic] Proposal: Proposal Framework
To: DocNomic@egroups.com
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From: JJWeston@ThoughtWorks.COM


What about proposals that repeal rules? What about enacting, or
amending multiple rules? What about proposals that both enact and amend
rules? I like the idea of restricting proposals to one per message, but the
naming scheme is extremely lacking.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -

Feyd wrote:

Keven's last list-o-proposals is too confusing.

I propose the following rule: "Proposal Framework"
----TEXT---------------
There may be only one proposal per message. If more then one
proposal is made in a message, all proposals in the message are
ignored.

If the proposal is for a new rule, the subject line must include the
text, "Proposal:" followed by the text name of the new rule.

If the proposal is an amendment, the subject line must include the
text "Proposal: Amendment to" follwed by the title of the rule to be
amended.

If these guidelines are not followed then the proposal is ignored.
Minor variation in spacing and spelling will be accepted as long as
the general format is followed.

-----/TEXT-------------

This may be a bit too tight, but it will make searching the archives
for Proposals and/or amendments MUCH easier.

Note to doc: I Lose 5 soul points for this proposal.

Feyd






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From JJWeston@ThoughtWorks.COM Wed Dec 20 14:09:24 2000
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Subject: Proposal: Therapy Session
To: DocNomic@egroups.com
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From: JJWeston@ThoughtWorks.COM

Enact a new rule called Therapy Session:

During office hours, Doc will hold up to five (5) therapy sessions to
help restore sanity to those that request it. Players may request a therapy
session by sending such a request to the mailing list. Doc will schedule
therapy sessions on a first requested / first served basis. During a
therapy session, Doc will add five (5) soul points to the player, but will
not be able to increase their soul points above one hundred (100). The
player will pay Doc fifty (50) cash for the session. Players may attempt to
schedule as many therapy sessions as they want for a particular office
hours.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From rsholmes@mailbox.syr.edu Wed Dec 20 14:34:38 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] POINT OF ORDER: Fear of Rejection and series of Proposals.
References: <91r8fv+45hk@eGroups.com>
Date: 20 Dec 2000 17:34:37 -0500
In-Reply-To: "Feyd "'s message of "Wed, 20 Dec 2000 21:31:43 -0000"
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> In the following sequence of Proposals revewed by Doc, the following 
> progression should have occurred:
> 
> At "Bloaty Head", Keven contracts "Fear of Rejection". 
> (Noted by Doc)
> At "Death, Insanity, Rebirth", Keven loses 5 soul points.
> at "In the Psychiatrist's Chair" Keven Loses 5 soul Points, and "Fear 
> of Rejection" is cured.
> 
> You forgot to subject 10 soul points for 2 proposals submitted 
> with "Fear of Rejection".

(Mr Weston submitted essentially the same POO).

No! Kevan did *not* submit any proposals with "Fear of Rejection".
At the time the proposals were submitted Kevan did not have "FoR". At
the time the last two were *judged* he did, but the soul point
deduction is only for proposals *submitted* with "FoR".

HOWEVER... I then went and made Feyd's mistake with Ottis's
proposals. I deducted 15 S.P.s incorrectly. Sorry Ottis! I'll fix. 

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Dec 20 14:38:31 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Blood Test
References: <Ottis Airhart's message of "Tue, 19 Dec 2000 11:48:07 -0600"> <91o05q+c7lq@eGroups.com> <4.1.20001219111714.02efddb0@pop3.ispchannel.com> <4.1.20001220150211.0134ded8@pop3.ispchannel.com>
Date: 20 Dec 2000 17:37:46 -0500
In-Reply-To: Ottis Airhart's message of "Wed, 20 Dec 2000 15:06:55 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> I thought it was good. As the game progresses, it may be to a player's
> advantage to have a blood test performed. In the case of certain procedures
> being performed (blood donation, surgery, etc...) the player MUST request
> the blood test... so them requesting is not so bad.

OK... that makes sense.

> Also, the blood test would typically pick a random disease (using a random
> number generator) then a probability of infection by that disease.

Yeah, I understand... but the random disease will sometimes be one
that the player has, and in some of those cases the blood test will
sometimes say e doesn't have it. Strikes me as somewhat inconsistent
with the rules explicitly governing cures...

-- 
- Doc

From JJWeston@ThoughtWorks.COM Wed Dec 20 14:45:17 2000
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Subject: Proposal: Fear of Judgement, not Fear of Proposing
To: DocNomic@egroups.com
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From: JJWeston@ThoughtWorks.COM

Amend rule 10 by striking this phrase from Fear of Rejection, "submits
a Proposal" and replacing it with, "has one of their proposals judged".

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From Nomic1@aol.com Wed Dec 20 14:54:11 2000
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To: DocNomic@egroups.com
Subject: Beat me to it Jeffrey <g>
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, JJWeston@T... wrote:
> Amend rule 10 by striking this phrase from Fear of 
Rejection, "submits
> a Proposal" and replacing it with, "has one of their proposals 
judged".
> 
> - - -
> Jeffrey J. Weston
> jjweston@t...
> PGP Public Key : http://www.sir-toby.com/pgp-key.asc
> - - -


From JJWeston@ThoughtWorks.COM Wed Dec 20 15:16:16 2000
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Subject: Proposal: Better Perks for the Masses
To: DocNomic@egroups.com
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From: JJWeston@ThoughtWorks.COM

Amend rule 12 to read in full:

Whenever a proposal passes, Doc gives the proposer one (1) pill of any
color. If, in the opinion of Doc, the proposal makes the game more
interesting, Doc gives the proposer one (1) additional pill of any color.
If, in the opinion of Doc, the proposal is the most creative proposal
passed to date, Doc gives the proposer three (3) additional pills of any
color.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From oairhart@ispchannel.com Wed Dec 20 19:34:15 2000
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Date: Wed, 20 Dec 2000 21:35:38 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Better Perks for the Masses
In-Reply-To: <OF2FF02F5E.B0573574-ON882569BB.007EDD1D@thoughtworks.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

Seems like that is what is already happening.

At 03:16 PM 12/20/2000 -0800, you wrote:
> Amend rule 12 to read in full:
>
>Whenever a proposal passes, Doc gives the proposer one (1) pill of any
>color. If, in the opinion of Doc, the proposal makes the game more
>interesting, Doc gives the proposer one (1) additional pill of any color.
>If, in the opinion of Doc, the proposal is the most creative proposal
>passed to date, Doc gives the proposer three (3) additional pills of any
>color.
>
>- - -
>Jeffrey J. Weston
>jjweston@thoughtworks.com
>PGP Public Key : http://www.sir-toby.com/pgp-key.asc
>- - -
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Wed Dec 20 20:22:16 2000
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Date: Wed, 20 Dec 2000 22:23:39 -0600
To: docnomic@egroups.com
Subject: Proposal: Blood Test
Mime-Version: 1.0
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From: Ottis Airhart <oairhart@ispchannel.com>

(I have no fear of rejection)

I propose the following:
Blood Test
A blood test may be performed on a player at the request of that player or
any officer. The blood test costs 1 body point and 5 cash points if
requested by the player and is free when requested by an officer. The blood
test shall check for any communicable. The disease shall be randomly chosen
from diseases not already inflicting the player. The chance of the
discovery of a new infection is X percent where X is equal to 100 minus
the dividend of the player's body points divided by 2 ( 100 - ( B.P. / 2
)). There must be two office hours events between each blood test for a
particular player. The nurse performs all blood tests by request in an
email sent to the mailing list with a subject: "Blood Test:" followed by
the player's name.

===more===

The nurse shall generate all random numbers via email from:
http://www.irony.com/mailroll.html which has a verifiable interface for
unbiased random number generation. A number between 0 and 100 shall be
generated. If the player has an 80 percent probability, then any number
between 0 and 80 is a positive result, otherwise it is a negative result.

Doc, feel free to include or exclude the last paragraph. It is the method
the nurse should use to generate the random number (roll the dice) in this
case. I'm working on a way to have the results emailed DIRECTLY to the
mailing list, but the server has to be a member... so I'm working on that.
Here is an example:

-----BEGIN PGP SIGNED MESSAGE-----


Random number test

zracing1@hotmail.com requested that 3 rolls of a 100-sided die be rolled.
Roll them bones ... your dice are
Roll 1: 73.
Roll 2: 95.
Roll 3: 5.

Mail was sent to you at zracing1@hotmail.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at
http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

iQBVAwUBOkGBfLyfeleUG9SNAQH3XQH8DPrOAfQ8SqWuomwESh2411I1VYI0YJNZ
rF3jBiCvUl2q8JM815/ab4DsyJOZficaJtRMcattBQ/ddJXPJfnLog==
=D9ax
-----END PGP SIGNATURE-----

======
This can be pasted in a form on their website and it will tell you if it
had been tampered with, etc. Pretty good.


From rsholmes@mailbox.syr.edu Wed Dec 20 21:36:25 2000
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Subject: Office hours
Date: 21 Dec 2000 00:36:04 -0500
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Lines: 49
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From: rsholmes@mailbox.syr.edu

PRESCRIPTIONS:

All players are to receive 1 r / 2 b / 3 g. (Nurse, please dispense.)

COMMUNICABLE DISEASES:

Selecting first random player out of 8:

1 random ints 1 <= x <= 8:
7

Player #7 = Mark Nau, has no communicable diseases, so none transmitted.

ADDICT:

Kevan has the most pills and so is addict for the week. He loses 3 BP
/ 5 SP.

MIGRAINES:

No present Migraine sufferers.
150 messages have been posted since last Office Hours
All players have 150% chance of contracting a Migraine. 

All players now have Migraine.

NASTY COUGH:

Jim has Bit of a Cough. 30% chance of changing to Nasty Cough.

1 random reals 0 < x < 1:
0.25054931640625

Jim now has a Nasty Cough.

CASH:

All players get 100 cash.

NURSE'S COMPENSATION:

2 SP, 5 BP, 3 green pills (Nurse to dispense pills)

EPIDEMIOLOGIST'S COMPENSATION:

1 red pill, 1 yellow pill (Nurse, please dispense)

-- 
- Doc

From oairhart@ispchannel.com Wed Dec 20 22:22:07 2000
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Date: Thu, 21 Dec 2000 00:23:34 -0600
To: docnomic@egroups.com
Subject: Nurse's Report 12/21/00 (a)
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From: Ottis Airhart <oairhart@ispchannel.com>

All players have received their weekly subscription of 1 red, 2 blue, and 3
green pills.

The Epidemiologist and Nurse have both been compensated according to the
rules and Doc's request.

From oairhart@ispchannel.com Wed Dec 20 22:30:28 2000
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Date: Thu, 21 Dec 2000 00:31:55 -0600
To: docnomic@egroups.com
Subject: Point Of Order: Perks
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From: Ottis Airhart <oairhart@ispchannel.com>

I bring to your attention the following matter concerning Perks, only to
establish a clarification.

First let me state the Nurse's defined duties. I quote from the beginning
of Rule 16.

"16. Nurse 
The name of the player who holds the office of Nurse shall be part of the
gamestate. The Nurse keeps track of people's Prescriptions. "

To define prescriptions, let's look at rule 9:

"9. Prescriptions 
During each Office Hours, all Players will receive a prescription of a
certain number of Pills, of specified colours. The exact number and colours
of Pills received must be defined by the rules. 
Unless specified elsewhere, all Players have a prescription of one Red
Pill, two Blue Pills and three Green Pills. This rule defers to all other
rules that specify a prescription amount. "

It is obvious from these two rules that the Nurse is to administer the
weekly hand out of pills. No problem. BUT... let's look at Rule 12:

"12. Perks 
Whenever a Proposal passes, Doc may give its Proposer up to three Pills of
any colours he feels appropriate."

This rule does not mention that these pills are part of any type of
prescription. In fact it states that Doc should hand out the pills, and I
heartily agree. As Doc feels free to judge the proposals, it would be
easiest for the Doc to adjust any perks associated with passages of
proposals. The Nurse has already taken care of the past two "rounds" of
proposal judgements and adjusted the pill counts according to the perks
given by the Doc. In the future, the Doc needs to adjust pill counts for
perks. The Nurse may miss or over-compensate a player in light of all the
discussion that goes on concerning passages, rejections, etc... it would
just be better for Doc to handle this as the rule states, when a proposal
actually passes.

Again: all pills are up to date as of this message. No further adjustment
is necessary until future proposals are judged.

Nurse Ottis






From oairhart@ispchannel.com Wed Dec 20 22:39:45 2000
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Date: Thu, 21 Dec 2000 00:41:12 -0600
To: docnomic@egroups.com
Subject: Point of Order: Proposals
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From: Ottis Airhart <oairhart@ispchannel.com>

I do not recommend that we adjust previous events, but for future events,
we need to be aware of the exact wording of the rules. I have a proposal
immediately following this point of order to try and fix the problem.

Rule 3 states:
==
Players may submit Proposals by sending them to the DocNomic Mailing List.
A Proposal thus submitted becomes Pending. A Proposal consists of one or
more new proposed Rules, and/or a proposed amendment to one or more
existing Rules, and/or a proposed repeal of one or more existing Rules.
...
Doc will judge each Pending Proposal and accept, reject or ignore it. To
ignore a Proposal, the condition by which it is ignored must be explicit
elsewhere in the ruleset. Once a Proposal has been judged, it ceases to be
Pending. 
==
This means that if a single email (a Proposal) is sent, it can consist of
many proposed rules, amendments, and/or repeals. This also means that the
proposal, with possibly many proposed rules, etc., is to be judged IN
WHOLE... not, as it has previously been done, by judging each individual
addition or change within the email.

See the next proposal for a possible fix.
Ottis


From oairhart@ispchannel.com Wed Dec 20 22:41:17 2000
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Date: Thu, 21 Dec 2000 00:42:45 -0600
To: docnomic@egroups.com
Subject: Proposal: Amend Rule 3
Mime-Version: 1.0
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From: Ottis Airhart <oairhart@ispchannel.com>

Rule 3 currently states:

Players may submit Proposals by sending them to the DocNomic Mailing List.
A Proposal thus submitted becomes Pending. A Proposal consists of one or
more new proposed Rules, and/or a proposed amendment to one or more
existing Rules, and/or a proposed repeal of one or more existing Rules. 

I recommend the following amendment to Rule 3:

Players may submit Proposals by sending them to the DocNomic Mailing List.
A Proposal thus submitted becomes Pending. A Proposal consists of one new
proposed Rule, and/or a proposed amendment to one or more (if related)
existing Rules, and/or a proposed repeal of one or more (if related)
existing Rules. All new rules, amendments, and/or repeals contained within
a single Proposal email sent to the mailing shall be judged in whole.

===
This should clear up our record keeping a bit and make the proposals easier
to follow. A new rule shall be submitted in a single email by itself. I
mentioned one or more for amendments or repeals because there are many
cases where a new rule, amendment, or repeal depends on all the actions
being taken, not just one action.


From oairhart@ispchannel.com Wed Dec 20 22:47:44 2000
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Date: Thu, 21 Dec 2000 00:49:11 -0600
To: docnomic@egroups.com
Subject: Pill
Mime-Version: 1.0
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From: Ottis Airhart <oairhart@ispchannel.com>

Nurse,

I wisth to take one green pill to try and cure my migrane.

Ottis


From oairhart@ispchannel.com Wed Dec 20 22:52:19 2000
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Date: Thu, 21 Dec 2000 00:53:46 -0600
To: DocNomic@egroups.com
Subject: Nurse's Report - 12/21/00 (b)
In-Reply-To: <4.1.20001221004819.0135cf00@pop3.ispchannel.com>
Mime-Version: 1.0
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From: Ottis Airhart <oairhart@ispchannel.com>

At 12:49 AM 12/21/2000 -0600, you wrote:
>Nurse,
>
>I wisth to take one green pill to try and cure my migrane.
>
>Ottis


-----BEGIN PGP SIGNED MESSAGE-----


1 Green pill taken to cure Ottis' migrane, 50% chance

zracing1@hotmail.com requested that 1 roll of a 100-sided die be rolled.
Roll them bones ... your dice are
Roll 1: 14.

Mail was sent to you at zracing1@hotmail.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at
http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

iQBVAwUBOkGn17yfeleUG9SNAQEL7AH/cqT79XxKn0PkS/iYG3UVO+kUkVUUzuKo
D+iirjYUoPpFKqdGuqO5DsJOpef6SgRGXzmusWwDj+qNKUWGQnMM2w==
=w3SN
-----END PGP SIGNATURE-----

(14) Failed to cure the migrane.

From oairhart@ispchannel.com Wed Dec 20 22:53:43 2000
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Subject: Pill, please!
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: Ottis Airhart <oairhart@ispchannel.com>

Nurse,

I rrreeaaaallyy wishth to tanke one more green pill to twy and cyure my
mwigrame. This is really starting to hoyurt!!

Ottis


From oairhart@ispchannel.com Wed Dec 20 22:57:22 2000
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Date: Thu, 21 Dec 2000 00:58:46 -0600
To: DocNomic@egroups.com
Subject: Nurse's Report 12/21/00 (c)
In-Reply-To: <4.1.20001221005358.05ed1e28@pop3.ispchannel.com>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: Ottis Airhart <oairhart@ispchannel.com>

At 12:55 AM 12/21/2000 -0600, you wrote:
>Nurse,
>
>I rrreeaaaallyy wishth to tanke one more green pill to twy and cyure my
>mwigrame. This is really starting to hoyurt!!
>
>Ottis
-----BEGIN PGP SIGNED MESSAGE-----


1 Green pill taken to cure Ottis' migrane, 50% chance

zracing1@hotmail.com requested that 1 roll of a 100-sided die be rolled.
Roll them bones ... your dice are
Roll 1: 95.

Mail was sent to you at zracing1@hotmail.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at
http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

iQBVAwUBOkGpLbyfeleUG9SNAQGw3AH/QxoYd9v0fy9gcgKs2OJVDwYnvdHq3Epo
gur0NcJLe5GXCjs6LvOgnDMsr1ybzglRSSNakEm2OVawTScrNDW2jA==
=8kHA
-----END PGP SIGNATURE-----

(95) so you are cured.

DOC, please make the appropriate changes to the gamestate for Ottis. He is
cured of his migrane after taking 2 pills.


From jjweston@pop.net Wed Dec 20 23:20:19 2000
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Date: Wed, 20 Dec 2000 23:09:39 -0800
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Better Perks for the Masses
In-Reply-To: <4.1.20001220213527.0134bde0@pop3.ispchannel.com>
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From: Jeff Weston <jjweston@pop.net>

At 09:35 PM 12/20/2000 -0600, you wrote:
>Seems like that is what is already happening.

Not exactly... Doc currently "may" choose to award pills. Occasionally,
Doc has awarded no pills for an accepted proposal. I would like to make
getting at least one pill a requirement, with additional pills given out as
Doc feels appropriate for the conditions I list.

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From jjweston@pop.net Wed Dec 20 23:20:19 2000
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Date: Wed, 20 Dec 2000 23:16:59 -0800
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Point of Order: Proposals
In-Reply-To: <4.1.20001221003649.01390248@pop3.ispchannel.com>
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From: Jeff Weston <jjweston@pop.net>

At 12:41 AM 12/21/2000 -0600, you wrote:
>I do not recommend that we adjust previous events, but for future events,
>we need to be aware of the exact wording of the rules. I have a proposal
>immediately following this point of order to try and fix the problem.
>
>Rule 3 states:
[snip]

Rule 3 also states that "Each proposal must have in its Subject line the
text: "Proposal:" followed by a label for the proposal or it shall be
ignored."

This already implies that only one proposal is allowed per email. In
reality all of the proposals in Kevan's one message should have been
ignored, since they did not follow the naming convention of rule 3. I think
I will also make a Point of Order along these lines...

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From jjweston@pop.net Wed Dec 20 23:20:20 2000
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Date: Wed, 20 Dec 2000 23:20:05 -0800
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Rule 3
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From: Jeff Weston <jjweston@pop.net>

At 12:42 AM 12/21/2000 -0600, you wrote:
>I recommend the following amendment to Rule 3:
>
>Players may submit Proposals by sending them to the DocNomic Mailing List.
>A Proposal thus submitted becomes Pending. A Proposal consists of one new
>proposed Rule, and/or a proposed amendment to one or more (if related)
>existing Rules, and/or a proposed repeal of one or more (if related)
>existing Rules. All new rules, amendments, and/or repeals contained within
>a single Proposal email sent to the mailing shall be judged in whole.

This amendment adds restrictions to rule 3 that I don't think are really
neccessary. I feel the rule already properly handles multiple proposals in
one message, they should be ignored. A Point of Order should be able to
clear the problem up without amending the rule.

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From jjweston@pop.net Wed Dec 20 23:27:41 2000
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Date: Wed, 20 Dec 2000 23:27:27 -0800
To: DocNomic@egroups.com
Subject: Point of Order: Ignore Multiple Proposals in one Message
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: Jeff Weston <jjweston@pop.net>

According to the naming scheme presented in rule 3, we have the following
sentence: "Each proposal must have in its Subject line the text:
"Proposal:" followed by a label for the proposal or it shall be ignored."

Clearly, one message with multiple proposals in it cannot meet this naming
convention. Kevan submitted the following proposals that did not following
this naming convention and yet they were not ignored: "Nothing Chronic",
"Fear Itself", "Nasty Cough You've Got There", "Bloaty Head", "Death,
Insanity, Rebirth", and "In the Psychiatrist's Chair".

I argue that all of these proposals should have been ignored according to
rule 3. BUT... It would be a real pain to go back and change events that
have already happened. I propose with this Point of Order that in the
future, multiple proposals in one email message are simply ignored.

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From jjweston@pop.net Wed Dec 20 23:39:48 2000
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Date: Wed, 20 Dec 2000 23:39:36 -0800
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Nurse's Report 12/21/00 (c)
In-Reply-To: <4.1.20001221005724.05ed1f18@pop3.ispchannel.com>
References: <4.1.20001221005358.05ed1e28@pop3.ispchannel.com>
Mime-Version: 1.0
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From: Jeff Weston <jjweston@pop.net>

Hmm... I'm getting a bad signature from all three PGP signed messages you
posted... Are you getting valid signatures from this service when they're
mailed directly to you?

I get this:
*** PGP Signature Status: bad
*** Signer: Irony Games (Invalid)
*** Signed: 12/20/2000 10:54:37 PM
*** Verified: 12/20/2000 11:37:12 PM

At 12:58 AM 12/21/2000 -0600, you wrote:
>-----BEGIN PGP SIGNED MESSAGE-----
>
>
>1 Green pill taken to cure Ottis' migrane, 50% chance
>
>zracing1@hotmail.com requested that 1 roll of a 100-sided die be rolled.
>Roll them bones ... your dice are
>Roll 1: 95.
>
>Mail was sent to you at zracing1@hotmail.com.
>(Mail addresses have not been confirmed.)
>
>
> ---
>Irony Games' public PGP key is available at
>http://www.irony.com/verifyroll.html
>
>-----BEGIN PGP SIGNATURE-----
>Version: 2.6.3ia
>Charset: noconv
>
>iQBVAwUBOkGpLbyfeleUG9SNAQGw3AH/QxoYd9v0fy9gcgKs2OJVDwYnvdHq3Epo
>gur0NcJLe5GXCjs6LvOgnDMsr1ybzglRSSNakEm2OVawTScrNDW2jA==
>=8kHA
>-----END PGP SIGNATURE-----

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From kevan@somethingorother.com Thu Dec 21 01:39:10 2000
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Date: Thu, 21 Dec 2000 09:39:09 -0000
To: DocNomic@egroups.com
Subject: Re: Point of Order: Ignore Multiple Proposals in one Message
Message-ID: <91sj3t+g6uh@eGroups.com>
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From: kevan@somethingorother.com

> According to the naming scheme presented in rule 3, we have=20
the following
> sentence: "Each proposal must have in its Subject line the text:
> "Proposal:" followed by a label for the proposal or it shall be=20
ignored."

Which is actually a touch nonsensical, because Proposals don't *have*=20
subject lines. Emails have them, but Proposals don't. And even then,=20
there's no reason why you can't have a dozen Proposals with the same=20
"label".

> Clearly, one message with multiple proposals in it cannot=20
meet this naming
> convention.

Indeed. Careless. I hadn't realised that the subject-binding Proposal=20
had passed. The peril of an Imperial Nomic where you get to read=20
Proposals before they're judged. Guilty as charged.

> I argue that all of these proposals should have been ignored=20
according to
> rule 3. BUT... It would be a real pain to go back and change events=20
that
> have already happened. I propose with this Point of Order that in=20
the
> future, multiple proposals in one email message are simply ignored.

Mm. I suppose Doc could Proclaim that the passed Proposals are to be=20
enacted retroactively, along with consequent impact on the gamestate.=20
Not too painful.

Irony time, though:-

"Each Point of Order must have in its Subject line the text: "Point=20
of Order:" followed by a label of the Proposal or Rule in reference=20
or it shall be ignored."

I don't think you've given the "label" of a Proposal or Rule, have=20
you? But I suppose Doc can make Proclamations regardless, if he feels=20
like it, so it doesn't really make that much difference.

Kevan

--
http://uncertain.org/~kevan
"It's clich=E9d to be cynical at Christmas."


From kevan@somethingorother.com Thu Dec 21 02:55:42 2000
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To: DocNomic@egroups.com
Subject: More drugs
Message-ID: <91snjc+scfs@eGroups.com>
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From: kevan@somethingorother.com

And a Red one, actually, please.

K.

--
http://uncertain.org/~kevan
"I'm a million different people from one day to the next."


From kevan@somethingorother.com Thu Dec 21 02:59:49 2000
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From: kevan@somethingorother.com

> And a Red one, actually, please.

He carelessly says to his invisible friend. Tsk. Dragging it into 
context, he also notifies the Nurse that he wishes to take a Red 
Pill. And exchange six Green for three Red, while he's at it.

Kevan

--
http://uncertain.org/~kevan
"I need pills to help me sleep,
and I need pills to wake me up as well."


From Nomic1@aol.com Thu Dec 21 06:07:23 2000
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Date: Thu, 21 Dec 2000 14:05:29 -0000
To: DocNomic@egroups.com
Subject: Re: Nurse's Report - 12/21/00 (b)
Message-ID: <91t2n9+ii1v@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
> At 12:49 AM 12/21/2000 -0600, you wrote:
> >Nurse,
> >
> >I wisth to take one green pill to try and cure my migrane.
> >
> >Ottis
> -----BEGIN PGP SIGNED MESSAGE-----
> 1 Green pill taken to cure Ottis' migrane, 50% chance
> zracing1@h... requested that 1 roll of a 100-sided die be rolled.
> Roll them bones ... your dice are
> Roll 1: 14.
> -----END PGP SIGNATURE-----
> (14) Failed to cure the migrane.

Um, doesn't a 14 cure the migrane?
Feyd


From kevan@somethingorother.com Thu Dec 21 06:26:54 2000
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To: DocNomic@egroups.com
Subject: Re: Nurse's Report - 12/21/00 (b)
Message-ID: <91t3og+il0b@eGroups.com>
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From: kevan@somethingorother.com

> Um, doesn't a 14 cure the migrane?

It seems he was taking results greater than fifty to be successes. 
Admirable of him to stick to it despite not telling us how he was 
rolling, really, since it was his own Pill.

Incidentally, should anyone show any interest in the automated Player-
data thing I was working on, I was planning on having it print (as 
part of the log) percentage results for each individual Pill that was 
taken, so that we could just go to the Web page and click as 
appropriate, rather than having to ask Ottis to roll a die and update 
scores for us.

I'm off work tomorrow and likely to find *some* quiet moments over 
the weekend; if anyone, most critically Doc and Ottis, would like me 
to bring the Player-data thing up to speed and propose the necessary 
amendments to the Ruleset, nod your heads.

Mm, and if anyone's got any spare pills they could give me, that'd be 
lovely, by the way.

Kevan

--
http://uncertain.org/~kevan
"Anaesthesia makes it easier."


From Nomic1@aol.com Thu Dec 21 06:31:08 2000
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To: DocNomic@egroups.com
Subject: POINT OF ORDER: ADDICT Violations
Message-ID: <91t3t9+t5vv@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, kevan@s... wrote:
> > And a Red one, actually, please.
> 
> He carelessly says to his invisible friend. Tsk. Dragging it into 
> context, he also notifies the Nurse that he wishes to take a Red 
> Pill. And exchange six Green for three Red, while he's at it.
> 
> Kevan

As the addict, you can take pills, but you cannot swap more pills for 
fewer pills.
"The Addict may not take any Action that reduces the number of pills 
in eir possession except to take a pill (or have the Nurse administer 
a pill to em). "

Also, in email 197 he does not ask for pills. I think in 198 and 199 
he does kinda ask for pills, so no problem there. Still, he should 
lose 1 soul point for 197.

". In addition, the Addict must take 1 red pill in order to make a 
Proposal. In any non-proposal message they send to the public 
newsgroup the addict must in some way ask for a pill. Failure to do 
so will cause the addict lose 1 soul point; this failure to do so may 
be pointed out by any Player or Doc, at which point the deduction 
will be queued as an action for the next Office Hours. "

Feyd



From kevan@somethingorother.com Thu Dec 21 06:52:01 2000
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Subject: Re: POINT OF ORDER: ADDICT Violations
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From: kevan@somethingorother.com

Hmm, I'm not really sure tat this should be a Point of Order, since 
there's no real point in Doc making a Proclamation to sort anything 
out. It would have been if the Nurse had actually swapped the Pills, 
but as it stands it's just me talking rubbish.

> As the addict, you can take pills, but you cannot swap more pills 
for 
> fewer pills.

Quite true. Tsk tsk. Mustn't waste the precious things. (I don't 
suppose someone could *give* me a few Red Pills, could they?) (What 
do you mean the Rules don't permit it?)

Kevan

--
http://uncertain.org/~kevan
"Congratulations, hallucinations."


From kevan@somethingorother.com Thu Dec 21 07:17:29 2000
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To: DocNomic@egroups.com
Subject: Re: Proposal: Amend Rule 3
Message-ID: <91t68k+dmhq@eGroups.com>
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From: kevan@somethingorother.com

> I recommend the following amendment to Rule 3:
> 
> Players may submit Proposals by sending them to the DocNomic 
Mailing List.
> A Proposal thus submitted becomes Pending. A Proposal consists of 
one new
> proposed Rule, and/or a proposed amendment to one or more (if 
related)
> existing Rules, and/or a proposed repeal of one or more (if related)
> existing Rules. All new rules, amendments, and/or repeals contained 
within
> a single Proposal email sent to the mailing shall be judged in 
whole.

Hm, what's wrong with proposing to enact two new Rules? Is there 
anything very terrible about repealing two unrelated Rules (whatever 
"unrelated" means)? Surely if someone crammed a dozen disparate rule 
changes into one huge Proposal, they'd just run the risk of Doc 
rejecting the whole thing because he didn't approve of a particular 
element. And even if it all got the thumbs-up, they'd only stand to 
gain a relatively tiny Pill reward. I think we should leave the 
option open.

> This should clear up our record keeping a bit and make the 
proposals easier
> to follow.

I don't know how aware we are of this, but the eGroups archive has a 
rather nice search feature, making it extremely easy to find the 
origin of particular game aspects:-

http://www.egroups.com/messagesearch/DocNomic?query=bloaty%20head

Provided we stick to a consistent subject line and give some clue as 
to what Proposals an email contains, I don't think they'll be that 
difficult to follow. If anything, multiple Proposals seem a good 
idea; Migraines aside, would people really prefer a slew of a dozen 
little emails to a single larger one? (And, indeed, an avalanche of 
individual reply threads to a single discussion?)

If you're sending similar-purpose messages several times in quick 
succession to the same target, combining them into a single email 
seems the obvious and useful thing to do, for both sender and reader, 
at least from my point of view. Hmm.

(I'd really like some Pills if anyone's got any spare, incidentally.)

Kevan

--
http://uncertain.org/~kevan
"Good quality stationery never comes to my house."


From oairhart@ispchannel.com Thu Dec 21 07:54:39 2000
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Date: Thu, 21 Dec 2000 09:37:46 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Point of Order: Ignore Multiple Proposals in one Message
In-Reply-To: <3.0.6.32.20001220232727.0168d248@mail198193.popserver.pop. net>
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From: Ottis Airhart <oairhart@ispchannel.com>

I disagree that all others proposals in an email should be ignored. They
should just be judged together. If I want to remove small section of one
rule, then make a new rule that might broaden that texts requirements, then
it should all be done in one proposal (look at the Nurse proposal by me
making the Nurse a seperate rule).

At 11:27 PM 12/20/2000 -0800, you wrote:
>	According to the naming scheme presented in rule 3, we have the following
>sentence: "Each proposal must have in its Subject line the text:
>"Proposal:" followed by a label for the proposal or it shall be ignored."
>
>	Clearly, one message with multiple proposals in it cannot meet this naming
>convention. Kevan submitted the following proposals that did not following
>this naming convention and yet they were not ignored: "Nothing Chronic",
>"Fear Itself", "Nasty Cough You've Got There", "Bloaty Head", "Death,
>Insanity, Rebirth", and "In the Psychiatrist's Chair".
>
>	I argue that all of these proposals should have been ignored according to
>rule 3. BUT... It would be a real pain to go back and change events that
>have already happened. I propose with this Point of Order that in the
>future, multiple proposals in one email message are simply ignored.
>
>- - -
>Jeffrey J. Weston
>jjweston@pop.net
>PGP Public Key : http://www.sir-toby.com/personal-key.asc
>- - -
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Thu Dec 21 07:55:30 2000
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Date: Thu, 21 Dec 2000 09:38:18 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Nurse's Report 12/21/00 (c)
In-Reply-To: <3.0.6.32.20001220233936.0168d248@mail198193.popserver.pop. net>
References: <4.1.20001221005724.05ed1f18@pop3.ispchannel.com> <4.1.20001221005358.05ed1e28@pop3.ispchannel.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

I concur. I don't know why. I tested it earlier with no problems.

At 11:39 PM 12/20/2000 -0800, you wrote:
>	Hmm... I'm getting a bad signature from all three PGP signed messages you
>posted... Are you getting valid signatures from this service when they're
>mailed directly to you?
>
>	I get this:
>*** PGP Signature Status: bad
>*** Signer: Irony Games (Invalid)
>*** Signed: 12/20/2000 10:54:37 PM
>*** Verified: 12/20/2000 11:37:12 PM
>
>At 12:58 AM 12/21/2000 -0600, you wrote:
>>-----BEGIN PGP SIGNED MESSAGE-----
>>
>>
>>1 Green pill taken to cure Ottis' migrane, 50% chance
>>
>>zracing1@hotmail.com requested that 1 roll of a 100-sided die be rolled.
>>Roll them bones ... your dice are
>>Roll 1: 95.
>>
>>Mail was sent to you at zracing1@hotmail.com.
>>(Mail addresses have not been confirmed.)
>>
>>
>> ---
>>Irony Games' public PGP key is available at
>>http://www.irony.com/verifyroll.html
>>
>>-----BEGIN PGP SIGNATURE-----
>>Version: 2.6.3ia
>>Charset: noconv
>>
>>iQBVAwUBOkGpLbyfeleUG9SNAQGw3AH/QxoYd9v0fy9gcgKs2OJVDwYnvdHq3Epo
>>gur0NcJLe5GXCjs6LvOgnDMsr1ybzglRSSNakEm2OVawTScrNDW2jA==
>>=8kHA
>>-----END PGP SIGNATURE-----
>
>- - -
>Jeffrey J. Weston
>jjweston@pop.net
>PGP Public Key : http://www.sir-toby.com/personal-key.asc
>- - -
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Thu Dec 21 07:59:50 2000
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Date: Thu, 21 Dec 2000 09:44:04 -0600
To: DocNomic@egroups.com
Subject: Point of Order: Diseases
In-Reply-To: <91sj3t+g6uh@eGroups.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

Kevan should have asked for a pill in this message. Lose one soul point,
you addict, you. Doc shall remove it in the next Office Hours.

At 09:39 AM 12/21/2000 +0000, you wrote:
>> According to the naming scheme presented in rule 3, we have 
>the following
>> sentence: "Each proposal must have in its Subject line the text:
>> "Proposal:" followed by a label for the proposal or it shall be 
>ignored."
>
>Which is actually a touch nonsensical, because Proposals don't *have* 
>subject lines. Emails have them, but Proposals don't. And even then, 
>there's no reason why you can't have a dozen Proposals with the same 
>"label".
>
>> Clearly, one message with multiple proposals in it cannot 
>meet this naming
>> convention.
>
>Indeed. Careless. I hadn't realised that the subject-binding Proposal 
>had passed. The peril of an Imperial Nomic where you get to read 
>Proposals before they're judged. Guilty as charged.
>
>> I argue that all of these proposals should have been ignored 
>according to
>> rule 3. BUT... It would be a real pain to go back and change events 
>that
>> have already happened. I propose with this Point of Order that in 
>the
>> future, multiple proposals in one email message are simply ignored.
>
>Mm. I suppose Doc could Proclaim that the passed Proposals are to be 
>enacted retroactively, along with consequent impact on the gamestate. 
>Not too painful.
>
>Irony time, though:-
>
>"Each Point of Order must have in its Subject line the text: "Point 
>of Order:" followed by a label of the Proposal or Rule in reference 
>or it shall be ignored."
>
>I don't think you've given the "label" of a Proposal or Rule, have 
>you? But I suppose Doc can make Proclamations regardless, if he feels 
>like it, so it doesn't really make that much difference.
>
>Kevan
>
>--
>http://uncertain.org/~kevan
>"It's clichéd to be cynical at Christmas."
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Thu Dec 21 08:03:09 2000
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Date: Thu, 21 Dec 2000 09:48:20 -0600
To: DocNomic@egroups.com
Subject: Nurse's Report 12/21/00 (d)
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From: Ottis Airhart <oairhart@ispchannel.com>

I shall administer one red pill, but I'm sorry, dear Kevan, I can not give
you less pills than you already own. 

There is nothing in the rules that state you can not try, but it doesn't
give consequences if you do try... So, I'll just ignore that little incident.

Kevan takes one red pill.


At 10:59 AM 12/21/2000 +0000, you wrote:
>> And a Red one, actually, please.
>
>He carelessly says to his invisible friend. Tsk. Dragging it into 
>context, he also notifies the Nurse that he wishes to take a Red 
>Pill. And exchange six Green for three Red, while he's at it.
>
>Kevan
>
>--
>http://uncertain.org/~kevan
>"I need pills to help me sleep,
>and I need pills to wake me up as well."
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From kevan@somethingorother.com Thu Dec 21 08:22:21 2000
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Date: Thu, 21 Dec 2000 16:10:58 -0000
To: DocNomic@egroups.com
Subject: Proposal: Glam Rock Shoulder
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From: kevan@somethingorother.com

----------------------------------------------------------------------

Proposal - Glam Rock Shoulder

{ http://www.ananova.com/news/story/sm_149894.html }

Create a new Disease in the "Diseases" Rule:-

Glam Rock Shoulder (Physical)
During the first Office Hours of 2001, each Player has a 25%
chance of contracting Glam Rock Shoulder, in the wake of the
Hospital's New Year bash. This Disease causes its sufferer to
lose 4 Body Points during every subsequent Office Hours, and
can be operated on by Doc or the Nurse for 350 Cash.

If no Players have Glam Rock Shoulder, and if the first Office
Hours of 2001 have passed, this Disease shall be removed from
the Ruleset.

To "Diseases", add the paragraph:-

Some Diseases are operable by certain staff, for a given cost.
A Player may request such an operation from a relevant staff
member, if he or she can afford the operation; upon such a
request being publicly acknowledged, the Player is cured of
the Disease and loses Cash equal to the cost.

----------------------------------------------------------------------


From Nomic1@aol.com Thu Dec 21 08:23:06 2000
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Date: Thu, 21 Dec 2000 16:11:33 -0000
To: DocNomic@egroups.com
Subject: Point of order: I don't like this logic. Re: Nurse's Report 12/21/00 (d)
Message-ID: <91ta3l+vdad@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

Should this be "Kevin TRIES to take one red pill, and fails." Rule 
14 states that a player can only take a Pill of a certain color if e 
has one of that color.


"Take a Pill: If a player takes a Pill of a certain color, eir number 
of pills of that color is reduced by one. A player can only take a 
Pill of a certain color if e has one of that color. "

Feyd


--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
> I shall administer one red pill, but I'm sorry, dear Kevan, I can 
not give
> you less pills than you already own. 
> 
> There is nothing in the rules that state you can not try, but it 
doesn't
> give consequences if you do try... So, I'll just ignore that little 
incident.
> 
> Kevan takes one red pill.
> 
> 
> At 10:59 AM 12/21/2000 +0000, you wrote:
> >> And a Red one, actually, please.
> >
> >He carelessly says to his invisible friend. Tsk. Dragging it into 
> >context, he also notifies the Nurse that he wishes to take a Red 
> >Pill. And exchange six Green for three Red, while he's at it.
> >
> >Kevan
> >
> >--
> >http://uncertain.org/~kevan
> >"I need pills to help me sleep,
> >and I need pills to wake me up as well."
> >
> >
> >
> >To unsubscribe from this group, send an email to:
> >DocNomic-unsubscribe@egroups.com
> >
> >


From kevan@somethingorother.com Thu Dec 21 08:25:29 2000
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Subject: Re: Nurse's Report 12/21/00 (d)
Message-ID: <91ta9b+abt0@eGroups.com>
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From: kevan@somethingorother.com

> I shall administer one red pill, but I'm sorry, dear Kevan, I can 
not give
> you less pills than you already own. 

Quite right. I'd quite forgotten my frenzy for the things. Pills. 
Must have more pills.

(What happened to the ones I requested ingestion of through private 
email mere moments before, incidentally?)

> There is nothing in the rules that state you can not try, but it 
doesn't
> give consequences if you do try... So, I'll just ignore that little 
incident.

Thankyou, Nurse.

> Kevan takes one red pill.

Yum. I think I'll take another one.

Kevan

--
http://uncertain.org/~kevan
"Cake is a bisturbile cranabolic amphetamoid."


From Nomic1@aol.com Thu Dec 21 08:27:10 2000
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From: "Feyd " <Nomic1@aol.com>




From oairhart@ispchannel.com Thu Dec 21 08:28:35 2000
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Subject: Re: [DocNomic] Re: Nurse's Report - 12/21/00 (b)
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From: Ottis Airhart <oairhart@ispchannel.com>

At 02:05 PM 12/21/2000 +0000, you wrote:
>--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
>> At 12:49 AM 12/21/2000 -0600, you wrote:
>> >Nurse,
>> >
>> >I wisth to take one green pill to try and cure my migrane.
>> >
>> >Ottis
>> -----BEGIN PGP SIGNED MESSAGE-----
>> 1 Green pill taken to cure Ottis' migrane, 50% chance
>> zracing1@h... requested that 1 roll of a 100-sided die be rolled.
>> Roll them bones ... your dice are
>> Roll 1: 14.
>> -----END PGP SIGNATURE-----
>> (14) Failed to cure the migrane.
>
>Um, doesn't a 14 cure the migrane?
>Feyd
>

Yes 14 does... I was just under such pain, I didn't realize it at the time.
Thanks.


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Date: Thu, 21 Dec 2000 10:22:56 -0600
To: docnomic@egroups.com
Subject: Nurse's Report 12/21/00 (e)
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From: Ottis Airhart <oairhart@ispchannel.com>

Jeff requested one green pill and Kevan requested 3 to be administered. All
pill totals have been updated, and here are the results for the migrane
treatment:

-----BEGIN PGP SIGNED MESSAGE-----


1 for Jeff, 3 for Kevan... 0-50 cures migrane

zracing1@hotmail.com requested that 4 rolls of a 100-sided die be rolled.
Roll them bones ... your dice are
Roll 1: 92.
Roll 2: 11.
Roll 3: 72.
Roll 4: 4.

Mail was sent to you at zracing1@hotmail.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at
http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

iQBVAwUBOkItALyfeleUG9SNAQGE4gH+JTUO/gwXFn1AvQ+wsRRG4Dd9sB3yGuEj
1JiNkVgmdzDAA98Qxcp9AhB9NZmJxOChmM4vsAXvkCVC7eewpvVbMg==
=nH/3
-----END PGP SIGNATURE-----

Jeff was not cured with a 92. Kevan was cured on the first of his rolls
with an 11.

Doc, please make appropriate changes so that Kevan does not indicate a migrane.

Nurse Ottis



From Nomic1@aol.com Thu Dec 21 08:32:17 2000
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Date: Thu, 21 Dec 2000 16:20:01 -0000
To: DocNomic@egroups.com
Subject: Proposal: Amend Rule 10
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From: "Feyd " <Nomic1@aol.com>

In light of deseases taking affect in rather nasty ways, I offer the 
following amendments to rule 10.

Amendment1: Change the definition of Migrane to Read:

Migraine (Non-Contagious) 
During Office Hours:- 
All Migraine sufferers lose 5 Body Points and x/10 Soul Points. 
All other Players each have an 'x/10' per cent chance of contracting 
a Migraine. 
...where 'x' is the number of mailing list messages made since the 
end of the previous Office Hours. Each Green Pill a Player takes has 
a 50% chance of curing them of this Disease. 

Amendment2: Add the following to the last paragraph defining 
Addiciton (note that [[]] below denote comment and are not part of 
the amendment).

[[Failure to do so will cause the addict lose 1 soul point; this 
failure to do so may be pointed out by any Player or Doc, at which 
point the deduction will be queued as an action for the next Office 
Hours.]] The first player per message thus helping the Addict fight 
his addiction is doing a good deed, and thus gains a soul point. 
Subsequent players are just nagging and get nothing.

Feyd


From Nomic1@aol.com Thu Dec 21 08:36:54 2000
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Date: Thu, 21 Dec 2000 16:22:46 -0000
To: DocNomic@egroups.com
Subject: Kevan...ya need pills, do ya?
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From: "Feyd " <Nomic1@aol.com>

And you're the Psyche, eh?

I herby give you 1 of my red pills and request that you counsel me 
about my Agoraphobia.


Feyd


From jjweston@pop.net Thu Dec 21 08:37:58 2000
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Subject: Nurse! - One green pill please...
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From: Jeff Weston <jjweston@pop.net>

My private request seems to have been ignored. Since this migraine is
killing me, I *really* want to take one green pill to try to cure it.

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From oairhart@ispchannel.com Thu Dec 21 08:40:30 2000
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Date: Thu, 21 Dec 2000 10:32:14 -0600
To: DocNomic@egroups.com
Subject: Nurse's Report 12/21/00 (e)
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From: Ottis Airhart <oairhart@ispchannel.com>

Kevan has taken another red pill for making a proposal. All the other pills
were adjusted as requested. Sorry I missed the private email until later. I
auto-sort the nomic stuff.

Suggestion to players... not a requirement by any means, BUT, if you want
your pills to be administered timely, place "[DocNomic]" in your subject
line (as if it came from the mailing list) and it will be seen more
quickly. I'll be expanding my DocNomic filters, but in the mean time try that.

Also, there is nothing that states Kevan must take his pill IN the proposal
he is requesting... I think we should probably change that wording. Kevan
DID take his pill right after the proposal which complies with the rules.

Nurse Ottis


At 04:14 PM 12/21/2000 +0000, you wrote:
>> I shall administer one red pill, but I'm sorry, dear Kevan, I can 
>not give
>> you less pills than you already own. 
>
>Quite right. I'd quite forgotten my frenzy for the things. Pills. 
>Must have more pills.
>
>(What happened to the ones I requested ingestion of through private 
>email mere moments before, incidentally?)
> 
>> There is nothing in the rules that state you can not try, but it 
>doesn't
>> give consequences if you do try... So, I'll just ignore that little 
>incident.
>
>Thankyou, Nurse.
>
>> Kevan takes one red pill.
>
>Yum. I think I'll take another one.
>
>Kevan
>
>--
>http://uncertain.org/~kevan
>"Cake is a bisturbile cranabolic amphetamoid."
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Thu Dec 21 08:41:21 2000
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Subject: Kevan is Kevan not Kevin
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From: Ottis Airhart <oairhart@ispchannel.com>

Sorry for the mis-typing earlier. People misspell my name all the time... I
should have been more careful.


From jjweston@pop.net Thu Dec 21 08:41:51 2000
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Subject: Re: [DocNomic] Nurse's Report 12/21/00 (e)
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From: Jeff Weston <jjweston@pop.net>

At 10:22 AM 12/21/2000 -0600, you wrote:
>Jeff requested one green pill and Kevan requested 3 to be administered. All
>pill totals have been updated, and here are the results for the migrane
>treatment:

Whoops... I just sent a public message regarding this. Ah well. Since I
wasn't cured, I guess I need to take another green pill anyways. Treat my
public message as a seperate request. ;-)

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From Nomic1@aol.com Thu Dec 21 08:47:59 2000
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Date: Thu, 21 Dec 2000 16:39:55 -0000
To: DocNomic@egroups.com
Subject: Proposal: Pills are good eatun
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From: "Feyd " <Nomic1@aol.com>

I Propose a new rule: "Pills are good eatun". If this should 
instead be an amendment [[to rule 14]], please change this to 
an "Amendment"
---------------------- TEXT --------------------
In addition to any other effects that pills may have on players, they 
also affect Body and Health as follows:

YELLOW Gain 2 soul, 2 body
RED Gain 1 soul, 2 body
BLUE Gain 1 soul, 1 body
GREEN Gain 0 soul, 1 body
PURPLE Gain 1 soul, -1 body

Any time the a player takes a pill Doc, or his designatee (such as 
the Nurse) will updat the sould and body totals of the player.
-------------------- TEXT -------------------------

Comments: I have made this deliberately arbitrary in order to make 
pill-popping more exciting. Currently players have no way of 
regaining soul or body (except for the Nurse and the E.). I had 
thought of making them all zero-sum pills (i.e +X soul, -X body), but 
that seemed a bit too extreme. This is just a little


Feyd



From Nomic1@aol.com Thu Dec 21 08:50:49 2000
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Date: Thu, 21 Dec 2000 16:41:52 -0000
To: DocNomic@egroups.com
Subject: DING: Kevan doesn't ask for a pill. Re: Proposal: Glam Rock Shoulder
Message-ID: <91tbsg+q52l@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, kevan@s... wrote:
> --------------------------------------------------------------------
--
> 
> Proposal - Glam Rock Shoulder
> 
> { http://www.ananova.com/news/story/sm_149894.html }
> 
> Create a new Disease in the "Diseases" Rule:-
> 
> Glam Rock Shoulder (Physical)
> During the first Office Hours of 2001, each Player has a 25%
> chance of contracting Glam Rock Shoulder, in the wake of the
> Hospital's New Year bash. This Disease causes its sufferer to
> lose 4 Body Points during every subsequent Office Hours, and
> can be operated on by Doc or the Nurse for 350 Cash.
> 
> If no Players have Glam Rock Shoulder, and if the first Office
> Hours of 2001 have passed, this Disease shall be removed from
> the Ruleset.
> 
> To "Diseases", add the paragraph:-
> 
> Some Diseases are operable by certain staff, for a given cost.
> A Player may request such an operation from a relevant staff
> member, if he or she can afford the operation; upon such a
> request being publicly acknowledged, the Player is cured of
> the Disease and loses Cash equal to the cost.
> 
> --------------------------------------------------------------------
--


From JJWeston@ThoughtWorks.COM Thu Dec 21 10:07:14 2000
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Subject: Re: [DocNomic] DING: Kevan doesn't ask for a pill. Re: Proposal: Glam Rock Shoulder
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From: JJWeston@ThoughtWorks.COM


Nope... That was a proposal message. According to rule 10, its only
non-proposal messages where Kevan needs to ask for pills.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From JJWeston@ThoughtWorks.COM Thu Dec 21 10:17:50 2000
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Subject: Re: [DocNomic] Re: Point of Order: Ignore Multiple Proposals in one Message
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From: JJWeston@ThoughtWorks.COM


Doh!

You are quite correct. In my haste to point out your naming mistakes,
I made a naming mistake of my own. Ah well. If the Point of Order is
ignored, I will issue another one with a correct name.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -

Kevan wrote:

Irony time, though:-

"Each Point of Order must have in its Subject line the text: "Point
of Order:" followed by a label of the Proposal or Rule in reference
or it shall be ignored."

I don't think you've given the "label" of a Proposal or Rule, have
you? But I suppose Doc can make Proclamations regardless, if he feels
like it, so it doesn't really make that much difference.



From jjweston@pop.net Thu Dec 21 10:25:43 2000
Return-Path: <foobarius@hotmail.com>
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X-Apparently-To: DocNomic@egroups.com
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X-Originating-IP: [171.68.131.101]
To: DocNomic@egroups.com
Subject: Test message...
Date: Thu, 21 Dec 2000 10:22:39 -0800
Mime-Version: 1.0
Content-Type: text/plain; format=flowed
Message-ID: <F193A08dk820z9BaFLl00005d00@hotmail.com>
X-OriginalArrivalTime: 21 Dec 2000 18:22:39.0097 (UTC) FILETIME=[FFF78E90:01C06B7A]
X-eGroups-From: "Jeff Weston" <foobarius@hotmail.com>
From: "Jeff Weston" <jjweston@pop.net>

Just testing a feature of eGroups that may permit us to have the dice 
rolling service mail the results directly to the mailing list. Please stand 
by...
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com


From jjweston@pop.net Thu Dec 21 10:30:00 2000
Return-Path: <dice@www.irony.com>
X-Sender: dice@www.irony.com
X-Apparently-To: DocNomic@egroups.com
Received: (EGP: mail-6_3_1_3); 21 Dec 2000 18:30:00 -0000
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Date: Thu, 21 Dec 2000 11:28:11 -0700 (MST)
Message-Id: <200012211828.LAA30250@www.irony.com>
To: DocNomic@egroups.com
Subject: Dice roll test for Jeff Weston
X-eGroups-From: dice@www.irony.com
From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Dice roll test for Jeff Weston

DocNomic@egroups.com requested that 7 rolls of 4 6-sided dice be rolled.
The lowest die for each roll won't be counted.
Roll them bones ... your dice are 
Roll 1: [1], 2, 1, 3 = 6.
Roll 2: 6, 4, [2], 4 = 14.
Roll 3: [3], 6, 4, 6 = 16.
Roll 4: 5, 6, 5, [1] = 16.
Roll 5: 4, [1], 1, 2 = 7.
Roll 6: 5, 6, [1], 4 = 15.
Roll 7: [4], 5, 6, 5 = 16.

Mail was sent to you at DocNomic@egroups.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

iQBVAwUBOkJLt7yfeleUG9SNAQEWLwH/WZ0tjF5YpmWURDPxhILDumsLKChf2a10
0BC+llMiGwZKZcr6NLJqMIGBHTheaRSFXHOZCtL33wl3NOprqZBd3Q==
=Gf3i
-----END PGP SIGNATURE-----

From JJWeston@ThoughtWorks.COM Thu Dec 21 10:38:02 2000
Return-Path: <JJWeston@ThoughtWorks.COM>
X-Sender: JJWeston@ThoughtWorks.COM
X-Apparently-To: DocNomic@egroups.com
Received: (EGP: mail-6_3_1_3); 21 Dec 2000 18:38:02 -0000
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Subject: Automatic Dice Rolling
To: DocNomic@egroups.com
X-Mailer: Lotus Notes Release 5.0.5 September 22, 2000
Message-ID: <OF2D7B4614.EF21A4D5-ON882569BC.0065B8D5@thoughtworks.com>
Date: Thu, 21 Dec 2000 10:33:51 -0800
X-MIMETrack: Serialize by Router on Mother/ThoughtWorks.COM/US(Release 5.0.5 |September 22, 2000) at 12/21/2000 12:42:34 PM
MIME-Version: 1.0
Content-type: text/plain; charset=us-ascii
From: JJWeston@ThoughtWorks.COM

Okay...

I've added the dice rolling system's email address to my list of
eGroups alternate email addresses. The end result of this is that we can
now roll the dice automatically and have the results directly emailed to
the list. The PGP signature can be verified properly when this approach is
used. The only bad thing about it is that all the messages appear to come
from <jjweston@pop.net> Hmm....

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From Nomic1@aol.com Thu Dec 21 11:37:33 2000
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Date: Thu, 21 Dec 2000 19:37:22 -0000
To: DocNomic@egroups.com
Subject: Re: Request to Nurse, take one green pill
Message-ID: <91tm5i+4bn5@eGroups.com>
In-Reply-To: <91ta5u+oodb@eGroups.com>
User-Agent: eGroups-EW/0.82
MIME-Version: 1.0
Content-Type: text/plain; charset=ISO-8859-1
Content-Length: 129
X-Mailer: eGroups Message Poster
X-Originating-IP: 208.249.92.137
From: "Feyd " <Nomic1@aol.com>

I think this got missed, as requests after this got handled.
I would like to take a green pill in order to cure a migrane.

Feyd


From oairhart@ispchannel.com Thu Dec 21 13:18:53 2000
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X-Sender: oairhart@pop3.ispchannel.com
X-Mailer: QUALCOMM Windows Eudora Pro Version 4.1
Date: Thu, 21 Dec 2000 15:20:17 -0600
To: DocNomic@egroups.com
Subject: Nurse's Report 12/21/00 (f)
In-Reply-To: <3.0.6.32.20001221083312.010d73f0@mail198193.popserver.pop. net>
References: <4.1.20001221102027.01403128@pop3.ispchannel.com>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: Ottis Airhart <oairhart@ispchannel.com>

Jeff requested another green pill, so administered. The results are of his
random 50% cure which results in a 27 which is a cure. Please so note it Doc.

-----BEGIN PGP SIGNED MESSAGE-----


Jeff wants to cure his migrane - 0-50 is a cure

zracing1@hotmail.com requested that 1 roll of a 100-sided die be rolled.
Roll them bones ... your dice are
Roll 1: 27.

Mail was sent to you at zracing1@hotmail.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at
http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

iQBVAwUBOkJzSbyfeleUG9SNAQEBGQH/UwOQlj0wzdkdUu+jSEfRkZQVU909u+bf
TfNfQ2LOKp4RPHDI2ZYTbHjsMUT6/LUWBoKRP10th5SFhGnMoL4o4Q==
=mGSA
-----END PGP SIGNATURE-----




From oairhart@ispchannel.com Thu Dec 21 13:24:57 2000
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Message-Id: <4.1.20001221152422.0132cb80@pop3.ispchannel.com>
X-Sender: oairhart@pop3.ispchannel.com
X-Mailer: QUALCOMM Windows Eudora Pro Version 4.1
Date: Thu, 21 Dec 2000 15:25:38 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Automatic Dice Rolling
In-Reply-To: <OF2D7B4614.EF21A4D5-ON882569BC.0065B8D5@thoughtworks.com>
Mime-Version: 1.0
From: Ottis Airhart <oairhart@ispchannel.com>
Content-Type: text/plain; charset=US-ASCII
Content-Transfer-Encoding: 7bit

If you check the X-Sender: heading it states:

X-Sender: dice@www.irony.com 

Maybe we need a player to assume the role of a pharmacist such that they much
CHECK the dice being rolled (the pgp key). Thanks for setting that up, Jeff.

At 10:33 AM 12/21/2000 -0800, you wrote:
>Okay...
>
> I've added the dice rolling system's email address to my list of
>eGroups alternate email addresses. The end result of this is that we can
>now roll the dice automatically and have the results directly emailed to
>the list. The PGP signature can be verified properly when this approach is
>used. The only bad thing about it is that all the messages appear to come
>from <jjweston@pop.net> Hmm....
>
>- - -
>Jeffrey J. Weston
>jjweston@thoughtworks.com
>PGP Public Key : http://www.sir-toby.com/pgp-key.asc
>- - -
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


[Non-text portions of this message have been removed]


From oairhart@ispchannel.com Thu Dec 21 13:26:46 2000
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X-Apparently-To: DocNomic@egroups.com
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Message-Id: <4.1.20001221152637.013fda58@pop3.ispchannel.com>
X-Sender: oairhart@pop3.ispchannel.com
X-Mailer: QUALCOMM Windows Eudora Pro Version 4.1
Date: Thu, 21 Dec 2000 15:28:04 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Kevan...ya need pills, do ya?
In-Reply-To: <91taom+c146@eGroups.com>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: Ottis Airhart <oairhart@ispchannel.com>

Concerning this message, um, is it legal? I haven't had time to check the
rules yet. If it is legal, please send a message to the Nurse asking em to
move the pill (I know it was implied, but as the Nurse, I'd like to see a
statement that says something like: "Nurse, please take care of this", just
so I don't do something you didn't intend).



At 04:22 PM 12/21/2000 +0000, you wrote:
>And you're the Psyche, eh?
>
>I herby give you 1 of my red pills and request that you counsel me 
>about my Agoraphobia.
>
>
>Feyd
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From jjweston@pop.net Thu Dec 21 13:29:16 2000
Return-Path: <dice@www.irony.com>
X-Sender: dice@www.irony.com
X-Apparently-To: docnomic@egroups.com
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Date: Thu, 21 Dec 2000 14:28:33 -0700 (MST)
Message-Id: <200012212128.OAA43126@www.irony.com>
To: docnomic@egroups.com
Subject: Feyd takes a green pill, 0-50 migrane is cured
X-eGroups-From: dice@www.irony.com
From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Feyd takes a green pill, 0-50 migrane is cured

docnomic@egroups.com requested that 1 roll of a 100-sided die be rolled.
Roll them bones ... your dice are 
Roll 1: 86.

Mail was sent to you at docnomic@egroups.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

iQBVAwUBOkJ1/byfeleUG9SNAQF5RQIAhn+7ws3RaM/fhNWv3zH9W1NBNepAEk+p
yjKTLVaZbSxb2TBLJWjsnAzf73q7pA8sYOJgXzt324fsN+4EB5yE8A==
=+LeQ
-----END PGP SIGNATURE-----

From oairhart@ispchannel.com Thu Dec 21 13:30:05 2000
Return-Path: <oairhart@ispchannel.com>
X-Sender: oairhart@ispchannel.com
X-Apparently-To: DocNomic@egroups.com
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X-Sender: oairhart@pop3.ispchannel.com
X-Mailer: QUALCOMM Windows Eudora Pro Version 4.1
Date: Thu, 21 Dec 2000 15:31:30 -0600
To: DocNomic@egroups.com
Subject: Nurse's Report 12/21/00 (g)
In-Reply-To: <91tm5i+4bn5@eGroups.com>
References: <91ta5u+oodb@eGroups.com>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: Ottis Airhart <oairhart@ispchannel.com>

Feyd has been administered a green pill... but it was unsuccessful with an
86. He still has a migrane.

At 07:37 PM 12/21/2000 +0000, you wrote:
>I think this got missed, as requests after this got handled.
>I would like to take a green pill in order to cure a migrane.
>
>Feyd
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Thu Dec 21 13:34:13 2000
Return-Path: <oairhart@ispchannel.com>
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X-Apparently-To: DocNomic@egroups.com
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X-Mailer: QUALCOMM Windows Eudora Pro Version 4.1
Date: Thu, 21 Dec 2000 15:35:31 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Feyd takes a green pill, 0-50 migrane is cured
In-Reply-To: <200012212128.OAA43126@www.irony.com>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: Ottis Airhart <oairhart@ispchannel.com>

I still couldn't verify the PGP signature. I'm going to assume that any
heading with before-mentioned X-Sender is a valid dice roll.


At 02:28 PM 12/21/2000 -0700, you wrote:
>-----BEGIN PGP SIGNED MESSAGE-----
>
>
>Feyd takes a green pill, 0-50 migrane is cured
>
>docnomic@egroups.com requested that 1 roll of a 100-sided die be rolled.
>Roll them bones ... your dice are 
>Roll 1: 86.
>
>Mail was sent to you at docnomic@egroups.com.
>(Mail addresses have not been confirmed.)
>
>
> ---
>Irony Games' public PGP key is available at 
>http://www.irony.com/verifyroll.html
>
>-----BEGIN PGP SIGNATURE-----
>Version: 2.6.3ia
>Charset: noconv
>
>iQBVAwUBOkJ1/byfeleUG9SNAQF5RQIAhn+7ws3RaM/fhNWv3zH9W1NBNepAEk+p
>yjKTLVaZbSxb2TBLJWjsnAzf73q7pA8sYOJgXzt324fsN+4EB5yE8A==
>=+LeQ
>-----END PGP SIGNATURE-----
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Thu Dec 21 14:32:56 2000
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X-Apparently-To: docnomic@egroups.com
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Point Of Order: Perks
References: <4.1.20001221002335.0135db70@pop3.ispchannel.com>
Date: 21 Dec 2000 17:32:52 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 21 Dec 2000 00:31:55 -0600"
Message-ID: <xzcelz18kx7.fsf@rodan.syr.edu>
Lines: 4
X-Mailer: Gnus v5.7/Emacs 20.4
X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu

OK, no problem.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Dec 21 14:49:58 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Nurse's Report - 12/21/00 (b)
References: <91t3og+il0b@eGroups.com>
Date: 21 Dec 2000 17:49:57 -0500
In-Reply-To: kevan@somethingorother.com's message of "Thu, 21 Dec 2000 14:23:12 -0000"
Message-ID: <xzc8zp98k4q.fsf@rodan.syr.edu>
Lines: 11
X-Mailer: Gnus v5.7/Emacs 20.4
X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> I'm off work tomorrow and likely to find *some* quiet moments over 
> the weekend; if anyone, most critically Doc and Ottis, would like me 
> to bring the Player-data thing up to speed and propose the necessary 
> amendments to the Ruleset, nod your heads.

Nod, nod.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Dec 21 14:55:25 2000
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Point of Order: Proposals
References: <4.1.20001221003649.01390248@pop3.ispchannel.com>
Date: 21 Dec 2000 17:55:24 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 21 Dec 2000 00:41:12 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Rule 3 states:
> ==
> Players may submit Proposals by sending them to the DocNomic Mailing List.
> A Proposal thus submitted becomes Pending. A Proposal consists of one or
> more new proposed Rules, and/or a proposed amendment to one or more
> existing Rules, and/or a proposed repeal of one or more existing Rules.
> ...
> Doc will judge each Pending Proposal and accept, reject or ignore it. To
> ignore a Proposal, the condition by which it is ignored must be explicit
> elsewhere in the ruleset. Once a Proposal has been judged, it ceases to be
> Pending. 
> ==
> This means that if a single email (a Proposal) is sent, it can consist of
> many proposed rules, amendments, and/or repeals. This also means that the
> proposal, with possibly many proposed rules, etc., is to be judged IN
> WHOLE... not, as it has previously been done, by judging each individual
> addition or change within the email.

There is nothing explicit in Rule 3 that says all the suggested
rule-changes in a given email must be considered a single proposal. A
single proposal may contain numerous rule-changes, but no statement in
the rules says that a proposal is an email message.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Dec 21 14:59:01 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Point of Order: Ignore Multiple Proposals in one Message
References: <3.0.6.32.20001220232727.0168d248@mail198193.popserver.pop.net>
Date: 21 Dec 2000 17:58:59 -0500
In-Reply-To: Jeff Weston's message of "Wed, 20 Dec 2000 23:27:27 -0800"
Message-ID: <xzc3dfh8jpo.fsf@rodan.syr.edu>
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From: rsholmes@mailbox.syr.edu

Jeff Weston <jjweston@pop.net> writes:

> According to the naming scheme presented in rule 3, we have the following
> sentence: "Each proposal must have in its Subject line the text:
> "Proposal:" followed by a label for the proposal or it shall be ignored."
> 
> Clearly, one message with multiple proposals in it cannot meet this naming
> convention. Kevan submitted the following proposals that did not following
> this naming convention and yet they were not ignored: "Nothing Chronic",
> "Fear Itself", "Nasty Cough You've Got There", "Bloaty Head", "Death,
> Insanity, Rebirth", and "In the Psychiatrist's Chair".
> 
> I argue that all of these proposals should have been ignored according to
> rule 3. 

Kevan's message had the form "Proposals: label / label / label...",
which fails to follow the form required in Rule 3 only in that there
is an extraneous "s" on "Proposal". Note that Rule 3 does not say the
label must *immediately* follow the text "Proposal:" (indeed, it
usually doesn't, since a space is usually inserted between the two),
so e.g. for the "Bloaty" proposal Rule 3 is satisfied by having the
word "Bloaty" somewhere after "Proposal:".

Admittedly the label within the message body for that proposal was
"Bloaty head" not "Bloaty". But Rule 3 does not preclude the
possibility of using one label in the subject line and a different
label elsewhere.

I find, then, that Kevan's message deviated from the Rule 3
requirement only in one trivial respect. By a strict reading of the
rules the extra "s" means those proposals should have been ignored,
but I believe it best to overlook such trivial infractions.

To be clear: I find that the rules allow submission of (and separate
judgements of) multiple proposals in a single email, provided the
subject line contains the text "Proposal:" and (later in the subject
line) labels for each of the proposals.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Dec 21 15:04:05 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Kevan...ya need pills, do ya?
References: <91taom+c146@eGroups.com>
Date: 21 Dec 2000 18:04:03 -0500
In-Reply-To: "Feyd "'s message of "Thu, 21 Dec 2000 16:22:46 -0000"
Message-ID: <xzczohp74ws.fsf@rodan.syr.edu>
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> And you're the Psyche, eh?
> 
> I herby give you 1 of my red pills and request that you counsel me 
> about my Agoraphobia.

I don't believe the rules permit you to give Kevan, or anyone else,
one of your pills.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Dec 21 15:14:43 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Automatic Dice Rolling
References: <OF2D7B4614.EF21A4D5-ON882569BC.0065B8D5@thoughtworks.com>
Date: 21 Dec 2000 18:14:42 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Thu, 21 Dec 2000 10:33:51 -0800"
Message-ID: <xzcwvct74f1.fsf@rodan.syr.edu>
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From: rsholmes@mailbox.syr.edu

JJWeston@ThoughtWorks.COM writes:

> Okay...
> 
> I've added the dice rolling system's email address to my list of
> eGroups alternate email addresses. The end result of this is that we can
> now roll the dice automatically and have the results directly emailed to
> the list. The PGP signature can be verified properly when this approach is
> used. The only bad thing about it is that all the messages appear to come
> from <jjweston@pop.net> Hmm....

Does anyone object if I just use my own random number program
(actually a Perl script that just calls rand appropriately) instead
for my stuff? It's faster and more convenient for me; it means you
have to trust me, but hey, if I wanted to throw the game I have lots
of other ways to do that!

But if you feel it's important I use the dice server instead, I can do
that. It'll just slow me down...

-- 
- Doc

From oairhart@ispchannel.com Thu Dec 21 15:59:30 2000
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Date: Thu, 21 Dec 2000 18:00:53 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Automatic Dice Rolling
In-Reply-To: <xzcwvct74f1.fsf@rodan.syr.edu>
References: <JJWeston@ThoughtWorks.COM's message of "Thu, 21 Dec 2000 10:33:51 -0800"> <OF2D7B4614.EF21A4D5-ON882569BC.0065B8D5@thoughtworks.com>
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
From: Ottis Airhart <oairhart@ispchannel.com>

Go right ahead. I just think that the players of the game should use the
dice server when a random number is necessary to affirm fair play.


At 06:14 PM 12/21/2000 -0500, you wrote:
>JJWeston@ThoughtWorks.COM writes:
>
>> Okay...
>> 
>> I've added the dice rolling system's email address to my list of
>> eGroups alternate email addresses. The end result of this is that we can
>> now roll the dice automatically and have the results directly emailed to
>> the list. The PGP signature can be verified properly when this approach is
>> used. The only bad thing about it is that all the messages appear to come
>> from <jjweston@pop.net> Hmm....
>
>Does anyone object if I just use my own random number program
>(actually a Perl script that just calls rand appropriately) instead
>for my stuff? It's faster and more convenient for me; it means you
>have to trust me, but hey, if I wanted to throw the game I have lots
>of other ways to do that!
>
>But if you feel it's important I use the dice server instead, I can do
>that. It'll just slow me down...
>
>-- 
>- Doc
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From JJWeston@ThoughtWorks.COM Thu Dec 21 17:07:13 2000
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Subject: Re: [DocNomic] Feyd takes a green pill, 0-50 migrane is cured
To: DocNomic@egroups.com
X-Mailer: Lotus Notes Release 5.0.5 September 22, 2000
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From: JJWeston@ThoughtWorks.COM


I got a good signature off of the mailing. The key is still listed as
"invalid". I'm not sure what's up with that...

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -

Ottis wrote:

I still couldn't verify the PGP signature. I'm going to assume that any
heading with before-mentioned X-Sender is a valid dice roll.



From kevan@somethingorother.com Fri Dec 22 00:59:15 2000
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Date: Fri, 22 Dec 2000 08:59:04 -0000
To: DocNomic@egroups.com
Subject: Re: Nurse's Report 12/21/00 (e)
Message-ID: <91v54o+upv4@eGroups.com>
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From: kevan@somethingorother.com

> Also, there is nothing that states Kevan must take his pill IN the 
proposal
> he is requesting... I think we should probably change that wording. 
Kevan
> DID take his pill right after the proposal which complies with the 
rules.

Mm, I actually took one before, and another one after to set me up 
for another Proposal. Taking a Pill "in" the Proposal seemed 
impossible, since I'd have to wait for the Nurse to acknowledge it 
before it was actually "taken".

That automated thingy seems more and more useful.

(And I really want some more Pills.)

Kevan

--
http://uncertain.org/~kevan
"Oh say I'm not the only one to fill with trepidation,
walking across the forecourt of the fire station."


From kevan@somethingorother.com Fri Dec 22 01:20:56 2000
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Date: Fri, 22 Dec 2000 09:20:47 -0000
To: DocNomic@egroups.com
Subject: Re: Automatic Dice Rolling
Message-ID: <91v6df+aaum@eGroups.com>
In-Reply-To: <xzcwvct74f1.fsf@rodan.syr.edu>
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From: kevan@somethingorother.com

> Does anyone object if I just use my own random number program
> (actually a Perl script that just calls rand appropriately) instead
> for my stuff? It's faster and more convenient for me; it means you
> have to trust me, but hey, if I wanted to throw the game I have lots
> of other ways to do that!

No objection at all. I kind of assumed you'd be doing such a thing 
anyway; public dice rolls seem rather irrelevant for someone who's 
not directly playing the game, and who has the power to make 
Proclamations of anything at any time. All power to you.

> But if you feel it's important I use the dice server instead, I can 
do
> that. It'll just slow me down...

Quite.

(Must... have... pills...)

K.

--
http://uncertain.org/~kevan
"I'm the last roll in the the die."


From jjweston@kenny.sir-toby.com Fri Dec 22 08:53:47 2000
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Date: Fri, 22 Dec 2000 09:49:08 -0800 (PST)
To: DocNomic@egroups.com
Subject: Heading out of town for a few weeks...
Message-ID: <Pine.LNX.4.21.0012220947490.27834-100000@kenny.sir-toby.com>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Greetings everyone!

Today I leave on vacation for a couple of weeks. I will still have
spotty internet access and will continue to play the game.

For email that must be directly sent to me, please use this
address: jjweston@kenny.sir-toby.com

I will not have access to my other email addresses during the next
couple of weeks.


From rsholmes@mailbox.syr.edu Fri Dec 22 11:41:20 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Proposal Framework
References: <91raat+4ih4@eGroups.com>
Date: 22 Dec 2000 14:40:37 -0500
In-Reply-To: "Feyd "'s message of "Wed, 20 Dec 2000 22:03:09 -0000"
Message-ID: <xzc66kc6y8a.fsf@rodan.syr.edu>
Lines: 52
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> I propose the following rule: "Proposal Framework"
> ----TEXT---------------
> There may be only one proposal per message. If more then one 
> proposal is made in a message, all proposals in the message are 
> ignored.
> 
> If the proposal is for a new rule, the subject line must include the 
> text, "Proposal:" followed by the text name of the new rule.
> 
> If the proposal is an amendment, the subject line must include the 
> text "Proposal: Amendment to" follwed by the title of the rule to be 
> amended. 
> 
> If these guidelines are not followed then the proposal is ignored. 
> Minor variation in spacing and spelling will be accepted as long as 
> the general format is followed.
> 
> -----/TEXT-------------

ACCEPTED. 1 yellow pill (dispensed). Fear of Rejection cured.

I came close to rejecting it because:

- As noted, it's incomplete. It doesn't provide subject line formats
for repeals, or for proposals that create, amend, and/or repeal
more than one rule. (Given that the rules allow the latter, I
think it makes considerably more sense to have proposal names be
independent from rule names.) As of now, proposals to create or
amend one rule now have subject line formatting requirements, but
all other proposals do not.

- This really should be an amendment to Rule 3, not a new Rule.
Since Rule 21 is hereby created we have

Agoraphobia check:

Britta, Feyd, Mark, and Jim lose 5 SPs

Jeff, Jon, Kevan, and Ottis have 21% chance of getting Agoraphobia:

4 random reals 0 < x < 1:
0.4993896484375
0.881591796875
0.88116455078125
0.709197998046875

None of them do! Lucky.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 22 11:42:36 2000
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Subject: Re: [DocNomic] Proposal: Therapy Session
References: <OFC8911B61.2864078E-ON882569BB.0078B202@thoughtworks.com>
Date: 22 Dec 2000 14:42:34 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Wed, 20 Dec 2000 14:09:19 -0800"
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JJWeston@ThoughtWorks.COM writes:

> Enact a new rule called Therapy Session:
> 
> During office hours, Doc will hold up to five (5) therapy sessions to
> help restore sanity to those that request it. Players may request a therapy
> session by sending such a request to the mailing list. Doc will schedule
> therapy sessions on a first requested / first served basis. During a
> therapy session, Doc will add five (5) soul points to the player, but will
> not be able to increase their soul points above one hundred (100). The
> player will pay Doc fifty (50) cash for the session. Players may attempt to
> schedule as many therapy sessions as they want for a particular office
> hours.

ACCEPTED. Hmm, seems like Therapy is more in the Psychiatrist's line,
but,hey, psychiatrists. 1 green pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 22 11:44:59 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Therapy Session
References: <OFC8911B61.2864078E-ON882569BB.0078B202@thoughtworks.com>
Date: 22 Dec 2000 14:44:57 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Wed, 20 Dec 2000 14:09:19 -0800"
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Oh, yeah. Agoraphobia check.

Britta, Feyd, Jim, Mark lose 5 SPs.

Jeff, Jon, Kevan, Ottis have 22% chance of getting Agoraphobia:

4 random reals 0 < x < 1:
0.01678466796875
0.4376220703125
0.33245849609375
0.79022216796875

Jeff gets it.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 22 11:46:34 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Therapy Session
References: <OFC8911B61.2864078E-ON882569BB.0078B202@thoughtworks.com>
Date: 22 Dec 2000 14:46:33 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Wed, 20 Dec 2000 14:09:19 -0800"
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... and Jeff's FoR is cured.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 22 11:47:26 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Fear of Judgement, not Fear of Proposing
References: <OF43C37992.D589B7D4-ON882569BB.007C4C1D@thoughtworks.com>
Date: 22 Dec 2000 14:47:24 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Wed, 20 Dec 2000 14:45:12 -0800"
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JJWeston@ThoughtWorks.COM writes:

> Amend rule 10 by striking this phrase from Fear of Rejection, "submits
> a Proposal" and replacing it with, "has one of their proposals judged".

ACCEPTED. 1 green pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 22 11:49:38 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Better Perks for the Masses
References: <OF2FF02F5E.B0573574-ON882569BB.007EDD1D@thoughtworks.com>
Date: 22 Dec 2000 14:49:36 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Wed, 20 Dec 2000 15:16:11 -0800"
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JJWeston@ThoughtWorks.COM writes:

> Amend rule 12 to read in full:
> 
> Whenever a proposal passes, Doc gives the proposer one (1) pill of any
> color. If, in the opinion of Doc, the proposal makes the game more
> interesting, Doc gives the proposer one (1) additional pill of any color.
> If, in the opinion of Doc, the proposal is the most creative proposal
> passed to date, Doc gives the proposer three (3) additional pills of any
> color.

APPROVED. 1 green pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 22 11:58:40 2000
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Blood Test
References: <4.1.20001220215215.013d9f08@pop3.ispchannel.com>
Date: 22 Dec 2000 14:58:37 -0500
In-Reply-To: Ottis Airhart's message of "Wed, 20 Dec 2000 22:23:39 -0600"
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Ottis Airhart <oairhart@ispchannel.com> writes:

> (I have no fear of rejection)

It says here you do. Am I wrong? 5 SPs lost.

> I propose the following:
> Blood Test
> A blood test may be performed on a player at the request of that player or
> any officer. The blood test costs 1 body point and 5 cash points if
> requested by the player and is free when requested by an officer. The blood
> test shall check for any communicable. The disease shall be randomly chosen
> from diseases not already inflicting the player. The chance of the
> discovery of a new infection is X percent where X is equal to 100 minus
> the dividend of the player's body points divided by 2 ( 100 - ( B.P. / 2
> )). There must be two office hours events between each blood test for a
> particular player. The nurse performs all blood tests by request in an
> email sent to the mailing list with a subject: "Blood Test:" followed by
> the player's name.

I assume it will not change the intended meaning to insert the word
"disease" at the end of the 3rd sentence, and to add the words "at
least" before "two" in the second to last sentences. And I assume
this is proposed new rule.

APPROVED. 1 green, 1 blue.

Agoraphobia check:

Britta, Feyd, Jeff, Jim, Mark lose 5 SPs.

Jon, Kevan, Ottis have 23% chance of getting Agoraphobia:

3 random reals 0 < x < 1:
0.5023193359375
0.279327392578125
0.252685546875

No one gets it.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 22 12:04:28 2000
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Rule 3
References: <4.1.20001221002229.013a7ee0@pop3.ispchannel.com>
Date: 22 Dec 2000 15:04:26 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 21 Dec 2000 00:42:45 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

(5 more SPs lost).

> I recommend the following amendment to Rule 3:
> 
> Players may submit Proposals by sending them to the DocNomic Mailing List.
> A Proposal thus submitted becomes Pending. A Proposal consists of one new
> proposed Rule, and/or a proposed amendment to one or more (if related)
> existing Rules, and/or a proposed repeal of one or more (if related)
> existing Rules. All new rules, amendments, and/or repeals contained within
> a single Proposal email sent to the mailing shall be judged in whole.

REJECTED. All this does is to prohibit a Proposal from proposing more
than one new rule, or from amending or repealing more than one
unrelated rule. But "related" is a subjective concept, and it's
probably not hard to argue any two rules are somehow related. So the
only real effect is to prohibit proposal of multiple rules (even
related ones), and the benefit of that has not been persuasively
argued.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 22 12:07:26 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Glam Rock Shoulder
References: <91ta2i+k9b6@eGroups.com>
Date: 22 Dec 2000 15:07:24 -0500
In-Reply-To: kevan@somethingorother.com's message of "Thu, 21 Dec 2000 16:10:58 -0000"
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kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - Glam Rock Shoulder
> 
> { http://www.ananova.com/news/story/sm_149894.html }
> 
> Create a new Disease in the "Diseases" Rule:-
> 
> Glam Rock Shoulder (Physical)
> During the first Office Hours of 2001, each Player has a 25%
> chance of contracting Glam Rock Shoulder, in the wake of the
> Hospital's New Year bash. This Disease causes its sufferer to
> lose 4 Body Points during every subsequent Office Hours, and
> can be operated on by Doc or the Nurse for 350 Cash.
> 
> If no Players have Glam Rock Shoulder, and if the first Office
> Hours of 2001 have passed, this Disease shall be removed from
> the Ruleset.
> 
> To "Diseases", add the paragraph:-
> 
> Some Diseases are operable by certain staff, for a given cost.
> A Player may request such an operation from a relevant staff
> member, if he or she can afford the operation; upon such a
> request being publicly acknowledged, the Player is cured of
> the Disease and loses Cash equal to the cost.
> 

APPROVED. 1 green, 1 blue, 3 red. A true Addict's proposal!

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 22 12:35:57 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Rule 10
References: <91tajh+hl6h@eGroups.com>
Date: 22 Dec 2000 15:35:55 -0500
In-Reply-To: "Feyd "'s message of "Thu, 21 Dec 2000 16:20:01 -0000"
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> In light of deseases taking affect in rather nasty ways, I offer the 
> following amendments to rule 10.
> 
> Amendment1: Change the definition of Migrane to Read:
> 
> Migraine (Non-Contagious) 
> During Office Hours:- 
> All Migraine sufferers lose 5 Body Points and x/10 Soul Points. 
> All other Players each have an 'x/10' per cent chance of contracting 
> a Migraine. 
> ...where 'x' is the number of mailing list messages made since the 
> end of the previous Office Hours. Each Green Pill a Player takes has 
> a 50% chance of curing them of this Disease. 
> 
> Amendment2: Add the following to the last paragraph defining 
> Addiciton (note that [[]] below denote comment and are not part of 
> the amendment).
> 
> [[Failure to do so will cause the addict lose 1 soul point; this 
> failure to do so may be pointed out by any Player or Doc, at which 
> point the deduction will be queued as an action for the next Office 
> Hours.]] The first player per message thus helping the Addict fight 
> his addiction is doing a good deed, and thus gains a soul point. 
> Subsequent players are just nagging and get nothing.

ACCEPTED. 1 green pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 22 12:42:35 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Pills are good eatun
References: <91tbor+oghv@eGroups.com>
Date: 22 Dec 2000 15:42:33 -0500
In-Reply-To: "Feyd "'s message of "Thu, 21 Dec 2000 16:39:55 -0000"
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> I Propose a new rule: "Pills are good eatun". If this should 
> instead be an amendment [[to rule 14]], please change this to 
> an "Amendment"
> ---------------------- TEXT --------------------
> In addition to any other effects that pills may have on players, they 
> also affect Body and Health as follows:
> 
> YELLOW Gain 2 soul, 2 body
> RED Gain 1 soul, 2 body
> BLUE Gain 1 soul, 1 body
> GREEN Gain 0 soul, 1 body
> PURPLE Gain 1 soul, -1 body
> 
> Any time the a player takes a pill Doc, or his designatee (such as 
> the Nurse) will updat the sould and body totals of the player.
> -------------------- TEXT -------------------------

ACCEPTED (as an amendment to Rule 14). 1 green, 1 blue.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 22 12:45:09 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Pills are good eatun
References: <91tbor+oghv@eGroups.com>
Date: 22 Dec 2000 15:45:07 -0500
In-Reply-To: "Feyd "'s message of "Thu, 21 Dec 2000 16:39:55 -0000"
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> In addition to any other effects that pills may have on players, they 
> also affect Body and Health as follows:
> 
> YELLOW Gain 2 soul, 2 body
> RED Gain 1 soul, 2 body
> BLUE Gain 1 soul, 1 body
> GREEN Gain 0 soul, 1 body
> PURPLE Gain 1 soul, -1 body
> 
> Any time the a player takes a pill Doc, or his designatee (such as 
> the Nurse) will updat the sould and body totals of the player.

This amendment, by the way, makes Kevan's cgi *really* desireable!

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 22 12:48:03 2000
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Rule 3
References: <4.1.20001221002229.013a7ee0@pop3.ispchannel.com> <xzck88s5ik5.fsf@rodan.syr.edu>
Date: 22 Dec 2000 15:48:01 -0500
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From: rsholmes@mailbox.syr.edu

... and Ottis has FoR again.

-- 
- Doc

From Nomic1@aol.com Fri Dec 22 14:38:22 2000
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Date: Fri, 22 Dec 2000 22:38:19 -0000
To: DocNomic@egroups.com
Subject: Re: Kevan...ya need pills, do ya?
Message-ID: <920l4r+115mr@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

Do the rules forbid it? If not, then I believe I have the right to 
do so. As precedent, you allowed me to give 50 Cash to Otis, and the 
rules do not explicitly allow that.

Feyd

--- In DocNomic@egroups.com, rsholmes@m... wrote:
> "Feyd " <Nomic1@a...> writes:
> > And you're the Psyche, eh?
> > I herby give you 1 of my red pills and request that you counsel 
> I don't believe the rules permit you to give Kevan, or anyone else,
> one of your pills.
> - Doc


From kevan@somethingorother.com Sat Dec 23 08:32:32 2000
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Date: Sat, 23 Dec 2000 16:32:29 -0000
To: DocNomic@egroups.com
Subject: Re: Proposal: Pills are good eatun
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From: kevan@somethingorother.com

> > In addition to any other effects that pills may have on players, 
they 
> > also affect Body and Health as follows:
> > 
> > YELLOW Gain 2 soul, 2 body
> > RED Gain 1 soul, 2 body
> > BLUE Gain 1 soul, 1 body
> > GREEN Gain 0 soul, 1 body
> > PURPLE Gain 1 soul, -1 body
> > 
> > Any time the a player takes a pill Doc, or his designatee (such 
as 
> > the Nurse) will updat the sould and body totals of the player.
> 
> This amendment, by the way, makes Kevan's cgi *really* desireable!

Indeed, dead easy to update Body and Soul automatically.

I've just spent an hour or so refining the Player Detail script, 
anyway; it now permits alteration to Body, Soul and Cash, and has a 
rather more friendly interface to the rest of it. I still need to add 
passwording and time/IP logging, as well as the automatic Soul/Body 
adjustment given above (which will need tighter validation to stop 
people taking Pills they don't have), and maybe an easy way to undo 
erroneous alterations, but I think it's pretty much there.

I've adjusted my own data to match the current gamestate, anyway, and 
it seems quite happy with it - feel free to wander along and add 
those of yourself, or anyone else:-

http://uncertain.org/~kevan/cgi-bin/docnomic.cgi

(I *will* add a simple cookie option to save people having to 
continually restate their identity - until then, it's probably useful 
to know that, after clicking "Administer", you can click the "Back" 
button in your browser to return to the form as it was, and enter the 
next bit of data without having to change names or targets.)

Shout if anything doesn't work, or if I've missed anything obvious, 
or if you've got any ideas for other features, anyway. I expect I'll 
start formulating Proposal to make it the *official* record of Player 
details, later in the week.

Kevan

--
http://uncertain.org/~kevan
"He's making a list, he's checking it twice."


From mr_jim83@hotmail.com Sat Dec 23 09:10:08 2000
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Date: Sat, 23 Dec 2000 17:10:02 -0000
To: DocNomic@egroups.com
Subject: Some bad news
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From: "Jim Ingram" <mr_jim83@hotmail.com>

Unfortunatly, I am unable to participate in this game any longer. 
Real-Life has reared its ugly head in the form of school and other 
commitments, so I won't be online very often any more. In short, I'm 
way too busy. I'm sorry for any problems this might cause.

-Jim


From rsholmes@mailbox.syr.edu Sat Dec 23 11:49:42 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Kevan...ya need pills, do ya?
References: <920l4r+115mr@eGroups.com>
Date: 23 Dec 2000 14:49:41 -0500
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> Do the rules forbid it? If not, then I believe I have the right to 
> do so. As precedent, you allowed me to give 50 Cash to Otis, and the 
> rules do not explicitly allow that.

Actually I didn't allow you to give 50 cash to Otis. I was going to,
but I was waiting to hear from Otis whether he'd accept when Kevan
pointed out that the rules do not permit changing the gamestate except
as provided for in the rules, and the cash holdings of each player is
part of the gamestate.

-- 
- Doc

From rsholmes@mailbox.syr.edu Sat Dec 23 11:52:02 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Some bad news
References: <922m9a+985o@eGroups.com>
Date: 23 Dec 2000 14:52:00 -0500
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From: rsholmes@mailbox.syr.edu

"Jim Ingram" <mr_jim83@hotmail.com> writes:

> Unfortunatly, I am unable to participate in this game any longer. 
> Real-Life has reared its ugly head in the form of school and other 
> commitments, so I won't be online very often any more. In short, I'm 
> way too busy. I'm sorry for any problems this might cause.

Sorry to hear it. Sorry also to observe that the rules do not provide
for removing a player from the roster! Since the roster is part of
the gamestate it can't be modified except as provided by the rules.
So... looks like Jim remains a player, inactive though he may be.
Hmm, wonder how long it'll take him to DIE? ;-)

Anyway, Jim, if you're still out there, good luck with real life...

-- 
- Doc

From oairhart@ispchannel.com Sat Dec 23 20:46:56 2000
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Date: Sat, 23 Dec 2000 22:37:50 -0600
To: DocNomic@egroups.com
Subject: Proposal: Players amendmendment
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From: Ottis Airhart <oairhart@ispchannel.com>

I propose the following amendment to rule #2:

Add the following text:
A player may at any time remove themselves from the game by stating their
intent to do so by sending an email to the mailing list. Their name and all
status information shall be removed from the gamestate and any rules where
it might be listed. Their Soul Points, Body Points, and Cash Points shall
be distributed evenly to all Players (remainders shall be thrown away). All
pills shall be immediately transferred to the Player who has the Addiction
disease. If no Player has this disease, then they shall be handed out by
the Nurse to whomever e wishes. No player may rejoin the game within 3
weeks of voluntary removal.




From jjweston@kenny.sir-toby.com Sun Dec 24 00:09:22 2000
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Date: Sun, 24 Dec 2000 01:04:21 -0800 (PST)
To: DocNomic@egroups.com
Subject: Point of Order: Jeff's Fear of Rejection
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I should have lost 15 soul points for making 3 proposals while I
had fear of rejection. At the time, FoR made you lose points for making
proposals, not having them judged.



From jjweston@kenny.sir-toby.com Sun Dec 24 00:13:28 2000
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Date: Sun, 24 Dec 2000 01:08:28 -0800 (PST)
To: DocNomic@egroups.com
Subject: Request for therapy.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Hey Doc,

I'd like to schedule a therapy session for your next office hours
please.


From jjweston@kenny.sir-toby.com Sun Dec 24 00:15:28 2000
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Date: Sun, 24 Dec 2000 01:10:28 -0800 (PST)
To: DocNomic@egroups.com
Subject: Request for treatment.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Hey Mr. Psychiatrist,

Could I scheduled a session to work on my Agoraphobia?


From oairhart@ispchannel.com Sun Dec 24 23:17:15 2000
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Date: Mon, 25 Dec 2000 01:14:13 -0600
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Subject: Therapy
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From: Ottis Airhart <oairhart@ispchannel.com>

Hey Doc,

Your Nurse requests a Therapy session with you next Office Hours.

Thanks!

From oairhart@ispchannel.com Sun Dec 24 23:46:56 2000
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Date: Mon, 25 Dec 2000 01:28:31 -0600
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Subject: Nurse's Report: 12/25/00 (a)
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From: Ottis Airhart <oairhart@ispchannel.com>

The Nurse has taken one purple pill curing him of Fear Of Rejection (FoR).

From oairhart@ispchannel.com Sun Dec 24 23:57:21 2000
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Date: Mon, 25 Dec 2000 01:54:11 -0600
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Subject: Nurse's Report: egroups website
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From: Ottis Airhart <oairhart@ispchannel.com>

Currently, the egroups website is temporarily down. No email, no website.
It sounds like the hardline has been pulled. This email should get through
eventually as long as it comes online within 24 hours.

I tell you this only because I attempted to decrement 1 purple pill for
Ottis and was unable to. This shall be modified the next available opportunity.

(I didn't want anyone to think I was cheating).

Nurse Ottis


From oairhart@ispchannel.com Mon Dec 25 11:09:18 2000
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Date: Mon, 25 Dec 2000 13:05:49 -0600
To: docnomic@egroups.com
Subject: Proposal: Blood Bank
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From: Ottis Airhart <oairhart@ispchannel.com>

Now that the Blood Test proposal has passed:

I propose a new rule labeled Blood Bank:

The Blood Bank stores blood collected from the players to be used for
medical procedures (surgeries, etc) and to increase one's health. The Blood
Bank is part of the gamestate and shall have it's status stored in a
database at <http://www.egroups.com/database/DocNomic>. The Blood Bank is
maintained by the Nurse.

All players are required to donate blood to the blood bank at least once
per four Office Hours. Failure to do so shall result in the decrement of 10
body points during Office Hours if that player has not donated blood within
the last four Office Hours. The players last date of donation shall be part
of the gamestate.

A player must have had a Blood Test within 7 days prior to donation
resulting in no new infection by that player. Only one pint of blood may be
donated for each Blood Test. A player may not have any communicable disease
at the time of blood donation. As compensation for donation, a player shall
gain 100 cash points, gain 5 Soul points, and lose 3 Body points.

If a player needs blood or wishes to buy blood, they may do so by notifying
the Nurse concerning how many pints they wish to buy. The purchase shall
decrement the player's cash points by 200, and increase their body points
by 5. This is in addition to any other costs that may be required for
medical procedures (surgeries, etc) and must be arranged before any medical
procedure requiring blood takes place. 

From rsholmes@mailbox.syr.edu Tue Dec 26 11:32:43 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Point of Order: Jeff's Fear of Rejection
References: <Pine.LNX.4.21.0012240101210.28781-100000@kenny.sir-toby.com>
Date: 26 Dec 2000 14:32:39 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Sun, 24 Dec 2000 01:04:21 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I should have lost 15 soul points for making 3 proposals while I
> had fear of rejection. At the time, FoR made you lose points for making
> proposals, not having them judged.

OK, thanks.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Dec 26 18:18:24 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Pills are good eatun
References: <922k2t+r198@eGroups.com>
Date: 26 Dec 2000 21:18:22 -0500
In-Reply-To: kevan@somethingorother.com's message of "Sat, 23 Dec 2000 16:32:29 -0000"
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From: rsholmes@mailbox.syr.edu

How does the password thing work?

Small feature request: could you display the total number of pills of
all colors?

-- 
- Doc

From bkoch@rz.uni-osnabrueck.de Wed Dec 27 06:33:26 2000
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To: docnomic@egroups.com
Subject: Back from Holidays
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Date: 27 Dec 2000 15:34:29 CET
Reply-To: Britta Koch <bkoch@rz.uni-osnabrueck.de>
Message-Id: <E14BHfA-0000Gx-00@Wintermute.surf2000.de>
From: Britta Koch <bkoch@rz.uni-osnabrueck.de>

Hi!

I'm back from my holidays! Thanx for giving me agoraphobia and a
migraine... I thought such a relaxing holiday would make me less
predisposed for a migraine...

Oh, btw, Nurse, could I please take a green pill to try and cure that
stupid migraine?

And, dear psychologist, could I have a counseling session to try and
get rid of my agoraphobia?

Thanx!

Greetz,

Britta

-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From jjweston@pop.net Wed Dec 27 08:29:13 2000
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To: docnomic@egroups.com
Subject: Britta takes a green pill for her migrane, 0-50 cures.
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From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Britta takes a green pill for her migrane, 0-50 cures.

docnomic@egroups.com requested that 1 roll of a 100-sided die be rolled.
Roll them bones ... your dice are 
Roll 1: 37.

Mail was sent to you at docnomic@egroups.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

iQBVAwUBOkoYxLyfeleUG9SNAQFSUAIAnCwFxcS5UC1IaCpzyhguqbF2Zs+J9AjI
coJ/hQUzCvcmTapJqhlD7cLolECFV+lT9AbO1544/n4yEHkk/BPysw==
=WTt4
-----END PGP SIGNATURE-----

From oairhart@ispchannel.com Wed Dec 27 08:30:48 2000
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Date: Wed, 27 Dec 2000 10:32:51 -0600
To: DocNomic@egroups.com
Subject: Nurse's Report 12/27/00 (a)
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From: Ottis Airhart <oairhart@ispchannel.com>

Britta takes a green pill for her migrane and is cured with a 37. Gamestate
updated.


At 03:34 PM 12/27/2000 +0100, you wrote:
>Hi!
>
>I'm back from my holidays! Thanx for giving me agoraphobia and a
>migraine... I thought such a relaxing holiday would make me less
>predisposed for a migraine...
>
>Oh, btw, Nurse, could I please take a green pill to try and cure that
>stupid migraine?
>
>And, dear psychologist, could I have a counseling session to try and
>get rid of my agoraphobia?
>
>Thanx!
>
>Greetz,
>
>Britta
>
>-- 
> /"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
> \ /	ASCII Ribbon Campaign	britta@linuxchix.org
> X	- NO HTML/RTF in e-mail 
> / \	- NO Word docs in e-mail "My other car is a cdr."
>
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From kevan@somethingorother.com Wed Dec 27 08:39:07 2000
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Date: Wed, 27 Dec 2000 16:38:56 -0000
To: DocNomic@egroups.com
Subject: Re: Proposal: Pills are good eatun
Message-ID: <92d5v0+u5iq@eGroups.com>
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From: kevan@somethingorother.com

> How does the password thing work?

It doesn't, yet. When it's written and enabled it'll just ignore 
requests which don't include the correct password for the player 
you're claiming to be; this means we can be fairly sure who's 
actually updating what, and it prevents passers-by fiddling with 
things for their own perverse amusement.

> Small feature request: could you display the total number of pills 
of
> all colors?

Mm, no problem.

Kevan

--
http://uncertain.org/~kevan
"La la la la la, interesting drug."


From kevan@somethingorother.com Wed Dec 27 10:03:54 2000
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Subject: Proposal: Repeal "Proposal Framework"
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From: kevan@somethingorother.com

Hmm, repeal Rule 21 ("Proposal Framework"), since restricting 
Proposals to one per email is - as has been said - an irksome thing, 
and I think we can be relied upon to give Proposal emails significant 
subjects lines without being legally obliged to specify which Rule 
we're amending. (Which means huge subject lines for multiple 
alterations, let alone "reword something throughout the ruleset" 
ones.)

And burying Proposal-ignoring clauses at the bottom of the ruleset 
seems rather unfair anyway. Repeal, I say.

--
http://uncertain.org/~kevan
"Cartoon dogs laugh at me."



From kevan@somethingorother.com Wed Dec 27 10:15:02 2000
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Date: Wed, 27 Dec 2000 18:14:55 -0000
To: DocNomic@egroups.com
Subject: Automated Patient Data
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From: kevan@somethingorother.com

Right, well, it seems to be working alright, now:-

http://uncertain.org/~kevan/cgi-bin/docnomic.cgi

For the time being, everyone can use "test" as a password; hover your 
mouse pointer over the date/user bit of the log to see the IP address 
of the submitter (or view source if your browser isn't happy with 
such things), hover over the pill counts to see a total.

I *think* that's everything. If we could all start using it a bit, 
I'll Propose an official implementation later in the week. Best just 
run it parallel for a while to see if anything explodes or falls off, 
really. Shout if you can think of any more useful bells or whistles.

Kevan

--
http://uncertain.org/~kevan
"A plastic bag, stranded at the lights."


From oairhart@ispchannel.com Wed Dec 27 15:20:42 2000
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Date: Wed, 27 Dec 2000 17:22:45 -0600
To: docnomic@egroups.com
Subject: Proposal: Pharmacy
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From: Ottis Airhart <oairhart@ispchannel.com>

In light of the possible need by certain players to gain more pills than
they currently have, I propose the following rule:

Pharmacy

The pharmacy sells pharmaceutical items to players for a cash points fee. A
player may request the purchase of pharmaceuticals items by sending an
email to the Pharmacist through the mailing list with a subject line
starting with "Pharmacy:". The Pharmacist shall adjust the gamestate to
reflect the purchase request. Requests by a player infected with the
"Addict" disease shall be ignored. The Pharmacist is an officer appointed
by Doc and may be replaced upon public request. The Pharmacist must be
replaced if they ever contract the "Addict" disease. As compensation for
their duties, and to keep them sober, they shall be given 3 yellow pills, 3
purple pills, and 5 soul points during each Office Hours. The following
pharmaceuticals items may be sold by the pharmacy for the given price:

1 yellow pill - 40 cash points
1 purple pill - 35 cash points
1 red pill - 30 cash points
1 blue pill - 25 cash points
1 green pill - 20 cash points
1 "Getting over your addiction" pamphlet - 0 cash points
1 "101 ways to avoid infection" pamphlet - 0 cash points

=======END OF PROPOSAL=========
Doctroid,
I'd recommend the Nurse to hold the initial Pharmacist position.

Players,
If you'd like to volunteer for this position, I, the Nurse, will gladly
request that I be replaced so that more players can hold officer positions.
I just wanted this to be functional ASAP until another suitable player is
found for the position.

Nurse Ottis



From oairhart@ispchannel.com Wed Dec 27 15:33:19 2000
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Date: Wed, 27 Dec 2000 17:35:22 -0600
To: docnomic@egroups.com
Subject: Proposal: Denial disease
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From: Ottis Airhart <oairhart@ispchannel.com>

I propose the following addition to the disease list:

Denial (psychosis)
A player infected by this disease shall be considered as "In Denial".

If a player ever fails to attempt a voluntary cure for a contracted disease
between 2 office hours events, or if a player fails to follow the
directions for playing the round while infected by a disease, that player
shall automatically be infected with the Denial disease. While infected
with this disease, the player shall state in every message sent to the
mailing list that they do not have the diseases, listed individually, with
which they are infected. Failure to do so shall cause them to lose 3 soul
points plus 1 soul point for each disease they have. No disease may be
cured for this player while "In Denial".

From oairhart@ispchannel.com Thu Dec 28 07:58:38 2000
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Date: Thu, 28 Dec 2000 10:00:38 -0600
To: docnomic@egroups.com
Subject: Nurse's Report: 12/28/00 (a)
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From: Ottis Airhart <oairhart@ispchannel.com>

Kevan has taken 9 green pills increasing his body count by 9. A true addict.

At 06:05 PM 12/27/2000 +0000, you wrote:
>Nine Greens, please.
>
>--
>http://uncertain.org/~kevan
>"Well, it happens a lot round here." 

From bkoch@rz.uni-osnabrueck.de Thu Dec 28 09:13:57 2000
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Subject: Re: [DocNomic] Automated Patient Data
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Date: 28 Dec 2000 18:15:03 CET
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From: Britta Koch <bkoch@rz.uni-osnabrueck.de>


On Wed, 27 Dec 2000 18:14:55 -0000, kevan@somethingorother.com said:

> Right, well, it seems to be working alright, now:-
> 
> http://uncertain.org/~kevan/cgi-bin/docnomic.cgi
> 
> For the time being, everyone can use "test" as a password; hover your 
> mouse pointer over the date/user bit of the log to see the IP address 
> of the submitter (or view source if your browser isn't happy with 
> such things), hover over the pill counts to see a total.

It sure looks nice, and now I told mozilla not to remember the
password, it doesn't even ask me to choose a new one every time!

But I can't seem to get rid of the pill I spent for curing my
migraine... so is this an addict's joke, or what ;)!

Nice work, anyways, though I prefer php for the quick'n'dirty stuff...

Britta
-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From kevan@somethingorother.com Thu Dec 28 11:43:44 2000
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Subject: Re: Automated Patient Data
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> It sure looks nice, and now I told mozilla not to remember the
> password, it doesn't even ask me to choose a new one every time!

Mm, I'll put some cookie nonsense in eventually, so that it'll even 
remember who you are.

> But I can't seem to get rid of the pill I spent for curing my
> migraine... so is this an addict's joke, or what ;)!

Tsk, some careless inconsistency in my code. Now fixed. Although you 
really should have "taken" the Pill rather than "lost" it; you get 
bonus Body Points for eating your Greens. (Something that I think the 
Nurse overlooked for Britta?) I've fixed that as well, anyway, 
demonstrating the "any player can update anything, but it gets 
logged" thing.

> Nice work, anyways, though I prefer php for the quick'n'dirty 
stuff...

Oh, the DocNomic script is alarmingly swift and filthy, really.

Kevan

--
http://uncertain.org/~kevan
"Everyone lies, nobody minds."


From oairhart@ispchannel.com Thu Dec 28 11:46:52 2000
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Subject: Re: [DocNomic] Re: Automated Patient Data
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From: Ottis Airhart <oairhart@ispchannel.com>

yeah yeah, I thought about that last night (the pill bonus, etc.). I was
going to fix it later, but I guess I will now.

Britta also gained 1 body point.


At 07:43 PM 12/28/2000 +0000, you wrote:
>> It sure looks nice, and now I told mozilla not to remember the
>> password, it doesn't even ask me to choose a new one every time!
>
>Mm, I'll put some cookie nonsense in eventually, so that it'll even 
>remember who you are.
> 
>> But I can't seem to get rid of the pill I spent for curing my
>> migraine... so is this an addict's joke, or what ;)!
>
>Tsk, some careless inconsistency in my code. Now fixed. Although you 
>really should have "taken" the Pill rather than "lost" it; you get 
>bonus Body Points for eating your Greens. (Something that I think the 
>Nurse overlooked for Britta?) I've fixed that as well, anyway, 
>demonstrating the "any player can update anything, but it gets 
>logged" thing.
>
>> Nice work, anyways, though I prefer php for the quick'n'dirty 
>stuff...
>
>Oh, the DocNomic script is alarmingly swift and filthy, really.
>
>Kevan
>
>--
>http://uncertain.org/~kevan
>"Everyone lies, nobody minds."
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From kevan@somethingorother.com Thu Dec 28 12:16:56 2000
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From: kevan@somethingorother.com

> Could I scheduled a session to work on my Agoraphobia?

Scheduled, performed, and successful. You're cured, Jeff.

Kevan

--
http://uncertain.org/~kevan
"I'm listening."


From rsholmes@mailbox.syr.edu Thu Dec 28 13:35:48 2000
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Doc is sick, ironically, and things are really busy at work. I
probably won't get to Office Hours for a while... might have to cancel
altogether for this week...

-- 
- Doc

From Nomic1@aol.com Thu Dec 28 15:07:48 2000
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To: DocNomic@egroups.com
Subject: Re: Proposal: Denial disease
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From: "Feyd " <Nomic1@aol.com>

cool disease, but it needs a cure badly!
Feyd

--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
> I propose the following addition to the disease list:
> 
> Denial (psychosis)
> A player infected by this disease shall be considered as "In 
Denial".
> 
> If a player ever fails to attempt a voluntary cure for a contracted 
disease
> between 2 office hours events, or if a player fails to follow the
> directions for playing the round while infected by a disease, that 
player
> shall automatically be infected with the Denial disease. While 
infected
> with this disease, the player shall state in every message sent to 
the
> mailing list that they do not have the diseases, listed 
individually, with
> which they are infected. Failure to do so shall cause them to lose 
3 soul
> points plus 1 soul point for each disease they have. No disease may 
be
> cured for this player while "In Denial".


From Nomic1@aol.com Thu Dec 28 15:09:38 2000
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Subject: * Request session to work on my Agorophobia!
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From: "Feyd " <Nomic1@aol.com>




From Nomic1@aol.com Thu Dec 28 15:12:47 2000
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Subject: Request take green pill for migrane (MORE)
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From: "Feyd " <Nomic1@aol.com>

Is the script the way to do this now? If so, why don't we make it a 
rule?

Feyd


From rsholmes@mailbox.syr.edu Thu Dec 28 17:34:54 2000
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Subject: Re: [DocNomic] Automated Patient Data
References: <92dbiv+c8m7@eGroups.com>
Date: 28 Dec 2000 20:34:52 -0500
In-Reply-To: kevan@somethingorother.com's message of "Wed, 27 Dec 2000 18:14:55 -0000"
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> hover your 
> mouse pointer over the date/user bit of the log to see the IP address 
> of the submitter (or view source if your browser isn't happy with 
> such things), hover over the pill counts to see a total.

My browser (Netscape 4.75 for Linux) isn't happy with such things, or
at least nothing happens. And viewing source merely gives me

<TITLE>Missing Post reply data</TITLE>
<H1>Data Missing</H1>
This document resulted from a POST operation and has expired from the
cache. If you wish you can repost the form data to recreate the
document by pressing the <b>reload</b> button.

if I do it after using the form -- I have to go to the URL again to
get view the source correctly. Could be worse, I guess...

-- 
- Doc

From oairhart@ispchannel.com Thu Dec 28 21:06:27 2000
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Subject: Re: [DocNomic] Re: Proposal: Denial disease
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From: Ottis Airhart <oairhart@ispchannel.com>

Speaking of the cure... the cure is the following, look at rule 20,
Psychiatrist:
========
The Psychiatrist deals with the diagnosis, treatment, and prevention of
mental and emotional disorders, and is able, through counselling, to treat
the Psychoses of other Players. 

At any given time, one Player may be a Psychiatrist (their identity is part
of the gamestate). Anyone wishing to be treated by the Psychiatrist should
make such a request on the mailing list. The Psychiatrist may honour such
requests by announcing to the list that, after a tense and emotional
counselling session, any or all of the Psychoses suffered by that Player
have been lost. 

The Psychiatrist may not counsel themselves, but, through mutual
understanding and personal development, any Psychosis they cure in another
Player is automatically cured in themselves, if they have it. 

If the Psychiatrist's Soul Points drop below thirty, Doc may reassign the
role elsewhere. 
===========
So, the cure is to have the psychiatrist cure the disease upon request,
since it is a psychosis. It is an instant cure, if the psychiatrist chooses
to cure them.

I think it is a great disease, and I have some more to submit once I know I
don't have Fear of Rejection from one of the ones I've already submitted.
Just waiting for Office Hours to process, poor Doctroid. I know how it is!

Ottis



At 11:07 PM 12/28/2000 +0000, you wrote:
>cool disease, but it needs a cure badly!
>Feyd
>
>--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
>> I propose the following addition to the disease list:
>> 
>> Denial (psychosis)
>> A player infected by this disease shall be considered as "In 
>Denial".
>> 
>> If a player ever fails to attempt a voluntary cure for a contracted 
>disease
>> between 2 office hours events, or if a player fails to follow the
>> directions for playing the round while infected by a disease, that 
>player
>> shall automatically be infected with the Denial disease. While 
>infected
>> with this disease, the player shall state in every message sent to 
>the
>> mailing list that they do not have the diseases, listed 
>individually, with
>> which they are infected. Failure to do so shall cause them to lose 
>3 soul
>> points plus 1 soul point for each disease they have. No disease may 
>be
>> cured for this player while "In Denial".
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From jjweston@pop.net Thu Dec 28 21:09:25 2000
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Subject: Feyd takes a green for his migrane: 0-50 cures
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From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Feyd takes a green for his migrane: 0-50 cures

docnomic@egroups.com requested that 1 roll of a 100-sided die be rolled.
Roll them bones ... your dice are 
Roll 1: 78.

Mail was sent to you at docnomic@egroups.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

iQBVAwUBOkwcf7yfeleUG9SNAQFWBgIApDPwgb3IIc5Mia39PdxNHeU45D2CV5sa
v6zZm8E5DjYLK/TAZWFFiNKDTwQ7eEPvi/CTKpkadU3IvQUMkCftcw==
=2M9D
-----END PGP SIGNATURE-----

From oairhart@ispchannel.com Thu Dec 28 21:12:29 2000
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From: Ottis Airhart <oairhart@ispchannel.com>

No... the Nurse still administers the pills... which I think is appropriate
since it keeps one person for accountability.

One green pill for Feyd... but a 78 doesn't cure it. Sorry Feyd, you have a
NASTY headache. Hmmm, that sounds like a good disease. Anyway... minus one
green pill for Feyd, and plus one body point for Feyd for taking the green
pill.


At 11:10 PM 12/28/2000 +0000, you wrote:
>Is the script the way to do this now? If so, why don't we make it a 
>rule?
>
>Feyd
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


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Subject: Proposal: Migraine amendment
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From: Ottis Airhart <oairhart@ispchannel.com>

I propose the following amendment to the Disease rule.

Add the following text to the Migrane disease:
For every 2 dosages that does not cure the migrane, the dosage is doubled
with the same chance per dosage of a cure.

From kevan@somethingorother.com Fri Dec 29 01:26:58 2000
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Date: Fri, 29 Dec 2000 09:26:42 -0000
To: DocNomic@egroups.com
Subject: Re: Proposal: Denial disease
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From: kevan@somethingorother.com

> If a player ever fails to attempt a voluntary cure for a contracted 
disease
> between 2 office hours events, or if a player fails to follow the
> directions for playing the round while infected by a disease, that 
player
> shall automatically be infected with the Denial disease. While 
infected
> with this disease, the player shall state in every message sent to 
the
> mailing list that they do not have the diseases, listed 
individually, with
> which they are infected. Failure to do so shall cause them to lose 
3 soul
> points plus 1 soul point for each disease they have. 

This seems rather bizarre and unfair to people who don't want to pay 
350 Cash to cure Glam Rock Shoulder, or are saving their money, or 
whatever else, on the basis that they feel they can live with the 
Disease for the time being.

And having more "You must put a certain phrase in every single 
posting" stuff seems a slightly annoying and confusing prospect all 
round. Pills, I need pills, because I'm the addict, but don't take 
any actual notice of this sentence because nobody can really give me 
Pills under the current Ruleset and I don't *really* want any Pills 
anyway. Etc.

> No disease may be cured for this player while "In Denial".

So, er, once you catch this you can't get rid of *any* Diseases, 
since "Denial" itself is permanent?

Kevan

--
http://uncertain.org/~kevan
"But I don't like spam."


From oairhart@ispchannel.com Fri Dec 29 07:40:13 2000
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Date: Fri, 29 Dec 2000 09:42:08 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Denial disease
In-Reply-To: <92hlci+t61i@eGroups.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

As mentioned earlier, the psychiatrist can cure Denial freely at any moment
upon request.


At 09:26 AM 12/29/2000 +0000, you wrote:
>> If a player ever fails to attempt a voluntary cure for a contracted 
>disease
>> between 2 office hours events, or if a player fails to follow the
>> directions for playing the round while infected by a disease, that 
>player
>> shall automatically be infected with the Denial disease. While 
>infected
>> with this disease, the player shall state in every message sent to 
>the
>> mailing list that they do not have the diseases, listed 
>individually, with
>> which they are infected. Failure to do so shall cause them to lose 
>3 soul
>> points plus 1 soul point for each disease they have. 
>
>This seems rather bizarre and unfair to people who don't want to pay 
>350 Cash to cure Glam Rock Shoulder, or are saving their money, or 
>whatever else, on the basis that they feel they can live with the 
>Disease for the time being.
>
>And having more "You must put a certain phrase in every single 
>posting" stuff seems a slightly annoying and confusing prospect all 
>round. Pills, I need pills, because I'm the addict, but don't take 
>any actual notice of this sentence because nobody can really give me 
>Pills under the current Ruleset and I don't *really* want any Pills 
>anyway. Etc.
>
>> No disease may be cured for this player while "In Denial".
>
>So, er, once you catch this you can't get rid of *any* Diseases, 
>since "Denial" itself is permanent?
>
>Kevan
>
>--
>http://uncertain.org/~kevan
>"But I don't like spam."
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Fri Dec 29 08:33:41 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Denial disease
References: <4.1.20001227172309.01286f08@pop3.ispchannel.com> <4.1.20001229094131.01b5d720@pop3.ispchannel.com>
Date: 29 Dec 2000 11:33:39 -0500
In-Reply-To: Ottis Airhart's message of "Fri, 29 Dec 2000 09:42:08 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> As mentioned earlier, the psychiatrist can cure Denial freely at any moment
> upon request.
> 
> 
> At 09:26 AM 12/29/2000 +0000, you wrote:
[...]
> >
> >> No disease may be cured for this player while "In Denial".
> >
> >So, er, once you catch this you can't get rid of *any* Diseases, 
> >since "Denial" itself is permanent?
> >
> >Kevan

Actually not. 'No disease may be cured for this player while "In
Denial".' -- and Denial itself is not excluded from that prohibition! 

Proposal REJECTED for that reason, the other reasons mentioned by
Kevan, the fact that it's incurable unless the Psych feels like
cooperating, and the fact that keeping track of who has and has not
attempted which cures for which diseases at what times is more work
for Doc than he thinks it's worth...

(Yes, I know it's out of order. I'm not required to process proposals
in order. And I'm still sick, so bear with me.)

-- 
- Doc

From kevan@somethingorother.com Fri Dec 29 09:30:49 2000
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Date: Fri, 29 Dec 2000 17:30:31 -0000
To: DocNomic@egroups.com
Subject: Proposal: 21st Century Medicine
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From: kevan@somethingorother.com

----------------------------------------------------------------------

Proposal - 21st Century Medicine

{ I take the liberty of assuming that "If the proposal is an
amendment, the subject line must include the text "Proposal:
Amendment to" follwed by the title of the rule to be amended."
doesn't apply to Proposals which are *a series of amendments*;
otherwise we'd have a foolishly lengthy subject line.

Feel free to Proclaim exactly the same stuff should this be
ignored under Rule 21, anyway, Doc. }

Enact a new Rule, "The Player Details Page":-

The Player Details page (PDP) tracks various aspects of the
Gamestate, and is updated and moderated by the Players. All
alterations are logged - if any Player feels that an alteration
goes against the Rules of DocNomic (as they were at the time of
the alteration), he or she may undo the effects of that
alteration (unless it was made more than five days ago). If
such an undoing is disputed, a Point of Order should be raised.

Doc may choose to impose fines of up to 500 Cash, or beatings
of up to 120 Body Points damage, for any PDP alterations which
are against the Rules.

The data presented by the PDP shall be considered to be a legal
record of the relevant aspects of the Gamestate, although any
corrections to it shall take effect with as much retroactivity
as Doc feels appropriate.

-------------------------

In Rule 4 ("Publication"), replace the second paragraph with:-

Doc must publish the current Ruleset at

<http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_ruleset.html>,
and parts of the current Gamestate at

<http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_gamestate.html>
.
Other aspects of the Gamestate may be stored on the Player
Details page at <http://uncertain.org/~kevan/cgi-bin/docnomic.cgi>.
No change to the Ruleset or Gamestate shall be considered to have
occurred until and unless it is so published. 

-------------------------

In Rule 9 ("Prescriptions"), replace the first paragraph with:-

Any Player may collect their Prescription if they have not already
done so since the most recent Office Hours. Upon doing so, that
Player may gain the Pills that his or her Prescription specifies,
via the Player Details page.

-------------------------

In Rule 11 ("Body, Soul and Cash"), reword the second paragraph to:-

Whenever a new Player joins the game, Doc shall give them a hundred
Body Points, a thousand Cash Points, and Soul Points equal to the
average Soul Points of all other Players (rounded down).

...and replace "During office hours, every player gains a hundred
cash." with "Any Player may collect their Wages if they have not
already done so since the most recent Office Hours. Upon doing so,
that Player may gain one hundred Cash, via the Player Details page."

-------------------------

Repeal Rule 14 ("Cures").

To Rule 8 ("Pills"), add the following:-

A Player may take or discard a Pill they possess, at any time,
via the Player Details page. Whenever a Player takes a Pill, a
percentage success rating for each Pill is given in the Change
Log; this should be used to determine the Pill's success in
whatever effects are specified. (For example, if a Green Pill
has a 30% chance of curing a Player of Nasty Cough, a success
rating of 30% or less for a Green Pill means that the Player
is cured.)

In addition to any other effects that Pills may have on Players,
they also affect Body and Health Points, as follows: 

Yellow Gain 2 soul, 2 body 
Red Gain 1 soul, 2 body 
Blue Gain 1 soul, 1 body 
Green Gain 0 soul, 1 body 
Purple Gain 1 soul, -1 body 

(These effects are applied automatically by the Player Details
page.)

To the Disease "A Bit of a Cough", add:-

If a Player takes a Green Pill, and also took a Green Pill
between the previous two Office Hours, that Player is cured
of this Disease.

In the Disease "Fear of Rejection", replace "Whenever a player
with this disease has one of their proposals accepted, they are
immediately cured." with "Whenever a Player with this Disease
has one of their Proposals accepted, or takes a Purple Pill,
they are immediately cured."

Enact a new Rule, "Death":-

If a Player's Body Points or Soul Points are zero, that Player
is Dead and may take no further part in the current Round.

-------------------------

Reword Rule 15 ("Pill Exchange") to:-

Certain Pills may be swapped for others. Any Player may use the
Player Details page to exchange some of their own Pills for
other Pills (losing some Pills, then gaining others), at the
following rates:-

* Two Green Pills may be exchanged for one Red Pill.
* One Red Pill and one Blue Pill may be exchanged for one
Yellow Pill.
* One Yellow Pill may be exchanged for two Purple Pills.

-------------------------

Reword Rule 16 ("Nurse") to:-

The Nurse assists Doc in the running of the Hospital. The name
of the Player who holds the office of Nurse shall be part of
the Gamestate. 

At any time the Nurse may, unless he or she has done so already
since the most recent Office Hours, raid the pharmacy to gain
three Green Pills, 2 Soul Points and 5 Body Points.

If at any time the Nurse is unable to fulfill his or her role,
or that Player wishes to vacate the office, Doc must choose a
new Nurse to take over. 

{ Sadly, this job becomes almost entirely obsolete in the face of
modern technology. }

-------------------------

Reword Rule 17 ("Deliberate Contagion") to:-

A Player with an Airborne Disease may, at any time, pay 5 Soul
and 5 Body Points to give that Disease to another Player.

{ Simplification. }

-------------------------

{ Right. Well, I *think* that covers everything... }

----------------------------------------------------------------------


From rsholmes@mailbox.syr.edu Fri Dec 29 13:49:12 2000
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Repeal "Proposal Framework"
References: <92datg+c1i1@eGroups.com>
Date: 29 Dec 2000 16:49:10 -0500
In-Reply-To: kevan@somethingorother.com's message of "Wed, 27 Dec 2000 18:03:28 -0000"
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> Hmm, repeal Rule 21 ("Proposal Framework"), since restricting 
> Proposals to one per email is - as has been said - an irksome thing, 
> and I think we can be relied upon to give Proposal emails significant 
> subjects lines without being legally obliged to specify which Rule 
> we're amending. (Which means huge subject lines for multiple 
> alterations, let alone "reword something throughout the ruleset" 
> ones.)
> 
> And burying Proposal-ignoring clauses at the bottom of the ruleset 
> seems rather unfair anyway. Repeal, I say.

REJECTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 29 13:53:06 2000
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Pharmacy
References: <4.1.20001227165916.01a31ea0@pop3.ispchannel.com>
Date: 29 Dec 2000 16:53:04 -0500
In-Reply-To: Ottis Airhart's message of "Wed, 27 Dec 2000 17:22:45 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> In light of the possible need by certain players to gain more pills than
> they currently have, I propose the following rule:
> 
> Pharmacy
> 
> The pharmacy sells pharmaceutical items to players for a cash points fee. A
> player may request the purchase of pharmaceuticals items by sending an
> email to the Pharmacist through the mailing list with a subject line
> starting with "Pharmacy:". The Pharmacist shall adjust the gamestate to
> reflect the purchase request. Requests by a player infected with the
> "Addict" disease shall be ignored. The Pharmacist is an officer appointed
> by Doc and may be replaced upon public request. The Pharmacist must be
> replaced if they ever contract the "Addict" disease. As compensation for
> their duties, and to keep them sober, they shall be given 3 yellow pills, 3
> purple pills, and 5 soul points during each Office Hours. The following
> pharmaceuticals items may be sold by the pharmacy for the given price:
> 
> 1 yellow pill - 40 cash points
> 1 purple pill - 35 cash points
> 1 red pill - 30 cash points
> 1 blue pill - 25 cash points
> 1 green pill - 20 cash points
> 1 "Getting over your addiction" pamphlet - 0 cash points
> 1 "101 ways to avoid infection" pamphlet - 0 cash points
> 
> =======END OF PROPOSAL=========

ACCEPTED. 1 green pill, 1 red. 5 SPs lost but FoR cured.

> Doctroid,
> I'd recommend the Nurse to hold the initial Pharmacist position.

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 29 13:56:49 2000
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Pharmacy
References: <4.1.20001227165916.01a31ea0@pop3.ispchannel.com>
Date: 29 Dec 2000 16:56:47 -0500
In-Reply-To: Ottis Airhart's message of "Wed, 27 Dec 2000 17:22:45 -0600"
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From: rsholmes@mailbox.syr.edu

The pills field for Ottis on the Player Details Page got mangled
apparently when I gave him his green pill. Also there is no entry
under diseases; shouldn't it say "none"?

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 29 13:57:21 2000
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Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Migraine amendment
References: <4.1.20001228231433.013d66e8@pop3.ispchannel.com>
Date: 29 Dec 2000 16:57:19 -0500
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> I propose the following amendment to the Disease rule.
> 
> Add the following text to the Migrane disease:
> For every 2 dosages that does not cure the migrane, the dosage is doubled
> with the same chance per dosage of a cure.

ACCEPTED. 1 green pill.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 29 13:58:56 2000
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Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Migraine amendment
References: <4.1.20001228231433.013d66e8@pop3.ispchannel.com>
Date: 29 Dec 2000 16:58:54 -0500
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From: rsholmes@mailbox.syr.edu

Hmm, when I gave him 1 more green pill the pill field went back to
normal.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Dec 29 14:09:18 2000
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Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Pharmacy
References: <4.1.20001227165916.01a31ea0@pop3.ispchannel.com> <xzc4rzmhp33.fsf@rodan.syr.edu>
Date: 29 Dec 2000 17:09:16 -0500
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From: rsholmes@mailbox.syr.edu

Agoraphobia check:

Britta, Feyd, Jim, and Mark lose 5 SPs.

Jeff, Jon, and Kevan have 24% chance of getting agoraphobia:

3 random reals 0 < x < 1:
0.998321533203125
0.614654541015625
0.692718505859375

None get it.

-- 
- Doc

From Nomic1@aol.com Fri Dec 29 14:20:55 2000
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Subject: Re: Proposal: Denial disease
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
> As mentioned earlier, the psychiatrist can cure Denial freely at 
any moment
> upon request.

Well, the problem is, the psychiatriast CAN cure the disease. If he 
chooses not to, then you are hosed -- you cannot cure any other 
disease either, and the only way to cure ANYTHING is to pay whatever 
price the psych potentially demands for the cure.

Feyd


From Nomic1@aol.com Fri Dec 29 14:25:36 2000
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Subject: * Take ANOTHER green pill for migrane
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From: "Feyd " <Nomic1@aol.com>




From Nomic1@aol.com Fri Dec 29 14:28:47 2000
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Subject: Hey Kevan, What's my pwd for the script page?
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From: "Feyd " <Nomic1@aol.com>




From kevan@somethingorother.com Fri Dec 29 15:11:42 2000
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Subject: Re: Take ANOTHER green pill for migrane
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From: kevan@somethingorother.com

Ironic that your decision to post this publicly (as well as a request 
for me to send you your password; I presume you wanted me to reply 
via private email?) increases the damage sustained should the Pill 
fail, and ups the odds of you getting a new Migraine should it 
succeed.

I guess the automation will cut back a lot of unnecessary list 
postings, though. Hm.

Kevan

--
http://uncertain.org/~kevan
"And I'm feeling very sick and ill today."


From kevan@somethingorother.com Fri Dec 29 15:23:25 2000
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To: DocNomic@egroups.com
Subject: Re: Migraine ambiguity
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From: kevan@somethingorother.com

> > Add the following text to the Migrane disease:
> > For every 2 dosages that does not cure the migrane, the dosage is 
doubled
> > with the same chance per dosage of a cure.
> 
> ACCEPTED. 1 green pill.

Hm, dare I infer that "the dosage" means "the dosage for the Player 
who's taken two failed dosages" rather than literal 
interpretation; "the dosage in the Ruleset" that would affect all 
Players?

And if so, where should we be tracking such data?

K.

--
http://uncertain.org/~kevan
"Don't make me use my imagination."


From jjweston@pop.net Fri Dec 29 15:36:59 2000
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To: docnomic@egroups.com
Subject: Feyd takes one green for migrane, 0-50 cures
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From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Feyd takes one green for migrane, 0-50 cures

docnomic@egroups.com requested that 1 roll of a 100-sided die be rolled.
Roll them bones ... your dice are 
Roll 1: 60.

Mail was sent to you at docnomic@egroups.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
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iQBVAwUBOk0gEbyfeleUG9SNAQHfbgH/YNEZYgOWHEUU2mQKJ10RG/3NVJ1HHo9f
lKYRYVGpB+X9HLtel6QWHRXyj9BrdvTfJ3f1tkCW4IOhMrOzvwO8KQ==
=UBHu
-----END PGP SIGNATURE-----

From oairhart@ispchannel.com Fri Dec 29 15:37:57 2000
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Subject: Nurse's Report: 12/29/00 (a)
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From: Ottis Airhart <oairhart@ispchannel.com>

Feyd took a green pill but was not cured with a 60 result.

From oairhart@ispchannel.com Fri Dec 29 15:39:34 2000
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Subject: Re: [DocNomic] Nurse's Report: 12/29/00 (a)
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From: Ottis Airhart <oairhart@ispchannel.com>

Oh yeah, and Feyd gains one body point for the pill. That is one dosage
since the passing of the migrane rule.

At 05:39 PM 12/29/2000 -0600, you wrote:
>Feyd took a green pill but was not cured with a 60 result.
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From mr_jim83@hotmail.com Sat Dec 30 09:28:49 2000
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Subject: hmmm
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From: "Jim Ingram" <mr_jim83@hotmail.com>

Maybe their should be a rule for cyanide pills...

-Jim

ps - I'm fine, just a little over-worked.


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From: Ottis Airhart <oairhart@ispchannel.com>

I am not a Nurse Practicioner, yet, but Doc, I'd recommend you take 2
yellow pills for the next 3 days. If symptoms get worse, take a purple pill
for the pain. Of course, you'll need a prescription and need to have it
filled at the Pharmacy.

From oairhart@ispchannel.com Sat Dec 30 09:56:57 2000
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To: docnomic@egroups.com
Subject: Proposal: Convert Pills to Cash
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From: Ottis Airhart <oairhart@ispchannel.com>

Because the pharmacy is now open, I propose the following rule changes. The
first part does away with prescriptions given during office hours as
currently stated. We might can find a better use for "prescriptions" at a
later date. I also recommend the cash given each office hours be modified
to compensate the player for the equivalent amount of money that the pills
are worth from the pharmacy. In the future, players shall buy their pills,
as needed, from the pharmacy. Here is the way to make this happen:

I propose the following rule be repealed:
Repeal Rule 9 in whole concerning prescriptions.

Amend rule 11 (body, soul, and cash) to state:
During office hours, every player gains 240 cash points.



From Nomic1@aol.com Sat Dec 30 19:46:20 2000
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To: DocNomic@egroups.com
Subject: HOW MANY OF THESE DAMN THINGS TO I HAVE TO TAKE? 2 more green for migrane
Message-ID: <92ma61+fcl3@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, jjweston@p... wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> 
> 
> Feyd takes one green for migrane, 0-50 cures
> 
> docnomic@egroups.com requested that 1 roll of a 100-sided die be 
rolled.
> Roll them bones ... your dice are 
> Roll 1: 60.
> 
> Mail was sent to you at docnomic@egroups.com
> (Mail addresses have not been confirmed.)
> 
> 
> ---
> Irony Games' public PGP key is available at 
http://www.irony.com/verifyroll.html
> 
> -----BEGIN PGP SIGNATURE-----
> Version: 2.6.3ia
> Charset: noconv
> 
> iQBVAwUBOk0gEbyfeleUG9SNAQHfbgH/YNEZYgOWHEUU2mQKJ10RG/3NVJ1HHo9f
> lKYRYVGpB+X9HLtel6QWHRXyj9BrdvTfJ3f1tkCW4IOhMrOzvwO8KQ==
> =UBHu
> -----END PGP SIGNATURE-----


From Nomic1@aol.com Sat Dec 30 19:47:44 2000
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To: DocNomic@egroups.com
Subject: Re: Proposal: Convert Pills to Cash
Message-ID: <92ma8r+hhbl@eGroups.com>
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From: "Feyd " <Nomic1@aol.com>

Not that this is a bad thing, but this will gut the "Addiction" rule.
Feyd

--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
> Because the pharmacy is now open, I propose the following rule 
changes. The
> first part does away with prescriptions given during office hours as
> currently stated. We might can find a better use 
for "prescriptions" at a
> later date. I also recommend the cash given each office hours be 
modified
> to compensate the player for the equivalent amount of money that 
the pills
> are worth from the pharmacy. In the future, players shall buy their 
pills,
> as needed, from the pharmacy. Here is the way to make this happen:
> 
> I propose the following rule be repealed:
> Repeal Rule 9 in whole concerning prescriptions.
> 
> Amend rule 11 (body, soul, and cash) to state:
> During office hours, every player gains 240 cash points.


From Nomic1@aol.com Sat Dec 30 19:48:46 2000
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Subject: * Request for Psyche to help me with Agraphobie (3rd request)
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From: "Feyd " <Nomic1@aol.com>




From Nomic1@aol.com Sat Dec 30 19:58:05 2000
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Subject: Proposal: Amend Rule 10
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From: "Feyd " <Nomic1@aol.com>

Ammend the following Articles of Rule 10:

Agoraphobia (Psychosis) : Add, "Agoraphobia can be cured by taking 1 
purple and 1 red pill".

Claustrophobia (Psychosis): Add, "Claustrophobia can be cured by 
taking 1 blue and 1 red pill."


Add to the first paragraph: "All diseases must have a Name, a Type, 
Symptoms, and a Cure. 


From Nomic1@aol.com Sat Dec 30 20:02:55 2000
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Date: Sun, 31 Dec 2000 04:02:36 -0000
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Subject: Proposal: Amend rule "20. Psychiatriast"
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From: "Feyd " <Nomic1@aol.com>

Add the following paragraph to rule 20:

Article I: Mental Abuse
"If a player request for treatment treatment from the Psychiatrist is 
refused, or the Psychiatrist does not answer the player, then the 
player can claim "Mental Abuse". If Doc or es appointee finds that 
the Psychiatrist did indeed refuse treatment to the patient, the 
Psychiatrist will be fined $200, and receive a reprimand that will 
cause him to lose 15 soul points.

Feyd.




From kevan@somethingorother.com Sun Dec 31 02:59:35 2000
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Subject: Re: Proposal: Amend rule "20. Psychiatriast"
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From: kevan@somethingorother.com

> Article I: Mental Abuse
> "If a player request for treatment treatment from the Psychiatrist 
is 
> refused, or the Psychiatrist does not answer the player, then the 
> player can claim "Mental Abuse". If Doc or es appointee finds that 
> the Psychiatrist did indeed refuse treatment to the patient, the 
> Psychiatrist will be fined $200, and receive a reprimand that will 
> cause him to lose 15 soul points.

Effectively changing Psychiatry to "Any Player may ask for a 
Psychosis to be cured; that Psychosis is cured unless the 
Psychiatrist chooses to suffer large penalties." - why not go the 
whole hog and amend it to "Any Player may cure any of their Psychoses 
at any time"?

I'd rather see some Cash and Pill-barter mechanics in place, really. 
Although I'd be glad cure your Agoraphobia if you used your 
Epidemiologist powers to cure my Addiction...

Kevan

--
http://uncertain.org/~kevan
"I'm listening."


From oairhart@ispchannel.com Sun Dec 31 11:42:34 2000
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Subject: Re: [DocNomic] Re: Proposal: Convert Pills to Cash
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From: Ottis Airhart <oairhart@ispchannel.com>

It won't gut it. A player that is pretty well (not infected by disease) and
makes a lot of proposals that pass will have a lot of pills given to them
without any real purpose for taking them. The addict is the player who is
playing the most in this case. That pretty much sums up an addict.


At 03:47 AM 12/31/2000 +0000, you wrote:
>Not that this is a bad thing, but this will gut the "Addiction" rule.
>Feyd
>
>--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
>> Because the pharmacy is now open, I propose the following rule 
>changes. The
>> first part does away with prescriptions given during office hours as
>> currently stated. We might can find a better use 
>for "prescriptions" at a
>> later date. I also recommend the cash given each office hours be 
>modified
>> to compensate the player for the equivalent amount of money that 
>the pills
>> are worth from the pharmacy. In the future, players shall buy their 
>pills,
>> as needed, from the pharmacy. Here is the way to make this happen:
>> 
>> I propose the following rule be repealed:
>> Repeal Rule 9 in whole concerning prescriptions.
>> 
>> Amend rule 11 (body, soul, and cash) to state:
>> During office hours, every player gains 240 cash points.
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From kevan@somethingorother.com Sun Dec 31 12:09:14 2000
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Subject: Re: Proposal: Convert Pills to Cash
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> It won't gut it. A player that is pretty well (not infected by 
disease) and
> makes a lot of proposals that pass will have a lot of pills given 
to them
> without any real purpose for taking them. The addict is the player 
who is
> playing the most in this case. That pretty much sums up an addict.

Mm, punishing the most successfully active Player seems... strange. I 
think the mechanic could use a rethink, maybe centring around Players 
who take too many Pills for no benefit other than their minor 
Body/Soul adjustments. As it stands it's just a game of "guess when 
the Office Hours are and get rid of enough Pills to make someone else 
the Addict", as well as slowing down an active Player by requiring a 
Red Pill (and a wait for the Nurse to administer it; even having to 
wait a couple of hours is enough for me to lose interest or forget 
what I was going to propose) to be taken for each Proposal. Not 
ideal, I think.

But I'll take a Red Pill now, while I remember, please, Nurse.

Oh, and I'd really like some Pills even though there's no mechanic to 
be given them, please.

(And, incidentally, this Proposal - "Convert Pills to Cash" - treads 
on the toes of "21st Century Medicine" a bit, in amending Rule 11. 
Not painfully, it just means Doc has to give us the money rather than 
using the effort-spreading self-collection thing.)

Kevan

--
http://uncertain.org/~kevan
"Ten, apes turn into men."


From oairhart@ispchannel.com Sun Dec 31 14:43:01 2000
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Subject: Re: [DocNomic] Re: Proposal: Convert Pills to Cash
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From: Ottis Airhart <oairhart@ispchannel.com>

So maybe the Addict disease needs to be changed slightly. I think the
proposal is sound. Addict disease may need tweeking if passed.

At 08:09 PM 12/31/2000 +0000, you wrote:
>> It won't gut it. A player that is pretty well (not infected by 
>disease) and
>> makes a lot of proposals that pass will have a lot of pills given 
>to them
>> without any real purpose for taking them. The addict is the player 
>who is
>> playing the most in this case. That pretty much sums up an addict.
>
>Mm, punishing the most successfully active Player seems... strange. I 
>think the mechanic could use a rethink, maybe centring around Players 
>who take too many Pills for no benefit other than their minor 
>Body/Soul adjustments. As it stands it's just a game of "guess when 
>the Office Hours are and get rid of enough Pills to make someone else 
>the Addict", as well as slowing down an active Player by requiring a 
>Red Pill (and a wait for the Nurse to administer it; even having to 
>wait a couple of hours is enough for me to lose interest or forget 
>what I was going to propose) to be taken for each Proposal. Not 
>ideal, I think.
>
>But I'll take a Red Pill now, while I remember, please, Nurse.
>
>Oh, and I'd really like some Pills even though there's no mechanic to 
>be given them, please.
>
>(And, incidentally, this Proposal - "Convert Pills to Cash" - treads 
>on the toes of "21st Century Medicine" a bit, in amending Rule 11. 
>Not painfully, it just means Doc has to give us the money rather than 
>using the effort-spreading self-collection thing.)
>
>Kevan
>
>--
>http://uncertain.org/~kevan
>"Ten, apes turn into men."
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Sun Dec 31 14:44:25 2000
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From: Ottis Airhart <oairhart@ispchannel.com>

Kevan takes a red pill and gains 2 body one soul

From bkoch@rz.uni-osnabrueck.de Mon Jan 01 05:40:32 2001
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To: docnomic@egroups.com
Subject: Proposal: Going Comatose...
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Date: 01 Jan 2001 14:18:02 CET
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From: Britta Koch <bkoch@rz.uni-osnabrueck.de>

[[Since I may be quite busy soon, here's a new try at a mechanism for
pausing in the game]]

Enact a new Rule: Falling into a Coma

Any Player may declare themselves to be in a Coma by sending a message
detailing this to the mailing list. If a Player is in a Coma, they may
wake up from the Coma by sending a message detailing this to the
mailing list, but they cannot wake up sooner than one week after
falling into Coma. While a Player is in Coma, any Proposals they make
or Points of Orders they raise will be ignored. They cannot contract
any diseases, and the diseases they may have had do not harm them while
in a Coma. A player in a Coma cannot lose or gain any pills or body /
soul / cash points.

When a Player wakes up from a Coma, for every month they have been in
come, they will lose 5 Body Points and 100 Cash Points. If a Player is
in Coma for longer than 6 months, they will be declared dead.

The list of Players in Coma is part of the game state.

Britta

-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From Nomic1@aol.com Tue Jan 02 09:06:16 2001
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Date: Tue, 02 Jan 2001 17:06:06 -0000
To: DocNomic@egroups.com
Subject: Re: Proposal: Amend rule "20. Psychiatriast"
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, kevan@s... wrote:
> > Article I: Mental Abuse

> Effectively changing Psychiatry to "Any Player may ask for a 
> Psychosis to be cured; that Psychosis is cured unless the 
> Psychiatrist chooses to suffer large penalties." - why not go the 
> whole hog and amend it to "Any Player may cure any of their 
Psychoses 
> at any time"?
> 
> I'd rather see some Cash and Pill-barter mechanics in place, 
really. 
> Although I'd be glad cure your Agoraphobia if you used your 
> Epidemiologist powers to cure my Addiction...

Well, the Psychiatrist can basically banish all psychosis any time he 
wants too Anyway -- there is no limit to the number of cures he can 
grant.

Feyd


From kevan@somethingorother.com Tue Jan 02 11:37:54 2001
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Subject: Re: Proposal: Amend rule "20. Psychiatriast"
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From: kevan@somethingorother.com

> > Effectively changing Psychiatry to "Any Player may ask for a 
> > Psychosis to be cured; that Psychosis is cured unless the 
> > Psychiatrist chooses to suffer large penalties." - why not go the 
> > whole hog and amend it to "Any Player may cure any of their 
> Psychoses 
> > at any time"?
> 
> Well, the Psychiatrist can basically banish all psychosis any time 
he 
> wants too Anyway -- there is no limit to the number of cures he can 
> grant.

Not really; he can only banish Psychoses which people specifically 
ask him to banish.

But either way it's entirely different to Players being able to cure 
*their own* Psychoses at whim, which is pretty much what would happen 
if the Psychiatrist was faced with huge fines for not curing people.

The idea has some merit, that the Psychiatrist should honour his 
profession and cure as many people as possible, but may choose, in 
exceptional circumstances, to deny treatment (maybe if it would 
result in the patient Winning, or something). But it'd make more 
sense to automate the process - to have cures taking effect 
automatically if the Psychiatrist doesn't object within 24 hours, 
rather than requiring a hundred "Can you cure me?" "Yes, okay, you're 
cured." conversations for every "No, I refuse to cure you!" drama.

But as it stands, it would just mean that anyone could get rid of any 
of their Psychoses for free, at any time, which seems a bit too 
powerful. And the Psychiatrist-denial is easily avoidable by asking 
for the same cure six or seven times in a row, of course, forcing the 
Psychiatrist to choose between curing you and being killed. Not good.

K.

--
http://uncertain.org/~kevan
"I sensed a power in the fingers."


From rsholmes@mailbox.syr.edu Tue Jan 02 13:44:47 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: Convert Pills to Cash
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From: "Doctroid " <rsholmes@mailbox.syr.edu>

--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:

> I propose the following rule be repealed:
> Repeal Rule 9 in whole concerning prescriptions.
> 
> Amend rule 11 (body, soul, and cash) to state:
> During office hours, every player gains 240 cash points.

ACCEPTED. A most sensible revision. 1 green pill, 1 red.

- Doc



From rsholmes@mailbox.syr.edu Tue Jan 02 13:49:22 2001
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Subject: Re: Proposal: Convert Pills to Cash
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From: "Doctroid " <rsholmes@mailbox.syr.edu>

Agora/Claustrophobia check:

Rule 9 repealed. Britta, Feyd, Jim, Mark gain 5 SPs.

Ottis has 50% chance of contracting claustrophobia:

1 random reals 0 < x < 1:
0.077423095703125

He does.

- Doc



From rsholmes@mailbox.syr.edu Tue Jan 02 13:54:09 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Rule 10
References: <92mas4+av2t@eGroups.com>
Date: 02 Jan 2001 16:54:06 -0500
In-Reply-To: "Feyd "'s message of "Sun, 31 Dec 2000 03:57:56 -0000"
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"Feyd " <Nomic1@aol.com> writes:

> Ammend the following Articles of Rule 10:
> 
> Agoraphobia (Psychosis) : Add, "Agoraphobia can be cured by taking 1 
> purple and 1 red pill".
> 
> Claustrophobia (Psychosis): Add, "Claustrophobia can be cured by 
> taking 1 blue and 1 red pill."
> 
> 
> Add to the first paragraph: "All diseases must have a Name, a Type, 
> Symptoms, and a Cure. 

ACCEPTED. 1 green pill.

Although it might be more interesting to have some diseases with no
cure... and a research program that generates cures occasionally...

-- 
- Doc

From oairhart@ispchannel.com Tue Jan 02 13:55:35 2001
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Date: Tue, 02 Jan 2001 15:56:57 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Convert Pills to Cash
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From: Ottis Airhart <oairhart@ispchannel.com>

Wait a minute, the rules state that the *original* proposer has a 50%
chance of contracting Claustrophobia, not me. I don't know who the original
proposer was. I was just looking for that and it is not in the egroups
database or my email files. I joined after that rule was in effect.

So, I shouldn't have Claustrophobia... The first proposed rule I have in my
personal email records refers to making "Bit of a cough" a listed disease.

Ottis

At 09:44 PM 1/2/2001 +0000, you wrote:
>--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
>
>> I propose the following rule be repealed:
>> Repeal Rule 9 in whole concerning prescriptions.
>> 
>> Amend rule 11 (body, soul, and cash) to state:
>> During office hours, every player gains 240 cash points.
>
>ACCEPTED. A most sensible revision. 1 green pill, 1 red.
>
>- Doc
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Tue Jan 02 13:57:02 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend rule "20. Psychiatriast"
References: <92mb4s+gola@eGroups.com>
Date: 02 Jan 2001 16:56:02 -0500
In-Reply-To: "Feyd "'s message of "Sun, 31 Dec 2000 04:02:36 -0000"
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"Feyd " <Nomic1@aol.com> writes:

> Add the following paragraph to rule 20:
> 
> Article I: Mental Abuse
> "If a player request for treatment treatment from the Psychiatrist is 
> refused, or the Psychiatrist does not answer the player, then the 
> player can claim "Mental Abuse". If Doc or es appointee finds that 
> the Psychiatrist did indeed refuse treatment to the patient, the 
> Psychiatrist will be fined $200, and receive a reprimand that will 
> cause him to lose 15 soul points.
> 
> Feyd.

REJECTED. Kevan's arguments are persuasive. Feyd now has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 02 14:03:29 2001
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Going Comatose...
References: <E14D4qk-0000S7-00@localhost>
Date: 02 Jan 2001 17:03:00 -0500
In-Reply-To: Britta Koch's message of "01 Jan 2001 14:18:02 CET"
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From: rsholmes@mailbox.syr.edu

Britta Koch <bkoch@rz.uni-osnabrueck.de> writes:

> Enact a new Rule: Falling into a Coma
> 
> Any Player may declare themselves to be in a Coma by sending a message
> detailing this to the mailing list. If a Player is in a Coma, they may
> wake up from the Coma by sending a message detailing this to the
> mailing list, but they cannot wake up sooner than one week after
> falling into Coma. While a Player is in Coma, any Proposals they make
> or Points of Orders they raise will be ignored. They cannot contract
> any diseases, and the diseases they may have had do not harm them while
> in a Coma. A player in a Coma cannot lose or gain any pills or body /
> soul / cash points.
> 
> When a Player wakes up from a Coma, for every month they have been in
> come, they will lose 5 Body Points and 100 Cash Points. If a Player is
> in Coma for longer than 6 months, they will be declared dead.
> 
> The list of Players in Coma is part of the game state.

ACCEPTED. 1 green pill.

Agora/Claustrophobia:

Rule 25 enacted.

Britta, Feyd, Jim, Mark lose 5 SPs.

Ottis gains 5 SPs.

Jeff, Jon, Kevan, and Ottis have 25% chance of getting Agoraphobia:

4 random reals 0 < x < 1:
0.62725830078125
0.948486328125
0.58416748046875
0.19110107421875

Ottis gets it (and is cured of Claustrophobia).

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 02 14:24:51 2001
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Date: Tue, 02 Jan 2001 22:24:33 -0000
To: DocNomic@egroups.com
Subject: Re: Proposal: 21st Century Medicine
Message-ID: <92tkf1+39v8@eGroups.com>
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From: "Doctroid " <rsholmes@mailbox.syr.edu>

--- In DocNomic@egroups.com, kevan@s... wrote:
>
----------------------------------------------------------------------
> 
> Proposal - 21st Century Medicine
> 
> { I take the liberty of assuming that "If the proposal is an
> amendment, the subject line must include the text "Proposal:
> Amendment to" follwed by the title of the rule to be amended."
> doesn't apply to Proposals which are *a series of amendments*;
> otherwise we'd have a foolishly lengthy subject line.
> 
> Feel free to Proclaim exactly the same stuff should this be
> ignored under Rule 21, anyway, Doc. }
> 
> Enact a new Rule, "The Player Details Page":-
> 
> The Player Details page (PDP) tracks various aspects of the
> Gamestate, and is updated and moderated by the Players. All
> alterations are logged - if any Player feels that an alteration
> goes against the Rules of DocNomic (as they were at the time of
> the alteration), he or she may undo the effects of that
> alteration (unless it was made more than five days ago). If
> such an undoing is disputed, a Point of Order should be raised.
> 
> Doc may choose to impose fines of up to 500 Cash, or beatings
> of up to 120 Body Points damage, for any PDP alterations which
> are against the Rules.
> 
> The data presented by the PDP shall be considered to be a legal
> record of the relevant aspects of the Gamestate, although any
> corrections to it shall take effect with as much retroactivity
> as Doc feels appropriate.
> 
> -------------------------
> 
> In Rule 4 ("Publication"), replace the second paragraph with:-
> 
> Doc must publish the current Ruleset at
> 
>
<http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_ruleset.html>,
> and parts of the current Gamestate at
> 
>
<http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_gamestate.html>
> .
> Other aspects of the Gamestate may be stored on the Player
> Details page at
<http://uncertain.org/~kevan/cgi-bin/docnomic.cgi>.
> No change to the Ruleset or Gamestate shall be considered to have
> occurred until and unless it is so published. 
> 
> -------------------------
> 
> In Rule 9 ("Prescriptions"), replace the first paragraph with:-
> 
> Any Player may collect their Prescription if they have not already
> done so since the most recent Office Hours. Upon doing so, that
> Player may gain the Pills that his or her Prescription specifies,
> via the Player Details page.
> 
> -------------------------
> 
> In Rule 11 ("Body, Soul and Cash"), reword the second paragraph to:-
> 
> Whenever a new Player joins the game, Doc shall give them a
hundred
> Body Points, a thousand Cash Points, and Soul Points equal to the
> average Soul Points of all other Players (rounded down).
> 
> ...and replace "During office hours, every player gains a hundred
> cash." with "Any Player may collect their Wages if they have not
> already done so since the most recent Office Hours. Upon doing so,
> that Player may gain one hundred Cash, via the Player Details page."
> 
> -------------------------
> 
> Repeal Rule 14 ("Cures").
> 
> To Rule 8 ("Pills"), add the following:-
> 
> A Player may take or discard a Pill they possess, at any time,
> via the Player Details page. Whenever a Player takes a Pill, a
> percentage success rating for each Pill is given in the Change
> Log; this should be used to determine the Pill's success in
> whatever effects are specified. (For example, if a Green Pill
> has a 30% chance of curing a Player of Nasty Cough, a success
> rating of 30% or less for a Green Pill means that the Player
> is cured.)
> 
> In addition to any other effects that Pills may have on Players,
> they also affect Body and Health Points, as follows: 
> 
> Yellow Gain 2 soul, 2 body 
> Red Gain 1 soul, 2 body 
> Blue Gain 1 soul, 1 body 
> Green Gain 0 soul, 1 body 
> Purple Gain 1 soul, -1 body 
> 
> (These effects are applied automatically by the Player Details
> page.)
> 
> To the Disease "A Bit of a Cough", add:-
> 
> If a Player takes a Green Pill, and also took a Green Pill
> between the previous two Office Hours, that Player is cured
> of this Disease.
> 
> In the Disease "Fear of Rejection", replace "Whenever a player
> with this disease has one of their proposals accepted, they are
> immediately cured." with "Whenever a Player with this Disease
> has one of their Proposals accepted, or takes a Purple Pill,
> they are immediately cured."
> 
> Enact a new Rule, "Death":-
> 
> If a Player's Body Points or Soul Points are zero, that Player
> is Dead and may take no further part in the current Round.
> 
> -------------------------
> 
> Reword Rule 15 ("Pill Exchange") to:-
> 
> Certain Pills may be swapped for others. Any Player may use the
> Player Details page to exchange some of their own Pills for
> other Pills (losing some Pills, then gaining others), at the
> following rates:-
> 
> * Two Green Pills may be exchanged for one Red Pill.
> * One Red Pill and one Blue Pill may be exchanged for one
> Yellow Pill.
> * One Yellow Pill may be exchanged for two Purple Pills.
> 
> -------------------------
> 
> Reword Rule 16 ("Nurse") to:-
> 
> The Nurse assists Doc in the running of the Hospital. The name
> of the Player who holds the office of Nurse shall be part of
> the Gamestate. 
> 
> At any time the Nurse may, unless he or she has done so already
> since the most recent Office Hours, raid the pharmacy to gain
> three Green Pills, 2 Soul Points and 5 Body Points.
> 
> If at any time the Nurse is unable to fulfill his or her role,
> or that Player wishes to vacate the office, Doc must choose a
> new Nurse to take over. 
> 
> { Sadly, this job becomes almost entirely obsolete in the face of
> modern technology. }
> 
> -------------------------
> 
> Reword Rule 17 ("Deliberate Contagion") to:-
> 
> A Player with an Airborne Disease may, at any time, pay 5 Soul
> and 5 Body Points to give that Disease to another Player.
> 
> { Simplification. }
> 
> -------------------------
> 
> { Right. Well, I *think* that covers everything... }
> 
>
----------------------------------------------------------------------

REJECTED for the following reasons:

(1) "The data presented by the PDP shall be considered to be a legal 
record of the relevant aspects of the Gamestate" -- but they certainly
are not so at the present time. I could set up the PDP to correctly
reflect the present Gamestate -- but, especially as long as the PDP
does not have cookie capability, that's a really tedious process for
one Doc to do, especially since the whole point of the PDP is to
spread the load around. I'd rather not make the PDP official until
all players have brought their own data up to date there. Of course,
they have no real incentive to do so. So perhaps a new proposal
should create a transition period and incentives to bring the PDP in
line with the true gamestate.

(2) There are parts of this proposal that have no relevance to the
PDP. I wish to discourage the lumping together of independent rule
changes into a single proposal. (Not that you should need
discouragement. After all, a single sufficiently bad rule change
kills the whole proposal, and if all the rule changes are acceptable,
you only get one perk. If submitted separately, no rule change would
endanger the others, and each would earn a perk if accepted.)

I encourage Kevan and others to propose a swift transition to the PDP,
but the above points need to be considered more carefully. Note that
the proposed changes to Rules 9 and 11 are mooted by a recently
accepted proposal.

Kevan now has FoR.

- Doc



From rsholmes@mailbox.syr.edu Tue Jan 02 14:25:59 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: 21st Century Medicine
References: <92tkf1+39v8@eGroups.com>
Date: 02 Jan 2001 17:25:55 -0500
In-Reply-To: "Doctroid "'s message of "Tue, 02 Jan 2001 22:24:33 -0000"
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From: rsholmes@mailbox.syr.edu

"Doctroid " <rsholmes@mailbox.syr.edu> writes:

> Kevan now has FoR.

Oops, he had FoR in the first place.

Kevan loses 5 SPs.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 02 14:29:35 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Convert Pills to Cash
References: <4.1.20001230115351.01afbf08@pop3.ispchannel.com> <4.1.20010102154919.01acb408@pop3.ispchannel.com>
Date: 02 Jan 2001 17:29:32 -0500
In-Reply-To: Ottis Airhart's message of "Tue, 02 Jan 2001 15:56:57 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Wait a minute, the rules state that the *original* proposer has a 50%
> chance of contracting Claustrophobia, not me.

Oops, you're correct.

Hmm, I've been a bad Doc. I forgot there were some un-archived
messages before we set up on eGroups, and I deleted them. Who
proposed Rule 9?

-- 
- Doc

From Nomic1@aol.com Tue Jan 02 19:39:42 2001
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Subject: Nurse: Take 1 purple + 1 red to cure Agro
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From: "Feyd " <Nomic1@aol.com>




From Nomic1@aol.com Tue Jan 02 19:45:15 2001
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To: DocNomic@egroups.com
Subject: Epidemiologist Action....
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From: "Feyd " <Nomic1@aol.com>

> Although I'd be glad cure your Agoraphobia if you used your 
> Epidemiologist powers to cure my Addiction...

Despite my absolute pounding headache, and my fear that you will mock 
my suggestion, as Epidemiologist I have a rather old sample of ground 
Aardvard tongue, stored in queen ant royal jelly paste. Taking this 
should reduce the Addiction you suffer from.

I Request that you counsel me to overcome my Fear of Rejection. Is 
there anything you can do to help me with my Headache too?

Feyd



From Nomic1@aol.com Tue Jan 02 19:45:46 2001
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Date: Wed, 03 Jan 2001 03:45:45 -0000
To: DocNomic@egroups.com
Subject: AHEM: Addicts must ask for pills! Re: Proposal: Amend rule "20. Psychiatriast"
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From: "Feyd " <Nomic1@aol.com>

--- In DocNomic@egroups.com, kevan@s... wrote:
> > Article I: Mental Abuse
> > "If a player request for treatment treatment from the 
Psychiatrist 
> is 
> > refused, or the Psychiatrist does not answer the player, then the 
> > player can claim "Mental Abuse". If Doc or es appointee finds 
that 
> > the Psychiatrist did indeed refuse treatment to the patient, the 
> > Psychiatrist will be fined $200, and receive a reprimand that 
will 
> > cause him to lose 15 soul points.
> 
> Effectively changing Psychiatry to "Any Player may ask for a 
> Psychosis to be cured; that Psychosis is cured unless the 
> Psychiatrist chooses to suffer large penalties." - why not go the 
> whole hog and amend it to "Any Player may cure any of their 
Psychoses 
> at any time"?
> 
> I'd rather see some Cash and Pill-barter mechanics in place, 
really. 
> Although I'd be glad cure your Agoraphobia if you used your 
> Epidemiologist powers to cure my Addiction...
> 
> Kevan
> 
> --
> http://uncertain.org/~kevan
> "I'm listening."


From kevan@somethingorother.com Wed Jan 03 03:14:22 2001
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Subject: Re: Epidemiologist Action....
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From: kevan@somethingorother.com

> Despite my absolute pounding headache, and my fear that you will 
mock 
> my suggestion, as Epidemiologist I have a rather old sample of 
ground 
> Aardvard tongue, stored in queen ant royal jelly paste. Taking 
this 
> should reduce the Addiction you suffer from.

Mm. Mmph. Absolutely disgusting. I think it's probably done the 
trick, though. My thanks.

> I Request that you counsel me to overcome my Fear of Rejection.

Interesting. I think your real problem stems from your Agoraphobia, 
that this fear of your ideas being rejected is intertwined with the 
increasing size of the Hospital; you are afraid that any new 
suggestion on your part could lead, directly or indirectly, to an 
even *larger* environment.

But after our counselling session, I feel that you've overcome both 
of these issues, and - indeed - it's taught me a great deal about the 
fear of rejection and acceptance of progress.

Feyd is cured of Agoraphobia and Fear of Rejection. Kevan is cured of 
Fear of Rejection.

> Is there anything you can do to help me with my Headache too?

Sadly not.

Kevan

--
http://uncertain.org/~kevan
"I just want to be seen in the back of your car."


From kevan@somethingorother.com Wed Jan 03 05:49:21 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: 21st Century Medicine
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From: kevan@somethingorother.com

Doc's objections:-

> (1) "The data presented by the PDP shall be considered to be a 
legal 
> record of the relevant aspects of the Gamestate" -- but they 
certainly
> are not so at the present time. [...] So perhaps a new proposal
> should create a transition period and incentives to bring the PDP in
> line with the true gamestate.

I'd half-expected it to be alright for Players to update stuff 
quickly afterwards, and for it to be recognised as legal. Can't hurt 
to establish the consequences of not doing so, though, I suppose.

> (2) There are parts of this proposal that have no relevance to the
> PDP.

Hmm, are there? I thought I was careful to keep it as essential as 
possible, without changing anything from its current intention (even 
the things I think need changing), only the implementation, to take 
advantage of the new system. Which was the whole reason for writing 
this thing in the first place. Prescriptions to be collected rather 
than given out, to spare Doc the work, and that. Or was I being too 
presumptuous?

The only aspect that was reworked to any dramatic extent was 
"Deliberate Contagion", because having Players using verified random 
numbers is awkward and list-clogging. A simple non-random system 
seemed the easy solution, although I suppose I could take the time to 
add a "Cough" option to the PDP if you feel the random element is 
worth keeping.

If I've overlooked something else that's actually entirely irrelevant 
to the implementation of the PDP, though, I'd welcome the insight.

> I wish to discourage the lumping together of independent rule
> changes into a single proposal. (Not that you should need
> discouragement. After all, a single sufficiently bad rule change
> kills the whole proposal, and if all the rule changes are 
acceptable,
> you only get one perk. If submitted separately, no rule change 
would
> endanger the others, and each would earn a perk if accepted.)

True, but since all I was trying to do was establish the usage of the 
PDP and tidy up a few rules to work alongside it, putting forward 
each amendment as a separate Proposal would have seemed a bit cheeky, 
especially with Pill perks being *compulsory* these days.

> I encourage Kevan and others to propose a swift transition to the 
PDP,
> but the above points need to be considered more carefully.

Right you are. I'd welcome greater insight into what you considered 
"irrelevant" to the PDP, though.

Thanks,

Kevan

--
http://uncertain.org/~kevan
"Does the body rule the mind or does
the mind rule the body? I dunno."


From oairhart@ispchannel.com Wed Jan 03 07:50:55 2001
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Date: Wed, 03 Jan 2001 09:52:36 -0600
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Subject: Nurse's Report: 1/3/01 (a)
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From: Ottis Airhart <oairhart@ispchannel.com>

Feyd attempted to take one red and one purple pill. Apparently, either his
migrane, agoraphobia, or his FoR had the better of him. Because he had no
purple pills, he only took the red pill causing an increase in body and
soul points.

From oairhart@ispchannel.com Wed Jan 03 08:30:56 2001
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Date: Wed, 03 Jan 2001 10:32:41 -0600
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Subject: Proposal: Brain Dead disease
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From: Ottis Airhart <oairhart@ispchannel.com>

I propose the following addition to diseases:

Brain Dead (Physical, Psychosis)
A player is "Brain Dead" when they appear to not be able to function as a
knowledgeable player. When declared Brain Dead, the player shall lose 5
body points and 5 soul points. If a player is already Brain Dead and
performs an action that would declare them Brain Dead again, they shall
lose 2 soul points.

Whenever a Brain Dead player sends a message to the mailing list, the first
line of text must include a question asking why they are Brain Dead.

The following methods may afflict a player with the Brain Dead disease:

- Failure to follow the playing rules of a disease currently associated
with that player.
- Requesting to take a pill which e does not possess
- Answering a Brain Dead player's question as to why they are Brain Dead.

The cure for the Brain Dead disease is an operation that may be operated on
by the Doc or Nurse for 250 cash points followed by a session with the
Psychiatrist. After the operation, the status of the disease shall be
labelled "(dormant)" until the session with the Psychiatrist is complete.


From oairhart@ispchannel.com Wed Jan 03 08:40:35 2001
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Date: Wed, 03 Jan 2001 10:42:14 -0600
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Subject: Proposal: Blood Bank (reminder)
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From: Ottis Airhart <oairhart@ispchannel.com>

Doc,
I know you have been sick and busy (or is that sick and tired... doesn't
"tired" always follow "sick"?). BUT... it appears that most proposals have
been judged except for the following made many days ago. I reference it
hear to simply remind you of its outstanding judgement:
===========

Now that the Blood Test proposal has passed:

I propose a new rule labeled Blood Bank:

The Blood Bank stores blood collected from the players to be used for
medical procedures (surgeries, etc) and to increase one's health. The Blood
Bank is part of the gamestate and shall have it's status stored in a
database at <http://www.egroups.com/database/DocNomic>. The Blood Bank is
maintained by the Nurse.

All players are required to donate blood to the blood bank at least once
per four Office Hours. Failure to do so shall result in the decrement of 10
body points during Office Hours if that player has not donated blood within
the last four Office Hours. The players last date of donation shall be part
of the gamestate.

A player must have had a Blood Test within 7 days prior to donation
resulting in no new infection by that player. Only one pint of blood may be
donated for each Blood Test. A player may not have any communicable disease
at the time of blood donation. As compensation for donation, a player shall
gain 100 cash points, gain 5 Soul points, and lose 3 Body points.

If a player needs blood or wishes to buy blood, they may do so by notifying
the Nurse concerning how many pints they wish to buy. The purchase shall
decrement the player's cash points by 200, and increase their body points
by 5. This is in addition to any other costs that may be required for
medical procedures (surgeries, etc) and must be arranged before any medical
procedure requiring blood takes place. 


From Nomic1@aol.com Wed Jan 03 10:29:08 2001
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To: DocNomic@egroups.com
Subject: Pharmacy: Purchace
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From: "Feyd " <Nomic1@aol.com>

I would like to purchase:

10000 "Getting over your addiction" pamphlet 0 cash points 
10000 "101 ways to avoid infection" pamphlet 0 cash points 
1 yellow pill

for a total of 40 cash points.

Thanks you




From Nomic1@aol.com Wed Jan 03 10:32:34 2001
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Subject: Nurse: Actions
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From: "Feyd " <Nomic1@aol.com>

Trade 1 yellow pill for 2 purple ones.

Am I supposed to set myself up on the cgi page? Or does the nurse do 
the initial setup?

Feyd


From oairhart@ispchannel.com Wed Jan 03 10:35:20 2001
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Date: Wed, 03 Jan 2001 12:37:05 -0600
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Subject: Re: [DocNomic] Pharmacy: Purchace
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From: Ottis Airhart <oairhart@ispchannel.com>

Done

Pharmacist Ottis

At 06:29 PM 1/3/2001 +0000, you wrote:
>I would like to purchase:
>
>10000 "Getting over your addiction" pamphlet 0 cash points 
>10000 "101 ways to avoid infection" pamphlet 0 cash points 
>1 yellow pill
>
>for a total of 40 cash points.
>
>Thanks you
>
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Wed Jan 03 10:38:51 2001
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From: Ottis Airhart <oairhart@ispchannel.com>

Done.

At 06:32 PM 1/3/2001 +0000, you wrote:
>Trade 1 yellow pill for 2 purple ones.
>
>Am I supposed to set myself up on the cgi page? Or does the nurse do 
>the initial setup?
>
>Feyd
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From Nomic1@aol.com Wed Jan 03 10:41:39 2001
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From: "Feyd " <Nomic1@aol.com>



======= Begin Proposal =======================================
A player may give another player cash or pamplets at any time, as 
long as the player has the item in their possession to give.

A player may never give another player body points, soul points, or 
pills [[although certain actions taken by players may result in the 
receiving player gaining body, soul, or pills, it is not a gift]].

========= END Text ============================
*cough*

Feyd




From oairhart@ispchannel.com Wed Jan 03 10:42:58 2001
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Subject: Re: [DocNomic] Nurse: Actions
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From: Ottis Airhart <oairhart@ispchannel.com>

Oh yeah... the Nurse isn't setting up anybody. Each player should set
themselves up on their own according to what is already in the egroups
database. The nurse will not be updating the cgi info until it is
officially accepted as part of the gamestate in place of the egroups
database. At that point, the Nurse shall modify each player's details, but
I have no intentions of doing the initial setup... it is a long a tedious
process for so many players.

Everyone enter your own info, please, until it is official.


At 12:40 PM 1/3/2001 -0600, you wrote:
>Done.
>
>At 06:32 PM 1/3/2001 +0000, you wrote:
>>Trade 1 yellow pill for 2 purple ones.
>>
>>Am I supposed to set myself up on the cgi page? Or does the nurse do 
>>the initial setup?
>>
>>Feyd
>>
>>
>>To unsubscribe from this group, send an email to:
>>DocNomic-unsubscribe@egroups.com
>>
>>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Wed Jan 03 11:02:33 2001
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Subject: Proposal: Repeal Pill Exchange
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From: Ottis Airhart <oairhart@ispchannel.com>

I propose that in light of recent events such as the adoption of the
Pharmacy and the repeal of Rule 9 that the following actions occur:

Repeal Rule 15, Pill Exchange:

On the grounds that the pharmacy may be utilized for the purchase of
necessary pills and that owning pills, at least at this point in the game,
does not harm the player. The Pill Exchange is more work than should be
necessary for the Nurse.

From Nomic1@aol.com Wed Jan 03 11:13:47 2001
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From: "Feyd " <Nomic1@aol.com>

Just in case your proposal goes through <grin>

trade 2 yellow for 4 purple....

Feyd


From Nomic1@aol.com Wed Jan 03 11:17:16 2001
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From: "Feyd " <Nomic1@aol.com>

Nurse, currently

Feyd has been cured of Agoraphobia, Fear of Rejection 
Kevan has been cured of Fear of Rejection, Addiction

Feyd gets 1 soul point for curing Kevan of his Addiction.

Does Feyd has yet another dice roll pending to get rid of his migrane?

Feyd


From Nomic1@aol.com Wed Jan 03 11:26:13 2001
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From: "Feyd " <Nomic1@aol.com>


[[ Golly, we have so many ways to heal diseases, but not much 
sickness. BORING. We need sickness!]]

============ BEGIN TEXT OF PROPOSAL =========================

Do the the contageous nature of the game, Doc will take perform the 
following actions during the Office Hours:

For Each Airborne Disease, doc will select two players at random. 
There is a 25% chance the each player will contract the airborne 
disease.

Doc will select randomly select one player and one non-airborne 
disease. The player will contract this disease.
================= END TEXT =================================

Feyd



From Nomic1@aol.com Wed Jan 03 11:30:55 2001
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Date: Wed, 03 Jan 2001 19:30:37 -0000
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Subject: Proposal: Amend rule 10 with Disease, "Kudosis"
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From: "Feyd " <Nomic1@aol.com>

Add the following disease to rule 10:

Name: Kudosis
Type: Phycosis
Effects/Cure: A player contracts Kudosis if one of their proposals is 
accepted by Doc. Upon contracting Kudosis, the player immediately 
gains 5 Soul points, not to exceed the maximum. If a player with 
Kudosis has a proposal accepted by Doc, the player immediately gains 
7 soul points. 
Cure: If a player contracts Fear of Rejection they are cured of 
Kudosis. Fear of Rejection is also immediately cured without harming 
the patient.

Feyd


From oairhart@ispchannel.com Wed Jan 03 12:04:07 2001
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From: Ottis Airhart <oairhart@ispchannel.com>

Actually, the Nurse is not in charge of changing the gamestate for
Psychologist or Epidemiologist cures. It would be up to Doc to do that.

Feyd is still a roll away from migrane healing.

At 07:17 PM 1/3/2001 +0000, you wrote:
>Nurse, currently
>
>Feyd has been cured of Agoraphobia, Fear of Rejection 
>Kevan has been cured of Fear of Rejection, Addiction
>
>Feyd gets 1 soul point for curing Kevan of his Addiction.
>
>Does Feyd has yet another dice roll pending to get rid of his migrane?
>
>Feyd
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Wed Jan 03 12:52:19 2001
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Subject: Re: [DocNomic] Re: Proposal: 21st Century Medicine
References: <92vakv+6v4g@eGroups.com>
Date: 03 Jan 2001 15:52:12 -0500
In-Reply-To: kevan@somethingorother.com's message of "Wed, 03 Jan 2001 13:49:19 -0000"
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> Right you are. I'd welcome greater insight into what you considered 
> "irrelevant" to the PDP, though.

I thought there was more besides the deliberate contagion thing, but
on third reading I see what I missed the first two times and realize
it wasn't irrelevant after all. Sorry.

-- 
- Doc

From oairhart@ispchannel.com Wed Jan 03 12:53:44 2001
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From: Ottis Airhart <oairhart@ispchannel.com>

Thou art a devious being! Done.

At 07:13 PM 1/3/2001 +0000, you wrote:
>Just in case your proposal goes through <grin>
>
>trade 2 yellow for 4 purple....
>
>Feyd
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Wed Jan 03 12:56:05 2001
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From: Ottis Airhart <oairhart@ispchannel.com>

Ottis has exchanged 2 yellow pills for 4 purple pills


From rsholmes@mailbox.syr.edu Wed Jan 03 13:03:04 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: 21st Century Medicine
References: <92vakv+6v4g@eGroups.com>
Date: 03 Jan 2001 16:02:48 -0500
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> Doc's objections:-
> 
> > (1) "The data presented by the PDP shall be considered to be a 
> legal 
> > record of the relevant aspects of the Gamestate" -- but they 
> certainly
> > are not so at the present time. [...] So perhaps a new proposal
> > should create a transition period and incentives to bring the PDP in
> > line with the true gamestate.
> 
> I'd half-expected it to be alright for Players to update stuff 
> quickly afterwards, and for it to be recognised as legal. Can't hurt 
> to establish the consequences of not doing so, though, I suppose.

Hmm, it says here I can modify the gamestate at any time by
proclamation.

So, for example, I could -- at, say, 0000 GMT 5 Jan 2001 -- issue a
proclamation setting to zero the body, soul, and cash points of all
players who have not initialized their gamestate record on the PDP. I
could even take away their pamphlets.

And who knows. I just might.

-- 
- Doc

From oairhart@ispchannel.com Wed Jan 03 13:24:33 2001
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Subject: Re: [DocNomic] Re: Proposal: 21st Century Medicine
In-Reply-To: <xzck88c2vt3.fsf@rodan.syr.edu>
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From: Ottis Airhart <oairhart@ispchannel.com>

I like that... but, maybe not set the body/soul to zero, because the player
may end up dead (according to some proposed rules).

Also, Doc, I mentioned the Blood Bank proposal was waiting for judgement...
but did you also remember the proposal concerning players who wish to leave
the game?

I'm not rushing you, it just seems that most of the recent proposals are
being discussed. I didn't want old proposals forgotten... yet...


Ottis


At 04:02 PM 1/3/2001 -0500, you wrote:
>kevan@somethingorother.com writes:
>
>> Doc's objections:-
>> 
>> > (1) "The data presented by the PDP shall be considered to be a 
>> legal 
>> > record of the relevant aspects of the Gamestate" -- but they 
>> certainly
>> > are not so at the present time. [...] So perhaps a new proposal
>> > should create a transition period and incentives to bring the PDP in
>> > line with the true gamestate.
>> 
>> I'd half-expected it to be alright for Players to update stuff 
>> quickly afterwards, and for it to be recognised as legal. Can't hurt 
>> to establish the consequences of not doing so, though, I suppose.
>
>Hmm, it says here I can modify the gamestate at any time by
>proclamation.
>
>So, for example, I could -- at, say, 0000 GMT 5 Jan 2001 -- issue a
>proclamation setting to zero the body, soul, and cash points of all
>players who have not initialized their gamestate record on the PDP. I
>could even take away their pamphlets.
>
>And who knows. I just might.
>
>-- 
>- Doc
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Wed Jan 03 14:34:47 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: Players amendmendment
Message-ID: <9309dt+qvos@eGroups.com>
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From: "Doctroid " <rsholmes@mailbox.syr.edu>

--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
> I propose the following amendment to rule #2:
> 
> Add the following text:
> A player may at any time remove themselves from the game by stating
their
> intent to do so by sending an email to the mailing list. Their name
and all
> status information shall be removed from the gamestate and any rules
where
> it might be listed. Their Soul Points, Body Points, and Cash Points
shall
> be distributed evenly to all Players (remainders shall be thrown
away). All
> pills shall be immediately transferred to the Player who has the
Addiction
> disease. If no Player has this disease, then they shall be handed
out by
> the Nurse to whomever e wishes. No player may rejoin the game within
3
> weeks of voluntary removal.

APPROVED. Although removing their name "from the gamestate" seems a
bit extreme, if their name is in the gamestate as having won a
previous round! "From the list of players" would've been better. If
it ever comes to that, I'll probably Proclaim such an amendment...

1 green pill.

-- 
- Doc



From rsholmes@mailbox.syr.edu Wed Jan 03 14:36:45 2001
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Date: Wed, 03 Jan 2001 22:36:36 -0000
To: DocNomic@egroups.com
Subject: Re: Proposal: Blood Bank
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From: "Doctroid " <rsholmes@mailbox.syr.edu>

--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
> Now that the Blood Test proposal has passed:
> 
> I propose a new rule labeled Blood Bank:
> 
> The Blood Bank stores blood collected from the players to be used
for
> medical procedures (surgeries, etc) and to increase one's health.
The Blood
> Bank is part of the gamestate and shall have it's status stored in a
> database at <http://www.egroups.com/database/DocNomic>. The Blood
Bank is
> maintained by the Nurse.
> 
> All players are required to donate blood to the blood bank at least
once
> per four Office Hours. Failure to do so shall result in the
decrement of 10
> body points during Office Hours if that player has not donated blood
within
> the last four Office Hours. The players last date of donation shall
be part
> of the gamestate.
> 
> A player must have had a Blood Test within 7 days prior to donation
> resulting in no new infection by that player. Only one pint of blood
may be
> donated for each Blood Test. A player may not have any communicable
disease
> at the time of blood donation. As compensation for donation, a
player shall
> gain 100 cash points, gain 5 Soul points, and lose 3 Body points.
> 
> If a player needs blood or wishes to buy blood, they may do so by
notifying
> the Nurse concerning how many pints they wish to buy. The purchase
shall
> decrement the player's cash points by 200, and increase their body
points
> by 5. This is in addition to any other costs that may be required
for
> medical procedures (surgeries, etc) and must be arranged before any
medical
> procedure requiring blood takes place.

APPROVED. 1 green pill.

-- 
- Doc



From Nomic1@aol.com Wed Jan 03 14:43:00 2001
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To: DocNomic@egroups.com
Subject: Blood Test: Feyd (requested by the Epidemiologist)
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From: "Feyd " <Nomic1@aol.com>




From jjweston@kenny.sir-toby.com Wed Jan 03 23:51:36 2001
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Date: Thu, 4 Jan 2001 00:43:43 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Convert Pills to Cash
In-Reply-To: <xzcae9937w3.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Don't know if anyone brought this up yet. I proposed rule 9. It
was the very first proposal...

On 2 Jan 2001 rsholmes@mailbox.syr.edu wrote:

> Ottis Airhart <oairhart@ispchannel.com> writes:
> 
> > Wait a minute, the rules state that the *original* proposer has a 50%
> > chance of contracting Claustrophobia, not me.
> 
> Oops, you're correct.
> 
> Hmm, I've been a bad Doc. I forgot there were some un-archived
> messages before we set up on eGroups, and I deleted them. Who
> proposed Rule 9?
> 
> 


From jjweston@kenny.sir-toby.com Thu Jan 04 00:06:23 2001
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Date: Thu, 4 Jan 2001 00:58:32 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Trading Post
In-Reply-To: <92vrov+9vl2@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Wed, 3 Jan 2001, Feyd wrote:

> ======= Begin Proposal =======================================
> A player may give another player cash or pamplets at any time, as 
> long as the player has the item in their possession to give.
> 
> A player may never give another player body points, soul points, or 
> pills [[although certain actions taken by players may result in the 
> receiving player gaining body, soul, or pills, it is not a gift]].
> 
> ========= END Text ============================

Why do you prohibit pill transfers? It seems like a perfect
opportunity to allow players to give each other pills. The poor addict is
forced to constantly beg for pills even though there is no mechanism to
give him any. I also like the idea of black market pill exchanges... ;-)


From jjweston@kenny.sir-toby.com Thu Jan 04 00:06:55 2001
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Date: Thu, 4 Jan 2001 00:59:04 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Repeal Pill Exchange
In-Reply-To: <4.1.20010103124640.01a3a4d8@pop3.ispchannel.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Wed, 3 Jan 2001, Ottis Airhart wrote:

> I propose that in light of recent events such as the adoption of the
> Pharmacy and the repeal of Rule 9 that the following actions occur:
> 
> Repeal Rule 15, Pill Exchange:
> 
> On the grounds that the pharmacy may be utilized for the purchase of
> necessary pills and that owning pills, at least at this point in the game,
> does not harm the player. The Pill Exchange is more work than should be
> necessary for the Nurse.


Ah... I hope this doesn't get approved. I'm rather fond of the
black market we have going for pills... ;-)


From jjweston@kenny.sir-toby.com Thu Jan 04 00:09:28 2001
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Date: Thu, 4 Jan 2001 01:01:38 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend rule 10 with Disease, "Kudosis"
In-Reply-To: <92vukt+a33j@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Wed, 3 Jan 2001, Feyd wrote:

> Add the following disease to rule 10:
> 
> Name: Kudosis
> Type: Phycosis
> Effects/Cure: A player contracts Kudosis if one of their proposals is 
> accepted by Doc. Upon contracting Kudosis, the player immediately 
> gains 5 Soul points, not to exceed the maximum. If a player with 
> Kudosis has a proposal accepted by Doc, the player immediately gains 
> 7 soul points. 
> Cure: If a player contracts Fear of Rejection they are cured of 
> Kudosis. Fear of Rejection is also immediately cured without harming 
> the patient.

Seems your cure section makes Fear of Rejection irrelevant since
FoR would be cured immediately after getting FoR. I don't like this at
all...


From jjweston@pop.net Thu Jan 04 00:31:58 2001
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Date: Thu, 04 Jan 2001 00:31:47 -0800
To: DocNomic@egroups.com
Subject: Proposal: Ammend Proposals - Judgement Order
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From: Jeff Weston <jjweston@pop.net>

----- Start Proposal -----

Ammend rule 3 by adding the following sentence to the end of paragraph 3:
Proposals must be judged in the order in which they were proposed.

----- End Proposal -----

I find it confusing trying to keep track of which proposals are pending,
or have already been judged, if proposals are judged out of order.

- - -
Jeffrey J. Weston
jjweston@pop.net
PGP Public Key : http://www.sir-toby.com/personal-key.asc
- - -

From kevan@somethingorother.com Thu Jan 04 01:40:15 2001
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To: DocNomic@egroups.com
Subject: Re: Nurse: Actions
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> The nurse will not be updating the cgi info until it is
> officially accepted as part of the gamestate in place of the egroups
> database. At that point, the Nurse shall modify each player's 
details, [...]

Actually, the whole point of the PDP is that there's no *need* for 
the Nurse to update anything very much. If a Player wants to take or 
exchange some Pills, they can immediately administer the changes via 
the PDP, rather than having to email the Nurse requesting such things.

Kevan

--
http://uncertain.org/~kevan
"Each household appliance is like a new science in my town."


From bkoch@rz.uni-osnabrueck.de Thu Jan 04 01:52:28 2001
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To: docnomic@egroups.com
Reply-To: Britta Koch <bkoch@rz.uni-osnabrueck.de>
Subject: Pill exchange
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Date: 04 Jan 2001 10:56:10 CET
From: Britta Koch <bkoch@rz.uni-osnabrueck.de>

I I would like to exchange 2 red pills and 2 blue pills for 2 yellow pills.
Then, I would like to exchange one of those yellow pills for 2 purple pills.
After that, I would like to take one red and one purple pill to cure my
agoraphobia.

Got that, nurse?

(Where's the black market?)

Britta


From oairhart@ispchannel.com Thu Jan 04 07:10:12 2001
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Date: Thu, 04 Jan 2001 09:12:57 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Trading Post
In-Reply-To: <Pine.LNX.4.21.0101040055360.10939-100000@kenny.sir-toby.co m>
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From: Ottis Airhart <oairhart@ispchannel.com>

I agree. I was thinking of trying to establish a black market for pill
exchanges, myself... seems like I'm not the only one.


At 12:58 AM 1/4/2001 -0800, you wrote:
>On Wed, 3 Jan 2001, Feyd wrote:
>
>> ======= Begin Proposal =======================================
>> A player may give another player cash or pamplets at any time, as 
>> long as the player has the item in their possession to give.
>> 
>> A player may never give another player body points, soul points, or 
>> pills [[although certain actions taken by players may result in the 
>> receiving player gaining body, soul, or pills, it is not a gift]].
>> 
>> ========= END Text ============================
>
>	Why do you prohibit pill transfers? It seems like a perfect
>opportunity to allow players to give each other pills. The poor addict is
>forced to constantly beg for pills even though there is no mechanism to
>give him any. I also like the idea of black market pill exchanges... ;-)
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From kevan@somethingorother.com Thu Jan 04 07:10:54 2001
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Date: Thu, 04 Jan 2001 15:10:26 -0000
To: DocNomic@egroups.com
Subject: Proposal: 21st Century Medicine (Again)
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From: kevan@somethingorother.com

----------------------------------------------------------------------

Proposal - 21st Century Medicine (Again)

{ Reproposed in light of recent changes to the Ruleset. Players
are encouraged to update the PDP to include their details
*before* this Rule enacts. Doc is free to mete out whatever
punishment he sees fit to those who don't. }

-------------------------

Enact a new Rule, "The Player Details Page":-

The Player Details page (PDP) tracks various aspects of the
Gamestate, and is updated and moderated by the Players.
Whenever a Rule requires that a relevant piece of the
Gamestate be altered, any Player may make that alteration
via the PDP (unless a particular Player is specified to
make the change, in which case only he or she may do so).

All alterations are logged - if any Player feels that an
alteration goes against the Rules of DocNomic (as they were
at the time of the alteration), he or she may undo the
effects of that alteration (unless it was made more than
five days ago). If such an undoing is disputed, a Point of
Order should be raised.

Doc may choose to impose fines of up to 500 Cash, or beatings
of up to 120 Body Points damage, for any PDP alterations which
are against the Rules.

The data presented by the PDP shall be considered to be a legal
record of the relevant aspects of the Gamestate, although any
corrections to it shall take effect with as much retroactivity
as Doc feels appropriate.

-------------------------

In Rule 4 ("Publication"), replace the second paragraph with:-

Doc must publish the current Ruleset at
<http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_ruleset.html,>
and parts of the current Gamestate at
<http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_gamestate.html>
.
Other aspects of the Gamestate may be stored on the Player
Details page at <http://uncertain.org/~kevan/cgi-bin/docnomic.cgi>
No change to the Ruleset or Gamestate shall be considered to have
occurred until and unless it is so published. 

-------------------------

In Rule 11 ("Body, Soul and Cash"), reword the second paragraph to:-

Whenever a new Player joins the game, Doc shall give them a hundred
Body Points, a thousand Cash Points, and Soul Points equal to the
average Soul Points of all other Players (rounded down).

...and replace "During office hours, every player gains 240 cash
points." with "Any Player may collect their Wages if they have not
already done so since the most recent Office Hours. Upon doing so,
that Player may gain 240 Cash, via the Player Details page."

-------------------------

Repeal Rule 14 ("Cures").

To Rule 8 ("Pills"), add the following:-

A Player may take or discard a Pill they possess, at any time,
via the Player Details page. Whenever a Player takes a Pill, a
percentage success rating for each Pill is given in the Change
Log; this should be used to determine the Pill's success in
whatever effects are specified. (For example, if a Green Pill
has a 30% chance of curing a Player of Nasty Cough, a success
rating of 30% or less for a Green Pill means that the Player
is cured.)

In addition to any other effects that Pills may have on Players,
they also affect Body and Health Points, as follows: 

Yellow Gain 2 soul, 2 body 
Red Gain 1 soul, 2 body 
Blue Gain 1 soul, 1 body 
Green Gain 0 soul, 1 body 
Purple Gain 1 soul, -1 body 

(These effects are applied automatically by the Player Details
page.)

To the Disease "A Bit of a Cough", add:-

If a Player takes a Green Pill, and also took a Green Pill
between the previous two Office Hours, that Player is cured
of this Disease.

In the Disease "Fear of Rejection", replace "Whenever a player
with this disease has one of their proposals accepted, they are
immediately cured." with "Whenever a Player with this Disease
has one of their Proposals accepted, or takes a Purple Pill,
they are immediately cured."

Enact a new Rule, "Death":-

If a Player's Body Points or Soul Points are zero, that Player
is Dead and may take no further part in the current Round.

-------------------------

Reword Rule 15 ("Pill Exchange") to:-

Certain Pills may be swapped for others. Any Player may use the
Player Details page to exchange some of their own Pills for
other Pills (losing some Pills, then gaining others), at the
following rates:-

* Two Green Pills may be exchanged for one Red Pill.
* One Red Pill and one Blue Pill may be exchanged for one
Yellow Pill.
* One Yellow Pill may be exchanged for two Purple Pills.

-------------------------

Reword Rule 16 ("Nurse") to:-

The Nurse assists Doc in the running of the Hospital. The name
of the Player who holds the office of Nurse shall be part of
the Gamestate. 

At any time the Nurse may, unless he or she has done so already
since the most recent Office Hours, raid the pharmacy to gain
three Green Pills, 2 Soul Points and 5 Body Points.

If at any time the Nurse is unable to fulfill his or her role,
or that Player wishes to vacate the office, Doc must choose a
new Nurse to take over. 

{ Sadly, this job becomes almost entirely obsolete in the face of
modern technology. }

-------------------------

Reword Rule 17 ("Deliberate Contagion") to:-

A Player with an Airborne Disease may, at any time, pay 5 Soul
and 5 Body Points to give that Disease to another Player.

{ Simplification. I may pad it back out if I add a "Cough" action
to the PDP. }

-------------------------

Reword the first paragraph of Rule 24 ("Pharmacy") to:-

The Pharmacy sells pharmaceutical items to players for Cash. Any
Player may, at any time, buy the following items at the given costs.

{ No need for an actual Pharmacist any more. And pamphlets may be
added to the PDP if they start having an effect. }

-------------------------

----------------------------------------------------------------------



From oairhart@ispchannel.com Thu Jan 04 07:11:32 2001
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Date: Thu, 04 Jan 2001 09:14:10 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Repeal Pill Exchange
In-Reply-To: <Pine.LNX.4.21.0101040054340.10939-100000@kenny.sir-toby.co m>
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From: Ottis Airhart <oairhart@ispchannel.com>

Problem with this is that it is not a true EXCHANGE between players... it
is an exchange, essentially, with the pharmacy. I want to get this rule
repealed, have the trading post pass, then amend it to allow pill changes
between PLAYERS.

At 12:59 AM 1/4/2001 -0800, you wrote:
>On Wed, 3 Jan 2001, Ottis Airhart wrote:
>
>> I propose that in light of recent events such as the adoption of the
>> Pharmacy and the repeal of Rule 9 that the following actions occur:
>> 
>> Repeal Rule 15, Pill Exchange:
>> 
>> On the grounds that the pharmacy may be utilized for the purchase of
>> necessary pills and that owning pills, at least at this point in the game,
>> does not harm the player. The Pill Exchange is more work than should be
>> necessary for the Nurse.
>
>
>	Ah... I hope this doesn't get approved. I'm rather fond of the
>black market we have going for pills... ;-)
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Thu Jan 04 07:15:40 2001
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From: Ottis Airhart <oairhart@ispchannel.com>

Done. Britta gained 2 soul and 1 body and is no longer an agoraphobe

At 10:56 AM 1/4/2001 +0100, you wrote:
>I I would like to exchange 2 red pills and 2 blue pills for 2 yellow pills.
>Then, I would like to exchange one of those yellow pills for 2 purple pills.
>After that, I would like to take one red and one purple pill to cure my
>agoraphobia.
>
>Got that, nurse?
>
>(Where's the black market?)
>
>Britta
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From Nomic1@aol.com Thu Jan 04 07:17:46 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: 21st Century Medicine (Again)
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--- In DocNomic@egroups.com, kevan@s... wrote:
> --------------------------------------------------------------------
--
> 
> Proposal - 21st Century Medicine (Again)
> 
> { Reproposed in light of recent changes to the Ruleset. Players
> are encouraged to update the PDP to include their details
> *before* this Rule enacts. Doc is free to mete out whatever
> punishment he sees fit to those who don't. }
> 

Surely you aren't suggesting that Doc punish players for not 
following a PROPOSAL?

Feyd


From kevan@somethingorother.com Thu Jan 04 07:18:21 2001
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Subject: Proposal: Sore Throat
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----------------------------------------------------------------------

Proposal - Sore Throat

Create a new Disease in Rule 10:-

Sore Throat (Airborne)
If a Player has a Sore Throat, they may only take Blue Pills
(known for their anaesthetic qualities), unless they have taken
a Blue Pill during the past hour, in which case they may take
any Pills.
If a Player takes three Blue Pills at once, he or she is cured
of this Disease.

----------------------------------------------------------------------


From oairhart@ispchannel.com Thu Jan 04 07:26:17 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: 21st Century Medicine (Again)
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From: Ottis Airhart <oairhart@ispchannel.com>

I'm not a true fan of this in total... first, I think that it will be VERY
difficult for new players to join the game... I think getting rid of most
of the Nurse's duties (pill taking etc) is very good. BUT, I think getting
rid of the Pharmacist is a mistake. I think that position (regardless of
who holds it) should remain the sole method for BUYING new pills. If a
black market is established, then players should be able to exchange pills
between each other, but not with the pharmacy, on their own. I also think
that it would be neat to see the Pharmacy only operate during "certain
hours" (say only on weekends or something like that) which would encourage
the black market if established.

Doc, in my humble opinion (IMHO), I would like to see this proposal passed
but I would like to encourage you to in your omnipotent power to not
include the Pharmacist changes. I would also encourage you to remain in
control of the "paycheck" every month since the money is become the primary
source of income for players. I don't think a game COMPLETELY run by the
players is always good. Having a few people with responsibility who are
active players promotes positive game play. I would also encourage you to
only accept this with the stipulation that pill exchanges be between
PLAYERS not with the pharmacy or nurse.

Just my opinion.
Ottis.


At 03:10 PM 1/4/2001 +0000, you wrote:
>----------------------------------------------------------------------
>
>Proposal - 21st Century Medicine (Again)
>
>{ Reproposed in light of recent changes to the Ruleset. Players
> are encouraged to update the PDP to include their details
> *before* this Rule enacts. Doc is free to mete out whatever
> punishment he sees fit to those who don't. }
>
> -------------------------
>
>Enact a new Rule, "The Player Details Page":-
>
> The Player Details page (PDP) tracks various aspects of the
> Gamestate, and is updated and moderated by the Players.
> Whenever a Rule requires that a relevant piece of the
> Gamestate be altered, any Player may make that alteration
> via the PDP (unless a particular Player is specified to
> make the change, in which case only he or she may do so).
>
> All alterations are logged - if any Player feels that an
> alteration goes against the Rules of DocNomic (as they were
> at the time of the alteration), he or she may undo the
> effects of that alteration (unless it was made more than
> five days ago). If such an undoing is disputed, a Point of
> Order should be raised.
>
> Doc may choose to impose fines of up to 500 Cash, or beatings
> of up to 120 Body Points damage, for any PDP alterations which
> are against the Rules.
>
> The data presented by the PDP shall be considered to be a legal
> record of the relevant aspects of the Gamestate, although any
> corrections to it shall take effect with as much retroactivity
> as Doc feels appropriate.
>
> -------------------------
>
>In Rule 4 ("Publication"), replace the second paragraph with:-
>
> Doc must publish the current Ruleset at
><http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_ruleset.html,>
> and parts of the current Gamestate at
><http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_gamestate.html>
>.
> Other aspects of the Gamestate may be stored on the Player
> Details page at <http://uncertain.org/~kevan/cgi-bin/docnomic.cgi>
> No change to the Ruleset or Gamestate shall be considered to have
> occurred until and unless it is so published. 
>
> -------------------------
>
>In Rule 11 ("Body, Soul and Cash"), reword the second paragraph to:-
>
> Whenever a new Player joins the game, Doc shall give them a hundred
> Body Points, a thousand Cash Points, and Soul Points equal to the
> average Soul Points of all other Players (rounded down).
>
>...and replace "During office hours, every player gains 240 cash
>points." with "Any Player may collect their Wages if they have not
>already done so since the most recent Office Hours. Upon doing so,
>that Player may gain 240 Cash, via the Player Details page."
>
> -------------------------
>
>Repeal Rule 14 ("Cures").
>
>To Rule 8 ("Pills"), add the following:-
>
> A Player may take or discard a Pill they possess, at any time,
> via the Player Details page. Whenever a Player takes a Pill, a
> percentage success rating for each Pill is given in the Change
> Log; this should be used to determine the Pill's success in
> whatever effects are specified. (For example, if a Green Pill
> has a 30% chance of curing a Player of Nasty Cough, a success
> rating of 30% or less for a Green Pill means that the Player
> is cured.)
>
> In addition to any other effects that Pills may have on Players,
> they also affect Body and Health Points, as follows: 
>
> Yellow Gain 2 soul, 2 body 
> Red Gain 1 soul, 2 body 
> Blue Gain 1 soul, 1 body 
> Green Gain 0 soul, 1 body 
> Purple Gain 1 soul, -1 body 
>
> (These effects are applied automatically by the Player Details
> page.)
>
>To the Disease "A Bit of a Cough", add:-
>
> If a Player takes a Green Pill, and also took a Green Pill
> between the previous two Office Hours, that Player is cured
> of this Disease.
>
>In the Disease "Fear of Rejection", replace "Whenever a player
>with this disease has one of their proposals accepted, they are
>immediately cured." with "Whenever a Player with this Disease
>has one of their Proposals accepted, or takes a Purple Pill,
>they are immediately cured."
>
>Enact a new Rule, "Death":-
>
> If a Player's Body Points or Soul Points are zero, that Player
> is Dead and may take no further part in the current Round.
>
> -------------------------
>
>Reword Rule 15 ("Pill Exchange") to:-
>
> Certain Pills may be swapped for others. Any Player may use the
> Player Details page to exchange some of their own Pills for
> other Pills (losing some Pills, then gaining others), at the
> following rates:-
>
> * Two Green Pills may be exchanged for one Red Pill.
> * One Red Pill and one Blue Pill may be exchanged for one
> Yellow Pill.
> * One Yellow Pill may be exchanged for two Purple Pills.
>
> -------------------------
>
>Reword Rule 16 ("Nurse") to:-
>
> The Nurse assists Doc in the running of the Hospital. The name
> of the Player who holds the office of Nurse shall be part of
> the Gamestate. 
>
> At any time the Nurse may, unless he or she has done so already
> since the most recent Office Hours, raid the pharmacy to gain
> three Green Pills, 2 Soul Points and 5 Body Points.
>
> If at any time the Nurse is unable to fulfill his or her role,
> or that Player wishes to vacate the office, Doc must choose a
> new Nurse to take over. 
>
>{ Sadly, this job becomes almost entirely obsolete in the face of
> modern technology. }
>
> -------------------------
>
>Reword Rule 17 ("Deliberate Contagion") to:-
>
> A Player with an Airborne Disease may, at any time, pay 5 Soul
> and 5 Body Points to give that Disease to another Player.
>
>{ Simplification. I may pad it back out if I add a "Cough" action
> to the PDP. }
>
> -------------------------
>
>Reword the first paragraph of Rule 24 ("Pharmacy") to:-
>
>The Pharmacy sells pharmaceutical items to players for Cash. Any
>Player may, at any time, buy the following items at the given costs.
>
>{ No need for an actual Pharmacist any more. And pamphlets may be
> added to the PDP if they start having an effect. }
>
> -------------------------
>
>----------------------------------------------------------------------
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From kevan@somethingorother.com Thu Jan 04 07:31:49 2001
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Subject: Re: Proposal: 21st Century Medicine (Again)
Message-ID: <932512+kuhk@eGroups.com>
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> > Proposal - 21st Century Medicine (Again)
> > 
> > { Reproposed in light of recent changes to the Ruleset. Players
> > are encouraged to update the PDP to include their details
> > *before* this Rule enacts. Doc is free to mete out whatever
> > punishment he sees fit to those who don't. }
> 
> Surely you aren't suggesting that Doc punish players for not 
> following a PROPOSAL?

I'm only underlining his earlier comments on the matter; I would have 
thought it was fairly obvious to everyone, by now, that Doc is in 
favour of the PDP being used to automate the Gamestate, and that a 
Proposal to start using it is going to pass at some point in the near 
future.

Kevan

--
http://uncertain.org/~kevan
"Resistance is useless."


From oairhart@ispchannel.com Thu Jan 04 07:34:16 2001
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From: Ottis Airhart <oairhart@ispchannel.com>

In light of the upcoming PDP, I am REALLY starting to like the idea of
keeping all diseases, effect, stipulations, and cures in the egroups
database where players may make changes, search, etc. It could be
maintained by the Epidemiologist.

What would players (and Doc) think about making the Epidemiologist in
charge of disease approval? It seems fitting. If people like this idea,
I'll make a proposal to change the disease and cure listing to the database
and then have the Epidemiologist approve and maintain that database. I
think if we divy out some more responsibility, the game could flow more. If
Doc handles rule changes, the E. (Epidemiologist) handles disease
maintenance, the Nurse handles operations when Doc can't, the Psychiatrist
handles curing Psychosis, the Pharmacist handles pill purchases, and we
could come up with a banker if we wish to handle the money every week.

Ottis


At 03:18 PM 1/4/2001 +0000, you wrote:
>----------------------------------------------------------------------
>
>Proposal - Sore Throat
>
>Create a new Disease in Rule 10:-
>
>Sore Throat (Airborne)
> If a Player has a Sore Throat, they may only take Blue Pills
> (known for their anaesthetic qualities), unless they have taken
> a Blue Pill during the past hour, in which case they may take
> any Pills.
> If a Player takes three Blue Pills at once, he or she is cured
> of this Disease.
>
>----------------------------------------------------------------------
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From kevan@somethingorother.com Thu Jan 04 07:40:28 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: 21st Century Medicine (Again)
Message-ID: <9325h2+gvqj@eGroups.com>
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From: kevan@somethingorother.com

> I'm not a true fan of this in total... first, I think that it will 
be VERY
> difficult for new players to join the game...

Hm, I don't think so. New player announces themselves, someone puts 
their stats up, I give them a password. No different to having to 
have someone update the eGroups database. If anything it makes life 
easier because the new player doesn't have to learn who and how to 
ask for various things. Or am I missing something?

> I think getting rid of most
> of the Nurse's duties (pill taking etc) is very good. BUT, I think 
getting
> rid of the Pharmacist is a mistake. I think that position 
(regardless of
> who holds it) should remain the sole method for BUYING new pills. 

I'm afraid I don't see how asking the Pharmacist to swap 40 Cash for 
a Yellow Pill is any different to asking a cgi-script.

> I also think
> that it would be neat to see the Pharmacy only operate during 
"certain
> hours" (say only on weekends or something like that) which would 
encourage
> the black market if established.

Possibly, although something like weekends would be unfair for people 
who only have Internet access through work. But even so, it's not a 
problem with the PDP - any purchases made during the week would just 
be considered illegal.

Kevan

--
http://uncertain.org/~kevan
"I've been in a mental hospital, but I don't
like to talk about it, all the same."


From oairhart@ispchannel.com Thu Jan 04 07:52:12 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: 21st Century Medicine (Again)
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From: Ottis Airhart <oairhart@ispchannel.com>

What I was actually referring to is that new players will have an even
steeper learning curve to start playing an already complex game (at least
to an outsider). I want the PDP... trust me... I don't think we can get
around the new player problems. We might need someone to help them get
started though... and don't say the Nurse (heh heh).

Concerning the Pharmacy hours, I was thinking that players can request pill
purchases anytime they wish, just that the Pharmacy only FILLS requests,
for instance, only between 5pm Friday and 8am Monday inclusive so that
there is an encouragement for player exchange it also keeps INSTANT cures
to be not as INSTANT. I don't think there is much fun in players
contracting diseases and in some cases being able to cure them within 5
minutes of infection. There might could be more of a demand than supply of
curing pills, at least until the pharmacist can fill them. If Doc's office
hours are on Thursday, and the Pharmacy was open on Friday then players who
were infected Thursday by Doc's dirty needles, ahem, I mean, by Doc's....
well, whatever he has that can make people sick, then it would be
interesting. Maybe the Pharmacy should be open on Wednesdays. The PDP could
even handle that! Players could only buy pills from the pharmacy on a
certain day of the week. nah. The pharmacist should hand out pills.


>
>Possibly, although something like weekends would be unfair for people 
>who only have Internet access through work. But even so, it's not a 
>problem with the PDP - any purchases made during the week would just 
>be considered illegal.
>
>Kevan
>


From Nomic1@aol.com Thu Jan 04 08:48:03 2001
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From: "Feyd " <Nomic1@aol.com>

Cool Idea. I think you should go for it. some Comments:

Who gives pills for Proposed diseases that are accepted? (or should 
we make that a standard "2 green" or something since disease rules 
are pretty stadard by now?).

While each expert has their own area, should other experts be able to 
gang up? For example, if the Epidemiologist refuses to approve a 
disease, could the Nurse, Pharmacist, Psychologist vote to override? 
Hm, maybe that would be better as an amendment than part of the 
initial rule....

I like the way this divvies up duties while keeping clearly 
responsible entities.




--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
> In light of the upcoming PDP, I am REALLY starting to like the idea 
of
> keeping all diseases, effect, stipulations, and cures in the egroups
> database where players may make changes, search, etc. It could be
> maintained by the Epidemiologist.
> 
> What would players (and Doc) think about making the Epidemiologist 
in
> charge of disease approval? It seems fitting. If people like this 
idea,



From rsholmes@mailbox.syr.edu Thu Jan 04 12:07:34 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Convert Pills to Cash
References: <Pine.LNX.4.21.0101040042470.10939-100000@kenny.sir-toby.com>
Date: 04 Jan 2001 15:07:30 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 4 Jan 2001 00:43:43 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Don't know if anyone brought this up yet. I proposed rule 9. It
> was the very first proposal...

OK, so it was Jeff who got Claustrophobia, gained 5 SPs, and then had
it cured by getting Agoraphobia. Gamestate adjusted.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 04 12:11:37 2001
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Brain Dead disease
References: <4.1.20010103095819.01cefdb8@pop3.ispchannel.com>
Date: 04 Jan 2001 15:11:34 -0500
In-Reply-To: Ottis Airhart's message of "Wed, 03 Jan 2001 10:32:41 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> I propose the following addition to diseases:
> 
> Brain Dead (Physical, Psychosis)
> A player is "Brain Dead" when they appear to not be able to function as a
> knowledgeable player. When declared Brain Dead, the player shall lose 5
> body points and 5 soul points. If a player is already Brain Dead and
> performs an action that would declare them Brain Dead again, they shall
> lose 2 soul points.
> 
> Whenever a Brain Dead player sends a message to the mailing list, the first
> line of text must include a question asking why they are Brain Dead.
> 
> The following methods may afflict a player with the Brain Dead disease:
> 
> - Failure to follow the playing rules of a disease currently associated
> with that player.
> - Requesting to take a pill which e does not possess
> - Answering a Brain Dead player's question as to why they are Brain Dead.
> 
> The cure for the Brain Dead disease is an operation that may be operated on
> by the Doc or Nurse for 250 cash points followed by a session with the
> Psychiatrist. After the operation, the status of the disease shall be
> labelled "(dormant)" until the session with the Psychiatrist is complete.

REJECTED. First, this seems unduly harsh. For example, the Addict
already gets punished for not asking for pills; this proposal would
compound that punishment by hitting the Addict with yet another
disease. Second, the mandatory question on each message doesn't
appeal to me. I find such requirements tedious, not interesting.

Ottis gets FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 04 12:16:49 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Trading Post
References: <92vrov+9vl2@eGroups.com>
Date: 04 Jan 2001 15:16:44 -0500
In-Reply-To: "Feyd "'s message of "Wed, 03 Jan 2001 18:41:35 -0000"
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> ======= Begin Proposal =======================================
> A player may give another player cash or pamplets at any time, as 
> long as the player has the item in their possession to give.
> 
> A player may never give another player body points, soul points, or 
> pills [[although certain actions taken by players may result in the 
> receiving player gaining body, soul, or pills, it is not a gift]].
> 
> ========= END Text ============================
> *cough*

ACCEPTED.

This creates Rule 26.

Phobia check:

Jim, Mark, and Ottis lose 5 SPs.

Britta, Jeff, Jon, Kevan have 26% chance of getting A-phobia:

4 random reals 0 < x < 1:
0.266937255859375
0.33587646484375
0.42498779296875
0.380462646484375

No one does.

-- 
- Doc

From oairhart@ispchannel.com Thu Jan 04 12:20:20 2001
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From: Ottis Airhart <oairhart@ispchannel.com>

Ottis has taken two purple and one red curing him of Agoraphobia and Fear
of Rejection.

From rsholmes@mailbox.syr.edu Thu Jan 04 12:20:55 2001
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Repeal Pill Exchange
References: <4.1.20010103124640.01a3a4d8@pop3.ispchannel.com>
Date: 04 Jan 2001 15:20:50 -0500
In-Reply-To: Ottis Airhart's message of "Wed, 03 Jan 2001 13:04:21 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> I propose that in light of recent events such as the adoption of the
> Pharmacy and the repeal of Rule 9 that the following actions occur:
> 
> Repeal Rule 15, Pill Exchange:

ACCEPTED.

Phobia check:

Jim, Mark, and Ottis gain 5 SPs.

Mark (proposer of Rule 15) has a 50% chance of getting Claustrophobia:

1 random reals 0 < x < 1:
0.6572265625

He doesn't.

-- 
- Doc

From oairhart@ispchannel.com Thu Jan 04 12:21:54 2001
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Date: Thu, 04 Jan 2001 14:24:36 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Trading Post
In-Reply-To: <xzcwvcb139v.fsf@rodan.syr.edu>
References: <"Feyd "'s message of "Wed, 03 Jan 2001 18:41:35 -0000"> <92vrov+9vl2@eGroups.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

Shouldn't Rule 26 be the Blood Bank?

At 03:16 PM 1/4/2001 -0500, you wrote:
>"Feyd " <Nomic1@aol.com> writes:
>
>> ======= Begin Proposal =======================================
>> A player may give another player cash or pamplets at any time, as 
>> long as the player has the item in their possession to give.
>> 
>> A player may never give another player body points, soul points, or 
>> pills [[although certain actions taken by players may result in the 
>> receiving player gaining body, soul, or pills, it is not a gift]].
>> 
>> ========= END Text ============================
>> *cough*
>
>ACCEPTED.
>
>This creates Rule 26.
>
>Phobia check:
>
>Jim, Mark, and Ottis lose 5 SPs.
>
>Britta, Jeff, Jon, Kevan have 26% chance of getting A-phobia:
>
>4 random reals 0 < x < 1:
>0.266937255859375
>0.33587646484375
>0.42498779296875
>0.380462646484375
>
>No one does.
>
>-- 
>- Doc
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Thu Jan 04 12:23:32 2001
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Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Repeal Pill Exchange
References: <4.1.20010103124640.01a3a4d8@pop3.ispchannel.com>
Date: 04 Jan 2001 15:23:28 -0500
In-Reply-To: Ottis Airhart's message of "Wed, 03 Jan 2001 13:04:21 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> I propose that in light of recent events such as the adoption of the
> Pharmacy and the repeal of Rule 9 that the following actions occur:
> 
> Repeal Rule 15, Pill Exchange:
> 
> On the grounds that the pharmacy may be utilized for the purchase of
> necessary pills and that owning pills, at least at this point in the game,
> does not harm the player. The Pill Exchange is more work than should be
> necessary for the Nurse.
> 
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com

Oh yes: 1 green, 1 red for Feyd; 1 green for Ottis.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 04 12:26:30 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Miasma
References: <92vu9u+6jil@eGroups.com>
Date: 04 Jan 2001 15:26:26 -0500
In-Reply-To: "Feyd "'s message of "Wed, 03 Jan 2001 19:24:46 -0000"
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From: rsholmes@mailbox.syr.edu

"Feyd " <Nomic1@aol.com> writes:

> [[ Golly, we have so many ways to heal diseases, but not much 
> sickness. BORING. We need sickness!]]
> 
> ============ BEGIN TEXT OF PROPOSAL =========================
> 
> Do the the contageous nature of the game, Doc will take perform the 
> following actions during the Office Hours:
> 
> For Each Airborne Disease, doc will select two players at random. 
> There is a 25% chance the each player will contract the airborne 
> disease.
> 
> Doc will select randomly select one player and one non-airborne 
> disease. The player will contract this disease.
> ================= END TEXT =================================

I *think* Feyd intended this as a new rule (it'd help if you said
whether it's a new rule or an amendment), but I take the liberty of
considering it an amendment to the Diseases rule. ACCEPTED.

1 green, 1 red.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 04 12:29:59 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend rule 10 with Disease, "Kudosis"
References: <92vukt+a33j@eGroups.com>
Date: 04 Jan 2001 15:29:53 -0500
In-Reply-To: "Feyd "'s message of "Wed, 03 Jan 2001 19:30:37 -0000"
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"Feyd " <Nomic1@aol.com> writes:

> Add the following disease to rule 10:
> 
> Name: Kudosis
> Type: Phycosis
> Effects/Cure: A player contracts Kudosis if one of their proposals is 
> accepted by Doc. Upon contracting Kudosis, the player immediately 
> gains 5 Soul points, not to exceed the maximum. If a player with 
> Kudosis has a proposal accepted by Doc, the player immediately gains 
> 7 soul points. 
> Cure: If a player contracts Fear of Rejection they are cured of 
> Kudosis. Fear of Rejection is also immediately cured without harming 
> the patient.
> 
> Feyd

REJECTED. This isn't a disease -- it has no ill effects. It's a perk
by another name.

Feyd has FoR.

-- 
- Doc

From oairhart@ispchannel.com Thu Jan 04 12:36:22 2001
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Date: Thu, 04 Jan 2001 14:38:49 -0600
To: docnomic@egroups.com
Subject: Proposal: Amend Trading Post
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From: Ottis Airhart <oairhart@ispchannel.com>

I propose the following amendment to the Trading Post rule:

A player may give another player cash, pills, or pamplets at any time, as
long as the player has the item in their possession to give. 

A player may never give another player body points or soul points.


From rsholmes@mailbox.syr.edu Thu Jan 04 12:40:16 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Trading Post
References: <"Feyd "'s message of "Wed, 03 Jan 2001 18:41:35 -0000"> <92vrov+9vl2@eGroups.com> <4.1.20010104142402.012e9530@pop3.ispchannel.com>
Date: 04 Jan 2001 15:39:44 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 04 Jan 2001 14:24:36 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Shouldn't Rule 26 be the Blood Bank?

Arrrrrrrgggh.

Yes.

Trading Post is Rule 27, so probability is 27%, so Britta *does* get
A-phobia.

> >Britta, Jeff, Jon, Kevan have 26% chance of getting A-phobia:
> >
> >4 random reals 0 < x < 1:
> >0.266937255859375
> >0.33587646484375
> >0.42498779296875
> >0.380462646484375

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 04 12:43:49 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: 21st Century Medicine (Again)
References: <9323p2+bqb8@eGroups.com>
Date: 04 Jan 2001 15:42:40 -0500
In-Reply-To: kevan@somethingorother.com's message of "Thu, 04 Jan 2001 15:10:26 -0000"
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - 21st Century Medicine (Again)
> 
> { Reproposed in light of recent changes to the Ruleset. Players
> are encouraged to update the PDP to include their details
> *before* this Rule enacts. Doc is free to mete out whatever
> punishment he sees fit to those who don't. }
> 
> -------------------------
> 
> Enact a new Rule, "The Player Details Page":-
> 
> The Player Details page (PDP) tracks various aspects of the
> Gamestate, and is updated and moderated by the Players.
> Whenever a Rule requires that a relevant piece of the
> Gamestate be altered, any Player may make that alteration
> via the PDP (unless a particular Player is specified to
> make the change, in which case only he or she may do so).
> 
> All alterations are logged - if any Player feels that an
> alteration goes against the Rules of DocNomic (as they were
> at the time of the alteration), he or she may undo the
> effects of that alteration (unless it was made more than
> five days ago). If such an undoing is disputed, a Point of
> Order should be raised.
> 
> Doc may choose to impose fines of up to 500 Cash, or beatings
> of up to 120 Body Points damage, for any PDP alterations which
> are against the Rules.
> 
> The data presented by the PDP shall be considered to be a legal
> record of the relevant aspects of the Gamestate, although any
> corrections to it shall take effect with as much retroactivity
> as Doc feels appropriate.
> 
> -------------------------
> 
> In Rule 4 ("Publication"), replace the second paragraph with:-
> 
> Doc must publish the current Ruleset at
> <http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_ruleset.html,>
> and parts of the current Gamestate at
> <http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_gamestate.html>
> .
> Other aspects of the Gamestate may be stored on the Player
> Details page at <http://uncertain.org/~kevan/cgi-bin/docnomic.cgi>
> No change to the Ruleset or Gamestate shall be considered to have
> occurred until and unless it is so published. 
> 
> -------------------------
> 
> In Rule 11 ("Body, Soul and Cash"), reword the second paragraph to:-
> 
> Whenever a new Player joins the game, Doc shall give them a hundred
> Body Points, a thousand Cash Points, and Soul Points equal to the
> average Soul Points of all other Players (rounded down).
> 
> ...and replace "During office hours, every player gains 240 cash
> points." with "Any Player may collect their Wages if they have not
> already done so since the most recent Office Hours. Upon doing so,
> that Player may gain 240 Cash, via the Player Details page."
> 
> -------------------------
> 
> Repeal Rule 14 ("Cures").
> 
> To Rule 8 ("Pills"), add the following:-
> 
> A Player may take or discard a Pill they possess, at any time,
> via the Player Details page. Whenever a Player takes a Pill, a
> percentage success rating for each Pill is given in the Change
> Log; this should be used to determine the Pill's success in
> whatever effects are specified. (For example, if a Green Pill
> has a 30% chance of curing a Player of Nasty Cough, a success
> rating of 30% or less for a Green Pill means that the Player
> is cured.)
> 
> In addition to any other effects that Pills may have on Players,
> they also affect Body and Health Points, as follows: 
> 
> Yellow Gain 2 soul, 2 body 
> Red Gain 1 soul, 2 body 
> Blue Gain 1 soul, 1 body 
> Green Gain 0 soul, 1 body 
> Purple Gain 1 soul, -1 body 
> 
> (These effects are applied automatically by the Player Details
> page.)
> 
> To the Disease "A Bit of a Cough", add:-
> 
> If a Player takes a Green Pill, and also took a Green Pill
> between the previous two Office Hours, that Player is cured
> of this Disease.
> 
> In the Disease "Fear of Rejection", replace "Whenever a player
> with this disease has one of their proposals accepted, they are
> immediately cured." with "Whenever a Player with this Disease
> has one of their Proposals accepted, or takes a Purple Pill,
> they are immediately cured."
> 
> Enact a new Rule, "Death":-
> 
> If a Player's Body Points or Soul Points are zero, that Player
> is Dead and may take no further part in the current Round.
> 
> -------------------------
> 
> Reword Rule 15 ("Pill Exchange") to:-
> 
> Certain Pills may be swapped for others. Any Player may use the
> Player Details page to exchange some of their own Pills for
> other Pills (losing some Pills, then gaining others), at the
> following rates:-
> 
> * Two Green Pills may be exchanged for one Red Pill.
> * One Red Pill and one Blue Pill may be exchanged for one
> Yellow Pill.
> * One Yellow Pill may be exchanged for two Purple Pills.
> 
> -------------------------
> 
> Reword Rule 16 ("Nurse") to:-
> 
> The Nurse assists Doc in the running of the Hospital. The name
> of the Player who holds the office of Nurse shall be part of
> the Gamestate. 
> 
> At any time the Nurse may, unless he or she has done so already
> since the most recent Office Hours, raid the pharmacy to gain
> three Green Pills, 2 Soul Points and 5 Body Points.
> 
> If at any time the Nurse is unable to fulfill his or her role,
> or that Player wishes to vacate the office, Doc must choose a
> new Nurse to take over. 
> 
> { Sadly, this job becomes almost entirely obsolete in the face of
> modern technology. }
> 
> -------------------------
> 
> Reword Rule 17 ("Deliberate Contagion") to:-
> 
> A Player with an Airborne Disease may, at any time, pay 5 Soul
> and 5 Body Points to give that Disease to another Player.
> 
> { Simplification. I may pad it back out if I add a "Cough" action
> to the PDP. }
> 
> -------------------------
> 
> Reword the first paragraph of Rule 24 ("Pharmacy") to:-
> 
> The Pharmacy sells pharmaceutical items to players for Cash. Any
> Player may, at any time, buy the following items at the given costs.
> 
> { No need for an actual Pharmacist any more. And pamphlets may be
> added to the PDP if they start having an effect. }
> 
> -------------------------
> 
> ----------------------------------------------------------------------
> 
> 
> 
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
> 
> 
> 
> 

ACCEPTED. 1 green, 1 red.

This creates Rule 28.

Phobia check:

Britta, Jim, and Mark lose 5 SPs.

Feyd, Jeff, Jon, and Ottis have 28% chance of getting A-phobia:

4 random reals 0 < x < 1:
0.24102783203125
0.20782470703125
0.64508056640625
0.74871826171875

Feyd and Jeff do.

-- 
- Doc

From oairhart@ispchannel.com Thu Jan 04 12:57:13 2001
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Date: Thu, 04 Jan 2001 14:58:01 -0600
To: docnomic@egroups.com
Subject: Pill Database
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From: Ottis Airhart <oairhart@ispchannel.com>

The Nurse has created a very non-official Pill Database at the following
address:

http://www.egroups.com/database/DocNomic

Feel free to peruse its bowels to discover the value of each pill color
according to the rules as of this moment.

I will attempt to keep it up to date as a reference for those people
wishing to understand how to cure a disease or what total effect a pill may
have when taken. As the Nurse it has been a very valuable tool when
administering pills.

Ottis


From rsholmes@mailbox.syr.edu Thu Jan 04 13:04:25 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: 21st Century Medicine (Again)
References: <9323p2+bqb8@eGroups.com>
Date: 04 Jan 2001 16:02:41 -0500
In-Reply-To: kevan@somethingorother.com's message of "Thu, 04 Jan 2001 15:10:26 -0000"
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From: rsholmes@mailbox.syr.edu

I altered a few of the things (by implicit Proclamation) in
implementing this proposal.

kevan@somethingorother.com writes:

[...]
> In Rule 4 ("Publication"), replace the second paragraph with:-
> 
> Doc must publish the current Ruleset at
> <http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_ruleset.html,>
> and parts of the current Gamestate at
> <http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_gamestate.html>
> .
> Other aspects of the Gamestate may be stored on the Player
> Details page at <http://uncertain.org/~kevan/cgi-bin/docnomic.cgi>
> No change to the Ruleset or Gamestate shall be considered to have
> occurred until and unless it is so published. 

I left in a mention of the eGroups databases, since that's where the
Blood Bank gamestate is kept. I re-ordered things a little, and I
took "or Gamestate" out of that last sentence. The omission was
deliberate in the first place. I don't want rule changes to take
effect until they're published, but I want gamestate changes to take
effect immediately -- if you want reasons I can give you a longer
discussion. 

> Enact a new Rule, "Death":-
> 
> If a Player's Body Points or Soul Points are zero, that Player
> is Dead and may take no further part in the current Round.

This seemed much more natural as an amendment to the "Body, Soul, and
Cash" rule.

> Reword Rule 15 ("Pill Exchange") to:-

Rule 15 was just repealed, so this was ignored.


-- 
- Doc

From jjweston@pop.net Thu Jan 04 13:27:29 2001
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Date: Thu, 4 Jan 2001 14:27:14 -0700 (MST)
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To: docnomic@egroups.com
Subject: Feyd's Blood Test, first is disease, second is chance
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From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Feyd's Blood Test, first is disease, second is chance

docnomic@egroups.com requested that 2 rolls of a 100-sided die be rolled.
The lowest die for each roll won't be counted.
Roll them bones ... your dice are 
Roll 1: 67.
Roll 2: 64.

Mail was sent to you at docnomic@egroups.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

iQBVAwUBOlTqrryfeleUG9SNAQH58wH+Mrtja5nWM//y+9x8Y+iMyWruIeaSSOtm
xrVVEIaX9bvFjXuTPy72qzXT91G/742X7REHiE94Q+OZ/RPNvrJizw==
=XFfj
-----END PGP SIGNATURE-----

From oairhart@ispchannel.com Thu Jan 04 13:48:12 2001
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Date: Thu, 04 Jan 2001 15:50:17 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Blood Test: Feyd (requested by the Epidemiologist)
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From: Ottis Airhart <oairhart@ispchannel.com>

a 67 means he may contract a Nasty Cough.

Feyd's Body Points = 104 divided by 2 is 52 subtracted from 100 = 48. So
Feyd has a 48% chance of contracting a disease. His results was a 64... so
he did not contract the disease.





From oairhart@ispchannel.com Thu Jan 04 13:54:54 2001
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Date: Thu, 04 Jan 2001 15:57:24 -0600
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Subject: Blood Test: All Players
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From: Ottis Airhart <oairhart@ispchannel.com>

The Nurse (as an officer) is requesting for a blood test on all players
(except Feyd who had his).

The reason for the blood test is so that there shall be no cost involved in
the blood test for blood donation.

I recommend to all players that once the blood tests are completed (you'll
see the email), that you donate your pint of blood for the month (every
four office hours events).

Watch the Blood Bank database at egroups for blood bank changes and blood
test results. Any changes or recommendations to the method used in the
database should be mentioned soon so that changes can be made before it
gets too much data.

Nurse Ottis

From rsholmes@mailbox.syr.edu Thu Jan 04 14:28:12 2001
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Subject: Re: [DocNomic] Request For Comments
References: <4.1.20010104092955.0145b230@pop3.ispchannel.com>
Date: 04 Jan 2001 17:28:11 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 04 Jan 2001 09:37:02 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> In light of the upcoming PDP, I am REALLY starting to like the idea of
> keeping all diseases, effect, stipulations, and cures in the egroups
> database where players may make changes, search, etc. It could be
> maintained by the Epidemiologist.
> 
> What would players (and Doc) think about making the Epidemiologist in
> charge of disease approval? It seems fitting. If people like this idea,
> I'll make a proposal to change the disease and cure listing to the database
> and then have the Epidemiologist approve and maintain that database.
> Ottis

I'm against it... I don't see that the PDP alters the previous
arguments on the subject. Diseases are naturally a part of the
ruleset; having them separate would be tantamount to having two
separate rulesets, one covering diseases and one "everything else",
with two different procedures for enacting rules (diseases). It would
complicate any situations where a rule that otherwise ought to be in
the regular ruleset also affects or is affected by a particular
disease, thus having to straddle both rulesets.

> I
> think if we divy out some more responsibility, the game could flow more. If
> Doc handles rule changes, the E. (Epidemiologist) handles disease
> maintenance, the Nurse handles operations when Doc can't, the Psychiatrist
> handles curing Psychosis, the Pharmacist handles pill purchases, and we
> could come up with a banker if we wish to handle the money every week.

But I do agree spreading the responsibility is a Good Thing. I'd be
happy to unload responsibility for e.g. determining who gets which
disease when, tracking cures, etc.

-- 
- Doc

From Nomic1@aol.com Thu Jan 04 14:41:13 2001
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To: DocNomic@egroups.com
Subject: Re: Request For Comments
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From: "Feyd " <Nomic1@aol.com>

Ottis,

You could change it to: "Only the Epidemiologist may make Proposals 
which affect Rule 10. Any player may send a message to the 
Epidemiologist asking him to propose a new disease."

That would keep things the way they are, and then Doc only has to 
rubber stamp what the Epidemiologist choses to propose. The 
Epidemiologist may get FoR (but unlikely if e's doing es job). It 
would help trim the number of proposals to the Doc at lease.

Doc, if you think this is a better idea then maybe Otis and I can 
take it to private email and work out the kinks?

Feyd

--- In DocNomic@egroups.com, rsholmes@m... wrote:
> Ottis Airhart <oairhart@i...> writes:
> 
> > In light of the upcoming PDP, I am REALLY starting to like the 
idea of
> > keeping all diseases, effect, stipulations, and cures in the 
egroups
> > database where players may make changes, search, etc. It could be
> > maintained by the Epidemiologist.
> > 
> > What would players (and Doc) think about making the 
Epidemiologist in
> > charge of disease approval? It seems fitting. If people like this 
idea,
> > I'll make a proposal to change the disease and cure listing to 
the database
> > and then have the Epidemiologist approve and maintain that 
database.
> > Ottis
> 
> I'm against it... I don't see that the PDP alters the previous
> arguments on the subject. Diseases are naturally a part of the
> ruleset; having them separate would be tantamount to having two
> separate rulesets, one covering diseases and one "everything else",
> with two different procedures for enacting rules (diseases). It 
would
> complicate any situations where a rule that otherwise ought to be in
> the regular ruleset also affects or is affected by a particular
> disease, thus having to straddle both rulesets.
> 
> > I
> > think if we divy out some more responsibility, the game could 
flow more. If
> > Doc handles rule changes, the E. (Epidemiologist) handles disease
> > maintenance, the Nurse handles operations when Doc can't, the 
Psychiatrist
> > handles curing Psychosis, the Pharmacist handles pill purchases, 
and we
> > could come up with a banker if we wish to handle the money every 
week.
> 
> But I do agree spreading the responsibility is a Good Thing. I'd be
> happy to unload responsibility for e.g. determining who gets which
> disease when, tracking cures, etc.
> 
> -- 
> - Doc


From Nomic1@aol.com Thu Jan 04 14:45:26 2001
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To: DocNomic@egroups.com
Subject: Nurse: I would like to donate Blood
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From: "Feyd " <Nomic1@aol.com>




From Nomic1@aol.com Thu Jan 04 14:50:41 2001
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To: DocNomic@egroups.com
Subject: REQUEST TO DOC: Please schedule therapy Session!
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From: "Feyd " <Nomic1@aol.com>




From oairhart@ispchannel.com Thu Jan 04 15:46:25 2001
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Date: Thu, 04 Jan 2001 17:49:10 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Request For Comments
In-Reply-To: <xzchf3fymtg.fsf@rodan.syr.edu>
References: <Ottis Airhart's message of "Thu, 04 Jan 2001 09:37:02 -0600"> <4.1.20010104092955.0145b230@pop3.ispchannel.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

At 05:28 PM 1/4/2001 -0500, Doc wrote:
>But I do agree spreading the responsibility is a Good Thing. I'd be
>happy to unload responsibility for e.g. determining who gets which
>disease when, tracking cures, etc.
>

Is there any possible way to give the Epidemiologist access to the ruleset
for disease modification? The only thing I was trying to establish was a
way in which the E. could easily maintain the list.

I am already confused by how we have the diseases and cures setup. At least
half of the cures are contained with the disease (which is where I believe
it belongs) rather than in the rule covering cures.

I think it might be nice, from a maintenance and review standpoint, to at
least break out the actual listing of diseases to the bottom of the
ruleset. That way, a player can scan the rules without encountering 2 pages
of disease descriptions... not that it shouldn't be part of the ruleset. I
concede your point on that issue for now.

Moving the disease listing to the bottom of the ruleset would enable a
player, especially a new player, to easily review the rules on play, etc.

Doc could make a command decision to do this. I think it could help in all
aspects of ruleset maintenance.

Ottis (2 'T's Feyd)


From oairhart@ispchannel.com Thu Jan 04 15:51:43 2001
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Date: Thu, 04 Jan 2001 17:54:28 -0600
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Subject: Therapy Request
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From: Ottis Airhart <oairhart@ispchannel.com>

Doc, I would like to request an additional therapy session (total of 2).

From jjweston@pop.net Thu Jan 04 16:03:17 2001
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Date: Thu, 4 Jan 2001 17:03:14 -0700 (MST)
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To: docnomic@egroups.com
Subject: Blood Test: Britta, Jeff, Jim, Jon,, Kevan, Mark, Ottis
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From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Blood Test: Britta, Jeff, Jim, Jon,, Kevan, Mark, Ottis

docnomic@egroups.com requested that 7 rolls of 2 100-sided dice be rolled.
Roll them bones ... your dice are 
Roll 1: 25, 31 = 56.
Roll 2: 84, 75 = 159.
Roll 3: 13, 68 = 81.
Roll 4: 46, 43 = 89.
Roll 5: 51, 95 = 146.
Roll 6: 51, 53 = 104.
Roll 7: 47, 85 = 132.

Mail was sent to you at docnomic@egroups.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

iQBVAwUBOlUPPryfeleUG9SNAQGhlAH/WZnwc3syjFz8DYPBnILbqPg1xV6KIApt
7DMF6HX5du/BeOxfqE15DVEO15v2pQf4mIiwZv3t/86sEFiXLeuRag==
=pQiD
-----END PGP SIGNATURE-----

From oairhart@ispchannel.com Thu Jan 04 16:09:36 2001
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Date: Thu, 04 Jan 2001 18:12:22 -0600
To: docnomic@egroups.com
Subject: Nurse's Report: Blood Tests 1/4/01
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From: Ottis Airhart <oairhart@ispchannel.com>

==========
Blood Tests:
==========

Britta: Body=102 / 2 = 51 from 100 = 49%
Disease: 25 = A Bit of a Cough
Result: 31, INFECTED

Jeff: Body=100 / 2 = 50 from 100 = 50%
Disease: 84 = Nasty Cough
Result: 75, not infected

Jim: Body=100 / 2 = 50 from 100 = 50%
Disease: 13 = A Bit of a Cough
Result: 68, not infected

Jon: Body=100 / 2 = 50 from 100 = 50%
Disease: 46 = A Bit of a Cough
Result: 43, INFECTED

Kevan: Body=108 / 2 = 54 from 100 = 46%
Disease: 51 = Nasty Cough
Result: 95, not infected

Mark: Body=100 / 2 = 50 from 100 = 50%
Disease: 51 = Nasty Cough
Result: 53, not infected

Ottis: Body=105 / 2 = 52 from 100 = 48%
Disease: 47 = A Bit of a Cough
Result: 85, not infected

===========
Results have been updated on the players database.



From rsholmes@mailbox.syr.edu Thu Jan 04 16:18:51 2001
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To: DocNomic@egroups.com
Subject: Office Hours
Date: 04 Jan 2001 19:18:48 -0500
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From: rsholmes@mailbox.syr.edu

Obviously, last week's office hours were cancelled.

This week's office hours are being postponed to give you all a chance
to get your game data entered into the PDP. Please send me an email
when you've done so.

Players who do not do so by 00:00 GMT 8 Jan 2001 may find themselves
looking at a Proclamation they will dislike.

-- 
- Doc

From jjweston@kenny.sir-toby.com Thu Jan 04 16:35:53 2001
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Date: Thu, 4 Jan 2001 17:27:31 -0800 (PST)
To: DocNomic@egroups.com
Subject: I really prefer having pill counts instead of pill icons......
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

When you have a large number of pills, its a real pain to count
all of those icons just to make sure your totals match up with the eGroups
database. Can we please go back to the pill counts?


From jjweston@kenny.sir-toby.com Thu Jan 04 16:39:28 2001
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Date: Thu, 4 Jan 2001 17:31:01 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] I really prefer having pill counts instead of pill icons......
In-Reply-To: <Pine.LNX.4.21.0101041725360.11689-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Never mind... I just saw the "disable graphics" link. Although it
was in small text in an out of the way place where no one would think to
look for it... Hmm....

On Thu, 4 Jan 2001, Jeffrey J. Weston wrote:

> When you have a large number of pills, its a real pain to count
> all of those icons just to make sure your totals match up with the eGroups
> database. Can we please go back to the pill counts?


From rsholmes@mailbox.syr.edu Thu Jan 04 16:48:52 2001
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To: DocNomic@egroups.com
Subject: Outage
Date: 04 Jan 2001 19:48:50 -0500
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From: rsholmes@mailbox.syr.edu

Our computer system will be down for upgrading from 10:30 pm GMT on
Friday, January 5, 2001, through 1:00 pm GMT Monday, January 8, 2001

So the good news is you get a few more hours to move to the PDP. The
bad news is, no game action this weekend!

-- 
- Doc


From oairhart@ispchannel.com Thu Jan 04 17:39:41 2001
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Date: Thu, 04 Jan 2001 19:42:27 -0600
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Subject: Re: [DocNomic] Outage
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From: Ottis Airhart <oairhart@ispchannel.com>

I'll try to get a snapshot of the rules to publish for the weekend only.
Also, just because the rules aren't available... the player database and
the PDP still is... players can still make their PDP changes... so don't
let the ruleset being down stop you from updating the pdp.


At 07:48 PM 1/4/2001 -0500, you wrote:
>Our computer system will be down for upgrading from 10:30 pm GMT on
>Friday, January 5, 2001, through 1:00 pm GMT Monday, January 8, 2001
>
>So the good news is you get a few more hours to move to the PDP. The
>bad news is, no game action this weekend!
>
>-- 
>- Doc
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From kevan@somethingorother.com Fri Jan 05 04:35:23 2001
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Date: Fri, 05 Jan 2001 12:35:14 -0000
To: DocNomic@egroups.com
Subject: Proposal: Bloodless Coup
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----------------------------------------------------------------------

Proposal - Bloodless Coup

Repeal Rule 23 ("Blood Tests").

{ I really don't like the logic of people who take the trouble to
be blood-tested being *more* likely to get infected than those who
don't.

If anything, a Blood Test should say something along the lines of
"Looks like you might get a Bit of a Cough; here, I'll immunise
you", and you'd be immune to catching Bits of Coughs for a week.
But even then that's not *very* interesting.

Blood Tests are also slightly superceded by the new, random ways
to catch Diseases. }

----------------------------------------------------------------------


From kevan@somethingorother.com Fri Jan 05 04:39:14 2001
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Date: Fri, 05 Jan 2001 12:39:05 -0000
To: DocNomic@egroups.com
Subject: Proposal: New Blood
Message-ID: <934f99+j7o5@eGroups.com>
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----------------------------------------------------------------------

Proposal - New Blood

{ Simplifying to a more "realistic" model, Blood donation becoming a
purely altruistic action, although partly a necessity if you need
a Blood-requiring operation in the future. Cash for blood, and
buying blood to make yourself healthy, both seem a bit odd and
vampiric. }

Reword Rule 26 (Blood Bank) to:-

The Blood Bank stores blood collected from the Players to be used
for medical procedures. The Blood Bank is part of the Gamestate and
has its status stored in a database at
<http://www.egroups.com/database/DocNomic>. The Blood Bank is
maintained by the Nurse. 

A Player with no non-Psychosis Diseases may donate 'x' pints of
Blood to the Blood Bank by privately informing the Nurse of this
intention. That Player shall lose Body Points equal to 'x'
multiplied by ten, and 'x' pints of Blood shall be added to the
Blood Bank. The lost Body Points may be reclaimed if more than
twenty-four hours have passed since the donation.

Whenever an operation requires a certain amount of Blood, that
Blood is taken from the Blood Bank. If there is insufficient Blood
in the Bank, however, the operation cannot be performed.

{ And maybe some new Diseases that use the Bank... }

Add any or all or none of the following Diseases to Rule 11, at
Doc's whim:-

Stab Wound (Physical)
When a Player sustains a Stab Wound, he or she loses 5 Body
Points, and loses 10 further Body points during each subsequent
Office Hours.

Stab Wounds may be cured by an Operation from the Doc or the
Nurse, at no cost and requiring one pint of Blood.

Bad Blood (Immunological)
A Player with this Disease may not be cured of non-Psychosis
Diseases (excepting Bad Blood itself).

Bad Blood may be cured by an Operation, performed by either Doc or
the Nurse, costing 100 Cash and requiring five pints of Blood.

Alien DNA (Genetic)
A Player with this Disease suffers four times the normal Body
Point damage of any other Diseases he or she has, and may not
take pills.

However, a Player with Alien DNA possesses strange powers of
psychic healing, and may swap the values of their Body and
Soul Points at any time.

Alien DNA may be removed by a complicated Operation, which only
Doc is able to perform. It costs 800 Cash and requires six
pints of Blood.

----------------------------------------------------------------------


From kevan@somethingorother.com Fri Jan 05 04:43:11 2001
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To: DocNomic@egroups.com
Subject: Proposal: Amendment to Blood Bank
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{ Whoops. That last Proposal message will be ignored under Rule 21
because of its confusingly unorthodox subject line. Resubmission
follows. }

----------------------------------------------------------------------

Proposal - New Blood

{ Simplifying to a more "realistic" model, Blood donation becoming a
purely altruistic action, although partly a necessity if you need
a Blood-requiring operation in the future. Cash for blood, and
buying blood to make yourself healthy, both seem a bit odd and
vampiric. }

Reword Rule 26 (Blood Bank) to:-

The Blood Bank stores blood collected from the Players to be used
for medical procedures. The Blood Bank is part of the Gamestate and
has its status stored in a database at
<http://www.egroups.com/database/DocNomic>. The Blood Bank is
maintained by the Nurse. 

A Player with no non-Psychosis Diseases may donate 'x' pints of
Blood to the Blood Bank by privately informing the Nurse of this
intention. That Player shall lose Body Points equal to 'x'
multiplied by ten, and 'x' pints of Blood shall be added to the
Blood Bank. The lost Body Points may be reclaimed if more than
twenty-four hours have passed since the donation.

Whenever an operation requires a certain amount of Blood, that
Blood is taken from the Blood Bank. If there is insufficient Blood
in the Bank, however, the operation cannot be performed.

{ And maybe some new Diseases that use the Bank... }

Add any or all or none of the following Diseases to Rule 11, at
Doc's whim:-

Stab Wound (Physical)
When a Player sustains a Stab Wound, he or she loses 5 Body
Points, and loses 10 further Body points during each subsequent
Office Hours.
Stab Wounds may be cured by an Operation from the Doc or the
Nurse, at no cost and requiring one pint of Blood.

Bad Blood (Immunological)
A Player with this Disease may not be cured of non-Psychosis
Diseases (excepting Bad Blood itself).

Bad Blood may be cured by an Operation, performed by either Doc or
the Nurse, costing 100 Cash and requiring five pints of Blood.

Alien DNA (Genetic)
A Player with this Disease suffers four times the normal Body
Point damage of any other Diseases he or she has, and may not
take pills.

However, a Player with Alien DNA possesses strange powers of
psychic healing, and may swap the values of their Body and
Soul Points at any time.

Alien DNA may be removed by a complicated Operation, which only
Doc is able to perform. It costs 800 Cash and requires six
pints of Blood.

----------------------------------------------------------------------


From kevan@somethingorother.com Fri Jan 05 04:49:40 2001
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To: DocNomic@egroups.com
Subject: Proposal: Amendment to Psychiatrist
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----------------------------------------------------------------------

Proposal - Electroshock Blues

To Rule 20 ("Psychiatrist"), add:-

Any Player may request a course of Electroshock Therapy from the
Psychiatrist, via private email. If the Psychiatrist chooses to
administer the treatment, the patient immediately loses 10 Body, 10
Soul and all of his or her Psychoses. He or she then gains a
Psychosis selected at random by the Psychiatrist.

----------------------------------------------------------------------


From kevan@somethingorother.com Fri Jan 05 04:53:45 2001
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Date: Fri, 05 Jan 2001 12:53:30 -0000
To: DocNomic@egroups.com
Subject: Proposal: Relaxed Proposals
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From: kevan@somethingorother.com

----------------------------------------------------------------------

Proposal - Relaxed Proposals

Repeal Rule 21.

And if Doc really wants to keep Proposals to one per message, replace
the first sentence of Rule 3 with "Players may submit Proposals by
sending them to the DocNomic Mailing List (one Proposal per message;
multiple Proposals in a single email will be ignored)."

{ Personally I'd rather see a return to multiple Proposals per
message; I've got a few here that I've been writing in quiet
moments over the past couple of days, and it's simply taking
me too long to post them all individually over a slow and
erratic connection. So long, in fact, that I can't be bothered
to try and post any more right now. Tsk. }

----------------------------------------------------------------------


From bkoch@rz.uni-osnabrueck.de Fri Jan 05 05:24:33 2001
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To: docnomic@egroups.com
Subject: Pills and Therapies
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Reply-To: Britta Koch <bkoch@rz.uni-osnabrueck.de>
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From: Britta Koch <bkoch@rz.uni-osnabrueck.de>

I would like to take a green pill against this cough I've been having.
Also, dear Doctor, could we organise a therapy session?
And I'd like to buy a purple pill from the pharmacy.

Britta

-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From kevan@somethingorother.com Fri Jan 05 06:19:16 2001
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To: DocNomic@egroups.com
Subject: Re: Pills and Therapies
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From: kevan@somethingorother.com

> I would like to take a green pill against this cough I've been 
having.
> Also, dear Doctor, could we organise a therapy session?
> And I'd like to buy a purple pill from the pharmacy.

The taking and purchase of pills can (and, indeed, should) be done 
legally via the PDP, now that the relevant Proposal has passed.

Kevan

--
http://uncertain.org/~kevan
"And I need pills to wake me up as well."


From Nomic1@aol.com Fri Jan 05 07:17:09 2001
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Subject: NURSE: Take 1 green for migrane please
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From: "Feyd " <Nomic1@aol.com>




From Nomic1@aol.com Fri Jan 05 07:17:30 2001
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Subject: Psychologist: I will pay 20 cash each for counseling on Agrophobia and FoR
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From Nomic1@aol.com Fri Jan 05 07:19:51 2001
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Date: Fri, 05 Jan 2001 15:19:48 -0000
To: DocNomic@egroups.com
Subject: Re: Pills and Therapies
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From: "Feyd " <Nomic1@aol.com>

Kevan,
How does one attempt to cure diseases that require multiple pills? 
Do we generate our own random number and then add/subtract as 
necessary? Or does the script handle that?

Feyd
--- In DocNomic@egroups.com, kevan@s... wrote:
> The taking and purchase of pills can (and, indeed, should) be done 
> legally via the PDP, now that the relevant Proposal has passed.



From oairhart@ispchannel.com Fri Jan 05 07:51:03 2001
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From: Ottis Airhart <oairhart@ispchannel.com>

In this interim time of conversion to the PDP, I am being very careful to
make sure all players maintain the exact same gamestate until the PDP entry
deadline is complete. Therefore, I have taken care of Britta's request (for
the green pill and the purchase of the purple pill). Britta is now
completely up to date.

Shouldn't there be a purchase pill option that will automatically decrement
the correct cash for the purchase price from the pharmacy?

Ottis


At 02:24 PM 1/5/2001 +0100, you wrote:
>I would like to take a green pill against this cough I've been having.
>Also, dear Doctor, could we organise a therapy session?
>And I'd like to buy a purple pill from the pharmacy.
>
>Britta


From kevan@somethingorother.com Fri Jan 05 07:51:43 2001
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Subject: Re: Pills and Therapies
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From: kevan@somethingorother.com

> How does one attempt to cure diseases that require multiple pills? 
> Do we generate our own random number and then add/subtract as 
> necessary? Or does the script handle that?

To quote Rule 8:-

"Whenever a Player takes a Pill, a percentage success rating for each 
Pill is given in the Change Log; this should be used to determine the 
Pill's success in whatever effects are specified. (For example, if a 
Green Pill has a 30% chance of curing a Player of Nasty Cough, a 
success rating of 30% or less for a Green Pill means that the Player 
is cured.)"

(Did you get your password alright, by the way? My Web-based email 
coughed and fell over rather a lot when I tried to send the message.)

Kevan

--
http://uncertain.org/~kevan
"I know I took strange pills, but I never meant to hurt you."


From oairhart@ispchannel.com Fri Jan 05 07:51:56 2001
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Subject: Re: [DocNomic] Re: Pills and Therapies
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From: Ottis Airhart <oairhart@ispchannel.com>

I still think the Nurse should attempt that cure.

At 03:19 PM 1/5/2001 +0000, you wrote:
>Kevan,
>How does one attempt to cure diseases that require multiple pills? 
>Do we generate our own random number and then add/subtract as 
>necessary? Or does the script handle that?
>
>Feyd
>--- In DocNomic@egroups.com, kevan@s... wrote:
>> The taking and purchase of pills can (and, indeed, should) be done 
>> legally via the PDP, now that the relevant Proposal has passed.
>
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Fri Jan 05 07:59:57 2001
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Subject: Re: [DocNomic] Re: Pills and Therapies
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From: Ottis Airhart <oairhart@ispchannel.com>

Big problem, though... I administered 1 green pill for Feyd and it said
30%. Then I cured him of the disease and the percentage change to 44%. Then
I tested it again and it changed to 61%... this was all in the logs. If we
are to depend on that percentage as printed, then it needs to be statically
stored for each record in the log instead of being regenerated each
display. If every log entry changes the percentage displayed for an already
entered log entry, then there can be no proof of what it ever was. I can
not condone using that percentage until it is stabilized.


At 03:51 PM 1/5/2001 +0000, you wrote:
>> How does one attempt to cure diseases that require multiple pills? 
>> Do we generate our own random number and then add/subtract as 
>> necessary? Or does the script handle that?
>
>To quote Rule 8:-
>
>"Whenever a Player takes a Pill, a percentage success rating for each 
>Pill is given in the Change Log; this should be used to determine the 
>Pill's success in whatever effects are specified. (For example, if a 
>Green Pill has a 30% chance of curing a Player of Nasty Cough, a 
>success rating of 30% or less for a Green Pill means that the Player 
>is cured.)"
> 
>(Did you get your password alright, by the way? My Web-based email 
>coughed and fell over rather a lot when I tried to send the message.)
>
>Kevan
>
>--
>http://uncertain.org/~kevan
>"I know I took strange pills, but I never meant to hurt you."
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From jjweston@pop.net Fri Jan 05 08:00:19 2001
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Subject: Feyd took a green pill for Migrane (50%)
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From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Feyd took a green pill for Migrane (50%)

docnomic@egroups.com requested that 1 roll of a 100-sided die be rolled.
Roll them bones ... your dice are 
Roll 1: 49.

Mail was sent to you at docnomic@egroups.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

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iQBVAwUBOlXvhLyfeleUG9SNAQE/5AH+KlEgjE7sTZzdc6o7uoC27KI8Jwt05oEj
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=rNM4
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From: Ottis Airhart <oairhart@ispchannel.com>

Feyd has been cured of his Migrane and is now completely up to date in the
PDP. I will no longer be maintaining Feyd's data except for as required in
the ruleset (same goes for Britta). You are on your own now.

From kevan@somethingorother.com Fri Jan 05 08:02:38 2001
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From: kevan@somethingorother.com

> Shouldn't there be a purchase pill option that will automatically 
decrement
> the correct cash for the purchase price from the pharmacy?

Perhaps, although I don't intend the PDP to be *that* intelligent; 
it's really more of a logging tool than a bells-and-whistles game 
simulation.

I suppose Purchasing is a simple and likely-permanent enough thing to 
be worth coding, though. I might well add it over the weekend.

Kevan

--
http://uncertain.org/~kevan
"Man and machine, keep yourself clean."


From kevan@somethingorother.com Fri Jan 05 08:03:24 2001
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From: kevan@somethingorother.com

> Shouldn't there be a purchase pill option that will automatically 
decrement
> the correct cash for the purchase price from the pharmacy?

Perhaps, although I don't intend the PDP to be *that* intelligent; 
it's really more of a logging tool than a bells-and-whistles game 
simulation.

I suppose Purchasing is a simple and likely-permanent enough thing to 
be worth coding, though. I might well add it over the weekend.

Kevan

--
http://uncertain.org/~kevan
"Man and machine, keep yourself clean."


From kevan@somethingorother.com Fri Jan 05 08:30:45 2001
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To: DocNomic@egroups.com
Subject: Re: Pills and Therapies
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From: kevan@somethingorother.com

> Big problem, though... I administered 1 green pill for Feyd and it 
said
> 30%. Then I cured him of the disease and the percentage change to 
44%. Then
> I tested it again and it changed to 61%... this was all in the logs.

Ahem. Whoops. I thought I'd put a random-number seed in at the start 
of the script, but evidently I hadn't. It's fixed now; all random 
numbers in the Change Log will remain as they are, and future ones 
will be just as stable. Carry on.

Kevan

--
http://uncertain.org/~kevan
"I can always sense danger."


From Nomic1@aol.com Fri Jan 05 09:06:09 2001
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Subject: Proposal: Amend Rule 10
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Replace the first paragraph discribing Agorophobia in Rule 10 to read
===============
Whenever a Rule is enacted, all Players with Agorophobia lose 5 Soul 
Points, all Players with Claustrophobia gain 5 Soul Points, and there 
is a 50% chance of the Rule's original Proposer contracting 
Agorophobia. 
===============

This makes it the opposite of Claustrophobia, rather than it's hyrdra-
like cousin.

Feyd




From Nomic1@aol.com Fri Jan 05 09:11:36 2001
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To: DocNomic@egroups.com
Subject: Point of Order Re: Proposal: Amend rule 10 with Disease, "Kudosis"
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--- In DocNomic@egroups.com, rsholmes@m... wrote:
> "Feyd " <Nomic1@a...> writes:
> 
> > Add the following disease to rule 10:
> > 
> > Name: Kudosis

> REJECTED. This isn't a disease -- it has no ill effects. It's a 
perk
> by another name.
> Feyd has FoR.
> - Doc

Because of their good health, whenever an Epidemiologist would 
normally contract any disease, e gets one additional 25% change to 
NOT catch the disease. 


From Nomic1@aol.com Fri Jan 05 09:14:15 2001
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Subject: Point of Order Re: Proposal: 21st Century Medicine (Again)
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Because of their good health, whenever an Epidemiologist would 
normally contract any disease, e gets one additional 25% change to 
NOT catch the disease. 

--- In DocNomic@egroups.com, rsholmes@m... wrote:
> kevan@s... writes:
> ACCEPTED. 1 green, 1 red.
> 
> This creates Rule 28.
> 
> Phobia check:
> 
> Britta, Jim, and Mark lose 5 SPs.
> 
> Feyd, Jeff, Jon, and Ottis have 28% chance of getting A-phobia:
> 
> 4 random reals 0 < x < 1:
> 0.24102783203125
> 0.20782470703125
> 0.64508056640625
> 0.74871826171875
> 
> Feyd and Jeff do.
> - Doc


From kevan@somethingorother.com Fri Jan 05 09:16:46 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: Amend Rule 10
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> Replace the first paragraph discribing Agorophobia in Rule 10 to 
read
> ===============
> Whenever a Rule is enacted, all Players with Agorophobia lose 5 
Soul 
> Points, all Players with Claustrophobia gain 5 Soul Points, and 
there 
> is a 50% chance of the Rule's original Proposer contracting 
> Agorophobia. 
> ===============
> 
> This makes it the opposite of Claustrophobia, rather than it's 
hyrdra-
> like cousin.

Hmm, discouraging people from proposing new Rules? Good if it cuts 
down on people making new Rules for things that should just have been 
amendments, but rather bad if it means we end up cramming too much 
into existing rules for fear of Psychosis. Or not putting forward new 
ideas at all.

Maybe Agoraphobia should be dealt out at Doc's discretion, if he 
feels someone is lazily enacting a new Rule rather than bothering to 
combine it properly with an obvious existing Rule...

Kevan

--
http://uncertain.org/~kevan
"Later on the Northern Line, she'll freak about the lack of sky."


From Nomic1@aol.com Fri Jan 05 09:49:19 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: Amend Rule 10
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It's gotta be better than now. Everone is constantly getting 
Agorophobia, and it's barely worth curing because the odds of getting 
it are so high (and only going up). If Agorophobia and 
Claustrophobia are supposed to be a matched pair (which it seems they 
are)it isn't working.

Feyd 

--- In DocNomic@egroups.com, kevan@s... wrote:
> > Replace the first paragraph discribing Agorophobia in Rule 10 to 
> read
> > ===============
> > Whenever a Rule is enacted, all Players with Agorophobia lose 5 
> Soul 
> > Points, all Players with Claustrophobia gain 5 Soul Points, and 
> there 
> > is a 50% chance of the Rule's original Proposer contracting 
> > Agorophobia. 
> > ===============
> > 
> > This makes it the opposite of Claustrophobia, rather than it's 
> hyrdra-
> > like cousin.
> 
> Hmm, discouraging people from proposing new Rules? Good if it cuts 
> down on people making new Rules for things that should just have 
been 
> amendments, but rather bad if it means we end up cramming too much 
> into existing rules for fear of Psychosis. Or not putting forward 
new 
> ideas at all.
> 
> Maybe Agoraphobia should be dealt out at Doc's discretion, if he 
> feels someone is lazily enacting a new Rule rather than bothering 
to 
> combine it properly with an obvious existing Rule...
> 
> Kevan
> 
> --
> http://uncertain.org/~kevan
> "Later on the Northern Line, she'll freak about the lack of sky."


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From: Ottis Airhart <oairhart@ispchannel.com>

While the DocNomic official website is down, I have made a backup copy from
Friday 1/5/2001. It is not official, but can be used as reference until the
official site is back up on Monday 1/8/2001.

It is located in the files section of the egroups mailing list page at
egroups.com... here is the address:

http://www.egroups.com/files/DocNomic/index.html

From kevan@somethingorother.com Mon Jan 08 04:52:13 2001
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Date: Mon, 08 Jan 2001 12:52:06 -0000
To: DocNomic@egroups.com
Subject: Re: Proposal: Amend Rule 10
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From: kevan@somethingorother.com

> It's gotta be better than now. Everone is constantly getting 
> Agorophobia, and it's barely worth curing because the odds of 
getting 
> it are so high (and only going up).

True, it really should have been "number of rules" rather than 
"highest rule number", so that Repeals would lessen the chances. 
Careless.

> If Agorophobia and 
> Claustrophobia are supposed to be a matched pair (which it seems 
they 
> are)it isn't working.

Sort of a matched pair, but I couldn't think of a fair way to 
implement Claustrophobia across the board, or Agoraphobia on a 
personal basis.

Maybe it'd be neater cut down to everyone having a fixed 5% chance of 
getting the appropriate phobia whenever a Rule was Enacted or 
Repealed, but at the end of the day it seems a bad thing to threaten 
a possible and immediate drawback to actions which could well improve 
the game. ("I've got a good idea for a Surgeon role, but if I propose 
it I might get Agoraphobia, so I won't bother.")

K.

--
http://uncertain.org/~kevan
"Her train of thought is underground."


From Nomic1@aol.com Mon Jan 08 07:50:14 2001
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To: DocNomic@egroups.com
Subject: Request for Comments: Proposal Hospital Committee
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I've been thinking about how to trim down the work Doc has to do, 
using Ottis' previous Proposal as a starting point. I'm playing with 
the following premises. Comments welcome:


1. Split "Diseases" and "Injuries". Rule 10 holds diseases, 
but "Glam Rock Shoulder" isn't a disease, it's an injury. The 
Epidemiologist shouldn't be able to cure it. Create a new rule 
called Injuries. "Glam Rock Shoulder" is the only current injury.

2. Create a position "Surgeon" who deals with maintaining injures 
similar to how the Epidemiologist maintains diseases.

3. The Epidemiologist, Surgeon, Psychologist, Pharmist, and Nurse 
form an object called the "Hospital Board".

4. The "Hospital Board" is responsible for reviewing all Diseases, 
Psychosis, and Injuries before they are proposed to Doc.
a. All Diseases must be approved by the Epidemiologist before 
being proposed to Doc.
b. All Psycosis must be approved by the Psychologist before 
being proposed to Doc.
c. All "Injuries" must be approved by the Surgeon before being 
proposed to Doc.
d. A 4/5s majority of the Committee may overturn the decision of 
any single committe member.

These ideas would take 4 separate proposals to enact cleanly. Do 
members in general think this would be a decent idea? Any suggestion 
on what the Surgeon should actually do besides approve injuries?

Feyd


From kevan@somethingorother.com Mon Jan 08 08:39:01 2001
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To: DocNomic@egroups.com
Subject: Re: Request for Comments: Proposal Hospital Committee
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From: kevan@somethingorother.com

> 1. Split "Diseases" and "Injuries". Rule 10 holds diseases, 
> but "Glam Rock Shoulder" isn't a disease, it's an injury. The 
> Epidemiologist shouldn't be able to cure it. Create a new rule 
> called Injuries. "Glam Rock Shoulder" is the only current injury.

Mm, good plan; we really could do with sorting our wording out a bit, 
researching "official" medical classifications and whatnot.

> 2. Create a position "Surgeon" who deals with maintaining injures 
> similar to how the Epidemiologist maintains diseases.

In addition to Doc maintaining them in the Ruleset anyway? Why do we 
need this even for the Epidemiologist?

> 4. The "Hospital Board" is responsible for reviewing all Diseases, 
> Psychosis, and Injuries before they are proposed to Doc.
> a. All Diseases must be approved by the Epidemiologist before 
> being proposed to Doc.
> b. All Psycosis must be approved by the Psychologist before 
> being proposed to Doc.
> c. All "Injuries" must be approved by the Surgeon before being 
> proposed to Doc.
> d. A 4/5s majority of the Committee may overturn the decision 
of 
> any single committe member.

What are the mechanics of this, though? Must we contact the relevant 
people through private email beforehand? Do we let them forward the 
approved Proposal to Doc, or send it again ourselves? Must each Board 
member notify other Members of his or her decision, lest they wish to 
overturn it? How late can they overturn a decision? Do we only 
proceed with their approval, or give them a couple of days, or what?

Even with precise definitions, though, I'm not so sure I like this - 
the current Imperial system works nicely because Doc isn't a Player; 
he's able to judge Proposals objectively. Giving individual, active 
Players total veto power over particular aspects of the game seems a 
touch harsh.

> These ideas would take 4 separate proposals to enact cleanly. Do 
> members in general think this would be a decent idea? Any 
suggestion 
> on what the Surgeon should actually do besides approve injuries?

Perhaps obviously, he could be responsible for approving surgery on 
appropriate ailments (the way that Doc and the Nurse do already). I 
suppose there might be some mileage in transplant operations, too, as 
a way of giving Body Points to other Players...

Kevan

--
http://uncertain.org/~kevan
"I'm leaving my body to science fiction."


From Nomic1@aol.com Mon Jan 08 13:22:21 2001
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To: DocNomic@egroups.com
Subject: NURSE: Take 1 red and 1 purple...
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From: Nomic1@aol.com

Nurse,
I would like to take 1 red plus 1 purple. 
This should cure both my Fear of Rejection AND my Agropohbia.

Am I responsible for updating the Player page, and if so do I do that 
now or after you update the egroups database?

Feyd


From oairhart@ispchannel.com Mon Jan 08 14:57:48 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] NURSE: Take 1 red and 1 purple...
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From: Ottis Airhart <oairhart@ispchannel.com>

As stated earlier, I am no longer taking care of your info since it is up
to date in the PDP. I am not sure you can have dual purpose for one pill
such as you stated. I looked at that once, I'll have to review that again.

At 09:21 PM 1/8/2001 +0000, you wrote:
>Nurse,
>I would like to take 1 red plus 1 purple. 
>This should cure both my Fear of Rejection AND my Agropohbia.
>
>Am I responsible for updating the Player page, and if so do I do that 
>now or after you update the egroups database?
>
>Feyd
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Mon Jan 08 15:06:36 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Request for Comments: Proposal Hospital Committee
References: <93cngb+780c@eGroups.com>
Date: 08 Jan 2001 17:30:10 -0500
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> I've been thinking about how to trim down the work Doc has to do, 
> using Ottis' previous Proposal as a starting point. I'm playing with 
> the following premises. Comments welcome:

Nice of you to work on reducing my work load, but I can't help
thinking you're trimming at the wrong end. "Approving diseases" (and
injuries, yes, I like that distinction) isn't time- or
effort-consuming the way *administering* diseases is! 

Frankly, your proposed proposals strike me as a bit unwieldy, creating
a 5-member bureaucracy to solve a problem that isn't even really a
problem... 

Parcelling out the Office Hours duties, now, that'd be a good thing.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 15:59:05 2001
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To: DocNomic@egroups.com
Subject: Proclamation
Date: 08 Jan 2001 18:54:17 -0500
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From: rsholmes@mailbox.syr.edu

By Proclamation, Jim Ingram is removed from the Player list.

-- 
- Doc

From oairhart@ispchannel.com Mon Jan 08 16:22:42 2001
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From: Ottis Airhart <oairhart@ispchannel.com>

Ottis is now up to date in the PDP.

Ottis also took 5 green pills gaining body points in return.

From rsholmes@mailbox.syr.edu Mon Jan 08 16:41:19 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Point of Order Re: Proposal: Amend rule 10 with Disease, "Kudosis"
References: <934v7i+2pod@eGroups.com>
Date: 08 Jan 2001 19:37:17 -0500
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Nomic1@aol.com writes:

> > REJECTED. This isn't a disease -- it has no ill effects. It's a 
> perk
> > by another name.
> > Feyd has FoR.
> > - Doc
> 
> Because of their good health, whenever an Epidemiologist would 
> normally contract any disease, e gets one additional 25% change to 
> NOT catch the disease. 

Right.

1 random reals 0 < x < 1:
0.485260009765625

Sorry... you still get FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 16:41:37 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Point of Order Re: Proposal: 21st Century Medicine (Again)
References: <934vci+m9ui@eGroups.com>
Date: 08 Jan 2001 19:37:49 -0500
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Nomic1@aol.com writes:

> Because of their good health, whenever an Epidemiologist would 
> normally contract any disease, e gets one additional 25% change to 
> NOT catch the disease. 
> 
> --- In DocNomic@egroups.com, rsholmes@m... wrote:
> > kevan@s... writes:
> > ACCEPTED. 1 green, 1 red.
> > 
> > This creates Rule 28.
> > 
> > Phobia check:
> > 
> > Britta, Jim, and Mark lose 5 SPs.
> > 
> > Feyd, Jeff, Jon, and Ottis have 28% chance of getting A-phobia:
> > 
> > 4 random reals 0 < x < 1:
> > 0.24102783203125
> > 0.20782470703125
> > 0.64508056640625
> > 0.74871826171875
> > 
> > Feyd and Jeff do.
> > - Doc

Right.

1 random reals 0 < x < 1:
0.019744873046875

So Feyd does NOT get Agoraphobia.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 17:29:06 2001
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Subject: Office hours
Date: 08 Jan 2001 20:28:19 -0500
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From: rsholmes@mailbox.syr.edu

PRESCRIPTIONS:

(Now self-dispensed.)

COMMUNICABLE DISEASES:

(1) Selecting first random player out of 7 (Kevan, Britta, Ottis,
Mark, Jeff, Jon, Feyd):

1 random ints 1 <= x <= 7:
5

Player #5 = Jeff, has no communicable diseases, so none transmitted.

(2) 2 players for each Airborne Disease have 25% chance of
contracting:

(2a) Bit of a Cough

Select 2 players at random:

2 random ints 1 <= x <= 7:
5
6

Jon and Feyd. Roll for catching disease:

2 random reals 0 < x < 1:
0.924774169921875
0.279541015625

Neither gets it.

(2b) Nasty Cough

(Note that "If a Player would catch Nasty Cough from another Player,
they catch A Bit of a Cough instead." -- but no such provision if they
catch it by this mechanism.)

Select 2 players at random:

2 random ints 1 <= x <= 7:
6
2

Feyd and Britta. Roll for catching disease:

2 random reals 0 < x < 1:
0.856353759765625
0.935455322265625

Neither gets it.

(3) One random player gets one random non-airborne disease.

Select 1 player at random:

1 random ints 1 <= x <= 7:
4

Mark. Select 1 non-airborne disease out of: Addiction, Migraine,
Claustrophobia, Agoraphobia, Fear of Rejection, Glam Rock Shoulder.

1 random ints 1 <= x <= 6:
3

Mark gets Claustrophobia.

(4) Each player has 25% chance of contracting Glam Rock Shoulder.

7 random reals 0 < x < 1:
0.577880859375
0.643707275390625
0.078765869140625
0.133941650390625
0.682525634765625
0.457366943359375
0.677490234375

Ottis and Mark get it.

ADDICT:

Since last Office Hours (message #183) until his cure (message #342)
Kevan has posted 12 non-proposal messages that do not ask for pills
(#197-199, 260, 277, 279, 284, 286, 309-310, 322, 329). However, I
believe only 2 of these were pointed out. By my reading of the rules,
that means Kevan loses 1 soul point for each of only 2 messages.

Feyd has the most pills and so is addict for the week, unless he rolls
< 0.25:

1 random reals 0 < x < 1:
0.519073486328125

Nope. He loses 3 BP / 5 SP.

MIGRAINES:

There have been 267 messages since last Office Hours. x/10 = 26 (the
rules don't say whether to round down but I will.)

Mark has migraine. He loses 5 BP, 26 SP.

All players (except Mark) have 26% chance of contracting a Migraine. 

6 random reals 0 < x < 1:
0.566864013671875
0.876678466796875
0.18072509765625
0.32379150390625
0.312591552734375
0.54144287109375

Ottis has Migraine.


NASTY COUGH:

Britta and Jon have Bit of a Cough. 30% chance of changing to Nasty Cough.

2 random reals 0 < x < 1:
0.91436767578125
0.15020751953125

Jon now has a Nasty Cough.

CASH:

(Now self-dispensed.)

NURSE'S COMPENSATION:

(Now self-dispensed.)

EPIDEMIOLOGIST'S COMPENSATION:

(Now self-dispensed.)

THERAPY:

I have requests for therapy sessions from Jeff, Ottis, Feyd, Ottis,
and Britta. Each gains 5 SPs and pays 50 cash. 

BLOOD DONATION:

Since this is only the second Office Hours, I don't think anyone can
be fined for failing to donate blood within the last four Office
Hours.

Game state updated.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 17:32:44 2001
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Subject: Jon
Date: 08 Jan 2001 20:31:55 -0500
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Hmm, I belatedly noticed Jon has an entry in the PDP but it hasn't
been initialized with anything but Bit Of a Cough (now Nasty Cough),
and that was entered by Ottis after an involuntary blood test.

Has Jon actually participated at all since we went to eGroups? I
don't see that he has. But he's supposedly receiving these emails.

I'm planning a Proclamation deleting Jon from the list of Players.
Any objections?

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 17:45:29 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Sore Throat
References: <93247k+7h53@eGroups.com>
Date: 08 Jan 2001 20:45:00 -0500
In-Reply-To: kevan@somethingorother.com's message of "Thu, 04 Jan 2001 15:18:12 -0000"
Message-ID: <xzcpuhxa483.fsf@rodan.syr.edu>
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - Sore Throat
> 
> Create a new Disease in Rule 10:-
> 
> Sore Throat (Airborne)
> If a Player has a Sore Throat, they may only take Blue Pills
> (known for their anaesthetic qualities), unless they have taken
> a Blue Pill during the past hour, in which case they may take
> any Pills.
> If a Player takes three Blue Pills at once, he or she is cured
> of this Disease.
> 
> ----------------------------------------------------------------------

ACCEPTED. 1 green pill (dispensed).

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 17:48:40 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Sore Throat
References: <93247k+7h53@eGroups.com>
Date: 08 Jan 2001 20:47:25 -0500
In-Reply-To: kevan@somethingorother.com's message of "Thu, 04 Jan 2001 15:18:12 -0000"
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Oops, this violates "Proposal Framework" and must be ignored.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 17:49:06 2001
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Trading Post
References: <4.1.20010104143720.0130bc48@pop3.ispchannel.com>
Date: 08 Jan 2001 20:49:02 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 04 Jan 2001 14:38:49 -0600"
Message-ID: <xzck885a41d.fsf@rodan.syr.edu>
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> I propose the following amendment to the Trading Post rule:
> 
> A player may give another player cash, pills, or pamplets at any time, as
> long as the player has the item in their possession to give. 
> 
> A player may never give another player body points or soul points.

ACCEPTED. 1 green, 1 red.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 17:53:15 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Request For Comments
References: <Ottis Airhart's message of "Thu, 04 Jan 2001 09:37:02 -0600"> <4.1.20010104092955.0145b230@pop3.ispchannel.com> <4.1.20010104174124.01287648@pop3.ispchannel.com>
Date: 08 Jan 2001 20:53:12 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 04 Jan 2001 17:49:10 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Moving the disease listing to the bottom of the ruleset would enable a
> player, especially a new player, to easily review the rules on play, etc.
> 
> Doc could make a command decision to do this. I think it could help in all
> aspects of ruleset maintenance.

I hereby do so, simply making the Diseases rule Rule +infinity, and I
give Ottis 1 purple pill for suggesting it.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 17:58:38 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Bloodless Coup
References: <934f22+79qd@eGroups.com>
Date: 08 Jan 2001 20:58:35 -0500
In-Reply-To: kevan@somethingorother.com's message of "Fri, 05 Jan 2001 12:35:14 -0000"
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - Bloodless Coup
> 
> Repeal Rule 23 ("Blood Tests").
> 
> { I really don't like the logic of people who take the trouble to
> be blood-tested being *more* likely to get infected than those who
> don't.
> 
> If anything, a Blood Test should say something along the lines of
> "Looks like you might get a Bit of a Cough; here, I'll immunise
> you", and you'd be immune to catching Bits of Coughs for a week.
> But even then that's not *very* interesting.
> 
> Blood Tests are also slightly superceded by the new, random ways
> to catch Diseases. }
> 
> ----------------------------------------------------------------------

REJECTED. Perhaps the rule needs amending, but I am not disposed to
repeal it outright.

Kevan has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 18:04:30 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: New Blood
References: <934f99+j7o5@eGroups.com>
Date: 08 Jan 2001 21:04:01 -0500
In-Reply-To: kevan@somethingorother.com's message of "Fri, 05 Jan 2001 12:39:05 -0000"
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... oh, and -5 SP.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 18:05:10 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: New Blood
References: <934f99+j7o5@eGroups.com>
Date: 08 Jan 2001 21:03:26 -0500
In-Reply-To: kevan@somethingorother.com's message of "Fri, 05 Jan 2001 12:39:05 -0000"
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - New Blood
> 
> { Simplifying to a more "realistic" model, Blood donation becoming a
> purely altruistic action, although partly a necessity if you need
> a Blood-requiring operation in the future. Cash for blood, and
> buying blood to make yourself healthy, both seem a bit odd and
> vampiric. }
> 
> Reword Rule 26 (Blood Bank) to:-
> 
> The Blood Bank stores blood collected from the Players to be used
> for medical procedures. The Blood Bank is part of the Gamestate and
> has its status stored in a database at
> <http://www.egroups.com/database/DocNomic>. The Blood Bank is
> maintained by the Nurse. 
> 
> A Player with no non-Psychosis Diseases may donate 'x' pints of
> Blood to the Blood Bank by privately informing the Nurse of this
> intention. That Player shall lose Body Points equal to 'x'
> multiplied by ten, and 'x' pints of Blood shall be added to the
> Blood Bank. The lost Body Points may be reclaimed if more than
> twenty-four hours have passed since the donation.
> 
> Whenever an operation requires a certain amount of Blood, that
> Blood is taken from the Blood Bank. If there is insufficient Blood
> in the Bank, however, the operation cannot be performed.
> 
> { And maybe some new Diseases that use the Bank... }
> 
> Add any or all or none of the following Diseases to Rule 11, at
> Doc's whim:-
> 
> Stab Wound (Physical)
> When a Player sustains a Stab Wound, he or she loses 5 Body
> Points, and loses 10 further Body points during each subsequent
> Office Hours.
> 
> Stab Wounds may be cured by an Operation from the Doc or the
> Nurse, at no cost and requiring one pint of Blood.
> 
> Bad Blood (Immunological)
> A Player with this Disease may not be cured of non-Psychosis
> Diseases (excepting Bad Blood itself).
> 
> Bad Blood may be cured by an Operation, performed by either Doc or
> the Nurse, costing 100 Cash and requiring five pints of Blood.
> 
> Alien DNA (Genetic)
> A Player with this Disease suffers four times the normal Body
> Point damage of any other Diseases he or she has, and may not
> take pills.
> 
> However, a Player with Alien DNA possesses strange powers of
> psychic healing, and may swap the values of their Body and
> Soul Points at any time.
> 
> Alien DNA may be removed by a complicated Operation, which only
> Doc is able to perform. It costs 800 Cash and requires six
> pints of Blood.

REJECTED. I am not persuaded of the necessity of revamping the
existing Rule. 

Also:

> Add any or all or none of the following Diseases to Rule 11, at
> Doc's whim:-

In theory, I can. But it goes against the spirit of the "One proposal
per message, to be judged as a whole" principle embodied in Rule 21.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 18:05:29 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Blood Bank
References: <934fgr+j8fp@eGroups.com>
Date: 08 Jan 2001 21:04:37 -0500
In-Reply-To: kevan@somethingorother.com's message of "Fri, 05 Jan 2001 12:43:07 -0000"
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> { Whoops. That last Proposal message will be ignored under Rule 21
> because of its confusingly unorthodox subject line. Resubmission
> follows. }

Yeah, that too.

OK, that proposal was ignored and *this* proposal was rejected.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 18:06:53 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Psychiatrist
References: <934fsp+fc5d@eGroups.com>
Date: 08 Jan 2001 21:05:30 -0500
In-Reply-To: kevan@somethingorother.com's message of "Fri, 05 Jan 2001 12:49:29 -0000"
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - Electroshock Blues
> 
> To Rule 20 ("Psychiatrist"), add:-
> 
> Any Player may request a course of Electroshock Therapy from the
> Psychiatrist, via private email. If the Psychiatrist chooses to
> administer the treatment, the patient immediately loses 10 Body, 10
> Soul and all of his or her Psychoses. He or she then gains a
> Psychosis selected at random by the Psychiatrist.
> 
> ----------------------------------------------------------------------

ACCEPTED. -5 SP, 1 green, 1 red.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 18:09:16 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Relaxed Proposals
References: <934g4a+gcbo@eGroups.com>
Date: 08 Jan 2001 21:08:00 -0500
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - Relaxed Proposals
> 
> Repeal Rule 21.
> 
> And if Doc really wants to keep Proposals to one per message, replace
> the first sentence of Rule 3 with "Players may submit Proposals by
> sending them to the DocNomic Mailing List (one Proposal per message;
> multiple Proposals in a single email will be ignored)."
> 
> { Personally I'd rather see a return to multiple Proposals per
> message; I've got a few here that I've been writing in quiet
> moments over the past couple of days, and it's simply taking
> me too long to post them all individually over a slow and
> erratic connection. So long, in fact, that I can't be bothered
> to try and post any more right now. Tsk. }
> 
> ----------------------------------------------------------------------

REJECTED. If anyone else were complaining about Rule 21 I'd do it,
but Kevan appears to be the only one offended by it.

Kevan has FoR again.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 18:12:56 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Rule 10
References: <934urp+1p82@eGroups.com>
Date: 08 Jan 2001 21:12:30 -0500
In-Reply-To: Nomic1@aol.com's message of "Fri, 05 Jan 2001 17:04:57 -0000"
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Nomic1@aol.com writes:

> Replace the first paragraph discribing Agorophobia in Rule 10 to read
> ===============
> Whenever a Rule is enacted, all Players with Agorophobia lose 5 Soul 
> Points, all Players with Claustrophobia gain 5 Soul Points, and there 
> is a 50% chance of the Rule's original Proposer contracting 
> Agorophobia. 
> ===============
> 
> This makes it the opposite of Claustrophobia, rather than it's hyrdra-
> like cousin.

Well, no, it doesn't, in that the player who causes Claustrophobia is
not (necessarily) the one who can get it, whereas by your proposal,
the player who causes Agoraphobia is the one who can get it.

REJECTED. -5 SPs.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 08 18:22:55 2001
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Subject: PDP offline
Date: 08 Jan 2001 21:21:45 -0500
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From: rsholmes@mailbox.syr.edu

Hmm, I can't seem to get PDP to respond. Probably a transient net
problem. 

I'll take care of the perks, FoR SP losses, etc., later -- unless
someone else does it.

-- 
- Doc

From oairhart@ispchannel.com Mon Jan 08 19:56:14 2001
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Date: Mon, 08 Jan 2001 21:59:00 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Jon
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From: Ottis Airhart <oairhart@ispchannel.com>

I hate to lose a player, but I have no objections. I think in the future,
players who don't participate will automatically be removed (declared dead
at least) within 6-8 weeks. But it would be another 6-8 weeks from now if
we just let it sit.

At 08:31 PM 1/8/2001 -0500, you wrote:
>Hmm, I belatedly noticed Jon has an entry in the PDP but it hasn't
>been initialized with anything but Bit Of a Cough (now Nasty Cough),
>and that was entered by Ottis after an involuntary blood test.
>
>Has Jon actually participated at all since we went to eGroups? I
>don't see that he has. But he's supposedly receiving these emails.
>
>I'm planning a Proclamation deleting Jon from the list of Players.
>Any objections?
>
>-- 
>- Doc
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From Nomic1@aol.com Tue Jan 09 08:24:34 2001
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To: DocNomic@egroups.com
Subject: Feyd Player state is updated 
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From: Nomic1@aol.com

may I have a yellow pill?


Feyd


From Nomic1@aol.com Tue Jan 09 08:29:02 2001
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To: DocNomic@egroups.com
Subject: +infinity and Agrophobia
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From: Nomic1@aol.com

We now have a rule number +infinity. Doesn't this imply that each 
player has an (infinity/10) = infinity chance of contracting 
agrophobia each Office Hours?

Feyd

Hey, nursie, can I have a red pill?


From Nomic1@aol.com Tue Jan 09 08:37:12 2001
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To: DocNomic@egroups.com
Subject: Epidemiologist cures
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From: Nomic1@aol.com

Hello all. I am delighted to report that I have a small assortment 
of Chilean Witch Doctor cures. I'll be glad to help administer 
these. 

I currently seem to have developed a taste for pills, so the highest 
total # of pills bid will receive the cure.

Feyd
Epidemiologist 
Addict

"Give to me your poor, your hunger, your yellow pills".


From oairhart@ispchannel.com Tue Jan 09 09:59:13 2001
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Subject: Re: [DocNomic] Feyd Player state is updated 
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From: Ottis Airhart <oairhart@ispchannel.com>

According to the current rules, you administer pills yourself

At 04:20 PM 1/9/2001 +0000, you wrote:
>may I have a yellow pill?
>
>
>Feyd
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Tue Jan 09 10:20:31 2001
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Subject: Doc, HELP! Glam Shoulder Rocks...
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From: Ottis Airhart <oairhart@ispchannel.com>

Doc,

I desperate in need am! I, I, I, think straight can't!!!! Please Shoulder
Glam Rocks operate soon on!!!

Ottis

From Nomic1@aol.com Tue Jan 09 10:23:54 2001
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Can't a man beg for pills in peace?
Feyd

--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
> According to the current rules, you administer pills yourself
> 
> At 04:20 PM 1/9/2001 +0000, you wrote:
> >may I have a yellow pill?



From jjweston@kenny.sir-toby.com Tue Jan 09 11:25:58 2001
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I would like to donate some blood.


From rsholmes@mailbox.syr.edu Tue Jan 09 11:40:00 2001
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Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Doc, HELP! Glam Shoulder Rocks...
References: <4.1.20010109121539.030878c8@pop3.ispchannel.com>
Date: 09 Jan 2001 14:37:57 -0500
In-Reply-To: Ottis Airhart's message of "Tue, 09 Jan 2001 12:17:23 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> I desperate in need am! I, I, I, think straight can't!!!! Please Shoulder
> Glam Rocks operate soon on!!!

The operation was a success. Here, wear this sling for a week or so.
No heavy lifting, and stay out of the discos for a while. I'll just
take that 350 cash since you're not using it.

-- 
- Doc

From oairhart@ispchannel.com Tue Jan 09 13:06:16 2001
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Date: Tue, 09 Jan 2001 15:07:46 -0600
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Subject: Re: [DocNomic] Doc, HELP! Glam Shoulder Rocks...
In-Reply-To: <xzcd7dw8qju.fsf@rodan.syr.edu>
References: <Ottis Airhart's message of "Tue, 09 Jan 2001 12:17:23 -0600"> <4.1.20010109121539.030878c8@pop3.ispchannel.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

Whew! Thanks Doc! I was really starting to feel the strain of carrying
around the lame earlobe that Glam Rock Shoulder gave me without the sling.


At 02:37 PM 1/9/2001 -0500, you wrote:
>Ottis Airhart <oairhart@ispchannel.com> writes:
>
>> I desperate in need am! I, I, I, think straight can't!!!! Please Shoulder
>> Glam Rocks operate soon on!!!
>
>The operation was a success. Here, wear this sling for a week or so.
>No heavy lifting, and stay out of the discos for a while. I'll just
>take that 350 cash since you're not using it.
>
>-- 
>- Doc
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From oairhart@ispchannel.com Tue Jan 09 13:09:11 2001
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Date: Tue, 09 Jan 2001 15:11:19 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Blod Donation
In-Reply-To: <Pine.LNX.4.21.0101091212200.19111-100000@kenny.sir-toby.co m>
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From: Ottis Airhart <oairhart@ispchannel.com>

At 12:13 PM 1/9/2001 -0800, you wrote:
>	I would like to donate some blood.


Jeff successfully donated one pint of Blod... um, I mean Blood.

Who's next? Don't let your blood test expire before you donate your Blood
(or is it Blod?)

Sorry Jeff. (See subject)
Ottis


From jjweston@kenny.sir-toby.com Tue Jan 09 15:41:21 2001
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Date: Tue, 9 Jan 2001 16:24:58 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Blod Donation
In-Reply-To: <4.1.20010109151018.013c3e10@pop3.ispchannel.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Tue, 9 Jan 2001, Ottis Airhart wrote:

> At 12:13 PM 1/9/2001 -0800, you wrote:

> Sorry Jeff. (See subject)

Yeah yeah... I saw it about the same time I hit "send". *sigh*


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Date: Tue, 09 Jan 2001 23:28:43 -0600
To: docnomic@egroups.com
Subject: Proposal: Amendment to Diseases
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From: Ottis Airhart <oairhart@ispchannel.com>

In an attempt to save work for the Doc, the following set of emails shall
adjust his workload.

Since the Nurse is always the frontline defense for the Doc, and more
likely to pass diseases from one player to the next, change the second
paragraph in Diseases to the following:

Some Diseases are communicable. During each Office Hours, the Nurse shall
pick two random Players. Any Airborne Disease borne by the first shall be
contracted by the second. 


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Date: Tue, 09 Jan 2001 23:32:03 -0600
To: docnomic@egroups.com
Subject: Proposal: Amendment to Diseases
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From: Ottis Airhart <oairhart@ispchannel.com>

Change the third and fourth paragraph in Diseases to:

During the Office Hours, for each Airborne Disease, the Epidemiologist will
select two players at random. There is a 25% chance each player will
contract the Airborne Disease. 

During the Office Hours, the Epidemiologist will randomly select one player
and randomly select one non-airborne disease. The player will contract this
disease.


From oairhart@ispchannel.com Tue Jan 09 21:35:43 2001
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Date: Tue, 09 Jan 2001 23:38:40 -0600
To: docnomic@egroups.com
Subject: Proposal: Amendment to Diseases
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From: Ottis Airhart <oairhart@ispchannel.com>

Change the term "Airborne Disease" in the second paragraph to the term
"communicable".

Remove from the second paragraph the following statement:
"Some diseases are communicable."

Insert a paragraph after the fourth paragraph that states the following:
"Some diseases are communicable and therefore contagious. Communicable
diseases include the following types: Airborne."



From oairhart@ispchannel.com Tue Jan 09 21:59:00 2001
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Date: Tue, 09 Jan 2001 23:58:16 -0600
To: docnomic@egroups.com
Subject: Proposal: Amendment to Diseases
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From: Ottis Airhart <oairhart@ispchannel.com>

Add the following disease to the list:

The Sniffles (Airborne)
The Sniffles is an annoying little disease. A player with this disease has
a nagging nasal drip. When contracted the player is given the pamphlet "101
Ways To Avoid Infection" (which can serve double duty as a tissue in an
emergency). Each message to the mailing list from a player with The
Sniffles must include *sniff* at least twice or they shall lose 2 body
points due to congestion. 

The next player to send a message to the mailing list after a message from
a player with The Sniffles with *sniff* in the message, has a 50% chance of
contracting The Sniffles unless they offer the infected player a tissue in
the beginning of that message. The Nurse can be contacted by any player
should the need arise to treat the possibly infected player. 

There is no cure for The Sniffles, but it will dry up and go away during
Office Hours if the player has posted at least one message to the mailing
list while infected containing *sniff*.

From bkoch@rz.uni-osnabrueck.de Wed Jan 10 00:09:50 2001
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To: docnomic@egroups.com
Subject: Fresh Blood
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Date: 10 Jan 2001 08:54:42 CET
Reply-To: Britta Koch <bkoch@rz.uni-osnabrueck.de>
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From: Britta Koch <bkoch@rz.uni-osnabrueck.de>

Hi!

I'd like to donate a pint of blood (something I haven't even done in
real life... I really should!).

Btw, who organizes this in your countries? In Germany, it's either the
Red Cross, you get no money for it but there's a huge buffet, or
hospitals, where you get money but no food.

Curiously,

Britta (I hope I won't faint!)

-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From Nomic1@aol.com Wed Jan 10 07:10:19 2001
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Date: Wed, 10 Jan 2001 15:07:00 -0000
To: DocNomic@egroups.com
Subject: Ottis -- Great idea!! But...
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From: Nomic1@aol.com

Ottis,

This is a great idea.
But now you have 3 people that have to work during the same office 
hours. And we are in vastly different time zones. Maybe remove 
Nurse work from "Office Hours" and place it in "Nurse Hours" and move 
the Epidemiologist work to "Disease Hours" or some other kindly 
name. Same restrictions as doc.

Feyd




From Nomic1@aol.com Wed Jan 10 07:14:26 2001
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To: DocNomic@egroups.com
Subject: Re: Fresh Blood
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--- In DocNomic@egroups.com, Britta Koch <bkoch@r...> wrote:

> Btw, who organizes this in your countries? In Germany, it's either 
the
> Red Cross, you get no money for it but there's a huge buffet, or
> hospitals, where you get money but no food.

The Red Cross does almost all blood donation in the US. You get a 
couple cookies and a cool t-shirt. 

On the other hand, most colleges have small places nearby where 
students can donate plasma for a small amount of money.

I have been diabetic since I was a teen, so I have never been allowed 
to donate blood. They still stick me enough though!

Feyd


From jjweston@kenny.sir-toby.com Wed Jan 10 07:20:33 2001
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Date: Wed, 10 Jan 2001 08:06:09 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Amend Therapy Session
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

In the spirit of reducing Doc's workload, I make the following
proposal:

Amend rule 22 by replacing every occurence of "Doc" with "The
Psychiatrist".

Also, strike the (newly amended) sentence, "The player will pay
The Psychiatrist fifty (50) cash for the session," and replace it with the
following sentences:

The player will pay the hospital fifty (50) cash for the session. The
hospital will pay The Psychiatrist five (5) cash for each therapy session
they hold.


From oairhart@ispchannel.com Wed Jan 10 08:09:22 2001
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Date: Wed, 10 Jan 2001 10:02:46 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Fresh Blood
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From: Ottis Airhart <oairhart@ispchannel.com>

>I'd like to donate a pint of blood
>Britta (I hope I won't faint!)

Done, thanks for the donation! I also updated Jeff's stats. I forgot to
give him money, etc for his BLOD donation.

Once Kevan and poor Mark donate their pint, we might have enough to support
the Hospital.

The Nurse

From rsholmes@mailbox.syr.edu Wed Jan 10 09:42:02 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Ottis -- Great idea!! But...
References: <93htqk+seof@eGroups.com>
Date: 10 Jan 2001 12:29:53 -0500
In-Reply-To: Nomic1@aol.com's message of "Wed, 10 Jan 2001 15:07:00 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> This is a great idea.
> But now you have 3 people that have to work during the same office 
> hours. And we are in vastly different time zones. Maybe remove 
> Nurse work from "Office Hours" and place it in "Nurse Hours" and move 
> the Epidemiologist work to "Disease Hours" or some other kindly 
> name. Same restrictions as doc.

I was going to say something like that. Especially since Office Hours
are supposed to be *sometime* on Thursday, but no telling when, and
can be postponed -- and thus far at least, and probably forever, I
won't know when I'll do Office Hours until I'm about to do them.

-- 
- Doc

From jjweston@kenny.sir-toby.com Wed Jan 10 10:33:06 2001
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Date: Wed, 10 Jan 2001 11:05:48 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Ammend Proposals - Judgement Order
In-Reply-To: <3.0.6.32.20010104003147.010f3e98@mail198193.popserver.pop.net>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Just a gentle reminder about a proposal that's been out there a
while...

On Thu, 4 Jan 2001, Jeff Weston wrote:

> ----- Start Proposal -----
> 
> Ammend rule 3 by adding the following sentence to the end of paragraph 3:
> Proposals must be judged in the order in which they were proposed.
> 
> ----- End Proposal -----
> 
> I find it confusing trying to keep track of which proposals are pending,
> or have already been judged, if proposals are judged out of order.


From jjweston@kenny.sir-toby.com Wed Jan 10 12:10:58 2001
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Date: Wed, 10 Jan 2001 12:44:17 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Amend Office Hours
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Amend rule 13 to read in full:

The various office holders of the game must hold individual Office Hours
at a time of their choosing every Thursday. The Office Hours for an
individual office holder last for as long as it takes for that office
holder to process every action required for that Office Hours.

Each office holder may delay their Office Hours up to six days, or cancel
them completely if they find themselves too busy. With the exception of
Doc, If an office holder is unable to hold their office hours for two
consectutive weeks, that office holder must be replaced by a player of
Doc's choosing.


From rsholmes@mailbox.syr.edu Wed Jan 10 12:25:00 2001
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Subject: Re: [DocNomic] Proposal: Ammend Proposals - Judgement Order
References: <3.0.6.32.20010104003147.010f3e98@mail198193.popserver.pop.net>
Date: 10 Jan 2001 15:11:06 -0500
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From: rsholmes@mailbox.syr.edu

Jeff Weston <jjweston@pop.net> writes:

> Ammend rule 3 by adding the following sentence to the end of paragraph 3:
> Proposals must be judged in the order in which they were proposed.

"Amend" still has only one "m" in it, but ACCEPTED. 1 green.

-- 
- Doc

From kevan@somethingorother.com Thu Jan 11 02:22:42 2001
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Subject: Proposal : Amendment to Diseases (Sore Throat)
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----------------------------------------------------------------------

Proposal - Sore Throat

{ Reproposal with a less baffling subject line. }

Create a new Disease in Rule 10:-

Sore Throat (Airborne)
If a Player has a Sore Throat, they may only take Blue Pills
(known for their anaesthetic qualities), unless they have taken
a Blue Pill during the past hour, in which case they may take
any Pills.
Every Red Pill a Player takes has a 50% chance of curing them
of Sore Throat.

----------------------------------------------------------------------



From kevan@somethingorother.com Thu Jan 11 03:51:55 2001
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Subject: Proposal : Amendment to Proposals (!)
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----------------------------------------------------------------------

Proposal - Re-relaxed Proposals

Repeal Rule 21 ("Proposal Framework").

Replace the first sentence of Rule 3 ("Proposals") with "Players may
submit Proposals by sending them to the DocNomic Mailing List (one
Proposal per message; more than one separate Proposal in a single
email will result in all of those Proposals being ignored)."

To the second paragraph of Rule 3, add the sentence "This label
should reflect the intentions of the Proposal."

{ Final stab to tidy this up. Most importantly, if we've got
harsh restrictions that could result in Proposals being
ignored, it only seems fair to mention these in the "Proposals"
rule.

Less importantly, but still fairly so, the strict guidelines
for subject lines are inconsistent (no comment on repeals,
haziness on multiple amendments), and somewhat stifling to
wit and clarity - a mandatory "Proposal: Amend Therapy
Session" seems less insightful than "Proposal: Psychiatric
Sessions" or something. And it's fairly easy to forget to
change to an arbitrary subject-line format if you decide
to change your new Enactment into an Amendment before you
Propose it.

(Is "amend" counted as "minor spelling variation" of
"amendment to", by the way?) }

----------------------------------------------------------------------


From m.couchman@bigwig.net Thu Jan 11 05:53:32 2001
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Subject: Proposal: vaccination
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{This is my first proposal in my first game, which I make with some 
trepidation. Hello everybody!}

--------------------------------

Proposal for a new rule, "vaccination"

a) A player may buy a vaccination at a cost of 100 cash points. When 
a player has been vaccinated, their chance of contracting a 
communicable disease by any means is reduced by 40% while the vaccine 
is in effect. The effects commence immediately the vaccine has been 
given, and end at the start of the second Office Hours after the 
vaccination is received. 

b) On each occasion that a vaccine is taken, there is a 10% chance of 
an adverse reaction, which manifests itself as a Horrid Rash.

------------------------------

Martin


From m.couchman@bigwig.net Thu Jan 11 05:53:46 2001
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Horrid Rash

A possible side effect of vaccination. A Horrid Rash eliminates all 
benefits of a player's current vaccination, and instead increases a 
player's chance of contracting any communicable disease by 20%.
A Horrid Rash may be cured by taking one green pill, or it will cure 
itself when the effects of the vaccine wear off.



From kevan@somethingorother.com Thu Jan 11 08:56:38 2001
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To: DocNomic@egroups.com
Subject: Re: Fresh Blood
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> >I'd like to donate a pint of blood
> >Britta (I hope I won't faint!)
> 
> Done, thanks for the donation!

Hm, didn't Britta have a communicable disease (Bit of a Cough) at the 
time of donation, though?

> Once Kevan and poor Mark donate their pint, we might have enough to 
support
> the Hospital.

I shall donate a pint, then.

Kevan

--
http://uncertain.org/~kevan
"That's nearly an armful!"


From kevan@somethingorother.com Thu Jan 11 09:00:22 2001
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Subject: Proposal : Amendment to Diseases (Finite Agoraphobia)
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---------------------------------------------------------------------

Proposal - Finite Agoraphobia

In the Rule "Diseases", in the definition of Agoraphobia, replace 
"where 'x' is the highest Rule number in the Ruleset" with "where 'x' 
is the number of Rules in the Ruleset".

{ To avoid any dangerous infinity-percentage sums during the next
Office Hours. }

---------------------------------------------------------------------


From oairhart@ispchannel.com Thu Jan 11 09:19:31 2001
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Subject: Re: [DocNomic] Re: Fresh Blood
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From: Ottis Airhart <oairhart@ispchannel.com>

>Hm, didn't Britta have a communicable disease (Bit of a Cough) at the 
>time of donation, though?
>
>I shall donate a pint, then.
>
>Kevan

She sure did, thanks for pointing that out. I have made the changes. Your
blood has been processed.

From oairhart@ispchannel.com Thu Jan 11 09:34:06 2001
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From: Ottis Airhart <oairhart@ispchannel.com>

Unfortunately,

It appears the Blood Bank had made an error concerning its ability to
accept a gracious donation from Britta. During her last blood test, "A Bit
of a Cough" (ABoaC) was discovered. Because of the discovery of a
communicable disease within 7 days of donation, and because the player had
the disease at the time of donation, the Nurse had to carefully sort
through the pints donated and pick out the one from Britta to be discarded.
The blood was donated to the zoo to be used as gravy for the tiger cage.

Since the error was ours, the Blood Bank has miraculously given Britta back
her body points and retracted its payment of soul points and cash points.

Britta, your next blood test can be performed on 1/18/2001 at 6:10pm CST.

Nurse Ottis

From rsholmes@mailbox.syr.edu Thu Jan 11 11:29:28 2001
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Subject: Re: [DocNomic] Proposal: Amendment to Diseases
References: <4.1.20010109232414.030cd008@pop3.ispchannel.com>
Date: 11 Jan 2001 14:15:30 -0500
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> In an attempt to save work for the Doc, the following set of emails shall
> adjust his workload.
> 
> Since the Nurse is always the frontline defense for the Doc, and more
> likely to pass diseases from one player to the next, change the second
> paragraph in Diseases to the following:
> 
> Some Diseases are communicable. During each Office Hours, the Nurse shall
> pick two random Players. Any Airborne Disease borne by the first shall be
> contracted by the second. 

ACCEPTED. 1 purple.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 11 11:30:01 2001
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Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Diseases
References: <4.1.20010109233210.013a96e0@pop3.ispchannel.com>
Date: 11 Jan 2001 14:16:28 -0500
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Change the term "Airborne Disease" in the second paragraph to the term
> "communicable".
> 
> Remove from the second paragraph the following statement:
> "Some diseases are communicable."
> 
> Insert a paragraph after the fourth paragraph that states the following:
> "Some diseases are communicable and therefore contagious. Communicable
> diseases include the following types: Airborne."

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 11 11:31:59 2001
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Subject: Re: [DocNomic] Proposal: Amendment to Diseases
References: <4.1.20010109232844.0127c8f0@pop3.ispchannel.com>
Date: 11 Jan 2001 14:16:03 -0500
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Change the third and fourth paragraph in Diseases to:
> 
> During the Office Hours, for each Airborne Disease, the Epidemiologist will
> select two players at random. There is a 25% chance each player will
> contract the Airborne Disease. 
> 
> During the Office Hours, the Epidemiologist will randomly select one player
> and randomly select one non-airborne disease. The player will contract this
> disease.

ACCEPTED. 1 purple.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 11 11:33:31 2001
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Subject: Re: [DocNomic] Proposal: Amendment to Diseases
References: <4.1.20010109233924.0315a128@pop3.ispchannel.com>
Date: 11 Jan 2001 14:20:06 -0500
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Add the following disease to the list:
> 
> The Sniffles (Airborne)
> The Sniffles is an annoying little disease. A player with this disease has
> a nagging nasal drip. When contracted the player is given the pamphlet "101
> Ways To Avoid Infection" (which can serve double duty as a tissue in an
> emergency). Each message to the mailing list from a player with The
> Sniffles must include *sniff* at least twice or they shall lose 2 body
> points due to congestion. 
> 
> The next player to send a message to the mailing list after a message from
> a player with The Sniffles with *sniff* in the message, has a 50% chance of
> contracting The Sniffles unless they offer the infected player a tissue in
> the beginning of that message. The Nurse can be contacted by any player
> should the need arise to treat the possibly infected player. 
> 
> There is no cure for The Sniffles, but it will dry up and go away during
> Office Hours if the player has posted at least one message to the mailing
> list while infected containing *sniff*.

REJECTED. It's my distaste for required text in all messages. Ottis
has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 11 11:35:19 2001
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Subject: Re: [DocNomic] Proposal: Amend Therapy Session
References: <Pine.LNX.4.21.0101100756430.19754-100000@kenny.sir-toby.com>
Date: 11 Jan 2001 14:21:29 -0500
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> In the spirit of reducing Doc's workload, I make the following
> proposal:
> 
> Amend rule 22 by replacing every occurence of "Doc" with "The
> Psychiatrist".
> 
> Also, strike the (newly amended) sentence, "The player will pay
> The Psychiatrist fifty (50) cash for the session," and replace it with the
> following sentences:
> 
> The player will pay the hospital fifty (50) cash for the session. The
> hospital will pay The Psychiatrist five (5) cash for each therapy session
> they hold.

ACCEPTED. 1 purple.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 11 11:36:08 2001
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Subject: Re: [DocNomic] Proposal: Amend Office Hours
References: <Pine.LNX.4.21.0101101232140.19923-100000@kenny.sir-toby.com>
Date: 11 Jan 2001 14:21:53 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Wed, 10 Jan 2001 12:44:17 -0800 (PST)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend rule 13 to read in full:
> 
> The various office holders of the game must hold individual Office Hours
> at a time of their choosing every Thursday. The Office Hours for an
> individual office holder last for as long as it takes for that office
> holder to process every action required for that Office Hours.
> 
> Each office holder may delay their Office Hours up to six days, or cancel
> them completely if they find themselves too busy. With the exception of
> Doc, If an office holder is unable to hold their office hours for two
> consectutive weeks, that office holder must be replaced by a player of
> Doc's choosing.

ACCEPTED. 1 purple.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 11 11:59:20 2001
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Subject: Mark's soul
Date: 11 Jan 2001 14:47:26 -0500
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From: rsholmes@mailbox.syr.edu

I see Kevan entered Mark on the PDP with 68 soul points, computed as
an average of all other players SPs including Jon's 0. Seems rather
unfair to penalize Mark for Jon's nonparticipation, so I'm resetting
Mark's SPs to 79, that being the average with Jon omitted.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 11 11:59:48 2001
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Date: 11 Jan 2001 14:48:04 -0500
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From: rsholmes@mailbox.syr.edu

Jon is hereby removed from the player list.

Kevan, could you modify the PDP accordingly, please?

-- 
- Doc

From Nomic1@aol.com Thu Jan 11 12:03:01 2001
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To: DocNomic@egroups.com
Subject: Epidemiologist Office Hours
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From: Nomic1@aol.com

I'll be holding my regular office hours tonight. I have not cured 
anyone of a disease yet.

First come, first served.
And if you give me a pill or two, I'm much more likely to heal ya!!

Feyd


From oairhart@ispchannel.com Thu Jan 11 13:08:28 2001
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Subject: Proposal: Amendment to Office Hours
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From: Ottis Airhart <oairhart@ispchannel.com>

Replace the third sentence in Rule 13 to state:

Each office holder may by announcement to the mailing list, delay their
Office Hours up to six days, temporarily defer their Office Hours to
another officer, or cancel them completely if they find themselves too busy.


From oairhart@ispchannel.com Thu Jan 11 13:11:35 2001
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Date: Thu, 11 Jan 2001 15:01:59 -0600
To: docnomic@egroups.com
Subject: Pills for charity
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From: Ottis Airhart <oairhart@ispchannel.com>

Feyd,

*sniff*

I love you man!

*sniff*

You've always been so good to us, and, and, and...

*sniff*

no one ever tries to help you out...

*sniff* *ptptptpptptptptptptptptptptp*

So here is 3 green pills... I hope you get better soon...

Ottis


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Date: Thu, 11 Jan 2001 15:08:52 -0600
To: docnomic@egroups.com
Subject: Proposal: Amendment to Diseases
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From: Ottis Airhart <oairhart@ispchannel.com>

To further aid the Doc's required tasks during Office Hours, amend the
first sentence under the Addiction disease to state:

The Nurse, during Office Hours, shall choose the player with the most pills
(regardless of color) to be the "Addict" until the next Office Hours.

From jjweston@kenny.sir-toby.com Thu Jan 11 13:22:52 2001
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Date: Thu, 11 Jan 2001 13:57:52 -0800 (PST)
To: DocNomic@egroups.com
Subject: Psychiatrist: Request for Therapy Session
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Hello,

I would like to schedule a therapy session to help ensure my
sanity.


From oairhart@ispchannel.com Thu Jan 11 13:27:38 2001
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Date: Thu, 11 Jan 2001 15:16:55 -0600
To: docnomic@egroups.com
Subject: Proposal: Amendment to Blood Bank
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From: Ottis Airhart <oairhart@ispchannel.com>

Change the first paragraph to:

The Blood Bank stores blood collected from the players to be used for
medical procedures (surgeries, etc) and to increase one's health. The Blood
Bank is part of the gamestate and shall have its status stored in an
egroups database at <http://www.egroups.com/database/DocNomic>. The Blood
Bank is maintained by the Nurse and is open for donations or purchases
during the Nurse's Office Hours.


From oairhart@ispchannel.com Thu Jan 11 13:31:45 2001
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Subject: Proposal: Amendment to Blood Test
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From: Ottis Airhart <oairhart@ispchannel.com>

Add the word "diseases" to the end of the third sentence.

And change the last two sentences to the following:

There must be one Nurse's Office Hours between each blood test for a
particular player. The Nurse performs all blood tests during the Nurse's
Office Hours by request in an email sent to the mailing list with a
subject: "Blood Test:" followed by the player's name. 


From rsholmes@mailbox.syr.edu Thu Jan 11 13:43:52 2001
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Subject: Office hours
Date: 11 Jan 2001 16:30:16 -0500
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From: rsholmes@mailbox.syr.edu

COMMUNICABLE DISEASES:

(Now handled by Nurse and Epidemiologist)

ADDICT:

Since last Office Hours (message #451) until now Kevan has posted 2
non-proposal messages that do not ask for pills (#482, 483). However,
none of these were pointed out. By my reading of the rules, that
means Feyd loses no soul points.

Feyd still has the most pills. Now here's a conundrum: Does he get
cured of addition and re-contract it, or does he just continue to have
it? It's not clear in the rules. I'll assume the latter, so (1) he
doesn't get a 25% chance to avoid addiction but (2) he also doesn't
lose 3 BP / 5 SP.

MIGRAINES:

There have been 59 messages since last Office Hours. x/10 = 5 (the
rules don't say whether to round down but I will.)

Mark has migraine. He loses 5 BP, 5 SP.

All players (except Mark) have 5% chance of contracting a Migraine. 

6 random reals 0 < x < 1:
0.938690185546875
0.353759765625
0.597503662109375
0.74359130859375
0.656494140625
0.910614013671875

No one gets Migraine.

NASTY COUGH:

Britta has Bit of a Cough. 30% chance of changing to Nasty Cough.

1 random reals 0 < x < 1:
0.478515625

No change.

THERAPY:

(Now handled by Psychiatrist.)

BLOOD DONATION:

Since this is only the third Office Hours, I don't think anyone can
be fined for failing to donate blood within the last four Office
Hours.

Game state updated.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 11 13:55:01 2001
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Subject: Directive: Office Hours
Date: 11 Jan 2001 16:40:28 -0500
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From: rsholmes@mailbox.syr.edu

Nice work on redistributing the Office Hours.

A few places could use some touching up -- where there are references
to Office Hours but not to *whose* Office Hours. In rules relating to
duties of other officers I'll assume it's their Office Hours.
Otherwise, in the following, I'll assume these refer to my Office
hours. Clarification amendments would be good.

Rule 11:

Any Player may collect their Wages if they have not
already done so since the most recent Office Hours. 

Bit of a Cough (Airborne)

If a Player takes a Green Pill, and also took a Green Pill between the
previous two Office Hours, that Player is cured of this Disease.

Addiction (Psychosis)

Once a week, during Office Hours, the player with the most pills 
(regardless of color) is designated the "Addict" for the upcoming 
week.

... Failure to do
so will cause the addict lose 1 soul point; this failure to do so may
be pointed out by any Player or Doc, at which point the deduction will
be queued as an action for the next Office Hours. 

Migraine (Non-Contagious)

During Office Hours:-

- All Migraine sufferers lose 5 Body Points and x/10 Soul Points. 

- All other Players each have an 'x/10' per cent chance of contracting
a Migraine. 

...where 'x' is the number of mailing list messages made since
the end of the previous Office Hours. 

Nasty Cough (Airborne)

During Office Hours, any Player with A Bit of a Cough has a 30% chance
of that Disease being replaced by Nasty Cough. If a Player would catch
Nasty Cough from another Player, they catch A Bit of a Cough instead.

<dd>Each Green Pill a Player takes has a 30% of curing them of this
Disease.

Glam Rock Shoulder (Physical)

This Disease causes its sufferer to lose 4 Body Points during every
subsequent Office Hours, and can be operated on by Doc or the Nurse
for 350 Cash.

[Forgot to deduct BPs for Mark's Glam Rock Shoulder... I'll get to
that.]

-- 
- Doc

From Nomic1@aol.com Thu Jan 11 14:09:11 2001
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To: DocNomic@egroups.com
Subject: Proposal: The surgeon
Message-ID: <93la1t+asbs@eGroups.com>
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From: Nomic1@aol.com

Create a new rule as follows:

Surgeon
The surgeon is in charge of operations and physical wounds. 

The name of the player who holds the office of Surgeon is part of the 
gamestate. The Surgeon is responsible for hosting a database at 
http://www.egroups.com/database/DocNomic to hold all diseases of 
type "Injury" and "Physical" [[to be definied in next proposal]]and 
eir cure(s).

The Surgeon is bound by the rules of Office Hours as stated in Rule 
13. During eir Office Hours the Surgeon performs the following 
actions:
a. Perform all cures for Injuries requested by players. The 
surgeon is responsible for updating the PDP for all cures e performs.
b. Pay eirself wages of 1 Red pill, 2 purple pills, and 50 Cash.

At any time between eir Office the Surgeon may perform "Regular 
Surgery" on any player any number of times. It costs the Surgeon 50 
cash and 1 green pill to perform the surgury (in addition to the 
costs described by the "Injury" or "Physical", and any charges of the 
Surgeon to the player), paid to the bank. There is a 75% chance that 
any given "Regular Surgery" will succeed, unless specified 
differently in the definition of the "Injury" or "Physical". The 
Surgeon gains 4 Soul for each sucessful "Regular Surgery" performed. 
The surgeon may not perform surgery on eirself.

Because of their knowlege of the physical body they can trade 2 soul 
for 1 body at any time.

=================END OF PROPOSAL=====================================
There is no unusual chance of failure during office hours, so players 
may want to wait. However, there is a minimun fee for operations 
during game, and the soul bonus may be enough to encourage the 
Surgeon to help others.

The surgeon is appointed by the Doc, and can be replaced by the Doc 
at any time.

Feyd


From Nomic1@aol.com Thu Jan 11 14:20:18 2001
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Date: Thu, 11 Jan 2001 22:05:24 -0000
To: DocNomic@egroups.com
Subject: Proposal: Amendment to rule infinity+: more diseases
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Amend rule infinity+ as follows

Add the statements to the top of the rule:

The Epidemiologist cannot cure diseases of type "Injury".

Change the type of disease "Glam Rock Shoulder" from "Physical" 
to "Injury"


Add the following diseases:
Broken Nose ("Injury"). A player with a broken nose loses 5 body 
when this disease is contracted and 5 Body per office hours until it 
is cured. A Broken Nose takes 1 pint of blood, 1 green pill, and 50 
cash to heal. If attempted as "Regular Surgery" there is a 100% 
chance of success. A <player> contracts "Broken Nose" when another 
<attacking player> states: "I give <player> a broken nose!". This 
costs the <attacking player> 5 soul (this is a mean thing to do) and 
25 cash (lawsuit protection). If the <attacking player> alreay has a 
broken nose it only costs em 3 soul and 25 cash to give another 
player a broken nose.









From jjweston@pop.net Thu Jan 11 15:08:41 2001
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To: docnomic@egroups.com
Subject: Two active players chosen for communicable diseases
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From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Two active players chosen for communicable diseases

docnomic@egroups.com requested that 2 rolls of a 7-sided die be rolled.
Roll them bones ... your dice are 
Roll 1: 6.
Roll 2: 2.

Mail was sent to you at docnomic@egroups.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

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=pnXi
-----END PGP SIGNATURE-----

From oairhart@ispchannel.com Thu Jan 11 15:11:18 2001
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Subject: Office Hours: Nurse
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From: Ottis Airhart <oairhart@ispchannel.com>

I encourage all officers to label their Office Hours similar to my subject
line for clarity.

Nurse's Office Hours open.

COMMUNICABLE DISEASE TRANSFER

I rolled two dice between 1 and 7 for seven players as listed in order on
the PDP.

The first roll chose Feyd who only has the Addiction disease and is not
communicable.
The second player was Britta, but Feyd has no communicable diseases.

Nurse's Office Hours closed.


From oairhart@ispchannel.com Thu Jan 11 15:13:14 2001
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Subject: Proposal: Amendment to Rule 11
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From: Ottis Airhart <oairhart@ispchannel.com>

Change the following line from:

Any Player may collect their Wages if they have not 
already done so since the most recent Office Hours. 

to:

Any Player may collect their Wages if they have not 
already done so since Doc's most recent Office Hours. 


From oairhart@ispchannel.com Thu Jan 11 15:16:07 2001
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To: docnomic@egroups.com
Subject: Proposal: Amendment to Diseases
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From: Ottis Airhart <oairhart@ispchannel.com>

Change the line contained within the Bit of a Cough disease from:

If a Player takes a Green Pill, and also took a Green Pill between the 
previous two Office Hours, that Player is cured of this Disease.

to:

If a Player takes a Green Pill, and also took a Green Pill between the 
previous two Office Hours held by Doc, that Player is cured of this Disease.


From oairhart@ispchannel.com Thu Jan 11 15:20:02 2001
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Subject: Proposal: Amendment to Diseases
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From: Ottis Airhart <oairhart@ispchannel.com>

Change the following line contained within the Addiction disease from:

Failure to do so will cause the addict lose 1 soul point; this failure to
do so may 
be pointed out by any Player or Doc, at which point the deduction will 
be queued as an action for the next Office Hours. 

to:

Failure to do so will cause the addict to lose 1 soul point; this failure
to do so may 
be pointed out by any Player or Doc, who shall make the appropriate changes
using the Players Details Page.



From oairhart@ispchannel.com Thu Jan 11 15:23:10 2001
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Subject: Proposal: Amendment to Diseases
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From: Ottis Airhart <oairhart@ispchannel.com>

Make the following changes to the Migrane disease from:

During Office Hours:- 
- All Migraine sufferers lose 5 Body Points and x/10 Soul Points. 
- All other Players each have an 'x/10' per cent chance of contracting 
a Migraine. 
...where 'x' is the number of mailing list messages made since 
the end of the previous Office Hours. 

to:

During the Nurse's Office Hours:- 
- All Migraine sufferers lose 5 Body Points and x/10 Soul Points. 
- All other Players each have an 'x/10' per cent chance of contracting 
a Migraine. 
...where 'x' is the number of mailing list messages made since 
the end of the previous Nurse's Office Hours. 


From oairhart@ispchannel.com Thu Jan 11 15:26:26 2001
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Subject: Proposal: Amendment to Diseases
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From: Ottis Airhart <oairhart@ispchannel.com>

Make the following changes to the Glam Rock Shoulder disease from:

This Disease causes its sufferer to lose 4 Body Points during every 
subsequent Office Hours, and can be operated on by Doc or the Nurse 
for 350 Cash.

to:

This Disease causes its sufferer to lose 4 Body Points during every 
subsequent Office Hours held by Doc, and can be operated on by Doc or the
Nurse 
for 350 Cash.


From oairhart@ispchannel.com Thu Jan 11 15:27:06 2001
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Subject: Proposal: Amendment to Diseases
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From: Ottis Airhart <oairhart@ispchannel.com>

Change the text found in the Nasty Cough disease from:

During Office Hours,

to

During the Doc's Office Hours,



From oairhart@ispchannel.com Thu Jan 11 15:36:07 2001
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Date: Thu, 11 Jan 2001 17:28:35 -0600
To: DocNomic@egroups.com
Subject: Point of Order: The Addict
In-Reply-To: <xzcd7dt22vr.fsf@rodan.syr.edu>
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From: Ottis Airhart <oairhart@ispchannel.com>

Doc,

In your Office Hours email you stated the following:

First:

>ADDICT:
>
>Since last Office Hours (message #451) until now Kevan has posted 2
>non-proposal messages that do not ask for pills (#482, 483). However,
>none of these were pointed out. By my reading of the rules, that
>means Feyd loses no soul points.

If you so chose to point them out (which you did) you may deduct the soul
points. The rule states:

"Failure to do so will cause the addict lose 1 soul point; this failure to
do so may be pointed out by any Player or Doc, at which point the deduction
will be queued as an action for the next Office Hours."

You can claim the 2 soul points as having been pointed out by yourself.

Secondly, you also then went on to state:

>Feyd still has the most pills. Now here's a conundrum: Does he get
>cured of addition and re-contract it, or does he just continue to have
>it? It's not clear in the rules. I'll assume the latter, so (1) he
>doesn't get a 25% chance to avoid addiction but (2) he also doesn't
>lose 3 BP / 5 SP.

Let me again refer to the rules:

"Once a week, during Office Hours, the player with the most pills
(regardless of color) is designated the "Addict" for the upcoming week."

So, at this point, Feyd has been designated the "Addict" for the upcoming
week because this week, during Office Hours, he was the player with the
most pills.

Let me go on with the rule:

"Addicts are fragile things, and therefore lose 3 body and 5 soul points at
the beginning of the week they are designated the Addict."

Since he was just designated the "Addict" for the upcoming week, regardless
of last week, he shall lose 3 body and 5 soul points. Each week a player is
designation the Addict. It is irregardless of last weeks designation.



From oairhart@ispchannel.com Thu Jan 11 15:43:34 2001
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Date: Thu, 11 Jan 2001 17:36:24 -0600
To: docnomic@egroups.com
Subject: Proposal: Amendment to Diseases
Mime-Version: 1.0
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From: Ottis Airhart <oairhart@ispchannel.com>

Add the following disease to the list:

The Sniffles (Airborne)
The Sniffles is an annoying little disease that is highly contagious. A
player with this disease has a nagging nasal drip. When contracted the
player is given the pamphlet "101
Ways To Avoid Infection" (which can serve double duty as a tissue in an
emergency).

The next player to send a message to the mailing list after a message from
a player with The Sniffles has a 37% chance of contracting The Sniffles
during the next Nurse's Office Hours.

There is no cure for The Sniffles, but it will dry up and go away during
the Nurse's Office Hours if the infected player requests treatment.


From jjweston@kenny.sir-toby.com Thu Jan 11 15:50:41 2001
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Date: Thu, 11 Jan 2001 16:30:36 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal : Amendment to Nurse, The Epidemiologist, Therapy Session, and Blood Bank
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Amend the second paragraph of "Nurse" by striking the phrase,
"since the most recent Office Hours" and replacing it with "since Doc's
most recent Office Hours".

Amend the second paragraph of "The Epidemiologist" by striking the
phrase "between Office Hours" and replacing it with "between Doc's Office
Hours". Also, amend the fifth paragraph by striking the phrase "Between
Office Hours" and replacing it with "During their Office Hours".

Amend "Therapy Session" by striking the phrase, "During Office
Hours", and replacing it with "During their Office Hours". Also amend it,
by striking the phrase "for a particular office hours" and replacing it
with "for each of the Psychiatrist's Office Hours".

Amend the second paragraph of "Blood Bank" by striking the phrase,
"once per four Office Hours", and replacing it with "once per four of
Doc's Office Hours".


From m.couchman@bigwig.net Fri Jan 12 01:29:38 2001
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To: DocNomic@egroups.com
Subject: proposal: amendment to rule 23
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From: m.couchman@bigwig.net

The word "disease" shall be added to the end of the third sentence of 
rule 23, which currently reads:

"The blood test shall check for any communicable."

which in fact isn't quite a sentence at all.


From m.couchman@bigwig.net Fri Jan 12 02:31:26 2001
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Date: Fri, 12 Jan 2001 10:31:19 -0000
To: DocNomic@egroups.com
Subject: Proposal: Amendments to diseases (hypergreenism, and definitions)
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From: m.couchman@bigwig.net

Two proposed amendments to Diseases:

============

A) 

Hypergreenism (non-contagious: blood-borne)

Any player who takes five or more green pills in a 24 hour period 
shall contract hypergreenism, from the time they take the fifth pill. 
A sufferer of the disease loses 5 body points immediately, and a 
further 5 body points each time they take a green pill. No blood 
donations may be made, due to the excessive amount of green in the 
circulation.
Hypergreenism may be cured by receiving a transfusion of two 
pints of blood, to reduce levels of green, and taking a blue pill.


=========================
B)

{According to my dictionary, "contagious" means a disease can be 
caught by contact of skin or clothing. Thus, an airborne disease is 
not necessarily a contagious disease, so:}

Paragraph 5 of rule infinity (diseases) shall be amended to read:

Some diseases are communicable. Communicable diseases include the 
following types:
1) Infectious
i)Airborne
2) Contagious. 

3) Non-contagious. Non-contagious diseases include the following 
types:
i)Blood-borne




From m.couchman@bigwig.net Fri Jan 12 04:31:14 2001
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Subject: proposal: Amendment to rule 0
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From: m.couchman@bigwig.net

Rule 0 states in sentence 2 that

"Each Rule shall begin with a unique, finite, nonnegative integer 
number and a brief descriptive name."

Rule infinity (Diseases) is in clear breach of this. I propose that 
the sentence be amended to read:

"Each Rule shall begin with a unique, finite, nonnegative integer 
number and a brief descriptive name, with the exception of rule 
infinity (Diseases) which need not begin with a finite number." 




From kevan@somethingorother.com Fri Jan 12 05:06:06 2001
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Subject: Point of Order : Addiction
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From: kevan@somethingorother.com

Addict Feyd has made two Proposals recently, with no apparent nod to 
the fact that "the Addict must take 1 red pill in order to make a 
Proposal". Arguably the following Log entry lets him make one of 
those Proposals, but I suspect the second should be - in the absence 
of technology to undo previous events - ignored.

09/01 17:16 - Feyd
Feyd takes 1 Red Pill. (+2B/+1S)
Rating: 80% 
(For FoR + Agora)

I think the Addict Rule could use some rewording, either way. Hm.

Kevan

--
http://uncertain.org/~kevan
"I need pills to wake me up as well."


From bkoch@rz.uni-osnabrueck.de Fri Jan 12 05:32:54 2001
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Subject: Coma
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From: Britta Koch <bkoch@rz.uni-osnabrueck.de>

[[I'm quite busy and not able to follow the game quite as I should - so
I'm taking the easy way out...]]

While reading all of the emails in the DocNomic folder, Britta
accidentally dropped her mouse into a cup of tea. The resulting sparks
caused a fire in her computer and room. Trapped in there, she sprang
out of the window onto the street, where a passing car ran her over.
She suffered severe head injury and is now lying in coma. Nobody knows
when she will wake up...

Brittas alternate personality

-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From kevan@somethingorother.com Fri Jan 12 06:12:05 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: New Blood
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From: kevan@somethingorother.com

> REJECTED. I am not persuaded of the necessity of revamping the
> existing Rule. 

Mm, I was just trying for a bit more aesthetic realism; I quite liked 
the idea of donors only being temporarily drained of their Body 
Points...

> > Add any or all or none of the following Diseases to Rule 11, at
> > Doc's whim:-
> 
> In theory, I can. But it goes against the spirit of the "One 
proposal
> per message, to be judged as a whole" principle embodied in Rule 21.

Perhaps - it just seemed a nice benefit of an Imperial Nomic; whereas 
a normal democratic Nomic would struggle to tally votes on such a 
concept, it seemed handy to be able to say "Oh, and here are some 
extra bits to give the main Proposal some use, to give an idea of the 
sort of thing I'm intending, but they're not essential". Maybe you're 
right, though; they were unique enough to stand as a Proposal by 
themselves, even to pass by themselves.

Although I must say I'm a bit alarmed by Ottis splitting six tightly 
connected amendments (I can't imagine any reason why some of them 
would pass but others wouldn't) into six separate Proposals... 
Dangerous incentive to split all urgent-fix Proposals into their 
tiniest legible components, if he gets six approvals and six perks, 
for this.

Kevan

--
http://uncertain.org/~kevan
"Shoplifters of the world, unite and take over."


From kevan@somethingorother.com Fri Jan 12 06:16:22 2001
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To: DocNomic@egroups.com
Subject: Re: Exciting Dice Rolls
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From: kevan@somethingorother.com

> docnomic@egroups.com requested that 2 rolls of a 7-sided die be 
rolled.
> Roll them bones ... your dice are 
> Roll 1: 6.
> Roll 2: 2.
> 
> Mail was sent to you at docnomic@egroups.com
> (Mail addresses have not been confirmed.)

Since we're only getting these messages sent to the list for 
verification purposes, that they aren't actually worth reading by 
anyone except the person rolling them, might it be worth doing what 
Garden Nomic used to do, and have a separate mailing list for 
archiving dice rolls?

Or I could work something into the PDP, I suppose, a simple little 
"Roll [ ] [ ]-sided dice" action that would appear in the Change Log 
as:-

12/01 14:13 - Kevan
Kevan rolls 1 5-sided dice.
Result: 3
{ Electroshock treatment. }

Or we could try and tone down as many of the random elements of the 
game as possible, making them dependent on other things, or on mere 
whim. Electroshock could give you a Psychosis of the Psychiatrist's 
choice, provided that no other Player had it, par exemple. Hm.

Kevan

--
http://uncertain.org/~kevan
"The briefest remarks last an age."


From rsholmes@mailbox.syr.edu Fri Jan 12 07:13:52 2001
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Subject: Re: [DocNomic] Re: Proposal: New Blood
References: <93n3a7+s21t@eGroups.com>
Date: 12 Jan 2001 10:12:53 -0500
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kevan@somethingorother.com writes:

> Although I must say I'm a bit alarmed by Ottis splitting six tightly 
> connected amendments (I can't imagine any reason why some of them 
> would pass but others wouldn't) into six separate Proposals... 
> Dangerous incentive to split all urgent-fix Proposals into their 
> tiniest legible components, if he gets six approvals and six perks, 
> for this.

I agree, and am considering remedies.

-- 
- Doc

From oairhart@ispchannel.com Fri Jan 12 08:17:55 2001
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Date: Fri, 12 Jan 2001 10:13:53 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: New Blood
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From: Ottis Airhart <oairhart@ispchannel.com>

>Although I must say I'm a bit alarmed by Ottis splitting six tightly 
>connected amendments (I can't imagine any reason why some of them 
>would pass but others wouldn't) into six separate Proposals... 
>Dangerous incentive to split all urgent-fix Proposals into their 
>tiniest legible components, if he gets six approvals and six perks, 
>for this.

<BEEP> <BEEP> <BEEP> <BEEP> (alarm, sorry, just kidding).

I had noticed that Doc was serious about the one proposal per message rule
so I made sure the proposals were seperated. Good argument for your case,
though.

Ottis


From oairhart@ispchannel.com Fri Jan 12 08:18:40 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Exciting Dice Rolls
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From: Ottis Airhart <oairhart@ispchannel.com>

At 02:15 PM 1/12/2001 +0000, you wrote:
>Or I could work something into the PDP, I suppose, a simple little 
>"Roll [ ] [ ]-sided dice" action that would appear in the Change Log 
>as:-
>
>12/01 14:13 - Kevan
> Kevan rolls 1 5-sided dice.
> Result: 3
>{ Electroshock treatment. }


I think having a random dice roll in the PDP would be great. You already
have the code for it. Then it would be logged. Good idea!


From rsholmes@mailbox.syr.edu Fri Jan 12 08:19:44 2001
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Subject: Proclamation: Perks
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From: rsholmes@mailbox.syr.edu


To Rule 12 append the following:

Perks may be augmented or reduced if Doc finds sufficient reason to do
so. 

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jan 12 08:20:38 2001
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Date: Fri, 12 Jan 2001 08:03:54 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] proposal: amendment to rule 23
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Fri, 12 Jan 2001 m.couchman@bigwig.net wrote:

> The word "disease" shall be added to the end of the third sentence of 
> rule 23, which currently reads:
> 
> "The blood test shall check for any communicable."
> 
> which in fact isn't quite a sentence at all.

I beleive someone already made a proposal that covers this...


From rsholmes@mailbox.syr.edu Fri Jan 12 08:22:08 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal : Amendment to Diseases (Sore Throat)
References: <93k1h7+28pb@eGroups.com>
Date: 12 Jan 2001 11:15:39 -0500
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - Sore Throat
> 
> { Reproposal with a less baffling subject line. }
> 
> Create a new Disease in Rule 10:-
> 
> Sore Throat (Airborne)
> If a Player has a Sore Throat, they may only take Blue Pills
> (known for their anaesthetic qualities), unless they have taken
> a Blue Pill during the past hour, in which case they may take
> any Pills.
> Every Red Pill a Player takes has a 50% chance of curing them
> of Sore Throat.
> 
> ----------------------------------------------------------------------

It's not Rule 10 any more, but ACCEPTED. 1 red.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:23:36 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal : Amendment to Proposals (!)
References: <93k6ol+sf89@eGroups.com>
Date: 12 Jan 2001 11:17:24 -0500
In-Reply-To: kevan@somethingorother.com's message of "Thu, 11 Jan 2001 11:51:49 -0000"
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kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - Re-relaxed Proposals
> 
> Repeal Rule 21 ("Proposal Framework").
> 
> Replace the first sentence of Rule 3 ("Proposals") with "Players may
> submit Proposals by sending them to the DocNomic Mailing List (one
> Proposal per message; more than one separate Proposal in a single
> email will result in all of those Proposals being ignored)."
> 
> To the second paragraph of Rule 3, add the sentence "This label
> should reflect the intentions of the Proposal."

ACCEPTED. 1 green.

> (Is "amend" counted as "minor spelling variation" of
> "amendment to", by the way?) }

Yep.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:33:50 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal : Amendment to Diseases (Finite Agoraphobia)
References: <93ko9h+iuo8@eGroups.com>
Date: 12 Jan 2001 11:29:18 -0500
In-Reply-To: kevan@somethingorother.com's message of "Thu, 11 Jan 2001 16:50:57 -0000"
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kevan@somethingorother.com writes:

> ---------------------------------------------------------------------
> 
> Proposal - Finite Agoraphobia
> 
> In the Rule "Diseases", in the definition of Agoraphobia, replace 
> "where 'x' is the highest Rule number in the Ruleset" with "where 'x' 
> is the number of Rules in the Ruleset".
> 
> { To avoid any dangerous infinity-percentage sums during the next
> Office Hours. }
> 
> ---------------------------------------------------------------------

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:34:59 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: vaccination
References: <93kdsc+p922@eGroups.com>
Date: 12 Jan 2001 11:28:17 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Thu, 11 Jan 2001 13:53:16 -0000"
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m.couchman@bigwig.net writes:

> {This is my first proposal in my first game, which I make with some 
> trepidation. Hello everybody!}

Welcome!

> --------------------------------
> 
> Proposal for a new rule, "vaccination"
> 
> a) A player may buy a vaccination at a cost of 100 cash points. When 
> a player has been vaccinated, their chance of contracting a 
> communicable disease by any means is reduced by 40% while the vaccine 
> is in effect. The effects commence immediately the vaccine has been 
> given, and end at the start of the second Office Hours after the 
> vaccination is received. 
> 
> b) On each occasion that a vaccine is taken, there is a 10% chance of 
> an adverse reaction, which manifests itself as a Horrid Rash.
> 
> ------------------------------

ACCEPTED. 1 green, 1 red.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:35:20 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to diseases (Horrid Rash)
References: <93kdt7+94ju@eGroups.com>
Date: 12 Jan 2001 11:28:50 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Thu, 11 Jan 2001 13:53:43 -0000"
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m.couchman@bigwig.net writes:

> Horrid Rash
> 
> A possible side effect of vaccination. A Horrid Rash eliminates all 
> benefits of a player's current vaccination, and instead increases a 
> player's chance of contracting any communicable disease by 20%.
> A Horrid Rash may be cured by taking one green pill, or it will cure 
> itself when the effects of the vaccine wear off.

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:38:53 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Office Hours
References: <4.1.20010111144747.030d8e40@pop3.ispchannel.com>
Date: 12 Jan 2001 11:33:11 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 14:59:50 -0600"
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Ottis Airhart <oairhart@ispchannel.com> writes:

> Replace the third sentence in Rule 13 to state:
> 
> Each office holder may by announcement to the mailing list, delay their
> Office Hours up to six days, temporarily defer their Office Hours to
> another officer, or cancel them completely if they find themselves too busy.

REJECTED. I like the specification of "by announcement to the mailing
list", but I don't like "temporarily defer their Office Hours to
another officer" -- not without something to guarantee that other
officer is willing and able to take on the job.

Ottis has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:41:56 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Diseases
References: <4.1.20010111150411.03214c68@pop3.ispchannel.com>
Date: 12 Jan 2001 11:36:11 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 15:08:52 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> To further aid the Doc's required tasks during Office Hours, amend the
> first sentence under the Addiction disease to state:
> 
> The Nurse, during Office Hours, shall choose the player with the most pills
> (regardless of color) to be the "Addict" until the next Office Hours.
> 
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com

ACCEPTED. 1 green pill. -5 soul points, but FoR is cured.

However, several subsequent proposals really should have been combined
with this into a single, coherent "Office Hours fixup" proposal. I
will, as the newly amended Perks rule allows, reduce the perks for
such proposals to zero.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:42:52 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Blood Bank
References: <4.1.20010111150854.012d8e80@pop3.ispchannel.com>
Date: 12 Jan 2001 11:36:54 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 15:16:55 -0600"
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Ottis Airhart <oairhart@ispchannel.com> writes:

> Change the first paragraph to:
> 
> The Blood Bank stores blood collected from the players to be used for
> medical procedures (surgeries, etc) and to increase one's health. The Blood
> Bank is part of the gamestate and shall have its status stored in an
> egroups database at <http://www.egroups.com/database/DocNomic>. The Blood
> Bank is maintained by the Nurse and is open for donations or purchases
> during the Nurse's Office Hours.

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:43:40 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Blood Test
References: <4.1.20010111151755.03233a60@pop3.ispchannel.com>
Date: 12 Jan 2001 11:37:19 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 15:20:44 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Add the word "diseases" to the end of the third sentence.
> 
> And change the last two sentences to the following:
> 
> There must be one Nurse's Office Hours between each blood test for a
> particular player. The Nurse performs all blood tests during the Nurse's
> Office Hours by request in an email sent to the mailing list with a
> subject: "Blood Test:" followed by the player's name. 

ACCEPTED.

-- 
- Doc

From Nomic1@aol.com Fri Jan 12 08:43:56 2001
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Date: Fri, 12 Jan 2001 16:37:35 -0000
To: DocNomic@egroups.com
Subject: Since Doc hasn't yet considered my proposals, I take 2 red pills to cover them!
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From: Nomic1@aol.com

does anyone want to give me a pill to cover expenses? please?
Feyd


From rsholmes@mailbox.syr.edu Fri Jan 12 08:45:23 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: The surgeon
References: <93la1t+asbs@eGroups.com>
Date: 12 Jan 2001 11:40:25 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 11 Jan 2001 21:54:05 -0000"
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Nomic1@aol.com writes:

> Create a new rule as follows:
> 
> Surgeon
> The surgeon is in charge of operations and physical wounds. 
> 
> The name of the player who holds the office of Surgeon is part of the 
> gamestate. The Surgeon is responsible for hosting a database at 
> http://www.egroups.com/database/DocNomic to hold all diseases of 
> type "Injury" and "Physical" [[to be definied in next proposal]]and 
> eir cure(s).
> 
> The Surgeon is bound by the rules of Office Hours as stated in Rule 
> 13. During eir Office Hours the Surgeon performs the following 
> actions:
> a. Perform all cures for Injuries requested by players. The 
> surgeon is responsible for updating the PDP for all cures e performs.
> b. Pay eirself wages of 1 Red pill, 2 purple pills, and 50 Cash.
> 
> At any time between eir Office the Surgeon may perform "Regular 
> Surgery" on any player any number of times. It costs the Surgeon 50 
> cash and 1 green pill to perform the surgury (in addition to the 
> costs described by the "Injury" or "Physical", and any charges of the 
> Surgeon to the player), paid to the bank. There is a 75% chance that 
> any given "Regular Surgery" will succeed, unless specified 
> differently in the definition of the "Injury" or "Physical". The 
> Surgeon gains 4 Soul for each sucessful "Regular Surgery" performed. 
> The surgeon may not perform surgery on eirself.
> 
> Because of their knowlege of the physical body they can trade 2 soul 
> for 1 body at any time.
> 
> =================END OF PROPOSAL=====================================
> There is no unusual chance of failure during office hours, so players 
> may want to wait. However, there is a minimun fee for operations 
> during game, and the soul bonus may be enough to encourage the 
> Surgeon to help others.
> 
> The surgeon is appointed by the Doc, and can be replaced by the Doc 
> at any time.

REJECTED. Some good ideas here but some I don't understand. Like,
why does the surgeon have to pay 50 cash to do surgery during the
week? 

Feyd has FoR.

-- 
- Doc

From oairhart@ispchannel.com Fri Jan 12 08:46:16 2001
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Date: Fri, 12 Jan 2001 10:42:09 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: vaccination
In-Reply-To: <xzcely8zqe6.fsf@rodan.syr.edu>
References: <m.couchman@bigwig.net's message of "Thu, 11 Jan 2001 13:53:16 -0000"> <93kdsc+p922@eGroups.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

Who administers the vaccination? and who's office hours?
couchman, I'll let you make the amendments.

At 11:28 AM 1/12/2001 -0500, you wrote:
>m.couchman@bigwig.net writes:
>
>> {This is my first proposal in my first game, which I make with some 
>> trepidation. Hello everybody!}
>
>Welcome!
>
>> --------------------------------
>> 
>> Proposal for a new rule, "vaccination"
>> 
>> a) A player may buy a vaccination at a cost of 100 cash points. When 
>> a player has been vaccinated, their chance of contracting a 
>> communicable disease by any means is reduced by 40% while the vaccine 
>> is in effect. The effects commence immediately the vaccine has been 
>> given, and end at the start of the second Office Hours after the 
>> vaccination is received. 
>> 
>> b) On each occasion that a vaccine is taken, there is a 10% chance of 
>> an adverse reaction, which manifests itself as a Horrid Rash.
>> 
>> ------------------------------
>
>ACCEPTED. 1 green, 1 red.
>
>-- 
>- Doc
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>


From rsholmes@mailbox.syr.edu Fri Jan 12 08:48:36 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to rule infinity+: more diseases
References: <93lan4+3pav@eGroups.com>
Date: 12 Jan 2001 11:41:57 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 11 Jan 2001 22:05:24 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Amend rule infinity+ as follows
> 
> Add the statements to the top of the rule:
> 
> The Epidemiologist cannot cure diseases of type "Injury".
> 
> Change the type of disease "Glam Rock Shoulder" from "Physical" 
> to "Injury"
> 
> 
> Add the following diseases:
> Broken Nose ("Injury"). A player with a broken nose loses 5 body 
> when this disease is contracted and 5 Body per office hours until it 
> is cured. A Broken Nose takes 1 pint of blood, 1 green pill, and 50 
> cash to heal. If attempted as "Regular Surgery" there is a 100% 
> chance of success. A <player> contracts "Broken Nose" when another 
> <attacking player> states: "I give <player> a broken nose!". This 
> costs the <attacking player> 5 soul (this is a mean thing to do) and 
> 25 cash (lawsuit protection). If the <attacking player> alreay has a 
> broken nose it only costs em 3 soul and 25 cash to give another 
> player a broken nose.

-5 SPs. 

REJECTED because of its dependence on a prior rejected proposal.

Lawsuit protection? We're getting lawyers now? Hmm....

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:48:42 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Diseases
References: <4.1.20010111171913.03230d48@pop3.ispchannel.com>
Date: 12 Jan 2001 11:44:05 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 17:20:44 -0600"
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Ottis Airhart <oairhart@ispchannel.com> writes:

> Make the following changes to the Glam Rock Shoulder disease from:
> 
> This Disease causes its sufferer to lose 4 Body Points during every 
> subsequent Office Hours, and can be operated on by Doc or the Nurse 
> for 350 Cash.
> 
> to:
> 
> This Disease causes its sufferer to lose 4 Body Points during every 
> subsequent Office Hours held by Doc, and can be operated on by Doc or the
> Nurse 
> for 350 Cash.

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:49:08 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Diseases
References: <4.1.20010111171007.0331d4a8@pop3.ispchannel.com>
Date: 12 Jan 2001 11:43:20 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 17:14:13 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Change the following line contained within the Addiction disease from:
> 
> Failure to do so will cause the addict lose 1 soul point; this failure to
> do so may 
> be pointed out by any Player or Doc, at which point the deduction will 
> be queued as an action for the next Office Hours. 
> 
> to:
> 
> Failure to do so will cause the addict to lose 1 soul point; this failure
> to do so may 
> be pointed out by any Player or Doc, who shall make the appropriate changes
> using the Players Details Page.

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:49:10 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Diseases
References: <4.1.20010111171732.032330a8@pop3.ispchannel.com>
Date: 12 Jan 2001 11:44:19 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 17:18:30 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Change the text found in the Nasty Cough disease from:
> 
> During Office Hours,
> 
> to
> 
> During the Doc's Office Hours,

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:49:15 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Rule 11
References: <4.1.20010111170620.01359d10@pop3.ispchannel.com>
Date: 12 Jan 2001 11:42:44 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 17:08:08 -0600"
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Ottis Airhart <oairhart@ispchannel.com> writes:

> Change the following line from:
> 
> Any Player may collect their Wages if they have not 
> already done so since the most recent Office Hours. 
> 
> to:
> 
> Any Player may collect their Wages if they have not 
> already done so since Doc's most recent Office Hours. 

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:49:41 2001
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Diseases
References: <4.1.20010111170833.032e3598@pop3.ispchannel.com>
Date: 12 Jan 2001 11:42:57 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 17:09:59 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Change the line contained within the Bit of a Cough disease from:
> 
> If a Player takes a Green Pill, and also took a Green Pill between the 
> previous two Office Hours, that Player is cured of this Disease.
> 
> to:
> 
> If a Player takes a Green Pill, and also took a Green Pill between the 
> previous two Office Hours held by Doc, that Player is cured of this Disease.

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:50:14 2001
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Diseases
References: <4.1.20010111171448.032872b8@pop3.ispchannel.com>
Date: 12 Jan 2001 11:43:42 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 17:16:54 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Make the following changes to the Migrane disease from:
> 
> During Office Hours:- 
> - All Migraine sufferers lose 5 Body Points and x/10 Soul Points. 
> - All other Players each have an 'x/10' per cent chance of contracting 
> a Migraine. 
> ...where 'x' is the number of mailing list messages made since 
> the end of the previous Office Hours. 
> 
> to:
> 
> During the Nurse's Office Hours:- 
> - All Migraine sufferers lose 5 Body Points and x/10 Soul Points. 
> - All other Players each have an 'x/10' per cent chance of contracting 
> a Migraine. 
> ...where 'x' is the number of mailing list messages made since 
> the end of the previous Nurse's Office Hours. 

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:51:32 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Point of Order: The Addict
References: <4.1.20010111172159.0307e478@pop3.ispchannel.com>
Date: 12 Jan 2001 11:46:55 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 17:28:35 -0600"
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Ottis Airhart <oairhart@ispchannel.com> writes:

> Doc,
> 
> In your Office Hours email you stated the following:
> 
> First:
> 
> >ADDICT:
> >
> >Since last Office Hours (message #451) until now Kevan has posted 2

"Kevan" should have been "Feyd" in that line, of course.

> >non-proposal messages that do not ask for pills (#482, 483). However,
> >none of these were pointed out. By my reading of the rules, that
> >means Feyd loses no soul points.
> 
> If you so chose to point them out (which you did) you may deduct the soul
> points. The rule states:
> 
> "Failure to do so will cause the addict lose 1 soul point; this failure to
> do so may be pointed out by any Player or Doc, at which point the deduction
> will be queued as an action for the next Office Hours."
> 
> You can claim the 2 soul points as having been pointed out by yourself.

I choose to interpret the rule as requiring the failure to be pointed
out soon after the relevant messages are posted. There is no such
time limit in the rule, of course, but I believe that was the intent.

> Secondly, you also then went on to state:
> 
> >Feyd still has the most pills. Now here's a conundrum: Does he get
> >cured of addition and re-contract it, or does he just continue to have
> >it? It's not clear in the rules. I'll assume the latter, so (1) he
> >doesn't get a 25% chance to avoid addiction but (2) he also doesn't
> >lose 3 BP / 5 SP.
> 
> Let me again refer to the rules:
> 
> "Once a week, during Office Hours, the player with the most pills
> (regardless of color) is designated the "Addict" for the upcoming week."
> 
> So, at this point, Feyd has been designated the "Addict" for the upcoming
> week because this week, during Office Hours, he was the player with the
> most pills.
> 
> Let me go on with the rule:
> 
> "Addicts are fragile things, and therefore lose 3 body and 5 soul points at
> the beginning of the week they are designated the Addict."
> 
> Since he was just designated the "Addict" for the upcoming week, regardless
> of last week, he shall lose 3 body and 5 soul points. Each week a player is
> designation the Addict. It is irregardless of last weeks designation.

Any comments from other players before I rule on this?

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 08:52:41 2001
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Diseases
References: <4.1.20010111173015.03210ba0@pop3.ispchannel.com>
Date: 12 Jan 2001 11:47:16 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 17:36:24 -0600"
Message-ID: <xzczogwwwdn.fsf@rodan.syr.edu>
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Ottis Airhart <oairhart@ispchannel.com> writes:

> Add the following disease to the list:
> 
> The Sniffles (Airborne)
> The Sniffles is an annoying little disease that is highly contagious. A
> player with this disease has a nagging nasal drip. When contracted the
> player is given the pamphlet "101
> Ways To Avoid Infection" (which can serve double duty as a tissue in an
> emergency).
> 
> The next player to send a message to the mailing list after a message from
> a player with The Sniffles has a 37% chance of contracting The Sniffles
> during the next Nurse's Office Hours.
> 
> There is no cure for The Sniffles, but it will dry up and go away during
> the Nurse's Office Hours if the infected player requests treatment.

ACCEPTED. 1 green.

-- 
- Doc

From oairhart@ispchannel.com Fri Jan 12 08:57:17 2001
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Date: Fri, 12 Jan 2001 10:54:15 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Since Doc hasn't yet considered my proposals, I take 2 red pills to cover them!
In-Reply-To: <93nbsf+5qlk@eGroups.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

At 04:37 PM 1/12/2001 +0000, Feyd wrote:
>does anyone...


I gave you 3... how many more do you want?

Ottis

From rsholmes@mailbox.syr.edu Fri Jan 12 09:01:43 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: vaccination
References: <93kdsc+p922@eGroups.com>
Date: 12 Jan 2001 11:55:35 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Thu, 11 Jan 2001 13:53:16 -0000"
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From: rsholmes@mailbox.syr.edu

Rule 29 enacted.

Phobia check:

Britta, Jeff lose 5 SPs.

Mark gains 5 SPs.

Kevan, Ottis, Mark, and Feyd have an infinite chance of getting
Agoraphobia (sorry, but I'm required to process these proposals in
order!). I take that to mean they all get it. That cures Mark's
C-phobia. 

(Mark is shown as having both A-phobia and C-phobia; the former should
have been cured when he got the latter. Is Mark actually playing, by
the way?)

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 09:02:39 2001
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Subject: Re: [DocNomic] Proposal: Amendment to diseases (Horrid Rash)
References: <93kdt7+94ju@eGroups.com>
Date: 12 Jan 2001 11:56:37 -0500
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m.couchman@bigwig.net writes:

> Horrid Rash
> 
> A possible side effect of vaccination. A Horrid Rash eliminates all 
> benefits of a player's current vaccination, and instead increases a 
> player's chance of contracting any communicable disease by 20%.
> A Horrid Rash may be cured by taking one green pill, or it will cure 
> itself when the effects of the vaccine wear off.

Just noticed this disease has no Type. I'll just make it
Non-communicable. 

-- 
- Doc

From oairhart@ispchannel.com Fri Jan 12 09:03:26 2001
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Subject: Proposal: Amendment to Diseases
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From: Ottis Airhart <oairhart@ispchannel.com>

I have a foolproof way to fix the Addict disease... In real life, Addiction
is a very serious and long term ailment, so, despite of its inherantness to
instantly be rejected, I though it would be worth the thrill of it:

Change the Addiction disease to the following:

Once a week, during Office Hours, the player known as Feyd is designated
the "Addict" for the upcoming week.

Feyd may not take any action that reduces the number of pills in eir
possession except to take a pill.

Feyd is fragile, and therefore lose 3 body and 5 soul points at the
beginning of every week. In addition, the Feyd must take 1 red pill in
order to make a Proposal. In any non-proposal message they send to the
public newsgroup Feyd must in some way ask for a pill. Failure to do so
will cause em to lose 1 soul point; this failure to do so may be pointed
out by any Player or Doc, at which point the deduction will be queued as an
action for the next Office Hours. The first player per message thus helping
Feyd fight his addiction is doing a good deed, and thus gains a soul point.
Subsequent players are just nagging and get nothing. 


From jjweston@pop.net Fri Jan 12 09:06:55 2001
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To: DocNomic@egroups.com
Subject: Epidemiologist Office Hours: Select two people (1-7) for Airborne Test/ 1 for catch disease.
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From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Epidemiologist Office Hours: Select two people (1-7) for Airborne Test/ 1 for catch disease.

DocNomic@egroups.com requested that 1 roll of 3 7-sided dice be rolled.
Roll them bones ... your dice are 
Roll 1: 7, 4, 5 = 16.

Mail was sent to you at DocNomic@egroups.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

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Version: 2.6.3ia
Charset: noconv

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acbDBw5LgaRFvATg/sKvrzOIbQsuaUF6oRrwvM6LnuHPLIrmUcgcTg==
=aChU
-----END PGP SIGNATURE-----

From jjweston@pop.net Fri Jan 12 09:11:33 2001
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To: DocNomic@egroups.com
Subject: Jeff will catch 1 disease of 9..
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From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Jeff will catch 1 disease of 9..

DocNomic@egroups.com requested that 1 roll of a 9-sided die be rolled.
Roll them bones ... your dice are 
Roll 1: 4.

Mail was sent to you at DocNomic@egroups.com.
(Mail addresses have not been confirmed.)


---
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=sVob
-----END PGP SIGNATURE-----

From jjweston@pop.net Fri Jan 12 09:12:33 2001
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Subject: Mark and Martin have a 25% chance of catching "Bit of Cough"
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-----BEGIN PGP SIGNED MESSAGE-----


Mark and Martin have a 25% chance of catching "Bit of Cough"

DocNomic@egroups.com requested that 1 roll of 2 4-sided dice be rolled.
Roll them bones ... your dice are 
Roll 1: 2, 2 = 4.

Mail was sent to you at DocNomic@egroups.com.
(Mail addresses have not been confirmed.)


---
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=AoMc
-----END PGP SIGNATURE-----

From rsholmes@mailbox.syr.edu Fri Jan 12 09:14:33 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Point of Order : Addiction
References: <93mvft+fsav@eGroups.com>
Date: 12 Jan 2001 12:08:15 -0500
In-Reply-To: kevan@somethingorother.com's message of "Fri, 12 Jan 2001 13:06:05 -0000"
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> Addict Feyd has made two Proposals recently, with no apparent nod to 
> the fact that "the Addict must take 1 red pill in order to make a 
> Proposal". Arguably the following Log entry lets him make one of 
> those Proposals, but I suspect the second should be - in the absence 
> of technology to undo previous events - ignored.
> 
> 09/01 17:16 - Feyd
> Feyd takes 1 Red Pill. (+2B/+1S)
> Rating: 80% 
> (For FoR + Agora)
> 
> I think the Addict Rule could use some rewording, either way. Hm.

I rule that the first red pill took care of the first proposal (which
was rejected, giving him FoR). The second should have been ignored,
so he does not lose the 5 soul points he was charged. Thanks for
pointing this out.

-- 
- Doc

From Nomic1@aol.com Fri Jan 12 09:16:10 2001
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To: DocNomic@egroups.com
Subject: Epidemiologist Office Hours: RESULTS
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From: Nomic1@aol.com

I published die rolls to the list, you can verify them.

BEGIN OFFICE HOURS

AIRBORNE DISEASE: Selected Mark/Martin
25% chance of catching "Bit of a Cough"
Neither catches 'Bit of a Cough"

NON-AIRBORNE: Selected Jeff
Jeff Catches Claustrophobia

Epidemiologist CURE:
I cure Mark of Claustrophobia. (gaining 1 soul point in the process).

END OFFICE HOURS



From rsholmes@mailbox.syr.edu Fri Jan 12 09:17:41 2001
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Subject: infinity
Date: 12 Jan 2001 12:12:29 -0500
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Actually I'm going to call a point of order on myself -- not that I'm
permitted to do that, but I *am* permitted to remedy my own mistakes.
The rules clearly don't permit the Diseases rule to have an infinite
rule number. I therefore hereby set the Diseases rule number to 1000.

So that +infinity chance of Agoraphobia gets reduced to 1000.0%. Big
deal... 

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 09:24:21 2001
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Subject: Feyd
Date: 12 Jan 2001 12:18:39 -0500
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Oops, Feyd has 25% chance of evading diseases -- FoR and A-Phobia:

2 random reals 0 < x < 1:
0.093475341796875
0.5733642578125

He does NOT get FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 09:29:03 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Since Doc hasn't yet considered my proposals, I take 2 red pills to cover them!
References: <93nbsf+5qlk@eGroups.com>
Date: 12 Jan 2001 12:21:49 -0500
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OK, so you *do* lose the 5 SPs!

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 12 09:32:21 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Point of Order : Addiction
References: <93mvft+fsav@eGroups.com> <xzcr928wveo.fsf@rodan.syr.edu>
Date: 12 Jan 2001 12:27:11 -0500
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rsholmes@mailbox.syr.edu writes:

> I rule that the first red pill took care of the first proposal (which
> was rejected, giving him FoR). The second should have been ignored,
> so he does not lose the 5 soul points he was charged. Thanks for
> pointing this out.

Wait, did I get that right? No no no no no...

Never mind the old red pill; he took two new ones. So both proposals
were considered. First one was rejected, but by the dice roll he
avoided FoR. 

Second one was rejected. He should *not* have been charged 5 SPs,
since he didn't have FoR; but he should have gotten FoR, unless he
rolled less than 25%:

1 random reals 0 < x < 1:
0.384918212890625

which he didn't. So no SPs lost, but Feyd gets FoR here.

-- 
- Doc

From Nomic1@aol.com Fri Jan 12 09:33:55 2001
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Subject: Question: How are we updating the PDP now?
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I have run my office hours and updated the PDP accordingly for all 
actions that the Epidemiologist took.

Doc is handing out FoR demerits right and left (sigh :-) for failed 
proposals, is the player responsible for that, or is Doc to update 
the PDP?

On random dice rolls, do we want the roll to be mailed directly here, 
or saved and copied to the office hours file? If I just email it to 
myself then obviously I can reroll until I get what I want, the PGP 
protection doesn't provide any security. kevan, are you going to 
update the PDP so that we don't ahve to worry about it anyway?


Feyd

wow, this thing has gotten rather large rather quickly. cool
anyone got any pills (ottis, thanks for the 3, but surely you can 
spare one more?)



From rsholmes@mailbox.syr.edu Fri Jan 12 09:34:26 2001
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Subject: Re: [DocNomic] Epidemiologist Office Hours: RESULTS
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> NON-AIRBORNE: Selected Jeff
> Jeff Catches Claustrophobia

Note that Jeff had Agoraphobia, which you should cure.

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jan 12 09:41:33 2001
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Date: Fri, 12 Jan 2001 10:24:41 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Epidemiologist Office Hours: RESULTS
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Fri, 12 Jan 2001 Nomic1@aol.com wrote:

> NON-AIRBORNE: Selected Jeff
> Jeff Catches Claustrophobia

Jeff is also cured of Agoraphobia. I updated the PDP to reflect
this.


From jjweston@kenny.sir-toby.com Fri Jan 12 10:37:42 2001
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Date: Fri, 12 Jan 2001 11:23:25 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Amendment to Blood Test
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Amend "Blood Test" by appending the following paragraph:

After the discovery of an infection, the player has 24 hours to receive a
vaccine against the infection. If they receive the vaccination, they are
immediately cured of the infection, as well as receiving whatever effects
the vaccine gives them.


From Nomic1@aol.com Fri Jan 12 10:50:16 2001
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Subject: Nurse: Taking pills ...(this is worth looking at)
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From: Nomic1@aol.com

I take 1 purple and 1 red (updating PDP now):

1P + 1R cures Agrophobia.
1P cures FoR
1R allows 1 new Proposal to be Proposed by me.


Feyd
anyone want to give me a blue pill?




From jjweston@kenny.sir-toby.com Fri Jan 12 15:26:57 2001
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Date: Fri, 12 Jan 2001 16:15:46 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Amendment to The Epidemiologist
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Amend "The Epidemiologist" by striking from the third paragraph
the phrase, "contract any disease" and replacing it with "contract any
communicable disease".


From Nomic1@aol.com Sun Jan 14 09:05:19 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: Amendment to The Epidemiologist
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I disagree. the Epidemiologist studies all diesases, not just 
communicable ones. 
Feyd

--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
wrote:
> Amend "The Epidemiologist" by striking from the third 
paragraph
> the phrase, "contract any disease" and replacing it with "contract 
any
> communicable disease".


From kevan@somethingorother.com Sun Jan 14 12:47:41 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: Amendment to The Epidemiologist
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From: kevan@somethingorother.com

> > Amend "The Epidemiologist" by striking from the third 
> paragraph
> > the phrase, "contract any disease" and replacing it 
with "contract 
> any
> > communicable disease".
>
> I disagree. the Epidemiologist studies all diesases, not just 
> communicable ones. 

And I disagree with that, because this amendment isn't about 
studying. The bit about not contracting diseases is preceded, in the 
rule, by the explanation "Because of their good health...".

I've known some very healthy Agoraphobics.

Kevan

--
http://uncertain.org/~kevan
"Five years ago I was a four-stone apology.
Today I am two separate gorillas."


From m.couchman@bigwig.net Mon Jan 15 05:12:20 2001
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To: DocNomic@egroups.com
Subject: proposal: amendment to Vaccination
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Amend the first sentence to read:

A player may buy a vaccination from the Nurse at a cost of 100 cash 
points.


In the third sentence, change "Office Hours" to "Nurse's Office Hours"


{Would it make sense for it to be administered via the Player Details 
Page? Also, I wonder if 100 cash might be too expensive for the 
vaccine, but it seemed a good round figure that could be adjusted at 
a later date}




From jjweston@kenny.sir-toby.com Mon Jan 15 07:08:40 2001
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Date: Mon, 15 Jan 2001 07:57:08 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Amendment to The Epidemiologist
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Sun, 14 Jan 2001 Nomic1@aol.com wrote:

> I disagree. the Epidemiologist studies all diesases, not just 
> communicable ones. 
> Feyd

I don't think the Epidemiologist should be given bonuses against
diseases like FoR, Cluastrophobia, Agoraphobia, Addiction, and physical
injuries. I'll grant that you can probably avoid communicable diseases due
to your good health, but I feel that granting you everything else is a
mistake.


From Nomic1@aol.com Mon Jan 15 07:20:57 2001
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Subject: Compromise? Re: Proposal: Amendment to The Epidemiologist
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I agree about Psychosis and Injury, but disagree that it should be 
limited to only communicable diseases. 

The Epidemiologist would know that ticks cause Lyme disease, and 
would avoid them, or the woods, or such, while silly nurses whould 
plod on through the brush without thought.

Perhaps:
"The Epidemiologist does not get 25% resistance to diseases of 
type 'Psychosis' or 'Injury'".

In other news, I'm going to take a stab at rewriting the surgeon (pun 
intended). Anyone have thoughts about that?

Feyd

--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
wrote:
> On Sun, 14 Jan 2001 Nomic1@a... wrote:
> 
> > I disagree. the Epidemiologist studies all diesases, not just 
> > communicable ones. 
> > Feyd
> 
> I don't think the Epidemiologist should be given bonuses 
against
> diseases like FoR, Cluastrophobia, Agoraphobia, Addiction, and 
physical
> injuries. I'll grant that you can probably avoid communicable 
diseases due
> to your good health, but I feel that granting you everything else 
is a
> mistake.


From m.couchman@bigwig.net Mon Jan 15 07:49:51 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: Amendment to Blood Test
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--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
wrote:
> Amend "Blood Test" by appending the following paragraph:
> 
> After the discovery of an infection, the player has 24 hours to 
receive a
> vaccine against the infection. If they receive the vaccination, they 
are
> immediately cured of the infection, as well as receiving whatever 
effects
> the vaccine gives them.

I think the 24 hour rule is a bit harsh, as it penalises players who 
are even slightly busy with real life, or who don't look at the game 
over the weekend. Maybe this is the intention, just to provide some 
fun. 

I think this rule would also reduce the element of strategy; might it 
be better to make vaccines potentially effective against a disease 
detected by a blood test, if taken within 24 hours of the test 
results, but leave it to a player to choose whether to take the 
vaccine or not.



From jjweston@kenny.sir-toby.com Mon Jan 15 08:37:21 2001
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Date: Mon, 15 Jan 2001 09:19:58 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Amendment to Blood Test
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 15 Jan 2001 m.couchman@bigwig.net wrote:

> I think this rule would also reduce the element of strategy; might it 
> be better to make vaccines potentially effective against a disease 
> detected by a blood test, if taken within 24 hours of the test 
> results, but leave it to a player to choose whether to take the 
> vaccine or not.

Umm... That was the exact intent of the proposal. The player can
choose to get the vaccine or not. If they don't take the vaccine, this
proposal does not impose any penalties. I'm trying to soften the rather
harsh effects of the blood test, not make them worse.


From Nomic1@aol.com Mon Jan 15 08:41:58 2001
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To: DocNomic@egroups.com
Subject: Proposal: The Surgeon
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[[ This propsal is a rewrite of the previous Surgeon rules. I have 
attempted to remove the confusing items, and add more office hours to-
do work for the surgeon.]]

================= BEGIN NEW PROPOSAL ============================= 
Create a new rule as follows:

The Surgeon
The Surgeon is in charge of operations and physical wounds. His 
primary duty is to deal with all diseases of type "Injury" 
or "Physical".

The name of the player who holds the Office of Surgeon is part of the 
gamestate. The Surgeon is responsible for hosting a database at 
http://www.egroups.com/database/DocNomic to hold all diseases of 
type "Injury" and "Physical" and eir cure(s) if any.

The Surgeon is bound by the rules of Office Hours as stated in Rule 
13. During eir Office Hours the Surgeon performs the following 
actions:
a. Perform all cures for Injuries requested by players since the 
last Office Hours. The surgeon is responsible for updating the PDP 
for all cures e performs.
b. Pay eirself wages of 1 Red pill, 1 Blue pill, and 100 Cash.
c. Select one player at random, and one disease of type Physical 
or Injury at random. The selected player has a 20% chance of 
acquiring the Injury.


The Surgeon may not perform surgury on emself. Because of their 
knowlege of the physical body they can trade 2 soul 
for 1 body at any time.

The Surgeon position can be assigned or reassigned by Doc at any 
time. 

When this rule is accepted the Surgeon will be player Feyd. This 
paragraph will then self-delete. [[Doc can immediately set the 
surgeon to someone else if anyone would like to be surgeon.]]

=================END OF PROPOSAL===================================== 

[[This is a bit more bare-bones than the last proposal, but I'm sure 
it will be modified to make it more interesting. If this passes I 
will immediately propose trimming the E. so the only way to get an 
injury is from the Doc OH. If someone else wants to be Surgeon 
please step up!]]

Feyd


From Nomic1@aol.com Mon Jan 15 09:48:48 2001
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To: DocNomic@egroups.com
Subject: Proposal: Amend Rule 19 - Winning Conditions
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Add the following paragraphs to the end of Rule 19.

If at any time 1 and only 1 player is not "Dead" (as defined in rule 
11), that player will be declared the "Winner" of round 1.

If at any time 1 and only 1 player has more that 199 pills, more than 
100 health, more than 100 body, more than 10,000 cash, and has no 
diseases, that player shall be declared the "Winner" of round 1.

Feyd


From Nomic1@aol.com Mon Jan 15 09:53:27 2001
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To: DocNomic@egroups.com
Subject: Psychiatrist: I request 2 therapy sessions during your next office hours!
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From: Nomic1@aol.com

Feyd


From jjweston@kenny.sir-toby.com Mon Jan 15 10:24:15 2001
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Date: Mon, 15 Jan 2001 10:58:21 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Rule 19 - Winning Conditions
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 15 Jan 2001 Nomic1@aol.com wrote:

> Add the following paragraphs to the end of Rule 19.
> 
> If at any time 1 and only 1 player is not "Dead" (as defined in rule 
> 11), that player will be declared the "Winner" of round 1.

Don't like a specific rule reference here. What if rule 11 is
repealed and the definition of "Dead" is put in another rule?

> If at any time 1 and only 1 player has more that 199 pills, more than 
> 100 health, more than 100 body, more than 10,000 cash, and has no 
> diseases, that player shall be declared the "Winner" of round 1.

What is "health"?


From jjweston@kenny.sir-toby.com Mon Jan 15 11:43:01 2001
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Date: Mon, 15 Jan 2001 12:16:01 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Compromise? Re: Proposal: Amendment to The Epidemiologist
In-Reply-To: <93v4dq+uecp@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 15 Jan 2001 Nomic1@aol.com wrote:

> I agree about Psychosis and Injury, but disagree that it should be 
> limited to only communicable diseases. 

To help should some light on my understanding of epidemiology,
here are some definitions I looked up:

http://www.dictionary.com/cgi-bin/dict.pl?term=Epidemiologist

One definitions states: "A medical scientist who studies the
transmission and control of epidemic diseases." Then I looked up
epidemic:

http://www.dictionary.com/cgi-bin/dict.pl?term=epidemic

One definition states: "An outbreak of a contagious disease that
spreads rapidly and widely."

> Perhaps:
> "The Epidemiologist does not get 25% resistance to diseases of 
> type 'Psychosis' or 'Injury'".

This would add resistance to two non-communicable / non-contagious
diseases: Migraine and Horrid Rash. I'm not convinced those are valid to
have a resistance to.

Also, I don't like the "everything but..." phrasing. I much prefer
limiting the resistance to limited categories of diseases. If new
categories get created that the Epidemiologist shouldn't be immune to, I
don't want to have to keep revisting this same rule over and over
again...


From Nomic1@aol.com Mon Jan 15 11:52:28 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: Amend Rule 19 - Winning Conditions
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From: Nomic1@aol.com

HEY, I'm supposed to be the rules lawyer!!!

--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
wrote:
> > Add the following paragraphs to the end of Rule 19.
> > 
> > If at any time 1 and only 1 player is not "Dead" (as defined in 
rule 
> > 11), that player will be declared the "Winner" of round 1.
> 
> Don't like a specific rule reference here. What if rule 11 is
> repealed and the definition of "Dead" is put in another rule?

That should have been [[11]], not (11)


> 
> > If at any time 1 and only 1 player has more that 199 pills, more 
than 
> > 100 health, more than 100 body, more than 10,000 cash, and has no 
> > diseases, that player shall be declared the "Winner" of round 1.
> 
> What is "health"?
health is body

sigh,
Feyd
anyone have a pill?




From Nomic1@aol.com Mon Jan 15 12:24:18 2001
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Date: Mon, 15 Jan 2001 20:05:50 -0000
To: DocNomic@egroups.com
Subject: Counter to Jeffrey's Link and Argument
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From: Nomic1@aol.com

Now you see why the Epidemiologist is always so grumpy!!!!!!!!
<grin>.=20=20

The link you point to gives a different definition, to whit:=20
ep=B7i=B7de=B7mi=B7ol=B7o=B7gy (p-dm-l-j, -dm-)=20
"The branch of medicine that deals with the study of the causes,=20
distribution, and control of disease in populations."
Communicable diseases are not mentioned specifically.

Furthermore, the IEI (International Epidemiology Institute) has the=20
following information on http://www.ieiltd.com/ "More about IEI".=20=20
As can be seen, the scope of Epidemiology ranges from arsenic=20
posioning to Cellular Phone danger to Cancer to water pollution:

=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3DBEGIN QUOTE =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
The Institute provides leading experts in epidemiology and=20
biostatistics to evaluate the health effects of:=20


Occupational and Environmental Exposures=20

arsenic, cadmium, chromate, lead, and other metals=20
asbestos, silica, and other fibers=20
benzene, tetrachloroethylene (TCE), perchloroethylene (PCE) and other=20
organic chemicals=20
air and water pollutants=20
Radiation=20

occupational and environmental exposures=20
indoor radon=20
EMF and microwave exposures, including cellular phone frequencies=20
diagnostic and therapeutic medical irradiation=20
Lifestyle Factors=20

tobacco=20
alcohol=20
diet and nutrition, including vitamins, minerals, and health food=20
supplements=20
Medical Exposures=20

pharmaceuticals, including chemotherapeutic agents=20
medical procedures and devices=20
implants=20
post-marketing surveillance=20
Host Factors=20

genetic susceptibility=20
exposure-genetic interactions=20
antecedent illnesses or medical conditions=20
reproductive risk factors=20
Other Factors=20

additional factors that influence the risk of cancer, cardiovascular,=20
adverse pregnancy outcomes, and other diseases.
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3DEND QUOTE =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D

--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...>=20
wrote:
> On Mon, 15 Jan 2001 Nomic1@a... wrote:
> To help should some light on my understanding of epidemiology,
> here are some definitions I looked up:
>=20
> http://www.dictionary.com/cgi-bin/dict.pl?term=3DEpidemiologist
>=20
> One definitions states: "A medical scientist who studies the
> transmission and control of epidemic diseases." Then I looked up
> epidemic:
>=20
> http://www.dictionary.com/cgi-bin/dict.pl?term=3Depidemic
>=20
> One definition states: "An outbreak of a contagious disease=20
that
> spreads rapidly and widely."
>=20
> > Perhaps:
> > "The Epidemiologist does not get 25% resistance to diseases of=20
> > type 'Psychosis' or 'Injury'".
>=20
> This would add resistance to two non-communicable / non-
contagious
> diseases: Migraine and Horrid Rash. I'm not convinced those are=20
valid to
> have a resistance to.

I think this is reasonable. The Epidemiologist should know better=20
than others how to avoid migranes and Rashs (as opposed to cuts and=20
bruises).


Feyd



From m.couchman@bigwig.net Mon Jan 15 12:30:53 2001
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Date: Mon, 15 Jan 2001 20:11:28 -0000
To: DocNomic@egroups.com
Subject: Re: Proposal: Amendment to Blood Test
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--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
wrote:
> On Mon, 15 Jan 2001 m.couchman@b... wrote:
> 
> > I think this rule would also reduce the element of strategy; 
might it 
> > be better to make vaccines potentially effective against a 
disease 
> > detected by a blood test, if taken within 24 hours of the test 
> > results, but leave it to a player to choose whether to take the 
> > vaccine or not.
> 
> Umm... That was the exact intent of the proposal. The player 
can
> choose to get the vaccine or not. If they don't take the vaccine, 
this
> proposal does not impose any penalties. I'm trying to soften the 
rather
> harsh effects of the blood test, not make them worse.

In that case I'm in complete agreement with you, but mis-interpreted 
the words "..has 24 hours.." to mean compulsion.. sorry!


From jjweston@kenny.sir-toby.com Mon Jan 15 12:49:06 2001
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Date: Mon, 15 Jan 2001 13:18:37 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Amend Rule 19 - Winning Conditions
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 15 Jan 2001 Nomic1@aol.com wrote:

> HEY, I'm supposed to be the rules lawyer!!!

Just introducing some friendly competition... ;->

> > > If at any time 1 and only 1 player has more that 199 pills, more 
> than 
> > > 100 health, more than 100 body, more than 10,000 cash, and has no 
> > > diseases, that player shall be declared the "Winner" of round 1.
> > 
> > What is "health"?
> health is body

If health is body, what is body? Body was already listed,
otherwise I would have already made that assumption... :)


From m.couchman@bigwig.net Mon Jan 15 12:51:55 2001
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Date: Mon, 15 Jan 2001 20:33:48 -0000
To: DocNomic@egroups.com
Subject: Nurse! Blood test please
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From: m.couchman@bigwig.net

Can I have a blood test please? ooh... ouch! Careful with that needle!


From jjweston@kenny.sir-toby.com Mon Jan 15 12:58:53 2001
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Date: Mon, 15 Jan 2001 13:28:45 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Amendment to Blood Test
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 15 Jan 2001 m.couchman@bigwig.net wrote:

> In that case I'm in complete agreement with you, but mis-interpreted 
> the words "..has 24 hours.." to mean compulsion.. sorry!

Perhaps I could have used a better wording... I meant to provide a
24 hour window of opportunity to avoid getting infected at all by
receiving a vaccine. If Doc doesn't like the wording, I'll give it a
second try.


From m.couchman@bigwig.net Mon Jan 15 13:34:54 2001
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To: DocNomic@egroups.com
Subject: proposal: amendment to rule 1 (Office holders)
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From: m.couchman@bigwig.net

This provides a bare skeleton for an unfortunate eventuality, for 
which no pill could prepare us. It's far from perfect, but better 
than nothing:

Add the following to the end of rule 1:

In the event that Doc is absent from the game for a period of more 
than three weeks without making arrangements for his return, the 
players may choose a new Doc. They register their preference by 
election, each player having one vote each. The Nurse oversees the 
process, and appoints as the new Doc the player receiving the most 
votes. In the event of a tie, the Nurse may appoint one of those 
receiving the highest number of votes.




From jjweston@kenny.sir-toby.com Mon Jan 15 13:55:08 2001
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Date: Mon, 15 Jan 2001 14:22:01 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Counter to Jeffrey's Link and Argument
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

You did not ask for pills I believe...


From jjweston@kenny.sir-toby.com Mon Jan 15 13:55:46 2001
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Date: Mon, 15 Jan 2001 14:22:43 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Psychiatrist: I request 2 therapy sessions during your next office hours!
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Did not ask for a pill...


From jjweston@kenny.sir-toby.com Mon Jan 15 13:56:51 2001
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Date: Mon, 15 Jan 2001 14:24:33 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Amendment to The Epidemiologist
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Did not ask for a pill...

On Sun, 14 Jan 2001 Nomic1@aol.com wrote:

> I disagree. the Epidemiologist studies all diesases, not just 
> communicable ones. 
> Feyd
> 
> --- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
> wrote:
> > Amend "The Epidemiologist" by striking from the third 
> paragraph
> > the phrase, "contract any disease" and replacing it with "contract 
> any
> > communicable disease".
> 
> 
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
> 
> 
> 


From jjweston@kenny.sir-toby.com Mon Jan 15 13:57:40 2001
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Date: Mon, 15 Jan 2001 14:23:42 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Compromise? Re: Proposal: Amendment to The Epidemiologist
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Did not ask for a pill...


From Nomic1@aol.com Mon Jan 15 14:11:02 2001
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Subject: Re: Proposal: Amend Rule 19 - Winning Conditions
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From: Nomic1@aol.com

--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
wrote:
> > HEY, I'm supposed to be the rules lawyer!!!
> Just introducing some friendly competition... ;->
Hmph. and they wonder why I'm grumpy?

> > > > If at any time 1 and only 1 player has more that 199 pills, 
> > > > 100 health, more than 100 body, more than 10,000 cash, and 
> > > What is "health"?
> > health is body
> If health is body, what is body? Body was already listed,
> otherwise I would have already made that assumption... :)
Um. Erp. hmmm. 
<b>health is soul. </b>
I would give you a purple pill in an effort to make you leave off, 
but I'm an addict and can't <grin>. speaking of which, can I have a 
purple pill?

Feyd



From jjweston@kenny.sir-toby.com Mon Jan 15 14:42:51 2001
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Date: Mon, 15 Jan 2001 15:09:42 -0800 (PST)
To: DocNomic@egroups.com
Subject: Forgeting to ask for pills...
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I saw four messages where the addict did not ask for pills... I
will remove four soul points from the addict and give four soul points to
myself via the PDP.


From Nomic1@aol.com Mon Jan 15 15:15:04 2001
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Subject: And take two red pills for Proposals (addict)
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From: Nomic1@aol.com

anyone have a red pill for me? I seem to be low...

Feyd


From jjweston@pop.net Mon Jan 15 16:11:45 2001
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Date: Mon, 15 Jan 2001 16:52:37 -0700 (MST)
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To: docnomic@egroups.com
Subject: Martin's Blood test, disease choice & percentage
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From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Martin's Blood test, disease choice & percentage

docnomic@egroups.com requested that 2 rolls of a 100-sided die be rolled.
Roll them bones ... your dice are 
Roll 1: 6.
Roll 2: 27.

Mail was sent to you at docnomic@egroups.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

-----BEGIN PGP SIGNATURE-----
Version: 2.6.3ia
Charset: noconv

iQBVAwUBOmONQbyfeleUG9SNAQHuxgIArTM/47T++j9J+3pAyKpo6f+BRc6q5FPh
oyzEr6HZlX06c92E7wHOh19u/PBLm/Zr6/P0aZyuq7J6cmiTZfOwQg==
=mDPT
-----END PGP SIGNATURE-----

From oairhart@ispchannel.com Mon Jan 15 16:16:18 2001
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Date: Mon, 15 Jan 2001 18:00:27 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Nurse! Blood test please
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From: Ottis Airhart <oairhart@ispchannel.com>

At 08:33 PM 1/15/2001 +0000, you wrote:
>Can I have a blood test please? ooh... ouch! Careful with that needle!
>

The roll was a 6 and 27. The 6 is less than 25, so you might have A Bit of
a Cough.
The chance was 27 which is less than 50, so you have been diagnosed with A
Bit of a Cough.

Stay healthy! Maybe you should purchase "101 Ways to Avoid Infection" from
the Pharmacy.
Nurse Ottis


From rsholmes@mailbox.syr.edu Mon Jan 15 16:36:35 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Point of Order: The Addict
References: <4.1.20010111172159.0307e478@pop3.ispchannel.com>
Date: 15 Jan 2001 19:14:48 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 11 Jan 2001 17:28:35 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> Secondly, you also then went on to state:
> 
> >Feyd still has the most pills. Now here's a conundrum: Does he get
> >cured of addition and re-contract it, or does he just continue to have
> >it? It's not clear in the rules. I'll assume the latter, so (1) he
> >doesn't get a 25% chance to avoid addiction but (2) he also doesn't
> >lose 3 BP / 5 SP.
> 
> Let me again refer to the rules:
> 
> "Once a week, during Office Hours, the player with the most pills
> (regardless of color) is designated the "Addict" for the upcoming week."
> 
> So, at this point, Feyd has been designated the "Addict" for the upcoming
> week because this week, during Office Hours, he was the player with the
> most pills.
> 
> Let me go on with the rule:
> 
> "Addicts are fragile things, and therefore lose 3 body and 5 soul points at
> the beginning of the week they are designated the Addict."
> 
> Since he was just designated the "Addict" for the upcoming week, regardless
> of last week, he shall lose 3 body and 5 soul points. Each week a player is
> designation the Addict. It is irregardless of last weeks designation.

Well, no one else had any comments. Ottis's arguments are good. I'll
go along. So (1) Feyd doesn't get a 25% chance to avoid addiction but
(2) he also doesn't lose 3 BP / 5 SP.

1 random reals 0 < x < 1:
0.773468017578125

So Feyd *does* (re-)get addiction, and loses the BP/SPs.

-- 
- Doc

From jjweston@kenny.sir-toby.com Mon Jan 15 17:31:17 2001
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Date: Mon, 15 Jan 2001 17:56:58 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Amendment to Office Holders
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

----- start proposal text -----

Amend rule 1 by changing its name to "Doc".

----- end proposal text -----

Just looking over the rule set and it seems that rule 1 is much
more about "Doc" than about office holders. The descriptions about the
various office holders are described throughout various rules.


From jjweston@kenny.sir-toby.com Mon Jan 15 18:42:42 2001
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Date: Mon, 15 Jan 2001 19:13:21 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Hospital Building Engineer, Hospital Rooms and amendment to Trading Post
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Create a new rule entitled "Hospital Building Engineer" with the
following text:

A player shall hold the office of Hospital Building Engineer. The identity
of the Hospital Building Engineer shall be part of the gamestate.

When this rule is enacted, the Hospital Building Engineer shall be the
person variously known as Sir Toby, Jeff Weston, or jjweston. This
paragraph will then repeal itself from this rule.

The Hospital Building Engineer tracks all information regarding the various
rooms and locations of the Hospital. All required information must be
stored in one or more databases at the eGroups web site. As compensation
for such duties, the Hospital Building Engineer receives one yellow pill
and one purple pill during their Office Hours. If the Hospital Building
Engineer is unable to update the eGroups database(s) at least once in
between their Office Hours, they will be declared unfit for office and Doc
must replace them immediately.

Create a new rule entitled "Hospital Rooms" with the following text:

There exist a number of rooms in the Hospital, as detailed in this rule.
Each player must always occupy one and only one room in the hospital. The
location of each player in the hospital shall be part of the gamestate, and
maintained by the Hospital Building Engineer. Each room in the hospital
shall have a name, a list of rooms that it connects to, and a descritpion
of the room.

Players may move from one room to another, provided that the room they are
in connects to the room they wish to move to, and if that specific move is
not disallowed by the rules. Players make such a move by posting it to the
mailing list. A player may only make one move in this fashion once per day.
When announced, the player moves immediately to the new room, regardless of
how long it takes the Hospital Building Engineer to update the eGroups
database.

Outside World - Connects to Hospital Entrance
More of a location than a room, the Outside World offers a great
relief to those suffering from Claustrophobia. For every night a player
with Claustrophobia spends in the Outside World, that player will gain five
(5) soul points. Likewise, for every night a player with Agoraphobia spends
in the Outside World, that player will lose five (5) soul points. New
players start out in The Outside World, when they join the game.

Hospital Entrance - Connects to Outside World, Psychiatric Ward, and
Pharmacy
This room serves as a major hub for getting to different sections of
the hospital.

Psychiatric Ward - Connects to Hospital Entrance, and Padded Room
This room is the central hub for dealing with psychotic diseases. A
player must be present in this room in order to receive Electroshock
Therapy.

Padded Room - Connects to Psychiatric Ward
This room offers a great relief to those suffering from Agoraphobia.
For every night a player with Agoraphobia spends in the Padded Room, that
player will gain (5) soul points. Likewise, for every night a player with
Claustrophobia spends in the Padded Room, that player will lose five (5)
soul points.

Pharmacy - Connects to Hospital Entrance
This room is the home of the Pharmacy. A player must be present in
this room in order to purchase items from the Pharmacy.

Amend the first paragraph of "Trading Post" to read in full:

A player may give another player cash, pills, or pamphlets at any time, as
long as the player has the item in their possession to give, and both
players are in the same room.


From m.couchman@bigwig.net Tue Jan 16 04:59:35 2001
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To: DocNomic@egroups.com
Subject: Proposal to rule 24: The pharmacy
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From: m.couchman@bigwig.net

There seems to be a surplus of pills. Putting a limit on the supply=20
of pills would add a strategic element to the game, perhaps making=20
people buy or beg for pills from other players, or persuading them to=20
have a vaccine through fear of a shortage of medicine, or even=20
allowing the possibility of 'investment' in pills.=20

So, pills are to be made in the pharmacy at a given rate(I intend the=20
supply to be plentiful at first, but perhaps tightened up as the=20
rules are tweaked). Perks, wages etc. paid in pills must be taken=20
from the pharmacy. A Pharmacist (who could also hold another office)=20
oversees the whole operation, making pills, and setting buying and=20
selling prices.

This rule is drafted so there should be no immediate large change in=20
the way the game is played. Change would come about more gradually,=20
as pharmacy stocks reduce (perhaps), as nurse changes prices, or as=20
the rule is amended in the future.

=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D

Amend the title of rule 24 to "The Pharmacist, and the
Pharmacy."

Replace the current text of rule 24 with the following:

A. The Pharmacist

i) At any given time, one player may be a pharmacist, and their=20
identity is part of the gamestate. The player may hold another=20
position at the same time.

ii) If at any time the pharmacist is unable to fulfill his or her=20
role, or that Player wishes to vacate the office, Doc must choose a=20
new player to take over.

iii) Duties to be undertaken by the pharmacist during Pharmacy Office=20
Hours:

-make pills to add to the pharmacy's stocks.
-consider whether the pill price list needs amending, and do so if=20
necessary. He or she may also make adjustments at other times if=20
necessary.
-draw a salary of 75 cash points
-check that the PDP carries correct information regarding pill stocks=20
and
pricing.

B. The Pharmacy

iv) The Pharmacy sells pharmaceutical items to players for cash. Any=20
player may, at any time, buy the items listed in the table below, if=20
the pharmacy has the item in stock. The pharmacy can never have a=20
negative quantity of an item in stock. Players may also sell unused=20
items in their possession back to the Pharmacy for cash.

In the interests of public health and safety, no player may purchase=20
more than 3 pills of each type from the pharmacy in one day.

v) Pricing: The price at which the pharmacy buys or sells each item=20
may be changed by the Pharmacist during Pharmacist's Office
Hours, or=20
at any other time deemed necessary by the Pharmacist. Otherwise the=20
previous price list is assumed to continue. The following table=20
contains the minimum and maximum values that the Pharmacist may set.=20
The price at which the pharmacy will buy an item must always be equal=20
to or lower than the current selling price. The objective of setting=20
prices is to attempt to maintain Pharmacy stocks above zero, while=20
also making pills affordable to players.

Item	Pharmacy sells	Pharmacy buys
(in cash points)	(in cash points)
1 yellow pill	20-100	0-90=20
1 purple pill	20-100 0-90=20
1 red pill	20-100 0-90
1 blue pill	20-100	0-90
1 green pill	10-90	0-80
1 "Getting over your addiction" pamphlet	0	0
1 "101 ways to avoid infection" pamphlet	0	0

vi) Pills are made only in the pharmacy, and may not be created by=20
any other means.

All pills given to players by Doc as perks, or provided through the=20
action of any other rule, must therefore be withdrawn from the=20
Pharmacy stocks.=20

vii) The pharmacy's stocks are increased by the Pharmacist once=20
during each Pharmacist's Office Hours by the following
quantities,=20
rounded to the nearest integer, where n =3D the number of players at=20
that time:

Yellow pills: n * 1
Red pills: n * 1
Blue pills: n * 1
Green pills: n * 1.5
Purple pills: n * 1


Pamphlets are printed to order, and given out free by the pharmacy.=20
Stocks of pamphlets are therefore inexhaustible, and the PDP need not=20
keep records pertaining to pamphlet stocks.

viii) Records of the Pharmacy's stocks, and the current price
list, are maintained on the Player Details Page.

ix) The following are interim measures while this rule is being=20
brought into force:

When the PDP is able to maintain records regarding stocks and the=20
price list, this rule will be enacted fully by proclamation by Doc.=20
Until that time, the pre-existing rules will continue to the extent=20
that:
a) the pharmacy is considered to have an inexhaustible supply of=20
pills;=20
b) the Pharmacist may not alter any price mentioned in this rule,=20=20
c) the Pharmacist is not required to replenish pharmacy stocks, and=20
d) Doc may continue to create pills to give to players

On full enactment of this rule, the pharmacy will be provided with=20
initial stocks of 30 pills of each type.

Pill prices will initially be set as follows:
- Pharmacy's buying price =96 zero, for every item. It's up
to the=20
Pharmacist to change the prices offered to players.
- Pharmacy's selling price - the same prices as prior to the=20
enactment of this rule, namely:=20
=09
1yellow pill	40 cash points=20
1 purple pill	35 cash points=20
1 red pill	30 cash points=20
1 blue pill	25 cash points=20
1 green pill	20 cash points=20
1 "Getting over your addiction" pamphlet	0 cash points=20
1 "101 ways to avoid infection" pamphlet	0 cash points



From m.couchman@bigwig.net Tue Jan 16 05:02:43 2001
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Date: Tue, 16 Jan 2001 13:02:42 -0000
To: DocNomic@egroups.com
Subject: Proposal: amendment to Pharmacy (2nd attempt)
Message-ID: <941gpi+vcle@eGroups.com>
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From: m.couchman@bigwig.net

There seems to be a surplus of pills *cough*. Putting a limit on the=20
supply of pills would add a strategic element to the game, perhaps=20
making people buy or beg for pills from other players, or persuading=20
them to have a vaccine through fear of a shortage of medicine, or=20
even allowing the possibility of 'investment' in pills.=20

*cough*

So, pills are to be made in the pharmacy at a given rate(I intend the=20
supply to be plentiful at first, but perhaps tightened up as the=20
rules are tweaked). Perks, wages etc. paid in pills must be taken=20
from the pharmacy. A Pharmacist (who could also hold another office)=20
oversees the whole operation, making pills, and setting buying and=20
selling prices.

This rule is drafted so there should be no immediate large change in=20
the way the game is played. Change would come about more gradually,=20
as pharmacy stocks reduce (perhaps), as nurse changes prices, or as=20
the rule is amended in the future.

=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D

Amend the title of rule 24 to "The Pharmacist, and the
Pharmacy."

Replace the current text of rule 24 with the following:

A. The Pharmacist

i) At any given time, one player may be a pharmacist, and their=20
identity is part of the gamestate. The player may hold another=20
position at the same time.

ii) If at any time the pharmacist is unable to fulfill his or her=20
role, or that Player wishes to vacate the office, Doc must choose a=20
new player to take over.

iii) Duties to be undertaken by the pharmacist during Pharmacy Office=20
Hours:

-make pills to add to the pharmacy's stocks.
-consider whether the pill price list needs amending, and do so if=20
necessary. He or she may also make adjustments at other times if=20
necessary.
-draw a salary of 75 cash points
-check that the PDP carries correct information regarding pill stocks=20
and pricing.

B. The Pharmacy

iv) The Pharmacy sells pharmaceutical items to players for cash. Any=20
player may, at any time, buy the items listed in the table below, if=20
the pharmacy has the item in stock. The pharmacy can never have a=20
negative quantity of an item in stock. Players may also sell unused=20
items in their possession back to the Pharmacy for cash.

In the interests of public health and safety, no player may purchase=20
more than 3 pills of each type from the pharmacy in one day.

v) Pricing: The price at which the pharmacy buys or sells each item=20
may be changed by the Pharmacist during Pharmacist's Office
Hours, or at any other time deemed necessary by the Pharmacist.=20
Otherwise the previous price list is assumed to continue. The=20
following table contains the minimum and maximum values that the=20
Pharmacist may set.=20

The price at which the pharmacy will buy an item must always be equal=20
to or lower than the current selling price.=20

The objective of setting prices is to attempt to maintain Pharmacy=20
stocks above zero, while also making pills affordable to players.

Item	Pharmacy sells	Pharmacy buys
(in cash points)	(in cash points)
1 yellow pill	20-100	0-90=20
1 purple pill	20-100 0-90=20
1 red pill	20-100 0-90
1 blue pill	20-100	0-90
1 green pill	10-90	0-80
1 "Getting over your addiction" pamphlet	0	0
1 "101 ways to avoid infection" pamphlet	0	0

vi) Pills are made only in the pharmacy, and may not be created by=20
any other means.

All pills given to players by Doc as perks, or provided through the=20
action of any other rule, must therefore be withdrawn from the=20
Pharmacy stocks.=20

vii) The pharmacy's stocks are increased by the Pharmacist once=20
during each Pharmacist's Office Hours by the following
quantities, rounded to the nearest integer, where n =3D the number of=20
players at that time:

Yellow pills: n * 1
Red pills: n * 1
Blue pills: n * 1
Green pills: n * 1.5
Purple pills: n * 1


Pamphlets are printed to order, and given out free by the pharmacy.=20
Stocks of pamphlets are therefore inexhaustible, and the PDP need not=20
keep records pertaining to pamphlet stocks.

viii) Records of the Pharmacy's stocks, and the current price
list, are maintained on the Player Details Page.

ix) The following are interim measures while this rule is being=20
brought into force:

When the PDP is able to maintain records regarding stocks and the=20
price list, this rule will be enacted fully by proclamation by Doc.=20
Until that time, the pre-existing rules will continue to the extent=20
that:
a) the pharmacy is considered to have an inexhaustible supply of=20
pills;=20
b) the Pharmacist may not alter any price mentioned in this rule,=20=20
c) the Pharmacist is not required to replenish pharmacy stocks, and=20
d) Doc may continue to create pills to give to players

On full enactment of this rule, the pharmacy will be provided with=20
initial stocks of 30 pills of each type.

Pill prices will initially be set as follows:
- Pharmacy's buying price =96 zero, for every item. It's up
to the=20
Pharmacist to change the prices offered to players.
- Pharmacy's selling price - the same prices as prior to the=20
enactment of this rule, namely:=20
=09
1yellow pill	40 cash points=20
1 purple pill	35 cash points=20
1 red pill	30 cash points=20
1 blue pill	25 cash points=20
1 green pill	20 cash points=20
1 "Getting over your addiction" pamphlet	0 cash points=20
1 "101 ways to avoid infection" pamphlet	0 cash points



From jjweston@kenny.sir-toby.com Tue Jan 16 07:43:14 2001
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Date: Tue, 16 Jan 2001 08:25:35 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: amendment to Pharmacy (2nd attempt)
In-Reply-To: <941gpi+vcle@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Tue, 16 Jan 2001 m.couchman@bigwig.net wrote:

> Amend the title of rule 24 to "The Pharmacist, and the
> Pharmacy."
> 
> Replace the current text of rule 24 with the following:
> 
> A. The Pharmacist

[snip]

> B. The Pharmacy

Some thoughts from the peanut gallery...

Interesting proposal. I like the idea of supply and demand with
regard to pills. However, it looks like we might be better served with two
rules instead of one. One for "The Pharmacist" and one for "The
Pharmacy". The content could be split along the lines of section A and B
that you detailed in your proposal.

I don't like giving The Pharmacist such a huge say in how prices
can be set for pills. I would much rather see the prices set by the rules,
perhaps giving an equation to set prices based on the number of pills in
stock.

You don't specify what happens if The Pharmacy doesn't have enough
stock to give out for a specific need. What happens if Doc wants to give
out a perk, but no pills are left? Can that player receive a rain check
and get the pills when The Pharmacy has pills again?


From kevan@somethingorother.com Tue Jan 16 07:51:51 2001
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To: DocNomic@egroups.com
Subject: Re: Psychiatrist: I request 2 therapy sessions during your next office hours!
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From: kevan@somethingorother.com

Last Thursday's Psychiatry Office Hours were cancelled due to me 
being too busy; this Thursday's will probably just be delayed. 
Although if I find it too fiddly keeping track of who's asked me for 
Therapy in the past week, purely so I can adjust some numbers without 
decision or thought, I may just cancel them and give up the Office.

Kevan

--
http://uncertain.org/~kevan
"Vell, Zaphod's just zis guy, you know?"


From m.couchman@bigwig.net Tue Jan 16 08:00:07 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: amendment to Pharmacy (2nd attempt)
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From: m.couchman@bigwig.net

--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
wrote:
> On Tue, 16 Jan 2001 m.couchman@b... wrote:
> 
> > Amend the title of rule 24 to "The Pharmacist, and the
> > Pharmacy."
> > 
> > Replace the current text of rule 24 with the following:
> > 
> > A. The Pharmacist
> 
> [snip]
> 
> > B. The Pharmacy
> 
> Some thoughts from the peanut gallery...
> 
> Interesting proposal. I like the idea of supply and demand 
with
> regard to pills. However, it looks like we might be better served 
with two
> rules instead of one. One for "The Pharmacist" and one for "The
> Pharmacy". The content could be split along the lines of section A 
and B
> that you detailed in your proposal.
> 
> I don't like giving The Pharmacist such a huge say in how 
prices
> can be set for pills. I would much rather see the prices set by the 
rules,
> perhaps giving an equation to set prices based on the number of 
pills in
> stock.

I thought about that briefly, but wasn't sure what sort of formula 
would work best, particularly without knowing how the pill stocks 
might vary in the future. Any suggestions?

> 
> You don't specify what happens if The Pharmacy doesn't have 
enough
> stock to give out for a specific need. What happens if Doc wants to 
give
> out a perk, but no pills are left? Can that player receive a rain 
check
> and get the pills when The Pharmacy has pills again?

Again, I'm open to suggestions. As it stands, I suppose that Doc 
would be unable to give out pills at the time, which might slow 
proposal production a bit! On the other hand, it sounds entirely 
reasonable that a player could take owed pills at a later date.


From jjweston@kenny.sir-toby.com Tue Jan 16 08:40:04 2001
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Date: Tue, 16 Jan 2001 09:15:54 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: amendment to Pharmacy (2nd attempt)
In-Reply-To: <941qjt+cfod@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Tue, 16 Jan 2001 m.couchman@bigwig.net wrote:

> I thought about that briefly, but wasn't sure what sort of formula 
> would work best, particularly without knowing how the pill stocks 
> might vary in the future. Any suggestions?

Well... In short pill price should be higher with low pill supply
and lower with a high pill supply. Perhaps:

price = (x/y) * z

x is a constant for the "ideal" number of pills in the pharmacy
supply. y is a variable reflecting the actual number of pills in the
pharmacy supply. z is a constant for the cost of pills when we have the
"ideal" number of pills in the pharmacy supply. You would have to put a
maximum limit on prices, since they would be infinite if pill stock ever
reached zero...

The value of z for the pharmacy selling pills should be the
current prices for pills. You would select a lower value of z for when the
pharmacy buys back pills. Perhaps the current price minus 10? The value
for x would have to be determined by game play... I would start it at 30,
the initial stock of pills you are giving to the pharmacy, and go from
there.

> Again, I'm open to suggestions. As it stands, I suppose that Doc 
> would be unable to give out pills at the time, which might slow 
> proposal production a bit! On the other hand, it sounds entirely 
> reasonable that a player could take owed pills at a later date.

Well... Perhaps every time a player receives a pill as a perk, or
some other benefit, they would receive a certificate that allows them to
trade it in for the pills they are owed at any time, as long as the
pharmacy has stock. In combination with my Hospital Rooms proposal, they
would only be allowed to exchange the certificates while at the
pharmacy...


From Nomic1@aol.com Tue Jan 16 08:45:20 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: amendment to Pharmacy (2nd attempt)
Message-ID: <941t9c+ests@eGroups.com>
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From: Nomic1@aol.com

--- In DocNomic@egroups.com, m.couchman@b... wrote:
> --- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
> wrote:
> > On Tue, 16 Jan 2001 m.couchman@b... wrote:
> > 
> > > Amend the title of rule 24 to "The Pharmacist, and the
> > > Pharmacy."

> > I don't like giving The Pharmacist such a huge say in how 
> prices
> > can be set for pills. I would much rather see the prices set by 
the 
> rules,
> > perhaps giving an equation to set prices based on the number of 
> pills in
> > stock.
> 
> I thought about that briefly, but wasn't sure what sort of formula 
> would work best, particularly without knowing how the pill stocks 
> might vary in the future. Any suggestions?

Well, assuming the PDP can be easily programmed to automatically 
charge for "purchases", how about:
If (N >= P) then
Cost := ((N-P) * C/4) + (C * 1.5)
Else
Cost := C - ((P - N)/4)
END IF

Where: N = Number of players
P = Number of pills of that color
C = Base cost of that color pill (i.e. Red = 50, green = 20, 
etc.).

As the number of pills increases price falls very slowly, but as the 
number of pills decreases the cost goes up arithmatically based on 
base cost of pill.

Feyd



From jjweston@kenny.sir-toby.com Tue Jan 16 09:04:02 2001
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Date: Tue, 16 Jan 2001 09:43:45 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: amendment to Pharmacy (2nd attempt)
In-Reply-To: <941t9c+ests@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

You did not ask for a pill.

On Tue, 16 Jan 2001 Nomic1@aol.com wrote:

> --- In DocNomic@egroups.com, m.couchman@b... wrote:
> > --- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
> > wrote:
> > > On Tue, 16 Jan 2001 m.couchman@b... wrote:
> > > 
> > > > Amend the title of rule 24 to "The Pharmacist, and the
> > > > Pharmacy."
> 
> > > I don't like giving The Pharmacist such a huge say in how 
> > prices
> > > can be set for pills. I would much rather see the prices set by 
> the 
> > rules,
> > > perhaps giving an equation to set prices based on the number of 
> > pills in
> > > stock.
> > 
> > I thought about that briefly, but wasn't sure what sort of formula 
> > would work best, particularly without knowing how the pill stocks 
> > might vary in the future. Any suggestions?
> 
> Well, assuming the PDP can be easily programmed to automatically 
> charge for "purchases", how about:
> If (N >= P) then
> Cost := ((N-P) * C/4) + (C * 1.5)
> Else
> Cost := C - ((P - N)/4)
> END IF
> 
> Where: N = Number of players
> P = Number of pills of that color
> C = Base cost of that color pill (i.e. Red = 50, green = 20, 
> etc.).
> 
> As the number of pills increases price falls very slowly, but as the 
> number of pills decreases the cost goes up arithmatically based on 
> base cost of pill.
> 
> Feyd
> 
> 
> 
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
> 
> 
> 


From m.couchman@bigwig.net Tue Jan 16 09:08:11 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: amendment to Pharmacy (2nd attempt)
Message-ID: <941ufv+eltd@eGroups.com>
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From: m.couchman@bigwig.net

> > I thought about that briefly, but wasn't sure what sort of 
formula 
> > would work best, particularly without knowing how the pill stocks 
> > might vary in the future. Any suggestions?
> 
> Well, assuming the PDP can be easily programmed to automatically 
> charge for "purchases", how about:
> If (N >= P) then
> Cost := ((N-P) * C/4) + (C * 1.5)
> Else
> Cost := C - ((P - N)/4)
> END IF
> 
> Where: N = Number of players
> P = Number of pills of that color
> C = Base cost of that color pill (i.e. Red = 50, green = 
20, 
> etc.).
> 
> As the number of pills increases price falls very slowly, but as 
the 
> number of pills decreases the cost goes up arithmatically based on 
> base cost of pill.
> 
> Feyd

I quite like that one. We'd have to cut the pharmacist's pay, now his 
job's being done by a computer! I've no more time to work on it 
now... I'll see what Doc thinks about it all.


From jjweston@kenny.sir-toby.com Wed Jan 17 15:25:19 2001
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Date: Wed, 17 Jan 2001 15:42:53 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Amendment to Proposals, repeal Proposal Framework
Message-ID: <Pine.LNX.4.21.0101171539490.28619-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Amend "Proposals" to read in full:

Players may submit Proposals by sending them to the DocNomic Mailing List.
A Proposal thus submitted becomes Pending. A Proposal consists of one or
more new proposed Rules, and/or one or more amendments to existing Rules,
and/or one or more proposed repeals of existing Rules.

Only one proposal is allowed per email message. If more than one proposal
is included in an email message, all proposals in that message will be
ignored. Each proposal must have in its Subject line the text: "Proposal: "
followed by a label for the proposal or it shall be ignored. Every pending
proposal must have a unique label. If more than one pending proposal has
the same label, every proposal with that same label will be ignored, except
for the first one.

The proposal label has two parts. Part one is a listing of all rules that
will be created, amended, or repealed. That is followed by a hyphen. The
second part is a phrase describing the intent of the proposal. If these
guidelines are not followed then the proposal is ignored. Minor variation
in spacing and spelling will be accepted as long as the general format is
followed.

Doc will judge all Pending Proposals, in the order in which they were
proposed, and accept, reject or ignore them. If a proposal is ignored or
rejected, Doc must give the reason why. To ignore a Proposal, the condition
by which it is ignored must be explicit somewhere in the ruleset. Once a
Proposal has been judged, it ceases to be Pending.

Doc may rewrite a Pending Proposal to clarify its meaning, correct errors,
or for any other reason, as long as the rewriting does not alter the
meaning.

Doc may, at any time, modify or remove any existing Rule or enact new
Rules, or modify the Gamestate, by the publication of a Proclamation. In
addition, Doc may, at any time, publish a Directive calling for Proposals
in a certain area.

Repeal "Proposal Framework".


From rsholmes@mailbox.syr.edu Wed Jan 17 19:22:55 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] proposal: amendment to rule 23
References: <93mipp+mll1@eGroups.com>
Date: 17 Jan 2001 21:59:10 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Fri, 12 Jan 2001 09:29:29 -0000"
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From: rsholmes@mailbox.syr.edu

m.couchman@bigwig.net writes:

> The word "disease" shall be added to the end of the third sentence of 
> rule 23, which currently reads:
> 
> "The blood test shall check for any communicable."
> 
> which in fact isn't quite a sentence at all.

REJECTED on the grounds that a previous (approved) proposal has
addressed this.

Martin has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:23:09 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal : Amendment to Nurse, The Epidemiologist, Therapy Session, and Blood Bank
References: <Pine.LNX.4.21.0101111519140.20529-100000@kenny.sir-toby.com>
Date: 17 Jan 2001 21:57:31 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 11 Jan 2001 16:30:36 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend the second paragraph of "Nurse" by striking the phrase,
> "since the most recent Office Hours" and replacing it with "since Doc's
> most recent Office Hours".
> 
> Amend the second paragraph of "The Epidemiologist" by striking the
> phrase "between Office Hours" and replacing it with "between Doc's Office
> Hours". Also, amend the fifth paragraph by striking the phrase "Between
> Office Hours" and replacing it with "During their Office Hours".
> 
> Amend "Therapy Session" by striking the phrase, "During Office
> Hours", and replacing it with "During their Office Hours". Also amend it,
> by striking the phrase "for a particular office hours" and replacing it
> with "for each of the Psychiatrist's Office Hours".
> 
> Amend the second paragraph of "Blood Bank" by striking the phrase,
> "once per four Office Hours", and replacing it with "once per four of
> Doc's Office Hours".

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:25:24 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] proposal: Amendment to rule 0
References: <93mtea+e5g3@eGroups.com>
Date: 17 Jan 2001 22:01:14 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Fri, 12 Jan 2001 12:31:06 -0000"
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From: rsholmes@mailbox.syr.edu

m.couchman@bigwig.net writes:

> Rule 0 states in sentence 2 that
> 
> "Each Rule shall begin with a unique, finite, nonnegative integer 
> number and a brief descriptive name."
> 
> Rule infinity (Diseases) is in clear breach of this. I propose that 
> the sentence be amended to read:
> 
> "Each Rule shall begin with a unique, finite, nonnegative integer 
> number and a brief descriptive name, with the exception of rule 
> infinity (Diseases) which need not begin with a finite number." 

REJECTED on the grounds that this problem has been addressed by
changing Diseases' rule number to a finite one.

Martin (whose FoR was cured by his last proposal) has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:26:06 2001
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To: DocNomic@egroups.com
Cc: docnomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Diseases
References: <4.1.20010112105758.032f7780@pop3.ispchannel.com>
Date: 17 Jan 2001 22:02:01 -0500
In-Reply-To: Ottis Airhart's message of "Fri, 12 Jan 2001 11:01:06 -0600"
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Ottis Airhart <oairhart@ispchannel.com> writes:

> I have a foolproof way to fix the Addict disease... In real life, Addiction
> is a very serious and long term ailment, so, despite of its inherantness to
> instantly be rejected, I though it would be worth the thrill of it:
> 
> Change the Addiction disease to the following:
> 
> Once a week, during Office Hours, the player known as Feyd is designated
> the "Addict" for the upcoming week.
> 
> Feyd may not take any action that reduces the number of pills in eir
> possession except to take a pill.
> 
> Feyd is fragile, and therefore lose 3 body and 5 soul points at the
> beginning of every week. In addition, the Feyd must take 1 red pill in
> order to make a Proposal. In any non-proposal message they send to the
> public newsgroup Feyd must in some way ask for a pill. Failure to do so
> will cause em to lose 1 soul point; this failure to do so may be pointed
> out by any Player or Doc, at which point the deduction will be queued as an
> action for the next Office Hours. The first player per message thus helping
> Feyd fight his addiction is doing a good deed, and thus gains a soul point.
> Subsequent players are just nagging and get nothing. 

Heh. REJECTED...

Ottis has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:29:15 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Blood Test
References: <Pine.LNX.4.21.0101121109210.21401-100000@kenny.sir-toby.com>
Date: 17 Jan 2001 22:03:22 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Fri, 12 Jan 2001 11:23:25 -0800 (PST)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend "Blood Test" by appending the following paragraph:
> 
> After the discovery of an infection, the player has 24 hours to receive a
> vaccine against the infection. If they receive the vaccination, they are
> immediately cured of the infection, as well as receiving whatever effects
> the vaccine gives them.

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:29:48 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to The Epidemiologist
References: <Pine.LNX.4.21.0101121611370.21568-100000@kenny.sir-toby.com>
Date: 17 Jan 2001 22:04:31 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Fri, 12 Jan 2001 16:15:46 -0800 (PST)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend "The Epidemiologist" by striking from the third paragraph
> the phrase, "contract any disease" and replacing it with "contract any
> communicable disease".

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:31:24 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendments to diseases (hypergreenism, and definitions)
References: <93mmdn+q6kv@eGroups.com>
Date: 17 Jan 2001 21:59:59 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Fri, 12 Jan 2001 10:31:19 -0000"
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m.couchman@bigwig.net writes:

> Two proposed amendments to Diseases:
> 
> ============
> 
> A) 
> 
> Hypergreenism (non-contagious: blood-borne)
> 
> Any player who takes five or more green pills in a 24 hour period 
> shall contract hypergreenism, from the time they take the fifth pill. 
> A sufferer of the disease loses 5 body points immediately, and a 
> further 5 body points each time they take a green pill. No blood 
> donations may be made, due to the excessive amount of green in the 
> circulation.
> Hypergreenism may be cured by receiving a transfusion of two 
> pints of blood, to reduce levels of green, and taking a blue pill.
> 
> 
> =========================
> B)
> 
> {According to my dictionary, "contagious" means a disease can be 
> caught by contact of skin or clothing. Thus, an airborne disease is 
> not necessarily a contagious disease, so:}
> 
> Paragraph 5 of rule infinity (diseases) shall be amended to read:
> 
> Some diseases are communicable. Communicable diseases include the 
> following types:
> 1) Infectious
> i)Airborne
> 2) Contagious. 
> 
> 3) Non-contagious. Non-contagious diseases include the following 
> types:
> i)Blood-borne

-5 SPs. APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:32:46 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: The Surgeon
References: <93v8tc+1e3a@eGroups.com>
Date: 17 Jan 2001 22:07:40 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 15 Jan 2001 16:35:56 -0000"
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Nomic1@aol.com writes:

> [[ This propsal is a rewrite of the previous Surgeon rules. I have 
> attempted to remove the confusing items, and add more office hours to-
> do work for the surgeon.]]
> 
> ================= BEGIN NEW PROPOSAL ============================= 
> Create a new rule as follows:
> 
> The Surgeon
> The Surgeon is in charge of operations and physical wounds. His 
> primary duty is to deal with all diseases of type "Injury" 
> or "Physical".
> 
> The name of the player who holds the Office of Surgeon is part of the 
> gamestate. The Surgeon is responsible for hosting a database at 
> http://www.egroups.com/database/DocNomic to hold all diseases of 
> type "Injury" and "Physical" and eir cure(s) if any.
> 
> The Surgeon is bound by the rules of Office Hours as stated in Rule 
> 13. During eir Office Hours the Surgeon performs the following 
> actions:
> a. Perform all cures for Injuries requested by players since the 
> last Office Hours. The surgeon is responsible for updating the PDP 
> for all cures e performs.
> b. Pay eirself wages of 1 Red pill, 1 Blue pill, and 100 Cash.
> c. Select one player at random, and one disease of type Physical 
> or Injury at random. The selected player has a 20% chance of 
> acquiring the Injury.
> 
> 
> The Surgeon may not perform surgury on emself. Because of their 
> knowlege of the physical body they can trade 2 soul 
> for 1 body at any time.
> 
> The Surgeon position can be assigned or reassigned by Doc at any 
> time. 
> 
> When this rule is accepted the Surgeon will be player Feyd. This 
> paragraph will then self-delete. [[Doc can immediately set the 
> surgeon to someone else if anyone would like to be surgeon.]]

APPROVED. 1 green, 1 red.

If anyone other than Feyd wants to be the Surgeon, let me know.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:33:27 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Office Holders
References: <Pine.LNX.4.21.0101151754070.27215-100000@kenny.sir-toby.com>
Date: 17 Jan 2001 22:09:47 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Mon, 15 Jan 2001 17:56:58 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> ----- start proposal text -----
> 
> Amend rule 1 by changing its name to "Doc".
> 
> ----- end proposal text -----
> 
> Just looking over the rule set and it seems that rule 1 is much
> more about "Doc" than about office holders. The descriptions about the
> various office holders are described throughout various rules.

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:35:19 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Hospital Building Engineer, Hospital Rooms and amendment to Trading Post
References: <Pine.LNX.4.21.0101151906030.27215-100000@kenny.sir-toby.com>
Date: 17 Jan 2001 22:10:37 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Mon, 15 Jan 2001 19:13:21 -0800 (PST)"
Message-ID: <xzcy9w9r1w2.fsf@rodan.syr.edu>
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Create a new rule entitled "Hospital Building Engineer" with the
> following text:
> 
> A player shall hold the office of Hospital Building Engineer. The identity
> of the Hospital Building Engineer shall be part of the gamestate.
> 
> When this rule is enacted, the Hospital Building Engineer shall be the
> person variously known as Sir Toby, Jeff Weston, or jjweston. This
> paragraph will then repeal itself from this rule.
> 
> The Hospital Building Engineer tracks all information regarding the various
> rooms and locations of the Hospital. All required information must be
> stored in one or more databases at the eGroups web site. As compensation
> for such duties, the Hospital Building Engineer receives one yellow pill
> and one purple pill during their Office Hours. If the Hospital Building
> Engineer is unable to update the eGroups database(s) at least once in
> between their Office Hours, they will be declared unfit for office and Doc
> must replace them immediately.
> 
> Create a new rule entitled "Hospital Rooms" with the following text:
> 
> There exist a number of rooms in the Hospital, as detailed in this rule.
> Each player must always occupy one and only one room in the hospital. The
> location of each player in the hospital shall be part of the gamestate, and
> maintained by the Hospital Building Engineer. Each room in the hospital
> shall have a name, a list of rooms that it connects to, and a descritpion
> of the room.
> 
> Players may move from one room to another, provided that the room they are
> in connects to the room they wish to move to, and if that specific move is
> not disallowed by the rules. Players make such a move by posting it to the
> mailing list. A player may only make one move in this fashion once per day.
> When announced, the player moves immediately to the new room, regardless of
> how long it takes the Hospital Building Engineer to update the eGroups
> database.
> 
> Outside World - Connects to Hospital Entrance
> More of a location than a room, the Outside World offers a great
> relief to those suffering from Claustrophobia. For every night a player
> with Claustrophobia spends in the Outside World, that player will gain five
> (5) soul points. Likewise, for every night a player with Agoraphobia spends
> in the Outside World, that player will lose five (5) soul points. New
> players start out in The Outside World, when they join the game.
> 
> Hospital Entrance - Connects to Outside World, Psychiatric Ward, and
> Pharmacy
> This room serves as a major hub for getting to different sections of
> the hospital.
> 
> Psychiatric Ward - Connects to Hospital Entrance, and Padded Room
> This room is the central hub for dealing with psychotic diseases. A
> player must be present in this room in order to receive Electroshock
> Therapy.
> 
> Padded Room - Connects to Psychiatric Ward
> This room offers a great relief to those suffering from Agoraphobia.
> For every night a player with Agoraphobia spends in the Padded Room, that
> player will gain (5) soul points. Likewise, for every night a player with
> Claustrophobia spends in the Padded Room, that player will lose five (5)
> soul points.
> 
> Pharmacy - Connects to Hospital Entrance
> This room is the home of the Pharmacy. A player must be present in
> this room in order to purchase items from the Pharmacy.
> 
> Amend the first paragraph of "Trading Post" to read in full:
> 
> A player may give another player cash, pills, or pamphlets at any time, as
> long as the player has the item in their possession to give, and both
> players are in the same room.

APPROVED. 1 each green, red, and blue.

Just one question: where is everyone???

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:36:57 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] proposal: amendment to Vaccination
References: <93usve+u2lp@eGroups.com>
Date: 17 Jan 2001 22:06:36 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Mon, 15 Jan 2001 13:12:14 -0000"
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From: rsholmes@mailbox.syr.edu

m.couchman@bigwig.net writes:

> Amend the first sentence to read:
> 
> A player may buy a vaccination from the Nurse at a cost of 100 cash 
> points.
> 
> 
> In the third sentence, change "Office Hours" to "Nurse's Office Hours"

-5 SP.

APPROVED. 1 green. Martin no longer has FoR.

> {Would it make sense for it to be administered via the Player Details 
> Page? 

Maybe...

> Also, I wonder if 100 cash might be too expensive for the 
> vaccine, but it seemed a good round figure that could be adjusted at 
> a later date}

I don't see anyone running low on cash yet...

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:39:04 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Rule 19 - Winning Conditions
References: <93vckd+398c@eGroups.com>
Date: 17 Jan 2001 22:08:36 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 15 Jan 2001 17:39:25 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Add the following paragraphs to the end of Rule 19.
> 
> If at any time 1 and only 1 player is not "Dead" (as defined in rule 
> 11), that player will be declared the "Winner" of round 1.
> 
> If at any time 1 and only 1 player has more that 199 pills, more than 
> 100 health, more than 100 body, more than 10,000 cash, and has no 
> diseases, that player shall be declared the "Winner" of round 1.

APPROVED. 1 green, 1 red.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:39:59 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] proposal: amendment to rule 1 (Office holders)
References: <93vp65+p06e@eGroups.com>
Date: 17 Jan 2001 22:09:07 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Mon, 15 Jan 2001 21:13:41 -0000"
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m.couchman@bigwig.net writes:

> This provides a bare skeleton for an unfortunate eventuality, for 
> which no pill could prepare us. It's far from perfect, but better 
> than nothing:
> 
> Add the following to the end of rule 1:
> 
> In the event that Doc is absent from the game for a period of more 
> than three weeks without making arrangements for his return, the 
> players may choose a new Doc. They register their preference by 
> election, each player having one vote each. The Nurse oversees the 
> process, and appoints as the new Doc the player receiving the most 
> votes. In the event of a tie, the Nurse may appoint one of those 
> receiving the highest number of votes.

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 19:55:58 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: The Surgeon
References: <93v8tc+1e3a@eGroups.com>
Date: 17 Jan 2001 22:27:34 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 15 Jan 2001 16:35:56 -0000"
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From: rsholmes@mailbox.syr.edu

This creates Rule 30. Phobia check:

Kevan, Britta, Ottis, Mark lose 5 SPs. Jeff gains 5 SP.

Jeff and Martin have 27% chance (3 repealed rules so 30-3) of getting
Agoraphobia. 

2 random reals 0 < x < 1:
0.411865234375
0.576568603515625

Neither does.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jan 17 20:01:02 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Hospital Building Engineer, Hospital Rooms and amendment to Trading Post
References: <Pine.LNX.4.21.0101151906030.27215-100000@kenny.sir-toby.com>
Date: 17 Jan 2001 22:37:32 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Mon, 15 Jan 2001 19:13:21 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

This creates Rules 31 and 32. Phobia check:

(Rule 31)

Kevan, Britta, Ottis, Mark lose 5 SPs. Jeff gains 5 SP.

Jeff and Martin have 28% chance (3 repealed rules so 31-3) of getting
Agoraphobia. 

2 random reals 0 < x < 1:
0.053253173828125
0.34979248046875

Jeff does (and is cured of Claustrophobia).

(Rule 32)

Kevan, Britta, Ottis, Mark, and Jeff lose 5 SPs.

Martin has 28% chance (3 repealed rules so 32-3) of getting
Agoraphobia. 

1 random reals 0 < x < 1:
0.375396728515625

He doesn't.

-- 
- Doc

From Nomic1@aol.com Thu Jan 18 06:29:32 2001
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To: DocNomic@egroups.com
Subject: Doc: PoO: Why wasn't Feyd included in Phobia checks?
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From: Nomic1@aol.com




From Nomic1@aol.com Thu Jan 18 07:00:15 2001
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Date: Thu, 18 Jan 2001 14:55:56 -0000
To: DocNomic@egroups.com
Subject: Proposal: Amend Hospital Rooms (more rooms and starting point)
Message-ID: <94705s+dbfn@eGroups.com>
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From: Nomic1@aol.com

--- In DocNomic@egroups.com, rsholmes@m... wrote:
> "Jeffrey J. Weston" <jjweston@k...> writes:
> > Outside World - Connects to Hospital Entrance
> > Hospital Entrance - Connects to Outside World, Psychiatric Ward, 
> > Psychiatric Ward - Connects to Hospital Entrance, and Padded Room
> > Padded Room - Connects to Psychiatric Ward
> > Pharmacy - Connects to Hospital Entrance
> Just one question: where is everyone???


Amend the Hospital Room rule as follows:
=================================================
Add the rooms:

Lab -- connects to Hospital Entrance and the Pharmacy. A player must 
be in the lab to receive a cure from the Epidemiologist. The 
Epidemiologist does not have to be in the room at the same time.

Trama Center -- connects to the Hospital Entrance. All surgery takes 
place in the Trama Center. Both the player requesting surgery and 
the surgeon must be in the Trama Center for surgery to be performed.

And add the following paragraph to the end of the rule:
"All players currently in the game are placed at the Hospital 
Entrance".

Feyd




From Nomic1@aol.com Thu Jan 18 07:03:21 2001
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Date: Thu, 18 Jan 2001 14:57:36 -0000
To: DocNomic@egroups.com
Subject: Feyd takes a red pill for previous proposal (PDP updated)
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From: Nomic1@aol.com

anyone got a red pill for me? I'm running low!

Feyd


From Nomic1@aol.com Thu Jan 18 07:18:17 2001
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To: DocNomic@egroups.com
Subject: Surgery Update
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From: Nomic1@aol.com

Assuming no one has request the office surgeon, surgury hours will be 
on or before 5:00 PM CST this afternoon. Please have all requests 
for surgery posted by then.


Feyd
Before I do surgery for any person I would really like to take a 
yellow pill, it makes me feel happy and steadies my hand! Anyone 
have any yellow pills for me?




From Nomic1@aol.com Thu Jan 18 07:20:18 2001
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To: DocNomic@egroups.com
Subject: Psychiatrist : I request 3 counseling sessions.
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Not to cure my addiction, I feel I have that in hand (btw: could I 
have one of those green jobbers you have?), but just to increase my 
general self-esteem! I have so much pressure at work!

Feyd


From jjweston@kenny.sir-toby.com Thu Jan 18 07:20:57 2001
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Date: Thu, 18 Jan 2001 08:00:39 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Hospital Building Engineer, Hospital Rooms and amendment to Trading Post
In-Reply-To: <xzcy9w9r1w2.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 17 Jan 2001 rsholmes@mailbox.syr.edu wrote:

> APPROVED. 1 each green, red, and blue.
> 
> Just one question: where is everyone???

Whoops... I thought I had specified everyone starts in the Outside
World. Looks like that was the one thing I forgot. Since the Outside World
specifies that new players start out there, that is where I will start all
current players out.

I will hold Hospital Building Engineer Office Hours shortly and
set up the database...


From Nomic1@aol.com Thu Jan 18 07:25:24 2001
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Date: Thu, 18 Jan 2001 15:18:39 -0000
To: DocNomic@egroups.com
Subject: Epidemiologist Report: Strange new cure
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From: Nomic1@aol.com

I have just received a strange new cannister of volcanic gas which is 
supposed to be quite helpful with the New Zealand natives, who swear 
it helps them fight a variety of psychosis. 

First come, First served.

All requests before Office Hours will be considered. Please remember 
that I have a fondness for blue pills.

Office Hours will occur on or before 5:00 PM EST, so please make all 
requests by then.

Feyd


From jjweston@kenny.sir-toby.com Thu Jan 18 07:30:53 2001
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Date: Thu, 18 Jan 2001 08:10:33 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Hospital Rooms (more rooms and starting point)
In-Reply-To: <94705s+dbfn@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Thu, 18 Jan 2001 Nomic1@aol.com wrote:

> Amend the Hospital Room rule as follows:
> =================================================
> Add the rooms:
> 
> Lab -- connects to Hospital Entrance and the Pharmacy. A player must 
> be in the lab to receive a cure from the Epidemiologist. The 
> Epidemiologist does not have to be in the room at the same time.
> 
> Trama Center -- connects to the Hospital Entrance. All surgery takes 
> place in the Trama Center. Both the player requesting surgery and 
> the surgeon must be in the Trama Center for surgery to be performed.

You did not specify a route for players to reach the above
rooms. While you provided a way to travel from the lab to the entrance and
that pharmacy, you did not provide a way to travel from the entrance or
the pharmacy into the lab. Same with the trauma center. Connections must
be made to/from both rooms if you want players to be able to move both
directions between the rooms.


From rsholmes@mailbox.syr.edu Thu Jan 18 07:47:38 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Doc: PoO: Why wasn't Feyd included in Phobia checks?
References: <946ui2+cs5a@eGroups.com>
Date: 18 Jan 2001 10:37:16 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 18 Jan 2001 14:28:18 -0000"
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From: rsholmes@mailbox.syr.edu

Oh. Duh.

First one because you were the proposer, and second and third because
I wasn't thinking.

Feyd should have been included and Jeff should not, in the latter.
That is, it should have been:

> This creates Rules 31 and 32. Phobia check:
> 
> (Rule 31)
> 
> Kevan, Britta, Ottis, Mark lose 5 SPs. Jeff gains 5 SP.
> 
> Jeff and Martin have 28% chance (3 repealed rules so 31-3) of getting
^^^^
Should be Feyd.

> Agoraphobia. 
> 
> 2 random reals 0 < x < 1:
> 0.053253173828125
> 0.34979248046875
> 
> Jeff does (and is cured of Claustrophobia).
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Should be: Feyd does. (Epidemiologist rule was amended previously,
so no 25% chance to avoid it.)

> 
> (Rule 32)
> 
> Kevan, Britta, Ottis, Mark, and Jeff lose 5 SPs.
^^^^
Should be Feyd.

Should have also had: Jeff gains 5 SPs.

> Martin has 28% chance (3 repealed rules so 32-3) of getting
> Agoraphobia. 
> 
> 1 random reals 0 < x < 1:
> 0.375396728515625
> 
> He doesn't.

Should also have had 28% chance for Jeff to get Agoraphobia:

1 random reals 0 < x < 1:
0.291015625

He doesn't.

Net changes with respect to what was done last night: 

Jeff still has C-phobia, not A-phobia
Feyd gets A-phobia
Feyd loses 5 SPs
Jeff gains 10 SPs

-- 
- Doc

From oairhart@ispchannel.com Thu Jan 18 08:15:11 2001
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To: DocNomic@egroups.com
Subject: Scary
In-Reply-To: <xzcofx4rhw3.fsf@rodan.syr.edu>
References: <Nomic1@aol.com's message of "Thu, 18 Jan 2001 14:28:18 -0000"> <946ui2+cs5a@eGroups.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

Doesn't anyone find it scary that the addict is also the surgeon? I know
that in real life, similar events happen daily, but, not in our Hospital!

From m.couchman@bigwig.net Thu Jan 18 08:46:01 2001
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Subject: Point of order: negative pills?
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From: m.couchman@bigwig.net

the PDP shows that Feyd now has -1 red pills. Maybe the PDP needs 
tinkering with... in the meantime, Feyd needs to get a red pill from 
somewhere, faster than immediately, to resolve things.


From jjweston@kenny.sir-toby.com Thu Jan 18 08:52:49 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Scary
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Thu, 18 Jan 2001, Ottis Airhart wrote:

> Doesn't anyone find it scary that the addict is also the surgeon? I know
> that in real life, similar events happen daily, but, not in our Hospital!

Looking at the PDP, I think your concern should be having an
addict for the Hospital Building Engineer. Looks like the surgeon will
soon be getting over his addiction.


From Nomic1@aol.com Thu Jan 18 09:06:12 2001
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From: Nomic1@aol.com

--- In DocNomic@egroups.com, Ottis Airhart <oairhart@i...> wrote:
> Doesn't anyone find it scary that the addict is also the surgeon? I 
know
> that in real life, similar events happen daily, but, not in our 
Hospital!

Personally I think that it is just too fitting. Besides, I'm really 
fighting hard against my addiction. Um, care to help with a blue 
pill?

Feyd


From Nomic1@aol.com Thu Jan 18 09:08:27 2001
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To: DocNomic@egroups.com
Subject: Re: Point of order: negative pills?
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From: Nomic1@aol.com

--- In DocNomic@egroups.com, m.couchman@b... wrote:
> the PDP shows that Feyd now has -1 red pills. Maybe the PDP needs 
> tinkering with... in the meantime, Feyd needs to get a red pill 
from 
> somewhere, faster than immediately, to resolve things.

Doc awarded me one for a proposal, but didn't up the PDP yet. That 
should fix things.

Or you can give me one...

feyd


From Nomic1@aol.com Thu Jan 18 09:09:17 2001
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Date: Thu, 18 Jan 2001 16:54:50 -0000
To: DocNomic@egroups.com
Subject: Re: Proposal: Amend Hospital Rooms (more rooms and starting point)
Message-ID: <94774q+3qia@eGroups.com>
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From: Nomic1@aol.com

--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
wrote:
> On Thu, 18 Jan 2001 Nomic1@a... wrote:
> 
> > Amend the Hospital Room rule as follows:
> > =================================================
> > Add the rooms:
> > 
> > Lab -- connects to Hospital Entrance and the Pharmacy. A player 
> > Trama Center -- connects to the Hospital Entrance. All surgery 

> You did not specify a route for players to reach the above
> rooms. While you provided a way to travel from the lab to the 
entrance and
> that pharmacy, you did not provide a way to travel from the 
entrance or
> the pharmacy into the lab. Same with the trauma center. Connections 
must
> be made to/from both rooms if you want players to be able to move 
both
> directions between the rooms.

These are two-way connections. Obvious by intent.
gotta pill?
Feyd


From rsholmes@mailbox.syr.edu Thu Jan 18 09:32:25 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Point of order: negative pills?
References: <947770+hn1u@eGroups.com>
Date: 18 Jan 2001 12:19:47 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 18 Jan 2001 16:56:00 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Doc awarded me one for a proposal, but didn't up the PDP yet. That 
> should fix things.

Hmm, thought I did, but it's not logged.

So I gave you two more.

The PDP now shows -3 red pills. WTF??

(That's if you turn off graphics. With graphics on, apparently a
negative pill looks just like a pill.)

-- 
- Doc

From Nomic1@aol.com Thu Jan 18 09:33:34 2001
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Subject: DOC: When you gave me 2 red pills did I go to -3 red?
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From: Nomic1@aol.com

Is this a PDP bug? I should have +1, not -3 red...

Feyd

and can I have another pill?


From jjweston@kenny.sir-toby.com Thu Jan 18 12:25:20 2001
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Date: Thu, 18 Jan 2001 12:49:46 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Amend Hospital Rooms (more rooms and starting point)
In-Reply-To: <94774q+3qia@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Thu, 18 Jan 2001 Nomic1@aol.com wrote:

> These are two-way connections. Obvious by intent.

I understand that they should be two way connections. The reason I
brought up my point is that you did not make them two way connections in
your proposal.


From rsholmes@mailbox.syr.edu Thu Jan 18 13:46:26 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: amendment to Pharmacy (2nd attempt)
References: <941gpi+vcle@eGroups.com>
Date: 18 Jan 2001 16:23:00 -0500
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From: rsholmes@mailbox.syr.edu

m.couchman@bigwig.net writes:

> =================================
> 
> Amend the title of rule 24 to "The Pharmacist, and the
> Pharmacy."
> 
> Replace the current text of rule 24 with the following:
> 
> A. The Pharmacist
> 
> i) At any given time, one player may be a pharmacist, and their 
> identity is part of the gamestate. The player may hold another 
> position at the same time.
> 
> ii) If at any time the pharmacist is unable to fulfill his or her 
> role, or that Player wishes to vacate the office, Doc must choose a 
> new player to take over.
> 
> iii) Duties to be undertaken by the pharmacist during Pharmacy Office 
> Hours:
> 
> -make pills to add to the pharmacy's stocks.
> -consider whether the pill price list needs amending, and do so if 
> necessary. He or she may also make adjustments at other times if 
> necessary.
> -draw a salary of 75 cash points
> -check that the PDP carries correct information regarding pill stocks 
> and pricing.
> 
> B. The Pharmacy
> 
> iv) The Pharmacy sells pharmaceutical items to players for cash. Any 
> player may, at any time, buy the items listed in the table below, if 
> the pharmacy has the item in stock. The pharmacy can never have a 
> negative quantity of an item in stock. Players may also sell unused 
> items in their possession back to the Pharmacy for cash.
> 
> In the interests of public health and safety, no player may purchase 
> more than 3 pills of each type from the pharmacy in one day.
> 
> v) Pricing: The price at which the pharmacy buys or sells each item 
> may be changed by the Pharmacist during Pharmacist's Office
> Hours, or at any other time deemed necessary by the Pharmacist. 
> Otherwise the previous price list is assumed to continue. The 
> following table contains the minimum and maximum values that the 
> Pharmacist may set. 
> 
> The price at which the pharmacy will buy an item must always be equal 
> to or lower than the current selling price. 
> 
> The objective of setting prices is to attempt to maintain Pharmacy 
> stocks above zero, while also making pills affordable to players.
> 
> Item	Pharmacy sells	Pharmacy buys
> (in cash points)	(in cash points)
> 1 yellow pill	20-100	0-90 
> 1 purple pill	20-100 0-90 
> 1 red pill	20-100 0-90
> 1 blue pill	20-100	0-90
> 1 green pill	10-90	0-80
> 1 "Getting over your addiction" pamphlet	0	0
> 1 "101 ways to avoid infection" pamphlet	0	0
> 
> vi) Pills are made only in the pharmacy, and may not be created by 
> any other means.
> 
> All pills given to players by Doc as perks, or provided through the 
> action of any other rule, must therefore be withdrawn from the 
> Pharmacy stocks. 
> 
> vii) The pharmacy's stocks are increased by the Pharmacist once 
> during each Pharmacist's Office Hours by the following
> quantities, rounded to the nearest integer, where n = the number of 
> players at that time:
> 
> Yellow pills: n * 1
> Red pills: n * 1
> Blue pills: n * 1
> Green pills: n * 1.5
> Purple pills: n * 1
> 
> 
> Pamphlets are printed to order, and given out free by the pharmacy. 
> Stocks of pamphlets are therefore inexhaustible, and the PDP need not 
> keep records pertaining to pamphlet stocks.
> 
> viii) Records of the Pharmacy's stocks, and the current price
> list, are maintained on the Player Details Page.
> 
> ix) The following are interim measures while this rule is being 
> brought into force:
> 
> When the PDP is able to maintain records regarding stocks and the 
> price list, this rule will be enacted fully by proclamation by Doc. 
> Until that time, the pre-existing rules will continue to the extent 
> that:
> a) the pharmacy is considered to have an inexhaustible supply of 
> pills; 
> b) the Pharmacist may not alter any price mentioned in this rule, 
> c) the Pharmacist is not required to replenish pharmacy stocks, and 
> d) Doc may continue to create pills to give to players
> 
> On full enactment of this rule, the pharmacy will be provided with 
> initial stocks of 30 pills of each type.
> 
> Pill prices will initially be set as follows:
> - Pharmacy's buying price – zero, for every item. It's up
> to the 
> Pharmacist to change the prices offered to players.
> - Pharmacy's selling price - the same prices as prior to the 
> enactment of this rule, namely: 
> 
> 1yellow pill	40 cash points 
> 1 purple pill	35 cash points 
> 1 red pill	30 cash points 
> 1 blue pill	25 cash points 
> 1 green pill	20 cash points 
> 1 "Getting over your addiction" pamphlet	0 cash points 
> 1 "101 ways to avoid infection" pamphlet	0 cash points

Hmm, this is one very LONG rule, and there's some unresolved
discussion concerning pricing. This seems a major complication at a
time when another big complication (hospital room structure) has just
come up.

I'm inclined to favor zero-sum stuff of this sort, but I think this
will have to be REJECTED for the time being. A simpler approach to
the idea might be feasible...

Martin has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 18 13:49:45 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Proposals, repeal Proposal Framework
References: <Pine.LNX.4.21.0101171539490.28619-100000@kenny.sir-toby.com>
Date: 18 Jan 2001 16:26:53 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Wed, 17 Jan 2001 15:42:53 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend "Proposals" to read in full:
> 
> Players may submit Proposals by sending them to the DocNomic Mailing List.
> A Proposal thus submitted becomes Pending. A Proposal consists of one or
> more new proposed Rules, and/or one or more amendments to existing Rules,
> and/or one or more proposed repeals of existing Rules.
> 
> Only one proposal is allowed per email message. If more than one proposal
> is included in an email message, all proposals in that message will be
> ignored. Each proposal must have in its Subject line the text: "Proposal: "
> followed by a label for the proposal or it shall be ignored. Every pending
> proposal must have a unique label. If more than one pending proposal has
> the same label, every proposal with that same label will be ignored, except
> for the first one.
> 
> The proposal label has two parts. Part one is a listing of all rules that
> will be created, amended, or repealed. That is followed by a hyphen. The
> second part is a phrase describing the intent of the proposal. If these
> guidelines are not followed then the proposal is ignored. Minor variation
> in spacing and spelling will be accepted as long as the general format is
> followed.
> 
> Doc will judge all Pending Proposals, in the order in which they were
> proposed, and accept, reject or ignore them. If a proposal is ignored or
> rejected, Doc must give the reason why. To ignore a Proposal, the condition
> by which it is ignored must be explicit somewhere in the ruleset. Once a
> Proposal has been judged, it ceases to be Pending.
> 
> Doc may rewrite a Pending Proposal to clarify its meaning, correct errors,
> or for any other reason, as long as the rewriting does not alter the
> meaning.
> 
> Doc may, at any time, modify or remove any existing Rule or enact new
> Rules, or modify the Gamestate, by the publication of a Proclamation. In
> addition, Doc may, at any time, publish a Directive calling for Proposals
> in a certain area.
> 
> Repeal "Proposal Framework".

REJECTED. First, the required label format is way too clumsy,
especially in cases where multiple rules are being amended. Second, I
see no reason why Doc should be required to explain a rejection --
even though I nearly always give one.

Jeff has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 18 13:57:04 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Hospital Rooms (more rooms and starting point)
References: <94705s+dbfn@eGroups.com>
Date: 18 Jan 2001 16:32:29 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 18 Jan 2001 14:55:56 -0000"
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Nomic1@aol.com writes:

> Amend the Hospital Room rule as follows:
> =================================================
> Add the rooms:
> 
> Lab -- connects to Hospital Entrance and the Pharmacy. A player must 
> be in the lab to receive a cure from the Epidemiologist. The 
> Epidemiologist does not have to be in the room at the same time.
> 
> Trama Center -- connects to the Hospital Entrance. All surgery takes 
> place in the Trama Center. Both the player requesting surgery and 
> the surgeon must be in the Trama Center for surgery to be performed.
> 
> And add the following paragraph to the end of the rule:
> "All players currently in the game are placed at the Hospital 
> Entrance".

ACCEPTED. With regard to the connections dispute, let me point out
what the present rule requires:

"Each room in the hospital shall have a name, a list of rooms that it
connects to, and a descritpion of the room."

(Hmm, a typo to fix.) Feyd's rooms have all three required
specifications. 

Jeff is correct, however, that there is no way to get to Feyd's rooms!
The rule as amended will still say

> Hospital Entrance - Connects to Outside World, Psychiatric Ward, and
> Pharmacy
[...]
> Pharmacy - Connects to Hospital Entrance

i.e. no connections from those rooms to the new ones exist.

But we can just add that to our contractor's punch list and fix it up
later, right?

1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 18 14:04:09 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Hospital Rooms (more rooms and starting point)
References: <94705s+dbfn@eGroups.com>
Date: 18 Jan 2001 16:39:27 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 18 Jan 2001 14:55:56 -0000"
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Nomic1@aol.com writes:

> And add the following paragraph to the end of the rule:
> "All players currently in the game are placed at the Hospital 
> Entrance".

Having enacted the above Rule Change, the Players are, by the above
provision, placed at the Hospital Entrance.

Now that they are there, the above provision is hereby repealed by
Proclamation (otherwise no one would be able to move...).

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 18 14:06:29 2001
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Subject: PDP arithmetic
Date: 18 Jan 2001 16:43:15 -0500
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From: rsholmes@mailbox.syr.edu

Hmm, as a test I tried giving Feyd 10 more red pills. He ended up
with -13 of them.

So I tried taking away 14 red pills.

Now he has --1 of them.

Kevan, I think you need to re-examine how you handle negative
numbers...

-- 
- Doc

From jjweston@kenny.sir-toby.com Thu Jan 18 14:27:53 2001
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Date: Thu, 18 Jan 2001 14:50:25 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Amendment to Proposals, repeal Proposal Framework - second try
Message-ID: <Pine.LNX.4.21.0101181447050.29383-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

----- start proposal text -----

Amend "Proposals" to read in full:

Players may submit Proposals by sending them to the DocNomic Mailing List.
A Proposal thus submitted becomes Pending. A Proposal consists of one or
more new proposed Rules, and/or one or more amendments to existing Rules,
and/or one or more proposed repeals of existing Rules.

Only one proposal is allowed per email message. If more than one proposal
is included in an email message, all proposals in that message will be
ignored. Each proposal must have in its Subject line the text: "Proposal: "
followed by a label describing the intent of the proposal or it shall be
ignored. Every pending proposal must have a unique label. If more than one
pending proposal has the same label, every proposal with that same label
will be ignored, except for the first one.

Doc will judge all Pending Proposals, in the order in which they were
proposed, and accept, reject or ignore them. To ignore a Proposal, the
condition by which it is ignored must be explicit somewhere in the
ruleset. Once a Proposal has been judged, it ceases to be Pending.

Doc may rewrite a Pending Proposal to clarify its meaning, correct errors,
or for any other reason, as long as the rewriting does not alter the
meaning.

Doc may, at any time, modify or remove any existing Rule or enact new
Rules, or modify the Gamestate, by the publication of a Proclamation. In
addition, Doc may, at any time, publish a Directive calling for Proposals
in a certain area.

Repeal "Proposal Framework".

----- end proposal text -----

Second stab at a similiar proposal. Trying to address Doc's
concerns... I'm actually trying to get rid of "Proposal Framework". It
duplicated some stuff in "Proposals" and the problems we found with it
were never corrected.


From jjweston@kenny.sir-toby.com Thu Jan 18 14:30:02 2001
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Date: Thu, 18 Jan 2001 14:52:21 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Hospital Rooms (more rooms and starting point)
In-Reply-To: <xzc1yu0r1g2.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 18 Jan 2001 rsholmes@mailbox.syr.edu wrote:

> Nomic1@aol.com writes:
> 
> > And add the following paragraph to the end of the rule:
> > "All players currently in the game are placed at the Hospital 
> > Entrance".
> 
> ACCEPTED.

I have moved all players to the Hospital Entrance, as required by
the proposal.


From Nomic1@aol.com Thu Jan 18 14:30:45 2001
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Date: Thu, 18 Jan 2001 22:04:21 -0000
To: DocNomic@egroups.com
Subject: Proposal: Amend Room Rule (Room connections are symmetrical)
Message-ID: <947p95+tdv@eGroups.com>
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From: Nomic1@aol.com

Jeff,
Got a great way to solve this discussion:

PROPOSAL: Amemd the Room Rule with the following statement:

If a player can go from Room A to Room B, e can also move from Room B 
from Room A.

Feyd

Can I have a pill now?
I also purchase, and consume, 1 red pill.


--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
wrote:
> On Thu, 18 Jan 2001 Nomic1@a... wrote:
> 
> > These are two-way connections. Obvious by intent.
> 
> I understand that they should be two way connections. The 
reason I
> brought up my point is that you did not make them two way 
connections in
> your proposal.


From jjweston@kenny.sir-toby.com Thu Jan 18 14:33:36 2001
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Date: Thu, 18 Jan 2001 14:55:21 -0800 (PST)
To: DocNomic@egroups.com
Subject: I move to Psychiatric Ward.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>



From jjweston@kenny.sir-toby.com Thu Jan 18 14:37:30 2001
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Date: Thu, 18 Jan 2001 14:59:07 -0800 (PST)
To: DocNomic@egroups.com
Subject: Hospital Building Engineer reminder...
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

It looks like the second paragraph of rule 31 has not taken
effect yet.


From jjweston@kenny.sir-toby.com Thu Jan 18 14:40:39 2001
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Date: Thu, 18 Jan 2001 14:54:09 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Amendment to Hospital Rooms
Message-ID: <Pine.LNX.4.21.0101181452360.29383-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Add the following connections to Hospital Entrance: Lab, Trauma
Center.

Add the following connection to Pharmacy: Lab.


From jjweston@kenny.sir-toby.com Thu Jan 18 15:04:16 2001
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Date: Thu, 18 Jan 2001 15:27:26 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Room Rule (Room connections are symmetrical)
In-Reply-To: <947p95+tdv@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Thu, 18 Jan 2001 Nomic1@aol.com wrote:

> Jeff,
> Got a great way to solve this discussion:
> 
> PROPOSAL: Amemd the Room Rule with the following statement:
> 
> If a player can go from Room A to Room B, e can also move from Room B 
> from Room A.

No! No! No!

I *purposefully* allowed one way connections to take place. There
are lots of possibilities when one way connections are allowed. The extra
work required to ensure two way connections are maintained when needed
isn't too much of a hassle.


From Nomic1@aol.com Thu Jan 18 15:09:54 2001
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To: DocNomic@egroups.com
Subject: Since no one has requested surgery, I move to Psyche ward. 
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From jjweston@kenny.sir-toby.com Thu Jan 18 16:18:08 2001
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Date: Thu, 18 Jan 2001 16:47:51 -0800 (PST)
To: DocNomic@egroups.com
Subject: Hospital Building Engineer: Office Hours
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Hello everyone.

I have created the eGroups database holding the location of all
DocNomic players. It can be found here:

http://www.egroups.com/database/DocNomic?method=reportRows&tbl=6

All players are located in the Hospital Entrance, except for those
that have moved elsewhere...

I will now take my compensation of one yellow and one purple pill.


From rsholmes@mailbox.syr.edu Thu Jan 18 16:56:44 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Hospital Building Engineer reminder...
References: <Pine.LNX.4.21.0101181458010.29383-100000@kenny.sir-toby.com>
Date: 18 Jan 2001 19:32:55 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 18 Jan 2001 14:59:07 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> It looks like the second paragraph of rule 31 has not taken
> effect yet.

OK...

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 18 17:14:36 2001
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To: DocNomic@egroups.com
Subject: Doc's Office Hours
Date: 18 Jan 2001 19:58:47 -0500
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From: rsholmes@mailbox.syr.edu

Not much left of my OH duties...

(1) Epidemiologist performance review:

Database updates since last DOH. OK.

(2) Blood Bank

This is my fourth Office Hours, so Rule 26 kicks in. Anyone who has
not donated blood yet loses 10 BPs. That'd be Britta, Mark (who is
NOT playing, I'm sure, but that's OK, he'll be dead pretty soon), and
Martin. Yes, I know Martin just got here recently, but Rule 26 makes
no exceptions for new arrivals. And yes, I know Britta's in a coma,
but see my next message.

(3) Nasty Cough?

Britta and Martin have 30% chance of progressing to Nasty Cough:

2 random reals 0 < x < 1:
0.73822021484375
0.392059326171875

Neither gets Nasty Cough.

-- 
- Rich Holmes
Syracuse, NY

From rsholmes@mailbox.syr.edu Thu Jan 18 17:23:40 2001
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To: DocNomic@egroups.com
Subject: Coma
Date: 18 Jan 2001 20:08:35 -0500
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From: rsholmes@mailbox.syr.edu

Hmm. I forgot Britta was in a Coma yesterday when I docked her 15 SPs for
Agoraphobia.

I remembered today for Office Hours, sort of. I said I was docking
her 10 BPs for failure to donate blood, but I was going to arbitrarily
forgive that... anyway, she didn't lose the 10 BPs, and I'm going to
restore the 15 SPs.

Rule 25 states

> A player in a Coma cannot lose or gain any pills or body / soul / cash
> points.

Trouble is, Rule 6 states

> When two or more rules conflict, precedence as specified explicitly
> by the rules is applied first. Where there is no non-conflicting
> explicit precedence, the rule with the lower number takes
> precedence.

Fortunately for Britta, the rules governing Blood Bank (26) and
Agoraphobia (1000) have higher numbers than the Coma rule. And I
don't see any rules below 25 that could cause a player, other than the
Epidemiologist, to lose points or pills. So I think Britta's safe --
but Feyd may want to be careful of going into Coma!

And obviously if a lower-numbered rule is amended to dock players for
any sort of inaction, Coma will be no protection. That obviously
wasn't the intent. Someone might want to look into plugging that
loophole. 

-- 
- Rich Holmes
Syracuse, NY

From oairhart@ispchannel.com Thu Jan 18 18:09:20 2001
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Date: Thu, 18 Jan 2001 19:59:39 -0600
To: DocNomic@egroups.com
Subject: Proposal: Renumber Rule 25
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From: Ottis Airhart <oairhart@ispchannel.com>

I propose that rule number 25 be renumbered as rule number 9 (since 9 was
repealed some time ago).

From bkoch@rz.uni-osnabrueck.de Fri Jan 19 00:08:11 2001
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To: docnomic@egroups.com
Subject: I'm Comatose!!!
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Date: 18 Jan 2001 09:55:28 CET
Reply-To: Britta Koch <bkoch@rz.uni-osnabrueck.de>
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From: Britta Koch <bkoch@rz.uni-osnabrueck.de>

Hi!

In a message on the 12th of Jan., I declared that I was going comatose.
The rule for Coma states that "While a Player is in Coma, any Proposals
they make
or Points of Orders they raise will be ignored. They cannot contract
any diseases, and the diseases they may have had do not harm them while
in a Coma. A player in a Coma cannot lose or gain any pills or body /
soul / cash points."

So, any soul points or whatever I lost since then should be given back
to me!

Also, "The list of Players in Coma is part of the game state." - but it
isn't yet.

Please, don't let me die while I can't do anything about it! I'll
suffer enough when I wake up...

Britta, who hasn't made this a Point of Order so it can't be ignored...

-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From kevan@somethingorother.com Fri Jan 19 01:32:38 2001
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Subject: Re: Rule 21
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--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
wrote:
> Repeal "Proposal Framework".

Rule 21 ("Proposal Framework") should have actually been repealed a 
while back, by the way:-

http://www.egroups.com/message/DocNomic/541

Kevan

--
http://uncertain.org/~kevan
"I prefer me when you're drunk."


From kevan@somethingorother.com Fri Jan 19 01:40:10 2001
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Date: Fri, 19 Jan 2001 09:40:03 -0000
To: DocNomic@egroups.com
Subject: Proposal: Let Me Whisper My Last Goodbyes
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----------------------------------------------------------------------

Proposal - Let Me Whisper My Last Goodbyes

{ Hm, it seems a bit untidy to have Comas being a separately-recorded
part of the Gamestate when they'd work so neatly as a Disease. And
that precedence issue needs clarifying. }

Repeal Rule 25 (Falling into a Coma).

Add a new Disease to Rule 11:-

Coma (Physical)
If a Player is in a Coma, they may take no part in the game except
to cure themselves of this Disease, and any game actions which
would adjust their Body, Soul, Cash, Pills or Diseases (apart
from curing their own Coma) have no effect on them. This paragraph
takes precedence over all other Rules.

Any Player may put themselves into a voluntary Coma at any time;
Comas may not be contracted by any other means. Any Player who
has been in a Coma for more than a week may cure themselves of
it; Comas may not be cured by any other means.

Britta shall contract the "Coma" Disease.

----------------------------------------------------------------------


From kevan@somethingorother.com Fri Jan 19 01:51:01 2001
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Date: Fri, 19 Jan 2001 09:50:58 -0000
To: DocNomic@egroups.com
Subject: Re: Point of order: negative pills?
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From: kevan@somethingorother.com

> > the PDP shows that Feyd now has -1 red pills. Maybe the PDP needs 
> > tinkering with... in the meantime, Feyd needs to get a red pill 
> from 
> > somewhere, faster than immediately, to resolve things.
> 
> Doc awarded me one for a proposal, but didn't up the PDP yet. That 
> should fix things.

Strange, I thought I'd added some checks to stop people taking Pills 
they didn't have - I'll look into it when I've got a moment.

Although it should be underlined that "The data presented by the PDP 
shall be considered to be a legal record of the relevant aspects of 
the Gamestate", so if the PDP says you don't have any Red Pills, you 
*don't have any Red Pills*, even if you're waiting for the Doc to 
give you some.

Kevan

--
http://uncertain.org/~kevan
"Your common sense tells you you can't do that."


From m.couchman@bigwig.net Fri Jan 19 02:16:48 2001
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To: DocNomic@egroups.com
Subject: proposal: amendment to hospital rooms, and diseases.
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From: m.couchman@bigwig.net

Append the following to rule 25 (coma) or to the section in rule 1000 
(diseases) relating to coma, if the outstanding proposal to move the 
coma text has been accepted:

Any player in a coma is automatically moved to the Intensive Care 
Unit, as they may otherwise come to harm in the outside world.


Add the following room to rule 32 (hospital rooms)

Intensive Care Unit - two way connections with the hospital entrance, 
and trauma center 
Players in coma, or suffering a critical illness, are moved 
automatically into this room, and may not leave until they are cured.

{I'm guessing that a 'trauma center' is what we call Accident and 
Emergency in the UK. If trauma room = ICU, then ignore second 
proposal, and replace 'ICU' in first proposal with 'trauma centre'!}






From jjweston@pop.net Fri Jan 19 06:44:12 2001
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To: DocNomic@egroups.com
Subject: Surgeon OH: Select Player for 20% chance of disease.
Cc: jisummers@dttus.com
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From: jjweston@pop.net

-----BEGIN PGP SIGNED MESSAGE-----


Surgeon OH: Select Player for 20% chance of disease.

DocNomic@egroups.com requested that 1 roll of a 7-sided die be rolled.
Roll them bones ... your dice are 
Roll 1: 3.

Mail was sent to you at DocNomic@egroups.com and to jisummers@dttus.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

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Version: 2.6.3ia
Charset: noconv

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From Nomic1@aol.com Fri Jan 19 06:47:40 2001
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To: DocNomic@egroups.com
Subject: Surgeon: Office Hours.
Message-ID: <949k09+7ucf@eGroups.com>
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From: Nomic1@aol.com

Surgeon Office:

>Perform all cures for Injuries requested by players since the last 
>Office Hours. 
None Requested

>Pay eirself wages of 1 Red pill, 1 Blue pill, and 100 Cash. 
PDP Updated.

Select one player at random, and one disease of type Physical or 
Injury at random. The selected player has a 20% chance of acquiring 
the Injury. 

Player OTTIS is selected.
Disease: Glam Rock Shoulder (Physical) [see follow POO]
20% chance of contracting...
Roll them bones ... your dice are 
Roll 1: 77.
OTTIS does NOT contract Glam Rock Shoulder.

END OFFICE HOURS



From jjweston@pop.net Fri Jan 19 06:55:37 2001
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Subject: Epidemiologist Hours: 2 dice (From -> To Airborne), #3: Random Disease.
Cc: jisummers@dttus.com
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-----BEGIN PGP SIGNED MESSAGE-----


Epidemiologist Hours: 2 dice (From -> To Airborne), #3: Random Disease.

DocNomic@egroups.com requested that 1 roll of 3 7-sided dice be rolled.
Roll them bones ... your dice are 
Roll 1: 3, 4, 1 = 8.

Mail was sent to you at DocNomic@egroups.com and to jisummers@dttus.com.
(Mail addresses have not been confirmed.)


---
Irony Games' public PGP key is available at http://www.irony.com/verifyroll.html

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From Nomic1@aol.com Fri Jan 19 07:04:20 2001
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Subject: Epidemiologist Office Hours
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From: Nomic1@aol.com

Roll 1: 3, 4, 1 = 8.


Mark and Ottis have a 25% chance of catching a communicable disease. 
Let's see if they catch one first:
Roll 1: 44, 45 = 89.
Neither person catches a communicable diesase.




Kevan will catch a non-airborne disease. There are 8 such diseases:
You requested that 1 roll of a 8-sided die be rolled. 
Roll them bones ... your dice are 
Roll 1: 4.

Kevan Contracts: Agoraphobia (Psychosis) 

Wages of 1 yellow and 1 Red paid.

Feyd
Anyone gotta spare pill?






From kevan@somethingorother.com Fri Jan 19 09:01:35 2001
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To: DocNomic@egroups.com
Subject: Movement: Psychiatric Ward
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From: kevan@somethingorother.com

I move to the Psychiatric Ward and survey my impressive remote-
controlled Electroshock Therapy machine.

Incidentally, are we allowed to move between rooms which are 
connected by a string of connections (that string in itself being a 
"connection"), or must we tread one room at a time?

Kevan

--
http://uncertain.org/~kevan
"I'm all at C, going from A to B."


From rsholmes@mailbox.syr.edu Fri Jan 19 09:14:17 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Surgeon: Office Hours.
References: <949k09+7ucf@eGroups.com>
Date: 19 Jan 2001 12:08:28 -0500
In-Reply-To: Nomic1@aol.com's message of "Fri, 19 Jan 2001 14:46:33 -0000"
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Nomic1@aol.com writes:

> Disease: Glam Rock Shoulder (Physical) [see follow POO]

Let me guess....

You're gonna complain I didn't deduct points for GRS, right? Right.

Mark has GRS so should have lost 4 BP during DOH.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 19 09:40:51 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Movement: Psychiatric Ward
References: <949rg5+emqu@eGroups.com>
Date: 19 Jan 2001 12:35:44 -0500
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kevan@somethingorother.com writes:

> I move to the Psychiatric Ward and survey my impressive remote-
> controlled Electroshock Therapy machine.
> 
> Incidentally, are we allowed to move between rooms which are 
> connected by a string of connections (that string in itself being a 
> "connection"), or must we tread one room at a time?

As I read it, you can only move from a room to a room connected to
that room, and connectivity is as specified in the rule: If A connects
to B and B connects to C, it does not necessarily follow that A
connects to C.

Otherwise, there'd be little point to specifying these connections,
since it would most often be the case that (almost) anywhere connects
to (almost) anywhere.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 19 09:51:30 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Proposals, repeal Proposal Framework - second try
References: <Pine.LNX.4.21.0101181447050.29383-100000@kenny.sir-toby.com>
Date: 19 Jan 2001 12:46:34 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 18 Jan 2001 14:50:25 -0800 (PST)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> ----- start proposal text -----
> 
> Amend "Proposals" to read in full:
> 
> Players may submit Proposals by sending them to the DocNomic Mailing List.
> A Proposal thus submitted becomes Pending. A Proposal consists of one or
> more new proposed Rules, and/or one or more amendments to existing Rules,
> and/or one or more proposed repeals of existing Rules.
> 
> Only one proposal is allowed per email message. If more than one proposal
> is included in an email message, all proposals in that message will be
> ignored. Each proposal must have in its Subject line the text: "Proposal: "
> followed by a label describing the intent of the proposal or it shall be
> ignored. Every pending proposal must have a unique label. If more than one
> pending proposal has the same label, every proposal with that same label
> will be ignored, except for the first one.
> 
> Doc will judge all Pending Proposals, in the order in which they were
> proposed, and accept, reject or ignore them. To ignore a Proposal, the
> condition by which it is ignored must be explicit somewhere in the
> ruleset. Once a Proposal has been judged, it ceases to be Pending.
> 
> Doc may rewrite a Pending Proposal to clarify its meaning, correct errors,
> or for any other reason, as long as the rewriting does not alter the
> meaning.
> 
> Doc may, at any time, modify or remove any existing Rule or enact new
> Rules, or modify the Gamestate, by the publication of a Proclamation. In
> addition, Doc may, at any time, publish a Directive calling for Proposals
> in a certain area.
> 
> Repeal "Proposal Framework".

APPROVED. 1 green.

Phobia check: This repeals a rule.

Jeff has Cphobia and loses 5 SPs.

Kevan, Britta, and Mark have Aphobia and gain 5 SPs (except Britta,
who is comatose).

Feyd proposed "Proposal Framework" and so has 50% chance of
contracting Cphobia:

1 random reals 0 < x < 1:
0.23858642578125

He does.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 19 09:52:57 2001
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To: DocNomic@egroups.com
Subject: PDP requests
Date: 19 Jan 2001 12:47:41 -0500
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From: rsholmes@mailbox.syr.edu

(1) Any chance of cookies soon?

(2) (especially if not) At present if you mistype your password your
request is silently ignored. At least for me it is. Could an
alert be raised?

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jan 19 10:12:58 2001
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Date: Fri, 19 Jan 2001 10:55:00 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Movement: Psychiatric Ward
In-Reply-To: <xzc66jb5tsf.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 19 Jan 2001 rsholmes@mailbox.syr.edu wrote:

> kevan@somethingorother.com writes:
> 
> > I move to the Psychiatric Ward and survey my impressive remote-
> > controlled Electroshock Therapy machine.
> > 
> > Incidentally, are we allowed to move between rooms which are 
> > connected by a string of connections (that string in itself being a 
> > "connection"), or must we tread one room at a time?
> 
> As I read it, you can only move from a room to a room connected to
> that room, and connectivity is as specified in the rule: If A connects
> to B and B connects to C, it does not necessarily follow that A
> connects to C.

That is the way I intended it. I hope my rule made it clear
enough...


From rsholmes@mailbox.syr.edu Fri Jan 19 10:25:01 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Renumber Rule 25
References: <4.1.20010118195834.01333120@pop101.umail.com>
Date: 19 Jan 2001 12:50:54 -0500
In-Reply-To: Ottis Airhart's message of "Thu, 18 Jan 2001 19:59:39 -0600"
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From: rsholmes@mailbox.syr.edu

Ottis Airhart <oairhart@ispchannel.com> writes:

> I propose that rule number 25 be renumbered as rule number 9 (since 9 was
> repealed some time ago).

REJECTED since Kevan has proposed a more elegant solution.

Ottis has FoR. (Oh, by the way, Jeff loses 5 SPs for his Proposals
proposal, submitted under FoR.)

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 19 10:25:04 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Hospital Rooms
References: <Pine.LNX.4.21.0101181452360.29383-100000@kenny.sir-toby.com>
Date: 19 Jan 2001 12:49:24 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 18 Jan 2001 14:54:09 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Add the following connections to Hospital Entrance: Lab, Trauma
> Center.
> 
> Add the following connection to Pharmacy: Lab.

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 19 10:25:05 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amend Room Rule (Room connections are symmetrical)
References: <947p95+tdv@eGroups.com>
Date: 19 Jan 2001 12:48:36 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 18 Jan 2001 22:04:21 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Jeff,
> Got a great way to solve this discussion:
> 
> PROPOSAL: Amemd the Room Rule with the following statement:
> 
> If a player can go from Room A to Room B, e can also move from Room B 
> from Room A.

REJECTED. It's more interesting as it is.

Feyd has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 19 10:25:07 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Let Me Whisper My Last Goodbyes
References: <94921j+5u1v@eGroups.com>
Date: 19 Jan 2001 13:08:08 -0500
In-Reply-To: kevan@somethingorother.com's message of "Fri, 19 Jan 2001 09:40:03 -0000"
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From: rsholmes@mailbox.syr.edu

Phobia check: This repeals a rule.

Jeff and Feyd have Cphobia and lose 5 SPs.

Kevan, Britta, and Mark have Aphobia and gain 5 SPs (except Britta,
who is comatose).

Britta proposed "Coma" but is comatose and cannot contract Cphobia.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 19 10:25:08 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] proposal: amendment to hospital rooms, and diseases.
References: <94946d+kc0s@eGroups.com>
Date: 19 Jan 2001 13:13:23 -0500
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From: rsholmes@mailbox.syr.edu

Oh, and -5 SP for proposing under FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 19 10:25:10 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Let Me Whisper My Last Goodbyes
References: <94921j+5u1v@eGroups.com>
Date: 19 Jan 2001 12:53:48 -0500
In-Reply-To: kevan@somethingorother.com's message of "Fri, 19 Jan 2001 09:40:03 -0000"
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kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - Let Me Whisper My Last Goodbyes
> 
> { Hm, it seems a bit untidy to have Comas being a separately-recorded
> part of the Gamestate when they'd work so neatly as a Disease. And
> that precedence issue needs clarifying. }
> 
> Repeal Rule 25 (Falling into a Coma).
> 
> Add a new Disease to Rule 11:-
> 
> Coma (Physical)
> If a Player is in a Coma, they may take no part in the game except
> to cure themselves of this Disease, and any game actions which
> would adjust their Body, Soul, Cash, Pills or Diseases (apart
> from curing their own Coma) have no effect on them. This paragraph
> takes precedence over all other Rules.
> 
> Any Player may put themselves into a voluntary Coma at any time;
> Comas may not be contracted by any other means. Any Player who
> has been in a Coma for more than a week may cure themselves of
> it; Comas may not be cured by any other means.
> 
> Britta shall contract the "Coma" Disease.
> 
> ----------------------------------------------------------------------

ACCEPTED. 1 green. 

Anal-retentive detail: You can't propose a change to the gamestate, as
in the last line there. You can, however, propose a rule-change that
changes the gamestate and then repeals itself... which amounts to the
same thing, and I'll regard it as such.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 19 10:27:37 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] proposal: amendment to hospital rooms, and diseases.
References: <94946d+kc0s@eGroups.com>
Date: 19 Jan 2001 12:57:11 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Fri, 19 Jan 2001 10:16:45 -0000"
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m.couchman@bigwig.net writes:

> Append the following to rule 25 (coma) or to the section in rule 1000 
> (diseases) relating to coma, if the outstanding proposal to move the 
> coma text has been accepted:
> 
> Any player in a coma is automatically moved to the Intensive Care 
> Unit, as they may otherwise come to harm in the outside world.
> 
> 
> Add the following room to rule 32 (hospital rooms)
> 
> Intensive Care Unit - two way connections with the hospital entrance, 
> and trauma center 
> Players in coma, or suffering a critical illness, are moved 
> automatically into this room, and may not leave until they are cured.

APPROVED. 1 green (and thanks for getting that comatose patient out
of the Hospital Entrance...)

Strictly, the connections to the ICU have to be specified by amending
the connection descriptions of the other rooms; I'll take the liberty
of enacting it that way.

> {I'm guessing that a 'trauma center' is what we call Accident and 
> Emergency in the UK. If trauma room = ICU, then ignore second 
> proposal, and replace 'ICU' in first proposal with 'trauma centre'!}

I think ICU and Trauma Center are two different concepts. But what do
I know? (My doctorate's in physics...)

-- 
- Doc

From oairhart@ispchannel.com Fri Jan 19 11:09:32 2001
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Date: Fri, 19 Jan 2001 13:01:23 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Renumber Rule 25
In-Reply-To: <xzcbst34eip.fsf@rodan.syr.edu>
References: <Ottis Airhart's message of "Thu, 18 Jan 2001 19:59:39 -0600"> <4.1.20010118195834.01333120@pop101.umail.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

It would have been REALLY nice to have accepted the proposed rule that
proposals are judged in the order they are received.

At 12:50 PM 1/19/2001 -0500, you wrote:
>Ottis Airhart <oairhart@ispchannel.com> writes:
>
>> I propose that rule number 25 be renumbered as rule number 9 (since 9 was
>> repealed some time ago).
>
>REJECTED since Kevan has proposed a more elegant solution.
>
>Ottis has FoR. (Oh, by the way, Jeff loses 5 SPs for his Proposals
>proposal, submitted under FoR.)
>
>-- 
>- Doc
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>
>


From rsholmes@mailbox.syr.edu Fri Jan 19 11:48:07 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Renumber Rule 25
References: <Ottis Airhart's message of "Thu, 18 Jan 2001 19:59:39 -0600"> <4.1.20010118195834.01333120@pop101.umail.com> <4.1.20010119125933.012a7e88@pop101.umail.com>
Date: 19 Jan 2001 14:38:06 -0500
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Ottis Airhart <oairhart@ispchannel.com> writes:

> It would have been REALLY nice to have accepted the proposed rule that
> proposals are judged in the order they are received.

I did. It's in the Proposals rule, both before and after its recent
amendment.

However, judging a Proposal on the basis of comparison to later
(pending) Proposals is different from judging Proposals out of order.

Or are you, perhaps, complaining about the order in which today's
judgements arrived? Note that eGroups apparently had a problem during
which several messages were held up, and they may have been received
in a different order than they were sent.

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jan 19 22:41:40 2001
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Date: Fri, 19 Jan 2001 23:29:33 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] proposal: amendment to hospital rooms, and diseases.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 19 Jan 2001 rsholmes@mailbox.syr.edu wrote:

> Oh, and -5 SP for proposing under FoR.

Actually... My second try of amending "Proposals" was accepted, so I
shouldn't of had FoR when you judged that proposal. The soul points are
deducted when you judge a proposal, not when the proposal was made,
according to rule 1000.


From rsholmes@mailbox.syr.edu Sat Jan 20 06:45:23 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] proposal: amendment to hospital rooms, and diseases.
References: <Pine.LNX.4.21.0101192324150.30505-100000@kenny.sir-toby.com>
Date: 20 Jan 2001 09:45:21 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Fri, 19 Jan 2001 23:29:33 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> On 19 Jan 2001 rsholmes@mailbox.syr.edu wrote:
> 
> > Oh, and -5 SP for proposing under FoR.
> 
> Actually... My second try of amending "Proposals" was accepted, so I
> shouldn't of had FoR when you judged that proposal. The soul points are
> deducted when you judge a proposal, not when the proposal was made,
> according to rule 1000.

That was directed at Martin, not you. Though I mistakenly deducted
the 5 SPs from Mark instead of Martin. Now fixed.

-- 
- Rich Holmes
Syracuse, NY

From kevan@somethingorother.com Sat Jan 20 09:23:50 2001
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Date: Sat, 20 Jan 2001 17:23:42 -0000
To: DocNomic@egroups.com
Subject: Re: PDP requests
Message-ID: <94chiu+ktg9@eGroups.com>
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From: kevan@somethingorother.com

> (1) Any chance of cookies soon?

Mm, maybe next week. The offline perl compiler I've got here at the 
moment is a painfully cut-down one that doesn't lend itself well to 
such things, irksomely. Must get my hands on something more useful.

> (2) (especially if not) At present if you mistype your password your
> request is silently ignored. At least for me it is. Could an
> alert be raised?

Hm, doesn't it do that already? Odd. [tweaks a bit] There, it should 
be okay now. Must have been checking the wrong variable. I've also 
altered it so that it defaults to the previously-entered password, if 
you've just done something, in absence of cookiedom. It'll do for now.

Note also a new dice-rolling thing (just enter the numbers of sides 
for the dice you want to roll) and a fixed inability to take or 
discard more Pills than you've actually got. Since the script works 
things out from the Change Log, it's retroactively stopped Feyd 
taking Pills he didn't have, so he may currently have more or less 
Pills than he should. I'll leave Feyd or Doc to clarify that.

Kevan

--
http://uncertain.org/~kevan
"Leave me alone, I was only singing."


From rsholmes@mailbox.syr.edu Sat Jan 20 09:40:01 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: PDP requests
References: <94chiu+ktg9@eGroups.com>
Date: 20 Jan 2001 12:39:58 -0500
In-Reply-To: kevan@somethingorother.com's message of "Sat, 20 Jan 2001 17:23:42 -0000"
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> > (2) (especially if not) At present if you mistype your password your
> > request is silently ignored. At least for me it is. Could an
> > alert be raised?
> 
> Hm, doesn't it do that already? Odd. [tweaks a bit] There, it should 
> be okay now. 

'Fraid not. It still just reloads the page.

> Must have been checking the wrong variable. I've also 
> altered it so that it defaults to the previously-entered password, if 
> you've just done something, in absence of cookiedom. It'll do for now.

Any chance of doing that with the other fields and dropdown menus,
too? That's really more what I had in mind, actually, than storing
one's identity... so I can e.g. make 3 changes to "Jeff" without
having to select "Jeff" every time, etc.

-- 
- Doc

From kevan@somethingorother.com Sat Jan 20 10:11:13 2001
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To: DocNomic@egroups.com
Subject: Re: PDP requests
Message-ID: <94ckbp+g0kh@eGroups.com>
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From: kevan@somethingorother.com

> 'Fraid not. It still just reloads the page.

Hm, with "Invalid password for 'Doctroid' : Gamestate not updated" at 
the top, at least when I try it. Maybe something more dramatic is in 
order.

> Any chance of doing that with the other fields and dropdown menus,
> too? That's really more what I had in mind, actually, than storing
> one's identity... so I can e.g. make 3 changes to "Jeff" without
> having to select "Jeff" every time, etc.

Mm, good idea. Alternatively an optional text box that lets you enter 
a load of "commands" and submit them all at once, which would be 
handy for heavy multiple updates. I'll give it thought.

Kevan

--
http://uncertain.org/~kevan
"And the Lord set his dog unto them."


From kevan@somethingorother.com Sat Jan 20 10:53:01 2001
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To: DocNomic@egroups.com
Subject: Movement : The Padded Room
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From: kevan@somethingorother.com

I wander into the Padded Room.

Kevan

--
http://uncertain.org/~kevan
"Who's afraid of Virginia Wade?"


From rsholmes@mailbox.syr.edu Sat Jan 20 11:53:14 2001
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Subject: Re: [DocNomic] Re: PDP requests
References: <94ckbp+g0kh@eGroups.com>
Date: 20 Jan 2001 14:53:12 -0500
In-Reply-To: kevan@somethingorother.com's message of "Sat, 20 Jan 2001 18:11:05 -0000"
Message-ID: <xzcitnaj907.fsf@rodan.syr.edu>
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From: rsholmes@mailbox.syr.edu

kevan@somethingorother.com writes:

> > 'Fraid not. It still just reloads the page.
> 
> Hm, with "Invalid password for 'Doctroid' : Gamestate not updated" at 
> the top, at least when I try it. Maybe something more dramatic is in 
> order.

Oh, now I see it. Yes. A separate alert with an "OK" button would be
my preference.

-- 
- Doc

From jjweston@kenny.sir-toby.com Sat Jan 20 15:16:40 2001
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Date: Sat, 20 Jan 2001 16:04:30 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Surgeon: Office Hours.
In-Reply-To: <949k09+7ucf@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Poor addict... You did not ask for a pill in your message. I'll do
my good deed and point it out for you. You lose 1 soul point. I gain 1
soul point. PDP updated.

On Fri, 19 Jan 2001 Nomic1@aol.com wrote:

> Surgeon Office:
> 
> >Perform all cures for Injuries requested by players since the last 
> >Office Hours. 
> None Requested
> 
> >Pay eirself wages of 1 Red pill, 1 Blue pill, and 100 Cash. 
> PDP Updated.
> 
> Select one player at random, and one disease of type Physical or 
> Injury at random. The selected player has a 20% chance of acquiring 
> the Injury. 
> 
> Player OTTIS is selected.
> Disease: Glam Rock Shoulder (Physical) [see follow POO]
> 20% chance of contracting...
> Roll them bones ... your dice are 
> Roll 1: 77.
> OTTIS does NOT contract Glam Rock Shoulder.
> 
> END OFFICE HOURS


From jjweston@kenny.sir-toby.com Sat Jan 20 15:26:50 2001
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Date: Sat, 20 Jan 2001 16:14:40 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Amendment to Diseases. Adjust addiction.
Message-ID: <Pine.LNX.4.21.0101201605270.30998-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

----- Start Proposal Text -----

Amend "Diseases" by striking the following from the addiction
disease: "The first player per message thus helping the Addict fight his
addiction is doing a good deed, and thus gains a soul point. Subsequent
players are just nagging and get nothing." Replace those sentences
with: "The first player per message is a ripe bastard and is only trying
to keep the addict addicted to pills. They lose a soul point for doing
such a bad deed. However, the Pharmacy likes to keep the addict addicted
to their pills, and so will give that player one pill of a color the
player choses. Subsequent players are just nagging and only lose the soul
point."

----- End Proposal Text -----

I read through the addict disease... I just can't see how pointing
out that the addict didn't ask for a pill is a good deed. I do however
like having the pharmacy award those who try to keep the addict
addicted... But, doing so tends to harm the soul... Hence the loss in soul
points.


From jjweston@kenny.sir-toby.com Sat Jan 20 15:28:12 2001
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Date: Sat, 20 Jan 2001 16:16:03 -0800 (PST)
To: DocNomic@egroups.com
Subject: I move to Hospital Entrance.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>



From jjweston@kenny.sir-toby.com Sat Jan 20 18:23:29 2001
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Date: Sat, 20 Jan 2001 19:11:17 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Better handling of delayed/canceled Office Hours
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Amend "Office Hours" by striking the last two sentences and
replacing them with the following:

Each office holder may, by announcement to the mailing list, delay their
office hours for up to six days, or cancel them completely if they are too
busy. With the exception of Doc, if any Office Holder misses their Office
Hours without sending a cancellation notice, or cancels their Office Hours
for three weeks in a row, that office holder must be replaced immediately
by a player of Doc's choosing.


From jjweston@kenny.sir-toby.com Sat Jan 20 18:33:58 2001
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Date: Sat, 20 Jan 2001 19:21:47 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Clean up Nurse description
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

----- Start Proposal -----

Amend "Nurse" to read in full:

A player shall hold the office of Nurse. The identity of the Nurse shall
be part of the gamestate. 

The Nurse assists the Doc in running the hospital. As
compensation for such duties, the Nurse receives three green pills, two
soul points, and five body points during their office hours.

----- End Proposal -----

Not much to say about this proposal. I just didn't like the
phrasing, "Raid the Pharmacy..." Also, I got rid of the bit about
voluntarily leaving the office. I'm going to make a more general proposal
so that any office holder can leave their office if they need to.


From jjweston@kenny.sir-toby.com Sat Jan 20 18:37:23 2001
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Date: Sat, 20 Jan 2001 19:25:09 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Office Holder Turnover
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Create a new rule entitled "Office Holder Turnover" with the
following text:

At any time, any office holder may choose to vacate their office by
sending their resignation to the mailing list. That office must
immediately be filled by a player of Doc's choosing.


From jjweston@kenny.sir-toby.com Sat Jan 20 19:14:07 2001
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Date: Sat, 20 Jan 2001 20:01:52 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Officer Elections
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Create a new rule entitled "Officer Elections" with the following
text:

If at any time an office is vacant, with no one specified to fill it, Doc
must take on the duties of that office until an election can be held to
see who will hold that office. If at any time the rules require Doc to
fill an office with a player of their choosing, Doc may instead choose 
to hold an election to fill that office. Doc must continue to take on the
duties of the office while the election is in progress.

Doc holds an election by announing it to the mailing list, along with what
office the election is for, and how long nominations for filling that
office will be accepted. Players may nominate themselves, and only
themselves, by announcing it to the mailing list.

If no players nominate themselves, the office remains vacant and Doc must
continue taking on the duties of that office, until another election
is held. Doc is encouraged to increase the compensation of that office
with a proclamation to help find a willing player.

If only one player nominated themself, they immediately fill the
office. If more than one player nominated themselves, all player vote on
who they want to hold the office by sending their vote to the mailing
list. Doc announces how long votes will be accepted.

When voting is concluded, the player with the most votes immediately fills
the office. In the event of a tie, Doc must apoint one player from amongst
those receiving the highest number of votes.


From Nomic1@aol.com Sun Jan 21 19:19:55 2001
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Date: Mon, 22 Jan 2001 03:19:53 -0000
To: DocNomic@egroups.com
Subject: HEY, get those office hours in, NURSE, PSHCYE
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From: Nomic1@aol.com

OB: can I have a pill.

Guys, you are lagging on Office Hours. I'm tired of being the 
Addict. Let someone else get nagged all the time!!!!

please!



Feyd


From kevan@somethingorother.com Mon Jan 22 07:31:38 2001
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Subject: Psychiatric Office Hours
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From: kevan@somethingorother.com

Feyd pays 100 Cash for ten Soul Points, Jeff pays 50 Cash for five 
(but only gets four, since Therapy can't take someone above 100 Soul).

Kevan gains 15 Cash from the Hospital.

Kevan

--
http://uncertain.org/~kevan
"It just wasn't like the old days any more."


From kevan@somethingorother.com Mon Jan 22 07:37:50 2001
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Date: Mon, 22 Jan 2001 15:30:48 -0000
To: DocNomic@egroups.com
Subject: Proposal : Psychiatric Persecution
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From: kevan@somethingorother.com

----------------------------------------------------------------------

To the Rule "Psychiatrist", add the paragraph:-

For any given instance of Feyd mis-spelling "Psychiatry", 
"Psychiatrist", "Psychiatric", "Psychosis", "Psycho" or "Psyche", the 
Psychiatrist may pay 5 Soul Points to give Feyd a Psychosis.

{ It irks me that Feyd can't be bothered to spell these words
correctly - or maintains an opaque irony in refusing to spell
them correctly - after installing a punishment for those who
spell his *own* position wrongly. }

----------------------------------------------------------------------




From jjweston@kenny.sir-toby.com Mon Jan 22 09:24:00 2001
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Date: Mon, 22 Jan 2001 10:00:13 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal : Psychiatric Persecution
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 22 Jan 2001 kevan@somethingorother.com wrote:

> ----------------------------------------------------------------------
> 
> To the Rule "Psychiatrist", add the paragraph:-
> 
> For any given instance of Feyd mis-spelling "Psychiatry", 
> "Psychiatrist", "Psychiatric", "Psychosis", "Psycho" or "Psyche", the 
> Psychiatrist may pay 5 Soul Points to give Feyd a Psychosis.
> 
> { It irks me that Feyd can't be bothered to spell these words
> correctly - or maintains an opaque irony in refusing to spell
> them correctly - after installing a punishment for those who
> spell his *own* position wrongly. }
> 
> ----------------------------------------------------------------------

Hehehehe. :->


From Nomic1@aol.com Mon Jan 22 11:58:01 2001
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Subject: Re: Proposal : Psychiatric Persecution
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--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
wrote:
> On Mon, 22 Jan 2001 kevan@s... wrote:
> 
> > ------------------------------------------------------------------
----
> > 
> > To the Rule "Psychiatrist", add the paragraph:-
> > 
> > For any given instance of Feyd mis-spelling "Psychiatry", 
> > "Psychiatrist", "Psychiatric", "Psychosis", "Psycho" or "Psyche", 
the 
> > Psychiatrist may pay 5 Soul Points to give Feyd a Psychosis.
> > 
> > { It irks me that Feyd can't be bothered to spell these words
> > correctly - or maintains an opaque irony in refusing to spell
> > them correctly - after installing a punishment for those who
> > spell his *own* position wrongly. }

ROTFL. It's irony. I would think a Psichiatrist would know that. 

Fortunately, I can safely abbreviate you to "Shrink", and the 
position to "Shrinky-dinkism" and will do so in the future so as not 
to offend your [somewhat tender] sensibilities. I would also offer 
that you address this rule to the Epidemiologist rather than myself, 
since it is the burdon of this job that causes such spelling errors.

and thanks for making me smile today.
and may I have a pill?
Feyd



From Nomic1@aol.com Mon Jan 22 13:27:42 2001
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Subject: Feyd takes 1Purple for FoR
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From: Nomic1@aol.com

Anyone got a pill?
Feyd


From Nomic1@aol.com Mon Jan 22 13:47:19 2001
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Subject: Proposals: "Don't Pick oh the po' boy no mo'", Amend rule 1000 (new diseases)
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From: Nomic1@aol.com

Implement a new rule:

"Don't Pick oh the po' bo' no mo'"
Any player making a proposal aimed specifically at Feyd, or 
mentioning Feyd in any way, must, at Feyd's discretion, pay Feyd 15 
cash, lost 15 soul, and take 3 green pills.

Furthermore, e contracts a new disease, "Guilt"
--------------------------------

Amend rule 1000 with a new disease:

Guilt (Phychosis): A person experiences guilt because they have done 
something terrible and feel bad about it. Guilt can be cured by a 
visit to the Psychiatrist for counseling and taking 1 yellow and 1 
blue pill. A person suffering from Guilt must donate 1/2 of all 
their wages to another player (if possible the one e feels the guilt 
over).

------------------------------------------
Amend rule 1000 with a new disease:

Broken Leg (Injury): A person with a broken leg must have it 
repaired by the Surgeon (except for the surgeon, who my request that 
the nurse repair the injury). A person with a broken leg must pay 50 
cash to move from one room to another. The surgeon may repair the 
Broken leg during eir Office Hours for 200 Cash. A person suffering 
from a Broken Leg looses 5 body at the beginning of the Surgeon's 
Office Hours. A player may give another player a broken leg by 
paying 5 soul and 5 body and exclaiming to the list, "I rough 
<playername> up." On a d100 roll (in the PDP)
1-25 :: <playername> gets a broken leg. 
26-40:: both attacking player and <playername> get a broken leg
41-50:: Attacking player gets a broken leg
51-99:: Nothing.
00:: A random player gets a broken leg.
A player with a broken let may not attempt to rough up another 
player. 

Feyd



Feyd



From Nomic1@aol.com Mon Jan 22 13:57:49 2001
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Subject: Epidemiologist Office Hours. Error. Request PoO
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Doc,

I was rereading rule 1000 and discovered to my horror that for the 
last 2 office hours I have been doing Airborne Diseases incorrectly. 
Instead of:
"During the Office Hours, for each Airborne Disease, the 
Epidemiologist will select two players at random. There is a 25% 
chance each player will contract the Airborne Disease. "

I have been selecting a random disease and two players randomly. 
That puts us 3 diseases short (currently).

Please assign punishment and remedy as you see fit (blush). I can 
either have an emergency "fixit" OH in which I only compute airborns, 
or we can fix it with the next office hours.

Feyd
Mmuuust havee pill. Thaat's the reeeassson I fffergot.


From rsholmes@mailbox.syr.edu Mon Jan 22 14:50:05 2001
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Subject: Re: [DocNomic] Epidemiologist Office Hours. Error. Request PoO
References: <94i90l+cq9i@eGroups.com>
Date: 22 Jan 2001 17:25:57 -0500
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From: rsholmes@mailbox.syr.edu

I say forget it, just do it as specified next time...

-- 
- Doc

From jjweston@kenny.sir-toby.com Mon Jan 22 23:12:30 2001
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Kevan has spent two nights in the Padded Room with agoraphobia. He
gains 10 soul points. PDP updated.


From jjweston@kenny.sir-toby.com Mon Jan 22 23:14:01 2001
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Date: Tue, 23 Jan 2001 00:01:16 -0800 (PST)
To: DocNomic@egroups.com
Subject: I move to Outside World
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Ah! The fresh air! The breeze! Free at last from the confines of
the hospital! Wheee!!! ;-)


From jjweston@kenny.sir-toby.com Mon Jan 22 23:19:57 2001
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Date: Tue, 23 Jan 2001 00:07:12 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Hospital Building Engineer's Report 1/22/2001
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 22 Jan 2001, Jeffrey J. Weston wrote:

> Kevan has spent two nights in the Padded Room with agoraphobia. He
> gains 10 soul points. PDP updated.

Whoops! I see Kevan already made this update. My mistake. PDP
un-updated.


From kevan@somethingorother.com Tue Jan 23 03:29:29 2001
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To: DocNomic@egroups.com
Subject: Proposal: Psychiatry Today
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----------------------------------------------------------------------

Proposal - Psychiatry Today

Repeal Rule 22 (Therapy Session).

--

Reword Rule 20 (Psychiatrist) to:-

The Psychiatrist deals with the diagnosis, treatment, and prevention
of mental and emotional disorders, and is able, through counselling,
to treat the Psychoses of other Players. At any given time, one
Player may be a Psychiatrist (their identity is part of the
gamestate), and the Psychiatrist performs his or her work in the
Psychiatric Ward.

If a Player is in the Psychiatric Ward and the Psychiatrist is also
there, he or she may have the following procedures performed at the
following costs (half of the cost goes to the Hospital, half is
given to the Psychiatrist):-

* General Therapy - 50 Cash

The patient gains 5 Soul Points, unless this would take them above
100 Soul Points.

* Specific Counselling - 100 Cash

The patient is cured of a Psychosis of their choice. However, this
process is not always permanently successful - within 24 hours of
such a counselling, the Psychiatrist may declare that the Psychosis
has resurfaced, and give the patient a full refund out of his own
pocket. (The patient may not be counselled again for that Psychosis
until a week has passed.)

* Electroshock Therapy - Free!

The patient loses 10 Body, 10 Soul and all of his or her Psychoses.
He or she then gains a Psychosis selected at random.

If the Psychiatrist's Soul Points drop below thirty, Doc may reassign
the role elsewhere. 

----------------------------------------------------------------------


From kevan@somethingorother.com Tue Jan 23 03:30:30 2001
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Subject: Proposal: PA System
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----------------------------------------------------------------------

Proposal - PA System

Add a new Rule, "PA System":-

Doc may, at any time, use the PA System to call a member of Staff to
any room inside the hospital, by posting such a message to the
mailing list. Upon doing so, that Staff member is moved directly
to that room, unless they would be unable to reach that room
through normal means.

{ Useful now that Staff have to be in certain places for certain
things, and nice for atmosphere; "*bing-bong* Nurse Airhart to
the Trauma Center, please." }

----------------------------------------------------------------------


From kevan@somethingorother.com Tue Jan 23 03:31:20 2001
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Subject: Proposal: For Your Own Safety
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----------------------------------------------------------------------

Proposal - For Your Own Safety

To the description of The Psychiatric Ward, add:-

The door to the Padded Room has a lock on the outside, and keys are
issued to the Nurse and the Psychiatrist. If the door is locked,
Players may not enter or leave the Padded Room. Any Player present
in the Psychiatric Ward may lock or unlock the door by declaring
this to the mailing list, provided they have a key to it.

----------------------------------------------------------------------


From Nomic1@aol.com Tue Jan 23 05:54:43 2001
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To: DocNomic@egroups.com
Subject: Re: Proposal: Psychiatry Today
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From: Nomic1@aol.com

Very nice. A couple thoughts:
You might want to also combine all of the Psychiatrist's Office Hours 
duties here too.
You might want to allow "General Therapy" to occur anywhere as long 
as the Psychiatrist and player are in the same room.

Feyd
gotta pill?


--- In DocNomic@egroups.com, kevan@s... wrote:
> --------------------------------------------------------------------
--
> 
> Proposal - Psychiatry Today
> 
> Repeal Rule 22 (Therapy Session).
> 
> --
> 
> Reword Rule 20 (Psychiatrist) to:-
> 
> The Psychiatrist deals with the diagnosis, treatment, and prevention
> of mental and emotional disorders, and is able, through counselling,
> to treat the Psychoses of other Players. At any given time, one
> Player may be a Psychiatrist (their identity is part of the
> gamestate), and the Psychiatrist performs his or her work in the
> Psychiatric Ward.
> 
> If a Player is in the Psychiatric Ward and the Psychiatrist is also
> there, he or she may have the following procedures performed at the
> following costs (half of the cost goes to the Hospital, half is
> given to the Psychiatrist):-
> 
> * General Therapy - 50 Cash
> 
> The patient gains 5 Soul Points, unless this would take them above
> 100 Soul Points.
> 
> * Specific Counselling - 100 Cash
> 
> The patient is cured of a Psychosis of their choice. However, this
> process is not always permanently successful - within 24 hours of
> such a counselling, the Psychiatrist may declare that the 
Psychosis
> has resurfaced, and give the patient a full refund out of his own
> pocket. (The patient may not be counselled again for that 
Psychosis
> until a week has passed.)
> 
> * Electroshock Therapy - Free!
> 
> The patient loses 10 Body, 10 Soul and all of his or her 
Psychoses.
> He or she then gains a Psychosis selected at random.
> 
> If the Psychiatrist's Soul Points drop below thirty, Doc may 
reassign
> the role elsewhere. 
> 
> --------------------------------------------------------------------
--


From Nomic1@aol.com Tue Jan 23 07:58:46 2001
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To: DocNomic@egroups.com
Subject: Kevan, updates to PDP
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Kevan,

First off, you have done a great job with the PDP. But as with any 
project, if you are too effecient, you pay <g>. Would it be possible 
to make multiple selections (i.e. take a green pill AND Cure FoR)? 
That would allow a lot of flexibility. 

it would also be great if, with the above, we could have two "pill 
lines", so that we could take a two-pill combination to cure a 
diesase...


just a thought,

Feyd
gotta pill? Give it to me!


From Nomic1@aol.com Tue Jan 23 08:00:58 2001
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Subject: Feyd moves to from Psychiatric ward to Hostipal Entrance
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I'm looking for dropped pills there.. are there any?


Feyd


From jjweston@kenny.sir-toby.com Tue Jan 23 16:07:15 2001
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>



From jjweston@kenny.sir-toby.com Tue Jan 23 16:08:45 2001
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Date: Tue, 23 Jan 2001 16:19:30 -0800 (PST)
To: DocNomic@egroups.com
Subject: Hospital Building Engineer's Report: 1/23/01
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Kevan has spent one night in the Padded Room with Agoraphobia. He
gains 5 SP. PDP already updated by Kevan.

Jeff has spent one night in the Outside World with
Claustrophobia. He gains 5 SP. PDP updated.


From jjweston@kenny.sir-toby.com Tue Jan 23 16:40:50 2001
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Date: Tue, 23 Jan 2001 17:02:04 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: Alternate method of getting "addicted".
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

----- Start Proposal -----

Amend "Diseases" by striking the first paragraph of the addiction
disease and replacing it with:

The Nurse, during their Office Hours, shall choose the player who has
consumed the most pills (regardles of color) since the Nurse's last
Office Hours to be the "Addict" until the next Nurse's Office Hours. If
there is a tie regarding which player has consumed the most pills, the
Nurse randomly picks a player out of those who have consumed the most.

----- End Proposal -----

Ideally I'd like to see the PDP track how many pills each player
had taken. Until such functionality exists, I guess the Nurse will have to
go through the PDP logs finding out who has consumed the most pills...


From Nomic1@aol.com Wed Jan 24 06:06:42 2001
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Subject: Re: Hospital Building Engineer's Report: 1/23/01
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Jeff,
If you have to do a report nightly for Agro and Claustro then you're 
going to get tired of it quickly. Are you sure you don't just want 
the players to update the PDP by themselves?

Feyd
pill please? (OTTIS, WHERE ARE YOU?)

--- In DocNomic@egroups.com, "Jeffrey J. Weston" <jjweston@k...> 
wrote:
> Kevan has spent one night in the Padded Room with 
Agoraphobia. He
> gains 5 SP. PDP already updated by Kevan.
> 
> Jeff has spent one night in the Outside World with
> Claustrophobia. He gains 5 SP. PDP updated.


From Nomic1@aol.com Wed Jan 24 06:10:14 2001
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Subject: Feyd moves OUTSIDE
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From Nomic1@aol.com Wed Jan 24 06:59:53 2001
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--- In DocNomic@egroups.com, Nomic1@a... wrote:
> 
I note that Feyd didn't ask for a pill. I gain one SP, Feyd looses 1 
SP.

May I have a pill?

Feyd


From jjweston@kenny.sir-toby.com Wed Jan 24 09:01:46 2001
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Date: Wed, 24 Jan 2001 09:33:48 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Hospital Building Engineer's Report: 1/23/01
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Wed, 24 Jan 2001 Nomic1@aol.com wrote:

> Jeff,
> If you have to do a report nightly for Agro and Claustro then you're 
> going to get tired of it quickly. Are you sure you don't just want 
> the players to update the PDP by themselves?

Right now I'm just doing it when I have time. Work is kinda slow
right now, so I have lots of time. I encourage players to update the PDP
by themselves. Less work for me... Updating the PDP is a real pain
sometimes, but sending out the reports doesn't take too much effort. :)


From Nomic1@aol.com Thu Jan 25 06:02:12 2001
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Subject: Feyd spent last night outside with Claustrophobia..PDP updated
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From: Nomic1@aol.com

+5 soul.
anyone have a pill?


From rsholmes@mailbox.syr.edu Thu Jan 25 07:58:15 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Better handling of delayed/canceled Office Hours
References: <Pine.LNX.4.21.0101201906530.31071-100000@kenny.sir-toby.com>
Date: 25 Jan 2001 10:50:30 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Sat, 20 Jan 2001 19:11:17 -0800 (PST)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend "Office Hours" by striking the last two sentences and
> replacing them with the following:
> 
> Each office holder may, by announcement to the mailing list, delay their
> office hours for up to six days, or cancel them completely if they are too
> busy. With the exception of Doc, if any Office Holder misses their Office
> Hours without sending a cancellation notice, or cancels their Office Hours
> for three weeks in a row, that office holder must be replaced immediately
> by a player of Doc's choosing.

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 25 07:59:24 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Amendment to Diseases. Adjust addiction.
References: <Pine.LNX.4.21.0101201605270.30998-100000@kenny.sir-toby.com>
Date: 25 Jan 2001 10:50:03 -0500
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> ----- Start Proposal Text -----
> 
> Amend "Diseases" by striking the following from the addiction
> disease: "The first player per message thus helping the Addict fight his
> addiction is doing a good deed, and thus gains a soul point. Subsequent
> players are just nagging and get nothing." Replace those sentences
> with: "The first player per message is a ripe bastard and is only trying
> to keep the addict addicted to pills. They lose a soul point for doing
> such a bad deed. However, the Pharmacy likes to keep the addict addicted
> to their pills, and so will give that player one pill of a color the
> player choses. Subsequent players are just nagging and only lose the soul
> point."
> 
> ----- End Proposal Text -----

APPROVED. 1 green, 1 red.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 25 08:01:16 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Clean up Nurse description
References: <Pine.LNX.4.21.0101201913140.31071-100000@kenny.sir-toby.com>
Date: 25 Jan 2001 10:50:57 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Sat, 20 Jan 2001 19:21:47 -0800 (PST)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> ----- Start Proposal -----
> 
> Amend "Nurse" to read in full:
> 
> A player shall hold the office of Nurse. The identity of the Nurse shall
> be part of the gamestate. 
> 
> The Nurse assists the Doc in running the hospital. As
> compensation for such duties, the Nurse receives three green pills, two
> soul points, and five body points during their office hours.
> 
> ----- End Proposal -----

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 25 08:03:29 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Office Holder Turnover
References: <Pine.LNX.4.21.0101201921570.31071-100000@kenny.sir-toby.com>
Date: 25 Jan 2001 10:53:20 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Sat, 20 Jan 2001 19:25:09 -0800 (PST)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Create a new rule entitled "Office Holder Turnover" with the
> following text:
> 
> At any time, any office holder may choose to vacate their office by
> sending their resignation to the mailing list. That office must
> immediately be filled by a player of Doc's choosing.

APPROVED, except that I will make this an amendment to Rule 13, which
will be retitled "Officers". 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 25 08:04:14 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Officer Elections
References: <Pine.LNX.4.21.0101201925130.31071-100000@kenny.sir-toby.com>
Date: 25 Jan 2001 10:55:00 -0500
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Create a new rule entitled "Officer Elections" with the following
> text:
> 
> If at any time an office is vacant, with no one specified to fill it, Doc
> must take on the duties of that office until an election can be held to
> see who will hold that office. If at any time the rules require Doc to
> fill an office with a player of their choosing, Doc may instead choose 
> to hold an election to fill that office. Doc must continue to take on the
> duties of the office while the election is in progress.
> 
> Doc holds an election by announing it to the mailing list, along with what
> office the election is for, and how long nominations for filling that
> office will be accepted. Players may nominate themselves, and only
> themselves, by announcing it to the mailing list.
> 
> If no players nominate themselves, the office remains vacant and Doc must
> continue taking on the duties of that office, until another election
> is held. Doc is encouraged to increase the compensation of that office
> with a proclamation to help find a willing player.
> 
> If only one player nominated themself, they immediately fill the
> office. If more than one player nominated themselves, all player vote on
> who they want to hold the office by sending their vote to the mailing
> list. Doc announces how long votes will be accepted.
> 
> When voting is concluded, the player with the most votes immediately fills
> the office. In the event of a tie, Doc must apoint one player from amongst
> those receiving the highest number of votes.

REJECTED. Since when is this a democracy? ;-)

Jeff has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 25 08:06:59 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Psychiatry Today
References: <94jpuh+dfgu@eGroups.com>
Date: 25 Jan 2001 10:59:05 -0500
In-Reply-To: kevan@somethingorother.com's message of "Tue, 23 Jan 2001 11:29:21 -0000"
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kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - Psychiatry Today
> 
> Repeal Rule 22 (Therapy Session).
> 
> --
> 
> Reword Rule 20 (Psychiatrist) to:-
> 
> The Psychiatrist deals with the diagnosis, treatment, and prevention
> of mental and emotional disorders, and is able, through counselling,
> to treat the Psychoses of other Players. At any given time, one
> Player may be a Psychiatrist (their identity is part of the
> gamestate), and the Psychiatrist performs his or her work in the
> Psychiatric Ward.
> 
> If a Player is in the Psychiatric Ward and the Psychiatrist is also
> there, he or she may have the following procedures performed at the
> following costs (half of the cost goes to the Hospital, half is
> given to the Psychiatrist):-
> 
> * General Therapy - 50 Cash
> 
> The patient gains 5 Soul Points, unless this would take them above
> 100 Soul Points.
> 
> * Specific Counselling - 100 Cash
> 
> The patient is cured of a Psychosis of their choice. However, this
> process is not always permanently successful - within 24 hours of
> such a counselling, the Psychiatrist may declare that the Psychosis
> has resurfaced, and give the patient a full refund out of his own
> pocket. (The patient may not be counselled again for that Psychosis
> until a week has passed.)
> 
> * Electroshock Therapy - Free!
> 
> The patient loses 10 Body, 10 Soul and all of his or her Psychoses.
> He or she then gains a Psychosis selected at random.
> 
> If the Psychiatrist's Soul Points drop below thirty, Doc may reassign
> the role elsewhere. 
> 
> ----------------------------------------------------------------------

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 25 08:07:11 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposals: "Don't Pick oh the po' boy no mo'", Amend rule 1000 (new diseases)
References: <94i8dm+h3bc@eGroups.com>
Date: 25 Jan 2001 10:58:25 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 22 Jan 2001 21:24:06 -0000"
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Nomic1@aol.com writes:

> Implement a new rule:
> 
> "Don't Pick oh the po' bo' no mo'"
> Any player making a proposal aimed specifically at Feyd, or 
> mentioning Feyd in any way, must, at Feyd's discretion, pay Feyd 15 
> cash, lost 15 soul, and take 3 green pills.
> 
> Furthermore, e contracts a new disease, "Guilt"
> --------------------------------
> 
> Amend rule 1000 with a new disease:
> 
> Guilt (Phychosis): A person experiences guilt because they have done 
> something terrible and feel bad about it. Guilt can be cured by a 
> visit to the Psychiatrist for counseling and taking 1 yellow and 1 
> blue pill. A person suffering from Guilt must donate 1/2 of all 
> their wages to another player (if possible the one e feels the guilt 
> over).
> 
> ------------------------------------------
> Amend rule 1000 with a new disease:
> 
> Broken Leg (Injury): A person with a broken leg must have it 
> repaired by the Surgeon (except for the surgeon, who my request that 
> the nurse repair the injury). A person with a broken leg must pay 50 
> cash to move from one room to another. The surgeon may repair the 
> Broken leg during eir Office Hours for 200 Cash. A person suffering 
> from a Broken Leg looses 5 body at the beginning of the Surgeon's 
> Office Hours. A player may give another player a broken leg by 
> paying 5 soul and 5 body and exclaiming to the list, "I rough 
> <playername> up." On a d100 roll (in the PDP)
> 1-25 :: <playername> gets a broken leg. 
> 26-40:: both attacking player and <playername> get a broken leg
> 41-50:: Attacking player gets a broken leg
> 51-99:: Nothing.
> 00:: A random player gets a broken leg.
> A player with a broken let may not attempt to rough up another 
> player. 

IGNORED. Subject line is ill-formed. Should start with "Proposal:".

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 25 08:07:22 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal : Psychiatric Persecution
References: <94hjn8+t5q1@eGroups.com>
Date: 25 Jan 2001 10:56:39 -0500
In-Reply-To: kevan@somethingorother.com's message of "Mon, 22 Jan 2001 15:30:48 -0000"
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kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> To the Rule "Psychiatrist", add the paragraph:-
> 
> For any given instance of Feyd mis-spelling "Psychiatry", 
> "Psychiatrist", "Psychiatric", "Psychosis", "Psycho" or "Psyche", the 
> Psychiatrist may pay 5 Soul Points to give Feyd a Psychosis.
> 
> { It irks me that Feyd can't be bothered to spell these words
> correctly - or maintains an opaque irony in refusing to spell
> them correctly - after installing a punishment for those who
> spell his *own* position wrongly. }
> 
> ----------------------------------------------------------------------

ACCEPTED. What the hell. 1 green, 1 red.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 25 08:11:59 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Psychiatry Today
References: <94jpuh+dfgu@eGroups.com>
Date: 25 Jan 2001 11:03:28 -0500
In-Reply-To: kevan@somethingorother.com's message of "Tue, 23 Jan 2001 11:29:21 -0000"
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This repeals a rule.

Claustrophobics Jeff and Feyd lose 5 SPs.

Agoraphobics Kevan and Mark gain 5 SPs.

1 random reals 0 < x < 1:
0.085540771484375

Original proposer Jeff gets Claustrophobia, except he already has it.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 25 08:18:23 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: PA System
References: <94jq0l+c9gt@eGroups.com>
Date: 25 Jan 2001 11:05:54 -0500
In-Reply-To: kevan@somethingorother.com's message of "Tue, 23 Jan 2001 11:30:29 -0000"
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kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - PA System
> 
> Add a new Rule, "PA System":-
> 
> Doc may, at any time, use the PA System to call a member of Staff to
> any room inside the hospital, by posting such a message to the
> mailing list. Upon doing so, that Staff member is moved directly
> to that room, unless they would be unable to reach that room
> through normal means.
> 
> { Useful now that Staff have to be in certain places for certain
> things, and nice for atmosphere; "*bing-bong* Nurse Airhart to
> the Trauma Center, please." }
> 
> ----------------------------------------------------------------------

APPROVED, except I think it's better as an amendment to the Hospital
Rooms rule. 1 green.

-- 
- Doc

From oairhart@ispchannel.com Thu Jan 25 08:19:47 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Hospital Building Engineer's Report: 1/23/01
In-Reply-To: <94mng9+sia9@eGroups.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

>Feyd
>pill please? (OTTIS, WHERE ARE YOU?)


I'm here... just got back from the dead...

From rsholmes@mailbox.syr.edu Thu Jan 25 08:20:47 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: For Your Own Safety
References: <94jq22+8m9c@eGroups.com>
Date: 25 Jan 2001 11:08:32 -0500
In-Reply-To: kevan@somethingorother.com's message of "Tue, 23 Jan 2001 11:31:14 -0000"
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kevan@somethingorother.com writes:

> ----------------------------------------------------------------------
> 
> Proposal - For Your Own Safety
> 
> To the description of The Psychiatric Ward, add:-
> 
> The door to the Padded Room has a lock on the outside, and keys are
> issued to the Nurse and the Psychiatrist. If the door is locked,
> Players may not enter or leave the Padded Room. Any Player present
> in the Psychiatric Ward may lock or unlock the door by declaring
> this to the mailing list, provided they have a key to it.
> 
> ----------------------------------------------------------------------

APPROVED. 1 green, 1 red. I will add "Possession of the keys is part
of the Gamestate" to this.

We now have objects to keep track of. Sounds like a PDP update
coming. Not that there's any way to give objects to one another,
yet... 

-- 
- Doc

From oairhart@ispchannel.com Thu Jan 25 08:24:10 2001
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Date: Thu, 25 Jan 2001 10:18:27 -0600
To: docnomic@egroups.com
Subject: Nurse's Office Hours
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From: Ottis Airhart <oairhart@ispchannel.com>

The Nurse was recently rushed out of the Hospital to a greater call, a call
to... to... well, let's just say the Nurse got SOOOO busy this week,
everything else slipped by unnoticed.

But the Nurse is back, and holding Office Hours all day today, so get those
blood donations, etc. in while I read the rules and see what's up now.

Nurse Ottis


From rsholmes@mailbox.syr.edu Thu Jan 25 08:24:40 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Alternate method of getting "addicted".
References: <Pine.LNX.4.21.0101231654590.4904-100000@kenny.sir-toby.com>
Date: 25 Jan 2001 11:11:38 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Tue, 23 Jan 2001 17:02:04 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> ----- Start Proposal -----
> 
> Amend "Diseases" by striking the first paragraph of the addiction
> disease and replacing it with:
> 
> The Nurse, during their Office Hours, shall choose the player who has
> consumed the most pills (regardles of color) since the Nurse's last
> Office Hours to be the "Addict" until the next Nurse's Office Hours. If
> there is a tie regarding which player has consumed the most pills, the
> Nurse randomly picks a player out of those who have consumed the most.
> 
> ----- End Proposal -----
> 
> Ideally I'd like to see the PDP track how many pills each player
> had taken. Until such functionality exists, I guess the Nurse will have to
> go through the PDP logs finding out who has consumed the most pills...

-5 SPs.

REJECTED. I like this proposal, and would be inclined to accept it,
if it weren't way too much work for the Nurse. If the PDP
modification you suggest were made, that'd be a different story.
Maybe you can bribe Kevan.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jan 25 08:33:36 2001
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To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Psychiatry Today
References: <94jpuh+dfgu@eGroups.com>
Date: 25 Jan 2001 11:19:03 -0500
In-Reply-To: kevan@somethingorother.com's message of "Tue, 23 Jan 2001 11:29:21 -0000"
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... of course, this nullifies Kevan's previous proposal. Pity.

-- 
- Doc

From oairhart@ispchannel.com Thu Jan 25 09:02:39 2001
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Subject: Nurse's Report
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From: Ottis Airhart <oairhart@ispchannel.com>

Jeff had a blood test and was found with no new diseases.

From oairhart@ispchannel.com Thu Jan 25 09:07:57 2001
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From: Ottis Airhart <oairhart@ispchannel.com>

Blood Tests:
Jeff: loses 1 body point and 5 cash for the request.
Jeff has a 52% chance of discovering the sniffles, but he is clean.

2 Random players:
Feyd, who has no communcable disease, does not pass anything to Jeff.

Migrane Sufferers:
Mark loses 5 body points and x/10 soul points.
x = 748-518 = 230
Mark loses 23 soul points.
All players have a 23% chance of contracting a migrane.
Kevan = 70 = clear
Britta = 70 = clear
Ottis = 23 (dangit) = Migrane
Jeff = 37 = clear
Feyd = 95 = clear
Martin = 88 = clear

The new Addict for the week is:
Jeff who loses 3 body and 5 soul

Did I forget anything?
Nurse's Office Hours are still open until such time as it is past 11:59pm
CST on 1/25/2001 (today) or I declare I am finished.

From Nomic1@aol.com Thu Jan 25 09:09:55 2001
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Date: Thu, 25 Jan 2001 16:50:21 -0000
To: DocNomic@egroups.com
Subject: Re: Proposal: Better handling of delayed/canceled Office Hours
Message-ID: <94plgd+n263@eGroups.com>
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From: Nomic1@aol.com

I assume that since this did not go into effect until today that 
Ottis is still Nurse?

Feyd

--- In DocNomic@egroups.com, rsholmes@m... wrote:
> "Jeffrey J. Weston" <jjweston@k...> writes:
> 
> > Amend "Office Hours" by striking the last two sentences and
> > replacing them with the following:
> > 
> > Each office holder may, by announcement to the mailing list, 
delay their
> > office hours for up to six days, or cancel them completely if 
they are too
> > busy. With the exception of Doc, if any Office Holder misses 
their Office
> > Hours without sending a cancellation notice, or cancels their 
Office Hours
> > for three weeks in a row, that office holder must be replaced 
immediately
> > by a player of Doc's choosing.
> 
> APPROVED. 1 green.
> 
> -- 
> - Doc


From jjweston@kenny.sir-toby.com Thu Jan 25 09:18:07 2001
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Date: Thu, 25 Jan 2001 09:48:54 -0800 (PST)
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Proposal: Alternate method of getting "addicted".
In-Reply-To: <xzcr91rfw79.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 25 Jan 2001 rsholmes@mailbox.syr.edu wrote:

> REJECTED. I like this proposal, and would be inclined to accept it,
> if it weren't way too much work for the Nurse. If the PDP
> modification you suggest were made, that'd be a different story.
> Maybe you can bribe Kevan.

Okay Kevan... What will it take? ;-)


From oairhart@ispchannel.com Thu Jan 25 10:43:39 2001
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Date: Thu, 25 Jan 2001 12:26:09 -0600
To: DocNomic@egroups.com
Subject: Re: [DocNomic] Re: Proposal: Better handling of delayed/canceled Office Hours
In-Reply-To: <94plgd+n263@eGroups.com>
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From: Ottis Airhart <oairhart@ispchannel.com>

Yeah, sorry guys about the lapse the last week. Work was killing me. I'm
back in tune, now.


At 04:50 PM 1/25/2001 +0000, you wrote:
>I assume that since this did not go into effect until today that 
>Ottis is still Nurse?
>
>Feyd
>
>--- In DocNomic@egroups.com, rsholmes@m... wrote:
>> "Jeffrey J. Weston" <jjweston@k...> writes:
>> 
>> > Amend "Office Hours" by striking the last two sentences and
>> > replacing them with the following:
>> > 
>> > Each office holder may, by announcement to the mailing list, 
>delay their
>> > office hours for up to six days, or cancel them completely if 
>they are too
>> > busy. With the exception of Doc, if any Office Holder misses 
>their Office
>> > Hours without sending a cancellation notice, or cancels their 
>Office Hours
>> > for three weeks in a row, that office holder must be replaced 
>immediately
>> > by a player of Doc's choosing.
>> 
>> APPROVED. 1 green.
>> 
>> -- 
>> - Doc
>
>
>To unsubscribe from this group, send an email to:
>DocNomic-unsubscribe@egroups.com
>
>
>


From rsholmes@mailbox.syr.edu Thu Jan 25 10:50:03 2001
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Subject: Hmm
Date: 25 Jan 2001 13:34:19 -0500
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From: rsholmes@mailbox.syr.edu

I just noticed two things:

1. Mark's down to 16 SPs
2. This hospital has no Morgue.

-- 
- Doc

From Nomic1@aol.com Thu Jan 25 13:37:35 2001
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Date: Thu, 25 Jan 2001 21:17:09 -0000
To: DocNomic@egroups.com
Subject: Proposal: "Don't Pick oh the po' boy no mo'", Amend rule 1000 (new diseases)
Message-ID: <94q54l+gh92@eGroups.com>
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From: Nomic1@aol.com

Same as before, with correct subject line.
and I don't have to ask for pills no mo!!!

Feyd


--- In DocNomic@egroups.com, rsholmes@m... wrote:
> Nomic1@a... writes:
> 
> > Implement a new rule:
> > 
> > "Don't Pick oh the po' bo' no mo'"
> > Any player making a proposal aimed specifically at Feyd, or 
> > mentioning Feyd in any way, must, at Feyd's discretion, pay Feyd 
15 
> > cash, lost 15 soul, and take 3 green pills.
> > 
> > Furthermore, e contracts a new disease, "Guilt"
> > --------------------------------
> > 
> > Amend rule 1000 with a new disease:
> > 
> > Guilt (Phychosis): A person experiences guilt because they have 
done 
> > something terrible and feel bad about it. Guilt can be cured by 
a 
> > visit to the Psychiatrist for counseling and taking 1 yellow and 
1 
> > blue pill. A person suffering from Guilt must donate 1/2 of all 
> > their wages to another player (if possible the one e feels the 
guilt 
> > over).
> > 
> > ------------------------------------------
> > Amend rule 1000 with a new disease:
> > 
> > Broken Leg (Injury): A person with a broken leg must have it 
> > repaired by the Surgeon (except for the surgeon, who my request 
that 
> > the nurse repair the injury). A person with a broken leg must 
pay 50 
> > cash to move from one room to another. The surgeon may repair 
the 
> > Broken leg during eir Office Hours for 200 Cash. A person 
suffering 
> > from a Broken Leg looses 5 body at the beginning of the Surgeon's 
> > Office Hours. A player may give another player a broken leg by 
> > paying 5 soul and 5 body and exclaiming to the list, "I rough 
> > <playername> up." On a d100 roll (in the PDP)
> > 1-25 :: <playername> gets a broken leg. 
> > 26-40:: both attacking player and <playername> get a broken leg
> > 41-50:: Attacking player gets a broken leg
> > 51-99:: Nothing.
> > 00:: A random player gets a broken leg.
> > A player with a broken let may not attempt to rough up another 
> > player. 



From Nomic1@aol.com Thu Jan 25 13:39:18 2001
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To: DocNomic@egroups.com
Subject: Office Hours for E. and S. will be delayed until tomorrow sometime.
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From: Nomic1@aol.com

Feyd


From Nomic1@aol.com Thu Jan 25 13:40:59 2001
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Subject: Please be sure to enter request for E. or S. before OH....
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From: Nomic1@aol.com

Remember that E. can cure any disease, unlike the silly shrinky-dink 
who can only help with Psychosis.


Feyd


From jjweston@kenny.sir-toby.com Thu Jan 25 16:52:43 2001
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Date: Thu, 25 Jan 2001 17:15:25 -0800 (PST)
To: DocNomic@egroups.com
Subject: Hospital Building Engineer's Report 1/25/2001
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Feyd, good friend ol' buddy of mine. Mind sparing a pill for your
good friend Jeff? Please? Pleeeease? PLEASE???? How about a nice tasty
green one? So yummy and tasty... Mmmm... Green pills... Mmmm...

Oh, eh... Where were we?

Kevan spent two nights in the cell with agoraphobia gaining 10 SP.

Jeff spent two nights outside with claustrophobia gaining 10 SP.

Feyd spent one night outside with claustrophobia gaining 5 SP.

PPD updated.


From jjweston@kenny.sir-toby.com Thu Jan 25 17:00:20 2001
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Date: Thu, 25 Jan 2001 17:20:14 -0800 (PST)
To: DocNomic@egroups.com
Subject: Hospital Building Engineer Office Hours
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Just examined the database and I realized that I just don't have
enough pills in my possession. If anyone would care to give me one, I
would be most appreciative.

In other news, the location database looks just fine. The PDP has
been updated with the appropriate adjustments.

I now take my compensation of one heavenly yellow pill and one
perfectly shaped purple pill. Yumm.... PDP updated.


From jjweston@kenny.sir-toby.com Thu Jan 25 17:16:40 2001
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Date: Thu, 25 Jan 2001 17:32:42 -0800 (PST)
To: DocNomic@egroups.com
Subject: Proposal: The Morgue
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

----- Start Proposal Text -----

Amend "Hospital Rooms" as follows:

Amend the Trauma Center by adding a connection to the Hallway of
Death. Add the following rooms:

Hallway of Death - Connects to Trauma Center and Morgue
This room serves to distance the rest of the hospital from the
Morgue. It is decorated with commemorative plaques of past DocNomic
players.

Morgue - Connets to Hallway of Death
This is where dead players go to, uh, be dead. When a player dies,
they are automatically moved to this room.


From jjweston@kenny.sir-toby.com Thu Jan 25 17:19:14 2001
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Ottis has 123 body points. In accordance with rule 11, I'm setting
it to 120 by subtracting 3 body points. PDP updated.

Got a pill?


From rsholmes@mailbox.syr.edu Thu Jan 25 18:32:30 2001
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Subject: Doc's OH
Date: 25 Jan 2001 21:03:42 -0500
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(1) Disease database: I see no evidence the disease database has been
updated since 15 Jan. Coma became a disease on 19 Jan but is not
included in the disease database. The rules require the database
to be updated at least once between Doc's office hours. Penalty
is "the Epidemiologist loses 25 health points" -- hmm, that
slipped past me, but I'll assume it means body points.

(2) Blood donations: Mark and Martin apparently have never donated
blood. All players are required to donate blood to the blood bank
at least once per four of Doc's Office Hours. Mark and Martin
lose 10 body points.

(3) Nasty cough: No one except Britta (in coma) has Bit Of a Cough, so
no Nasty Cough is caught.

(4) Glam Rock Shoulder: Mark loses 4 body points.

-- 
- Doc

From Nomic1@aol.com Fri Jan 26 06:34:52 2001
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sigh. This is a mess today!

Feyd


From kevan@somethingorother.com Fri Jan 26 07:43:30 2001
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> sigh. This is a mess today!

Indeed. If anyone else has had "Yahoo Groups" claiming that cookies 
were disabled in IE when they weren't (thus refusing to retrieve your 
eGroups profile), it seems alright under Netscape. What fun.

Having said that, though, the actual interface looks to have a few 
useful additions to it, being able to view multiple messages at once, 
and having more stuff in the group's "Home" page. Maybe they'll 
finally get around to putting "new messages" counters back on the "My 
Groups" page, at some point...

Kevan

--
http://uncertain.org/~kevan
"The Global Tetrahedron Conglomerate gains controlling shares of
its final two competitors, Time-WarturABCDisSonylumbiaAT&T
and LockheedZweibSKBank."


From m.couchman@bigwig.net Fri Jan 26 08:24:23 2001
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From: m.couchman@bigwig.net

I'd like a vaccination please, immediately followed by a blood test. 

Thanks.. left arm please this time. My right arm's still bruised from 
the last one.


From jjweston@kenny.sir-toby.com Fri Jan 26 08:55:18 2001
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Subject: I would like to donate some Blood.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Anyone got a pill to help calm my nurves?


From Nomic1@aol.com Fri Jan 26 09:15:09 2001
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Subject: Epidemiologist Office Hours
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No-one caught an air-borne disease!

Ottis slipped on the floor and got "Glam Rock Shoulder".

All rolls are listed in the PDP (Keven, that ROCKS!). PDP updated.

Disease databases updated.

Feyd




From m.couchman@bigwig.net Fri Jan 26 09:19:56 2001
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Date: Fri, 26 Jan 2001 17:17:43 -0000
To: DocNomic@yahoogroups.com
Subject: proposal: Amendment to rule 24 (Pharmacy)
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A revised, briefer, proposal.

=================================


Replace the current text of rule 24 (The Pharmacy) with the following:

i) Players may buy pills from the pharmacy, or sell them to the 
pharmacy, for cash. The pharmacy can never have a negative quantity 
of any pill in stock. Pill purchases and sales must be made using the 
PDP.

ii) In the interests of patient health and safety, no player may 
purchase more than 3 pills of each type from the pharmacy in one day.

iii) Pricing: The price at which players may purchase a pill is 
calculated as follows, rounded to the nearest integer:

If (Play >= Pills) then 
Cost := ((Play-Pills) * C/4) + (C * 1.5) 
Else 
Cost := C - ((Pills - Play)/4) 
END IF 
Where: Play = Number of players 
Pills = Number of pills of that color 
C = Base cost of that color pill 

The price at which a player may sell an unused pill (not even 
slightly sucked please) back to the pharmacy is calculated by 
subtracting 10 from the result of the above formula, or zero where 
the result would otherwise be less than zero. 

iv) Base Cost of items stocked by the pharmacy:

1 yellow pill	40 cash points 
1 purple pill	35 cash points 
1 red pill	30 cash points 
1 blue pill	25 cash points 
1 green pill 20 cash points 

1 "Getting over your addiction" pamphlet	0 cash points 
1 "101 ways to avoid infection" pamphlet	0 cash points 

v) Pills are made only in the pharmacy, and may not be created by any 
other means.

All pills given to players by Doc as perks, or provided through the 
action of any other rule, must therefore be withdrawn from the 
Pharmacy stocks. 

vi) The pharmacy's stocks are increased by the Nurse once during
each 
Nurse's Office Hours by the following quantities, rounded to the 
nearest integer, where n = the number of players at that time:

Yellow pills: n * 1.2
Red pills: n * 1.2
Blue pills: n * 1.2
Green pills: n * 2
Purple pills: n * 1

vii) Records of the Pharmacy's stocks, and the current pill price 
list, are maintained on the Player Details Page. Pamphlets are 
printed to order, and given out free by the pharmacy. The PDP need 
not keep records pertaining to pamphlet stocks.

viii) The following are interim measures while this rule is being 
brought into force:

When the PDP is able to maintain records regarding stocks and prices, 
this rule will be enacted fully by proclamation by Doc. Until that 
time, the pre-existing rules will continue to the extent that:
a) the pharmacy is considered to have an inexhaustible supply of 
pills; 
b) the Nurse is not required to replenish pharmacy stocks, and 
c) Doc may continue to create pills to give to players

On full enactment of this rule, the pharmacy will be provided with 
initial stocks of 30 pills of each type.

===========================

(Give a pill to Feyd for the formula as well. I'm sure he could
do 
with one.)
(for information, the formula leads to the following prices:

Number	Number	green	yellow	
players	pills	price	price	
8	1	65	130	
8	3	55	110	
8	5	45	90	
8	7	35	70	
8	10	19.5	39.5	
8	15	18.25	38.25	
8	20	17	37	
8	25	15.75	35.75	
8	30	14.5	34.5	<- initial pricing.
8	40	12	32	
8	50	9.5	29.5	

base=20	base=40	)




From Nomic1@aol.com Fri Jan 26 09:23:07 2001
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To: DocNomic@yahoogroups.com
Subject: Surgeon Office Hours
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From: Nomic1@aol.com

I would like to correct Disease guy -- Ottic caught the Sniffle, not 
Glam Rock Shoulder.

Noone asked for operations.

However, Jeff did fall and hurt his shoulder, I diagnose him 
with "Glam Rock Shoulder". I can cure than upon request.

PDP updated. (Keven, when I went back I couldn't see the updated or 
randome die rolls in the PDP -- any thought why?).


YAHOO SUCKS!!

Feyd


From Nomic1@aol.com Fri Jan 26 09:25:24 2001
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To: DocNomic@yahoogroups.com
Subject: Epidemiologist correction of OH
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From: Nomic1@aol.com

Ottis did not catch "Glam Rock" as previously reported, nor Sniffles 
as the Surgeon reported.

he has a "Horrid Rash". The PDP is correct.

If anyone is wondering why my typing is suffering it's because YAHOO 
sucks. I'm typing two or three words/paragraphs ahead of the text 
displayed on my schreen.


Feyd


From jjweston@kenny.sir-toby.com Fri Jan 26 10:26:06 2001
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Date: Fri, 26 Jan 2001 11:12:04 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Alternate Pharmacy Changes
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

I don't mean to stomp on Martin's idea. However, I brought up a
number of problems with the first one and a few of them have not been
resolved. Namely, what if a rule gives out a pill, but the pharmacy
doesn't have it? Also, I don't like requiring the PDP to handle the
process, along with the subsequent interim measures. If Kevan never
updated the PDP, this rule will have no effect. I much prefer a rule that
has an immediate effect, and then can later be amended if Kevan decides to
update the PDP to accomodate the rule.

As such... I propose the Alternate Pharmacy Changes that I worked
up and even sent to Martin for review.

Notice that I still include the Pharmacist position, and that the
Pharmacist is responsible for updating the PDP when players buy and sell
pills. I don't think this will be a huge concern, because I haven't seen
too many people buying pills as it is. I think its a small price to pay
for being able to see these effects immediately.

----- Start Proposal Text -----

Create a new rule entitiled "Pharmacist" with the following text:

A player shall hold the office of Pharmacist. The identity of the
Pharmacist shall be part of the gamestate.

When this rule is enacted, the Pharmacist shall be the person variously
known as Sir Toby, Jeff Weston, or jjweston. This paragraph will then
repeal itself from this rule.

The Pharmacist tracks the inventory and pricing of items in the Pharmacy.
All required information must be stored in one or more eGroups databases.
As compensation for such duties, the Pharmacist receives 75 cash points
during their Office Hours. If the Pharmacist is unable to update the
eGroups database(s) at least once in between their Office Hours, they will
be declared unfit for office and Doc must replace them immediately.

During the Pharmacist's Office Hours, the Pharmacist must take the
following actions in this order:

- Handle all outstanding Pharmacy transactions.
- Receive their compensation.
- Make pills for the Pharmacy.
- Adjust the prices for items bought and sold by the Pharmacy.

When making pills, the Pharmacist produces a number of pills of each color,
determined by the following equations. The pills are immediately added to
the Pharmacy's inventory.

Yellow Pills : n * 1.00
Purple Pills : n * 1.25
Red Pills : n * 1.50
Blue Pills : n * 1.75
Green Pills : n * 2.00

n is the number of players in the game. Any fractions are rounded
mathematically to the nearest integer.

The Pharmacist must use the following equation to set the prices for pills:

( 50 / x ) * p

p is the base price for players buying or selling pills, detailed in the
following table. x is the current number of pills in stock of that color.
Any fractions are rounded mathematically to the nearest integer.

color : buy : sell
-------+-----+-----
Yellow : 40 : 30
purple : 35 : 25
red : 30 : 20
blue : 25 : 15
green : 20 : 10

Amend "Pharmacy" to read in full:

The Pharmacy sells pharmaceutical items to players for cash. Any player
may, at any time, buy items available from the Pharmacy, if the Pharmacy
has the item in stock. The Pharmacy can never have a negative quantity of
an item in stock. Players may also sell unused items in their possession
back to the Pharmacy for cash. Any such transaction must be sent to the
mailing list. The Pharmacist will then update the PDP and adjust the
Pharmacy's stocks as appropriate.

The Pharmacy redeems pill coupons and will exchange a player's coupon for
the exact quantity and color of pills as listed on the coupon, if the
Pharmacy has the required items in stock.

The Pharmacy purchases and sells the following items:

Yellow Pills
Purple Pills
Red Pills
Blue Pills
Green Pills

The Pharmacy gives away the following items for free:

"Getting Over Your Addiction" Pamphlets
"101 Ways to Avoid Infection" Pamphlets

In the interests of public health and safety, a single player may not
purchase more than 3 pills of each type from the Pharmacy in one day.

The price for purchasing and sellng pills is part of the gamestate,
maintained by the Pharmacist, and stored in an eGroups database. The
quantities of pills are limited. The quantity of each pill remaining is
part of the gamestate, maintained by the Pharmacist, and stored in an
eGroups database. Pamphlets are printed to order.

Pills are made only in the pharmacy, and may not be created by any other
means. All pills given to players provided through the action of any other
rule, must therefore be withdrawn from the Pharmacy stocks. If the Pharmacy
has insufficient stocks to give out for a particular rule action, the
player will instead receive a pill coupon listing the exact quantity and
color of pills they are to receive. This paragraph takes precedence over
every rule that gives pills to players. Each player's inventory of coupons
and what is listed on them is part of the gamestate, maintained by the
Pharmacist, and stored in an eGroups database.

When this rule is amended with these changes, the quantity of each pill
available in the Pharmacy will be set to 50. The Pharmacy will sell yellow
pills at 40 and buy them at 30. The Pharmacy will sell purple pills at 35
and buy them at 25. The Pharmacy will sell red pills at 30 and buy them at
20. The Pharmacy will sell blue pills at 25 and buy them at 15. The
Pharmacy will sell green pills at 20 and buy them at 10. This paragraph
will then repeal itself from the rule.


From Nomic1@aol.com Fri Jan 26 11:17:02 2001
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To: DocNomic@yahoogroups.com
Subject: NOTE on Pill Proposal...group purchases and sales...
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It is important to note that pill sales should be computed by the PDP 
one at a time. If you can sell in bulk at the current fixed price 
then players can generate infinite amounts of currency. Keven will 
need to be aware of this as he programs the PDP. 

Feyd

--- In DocNomic@y..., m.couchman@b... wrote:
> If (Play >= Pills) then 
> Cost := ((Play-Pills) * C/4) + (C * 1.5) 
> Else 
> Cost := C - ((Pills - Play)/4) 
> END IF 
> Where: Play = Number of players 
> Pills = Number of pills of that color 
> C = Base cost of that color pill 
> 
> The price at which a player may sell an unused pill (not even 
> slightly sucked please) back to the pharmacy is calculated by 
> subtracting 10 from the result of the above formula, or zero where 
> the result would otherwise be less than zero. 
> 

> (Give a pill to Feyd for the formula as well. I'm sure he could
> do 
> with one.)
Thanks...

jim


From rsholmes@mailbox.syr.edu Fri Jan 26 17:34:38 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: "Don't Pick oh the po' boy no mo'", Amend rule 1000 (new diseases)
References: <94q54l+gh92@eGroups.com>
Date: 26 Jan 2001 20:34:36 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 25 Jan 2001 21:17:09 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> > > Implement a new rule:
> > > 
> > > "Don't Pick oh the po' bo' no mo'"
> > > Any player making a proposal aimed specifically at Feyd, or 
> > > mentioning Feyd in any way, must, at Feyd's discretion, pay Feyd 
> 15 
> > > cash, lost 15 soul, and take 3 green pills.
> > > 
> > > Furthermore, e contracts a new disease, "Guilt"
> > > --------------------------------
> > > 
> > > Amend rule 1000 with a new disease:
> > > 
> > > Guilt (Phychosis): A person experiences guilt because they have 
> done 
> > > something terrible and feel bad about it. Guilt can be cured by 
> a 
> > > visit to the Psychiatrist for counseling and taking 1 yellow and 
> 1 
> > > blue pill. A person suffering from Guilt must donate 1/2 of all 
> > > their wages to another player (if possible the one e feels the 
> guilt 
> > > over).
> > > 
> > > ------------------------------------------
> > > Amend rule 1000 with a new disease:
> > > 
> > > Broken Leg (Injury): A person with a broken leg must have it 
> > > repaired by the Surgeon (except for the surgeon, who my request 
> that 
> > > the nurse repair the injury). A person with a broken leg must 
> pay 50 
> > > cash to move from one room to another. The surgeon may repair 
> the 
> > > Broken leg during eir Office Hours for 200 Cash. A person 
> suffering 
> > > from a Broken Leg looses 5 body at the beginning of the Surgeon's 
> > > Office Hours. A player may give another player a broken leg by 
> > > paying 5 soul and 5 body and exclaiming to the list, "I rough 
> > > <playername> up." On a d100 roll (in the PDP)
> > > 1-25 :: <playername> gets a broken leg. 
> > > 26-40:: both attacking player and <playername> get a broken leg
> > > 41-50:: Attacking player gets a broken leg
> > > 51-99:: Nothing.
> > > 00:: A random player gets a broken leg.
> > > A player with a broken let may not attempt to rough up another 
> > > player. 

REJECTED. Mentioning the Epidemiologist is one way of mentioning
Feyd, so this rule would penalize Players from making Proposals that
affect that Office.

Feyd has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 26 17:37:05 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Morgue
References: <Pine.LNX.4.21.0101251720160.6821-100000@kenny.sir-toby.com>
Date: 26 Jan 2001 20:37:03 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 25 Jan 2001 17:32:42 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend "Hospital Rooms" as follows:
> 
> Amend the Trauma Center by adding a connection to the Hallway of
> Death. Add the following rooms:
> 
> Hallway of Death - Connects to Trauma Center and Morgue
> This room serves to distance the rest of the hospital from the
> Morgue. It is decorated with commemorative plaques of past DocNomic
> players.
> 
> Morgue - Connets to Hallway of Death
> This is where dead players go to, uh, be dead. When a player dies,
> they are automatically moved to this room.

-5 SP.

ACCEPTED. I note, however, that living Players cannot enter the
Morgue, and that no one can enter the Hallway of Death. 1 yellow.

FoR cured.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 26 17:51:18 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] proposal: Amendment to rule 24 (Pharmacy)
References: <94sbfn+gfot@eGroups.com>
Date: 26 Jan 2001 20:51:15 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Fri, 26 Jan 2001 17:17:43 -0000"
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From: rsholmes@mailbox.syr.edu

m.couchman@bigwig.net writes:

> Replace the current text of rule 24 (The Pharmacy) with the following:
> 
> i) Players may buy pills from the pharmacy, or sell them to the 
> pharmacy, for cash. The pharmacy can never have a negative quantity 
> of any pill in stock. Pill purchases and sales must be made using the 
> PDP.
> 
> ii) In the interests of patient health and safety, no player may 
> purchase more than 3 pills of each type from the pharmacy in one day.
> 
> iii) Pricing: The price at which players may purchase a pill is 
> calculated as follows, rounded to the nearest integer:
> 
> If (Play >= Pills) then 
> Cost := ((Play-Pills) * C/4) + (C * 1.5) 
> Else 
> Cost := C - ((Pills - Play)/4) 
> END IF 
> Where: Play = Number of players 
> Pills = Number of pills of that color 
> C = Base cost of that color pill 
> 
> The price at which a player may sell an unused pill (not even 
> slightly sucked please) back to the pharmacy is calculated by 
> subtracting 10 from the result of the above formula, or zero where 
> the result would otherwise be less than zero. 
> 
> iv) Base Cost of items stocked by the pharmacy:
> 
> 1 yellow pill	40 cash points 
> 1 purple pill	35 cash points 
> 1 red pill	30 cash points 
> 1 blue pill	25 cash points 
> 1 green pill 20 cash points 
> 
> 1 "Getting over your addiction" pamphlet	0 cash points 
> 1 "101 ways to avoid infection" pamphlet	0 cash points 
> 
> v) Pills are made only in the pharmacy, and may not be created by any 
> other means.
> 
> All pills given to players by Doc as perks, or provided through the 
> action of any other rule, must therefore be withdrawn from the 
> Pharmacy stocks. 
> 
> vi) The pharmacy's stocks are increased by the Nurse once during
> each 
> Nurse's Office Hours by the following quantities, rounded to the 
> nearest integer, where n = the number of players at that time:
> 
> Yellow pills: n * 1.2
> Red pills: n * 1.2
> Blue pills: n * 1.2
> Green pills: n * 2
> Purple pills: n * 1
> 
> vii) Records of the Pharmacy's stocks, and the current pill price 
> list, are maintained on the Player Details Page. Pamphlets are 
> printed to order, and given out free by the pharmacy. The PDP need 
> not keep records pertaining to pamphlet stocks.
> 
> viii) The following are interim measures while this rule is being 
> brought into force:
> 
> When the PDP is able to maintain records regarding stocks and prices, 
> this rule will be enacted fully by proclamation by Doc. Until that 
> time, the pre-existing rules will continue to the extent that:
> a) the pharmacy is considered to have an inexhaustible supply of 
> pills; 
> b) the Nurse is not required to replenish pharmacy stocks, and 
> c) Doc may continue to create pills to give to players
> 
> On full enactment of this rule, the pharmacy will be provided with 
> initial stocks of 30 pills of each type.
> 
> ===========================
> 
> (Give a pill to Feyd for the formula as well. I'm sure he could
> do 
> with one.)
> (for information, the formula leads to the following prices:
> 
> Number	Number	green	yellow	
> players	pills	price	price	
> 8	1	65	130	
> 8	3	55	110	
> 8	5	45	90	
> 8	7	35	70	
> 8	10	19.5	39.5	
> 8	15	18.25	38.25	
> 8	20	17	37	
> 8	25	15.75	35.75	
> 8	30	14.5	34.5	<- initial pricing.
> 8	40	12	32	
> 8	50	9.5	29.5	
> 
> base=20	base=40	)

REJECTED. Jeff's concerns strike me as valid ones. In addition:

(1) Since the Pharmacy stocks and pill prices are not information
about Players, it does not strike me as sensible to handle that
information through the PDP. Of course, to conduct a "buy pills"
transaction, some entity has to know the pill price. But as Jeff
points out, pill purchases are infrequent enough that they don't
have to be highly automated. The person who enters the
transaction in the PDP could look up the price elsewhere and type
it into a text entry field on the PDP along with the quantity.

(2) I find the pricing formula a bit ambiguous. "Pills = Number of
pills of that color" -- which number of pills does this refer to?
The number being purchased? The number the player has? The
number the pharmacy has? The number that exist anywhere?

(3) The handling of perks is unclear. Perks are said to come from
pharmacy stock. Who removes them from pharmacy stock? Who, if
anyone, pays for them?

Martin has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 26 17:56:47 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Alternate Pharmacy Changes
References: <Pine.LNX.4.21.0101261057060.7454-100000@kenny.sir-toby.com>
Date: 26 Jan 2001 20:56:44 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Fri, 26 Jan 2001 11:12:04 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Create a new rule entitiled "Pharmacist" with the following text:
> 
> A player shall hold the office of Pharmacist. The identity of the
> Pharmacist shall be part of the gamestate.
> 
> When this rule is enacted, the Pharmacist shall be the person variously
> known as Sir Toby, Jeff Weston, or jjweston. This paragraph will then
> repeal itself from this rule.
> 
> The Pharmacist tracks the inventory and pricing of items in the Pharmacy.
> All required information must be stored in one or more eGroups databases.
> As compensation for such duties, the Pharmacist receives 75 cash points
> during their Office Hours. If the Pharmacist is unable to update the
> eGroups database(s) at least once in between their Office Hours, they will
> be declared unfit for office and Doc must replace them immediately.
> 
> During the Pharmacist's Office Hours, the Pharmacist must take the
> following actions in this order:
> 
> - Handle all outstanding Pharmacy transactions.
> - Receive their compensation.
> - Make pills for the Pharmacy.
> - Adjust the prices for items bought and sold by the Pharmacy.
> 
> When making pills, the Pharmacist produces a number of pills of each color,
> determined by the following equations. The pills are immediately added to
> the Pharmacy's inventory.
> 
> Yellow Pills : n * 1.00
> Purple Pills : n * 1.25
> Red Pills : n * 1.50
> Blue Pills : n * 1.75
> Green Pills : n * 2.00
> 
> n is the number of players in the game. Any fractions are rounded
> mathematically to the nearest integer.
> 
> The Pharmacist must use the following equation to set the prices for pills:
> 
> ( 50 / x ) * p
> 
> p is the base price for players buying or selling pills, detailed in the
> following table. x is the current number of pills in stock of that color.
> Any fractions are rounded mathematically to the nearest integer.
> 
> color : buy : sell
> -------+-----+-----
> Yellow : 40 : 30
> purple : 35 : 25
> red : 30 : 20
> blue : 25 : 15
> green : 20 : 10
> 
> Amend "Pharmacy" to read in full:
> 
> The Pharmacy sells pharmaceutical items to players for cash. Any player
> may, at any time, buy items available from the Pharmacy, if the Pharmacy
> has the item in stock. The Pharmacy can never have a negative quantity of
> an item in stock. Players may also sell unused items in their possession
> back to the Pharmacy for cash. Any such transaction must be sent to the
> mailing list. The Pharmacist will then update the PDP and adjust the
> Pharmacy's stocks as appropriate.
> 
> The Pharmacy redeems pill coupons and will exchange a player's coupon for
> the exact quantity and color of pills as listed on the coupon, if the
> Pharmacy has the required items in stock.
> 
> The Pharmacy purchases and sells the following items:
> 
> Yellow Pills
> Purple Pills
> Red Pills
> Blue Pills
> Green Pills
> 
> The Pharmacy gives away the following items for free:
> 
> "Getting Over Your Addiction" Pamphlets
> "101 Ways to Avoid Infection" Pamphlets
> 
> In the interests of public health and safety, a single player may not
> purchase more than 3 pills of each type from the Pharmacy in one day.
> 
> The price for purchasing and sellng pills is part of the gamestate,
> maintained by the Pharmacist, and stored in an eGroups database. The
> quantities of pills are limited. The quantity of each pill remaining is
> part of the gamestate, maintained by the Pharmacist, and stored in an
> eGroups database. Pamphlets are printed to order.
> 
> Pills are made only in the pharmacy, and may not be created by any other
> means. All pills given to players provided through the action of any other
> rule, must therefore be withdrawn from the Pharmacy stocks. If the Pharmacy
> has insufficient stocks to give out for a particular rule action, the
> player will instead receive a pill coupon listing the exact quantity and
> color of pills they are to receive. This paragraph takes precedence over
> every rule that gives pills to players. Each player's inventory of coupons
> and what is listed on them is part of the gamestate, maintained by the
> Pharmacist, and stored in an eGroups database.
> 
> When this rule is amended with these changes, the quantity of each pill
> available in the Pharmacy will be set to 50. The Pharmacy will sell yellow
> pills at 40 and buy them at 30. The Pharmacy will sell purple pills at 35
> and buy them at 25. The Pharmacy will sell red pills at 30 and buy them at
> 20. The Pharmacy will sell blue pills at 25 and buy them at 15. The
> Pharmacy will sell green pills at 20 and buy them at 10. This paragraph
> will then repeal itself from the rule.

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 26 17:57:57 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Morgue
References: <Pine.LNX.4.21.0101251720160.6821-100000@kenny.sir-toby.com>
Date: 26 Jan 2001 20:57:56 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 25 Jan 2001 17:32:42 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

Oops, never mind. I misread the connections.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jan 26 18:11:10 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Alternate Pharmacy Changes
References: <Pine.LNX.4.21.0101261057060.7454-100000@kenny.sir-toby.com>
Date: 26 Jan 2001 21:11:07 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Fri, 26 Jan 2001 11:12:04 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

This creates the 27th rule (implemented as Rule 9).

A-phobes Kevan and Mark lose 5 SPs.

C-phobes Jeff and Feyd gain 5 SPs.

27% chance to get A-phobia for Ottis, Jeff, Feyd, and Martin:

4 random reals 0 < x < 1:
0.387908935546875
0.8577880859375
0.776397705078125
0.760009765625

No one does.

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jan 26 20:45:30 2001
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Date: Fri, 26 Jan 2001 21:31:46 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Alternate Pharmacy Changes
In-Reply-To: <xzcy9vxdag3.fsf@rodan.syr.edu>
Message-ID: <Pine.LNX.4.21.0101262129400.7698-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 26 Jan 2001 rsholmes@mailbox.syr.edu wrote:

> "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:
> 
> > Create a new rule entitiled "Pharmacist" with the following text:
> > [snip]
> > Amend "Pharmacy" to read in full:
> > [snip]
> 
> APPROVED. 1 green.

Pharmacy stocks updated. PDP updated.

Got a pill?


From jjweston@kenny.sir-toby.com Fri Jan 26 20:52:54 2001
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Date: Fri, 26 Jan 2001 21:39:06 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill Purchase
Message-ID: <Pine.LNX.4.21.0101262137440.7698-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 green pills.

Pharmacy stocks updated.

PDP updated.

Anyone got a pill?


From jjweston@kenny.sir-toby.com Fri Jan 26 20:59:09 2001
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Date: Fri, 26 Jan 2001 21:45:20 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Could Doc look at my Glam Rock Shoulder problem please?
Message-ID: <Pine.LNX.4.21.0101262143540.7698-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

It's really starting to hurt...

Could I have a red pill? Perhaps it will lessen the pain...


From jjweston@kenny.sir-toby.com Fri Jan 26 21:11:33 2001
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Date: Fri, 26 Jan 2001 21:57:48 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Pill Purchase
In-Reply-To: <Pine.LNX.4.21.0101262137440.7698-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Fri, 26 Jan 2001, Jeffrey J. Weston wrote:

> I purchase 3 green pills.
> 
> Pharmacy stocks updated.
> 
> PDP updated.
> 
> Anyone got a pill?

Stupid me... I can only purchase pills when I'm at the
Pharmacy. Guess I'm so addicted to those little green buggers, I just
imagined I purchased them. *sigh* Perhaps someone can just give me one and
save me the trouble? Please?

Pharmacy stocks un-updated.

PDP un-updated.

Anyone un-got a pill?


From jjweston@kenny.sir-toby.com Fri Jan 26 21:19:58 2001
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Date: Fri, 26 Jan 2001 22:06:14 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Hospital Building Engineer's Report 1/26/2001
Message-ID: <Pine.LNX.4.21.0101262204480.7780-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Feyd and Jeff spent the night outside. +5 SPs.

Kevan spent the night locked up. +5 SPs.

Feyd already updated his PDP. I've updated the rest.

Got a pill?


From jjweston@kenny.sir-toby.com Fri Jan 26 21:20:25 2001
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Date: Fri, 26 Jan 2001 22:06:36 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: I move to Hospital Entrance.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Got a pill?


From jjweston@kenny.sir-toby.com Fri Jan 26 21:25:17 2001
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Date: Fri, 26 Jan 2001 22:11:32 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Yahoo Sucks!
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Everywhere in the ruleset, replace all occurences of eGroups, with
YahooGroups.


From jjweston@kenny.sir-toby.com Fri Jan 26 21:30:35 2001
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Date: Fri, 26 Jan 2001 22:16:49 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Must be present to buy and sell.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Amend "Hospital Rooms" by striking the description of the
Pharmacy and replacing it with the following text:

This room is the home of the Pharmacy. A player must be present in this
room in order to purchase items from the Pharmacy, sell items back to the
Pharmacy, or redeem pill coupons. The Pharmacist does not have to be
present to make these transactions.


From rsholmes@mailbox.syr.edu Sat Jan 27 10:19:40 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Could Doc look at my Glam Rock Shoulder problem please?
References: <Pine.LNX.4.21.0101262143540.7698-100000@kenny.sir-toby.com>
Date: 27 Jan 2001 13:19:37 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Fri, 26 Jan 2001 21:45:20 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> It's really starting to hurt...

Hmm.

Rule 1000 says

This Disease ... can be operated on by Doc or the Nurse for 350
Cash.

However, Rule 30 says

The Surgeon is in charge of operations and physical wounds. His
primary duty is to deal with all diseases of type "Injury" or
"Physical".

That looks like a rule conflict to me, in which case Rule 30 has
precedence and the Surgeon should be the one to deal with GRS.

-- 
- Doc

From jjweston@kenny.sir-toby.com Sat Jan 27 20:34:30 2001
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Date: Sat, 27 Jan 2001 21:20:30 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: I move to Pharmacy.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Got a pill?


From jjweston@kenny.sir-toby.com Sat Jan 27 20:37:03 2001
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Date: Sat, 27 Jan 2001 21:23:03 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill Purchases
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 green and 3 red pills for a total cost of 150 cash
points.

Pharmacy stocks updated.

PDP updated.

Got a pill?


From rsholmes@mailbox.syr.edu Sun Jan 28 09:52:49 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Yahoo Sucks!
References: <Pine.LNX.4.21.0101262209040.7780-100000@kenny.sir-toby.com>
Date: 28 Jan 2001 12:52:47 -0500
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Everywhere in the ruleset, replace all occurences of eGroups, with
> YahooGroups.

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Sun Jan 28 09:54:09 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Must be present to buy and sell.
References: <Pine.LNX.4.21.0101262212050.7780-100000@kenny.sir-toby.com>
Date: 28 Jan 2001 12:54:06 -0500
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend "Hospital Rooms" by striking the description of the
> Pharmacy and replacing it with the following text:
> 
> This room is the home of the Pharmacy. A player must be present in this
> room in order to purchase items from the Pharmacy, sell items back to the
> Pharmacy, or redeem pill coupons. The Pharmacist does not have to be
> present to make these transactions.

APPROVED. Though I note that the wording of the last sentence could
be interpreted to mean the Pharmacist doesn't have to be in the
Pharmacy to buy himself some pills! 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Sun Jan 28 09:54:45 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Yahoo Sucks!
References: <Pine.LNX.4.21.0101262209040.7780-100000@kenny.sir-toby.com>
Date: 28 Jan 2001 12:54:43 -0500
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From: rsholmes@mailbox.syr.edu

-5 SP. FoR cured. PDP updated.

-- 
- Doc

From jjweston@kenny.sir-toby.com Sun Jan 28 11:31:58 2001
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Date: Sun, 28 Jan 2001 12:17:37 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Yahoo Sucks!
In-Reply-To: <xzc66izd0kc.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 28 Jan 2001 rsholmes@mailbox.syr.edu wrote:

> -5 SP. FoR cured. PDP updated.

Actually... Wasn't my FoR cured with "The Morgue"?


From jjweston@kenny.sir-toby.com Sun Jan 28 11:34:51 2001
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Date: Sun, 28 Jan 2001 12:20:42 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Must be present to buy and sell.
In-Reply-To: <xzc8znvd0ld.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 28 Jan 2001 rsholmes@mailbox.syr.edu wrote:

> APPROVED. Though I note that the wording of the last sentence could
> be interpreted to mean the Pharmacist doesn't have to be in the
> Pharmacy to buy himself some pills! 1 green.

That was not my intent... It does make for a nice scam
though. Hehehe. ;-)

Pharmacy stocks updated: -1 green.

Got a pill?


From jjweston@kenny.sir-toby.com Sun Jan 28 11:35:42 2001
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Date: Sun, 28 Jan 2001 12:21:13 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Yahoo Sucks!
In-Reply-To: <xzcbssrd0nk.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 28 Jan 2001 rsholmes@mailbox.syr.edu wrote:

> APPROVED. 1 green.

Pharmacy stocks updated: -1 green.

Got a pill?


From jjweston@kenny.sir-toby.com Sun Jan 28 11:37:19 2001
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Date: Sun, 28 Jan 2001 12:22:25 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill purchases.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 green and 3 red for a total of 150 cash points.

Pharmacy stocks updated: -3 red, -3 green.

PDP updated.

Got a pill?


From rsholmes@mailbox.syr.edu Sun Jan 28 11:39:31 2001
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Subject: Re: [DocNomic] Proposal: Yahoo Sucks!
References: <Pine.LNX.4.21.0101281216260.13198-100000@kenny.sir-toby.com>
Date: 28 Jan 2001 14:38:32 -0500
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Actually... Wasn't my FoR cured with "The Morgue"?

Sigh. Yes, it was. Somehow I didn't get that into the PDP, though.
Did I overlook anything else?

5 SPs restored.

-- 
- Doc

From jjweston@kenny.sir-toby.com Sun Jan 28 11:54:16 2001
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Date: Sun, 28 Jan 2001 12:39:44 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Yahoo Sucks!
In-Reply-To: <xzc3de3cvrb.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 28 Jan 2001 rsholmes@mailbox.syr.edu wrote:

> "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:
> 
> > Actually... Wasn't my FoR cured with "The Morgue"?
> 
> Sigh. Yes, it was. Somehow I didn't get that into the PDP, though.
> Did I overlook anything else?

One more thing... It looks like you haven't added the identity of
the Pharmacist to the gamestate yet.


From jjweston@kenny.sir-toby.com Sun Jan 28 12:00:38 2001
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Date: Sun, 28 Jan 2001 12:46:27 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: No Scam for the Pharmacist
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Amend "Hospital Rooms" by striking the last sentence from the
description of Pharmacy and replacing it with: "Although the Pharmacist
does need to be present to buy, sell, and redeem items for themselves,
the Pharmacist does not have to be present for other players to engage in
their own transactions."


From rsholmes@mailbox.syr.edu Sun Jan 28 12:35:41 2001
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Subject: Re: [DocNomic] Proposal: Yahoo Sucks!
References: <Pine.LNX.4.21.0101281238510.13198-100000@kenny.sir-toby.com>
Date: 28 Jan 2001 15:35:19 -0500
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> One more thing... It looks like you haven't added the identity of
> the Pharmacist to the gamestate yet.

Done.

-- 
- Doc

From rsholmes@mailbox.syr.edu Sun Jan 28 16:15:49 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: No Scam for the Pharmacist
References: <Pine.LNX.4.21.0101281240080.13198-100000@kenny.sir-toby.com>
Date: 28 Jan 2001 19:15:47 -0500
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend "Hospital Rooms" by striking the last sentence from the
> description of Pharmacy and replacing it with: "Although the Pharmacist
> does need to be present to buy, sell, and redeem items for themselves,
> the Pharmacist does not have to be present for other players to engage in
> their own transactions."

APPROVED. 1 yellow.

-- 
- Doc

From jjweston@kenny.sir-toby.com Sun Jan 28 17:30:23 2001
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Date: Sun, 28 Jan 2001 18:16:09 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: No Scam for the Pharmacist
In-Reply-To: <xzcwvbfb4cs.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 28 Jan 2001 rsholmes@mailbox.syr.edu wrote:

> APPROVED. 1 yellow.

Pharmacy stocks updated: -1 yellow.

Got a pill?


From Nomic1@aol.com Mon Jan 29 07:00:56 2001
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Date: Mon, 29 Jan 2001 14:59:54 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Could Doc look at my Glam Rock Shoulder problem please?
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--- In DocNomic@y..., rsholmes@m... wrote:
> "Jeffrey J. Weston" <jjweston@k...> writes:
> 
> > It's really starting to hurt...
> 
> Hmm.
> 
> Rule 1000 says
> 
> This Disease ... can be operated on by Doc or the Nurse for 350
> Cash.
> 
> However, Rule 30 says
> 
> The Surgeon is in charge of operations and physical wounds. His
> primary duty is to deal with all diseases of type "Injury" or
> "Physical".
> 
> That looks like a rule conflict to me, in which case Rule 30 has
> precedence and the Surgeon should be the one to deal with GRS.

Of course, neither rule state how the SURGEON can fix this! Jeff, 
the Epidemiologist will patch you up for 150 Cash if you head down to 
his place of business. He will also give you a nice green pill to 
help with the pain....

Feyd



From Nomic1@aol.com Mon Jan 29 07:03:27 2001
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Date: Mon, 29 Jan 2001 15:02:27 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Amend rule 1000 paragrah "Glam Rock Shoulder"
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From: Nomic1@aol.com

Change rule 1000, paragraph "Glam Rock Shoulder" from:

Glam Rock Shoulder (Physical) 
During the first Office Hours of 2001, each Player has a 25% chance 
of contracting Glam Rock Shoulder, in the wake of the Hospital's New 
Year bash. This Disease causes its sufferer to lose 4 Body Points 
during every subsequent Office Hours held by Doc, and can be operated 
on by Doc or the Nurse for 350 Cash. If no Players have Glam Rock 
Shoulder, and if the first office hours of 2001 have passed, this 
Disease shall be removed from the Ruleset. 

to:

Glam Rock Shoulder (Physical) 
This Disease causes its sufferer to lose 4 Body Points during every 
subsequent Office Hours held by the Surgeon, and can be operated on 
by the Surgeon for 350 Cash. If no Players have Glam Rock Shoulder, 
and if the first office hours of 2001 have passed, this Disease shall 
be removed from the Ruleset. 


From Nomic1@aol.com Mon Jan 29 07:07:30 2001
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Date: Mon, 29 Jan 2001 15:06:24 -0000
To: DocNomic@yahoogroups.com
Subject: Updates to PDP
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From: Nomic1@aol.com

Feyd takes a Green pill to remove FoR PDP updated.
Feyd was outside the last two days, PDP updated (he has 
Claustrophobia).

Feyd


From Nomic1@aol.com Mon Jan 29 07:11:10 2001
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Date: Mon, 29 Jan 2001 15:10:44 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Amend rule 1000 "Diseases" -- "Broken Leg"
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------------------------------------------
Amend rule 1000 with a new disease:

Broken Leg (Injury): A person with a broken leg must have it 
repaired by the Surgeon (except for the Surgeon, who may request that 
the Nurse or Doc repair the injury). A person with a broken leg 
loses 3 body to move from one room to another. The surgeon may 
repair the Broken Leg at any time for 250 Cash. The person must be 
in the Trauma Center with the Surgeon for the leg to be repaired. 
A person suffering from a Broken Leg looses 10 body at the beginning 
of the Surgeon's Office Hours. 
A player [[the "Attacking" player,]]may give another player a broken 
leg by paying 5 soul and 5 body and exclaiming to the list, "I rough 
<playername> up." On a d100 roll (in the PDP):
1-25 :: <playername> gets a broken leg. 
26-40:: both attacking player and <playername> get a broken leg
41-50:: Attacking player gets a broken leg
51-99:: Nothing.
00:: A random player gets a broken leg.
A player with a broken let may not attempt to rough up another 
player. 

Feyd



From kevan@somethingorother.com Mon Jan 29 08:09:41 2001
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Date: Mon, 29 Jan 2001 16:01:54 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Tourette's Syndrome
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From: "Kevan Davis" <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - Tourette's Syndrome 

Create a new Disease:-

Tourette's Syndrome (Psychosis)
If a Player feels that a posting to the mailing list should have
been made by private email, or should not have been made at all,
he or she may give Tourette's Syndrome to the Player who posted
it. (Doc may undo this and fine the Player up to 500 Cash for
wasting hospital time, if he feels that the posting was fair
enough.)

Whenever a Player with Tourette's Syndrome posts to the mailing
list, any Player may, in the next twenty-four hours, dock them two
Soul Points for that message (provided that no Player has already
done so for that message).

----------------------------------------------------------------------


From m.couchman@bigwig.net Mon Jan 29 08:38:24 2001
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To: DocNomic@yahoogroups.com
Subject: I move to the pharmacy..
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From: m.couchman@bigwig.net




From Nomic1@aol.com Mon Jan 29 08:39:21 2001
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Date: Mon, 29 Jan 2001 16:33:14 -0000
To: DocNomic@yahoogroups.com
Subject: Missing a cure Re: Proposal: Tourette's Syndrome
Message-ID: <95460a+fec2@eGroups.com>
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>From paragraph 1 of rule 1000: "All diseases must have a Name, a 
Type, Symptoms, and a Cure." 

There is no cure mentioned for this disease.

Feyd


--- In DocNomic@y..., "Kevan Davis" <kevan@s...> wrote:
> --------------------------------------------------------------------
--
> 
> Proposal - Tourette's Syndrome 
> 
> Create a new Disease:-
> 
> Tourette's Syndrome (Psychosis)
> If a Player feels that a posting to the mailing list should have
> been made by private email, or should not have been made at all,
> he or she may give Tourette's Syndrome to the Player who posted
> it. (Doc may undo this and fine the Player up to 500 Cash for
> wasting hospital time, if he feels that the posting was fair
> enough.)
> 
> Whenever a Player with Tourette's Syndrome posts to the mailing
> list, any Player may, in the next twenty-four hours, dock them two
> Soul Points for that message (provided that no Player has already
> done so for that message).
> 
> --------------------------------------------------------------------
--


From m.couchman@bigwig.net Mon Jan 29 08:53:59 2001
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To: DocNomic@yahoogroups.com
Subject: Amendment to rule 27 (trading post)
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From: m.couchman@bigwig.net

To this rule, add the sentence: "The players involved in any 
transaction must be in the same room at the time the transaction 
takes place."


From jjweston@kenny.sir-toby.com Mon Jan 29 09:00:42 2001
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Date: Mon, 29 Jan 2001 09:40:11 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend rule 1000 paragrah "Glam Rock Shoulder"
In-Reply-To: <9540m3+iltf@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 29 Jan 2001 Nomic1@aol.com wrote:

> Change rule 1000, paragraph "Glam Rock Shoulder" from:
>
> [snip]
> 
> to:
> 
> Glam Rock Shoulder (Physical) 
> This Disease causes its sufferer to lose 4 Body Points during every 
> subsequent Office Hours held by the Surgeon, and can be operated on 
> by the Surgeon for 350 Cash. If no Players have Glam Rock Shoulder, 
> and if the first office hours of 2001 have passed, this Disease shall 
^^^^^^^^^^^^^^^^^^^^^^^^^^
> be removed from the Ruleset. 

Whose first office hours of 2001?


From jjweston@kenny.sir-toby.com Mon Jan 29 09:00:51 2001
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Date: Mon, 29 Jan 2001 09:41:06 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Updates to PDP
In-Reply-To: <9540tg+p4cj@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 29 Jan 2001 Nomic1@aol.com wrote:

> Feyd takes a Green pill to remove FoR PDP updated.
> Feyd was outside the last two days, PDP updated (he has 
> Claustrophobia).

Green doesn't cure FoR, Purple does....


From jjweston@kenny.sir-toby.com Mon Jan 29 09:06:35 2001
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Date: Mon, 29 Jan 2001 09:45:11 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Amendment to rule 27 (trading post)
In-Reply-To: <9546pl+fsck@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 29 Jan 2001 m.couchman@bigwig.net wrote:

> To this rule, add the sentence: "The players involved in any 
> transaction must be in the same room at the time the transaction 
> takes place."

*sigh*

This change was part of my Hospital Rooms proposal... I didn't see
it earlier, else I would raised a point of order about it.

Got a pill?


From kevan@somethingorother.com Mon Jan 29 09:09:42 2001
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Date: Mon, 29 Jan 2001 17:04:02 -0000
To: DocNomic@yahoogroups.com
Subject: Missing a cure Re: Proposal: Tourette's Syndrome
Message-ID: <9547q2+99lc@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> From paragraph 1 of rule 1000: "All diseases must have a Name, a 
> Type, Symptoms, and a Cure." 
> 
> There is no cure mentioned for this disease.

All Psychoses can be cured by "Specific Counselling" from the 
Psychiatrist. In fact, any Disease can be cured by the Epidemiologist,
so for the purposes of that paragraph, *all* Diseases automatically 
have a Cure of some sort.

Kevan

--
http://uncertain.org/~kevan
"A Haliborange overdose is perhaps not the right way."


From jjweston@kenny.sir-toby.com Mon Jan 29 09:09:52 2001
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Date: Mon, 29 Jan 2001 09:49:42 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill purchase.
Message-ID: <Pine.LNX.4.21.0101290947410.13983-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 green pills for a cost of 60 cash.

Pharmacy stocks updated: -3 green.

PDP updated.

Got a pill?


From rsholmes@mailbox.syr.edu Mon Jan 29 09:33:46 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend rule 1000 paragrah "Glam Rock Shoulder"
References: <9540m3+iltf@eGroups.com>
Date: 29 Jan 2001 12:26:44 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 29 Jan 2001 15:02:27 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Change rule 1000, paragraph "Glam Rock Shoulder" from:
> 
> Glam Rock Shoulder (Physical) 
> During the first Office Hours of 2001, each Player has a 25% chance 
> of contracting Glam Rock Shoulder, in the wake of the Hospital's New 
> Year bash. This Disease causes its sufferer to lose 4 Body Points 
> during every subsequent Office Hours held by Doc, and can be operated 
> on by Doc or the Nurse for 350 Cash. If no Players have Glam Rock 
> Shoulder, and if the first office hours of 2001 have passed, this 
> Disease shall be removed from the Ruleset. 
> 
> to:
> 
> Glam Rock Shoulder (Physical) 
> This Disease causes its sufferer to lose 4 Body Points during every 
> subsequent Office Hours held by the Surgeon, and can be operated on 
> by the Surgeon for 350 Cash. If no Players have Glam Rock Shoulder, 
> and if the first office hours of 2001 have passed, this Disease shall 
> be removed from the Ruleset. 

ACCPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 29 09:35:55 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend rule 1000 "Diseases" -- "Broken Leg"
References: <95415k+ho81@eGroups.com>
Date: 29 Jan 2001 12:29:36 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 29 Jan 2001 15:10:44 -0000"
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Nomic1@aol.com writes:

> ------------------------------------------
> Amend rule 1000 with a new disease:
> 
> Broken Leg (Injury): A person with a broken leg must have it 
> repaired by the Surgeon (except for the Surgeon, who may request that 
> the Nurse or Doc repair the injury). A person with a broken leg 
> loses 3 body to move from one room to another. The surgeon may 
> repair the Broken Leg at any time for 250 Cash. The person must be 
> in the Trauma Center with the Surgeon for the leg to be repaired. 
> A person suffering from a Broken Leg looses 10 body at the beginning 
> of the Surgeon's Office Hours. 
> A player [[the "Attacking" player,]]may give another player a broken 
> leg by paying 5 soul and 5 body and exclaiming to the list, "I rough 
> <playername> up." On a d100 roll (in the PDP):
> 1-25 :: <playername> gets a broken leg. 
> 26-40:: both attacking player and <playername> get a broken leg
> 41-50:: Attacking player gets a broken leg
> 51-99:: Nothing.
> 00:: A random player gets a broken leg.
> A player with a broken let may not attempt to rough up another 
> player. 

ACCEPTED. 1 yellow.

-- 
- Doc

From jjweston@kenny.sir-toby.com Mon Jan 29 09:47:18 2001
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Date: Mon, 29 Jan 2001 10:25:22 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pharmacy Stocks Updated
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

-1 green, -1 yellow. Both given out as perks.

Got a pill?


From rsholmes@mailbox.syr.edu Mon Jan 29 09:49:44 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Tourette's Syndrome
References: <95445i+3l4b@eGroups.com>
Date: 29 Jan 2001 12:43:01 -0500
In-Reply-To: "Kevan Davis"'s message of "Mon, 29 Jan 2001 16:01:54 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Tourette's Syndrome 
> 
> Create a new Disease:-
> 
> Tourette's Syndrome (Psychosis)
> If a Player feels that a posting to the mailing list should have
> been made by private email, or should not have been made at all,
> he or she may give Tourette's Syndrome to the Player who posted
> it. (Doc may undo this and fine the Player up to 500 Cash for
> wasting hospital time, if he feels that the posting was fair
> enough.)
> 
> Whenever a Player with Tourette's Syndrome posts to the mailing
> list, any Player may, in the next twenty-four hours, dock them two
> Soul Points for that message (provided that no Player has already
> done so for that message).
> 
> ----------------------------------------------------------------------

ACCEPTED. As Feyd points out, this disease has no specific cure.
Kevan replies that it has a cure, as do all diseases, since the
Epidemiologist and, in this case, the Psychiatrist can cure them.

I dislike that argument. It renders tautological the requirement that
all diseases must have cures. I don't think that's what the intent of
that requirement was. However, I think the letter of the law is on
Kevan's side.

1 yellow.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jan 29 09:54:22 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Amendment to rule 27 (trading post)
References: <9546pl+fsck@eGroups.com>
Date: 29 Jan 2001 12:45:14 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Mon, 29 Jan 2001 16:46:45 -0000"
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From: rsholmes@mailbox.syr.edu

m.couchman@bigwig.net writes:

> To this rule, add the sentence: "The players involved in any 
> transaction must be in the same room at the time the transaction 
> takes place."

-5 SPs (FoR).

*sigh*

I could've sworn I made that change while enacting the Hospital Rooms
proposal. But it wasn't there when I checked.

ACCEPTED. 1 green. FoR cured.

-- 
- Doc

From kevan@somethingorother.com Mon Jan 29 10:02:55 2001
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Date: Mon, 29 Jan 2001 17:53:01 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Broken Legwork
Message-ID: <954alt+qqf3@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - Broken Legwork

[[ Just a bit of tidying up, really, as well as clarifying the
operation location in the place where people are most likely to
read it.

Assumption made: the leg-breaking of a random Player, on a
die roll of 100, should probably be "random Player in the same
room". ]]

Reword the Broken Leg Injury to:-

A Player with a Broken Leg loses 3 Body Points whenever they move
from one room to another, and 10 Body Points during the Surgeon's
Office Hours.

A Broken Leg can be operated on by the Surgeon for 250 Cash. The
Nurse may operate on the Surgeon's Broken Leg for the same fee.

A Player may give another Player a Broken Leg by Attacking them,
provided they share a Room. An Attack involves paying 5 Soul and 5
Body and rolling a 100-sided die (in the PDP). According to the
result of that roll:-

01-25 : The Attacked Player gets a Broken Leg.
26-40 : Both Attacking and Attacked Players get a Broken Leg.
41-50 : The Attacking Player gets a broken leg
51-99 : Nothing happens.
100 : A random Player in the same Room as the Attacker gets a
Broken Leg.

A Player with a Broken Leg may not Attack other Players.

Also replace "if he or she can afford the operation" with "if he
or she can afford the operation, and if he or she is in the
Trauma Center with the operating Player".

----------------------------------------------------------------------


From kevan@somethingorother.com Mon Jan 29 10:13:53 2001
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Date: Mon, 29 Jan 2001 18:05:35 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Cures
Message-ID: <954bdf+6115@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> ACCEPTED. As Feyd points out, this disease has no specific cure.
> Kevan replies that it has a cure, as do all diseases, since the
> Epidemiologist and, in this case, the Psychiatrist can cure them.
> 
> I dislike that argument. It renders tautological the requirement 
that
> all diseases must have cures. I don't think that's what the intent 
of
> that requirement was. However, I think the letter of the law is on
> Kevan's side.

Mm, not entirely tautological - it stops people proposing nasty 
Diseases which are specifically incurable ("Black Death is incurable. 
This takes precedence over the Epidemiologist's power to cure 
diseases."). Indeed, it arguably vapourises any Diseases which happen 
to become incurable, by robbing them of their "official Disease" 
label the moment they lack a cure.

(Interestingly, the Ruleset tells us that "There is no cure for The 
Sniffles"...)

What was the original intent of the requirement, though? That all 
Diseases be curable through medication, to stop any single Staff 
member being in a position to totally deny treatment of a given 
Disease? Or simply that we shouldn't have incurable Diseases because 
they'd be too unfair?

Kevan

--
http://uncertain.org/~kevan
"Smell to get well."


From rsholmes@mailbox.syr.edu Mon Jan 29 10:57:17 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Cures
References: <954bdf+6115@eGroups.com>
Date: 29 Jan 2001 13:49:10 -0500
In-Reply-To: "Kevan Davis"'s message of "Mon, 29 Jan 2001 18:05:35 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> (Interestingly, the Ruleset tells us that "There is no cure for The 
> Sniffles"...)

I was going to comment on that. It then goes on to give what is for
all intents and purposes a cure: request treatment from the Nurse and
wait until Nurse's Office Hours.

-- 
- Doc

From jjweston@kenny.sir-toby.com Mon Jan 29 11:04:10 2001
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Date: Mon, 29 Jan 2001 11:36:11 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pharmacy Stocks Updated
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

-1 green, -1 yellow. Both given out as perks.


From Nomic1@aol.com Mon Jan 29 11:12:54 2001
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Date: Mon, 29 Jan 2001 19:00:48 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Updates to PDP
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--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> On Mon, 29 Jan 2001 Nomic1@a... wrote:
> 
> > Feyd takes a Green pill to remove FoR PDP updated.
> > Feyd was outside the last two days, PDP updated (he has 
> > Claustrophobia).
> 
> Green doesn't cure FoR, Purple does....
sigh, oh well, already made a proposal. PDP updated to show I still 
have FOR.
Feyd


From Nomic1@aol.com Mon Jan 29 11:14:51 2001
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Date: Mon, 29 Jan 2001 19:06:17 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Broken Legwork
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--- In DocNomic@y..., "Kevan Davis" <kevan@s...> wrote:
> > Proposal - Broken Legwork

Not sure this is necessary....
> [[ Just a bit of tidying up, really, as well as clarifying the
> operation location in the place where people are most likely to
> read it.
> 
> Assumption made: the leg-breaking of a random Player, on a
> die roll of 100, should probably be "random Player in the same
> room". ]]

This is unlikely. A completely random player would indicate the 
fight spilled over into another room <g>.


> Reword the Broken Leg Injury to:-
> 
> A Player with a Broken Leg loses 3 Body Points whenever they move
> from one room to another, and 10 Body Points during the Surgeon's
> Office Hours.
> 
> A Broken Leg can be operated on by the Surgeon for 250 Cash. The
> Nurse may operate on the Surgeon's Broken Leg for the same fee.
> 
> A Player may give another Player a Broken Leg by Attacking them,
> provided they share a Room. An Attack involves paying 5 Soul and 5
> Body and rolling a 100-sided die (in the PDP). According to the
> result of that roll:-
> 
> 01-25 : The Attacked Player gets a Broken Leg.
> 26-40 : Both Attacking and Attacked Players get a Broken Leg.
> 41-50 : The Attacking Player gets a broken leg
> 51-99 : Nothing happens.
> 100 : A random Player in the same Room as the Attacker gets a
> Broken Leg.
> 
> A Player with a Broken Leg may not Attack other Players.
> 
> Also replace "if he or she can afford the operation" with "if he
> or she can afford the operation, and if he or she is in the
> Trauma Center with the operating Player".

Feyd


From Nomic1@aol.com Mon Jan 29 11:22:12 2001
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Date: Mon, 29 Jan 2001 19:14:05 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Cures
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--- In DocNomic@y..., "Kevan Davis" <kevan@s...> wrote:
> > ACCEPTED. As Feyd points out, this disease has no specific cure.
> > Kevan replies that it has a cure, as do all diseases, since the
> > Epidemiologist and, in this case, the Psychiatrist can cure them.

The sniffles DOES have a cure, to whit: "Make a request of the Nurse 
to treat them and wait until is next office hours."

> What was the original intent of the requirement, though? That all 
> Diseases be curable through medication, to stop any single Staff 
> member being in a position to totally deny treatment of a given 
> Disease? Or simply that we shouldn't have incurable Diseases 
because they'd be too unfair?

The original intent of the paragraph was to make sure that all 
diseases followed a creation formula (the earlier version was a rule 
in itself that strictly defined "cure", "type" etc.). I think the 
intent was more to be, "consider what the cure should be." For 
example, the following cures would, in my opinion, be valid:

"The diesase is cured by taking 1 green pill at any time."

"This disease is cured by requesting the nurse cure you, and waiting 
until the end of the Nurse's office hours." (basically the sniffles).

"This disease is cured when the player reaches 0 body or 0 soul."

"This disease is cured by giving the surgeon 100 cash and requesting 
an appendectomy. The surgeon must state during their office hours 
that they are performing the appendectomy on the player."

Feyd



From rsholmes@mailbox.syr.edu Mon Jan 29 11:24:11 2001
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To: DocNomic@yahoogroups.com
Subject: The defenseless dead
Date: 29 Jan 2001 14:15:27 -0500
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From: rsholmes@mailbox.syr.edu

I just noticed a few embarassing features of the ruleset with regard
to the vitality-challenged:

(1) Rule 11 says

If a Player's Body Points or Soul Points are zero, that Player
is Dead and may take no further part in the current Round.

However, it asserts no precedence over other Rules. So for example,
Rule 3 says:

Players may submit Proposals by sending them to the DocNomic Mailing
List.

As the ruleset stands, dead Players are able to submit proposals,
since Rule 3 has precedence over Rule 11.

Simple fix: Add a precedence override to Rule 11:

"This paragraph takes precedence over all other Rules."

(The first paragraph of the Coma disease description also claims
precedence over all other Rules. Rule 11 having the lower number, it
has precedence over the Coma description. And that's OK.)

I do so by Proclamation.


(2) There still are some holes, or at least arguable holes. For
example: Rule 2 (relating to players who remove themselves from the
game):

Their Soul Points, Body Points, and Cash Points shall be distributed
evenly to all Players

Even dead ones? If so, do they then become not-dead? (Or... UNDEAD?) 

Rule 9, discussing formulas for how many pills the Pharmacist makes:

n is the number of players in the game.

Including dead ones?

Rule 30 say the Surgeon must

Select one player at random, and one disease of type Physical or
Injury at random. The selected player has a 20% chance of acquiring
the Injury.

Including dead ones?

There are other similar uses of the word "Player" where dead players
probably were not what the proposer had in mind. Their interpretation
hinges on what is meant by "take part in" the round. One could say
getting an Injury is "taking part" and the amended Rule 11 prohibits
that. I don't know -- to me that's kind of like saying Abraham
Lincoln "took part in" an assassination. Anyway, it still leaves Rule
30 unclear -- does the Surgeon select a player at random and, if that
player is dead, do nothing? Or does the surgeon select at random
among only the non-dead players?

The fixes to these problems are less obvious, and probably should be
decided separately for each such use of the term "player". I think
the easiest thing would be to substitute the phrase "living player"
(or perhaps "active player", where "active" is defined as neither dead
nor comatose) whereever it seems to be desireable and not clearly
decided by the overrule provision of Rule 11. But that requires some
thought and decisions.

No Proclamations for this, yet. Comments and Proposals are welcome.

-- 
- Doc

From Nomic1@aol.com Mon Jan 29 11:25:28 2001
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Date: Mon, 29 Jan 2001 19:15:18 -0000
To: DocNomic@yahoogroups.com
Subject: Point of Order
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From: Nomic1@aol.com

Doc,
I took a green pill to cure FoR instead of a purple. Therefore my 
next proposal would have cost -5 soul and cured FoR. PDP updated.

Feyd.


From Nomic1@aol.com Mon Jan 29 11:29:13 2001
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Date: Mon, 29 Jan 2001 19:19:56 -0000
To: DocNomic@yahoogroups.com
Subject: HELP PDP BROKEN
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From: Nomic1@aol.com

I tried to "lose" 5 soul points, but the PDP added 5. When I tried 
to lose 10 again, I gained another 10 instead. I now have 20 SP too 
many. Kevan, help!!

Feyd


From jjweston@kenny.sir-toby.com Mon Jan 29 12:22:56 2001
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Date: Mon, 29 Jan 2001 12:56:36 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] HELP PDP BROKEN
In-Reply-To: <954fos+j467@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 29 Jan 2001 Nomic1@aol.com wrote:

> I tried to "lose" 5 soul points, but the PDP added 5. When I tried 
> to lose 10 again, I gained another 10 instead. I now have 20 SP too 
> many. Kevan, help!!
> 
> Feyd

Hmm... I was able to deduct 20 soul points from you Feyd... Not
sure if it was a temporary glitch, or if the PDP just really likes you
today. Anyways, PDP updated, and should show the correct value now.

Got a pill?


From jjweston@kenny.sir-toby.com Mon Jan 29 12:34:58 2001
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Date: Mon, 29 Jan 2001 13:11:44 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Improved Emergency Doc Replacement
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Amend "Doc" by striking the last paragraph and replacing it with
the following text:

In the event that Doc is absent from the game for a period of more than
three weeks without making arrangements for his return, the active players
may choose a new Doc. They register their preference by election, each
active player having one vote each. The Nurse oversees the process, and
appoints as the new Doc the active player receiving the most votes. In
the event of a tie, the Nurse may appoint one of those receiving the
highest number of votes. The active player so appointed must immediately
remove themselves from the game and take on the role of Doc.


From jjweston@kenny.sir-toby.com Mon Jan 29 12:39:33 2001
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Date: Mon, 29 Jan 2001 13:16:17 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Player Definitions
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take 1 red pill. PDP updated.

Amend "Players" by appending the following paragraph:

A living player is defined as a player who is not dead. An active player
is defined as a living player who does not have the coma disease.


From jjweston@kenny.sir-toby.com Mon Jan 29 12:42:28 2001
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Date: Mon, 29 Jan 2001 13:19:45 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: No Undead Proposing
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Amend "Proposals" by striking the word "Players" from the first
paragraph and replacing it with "Active players".


From jjweston@kenny.sir-toby.com Mon Jan 29 12:52:45 2001
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Date: Mon, 29 Jan 2001 13:29:35 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Wages Only for the Active
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Amend "Body, Soul, and Cash" by striking the first occurence of
the word "Player" from the third paragraph and replacing it with "active
player".


From jjweston@kenny.sir-toby.com Mon Jan 29 12:56:23 2001
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Date: Mon, 29 Jan 2001 13:33:26 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill Purchase
Message-ID: <Pine.LNX.4.21.0101291332120.14332-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 red pills at a cost of 30 each.

Pharmacy stocks updated: -3 red.

PDP updated.

Got a pill?


From jjweston@kenny.sir-toby.com Mon Jan 29 13:17:49 2001
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Date: Mon, 29 Jan 2001 13:51:13 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Only Active Players as Officers
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Amend "Pharmacist" by striking the phrase "A player" from the
first paragraph and replacing it with "An active player".

Amend "Officers" by striking the phrase "a player" from the second
paragraph and replacing it with "an active player".

Amend "Nurse" by striking the phrase "A player" from the first
paragraph and replacing it with "An active player".

Amend "The Epidemiologist" as follows: Rename the rule to
"Epidemiologist". Strike the first sentence from the second
paragraph. Create a new paragraph at the beginning of the rule with the
following text:

An active player shall hold the office of Epidemiologist. The identity of
the Epidemiologist shall be part of the gamestate. 

Amend "Psychiatrist" as follows: Strike the last sentence of the
first paragraph and replace it with: "The Psychiatrist performs his or her
work in the Psychiatric Ward". Create a new paragraph at the beginning of
the rule with the following text:

An active player shall hold the office of Psychiatrist. The identity of
the Psychiatrist shall be part of the gamestate.

Amend "The Surgeon" as follows: Rename the rule to
"Surgeon". Strike the first sentence from the second paragraph. Create a
nwe paragraph at the beginning of the rule with the following text:

An active player shall hold the office of Surgeon . The identity of the
Surgeon shall be part of the gamestate.

Amend "Hospital Building Engineer" by striking the phrase "A
player" from the first paragraph and replacing it with "An active player".


From Nomic1@aol.com Mon Jan 29 13:21:07 2001
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Date: Mon, 29 Jan 2001 21:09:54 -0000
To: DocNomic@yahoogroups.com
Subject: Re: HELP PDP BROKEN
Message-ID: <954m72+c5l9@eGroups.com>
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--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> On Mon, 29 Jan 2001 Nomic1@a... wrote:
> Hmm... I was able to deduct 20 soul points from you Feyd... 
Not
> sure if it was a temporary glitch, or if the PDP just really likes 
you
> today. Anyways, PDP updated, and should show the correct value now.
> 
> Got a pill?

I do, and I give you 1 green pill. PDP updated. However, I would 
prefer to help you fight this addiction! I will cure you of this 
afflition for 100 cash, just visit the lab and ask for the old 
addiction cure. I'll send a memo there and make sure that it's ready 
for you.

Feyd


From kevan@somethingorother.com Mon Jan 29 13:23:01 2001
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Date: Mon, 29 Jan 2001 21:10:01 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Pill Purchase
Message-ID: <954m79+civ8@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> I purchase 3 red pills at a cost of 30 each.
> 
> Pharmacy stocks updated: -3 red.

Out of interest, does anyone find these stocktaking reports useful? 
I've a feeling we could spare Jeff the duty and live without them.

I suppose if they told us how many Pills were left, they'd be quite 
informative, but even then it's going to be a long time before 
anyone's very concerned - maybe Jeff could just alert us if stocks of 
a given colour get below a dozen?

Kevan

--
http://uncertain.org/~kevan
"And I need pills to wake me up as well."


From Nomic1@aol.com Mon Jan 29 13:35:21 2001
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To: DocNomic@yahoogroups.com
Subject: Re: The defenseless dead
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--- In DocNomic@y..., rsholmes@m... wrote:
> I just noticed a few embarassing features of the ruleset with regard
> to the vitality-challenged:

> Rule 30 say the Surgeon must
> 
> Select one player at random, and one disease of type Physical or
> Injury at random. The selected player has a 20% chance of 
acquiring
> the Injury.
> 
> Including dead ones?

I cannot give injury to those in coma, though, correct?

> 
> There are other similar uses of the word "Player" where dead players
> probably were not what the proposer had in mind. Their 
interpretation


Perhaps we should revisit the alternates for player discussed 
earlier, i.e. "Patient", "Comotose Patient", and "Corpse". I don't 
really want to change "Player" to "Patient" throughout the rules, but 
it looks like we're going to have to change "player" to "active 
player" anyway......

Feyd



From Nomic1@aol.com Mon Jan 29 14:35:52 2001
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To: DocNomic@yahoogroups.com
Subject: Re: HELP PDP BROKEN
Message-ID: <954q97+m03k@eGroups.com>
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--- In DocNomic@y..., Nomic1@a... wrote:
> --- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> > Got a pill?
> 
> I do, and I give you 1 green pill. PDP updated. However, I would 
> prefer to help you fight this addiction! I will cure you of this 
> afflition for 100 cash, just visit the lab and ask for the old 
> addiction cure. I'll send a memo there and make sure that it's 
ready 
> for you.
> 
> Feyd

Oops, can't give you a pill, we're not in the same room. However, 
the offer to heal you of this horrible affliction still stands!

Feyd


From m.couchman@bigwig.net Tue Jan 30 03:13:51 2001
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Date: Tue, 30 Jan 2001 11:13:46 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Rule changes pertaining to party poppers and their use
Message-ID: <9567la+7u94@eGroups.com>
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Sorry this is another long one. I tried to keep it short, but it just=20
kept growing. Ahem. The essential idea is short, but it requires=20
several trivial amendments throughout the rules.

=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D

Amendment to rule 32: Hospital rooms.

Add this room:

Locker room. Has a two-way connection with the hospital Entrance.
The locker room contains one locker for each live player. A=20
player may, when in the locker room, pay 80 cash to briefly open eir=20
locker, and may then remove items from the locker, or add items to it=20
that e is carrying. Items belonging to a player that have not been=20
put in a locker are being carried by that player. No player may gain=20
access to any other player=A1=A6s locker. When a player adds item(s) to,=20
or removes item(s) from, a locker, e must post to the mailing list,=20
stating what items have been added or removed, and the contents of=20
the locker after the transaction.


Proposed new rule. Party Poppers.

The quantity of Party Poppers possessed by each Player is part of the=20
gamestate. When a Player joins the game, they have no Party Poppers.
When an active player (the =A1=A5attacker=A1=A6) is in the same room as=20
another active player, and is carrying a Party Popper, e may fire the=20
popper at the other player, or at a nominated player if there is more=20
than one. The fired-at player (the =A1=A5victim) is so surprised that e=20
drops 20% of each type of pill that e is carrying (rounded to nearest=20
integer). The attacker takes up to two pills of each type from those=20
dropped. Any remaining dropped pills are distributed equally among=20
all active players in the room as they scrabble round the floor for=20
them, with any left over going to the attacker.=20

These changes must be posted to the mailing list, and the victim must=20
give the appropriate pills to the other player(s) involved via the=20
PDP.

The Party Popper is destroyed when it is fired.=20
Party Poppers may not be fired in the Locker Room.


Amendments to allow for party poppers to exist:

Amend rule 9 (Pharmacist):
-to the list of actions to be performed, add as the fourth item:
=84h Add one Party Popper to the Pharmacy stocks.


Amend rule 24. (Pharmacy)
-Amend the first sentence to read =A1=A7The Pharmacy sells=20
pharmaceuticals, and other items, to players for cash.=20
-To the list of items stocked, add
=84h Party Poppers

-Amend the penultimate paragraph (starting =A1=A7The price for purchasing=20
and sellng pills=20
=A1K=A1=A8) to read, in full:

=A1=A7The price for any item that is sold by the pharmacy is part of the=20
gamestate, maintained by the Pharmacist, and stored in a Yahoo!=20
Groups database. The quantities of these items are limited. The=20
quantity of each item remaining is part of the gamestate, maintained=20
by the Pharmacist, and stored in an Yahoo! Groups database. Pamphlets=20
are printed to order. =A1=A7

-Before the last paragraph, add a new paragraph:
Party Poppers are sold for 80 cash, and bought back for 50 cash.

{I was going to have a variable price, as for pills, but that can=20
wait for another proposal. I think it=A1=A6s OK for the pharmacy to=20
diversify a little..}



Amendments to clarify the difference between pills (or other items)=20
being carried, and items in the locker:

To rule 8 (pills).

Amend sentence 1 of para 3 ("A Player may take or discard a Pill they=20
possess, at any time, via the Player Details page.") to read:
=A1=A7A player may take or discard a pill they are carrying at any time,=20
via the Player Details Page.=A1=A8

To rule 24 (Pharmacy).
Amend the fourth sentence ("Players may also sell unused items in=20
their possession back to the Pharmacy for cash") to read: =A1=A7Players=20
may also sell unused items that they are carrying back to the=20
Pharmacy for cash.=A1=A8

To rule 27. (trading post)
After the first sentence (=A1=A7A player may give another player cash,=20
pills, or pamphlets at any time, as long as the player has the item=20
in their possession to give=A1=A8) to read:
=A1=A7A player may give cash, pills, or pamphlets, that e is carrying, to=
=20
another player at any time.=A1=A8



From m.couchman@bigwig.net Tue Jan 30 03:18:50 2001
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To: DocNomic@yahoogroups.com
Subject: bought 3 y pills
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From: m.couchman@bigwig.net

3 yellow pills bought, via PDP


From m.couchman@bigwig.net Tue Jan 30 03:21:57 2001
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Date: Tue, 30 Jan 2001 11:21:51 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: amendment to rule 26 (blood bank) for new players
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From: m.couchman@bigwig.net

To the second paragraph, append the following:

"An exception is made for new players, who do not lose 10 body points 
if they have joined the game within the previous 28 days.


From m.couchman@bigwig.net Tue Jan 30 03:27:33 2001
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Subject: pills bought
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From: m.couchman@bigwig.net

3 red bought; PDP updated


From m.couchman@bigwig.net Tue Jan 30 03:53:01 2001
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Date: Tue, 30 Jan 2001 11:52:55 -0000
To: DocNomic@yahoogroups.com
Subject: point of order: Proposals
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From: m.couchman@bigwig.net

rule 3 says that "A Proposal consists of one or more new proposed 
Rules, and/or one or more amendments to existing Rules, and/or one or 
more proposed repeals of existing Rules. "

But it also says "Only one proposal is allowed per email message. If 
more than one proposal is included in an email message, all proposals 
in that message will be ignored."

The first of those quotes says that a proposal can contain any number 
of proposed rule changes. Thus, by definition, all rule changes 
within a single posting comprise a single proposal. The second 
section quoted above is therefore redundant, as it's not possible to 
have more than one proposal per message.


Should this section be struck out, or should theree be a narrower 
definition of 'proposal'?



From m.couchman@bigwig.net Tue Jan 30 03:59:21 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: New rule (Definitions)
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From: m.couchman@bigwig.net

Add a rule with the following text:

The following definitions apply throughout this ruleset:

Day: A day starts and ends at midnight, Pacific Standard Time, that 
being the time used on the Yahoo Groups website.


From m.couchman@bigwig.net Tue Jan 30 05:46:08 2001
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Subject: bought 3 g pills
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From: "Martin Couchman" <m.couchman@bigwig.net>

..and updated pdp


From m.couchman@bigwig.net Tue Jan 30 06:24:52 2001
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To: DocNomic@yahoogroups.com
Subject: Re: The defenseless dead
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From: "Martin Couchman" <m.couchman@bigwig.net>

> Perhaps we should revisit the alternates for player discussed 
> earlier, i.e. "Patient", "Comotose Patient", and "Corpse". I don't 
> really want to change "Player" to "Patient" throughout the rules, 
but 
> it looks like we're going to have to change "player" to "active 
> player" anyway......
> 
> Feyd

How about defining player as meaning "active player", except where 
explicitly stated otherwise (e.g. "non-dead player")? That would fit 
neatly in my "definitions" proposal, if accepted, and would save a 
lot of unecessary use of the word 'active'.


From rsholmes@mailbox.syr.edu Tue Jan 30 09:01:56 2001
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Subject: Re: [DocNomic] Proposal: Broken Legwork
References: <954alt+qqf3@eGroups.com>
Date: 30 Jan 2001 11:51:39 -0500
In-Reply-To: "Kevan Davis"'s message of "Mon, 29 Jan 2001 17:53:01 -0000"
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"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Broken Legwork
> 
> [[ Just a bit of tidying up, really, as well as clarifying the
> operation location in the place where people are most likely to
> read it.
> 
> Assumption made: the leg-breaking of a random Player, on a
> die roll of 100, should probably be "random Player in the same
> room". ]]
> 
> Reword the Broken Leg Injury to:-
> 
> A Player with a Broken Leg loses 3 Body Points whenever they move
> from one room to another, and 10 Body Points during the Surgeon's
> Office Hours.
> 
> A Broken Leg can be operated on by the Surgeon for 250 Cash. The
> Nurse may operate on the Surgeon's Broken Leg for the same fee.
> 
> A Player may give another Player a Broken Leg by Attacking them,
> provided they share a Room. An Attack involves paying 5 Soul and 5
> Body and rolling a 100-sided die (in the PDP). According to the
> result of that roll:-
> 
> 01-25 : The Attacked Player gets a Broken Leg.
> 26-40 : Both Attacking and Attacked Players get a Broken Leg.
> 41-50 : The Attacking Player gets a broken leg
> 51-99 : Nothing happens.
> 100 : A random Player in the same Room as the Attacker gets a
> Broken Leg.
> 
> A Player with a Broken Leg may not Attack other Players.
> 
> Also replace "if he or she can afford the operation" with "if he
> or she can afford the operation, and if he or she is in the
> Trauma Center with the operating Player".

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 30 09:04:47 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Improved Emergency Doc Replacement
References: <Pine.LNX.4.21.0101291304080.14246-100000@kenny.sir-toby.com>
Date: 30 Jan 2001 11:53:46 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Mon, 29 Jan 2001 13:11:44 -0800 (PST)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I take one red pill. PDP updated.
> 
> Amend "Doc" by striking the last paragraph and replacing it with
> the following text:
> 
> In the event that Doc is absent from the game for a period of more than
> three weeks without making arrangements for his return, the active players
> may choose a new Doc. They register their preference by election, each
> active player having one vote each. The Nurse oversees the process, and
> appoints as the new Doc the active player receiving the most votes. In
> the event of a tie, the Nurse may appoint one of those receiving the
> highest number of votes. The active player so appointed must immediately
> remove themselves from the game and take on the role of Doc.

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 30 09:06:09 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Player Definitions
References: <Pine.LNX.4.21.0101291313170.14332-100000@kenny.sir-toby.com>
Date: 30 Jan 2001 11:54:08 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Mon, 29 Jan 2001 13:16:17 -0800 (PST)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I take 1 red pill. PDP updated.
> 
> Amend "Players" by appending the following paragraph:
> 
> A living player is defined as a player who is not dead. An active player
> is defined as a living player who does not have the coma disease.

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 30 09:06:11 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: No Undead Proposing
References: <Pine.LNX.4.21.0101291317140.14332-100000@kenny.sir-toby.com>
Date: 30 Jan 2001 11:54:42 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Mon, 29 Jan 2001 13:19:45 -0800 (PST)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I take one red pill. PDP updated.
> 
> Amend "Proposals" by striking the word "Players" from the first
> paragraph and replacing it with "Active players".

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 30 09:12:34 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Wages Only for the Active
References: <Pine.LNX.4.21.0101291321550.14332-100000@kenny.sir-toby.com>
Date: 30 Jan 2001 12:01:03 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Mon, 29 Jan 2001 13:29:35 -0800 (PST)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I take one red pill. PDP updated.
> 
> Amend "Body, Soul, and Cash" by striking the first occurence of
> the word "Player" from the third paragraph and replacing it with "active
> player".

REJECTED. 

The paragraph in question is:

Any Player may collect their Wages if they have not already done so
since Doc's most recent Office Hours. Upon doing so, that Player
may gain 240 Cash, via the Player Details page.

Collecting wages is, I think, clearly "taking part in the game" and is
therefore already prohibited to dead players. So I regard this
amendment as unnecessary.

On the other hand, the preceding paragraph is

Whenever a new Player joins the game, Doc shall give them a hundred
Body Points, a thousand Cash Points, and Soul Points equal to the
average Soul Points of all other Players (rounded down).

That, I think, *is* a usage of "Player" that needs amending.

Jeff has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 30 09:12:51 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Only Active Players as Officers
References: <Pine.LNX.4.21.0101291335030.14332-100000@kenny.sir-toby.com>
Date: 30 Jan 2001 12:01:52 -0500
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I take one red pill. PDP updated.
> 
> Amend "Pharmacist" by striking the phrase "A player" from the
> first paragraph and replacing it with "An active player".
> 
> Amend "Officers" by striking the phrase "a player" from the second
> paragraph and replacing it with "an active player".
> 
> Amend "Nurse" by striking the phrase "A player" from the first
> paragraph and replacing it with "An active player".
> 
> Amend "The Epidemiologist" as follows: Rename the rule to
> "Epidemiologist". Strike the first sentence from the second
> paragraph. Create a new paragraph at the beginning of the rule with the
> following text:
> 
> An active player shall hold the office of Epidemiologist. The identity of
> the Epidemiologist shall be part of the gamestate. 
> 
> Amend "Psychiatrist" as follows: Strike the last sentence of the
> first paragraph and replace it with: "The Psychiatrist performs his or her
> work in the Psychiatric Ward". Create a new paragraph at the beginning of
> the rule with the following text:
> 
> An active player shall hold the office of Psychiatrist. The identity of
> the Psychiatrist shall be part of the gamestate.
> 
> Amend "The Surgeon" as follows: Rename the rule to
> "Surgeon". Strike the first sentence from the second paragraph. Create a
> nwe paragraph at the beginning of the rule with the following text:
> 
> An active player shall hold the office of Surgeon . The identity of the
> Surgeon shall be part of the gamestate.
> 
> Amend "Hospital Building Engineer" by striking the phrase "A
> player" from the first paragraph and replacing it with "An active player".

-5 SP.

APPROVED. 1 green, FoR cured.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 30 09:23:51 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Rule changes pertaining to party poppers and their use
References: <9567la+7u94@eGroups.com>
Date: 30 Jan 2001 12:11:56 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Tue, 30 Jan 2001 11:13:46 -0000"
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m.couchman@bigwig.net writes:

> Sorry this is another long one. I tried to keep it short, but it just 
> kept growing. Ahem. The essential idea is short, but it requires 
> several trivial amendments throughout the rules.
> 
> ==============================
> 
> Amendment to rule 32: Hospital rooms.
> 
> Add this room:
> 
> Locker room. Has a two-way connection with the hospital Entrance.
> The locker room contains one locker for each live player. A 
> player may, when in the locker room, pay 80 cash to briefly open eir 
> locker, and may then remove items from the locker, or add items to it 
> that e is carrying. Items belonging to a player that have not been 
> put in a locker are being carried by that player. No player may gain 
> access to any other player¡¦s locker. When a player adds item(s) to, 
> or removes item(s) from, a locker, e must post to the mailing list, 
> stating what items have been added or removed, and the contents of 
> the locker after the transaction.
> 
> 
> Proposed new rule. Party Poppers.
> 
> The quantity of Party Poppers possessed by each Player is part of the 
> gamestate. When a Player joins the game, they have no Party Poppers.
> When an active player (the ¡¥attacker¡¦) is in the same room as 
> another active player, and is carrying a Party Popper, e may fire the 
> popper at the other player, or at a nominated player if there is more 
> than one. The fired-at player (the ¡¥victim) is so surprised that e 
> drops 20% of each type of pill that e is carrying (rounded to nearest 
> integer). The attacker takes up to two pills of each type from those 
> dropped. Any remaining dropped pills are distributed equally among 
> all active players in the room as they scrabble round the floor for 
> them, with any left over going to the attacker. 
> 
> These changes must be posted to the mailing list, and the victim must 
> give the appropriate pills to the other player(s) involved via the 
> PDP.
> 
> The Party Popper is destroyed when it is fired. 
> Party Poppers may not be fired in the Locker Room.
> 
> 
> Amendments to allow for party poppers to exist:
> 
> Amend rule 9 (Pharmacist):
> -to the list of actions to be performed, add as the fourth item:
> „h Add one Party Popper to the Pharmacy stocks.
> 
> 
> Amend rule 24. (Pharmacy)
> -Amend the first sentence to read ¡§The Pharmacy sells 
> pharmaceuticals, and other items, to players for cash. 
> -To the list of items stocked, add
> „h Party Poppers
> 
> -Amend the penultimate paragraph (starting ¡§The price for purchasing 
> and sellng pills 
> ¡K¡¨) to read, in full:
> 
> ¡§The price for any item that is sold by the pharmacy is part of the 
> gamestate, maintained by the Pharmacist, and stored in a Yahoo! 
> Groups database. The quantities of these items are limited. The 
> quantity of each item remaining is part of the gamestate, maintained 
> by the Pharmacist, and stored in an Yahoo! Groups database. Pamphlets 
> are printed to order. ¡§
> 
> -Before the last paragraph, add a new paragraph:
> Party Poppers are sold for 80 cash, and bought back for 50 cash.
> 
> {I was going to have a variable price, as for pills, but that can 
> wait for another proposal. I think it¡¦s OK for the pharmacy to 
> diversify a little..}
> 
> 
> 
> Amendments to clarify the difference between pills (or other items) 
> being carried, and items in the locker:
> 
> To rule 8 (pills).
> 
> Amend sentence 1 of para 3 ("A Player may take or discard a Pill they 
> possess, at any time, via the Player Details page.") to read:
> ¡§A player may take or discard a pill they are carrying at any time, 
> via the Player Details Page.¡¨
> 
> To rule 24 (Pharmacy).
> Amend the fourth sentence ("Players may also sell unused items in 
> their possession back to the Pharmacy for cash") to read: ¡§Players 
> may also sell unused items that they are carrying back to the 
> Pharmacy for cash.¡¨
> 
> To rule 27. (trading post)
> After the first sentence (¡§A player may give another player cash, 
> pills, or pamphlets at any time, as long as the player has the item 
> in their possession to give¡¨) to read:
> ¡§A player may give cash, pills, or pamphlets, that e is carrying, to 
> another player at any time.¡¨

REJECTED for a couple of reasons.

(1) A rather petty one, I admit: this proposal is full of weird
characters (¡§, which show up on my system as an inverted
exclamation point and a squiggly thing of some sort) which I don't
feel like editing.

(2) All this elaborate machinery exists just to support a rather
baroque means of redistributing pills. How much demand is there
for pills, anyway? Does anyone really feel a need to get more
other than by perks, wages, and purchasing? (That's not a
rhetorical question. Doc isn't sure what the Players' priorities
are.) (OK, in the case of the Addict, it *is* a rhetorical
question.) 

All of which is not to say I wouldn't approve a re-edited version of
this proposal, but I'd have to be persuaded there's a demand for it.

Martin has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 30 09:29:02 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: amendment to rule 26 (blood bank) for new players
References: <95684f+erk8@eGroups.com>
Date: 30 Jan 2001 12:13:28 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Tue, 30 Jan 2001 11:21:51 -0000"
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From: rsholmes@mailbox.syr.edu

m.couchman@bigwig.net writes:

> To the second paragraph, append the following:
> 
> "An exception is made for new players, who do not lose 10 body points 
> if they have joined the game within the previous 28 days.

-5 SP.

APPROVED, although I think the thought can be incorporated into the
rule more gracefully; I'll reword.

1 green. FoR cured.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 30 09:29:26 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] point of order: Proposals
References: <9569un+u4jf@eGroups.com>
Date: 30 Jan 2001 12:16:59 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Tue, 30 Jan 2001 11:52:55 -0000"
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From: rsholmes@mailbox.syr.edu

m.couchman@bigwig.net writes:

> The first of those quotes says that a proposal can contain any number 
> of proposed rule changes. Thus, by definition, all rule changes 
> within a single posting comprise a single proposal. 

Nope. A mail message could contained (and has, in the past,
contained) text of the form:

PROPOSAL: <label>

<One or more proposed rule changes>

PROPOSAL: <another label>

<One or more proposed rule changes>

etc., with the intent being that each set of proposed rule changes be
considered a distinct proposal, to be judged independently. Under
Rule 3 as amended, either all the rule changes proposed must be lumped
into one proposal, to be judged as a whole, or they proposals must be
broken out into separate mail messages.

-- 
- Doc

From m.couchman@bigwig.net Tue Jan 30 09:44:25 2001
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Date: Tue, 30 Jan 2001 17:30:02 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Rule changes pertaining to party poppers and their use
Message-ID: <956tmq+uosa@eGroups.com>
In-Reply-To: <xzclmrtynfn.fsf@rodan.syr.edu>
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From: "Martin Couchman" <m.couchman@bigwig.net>

>=20
> REJECTED for a couple of reasons.
>=20
> (1) A rather petty one, I admit: this proposal is full of weird
> characters (=A1=A7, which show up on my system as an inverted
> exclamation point and a squiggly thing of some sort) which I=20
don't
> feel like editing.

I blame Microsoft for that. The characters were fine when I copied=20
them out of Word.

>=20
> (2) All this elaborate machinery exists just to support a rather
> baroque means of redistributing pills. How much demand is there
> for pills, anyway? Does anyone really feel a need to get more
> other than by perks, wages, and purchasing? (That's not a
> rhetorical question. Doc isn't sure what the Players'=20
priorities
> are.) (OK, in the case of the Addict, it *is* a rhetorical
> question.)=20

My reason is that it might be fun. Bear in mind that the current=20
winning conditions require a player to have 200 pills. That's a lot=20
to carry about - better be careful to look after them. Think of the=20
possibilities of trying to ambush the addict as he tries to sneak=20
past you. The rules could be extended to cover cash at a later date,=20
if that seemed a good idea at the time.=20=20

Pills have a value, therefore there is demand for them, if someone=20
wishes to win.=20


From rsholmes@mailbox.syr.edu Tue Jan 30 09:49:11 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: New rule (Definitions)
References: <956aal+7dh1@eGroups.com>
Date: 30 Jan 2001 12:34:10 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Tue, 30 Jan 2001 11:59:17 -0000"
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From: rsholmes@mailbox.syr.edu

m.couchman@bigwig.net writes:

> Add a rule with the following text:
> 
> The following definitions apply throughout this ruleset:
> 
> Day: A day starts and ends at midnight, Pacific Standard Time, that 
> being the time used on the Yahoo Groups website.

REJECTED. It would appear that in fact the timestamps on the messages
at Yahoo Groups are Greenwich Mean Time. At least they are on
messages from me.

It also would appear (view source on message 826) the timestamp is
derived from the date header applied by the sender, not from time of
receipt at Yahoo Groups. It therefore is only as meaningful as the
clock on the sender's system. Hmm, I may try a small test just to
verify. 

If we want to get picky about whether a given message was sent on a
given day, we have to consider more carefully how to do that.

Martin has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 30 10:11:54 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Only Active Players as Officers
References: <Pine.LNX.4.21.0101291335030.14332-100000@kenny.sir-toby.com>
Date: 30 Jan 2001 12:56:19 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Mon, 29 Jan 2001 13:51:13 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend "Officers" by striking the phrase "a player" from the second
> paragraph and replacing it with "an active player".

I did likewise to the third paragraph, too.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jan 30 10:23:04 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: amendment to rule 26 (blood bank) for new players
References: <95684f+erk8@eGroups.com>
Date: 30 Jan 2001 13:03:49 -0500
In-Reply-To: m.couchman@bigwig.net's message of "Tue, 30 Jan 2001 11:21:51 -0000"
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From: rsholmes@mailbox.syr.edu

I have reworded the relevant paragraph as follows:

During Doc's Office Hours, any players, except those who joined the
game within the previous 28 days, who have not donated blood to the
blood bank at least once since the fourth previous Doc's Office
Hours shall lose 10 body points. The players' last date of donation
shall be part of the gamestate.

-- 
- Doc

From jjweston@kenny.sir-toby.com Tue Jan 30 10:47:57 2001
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Date: Tue, 30 Jan 2001 11:16:57 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill Purchases
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 green and 3 red.

Got a pill?


From kevan@somethingorother.com Tue Jan 30 10:49:18 2001
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Date: Tue, 30 Jan 2001 18:31:31 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Winning
Message-ID: <9571a3+uj8q@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> My reason is that it might be fun. Bear in mind that the current 
> winning conditions require a player to have 200 pills.

...and 100 Soul and 100 Body and 10,000 Cash and no Diseases, of 
course.

> That's a lot 
> to carry about - better be careful to look after them. Think of the 
> possibilities of trying to ambush the addict as he tries to sneak 
> past you. The rules could be extended to cover cash at a later 
date, 
> if that seemed a good idea at the time. 

True - but this seems a mightily intricate way to implement it, 
bolting on a load of fairly complicated new game mechanics with but a 
single purpose. Reworking the "Broken Leg" attack system to include 
Pill scattering might be more reasonable. (I was thinking about a 
generic 'attack' that could result in a variety of exciting injuries 
and consequences.)

> Pills have a value, therefore there is demand for them, if someone 
> wishes to win.

Hm, maybe I should get around to adding "Pills taken so far" counts 
to each Player, so that the Addict can be assigned on basis of 
consumption rather than ownership. As it stands, I don't really fancy 
being the Addict again, so collecting Pills is rather unappealing.

Kevan

--
http://uncertain.org/~kevan
"And you can break my spine but you
won't change the way I feel."


From jjweston@kenny.sir-toby.com Tue Jan 30 10:57:16 2001
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Date: Tue, 30 Jan 2001 11:24:23 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pharmacist's Report 1/30/2001 (a)
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

The following transactions have taken place since my last report:

Martin bought 3 yellow : 44 remain.
Martin bought 3 red : 38 remain.
Martin bought 3 green : 33 remain.
Kevan received 1 green : 32 remain.
Jeff received 4 green : 28 remain.
Martin received 1 green : 27 remain.
Jeff bought 3 green : 24 remain.
Jeff bought 3 red : 35 remain.

Pharmacy Stocks updated.

Got a pill?


From jjweston@kenny.sir-toby.com Tue Jan 30 11:17:24 2001
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Date: Tue, 30 Jan 2001 11:41:12 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Winning
In-Reply-To: <9571a3+uj8q@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Tue, 30 Jan 2001, Kevan Davis wrote:

> Hm, maybe I should get around to adding "Pills taken so far" counts 
> to each Player, so that the Addict can be assigned on basis of 
> consumption rather than ownership. As it stands, I don't really fancy 
> being the Addict again, so collecting Pills is rather unappealing.

But collecting pills is SO MUCH FUN!!! Wheee!!! If you don't want
yours, perhaps I can have some? Surely you don't need 14 green pills...


From jjweston@kenny.sir-toby.com Tue Jan 30 11:18:52 2001
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Date: Tue, 30 Jan 2001 11:46:08 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Not hindered by the dead...
Message-ID: <Pine.LNX.4.21.0101301143100.15090-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Amend "Body, Soul, and Cash" by striking the phrase "all other
Players" from the second paragraph and replacing it with "all other living
players".


From Nomic1@aol.com Tue Jan 30 11:49:16 2001
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Date: Tue, 30 Jan 2001 19:30:38 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Winning
Message-ID: <9574ou+g6ln@eGroups.com>
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From: Nomic1@aol.com

--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> On Tue, 30 Jan 2001, Kevan Davis wrote:
> 
> > being the Addict again, so collecting Pills is rather unappealing.
> 
> But collecting pills is SO MUCH FUN!!! Wheee!!! If you don't 
want
> yours, perhaps I can have some? Surely you don't need 14 green 
pills...

Damn I am so proud of my Addict rule, and our current little addict!!

Jeff, visit me in the Lab, I have a big 25 sided Cyan pill for you!

Feyd


From jjweston@kenny.sir-toby.com Tue Jan 30 13:42:16 2001
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Date: Tue, 30 Jan 2001 14:01:55 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Winning
In-Reply-To: <9574ou+g6ln@eGroups.com>
Message-ID: <Pine.LNX.4.21.0101301400020.15090-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Tue, 30 Jan 2001 Nomic1@aol.com wrote:

> --- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> > On Tue, 30 Jan 2001, Kevan Davis wrote:
> > 
> > > being the Addict again, so collecting Pills is rather unappealing.
> > 
> > But collecting pills is SO MUCH FUN!!! Wheee!!! If you don't 
> want
> > yours, perhaps I can have some? Surely you don't need 14 green 
> pills...
> 
> Damn I am so proud of my Addict rule, and our current little addict!!
> 
> Jeff, visit me in the Lab, I have a big 25 sided Cyan pill for you!

But if I go to the lab, I have to leave the room with all the
purty pills... Just let me buy a few dozen more green... Twenty more red
ones won't hurt either. They taste great too!

Why don't you come over here and give me some pills? I don't feel
like moving just yet...


From jjweston@kenny.sir-toby.com Tue Jan 30 13:46:06 2001
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Date: Tue, 30 Jan 2001 14:03:20 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Active Players and Diseases
Message-ID: <Pine.LNX.4.21.0101301150440.15090-100000@kenny.sir-toby.com>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Amend "17. Deliberate contagion" by striking the phrase "A
Player" and replacing it with "An active player". Also, amend it by
striking the phrase "another Player" and replacing it with "another active
player".

Amend (currently) "18. The Epidemiologist" by striking the phrase
"infect any player" from the (currently) 4th paragraph and replacing it
with "infect any active player". Also, amend it by striking the phrase
"that any player has" from the (currently) 5th paragraph and replacing it
with "that any active player has".

Amend "23. Blood Test" by striking the first sentence from the
first paragraph and replacing it with "A blood test may be performed on an
active player at the request of that player or any officer."

Amend "29. Vaccination" by striking the phrase "A player may
buy" and replacing it with "An active player may buy".

Amend (currently) "30. The Surgeon" by striking the phrase "Select
one player at random" from action (c.) and replacing it with "Select one
active player at random".

Amend "1000. Diseases" as follows:
Strike the phrase "two random Players" from the second paragraph and
replace it with "two active players at random".

Strike the phrase "two players at random" from the third paragraph and
replace it with "two active players at random".

Strike the phrase "randomly select one player" from the fourth paragraph
and replace it with "select one player at random".

Strike the phrase "the player with the most pills" from the description
Addiction and replace it with "the active player with the most pills".

Strike the phrase "All other Players" from the description of Migraine and
replace it with "All other active players".

In the description of Claustrophobia, strike all occurences of the phrase
"all Players" in the first paragraph and replace them with "all active
players".

In the description of Agoraphobia, strike all occurences of the phrase
"all Players" in the first paragraph and replace them with "all active
players". Also, strike the phrase "each Player" from the first paragraph
and replace it with "each active player".

In the description of Nasty Cough, strike both occurences of the word
"Player" from the second paragaph and replace them with "active player".



From jjweston@kenny.sir-toby.com Wed Jan 31 20:17:18 2001
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Date: Wed, 31 Jan 2001 21:02:14 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill Purchases
Message-ID: <Pine.LNX.4.21.0101312100200.16232-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 red and 3 green pills for 150 cash.

Pharmacy stocks updated:
21 green remain.
32 red remain.

PDP updated.

Anyone got a pill?


From jjweston@kenny.sir-toby.com Wed Jan 31 20:25:49 2001
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Date: Wed, 31 Jan 2001 21:10:46 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Pills made only for the active.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Amend "9. Pharmacist" by striking the paragraph that reads "n is
the number of players in the game. Any fractions are rounded
mathematically to the nearest integer," and replacing it with "n is the
number of active players in the game. Any fractions are rounded
mathematically to the nearest integer."


From Nomic1@aol.com Thu Feb 01 08:58:50 2001
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Date: Thu, 01 Feb 2001 16:50:35 -0000
To: DocNomic@yahoogroups.com
Subject: I ROUGH UP KEVAN
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I see no choice. He has set up rules attacked me, and Doc has not 
seen fit to aid me in protecting myself. If the shrinky-dink-Kevan 
is going to hide in the padded room instead of coming into the light 
of day, so be it. 

PDP updated with -5s -5b for Feyd, and the results are:::
59...NO EFFECT!

I hope that the shrinky-dink feels the weight of my ire now!!


From rsholmes@mailbox.syr.edu Thu Feb 01 09:34:49 2001
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Subject: Re: [DocNomic] I ROUGH UP KEVAN
References: <95c44r+9elh@eGroups.com>
Date: 01 Feb 2001 12:22:29 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 01 Feb 2001 16:50:35 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> I see no choice. He has set up rules attacked me, and Doc has not 
> seen fit to aid me in protecting myself. If the shrinky-dink-Kevan 
> is going to hide in the padded room instead of coming into the light 
> of day, so be it. 
> 
> PDP updated with -5s -5b for Feyd, and the results are:::
> 59...NO EFFECT!
> 
> I hope that the shrinky-dink feels the weight of my ire now!!

You are not in the same room with Kevan and may not attack him.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 01 09:37:16 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] I ROUGH UP KEVAN
References: <95c44r+9elh@eGroups.com>
Date: 01 Feb 2001 12:25:04 -0500
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From: rsholmes@mailbox.syr.edu

Damn. The last changes to the ruleset didn't get saved due to a
crash. They're saved now. 

Which I guess means Feyd could and did attack Kevan, since the old
version didn't require them to be in the same room.

-- 
- Doc

From Nomic1@aol.com Thu Feb 01 11:14:39 2001
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To: DocNomic@yahoogroups.com
Subject: Re: I ROUGH UP KEVAN
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From: Nomic1@aol.com

Darn, no more ghost attacks :(.

You just take all the fun right out of it!!!

Feyd


From Nomic1@aol.com Thu Feb 01 14:21:04 2001
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Subject: Office hours: tomorrow
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From: Nomic1@aol.com

No requests for surgery have been made, so surgeon is not in office. 
Epidimologist does not need to be in office, so if anyone wants to 
drop by for a cure, you still have time.


Office Hours for surgeon and Epidimologist will be tomorrow.

Feyd


From rsholmes@mailbox.syr.edu Thu Feb 01 14:52:23 2001
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To: DocNomic@yahoogroups.com
Subject: Doc's OH
Date: 01 Feb 2001 17:42:04 -0500
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From: rsholmes@mailbox.syr.edu

[Previous four office hours were: 9 Jan 2001 / 11 Jan 2001 / 19 Jan 2001 / 26 Jan 2001]

(1) Disease database: Updated, OK.

(2) Blood donations: Mark still has not donated blood. Mark loses 10
body points.

Martin has not donated blood, but has been here less than 28
days. By the first Doc's Office Hours on or after 8 Feb 2001 he
will need to mend his ways...

(3) Nasty cough: No one except Britta (in coma) has Bit Of a Cough, so
no Nasty Cough is caught.

(4) Glam Rock Shoulder: Not my job any more.

-- 
- Doc

From oairhart@ispchannel.com Thu Feb 01 21:50:45 2001
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From: Ottis Airhart <oairhart@ispchannel.com>

The Nurse will be holding office hours sometime mid-Friday (CST). Get your
requests in now, if needed.

From jjweston@kenny.sir-toby.com Thu Feb 01 22:50:46 2001
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Date: Thu, 1 Feb 2001 23:35:24 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Hospital Building Engineer Office Hours
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Everything looks good in the Yahoo! groups database.

As you may have noticed, I've stopped posting updates on bonuses
received for spending the night in various rooms. The individual players
seem to be taking it upon themselves to update the PDP. Please let me know
if you would like to me to track this info.

I take my compensation of one yellow and one purple pill. PDP
updated.


From jjweston@kenny.sir-toby.com Thu Feb 01 23:15:18 2001
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Date: Thu, 1 Feb 2001 23:59:58 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pharmacist Office Hours
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

1. Handle all outstanding transactions.

The following transactions are outstanding:

Jeff receives 1 yellow pill : 43 remain.
Jeff receives 1 purple pill : 49 remain.
Pharmacy stocks updated.
PDP updated.

2. Receive my compensation of 75 cash points.

PDP updated.

3. Make pills for the pharmacy.

I see 7 players in the PDP. I produce the following pills:

7 yellow : 50 now in stock.
9 purple : 58 now in stock.
11 red : 43 now in stock.
12 blue : 62 now in stock.
14 green : 35 now in stock.
Pharmacy stocks updated.

4. Update pill prices.

color : buy : sell
-------+-----+-----
yellow : 40 : 30
purple : 30 : 22
red : 35 : 23
blue : 20 : 12
green : 29 : 14

Pharmacy prices updated.

This completes the Pharmacist's Office Hours.


From jjweston@kenny.sir-toby.com Thu Feb 01 23:17:03 2001
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Date: Fri, 2 Feb 2001 00:01:41 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill Purchase
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 green pills at a cost of 87.


From Nomic1@aol.com Fri Feb 02 09:41:41 2001
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Date: Fri, 02 Feb 2001 17:33:51 -0000
To: DocNomic@yahoogroups.com
Subject: Epidemiologist Report
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From: Nomic1@aol.com

The Epidemiologist is ready to give his report. The nights outside 
and being around sick people really cost him this time!!

All random rolls are listed in the PDP (Kevan, I love that thing!).

For Each Airborne disease, 2 players have a 25% chance of contracting 
the disease. The Epidemiologist has an additional 25% of NOT 
catching the disease if he is selected.

"Bit of a Cough": Mark, Martin
"Nasty Cough": Feyd
"Sore Throat": Feyd
"Sniffles": Martin

1 player catches one non-airborne disease:
"Glam Rock Shoulder": Kevan

PDP Updated, wages paid.

Feyd


From Nomic1@aol.com Fri Feb 02 09:49:26 2001
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Subject: Feyd takes lots of pills to cure Sore Throat and Nasty Cough:
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From: Nomic1@aol.com


Feyd Take a blue pill, so he can take other pills.
Feyd takes a red pill, Sore throat cured on 50% chance.
Feyd takes 4 green pills, but never rolled under 30% to be cured of 
nasty cough.

PDP updated. all rolls there
(note, I didn't realize that we always got a free 100% role with each 
setting, so I ignored the output there, even though it would have 
cured me, and went with my own random rolls).

*chough* *chough* *chough* *chough* 

Fedy


From Nomic1@aol.com Fri Feb 02 10:01:43 2001
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Date: Fri, 02 Feb 2001 17:52:39 -0000
To: DocNomic@yahoogroups.com
Subject: Surgeon Office Hours
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The surgeon has the following duties during Office Hours:

>Perform all cures for Injuries requested by players since the last 
Office Hours. The surgeon is responsible for updating the PDP for all 
cures e performs. 
<<None Requested>>

Pay eirself wages of 1 Red pill, 1 Blue pill, and 100 Cash. 
<<Done>
Select one player at random, and one disease of type Physical or 
Injury at random. The selected player has a 20% chance of acquiring 
the Injury
<<Martin gets a broken leg>>

Feyd


From jjweston@kenny.sir-toby.com Fri Feb 02 11:15:59 2001
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Date: Fri, 2 Feb 2001 11:49:53 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pharmacist Report 2/2/2001 (a)
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

The following transactions have taken place since my last report:

Jeff buys 3 green pills : 32 remain.
Feyd receives 1 red pill : 42 remain.
Feyd receives 1 yellow pill : 49 remain.
Feyd receives 1 blue pill : 61 remain.
Feyd receives 1 red pill : 41 remain.

Pharmacy stocks updated.


From Nomic1@aol.com Fri Feb 02 12:13:38 2001
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--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> The following transactions have taken place since my last 
report:
> 
> Jeff buys 3 green pills : 32 remain.
> Feyd receives 1 red pill : 42 remain.
> Feyd receives 1 yellow pill : 49 remain.
> Feyd receives 1 blue pill : 61 remain.
> Feyd receives 1 red pill : 41 remain.
> 
> Pharmacy stocks updated.

Jeff, we are either going to have to bribe Kevan to write a function 
to update the PDP or get a better way to keep track of all these pill 
numbers!!

Feyd


From jjweston@kenny.sir-toby.com Fri Feb 02 12:48:15 2001
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Date: Fri, 2 Feb 2001 13:22:48 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Pharmacist Report 2/2/2001 (a)
In-Reply-To: <95f3i9+28kd@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Fri, 2 Feb 2001 Nomic1@aol.com wrote:

> Jeff, we are either going to have to bribe Kevan to write a function 
> to update the PDP or get a better way to keep track of all these pill 
> numbers!!

What's the problem? They are all stored in Yahoo! Groups
databases...


From oairhart@ispchannel.com Fri Feb 02 22:11:56 2001
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Date: Sat, 03 Feb 2001 00:11:45 -0600
To: docnomic@yahoogroups.com
Subject: Nurse OH
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From: Ottis Airhart <oairhart@ispchannel.com>

Jeff wanted to donate blood, but it had been more than 7 days since his
last blood test.

Martin had a successful blood test, negative results.

Communicable disease check:
Mark: Migraine. Glam Rock Shoulder. Agoraphobia. Bit of a Cough. 
Jeff gains Migrane, Bit of a Cough

Jeff, you sorry, poor, mentally instable player, you... JEFF is the addict
for this week (duh!)

Migrane check:
The following players lose 5 body and 14 soul points (oops to myself)
Ottis and Mark
The following players contract a migrane:
Britta would have, but she is in a coma... too bad.
No one does

Martin has the sniffles. There have been 0 messages sent by him, followed
by the following players who each have a 37% chance of contracting the
sniffles:
None

I shall be extending office hours until the end of this coming Sunday (CST)
in case anyone wants blood services, etc (Jeff?).

PDP updated (sorry for the errors, they were all corrected)

Nurse


From jjweston@kenny.sir-toby.com Sat Feb 03 00:33:34 2001
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Date: Sat, 3 Feb 2001 01:17:45 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill Purchase
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I buy 3 green.


From jjweston@kenny.sir-toby.com Sat Feb 03 00:42:29 2001
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Date: Sat, 3 Feb 2001 01:26:49 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Nurse OH
In-Reply-To: <4.1.20010202235352.04c5cf18@pop101.umail.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Sat, 3 Feb 2001, Ottis Airhart wrote:

> Jeff wanted to donate blood, but it had been more than 7 days since his
> last blood test.

*sigh* It had been more than seven days due to the fact that you
delayed your office hours by a day. In fact, since blood tests and blood
donations can occur *only* during your office hours, we kinda get screwed
in this fashion if you delay your office hours... This is quite
frustrating. I think I'll go fix it.


From jjweston@kenny.sir-toby.com Sat Feb 03 00:50:54 2001
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Date: Sat, 3 Feb 2001 01:35:07 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Trying to cure migraine...
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Took one green pill to cure my migraine. Success with a 23%
rating. PDP updated.


From jjweston@kenny.sir-toby.com Sat Feb 03 00:53:05 2001
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Date: Sat, 3 Feb 2001 01:37:18 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Reasonable Blood Donation Constraints
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Amend "26. Blood Bank" by striking the *cough* phrase "within 7
days prior to donating" from the third paragraph and replacing it with
the *cough* phrase "during the previous Nurse's Office Hours prior to
donating".


From jjweston@kenny.sir-toby.com Sat Feb 03 00:58:58 2001
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Date: Sat, 3 Feb 2001 01:43:05 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: I see Mark is dead...
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Mark has -3 soul. I set it to 0 soul, according to rule 11. He is
now dead, according to rule 11. He is now automatically moved to the
Morgue, per rule 32. PDP updated. Player locations database updated.


From jjweston@kenny.sir-toby.com Sat Feb 03 00:59:49 2001
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Date: Sat, 3 Feb 2001 01:44:06 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: I request a blood test.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>



From jjweston@kenny.sir-toby.com Sun Feb 04 00:44:56 2001
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Date: Sun, 4 Feb 2001 01:29:05 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill Purchase
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 green pills at a cost of 29 each.
Pharmacy stocks updated. 26 green remain.
PDP updated.


From jjweston@kenny.sir-toby.com Sun Feb 04 01:01:08 2001
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Date: Sun, 4 Feb 2001 01:45:14 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Giving me Tourette's Syndrome.
Message-ID: <Pine.LNX.4.21.0102040134150.19654-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I chellenge Kevan giving me Tourette's Syndrome for the following
message:

http://groups.yahoo.com/group/DocNomic/message/894

We've commonly been posting taking pills to cure diseases. Take
Feyd's recent post, where he was not given Tourette's Syndrome:

http://groups.yahoo.com/group/DocNomic/message/886

Also, I am really irked by the fact that he choose to give it to
me without announcing it to the mailing list. I had already posted one
message before I saw I had the disease. I could have posted several
messages before I noticed. Since there is a penalty for posting messages
for having it, it is quite rude to not announce it where the affected
player could see it right away.


From kevan@somethingorother.com Sun Feb 04 06:27:10 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Giving me Tourette's Syndrome.
Message-ID: <95jorr+onsi@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> I chellenge Kevan giving me Tourette's Syndrome for the 
following
> message:
> 
> http://groups.yahoo.com/group/DocNomic/message/894
> 
> We've commonly been posting taking pills to cure diseases.

Hm, I didn't think it was that common. But it doesn't seem the sort 
of thing that merits a mailing list announcement, either way.

> Take
> Feyd's recent post, where he was not given Tourette's Syndrome:
> 
> http://groups.yahoo.com/group/DocNomic/message/886

I suppose. Although he does use the message to explain his 
misunderstanding of the dice-rolling thing; his activities in the 
Change Log would have been a bit mystifying without such 
clarification.

> Also, I am really irked by the fact that he choose to give it 
to
> me without announcing it to the mailing list. I had already posted 
one
> message before I saw I had the disease. I could have posted several
> messages before I noticed. Since there is a penalty for posting 
messages
> for having it, it is quite rude to not announce it where the 
affected
> player could see it right away.

A fair point. Sorry about that. I shall propose amendment, and hold 
back on the penalties.

Kevan

--
http://uncertain.org/~kevan
"I'm being held up by invisible men."


From kevan@somethingorother.com Sun Feb 04 06:32:30 2001
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Date: Sun, 04 Feb 2001 14:32:27 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Tourette's Syntax
Message-ID: <95jp5r+4j4v@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

In the Disease "Tourette's Syndrome", replace "he or she may give 
Tourette's Syndrome to the Player who posted it" with "he or she may 
declare to the mailing list that the poster has contracted Tourette's 
Syndrome, and update the PDP appropriately".


From jjweston@kenny.sir-toby.com Sun Feb 04 15:52:21 2001
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Date: Sun, 4 Feb 2001 16:36:18 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Cure for Tourette's Syndrome
Message-ID: <Pine.LNX.4.21.0102041631270.24005-100000@kenny.sir-toby.com>
MIME-Version: 1.0
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Amend *cough* "1000. Diseases" by *cough* adding the following
paragraph to the description of "Tourette's Syndrome (Psychosis)":

Each yellow pill a player takes has a 50% chance of curing them of
this disease.


From jjweston@kenny.sir-toby.com Sun Feb 04 23:26:37 2001
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Date: Mon, 5 Feb 2001 00:10:24 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill Purchase
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 green pills at 29 cash each.
Pharmacy stocks updated. 23 green remain.
PDP updated.


From Nomic1@aol.com Mon Feb 05 06:30:54 2001
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Date: Mon, 05 Feb 2001 14:30:49 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Giving me Tourette's Syndrome.
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From: Nomic1@aol.com

That doesn't mean we all have to, does it?
Feyd
--- In DocNomic@y..., "Kevan Davis" <kevan@s...> wrote:
> --- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> > I chellenge Kevan giving me Tourette's Syndrome for the 
> following
> > message:
> > 
> > http://groups.yahoo.com/group/DocNomic/message/894
> > 
> > We've commonly been posting taking pills to cure diseases.
> 
> Hm, I didn't think it was that common. But it doesn't seem the sort 
> of thing that merits a mailing list announcement, either way.
> 
> > Take
> > Feyd's recent post, where he was not given Tourette's Syndrome:
> > 
> > http://groups.yahoo.com/group/DocNomic/message/886
> 
> I suppose. Although he does use the message to explain his 
> misunderstanding of the dice-rolling thing; his activities in the 
> Change Log would have been a bit mystifying without such 
> clarification.
> 
> > Also, I am really irked by the fact that he choose to give it 
> to
> > me without announcing it to the mailing list. I had already 
posted 
> one
> > message before I saw I had the disease. I could have posted 
several
> > messages before I noticed. Since there is a penalty for posting 
> messages
> > for having it, it is quite rude to not announce it where the 
> affected
> > player could see it right away.
> 
> A fair point. Sorry about that. I shall propose amendment, and hold 
> back on the penalties.
> 
> Kevan
> 
> --
> http://uncertain.org/~kevan
> "I'm being held up by invisible men."


From Nomic1@aol.com Mon Feb 05 06:47:23 2001
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Date: Mon, 05 Feb 2001 14:47:17 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Amend rule 18. Epidemiologist 
Message-ID: <95medl+72g0@eGroups.com>
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[[After being the Epidemiologist I've noticed some things that should 
be changed.]]
=======================================================
Amend the rule 18. Epidemiologist as follows:

Change the sentence,
"If the site is not updated at least once between Doc's Office Hours 
the Epidemiologist loses 25 health points (he obviously caught a 
nasty bug if he can't update the site)." 

To:
"If the Epidemiologist does not hold Office Hours in a timely 
fashion, Doc may assign penalties as e sees fit, or reassign the post 
of Epidemiologist to another player. Penalties include assigning 
diseases or monetary fines as appropriate."

[[There is also the last sentence, "The Doc may appoint a new 
Epidemiologist at any time. ", this just allows punishment without 
proclamation.]]


Change the sentence: 
"The Epidemiologist may NOT cure themselves -- they aren't about to 
try experimental junk! "
To:
"If no player has indicated to the Epidemiologist that they wish to 
attempt a cure for a disease, then the Epidemiologist may attempt to 
cure themselves. If any other player has made a request, the 
Epidemiologist may not attempt to cure themselves (whether or not 
they chose to cure the other player).

Change:
"The Epidemiologist gets 1 soul point for performing such a kind act."
To:
"The player must be either in the lab OR in the same room as the 
Epidemiologist to be cured. There is a 75% chance of success. Upon 
administering the cure the Epidemiologist will update the PDP with 
the random roll and results of the cure. The Epidemiologist gets 2 
soul points for performing a sucessful cure."


Feyd



From Nomic1@aol.com Mon Feb 05 06:49:32 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: Amend 20. Psychiatrist 
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From: Nomic1@aol.com

Change the sentence stating:

"If the Psychiatrist's Soul Points drop below thirty, Doc may 
reassign the role elsewhere. "

TO:

"If the Psychiatrist's Soul Points drop below thirty, Doc must 
reassign the role elsewhere. "

[[Doc MAY reassign it elsewhere whenever he wishes.]]

Feyd


From m.couchman@bigwig.net Mon Feb 05 08:56:02 2001
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Subject: nurse: blood donation
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From: "Martin Couchman" <m.couchman@bigwig.net>

I'd like to give some blood please!


From m.couchman@bigwig.net Mon Feb 05 08:58:19 2001
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Subject: 3 green pills bought, pdp updated; no message
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From: "Martin Couchman" <m.couchman@bigwig.net>

3 green pills bought, pdp updated


From m.couchman@bigwig.net Mon Feb 05 09:00:32 2001
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Subject: Surgeon! Op please
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From: "Martin Couchman" <m.couchman@bigwig.net>

Can I meet you in the trauma cantre to have my leg fixed? Thanks


From Nomic1@aol.com Mon Feb 05 09:03:08 2001
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--- In DocNomic@y..., "Martin Couchman" <m.couchman@b...> wrote:
> Can I meet you in the trauma cantre to have my leg fixed? Thanks
Certainly. I will meet you there Thursday for the procedure.
Please had the necessary funds ready to transfer to myself.

Feyd.


From jjweston@kenny.sir-toby.com Mon Feb 05 09:06:32 2001
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Subject: Re: [DocNomic] 3 green pills bought, pdp updated; no message
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 5 Feb 2001, Martin Couchman wrote:

> 3 green pills bought, pdp updated

Pharmacy stocks updated. 20 green remain.


From m.couchman@bigwig.net Mon Feb 05 09:09:04 2001
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Subject: 2 purple pills bought; pdp updated; no message
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From: "Martin Couchman" <m.couchman@bigwig.net>

2 purple pills bought; pdp updated; 


From m.couchman@bigwig.net Mon Feb 05 09:20:05 2001
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Subject: Proposal: amendment to rule 30 (surgeon)
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From: "Martin Couchman" <m.couchman@bigwig.net>

I thought surgery fees disappeared (aka 'the bank'). The surgeon 
seems to think they go to his pocket. The rules don't appear to 
specify. 250 seems a large wad of cash to give to the surgeon, though 
I realise he needs some recompense for having to go to the trauma 
centre to do the op, and to dink his arms up to the elbows in blood 
and gore to do the job. So, I propose a compromise.

To rule 30, add this text:

The surgeon, or the nurse where the nurse is able to perform the 
procedure concerned, shall take 20% of the fees for the operation.



From m.couchman@bigwig.net Mon Feb 05 09:22:35 2001
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Subject: proposal: amendment to rule 1000 (diseases)
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From: "Martin Couchman" <m.couchman@bigwig.net>

Something else that occurs to me.. to the section of rule 1000 
relating to broken legs, add this text:


The person (either surgeon or nurse) who performs an operation to 
cure a broken leg receives no fee if the injury resulted from that 
person attacking another player.


From rsholmes@mailbox.syr.edu Mon Feb 05 09:24:23 2001
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Subject: Re: [DocNomic] Proposal: Not hindered by the dead...
References: <Pine.LNX.4.21.0101301143100.15090-100000@kenny.sir-toby.com>
Date: 05 Feb 2001 12:24:20 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Tue, 30 Jan 2001 11:46:08 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I take one red pill. PDP updated.
> 
> Amend "Body, Soul, and Cash" by striking the phrase "all other
> Players" from the second paragraph and replacing it with "all other living
> players".

APPROVED. 1 green.

-- 
- Doc

From m.couchman@bigwig.net Mon Feb 05 09:25:54 2001
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Subject: PDP down?
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From: "Martin Couchman" <m.couchman@bigwig.net>

I tried to remove my FoR after taking a pill, but I can't download 
it.. quite probably a problem at my end.


From rsholmes@mailbox.syr.edu Mon Feb 05 09:28:51 2001
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Subject: Re: [DocNomic] Proposal: Active Players and Diseases
References: <Pine.LNX.4.21.0101301150440.15090-100000@kenny.sir-toby.com>
Date: 05 Feb 2001 12:28:44 -0500
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I take one red pill. PDP updated.
> 
> Amend "17. Deliberate contagion" by striking the phrase "A
> Player" and replacing it with "An active player". Also, amend it by
> striking the phrase "another Player" and replacing it with "another active
> player".
> 
> Amend (currently) "18. The Epidemiologist" by striking the phrase
> "infect any player" from the (currently) 4th paragraph and replacing it
> with "infect any active player". Also, amend it by striking the phrase
> "that any player has" from the (currently) 5th paragraph and replacing it
> with "that any active player has".
> 
> Amend "23. Blood Test" by striking the first sentence from the
> first paragraph and replacing it with "A blood test may be performed on an
> active player at the request of that player or any officer."
> 
> Amend "29. Vaccination" by striking the phrase "A player may
> buy" and replacing it with "An active player may buy".
> 
> Amend (currently) "30. The Surgeon" by striking the phrase "Select
> one player at random" from action (c.) and replacing it with "Select one
> active player at random".
> 
> Amend "1000. Diseases" as follows:
> Strike the phrase "two random Players" from the second paragraph and
> replace it with "two active players at random".
> 
> Strike the phrase "two players at random" from the third paragraph and
> replace it with "two active players at random".
> 
> Strike the phrase "randomly select one player" from the fourth paragraph
> and replace it with "select one player at random".

I'm going to assume this was meant to be "select one active player at
random". 

> Strike the phrase "the player with the most pills" from the description
> Addiction and replace it with "the active player with the most pills".
> 
> Strike the phrase "All other Players" from the description of Migraine and
> replace it with "All other active players".
> 
> In the description of Claustrophobia, strike all occurences of the phrase
> "all Players" in the first paragraph and replace them with "all active
> players".
> 
> In the description of Agoraphobia, strike all occurences of the phrase
> "all Players" in the first paragraph and replace them with "all active
> players". Also, strike the phrase "each Player" from the first paragraph
> and replace it with "each active player".
> 
> In the description of Nasty Cough, strike both occurences of the word
> "Player" from the second paragaph and replace them with "active player".

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 05 09:29:31 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Pills made only for the active.
References: <Pine.LNX.4.21.0101312107130.16232-100000@kenny.sir-toby.com>
Date: 05 Feb 2001 12:29:20 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Wed, 31 Jan 2001 21:10:46 -0800 (PST)"
Message-ID: <xzcn1c1t4wf.fsf@rodan.syr.edu>
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I take one red pill. PDP updated.
> 
> Amend "9. Pharmacist" by striking the paragraph that reads "n is
> the number of players in the game. Any fractions are rounded
> mathematically to the nearest integer," and replacing it with "n is the
> number of active players in the game. Any fractions are rounded
> mathematically to the nearest integer."

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 05 09:30:01 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Reasonable Blood Donation Constraints
References: <Pine.LNX.4.21.0102030126520.17875-100000@kenny.sir-toby.com>
Date: 05 Feb 2001 12:29:56 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Sat, 3 Feb 2001 01:37:18 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I take one red pill. PDP updated.
> 
> Amend "26. Blood Bank" by striking the *cough* phrase "within 7
> days prior to donating" from the third paragraph and replacing it with
> the *cough* phrase "during the previous Nurse's Office Hours prior to
> donating".

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 05 09:30:23 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Tourette's Syntax
References: <95jp5r+4j4v@eGroups.com>
Date: 05 Feb 2001 12:30:20 -0500
In-Reply-To: "Kevan Davis"'s message of "Sun, 04 Feb 2001 14:32:27 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> In the Disease "Tourette's Syndrome", replace "he or she may give 
> Tourette's Syndrome to the Player who posted it" with "he or she may 
> declare to the mailing list that the poster has contracted Tourette's 
> Syndrome, and update the PDP appropriately".

APPROVED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 05 09:30:44 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Cure for Tourette's Syndrome
References: <Pine.LNX.4.21.0102041631270.24005-100000@kenny.sir-toby.com>
Date: 05 Feb 2001 12:30:39 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Sun, 4 Feb 2001 16:36:18 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I take one red pill. PDP updated.
> 
> Amend *cough* "1000. Diseases" by *cough* adding the following
> paragraph to the description of "Tourette's Syndrome (Psychosis)":
> 
> Each yellow pill a player takes has a 50% chance of curing them of
> this disease.

APPROVED. 1 green.

-- 
- Doc

From Nomic1@aol.com Mon Feb 05 09:36:27 2001
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Date: Mon, 05 Feb 2001 17:36:25 -0000
To: DocNomic@yahoogroups.com
Subject: Re: proposal: amendment to rule 1000 (diseases)
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From: Nomic1@aol.com

--- In DocNomic@y..., "Martin Couchman" <m.couchman@b...> wrote:
> Something else that occurs to me.. to the section of rule 1000 
> relating to broken legs, add this text:
> 
> 
> The person (either surgeon or nurse) who performs an operation to 
> cure a broken leg receives no fee if the injury resulted from that 
> person attacking another player.

Nice fix previously. and this will override the 20% -- this will 
keep the surgeon from breaking other's legs just go make $$ fixing 
them. Is there a problem with this?


From rsholmes@mailbox.syr.edu Mon Feb 05 09:36:27 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] PDP down?
References: <95mnn0+7dbg@eGroups.com>
Date: 05 Feb 2001 12:36:25 -0500
In-Reply-To: "Martin Couchman"'s message of "Mon, 05 Feb 2001 17:25:52 -0000"
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From: rsholmes@mailbox.syr.edu

"Martin Couchman" <m.couchman@bigwig.net> writes:

> I tried to remove my FoR after taking a pill, but I can't download 
> it.. quite probably a problem at my end.

No, uncertain seems to be painfully slow if not hung completely...

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 05 09:47:10 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] PDP down?
References: <95mnn0+7dbg@eGroups.com> <xzcae81uj52.fsf@rodan.syr.edu>
Date: 05 Feb 2001 12:45:37 -0500
In-Reply-To: rsholmes@mailbox.syr.edu's message of "05 Feb 2001 12:36:25 -0500"
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From: rsholmes@mailbox.syr.edu

rsholmes@mailbox.syr.edu writes:

> "Martin Couchman" <m.couchman@bigwig.net> writes:
> 
> > I tried to remove my FoR after taking a pill, but I can't download 
> > it.. quite probably a problem at my end.
> 
> No, uncertain seems to be painfully slow if not hung completely...

Seems to be back now.

-- 
- Doc

From jjweston@kenny.sir-toby.com Mon Feb 05 10:15:38 2001
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Date: Mon, 5 Feb 2001 10:59:15 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Active Players and Diseases
In-Reply-To: <xzcpugxt4xf.fsf@rodan.syr.edu>
Message-ID: <Pine.LNX.4.21.0102051058270.25112-100000@kenny.sir-toby.com>
MIME-Version: 1.0
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 5 Feb 2001 rsholmes@mailbox.syr.edu wrote:

> > Strike the phrase "randomly select one player" from the fourth paragraph
> > and replace it with "select one player at random".
> 
> I'm going to assume this was meant to be "select one active player at
> random". 

Yeah... Guess a guy can't be perfect... ;-) Thanks for fixing it.


From jjweston@kenny.sir-toby.com Mon Feb 05 10:29:19 2001
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Date: Mon, 5 Feb 2001 11:12:53 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Doc, there seems to be a problem with the Coma disease...
Message-ID: <Pine.LNX.4.21.0102051111450.25112-100000@kenny.sir-toby.com>
MIME-Version: 1.0
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

It looks like we have some leftover text from the broken leg
disease hanging out in the coma disease...


From rsholmes@mailbox.syr.edu Mon Feb 05 10:49:22 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doc, there seems to be a problem with the Coma disease...
References: <Pine.LNX.4.21.0102051111450.25112-100000@kenny.sir-toby.com>
Date: 05 Feb 2001 13:48:14 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Mon, 5 Feb 2001 11:12:53 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> It looks like we have some leftover text from the broken leg
> disease hanging out in the coma disease...

Thanks, fixed.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 05 10:50:44 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] I see Mark is dead...
References: <Pine.LNX.4.21.0102030137240.17875-100000@kenny.sir-toby.com>
Date: 05 Feb 2001 13:50:41 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Sat, 3 Feb 2001 01:43:05 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Mark has -3 soul. I set it to 0 soul, according to rule 11. He is
> now dead, according to rule 11.

What a shame. I mean, we don't even have facilities for organ
transplantation... or research facilities where they can do
experiments on his body... or a cafeteria where they... no, I don't
think I'll go there...

-- 
- Doc

From jjweston@kenny.sir-toby.com Mon Feb 05 10:56:44 2001
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Date: Mon, 5 Feb 2001 11:39:57 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: While I have your attention Doc...
Message-ID: <Pine.LNX.4.21.0102051137230.25112-100000@kenny.sir-toby.com>
MIME-Version: 1.0
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Could you look at my challenge to Kevan giving me Tourette's
Syndrome? I don't want to waste of my yellow pills if you feel my original
posting was fair enough...

http://groups.yahoo.com/group/DocNomic/message/899


From Nomic1@aol.com Mon Feb 05 11:44:08 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: amend rule 1000
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From: Nomic1@aol.com

Update rule 1000 with the following disease(s):

Icky Rot (Physical, communicable): Icky rot is usually caused by 
touching dead things like bodies or corpses. Players with icky rot 
must take 1 blue pill to move or make a proposal. Players with icky 
rot may not attempt to "rough up" other players or cause other 
physical injury. Icky rot has a 60% chance of being cured taking 1 
Yellow, 1 Red, and 1 Green pill. Alternately, the player may pay the 
bank 150 cash for the surgeon to cut out the rot. This surgery is 
95% effective.

A player with Icky rot can attempt to infect another player with icky 
rot by stating, "I attempt to infect <target>". They player must be 
in the same room as the target. The player must pay 4 soul to 
attempt such a mean thing, and has a 20% chance of success.

Feyd



From rsholmes@mailbox.syr.edu Mon Feb 05 11:49:26 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Giving me Tourette's Syndrome.
References: <Pine.LNX.4.21.0102040134150.19654-100000@kenny.sir-toby.com>
Date: 05 Feb 2001 14:49:19 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Sun, 4 Feb 2001 01:45:14 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I chellenge Kevan giving me Tourette's Syndrome for the following
> message:
> 
> http://groups.yahoo.com/group/DocNomic/message/894
> 
> We've commonly been posting taking pills to cure diseases. Take
> Feyd's recent post, where he was not given Tourette's Syndrome:
> 
> http://groups.yahoo.com/group/DocNomic/message/886

While giving Tourette's Syndrome seems a bit harsh for a message as
inoffensive as this (and with no prior complaint or warning, to boot),
I do find that your message is indeed of a sort that did not need to
be posted to the mailing list, since it merely reiterates information
logged on the PDP. That being the case, I cannot find legal fault
with Kevan's action.

-- 
- Doc

From Nomic1@aol.com Mon Feb 05 12:07:45 2001
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Date: Mon, 05 Feb 2001 20:07:08 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: New Rule, "Mad Scientist", 
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From: Nomic1@aol.com

It was bound to happen. Once bodies start piling up in the morgue, 
mad scientists start slipping through the cracks...



==================================================================
Create a new rule as follows:

Mad Scientist (and his assistant)

Article 1: Animation
The Mad Scientist lurks in the Morgue of the Hospital. The actions 
of the Mad Scientist are performed by Doc. At his whim Doc may 
assign the role of Mad Scientist's assistant to a player. The Mad 
Scientist emself is not a player. The assistant receives no wages, 
but does get the cool title "Mad Scientist's Assistant".

The Mad Scientist has the ability to animate corpses in the Morgue 
and assign eir actions to a player. An animated corpse, defined as 
a "Zombie", has negative soul. This specifically overrides the 
prohibitions in rules [[currently #11]] disallowing negative soul. 

A player may petition the Mad Scientist to re-animate a dead person, 
or take control of an animate body. This is done by paying the Mad 
Scientist X soul and 50 cash. X is determined by the player as 
follows:

The chance of taking control of a dead body or zombie (whether under 
control or not), is ((10 + X + Zombie_Soul) * 2), with a maximum of 
50%. Note that the Zombie's Soul is always zero or negative. If the 
attempt succeeds, the Zombie is controled by the player, and the 
Zombie's soul is increased by X/2. If the attempt fails, the Zombie's 
soul is reduced by X/4. If the Zombie's soul ever becomes positive, 
it is immediatly set to 0 and all control of the zombie is lost.

A player's petition is as follows:
1. Update the PDP to subtract the cash and X soul.
2. Generate a random number, determine if control was gained.
3. Update the zombie's soul.
4. Send a message to the regular mailing stating that an attempt was 
made, success of the attempt, and the current Soul of the Zombie.

During Doc's (or the Mad Scientist's Assistant's) Office Hours the 
Zombie's soul is divided by two (rounding down), and the zombie loses 
4 body. When the zombie's body reaches 0 the zombie decomposes, and 
is removed from play. 

Each day a player controls a zombie that player must pay 1 soul. 
Players do not have to update the PDP, but from the day they control 
the Zombie until the day control is take from them, OR they release 
the Zombie by stating, "I release the Zombie", they must update the 
PDP at least once per Doc's Office Hours.

Items may be given to zombies, but zombies may not give items to 
other players. Zombies are not active players.

Article 2: Actions

A Zombie may take the following actions. If the zombie is under a 
player's control, only that player may issue an action for the 
Zombie. If the Zombie is uncontrolled, the first player, (or Doc) 
who feels like determinging the Zombie's action for that day may 
randomly determine what the zombie does using the dice in the PDP. 
(Note: Only valid actions are considered. If there is no potential 
target in a room, the zombie may not attempt an "attack" in that 
room). A Zombie may only take 1 actions per day. A Zombie may take 
no other action than those listed below:

1. Attempt to give a broken leg to a player. There is a flat 20% 
chance of causing a broken leg to the attacked player. The zombie 
loses 3 body in the attempt (the controlling player suffers no risk 
for the attack). The message to the list is "Zombie <name of zombie> 
rough's up player <target>. The zombie must be in the same room to 
attempt to break a player's leg.

2. Attempt to give another player the disease "icky rot". The 
zombie must be in the same room as the target player. The controller 
of the zombie issues the statement, "Zombie <name> attemts to give 
<target> icky rot." The zombie has a 40% chance of giving the target 
icky rot. If disease "Icky rot" does not exist in the rulestate for 
any reason, this paragraph is ignored.

3. Move to another room. (If not under control it will move to a 
random room, but never toward the morgue).

4. Take a green pill (if E has one in his possession).

5. Take a purple pill (if E has one in is possession).

Upon acceptance of this rule dead player Mark will become a Zombie 
with all diseases healed, zero cash, and 1 green pill (only). E will 
be given a soul of -1 and placed in the Hallway of Death. This 
paragraph will then be placed in comments.



Feyd


From m.couchman@bigwig.net Mon Feb 05 13:58:52 2001
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Date: Mon, 05 Feb 2001 21:58:22 -0000
To: DocNomic@yahoogroups.com
Subject: Re: proposal: amendment to rule 1000 (diseases)
Message-ID: <95n7lu+cjbl@eGroups.com>
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From: "Martin Couchman" <m.couchman@bigwig.net>


> Nice fix previously. and this will override the 20% -- this will 
> keep the surgeon from breaking other's legs just go make $$ fixing 
> them. Is there a problem with this?

Is there a problem with the surgeon making money from breaking 
people's legs? Yes, there is, so long as I'm not the surgeon. 

I'll go bust at this rate! I think I need to invent a lucrative 
salaried post I can take up; everyone else seems to have one.


From Nomic1@aol.com Mon Feb 05 14:00:23 2001
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To: DocNomic@yahoogroups.com
Subject: Nurse: I request a Blood Test
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I do not think it is possible by the ruleset, but if it IS possible:

if the Blood Test is negative, please go ahead and take a pint of 
blood.

Thank you,
Feyd


From Nomic1@aol.com Mon Feb 05 14:02:15 2001
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Subject: Surgeon heals self! film at eleven
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From: Nomic1@aol.com

As surgeon, I hereby exchange 30 soul for 15 body PDP updated.

Feyd


From Nomic1@aol.com Mon Feb 05 14:05:09 2001
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Date: Mon, 05 Feb 2001 22:05:07 -0000
To: DocNomic@yahoogroups.com
Subject: Point of Order: is Sniffles exposure cumulative?
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From: Nomic1@aol.com

Is change of catching the Sniffles cumulative (i.e. if you have 3 
exposures do you have 3 37% chances of contraction, or do you still 
only have a single chance of contracting the sniffles?).

Feyd


From Nomic1@aol.com Mon Feb 05 14:12:49 2001
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To: DocNomic@yahoogroups.com
Subject: Nurse: Vaccination Request
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From: Nomic1@aol.com

Nurse,
I have been exposed to the sniffles, and perhaps other strange and 
terrible diseases. Please give me a vaccination immediately, and 
certainly before you next office hours!!!

Feyd


From Nomic1@aol.com Mon Feb 05 14:17:04 2001
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To: DocNomic@yahoogroups.com
Subject: Clarification Requested: The sniffles.
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The sniffles state:
The next player to send a message to the mailing list after a message 
from a player with The Sniffles has a 37% chance of contracting The 
Sniffles during the next Nurse's Office Hours. 

There is no cure for The Sniffles, but it will dry up and go away 
during the Nurse's Office Hours if the infected player requests 
treatment. 
==========================
Our current sniffler has posted several messages in a row. That 
means that he has a chance of contracting the Sniffles. Not a big 
deal, since he already has them.

BUT, are the sniffles cured (by request) before or after the rolls 
for contraction are made?

If Before, then odds are he will be cured and then re-contract the 
Disease.

This is not a contradiction, just a request for order of evaluation.

Feyd



From Nomic1@aol.com Mon Feb 05 14:25:46 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal : Psychiatric Persecution
Message-ID: <95n98r+old0@eGroups.com>
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--- In DocNomic@y..., rsholmes@m... wrote:
> kevan@s... writes:
> 
> > ------------------------------------------------------------------
----
> > 
> > To the Rule "Psychiatrist", add the paragraph:-
> > 
> > For any given instance of Feyd mis-spelling "Psychiatry", 
> > "Psychiatrist", "Psychiatric", "Psychosis", "Psycho" or "Psyche", 
the 
> > Psychiatrist may pay 5 Soul Points to give Feyd a Psychosis.
> ACCEPTED. What the hell. 1 green, 1 red.
Doc,
I noticed that the ruleset still has not been updated to include this 
rule amendment. Did this slip through the cracks? What about other 
proposals accepted on the 25th?

Feyd


From Nomic1@aol.com Mon Feb 05 14:51:12 2001
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To: DocNomic@yahoogroups.com
Subject: Re: proposal: amendment to rule 1000 (diseases)
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--- In DocNomic@y..., "Martin Couchman" <m.couchman@b...> wrote:
> 
> > Nice fix previously. and this will override the 20% -- this will 
> > keep the surgeon from breaking other's legs just go make $$ 
fixing 
> > them. Is there a problem with this?
> 
> Is there a problem with the surgeon making money from breaking 
> people's legs? Yes, there is, so long as I'm not the surgeon. 
> 
> I'll go bust at this rate! I think I need to invent a lucrative 
> salaried post I can take up; everyone else seems to have one.

Well, the Scichatricst get's a full 1/2 of all fees paid to em, and E 
can ignore you if E want to. I think forcing my player to leave the 
blissful outdoors to enter the confines of the scare, cramped 
hospital just to help someone with a little owie deserves some 
compensation, don't you?

Feyd


From Nomic1@aol.com Mon Feb 05 14:56:08 2001
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To: DocNomic@yahoogroups.com
Subject: Re: proposal: amendment to rule 1000 (diseases)
Message-ID: <95nb23+iosg@eGroups.com>
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--- In DocNomic@y..., "Martin Couchman" <m.couchman@b...> wrote:
> I'll go bust at this rate! I think I need to invent a lucrative 
> salaried post I can take up; everyone else seems to have one.

Martin, if you would like, I will give up my post of Epidemiologist 
to you. 

Or if you prefer, Mr. Weston also has two hats, I'm sure you could 
ask him nicely for one of his positions as well.

Feyd






From jjweston@kenny.sir-toby.com Mon Feb 05 18:11:00 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal : Psychiatric Persecution
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 5 Feb 2001 Nomic1@aol.com wrote:

> I noticed that the ruleset still has not been updated to include this 
> rule amendment. Did this slip through the cracks? What about other 
> proposals accepted on the 25th?

I believe a later proposal wiped out these changes. I also
remember Doc making a comment to that effect at the time it occured.


From jjweston@kenny.sir-toby.com Mon Feb 05 18:13:32 2001
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Date: Mon, 5 Feb 2001 18:57:11 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: proposal: amendment to rule 1000 (diseases)
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 5 Feb 2001 Nomic1@aol.com wrote:

> Martin, if you would like, I will give up my post of Epidemiologist 
> to you. 
> 
> Or if you prefer, Mr. Weston also has two hats, I'm sure you could 
> ask him nicely for one of his positions as well.

Hey man... Don't even think of making me give up my Pharmacist
position... I just love being around all these pills! WoooHooo!!! I love
my job! YES!

Got a pill? Please? Just a little green one... Or a bright shiny
yellow one... Hmmm..... Yellow............................


From jjweston@kenny.sir-toby.com Mon Feb 05 23:45:47 2001
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To: DocNomic@yahoogroups.com
Subject: Pill Purchase
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 green at a cost of 87 cash points.


From Nomic1@aol.com Tue Feb 06 05:54:58 2001
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Subject: Re: Pill Purchase
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--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> I purchase 3 green at a cost of 87 cash points.

Man, you're going to have the market cornered on no time, aren't you 
<GRIN>.

Feyd


From jjweston@kenny.sir-toby.com Tue Feb 06 08:30:18 2001
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Date: Tue, 6 Feb 2001 09:13:38 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Pill Purchase
In-Reply-To: <95ovnc+qir3@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Tue, 6 Feb 2001 Nomic1@aol.com wrote:

> --- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> > I purchase 3 green at a cost of 87 cash points.
> 
> Man, you're going to have the market cornered on no time, aren't you 
> <GRIN>.

I would if I wasn't limited to just purchasing 3 pills of each
color per day... Grr... I shouldn't have left that restriction in. ;-) Or
at least I should have relaxed it a little...


From m.couchman@bigwig.net Tue Feb 06 09:19:18 2001
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Subject: Bought 3 green pills, Pdp updated; no message
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From: "Martin Couchman" <m.couchman@bigwig.net>

Bought 3 green pills, Pdp updated; 


From m.couchman@bigwig.net Tue Feb 06 09:20:54 2001
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Date: Tue, 06 Feb 2001 17:20:50 -0000
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Subject: I move to Hosp. Entrance; pdp updates
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From: "Martin Couchman" <m.couchman@bigwig.net>

I struggle bravely to Hosp. Entrance; pdp updated with -3 body points 
(broken leg)


From jjweston@kenny.sir-toby.com Tue Feb 06 23:22:22 2001
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Date: Wed, 7 Feb 2001 00:05:42 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill purchase.
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 green at a cost of 87.


From Nomic1@aol.com Wed Feb 07 06:01:53 2001
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Date: Wed, 07 Feb 2001 14:01:46 -0000
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Subject: Feyd Moves from Outside to the Hospital Entrance
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From Nomic1@aol.com Wed Feb 07 08:04:25 2001
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To: DocNomic@yahoogroups.com
Subject: Surgeon Notes
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The surgeon will hold office hours tomorrow in the Trauma Center. 
Anyone wishing surgery needs to be in the Center by tomorrow 
afternoon, with a request posted to the list as to what surgery they 
would like performed.


Feyd


From jjweston@kenny.sir-toby.com Wed Feb 07 23:30:10 2001
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To: DocNomic@yahoogroups.com
Subject: Pill Purchase
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 green.


From Nomic1@aol.com Thu Feb 08 05:59:37 2001
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Subject: Doc, you there?
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From: Nomic1@aol.com

You have several proposals, and I think a PoO to look at before the 
Nurse's Office Hours.

Don't tell me you're back in the Real World again (boring!)?


Feyd


From Nomic1@aol.com Thu Feb 08 06:51:42 2001
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Subject: Surgeon to The Trauma Center
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From: Nomic1@aol.com

Feyd the Surgeon moves to the trauma center. He scrubs up, preparing 
to set the broken leg.

"Gosh, that's a bad one, he says. You shouldn't be walking around on 
that! Why didn't you come to me sooner?"

Feyd


From m.couchman@bigwig.net Thu Feb 08 07:54:19 2001
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Subject: I stagger to the trauma centre
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From: "Martin Couchman" <m.couchman@bigwig.net>

ooh, ouch! PDP updated!


From m.couchman@bigwig.net Thu Feb 08 07:55:20 2001
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Subject: correction, PDP not updated - seems to be down again
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From rsholmes@mailbox.syr.edu Thu Feb 08 08:14:38 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Point of Order: is Sniffles exposure cumulative?
References: <95n82j+hngn@eGroups.com>
Date: 08 Feb 2001 11:14:36 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 05 Feb 2001 22:05:07 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Is change of catching the Sniffles cumulative (i.e. if you have 3 
> exposures do you have 3 37% chances of contraction, or do you still 
> only have a single chance of contracting the sniffles?).

The rule says:

The next player to send a message to the mailing list after a
message from a player with The Sniffles has a 37% chance of
contracting The Sniffles during the next Nurse's Office Hours.

I read "a 37% chance" as meaning *one* 37% chance. I.e., at NOH time,
there are two categories of players: Those who were (one or more
times) the next to send a message after a message from a player with
The Sniffles, who have a 37% chance of getting The Sniffles, and those
who were not, who do not.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 08 08:22:44 2001
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Subject: Re: [DocNomic] Clarification Requested: The sniffles.
References: <95n8op+ol6q@eGroups.com>
Date: 08 Feb 2001 11:22:39 -0500
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> The sniffles state:
> The next player to send a message to the mailing list after a message 
> from a player with The Sniffles has a 37% chance of contracting The 
> Sniffles during the next Nurse's Office Hours. 
> 
> There is no cure for The Sniffles, but it will dry up and go away 
> during the Nurse's Office Hours if the infected player requests 
> treatment. 
> ==========================
> Our current sniffler has posted several messages in a row. That 
> means that he has a chance of contracting the Sniffles. Not a big 
> deal, since he already has them.
> 
> BUT, are the sniffles cured (by request) before or after the rolls 
> for contraction are made?
> 
> If Before, then odds are he will be cured and then re-contract the 
> Disease.
> 
> This is not a contradiction, just a request for order of evaluation.

I think you've spotted a "duhhh" in that disease definition; a player
shouldn't be able to give emself the sniffles. But clearly that
happens.

And I think the request for treatment must come *after* infection. So
if a player gets re-infected during NOH (by exposure to emself or to
someone else with The Sniffles), I'd say e must request treatment
again for the next NOH.

(The Nurse doesn't actually cure the Sniffles; I think the intent
simply is to have the Sniffles go away after a few days. If the
re-infection were to clear up during the same NOH where it occurred,
that would be contrary to the rule's intent, I'd say.)

If I had the Sniffles, I'd be proposing an amendment to clarify all
this, and to eliminate self-re-infection.

- Doc

From rsholmes@mailbox.syr.edu Thu Feb 08 08:25:39 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend rule 18. Epidemiologist
References: <95medl+72g0@eGroups.com>
Date: 08 Feb 2001 11:25:37 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 05 Feb 2001 14:47:17 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> [[After being the Epidemiologist I've noticed some things that should 
> be changed.]]
> =======================================================
> Amend the rule 18. Epidemiologist as follows:
> 
> Change the sentence,
> "If the site is not updated at least once between Doc's Office Hours 
> the Epidemiologist loses 25 health points (he obviously caught a 
> nasty bug if he can't update the site)." 
> 
> To:
> "If the Epidemiologist does not hold Office Hours in a timely 
> fashion, Doc may assign penalties as e sees fit, or reassign the post 
> of Epidemiologist to another player. Penalties include assigning 
> diseases or monetary fines as appropriate."
> 
> [[There is also the last sentence, "The Doc may appoint a new 
> Epidemiologist at any time. ", this just allows punishment without 
> proclamation.]]
> 
> 
> Change the sentence: 
> "The Epidemiologist may NOT cure themselves -- they aren't about to 
> try experimental junk! "
> To:
> "If no player has indicated to the Epidemiologist that they wish to 
> attempt a cure for a disease, then the Epidemiologist may attempt to 
> cure themselves. If any other player has made a request, the 
> Epidemiologist may not attempt to cure themselves (whether or not 
> they chose to cure the other player).
> 
> Change:
> "The Epidemiologist gets 1 soul point for performing such a kind act."
> To:
> "The player must be either in the lab OR in the same room as the 
> Epidemiologist to be cured. There is a 75% chance of success. Upon 
> administering the cure the Epidemiologist will update the PDP with 
> the random roll and results of the cure. The Epidemiologist gets 2 
> soul points for performing a sucessful cure."

REJECTED. It's mostly a good proposal, but the first change is
redundant with the existing provisions of Rule 13.

Feyd has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 08 08:26:45 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend 20. Psychiatrist
References: <95mehj+cfje@eGroups.com>
Date: 08 Feb 2001 11:26:42 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 05 Feb 2001 14:49:23 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Change the sentence stating:
> 
> "If the Psychiatrist's Soul Points drop below thirty, Doc may 
> reassign the role elsewhere. "
> 
> TO:
> 
> "If the Psychiatrist's Soul Points drop below thirty, Doc must 
> reassign the role elsewhere. "
> 
> [[Doc MAY reassign it elsewhere whenever he wishes.]]

-5 SPs.

ACCEPTED. 1 green.

Feyd is cured of FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 08 08:33:02 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: amendment to rule 30 (surgeon)
References: <95mnc1+akvr@eGroups.com>
Date: 08 Feb 2001 11:32:55 -0500
In-Reply-To: "Martin Couchman"'s message of "Mon, 05 Feb 2001 17:20:01 -0000"
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From: rsholmes@mailbox.syr.edu

"Martin Couchman" <m.couchman@bigwig.net> writes:

> I thought surgery fees disappeared (aka 'the bank'). The surgeon 
> seems to think they go to his pocket. The rules don't appear to 
> specify. 250 seems a large wad of cash to give to the surgeon, though 
> I realise he needs some recompense for having to go to the trauma 
> centre to do the op, and to dink his arms up to the elbows in blood 
> and gore to do the job. So, I propose a compromise.
> 
> To rule 30, add this text:
> 
> The surgeon, or the nurse where the nurse is able to perform the 
> procedure concerned, shall take 20% of the fees for the operation.

ACCEPTED. 1 green. However, the Surgeon rule needs some work and
this proposal to some degree makes it worse.

The Surgeon rule states

The Surgeon is in charge of operations and physical wounds. His
primary duty is to deal with all diseases of type "Injury" or
"Physical".

and

The Surgeon may not perform surgury on emself. [[Oops, misspelling
needs fixing.]]

The Broken Leg "disease" (what ever happened to separating diseases
from injuries?) says

A Broken Leg can be operated on by the Surgeon for 250 Cash. The
Nurse may operate on the Surgeon's Broken Leg for the same fee.

I see these as contradictory, and the Surgeon rule takes precedence.
That means no one can fix the Surgeon's leg if e breaks it.

The "who surges the Surgeon" dilemma needs to be answered in the
Surgeon rule. 

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 08 08:35:18 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: amend rule 1000
References: <95mvq4+ua9q@eGroups.com>
Date: 08 Feb 2001 11:34:41 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 05 Feb 2001 19:44:04 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Update rule 1000 with the following disease(s):
> 
> Icky Rot (Physical, communicable): Icky rot is usually caused by 
> touching dead things like bodies or corpses. Players with icky rot 
> must take 1 blue pill to move or make a proposal. Players with icky 
> rot may not attempt to "rough up" other players or cause other 
> physical injury. Icky rot has a 60% chance of being cured taking 1 
> Yellow, 1 Red, and 1 Green pill. Alternately, the player may pay the 
> bank 150 cash for the surgeon to cut out the rot. This surgery is 
> 95% effective.
> 
> A player with Icky rot can attempt to infect another player with icky 
> rot by stating, "I attempt to infect <target>". They player must be 
> in the same room as the target. The player must pay 4 soul to 
> attempt such a mean thing, and has a 20% chance of success.

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 08 08:35:22 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] proposal: amendment to rule 1000 (diseases)
References: <95mngl+vf0r@eGroups.com>
Date: 08 Feb 2001 11:34:11 -0500
In-Reply-To: "Martin Couchman"'s message of "Mon, 05 Feb 2001 17:22:29 -0000"
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From: rsholmes@mailbox.syr.edu

"Martin Couchman" <m.couchman@bigwig.net> writes:

> Something else that occurs to me.. to the section of rule 1000 
> relating to broken legs, add this text:
> 
> 
> The person (either surgeon or nurse) who performs an operation to 
> cure a broken leg receives no fee if the injury resulted from that 
> person attacking another player.

REJECTED, only because I think it should be made more general and
included in the Surgeon rule.

Martin has FoR.

-- 
- Doc

From Nomic1@aol.com Thu Feb 08 08:45:10 2001
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Date: Thu, 08 Feb 2001 16:44:53 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Amend rule 18. Epidemiologist
Message-ID: <95uie5+4d4j@eGroups.com>
In-Reply-To: <xzc7l31p2f2.fsf@rodan.syr.edu>
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From: Nomic1@aol.com

Hm, the first change was the most important to me. If I'm 6 hours 
late I lose 25 body. If i just deleted that sentence and let rule 13 
take over would that be sufficient for you? If so, you may consider 
it so changed and re-proposed ...

Feyd

--- In DocNomic@y..., rsholmes@m... wrote:
> Nomic1@a... writes:
> 
> > [[After being the Epidemiologist I've noticed some things that 
should 
> > be changed.]]
> > =======================================================
> > Amend the rule 18. Epidemiologist as follows:
> > 
> > Change the sentence,
> > "If the site is not updated at least once between Doc's Office 
Hours 
> > the Epidemiologist loses 25 health points (he obviously caught a 
> > nasty bug if he can't update the site)." 
> > 
> > To:
> > "If the Epidemiologist does not hold Office Hours in a timely 
> > fashion, Doc may assign penalties as e sees fit, or reassign the 
post 
> > of Epidemiologist to another player. Penalties include assigning 
> > diseases or monetary fines as appropriate."
> > 
> > [[There is also the last sentence, "The Doc may appoint a new 
> > Epidemiologist at any time. ", this just allows punishment 
without 
> > proclamation.]]
> > 
> > 
> > Change the sentence: 
> > "The Epidemiologist may NOT cure themselves -- they aren't about 
to 
> > try experimental junk! "
> > To:
> > "If no player has indicated to the Epidemiologist that they wish 
to 
> > attempt a cure for a disease, then the Epidemiologist may attempt 
to 
> > cure themselves. If any other player has made a request, the 
> > Epidemiologist may not attempt to cure themselves (whether or not 
> > they chose to cure the other player).
> > 
> > Change:
> > "The Epidemiologist gets 1 soul point for performing such a kind 
act."
> > To:
> > "The player must be either in the lab OR in the same room as the 
> > Epidemiologist to be cured. There is a 75% chance of success. 
Upon 
> > administering the cure the Epidemiologist will update the PDP 
with 
> > the random roll and results of the cure. The Epidemiologist gets 
2 
> > soul points for performing a sucessful cure."
> 
> REJECTED. It's mostly a good proposal, but the first change is
> redundant with the existing provisions of Rule 13.
> 
> Feyd has FoR.
> 
> -- 
> - Doc


From Nomic1@aol.com Thu Feb 08 08:50:20 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: amendment to rule 30 (surgeon)
Message-ID: <95uio5+otlj@eGroups.com>
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From: Nomic1@aol.com

--- In DocNomic@y..., rsholmes@m... wrote:
> "Martin Couchman" <m.couchman@b...> writes:
> 
> > I thought surgery fees disappeared (aka 'the bank'). The surgeon 
> ACCEPTED. 1 green. However, the Surgeon rule needs some work and
> this proposal to some degree makes it worse.
> 
> The Surgeon rule states
> 
> The Surgeon is in charge of operations and physical wounds. His
> primary duty is to deal with all diseases of type "Injury" or
> "Physical".
> and
> The Surgeon may not perform surgury on emself. [[Oops, misspelling
> needs fixing.]]
Replace the above sentence with:
"The Surgeon may not perform surgery on emself. Doc or the Nurse may 
perform surgery on the Surgeon at the Surgeon's request." This 
surgery takes place in the Trauma Center.

> I see these as contradictory, and the Surgeon rule takes precedence.
> That means no one can fix the Surgeon's leg if e breaks it.
Yeah, well, that's because you renumbered the disease rule. It used 
to be #10 ;-).

> The "who surges the Surgeon" dilemma needs to be answered in the
> Surgeon rule. 
Consider this a surge.

Feyd




From rsholmes@mailbox.syr.edu Thu Feb 08 08:56:46 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: New Rule, "Mad Scientist",
References: <95n15c+lofh@eGroups.com>
Date: 08 Feb 2001 11:56:42 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 05 Feb 2001 20:07:08 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> It was bound to happen. Once bodies start piling up in the morgue, 
> mad scientists start slipping through the cracks...

REJECTED, because it needs a few improvements as noted:

> ==================================================================
> Create a new rule as follows:
> 
> Mad Scientist (and his assistant)
> 
> Article 1: Animation
> The Mad Scientist lurks in the Morgue of the Hospital. The actions 
> of the Mad Scientist are performed by Doc. At his whim Doc may 
> assign the role of Mad Scientist's assistant to a player. The Mad 
> Scientist emself is not a player. The assistant receives no wages, 
> but does get the cool title "Mad Scientist's Assistant".
> 
> The Mad Scientist has the ability to animate corpses in the Morgue 
> and assign eir actions to a player. An animated corpse, defined as 
> a "Zombie", has negative soul. This specifically overrides the 
> prohibitions in rules [[currently #11]] disallowing negative soul. 
> 
> A player may petition the Mad Scientist to re-animate a dead person, 
> or take control of an animate body. 

These are two separate petitions?

> This is done by paying the Mad 
> Scientist X soul and 50 cash. X is determined by the player as 
> follows:
> 
> The chance of taking control of a dead body or zombie (whether under 
> control or not), is ((10 + X + Zombie_Soul) * 2), with a maximum of 
> 50%. Note that the Zombie's Soul is always zero or negative. If the 
> attempt succeeds, the Zombie is controled by the player, and the 
> Zombie's soul is increased by X/2. If the attempt fails, the Zombie's 
> soul is reduced by X/4. 

This seems to be how one takes control of a Zombie, but how is a
Zombie animated in the first place? 

> If the Zombie's soul ever becomes positive, 
> it is immediatly set to 0 and all control of the zombie is lost.
> 
> A player's petition is as follows:
> 1. Update the PDP to subtract the cash and X soul.
> 2. Generate a random number, determine if control was gained.
> 3. Update the zombie's soul.
> 4. Send a message to the regular mailing stating that an attempt was 
> made, success of the attempt, and the current Soul of the Zombie.
> 
> During Doc's (or the Mad Scientist's Assistant's) Office Hours the 
> Zombie's soul is divided by two (rounding down), 

"down" meaning "toward zero" or "toward the lesser integer"?

> and the zombie loses 
> 4 body. When the zombie's body reaches 0 the zombie decomposes, and 
> is removed from play. 

What if a Player dies because eir BP reaches 0? If re-animated, does
e immediately decompose?

What does "removed from play" mean? E is no longer a Zombie, but is
still a dead Player? Or e is no longer a Player?

> Each day a player controls a zombie that player must pay 1 soul. 
> Players do not have to update the PDP, but from the day they control 
> the Zombie until the day control is take from them, OR they release 
> the Zombie by stating, "I release the Zombie", they must update the 
> PDP at least once per Doc's Office Hours.
> 
> Items may be given to zombies, but zombies may not give items to 
> other players. Zombies are not active players.
> 
> Article 2: Actions
> 
> A Zombie may take the following actions. If the zombie is under a 
> player's control, only that player may issue an action for the 
> Zombie. If the Zombie is uncontrolled, the first player, (or Doc) 
> who feels like determinging the Zombie's action for that day may 
> randomly determine what the zombie does using the dice in the PDP. 
> (Note: Only valid actions are considered. If there is no potential 
> target in a room, the zombie may not attempt an "attack" in that 
> room). A Zombie may only take 1 actions per day. A Zombie may take 
> no other action than those listed below:
> 
> 1. Attempt to give a broken leg to a player. There is a flat 20% 
> chance of causing a broken leg to the attacked player. The zombie 
> loses 3 body in the attempt (the controlling player suffers no risk 
> for the attack). The message to the list is "Zombie <name of zombie> 
> rough's up player <target>. The zombie must be in the same room to 
> attempt to break a player's leg.
> 
> 2. Attempt to give another player the disease "icky rot". The 
> zombie must be in the same room as the target player. The controller 
> of the zombie issues the statement, "Zombie <name> attemts to give 
> <target> icky rot." The zombie has a 40% chance of giving the target 
> icky rot. If disease "Icky rot" does not exist in the rulestate for 
> any reason, this paragraph is ignored.
> 
> 3. Move to another room. (If not under control it will move to a 
> random room, but never toward the morgue).
>
> 4. Take a green pill (if E has one in his possession).
> 
> 5. Take a purple pill (if E has one in is possession).
>
> Upon acceptance of this rule dead player Mark will become a Zombie 
> with all diseases healed, zero cash, and 1 green pill (only). E will 
> be given a soul of -1 and placed in the Hallway of Death. This 
> paragraph will then be placed in comments.

Hmm, I like this better than self-repealing.

One more thing, and it's a biggie. Rule 11 states

If a Player's Body Points or Soul Points are zero, that Player is Dead
and may take no further part in the current Round. This paragraph
takes precedence over all other Rules.

Which raises two points:

(1) Since Rule 11 has precedence over all other Rules, it would
nullify your rule entirely! (Or would it? "may take no further
part in the current Round" is phrased to suggest a permanent
prohibition, even if the Player's SP and BP are later changed to
nonzero values, but it's not made explicit.)

(2) Assume your rule had precedence over Rule 11 (e.g. by asserting it
does and by having a rule number less than 11, which is possible
since Rule 10 is vacant.) When a Zombie is re-animated with
nonzero BP and nonzero (negative) SP, is that Player no longer
Dead? 

-- 
- Doc

From m.couchman@bigwig.net Thu Feb 08 09:13:15 2001
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Date: Thu, 08 Feb 2001 17:12:57 -0000
To: DocNomic@yahoogroups.com
Subject: Surgeon, fix my leg pleae!
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From: "Martin Couchman" <m.couchman@bigwig.net>

I can't stand it any more! I've bene walking around on this broken 
leg for about week.. operate! Thanks!


From Nomic1@aol.com Thu Feb 08 10:33:36 2001
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Date: Thu, 08 Feb 2001 18:33:29 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: New Rule, "Mad Scientist", (re=proposed)
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[[ Doc. The following text is the same as the original proposal=20
except for the changes you suggested. I have fixed the rule #11=20
problem by REMOVING the player from the gamestate, and ADDING a=20
zombie object with player-like properties. The other minor issues=20
have also been cleaned up. Let's try again!]]

It was bound to happen. Once bodies start piling up in the morgue,=20
mad scientists start slipping through the cracks...
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
Create a new rule as follows:

Mad Scientist (and his assistant)

Article 1: Animation
The Mad Scientist lurks in the Morgue of the Hospital. The actions=20
of the Mad Scientist are performed by Doc. At his whim Doc may=20
assign the role of Mad Scientist's assistant to a player. The Mad=20
Scientist emself is not a player. The assistant receives no wages,=20
but does get the cool title "Mad Scientist's Assistant", and may=20
exchange 2 body for 1 soul at any time.

The Mad Scientist has the ability to animate corpses in the Morgue=20
and assign eir actions to a player. An animated corpse, defined as=20
a "Zombie", has all the properties of a player except that e has=20
negative soul. This specifically overrides the prohibitions in the=20
rules [[currently #11]] disallowing negative soul.=20=20

A player may petition the Mad Scientist to re-animate a dead person,=20
or take control of an animate body (a Zombie). These petitions are=20
detailed below. A player may make a maximum of one petition per=20
day.=20=20

1. Animation: If attempting to Animate a dead body, the player pays=20
4 soul and 25 cash to the Mad Scientist (updating the PDP). There is=20
a 76% chance the body will be animated. Once animated, the player's=20
dead body is permanently removed from the gamestate, and a new=20
object, named "Zombie <oldplayername>" is substituted in the dead=20
player's place. The new object (the "Zombie")has all properties of a=20
player except where limited below. A new Zombie has 1 green pill,=20
100 body, -1 soul, and 0 cash. All diseases are cured. If during=20
Docs (or the Assistant's, as appropriate) Office Hours a dead body=20
exists in the morge, there is a 51% chance the Mad Scientist will=20
animate the body with a 67% chance of success.

2. Control: The chance of taking control of a zombie is ((10 + X +=20
Zombie_Soul) * 2), with a maximum of 67%. X is the amount of soul=20
the player pays the Mad Scientist. The player must also pay the Mad=20
Scientist 50 cash. Note that the Zombie's Soul is always zero or=20
negative. If the attempt succeeds, the Zombie is controlled by the=20
player, and the Zombie's soul is added to (-1-X/2), rounded toward 0.=20
If the attempt fails, the Zombie's soul is added to (1+X/4), rounded=20
toward 0. If the Zombie's soul ever becomes positive, it is=20
immediately set to -1 and all control of the zombie is lost.

A player's petition is processed by the player as follows:
1. Update the PDP to subtract the cash and X soul.
2. Generate a random number, determine if control was gained (or the=20
corpse animated, as appropriate).
3. Update the zombie's soul, possession, and diseases (as=20
appropriate).
4. Send a message to the regular mailing stating that an attempt was=20
made, success of the attempt, and the current Soul of the Zombie.=20=20
This message also serves as a reminder for the name in the PDP to be=20
updated (from <playername> to "Zombie <playername>", and for the=20
gamestate to be updated showing a player has been removed and a=20
zombie added.

During Doc's (or the Mad Scientist's Assistant's) Office Hours the=20
Zombie's soul is divided by two (rounding toward 0), and the Zombie=20
loses 5 body. When the zombie's body reaches 0 the zombie=20
decomposes, and is removed from play.=20=20

Each day a player controls a zombie that player must pay 1 soul.=20=20
Players do not have to update the PDP, but from the day they control=20
the Zombie until the day control is take from them, OR they release=20
the Zombie by stating, "I release the Zombie", they must update the=20
PDP at least once per Doc's Office Hours.

Items may be given to zombies, but zombies may not give items to=20
other players. Zombies are not players.

Article 2: Actions

A Zombie may take the following actions. If the zombie is under a=20
player's control, only that player may issue an action for the=20
Zombie. If the Zombie is uncontrolled, the first player, (or Doc)=20
who feels like determining the Zombie's action for that day may=20
randomly determine what the zombie does using the dice in the PDP.=20=20
(Note: Only valid actions are considered. If there is no potential=20
target in a room, the zombie may not attempt an "attack" in that=20
room). If there is a valid target in the room the zombie will=20
attempt one of the attacks listed. A Zombie may only take 1 action=20
per day. A Zombie may take no other action than those listed below:

1. [Attack] Attempt to give a broken leg to a player. There is a=20
flat 25% chance of causing a broken leg to the attacked player. The=20
zombie loses 3 body in the attempt (the controlling player suffers no=20
risk for the attack). The message to the list is "Zombie <name of=20
zombie> rough's up player <target>. The zombie must be in the same=20
room to attempt to break a player's leg. If disease "Broken Leg" does=20
not exist in the rulestate for any reason, this paragraph is ignored.

2.[Attack] Attempt to give another player the disease "icky rot".=20=20
The zombie must be in the same room as the target player. The=20
controller of the zombie issues the statement, "Zombie <name> attemts=20
to give <target> icky rot." The zombie has a 40% chance of giving=20
the target icky rot. If disease "Icky rot" does not exist in the=20
rulestate for any reason, this paragraph is ignored.

3. [Attack] Attempt to give a player "Glam Rock Shoulder". There is=20
a flat 30% chance of causing Glam Rock Shoulder. The zombie loses 2=20
body in the attempt (the controlling player suffers no risk for the=20
attack). The message to the list is "Zombie <name of zombie> hits=20
<target> in the shoulder". If disease "Glam Rock Shoulder" does not=20
exist in the rulestate for any reason this paragraph is ignored.

4. Move to another room. (If not under control it will move to a=20
random room, but never toward the morgue).

5. Take a green pill (if E has one in his possession).


Upon acceptance of this rule dead player Mark will be removed from=20
the gamestate. A new object "Zombie Mark" will be created as a=20
Zombie with icky rot, zero cash, and 1 green pill (only). E will be=20
given a soul of =961, body of 100, and placed in the Hallway of Death.=20=20
This paragraph will then be placed in comments.

Feyd






From rsholmes@mailbox.syr.edu Thu Feb 08 14:26:05 2001
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Subject: Doc's OH
Date: 08 Feb 2001 17:26:01 -0500
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From: rsholmes@mailbox.syr.edu

Postponed until Friday.

-- 
- Doc

From Nomic1@aol.com Thu Feb 08 14:34:51 2001
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To: DocNomic@yahoogroups.com
Subject: Surgeon's Office Hours:
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Martin Cured of..Broken Leg. Charged 250 cash, 50 to Surgeon.
No player got an injury on my watch.
Wages paid


Feyd


From jjweston@kenny.sir-toby.com Thu Feb 08 14:39:52 2001
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Date: Thu, 8 Feb 2001 15:22:40 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pharmacist's and Hospital Building Engineer's Office Hours
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

They will also be postponed until Friday.


From Nomic1@aol.com Thu Feb 08 14:39:53 2001
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To: DocNomic@yahoogroups.com
Subject: Question:
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From: Nomic1@aol.com

Rule "Surgeon" states that a Dr. performs surgery during his office 
hours. Can he perform surgery NOT during his office hours? Or does 
Martin have to wait a week to get his let fixed?

Feyd


From Nomic1@aol.com Thu Feb 08 14:41:06 2001
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Subject: Epidemiologist Office Hours
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From: Nomic1@aol.com

Database updated 2/6/01
2 players, 25% for each airborne..NO PLAYERS CATCH ANYTHING!!
1 player will catch 1 non-airborne..MARTIN catches BROKEN LEG. 

MARTIN my man, didn't you just get that fixed?

Feyd


From Nomic1@aol.com Thu Feb 08 14:48:54 2001
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Date: Thu, 08 Feb 2001 22:48:48 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: amend rule 32: rooms ("it's a pill, not an operating table!!")
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From: Nomic1@aol.com

Amend rule 32, paragraph LAB as follows:
---change from ---
Lab - connects to Hospital Entrance and the Pharmacy 
A player must be in the lab to receive a cure from the 
Epidemiologist. The Epidemiologist does not have to be in the room at 
the same time. 

--- to --- 
Lab - connects to Hospital Entrance and the Pharmacy 
A player must be in the lab or in the same room as the Epidemiologist 
to receive a cure from the Epidemiologist. The Epidemiologist does 
not have to be in the Lab at the same time. 

Feyd

[[his cure's are typically small things like bat's wings or bubble-
gum made in Saudi. he can carry that on his person.]]


From oairhart@ispchannel.com Thu Feb 08 21:42:57 2001
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To: <DocNomic@yahoogroups.com>
Subject: Nurse's OH
Date: Thu, 8 Feb 2001 23:43:31 -0600
Message-ID: <KEEMLGCCDECLAMKOFDOBAEHODHAA.oairhart@ispchannel.com>
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From: "Ottis Airhart" <oairhart@ispchannel.com>

VACCINATIONS:
Feyd received a vaccination. Cost: 100 cash points.
Results: 10% chance of Horrid Rash = Feyd got a 7. Sorry, bud... Horrid
Rash!

BLOOD WORK:
Martin has donated blood. Plus 100 cash points. Plus 5 soul. Minus 3 body.

Feyd requests a blood test...
Results: He rolled a 41 out of 53% chance and caught: Icky Rot
-5 cash points and -1 body point
Feyd, you have to wait until next office hours to donate.

ICKY ROT IS NOT IN THE PLAYERS DETAILS PAGE! I couldn't give it to Feyd.
Please fix.

COMMUNICABLE DISEASES:
2 random players.
Player1: Feyd
Player2: Ottis
Results: Feyd gives Horrid Rash to Ottis. (dangit)

ADDICT:
The new addict for this week shall be: Jeff
who loses 3 body and 5 soul points

MIGRANE:
Migrane suffers lose 5 body points and 8 soul points.
Players affected: Mark
Players who gain a migrane, 8% chance: Martin got a 5, so he gains a
migrane.

SNIFFLES:
Clarification: The way I read it, if you were a lucky player to send a
message after a sniffles player (Martin this week), then you have one 37%
chance to contract it. Not 37% for each instance. That is the way I read
it... although I wish it were the other way around. The sniffles is highly
contagious once it has entered the hospital.

The following players sent an email directly after an infected player. Each
has a 37% chance of contracting the sniffles. The current infected players
are: Martin. He first gained the sniffles on: 2/2/2001 at 18:26.
Results:
Feyd (messages 910, 922, 934, 964, 968): 79 and healthy
Jeff (message 949): 28 and sick. Sorry Jeff. You'd think Feyd would get sick
from all the exposure!

I guess that is about it for now. Thanks all! Happy sniffling!
Nurse Ottis


From jjweston@kenny.sir-toby.com Thu Feb 08 22:47:38 2001
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Date: Thu, 8 Feb 2001 23:30:28 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Nurse's OH
In-Reply-To: <KEEMLGCCDECLAMKOFDOBAEHODHAA.oairhart@ispchannel.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I also requested a blood test...

http://groups.yahoo.com/group/DocNomic/message/897

On Thu, 8 Feb 2001, Ottis Airhart wrote:

> VACCINATIONS:
> Feyd received a vaccination. Cost: 100 cash points.
> Results: 10% chance of Horrid Rash = Feyd got a 7. Sorry, bud... Horrid
> Rash!
> 
> BLOOD WORK:
> Martin has donated blood. Plus 100 cash points. Plus 5 soul. Minus 3 body.
> 
> Feyd requests a blood test...
> Results: He rolled a 41 out of 53% chance and caught: Icky Rot
> -5 cash points and -1 body point
> Feyd, you have to wait until next office hours to donate.
> 
> ICKY ROT IS NOT IN THE PLAYERS DETAILS PAGE! I couldn't give it to Feyd.
> Please fix.
> 
> COMMUNICABLE DISEASES:
> 2 random players.
> Player1: Feyd
> Player2: Ottis
> Results: Feyd gives Horrid Rash to Ottis. (dangit)
> 
> ADDICT:
> The new addict for this week shall be: Jeff
> who loses 3 body and 5 soul points
> 
> MIGRANE:
> Migrane suffers lose 5 body points and 8 soul points.
> Players affected: Mark
> Players who gain a migrane, 8% chance: Martin got a 5, so he gains a
> migrane.
> 
> SNIFFLES:
> Clarification: The way I read it, if you were a lucky player to send a
> message after a sniffles player (Martin this week), then you have one 37%
> chance to contract it. Not 37% for each instance. That is the way I read
> it... although I wish it were the other way around. The sniffles is highly
> contagious once it has entered the hospital.
> 
> The following players sent an email directly after an infected player. Each
> has a 37% chance of contracting the sniffles. The current infected players
> are: Martin. He first gained the sniffles on: 2/2/2001 at 18:26.
> Results:
> Feyd (messages 910, 922, 934, 964, 968): 79 and healthy
> Jeff (message 949): 28 and sick. Sorry Jeff. You'd think Feyd would get sick
> from all the exposure!
> 
> I guess that is about it for now. Thanks all! Happy sniffling!
> Nurse Ottis
> 
> 
> 
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
> 
> 
> 


From jjweston@kenny.sir-toby.com Thu Feb 08 22:47:55 2001
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Date: Thu, 8 Feb 2001 23:30:46 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pill Purchase
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I purchase 3 green.


From kevan@somethingorother.com Fri Feb 09 01:39:04 2001
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Date: Fri, 09 Feb 2001 09:38:59 -0000
To: DocNomic@yahoogroups.com
Subject: Re: correction, PDP not updated - seems to be down again
Message-ID: <960drj+o8ab@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> correction, PDP not updated - seems to be down again

Mm, uncertain.org's being a bit shaky at the moment while its owner 
relocates and rejiggers things. If it's proving a particular 
awkwardness (it seems to mostly be offline when I'm offline as well, 
so I don't really notice), I suppose I could give Doc the script and 
the data file and let him host the PDP himself. What do you think?

Either way, posting a "PDP updated" message to the mailing list when 
you hadn't actually tried to update it seems a bit remiss. Have a 
Tourette's Syndrome.

Kevan

--
http://uncertain.org/~kevan
"That would be an ecumenical matter."


From kevan@somethingorother.com Fri Feb 09 04:20:53 2001
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Date: Fri, 09 Feb 2001 12:20:51 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Three-Dimensional Sniffles
Message-ID: <960nb3+8nkh@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - Three-Dimensional Sniffles

*cough*

Reword "The Sniffles" to:-

The Sniffles is an annoying little disease that is highly
contagious. A Player with this disease has a nagging nasal
drip. When contracted the Player is given the pamphlet "101
Ways To Avoid Infection" (which can serve double duty as a
tissue in an emergency). 

When a Player with the Sniffles moves into a Room, he or
she may roll a 100-sided die for every other Player in that
Room. A roll of 37 or less means that the Player in question
has contracted the Sniffles.

If a Player takes a Blue Pill no more than an hour after
taking a Green Pill, he or she is cured of the Sniffles.

*cough*

----------------------------------------------------------------------


From kevan@somethingorother.com Fri Feb 09 04:39:04 2001
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Date: Fri, 09 Feb 2001 12:38:59 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal - Diarrhoea
Message-ID: <960od3+tlnf@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - Diarrhoea

Add a new Room, and add a connection to it from the Hospital
Entrance:-

Toilets - Connects to Hospital Entrance
Sparkling hygienic toilet facilities for the use of staff
and patients alike.

Add a new Disease, "Diarrhoea" (Physical):-

A Player with Diarrhoea is entirely at the mercy of their
intestinal whim. Any Player may move a Player with Diarrhoea
to the Toilets, at any time (unless they would be unable to
reach that room through normal means).

If a Player with this Disease has taken no Pills for four
consecutive days, and if they've had the Disease for more
than four days, it clears up.

----------------------------------------------------------------------


From kevan@somethingorother.com Fri Feb 09 04:40:09 2001
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Date: Fri, 09 Feb 2001 12:40:04 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Colourful Addiction
Message-ID: <960of4+frb8@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - Colourful Addiction

Remove the Disease "Addiction".

Add a new Disease, "Red Addiction":-

The coating of Red Pills contains a slightly addictive colouring
agent. During the Nurse's Office Hours, he or she shall select a
Player who has taken at least two Red Pills since the Nurse's last
Office Hours - that Player has a 10% chance of contracting Red
Addiction.

A Player with Red Addiction may not take any Action that reduces
the number of Red Pills in their possession, except to take them.

During each Nurse's Office Hours, any Player who had Red Addiction
immediately prior to those Office Hours shall lose 'x' Body and
Soul Points, where 'x' is the number of Red Pills remaining in
their possession. If 'x' is zero, the Player loses 10 Body and
Soul, and is cured of this Disease.

Add a new Disease, "Blue Addiction":-

The active ingredient of Blue Pills has been known to have mildly
addictive properties. Blue Addiction is identical to Red Addiction,
but for Blue Pills instead of Red.

Add a new Disease, "Green Addiction":-

The very mild sedative effect of Green Pills can lead to addiction.
Green Addiction is identical to Red Addiction, but for Green Pills
instead of Red.

----------------------------------------------------------------------


From kevan@somethingorother.com Fri Feb 09 04:51:32 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: Diarrhoea
Message-ID: <960p4i+dipu@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

*cough* Oh dear, I forgot about my Bit of a *cough*. I wonder if 
that's Tourettable?

----------------------------------------------------------------------

Proposal - Diarrhoea

Add a new Room, and add a connection to it from the Hospital
Entrance:-

Toilets - Connects to Hospital Entrance
Sparkling hygienic toilet facilities for the use of staff
and patients alike.

Add a new Disease, "Diarrhoea" (Physical):-

A Player with Diarrhoea is entirely at the mercy of their
intestinal whim. Any Player may move a Player with Diarrhoea
to the Toilets, at any time (unless they would be unable to
reach that room through normal means).

If a Player with this Disease has taken no Pills for four
consecutive days, and has had the Disease for more than
four days, it clears up.

----------------------------------------------------------------------


From kevan@somethingorother.com Fri Feb 09 04:52:31 2001
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Date: Fri, 09 Feb 2001 12:52:29 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Colourful Addiction
Message-ID: <960p6d+gdt6@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

And again. *cough* *cough*

Sorry.

----------------------------------------------------------------------

Proposal - Colourful Addiction

Remove the Disease "Addiction".

Add a new Disease, "Red Addiction":-

The coating of Red Pills contains a slightly addictive colouring
agent. During the Nurse's Office Hours, he or she shall select a
Player who has taken at least two Red Pills since the Nurse's last
Office Hours - that Player has a 10% chance of contracting Red
Addiction.

A Player with Red Addiction may not take any Action that reduces
the number of Red Pills in their possession, except to take a Pill.

During each Nurse's Office Hours, any Player who had Red Addiction
immediately prior to those Office Hours shall lose 'x' Body and
Soul Points, where 'x' is the number of Red Pills remaining in
their possession. If 'x' is zero, the Player loses 10 Body and
Soul, and is cured of this Disease.

Add a new Disease, "Blue Addiction":-

The active ingredient of Blue Pills has been known to have mildly
addictive properties. Blue Addiction is identical to Red Addiction,
but for Blue Pills instead of Red.

Add a new Disease, "Green Addiction":-

The very mild sedative effect of Green Pills can lead to addiction.
Green Addiction is identical to Red Addiction, but for Green Pills
instead of Red.

----------------------------------------------------------------------


From kevan@somethingorother.com Fri Feb 09 05:00:53 2001
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Date: Fri, 09 Feb 2001 13:00:51 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Question: Surgery Times
Message-ID: <960pm3+hbh8@eGroups.com>
In-Reply-To: <95v77h+jhja@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> Rule "Surgeon" states that a Dr. performs surgery during his office 
> hours. Can he perform surgery NOT during his office hours?

Hm, I don't think so - if he could perform cures at whim when the 
Rule says they're performed during his Office Hours, it'd also mean 
he could collect his wages at whim throughout the week.

Although the general wording of surgery things is a bit lax - "the 
player may pay the bank 150 cash for the surgeon to cut out the rot" 
almost seems like "pay cash to be cured immediately, wherever you 
are".

Kevan

--
http://uncertain.org/~kevan
"Death to the supernatural one."


From Nomic1@aol.com Fri Feb 09 06:25:18 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Question: Surgery Times
Message-ID: <960uic+10a6i@eGroups.com>
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--- In DocNomic@y..., "Kevan Davis" <kevan@s...> wrote:
> > Rule "Surgeon" states that a Dr. performs surgery during his 
office 
> > hours. Can he perform surgery NOT during his office hours?
> 
> Hm, I don't think so - if he could perform cures at whim when the 
> Rule says they're performed during his Office Hours, it'd also mean 
> he could collect his wages at whim throughout the week.
> 
> Although the general wording of surgery things is a bit lax - "the 
> player may pay the bank 150 cash for the surgeon to cut out the 
rot" 
> almost seems like "pay cash to be cured immediately, wherever you 
> are".

Hm, but Office Hours are what pay wages, not performing duties. 
Maybe I just need to update the surgeon so that he CAN perform 
surgery anytime, but MUST perform it during OH?

Feyd


From Nomic1@aol.com Fri Feb 09 06:37:33 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Nurse's OH (Please fix)
Message-ID: <960vb9+7si7@eGroups.com>
In-Reply-To: <KEEMLGCCDECLAMKOFDOBAEHODHAA.oairhart@ispchannel.com>
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--- In DocNomic@y..., "Ottis Airhart" <oairhart@i...> wrote:
> VACCINATIONS:
> Feyd received a vaccination. Cost: 100 cash points.
> Results: 10% chance of Horrid Rash = Feyd got a 7. Sorry, bud... 
Horrid Rash!

I take a green pill to fix the rash, and request a new Vaccination in 
order to combat possible "icky rot" (request made within 24 hours).

> Feyd requests a blood test...
> Results: He rolled a 41 out of 53% chance and caught: Icky Rot
> -5 cash points and -1 body point
> Feyd, you have to wait until next office hours to donate.

As Epidemiologist I have an additional 25% chance of avoiding this 
disease. Please verify. If I do not catch icky rot then please 
cancel vaccination request, and allow donation to proceed.


> COMMUNICABLE DISEASES:
> 2 random players.
> Player1: Feyd
> Player2: Ottis
> Results: Feyd gives Horrid Rash to Ottis. (dangit)

Horrid Rash is not Communicable. If anything, Ottic will get Icky 
Rot (trust me, you would rather have the rash!!!).

Feyd




From Nomic1@aol.com Fri Feb 09 07:03:29 2001
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Subject: Math question..RE: Nurses OH (very minor)
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--- In DocNomic@y..., "Ottis Airhart" <oairhart@i...> wrote:

> Feyd requests a blood test...
> Results: He rolled a 41 out of 53% chance and caught: Icky Rot
> -5 cash points and -1 body point
> Feyd, you have to wait until next office hours to donate.

Not that it makes a difference, but don't you mean 41 out of 47%?

Feyd


From kevan@somethingorother.com Fri Feb 09 08:23:49 2001
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Date: Fri, 09 Feb 2001 16:23:46 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Pharmacide
Message-ID: <9615ii+islm@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - Pharmacide

{ All this fiddly stocktaking and mailing-list purchase announcement
is beginning to seem a bit pointless and unexciting, if you ask
me. I propose simple, random price fluctuation and occasional
total lack of stock. }

Reword Rule 9 to:-

An active player shall hold the office of Pharmacist. The identity
of the Pharmacist shall be part of the gamestate.

The Pharmacist tracks the pricing and availability of items in the
Pharmacy. All required information must be stored in one or more
Yahoo! Groups databases (which are part of the gamestate). As
compensation for such duties, the Pharmacist receives 75 cash
points during their Office Hours. If the Pharmacist is unable to
update the Yahoo! Groups database(s) at least once in between
their Office Hours, they will be declared unfit for office and Doc
must replace them immediately. 

During his or her Office Hours, the Pharmacist should roll a
20-sided die for each colour of Pill; each Pill's price is
increased by that amount, then decreased by ten. (If this would
take a Pill's price below 20, it is set to 20.)

On a roll of 20, however, the Pill's price does not change -
instead, the Hospital's suppliers have mucked up the week's
delivery; no Player may buy Pills of that colour until the next
Pharmacist Office Hours (and its unavailability should be noted
in the database).

Reword *cough* Rule 24 to:-

The Pharmacy sells pharmaceutical items to Players for cash,
and buys back superfluous medicine and equipment at reasonable
rates.

Players in the Pharmacy may buy and sell Pills at the prices
given in the Pharmacy database (although Pills are sold back
at 5 Cash less than their market price, to cover the costs
of cleaning and rebottling).

In the interests of public health and safety, a single Player may
not purchase more than 3 Pills of a given colour in a single day. 

Upon passage of this Rule, each Pill colour's price shall be set to
forty Cash. *cough*

----------------------------------------------------------------------


From oairhart@ispchannel.com Fri Feb 09 08:31:04 2001
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To: <DocNomic@yahoogroups.com>
Subject: RE: [DocNomic] Nurse's OH
Date: Fri, 9 Feb 2001 10:31:34 -0600
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From: "Ottis Airhart" <oairhart@ispchannel.com>

No problem. I have put it in retroactively. Sorry I missed it. The PDP, uh,
I mean the lab, is down right now so I can't get the results back yet. I
have entered it in the Blood Bank database so you will have credit for it
this past week.

-----Original Message-----
From: Jeffrey J. Weston [mailto:jjweston@kenny.sir-toby.com]
Sent: Friday, February 09, 2001 1:30 AM
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Nurse's OH


I also requested a blood test...

http://groups.yahoo.com/group/DocNomic/message/897

On Thu, 8 Feb 2001, Ottis Airhart wrote:

> VACCINATIONS:
> Feyd received a vaccination. Cost: 100 cash points.
> Results: 10% chance of Horrid Rash = Feyd got a 7. Sorry, bud... Horrid
> Rash!
>
> BLOOD WORK:
> Martin has donated blood. Plus 100 cash points. Plus 5 soul. Minus 3 body.
>
> Feyd requests a blood test...
> Results: He rolled a 41 out of 53% chance and caught: Icky Rot
> -5 cash points and -1 body point
> Feyd, you have to wait until next office hours to donate.
>
> ICKY ROT IS NOT IN THE PLAYERS DETAILS PAGE! I couldn't give it to Feyd.
> Please fix.
>
> COMMUNICABLE DISEASES:
> 2 random players.
> Player1: Feyd
> Player2: Ottis
> Results: Feyd gives Horrid Rash to Ottis. (dangit)
>
> ADDICT:
> The new addict for this week shall be: Jeff
> who loses 3 body and 5 soul points
>
> MIGRANE:
> Migrane suffers lose 5 body points and 8 soul points.
> Players affected: Mark
> Players who gain a migrane, 8% chance: Martin got a 5, so he gains a
> migrane.
>
> SNIFFLES:
> Clarification: The way I read it, if you were a lucky player to send a
> message after a sniffles player (Martin this week), then you have one 37%
> chance to contract it. Not 37% for each instance. That is the way I read
> it... although I wish it were the other way around. The sniffles is highly
> contagious once it has entered the hospital.
>
> The following players sent an email directly after an infected player.
Each
> has a 37% chance of contracting the sniffles. The current infected players
> are: Martin. He first gained the sniffles on: 2/2/2001 at 18:26.
> Results:
> Feyd (messages 910, 922, 934, 964, 968): 79 and healthy
> Jeff (message 949): 28 and sick. Sorry Jeff. You'd think Feyd would get
sick
> from all the exposure!
>
> I guess that is about it for now. Thanks all! Happy sniffling!
> Nurse Ottis
>
>
>
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
>
>
>



To unsubscribe from this group, send an email to:
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From oairhart@ispchannel.com Fri Feb 09 08:32:12 2001
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To: <DocNomic@yahoogroups.com>
Subject: RE: [DocNomic] Proposal: Three-Dimensional Sniffles
Date: Fri, 9 Feb 2001 10:32:45 -0600
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From: "Ottis Airhart" <oairhart@ispchannel.com>

Oh I hope not...

-----Original Message-----
From: Kevan Davis [mailto:kevan@somethingorother.com]
Sent: Friday, February 09, 2001 6:21 AM
To: DocNomic@yahoogroups.com
Subject: [DocNomic] Proposal: Three-Dimensional Sniffles


----------------------------------------------------------------------

Proposal - Three-Dimensional Sniffles

*cough*

Reword "The Sniffles" to:-

The Sniffles is an annoying little disease that is highly
contagious. A Player with this disease has a nagging nasal
drip. When contracted the Player is given the pamphlet "101
Ways To Avoid Infection" (which can serve double duty as a
tissue in an emergency). 

When a Player with the Sniffles moves into a Room, he or
she may roll a 100-sided die for every other Player in that
Room. A roll of 37 or less means that the Player in question
has contracted the Sniffles.

If a Player takes a Blue Pill no more than an hour after
taking a Green Pill, he or she is cured of the Sniffles.

*cough*

----------------------------------------------------------------------



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From oairhart@ispchannel.com Fri Feb 09 08:41:01 2001
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To: <DocNomic@yahoogroups.com>
Subject: RE: [DocNomic] Re: Nurse's OH (Please fix)
Date: Fri, 9 Feb 2001 10:41:40 -0600
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From: "Ottis Airhart" <oairhart@ispchannel.com>

:: --- In DocNomic@y..., "Ottis Airhart" <oairhart@i...> wrote:
:: > VACCINATIONS:
:: > Feyd received a vaccination. Cost: 100 cash points.
:: > Results: 10% chance of Horrid Rash = Feyd got a 7. Sorry, bud...
:: Horrid Rash!
::
:: I take a green pill to fix the rash, and request a new Vaccination in
:: order to combat possible "icky rot" (request made within 24 hours).

I will attempt when the PDP is up.

::
:: > Feyd requests a blood test...
:: > Results: He rolled a 41 out of 53% chance and caught: Icky Rot
:: > -5 cash points and -1 body point
:: > Feyd, you have to wait until next office hours to donate.
::
:: As Epidemiologist I have an additional 25% chance of avoiding this
:: disease. Please verify. If I do not catch icky rot then please
:: cancel vaccination request, and allow donation to proceed.

Correct. Sorry for the problem... you do not catch icky rot wit ha 41. You
would have had to have had a 28 or less to catch it. I'll fix the PDP, no,
wait, ICKY ROT is not in the PDP... so I guess I don't have to fix that one.
And I guess you don't need a vaccination.

Thanks for watching over my shoulder!

::
::
:: > COMMUNICABLE DISEASES:
:: > 2 random players.
:: > Player1: Feyd > Player2: Ottis
:: > Results: Feyd gives Horrid Rash to Ottis. (dangit)
::
:: Horrid Rash is not Communicable. If anything, Ottic will get Icky
:: Rot (trust me, you would rather have the rash!!!).
::
:: Feyd

According to the rules, Icky Rot is communicable based on it being:
1. infections
2. airborne
3. contagious
4. non-contagious
5. blood-borne

I don't know which it was, but it had one of these categories by its name
(The ruleset is currently unavailable).



From oairhart@ispchannel.com Fri Feb 09 08:41:37 2001
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To: <DocNomic@yahoogroups.com>
Subject: RE: [DocNomic] Math question..RE: Nurses OH (very minor)
Date: Fri, 9 Feb 2001 10:42:12 -0600
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From: "Ottis Airhart" <oairhart@ispchannel.com>

yes. Moot point now... you didn't get it after all.

:: -----Original Message-----
:: From: Nomic1@aol.com [mailto:Nomic1@aol.com]
:: Sent: Friday, February 09, 2001 9:03 AM
:: To: DocNomic@yahoogroups.com
:: Subject: [DocNomic] Math question..RE: Nurses OH (very minor)
:: 
:: 
:: --- In DocNomic@y..., "Ottis Airhart" <oairhart@i...> wrote:
:: 
:: > Feyd requests a blood test...
:: > Results: He rolled a 41 out of 53% chance and caught: Icky Rot
:: > -5 cash points and -1 body point
:: > Feyd, you have to wait until next office hours to donate.
:: 
:: Not that it makes a difference, but don't you mean 41 out of 47%?
:: 
:: Feyd
:: 
:: 
:: 
:: To unsubscribe from this group, send an email to:
:: DocNomic-unsubscribe@egroups.com
:: 
:: 
:: 
:: 

From jjweston@kenny.sir-toby.com Fri Feb 09 09:03:03 2001
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Date: Fri, 9 Feb 2001 09:45:41 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Colourful Addiction
In-Reply-To: <960p6d+gdt6@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Doh! This proposal will also be ignored since it has an identical
label to another proposal.

On Fri, 9 Feb 2001, Kevan Davis wrote:

> And again. *cough* *cough*
> 
> Sorry.
> 
> ----------------------------------------------------------------------
> 
> Proposal - Colourful Addiction
> 
> Remove the Disease "Addiction".
> 
> Add a new Disease, "Red Addiction":-
> 
> The coating of Red Pills contains a slightly addictive colouring
> agent. During the Nurse's Office Hours, he or she shall select a
> Player who has taken at least two Red Pills since the Nurse's last
> Office Hours - that Player has a 10% chance of contracting Red
> Addiction.
> 
> A Player with Red Addiction may not take any Action that reduces
> the number of Red Pills in their possession, except to take a Pill.
> 
> During each Nurse's Office Hours, any Player who had Red Addiction
> immediately prior to those Office Hours shall lose 'x' Body and
> Soul Points, where 'x' is the number of Red Pills remaining in
> their possession. If 'x' is zero, the Player loses 10 Body and
> Soul, and is cured of this Disease.
> 
> Add a new Disease, "Blue Addiction":-
> 
> The active ingredient of Blue Pills has been known to have mildly
> addictive properties. Blue Addiction is identical to Red Addiction,
> but for Blue Pills instead of Red.
> 
> Add a new Disease, "Green Addiction":-
> 
> The very mild sedative effect of Green Pills can lead to addiction.
> Green Addiction is identical to Red Addiction, but for Green Pills
> instead of Red.
> 
> ----------------------------------------------------------------------



From jjweston@kenny.sir-toby.com Fri Feb 09 09:03:08 2001
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Date: Fri, 9 Feb 2001 09:44:36 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Diarrhoea
In-Reply-To: <960p4i+dipu@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Doh... This proposal will also be ignored, due to it having an
identical label to another proposal.

On Fri, 9 Feb 2001, Kevan Davis wrote:

> *cough* Oh dear, I forgot about my Bit of a *cough*. I wonder if 
> that's Tourettable?
> 
> ----------------------------------------------------------------------
> 
> Proposal - Diarrhoea
> 
> Add a new Room, and add a connection to it from the Hospital
> Entrance:-
> 
> Toilets - Connects to Hospital Entrance
> Sparkling hygienic toilet facilities for the use of staff
> and patients alike.
> 
> Add a new Disease, "Diarrhoea" (Physical):-
> 
> A Player with Diarrhoea is entirely at the mercy of their
> intestinal whim. Any Player may move a Player with Diarrhoea
> to the Toilets, at any time (unless they would be unable to
> reach that room through normal means).
> 
> If a Player with this Disease has taken no Pills for four
> consecutive days, and has had the Disease for more than
> four days, it clears up.
> 
> ----------------------------------------------------------------------


From jjweston@kenny.sir-toby.com Fri Feb 09 09:12:03 2001
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Date: Fri, 9 Feb 2001 09:53:16 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Pharmacide
In-Reply-To: <9615ii+islm@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

*sigh* You're not trying to make all my hard work of the last two
weeks a moot point are you? *grumble* *grumble*

On Fri, 9 Feb 2001, Kevan Davis wrote:

> ----------------------------------------------------------------------
> 
> Proposal - Pharmacide
> 
> { All this fiddly stocktaking and mailing-list purchase announcement
> is beginning to seem a bit pointless and unexciting, if you ask
> me. I propose simple, random price fluctuation and occasional
> total lack of stock. }
> 
> Reword Rule 9 to:-
> 
> An active player shall hold the office of Pharmacist. The identity
> of the Pharmacist shall be part of the gamestate.
> 
> The Pharmacist tracks the pricing and availability of items in the
> Pharmacy. All required information must be stored in one or more
> Yahoo! Groups databases (which are part of the gamestate). As
> compensation for such duties, the Pharmacist receives 75 cash
> points during their Office Hours. If the Pharmacist is unable to
> update the Yahoo! Groups database(s) at least once in between
> their Office Hours, they will be declared unfit for office and Doc
> must replace them immediately. 
> 
> During his or her Office Hours, the Pharmacist should roll a
> 20-sided die for each colour of Pill; each Pill's price is
> increased by that amount, then decreased by ten. (If this would
> take a Pill's price below 20, it is set to 20.)
> 
> On a roll of 20, however, the Pill's price does not change -
> instead, the Hospital's suppliers have mucked up the week's
> delivery; no Player may buy Pills of that colour until the next
> Pharmacist Office Hours (and its unavailability should be noted
> in the database).
> 
> Reword *cough* Rule 24 to:-
> 
> The Pharmacy sells pharmaceutical items to Players for cash,
> and buys back superfluous medicine and equipment at reasonable
> rates.
> 
> Players in the Pharmacy may buy and sell Pills at the prices
> given in the Pharmacy database (although Pills are sold back
> at 5 Cash less than their market price, to cover the costs
> of cleaning and rebottling).
> 
> In the interests of public health and safety, a single Player may
> not purchase more than 3 Pills of a given colour in a single day. 
> 
> Upon passage of this Rule, each Pill colour's price shall be set to
> forty Cash. *cough*


From jjweston@kenny.sir-toby.com Fri Feb 09 09:21:05 2001
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Date: Fri, 9 Feb 2001 10:02:39 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Pharmacide
In-Reply-To: <9615ii+islm@eGroups.com>
Message-ID: <Pine.LNX.4.21.0102090958420.28622-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Fri, 9 Feb 2001, Kevan Davis wrote:

> { All this fiddly stocktaking and mailing-list purchase announcement
> is beginning to seem a bit pointless and unexciting, if you ask
> me. I propose simple, random price fluctuation and occasional
> total lack of stock. }

Another thought... BORING. As the rule stands now, we actually
have some sort of strategy people can use to help imrpove their standing
in the game. It seems like EVERYTHING in this game is based upon random
this, and random that. Please... Not another random element in the
game. It would remove any sort of strategy these rules currenly allow.

If you don't like all the mailing list messages, perhaps you can
add pill purchase and inventory tracking functionality to the PDP.


From kevan@somethingorother.com Fri Feb 09 09:27:53 2001
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Subject: Re: Duplicate Proposal Labels
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From: "Kevan Davis" <kevan@somethingorother.com>

> Doh... This proposal will also be ignored, due to it having an
> identical label to another proposal.

What fun. From Rule 3; "If more than one pending proposal has the 
same label, every proposal with that same label will be ignored, 
except for the first one."

Which means that the first one *won't* be ignored, because Rule 3 
takes numerical precedence over Rule 1000 (where the penalties of a 
Bit of a Cough are defined).

Kevan

--
http://uncertain.org/~kevan
"Well, why is there only one of you?"


From kevan@somethingorother.com Fri Feb 09 09:29:05 2001
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Date: Fri, 09 Feb 2001 17:28:58 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Pharmacide
Message-ID: <9619cq+jsid@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> *sigh* You're not trying to make all my hard work of the last 
two
> weeks a moot point are you? *grumble* *grumble*

Just trying to make your hard work a bit easier and more interesting, 
chap.

Kevan

--
http://uncertain.org/~kevan
"Cartoon dogs laugh at me."


From Nomic1@aol.com Fri Feb 09 10:27:03 2001
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Date: Fri, 09 Feb 2001 18:26:59 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Nurse's OH (Please fix)
Message-ID: <961cpj+g4j8@eGroups.com>
In-Reply-To: <KEEMLGCCDECLAMKOFDOBKEIBDHAA.oairhart@ispchannel.com>
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--- In DocNomic@y..., "Ottis Airhart" <oairhart@i...> wrote:
> :: --- In DocNomic@y..., "Ottis Airhart" <oairhart@i...> wrote:
> :: > VACCINATIONS:
> :: > Feyd received a vaccination. Cost: 100 cash points.
> :: I take a green pill to fix the rash, and request a new 
Vaccination in
> :: order to combat possible "icky rot" (request made within 24 
hours).
> 
> I will attempt when the PDP is up.
> 
> ::
> :: > Feyd requests a blood test...
> :: > Results: He rolled a 41 out of 53% chance and caught: Icky Rot
> :: > -5 cash points and -1 body point
> :: > Feyd, you have to wait until next office hours to donate.
> ::
> :: As Epidemiologist I have an additional 25% chance of avoiding 
this
> :: disease. Please verify. If I do not catch icky rot then please
> :: cancel vaccination request, and allow donation to proceed.
> 
> Correct. Sorry for the problem... you do not catch icky rot wit ha 
41. You
> would have had to have had a 28 or less to catch it. I'll fix the 
PDP, no,
> wait, ICKY ROT is not in the PDP... so I guess I don't have to fix 
that one.

Nursie, your math is incorrect. One may correctly figure the E. 
resistance be either:
making two separate rolls, one at 53% and one at 25%. Both must 
succeed for the E. to catch the disease. OR
53% - (53% * 25%)== 53-13.5 == 39.5 (NOT SUBTRACTING 53% - 25%. If 
so, the E. could never catch catch things with a <25% chance of 
transmission.). 

However, your solution was correct.

> :: > COMMUNICABLE DISEASES:
> :: > 2 random players.
> :: > Player1: Feyd > Player2: Ottis
> :: > Results: Feyd gives Horrid Rash to Ottis. (dangit)
> ::
> :: Horrid Rash is not Communicable. If anything, Ottic will get 
Icky
> :: Rot (trust me, you would rather have the rash!!!).
> ::
> :: Feyd
> 
> According to the rules, Icky Rot is communicable based on it being:
> 1. infections
> 2. airborne
> 3. contagious
> 4. non-contagious
> 5. blood-borne

Icky rot is communicable because it says it is (physical, 
communicable). We are talking about Horrid Rash. Horrid rash in not 
communicable because it's description specifically states it is "non-
communicable".

If I don't have icky rot, then you don't catch anything

Feyd


From Nomic1@aol.com Fri Feb 09 11:05:38 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Nurse's OH (Please fix)
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--- In DocNomic@y..., Nomic1@a... wrote:
> --- In DocNomic@y..., "Ottis Airhart" <oairhart@i...> wrote:
> > :: --- In DocNomic@y..., "Ottis Airhart" <oairhart@i...> wrote:
> > :: > VACCINATIONS:
> > :: > Feyd received a vaccination. Cost: 100 cash points.
> > :: I take a green pill to fix the rash, and request a new 
> Vaccination in
> > :: order to combat possible "icky rot" (request made within 24 
> hours).
> > 
> > I will attempt when the PDP is up.
> > 
> > ::
> > :: > Feyd requests a blood test...
> > :: > Results: He rolled a 41 out of 53% chance and caught: Icky 
Rot
> > :: > -5 cash points and -1 body point
> > :: > Feyd, you have to wait until next office hours to donate.
> > ::
> > :: As Epidemiologist I have an additional 25% chance of avoiding 
> this
> > :: disease. Please verify. If I do not catch icky rot then 
please
> > :: cancel vaccination request, and allow donation to proceed.
> > 
> > Correct. Sorry for the problem... you do not catch icky rot wit 
ha 
> 41. You
> > would have had to have had a 28 or less to catch it. I'll fix the 
> PDP, no,
> > wait, ICKY ROT is not in the PDP... so I guess I don't have to 
fix 
> that one.
> 
> Nursie, your math is incorrect. One may correctly figure the E. 
> resistance be either:
> making two separate rolls, one at 53% and one at 25%. Both must 
> succeed for the E. to catch the disease. OR
> 53% - (53% * 25%)== 53-13.5 == 39.5 (NOT SUBTRACTING 53% - 25%. If 
> so, the E. could never catch catch things with a <25% chance of 
> transmission.). 

Hm, I messed up too. As previously mentioned, the chance of getting 
IR is 47% (not 53%). We forgot the +20% (for Horrid Rash) = 67% 
chance of catching, with at 25% E. benefit (either two rolls or an 
adjusted total of 67% * 3/4 = 50.25%.

Feyd




From kevan@somethingorother.com Fri Feb 09 11:59:01 2001
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Date: Fri, 09 Feb 2001 19:58:53 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Pharmacide
Message-ID: <961i5t+t39t@eGroups.com>
In-Reply-To: <Pine.LNX.4.21.0102090958420.28622-100000@kenny.sir-toby.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> > { All this fiddly stocktaking and mailing-list purchase 
announcement
> > is beginning to seem a bit pointless and unexciting, if you ask
> > me. I propose simple, random price fluctuation and occasional
> > total lack of stock. }
> 
> Another thought... BORING. As the rule stands now, we actually
> have some sort of strategy people can use to help imrpove their 
standing
> in the game. It seems like EVERYTHING in this game is based upon 
random
> this, and random that. Please... Not another random element in the
> game. It would remove any sort of strategy these rules currenly 
allow.
>
> If you don't like all the mailing list messages, perhaps you 
can
> add pill purchase and inventory tracking functionality to the PDP.

Mm, I agree that randomness can be a bad and boring thing, and that 
there's generally a bit too much of it in the game at the moment, but 
it's often a useful alternative to something over-complicated, a way 
to provide an interesting game stimulus without having to muck around 
working things out in the background.

The current sliding-scale Pill market is, I realise, a fairly 
interesting little piece of game theory - it just feels a bit messy 
and disparate in its implementation, less than ideally suited to the 
media we find ourselves playing in, somehow too much of a tangent 
from the rest of the Hospital (strategy-wise, there's a *lot* going 
on with reciprocity of favours and the actual business of Nomic 
proposals, if you ask me). Pharmacide is a rather extreme solution, I 
know, but I feel it needs roping in one way or another.

Upgrading the PDP to support it would perhaps be worthwhile, though; 
maybe I'll play around with the implementation over the weekend and 
see what comes of it. Ignore the Proposal in question, if you would, 
Doc.

Kevan

--
http://uncertain.org/~kevan
"I know exactly what they are."


From Nomic1@aol.com Fri Feb 09 12:08:50 2001
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Subject: * Feyd moves to Main Entrance
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From rsholmes@mailbox.syr.edu Fri Feb 09 12:38:02 2001
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References: <xzczofwn75y.fsf@rodan.syr.edu>
Date: 09 Feb 2001 15:37:56 -0500
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From: rsholmes@mailbox.syr.edu

Postponed still further to Monday.

-- 
- Doc


From jjweston@kenny.sir-toby.com Fri Feb 09 17:45:17 2001
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Date: Fri, 9 Feb 2001 18:27:43 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pharmacist's Office Hours
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

1. Handle all outstanding transactions.

The following transactions are outstanding:

2/5 Martin bought 2 purple. 56 remain.
2/5 Jeff receives 1 green. 19 remain.
2/5 Jeff receives 1 green. 18 remain.
2/5 Kevan receives 1 green. 17 remain.
2/5 Jeff receives 1 green. 16 remain.
2/5 Jeff receives 1 green. 15 remain.
2/5 Jeff receives 1 green. 14 remain.
2/5 Jeff bought 3 green. 11 remain.
2/6 Martin bought 3 green. 8 remain.
2/6 Jeff bought 3 green. 5 remain.
2/7 Jeff bought 3 green. 2 remain.
2/8 Feyd receives 1 green. 1 remain.
2/8 Martin receives 1 green. 0 remain.
2/8 Feyd receives 1 green. coupon issued.
2/8 Feyd receives 1 red. 40 remain.
2/8 Feyd receives 1 yellow. 48 remain.
2/8 Ottis receives 3 green. coupon issued.
2/8 Jeff bought 3 green. not allowed.

Feyd receives a coupon for one green pill. His green pill count is
reduced by 1.

Ottis receives a coupon for three green pills. His green pill
count is reduced by 3.

Jeff requested to purchase a total of 15 green pills over five
days. However, pharmacy stocks only allowed him to purchase 12 green
pills. His cash is reduced by 348. His green pill count is increased by
12.

Pharmacy stocks updated.
Pill coupon inventory updated.
PDP updated.

2. Receive my compensation of 75 cash points.

PDP updated.

3. Make pills for the pharmacy.

I see 5 active players in the PDP. Mark is dead and Britta is in a
coma. I produce the following pills:

5 yellow : 53 now in stock.
6 purple : 62 now in stock.
8 red : 48 now in stock.
9 blue : 70 now in stock.
10 green : 10 now in stock.

Pharmacy stocks updated.

4. Update pill prices.

color : buy : sell
-------+------+-----
yellow : 38 : 28
purple : 28 : 20
red : 31 : 21
blue : 18 : 11
green : 100 : 50

Pharmacy prices updated.

This completes the Pharmacist's Office Hours.


From jjweston@kenny.sir-toby.com Fri Feb 09 22:50:58 2001
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Date: Fri, 9 Feb 2001 23:33:35 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: I'd like to work on my addiction now...
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Hey Mr. Psychiatrist? I wanna break free of my nasty addiction. I
can be at the Psychiatrit Ward tomorrow if I leave the Pharmacy
tonight. Could I schedule a session with you please?

I'll start right now... I move to Hospital Entrance.


From jjweston@kenny.sir-toby.com Fri Feb 09 22:59:10 2001
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Date: Fri, 9 Feb 2001 23:41:47 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Hospital Building Engineer's Office Hours
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Updated the Yahoo! Groups database today. Everything should be
current.

I take my compensation of 1 yellow and 1 purple pill.


From jjweston@kenny.sir-toby.com Fri Feb 09 23:05:50 2001
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Date: Fri, 9 Feb 2001 23:48:28 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pharmacist's Report 2/9/2001
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Jeff received 1 yellow pill. 52 remain.
Jeff received 1 purple pill. 61 remain.

Pharmacy stocks updated.
PDP updated.


From kevan@somethingorother.com Sat Feb 10 02:25:28 2001
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To: DocNomic@yahoogroups.com
Subject: Re: I'd like to work on my addiction now...
Message-ID: <9634ul+fijj@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> Hey Mr. Psychiatrist? I wanna break free of my nasty 
addiction. I
> can be at the Psychiatrit Ward tomorrow if I leave the Pharmacy
> tonight. Could I schedule a session with you please?

But of course.

And hm, that reminds, me, your messages 993, 994, 995, 996, 1004, 
1005, 1006, 1007 didn't seem to ask for Pills at all. We both lose a 
total of eight Soul Points, and I get eight Pills of my choice. 
(Green ones, I think...)

> I'll start right now... I move to Hospital Entrance.

And I shall move to the Psychiatric Ward.

Kevan

--
http://uncertain.org/~kevan
"Don't just sit there feeling stressed."


From kevan@somethingorother.com Sat Feb 10 07:46:48 2001
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Subject: Proposal: Infinitum Absurdum
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From: "Kevan Davis" <kevan@somethingorother.com>

------------------------------------------------------------------

Proposal - Infinitum Absurdum

In Rule 9, change the Pill cost equation from "( 50 / x ) * p"
to "( 50 / (x+1) ) * p".

{ Something that was crashing the PDP during my attempts to
implement things. Infinitely valuable Pills seem a little
dangerous. }

*cough*

*cough*

------------------------------------------------------------------


From jjweston@kenny.sir-toby.com Sat Feb 10 10:53:36 2001
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Date: Sat, 10 Feb 2001 11:36:03 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: I'd like to work on my addiction now...
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Sat, 10 Feb 2001, Kevan Davis wrote:

> > Hey Mr. Psychiatrist? I wanna break free of my nasty addiction. I can
> > be at the Psychiatrit Ward tomorrow if I leave the Pharmacy tonight.
> > Could I schedule a session with you please?
> 
> But of course.
> 
> And hm, that reminds, me, your messages 993, 994, 995, 996, 1004, 
> 1005, 1006, 1007 didn't seem to ask for Pills at all. We both lose a 
> total of eight Soul Points, and I get eight Pills of my choice. 
> (Green ones, I think...)

Only eight? I thought I posted way more than that... Was hoping
someone would catch on, I wanted to bump up the prices for
pills... :)

Pharmacy stocks updated. 2 green remain.

> > I'll start right now... I move to Hospital Entrance.
> 
> And I shall move to the Psychiatric Ward.

I also move to the Psychiatric Ward.


From jjweston@kenny.sir-toby.com Sat Feb 10 10:59:00 2001
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Date: Sat, 10 Feb 2001 11:41:27 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Infinitum Absurdum
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Sat, 10 Feb 2001, Kevan Davis wrote:

> ------------------------------------------------------------------
> 
> Proposal - Infinitum Absurdum
> 
> In Rule 9, change the Pill cost equation from "( 50 / x ) * p"
> to "( 50 / (x+1) ) * p".
> 
> { Something that was crashing the PDP during my attempts to
> implement things. Infinitely valuable Pills seem a little
> dangerous. }

Except... If you look at the Pharmacist's Office Hours, you see
that pill prices are set *after* pills are created. There is currently no
way for a divide by zero error to occur, unless there are zero
players. Now if you are adjusting pill prices after each and every
purchase...


From kevan@somethingorother.com Sat Feb 10 11:28:56 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Infinitum Absurdum
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From: "Kevan Davis" <kevan@somethingorother.com>

> Except... If you look at the Pharmacist's Office Hours, you 
see
> that pill prices are set *after* pills are created. There is 
currently no
> way for a divide by zero error to occur, unless there are zero
> players. Now if you are adjusting pill prices after each and every
> purchase...

Ah, didn't realise; I was programming it to readjust prices 
dynamically, thinking that the majority of the Pill-buying game 
theory hinged on the "one Player suddenly selling a load of Pills at 
a high price, making everyone else's less valuable" risk factor.

Do you think it's worth implementing that, if the technology to 
easily recalculate after every purchase is available? Or is there a 
good reason for leaving it 'til the Office Hours that I can't quite 
see?

Kevan

--
http://uncertain.org/~kevan
"And the FTSE index closed down. Finished. Good."


From jjweston@kenny.sir-toby.com Sat Feb 10 11:59:26 2001
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Date: Sat, 10 Feb 2001 12:41:54 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Infinitum Absurdum
In-Reply-To: <9644pi+bcd8@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Sat, 10 Feb 2001, Kevan Davis wrote:

> Ah, didn't realise; I was programming it to readjust prices 
> dynamically, thinking that the majority of the Pill-buying game 
> theory hinged on the "one Player suddenly selling a load of Pills at 
> a high price, making everyone else's less valuable" risk factor.
> 
> Do you think it's worth implementing that, if the technology to 
> easily recalculate after every purchase is available? Or is there a 
> good reason for leaving it 'til the Office Hours that I can't quite 
> see?

Well, aside from the fact that that's what the current ruleset
indicates... It makes it less feasible for players to manipulate the
market. By waiting until Office Hours to set prices, players could buy a
bunch of pills at a low price over a period of time, bumping up the price,
and be able to sell them all back at an inflated price later on. If you
adjust prices after every single pill enters or leaves the pharmacy, it
would be impossible to pull off. Players wouldn't even be able to sell off
a bunch at one time, because the price of each pill would be dynamically
adjusted lower and lower as the transaction is processed.

It really comes down to player preference. I think its kinda fun
the way it is currently. Its hard for a single player to dominate the
market because you can only buy 3 of a single color per day. However, some
players may prefer a more realistic market simulation.


From Nomic1@aol.com Sat Feb 10 17:59:48 2001
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Subject: * Feyd moves from Main Entrance to Pharmacy
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From: Nomic1@aol.com




From Nomic1@aol.com Sat Feb 10 18:08:10 2001
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Subject: Pharmacy Operations
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From: Nomic1@aol.com

I have a coupon for 1 green pill. I trade it in for the green (there 
is now ONE pill left).

I purchase 3 blue for 57 cash
I purchase 3 purple for 84 cash
I purchase 3 red for 93 cash

Total: 234 cash

PDP updated for all above.

Feyd




From jjweston@kenny.sir-toby.com Sat Feb 10 19:53:04 2001
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Date: Sat, 10 Feb 2001 20:35:27 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Ready for my therapy...
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Mr. Psychiatrist,

Here I am in the Psychiatric Ward with the cash. Ready to work on
my addiction...


From kevan@somethingorother.com Sun Feb 11 02:50:13 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Infinitum Absurdum
Message-ID: <965qp0+kauq@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> > Do you think it's worth implementing that, if the technology to 
> > easily recalculate after every purchase is available? Or is there 
a 
> > good reason for leaving it 'til the Office Hours that I can't 
quite 
> > see?
> 
> Well, aside from the fact that that's what the current ruleset
> indicates... It makes it less feasible for players to manipulate the
> market. By waiting until Office Hours to set prices, players could 
buy a
> bunch of pills at a low price over a period of time, bumping up the 
price,
> and be able to sell them all back at an inflated price later on. If 
you
> adjust prices after every single pill enters or leaves the 
pharmacy, it
> would be impossible to pull off. Players wouldn't even be able to 
sell off
> a bunch at one time, because the price of each pill would be 
dynamically
> adjusted lower and lower as the transaction is processed.

Mm, I was thinking more of adjusting the price after every 
*transaction* rather than each individual pill leaving the stores. It 
would mean losing the faintly dramatic "Damn, Player X has just sold 
a load of Blue Pills; I'd better sell off mine while they're still 
worth something" edge that a once-per-week recalculation gives; I'm 
not sure if that's good or bad - if "Damn, Player X has just sold a 
load of Blue Pills; mine are now worthless" is any better.

> It really comes down to player preference. I think its kinda 
fun
> the way it is currently. Its hard for a single player to dominate 
the
> market because you can only buy 3 of a single color per day. 
However, some
> players may prefer a more realistic market simulation.

Oh, I think the three-per-day is probably worth keeping regardless.

Kevan

--
http://uncertain.org/~kevan
"Oh, I know I took strange pills."


From kevan@somethingorother.com Sun Feb 11 02:52:48 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Therapy / Movement
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From: "Kevan Davis" <kevan@somethingorother.com>

> Here I am in the Psychiatric Ward with the cash. Ready to 
work on
> my addiction...

Hm, cured. I was expecting you to cure yourself, actually. That'll be 
50 Cash to the Hospital and 50 to me, please.

And I shall move to the Hospital Entrance.

Kevan

--
http://uncertain.org/~kevan
"Death to the supernatural one."


From jjweston@kenny.sir-toby.com Sun Feb 11 07:38:47 2001
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Subject: Re: [DocNomic] Re: Therapy / Movement
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Sun, 11 Feb 2001, Kevan Davis wrote:

> > Here I am in the Psychiatric Ward with the cash. Ready to 
> work on
> > my addiction...
> 
> Hm, cured. I was expecting you to cure yourself, actually. That'll be 
> 50 Cash to the Hospital and 50 to me, please.

Ah... I didn't realize it was self-service therapy. :) I'll
remember that for next time.

> And I shall move to the Hospital Entrance.

I also work my way to the Hospital Entrance.


From kevan@somethingorother.com Mon Feb 12 01:42:53 2001
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Subject: Re: Therapy / Movement
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From: "Kevan Davis" <kevan@somethingorother.com>

> > Hm, cured. I was expecting you to cure yourself, actually. 
That'll be 
> > 50 Cash to the Hospital and 50 to me, please.
> 
> Ah... I didn't realize it was self-service therapy. :) I'll
> remember that for next time.

Mm, self-service with the option for the Psychiatrist to announce a 
relapse. Which I think I might do, actually, since you currently 
stand to make a mighty 3700 Cash from selling those Green Pills of 
yours.

(Disgraceful how expensive Green Pills are these days, really. I 
think I'll move to the Pharmacy and sell them some of mine...)

Kevan

--
http://uncertain.org/~kevan
"Oh, I know I took strange pills,
but I never meant to hurt you."


From Nomic1@aol.com Mon Feb 12 06:22:01 2001
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Subject: * Feyd purchaces 3 blue for 54 cash
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From Nomic1@aol.com Mon Feb 12 06:58:26 2001
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Subject: Proposal: Amend Rule 30 Surgeon
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From: Nomic1@aol.com

Amend rule 30 as follows:

Add a paragraph before the text stating:
"The Surgeon is bound by the rules of Office Hours as stated in Rule 
13. During eir Office Hours the Surgeon performs the following 
actions..."

The paragraph reads:

"If a Player is in the Trama Center and the Surgeon is also there, 
the Surgeon may operate on the Player's Injuries or Physical 
illnesses as specified in the rules."

Feyd

[[This is to allow the surgeon to help folk with broken legs at any 
time. He is still required to honor requests during office hours of 
course.]]


From jjweston@kenny.sir-toby.com Mon Feb 12 08:06:02 2001
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Date: Mon, 12 Feb 2001 08:47:32 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Point of Order: Kevan's Actions
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Kevan has given me addiction again, without announcing a relapse,
as required by rule 20. He has also sold some pills without being in the
Pharmacy, as required by rule 32.


From rsholmes@mailbox.syr.edu Mon Feb 12 08:19:05 2001
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To: DocNomic@yahoogroups.com
Subject: Doc's OH
Date: 12 Feb 2001 11:19:02 -0500
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[Previous four office hours were: 11 Jan 2001 / 19 Jan
2001 / 26 Jan 2001 / 1 Feb 2001]

(1) Disease database: Updated, OK.

(2) Blood donations: The following players apparently have not donated
blood since before 11 Jan: Feyd, Jeff. They lose 10 BPs each.

(3) Nasty cough: Jeff, Kevan, and Martin have Bit of a Cough:

3 random reals 0 < x < 1:
0.082061767578125
0.260162353515625
0.872894287109375

Jeff and Kevan's coughs become Nasty.

PDP not fully updated due to extreme sluggishness at uncertain.org.

-- 
- Doc

From Nomic1@aol.com Mon Feb 12 08:31:18 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Doc's OH
Message-ID: <96934j+6ja6@eGroups.com>
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--- In DocNomic@y..., rsholmes@m... wrote:
> [Previous four office hours were: 11 Jan 2001 / 19 Jan
> 2001 / 26 Jan 2001 / 1 Feb 2001]
> (2) Blood donations: The following players apparently have not 
donated
> blood since before 11 Jan: Feyd, Jeff. They lose 10 BPs each.
> 

Doc,
I still have a POO with Otis (he did not apply the E. bonus when 
determining disease during my blood test, therefore I may not have 
icky rot, and he was able to draw blood). 

He also ignored my immediate vaccination request following the blood 
test (don't think that is is in violation of the rules, it's just 
unfortunate). I thought a rule has been made that the REQUEST had to 
be made within 24 hours, not the actual vaccination? I guess someone 
(Jeff I think) just noted that it should be a requested within 24 
hours, not actually completed within 24 hours.

Feyd


From kevan@somethingorother.com Mon Feb 12 08:39:41 2001
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Date: Mon, 12 Feb 2001 16:39:33 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Point of Order: Kevan's Actions
Message-ID: <9693k5+rma9@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> Kevan has given me addiction again, without announcing a 
relapse,
> as required by rule 20. He has also sold some pills without being 
in the
> Pharmacy, as required by rule 32.

Oddity; did my message (1020) lose itself somewhere on its way from 
the mailing list to your inbox, or are you arguing that my somewhat 
over-thoughtful wording ("I think I might [announce a relapse]", "I 
think I'll move to the Pharmacy") isn't weighty enough to trigger the 
Rules?

(I suspect that announcing a relapse via the PDP is declaration 
enough for Rule 20, either way.)

Kevan

--
http://uncertain.org/~kevan
"Can you hear me, Major Tom?"


From Nomic1@aol.com Mon Feb 12 08:44:42 2001
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Subject: solution...??
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From: Nomic1@aol.com

--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> Kevan has given me addiction again, without announcing a 
relapse,
> as required by rule 20. He has also sold some pills without being 
in the
> Pharmacy, as required by rule 32.

I say you Rough Him Up.

Feyd


From rsholmes@mailbox.syr.edu Mon Feb 12 09:22:27 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: correction, PDP not updated - seems to be down again
References: <960drj+o8ab@eGroups.com>
Date: 12 Feb 2001 12:22:24 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 09 Feb 2001 09:38:59 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> > correction, PDP not updated - seems to be down again

[...]

> Either way, posting a "PDP updated" message to the mailing list when 
> you hadn't actually tried to update it seems a bit remiss. Have a 
> Tourette's Syndrome.

[Kevan fails to make it clear here that TS is being given for the first
message (which was posted by Martin, Kevan didn't identify the person
he was quoting), not the second.]

The message in question was

> From: "Martin Couchman" <m.couchman@bigwig.net>
> Date: Thu Feb 8, 2001 3:53pm
> Subject: I stagger to the trauma centre
>
> ooh, ouch! PDP updated!

The TS disease description states

If a Player feels that a posting to the mailing list should have been
made by private email, or should not have been made at all, he or she
may declare to the mailing list that the poster has contracted
Tourette's Syndrome, and update the PDP appropriately. (Doc may undo
this and fine the Player up to 500 Cash for wasting hospital time, if
he feels that the posting was fair enough.)

The posting was not only fair enough but was required in order for
Martin to get to the Trauma Center. Kevan apparently has issues with
one particular statement in the posting, but (1) one questionable
statement does not render the posting as a whole improper and (2) in
any case, Doc has no strong objection to using the phrase "PDP
updated" to indicate a sincere and immediate intention of updating the
PDP, whether the vagaries of uncertain.org allow that intention to be
carried out or not -- though he does encourage doing things in the
opposite order, nonetheless.

Have a 500 Cash penalty. PDP updated, really.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 09:33:16 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Amend rule 18. Epidemiologist
References: <95uie5+4d4j@eGroups.com>
Date: 12 Feb 2001 12:33:11 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 08 Feb 2001 16:44:53 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Hm, the first change was the most important to me. If I'm 6 hours 
> late I lose 25 body. If i just deleted that sentence and let rule 13 
> take over would that be sufficient for you? If so, you may consider 
> it so changed and re-proposed ...
> 
> Feyd
> 
> --- In DocNomic@y..., rsholmes@m... wrote:
> > Nomic1@a... writes:
> > 
> > > [[After being the Epidemiologist I've noticed some things that 
> should 
> > > be changed.]]
> > > =======================================================
> > > Amend the rule 18. Epidemiologist as follows:
> > > 
> > > Change the sentence,
> > > "If the site is not updated at least once between Doc's Office 
> Hours 
> > > the Epidemiologist loses 25 health points (he obviously caught a 
> > > nasty bug if he can't update the site)." 
> > > 
> > > To:
> > > "If the Epidemiologist does not hold Office Hours in a timely 
> > > fashion, Doc may assign penalties as e sees fit, or reassign the 
> post 
> > > of Epidemiologist to another player. Penalties include assigning 
> > > diseases or monetary fines as appropriate."
> > > 
> > > [[There is also the last sentence, "The Doc may appoint a new 
> > > Epidemiologist at any time. ", this just allows punishment 
> without 
> > > proclamation.]]
> > > 
> > > 
> > > Change the sentence: 
> > > "The Epidemiologist may NOT cure themselves -- they aren't about 
> to 
> > > try experimental junk! "
> > > To:
> > > "If no player has indicated to the Epidemiologist that they wish 
> to 
> > > attempt a cure for a disease, then the Epidemiologist may attempt 
> to 
> > > cure themselves. If any other player has made a request, the 
> > > Epidemiologist may not attempt to cure themselves (whether or not 
> > > they chose to cure the other player).
> > > 
> > > Change:
> > > "The Epidemiologist gets 1 soul point for performing such a kind 
> act."
> > > To:
> > > "The player must be either in the lab OR in the same room as the 
> > > Epidemiologist to be cured. There is a 75% chance of success. 
> Upon 
> > > administering the cure the Epidemiologist will update the PDP 
> with 
> > > the random roll and results of the cure. The Epidemiologist gets 
> 2 
> > > soul points for performing a sucessful cure."
> > 
> > REJECTED. It's mostly a good proposal, but the first change is
> > redundant with the existing provisions of Rule 13.
> > 
> > Feyd has FoR.
> > 
> > -- 
> > - Doc

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 09:34:24 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: amendment to rule 30 (surgeon)
References: <95uio5+otlj@eGroups.com>
Date: 12 Feb 2001 12:34:23 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 08 Feb 2001 16:50:13 -0000"
Message-ID: <xzcwvaviz4w.fsf@rodan.syr.edu>
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> --- In DocNomic@y..., rsholmes@m... wrote:
> > "Martin Couchman" <m.couchman@b...> writes:
> > 
> > > I thought surgery fees disappeared (aka 'the bank'). The surgeon 
> > ACCEPTED. 1 green. However, the Surgeon rule needs some work and
> > this proposal to some degree makes it worse.
> > 
> > The Surgeon rule states
> > 
> > The Surgeon is in charge of operations and physical wounds. His
> > primary duty is to deal with all diseases of type "Injury" or
> > "Physical".
> > and
> > The Surgeon may not perform surgury on emself. [[Oops, misspelling
> > needs fixing.]]
> Replace the above sentence with:
> "The Surgeon may not perform surgery on emself. Doc or the Nurse may 
> perform surgery on the Surgeon at the Surgeon's request." This 
> surgery takes place in the Trauma Center.
> 
> > I see these as contradictory, and the Surgeon rule takes precedence.
> > That means no one can fix the Surgeon's leg if e breaks it.
> Yeah, well, that's because you renumbered the disease rule. It used 
> to be #10 ;-).
> 
> > The "who surges the Surgeon" dilemma needs to be answered in the
> > Surgeon rule. 
> Consider this a surge.
> 
> Feyd

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 09:35:11 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: New Rule, "Mad Scientist", (re=proposed)
References: <95uopp+u3v2@eGroups.com>
Date: 12 Feb 2001 12:35:09 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 08 Feb 2001 18:33:29 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> [[ Doc. The following text is the same as the original proposal 
> except for the changes you suggested. I have fixed the rule #11 
> problem by REMOVING the player from the gamestate, and ADDING a 
> zombie object with player-like properties. The other minor issues 
> have also been cleaned up. Let's try again!]]
> 
> It was bound to happen. Once bodies start piling up in the morgue, 
> mad scientists start slipping through the cracks...
> ==================================================================
> Create a new rule as follows:
> 
> Mad Scientist (and his assistant)
> 
> Article 1: Animation
> The Mad Scientist lurks in the Morgue of the Hospital. The actions 
> of the Mad Scientist are performed by Doc. At his whim Doc may 
> assign the role of Mad Scientist's assistant to a player. The Mad 
> Scientist emself is not a player. The assistant receives no wages, 
> but does get the cool title "Mad Scientist's Assistant", and may 
> exchange 2 body for 1 soul at any time.
> 
> The Mad Scientist has the ability to animate corpses in the Morgue 
> and assign eir actions to a player. An animated corpse, defined as 
> a "Zombie", has all the properties of a player except that e has 
> negative soul. This specifically overrides the prohibitions in the 
> rules [[currently #11]] disallowing negative soul. 
> 
> A player may petition the Mad Scientist to re-animate a dead person, 
> or take control of an animate body (a Zombie). These petitions are 
> detailed below. A player may make a maximum of one petition per 
> day. 
> 
> 1. Animation: If attempting to Animate a dead body, the player pays 
> 4 soul and 25 cash to the Mad Scientist (updating the PDP). There is 
> a 76% chance the body will be animated. Once animated, the player's 
> dead body is permanently removed from the gamestate, and a new 
> object, named "Zombie <oldplayername>" is substituted in the dead 
> player's place. The new object (the "Zombie")has all properties of a 
> player except where limited below. A new Zombie has 1 green pill, 
> 100 body, -1 soul, and 0 cash. All diseases are cured. If during 
> Docs (or the Assistant's, as appropriate) Office Hours a dead body 
> exists in the morge, there is a 51% chance the Mad Scientist will 
> animate the body with a 67% chance of success.
> 
> 2. Control: The chance of taking control of a zombie is ((10 + X + 
> Zombie_Soul) * 2), with a maximum of 67%. X is the amount of soul 
> the player pays the Mad Scientist. The player must also pay the Mad 
> Scientist 50 cash. Note that the Zombie's Soul is always zero or 
> negative. If the attempt succeeds, the Zombie is controlled by the 
> player, and the Zombie's soul is added to (-1-X/2), rounded toward 0. 
> If the attempt fails, the Zombie's soul is added to (1+X/4), rounded 
> toward 0. If the Zombie's soul ever becomes positive, it is 
> immediately set to -1 and all control of the zombie is lost.
> 
> A player's petition is processed by the player as follows:
> 1. Update the PDP to subtract the cash and X soul.
> 2. Generate a random number, determine if control was gained (or the 
> corpse animated, as appropriate).
> 3. Update the zombie's soul, possession, and diseases (as 
> appropriate).
> 4. Send a message to the regular mailing stating that an attempt was 
> made, success of the attempt, and the current Soul of the Zombie. 
> This message also serves as a reminder for the name in the PDP to be 
> updated (from <playername> to "Zombie <playername>", and for the 
> gamestate to be updated showing a player has been removed and a 
> zombie added.
> 
> During Doc's (or the Mad Scientist's Assistant's) Office Hours the 
> Zombie's soul is divided by two (rounding toward 0), and the Zombie 
> loses 5 body. When the zombie's body reaches 0 the zombie 
> decomposes, and is removed from play. 
> 
> Each day a player controls a zombie that player must pay 1 soul. 
> Players do not have to update the PDP, but from the day they control 
> the Zombie until the day control is take from them, OR they release 
> the Zombie by stating, "I release the Zombie", they must update the 
> PDP at least once per Doc's Office Hours.
> 
> Items may be given to zombies, but zombies may not give items to 
> other players. Zombies are not players.
> 
> Article 2: Actions
> 
> A Zombie may take the following actions. If the zombie is under a 
> player's control, only that player may issue an action for the 
> Zombie. If the Zombie is uncontrolled, the first player, (or Doc) 
> who feels like determining the Zombie's action for that day may 
> randomly determine what the zombie does using the dice in the PDP. 
> (Note: Only valid actions are considered. If there is no potential 
> target in a room, the zombie may not attempt an "attack" in that 
> room). If there is a valid target in the room the zombie will 
> attempt one of the attacks listed. A Zombie may only take 1 action 
> per day. A Zombie may take no other action than those listed below:
> 
> 1. [Attack] Attempt to give a broken leg to a player. There is a 
> flat 25% chance of causing a broken leg to the attacked player. The 
> zombie loses 3 body in the attempt (the controlling player suffers no 
> risk for the attack). The message to the list is "Zombie <name of 
> zombie> rough's up player <target>. The zombie must be in the same 
> room to attempt to break a player's leg. If disease "Broken Leg" does 
> not exist in the rulestate for any reason, this paragraph is ignored.
> 
> 2.[Attack] Attempt to give another player the disease "icky rot". 
> The zombie must be in the same room as the target player. The 
> controller of the zombie issues the statement, "Zombie <name> attemts 
> to give <target> icky rot." The zombie has a 40% chance of giving 
> the target icky rot. If disease "Icky rot" does not exist in the 
> rulestate for any reason, this paragraph is ignored.
> 
> 3. [Attack] Attempt to give a player "Glam Rock Shoulder". There is 
> a flat 30% chance of causing Glam Rock Shoulder. The zombie loses 2 
> body in the attempt (the controlling player suffers no risk for the 
> attack). The message to the list is "Zombie <name of zombie> hits 
> <target> in the shoulder". If disease "Glam Rock Shoulder" does not 
> exist in the rulestate for any reason this paragraph is ignored.
> 
> 4. Move to another room. (If not under control it will move to a 
> random room, but never toward the morgue).
> 
> 5. Take a green pill (if E has one in his possession).
> 
> 
> Upon acceptance of this rule dead player Mark will be removed from 
> the gamestate. A new object "Zombie Mark" will be created as a 
> Zombie with icky rot, zero cash, and 1 green pill (only). E will be 
> given a soul of –1, body of 100, and placed in the Hallway of Death. 
> This paragraph will then be placed in comments.
> 
> Feyd

ACCEPTED. 1 green, 1 red, 1 blue!

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 09:35:59 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: amend rule 32: rooms ("it's a pill, not an operating table!!")
References: <95v7og+e4i8@eGroups.com>
Date: 12 Feb 2001 12:35:55 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 08 Feb 2001 22:48:48 -0000"
Message-ID: <xzcr913iz2c.fsf@rodan.syr.edu>
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Amend rule 32, paragraph LAB as follows:
> ---change from ---
> Lab - connects to Hospital Entrance and the Pharmacy 
> A player must be in the lab to receive a cure from the 
> Epidemiologist. The Epidemiologist does not have to be in the room at 
> the same time. 
> 
> --- to --- 
> Lab - connects to Hospital Entrance and the Pharmacy 
> A player must be in the lab or in the same room as the Epidemiologist 
> to receive a cure from the Epidemiologist. The Epidemiologist does 
> not have to be in the Lab at the same time. 
> 
> Feyd
> 
> [[his cure's are typically small things like bat's wings or bubble-
> gum made in Saudi. he can carry that on his person.]]

ACCEPTED. 1 green.

-- 
- Doc

From kevan@somethingorother.com Mon Feb 12 09:37:57 2001
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Date: Mon, 12 Feb 2001 17:37:48 -0000
To: DocNomic@yahoogroups.com
Subject: Re: correction, PDP not updated - seems to be down again
Message-ID: <96971c+oq0n@eGroups.com>
In-Reply-To: <xzc3ddjke9b.fsf@rodan.syr.edu>
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From: "Kevan Davis" <kevan@somethingorother.com>

> The posting was not only fair enough but was required in order for
> Martin to get to the Trauma Center. Kevan apparently has issues 
with
> one particular statement in the posting, [...]

Mere carelessness; I must have thought the previous message did 
nothing other than mention PDP updation, taking the subject line as 
acceptance of whatever it was that happened, rather than an intention 
of movement. Tsk.

> but (1) one questionable
> statement does not render the posting as a whole improper

Indeed not.

> (2) in
> any case, Doc has no strong objection to using the phrase "PDP
> updated" to indicate a sincere and immediate intention of updating 
the
> PDP, whether the vagaries of uncertain.org allow that intention to 
be
> carried out or not -- though he does encourage doing things in the
> opposite order, nonetheless.

I don't know, it seems a bit misleading to announce that the 
gamestate's been altered when it hasn't. But I suppose you'd be quite 
hard pressed to get any particular consequence out of being 
misleading about whether you've updated the PDP or not, really. ("I 
buy 500 Blue Pills, thus encouraging everyone else to stock up!" "No 
you haven't; you haven't updated the PDP." "Er, no. Ahem. Damn.")

> Have a 500 Cash penalty.

The full fine? Ouch. Oh well.

Kevan

--
http://uncertain.org/~kevan
"It's a fair cop, but society is to blame."


From rsholmes@mailbox.syr.edu Mon Feb 12 09:48:37 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Three-Dimensional Sniffles
References: <960nb3+8nkh@eGroups.com>
Date: 12 Feb 2001 12:48:32 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 09 Feb 2001 12:20:51 -0000"
Message-ID: <xzcofw7iyhb.fsf@rodan.syr.edu>
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Three-Dimensional Sniffles
> 
> *cough*
> 
> Reword "The Sniffles" to:-
> 
> The Sniffles is an annoying little disease that is highly
> contagious. A Player with this disease has a nagging nasal
> drip. When contracted the Player is given the pamphlet "101
> Ways To Avoid Infection" (which can serve double duty as a
> tissue in an emergency). 
> 
> When a Player with the Sniffles moves into a Room, he or
> she may roll a 100-sided die for every other Player in that
> Room. A roll of 37 or less means that the Player in question
> has contracted the Sniffles.
> 
> If a Player takes a Blue Pill no more than an hour after
> taking a Green Pill, he or she is cured of the Sniffles.
> 
> *cough*
> 
> ----------------------------------------------------------------------

REJECTED. I mostly like this better than the current Sniffles, but...

I've been taking a look at the diseases, and finding things I don't
like, and I'm taking it out on Kevan's proposal.

(1) Too many diseases are too easy to get rid of. Just pop a pill and
you're cured. No long course of treatment, no chance (in many
cases) a treatment won't work the first time, or even won't work
at all, no side effects to the treatment other than a body point
for each purple pill... and here's a disease that at least had the
virtue of taking time to cure, and Kevan wants to make it
instantly curable with two pills. Naah.

(2) The Sniffles has no symptoms! Well, there's "a nagging nasal
drip", but nagging nasal drips have no effect in this game. So
why bother curing The Sniffles at all? If we're going to revise
The Sniffles, might as well make a real disease of it.

Kevan has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 09:49:08 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal - Diarrhoea
References: <960od3+tlnf@eGroups.com>
Date: 12 Feb 2001 12:49:05 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 09 Feb 2001 12:38:59 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Diarrhoea

IGNORED due to lack of coughage.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 09:49:30 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Colourful Addiction
References: <960of4+frb8@eGroups.com>
Date: 12 Feb 2001 12:49:29 -0500
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Colourful Addiction

IGNORED due to lack of coughage.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 09:50:28 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Diarrhoea
References: <960p4i+dipu@eGroups.com>
Date: 12 Feb 2001 12:50:26 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 09 Feb 2001 12:51:30 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> *cough* Oh dear, I forgot about my Bit of a *cough*. I wonder if 
> that's Tourettable?
> 
> ----------------------------------------------------------------------
> 
> Proposal - Diarrhoea

IGNORED due to duplicate label.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 09:50:45 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Colourful Addiction
References: <960p6d+gdt6@eGroups.com>
Date: 12 Feb 2001 12:50:43 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 09 Feb 2001 12:52:29 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> And again. *cough* *cough*
> 
> Sorry.
> 
> ----------------------------------------------------------------------
> 
> Proposal - Colourful Addiction

IGNORED due to duplicate label.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 09:53:10 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Pharmacide
References: <9615ii+islm@eGroups.com>
Date: 12 Feb 2001 12:53:08 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 09 Feb 2001 16:23:46 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Pharmacide
> 
> { All this fiddly stocktaking and mailing-list purchase announcement
> is beginning to seem a bit pointless and unexciting, if you ask
> me. I propose simple, random price fluctuation and occasional
> total lack of stock. }
> 
> Reword Rule 9 to:-
> 
> An active player shall hold the office of Pharmacist. The identity
> of the Pharmacist shall be part of the gamestate.
> 
> The Pharmacist tracks the pricing and availability of items in the
> Pharmacy. All required information must be stored in one or more
> Yahoo! Groups databases (which are part of the gamestate). As
> compensation for such duties, the Pharmacist receives 75 cash
> points during their Office Hours. If the Pharmacist is unable to
> update the Yahoo! Groups database(s) at least once in between
> their Office Hours, they will be declared unfit for office and Doc
> must replace them immediately. 
> 
> During his or her Office Hours, the Pharmacist should roll a
> 20-sided die for each colour of Pill; each Pill's price is
> increased by that amount, then decreased by ten. (If this would
> take a Pill's price below 20, it is set to 20.)
> 
> On a roll of 20, however, the Pill's price does not change -
> instead, the Hospital's suppliers have mucked up the week's
> delivery; no Player may buy Pills of that colour until the next
> Pharmacist Office Hours (and its unavailability should be noted
> in the database).
> 
> Reword *cough* Rule 24 to:-
> 
> The Pharmacy sells pharmaceutical items to Players for cash,
> and buys back superfluous medicine and equipment at reasonable
> rates.
> 
> Players in the Pharmacy may buy and sell Pills at the prices
> given in the Pharmacy database (although Pills are sold back
> at 5 Cash less than their market price, to cover the costs
> of cleaning and rebottling).
> 
> In the interests of public health and safety, a single Player may
> not purchase more than 3 Pills of a given colour in a single day. 
> 
> Upon passage of this Rule, each Pill colour's price shall be set to
> forty Cash. *cough*
> 
> ----------------------------------------------------------------------

-5 SP. (Hmm, does IGNORING a proposal count as judging it? If so,
Kevan should lose another 20 SP. But I don't think it does.)

REJECTED. I like the current market-driven system far better than
random price fluctuations.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 09:54:49 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Pharmacide
References: <961i5t+t39t@eGroups.com>
Date: 12 Feb 2001 12:54:46 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 09 Feb 2001 19:58:53 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> Upgrading the PDP to support it would perhaps be worthwhile, though; 
> maybe I'll play around with the implementation over the weekend and 
> see what comes of it. Ignore the Proposal in question, if you would, 
> Doc.

Hmm, I don't see anything in the Rules that says I can ignore a
Proposal because its proposer requests it. Sorry.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 09:56:10 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Infinitum Absurdum
References: <963np2+e4or@eGroups.com>
Date: 12 Feb 2001 12:56:08 -0500
In-Reply-To: "Kevan Davis"'s message of "Sat, 10 Feb 2001 15:46:42 -0000"
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> ------------------------------------------------------------------
> 
> Proposal - Infinitum Absurdum
> 
> In Rule 9, change the Pill cost equation from "( 50 / x ) * p"
> to "( 50 / (x+1) ) * p".
> 
> { Something that was crashing the PDP during my attempts to
> implement things. Infinitely valuable Pills seem a little
> dangerous. }
> 
> *cough*
> 
> *cough*
> 
> ------------------------------------------------------------------

-5 SP.

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 09:56:35 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend Rule 30 Surgeon
References: <968tmc+58ll@eGroups.com>
Date: 12 Feb 2001 12:56:25 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 12 Feb 2001 14:58:20 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Amend rule 30 as follows:
> 
> Add a paragraph before the text stating:
> "The Surgeon is bound by the rules of Office Hours as stated in Rule 
> 13. During eir Office Hours the Surgeon performs the following 
> actions..."
> 
> The paragraph reads:
> 
> "If a Player is in the Trama Center and the Surgeon is also there, 
> the Surgeon may operate on the Player's Injuries or Physical 
> illnesses as specified in the rules."
> 
> Feyd
> 
> [[This is to allow the surgeon to help folk with broken legs at any 
> time. He is still required to honor requests during office hours of 
> course.]]

ACCEPTED. 1 green.

-- 
- Doc

From kevan@somethingorother.com Mon Feb 12 10:05:36 2001
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Subject: Pill Purchase
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From: "Kevan Davis" <kevan@somethingorother.com>

Three Purples for 84 Cash.

K.

--
http://uncertain.org/~kevan
"That's as far as the conversation went."


From rsholmes@mailbox.syr.edu Mon Feb 12 10:06:52 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Amend rule 18. Epidemiologist
References: <95uie5+4d4j@eGroups.com>
Date: 12 Feb 2001 13:05:42 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 08 Feb 2001 16:44:53 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> > > Change:
> > > "The Epidemiologist gets 1 soul point for performing such a kind 
> act."
> > > To:
> > > "The player must be either in the lab OR in the same room as the 
> > > Epidemiologist to be cured. There is a 75% chance of success. 
> Upon 
> > > administering the cure the Epidemiologist will update the PDP 
> with 
> > > the random roll and results of the cure. The Epidemiologist gets 
> 2 
> > > soul points for performing a sucessful cure."

By Proclamation, I have placed the new text *before* the text
regarding self-cures. Therefore the Epidemiologist gets no soul
points for curing emself.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 10:16:40 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: New Rule, "Mad Scientist", (re=proposed)
References: <95uopp+u3v2@eGroups.com>
Date: 12 Feb 2001 13:16:10 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 08 Feb 2001 18:33:29 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Upon acceptance of this rule dead player Mark will be removed from 
> the gamestate. A new object "Zombie Mark" will be created as a 
> Zombie with icky rot, zero cash, and 1 green pill (only). E will be 
> given a soul of –1, body of 100, and placed in the Hallway of Death. 
> This paragraph will then be placed in comments.

This creates a new rule. There are now 28 rules.

Phobia check:

Kevan loses 5 SP.

Jeff and Feyd gain 5 SP.

28% chance of contracting Agoraphobia for Ottis, Jeff, and Martin:

3 random reals 0 < x < 1:
0.27099609375
0.576812744140625
0.7716064453125

Ottis gets it.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 10:17:07 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: New Rule, "Mad Scientist", (re=proposed)
References: <95uopp+u3v2@eGroups.com>
Date: 12 Feb 2001 13:17:05 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 08 Feb 2001 18:33:29 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Upon acceptance of this rule dead player Mark will be removed from 
> the gamestate. A new object "Zombie Mark" will be created as a 
> Zombie with icky rot, zero cash, and 1 green pill (only). E will be 
> given a soul of –1, body of 100, and placed in the Hallway of Death. 
> This paragraph will then be placed in comments.

(Oops, omitted this bit from the last message:)

Note that PDP and Hospital Rooms need to be updated accordingly.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 10:38:47 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Point of Order: Kevan's Actions
References: <9693k5+rma9@eGroups.com>
Date: 12 Feb 2001 13:38:42 -0500
In-Reply-To: "Kevan Davis"'s message of "Mon, 12 Feb 2001 16:39:33 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> > Kevan has given me addiction again, without announcing a 
> relapse,
> > as required by rule 20. He has also sold some pills without being 
> in the
> > Pharmacy, as required by rule 32.
> 
> Oddity; did my message (1020) lose itself somewhere on its way from 
> the mailing list to your inbox, or are you arguing that my somewhat 
> over-thoughtful wording ("I think I might [announce a relapse]", "I 
> think I'll move to the Pharmacy") isn't weighty enough to trigger the 
> Rules?
> 
> (I suspect that announcing a relapse via the PDP is declaration 
> enough for Rule 20, either way.)

In what might be seen as an unfortunate oversight, Rule 20 does not
say the Psychiatrist has to declare a relapse to the mailing list;
only that he has to declare it -- to the nearest wall, presumably, is
insufficient, but the PDP surely qualifies as a forum for such a
declaration. 

On the other hand, "I think I'll move to the Pharmacy" is, in Doc's
opinion, merely a statement of possible future action, not a
declaration of movement. Sale of green pills, and purchase of purpole
pills, ruled invalid.

PDP updated.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 12 10:40:03 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Doc's OH
References: <96934j+6ja6@eGroups.com>
Date: 12 Feb 2001 13:40:01 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 12 Feb 2001 16:31:15 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Doc,
> I still have a POO with Otis (he did not apply the E. bonus when 
> determining disease during my blood test, therefore I may not have 
> icky rot, and he was able to draw blood). 
> 
> He also ignored my immediate vaccination request following the blood 
> test (don't think that is is in violation of the rules, it's just 
> unfortunate). 

Could you please post the relevant message numbers?

-- 
- Doc

From jjweston@kenny.sir-toby.com Mon Feb 12 11:04:10 2001
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Date: Mon, 12 Feb 2001 11:45:00 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Electroshock Therpary / Movement
Message-ID: <Pine.LNX.4.21.0102121142570.2343-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Well Mr. Psychiatrist,

Looks like I need to try more extreme measures. I've heard lots of
good things about Electroshock Therapy.

I move to the Psychiatric Ward in anticipation of the treatment...


From Nomic1@aol.com Mon Feb 12 11:25:51 2001
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To: DocNomic@yahoogroups.com
Subject: NPC ZombieMark action: move to Trama center
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From: Nomic1@aol.com

I'm the first player to see the bored zombie today. For today's 
action ZombieMark shambles into the Trama Center, dripping flesh and 
ooze.

He spies Martin in a heap on the floor, where, as he was getting up 
on his crutches after the efficient surgeon Feyd mended his leg, he 
fell down again and rebroke it.

Martin looks into the dead stare of the ZombieMark.



Feyd


From Nomic1@aol.com Mon Feb 12 11:25:54 2001
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Subject: NPC ZombieMark action: move to Trama center
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From: Nomic1@aol.com

I'm the first player to see the bored zombie today. For today's 
action ZombieMark shambles into the Trama Center, dripping flesh and 
ooze.

He spies Martin in a heap on the floor, where, as he was getting up 
on his crutches after the efficient surgeon Feyd mended his leg, he 
fell down again and rebroke it.

Martin looks into the dead stare of the ZombieMark.



Feyd


From Nomic1@aol.com Mon Feb 12 11:30:13 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Doc's OH
Message-ID: <969dhi+s0kq@eGroups.com>
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986 request for vaccination
999 Analysis of E. not getting 25% benefit of doubt
1000 Analysis of poor math in analysis in 999

Feyd

--- In DocNomic@y..., rsholmes@m... wrote:
> Nomic1@a... writes:
> 
> > Doc,
> > I still have a POO with Otis (he did not apply the E. bonus when 
> > determining disease during my blood test, therefore I may not 
have 
> > icky rot, and he was able to draw blood). 
> > 
> > He also ignored my immediate vaccination request following the 
blood 
> > test (don't think that is is in violation of the rules, it's just 
> > unfortunate). 
> 
> Could you please post the relevant message numbers?
> 
> -- 
> - Doc


From Nomic1@aol.com Mon Feb 12 11:40:38 2001
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Date: Mon, 12 Feb 2001 19:39:20 -0000
To: DocNomic@yahoogroups.com
Subject: Petition to Zombie Master: Control ZombieMark
Message-ID: <969e58+rjld@eGroups.com>
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From: Nomic1@aol.com

Feyd pays 50 cash
Feyd pays 15 soul
Feyd has a (10 + 15 - 1)*2== 48% chance of taking control of the 
zombie.

Roll made in PDP, results are::: 41% bwaa ha ha ha..

The zombie looks at Martin with renewed interest in his cold, dead, 
eyes.

ZombieMark's soul is not -1 - 1 - 15/2 = -9.

(btw: I will attempt to "Mark" updated in pdp to reflect the facts 
about ZombieMark).

Doc, I also request to become the Zombie Master's Assistant, (just 
because I like the cool title!).

Feyd





From rsholmes@mailbox.syr.edu Mon Feb 12 11:47:28 2001
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Subject: Re: [DocNomic] Re: Doc's OH
References: <969dhi+s0kq@eGroups.com>
Date: 12 Feb 2001 14:46:20 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 12 Feb 2001 19:28:50 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> 986 request for vaccination
> 999 Analysis of E. not getting 25% benefit of doubt
> 1000 Analysis of poor math in analysis in 999

So where's the controversy? If I understand correctly, you had 50.25%
chance of getting Icky Rot ( (47% + 20% for Horrid Rash effect) * 75%
for Epidemiologist benefit) and rolled a 41. So you did indeed get
Icky Rot.

As for the vaccination -- 

> He also ignored my immediate vaccination request following the blood 
> test (don't think that is is in violation of the rules, it's just 
> unfortunate). I thought a rule has been made that the REQUEST had to 
> be made within 24 hours, not the actual vaccination? I guess someone 
> (Jeff I think) just noted that it should be a requested within 24 
> hours, not actually completed within 24 hours.

I don't recall any such ruling... the ruleset says the vaccination
must be RECEIVED within 24 hours. Unfortunately, there seems to be
nothing in the rules saying the Nurse has to administer a vaccine
before eir next Office Hours. This obviously is an oversight...

-- 
- Doc

From Nomic1@aol.com Mon Feb 12 11:56:31 2001
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--- In DocNomic@y..., rsholmes@m... wrote:
> Nomic1@a... writes:
> I don't recall any such ruling... the ruleset says the vaccination
> must be RECEIVED within 24 hours. Unfortunately, there seems to be
> nothing in the rules saying the Nurse has to administer a vaccine
> before eir next Office Hours. This obviously is an oversight...

well darn :(. I think I'd better make a proposal to amend that one. 
Ottis, where are you anyway?

Feyd


From Nomic1@aol.com Mon Feb 12 12:02:42 2001
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Date: Mon, 12 Feb 2001 20:02:36 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Amend Rule 29. Vaccination
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From: Nomic1@aol.com

Feyd takes a blue pill to stop his skill from peeling off his scabby 
fingers as he pens (will update the PDP as soon as it is up again):

Amend rule 29 from:
"An active player may buy a vaccination from the Nurse at a cost of 
100 cash points. "

To:
"An active player may buy a vaccination at a cost of 100 cash points. 
The player is responsibility for immediately updating the PDP for 
such an action, and determining any side effects (i.e. Horrid Rash). 
The vaccine is considered "given" as soon as the message is sent to 
the mailing list."

Feyd


From Nomic1@aol.com Mon Feb 12 12:14:04 2001
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To: DocNomic@yahoogroups.com
Subject: Amend rule 16. Nurse 
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[[Feyd has taken the necessary pills to heal himself of Icky Rot. No 
blue pill necessary !! ]]

Amend the last paragraph of rule 16. Nurse from:
"The Nurse assists the Doc in running the hospital. As compensation 
for such duties, the Nurse receives three green pills, two soul 
points, and five body points during their office hours. "

to:

The Nurse assists the Doc in running the hospital. As compensation 
for such duties, the Nurse receives one green pill, one soul point, 
and 45 cash during eir office hours. 

[[Balancing the nurse with other Offices. Doc, if you feel this is 
not enough, but the spirit is correct, please proclaim a more 
equitable payment. The current payment schedule is too high. I 
still want to rough er up for not giving me a timely vaccination! 
<grin>]]

Feyd


From Nomic1@aol.com Mon Feb 12 13:06:19 2001
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Subject: Feyd takes action
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From: Nomic1@aol.com

Feyd sells 3 green pills for 300 cash (PDP will be updated as soon as 
possible).

I also can't help but notice that the Addict didn't ask for pills in 
msg #1049 or #1023. I will update -2 soul for myself and Jeff, and 
ask for 2 green from the Pharmacist, since he is right here and I 
know that he has the pills!!!

Total change:

Feyd: -2 Soul
-1 Green
+150 Cash

Jeff: - 2 soul
Pharmacy: + 1 green

(PDP updated as soon as available).



From jjweston@kenny.sir-toby.com Mon Feb 12 13:14:42 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Feyd takes action
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Mon, 12 Feb 2001 Nomic1@aol.com wrote:

> Feyd sells 3 green pills for 300 cash (PDP will be updated as soon as 
> possible).

You mean 150, right? You gave the right amount later in your
email. Just verifying...


From Nomic1@aol.com Mon Feb 12 14:05:18 2001
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--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> On Mon, 12 Feb 2001 Nomic1@a... wrote:
> 
> > Feyd sells 3 green pills for 300 cash (PDP will be updated as 
soon as 
> > possible).
> 
> You mean 150, right? You gave the right amount later in your
> email. Just verifying...

You are correct. I only took 150 cash. you also didn't ask for 
pill, and I'm going to ding you for it. 
-1 Soul each; I receive a blue pill from the Pharmacy

Feyd



From Nomic1@aol.com Mon Feb 12 14:12:28 2001
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Subject: Nurse: I request a blood test.
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If it is clean I would like to give a blood donation.

Feyd


From kevan@somethingorother.com Tue Feb 13 01:10:40 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Point of Order: Kevan's Actions
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From: "Kevan Davis" <kevan@somethingorother.com>

> On the other hand, "I think I'll move to the Pharmacy" is, in Doc's
> opinion, merely a statement of possible future action, not a
> declaration of movement. Sale of green pills, and purchase of 
purpole
> pills, ruled invalid.

Hm, alright then. I move to the Pharmacy, sell 20 Green Pills for 
1000 Cash and buy 3 Purples for 84.

> PDP updated.

PDP about-to-be-updated.

Kevan

--
http://uncertain.org/~kevan
"If only we could live side-by-side like the stripes down a zebra's 
spine."


From Nomic1@aol.com Tue Feb 13 05:53:32 2001
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Subject: Feyd Buys pills, asks a question, reminds the E. can cure them
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Feyd buys 3 Purple pills for 84
Feyd buys 3 Blue for 54
Feyd SELLS 3 green for 150

Someone,
What happened to the rule that Feyd had to spell "Psychiatrist" 
correctly or suffer the consequences. I know it went into effect, 
but I don't remember it being revoked!

The Epidemiologist can still cure most diseases. Please be sure to 
ring him up if you are interested.

anyone?


From Nomic1@aol.com Tue Feb 13 05:58:01 2001
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Subject: ZombieMark on the prowl
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ZombieMark is still under the control of Feyd. It shambles into the 
Hospital Entrance, looking at Ottis with dead stare. 

His lifts his hand toward Ottis and stutters...."Giive Fed is 
vaccinnnashun.....oooorrr eelllsse."


Feyd


From kevan@somethingorother.com Tue Feb 13 07:45:00 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: Diarrhoea Straits
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From: "Kevan Davis" <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - Diarrhoea

{ Boring old reproposal, with an added "no more than three
Players in the toilets" clause, for comic and strategic
effect. }

Add a new Room, and add a connection to it from the Hospital
Entrance:-

Toilets - Connects to Hospital Entrance
Sparkling hygienic toilet facilities for the use of staff
and patients alike. A Player may not enter this Room if it
already contains three Players.

Add a new Disease, "Diarrhoea" (Physical):-

A Player with Diarrhoea is entirely at the mercy of their
intestinal whim. Any Player may move a Player with Diarrhoea
to the Toilets, at any time (unless they would be unable to
reach that room through normal means).

If a Player with this Disease has taken no Pills in the past
week, and has had the Disease for more than week, it clears
up by itself.

----------------------------------------------------------------------


From rsholmes@mailbox.syr.edu Tue Feb 13 09:08:04 2001
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Subject: Re: [DocNomic] Petition to Zombie Master: Control ZombieMark
References: <969e58+rjld@eGroups.com>
Date: 13 Feb 2001 12:05:36 -0500
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Doc, I also request to become the Zombie Master's Assistant, (just 
> because I like the cool title!).

You misspelled "Mad Scientist's Assistant". It is not wise to provoke
a Mad Scientist. 

As punishment, I condemn you to serve as the Mad Scientist's Assistant.

-- 
- Dr. F.

From rsholmes@mailbox.syr.edu Tue Feb 13 09:13:33 2001
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Subject: Re: [DocNomic] Proposal: Amend Rule 29. Vaccination
References: <969fgs+rqls@eGroups.com>
Date: 13 Feb 2001 12:13:29 -0500
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Feyd takes a blue pill to stop his skill from peeling off his scabby 
> fingers as he pens (will update the PDP as soon as it is up again):
> 
> Amend rule 29 from:
> "An active player may buy a vaccination from the Nurse at a cost of 
> 100 cash points. "
> 
> To:
> "An active player may buy a vaccination at a cost of 100 cash points. 
> The player is responsibility for immediately updating the PDP for 
> such an action, and determining any side effects (i.e. Horrid Rash). 
> The vaccine is considered "given" as soon as the message is sent to 
> the mailing list."
> 
> Feyd

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Feb 13 09:15:40 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Amend rule 16. Nurse
References: <969g67+bqh0@eGroups.com>
Date: 13 Feb 2001 12:15:36 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 12 Feb 2001 20:13:59 -0000"
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Nomic1@aol.com writes:

> [[Feyd has taken the necessary pills to heal himself of Icky Rot. No 
> blue pill necessary !! ]]
> 
> Amend the last paragraph of rule 16. Nurse from:
> "The Nurse assists the Doc in running the hospital. As compensation 
> for such duties, the Nurse receives three green pills, two soul 
> points, and five body points during their office hours. "
> 
> to:
> 
> The Nurse assists the Doc in running the hospital. As compensation 
> for such duties, the Nurse receives one green pill, one soul point, 
> and 45 cash during eir office hours. 

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Feb 13 09:16:13 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Diarrhoea Straits
References: <96bkne+lmg2@eGroups.com>
Date: 13 Feb 2001 12:16:02 -0500
In-Reply-To: "Kevan Davis"'s message of "Tue, 13 Feb 2001 15:43:42 -0000"
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"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Diarrhoea
> 
> { Boring old reproposal, with an added "no more than three
> Players in the toilets" clause, for comic and strategic
> effect. }
> 
> Add a new Room, and add a connection to it from the Hospital
> Entrance:-
> 
> Toilets - Connects to Hospital Entrance
> Sparkling hygienic toilet facilities for the use of staff
> and patients alike. A Player may not enter this Room if it
> already contains three Players.
> 
> Add a new Disease, "Diarrhoea" (Physical):-
> 
> A Player with Diarrhoea is entirely at the mercy of their
> intestinal whim. Any Player may move a Player with Diarrhoea
> to the Toilets, at any time (unless they would be unable to
> reach that room through normal means).
> 
> If a Player with this Disease has taken no Pills in the past
> week, and has had the Disease for more than week, it clears
> up by itself.
> 
> ----------------------------------------------------------------------

ACCEPTED. 1 green, 1 red.

-- 
- Doc

From Nomic1@aol.com Tue Feb 13 09:34:36 2001
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Date: Tue, 13 Feb 2001 17:34:33 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Amend 17. Deliberate contagion 
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From: Nomic1@aol.com

Add the following sentence to rule 17:

"Both players must be in the same room. There is a 75% chance of the 
disease being transmitted. The player must still pay the body and 
soul penalty for attempting to infect another active player."

Feyd


From jjweston@kenny.sir-toby.com Tue Feb 13 09:37:16 2001
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Date: Tue, 13 Feb 2001 10:17:47 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Feyd Buys pills, asks a question, reminds the E. can cure them
In-Reply-To: <96be8k+3e1n@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Tue, 13 Feb 2001 Nomic1@aol.com wrote:

> Feyd buys 3 Purple pills for 84
> Feyd buys 3 Blue for 54
> Feyd SELLS 3 green for 150
> 
> Someone,
> What happened to the rule that Feyd had to spell "Psychiatrist" 
> correctly or suffer the consequences. I know it went into effect, 
> but I don't remember it being revoked!

Another proposal was passed that repealed the rule that held that
provision. It happened about the same time the proposal you are thinking
of passed.

> The Epidemiologist can still cure most diseases. Please be sure to 
> ring him up if you are interested.

Yeah, I'd be interested. This psychiatrist seems to have gotten
his degree from a budget university. Not able to handle a simple
addition. Bah!

When and where can you take a look at my condition?

Got a pill?


From Nomic1@aol.com Tue Feb 13 09:48:41 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: amend rule 1000: Diseases
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From: Nomic1@aol.com

Update nasty cough as follows"
"Nasty Cough (Airborne) 

====================Begin proposed change ==========
Add to the first paragraph:
"The Player loses 8 Body points During Docs Office Hours."

Delete the last paragraph of Nasty Cough and add:
"Each Green Pill a Player takes has a 30% chance of turning the Nasty 
Cough into a "Bit of a Cough"."



Feyd




From jjweston@kenny.sir-toby.com Tue Feb 13 09:54:56 2001
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Date: Tue, 13 Feb 2001 10:36:12 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: amend rule 1000: Diseases
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Tue, 13 Feb 2001 Nomic1@aol.com wrote:

> Update nasty cough as follows"
> "Nasty Cough (Airborne) 
> 
> ====================Begin proposed change ==========
> Add to the first paragraph:
> "The Player loses 8 Body points During Docs Office Hours."
> 
> Delete the last paragraph of Nasty Cough and add:
> "Each Green Pill a Player takes has a 30% chance of turning the Nasty 
> Cough into a "Bit of a Cough"."

Oh give me a break... A Bit of Cough takes 3 weeks to cure as it
is...

Got a pill?


From rsholmes@mailbox.syr.edu Tue Feb 13 10:37:12 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend 17. Deliberate contagion
References: <96br79+84ga@eGroups.com>
Date: 13 Feb 2001 13:37:09 -0500
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Oh give me a break... A Bit of Cough takes 3 weeks to cure as it
> is...

Hardly...

If a Player takes a Green Pill, and also took a Green Pill
between the previous two Office Hours held by Doc, that Player is
cured of this Disease.

If you take a prophylactic Green after every DOH, then you can cure
BoC instantly by taking a Green. 

If you don't, of course, you have to take one Green and then wait
until after DOH to take the second Green, but even that's no worse
than a week or so.

Mind you, the prophylactic Greens might turn around and bite you if
you get Diarrhoea... though if you're on good terms with the
Epidemiologist (give him his vaccinations when he requests them, etc.,
etc....) you can work around that, too...

-- 
- Doc

From Nomic1@aol.com Tue Feb 13 11:33:02 2001
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Date: Tue, 13 Feb 2001 19:32:59 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: amend rule 1000: Diseases
Message-ID: <96c25b+f32t@eGroups.com>
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--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> On Tue, 13 Feb 2001 Nomic1@a... wrote:
> > Update nasty cough as follows"
paragraph of Nasty Cough and add:
> > "Each Green Pill a Player takes has a 30% chance of turning the 
Nasty 
> > Cough into a "Bit of a Cough"."
> Oh give me a break... A Bit of Cough takes 3 weeks to cure as 
it
> is...

And a nasty cough is curable 30% of the time with a single green 
pill? Give ME a break! How can a worse case of a disease be easier 
to treat? That's nonsense!

A reasonable compromise... amend my amendment to note that the green 
pill taken for the nasty counts toward the first pill of treatment 
for the Bit o cough? Actually, I don't think that you would even 
have to amend the rule to do that (Doc, what do you think?)



Feyd


From Nomic1@aol.com Tue Feb 13 11:36:08 2001
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Date: Tue, 13 Feb 2001 19:36:05 -0000
To: DocNomic@yahoogroups.com
Subject: Feyd action: Vaccination
Message-ID: <96c2b5+po85@eGroups.com>
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--- In DocNomic@y..., rsholmes@m... wrote:
> "Jeffrey J. Weston" <jjweston@k...> writes:
> Mind you, the prophylactic Greens might turn around and bite you if
> you get Diarrhoea... though if you're on good terms with the
> Epidemiologist (give him his vaccinations when he requests them, 
etc.,
> etc....) you can work around that, too...

Well, 
I can now self-vaccinate, and I do so!! Ottis looks like he may have 
a zombie munching on him anyway.

I will update the PDP to note that I have vaccinated, but don't know 
how to update the gamestate as well?

Feyd



From rsholmes@mailbox.syr.edu Tue Feb 13 12:21:48 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: amend rule 1000: Diseases
References: <96c25b+f32t@eGroups.com>
Date: 13 Feb 2001 15:21:45 -0500
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> A reasonable compromise... amend my amendment to note that the green 
> pill taken for the nasty counts toward the first pill of treatment 
> for the Bit o cough? Actually, I don't think that you would even 
> have to amend the rule to do that (Doc, what do you think?)

I think you're right. 

If a Player takes a Green Pill, and also took a Green Pill between
the previous two Office Hours held by Doc, that Player is cured of
this Disease.

There's nothing that says the first Green has to be taken specifically
for the Bit of a Cough, or even that it has to be taken after Bit of a
Cough is contracted.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Feb 13 12:23:09 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Feyd action: Vaccination
References: <96c2b5+po85@eGroups.com>
Date: 13 Feb 2001 15:23:04 -0500
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Nomic1@aol.com writes:

> I will update the PDP to note that I have vaccinated, but don't know 
> how to update the gamestate as well?

Hmm? What do you want to update that *isn't* in the PDP?

-- 
- Doc

From jjweston@kenny.sir-toby.com Tue Feb 13 12:23:41 2001
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Date: Tue, 13 Feb 2001 12:13:24 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: RE: [DocNomic] Nurse's OH
In-Reply-To: <KEEMLGCCDECLAMKOFDOBIEIADHAA.oairhart@ispchannel.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Fri, 9 Feb 2001, Ottis Airhart wrote:

> No problem. I have put it in retroactively. Sorry I missed it. The PDP, uh,
> I mean the lab, is down right now so I can't get the results back yet. I
> have entered it in the Blood Bank database so you will have credit for it
> this past week.

Uh... Just what exactly were the results of this blood test? I
don't see anything entered into the Yahoo! Groups database. If negative, I
desire to donate blood.

Got a pill?


From Nomic1@aol.com Tue Feb 13 13:15:34 2001
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Subject: Response to Doc (what do I want that isn't currently in PDP)
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From: Nomic1@aol.com

--- In DocNomic@y..., rsholmes@m... wrote:
> Nomic1@a... writes:
> 
> > I will update the PDP to note that I have vaccinated, but don't 
know 
> > how to update the gamestate as well?
> Hmm? What do you want to update that *isn't* in the PDP?
> - Doc

Two things:

1) Vaccination Status: I think this could best be handled by 
putting "Vaccination" in the disease listing, with the understanding 
that it isn't a disease, it's just a status (like diseases really). 
This makes it an easily updatedable status and no work for Kevan

2) LOCATION: This is a biggie. Jeff can't keep track of everyone 
every day, it'd take forever to keep the Database correct on a daily 
basis. And we now how the patented Attack Zombie, as well as 
digruntled patients (Feyd at Nurse, Jeff at Pchiatrist, Kevan at Feyd 
for that last [ironic] butchery of his Position) I fear that we will 
a definite posibility of physical violence!! But how can we lash out 
without knowing where our deserving (well, everyone is deserving 
except Feyd. I'm pure as the driven snow) target is hiding?

$0.03 (inflation adjusted)
Feyd


From Nomic1@aol.com Tue Feb 13 13:27:25 2001
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Date: Tue, 13 Feb 2001 21:27:19 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: amend rule 1000: Diseases
Message-ID: <96c8rn+r0cj@eGroups.com>
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--- In DocNomic@y..., rsholmes@m... wrote:
> Nomic1@a... writes:
> > A reasonable compromise... amend my amendment to note that the 
green 
> > pill taken for the nasty counts toward the first pill of 
treatment 
> > for the Bit o cough? Actually, I don't think that you would even 
> > have to amend the rule to do that (Doc, what do you think?)
> I think you're right. 
> If a Player takes a Green Pill, and also took a Green Pill between
> the previous two Office Hours held by Doc, that Player is cured of
> this Disease.
> There's nothing that says the first Green has to be taken 
specifically
> for the Bit of a Cough, or even that it has to be taken after Bit 
of a
> Cough is contracted.

I agree. That's a small scam that we've all been running anyway -- I 
take a green pill for THIS, and then add a BLUE and RED that, along 
with the green, cure THE_OTHER.



Feyd


From jjweston@kenny.sir-toby.com Tue Feb 13 13:46:58 2001
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Date: Tue, 13 Feb 2001 14:27:40 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Brief Peace for the Addict
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

I take one red pill. PDP updated.

Amend "Diseases" by adding the following paragraph to the
description of Addiction:

The addict can achieve a brief temporary recovery by taking one pill of
each color at one time. After taking the last pill, the player will be
temporarily cured of addiction. However, after one hour, that player will
become addicted again.


From Nomic1@aol.com Tue Feb 13 14:27:08 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Brief Peace for the Addict
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--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> I take one red pill. PDP updated.
> 
> Amend "Diseases" by adding the following paragraph to the
> description of Addiction:
> 
> The addict can achieve a brief temporary recovery by taking one 
pill of
> each color at one time. After taking the last pill, the player will 
be
> temporarily cured of addiction. However, after one hour, that 
player will
> become addicted again.

You're just bitter because you can't sell your green pills, and Kevan 
and I are depressing the price on you. <grin>

Feyd


From Nomic1@aol.com Tue Feb 13 14:28:07 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Brief Peace for the Addict
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--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> I take one red pill. PDP updated.
> 
> Amend "Diseases" by adding the following paragraph to the
> description of Addiction:
> 
> The addict can achieve a brief temporary recovery by taking one 
pill of
> each color at one time. After taking the last pill, the player will 
be
> temporarily cured of addiction. However, after one hour, that 
player will
> become addicted again.

And you didn't ask for a pill! I lose a soul, you lose a soul, and I 
get a purple pill.

Feyd


From rsholmes@mailbox.syr.edu Tue Feb 13 14:37:43 2001
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Subject: Re: [DocNomic] Response to Doc (what do I want that isn't currently in PDP)
References: <96c85i+dv6c@eGroups.com>
Date: 13 Feb 2001 17:37:39 -0500
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> --- In DocNomic@y..., rsholmes@m... wrote:
> > Nomic1@a... writes:
> > 
> > > I will update the PDP to note that I have vaccinated, but don't 
> know 
> > > how to update the gamestate as well?
> > Hmm? What do you want to update that *isn't* in the PDP?
> > - Doc
> 
> Two things:
> 
> 1) Vaccination Status: I think this could best be handled by 
> putting "Vaccination" in the disease listing, with the understanding 
> that it isn't a disease, it's just a status (like diseases really). 
> This makes it an easily updatedable status and no work for Kevan

Hmm, maybe...

> 2) LOCATION: This is a biggie. Jeff can't keep track of everyone 
> every day, it'd take forever to keep the Database correct on a daily 
> basis. And we now how the patented Attack Zombie, as well as 
> digruntled patients (Feyd at Nurse, Jeff at Pchiatrist, Kevan at Feyd 
> for that last [ironic] butchery of his Position) I fear that we will 
> a definite posibility of physical violence!! But how can we lash out 
> without knowing where our deserving (well, everyone is deserving 
> except Feyd. I'm pure as the driven snow) target is hiding?

Well, one could examine the message archive, of course...

Or one could make the Player Location database editable by any group
member. In fact, I just did. Although I see no logging of who
changed what, so that may not be such a hot idea.

Of course, Player Location could very well be made an item in the PDP,
too.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Feb 13 14:39:32 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Brief Peace for the Addict
References: <96ccdj+s25u@eGroups.com>
Date: 13 Feb 2001 17:39:19 -0500
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> And you didn't ask for a pill! I lose a soul, you lose a soul, and I 
> get a purple pill.

Oh no you don't. That was a proposal.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Feb 13 14:40:38 2001
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Subject: Re: [DocNomic] Re: Proposal: Brief Peace for the Addict
References: <96ccdj+s25u@eGroups.com>
Date: 13 Feb 2001 17:40:35 -0500
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> And you didn't ask for a pill! I lose a soul, you lose a soul, and I 
> get a purple pill.

And anyway, in the PDP you GAVE yourself a SP and didn't alter Jeff's!

Shame!

-- 
- Doc

From Nomic1@aol.com Tue Feb 13 14:44:50 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Brief Peace for the Addict
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--- In DocNomic@y..., rsholmes@m... wrote:
> Nomic1@a... writes:

>Oh no you don't. That was a proposal.
Ouch. silly me!


> 
> > And you didn't ask for a pill! I lose a soul, you lose a soul, 
and I 
> > get a purple pill.
> 
> And anyway, in the PDP you GAVE yourself a SP and didn't alter 
Jeff's!
> Shame!
> - Doc

But, But, I tried to subtract the points!! I just didn't review the 
PDP afterward. Sorry, wasn't trying to scam (<b> this time </b> :)

Feyd


From Nomic1@aol.com Tue Feb 13 14:50:14 2001
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To: DocNomic@yahoogroups.com
Subject: Reply to Jeff Re: Feyd... reminds the E. can cure them
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From: Nomic1@aol.com

--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> On Tue, 13 Feb 2001 Nomic1@a... wrote:
> > The Epidemiologist can still cure most diseases. Please be sure 
to 
> > ring him up if you are interested.
> 
> Yeah, I'd be interested. This psychiatrist seems to have 
gotten
> his degree from a budget university. Not able to handle a simple
> addition. Bah!
> When and where can you take a look at my condition?

I can examine you personally in the Pharmacy, or I can call the lab 
and have them leave something for you.

I believe I have a handy device in the lab that can cure your 
Claustrophobia in a couple of hours. It's one of a kind, but I 
wouldn't mind letting it go I guess if I could get a tiny donation 
from you to the department.

I think I have a couple items on me too. I have a nasal balm that 
should cure your sniffles up immediately. Oh, and I have some killer 
painkillers that will probably allow your shoulder to heal overnight.

Feyd


> Got a pill?
Now now, let's try to fight this thing! It just isn't dignified (and 
TRUST ME, I know!!!) <g>




From jjweston@kenny.sir-toby.com Tue Feb 13 15:16:49 2001
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Date: Tue, 13 Feb 2001 15:57:45 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Brief Peace for the Addict
In-Reply-To: <96ccdj+s25u@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Tue, 13 Feb 2001 Nomic1@aol.com wrote:

> --- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> > I take one red pill. PDP updated.
> > 
> > Amend "Diseases" by adding the following paragraph to the
> > description of Addiction:
> 
> And you didn't ask for a pill! I lose a soul, you lose a soul, and I 
> get a purple pill.

Sorry pal... That was a proposal message. I don't have to ask for
a pill in any proposal message. Re-read the addiction disease for more
information. You might wanna be careful. Doc may start imposing fines and
beatings for making PDP changes that are against the rules... (Rule 28,
Paragraph 3)

Got a pill?


From jjweston@kenny.sir-toby.com Tue Feb 13 15:21:09 2001
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Date: Tue, 13 Feb 2001 16:02:32 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Can Doc page the Psychiatrist please?
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Hey Doc? I'd really like to try this Electroshock Therapy, but I
need the Psychiatrist to be here to do so. Would you be so kind as to page
him for me?


From kevan@somethingorother.com Wed Feb 14 03:25:39 2001
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Subject: Re: Response to Doc (what do I want that isn't currently in PDP)
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From: "Kevan Davis" <kevan@somethingorother.com>

> Two things:
> 
> 1) Vaccination Status: I think this could best be handled by 
> putting "Vaccination" in the disease listing, with the 
understanding 
> that it isn't a disease, it's just a status (like diseases 
really). 
> This makes it an easily updatedable status and no work for Kevan

Added (I'll tweak the wording of things to make it fit a little 
better, when I've got a moment). Good idea.

> 2) LOCATION: This is a biggie. Jeff can't keep track of everyone 
> every day, it'd take forever to keep the Database correct on a 
daily 
> basis. And we now how the patented Attack Zombie, as well as 
> digruntled patients (Feyd at Nurse, Jeff at Pchiatrist, Kevan at 
Feyd 
> for that last [ironic] butchery of his Position) I fear that we 
will 
> a definite posibility of physical violence!! But how can we lash 
out 
> without knowing where our deserving (well, everyone is deserving 
> except Feyd. I'm pure as the driven snow) target is hiding?

Mm, this is something I've been thinking about for a while, possibly 
even with a little map of the hospital if I can be bothered. It's on 
the 'to do' list.

Kevan

--
http://uncertain.org/~kevan
"I'm all at C, going from A to B."


From Nomic1@aol.com Wed Feb 14 06:06:16 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: The PDP Master
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I propose that Doc Proclaim Kevin the PDP Master, giving him a one-
time bonus of 400 cash, 3 blue, 3 yellow, and 3 red pills.

[[Is this a proposal or a suggestion? Kevan's done a good job here --
we are to the point that we can't every really keep track of 
everything without the PDP.]]

Feyd

--- In DocNomic@y..., "Kevan Davis" <kevan@s...> wrote:
> Mm, this is something I've been thinking about for a while, 
possibly 
> even with a little map of the hospital if I can be bothered. It's 
on 
> the 'to do' list.

Maybe put the rooms in first, and then add mapping if/when you see 
fit?




From rsholmes@mailbox.syr.edu Wed Feb 14 12:46:36 2001
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Subject: Re: [DocNomic] Can Doc page the Psychiatrist please?
References: <Pine.LNX.4.21.0102131559550.3261-100000@kenny.sir-toby.com>
Date: 14 Feb 2001 15:46:33 -0500
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Hey Doc? I'd really like to try this Electroshock Therapy, but I
> need the Psychiatrist to be here to do so. Would you be so kind as to page
> him for me?

Paging the Psychiatrist -- please report to, um, wherever Jeff is.

OK, I've led the horse to water. You gotta make him drink.

-- 
- Doc

From Nomic1@aol.com Wed Feb 14 14:18:40 2001
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Subject: ZombieMark moves to Psychiatric Ward 
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It must be the murmured voices coming from in there...ZombieMark 
looks at the disease-ridden form of Jeff, and the irate figure of 
Kevan.

Feyd


From Nomic1@aol.com Wed Feb 14 14:20:56 2001
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Subject: *Feyd buys 3 blue, 3 purple, and sells a couple green. see PDP for details.
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From jjweston@kenny.sir-toby.com Wed Feb 14 15:37:57 2001
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Date: Wed, 14 Feb 2001 16:19:20 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Can Doc page the Psychiatrist please?
In-Reply-To: <xzcelx1ro0m.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 14 Feb 2001 rsholmes@mailbox.syr.edu wrote:

> "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:
> 
> > Hey Doc? I'd really like to try this Electroshock Therapy, but I
> > need the Psychiatrist to be here to do so. Would you be so kind as to page
> > him for me?
> 
> Paging the Psychiatrist -- please report to, um, wherever Jeff is.
> 
> OK, I've led the horse to water. You gotta make him drink.

Well, Kevan indicated all these operations are self-serve. He just
has to be here. I get Electroshock Therpay. -10 body. -10 soul. All
Psychoses cured. I gain one random one... Tourette's Syndrome. I take
four yellow pills to cure Tourette's Syndrome. PDP updated.

BTW - I found a bug with the PDP. If I perform the same exact
action twice in a row, in this case taking a yellow pill, the PDP is not
updated but instead it inserts the comment you provide as a second comment
to the original action. I had to put spacer comments in between me taking
yellow pills.

I move to the Hospital Entrance...


From kevan@somethingorother.com Thu Feb 15 01:35:59 2001
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Subject: Re: PDP Bugs, Dramatic Tension
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From: "Kevan Davis" <kevan@somethingorother.com>

> BTW - I found a bug with the PDP. If I perform the same exact
> action twice in a row, in this case taking a yellow pill, the PDP 
is not
> updated but instead it inserts the comment you provide as a second 
comment
> to the original action. I had to put spacer comments in between me 
taking
> yellow pills.

Hm, according to the log file itself, your second attempt at taking a 
Yellow Pill saw you taking "blank" Yellow Pills, rather than one 
(which was interpreted as a corrupted action, and ignored, when the 
script got around to processing it). Did you maybe forget to fill the 
quantity in? I should add validation for that, either way.

> I move to the Hospital Entrance...

And there seems to be no way for me to stop you, even if I run after 
you and break both your legs. Will the Nurse update Pill prices 
before you get to the Pharmacy to sell your Greens for obscene 
profit? Will the Epidemiologist step in and Diarrhoea you? The drama, 
the suspense...

Kevan

--
http://uncertain.org/~kevan
"She disappeared down a sewer,
I sent my brother to pursue her."


From kevan@somethingorother.com Thu Feb 15 03:52:38 2001
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Subject: Re: PDP Bugs, Dramatic Tension
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> Will the Nurse update Pill prices 
> before you get to the Pharmacy to sell your Greens for obscene 
> profit?

Ah, I mean Pharmacist, not Nurse. And the Pharmacist is... ahem.

Kevan

--
http://uncertain.org/~kevan
"A Haliborange overdose is perhaps not the right way."


From Nomic1@aol.com Thu Feb 15 06:01:33 2001
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Subject: Emergency: Doc, there appears to be a short in the Trama Center. Could you page 
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...
the Hospital Building Engineer to the Trama Center immeidately?

Feyd


From Nomic1@aol.com Thu Feb 15 06:10:36 2001
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Feyd buys 3blue, 3purple, and sells 3 green. net loss 38 cash.

The Epidemiologist notes that Jeff appears to have contracted 
Diarrhoea!! This is no doubt a sympathetic reaction to the suggestion 
by the Psychiatrist during electroshock therapy!!

As a favor, Feyd moves Jeff immediately to the Toilets.


Feyd
(Feyd loses 15 body. PDP updated)


From Nomic1@aol.com Thu Feb 15 06:15:26 2001
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Subject: ZombieMark hits Kevan in the shoulder
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With is cold, dead hands, ZombieMark lashes out at Kevan, attempting 
to give him Glam Rock Shoulder!! Yikes!

See PDP for news update!!
Feyd


From rsholmes@mailbox.syr.edu Thu Feb 15 07:03:07 2001
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Subject: Re: [DocNomic] Feyd Actions
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Date: 15 Feb 2001 10:03:05 -0500
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> (Feyd loses 15 body. PDP updated)

Soul, actually, but you got it right in the PDP.

-- 
- Doc

From kevan@somethingorother.com Thu Feb 15 07:33:15 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Icky Rot / Movement
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From: "Kevan Davis" <kevan@somethingorother.com>

> With is cold, dead hands, ZombieMark lashes out at Kevan, 
attempting 
> to give him Glam Rock Shoulder!! Yikes!

Now now; "Players with icky rot may not attempt to "rough up" other 
players or cause other physical injury."

(But I had Glam Rock Shoulder to begin with, anyway, so don't bother 
curing me of it.)

I run and hide in the Padded Room, regardless.

Kevan

--
http://uncertain.org/~kevan
"Vespers done, I glide out to where the coolest shade is apparent."


From jjweston@kenny.sir-toby.com Thu Feb 15 07:45:03 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: Too much power for the Feyd...
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Repeal rule 18.


From rsholmes@mailbox.syr.edu Thu Feb 15 07:46:01 2001
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Subject: Re: [DocNomic] Re: Icky Rot / Movement
References: <96gsrm+jrdv@eGroups.com>
Date: 15 Feb 2001 10:45:59 -0500
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> Now now; "Players with icky rot may not attempt to "rough up" other 
> players or cause other physical injury."

Hmm. "Zombies are not players". But "The new object (the `Zombie')
has all properties of a player except where limited below." Inability
to rough up other Players while having Icky Rot is a property of a
Player, and even if it makes any sense to speak of "limiting one's
inability" (as a double-negative way of speaking of "expanding one's
ability") it's not at all clear that the Zombie rule does so. I'd say
Kevan's moot argument is correct. Feel free to undo the damage you
did to ZombieMark with your attack, Feyd.

-- 
- Doc

From kevan@somethingorother.com Thu Feb 15 07:46:38 2001
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Subject: Proposal: Nothing Left To Break
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From: "Kevan Davis" <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - Nothing Left To Break

To the first paragraph of "Diseases", add the sentence:-

If a Player would catch a Disease that he or she already has, it
is not contracted.

[[ Which is - I think - how we're playing it (it's certainly how
I've written the PDP, at least). ]]

----------------------------------------------------------------------


From kevan@somethingorother.com Thu Feb 15 07:48:15 2001
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Subject: Proposal: Two Legs Best
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----------------------------------------------------------------------

Proposal - Two Legs Best

[[ Of course, you should probably be able to get two Broken Legs... ]]

Replace the "Broken Leg" Disease with "Broken Left Leg" (any Players
with a Broken Leg shall have it replaced with a Broken Left Leg), as
defined below, and add a new Disease, "Broken Right Leg".

Broken Left Leg (Injury) 

A Player with a Broken Leg loses 5 Body Points whenever they move
from one room to another, and 10 Body Points during the Surgeon's
Office Hours. A Player with two Broken Legs cannot move, and may be
stretchered to the Trauma Center at their own whim, or that of the
Surgeon.

A Player with a Broken Leg may not Attack other Players. 

A Broken Leg can be operated on by the Surgeon for 250 Cash. The
Nurse may operate on the Surgeon's Broken Leg for the same fee.

A Player may give another Player a Broken Leg by Attacking them,
provided they share a Room. An Attack involves paying 5 Soul and 5
Body and rolling a 100-sided die (in the PDP). According to the
result of this roll:- 

01-12 The Attacked Player gets a Broken Left Leg.
13-24 The Attacked Player gets a Broken Right Leg.
25-32 Both Attacking and Attacked Players get a Broken Left Leg.
33-40 Both Attacking and Attacked Players get a Broken Right Leg.
41-45 The Attacking Player gets a Broken Left Leg.
46-50 The Attacking Player gets a Broken Right Leg.
51-98 Nothing happens.
99 A random Player in the same Room as the Attacker gets a
Broken Left Leg. 
00 A random Player in the same Room as the Attacker gets a
Broken Right Leg. 

Broken Right Leg (Injury) 

See "Broken Left Leg".

----------------------------------------------------------------------


From jjweston@kenny.sir-toby.com Thu Feb 15 07:55:49 2001
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Date: Thu, 15 Feb 2001 08:36:19 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Easy Toilet Access
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Add a connection to Toilets: Pharmacy.
Add a connection to Pharmacy: Toilets.


From Nomic1@aol.com Thu Feb 15 08:03:59 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Icky Rot / Movement
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--- In DocNomic@y..., "Kevan Davis" <kevan@s...> wrote:
> > With is cold, dead hands, ZombieMark lashes out at Kevan, 
> attempting 
> > to give him Glam Rock Shoulder!! Yikes!
> 
> Now now; "Players with icky rot may not attempt to "rough up" other 
> players or cause other physical injury."

You are absolutely correct. Read rule 10. "The zombie is not a 
player".
Feyd.

> (But I had Glam Rock Shoulder to begin with, anyway, so don't 
bother 
> curing me of it.)

I know.. just playing <g>.

Feyd


From jjweston@kenny.sir-toby.com Thu Feb 15 08:05:51 2001
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Date: Thu, 15 Feb 2001 08:46:01 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Reasonable Diarrhoea
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Amend "Diseases" by striking the first paragraph of the Diarrhoea
description and replacing it with the following:

A Player with Diarrhoea is entirely at the mercy of their intestinal whim.
Any active player may attempt to move a Player with Diarrhoea to the
Toilets, at any time, provided that no other player has made an attempt
already that day. When the attempt is made, there is a 50% chance that the
victim will move immediately to the toilets, unless they would be unable
to reach that room through normal means. When the attempt is successfull,
the victim may opt to remain in their current room, at the loss of 10 body
points.


From Nomic1@aol.com Thu Feb 15 08:06:20 2001
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--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> Add a connection to Toilets: Pharmacy.
> Add a connection to Pharmacy: Toilets.

ROTFL.. Man, you just don't give up, do you! <ROTFL>!!!


From Nomic1@aol.com Thu Feb 15 08:07:05 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Reasonable Diarrhoea
Message-ID: <96gur5+gb1u@eGroups.com>
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--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> Amend "Diseases" by striking the first paragraph of the 
Diarrhoea
> description and replacing it with the following:
> 
> A Player with Diarrhoea is entirely at the mercy of their 
intestinal whim.
> Any active player may attempt to move a Player with Diarrhoea to the
> Toilets, at any time, provided that no other player has made an 
attempt
> already that day. When the attempt is made, there is a 50% chance 
that the
> victim will move immediately to the toilets, unless they would be 
unable
> to reach that room through normal means. When the attempt is 
successfull,
> the victim may opt to remain in their current room, at the loss of 
10 body
> points.

Jeff,
This seems much more reasonable than the current disease.

Feyd


From Nomic1@aol.com Thu Feb 15 08:08:42 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: Amend rule 1000 Diseases
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From: Nomic1@aol.com

Amend Paragraph "Icky Rot" of rule 1000 Diseases:
with the following sentence.

"The Zombie always has Icky Rot, but may still make physical attacks, 
and does not suffer any ill effects from having icky rot."

Feyd


From kevan@somethingorother.com Thu Feb 15 08:26:44 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Reasonable Diarrhoea
Message-ID: <96h000+tnba@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

--- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> Amend "Diseases" by striking the first paragraph of the 
Diarrhoea
> description and replacing it with the following:
> 
> A Player with Diarrhoea is entirely at the mercy of their 
intestinal whim.
> Any active player may attempt to move a Player with Diarrhoea to the
> Toilets, at any time, provided that no other player has made an 
attempt
> already that day. When the attempt is made, there is a 50% chance 
that the
> victim will move immediately to the toilets, unless they would be 
unable
> to reach that room through normal means. When the attempt is 
successfull,
> the victim may opt to remain in their current room, at the loss of 
10 body
> points.

Mm, better, although the randomness seems a bit poor in light of your 
earlier comments on strategy being lost, and the retroactive 
avoidance seems - whilst well-themed - a shade reckless. ("What's 
that? Player X moved me to the Toilets while I was offline last 
night? I declare it undone, along with every single repercussion.")

I think allowing the movement (ahem) once every two days, or at any 
time at the expense of 10 Soul points from the instigator, might be a 
better way to balance things.

Mind you, since the current implementation relies on other people 
taking action, there's nothing to stop a sufferer making dire threats 
towards potential harassers...

Kevan

--
http://uncertain.org/~kevan
"Better get a bucket."


From jjweston@kenny.sir-toby.com Thu Feb 15 08:47:43 2001
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Date: Thu, 15 Feb 2001 09:27:48 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Reasonable Diarrhoea
In-Reply-To: <96h000+tnba@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Thu, 15 Feb 2001, Kevan Davis wrote:

> Mind you, since the current implementation relies on other people 
> taking action, there's nothing to stop a sufferer making dire threats 
> towards potential harassers...

Dire threats? Hah! The current implementation can keep the
sufferer in the toilets 24/7 without real work or any penalty for doing
so. There's nothing a sufferer can do that's of any real threat.

Feyd is the only one who any real power to threaten people and
follow through, being able to give out any disease on a whim. I hope I can
correct that soon. The Epidemiologist rule really adds nothing to the game
except to give Feyd a huge advantage over everybody else.

One of two thing should be changed about the Diarrhoea disease.
Either is has to be harder to keep the sufferer in the toilets (my
approach), or there has to be a penalty to put someone into the toilets.


From jjweston@kenny.sir-toby.com Thu Feb 15 08:49:15 2001
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Date: Thu, 15 Feb 2001 09:30:17 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Pharmacist and Hospital Building Engineer Office Hours Postponed
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Seems I have more pressing matters that require my attention at
the toilets.


From jjweston@kenny.sir-toby.com Thu Feb 15 09:19:35 2001
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Date: Thu, 15 Feb 2001 09:59:51 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Perks for the Engineer
Message-ID: <Pine.LNX.4.21.0102150952310.4531-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Amend "Hospital Building Engineer" by adding the following
paragraph:

During the Hospital Building Engineer's Office Hours, e may freely
travel from room to room. Using their network of secret passages, they may
enter rooms that players normaly cannot enter. This takes precedence over
rules restricting movement. This is to permit the Engineer to inspect the
hospital rooms for damage, or other duties required of them. They may take
other actions while performing their duties.


From rsholmes@mailbox.syr.edu Thu Feb 15 09:22:36 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: amend rule 1000: Diseases
References: <96bs1k+9m9s@eGroups.com>
Date: 15 Feb 2001 12:19:44 -0500
In-Reply-To: Nomic1@aol.com's message of "Tue, 13 Feb 2001 17:48:36 -0000"
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Lines: 17
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Update nasty cough as follows"
> "Nasty Cough (Airborne) 
> 
> ====================Begin proposed change ==========
> Add to the first paragraph:
> "The Player loses 8 Body points During Docs Office Hours."
> 
> Delete the last paragraph of Nasty Cough and add:
> "Each Green Pill a Player takes has a 30% chance of turning the Nasty 
> Cough into a "Bit of a Cough"."

ACCEPTED. 1 green.

-- 
- Doc

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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Brief Peace for the Addict
References: <Pine.LNX.4.21.0102131416390.3061-100000@kenny.sir-toby.com>
Date: 15 Feb 2001 12:20:36 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Tue, 13 Feb 2001 14:27:40 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I take one red pill. PDP updated.
> 
> Amend "Diseases" by adding the following paragraph to the
> description of Addiction:
> 
> The addict can achieve a brief temporary recovery by taking one pill of
> each color at one time. After taking the last pill, the player will be
> temporarily cured of addiction. However, after one hour, that player will
> become addicted again.

ACCEPTED. 1 blue.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 15 09:22:38 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Pharmacist and Hospital Building Engineer Office Hours Postponed
References: <Pine.LNX.4.21.0102150928470.4407-100000@kenny.sir-toby.com>
Date: 15 Feb 2001 12:15:12 -0500
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Seems I have more pressing matters that require my attention at
> the toilets.

Well, shit...

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 15 09:22:48 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend 17. Deliberate contagion
References: <96br79+84ga@eGroups.com>
Date: 15 Feb 2001 12:18:38 -0500
In-Reply-To: Nomic1@aol.com's message of "Tue, 13 Feb 2001 17:34:33 -0000"
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Nomic1@aol.com writes:

> Add the following sentence to rule 17:
> 
> "Both players must be in the same room. There is a 75% chance of the 
> disease being transmitted. The player must still pay the body and 
> soul penalty for attempting to infect another active player."

ACCEPTED. 1 blue.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 15 09:26:06 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Too much power for the Feyd...
References: <Pine.LNX.4.21.0102150825160.4407-100000@kenny.sir-toby.com>
Date: 15 Feb 2001 12:24:56 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 15 Feb 2001 08:26:09 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Repeal rule 18.

REJECTED. I point out that Feyd loses 15 big SPs when he deals out a
disease, which may be why (I believe) he has never done so until now.
I don't think 18 is so unbalanced that it needs to be scrapped.

Jeff has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 15 09:26:07 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Nothing Left To Break
References: <96gtkr+bch9@eGroups.com>
Date: 15 Feb 2001 12:25:24 -0500
In-Reply-To: "Kevan Davis"'s message of "Thu, 15 Feb 2001 15:46:35 -0000"
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"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Nothing Left To Break
> 
> To the first paragraph of "Diseases", add the sentence:-
> 
> If a Player would catch a Disease that he or she already has, it
> is not contracted.
> 
> [[ Which is - I think - how we're playing it (it's certainly how
> I've written the PDP, at least). ]]
> 
> ----------------------------------------------------------------------

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 15 09:26:56 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The PDP Master
References: <96e3b4+edcl@eGroups.com>
Date: 15 Feb 2001 12:22:12 -0500
In-Reply-To: Nomic1@aol.com's message of "Wed, 14 Feb 2001 14:05:24 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> I propose that Doc Proclaim Kevin the PDP Master, giving him a one-
> time bonus of 400 cash, 3 blue, 3 yellow, and 3 red pills.
> 
> [[Is this a proposal or a suggestion? Kevan's done a good job here --
> we are to the point that we can't every really keep track of 
> everything without the PDP.]]

It's a suggestion -- you can't Propose a change to the gamestate,
except as a consequence of a Rule (you could have Proposed a
self-repealing Rule that changes the gamestate, but thank you for not
doing so.)

But it's a worthy suggestion. Done.

-- 
- Doc

From jjweston@kenny.sir-toby.com Thu Feb 15 09:27:09 2001
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Date: Thu, 15 Feb 2001 10:05:20 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Proposal: Perks for the Pharmacist
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Amend "Pharmacist" by adding the following paragraph immediately
before the paragraph that starts with "When making pills, the Pharmacist
produces a number of pills of each color,":

While handling all outstanding Pharmacy transactions, the Pharmacist can
engage in any of their own transactions, but they do not have to be
physically present in the Pharmacy to do so at this time. This takes
precedence over rules requiring players to be at the Pharmacy to transact
business with the Pharmacy.


From rsholmes@mailbox.syr.edu Thu Feb 15 09:27:22 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Two Legs Best
References: <96gtno+fa4e@eGroups.com>
Date: 15 Feb 2001 12:26:14 -0500
In-Reply-To: "Kevan Davis"'s message of "Thu, 15 Feb 2001 15:48:08 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Two Legs Best
> 
> [[ Of course, you should probably be able to get two Broken Legs... ]]
> 
> Replace the "Broken Leg" Disease with "Broken Left Leg" (any Players
> with a Broken Leg shall have it replaced with a Broken Left Leg), as
> defined below, and add a new Disease, "Broken Right Leg".
> 
> Broken Left Leg (Injury) 
> 
> A Player with a Broken Leg loses 5 Body Points whenever they move
> from one room to another, and 10 Body Points during the Surgeon's
> Office Hours. A Player with two Broken Legs cannot move, and may be
> stretchered to the Trauma Center at their own whim, or that of the
> Surgeon.
> 
> A Player with a Broken Leg may not Attack other Players. 
> 
> A Broken Leg can be operated on by the Surgeon for 250 Cash. The
> Nurse may operate on the Surgeon's Broken Leg for the same fee.
> 
> A Player may give another Player a Broken Leg by Attacking them,
> provided they share a Room. An Attack involves paying 5 Soul and 5
> Body and rolling a 100-sided die (in the PDP). According to the
> result of this roll:- 
> 
> 01-12 The Attacked Player gets a Broken Left Leg.
> 13-24 The Attacked Player gets a Broken Right Leg.
> 25-32 Both Attacking and Attacked Players get a Broken Left Leg.
> 33-40 Both Attacking and Attacked Players get a Broken Right Leg.
> 41-45 The Attacking Player gets a Broken Left Leg.
> 46-50 The Attacking Player gets a Broken Right Leg.
> 51-98 Nothing happens.
> 99 A random Player in the same Room as the Attacker gets a
> Broken Left Leg. 
> 00 A random Player in the same Room as the Attacker gets a
> Broken Right Leg. 
> 
> Broken Right Leg (Injury) 
> 
> See "Broken Left Leg".
> 
> ----------------------------------------------------------------------

ACCEPTED. 1 green.
-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 15 09:28:40 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Easy Toilet Access
References: <Pine.LNX.4.21.0102150834350.4407-100000@kenny.sir-toby.com>
Date: 15 Feb 2001 12:27:32 -0500
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 15 Feb 2001 08:36:19 -0800 (PST)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Add a connection to Toilets: Pharmacy.
> Add a connection to Pharmacy: Toilets.

-5 SP.

REJECTED. Who puts two entrances on a men's room?

-- 
- Doc

From jjweston@kenny.sir-toby.com Thu Feb 15 09:30:34 2001
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Date: Thu, 15 Feb 2001 10:10:08 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Feyd Actions
In-Reply-To: <96go0p+6gb5@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Thu, 15 Feb 2001 Nomic1@aol.com wrote:

> As a favor, Feyd moves Jeff immediately to the Toilets.

Thanks Feyd, I owe you one man. Just don't know what I would do if
I couldn't have made it to the toilets on time.


From jjweston@kenny.sir-toby.com Thu Feb 15 09:34:28 2001
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Date: Thu, 15 Feb 2001 10:13:12 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Easy Toilet Access
In-Reply-To: <xzcwvarq2kb.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 15 Feb 2001 rsholmes@mailbox.syr.edu wrote:

> "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:
> 
> > Add a connection to Toilets: Pharmacy.
> > Add a connection to Pharmacy: Toilets.
> 
> -5 SP.
> 
> REJECTED. Who puts two entrances on a men's room?

Cisco Systems Inc, ThoughtWorks, Inc, to name two that I know
of...


From kevan@somethingorother.com Thu Feb 15 09:36:20 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: The PDP Master
Message-ID: <96h427+ulj1@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> But it's a worthy suggestion. Done.

I'm flattered. Thankyou. I really ought to get my act together and 
earn the accolade, though - I'll see if I can find time this evening 
to get room movement implemented.

Kevan

--
http://uncertain.org/~kevan
"If I were you, I'd be through with me."


From rsholmes@mailbox.syr.edu Thu Feb 15 09:37:27 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Reasonable Diarrhoea
References: <96h000+tnba@eGroups.com>
Date: 15 Feb 2001 12:36:59 -0500
In-Reply-To: "Kevan Davis"'s message of "Thu, 15 Feb 2001 16:26:40 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> --- In DocNomic@y..., "Jeffrey J. Weston" <jjweston@k...> wrote:
> > Amend "Diseases" by striking the first paragraph of the 
> Diarrhoea
> > description and replacing it with the following:
> > 
> > A Player with Diarrhoea is entirely at the mercy of their 
> intestinal whim.
> > Any active player may attempt to move a Player with Diarrhoea to the
> > Toilets, at any time, provided that no other player has made an 
> attempt
> > already that day. When the attempt is made, there is a 50% chance 
> that the
> > victim will move immediately to the toilets, unless they would be 
> unable
> > to reach that room through normal means. When the attempt is 
> successfull,
> > the victim may opt to remain in their current room, at the loss of 
> 10 body
> > points.

-5 SP.

REJECTED; see Kevan's comments and my addenda:

> Mm, better, although the randomness seems a bit poor in light of your 
> earlier comments on strategy being lost, and the retroactive 
> avoidance seems - whilst well-themed - a shade reckless. ("What's 
> that? Player X moved me to the Toilets while I was offline last 
> night? I declare it undone, along with every single repercussion.")

Indeed. Especially since there seems to be no time limit on the
retroactivity: "Hmm, on second thought, I think I'll not have gone to
the toilet a week and a half ago..."

> I think allowing the movement (ahem) once every two days, or at any 
> time at the expense of 10 Soul points from the instigator, might be a 
> better way to balance things.

A SP hit would be consistent with the way similar things are done
elsewhere, though 10 seems high. E.g., Deliberate Contagion costs
only 5 SP and 5 BP, and one trip to the toilets seems less malicious
than that.

Hmm, maybe something like a 5 SP hit coupled with an amendment to
Hospital Rooms saying a Player may move emself (freely except as
restricted by rules) *or* another Player (as permitted by rules) *or*
a Zombie (as permitted by rules) only once per day?

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 15 09:38:18 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend rule 1000 Diseases
References: <96guu5+ti85@eGroups.com>
Date: 15 Feb 2001 12:37:48 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 15 Feb 2001 16:08:37 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Amend Paragraph "Icky Rot" of rule 1000 Diseases:
> with the following sentence.
> 
> "The Zombie always has Icky Rot, but may still make physical attacks, 
> and does not suffer any ill effects from having icky rot."
> 
> Feyd

APPROVED. 1 green.

-- 
- Doc

From Nomic1@aol.com Thu Feb 15 09:40:31 2001
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Date: Thu, 15 Feb 2001 17:40:12 -0000
To: DocNomic@yahoogroups.com
Subject: ENOUGH ALREADY
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From: Nomic1@aol.com

Ok, Here's the deal:

Jeff, we (by which I apparently Kevan and myself)are going to do our 
level best from every making it to the pharmacy to sell you green 
pills @50/per. We appear able, to a certain extent, of doing so, at 
rather high cost (15 soul ain't chicken feel).

Currently you are making rules that boil down to, "Doc, these mean 
guys aren't letting me sell my pills before Pharmacy OH, and I want 
to really bad!"

I think you need to realize that Doc probably isn't going to give to 
that, and even if he does then you are setting a horrible precedent 
for forcing rules out there just to allow you to complete a scam.

So far you have completely gutted a disease, tried to delete a 
position that was opposing you, and have proposed rules to exempt 
yourself from restrictions selling pills as both the Engineer and 
Pharmacist.

Scamming is cool. Scamming is fun. We all love a clever scam when we 
pull it off, and are jealous when someone else does. You were 
scamming green pills, and you got caught before you could hit the 
payoff. Get over it.

Feyd


From kevan@somethingorother.com Thu Feb 15 09:41:27 2001
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Date: Thu, 15 Feb 2001 17:40:57 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Perks for the Pharmacist
Message-ID: <96h4b9+c9at@eGroups.com>
In-Reply-To: <Pine.LNX.4.21.0102151000440.4531-100000@kenny.sir-toby.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> While handling all outstanding Pharmacy transactions, the 
Pharmacist can
> engage in any of their own transactions, but they do not have to be
> physically present in the Pharmacy to do so at this time. This takes
> precedence over rules requiring players to be at the Pharmacy to 
transact
> business with the Pharmacy.

Come now, I think the fact that he can delay the Office Hours until 
whichever nanosecond he wants ("I suddenly sell a load of Pills and 
process my Office Hours immediately, so that nobody has time to react 
and sell their own before the price falls") is perk enough.

I think the fact that you can delay the current Pharmacist Office 
Hours for *two weeks* should help you get the money you want for 
those Greens. Put the hammer down and step away.

Kevan

--
http://uncertain.org/~kevan
"Be mad, be rash, smoke and explode."


From rsholmes@mailbox.syr.edu Thu Feb 15 09:47:35 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend 17. Deliberate contagion
References: <96br79+84ga@eGroups.com>
Date: 15 Feb 2001 12:46:25 -0500
In-Reply-To: Nomic1@aol.com's message of "Tue, 13 Feb 2001 17:34:33 -0000"
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From: rsholmes@mailbox.syr.edu

A bit more concisely:

An active Player with an Airborne Disease may, at any time, pay 5
Soul and 5 Body Points to attempt to give that Disease to another
active Player. Both players must be in the same room. There is a
75% chance of the disease being transmitted.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 15 09:57:24 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend rule 1000 Diseases
References: <96guu5+ti85@eGroups.com>
Date: 15 Feb 2001 12:57:21 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 15 Feb 2001 16:08:37 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Amend Paragraph "Icky Rot" of rule 1000 Diseases:
> with the following sentence.
> 
> "The Zombie always has Icky Rot,

Hmm, I just noticed this conflicts with

"A new Zombie has 1 green pill, 100 body, -1 soul, and 0 cash. All
diseases are cured."

I will fix this by altering Feyd's amendment to

"A Zombie who has Icky Rot..."

-- 
- Doc

From jjweston@kenny.sir-toby.com Thu Feb 15 10:08:19 2001
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Date: Thu, 15 Feb 2001 10:48:23 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Perks for the Pharmacist
In-Reply-To: <96h4b9+c9at@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Thu, 15 Feb 2001, Kevan Davis wrote:

> Come now, I think the fact that he can delay the Office Hours until 
> whichever nanosecond he wants ("I suddenly sell a load of Pills and 
> process my Office Hours immediately, so that nobody has time to react 
> and sell their own before the price falls") is perk enough.
> 
> I think the fact that you can delay the current Pharmacist Office 
> Hours for *two weeks* should help you get the money you want for 
> those Greens. Put the hammer down and step away.

Just trying to level the playing field. Every other office seems
to have some advantage they can wield against other players. Some more so
than others. I'll put the hammer down when I get tired of suffering Fear
of Rejection.


From rsholmes@mailbox.syr.edu Thu Feb 15 10:14:15 2001
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To: DocNomic@yahoogroups.com
Subject: Doc's OH
Date: 15 Feb 2001 13:14:08 -0500
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From: rsholmes@mailbox.syr.edu

[Previous four office hours were: 19 Jan 2001 / 26 Jan 2001 / 1 Feb
2001 / 12 Feb 2001]

(1) No bodies in the morgue; no new Zombies. (Hmm, given that a Mad
Scientist's Assistant exists, is body check duty automatically
assigned to the MSA?)

(2) ZombieMark changes: SP -9 -> -4; BP 98 -> 93.

(3) Feyd must deduct SPs for Zombie use by end of day today. 

(4) Blood donations: The following players apparently have not donated
blood since before 19 Jan: Feyd, Jeff, Ottis. They lose 10 BPs each.

(3) Nasty cough: No one has Nasty Cough.

Martin has Bit of a Cough:

1 random reals 0 < x < 1:
0.372406005859375

It does not become Nasty.

PDP updated.

-- 
- Doc

From jjweston@kenny.sir-toby.com Thu Feb 15 10:33:06 2001
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Date: Thu, 15 Feb 2001 11:12:54 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] ENOUGH ALREADY
In-Reply-To: <96h49s+fsl8@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Thu, 15 Feb 2001 Nomic1@aol.com wrote:

> Currently you are making rules that boil down to, "Doc, these mean 
> guys aren't letting me sell my pills before Pharmacy OH, and I want 
> to really bad!"

Thats one interpretation. I merely feel there are some
inadequacies in the rules that need to be addressed.

> I think you need to realize that Doc probably isn't going to give to 
> that, and even if he does then you are setting a horrible precedent 
> for forcing rules out there just to allow you to complete a scam.

I think my proposals are perfectly reasonable.

> So far you have completely gutted a disease, tried to delete a 
> position that was opposing you, and have proposed rules to exempt 
> yourself from restrictions selling pills as both the Engineer and 
> Pharmacist.

What disease did I gut? Diarrhoea is still intact. And the
temporary relief from addiction I added is fairly expensive.

I truly feel your position serves no real purpose. I had to
attempt to remove it just to see what would happen. Expect more proposals
adjusting that position.

What's the difference to the exceptions I'm adding to those
offices than the Psychiatrist's ability to revoke cures. your 25%
avoidance to communicable disease, or your ability to infect anyone with
any disease. Yeah yeah, at high cost, spare me. There are diseases out
there that catching them is worse than the cost. Diarrhoea comes to my
mind. Not to mention you can attempt add additional diseases that are
almost impossible to catch that have dire consequences that you can give
out at whim. You can probably get one passed... Already have as far as I'm
concerned.

> Scamming is cool. Scamming is fun. We all love a clever scam when we 
> pull it off, and are jealous when someone else does. You were 
> scamming green pills, and you got caught before you could hit the 
> payoff. Get over it.

You'll have to pry these green pills from my cold dead hands
first.


From rsholmes@mailbox.syr.edu Thu Feb 15 10:34:01 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] ENOUGH ALREADY
References: <96h49s+fsl8@eGroups.com>
Date: 15 Feb 2001 13:33:59 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 15 Feb 2001 17:40:12 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Jeff, we (by which I apparently Kevan and myself)are going to do our 
> level best from every making it to the pharmacy to sell you green 
> pills @50/per. We appear able, to a certain extent, of doing so, at 
> rather high cost (15 soul ain't chicken feel).

Hey, stop feeling the chickens in this hospital!

> I think you need to realize that Doc probably isn't going to give to 
> that, 

Hmmm... maybe...

> So far you have completely gutted a disease, 

Gutted a disease? The only one he's changed is Addiction, and that
only to get 1 hour respites.

> Scamming is cool. Scamming is fun. We all love a clever scam when we 
> pull it off, and are jealous when someone else does. You were 
> scamming green pills, and you got caught before you could hit the 
> payoff. Get over it.

And your response is to keep him in the toilet for two weeks? I mean,
the diarrhoea thing was cute, but it'll get tedious if you try to keep
it up for the rest of the month. And it never pays to make things
tedious for Doc.

I agree: some of Jeff's recent proposals have been pretty heavyhanded
attempts at cashing in on his pill collection. On the other hand, the
Pharmacist and the Building Engineer *do* seem to be lacking in, um,
super-powers as compared to, say, the Epidemiologist or the
Psychiatrist. So I wouldn't count on those proposals being rejected,
necessarily.

But surely you've got additional clever counterscams coming... right?

-- 
- Doc

From Nomic1@aol.com Thu Feb 15 11:09:11 2001
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To: DocNomic@yahoogroups.com
Subject: Re: ENOUGH ALREADY
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From: Nomic1@aol.com

First Off:

Jeff,
I was a bit heavy handed in my origional diatrite. Apoligies 
tendered. What I was trying to say (in a rather poorly spelled doc) 
was that IMHO you got caught scamming. When you get caught doing so, 
you should expect actions to be taken to prevent you from cashing in 
on the scam.

--- In DocNomic@y..., rsholmes@m... wrote:
> Nomic1@a... writes:
> Hey, stop feeling the chickens in this hospital!

Yessir.

> > I think you need to realize that Doc probably isn't going to give 
> Hmmm... maybe...
> > So far you have completely gutted a disease, 
> Gutted a disease? The only one he's changed is Addiction, and that
> only to get 1 hour respites.

Addiction affects ACTIONS. That's all it does. If you can take a 
single pill and then do whatever ACTION you want, then the disease is 
gutted. You were the one saying that dieseases are easy to 
circumvent. This was such a disease before the amendment.

> And your response is to keep him in the toilet for two weeks? I 

Um. He's been there 5 hours, not two weeks. I prefer a more GENERAL 
approach; specifically punishment for officers not conducting office 
hours.

> it up for the rest of the month. And it never pays to make things
> tedious for Doc.

Point taken.



> I agree: some of Jeff's recent proposals have been pretty ... 
>Pharmacist and the Building Engineer *do* seem to be lacking in, um,
> super-powers as compared to, say, the Epidemiologist or the
> Psychiatrist. So I wouldn't count on those proposals being 
rejected,

Well, the Epidemiologist action is a "use rarely" (maybe only once) 
or people will shred abilities. I used it as an ace to stop a player 
from getting a [potentially] winning advantage.


> But surely you've got additional clever counterscams coming... 
right?

Doc, 
I am personally offended that you would even think of me as 
scamming! I am the soul of honesty and integrity. The actions I 
have taken were taken ONLY to prevent another player from scamming, 
and to imply that I would scam in return is just totally 
unwarrented! :-).

Feyd




From Nomic1@aol.com Thu Feb 15 11:19:18 2001
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Date: Thu, 15 Feb 2001 19:19:13 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Amend rule 13. Officers 
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Add a paragraph after the second paragraph of rule 13. Officers:


If an Officer refuses to conduct Office Hours at their allotted time 
but does take other actions within the Hospital (included, but not 
limited to: movement, taking pills, buying/selling items, attacking a 
player, or attempt to infect another player), Doc will inflict a 
penalty of not less than 25 cash, 1 pill on the Office Holder. This 
penalty will incrementally increased for each action an Office Holder 
takes before performing Office Hours.

Such a player may not draw ANY wages. If a player performs Office 
Hours more than 1 week late they may not draw any wages for the 
missed period.
===============END=============

[[This forces office holders to perform their job even if they don't 
want to for game reasons, while still allowing Office Holders to take 
vacations without penalty.]]

Feyd




From rsholmes@mailbox.syr.edu Thu Feb 15 11:21:03 2001
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To: DocNomic@yahoogroups.com
Subject: Officers table
Date: 15 Feb 2001 14:21:01 -0500
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On the subject of the levelness of the playing field for officers,
I've posted a table at

<http://web.syr.edu/~rsholmes/games/nomic/docnomic/officers.html>

comparing the benefits and responsibilities of the various DocNomic
offices. 

It's kind of interesting (kind of...) to spot the anomalies. For
instance, the Psychiatrist and the Surgeon must work in the Psych Ward
and Trauma Center, respectively, while the Pharmacist need not work in
the Pharmacy. (Not even to make pills? Would *you* want to swallow a
pill the Pharmacist made in the Toilets?)

The Hospital Building Engineer's job looks likely to become a sinecure
once Kevan makes his next change to the PDP.

Did I get the Epidemiologist's conversion powers right? It says

Epidemiologist are very healthy because they know all about diseases
and special treatments, and usually walk around wearing a mask.
Because of this health they may trade body points for soul points on
a 3:1 basis.

which I take to mean they can trade 3 body points for 1 soul point,
but that doesn't really sound right either.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 15 11:23:44 2001
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Subject: Re: [DocNomic] Emergency: Doc, there appears to be a short in the Trama Center. Could you page
References: <96gnfo+ah9u@eGroups.com>
Date: 15 Feb 2001 14:23:40 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 15 Feb 2001 14:01:28 -0000"
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Nomic1@aol.com writes:

> ...
> the Hospital Building Engineer to the Trama Center immeidately?

Sure. Engineer, to the Trauma Center, please.

-- 
- Doc

From Nomic1@aol.com Thu Feb 15 11:28:04 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Officers table
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--- In DocNomic@y..., rsholmes@m... wrote:
> On the subject of the levelness of the playing field for officers,
> I've posted a table at
> 
> <http://web.syr.edu/~rsholmes/games/nomic/docnomic/officers.html>

Need to delete the last ">" from the URL.

> Did I get the Epidemiologist's conversion powers right? It says

Yes. 3:1 is not very useful, was just following lead of nurse. You 
forgot time-comsuming duties:
During the Office Hours, for each Airborne Disease, the 
Epidemiologist will select two active Players at random. There is a 
25% chance each Player will contract the Airborne Disease. 

During the Office Hours, the Epidemiologist will randomly select one 
player and randomly select one non-airborne disease. The player will 
contract this disease. 

Can heal one OTHER person (thought not required).




From rsholmes@mailbox.syr.edu Thu Feb 15 11:36:04 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: ENOUGH ALREADY
References: <96h9gk+h1mg@eGroups.com>
Date: 15 Feb 2001 14:36:02 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 15 Feb 2001 19:09:08 -0000"
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Nomic1@aol.com writes:

> Addiction affects ACTIONS. That's all it does. If you can take a 
> single pill and then do whatever ACTION you want, then the disease is 
> gutted. You were the one saying that dieseases are easy to 
> circumvent. This was such a disease before the amendment.

"The addict can achieve a brief temporary recovery by taking one
pill of each color at one time. After taking the last pill, the
player will be temporarily cured of addiction."

That's FIVE pills, not ONE... and at the moment Jeff has only one
Yellow. 

> > And your response is to keep him in the toilet for two weeks? I 
> 
> Um. He's been there 5 hours, not two weeks. 

Yes, but you seemed to be implying an intent to keep him there until
he defaults on Office Hours three weeks running... er... sorry...
three weeks IN A ROW...

> > But surely you've got additional clever counterscams coming... 
> right?
> 
> Doc, 
> I am personally offended that you would even think of me as 
> scamming! I am the soul of honesty and integrity. The actions I 
> have taken were taken ONLY to prevent another player from scamming, 
> and to imply that I would scam in return is just totally 
> unwarrented! :-).

Uh huh.

(But anyway, by "counterscam" I mean "action taken to counter a scam",
not necessarily a scam in itself...)

-- 
- Doc

From Nomic1@aol.com Thu Feb 15 11:41:50 2001
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For every Airborne Disease, 2 players have a 25% chance of catching:

Ottis Catches Nasty Cough
Martin catches Sore Throat
Jeff catches Sniffles (but already has them). [NOTE: If you ask the 
nurse to help your sniffles, e can cure them during es office hours.]

1 player catches a non-airborne:

Kevin catches a Sore Throat.

Disease list updated (Broken Left/Right let)

A request for healing was made by Jeff. he never went to Lab or the 
Epidemiologist. However, the Epidemiologist cannot heal self because 
the request was made.

Wages paid.

Feyd


From Nomic1@aol.com Thu Feb 15 11:42:33 2001
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To: DocNomic@yahoogroups.com
Subject: Epidemiologist OH (the no subject is office hours).
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--- In DocNomic@y..., Nomic1@a... wrote:
> 
> 
> For every Airborne Disease, 2 players have a 25% chance of catching:
> 
> Ottis Catches Nasty Cough
> Martin catches Sore Throat
> Jeff catches Sniffles (but already has them). [NOTE: If you ask 
the 
> nurse to help your sniffles, e can cure them during es office 
hours.]
> 
> 1 player catches a non-airborne:
> 
> Kevin catches a Sore Throat.
> 
> Disease list updated (Broken Left/Right let)
> 
> A request for healing was made by Jeff. he never went to Lab or 
the 
> Epidemiologist. However, the Epidemiologist cannot heal self 
because 
> the request was made.
> 
> Wages paid.
> 
> Feyd


From Nomic1@aol.com Thu Feb 15 11:45:55 2001
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To: DocNomic@yahoogroups.com
Subject: Re: ENOUGH ALREADY
Message-ID: <96hblh+ouor@eGroups.com>
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--- In DocNomic@y..., rsholmes@m... wrote:
> Nomic1@a... writes:
> > Addiction affects ACTIONS. That's all it does. If you can take 
a 
> > single pill and then do whatever ACTION you want, then the 
disease is 
> > gutted. You were the one saying that dieseases are easy to 
> > circumvent. This was such a disease before the amendment.
> 
> "The addict can achieve a brief temporary recovery by taking one
> pill of each color at one time. After taking the last pill, the
> player will be temporarily cured of addiction."
> 
> That's FIVE pills, not ONE... and at the moment Jeff has only one
> Yellow. 

I stand corrected.


> > > And your response is to keep him in the toilet for two weeks? 
> > Um. He's been there 5 hours, not two weeks. 
> Yes, but you seemed to be implying an intent to keep him there until
> he defaults on Office Hours three weeks running... er... sorry...
> three weeks IN A ROW...

Now now. I implied that I was intent on keeping him from scamming 
the cash. A lot of deals can be cut (er, made) in 3 weeks.

> (But anyway, by "counterscam" I mean "action taken to counter a 
scam",
> not necessarily a scam in itself...)

ah. My bad. 

Feyd


From Nomic1@aol.com Thu Feb 15 11:54:09 2001
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To: DocNomic@yahoogroups.com
Subject: Surgeon Office Hours
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No requests for healing.

wages paid.

1 player / 1 physical / 20% chance.

Martin does NOT get icky rot.


From Nomic1@aol.com Thu Feb 15 11:55:44 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: Amend rule 1000
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Amend rule 1000, "Broken Right Leg" with the following paragraph:

If a player has a "Broken Leg", the "Broken Leg" is changed to 
a "Broken Right Leg". This paragraph will then be surrounded with 
comment markers.

Feyd


From Nomic1@aol.com Thu Feb 15 11:59:57 2001
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To: DocNomic@yahoogroups.com
Subject: Amend rule 10. Mad Scientist (and his assistant) , Article 2: Actions, #1
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Amend rule 10. Mad Scientist (and his assistant) , Article 2: 
Actions, Action #1:

Change the sentence of Action #1 from:
"If disease "Broken Leg" does not exist in the rulestate for any 
reason, this paragraph is ignored."

to..
If neither player's leg was broken before the Zombie action and the 
zombie caused a broken leg, the right leg becomes broken. If one leg 
was broken and the Zombie action caused a broken leg, the other leg 
becomes broken. 


Feyd


From rsholmes@mailbox.syr.edu Thu Feb 15 12:17:45 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Officers table
References: <96haju+dp8s@eGroups.com>
Date: 15 Feb 2001 15:17:40 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 15 Feb 2001 19:27:58 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> You 
> forgot time-comsuming duties:
> During the Office Hours, for each Airborne Disease, the 
> Epidemiologist will select two active Players at random. There is a 
> 25% chance each Player will contract the Airborne Disease. 
> 
> During the Office Hours, the Epidemiologist will randomly select one 
> player and randomly select one non-airborne disease. The player will 
> contract this disease. 
> 
> Can heal one OTHER person (thought not required).

All that is summarized in the second column:

Keeps track of diseases; dispenses one-of-a-kind treatments; handles
new disease infection

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Feb 15 12:21:22 2001
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Date: 15 Feb 2001 15:21:17 -0500
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> 1 player catches a non-airborne:
> 
> Kevin catches a Sore Throat.

Sore Throat is Airborne. As you should know from just previously:

> For every Airborne Disease, 2 players have a 25% chance of catching:
[...]
> Martin catches Sore Throat

Cure KevAN's sore throat, please, and redo the non-airborne thing.

-- 
- Doc

From jjweston@kenny.sir-toby.com Thu Feb 15 12:25:25 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Amend rule 13. Officers
Message-ID: <96hdvh+10s7@eGroups.com>
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From: "Jeff Weston" <jjweston@kenny.sir-toby.com>

--- In DocNomic@y..., Nomic1@a... wrote:
> Add a paragraph after the second paragraph of rule 13. Officers:
> 
> 
> If an Officer refuses to conduct Office Hours at their allotted 
time 
> but does take other actions within the Hospital (included, but not 
> limited to: movement, taking pills, buying/selling items, attacking 
a 
> player, or attempt to infect another player), Doc will inflict a 
> penalty of not less than 25 cash, 1 pill on the Office Holder. 
This 
> penalty will incrementally increased for each action an Office 
Holder 
> takes before performing Office Hours.

This isn't exactly fair. Some Office Hours take a long time to 
complete. I'm in Chicago right now taking training. Its easy to take 
simple game actions here and there, but figuring out every pill 
transaction and updating pill prices will have to wait until the 
weekend. I would have to delay my office hours regardless of the 
current game situation.

> Such a player may not draw ANY wages. If a player performs Office 
> Hours more than 1 week late they may not draw any wages for the 
> missed period.

This is bogus. A) You are trying to further punish office holders 
that have real work to do. B) Office Hours can only be postponed up 
to six days. C) If you cancel Office Hours, you can't get paid 
anyways since I believe most officers receive their pay during their 
office hours.

Of course... How you define alotted time may make the whole thing 
moot. One may consider that postponing office hours is adjusting the 
alotted time.

> ===============END=============
> 
> [[This forces office holders to perform their job even if they 
don't 
> want to for game reasons, while still allowing Office Holders to 
take 
> vacations without penalty.]]

Or punishes those officers who can't really deal with a large OH 
workload until the weekend.



From Nomic1@aol.com Thu Feb 15 12:28:13 2001
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--- In DocNomic@y..., rsholmes@m... wrote:
> Nomic1@a... writes:
> 
> > 1 player catches a non-airborne:
> > 
> > Kevin catches a Sore Throat.
> 
> Sore Throat is Airborne. As you should know from just previously:
> 
> > For every Airborne Disease, 2 players have a 25% chance of 
catching:
> [...]
> > Martin catches Sore Throat
> 
> Cure KevAN's sore throat, please, and redo the non-airborne thing.

Oops, that should be "Horrid Rash".. pdp updated.


From jjweston@kenny.sir-toby.com Thu Feb 15 12:31:01 2001
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From: "Jeff Weston" <jjweston@kenny.sir-toby.com>

--- In DocNomic@y..., Nomic1@a... wrote:
> Jeff catches Sniffles (but already has them). [NOTE: If you ask 
the 
> nurse to help your sniffles, e can cure them during es office 
hours.]

I think I'll hold onto them a little longer... I'm gonna get EVERYONE 
infected at this rate... ;-)

> A request for healing was made by Jeff. he never went to Lab or 
the 
> Epidemiologist.

Ah... Don't worry about that. You've already done me one favor today.


From Nomic1@aol.com Thu Feb 15 12:45:21 2001
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--- In DocNomic@y..., "Jeff Weston" <jjweston@k...> wrote:
> --- In DocNomic@y..., Nomic1@a... wrote:
> I think I'll hold onto them a little longer... I'm gonna get 
EVERYONE 
> infected at this rate... ;-)

Why do you think I got vaccinated? That's much better than being 
E.! Of course, it's not like the sniffles do anything...yet.

> 
> > A request for healing was made by Jeff. he never went to Lab or 
> the 
> > Epidemiologist.
> 
> Ah... Don't worry about that. You've already done me one favor 
today.

well, I do what I can.
Feyd


From oairhart@ispchannel.com Thu Feb 15 22:15:07 2001
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To: <DocNomic@yahoogroups.com>
Subject: Nurse's Office Hours
Date: Fri, 16 Feb 2001 00:16:11 -0600
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From: "Ottis Airhart" <oairhart@ispchannel.com>

Nurse's Office Hours begin immediately and shall end this Sunday at midnight
Eastern (just so vaccinations, etc. aren't hurt by the delay).

I'd recommend that after these office hours that Doc start petitioning
players for a new Nurse. I have been unable to play like I used to (and
apparently some people have noticed). I don't see my ability to play
improving in the next several weeks.

What happens if the Nurse falls into a coma? hmmmmmmm...

Nurse Ottis


From kevan@somethingorother.com Fri Feb 16 03:33:08 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: Attack!
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From: "Kevan Davis" <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - Attack!

[[ Time, I think, for a generic attack system. ]]

Add a new Rule, "Attack!":-

A Player may Attack another Player at any time, provided they share
a Room. An Attack involves paying 5 Soul and 5 Body, and rolling a
100-sided die (in the PDP). According to the result of this roll:- 

<02 - Attacker gets two random Injuries, chosen from those
he or she does not already have.
02-10 - Attacker gets a random Injury chosen from those he
or she does not already have.
11-15 - Attacker gets a Broken Left Leg.
16-20 - Attacker gets a Broken Right Leg.
21-25 - Attacker gets Glam Rock Shoulder.
26-35 - General bruising; Attacker loses 5 Body.
36-65 - Nothing happens.
66-75 - General bruising; Victim loses 5 Body.
76-80 - Victim gets Glam Rock Shoulder.
81-85 - Victim gets a Broken Right Leg.
86-90 - Victim gets a Broken Left Leg.
91-99 - Victim gets an Injury of the Attacker's choice.
>99 - Victim gets two Injuries of the Attacker's choice.

The results of any Attack should be announced to the mailing list.

And since it seems to be around for good, reword "Glam Rock Shoulder"
to:-

A terrible affliction caused by excessive punching of air, this
Disease causes its sufferer to lose 4 Body Points during the
Surgeon's Office Hours, and can be operated on by the Surgeon
for 350 Cash.

And make it an "Injury" rather than "Physical" Disease.

----------------------------------------------------------------------


From kevan@somethingorother.com Fri Feb 16 03:35:25 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: Concussion
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From: "Kevan Davis" <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - Concussion

Add a new Disease:-

Concussion (Injury) 

Concussion victims stagger about with great unsteadiness - when a
Player with Concussion would move themselves to a new Room, he or
she must instead select a Room at random from all those available
for moving to, and move to that one.

Concussion victims subtract 20 from all Attack rolls they make.

If a Player has been Concussed for more than three consecutive days,
they may take a Purple Pill to recover.

If the Proposal "Attack!" passed, amend the Attack Roll table to
include:-

11-14 - Attacker gets a Broken Left Leg.
15-18 - Attacker gets a Broken Right Leg.
18-22 - Attacker gets Concussion.
23-25 - Attacker gets Glam Rock Shoulder.

76-78 - Victim gets Glam Rock Shoulder.
79-82 - Victim gets Concussion.
83-86 - Victim gets a Broken Right Leg.
87-90 - Victim gets a Broken Left Leg.

----------------------------------------------------------------------


From Nomic1@aol.com Fri Feb 16 05:59:09 2001
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To: DocNomic@yahoogroups.com
Subject: Kevan: Bravo on the "Attack" rule. Very nicely done.
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From Nomic1@aol.com Fri Feb 16 06:00:08 2001
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To: DocNomic@yahoogroups.com
Subject: Feyd actions
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From: Nomic1@aol.com

Feyd purchases 3 blue and 3 purple (54 + 84) = 138 cash.


Feyd


From JJWeston@ThoughtWorks.COM Fri Feb 16 07:59:23 2001
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From: JJWeston@ThoughtWorks.COM

Amend "Epidemiologist" by striking the phrase "with any disease that
currently exists in the rules" from paragraph 5 and replacing it with "with
any disease that the Epidemiologist is already infected with".


From JJWeston@ThoughtWorks.COM Fri Feb 16 08:16:18 2001
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Subject: Proposal: Better Diarrhoea
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From: JJWeston@ThoughtWorks.COM

Amend "Diseases" by striking the description of "Diarrhoea" and
replacing it with the following text:

A player with Diarrhoea is entirely at the mercy of their intestinal whim.
If a player has had Diarrhoea since before Doc's last Office Hours, they
must make one visit to the toilets before Doc's next Office Hours or they
will suffer a 15 body point penalty, be forced to spend 100 cash points on
a new set of clothes, be inflicted with Ruptured Bowels, and be cured of
Diarrhoea.

If a player with Diarrhoea has not already visited the toilets since Doc's
last Office Hours, any active player may move that player to the toilets
at any time, provided they would not be prevented from reaching that room
through normal means.

If a Player with Diarrhoea has taken no Pills in the past week, and has had
Diarrhoea for more than week, it clears up by itself.

Also, amend "Diseases" by creating a new disease with the following
description:

Ruptured Bowels (Physical)
A player with Ruptured Bowels loses 2 body points for every day in which
they don't take at least one red pill. Ruptured Bowels can be cured by
receiving a transfusion of one pint of blood, and a 100 cash point surgery.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From JJWeston@ThoughtWorks.COM Fri Feb 16 08:18:31 2001
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From: JJWeston@ThoughtWorks.COM


Don't forget, I have a pending blood test from last week that you never
determined results for. If I come up negative, I want to give blood. If I
come up positive, I want to have another blood test.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -



"Ottis Airhart" 
<oairhart@ispch To: <DocNomic@yahoogroups.com> 
annel.com> cc: 
Subject: [DocNomic] Nurse's Office Hours 
02/15/2001 
10:16 PM 
Please respond 
to DocNomic 






Nurse's Office Hours begin immediately and shall end this Sunday at
midnight
Eastern (just so vaccinations, etc. aren't hurt by the delay).

I'd recommend that after these office hours that Doc start petitioning
players for a new Nurse. I have been unable to play like I used to (and
apparently some people have noticed). I don't see my ability to play
improving in the next several weeks.

What happens if the Nurse falls into a coma? hmmmmmmm...

Nurse Ottis



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From JJWeston@ThoughtWorks.COM Fri Feb 16 08:28:10 2001
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Subject: Proposal: A Touch of the Flu
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Amend "Diseases" by adding a new disease with the following text:

A Touch of the Flu (Airborne)
A player with A Touch of the Flu loses two body points for every day in
which they do not take a yellow pill. The Epidemiologist will track these
body point losses. If a player has had A Touch of the Flu for at least
seven days, and has taken at least one yellow pill a day for the last seven
days, this disease will be cured.

During the Epidemiologist's Office Hours, if no active players have A
Touch of the Flu, the Epidemiologist will select one active player at
random to be infected with A Touch of the Flu. If that player is unable to
catch the disease for whatever reason, the Epidemiologist will repeat the
process until one active player has the disease.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From Nomic1@aol.com Fri Feb 16 08:33:12 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: Amend Rule 14 Epidemiologist
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--- In DocNomic@y..., JJWeston@T... wrote:
> Amend "Epidemiologist" by striking the phrase "with any 
disease that
> currently exists in the rules" from paragraph 5 and replacing it 
with "with
> any disease that the Epidemiologist is already infected with".

This seems to go against what the Epidemiologist does. Why can he 
give a broken leg if he has one, but not Nasty Cough, even though he 
probably has the germs in his lab.

Therefore, I propose the following:
Amend "Epidemiologist" by striking the phrase "with any disease that
currently exists in the rules" from paragraph 5 and replacing it with:

"with any communicable disease. The Epidemiologist may do this no 
more than twice each office hours."

[[There. It's weaker, but in keeping with a person who primary study 
is communicable diesases, not injuries.]]
Feyd



From kevan@somethingorother.com Fri Feb 16 08:40:49 2001
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Date: Fri, 16 Feb 2001 16:40:44 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Dawn of the Dead
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From: "Kevan Davis" <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - Dawn of the Dead

[[ Altered to include generic attack (or just normal Leg-Breaking
if the "Attack!" Proposal fails) and generally simplifying the
wording and implementation. ]]

Reword Article 2 of the "Mad Scientist (and his assistant)" Rule to:-

A Zombie may only take the following Actions, and only one Action
per day. If the Zombie is under a Player's control, that Player
may issue an Action for the Zombie making all target selections.
If the Zombie is uncontrolled, any Player may use the PDP to
determine a random Action, followed by a random target (player/
room/pill colour) if appropriate, before issuing the consequences.

1 - ATTACK : The Zombie Attacks a Player (other than itself) in its
current Room. This Attack incurs no Soul cost.
2 - MOVE : The Zombie lurches into a new Room (although it will
never move from the Hospital Entrance to the Hallway of
Death, or back into the Morgue).
3 - ROT : The Zombie spreads its unholy decay to a Player (other
than itself) in its current Room. That Player has a
40% chance of contracting Icky Rot.
4 - PILL : The Zombie takes a Pill in its possession, if it has
any.

----------------------------------------------------------------------


From JJWeston@ThoughtWorks.COM Fri Feb 16 08:52:04 2001
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Subject: Re: [DocNomic] Proposal: Dawn of the Dead
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From: JJWeston@ThoughtWorks.COM


Kevan wrote:

> 2 - MOVE : The Zombie lurches into a new Room (although it will
> never move from the Hospital Entrance to the Hallway of
> Death, or back into the Morgue).
Do you mean moving from the Trauma Center to the Hallway of Death?
There is no connection to the Hallway of Death from the Hospital Entrance.


From kevan@somethingorother.com Fri Feb 16 09:01:53 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: Afterthought of the Dead
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From: "Kevan Davis" <kevan@somethingorother.com>

> > 2 - MOVE : The Zombie lurches into a new Room (although it will
> > never move from the Hospital Entrance to the 
Hallway of
> > Death, or back into the Morgue).
> Do you mean moving from the Trauma Center to the Hallway of 
Death?
> There is no connection to the Hallway of Death from the Hospital 
Entrance.

I'm merely highlighting the Zombie's inability to walk through walls. 
Ahem.

----------------------------------------------------------------------

Proposal - Afterthought of the Dead

In the Rule "Mad Scientist (and his assistant)", replace "from the 
Hospital Entrance to the Hallway" with "from the Trauma Center to the 
Hallway". Kevan shall receive no Pill perk for this Proposal.

----------------------------------------------------------------------


From JJWeston@ThoughtWorks.COM Fri Feb 16 09:03:49 2001
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Subject: Jeff's Actions
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From: JJWeston@ThoughtWorks.COM

I move Jeff to the toilets, per rule 1000.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From JJWeston@ThoughtWorks.COM Fri Feb 16 09:05:52 2001
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Subject: Proposal: Too many connection to entrance...
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From: JJWeston@ThoughtWorks.COM

Amend "Hospital Rooms" as follows:

Add a room with the following text:

Disease Ward: Connects to Hospital Entrance, Lab, Trauma Center.
The Disease Ward is a central location for reaching various locations
dealing with diseases and injury.

Remove the Lab, Trauma Center, and Intensive Care Unit connections
from the Hospital Entrance.

Remove the Lab connection from the Pharmacy.

Remove the Hospital Entrance and Pharmacy connections from the Lab.
Add a connection to the Disease Ward from the Lab.

Remove the Hospital Entrance connection from the Trauma Center. Add a
connection to the Disease Ward from the Trauma Center.

Remove the Hospital Entrance connection from the Intensive Care Unit.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From rsholmes@mailbox.syr.edu Fri Feb 16 09:10:10 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Perks for the Engineer
References: <Pine.LNX.4.21.0102150952310.4531-100000@kenny.sir-toby.com>
Date: 16 Feb 2001 12:09:27 -0500
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend "Hospital Building Engineer" by adding the following
> paragraph:
> 
> During the Hospital Building Engineer's Office Hours, e may freely
> travel from room to room. Using their network of secret passages, they may
> enter rooms that players normaly cannot enter. This takes precedence over
> rules restricting movement. This is to permit the Engineer to inspect the
> hospital rooms for damage, or other duties required of them. They may take
> other actions while performing their duties.

REJECTED. Actually I like the spirit of this proposal. However, I
think it's a little too broad. Being able to move directly to any
*one* room, I think, would be good -- being able visit, in principle,
every room in the Hospital is too much. Especially since

The Office Hours for an individual office holder last for as long as
it takes for that office holder to process every action required for
that Office Hours.

In principle the Engineer could claim it takes em all week to finish
eir office hours duties... meaning e could wander everywhere, anytime,
without limit.

Jeff has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:13:30 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Perks for the Pharmacist
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Date: 16 Feb 2001 12:13:27 -0500
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend "Pharmacist" by adding the following paragraph immediately
> before the paragraph that starts with "When making pills, the Pharmacist
> produces a number of pills of each color,":
> 
> While handling all outstanding Pharmacy transactions, the Pharmacist can
> engage in any of their own transactions, but they do not have to be
> physically present in the Pharmacy to do so at this time. This takes
> precedence over rules requiring players to be at the Pharmacy to transact
> business with the Pharmacy.

-5 SP.

REJECTED. I'd like a little more internal logic than this. As noted
before, the rules already don't require the Pharmacist to be in the
Pharmacy to do eir Office Hours -- which makes little sense; it says
the Pharmacist can cause pills to appear in the Pharmacy without eir
actually being there. This proposal extends that to say the
Pharmacist can cause pills to teleport from the Pharmacy to wherever
the Pharmacist happens to be, or vice versa.

Naah.

-- 
- Doc

From JJWeston@ThoughtWorks.COM Fri Feb 16 09:14:04 2001
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Subject: Proposal: Smaller perk for the engineer...
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From: JJWeston@ThoughtWorks.COM

Amend "Hospital Building Engineer" by adding a paragraph with the
following text:

During the Hospital Building Engineer's Office Hours, e may move without
restriction to one room in the hospital of their choice. This takes
precedence over all rules restricting movement.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From rsholmes@mailbox.syr.edu Fri Feb 16 09:14:59 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend rule 13. Officers
References: <96ha3h+asfn@eGroups.com>
Date: 16 Feb 2001 12:14:13 -0500
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Nomic1@aol.com writes:

> Add a paragraph after the second paragraph of rule 13. Officers:
> 
> 
> If an Officer refuses to conduct Office Hours at their allotted time 
> but does take other actions within the Hospital (included, but not 
> limited to: movement, taking pills, buying/selling items, attacking a 
> player, or attempt to infect another player), Doc will inflict a 
> penalty of not less than 25 cash, 1 pill on the Office Holder. This 
> penalty will incrementally increased for each action an Office Holder 
> takes before performing Office Hours.
> 
> Such a player may not draw ANY wages. If a player performs Office 
> Hours more than 1 week late they may not draw any wages for the 
> missed period.
> ===============END=============

REJECTED. Jeff's objections are valid ones.

Feyd has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:15:14 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend rule 1000
References: <96hc7t+hp6u@eGroups.com>
Date: 16 Feb 2001 12:15:04 -0500
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Nomic1@aol.com writes:

> Amend rule 1000, "Broken Right Leg" with the following paragraph:
> 
> If a player has a "Broken Leg", the "Broken Leg" is changed to 
> a "Broken Right Leg". This paragraph will then be surrounded with 
> comment markers.

-5 SP.

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:18:17 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Attack!
References: <96j35g+rio3@eGroups.com>
Date: 16 Feb 2001 12:18:11 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 16 Feb 2001 11:33:04 -0000"
Message-ID: <xzcbss2o8bw.fsf@rodan.syr.edu>
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Attack!
> 
> [[ Time, I think, for a generic attack system. ]]
> 
> Add a new Rule, "Attack!":-
> 
> A Player may Attack another Player at any time, provided they share
> a Room. An Attack involves paying 5 Soul and 5 Body, and rolling a
> 100-sided die (in the PDP). According to the result of this roll:- 
> 
> <02 - Attacker gets two random Injuries, chosen from those
> he or she does not already have.
> 02-10 - Attacker gets a random Injury chosen from those he
> or she does not already have.
> 11-15 - Attacker gets a Broken Left Leg.
> 16-20 - Attacker gets a Broken Right Leg.
> 21-25 - Attacker gets Glam Rock Shoulder.
> 26-35 - General bruising; Attacker loses 5 Body.
> 36-65 - Nothing happens.
> 66-75 - General bruising; Victim loses 5 Body.
> 76-80 - Victim gets Glam Rock Shoulder.
> 81-85 - Victim gets a Broken Right Leg.
> 86-90 - Victim gets a Broken Left Leg.
> 91-99 - Victim gets an Injury of the Attacker's choice.
> >99 - Victim gets two Injuries of the Attacker's choice.
> 
> The results of any Attack should be announced to the mailing list.
> 
> And since it seems to be around for good, reword "Glam Rock Shoulder"
> to:-
> 
> A terrible affliction caused by excessive punching of air, this
> Disease causes its sufferer to lose 4 Body Points during the
> Surgeon's Office Hours, and can be operated on by the Surgeon
> for 350 Cash.
> 
> And make it an "Injury" rather than "Physical" Disease.

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:18:35 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Amend rule 10. Mad Scientist (and his assistant) , Article 2: Actions, #1
References: <96hcfo+8d4l@eGroups.com>
Date: 16 Feb 2001 12:16:57 -0500
In-Reply-To: Nomic1@aol.com's message of "Thu, 15 Feb 2001 19:59:52 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Amend rule 10. Mad Scientist (and his assistant) , Article 2: 
> Actions, Action #1:
> 
> Change the sentence of Action #1 from:
> "If disease "Broken Leg" does not exist in the rulestate for any 
> reason, this paragraph is ignored."
> 
> to..
> If neither player's leg was broken before the Zombie action and the 
> zombie caused a broken leg, the right leg becomes broken. If one leg 
> was broken and the Zombie action caused a broken leg, the other leg 
> becomes broken. 

REJECTED, because (1) the deleted sentence still should be there
(suitably modified) and (2) Kevan's got a better rewrite coming up
anyway.

Feyd has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:19:15 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Concussion
References: <96j39s+riiq@eGroups.com>
Date: 16 Feb 2001 12:19:06 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 16 Feb 2001 11:35:24 -0000"
Message-ID: <xzc8zn6o8ad.fsf@rodan.syr.edu>
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Concussion
> 
> Add a new Disease:-
> 
> Concussion (Injury) 
> 
> Concussion victims stagger about with great unsteadiness - when a
> Player with Concussion would move themselves to a new Room, he or
> she must instead select a Room at random from all those available
> for moving to, and move to that one.
> 
> Concussion victims subtract 20 from all Attack rolls they make.
> 
> If a Player has been Concussed for more than three consecutive days,
> they may take a Purple Pill to recover.
> 
> If the Proposal "Attack!" passed, amend the Attack Roll table to
> include:-
> 
> 11-14 - Attacker gets a Broken Left Leg.
> 15-18 - Attacker gets a Broken Right Leg.
> 18-22 - Attacker gets Concussion.
> 23-25 - Attacker gets Glam Rock Shoulder.
> 
> 76-78 - Victim gets Glam Rock Shoulder.
> 79-82 - Victim gets Concussion.
> 83-86 - Victim gets a Broken Right Leg.
> 87-90 - Victim gets a Broken Left Leg.
> 
> ----------------------------------------------------------------------

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:20:34 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Limited Super Powers
References: <OF6979BD21.B64E6AD2-ON882569F5.00570616@thoughtworks.com>
Date: 16 Feb 2001 12:19:56 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Fri, 16 Feb 2001 07:59:16 -0800"
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From: rsholmes@mailbox.syr.edu

JJWeston@ThoughtWorks.COM writes:

> Amend "Epidemiologist" by striking the phrase "with any disease that
> currently exists in the rules" from paragraph 5 and replacing it with "with
> any disease that the Epidemiologist is already infected with".

-5 SP.

REJECTED. Feyd's points are valid.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:20:49 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend Rule 14 Epidemiologist
References: <96jko6+qlcc@eGroups.com>
Date: 16 Feb 2001 12:20:24 -0500
In-Reply-To: Nomic1@aol.com's message of "Fri, 16 Feb 2001 16:33:10 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Amend "Epidemiologist" by striking the phrase "with any disease that
> currently exists in the rules" from paragraph 5 and replacing it with:
> 
> "with any communicable disease. The Epidemiologist may do this no 
> more than twice each office hours."
> 
> [[There. It's weaker, but in keeping with a person who primary study 
> is communicable diesases, not injuries.]]

-5 SP.

ACCEPTED. 1 green.

-- 
- Doc

From JJWeston@ThoughtWorks.COM Fri Feb 16 09:23:14 2001
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Subject: Proposal: Changes to Pharmacist
To: DocNomic@yahoogroups.com
X-Mailer: Lotus Notes Release 5.0.5 September 22, 2000
Message-ID: <OF8F64DAC6.278332F3-ON882569F5.005EB5F8@thoughtworks.com>
Date: Fri, 16 Feb 2001 09:22:39 -0800
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From: JJWeston@ThoughtWorks.COM

Ammend "Pharmacist" by adding a paragraph with the following text:

The Pharmacist must be present in the Pharmacy to produce pills. If
the Pharmacist is not present in the Pharmacy when they start their Office
Hours, they are immediately placed in the Pharmacy. This takes precedence
over all rules that restrict movement. The Pharmacist may not move
themselves out of the Pharmacy via the Hospital Rooms rule before they
complete their Office Hours. However, if they are otherwise moved from the
Pharmacy before they can create pills, that part of the Office Hours is
skipped.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From rsholmes@mailbox.syr.edu Fri Feb 16 09:23:28 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Better Diarrhoea
References: <OFAFA5BAED.552A84BC-ON882569F5.0057E2B9@thoughtworks.com>
Date: 16 Feb 2001 12:22:56 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Fri, 16 Feb 2001 08:16:14 -0800"
Message-ID: <xzczofmmtjj.fsf@rodan.syr.edu>
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu

JJWeston@ThoughtWorks.COM writes:

> Amend "Diseases" by striking the description of "Diarrhoea" and
> replacing it with the following text:
> 
> A player with Diarrhoea is entirely at the mercy of their intestinal whim.
> If a player has had Diarrhoea since before Doc's last Office Hours, they
> must make one visit to the toilets before Doc's next Office Hours or they
> will suffer a 15 body point penalty, be forced to spend 100 cash points on
> a new set of clothes, be inflicted with Ruptured Bowels, and be cured of
> Diarrhoea.
> 
> If a player with Diarrhoea has not already visited the toilets since Doc's
> last Office Hours, any active player may move that player to the toilets
> at any time, provided they would not be prevented from reaching that room
> through normal means.
> 
> If a Player with Diarrhoea has taken no Pills in the past week, and has had
> Diarrhoea for more than week, it clears up by itself.
> 
> Also, amend "Diseases" by creating a new disease with the following
> description:
> 
> Ruptured Bowels (Physical)
> A player with Ruptured Bowels loses 2 body points for every day in which
> they don't take at least one red pill. Ruptured Bowels can be cured by
> receiving a transfusion of one pint of blood, and a 100 cash point surgery.

-5 SP.

REJECTED. The new limitations greatly weaken this disease.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:24:25 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Dawn of the Dead
References: <96jl6c+dnpo@eGroups.com>
Date: 16 Feb 2001 12:24:16 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 16 Feb 2001 16:40:44 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Dawn of the Dead
> 
> [[ Altered to include generic attack (or just normal Leg-Breaking
> if the "Attack!" Proposal fails) and generally simplifying the
> wording and implementation. ]]
> 
> Reword Article 2 of the "Mad Scientist (and his assistant)" Rule to:-
> 
> A Zombie may only take the following Actions, and only one Action
> per day. If the Zombie is under a Player's control, that Player
> may issue an Action for the Zombie making all target selections.
> If the Zombie is uncontrolled, any Player may use the PDP to
> determine a random Action, followed by a random target (player/
> room/pill colour) if appropriate, before issuing the consequences.
> 
> 1 - ATTACK : The Zombie Attacks a Player (other than itself) in its
> current Room. This Attack incurs no Soul cost.
> 2 - MOVE : The Zombie lurches into a new Room (although it will
> never move from the Hospital Entrance to the Hallway of
> Death, or back into the Morgue).
> 3 - ROT : The Zombie spreads its unholy decay to a Player (other
> than itself) in its current Room. That Player has a
> 40% chance of contracting Icky Rot.
> 4 - PILL : The Zombie takes a Pill in its possession, if it has
> any.
> 
> ----------------------------------------------------------------------

ACCEPTED. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:24:33 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: A Touch of the Flu
References: <OFB5E5AE44.8228F854-ON882569F5.0059AF35@thoughtworks.com>
Date: 16 Feb 2001 12:23:35 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Fri, 16 Feb 2001 08:27:39 -0800"
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From: rsholmes@mailbox.syr.edu

JJWeston@ThoughtWorks.COM writes:

> Amend "Diseases" by adding a new disease with the following text:
> 
> A Touch of the Flu (Airborne)
> A player with A Touch of the Flu loses two body points for every day in
> which they do not take a yellow pill. The Epidemiologist will track these
> body point losses. If a player has had A Touch of the Flu for at least
> seven days, and has taken at least one yellow pill a day for the last seven
> days, this disease will be cured.
> 
> During the Epidemiologist's Office Hours, if no active players have A
> Touch of the Flu, the Epidemiologist will select one active player at
> random to be infected with A Touch of the Flu. If that player is unable to
> catch the disease for whatever reason, the Epidemiologist will repeat the
> process until one active player has the disease.

ACCEPTED. 1 blue.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:25:06 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Dawn of the Dead
References: <OF6B233AB6.E3F6FD1F-ON882569F5.005C81D7@thoughtworks.com>
Date: 16 Feb 2001 12:24:35 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Fri, 16 Feb 2001 08:52:00 -0800"
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From: rsholmes@mailbox.syr.edu

JJWeston@ThoughtWorks.COM writes:

> Kevan wrote:
> 
> > 2 - MOVE : The Zombie lurches into a new Room (although it will
> > never move from the Hospital Entrance to the Hallway of
> > Death, or back into the Morgue).
> Do you mean moving from the Trauma Center to the Hallway of Death?
> There is no connection to the Hallway of Death from the Hospital Entrance.

Fixed by Proclamation.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:27:46 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend Rule 14 Epidemiologist
References: <96jko6+qlcc@eGroups.com>
Date: 16 Feb 2001 12:27:23 -0500
In-Reply-To: Nomic1@aol.com's message of "Fri, 16 Feb 2001 16:33:10 -0000"
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(-5 SP, though.)

-- 
- Doc

From JJWeston@ThoughtWorks.COM Fri Feb 16 09:36:37 2001
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Subject: Proposal: Hospital Keys
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From: JJWeston@ThoughtWorks.COM

Amend "Hospital Building Engineer" by adding the following paragraph:

The Hospital Building Engineer holds the keys to the Hospital Entrance
and the Toilets. E can lock or unlock either room, preventing or allowing
any player moving to the Outside World from the Hospital Entrance and
vice/versa, and moving to the Toilets from the Hospital Entrance and
vice/versa.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From rsholmes@mailbox.syr.edu Fri Feb 16 09:41:19 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Attack!
References: <96j35g+rio3@eGroups.com>
Date: 16 Feb 2001 12:41:14 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 16 Feb 2001 11:33:04 -0000"
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This creates a 29th rule.

Kevan, Ottis lose 5 SP.

Feyd gains 5 SP.

Jeff, Feyd, Martin have 29% chance of getting Agoraphobia:

3 random reals 0 < x < 1:
0.88958740234375
0.572113037109375
0.849029541015625

None do.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:47:46 2001
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Subject: Re: [DocNomic] Proposal: Concussion
References: <96j39s+riiq@eGroups.com>
Date: 16 Feb 2001 12:47:42 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 16 Feb 2001 11:35:24 -0000"
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"Kevan Davis" <kevan@somethingorother.com> writes:

> 15-18 - Attacker gets a Broken Right Leg.
> 18-22 - Attacker gets Concussion.

I took the liberty of changing this second 18 to 19.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 09:57:32 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Dawn of the Dead
References: <96jl6c+dnpo@eGroups.com>
Date: 16 Feb 2001 12:57:28 -0500
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Just for conciseness, I removed the "(other than itself)" bits. Since
a Zombie is not a Player, these make no sense. (If somehow Zombies
acquire Player status, of course, these will have to be put back in.)

-- 
- Doc

From kevan@somethingorother.com Fri Feb 16 10:02:49 2001
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Subject: Re: Proposal: Dawn of the Dead
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From: "Kevan Davis" <kevan@somethingorother.com>

> Just for conciseness, I removed the "(other than itself)" bits. 
Since
> a Zombie is not a Player, these make no sense. (If somehow Zombies
> acquire Player status, of course, these will have to be put back 
in.)

Oh, you're right, I missed the "Zombies are not players" bit at the 
bottom of the rule. I thought having all the attributes of Players 
(except a proper Soul) included "being affected by things that affect 
Players".

Does this mean we can't Attack the Zombie or pass our Diseases onto 
him, then? Feh.

Kevan

--
http://uncertain.org/~kevan
"Undead hate all fundraising stalwarts."


From Nomic1@aol.com Fri Feb 16 10:07:51 2001
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Date: Fri, 16 Feb 2001 18:07:44 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Amend rule 29 Attack Re: Proposal: Dawn of the Dead
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--- In DocNomic@y..., "Kevan Davis" <kevan@s...> wrote:
> Oh, you're right, I missed the "Zombies are not players" bit at the 
> Does this mean we can't Attack the Zombie or pass our Diseases onto 
> him, then? Feh.

Good point. how do we want to fix this? I think they should remain 
immune to all non-physical diesases (a zombie with a cold? please!)

I propose that we amend rule 29 Attack with the following paragraph:

Zombies may be "attacked" by players, and suffer all penalties of 
injuries it receives from being attacked. 
A Player attacking a Zombie receives a penalty of -15 added to eir 
roll.
A Zombie attacking a Player receives a bonus of +15 added to its roll.

Feyd


From kevan@somethingorother.com Fri Feb 16 10:27:10 2001
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Date: Fri, 16 Feb 2001 18:27:07 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: NewMadScientist
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From: "Kevan Davis" <kevan@somethingorother.com>

----------------------------------------------------------------------

Proposal - NewMadScientist

{ Hacking back quite a lot of arguably extraneous stuff (random
auto-reanimation, text repetition, over-explained PDP updation),
changing the Soul-control mechanic so that other Players can
administer it if they remember (and making it more costly,
since 1 per day is hardly anything), getting rid of the
pointless Mad Scientist NPC and making the *assistant* the
Mad Scientist (far more impressive a title), and giving
Zombies full Player rights.

Still quite a hefty Rule, though. I'd split it up into "Mad
Scientist" and "Zombies", but my Agoraphobia is twingeing. }

Reword "Article 1: Animation" of the Zombie rule to:-

The Mad Scientist has the ability to animate corpses in the Morgue and
assign their actions to a Player. An animated corpse, defined as a
"Zombie", is still treated as a Player, except that it is allowed to
have a negative Soul. If the Zombie's Soul ever becomes positive, it
is immediately set to -1 and all control of the Zombie is lost. 

During the Mad Scientist's Office Hours, each Zombie's Soul is divided
by two (rounding toward 0), and each Zombie loses 5 Body. When a
Zombie's Body reaches 0, it decomposes and is removed from play. 

A Player (including the Mad Scientist themselves) may, no more than
once per day, petition the Mad Scientist to re-animate a specific
dead person, or take control of a specific Zombie. These petitions
are detailed below.

* Animation: To attempt to Animate a dead body, the Player pays 4
soul and 25 Cash to the Mad Scientist, who must be in
the Morgue. There is a 76% chance the body will be
animated. The Player being reanimated is renamed to
"Zombie<OldPlayerName>", has their Body Points set to
100, their Soul Points to -1 and is cured of all
Diseases.

* Control: To attempt to gain control of a Zombie, the Player pays X
Soul and 50 Cash to the Mad Scientist. The chance of
taking control of a Zombie is ((10 + X + Zombie_Soul) *
2), with a maximum of 67%. If the attempt succeeds, the
petitioning Player becomes the controller of the
specified Zombie, and the Zombie's soul is added to
(-1-X/2), rounded toward 0. If the attempt fails, the
Zombie's soul is added to (1+X/4), rounded toward 0. 

Reanimation is self-service - the Player should process all rolls
and effects, before announcing the results to the mailing list.

Controlling the undead is a harrowing business - any Player may deduct
2 Soul Points from the controller of a given Zombie, unless its
controller has already had such a deduction applied that day. A Zombie
controller may surrender control of a Zombie by declaring this
intention to the mailing list, at any time.

Upon administration of this Proposal, the previous Mad Scientist's
Assistant shall become the Mad Scientist.

----------------------------------------------------------------------


From kevan@somethingorother.com Fri Feb 16 10:35:01 2001
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Date: Fri, 16 Feb 2001 18:34:58 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Amend rule 29 Attack Re: Proposal: Dawn of the Dead
Message-ID: <96jrsi+eiv2@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> Good point. how do we want to fix this? I think they should remain 
> immune to all non-physical diesases (a zombie with a cold? please!)

I don't think of Zombies as being particularly healthy sorts of 
people, myself...

> I propose that we amend rule 29 Attack with the following paragraph:
> 
> Zombies may be "attacked" by players, and suffer all penalties of 
> injuries it receives from being attacked. 
> A Player attacking a Zombie receives a penalty of -15 added to eir 
> roll.
> A Zombie attacking a Player receives a bonus of +15 added to its 
roll.

Frightening stuff.

I was writing my own fix in the mean time, anyway, and thought I'd 
put it forward regardless. I think the game would have more potential 
if Zombies were largely thought of as Players, myself - I imagine in 
most cases where we talk of "a Player", it'd make sense to include 
Zombies ("Players" not being able to walk through locked doors, etc).

Kevan

--
http://uncertain.org/~kevan
"Glad to be grey."


From Nomic1@aol.com Fri Feb 16 10:55:03 2001
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Date: Fri, 16 Feb 2001 18:54:47 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: NewMadScientist
Message-ID: <96jt1n+eqff@eGroups.com>
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From: Nomic1@aol.com

I don't have a problem with this. BUT:
The mad scientist can never go to the morgue, and if he does he is 
trapped there. I think the increased cost is warrented. 
OR,
1 soul/day + 2 soul/action (max 2 action/day). This would penalize 
the player for influencing the zombie, and makes sense in the game 
world.

What happened to the Zombie's actions?

Feyd

--- In DocNomic@y..., "Kevan Davis" <kevan@s...> wrote:
> --------------------------------------------------------------------
--
> 
> Proposal - NewMadScientist
> 
> { Hacking back quite a lot of arguably extraneous stuff (random
> auto-reanimation, text repetition, over-explained PDP updation),
> changing the Soul-control mechanic so that other Players can
> administer it if they remember (and making it more costly,
> since 1 per day is hardly anything), getting rid of the
> pointless Mad Scientist NPC and making the *assistant* the
> Mad Scientist (far more impressive a title), and giving
> Zombies full Player rights.
> 
> Still quite a hefty Rule, though. I'd split it up into "Mad
> Scientist" and "Zombies", but my Agoraphobia is twingeing. }
> 
> Reword "Article 1: Animation" of the Zombie rule to:-
> 
> The Mad Scientist has the ability to animate corpses in the Morgue 
and
> assign their actions to a Player. An animated corpse, defined as a
> "Zombie", is still treated as a Player, except that it is allowed to
> have a negative Soul. If the Zombie's Soul ever becomes positive, it
> is immediately set to -1 and all control of the Zombie is lost. 
> 
> During the Mad Scientist's Office Hours, each Zombie's Soul is 
divided
> by two (rounding toward 0), and each Zombie loses 5 Body. When a
> Zombie's Body reaches 0, it decomposes and is removed from play. 
> 
> A Player (including the Mad Scientist themselves) may, no more than
> once per day, petition the Mad Scientist to re-animate a specific
> dead person, or take control of a specific Zombie. These petitions
> are detailed below.
> 
> * Animation: To attempt to Animate a dead body, the Player pays 4
> soul and 25 Cash to the Mad Scientist, who must be in
> the Morgue. There is a 76% chance the body will be
> animated. The Player being reanimated is renamed to
> "Zombie<OldPlayerName>", has their Body Points set to
> 100, their Soul Points to -1 and is cured of all
> Diseases.
> 
> * Control: To attempt to gain control of a Zombie, the Player 
pays X
> Soul and 50 Cash to the Mad Scientist. The chance of
> taking control of a Zombie is ((10 + X + Zombie_Soul) *
> 2), with a maximum of 67%. If the attempt succeeds, the
> petitioning Player becomes the controller of the
> specified Zombie, and the Zombie's soul is added to
> (-1-X/2), rounded toward 0. If the attempt fails, the
> Zombie's soul is added to (1+X/4), rounded toward 0. 
> 
> Reanimation is self-service - the Player should process all rolls
> and effects, before announcing the results to the mailing list.
> 
> Controlling the undead is a harrowing business - any Player may 
deduct
> 2 Soul Points from the controller of a given Zombie, unless its
> controller has already had such a deduction applied that day. A 
Zombie
> controller may surrender control of a Zombie by declaring this
> intention to the mailing list, at any time.
> 
> Upon administration of this Proposal, the previous Mad Scientist's
> Assistant shall become the Mad Scientist.
> 
> --------------------------------------------------------------------
--


From Nomic1@aol.com Fri Feb 16 11:00:35 2001
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Date: Fri, 16 Feb 2001 18:59:46 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Amend rule 24: Pharmacy
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From: Nomic1@aol.com

Amend the paragraph stating:
"In the interests of public health and safety, a single player may 
not purchase more than 3 pills of each type from the Pharmacy in one 
day. "

to:

"In the interests of public health and safety, a single player may 
not purchase more than 3 pills of each type from the Pharmacy or sell 
more than 3 pills of each type to the Pharmacy in one day. "


Feyd


From rsholmes@mailbox.syr.edu Fri Feb 16 11:01:04 2001
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To: DocNomic@yahoogroups.com
Subject: Diseases proclamation
Date: 16 Feb 2001 14:01:01 -0500
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From: rsholmes@mailbox.syr.edu

I've reformatted the Diseases rule with some minor (I hope)
substantive changes:

1. Disease types are defined as

Communicable diseases
Infectious diseases
Airborne diseases
Contagious diseases
Non-contagious diseases
Blood-borne diseases
Non-Communicable diseases
Physical diseases
Psychoses
Injuries

(Of course, there's nothing to prevent revising this list if
necessary.) 

2. Icky Rot was (physical, communicable), is now (communicable:
contagious)

3. Migraine was (non-contagious), is now (physical)

4. Attack provisions of "broken left leg" were removed.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 11:06:27 2001
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Subject: Ignorance is bliss
Date: 16 Feb 2001 14:06:25 -0500
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Proclamation:

Amend Rule 3 with the addition of the following paragraph:

Doc may ignore any Proposal whose intent has already been addressed by
another (pending or otherwise) Proposal or Proclamation, if in eir
judgment the Player who proposed it was likely to be unaware at the
time of the other Proposal or Proclamation.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 11:08:54 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Afterthought of the Dead
References: <96jmdu+6oqk@eGroups.com>
Date: 16 Feb 2001 14:08:51 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 16 Feb 2001 17:01:50 -0000"
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"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - Afterthought of the Dead
> 
> In the Rule "Mad Scientist (and his assistant)", replace "from the 
> Hospital Entrance to the Hallway" with "from the Trauma Center to the 
> Hallway". Kevan shall receive no Pill perk for this Proposal.
> 
> ----------------------------------------------------------------------

IGNORED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 11:31:30 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Too many connection to entrance...
References: <OF3315EDC2.33E9230C-ON882569F5.005CAF05@thoughtworks.com>
Date: 16 Feb 2001 14:31:25 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Fri, 16 Feb 2001 09:05:48 -0800"
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JJWeston@ThoughtWorks.COM writes:

> Amend "Hospital Rooms" as follows:
> 
> Add a room with the following text:
> 
> Disease Ward: Connects to Hospital Entrance, Lab, Trauma Center.
> The Disease Ward is a central location for reaching various locations
> dealing with diseases and injury.
> 
> Remove the Lab, Trauma Center, and Intensive Care Unit connections
> from the Hospital Entrance.
> 
> Remove the Lab connection from the Pharmacy.
> 
> Remove the Hospital Entrance and Pharmacy connections from the Lab.
> Add a connection to the Disease Ward from the Lab.
> 
> Remove the Hospital Entrance connection from the Trauma Center. Add a
> connection to the Disease Ward from the Trauma Center.
> 
> Remove the Hospital Entrance connection from the Intensive Care Unit.

ACCEPTED, but with one bit added by Proclamation:

Add a connection from the Hospital Entrance to the Disease Ward.

1 blue.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 11:34:14 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Smaller perk for the engineer...
References: <OF1C3A8B08.D715CE8B-ON882569F5.005E6A08@thoughtworks.com>
Date: 16 Feb 2001 14:34:06 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Fri, 16 Feb 2001 09:13:55 -0800"
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JJWeston@ThoughtWorks.COM writes:

> Amend "Hospital Building Engineer" by adding a paragraph with the
> following text:
> 
> During the Hospital Building Engineer's Office Hours, e may move without
> restriction to one room in the hospital of their choice. This takes
> precedence over all rules restricting movement.

ACCEPTED, though it probably needs amending -- an Engineer with two
broken legs, for instance, probably shouldn't be dragging emself
through secret passages. 1 blue.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 11:35:46 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Changes to Pharmacist
References: <OF8F64DAC6.278332F3-ON882569F5.005EB5F8@thoughtworks.com>
Date: 16 Feb 2001 14:35:41 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Fri, 16 Feb 2001 09:22:39 -0800"
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JJWeston@ThoughtWorks.COM writes:

> Ammend "Pharmacist" by adding a paragraph with the following text:
> 
> The Pharmacist must be present in the Pharmacy to produce pills. If
> the Pharmacist is not present in the Pharmacy when they start their Office
> Hours, they are immediately placed in the Pharmacy. This takes precedence
> over all rules that restrict movement. The Pharmacist may not move
> themselves out of the Pharmacy via the Hospital Rooms rule before they
> complete their Office Hours. However, if they are otherwise moved from the
> Pharmacy before they can create pills, that part of the Office Hours is
> skipped.

REJECTED. The Surgeon has to walk to the Trauma Center, and the
Psychiatrist has to walk to the Psych Ward. So how come the
Pharmacist can just teleport there?

Jeff has FoR.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 11:37:41 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Hospital Keys
References: <OF1180EFE5.860986A5-ON882569F5.005FE121@thoughtworks.com>
Date: 16 Feb 2001 14:37:38 -0500
In-Reply-To: JJWeston@ThoughtWorks.COM's message of "Fri, 16 Feb 2001 09:36:32 -0800"
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JJWeston@ThoughtWorks.COM writes:

> Amend "Hospital Building Engineer" by adding the following paragraph:
> 
> The Hospital Building Engineer holds the keys to the Hospital Entrance
> and the Toilets. E can lock or unlock either room, preventing or allowing
> any player moving to the Outside World from the Hospital Entrance and
> vice/versa, and moving to the Toilets from the Hospital Entrance and
> vice/versa.

-5 SP.

ACCEPTED. 1 blue.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 11:38:49 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend rule 29 Attack Re: Proposal: Dawn of the Dead
References: <96jq9g+ctgb@eGroups.com>
Date: 16 Feb 2001 14:38:47 -0500
In-Reply-To: Nomic1@aol.com's message of "Fri, 16 Feb 2001 18:07:44 -0000"
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Nomic1@aol.com writes:

> I propose that we amend rule 29 Attack with the following paragraph:
> 
> Zombies may be "attacked" by players, and suffer all penalties of 
> injuries it receives from being attacked. 
> A Player attacking a Zombie receives a penalty of -15 added to eir 
> roll.
> A Zombie attacking a Player receives a bonus of +15 added to its roll.

Accepted. 1 green.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 11:40:20 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: NewMadScientist
References: <96jrdr+1i9e@eGroups.com>
Date: 16 Feb 2001 14:40:19 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 16 Feb 2001 18:27:07 -0000"
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"Kevan Davis" <kevan@somethingorother.com> writes:

> ----------------------------------------------------------------------
> 
> Proposal - NewMadScientist
> 
> { Hacking back quite a lot of arguably extraneous stuff (random
> auto-reanimation, text repetition, over-explained PDP updation),
> changing the Soul-control mechanic so that other Players can
> administer it if they remember (and making it more costly,
> since 1 per day is hardly anything), getting rid of the
> pointless Mad Scientist NPC and making the *assistant* the
> Mad Scientist (far more impressive a title), and giving
> Zombies full Player rights.
> 
> Still quite a hefty Rule, though. I'd split it up into "Mad
> Scientist" and "Zombies", but my Agoraphobia is twingeing. }
> 
> Reword "Article 1: Animation" of the Zombie rule to:-
> 
> The Mad Scientist has the ability to animate corpses in the Morgue and
> assign their actions to a Player. An animated corpse, defined as a
> "Zombie", is still treated as a Player, except that it is allowed to
> have a negative Soul. If the Zombie's Soul ever becomes positive, it
> is immediately set to -1 and all control of the Zombie is lost. 
> 
> During the Mad Scientist's Office Hours, each Zombie's Soul is divided
> by two (rounding toward 0), and each Zombie loses 5 Body. When a
> Zombie's Body reaches 0, it decomposes and is removed from play. 
> 
> A Player (including the Mad Scientist themselves) may, no more than
> once per day, petition the Mad Scientist to re-animate a specific
> dead person, or take control of a specific Zombie. These petitions
> are detailed below.
> 
> * Animation: To attempt to Animate a dead body, the Player pays 4
> soul and 25 Cash to the Mad Scientist, who must be in
> the Morgue. There is a 76% chance the body will be
> animated. The Player being reanimated is renamed to
> "Zombie<OldPlayerName>", has their Body Points set to
> 100, their Soul Points to -1 and is cured of all
> Diseases.
> 
> * Control: To attempt to gain control of a Zombie, the Player pays X
> Soul and 50 Cash to the Mad Scientist. The chance of
> taking control of a Zombie is ((10 + X + Zombie_Soul) *
> 2), with a maximum of 67%. If the attempt succeeds, the
> petitioning Player becomes the controller of the
> specified Zombie, and the Zombie's soul is added to
> (-1-X/2), rounded toward 0. If the attempt fails, the
> Zombie's soul is added to (1+X/4), rounded toward 0. 
> 
> Reanimation is self-service - the Player should process all rolls
> and effects, before announcing the results to the mailing list.
> 
> Controlling the undead is a harrowing business - any Player may deduct
> 2 Soul Points from the controller of a given Zombie, unless its
> controller has already had such a deduction applied that day. A Zombie
> controller may surrender control of a Zombie by declaring this
> intention to the mailing list, at any time.
> 
> Upon administration of this Proposal, the previous Mad Scientist's
> Assistant shall become the Mad Scientist.
> 
> ----------------------------------------------------------------------

ACCEPTED. 1 green. (I'll comment the last paragraph.)

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 11:41:22 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend rule 24: Pharmacy
References: <96jtb2+d5fq@eGroups.com>
Date: 16 Feb 2001 14:41:20 -0500
In-Reply-To: Nomic1@aol.com's message of "Fri, 16 Feb 2001 18:59:46 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Amend the paragraph stating:
> "In the interests of public health and safety, a single player may 
> not purchase more than 3 pills of each type from the Pharmacy in one 
> day. "
> 
> to:
> 
> "In the interests of public health and safety, a single player may 
> not purchase more than 3 pills of each type from the Pharmacy or sell 
> more than 3 pills of each type to the Pharmacy in one day. "

ACCEPTED. 1 blue.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Feb 16 11:55:44 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: NewMadScientist
References: <96jrdr+1i9e@eGroups.com>
Date: 16 Feb 2001 14:49:59 -0500
In-Reply-To: "Kevan Davis"'s message of "Fri, 16 Feb 2001 18:27:07 -0000"
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From: rsholmes@mailbox.syr.edu

By Proclamation, I am keeping this paragraph which otherwise would
have been deleted:

Items may be given to zombies, but zombies may not give items to
other players. Zombies are not players.

-- 
- Doc

From Nomic1@aol.com Fri Feb 16 12:17:10 2001
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To: DocNomic@yahoogroups.com
Subject: proposal: Amend MadScientist (yet again)
Message-ID: <96k1s0+is34@eGroups.com>
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From: Nomic1@aol.com

--- In DocNomic@y..., rsholmes@m... wrote:
> By Proclamation, I am keeping this paragraph which otherwise would
> have been deleted:
> Items may be given to zombies, but zombies may not give items to
> other players. Zombies are not players.

Add the following to the above sentence:

Zombies may catch any diesase, but the suffer no ill effects from any 
non-injury. Furthermore, zombies never lose or gain soul from any 
disease. Injured zombies may attack other players (even if rule 1000 
states otherwise), however, for each physical injury other than icky 
rot, the Zombie suffers a -5 penalty for any attack roll. Injured 
zombies may move without paying cash or pill requirements [[body 
requirements remain, and two broken legs will still make the zombie 
unable to move]].

Zombies may receive surgury as specified for injuries for the same 
cost as stated for players, but these are performed by the Mad 
Scientist (not the Surgeon) in the Morgue (not the Trama Center). 
All benefits normally paid to the Surgeon (i.e. 20% cash, etc.) will 
go to the Mad Scientist instead of the Surgeon.


From Nomic1@aol.com Fri Feb 16 12:23:43 2001
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Subject: Proposal: Amend Zombie Master Article two
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Add a 5th action to 10. Mad Scientist (and his assistant) Article 2.

5 - CONTAGION: If zombie has a communicable disease, it may attemt 
to infect a player in the same room per rule "17. Deliberate 
contagion". This action costs the zombie 5 body and no soul. This 
is considered an attack. If the zombie has no communicable diseases 
this action is ignored.

Feyd


From Nomic1@aol.com Fri Feb 16 12:28:04 2001
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Cool. Way to thread the eye of the needle Jeff! Hat's off!

Although I don't understand why the toilets should be locked, or even 
have a lock on them. If the Engineer locks the room doesn't that 
mean that Diarrhoea can never be used, or if Jeff is able to infect 
someone with Diarrhoea then can't he immediately summon someone to 
the toilets and then permanently lock them in?


Feyd

--- In DocNomic@y..., rsholmes@m... wrote:
> JJWeston@T... writes:

> > Amend "Hospital Building Engineer" by adding the following 
paragraph:
> > The Hospital Building Engineer holds the keys to the 
Hospital Entrance
> > and the Toilets. E can lock or unlock either room, preventing or 
allowing
> > any player moving to the Outside World from the Hospital Entrance 
and
> > vice/versa, and moving to the Toilets from the Hospital Entrance 
and
> > vice/versa.
> 
> -5 SP.
> 
> ACCEPTED. 1 blue.
> 
> -- 
> - Doc


From Nomic1@aol.com Fri Feb 16 12:28:36 2001
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From Nomic1@aol.com Fri Feb 16 12:31:06 2001
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To: DocNomic@yahoogroups.com
Subject: Nurse: Blood test
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Please remember that I have a request for blood test pending.
If passed successfully, then I would like to donate.

I have been fully vaccinated, so expect to pass this time with flying 
colors <g>.

Feyd


From Nomic1@aol.com Fri Feb 16 14:08:21 2001
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Subject: * ZombieMark moves to hostital Entrance
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From JJWeston@ThoughtWorks.COM Fri Feb 16 18:35:55 2001
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From: JJWeston@ThoughtWorks.COM

I lock the Toilets.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From kevan@somethingorother.com Sat Feb 17 04:14:20 2001
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Subject: Re: Proposal: Hospital Keys
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From: "Kevan Davis" <kevan@somethingorother.com>

> Although I don't understand why the toilets should be locked, or 
even 
> have a lock on them. If the Engineer locks the room doesn't that 
> mean that Diarrhoea can never be used, or if Jeff is able to infect 
> someone with Diarrhoea then can't he immediately summon someone to 
> the toilets and then permanently lock them in?

I think the point is that Jeff can overcome his Diarrhoea by walking 
out of the Toilets and locking the door, rendering its forced-
movement useless. Which seems a bit suspect. Giving a set of keys to 
someone else, and maybe even requiring the locker/unlocker to be 
standing next to the door (both being the case with the Padded Room), 
would seem fairer. I'd propose an amendment, but haven't really got 
time to sort it out this morning.

Kevan

--
http://uncertain.org/~kevan
"I took a key from Maudlin Street."


From kevan@somethingorother.com Sat Feb 17 04:18:10 2001
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From: "Kevan Davis" <kevan@somethingorother.com>

> By Proclamation, I am keeping this paragraph which otherwise would
> have been deleted:
> 
> Items may be given to zombies, but zombies may not give items to
> other players. Zombies are not players.

Hm? Why? Don't we want Zombies to be counted as Players for the 
purposes of being Attacked, crowding the Toilets, not being able to 
walk through locked doors, and everything?

I don't think there's a way for Zombies to give things to people 
anyway, if they can only perform one of four very-specific Actions 
each day...

Kevan

--
http://uncertain.org/~kevan
"Not dead but sleeping."


From Nomic1@aol.com Sat Feb 17 18:12:26 2001
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From: Nomic1@aol.com

Feyd Moves outside.
ZombieMark moves to the Pharmacy


Feyd


From rsholmes@mailbox.syr.edu Mon Feb 19 07:40:52 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Hospital Keys
References: <96lpup+rgcv@eGroups.com>
Date: 19 Feb 2001 10:40:29 -0500
In-Reply-To: "Kevan Davis"'s message of "Sat, 17 Feb 2001 12:14:17 -0000"
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"Kevan Davis" <kevan@somethingorother.com> writes:

> I think the point is that Jeff can overcome his Diarrhoea by walking 
> out of the Toilets and locking the door, rendering its forced-
> movement useless.

It won't work, if so.

A Player with Diarrhoea is entirely at the mercy of their intestinal
whim. Any Player may move a Player with Diarrhoea to the Toilets, at
any time (unless they would be unable to reach that room through
normal means).

Since the Engineer has the Toilets key, e can move to the Toilets by
normal means whether it's locked or not.

> Which seems a bit suspect. Giving a set of keys to 
> someone else, and maybe even requiring the locker/unlocker to be 
> standing next to the door (both being the case with the Padded Room), 
> would seem fairer. 

So would a revision to the Diarrhoea rule along the lines of Jeff's,
giving consequences for not going to the Toilets, but without the
severe restrictions Jeff's version had.

-- 
- Doc

From Nomic1@aol.com Mon Feb 19 08:06:13 2001
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Subject: Re: Proposal: Hospital Keys
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Wow, hadn't considered that. Would that imply that he unlocks the 
door, walks in and locks it behind him, or that he unlocks the door 
and leaves it unlocked?

Feyd

--- In DocNomic@y..., rsholmes@m... wrote:
> "Kevan Davis" <kevan@s...> writes:
> > I think the point is that Jeff can overcome his Diarrhoea by 
walking 
> > out of the Toilets and locking the door, rendering its forced-
> > movement useless.
> It won't work, if so.
> A Player with Diarrhoea is entirely at the mercy of their 
intestinal
> whim. Any Player may move a Player with Diarrhoea to the Toilets, 
at
> any time (unless they would be unable to reach that room through
> normal means).
> 
> Since the Engineer has the Toilets key, e can move to the Toilets by
> normal means whether it's locked or not.



From rsholmes@mailbox.syr.edu Mon Feb 19 08:41:17 2001
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Subject: Re: [DocNomic] Re: Proposal: Hospital Keys
References: <96rg8c+aav3@eGroups.com>
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Wow, hadn't considered that. Would that imply that he unlocks the 
> door, walks in and locks it behind him, or that he unlocks the door 
> and leaves it unlocked?

Under the circumstances, I wouldn't think he'd stop to relock the
door...

-- 
- Doc

From oairhart@ispchannel.com Mon Feb 19 18:53:33 2001
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Subject: RE: [DocNomic] Re: Proposal: Hospital Keys
Date: Mon, 19 Feb 2001 20:55:00 -0600
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From: "Ottis Airhart" <oairhart@ispchannel.com>

I need someone to take up the Nurse's responsibilities immediately. I am
unable to perform my current office hours due to a change in job (in real
life). Doc. Please reappoint. Don't forget that the current office hours
need to be fulfilled a.s.a.p. to fulfill rule requirement with blood tests,
etc.


:: -----Original Message-----
:: From: rsholmes@mailbox.syr.edu [mailto:rsholmes@mailbox.syr.edu]
:: Sent: Monday, February 19, 2001 10:40 AM
:: To: DocNomic@yahoogroups.com
:: Subject: Re: [DocNomic] Re: Proposal: Hospital Keys
::
::
:: Nomic1@aol.com writes:
::
:: > Wow, hadn't considered that. Would that imply that he unlocks the
:: > door, walks in and locks it behind him, or that he unlocks the door
:: > and leaves it unlocked?
::
:: Under the circumstances, I wouldn't think he'd stop to relock the
:: door...
::
:: --
:: - Doc
::
::
:: To unsubscribe from this group, send an email to:
:: DocNomic-unsubscribe@egroups.com
::
::
::
::


From JJWeston@ThoughtWorks.COM Tue Feb 20 15:12:47 2001
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From: JJWeston@ThoughtWorks.COM

Hey guys,

I hate to do this, but I find myself in a situation where I cannot
keep up with DocNomic. Without internet access at home, I find myself
without enough time to play the game. I also find I cannot take up work
time to play the game either. In a month or so, I should be set up again
with internet access at home and I will rejoin at that time. Until then...

I resign my commission as Hospital Building Engineer.
I resign my commission as Pharmacist.
I contract the coma disease.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From Nomic1@aol.com Wed Feb 21 09:10:01 2001
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To: DocNomic@yahoogroups.com
Subject: But, But...Re: Jeff drops into a coma...
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But, But.....

Jeff, the best part of the game was trying to figure out a way to 
keep you from cashing in, and you continuing to try to cash in!!

bummer!
Feyd


From JJWeston@ThoughtWorks.COM Wed Feb 21 09:24:01 2001
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From: JJWeston@ThoughtWorks.COM


Yeah, I know...

I was spending too much time on DocNomic at work as it was though. Now
with my home internet connection gone, I'd be spending way too much time on
DocNomic at work. I figured its best to let things settle down for a bit.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -



Nomic1@aol.co 
m To: DocNomic@yahoogroups.com 
cc: 
02/21/2001 Subject: [DocNomic] But, But...Re: Jeff drops into a coma... 
09:09 AM 
Please 
respond to 
DocNomic 






But, But.....

Jeff, the best part of the game was trying to figure out a way to
keep you from cashing in, and you continuing to try to cash in!!

bummer!
Feyd



To unsubscribe from this group, send an email to:
DocNomic-unsubscribe@egroups.com



Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/






From Nomic1@aol.com Wed Feb 21 13:32:17 2001
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Subject: But, But...Re: Jeff drops into a coma...
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--- In DocNomic@y..., JJWeston@T... wrote:
> 
> Yeah, I know...
> 
> I was spending too much time on DocNomic at work as it was 
though. Now

Me too.
Maybe we should go on hiatus for a couple weeks until you get your 
home internet connection, and try to recruit in the interim?


Kevin? Doc?


From rsholmes@mailbox.syr.edu Thu Feb 22 09:30:17 2001
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From: rsholmes@mailbox.syr.edu

Well, I think there are three reasonable options at this point:

(1) Continue playing, even though Kevan and Feyd seem to be the only
active players at the moment

(2) Go on hiatus, pending new players and/or return of Jeff

(3) Say "Well, that was an interesting Nomic" and pack it in.

Opinions?

-- 
- Doc

From Nomic1@aol.com Fri Feb 23 06:28:17 2001
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--- In DocNomic@y..., rsholmes@m... wrote:
> Well, I think there are three reasonable options at this point:
> 
> (1) Continue playing, even though Kevan and Feyd seem to be the only
> active players at the moment
> 
> (2) Go on hiatus, pending new players and/or return of Jeff
> 
> (3) Say "Well, that was an interesting Nomic" and pack it in.
> 
> Opinions?


I like #2.

BTW: Office hours are canceled for this week.

Feyd


From kevan@somethingorother.com Fri Feb 23 06:38:23 2001
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From: "Kevan Davis" <kevan@somethingorother.com>

> > (2) Go on hiatus, pending new players and/or return of Jeff
> 
> I like #2.

Two does, indeed, seem the best choice, at least for now. I think a 
recruitment drive may well be in order.

Kevan

--
http://uncertain.org/~kevan
"I might walk home alone."


From rsholmes@mailbox.syr.edu Fri Feb 23 07:58:29 2001
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Date: 23 Feb 2001 10:54:57 -0500
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"Kevan Davis" <kevan@somethingorother.com> writes:

> > > (2) Go on hiatus, pending new players and/or return of Jeff
> > 
> > I like #2.
> 
> Two does, indeed, seem the best choice, at least for now. I think a 
> recruitment drive may well be in order.

Any suggestions? *Before* the current implosion (on 16 Feb -- gee,
only a week ago) I posted to the Nomic Bulletin Board and the N_omic
and Socialnomic mailing lists a brief blurb summarizing what was going
on and encouraging new players to join. No response so far.

Also... anyone want to propose a hiatus mechanism?

Doc's office hours are cancelled for this week.

-- 
- Doc

From Nomic1@aol.com Fri Feb 23 08:55:54 2001
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--- In DocNomic@y..., rsholmes@m... wrote:

> 
> Any suggestions? *Before* the current implosion (on 16 Feb -- gee,
> only a week ago) I posted to the Nomic Bulletin Board and the N_omic
> and Socialnomic mailing lists a brief blurb summarizing what was 
going

I would suggest hitting various portals (plastic.com comes to mind) 
memepool recently plugged them, so they aren't worthwhile to try 
again. 

The bait is a link to the original Nomic webpage, then "mention" a 
few "active" nomics like Docnomic and N_omic.

If someone wants to give me the links for the general Nomic page I'll 
push it out to plastic.

feyd




From jjweston@gigaton.thoughtworks.com Fri Feb 23 10:11:00 2001
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Date: Fri, 23 Feb 2001 09:59:07 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Quo Vadis
In-Reply-To: <9764db+1fpu@eGroups.com>
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From: Weston <jjweston@gigaton.thoughtworks.com>

Try this Nomic page:

http://www.nomic.net/

On Fri, 23 Feb 2001 Nomic1@aol.com wrote:

> I would suggest hitting various portals (plastic.com comes to mind) 
> memepool recently plugged them, so they aren't worthwhile to try 
> again. 
> 
> The bait is a link to the original Nomic webpage, then "mention" a 
> few "active" nomics like Docnomic and N_omic.
> 
> If someone wants to give me the links for the general Nomic page I'll 
> push it out to plastic.


From rsholmes@mailbox.syr.edu Mon Feb 26 07:40:52 2001
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To: DocNomic@yahoogroups.com
Subject: Hiatus
Date: 26 Feb 2001 10:40:48 -0500
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From: rsholmes@mailbox.syr.edu

By Proclamation, Rule 13 is amended to read as follows:

13. Officers

The various office holders of the game must hold individual Office
Hours at a time of their choosing every Thursday. The Office Hours
for an individual office holder last for as long as it takes for
that office holder to process every action required for that Office
Hours.

Each office holder may, by announcement to the mailing list, delay
their office hours for up to six days, or cancel them completely if
they are too busy. With the exception of Doc, if any Office Holder
misses their Office Hours without sending a cancellation notice, or
cancels their Office Hours for three weeks in a row, that office
holder must be replaced immediately by an active player of Doc's
choosing.

| At any time Doc may declare a Hiatus, during which time no office
| hours may be held. No cancellation notices are required during a
| Hiatus, nor shall any office holder be penalized for not holding
| office hours during a hiatus. Hiatus shall continue until Doc
| announces its cessation, or until six months have passed with no
| such announcement, in which case DocNomic shall end. This paragraph
| takes precedence over the preceding paragraphs of this Rule. 
|
| [[Note that the last paragraph of Rule 1 is still in effect, so a
| Hiatus can be ended without action by Doc, by the expedient of
| electing a new Doc.]] | [[Also note that Hiatus does not protect
| Players against effects of diseases, etc. However, Players may put
| themselves into Coma for the duration of a Hiatus.]]

At any time, any office holder may choose to vacate their office by
sending their resignation to the mailing list. That office must
| be filled by an active player of Doc's choosing before Doc's next
| Office Hours.


-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Feb 26 07:41:08 2001
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Subject: Hiatus
Date: 26 Feb 2001 10:41:06 -0500
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From: rsholmes@mailbox.syr.edu

DocNomic is now on Hiatus.

-- 
- Doc

From Nomic1@aol.com Mon Feb 26 09:18:22 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: Amend rule 13 
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From: Nomic1@aol.com

Amend the paragraph "Hiatus" as follows:

when Doc calls a Hiatus, all players are immediately placed into a 
Coma, and may only come out of the coma by Doc's Proclamation. 

[[This is to prevent wages being drawn, etc.]].

Feyd


From rsholmes@mailbox.syr.edu Mon Feb 26 10:07:53 2001
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Subject: Re: [DocNomic] Proposal: Amend rule 13
References: <97e34o+rdf0@eGroups.com>
Date: 26 Feb 2001 13:07:25 -0500
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> [[This is to prevent wages being drawn, etc.]].

What's the etc.? They can't draw wages, at least not more than once:

Any Player may collect their Wages if they have not already done so
since Doc's most recent Office Hours.

Any other downside to allowing Players not to be in Coma?

-- 
- Doc

From Nomic1@aol.com Mon Feb 26 14:38:29 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Amend rule 13
Message-ID: <97elsv+lrod@eGroups.com>
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--- In DocNomic@y..., rsholmes@m... wrote:
> Nomic1@a... writes:
> 
> > [[This is to prevent wages being drawn, etc.]].
> 
> What's the etc.? They can't draw wages, at least not more than 
once:
> 
> Any Player may collect their Wages if they have not already done 
so
> since Doc's most recent Office Hours.
> 
> Any other downside to allowing Players not to be in Coma?

Well, I can draw 5 sp/daily(as can Kevan). I can convert those to 
body. This means that in a few weeks I can be up to 120/120. While 
I wouldn't complain, this would unfairly tilt things to me when 
things restarted. Of course, I could fix all this by moving inside, 
but nah.

Oh, I move the comatose Mr. Weston to the toilets. This causes them 
to unlock.

Feyd


From JJWeston@ThoughtWorks.COM Mon Feb 26 14:43:30 2001
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Subject: Re: [DocNomic] Re: Proposal: Amend rule 13
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From: JJWeston@ThoughtWorks.COM


You can't move me. They're locked. I'm comatose.

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -



Nomic1@aol.co 
m To: DocNomic@yahoogroups.com 
cc: 
02/26/2001 Subject: [DocNomic] Re: Proposal: Amend rule 13 
02:38 PM 
Please 
respond to 
DocNomic 






--- In DocNomic@y..., rsholmes@m... wrote:
> Nomic1@a... writes:
>
> > [[This is to prevent wages being drawn, etc.]].
>
> What's the etc.? They can't draw wages, at least not more than
once:
>
> Any Player may collect their Wages if they have not already done
so
> since Doc's most recent Office Hours.
>
> Any other downside to allowing Players not to be in Coma?

Well, I can draw 5 sp/daily(as can Kevan). I can convert those to
body. This means that in a few weeks I can be up to 120/120. While
I wouldn't complain, this would unfairly tilt things to me when
things restarted. Of course, I could fix all this by moving inside,
but nah.

Oh, I move the comatose Mr. Weston to the toilets. This causes them
to unlock.

Feyd


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From rsholmes@mailbox.syr.edu Tue Feb 27 07:46:28 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Amend rule 13
References: <97elsv+lrod@eGroups.com>
Date: 27 Feb 2001 10:45:03 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 26 Feb 2001 22:38:23 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Oh, I move the comatose Mr. Weston to the toilets. This causes them 
> to unlock.

You do not. Not not not not not not!!! Not!!!!

A Player with Diarrhoea is entirely at the mercy of their intestinal
whim. Any Player may move a Player with Diarrhoea to the Toilets, at
any time (unless they would be unable to reach that room through
normal means).

Being comatose, Jeff cannot reach the toilets by normal means.

Not!!!!!!!!!!1

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Feb 27 08:14:48 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Amend rule 13
References: <97elsv+lrod@eGroups.com>
Date: 27 Feb 2001 11:14:27 -0500
In-Reply-To: Nomic1@aol.com's message of "Mon, 26 Feb 2001 22:38:23 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> Well, I can draw 5 sp/daily(as can Kevan). I can convert those to 
> body. This means that in a few weeks I can be up to 120/120. While 
> I wouldn't complain, this would unfairly tilt things to me when 
> things restarted. Of course, I could fix all this by moving inside, 
> but nah.

OK...

Nomic1@aol.com writes:

> Amend the paragraph "Hiatus" as follows:
> 
> when Doc calls a Hiatus, all players are immediately placed into a 
> Coma, and may only come out of the coma by Doc's Proclamation. 

I'm going to enact this change by Proclamation, rather than by normal
channels, since there are a couple of other proposals in the queue and
I'd rather not try to deal with them at the moment. Also, since Rule
13 is supposed to be about Office Hours, this modification doesn't fit
well here as proposed. Really there should be a new rule. Or... a
new disease!

So, by Proclamation:

Rule 13 is amended by the deletion of Paragraph 3 and the two notes
following. 

A new disease, Sleeping Sickness (Communicable: Non-contagious:
Blood-borne), is enacted with the following text:

A Player or Zombie with Sleeping Sickness may take no part in the
game, except for actions relating to election of a new Doc [[note:
posting of messages to the mailing list shall not be considered
"taking part in the game", as long as these are not proposals,
Points of Order, or other game-influencing Actions]], and any game
actions which would adjust their Body, Soul, Cash, Pills, or
Diseases (apart from curing their own Sleeping Sickness) have no
effect on them. Officers who have Sleeping Sickness may not hold
Office Hours; no cancellation notices are required of them, nor
shall any Officer with Sleeping Sickness be penalized or removed
from office for not holding Office Hours. [[The preceding sentence
applies to Doc, who is an Officer though not a Player.]] This
paragraph takes precedence over all other Rules.

A Sleeping Sickness outbreak occurs whenever Doc declares one; such
an outbreak is also known as a Hiatus. 24 hours after the Hiatus is
called, all game participants (Players, Zombies, and Doc), contract
Sleeping Sickness. Sleeping Sickness may not be contracted by any
other means. When Doc declares an end to Hiatus, all participants
with Sleeping Sickness are immediately cured of it. Sleeping
Sickness may not be cured by any other means. If a Hiatus continues
more than six months, DocNomic shall end.

-- 
- Doc

From Nomic1@aol.com Tue Feb 27 08:50:59 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Amend rule 13
Message-ID: <97glsl+j8mr@eGroups.com>
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From: Nomic1@aol.com

This is a retroactive rule, unless you are going to declare sleeping 
sickness in the future? Of course, I can't call a point of order, 
bucause the Haitus has been in effect for more than 24 hours.

hmmm,
and damn it you caught a scam by placing the Zombie in a coma too...
Feyd


--- In DocNomic@y..., rsholmes@m... wrote:
> Nomic1@a... writes:
> 
> > Well, I can draw 5 sp/daily(as can Kevan). I can convert those 
to 
> > body. This means that in a few weeks I can be up to 120/120. 
While 
> > I wouldn't complain, this would unfairly tilt things to me when 
> > things restarted. Of course, I could fix all this by moving 
inside, 
> > but nah.
> 
> OK...
> 
> Nomic1@a... writes:
> 
> > Amend the paragraph "Hiatus" as follows:
> > 
> > when Doc calls a Hiatus, all players are immediately placed into 
a 
> > Coma, and may only come out of the coma by Doc's Proclamation. 
> 
> I'm going to enact this change by Proclamation, rather than by 
normal
> channels, since there are a couple of other proposals in the queue 
and
> I'd rather not try to deal with them at the moment. Also, since 
Rule
> 13 is supposed to be about Office Hours, this modification doesn't 
fit
> well here as proposed. Really there should be a new rule. Or... a
> new disease!
> 
> So, by Proclamation:
> 
> Rule 13 is amended by the deletion of Paragraph 3 and the two notes
> following. 
> 
> A new disease, Sleeping Sickness (Communicable: Non-contagious:
> Blood-borne), is enacted with the following text:
> 
> A Player or Zombie with Sleeping Sickness may take no part in the
> game, except for actions relating to election of a new Doc [[note:
> posting of messages to the mailing list shall not be considered
> "taking part in the game", as long as these are not proposals,
> Points of Order, or other game-influencing Actions]], and any game
> actions which would adjust their Body, Soul, Cash, Pills, or
> Diseases (apart from curing their own Sleeping Sickness) have no
> effect on them. Officers who have Sleeping Sickness may not hold
> Office Hours; no cancellation notices are required of them, nor
> shall any Officer with Sleeping Sickness be penalized or removed
> from office for not holding Office Hours. [[The preceding 
sentence
> applies to Doc, who is an Officer though not a Player.]] This
> paragraph takes precedence over all other Rules.
> 
> A Sleeping Sickness outbreak occurs whenever Doc declares one; 
such
> an outbreak is also known as a Hiatus. 24 hours after the Hiatus 
is
> called, all game participants (Players, Zombies, and Doc), 
contract
> Sleeping Sickness. Sleeping Sickness may not be contracted by any
> other means. When Doc declares an end to Hiatus, all participants
> with Sleeping Sickness are immediately cured of it. Sleeping
> Sickness may not be cured by any other means. If a Hiatus 
continues
> more than six months, DocNomic shall end.
> 
> -- 
> - Doc


From rsholmes@mailbox.syr.edu Tue Feb 27 09:05:10 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Amend rule 13
References: <97elsv+lrod@eGroups.com> <xzc3dd085ng.fsf@rodan.syr.edu>
Date: 27 Feb 2001 12:04:40 -0500
In-Reply-To: rsholmes@mailbox.syr.edu's message of "27 Feb 2001 11:14:27 -0500"
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From: rsholmes@mailbox.syr.edu

rsholmes@mailbox.syr.edu writes:

> nor shall any Officer with Sleeping Sickness be penalized or removed
> from office for not holding Office Hours. 

I made a slight but significant change to the above phrase:

nor shall any Officer be penalized or removed from office for not
holding Office Hours while they had Sleeping Sickness.

-- 
- Doc


From rsholmes@mailbox.syr.edu Tue Feb 27 10:43:07 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Amend rule 13
References: <97glsl+j8mr@eGroups.com>
Date: 27 Feb 2001 13:41:58 -0500
In-Reply-To: Nomic1@aol.com's message of "Tue, 27 Feb 2001 16:50:29 -0000"
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> This is a retroactive rule, unless you are going to declare sleeping 
> sickness in the future? Of course, I can't call a point of order, 
> bucause the Haitus has been in effect for more than 24 hours.
> 
> hmmm,
> and damn it you caught a scam by placing the Zombie in a coma too...
> Feyd

Right, I thought it'd been less than 24, but no. So:

The first Hiatus is over.

[click]

The second Hiatus begins now.

[You have 24 hours to get your affairs in order.]

-- 
- Doc

From jklewis@umich.edu Tue Feb 27 19:27:18 2001
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To: <DocNomic@yahoogroups.com>
Subject: Proposal: Scary Music (fwd)
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From: John Kipling Lewis <jklewis@umich.edu>


Rooms in the hospital shall have speakers added to them. Every room in
the hospital will have a speaker which is capable of two states. The
first state is defined as "Playing scary music". The second state is
defined as "Off".

No Attack! (as defined in rule #14) may ever take place in a room where
the the speakers' state is "Off". An Attack! may only take place in a
room where the state is "Playing scary music".

The Hospital Building Engineer has control of the speakers state and may
change it at any time.




From Nomic1@aol.com Wed Feb 28 06:30:34 2001
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Date: Wed, 28 Feb 2001 14:30:33 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Scary Music (fwd)
Message-ID: <97j229+ktt5@eGroups.com>
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From: Nomic1@aol.com

--- In DocNomic@y..., John Kipling Lewis <jklewis@u...> wrote:
> 
> Rooms in the hospital shall have speakers added to them. Every 
room in
> the hospital will have a speaker which is capable of two states. 
The
> first state is defined as "Playing scary music". The second state 
is
> defined as "Off".
> 
> No Attack! (as defined in rule #14) may ever take place in a room 
where
> the the speakers' state is "Off". An Attack! may only take place 
in a
> room where the state is "Playing scary music".
> 
> The Hospital Building Engineer has control of the speakers state 
and may
> change it at any time.

Um. Who is you? (If you're new, I think you need to declare youself 
first). 

Also, this give total control over all combat to the building 
engineer. The most obvious being::
All speakers off all the time
Move into room
turn on speak
attack attack attack
turn speaker off.
mock the wounded

Feyd


From jklewis@umich.edu Wed Feb 28 06:57:29 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Scary Music ... who am I?
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From: jklewis@umich.edu


> Um. Who is you? (If you're new, I think you need to declare 
youself 
> first). 

I didn't know I needed to declare myself. The rules don't mention 
it, they say to start playing I need to make a Proposal or a Point of 
Order. Neither of these matter, since there is a Hiatus and I can't 
actually make a Proposal -OR- a Point of Order... so during a Hiatus 
you apparently can't get new players, but I thought I'd try and see 
what happened.

> Also, this give total control over all combat to the building 
> engineer. The most obvious being::
> All speakers off all the time
> Move into room
> turn on speak
> attack attack attack
> turn speaker off.
> mock the wounded
> 
> Feyd

True. Perhaps rather than "at any time" it should be at the start of 
a turn.


From rsholmes@mailbox.syr.edu Wed Feb 28 08:29:06 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Proposal: Scary Music ... who am I?
References: <97j3kh+tcu0@eGroups.com>
Date: 28 Feb 2001 11:27:42 -0500
In-Reply-To: jklewis@umich.edu's message of "Wed, 28 Feb 2001 14:57:21 -0000"
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From: rsholmes@mailbox.syr.edu

jklewis@umich.edu writes:

> I didn't know I needed to declare myself. The rules don't mention 
> it, they say to start playing I need to make a Proposal or a Point of 
> Order. Neither of these matter, since there is a Hiatus and I can't 
> actually make a Proposal -OR- a Point of Order... so during a Hiatus 
> you apparently can't get new players, but I thought I'd try and see 
> what happened.

Hmm, a somewhat vestigial rule. Probably should be changed.

Nevertheless, I think a better analysis is this:

During a hiatus, Players cannot submit proposals, because they have
Sleeping Sickness. 

There's nothing that says non-Players can't, though. After all,
they don't have Sleeping Sickness.

Having done so, you became a Player.

Having become a Player... hmmm... oh dear...

A Sleeping Sickness outbreak occurs whenever Doc declares one;
such an outbreak is also known as a Hiatus. 24 hours after the
Hiatus is called, all game participants (Players, Zombies, and
Doc), contract Sleeping Sickness. Sleeping Sickness may not be
contracted by any other means.

I should have worded that better. As it is, the only way to
contract Sleeping Sickness is to be a Player 24 hours after Hiatus
was declared. If you'd waited about 15 more hours to submit your
Proposal, *you would have become a the only player without Sleeping
Sickness*! What a scam!

As it is, you have about 2 hours before you drop off to sleep with
the rest of us...

Welcome aboard! Hopefully we'll get enough new players to end Hiatus
before too long. In the meanwhile, I have to Proclaim yet another
tweak to the Hiatus rule...

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Feb 28 08:32:39 2001
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Subject: Descammification
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From: rsholmes@mailbox.syr.edu

Amend "Sleeping Sickness" as follows:

After the following sentence:

24 hours after the Hiatus is called, all game participants (Players,
Zombies, and Doc), contract Sleeping Sickness.

add:

During a Hiatus, when a new Player joins DocNomic, e gets Sleeping
Sickness immediately after receiving eir initial allotment of Cash,
Body Points, and Soul Points.

-- 
- Doc

From Nomic1@aol.com Wed Feb 28 09:39:00 2001
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Date: Wed, 28 Feb 2001 17:38:57 -0000
To: DocNomic@yahoogroups.com
Subject: * Feyd is getting sleepy. E moves to the Main Entrance.
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From Nomic1@aol.com Wed Feb 28 09:44:14 2001
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Date: Wed, 28 Feb 2001 17:44:09 -0000
To: DocNomic@yahoogroups.com
Subject: BTW: Welcome <grin> Re: Proposal: Scary Music ... who am I?
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From: Nomic1@aol.com

--- In DocNomic@y..., jklewis@u... wrote:
> I didn't know I needed to declare myself. The rules don't mention 
> it, they say to start playing I need to make a Proposal or a Point 
of 
> Order. Neither of these matter, since there is a Hiatus and I 
can't 
> actually make a Proposal -OR- a Point of Order... so during a 
Hiatus 
> you apparently can't get new players, but I thought I'd try and see 
> what happened.

Well, but you don't have soul or body or cash, as listed in the PDP, 
so your status is debatable.

> 
> > Also, this give total control over all combat to the building 
> > engineer. The most obvious being::
> > All speakers off all the time
> > Move into room
> > turn on speak
> > attack attack attack
> > turn speaker off.
> > mock the wounded
> > 
> > Feyd
> 
> True. Perhaps rather than "at any time" it should be at the start 
of 
> a turn.
No such thing as a turn. You can move once per day, that's it. But 
my complaint still holds. If the Engineer decided he doesn't like 
combat, he can turn off all the music everywhere, and there goes all 
associated rules. 

BTW: We are on haitus for about two weeks (hopefully) while Jeff 
Weston get's a better home connection/setup. We were in the middle 
of trying to resolve a couple very interesting scams, and it was kind 
of decided that instead of taking advantage of his absence it would 
be better to wait for his return to resolve everything. 

Feyd


From jjweston@gigaton.thoughtworks.com Wed Feb 28 09:55:10 2001
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Date: Wed, 28 Feb 2001 09:55:08 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] BTW: Welcome <grin> Re: Proposal: Scary Music ... who am I?
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From: Weston <jjweston@gigaton.thoughtworks.com>

On Wed, 28 Feb 2001 Nomic1@aol.com wrote:

> BTW: We are on haitus for about two weeks (hopefully) while Jeff 
> Weston get's a better home connection/setup. We were in the middle 
> of trying to resolve a couple very interesting scams, and it was kind 
> of decided that instead of taking advantage of his absence it would 
> be better to wait for his return to resolve everything. 

Uh, please don't wait specifically for me. It may be a few months,
not a few weeks, before I have my internet connection settled down. I'm
currently in the process of moving to a new house, so things are quite
hectic for me right now. Work is also picking up speed...

I'm not too worried about you taking advantage of me while I'm
away. I'll still have a monopoly on green pills. If anyone wants to cure
any disease requiring green pills, I'm sure I'll find a way to unload my
pills. :->


From kevan@somethingorother.com Fri Mar 09 06:00:30 2001
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Subject: PDP Updated
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From: "Kevan Davis" <kevan@somethingorother.com>

To include "John" as a Player (although he won't appear on the list 
until someone does something to him), and "Sleeping Sickness" as a 
Disease. Lax of me not to have gotten around to it before now.

Are we set to wake up any time soon, then?

Kevan

--
http://uncertain.org/~kevan
"Am I still ill?"


From jklewis@umich.edu Fri Mar 09 07:37:01 2001
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--- In DocNomic@y..., "Kevan Davis" <kevan@s...> wrote:
> To include "John" as a Player (although he won't appear on the list 
> until someone does something to him), and "Sleeping Sickness" as a 
> Disease. Lax of me not to have gotten around to it before now.
> 
> Are we set to wake up any time soon, then?

I am very eager to start playing. Let me know when things can happen 
again. 


From jklewis@umich.edu Fri Mar 09 07:40:40 2001
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--- In DocNomic@y..., Nomic1@a... wrote:
> I would suggest hitting various portals (plastic.com comes to 
mind) 
> memepool recently plugged them, so they aren't worthwhile to try 
> again. 

> If someone wants to give me the links for the general Nomic page 
I'll 
> push it out to plastic.


FYI, this is where I learned about your game. I had previously only 
played NOMIC at conventions.


From Nomic1@aol.com Tue Mar 13 12:30:58 2001
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Subject: !!!! Response requested for DocNomic
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--- In DocNomic@y..., jklewis@u... wrote:
> --- In DocNomic@y..., Nomic1@a... wrote:
> > I would suggest hitting various portals (plastic.com comes to 
> mind) 
> > memepool recently plugged them, so they aren't worthwhile to try 
> > again. 
> 
> > If someone wants to give me the links for the general Nomic page 
> I'll 
> > push it out to plastic.
> 
> 
> FYI, this is where I learned about your game. I had previously 
only 
> played NOMIC at conventions.

Cool, that was my post. (you hear that Doc? I think I should get a 
beenie!).

QUESTION:
How many people are still receiving this mail? 
If you are receiving this mail, are you interested in being active in 
this game now?
If not now, when would you be able to be active again?

Feyd 
Feyd


From rsholmes@mailbox.syr.edu Tue Mar 13 12:49:27 2001
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Subject: Re: [DocNomic] !!!! Response requested for DocNomic
References: <98m003+jbu4@eGroups.com>
Date: 13 Mar 2001 15:49:24 -0500
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From: rsholmes@mailbox.syr.edu

Nomic1@aol.com writes:

> QUESTION:
> How many people are still receiving this mail? 

Me

> If you are receiving this mail, are you interested in being active in 
> this game now?

Yeah

> Feyd 
> Feyd

Tell one of those Feyds he's wanted in N_omic.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Mar 13 13:27:58 2001
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To: DocNomic@yahoogroups.com
Subject: Suggestion
Date: 13 Mar 2001 16:27:56 -0500
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From: rsholmes@mailbox.syr.edu

Prelude: This is to address the fact that, as it stands, it is cheaper
to add large amounts of text to a single rule than to make small
modifications to that rule plus create one or more new rules. The
result is to encourage huge, ungainly rules that really should be
multiple rules. Correcting such monstrosities also is expensive since
it requires an amendment plus one or more new rules.

How to fix? Several ways:

o Allow multiple rule-changes to be made in a proposal for free.
I'm not in favor of that. 

o Same, but if and only if there are two rule-changes, where one is
a new rule and the other is a "trivial" amendment to an old rule
to take account of the new rule. That gets ugly. Who decides
what's "trivial"?

o Let the monstrosities be made, but make them fixable by allowing a
rule-change to split a rule so long as the split rules have the
same effect as the original monstrosity. That's the intent of
this Suggestion. For the sake of symmetry, I also put in language
allowing two rules to be merged.

In addition I noticed the following text in Rule 103:

(2) the enactment, repeal, or amendment of an amendment of a mutable
rule;

What the heck does that mean? An amendment of a mutable rule is a
rule-change, and no one can propose a new rule-change until that
rule-change is either adopted or defeated, at which point it ceases to
exist. Is this supposed to mean you can repeal or amend a rule that
resulted from the amendment of a mutable rule? But that's trivially
true, unless such a rule was later made immutable, in which case it's
false. And even in that interpretation, what does "the enactment of
an amendment of a mutable rule" mean, and how does it differ from "the
amendment of a mutable rule"? I'm totally mystified by this phrase.
I propose getting rid of it.

So here is my Suggestion:

=====

Transmute Rule 103.

=====

Postlude: Of course we'd want to have some idea what will happen to
Rule 103 once it's transmuted. I would at that point post the
following Suggestion (with "103" replaced by its new rule number):

=====

Amend Rule 103 to read as follows:

.....

A rule-change is any of the following: (1) the enactment, repeal, or
amendment of a mutable rule; (2) the transmutation of an immutable
rule into a mutable rule or vice versa; (3) the splitting of one
mutable rule into two or more mutable rules with identical effect;
or (4) the merging of two or more mutable rules into one mutable
rule with identical effect.

[[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, split, merged, or repealed; any rule of any
status may be transmuted; no rule is absolutely immune to change.]]

.....

=====

-- 
- Rich Holmes
Syracuse, NY

From rsholmes@mailbox.syr.edu Tue Mar 13 13:35:49 2001
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Subject: Re: [DocNomic] Suggestion
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Date: 13 Mar 2001 16:34:43 -0500
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From: rsholmes@mailbox.syr.edu

rsholmes@mailbox.syr.edu writes:

Arrrgh.

Too many Nomics.

-- 
- Doc

From jjweston@gigaton.thoughtworks.com Tue Mar 13 15:42:23 2001
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Date: Tue, 13 Mar 2001 15:44:22 -0800 (PST)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] !!!! Response requested for DocNomic
In-Reply-To: <98m003+jbu4@eGroups.com>
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From: Weston <jjweston@gigaton.thoughtworks.com>

On Tue, 13 Mar 2001 Nomic1@aol.com wrote:

> QUESTION:
> How many people are still receiving this mail? 
> If you are receiving this mail, are you interested in being active in 
> this game now?
> If not now, when would you be able to be active again?

I am still receiving this email. I am not interested in being
active right now. I would be interested in being active a month or two
down the line.


From kevan@somethingorother.com Wed Mar 14 01:49:40 2001
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Subject: Re: !!!! Response requested for DocNomic
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From: "Kevan Davis" <kevan@somethingorother.com>

> Cool, that was my post. (you hear that Doc? I think I should get a 
> beenie!).

Nice work.

> QUESTION:
> How many people are still receiving this mail? 

I don't know.

> If you are receiving this mail, are you interested in being active 
in 
> this game now?

I am indeed.

Kevan

--
http://uncertain.org/~kevan
"Your concentration span's too long;
it's longer than this song. That's not allowed."


From jklewis@umich.edu Wed Mar 14 12:54:24 2001
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From: jklewis@umich.edu

> QUESTION:
> How many people are still receiving this mail? 
> If you are receiving this mail, are you interested in being active 
in 
> this game now?
> If not now, when would you be able to be active again?

Obviously I'm interested.

John 


From m.couchman@bigwig.net Thu Mar 15 00:05:28 2001
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From: "Couchman, Martin E" <m.couchman@bigwig.net>



From JJWeston@ThoughtWorks.COM Tue May 22 10:28:04 2001
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Subject: Status of the game?
To: DocNomic@yahoogroups.com
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From: JJWeston@ThoughtWorks.COM

Greetings,

Turns out I will be getting my DSL installation set up at my new place
this Thursday. I should be able to participate in DocNomic again at that
point. Are there still people here who are interested in playing?

- - -
Jeffrey J. Weston
jjweston@thoughtworks.com
PGP Public Key : http://www.sir-toby.com/pgp-key.asc
- - -


From dmarsh3000@hotmail.com Fri Jun 01 22:49:12 2001
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To: <DocNomic@yahoogroups.com>
Subject: Dead Nomic? Join Mine!
Date: Sat, 2 Jun 2001 00:47:44 -0400
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I'm casting about the mailing lists of other Nomics . . .

It seems that n_omic, like others I've visited tonight, may be kaput.

I'm starting a Nomic which attempts to model a real legislature. While
I said I'd start the game with four players (I've now got three who
aren't me), a legislature should have more members.

The official unofficial Web site is at
http://members.home.com/dmarsh3000/Legislative_Nomic.htm .

The mailing list is here at Yahoo!,
http://groups.yahoo.com/group/leg-nomic .

Hope to see you!






[Non-text portions of this message have been removed]


From jjweston@kenny.sir-toby.com Sat Jun 02 18:22:51 2001
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Date: Sat, 2 Jun 2001 18:19:41 -0700 (PDT)
To: <DocNomic@yahoogroups.com>
Subject: Expressing a desire to continue playing...
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Greetings,

Many months ago I dropped out of the game due to lack of Internet
access at my home, and an inability to keep up with the game on work time.
I now have Internet access at my home and am willing to continue playing.

Since I guess I can't take any game action right now, I'll just
express my interest to play. If enough players are still around, perhaps
Doc can call an end to the hiatus.


From rsholmes@mailbox.syr.edu Tue Jun 05 07:45:04 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Expressing a desire to continue playing...
References: <Pine.LNX.4.33.0106021816540.852-100000@kenny.sir-toby.com>
Date: 05 Jun 2001 10:44:55 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Sat, 2 Jun 2001 18:19:41 -0700 (PDT)"
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Lines: 48
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Many months ago I dropped out of the game due to lack of Internet
> access at my home, and an inability to keep up with the game on work time.
> I now have Internet access at my home and am willing to continue playing.
> 
> Since I guess I can't take any game action right now, I'll just
> express my interest to play. If enough players are still around, perhaps
> Doc can call an end to the hiatus.

I'd like to resume things if people want -- although if so one of my
first actions would be to issue a Directive calling for ruleset
revisions aimed at slowing the pace of the game. I believe one of the
reasons Jeffrey had to drop out was the sheer number of game events
happening per day and per week, and I was feeling a bit overwhelmed
myself. 

I would also solicit opinions on whether to pick up where we left off
or to declare Round 1 over and reset to some minimal initial ruleset
and gamestate.

I note the following subscribers to the Yahoo group:

*bkoch@r...
*jjweston@g...
*jjweston@k...
*jjweston@m...
*JJWeston@T...
jklewis@u...
*kevan@s...
*m.couchman@b...
Nomic1@a...
oairhart@i...
*palnatoke@g...
*rsholmes@m...
Sxejmaso@a...

The ones marked with an asterisk are receiving either individual
emails or daily digests, so if they don't reply presumably either
they're not interested or they're not actually reading mail at those
addresses. (You really using all 4, Jeff?)

The ones not so marked are "Web only" subscribers and are probably not
checking this group frequently if at all. I'll BCC this email to
them.

-- 
- Doc

From bkoch@rz.uni-osnabrueck.de Tue Jun 05 08:30:19 2001
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Date: 05 Jun 2001 17:15:03 CEST
Reply-To: "Britta Koch" <bkoch@rz.uni-osnabrueck.de>
In-Reply-To: <xzc7kyrq93s.fsf@rodan.syr.edu>
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Message-Id: <E157IY0-0000eU-00@inanna.surf2000.de>
From: "Britta Koch" <bkoch@rz.uni-osnabrueck.de>


On 05 Jun 2001 10:44:55 -0400, rsholmes@mailbox.syr.edu said:


> I'd like to resume things if people want -- although if so one of my
> first actions would be to issue a Directive calling for ruleset
> revisions aimed at slowing the pace of the game. I believe one of the
> reasons Jeffrey had to drop out was the sheer number of game events
> happening per day and per week, and I was feeling a bit overwhelmed
> myself. 

That was also one of the reasons I went into Coma (that's why I
invented it, actually....).
So, just to reply - if things go slower, I'll be there! (and watch E.R.
in the meantime to prepare ;)

Britta
-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail http://www.silverymoon.de 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From jklewis@umich.edu Tue Jun 05 08:30:20 2001
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To: "Richard S. Holmes" <rsholmes@MailBox.Syr.Edu>
Cc: <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Expressing a desire to continue playing...
In-Reply-To: <xzc7kyrq93s.fsf@rodan.syr.edu>
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From: John Kipling Lewis <jklewis@umich.edu>

On 5 Jun 2001, Richard S. Holmes wrote:

> "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:
>
> > Many months ago I dropped out of the game due to lack of Internet
> > access at my home, and an inability to keep up with the game on work time.
> > I now have Internet access at my home and am willing to continue playing.
> >
> > Since I guess I can't take any game action right now, I'll just
> > express my interest to play. If enough players are still around, perhaps
> > Doc can call an end to the hiatus.
>
> I'd like to resume things if people want -- although if so one of my
> first actions would be to issue a Directive calling for ruleset
> revisions aimed at slowing the pace of the game. I believe one of the
> reasons Jeffrey had to drop out was the sheer number of game events
> happening per day and per week, and I was feeling a bit overwhelmed
> myself.
>
> I would also solicit opinions on whether to pick up where we left off
> or to declare Round 1 over and reset to some minimal initial ruleset
> and gamestate.

I would like to play, but I find that trying to navigate the existing
rules to be a bit hard to swallow (like a big red pill). It would help
the transition to playing if the rules were reset.

I will play either way, and I'm only waiting for a concerted starting.

John -


From jjweston@kenny.sir-toby.com Tue Jun 05 11:44:56 2001
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Date: Tue, 5 Jun 2001 11:41:04 -0700 (PDT)
To: <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Expressing a desire to continue playing...
In-Reply-To: <xzc7kyrq93s.fsf@rodan.syr.edu>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On 5 Jun 2001 rsholmes@mailbox.syr.edu wrote:

> I'd like to resume things if people want -- although if so one of my
> first actions would be to issue a Directive calling for ruleset
> revisions aimed at slowing the pace of the game. I believe one of the
> reasons Jeffrey had to drop out was the sheer number of game events
> happening per day and per week, and I was feeling a bit overwhelmed
> myself.

That was the main reason. Without internet access at home, I found
it hard to justify the time spent at work trying to keep up with the
game... And even with internet access at home, it was still a lot of time
to keep up with everything.

> I would also solicit opinions on whether to pick up where we left off
> or to declare Round 1 over and reset to some minimal initial ruleset
> and gamestate.

I feel Round 1 has served its purpose. It was fun, but it feels
like its time to move on.

> (You really using all 4, Jeff?)

Um, no. Just two should suffice. :-)


From kevan@somethingorother.com Wed Jun 06 04:21:14 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Expressing a desire to continue playing...
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From: "Kevan Davis" <kevan@somethingorother.com>

> I would also solicit opinions on whether to pick up where we left 
off
> or to declare Round 1 over and reset to some minimal initial ruleset
> and gamestate.

I don't mind, really. A completely fresh start and new direction 
might be entertaining, but I'd be up for either.

Kevan

--
http://uncertain.org/~kevan
"Lock, lock me in a padded cell,
'cause I suddenly don't feel very well."


From m.couchman@bigwig.net Thu Jun 07 01:08:54 2001
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Subject: RE: [DocNomic] Digest Number 106
Date: Thu, 7 Jun 2001 09:08:51 +0100 
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From: "Couchman, Martin E" <m.couchman@bigwig.net>


I'm potentially interested in restarting. We've recently had a baby, so I
don't seem to have much time for such frivolous activites as playing games,
but I'm happy to give it a try on a, er, trial basis, if the rate of
activity is lower than before.

Martin 

From rsholmes@mailbox.syr.edu Thu Jun 07 11:31:49 2001
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To: DocNomic@yahoogroups.com
Subject: DocNomic redux
References: <9fjerj+mp9s@eGroups.com>
Date: 07 Jun 2001 14:31:37 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "Tue, 05 Jun 2001 20:18:59 -0000"
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From: rsholmes@mailbox.syr.edu

Doc issues the following Proclamations:

1. By order of Doc, Round 1 is over and Round 2 has begun.

2. As none of the Players achieved any specified method of becoming
the Winner, by order of Doc the Player with the largest total Body
and Soul Points is the Winner of Round 1. That Player is Kevan.

3. The Ruleset has been trimmed back heavily to a "new initial" set.
See
<http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_init.html>.
Most of the text derives from the amended versions of the Round 1
initial rules, but with some notable adjustments. Read with care. 

4. The Gamestate has been adjusted in accordance with the above. All
Players have been removed from the Players List; anyone interested
in playing should sign up anew as described in the Rules.

Doc also issues the following Directives:

1. Rules which promote a steady but moderate game pace, as contrasted
with the extremely rapid pace seen at times in Round 1, are
solicited. 

2. Players are encouraged, although not required, to contempate
connotations of the word "doc" other than "medical doctor" in
developing a theme for this round. For that matter, a theme having
nothing to do with the word "doc" would be fine.

Let the game (re)begin!

-- 
- Doc

From jklewis@umich.edu Thu Jun 07 11:48:05 2001
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Subject: Re: [DocNomic] DocNomic redux
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From: John Kipling Lewis <jklewis@umich.edu>


Proposal:

When a player submits eir first Proposal, e will recieve 10 Points, after
which e will have his points reduced by 1 point for every additional
Proposal e submits. This rule superceeds the provision in rule #8
regarding staring points and is retroactively applied to all current
players.


From jjweston@kenny.sir-toby.com Thu Jun 07 12:19:27 2001
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Date: Thu, 7 Jun 2001 12:13:57 -0700 (PDT)
To: <DocNomic@yahoogroups.com>
Subject: Proposal: Managable Number of Proposals
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Enact a Not So Fundamental Rule with the brief descriptive name,
"Managable Number of Proposals", and the following text:

If a player submits more than one proposal per day, that player
loses 10 points for each proposal submitted by that player for that day
beyond the first. If losing 10 points in this fashion for a particular
proposal would leave that player with a negative point total, the proposal
is instead ignored and no points are lost.


From jklewis@umich.edu Thu Jun 07 12:23:02 2001
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To: <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Managable Number of Proposals
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From: John Kipling Lewis <jklewis@umich.edu>


> Enact a Not So Fundamental Rule with the brief descriptive name,
> "Managable Number of Proposals", and the following text:
>
> If a player submits more than one proposal per day, that player
> loses 10 points for each proposal submitted by that player for that day
> beyond the first. If losing 10 points in this fashion for a particular
> proposal would leave that player with a negative point total, the proposal
> is instead ignored and no points are lost.

Discussion:

What if this was a geometric scale? The second proposal losing 10 points,
the third losing 20, double each time?

John -


From rsholmes@mailbox.syr.edu Thu Jun 07 14:24:39 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] DocNomic redux
References: <Pine.GSO.4.32.0106071442330.27108-100000@hal.itd.umich.edu>
Date: 07 Jun 2001 17:24:34 -0400
In-Reply-To: John Kipling Lewis's message of "Thu, 7 Jun 2001 14:46:34 -0400 (EDT)"
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> Proposal:
[...]

Welcome to the game -- you've been added to the Player List.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 07 14:25:15 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Managable Number of Proposals
References: <Pine.LNX.4.33.0106071201110.10647-100000@kenny.sir-toby.com>
Date: 07 Jun 2001 17:25:13 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 7 Jun 2001 12:13:57 -0700 (PDT)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Enact a Not So Fundamental Rule with the brief descriptive name,
[...]

Welcome (back) to the game -- you've been added (back) to the Player
List.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 07 14:32:36 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Managable Number of Proposals
References: <Pine.LNX.4.33.0106071201110.10647-100000@kenny.sir-toby.com> <xzcvgm83ruu.fsf@rodan.syr.edu>
Date: 07 Jun 2001 17:32:34 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "07 Jun 2001 17:25:13 -0400"
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From: rsholmes@mailbox.syr.edu

By the way, the names I'm adding to the Player List are the ones shown
in your mail headers. If you'd rather be listed differently, just let
me know.

-- 
- Doc

From bkoch@rz.uni-osnabrueck.de Fri Jun 08 01:15:34 2001
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To: docnomic@yahoogroups.com
Subject: Proposal: Timeframes
X-Mailer: Pronto v2.2.3 On linux/Pg
Date: 08 Jun 2001 10:14:47 CEST
Reply-To: "Britta Koch" <bkoch@rz.uni-osnabrueck.de>
Message-Id: <E158HPt-000243-00@inanna.surf2000.de>
From: "Britta Koch" <bkoch@rz.uni-osnabrueck.de>

Add a Not so Fundamental Rule with the Title "Timeframes" and the
following text:

All spans of time are measured in DocNomic Units (duns). The length of
a dun is part of the gamestate.

Amend Rule 1:

replace "three weeks" in "In the event that Doc is absent from the game
for a period of more
than three weeks without making arrangements for his return, the
Active Players may choose a new Doc." with "ten duns".

Amend Rule 2:

replace "two weeks" in "A Player is Active if and only if e has
submitted a Proposal or
Point of Order within the previous two weeks." with "7 duns".

Add the following to the gamestate (Doc may modify the length as he
sees fit):

The length of a dun is 48 hours. 

[[This is just to have a constant unit of time and change that length,
so we can slow down gameplay or maybe speed it up easier.]]

Britta

-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail http://www.silverymoon.de 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From rsholmes@mailbox.syr.edu Fri Jun 08 07:23:38 2001
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To: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Timeframes
References: <E158HPt-000243-00@inanna.surf2000.de>
Date: 08 Jun 2001 10:23:36 -0400
In-Reply-To: "Britta Koch"'s message of "08 Jun 2001 10:14:47 CEST"
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From: rsholmes@mailbox.syr.edu

"Britta Koch" <bkoch@rz.uni-osnabrueck.de> writes:

> Add a Not so Fundamental Rule with the Title "Timeframes" and the
> following text:
[...]

Welcome to the game -- you've been added to the Player List.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 08 10:45:03 2001
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Subject: Re: [DocNomic] DocNomic redux
References: <Pine.GSO.4.32.0106071442330.27108-100000@hal.itd.umich.edu>
Date: 08 Jun 2001 13:43:37 -0400
In-Reply-To: John Kipling Lewis's message of "Thu, 7 Jun 2001 14:46:34 -0400 (EDT)"
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> Proposal:
> 
> When a player submits eir first Proposal, e will recieve 10 Points, after
> which e will have his points reduced by 1 point for every additional
> Proposal e submits. This rule superceeds the provision in rule #8
> regarding staring points and is retroactively applied to all current
> players.

REJECTED. I have no problem with the basic idea. But there are
several technical defects -- easily remedied, but you should be aware
these things will make a proposal conducive to rejection:

(1) What is this? A new rule? An amendment? A proposal ought to say
"Create a new rule..." or "Amend rule <n>..." or something along
those lines. This looks kind of like a new rule, but it speaks of
superceding Rule 8. And the proper way to supercede a rule is by
amending it. And if this is a new rule, it ought to have a number
and a title.

(2) Speaking of superceding, that's how you spell it. And "receive".
And "starting". And if you're using Spivak pronouns, you might as
well be consistent: "eir points" not "his points". No, I wouldn't
reject a proposal solely because of a few misspellings and typos.
But they might push a marginal proposal over the line.

(3) While the ruleset does not prohibit retroactively applied rules, I
dislike them.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 08 10:46:37 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Managable Number of Proposals
References: <Pine.LNX.4.33.0106071201110.10647-100000@kenny.sir-toby.com>
Date: 08 Jun 2001 13:45:11 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 7 Jun 2001 12:13:57 -0700 (PDT)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Enact a Not So Fundamental Rule with the brief descriptive name,
> "Managable Number of Proposals", and the following text:
> 
> If a player submits more than one proposal per day, that player
> loses 10 points for each proposal submitted by that player for that day
> beyond the first. If losing 10 points in this fashion for a particular
> proposal would leave that player with a negative point total, the proposal
> is instead ignored and no points are lost.

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 08 11:06:55 2001
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To: DocNomic@yahoogroups.com
Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Timeframes
References: <E158HPt-000243-00@inanna.surf2000.de>
Date: 08 Jun 2001 14:05:51 -0400
In-Reply-To: "Britta Koch"'s message of "08 Jun 2001 10:14:47 CEST"
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From: rsholmes@mailbox.syr.edu

"Britta Koch" <bkoch@rz.uni-osnabrueck.de> writes:

> Add a Not so Fundamental Rule with the Title "Timeframes" and the
> following text:
> 
> All spans of time are measured in DocNomic Units (duns). The length of
> a dun is part of the gamestate.
> 
> Amend Rule 1:
> 
> replace "three weeks" in "In the event that Doc is absent from the game
> for a period of more
> than three weeks without making arrangements for his return, the
> Active Players may choose a new Doc." with "ten duns".
> 
> Amend Rule 2:
> 
> replace "two weeks" in "A Player is Active if and only if e has
> submitted a Proposal or
> Point of Order within the previous two weeks." with "7 duns".
> 
> Add the following to the gamestate (Doc may modify the length as he
> sees fit):
> 
> The length of a dun is 48 hours. 
> 
> [[This is just to have a constant unit of time and change that length,
> so we can slow down gameplay or maybe speed it up easier.]]

ACCEPTED. There are a couple of technical problems with this proposal
but they can be fixed easily enough.

One is: it creates a NSF rule and then amends two F rules in such a
way that they make sense only in the presence of the NSF rule. If
Round 2 were to end suddenly, we'd be left with an initial ruleset for
Round 3 in which time spans are measured in duns but a dun is
undefined. 

In general an F rule should not require the existence of an NSF rule
to make sense. Easy fix: I am allowed to assign a rule number for the
new rule which is < 1000, making it an F rule, despite the suggestion
that it should be an NSF rule.

The other is the last bit. A proposal may not propose a direct
modification of the gamestate. You may only propose new rules,
amendments to rules, or repeals of rules.

One "traditional" way to get around this is to make a rule saying
"When this rule is adopted, Doc shall set the length of a dun to 48
hours; this rule shall then repeal itself." I'm not crazy about
self-repealing rules or rules whose only effect is to make a single
alteration to the gamestate. Fortunately in this case there's a
cleaner approach: to the second sentence of your new rule add the
phrase ", and shall be equal to 48 hours unless Doc proclaims
otherwise." 

With those modifications, it's fine. Oh, but Rule 1000 still speaks
of "days"...

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jun 08 14:17:09 2001
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Date: Fri, 8 Jun 2001 14:12:29 -0700 (PDT)
To: <DocNomic@yahoogroups.com>
Subject: Proposal: Day to Dun
Message-ID: <Pine.LNX.4.33.0106081411110.11799-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

Amend rule 1000 by striking all occurences of the word "day" and
replacing those occurences with the word "dun".


From kevan@somethingorother.com Mon Jun 11 03:42:52 2001
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Date: Mon, 11 Jun 2001 10:42:47 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal : Documentation
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From: "Kevan Davis" <kevan@somethingorother.com>

Enact a new Rule, "Documentation":-

The Docnomic environment is strewn with a variety of
Documents, spread between the dark-green Filing Cabinet,
the wire-mesh Wastebin and a number of In-Trays and
Out-Trays (one of each for every Player). The Location
of each Document is part of the Gamestate.

Each Rule is a Document, and its current Location is
noted appropriately in the Ruleset. Whenever a Player's
Proposal amends or creates a Rule, that Rule is moved
to the Player's Out-Tray.

Whenever a Rule is repealed, it goes to the Wastebin.
(Rule Documents in the Wastebin are not considered to
be part of the Ruleset.)

Following passage of this Proposal, all Documents shall be
placed in the Filing Cabinet.

{ Future scope; other non-Rule Documents existing, some
Documents conferring power on their holders, winning
through gathering particular Documents, possibly being
unable to amend Rules in other people's In-Trays, using
In-Tray distribution as a "you there; amend this Rule"
thing from the Doc himself, coloured paper, rubber
stamps, and/or whatever. }


From m.couchman@bigwig.net Mon Jun 11 05:10:42 2001
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Date: Mon, 11 Jun 2001 12:10:38 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: stationery cupboard
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From: "Martin Couchman" <m.couchman@bigwig.net>

proposal: new NSF rule

There shall be a Stationery Cupboard (SC), from which players may 
obtain any stationery supplies they require. 

The Stationery Officer shall be responsible for recording stocks 
remaining in the cupboard, and replenishing stocks when they run low.

When a player takes something from the stationery cupboard (s)he must 
state this in a message posted to the list with a subject line 
starting "Stationery". The Stationery Officer shall update and 
publicise the records accordingly at least once every two duns.

A player may only take one article from the cupboard per dun. There 
may never be less than zero of any product in stock.

Products stocked which may be taken, together with the quantity when 
the cupboard first opens, are given below:

sheets of paper - 20
pencils - 10
paperclips - 10
rubber bands - 10
chocolate bars - 10
DocNomic T shirts (XL only) - 10

The stationery officer's salary shall be 5 points per dun. The 
Officer may be fined 10 points if stocks of any item remain at zero 
for more than one dun if a player demonstartes that it would be 
possible to restock within the rules of the game.

The stationery officer's post shall initially be given to Martin 
(m.couchman@bigwig.net).


From rsholmes@mailbox.syr.edu Mon Jun 11 08:14:21 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal : Documentation
References: <9g27b7+1r66@eGroups.com>
Date: 11 Jun 2001 11:12:20 -0400
In-Reply-To: "Kevan Davis"'s message of "Mon, 11 Jun 2001 10:42:47 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> Enact a new Rule, "Documentation":-

[...]

Welcome to the game -- you've been added to the Player List.


-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 11 08:14:50 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: stationery cupboard
References: <9g2cfu+8cih@eGroups.com>
Date: 11 Jun 2001 11:12:40 -0400
In-Reply-To: "Martin Couchman"'s message of "Mon, 11 Jun 2001 12:10:38 -0000"
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From: rsholmes@mailbox.syr.edu

"Martin Couchman" <m.couchman@bigwig.net> writes:

> proposal: new NSF rule

[...]

Welcome to the game -- you've been added to the Player List.


-- 
- Doc

From bkoch@rz.uni-osnabrueck.de Mon Jun 11 09:28:04 2001
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Subject: Proposals: Sheets of Paper and pencils for proposals
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Date: 11 Jun 2001 18:27:01 CEST
Reply-To: "Britta Koch" <bkoch@rz.uni-osnabrueck.de>
Message-Id: <E159UWt-0000Jt-00@inanna.surf2000.de>
From: "Britta Koch" <bkoch@rz.uni-osnabrueck.de>

Amend Rule 2:

Replace the first sentence with:

A person becomes a Player by stating their intention to do so on the
official mailing list. They will then receive a pencil and 5 sheets of
blank paper.

Create a new NSF Rule: Write on blank paper, please!

Only a player who owns a blank sheet of paper and a pencil can create a
proposal. 

If this rule is created, take the following action:

Every player receives a pencil and 5 pieces of paper.

Create a new NSF rule: Pencil stubs

A pencil can only be used for writing on 50 pieces of paper. After
that, it turns into a pencil stub which cannot be used for writing on
paper.

Create a new NSF Rule: Doodling

If a player has not officially used a piece of paper in 10 duns, but
has been posting on the official mailing list, and if they own a pencil
and at least one piece of paper, one of those pieces of paper will not
be blank any longer because of idle doodling during those idle
conversations.

Britta

-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail http://www.silverymoon.de 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From rsholmes@mailbox.syr.edu Tue Jun 12 07:32:23 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Day to Dun
References: <Pine.LNX.4.33.0106081411110.11799-100000@kenny.sir-toby.com>
Date: 12 Jun 2001 10:31:08 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Fri, 8 Jun 2001 14:12:29 -0700 (PDT)"
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From: rsholmes@mailbox.syr.edu

"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend rule 1000 by striking all occurences of the word "day" and
> replacing those occurences with the word "dun".

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 12 07:36:35 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Day to Dun
References: <Pine.LNX.4.33.0106081411110.11799-100000@kenny.sir-toby.com>
Date: 12 Jun 2001 10:35:46 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Fri, 8 Jun 2001 14:12:29 -0700 (PDT)"
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From: rsholmes@mailbox.syr.edu

By the way...

Rule 1000 in its original form was arguably ambiguous: Did it penalize
submission of more than one proposal per CALENDAR day or per 24 hour
period? 

I.e. Was there a point deduction for a proposal submitted at 08:00 on
4 July if the same player submitted a proposal at 16:00 on 3 July?

I think the amendment clears up that ambiguity -- at least for now.
There's no such thing as a "calendar dun" -- no existing calendars use
duns as a subdivision of a year. So it must refer to any 1-dun
period. 

Until and unless, of course, a calendar based on duns is enacted...

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 12 07:49:12 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal : Documentation
References: <9g27b7+1r66@eGroups.com>
Date: 12 Jun 2001 10:48:27 -0400
In-Reply-To: "Kevan Davis"'s message of "Mon, 11 Jun 2001 10:42:47 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> Enact a new Rule, "Documentation":-
> 
> The Docnomic environment is strewn with a variety of
> Documents, spread between the dark-green Filing Cabinet,
> the wire-mesh Wastebin and a number of In-Trays and
> Out-Trays (one of each for every Player). The Location
> of each Document is part of the Gamestate.
> 
> Each Rule is a Document, and its current Location is
> noted appropriately in the Ruleset. Whenever a Player's
> Proposal amends or creates a Rule, that Rule is moved
> to the Player's Out-Tray.
> 
> Whenever a Rule is repealed, it goes to the Wastebin.
> (Rule Documents in the Wastebin are not considered to
> be part of the Ruleset.)
> 
> Following passage of this Proposal, all Documents shall be
> placed in the Filing Cabinet.

ACCEPTED, with a minor change. Again, the ruleset does not allow for
players to propose direct changes to the gamestate. Again, this could
be finessed with a self-deleting rule that makes a once-only
adjustment to the gamestate, but that's ugly. But again, a small
change to the rule accomplishes pretty much the same thing. Now,
arguably, this doesn't quite satisfy the requirement that rewrites not
affect the meaning of the proposal, but after all, I could just make
the change by proclamation anyway...

So the following is appended to the new rule:

Unless otherwise specified by the Ruleset or by Doc's Proclamations,
all Documents are in the Filing Cabinet.

Also, I note a slight defect. "Each Rule['s] ... current Location is
noted ... in the Ruleset", but "Rule Documents in the Wastebin are not
considered to be part of the Ruleset". Does that mean repealed Rules
do not appear in the Ruleset, but their locations do?

-- 
- Doc

From kevan@somethingorother.com Tue Jun 12 08:02:34 2001
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Date: Tue, 12 Jun 2001 15:01:22 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal : Documentation
Message-ID: <9g5as2+f5cq@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> ACCEPTED, with a minor change. Again, the ruleset does not allow 
for
> players to propose direct changes to the gamestate.

*cough* Oh yes. Sorry about that.

> Also, I note a slight defect. "Each Rule['s] ... current Location 
is
> noted ... in the Ruleset", but "Rule Documents in the Wastebin are 
not
> considered to be part of the Ruleset". Does that mean repealed 
Rules
> do not appear in the Ruleset, but their locations do?

I'd imagined them appearing in the Ruleset and being noted as 
Wastebinned, but not being considered legally binding Rules. Very 
badly written, though. And they'd probably be better archived 
elsewhere anyway. Feh. I'll tidy it some other time, since I want to 
propose something else today. Hurrah for Proposal limits.

Kevan

--
http://uncertain.org/~kevan
"I just might walk home alone."


From kevan@somethingorother.com Tue Jun 12 08:13:33 2001
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Date: Tue, 12 Jun 2001 15:09:04 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal : A Splash of Colour
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From: "Kevan Davis" <kevan@somethingorother.com>

Proposal - A Splash of Colour

Add the following paragraphs after the first in Rule 1001
("Documentation"):-

Each Document is printed on poor-quality coloured paper - either
White, Pink, Green, Yellow or Blue. A Document's Colour is part
of the Gamestate. Newly-created documents are White unless their
creator specifies otherwise.	

All existing Documents shall be made White, and this paragraph
shall remove itself from the Ruleset.

Replace "its current Location is noted" with "its current Location
and Colour are noted", in Rule 1001.

{ Rules could perhaps be displayed in table cells, their background
colour denoting paper hue. }


From rsholmes@mailbox.syr.edu Tue Jun 12 08:14:03 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: stationery cupboard
References: <9g2cfu+8cih@eGroups.com>
Date: 12 Jun 2001 11:10:16 -0400
In-Reply-To: "Martin Couchman"'s message of "Mon, 11 Jun 2001 12:10:38 -0000"
Message-ID: <xzcd7894tuv.fsf@rodan.syr.edu>
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From: rsholmes@mailbox.syr.edu

"Martin Couchman" <m.couchman@bigwig.net> writes:

> proposal: new NSF rule
> 
> There shall be a Stationery Cupboard (SC), from which players may 
> obtain any stationery supplies they require. 
> 
> The Stationery Officer shall be responsible for recording stocks 
> remaining in the cupboard, and replenishing stocks when they run low.
> 
> When a player takes something from the stationery cupboard (s)he must 
> state this in a message posted to the list with a subject line 
> starting "Stationery". The Stationery Officer shall update and 
> publicise the records accordingly at least once every two duns.
> 
> A player may only take one article from the cupboard per dun. There 
> may never be less than zero of any product in stock.
> 
> Products stocked which may be taken, together with the quantity when 
> the cupboard first opens, are given below:
> 
> sheets of paper - 20
> pencils - 10
> paperclips - 10
> rubber bands - 10
> chocolate bars - 10
> DocNomic T shirts (XL only) - 10
> 
> The stationery officer's salary shall be 5 points per dun. The 
> Officer may be fined 10 points if stocks of any item remain at zero 
> for more than one dun if a player demonstartes that it would be 
> possible to restock within the rules of the game.
> 
> The stationery officer's post shall initially be given to Martin 
> (m.couchman@bigwig.net).

REJECTED.

I like this Rule and came close to accepting it. But there are just a
few small omissions. I'd like to see a revised version fixing them.

(1) I've been accused of being pedantic about this, but if a rule
defines new Gamestate data, I'd like it to that state explictly.
I.e. are the SC contents Gamestate? The possessions of the
Players? The identity of the Stationery Officer?

(2) The rule tells us who's in charge of keeping track of the SC
contents. Who's in charge of keeping track of the Players'
possessions? 

(3) The SO is said to be responsible for replenishing the SC when its
stocks run low. However, the rule makes no provisions for
allowing the SO to do so. That's not a fatal flaw, and perhaps it
was even intended, but I think I should point it out.

(4) The rule specifies a salary, without providing information on how
a salary works. At what moment does it get paid? What action
must be taken by whom for the salary to be paid? Do the points
come from some point bank or are they created ex nihilo? This
probably should be part of a separate salary rule.

(5) What happens if the SO fails to update the SC records every two
duns? 

-- 
- Doc

From jjweston@kenny.sir-toby.com Tue Jun 12 08:15:49 2001
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Date: Tue, 12 Jun 2001 08:08:38 -0700 (PDT)
To: <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Re: Proposal : Documentation
In-Reply-To: <9g5as2+f5cq@eGroups.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>

On Tue, 12 Jun 2001, Kevan Davis wrote:

> > ACCEPTED, with a minor change. Again, the ruleset does not allow >
> > players to propose direct changes to the gamestate.
>
> *cough* Oh yes. Sorry about that.

You're not coming down with something now, are you? I think I
might have a few green pills squirreled way off in an offshore bank
account somewhere. :) Couldn't just let them go to waste...


From rsholmes@mailbox.syr.edu Tue Jun 12 08:18:37 2001
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To: DocNomic@yahoogroups.com
Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposals: Sheets of Paper and pencils for proposals
References: <E159UWt-0000Jt-00@inanna.surf2000.de>
Date: 12 Jun 2001 11:13:54 -0400
In-Reply-To: "Britta Koch"'s message of "11 Jun 2001 18:27:01 CEST"
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From: rsholmes@mailbox.syr.edu

"Britta Koch" <bkoch@rz.uni-osnabrueck.de> writes:

> Amend Rule 2:
> 
> Replace the first sentence with:
> 
> A person becomes a Player by stating their intention to do so on the
> official mailing list. They will then receive a pencil and 5 sheets of
> blank paper.
> 
> Create a new NSF Rule: Write on blank paper, please!
> 
> Only a player who owns a blank sheet of paper and a pencil can create a
> proposal. 
> 
> If this rule is created, take the following action:
> 
> Every player receives a pencil and 5 pieces of paper.
> 
> Create a new NSF rule: Pencil stubs
> 
> A pencil can only be used for writing on 50 pieces of paper. After
> that, it turns into a pencil stub which cannot be used for writing on
> paper.
> 
> Create a new NSF Rule: Doodling
> 
> If a player has not officially used a piece of paper in 10 duns, but
> has been posting on the official mailing list, and if they own a pencil
> and at least one piece of paper, one of those pieces of paper will not
> be blank any longer because of idle doodling during those idle
> conversations.

REJECTED.

Mainly because it isn't stated who's responsible for keeping track of
all this, and I'm afraid it would be me. And if I have to count uses
of every pencil until it's used 50 times, and figure out if every
piece of paper has been doodled on or not, I'll go nuts...

If there were an easy way of implementing this rule, I'd like it. But
it looks like it'd be too much of a pain.

-- 
- Doc

From kevan@somethingorother.com Wed Jun 13 04:10:44 2001
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Date: Wed, 13 Jun 2001 10:45:47 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal : Push That Paper
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From: "Kevan Davis" <kevan@somethingorother.com>

Proposal - Push That Paper

Enact a new Rule, "Tasks":-

Players may perform the following Tasks, but may not
perform more than one Task per dun. Tasks are performed
by declaring them (and their specific targets) to the
mailing list, in a message with a subject line beginning
"Task:". They take effect when the Doc processes them;
he must process Tasks in the order they were declared
(although Tasks which are illegal by the time they are
processed are ignored).

* Assign
A Player may move a Document from any Out-Tray,
or from the Filing Cabinet, to any In-Tray.
* Delegate
A Player may move a Document from his or her own
In-Tray to any other In-Tray, provided that his
or her In-Tray contains more than one Document.
* File
A Player may move up to two Documents from
his or her Out-Tray to the Filing Cabinet.

Add a new victory condition to Rule 9:-

2. Clear Desk: E has no Documents in eir In-Tray and
Out-Tray, yet every other Player has at least
one Document in either their In-Tray or Out-Tray.

And tack the following paragraphs onto Rule 1001:-

When a new Player joins the game, two random Documents from
the Filing Cabinet (if any are there) are placed into
their In-Tray.

Upon existence of this sentence, each Player shall have
two random Documents from the Filing Cabinet placed into
their In-Tray. This paragraph shall then remove itself
from the Ruleset.

--
http://uncertain.org/~kevan
"I was looking for a job and then I found a job."


From rsholmes@mailbox.syr.edu Wed Jun 13 08:42:26 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal : Push That Paper
References: <9g7g8r+174g@eGroups.com>
Date: 13 Jun 2001 11:26:02 -0400
In-Reply-To: "Kevan Davis"'s message of "Wed, 13 Jun 2001 10:45:47 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> Proposal - Push That Paper

By Rule 1000, this Proposal is IGNORED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jun 13 08:45:55 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal : Push That Paper
References: <9g7g8r+174g@eGroups.com>
Date: 13 Jun 2001 11:32:33 -0400
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From: rsholmes@mailbox.syr.edu

By the way, to forestall grief...

1000. Manageable Number of Proposals (8 Jun 2001) 

If a player submits more than one proposal per dun, that player
loses 10 points for each proposal submitted by that player for that
dun beyond the first...

Note that Rule 1000 does not distinguish between accepted, rejected,
or ignored Proposals. Thus any Proposal submitted within one dun
after *any* other Proposal from the same Player is either penalized
with a 10 point loss or ignored.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 14 14:39:55 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal : A Splash of Colour
References: <9g5bag+996b@eGroups.com>
Date: 14 Jun 2001 17:39:53 -0400
In-Reply-To: "Kevan Davis"'s message of "Tue, 12 Jun 2001 15:09:04 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> Proposal - A Splash of Colour
> 
> Add the following paragraphs after the first in Rule 1001
> ("Documentation"):-
> 
> Each Document is printed on poor-quality coloured paper - either
> White, Pink, Green, Yellow or Blue. A Document's Colour is part
> of the Gamestate. Newly-created documents are White unless their
> creator specifies otherwise.	
> 
> All existing Documents shall be made White, and this paragraph
> shall remove itself from the Ruleset.
> 
> Replace "its current Location is noted" with "its current Location
> and Colour are noted", in Rule 1001.

ACCEPTED.

> { Rules could perhaps be displayed in table cells, their background
> colour denoting paper hue. }

Sooner or later...

-- 
- Doc

From rivalsum@yahoo.com Fri Jun 15 20:24:36 2001
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Date: Sat, 16 Jun 2001 03:24:29 -0000
To: DocNomic@yahoogroups.com
Subject: Point of Order: A Splash Of Color
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From: rivalsum@yahoo.com

Point of Order: In order not to discriminate against people who are 
colorblind, I propose that all documents change back to high quality 
white paper, and no document may appear on any other color.


From kevan@somethingorother.com Sat Jun 16 01:17:01 2001
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Date: Sat, 16 Jun 2001 08:16:59 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal : Push That Paper Harder
Message-ID: <9gf4lr+10q3r@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

Reproposal of the one that fell foul the other day:-

> Proposal - Push That Paper
> 
> Enact a new Rule, "Tasks", on pink paper:-
> 
> Players may perform the following Tasks, but may not
> perform more than one Task per dun. Tasks are performed
> by declaring them (and their specific targets) to the
> mailing list, in a message with a subject line beginning
> "Task:". They take effect when the Doc processes them;
> he must process Tasks in the order they were declared
> (although Tasks which are illegal by the time they are
> processed are ignored).
> 
> * Assign
> A Player may move a Document from any Out-Tray,
> or from the Filing Cabinet, to any In-Tray.
> * Delegate
> A Player may move a Document from his or her own
> In-Tray to any other In-Tray, provided that his
> or her In-Tray contains more than one Document.
> * File
> A Player may move up to two Documents from
> his or her Out-Tray to the Filing Cabinet.
> 
> Add a new victory condition to Rule 9:-
> 
> 2. Clear Desk: E has no Documents in eir In-Tray and
> Out-Tray, yet every other Player has at least
> one Document in either their In-Tray or Out-Tray.
> 
> And tack the following paragraphs onto Rule 1001:-
> 
> When a new Player joins the game, two random Documents from
> the Filing Cabinet (if any are there) are placed into
> their In-Tray.
> 
> Upon existence of this sentence, each Player shall have
> two random Documents from the Filing Cabinet placed into
> their In-Tray. This paragraph shall then remove itself
> from the Ruleset.

--
http://uncertain.org/~kevan
"Those are the headlines. Happy now?"


From jklewis@umich.edu Sat Jun 16 08:09:35 2001
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To: <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Point of Order: A Splash Of Color
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From: John Kipling Lewis <jklewis@umich.edu>

On Sat, 16 Jun 2001 rivalsum@yahoo.com wrote:

> Point of Order: In order not to discriminate against people who are
> colorblind, I propose that all documents change back to high quality
> white paper, and no document may appear on any other color.

Could we confirm that there are currently no color blind players and
ammend the rules if one begins play? In addition I think we could add a
text label "Color:blue" to the beginning of any documents to resolve this
issue.

John -


From rsholmes@mailbox.syr.edu Sat Jun 16 13:25:32 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Point of Order: A Splash Of Color
References: <9gejhd+8uf1@eGroups.com>
Date: 16 Jun 2001 16:25:29 -0400
In-Reply-To: rivalsum@yahoo.com's message of "Sat, 16 Jun 2001 03:24:29 -0000"
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From: rsholmes@mailbox.syr.edu

rivalsum@yahoo.com writes:

> Point of Order: In order not to discriminate against people who are 
> colorblind, I propose that all documents change back to high quality 
> white paper, and no document may appear on any other color.

This is not a Point of Order. A PoO is a formal request for Doc to
review the validity of something.

If you have reason to believe the recent colo(u)red documents
amendment is not valid, i.e. not approved or adopted in accordance
with the rules, you should make that argument in a PoO.

If on the other hand you merely dislike that amendment and want to do
away with it, you should submit a proposal to amend the relevant
rule(s). 

Before you do so, however, I wish to point out two things:

(1) DocNomic has no Bill of Rights guaranteeing nondiscrimination
against the colorblind.

(2) Rule 1001 states:

A Document's Colour is part of the Gamestate.

Rule 4 states:

Doc must publish parts of the current Gamestate ... and must
publish or arrange for the publication of all remaining parts
of the Gamestate, if any, in public forums...

Therefore the colors of all Documents must be published
somewhere. Indeed, with respect to Rule Documents (the only type
of Documents so far existing), Rule 1001 states:

Each Rule is a Document, and its current Location and Colour
are noted appropriately in the Ruleset.

And indeed the color of each Rule Document is given in a note at
the end of each Rule.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 19 15:12:17 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal : Push That Paper Harder
References: <9gf4lr+10q3r@eGroups.com>
Date: 19 Jun 2001 18:12:15 -0400
In-Reply-To: "Kevan Davis"'s message of "Sat, 16 Jun 2001 08:16:59 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> Reproposal of the one that fell foul the other day:-
> 
> > Proposal - Push That Paper
> > 
> > Enact a new Rule, "Tasks", on pink paper:-
> > 
> > Players may perform the following Tasks, but may not
> > perform more than one Task per dun. Tasks are performed
> > by declaring them (and their specific targets) to the
> > mailing list, in a message with a subject line beginning
> > "Task:". They take effect when the Doc processes them;
> > he must process Tasks in the order they were declared
> > (although Tasks which are illegal by the time they are
> > processed are ignored).
> > 
> > * Assign
> > A Player may move a Document from any Out-Tray,
> > or from the Filing Cabinet, to any In-Tray.
> > * Delegate
> > A Player may move a Document from his or her own
> > In-Tray to any other In-Tray, provided that his
> > or her In-Tray contains more than one Document.
> > * File
> > A Player may move up to two Documents from
> > his or her Out-Tray to the Filing Cabinet.
> > 
> > Add a new victory condition to Rule 9:-
> > 
> > 2. Clear Desk: E has no Documents in eir In-Tray and
> > Out-Tray, yet every other Player has at least
> > one Document in either their In-Tray or Out-Tray.
> > 
> > And tack the following paragraphs onto Rule 1001:-
> > 
> > When a new Player joins the game, two random Documents from
> > the Filing Cabinet (if any are there) are placed into
> > their In-Tray.
> > 
> > Upon existence of this sentence, each Player shall have
> > two random Documents from the Filing Cabinet placed into
> > their In-Tray. This paragraph shall then remove itself
> > from the Ruleset.

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 19 15:37:35 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal : Push That Paper Harder
References: <9gf4lr+10q3r@eGroups.com>
Date: 19 Jun 2001 18:37:33 -0400
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From: rsholmes@mailbox.syr.edu

By Proclamation, Rule 9 has been renumbered to Rule 1003.

See Ruleset for distribution of documents to in-trays.

-- 
- Doc

From jklewis@umich.edu Thu Jun 21 08:13:35 2001
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From: John Kipling Lewis <jklewis@umich.edu>


Test.


From jklewis@umich.edu Thu Jun 21 08:16:05 2001
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From: John Kipling Lewis <jklewis@umich.edu>


Another test.


From kevan@somethingorother.com Thu Jun 21 12:32:22 2001
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Date: Thu, 21 Jun 2001 19:32:15 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal : What Do Points Mean?
Message-ID: <9gti3v+pukm@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

Proposal - What Do Points Mean?

Amend Rule 1002 ("Tasks"), adding the following to the end of the
"File" Task:-

"He or she gains 10 Points for each Document filed in this
manner."

And rewording the "Delegate" Task to:-

"A Player may move a Document from his or her own In-Tray to
any other In-Tray, provided that his or her In-Tray contains
more than one Document, and that he or she has at least ten
Points. He or she then loses ten Points."

--
http://uncertain.org/~kevan
"Today Harrogate, tomorrow Nuremberg."



From jklewis@umich.edu Thu Jun 21 12:48:09 2001
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To: <DocNomic@yahoogroups.com>
Subject: Proposal: Pink Slip
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From: John Kipling Lewis <jklewis@umich.edu>


Enact a Not So Fundamental Rules: "Pink Slip"

If any Player has this Document in their In Box and this Document is Pink,
then that Player loses 1000 Points (or has their points reduced to 0 if
losing 1000 points would put them below 0 points) and this Document
immediately turns Blue.

If this Document is put into the Filing Cabinet, it immediately turns
Pink.




From jklewis@umich.edu Thu Jun 21 12:51:25 2001
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To: <DocNomic@yahoogroups.com>
Subject: Just a note....
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From: John Kipling Lewis <jklewis@umich.edu>


Rule 1002 has no provision for putting a document from your IN BOX to
your OUT BOX. Was this intentional?

John -


From kevan@somethingorother.com Fri Jun 22 00:35:10 2001
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Subject: Re: Just a note....
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From: "Kevan Davis" <kevan@somethingorother.com>

> Rule 1002 has no provision for putting a document from your IN BOX 
to
> your OUT BOX. Was this intentional?

Yes; Documents go to your Out-Box when you successfully amend them 
via Proposal (something that Doc seems to have overlooked thus far, 
actually) - the In-Box is essentially a pile of Proposals that the 
management expect you to do something about.

Kevan

--
http://uncertain.org/~kevan
"I was looking for a job and then I found a job."


From jklewis@umich.edu Fri Jun 22 07:15:13 2001
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From: John Kipling Lewis <jklewis@umich.edu>

On Fri, 22 Jun 2001, Kevan Davis wrote:

> > Rule 1002 has no provision for putting a document from your IN BOX
> to
> > your OUT BOX. Was this intentional?
>
> Yes; Documents go to your Out-Box when you successfully amend them
> via Proposal (something that Doc seems to have overlooked thus far,
> actually) - the In-Box is essentially a pile of Proposals that the
> management expect you to do something about.

You should probably ammend the rule to state that as an action... I don't
see where in the rule this is even implied.

John -


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To: DocNomic@yahoogroups.com
Subject: Re: Just a note....
Message-ID: <9gvqan+ap60@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> > Yes; Documents go to your Out-Box when you successfully amend them
> > via Proposal (something that Doc seems to have overlooked thus 
far,
> > actually) - the In-Box is essentially a pile of Proposals that the
> > management expect you to do something about.
> 
> You should probably ammend the rule to state that as an action... 
I don't
> see where in the rule this is even implied.

But it's not an Action, its a side-effect of having a Proposal pass. 
Rule 1001 states explicitly that Documents go to the amender's Out-
Tray when amended.

Kevan

--
http://uncertain.org/~kevan
"There's a cardboard box for everything."


From jklewis@umich.edu Fri Jun 22 10:30:27 2001
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From: John Kipling Lewis <jklewis@umich.edu>

On Fri, 22 Jun 2001, Kevan Davis wrote:

> But it's not an Action, its a side-effect of having a Proposal pass.
> Rule 1001 states explicitly that Documents go to the amender's Out-
> Tray when amended.

So if I want a document out of my in-box, I have no choice but to ammend
it?

John -


From kevan@somethingorother.com Sat Jun 23 07:16:48 2001
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Subject: Re: Just a note....
Message-ID: <9h28cf+fv9a@eGroups.com>
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From: "Kevan Davis" <kevan@somethingorother.com>

> > But it's not an Action, its a side-effect of having a Proposal 
pass.
> > Rule 1001 states explicitly that Documents go to the amender's 
Out-
> > Tray when amended.
> 
> So if I want a document out of my in-box, I have no choice but to 
ammend
> it?

There are a few other options, actually. Repealing the relevant rule, 
or making a Proposal that shifts another Document around as a side-
effect.

K.

--
http://uncertain.org/~kevan
"If you like, I could write it down."


From rsholmes@mailbox.syr.edu Mon Jun 25 07:48:30 2001
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Subject: Re: [DocNomic] Re: Just a note....
References: <9gusfd+9omt@eGroups.com>
Date: 25 Jun 2001 10:45:37 -0400
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> > Rule 1002 has no provision for putting a document from your IN BOX 
> to
> > your OUT BOX. Was this intentional?
> 
> Yes; Documents go to your Out-Box when you successfully amend them 
> via Proposal (something that Doc seems to have overlooked thus far, 
> actually)

Hmm, it looks like I was supposed to move Rule 1001 to your out-tray.
Any others?

I see I also haven't kept the enactment dates current. Shame.

Well, I'm back from my week out of town. Should be able to catch up.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 25 07:50:25 2001
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Date: 25 Jun 2001 10:49:14 -0400
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Oh, and Rule 1003...

-- 
- Doc

From kevan@somethingorother.com Mon Jun 25 12:28:24 2001
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Subject: Task: Filing 1001/1003
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From: "Kevan Davis" <kevan@somethingorother.com>

I dutifully file Rule 1001 and Rule 1003 away in the Filing Cabinet, 
and rearrange my ballpoint pens.

Kevan

--
http://uncertain.org/~kevan
"All together in the blood-rush hour."


From rsholmes@mailbox.syr.edu Tue Jun 26 07:16:07 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal : What Do Points Mean?
References: <9gti3v+pukm@eGroups.com>
Date: 26 Jun 2001 10:14:49 -0400
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> Proposal - What Do Points Mean?
> 
> Amend Rule 1002 ("Tasks"), adding the following to the end of the
> "File" Task:-
> 
> "He or she gains 10 Points for each Document filed in this
> manner."
> 
> And rewording the "Delegate" Task to:-
> 
> "A Player may move a Document from his or her own In-Tray to
> any other In-Tray, provided that his or her In-Tray contains
> more than one Document, and that he or she has at least ten
> Points. He or she then loses ten Points."

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 26 07:23:33 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Pink Slip
References: <Pine.GSO.4.32.0106211539170.19901-100000@ralf.itd.umich.edu>
Date: 26 Jun 2001 10:23:17 -0400
In-Reply-To: John Kipling Lewis's message of "Thu, 21 Jun 2001 15:48:07 -0400 (EDT)"
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> Enact a Not So Fundamental Rules: "Pink Slip"
> 
> If any Player has this Document in their In Box and this Document is Pink,
> then that Player loses 1000 Points (or has their points reduced to 0 if
> losing 1000 points would put them below 0 points) and this Document
> immediately turns Blue.
> 
> If this Document is put into the Filing Cabinet, it immediately turns
> Pink.

ACCEPTED.

This Rule Document is white, and is in JKL's out-tray.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 26 07:29:30 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Task: Filing 1001/1003
References: <9h83ck+2jn2@eGroups.com>
Date: 26 Jun 2001 10:28:19 -0400
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> I dutifully file Rule 1001 and Rule 1003 away in the Filing Cabinet, 
> and rearrange my ballpoint pens.

OK.

-- 
- Doc

From jklewis@umich.edu Tue Jun 26 10:31:41 2001
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Subject: Task: Filing 1004
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From: John Kipling Lewis <jklewis@umich.edu>



I dutifully file Rule 1004 in the Filing Cabinet,


From pope_thomasm@yahoo.com Tue Jun 26 10:50:35 2001
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Date: Tue, 26 Jun 2001 17:49:45 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Letterhead
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

I propose the following modifications.

Modify Rule 1001 as follows:

Replace the second paragraph with the following paragraph:

Each Document is printed on paper. Some documents are printed on 
high quality Letterhead paper which proudly displays "DocNomic" at 
the top, while the rest are printed on poor quality Coloured paper - 
either White, Pink, Green, Yellow or Blue. A Document's paper 
quality and colour are part of the Gamestate. Newly-created 
Documents may not be written on Letterhead, and are White unless 
their creator specifies otherwise.

Replace the text "its current Location and Colour are noted" with the 
text "its current Location, Quality and Color are noted".

Modify all Fundamental Rules by adding the following statement to 
each of them:

This Rule becomes printed on Letterhead quality paper, then this 
sentence repeals itself.




From bkoch@rz.uni-osnabrueck.de Wed Jun 27 05:04:48 2001
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Subject: Proposal: Colors and Precedence
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Date: 27 Jun 2001 13:56:56 CEST
Reply-To: "Britta Koch" <bkoch@rz.uni-osnabrueck.de>
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From: "Britta Koch" <bkoch@rz.uni-osnabrueck.de>

Amend Rule 6:

Strike the last 2 paragraphs. Instead, add:

1. Rules which are printed on brighter paper than another rule take
precedence over that rule. The order of colors is (brightest to
darkest): White, Yellow, Pink, Green, Blue.

2. Rules with earlier enactment dates take precedence over later rules
having the same color(where "INITIAL" is considered to be a date
earlier than any other enactment date).

3. Rules with lower rule numbers take precedence over higher-numbered
rules with the same enactment date and the same color.

Amend Rule 1001:

In the sentence "Newly-created documents are White unless their creator
specifies otherwise.", replace "White" with "Blue".

If this proposal is accepted, all Not-So-Fundamental Rules turn Green.
This paragraph then deletes itself.


Britta
-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail http://www.silverymoon.de 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From rsholmes@mailbox.syr.edu Wed Jun 27 07:25:20 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Task: Filing 1004
References: <Pine.GSO.4.32.0106261329340.11794-100000@jane.itd.umich.edu>
Date: 27 Jun 2001 10:24:16 -0400
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> I dutifully file Rule 1004 in the Filing Cabinet,

OK.

-- 
- Doc

From jklewis@umich.edu Wed Jun 27 10:19:11 2001
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To: docnomic <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Colors and Precedence
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From: John Kipling Lewis <jklewis@umich.edu>

On 27 Jun 2001, Britta Koch wrote:

> If this proposal is accepted, all Not-So-Fundamental Rules turn Green.
> This paragraph then deletes itself.

This rule would break "Pink Slip" if that document were in the filing
cabinet at the time.

John -


From jklewis@umich.edu Wed Jun 27 10:20:12 2001
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Subject: Re: [DocNomic] Task: Filing 1004
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From: John Kipling Lewis <jklewis@umich.edu>

On 27 Jun 2001 rsholmes@mailbox.syr.edu wrote:

> John Kipling Lewis <jklewis@umich.edu> writes:
>
> > I dutifully file Rule 1004 in the Filing Cabinet,
>
> OK.

Document 1004 should now be pink.

John -


From kevan@somethingorother.com Thu Jun 28 04:22:10 2001
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Subject: Task : Assigning 1004
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From: "Kevan Davis" <kevan@somethingorother.com>

I take the Pink Slip (Rule Document 1004) from the Filing Cabinet, 
and place it into the In-Tray of John Kipling Lewis. It turns Blue 
and he loses all of his Points.

Kevan

--
http://uncertain.org/~kevan
"My pink half of the drainpipe keeps me safe from you."


From jklewis@umich.edu Thu Jun 28 05:01:10 2001
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From: John Kipling Lewis <jklewis@umich.edu>


I dutifully file Rule 1004 in the Filing Cabinet,


From rsholmes@mailbox.syr.edu Thu Jun 28 08:14:43 2001
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> I take the Pink Slip (Rule Document 1004) from the Filing Cabinet, 
> and place it into the In-Tray of John Kipling Lewis. It turns Blue 
> and he loses all of his Points.

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 28 08:18:38 2001
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Subject: Re: [DocNomic] Task: Filing 1004
References: <Pine.GSO.4.32.0106280800540.681-100000@hal.itd.umich.edu>
Date: 28 Jun 2001 11:18:20 -0400
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> I dutifully file Rule 1004 in the Filing Cabinet,

Sorry, can't. You may file a document only if it is in your out-tray.

-- 
- Doc

From jklewis@umich.edu Thu Jun 28 10:18:34 2001
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To: <DocNomic@yahoogroups.com>
Subject: Proposal: Job Descriptions
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From: John Kipling Lewis <jklewis@umich.edu>


Create a new Not So Fundimental Rule

Proposal: Job Descriptions

Create four Offices which any single Active Player may hold. Each Office
will have a colour associated with it which directly relate to the
Document colours referenced in Rule 1001. The current holder of an Office
is part of the Gamestate.

Listed below are the Offices and their colour:

Human Resources Director - Colour Pink
Payroll Manager - Colour Green
Operations Manager - Colour Yellow
Clerical Manager - Colour Blue

If a player attempts to propose an amendment to a rule of a colour
associated with a particular Office and that Player is not the current
holder of that Office then the amendment proposal is ignored.

Should any Office Holder lose points as a result of Rule 1004, they
immediately lose that Office.

Empty Offices are immediately filled by a randomly selected Active Player,
if and when one is available. (Note that the selection of Active Players
may include the most recently ejected holder of that Office.)




From pope_thomasm@yahoo.com Thu Jun 28 17:39:14 2001
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Subject: Re: Proposal: Job Descriptions
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

--- In DocNomic@y..., John Kipling Lewis <jklewis@u...> wrote:
> 
> Create a new Not So Fundimental Rule
> 
> Proposal: Job Descriptions
>...snip... 
> If a player attempts to propose an amendment to a rule
> of a colour associated with a particular Office and that
> Player is not the current holder of that Office then the
> amendment proposal is ignored.

This is an interesting concept, but I think this will just make it 
more difficult to empty our Inboxes, moreso than it already is.
Also, it will lead to people Assigning documents they can't modify to 
those Officers that could modify them so they can get rid of them, 
and the Officers to assigning documents to others that can't handle 
them so they can't get rid of them by modifying them.

> Should any Office Holder lose points as a result of Rule 1004, they
> immediately lose that Office.

Perfect use for the Pink Slip!

The Offices are randomly assigned, but what kinds of ways would a 
player be able to take a job they want to? Suppose they knew of a 
great amendment to a Pink Rule, but didn't have the right office? 
That kind of thing would be real handy, especially if you needed to 
sacrifice some points to get the job title.

Micheal

p.s. I'm not really sure if people are seeing this, so could people 
please send me email at this address, just so I can tell someone sees 
this? I don't even mind if everyone sends me a message, I just wanna 
know I'm being seen.


From pope_thomasm@yahoo.com Thu Jun 28 22:07:31 2001
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Subject: Re: [DocNomic] Re: Proposal: Job Descriptions
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From: fnord <pope_thomasm@yahoo.com>


--- Micheal Thomas <pope_thomasm@yahoo.com> wrote:
> 
> p.s. I'm not really sure if people are seeing this,
> so could people please send me email at this
address, 
> just so I can tell someone sees this? I don't
> even mind if everyone sends me a message, I 
> just wanna know I'm being seen.

On second thought, please don't. For some reason, I
never saw the first post I made, and thought it was
because I had posted from the Yahoo group page, but I
did that for this message as well, and got it just
fine. *sigh* Sorry for the inconvenience.

Michael

__________________________________________________
Do You Yahoo!?
Get personalized email addresses from Yahoo! Mail
http://personal.mail.yahoo.com/

From jklewis@umich.edu Fri Jun 29 06:50:01 2001
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Subject: Re: [DocNomic] Re: Proposal: Job Descriptions
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From: John Kipling Lewis <jklewis@umich.edu>

On Fri, 29 Jun 2001, Micheal Thomas wrote:

> --- In DocNomic@y..., John Kipling Lewis <jklewis@u...> wrote:
> >
> > Create a new Not So Fundimental Rule
> >
> > Proposal: Job Descriptions
> >...snip...
> > If a player attempts to propose an amendment to a rule
> > of a colour associated with a particular Office and that
> > Player is not the current holder of that Office then the
> > amendment proposal is ignored.
>
> This is an interesting concept, but I think this will just make it
> more difficult to empty our Inboxes, moreso than it already is.
> Also, it will lead to people Assigning documents they can't modify to
> those Officers that could modify them so they can get rid of them,
> and the Officers to assigning documents to others that can't handle
> them so they can't get rid of them by modifying them.

I figure that dealing with in box stuff will be handled by another rule.
This just sets the ground rules for officers so that we can start playing
with the idea. There were two ways to go, IMO. One was restrictions
based on colour, the other was based on where it was... I would rather
restrict on colour.

> > Should any Office Holder lose points as a result of Rule 1004, they
> > immediately lose that Office.
>
> Perfect use for the Pink Slip!

Thanks! :-)

> The Offices are randomly assigned, but what kinds of ways would a
> player be able to take a job they want to? Suppose they knew of a
> great amendment to a Pink Rule, but didn't have the right office?
> That kind of thing would be real handy, especially if you needed to
> sacrifice some points to get the job title.

This could also be handled by other rules or an ammendment. Rather than
stating in the rules who started with each position, I suggested a random
starting lot. We can always ammend the rule to add perfomance reviews or
whatever we want.

As you can tell by the Pink Slip rule, I have an overview of an idea that
I'm putting together piece by piece. This is just another piece and it's
a pretty open idea... so this is just a ground work rule that we can then
either ammend or just add other rules to change.

John -



From rsholmes@mailbox.syr.edu Fri Jun 29 08:50:15 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Letterhead
References: <9hahvp+h6to@eGroups.com>
Date: 29 Jun 2001 11:48:19 -0400
In-Reply-To: "Micheal Thomas"'s message of "Tue, 26 Jun 2001 17:49:45 -0000"
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> I propose the following modifications.
> 
> Modify Rule 1001 as follows:
> 
> Replace the second paragraph with the following paragraph:
> 
> Each Document is printed on paper. Some documents are printed on 
> high quality Letterhead paper which proudly displays "DocNomic" at 
> the top, while the rest are printed on poor quality Coloured paper - 
> either White, Pink, Green, Yellow or Blue. A Document's paper 
> quality and colour are part of the Gamestate. Newly-created 
> Documents may not be written on Letterhead, and are White unless 
> their creator specifies otherwise.
> 
> Replace the text "its current Location and Colour are noted" with the 
> text "its current Location, Quality and Color are noted".
> 
> Modify all Fundamental Rules by adding the following statement to 
> each of them:
> 
> This Rule becomes printed on Letterhead quality paper, then this 
> sentence repeals itself.

REJECTED. It's an interesting idea, but the implementation has one
big hole in it: What color(s) is letterhead paper? 

I note also the rather extreme last portion (which changes the
enactment date of all FRs) can be more economically accomplished by
simply adding a self-repealing sentence to Rule 1001 that sets the
quality of all FRs.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 29 08:54:07 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Job Descriptions
References: <Pine.GSO.4.32.0106281253570.829-100000@jane.itd.umich.edu>
Date: 29 Jun 2001 11:52:19 -0400
In-Reply-To: John Kipling Lewis's message of "Thu, 28 Jun 2001 13:17:42 -0400 (EDT)"
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> Create a new Not So Fundimental Rule
> 
> Proposal: Job Descriptions
> 
> Create four Offices which any single Active Player may hold. Each Office
> will have a colour associated with it which directly relate to the
> Document colours referenced in Rule 1001. The current holder of an Office
> is part of the Gamestate.
> 
> Listed below are the Offices and their colour:
> 
> Human Resources Director - Colour Pink
> Payroll Manager - Colour Green
> Operations Manager - Colour Yellow
> Clerical Manager - Colour Blue
> 
> If a player attempts to propose an amendment to a rule of a colour
> associated with a particular Office and that Player is not the current
> holder of that Office then the amendment proposal is ignored.
> 
> Should any Office Holder lose points as a result of Rule 1004, they
> immediately lose that Office.
> 
> Empty Offices are immediately filled by a randomly selected Active Player,
> if and when one is available. (Note that the selection of Active Players
> may include the most recently ejected holder of that Office.)

REJECTED. I dislike the idea of having parts of the ruleset be
unmodifiable by a given person.

I'd be more favorably disposed toward a similar proposal that merely
makes it harder/easier or more/less rewarding to modify a rule based
on its color.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 29 08:54:19 2001
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To: "docnomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Colors and Precedence
References: <E15FDwI-0000J8-00@inanna.surf2000.de>
Date: 29 Jun 2001 11:53:41 -0400
In-Reply-To: "Britta Koch"'s message of "27 Jun 2001 13:56:56 CEST"
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From: rsholmes@mailbox.syr.edu

"Britta Koch" <bkoch@rz.uni-osnabrueck.de> writes:

> Amend Rule 6:
> 
> Strike the last 2 paragraphs. Instead, add:
> 
> 1. Rules which are printed on brighter paper than another rule take
> precedence over that rule. The order of colors is (brightest to
> darkest): White, Yellow, Pink, Green, Blue.
> 
> 2. Rules with earlier enactment dates take precedence over later rules
> having the same color(where "INITIAL" is considered to be a date
> earlier than any other enactment date).
> 
> 3. Rules with lower rule numbers take precedence over higher-numbered
> rules with the same enactment date and the same color.
> 
> Amend Rule 1001:
> 
> In the sentence "Newly-created documents are White unless their creator
> specifies otherwise.", replace "White" with "Blue".
> 
> If this proposal is accepted, all Not-So-Fundamental Rules turn Green.
> This paragraph then deletes itself.

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 29 09:08:12 2001
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To: "docnomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Colors and Precedence
References: <E15FDwI-0000J8-00@inanna.surf2000.de>
Date: 29 Jun 2001 12:05:52 -0400
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From: rsholmes@mailbox.syr.edu

A couple of issues regarding this proposal:

(1) I've allowed it despite its doing something I complained about
before, namely, making a FR dependant on a NFR. The precedence
rule now makes no sense if (as will happen at the start of the
next round) the NFRs are repealed. I'll proclaim a fix later.

(2) This rule changes the color of several rules. I take the point of
view that this is not an amendment of those rules and therefore
does not change the enactment date or the location of those
rules. Admittedly one could argue otherwise, especially since
changing their color changes their priority. Anyone who feels I
made the wrong choice is welcome to submit a PoO.

-- 
- Doc

From pope_thomasm@yahoo.com Fri Jun 29 09:34:01 2001
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Date: Fri, 29 Jun 2001 16:33:37 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Letterhead
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

--- In DocNomic@y..., rsholmes@m... wrote:
> "Micheal Thomas" <pope_thomasm@y...> writes:
> > This Rule becomes printed on Letterhead quality paper, then this 
> > sentence repeals itself.
> 
> REJECTED. It's an interesting idea, but the implementation has one
> big hole in it: What color(s) is letterhead paper? 

Um, letterhead coloured? D'oh.

> I note also the rather extreme last portion (which changes the
> enactment date of all FRs) can be more economically accomplished by
> simply adding a self-repealing sentence to Rule 1001 that sets the
> quality of all FRs.

I hadn't thought of the changing-of-enactment dates. I was merely 
trying to get a whole lots of documents in my outbox.

Michael


From pope_thomasm@yahoo.com Fri Jun 29 10:13:51 2001
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Date: Fri, 29 Jun 2001 17:13:20 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Lowest on the Totem Pole
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

Enact a new rule entitled "Lowest on the Totem Pole" on Pink paper 
with the following text:

There exists an Office titled Secretary. The Secretary is chosen, 
according to the guidelines below, when this Rule is Accepted, and 
then this sentence repeals itself. A Secretary holds that Office for 
7 duns, then the Secretary is chosen again, based on the following 
guidelines:

The Active Player with the lowest number of Points becomes the 
Secretary. If more than one Active Player has the same lowest number 
of Points, the Active Player who has most recently joined the game 
becomes the Secretary.

The Secretary is entitled to perform 2 Tasks per dun.


From jklewis@umich.edu Fri Jun 29 10:34:05 2001
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Subject: Re: [DocNomic] Task: Delegate 1004
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From: John Kipling Lewis <jklewis@umich.edu>


Please Delegate rule 1004 from my Inbox to the Inbox of Kevan Davis.


From jklewis@umich.edu Fri Jun 29 10:45:17 2001
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To: docnomic <DocNomic@yahoogroups.com>
Subject: Point of Order
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From: John Kipling Lewis <jklewis@umich.edu>

On 29 Jun 2001 rsholmes@mailbox.syr.edu wrote:

> (2) This rule changes the color of several rules. I take the point of
> view that this is not an amendment of those rules and therefore
> does not change the enactment date or the location of those
> rules. Admittedly one could argue otherwise, especially since
> changing their color changes their priority. Anyone who feels I
> made the wrong choice is welcome to submit a PoO.

Because changing the colour of rule 1004 can change the reading of the
rule, I feel that changing the colour of a rule is, in fact, ammending it
if rules can reference their own colour.

John -


From rsholmes@mailbox.syr.edu Fri Jun 29 13:38:46 2001
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Subject: Re: [DocNomic] Point of Order
References: <Pine.GSO.4.32.0106291335030.12752-100000@hal.itd.umich.edu>
Date: 29 Jun 2001 16:38:43 -0400
In-Reply-To: John Kipling Lewis's message of "Fri, 29 Jun 2001 13:44:14 -0400 (EDT)"
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> Because changing the colour of rule 1004 can change the reading of the
> rule, I feel that changing the colour of a rule is, in fact, ammending it
> if rules can reference their own colour.

In what way does changing the color of Rule 1004 change its reading?

In particular (given that Rule 1004 was Blue and in your in-tray) how
does making it Green change anything?

-- 
- Doc

From jklewis@umich.edu Fri Jun 29 14:00:42 2001
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Subject: Re: [DocNomic] Point of Order
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From: John Kipling Lewis <jklewis@umich.edu>

On 29 Jun 2001 rsholmes@mailbox.syr.edu wrote:

> John Kipling Lewis <jklewis@umich.edu> writes:
>
> > Because changing the colour of rule 1004 can change the reading of the
> > rule, I feel that changing the colour of a rule is, in fact, ammending it
> > if rules can reference their own colour.
>
> In what way does changing the color of Rule 1004 change its reading?
>
> In particular (given that Rule 1004 was Blue and in your in-tray) how
> does making it Green change anything?

I'm using Rule 1004 as an example of a rule which references it's own
colour for an effect. What would occure if I put this document into
another players In box and then changed all documents to pink. Have I
ammended that rule? I think I have, because the rule is now read in a
different way.

If Rule 1004 had been written with less care, changing it's colour may
have resulted in keeping the rule from functioning, just as if the rule
had been ammended.

John -


From kevan@somethingorother.com Sat Jun 30 12:43:38 2001
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Subject: Re: Task: Delegate 1004
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From: "Kevan Davis" <kevan@somethingorother.com>

> Please Delegate rule 1004 from my Inbox to the Inbox of Kevan Davis.

You don't have the ten Points you need to do this.

K.

--
http://uncertain.org/~kevan
"The cigarettes were always menthol."


From rsholmes@mailbox.syr.edu Sat Jun 30 19:48:38 2001
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Subject: Re: [DocNomic] Point of Order
References: <Pine.GSO.4.32.0106291652200.26239-100000@ralf.itd.umich.edu>
Date: 30 Jun 2001 22:48:32 -0400
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> I'm using Rule 1004 as an example of a rule which references it's own
> colour for an effect. What would occure if I put this document into
> another players In box and then changed all documents to pink. Have I
> ammended that rule? I think I have, because the rule is now read in a
> different way.
> 
> If Rule 1004 had been written with less care, changing it's colour may
> have resulted in keeping the rule from functioning, just as if the rule
> had been ammended.

Changing the effect of a rule is not the same as amending it. (Amend
has one 'm', by the way.) I could, for example, write a rule that
says, "If a player whose name begins with B gets a pink document in
eir in-tray, e gains 1000 points. This rule supercedes all other
rules." Such a rule would keep Rule 1004 from functioning, at least
for players like Bob and Barney, but it is not what is generally
considered an amendment to that Rule.

Or Rule 1004 could have been written to say "If any Player has this
Document in their In-Tray and Jenna Bush is wearing Pink, then that
Player loses 1000 Point..." If Jenna Bush appears one day in a pink
dress and another day in a blue dress, has she amended the rule? No;
the effect of the rule depends on something in the gamestate (the
color of Rule 1004 in the present game; Jenna Bush's clothing in the
imaginary one) and changing that thing in the gamestate merely changes
the rule's effect, not the rule itself.

What it boils down to, I think, is: Is a rule a piece of text, or is a
rule a document? If the former then "amending" a rule consists of
changing its text. If the latter, then there might be an argument for
saying "amending" a rule consists of changing any of the document's
properties, including color or location.

Rule 1001 says, "Each Rule is a Document". But should that statement
be taken literally, or should it be assumed that it's shorthand for
"Each Rule has a corresponding Document"? Support for the latter is
found in the same rule where it says "Whenever a Rule is repealed, it
goes to the Wastebin. (Rule Documents in the Wastebin are not
considered to be part of the Ruleset.) That is, the documents in the
Wastebin are Rule Documents but not Rules. But this is not a
particularly convincing argument.

Probably my main reason for wanting color and location changes not to
be amendments is the maintenance headache. All enactment dates would
have to be changed, and each would have to be changed again anytime a
document changes color or location. But of course that's not a legal
reason. On the other hand, it DOES give you a clue that if I end up
ruling in John's favor, there will be a Proclamation soon
following... 

Anyone else have an opinion on this?

-- 
- Doc

From rsholmes@mailbox.syr.edu Sat Jun 30 19:51:00 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Task: Delegate 1004
References: <9hla56+t6ci@eGroups.com>
Date: 30 Jun 2001 22:50:58 -0400
In-Reply-To: "Kevan Davis"'s message of "Sat, 30 Jun 2001 19:43:34 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> > Please Delegate rule 1004 from my Inbox to the Inbox of Kevan Davis.
> 
> You don't have the ten Points you need to do this.

That's correct.

Please check the ruleset before undertaking game actions to verify
they're legal and correctly done. Doc has little patience with
players who flout their ignorance of the rules.

-- 
- Doc

From kevan@somethingorother.com Sun Jul 01 04:10:44 2001
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Date: Sun, 01 Jul 2001 11:10:41 -0000
To: DocNomic@yahoogroups.com
Subject: Task: Delegating 4
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From: "Kevan Davis" <kevan@somethingorother.com>

I delegate Rule 4 to John Kipling Lewis's In-Tray, expending ten 
Points to do so.

Kevan

--
http://uncertain.org/~kevan
"Take the easy way and give in."


From kevan@somethingorother.com Sun Jul 01 04:12:40 2001
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Date: Sun, 01 Jul 2001 11:12:38 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Brvty is th Sl f Wt
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From: "Kevan Davis" <kevan@somethingorother.com>

Proposal - Brvty is th Sl f Wt

Reword Rule 1000 from:-

If a player submits more than one proposal per dun, that player
loses 10 points for each proposal submitted by that player for
that dun beyond the first. If losing 10 points in this fashion
for a particular proposal would leave that player with a
negative point total, the proposal is instead ignored and no
points are lost. 

to:-

Players may submit one Proposal per dun, at no cost. Any further
Proposal made by a Player during a given dun will cost that Player
10 Points - if this cost cannot be paid immediately, the Proposal
is ignored.


From jklewis@umich.edu Mon Jul 02 04:19:29 2001
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To: <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Re: Task: Delegate 1004
In-Reply-To: <xzcy9q9pdkc.fsf@rodan.syr.edu>
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From: John Kipling Lewis <jklewis@umich.edu>

On 30 Jun 2001 rsholmes@mailbox.syr.edu wrote:

> "Kevan Davis" <kevan@somethingorother.com> writes:
>
> > > Please Delegate rule 1004 from my Inbox to the Inbox of Kevan Davis.
> >
> > You don't have the ten Points you need to do this.
>
> That's correct.
>
> Please check the ruleset before undertaking game actions to verify
> they're legal and correctly done. Doc has little patience with
> players who flout their ignorance of the rules.

In a game where the rules are the game, one should be more careful. I
apologize and will attempt to remedy my mistake with more careful planning.

John -


From rsholmes@mailbox.syr.edu Mon Jul 02 08:14:25 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Task: Delegating 4
References: <9hn0fh+ng71@eGroups.com>
Date: 02 Jul 2001 11:14:14 -0400
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> I delegate Rule 4 to John Kipling Lewis's In-Tray, expending ten 
> Points to do so.

OK.

-- 
- Doc

From pope_thomasm@yahoo.com Mon Jul 02 11:58:43 2001
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To: DocNomic@yahoogroups.com
Subject: My Documents?
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

According to Rule 1001, when a new player joins the game, they should 
get two documents from the Filing Cabinet. I would like to know 
which two I received when my Proposal was submitted, so that I may 
begin working on them.

Michael


From rsholmes@mailbox.syr.edu Mon Jul 02 12:39:53 2001
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Subject: Re: [DocNomic] My Documents?
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Date: 02 Jul 2001 15:38:47 -0400
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> According to Rule 1001, when a new player joins the game, they should 
> get two documents from the Filing Cabinet. I would like to know 
> which two I received when my Proposal was submitted, so that I may 
> begin working on them.

Thanks for the reminder. Your question is easily answered, as there
are only two documents in the Filing Cabinet: rules 1 and 1003. Now
in your in-tray.


-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 02 12:47:42 2001
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To: DocNomic@yahoogroups.com
Subject: Proclamation
Date: 02 Jul 2001 15:46:42 -0400
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From: rsholmes@mailbox.syr.edu

As advertised, here is a Proclamation to break the dependency of the
FRs on the NSFRs:

(1) Rule 6 is hereby renumbered 1005. The sentence "This Rule takes
precedence over Rule 6" is added. Its color (white) is not
changed. 

(2) A new Rule 6 is enacted, reading as follows:

When two or more rules conflict, precedence as specified explicitly
by the rules is applied first. Where there is no non-conflicting
explicit precedence, the following procedure applies:

1. Rules with earlier enactment dates take precedence over later
rules (where "INITIAL" is considered to be a date earlier than
any other enactment date).

2. Rules with lower rule numbers take precedence over
higher-numbered rules with the same enactment date.

-- 
- Doc

From jklewis@umich.edu Mon Jul 02 13:14:06 2001
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To: docnomic <DocNomic@yahoogroups.com>
Subject: Proposal: Amend Rule 1002
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From: John Kipling Lewis <jklewis@umich.edu>


Proposal: Amend Rule 1002


Append the following text to rule 1002 to create a new type of task:



Transform
A player may change the colour of any one document in their In-Tray. The
document is immediately moved to that players Out-Tray if it's colour
changes.


From pope_thomasm@yahoo.com Mon Jul 02 13:18:55 2001
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Subject: Proposal: Smooth and Orderly Transition
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

Remove the last paragraph of Rule 1, and replace it with the 
following:

In the event that Doc is absent from the game for a period of more 
than ten duns without making arrangements for his return, the Active 
Players may choose a new Doc. To do so, the Players will follow this 
procedure:

1. The Announcement
An Announcement is made indicating the Doc's absence. This 
Announcement can be made by the Leading Player, in which case the 
Announcement's date is considered the date the Accouncement is sent 
to the list. This Announcement can also be made by the concerted 
effort of half of the Active Players, each of whom must send to the 
Mailing List that they have noticed that the Doc is absent. In this 
case, the first Player who sent notice to the Mailing List may make 
the Announcement when half or more of the Active Players have sent 
such notice, and the Announcement's date is considered the date of 
the Announcement in email (and not the first notice) sent by the 
first Active Player.

2. The Election
The Active Players now choose a new Doc by election. Each Active 
Player shall have one Vote. This Vote shall be made by each Active 
Player announcing to the Mailing List eir choice for the new Doc. It 
is recommended that votes shall be placed for Active Players.

3. The Results
Results from the election are tallied until all Active Players have 
voted, or until 5 duns have passed since the Announcement Date. The 
Active Player with the highest number of votes placed for em is 
appointed the new Doc. In the event of a tie for highest number of 
votes, the Leading Player chooses which Active Player with the 
highest number of votes is to be appointed the new Doc.

4. The Continuation
The newly-appointed Doc must immediately remove emself from the game 
and take on the role of Doc. When the new Doc takes on eir role, 
this Rule's first paragraph is modified to place the new Doc's 
identifying information in place of the old Doc's identifying 
information. The Game then continues.



From rsholmes@mailbox.syr.edu Mon Jul 02 13:19:18 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Point of Order
References: <Pine.GSO.4.32.0106291652200.26239-100000@ralf.itd.umich.edu> <xzc1yo1qs8v.fsf@rodan.syr.edu>
Date: 02 Jul 2001 16:18:57 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "30 Jun 2001 22:48:32 -0400"
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From: rsholmes@mailbox.syr.edu

I find I must rule in favor of John's interpretation of the rules.
Reason: consistency. I already have renumbered rules by proclamation,
and when I have done so I have (sometimes!) changed the enactment date
to the date of the proclamation. I find it difficult to justify doing
so but not changing enactment dates when rule colors change. So, at
this time, the word "amend" must be taken to refer to any change to a
rule document, including its location, its color, or its number.

It will be difficult if not impossible to apply this ruling to all
such amendments retroactively. I will therefore apply it only to
amendments beginning with the ones John's PoO relates to (that is,
amendments caused by proposals or tasks which were not submitted
before the amendments in question.):

(1) 29 Jun 2001: by Britta's proposal, all NSFRs turn green. All
NSFRs (except the new 1005) move to Britta's out-tray and their
enactment dates change to 29 Jun 2001.

(2) 2 Jul 2001: by Kevan's task, Rule 4 moves to John's in-tray. Its
enactment date changes to 2 Jul 2001. (Location does not change
since this amendment was not caused by a Proposal.)

Side effect: Rule 1003 was in Britta's out-tray, not the Filing
Cabinet, when Micheal submitted eir proposal, so it does not go to
Micheal's in-tray. Rule 1001 if taken literally seems to suggest
Micheal should get two documents from the Filing Cabinet even if there
is only one there (but not if there are none there), but I'll
interpret it to mean that if there's one e gets one.


And now I issue a Proclamation:

In Rule 0 change

Each Rule shall begin with a unique, finite, nonnegative integer
number, a brief descriptive name, and its Enactment Date. The
Enactment Date of a rule is the date of its most recent amendment,
or the date of its addition to the Ruleset if it has never been
amended,

to 

Each Rule shall consist of a unique, finite, nonnegative integer
number, a brief descriptive name, an Enactment Date, a rule body,
and whatever additional information about the Rule is required by
the Rules. The Enactment Date of a rule is the date of the most
recent amendment to its body text, or the date of its addition to
the Ruleset if its body text has never been amended,

In Rule 1001 change

Whenever a Player's Proposal amends or creates a Rule, that Rule is
moved to the Player's Out-Tray.

to

Whenever a Player's Proposal creates a Rule, that Rule is moved to
the Player's Out-Tray. Whenever a Player's Proposal amends the body
text of an existing Rule, that Rule is moved to the Player's
Out-Tray.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 02 13:21:28 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Lowest on the Totem Pole
References: <9hicvg+nu8t@eGroups.com>
Date: 02 Jul 2001 16:21:12 -0400
In-Reply-To: "Micheal Thomas"'s message of "Fri, 29 Jun 2001 17:13:20 -0000"
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Enact a new rule entitled "Lowest on the Totem Pole" on Pink paper 
> with the following text:
> 
> There exists an Office titled Secretary. The Secretary is chosen, 
> according to the guidelines below, when this Rule is Accepted, and 
> then this sentence repeals itself. A Secretary holds that Office for 
> 7 duns, then the Secretary is chosen again, based on the following 
> guidelines:
> 
> The Active Player with the lowest number of Points becomes the 
> Secretary. If more than one Active Player has the same lowest number 
> of Points, the Active Player who has most recently joined the game 
> becomes the Secretary.
> 
> The Secretary is entitled to perform 2 Tasks per dun.

ACCEPTED.

Micheal Thomas is the current Secretary.

-- 
- Doc

From pope_thomasm@yahoo.com Mon Jul 02 13:22:18 2001
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Date: Mon, 02 Jul 2001 20:21:47 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Amend Rule 1002
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

--- In DocNomic@y..., John Kipling Lewis <jklewis@u...> wrote:
> 
> Proposal: Amend Rule 1002
> 
> Append the following text to rule 1002 to create a new type of task:
> 
> Transform
> A player may change the colour of any one document in their 
> In-Tray. The document is immediately moved to that players 
> Out-Tray if it's colour changes.

I had been thinking of something similar, but was going to call the 
Task "Photocopying". I had also thought to impose a small point-
penalty for doing so, just to keep it a bit on the less-often side.

Michael


From jklewis@umich.edu Mon Jul 02 13:26:28 2001
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Subject: Re: [DocNomic] Re: Proposal: Amend Rule 1002
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From: John Kipling Lewis <jklewis@umich.edu>

On Mon, 2 Jul 2001, Micheal Thomas wrote:

> --- In DocNomic@y..., John Kipling Lewis <jklewis@u...> wrote:
> >
> > Proposal: Amend Rule 1002
> >
> > Append the following text to rule 1002 to create a new type of task:
> >
> > Transform
> > A player may change the colour of any one document in their
> > In-Tray. The document is immediately moved to that players
> > Out-Tray if it's colour changes.
>
> I had been thinking of something similar, but was going to call the
> Task "Photocopying". I had also thought to impose a small point-
> penalty for doing so, just to keep it a bit on the less-often side.

I have no problem with eithe of these changes, if Doc wishes to implement
my proposal with these changes in mind.

John -


From rsholmes@mailbox.syr.edu Mon Jul 02 13:28:17 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Brvty is th Sl f Wt
References: <9hn0j6+ng5n@eGroups.com>
Date: 02 Jul 2001 16:28:15 -0400
In-Reply-To: "Kevan Davis"'s message of "Sun, 01 Jul 2001 11:12:38 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> Proposal - Brvty is th Sl f Wt
> 
> Reword Rule 1000 from:-
> 
> If a player submits more than one proposal per dun, that player
> loses 10 points for each proposal submitted by that player for
> that dun beyond the first. If losing 10 points in this fashion
> for a particular proposal would leave that player with a
> negative point total, the proposal is instead ignored and no
> points are lost. 
> 
> to:-
> 
> Players may submit one Proposal per dun, at no cost. Any further
> Proposal made by a Player during a given dun will cost that Player
> 10 Points - if this cost cannot be paid immediately, the Proposal
> is ignored.

REJECTED. As far as I can see, this Proposal has no practical effect
except to put Rule 1000 into Kevan's out-tray. Doc has no enthusiasm
for rule-changes that serve no purpose but to alter the gamestate in
the proposer's favor.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 02 13:35:16 2001
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To: DocNomic@yahoogroups.com
Subject: Active players
Date: 02 Jul 2001 16:34:23 -0400
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From: rsholmes@mailbox.syr.edu

I just noticed there's still a non-dun time reference in Rule 2.
Well, so what...

Active Players are ones who have submitted a Proposal or PoO within
the previous two weeks. By my count we have:

NAME LAST PROP/POO ACTIVE?
Britta Koch 27 Jun YES
Jeffrey J. Weston 8 Jun NO
John Kipling Lewis 29 Jun YES
Kevan Davis 1 Jul YES
Martin Couchman 11 Jun NO
Micheal Thomas 29 Jun YES

-- 
- Doc

From pope_thomasm@yahoo.com Mon Jul 02 14:18:05 2001
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Date: Mon, 02 Jul 2001 20:33:24 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Point of Order
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

--- In DocNomic@y..., rsholmes@m... wrote:
> I find I must rule in favor of John's interpretation of the rules.
> [snip]
> (1) 29 Jun 2001: by Britta's proposal, all NSFRs turn green. All
> NSFRs (except the new 1005) move to Britta's out-tray and their
> enactment dates change to 29 Jun 2001.

Does this mean that Kevan has won, according to Rule 1003?

He had had Rule 1000 in his in-tray, and Rule 1002 in his out-tray. 
Every other player has something either in eir in-tray or out-tray.

Michael


From rsholmes@mailbox.syr.edu Mon Jul 02 19:24:49 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Point of Order
References: <9hqlqk+2emn@eGroups.com>
Date: 02 Jul 2001 22:24:45 -0400
In-Reply-To: "Micheal Thomas"'s message of "Mon, 02 Jul 2001 20:33:24 -0000"
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Does this mean that Kevan has won, according to Rule 1003?
> 
> He had had Rule 1000 in his in-tray, and Rule 1002 in his out-tray. 
> Every other player has something either in eir in-tray or out-tray.

Hmm. I do believe you're correct.

Sigh... I thought that win condition might be too easy.

So -- unless someone has a killer argument to re-reverse that Point of
Order, I guess we move on to Round 3.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jul 03 07:48:32 2001
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To: DocNomic@yahoogroups.com
Subject: Round 2 ends
Date: 03 Jul 2001 10:48:30 -0400
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From: rsholmes@mailbox.syr.edu

Round 2 of DocNomic is over. Kevan Davis Cleared Eir Desk and is the
Winner of Round 2.

All NSFRs have been repealed. In addition, I have made by
Proclamation a few amendments:

Rule 0: Clarifies the structure of a Rule and delineating what is a
part of a Rule versus what is information about a Rule. Somewhat
undoes yesterday's proclamation. Also slightly revises the definition
of the Enactment Date.

Rule 2: Allows for involuntary removal of Players.

Rule 7: At start of new round, mandates (1) archival of initial and
final Rulesets and final Gamestate for each Round; (2) removal of
gamestate items not mandated by the FRs; (3) Removal of Inactive
Players.

Information on colors and locations of documents has been removed from
the Gamestate. Jeff Weston and Martin Couchman have been removed from
the player list. Round 3 has begun.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jul 03 07:55:35 2001
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Subject: Rules
Date: 03 Jul 2001 10:55:26 -0400
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From: rsholmes@mailbox.syr.edu

One more Proclamation: The now-obsolete reference to "INITIAL"
Enactment Dates was removed from Rule 6.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jul 03 07:58:23 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amend Rule 1002
References: <Pine.GSO.4.32.0107021609150.10005-100000@jane.itd.umich.edu>
Date: 03 Jul 2001 10:58:21 -0400
In-Reply-To: John Kipling Lewis's message of "Mon, 2 Jul 2001 16:14:04 -0400 (EDT)"
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> Proposal: Amend Rule 1002
> 
> 
> Append the following text to rule 1002 to create a new type of task:
> 
> 
> 
> Transform
> A player may change the colour of any one document in their In-Tray. The
> document is immediately moved to that players Out-Tray if it's colour
> changes.

REJECTED, of course, since Round 2 has ended.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jul 03 08:07:55 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Smooth and Orderly Transition
References: <9hqkt9+lnmo@eGroups.com>
Date: 03 Jul 2001 11:07:51 -0400
In-Reply-To: "Micheal Thomas"'s message of "Mon, 02 Jul 2001 20:17:45 -0000"
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"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Remove the last paragraph of Rule 1, and replace it with the 
> following:
> 
> In the event that Doc is absent from the game for a period of more 
> than ten duns without making arrangements for his return, the Active 
> Players may choose a new Doc. To do so, the Players will follow this 
> procedure:
> 
> 1. The Announcement
> An Announcement is made indicating the Doc's absence. This 
> Announcement can be made by the Leading Player, in which case the 
> Announcement's date is considered the date the Accouncement is sent 
> to the list. This Announcement can also be made by the concerted 
> effort of half of the Active Players, each of whom must send to the 
> Mailing List that they have noticed that the Doc is absent. In this 
> case, the first Player who sent notice to the Mailing List may make 
> the Announcement when half or more of the Active Players have sent 
> such notice, and the Announcement's date is considered the date of 
> the Announcement in email (and not the first notice) sent by the 
> first Active Player.
> 
> 2. The Election
> The Active Players now choose a new Doc by election. Each Active 
> Player shall have one Vote. This Vote shall be made by each Active 
> Player announcing to the Mailing List eir choice for the new Doc. It 
> is recommended that votes shall be placed for Active Players.
> 
> 3. The Results
> Results from the election are tallied until all Active Players have 
> voted, or until 5 duns have passed since the Announcement Date. The 
> Active Player with the highest number of votes placed for em is 
> appointed the new Doc. In the event of a tie for highest number of 
> votes, the Leading Player chooses which Active Player with the 
> highest number of votes is to be appointed the new Doc.
> 
> 4. The Continuation
> The newly-appointed Doc must immediately remove emself from the game 
> and take on the role of Doc. When the new Doc takes on eir role, 
> this Rule's first paragraph is modified to place the new Doc's 
> identifying information in place of the old Doc's identifying 
> information. The Game then continues.

REJECTED. I can understand the motivation, and I would agree the last
paragraph of Rule 1 could use some work. However, I would like to
keep the FRs fairly brief and simple, for the most part. I
particularly am not inclined to bloat Rule 1 with five new paragraphs
to cover a situation that may not even occur. Really, I think all
that's needed (and Rule 1 does not succeed fully in doing this) is an
ironclad mechanism for putting the succession process in motion under
the direction of a suitable Doc-surrogate, with detailed procedures to
be hammered out when the occasion arises.

I note also that this proposal perpetuates a couple of flaws in Rule
1, namely that no provision is made to allow Doc to resign, nor for
anyone to decline the job if elected.

-- 
- Doc

From jklewis@umich.edu Tue Jul 03 08:14:59 2001
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To: <DocNomic@yahoogroups.com>
Subject: Proposal: Gangs.
In-Reply-To: <xzclmm6qce0.fsf@rodan.syr.edu>
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From: John Kipling Lewis <jklewis@umich.edu>


Players are members of street Gangs. Each Player may only be a member of
one Gang at a time. If a Player is ever without a Gang for any reason,
they are immediately assigned to a random Gang. The Gang membership for
each player is part of the Game State.

Below is a list of Gangs:

The Scorpians
The Jigglypuffs
The Jets
The Nines



From pope_thomasm@yahoo.com Tue Jul 03 11:06:00 2001
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Date: Tue, 03 Jul 2001 18:03:34 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Sitting on the Dock of the Bay 
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

Enact a Not So Fundamental Rule with the following quote-delimited 
text:

"Each Player is the CEO of a different shipping company, whose name 
the Player must publically announce. Each Company owns one warehouse 
located on the Nomic Dock, the center of the shipping world, filled 
end to end with warehouses. These warehouses are capable of storing 
up to 20 containers of dry goods. Currently all warehouses have one 
container of each of flour, beans, machine parts, and plastic 
spoons. The contents of each warehouse, along with the owning 
company and its CEO are part of the Gamestate."

After this, I envision trading mechanisms, the ability to buy or 
order more containers and other stuff, using the stuff to perform 
various tasks, etc.

Michael


From kevan@somethingorother.com Wed Jul 04 12:18:21 2001
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Date: Wed, 04 Jul 2001 19:18:17 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Point of Order
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From: "Kevan Davis" <kevan@somethingorother.com>

> > Does this mean that Kevan has won, according to Rule 1003?
> > 
> > He had had Rule 1000 in his in-tray, and Rule 1002 in his out-
tray. 
> > Every other player has something either in eir in-tray or out-
tray.
> 
> Hmm. I do believe you're correct.

Good lord. That's a bit disappointing.

> Sigh... I thought that win condition might be too easy.

Mm, I was expecting it to go more along the lines of players piling 
stuff into the In-Tray of anyone who was doing particularly well. 
Didn't consider a massive, accidental victory such as that one.

Not sure I'll be online enough to be much of a presence in Round 3, 
whatever it turns into, but it's probably worth mentioning that I've 
made a generic version of the gamestate-tracker we used in Round 1 - 
it's at http://uncertain.org/~kevan/cgi-bin/generic.cgi; I'll see if 
I can find time to Propose its implementation in the Ruleset 
tomorrow, then get around to giving people passwords if Doc approves 
it...

Kevan

--
http://uncertain.org/~kevan
"I'm still right here, where I always was."


From arkangl985@yahoo.com Wed Jul 04 13:40:41 2001
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Date: Wed, 04 Jul 2001 20:40:37 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: The Plink of Money in Your Pocket
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From: arkangl985@yahoo.com

PROPOSAL (delimited by quotes):

"The fundamental economic unit to be used in Round 3 of DocNomic will 
be known as the 'plink'. Each Player currently in the game will be 
given a one-time bonus of 59 plinks. In addition, any new Players 
entering the game will be given 59 plinks as their one-time bonus."

By the way, don't ask why the number 59, I made it up on the spot.

- Hubert Hwang



From kevan@somethingorother.com Thu Jul 05 06:25:35 2001
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Date: Thu, 05 Jul 2001 13:25:31 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Behold the GNDT
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From: "Kevan Davis" <kevan@somethingorother.com>

Proposal - Behold the GNDT

Enact a new Rule, "The Generic Nomic Data Tracker":-

Some aspects of the Gamestate are - where specified - tracked
by the Generic Nomic Data Tracker, at
<http://uncertain.org/~kevan/cgi-bin/generic.cgi?nomic=doc>.
Data presented on this page is considered to be a legal
representation of the Gamestate, provided that it has been
updated according to the Rules.

Any Player - or Doc - may use the GNDT to update the Gamestate,
when such an update is required by the Rules. Illegal updates
may be undone by any Player (or Doc).

A password is required to operate the GNDT; when a new Player
joins the game, a password will be assigned to them by Kevan,
through private email.

In Rule 8 ("Points"), replace "part of the gamestate" with "part
of the Gamestate, tracked by the GNDT".

{ Hm, I think that works alright. Haven't quite got my Nomic
head on, this afternoon.

Upon enaction of this rule, Kevan will assign each existing
Player - and Doc - a password for the GNDT. }


From rsholmes@mailbox.syr.edu Thu Jul 05 07:53:11 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Gangs.
References: <Pine.GSO.4.32.0107031110120.27244-100000@myke.itd.umich.edu>
Date: 05 Jul 2001 10:51:58 -0400
In-Reply-To: John Kipling Lewis's message of "Tue, 3 Jul 2001 11:14:57 -0400 (EDT)"
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> Players are members of street Gangs. Each Player may only be a member of
> one Gang at a time. If a Player is ever without a Gang for any reason,
> they are immediately assigned to a random Gang. The Gang membership for
> each player is part of the Game State.
> 
> Below is a list of Gangs:
> 
> The Scorpians
> The Jigglypuffs
> The Jets
> The Nines

I assume this was intended to be a new rule.

ACCEPTED, with corrected spelling of "Scorpions".

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 05 07:57:12 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Sitting on the Dock of the Bay
References: <9ht1dm+r3v8@eGroups.com>
Date: 05 Jul 2001 10:55:49 -0400
In-Reply-To: "Micheal Thomas"'s message of "Tue, 03 Jul 2001 18:03:34 -0000"
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Enact a Not So Fundamental Rule with the following quote-delimited 
> text:
> 
> "Each Player is the CEO of a different shipping company, whose name 
> the Player must publically announce. Each Company owns one warehouse 
> located on the Nomic Dock, the center of the shipping world, filled 
> end to end with warehouses. These warehouses are capable of storing 
> up to 20 containers of dry goods. Currently all warehouses have one 
> container of each of flour, beans, machine parts, and plastic 
> spoons. The contents of each warehouse, along with the owning 
> company and its CEO are part of the Gamestate."

ACCEPTED. Hey, CEOs can be street gang members too.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 05 08:00:07 2001
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Subject: Re: [DocNomic] Proposal: The Plink of Money in Your Pocket
References: <9hvv05+f2rs@eGroups.com>
Date: 05 Jul 2001 10:58:12 -0400
In-Reply-To: arkangl985@yahoo.com's message of "Wed, 04 Jul 2001 20:40:37 -0000"
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From: rsholmes@mailbox.syr.edu

arkangl985@yahoo.com writes:

> PROPOSAL (delimited by quotes):
> 
> "The fundamental economic unit to be used in Round 3 of DocNomic will 
> be known as the 'plink'. Each Player currently in the game will be 
> given a one-time bonus of 59 plinks. In addition, any new Players 
> entering the game will be given 59 plinks as their one-time bonus."

I assume this was intended to be a new rule. ACCEPTED. And welcome
to the game!

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 05 08:04:36 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Behold the GNDT
References: <9i1psb+th8v@eGroups.com>
Date: 05 Jul 2001 11:02:49 -0400
In-Reply-To: "Kevan Davis"'s message of "Thu, 05 Jul 2001 13:25:31 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> Proposal - Behold the GNDT
> 
> Enact a new Rule, "The Generic Nomic Data Tracker":-
> 
> Some aspects of the Gamestate are - where specified - tracked
> by the Generic Nomic Data Tracker, at
> <http://uncertain.org/~kevan/cgi-bin/generic.cgi?nomic=doc>.
> Data presented on this page is considered to be a legal
> representation of the Gamestate, provided that it has been
> updated according to the Rules.
> 
> Any Player - or Doc - may use the GNDT to update the Gamestate,
> when such an update is required by the Rules. Illegal updates
> may be undone by any Player (or Doc).
> 
> A password is required to operate the GNDT; when a new Player
> joins the game, a password will be assigned to them by Kevan,
> through private email.
> 
> In Rule 8 ("Points"), replace "part of the gamestate" with "part
> of the Gamestate, tracked by the GNDT".
> 

ACCEPTED. Of course, there now are more gamestate items to include.
By the way, Kevan, you still have 10 points -- points aren't reset at
start of round.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 05 08:09:38 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Gangs.
References: <Pine.GSO.4.32.0107031110120.27244-100000@myke.itd.umich.edu>
Date: 05 Jul 2001 11:08:50 -0400
In-Reply-To: John Kipling Lewis's message of "Tue, 3 Jul 2001 11:14:57 -0400 (EDT)"
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> If a Player is ever without a Gang for any reason,
> they are immediately assigned to a random Gang.
> 
> Below is a list of Gangs:
> 
> The Scorpians
> The Jigglypuffs
> The Jets
> The Nines

5 random ints 1 <= x <= 4:
4
2
1
4
1

Britt is in The Nines
Hubert is in The Jigglypuffs
John is in The Scorpians
Kevan is in The Nines
Micheal is in The Scorpians

-- 
- Doc

From palnatoke@get2net.dk Thu Jul 05 10:32:34 2001
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Subject: Re: [DocNomic] Proposal: Gangs.
Date: Thu, 5 Jul 2001 19:31:02 +0200
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From: "Ole Andersen" <palnatoke@get2net.dk>

Doc wrote:
...
: Britt is in The Nines
: Hubert is in The Jigglypuffs
: John is in The Scorpians
: Kevan is in The Nines
: Micheal is in The Scorpians
:=20

<DELURK>
Didn't you change the spelling to 'Scorpions'?


Ole
<LURK>


From rsholmes@mailbox.syr.edu Thu Jul 05 10:56:50 2001
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Subject: Re: [DocNomic] Proposal: Gangs.
References: <Pine.GSO.4.32.0107031110120.27244-100000@myke.itd.umich.edu> <xzc66d78lbx.fsf@rodan.syr.edu> <00cb01c10578$7dd1cb40$0200000a@richardmayhew>
Date: 05 Jul 2001 13:56:40 -0400
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From: rsholmes@mailbox.syr.edu

"Ole Andersen" <palnatoke@get2net.dk> writes:

> Didn't you change the spelling to 'Scorpions'?

Yep.

-- 
- Doc

From kevan@somethingorother.com Thu Jul 05 11:55:54 2001
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Date: Thu, 05 Jul 2001 18:55:46 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Behold the GNDT
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From: "Kevan Davis" <kevan@somethingorother.com>

> > In Rule 8 ("Points"), replace "part of the gamestate" with "part
> > of the Gamestate, tracked by the GNDT".
> > 
> 
> ACCEPTED.

(You forgot to update Rule 8, by the way.)

> Of course, there now are more gamestate items to include.

Ah yes. I should have amended on a conditional, really. I'll fix it 
momentarily.

> By the way, Kevan, you still have 10 points -- points aren't reset 
at
> start of round.

Really? Hm. Fair enough.

Kevan

--
http://uncertain.org/~kevan
"I just might walk home alone."


From kevan@somethingorother.com Thu Jul 05 12:05:29 2001
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Date: Thu, 05 Jul 2001 19:05:22 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Aftermath of the GNDT
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From: "Kevan Davis" <kevan@somethingorother.com>

Proposal - Aftermath of the GNDT

In Rule 1000 ("Gangs") and Rule 1001 ("Companies"), replace
"part of the Gamestate" with "part of the Gamestate, tracked
by the GNDT".

In Rule 1002 ("Plinks"), add the sentence "Plink ownership is
part of the Gamestate, tracked by the GNDT." and remove the
sentence beginning "Each Player..." Remove "In addition,",
too, and capitalise the first letter of the next word.

Furthermore, add the following paragraph:- 

Anyone who took brief advantage of Plinks not being
part of the Gamestate and changed their unregulated
Plink total shall have their Plink total set to 59.
This paragraph will then remove itself from the
Ruleset.

{ This Proposal was brought to you by TurboCorp, Kevan's
newly-formed shipping company. }


From rsholmes@mailbox.syr.edu Thu Jul 05 12:14:15 2001
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Subject: Re: [DocNomic] Re: Proposal: Behold the GNDT
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Date: 05 Jul 2001 15:14:10 -0400
In-Reply-To: "Kevan Davis"'s message of "Thu, 05 Jul 2001 18:55:46 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> (You forgot to update Rule 8, by the way.)

OK, thanks.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 05 12:16:45 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Aftermath of the GNDT
References: <9i2dpi+u124@eGroups.com>
Date: 05 Jul 2001 15:15:41 -0400
In-Reply-To: "Kevan Davis"'s message of "Thu, 05 Jul 2001 19:05:22 -0000"
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From: rsholmes@mailbox.syr.edu

"Kevan Davis" <kevan@somethingorother.com> writes:

> Proposal - Aftermath of the GNDT
> 
> In Rule 1000 ("Gangs") and Rule 1001 ("Companies"), replace
> "part of the Gamestate" with "part of the Gamestate, tracked
> by the GNDT".
> 
> In Rule 1002 ("Plinks"), add the sentence "Plink ownership is
> part of the Gamestate, tracked by the GNDT." and remove the
> sentence beginning "Each Player..." Remove "In addition,",
> too, and capitalise the first letter of the next word.
> 
> Furthermore, add the following paragraph:- 
> 
> Anyone who took brief advantage of Plinks not being
> part of the Gamestate and changed their unregulated
> Plink total shall have their Plink total set to 59.
> This paragraph will then remove itself from the
> Ruleset.

ACCEPTED.

-- 
- Doc

From pope_thomasm@yahoo.com Thu Jul 05 17:02:40 2001
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Date: Fri, 06 Jul 2001 00:02:37 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Trade Goods cleanup
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

Modify NSFRule 1001 by replacing the words "Currently all warehouses 
have" with the words "Any new Players entering the game gets, as a 
one-time action, " to match up with the wording for Plinks, and by 
replacing "containers of dry goods" with "units of Trade Goods", 
and "one container" with "one unit".

Create NSFRule entitled "Trade Goods" with the following text:

The Player CEO's are responsible for shipping Trade Goods. Each unit 
Trade Good comes in a standard size, and a warehouse can contain 20 
units of Trade Goods. Following is a list of Trade Goods traded by 
the Player CEO's:

Flour
Beans
Machine Parts
Plastic Spoons
Gears



From pope_thomasm@yahoo.com Thu Jul 05 17:35:26 2001
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Date: Fri, 06 Jul 2001 00:35:19 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: How to Get More Stuff
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

The following proposal is brought to you by fnordCo, makers of fine 
Illumination.

Create an NSFRule entitled "You Want Some Off This?" with the 
following text:

Players may trade Trade Goods with other Players. An Initiator 
announces what e wishes to give or get, and may state in exchange for 
what. Other Players may respond with offers of their own, through 
private means. When the Initiator has decided whose offer e wishes 
to transact, e announces publicly who e will trade with and what each 
of the two Players will be trading. The other Player must respond 
publicly and affirmatively to that message, within 2 duns. When that 
response is made, then the Initiator will make the modifications to 
the Gamestate through the GNDT.

Players may only trade things they have in their respective 
warehouses. Players may not trade Plinks. The Initiator cannot 
force the other Player to accept a deal. The Initiator does not have 
to accept any offers made. Both Players must exchange at least one 
item each.


From pope_thomasm@yahoo.com Thu Jul 05 18:02:31 2001
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Date: Fri, 06 Jul 2001 01:02:29 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Build that Economy!
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

The following proposal is brought to you by fnordCo, where Seeing It 
is Believing It.

Okay, this one's a long one, but I wanted to make sure everything was 
clear. If I'm being too picky, let me know, I'll try to tone it down.

Create a NSFRule entitled "The Price is Close Enough" with the 
following Text:

There exists a PriceBoard. This lists the costs of Trade Goods in 
Plinks. Every Trade Good is listed on the PriceBoard. 

A Player initiates the Purchase process by making an announcement. E 
shall indicate how many units, what Trade Good, and whether e wishes 
to Sell or Purchase. E may also indicate another Player. 

If the announcement indicates another Player, only the stated Player 
may consummate the Purchase. In this case, the state Player 
indicates acceptance or declines the announcement. If no response is 
made within two duns, it shall be assumed that the indicated Player 
declined. If the announcement is accepted, the Initiator shall make 
appropriate changes to the Gamestate through the GNDT.

If the announcement did not indicate another Player, the initiator 
may accept a reply from any other Player. The Initiator must, within 
three duns of the announcement, either accept a reply or indicate 
that e does not wish to accept any of the replies. If the Initiator 
does not do either of these things, it shall be assumed that none of 
the replies were accepted. If the Initiator accepted a reply, then e 
shall make appropriate changes to the Gamestate through the GNDT.

The changes to be made to the Gamestate are as follows:

The Player who is giving Plinks in exchange for a Trade Good will be 
known as the Buyer. The Buyer shall lose a number of Plinks equal to 
the number of units being purchased times the price listed on the 
PriceBoard for that type of Trade Good. E shall then gain the units 
of the Trade Good type purchased.

The Player who is getting Plinks in exchange for a Trade Good will be 
known as the Seller. The Seller shall gain a number of Plinks equal 
to the number of units being purchased times the price listed on the 
PriceBoard for that type of Trade Good. E shall then lose the units 
of the Trade Good type purchased.

Additionally, if the Purchaser and Seller belong to the same Gang, 
the price may be reduced by up to 50%, at the discretion of the 
Seller, who must publicly state such a discount during their portion 
of the Purchase.

The PriceBoard is updated once every three duns. For every unit of 
Trade Good traded in a completed Trade during the previous three 
duns, that Trade Good's price increases by 1 Plink. If no units of a 
Trade Good were traded, that Trade Good's price decreases by 1 
Plink. There is no upper limit to the price of a Trade Good. The 
lower limit to the price of a Trade Good is 1 Plink.

The Price for all Trade Goods on the PriceBoard is initially set at 
20 Plinks, then this sentence repeals itself.


From firestarter985@aol.com Thu Jul 05 20:18:20 2001
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Date: Fri, 06 Jul 2001 03:18:10 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: The Proprietary Information Act
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From: "Hubert Hwang" <firestarter985@aol.com>

PROPOSAL:

"No player may know the amounts of the various goods present in another 
player's warehouse. The GNDT will reflect this; no information on 
warehouse goods will be displayed to any player not owning those goods. 
Doc will, of course, be given all information on the Gamestate. In 
addition, any player may voluntarily disclose any information regarding 
their current warehouse stock, whether in writing through this Group or 
through the GNDT."

{This message brought to you by ShippingNet, the dot-com without an 
Internet.}

{Message to Kevan: If you sent my GNDT password to arkangl985@yahoo.com 
and it bounced, it was because I forgot to activate the account; send 
it again if this is the case.}

- Hubert Hwang



From jklewis@umich.edu Fri Jul 06 06:55:53 2001
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To: <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Gangs.
In-Reply-To: <xzchewr8m41.fsf@rodan.syr.edu>
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From: John Kipling Lewis <jklewis@umich.edu>




I changed Britta's gang to the correct gang on the webpage.

John -

On 5 Jul 2001 rsholmes@mailbox.syr.edu wrote:

> John Kipling Lewis <jklewis@umich.edu> writes:
>
> > Players are members of street Gangs. Each Player may only be a member of
> > one Gang at a time. If a Player is ever without a Gang for any reason,
> > they are immediately assigned to a random Gang. The Gang membership for
> > each player is part of the Game State.
> >
> > Below is a list of Gangs:
> >
> > The Scorpians
> > The Jigglypuffs
> > The Jets
> > The Nines
>
> I assume this was intended to be a new rule.
>
> ACCEPTED, with corrected spelling of "Scorpions".
>
> --
> - Doc
>
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

< john k. lewis > < jklewis@umich.edu > < .sig virus 2.4 > < designer >


From jklewis@umich.edu Fri Jul 06 07:08:45 2001
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Subject: Re: [DocNomic] Proposal: Winning.
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From: John Kipling Lewis <jklewis@umich.edu>


Proposal for new NSFR: Winning.

The Winner of Round 3 shall be the Player with the most Plinks when all
Player are members of the same Gang or when there are no longer any Gangs
in the Game. In the event that two or more players have the highest
number of Plinks, then all Players with the highest number of Plinks shall
be declared Winners of Round 3.


From rsholmes@mailbox.syr.edu Fri Jul 06 08:02:31 2001
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Subject: Oops
Date: 06 Jul 2001 11:02:09 -0400
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu

I just realized I've been failing to enforce the "Manageable Number of
Proposals" rule this week. However, I also just realized the
"Manageable Number of Proposals" rule was an NSFR and hence was
repealed at the start of this Round. Well, duhh.

It really should have been an FR. I guess my reasoning for making it
an NSFR was that I wanted to try it for a while before making it
quasipermanent. 

Anyway, if that rule were still in effect, the following Proposals
would have been Ignored:

Micheal Thomas's Smooth and Orderly Transition
How to Get More Stuff
Build that Economy!
Hubert Huang's The Proprietary Information Act

and Kevan Davis's Aftermath of the GNDT would have cost him 10 points.

I now reinstate the "Manageable Number of Proposals" rule as an FR.

-- 
- Doc

From jklewis@umich.edu Fri Jul 06 08:13:08 2001
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From: John Kipling Lewis <jklewis@umich.edu>

On 6 Jul 2001 rsholmes@mailbox.syr.edu wrote:

> I now reinstate the "Manageable Number of Proposals" rule as an FR.

I was wondering if it was intentional that a proposal could be something
that changed several rules at once. This means that I could propose
changes to all the rules and add 5 more new rules and repeal two rules, as
long as I sent them in 1 proposal I would be okay. Is that the intended
effect?

John -


From firestarter985@aol.com Fri Jul 06 08:27:51 2001
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From: "Hubert Hwang" <firestarter985@aol.com>

--- In DocNomic@y..., John Kipling Lewis <jklewis@u...> wrote:
> On 6 Jul 2001 rsholmes@m... wrote:
> 
> > I now reinstate the "Manageable Number of Proposals" rule as an FR.
> 
> I was wondering if it was intentional that a proposal could be something
> that changed several rules at once. This means that I could propose
> changes to all the rules and add 5 more new rules and repeal two rules, as
> long as I sent them in 1 proposal I would be okay. Is that the intended
> effect?
> 
> John -

I think that would be OK (speaking from personal opinion here) because 
the benefit gained from the alteration/insertion of new rules would be 
balanced by the fact that if any part of the proposal is not 
acceptable, the entire thing would be denied.

However, I'm not Doc, so I have no idea what he's going to say.

Oh well, let's wait for the ruling...

- Hubert Hwang



From rsholmes@mailbox.syr.edu Fri Jul 06 10:20:22 2001
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From: rsholmes@mailbox.syr.edu

"Hubert Hwang" <firestarter985@aol.com> writes:

> I think that would be OK (speaking from personal opinion here) because 
> the benefit gained from the alteration/insertion of new rules would be 
> balanced by the fact that if any part of the proposal is not 
> acceptable, the entire thing would be denied.
> 
> However, I'm not Doc, so I have no idea what he's going to say.
> 
> Oh well, let's wait for the ruling...

That would be OK because the benefit gained from the
alteration/insertion of new rules would be balanced by the fact that
if any part of the proposal is not acceptable, the entire thing would
be denied.

I think I heard that somewhere before.

Anyway, the intent of the *present* rules is to allow a proposal to
contain multiple changes to the rules. That's happened already in
this round, and I think it's a perfectly good way to operate.
Otherwise, for example, establishing DocNomic's use of the GNDT would
have required about four separate proposals, with the possibility of
nonsensical results if some were accepted and others rejected.

One should realize that it's bad form to have multiple *unrelated*
changes in a single proposal. (I'm thinking of drafting a guide to
what makes a good DocNomic proposal sometime.) In fact, such a
proposal might annoy me into rejecting it even though all parts are
acceptable. 

Likewise it's bad form to have multiple *related* changes spread
across multiple proposals, if they're fairly small changes and fairly
closely related. The hypothetical four different proposals
establishing DocNomic's use of the GNDT, for instance, would have been
bad form.

So you should include as many changes as are needed in one proposal,
but no more. More or less.

Another consideration is direct costs and benefits. At the moment
there's no reward in DocNomic for getting a proposal accepted, but
there could be. That would tend to reinforce breaking changes among
several proposals. On the other hand, as of this morning, there's a
penalty for submitting multiple proposals per dun. That will tend to
reinforce combining changes into one proposal.

There are people who object on principle to having proposals change
more than one rule. (See the Suber ruleset.) A proposal to enact
such a principle is always in order, of course.

-- 
- Doc

From jklewis@umich.edu Fri Jul 06 10:27:49 2001
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From: John Kipling Lewis <jklewis@umich.edu>


Thanks, that clears things up tremendously.

John -



From firestarter985@aol.com Fri Jul 06 10:35:56 2001
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From: "Hubert Hwang" <firestarter985@aol.com>

Just wondering...

Which days would a new dun begin on? I have no idea which of 
the two possible cycles it is, and with the new rule limiting the 
number of proposals, I need to know when a new dun would 
begin...

- Hubert Hwang


From jklewis@umich.edu Fri Jul 06 10:44:24 2001
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From: John Kipling Lewis <jklewis@umich.edu>

On Fri, 6 Jul 2001, Hubert Hwang wrote:

> Just wondering...
>
> Which days would a new dun begin on? I have no idea which of
> the two possible cycles it is, and with the new rule limiting the
> number of proposals, I need to know when a new dun would
> begin...

It's based on when you last sent a proposal... in otherwords, it's 48
hours after you sent your last proposal... not based on actual "days".

John -


From pope_thomasm@yahoo.com Fri Jul 06 11:20:39 2001
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

--- In DocNomic@y..., rsholmes@m... wrote:
> I just realized I've been failing to enforce the 
> "Manageable Number of Proposals" rule this week. 
> However, I also just realized the "Manageable Number 
> of Proposals" rule was an NSFR and hence was
> repealed at the start of this Round. Well, duhh.

I had thought about that, when I began to develop my new proposals. 
Then I had noticed that Kevan's Aftermath proposal was made within 2 
duns of his previous proposal without costing him points. That's 
when I looked at the Ruleset, and saw that it was missing. I had 
assumed that someone proposed it as a NSFRule. so I fired away.

> I now reinstate the "Manageable Number of Proposals" rule as an FR.

Now all we need is a way to gain points. I'd propose something, but 
I've got a while to wait. Anyone else have any ideas?

Michael
fnordCo
Bringing Illumination to the World


From jklewis@umich.edu Fri Jul 06 11:25:53 2001
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From: John Kipling Lewis <jklewis@umich.edu>

On Fri, 6 Jul 2001, Micheal Thomas wrote:

> --- In DocNomic@y..., rsholmes@m... wrote:
> > I just realized I've been failing to enforce the
> > "Manageable Number of Proposals" rule this week.
> > However, I also just realized the "Manageable Number
> > of Proposals" rule was an NSFR and hence was
> > repealed at the start of this Round. Well, duhh.
>
> I had thought about that, when I began to develop my new proposals.
> Then I had noticed that Kevan's Aftermath proposal was made within 2
> duns of his previous proposal without costing him points. That's
> when I looked at the Ruleset, and saw that it was missing. I had
> assumed that someone proposed it as a NSFRule. so I fired away.
>
> > I now reinstate the "Manageable Number of Proposals" rule as an FR.
>
> Now all we need is a way to gain points. I'd propose something, but
> I've got a while to wait. Anyone else have any ideas?

I have an idea, but I have to wait as well. It would be fairly simple to
allow players to trade plinks for points (one way trade.)

I'll suggest this in about a dun.

John -


From rsholmes@mailbox.syr.edu Fri Jul 06 11:39:46 2001
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Date: 06 Jul 2001 14:38:59 -0400
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> On Fri, 6 Jul 2001, Hubert Hwang wrote:
> 
> > Just wondering...
> >
> > Which days would a new dun begin on? I have no idea which of
> > the two possible cycles it is, and with the new rule limiting the
> > number of proposals, I need to know when a new dun would
> > begin...
> 
> It's based on when you last sent a proposal... in otherwords, it's 48
> hours after you sent your last proposal... not based on actual "days".

Right, this was the subject of a message in Round 2: A dun is not a
calendar term, it denotes a span of time, currently defined as 48
hours. So when it says you can do something once per dun, that means
you can do it anytime you want to, provided it's been at least one dun
since the last time you did it.

I'm not saying I necessarily like this a whole lot -- it's harder to
keep track of than a calendar-based limitation -- but it's what's
presently defined.

-- 
- Doc

From kevan@somethingorother.com Fri Jul 06 13:03:24 2001
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Date: Fri, 06 Jul 2001 20:03:21 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: The Proprietary Information Act
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From: "Kevan Davis" <kevan@somethingorother.com>

> "No player may know the amounts of the various goods present in 
another 
> player's warehouse. The GNDT will reflect this; no information on 
> warehouse goods will be displayed to any player not owning those 
goods. 

Mm, this would need an extra, initial level of log-in stuff on the 
GNDT, since it'd have to know who you were before displaying any data 
at you. Not impossible to implement, but a fair bit of work, and I 
obviously couldn't have it ready for the nanosecond that this 
Proposal passed. (No point coding it all in advance if Doc rejects 
it, after all.)

> In 
> addition, any player may voluntarily disclose any information 
regarding 
> their current warehouse stock, whether in writing through this 
Group or 
> through the GNDT."

Again, even more work to implement, tracking who's revealed what to 
whom ("I reveal my Spoon and Flour total to Britta, but nothing else 
to anyone").

I'm not so sure this is a good idea, anyway - secret trading is 
perhaps fair enough, but better implemented by hand by Doc, rather 
than expecting him to keep a careful eye on all GNDT stock-purchases 
to check that nobody's making mistakes or blatantly cheating. One of 
the nice things about the GNDT, after all, is that people can pick up 
on other people's errors.

Kevan

--
http://uncertain.org/~kevan
"Leave me alone, I was only singing."


From firestarter985@aol.com Fri Jul 06 13:37:08 2001
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From: "Hubert Hwang" <firestarter985@aol.com>

--- In DocNomic@y..., "Kevan Davis" <kevan@s...> wrote:
> > "No player may know the amounts of the various goods present in 
> another 
> > player's warehouse. The GNDT will reflect this; no information on 
> > warehouse goods will be displayed to any player not owning those 
> goods. 
> 
> Mm, this would need an extra, initial level of log-in stuff on the 
> GNDT, since it'd have to know who you were before displaying any 
data 
> at you. Not impossible to implement, but a fair bit of work, and I 
> obviously couldn't have it ready for the nanosecond that this 
> Proposal passed. (No point coding it all in advance if Doc rejects 
> it, after all.)
> 
> > In 
> > addition, any player may voluntarily disclose any information 
> regarding 
> > their current warehouse stock, whether in writing through this 
> Group or 
> > through the GNDT."
> 
> Again, even more work to implement, tracking who's revealed what to 
> whom ("I reveal my Spoon and Flour total to Britta, but nothing 
else 
> to anyone").
> 
> I'm not so sure this is a good idea, anyway - secret trading is 
> perhaps fair enough, but better implemented by hand by Doc, rather 
> than expecting him to keep a careful eye on all GNDT stock-
purchases 
> to check that nobody's making mistakes or blatantly cheating. One 
of 
> the nice things about the GNDT, after all, is that people can pick 
up 
> on other people's errors.
> 

> Kevan
> 
> --
> http://uncertain.org/~kevan
> "Leave me alone, I was only singing."

Yeah, I realize that this would be a large amount of work, and, given 
your objections, I'm sure Doc would probably reject it or alter it to 
leave out the GNDT...

If not, I'll re-propose it later to involve the secret trading by 
hand as per your suggestion.

Thanks for the feedback...

-Hubert Hwang



From rsholmes@mailbox.syr.edu Fri Jul 06 14:25:06 2001
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Subject: A guide to good proposals
Date: 06 Jul 2001 17:25:04 -0400
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From: rsholmes@mailbox.syr.edu

First draft:

<http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_style.html>

-- 
- Doc

From jklewis@umich.edu Fri Jul 06 21:19:53 2001
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To: <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] A guide to good proposals
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From: John Kipling Lewis <jklewis@umich.edu>

On 6 Jul 2001 rsholmes@mailbox.syr.edu wrote:

> First draft:
>
> <http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_style.html>

3. Spelling counts.


I'm dyslexic. I do, on occasion, run my text through a spell checker, but
sometimes this doesn't do anything but confirm that the word I really
wanted can be misspelled as a word I didn't. I'm particularly bad with
vowels, for whatever reason. I'm only noting this so that should Doc be
at the point where an otherwise acceptable rule is pushed over the edge,
that he might understand that it's not because I care little for spelling
and grammar, but rather that like Mark Twain, you can't trust a man who
can only spell something one way.

John -


From bkoch@rz.uni-osnabrueck.de Sat Jul 07 04:53:44 2001
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To: "docnomic" <docnomic@yahoogroups.com>
Subject: Proposal: Plinks for Proposals
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Date: 07 Jul 2001 13:39:28 CEST
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From: "Britta Koch" <bkoch@rz.uni-osnabrueck.de>

Enact a new NSF rule:

Whenever a proposal by a player is accepted, that player gains 11
plinks. When a proposal is declined, that player loses 7 plinks, or
less if e owns less than 7 plinks.

In addition to the plinks gained, Doc may award up to 4 plinks for
ingenuity in the proposal, or may subtract up to 4 plinks for changes e
had to make to the proposal in order to accomodate it to the rules.



-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail http://www.silverymoon.de 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From kevan@somethingorother.com Mon Jul 09 04:25:46 2001
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Date: Mon, 09 Jul 2001 11:25:35 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Pointlessness
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From: "Kevan Davis" <kevan@somethingorother.com>

{ Getting rid of the idea of "Points", which are seeming a bit 
superfluous in the light of everything else.

Also replacing the Point-led manageable-number-of-Proposals thing 
with an "only one Pending Proposal at a time" clause in the Proposals 
Rule itself - such a queueing system is, I suspect, better for 
everyone than a new-Proposal-every-48-hours approach. }

In Rule 2 ("Players"), remove the sentence beginning "Eir Points..." 
and the sentence beginning "The Active Player with the largest number 
of Points..."

Repeal Rule 8 ("Points") and Rule 12 ("Manageable Number of 
Proposals").

In Rule 3 ("Proposals"), replace:-

"Players may submit Proposals at any time permitted by the Rules by 
sending them to the DocNomic Mailing List."

with:-

"If a Player has no Pending Proposals awaiting judgment, he or she 
may submit a new Proposal to the DocNomic Mailing List."

{ "Permitted by the Rules" smacks of tautology. }

--
http://uncertain.org/~kevan
"And even on clear days, I can't see the point."


From jklewis@umich.edu Mon Jul 09 06:22:48 2001
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Subject: Re: [DocNomic] Proposal: Pointlessness
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From: John Kipling Lewis <jklewis@umich.edu>

On Mon, 9 Jul 2001, Kevan Davis wrote:

> { Getting rid of the idea of "Points", which are seeming a bit
> superfluous in the light of everything else.
>
> Also replacing the Point-led manageable-number-of-Proposals thing
> with an "only one Pending Proposal at a time" clause in the Proposals
> Rule itself - such a queueing system is, I suspect, better for
> everyone than a new-Proposal-every-48-hours approach. }

So the idea here is that Doc simply answers the proposals at a measured
pace and that keeps the game from running too fast? This seems to make a
certain amount of sense given the mandate of Doc... but should we include
a rule giving Doc some guidelines for how fast we want things to run?

John -


From rsholmes@mailbox.syr.edu Mon Jul 09 08:03:52 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Trade Goods cleanup
References: <9i2v6t+59di@eGroups.com>
Date: 09 Jul 2001 11:02:55 -0400
In-Reply-To: "Micheal Thomas"'s message of "Fri, 06 Jul 2001 00:02:37 -0000"
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Modify NSFRule 1001 by replacing the words "Currently all warehouses 
> have" with the words "Any new Players entering the game gets, as a 
> one-time action, " to match up with the wording for Plinks, and by 
> replacing "containers of dry goods" with "units of Trade Goods", 
> and "one container" with "one unit".
> 
> Create NSFRule entitled "Trade Goods" with the following text:
> 
> The Player CEO's are responsible for shipping Trade Goods. Each unit 
> Trade Good comes in a standard size, and a warehouse can contain 20 
> units of Trade Goods. Following is a list of Trade Goods traded by 
> the Player CEO's:
> 
> Flour
> Beans
> Machine Parts
> Plastic Spoons
> Gears

REJECTED. Rule 1001 does need some work (as it stands, the contents
of each warehouse is invariant) but I'm not sure this is much of an
improvement... and I think it's silly to give Trade Goods to players,
rather than to their respective shipping companies.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 09 08:06:04 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: How to Get More Stuff
References: <9i3147+vbfb@eGroups.com>
Date: 09 Jul 2001 11:06:02 -0400
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"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> The following proposal is brought to you by fnordCo, makers of fine 
> Illumination.
> 
> Create an NSFRule entitled "You Want Some Off This?" with the 
> following text:
> 
> Players may trade Trade Goods with other Players. An Initiator 
> announces what e wishes to give or get, and may state in exchange for 
> what. Other Players may respond with offers of their own, through 
> private means. When the Initiator has decided whose offer e wishes 
> to transact, e announces publicly who e will trade with and what each 
> of the two Players will be trading. The other Player must respond 
> publicly and affirmatively to that message, within 2 duns. When that 
> response is made, then the Initiator will make the modifications to 
> the Gamestate through the GNDT.
> 
> Players may only trade things they have in their respective 
> warehouses. Players may not trade Plinks. The Initiator cannot 
> force the other Player to accept a deal. The Initiator does not have 
> to accept any offers made. Both Players must exchange at least one 
> item each.

REJECTED. Since the previous proposal was rejected, "Trade Goods" is
an undefined concept, and one really can't trade anything anyway since
Rule 1001 does not allow the contents of a warehouse to change.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 09 08:08:13 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Build that Economy!
References: <9i32n5+rf5f@eGroups.com>
Date: 09 Jul 2001 11:07:13 -0400
In-Reply-To: "Micheal Thomas"'s message of "Fri, 06 Jul 2001 01:02:29 -0000"
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"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> The following proposal is brought to you by fnordCo, where Seeing It 
> is Believing It.
> 
> Okay, this one's a long one, but I wanted to make sure everything was 
> clear. If I'm being too picky, let me know, I'll try to tone it down.
> 
> Create a NSFRule entitled "The Price is Close Enough" with the 
> following Text:
> 
> There exists a PriceBoard. This lists the costs of Trade Goods in 
> Plinks. Every Trade Good is listed on the PriceBoard. 
> 
> A Player initiates the Purchase process by making an announcement. E 
> shall indicate how many units, what Trade Good, and whether e wishes 
> to Sell or Purchase. E may also indicate another Player. 
> 
> If the announcement indicates another Player, only the stated Player 
> may consummate the Purchase. In this case, the state Player 
> indicates acceptance or declines the announcement. If no response is 
> made within two duns, it shall be assumed that the indicated Player 
> declined. If the announcement is accepted, the Initiator shall make 
> appropriate changes to the Gamestate through the GNDT.
> 
> If the announcement did not indicate another Player, the initiator 
> may accept a reply from any other Player. The Initiator must, within 
> three duns of the announcement, either accept a reply or indicate 
> that e does not wish to accept any of the replies. If the Initiator 
> does not do either of these things, it shall be assumed that none of 
> the replies were accepted. If the Initiator accepted a reply, then e 
> shall make appropriate changes to the Gamestate through the GNDT.
> 
> The changes to be made to the Gamestate are as follows:
> 
> The Player who is giving Plinks in exchange for a Trade Good will be 
> known as the Buyer. The Buyer shall lose a number of Plinks equal to 
> the number of units being purchased times the price listed on the 
> PriceBoard for that type of Trade Good. E shall then gain the units 
> of the Trade Good type purchased.
> 
> The Player who is getting Plinks in exchange for a Trade Good will be 
> known as the Seller. The Seller shall gain a number of Plinks equal 
> to the number of units being purchased times the price listed on the 
> PriceBoard for that type of Trade Good. E shall then lose the units 
> of the Trade Good type purchased.
> 
> Additionally, if the Purchaser and Seller belong to the same Gang, 
> the price may be reduced by up to 50%, at the discretion of the 
> Seller, who must publicly state such a discount during their portion 
> of the Purchase.
> 
> The PriceBoard is updated once every three duns. For every unit of 
> Trade Good traded in a completed Trade during the previous three 
> duns, that Trade Good's price increases by 1 Plink. If no units of a 
> Trade Good were traded, that Trade Good's price decreases by 1 
> Plink. There is no upper limit to the price of a Trade Good. The 
> lower limit to the price of a Trade Good is 1 Plink.
> 
> The Price for all Trade Goods on the PriceBoard is initially set at 
> 20 Plinks, then this sentence repeals itself.

Rejected, for similar reasons to the last one. Also, I feel, too long
and involved for a game of the present size and age. Let's build up
to this sort of thing.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 09 08:28:47 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Proprietary Information Act
References: <9i3ali+b9di@eGroups.com>
Date: 09 Jul 2001 11:27:48 -0400
In-Reply-To: "Hubert Hwang"'s message of "Fri, 06 Jul 2001 03:18:10 -0000"
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From: rsholmes@mailbox.syr.edu

"Hubert Hwang" <firestarter985@aol.com> writes:

> PROPOSAL:
> 
> "No player may know the amounts of the various goods present in another 
> player's warehouse. The GNDT will reflect this; no information on 
> warehouse goods will be displayed to any player not owning those goods. 
> Doc will, of course, be given all information on the Gamestate. In 
> addition, any player may voluntarily disclose any information regarding 
> their current warehouse stock, whether in writing through this Group or 
> through the GNDT."
> 
> {This message brought to you by ShippingNet, the dot-com without an 
> Internet.}

REJECTED. As discussed, this proposal is unworkable in its present
form at the present time because the GNDT isn't set up for what you
want it to do. Additionally, this rule (*is* it a new rule? You
don't say.) is self-inconsistent: "No player may know the amounts of
the various goods present in another player's warehouse" conflicts
with "any player may voluntarily disclose any information regarding
their current warehouse stock".

And Kevan's point:

> I'm not so sure this is a good idea, anyway - secret trading is 
> perhaps fair enough, but better implemented by hand by Doc, rather 
> than expecting him to keep a careful eye on all GNDT stock-purchases 
> to check that nobody's making mistakes or blatantly cheating. One of 
> the nice things about the GNDT, after all, is that people can pick up 
> on other people's errors.

is well taken. And I add that it applies perhaps even more
appropriately to data tracked by hand by me, since I'm even more
likely to make mistakes doing it that way than if it's done via the
GNDT. 

The third sentence ("Doc will, of course...") is problematic. "Of
course" suggests the sentence doesn't even need to be there, that it's
tautological, but in fact since we don't know yet how we will
implement transfer of goods, it's *not* tautological. A clear
statement that Doc *must* receive all information on warehouse
contents would be better.

As for the last sentence, such a clause need not be included in a
rule, since such messages are unregulated anyway. (Or wouldn't be if
it weren't for the fact that your first sentence prohibits them!) A
clause to *prohibit* such disclosures would be needed if such
prohibition were desired, but it'd be impossible to enforce.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 09 08:32:09 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Winning.
References: <Pine.GSO.4.32.0107061003250.19016-100000@ralf.itd.umich.edu>
Date: 09 Jul 2001 11:31:23 -0400
In-Reply-To: John Kipling Lewis's message of "Fri, 6 Jul 2001 10:08:43 -0400 (EDT)"
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> Proposal for new NSFR: Winning.
> 
> The Winner of Round 3 shall be the Player with the most Plinks when all
> Player are members of the same Gang or when there are no longer any Gangs
> in the Game. In the event that two or more players have the highest
> number of Plinks, then all Players with the highest number of Plinks shall
> be declared Winners of Round 3.

ACCEPTED, although I point out that Rule 7 says

When one (and only one) Player achieves the title of The Winner of
Round n, where n is the Round Number, the Round ends.

so that, if multiple players are declared Winners of Round 3 by your
second sentence, that will *not* be the end of the Round. The Round
will continue until there is only one Winner. (Unless Rule 7 is
amended or overridden, of course.)

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 09 08:41:20 2001
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To: DocNomic@yahoogroups.com
Cc: "docnomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Plinks for Proposals
References: <E15IqQs-0000Ii-00@inanna.surf2000.de>
Date: 09 Jul 2001 11:40:29 -0400
In-Reply-To: "Britta Koch"'s message of "07 Jul 2001 13:39:28 CEST"
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"Britta Koch" <bkoch@rz.uni-osnabrueck.de> writes:

> Enact a new NSF rule:
> 
> Whenever a proposal by a player is accepted, that player gains 11
> plinks. When a proposal is declined, that player loses 7 plinks, or
> less if e owns less than 7 plinks.
> 
> In addition to the plinks gained, Doc may award up to 4 plinks for
> ingenuity in the proposal, or may subtract up to 4 plinks for changes e
> had to make to the proposal in order to accomodate it to the rules.

ACCEPTED. Though I will make a couple changes: "rejected" rather than
"declined", and omit ", or less if e owns less than 7 plinks". If such
a provision is used here, it also ought to be used in the second
paragraph; but it's easier just to make it a general principle in the
Plinks rule. I'll do so by Proclamation.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 09 08:43:26 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Pointlessness
References: <9ic4bf+f9b1@eGroups.com>
Date: 09 Jul 2001 11:43:11 -0400
In-Reply-To: "Kevan Davis"'s message of "Mon, 09 Jul 2001 11:25:35 -0000"
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"Kevan Davis" <kevan@somethingorother.com> writes:

> { Getting rid of the idea of "Points", which are seeming a bit 
> superfluous in the light of everything else.
> 
> Also replacing the Point-led manageable-number-of-Proposals thing 
> with an "only one Pending Proposal at a time" clause in the Proposals 
> Rule itself - such a queueing system is, I suspect, better for 
> everyone than a new-Proposal-every-48-hours approach. }
> 
> In Rule 2 ("Players"), remove the sentence beginning "Eir Points..." 
> and the sentence beginning "The Active Player with the largest number 
> of Points..."
> 
> Repeal Rule 8 ("Points") and Rule 12 ("Manageable Number of 
> Proposals").
> 
> In Rule 3 ("Proposals"), replace:-
> 
> "Players may submit Proposals at any time permitted by the Rules by 
> sending them to the DocNomic Mailing List."
> 
> with:-
> 
> "If a Player has no Pending Proposals awaiting judgment, he or she 
> may submit a new Proposal to the DocNomic Mailing List."
> 
> { "Permitted by the Rules" smacks of tautology. }

REJECTED. I think it's too early to say points are pointless.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 09 08:52:30 2001
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To: DocNomic@yahoogroups.com
Subject: Proclamation: No negative plinks
Date: 09 Jul 2001 11:51:45 -0400
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From: rsholmes@mailbox.syr.edu

To Rule 1002 add the following paragraph:

No Player may have a negative number of Plinks. Any non-mandatory
action by a Player that would reduce that Player's Plink total by
more Plinks than e has shall not be permitted. Any other action (by
any game participant) that would otherwise reduce a Player's Plink
total by more Plinks than e has shall instead reduce it to zero.
This paragraph takes precedence over all other rules.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 09 08:56:41 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Pointlessness
References: <9ic4bf+f9b1@eGroups.com>
Date: 09 Jul 2001 11:55:44 -0400
In-Reply-To: "Kevan Davis"'s message of "Mon, 09 Jul 2001 11:25:35 -0000"
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From: rsholmes@mailbox.syr.edu

Kevan loses 7 Plinks, by the way.

-- 
- Doc

From pope_thomasm@yahoo.com Mon Jul 09 11:23:51 2001
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Date: Mon, 09 Jul 2001 17:59:10 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Trade Goods cleanup
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

--- In DocNomic@y..., rsholmes@m... wrote:
> 
> REJECTED. Rule 1001 does need some work (as it stands, the contents
> of each warehouse is invariant) 

Indeed. It was written with the intent to introduce the concept, and 
then have it modified, instead of trying to draft a much longer rule 
that would cover all the bases to begin with.

> but I'm not sure this is much of an improvement... 

Well, it was supposed to make sure that any new players got a 
warehouse and stuff with it. Also, it was to actually delineate what 
could be in a warehouse, and do so in a separate rule, to keep each 
rule as concise as possible for the task it was dealing with.

Oh well, back to the drawing board.

Michael
FnordCo, Makers of Fine School Supplies


From pope_thomasm@yahoo.com Tue Jul 10 13:22:52 2001
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To: DocNomic@yahoogroups.com
Subject: Proposal: Let's try this again, but simpler
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

Modify NSFRule 1001 by replacing the words "Currently all warehouses 
have" with the words "When a new Player enters the game, their 
Company gets, as a one time action, " to match up with the wording 
for Plinks, and by replacing "containers of dry goods" with "units of 
Trade Goods", and "one container" with "one unit".

Michael
CEO of FnordCo
Bringing the Word to the Masses


From rsholmes@mailbox.syr.edu Thu Jul 12 07:38:28 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Let's try this again, but simpler
References: <9ifo4i+fdu4@eGroups.com>
Date: 12 Jul 2001 10:38:10 -0400
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Modify NSFRule 1001 by replacing the words "Currently all warehouses 
> have" with the words "When a new Player enters the game, their 
> Company gets, as a one time action, " to match up with the wording 
> for Plinks, and by replacing "containers of dry goods" with "units of 
> Trade Goods", and "one container" with "one unit".

APPROVED. +11 Plinks.

-- 
- Rich Holmes
Syracuse, NY

From pope_thomasm@yahoo.com Thu Jul 12 10:31:34 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Let's try this again, but simpler
Message-ID: <9ikmlj+hgmr@eGroups.com>
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

--- In DocNomic@y..., rsholmes@m... wrote:
> "Micheal Thomas" <pope_thomasm@y...> writes:
> 
> > Modify NSFRule 1001 
> > [snip]
> 
> APPROVED. +11 Plinks.

Thank you, muchly. 

Now, I wonder, while I have the most Plinks, should I go ahead and 
try to either a) banish the gangs, or b) move everyone else into the 
Scorpions, so I can see if I can beat Kevan for quickest game win?

Nah, too easy, and would probably be Rejected anyway.

Since this change (hopefully) fixed the forced stasis in the 
warehouses, shall I resubmit the Trading proposal?

MIchael


From firestarter985@aol.com Fri Jul 13 08:21:57 2001
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Date: Fri, 13 Jul 2001 15:21:52 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Points and Plinks
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From: "Hubert Hwang" <firestarter985@aol.com>

Enact a new NSF Rule with the following text: (see, I finally learned 
:P)

"At any time, players may trade 5 plinks to gain 1 point. This rate of 
trade will be altered one per two duns by one unit, up or down (i.e., 
the first alteration will turn the rate into either 6 plinks or 4 
plinks per point). Whether the rate becomes more or less expensive 
depends on the usage. If more than half of the current active players 
have used this service at least once in the last dun, then the rate 
will become more expensive, otherwise, the rate will become less 
expensive."



From jklewis@umich.edu Fri Jul 13 08:44:05 2001
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To: <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Points and Plinks
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From: John Kipling Lewis <jklewis@umich.edu>

On Fri, 13 Jul 2001, Hubert Hwang wrote:

> Enact a new NSF Rule with the following text: (see, I finally learned
> :P)
>
> "At any time, players may trade 5 plinks to gain 1 point. This rate of
> trade will be altered one per two duns by one unit, up or down (i.e.,
> the first alteration will turn the rate into either 6 plinks or 4
> plinks per point). Whether the rate becomes more or less expensive
> depends on the usage. If more than half of the current active players
> have used this service at least once in the last dun, then the rate
> will become more expensive, otherwise, the rate will become less
> expensive."

You should add a limiter on the low end. Theoretically we could get 1
point for 0 plinks in 5 duns.

John -


From pope_thomasm@yahoo.com Fri Jul 13 10:31:39 2001
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Subject: Re: [DocNomic] Proposal: Points and Plinks
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From: fnord <pope_thomasm@yahoo.com>


--- Hubert Hwang <firestarter985@aol.com> wrote:
> "At any time, players may trade 5 plinks to gain 1
> point. This rate of trade will be altered one per

altered by one what? I assume you mean Plinks here,
right?

> two duns by one unit, up or down (i.e., the first
> alteration will turn the rate into either 6 plinks
> or 4 plinks per point). Whether the rate becomes
> more or less expensive depends on the usage. If more
> than half of the current active players have used
> this service at least once in the last dun, then the
> rate will become more expensive, otherwise, the rate
> will become less expensive."

What exactly does more or less expensive mean? I
assume you mean, espectively, more Plinks per point
and less Plinks per point. I'd just want to be sure.

Lastly, and this may be a bit too pedantic, I believe
that even though the Rule changes the exchange rate,
it will automatically set the rate back to 5 Plinks
per point, since the Rule doesn't amend itself each
time the rate changes. Of course, would such
modifications require the date of change to be written
down for the Rule? More important, though, am I being
too picky?

Michael
FnordCo, where Watching Your Every Move has become a Science

__________________________________________________
Do You Yahoo!?
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From rsholmes@mailbox.syr.edu Mon Jul 16 08:01:38 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Points and Plinks
References: <20010713172948.37966.qmail@web13907.mail.yahoo.com>
Date: 16 Jul 2001 11:00:17 -0400
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From: rsholmes@mailbox.syr.edu

fnord <pope_thomasm@yahoo.com> writes:

> --- Hubert Hwang <firestarter985@aol.com> wrote:
> > "At any time, players may trade 5 plinks to gain 1
> > point. This rate of trade will be altered one per
> 
> altered by one what? I assume you mean Plinks here,
> right?
> 
> > two duns by one unit, up or down (i.e., the first
> > alteration will turn the rate into either 6 plinks
> > or 4 plinks per point). Whether the rate becomes
> > more or less expensive depends on the usage. If more
> > than half of the current active players have used
> > this service at least once in the last dun, then the
> > rate will become more expensive, otherwise, the rate
> > will become less expensive."
> 
> What exactly does more or less expensive mean? I
> assume you mean, espectively, more Plinks per point
> and less Plinks per point. I'd just want to be sure.
> 
> Lastly, and this may be a bit too pedantic, I believe
> that even though the Rule changes the exchange rate,
> it will automatically set the rate back to 5 Plinks
> per point, since the Rule doesn't amend itself each
> time the rate changes. Of course, would such
> modifications require the date of change to be written
> down for the Rule? More important, though, am I being
> too picky?

Yes. Which means you have a great future if you ever decide to go
into the Doc business.

Hubert's proposal is REJECTED for the reasons fnord has so ably
pointed out: language ambiguity needs fixing, and the exchange rate
needs to not be "hardwired" into the rule.

-- 
- Rich Holmes
Syracuse, NY

From pope_thomasm@yahoo.com Tue Jul 17 11:51:04 2001
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To: DocNomic@yahoogroups.com
Subject: Timing Question
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

Okay, I wanna attempt to add a rule that allows Trade Goods to be 
added to people's warehouses. The concept would be that every so 
often, a ship comes in carrying cargo, and people can bid on that 
cargo with plinks or points or whatever.

My main sticking point is how often should that ship come in, and how 
to phrase it so that it's not too much work on anybody's part, most 
especially Doc's.

My first thought was to have it come in every 3 duns, but how to 
state that? "Every 3 duns" sounds too imprecise. I don't like "3 
duns after the previous ship arrived, another ship arrives" because 
that's (oddly enough) too precise. "Every 3rd dun" sounds good, but 
how do you start counting? 

I'd thought about saying "Every Monday and Thursday", but I'd like to 
stick with duns, as it allows a throttle on the speed of the game.

Does anyone have any thoughts or suggestions on the matter?

Michael


From jklewis@umich.edu Tue Jul 17 12:24:24 2001
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From: John Kipling Lewis <jklewis@umich.edu>

On Tue, 17 Jul 2001, Micheal Thomas wrote:

> Okay, I wanna attempt to add a rule that allows Trade Goods to be
> added to people's warehouses. The concept would be that every so
> often, a ship comes in carrying cargo, and people can bid on that
> cargo with plinks or points or whatever.
>
> My main sticking point is how often should that ship come in, and how
> to phrase it so that it's not too much work on anybody's part, most
> especially Doc's.
>
> My first thought was to have it come in every 3 duns, but how to
> state that? "Every 3 duns" sounds too imprecise. I don't like "3
> duns after the previous ship arrived, another ship arrives" because
> that's (oddly enough) too precise. "Every 3rd dun" sounds good, but
> how do you start counting?
>
> I'd thought about saying "Every Monday and Thursday", but I'd like to
> stick with duns, as it allows a throttle on the speed of the game.
>
> Does anyone have any thoughts or suggestions on the matter?

The ship should arrive no sooner than 3 duns and not less then 5 duns.

John -


From rsholmes@mailbox.syr.edu Fri Jul 20 10:04:37 2001
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To: DocNomic@yahoogroups.com
Subject: Players
Date: 20 Jul 2001 13:03:55 -0400
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From: rsholmes@mailbox.syr.edu

DocNomic Player status:

Britta Koch -- Active to 21 Jul 2001
Hubert Hwang -- Active to 27 Jul 2001
John Kipling Lewis -- Inactive from 20 Jul 2001
Kevan Davis -- Active to 23 Jul 2001
Micheal Thomas -- Inactive from 20 Jul 2001

Two players became Inactive today, and one will become Inactive
tomorrow unless e submits a Proposal or PoO.

Inactive players may of course become Active by submitting a
Proposal or PoO. 

Inactive players run the risk of being dropped from the player list if
the Round should end before they submit a Proposal or PoO.

-- 
- Rich Holmes
Syracuse, NY

From jklewis@umich.edu Fri Jul 20 10:27:16 2001
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To: <DocNomic@yahoogroups.com>
Subject: Proposal: Gang Warfare
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From: John Kipling Lewis <jklewis@umich.edu>


PROPOSAL, Not so fundamental rule: Gang Warfare

Once per Dun, a Gang Member can elect to take an action. To take an
action, the player sends a message to the DocNomic Mailing List with the
subject listed clearly as: Gang Action-- <action type>, where action type
is one listed below.

Action Types:

Steal <item type> from Player <active Player>

The Player attempts to steal items from the active Player listed. The
active player must be a member of a different Gang than the Player taking
this action. The item type can be one of the following; Plinks, flour,
beans, machine parts, and plastic spoons. The active player targeted by
this action loses a random amount of that item type from 0 to 10. The
Player attempting this action has a 20% chance of being caught. If
caught, that Player loses all their Plinks. The Player making this action
now gains the amount of items lost by the Active Player.

Fight rival gang <Gang>

The Player initiates a fight between it's Gang and a stated Gang which
is not their own. All active players who are members of these gangs have
their number of Plinks altered by a random number from -10 to +5. The
initiating Player gains a bonus 10 Plinks.

Doc determines the effects of the actions.


From pope_thomasm@yahoo.com Fri Jul 20 22:42:36 2001
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Date: Sat, 21 Jul 2001 05:41:31 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal and Re: Players
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

--- In DocNomic@y..., rsholmes@m... wrote:
> DocNomic Player status:
> 
> Micheal Thomas -- Inactive from 20 Jul 2001

Um, what? According to the Rules, a Player is active if e has 
submitted a proposal within the last two weeks. My last proposal was 
dated July 10th. That should net me Active status until July 24th, 
shouldn't it?

In either case, I submit the following Proposal:

Modify Fundamental Rule 2 by replacing all instances of the phrase 
"two weeks" with the phrase "7 duns".

Michael


From rsholmes@mailbox.syr.edu Mon Jul 23 08:40:13 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Gang Warfare
References: <Pine.GSO.4.32.0107201308320.28723-100000@jane.itd.umich.edu>
Date: 23 Jul 2001 11:07:42 -0400
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> PROPOSAL, Not so fundamental rule: Gang Warfare
> 
> Once per Dun, a Gang Member can elect to take an action. To take an
> action, the player sends a message to the DocNomic Mailing List with the
> subject listed clearly as: Gang Action-- <action type>, where action type
> is one listed below.
> 
> Action Types:
> 
> Steal <item type> from Player <active Player>
> 
> The Player attempts to steal items from the active Player listed. The
> active player must be a member of a different Gang than the Player taking
> this action. The item type can be one of the following; Plinks, flour,
> beans, machine parts, and plastic spoons. The active player targeted by
> this action loses a random amount of that item type from 0 to 10. The
> Player attempting this action has a 20% chance of being caught. If
> caught, that Player loses all their Plinks. The Player making this action
> now gains the amount of items lost by the Active Player.
> 
> Fight rival gang <Gang>
> 
> The Player initiates a fight between it's Gang and a stated Gang which
> is not their own. All active players who are members of these gangs have
> their number of Plinks altered by a random number from -10 to +5. The
> initiating Player gains a bonus 10 Plinks.
> 
> Doc determines the effects of the actions.

I have a few misgivings: there seems to be nothing preventing a Player
from ending up with a negative number of items, and starting a fight
appears to be a no-lose proposition. It also would "feel" better to
me to have fights affect points, not plinks. But I'll leave those for
others to fix up, if they want, and APPROVE this. +11 Plinks.

-- 
- Rich Holmes
Syracuse, NY

From rsholmes@mailbox.syr.edu Mon Jul 23 08:45:41 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal and Re: Players
References: <9jb4mb+m1t3@eGroups.com>
Date: 23 Jul 2001 11:14:21 -0400
In-Reply-To: "Micheal Thomas"'s message of "Sat, 21 Jul 2001 05:41:31 -0000"
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Um, what? According to the Rules, a Player is active if e has 
> submitted a proposal within the last two weeks. My last proposal was 
> dated July 10th. That should net me Active status until July 24th, 
> shouldn't it?

Oops, you're correct. Chalk it up to a "feature" of my email reader.

> In either case, I submit the following Proposal:
> 
> Modify Fundamental Rule 2 by replacing all instances of the phrase 
> "two weeks" with the phrase "7 duns".

ACCEPTED. +11 Plinks.

-- 
- Rich Holmes
Syracuse, NY

From rsholmes@mailbox.syr.edu Mon Jul 23 08:50:03 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Players
References: <xzcae1zmt1g.fsf@rodan.syr.edu>
Date: 23 Jul 2001 11:18:53 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "20 Jul 2001 13:03:55 -0400"
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From: rsholmes@mailbox.syr.edu

rsholmes@mailbox.syr.edu writes:

> DocNomic Player status:
> 
> Britta Koch -- Active to 21 Jul 2001
> Hubert Hwang -- Active to 27 Jul 2001
> John Kipling Lewis -- Inactive from 20 Jul 2001
> Kevan Davis -- Active to 23 Jul 2001
> Micheal Thomas -- Inactive from 20 Jul 2001

Britta and Kevan now are Inactive. John and Micheal are Active.

-- 
- Rich Holmes
Syracuse, NY

From jklewis@umich.edu Mon Jul 23 11:30:47 2001
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Subject: Gang Action-- Steal Plinks from Player Micheal Thomas
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From: John Kipling Lewis <jklewis@umich.edu>




From jklewis@umich.edu Mon Jul 23 11:35:07 2001
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From: John Kipling Lewis <jklewis@umich.edu>


POO:
Ignore previous requested gang activity... I misread the list and I can
not steal from Micheal as we are in the same Gang.


From rsholmes@mailbox.syr.edu Mon Jul 23 12:12:34 2001
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Subject: Re: [DocNomic] Proposal: Gang Warfare
References: <Pine.GSO.4.32.0107231425460.7505-100000@myke.itd.umich.edu>
Date: 23 Jul 2001 15:11:57 -0400
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> POO:
> Ignore previous requested gang activity... I misread the list and I can
> not steal from Micheal as we are in the same Gang.

OK. No need to do this as a PoO, though.

-- 
- Rich Holmes
Syracuse, NY

From pope_thomasm@yahoo.com Mon Jul 23 12:42:09 2001
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Date: Mon, 23 Jul 2001 19:41:06 -0000
To: DocNomic@yahoogroups.com
Subject: Gang Action-- Fight rival gang Jigglypuffs
Message-ID: <9jhuki+ecv5@eGroups.com>
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

Shocked by the attempt of my own gang-mate's attempt to steal some of 
my precious Plinks, I will exact retribution. But, no, not something 
as crass as a direct attack on him. Instead, I will focus our gang's 
attention on another. And in that battle, he will feel the heat of 
the forge, and hopefully will grow stronger.

As such, I declare a fight between the Scorpions and the 
Jigglypuffs. Besides, no self-respecting gang member would belong to 
a gang with such a fluffy mascot.

Michael Thomas
fnordCo
Where would you be without us today?


From bkoch@rz.uni-osnabrueck.de Mon Jul 23 13:52:01 2001
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To: "docnomic" <docnomic@yahoogroups.com>
Subject: GangAction -- Steal Spoons from Hubert
X-Mailer: Pronto v2.2.5 On linux/Pg
Date: 23 Jul 2001 21:15:38 CEST
Reply-To: "Britta Koch" <bkoch@rz.uni-osnabrueck.de>
Message-Id: <E15OlBZ-00040M-00@inanna.surf2000.de>
From: "Britta Koch" <bkoch@rz.uni-osnabrueck.de>

This act of kleptomania proudly brought to you by Flying Penguins Ltd.
- World Domination by kernel 6.6.6!

Britta

-- 
/"\ . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
\ /	ASCII Ribbon Campaign	britta@linuxchix.org
X	- NO HTML/RTF in e-mail http://www.silverymoon.de 
/ \	- NO Word docs in e-mail "My other car is a cdr."



From rsholmes@mailbox.syr.edu Fri Jul 27 06:54:02 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Gang Action-- Fight rival gang Jigglypuffs
References: <9jhuki+ecv5@eGroups.com>
Date: 27 Jul 2001 09:53:01 -0400
In-Reply-To: "Micheal Thomas"'s message of "Mon, 23 Jul 2001 19:41:06 -0000"
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> As such, I declare a fight between the Scorpions and the 
> Jigglypuffs. Besides, no self-respecting gang member would belong to 
> a gang with such a fluffy mascot.

All active players who are members of these gangs have their number of
Plinks altered by a random number from -10 to +5. The initiating
Player gains a bonus 10 Plinks.

Scorpions:
Micheal
John
Jigglypuffs:
Hubert

$ rand.pl 16 3
3 random ints 1 <= x <= 16:
15
7
1

(map to -10 to +5 by subtracting 11:)
4
-4
-10

Michael gains 14 (=4+10) Plinks. John loses 4 Plinks. Hubert loses
10 Plinks.

-- 
- Rich Holmes
Syracuse, NY

From rsholmes@mailbox.syr.edu Fri Jul 27 06:58:24 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] GangAction -- Steal Spoons from Hubert
References: <E15OlBZ-00040M-00@inanna.surf2000.de>
Date: 27 Jul 2001 09:57:44 -0400
In-Reply-To: "Britta Koch"'s message of "23 Jul 2001 21:15:38 CEST"
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From: rsholmes@mailbox.syr.edu


The active player targeted by this action loses a random amount of
that item type from 0 to 10. The Player attempting this action has a
20% chance of being caught. If caught, that Player loses all their
Plinks. The Player making this action now gains the amount of items
lost by the Active Player.

$ rand.pl 1 1 
1 random reals 0 < x < 1:
0.300689697265625

Britta does not get caught.


$ rand.pl 11 1
1 random ints 1 <= x <= 11:
1

(map to 0-10 by subtracting 1:)
0

Hubert loses 0 spoons.

-- 
- Rich Holmes
Syracuse, NY

From pope_thomasm@yahoo.com Mon Jul 30 11:35:07 2001
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Date: Mon, 30 Jul 2001 18:32:24 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Your Ship has come in
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

CEO's may make requests for ships carrying cargo to dock at the Nomic 
Dock.

The request may include which Trade Good the CEO wishes to be on the 
ship. If such a request is made, the ship will contain that Trade 
Good as its cargo, otherwise it will contain a randomly selected 
Trade Good, with each type having an equal chance of being selected.

A CEO may not make a request if the last ship arrived within the last 
dun. E may also not make a request if e was the last person to make 
a request. If e is requesting a specific Trade Good, e may not 
request the Trade Good e requested on eir last request.

If no other CEO's have publicly announced the desire to bid on the 
incoming cargo, then the CEO that made the request will get all cargo 
from the incoming ship, when it arrives. If any other CEO's indicate 
the desire to bid, then a Bidding War will determine who will get the 
cargo.

In a Bidding War, CEO's may bid a number of Points and a number of 
Plinks. The CEO with the highest Bid Total when the ship arrives 
will get the cargo. The Bid Total is calculated as such:

Bid Total = (Number of Points Bid)**2 + (Number of Plinks Bid)**2

where the operator ** means "raised to the power of". If two or more 
CEO's have the same Bid Total, and one of them is the requesting CEO, 
then the requesting CEO will get the cargo. If none are the 
requesting CEO, then the CEO bidding the higher number of Points will 
win. If there is still a tie, then the CEO with the highest number 
of Plinks (in eir possession, including those bid) will get the 
cargo. If there is still a tie after all of this, then the ship will 
have a horrible accident as it tries to dock and the cargo will be 
lost. When the CEO gets the cargo after a Bidding War, e shall lose 
the number of Points and number of Plinks he bid.

The ship will arrive within 7 duns of the request. The ship's 
arrival time is determined by Doc. If the ship arrives within 3 duns 
of the request, it shall contain 1 unit of Trade Goods. If the ship 
arrives more than 3 duns, but less than 7 duns after the request, it 
shall contain 2 units.


From rsholmes@mailbox.syr.edu Thu Aug 02 07:15:01 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Your Ship has come in
References: <9k497o+tfnf@eGroups.com>
Date: 02 Aug 2001 10:14:58 -0400
In-Reply-To: "Micheal Thomas"'s message of "Mon, 30 Jul 2001 18:32:24 -0000"
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> CEO's may make requests for ships carrying cargo to dock at the Nomic 
> Dock.
> 
> The request may include which Trade Good the CEO wishes to be on the 
> ship. If such a request is made, the ship will contain that Trade 
> Good as its cargo, otherwise it will contain a randomly selected 
> Trade Good, with each type having an equal chance of being selected.
> 
> A CEO may not make a request if the last ship arrived within the last 
> dun. E may also not make a request if e was the last person to make 
> a request. If e is requesting a specific Trade Good, e may not 
> request the Trade Good e requested on eir last request.
> 
> If no other CEO's have publicly announced the desire to bid on the 
> incoming cargo, then the CEO that made the request will get all cargo 
> from the incoming ship, when it arrives. If any other CEO's indicate 
> the desire to bid, then a Bidding War will determine who will get the 
> cargo.
> 
> In a Bidding War, CEO's may bid a number of Points and a number of 
> Plinks. The CEO with the highest Bid Total when the ship arrives 
> will get the cargo. The Bid Total is calculated as such:
> 
> Bid Total = (Number of Points Bid)**2 + (Number of Plinks Bid)**2
> 
> where the operator ** means "raised to the power of". If two or more 
> CEO's have the same Bid Total, and one of them is the requesting CEO, 
> then the requesting CEO will get the cargo. If none are the 
> requesting CEO, then the CEO bidding the higher number of Points will 
> win. If there is still a tie, then the CEO with the highest number 
> of Plinks (in eir possession, including those bid) will get the 
> cargo. If there is still a tie after all of this, then the ship will 
> have a horrible accident as it tries to dock and the cargo will be 
> lost. When the CEO gets the cargo after a Bidding War, e shall lose 
> the number of Points and number of Plinks he bid.
> 
> The ship will arrive within 7 duns of the request. The ship's 
> arrival time is determined by Doc. If the ship arrives within 3 duns 
> of the request, it shall contain 1 unit of Trade Goods. If the ship 
> arrives more than 3 duns, but less than 7 duns after the request, it 
> shall contain 2 units.

ACCEPTED. +11 Plinks.

-- 
- Rich Holmes
Syracuse, NY

From pope_thomasm@yahoo.com Fri Aug 03 15:39:58 2001
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Date: Fri, 03 Aug 2001 22:39:54 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Clean up the Street(fight)s
Message-ID: <9kf97q+2vkk@eGroups.com>
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

Modify Rule 1005, Gang Warfare, as follows:

Replace the phrase "The active player targeted by this action loses a 
random amount of that item type from 0 to 10" with the phrase "The 
Active Player targeted by this action loses a random amount of that 
Trade Good from 0 to the quantity that Active Player has in eir 
warehouse".

Replace the phrase "that Player loses all their Plinks" with "that 
Player loses half of their Plinks". (No need to penalize them that 
harshly for something they have no control over.)

Michael
fnordCo
Just because you don't see us, doesn't mean we're not there.


From pope_thomasm@yahoo.com Fri Aug 03 15:41:25 2001
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Date: Fri, 03 Aug 2001 22:41:21 -0000
To: DocNomic@yahoogroups.com
Subject: Shipping Request
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

I would like to make a request for a ship carrying Machine Parts to 
dock at the Nomic Dock.

Michael
fnordCo
Behind the scenes, making things work


From rsholmes@mailbox.syr.edu Mon Aug 06 08:25:41 2001
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To: DocNomic@yahoogroups.com
Subject: Players and (in)activity
Date: 06 Aug 2001 11:25:35 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "23 Jul 2001 11:18:53 -0400"
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu

rsholmes@mailbox.syr.edu writes:

DocNomic Player status:

Britta Koch -- Inactive since 21 Jul 2001
Hubert Hwang -- Inactive since 27 Jul 2001
John Kipling Lewis -- Inactive since 3 Aug 2001
Kevan Davis -- Inactive since 23 Jul 2001
Micheal Thomas -- Active (last proposal 3 Aug 2001)

Either we're in the summer doldrums or nearly everyone's just lost
interest. I hereby redefine the length of a Dun to be 365.25 days in
hopes that activity will pick up within the next Dun.

-- 
- Rich Holmes
Syracuse, NY

From rsholmes@mailbox.syr.edu Mon Aug 06 08:27:05 2001
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Subject: Re: [DocNomic] Proposal: Clean up the Street(fight)s
References: <9kf97q+2vkk@eGroups.com>
Date: 06 Aug 2001 11:27:03 -0400
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I have been unable to connect to uncertain.org (home of the GNDT) for
several days. I will process this proposal after the GNDT comes back.

-- 
- Rich Holmes
Syracuse, NY

From rsholmes@mailbox.syr.edu Mon Aug 06 08:44:48 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Players and (in)activity
References: <xzc8zgxcis0.fsf_-_@rodan.syr.edu>
Date: 06 Aug 2001 11:44:41 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "06 Aug 2001 11:25:35 -0400"
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rsholmes@mailbox.syr.edu writes:

> I hereby redefine the length of a Dun to be 365.25 days in
> hopes that activity will pick up within the next Dun.

Which raises an interesting point: 

> A Player is Active if and only if e has submitted a Proposal or
> Point of Order within the previous 7 duns.

Does this mean all players now are Active, since they submitted
Proposals within the past 7 years?

The other semi-reasonable interpretations are: 7 Duns as measured by
the length of a Dun at the time of the player's last Proposal, or 7
Duns as measured by the length of a Dun at the start (or end) of each
Dun.

I reject the former as being a reasonable procedure but one that reads
far more into the rule than is there, and the latter as treating Duns
as calendar divisions, not time spans, and we've already decided
they're not calendar divisions.

Thus the first interpretation, even though the result seems a bit
silly, is the one I will use.

So all players now are Active.

-- 
- Rich Holmes
Syracuse, NY

From rsholmes@mailbox.syr.edu Mon Aug 06 08:46:43 2001
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Subject: Re: [DocNomic] Players and (in)activity
References: <xzc8zgxcis0.fsf_-_@rodan.syr.edu>
Date: 06 Aug 2001 11:46:33 -0400
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In light of the change in the length of a Dun:
DocNomic Player status:

Britta Koch -- Active (last proposal 7 Jul 2001)
Hubert Hwang -- Active (last proposal 13 Jul 2001)
John Kipling Lewis -- Active (last proposal 20 Jul 2001)
Kevan Davis -- Active (last proposal 9 Jul 2001)
Micheal Thomas -- Active (last proposal 3 Aug 2001)

-- 
- Rich Holmes
Syracuse, NY

From rsholmes@mailbox.syr.edu Tue Aug 07 10:22:38 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Clean up the Street(fight)s
References: <9kf97q+2vkk@eGroups.com>
Date: 07 Aug 2001 13:21:55 -0400
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Modify Rule 1005, Gang Warfare, as follows:
> 
> Replace the phrase "The active player targeted by this action loses a 
> random amount of that item type from 0 to 10" with the phrase "The 
> Active Player targeted by this action loses a random amount of that 
> Trade Good from 0 to the quantity that Active Player has in eir 
> warehouse".
> 
> Replace the phrase "that Player loses all their Plinks" with "that 
> Player loses half of their Plinks". (No need to penalize them that 
> harshly for something they have no control over.)

ACCEPTED. +11 Plinks.

-- 
- Rich Holmes
Syracuse, NY

From jklewis@umich.edu Tue Aug 07 10:41:08 2001
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To: <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Gang members.
In-Reply-To: <xzc4rrlcipk.fsf@rodan.syr.edu>
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From: John Kipling Lewis <jklewis@umich.edu>


Proposal:

Append the following to rule #1000 Gangs

All Gangs have a number of members and this number is part of the game
state. The total number of members may never be lower than the total
number of Players who are members of the Gang.



Modify rule #1005. Gang Warfare

Change actions to read as follows:

Action Types:

Steal <item type> from Player <active Player>

The Player attempts to steal items from the active Player listed. The
active player must be a member of a different Gang than the Player taking
this action. The item type can be one of the following; Plinks, flour,
beans, machine parts, and plastic spoons. The Active Player targeted by
this action loses a random amount of that Trade Good from 0 to the
quantity that Active Player has in eir warehouse -or- the total number of
Gang members in the Players Gang, whichever is lower. The Player
attempting this action has a 20% chance of being caught. If caught, that
Player loses half of their Plinks. The Player making this action now gains
the amount of items lost by the Active Player.

Fight rival gang <Gang>

The Player initiates a fight between their Gang and a stated Gang which is
not their own. All active players who are members of these gangs have
their number of Plinks altered by a random number from -10 to +5. The
initiating Player gains a bonus 10 Plinks. In addition each Gang loses a
number of Gang members from 0 to the number of members in the opposing
gang at the start of the fight. This may never reduce the total number of
gang members below the total number of Players who are members of the
Gang.

Recruit for gang <Gang>

The Player initiates a campaign to increase the number of Gang members in
their own Gang. Increase the number of Gang members by a random amount
from 0-13.



From rsholmes@mailbox.syr.edu Thu Aug 09 13:18:22 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Gang members.
References: <Pine.GSO.4.32.0108071328160.26991-100000@jane.itd.umich.edu>
Date: 09 Aug 2001 16:17:26 -0400
In-Reply-To: John Kipling Lewis's message of "Tue, 7 Aug 2001 13:40:31 -0400 (EDT)"
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> Proposal:
> 
> Append the following to rule #1000 Gangs
> 
> All Gangs have a number of members and this number is part of the game
> state. The total number of members may never be lower than the total
> number of Players who are members of the Gang.
> 
> 
> 
> Modify rule #1005. Gang Warfare
> 
> Change actions to read as follows:
> 
> Action Types:
> 
> Steal <item type> from Player <active Player>
> 
> The Player attempts to steal items from the active Player listed. The
> active player must be a member of a different Gang than the Player taking
> this action. The item type can be one of the following; Plinks, flour,
> beans, machine parts, and plastic spoons. The Active Player targeted by
> this action loses a random amount of that Trade Good from 0 to the
> quantity that Active Player has in eir warehouse -or- the total number of
> Gang members in the Players Gang, whichever is lower. The Player
> attempting this action has a 20% chance of being caught. If caught, that
> Player loses half of their Plinks. The Player making this action now gains
> the amount of items lost by the Active Player.
> 
> Fight rival gang <Gang>
> 
> The Player initiates a fight between their Gang and a stated Gang which is
> not their own. All active players who are members of these gangs have
> their number of Plinks altered by a random number from -10 to +5. The
> initiating Player gains a bonus 10 Plinks. In addition each Gang loses a
> number of Gang members from 0 to the number of members in the opposing
> gang at the start of the fight. This may never reduce the total number of
> gang members below the total number of Players who are members of the
> Gang.
> 
> Recruit for gang <Gang>
> 
> The Player initiates a campaign to increase the number of Gang members in
> their own Gang. Increase the number of Gang members by a random amount
> from 0-13.

ACCEPTED. +11 Plinks.

-- 
- Rich Holmes
Syracuse, NY

From rsholmes@mailbox.syr.edu Thu Aug 09 13:29:44 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Gang members.
References: <Pine.GSO.4.32.0108071328160.26991-100000@jane.itd.umich.edu>
Date: 09 Aug 2001 16:29:41 -0400
In-Reply-To: John Kipling Lewis's message of "Tue, 7 Aug 2001 13:40:31 -0400 (EDT)"
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From: rsholmes@mailbox.syr.edu

I just noticed a defect in Rule 1005, resulting from Micheal's
amendment and persisting after John's amendment:

The item type can be one of the following; PLINKS, flour, beans,
machine parts, and plastic spoons. The Active Player targeted by
this action loses a random amount of that TRADE GOOD from 0 to the
quantity that Active Player has IN EIR WAREHOUSE

(my emphases). Plinks can be stolen, but they are not Trade Goods and
they are not kept in Warehouses. The intention is clear but the
wording doesn't match the intention...

-- 
- Rich Holmes
Syracuse, NY

From pope_thomasm@yahoo.com Thu Aug 09 14:53:49 2001
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Date: Thu, 09 Aug 2001 21:53:39 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Gang members.
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

--- In DocNomic@y..., rsholmes@m... wrote:
> I just noticed a defect in Rule 1005, resulting from Micheal's
> amendment and persisting after John's amendment:
> 
> The item type can be one of the following; PLINKS, flour, beans,
> machine parts, and plastic spoons. The Active Player targeted by
> this action loses a random amount of that TRADE GOOD from 0 to the
> quantity that Active Player has IN EIR WAREHOUSE
> 
> (my emphases). Plinks can be stolen, but they are not Trade Goods
> and they are not kept in Warehouses. The intention is clear but the
> wording doesn't match the intention...

Doh! I didn't notice that Plinks was in that list when I added 
the "Trade Goods" terminology.

Personally, I'd prefer that Plinks be taken out, since I'm guessing 
that the stealing going on is more like looting of the warehouses.

Michael
fnordCo
Trying to be a Good Shepherd of your Plinks


From jklewis@umich.edu Thu Aug 09 19:08:57 2001
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To: <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Re: Proposal: Gang members.
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From: John Kipling Lewis <jklewis@umich.edu>


The plinks were intentional in the original design and the warehouse was
added by the ammendment. I want to be able to steal plinks, because it's
the closet thing to money in the game currently. I'd post a POO but I
can't for another year. ;-)

John -

On Thu, 9 Aug 2001, Micheal Thomas wrote:

> --- In DocNomic@y..., rsholmes@m... wrote:
> > I just noticed a defect in Rule 1005, resulting from Micheal's
> > amendment and persisting after John's amendment:
> >
> > The item type can be one of the following; PLINKS, flour, beans,
> > machine parts, and plastic spoons. The Active Player targeted by
> > this action loses a random amount of that TRADE GOOD from 0 to the
> > quantity that Active Player has IN EIR WAREHOUSE
> >
> > (my emphases). Plinks can be stolen, but they are not Trade Goods
> > and they are not kept in Warehouses. The intention is clear but the
> > wording doesn't match the intention...
>
> Doh! I didn't notice that Plinks was in that list when I added
> the "Trade Goods" terminology.
>
> Personally, I'd prefer that Plinks be taken out, since I'm guessing
> that the stealing going on is more like looting of the warehouses.
>
> Michael
> fnordCo
> Trying to be a Good Shepherd of your Plinks
>
>
>
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

< john k. lewis > < jklewis@umich.edu > < .sig virus 2.4 > < designer >


From kevan@somethingorother.com Sat Aug 11 17:43:51 2001
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Date: Sun, 12 Aug 2001 00:43:49 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Players and (in)activity
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From: "Kevan Davis" <kevan@somethingorother.com>

> DocNomic Player status:
> 
> Britta Koch -- Inactive since 21 Jul 2001
> Hubert Hwang -- Inactive since 27 Jul 2001
> John Kipling Lewis -- Inactive since 3 Aug 2001
> Kevan Davis -- Inactive since 23 Jul 2001
> Micheal Thomas -- Active (last proposal 3 Aug 2001)
> 
> Either we're in the summer doldrums or nearly everyone's just lost
> interest. I hereby redefine the length of a Dun to be 365.25 days 
in
> hopes that activity will pick up within the next Dun.

Mm, apologies - I haven't had a lot of Internet access since leaving 
my last job; nowhere near enough to keep up with all I used to keep 
up with. I'll wave when I can find some new employer to aid my online 
entertainment. (But kick me, of course, whenever you should need 
changes made to the GNDT gubbins. Assuming I don't find time to sort 
out an admin aspect.)

Pity to see Entropy parading around in Coincidence's cloak, again. 
Bane of Nomics everywhere. Oh well.

K.

--
http://uncertain.org/~kevan
"Sing me to sleep."


From kevan@somethingorother.com Sat Aug 11 17:47:12 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Uncertainty
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From: "Kevan Davis" <kevan@somethingorother.com>

> I have been unable to connect to uncertain.org (home of the GNDT) 
for
> several days. I will process this proposal after the GNDT comes 
back.

Code Red has been bashing on its gates for a while, apparently. Sorry 
for any fluctuations in its position or velocity, everyone.

K.

--
http://uncertain.org/~kevan
"This is what the angels say."


From rsholmes@mailbox.syr.edu Wed Aug 15 08:26:32 2001
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A Dun is now 48 hours.

-- 
- Doc


From rsholmes@mailbox.syr.edu Wed Aug 15 08:30:02 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Shipping Request
References: <9kf9ah+lmta@eGroups.com>
Date: 15 Aug 2001 11:30:00 -0400
In-Reply-To: "Micheal Thomas"'s message of "Fri, 03 Aug 2001 22:41:21 -0000"
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"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> I would like to make a request for a ship carrying Machine Parts to 
> dock at the Nomic Dock.

Ship has arrived with 1 unit Machine Parts. As there has been no
Bidding War, these go to Micheal.

-- 
- Rich Holmes
Syracuse, NY

From jklewis@umich.edu Thu Aug 16 13:11:19 2001
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From: John Kipling Lewis <jklewis@umich.edu>


John goes out to find some new members.

John -


From rsholmes@mailbox.syr.edu Mon Aug 20 13:04:22 2001
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Subject: Re: [DocNomic] Recruit for gang Scorpians
References: <Pine.GSO.4.32.0108161609500.17712-100000@hal.itd.umich.edu>
Date: 20 Aug 2001 16:02:51 -0400
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> John goes out to find some new members.

$ rand.pl 1 0 13
1 random ints 0 <= x <= 13:
12

The Scorpions get 12 new members.

-- 
- Doc

From pope_thomasm@yahoo.com Mon Aug 20 13:13:27 2001
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Subject: Proposal: There can be only one
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

Modify Rule 1003 by replacing the last sentence with the following 
text:

In the event that two or more players have the highest number of 
Plinks, then Sudden Death begins. Sudden Death shall last for a time 
duration equal to 3 of the current Duns (before Sudden Death). Nomic 
play shall continue as dictated by the Rules, with one exception; the 
length of a Dun shall be cut in half (or more if the Doc makes a 
proclamation). After Sudden Death ends, the length of a Dun shall be 
returned to the value it had before Sudden Death.

At the start of Sudden Death, the number of Plinks of all players is 
recorded. At the end of Sudden Death, the number of Plinks of all 
players is recorded again. The two sets of values are compared. The 
player whose quantity of Plinks increased by the greatest percentage, 
from the list of those players that had the highest number of Plinks 
when Sudden Death began, shall be declared the Winner of Round 3.

Michael
fnordCo
Helping ourselves to be the best we can be


From stavrogin@tiscalinet.it Sun Aug 26 07:45:02 2001
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Message-ID: <002b01c12e3d$33430ec0$74010a3e@stavrogin>
To: "DocNomic" <DocNomic@yahoogroups.com>
Subject: Proposal: the market
Date: Sun, 26 Aug 2001 16:41:32 +0200
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From: "Steppen Ling" <stavrogin@tiscalinet.it>

Hello, I would like to join DocNomic.
My name is Stefano Artesi, but you can call me Steppen!
If I understand the rules well, I must announce my company's name. I wish to
name it "IdealWareLtd.".
My proposal: enact a new rule ('the market') with the following text:

"Upon acceptation of this proposal, a place is created in the shipping world
called the Market. The Market determines the prices in Plinks of all units
of existing Trade Goods (at this time, Flour, Beans, Machine Parts and
Plastic Spoons), which will be tracked in the Gamestate. Prices must be
integer
nonnegative numbers and must be smaller or equal to 100.

Everytime a proposal which is not an amendment to this rule, or the proposal
which enacts this rule, is accepted, the player submitting the proposal
becomes Economist For A Day and can change every price of 1 Plink, if e
wants to.

The initial values for the prices are:
Flour 5 Plink
Beans 5 Plinks
Machine parts 10 Plinks
Plastic Spoons 5 Plinks

Players are not allowed to swap Plinks with Goods or vice versa, if another
rule does not explicitly state it."

Stefano Artesi, aka Steppen Ling





From rsholmes@mailbox.syr.edu Mon Aug 27 06:41:51 2001
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Subject: Re: [DocNomic] Proposal: There can be only one
References: <9lrquh+7qh4@eGroups.com>
Date: 27 Aug 2001 09:40:34 -0400
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Modify Rule 1003 by replacing the last sentence with the following 
> text:
> 
> In the event that two or more players have the highest number of 
> Plinks, then Sudden Death begins. Sudden Death shall last for a time 
> duration equal to 3 of the current Duns (before Sudden Death). Nomic 
> play shall continue as dictated by the Rules, with one exception; the 
> length of a Dun shall be cut in half (or more if the Doc makes a 
> proclamation). After Sudden Death ends, the length of a Dun shall be 
> returned to the value it had before Sudden Death.
> 
> At the start of Sudden Death, the number of Plinks of all players is 
> recorded. At the end of Sudden Death, the number of Plinks of all 
> players is recorded again. The two sets of values are compared. The 
> player whose quantity of Plinks increased by the greatest percentage, 
> from the list of those players that had the highest number of Plinks 
> when Sudden Death began, shall be declared the Winner of Round 3.

ACCEPTED. +11 Plinks.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Aug 30 08:15:34 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: the market
References: <002b01c12e3d$33430ec0$74010a3e@stavrogin>
Date: 30 Aug 2001 10:59:47 -0400
In-Reply-To: "Steppen Ling"'s message of "Sun, 26 Aug 2001 16:41:32 +0200"
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From: rsholmes@mailbox.syr.edu

"Steppen Ling" <stavrogin@tiscalinet.it> writes:

> My proposal: enact a new rule ('the market') with the following text:
> 
> "Upon acceptation of this proposal, a place is created in the shipping world
> called the Market. The Market determines the prices in Plinks of all units
> of existing Trade Goods (at this time, Flour, Beans, Machine Parts and
> Plastic Spoons), which will be tracked in the Gamestate. Prices must be
> integer
> nonnegative numbers and must be smaller or equal to 100.
> 
> Everytime a proposal which is not an amendment to this rule, or the proposal
> which enacts this rule, is accepted, the player submitting the proposal
> becomes Economist For A Day and can change every price of 1 Plink, if e
> wants to.
> 
> The initial values for the prices are:
> Flour 5 Plink
> Beans 5 Plinks
> Machine parts 10 Plinks
> Plastic Spoons 5 Plinks
> 
> Players are not allowed to swap Plinks with Goods or vice versa, if another
> rule does not explicitly state it."
> 
> Stefano Artesi, aka Steppen Ling

ACCEPTED. 11 plinks (added to initial 59 plinks).

You there, Kevan? Steppen needs to be added to the GNDT. 

Steppen needs to be assigned to a random gang:

$ rand.pl 1 4
1 random ints 1 <= x <= 4:
2

Assigned to Jigglypuffs.

-- 
- Doc

From jklewis@umich.edu Thu Aug 30 12:15:30 2001
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From: John Kipling Lewis <jklewis@umich.edu>




John goes out to find some new members.

John -


From stavrogin@tiscalinet.it Sun Sep 02 10:24:16 2001
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Message-ID: <002e01c133d3$9b1d76c0$4c000a3e@stavrogin>
To: "DocNomic" <DocNomic@yahoogroups.com>
Subject: Gang Action-- Steal Plinks from Micheal
Date: Sun, 2 Sep 2001 19:20:37 +0200
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From: "Steppen Ling" <stavrogin@tiscalinet.it>

Steal from the rich, give to the poor.

If the Gang Action succeeds, I would like to donate Hubert with the amount
of Plinks I have stolen from Micheal. Reasons for this action, if any are
needed, are Gang solidality with Hubert and loathing for
extra-rich people like Michael. :-)
Hope doing so (giving Plinks to another Player) is allowed by the rules,
otherwise ignore this paragraph.

Steppen

P.S. it is unclear from the ruleset whether, if caught, the action of
stealing causes the item to be stolen anyway. Appears to be so.

P.P.S. could anyone explain what the acronym CEO of rule 1001 is for? I
understand the concept, but not the acronym.







From stavrogin@tiscalinet.it Sun Sep 02 10:24:17 2001
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To: "DocNomic" <DocNomic@yahoogroups.com>
Subject: Request for a Ship carrying Flour
Date: Sun, 2 Sep 2001 19:20:40 +0200
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From: "Steppen Ling" <stavrogin@tiscalinet.it>

I request for a ship carrying Flour to dock at the Nomic Dock.

"in Flour we trust"

Steppen








From jklewis@umich.edu Tue Sep 04 08:33:48 2001
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To: DocNomic <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Gang Action-- Steal Plinks from Micheal
In-Reply-To: <002e01c133d3$9b1d76c0$4c000a3e@stavrogin>
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From: John Kipling Lewis <jklewis@umich.edu>

On Sun, 2 Sep 2001, Steppen Ling wrote:

> Steal from the rich, give to the poor.
>
> If the Gang Action succeeds, I would like to donate Hubert with the amount
> of Plinks I have stolen from Micheal. Reasons for this action, if any are
> needed, are Gang solidality with Hubert and loathing for
> extra-rich people like Michael. :-)
> Hope doing so (giving Plinks to another Player) is allowed by the rules,
> otherwise ignore this paragraph.

There is no current rule for this.

> Steppen
>
> P.S. it is unclear from the ruleset whether, if caught, the action of
> stealing causes the item to be stolen anyway. Appears to be so.

Interesting. The intent was that you would gain nothing, but I could see
it either way.

> P.P.S. could anyone explain what the acronym CEO of rule 1001 is for? I
> understand the concept, but not the acronym.

Chief Executive Officer. Top position of a corporation.


John -


From rsholmes@mailbox.syr.edu Tue Sep 04 09:47:01 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Recruit for gang Scorpians (fwd)
References: <Pine.GSO.4.32.0108301510540.18088-100000@myke.itd.umich.edu>
Date: 04 Sep 2001 11:53:20 -0400
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> John goes out to find some new members.

$ rand.pl 0 13
1 random int 0 <= x <= 13:
12

Scorpions gang gains 12 members.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Sep 04 09:47:01 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Gang Action-- Steal Plinks from Micheal
References: <002e01c133d3$9b1d76c0$4c000a3e@stavrogin>
Date: 04 Sep 2001 12:01:43 -0400
In-Reply-To: "Steppen Ling"'s message of "Sun, 2 Sep 2001 19:20:37 +0200"
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From: rsholmes@mailbox.syr.edu

"Steppen Ling" <stavrogin@tiscalinet.it> writes:

> Steal from the rich, give to the poor.

Micheal has 128 plinks but the Jigglypuffs have only 2 members, so
maximum amount stolen is 2 plinks:

$ rand.pl 0 2
1 random int 0 <= x <= 2:
1

1 plink is stolen. Steppen has a 20% chance of getting caught:

$ rand.pl -c 0 1
1 random real 0 < x < 1:
0.688720703125

He is not caught.

The GNDT still has not been updated to allow entries for Steppen.
Hopefully this will be fixed soon. 

> If the Gang Action succeeds, I would like to donate Hubert with the amount
> of Plinks I have stolen from Micheal. Reasons for this action, if any are
> needed, are Gang solidality with Hubert and loathing for
> extra-rich people like Michael. :-)
> Hope doing so (giving Plinks to another Player) is allowed by the rules,
> otherwise ignore this paragraph.

To give plinks to another player would involve making a change to the
gamestate. Rule 0 states "The Ruleset and Gamestate may not be
altered except as specified in the Rules." Since the Rules do not
specify a way to give plinks to another player, it follows that you
cannot do this.

-- 
- Doc

From jklewis@umich.edu Wed Sep 05 08:02:42 2001
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To: DocNomic <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Request for a Ship carrying Flour
In-Reply-To: <002f01c133d3$9bce7740$4c000a3e@stavrogin>
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From: John Kipling Lewis <jklewis@umich.edu>


I'd like to bid on this ship.

On Sun, 2 Sep 2001, Steppen Ling wrote:

> I request for a ship carrying Flour to dock at the Nomic Dock.
>
> "in Flour we trust"
>
> Steppen
>
>
>
>
>
>
>
>
>
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

< john k. lewis > < jklewis@umich.edu > < .sig virus 2.4 > < designer >


From stavrogin@tiscalinet.it Fri Sep 07 04:08:32 2001
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To: <DocNomic@yahoogroups.com>
References: <002e01c133d3$9b1d76c0$4c000a3e@stavrogin> <xzcbskr54ig.fsf@rodan.syr.edu>
Subject: Re: [DocNomic] Gang Action-- Steal Plinks from Micheal
Date: Fri, 7 Sep 2001 13:05:03 +0200
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From: "Steppen Ling" <stavrogin@tiscalinet.it>

>[...]
> Micheal has 128 plinks but the Jigglypuffs have only 2 members, so
> maximum amount stolen is 2 plinks:

How bad! I thought that the paragraph dealing this in Rule 1005 meant the
number of Gang members in the *target Player*'s Gang. That's why I striked
just after John went out recruiting for Scorpions. Report the paragraph
here:

"The Active Player targeted by this action loses a random amount of that
Trade Good from 0 to the quantity that Active Player has in eir warehouse or
the total number of Gang members in the Player's Gang, whichever is lower."

(anyway, I understand it makes more sense the other way, because having more
Gang-mates makes you more powerful)

> [...]
> The GNDT still has not been updated to allow entries for Steppen.
> Hopefully this will be fixed soon.

I have read in the Archive a message from Kevan where he said, roughly, that
he wouldn't be much online in round 3. Hope my intervention in game isn't
making too much trouble.

> > [...]
> To give plinks to another player would involve making a change to the
> gamestate. Rule 0 states "The Ruleset and Gamestate may not be
> altered except as specified in the Rules." Since the Rules do not
> specify a way to give plinks to another player, it follows that you
> cannot do this.

Oh well, ... I guessed it.

> --
> - Doc

Steppen

P.S. Thanks John for your kind explanations!







From stavrogin@tiscalinet.it Fri Sep 07 04:08:59 2001
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Message-ID: <001e01c1378d$042da060$56020a3e@stavrogin>
To: "DocNomic" <DocNomic@yahoogroups.com>
Subject: Proposal: "Nomic Dock Topology"
Date: Fri, 7 Sep 2001 13:05:23 +0200
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Enact a new rule, "Nomic Dock Topology", with the following text:
"
The Map is the only legal representation of the Nomic Dock and is part of
the Gamestate.
The Map is a square of 4x4 tiles, where each tile is a Warehouse assigned
for reference with an unique integer number between 1 and 16.
The Waters reach 3 sides of the square, while the fourth connects to the
Inland, as in Picture 1. [[attached]]
"

Also, append to rule 1001 ("Companies") the following text:
"
[paragraph break]
The position of the Companies' Warehouses on the Nomic Dock is part of the
Gamestate.
If at any time the position of a Company's Warehouse is unknown, it will be
set to a random unassigned Warehouse on the Nomic Dock.
"

~Steppen~





----------


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~ *************************** ~~~~
~~~~~* +---+ +---+ +---+ +---+ * ~~~~
~~~~ * | 1 | | 2 | | 3 | | 4 | * ~~~~
~~~~ * +---+ +---+ +---+ +---+ * ~~~~
~~~~~* +---+ +---+ +---+ +---+ * ~~~~
~~~~ * | 5 | | 6 | | 7 | | 8 | * ~~~~
~~~~ * +---+ +---+ +---+ +---+ * ~~~~
~~~~~* +---+ +---+ +---+ +---+ * ~~~~
~~~~ * | 9 | |10 | |11 | |12 | * ~~~~
~~~~ * +---+ +---+ +---+ +---+ * ~~~~
~~~~~* +---+ +---+ +---+ +---+ * ~~~~
~~~~ * |13 | |14 | |15 | |16 | * ~~~~
~~~~ * +---+ +---+ +---+ +---+ * ~~~~
*************************************
*************************************
************ I N L A N D ************
*************************************


Picture 1. Legend: ~ = Waters; * = dry land.


[Non-text portions of this message have been removed]


From rsholmes@mailbox.syr.edu Mon Sep 10 10:13:07 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Request for a Ship carrying Flour
References: <Pine.GSO.4.32.0109051049500.4307-100000@hal.itd.umich.edu>
Date: 10 Sep 2001 12:51:07 -0400
In-Reply-To: John Kipling Lewis's message of "Wed, 5 Sep 2001 10:49:56 -0400 (EDT)"
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From: rsholmes@mailbox.syr.edu

John Kipling Lewis <jklewis@umich.edu> writes:

> I'd like to bid on this ship.

Rule 1006 says

If any other CEO's indicate the desire to bid, then a Bidding War
will determine who will get the cargo.

Since John has indicated a desire to bid, we will have a Bidding War.
However, we have had no bids yet. Bidding ends when the ship arrives.
Since the ship must arrive by 16 Sep (7 duns after the request),
anyone who wishes to place a bid should do so before then --
preferably well before, since the ship could arrive at any time.

Rule 1006 does *not* specify what happens if there is a bidding war
but no one actually bids.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Sep 10 10:46:19 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: "Nomic Dock Topology"
References: <001e01c1378d$042da060$56020a3e@stavrogin>
Date: 10 Sep 2001 12:52:13 -0400
In-Reply-To: "Steppen Ling"'s message of "Fri, 7 Sep 2001 13:05:23 +0200"
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From: rsholmes@mailbox.syr.edu

"Steppen Ling" <stavrogin@tiscalinet.it> writes:

> Enact a new rule, "Nomic Dock Topology", with the following text:
> "
> The Map is the only legal representation of the Nomic Dock and is part of
> the Gamestate.
> The Map is a square of 4x4 tiles, where each tile is a Warehouse assigned
> for reference with an unique integer number between 1 and 16.
> The Waters reach 3 sides of the square, while the fourth connects to the
> Inland, as in Picture 1. [[attached]]
> "
> 
> Also, append to rule 1001 ("Companies") the following text:
> "
> [paragraph break]
> The position of the Companies' Warehouses on the Nomic Dock is part of the
> Gamestate.
> If at any time the position of a Company's Warehouse is unknown, it will be
> set to a random unassigned Warehouse on the Nomic Dock.
> "
> 
> ~Steppen~
> 
> 
> 
> 
> 
> ----------
> 
> 
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> ~~~~ *************************** ~~~~
> ~~~~~* +---+ +---+ +---+ +---+ * ~~~~
> ~~~~ * | 1 | | 2 | | 3 | | 4 | * ~~~~
> ~~~~ * +---+ +---+ +---+ +---+ * ~~~~
> ~~~~~* +---+ +---+ +---+ +---+ * ~~~~
> ~~~~ * | 5 | | 6 | | 7 | | 8 | * ~~~~
> ~~~~ * +---+ +---+ +---+ +---+ * ~~~~
> ~~~~~* +---+ +---+ +---+ +---+ * ~~~~
> ~~~~ * | 9 | |10 | |11 | |12 | * ~~~~
> ~~~~ * +---+ +---+ +---+ +---+ * ~~~~
> ~~~~~* +---+ +---+ +---+ +---+ * ~~~~
> ~~~~ * |13 | |14 | |15 | |16 | * ~~~~
> ~~~~ * +---+ +---+ +---+ +---+ * ~~~~
> *************************************
> *************************************
> ************ I N L A N D ************
> *************************************
> 
> 
> Picture 1. Legend: ~ = Waters; * = dry land.

ACCEPTED. +11 Plinks.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Sep 10 11:11:36 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: "Nomic Dock Topology"
References: <001e01c1378d$042da060$56020a3e@stavrogin>
Date: 10 Sep 2001 13:58:10 -0400
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From: rsholmes@mailbox.syr.edu

I've made a representation of the dock layout in the rules using
tables... hope it comes out OK in various browsers...

> If at any time the position of a Company's Warehouse is unknown, it will be
> set to a random unassigned Warehouse on the Nomic Dock.

$ rand.pl -n 6 -u 1 16
6 unique random ints 1 <= x <= 16:
12
5
2
7
9
13

Assigning these to companies in the order shown on the GNDT, we have

2 FirstVirtualShipping
5 fnordCo
7 FlyingPenguinsLtd.
9 UnlimitedShippingLtd.
12 TurboCorp
13 IdealWareLtd.

These are shown on gamedata page.

-- 
- Doc






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From: John Kipling Lewis <jklewis@umich.edu>



I bid 1 plink.

John Lewis


On 10 Sep 2001 rsholmes@mailbox.syr.edu wrote:

> John Kipling Lewis <jklewis@umich.edu> writes:
>
> > I'd like to bid on this ship.
>
> Rule 1006 says
>
> If any other CEO's indicate the desire to bid, then a Bidding War
> will determine who will get the cargo.
>
> Since John has indicated a desire to bid, we will have a Bidding War.
> However, we have had no bids yet. Bidding ends when the ship arrives.
> Since the ship must arrive by 16 Sep (7 duns after the request),
> anyone who wishes to place a bid should do so before then --
> preferably well before, since the ship could arrive at any time.
>
> Rule 1006 does *not* specify what happens if there is a bidding war
> but no one actually bids.
>
> --
> - Doc
>
>
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

< john k. lewis > < jklewis@umich.edu > < .sig virus 2.4 > < designer >


From pope_thomasm@yahoo.com Mon Sep 10 13:11:41 2001
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Subject: Proposal: Market Corrections
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

Modify NSFRule 1007 as follows:

Replace the word "Day" with the word "Dun".

Add the phrase "up or down" after the phrase "change every price".

Add the following paragraph to the end of the second paragraph of the 
Rule:

The Economist For A Dun may instead choose to declare that e will not 
change any price at all. In such a case, the Economist For A Dun 
will gain 1 point for every Trade Good currently in the Game. In 
either case, the Economist For A Dun has one dun (from the 
announcement of the proposal adoption) to announce eir price changes 
or declination of price changes. After the dun has passed, e loses 
the title Economist For A Dun.

Michael
fnordCo
Look for a new breakthrough coming soon from fnordCo: Inventions!


From pope_thomasm@yahoo.com Mon Sep 10 14:11:36 2001
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

--- In DocNomic@y..., rsholmes@m... wrote:
> Rule 1006 does *not* specify what happens if there is a bidding war
> but no one actually bids.

Not really, but provisions can be divined from the Rule.

The Rule never states that a Bid must be made in order to get a Bid 
Total from a CEO. Therefore, even though a CEO has made no Bid, it 
can be proposed that each has made a Bid with a Bid Total of 0.

If no CEO's make Bids, then they will all have a Bid Total of 0. 
According to the Rule, if two or more CEOs have the same Bid Total, 
and one of them is the requesting CEO, then the requesting CEO gets 
the Cargo. Since no CEOs made bids, and the requesting CEO is among 
that group, then the requesting CEO gets the Cargo.

Michael
fnordCo
Stretching the bounds of Space and Time for our customers


From pope_thomasm@yahoo.com Mon Sep 10 15:52:29 2001
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

--- In DocNomic@y..., John Kipling Lewis <jklewis@u...> wrote:
> 
> I bid 1 plink.

I bid 5 Points and 5 Plinks.

Michael
fnordCo
Can one be truly happy with what one has? Indeed, if they're fnordCo


From jklewis@umich.edu Mon Sep 10 17:25:18 2001
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From: John Kipling Lewis <jklewis@umich.edu>



Do you have 5 points Michael? The GNDT appears to state that you have 0.
I'll hold my next bit until I get clarification.

John -

On Mon, 10 Sep 2001, Micheal Thomas wrote:

> --- In DocNomic@y..., John Kipling Lewis <jklewis@u...> wrote:
> >
> > I bid 1 plink.
>
> I bid 5 Points and 5 Plinks.
>
> Michael
> fnordCo
> Can one be truly happy with what one has? Indeed, if they're fnordCo
>
>
>
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
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>

< john k. lewis > < jklewis@umich.edu > < .sig virus 2.4 > < designer >


From pope_thomasm@yahoo.com Tue Sep 11 13:38:52 2001
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

--- In DocNomic@y..., John Kipling Lewis <jklewis@u...> wrote:
> 
> 
> Do you have 5 points Michael? The GNDT appears to state that 
> you have 0. I'll hold my next bit until I get clarification.

That is correct, I have 0 points.

Michael
fnordCo
Here. There. We're Everywhere.


From jklewis@umich.edu Wed Sep 12 06:09:58 2001
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From: John Kipling Lewis <jklewis@umich.edu>



Then I can't see how you are bidding 5 points for the shipment ;-)

John -

On Tue, 11 Sep 2001, Micheal Thomas wrote:

> --- In DocNomic@y..., John Kipling Lewis <jklewis@u...> wrote:
> >
> >
> > Do you have 5 points Michael? The GNDT appears to state that
> > you have 0. I'll hold my next bit until I get clarification.
>
> That is correct, I have 0 points.
>
> Michael
> fnordCo
> Here. There. We're Everywhere.
>
>
>
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

< john k. lewis > < jklewis@umich.edu > < .sig virus 2.4 > < designer >


From stavrogin@tiscalinet.it Wed Sep 12 13:24:42 2001
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Subject: R: [DocNomic] Re: Request for a Ship carrying Flour
Date: Wed, 12 Sep 2001 22:14:24 +0200
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From: "Steppen Ling" <stavrogin@tiscalinet.it>

> --- In DocNomic@y..., John Kipling Lewis <jklewis@u...> wrote:
> > 
> > I bid 1 plink.
> 
> I bid 5 Points and 5 Plinks.
> 
> Michael
> fnordCo
> Can one be truly happy with what one has? Indeed, if they're fnordCo
> 

I bid 5 Plinks, too.

Steppen


From stavrogin@tiscalinet.it Wed Sep 12 13:25:45 2001
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References: <001e01c1378d$042da060$56020a3e@stavrogin> <xzcvgir53nx.fsf@rodan.syr.edu>
Subject: R: [DocNomic] Proposal: "Nomic Dock Topology"
Date: Wed, 12 Sep 2001 22:12:08 +0200
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From: "Steppen Ling" <stavrogin@tiscalinet.it>

> I've made a representation of the dock layout in the rules using
> tables... hope it comes out OK in various browsers...

It's perfect. The layout in the partial game state page is good, too, but
perhaps you should remove the "unassigned" tag from the unassigned tiles; so
it will be easier to find where are the assigned ones at a moment's glance.

Steppen


From stavrogin@tiscalinet.it Thu Sep 13 06:29:16 2001
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From: "Steppen Ling" <stavrogin@tiscalinet.it>

> ACCEPTED. +11 Plinks.
>
> --
> - Doc


Abiding to NSFRule 1007, as Economist For A Day I wish to raise the price of
both Flour and Plastic Spoons (thus making the prices become, roughly, both
6 Plinks).

Steppen


From rsholmes@mailbox.syr.edu Thu Sep 13 07:33:15 2001
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Subject: Re: R: [DocNomic] Re: Request for a Ship carrying Flour
References: <9nj9kf+ad2i@eGroups.com> <00dd01c13bc8$61f79cc0$e3010a3e@stavrogin>
Date: 13 Sep 2001 10:30:12 -0400
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From: rsholmes@mailbox.syr.edu

The ship has arrived, carrying 2 units of Flour.

Latest bids are:

Plinks Points => Bid total
John Lewis 1 0 1
Micheal Thomas 5 5 50
Steppen Ling 5 0 25

The winner of the bidding war is Micheal Thomas. He receives the
cargo. He loses 5 Plinks and 5 Points. This leaves him with 3 units
of Flour, -5 Points, and 122 Plinks.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Sep 13 07:33:30 2001
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Subject: Re: [DocNomic] Proposal: "Nomic Dock Topology"
References: <001e01c1378d$042da060$56020a3e@stavrogin> <xzcy9nn56pu.fsf@rodan.syr.edu> <000601c13c56$e3f31fe0$58020a3e@stavrogin>
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From: rsholmes@mailbox.syr.edu

"Steppen Ling" <stavrogin@tiscalinet.it> writes:

> Abiding to NSFRule 1007, as Economist For A Day I wish to raise the price of
> both Flour and Plastic Spoons (thus making the prices become, roughly, both
> 6 Plinks).

OK, game state updated.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Sep 13 09:44:18 2001
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Market Corrections
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"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Modify NSFRule 1007 as follows:
> 
> Replace the word "Day" with the word "Dun".
> 
> Add the phrase "up or down" after the phrase "change every price".
> 
> Add the following paragraph to the end of the second paragraph of
the 
> Rule:
> 
> The Economist For A Dun may instead choose to declare that e will
not 
> change any price at all. In such a case, the Economist For A Dun 
> will gain 1 point for every Trade Good currently in the Game. In 
> either case, the Economist For A Dun has one dun (from the 
> announcement of the proposal adoption) to announce eir price changes 
> or declination of price changes. After the dun has passed, e loses 
> the title Economist For A Dun.

ACCEPTED. +11 Plinks. As this amends Rule 1007, Micheal does *not*
become EFaD.

Apologies if you get this message nineteen times. Yahoo Groups seems
to be choking on it.

-- 
- Doc



From rsholmes@mailbox.syr.edu Thu Sep 13 10:44:50 2001
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Modify NSFRule 1007 as follows:
> 
> Replace the word "Day" with the word "Dun".
> 
> Add the phrase "up or down" after the phrase "change every price".
> 
> Add the following paragraph to the end of the second paragraph of the 
> Rule:
> 
> The Economist For A Dun may instead choose to declare that e will not 
> change any price at all. In such a case, the Economist For A Dun 
> will gain 1 point for every Trade Good currently in the Game. In 
> either case, the Economist For A Dun has one dun (from the 
> announcement of the proposal adoption) to announce eir price changes 
> or declination of price changes. After the dun has passed, e loses 
> the title Economist For A Dun.

ACCEPTED. +11 Plinks. As this amends Rule 1007, Micheal does *not*
become EFaD.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Sep 13 10:44:57 2001
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Modify NSFRule 1007 as follows:
> 
> Replace the word "Day" with the word "Dun".
> 
> Add the phrase "up or down" after the phrase "change every price".
> 
> Add the following paragraph to the end of the second paragraph of the 
> Rule:
> 
> The Economist For A Dun may instead choose to declare that e will not 
> change any price at all. In such a case, the Economist For A Dun 
> will gain 1 point for every Trade Good currently in the Game. In 
> either case, the Economist For A Dun has one dun (from the 
> announcement of the proposal adoption) to announce eir price changes 
> or declination of price changes. After the dun has passed, e loses 
> the title Economist For A Dun.

ACCEPTED. +11 Plinks. As this amends Rule 1007, Micheal does *not*
become EFaD.

-- 
- Doc

From pope_thomasm@yahoo.com Mon Sep 24 17:38:37 2001
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Date: Tue, 25 Sep 2001 00:38:32 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Room to Grow
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

Add a Not So Fundamental Rule with the following text:

A CEO can purchase another warehouse if e meets the following conditions:

- At least one-quarter (1/4) of the warehouses on the Nomic Dock are
unassigned
- E owns no more than one-quarter (1/4) of the warehouses on the
Nomic Dock

If these conditions are met, then the CEO can purchase the warehouse,
if e has enough plinks to pay the price of a warehouse. Other rules
will define the price of a warehouse.

Michael
fnordCo
We make the world a better place


From stavrogin@tiscalinet.it Tue Sep 25 10:06:14 2001
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Message-ID: <010d01c145e2$263641e0$08000a3e@stavrogin>
To: "DocNomic" <DocNomic@yahoogroups.com>
Subject: Propsal: Trading
Date: Tue, 25 Sep 2001 18:45:23 +0200
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From: "Steppen Ling" <stavrogin@tiscalinet.it>

Enact a new rule with the following text:

"
Companies in the Shipping World can trade with other Companies or other
external entities. A Company can be involved in only one transaction per
time. To make a transaction:

-the CEO of a Company ('A' for reference) must send a message to the
mailing list declaring with which Company ('B' for reference) e desires to
trade, which Goods e needs and how many;

-'B' can accept or decline; in any case its CEO must post a message to the
mailing list declaring eir intention; (if no message is received within 4
duns, the transaction is aborted automatically)

i) if 'B' accepts, then its CEO must declare in a message to the mailing
list the amount of gratuity eir Company needs to complete transaction;
gratuity can be, at the CEO's choice, any amount of Plinks up to 20% of the
total price of the requested Goods, rounded down;

ii) if 'B' declines, transaction terminates; 'B' is fined for Obstruction In
Commerce by a sum at Doc's discrection, at least 1 Plink, up to 50% of the
total price of the requested Goods, rounded down.

-granted 'B' accepts, 'A' can now suspend the started transaction; its CEO
must post a message to the mailing list declaring whether e is intentioned
to complete the transaction or to abort it; in the latter case 'A' is fined
for Obstruction In Commerce by a sum at Doc's discrection, at least 1 Plink,
up to 50% of the total price of the requested Goods, rounded down. If no
message is received within 4 duns, the transaction is aborted and 'A' fined
as above.

As no transporting facilities are available yet, and until there are any, it
will be impossible to relocate Goods in the Warehouse of property of 'A'. In
this case, 'B' will emit a bill of exchange, which will be kept by 'A's CEO.
A bill of exchange is not personal and can be transferred to other players.
Bills of exchange are tracked in the Gamestate with their text and their
current owner.
Bills of exchange can be reconverted in Goods as soon as any transporting
mean is available.
"

Also, amend rule 1005 "Gang Warfare" by replacing in the "Steal" paragraph
the sentence
"The item type can be one of the following; Plinks, flour, beans, machine
parts, and plastic spoons. "

with the sentence
"The item type can be one of the following; Plinks, flour, beans, machine
parts, plastic spoons and bills of exchange. "


Steppen


P.S. I'm noticing the tendency to write rules waiting for other rules to
define the way they work... :-)



From rsholmes@mailbox.syr.edu Thu Sep 27 09:35:43 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Room to Grow
References: <9oojm8+ai91@eGroups.com>
Date: 27 Sep 2001 12:35:41 -0400
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From: rsholmes@mailbox.syr.edu

"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> Add a Not So Fundamental Rule with the following text:
> 
> A CEO can purchase another warehouse if e meets the following conditions:
> 
> - At least one-quarter (1/4) of the warehouses on the Nomic Dock are
> unassigned
> - E owns no more than one-quarter (1/4) of the warehouses on the
> Nomic Dock
> 
> If these conditions are met, then the CEO can purchase the warehouse,
> if e has enough plinks to pay the price of a warehouse. Other rules
> will define the price of a warehouse.

ACCEPTED. +11 Plinks.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Sep 27 09:42:26 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Propsal: Trading
References: <010d01c145e2$263641e0$08000a3e@stavrogin>
Date: 27 Sep 2001 12:42:21 -0400
In-Reply-To: "Steppen Ling"'s message of "Tue, 25 Sep 2001 18:45:23 +0200"
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From: rsholmes@mailbox.syr.edu

"Steppen Ling" <stavrogin@tiscalinet.it> writes:

> Enact a new rule with the following text:
> 
> "
> Companies in the Shipping World can trade with other Companies or other
> external entities. A Company can be involved in only one transaction per
> time. To make a transaction:
> 
> -the CEO of a Company ('A' for reference) must send a message to the
> mailing list declaring with which Company ('B' for reference) e desires to
> trade, which Goods e needs and how many;
> 
> -'B' can accept or decline; in any case its CEO must post a message to the
> mailing list declaring eir intention; (if no message is received within 4
> duns, the transaction is aborted automatically)
> 
> i) if 'B' accepts, then its CEO must declare in a message to the mailing
> list the amount of gratuity eir Company needs to complete transaction;
> gratuity can be, at the CEO's choice, any amount of Plinks up to 20% of the
> total price of the requested Goods, rounded down;
> 
> ii) if 'B' declines, transaction terminates; 'B' is fined for Obstruction In
> Commerce by a sum at Doc's discrection, at least 1 Plink, up to 50% of the
> total price of the requested Goods, rounded down.
> 
> -granted 'B' accepts, 'A' can now suspend the started transaction; its CEO
> must post a message to the mailing list declaring whether e is intentioned
> to complete the transaction or to abort it; in the latter case 'A' is fined
> for Obstruction In Commerce by a sum at Doc's discrection, at least 1 Plink,
> up to 50% of the total price of the requested Goods, rounded down. If no
> message is received within 4 duns, the transaction is aborted and 'A' fined
> as above.
> 
> As no transporting facilities are available yet, and until there are any, it
> will be impossible to relocate Goods in the Warehouse of property of 'A'. In
> this case, 'B' will emit a bill of exchange, which will be kept by 'A's CEO.
> A bill of exchange is not personal and can be transferred to other players.
> Bills of exchange are tracked in the Gamestate with their text and their
> current owner.
> Bills of exchange can be reconverted in Goods as soon as any transporting
> mean is available.
> "
> 
> Also, amend rule 1005 "Gang Warfare" by replacing in the "Steal" paragraph
> the sentence
> "The item type can be one of the following; Plinks, flour, beans, machine
> parts, and plastic spoons. "
> 
> with the sentence
> "The item type can be one of the following; Plinks, flour, beans, machine
> parts, plastic spoons and bills of exchange. "

ACCEPTED. +11 Plinks.

-- 
- Doc

From stavrogin@tiscalinet.it Mon Oct 01 11:44:46 2001
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Message-ID: <013801c14ab1$09764fe0$83010a3e@stavrogin>
To: "DocNomic" <DocNomic@yahoogroups.com>
Subject: proposal: throw that Good out of the window!
Date: Mon, 1 Oct 2001 20:39:08 +0100
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Enact a new rule with the following text:
((I know, I don't like to play (almost) alone either, but at least in this way the others will have a better structured shipping world when they're back :-) ))

"
Transporting means.

Due to Gang Warfare and to extreme danger any express would be subject to in the streets, the only way to transfer Goods from a Warehouse to another is to... throw them out of the window.
Obviously only adjacent Warehouses can transfer Goods in this way, where an adjacent Warehouse is meant, horizontally, vertically, or diagonally.
It is not allowed to form chains in order to let any far Warehouse get Goods from a given Warehouse ((if not indirectly with mutliple trading)).
"

Steppen
IdealWareLtd.
Trying toWorsen your lives!


[Non-text portions of this message have been removed]


From pope_thomasm@yahoo.com Mon Oct 01 13:11:45 2001
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Date: Mon, 01 Oct 2001 20:11:41 -0000
To: DocNomic@yahoogroups.com
Subject: Re: proposal: throw that Good out of the window!
Message-ID: <9pailt+k6o5@eGroups.com>
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>

> It is not allowed to form chains in order to let 
> any far Warehouse get Goods from a given Warehouse 
> ((if not indirectly with mutliple trading)).

I'm not exactly clear on what this is supposed to do.
Do you mean that you can only throw something from
one warehouse to any of the eight warehouse directly
next to it, and that you can't chain them together to
reach from one end of the dock to the next?

What's to prevent a player from throwing something and 
then coming back in another email message saying he moved
the same good to the next warehouse, thereby making
a chain without having made the chain all in the same
email?

Also, I believe there should be some sort of time limit 
and/or quantity limit to the amount you can throw.

Michael
fnordCo
Where rules aren't made to be broken,
instead they're made to gain Plinks.


From stavrogin@tiscalinet.it Tue Oct 02 10:58:30 2001
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Subject: R: [DocNomic] Re: proposal: throw that Good out of the window!
Date: Tue, 2 Oct 2001 19:51:39 +0100
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From: "Steppen Ling" <stavrogin@tiscalinet.it>

> > It is not allowed to form chains in order to let
> > any far Warehouse get Goods from a given Warehouse
> > ((if not indirectly with mutliple trading)).
>
> I'm not exactly clear on what this is supposed to do.
> Do you mean that you can only throw something from
> one warehouse to any of the eight warehouse directly
> next to it, and that you can't chain them together to
> reach from one end of the dock to the next?

Exactly.

> What's to prevent a player from throwing something and
> then coming back in another email message saying he moved
> the same good to the next warehouse, thereby making
> a chain without having made the chain all in the same
> email?

No, I meant that other Companies cant' decide to "help" a Company by letting
the Goods pass through their windows. It was just a "safe clause". Partially
the problem could be with the text I've written too hurriedly. The intended
meaning was, that you could pass a Good from the window of a Warehouse to
the window of an adjacent Warehouse only if they were the Warehouses of the
Companies directly involved in that transaction.
(I kept the map in mind: every Warehouse has at least an adjacent one
(assigned), so I wouldn't let anybody out)

> Also, I believe there should be some sort of time limit
> and/or quantity limit to the amount you can throw.

This is a good idea, it could have been set to 1.

Steppen

> Michael
> fnordCo
> Where rules aren't made to be broken,
> instead they're made to gain Plinks.


From rsholmes@mailbox.syr.edu Fri Oct 05 13:27:55 2001
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Subject: Re: [DocNomic] proposal: throw that Good out of the window!
References: <013801c14ab1$09764fe0$83010a3e@stavrogin>
Date: 05 Oct 2001 16:27:52 -0400
In-Reply-To: "Steppen Ling"'s message of "Mon, 1 Oct 2001 20:39:08 +0100"
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From: rsholmes@mailbox.syr.edu

"Steppen Ling" <stavrogin@tiscalinet.it> writes:

> Enact a new rule with the following text:
> ((I know, I don't like to play (almost) alone either, but at least in this way the others will have a better structured shipping world when they're back :-) ))
> 
> "
> Transporting means.
> 
> Due to Gang Warfare and to extreme danger any express would be subject to in the streets, the only way to transfer Goods from a Warehouse to another is to... throw them out of the window.
> Obviously only adjacent Warehouses can transfer Goods in this way, where an adjacent Warehouse is meant, horizontally, vertically, or diagonally.
> It is not allowed to form chains in order to let any far Warehouse get Goods from a given Warehouse ((if not indirectly with mutliple trading)).
> "

REJECTED, due to previously-discussed problems with wording and
ambiguous intent. -7 plinks.

-- 
- Doc

From pope_thomasm@yahoo.com Thu Oct 18 13:55:26 2001
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Date: Thu, 18 Oct 2001 20:55:22 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Working the Chain, Gang
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From: "Micheal Thomas" <pope_thomasm@yahoo.com>
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I propose a NSF Rule titled "Working the Chain, Gang" with the
following text:

Since the Nomic Dock is infested with Gangs, the safest way to
transport Goods is by using your own gang members. Even then, it's
still not guaranteed to get you your Goods.

When a player in possession of a bill of exchange wishes to get the
goods listed on the bill, e sends a number of his gang members to pick
up the goods. E does this by publicly declaring how many gang members
are going to pick up the goods. This number must be at least 1, but
no more than the total number of members in the gang minus the number
of members who are also CEOs of companies.

The time it takes to carry the goods depends on the distance between
warehouses. If the warehouses are next to each other, it takes only 1
dun, otherwise it takes 2 duns, to transport the goods. After the
requisite time has tanspired, ownership of the goods changes hands as
per the bill of exchange.

Micheal
fnordCo
Don't worry, we've got you covered



From rsholmes@mailbox.syr.edu Mon Oct 22 14:14:51 2001
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Subject: Re: [DocNomic] Proposal: Working the Chain, Gang
References: <9qnfjq+pj54@eGroups.com>
Date: 22 Oct 2001 17:14:43 -0400
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"Micheal Thomas" <pope_thomasm@yahoo.com> writes:

> I propose a NSF Rule titled "Working the Chain, Gang" with the
> following text:
> 
> Since the Nomic Dock is infested with Gangs, the safest way to
> transport Goods is by using your own gang members. Even then, it's
> still not guaranteed to get you your Goods.
> 
> When a player in possession of a bill of exchange wishes to get the
> goods listed on the bill, e sends a number of his gang members to pick
> up the goods. E does this by publicly declaring how many gang members
> are going to pick up the goods. This number must be at least 1, but
> no more than the total number of members in the gang minus the number
> of members who are also CEOs of companies.
> 
> The time it takes to carry the goods depends on the distance between
> warehouses. If the warehouses are next to each other, it takes only 1
> dun, otherwise it takes 2 duns, to transport the goods. After the
> requisite time has tanspired, ownership of the goods changes hands as
> per the bill of exchange.

REJECTED. I have a few problems with this: (1) The concept of "next
to" is not defined. In particular, are locations 2 and 5 next to one
another? (2) The assertion "Even then, it's still not guaranteed to
get you your Goods" is not supported by the following text.
(Understood that it could become supported if the following text is
amended, but as written, it's not.) (3) It's not made clear what the
location of the goods is during the process. Do the goods go
instantaneously from the seller's warehouse to the buyer's? If so, at
what instant? And if so, what accounts for the 1-2 dun delay? If
not, then during what time period are the goods in neither warehouse?
Or do the goods not move at all, but merely change ownership?

-7 Plinks.

-- 
- Doc

From stavrogin@tiscalinet.it Wed Nov 14 10:28:44 2001
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Message-ID: <002201c16d39$a5265200$a2000a3e@stavrogin>
To: "DocNomic" <DocNomic@yahoogroups.com>
Subject: Proposal: let's get all a-flyin'
Date: Wed, 14 Nov 2001 19:21:49 +0100
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From: "Stefano" <stavrogin@tiscalinet.it>
X-Yahoo-Profile: nick_stavrogin

Proposal «Let's get all a-flyin'»
Enact a new rule with the following text:

"
Due to the extreme violence of the streets, Companies resolved to workaround
the problem of transporting. Their solution was simple and genial:
use Helicopters.

A specialized firm was consulted, and it was therefore clear that all
was needed to use the new system was that:
a) every interested Warehouse has a landing platform on the roof
b) there is at least one Helicopter available.

Since adhering to this project is subjective, each Company will decide
whether to install a platform or not. The operation can be performed
at any moment and costs 20 Plinks; building the Platforms will start
immediately and be instantaneous.
Since everyone more or less will take advantage of the initiative,
the Chopter cost will be divided among all Companies (even if they choose
not to install the platform). The cost amounts to 60 Plinks and will be
divided equally.
The Chopter will be delivered when at least one Company has their platform
built. It will land on the first platform built.

It will be possible to purchase at any moment any more Chopters, their
price being 60 Plinks each. They will land on a random-chosen platform.

Each Chopter has a Location, which is that of the Warehouse supporting the
platform.
When a transport takes place, the Chopter intantaneously takes off, lands on
the selling Warehouse, loads the Units of Goods, takes off again, and lands
on the purchasing Warehouse, where the Goods are unloaded and safely stored.
The Chopter's Location is then updated to the last landing place.
Due to relativistic effects, each Helicopter allows no more than 1 transport
every 3 Duns. If there are any queues the order is decided by Doc.
"

Stefano



From rsholmes@mailbox.syr.edu Mon Nov 19 07:53:22 2001
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Subject: DocNomic
Date: 19 Nov 2001 10:52:32 -0500
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At the present time I do not have the time to administer DocNomic. By
Rule 1 I believe a new Doc can be selected at this time. Alternately,
since the momentum of this game is near zero, we can declare an end to
this round and I can start up Round 4 when I have more time and there
is more interest. Let me know your preference.

-- 
- Doc

From jklewis@umich.edu Mon Nov 19 11:49:04 2001
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From: John Kipling Lewis <jklewis@umich.edu>
X-Yahoo-Profile: neoliminal


hmmm...

I've noticed that I have not felt an urge to advance the game because it
was not evident that anyone could win yet. My normal sense of competition
is not invocked by the slow evolution of the game and hence I don't send
anything in. I suppose I have only myself to blame :-)

I'd prefer to call an end to this round and attempt to get another round
started with more players and perhaps a better defined goal earlier in the
rules process.

John Lewis

On 19 Nov 2001 rsholmes@mailbox.syr.edu wrote:

> At the present time I do not have the time to administer DocNomic. By
> Rule 1 I believe a new Doc can be selected at this time. Alternately,
> since the momentum of this game is near zero, we can declare an end to
> this round and I can start up Round 4 when I have more time and there
> is more interest. Let me know your preference.
>
> --
> - Doc
>
>
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

< john k. lewis > < jklewis@umich.edu > < .sig virus 2.4 > < designer >


From stavrogin@tiscalinet.it Tue Nov 20 10:51:59 2001
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
X-Yahoo-Profile: nick_stavrogin

Agreed, perhaps it's better to end this round. Nice playing with you, guys!

Stefano

----- Original Message ----- 
From: <rsholmes@mailbox.syr.edu>
To: <DocNomic@yahoogroups.com>
Sent: Monday, November 19, 2001 4:52 PM
Subject: [DocNomic] DocNomic


> At the present time I do not have the time to administer DocNomic. By
> Rule 1 I believe a new Doc can be selected at this time. Alternately,
> since the momentum of this game is near zero, we can declare an end to
> this round and I can start up Round 4 when I have more time and there
> is more interest. Let me know your preference.
> 
> -- 
> - Doc
> 




From rsholmes@mailbox.syr.edu Mon Nov 26 08:03:25 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] DocNomic
References: <xzcbshyhi67.fsf@rodan.syr.edu>
Date: 26 Nov 2001 11:03:20 -0500
In-Reply-To: rsholmes@mailbox.syr.edu's message of "19 Nov 2001 10:52:32 -0500"
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Due to my time pressures and current lack of game activity, I hereby
proclaim an end to DocNomic Round 3. The Winner of Round 3 is
proclaimed to be the person with the highest Points+Plinks total:
Micheal, with -5 Points and 137 Plinks.

Round 4 will begin when there is enough interest and I have enough
time, which may not be anytime soon. Stay subscribed and I'll let you
know. 

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Nov 26 08:41:40 2001
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] DocNomic
References: <xzcbshyhi67.fsf@rodan.syr.edu> <xzc3d317c53.fsf@rodan.syr.edu>
Date: 26 Nov 2001 11:41:34 -0500
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Stefano is the only Active Player. All other Players are Inactive and
are removed. They can rejoin, of course.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Nov 26 09:09:59 2001
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To: DocNomic@yahoogroups.com
Subject: Proclamations
Date: 26 Nov 2001 12:09:54 -0500
In-Reply-To: rsholmes@mailbox.syr.edu's message of "26 Nov 2001 11:03:20 -0500"
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From: rsholmes@mailbox.syr.edu
X-Yahoo-Profile: rsholmes

I make the following Proclamations:

Rule 1: Append "This paragraph takes precedence over Rule 13." to last
paragraph.

Rule 2: Replace first paragraph with:

The list of Players is part of the Gamestate. Doc may not be a
Player.

A person may become a Player by joining the mailing list and
posting notice of their intent to become a Player. This paragraph
takes precedence over Rule 13.

Posting a Proposal or a Point of Order, if it is legal to do so,
shall be considered posting notice of intent.

Rule 3: Append "This paragraph takes precedence over Rule 13." to last
paragraph.

Add Rule 13:
Activity

There is a gamestate item known as DocNomic State, which may take
the values Active or Inactive. DocNomic game activity may take place
only while DocNomic State is Active. Any Proposals or Points of Order
submitted while DocNomic State is Inactive shall be Ignored. No
changes to the Gamestate shall take place while DocNomic State is
Inactive. The This Rule takes precedence over all other Rules except
those that specifically claim precedence over Rule 13.

Modify gamestate: DocNomic State is "Inactive".

-- 
- Doc

From jklewis@umich.edu Thu Nov 29 20:42:49 2001
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You just locked the game forever. ;-)

John -


On 26 Nov 2001 rsholmes@mailbox.syr.edu wrote:

> Add Rule 13:
> Activity
>
> There is a gamestate item known as DocNomic State, which may take
> the values Active or Inactive. DocNomic game activity may take place
> only while DocNomic State is Active. Any Proposals or Points of Order
> submitted while DocNomic State is Inactive shall be Ignored. No
> changes to the Gamestate shall take place while DocNomic State is
> Inactive. The This Rule takes precedence over all other Rules except
> those that specifically claim precedence over Rule 13.
>
> Modify gamestate: DocNomic State is "Inactive".


From rsholmes@mailbox.syr.edu Fri Nov 30 08:24:44 2001
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Subject: Re: [DocNomic] Proclamations
References: <Pine.GSO.4.32.0111292342150.9861-100000@ralf.itd.umich.edu>
Date: 30 Nov 2001 11:24:39 -0500
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John Kipling Lewis <jklewis@umich.edu> writes:

> You just locked the game forever. ;-)

Nope. Rule 3:

Doc may, at any time, modify or remove any existing Rule or enact
new Rules, or modify the Gamestate, by the publication of a
Proclamation. In addition, Doc may, at any time, publish a Directive
calling for Proposals in a certain area. This paragraph takes
precedence over Rule 13.

-- 
- Doc

From jklewis@umich.edu Fri Nov 30 13:07:38 2001
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Darn, my logic skills are so Rusty. I'd make a really bad Doc.

John -

On 30 Nov 2001 rsholmes@mailbox.syr.edu wrote:

> John Kipling Lewis <jklewis@umich.edu> writes:
>
> > You just locked the game forever. ;-)
>
> Nope. Rule 3:
>
> Doc may, at any time, modify or remove any existing Rule or enact
> new Rules, or modify the Gamestate, by the publication of a
> Proclamation. In addition, Doc may, at any time, publish a Directive
> calling for Proposals in a certain area. This paragraph takes
> precedence over Rule 13.
>
> --
> - Doc
>
>
> To unsubscribe from this group, send an email to:
> DocNomic-unsubscribe@egroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>

< john k. lewis > < jklewis@umich.edu > < .sig virus 2.4 > < designer >


From jmorgantx@prodigy.net Sun Dec 02 17:01:28 2001
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Season's Greetings,

I am very interested in playing a very short round (in the 
neighbourhood of one or two months long) of Nomic based upon the Pure 
Nomic ruleset. The Pure Nomic ruleset is:

1. All players must agree to any changes to the game.

2. Players take turns suggesting a new rule.

I would like to play this during the holiday season when many folks 
are home from university and have time to play.

I think play should begin when five people are interested.

Please contact me at jmorgantx@prodigy.net or view the slightly 
cluttered n_omic site at http://groups.yahoo.com/group/n_omic

Thank you for your time,

Jim Morgan


From rsholmes@mailbox.syr.edu Mon Mar 11 07:45:26 2002
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Subject: Round 4
Date: 11 Mar 2002 10:43:49 -0500
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I'd like to start up Round 4 of DocNomic.

When and if enough people express interest, Round 4 will begin.

-- 
- Rich Holmes
Syracuse, NY

From firestarter985@aol.com Mon Mar 11 18:56:22 2002
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Subject: Re: [DocNomic] Round 4
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I'll play in Round 4...

Sorry about kind of dropping off the radar in Round 3... I was off doing things for the summer and forgot about the existence of the game.

-Hubert

From pope_thomasm@yahoo.com Mon Apr 01 09:24:54 2002
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--- In DocNomic@y..., rsholmes@m... wrote:
> I'd like to start up Round 4 of DocNomic.
> 
> When and if enough people express interest, Round 4 will begin.

I'm interested!

Micheal


From yahoo@kevan.org Fri Jun 07 04:36:13 2002
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> When and if enough people express interest, Round 4 will begin.

Hm, consider it expressed. I feel the urge to Nomic again.

How many people is "enough", though?

Kevan


From rsholmes@mailbox.syr.edu Fri Jun 07 08:55:27 2002
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Date: 07 Jun 2002 11:55:18 -0400
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"kevandavis" <yahoo@kevan.org> writes:

> How many people is "enough", though?

Good question. How many people are out there? Halllooooo??

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jun 07 10:42:50 2002
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On 7 Jun 2002 rsholmes@mailbox.syr.edu wrote:

> "kevandavis" <yahoo@kevan.org> writes:
> 
> > How many people is "enough", though?
> 
> Good question. How many people are out there? Halllooooo??

Ergh? Some of us are trying to sleep here... :)

Still around, but more lurking that anything else at this point. 
I'm currently playing Agora, and its exhausting me.

-- 
Jeff Weston (Sir Toby)
"If you insist, I will post a number so large that
it will be a waste of your time to download it."
-- Craig, in agora-discussion


From rsholmes@mailbox.syr.edu Fri Jun 07 11:17:07 2002
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Subject: Re: [DocNomic] Re: Round 4
References: <Pine.LNX.4.44.0206071033220.6695-100000@kenny.sir-toby.com>
Date: 07 Jun 2002 14:17:05 -0400
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> -- 
> Jeff Weston (Sir Toby)
> "If you insist, I will post a number so large that
> it will be a waste of your time to download it."
> -- Craig, in agora-discussion

Hmm, so was FRC rule 185:9 an Agora joke that went over my head?

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> quote >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
From: "Ed Murphy" <emurphy42@socal.rr.com>
To: "FRC" <frc@trolltech.com>
Subject: 185:9
Date: Sat, 1 Jun 2002 09:58:20 -0700

You want un-Stylish? Huh? Do ya?

ALL FUTURE RULES ARE INVALID.

Now *that's* un-Stylish.

What's that? You think you can weasel out of it, because this rule Sucks?

Well, I think your Suckiness rule is invalid. So there. Nyah.

I shall now post a number so large that it is a waste of your bandwidth
to download it.

82354248925605439650661114552448560573825362590186537006551072242916564511567665
[70 lines omitted -- RSH]
01371784759015404092670754767373799258442813979136496455729064780439352144503653

No, there's nothing else but the signature, twit. You can stop reading now.


--
Ed Murphy <emurphy42@socal.rr.com> "I'm not sure I can go through
http://members.fortunecity.com/emurphy/ with it. Leave, I mean."

-- 
Rule Date: 2002-06-01 16:59:04 GMT
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> unquote >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

-- 
- Rich Holmes
Syracuse, NY

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Date: Fri, 7 Jun 2002 14:07:50 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Round 4
In-Reply-To: <xzcn0u77y3i.fsf@rodan.syr.edu>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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Well, I'm not up to speed on FRC. However, it seems that Ed Murphy stole 
the "number so large" idea from a post Craig made in Agora discussion. 
Specifically, Craig was attempting to create a bunch of something by 
destroying a near-infinite negative amount of that something. Someone 
argued that a "near-infinite negative amount" is not a number, so it 
couldn't really work. Craig countered with "If you insist, I will post a 
number so large that it will be a waste of your time to download it." I 
thought it was pretty funny at the time, and still do. However, I guess it 
loses something without the context.

Now one of those suckiness lines... That might make for a fun new 
signature. Hmm...

On 7 Jun 2002 rsholmes@mailbox.syr.edu wrote:

> Hmm, so was FRC rule 185:9 an Agora joke that went over my head?

-- 
Jeff Weston (Sir Toby)
"If you insist, I will post a number so large that
it will be a waste of your time to download it."
-- Craig, in agora-discussion


From yahoo@kevan.org Mon Jun 10 04:53:01 2002
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Hm, the (Fundamental) GNDT Rule seems to have been removed from the
Round Three ruleset when dusting it down for Round Four, yet the
"Points" Rule still makes reference to it. Too much pruning, or
not enough?

The script's moved to http://kevan.org/generic.cgi?nomic=doc,
anyway, and still seems to work alright. I may even get around
to adding proper administrator-login stuff (rather than me having
to hack config files around manually, to add and remove fields) if
we start using it again. 

Kevan 


From pope_thomasm@yahoo.com Mon Jun 10 10:40:36 2002
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--- In DocNomic@y..., rsholmes@m... wrote:
> "kevandavis" <yahoo@k...> writes:
> 
> > How many people is "enough", though?
> 
> Good question. How many people are out there? Halllooooo??

Is still here, somewhere. I just have to remember to start checking
the groupsite more frequently.

Micheal


From shrooms00@yahoo.com Mon Jun 10 13:19:51 2002
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Subject: New Player
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Hello, I'd be interested in playing.

-- Zarba


From jjweston@kenny.sir-toby.com Mon Jun 10 15:47:32 2002
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Subject: I'm in...
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I guess I'll hop in here for Round 4. The recent Agora marathon 
seems to have tapered off, and now I think I can handle two Nomics at 
once.

-- 
Jeff Weston (Sir Toby)
"If you insist, I will post a number so large that
it will be a waste of your time to download it."
-- Craig, in agora-discussion


From jjweston@kenny.sir-toby.com Mon Jun 10 18:34:12 2002
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Date: Mon, 10 Jun 2002 18:25:09 -0700 (PDT)
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Subject: What is Rule 13?
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Just looking over the current rules of the game. I see three instances 
where rules take precedence over rule 13, but I don't see rule 13. Am I 
missing something?

Oh, and just in case my last message wasn't clear enough, this message is 
my notice of intent to become a Player.

-- 
Jeff Weston (Sir Toby)
"If you insist, I will post a number so large that
it will be a waste of your time to download it."
-- Craig, in agora-discussion


From nomic@elizian.fsnet.co.uk Tue Jun 11 10:37:49 2002
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Date: Tue, 11 Jun 2002 18:40:46 +0100
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I have looked around at the various Nomic sites and I am intrigued by the game structure. When Kevan posted (on MCiOS) that DocNomic was regrouping its forces, I decided to take the plunge. I would like to join in for Round 4. I shall be playing under the nom de nomic of Niimaur (pronounced Ni-eye-more, often shortened to Nim).

Ian

PS Doc, You may recall that I into the Garden Gnomic briefly but it became very quiet there.

Take a peek at http://www.elizian.co.uk

The Yak is baaack at http://www.llamasoft.co.uk


[Non-text portions of this message have been removed]


From rsholmes@mailbox.syr.edu Tue Jun 11 10:51:01 2002
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Subject: Re: [DocNomic] Generic Nomic Data Tracker
References: <ae23ur+g1af@eGroups.com>
Date: 11 Jun 2002 13:50:59 -0400
In-Reply-To: "kevandavis"'s message of "Mon, 10 Jun 2002 11:52:58 -0000"
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"kevandavis" <yahoo@kevan.org> writes:

> Hm, the (Fundamental) GNDT Rule seems to have been removed from the
> Round Three ruleset when dusting it down for Round Four, yet the
> "Points" Rule still makes reference to it. Too much pruning, or
> not enough?

and Sir Toby <jjweston@kenny.sir-toby.com> writes:

> Just looking over the current rules of the game. I see three instances 
> where rules take precedence over rule 13, but I don't see rule 13. Am I 
> missing something?

Hmm, thank you for proofreading. I'll fix those by Proclamation.

I'll remove the GNDT reference for now. When/if we find we want to
use the GNDT we'll put it back. Probably non-Fundamentally, since the
GNDT becomes fairly useless every time the rules are reset.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 11 10:55:15 2002
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Subject: Re: [DocNomic] Nomic newbie
References: <006901c2116f$1eaea800$e48686d9@gromit>
Date: 11 Jun 2002 13:55:12 -0400
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"Ian Muir" <nomic@elizian.fsnet.co.uk> writes:

> When Kevan posted (on MCiOS) that DocNomic was regrouping its
> forces, I decided to take the plunge.

Thanks, K -- I was wondering why two people joined the list in as many
days, after all this time of inactivity. I assume that's where
Zarba's from?

Sounds like we have so far

Kevan
Jeff Weston (Sir Toby)
Ian Muir
Zarba

(these are the names I'll enter in the player list when we get going
unless you want me to use something different, in which case let me
know.) 

I'd like a couple more players before going active. 

-- 
- Doc

From jjweston@kenny.sir-toby.com Tue Jun 11 10:59:39 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Nomic newbie
In-Reply-To: <xzcelfdpunz.fsf@rodan.syr.edu>
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On 11 Jun 2002 rsholmes@mailbox.syr.edu wrote:

> Sounds like we have so far
> 
> Kevan
> Jeff Weston (Sir Toby)
> Ian Muir
> Zarba
> 
> (these are the names I'll enter in the player list when we get going
> unless you want me to use something different, in which case let me
> know.) 

How about just "Jeff Weston" for me. I'm currently using "Sir Toby" on
Agora. I think I used my real name last time I was here anyways...

-- 
Jeff Weston (Sir Toby)


From tyreth@hotmail.com Tue Jun 11 17:53:18 2002
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Hello all. I just joined the list, and am declaring my intention to join the 
next round as a player and all, having been subtly and repeatedly asked by 
both Zarba and Kevan when and if I was going to do so. So, for those who 
don't know me, an introduction:

My name isn't really Tyrethali, but that's what I go by online more out of 
force of habit than any perceived need to hide my actual name. Past nomic 
experience includes a brief stay in Garden Nomic and Thin Acka, Genomic, 
Unanomic, and I ran Omeganomic and Polynomic. Some of those I did under the 
alias Brex, but I don't recall which specifically, so present them all 
clumped together. Also played a few tabletop games over the years, but most 
of my friends of the non-internet variety get worried about nomic, and most 
of the other games I suggest playing. They always end up enjoying with them, 
so I get to be smug, but they're always reluctant to try the next new thing 
regardless. Feh.

For non-nomic-related stuff... nah. I can plug the webpage elsewhere.

At any rate, I look forward to playing with you all. It's been too long 
since I've participated in any proper nomics, imperial or no.

_________________________________________________________________
Send and receive Hotmail on your mobile device: http://mobile.msn.com


From mat@matbennett.com Wed Jun 12 11:51:38 2002
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Date: Wed, 12 Jun 2002 18:51:36 -0000
To: DocNomic@yahoogroups.com
Subject: Appointment with the Doctor
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Count me in.
Has a start time been decided yet?

Goateus


From rsholmes@mailbox.syr.edu Wed Jun 12 13:02:13 2002
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To: DocNomic@yahoogroups.com
Subject: Proclamation: DocNomic State (was Re: [DocNomic] Appointment with the Doctor)
References: <ae857o+8hp5@eGroups.com>
Date: 12 Jun 2002 16:02:11 -0400
In-Reply-To: "Goateus"'s message of "Wed, 12 Jun 2002 18:51:36 -0000"
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"Goateus" <mat@matbennett.com> writes:

> Count me in.
> Has a start time been decided yet?

Yes.

DocNomic state is Active.

(Sorry to be so terse, but gotta run...)

-- 
- Doc

From jjweston@kenny.sir-toby.com Wed Jun 12 18:04:19 2002
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Date: Wed, 12 Jun 2002 17:54:42 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Proposal: DocType
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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Create a Not So Fundamental Rule entitled "DocType" with the 
following text:

All Players have a status known as their DocType. The list of valid
DocTypes must be defined by the rules. A Player may change eir DocType to
another valid DocType for free if e hasn't changed it within the past 3
Duns, or for a cost of 10 Points if e desires to change it sooner.

The following DocTypes are defined:
- text/proposal
Any Proposal submitted by a Player while e has a DocType other than 
"text/proposal" shall be ignored.

If at any time a Player has an undefined DocType, eir DocType is set to 
"text/proposal".

-- 
Jeff Weston (Sir Toby)


From yahoo@kevan.org Thu Jun 13 02:54:31 2002
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Date: Thu, 13 Jun 2002 10:54:35 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Documents
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From: Kevan Davis <yahoo@kevan.org>
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Add a new Rule called "Documents":-

Each Player possesses their very own Document, which may contain any
amount of text. Players' Documents are part of the gamestate, and are
maintained by Doc. They start out blank.

A Player may pay five Points to add a specific sentence of text to
any Player's Document, by emailing Doc with this intention. Such
intentions should be processed in the order they are received, the
Points being deducted when processed. (If a Player has insufficient
Points upon processing, the sentence is not added.)

From rsholmes@mailbox.syr.edu Thu Jun 13 08:15:39 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: DocType
References: <Pine.LNX.4.44.0206121734370.18645-100000@kenny.sir-toby.com>
Date: 13 Jun 2002 11:14:57 -0400
In-Reply-To: Sir Toby's message of "Wed, 12 Jun 2002 17:54:42 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> Create a Not So Fundamental Rule entitled "DocType" with the 
> following text:
> 
> All Players have a status known as their DocType. The list of valid
> DocTypes must be defined by the rules. A Player may change eir DocType to
> another valid DocType for free if e hasn't changed it within the past 3
> Duns, or for a cost of 10 Points if e desires to change it sooner.
> 
> The following DocTypes are defined:
> - text/proposal
> Any Proposal submitted by a Player while e has a DocType other than 
> "text/proposal" shall be ignored.
> 
> If at any time a Player has an undefined DocType, eir DocType is set to 
> "text/proposal".
> 

REJECTED -- not for any particularly bad feature, just that it strikes
me as something that can become very restrictive very early, and I'd
like to avoid that.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 13 08:18:39 2002
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To: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Documents
References: <1023962075.3d086bdb9da82@www.bocks.com>
Date: 13 Jun 2002 11:18:37 -0400
In-Reply-To: Kevan Davis's message of "Thu, 13 Jun 2002 10:54:35 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Add a new Rule called "Documents":-
> 
> Each Player possesses their very own Document, which may contain any
> amount of text. Players' Documents are part of the gamestate, and are
> maintained by Doc. They start out blank.
> 
> A Player may pay five Points to add a specific sentence of text to
> any Player's Document, by emailing Doc with this intention. Such
> intentions should be processed in the order they are received, the
> Points being deducted when processed. (If a Player has insufficient
> Points upon processing, the sentence is not added.)

REJECTED -- Generally I think this is a pretty good rule, but it does
allow game action to take place in private email (to Doc), and I don't
want to go there. 

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 13 08:32:42 2002
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To: DocNomic@yahoogroups.com
Subject: Directive: Dun that
Date: 13 Jun 2002 11:32:40 -0400
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Rule 10 reads:

All spans of time are measured in DocNomic Units (duns). The length
of a dun is part of the gamestate, and shall be equal to 48 hours
unless Doc proclaims otherwise.

The intent of this was to make it easy for Doc to tune the pace of the
game. If e found emself unusually busy with Real World activities, e
could e.g. change the length of a dun to 7 days.

One problem with this is that a dun is a measure of time span, and
when it changes, what happens to time spans that include the moment of
change? For example, if a dun is 48 hours at the start of a time span
that's 3 duns long, and 59.4 hours later the length of a dun changes
to 96 hours, then when does the 3-dun time span end?

(There actually is a similar problem in real-world time span
measurements: What is the date exactly one month after January 30?
This is why we specify "90 days" instead of "3 months" when we want to
be precise.)

Another problem is that by putting all time references in terms of
time spans (duns) one becomes decoupled from the calendar. Instead of
things happening "once a week, on Tuesday at 12:00:00 GMT" one has
"every four duns after Tuesday, 11 Jan 2002 at 12:00:00 GMT" -- which
is on a Wednesday the following week, Thursday the week after that,
etc. -- assuming the dun length does NOT change! This allows for more
flexibility of pacing but is more inconvenient to keep track of.

With the above points in mind, Doc calls for proposals (no particular
rush, though, and don't get too distracted from developing this
round's theme) to amend or replace Rule 10, and amend any rules that
depend on Rule 10, to implement a better way of dealing with time in
DocNomic. 

-- 
- Doc

From yahoo@kevan.org Thu Jun 13 09:04:32 2002
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Date: Thu, 13 Jun 2002 17:04:35 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Documents
References: <1023962075.3d086bdb9da82@www.bocks.com> <xzcr8jbw6k2.fsf@rodan.syr.edu>
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From: Kevan Davis <yahoo@kevan.org>
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X-Yahoo-Profile: kevandavis

> REJECTED -- Generally I think this is a pretty good rule, but it does
> allow game action to take place in private email (to Doc), and I don't
> want to go there. 

Fair enough, I suppose. For what precise reason are you against private 
email, though? Desire for an open and fully-archived Nomic, or a fear of 
losing randomly-subject-lined stuff through the cracks in your in-tray? 

K.

From tyreth@hotmail.com Thu Jun 13 11:33:07 2002
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Bcc: 
Subject: Re: [DocNomic] Directive: Dun that
Date: Thu, 13 Jun 2002 14:33:06 -0400
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>
>One problem with this is that a dun is a measure of time span, and
>when it changes, what happens to time spans that include the moment of
>change? For example, if a dun is 48 hours at the start of a time span
>that's 3 duns long, and 59.4 hours later the length of a dun changes
>to 96 hours, then when does the 3-dun time span end?

As the rule stands, the total time span would end up being 240 hours, 
surely? I mean, the first dun would successfully complete under the first 
length, and then the second dun would be upgraded to 96 hours instead of 48 
before it finished, and the last would complete under the new length as 
well.

I suppose, one could be extra fiddly, and say that at the 59.4 hour mark 
there would then be 169.2 hours left, because there was 1.7625 duns left 
then. But that's only if one really enjoy random mathematic calculations, 
and I can't think of any way off the top of my head to explictily word 
either of them for a proposal. The first way I suggested seems simpler with 
no loss of "feels like the correct answer"-ness.

_________________________________________________________________
Send and receive Hotmail on your mobile device: http://mobile.msn.com


From shrooms00@yahoo.com Thu Jun 13 11:38:23 2002
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Date: Thu, 13 Jun 2002 18:38:14 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Directive: Dun that
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Maybe put it like this: The dun-clock ticks every 48 hours. A 'dun' is
simply the time until the next tick.


From rsholmes@mailbox.syr.edu Thu Jun 13 11:41:00 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Documents
References: <1023962075.3d086bdb9da82@www.bocks.com> <xzcr8jbw6k2.fsf@rodan.syr.edu> <1023984275.3d08c293d0ecc@www.bocks.com>
Date: 13 Jun 2002 14:40:58 -0400
In-Reply-To: Kevan Davis's message of "Thu, 13 Jun 2002 17:04:35 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Fair enough, I suppose. For what precise reason are you against private 
> email, though? Desire for an open and fully-archived Nomic, or a fear of 
> losing randomly-subject-lined stuff through the cracks in your in-tray? 

Some of each, really, but more the latter -- mind you, if the subject
line is NOT random, I can filter it into my DocNomic folder.

I suppose it's possible, also, that some players want to participate
by creating posts at the Yahoo Groups website rather than by sending
email to the mailing list address. They might grouch about having to
bifurcate their DocNomic activities. I prefer working through email
and avoiding the Yahoo site whenever possible, myself, but I'm not
everyone. Any comments?

Hmm, I think I just figured out why you want to do it that way... hah!

-- 
- Doc

From jjweston@kenny.sir-toby.com Thu Jun 13 12:01:23 2002
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Date: Thu, 13 Jun 2002 11:51:37 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Directive: Dun that
In-Reply-To: <xzcofefw5wn.fsf@rodan.syr.edu>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
X-Yahoo-Group-Post: member; u=54217374
X-Yahoo-Profile: westonje

On 13 Jun 2002 rsholmes@mailbox.syr.edu wrote:

> One problem with this is that a dun is a measure of time span, and
> when it changes, what happens to time spans that include the moment of
> change? For example, if a dun is 48 hours at the start of a time span
> that's 3 duns long, and 59.4 hours later the length of a dun changes
> to 96 hours, then when does the 3-dun time span end?

Another problem of time measured as duns is that you have multiple methods
of referring to it. Something like "every 2 duns, xyz takes place" is
very different from "2 duns after abc takes place, xyz takes place." The
first assumes that duns are tracked much like days, such that when one dun
ends, another begins. As long as duns are integer mutliples of days, this
isn't a big deal, but imagine trying to figure out how often something
happens if a dun is 20 hours. The second approach assumes that duns are a
period of time, tracked much like minutes and seconds are tracked. Given a
situation where "1 dun after abc takes place, xyz takes place", every time
abc takes place, a time period of 1 dun starts. After that time period
ends, xyz takes place. If abc is happening fairly often, there could be
several time periods being tracked simultaneosuly to determine each time
xyz needs to happen.

I might suggest the following: Whenever the definition of dun changes, the 
current dun is considered to have ended and a new dun begins using the new 
defenition of dun. Also, any time periods that are currently being tracked 
that are measured in duns are considered to have ended.

> Another problem is that by putting all time references in terms of
> time spans (duns) one becomes decoupled from the calendar. Instead of
> things happening "once a week, on Tuesday at 12:00:00 GMT" one has
> "every four duns after Tuesday, 11 Jan 2002 at 12:00:00 GMT" -- which
> is on a Wednesday the following week, Thursday the week after that,
> etc. -- assuming the dun length does NOT change! This allows for more
> flexibility of pacing but is more inconvenient to keep track of.

Well, we could give Doc ultimate flexibility and ease of tracking by
saying that one dun ends and a new one begins whenever Doc declares it
does. That way, the length of time for one dun compared to another dun may
be totally different. If Doc suddenly finds emself really busy one week,
the current dun may last for a whole week, whereas if Doc has lots of time
the next week, the next several duns could last for one day, or so. Of
course this approach might annoy the players who wouldn't know whether or
not they can check their DocNomic email once a week, or if they have to
check it every few hours.

-- 
Jeff Weston (Sir Toby)


From shrooms00@yahoo.com Thu Jun 13 12:38:50 2002
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Date: Thu, 13 Jun 2002 19:38:47 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Directive: Dun that
Message-ID: <aeasc7+f5cq@eGroups.com>
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--- In DocNomic@y..., "Shrooms00" <shrooms00@y...> wrote:
> Maybe put it like this: The dun-clock ticks every 48 hours. A 'dun'
is
> simply the time until the next tick.

Perhaps number the duns. Dun 1, dun 2, etc.


From pope_thomasm@yahoo.com Thu Jun 13 14:52:10 2002
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Subject: Returning Player
To: DocNomic@yahoogroups.com
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--- rsholmes@mailbox.syr.edu wrote:
> I suppose it's possible, also, that some players
> want to participate by creating posts at the
> Yahoo Groups website rather than by sending
> email to the mailing list address. They might
> grouch about having to bifurcate their DocNomic
> activities. I prefer working through email
> and avoiding the Yahoo site whenever possible,
> myself, but I'm not everyone. Any comments?

I think email is the way to go, since I posted through
the group that I was interested in playing again, but
that was probably not seen because it didn't get sent
out in email. 

In which case, I announce my intent to become a player
in the current round of DocNomic.

Michael


__________________________________________________
Do You Yahoo!?
Yahoo! - Official partner of 2002 FIFA World Cup
http://fifaworldcup.yahoo.com

From pope_thomasm@yahoo.com Thu Jun 13 15:22:27 2002
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Date: Thu, 13 Jun 2002 15:22:24 -0700 (PDT)
Subject: Re: [DocNomic] Directive: Dun that (and Proposal)
To: DocNomic@yahoogroups.com
In-Reply-To: <Pine.LNX.4.44.0206130952370.19520-100000@kenny.sir-toby.com>
MIME-Version: 1.0
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--- Sir Toby <jjweston@kenny.sir-toby.com> wrote:
> 
> I might suggest the following: Whenever the
> definition of dun changes, the current dun is
> considered to have ended and a new dun begins
> using the new defenition of dun. Also, any
> time periods that are currently being tracked 
> that are measured in duns are considered to have
> ended.

Sounds like a good idea, but I see a minor problem 
with that last sentence.

What happens if, say, an auction starts, that is
supposed to last 4 duns. Halfway through the first
dun, Doc decides to change the length of a dun.
The time period for the auction is considered to
have ended, therefore the auction is over. Any 
player lucky (or smart) enough to have gotten a
first bid in early will win the auction before any
others get a chance to participate.

A possibility combines a previously mentioned idea
with a twist. 

(proposal start)
In the event of a change in dun length, the change
in dun length will be handled according to the 
following procedure.

Calculate the change that would occur to the 
length of the dun.

If the change is to increase the dun length, then 
the current dun is allowed to finish. Then, the 
length of the dun increases, and the next dun 
starts.

If the change is to decrease the dun length, then
the following occurs. If the amount of time that
has passed in the current dun is greater than or
equal to the amount of time in the new dun length,
then the current dun ends, the length of the dun 
decreases and the next dun begins. If the amount
of time that passed in the current dun is less 
than the amount of time in the new dun length, 
then the current dun changes its expected endtime
to behave as if it had started with the new dun
length, and then the dun length is decreased. 

If the change is to leave the dun at exactly the
same length, then nothing occurs.

In all of these cases, there would be no change 
in the number of duns that have passed.
(proposal end)

Hey, that sounds like a proposal to me.

I propose that Rule 10 be modified by appending 
the text of this message between the markers 
(proposal start) and (proposal end).

Micheal

__________________________________________________
Do You Yahoo!?
Yahoo! - Official partner of 2002 FIFA World Cup
http://fifaworldcup.yahoo.com

From rsholmes@mailbox.syr.edu Fri Jun 14 07:35:29 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Directive: Dun that (and Proposal)
References: <20020613222224.86252.qmail@web13905.mail.yahoo.com>
Date: 14 Jun 2002 10:35:26 -0400
In-Reply-To: fnord's message of "Thu, 13 Jun 2002 15:22:24 -0700 (PDT)"
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fnord <pope_thomasm@yahoo.com> writes:

> (proposal start)
> In the event of a change in dun length, the change
> in dun length will be handled according to the 
> following procedure.
> 
> Calculate the change that would occur to the 
> length of the dun.
> 
> If the change is to increase the dun length, then 
> the current dun is allowed to finish. Then, the 
> length of the dun increases, and the next dun 
> starts.
> 
> If the change is to decrease the dun length, then
> the following occurs. If the amount of time that
> has passed in the current dun is greater than or
> equal to the amount of time in the new dun length,
> then the current dun ends, the length of the dun 
> decreases and the next dun begins. If the amount
> of time that passed in the current dun is less 
> than the amount of time in the new dun length, 
> then the current dun changes its expected endtime
> to behave as if it had started with the new dun
> length, and then the dun length is decreased. 
> 
> If the change is to leave the dun at exactly the
> same length, then nothing occurs.
> 
> In all of these cases, there would be no change 
> in the number of duns that have passed.
> (proposal end)

Sigh. Much as I hate to start a round with three consecutive REJECTs,
I really must.

The whole point of my Directive, which evidently was so badly worded
as to have misled everyone, was to request ways, not of disambiguating
duns, but of constructing an easier and less cumbersome way of
reckoning time around here, while preferably maintaining the present
system's feature of allowing game pacing to be tuned easily.

The above does not, by a long shot, constitute easier and less
cumbersome. 

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jun 14 08:36:25 2002
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Date: Fri, 14 Jun 2002 08:26:22 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Directive: Dun that (and Proposal)
In-Reply-To: <xzchek6szbl.fsf@rodan.syr.edu>
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On 14 Jun 2002 rsholmes@mailbox.syr.edu wrote:

> Sigh. Much as I hate to start a round with three consecutive REJECTs,
> I really must.

Hmm... I feel as if I'm coming down with a touch of Fear of Rejection.

*cough* *cough*

:)

-- 
Jeff Weston (Sir Toby)


From mat@matbennett.com Fri Jun 14 10:04:13 2002
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Date: Fri, 14 Jun 2002 17:04:08 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Directive: Dun that (concept)
Message-ID: <aed7m8+9o40@eGroups.com>
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Brain is too fried right now to put this into a proposal, but how's 
this for a rough stab at a simpler idea?

A DUN is a day.
A new element is created to represent the Doc's waiting list (Being 
from the UK this is a very familiar concept to me). The purpose of 
the waiting list is to give a "factor" by which all measurements of 
times are multiplied.

The Doc will periodically publish what this factor is.

Whenever anything that happens that is time dependent the usual DUN 
amount is multiplied by the waiting list. The factored date is then 
included WITH THAT PROPOSAL (or whatever) to give the final time.

This means that if the waiting list factor changes again previously 
calculated times do not need to change.

Hope that this makes some sort of sense. I think that I have made it 
sound more complicated than it really is. Fridays do that to me.


From shrooms00@yahoo.com Fri Jun 14 10:23:21 2002
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Date: Fri, 14 Jun 2002 17:23:09 -0000
To: DocNomic@yahoogroups.com
Subject: Dun's Proposal
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OK, here's my idea. I'm new at this, but...

<start proposal>

Replace Rule 10 with:

The Clock ticks once every 48 hours, starting from a GMT time
estabilished by the Doc. A dun is defined as the time between the last
and the next tick of the Clock.

<end proposal>

So a rule that takes effect for three duns would end at the third tick
from now, no matter whether it is 6 days or a year.

-- Zarba


From rsholmes@mailbox.syr.edu Fri Jun 14 10:42:56 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Dun's Proposal
References: <aed8pt+2a4k@eGroups.com>
Date: 14 Jun 2002 13:42:54 -0400
In-Reply-To: "Shrooms00"'s message of "Fri, 14 Jun 2002 17:23:09 -0000"
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I'll sit on Zarba's and Goateus's proposals until I see whether any
others are submitted and/or whether anyone has comments on these...

-- 
- Doc

From pope_thomasm@yahoo.com Fri Jun 14 11:16:31 2002
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Date: Fri, 14 Jun 2002 11:16:30 -0700 (PDT)
Subject: Re: [DocNomic] Dun's Proposal
To: DocNomic@yahoogroups.com
In-Reply-To: <aed8pt+2a4k@eGroups.com>
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--- Shrooms00 <shrooms00@yahoo.com> wrote:
> OK, here's my idea. I'm new at this, but...
> 
> <start proposal>
> 
> Replace Rule 10 with:
> 
> The Clock ticks once every 48 hours, starting from a
> GMT time estabilished by the Doc. A dun is defined
> as the time between the last and the next tick of
> the Clock.
> 
> <end proposal>
> 
> So a rule that takes effect for three duns would end
> at the third tick from now, no matter whether it is
> 6 days or a year.

Unfortunately, I don't see how paragraph 1 leads
to paragraph 2. How can the third tick occur anything
other than 6 days later? 

Doc can always proclaim a change in the time between 
ticks, of course, but it'd be nice to have it listed
explicitly in the proposal/rule.

This does present an interesting point, though, of
tying the time periods to a specific time on the
clock.
That would bring the time units back in touch with
the real world.

fnord


__________________________________________________
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From shrooms00@yahoo.com Fri Jun 14 11:30:58 2002
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Date: Fri, 14 Jun 2002 18:30:56 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Dun's Proposal
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> Unfortunately, I don't see how paragraph 1 leads
> to paragraph 2. How can the third tick occur anything
> other than 6 days later? 

When the rule is changed.


From pope_thomasm@yahoo.com Fri Jun 14 11:37:43 2002
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Date: Fri, 14 Jun 2002 11:37:43 -0700 (PDT)
Subject: Re: [DocNomic] Re: Directive: Dun that (concept)
To: DocNomic@yahoogroups.com
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--- Goateus <mat@matbennett.com> wrote:
> A DUN is a day.
> A new element is created to represent the Doc's
> waiting list (Being from the UK this is a very
> familiar concept to me). The purpose of the
> waiting list is to give a "factor" by which all
> measurements of times are multiplied.
> 
> The Doc will periodically publish what this factor
> is.
> 
> Whenever anything that happens that is time
> dependent the usual DUN amount is multiplied by
> the waiting list.

I assume here you meant to add the word "factor" 
after "waiting list", correct?

> The factored date is then 
> included WITH THAT PROPOSAL (or whatever) to give
> the final time.

So, whenever a time duration is expressed, it first
gets modified by the factor, and then expressly
written down as a specific datetime. Very intriguing.

> This means that if the waiting list factor changes
> again previously calculated times do not need
> to change.

Fascinating idea. It requires just one calculation of
time, while still allowing some flexibility in pacing.
Pretty good, I think.

However, I think this would only work for situations
where time is a duration, i.e. this auction will end
in 4 days, you have 3 weeks to submit a claim of
damage,
etc. I don't think it would cover cases where time 
is a period, i.e. you can only submit one proposal 
per dun, a player can only transfer juice cans to
another player once every 3 duns, etc. Something
would still need to keep track of when the dun
changed,
or provide for measuring the time-between-things time.


fnord


__________________________________________________
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From tyreth@hotmail.com Fri Jun 14 11:57:15 2002
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Bcc: 
Subject: You say dun, I say day... (was Re: some dun prop)
Date: Fri, 14 Jun 2002 14:57:14 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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>A DUN is a day.

So why don't we just use the term, 'day'?

>A new element is created to represent the Doc's waiting list (Being
>from the UK this is a very familiar concept to me). The purpose of
>the waiting list is to give a "factor" by which all measurements of
>times are multiplied.
>
>The Doc will periodically publish what this factor is.

But surely it could be published just as easily as a factor of days, not 
duns, especially if the factor is what changes and not the dun length.

I just suggest this because getting rid of the term dun entirely, if 
possible, certainly does make the ruleset simpler.

_________________________________________________________________
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From pope_thomasm@yahoo.com Fri Jun 14 12:09:04 2002
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Subject: Dun vs. Day vs. Neither
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--- Tyrethali Ansrath <tyreth@hotmail.com> wrote:
> >A DUN is a day.
> 
> So why don't we just use the term, 'day'?
> 
> But surely [the dun/waiting list factor]
> it could be published just as easily as a
> factor of days, not duns, especially if the
> factor is what changes and not the dun length.
> 
> I just suggest this because getting rid of the term
> dun entirely, if possible, certainly does make
> the ruleset simpler.

Not a bad idea, even better if we get rid of the
term 'day', and just use a temporal factor for
all time periods. Still, how would periods
(versus durations) be handled? Would they just
be listed as a temporal period, and factoring
would happen like everywhere else?

fnord

__________________________________________________
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From tyreth@hotmail.com Fri Jun 14 12:52:05 2002
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Subject: Proposal: Doctrines
Date: Fri, 14 Jun 2002 15:52:01 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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Enact a rule entitled "Doctrines" with the following text:

Each player must follow one and only one Doctrine at all times. If at any 
time a player is not following a Doctrine, they may either create a Doctrine 
by posting it's name to the mailing list, or choose another player's 
Doctrine to also follow by posting their intention to do so to the mailing 
list. A player who is not following a Doctrine cannot submit proposals.

If at any time all players follow the same Doctrine, the player who has been 
following that Doctrine for the longest wins the round.

_________________________________________________________________
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From rsholmes@mailbox.syr.edu Fri Jun 14 13:59:11 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Directive: Dun that (concept)
References: <aed7m8+9o40@eGroups.com>
Date: 14 Jun 2002 16:58:58 -0400
In-Reply-To: "Goateus"'s message of "Fri, 14 Jun 2002 17:04:08 -0000"
Message-ID: <xzcelf98tm5.fsf@rodan.syr.edu>
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"Goateus" <mat@matbennett.com> writes:

> Brain is too fried right now to put this into a proposal, but how's 
> this for a rough stab at a simpler idea?
> 
> A DUN is a day.
> A new element is created to represent the Doc's waiting list (Being 
> from the UK this is a very familiar concept to me). The purpose of 
> the waiting list is to give a "factor" by which all measurements of 
> times are multiplied.
> 
> The Doc will periodically publish what this factor is.
> 
> Whenever anything that happens that is time dependent the usual DUN 
> amount is multiplied by the waiting list. The factored date is then 
> included WITH THAT PROPOSAL (or whatever) to give the final time.
> 
> This means that if the waiting list factor changes again previously 
> calculated times do not need to change.
> 
> Hope that this makes some sort of sense. I think that I have made it 
> sound more complicated than it really is. Fridays do that to me.

I concur with some of the discussion so far. There are still some
problems. For instance, if a rule says e.g. "Such-and-such will
happen if any players wearing orange t-shirts post a message
containing the word "interrogate" within 3 duns of the posting of any
proposal", then must all proposals contain text like "Such-and-such will
happen if any players wearing orange t-shirts post a message
containing the word "interrogate" before 16:59:28 20 Jun 2002"?

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 14 14:08:41 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Dun's Proposal
References: <aed8pt+2a4k@eGroups.com>
Date: 14 Jun 2002 17:08:39 -0400
In-Reply-To: "Shrooms00"'s message of "Fri, 14 Jun 2002 17:23:09 -0000"
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"Shrooms00" <shrooms00@yahoo.com> writes:

> OK, here's my idea. I'm new at this, but...
> 
> <start proposal>
> 
> Replace Rule 10 with:
> 
> The Clock ticks once every 48 hours, starting from a GMT time
> estabilished by the Doc. A dun is defined as the time between the last
> and the next tick of the Clock.
> 
> <end proposal>
> 
> So a rule that takes effect for three duns would end at the third tick
> from now, no matter whether it is 6 days or a year.

Zarba is proposing a move toward calendar-based timing rather than
timespan-based timing. Ideally we'd have both, but calendar-based
only is easier than timespan-based only.

Unfortunately the language needs some work. The second sentence still
uses timespan-based language, so that if the number of hours mentioned
in the first sentence e.g. from 48 to 96, then a "dun" becomes 96
hours and a 7-dun period becomes 28 days regardless of whether it was
in the future or past. Then players who were inactive because they
last posted a proposal 20 days ago (more than 7 old duns) become
active? Doesn't seem very sensible.

Also, it makes more sense for the clock period (48 hours or whatever)
to be a Gamestate item, rather than hardcoded in the rules.

Sigh... maybe we should just use days and the hell with tuning the
pace. I dunno.

REJECT. I can quit anytime, really.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 14 14:10:44 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Doctrines
References: <F156qGOmVvNwpODWgI1000187b9@hotmail.com>
Date: 14 Jun 2002 17:10:42 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Fri, 14 Jun 2002 15:52:01 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> Enact a rule entitled "Doctrines" with the following text:
> 
> Each player must follow one and only one Doctrine at all times. If at any 
> time a player is not following a Doctrine, they may either create a Doctrine 
> by posting it's name to the mailing list, or choose another player's 
> Doctrine to also follow by posting their intention to do so to the mailing 
> list. A player who is not following a Doctrine cannot submit proposals.
> 
> If at any time all players follow the same Doctrine, the player who has been 
> following that Doctrine for the longest wins the round.

Bring on the dancing bears of ACCEPTance!

Start picking your Doctrines, folks. And choose wisely -- note that
for now, there seems to be no way to change your Doctrine once you've
chosen one.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 14 14:15:19 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Returning Player
References: <20020613215209.82081.qmail@web13905.mail.yahoo.com>
Date: 14 Jun 2002 17:15:16 -0400
In-Reply-To: fnord's message of "Thu, 13 Jun 2002 14:52:09 -0700 (PDT)"
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fnord <pope_thomasm@yahoo.com> writes:

> I think email is the way to go, since I posted through
> the group that I was interested in playing again, but
> that was probably not seen because it didn't get sent
> out in email. 
> 
> In which case, I announce my intent to become a player
> in the current round of DocNomic.

I certainly didn't see it, if it was recent. (Expressions of interest
from several weeks or more back I've basically ignored, since that
interest may be gone now; I'm just counting people who've spoken up
recently.) You're in now.

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jun 14 23:31:04 2002
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Date: Fri, 14 Jun 2002 23:20:56 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Doctrines
In-Reply-To: <xzc8z5h8t2l.fsf@rodan.syr.edu>
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On 14 Jun 2002 rsholmes@mailbox.syr.edu wrote:

> "Tyrethali Ansrath" <tyreth@hotmail.com> writes:
> 
> > Enact a rule entitled "Doctrines" with the following text:
> > 
> > Each player must follow one and only one Doctrine at all times. If at any 
> > time a player is not following a Doctrine, they may either create a Doctrine 
> > by posting it's name to the mailing list, or choose another player's 
> > Doctrine to also follow by posting their intention to do so to the mailing 
> > list. A player who is not following a Doctrine cannot submit proposals.
> > 
> > If at any time all players follow the same Doctrine, the player who has been 
> > following that Doctrine for the longest wins the round.
> 
> Bring on the dancing bears of ACCEPTance!
> 
> Start picking your Doctrines, folks. And choose wisely -- note that
> for now, there seems to be no way to change your Doctrine once you've
> chosen one.

I am following the Doctrine of Sir Toby Belch.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Fri Jun 14 23:37:28 2002
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Date: Fri, 14 Jun 2002 23:27:20 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Proposal: Slight change to Doctrines
Message-ID: <Pine.LNX.4.44.0206142322110.21902-100000@kenny.sir-toby.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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Amend rule 1001 by replacing the following text:

A player who is not following a Doctrine cannot submit proposals.

with the following:

Any Proposal submited by a Player who is not following a Doctrine is
ignored.

Also, add the following text to the end of rule 1001:

Whenever any Player has one of eir Proposals rejected, they lose 
faith in eir current Doctrine and no longer follow it.

-- 
Jeff Weston (Sir Toby)


From tyreth@hotmail.com Sat Jun 15 09:59:22 2002
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Date: Sat, 15 Jun 2002 12:59:21 -0400
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I'm creating and following a Doctrine by the name of "Fundamentalist Cthulhu 
Worship". Join today. Or else.


_________________________________________________________________
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Subject: Proposal: Solidarity, Brother
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - Solidarity, Brother

Add the following paragraph to Rule 1001:-

Whenever any Player has one of their Proposals accepted, they and
all Players who share their Doctrine gain 10 Points.

{ A way to gain Points, and an incentive to share Doctrines. }

From yahoo@kevan.org Sat Jun 15 12:31:16 2002
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Date: Sat, 15 Jun 2002 20:31:21 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Indoctrinization
References: <F78NoRvqWwNN8hZOTZg0001478c@hotmail.com>
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From: Kevan Davis <yahoo@kevan.org>
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> I'm creating and following a Doctrine by the name of "Fundamentalist Cthulhu
> Worship". Join today. Or else.

I join, today. My favoured Doctrine also happens to be "Fundamentalist Cthulhu 
Worship".

Kevan

From yahoo@kevan.org Sat Jun 15 12:44:35 2002
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Date: Sat, 15 Jun 2002 20:44:40 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Solidarity, Reg
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Tsk, I forgot to get a Doctrine before I proposed. The Ruleset at the time said 
that "A player who is not following a Doctrine cannot submit proposals", so I 
suppose it just counts as meaningless gibberish (and this can't count 
as "submitting more than one proposal per dun", because the previous wasn't a 
Proposal).

----

Proposal - Solidarity, Reg

Add the following paragraph to Rule 1001:- 

Whenever any Player has one of their Proposals accepted, they and 
all Players who share their Doctrine gain 10 Points.

From shrooms00@yahoo.com Sat Jun 15 13:44:58 2002
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Date: Sat, 15 Jun 2002 20:44:52 -0000
To: DocNomic@yahoogroups.com
Subject: New Doctrine - Round Triangle
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I create and join the Doctrine named 'Pentacostal Quadrangular Church 
Of The Round Triangle', or for short, 'Round Triangle'.


From mat@matbennett.com Sun Jun 16 11:11:27 2002
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Date: Sun, 16 Jun 2002 18:11:25 -0000
To: DocNomic@yahoogroups.com
Subject: Creating a doctrine
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I am hearby creating "The doctrine of the easily influenced".


From mat@matbennett.com Sun Jun 16 11:13:20 2002
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Date: Sun, 16 Jun 2002 18:13:18 -0000
To: DocNomic@yahoogroups.com
Subject: Indoctrinisation
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Being easily persuaded I will submit to threats and hereby announce 
my intention to follow the doctrine of "Fundamentalist Cthulhu 
Worship". 


From mat@matbennett.com Sun Jun 16 17:17:00 2002
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Date: Mon, 17 Jun 2002 00:16:58 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal:: De-programming
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A rule will be created as follows:

A player may cease to follow their current choice of doctrine by 
announcing their intention to do so to the list. Any player doing so 
will have their current point total reduced by half. In the case 
that this would result in their point total being a fraction then it 
will be rounded down to the nearest whole number.


From mat@matbennett.com Mon Jun 17 01:50:26 2002
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Date: Mon, 17 Jun 2002 08:50:23 -0000
To: DocNomic@yahoogroups.com
Subject: Rule infringements??
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Looks a lot like people are breaking the rules already to me.

".... If at any time a player is not following a Doctrine, they may 
either create a Doctrine by posting it's name to the mailing list, or 
choose another player's Doctrine to also follow by posting their 
intention to do so to the mailing list..."

I can't see that it allows for anyone to create a doctrine and join 
it themself.

Goateus
(Wondering if he should have been called Captain Pedant)



From rsholmes@mailbox.syr.edu Mon Jun 17 07:26:42 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Rule infringements??
References: <aek7sf+4sig@eGroups.com>
Date: 17 Jun 2002 10:26:38 -0400
In-Reply-To: "Goateus"'s message of "Mon, 17 Jun 2002 08:50:23 -0000"
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"Goateus" <mat@matbennett.com> writes:

> Looks a lot like people are breaking the rules already to me.
> 
> ".... If at any time a player is not following a Doctrine, they may 
> either create a Doctrine by posting it's name to the mailing list, or 
> choose another player's Doctrine to also follow by posting their 
> intention to do so to the mailing list..."
> 
> I can't see that it allows for anyone to create a doctrine and join 
> it themself.

Goateus's observation is interesting. One the one hand, the rule
specifically says you can only choose another player's Doctrine --
presumably meaning a Doctrine created by another player. On the other
hand, the word "also" would seem to imply meaning that the other
player is already a follower of that Doctrine by virtue of having
created it.

I'm not sure what the intent was, but the clear wording of "choose
another player's Doctrine" does seem to weigh more heavily than the
implication of the word "also".

This was not submitted formally as a Point of Order and so must
formally be Ignored. Informally, though, I will interpret the rule as
Goateus does. Anyone who disagrees is of course welcome to post a
Point of Order on the subject.

> Goateus
> (Wondering if he should have been called Captain Pedant)

Or Mini-Doc.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 17 07:27:39 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Doctrines
References: <Pine.LNX.4.44.0206142320320.21902-100000@kenny.sir-toby.com>
Date: 17 Jun 2002 10:27:35 -0400
In-Reply-To: Sir Toby's message of "Fri, 14 Jun 2002 23:20:56 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> I am following the Doctrine of Sir Toby Belch.

As this is not another Player's Doctrine, you cannot.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 17 07:28:51 2002
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To: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Slight change to Doctrines
References: <Pine.LNX.4.44.0206142322110.21902-100000@kenny.sir-toby.com>
Date: 17 Jun 2002 10:28:45 -0400
In-Reply-To: Sir Toby's message of "Fri, 14 Jun 2002 23:27:20 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> Amend rule 1001 by replacing the following text:
> 
> A player who is not following a Doctrine cannot submit proposals.
> 
> with the following:
> 
> Any Proposal submited by a Player who is not following a Doctrine is
> ignored.
> 
> Also, add the following text to the end of rule 1001:
> 
> Whenever any Player has one of eir Proposals rejected, they lose 
> faith in eir current Doctrine and no longer follow it.

IGNORED, since Sir Toby is not following a Doctrine. 

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 17 07:29:31 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Indoctrinization
References: <F78NoRvqWwNN8hZOTZg0001478c@hotmail.com>
Date: 17 Jun 2002 10:29:23 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Sat, 15 Jun 2002 12:59:21 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> I'm creating and following a Doctrine by the name of "Fundamentalist Cthulhu 
> Worship". Join today. Or else.

As this is not another Player's Doctrine, you cannot follow it. But
consider it created.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 17 07:30:07 2002
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To: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Solidarity, Brother
References: <1024161701.3d0b77a55e2d1@www.bocks.com>
Date: 17 Jun 2002 10:30:05 -0400
In-Reply-To: Kevan Davis's message of "Sat, 15 Jun 2002 18:21:41 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Solidarity, Brother
> 
> Add the following paragraph to Rule 1001:-
> 
> Whenever any Player has one of their Proposals accepted, they and
> all Players who share their Doctrine gain 10 Points.
> 
> { A way to gain Points, and an incentive to share Doctrines. }

IGNORED, as Kevan is not following a Doctrine.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 17 07:30:28 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Indoctrinization
References: <F78NoRvqWwNN8hZOTZg0001478c@hotmail.com> <1024169481.3d0b960993e05@www.bocks.com>
Date: 17 Jun 2002 10:30:26 -0400
In-Reply-To: Kevan Davis's message of "Sat, 15 Jun 2002 20:31:21 +0100"
Message-ID: <xzcofeax9j1.fsf@rodan.syr.edu>
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Kevan Davis <yahoo@kevan.org> writes:

> > I'm creating and following a Doctrine by the name of "Fundamentalist Cthulhu
> > Worship". Join today. Or else.
> 
> I join, today. My favoured Doctrine also happens to be "Fundamentalist Cthulhu 
> Worship".
> 
> Kevan

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 17 07:31:22 2002
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To: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Solidarity, Reg
References: <1024170280.3d0b99288c917@www.bocks.com>
Date: 17 Jun 2002 10:31:20 -0400
In-Reply-To: Kevan Davis's message of "Sat, 15 Jun 2002 20:44:40 +0100"
Message-ID: <xzclm9ex9hj.fsf@rodan.syr.edu>
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
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Kevan Davis <yahoo@kevan.org> writes:

> Tsk, I forgot to get a Doctrine before I proposed. The Ruleset at the time said 
> that "A player who is not following a Doctrine cannot submit proposals", so I 
> suppose it just counts as meaningless gibberish (and this can't count 
> as "submitting more than one proposal per dun", because the previous wasn't a 
> Proposal).

Yep!

> ----
> 
> Proposal - Solidarity, Reg
> 
> Add the following paragraph to Rule 1001:- 
> 
> Whenever any Player has one of their Proposals accepted, they and 
> all Players who share their Doctrine gain 10 Points.
> 

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 17 07:31:41 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] New Doctrine - Round Triangle
References: <aeg904+ivch@eGroups.com>
Date: 17 Jun 2002 10:31:40 -0400
In-Reply-To: "Shrooms00"'s message of "Sat, 15 Jun 2002 20:44:52 -0000"
Message-ID: <xzcit4ix9gz.fsf@rodan.syr.edu>
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"Shrooms00" <shrooms00@yahoo.com> writes:

> I create and join the Doctrine named 'Pentacostal Quadrangular Church 
> Of The Round Triangle', or for short, 'Round Triangle'.

As this is not another Player's Doctrine, you cannot follow it. But
consider it created.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 17 07:31:57 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Creating a doctrine
References: <aeikcd+ouik@eGroups.com>
Date: 17 Jun 2002 10:31:56 -0400
In-Reply-To: "Goateus"'s message of "Sun, 16 Jun 2002 18:11:25 -0000"
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"Goateus" <mat@matbennett.com> writes:

> I am hearby creating "The doctrine of the easily influenced".

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 17 07:32:23 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Indoctrinisation
References: <aeikfu+9bmp@eGroups.com>
Date: 17 Jun 2002 10:32:21 -0400
In-Reply-To: "Goateus"'s message of "Sun, 16 Jun 2002 18:13:18 -0000"
Message-ID: <xzcd6uqx9fu.fsf@rodan.syr.edu>
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"Goateus" <mat@matbennett.com> writes:

> Being easily persuaded I will submit to threats and hereby announce 
> my intention to follow the doctrine of "Fundamentalist Cthulhu 
> Worship". 

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 17 07:32:45 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal:: De-programming
References: <aej9pq+e7ed@eGroups.com>
Date: 17 Jun 2002 10:32:43 -0400
In-Reply-To: "Goateus"'s message of "Mon, 17 Jun 2002 00:16:58 -0000"
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"Goateus" <mat@matbennett.com> writes:

> A rule will be created as follows:
> 
> A player may cease to follow their current choice of doctrine by 
> announcing their intention to do so to the list. Any player doing so 
> will have their current point total reduced by half. In the case 
> that this would result in their point total being a fraction then it 
> will be rounded down to the nearest whole number.

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 17 08:03:53 2002
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To: DocNomic@yahoogroups.com
Subject: Directive: The question of atheism
Date: 17 Jun 2002 11:03:42 -0400
Message-ID: <xzc7kkyx7zl.fsf@rodan.syr.edu>
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After having accepted the proposals that created Rules 1001 and 1002,
I noticed they suffer from related flaws.

Rule 1001 states:

Each player must follow one and only one Doctrine at all times. If
at any time a player is not following a Doctrine, they may either
create a Doctrine by posting its name to the mailing list, or choose
another player's Doctrine to also follow by posting their intention
to do so to the mailing list. A player who is not following a
Doctrine cannot submit proposals.

The first sentence conflicts with the rest of the paragraph. If a
player "must follow one and only one Doctrine at all times" then e
cannot be a player who "is not following a Doctrine". 

Rule 1002 states:

A player may cease to follow their current choice of doctrine by
announcing their intention to do so to the list.

This again conflicts with the first sentence of Rule 1001, unless the
player immediately subscribes to a different doctrine, a requirement
not stated in 1002.

Directive: Either the first sentence of 1001 has got to go, or some
other reconciliation is needed.

Actually there's one consistent interpretation of the situation with
Rule 1001, which is that everyone *was* following a Doctrine in the
first place, and just didn't know it. In that case the Doctrines
since created are illegal (since Doctrines can be created only by a
Doctrineless Player, which cannot exist). Rule 1002 is still
problematic even in that interpretation. Anyway, I think it's less
ugly to simply say (1) Those players who have not subscribed to a
Doctrine are now in violation of Rule 1001, for which however no
penalty is mandated and (2) Rule 1002 can't be applied since Rule 1001
conflicts and has precedence.

-- 
- Doc

From pope_thomasm@yahoo.com Mon Jun 17 09:55:50 2002
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Date: Mon, 17 Jun 2002 09:55:40 -0700 (PDT)
Subject: Re: [DocNomic] Directive: The question of atheism
To: DocNomic@yahoogroups.com
In-Reply-To: <xzc7kkyx7zl.fsf@rodan.syr.edu>
MIME-Version: 1.0
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From: fnord <pope_thomasm@yahoo.com>
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X-Yahoo-Profile: pope_thomasm

I hereby join Goateus' "Doctrine of the easily
influenced." Which, I believe, makes me the 
longest subscriber to that Doctrine, by the 
way. Another side effect of the 
"create xor join" issue.

--- Doc wrote:
> After having accepted the proposals that created
> Rules 1001 and 1002, I noticed they suffer from
> related flaws.
>
> [snip]
>
> Actually there's one consistent interpretation of
> the situation with Rule 1001, which is that everyone
> *was* following a Doctrine in the first place, and
> just didn't know it. In that case the Doctrines
> since created are illegal (since Doctrines can be
> created only by a Doctrineless Player, which cannot
> exist). Rule 1002 is still problematic even in that
> interpretation. Anyway, I think it's less ugly to
> simply say (1) Those players who have not subscribed
> to a Doctrine are now in violation of Rule 1001, for
> which however no penalty is mandated and (2) Rule
> 1002 can't be applied since Rule 1001 conflicts and
> has precedence.

Another interpretation (mine, at least) was that the
rule was written in expectation that people would 
come up with ways to stop following Doctrines. 
Therefore, this rule should have to cover other ways
of
of getting a new Doctrine. Rule 1001 states a "must"
condition, and then offers ways to come into
compliance
with that condition.

A possible resolution would be to change Rule 1001
by adding the following sentence after the first 
sentence:

"By default, and until they state otherwise, any
player who has not declared that they follow a
Doctrine
is following the Doctrine of 'Laziness unto Excess'."

Then, modify the sentence that starts "If at any 
time..." to say the following:

"If, through some circumstance allowed by the Rules, 
a Player is not following any Doctrine, they are 
automatically considered to be following the Doctrine 
of 'Laziness unto Excess'. Players may create 
Doctrines by announcing so to the mailing list. 
Players may join any properly-created Doctrines 
by announcing so to the mailing list."

It's a bit redundant, but should cover all the 
bases pretty well. This, therefore, is my next 
proposal.

fnord

__________________________________________________
Do You Yahoo!?
Yahoo! - Official partner of 2002 FIFA World Cup
http://fifaworldcup.yahoo.com

From shrooms00@yahoo.com Mon Jun 17 10:59:42 2002
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Date: Mon, 17 Jun 2002 17:59:38 -0000
To: DocNomic@yahoogroups.com
Subject: Join "F.C.W." + Proposal: Precepts
Message-ID: <ael82a+tcio@eGroups.com>
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Being unable to follow my own Doctrine, I join "Fundamentalist Cthulhu
Worship" instead.

<< start proposal >>

Each Doctrine has certain Precepts. The creator of the Doctrine may
add or remove one Precept per dun.

The available precepts are:

Open - Players can switch to a Doctrine with this Precept at any time
without a point penalty. Players can also abandon a Doctrine with this
Precept without a point penalty. This has precedence over rules
determining penalties on Doctrine joining or leaving.

<< end proposal >>

-- Zarba


From jjweston@kenny.sir-toby.com Mon Jun 17 11:57:49 2002
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Date: Mon, 17 Jun 2002 11:47:01 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Doctrines
In-Reply-To: <xzcznxux9ns.fsf@rodan.syr.edu>
Message-ID: <Pine.LNX.4.44.0206171134150.30182-100000@kenny.sir-toby.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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X-Yahoo-Profile: westonje

On 17 Jun 2002 rsholmes@mailbox.syr.edu wrote:

> Sir Toby <jjweston@kenny.sir-toby.com> writes:
> 
> > I am following the Doctrine of Sir Toby Belch.
> 
> As this is not another Player's Doctrine, you cannot.

Hmm... Having failed to do anything so far this round, let me try the one 
thing I know I can do.

I create the doctrine: "The Doctrine of Sir Toby Belch".
I create the doctrine: "The Doctrine of Disgruntled Doctrinless Players".
I create the doctrine: "I'm a Little Tea Pot".
I create the doctrine: "Gratuitous Doctrine #4".
I create the doctrine: "The Doctrine of Numbers so Large that it is a
Waste of Your Time to Download Them".
I create the doctrine: "The Doctrine of the Knights Who Say 'Ni!'".
I create the doctrine: "Rejected Proposers Anonymous".
I create the doctrine: "Ignored Proposers Anonymous".
I create the doctrine: "Error 404 / Doctrine Not Found".
I create the doctrine: "Gratuitous Doctrine #10".
I create the doctrine: "The Doctrine of the Not-So-Easily Influenced".
I create the doctrine: "The Monty Burns Effect".

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Mon Jun 17 12:02:57 2002
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Date: Mon, 17 Jun 2002 11:51:57 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: DocNomic State
Message-ID: <Pine.LNX.4.44.0206171149010.30242-100000@kenny.sir-toby.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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X-Yahoo-Profile: westonje

Just took a look at the DocNomic website. The gamestate page indicates 
that the DocNomic State is currently inactive. This seems to be in error.

-- 
Jeff Weston (Sir Toby)


From tyreth@hotmail.com Mon Jun 17 13:59:24 2002
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Subject: You want Pedantic? I'll GIVE you pedantic!
Date: Mon, 17 Jun 2002 16:59:22 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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Technically, the rule says that, if you have no doctrine, you can create a 
doctrine, *or* you can join another player's Doctrine. When Goateus created 
his little easily influenced Doctrine, he shouldn't have been able to also 
join a doctrine, and thus, can't have submitted any proposals. Oh, and it 
technically applies to anyone else who made a Doctrine, too. Which would be 
everyone except Kevan, I think.

Do we really want to play a game of pedantic bickering, especially when it 
was blindingly obvious to almost everyone what the obvious interpretation of 
the rule was, and this interpretation was accepted and played under in good 
faith?


-Tyrethali, refraining from posting a number so large it would be a waste of 
your time to download it, and settling for "34".

_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp.


From yahoo@kevan.org Tue Jun 18 05:00:17 2002
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Date: Tue, 18 Jun 2002 13:00:24 +0100
To: DocNomic@yahoogroups.com
Subject: Proposal: The Answer to Atheism
References: <xzc7kkyx7zl.fsf@rodan.syr.edu>
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - The Answer to Atheism

Replace the first paragraph of Rule 1001 with:-

A variety of Doctrines are being peddled in the world of DocNomic. Each
Player must either follow a single Doctrine, or follow no Doctrine at all.
(Players start the game without a Doctrine.)

If a Player has not already done so during the game, he or she may create
a new Doctrine by declaring this fact and its name to the mailing list.

If a Proposal is made by a Player who is not following a Doctrine, that
Proposal is automatically ignored.

Add the following paragraph to the top of Rule 1002, and rename that Rule
to "Indoctrination / Outdoctrination":-

If a Player is not following a Doctrine, they may choose to follow an
existing Doctrine by announcing this intention to the mailing list.

And, for tidiness, replace "reduced by half. In the case that this would
result in their point total being a fraction then it will be rounded
down to the nearest whole number" with "halved (rounding down)", in that
Rule.

From rsholmes@mailbox.syr.edu Tue Jun 18 07:25:07 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Directive: The question of atheism
References: <20020617165540.75171.qmail@web13908.mail.yahoo.com>
Date: 18 Jun 2002 10:25:05 -0400
In-Reply-To: fnord's message of "Mon, 17 Jun 2002 09:55:40 -0700 (PDT)"
Message-ID: <xzchek0d5q6.fsf@rodan.syr.edu>
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fnord <pope_thomasm@yahoo.com> writes:

> I hereby join Goateus' "Doctrine of the easily
> influenced." Which, I believe, makes me the 
> longest subscriber to that Doctrine, by the 
> way. Another side effect of the 
> "create xor join" issue.

OK. Hmm, guess I should make the join date part of the gamestate,
even though it's not described as such.

> A possible resolution would be to change Rule 1001
> by adding the following sentence after the first 
> sentence:
> 
> "By default, and until they state otherwise, any
> player who has not declared that they follow a
> Doctrine
> is following the Doctrine of 'Laziness unto Excess'."
> 
> Then, modify the sentence that starts "If at any 
> time..." to say the following:
> 
> "If, through some circumstance allowed by the Rules, 
> a Player is not following any Doctrine, they are 
> automatically considered to be following the Doctrine 
> of 'Laziness unto Excess'. Players may create 
> Doctrines by announcing so to the mailing list. 
> Players may join any properly-created Doctrines 
> by announcing so to the mailing list."
> 
> It's a bit redundant, but should cover all the 
> bases pretty well. This, therefore, is my next 
> proposal.

ACCEPTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 18 07:27:04 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Join "F.C.W." + Proposal: Precepts
References: <ael82a+tcio@eGroups.com>
Date: 18 Jun 2002 10:27:01 -0400
In-Reply-To: "Shrooms00"'s message of "Mon, 17 Jun 2002 17:59:38 -0000"
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"Shrooms00" <shrooms00@yahoo.com> writes:

> Being unable to follow my own Doctrine, I join "Fundamentalist Cthulhu
> Worship" instead.
> 
> << start proposal >>
> 
> Each Doctrine has certain Precepts. The creator of the Doctrine may
> add or remove one Precept per dun.
> 
> The available precepts are:
> 
> Open - Players can switch to a Doctrine with this Precept at any time
> without a point penalty. Players can also abandon a Doctrine with this
> Precept without a point penalty. This has precedence over rules
> determining penalties on Doctrine joining or leaving.
> 
> << end proposal >>

ACCEPTED. 

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 18 07:27:34 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Doctrines
References: <Pine.LNX.4.44.0206171134150.30182-100000@kenny.sir-toby.com>
Date: 18 Jun 2002 10:27:31 -0400
In-Reply-To: Sir Toby's message of "Mon, 17 Jun 2002 11:47:01 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> On 17 Jun 2002 rsholmes@mailbox.syr.edu wrote:
> 
> > Sir Toby <jjweston@kenny.sir-toby.com> writes:
> > 
> > > I am following the Doctrine of Sir Toby Belch.
> > 
> > As this is not another Player's Doctrine, you cannot.
> 
> Hmm... Having failed to do anything so far this round, let me try the one 
> thing I know I can do.
> 
> I create the doctrine: "The Doctrine of Sir Toby Belch".
> I create the doctrine: "The Doctrine of Disgruntled Doctrinless Players".
> I create the doctrine: "I'm a Little Tea Pot".
> I create the doctrine: "Gratuitous Doctrine #4".
> I create the doctrine: "The Doctrine of Numbers so Large that it is a
> Waste of Your Time to Download Them".
> I create the doctrine: "The Doctrine of the Knights Who Say 'Ni!'".
> I create the doctrine: "Rejected Proposers Anonymous".
> I create the doctrine: "Ignored Proposers Anonymous".
> I create the doctrine: "Error 404 / Doctrine Not Found".
> I create the doctrine: "Gratuitous Doctrine #10".
> I create the doctrine: "The Doctrine of the Not-So-Easily Influenced".
> I create the doctrine: "The Monty Burns Effect".
> 
> -- 
> Jeff Weston (Sir Toby)

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 18 07:27:46 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] DocNomic State
References: <Pine.LNX.4.44.0206171149010.30242-100000@kenny.sir-toby.com>
Date: 18 Jun 2002 10:27:44 -0400
In-Reply-To: Sir Toby's message of "Mon, 17 Jun 2002 11:51:57 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> Just took a look at the DocNomic website. The gamestate page indicates 
> that the DocNomic State is currently inactive. This seems to be in error.

OK, fixed, thanks.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 18 07:30:10 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] You want Pedantic? I'll GIVE you pedantic!
References: <F1311D0hc2DN290T0Rs0001743d@hotmail.com>
Date: 18 Jun 2002 10:30:08 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Mon, 17 Jun 2002 16:59:22 -0400"
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You're welcome to disagree with my interpretation, but it would be
best to do so as a Point of Order.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 18 07:32:20 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Answer to Atheism
References: <xzc7kkyx7zl.fsf@rodan.syr.edu> <1024401624.3d0f20d82fcb6@www.bocks.com>
Date: 18 Jun 2002 10:32:18 -0400
In-Reply-To: Kevan Davis's message of "Tue, 18 Jun 2002 13:00:24 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - The Answer to Atheism
> 
> Replace the first paragraph of Rule 1001 with:-
> 
> A variety of Doctrines are being peddled in the world of DocNomic. Each
> Player must either follow a single Doctrine, or follow no Doctrine at all.
> (Players start the game without a Doctrine.)
> 
> If a Player has not already done so during the game, he or she may create
> a new Doctrine by declaring this fact and its name to the mailing list.
> 
> If a Proposal is made by a Player who is not following a Doctrine, that
> Proposal is automatically ignored.
> 
> Add the following paragraph to the top of Rule 1002, and rename that Rule
> to "Indoctrination / Outdoctrination":-
> 
> If a Player is not following a Doctrine, they may choose to follow an
> existing Doctrine by announcing this intention to the mailing list.
> 
> And, for tidiness, replace "reduced by half. In the case that this would
> result in their point total being a fraction then it will be rounded
> down to the nearest whole number" with "halved (rounding down)", in that
> Rule.

REJECTED, solely because Michael (fnord (Pope Thomas)) got there
first.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 18 07:37:10 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Directive: The question of atheism
References: <20020617165540.75171.qmail@web13908.mail.yahoo.com> <xzchek0d5q6.fsf@rodan.syr.edu>
Date: 18 Jun 2002 10:37:08 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "18 Jun 2002 10:25:05 -0400"
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rsholmes@mailbox.syr.edu writes:

> OK. Hmm, guess I should make the join date part of the gamestate,
> even though it's not described as such.

Note that everyone who has not already joined a Doctrine is now
considered to have joined Laziness Unto Excess simultaneously, at the
moment this amendment was enacted.

-- 
- Doc

From yahoo@kevan.org Tue Jun 18 07:37:59 2002
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Date: Tue, 18 Jun 2002 15:38:05 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Answer to Atheism
References: <xzc7kkyx7zl.fsf@rodan.syr.edu> <1024401624.3d0f20d82fcb6@www.bocks.com> <xzc1yb4d5e5.fsf@rodan.syr.edu>
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> REJECTED, solely because Michael (fnord (Pope Thomas)) got there
> first.

Oh, I must have read that conversational "This, therefore, is my next
proposal." as "This, therefore, will be my next proposal." - careless.

(Goateus and I should both have received ten Points for his successful
Proposal, incidentally.)

Kevan

From rsholmes@mailbox.syr.edu Tue Jun 18 07:56:43 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Answer to Atheism
References: <xzc7kkyx7zl.fsf@rodan.syr.edu> <1024401624.3d0f20d82fcb6@www.bocks.com> <xzc1yb4d5e5.fsf@rodan.syr.edu> <1024411085.3d0f45cda7686@www.bocks.com>
Date: 18 Jun 2002 10:56:37 -0400
In-Reply-To: Kevan Davis's message of "Tue, 18 Jun 2002 15:38:05 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> (Goateus and I should both have received ten Points for his successful
> Proposal, incidentally.)

Indeed, I was about to do that. Likewise Michael for his (no one else
in his Doctrine though.)

-- 
- Doc

From yahoo@kevan.org Tue Jun 18 09:32:09 2002
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To: docnomic@yahoogroups.com
Subject: Gamestate Abuse
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Since Doctrine status is not specifically stated to be part of the Gamestate 
(and never was), I hereby change all Players' Doctrines to...

No, that would be dull.

Sort it out, Doc. I still think we could use a catch-all "any data required to 
be stored by the Rules is automatically considered to be Gamestate" rule, you 
know.

Kevan

From tyreth@hotmail.com Tue Jun 18 10:34:35 2002
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Date: Tue, 18 Jun 2002 13:34:33 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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I missed the bit of the rules that say if it's not part of the Gamestate, 
you can do whatever you want to it. Granted, stuff that IS part of the 
gamestate has been explicitly regulated to modification only by how the 
rules state so. But the opposite isn't necessarily automatically true.

If there are rules on how to change it, then it is part of the gamestate, if 
not Gamestate, surely. What else could it be? And even if it isn't a part of 
the Gamestate-with-a-'G', the fact that there are rules on how to change it 
assumes that that is the only way of changing it. Why bother with the rules 
in the first place, otherwise?


>Since Doctrine status is not specifically stated to be part of the 
>Gamestate
>(and never was), I hereby change all Players' Doctrines to...
>
>No, that would be dull.
>
>Sort it out, Doc. I still think we could use a catch-all "any data required 
>to
>be stored by the Rules is automatically considered to be Gamestate" rule, 
>you
>know.
>
>Kevan




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From tyreth@hotmail.com Tue Jun 18 11:05:38 2002
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Date: Tue, 18 Jun 2002 14:05:29 -0400
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I noticed the proposal on precepts was accepted. Where is it in the rules, 
then?

I'm creating a Doctrine named "Semantic Solipism" (Meaning exists only in 
the mind of the player, not in the actual rule itself) and joining it.

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From rsholmes@mailbox.syr.edu Tue Jun 18 11:43:01 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Question and Doctrine
References: <F102SAQV6uPDVniSnRM000033c7@hotmail.com>
Date: 18 Jun 2002 14:42:56 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Tue, 18 Jun 2002 14:05:29 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> I noticed the proposal on precepts was accepted. Where is it in the rules, 
> then?

Oops.

> I'm creating a Doctrine named "Semantic Solipism" (Meaning exists only in 
> the mind of the player, not in the actual rule itself) and joining it.

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 18 11:58:55 2002
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Subject: Points
Date: 18 Jun 2002 14:58:53 -0400
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10 points to:

Members of Fundamentalist Cthulhu Worship (Goateus, Kevan) for
acceptance of Goateus's "De-programming".

Members of The doctrine of the easily influenced (Michael) for
Michael's atheism fix.

Members of Fundamentalist Cthulhu Worship (Goateus, Kevan, Zarba) for
acceptance of Zarba's "Precepts".

-- 
- Doc

From tyreth@hotmail.com Tue Jun 18 12:45:02 2002
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Subject: Proposal - Quick and Easy Precept Construction
Date: Tue, 18 Jun 2002 15:45:01 -0400
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(This is to allow for certain kinds of Precepts to be made much more 
quickly, while still restricting the more powerful, game-altering kind to be 
made via normal proposal.)

Enact a new rule entitled "Creating Precepts" with the following text:

Any player, provided they have no done so within the last dun, may create a 
new precept by posting it to the mailing list. Precepts made in this manner 
may only enforce or restrict certain actions on the part of the players who 
follow the doctrines which have them. Precepts made in this manner may not 
force or permit players to do anything otherwise illegal. (For example, 
gaining points in a manner unspecified by normal rules.)

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From mat@matbennett.com Tue Jun 18 14:08:13 2002
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Subject: Re: Proposal: Doctrines
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--- In DocNomic@y..., Sir Toby <jjweston@k...> wrote:
> I create the doctrine: "Error 404 / Doctrine Not Found".

:D

Damn I am tempted to defect that that doctrine!


(OK, I admit I am killing a few minutes until I can propose)


From mat@matbennett.com Tue Jun 18 14:16:31 2002
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Date: Tue, 18 Jun 2002 21:16:28 -0000
To: DocNomic@yahoogroups.com
Subject: Re: You want Pedantic? I'll GIVE you pedantic!
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I agree that being over-pedantic is probably not what we want, which 
is why I did not submit a point of order over this. I do disagree 
with the interpretation that you give below though.

The ruled stated (changed now anyway) that "If at any 
time a player is not following a Doctrine, they may either create a 
Doctrine by posting it's name to the mailing list, or choose another 
player's Doctrine". 

The "or" is important, but so is the "at any time". I think that this 
easily allows for the two tasks to be performed consequetively. This 
is in fact why I posted them as seperate messages, so that each 
action would in fact be time stamped differently (I knew that being 
pedantic would invite the same in return).



--- In DocNomic@y..., "Tyrethali Ansrath" <tyreth@h...> wrote:
> Technically, the rule says that, if you have no doctrine, you can 
create a 
> doctrine, *or* you can join another player's Doctrine. When Goateus 
created 
> his little easily influenced Doctrine, he shouldn't have been able 
to also 
> join a doctrine, and thus, can't have submitted any proposals. Oh, 
and it 
> technically applies to anyone else who made a Doctrine, too. Which 
would be 
> everyone except Kevan, I think.
> 
> Do we really want to play a game of pedantic bickering, especially 
when it 
> was blindingly obvious to almost everyone what the obvious 
interpretation of 
> the rule was, and this interpretation was accepted and played under 
in good 
> faith?
> 
> 
> -Tyrethali, refraining from posting a number so large it would be a 
waste of 
> your time to download it, and settling for "34".
> 
> _________________________________________________________________
> Get your FREE download of MSN Explorer at 
http://explorer.msn.com/intl.asp.


From mat@matbennett.com Tue Jun 18 14:23:24 2002
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Date: Tue, 18 Jun 2002 21:23:20 -0000
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Subject: Proposal: Addition to precepts
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Append the text between the append tags to the bottom of rule 1003

<append>
Extremism

When a member of a doctrine with the Extremism precept has a proposal 
accepted they, and all players who share their doctrine gain 5 points.

When a member of a doctrine with the Extremism precept has a proposal 
rejected they, and all players who share their doctrine lose 5 points.

These rewards and penalties are in addition to any other that may 
apply.
</append>


From jjweston@kenny.sir-toby.com Tue Jun 18 19:10:23 2002
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Date: Tue, 18 Jun 2002 18:59:12 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Precept Change / Doctrine Change
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I add the Open precept to the Doctrine "Error 404 / Doctrine Not Found".

I state that I am following the Doctrine "Error 404 / Doctrine Not Found".

-- 
Jeff Weston (Sir Toby)


From yahoo@kevan.org Wed Jun 19 04:20:05 2002
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Subject: Re: [DocNomic] Gamestate Abuse
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From: Kevan Davis <yahoo@kevan.org>
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> I missed the bit of the rules that say if it's not part of the Gamestate, 
> you can do whatever you want to it.

>From Rule Zero: "Certain information reflecting the state of the
game is known as the Gamestate. The Ruleset and Gamestate may not be
altered except as specified in the Rules."

It's more that we're allowing other game-aspects to be altered by
external influences, I think. Which is arguably fair enough - if the
game started referring to "day of the week" or "hair colour of a player"
(both of which would 'reflect the state of the game'), we'd accept that
this data would exist and change by itself, rather than being restricted
by the Rules.

Random example from the current Ruleset:- "'Seniority' refers to the
amount of time since a Player most recently joined the game." It
reflects part of the state of the game, but isn't Gamestate because we
need it to be altered by the external universe, rather than only when
Rules allow it.

> If there are rules on how to change it, then it is part of the gamestate, if
> not Gamestate, surely. What else could it be? And even if it isn't a part of
> the Gamestate-with-a-'G', the fact that there are rules on how to change it
> assumes that that is the only way of changing it. Why bother with the rules
> in the first place, otherwise?

Oh, I agree entirely - if the Rules can change something, that should be
the only way it can change. It gets slightly tricky if we have something
that changes externally but can also be changed by the Rules (perhaps an
enforcable hair-dyeing rule), but we can just add a clause recognising the
additional influence of the outside world on that piece of Gamestate.

I did try to get a more generic Gamestate wording into an earlier round
of DocNomic, to save us from having to say "This piece of data is part
of the Gamestate." all the time, but, from memory, Doc preferred such
things to be stated explicitly, for the sake of clarity.

Kevan

From yahoo@kevan.org Wed Jun 19 05:23:21 2002
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Date: Wed, 19 Jun 2002 13:23:28 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Take Me To Your Leader
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - Take Me To Your Leader

{ Basically saying that the most senior Doctrine-follower is known as 
its "Leader", and allowing the role to be handed on at appropriate
moments - the current "following that Doctrine for the longest"
victory condition is a bit ambiguous (longest total time, or
single uninterrupted instance, or single uninterrupted instance
which includes the present?). }

Enact a new Rule, "Take Me To Your Leader":-

Each Doctrine may have a single Leader, with the exception of "Laziness
to Excess", which is too lazy and disorganised to ever have a Leader. 
This Leadership is a part of the Gamestate.

If the Leader of a Doctrine stops following that Doctrine, he or she
ceases to be its Leader.

If a Doctrine has no Leader, any follower of that Doctrine may claim
the role by posting such a message to the mailing list.

If a Leader shares a Doctrine with another Player, the Leader may
announce to the mailing list that he or she is passing the Leadership
on to that Player. That Player becomes the new Leader of the Doctrine.

Upon enactment of this Rule, Doc shall examine each Doctrine (other than
Laziness Unto Excess) - the Player who was first to join a Doctrine
shall become that Doctrine's Leader. This paragraph shall then remove
itself from the ruleset.

In Rule 1001 ("Doctrines"), replace "the player who has been following
that Doctrine for the longest" with "the Leader of that Doctrine".

From rsholmes@mailbox.syr.edu Wed Jun 19 11:37:22 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal - Quick and Easy Precept Construction
References: <F166PM1EhXTwpb1iTDS0001b883@hotmail.com>
Date: 19 Jun 2002 14:37:20 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Tue, 18 Jun 2002 15:45:01 -0400"
Message-ID: <xzcr8j3jesf.fsf@rodan.syr.edu>
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> Enact a new rule entitled "Creating Precepts" with the following text:
> 
> Any player, provided they have no done so within the last dun, may create a 
> new precept by posting it to the mailing list. Precepts made in this manner 
> may only enforce or restrict certain actions on the part of the players who 
> follow the doctrines which have them. Precepts made in this manner may not 
> force or permit players to do anything otherwise illegal. (For example, 
> gaining points in a manner unspecified by normal rules.)

OK. +10 points for followers of Semantic Solipism: Tyrethali.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jun 19 11:38:51 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Addition to precepts
References: <aeo8c8+oeho@eGroups.com>
Date: 19 Jun 2002 14:38:49 -0400
In-Reply-To: "Goateus"'s message of "Tue, 18 Jun 2002 21:23:20 -0000"
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"Goateus" <mat@matbennett.com> writes:

> Append the text between the append tags to the bottom of rule 1003
> 
> <append>
> Extremism
> 
> When a member of a doctrine with the Extremism precept has a proposal 
> accepted they, and all players who share their doctrine gain 5 points.
> 
> When a member of a doctrine with the Extremism precept has a proposal 
> rejected they, and all players who share their doctrine lose 5 points.
> 
> These rewards and penalties are in addition to any other that may 
> apply.
> </append>

OK. +10 points to followers of Fundamentalist Cthulhu Worship:
Goateus, Kevan, Zarba.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jun 19 11:39:45 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Precept Change / Doctrine Change
References: <Pine.LNX.4.44.0206181854040.32701-100000@kenny.sir-toby.com>
Date: 19 Jun 2002 14:39:43 -0400
In-Reply-To: Sir Toby's message of "Tue, 18 Jun 2002 18:59:12 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> I add the Open precept to the Doctrine "Error 404 / Doctrine Not Found".
> 
> I state that I am following the Doctrine "Error 404 / Doctrine Not Found".
> 
> -- 
> Jeff Weston (Sir Toby)

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jun 19 11:42:21 2002
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To: DocNomic@yahoogroups.com
Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Take Me To Your Leader
References: <1024489408.3d1077c0ac4dc@www.bocks.com>
Date: 19 Jun 2002 14:42:19 -0400
In-Reply-To: Kevan Davis's message of "Wed, 19 Jun 2002 13:23:28 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Enact a new Rule, "Take Me To Your Leader":-
> 
> Each Doctrine may have a single Leader, with the exception of "Laziness
> to Excess", which is too lazy and disorganised to ever have a Leader. 
> This Leadership is a part of the Gamestate.
> 
> If the Leader of a Doctrine stops following that Doctrine, he or she
> ceases to be its Leader.
> 
> If a Doctrine has no Leader, any follower of that Doctrine may claim
> the role by posting such a message to the mailing list.
> 
> If a Leader shares a Doctrine with another Player, the Leader may
> announce to the mailing list that he or she is passing the Leadership
> on to that Player. That Player becomes the new Leader of the Doctrine.
> 
> Upon enactment of this Rule, Doc shall examine each Doctrine (other than
> Laziness Unto Excess) - the Player who was first to join a Doctrine
> shall become that Doctrine's Leader. This paragraph shall then remove
> itself from the ruleset.
> 
> In Rule 1001 ("Doctrines"), replace "the player who has been following
> that Doctrine for the longest" with "the Leader of that Doctrine".

OK. +10 points to followers of Fundamentalist Cthulhu Worship:
Goateus, Kevan, Zarba. -10 points to Kevan for two proposals in one
dun. 

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jun 19 11:42:45 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Addition to precepts
References: <aeo8c8+oeho@eGroups.com>
Date: 19 Jun 2002 14:42:43 -0400
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Also, -10 points to Goateus for two proposals in one dun.

-- 
- Doc

From stavrogin@tiscalinet.it Wed Jun 19 12:49:00 2002
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To: "DocNomic" <docnomic@yahoogroups.com>
Subject: joining message and addition to precepts
Date: Wed, 19 Jun 2002 21:45:12 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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Hello all, I would like to join this round of DocNomic. I have been a player
in Round 3 under the pseudonym of Steppen Ling, but I guess you won't
remember me (partly because I was posting when many players were Inactive
and the Round was closed shortly). I'd like to drop that handle anyway, so
call me just 'Stefano'.

I have been following this round from the beginning but didn't join promptly
because I was playing in another Nomic which is currently suspended for
summer vacations. (it's an Italian Nomic,
http://web.tiscali.it/pmassio/dn2/index.htm) Having decided to do one thing
at a time, now I can follow more closely this game.

Let's start with the real stuff.

I would like to create the Doctrine "Followers of the White Rabbit".

I would like to join the Doctrine of "Fundamentalist Cthuluh Worship".

I would like to create a new precept:

"Closed

Players cannot abandon a Doctrine with this Precept. This has
precedence over rules determining how to leave Doctrines."


Stefano

P.S. There's a printing-error in Tyrethali's Doctrine name. It should be
"Solipsism" (I guess)


From shrooms00@yahoo.com Wed Jun 19 13:27:26 2002
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Date: Wed, 19 Jun 2002 20:27:23 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Amendment to 1003. Precepts
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Amendment to 1003. Precepts:

Replace "The creator of the Doctrine may add ..." with "The leader 
of the Doctrine may add ..."

If this amendment is rejected, I'll be leaving 'Fundamentalist 
Cthulhu Worship' for the safety of 'Error 404 / Doctrine Not Found'.

BTW, I didn't do the amendment to Precepts... Goateus did. Just to 
make sure I won't lose 10 points for two proposals in one dun.


From mat@matbennett.com Wed Jun 19 16:31:56 2002
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Addition to precepts
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aah.. drunken maths fails me once more!

--- In DocNomic@y..., rsholmes@m... wrote:
> Also, -10 points to Goateus for two proposals in one dun.
> 
> -- 
> - Doc


From mat@matbennett.com Wed Jun 19 16:34:59 2002
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To: DocNomic@yahoogroups.com
Subject: Re: Proposal: Amendment to 1003. Precepts
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Oh, spoil the fun ;=AC)

--- In DocNomic@y..., "Shrooms00" <shrooms00@y...> wrote:
>=20
> Amendment to 1003. Precepts:
>=20
> Replace "The creator of the Doctrine may add ..." with "The leader=20
> of the Doctrine may add ..."
>=20
> If this amendment is rejected, I'll be leaving 'Fundamentalist=20
> Cthulhu Worship' for the safety of 'Error 404 / Doctrine Not Found'.
>=20
> BTW, I didn't do the amendment to Precepts... Goateus did. Just to=20
> make sure I won't lose 10 points for two proposals in one dun.


From stavrogin@tiscalinet.it Thu Jun 20 07:01:30 2002
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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X-Yahoo-Profile: nick_stavrogin

Enact a new rule - The Leading Doctrine - with the following text:

One of the Doctrines which have at least one follower is the Leading
Doctrine. The Leading Doctrine is the Doctrine whose followers have the
greatest average of Points. In case of ties, the Leading Doctrine is the
Doctrine which also has the earliest creation date.

---<end of rule>---

I would like to add the Open precept to the Doctrine "Followers of the White
Rabbit".

Stefano



From rsholmes@mailbox.syr.edu Thu Jun 20 07:39:35 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] joining message and addition to precepts
References: <005c01c217c9$d8ca5800$9c6c0a3e@stavrogin>
Date: 20 Jun 2002 10:39:32 -0400
In-Reply-To: "Stefano Artesi"'s message of "Wed, 19 Jun 2002 21:45:12 +0200"
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> Hello all, I would like to join this round of DocNomic. I have been a player
> in Round 3 under the pseudonym of Steppen Ling, but I guess you won't
> remember me (partly because I was posting when many players were Inactive
> and the Round was closed shortly). I'd like to drop that handle anyway, so
> call me just 'Stefano'.

OK.

> I would like to create the Doctrine "Followers of the White Rabbit".

OK.

> I would like to join the Doctrine of "Fundamentalist Cthuluh Worship".

OK.

> I would like to create a new precept:
> 
> "Closed
> 
> Players cannot abandon a Doctrine with this Precept. This has
> precedence over rules determining how to leave Doctrines."

OK.

> P.S. There's a printing-error in Tyrethali's Doctrine name. It should be
> "Solipsism" (I guess)

Tyrethali asked for Solipism, he gets Solipism. It's his Doctrine.

On the other hand, I assume you really want to join Fundamentalist
Cthulhu Worship.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 20 07:41:14 2002
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To: DocNomic@yahoogroups.com
Cc: "DocNomic" <docnomic@yahoogroups.com>
Subject: Directive: Precedence
References: <005c01c217c9$d8ca5800$9c6c0a3e@stavrogin>
Date: 20 Jun 2002 10:41:12 -0400
In-Reply-To: "Stefano Artesi"'s message of "Wed, 19 Jun 2002 21:45:12 +0200"
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> "Closed
> 
> Players cannot abandon a Doctrine with this Precept. This has
> precedence over rules determining how to leave Doctrines."

But does it take precedence over other Precepts?

Directive: Address this.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 20 07:45:40 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amendment to 1003. Precepts
References: <aeqpfb+goth@eGroups.com>
Date: 20 Jun 2002 10:45:38 -0400
In-Reply-To: "Shrooms00"'s message of "Wed, 19 Jun 2002 20:27:23 -0000"
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"Shrooms00" <shrooms00@yahoo.com> writes:

> Amendment to 1003. Precepts:
> 
> Replace "The creator of the Doctrine may add ..." with "The leader 
> of the Doctrine may add ..."

OK. +10 points to followers of Fundamentalist Cthulhu Worship:
Goateus, Kevan, Zarba.

> BTW, I didn't do the amendment to Precepts... Goateus did. Just to 
> make sure I won't lose 10 points for two proposals in one dun.

OK, thanks.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 20 07:48:20 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amendment to 1003. Precepts
References: <aeqpfb+goth@eGroups.com>
Date: 20 Jun 2002 10:48:18 -0400
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Oh, and 10 for Stefano too.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 20 07:50:32 2002
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To: "DocNomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] proposal: the Leading Doctrine
References: <00fe01c21862$7967c2a0$fd6b0a3e@stavrogin>
Date: 20 Jun 2002 10:50:30 -0400
In-Reply-To: "Stefano Artesi"'s message of "Thu, 20 Jun 2002 15:57:30 +0200"
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> Enact a new rule - The Leading Doctrine - with the following text:
> 
> One of the Doctrines which have at least one follower is the Leading
> Doctrine. The Leading Doctrine is the Doctrine whose followers have the
> greatest average of Points. In case of ties, the Leading Doctrine is the
> Doctrine which also has the earliest creation date.
> 
> ---<end of rule>---

OK. +10 points to followers of Fundamentalist Cthulhu Worship:
Goateus, Kevan, Stefano, Zarba.

> I would like to add the Open precept to the Doctrine "Followers of the White
> Rabbit".

You're not the Leader, but the rule said "creator" when you submitted
this, so OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 20 08:01:42 2002
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To: DocNomic@yahoogroups.com
Cc: "DocNomic" <docnomic@yahoogroups.com>
Subject: Directive: Precept creation
References: <005c01c217c9$d8ca5800$9c6c0a3e@stavrogin>
Date: 20 Jun 2002 11:01:40 -0400
In-Reply-To: "Stefano Artesi"'s message of "Wed, 19 Jun 2002 21:45:12 +0200"
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> I would like to create a new precept:
> 
> "Closed
> 
> Players cannot abandon a Doctrine with this Precept. This has
> precedence over rules determining how to leave Doctrines."

On second thought, not OK. Rule 1004 says this can be done. However,
Rule 1003 says the available precepts are Open and Extremism; creating
a new precept without amending Rule 1003 would create a
contradiction. Since Rule 1003 takes precedence, Rule 1004 is
inapplicable. 

Directive: Address this.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 20 08:15:08 2002
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To: "DocNomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] Directive: Precept creation
References: <005c01c217c9$d8ca5800$9c6c0a3e@stavrogin> <xzcd6umuh7v.fsf@rodan.syr.edu>
Date: 20 Jun 2002 11:15:06 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "20 Jun 2002 11:01:40 -0400"
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rsholmes@mailbox.syr.edu writes:

> On second thought, not OK. Rule 1004 says this can be done. However,
> Rule 1003 says the available precepts are Open and Extremism; creating
> a new precept without amending Rule 1003 would create a
> contradiction. Since Rule 1003 takes precedence, Rule 1004 is
> inapplicable. 

By the way, Rule 1003 was amended after Stefano posted his precept
creation. So 1004 now has the earlier enactment date and now has
precedence, so precepts can be created via its mechanism now.
Needless to say, this is still ugly and merits repair.

-- 
- Doc

From yahoo@kevan.org Thu Jun 20 08:44:40 2002
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Date: Thu, 20 Jun 2002 16:44:47 +0100
To: DocNomic@yahoogroups.com
Subject: Proposal: Preceptual Precedence
References: <005c01c217c9$d8ca5800$9c6c0a3e@stavrogin> <xzcd6umuh7v.fsf@rodan.syr.edu> <xzc8z5auglh.fsf@rodan.syr.edu>
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From: Kevan Davis <yahoo@kevan.org>
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Proposal: Preceptual Precedence

Two interconnected birds, one stone.

Reword Rule 6 (Precedence) to:-

When two or more sentences in the Ruleset conflict, the more
specific one takes precedence. Where two conflicting sentences
are equally specific, the one that appears earliest in the
Ruleset takes precedence.

{ This automatically covers "This Rule takes precedence over" stuff,
because such sentences are more specific than the above rule. }

Reword Rule 1004 (Creating Precepts) to:-

Any Player, provided they have no done so within the last dun, may
suggest a new Precept by posting it to the mailing list. Such a Precept
may only enforce or restrict certain actions on the part of the Players
who follow the Doctrines which have them. Precepts made in this manner
may not force or permit players to do anything otherwise illegal. (For
example, gaining points in a manner unspecified by normal rules.)

Precepts suggested in this manner shall, if valid, be added to Rule
1003 by Doc. They do not become actual Precepts until the Rule is
updated.

From tyreth@hotmail.com Thu Jun 20 12:44:56 2002
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Bcc: 
Subject: Going Gung Ho
Date: Thu, 20 Jun 2002 15:44:55 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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I, the leader, creator, and sole member of Semantic Solipism, am giving it 
the precept of Extremism.

Question: Would I need to do a full-fledged Proposal to fix the spelling 
mistake in my Doctrine's name, a Point of Order, a "Please, Doc?", or what?



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From jjweston@kenny.sir-toby.com Thu Jun 20 12:59:10 2002
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Date: Thu, 20 Jun 2002 12:47:35 -0700 (PDT)
To: DocNomic <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Directive: Precedence
In-Reply-To: <xzcu1nyui5z.fsf@rodan.syr.edu>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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On 20 Jun 2002 rsholmes@mailbox.syr.edu wrote:

> "Stefano Artesi" <stavrogin@tiscalinet.it> writes:
> 
> > "Closed
> > 
> > Players cannot abandon a Doctrine with this Precept. This has
> > precedence over rules determining how to leave Doctrines."
> 
> But does it take precedence over other Precepts?

Do the rules allow a precept to take precedence over the rules? That seems 
pretty powerful for something that Doc doesn't have to accept or reject.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Thu Jun 20 13:03:36 2002
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Date: Thu, 20 Jun 2002 12:51:55 -0700 (PDT)
To: DocNomic <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Directive: Precept creation
In-Reply-To: <xzc8z5auglh.fsf@rodan.syr.edu>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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On 20 Jun 2002 rsholmes@mailbox.syr.edu wrote:

> By the way, Rule 1003 was amended after Stefano posted his precept
> creation. So 1004 now has the earlier enactment date and now has
> precedence, so precepts can be created via its mechanism now.
> Needless to say, this is still ugly and merits repair.

What is the enactment date? The only dates I see applied to rules in the 
ruleset are Proposed, Accepted, and Amendment Proposed dates. Which one of 
the several dates listed for a particular rule is the enactment date?

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Thu Jun 20 13:08:23 2002
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Date: Thu, 20 Jun 2002 12:56:49 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Preceptual Precedence
In-Reply-To: <1024587887.3d11f86f371dd@www.bocks.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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On Thu, 20 Jun 2002, Kevan Davis wrote:

> Proposal: Preceptual Precedence
> 
> Two interconnected birds, one stone.
> 
> Reword Rule 6 (Precedence) to:-
> 
> When two or more sentences in the Ruleset conflict, the more
> specific one takes precedence. Where two conflicting sentences
> are equally specific, the one that appears earliest in the
> Ruleset takes precedence.

Eek! This sounds like a precedence nightmare.

> Reword Rule 1004 (Creating Precepts) to:-
> 
> Any Player, provided they have no done so within the last dun, may
> suggest a new Precept by posting it to the mailing list. Such a Precept
> may only enforce or restrict certain actions on the part of the Players
> who follow the Doctrines which have them. Precepts made in this manner
> may not force or permit players to do anything otherwise illegal. (For
> example, gaining points in a manner unspecified by normal rules.)
> 
> Precepts suggested in this manner shall, if valid, be added to Rule
> 1003 by Doc. They do not become actual Precepts until the Rule is
> updated.

Why add this additional method to create precepts? One could simply
propose an amendment to 1003 instead. In reality, I would rather have the
list of precepts be a part of the gamestate.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Thu Jun 20 13:40:55 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Directive: Precept creation
References: <Pine.LNX.4.44.0206201250031.3259-100000@kenny.sir-toby.com>
Date: 20 Jun 2002 16:40:52 -0400
In-Reply-To: Sir Toby's message of "Thu, 20 Jun 2002 12:51:55 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> What is the enactment date? The only dates I see applied to rules in the 
> ruleset are Proposed, Accepted, and Amendment Proposed dates. Which one of 
> the several dates listed for a particular rule is the enactment date?

See Rule 0.

-- 
- Doc

From firestarter985@aol.com Thu Jun 20 20:12:13 2002
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Date: Thu, 20 Jun 2002 23:11:58 -0400
To: docnomic@yahoogroups.com
Subject: yet another player... and some other stuff.
Message-ID: <535AF8C1.56ECBA17.03DB8F01@aol.com>
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From: firestarter985@aol.com
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Hey all:

Having finally completed the school year (my last exam was today) I feel that I finally have time to do a Nomic again.

I was present in Round 3, but shamefully contributed to its downfall by not doing much.

This time, I promise I will do better. (I hope.)

-----------------------

OK, the meat of this message:

I officially wish to join Round 4 of DocNomic.

I would like to create the Doctrine "Forty-Two".

I would then like to join that Doctrine.

I would like to add the precept "Open" to the Doctrine "Forty-Two".

Then I would like to propose a new rule, which is within the "WHEE!"-delimited text below:

WHEE!
Proposal - Convergent Views

Any two Doctrines may merge to form one Doctrine if the following conditions are ALL met:
(a) Both Doctrines have at least one Precept.
(b) Both Doctrines have at least one Precept in common.
(c) Both Doctrines have at least one member.
(d) The Leaders of both Doctrines agree to the merger.
(e) The new Doctrine created by the merger has its name and Leader the same as that of the larger of the two merging Doctrines. If there is a tie, the Doctrine that was created first is considered larger.
(f) Neither Doctrine is "Laziness Unto Excess".

Upon the completion of the merger, all members of the new Doctrine gain 20 points.
WHEE!

I believe condition (f) is unnecessary, since Laziness Unto Excess has no Leader, but I just feel like covering all the bases.

[Why do I have the feeling that I'm missing something? At least there's no penalty because I'm not Extremist :)]

---------

Boy, that was hectic.

-hubert

From rsholmes@mailbox.syr.edu Fri Jun 21 07:47:00 2002
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To: DocNomic@yahoogroups.com
Subject: Proclamtion (was Re: [DocNomic] Going Gung Ho)
References: <F70idcDjoYAPNXRPmca0001eec2@hotmail.com>
Date: 21 Jun 2002 10:46:55 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Thu, 20 Jun 2002 15:44:55 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> I, the leader, creator, and sole member of Semantic Solipism, am giving it 
> the precept of Extremism.

OK.

> Question: Would I need to do a full-fledged Proposal to fix the spelling 
> mistake in my Doctrine's name, a Point of Order, a "Please, Doc?", or what?

PROCLAMATION: perl -p -e 's/Solipism/Solipsism/g;' doc_gamestate.html

(OK, so actually I'll do it in Emacs.)

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 21 07:48:54 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Directive: Precedence
References: <Pine.LNX.4.44.0206201244030.3259-100000@kenny.sir-toby.com>
Date: 21 Jun 2002 10:48:52 -0400
In-Reply-To: Sir Toby's message of "Thu, 20 Jun 2002 12:47:35 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> On 20 Jun 2002 rsholmes@mailbox.syr.edu wrote:
> 
> > "Stefano Artesi" <stavrogin@tiscalinet.it> writes:
> > 
> > > "Closed
> > > 
> > > Players cannot abandon a Doctrine with this Precept. This has
> > > precedence over rules determining how to leave Doctrines."
> > 
> > But does it take precedence over other Precepts?
> 
> Do the rules allow a precept to take precedence over the rules? That seems 
> pretty powerful for something that Doc doesn't have to accept or reject.

It does, doesn't it? When I accepted the "easy precepts" rule I
overlooked the fact that it doesn't enter the new precepts into the
ruleset. For now, though, it's a moot point.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 21 08:05:53 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Preceptual Precedence
References: <Pine.LNX.4.44.0206201252580.3259-100000@kenny.sir-toby.com>
Date: 21 Jun 2002 11:05:51 -0400
In-Reply-To: Sir Toby's message of "Thu, 20 Jun 2002 12:56:49 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> On Thu, 20 Jun 2002, Kevan Davis wrote:
> 
> > Proposal: Preceptual Precedence
> > 
> > Two interconnected birds, one stone.
> > 
> > Reword Rule 6 (Precedence) to:-
> > 
> > When two or more sentences in the Ruleset conflict, the more
> > specific one takes precedence. Where two conflicting sentences
> > are equally specific, the one that appears earliest in the
> > Ruleset takes precedence.
> 
> Eek! This sounds like a precedence nightmare.

I am aware that some other Nomics have taken an approach like this. I
dislike it, though:

(1) "specific" isn't. It's vague.

(2) I don't like "sentences" as the basis for conflict resolution. It
is not hard to come up with examples of sentence A conflicting
with the combination of sentence B and sentence C without
conflicting with either, e.g. "There is one woman in the boat. A
woman named Mary is in the front of the boat. A woman named Edna
is in the back of the boat." And what about the rules that say
e.g. "This paragraph takes precedence over Rule 12"? Arguably the
only effect of such a statement would be to create a conflict
between itself and the rewritten Rule 6. It certainly would not
protect other sentences in the rule.

> Why add this additional method to create precepts? One could simply
> propose an amendment to 1003 instead. In reality, I would rather have the
> list of precepts be a part of the gamestate.

I would rather not, since precepts are more rule-like than data-like.
And in particular, what's the precedence status of precepts vs. other
precepts vs. rules? At least if they're in the ruleset, the ruleset's
precedence rule has something to say, if not enough.

Kevan's proposal is REJECTED.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 21 08:16:05 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] yet another player... and some other stuff.
References: <535AF8C1.56ECBA17.03DB8F01@aol.com>
Date: 21 Jun 2002 11:16:03 -0400
In-Reply-To: firestarter985@aol.com's message of "Thu, 20 Jun 2002 23:11:58 -0400"
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firestarter985@aol.com writes:

> I officially wish to join Round 4 of DocNomic.

OK.

> I would like to create the Doctrine "Forty-Two".

OK.

> I would then like to join that Doctrine.

OK.

> I would like to add the precept "Open" to the Doctrine "Forty-Two".

OK.

> Then I would like to propose a new rule, which is within the "WHEE!"-delimited text below:
> 
> WHEE!
> Proposal - Convergent Views
> 
> Any two Doctrines may merge to form one Doctrine if the following conditions are ALL met:
> (a) Both Doctrines have at least one Precept.
> (b) Both Doctrines have at least one Precept in common.
> (c) Both Doctrines have at least one member.
> (d) The Leaders of both Doctrines agree to the merger.
> (e) The new Doctrine created by the merger has its name and Leader the same as that of the larger of the two merging Doctrines. If there is a tie, the Doctrine that was created first is considered larger.
> (f) Neither Doctrine is "Laziness Unto Excess".
> 
> Upon the completion of the merger, all members of the new Doctrine gain 20 points.
> WHEE!
> 
> I believe condition (f) is unnecessary, since Laziness Unto Excess has no Leader, but I just feel like covering all the bases.
> 
> [Why do I have the feeling that I'm missing something? At least there's no penalty because I'm not Extremist :)]

REJECTED. Not bad but a few flaws:

- "larger" isn't defined

- The precepts of the merged Doctrine are not defined

- The membership of the merged Doctrine is not defined (presumably
the union of the memberships of the two Doctrines, but it wouldn't
hurt to say so)

- Finally, it seems as though this isn't a merger but an absorption
of one Doctrine into another. Why not do something for the name,
leader, and precepts other than keeping those of the larger? Also,
for purposes of Rule 1006, is the merged Doctrine considered to be
a new Doctrine with a new creation date, or a continuation of one
of the old ones?

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jun 21 08:17:59 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Preceptual Precedence
References: <005c01c217c9$d8ca5800$9c6c0a3e@stavrogin> <xzcd6umuh7v.fsf@rodan.syr.edu> <xzc8z5auglh.fsf@rodan.syr.edu> <1024587887.3d11f86f371dd@www.bocks.com>
Date: 21 Jun 2002 11:17:57 -0400
In-Reply-To: Kevan Davis's message of "Thu, 20 Jun 2002 16:44:47 +0100"
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Oh, and -10 points to Kevan for more than one proposal in a dun.

-- 
- Doc

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Subject: Re: [DocNomic] yet another player... and some other stuff.
References: <535AF8C1.56ECBA17.03DB8F01@aol.com> <xzcit4cslvw.fsf@rodan.syr.edu>
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rsholmes@mailbox.syr.edu writes:

> > I would like to add the precept "Open" to the Doctrine "Forty-Two".
> 
> OK.

Oops, not OK. You are not the Leader of Forty-Two. 

Yes, yes, I'm being pedantic...

-- 
- Doc

From tyreth@hotmail.com Fri Jun 21 10:46:35 2002
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Bcc: 
Subject: Proposal: Fixing 1004
Date: Fri, 21 Jun 2002 13:46:34 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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In rule 1004, replace "create a new precept" with "create a new precept, and 
add it to the list of available precepts in rule 1003,"

(end proposal - start discussion)

As far as creating precepts which take precedence over the rules, I didn't 
intend the creating precepts rule to be able to do that. What I meant was 
that when a player has choices to make, 1004 precepts can either force a 
certain decision, or restrict them from making a certain choice. So, while a 
precept could keep a player from leaving willingly, for example, it couldn't 
stop them from being kicked out when their proposal fails, if it were still 
the case where that happened. It was thusly intended for a quick and easy 
way for leaders to create behavoiral modification commands, while leaving 
more powerful, directly-gamestate-altering precepts, to the realm of 
proposals.

Of course, that was just my intention when writing it as to the meaning, and 
why I said "Precepts made in this manner may only enforce or restrict 
certain actions on the part of the players..." YMMV (Your meaning may vary.)

_________________________________________________________________
Chat with friends online, try MSN Messenger: http://messenger.msn.com


From stavrogin@tiscalinet.it Fri Jun 21 10:55:07 2002
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References: <005c01c217c9$d8ca5800$9c6c0a3e@stavrogin> <xzcwusuui8r.fsf@rodan.syr.edu>
Subject: Re: [DocNomic] joining message and addition to precepts
Date: Fri, 21 Jun 2002 19:47:49 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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> On the other hand, I assume you really want to join Fundamentalist
> Cthulhu Worship.

Yes, of course. One can never be safe withj typoz!

Stefano




From firestarter985@aol.com Fri Jun 21 10:55:51 2002
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Date: Fri, 21 Jun 2002 13:53:08 -0400
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] yet another player... and some other stuff.
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rsholmes@mailbox.syr.edu writes:
> rsholmes@mailbox.syr.edu writes:
> 
> > > I would like to add the precept "Open" to the Doctrine "Forty-Two".
> > 
> > OK.
> 
> Oops, not OK. You are not the Leader of Forty-Two. 
> 
> Yes, yes, I'm being pedantic...
> 

Hmph, darned pedantic-ness...

OK, since there is no leader to Forty-Two at the moment, then I claim the role of Leader of Forty-Two by rule 1005.

THEN I add the precept "Open" to Forty-Two.

Happy now? :)

-hubert

From mat@matbennett.com Sat Jun 22 05:02:17 2002
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Date: Sat, 22 Jun 2002 12:02:14 -0000
To: DocNomic@yahoogroups.com
Subject: Proposal: Influence
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A rule, titled "Influence" will be written with the following text 
marked below:

--start text --

There will exist a Gamestate item known as "Influence", which will be 
recorded for each doctrine. Influence will be expressed as a 
positive integer.

The Influence of a doctrine will be equal to the sum of the number of 
players following the doctrine plus the points total of the 
doctrine's leader. 

If this calculation would result in a negative number for any 
doctrine, then the Influence of that doctine will be recorded as 0. 

-- end text --


From nomic@elizian.fsnet.co.uk Sat Jun 22 05:20:51 2002
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To: "Doc Nomic" <DocNomic@yahoogroups.com>
Subject: Going & Coming ...
Date: Sat, 22 Jun 2002 13:24:06 +0100
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Doc, et al,

I have just unsubscribed and resubscribed to the group in order to sort out my e-mail and Yahoo profile details. Hope it didn't mess anything up. If everything worked as planned, I shall, henceforth, be known to the group as Niimaur - Nim for short - and will answer to either.

I, hereby, announce my intention to join the Doctrine of the Knights Who Say 'Ni!'

Nim (aka Niimaur)


[Non-text portions of this message have been removed]


From stavrogin@tiscalinet.it Sat Jun 22 07:39:51 2002
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Message-ID: <025e01c219fa$2a518860$a86a0a3e@stavrogin>
To: "DocNomic" <docnomic@yahoogroups.com>
Subject: Proposal: Preceptual precedence
Date: Sat, 22 Jun 2002 16:35:38 +0200
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Proposal: Preceptual precedence
Enact a new Rule with the mentioned title, with the following text:

"Precepts which appear later in the Precepts list have precedence over Precepts which appear earlier."

(Could append to rule 6 but decided not to, because Precepts are specific of this Round)

(Sorry for reusing your title, Kevan, but couldn't think of anything else!)

Stefano

P.S. what has happened of the "Closed" precept? Is it considered valid?


[Non-text portions of this message have been removed]


From nomic@elizian.fsnet.co.uk Sat Jun 22 14:29:24 2002
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To: "Doc Nomic" <DocNomic@yahoogroups.com>
Subject: Proposal: Amendments to Rule 1001: Doctrines
Date: Sat, 22 Jun 2002 22:32:41 +0100
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Amend the last sentence of paragraph 1

from: A player who is not following a Doctrine cannot submit proposals.
to: A player who is not following a Doctrine or who is following the Doctrine of 'Laziness unto Excess' cannot submit proposals.
Amend paragraph 2

from: If at any time all players follow the same Doctrine, the the Leader of that Doctrine wins the round.
to: If at any time all players follow the same Doctrine, the Leader of that Doctrine wins the round.

I declare myself to be the Leader of the Doctrine of 'The Knights Who Say Ni!'

Nim







[Non-text portions of this message have been removed]


From mat@matbennett.com Mon Jun 24 10:39:25 2002
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Date: Mon, 24 Jun 2002 17:39:23 -0000
To: DocNomic@yahoogroups.com
Subject: Question re DUNs
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Doc,

Can you clarify a question regarding DUNs for me? Does a DUN have a 
fixed start and end time, as with a day? 

Really just checking with regards to rule #11. At the moment I am 
unclear as to whether we can propose a maximum of once every 48 
hours, or whether it is once every 48 period (presumably measured 
from whatever time this game commenced).

Ta'


From rsholmes@mailbox.syr.edu Mon Jun 24 11:42:43 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Question re DUNs
References: <af7lgb+cona@eGroups.com>
Date: 24 Jun 2002 14:42:11 -0400
In-Reply-To: "Goateus"'s message of "Mon, 24 Jun 2002 17:39:23 -0000"
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"Goateus" <mat@matbennett.com> writes:

> Doc,
> 
> Can you clarify a question regarding DUNs for me? Does a DUN have a 
> fixed start and end time, as with a day? 
> 
> Really just checking with regards to rule #11. At the moment I am 
> unclear as to whether we can propose a maximum of once every 48 
> hours, or whether it is once every 48 period (presumably measured 
> from whatever time this game commenced).

A dun is a unit of time span, not a calendar division. Thus in rule
11, the penalty is assessed any time a player posts a second proposal
within (currently) 48 hours of an earlier one.

(A day, in everyday usage, can be either. It can refer to a time span
from a given moment to 24 hours later, or it can refer to a calendar
day which begins and ends at midnight. A dun refers only to a time
span.)

If you don't like this you're invited to change it. See earlier
directive, for which no satisfactory responses have been made yet.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 24 11:43:16 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Fixing 1004
References: <F155EKTnSB4EmrAjxxA0001ea21@hotmail.com>
Date: 24 Jun 2002 14:43:14 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Fri, 21 Jun 2002 13:46:34 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> In rule 1004, replace "create a new precept" with "create a new precept, and 
> add it to the list of available precepts in rule 1003,"

OK. +10 points for followers of Semantic Solipsism (Tyrethali).

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 24 11:44:24 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] yet another player... and some other stuff.
References: <7C112248.303FB292.03DB8F01@aol.com>
Date: 24 Jun 2002 14:44:22 -0400
In-Reply-To: firestarter985@aol.com's message of "Fri, 21 Jun 2002 13:53:08 -0400"
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firestarter985@aol.com writes:

> OK, since there is no leader to Forty-Two at the moment, then I claim the role of Leader of Forty-Two by rule 1005.
> 
> THEN I add the precept "Open" to Forty-Two.
> 
> Happy now? :)

Deliriously!

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 24 11:46:43 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Influence
References: <af1p06+4f6p@eGroups.com>
Date: 24 Jun 2002 14:46:41 -0400
In-Reply-To: "Goateus"'s message of "Sat, 22 Jun 2002 12:02:14 -0000"
Message-ID: <xzcu1nsbjla.fsf@rodan.syr.edu>
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"Goateus" <mat@matbennett.com> writes:

> A rule, titled "Influence" will be written with the following text 
> marked below:
> 
> --start text --
> 
> There will exist a Gamestate item known as "Influence", which will be 
> recorded for each doctrine. Influence will be expressed as a 
> positive integer.
> 
> The Influence of a doctrine will be equal to the sum of the number of 
> players following the doctrine plus the points total of the 
> doctrine's leader. 
> 
> If this calculation would result in a negative number for any 
> doctrine, then the Influence of that doctine will be recorded as 0. 
> 
> -- end text --

OK. +10 points for followers of Fundamentalist Cthulhu Worship
(Goateus, Kevan, Stefano, Zarba).

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 24 11:47:02 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Going & Coming ...
References: <007c01c219e7$b462aa60$e48686d9@gromit>
Date: 24 Jun 2002 14:47:00 -0400
In-Reply-To: "Nim"'s message of "Sat, 22 Jun 2002 13:24:06 +0100"
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"Nim" <nomic@elizian.fsnet.co.uk> writes:

> Doc, et al,
> 
> I have just unsubscribed and resubscribed to the group in order to sort out my e-mail and Yahoo profile details. Hope it didn't mess anything up. If everything worked as planned, I shall, henceforth, be known to the group as Niimaur - Nim for short - and will answer to either.
> 
> I, hereby, announce my intention to join the Doctrine of the Knights Who Say 'Ni!'

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 24 11:51:36 2002
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To: "DocNomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Preceptual precedence
References: <025e01c219fa$2a518860$a86a0a3e@stavrogin>
Date: 24 Jun 2002 14:51:34 -0400
In-Reply-To: "Stefano Artesi"'s message of "Sat, 22 Jun 2002 16:35:38 +0200"
Message-ID: <xzcofe0bjd5.fsf@rodan.syr.edu>
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> Proposal: Preceptual precedence
> Enact a new Rule with the mentioned title, with the following text:
> 
> "Precepts which appear later in the Precepts list have precedence over Precepts which appear earlier."
> 
> (Could append to rule 6 but decided not to, because Precepts are specific of this Round)

OK. (Could append to Rule 1003, too, which would have been neater.)
+10 points for followers of Fundamentalist Cthulhu Worship (Goateus,
Kevan, Stefano, Zarba).

> P.S. what has happened of the "Closed" precept? Is it considered valid?

After some initial confusion it was declared invalid.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 24 11:54:20 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Amendments to Rule 1001: Doctrines
References: <005a01c21a34$57028640$e48686d9@gromit>
Date: 24 Jun 2002 14:53:54 -0400
In-Reply-To: "Nim"'s message of "Sat, 22 Jun 2002 22:32:41 +0100"
Message-ID: <xzck7oobj99.fsf@rodan.syr.edu>
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"Nim" <nomic@elizian.fsnet.co.uk> writes:

> Amend the last sentence of paragraph 1
> 
> from: A player who is not following a Doctrine cannot submit proposals.
> to: A player who is not following a Doctrine or who is following the Doctrine of 'Laziness unto Excess' cannot submit proposals.
> Amend paragraph 2
> 
> from: If at any time all players follow the same Doctrine, the the Leader of that Doctrine wins the round.
> to: If at any time all players follow the same Doctrine, the Leader of that Doctrine wins the round.

OK. +10 points to followers of the Doctrine of 'The Knights Who Say
Ni!' (Nim)

> I declare myself to be the Leader of the Doctrine of 'The Knights Who Say Ni!'

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jun 24 11:59:40 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Fixing 1004
References: <F155EKTnSB4EmrAjxxA0001ea21@hotmail.com>
Date: 24 Jun 2002 14:59:39 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Fri, 21 Jun 2002 13:46:34 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> In rule 1004, replace "create a new precept" with "create a new precept, and 
> add it to the list of available precepts in rule 1003,"

Oops, wait a second. I just realized this makes the rule say "any
player may... add (a new precept) to... rule 1003".

But how is "any player" to do that? Ruleset changes take effect when
posted to the web site, but Doc is the only person who can post the
ruleset to the web site. So players cannot change the ruleset
directly. (Nor should they; even with this end run around Doc's
discretion, Doc at least must be the one who decides if the end run
conforms to the rule.)

Revised judgement: REJECTED.

-- 
- Doc

From firestarter985@aol.com Mon Jun 24 14:03:17 2002
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Message-ID: <135.104909e3.2a48e2f2@aol.com>
Date: Mon, 24 Jun 2002 17:02:42 EDT
Subject: proposal: convergent views (take 2)
To: docnomic@yahoogroups.com
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Let's try this again.

I am proposing a new rule, which is enclosed in the "!!!!!"-delimited text 
below.

!!!!!
PROPOSAL - Convergent Views

Any Leader of a Doctrine may propose a Merger with another Doctrine. The 
Merger succeeds if:

(a) Both Doctrines have Leaders.
(b) The leader of the Doctrine that receives the Merger proposal agrees to 
the Merger.
(c) Both Doctrines have at least one Precept.
(d) Both Doctrines have at least one Precept in common.

When the Merger succeeds, both merging Doctrines are considered destroyed, 
and a new Doctrine is formed, with the following properties:
(i) The name of the new Doctrine is of the form A DASH B where:
A is the name of the proposing Doctrine.
DASH is a hyphen ("-")
B is the name of the Doctrine that the Merger was proposed to
(ii) The membership of the new Doctrine is the union of the memberships of 
the merging Doctrines.
(iii) The set of precepts of the new Doctrine is the union of the precepts of 
the merging Doctrines.
(iv) The new Doctrine has a creation date set to the time of the acceptance 
of the Merger. All members of the Doctrine are considered to have joined 
this new Doctrine exactly ten minutes after this creation date.
(v) The Leader of the new Doctrine is randomly chosen by Doc from the 
membership of the new Doctrine. This random selection may be done in any 
fashion Doc desires.

Upon completion of the Merger, all members of the new Doctrine gain 20 
points. The Leader of the ex-Doctrine that received the proposal gains an 
additional 5 points.
!!!!!

To clarify requirement (i), if Doctrine "Hello" proposed a Merger with 
Doctrine "World", and the Merger went through, then the new Doctrine's name 
would be "Hello-World".

Let's hope this works... :)

-hubert

From stavrogin@tiscalinet.it Mon Jun 24 14:57:28 2002
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Message-ID: <002f01c21bc9$9e6830c0$4f6d0a3e@stavrogin>
To: "DocNomic" <docnomic@yahoogroups.com>
Subject: Proposal: Leadership Challenge
Date: Mon, 24 Jun 2002 23:52:46 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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Proposal: Leadership Challenge
Enact a new rule with the following text:

"Any non-Leader Player may Challenge the Leader of eir Doctrine if these
conditions occur:
a) e is not following "Laziness Unto Excess"
b) claiming Player's last two Proposals were accepted
c) e has more Points than the current Leader.
Upon posting, the Challenge becomes pending. Any Challenge posted while
there are any pending is ignored. One Dun after posting, the Challenge is
resolved and ceases to be pending. The claiming Player becomes the new
Leader of eir Doctrine if these conditions occur:
a') there were no changes in the Leadership of that Doctrine
b') the claiming Player has still more Points than the challenged
Leader."


Stefano


From yahoo@kevan.org Tue Jun 25 03:21:01 2002
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Date: Tue, 25 Jun 2002 11:21:08 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Precept Conception
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - Precept Conception

Reword Rule 1004 (Creating Precepts) to:- 

Any Player, provided they have not done so within the last dun, may 
suggest a new Precept by posting it to the mailing list. Such a Precept 
may only enforce or restrict certain actions on the part of the Players 
who follow the Doctrines which have them. Precepts made in this manner 
may not force or permit players to do anything otherwise illegal. (For 
example, gaining points in a manner unspecified by normal rules.) 

Precepts suggested in this manner shall, if valid, be added to Rule 
1003 by Doc. (They do not become actual Precepts until added to the
Ruleset.)

From rsholmes@mailbox.syr.edu Tue Jun 25 08:29:20 2002
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To: docnomic@yahoogroups.com
Subject: Re: [DocNomic] proposal: convergent views (take 2)
References: <135.104909e3.2a48e2f2@aol.com>
Date: 25 Jun 2002 11:29:18 -0400
In-Reply-To: firestarter985@aol.com's message of "Mon, 24 Jun 2002 17:02:42 EDT"
Message-ID: <xzcr8ivml69.fsf@rodan.syr.edu>
Lines: 45
X-Mailer: Gnus v5.7/Emacs 20.4
X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu
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firestarter985@aol.com writes:

> Let's try this again.
> 
> I am proposing a new rule, which is enclosed in the "!!!!!"-delimited text 
> below.
> 
> !!!!!
> PROPOSAL - Convergent Views
> 
> Any Leader of a Doctrine may propose a Merger with another Doctrine. The 
> Merger succeeds if:
> 
> (a) Both Doctrines have Leaders.
> (b) The leader of the Doctrine that receives the Merger proposal agrees to 
> the Merger.
> (c) Both Doctrines have at least one Precept.
> (d) Both Doctrines have at least one Precept in common.
> 
> When the Merger succeeds, both merging Doctrines are considered destroyed, 
> and a new Doctrine is formed, with the following properties:
> (i) The name of the new Doctrine is of the form A DASH B where:
> A is the name of the proposing Doctrine.
> DASH is a hyphen ("-")
> B is the name of the Doctrine that the Merger was proposed to
> (ii) The membership of the new Doctrine is the union of the memberships of 
> the merging Doctrines.
> (iii) The set of precepts of the new Doctrine is the union of the precepts of 
> the merging Doctrines.
> (iv) The new Doctrine has a creation date set to the time of the acceptance 
> of the Merger. All members of the Doctrine are considered to have joined 
> this new Doctrine exactly ten minutes after this creation date.
> (v) The Leader of the new Doctrine is randomly chosen by Doc from the 
> membership of the new Doctrine. This random selection may be done in any 
> fashion Doc desires.
> 
> Upon completion of the Merger, all members of the new Doctrine gain 20 
> points. The Leader of the ex-Doctrine that received the proposal gains an 
> additional 5 points.
> !!!!!

OK. +10 points to followers of Forty-Two (Hubert).

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 25 08:32:10 2002
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To: "DocNomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Leadership Challenge
References: <002f01c21bc9$9e6830c0$4f6d0a3e@stavrogin>
Date: 25 Jun 2002 11:32:08 -0400
In-Reply-To: "Stefano Artesi"'s message of "Mon, 24 Jun 2002 23:52:46 +0200"
Message-ID: <xzcofdzml1j.fsf@rodan.syr.edu>
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> Proposal: Leadership Challenge
> Enact a new rule with the following text:
> 
> "Any non-Leader Player may Challenge the Leader of eir Doctrine if these
> conditions occur:
> a) e is not following "Laziness Unto Excess"
> b) claiming Player's last two Proposals were accepted
> c) e has more Points than the current Leader.
> Upon posting, the Challenge becomes pending. Any Challenge posted while
> there are any pending is ignored. One Dun after posting, the Challenge is
> resolved and ceases to be pending. The claiming Player becomes the new
> Leader of eir Doctrine if these conditions occur:
> a') there were no changes in the Leadership of that Doctrine
> b') the claiming Player has still more Points than the challenged
> Leader."

OK. +10 points to followers of Fundamentalist Cthulhu Worship
(Goateus, Kevan, Stefano, Zarba).

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jun 25 08:33:12 2002
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To: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Precept Conception
References: <1025000468.3d184414ee355@www.bocks.com>
Date: 25 Jun 2002 11:33:11 -0400
In-Reply-To: Kevan Davis's message of "Tue, 25 Jun 2002 11:21:08 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Precept Conception
> 
> Reword Rule 1004 (Creating Precepts) to:- 
> 
> Any Player, provided they have not done so within the last dun, may 
> suggest a new Precept by posting it to the mailing list. Such a Precept 
> may only enforce or restrict certain actions on the part of the Players 
> who follow the Doctrines which have them. Precepts made in this manner 
> may not force or permit players to do anything otherwise illegal. (For 
> example, gaining points in a manner unspecified by normal rules.) 
> 
> Precepts suggested in this manner shall, if valid, be added to Rule 
> 1003 by Doc. (They do not become actual Precepts until added to the
> Ruleset.)

OK. +10 points to followers of Fundamentalist Cthulhu Worship
(Goateus, Kevan, Stefano, Zarba).

-- 
- Doc

From nomic@elizian.fsnet.co.uk Tue Jun 25 10:35:50 2002
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To: "Doc Nomic" <DocNomic@yahoogroups.com>
Subject: "Ni!" Precept, please.
Date: Tue, 25 Jun 2002 18:39:10 +0100
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I add the precept of Open to the Doctrine of The Knights Who Say 'Ni!'.

c)_( Nim 


[Non-text portions of this message have been removed]


From tyreth@hotmail.com Tue Jun 25 12:31:16 2002
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Subject: Proposal: Tidying up excess doctrines
Date: Tue, 25 Jun 2002 15:31:14 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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Add the following sentence to rule 1007:

"Any doctrine that has less than 1 influence for an entire dun is removed 
from the game."

(The entire dun bit being so new doctrines aren't destroyed before players 
can join them.)

_________________________________________________________________
MSN Photos is the easiest way to share and print your photos: 
http://photos.msn.com/support/worldwide.aspx


From rsholmes@mailbox.syr.edu Wed Jun 26 07:41:27 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] "Ni!" Precept, please.
References: <005301c21c6f$36c7b340$e48686d9@gromit>
Date: 26 Jun 2002 10:41:14 -0400
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"Nim" <nomic@elizian.fsnet.co.uk> writes:

> I add the precept of Open to the Doctrine of The Knights Who Say 'Ni!'.

OK.

-- 
- Doc


From rsholmes@mailbox.syr.edu Wed Jun 26 07:49:20 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Tidying up excess doctrines
References: <F158uIU1Gj03oHMwVN700000b0e@hotmail.com>
Date: 26 Jun 2002 10:49:18 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Tue, 25 Jun 2002 15:31:14 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> Add the following sentence to rule 1007:
> 
> "Any doctrine that has less than 1 influence for an entire dun is removed 
> from the game."

REJECTED, because under some circumstances it could mandate removal of
"Laziness Unto Excess", which should always exist as a doctrine.

-- 
- Doc

From pope_thomasm@yahoo.com Wed Jun 26 10:33:01 2002
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Date: Wed, 26 Jun 2002 10:33:00 -0700 (PDT)
Subject: Re: [DocNomic] Proposal: Influence
To: DocNomic@yahoogroups.com
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From: fnord <pope_thomasm@yahoo.com>
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Technically, there is no leader for the doctrine for
the easily influenced, since no one in this doctrine
ever declared themself Leader in a message posted to
the list.

As such, Rule 1007, Influence, is a bit fuzzy. Here's
a simple modification proposal to fix that issue.

begin proposal
Modify NSF RUle 1007 by adding the following sentence
to the end of the second paragraph.

If a doctrine has no leader, the Influence of the
doctrine will be equal to the sum of the number of
players.
end proposal

Therefore, to clear up confusion, I claim the role of
Leader of the doctrine of the easily influenced.

Michael


__________________________________________________
Do You Yahoo!?
Yahoo! - Official partner of 2002 FIFA World Cup
http://fifaworldcup.yahoo.com

From stavrogin@tiscalinet.it Thu Jun 27 04:11:20 2002
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To: "DocNomic" <docnomic@yahoogroups.com>
Subject: proposal: minor changes
Date: Thu, 27 Jun 2002 13:02:56 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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Proposal: tiding up the Ruleset
Amend rule 1003. Add a new paragraph between the first and the second
paragraph, containing the body of rule 1008.
Repeal rule 1008.

Proposal: add an item to the Gamestate
Amend rule 1006. Add a new sentence between the first and the second
sentence of the rule. The new sentence shall read:
"This Leadership is a part of the Gamestate."


Stefano


From rsholmes@mailbox.syr.edu Thu Jun 27 13:21:08 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Influence
References: <20020626173300.49298.qmail@web13908.mail.yahoo.com>
Date: 27 Jun 2002 16:21:06 -0400
In-Reply-To: fnord's message of "Wed, 26 Jun 2002 10:33:00 -0700 (PDT)"
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fnord <pope_thomasm@yahoo.com> writes:

> Technically, there is no leader for the doctrine for
> the easily influenced, since no one in this doctrine
> ever declared themself Leader in a message posted to
> the list.
> 
> As such, Rule 1007, Influence, is a bit fuzzy. Here's
> a simple modification proposal to fix that issue.
> 
> begin proposal
> Modify NSF RUle 1007 by adding the following sentence
> to the end of the second paragraph.
> 
> If a doctrine has no leader, the Influence of the
> doctrine will be equal to the sum of the number of
> players.
> end proposal

REJECTED. I find the present language of 1007 unambiguous, and
equivalent to what you have proposed.

> Therefore, to clear up confusion, I claim the role of
> Leader of the doctrine of the easily influenced.

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jun 27 13:24:32 2002
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To: "DocNomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] proposal: minor changes
References: <004801c21dca$d87a7ae0$7d6a0a3e@stavrogin>
Date: 27 Jun 2002 16:24:30 -0400
In-Reply-To: "Stefano Artesi"'s message of "Thu, 27 Jun 2002 13:02:56 +0200"
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> Proposal: tiding up the Ruleset
> Amend rule 1003. Add a new paragraph between the first and the second
> paragraph, containing the body of rule 1008.
> Repeal rule 1008.
> 
> Proposal: add an item to the Gamestate
> Amend rule 1006. Add a new sentence between the first and the second
> sentence of the rule. The new sentence shall read:
> "This Leadership is a part of the Gamestate."

REJECTED. While I understand and approve of the motivation, the
impact on the ruleset would be quite minimal, and not commensurate
with the 10 point reward for accepted proposals.

-- 
- Doc

From yahoo@kevan.org Fri Jun 28 03:47:57 2002
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Date: Fri, 28 Jun 2002 11:48:05 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: An Understandable Number of Proposals
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - An Understandable Number of Proposals

{ There's something very unsettling about the vagueness of Rule 11; it
can easily be read as "for any stretch of time which is a dun in
length, fine the Player for excess Proposals", which makes for silly
amounts of infinity. For example, with someone making two Proposals on
a Tuesday:-

00:00 Monday -> 00:00 Wednesday = 1 Dun, 2 Props, 10pt fine
00:01 Monday -> 00:01 Wednesday = 1 Dun, 2 Props, another 10pt fine
00:02 Monday -> 00:02 Wednesday = 1 Dun, 2 Props, another 10pt fine
etc.

It's also arguable that any second Proposal doesn't trigger the
rule at all, because it's in a fresh new dun which might not contain
a third Proposal.

Disambiguation is needed. }

Reword Rule 11 (Manageable Number of Proposals) to:-

Whenever a Player submits a Proposal, they lose 10 points for every
other Proposal submitted by them (if any) during the previous dun. If
this would leave them with a negative number of Points, the new Proposal
is instead ignored.

From rsmyth@mva.net Fri Jun 28 14:00:04 2002
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Subject: question about doctrines/precepts
Date: Fri, 28 Jun 2002 17:01:06 -0400
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Hello,

As a newcomer, I'm wondering how I am to learn of the available doctrines (and their precepts), so that I can choose wisely--or unwisely, whatever the case may be.

Abaris




[Non-text portions of this message have been removed]


From rsmyth@mva.net Fri Jun 28 14:01:10 2002
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Hello,

As a newcomer, I'm wondering how I am to learn of the available doctrines (and what precepts they subscribe to)--so that I can choose wisely, or unwisely, whatever the case may be--without reading through the 140 or so messages posted since Round 4 began.

Because this is a requirement of participating, I am eager to learn.

Thank you.


Abaris




[Non-text portions of this message have been removed]


From rsmyth@mva.net Fri Jun 28 14:01:15 2002
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Hello,

As a newcomer, I'm wondering how I am to learn of the available doctrines (and what precepts they subscribe to)--so that I can choose wisely, or unwisely, whatever the case may be--without reading through the 140 or so messages posted since Round 4 began.

Because this is a requirement of participating, I am eager to learn.

Thank you.


Abaris




[Non-text portions of this message have been removed]


From rsmyth@mva.net Fri Jun 28 14:01:23 2002
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Hello,

As a newcomer, I'm wondering how I am to learn of the available doctrines (and what precepts they subscribe to)--so that I can choose wisely, or unwisely, whatever the case may be--without reading through the 140 or so messages posted since Round 4 began.

Because this is a requirement of participating, I am eager to learn.

Thank you.


Abaris




[Non-text portions of this message have been removed]


From rsmyth@mva.net Fri Jun 28 14:05:43 2002
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Sorry about multiple posts--a mistake or problem with my email client.

Abaris
----- Original Message ----- 
From: Richard Smyth 
To: docnomic@yahoogroups.com 
Sent: Friday, June 28, 2002 5:03 PM
Subject: [DocNomic] question about doctrines/precepts


Hello,

As a newcomer, I'm wondering how I am to learn of the available doctrines (and what precepts they subscribe to)--so that I can choose wisely, or unwisely, whatever the case may be--without reading through the 140 or so messages posted since Round 4 began.

Because this is a requirement of participating, I am eager to learn.

Thank you.


Abaris




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From firestarter985@aol.com Sun Jun 30 17:10:33 2002
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Date: Sun, 30 Jun 2002 20:10:26 -0400
To: docnomic@yahoogroups.com
Subject: some random things.
Message-ID: <08988773.386E67E1.03DB8F01@aol.com>
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From: firestarter985@aol.com
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Create a new precept:

"
Fundamentalism
When this Precept is adopted, the Leader of the adopting Doctrine must pick one Object (defined below) to worship. If the Object that a Doctrine is currently worshipping is destroyed for any reason, then that Doctrine loses the Precept of Fundamentalism. (It may be added again by the Leader of that Doctrine, choosing a different Object.)

All messages by any member of a Doctrine with Fundamentalism must praise the worshipped Object at least once.

If two Doctrines, both with Fundamentalism, merge and they are worshipping different Objects, then the Doctrine that results from the Merger does NOT have the Fundamentalism precept. (This paragraph takes precedence over rule 1009.)

An Object is defined as: any Rule, Player, another Doctrine, or Doc. Other rules may define other Gamestate items to be Objects.
"

-----------

If the above Precept is accepted, I will add Fundamentalism to the Doctrine Forty-Two, and choose to worship Rule 11.

-----------

I then propose a Merger (by rule 1009) with the Doctrine "Semantic Solipsism." (Leader - Tyrethali)

-----------

Yep, that's it. 

Maybe I'll think of a good proposal soon.

-hubert

From tyreth@hotmail.com Sun Jun 30 20:54:36 2002
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Subject: Re: [DocNomic] some random things.
Date: Sun, 30 Jun 2002 23:54:33 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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>I then propose a Merger (by rule 1009) with the Doctrine "Semantic 
>Solipsism." (Leader - Tyrethali)
>

Interesting. Of course, we don't share a precept in common, but if Doc 
accepts Fundamentalism, I can always add that to SS. I'll wait until said 
individual posts before commiting myself one way or another, though.

_________________________________________________________________
Send and receive Hotmail on your mobile device: http://mobile.msn.com


From firestarter985@aol.com Mon Jul 01 00:29:28 2002
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Date: Mon, 01 Jul 2002 03:29:24 -0400
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] some random things.
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From: firestarter985@aol.com
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D'oh, I forgot my own rule. :)

Well, hmm..

If Doc rejects Fundamentalism, then I could add Extremism, just for the hell of it. And if not, then maybe it can go through anyway. We'll just have to see.

-hubert

From yahoo@kevan.org Mon Jul 01 08:31:34 2002
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Date: Mon, 1 Jul 2002 16:31:43 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] question about doctrines/precepts
References: <001a01c21ee7$379b52c0$4380fea9@vaio> <003601c21ee7$d9b08c60$4380fea9@vaio>
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From: Kevan Davis <yahoo@kevan.org>
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> As a newcomer, I'm wondering how I am to learn of the available doctrines
> (and what precepts they subscribe to)--so that I can choose wisely, or
> unwisely, whatever the case may be--without reading through the 140 or so
> messages posted since Round 4 began.

Doctrines and their Precepts are part of the Gamestate (well, they're supposed 
to be, anyway) and their details are therefore kept at:-

http://web.syr.edu/~rsholmes/games/nomic/docnomic/doc_gamestate.html

I'd recommend Fundamentalist Cthulhu Worship, myself. Cough.

Kevan

From yahoo@kevan.org Mon Jul 01 08:58:08 2002
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Date: Mon, 1 Jul 2002 16:58:16 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Brainwashing
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - Brainwashing

Add a new Rule; "Brainwashing":-

A Player may spend 'x' Points (if he or she can afford it) to Brainwash
a Player who has 'x' Points, by announcing this intention to the mailing
list. 

The Brainwashed Player automatically joins the Brainwashing Player's
Doctrine one Dun later, unless the Brainwashed Player has Resisted in
the meantime. Resistance costs the Brainwashed Player 'y' Points (where
'y' is half of 'x', rounding up).

From rsholmes@mailbox.syr.edu Mon Jul 01 10:34:53 2002
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To: DocNomic@yahoogroups.com
Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: An Understandable Number of Proposals
References: <1025261285.3d1c3ee519ce6@www.bocks.com>
Date: 01 Jul 2002 13:34:50 -0400
In-Reply-To: Kevan Davis's message of "Fri, 28 Jun 2002 11:48:05 +0100"
Message-ID: <xzcn0tbe4hx.fsf@rodan.syr.edu>
Lines: 26
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - An Understandable Number of Proposals
> 
> Reword Rule 11 (Manageable Number of Proposals) to:-
> 
> Whenever a Player submits a Proposal, they lose 10 points for every
> other Proposal submitted by them (if any) during the previous dun. If
> this would leave them with a negative number of Points, the new Proposal
> is instead ignored.

OK.

Note that this makes Rule 11 even more severe in the case of 3 or more
proposals in a dun. Or at least, my interpretation of Rule 11 as it
stood was that if someone submitted 3 proposals in rapid succession,
e'd lose 20 points: 10 for each proposal after the first. With the
new version, e'd lose 30 points: 10 for the first proposal when
submitting the second, and 20 for the first and second proposals when
submitting the third.

+10 points to followers of Fundamentalist Cthulhu Worship: Goateus,
Kevan, Stefano, Zarba.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 01 10:47:01 2002
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To: docnomic@yahoogroups.com
Subject: Re: [DocNomic] some random things.
References: <08988773.386E67E1.03DB8F01@aol.com>
Date: 01 Jul 2002 13:46:59 -0400
In-Reply-To: firestarter985@aol.com's message of "Sun, 30 Jun 2002 20:10:26 -0400"
Message-ID: <xzck7ofe3xo.fsf@rodan.syr.edu>
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu
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firestarter985@aol.com writes:

> Create a new precept:
> 
> "
> Fundamentalism
>
> When this Precept is adopted, the Leader of the adopting Doctrine
> must pick one Object (defined below) to worship. If the Object that
> a Doctrine is currently worshipping is destroyed for any reason,
> then that Doctrine loses the Precept of Fundamentalism. (It may be
> added again by the Leader of that Doctrine, choosing a different
> Object.)
> 
> All messages by any member of a Doctrine with Fundamentalism must
> praise the worshipped Object at least once.
> 
> If two Doctrines, both with Fundamentalism, merge and they are
> worshipping different Objects, then the Doctrine that results from
> the Merger does NOT have the Fundamentalism precept. (This paragraph
> takes precedence over rule 1009.)
> 
> An Object is defined as: any Rule, Player, another Doctrine, or Doc.
> Other rules may define other Gamestate items to be Objects. "

Since this is not labelled as a Proposal, I assume it is a suggested
new Precept as regulated by Rule 1004.

That rule says, "Precepts made in this manner may not force or permit
players to do anything otherwise illegal. (For example, gaining points
in a manner unspecified by normal rules.)"

The stipulation that "If the Object that a Doctrine is currently
worshipping is destroyed for any reason, then that Doctrine loses the
Precept of Fundamentalism" seems to violate the spirit of the above
requirement, since it forces something otherwise illegal to happen (a
Doctrine's loss of a Precept other than by its Leader's removing it),
though perhaps not the letter, since the loss is automatic, not
something done by a player. Same for the following paragraph about
doctrine mergers.

More seriously, Rule 1004 says "Such a Precept may only enforce or
restrict certain actions on the part of the Players who follow the
Doctrines which have them." The suggested precept does more than
restrict actions of its followers; it modifies the way a doctrine that
has this precept behaves, if the object of worship is destroyed, or
the nature of the created new doctrine if two doctrines with this
precept merge.

For this reason, I find that the suggested precept exceeds the
limitations imposed by Rule 1004 and therefore may not be added via
that rule's mechanism.

> If the above Precept is accepted, I will add Fundamentalism to the
> Doctrine Forty-Two, and choose to worship Rule 11.

Since it wasn't, you don't.

> I then propose a Merger (by rule 1009) with the Doctrine "Semantic
> Solipsism." (Leader - Tyrethali)

The wording (and punctuation) suggest that this merger proposal does
not depend on acceptance of the suggested precept. But as the two
doctrines do not have a precept in common, they cannot merge.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 01 10:48:30 2002
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To: DocNomic@yahoogroups.com
Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Brainwashing
References: <1025539096.3d207c18ee38a@www.bocks.com>
Date: 01 Jul 2002 13:48:22 -0400
In-Reply-To: Kevan Davis's message of "Mon, 1 Jul 2002 16:58:16 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Brainwashing
> 
> Add a new Rule; "Brainwashing":-
> 
> A Player may spend 'x' Points (if he or she can afford it) to Brainwash
> a Player who has 'x' Points, by announcing this intention to the mailing
> list. 
> 
> The Brainwashed Player automatically joins the Brainwashing Player's
> Doctrine one Dun later, unless the Brainwashed Player has Resisted in
> the meantime. Resistance costs the Brainwashed Player 'y' Points (where
> 'y' is half of 'x', rounding up).

OK. +10 points to followers of Fundamentalist Cthulhu Worship
(Goateus, Kevan, Stefano, Zarba).

-- 
- Doc

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I hereby Brainwash Jeff Weston and Ian, at no cost (they both have zero points).

Kevan

From rsmyth@mva.net Tue Jul 02 05:03:18 2002
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To: <DocNomic@yahoogroups.com>
Subject: Declaration of Intent, Proposed Amendment, et al.
Date: Tue, 2 Jul 2002 08:05:11 -0400
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Hello Doc,

1. I hereby declare my intent to "play."

2. I wish to create the Doctrine of the Embodied Spirit.

3. I wish to join the Doctrine of the Embodied Spirit and declare myself leader of this doctrine.

4. I declare that this Doctrine is preceptually Open.

5. I suggest a new precept called "Conservatism": "Before a member of a conservative doctrine submits a proposal for judgment, e must seek approval from the Leader of that doctrine. If e fails to do so, e loses 5 points."

6. I propose the following change/amendment to Rule 1001:

Where it says:

"Whenever any Player has one of their Proposals accepted, they and all Players who share their Doctrine gain 10 points."

change it to say:

"Whenever any Player has one of eir Proposals accepted, e receives 15 points, the Leader of the Doctrine gains 10 points, and all other followers gain 5 points."

Purpose: I propose this b/c, as a newcomer entering the game in process, I don't see any way of winning or catching up if you choose to join an already established Doctrine like the FCW (I was considering it). But perhaps that is part of the game: creating rules that will eventuate in a monopolizing of points. If so, it is discouraging to incoming players, and this proposed amendment is an attempt to remedy this.


Abaris




[Non-text portions of this message have been removed]


From yahoo@kevan.org Tue Jul 02 07:49:27 2002
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Date: Tue, 2 Jul 2002 15:49:35 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: An Understandable Number of Proposals
References: <1025261285.3d1c3ee519ce6@www.bocks.com> <xzcn0tbe4hx.fsf@rodan.syr.edu>
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From: Kevan Davis <yahoo@kevan.org>
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> Note that this makes Rule 11 even more severe in the case of 3 or more 
> proposals in a dun. Or at least, my interpretation of Rule 11 as it 
> stood was that if someone submitted 3 proposals in rapid succession, 
> e'd lose 20 points: 10 for each proposal after the first. With the 
> new version, e'd lose 30 points: 10 for the first proposal when 
> submitting the second, and 20 for the first and second proposals when 
> submitting the third. 

Oh, I was reading the original Rule as the latter, preserving its harshness to 
avoid rejection. I took it to be a unique trigger every time a Proposal was 
submitted, rather than a general summary. Fair enough. Maybe I'll tone it back 
down in a future Proposal. 

Incidentally, another issue of interpretation; what does "enforce" mean, in 
Rule 1004? Does it actually allow Players' actions to be triggered externally 
(a 'Virulent' doctrine that said "The Leader of a Doctrine with this Precept 
may, at any time, force a follower of that Doctrine to Brainwash a specific 
Player"), or does it just mean "enforce by restriction of alternatives" 
("Players in a Doctrine with this Precept may only Brainwash when their Leader 
specifically tells them to")? 

Kevan 

From tyreth@hotmail.com Tue Jul 02 10:30:49 2002
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Subject: Re: [DocNomic] Brainwashing
Date: Tue, 02 Jul 2002 13:30:48 -0400
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>I hereby Brainwash Jeff Weston and Ian, at no cost (they both have zero 
>points).

Of course, they can resist for 0 points, themselves, if they're awake enough 
to do so.

_________________________________________________________________
Chat with friends online, try MSN Messenger: http://messenger.msn.com


From stavrogin@tiscalinet.it Tue Jul 02 10:31:34 2002
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Message-ID: <003701c221ed$ca32fc60$c46a0a3e@stavrogin>
To: "DocNomic" <docnomic@yahoogroups.com>
Subject: Proposal: Enthropy
Date: Tue, 2 Jul 2002 19:24:56 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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Enact a new rule, "Enthropy", with the following text:

« There is a new Gamestate variable called Enthropy Direction, which may be
'Positive' or 'Negative'. E. D. may be changed according to other rules. Its
initial value is 'Positive'.

Every time a Proposal is accepted, Enthropy changes. This means that the
points average of all players is calculated. Then, every player whose
points are above the average loses 1 point, and every player with fewer
points gains 1 point. If a player has exactly as many points as the average
he doesn't gain or lose points.
If Enthropy Direction is set to 'Negative', these gains and losses are
reversed. »

This should help the newcomers ;-)

Stefano



From rsholmes@mailbox.syr.edu Tue Jul 02 13:02:20 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Declaration of Intent, Proposed Amendment, et al.
References: <002d01c221c0$b83ae4a0$4380fea9@vaio>
Date: 02 Jul 2002 16:02:18 -0400
In-Reply-To: "Richard Smyth"'s message of "Tue, 2 Jul 2002 08:05:11 -0400"
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"Richard Smyth" <rsmyth@mva.net> writes:

> Hello Doc,
> 
> 1. I hereby declare my intent to "play."

OK.

> 2. I wish to create the Doctrine of the Embodied Spirit.

OK.

> 3. I wish to join the Doctrine of the Embodied Spirit and declare myself leader of this doctrine.

OK.

> 4. I declare that this Doctrine is preceptually Open.

OK.

> 5. I suggest a new precept called "Conservatism": "Before a member
> of a conservative doctrine submits a proposal for judgment, e must
> seek approval from the Leader of that doctrine. If e fails to do
> so, e loses 5 points."

Quoting Rule 1004, "Precepts made in this manner may not force or
permit players to do anything otherwise illegal. (For example, gaining
points in a manner unspecified by normal rules.)" By the same token,
it seems to me a precept made in this manner may not force or permit
players to lose points in a manner unspecified by normal rules.
Therefore, this precept does not seem to meet the requirements of Rule
1004. 

> 6. I propose the following change/amendment to Rule 1001:
> 
> Where it says:
> 
> "Whenever any Player has one of their Proposals accepted, they and
> all Players who share their Doctrine gain 10 points."
> 
> change it to say:
> 
> "Whenever any Player has one of eir Proposals accepted, e receives
> 15 points, the Leader of the Doctrine gains 10 points, and all other
> followers gain 5 points."

REJECTED; generally I like this better than the flat 10 points for all
followers, but there are a couple of problems: first, some unclarity
in the wording (Leader of which Doctrine? All other followers of
which Doctrines? Of course I know what was meant, but more clarity
would be good.) Second, what happens if the proposing player is the
Leader? I can see no reasonable interpretation but that e gets 25
points -- and I think that's too big an advantage over non-Leaders.
And third, generally, Rule 1010 tends to award leadership to players
ahead on points, and this rule tends to award points for leadership; a
positive feedback thing that will, I think, be unhealthy for
competition. 

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jul 02 13:06:18 2002
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To: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Brainwashing
References: <1025605115.3d217dfbe9535@www.bocks.com>
Date: 02 Jul 2002 16:06:16 -0400
In-Reply-To: Kevan Davis's message of "Tue, 2 Jul 2002 11:18:35 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> I hereby Brainwash Jeff Weston and Ian, at no cost (they both have
> zero points).

OK.

Speaking of Jeff, it appears he has not submitted a Proposal or PoO
since 12 Jun and so has been inactive since 26 Jun.

And apropos of nothing, this serves to remind myself the Influence
column needs updating.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jul 02 13:10:03 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: An Understandable Number of Proposals
References: <1025261285.3d1c3ee519ce6@www.bocks.com> <xzcn0tbe4hx.fsf@rodan.syr.edu> <1025621375.3d21bd7fb39d6@www.bocks.com>
Date: 02 Jul 2002 16:10:01 -0400
In-Reply-To: Kevan Davis's message of "Tue, 2 Jul 2002 15:49:35 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Incidentally, another issue of interpretation; what does "enforce" mean, in 
> Rule 1004? Does it actually allow Players' actions to be triggered externally 
> (a 'Virulent' doctrine that said "The Leader of a Doctrine with this Precept 
> may, at any time, force a follower of that Doctrine to Brainwash a specific 
> Player"), or does it just mean "enforce by restriction of alternatives" 
> ("Players in a Doctrine with this Precept may only Brainwash when their Leader 
> specifically tells them to")? 

Good question. I think I'll keep quiet about it, though, until/unless
a PoO on the subject is raised.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jul 02 13:20:44 2002
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Cc: "DocNomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Enthropy
References: <003701c221ed$ca32fc60$c46a0a3e@stavrogin>
Date: 02 Jul 2002 16:20:42 -0400
In-Reply-To: "Stefano Artesi"'s message of "Tue, 2 Jul 2002 19:24:56 +0200"
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> Enact a new rule, "Enthropy", with the following text:
> 
> « There is a new Gamestate variable called Enthropy Direction, which may be
> 'Positive' or 'Negative'. E. D. may be changed according to other rules. Its
> initial value is 'Positive'.
> 
> Every time a Proposal is accepted, Enthropy changes. This means that the
> points average of all players is calculated. Then, every player whose
> points are above the average loses 1 point, and every player with fewer
> points gains 1 point. If a player has exactly as many points as the average
> he doesn't gain or lose points.
> If Enthropy Direction is set to 'Negative', these gains and losses are
> reversed. »
> 
> This should help the newcomers ;-)

REJECTED.

First, and most trivially, I think the word you're looking for is
"entropy". 

Second, entropy is physics. This round isn't about physics.

Third, this takes points from the rich and gives them to the poor,
with no particular justification except assisting new players. Then
again, if entropy becomes negative, it takes from the poor and gives
to the rich, with no justification at all. It might even drive the
poor into negative point territory.

Fourth, it doesn't even do much for the players it allegedly favors.
1 point per proposal for the below-averages, versus 10 for the
followers of the proposer's doctrine? It's better than nothing, from
the have-nots' point of view, but not by enough to matter. Far better
to join the most influential Doctrine, if it's points you're after.

And fifth, it requires too frequent math and gamestate adjusting on
Doc's part.

I'm sure, if you want to redistribute the wealth, you can think of
easier-on-Doc ways of doing it that are more consonant with this
round's theme.

-- 
- Doc

From yahoo@kevan.org Wed Jul 03 07:18:04 2002
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Date: Wed, 3 Jul 2002 15:18:13 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: An Understandable Number of Proposals
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From: Kevan Davis <yahoo@kevan.org>
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> [ Rule 1004 - Does it actually allow Players' actions to be triggered
> externally, or does it just mean "enforce by restriction of alternatives"? ]
> 
> Good question. I think I'll keep quiet about it, though, until/unless
> a PoO on the subject is raised.

I think the most relevant dictionary definition of "enforce" is "ensure 
observance of laws and rules"; although a precept that said "followers must X 
when the Leader tells them to; if they don't, they can't take any other game 
actions until they do" would go some way to enforcing X, it wouldn't have any 
effect on the Inactive or otherwise idle.

So unless anyone wants to argue the other side and take it towards a Point of 
Order, I shall formally create the following Precept, under Rule 1004:-

Virulent

The Leader of a Virulent Doctrine may, at any time, force a follower
of that Doctrine to Brainwash a specific Player.

Kevan

From rsholmes@mailbox.syr.edu Wed Jul 03 08:11:32 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: An Understandable Number of Proposals
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Date: 03 Jul 2002 11:11:31 -0400
In-Reply-To: Kevan Davis's message of "Wed, 3 Jul 2002 15:18:13 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> So unless anyone wants to argue the other side and take it towards a Point of 
> Order, I shall formally create the following Precept, under Rule 1004:-
> 
> Virulent
> 
> The Leader of a Virulent Doctrine may, at any time, force a follower
> of that Doctrine to Brainwash a specific Player.

This precept gives the Leader *permission* to do something (force a
follower to brainwash a player), but I don't see that e has the
*ability* to do it. Even Doc can't force a player to take a given
action. As such this Precept seems to have no teeth.

On the other hand, if it had teeth, it'd allow the Leader to do
something (force a follower to brainwash a player) e could not
otherwise legally do, which runs afoul of the second sentence of
1004. 

So which is it? Is this Precept toothless, or inadmissable?

-- 
- Doc

From yahoo@kevan.org Wed Jul 03 08:23:03 2002
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Date: Wed, 3 Jul 2002 16:23:13 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: An Understandable Number of Proposals
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From: Kevan Davis <yahoo@kevan.org>
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> > Virulent 
> > 
> > The Leader of a Virulent Doctrine may, at any time, force a follower 
> > of that Doctrine to Brainwash a specific Player. 
> 
> This precept gives the Leader *permission* to do something (force a 
> follower to brainwash a player), but I don't see that e has the 
> *ability* to do it. Even Doc can't force a player to take a given 
> action. As such this Precept seems to have no teeth. 
> 
> On the other hand, if it had teeth, it'd allow the Leader to do 
> something (force a follower to brainwash a player) e could not 
> otherwise legally do, which runs afoul of the second sentence of 
> 1004. 
> 
> So which is it? Is this Precept toothless, or inadmissable? 

Hm, quite right; it's the Precept that does the forcing, after all. I suppose 
it requires a rather more explicit wording, which is no bad thing:-

"If the Leader of a Virulent Doctrine announces to the list that they wish a 
member of their Doctrine to Brainwash a Player, then that member will 
automatically and immediately Brainwash the specified Player." 

(Although I can't, I suspect, formally suggest that for a dun.)

Kevan

From rsholmes@mailbox.syr.edu Wed Jul 03 08:57:02 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: An Understandable Number of Proposals
References: <1025261285.3d1c3ee519ce6@www.bocks.com> <xzcn0tbe4hx.fsf@rodan.syr.edu> <1025621375.3d21bd7fb39d6@www.bocks.com> <xzcelelevs6.fsf@rodan.syr.edu> <1025705893.3d2307a563109@www.bocks.com> <xzc65zwvobg.fsf@rodan.syr.edu> <1025709793.3d2316e196542@www.bocks.com>
Date: 03 Jul 2002 11:57:00 -0400
In-Reply-To: Kevan Davis's message of "Wed, 3 Jul 2002 16:23:13 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Hm, quite right; it's the Precept that does the forcing, after all. I suppose 
> it requires a rather more explicit wording, which is no bad thing:-
> 
> "If the Leader of a Virulent Doctrine announces to the list that they wish a 
> member of their Doctrine to Brainwash a Player, then that member will 
> automatically and immediately Brainwash the specified Player." 
> 
> (Although I can't, I suspect, formally suggest that for a dun.)

But there again you'd have a problem, in that you're trying to give a
player (the Leader) the ability to do something otherwise illegal
(force another follower to brainwash someone). There's a distinction
between a precept that forces a follower to do something, and a
precept that allows the leader to force a follower to do something.
As I read it, the former may be admissible, but the latter is not.

-- 
- Doc

From yahoo@kevan.org Wed Jul 03 09:04:37 2002
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Subject: Re: Precept Enforcement
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From: Kevan Davis <yahoo@kevan.org>
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> > "If the Leader of a Virulent Doctrine announces to the list that they wish
> a 
> > member of their Doctrine to Brainwash a Player, then that member will 
> > automatically and immediately Brainwash the specified Player." 
> 
> But there again you'd have a problem, in that you're trying to give a
> player (the Leader) the ability to do something otherwise illegal
> (force another follower to brainwash someone). There's a distinction
> between a precept that forces a follower to do something, and a
> precept that allows the leader to force a follower to do something.
> As I read it, the former may be admissible, but the latter is not.

Doesn't "that member will automatically X" mean "this precept will 
automatically force that member to X"?

The Precept's doing the enforcement, it's just being triggered by a particular 
outside influence, which in this case happens to be a Leader saying something 
on the mailing list (which is legal behaviour for a Leader).

Kevan

From yahoo@kevan.org Fri Jul 05 08:14:25 2002
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Date: Fri, 5 Jul 2002 16:14:33 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: An Understandable Number of Proposals
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From: Kevan Davis <yahoo@kevan.org>
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> > So which is it? Is this Precept toothless, or inadmissable? 
> 
> Hm, quite right; it's the Precept that does the forcing, after all. I suppose
> it requires a rather more explicit wording, which is no bad thing [...]

Shamelessly assuming that Doc was misunderstanding me, rather than that I was 
misunderstanding Doc, on Wednesday, I resuggest the "Virulent" precept, with 
the following wording:-

"If the Leader of a Doctrine with this precept announces to the mailing list 
that they wish a specific member of their Doctrine to Brainwash a Player, then 
that member will automatically and immediately Brainwash the specified Player."

As commented before, the Leader doesn't gain the ability to do anything outside 
of the rules, he or she just triggers a particular reaction from a Precept when 
speaking particular sentences on the mailing list.

Kevan

From rsholmes@mailbox.syr.edu Fri Jul 05 18:53:35 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: An Understandable Number of Proposals
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Date: 05 Jul 2002 21:53:33 -0400
In-Reply-To: Kevan Davis's message of "Fri, 5 Jul 2002 16:14:33 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> > > So which is it? Is this Precept toothless, or inadmissable? 
> > 
> > Hm, quite right; it's the Precept that does the forcing, after all. I suppose
> > it requires a rather more explicit wording, which is no bad thing [...]
> 
> Shamelessly assuming that Doc was misunderstanding me, rather than that I was 
> misunderstanding Doc, on Wednesday, I resuggest the "Virulent" precept, with 
> the following wording:-
> 
> "If the Leader of a Doctrine with this precept announces to the mailing list 
> that they wish a specific member of their Doctrine to Brainwash a Player, then 
> that member will automatically and immediately Brainwash the specified Player."
> 
> As commented before, the Leader doesn't gain the ability to do anything outside 
> of the rules, he or she just triggers a particular reaction from a Precept when 
> speaking particular sentences on the mailing list.
> 
> Kevan

This is mere semantics. The effect is that the Leader gains an
ability to do something otherwise illegal, even if cloaked in language
suggesting otherwise. I do not regard this as an admissible precept
under Rule 1004.

-- 
- Doc

From yahoo@kevan.org Sun Jul 07 13:04:39 2002
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Subject: Re: [DocNomic] Proposal: An Understandable Number of Proposals
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From: Kevan Davis <yahoo@kevan.org>
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> > 
> > As commented before, the Leader doesn't gain the ability to do anything
> outside 
> > of the rules, he or she just triggers a particular reaction from a Precept
> when 
> > speaking particular sentences on the mailing list.
> 
> This is mere semantics. The effect is that the Leader gains an
> ability to do something otherwise illegal, even if cloaked in language
> suggesting otherwise. I do not regard this as an admissible precept
> under Rule 1004.

Feh, alright then. New Precept suggestion; Extra Virulence.

"If a Doctrine has this Precept then - every three milliseconds - a random 
member of that Doctrine (other than its Leader) will automatically Brainwash a 
Player outside of the Doctrine, provided that:-

* The targetted Player has fewer Points than the member.
* The targetted Player has not been Brainwashed during the
previous Dun."

If this is accepted, I shall add the precept "Extra Virulence" to the 
Doctrine "Fundamentalist Cthulhu Worship".

Kevan

From rsholmes@mailbox.syr.edu Sun Jul 07 19:35:00 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: An Understandable Number of Proposals
References: <1025261285.3d1c3ee519ce6@www.bocks.com> <xzcn0tbe4hx.fsf@rodan.syr.edu> <1025621375.3d21bd7fb39d6@www.bocks.com> <xzcelelevs6.fsf@rodan.syr.edu> <1025705893.3d2307a563109@www.bocks.com> <xzc65zwvobg.fsf@rodan.syr.edu> <1025709793.3d2316e196542@www.bocks.com> <1025882073.3d25b7d974234@www.bocks.com> <xzcadp5ipuq.fsf@rodan.syr.edu> <1026072290.3d289ee234a95@www.bocks.com>
Date: 07 Jul 2002 22:34:59 -0400
In-Reply-To: Kevan Davis's message of "Sun, 7 Jul 2002 21:04:50 +0100"
Message-ID: <xzcznx3aqwc.fsf@rodan.syr.edu>
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu
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Kevan Davis <yahoo@kevan.org> writes:

> Feh, alright then. New Precept suggestion; Extra Virulence.
> 
> "If a Doctrine has this Precept then - every three milliseconds - a random 
> member of that Doctrine (other than its Leader) will automatically Brainwash a 
> Player outside of the Doctrine, provided that:-
> 
> * The targetted Player has fewer Points than the member.
> * The targetted Player has not been Brainwashed during the
> previous Dun."

Feh, yourself. This precept is admissible under Rule 1004. It
therefore is added to Rule 1003.

A nanosecond later, by Proclamation, I amend Rule 1003 by removing the
"Extra Virulence" precept.

Come on, Kevan, surely you didn't expect me to allow this crap to
stand. I am NOT going to do the stipulated random number generating,
point checking, brainwashing history checking, et cetera every time
anyone's point total changes. The work load would be appalling.
Force this kind of stuff on me and you'll kill DocNomic. Scam your
way to an inelegant, brute-force win if you like, but don't expect me
to do the grunt work.

-- 
- Doc

From jjweston@kenny.sir-toby.com Sun Jul 07 21:43:08 2002
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Date: Sun, 7 Jul 2002 21:40:34 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Brainwashing
In-Reply-To: <F185ww5jGpJtaOQtnR700003862@hotmail.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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On Tue, 2 Jul 2002, Tyrethali Ansrath wrote:

> >I hereby Brainwash Jeff Weston and Ian, at no cost (they both have zero 
> >points).
> 
> Of course, they can resist for 0 points, themselves, if they're awake enough 
> to do so.

I resist.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Sun Jul 07 21:45:34 2002
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Date: Sun, 7 Jul 2002 21:43:00 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: PoO: Jeff is Active
In-Reply-To: <xzchejhevyf.fsf@rodan.syr.edu>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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Been busy, but still alive. This should suffice to make me active again.

On 2 Jul 2002 rsholmes@mailbox.syr.edu wrote:

> Kevan Davis <yahoo@kevan.org> writes:
> 
> > I hereby Brainwash Jeff Weston and Ian, at no cost (they both have
> > zero points).
> 
> OK.
> 
> Speaking of Jeff, it appears he has not submitted a Proposal or PoO
> since 12 Jun and so has been inactive since 26 Jun.
> 
> And apropos of nothing, this serves to remind myself the Influence
> column needs updating.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Sun Jul 07 22:05:02 2002
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Date: Sun, 7 Jul 2002 22:02:27 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Actions...
Message-ID: <Pine.LNX.4.44.0207072154300.24250-100000@kenny.sir-toby.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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It seems that the gamestate page might be out of date, since I believe I 
have been brainwashed into joining Fundamentalist Cthulhu Worship. 
Although I attempted to resist, it appears I was many Duns too late. In 
this case, I take the following actions:

I de-program myself, reducing my point total in half to 0.

I join the doctrine "Error 404 / Doctrine Not Found".

I claim to be the leader of "Error 404 / Doctrine Not Found".

I add the Extremism precept to "Error 404 / Doctrine Not Found".

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Sun Jul 07 22:12:17 2002
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Date: Sun, 7 Jul 2002 22:09:42 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Proposal: Doctrine Cleanup
Message-ID: <Pine.LNX.4.44.0207072202310.24250-100000@kenny.sir-toby.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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I still feel bad about polluting the gamestate, I submit the following 
proposal. I realize that this was someone else's idea, but they never 
attempted a newer version addressing Doc's concerns. I think its a good 
idea, so I'll make the attempt.

### Begin Proposal ###

Create a Not-So-Fundamental rule titled "Doctrine Cleanup" with the 
following text:

Any Doctrine, excluding Laziness Unto Excess, which has had no members
continuously for that past two duns is removed from the game.

### End Proposal ###

-- 
Jeff Weston (Sir Toby)


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Date: Mon, 8 Jul 2002 09:39:58 +0100
To: DocNomic@yahoogroups.com
Subject: Re: Precept Abuse
References: <1025261285.3d1c3ee519ce6@www.bocks.com> <xzcn0tbe4hx.fsf@rodan.syr.edu> <1025621375.3d21bd7fb39d6@www.bocks.com> <xzcelelevs6.fsf@rodan.syr.edu> <1025705893.3d2307a563109@www.bocks.com> <xzc65zwvobg.fsf@rodan.syr.edu> <1025709793.3d2316e196542@www.bocks.com> <1025882073.3d25b7d974234@www.bocks.com> <xzcadp5ipuq.fsf@rodan.syr.edu> <1026072290.3d289ee234a95@www.bocks.com> <xzcznx3aqwc.fsf@rodan.syr.edu>
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From: Kevan Davis <yahoo@kevan.org>
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X-Yahoo-Profile: kevandavis

> Come on, Kevan, surely you didn't expect me to allow this crap to
> stand.

Well, no; I was expecting other Players not to let it stand, though. Leaders 
being able to improvise and employ any Precept they feel like seems extremely 
dangerous - it's a bit disappointing that people are just snoring at it, 
despite my increasingly unsubtle flexing.

> I am NOT going to do the stipulated random number generating,
> point checking, brainwashing history checking, et cetera every time
> anyone's point total changes. The work load would be appalling.

Hm, I didn't imagine it taking too much paperwork, to be honest; the Cthulhu 
acolytes would instantly Brainwash everyone else - if anyone resisted, they'd 
get Brainwashed again a dun later. Repeat until the world is conquered or until 
a Player does something to stop it (I would have expected a repeal proposal 
within the first Dun, really).

> Force this kind of stuff on me and you'll kill DocNomic.

That's the last thing I'd want, of course. Just trying to wake people up; to 
provoke a clever reaction to a clever event, which is (for my money) half the 
fun of Nomic.

> Scam your way to an inelegant, brute-force win if you like, but don't
> expect me to do the grunt work.

Hm, I thought it was quite elegant, actually, and keeping entirely within 
theme. I could have just gone for a massive, abusive combi-precept, after all. 
("Members of this Doctrine may not leave, or challenge Leadership; will 
automatically resist Brainwashing, must Propose things on the Leader's behalf 
if he demands it, cannot make original Proposals, etc. etc. etc.")

A Proposal, then:-

-----

Proposal - Mispreception

Repeal Rule 1004 (Creating Precepts). 

In Rule 1001, replace "Whenever any Player has one of their Proposals
accepted" with "Whenever a Player has one of their Proposals accepted
(unless that Proposal only creates or amends a Precept)". 

In Rule 11, replace "Whenever a Player submits a Proposal" with
"Whenever a Player submits a Proposal (unless that Proposal only creates
or amends a Precept)". 

-----

Kevan

From jjweston@kenny.sir-toby.com Mon Jul 08 08:23:56 2002
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Date: Mon, 8 Jul 2002 08:21:13 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Precept Abuse
In-Reply-To: <1026117598.3d294fde28745@www.bocks.com>
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On Mon, 8 Jul 2002, Kevan Davis wrote:

> Proposal - Mispreception
> 
> Repeal Rule 1004 (Creating Precepts). 
> 
> In Rule 1001, replace "Whenever any Player has one of their Proposals
> accepted" with "Whenever a Player has one of their Proposals accepted
> (unless that Proposal only creates or amends a Precept)". 
> 
> In Rule 11, replace "Whenever a Player submits a Proposal" with
> "Whenever a Player submits a Proposal (unless that Proposal only creates
> or amends a Precept)". 

We may not want to mention not-so-fundamental concepts (precepts) in 
fundamental rules.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Mon Jul 08 08:45:57 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Brainwashing
References: <Pine.LNX.4.44.0207072139210.24250-100000@kenny.sir-toby.com>
Date: 08 Jul 2002 11:45:52 -0400
In-Reply-To: Sir Toby's message of "Sun, 7 Jul 2002 21:40:34 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> On Tue, 2 Jul 2002, Tyrethali Ansrath wrote:
> 
> > >I hereby Brainwash Jeff Weston and Ian, at no cost (they both have zero 
> > >points).
> > 
> > Of course, they can resist for 0 points, themselves, if they're awake enough 
> > to do so.
> 
> I resist.

Too late. You and Ian both became Cthulu followers as of 3 Jul 2002
11:18:35 +0100. 

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 08 08:48:49 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] PoO: Jeff is Active
References: <Pine.LNX.4.44.0207072142070.24250-100000@kenny.sir-toby.com>
Date: 08 Jul 2002 11:48:47 -0400
In-Reply-To: Sir Toby's message of "Sun, 7 Jul 2002 21:43:00 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> Been busy, but still alive. This should suffice to make me active again.

I take it your point of order is "Jeff Weston is active", though you
did not actually state such a PoO explicitly.

Good enough for me. Doc rules that Jeff is active.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 08 08:49:58 2002
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Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Actions...
References: <Pine.LNX.4.44.0207072154300.24250-100000@kenny.sir-toby.com>
Date: 08 Jul 2002 11:49:53 -0400
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> I de-program myself, reducing my point total in half to 0.

OK.

> I join the doctrine "Error 404 / Doctrine Not Found".

OK.

> I claim to be the leader of "Error 404 / Doctrine Not Found".

OK.

> I add the Extremism precept to "Error 404 / Doctrine Not Found".

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 08 08:51:08 2002
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To: Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Doctrine Cleanup
References: <Pine.LNX.4.44.0207072202310.24250-100000@kenny.sir-toby.com>
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> ### Begin Proposal ###
> 
> Create a Not-So-Fundamental rule titled "Doctrine Cleanup" with the 
> following text:
> 
> Any Doctrine, excluding Laziness Unto Excess, which has had no members
> continuously for that past two duns is removed from the game.
> 
> ### End Proposal ###

OK. +10 points to followers of Error 404 / Doctrine Not Found (Jeff
Weston). 

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 08 08:54:23 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Precept Abuse
References: <1025261285.3d1c3ee519ce6@www.bocks.com> <xzcn0tbe4hx.fsf@rodan.syr.edu> <1025621375.3d21bd7fb39d6@www.bocks.com> <xzcelelevs6.fsf@rodan.syr.edu> <1025705893.3d2307a563109@www.bocks.com> <xzc65zwvobg.fsf@rodan.syr.edu> <1025709793.3d2316e196542@www.bocks.com> <1025882073.3d25b7d974234@www.bocks.com> <xzcadp5ipuq.fsf@rodan.syr.edu> <1026072290.3d289ee234a95@www.bocks.com> <xzcznx3aqwc.fsf@rodan.syr.edu> <1026117598.3d294fde28745@www.bocks.com>
Date: 08 Jul 2002 11:54:16 -0400
In-Reply-To: Kevan Davis's message of "Mon, 8 Jul 2002 09:39:58 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Well, no; I was expecting other Players not to let it stand, though. Leaders 
> being able to improvise and employ any Precept they feel like seems extremely 
> dangerous - it's a bit disappointing that people are just snoring at it, 
> despite my increasingly unsubtle flexing.

Possibly the fact that it's a 4-day holiday weekend in the USA has
something to do with that.

> A Proposal, then:-
> 
> -----
> 
> Proposal - Mispreception
> 
> Repeal Rule 1004 (Creating Precepts). 
> 
> In Rule 1001, replace "Whenever any Player has one of their Proposals
> accepted" with "Whenever a Player has one of their Proposals accepted
> (unless that Proposal only creates or amends a Precept)". 
> 
> In Rule 11, replace "Whenever a Player submits a Proposal" with
> "Whenever a Player submits a Proposal (unless that Proposal only creates
> or amends a Precept)". 
> 
> -----

REJECTED. It's not a bad idea, but Rule 11 is Fundamental and should
not be polluted with Not So Fundamental concepts.

-- 
- Doc

From jjweston@kenny.sir-toby.com Mon Jul 08 09:01:31 2002
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Date: Mon, 8 Jul 2002 08:58:48 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Doctrine Cleanup
In-Reply-To: <xzc4rfakyl1.fsf@rodan.syr.edu>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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On 8 Jul 2002 rsholmes@mailbox.syr.edu wrote:

> Sir Toby <jjweston@kenny.sir-toby.com> writes:
> 
> > ### Begin Proposal ###
> > 
> > Create a Not-So-Fundamental rule titled "Doctrine Cleanup" with the 
> > following text:
> > 
> > Any Doctrine, excluding Laziness Unto Excess, which has had no members
> > continuously for that past two duns is removed from the game.
> > 
> > ### End Proposal ###
> 
> OK. +10 points to followers of Error 404 / Doctrine Not Found (Jeff
> Weston). 

Actually, this should be +15 points since Error 404 / Doctrine Not Found 
has the Extremism precept.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Mon Jul 08 09:05:00 2002
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Date: Mon, 8 Jul 2002 09:02:18 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: DocNomic web-site note.
Message-ID: <Pine.LNX.4.44.0207080900260.25259-100000@kenny.sir-toby.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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I've noticed that the DocNomic web-site still has this on the front page:

"DocNomic Round 4 is presently starting up. Round 4 will begin when there 
is enough interest."

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Mon Jul 08 09:09:42 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Doctrine Cleanup
References: <Pine.LNX.4.44.0207080856470.25259-100000@kenny.sir-toby.com>
Date: 08 Jul 2002 12:09:40 -0400
In-Reply-To: Sir Toby's message of "Mon, 8 Jul 2002 08:58:48 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> Actually, this should be +15 points since Error 404 / Doctrine Not Found 
> has the Extremism precept.

Right.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 08 09:16:05 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Doctrine Cleanup
References: <Pine.LNX.4.44.0207080856470.25259-100000@kenny.sir-toby.com>
Date: 08 Jul 2002 12:16:03 -0400
In-Reply-To: Sir Toby's message of "Mon, 8 Jul 2002 08:58:48 -0700 (PDT)"
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The following Doctrines are removed:

The Doctrine of Disgruntled Doctrinless Players
The Doctrine of Numbers so Large that it is a Waste of Your Time 
to Download Them
The Doctrine of Sir Toby Belch
The Doctrine of the Not-So-Easily Influenced
Followers of the White Rabbit
Gratuitous Doctrine #10
Gratuitous Doctrine #4
I'm a Little Tea Pot
Ignored Proposers Anonymous
The Monty Burns Effect
Pentacostal Quadrangular Church of The Round Triangle
Rejected Proposers Anonymous

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 08 09:28:29 2002
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To: DocNomic@yahoogroups.com
Subject: Inactives
Date: 08 Jul 2002 12:28:26 -0400
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The following players are or are about to become inactive:

Name: Date of last Proposal/PoO:
Goateus Sat, 22 Jun 2002 12:02:14 -0000
Hubert Mon, 24 Jun 2002 17:02:42 EDT 
Nim Sat, 22 Jun 2002 22:32:41 +0100
Zarba Wed, 19 Jun 2002 20:27:23 -0000

-- 
- Doc

From jjweston@kenny.sir-toby.com Mon Jul 08 14:14:02 2002
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Date: Mon, 8 Jul 2002 14:11:15 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Precept Suggestion: Strong-Minded
Message-ID: <Pine.LNX.4.44.0207081355280.25899-100000@kenny.sir-toby.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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I suggest the creation of a precept named "Strong-Minded" with the 
following text:

All members of a Doctrine with this Precept automatically Resist any 
Brainwashing action taken against em.

-- 
Jeff Weston (Sir Toby)


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Subject: Action: Brainwashing
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From: Kevan Davis <yahoo@kevan.org>
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I spend 10 Points to Brainwash Nim, and zero Points to Brainwash Abaris.

Kevan

From rsholmes@mailbox.syr.edu Tue Jul 09 08:09:03 2002
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To: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Precept Suggestion: Strong-Minded
References: <Pine.LNX.4.44.0207081355280.25899-100000@kenny.sir-toby.com>
Date: 09 Jul 2002 11:08:59 -0400
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> I suggest the creation of a precept named "Strong-Minded" with the 
> following text:
> 
> All members of a Doctrine with this Precept automatically Resist any 
> Brainwashing action taken against em.

OK.

-- 
- Doc

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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Action: Brainwashing
References: <1026207628.3d2aaf8ce9535@www.bocks.com>
Date: 09 Jul 2002 11:10:13 -0400
In-Reply-To: Kevan Davis's message of "Tue, 9 Jul 2002 10:40:28 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> I spend 10 Points to Brainwash Nim, and zero Points to Brainwash Abaris.

OK.

-- 
- Doc

From pope_thomasm@yahoo.com Tue Jul 09 10:03:57 2002
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Date: Tue, 9 Jul 2002 10:03:52 -0700 (PDT)
Subject: Re: [DocNomic] Precept Suggestion: Strong-Minded
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--- rsholmes@mailbox.syr.edu wrote:
> Sir Toby <jjweston@kenny.sir-toby.com> writes:
> 
> > I suggest the creation of a precept named
> > "Strong-Minded" with the following text:
> > 
> > All members of a Doctrine with this Precept
> > automatically Resist any Brainwashing action
> > taken against em.
> 
> OK.

In which case, as Leader of the doctrine of the easily
influenced, I add the Strong-Minded precept to our
(okay, my) wonderful doctrine.

Michael

__________________________________________________
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From pope_thomasm@yahoo.com Tue Jul 09 10:16:30 2002
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Date: Tue, 9 Jul 2002 10:16:29 -0700 (PDT)
Subject: Proposal: Why should they get credit too?
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From: fnord <pope_thomasm@yahoo.com>
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In an effort to stem the tide of the ever-expanding
power and influence of the Cthulhians, I make the
following proposal.

BEGIN PROPOSAL
Amend Rule 1001 by replacing the last sentence with

Whenever any Player has one of their Proposals
accepted, they gain 10 points, and all other Players
who share their Doctrine gain 5 Points.
END PROPOSAL

Michael

__________________________________________________
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From jjweston@kenny.sir-toby.com Tue Jul 09 22:22:38 2002
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Date: Tue, 9 Jul 2002 22:19:29 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Drive-Thru Brainwash Free with Fill-Up
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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I add the Strong-Minded precept to "Error 404 / Doctrine Not Found".

I Brainwash Abaris for a cost of 0 Points.
I Brainwash Ian for a cost of 0 Points.
I Brainwash Nim for a cost of 10 Points.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Wed Jul 10 00:18:39 2002
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Date: Wed, 10 Jul 2002 00:15:27 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Potential Problem with Rule 11
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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I see a problem with Rule 11 in that it penalizes Players a number of
Points based on the number of Proposals submitted in the _previous_ dun. I
take this to mean that I can submit all the Proposals I want during the
_current_ dun with no Point penalty, as long as I submitted zero Proposals
during the previous dun. I'm not sure if this is the intended consequence
of the latest amendment to this Rule. Should "previous" read "current"
instead?

Also, when exactly does a dun start and end? I realize there was a 
directive regarding duns, but I don't seem to remember anyone resolving 
the issue.

-- 
Jeff Weston (Sir Toby)


From yahoo@kevan.org Wed Jul 10 01:07:41 2002
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Date: Wed, 10 Jul 2002 09:07:52 +0100
To: DocNomic@yahoogroups.com
Subject: Loyalty to Cthulhu
References: <Pine.LNX.4.44.0207092214390.29012-100000@kenny.sir-toby.com>
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From: Kevan Davis <yahoo@kevan.org>
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As the Leader of Fundamentalist Cthulhu Worship, I declare that I'm adding the 
Strong-Minded Precept to that Doctrine. Keep your brains clean for the coming 
of the Great Old Ones, fellow acolytes.

> I Brainwash Ian for a cost of 0 Points.

Ian automatically and boldly resists, for zero Points.

Kevan

From rsholmes@mailbox.syr.edu Wed Jul 10 04:05:20 2002
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To: DocNomic@yahoogroups.com
Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Potential Problem with Rule 11
References: <Pine.LNX.4.44.0207100007520.29012-100000@kenny.sir-toby.com>
Date: 10 Jul 2002 07:05:18 -0400
In-Reply-To: Sir Toby's message of "Wed, 10 Jul 2002 00:15:27 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> I see a problem with Rule 11 in that it penalizes Players a number of
> Points based on the number of Proposals submitted in the _previous_ dun. I
> take this to mean that I can submit all the Proposals I want during the
> _current_ dun with no Point penalty, as long as I submitted zero Proposals
> during the previous dun. I'm not sure if this is the intended consequence
> of the latest amendment to this Rule. Should "previous" read "current"
> instead?
> 
> Also, when exactly does a dun start and end? I realize there was a 
> directive regarding duns, but I don't seem to remember anyone resolving 
> the issue.

You know, I've about had it up to here with duns. No matter how often
I issue clarifications, people still misunderstand.

A dun is NOT a calendar division. Duns do not begin and end at
particular specified moments, the way a calendar day does.

Duns are a measure of time span, and "the previous dun" means the dun
ending at the moment under discussion; i.e. (under the current
gamestate) Rule 11 refers to the 48 hour period ending with the
submission of the proposal.

Think of "in the past week" (if a week were only two days long) as
opposed to "last week". The former refers to a time span, while the
latter refers to a calendar division.

-- 
- Doc

From yahoo@kevan.org Wed Jul 10 04:21:33 2002
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Date: Wed, 10 Jul 2002 12:21:45 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Trivial Pursuits
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - Trivial Pursuits

{ Killing two birds - providing means for Precepts to be proposed and
judged whilst keeping them 'outside' of normal Proposals, and also
giving a way to propose minor fixes without (a) eating into your
Proposal limit and (b) demanding 10/15-point rewards for them. }

To Rule 3 (Proposals), add a new paragraph (after the first):-

A Proposal may be declared as "Trivial" if its Proposer feels
that it is a minor change to the Ruleset and thus unworthy of
reward or other consequence. Doc may choose to reject a Trivial
Proposal if e feels it to involve more than a trivial change.

In Rule 11 (Manageable Number of Proposals), replace "Proposal" with
"non-Trivial Proposal".

In Rule 1001 (Doctrines), replace "Whenever any Player has one of
their Proposals accepted" with "Whenever a Player has a non-Trivial
Proposal accepted". 

Repeal Rule 1004 (Creating Precepts). 

To Rule 1003 (Precepts), add the paragraph:-

(If a Proposal does nothing other than add a Precept to this
Rule, it may be considered Trivial.)

From rsholmes@mailbox.syr.edu Wed Jul 10 06:41:42 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Precept Suggestion: Strong-Minded
References: <20020709170352.39887.qmail@web13905.mail.yahoo.com>
Date: 10 Jul 2002 09:41:40 -0400
In-Reply-To: fnord's message of "Tue, 9 Jul 2002 10:03:52 -0700 (PDT)"
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fnord <pope_thomasm@yahoo.com> writes:

> In which case, as Leader of the doctrine of the easily
> influenced, I add the Strong-Minded precept to our
> (okay, my) wonderful doctrine.

The Strong-Minded Easily Influenced? Sounds oxymoronic to me. But
legal. OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jul 10 06:43:58 2002
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To: DocNomic@yahoogroups.com
Subject: Inactivity
Date: 10 Jul 2002 09:43:56 -0400
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Hubert and Tyrethali are now inactive.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jul 10 06:44:55 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Why should they get credit too?
References: <20020709171629.47780.qmail@web13904.mail.yahoo.com>
Date: 10 Jul 2002 09:44:54 -0400
In-Reply-To: fnord's message of "Tue, 9 Jul 2002 10:16:29 -0700 (PDT)"
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fnord <pope_thomasm@yahoo.com> writes:

> In an effort to stem the tide of the ever-expanding
> power and influence of the Cthulhians, I make the
> following proposal.
> 
> BEGIN PROPOSAL
> Amend Rule 1001 by replacing the last sentence with
> 
> Whenever any Player has one of their Proposals
> accepted, they gain 10 points, and all other Players
> who share their Doctrine gain 5 Points.
> END PROPOSAL

OK. +10 to followers of The doctrine of the easily influenced
(Michael). 

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jul 10 06:49:18 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Drive-Thru Brainwash Free with Fill-Up
References: <Pine.LNX.4.44.0207092214390.29012-100000@kenny.sir-toby.com>
Date: 10 Jul 2002 09:49:17 -0400
In-Reply-To: Sir Toby's message of "Tue, 9 Jul 2002 22:19:29 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> I add the Strong-Minded precept to "Error 404 / Doctrine Not Found".

OK.

> I Brainwash Abaris for a cost of 0 Points.
> I Brainwash Ian for a cost of 0 Points.
> I Brainwash Nim for a cost of 10 Points.

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jul 10 06:51:51 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Loyalty to Cthulhu
References: <Pine.LNX.4.44.0207092214390.29012-100000@kenny.sir-toby.com> <1026288472.3d2beb586cd3d@www.bocks.com>
Date: 10 Jul 2002 09:51:49 -0400
In-Reply-To: Kevan Davis's message of "Wed, 10 Jul 2002 09:07:52 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> As the Leader of Fundamentalist Cthulhu Worship, I declare that I'm adding the 
> Strong-Minded Precept to that Doctrine. 

OK.

> Ian automatically and boldly resists, for zero Points.

I suppose there's some ambiguity as to whether turning on
Strong-Mindedness causes followers to resist *existing* brainwashing
attempts, but I see no reason to reject such an interpretation. OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jul 10 06:55:13 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Trivial Pursuits
References: <1026300105.3d2c18c954666@www.bocks.com>
Date: 10 Jul 2002 09:55:11 -0400
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Trivial Pursuits
> 
> { Killing two birds - providing means for Precepts to be proposed and
> judged whilst keeping them 'outside' of normal Proposals, and also
> giving a way to propose minor fixes without (a) eating into your
> Proposal limit and (b) demanding 10/15-point rewards for them. }
> 
> To Rule 3 (Proposals), add a new paragraph (after the first):-
> 
> A Proposal may be declared as "Trivial" if its Proposer feels
> that it is a minor change to the Ruleset and thus unworthy of
> reward or other consequence. Doc may choose to reject a Trivial
> Proposal if e feels it to involve more than a trivial change.
> 
> In Rule 11 (Manageable Number of Proposals), replace "Proposal" with
> "non-Trivial Proposal".
> 
> In Rule 1001 (Doctrines), replace "Whenever any Player has one of
> their Proposals accepted" with "Whenever a Player has a non-Trivial
> Proposal accepted". 
> 
> Repeal Rule 1004 (Creating Precepts). 
> 
> To Rule 1003 (Precepts), add the paragraph:-
> 
> (If a Proposal does nothing other than add a Precept to this
> Rule, it may be considered Trivial.)

OK. +10 to Kevan, +5 to other followers of Fundamentalist Cthulhu
Worship (Goateus, Ian, Stefano, Zarba).

-- 
- Doc

From yahoo@kevan.org Wed Jul 10 09:36:10 2002
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Date: Wed, 10 Jul 2002 17:36:20 +0100
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Subject: Proposal: Communism [Trivial]
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From: Kevan Davis <yahoo@kevan.org>
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I propose a new Precept for Rule 1003, in a Trivial manner:-

Communism

If a Doctrine is Communist, any gain or loss in Points by one of its members is 
instead divided equally amongst all members of that Doctrine (the remainder 
being lost in administration). When a Doctrine becomes Communist, the total 
Points of all of its members are redistributed equally (the remainder, again, 
lost).

From jjweston@kenny.sir-toby.com Wed Jul 10 11:52:53 2002
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Date: Wed, 10 Jul 2002 11:49:34 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Proposal: Opposites Don't Attract
Message-ID: <Pine.LNX.4.44.0207092219370.29012-100000@kenny.sir-toby.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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X-Yahoo-Profile: westonje

Amend Rule 1003 by inserting after the paragraph:

Each Doctrine has certain Precepts. The Leader of the Doctrine may 
add or remove one Precept per dun.

the following new paragraph:

Each Precept may have an opposite Precept. If such an opposite 
exists for a particular Precept, it must be specified in the 
description for that Precept. The Leader of a Doctrine may not add a 
particular Precept to eir Doctrine, if it already has the opposite 
Precept.

Also, amend Rule 1003 by appending the following text to the description 
of the "Open" Precept:

This Precept is the opposite of Closed.

Also, amend Rule 1003 by appending the following text to the description 
of the "Extremism" Precept:

This Precept is the opposite of Apathy.

Also, amend Rule 1003 by appending the following text to the description 
of the "Strong-Minded" Precept:

This Precept is the opposite of Weak-Minded.

Also, amend Rule 1003 by adding the following Precepts:

Closed
Players may only switch to a Doctrine with this Precept as a direct 
result of an action taken by any follower of the Doctrine, or if 
invited, via a message stating the invitation to join sent to the 
mailing list, by any follower of the Doctrine. This takes precedence 
over Rule 1001. This Precept is the opposite of Open.

Apathy
When any Proposal is accepted, all followers of all Doctrines with 
the Apathy Precept, except for the Doctrine that the author of the 
accepted proposal is following, gain 5 Points. When any Proposal is 
rejected, all followers of all Doctrines with the Apathy Precept, 
except for the Doctrine that the author of the rejected proposal is 
following, lose 5 Points. When a follower of a Doctrine with the 
Apathy Precept submits a Proposal, all followers of that Doctrine 
lose 5 Points. The Doctrine "Laziness Unto Excess" always has this 
Precept. This Precept is the opposite of Extremism.

Weak-Minded
All followers of a Doctrine with this Precept are incapable of 
Resisting any Brainwashing actions taken against them. This takes 
precedence over Rule 1011. The Doctrine "Laziness Unto Excess" 
always has this Precept. This Precept is the opposite of 
Strong-Minded.

Also, amend Rule 1009 by inserting after the condition:

Both Doctrines have at least one Precept in common.

the following condition:

Neither Doctrine has a Precept that is an opposite Precept of any 
Precepts of the other Doctrine.

-- 
Jeff Weston (Sir Toby)


From tyreth@hotmail.com Wed Jul 10 12:40:50 2002
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Subject: Proposal, Merger, and Question
Date: Wed, 10 Jul 2002 15:40:48 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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X-Yahoo-Profile: tyrethali

Proposal "Who are we racing?"

Amend the second sentence of rule 1006 to read "The Leading Doctrine is the 
Doctrine with the greatest Influence."

Amend the second sentence of rule 1007 to read "The Influence of a doctrine 
will be equal to the points total of the doctrine's leader."

(end proposal)

The first bit is because, we have something like Influence, and it seems 
natural to have it determine the Leading Doctrine. The second is because, 
having the Influence adjusted by one point per player really has no effect 
on the game worth the space of that clause in the ruleset. The mere fact 
that the other players, if active, should be submitting proposals and thus 
raising the leader's score, will be enough to seperate large, active 
doctrines from smaller, apathetic ones. And it's more elegant, in my humble 
opinion.

Either way that proposal goes, now that I'm active again, I'm proposing a 
Merger between Semantic Solipsism and Error 404 / Doctrine Not Found. 
Because neither of those names are nearly long enough by themselves, 
obviously.

Oh, one question for the Doc which I just thought about. If a Extremist 
Doctrine follower submits a trivial proposal which is accepted, would they 
and their comrades still get the 5 points? The rules seem to indicate they 
would, and I would like to know if that's a correct interpretation or not.

_________________________________________________________________
Join the world’s largest e-mail service with MSN Hotmail. 
http://www.hotmail.com


From jjweston@kenny.sir-toby.com Wed Jul 10 14:35:43 2002
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Date: Wed, 10 Jul 2002 14:32:23 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal, Merger, and Question
In-Reply-To: <F636cU2MvLbqerOZd2a0000a209@hotmail.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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On Wed, 10 Jul 2002, Tyrethali Ansrath wrote:

> Either way that proposal goes, now that I'm active again, I'm proposing a 
> Merger between Semantic Solipsism and Error 404 / Doctrine Not Found. 
> Because neither of those names are nearly long enough by themselves, 
> obviously.

As the leader of Error 404 / Doctrine Not Found, I agree to this proposed
merger.

-- 
Jeff Weston (Sir Toby)


From firestarter985@aol.com Wed Jul 10 16:02:27 2002
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Date: Wed, 10 Jul 2002 19:02:23 -0400
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal, Merger, and Question
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Point of Order: I am alive again. (And active, but I suppose that might be considered a corollary of the previous statement.)

In any case:

I add Extremism to the Doctrine "Forty-Two."

I propose a new Rule, entitled "Bureaucracy":
"Every Dun, if the leader of any Doctrine has points fewer than 25 times the number of members in that Doctrine, then any point gain for members of the Doctrine when another member's proposal is accepted (as stated in Rule 1001) is reduced to 0."

[This is mostly to stem the influence of the rapidly-expanding Cthulhuans. Oh, and I realize that the units of points is not quite the same as the units of number of members, but I think it should be fairly clear.]


And that's it, for now.

[Days will be scarce between updates, since I'm at Mathcamp (http://www.mathcamp.org/) at the moment, but I'll try.]

-hubert

From stavrogin@tiscalinet.it Thu Jul 11 02:42:28 2002
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To: "DocNomic" <docnomic@yahoogroups.com>
Subject: trivial proposal + leaving Doctrine
Date: Thu, 11 Jul 2002 10:49:27 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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Now there's the way, I would like to try again the following Trivial
Proposal:

<start Trivial Proposal>

Amend rule 1006. Add a new sentence between the first and the second
sentence of the rule. The new sentence shall read:
"This Leadership is a part of the Gamestate."

<end Trivial Proposal>

Secondly, I'm starting to feel uneasy in the growing Cthulhu Brotherhood.
Therefore:

I wish to leave the Doctrine "Fundamentalist Cthulhu Worship".
I also wish to join the Doctrine "Forty-Two".


Stefano


From rsholmes@mailbox.syr.edu Thu Jul 11 07:53:27 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Action: Brainwashing
References: <1026207628.3d2aaf8ce9535@www.bocks.com>
Date: 11 Jul 2002 10:53:24 -0400
In-Reply-To: Kevan Davis's message of "Tue, 9 Jul 2002 10:40:28 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> I spend 10 Points to Brainwash Nim, and zero Points to Brainwash Abaris.

Successful.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 11 07:54:40 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Drive-Thru Brainwash Free with Fill-Up
References: <Pine.LNX.4.44.0207092214390.29012-100000@kenny.sir-toby.com>
Date: 11 Jul 2002 10:54:39 -0400
In-Reply-To: Sir Toby's message of "Tue, 9 Jul 2002 22:19:29 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> I add the Strong-Minded precept to "Error 404 / Doctrine Not Found".
> 
> I Brainwash Abaris for a cost of 0 Points.
> I Brainwash Ian for a cost of 0 Points.
> I Brainwash Nim for a cost of 10 Points.

Now that Abaris and Nim have been brainwashed into a Strong-Minded
Doctrine, they automatically resist.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 11 08:05:08 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Communism [Trivial]
References: <1026318980.3d2c6284a2890@www.bocks.com>
Date: 11 Jul 2002 11:05:04 -0400
In-Reply-To: Kevan Davis's message of "Wed, 10 Jul 2002 17:36:20 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> I propose a new Precept for Rule 1003, in a Trivial manner:-
> 
> Communism
> 
> If a Doctrine is Communist, any gain or loss in Points by one of its members is 
> instead divided equally amongst all members of that Doctrine (the remainder 
> being lost in administration). When a Doctrine becomes Communist, the total 
> Points of all of its members are redistributed equally (the remainder, again, 
> lost).

REJECTED. This would make a leadership challenge in a Communist
doctrine impossible. Given that Kevan is a doctrine leader, he
perhaps does not consider this a defect, but I do...

-- 
- Doc

From jjweston@kenny.sir-toby.com Thu Jul 11 08:07:01 2002
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Date: Thu, 11 Jul 2002 08:03:28 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Drive-Thru Brainwash Free with Fill-Up
In-Reply-To: <xzc3cuqb9hs.fsf@rodan.syr.edu>
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On 11 Jul 2002 rsholmes@mailbox.syr.edu wrote:

> Sir Toby <jjweston@kenny.sir-toby.com> writes:
> 
> > I add the Strong-Minded precept to "Error 404 / Doctrine Not Found".
> > 
> > I Brainwash Abaris for a cost of 0 Points.
> > I Brainwash Ian for a cost of 0 Points.
> > I Brainwash Nim for a cost of 10 Points.
> 
> Now that Abaris and Nim have been brainwashed into a Strong-Minded
> Doctrine, they automatically resist.

Nim loses 5 Points for resisting.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Thu Jul 11 08:08:00 2002
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To: DocNomic@yahoogroups.com
Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Opposites Don't Attract
References: <Pine.LNX.4.44.0207092219370.29012-100000@kenny.sir-toby.com>
Date: 11 Jul 2002 11:07:55 -0400
In-Reply-To: Sir Toby's message of "Wed, 10 Jul 2002 11:49:34 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> Amend Rule 1003 by inserting after the paragraph:
> 
> Each Doctrine has certain Precepts. The Leader of the Doctrine may 
> add or remove one Precept per dun.
> 
> the following new paragraph:
> 
> Each Precept may have an opposite Precept. If such an opposite 
> exists for a particular Precept, it must be specified in the 
> description for that Precept. The Leader of a Doctrine may not add a 
> particular Precept to eir Doctrine, if it already has the opposite 
> Precept.
> 
> Also, amend Rule 1003 by appending the following text to the description 
> of the "Open" Precept:
> 
> This Precept is the opposite of Closed.
> 
> Also, amend Rule 1003 by appending the following text to the description 
> of the "Extremism" Precept:
> 
> This Precept is the opposite of Apathy.
> 
> Also, amend Rule 1003 by appending the following text to the description 
> of the "Strong-Minded" Precept:
> 
> This Precept is the opposite of Weak-Minded.
> 
> Also, amend Rule 1003 by adding the following Precepts:
> 
> Closed
> Players may only switch to a Doctrine with this Precept as a direct 
> result of an action taken by any follower of the Doctrine, or if 
> invited, via a message stating the invitation to join sent to the 
> mailing list, by any follower of the Doctrine. This takes precedence 
> over Rule 1001. This Precept is the opposite of Open.
> 
> Apathy
> When any Proposal is accepted, all followers of all Doctrines with 
> the Apathy Precept, except for the Doctrine that the author of the 
> accepted proposal is following, gain 5 Points. When any Proposal is 
> rejected, all followers of all Doctrines with the Apathy Precept, 
> except for the Doctrine that the author of the rejected proposal is 
> following, lose 5 Points. When a follower of a Doctrine with the 
> Apathy Precept submits a Proposal, all followers of that Doctrine 
> lose 5 Points. The Doctrine "Laziness Unto Excess" always has this 
> Precept. This Precept is the opposite of Extremism.
> 
> Weak-Minded
> All followers of a Doctrine with this Precept are incapable of 
> Resisting any Brainwashing actions taken against them. This takes 
> precedence over Rule 1011. The Doctrine "Laziness Unto Excess" 
> always has this Precept. This Precept is the opposite of 
> Strong-Minded.
> 
> Also, amend Rule 1009 by inserting after the condition:
> 
> Both Doctrines have at least one Precept in common.
> 
> the following condition:
> 
> Neither Doctrine has a Precept that is an opposite Precept of any 
> Precepts of the other Doctrine.
> 

OK. +15 points to Jeff.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 11 08:20:58 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal, Merger, and Question
References: <F636cU2MvLbqerOZd2a0000a209@hotmail.com>
Date: 11 Jul 2002 11:20:50 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Wed, 10 Jul 2002 15:40:48 -0400"
Message-ID: <xzcsn2q9tpp.fsf@rodan.syr.edu>
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> Proposal "Who are we racing?"
> 
> Amend the second sentence of rule 1006 to read "The Leading Doctrine is the 
> Doctrine with the greatest Influence."
> 
> Amend the second sentence of rule 1007 to read "The Influence of a doctrine 
> will be equal to the points total of the doctrine's leader."
> 
> (end proposal)

OK. +15 points to Tyrethali.

> Either way that proposal goes, now that I'm active again, I'm proposing a 
> Merger between Semantic Solipsism and Error 404 / Doctrine Not Found. 
> Because neither of those names are nearly long enough by themselves, 
> obviously.

OK. The new doctrine is "Semantic Solipsism - Error 404 / Doctrine Not
Found". Members are Jeff Weston, Tyrethali. Precepts are Open,
Extremism, Strong-Minded. Leader is (1 = Jeff, 2 = Tyrethali):

1 random int 1 <= x <= 2:
2

Tyrethali. +20 to Tyrethali, +25 to Jeff.

> Oh, one question for the Doc which I just thought about. If a Extremist 
> Doctrine follower submits a trivial proposal which is accepted, would they 
> and their comrades still get the 5 points? The rules seem to indicate they 
> would, and I would like to know if that's a correct interpretation or not.

That's how I read it. Rule 3 says

A Proposal may be declared as "Trivial" if its Proposer feels that
it is a minor change to the Ruleset and thus unworthy of reward or
other consequence.

but that doesn't mean it doesn't result in any reward or other
consequence. Rule 1003, "Extremism" doesn't exempt trivial proposals
for the 5 point gain (or loss, if rejected). Another consequence that
isn't exempted is the qualification to be an active player.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 11 08:40:31 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal, Merger, and Question
References: <63547AB7.612A870C.03DB8F01@aol.com>
Date: 11 Jul 2002 11:40:29 -0400
In-Reply-To: firestarter985@aol.com's message of "Wed, 10 Jul 2002 19:02:23 -0400"
Message-ID: <xzcptxu9ssy.fsf@rodan.syr.edu>
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
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firestarter985@aol.com writes:

> Point of Order: I am alive again. (And active, but I suppose that might be considered a corollary of the previous statement.)

Mm, well, you have a proposal below so this pseudo-PoO isn't
necessary. Anyway, "alive" isn't a player attribute in *this*
round... 

> In any case:
> 
> I add Extremism to the Doctrine "Forty-Two."

OK.

> I propose a new Rule, entitled "Bureaucracy":

> "Every Dun, if the leader of any Doctrine has points fewer than 25
> times the number of members in that Doctrine, then any point gain
> for members of the Doctrine when another member's proposal is
> accepted (as stated in Rule 1001) is reduced to 0."
> 
> [This is mostly to stem the influence of the rapidly-expanding
> Cthulhuans. Oh, and I realize that the units of points is not quite
> the same as the units of number of members, but I think it should be
> fairly clear.]

Number of points and number of members are both dimensionless
quantities, I'd say.

But this proposal is REJECTED:

(1) "Every Dun" -- once again, a Dun is NOT a calendar division. How
many Duns are there between last week and now? An infinite
number, one starting at each instant.

(2) How would this play out in practice?

DOCTRINE # MEMBERS LEADER'S 
POINTS

The doctrine of the easily influenced 1 20
Doctrine of the Embodied Spirit 0 - 
The Doctrine of the Knights Who Say 'Ni!' 0 -
Forty-Two 1 10 
Fundamentalist Cthulhu Worship 7 100 
Laziness Unto Excess 0 - 
Semantic Solipsism - Error 404 / 
Doctrine Not Found 2 45

Every Doctrine that has a leader at all would have this change
imposed. Well, not quite -- those are present point totals. If
the proposal were to pass, then the point total of the leader of
Forty-Two would increase to 25. Then the new provision would not
affect that Doctrine. But it wouldn't affect it anyway, since it
has only one member. So basically this would be a complication
that would correct no obvious imbalances.

-5 to Hubert.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 11 08:47:47 2002
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To: DocNomic@yahoogroups.com
Cc: "DocNomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] trivial proposal + leaving Doctrine
References: <001601c228be$c20993a0$196e0a3e@stavrogin>
Date: 11 Jul 2002 11:47:45 -0400
In-Reply-To: "Stefano Artesi"'s message of "Thu, 11 Jul 2002 10:49:27 +0200"
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> Now there's the way, I would like to try again the following Trivial
> Proposal:
> 
> <start Trivial Proposal>
> 
> Amend rule 1006. Add a new sentence between the first and the second
> sentence of the rule. The new sentence shall read:
> "This Leadership is a part of the Gamestate."
> 
> <end Trivial Proposal>

OK.

> Secondly, I'm starting to feel uneasy in the growing Cthulhu Brotherhood.
> Therefore:
> 
> I wish to leave the Doctrine "Fundamentalist Cthulhu Worship".

OK. This costs you 43 points, leaving you with 42.

> I also wish to join the Doctrine "Forty-Two".

How appropriate. OK.

-- 
- Doc

From yahoo@kevan.org Thu Jul 11 09:32:24 2002
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Date: Thu, 11 Jul 2002 17:32:36 +0100
To: DocNomic@yahoogroups.com
Subject: Proposal: Trivial Extremity
References: <F636cU2MvLbqerOZd2a0000a209@hotmail.com> <xzcsn2q9tpp.fsf@rodan.syr.edu>
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> but that doesn't mean it doesn't result in any reward or other
> consequence. Rule 1003, "Extremism" doesn't exempt trivial proposals
> for the 5 point gain (or loss, if rejected). Another consequence that
> isn't exempted is the qualification to be an active player.

Not really sure how bad or realistically-scammable this is, but it seems out of 
keeping with the intention of Trivial Proposals. So:-

----

Proposal - Trivial Extremity

Throughout the Precept "Extremism", replace the string "a proposal" with "a non-
Trivial Proposal".

From yahoo@kevan.org Thu Jul 11 09:35:10 2002
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Date: Thu, 11 Jul 2002 17:35:22 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Trivial Extremity
References: <F636cU2MvLbqerOZd2a0000a209@hotmail.com> <xzcsn2q9tpp.fsf@rodan.syr.edu> <1026405156.3d2db324a015a@www.bocks.com>
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> Proposal - Trivial Extremity
> 
> Throughout the Precept "Extremism", replace the string "a proposal" with "a
> non-Trivial Proposal".

Oops, that was supposed to be a Trivial Proposal. Although it seems I 
can "declare" it as such at any time, so I'll do that now. 

Cough cough,

Kevan

From rsholmes@mailbox.syr.edu Thu Jul 11 09:35:23 2002
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To: DocNomic@yahoogroups.com
Cc: "DocNomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] trivial proposal + leaving Doctrine
References: <001601c228be$c20993a0$196e0a3e@stavrogin> <xzcn0sy9sgu.fsf@rodan.syr.edu>
Date: 11 Jul 2002 12:35:21 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "11 Jul 2002 11:47:45 -0400"
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rsholmes@mailbox.syr.edu writes:

> OK. This costs you 43 points, leaving you with 42.

Oops, no it doesn't. Sorry.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 11 09:36:54 2002
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To: DocNomic@yahoogroups.com
Cc: "DocNomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] trivial proposal + leaving Doctrine
References: <001601c228be$c20993a0$196e0a3e@stavrogin> <xzcn0sy9sgu.fsf@rodan.syr.edu>
Date: 11 Jul 2002 12:36:52 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "11 Jul 2002 11:47:45 -0400"
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rsholmes@mailbox.syr.edu writes:

> OK. This costs you 43 points, leaving you with 42.

Oh, duhh. Yes it DOES cost you 43 points. FCW is *not* open. Sorry
again. 

-- 
- Doc

From tyreth@hotmail.com Thu Jul 11 09:46:20 2002
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Subject: Operation Jellyfish
Date: Thu, 11 Jul 2002 12:46:18 -0400
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I'm passing Leadership of Semantic Solipsism - Error 404 / Doctrine Not 
Found to Jeff Watson.

I'm quitting Semantic Solipsism - Error 404 / Doctrine Not Found.

I'm creating a Doctrine known as Jellyfish, joining it, and declaring myself 
the Leader of it.

I've giving Jellyfish the precept of Strong-Minded.

I'm proposing a merger between Jellyfish and Semantic Solipsism - Error 404 
/ Doctrine Not Found.

Tally-ho.

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To: DocNomic@yahoogroups.com
Subject: Point of Order
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From: "Goateus" <mat@matbennett.com>
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I'm active again.

Not the most earth shattering point of order. I'll get a proposal 
together when I have caught up a bit.


From rsholmes@mailbox.syr.edu Thu Jul 11 10:51:40 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Trivial Extremity
References: <F636cU2MvLbqerOZd2a0000a209@hotmail.com> <xzcsn2q9tpp.fsf@rodan.syr.edu> <1026405156.3d2db324a015a@www.bocks.com>
Date: 11 Jul 2002 13:51:38 -0400
In-Reply-To: Kevan Davis's message of "Thu, 11 Jul 2002 17:32:36 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> ----
> 
> Proposal - Trivial Extremity
> 
> Throughout the Precept "Extremism", replace the string "a proposal" with "a non-
> Trivial Proposal".
> 

OK.

Your request to regard this as trivial is accepted.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 11 10:53:20 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
References: <F78m14yvTdaiD5lBx7g0000ae45@hotmail.com>
Date: 11 Jul 2002 13:53:13 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Thu, 11 Jul 2002 12:46:18 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> I'm passing Leadership of Semantic Solipsism - Error 404 / Doctrine Not 
> Found to Jeff Watson.

OK.

> I'm quitting Semantic Solipsism - Error 404 / Doctrine Not Found.

OK. SS-E4/DNF is Open, so no points lost.

> I'm creating a Doctrine known as Jellyfish, joining it, and declaring myself 
> the Leader of it.

OK.

> I've giving Jellyfish the precept of Strong-Minded.

OK.

> I'm proposing a merger between Jellyfish and Semantic Solipsism - Error 404 
> / Doctrine Not Found.

OK. Hah!

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Jul 11 10:53:27 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Point of Order
References: <agkf0j+is6i@eGroups.com>
Date: 11 Jul 2002 13:53:25 -0400
In-Reply-To: "Goateus"'s message of "Thu, 11 Jul 2002 17:24:35 -0000"
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"Goateus" <mat@matbennett.com> writes:

> I'm active again.

OK.

-- 
- Doc

From firestarter985@aol.com Thu Jul 11 16:54:44 2002
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Date: Thu, 11 Jul 2002 19:54:37 -0400
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
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In the interest of insanity, if "Operation Jellyfish", i.e., the merger between "Jellyfish" and "Semantic Solipsism - Error 404 / Doctrine Not Found" succeeds, then I propose a merger between "Forty-Two" and the (to-be-formed) "Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not Found". Just 'cause ridiculously long names are fun.

...That's it. Until I think of a good proposal.

-hubert

From jjweston@kenny.sir-toby.com Thu Jul 11 16:57:32 2002
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Date: Thu, 11 Jul 2002 16:53:53 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
In-Reply-To: <F78m14yvTdaiD5lBx7g0000ae45@hotmail.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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On Thu, 11 Jul 2002, Tyrethali Ansrath wrote:

> I'm passing Leadership of Semantic Solipsism - Error 404 / Doctrine Not 
> Found to Jeff Watson.

Not sure who this Jeff Watson character is... :)

> I'm quitting Semantic Solipsism - Error 404 / Doctrine Not Found.

Seeing as Semantic Solipsism - Error 404 / Doctrine Not Found possibly has
no leader, I declare myself the leader.

> I'm creating a Doctrine known as Jellyfish, joining it, and declaring myself 
> the Leader of it.
> 
> I've giving Jellyfish the precept of Strong-Minded.
> 
> I'm proposing a merger between Jellyfish and Semantic Solipsism - Error 404 
> / Doctrine Not Found.

As the leader of Semantic Solipsism - Error 404 / Doctrine Not Found, I 
accept this proposed merger.

-- 
Jeff Weston (Sir Toby)


From yahoo@kevan.org Fri Jul 12 06:33:02 2002
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Date: Fri, 12 Jul 2002 14:33:14 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Jellyfish Repellent
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - Jellyfish Repellent

In Rule 1009 (Convergent Views), add the following condition to
Doctrine Mergers:-

* Both Doctrines are more than three duns old.

{ New Doctrines being far too full of enthusiasm and self-
righteousness to want to merge with anyone for a while,
naturally. }

From rsholmes@mailbox.syr.edu Fri Jul 12 07:25:35 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
References: <184F49AA.47E6F683.03DB8F01@aol.com>
Date: 12 Jul 2002 10:25:33 -0400
In-Reply-To: firestarter985@aol.com's message of "Thu, 11 Jul 2002 19:54:37 -0400"
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firestarter985@aol.com writes:

> In the interest of insanity, if "Operation Jellyfish", i.e., the
> merger between "Jellyfish" and "Semantic Solipsism - Error 404 /
> Doctrine Not Found" succeeds, then I propose a merger between
> "Forty-Two" and the (to-be-formed) "Jellyfish - Semantic Solipsism -
> Error 404 / Doctrine Not Found". Just 'cause ridiculously long
> names are fun.

Proposing a merger with a not-yet-existant doctrine strikes me as
borderline illegal (or ignorable), but probably defensible. Rule 1009
does not impose any conditions on merger proposals, it only restricts
merger successes -- and with no time limit. OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jul 12 07:28:07 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
References: <Pine.LNX.4.44.0207111650550.31530-100000@kenny.sir-toby.com>
Date: 12 Jul 2002 10:28:06 -0400
In-Reply-To: Sir Toby's message of "Thu, 11 Jul 2002 16:53:53 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> On Thu, 11 Jul 2002, Tyrethali Ansrath wrote:
> 
> > I'm passing Leadership of Semantic Solipsism - Error 404 / Doctrine Not 
> > Found to Jeff Watson.
> 
> Not sure who this Jeff Watson character is... :)

Hmm, it's a bit late to be getting strict about typoes...

> > I'm quitting Semantic Solipsism - Error 404 / Doctrine Not Found.
> 
> Seeing as Semantic Solipsism - Error 404 / Doctrine Not Found possibly has
> no leader, I declare myself the leader.

OK.

> As the leader of Semantic Solipsism - Error 404 / Doctrine Not Found, I 
> accept this proposed merger.

OK. The new doctrine is "Jellyfish - Semantic Solipsism - Error 404 /
Doctrine Not Found". Members are Jeff Weston, Tyrethali. Precepts
are Open, Extremism, Strong-Minded. Leader is (1 = Jeff, 2 =
Tyrethali):

1 random int 1 <= x <= 2:
1

Jeff. +20 to Tyrethali, +25 to Jeff.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jul 12 07:31:15 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Jellyfish Repellent
References: <1026480794.3d2eda9a9b35b@www.bocks.com>
Date: 12 Jul 2002 10:30:28 -0400
In-Reply-To: Kevan Davis's message of "Fri, 12 Jul 2002 14:33:14 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Jellyfish Repellent
> 
> In Rule 1009 (Convergent Views), add the following condition to
> Doctrine Mergers:-
> 
> * Both Doctrines are more than three duns old.
> 
> { New Doctrines being far too full of enthusiasm and self-
> righteousness to want to merge with anyone for a while,
> naturally. }

Naturally. +10 to Kevan, +5 to other followers of Fundamentalist
Cthulhu Worship (Abaris, Goateus, Ian, Nim, Zarba).

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jul 12 08:31:13 2002
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Date: Fri, 12 Jul 2002 08:27:23 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
In-Reply-To: <xzck7o158gy.fsf@rodan.syr.edu>
Message-ID: <Pine.LNX.4.44.0207120817570.730-100000@kenny.sir-toby.com>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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X-Yahoo-Profile: westonje

On 12 Jul 2002 rsholmes@mailbox.syr.edu wrote:

> firestarter985@aol.com writes:
> 
> > In the interest of insanity, if "Operation Jellyfish", i.e., the
> > merger between "Jellyfish" and "Semantic Solipsism - Error 404 /
> > Doctrine Not Found" succeeds, then I propose a merger between
> > "Forty-Two" and the (to-be-formed) "Jellyfish - Semantic Solipsism -
> > Error 404 / Doctrine Not Found". Just 'cause ridiculously long
> > names are fun.
> 
> Proposing a merger with a not-yet-existant doctrine strikes me as
> borderline illegal (or ignorable), but probably defensible. Rule 1009
> does not impose any conditions on merger proposals, it only restricts
> merger successes -- and with no time limit. OK.

As the leader of Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not 
Found, I accept this proposed merger.

After the merger is complete, I leave Forty-Two - Jellyfish - Semantic
Solipsism - Error 404 / Doctrine Not Found.

I create a new Doctrine: Scamsters Anonymous.

I join Scamsters Anonymous.

I declare myself the leader of Scamsters Anonymous.

I add the Open Precept to Scamsters Anonymous.

I leave Scamsters Anonymous.

I join The Doctrine of the Knights Who Say 'Ni!'.

I leave The Doctrine of the Knights Who Say 'Ni!'.

I join Doctrine of the Embodied Spirit.

I declare myself the leader of Doctrine of the Embodied Spirit.

I propose a merger between Doctrine of the Embodied Spirit and Forty-Two -
Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not Found.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Fri Jul 12 09:22:31 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
References: <Pine.LNX.4.44.0207120817570.730-100000@kenny.sir-toby.com>
Date: 12 Jul 2002 12:22:30 -0400
In-Reply-To: Sir Toby's message of "Fri, 12 Jul 2002 08:27:23 -0700 (PDT)"
Message-ID: <xzcy9cg5321.fsf@rodan.syr.edu>
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> As the leader of Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not 
> Found, I accept this proposed merger.

Now the question is: does the new requirement apply? It was not in
effect at the time the merger was proposed, but went into effect
before the merger was accepted. I find nothing in the ruleset to
clarify this. I'll listen to a PoO on the subject, but for now I rule
that the requirements in effect at the time the merger was proposed
should be the ones governing whether that merger succeeds. Therefore
this merger succeeds.

The new doctrine is "Forty-Two - Jellyfish - Semantic Solipsism -
Error 404 / Doctrine Not Found". Members are (1) Hubert, (2) Jeff
Weston, (3) Stefano, (4) Tyrethali. Precepts are Open, Extremism,
Strong-Minded. Leader is (1 = Jeff, 2 = Tyrethali):

1 random int 1 <= x <= 4:
1

Hubert. +20 to Hubert, +25 to Jeff Weston, +20 to Stefano, +20 to
Tyrethali.

> After the merger is complete, I leave Forty-Two - Jellyfish - Semantic
> Solipsism - Error 404 / Doctrine Not Found.

OK

> I create a new Doctrine: Scamsters Anonymous.
> 
> I join Scamsters Anonymous.
> 
> I declare myself the leader of Scamsters Anonymous.
> 
> I add the Open Precept to Scamsters Anonymous.
> 
> I leave Scamsters Anonymous.

OK^5 

> I join The Doctrine of the Knights Who Say 'Ni!'.
> 
> I leave The Doctrine of the Knights Who Say 'Ni!'.

OK^2

> I join Doctrine of the Embodied Spirit.
> 
> I declare myself the leader of Doctrine of the Embodied Spirit.
> 
> I propose a merger between Doctrine of the Embodied Spirit and Forty-Two -
> Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not Found.

OK^3. I note that this merger cannot occur prior to three duns from
now. 

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jul 12 09:28:51 2002
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Date: Fri, 12 Jul 2002 09:25:00 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
In-Reply-To: <xzcy9cg5321.fsf@rodan.syr.edu>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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X-Yahoo-Profile: westonje

On 12 Jul 2002 rsholmes@mailbox.syr.edu wrote:

> OK^5 
> 
> > I join The Doctrine of the Knights Who Say 'Ni!'.
> > 
> > I leave The Doctrine of the Knights Who Say 'Ni!'.
> 
> OK^2
> 
> > I join Doctrine of the Embodied Spirit.
> > 
> > I declare myself the leader of Doctrine of the Embodied Spirit.
> > 
> > I propose a merger between Doctrine of the Embodied Spirit and Forty-Two -
> > Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not Found.
> 
> OK^3. I note that this merger cannot occur prior to three duns from
> now. 

Yeah, I just saw that... And in the meantime, Kevan might try to grab
these easy points ahead of me. I'd like to share these points with my
other scamsters, but this is time critical...

I propose a merger between Doctrine of the Embodied Spirit and The
Doctrine of the Knights Who Say 'Ni!'.

I leave Doctrine of the Embodied Spirit.

I join The Doctrine of the Knights Who Say 'Ni!'.

I declare myself the leader of The Doctrine of the Knights Who Say 'Ni!'.

I accept the proposed merger between Doctrine of the Embodied Spirit and
The Doctrine of the Knights Who Say 'Ni!'.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Fri Jul 12 09:38:19 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
References: <Pine.LNX.4.44.0207120817570.730-100000@kenny.sir-toby.com> <xzcy9cg5321.fsf@rodan.syr.edu>
Date: 12 Jul 2002 12:38:18 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "12 Jul 2002 12:22:30 -0400"
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rsholmes@mailbox.syr.edu writes:

> The new doctrine is "Forty-Two - Jellyfish - Semantic Solipsism -
> Error 404 / Doctrine Not Found". Members are (1) Hubert, (2) Jeff
> Weston, (3) Stefano, (4) Tyrethali. Precepts are Open, Extremism,
> Strong-Minded. Leader is (1 = Jeff, 2 = Tyrethali):

Ignore the text in parentheses at the end; the numbers used for the
random selection are those shown in parentheses before each name.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jul 12 10:32:58 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
References: <Pine.LNX.4.44.0207120921570.851-100000@kenny.sir-toby.com>
Date: 12 Jul 2002 13:32:53 -0400
In-Reply-To: Sir Toby's message of "Fri, 12 Jul 2002 09:25:00 -0700 (PDT)"
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Sir Toby <jjweston@kenny.sir-toby.com> writes:

> I propose a merger between Doctrine of the Embodied Spirit and The
> Doctrine of the Knights Who Say 'Ni!'.
> 
> I leave Doctrine of the Embodied Spirit.
> 
> I join The Doctrine of the Knights Who Say 'Ni!'.
> 
> I declare myself the leader of The Doctrine of the Knights Who Say 'Ni!'.
> 
> I accept the proposed merger between Doctrine of the Embodied Spirit and
> The Doctrine of the Knights Who Say 'Ni!'.

Your proposed merger cannot succeed unless and until both Doctrines
simultaneously have leaders.

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jul 12 10:36:48 2002
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Date: Fri, 12 Jul 2002 10:32:56 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
In-Reply-To: <xzcsn2o4zsq.fsf@rodan.syr.edu>
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From: Sir Toby <jjweston@kenny.sir-toby.com>
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On 12 Jul 2002 rsholmes@mailbox.syr.edu wrote:

> Your proposed merger cannot succeed unless and until both Doctrines
> simultaneously have leaders.

I knew I forgot something...

Well, I guess free points to whoever gets there first. :)

-- 
Jeff Weston (Sir Toby)


From tyreth@hotmail.com Fri Jul 12 13:53:23 2002
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To: DocNomic@yahoogroups.com
Bcc: 
Subject: Two things
Date: Fri, 12 Jul 2002 16:53:22 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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Begin proposal "Fun as doctrine names three lines long are...."

Create a new rule, entitled "Renaming Doctrines", which reads:

The Leader of a Doctrine may rename that Doctrine at any time by posting 
their intentions to do so, and the new name, to the mailing list. The new 
name may not be that of any currently existing Doctrine. Changing the name 
has no effect of any currently unresolved actions that might affect the 
Doctrine.

End Proposal.


If this proposal is accepted, I'll be challenging for leadership of 
Forty-Two - Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not Found.

_________________________________________________________________
MSN Photos is the easiest way to share and print your photos: 
http://photos.msn.com/support/worldwide.aspx


From rsmyth@mva.net Fri Jul 12 14:14:29 2002
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Message-ID: <001c01c229e9$565f4c40$4380fea9@vaio>
To: <DocNomic@yahoogroups.com>
Subject: PoO: pink brain
Date: Fri, 12 Jul 2002 17:16:05 -0400
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> > 
> > Hmmm,
> > 
> > I was first brainwashed in #1726--into the FCW
> > (okayed in #1728 AND #1748) and then brainwashed *again*
> > into the Error 404/Doctrine not found in #1731 (okayed in
> > #1739). Later, in #1749, I am said to auto-resist
> > brainwashing b/c of membership in the Strong-Minded
> > Error 404/Doctrine Not Found, yet it is stated that
> > I receive +5 for being a follower of FCW in #1770.
> > 
> > At this point, my brain is swollen and pink, and I'm
> > not sure what doctrine I am officially endoctrinated
> > by. I request a point of order on this.
> > 
> > Abaris



From rsmyth@mva.net Fri Jul 12 14:15:44 2002
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Message-ID: <002301c229e9$82ff8da0$4380fea9@vaio>
To: <DocNomic@yahoogroups.com>
Subject: deprogramming et al.
Date: Fri, 12 Jul 2002 17:17:21 -0400
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> > Hello,
> > 
> > From whichever doctrine I am officially part of at the
> > moment I deprogram myself.
> > 
> > I then rejoin Doctrine of the Embodied Spirit.
> > 
> > I declare myself leader of the Doctrine of the
> > Embodied Spirit.
> > 
> > I add the precept Strong-Minded to the Doctrine of
> > the Embodied Spirit.
> > 
> > I take my brain out, drag it through the dirt, and
> > put it back.
> > 
> > 
> > Abaris



From stavrogin@tiscalinet.it Sat Jul 13 03:59:39 2002
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Message-ID: <000601c22a5b$de22ac40$2e6d0a3e@stavrogin>
To: "DocNomic" <docnomic@yahoogroups.com>
Subject: Trivial Proposal: anti-Leading Doctrine
Date: Sat, 13 Jul 2002 09:45:20 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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X-Yahoo-Profile: nick_stavrogin

I would like to submit the following Trivial Proposal:

In Rule 1009 (convergent views), add the following condition to Doctrine
Mergers:

- Neither Doctrine is the Leading Doctrine.

<end Proposal>


Stefano


From stavrogin@tiscalinet.it Sat Jul 13 05:23:49 2002
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Subject: another Trivial Proposal: against Merging
Date: Sat, 13 Jul 2002 13:09:39 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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X-Yahoo-Profile: nick_stavrogin

Perhaps we should put an end to the new Jellyfish phenomenon (if it's in
order to gain points). Therefore I propose (trivially) the following:

Amend rule 1009: rewrite the last paragraph so that it reads:
"Upon completion of the Merger, all members of the new Doctrine who have
never partecipated in other Mergers gain 20 points. Under the same
condition, the Leader of the ex-Doctrine that received the proposal gains an
additional 5 points."


Stefano


From rsholmes@mailbox.syr.edu Mon Jul 15 08:22:56 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Two things
References: <F110Pn705ncXjL94zIX0000c126@hotmail.com>
Date: 15 Jul 2002 11:22:51 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Fri, 12 Jul 2002 16:53:22 -0400"
Message-ID: <xzclm8dxbg4.fsf@rodan.syr.edu>
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
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X-Yahoo-Profile: rsholmes

"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> Begin proposal "Fun as doctrine names three lines long are...."
> 
> Create a new rule, entitled "Renaming Doctrines", which reads:
> 
> The Leader of a Doctrine may rename that Doctrine at any time by posting 
> their intentions to do so, and the new name, to the mailing list. The new 
> name may not be that of any currently existing Doctrine. Changing the name 
> has no effect of any currently unresolved actions that might affect the 
> Doctrine.
> 
> End Proposal.

OK. +10 for Tyrethali. +5 for other followers of Forty-Two -
Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not Found:
Hubert, Stefano.

> If this proposal is accepted, I'll be challenging for leadership of 
> Forty-Two - Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not Found.

I will take that as a statement of intent to challenge, not as an
actual challenge, in order to disambiguate application of Rule 1010.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 15 08:28:19 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] PoO: pink brain
References: <001c01c229e9$565f4c40$4380fea9@vaio>
Date: 15 Jul 2002 11:28:17 -0400
In-Reply-To: "Richard Smyth"'s message of "Fri, 12 Jul 2002 17:16:05 -0400"
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"Richard Smyth" <rsmyth@mva.net> writes:

> > > 
> > > Hmmm,
> > > 
> > > I was first brainwashed in #1726--into the FCW
> > > (okayed in #1728 AND #1748) and then brainwashed *again*
> > > into the Error 404/Doctrine not found in #1731 (okayed in
> > > #1739). Later, in #1749, I am said to auto-resist
> > > brainwashing b/c of membership in the Strong-Minded
> > > Error 404/Doctrine Not Found, yet it is stated that
> > > I receive +5 for being a follower of FCW in #1770.
> > > 
> > > At this point, my brain is swollen and pink, and I'm
> > > not sure what doctrine I am officially endoctrinated
> > > by. I request a point of order on this.
> > > 
> > > Abaris

No, #1749 says you resisted brainwashing into E404/DNF because you
were successfully brainwashed into FCW, which is Strong-Minded. And
there you still are. Note that doctrine membership changes due to
brainwashings do not take effect until one dun after the brainwashing,
and only if the brainwashee doesn't resist.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 15 08:31:57 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] deprogramming et al.
References: <002301c229e9$82ff8da0$4380fea9@vaio>
Date: 15 Jul 2002 11:31:55 -0400
In-Reply-To: "Richard Smyth"'s message of "Fri, 12 Jul 2002 17:17:21 -0400"
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"Richard Smyth" <rsmyth@mva.net> writes:

> > > Hello,
> > > 
> > > From whichever doctrine I am officially part of at the
> > > moment 

Fundamentalist Cthulhu Worship

> > > I deprogram myself.

OK. FCW is not Open, so this costs 3 of your 5 points.

> > > I then rejoin Doctrine of the Embodied Spirit.

OK.

> > > I declare myself leader of the Doctrine of the
> > > Embodied Spirit.

You cannot, since Jeff is already leader and you do not have more
points than Jeff.

> > > I add the precept Strong-Minded to the Doctrine of
> > > the Embodied Spirit.

You cannot, since you are not the Leader.

> > > I take my brain out, drag it through the dirt, and
> > > put it back.

Whatever floats your boat, man.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 15 08:35:52 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Trivial Proposal: anti-Leading Doctrine
References: <000601c22a5b$de22ac40$2e6d0a3e@stavrogin>
Date: 15 Jul 2002 11:35:50 -0400
In-Reply-To: "Stefano Artesi"'s message of "Sat, 13 Jul 2002 09:45:20 +0200"
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> I would like to submit the following Trivial Proposal:
> 
> In Rule 1009 (convergent views), add the following condition to Doctrine
> Mergers:
> 
> - Neither Doctrine is the Leading Doctrine.
> 
> <end Proposal>

We perhaps need an agreed definition of triviality. This is of
trivial brevity but of significant consequence. I regard this as
non-Trivial, and ignore it.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 15 08:38:18 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] another Trivial Proposal: against Merging
References: <000c01c22a67$a05f6680$b96b0a3e@stavrogin>
Date: 15 Jul 2002 11:38:16 -0400
In-Reply-To: "Stefano Artesi"'s message of "Sat, 13 Jul 2002 13:09:39 +0200"
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> Perhaps we should put an end to the new Jellyfish phenomenon (if it's in
> order to gain points). Therefore I propose (trivially) the following:
> 
> Amend rule 1009: rewrite the last paragraph so that it reads:
> "Upon completion of the Merger, all members of the new Doctrine who have
> never partecipated in other Mergers gain 20 points. Under the same
> condition, the Leader of the ex-Doctrine that received the proposal gains an
> additional 5 points."

I also do not regard this as Trivial, and ignore it, other than to say
that if it hadn't been marked Trivial I would have rejected it on the
grounds that Kevan's recent amendment limits jellyfishing to what it
probably an acceptable degree, whereas this would, I feel, place
unnecessary inhibitions on legitimate mergers.

-- 
- Doc

From tyreth@hotmail.com Mon Jul 15 11:50:55 2002
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Bcc: 
Subject: Re: [DocNomic] Two things
Date: Mon, 15 Jul 2002 14:50:54 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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>OK. +10 for Tyrethali. +5 for other followers of Forty-Two -
>Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not Found:
>Hubert, Stefano.


Er, being extremist, we'd all get another +5, yes?


>I will take that as a statement of intent to challenge, not as an
>actual challenge, in order to disambiguate application of Rule 1010.
>


That's acceptable, I suppose, although I meant it more in an 
conditional-actual-challenge way. At any rate, I challenge for leadership of 
Forty-Two - Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not Found.

_________________________________________________________________
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From yahoo@kevan.org Mon Jul 15 12:17:52 2002
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Date: Mon, 15 Jul 2002 20:18:05 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Hostile Takeovers
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - Hostile Takeovers

{ Adding the option to force a Merger if the proposing Doctrine has
enough Influence (which isn't *that* powerful, since new Leaders
still get picked at random). And clarifying the timing issues of
Merging, while I'm here.}

In Rule 1009 (Convergent Views), replace the first paragraph and
first bulleted list with the following:-

Any Leader of a Doctrine may propose a Merger with another
Doctrine. Such a Merger is valid if:-

* Both Doctrines have Leaders.
* Both Doctrines have at least one Precept in common. 
* Neither Doctrine has a Precept that is an opposite Precept
of any Precepts of the other Doctrine. 
* Both Doctrines are more than three duns old. 

A valid Merger succeeds when either:-

* The proposing Leader's Doctrine has a greater Influence than
that of the targetted Doctrine.
* The Leader of the Doctrine that receives the Merger proposal
declares acceptance of the Merger.

(If a Merger has been pending for more than a dun, it expires
and ceases to be valid.)

From rsholmes@mailbox.syr.edu Mon Jul 15 12:23:59 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Two things
References: <F129KERLr10Y5Bie6rt0000dc38@hotmail.com>
Date: 15 Jul 2002 15:23:57 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Mon, 15 Jul 2002 14:50:54 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> >OK. +10 for Tyrethali. +5 for other followers of Forty-Two -
> >Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not Found:
> >Hubert, Stefano.
> 
> 
> Er, being extremist, we'd all get another +5, yes?

Oh yeah.

> That's acceptable, I suppose, although I meant it more in an 
> conditional-actual-challenge way. 

That's problematic, since the leader has 1 dun in which to fight
back. But 1 dun from when? From posting of the challenge, but when
is that, when the challenge is conditional? The whole conditional
actions thing skirts legality, but it's usually not problematic; here,
it is.

> At any rate, I challenge for leadership of 
> Forty-Two - Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not Found.

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 15 12:32:24 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Hostile Takeovers
References: <1026760685.3d331fed71b25@www.bocks.com>
Date: 15 Jul 2002 15:32:22 -0400
In-Reply-To: Kevan Davis's message of "Mon, 15 Jul 2002 20:18:05 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Hostile Takeovers
> 
> { Adding the option to force a Merger if the proposing Doctrine has
> enough Influence (which isn't *that* powerful, since new Leaders
> still get picked at random). And clarifying the timing issues of
> Merging, while I'm here.}
> 
> In Rule 1009 (Convergent Views), replace the first paragraph and
> first bulleted list with the following:-
> 
> Any Leader of a Doctrine may propose a Merger with another
> Doctrine. Such a Merger is valid if:-
> 
> * Both Doctrines have Leaders.
> * Both Doctrines have at least one Precept in common. 
> * Neither Doctrine has a Precept that is an opposite Precept
> of any Precepts of the other Doctrine. 
> * Both Doctrines are more than three duns old. 
> 
> A valid Merger succeeds when either:-
> 
> * The proposing Leader's Doctrine has a greater Influence than
> that of the targetted Doctrine.
> * The Leader of the Doctrine that receives the Merger proposal
> declares acceptance of the Merger.
> 
> (If a Merger has been pending for more than a dun, it expires
> and ceases to be valid.)

REJECTED. While the new leader is picked at random, the player with
the most points usually can challenge for leadership with assurance of
success; this therefore gives too much power to leaders of
high-influence doctrines.

The idea of a hostile takeover is not a bad one, but I think it should
come with higher costs, lower rewards, and greater difficulty than
non-hostile ones, and the targetted doctrine ought to be left with
some defenses.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 15 12:36:34 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] deprogramming et al.
References: <002301c229e9$82ff8da0$4380fea9@vaio> <xzcfzylxb10.fsf@rodan.syr.edu>
Date: 15 Jul 2002 15:36:31 -0400
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rsholmes@mailbox.syr.edu writes:

> > > > I declare myself leader of the Doctrine of the
> > > > Embodied Spirit.
> 
> You cannot, since Jeff is already leader and you do not have more
> points than Jeff.

Oops. Looks like the gamestate page was out of date... Jeff left
DotES for The Doctrine of the Knights Who Say 'Ni!'. So in fact you
can do this.

> > > > I add the precept Strong-Minded to the Doctrine of
> > > > the Embodied Spirit.
> 
> You cannot, since you are not the Leader.

And this.


-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 15 12:44:24 2002
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X-eGroups-From: rsholmes@MailBox.Syr.Edu (Richard S. Holmes)
From: rsholmes@mailbox.syr.edu
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rsholmes@mailbox.syr.edu writes:

> Sir Toby <jjweston@kenny.sir-toby.com> writes:
> 
> > I propose a merger between Doctrine of the Embodied Spirit and The
> > Doctrine of the Knights Who Say 'Ni!'.
> > 
> > I leave Doctrine of the Embodied Spirit.
> > 
> > I join The Doctrine of the Knights Who Say 'Ni!'.
> > 
> > I declare myself the leader of The Doctrine of the Knights Who Say 'Ni!'.
> > 
> > I accept the proposed merger between Doctrine of the Embodied Spirit and
> > The Doctrine of the Knights Who Say 'Ni!'.
> 
> Your proposed merger cannot succeed unless and until both Doctrines
> simultaneously have leaders.

Stefano is now leader of DotES. Of course he didn't propose or accept
the merger, but that doesn't matter; once a leader of a doctrine
proposes a merger, the only action that's required is acceptance by
the leader of the targetted doctrine. And again, there's no time
limit. Therefore this merger now succeeds.

The new doctrine is "Doctrine of the Embodied Spirit - The Doctrine of
the Knights Who Say 'Ni!'". Members are (1) Jeff, (2) Stefano.
Precepts are Open. Leader is:

1 random int 1 <= x <= 2:
1

Jeff. +25 to Jeff, +20 to Stefano.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 15 12:46:25 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
References: <Pine.LNX.4.44.0207120921570.851-100000@kenny.sir-toby.com> <xzcsn2o4zsq.fsf@rodan.syr.edu> <xzcofd8ixoh.fsf@rodan.syr.edu>
Date: 15 Jul 2002 15:46:24 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "15 Jul 2002 15:43:58 -0400"
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rsholmes@mailbox.syr.edu writes:

> The new doctrine is "Doctrine of the Embodied Spirit - The Doctrine of
> the Knights Who Say 'Ni!'". Members are (1) Jeff, (2) Stefano.
> Precepts are Open

and Strong-Minded.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 15 12:48:16 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Operation Jellyfish
References: <Pine.LNX.4.44.0207120921570.851-100000@kenny.sir-toby.com> <xzcsn2o4zsq.fsf@rodan.syr.edu> <xzcofd8ixoh.fsf@rodan.syr.edu>
Date: 15 Jul 2002 15:48:15 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "15 Jul 2002 15:43:58 -0400"
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ARRRGH. I meant Abaris, not Stefano.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 15 12:53:06 2002
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To: DocNomic@yahoogroups.com
Subject: Scamsters
Date: 15 Jul 2002 15:53:00 -0400
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Unless I'm even more confused than I think I am, Scamsters Anonymous
has had no followers for over a dun and is eliminated.

-- 
- Doc

From jjweston@kenny.sir-toby.com Mon Jul 15 15:19:17 2002
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Date: Mon, 15 Jul 2002 22:19:16 -0000
To: DocNomic@yahoogroups.com
Subject: Re: Scamsters
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--- In DocNomic@y..., rsholmes@m... wrote:
> Unless I'm even more confused than I think I am, Scamsters Anonymous
> has had no followers for over a dun and is eliminated.
> 
> -- 
> - Doc

You're not confused. I had some email problems and other distractions 
prohibiting me from maintaining that paricular scam.


From jjweston@kenny.sir-toby.com Mon Jul 15 15:45:22 2002
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To: DocNomic@yahoogroups.com
Subject: Re: Scamsters
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--- In DocNomic@y..., rsholmes@m... wrote:
> Unless I'm even more confused than I think I am, Scamsters Anonymous
> has had no followers for over a dun and is eliminated.
> 
> -- 
> - Doc

Actually, the rule is 2 Duns. Since Scamsters Anonymous was created 
on Friday, that gives it until Tuesday before it is eliminated. I 
leave my current Doctrine and join Scamster's Anonymous to save it 
from utter destruction.


From jjweston@kenny.sir-toby.com Mon Jul 15 15:51:00 2002
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Date: Mon, 15 Jul 2002 15:46:12 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Actions and Proposal: Trivial Opposite Precept Creation
Message-ID: <Pine.LNX.4.44.0207151533180.4220-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>
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I leave Scamster's Anonymous.

I join Forty-Two - Jellyfish - Semantic Solipsism - Error 404 / Doctrine 
Not Found.

I submit the following non-trivial proposal:

Amend Rule 1003 by replacing this text:

(If a Proposal does nothing other than add a Precept to this Rule, 
it may be considered Trivial.)

with the following text:

(If a Proposal does nothing other than add a Precept to this Rule, 
or add two Precepts that are opposites of each other to this Rule,
it may be considered Trivial.)

-- 
Jeff Weston (Sir Toby)


From abaris11@yahoo.com Tue Jul 16 06:12:37 2002
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Date: Tue, 16 Jul 2002 06:11:44 -0700 (PDT)
Subject: Another Point of Order
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--- rsholmes@mailbox.syr.edu wrote:
> rsholmes@mailbox.syr.edu writes:
> 
> > Sir Toby <jjweston@kenny.sir-toby.com> writes:
> > 
> > > I propose a merger between Doctrine of the
> Embodied Spirit and The
> > > Doctrine of the Knights Who Say 'Ni!'.
> > > 
> > > I leave Doctrine of the Embodied Spirit.
> > > 
> > > I join The Doctrine of the Knights Who Say
> 'Ni!'.
> > > 
> > > I declare myself the leader of The Doctrine of
> the Knights Who Say 'Ni!'.
> > > 
> > > I accept the proposed merger between Doctrine of
> the Embodied Spirit and
> > > The Doctrine of the Knights Who Say 'Ni!'.
> > 
> > Your proposed merger cannot succeed unless and
> until both Doctrines
> > simultaneously have leaders.
> 
> Stefano is now leader of DotES. Of course he didn't
> propose or accept
> the merger, but that doesn't matter; once a leader
> of a doctrine
> proposes a merger, the only action that's required
> is acceptance by
> the leader of the targetted doctrine. And again,
> there's no time
> limit. Therefore this merger now succeeds.
> 
> The new doctrine is "Doctrine of the Embodied Spirit
> - The Doctrine of
> the Knights Who Say 'Ni!'". Members are (1) Jeff,
> (2) Stefano.
> Precepts are Open. Leader is:
> 
> 1 random int 1 <= x <= 2:
> 1
> 
> Jeff. +25 to Jeff, +20 to Stefano.


How can all of this (the content of message
#1792)happen when in message #1791 I was declared to
be leader of the Doctrine of the Embodied Spirit? The
text of #1791 reads as follows: 

"> > > > I declare myself leader of the Doctrine of
the
> > > > Embodied Spirit.
> 
> You cannot, since Jeff is already leader and you do
not have more
> points than Jeff.

Oops. Looks like the gamestate page was out of date...
Jeff left
DotES for The Doctrine of the Knights Who Say 'Ni!'.
So in fact you
can do this.

> > > > I add the precept Strong-Minded to the
Doctrine of
> > > > the Embodied Spirit.
> 
> You cannot, since you are not the Leader.

And this."


Abaris--still lost. . . .


__________________________________________________
Do You Yahoo!?
Yahoo! Autos - Get free new car price quotes
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From rsholmes@mailbox.syr.edu Tue Jul 16 06:22:46 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Scamsters
References: <agvja0+2a8a@eGroups.com>
Date: 16 Jul 2002 09:22:44 -0400
In-Reply-To: "westonje"'s message of "Mon, 15 Jul 2002 22:45:20 -0000"
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"westonje" <jjweston@kenny.sir-toby.com> writes:

> Actually, the rule is 2 Duns. Since Scamsters Anonymous was created 
> on Friday, that gives it until Tuesday before it is eliminated. I 
> leave my current Doctrine and join Scamster's Anonymous to save it 
> from utter destruction.

OK. Doctrine of the Embodied Spirit - The Doctrine of the Knights
Who Say 'Ni!' is now leaderless, as is Scamster's Anonymous.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Jul 16 06:24:51 2002
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Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Actions and Proposal: Trivial Opposite Precept Creation
References: <Pine.LNX.4.44.0207151533180.4220-100000@kenny.sir-toby.com>
Date: 16 Jul 2002 09:24:49 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Mon, 15 Jul 2002 15:46:12 -0700 (PDT)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I leave Scamster's Anonymous.

OK

> I join Forty-Two - Jellyfish - Semantic Solipsism - Error 404 / Doctrine 
> Not Found.

OK

> I submit the following non-trivial proposal:
> 
> Amend Rule 1003 by replacing this text:
> 
> (If a Proposal does nothing other than add a Precept to this Rule, 
> it may be considered Trivial.)
> 
> with the following text:
> 
> (If a Proposal does nothing other than add a Precept to this Rule, 
> or add two Precepts that are opposites of each other to this Rule,
> it may be considered Trivial.)

OK. +15 for Jeff Weston, +10 for other followers of Forty-Two -
Jellyfish - Semantic Solipsism - Error 404 / Doctrine Not Found
(Hubert, Stefano, Tyrethali).

-- 
- Doc

From rsmyth@mva.net Tue Jul 16 06:27:36 2002
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Wait, wait, wait! What about my claim to leadership in message #1791?!

Abaris


----- Original Message ----- 
From: rsholmes@mailbox.syr.edu 
To: DocNomic@yahoogroups.com 
Sent: Tuesday, July 16, 2002 9:22 AM
Subject: Re: [DocNomic] Re: Scamsters


"westonje" <jjweston@kenny.sir-toby.com> writes:

> Actually, the rule is 2 Duns. Since Scamsters Anonymous was created 
> on Friday, that gives it until Tuesday before it is eliminated. I 
> leave my current Doctrine and join Scamster's Anonymous to save it 
> from utter destruction.

OK. Doctrine of the Embodied Spirit - The Doctrine of the Knights
Who Say 'Ni!' is now leaderless, as is Scamster's Anonymous.

-- 
- Doc

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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Another Point of Order
References: <20020716131145.59598.qmail@web11508.mail.yahoo.com>
Date: 16 Jul 2002 10:12:07 -0400
In-Reply-To: Richard Smyth's message of "Tue, 16 Jul 2002 06:11:44 -0700 (PDT)"
Message-ID: <xzck7nvwymg.fsf@rodan.syr.edu>
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Richard Smyth <abaris11@yahoo.com> writes:

> How can all of this (the content of message
> #1792)happen when in message #1791 I was declared to
> be leader of the Doctrine of the Embodied Spirit? 

[NOTE: it's better to use message date/time rather than message number
to refer to particular messages, since I read this list in email.]

Official History: Doctrine of the Embodied Spirit

Tue Jul 2, 2002 8:05 am Founded by Abaris, who joins, becomes its
leader, and adds the Open precept.

Tue Jul 9, 2002 5:40 am Abaris is brainwashed by Kevan of
Fundamentalist Cthulhu Worship.

Wed Jul 10, 2002 1:19 am Abaris is brainwashed by Jeff Weston of
Error 404 / Doctrine Not Found.

Thu Jul 11, 2002 5:40 am Abaris, successfully brainwashed, joins
Fundamentalist Cthulhu Worship. Now
Strong-Minded, e resists Jeff Weston's
brainwashing.

Fri Jul 12, 2002 11:27 am Jeff Weston joins Doctrine of the Embodied
Spirit, becomes leader, and proposes merger
with Jellyfish - Semantic Solipsism - Error
404 / Doctrine Not Found. 

Fri Jul 12, 2002 12:25 pm Jeff Weston proposes merger with The
Doctrine of the Knights Who Say 'Ni!',
leaves Doctrine of the Embodied Spirit,
joins The Doctrine of the Knights Who Say
'Ni!', accepts merger.

Fri Jul 12, 2002 5:17 pm Abaris leaves Fundamentalist Cthulhu Worship,
joins Doctrine of the Embodied Spirit,
becomes leader, adds Strong-Minded precept.

Mon Jul 15, 2002 3:43 pm With both doctrines now having leaders, the
last merger requirement is met and merger
with The Doctrine of the Knights Who Say
'Ni!' succeeds. Leader of merged doctrine
is Jeff. (Message announcing merger
success mistakenly identifies the other
member of the merged doctrine as Stefano
rather than Abaris.)

Mon Jul 15, 2002 6:45 pm Jeff Weston leaves Doctrine of the Embodied
Spirit - The Doctrine of the Knights Who Say
'Ni!' to join Scamsters Anonymous.

[Not previously announced: since Doctrine of the Embodied Spirit no
longer exists, having merged, the proposed merger of Doctrine of the
Embodied Spirit with Jellyfish - Semantic Solipsism - Error 404 /
Doctrine Not Found fails.]

-- 
- Doc

From rsmyth@mva.net Tue Jul 16 19:02:29 2002
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Subject: Re: [DocNomic] Another Point of Order
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Fri Jul 12, 2002 5:17 pm Abaris leaves Fundamentalist Cthulhu Worship,
joins Doctrine of the Embodied Spirit,
becomes leader, adds Strong-Minded precept.

Mon Jul 15, 2002 3:43 pm With both doctrines now having leaders, the
last merger requirement is met and merger
with The Doctrine of the Knights Who Say
'Ni!' succeeds. Leader of merged doctrine
is Jeff. (Message announcing merger
success mistakenly identifies the other
member of the merged doctrine as Stefano
rather than Abaris.)




But doesn't rule 1009 state that "The Leader of the Doctrine that receives the merger proposal agrees to the merger"?

Abaris


[Non-text portions of this message have been removed]


From jjweston@kenny.sir-toby.com Tue Jul 16 19:25:46 2002
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Date: Tue, 16 Jul 2002 19:20:44 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Another Point of Order
In-Reply-To: <002a01c22d36$37399640$4380fea9@vaio>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>
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On Tue, 16 Jul 2002, Richard Smyth wrote:

> Fri Jul 12, 2002 5:17 pm Abaris leaves Fundamentalist Cthulhu Worship,
> joins Doctrine of the Embodied Spirit,
> becomes leader, adds Strong-Minded precept.
> 
> Mon Jul 15, 2002 3:43 pm With both doctrines now having leaders, the
> last merger requirement is met and merger
> with The Doctrine of the Knights Who Say
> 'Ni!' succeeds. Leader of merged doctrine
> is Jeff. (Message announcing merger
> success mistakenly identifies the other
> member of the merged doctrine as Stefano
> rather than Abaris.)
> 
> But doesn't rule 1009 state that "The Leader of the Doctrine that
> receives the merger proposal agrees to the merger"?

It does. The leader of the Doctrine that received the merger (me) did
accept it.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Thu Jul 18 13:54:52 2002
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Date: Thu, 18 Jul 2002 13:49:18 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Actions
Message-ID: <Pine.LNX.4.44.0207181334310.9865-100000@kenny.sir-toby.com>
MIME-Version: 1.0
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>
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I leave Forty-Two - Jellyfish - Semantic Solipsism - Error 404 / Doctrine 
Not Found.

I join Scamsters Anonymous.

I delcare myself the leader of Scamsters Anonymous.

I propose a merger between Scamsters Anonymous and Forty-Two - Jellyfish -
Semantic Solipsism - Error 404 / Doctrine Not Found.



On a side note, I now find this scam boring and it takes too much effort. 
I imagine others find it annoying. I won't be abusing this particular scam 
any further.

I'm currently looking through the ruleset trying to find something
interesting to do besides endless mergers for fun and profit. Currently
points seems to be the only thing worth going for right now. The current
methods to get points are proposals, mergers, or feeding off of the
success of your Doctrine. I'm going to try and work up a proposal to
create some more interesting avenues of game play.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Thu Jul 18 15:40:29 2002
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Date: Thu, 18 Jul 2002 15:34:55 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Proposal: The Unwashed Masses
Message-ID: <Pine.LNX.4.44.0207181349190.9865-100000@kenny.sir-toby.com>
MIME-Version: 1.0
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>
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X-Yahoo-Profile: westonje

Create a not-so-fundamental Rule with the title "The Unwashed Masses" and
the following text:

The players of DocNomic represent the Great Leaders of the world. It
is they who control The Unwashed Masses through the creation of
Doctrines, the abuse of Precepts, and petty rivalry amongst
themselves.

The Unwashed Masses also follow Doctrines, however since they are
not like the Great Leaders of the world, they are referred to as a
Doctrine's Flock, instead of followers of a Doctrine. Each Doctrine
has a gamestate item known as "Flock" which is a non-negative
integer and tracks the exact number of The Unwashed Masses following
the Doctrine. Whenever a Doctrine is created, it starts out with a
Flock of 0. If a Doctrine ever has an unspecified Flock value, it is
set to 0. If an action attempts to set a Doctrine's Flock value to a
negative number, it is instead set to 0.


Create a not-so-fundamental Rule with the title "Doctrine Actions" and the
following text:

Once per dun, a Doctrine may take one Doctrine action. Only the
leader of a Doctrine may determine what action their Doctrine takes
by announcing it to the mailing list. The following Doctrine actions
are available:

- Influence the World: A number of The Unwashed Masses equal to the
Influence of the Doctrine joins the Flock.

- Spread the Word: A number of The Unwashed Masses equal to 1/10 of
the Flock value of the Doctrine (rounded down to the nearest
integer) joins the Flock.

- Steal From Others: A target Doctrine must be specified for this
action. 1/20 of the Flock value of the Doctrine (rounded down to
the nearest integer) or the Flock value of the target Doctrine
(whichever value is smaller) leaves the target Doctrine to join
the Doctrine initiating the action.


Amend Rule 1002 to read in full as follows:

A player may cease to follow their current Doctrine by announcing
their intention to do so to the mailing list. Any player doing so
has eir current point total reduced by N points, where N is defined
as the player's current point total, divided by 2 and rounded up to
the nearest whole number. (This may cause an increase to the
point total if the player's point total is negative. Other Rules may
adjust or limit this point loss. This Rule defers to such rules.
Such an adjustment applies to the number of points lost, and not to
the value of N.) The Doctrine that the player is leaving has N
subtracted from its Flock value, where N is defined as above. (This
may cause an increase in the Flock value, if the player's point
total is negative.)


Amend Rule 1006 by striking the word "Influence" and replacing it with
"Flock".


Amend Rule 1009 to read in full as follows:

Any Leader of a Doctrine may propose a merger with another Doctrine
by announcing a merger proposal to the mailing list. The merger
becomes pending if all of the following conditions are met at the
time of the merger proposal. If one or more of the following
conditions are false at the time of the merger proposal, the merger
immediately fails.

- Both Doctrines have Leaders.
- Both Doctrines have at least one Precept in common.
- Neither Doctrine has a Precept that is an opposite Precept of any
Precepts of the other Doctrine.
- Both Doctrines are more than three duns old.

Once the merger becomes pending, the Leader of the Doctrine that
received the merger proposal has 2 duns to accept or decline the
merger. If no response is received within that time, the merger is
automatically declined. Once a merger has been declined or accepted,
it is no longer pending. If the merger is accepted, both merging
Doctrines are destroyed and a new Doctrine is created with the
following properties:

- The name of the new Doctrine is of the form A DASH B where:
A is the name of the proposing Doctrine.
DASH is a hyphen ("-").
B is the name of the Doctrine that the merger was proposed to.

- The membership of the new Doctrine is the union of the memberships
of the merging Doctrines.

- The set of Precepts of the new Doctrine is the union of the
Precepts of the merging Doctrines.

- The new Doctrine has a creation date set to the time of the
acceptance of the Merger. All members of the Doctrine are
considered to have joined this new Doctrine exactly ten minutes
after this creation date.

- The Leader of the new Doctrine is randomly chosen by Doc from the
membership of the new Doctrine. This random selection may be done
in any fashion Doc desires.

- The Flock value of the new Doctrine is the sum of the Flock value
of the two merging Doctrines.

Upon completion of the Merger, all members of the new Doctrine gain
20 points. The Leader of the ex-Doctrine that received the proposal
gains an additional 5 points.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Fri Jul 19 06:52:29 2002
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Subject: Re: [DocNomic] Actions
References: <Pine.LNX.4.44.0207181334310.9865-100000@kenny.sir-toby.com>
Date: 19 Jul 2002 09:52:26 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 18 Jul 2002 13:49:18 -0700 (PDT)"
Message-ID: <xzceldzesf9.fsf@rodan.syr.edu>
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I leave Forty-Two - Jellyfish - Semantic Solipsism - Error 404 / Doctrine 
> Not Found.

OK.

> I join Scamsters Anonymous.

OK.

> I delcare myself the leader of Scamsters Anonymous.

OK.

> I propose a merger between Scamsters Anonymous and Forty-Two - Jellyfish -
> Semantic Solipsism - Error 404 / Doctrine Not Found.

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jul 19 06:55:52 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Unwashed Masses
References: <Pine.LNX.4.44.0207181349190.9865-100000@kenny.sir-toby.com>
Date: 19 Jul 2002 09:55:51 -0400
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Create a not-so-fundamental Rule with the title "The Unwashed Masses" and
> the following text:

Quite a substantial set of changes. I'll hold off on judgment to give
others time to comment.

-- 
- Doc

From yahoo@kevan.org Fri Jul 19 09:42:35 2002
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Date: Fri, 19 Jul 2002 17:42:47 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Unwashed Masses
References: <Pine.LNX.4.44.0207181349190.9865-100000@kenny.sir-toby.com>
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From: Kevan Davis <yahoo@kevan.org>
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Hm, yes, feedback.

> The players of DocNomic represent the Great Leaders of the world. It
> is they who control The Unwashed Masses through the creation of
> Doctrines, the abuse of Precepts, and petty rivalry amongst
> themselves.

Heh. Excellent. Might be nice to introduce sub-ranks into each Doctrine, to 
underline the status of non-Leader Doctrine members. The importance of the 
scheming vizier.

> Once per dun, a Doctrine may take one Doctrine action. Only the
> leader of a Doctrine may determine what action their Doctrine takes
> by announcing it to the mailing list.

This I like less. Fair enough in that it prepares the ground for more 
interesting Doctrine actions, but the three actions you specify are 
disappointing no-brainers - if (flock/10 > influence) then Spread, else 
Influence. And Steal if that would get you more, or if there's some future-
strategic reason to cut an enemy down to size.

A bit unexciting that the actions can always be performed, too, that there's no 
reason *not* to perform a Flock-fuelling action every dun. A bit of a shame 
that any Leader who has weekend/frequent Internet access automatically gets an 
easy edge over those that don't.

> A player may cease to follow their current Doctrine by announcing
> their intention to do so to the mailing list. [...]
> The Doctrine that the player is leaving has N
> subtracted from its Flock value, where N is defined as above.

Seems a good touch, although I'm not sure why there's all the talk of negative 
Points when points "must be a finite integer".

Kevan

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Date: Fri, 19 Jul 2002 18:01:07 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Send in the Viziers
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - Send in the Viziers

New rule, "Viziers":-

Each Doctrine may have a single Vizier, with the exception of "Laziness
to Excess". Viziership is a part of the Gamestate. A Player cannot be
both the Leader and Vizier of a Doctrine. 

If a Doctrine's Leader is Inactive, the Vizier of that Doctrine is
treated as its Leader for the purposes of any Rule other than Rule
1005 (Take Me To Your Leader) and Rule 1001 (Doctrines).

If the Vizier of a Doctrine stops following that Doctrine, he or she
ceases to be its Vizier. 

If a Doctrine has no Vizier, any follower of that Doctrine may claim the
role by posting such a message to the mailing list. 

Within a Doctrine, a Vizier or Leader may reassign the role of Vizier to
any other Player in that Doctrine, by announcing this intention to the
mailing list.

From yahoo@kevan.org Fri Jul 19 10:28:00 2002
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Date: Fri, 19 Jul 2002 18:28:13 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Unwashed Masses
References: <Pine.LNX.4.44.0207181349190.9865-100000@kenny.sir-toby.com> <1027096967.3d384187805c8@www.bocks.com>
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From: Kevan Davis <yahoo@kevan.org>
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I coughed:-

> Seems a good touch, although I'm not sure why there's all the talk of
> negative Points when points "must be a finite integer".

Feh, a long day. We can have negative finite integer points, of course.

On more careful reflection, this is actually quite worrying; I'm not sure I 
like the idea of a player being able to soak up negative points by continually 
leaving and rejoining a Doctrine, *and* scything away at that Doctrine's Flock 
in the process. Feels a bit scammy, but I can't see an easy way to get lots of 
negative points, off-hand, so who knows.

Kevan

From yahoo@kevan.org Fri Jul 19 10:28:22 2002
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Date: Fri, 19 Jul 2002 18:28:36 +0100
To: docnomic@yahoogroups.com
Subject: Last Orders, Please
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From: Kevan Davis <yahoo@kevan.org>
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I hereby declare Fundamentalist Cthulhu Worship to have the Closed Precept.

Kevan

From rsholmes@mailbox.syr.edu Fri Jul 19 10:29:41 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Unwashed Masses
References: <Pine.LNX.4.44.0207181349190.9865-100000@kenny.sir-toby.com> <1027096967.3d384187805c8@www.bocks.com>
Date: 19 Jul 2002 13:29:39 -0400
In-Reply-To: Kevan Davis's message of "Fri, 19 Jul 2002 17:42:47 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> This I like less. Fair enough in that it prepares the ground for more 
> interesting Doctrine actions, but the three actions you specify are 
> disappointing no-brainers - if (flock/10 > influence) then Spread, else 
> Influence. And Steal if that would get you more, or if there's some future-
> strategic reason to cut an enemy down to size.
> 
> A bit unexciting that the actions can always be performed, too, that there's no 
> reason *not* to perform a Flock-fuelling action every dun. A bit of a shame 
> that any Leader who has weekend/frequent Internet access automatically gets an 
> easy edge over those that don't.

Good points...

> Seems a good touch, although I'm not sure why there's all the talk of negative 
> Points when points "must be a finite integer".

-137 is a finite integer.

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Jul 19 11:14:05 2002
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Date: Fri, 19 Jul 2002 11:08:15 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Unwashed Masses
In-Reply-To: <1027096967.3d384187805c8@www.bocks.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>
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On Fri, 19 Jul 2002, Kevan Davis wrote:

> > Once per dun, a Doctrine may take one Doctrine action. Only the
> > leader of a Doctrine may determine what action their Doctrine takes
> > by announcing it to the mailing list.
> 
> This I like less. Fair enough in that it prepares the ground for more 
> interesting Doctrine actions, but the three actions you specify are 
> disappointing no-brainers - if (flock/10 > influence) then Spread, else 
> Influence. And Steal if that would get you more, or if there's some future-
> strategic reason to cut an enemy down to size.

I wasn't as sure about the Doctrine Actions rule. I was primarily hoping 
to lay down some simple actions that others would be able to modify, and 
add to if they had better ideas.

> A bit unexciting that the actions can always be performed, too, that there's no 
> reason *not* to perform a Flock-fuelling action every dun. A bit of a shame 
> that any Leader who has weekend/frequent Internet access automatically gets an 
> easy edge over those that don't.

Hmm... Not sure how to correct the "always can be performed" bit. Perhaps
others can think of some interesting restrictions on performing the
actions. I was eventually hoping to add other actions that don't increase
your Flock, such as declaring war on another Doctrine, or something along
those lines. I didn't want to write up too much right away though, since
I wanted to see what Doc thought of the basic framework first. As far as
the weekend problem, that seems to affect most everything that can be done
once per dun. Admittedly, in this case it equates to a more visible
advantage. Perhaps make it every 2 duns, or increase the length of a dun
to 72 hours.

> > A player may cease to follow their current Doctrine by announcing
> > their intention to do so to the mailing list. [...]
> > The Doctrine that the player is leaving has N
> > subtracted from its Flock value, where N is defined as above.
> 
> Seems a good touch, although I'm not sure why there's all the talk of negative 
> Points when points "must be a finite integer".

Others have already covered the negative number bit. In my proposed 
changes, I was only trying to clarify what I felt was an existing feature 
(bug?) of the rule.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Fri Jul 19 11:14:59 2002
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Date: Fri, 19 Jul 2002 11:09:12 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Unwashed Masses
In-Reply-To: <1027099693.3d384c2d5e2e8@www.bocks.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>
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On Fri, 19 Jul 2002, Kevan Davis wrote:

> > Seems a good touch, although I'm not sure why there's all the talk of
> > negative Points when points "must be a finite integer".
> 
> Feh, a long day. We can have negative finite integer points, of course.
> 
> On more careful reflection, this is actually quite worrying; I'm not sure I 
> like the idea of a player being able to soak up negative points by continually 
> leaving and rejoining a Doctrine, *and* scything away at that Doctrine's Flock 
> in the process. Feels a bit scammy, but I can't see an easy way to get lots of 
> negative points, off-hand, so who knows.

Perhaps we can give N a minimum value of 10 so that a player's points and
eir Doctrine's Flock will always take some damage, no matter how low eir
points get.

-- 
Jeff Weston (Sir Toby)


From tyreth@hotmail.com Fri Jul 19 12:32:34 2002
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Subject: Point of Order
Date: Fri, 19 Jul 2002 15:32:33 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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Four days ago, my challenge for leadership was given the OK (Message 1789 in 
the group archive). So am I leader or not?

_________________________________________________________________
Send and receive Hotmail on your mobile device: http://mobile.msn.com


From rsholmes@mailbox.syr.edu Fri Jul 19 13:21:09 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Last Orders, Please
References: <1027099716.3d384c4482c95@www.bocks.com>
Date: 19 Jul 2002 16:21:07 -0400
In-Reply-To: Kevan Davis's message of "Fri, 19 Jul 2002 18:28:36 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> I hereby declare Fundamentalist Cthulhu Worship to have the Closed Precept.

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jul 19 13:21:53 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Point of Order
References: <F250dL7W3JQYOz1QAEW00011fdb@hotmail.com>
Date: 19 Jul 2002 16:21:52 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Fri, 19 Jul 2002 15:32:33 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> Four days ago, my challenge for leadership was given the OK (Message 1789 in 
> the group archive). So am I leader or not?

Proclamation: Tyrethali is the leader of that doctrine he's in, you
know which one I mean.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 22 09:09:24 2002
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To: DocNomic@yahoogroups.com
Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Unwashed Masses
References: <Pine.LNX.4.44.0207181349190.9865-100000@kenny.sir-toby.com>
Date: 22 Jul 2002 12:09:22 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Thu, 18 Jul 2002 15:34:55 -0700 (PDT)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Create a not-so-fundamental Rule with the title "The Unwashed Masses" and
> the following text:
> 
> The players of DocNomic represent the Great Leaders of the world. It
> is they who control The Unwashed Masses through the creation of
> Doctrines, the abuse of Precepts, and petty rivalry amongst
> themselves.
> 
> The Unwashed Masses also follow Doctrines, however since they are
> not like the Great Leaders of the world, they are referred to as a
> Doctrine's Flock, instead of followers of a Doctrine. Each Doctrine
> has a gamestate item known as "Flock" which is a non-negative
> integer and tracks the exact number of The Unwashed Masses following
> the Doctrine. Whenever a Doctrine is created, it starts out with a
> Flock of 0. If a Doctrine ever has an unspecified Flock value, it is
> set to 0. If an action attempts to set a Doctrine's Flock value to a
> negative number, it is instead set to 0.
> 
> 
> Create a not-so-fundamental Rule with the title "Doctrine Actions" and the
> following text:
> 
> Once per dun, a Doctrine may take one Doctrine action. Only the
> leader of a Doctrine may determine what action their Doctrine takes
> by announcing it to the mailing list. The following Doctrine actions
> are available:
> 
> - Influence the World: A number of The Unwashed Masses equal to the
> Influence of the Doctrine joins the Flock.
> 
> - Spread the Word: A number of The Unwashed Masses equal to 1/10 of
> the Flock value of the Doctrine (rounded down to the nearest
> integer) joins the Flock.
> 
> - Steal From Others: A target Doctrine must be specified for this
> action. 1/20 of the Flock value of the Doctrine (rounded down to
> the nearest integer) or the Flock value of the target Doctrine
> (whichever value is smaller) leaves the target Doctrine to join
> the Doctrine initiating the action.
> 
> 
> Amend Rule 1002 to read in full as follows:
> 
> A player may cease to follow their current Doctrine by announcing
> their intention to do so to the mailing list. Any player doing so
> has eir current point total reduced by N points, where N is defined
> as the player's current point total, divided by 2 and rounded up to
> the nearest whole number. (This may cause an increase to the
> point total if the player's point total is negative. Other Rules may
> adjust or limit this point loss. This Rule defers to such rules.
> Such an adjustment applies to the number of points lost, and not to
> the value of N.) The Doctrine that the player is leaving has N
> subtracted from its Flock value, where N is defined as above. (This
> may cause an increase in the Flock value, if the player's point
> total is negative.)
> 
> 
> Amend Rule 1006 by striking the word "Influence" and replacing it with
> "Flock".
> 
> 
> Amend Rule 1009 to read in full as follows:
> 
> Any Leader of a Doctrine may propose a merger with another Doctrine
> by announcing a merger proposal to the mailing list. The merger
> becomes pending if all of the following conditions are met at the
> time of the merger proposal. If one or more of the following
> conditions are false at the time of the merger proposal, the merger
> immediately fails.
> 
> - Both Doctrines have Leaders.
> - Both Doctrines have at least one Precept in common.
> - Neither Doctrine has a Precept that is an opposite Precept of any
> Precepts of the other Doctrine.
> - Both Doctrines are more than three duns old.
> 
> Once the merger becomes pending, the Leader of the Doctrine that
> received the merger proposal has 2 duns to accept or decline the
> merger. If no response is received within that time, the merger is
> automatically declined. Once a merger has been declined or accepted,
> it is no longer pending. If the merger is accepted, both merging
> Doctrines are destroyed and a new Doctrine is created with the
> following properties:
> 
> - The name of the new Doctrine is of the form A DASH B where:
> A is the name of the proposing Doctrine.
> DASH is a hyphen ("-").
> B is the name of the Doctrine that the merger was proposed to.
> 
> - The membership of the new Doctrine is the union of the memberships
> of the merging Doctrines.
> 
> - The set of Precepts of the new Doctrine is the union of the
> Precepts of the merging Doctrines.
> 
> - The new Doctrine has a creation date set to the time of the
> acceptance of the Merger. All members of the Doctrine are
> considered to have joined this new Doctrine exactly ten minutes
> after this creation date.
> 
> - The Leader of the new Doctrine is randomly chosen by Doc from the
> membership of the new Doctrine. This random selection may be done
> in any fashion Doc desires.
> 
> - The Flock value of the new Doctrine is the sum of the Flock value
> of the two merging Doctrines.
> 
> Upon completion of the Merger, all members of the new Doctrine gain
> 20 points. The Leader of the ex-Doctrine that received the proposal
> gains an additional 5 points.

OK. As noted, the points raised by Kevan are indeed good ones,
pointing to some weaknesses in this scheme, but none horrid enough to
merit rejection of the whole. Repair amendments are welcome and
encouraged. 

+10 to Jeff.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 22 09:17:05 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Send in the Viziers
References: <1027098067.3d3845d3d0e96@www.bocks.com>
Date: 22 Jul 2002 12:17:03 -0400
In-Reply-To: Kevan Davis's message of "Fri, 19 Jul 2002 18:01:07 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Send in the Viziers
> 
> New rule, "Viziers":-
> 
> Each Doctrine may have a single Vizier, with the exception of "Laziness
> to Excess". Viziership is a part of the Gamestate. A Player cannot be
> both the Leader and Vizier of a Doctrine. 
> 
> If a Doctrine's Leader is Inactive, the Vizier of that Doctrine is
> treated as its Leader for the purposes of any Rule other than Rule
> 1005 (Take Me To Your Leader) and Rule 1001 (Doctrines).
> 
> If the Vizier of a Doctrine stops following that Doctrine, he or she
> ceases to be its Vizier. 
> 
> If a Doctrine has no Vizier, any follower of that Doctrine may claim the
> role by posting such a message to the mailing list. 
> 
> Within a Doctrine, a Vizier or Leader may reassign the role of Vizier to
> any other Player in that Doctrine, by announcing this intention to the
> mailing list.

OK. My only objection is that "vizier" is a civil, not religious,
office. I therefore take the liberty of changing "Vizier" to "High
Priest". +10 to Kevan, +5 to Goateus, Ian, Nim, Zarba.

-- 
- Doc

From jjweston@kenny.sir-toby.com Mon Jul 22 09:18:44 2002
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I add the Extremism Precept to Scamster's Anonymous.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Mon Jul 22 09:35:55 2002
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Date: Mon, 22 Jul 2002 09:29:18 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Unwashed Masses
In-Reply-To: <xzcptxfn3rh.fsf@rodan.syr.edu>
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On 22 Jul 2002 rsholmes@mailbox.syr.edu wrote:

> OK. As noted, the points raised by Kevan are indeed good ones,
> pointing to some weaknesses in this scheme, but none horrid enough to
> merit rejection of the whole. Repair amendments are welcome and
> encouraged. 

Okay, I'm working on a couple of fixes, but I want to get feedback from 
others before I send them out. First off, I'm thinking of amending Rule 
1002 so that N has a minimum value of 10, thus ensuring there is always a 
penalty for leaving a Doctrine, and eliminates a potential scam of gaining 
points/flock if you have negative points, and infinitely growing the flock 
of an Open Doctrine if you have negative points. I'm also thinking of 
restricting the actions "Influence the World" and "Spread the Word" such 
that they can't be performed by the Leading Doctrine (the one with the 
most Flock). That would still leave "Steal From Others" as an action that 
is always allowed. However, it leads to a smaller reward (5% of your flock 
instead of the 10% of your flock for "Spread the Word").

Any thoughts on these ideas, or further suggestions for improvement?

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Mon Jul 22 09:48:42 2002
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Subject: Inactivity
Date: 22 Jul 2002 12:48:40 -0400
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By my reckoning the following players have fairly recently become, or
fairly soon will become, inactive:

Abaris Tue, 16 Jul 2002 08:05:11 -0400
Hubert Wed, 24 Jul 2002 19:02:23 -0400
Michael Tue, 23 Jul 2002 10:16:29 -0700 (PDT)
Stefano Sat, 27 Jul 2002 13:09:39 +0200
Tyrethali Fri, 26 Jul 2002 16:53:22 -0400

-- 
- Doc

From pope_thomasm@yahoo.com Mon Jul 22 15:16:16 2002
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Date: Mon, 22 Jul 2002 15:16:14 -0700 (PDT)
Subject: Re: [DocNomic] Proposal: The Unwashed Masses
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--- <jjweston@kenny.sir-toby.com> wrote:
> Okay, I'm working on a couple of fixes, but I want
> to get feedback from others before I send them out.
> First off, I'm thinking of amending Rule 1002 so
> that N has a minimum value of 10, thus ensuring
> there is always a penalty for leaving a Doctrine,
> and eliminates a potential scam of gaining 
> points/flock if you have negative points, and
> infinitely growing the flock of an Open Doctrine
> if you have negative points. 

Personally, I like the idea of a Flock's growth if
someone 'unliked' (as evinced by their negative score)
leaves the Doctrine.

> I'm also thinking of 
> restricting the actions "Influence the World" and
> "Spread the Word" such that they can't be
> performed by the Leading Doctrine (the one with the 
> most Flock). That would still leave "Steal From
> Others" as an action that is always allowed.
> However, it leads to a smaller reward (5% of your
> flock instead of the 10% of your flock for
> "Spread the Word").

A good idea. The Leading Doctrine already has way too
much power, as evinced (I love that word) by their
high Influence/Flock amount.

Michael

__________________________________________________
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From rsholmes@mailbox.syr.edu Mon Jul 22 18:34:45 2002
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Subject: Re: [DocNomic] Proposal: The Unwashed Masses
References: <20020722221614.78626.qmail@web13907.mail.yahoo.com>
Date: 22 Jul 2002 21:34:43 -0400
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fnord <pope_thomasm@yahoo.com> writes:

> > I'm also thinking of 
> > restricting the actions "Influence the World" and
> > "Spread the Word" such that they can't be
> > performed by the Leading Doctrine (the one with the 
> > most Flock). That would still leave "Steal From
> > Others" as an action that is always allowed.
> > However, it leads to a smaller reward (5% of your
> > flock instead of the 10% of your flock for
> > "Spread the Word").
> 
> A good idea. The Leading Doctrine already has way too
> much power, as evinced (I love that word) by their
> high Influence/Flock amount.

Seen the gamestate page lately? All Doctrines are tied at zero Flock
-- I haven't figured out which is the Leading Doctrine yet; I need to
dig up all their creation times. As for Influence, Scamsters
Anonymous has 130, Fundamentalist Cthulhu Worship has 120, and
Forty-Two - Jellyfish - Semantic Solipsism - Error 404 / Doctrine\ Not
Found has 110. I don't see any 600 pound gorilla all the other
Doctrines need to be protected from. And logically, the Leading
Doctrine ought to be *better*, not worse, at the above three Actions. 

-- 
- Doc

From pope_thomasm@yahoo.com Tue Jul 23 09:33:55 2002
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Subject: Re: [DocNomic] Proposal: The Unwashed Masses
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--- rsholmes@mailbox.syr.edu wrote:
> 
> Seen the gamestate page lately? All Doctrines are
> tied at zero Flock -- I haven't figured out which
> is the Leading Doctrine yet; I need to dig up all
> their creation times.

Actually, no, I haven't had a chance, since I've had
an attack of work laltely, which would also explain
why I'm about to go inactive.

> As for Influence, Scamsters
> Anonymous has 130, Fundamentalist Cthulhu Worship
> has 120, and Forty-Two - Jellyfish - Semantic
> Solipsism - Error 404 / Doctrine\ Not Found has 110.
> I don't see any 600 pound gorilla all the other
> Doctrines need to be protected from. 

Last time I had a chance to check these things, 7 duns
ago, FCW was way ahead in Influence. This was before
the breakup-creation-merger frenzy happened,
increasing the scores and Influence of other players
and Doctrines. My own darn fault for not being able
to be as involved as I could have been.

> And logically,
> the Leading Doctrine ought to be *better*, not
worse,
> at the above three Actions. 

Logically, yeah, that may be true. I'm just trying to
influence things so that those of me who don't have
much influence or score or flock still have a chance
(according to the current rules) of increasing their
stake.

Michael


__________________________________________________
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From rsholmes@mailbox.syr.edu Tue Jul 23 09:34:21 2002
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Subject: Re: [DocNomic] Actions
References: <Pine.LNX.4.44.0207220911170.23544-100000@kenny.sir-toby.com>
Date: 23 Jul 2002 12:34:16 -0400
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I add the Extremism Precept to Scamster's Anonymous.

OK.

-- 
- Doc

From pope_thomasm@yahoo.com Tue Jul 23 10:51:35 2002
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Subject: Doctrine Action
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The doctrine of the easily influence wants to see how
easily influenced the Unwashed Masses are. Therefore,
we will Influence the World.

Michael

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From pope_thomasm@yahoo.com Tue Jul 23 11:06:55 2002
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Date: Tue, 23 Jul 2002 11:06:49 -0700 (PDT)
Subject: Flock Precept concept
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I'm thinking of proposing a couple of opposing
Precepts dealing with the current set of
Flock-gathering Doctrine Actions. I'd like
everyone's opinions on the amounts I've used.

Precept1:
Influence the World and Spread the Word gets
an additional 10 percent, but Steal from
Others is cut in half.

Precept2:
Influence the World and Spread the Word get cut
in half, but Steal from Others is doubled, but
not above and beyond the Flock Total of the
target doctrine.

Any comments?

Michael

__________________________________________________
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From pope_thomasm@yahoo.com Tue Jul 23 11:17:22 2002
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Date: Tue, 23 Jul 2002 11:17:21 -0700 (PDT)
Subject: Trivial Proposal: Duration, Duration, Duration
To: docnomic@yahoogroups.com
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This is a Trivial Proposal, really, it is. But I'm
nitpicky this way.

Modify NSF Rule 1015 by changing 'Once per dun, a 
Doctrine may take one Doctrine action' to 'A 
Doctrine may take a Doctrine Action, but only if 
it has not done so in the past dun.'

Told you it was trivial. This is merely an attempt to
keep myself active whilst I devise other things.

Michael

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From tyreth@hotmail.com Tue Jul 23 11:41:36 2002
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Subject: Proposal, Renaming, Doctrine action
Date: Tue, 23 Jul 2002 14:41:35 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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Proposal "Talk isn't cheap"

Amend the sentence "A Player is Active if and only if e has submitted a 
Proposal or Point of Order within the previous 7 duns." in rule 2 to read "A 
Player is Active if and only if e has sent a message to the mailing list 
within the previous 7 duns."

End proposal.


I'm renaming the doctrine I'm leading to "Jellyfish Plus".

I'm Influencing the World.



_________________________________________________________________
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From jjweston@kenny.sir-toby.com Tue Jul 23 13:06:30 2002
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Scamster's Anonymous Influences the World.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Tue Jul 23 13:10:25 2002
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Date: Tue, 23 Jul 2002 13:03:28 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Unwashed Masses
In-Reply-To: <xzc7kjnjkgc.fsf@rodan.syr.edu>
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On 22 Jul 2002 rsholmes@mailbox.syr.edu wrote:

> Seen the gamestate page lately? All Doctrines are tied at zero Flock
> -- I haven't figured out which is the Leading Doctrine yet; I need to
> dig up all their creation times. As for Influence, Scamsters
> Anonymous has 130, Fundamentalist Cthulhu Worship has 120, and
> Forty-Two - Jellyfish - Semantic Solipsism - Error 404 / Doctrine\ Not
> Found has 110. I don't see any 600 pound gorilla all the other
> Doctrines need to be protected from. And logically, the Leading
> Doctrine ought to be *better*, not worse, at the above three Actions. 

Given some of the responses I've seen to my proposed amendments to The
Unwashed Masses rules, I think I'll hold off on my proposal to fix some
bits of it and wait for other players to come up with some other ideas
first. I also want to see how The Unwashed Masses rules play out to see
what might need adjusting.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Wed Jul 24 06:59:34 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <20020723175133.28560.qmail@web13907.mail.yahoo.com>
Date: 24 Jul 2002 09:59:32 -0400
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fnord <pope_thomasm@yahoo.com> writes:

> The doctrine of the easily influence wants to see how
> easily influenced the Unwashed Masses are. Therefore,
> we will Influence the World.

OK. +20 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jul 24 07:01:09 2002
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Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0207231258530.27572-100000@kenny.sir-toby.com>
Date: 24 Jul 2002 10:01:04 -0400
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Scamster's Anonymous Influences the World.

OK. +130 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jul 24 07:02:48 2002
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Subject: Re: [DocNomic] Trivial Proposal: Duration, Duration, Duration
References: <20020723181721.18797.qmail@web13905.mail.yahoo.com>
Date: 24 Jul 2002 10:02:46 -0400
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fnord <pope_thomasm@yahoo.com> writes:

> This is a Trivial Proposal, really, it is. But I'm
> nitpicky this way.
> 
> Modify NSF Rule 1015 by changing 'Once per dun, a 
> Doctrine may take one Doctrine action' to 'A 
> Doctrine may take a Doctrine Action, but only if 
> it has not done so in the past dun.'
> 
> Told you it was trivial. This is merely an attempt to
> keep myself active whilst I devise other things.
> 

OK. +10 to Michael, who is now active.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Jul 24 07:08:38 2002
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Subject: Re: [DocNomic] Proposal, Renaming, Doctrine action
References: <F102cJfKHmj9n1xxWn90000c873@hotmail.com>
Date: 24 Jul 2002 10:08:36 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Tue, 23 Jul 2002 14:41:35 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> Proposal "Talk isn't cheap"
> 
> Amend the sentence "A Player is Active if and only if e has submitted a 
> Proposal or Point of Order within the previous 7 duns." in rule 2 to read "A 
> Player is Active if and only if e has sent a message to the mailing list 
> within the previous 7 duns."
> 
> End proposal.

OK. +15 to Tyrethali; +10 to Hubert, Stefano.

> I'm renaming the doctrine I'm leading to "Jellyfish Plus".

OK. (For the record, the old name was Forty-Two - Jellyfish -
Semantic Solipsism - Error 404 / Doctrine Not Found.)

> I'm Influencing the World.

Well, Jellyfish Plus is. +110 Flock.

-- 
- Doc

From tyreth@hotmail.com Wed Jul 24 08:57:51 2002
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Bcc: 
Subject: Re: [DocNomic] Proposal, Renaming, Doctrine action
Date: Wed, 24 Jul 2002 11:57:49 -0400
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>OK. +15 to Tyrethali; +10 to Hubert, Stefano.
>
> > I'm Influencing the World.
>
>Well, Jellyfish Plus is. +110 Flock.
>

Hmmmm. Wouldn't it be +125, counting the points from that same-message 
proposal? Or is it the influence at the time of the action being taken, 
rather than the time of resolution?

_________________________________________________________________
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From pope_thomasm@yahoo.com Wed Jul 24 09:39:39 2002
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Date: Wed, 24 Jul 2002 09:39:29 -0700 (PDT)
Subject: Proposal: Action Factoring
To: docnomic@yahoogroups.com
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From: fnord <pope_thomasm@yahoo.com>
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Modify 1003 by removing the line that starts with 
"The Leader of the Doctrine". Modify 1015 by 
adding the following two bullet points to the 
bulleted list of performable actions: 

-	Add a Precept: The Leader states a 
Precept they wish to add to their Doctrine. 
If no conditions exist that would prevent it 
from occurring, that Precept is then added 
to their Doctrine. If this action is prevented, 
the Leader is still considered to have taken a 
Doctrine Action.

-	Remove a Precept: The Leader states a 
Precept that their Doctrine has. This Precept 
is removed from their Doctrine.

Michael

__________________________________________________
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From rsholmes@mailbox.syr.edu Wed Jul 24 09:47:26 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal, Renaming, Doctrine action
References: <F106yhCnOZ4sBIMNBPz000157ef@hotmail.com>
Date: 24 Jul 2002 12:47:24 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Wed, 24 Jul 2002 11:57:49 -0400"
Message-ID: <xzc8z41ul7n.fsf@rodan.syr.edu>
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> Hmmmm. Wouldn't it be +125, counting the points from that same-message 
> proposal? Or is it the influence at the time of the action being taken, 
> rather than the time of resolution?

Good question. I think the answer hinges on Rule 4: "changes to the
Gamestate occur immediately after the moment the condition leading to
that change occurs". Doctrine Actions don't require Doc action --
they occur (if legal) at the moment the Doctrine Leader announces
them. At the time you announced your action, your Doctrine had 110
Influence; your Doctrine's Flock immediately became 110, even though I
didn't respond to your announcement and update the gamestate until
later. Your point total, on the other hand, did not become 125 until
I responded, because you don't get the 15 points until your proposal
is accepted.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Jul 26 07:51:10 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Action Factoring
References: <20020724163929.74365.qmail@web13906.mail.yahoo.com>
Date: 26 Jul 2002 10:51:09 -0400
In-Reply-To: fnord's message of "Wed, 24 Jul 2002 09:39:29 -0700 (PDT)"
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fnord <pope_thomasm@yahoo.com> writes:

> Modify 1003 by removing the line that starts with 
> "The Leader of the Doctrine". Modify 1015 by 
> adding the following two bullet points to the 
> bulleted list of performable actions: 
> 
> -	Add a Precept: The Leader states a 
> Precept they wish to add to their Doctrine. 
> If no conditions exist that would prevent it 
> from occurring, that Precept is then added 
> to their Doctrine. If this action is prevented, 
> the Leader is still considered to have taken a 
> Doctrine Action.
> 
> -	Remove a Precept: The Leader states a 
> Precept that their Doctrine has. This Precept 
> is removed from their Doctrine.

OK. +10 Points to Michael.

-- 
- Doc

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Fundamentalist Cthulhu Worship boldly and belatedly Influences the 
World.

Kevan


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Date: Mon, 29 Jul 2002 13:44:16 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Power to the Priests (and some Trivia)
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Proposal - Power to the Priests

In Rule 1015 (Doctrine Actions), replace "Only the leader of a Doctrine
may determine what action their Doctrine takes by announcing it to the
mailing list." with "The Leader or the High Priest of a Doctrine may
determine what action their Doctrine takes by announcing it to the
mailing list."

{ Making Flock-gathering less of a one-man show, albeit in a two-edged
way. }


Trivial Proposal - Atheism

Create a new Precept, "Atheistic", with the following text:-

If a Doctrine is Atheistic, it may not have a High Priest. (If a
Doctrine with a High Priest becomes Atheistic, the High Priest loses
that title.)


Trivial Proposal - Adjective Retrospective

For the sake of consistency, rename the "Extremism" Precept to
"Extremist" throughout the Ruleset, and "Apathy" to "Apathetic".

Also create a self-repealing Rule to reflect these changes in the
gamestate. Thankyou.

From rsholmes@mailbox.syr.edu Mon Jul 29 08:47:31 2002
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Subject: Re: [DocNomic] Doctrine Action
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Date: 29 Jul 2002 11:47:28 -0400
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"kevandavis" <yahoo@kevan.org> writes:

> Fundamentalist Cthulhu Worship boldly and belatedly Influences the 
> World.

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Jul 29 08:53:27 2002
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To: DocNomic@yahoogroups.com
Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Power to the Priests (and some Trivia)
References: <1027946656.3d4538a0c7257@www.bocks.com>
Date: 29 Jul 2002 11:53:25 -0400
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Power to the Priests
> 
> In Rule 1015 (Doctrine Actions), replace "Only the leader of a Doctrine
> may determine what action their Doctrine takes by announcing it to the
> mailing list." with "The Leader or the High Priest of a Doctrine may
> determine what action their Doctrine takes by announcing it to the
> mailing list."

OK. +10 to Kevan, +5 to Goateus, Ian, Nim, Zarba.

> Trivial Proposal - Atheism
> 
> Create a new Precept, "Atheistic", with the following text:-
> 
> If a Doctrine is Atheistic, it may not have a High Priest. (If a
> Doctrine with a High Priest becomes Atheistic, the High Priest loses
> that title.)

I am going to hold off a little on judgement of this (and subsequent
proposals). What's the downside of going atheistic? Granted, it
leaves a Doctrine with no "acting leader" if its leader goes away, but
that doesn't strike me as much of a loss -- especially for the
leader. If there's no downside, then I would expect most leaders to
add this Precept, effectively nullifying Rule 1016.

-- 
- Doc

From yahoo@kevan.org Mon Jul 29 09:09:03 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Power to the Priests (and some Trivia)
References: <1027946656.3d4538a0c7257@www.bocks.com> <xzclm7ua5u2.fsf@rodan.syr.edu>
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From: Kevan Davis <yahoo@kevan.org>
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> > Trivial Proposal - Atheism
> > 
> > Create a new Precept, "Atheistic", with the following text:-
> > 
> > If a Doctrine is Atheistic, it may not have a High Priest. (If a
> > Doctrine with a High Priest becomes Atheistic, the High Priest loses
> > that title.)
> 
> I am going to hold off a little on judgement of this (and subsequent
> proposals). What's the downside of going atheistic? Granted, it
> leaves a Doctrine with no "acting leader" if its leader goes away, but
> that doesn't strike me as much of a loss -- especially for the
> leader. If there's no downside, then I would expect most leaders to
> add this Precept, effectively nullifying Rule 1016.

Well, since the Leader appoints the High Priest (or, at least, is able to 
reallocate the role), I'd imagined that most Doctrines would move towards a 
fairly amicable Leader-Priest relationship, there being an agreement as to when 
the Priest is allowed to perform Actions; "If an infiltration scam kicks off 
and I'm not around, Close the Doctrine. If all's quiet and I'm not here, don't 
forget to Influence the World."

If you've got a High Priest you can trust, your Doctrine's more secure, I'd 
have thought. If it turns out you can't trust them, you can appoint someone 
more trustworthy. (If anything, outright Atheism is a flag of mistrust, which 
might affect people's allegiances.)

Kevan

From rsholmes@mailbox.syr.edu Tue Jul 30 10:36:07 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Power to the Priests (and some Trivia)
References: <1027946656.3d4538a0c7257@www.bocks.com>
Date: 30 Jul 2002 13:36:05 -0400
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Kevan Davis <yahoo@kevan.org> writes:

> Trivial Proposal - Atheism
> 
> Create a new Precept, "Atheistic", with the following text:-
> 
> If a Doctrine is Atheistic, it may not have a High Priest. (If a
> Doctrine with a High Priest becomes Atheistic, the High Priest loses
> that title.)

OK.

> Trivial Proposal - Adjective Retrospective
> 
> For the sake of consistency, rename the "Extremism" Precept to
> "Extremist" throughout the Ruleset, and "Apathy" to "Apathetic".
> 
> Also create a self-repealing Rule to reflect these changes in the
> gamestate. Thankyou.

OK.

-- 
- Doc

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Date: Wed, 31 Jul 2002 16:05:59 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Hostile Takeover 2 (+ Trivia)
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - Hostile Takeover 2

{ Altering Mergers to default to *acceptance* after two days, with
resistance only possible if the Doctrine has enough Flock to defend
itself.

But also making it easy to avoid a Merger by breaking its "initial"
rules while it's still pending; deposing the Leader it was proposed
to, or tweaking its Precepts. Which gives interesting discouragement
to becoming *too* similar to everyone else... }

In Rule 1009 (Convergent Views), replace:-

"Once the merger becomes pending, the Leader of the Doctrine that
received the merger proposal has 2 duns to accept or decline the merger.
If no response is received within that time, the merger is automatically
declined."

with:-

"Once the merger becomes pending, the Leader of the Doctrine that
received the merger proposal has 3 duns to accept or decline the merger
(a merger may only be declined if the declining Doctrine has a greater
Flock than the proposing Doctrine). If no response is received within
that time, the merger is automatically accepted."

Also replace "at the time of the merger proposal" with "while the merger
is pending", and "immediately fails" with "immediately fails (and ceases
to be pending)".

----

Trivial Proposal - Half a Person

Reword the "Steal From Others" Action to:-

"A target Doctrine must be specified for this action. 1/20 of the Flock
value of the Doctrine (rounded down to the nearest integer) leaves the
target Doctrine to join the Doctrine initiating the action."

{ Removing the "or the Flock value, whichever value is smaller" - a
number is never smaller than 1/20th of itself. }

From yahoo@kevan.org Wed Jul 31 08:06:42 2002
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From: Kevan Davis <yahoo@kevan.org>
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Fundamentalist Cthulhu Worship Influences the World again.

K.

From pope_thomasm@yahoo.com Wed Jul 31 09:22:02 2002
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The Easily Influenced attempt to garner more Flock by
Influencing the World.

Michael

__________________________________________________
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From jjweston@kenny.sir-toby.com Wed Jul 31 09:29:53 2002
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Date: Wed, 31 Jul 2002 09:20:40 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Hostile Takeover 2 (+ Trivia)
In-Reply-To: <1028127959.3d47fcd793e29@www.bocks.com>
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On Wed, 31 Jul 2002, Kevan Davis wrote:

> Trivial Proposal - Half a Person
> 
> Reword the "Steal From Others" Action to:-
> 
> "A target Doctrine must be specified for this action. 1/20 of the Flock
> value of the Doctrine (rounded down to the nearest integer) leaves the
> target Doctrine to join the Doctrine initiating the action."
> 
> { Removing the "or the Flock value, whichever value is smaller" - a
> number is never smaller than 1/20th of itself. }

Ahem... The flock value of the TARGET doctrine could be smaller than 1/20 
of the flock value of the initiating doctrine. That wording is there for a 
reason.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Wed Jul 31 09:30:39 2002
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Scamster's Anonymous Influences the World.

-- 
Jeff Weston (Sir Toby)


From yahoo@kevan.org Wed Jul 31 13:16:28 2002
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> > Trivial Proposal - Half a Person 
> > 
> > Reword the "Steal From Others" Action to:- 
> > 
> > "A target Doctrine must be specified for this action. 1/20 of the Flock 
> > value of the Doctrine (rounded down to the nearest integer) leaves the 
> > target Doctrine to join the Doctrine initiating the action." 
> > 
> > { Removing the "or the Flock value, whichever value is smaller" - a 
> > number is never smaller than 1/20th of itself. } 
> 
> Ahem... The flock value of the TARGET doctrine could be smaller than 1/20 
> of the flock value of the initiating doctrine. That wording is there for a 
> reason. 

Ah, interesting - I took "1/20 of the Flock value of the Doctrine" to refer to 
the *target* Doctrine. Bigger Doctrines being hit harder than tiny ones by an 
ad campaign that appeals to 1 in 20. Which is probably a fairer thing, I think, 
given that Spreading the Word already helps the Big Doctrines get bigger. 

I'll tentatively submit "clarification" as a Trivial Proposal, since that's how 
I was reading it and playing it. If Doc rejects Half a Person and uses the 
below to disambiguate, then I or someone might care to tinker later. 

-- 

Trivial Proposal - Sheep or Goat? 

Replace "Flock value of the Doctrine" with "Flock value of the target Doctrine" 
in the "Steal from Others" Precept. 

If the Proposal "Half a Person" failed, though, replace it with "Flock value of 
the initiating Doctrine" instead. 

-- 

Thumbs up to your N>10 fix for the resignation-Flock-adjustment thing, 
incidentally, Jeff, if you're still holding back pending feedback. 

K.

From rsholmes@mailbox.syr.edu Wed Jul 31 14:05:50 2002
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Subject: The doctor is busy
Date: 31 Jul 2002 17:05:48 -0400
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Notice of slower DocNomic service for a few days, while my wife is out
of town (and our 3 year old isn't) for a funeral.

-- 
- Doc

From jjweston@kenny.sir-toby.com Wed Jul 31 18:34:35 2002
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Date: Wed, 31 Jul 2002 17:34:45 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Proposal: Always a Penalty for Leaving
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Amend Rule 1002 to read in full as follows:

A player may cease to follow their current Doctrine by announcing
their intention to do so to the mailing list. Any player doing so
has eir current point total reduced by N points, where N is defined
as the player's current point total, divided by 2 and rounded up to
the nearest whole number, with a minimum value of 10. (Other Rules 
may adjust or limit this point loss. This Rule defers to such rules.
Such an adjustment applies to the number of points lost, and not to
the value of N.) The Doctrine that the player is leaving has N
subtracted from its Flock value, where N is defined as above.

-- 
Jeff Weston (Sir Toby)


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> Fundamentalist Cthulhu Worship Influences the World again.

And again. What fun.

K.

From jjweston@kenny.sir-toby.com Fri Aug 02 09:38:25 2002
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Subject: Re: [DocNomic] Doctrine Action
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On Wed, 31 Jul 2002, Jeffrey J. Weston wrote:

> Scamster's Anonymous Influences the World.

And again for us as well.

-- 
Jeff Weston (Sir Toby)


From tyreth@hotmail.com Fri Aug 02 13:21:17 2002
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Jellyfish Plus Influences the world.
You feel momentarily confused!
You miss Jellyfish Plus.
Ouch!


Sorry, playing too many roguelikes, recently. Just the first line, then.



_________________________________________________________________
Join the world’s largest e-mail service with MSN Hotmail. 
http://www.hotmail.com


From yahoo@kevan.org Sun Aug 04 12:01:28 2002
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Subject: Everybody Knows, We Love Cthulhu
References: <1028128018.3d47fd130168c@www.bocks.com> <1028304374.3d4aadf61c41b@www.bocks.com>
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> > Fundamentalist Cthulhu Worship Influences the World again.
> 
> And again. What fun.

And again. A good job Cultists work weekends.

K.

From jjweston@kenny.sir-toby.com Sun Aug 04 14:03:53 2002
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Subject: Scamster's Anonymous Doctrine Action
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We're Inlfuencing the World.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Mon Aug 05 06:57:05 2002
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Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Hostile Takeover 2 (+ Trivia)
References: <1028127959.3d47fcd793e29@www.bocks.com>
Date: 05 Aug 2002 09:57:03 -0400
In-Reply-To: Kevan Davis's message of "Wed, 31 Jul 2002 16:05:59 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Hostile Takeover 2
> 
> In Rule 1009 (Convergent Views), replace:-
> 
> "Once the merger becomes pending, the Leader of the Doctrine that
> received the merger proposal has 2 duns to accept or decline the merger.
> If no response is received within that time, the merger is automatically
> declined."
> 
> with:-
> 
> "Once the merger becomes pending, the Leader of the Doctrine that
> received the merger proposal has 3 duns to accept or decline the merger
> (a merger may only be declined if the declining Doctrine has a greater
> Flock than the proposing Doctrine). If no response is received within
> that time, the merger is automatically accepted."
> 
> Also replace "at the time of the merger proposal" with "while the merger
> is pending", and "immediately fails" with "immediately fails (and ceases
> to be pending)".

OK. +10 Kevan, +5 Goateus, Ian, Nim, Zarba.

> ----
> 
> Trivial Proposal - Half a Person
> 
> Reword the "Steal From Others" Action to:-
> 
> "A target Doctrine must be specified for this action. 1/20 of the Flock
> value of the Doctrine (rounded down to the nearest integer) leaves the
> target Doctrine to join the Doctrine initiating the action."
> 
> { Removing the "or the Flock value, whichever value is smaller" - a
> number is never smaller than 1/20th of itself. }

REJECTED, since this seems to be based on a misreading of the rule and
allows for the possibility of more people leaving a Doctrine than that
Doctrine has.

Granted, the rule is not stated as clearly as it could be. At first I
thought it meant 1/20 of the initiating doctrine's flock or 1/20 of
the target doctrine's flock, whichever is smaller.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Aug 05 06:59:36 2002
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Subject: Re: [DocNomic] Doctrine Action
References: <1028128018.3d47fd130168c@www.bocks.com>
Date: 05 Aug 2002 09:59:15 -0400
In-Reply-To: Kevan Davis's message of "Wed, 31 Jul 2002 16:06:59 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Fundamentalist Cthulhu Worship Influences the World again.

OK. +140 flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Aug 05 07:00:17 2002
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Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action also
References: <20020731162200.47623.qmail@web13907.mail.yahoo.com>
Date: 05 Aug 2002 10:00:07 -0400
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fnord <pope_thomasm@yahoo.com> writes:

> The Easily Influenced attempt to garner more Flock by
> Influencing the World.

OK. +40 Flock.

-- 
- Doc

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Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0207310920550.19687-100000@kenny.sir-toby.com>
Date: 05 Aug 2002 10:00:43 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Wed, 31 Jul 2002 09:21:29 -0700 (PDT)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Scamster's Anonymous Influences the World.

OK. +130 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Aug 05 07:02:08 2002
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Subject: Re: [DocNomic] Trivial Proposal: Sheep or Goat?
References: <1028146603.3d4845ab9da49@www.bocks.com>
Date: 05 Aug 2002 10:02:04 -0400
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Kevan Davis <yahoo@kevan.org> writes:

> -- 
> 
> Trivial Proposal - Sheep or Goat? 
> 
> Replace "Flock value of the Doctrine" with "Flock value of the target Doctrine" 
> in the "Steal from Others" Precept. 
> 
> If the Proposal "Half a Person" failed, though, replace it with "Flock value of 
> the initiating Doctrine" instead. 

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Aug 05 07:03:28 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Always a Penalty for Leaving
References: <Pine.LNX.4.44.0207220910000.23544-100000@kenny.sir-toby.com>
Date: 05 Aug 2002 10:03:07 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Wed, 31 Jul 2002 17:34:45 -0700 (PDT)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend Rule 1002 to read in full as follows:
> 
> A player may cease to follow their current Doctrine by announcing
> their intention to do so to the mailing list. Any player doing so
> has eir current point total reduced by N points, where N is defined
> as the player's current point total, divided by 2 and rounded up to
> the nearest whole number, with a minimum value of 10. (Other Rules 
> may adjust or limit this point loss. This Rule defers to such rules.
> Such an adjustment applies to the number of points lost, and not to
> the value of N.) The Doctrine that the player is leaving has N
> subtracted from its Flock value, where N is defined as above.

OK. +15 Jeff.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Aug 05 07:04:16 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <1028128018.3d47fd130168c@www.bocks.com> <1028304374.3d4aadf61c41b@www.bocks.com>
Date: 05 Aug 2002 10:04:15 -0400
In-Reply-To: Kevan Davis's message of "Fri, 2 Aug 2002 17:06:14 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> > Fundamentalist Cthulhu Worship Influences the World again.
> 
> And again. What fun.

OK. +140 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Aug 05 07:05:40 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208020928090.23517-100000@kenny.sir-toby.com>
Date: 05 Aug 2002 10:05:22 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Fri, 2 Aug 2002 09:28:40 -0700 (PDT)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> On Wed, 31 Jul 2002, Jeffrey J. Weston wrote:
> 
> > Scamster's Anonymous Influences the World.
> 
> And again for us as well.

OK. +145 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Aug 05 07:06:01 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action, la la la
References: <F59C778ErNztFRYbtW50001d6a2@hotmail.com>
Date: 05 Aug 2002 10:05:58 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Fri, 02 Aug 2002 16:21:16 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> Jellyfish Plus Influences the world.

OK. +110 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Aug 05 07:06:55 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Everybody Knows, We Love Cthulhu
References: <1028128018.3d47fd130168c@www.bocks.com> <1028304374.3d4aadf61c41b@www.bocks.com> <1028487704.3d4d7a1874236@www.bocks.com>
Date: 05 Aug 2002 10:06:47 -0400
In-Reply-To: Kevan Davis's message of "Sun, 4 Aug 2002 20:01:44 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> > > Fundamentalist Cthulhu Worship Influences the World again.
> > 
> > And again. What fun.
> 
> And again. A good job Cultists work weekends.

OK. +140 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Aug 05 07:07:35 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Scamster's Anonymous Doctrine Action
References: <Pine.LNX.4.44.0208041352580.580-100000@kenny.sir-toby.com>
Date: 05 Aug 2002 10:07:33 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Sun, 4 Aug 2002 13:53:31 -0700 (PDT)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> We're Inlfuencing the World.

OK. +145 Flock.

-- 
- Doc

From yahoo@kevan.org Mon Aug 05 07:33:13 2002
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Date: Mon, 5 Aug 2002 15:33:26 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: The Harder They Fall
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - The Harder They Fall

{ Changing the Stealing Action to depend on the size of the target, giving
a useful tool for smaller Doctrines to use against bigger ones - we've
already got two Flock-boosting Actions biased towards the more powerful
Doctrines. }

Reword the "Steal from Others" Action in Rule 1015 to:-

"A target Doctrine must be specified for this action. Persuaded by carefully 
targetted advertising, 1/20 of the target Doctrine's Flock (rounded down to the 
nearest integer) leave the target Doctrine to join the Doctrine which initiated 
the action."

From rsholmes@mailbox.syr.edu Mon Aug 05 08:21:28 2002
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To: DocNomic@yahoogroups.com
Subject: Proclamation (was Re: [DocNomic] Proposal: Hostile Takeover 2 (+ Trivia))
References: <1028127959.3d47fcd793e29@www.bocks.com> <xzcsn1tjtn4.fsf@rodan.syr.edu>
Date: 05 Aug 2002 11:21:10 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "05 Aug 2002 09:57:03 -0400"
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rsholmes@mailbox.syr.edu writes:

> > "Once the merger becomes pending, the Leader of the Doctrine that
> > received the merger proposal has 3 duns to accept or decline the merger
> > (a merger may only be declined if the declining Doctrine has a greater
> > Flock than the proposing Doctrine). If no response is received within
> > that time, the merger is automatically accepted."

For clarity, I have replaced the last above sentence with

If no response is received within that time, and the merger is still
pending, the merger is automatically accepted.

-- 
- Doc

From jjweston@kenny.sir-toby.com Mon Aug 05 08:36:02 2002
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Date: Mon, 5 Aug 2002 08:25:26 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Merger Proposal
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>
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I propose a merger between Scamsters Anonymous and Jellyfish Plus.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Mon Aug 05 08:46:00 2002
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Date: Mon, 5 Aug 2002 08:35:24 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Proposal: Better Leaders for Merged Doctrines
Message-ID: <Pine.LNX.4.44.0208050827230.2798-100000@kenny.sir-toby.com>
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>
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Amend Rule 1009 by replacing this text:

The Leader of the new Doctrine is randomly chosen by Doc from the
membership of the new Doctrine. This random selection may be done in 
any fashion Doc desires.

with the following text:

The Leader of the new Doctrine is the one follower of the Doctrine 
with the most points of all followers of the Doctrine. If multiple 
followers are tied for the most points, Doc shall randomly pick the 
new leader from amognst those tied for the most points. This random 
selection may be done in any fashion Doc desires.

-- 
Jeff Weston (Sir Toby)


From nomic@elizian.fsnet.co.uk Mon Aug 05 11:05:38 2002
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To: "Doc Nomic" <DocNomic@yahoogroups.com>
Subject: Withdrawal from DocNomic
Date: Mon, 5 Aug 2002 19:09:49 +0100
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It is with rerget that I must withdraw from DocNomic. I fear I do not have the time necessary to devote to learning the intricacies of the the game and becoming a useful member of the community. 
I particularly apologise to Kevan for letting him down.
________

c)_( Nim 
________


[Non-text portions of this message have been removed]


From tyreth@hotmail.com Mon Aug 05 14:48:54 2002
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Subject: Re: [DocNomic] Merger Proposal
Date: Mon, 05 Aug 2002 17:48:53 -0400
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From: "Tyrethali Ansrath" <tyreth@hotmail.com>
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Jellyfish Plus Influences the World (And please note that, as leader, my 
score is 125, so that should be the doctrine's influence. I only got 110 
points last time I did this, and I'm pretty sure I should have gotten the 
125. But whatever.)


I then accept this merger.

>I propose a merger between Scamsters Anonymous and Jellyfish Plus.
>
>--
>Jeff Weston (Sir Toby)




_________________________________________________________________
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From rsholmes@mailbox.syr.edu Wed Aug 07 11:43:41 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: The Harder They Fall
References: <1028558006.3d4e8cb6e203a@www.bocks.com>
Date: 07 Aug 2002 14:43:24 -0400
In-Reply-To: Kevan Davis's message of "Mon, 5 Aug 2002 15:33:26 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - The Harder They Fall
> 
> { Changing the Stealing Action to depend on the size of the target, giving
> a useful tool for smaller Doctrines to use against bigger ones - we've
> already got two Flock-boosting Actions biased towards the more powerful
> Doctrines. }
> 
> Reword the "Steal from Others" Action in Rule 1015 to:-
> 
> "A target Doctrine must be specified for this action. Persuaded by carefully 
> targetted advertising, 1/20 of the target Doctrine's Flock (rounded down to the 
> nearest integer) leave the target Doctrine to join the Doctrine which initiated 
> the action."

OK. +10 Kevan, +5 Goateus, Ian, Nim, Zarba.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Aug 07 11:46:10 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Merger Proposal
References: <Pine.LNX.4.44.0208050823510.2798-100000@kenny.sir-toby.com>
Date: 07 Aug 2002 14:46:08 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Mon, 5 Aug 2002 08:25:26 -0700 (PDT)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I propose a merger between Scamsters Anonymous and Jellyfish Plus.

OK, pending.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Aug 07 11:47:06 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Better Leaders for Merged Doctrines
References: <Pine.LNX.4.44.0208050827230.2798-100000@kenny.sir-toby.com>
Date: 07 Aug 2002 14:47:04 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Mon, 5 Aug 2002 08:35:24 -0700 (PDT)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Amend Rule 1009 by replacing this text:
> 
> The Leader of the new Doctrine is randomly chosen by Doc from the
> membership of the new Doctrine. This random selection may be done in 
> any fashion Doc desires.
> 
> with the following text:
> 
> The Leader of the new Doctrine is the one follower of the Doctrine 
> with the most points of all followers of the Doctrine. If multiple 
> followers are tied for the most points, Doc shall randomly pick the 
> new leader from amognst those tied for the most points. This random 
> selection may be done in any fashion Doc desires.

OK. +15 to Jeff.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Aug 07 11:47:48 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Withdrawal from DocNomic
References: <000c01c23cab$4c365ae0$e48686d9@wallace>
Date: 07 Aug 2002 14:47:47 -0400
In-Reply-To: "Nim"'s message of "Mon, 5 Aug 2002 19:09:49 +0100"
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"Nim" <nomic@elizian.fsnet.co.uk> writes:

> It is with rerget that I must withdraw from DocNomic. I fear I do not have the time necessary to devote to learning the intricacies of the the game and becoming a useful member of the community. 

OK, removed from gamestate.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Aug 07 12:00:12 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Merger Proposal
References: <F218u5f2uBSSTtJJB960001f3c2@hotmail.com>
Date: 07 Aug 2002 15:00:09 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Mon, 05 Aug 2002 17:48:53 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> Jellyfish Plus Influences the World (And please note that, as leader, my 
> score is 125, so that should be the doctrine's influence. I only got 110 
> points last time I did this, and I'm pretty sure I should have gotten the 
> 125. But whatever.)

OK, corrected, and then +125 Flock.

> I then accept this merger.

Merger succeeds. The new doctrine is "Scamsters Anonymous - Jellyfish
Plus". Members are Hubert, Jeff Weston, Stefano, Tyrethali. Precepts
are Open, Extremist, Strong-Minded. Leader is Jeff Weston. Flock is
925.

+25 to Tyrethali, +20 to Hubert, Jeff Weston, Stefano.

-- 
- Doc

From jjweston@kenny.sir-toby.com Wed Aug 07 12:24:35 2002
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Date: Wed, 7 Aug 2002 12:13:20 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Doctrine Action
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"Scamsters Anonymous - Jellyfish Plus" Influences the World.

-- 
Jeff Weston (Sir Toby)


From yahoo@kevan.org Thu Aug 08 01:28:47 2002
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To: DocNomic@yahoogroups.com
Subject: Re: Merger Proposal
Message-ID: <aita3u+7f2k@eGroups.com>
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> > I then accept this merger.
> 
> Merger succeeds. The new doctrine is "Scamsters Anonymous - 
Jellyfish
> Plus". Members are Hubert, Jeff Weston, Stefano, Tyrethali. 
Precepts
> are Open, Extremist, Strong-Minded. Leader is Jeff Weston. Flock 
is
> 925.

Hmm, this feels a bit unfair - Tyre accepted the merger when the 
Ruleset still stated that Leaders were selected at random (perhaps 
even thinking "I'd better accept this before the rule changes"), so 
should it have been processed under the old system?

I can see the elegance of processing all mailing-list messages in 
strict order (something like "This merger fails because mergers were 
repealed in the meantime" doesn't seem as bad), but I wonder if there 
should be some sort of clause about all game actions being performed 
*under the ruleset that was in effect at the time*. It seems wrong 
that the potential-effects of all pending-Proposals should have to be 
considered when taking any game actions.

(I'm very surprised that the "merging Leaders pretty-much 
automatically get to lead the new Doctrine" Proposal passed, 
incidentally.)

Kevan


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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208071209310.8225-100000@kenny.sir-toby.com>
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> "Scamsters Anonymous - Jellyfish Plus" Influences the World.

Fundamentalist Cthulhu Worship steals 20% of the Flock from "Scamsters 
Anonymous - Jellyfish Plus".

K.

From yahoo@kevan.org Thu Aug 08 02:43:09 2002
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Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208071209310.8225-100000@kenny.sir-toby.com> <1028799065.3d523a5914ef2@www.bocks.com>
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> > "Scamsters Anonymous - Jellyfish Plus" Influences the World.
> 
> Fundamentalist Cthulhu Worship steals 20% of the Flock from "Scamsters 
> Anonymous - Jellyfish Plus".

1/20, I mean. The "Steal From Others" Action. Cough.

The Proposal "Power to the Priests" (DocNomic/message/1846) passed but doesn't 
seem to have taken effect in the Doctrine Actions rule, incidentally.

K.

From yahoo@kevan.org Thu Aug 08 13:12:27 2002
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Date: Thu, 8 Aug 2002 21:12:44 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Leader Leader Leader, Out Out Out
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Proposal - Leader Leader Leader, Out Out Out

{ Giving Leadership Challenges a democratic group-challenge option,
if they can get enough power behind them. }

Replace Rule 1010 (Leadership Challenge) with the following:-

Any group of one or more Players may agree to Challenge the Leader
of their Doctrine (if they have one) and replace them with a
preferred Leader.

A single Player should make the Challenge in a mailing-list message,
citing their nominated replacement. Any Players who agree or disagree
with this replacement (other than the Leader) may declare their
intention to support or oppose the Challenge (provided they are members
of the relevant Doctrine), within the next Dun.

At the end of that Dun, the Challenge resolves. If the combined total
Points of the Challenging Player and all supporting Players is greater
than the total Points of the Doctrine's current Leader and all opposing
Players, the Leader is replaced as specified.

From rsholmes@mailbox.syr.edu Thu Aug 08 14:06:55 2002
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Subject: Re: [DocNomic] Re: Merger Proposal
References: <aita3u+7f2k@eGroups.com>
Date: 08 Aug 2002 17:06:54 -0400
In-Reply-To: "kevandavis"'s message of "Thu, 08 Aug 2002 08:28:46 -0000"
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"kevandavis" <yahoo@kevan.org> writes:

> Hmm, this feels a bit unfair - Tyre accepted the merger when the 
> Ruleset still stated that Leaders were selected at random (perhaps 
> even thinking "I'd better accept this before the rule changes"), so 
> should it have been processed under the old system?

This was not formally stated as a point of order, but I will treat it
as such.

I agree. An oversight; I previously have processed game actions
according to the rules in place at the time of the action. The leader
should have been chosen at random.

> Members are (1) Hubert, (2) Jeff Weston, (3) Stefano, (4) Tyrethali. 

Leader is:

1 random int 1 <= x <= 4:
3

Stefano.

> (I'm very surprised that the "merging Leaders pretty-much 
> automatically get to lead the new Doctrine" Proposal passed, 
> incidentally.)

I'm not wild about it, but my attitude was that under the present
rules, the point-leader can pretty much grab the leadership position
anyway. Granted, Stefano now has a dun in which to take what Leaderly
actions e likes before Jeff seizes the leadership back, but that's not
much of a benefit.

If it were harder for the point-leader to seize power, or easier for
non-point-leaders, then I'd agree the old method was nicer.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Aug 08 14:10:06 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208071209310.8225-100000@kenny.sir-toby.com>
Date: 08 Aug 2002 17:09:59 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Wed, 7 Aug 2002 12:13:20 -0700 (PDT)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> "Scamsters Anonymous - Jellyfish Plus" Influences the World.

As a result of the previous PoO, you are neither the Doctrine Leader
nor High Priest and so cannot initiate Actions.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Aug 08 14:13:51 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208071209310.8225-100000@kenny.sir-toby.com> <1028799065.3d523a5914ef2@www.bocks.com> <1028799806.3d523d3e6cd3b@www.bocks.com>
Date: 08 Aug 2002 17:13:44 -0400
In-Reply-To: Kevan Davis's message of "Thu, 8 Aug 2002 10:43:26 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> > > "Scamsters Anonymous - Jellyfish Plus" Influences the World.
> > 
> > Fundamentalist Cthulhu Worship steals 20% of the Flock from "Scamsters 
> > Anonymous - Jellyfish Plus".
> 
> 1/20, I mean. The "Steal From Others" Action. Cough.

You don't have Bit of a Cough any more, Kevan.

OK. 27 flock moved from SA-JP to FCW.

> The Proposal "Power to the Priests" (DocNomic/message/1846) passed but doesn't 
> seem to have taken effect in the Doctrine Actions rule, incidentally.

Oops. Cough. 

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Aug 09 09:28:21 2002
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Date: Fri, 9 Aug 2002 09:16:36 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Merger Proposal
In-Reply-To: <xzchei5f4b5.fsf@rodan.syr.edu>
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On 8 Aug 2002 rsholmes@mailbox.syr.edu wrote:

> I agree. An oversight; I previously have processed game actions
> according to the rules in place at the time of the action. The leader
> should have been chosen at random.
> 
> > Members are (1) Hubert, (2) Jeff Weston, (3) Stefano, (4) Tyrethali. 
> 
> Leader is:
> 
> 1 random int 1 <= x <= 4:
> 3
> 
> Stefano.

I Challenge for Leadership of "Scamsters Anonymous - Jellyfish Plus".

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Fri Aug 09 09:44:38 2002
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Subject: Re: [DocNomic] Re: Merger Proposal
References: <Pine.LNX.4.44.0208090915340.11958-100000@kenny.sir-toby.com>
Date: 09 Aug 2002 12:44:35 -0400
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> I Challenge for Leadership of "Scamsters Anonymous - Jellyfish Plus".

OK, pending.

-- 
- Doc

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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208071209310.8225-100000@kenny.sir-toby.com> <1028799065.3d523a5914ef2@www.bocks.com> <1028799806.3d523d3e6cd3b@www.bocks.com> <xzcbs8df3zr.fsf@rodan.syr.edu>
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From: Kevan Davis <yahoo@kevan.org>
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> > > Fundamentalist Cthulhu Worship steals 20% of the Flock from "Scamsters 
> > > Anonymous - Jellyfish Plus".
> > 
> > 1/20, I mean. The "Steal From Others" Action. Cough.
> 
> OK. 27 flock moved from SA-JP to FCW.

Shouldn't it be more than that, with the Jellyfish Scamsters being on about 900 
flock after their merger?

I steal another 5% of their Flock, as an Action, either way.

K.

From rsholmes@mailbox.syr.edu Mon Aug 12 07:28:27 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Re: Merger Proposal
References: <Pine.LNX.4.44.0208090915340.11958-100000@kenny.sir-toby.com> <xzcznvwdlsc.fsf@rodan.syr.edu>
Date: 12 Aug 2002 10:28:24 -0400
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rsholmes@mailbox.syr.edu writes:

> "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:
> 
> > I Challenge for Leadership of "Scamsters Anonymous - Jellyfish Plus".
> 
> OK, pending.

Jeff is the new Leader.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Aug 12 07:34:43 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208071209310.8225-100000@kenny.sir-toby.com> <1028799065.3d523a5914ef2@www.bocks.com> <1028799806.3d523d3e6cd3b@www.bocks.com> <xzcbs8df3zr.fsf@rodan.syr.edu> <1029076409.3d5675b9609b5@www.bocks.com>
Date: 12 Aug 2002 10:34:42 -0400
In-Reply-To: Kevan Davis's message of "Sun, 11 Aug 2002 15:33:29 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> > > > Fundamentalist Cthulhu Worship steals 20% of the Flock from "Scamsters 
> > > > Anonymous - Jellyfish Plus".
> > > 
> > > 1/20, I mean. The "Steal From Others" Action. Cough.
> > 
> > OK. 27 flock moved from SA-JP to FCW.
> 
> Shouldn't it be more than that, with the Jellyfish Scamsters being on about 900 
> flock after their merger?

Arggh. Gamestate page is screwed up, not only the flock size but the
creation date, I believe.

SA-JP flock was 925, now is 925-46 = 879. FCW flock is 540+46 = 586.

> I steal another 5% of their Flock, as an Action, either way.

OK. SA-JP flock is 879-43 = 836. FCW flock is 586+43 = 629.

-- 
- Doc

From jjweston@kenny.sir-toby.com Tue Aug 13 11:03:57 2002
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"Scamsters Anonymous - Jellyfish Plus" Influences the World.

-- 
Jeff Weston (Sir Toby)


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> "Scamsters Anonymous - Jellyfish Plus" Influences the World.

Fundamentalist Cthulhu Worship targets the critical 5% and Steals From Othes, 
namely the Jellyfish Scamster crowd.

Kevan

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I hereby declare Zarba to be the High Priest of Fundamentalist Cthulhu Worship, 
under Rule 1016.

Kevan

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Date: Thu, 15 Aug 2002 16:22:34 +0100
To: docnomic@yahoogroups.com
Subject: Proposal : Activity (+ Trivia)
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Proposal - Activities

{ Arguably essential clarification of the fact that if you're not Active,
you're Inactive. Also enabling players to switch themselves on and off
at whim (I was all ready to declare myself Inactive when I went on
holiday for a week, a while back, until I realised there was no rule
for doing so). }

In Rule 2 (Players), replace:-

"A Player is Active if and only if e has sent a message to the mailing
list within the previous 7 duns."

with:-

"Players may either be Active or Inactive. Players may change their own
Active/Inactive status by declaring such an intention to the mailing
list. When a Player joins Docnomic, he or she automatically becomes
Active. If a Player has posted no messages to the mailing list in the
past 7 duns, he or she automatically becomes Inactive."



Trivial Proposal - When Is A Door Not A Door?

{ Changing the terminology of the DocNomic state, which seems to
overlap needlessly with Player-activity states. }

Rename Rule 12 to "DocNomic State", and replace "Active" with "Open" and
"Inactive" with "Closed", throughout that Rule.

From rsholmes@mailbox.syr.edu Thu Aug 15 10:24:28 2002
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Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208131050480.24670-100000@kenny.sir-toby.com>
Date: 15 Aug 2002 13:24:25 -0400
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> "Scamsters Anonymous - Jellyfish Plus" Influences the World.

OK. +180 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Aug 15 10:25:38 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208131050480.24670-100000@kenny.sir-toby.com> <1029331287.3d5a59576cd07@www.bocks.com>
Date: 15 Aug 2002 13:25:36 -0400
In-Reply-To: Kevan Davis's message of "Wed, 14 Aug 2002 14:21:27 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> > "Scamsters Anonymous - Jellyfish Plus" Influences the World.
> 
> Fundamentalist Cthulhu Worship targets the critical 5% and Steals From Othes, 
> namely the Jellyfish Scamster crowd.
> 
> Kevan

OK. 50 Flock from SA-JP to FCW.

-- 
- Doc

From jjweston@kenny.sir-toby.com Thu Aug 15 11:35:40 2002
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"Scamsters Anonymous - Jellyfish Plus" Influences the World.

-- 
Jeff Weston (Sir Toby)


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> "Scamsters Anonymous - Jellyfish Plus" Influences the World.

Fundamentalist Cthulhu Worship steals 5% from the Scamsters, again.

Kevan


From rsholmes@mailbox.syr.edu Fri Aug 16 07:42:30 2002
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Subject: Re: [DocNomic] Holy Orders
References: <1029424284.3d5bc49c71b51@www.bocks.com>
Date: 16 Aug 2002 10:42:28 -0400
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Kevan Davis <yahoo@kevan.org> writes:

> I hereby declare Zarba to be the High Priest of Fundamentalist Cthulhu Worship, 
> under Rule 1016.

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Aug 16 07:46:51 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal : Activity (+ Trivia)
References: <1029424954.3d5bc73aa9dc7@www.bocks.com>
Date: 16 Aug 2002 10:46:49 -0400
In-Reply-To: Kevan Davis's message of "Thu, 15 Aug 2002 16:22:34 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Activities
> 
> { Arguably essential clarification of the fact that if you're not Active,
> you're Inactive. Also enabling players to switch themselves on and off
> at whim (I was all ready to declare myself Inactive when I went on
> holiday for a week, a while back, until I realised there was no rule
> for doing so). }
> 
> In Rule 2 (Players), replace:-
> 
> "A Player is Active if and only if e has sent a message to the mailing
> list within the previous 7 duns."
> 
> with:-
> 
> "Players may either be Active or Inactive. Players may change their own
> Active/Inactive status by declaring such an intention to the mailing
> list. When a Player joins Docnomic, he or she automatically becomes
> Active. If a Player has posted no messages to the mailing list in the
> past 7 duns, he or she automatically becomes Inactive."

OK. +10 Kevan, +5 Goateus, Ian, Zarba.

> Trivial Proposal - When Is A Door Not A Door?
> 
> { Changing the terminology of the DocNomic state, which seems to
> overlap needlessly with Player-activity states. }
> 
> Rename Rule 12 to "DocNomic State", and replace "Active" with "Open" and
> "Inactive" with "Closed", throughout that Rule.

REJECTED. This would be harmfully confusing, since "closed" carries
the implication no new players may join, which is explicitly not the
case. 

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Aug 16 07:48:58 2002
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Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208151122001.29071-100000@kenny.sir-toby.com>
Date: 16 Aug 2002 10:48:45 -0400
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> "Scamsters Anonymous - Jellyfish Plus" Influences the World.

OK. +180 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Aug 16 08:31:06 2002
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Subject: Re: [DocNomic] Proposal: Leader Leader Leader, Out Out Out
References: <1028837564.3d52d0bc630f3@www.bocks.com>
Date: 16 Aug 2002 11:31:04 -0400
In-Reply-To: Kevan Davis's message of "Thu, 8 Aug 2002 21:12:44 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Leader Leader Leader, Out Out Out
> 
> { Giving Leadership Challenges a democratic group-challenge option,
> if they can get enough power behind them. }
> 
> Replace Rule 1010 (Leadership Challenge) with the following:-
> 
> Any group of one or more Players may agree to Challenge the Leader
> of their Doctrine (if they have one) and replace them with a
> preferred Leader.
> 
> A single Player should make the Challenge in a mailing-list message,
> citing their nominated replacement. Any Players who agree or disagree
> with this replacement (other than the Leader) may declare their
> intention to support or oppose the Challenge (provided they are members
> of the relevant Doctrine), within the next Dun.
> 
> At the end of that Dun, the Challenge resolves. If the combined total
> Points of the Challenging Player and all supporting Players is greater
> than the total Points of the Doctrine's current Leader and all opposing
> Players, the Leader is replaced as specified.

OK. +10 Kevan, +5 Goateus, Ian, Zarba.

(Sorry about out of order judgment; this slipped through the cracks.)

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Aug 16 08:40:22 2002
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Subject: Re: [DocNomic] Re: Doctrine Action
References: <ajj2jh+i0df@eGroups.com>
Date: 16 Aug 2002 11:40:18 -0400
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"kevandavis" <yahoo@kevan.org> writes:

> > "Scamsters Anonymous - Jellyfish Plus" Influences the World.
> 
> Fundamentalist Cthulhu Worship steals 5% from the Scamsters, again.

OK. 57 Flock transferred.

-- 
- Doc

From jjweston@kenny.sir-toby.com Sat Aug 17 13:35:41 2002
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"Scamsters Anonymous - Jellyfish Plus" Influences the World.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Sat Aug 17 18:35:29 2002
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Subject: Directive
Date: 17 Aug 2002 21:35:27 -0400
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Doc notes that things have gotten somewhat stagnant, with little more
than minor rule amendments and dull doctrine actions happening
lately. 

Doc finds this boring.

Doc calls for proposals to shake things up a little.

-- 
- Doc

From rsholmes@mailbox.syr.edu Sun Aug 18 04:32:42 2002
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Subject: Re: [DocNomic] Directive
References: <xzcelcx2bkw.fsf@rodan.syr.edu>
Date: 18 Aug 2002 07:32:32 -0400
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In particular...

(First subdirective:)

Quoting Kevan a while ago:

Kevan Davis <yahoo@kevan.org> writes:

> This I like less. Fair enough in that it prepares the ground for more 
> interesting Doctrine actions, but the three actions you specify are 
> disappointing no-brainers - if (flock/10 > influence) then Spread, else 
> Influence. And Steal if that would get you more, or if there's some future-
> strategic reason to cut an enemy down to size.
> 
> A bit unexciting that the actions can always be performed, too, that there's no 
> reason *not* to perform a Flock-fuelling action every dun. A bit of a shame 
> that any Leader who has weekend/frequent Internet access automatically gets an 
> easy edge over those that don't.

Yet no one has proposed doing anything about these deficiencies.
Actions always have simple, deterministic, favorable
consequences... unfortunately.

(Second subdirective:)

Also, you guys have been busy building Flocks. Why? What are Flocks
good for? *Are* they good? Do big Flocks have a down side?

(Third subdirective:)

Also: One word: Jihad...

-- 
- Doc

From yahoo@kevan.org Sun Aug 18 11:55:12 2002
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Date: Sun, 18 Aug 2002 19:55:28 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Directive
References: <xzcelcx2bkw.fsf@rodan.syr.edu> <xzcfzxcpflb.fsf@rodan.syr.edu>
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From: Kevan Davis <yahoo@kevan.org>
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> > A bit unexciting that the actions can always be performed, too, that
> there's no 
> > reason *not* to perform a Flock-fuelling action every dun. A bit of a shame
> > that any Leader who has weekend/frequent Internet access automatically gets
> an 
> > easy edge over those that don't.
> 
> Yet no one has proposed doing anything about these deficiencies.
> Actions always have simple, deterministic, favorable
> consequences... unfortunately.

Well, requiring the expenditure of an Action to add and remove Doctrines made 
it a bit more of a dilemma, and the new Stealing method almost gives the 
biggest Doctrine a tiny pause for thought. But yes, mostly quite dull.

> (Second subdirective:)
> 
> Also, you guys have been busy building Flocks. Why? What are Flocks
> good for? *Are* they good? Do big Flocks have a down side?

Mm, just arbitrarily following the other Leader, on my part. Best to try and 
keep variables roughly equal, if you're not sure whether they're suddenly going 
to become very useful or very useless (and if you're nothing better to be 
doing).

Lazy of me not to come up with a solution before now, though.

> (Third subdirective:)
> 
> Also: One word: Jihad...

I've considered this, but have yet to come up with a neat mechanic that doesn't 
involve big Doctrines easily pounding the smaller ones.

As a stab at balancing things:-

--

Proposal - Man or Mouse

In Rule 1015, replace "A Doctrine may take a Doctrine Action, but only if it 
has not done so in the past dun." with "Large Doctrines may take an Action if 
they haven't already taken one in the past dun. Small Doctrines are able to 
implement changes more quickly, and may take an Action if they haven't yet 
taken *two*, in the past dun."

Add to Rule 1014:-

"If a Doctrine's Flock is less than half the size of that of the Doctrine
with the biggest Flock, it is considered Small. Otherwise, it is considered
Large."

{ Allowing Small Doctrines to catch up quicker, or to just operate more
efficiently if they'd rather keep their numbers down. }

From rsholmes@mailbox.syr.edu Mon Aug 19 11:39:46 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208171321190.1643-100000@kenny.sir-toby.com>
Date: 19 Aug 2002 14:39:44 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Sat, 17 Aug 2002 13:21:36 -0700 (PDT)"
Message-ID: <xzcu1lqsnf3.fsf@rodan.syr.edu>
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> "Scamsters Anonymous - Jellyfish Plus" Influences the World.

OK. +180 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Aug 19 11:41:48 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Directive
References: <xzcelcx2bkw.fsf@rodan.syr.edu> <xzcfzxcpflb.fsf@rodan.syr.edu> <1029696928.3d5feda0f0a68@www.bocks.com>
Date: 19 Aug 2002 14:41:44 -0400
In-Reply-To: Kevan Davis's message of "Sun, 18 Aug 2002 19:55:28 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> --
> 
> Proposal - Man or Mouse
> 
> In Rule 1015, replace "A Doctrine may take a Doctrine Action, but only if it 
> has not done so in the past dun." with "Large Doctrines may take an Action if 
> they haven't already taken one in the past dun. Small Doctrines are able to 
> implement changes more quickly, and may take an Action if they haven't yet 
> taken *two*, in the past dun."
> 
> Add to Rule 1014:-
> 
> "If a Doctrine's Flock is less than half the size of that of the Doctrine
> with the biggest Flock, it is considered Small. Otherwise, it is considered
> Large."
> 
> { Allowing Small Doctrines to catch up quicker, or to just operate more
> efficiently if they'd rather keep their numbers down. }

OK. Though I fear its main effect will be to increase the number of
dull Doctrine Actions. +10 Kevan, +5 Goateus, Ian, Zarba.

-- 
- Doc

From shrooms00@yahoo.com Mon Aug 19 12:26:43 2002
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Subject: RAAR EMERGING FROM THE SWAMPS
To: docnomic@yahoogroups.com
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Trivial proposal:
Add this to the first paragraph of Rule 1015, right before 'the following
Doctrines...':

A Doctrine cannot take the same action twice in a row.



=====
http://zara.verge-rpg.com

__________________________________________________
Do You Yahoo!?
HotJobs - Search Thousands of New Jobs
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From rsholmes@mailbox.syr.edu Tue Aug 20 06:29:54 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] RAAR EMERGING FROM THE SWAMPS
References: <20020819192642.582.qmail@web11603.mail.yahoo.com>
Date: 20 Aug 2002 09:29:51 -0400
In-Reply-To: Shrooms 00's message of "Mon, 19 Aug 2002 12:26:42 -0700 (PDT)"
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Shrooms 00 <shrooms00@yahoo.com> writes:

> Trivial proposal:
> Add this to the first paragraph of Rule 1015, right before 'the following
> Doctrines...':
> 
> A Doctrine cannot take the same action twice in a row.

OK. Welcome back.

-- 
- Doc

From yahoo@kevan.org Thu Aug 22 08:53:17 2002
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Date: Thu, 22 Aug 2002 16:53:36 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Action Stations
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - Action Stations

Reword the Adding- and Removing-Precept Actions to:-

Add a Precept: A target Precept must be specified for this action. 
If no conditions exist that would prevent it from occurring,
that Precept is added to the Actioning Player's Doctrine.

Remove a Precept: A target Precept must be specified for this action. 
That Precept is removed from the Actioning Player's Doctrine, if
it is there.

{ Current implementation of these rules require the Leader to choose 
Precepts, which isn't entirely appropriate now that High Priests 
can also take Actions. } 

From stavrogin@tiscalinet.it Sat Aug 24 05:55:45 2002
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Message-ID: <001c01c24b6d$0ededc00$fc6b0a3e@stavrogin>
To: "DocNomic" <docnomic@yahoogroups.com>
Subject: proposal: With A Vengeance
Date: Sat, 24 Aug 2002 14:50:30 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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X-Yahoo-Profile: nick_stavrogin

Hello all, it looks like I've been too inactive lately.

I would like to point out that the Gamestate page seems to be out of date,
since, by Rule 1006, the Leading Doctrine should be the Doctrine with the
greatest Flock, but that title is bestowed upon Fundamentalist Cthulhu
Worship, with a Flock of 736, while Scamsters Anonymous - Jellyfish Plus has
a Flock of 1269.

Secondly, I would like to claim the role of High Priest of my Doctrine,
Scamsters Anonymous- Jellyfish Plus, the post appearing to be vacant
(according to Gamestate).

Then, I would like to submit the following Proposal:
In Rule 1015 (Doctrine Actions), add a new Action to the list:
- Seeking Vengeance: A target Doctrine must be specified for this action.
That Doctrine must have performed within the past two Duns the action of
Stealing from the Doctrine which initiated the action. Doc shall determine,
with equiprobability, if the Vengeance succeeds, in which case 1/15 of the
target Doctrine's Flock (rounded down to the nearest integer) leave the
target Doctrine to join the Doctrine which initiated the action. If the
Vengeance does not succeed, nothing happens.


Stefano


From rsholmes@mailbox.syr.edu Mon Aug 26 07:42:16 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Action Stations
References: <1030031616.3d65090096552@www.bocks.com>
Date: 26 Aug 2002 10:41:14 -0400
In-Reply-To: Kevan Davis's message of "Thu, 22 Aug 2002 16:53:36 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Action Stations
> 
> Reword the Adding- and Removing-Precept Actions to:-
> 
> Add a Precept: A target Precept must be specified for this action. 
> If no conditions exist that would prevent it from occurring,
> that Precept is added to the Actioning Player's Doctrine.
> 
> Remove a Precept: A target Precept must be specified for this action. 
> That Precept is removed from the Actioning Player's Doctrine, if
> it is there.

REJECTED. This would have been accepted as a trivial proposal.

-- 
- Doc

From rsholmes@mailbox.syr.edu Mon Aug 26 07:47:23 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] proposal: With A Vengeance
References: <001c01c24b6d$0ededc00$fc6b0a3e@stavrogin>
Date: 26 Aug 2002 10:47:18 -0400
In-Reply-To: "Stefano Artesi"'s message of "Sat, 24 Aug 2002 14:50:30 +0200"
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> Hello all, it looks like I've been too inactive lately.
> 
> I would like to point out that the Gamestate page seems to be out of date,
> since, by Rule 1006, the Leading Doctrine should be the Doctrine with the
> greatest Flock, but that title is bestowed upon Fundamentalist Cthulhu
> Worship, with a Flock of 736, while Scamsters Anonymous - Jellyfish Plus has
> a Flock of 1269.

Given that nothing in the rules actually makes use of the Leading
Doctrine concept, I haven't felt particularly pressed to keep that
asterisk up to date. Anyway, it's easy enough to tell which the
leading doctrine really is.

> Secondly, I would like to claim the role of High Priest of my Doctrine,
> Scamsters Anonymous- Jellyfish Plus, the post appearing to be vacant
> (according to Gamestate).

OK.

> Then, I would like to submit the following Proposal:
> In Rule 1015 (Doctrine Actions), add a new Action to the list:
> - Seeking Vengeance: A target Doctrine must be specified for this action.
> That Doctrine must have performed within the past two Duns the action of
> Stealing from the Doctrine which initiated the action. Doc shall determine,
> with equiprobability, if the Vengeance succeeds, in which case 1/15 of the
> target Doctrine's Flock (rounded down to the nearest integer) leave the
> target Doctrine to join the Doctrine which initiated the action. If the
> Vengeance does not succeed, nothing happens.

OK. +15 Stefano, +10 Hubert, Jeff Weston, Tyrethali.

-- 
- Doc

From jjweston@kenny.sir-toby.com Tue Aug 27 09:04:37 2002
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Subject: Doctrine Action
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>
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"Scamsters Anonymous - Jellyfish Plus" is Spreading the Word.

-- 
Jeff Weston (Sir Toby)


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Date: Tue, 27 Aug 2002 17:10:15 +0100
To: docnomic@yahoogroups.com
Subject: Proposal: Excommunication
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From: Kevan Davis <yahoo@kevan.org>
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Proposal - Excommunication

Add a new Doctrine Action:-

Excommunication: 1/10 of the Doctrine's current Flock (rounding down) are 
kicked out of the Doctrine.

From stavrogin@tiscalinet.it Tue Aug 27 11:10:29 2002
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To: "DocNomic" <docnomic@yahoogroups.com>
Subject: Proposal: Assemblies...
Date: Tue, 27 Aug 2002 15:23:50 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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I would like to try this experiment of a voting procedure inside the game...
even if it isn't stated anywhere in the body of this Proposal, obviously the
rest of the Ruleset allows Doc to interfere or to veto any game action;
therefore that point is not stressed in the Proposal. It is not a way to try
to steal power from Doc; it's just an attempt to add a new mechanism to the
game. The Proposal consists of 2 new Rules and the amendment to an existing
Rule (1009, Convergent Views).

Enact a new Rule with the following text:
Ambassadors-
« Every Doctrine may have an Ambassador. The role of Ambassador is not
incompatible with Leadership or High Priesthood. Initially, the Ambassador
of a Doctrine is the Player with the least Points, with ties broken by
Juniority (as opposed to Seniority; the amount of time since a Player most
recently joined the game). The Ambassador is responsible for dealing with
other Doctrines in game actions that require the collaboration, or
interaction, of Doctrines. A Doctrine with no Ambassador cannot take place
in those game actions. Any Leader can override the Ambassador of eir
Doctrine by transferring that role upon any other Player of that Doctrine
(including emself) and invalidating any action performed by the Ambassador
within the next Dun. »


Also, enact a new Rule with the following text:
Assemblies-
« Once every 3 Duns, an Assembly of the Doctrines of all over the world can
be indicted upon request of any Ambassador of any Doctrine. All Ambassadors
automatically join the Assembly when it is indicted. The Assembly can
perform one of the game actions in the list appended to the rule per time.
The standard procedure for performing the game action is the following:
within the first Dun of Assembly, every Ambassador may propose the text of
the specified type declared in the description of the game action. Then all
Ambassadors cast their vote on the proposed text they like most, within the
next 2 Duns. The proposed text with most votes, which must be at least 2,
with ties broken by the earliest sumbission date, is the one chosen for the
purposes of the game action. If no text is chosen, then that game action is
not performed. Finally, Doc performs the necessary changes to the
Ruleset according to the description of the game action. Any procedure
described in the game action list has precedence over this procedure.
List of available game actions:

#Add a Doctrine Action: The text of a new Doctrine Action to be added to
rule 1015 is chosen by the Assembly with the standard procedure.

#Add a new game action to this list: The text of a new game action to be
added to this list is chosen by the Assembly with the standard procedure.»


Finally, amend rule 1009 rectifying the text so that the Players performing
the Merger are not the Doctrine Leaders but the Ambassadors. Then, change
the first condition for the automatic failure of the merger into

« #Both Doctrines have Leaders and Ambassadors. »

Then, add a new item to the properties list of the new Doctrine:

« #The Ambassador of the new Doctrine is the one follower of the Doctrine
with the least points of all followers of the Doctrine.If multiple followers
are tied for the least points, Doc shall randomly pick the new leader from
amognst those tied for the most points. This random selection may be done in
any fashion Doc desires. »

Then, reword the last sentence of the Rule so that it reads:
"The Ambassador and the Leader of the ex-Doctrine that received the proposal
both gain (if they're distinct Players; if not, only once) an additional 5
points."

<end of Proposal, whew!>


Stefano





From jjweston@kenny.sir-toby.com Tue Aug 27 11:28:01 2002
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Date: Tue, 27 Aug 2002 11:25:47 -0700 (PDT)
To: DocNomic <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Assemblies...
In-Reply-To: <000a01c24df4$84e5b200$e16b0a3e@stavrogin>
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On Tue, 27 Aug 2002, Stefano Artesi wrote:

> Then, add a new item to the properties list of the new Doctrine:
> 
> « #The Ambassador of the new Doctrine is the one follower of the Doctrine
> with the least points of all followers of the Doctrine.If multiple followers
> are tied for the least points, Doc shall randomly pick the new leader from
> amognst those tied for the most points. This random selection may be done in
> any fashion Doc desires. »

I think that there is a copy/paste problem here. If follower's tie for 
ambassador, you have the text describing how to pick a leader in case of a 
tie.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Tue Aug 27 11:41:17 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208270901390.7952-100000@kenny.sir-toby.com>
Date: 27 Aug 2002 14:41:11 -0400
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> "Scamsters Anonymous - Jellyfish Plus" is Spreading the Word.

OK. +126 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Aug 27 11:42:47 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Excommunication
References: <1030464615.3d6ba467a0186@www.bocks.com>
Date: 27 Aug 2002 14:42:45 -0400
In-Reply-To: Kevan Davis's message of "Tue, 27 Aug 2002 17:10:15 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Proposal - Excommunication
> 
> Add a new Doctrine Action:-
> 
> Excommunication: 1/10 of the Doctrine's current Flock (rounding down) are 
> kicked out of the Doctrine.

OK. +10 Kevan, +5 Goateus, Ian, +Zarba.

-- 
- Doc

From stavrogin@tiscalinet.it Tue Aug 27 11:51:39 2002
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Subject: R: [DocNomic] Proposal: Assemblies...
Date: Tue, 27 Aug 2002 20:47:39 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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>
> > Then, add a new item to the properties list of the new Doctrine:
> >
> > « #The Ambassador of the new Doctrine is the one follower of the
Doctrine
> > with the least points of all followers of the Doctrine.If multiple
followers
> > are tied for the least points, Doc shall randomly pick the new leader
from
> > amognst those tied for the most points. This random selection may be
done in
> > any fashion Doc desires. »
>
> I think that there is a copy/paste problem here. If follower's tie for
> ambassador, you have the text describing how to pick a leader in case of a
> tie.
>
> --
> Jeff Weston (Sir Toby)
>

Right, my brains seem to have ignored the non-uppercase word... Cough.

Stefano


From rsholmes@mailbox.syr.edu Tue Aug 27 12:17:48 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Assemblies...
References: <000a01c24df4$84e5b200$e16b0a3e@stavrogin>
Date: 27 Aug 2002 15:17:37 -0400
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

REJECTED, mainly because of a few language problems that make some of
the meaning unclear -- also one or two problems with the idea. I'd
like to see a revised version.

> Enact a new Rule with the following text:
> Ambassadors-
> « Every Doctrine may have an Ambassador. The role of Ambassador is not
> incompatible with Leadership or High Priesthood. Initially, the Ambassador
> of a Doctrine is the Player with the least Points, with ties broken by
> Juniority (as opposed to Seniority; the amount of time since a Player most
> recently joined the game). 

I think I know what you're getting at here, but there are probably
clearer ways to phrase a definition of "Juniority".

> The Ambassador is responsible for dealing with
> other Doctrines in game actions that require the collaboration, or
> interaction, of Doctrines. A Doctrine with no Ambassador cannot take place
> in those game actions. Any Leader can override the Ambassador of eir
> Doctrine by transferring that role upon any other Player of that Doctrine
> (including emself) and invalidating any action performed by the Ambassador
> within the next Dun. »

Last sentence is unclear. I don't *think* you really mean the leader
should say "I want Joe to be the Ambassador, so I hereby transfer the
Ambassador's role to Joe and I hereby invalidate anything Joe does for
the next Dun." Or maybe you do, but what effect does it have for the
Leader to say he invalidates Joe's actions? If the Leader is to have
the power to invalidate an Ambassador's actions, that should be stated
explicitly. And: *any* actions? Or just any actions that are
reserved for Ambassadors?

> Also, enact a new Rule with the following text:
> Assemblies-
> « Once every 3 Duns, an Assembly of the Doctrines of all over the world can

"of all the Doctrines of the world" would be better English.

> be indicted upon request of any Ambassador of any Doctrine. 

I don't think "indicted" is the word you want; perhaps "convened".

> All Ambassadors
> automatically join the Assembly when it is indicted. The Assembly can
> perform one of the game actions in the list appended to the rule per
> time.

I think you mean "this rule". Does "can perform one... per time" mean
a particular Assembly can perform only one Action? If so I'd knock
off the words "per time" -- the phrase is unidiomatic and unclear.
Instead, say something like "The Assembly can perform up to one of the
game actions listed below."

I also don't like the phrase "game action" since it's too general a
description of the particular actions you're talking about -- maybe
"assembly action" would be better.

> The standard procedure for performing the game action is the following:
> within the first Dun of Assembly, every Ambassador may propose the text of
> the specified type declared in the description of the game action. Then all
> Ambassadors cast their vote on the proposed text they like most, within the
> next 2 Duns. The proposed text with most votes, which must be at least 2,
> with ties broken by the earliest sumbission date, is the one chosen for the
> purposes of the game action. 

I find this a little unclear. Does each ambassador propose one action
with one text? Or is an action (somehow) decided upon and then each
ambassador proposes one text? Or does each ambassador propose one
text for each possible action? I assume the first of these is what
you meant. Clarification is needed (and if the second interpretation
is correct, a means of deciding which action to take is needed).

> If no text is chosen, then that game action is
> not performed. Finally, Doc performs the necessary changes to the
> Ruleset according to the description of the game action. Any procedure
> described in the game action list has precedence over this
> procedure.

This latter provision sounds like a recipe for chaos, for instance if
somehow or other an action like this were added:

#Add a Rule: The text of a new Rule to be added to the ruleset is
chosen by the Assembly with the following nonstandard procedure:
Same as the standard procedure, except that the proposed text with
the *fewest* votes is the one chosen for the purposes of the game
action.

Then at an assembly where one Ambassador proposes to add a doctrine
action, and another proposes to add a rule, and the vote is 3 for the
former versus 2 for the latter... what happens?

Also: This rule fails to specify what happens to an Assembly after 3
duns, or after an action is chosen.

> List of available game actions:
> 
> #Add a Doctrine Action: The text of a new Doctrine Action to be added to
> rule 1015 is chosen by the Assembly with the standard procedure.
> 
> #Add a new game action to this list: The text of a new game action to be
> added to this list is chosen by the Assembly with the standard procedure.»
> 
> 
> Finally, amend rule 1009 rectifying the text so that the Players performing
> the Merger are not the Doctrine Leaders but the Ambassadors. 

I'd like a more exact specification of how you want to amend 1009 to
accomplish this.

> Then, change
> the first condition for the automatic failure of the merger into
>
> « #Both Doctrines have Leaders and Ambassadors. »
> 
> Then, add a new item to the properties list of the new Doctrine:
> 
> « #The Ambassador of the new Doctrine is the one follower of the Doctrine
> with the least points of all followers of the Doctrine.If multiple followers
> are tied for the least points, Doc shall randomly pick the new leader from
> amognst those tied for the most points. This random selection may be done in
> any fashion Doc desires. »

As Jeff points out, you probably meant "pick the new Ambassador from
amongst those tied for the least points."

> Then, reword the last sentence of the Rule so that it reads:
> "The Ambassador and the Leader of the ex-Doctrine that received the proposal
> both gain (if they're distinct Players; if not, only once) an additional 5
> points."
> 
> <end of Proposal, whew!>

-- 
- Doc

From yahoo@kevan.org Wed Aug 28 05:44:27 2002
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From: Kevan Davis <yahoo@kevan.org>
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Fundamentalist Cthulhu Worship hereby Excommunicates 10% of its Flock.

Kevan

From jjweston@kenny.sir-toby.com Wed Aug 28 16:07:57 2002
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Date: Wed, 28 Aug 2002 16:05:21 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Trivial Proposal: Unwashed Masses Refactoring
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This is a trivial proposal.

Amend Rule 1014 (The Unwashed Masses) by replacing the text "the Doctrine
with the biggest Flock" in the last paragraph with "the Leading Doctrine".

-- 
Jeff Weston (Sir Toby)


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Date: Wed, 28 Aug 2002 17:16:19 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Proposal: Going to War
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From: "Jeffrey J. Weston" <jjweston@kenny.sir-toby.com>
X-Yahoo-Group-Post: member; u=54217374
X-Yahoo-Profile: westonje

Create a Not so Fundamental Rule with the title "Doctrine Relationships" 
and the following text:

Every Doctrine has a set of gamestate items for its relationship 
with all other Doctrines. These relationships can be set to either 
"Peace" or "War". When a Doctrine is first created, it is at Peace 
with all other Doctrines. If a Doctrine ever has an unspecified 
relationship with another Doctrine, the relationship is set to 
"Peace".

The relationship of one Doctrine to a second Doctrine and of the 
second Doctrine to the first Doctrine is known as a relationship 
pair. At all times both relationships of all relationship pairs must 
be identical. If a condition arises in which one relationship of a 
relationship pair is set to "War" and the other is set to "Peace", 
both relationships will be set to "War".


Amend the "Steal From Others" Action in Rule 1015 by inserting after the 
text:

A target Doctrine must be specified for this action.

the following text:

The Doctrine initiating this action must be at War with the target 
Doctrine.


Amend the "Seeking Vengeance" Action in Rule 1015 by inserting after the 
text:

A target Doctrine must be specified for this action.

the following text:

The Doctrine initiating this action must be at War with the target 
Doctrine.


Amend Rule 1015 by adding the following actions:

- Go to War: A target Doctrine must be specified for this action. 
The Doctrine initiating this action must be at Peace with the 
target Doctrine. The relationship of the Doctrine initiating this 
action to the target Doctrine is set to "War". The relationship of 
the target Doctrine to the Doctrine initiating this action is set 
to "War".

- Bid for Peace: A target Doctrine must be specified for this 
action. The Doctrine initiating this action must be at War with 
the target Doctrine. A Bid for Peace will remain pending for 2 
Duns after this action is taken. If the Leader of the target 
Doctrine accepts the Bid for Peace within that time, the 
relationship of the Doctrine initiating this action to the target 
Doctrine is set to "Peace", and the relationship of the target 
Doctrine to the Doctrine initiating this action is set to "Peace". 
If the Leader of the target Doctrine rejects the Bid for Peace, or 
if no response is given while the Bid for Peace is pending, 
nothing happens and the two Doctrines remain at War with each 
other.


Amend Rule 1009 by inserting after this text:

- Both Doctrines are more than three duns old.

the following:

- Both Doctrines are at Peace with each other.


Amend Rule 1009 by inserting after this text:

- The Flock value of the new Doctrine is the sum of the Flock value 
of the two merging Doctrines.

the following:

- The relationships of the new Doctrine to all existing Doctrines is
determined as follows: For all Doctrines that are at Peace with 
both of the merging Doctrines, the relationship is set to "Peace". 
For all other Doctrines, the relationship is set to "War".

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Thu Aug 29 06:23:27 2002
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To: DocNomic@yahoogroups.com
Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <1030538687.3d6cc5bfcc076@www.bocks.com>
Date: 29 Aug 2002 09:23:24 -0400
In-Reply-To: Kevan Davis's message of "Wed, 28 Aug 2002 13:44:47 +0100"
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Kevan Davis <yahoo@kevan.org> writes:

> Fundamentalist Cthulhu Worship hereby Excommunicates 10% of its Flock.

OK. -73 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Aug 29 06:24:02 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Trivial Proposal: Unwashed Masses Refactoring
References: <Pine.LNX.4.44.0208281601220.11315-100000@kenny.sir-toby.com>
Date: 29 Aug 2002 09:23:48 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Wed, 28 Aug 2002 16:05:21 -0700 (PDT)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> This is a trivial proposal.
> 
> Amend Rule 1014 (The Unwashed Masses) by replacing the text "the Doctrine
> with the biggest Flock" in the last paragraph with "the Leading Doctrine".

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Aug 29 06:26:18 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Going to War
References: <Pine.LNX.4.44.0208281558200.11315-100000@kenny.sir-toby.com>
Date: 29 Aug 2002 09:26:16 -0400
In-Reply-To: "Jeffrey J. Weston"'s message of "Wed, 28 Aug 2002 17:16:19 -0700 (PDT)"
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"Jeffrey J. Weston" <jjweston@kenny.sir-toby.com> writes:

> Create a Not so Fundamental Rule with the title "Doctrine Relationships" 
> and the following text:
> 
> Every Doctrine has a set of gamestate items for its relationship 
> with all other Doctrines. These relationships can be set to either 
> "Peace" or "War". When a Doctrine is first created, it is at Peace 
> with all other Doctrines. If a Doctrine ever has an unspecified 
> relationship with another Doctrine, the relationship is set to 
> "Peace".
> 
> The relationship of one Doctrine to a second Doctrine and of the 
> second Doctrine to the first Doctrine is known as a relationship 
> pair. At all times both relationships of all relationship pairs must 
> be identical. If a condition arises in which one relationship of a 
> relationship pair is set to "War" and the other is set to "Peace", 
> both relationships will be set to "War".
> 
> 
> Amend the "Steal From Others" Action in Rule 1015 by inserting after the 
> text:
> 
> A target Doctrine must be specified for this action.
> 
> the following text:
> 
> The Doctrine initiating this action must be at War with the target 
> Doctrine.
> 
> 
> Amend the "Seeking Vengeance" Action in Rule 1015 by inserting after the 
> text:
> 
> A target Doctrine must be specified for this action.
> 
> the following text:
> 
> The Doctrine initiating this action must be at War with the target 
> Doctrine.
> 
> 
> Amend Rule 1015 by adding the following actions:
> 
> - Go to War: A target Doctrine must be specified for this action. 
> The Doctrine initiating this action must be at Peace with the 
> target Doctrine. The relationship of the Doctrine initiating this 
> action to the target Doctrine is set to "War". The relationship of 
> the target Doctrine to the Doctrine initiating this action is set 
> to "War".
> 
> - Bid for Peace: A target Doctrine must be specified for this 
> action. The Doctrine initiating this action must be at War with 
> the target Doctrine. A Bid for Peace will remain pending for 2 
> Duns after this action is taken. If the Leader of the target 
> Doctrine accepts the Bid for Peace within that time, the 
> relationship of the Doctrine initiating this action to the target 
> Doctrine is set to "Peace", and the relationship of the target 
> Doctrine to the Doctrine initiating this action is set to "Peace". 
> If the Leader of the target Doctrine rejects the Bid for Peace, or 
> if no response is given while the Bid for Peace is pending, 
> nothing happens and the two Doctrines remain at War with each 
> other.
> 
> 
> Amend Rule 1009 by inserting after this text:
> 
> - Both Doctrines are more than three duns old.
> 
> the following:
> 
> - Both Doctrines are at Peace with each other.
> 
> 
> Amend Rule 1009 by inserting after this text:
> 
> - The Flock value of the new Doctrine is the sum of the Flock value 
> of the two merging Doctrines.
> 
> the following:
> 
> - The relationships of the new Doctrine to all existing Doctrines is
> determined as follows: For all Doctrines that are at Peace with 
> both of the merging Doctrines, the relationship is set to "Peace". 
> For all other Doctrines, the relationship is set to "War".

OK. +15 Jeff, +10 Hubert, Stefano, Tyrethali.

-- 
- Doc

From stavrogin@tiscalinet.it Thu Aug 29 13:56:46 2002
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Message-ID: <000b01c24f9d$cf228140$a66b0a3e@stavrogin>
To: "DocNomic" <docnomic@yahoogroups.com>
Subject: Proposal: Assemblies... take 2
Date: Thu, 29 Aug 2002 22:50:00 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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Ok, here's my revised version of my last proposal. I tried to fix all the
problems pointed out by Doc and others. I have to admit my initial intention
was that an Assembly first decided what action to take and then call for
submissions from Ambassadors; but I think it would complicate unnecessarily
the thing. So I put it so that every Ambassador proposes both which action
to take, and how to take it. Here we go:

Enact a new Rule with the following text:
Ambassadors-
« Every Doctrine may have an Ambassador. The role of Ambassador is not
incompatible with Leadership or High Priesthood. Initially, the Ambassador
of a Doctrine is the Player with the least Points, with ties broken by
Juniority (the amount of time since a Player most recently joined the game,
the later the better). The Ambassador is responsible for dealing with
other Doctrines in game actions that require the collaboration, or
interaction, of Doctrines. A Doctrine with no Ambassador cannot take place
in those game actions. The Leader has the power of invalidating any
Ambassador action performed by eir Doctrine's Ambassador in the last Dun
(where an Ambassador action is one of the actions reserved to Ambassadors).
If e chooses to do so, e then may transfer the role of Ambassador upon
any other Player of that Doctrine (including emself). »


Also, enact a new Rule with the following text:
Assemblies-
« Once every 3 Duns, an Assembly of all the Doctrines of the world can
be convened upon request of any Ambassador of any Doctrine. All Ambassadors
automatically join the Assembly when it is convened. An Assembly can perform
up to one of the Assembly actions listed below. The procedure for performing
an Assembly action is the following: within the first Dun of Assembly, every
Ambassador can propose which Assembly action he desires to take and any text
is required by that Assembly action in order to be performed.
Then all Ambassadors cast their votes, specifying their preference among the
proposed assembly actions, within the next 2 Duns. The proposed Assembly
action which receives more votes and at least 2, with ties broken by the
earliest sumbission date, is the one to be performed. Then, Doc performs the
necessary changes to the Ruleset according to the description of the
assembly action.
At the end of the third Dun, the Assembly ends and a new one can be
convened.
List of available assembly actions:

#Add a Doctrine Action: The text of a new Doctrine Action to be added to
rule 1015 is chosen by the Assembly with the standard procedure.

#Add a new assembly action to this list: The text of a new assembly action
to be added to this list is chosen by the Assembly with the standard
procedure.»


Finally, amend rule 1009: change the word "Leader" into "Ambassador"
in the first sentence of the first paragraph, and in the first sentence
of the paragraph after the first list of conditions.

Then, change the first condition for the automatic failure of the
merger into:

« #Both Doctrines have Leaders and Ambassadors. »

Then, add a new item to the properties list of the new Doctrine:

« #The Ambassador of the new Doctrine is the one follower of the Doctrine
with the least points of all followers of the Doctrine.If multiple followers
are tied for the least points, Doc shall randomly pick the new Ambassador
from amongst those tied for the most points. This random selection may be
done in any fashion Doc desires. »

Then, reword the last sentence of the Rule so that it reads:
« The Ambassador and the Leader of the ex-Doctrine that received the
proposal both gain (if they're distinct Players; if not, only once) an
additional 5 points. »



Stefano




From jjweston@kenny.sir-toby.com Thu Aug 29 16:21:06 2002
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Date: Thu, 29 Aug 2002 16:18:15 -0700 (PDT)
To: DocNomic <DocNomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Assemblies... take 2
In-Reply-To: <000b01c24f9d$cf228140$a66b0a3e@stavrogin>
Message-ID: <Pine.LNX.4.44.0208291615540.13764-100000@kenny.sir-toby.com>
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From: "Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com>
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On Thu, 29 Aug 2002, Stefano Artesi wrote:

> « #The Ambassador of the new Doctrine is the one follower of the Doctrine
> with the least points of all followers of the Doctrine.If multiple followers
> are tied for the least points, Doc shall randomly pick the new Ambassador
> from amongst those tied for the most points. This random selection may be
^^^^
> done in any fashion Doc desires. »

I think there still may be a typo here. Shouldn't the highlighted "most" 
be "least"?

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Thu Aug 29 16:31:37 2002
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Date: Thu, 29 Aug 2002 16:28:43 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Merger Proposal
In-Reply-To: <xzcbs8eh4ue.fsf@rodan.syr.edu>
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From: "Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com>
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On 7 Aug 2002 rsholmes@mailbox.syr.edu wrote:

> "Tyrethali Ansrath" <tyreth@hotmail.com> writes:
> 
> > Jellyfish Plus Influences the World (And please note that, as leader, my 
> > score is 125, so that should be the doctrine's influence. I only got 110 
> > points last time I did this, and I'm pretty sure I should have gotten the 
> > 125. But whatever.)
> 
> OK, corrected, and then +125 Flock.
> 
> > I then accept this merger.
> 
> Merger succeeds. The new doctrine is "Scamsters Anonymous - Jellyfish
> Plus". Members are Hubert, Jeff Weston, Stefano, Tyrethali. Precepts
> are Open, Extremist, Strong-Minded. Leader is Jeff Weston. Flock is
> 925.
> 
> +25 to Tyrethali, +20 to Hubert, Jeff Weston, Stefano.

The gamestate page seems incorrect as it does not list "Scamsters 
Anonymous - Jellyfish Plus" as having the Strong-Minded Precept.

-- 
Jeff Weston (Sir Toby)


From jjweston@kenny.sir-toby.com Thu Aug 29 16:31:41 2002
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Date: Thu, 29 Aug 2002 16:28:51 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Doctrine Action
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From: "Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com>
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"Scamsters Anonymous - Jellyfish Plus" Influences the World.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Fri Aug 30 06:49:13 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Merger Proposal
References: <Pine.LNX.4.44.0208291627500.13764-100000@kenny.sir-toby.com>
Date: 30 Aug 2002 09:49:10 -0400
In-Reply-To: "Jeff Weston's message of "Thu, 29 Aug 2002 16:28:43 -0700 (PDT)"
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"Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com> writes:

> The gamestate page seems incorrect as it does not list "Scamsters 
> Anonymous - Jellyfish Plus" as having the Strong-Minded Precept.

OK, thanks.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Aug 30 07:02:24 2002
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Cc: "DocNomic" <docnomic@yahoogroups.com>
Subject: Re: [DocNomic] Proposal: Assemblies... take 2
References: <000b01c24f9d$cf228140$a66b0a3e@stavrogin>
Date: 30 Aug 2002 10:02:05 -0400
In-Reply-To: "Stefano Artesi"'s message of "Thu, 29 Aug 2002 22:50:00 +0200"
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> Ok, here's my revised version of my last proposal. I tried to fix all the
> problems pointed out by Doc and others. I have to admit my initial intention
> was that an Assembly first decided what action to take and then call for
> submissions from Ambassadors; but I think it would complicate unnecessarily
> the thing. So I put it so that every Ambassador proposes both which action
> to take, and how to take it. Here we go:
> 
> Enact a new Rule with the following text:
> Ambassadors-
> « Every Doctrine may have an Ambassador. The role of Ambassador is not
> incompatible with Leadership or High Priesthood. Initially, the Ambassador
> of a Doctrine is the Player with the least Points, with ties broken by
> Juniority (the amount of time since a Player most recently joined the game,
> the later the better). The Ambassador is responsible for dealing with
> other Doctrines in game actions that require the collaboration, or
> interaction, of Doctrines. A Doctrine with no Ambassador cannot take place
> in those game actions. The Leader has the power of invalidating any
> Ambassador action performed by eir Doctrine's Ambassador in the last Dun
> (where an Ambassador action is one of the actions reserved to Ambassadors).
> If e chooses to do so, e then may transfer the role of Ambassador upon
> any other Player of that Doctrine (including emself). »
> 
> 
> Also, enact a new Rule with the following text:
> Assemblies-
> « Once every 3 Duns, an Assembly of all the Doctrines of the world can
> be convened upon request of any Ambassador of any Doctrine. All Ambassadors
> automatically join the Assembly when it is convened. An Assembly can perform
> up to one of the Assembly actions listed below. The procedure for performing
> an Assembly action is the following: within the first Dun of Assembly, every
> Ambassador can propose which Assembly action he desires to take and any text
> is required by that Assembly action in order to be performed.
> Then all Ambassadors cast their votes, specifying their preference among the
> proposed assembly actions, within the next 2 Duns. The proposed Assembly
> action which receives more votes and at least 2, with ties broken by the
> earliest sumbission date, is the one to be performed. Then, Doc performs the
> necessary changes to the Ruleset according to the description of the
> assembly action.
> At the end of the third Dun, the Assembly ends and a new one can be
> convened.
> List of available assembly actions:
> 
> #Add a Doctrine Action: The text of a new Doctrine Action to be added to
> rule 1015 is chosen by the Assembly with the standard procedure.
> 
> #Add a new assembly action to this list: The text of a new assembly action
> to be added to this list is chosen by the Assembly with the standard
> procedure.»
> 
> 
> Finally, amend rule 1009: change the word "Leader" into "Ambassador"
> in the first sentence of the first paragraph, and in the first sentence
> of the paragraph after the first list of conditions.
> 
> Then, change the first condition for the automatic failure of the
> merger into:
> 
> « #Both Doctrines have Leaders and Ambassadors. »
> 
> Then, add a new item to the properties list of the new Doctrine:
> 
> « #The Ambassador of the new Doctrine is the one follower of the Doctrine
> with the least points of all followers of the Doctrine.If multiple followers
> are tied for the least points, Doc shall randomly pick the new Ambassador
> from amongst those tied for the most points. This random selection may be
> done in any fashion Doc desires. »
> 
> Then, reword the last sentence of the Rule so that it reads:
> « The Ambassador and the Leader of the ex-Doctrine that received the
> proposal both gain (if they're distinct Players; if not, only once) an
> additional 5 points. »

OK. +15 Stefano, +10 Hubert, Jeff Weston, Tyrethali.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Aug 30 07:03:38 2002
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To: DocNomic@yahoogroups.com
Subject: Proclamation (was Re: [DocNomic] Proposal: Assemblies... take 2)
References: <Pine.LNX.4.44.0208291615540.13764-100000@kenny.sir-toby.com>
Date: 30 Aug 2002 10:03:35 -0400
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"Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com> writes:

> I think there still may be a typo here. Shouldn't the highlighted "most" 
> be "least"?

Proclamation: amendment made.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Aug 30 07:05:54 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0208291624330.13764-100000@kenny.sir-toby.com>
Date: 30 Aug 2002 10:05:32 -0400
In-Reply-To: "Jeff Weston's message of "Thu, 29 Aug 2002 16:28:51 -0700 (PDT)"
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"Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com> writes:

> "Scamsters Anonymous - Jellyfish Plus" Influences the World.

OK. +215 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Aug 30 07:19:26 2002
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To: DocNomic@yahoogroups.com
Subject: Ambassadors
Date: 30 Aug 2002 10:18:59 -0400
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Ambassadors are initially:

Doctrine of the Embodied Spirit - The Doctrine of the Knights Who Say 'Ni!':
Abaris

Fundamentalist Cthulhu Worship:
Ian

Scamsters Anonymous - Jellyfish Plus:
Hubert

The doctrine of the easily influenced:
Michael

Thereby exposing an in-retrospect-obvious flaw in the Ambassadors
rule...

-- 
- Doc

From jjweston@kenny.sir-toby.com Fri Aug 30 09:15:50 2002
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Date: Fri, 30 Aug 2002 09:12:46 -0700 (PDT)
To: DocNomic@yahoogroups.com
Subject: Proposal: Ambassadors - Trivial Fix
In-Reply-To: <xzc65xszay4.fsf@rodan.syr.edu>
Message-ID: <Pine.LNX.4.44.0208300847120.15631-100000@kenny.sir-toby.com>
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From: "Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com>
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On 30 Aug 2002 rsholmes@mailbox.syr.edu wrote:

> Ambassadors are initially:
> 
> Doctrine of the Embodied Spirit - The Doctrine of the Knights Who Say 'Ni!':
> Abaris
> 
> Fundamentalist Cthulhu Worship:
> Ian
> 
> Scamsters Anonymous - Jellyfish Plus:
> Hubert
> 
> The doctrine of the easily influenced:
> Michael
> 
> Thereby exposing an in-retrospect-obvious flaw in the Ambassadors
> rule...

The following is a trivial proposal.

###
Amend Rule 1018 by replacing this text:

Initially, the Ambassador of a Doctrine is the Player with the least
Points, with ties broken by Juniority (the amount of time since a 
Player most recently joined the game, the later the better).

with the following:

The Ambassador of a Doctrine must be an active Player following the
Doctrine. If the Ambassador of a Doctrine is inactive, they are 
removed from that role. If a Doctrine has no Ambassador, the 
Ambassador of that Doctrine is selected to be the one active Player 
following that Doctrine with the least Points, with ties broken by 
Juniority (the amount of time since a Player most recently joined 
the game, the later the better). If there are no active Players 
following a Doctrine, that Doctrine remains without an Ambassador 
until the Doctrine has an active Player following it.


Amend Rule 1009 by replacing this text:

- The Ambassador of the new Doctrine is the one follower of the 
Doctrine with the least points of all followers of the Doctrine. 
If multiple followers are tied for the least points, Doc shall 
randomly pick the new Ambassador from amongst those tied for the 
least points. This random selection may be done in any fashion Doc 
desires.

with the following:

- The Ambassador of the new Doctrine is the one active Player 
following the Doctrine with the least points. If more than one 
active Player following the Doctrine ties for least points, Doc 
shall randomly pick the new Ambassador from amongst those active 
Players following the Doctrine that are tied for the least points. 
This random selection may be done in any fashion Doc desires.
###

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Fri Aug 30 10:10:45 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Ambassadors - Trivial Fix
References: <Pine.LNX.4.44.0208300847120.15631-100000@kenny.sir-toby.com>
Date: 30 Aug 2002 13:10:21 -0400
In-Reply-To: "Jeff Weston's message of "Fri, 30 Aug 2002 09:12:46 -0700 (PDT)"
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"Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com> writes:

> On 30 Aug 2002 rsholmes@mailbox.syr.edu wrote:
> 
> > Ambassadors are initially:
> > 
> > Doctrine of the Embodied Spirit - The Doctrine of the Knights Who Say 'Ni!':
> > Abaris
> > 
> > Fundamentalist Cthulhu Worship:
> > Ian
> > 
> > Scamsters Anonymous - Jellyfish Plus:
> > Hubert
> > 
> > The doctrine of the easily influenced:
> > Michael
> > 
> > Thereby exposing an in-retrospect-obvious flaw in the Ambassadors
> > rule...
> 
> The following is a trivial proposal.
> 
> ###
> Amend Rule 1018 by replacing this text:
> 
> Initially, the Ambassador of a Doctrine is the Player with the least
> Points, with ties broken by Juniority (the amount of time since a 
> Player most recently joined the game, the later the better).
> 
> with the following:
> 
> The Ambassador of a Doctrine must be an active Player following the
> Doctrine. If the Ambassador of a Doctrine is inactive, they are 
> removed from that role. If a Doctrine has no Ambassador, the 
> Ambassador of that Doctrine is selected to be the one active Player 
> following that Doctrine with the least Points, with ties broken by 
> Juniority (the amount of time since a Player most recently joined 
> the game, the later the better). If there are no active Players 
> following a Doctrine, that Doctrine remains without an Ambassador 
> until the Doctrine has an active Player following it.
> 
> 
> Amend Rule 1009 by replacing this text:
> 
> - The Ambassador of the new Doctrine is the one follower of the 
> Doctrine with the least points of all followers of the Doctrine. 
> If multiple followers are tied for the least points, Doc shall 
> randomly pick the new Ambassador from amongst those tied for the 
> least points. This random selection may be done in any fashion Doc 
> desires.
> 
> with the following:
> 
> - The Ambassador of the new Doctrine is the one active Player 
> following the Doctrine with the least points. If more than one 
> active Player following the Doctrine ties for least points, Doc 
> shall randomly pick the new Ambassador from amongst those active 
> Players following the Doctrine that are tied for the least points. 
> This random selection may be done in any fashion Doc desires.
> ###

I don't know how trivial this is, but I'm in no mood to argue. OK.
And I'm off for the weekend...

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Aug 30 10:22:22 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Proposal: Ambassadors - Trivial Fix
References: <Pine.LNX.4.44.0208300847120.15631-100000@kenny.sir-toby.com>
Date: 30 Aug 2002 13:21:58 -0400
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I believe the ambassadors now are:

The doctrine of the easily influenced: none
Doctrine of the Embodied Spirit - The Doctrine of the Knights Who Say
'Ni!': none 
Fundamentalist Cthulhu Worship: Zarba
Laziness Unto Excess: none
Scamsters Anonymous - Jellyfish Plus: Stefano

This assumes Michael, Abaris, Ian, Goateus, and Hubert are inactive
(and Tyrethali, but that's not significant)... anyone dispute that?

-- 
- Doc

From stavrogin@tiscalinet.it Sat Aug 31 05:13:08 2002
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To: "DocNomic" <docnomic@yahoogroups.com>
Subject: trivial proposal
Date: Sat, 31 Aug 2002 11:03:55 +0200
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From: "Stefano Artesi" <stavrogin@tiscalinet.it>
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I'd like to resubmit trivially Kevan's proposal "Action Stations", since
he's too busy to do so himself.

Stefano

> Proposal - Action Stations
>
> Reword the Adding- and Removing-Precept Actions to:-
>
> Add a Precept: A target Precept must be specified for this action.
> If no conditions exist that would prevent it from occurring,
> that Precept is added to the Actioning Player's Doctrine.
>
> Remove a Precept: A target Precept must be specified for this action.
> That Precept is removed from the Actioning Player's Doctrine, if
> it is there.


From rsholmes@mailbox.syr.edu Tue Sep 03 11:46:05 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] trivial proposal
References: <000801c250e6$f9d0b520$9e6d0a3e@stavrogin>
Date: 03 Sep 2002 14:45:50 -0400
In-Reply-To: "Stefano Artesi"'s message of "Sat, 31 Aug 2002 11:03:55 +0200"
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"Stefano Artesi" <stavrogin@tiscalinet.it> writes:

> I'd like to resubmit trivially Kevan's proposal "Action Stations", since
> he's too busy to do so himself.
> 
> Stefano
> 
> > Proposal - Action Stations
> >
> > Reword the Adding- and Removing-Precept Actions to:-
> >
> > Add a Precept: A target Precept must be specified for this action.
> > If no conditions exist that would prevent it from occurring,
> > that Precept is added to the Actioning Player's Doctrine.
> >
> > Remove a Precept: A target Precept must be specified for this action.
> > That Precept is removed from the Actioning Player's Doctrine, if
> > it is there.

OK.

-- 
- Doc

From rsholmes@mailbox.syr.edu Wed Sep 11 06:28:07 2002
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To: DocNomic@yahoogroups.com
Subject: Proclamation
Date: 11 Sep 2002 09:28:04 -0400
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Proclamation:

Amend Rule 1001 by adding after the phrase "If at any time all players
follow the same Doctrine," the text "or if at any time after
00:00:01 GMT 18 Sep 2002 all active players follow the same Doctrine,
and that Doctrine has a Leader,"

Amend Rule 1005 as follows:

After the phrase "If the Leader of a Doctrine stops following that
Doctrine" add ", or if at any time after 00:00:01 GMT 18 Sep 2002 the
Leader is inactive,".

In the third paragraph, add the word "active" before the first
occurrence of "follower".

Add to the third paragraph, "If at any time after 00:00:01 GMT
18 Sep 2002 a Doctrine has no Leader, Doc shall randomly pick a new
leader from amongst the active members of that Doctrine who are tied
for the most points. This random selection may be done in any fashion
Doc desires. If the Doctrine has no active members, no new Leader is
chosen."

In the fourth paragraph, add the word "active" before the first
occurrence of "Player".

-- 
- Doc

From jjweston@kenny.sir-toby.com Wed Sep 11 08:42:56 2002
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Date: Wed, 11 Sep 2002 08:36:30 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Doctrine Action
Message-ID: <Pine.LNX.4.44.0209110836100.3857-100000@kenny.sir-toby.com>
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From: "Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com>
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"Scamsters Anonymous - Jellyfish Plus" Spreads the Word.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Fri Sep 13 06:16:36 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0209110836100.3857-100000@kenny.sir-toby.com>
Date: 13 Sep 2002 09:16:33 -0400
In-Reply-To: "Jeff Weston's message of "Wed, 11 Sep 2002 08:36:30 -0700 (PDT)"
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"Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com> writes:

> "Scamsters Anonymous - Jellyfish Plus" Spreads the Word.

OK. +215 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Sep 13 06:19:28 2002
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To: DocNomic@yahoogroups.com
Subject: Actives
Date: 13 Sep 2002 09:19:19 -0400
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The following players are currently Active:

Jeff Weston
Stefano

All others are Inactive.

-- 
- Doc

From yahoo@kevan.org Tue Sep 17 02:37:38 2002
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Date: Tue, 17 Sep 2002 10:37:36 +0100
To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Actives
References: <xzcznumc9ig.fsf@rodan.syr.edu>
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From: Kevan Davis <yahoo@kevan.org>
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> The following players are currently Active:
> 
> Jeff Weston
> Stefano
> 
> All others are Inactive.

Hmm, I declare my Activity, which I think makes me Ambassador of Fundamentalist 
Cthulhu Worship. Having woken up, I shall begin to plot silently and alone in 
the shadows of our temple.

Kevan

From jjweston@kenny.sir-toby.com Tue Sep 17 21:16:54 2002
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To: docnomic@yahoogroups.com
Subject: Doctrine Action
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From: "Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com>
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"Scamsters Anonymous - Jellyfish Plus" Influences the World.

-- 
Jeff Weston (Sir Toby)


From rsholmes@mailbox.syr.edu Thu Sep 19 08:10:42 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0209110836100.3857-100000@kenny.sir-toby.com> <xzc7khqdo7i.fsf@rodan.syr.edu>
Date: 19 Sep 2002 11:10:23 -0400
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rsholmes@mailbox.syr.edu writes:

> "Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com> writes:
> 
> > "Scamsters Anonymous - Jellyfish Plus" Spreads the Word.
> 
> OK. +215 Flock.

This was incorrect; I processed this as an "Influences the World". It
should have been +161 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Sep 19 08:10:43 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0209172108210.18114-100000@kenny.sir-toby.com>
Date: 19 Sep 2002 11:10:40 -0400
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"Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com> writes:

> "Scamsters Anonymous - Jellyfish Plus" Influences the World.

OK. +215 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Thu Sep 19 08:11:31 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Actives
References: <xzcznumc9ig.fsf@rodan.syr.edu>
Date: 19 Sep 2002 11:11:29 -0400
In-Reply-To: rsholmes@mailbox.syr.edu's message of "13 Sep 2002 09:19:19 -0400"
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The following players are currently Active:

Jeff Weston
Kevan

All others are Inactive.

-- 
- Doc

From jjweston@kenny.sir-toby.com Thu Sep 26 10:31:08 2002
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Date: Thu, 26 Sep 2002 10:22:37 -0700 (PDT)
To: docnomic@yahoogroups.com
Subject: Doctrine Action
Message-ID: <Pine.LNX.4.44.0209261021160.25453-100000@kenny.sir-toby.com>
MIME-Version: 1.0
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From: "Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com>
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"Scamsters Anonymous - Jellyfish Plus" Spreads the Word.

Sorry for the lack of inspired gameplay. Just trying to keep my activity 
level up while waiting for more people to hop in.

-- 
Jeff Weston (Sir Toby)


From tyreth@hotmail.com Fri Sep 27 08:15:09 2002
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Bcc: 
Subject: Waking up and proposal
Date: Fri, 27 Sep 2002 11:15:06 -0400
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Proposal:

Amend "If at any time all players follow the same Doctrine, or if at any 
time after 00:00:01 GMT 18 Sep 2002 all active players follow the same 
Doctrine, and that Doctrine has a Leader, the Leader of that Doctrine wins 
the round." in rule 1001 to:

"If at any time one doctrine has twice as many active players as all other 
doctrines combined, the players of that Doctrine win."

(Comments: More easily accomplished group wins will hopefully inspire people 
who aren't leaders to action. Or, if nobody goes active in response to the 
proposal, just let us win, and end the game to start a new round. Either 
works.)

_________________________________________________________________
Send and receive Hotmail on your mobile device: http://mobile.msn.com


From rsholmes@mailbox.syr.edu Fri Sep 27 10:31:34 2002
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Cc: docnomic@yahoogroups.com
Subject: Re: [DocNomic] Doctrine Action
References: <Pine.LNX.4.44.0209261021160.25453-100000@kenny.sir-toby.com>
Date: 27 Sep 2002 13:31:28 -0400
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"Jeff Weston (Sir Toby)" <jjweston@kenny.sir-toby.com> writes:

> "Scamsters Anonymous - Jellyfish Plus" Spreads the Word.
> 
> Sorry for the lack of inspired gameplay. Just trying to keep my activity 
> level up while waiting for more people to hop in.

OK. +198 Flock.

-- 
- Doc

From rsholmes@mailbox.syr.edu Fri Sep 27 10:35:37 2002
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To: DocNomic@yahoogroups.com
Subject: Re: [DocNomic] Waking up and proposal
References: <F50n7kQOgZSEosSlSFI00002fe2@hotmail.com>
Date: 27 Sep 2002 13:35:18 -0400
In-Reply-To: "Tyrethali Ansrath"'s message of "Fri, 27 Sep 2002 11:15:06 -0400"
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"Tyrethali Ansrath" <tyreth@hotmail.com> writes:

> Proposal:
> 
> Amend "If at any time all players follow the same Doctrine, or if at any 
> time after 00:00:01 GMT 18 Sep 2002 all active players follow the same 
> Doctrine, and that Doctrine has a Leader, the Leader of that Doctrine wins 
> the round." in rule 1001 to:
> 
> "If at any time one doctrine has twice as many active players as all other 
> doctrines combined, the players of that Doctrine win."
> 
> (Comments: More easily accomplished group wins will hopefully inspire people 
> who aren't leaders to action. Or, if nobody goes active in response to the 
> proposal, just let us win, and end the game to start a new round. Either 
> works.)

REJECTED. Look again in Rule 7:

When one (and only one) Player achieves the title of The Winner of
Round n, where n is the Round Number, the Round ends.

-- 
- Doc

From rsholmes@mailbox.syr.edu Tue Oct 01 07:04:41 2002
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To: DocNomic@yahoogroups.com
Subject: End of Round 4
Date: 01 Oct 2002 10:03:42 -0400
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On Tue, 1 Oct 2002 at 10:37:36 +0100, Kevan became Inactive.

At that point the Active players were Jeff Weston and Tyrethali, both
members of Scamsters Anonymous - Jellyfish Plus, with Jeff the Leader
of that Doctrine. By Rule 1001, Jeff is the Winner of Round 4.

In accordance with Rule 7, all Not So Fundamental Rules are repealed.
All Gamestate items mandated by the NSF Rules are deleted. The Round
Number advances to 5.

In accordance with Rule 2, all players but Jeff and Tyrethali are
removed from the list of players.

By Proclamation, the DocNomic State is hereby changed to Inactive. I
haven't decided yet under what circumstances I'll change it back to
Active, but I'll let you know.

-- 
- Doc

