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(TFT) Law



Immutable Rules
Royal Laws

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

All persons residing in the environs of exampletown shall abide by all laws, both Royal and the laws of exampletown.

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

Royal law shall take precedent over any law enacted by exampletown and no law enacted by exampletown may amended or repeal Royal law.

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

Any law may be amended or repealed at the pleasure of the King.

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

All petitions properly submitted by the council of Exampletown shall be duly considered by the King and his council.

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

Exampletown shall send one representative to the Kings yearly council as well as any special councils that may be called.

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

Any newly enacted, amended, or repealed Royal law shall be delivered in writing and sealed with the Kings signet to the council of Exampletown.

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

Any newly enacted, amended, or repealed Royal law shall be announced publicly by town crier.

108. Each proposed rule-change shall be given a number for reference. The numbers shall begin with 301, and each rule-change proposed in the proper way shall receive the next successive integer, whether or not the proposal is adopted. If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.

All Royal laws shall be recorded in the Kings Book of Law.

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

(This is likely an amendment that would be pursued by Exampletown as they grow and become more powerful)

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

Royal law shall take precedent over any law enacted by exampletown and no law enacted by exampletown may amended or repeal Royal law.

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

(Another likely future amendment)

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

Only the King may enact, amend, or repeal a Royal law.

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

The King shall appoint an agent in Exampletown to oversee the Kings interests and laws.

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

The King shall protect and defend Exampletown and provide justice through his agent.

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

(Amendment type likely to arise with lawyer listed on the Jobs Table)

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

Whatever is not prohibited or regulated by a Royal law is permitted and unregulated excepting by law of Exampletown.

Mutable Rules
Exampletown Laws

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

Make up of town counsel.

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

Statement of parliamentary procedure. (Roberts Rules of Order, etc.)

203. A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority.

Voting procedure.

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

Counsel member pay and privileges.

205. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.

Implementation of Exampletown law.

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

Reasons and procedures for dismissal of Counsel members.

207. Each player always has exactly one vote.

Counsel member powers by possistion.

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

Fees and taxes.

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

Limits of counsel power.

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

Collusion, cronyism, etc.

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

Procedure for recording Exampletown law.

212. If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment. When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players. The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn or during the turn of a team-mate. Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge. New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.

Establishment of legal system.

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

Rights of citizens.

As I want to keep this general enough for inclusion in any campaign I had to get even more general for Exampletown owing to the many different types of power structures possible.
Here are some examples of different charters.

http://www.fordham.edu/halsall/source/1127stomer.html
http://www.town.winthrop.ma.us/Pages/WinthropMA_Bylaws/towncharter
http://www.fordham.edu/halsall/source/magnacarta.html
http://www.ncl.org/npp/charter/index.html

Two more important points about charters.

All Units operate under a charter; Formal Units with explicit charters and Informal Units with implicit charters that describe the Units functions and duties.

A Units charter also describes the power, resistance, income, abilities (if any), alignments, and control slots for inclusion in power structures.

If Exampletowns town counsel is modeled after Winthrop, MA (6 precinct representatives, two at large members and a president) then Id say they have no direct power (too small a group), a resistance determined largely by the size of its population, and an income based off its tax obligations via its charter and would be a card in the power structure of whoever controls the town in the above I assume a King.
I currently use 10 as an average rating for power, resistance, and income.

Politicians and lawyer Figures ought to have a little bit to do using this method. Also, theres always local ordinances that could assign very large taxes and such on things like found treasure
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