Revised version based on Maud's comments. Moves some of the rule defaults into the new rule that defines what a rule is.
{{{ Amend rule 1688 to read: The power of an entity is a non-negative rational number. An instrument is an entity with positive power. The power of an entity cannot be set or modified except as stipulated by the rules. All entities have power zero except where specifically allowed by the rules. [The former restriction of power to natural numbers is ineffective, and we have often found some use for non-integer powers.] Enact a rule with title "Power Controls Mutability", Power=3, and text: No entity with power below the power of this rule can (a) cause an entity to have power greater than its own. (b) adjust the power of an instrument with power greater than its own. (c) modify any other substantive aspect of an instrument with power greater than its own. A "substantive" aspect of an instrument is any aspect that affects the instrument's operation. [This is the full generalisation of the power restrictions on rule changes. Expressing it all in fully general form avoids prior scams concerned with instruments other than rules and proposals. The exception for entities with power greater than or equal to this rule is simply admitting what is effectively the case anyway.] Enact a rule with title "Role and Attributes of Rules", Power=3, and text: A rule is a type of instrument with the capacity to govern the game generally. A rule's content takes the form of a text, and is unlimited in scope. In particular, a rule may define in-game entities and regulate their behaviour, make instantaneous changes to the state of in-game entities, prescribe or proscribe certain player behaviour, modify the rules or the application thereof, or do any of these things in a conditional manner. Every rule has power between one and four inclusive. It is not possible for a rule to have a power outside this range. Every rule shall have a number for identification. If a rule ever does not have an identifying number, the Rulekeepor shall assign a number to it as soon as possible, and shall announce that assignment as soon as possible. The number assigned must be a natural number greater than any number previously assigned to a rule. Once properly assigned, a rule's number cannot be changed. Every rule shall have a title to aid in identification. If a rule ever does not have a title, the Rulekeepor shall assign a title to it as soon as possible, and shall announce that assignment as soon as possible. For the purposes of rules governing modification of instruments, the text, power, number, and title of a rule are all substantive aspects of the rule. [Defines the role of rules in the game. Incorporates the restriction on the power of rules. Assignment of numbers and default titles fits nicely here, not dependent on the particular mechanism for enactment. Also makes assignment of titles mandatory, and requires the Rulekeepor to announce assignments.] Amend the rule titled "Rule Changes" to read: Where permitted by other rules, an instrument generally can, as part of its effect, (a) enact a rule. The new rule has power equal to the minimum of the power specified by the enacting instrument, defaulting to one if the enacting instrument does not specify, and the maximum power permitted by other rules. The enacting instrument may specify a title for the new rule, which if present shall prevail. The number of the new rule cannot be specified by the enacting instrument; any attempt to so specify is null and void. (b) repeal a rule. When a rule is repealed, it ceases to be a rule, and the Rulekeepor need no longer maintain a record of it. (c) amend the text of a rule. (d) retitle a rule. (e) change the power of a rule. A rule change is any effect that falls into the above classes. Rule changes always occur sequentially, never simultaneously. Any ambiguity in the specification of a rule change causes that change to be void and without effect. A variation in whitespace or capitalization in the quotation of an existing rule does not constitute ambiguity for the purposes of this rule, but any other variation does. This rule provides the only mechanism by which rules can be created, modified, or destroyed, or by which an entity can become a rule or cease to be a rule. [All generalised. Any instrument can effect a rule change, and the ambiguity clause applies to all forms of rule change rather than just amendments. Power-based restrictions are no longer in this rule; they are handled by the rule created above. Now makes explicit the prior interpretation and game custom that rule changes happen one at a time.] }}} -zefram