Here is version 0.2 of the proto-contract for Agora: The Role-Playing
Game. I've incorporated all of the corrections that I mentioned
yesterday. I've added provisions to allow for a separate mailing list
for activity related to the contest. The major change from version 0.1
is that I've added provisions for encounters when exploring the dungeon.
I have not come up with provisions for combat yet.


Proto-Contract: Agora: The Role-Playing Game
Version 0.2

 1. The name of this public contract is "Agora: The Role-Playing
    Game."

 2. If this contract is a contest, the Game Master is its
    contestmaster; otherwise, the Game Master is Sir Toby. The Game
    Master SHALL issue a weekly report detailing all information that
    the Game Master tracks, and the text of this contract.

 3. All parties to this contract are known as Characters. Any player
    CAN become party to this contract by announcement. Any Character
    CAN cease being a party to this contract by announcement. All
    Characters that are first-class players are known as Player
    Characters. All Characters that are not first-class players are
    known as non-Player Characters.

 4. Any player CAN amend this contract without 3 objections.

 5. The Game Master MUST make a mailing list available for use by
    Characters. This mailing list will be referred to as the RPG
    mailing list in this contract. The RPG mailing list MAY be
    specified as "public messages", in which case sending a public
    message satisfies any provisions of this contract that requires a
    message be sent to the RPG mailing list. If no specification has
    been made for the RPG mailing list, it is specified as "public
    messages".

 6. Participating in the RPG mailing list is defined as being able to
    send email to the RPG mailing list and being able to receive email
    from the RPG mailing list. No player shall be prohibited from
    participating in the RPG mailing list. The Game Master's report
    MUST include sufficient instructions for players to participate in
    the RPG mailing list. If the RPG mailing list is specified as
    "public message", simply stating this in the report is sufficient.
    Each Character SHOULD ensure the e is able to participate in the
    RPG mailing list. The Game Master CAN change the specification for
    the RPG mailing list without objection provided that in the
    announcement e provides sufficient instructions for players to
    participate in the new mailing list.

 7. Where this contract defines an action that CAN be performed "by
    announcement to the RPG mailing list", a Character performs that
    action by unambiguously specifying the action and sending an email
    to the RPG mailing list stating that e performs it. Any action
    performed in this fashion is performed at the time date-stamped on
    that message.

 8. Whenever this contract calls for a Player Character to generate
    one or more random numbers, e shall do so using the Nomic.Net
    email dice server, "http://dice.nomic.net/email.html";. When
    requesting one or more random numbers, the Player Character MUST
    specify the parameters exactly as this contract requires, MUST
    include a comment unambiguously stating the purpose of the random
    number(s), and MUST include the RPG mailing list on the recipients
    list. If the RPG mailing list is specified as "public messages",
    it is REQUIRED that the Game Master be on the recipients list and
    RECOMMENDED that a public forum be on the recipients list. If any
    of these requirements are not met, the generated random number(s)
    CANNOT be used. If the RPG mailing list is specified as "public
    messages" and for any reason the message from the Nomic.Net email
    dice server is not received by a public forum, the Game Master
    MUST forward the message in its entirety and without alteration to
    a public forum as soon as possible. If the RPG mailing list is not
    specified as "public messages", the Game Master MUST ensure that
    the Nomic.Net email dice server is able to send email to the RPG
    mailing list.

 9. The following values are defined:
        - Base Health         : 5
        - Base Vitality       : 10
        - Base Experience     : 10
        - Base Monster Health : 5

10. Location is an attribute of Player Characters. The Game Master
    tracks the location of all Player Characters. A Player Character's
    location can have only one of the following values: Town Square,
    Healer, Gold Exchanger, the name of any non-Player Character, or
    Dungeon Level N (where N is an integer greater than 0). A Player
    Character's location CAN only change as permitted by this
    contract. When a Player Character becomes party to this contract,
    eir location is set to Town Square. When a non-Player Character
    ceases being a party to this contract, any Player Location whose
    location is the name of the departing non-Player Character has eir
    location set to Town Square.

11. Level is an attribute of Player Characters. The Game Master tracks
    the level of all Player Characters. A Player Character's level is
    an integer greater than 0. A Player Character's level CAN only
    change as permitted by this contract. When a Player Character
    becomes party to this contract, eir level is set to 1.

12. Experience is an attribute of Player Characters. The Game Master
    tracks the experience of all Player Characters. A Player
    Character's experience is an integer greater than or equal to 0. A
    Player Character's experience CAN only change as permitted by this
    contract. When a Player Character becomes party to this contract,
    eir experience is set to 0.

13. Maximum health is an attribute of Player Characters. The Game
    Master tracks the maximum health of all Player Characters. A
    Player Character's maximum health is an integer greater than or
    equal to 0. A Player Character's maximum health CAN only change as
    permitted by this contract. When a Player Character becomes party
    to this contract, eir maximum health is set to base health.

14. Health is an attribute of Player Characters. The Game Master
    tracks the health of all Player Characters. A Player Character's
    health is an integer greater than or equal to 0. A Player
    Character's health CAN only change as permitted by this contract.
    When a Player Character becomes party to this contract, eir health
    is set to base health. If a Player Character's health is set to a
    value that is greater than that Player Character's maximum health,
    eir health is set to eir maximum health.

15. Maximum vitality is an attribute of Player Characters. The Game
    Master tracks the maximum vitality of all Player Characters. A
    Player Character's maximum vitality is an integer greater than or
    equal to 0. A Player Character's maximum vitality CAN only change
    as permitted by this contract. When a Player Character becomes
    party to this contract, eir maximum vitality is set to base
    vitality.

16. Vitality is an attribute of Player Characters. The Game Master
    tracks the vitality of all Player Characters. A Player Character's
    vitality is an integer greater than or equal to 0. A Player
    Character's vitality CAN only change as permitted by this
    contract. When a Player Character becomes party to this contract,
    eir vitality is set to base vitality. If a Player Character's
    vitality is set to a value that is greater than that Player
    Character's maximum vitality, eir vitality is set to eir maximum
    vitality.

17. The following currencies are defined (where N is an integer
    greater than 0): gold, weapon level N, armor level N, health
    potion level N, vitality potion level N. The Game Master is the
    recordkeepor of these currencies. Ownership of these currencies
    is restricted to Characters. These currencies CAN only be created
    as permitted by this contract. These currencies CAN only be
    transferred as permitted by this contract. A Player Character CAN
    transfer instances of these currencies to another Player Character
    by announcement to the RPG mailing list, if both Player Characters
    are at the same location. A Player Character CAN transfer
    instances of these currencies to a non-Player Character by
    announcement to the RPG mailing list, if the location of the
    Player Character is the name of the non-Player Character. A
    non-Player Character CAN transfer instances of these currencies to
    a Player Character by announcement to the RPG mailing list, if the
    location of the Player Character is the name of the non-Player
    Character. A non-Player Character CAN transfer instances of these
    currencies to a non-Player Character by announcement to the RPG
    mailing list.

18. Movement tokens are a class of fixed assets and are a currency.
    The Game Master is the recordkeepor of movement tokens. Ownership
    of movement tokens is limited to Player Characters. Movement
    tokens CAN only be created as permitted by this contract.

19. Knowledge of stairway down from level N (where N is an integer
    greater than 0) is a series of attributes of Player Characters
    with values true and false. The Game Master tracks the state of
    these attributes for all Player Characters. These attributes CAN
    only change as permitted by this contract. When a Player Character
    becomes party to this contract, these attributes are all set to
    false for that Player Character.

20. Attack level is a computed attribute of Player Characters. Its
    value is equal to the highest level of weapon the Player Character
    has in eir possession, or 0 if e has no weapons.

21. Defense level is a computed attribute of Player Characters. Its
    value is equal to the highest level of armor the Player Character
    has in eir possession, or 0 if e has no armor.

22. Monsters are entities that Player Characters must fight.

23. Level is an attribute of monsters. A monster's level is an integer
    greater than 0. When a Player Character encounters a monster, the
    encounter will specify the level of the monster. A monster's level
    CANNOT change.

24. Health is an attribute of monsters. A monster's health is an
    integer greater than or equal to 0. A monster's health CAN only
    change as permitted by this contract. When a Player Character
    encounters a monster, the monster's health is set to the monster's
    level times base monster health.

25. A move has the following properties: a starting location, a
    destination location, and optional restrictions. A move has the
    following form: "from <starting location> to <destination
    location>[, provided <restrictions>]." The following moves are
    defined (N is defined as an integer greater than 0):
      - From Town Square to Healer
      - From Town Square to Gold Exchanger
      - From Town Square to the name of any non-Player Character
      - From Town Square to Dungeon Level 1
      - From Healer to Town Square
      - From Gold Exchanger to Town Square
      - From The name of any non-Player Character to Town Square
      - From Dungeon Level 1 to Town Square
      - From Dungeon Level N to Dungeon Level N
      - From Dungeon Level N to Dungeon Level N+1, provided the Player
        Character's knowledge of stairway down from level N attribute
        is set to true
      - From Dungeon Level N+1 to Dungeon Level N

26. A Player Character CAN destroy one movement token e owns and
    specify a move by announcement to the RPG mailing list. This
    action is INVALID unless the location of the Player Character is
    the same as the starting location of the move and the Player
    Character meets all of the requirements specified by the move. The
    location of that Player Character then changes to the destination
    of the move and the Player Character's vitality is decremented by
    1. If the Player Character's vitality is currently 0, and thus
    cannot be decremented further, instead the Player Character's
    health is decremented by 1 and the Player Character's vitality is
    incremented by 2 times the Player Character's level.

27. A Player Character who specifies the move "from Dungeon Level N to
    Dungeon Level N" (where N is defined as an integer greater than 0)
    is exploring the dungeon and has an encounter. This encounter must
    be resolved before the Player Character CAN make another move.
    To determine which encounter the Player Character has, e must
    generate a random number using 100 sides, 1 die, and 1 roll. The
    resulting random number will be used to determine the encounter
    the Player Character has as follows (N is defined as the level of
    the dungeon in which the Player Character is located):
      -  1 to  10 : Finding the Stairway Down
      - 11        : Finding a Level N-1 Weapon
      - 12 to  14 : Finding a Level N Weapon
      - 15        : Finding a Level N+1 Weapon
      - 16        : Finding Level N-1 Armor
      - 17 to  19 : Finding Level N Armor
      - 20        : Finding Level N+1 Armor
      - 20 to  23 : Finding a Level N-1 Health Potion
      - 23 to  31 : Finding a Level N Health Potion
      - 32 to  35 : Finding a Level N+1 Health Potion
      - 36 to  38 : Finding a Level N-1 Vitality Potion
      - 39 to  47 : Finding a Level N Vitality Potion
      - 48 to  50 : Finding a Level N+1 Vitality Potion
      - 50 to  60 : Finding a Level N-1 Monster
      - 60 to  90 : Finding a Level N Monster
      - 90 to 100 : Finding a Level N+1 Monster

28. Finding the stairway down is an encounter that a Player Character
    may have while exploring the dungeon. When a Player Character has
    this encounter, eir knowledge of stairway down from level N
    attribute is set to true and this encounter is immediately
    resolved (where N is defined as the level of the dungon in which
    the Player Character is located).

29. Finding a level N weapon is an encounter that a Player Character
    may have while exploring the dungeon (N will be specified when a
    Player Character has this encounter). If N is specified as 0 when
    a Player Character has this encounter, a piece of gold is created
    in possession of the Player Character; otherwise, a weapon level N
    is created in possession of the Player Character. In either case,
    this encounter is immediately resolved.

30. Finding level N armor is an encounter that a Player Character may
    have while exploring the dungeon (N will be specified when a
    Player Character has this encounter). If N is specified as 0 when
    a Player Character has this encounter, a piece of gold is created
    in possession of the Player Character; otherwise, an armor level N
    is created in possession of the Player Character. In either case,
    this encounter is immediately resolved.

31. Finding a level N health potion is an encounter that a Player
    Character may have while exploring the dungeon (N will be
    specified when a Player Character has this encounter). If N is
    specified as 0 when a Player Character has this encounter, a piece
    of gold is created in possession of the Player Character;
    otherwise, a health potion level N is created in possession of the
    Player Character. In either case, this encounter is immediately
    resolved.

32. Finding a level N vitality potion is an encounter that a Player
    Character may have while exploring the dungeon (N will be
    specified when a Player Character has this encounter). If N is
    specified as 0 when a Player Character has this encounter, a piece
    of gold is created in possession of the Player Character;
    otherwise, a vitality potion level N is created in possession of
    the Player Character. In either case, this encounter is
    immediately resolved.

33. Finding a level N monster is an encounter that a Player Character
    may have while exploring the dungeon (N will be specified when a
    Player Character has this encounter). If N is specified as 0 when
    a Player Character has this encounter, a piece of gold is created
    in possession of the Player Character and this encounter is
    immediately resolved; otherwise, the Player Character must engage
    in combat against a level N monster and this encounter is resolved
    once the combat is resolved.

34. Combat - TBD

35. A Player Character CAN destroy one health potion level N (where N
    is defined as an integer greater than 0) e owns and specify e is
    drinking it by announcement to the RPG mailing list. If the Player
    Character's health is less than eir maximum health, eir health is
    incremented by N times 2. Otherwise, the Player Character's
    maximum health is incremented by N.

36. A Player Character CAN destroy one vitality potion level N (where
    N is defined as an integer greater than 0) e owns and specify e is
    drinking it by announcement to the RPG mailing list. If the Player
    Character's vitality is less than eir maximum vitality, eir
    vitality is incremented by N times 4. Otherwise, the Player
    Character's maximum vitality is incremented by N times 2.

37. If a Player Character's location is "Healer", that Player
    Character CAN destroy gold in eir possession equal to eir level
    times 2 and specify e is healing by announcement to the RPG
    mailing list. The Player Character's health is set to eir maximum
    health and eir vitality is set to eir maximum vitality.

38. Except for the Game Master, if any Player Character's location is
    "Gold Exchanger", that Player Character CAN destroy any amount of
    gold in eir possession and specify e is exchanging gold by
    announcement to the RPG mailing list. As soon as possible at the
    end of each Agoran week, the Game Master SHALL award points to
    each Player Character equal to the amount of gold that was
    destroyed in this fashion by that Player Character during the
    previous week. If the Game Master is unable to award enough points
    to equal the amount of gold that was destroyed in this fashion,
    the Game Master SHALL award as many points as possible to those
    Player Characters who destroyed gold in this fashion on a
    first-come, first-served basis, and then the Game Master SHALL
    create an amount of gold in the possession of each Player
    Character equal to the number of points that the Game Master was
    unable to award to that Player Character.

39. When a Player Character becomes party to this contract, 5 movement
    tokens are created in eir possession, provided that the Player
    Character has never been party to this contract, or at least 7
    days have passed since e was last party to this contract.

40. The movement token accumulation factor for each Player Character
    is the Player Character's level plus 4. At the beginning of each
    Agoran week, a number of movement tokens are created in the
    possession of each Player Character equal to the movement token
    accumulation factor of the Player Character. After the movement
    tokens are created, if any Player Character possesses more
    movement tokens than two times eir movement token accumulation
    factor, a number of movement tokens in possession of that Player
    Character are destroyed equal to the total number of movement
    tokens in eir possession minus the movement token accumulation
    factor for that Player Character.

41. When a Player Character's experience is equal to or greater than
    eir level times base experience, the following happen:
        - The Player Character's experience is decremented by the
          Player Character's level times base experience.
        - The Player Character's level is incremented by one.
        - The Player Character's maximum health is incremented by base
          health.
        - The Player Character's health is incremented by base health.
        - The Player Character's maximum vitality is incremented by
          base vitality.
        - The Player Character's vitality is incremented by base
          vitality.

42. When a Player Character's health is 0, the following happen:
        - The Player Character's location is set to Town Square.
        - The Player Character's level is set to 1.
        - The Player Character's experience is set to 0.
        - The Player Character's maximum health is set to base health.
        - The Player Character's health is set to base health.
        - The Player Character's maximum vitality is set to base
          vitality.
        - The Player Character's vitality is set to base vitality.
        - All instances of all currencies defined by this contract in
          possession of the Player Character are destroyed.
        - All knowledge of stairway down from level N (where N is an
          integer greater than 0) attributes for the Player Character
          are set to false.

-- 
Jeff Weston (Sir Toby)

PGP public key available from http://pgp.mit.edu/
PGP Key ID: 0x14B456ED

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