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Guildluck Treaty of 181 - Tutorial by Sodagayo

Please peruse this tutorial fer better and easier understanding of the Guildluck Treaty of 181. The word luck is a confusing one in this tutorial. Sometimes it is luck as in guildluck, sometimes it is luck as in luck, chance. The phrase "Luck by true luck" means: Guildluck (which is bought) on basis of true luck (ie, when or how it is bought is determined by luck). I tried to be precise in the wording in what follows. Usually you will however most the time hear people speaking about "Luck" when they mean "guildluck". And after all, guildluck is the way that determines which guild has more luck. 'Tis an important yet tiny difference.

Table of Contents

I. Guildluck
II. Guildluck Treaty
III. History of the Treaty of Year 181
IV. Treaty of 138
V. Luck by Luck: Rolling
VI. Future Possibilities
VII. FAQ
VIII. References

I. Guildluck:

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The officers of a guild can buy guildluck. Try GUILDLUCK to see who holds the guildluck currently. When a guild has the guildluck, members of the guild gain experience easier, miss less often, fizzle spells less often, take damage less often, die less often, and gain an extra modifier when levelling. Only one guild can hold the guildluck at a time. Guildluck is bought by the collective tithe of a guild. Whatever guild members GUILDTITHE is stored in the guild treasury. Use GS to see how much tithe your guild has piled up. Guilds with more members naturally have more tithe than smaller guilds.

II. Guildluck Treaty:

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Since only one guild can hold the guildluck at a time, there has always been conflict on which guild should hold the guildluck. Ever since Fighters Guild once managed to hold the guildluck alone for an extended time period, all four guilds of Moorgate have tried to maintain balance and peace by agreeing on how to exchange guildluck by treaties. Whenever guilds just buy guildluck from each other, or break existing treaties by buying out of turn, guilds are in inter-guild war.

OOC: Since there is no Player vs. Player combat in Cosrin, Luck Wars are the only wars with any effect other than roleplay. Luck helps with game stats, hence deprivation of luck is a violation for players.

III. History of the Treaty of Year 181:

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The recently ratified treaty of year 181 is a new guildluck treaty implaced after over 20 years of negotiations. It places guildluck on true luck, still maintaining equality between all participating guilds. Negotiations started when the then GMs of the guilds agreed, that a sharing of guildluck completely based on never-changing rotations by treaty caused a devaluation of guildluck, as citizens grew to take luck for granted instead of appreciating it as a gift. Hence it was decided to try to find a treaty that combines equality in how much time of luck each guild gets with a system that places guildluck on true luck.

As negotiations commenced, over time and after a luck war erupting in the middle of it, the current treaty was formed that effectively leaves luck shared the same way it was by the preceding treaty of 138 (a treaty voided in the luck war), and starts out by putting only one detail on true luck: How long durations last.

The new treaty further allows future agreements to place more details than just one on true luck, without needing to negotiate a new treaty again.

IV. Treaty of 138:

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The Treaty of 138 sealed long-lasting guildluck quarrels of the wars before, and placed guildluck on stable rotations. Those rotations changed in length, upon agreement of the respective GMs. It started in changing 4- and 3-day rotations, it was later changed to stable 2-day rotations. The treaty was violated several times, which led to punishments of the violating guilds.

V. Luck by Luck: Rolling:

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The new Treaty of 181 uses Rolls to base guildluck on true luck. It does so by giving instructions on how to roll and listing defaults. This is confusing on first read.

A ROLL is using a coin or a dice to roll specified things. Since a flipped coin or rolled dice cannot be foreseen, the numbers are determined by true randomness, in short luck.

The Treaty is very precise in what may be rolled and what may not. This way the signing guilds agree on what is acceptable to be random/luck based at all, and what is not to be changed at random.

A DEFAULT is a setting the treaty gives for single rolls. It is part of the treaty, hence binding. To change defaults, the treaty needs to be amended. An extra clause allows the TESTING of additional rolls for one rotation (see VI.)

The treaty allows three things to be rolled (hence determined by luck):
1) Order of rotation. First rogues, then fighters? Or mages, rogues, monks then fighters? That is the order of guilds in a rotation. In which order do the guilds share the guildluck?

2) Duration of luck. How long does one guild get luck in one rotation? 1 OOC day? Or two? Or Three? It is always a multiple of 1 OOC day. This way guildluck always changes at midnight Cosrin time.
Also do all guilds always get the same length? Or is it like: Rogues-2, Fighters-1, Mages-3, Monks-0, Rogues-2, Fighters-3, Mages-1, Monks-4? Note: Since luck is that: -luck- even a random rolling of 0-4 rotations per guild on an individual basis would eventually even out, since every guild has the same chance to get 0 or 4.

3) How much does one duration period (1 OOC day) cost per rotation? 100k as it has been so far? or 200k? 50k?

Now by DEFAULT these things were mostly opted out:

By Default, hence this is what will happen unless the treaty is changed:

1) Rotation order is same as fallback rotation order: Moorgate clockwise, starting with rogues: Rogues, Fighters, Mages, Monks.

2) Duration lengths vary between 1 and 2 OOC days. Every Guild gets the SAME length in one rotation. So ALL guilds get 1 day, when the number 1 is rolled, and 2 days, when the number 2 is rolled.

3) One duration length always costs 100k. Hence 1 day rotations cost 100k tithe, 2 day rotations 200k tithe.

VI. Future Possibilities:

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If all guilds agree, for the length of ONE rotation, the defaults named above can be changed, and differing or further details be put on rolls to be determined by true luck: Rotation order; variety of duration lengths per rotation (instead of 1- and 2-day rotations, 0/1/2/3 which in average is 1.5 again, or completely different); whether all guilds get the same length in one rotation, or change completely randomly, thus evening out in the end; and lastly how much one duration period shall cost in tithe.

Whenever all guilds agree to do this for longer than one rotation, the treaty needs to be amended by changing the defaults, and ratified by all guilds.

VII. FAQ:

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Why a new treaty in the first place? Why fix what isn't broken?
Negotiations were started because it was believed that people constantly complaining when "their" guildluck wasn't bought on time showed how something divine was treated as a common commodity, hence undermining the basis of respect and appreciation all guilds value.

How do GOs buy the luck?
A GL or the GM has to stand in his/her guild's treasury room and offer tithe to buy the guildluck by GUILDBUYLUCK (amount) command.
Once a guild owns the guildluck, the amount cannot be increased.
Buying the guildluck of another guild down can be done in steps.

Example: Mages Guild owns the guildluck for 100000. Monks are scheduled to buy from them, and Herman buys 50000, then mages is reduced to 50000. He buys 50000 again, now all luck has run out. Now he buys for 100000, hence giving monks guild the guildluck for 100000. If he now wanted to increase this further he couldnot.

Does guildluck differ by amount?
No. Whether a guild holds guildluck for 1 or for a million does NOT change the affect.

Why is the treaty split in parts?

Article I "General" is the main treaty. It is composed of 6 sections:
Section 1 is a sort of introduction explaining what the treaty is about and how.
Section 2 defines the recording of done rolls. (ie: post on boards)
Section 3 defines how the treaty can be amended. It further clarifies that Article I overrules Article II. That means Article II cannot be changed a way, that more things are determined by luck than allowed in Article I.
Section 4 defines the status of the treaty to the signing guilds. It also states how newly founded guilds can join the treaty.
Section 5 clarifies that guildluck is scheduled by COSRIN INGAME TIME (Date or Time command). Any loss of guildluck caused by anything but another guild buying out of time does not affect the treaty. Ie. it's 'bad luck'.
Section 6 defines violations of the treaty and that punishment shall be agreed on unanimously by all guilds within one IC year.

Article II "Specifics" Section I explains the rolls and defaults.

Appendix A: "Cheat-resistant system to use" explains how to perform the rolling.

How will cheating be prevented?
The treaty asks that rolling be done with a hero or even immortal as witness. It also has a cheat proof system outlined in the Appendix A.

What if there is no GO to buy guildluck when it's the guild's turn?
This is bad luck fer the guild in question. Proposals to rotate guildluck very often like every 6 OOC hours were turned down to protect the smaller guilds who don't have a GO online 24-7. Likewise, the guild which gets guildluck longer than allotted because the next guild buys late has "extra" luck.

How does one keep track of when one has the guildluck next?
After the rolled schedules are posted on the boards by the arbitrary witness, the GOs usually post their guildluck periods to the GNOTICES board. Here guild members can check when they have the guildluck next. If by switching 1- and 2-day rotations this becomes a bit more complicated, that was the purpose.

What happens if a guild buys too much luck? like 500,000 instead of 50,000?
This constitutes a violation of guildluck duration costs as rolled, determined by default or set in the fallback rotation. In such a case the guilds would have to agree on a way to buy the overpurchased guildluck down. If this leads to loss of guildluck time for another guild, Article I Section 6 clause comes in effect and punishment needs to be agreed on unanimously by all guilds within one Cosrin year.

What if one of the GMs decides to stall the rolling of rotations?
The treaty provides the fallback rotation for such a case. Stalling the rolling is not in agreement with the purpose and intent of the treaty, but does not constitute a violation of the treaty by letter. As long as one or more GMs stall the rolling, guilds will exchange guildluck by fallback rotation in 2-day rotations. This puts effectively three-quarters of the treaty to use and postpones the change of rotation durations (that need be determined by rolls) nolens volens till a later date.

How does the change from 1- to 2- day rotations and back work?
This is tricky and confusing. A 1-day duration costs 100k, a 2 day rotation 200k. This means whenever duration lengths *change* from 1- to 2- or 2- to 1-day, the Rogues Guild, who start a rotation, have to buy an odd amount, 150k. Obviously this evens out, as they either underbuy or overbuy by 50k.

Example: It is rolled that the next three rotations have 2-, 1- and 2-day lengths:

From the last rotation Monks still possess the guildluck for 100k. Now luck is bought as follows:
Rogues: 200k, hence owning the guildluck for 100k
Fighters: 200k, hence owning the guildluck for 100k
Mages: 200k, hence owning the guildluck for 100k
Monks: 200k, hence owning the guildluck for 100k
Rogues: 150k, hence owning the guildluck for 50k
Fighters: 100k, hence owning the guildluck for 50k
Mages: 100k, hence owning the guildluck for 50k
Monks: 100k, hence owning the guildluck for 50k
Rogues: 150k, hence owning the guildluck for 100k
Fighters: 200k, hence owning the guildluck for 100k
Mages: 200k, hence owning the guildluck for 100k
Monks: 200k, hence owning the guildluck for 100k

Thus in 3 rotations lasting 2, 1 and 2 day per guild, every guild has had the guildluck for a total of 5 days, and spent a total of 500k tithe.

This is why the treaty speaks of 50k increments of spent tithe. Important is: One can buy DOWN the guildluck in 50k steps, but NOT buy it UP this way, because after buying luck for the first 50k, one cannot increase it further by another 50k, as explained above.

VIII. References:

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The Treaty of 181:
Click here. Or read the copy in this library.

Guildluck Treaty Chronicles are found on Cassandra's Webpage:
Click here.

The Chronicle itself:
Click here.

An introduction to guildluck and the wars and treaties:
Click here.

A listing of the negotiations starting in year 166 and the events following subsequently including the latest luck war:
Click here.

The proposed treaty Fighters Scribe Padda signed in 172. It is very similar to the treaty of 181, just more compromised on terms of what Doc claimed as interests of Fighters Guild (much shorter luck durations in average):
Click here.

The Treaty of 138 in the amended form of 160:
Click here.




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