* Legacy (1999, 2000, 2008) Legacy is a meta-composition. It invites performers to become part of the compositon process in a deeper way than improvisation. It turns out to be a very challenging score to execute, and should not be undertaken lightly. Legacy can not be performed in real time before an audience, but instead results only in a series of recordings. The ideas involved come from Peter Suber's game Nomic, my father's description of the performance of a John Cage composition, my ex-boss' exuberant rants on Frippertronics, and my wife's description of John Zorn's COBRA and Ed Chang's Map scores. There are no winners, losers, points, or grades, although the competitively minded could add such rules easily during the course of play. I have edited the text somewhat for the sake of clarity. However, the text of the rules in this edition is completely identical to the text of the rules in the 2000 edition. ** PREPARATION Each player must have access to a recording studio with a multi-track recorder, or equivalent technology. Two or more players may use the same studio. Each studio's multi-track recording system must be fully media compatible with every other studio. Players use cards or dice to determine who will be the next player after them, such that all players are arranged in a single cycle. A blank piece of media, a blank track list, and a copy of these rules are prepared. The media is a single piece of media for the multi-track recorder used by all players. For example, if all players were using an ADAT, the media would be one ADAT tape cartridge. The track list describes the contents of each track on the media. Each track must be labeled as new, last, or legacy on the track list. Labeling tracks this way makes the rules clearer, also making future rules easier to write. All tracks on the track list begin the game marked as legacy. Players use cards or dice to determine who goes first. The first player then receives the media, track list, and rules. ** RULES The initial rules of the game are given below, headed by the marker "o)" and exdented. Other paragraphs are just notes and illustrations. o) This set of rules is seeded from Legacy Rules 2.0. If the initial list of rules evolves and new games are begun, this rule helps in documenting what came from where. Legacy Rules 1.0 was written in September 1999. No games were played with rules 1.0, which were discarded in favor of a slightly modified version 1.1. Version 2.0 of the Legacy rules were begun soon afterwards, completed in June 2000. Ordering of actions was clarified, and the exact time at which a rule could be added was unrestricted. The idea of arbitration for difficult to interpret rules was toyed with, but no satisfactory general strategy for it in initial rules could be found. o) No rule may be deleted or modified. This is one of the reasons why the game is called Legacy. You must operate under all previous restrictions. o) All rules are in effect at all times and under all circumstances. This is one of the main rules that gives this composition its character. It is also one of the most difficult to understand. If there is a rule that says "all music must be performed with a piano" and another that says "all music must be performed with a guitar", it will be impossible to finish your turn, since you can't follow both rules simultaneously. If there is a rule that says "all music must be performed with a piano" and another that says "all music must be performed on the black keys of a piano", you can finish your turn. Both rules can be followed at the same time. o) The game is over when a player's turn begins and that player cannot finish their turn, cannot follow a rule, or breaks a rule. A player's turn may end intentionally or unintentionally. o) A players turn begins when he or she receives the media, rules, and track list. The rules define beginnings and ends of turns this precisely for the sake of future rules. o) A player's turn ends when the next player's turn begins. Note that rules regarding how long a turn may take, or how much time may pass between turns, is left indefinite. It is probably a good idea to make a rule limiting the amount of time a turn may take early in the game. o) Each turn, between the beginning and end of the turn, the player whose turn it is must record new material over one or two legacy tracks, simultaneously marking these tracks as "last" on the track list. This action is called "injection". Note that the recording and marking of tracks is required to be "simultaneous". This is to prevent future rules from modifying this action by requiring player action between recording and noting the track. Player actions are named to make it easier to write future rules. o) Each turn, after injection and before the end of the turn, the player whose turn it is must mix all tracks marked "last" together into one or two resulting tracks which overwrite tracks that have been marked "legacy". Simultaneously, these resulting tracks must become marked as "new". Optionally, any tracks marked "legacy" tracks may be simultaneously incorporated into the resulting track. Some portion of all tracks marked "last" must be audible in the resulting track. This action is called "combination". Note that mixing last tracks and legacy tracks all must happen at once. The rule is worded to make it difficult or impossible to add future rules that change the way "last" and "legacy" tracks are combined. o) Each turn, after "combination" and before the end of the turn, the player whose turn it is reclassifies all tracks marked "last", marking them as "legacy". Immediately after that, the player reclassifies all tracks marked "new", marking them as "last". This action is called "reclassification". o) Each turn the player whose turn it is adds one or more new rules to the list of rules. This action is called "extension". o) A rule added to the list of rules may not suspend or invalidate all or part of any another rule. Generally compositional rules are added, but there is no restriction to the nature of the rules you may add. For example, a player might add a rule about making future rules, or a more restrictive version of an existing rule. Note that any player may end the game at any time by making a rule that cannot be followed. Also note that a rule may be added that suspends itself. It is also acceptable to write a rule that is superceedable by including a clause in the rule itself stipulating something to the effect of "this rule may be modified or eliminated by other rules."