I believe that actions that happen without a message that explicitly causes 
them to happen are a Bad Idea due to the challenges they cause in record 
keeping. In general, “any player may cause x to happen” is way better than “x 
happens.” In fact, the former is already possible via agencies. 

Gaelan 

> On Aug 23, 2017, at 10:15 PM, Alex Smith <ais...@alumni.bham.ac.uk> wrote:
> 
> On Wed, 2017-08-23 at 23:46 -0400, Owen Jacobson wrote:
>>> On Aug 23, 2017, at 11:37 PM, Cuddle Beam <cuddleb...@gmail.com>
>>> wrote:
>>> 
>>> like playing I Want To Be The Guy
>> 
>> Steady on!
>> 
>> Actually, I broadly agree with your overall thesis. Precedent and
>> history are _important_, and I think it’s worth understanding why
>> things are the way they are before tearing them down or rebuilding
>> them another way - but the way things are is fairly knob-heavy, and I
>> cannot in the slightest blame K for deregistering out of concern for
>> comprehension.
>> 
>> My personal coping strategy has been to ignore the mechanics that
>> don’t immediately interest me, more or less, and to focus intently on
>> the ones that do. However, that’s a coping strategy, not a solution:
>> I’m surely missing interesting opportunities by mostly-disregarding
>> ribbons and patent titles, or by not trying terribly hard to win.
> 
> The issue with games like Agora is that it's very difficult for a nomic
> to contain both a) little enough that it's possible to comprehend the
> whole thing at once, and b) enough that there's something to actually
> do. Agora tends to go through long periods of inactivity as a
> consequence of b); in other words, whenever people decide the rules are
> getting too complex, there's mass repeal, then activity peters out and
> stops for several months. We still haven't really recovered from the
> last mass repeal.
> 
> I don't think anyone usually comprehends much of the ruleset (which is
> what Read The Ruleset Week is about). Given that having a playable game
> and having an understandable game are in conflict, it's usual to just
> give up on understanding the whole thing. Many new players conclude
> that they're at a disadvantage because they can't keep track of
> everything that's going on, but that's not really the case; they might
> not be able to do it, but the experienced players can't do it either.
> For example, I'm infamous for mostly ignoring the proposal system
> except when I have a particularly good idea for a proposal, or feel
> strongly enough about a proposal to want to go and vote. (Or am
> operating a scam, but really those can touch any part of the rules and
> tend to be one-offs that don't leave you interested in the rule's
> intended functionality.)
> 
> In fact, this is arguably a case for /increasing/ the number of
> mechanics involved; if you're going to ignore a large subset of them
> anyway, may as well increase the variety so that players can find ones
> that they do care about. The key is to design most of the game
> mechanics so that players who aren't interested can safely ignore them.
> 
>> As a sketch, I’d like to draft two broad proposals:
>> 
>> # Repeal the Referee
>> 
>> * Convert SHALL NOT et al into something equivalent to CANNOT or
>> IMPOSSIBLE
>> * Modify SHALLs to allow any player to fulfil them if the obliged
>> party does not do so
>> * Destroy the office of Referee entirely, as well as the associated
>> card rules
>> 
>> We can always reinvent it, but punishment is probably the wrong
>> paradigm for Agora as it is today, on the whole. A much more
>> narrowly-scoped punishment system for dealing with specific
>> malfeasance might be a practical replacement, and clearing the ground
>> will make it easier to re-draft.
> 
> SHALLs aren't really about punishment. They're about handling
> situations in which the pragmatic reality of the real world (including
> the players who play in it) doesn't match the platonic ideality that
> the rules want to live in (both by giving the rules a way to handle
> "hey, this shouldn't have happened, but it did", and by giving the
> players notice to say "hey, the rules tell me do to X to avoid things
> breaking, I'd better do X"). There are several cases, in fact, where we
> explicitly make something both possible and illegal to indicate that a)
> we don't want people to do it, but b) if people do do it, the action
> should stand. How would that fit into a system like that?
> 
> The punishments are mostly a side show to all that, but it's been
> proven over time that we do actually need them; many players aren't
> law-abiding enough to do something merely because a rule tells them to.
> 
> (Note that there are some things that do fit better into a punishment
> system than a pragmatism system; the rule against breaking pledges is
> an obvious example. Note that pledges are a special case of what used
> to be called Contracts. Interestingly, Organisations were an attempt to
> bring an explicit punishment system to Contracts, rather than the old
> system which was SHALL-enforced, so what you're making here is actually
> two points that contradict each other to some extent.)
> 
>> # Repeal Organizations
>> 
>> They’re moribund, really. No organization presently has more than one
>> active member.
> 
> I've discovered that it's basically impossible to force Agorans to use
> what were once called "supplementary legal codes" in any way other than
> Contracts. If you create a mechanic, either it turns into Contracts, or
> else it ends up unused. I know there's a lot of support for doing
> things differently, but this doesn't seem to be part of it.
> 
> Part of the issue is that Expenditure was intended to be the basis of
> an economy, but wasn't used as one. Part of the issue is that it's hard
> to write an Organization in such a way that it functions correctly, and
> as such, no Organization has yet really taken off.
> 
> ---
> 
> Incidentally, it crosses my mind (this is something I've been thinking
> about for a while, but this message has encouraged me to set down on
> paper) that the "logical conclusion" of Organization, Contract,
> Promise, Agency etc. systems would be a way to create a legal construct
> that says "when event X happens, I automatically post the message Y"
> (where Y would not necessarily need to be a fixed message, and could be
> constructed based on any reasonably available gamestate information).
> This would be platonic (not needing SHALL enforcement, like contracts
> do), and could also trivially emulate most of the other cases (without
> being as complex as Organizations are).
> 
> The main disadvantage is that it's trivial to set up an infinite loop
> that does infinite calculation in finite time; in Agora, this actually
> works but produces an unknowable/indeterminable result (CFJs
> 1975/1980), which is not the sort of thing you want all over your
> gamestate. As such, you need some sort of cost to setting these things
> up, and/or to triggering them (this is one of the key observations in
> the design of Organisations). Given that we're moving to a uni-
> currencied economy at the moment, and that Agora is desperately short
> of cash, perhaps these new legal constructs should be Shiny-powered,
> giving 1 Shiny back to Agora with each triggering?
> 
> -- 
> ais523

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