Saturday, February 27, 2021

Proposal: As Far as I Can Throw You

Times out at 2-4. Failed by pokes.

Adminned at 01 Mar 2021 17:52:06 UTC

In the rule “Ethics of Nobility”, replace:

Each Elector has a value for Mistrust, which is an integer that is publicly tracked and which defaults to zero. A positive value for Mistrust denotes an aggregate lack of trust, while a negative value for mistrust denotes the opposite.

with­­

Each Elector has a value for Trust, which is an integer that is publicly tracked and which defaults to zero. A negative value for Trust denotes an aggregate lack of trust, while a positive value for Trust denotes the opposite.

In the rule “Ethics of Nobility”, replace “a Mistrust score change between -1 and 2 inclusive” with “a Trust score change between -2 and 1 inclusive.”

If the terms “highest Mistrust” and “second-highest Mistrust” appear in the rule “Ethics of Nobility”, replace those terms with “lowest Trust” and “second-lowest Trust” respectively.

If the phrase “all Factions which have the highest Mistrust are Prominent Factions” exists in the rule “Ethics of Nobility”, replace that phrase with “all Factions which have the lowest Trust are Prominent Factions”.

In the rule “The Masquerade”, replace “accrued (or lost) Mistrust” with “gained or lost Trust”.

In the rule “Winnowing”, replace “a numerical value between -1 and 2, inclusive” with “a numerical value between -2 and 1, inclusive”.

In the rule “Campaign”, alter the function of all possible campaigns as follows:
- Any Campaign that caused an elector to increase their Mistrust now causes that Elector to decrease their Trust by the same amount, and vice versa.
- Any Campaign that relied on an Elector’s Mistrust being positive now relies on that Elector’s Trust being negative, and vice versa.
- If any Campaign relied on an Elector having a certain value for Mistrust, that campaign now relies on that Elector having the negation of that value for Trust.

In the Ruleset, replace all remaining instances of the word “Mistrust” with the word “Trust”.

In the gamestate, replace the column title “Mistrust” with “Trust”. If any elector had a non-zero value for Mistrust, that Elector now has the negation of that value for Trust.

Having a positive score for a lack of something feels needlessly complicated. I’m having to do mental backflips to figure out what scores I should be giving people based on whether I trust/don’t trust them, especially as things get more complicated with proposals like Take Me To Church. Replacing Mistrust with Trust makes everything more straightforward.

Comments

Kevan: he/him

27-02-2021 20:05:44 UTC

for Good call, I was finding this a bit backwards as well.

Josh: he/they

27-02-2021 20:08:24 UTC

I don’t object, but what happens with the accumulated pending Mistrust changes I have waiting for a Masquerade to be entered into the gamestate?

Lulu: she/her

27-02-2021 21:57:58 UTC

imperial

Zack: he/him

28-02-2021 03:01:50 UTC

Seeing as Trust and Mistrust are opposites and the former will replace the latter in the gamestate, it stands to reason that any past attempts to modify Mistrust can unequivocably be interpreted as attempts to modify Trust by the inverse amount. If we want to be crystal clear, it’s nothing a CfJ can’t swiftly fix if/when this proposal is enacted, especially considering that you can just put off the masquerade until the CfJ is resolved.

Kevan: he/him

28-02-2021 11:35:40 UTC

The floating gamestate effect of “this accrual is not effective until the next time the Doge stages a Masquerade” is a very odd mechanic now that this has put a spotlight on it.

My reading would be that a floating effect of “apply -1 Mistrust to Elector X at the next Masquerade” would fizzle with no effect if this enacted and Mistrust stopped existing - it’s as if we had an extra rule which still said “apply -1 Mistrust” and hadn’t been amended by this proposal.

Clucky: he/him

28-02-2021 17:01:45 UTC

against cause of the floating mistrust issue

I also think that for the most part, people will gaining Mistrust, not Trust, and so working with the thing you gain more of being the positive value makes more sense to me.

Zack: he/him

28-02-2021 19:26:47 UTC

To your last point Clucky: “gaining mistrust” is a double negative, it’s just a backwards way of saying “losing trust”. If the implication is that having an aggregate lack of trust is a good thing, I think this change makes the whole game more straightforward. But, maybe we’re in too deep to change it now, though I’ll let Josh make that call.

Josh: he/they

28-02-2021 19:54:27 UTC

Oh, I’m not at all going to make a call on this imperial

I’m very easy - when I proposed it I went with Mistrust because, like, you’re rival electors in a cutthroat political system, Trust isn’t even a factor here, narratively speaking, you’re never going to get near Trust, the best you can hope to do is minimise Mistrust. The idea of having a variable called Trust makes little sense to me.

But this is a situation where I’m just one guy, and however makes sense to the most players is what we’ll do.

Clucky: he/him

01-03-2021 03:02:34 UTC

Maybe we can just rename “Mistrust” “Suspicion”? That way it covers the original point of cutthroat politics, but deals with the confusion of a double negative.

Kevan: he/him

01-03-2021 09:22:04 UTC

Suspicion is good, although I still think it’s a bit weird to imply that a stat is a measurement of how the group feels about something. (That if I take some enormously treacherous action that everyone immediately and openly hates me for and refuses to ever work with me again, if the ruleset doesn’t have an “when someone does X, their stat is altered” rule covering that specific situation, my “Mistrust” or “Suspicion” level is unaffected.)

Josh: he/they

01-03-2021 10:59:22 UTC

@Kevan I did think about that a bit but the difficulty lies in having the ruleset define what constitutes an “enormously treacherous action”, such that it would trigger a penalty automatically (or at a rival players discretion), that doesn’t either have a billion fake positive cases or manipulable outcomes.

Josh: he/they

01-03-2021 11:00:56 UTC

I’m actually going to flip to a soft against on this, though, as it’s attracted only a few votes and I think we can find another compromise solution that works for everybody.

Kevan: he/him

01-03-2021 11:22:43 UTC

Yes, I think any stat purporting to be “how much this player is trusted by the group” really has to be directly connected to inputs that other players can toggle at will, so that it can match how people actually feel, in real time. A heavily protected game variable which only gets modified by particular game actions is never going to be a measure of how trusted someone actually is.

As I said somewhere earlier, this is really just about narrative framing. If it’s presented as “how much the player is respected by the Doge / the church / the entire city of Venice” or something then it’s fine for an epic betrayal to horrify the players and immediately change how they feel and act towards that person, while still allowing that betrayer to become Pope with the church’s blessing, or get elected into power by the citizens of Venice, if the ruleset is such that their horrified rivals can’t stop that from happening in time.

Josh: he/they

01-03-2021 12:38:49 UTC

Maybe “Scandal”, then, situating it as an externalised, collectivised feeling that may not be a true reflection of each individual’s inner opinions?

Kevan: he/him

01-03-2021 12:52:55 UTC

Sounds good.

pokes:

01-03-2021 14:24:05 UTC

imperial