Monday, March 26, 2012

Call for Judgment: The Power Of Inactivity

Open for 24 hours, more FOR votes than AGAINST votes (5-4), and quorum of people have voted on it so this passes.—Clucky

SPC will need to update everything because only he knows how many places each player influenced

Adminned at 28 Mar 2012 13:39:13 UTC

When southpointingchariot’s proposal at blognomic.com/archive/can_we_actually_start_playing_at_some_point/ was enacted, the ruleset contained this sentence in rule 2.6 Institutions:

Whenever an Institution is created or modified, it becomes Inactive.

Making all Institutions Inactive is a modification to every Institution, so every Institution should have become Inactive again, so no Institution may have been Influenced at the end of the Cycle.

To make things right, the Net should reset the Gamestate, making everyone’s Credits 10 and everyone’s Marines, Power and Councilmen 0, then award one Credit to every Player for every Institution which they Directed at least one Credit to.
Additionally, the Net may announce that no Player Influenced any Institution, but not how any Players specifically Directed their Resources.

Should I have pointed this out sooner?

Comments

southpointingchariot:

26-03-2012 16:04:34 UTC

against I will hold that this did not modify the Institutions themselves, but the external game context in which they lay. Furthermore, your interpretation would result in a potential paradox, depending on how you view the chronology of ruleset changes. All in all, I argue that this interpretation is neither accurate nor practical.

Clucky: he/him

26-03-2012 16:24:09 UTC

what spc said against

Kevan: he/him

26-03-2012 16:42:04 UTC

“Each Institution can be either Powered or Unpowered.” - changing that state is “modifying the Institution”. Yes, it’s impractical and means that all Institutions are permanently Unpowered, but that’s the ruleset we’ve voted into place.

for

Josh: Observer he/they

26-03-2012 17:18:32 UTC

There is no external game context, just the game and the ruleset. Unless the nomic ruleset acknowledges an extra-game state, it doesn’t exist for the purposes of the ruleset, and as both the proposal and the rule it amended are clearly gamestate no external context is either implied or possible.

Thus,  for . I personally would prefer a reset that grandfathered the current status quo, but easy come, easy go.

Murphy:

26-03-2012 17:28:33 UTC

for per Josh

Soviet Brendon:

26-03-2012 18:11:44 UTC

for

ChronosPhaenon:

26-03-2012 19:18:23 UTC

against

Yonah:

26-03-2012 20:30:16 UTC

for

Patrick:

26-03-2012 21:45:54 UTC

against

Clucky: he/him

26-03-2012 21:46:42 UTC

This, as far as I understand, gives Chronos and Patrick their instutions from last round for free (as power isn’t reset). It also gives Koen all his money back. Really strikes me as Koen trying to erase a mistake he made the first round

Clucky: he/him

26-03-2012 21:47:54 UTC

Oh wait, it resets power too. I missed that. So really this is just Koen trying to undo his mistake at the expense of everyone else.

Clucky: he/him

26-03-2012 21:49:53 UTC

Also there isn’t really a problem. The inactive stuff was all added after the instiutions were all added. Thus they were never changed, they just inherited the inactive state. The only thing that is potentially a problem is that the reactor should’ve have activated. There is no reason to reset the gamestate over that… except y’ know, letting Koen undo his mistake

Clucky: he/him

26-03-2012 22:00:53 UTC

Oh wait, I need to read better.

There may be a point here, but “lets go by the legal interpretation” isn’t the proper solution which we know how it should’ve all resolved. Its not like anyone played expecting it to all not count. Reset everything to what it is now.

southpointingchariot:

27-03-2012 03:28:01 UTC

@Josh, I did not mean context external to the game, but rather context outside of the institutions themselves but contained within the ruleset and gamestate. If a rule was created saying “The Reactor shall in fact not be Influenced this round by any means,” that would not alter the Reactor itself, but rather the role that plays inside the gamestate and ruleset. I urge you to consider changing your vote :).

Josh: Observer he/they

27-03-2012 06:19:08 UTC

I’m not sure why I would change my vote? The merits of the CfJ seem relatively clear. Powered status is clearly defined as a property of an Institution - “Each Institution can be either Powered or Unpowered” - and there’s no way of getting around that. Yes, it’s annoying, but also sadly accurate.

Clucky: he/him

27-03-2012 16:47:40 UTC

@Josh the issue is that Koen’s intentions behind doing this don’t feel genuine. The proper thing to do here is to affirm that the current gamestate is the new correct, as that was what everyone intended to be the case, not let someone go back on their mistakes.

Josh: Observer he/they

27-03-2012 18:54:35 UTC

I don’t care whether his motivations are genuine or not. The problem that he has described is real and needs fixing. If someone else had caught the error then that would be a different matter, but voting this down leaves the gamestate locked for another however many days, so passing this and accepting the Koen Tax is by far the most rational outcome.

Kevan: he/him

27-03-2012 19:38:12 UTC

A separate proposal to give people the rewards and penalties they thought they’d gotten from the first Cycle may well get a quorum of support.

Clucky: he/him

27-03-2012 19:41:01 UTC

If this fails, we’re saying we don’t care that technically all those instiutions were unpowered which is a perfectly reasonable thing to do. Nothing about the gamestate is ‘locked’

Josh: Observer he/they

27-03-2012 21:13:22 UTC

Ignoring legal outcomes seems to be not just against the spirit of Nomic, but against the spirit of playing any games at all.

Bottom line for me is, Koen has found a legit issue and presented a fix in such a way that it is both legally necessary and beneficial to him. To you that may be dishonest; to me it’s playing nomic properly and well. Of course it should be resisted as that is also playing nomic properly and well, but not to the point of claiming that the ruleset somehow no longer matters. I’m not sure what we’re playing if illegality is something we are no longer concerned by, or that the game not reflecting the rules is not an issue worth resolving.

omd:

27-03-2012 23:12:09 UTC

weak for - I think this is a legitimate issue, but I disagree with this fix

Clucky: he/him

27-03-2012 23:22:18 UTC

No one is saying the ruleset doesn’t matter. I’m just saying that a mistake was made, everyone assumed a certain outcome, and its silly to go back on that outcome. Its like like there was a loophole someone cleverly abused. Whats done is done. If anyone had been expecting them to be unpowered because of this, I could understand the point. But everyone thought they were powered so why are we resetting everything another cycle?

ais523:

28-03-2012 00:06:23 UTC

Theory: the best way to play BlogNomic (or B), from the point of view of winning, is to jam the gamestate some time early in the dynasty, then if it’s going badly, point out that nothing has happened for weeks.

(This sort of thing is why playing BlogNomic to win tends to be no fun for anyone else.)

Josh: Observer he/they

28-03-2012 09:57:14 UTC

@ais - depends on your definition of “best”, really. Easiest, certainly. Quickest or most fun, not so clearly. But obviously you can’t be too transparent.

Jamming the ruleset can be fun, though, of course. Of the five dynasties I’ve won, one was a straightforward numberbash using the rules as written, two were scams based on interpretations of rules (one much more valid than the other), and two were as the beneficiary of a consortium who locked down the game to select a winner. I think what you’re talking about is psychologically killing activity by getting rules passed that are impossible to work with, and yes, that would be slightly bullshit. That said, my attempt at victory in the last round was based on that premise and failed due to some arbitrary notion of fairness, so it’s not sovereign.

@Clucky - Because our interpretation of the rules clearly turned out to be wrong. The game isn’t a mass delusion and we can’t overturn ruleset ambiguities by wishing them away.

As an aside, this is all based on the premise that failing this CfJ constitutes a collective acceptance that Koen’s issue goes away. It doesn’t; a failed CfJ has no effect on the gamestate whatsoever. Failing it on the basis that you don’t like Koen’s solution, in fact, means that there isn’t even implicit grounds to argue that there is consensus on the issue, as the reason it will have been voted down is unrelated to the merit of the actual case. In other words, voting this CfJ down will not resolve the problem and leaves the game vulnerable to it reasserting itself at a later date if someone else finds it convenient to do so.

southpointingchariot:

28-03-2012 15:53:35 UTC

There is also some ambiguity now - does “one Credit to every Player for every Institution which they Directed at least one Credit to” mean in total or just Cycle 1?

Soviet Brendon:

28-03-2012 19:42:54 UTC

against  COV

ChronosPhaenon:

28-03-2012 20:18:10 UTC

imperial Please notice I’ve gone idle and my vote no longer counts.