Orc In A Spacesuit on 26 Oct 2002 23:52:03 -0000


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Re: [spoon-discuss] Re: [Spoon-business] "Fix" fix...er, fix


From: "Glotmorf" <glotmorf@xxxxxxxxxxxxx>
On 10/26/02 at 6:08 PM Orc In A Spacesuit wrote:

>>From: "Glotmorf" <glotmorf@xxxxxxxxxxxxx>
>>On 10/26/02 at 5:53 PM Orc In A Spacesuit wrote:
>>
>> >>From: "Glotmorf" <glotmorf@xxxxxxxxxxxxx>
>> >>On 10/26/02 at 5:22 PM Orc In A Spacesuit wrote:
>> >>
>> >> >> >How about you just say "When a Player goes On Leave, e leaves all
>> >> >> >societies."  And e can rejoin when e gets back.  That's pretty
>dang
>> >> >>simple.
>> >> >>
>> >> >>Then e loses the benefit of any club props that were made before e
>>went
>> >> >on
>> >> >>leave, but passed while e's on leave.  That's unfair.  Especially
>> >>because
>> >> >>most people go on leave for reasons they can't control.
>> >> >
>> >> >Yup, that solution does suck, but so does a solution that fractures
>>the
>> >> >gamestate. The best solution is to not let Socities force people to
>>do
>> >> >stuff without em being able to make a decision about it.  They can
>> >either
>> >> >do
>> >> >what is asked by the Society, or face the Society's wrath (ousting or
>> >> >whatever).
>> >> >
>> >> >I don't see why you have to complicate things up so much.
>> >>
>> >>I told you, I have a special situation.  And what I'm doing hardly
>> >>"fractures the gamestate".
>> >>
>> >>And the members of a society can make a decision. They can accept the
>> >>changes that are coming, or quit the society before they come.  If a
>> >player
>> >>is On Leave and the charter gets changed, e can accept the changes that
>> >>have happened, or quit the society.
>> >>
>> >>By your rule players can't be surprised by changes.  By my change,
>> >players
>> >>on leave can't be surprised by them either.
>> >>
>> >>It's just not that complicated.  And it preserves my existing
>> >>functionality.  Almost.
>> >
>> >By my rule, if someone is suprised by the leader suddenly becoming a
>> >fascist, they can just leave, or they can stay without consequences.
>The
>> >worst the Society can do is kick em out, and maybe do some of the same
>> >things any player can.
>>
>>Exactly.  By your rule, someone can just leave if they don't like
>changes.
>>By your rule and my change, someone can just leave if e doesn't want to
>pay
>>dues.  After all, the dues requirement isn't going to come out of
>nowhere.
>>You've said society actions are dictated by the charter, so a society
>isn't
>>going to start charging dues unless it was created that way or there's a
>>charter change.  Either way it won't be a surprise, and, as you said, by
>>your rule they can leave.  So what's the problem?
>>
>>						Glotmorf
>
>What if someone stops checking eir email for the 3 days it takes? Or what
>if someone misses the change?
>
>I just don't see why Societies should be able to legally force people into
>anything.  They should voluntarily comply if the society is good.

In that case you should take club props out of your proposed rule, because whenever a society presents a club prop it puts its members at risk of losing points and charm. So societies are already, under your rule, able to legally force people into things.

						Glotmorf

Club props only cause minor changes, and people should't join a society that can propose without checks and balances. A small amount of points/charm is a far cry from complete control over points, bns, and bandwidth.

Orc In A Spacesuit

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