SkArcher on 19 Jul 2003 11:42:01 -0000 |
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Re: [spoon-discuss] Re: [Spoon-business] Gutting the Carcass |
19/07/2003 12:17:02, Mark Karasek <mkarasek@xxxxxxxxxxxxx> wrote: >On Sat, 19 Jul 2003 11:25:43 +0100, SkArcher <SkArcher@xxxxxxxxxxxxxxxxx> >wrote: > >>>>> Besides which, the text of your proposal only matters if your prop >>>>> passes; so the failure bit is only a failure effect of your prop if >>>>> your prop passes. >>>> >>>> Not necessarily. The point of the failure clause is essentially, "If >>>> you choose to pass this prop, then this will happen. If you choose to >>>> fail it, this will happen instead." The ruleset doesn't preclude the >>>> latter portion of that statement, but the ruleset does allow things >>>> that are not otherwise prohibited. It is legal. Whether it is ethical >>>> or proper is the question -- not that either quality is important in >>>> Nomic. >>> >>> Wrong. Rule 15 says that when a proposal passes "The effects specified >>> in the proposal occur in the order listed in the proposal.", while >>> making no such provision for failing proposals (obviously). Remember, >>> things listed in a proposal are not game actions--they are _proposed_ >>> game actions, and become game actions if and only if the proposal >>> passes. Otherwise, when a proposal that, for example, created a rule >>> failed, the rule would be created anyway because it wasn't specified >>> that it should only be greated if the proposal passes. >> >> What is different here is that these actions are specified ONLY to happen >> if and when the prop fails, and therefore fall under the clause; >> >> Other effects specifically related to proposal failure, such as Charm and >> Entropy adjustments, occur. >> >> from r15 section H >> >> In short, this section specifically says that there can exist actions >> that are performed when a prop fails, without limiting them to currently >> extant rules. So a prop with a fail clause technically works. It >> shouldn't, but it does. See the patch prop that I submitted for a fix. > >Without limiting them to currently extant rules? It doesn't need to; >anything which is not part of or provided for by the ruleset (e.g. game >actions, societies, etc.) has no effect on the game. The rules do not state >that the contents of failed proposals have any effect on the game, >therefore they do not. QED. > That is not explicitly stated, and the above clause does not limit it out. I agree it is an oversight, but there you go SkArcher _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss