Andy Jones on Tue, 21 Nov 2006 15:23:37 -0700 (MST) |
[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]
Re: [s-d] Why no mutable/immutable? |
I thought that it might be something like that. Your test case still requires a majority to vote for a proposal which then casts votes for them. I for one would be very suspicious of such a proposal. And in any case the current ruleset states only that players may submit proposals. I guess the only way to find out for sure is to try it. I'll think about that. On 11/21/06, Peter Cooper Jr. <pete+bnomic@xxxxxxxxxxxxx> wrote: > Andy Jones wrote: > > Well, yes. Same with the suberian ruleset. Harder is what I had in mind. > > By harder, I meant that "it requires more work to write the > rule/prop/whatever to work correctly", not that "it places more > restrictions on what can make it happen". > > >> There are two main differences between Immutable and Mutable rules in > >> Suber's ruleset. Firstly, immutable rules require a 2/3 vote to > >> change, while Mutable rules only require a majority. Secondly, an > >> Immutable rule requires two rule changes, and hence two turns, to > >> change, because it has to be transmuted and then modified. > >> > >> The first isn't an obstacle in our system. I could, for instance, > >> make a proposal that created a new proposal, set each player's vote > >> on the proposal to FOR, and then resolved the proposal. The new > >> proposal would pass unanimously if and only if the original proposal > >> passed at all. > > > > I'm not exactly sure I follow that, but I think that you are > > suggesting a proposal that would vote for me. I wouldn't vote for a > > proposal that voted for me, and I suspect that I would not be alone. > > That 2/3 third, or unanimous or whatever, majority is a genuine > > barrier that makes immutable rules more difficult to change. > > Let's use an example. Suppose that we had a Rule 1 in our ruleset, that said: > __Rule 1: Test Tough-to-change Rule__ > {{ > This rule can only be amended or deleted by a proposal that passes > unanimously. > }} > > Now, the following prop would apparently only work if it were passed > unanimously: > __Prop 1: Test Change rule__ > {{ > Change rule 1 in its entirety to read: > {{ > The purpose of B Nomic is to give everyone Fluffy Bunnies. > }} > }} > > However, the following prop would work even if it were only passed by a > normal majority: > __Prop 2: Test Change Rule with just a Majority__ > {{ > Create a Prop. 3 as follows: > __Test Change Rule that actually does the work__ > {{ > Change rule 1 in its entirety to read: > {{ > The purpose of B Nomic is to give everyone Fluffy Bunnies. > }} > }} > > Set all players' current vote on Prop. 3 to be FOR. > > Change Prop. 3 to be Historical. [[Which then causes it to pass, > unanimously.]] > }} > > You see? Since props can do *anything*, they can meet whatever constraints > the rule-to-be-changed requires in order to change it. Even if it has to > remove all players and/or rules from the game first in order to do it. > > Now, maybe we could try to put more restrictions on the props we normally > are playing the game with. But I think that it's a part of Nomic (and > might even be proven) that as long as you allow the rules of the game to > be changed, you allow *any* part of the game to be changed, since the rule > you create can supersede control from the part of the game that's trying > not to be touched. It may require effort on the part of some (or all) > other players (depending on the rules for passing props), but at the very > least you can do *anything* with unanimous consent, if only because > nobody's going to object to the game changing in that way, even if the > rules don't say they allow it. > > At some point, I'll try to dig up some stuff on the inevitability of rules > changes being able to change anything, and maybe some of the interesting > things that passed in B Nomic's past that just worked around these > restrictions. Or maybe Wonko or others have some recollections. > > Thanks for asking questions, though. Things like dealing with what you can > and can't actually do is part of what makes Nomics fun. > > -- > Peter C. > _______________________________________________ > spoon-discuss mailing list > spoon-discuss@xxxxxxxxx > http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss > -- It's Like This Even the Samurai Have teddy bears And even the teddy bears Get drunk _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss