On Sun, 2008-11-02 at 08:14 -0800, Ed Murphy wrote: > ============================== CFJ 2246 ============================== > > CFJ 2245 was retracted. > > ========================================================================
Very long proto-judge's-arguments that don't even come to a judgement: OK, this case seems to be missing evidence. (Basically: a contract was modified by majority consent to allow two of its members to mousetrap a third, who had not agreed; the modified contract purported to allow equity cases by BobTHJ against the resulting contract to be retracted.) First, there are two issues relevant to this case that I want to get out of the way quickly. Rule 101/10(ii) is irrelevant here; BobTHJ could have initiated an inquiry case rather than an equity case without problems. (Admittedly, that would have resulted in "yep, you're mousetrapped" rather than getting em out of the situation, but rule 101 does not explicitly give people the right to get out of contracts they don't like.) Rule 101/10(iii) also does not help, as BobTHJ agreed to both the contract in question and the means for changing it, and rule 101/10(iii) does not require explicit consent for amendments to contracts. Rule 101/10(iv) also seems not to help as BobTHJ seemed pretty familiar with the content of the amendment in question; as e was discussing it, and commenting on it, this seems to allow an ample time to review the amendment in question. The more interesting parts of this is the exact circumstances in which act-on-behalf works. Until recently, act-on-behalf for players was not mentioned in the rules (rule 2169 now has such an act-on-behalf clause; arguably the Monster/Mad Scientist do too, but the Monster probably isn't a player), and indeed players acting on behalf of other players via contracts appears to stem only from rule 217, except possibly in the case of partnerships where rule 101 is involved too. (I know everyone groans when someone mentions rule 217; bear with me.) In order to establish just what the relevant custom is, it is worthwhile looking at past CFJs and past rules. The relevant rule in this case is the no-longer-existing R1478. Rule 1478/5 looked like this before it was repealed: {{{ (a) An Executor of an entity is a Player who is empowered by the Rules to act on behalf of that entity, who is called the Executee. There may be more than one such Player. An Executor of an Executee may perform on behalf of the Executee all such actions as the Rules permit the Executee to perform. (b) A Limited Executor of an entity is a Player who is empowered by the Rules to perform on behalf of that entity a subset of the actions which the Rules permit the entity to perform. A Limited Executor is permitted to perform on behalf of an Executee only such actions as are explicitly permitted by the Rules. (c) A Player is always eir own Executor. Other entities have Executors (or Limited Executors) only as and when the Rules provide. (d) A Player acting on behalf of an entity other than emself must clearly indicate on whose behalf e is acting. A Player who does not clearly indicate that e is acting on behalf of some entity other than emself is presumed to be acting on eir own behalf. (e) Only persons may perform actions. Non-persons perform actions only via the agency of persons, as specified by the Rules. }}} Granting Executorship explicitly used to be done via rules 1841/1842, which effectively allowed a player to grant it by announcement if certain conditions were met. Since the repeals in late 2006 (see my arguments to CFJs 2086/2087 for context), the rules in question have not existed, and act-on-behalf has thus lapsed into game custom, as so many other things did just then. (As nobody appealed my judgements of the CFJs in question, there seems precedent that things repealed in that particular batch continued to exist iff they became game custom and no contradictory legislation was passed in the meantime.) It is probably worth mentioning that some of the relevant language (to do with Executors) is still left in rule 2170, although it no longer seems to have an effect on the rules. In this case, CFJ 1941 seems to establish that in May this year, it was already established custom that an effective Power of Attorney was grantable in practice via contracts, once the rules no longer gave a method of doing so. Going back earlier, CFJ 1815 implies that partnerships were considered to be capable of acting via act-on-behalf (this makes sense because otherwise partnerships would not have the R101 right to participate); note that this is slightly different, because partnerships are the contract in question, rather than bound by it. However, there seems no real doubt that act-on-behalf is in general possible, and that the current game-custom way to grant it is via contract. In cases where people explicitly agreed to a contract knowing it would grant act-on-behalf power, it is therefore impossible to conclude that it wouldn't work. (This is the precedent of CFJ 1941; I understand that at the time at least one player thought act-on-behalf wouldn't work at all, but since then it seems established as a working concept.) So the precedent is that a player can grant power of attorney via contract (and that it lasts as long as the contract does, and can be modified by the contract itself). It is also interesting that although it used to be impossible to use power of attorney to deregister someone (although you could do anything else with it as long as you didn't violate R101), the modern version seems to allow deregistration (for instance when ehird was ripped apart by walnuts). (Note that this is all based on precedent and custom not on rules; i.e. this is more Nomic 217 than Agora. It's really annoying having to fall back on rule 217; I'm one of those players who likes rules rather than merely customs and CFJs. Maybe we should legislate to get out of this situation.) However, the important issue in this CFJ is one that isn't covered by the rules, and has never come up before; if someone does not agree to an amendment to a contract which would grant act-on-behalf rights, but is instead mousetrapped into it, does the grant happen? There are several arguments to consider. First, the mousetrap certainly seems to work to create SHALL requirements on a player, although TITE would seem to prevent these working. (Imagine this scenario: ehird/Wooble amend the Protection Racket so that BobTHJ SHALL give them 50 Coins each, BobTHJ doesn't, ehird/Wooble calls an equity case claiming that things didn't happen according to the contract! Probably that would end up with a null judgement, or worse.) As SHALL requirements are blocked by TITE in this situation, should act-on-behalf be? It isn't defined either way by the rules, but it is very much in the spirit of TITE to block act-on-behalf too; an equity case, if it were created, would clearly find the situation inequitable and do something to correct it. However, two of the parties to the contract don't want to call an equity case, and the third tried to but potentially it was remotely retracted. (This is yet another TITE scam, that rule severely needs fixing; however, it is not the place of a judge to deprive players of a valid Scam merely because it was a scam, just to determine whether it worked or not.) If TITE were more widely supported, I think this would be a relatively strong argument in favour of the act-on-behalf not working; however, TITE is controversial, buggy, and not generally agreed upon, and so I can't take it as influencing game custom all that strongly. It is a rule, though, so this argument is mildly in favour. (This is balanced somewhat by the argument that valid scams should not arbitrarily be blocked by judges, I'm not sure if that applies here but it's strong game custom that it should be followed if it does.) Another potential reason to find that the act-on-behalf fails is rule 101. Much of it is designed to prevent mousetraps; in this situation, a valid mousetrap appears to have occured despite rule 101, allowing a contract a player's a member of to be modified without eir consent. However, act-on-behalf is defined entirely by custom not rules at the moment. Therefore, presumably rule 101 protections on it would be defined entirely by custom not rules, and this hasn't come up yet at all. I know that Warrigal, in particular, thinks that this protection should exist even if it doesn't yet; and there seems to be no game custom or past judgements at all with respect to this particular question. With game custom and past judgements missing, rule 217 says we have to look at common sense, and the best interests of the game. Common sense does not seem to give much of an answer here either; mousetrapping someone to act on eir behalf is not obviously absurd, but nor is it obviously correct. As for the best interests of the game; it's necessary to balance scams against mousetraps, so to speak. The problem is that either judgement seems plausible; Scamsters having fun is one of the charms of Agora, but it's not worth making life too easy for them, and the game isn't all scams either; there's legitimate gameplay involved too. (Note that the Protection Racket was itself intended as some kind of scam, or at least a massive corruption of the judicial system.) In short, a question on which the rules draw a blank altogether. I haven't seen something like this in Agora beforehand; maybe I should just judge UNDECIDABLE. Or FLOYD, despite me not actually wanting that verdict in the rules. The final question is what exactly it is that gives someone the right to act-on-behalf. Agreeing to a contract that allows it? Agreeing to an amendment that allows it? Having a contract modified to allow it while you are a party? This question has come up once before, around the Vote Market was modified from majority support for changes to without-3-objections. In <http://www.mail-archive.com/[EMAIL PROTECTED]/msg05818.html>, Goethe argues that it is not protective of an individual's interests to allow a majority-consent change (foretelling the scam this CFJ is about, incidentally); interesting here is that: * e seemed to think that the act-on-behalf change would work, and * it seemed clear that such a change was going too far, in a way, from the point of view of at least one party to the contract (this goes back to the second point). It seems likely that in the case of the Vote Market people who supported the majority change in question would have been bound by the new act-on-behalf clause (if it had passed, which it didn't); as for people opposing, the situation didn't come up, but Goethe seemed to think both that it would and that it shouldn't. So pretty much a draw here, too. I think it's moderately clear that in future, such zombification-by-majority-amendment scams like this one shouldn't work. But do custom or the rules prevent them happening once, as a scam? This seems pretty much a tie, with not even rule 217 helping. I'd like input from other players before I judge this one. -- ais523 Judge, CFJ 2246