What about a system in which punishment packages were assigned without 3 objection or with Agoran Consent? The problem I see arising is that a player breaks the rules harming a second player, but then the game votes does not consent to punishing player one because they like em better than the second player. ---- Publius Scribonius Scholasticus p.scribonius.scholasti...@gmail.com
> On Jul 14, 2017, at 10:06 AM, Nic Evans <nich...@gmail.com> wrote: > > > > On 07/14/17 05:45, Publius Scribonius Scholasticus wrote: >> I agree with all of o’s opinions. I would also like to add that it could be >> a good idea to add some form of Summary Judgement to save time for clear-cut >> things. Also, I don’t like requiring Agoran Consent for the punishment to >> occur. What about implement punishment and require Agoran Consent to >> overturn punishment? > > I was intending to replace the PM's Dive with a sort of Summary > Judgement where e can assign (still subject to Agoran Consent) a > punishment package without the judgement process beforehand. > > I'm _strongly_ against assuming punishments work and then sorting it > out. If we take the platonic approach, that's incredibly messy. You > could be reverting a week's worth of asset creation, destruction, and > transfer alongside any agorana decisions in that time. If you do it > pragmatically (the punishment was in effect until it wasn't), then eir > assets still potentially got used for profit by other players, and eir > votes didn't count. > > Automatic assignment works currently because the punishments are highly > restricted. This system has harsher maximums, and so assigning them > should be more difficult. The benefit is that punishments can be better > tailored to the crime and the perp. > > As a general note, I prefer that actions in Agora have a higher standard > to perform and are consequently turned over less frequently. We play > largely platonically, and the whole 'attempt things and find out if they > worked later' ethos is very dangerous to that underpinning. > >> ---- >> Publius Scribonius Scholasticus >> p.scribonius.scholasti...@gmail.com >> >> >> >>> On Jul 14, 2017, at 4:24 AM, Owen Jacobson <o...@grimoire.ca> wrote: >>> >>> >>> On Jul 13, 2017, at 4:23 PM, Nic Evans <nich...@gmail.com> wrote: >>> >>>> As for crimes themselves, what follows is the proto text: >>>> >>>> { >>>> >>>> Crimes are divided into Classes, and Levels. Each Class specifies >>>> general qualifications and appropriate punishments. Low Level >>>> crimes are variants that occur through negligence and/or have minimal >>>> impact on game flow. High Level crimes are variants that occur >>>> intentionally and/or have significant impact on game flow. Punishments >>>> appropriate to Low variants of a crime class are also appropriate to >>>> High variants of the same class. >>> If we move away from treating individual rule violations (SHALL/SHALL NOTs >>> and otherwise) as crimes to a more general system, I would want to see a >>> very clear philosophical basis for the goals of this system. I don’t have >>> to agree with it to vote for it, but I would need to understand what it is. >>> >>> I did see that you categorized existing infractions, broadly; would it be >>> worth codifying that somewhere, or is this to be left up to the discretion >>> of the officer assigning the case? >>> >>>> Faux Pas is a class of crime that represents poor form and violations of >>>> procedure that do not involve abusing agreements or specially granted >>>> powers. >>>> >>>> Appropriate Low Punishments: >>>> >>>> -Cause the perp to transfer 1-5 shinies to Agora. >>>> -The perp SHALL write an apology, including up to 10 required words >>>> chosen at the Punisseor's discretion. >>> Does this recur? That is, is it a Faux Pas to fail to write such an apology? >>> >>> I would generally like to see the optional nature of apologies preserved. A >>> Yellow Card recipient may opt not to apologize, without incurring any >>> further punishment - but if e does, eir voting strength remains at zero for >>> the duration. That kind of alternative community service is important: not >>> every player is apt to write to demand, and in any case compulsory speech >>> is morally suspect. >>> >>>> Vow Breaking is a class of crime that represents breakages of >>>> agreements. >>>> >>>> Appropriate Low Punishments: >>>> >>>> -If the crime involved not giving or receiving promised assets, cause >>>> the perp to transfer the amount (of the same type(s)) of assets >>>> promised, to the entity they were promised to. >>> This is startlingly close to the notion of an equitable remedy, in the >>> judicial sense. You may well be reconstructing contract law, but from the >>> courts backwards rather than from the obligations forwards. >>> >>>> Appropriate High Punishments: >>>> >>>> -If the breakage involved not giving or receiving assets, cause the perp >>>> to transfer up to twice the amount (of the same type(s)) of assets >>>> promised, to the entity they were promised to. >>> This breaks down in the face of non-fungible assets, but I like the bones >>> of it. Maybe the owed asset, and one or more assets that are, collectively, >>> of approximately equal worth in the eyes of the officer? >>> >>>> -If the breakage involved a Promise, the perp SHALL NOT make promises >>>> for up to 4 weeks. >>> I’m on the fence on this. Pledges and promises are mechanically interesting >>> and a subtle part of Agora’s texture. Quashing someone’s promises for a >>> full month seems extreme. >>> >>>> -If the crime involved an office, cause the perp to resign from >>>> that office. >>> I’d be sad to lose the separation between the formal judgement that someone >>> is unworthy of their office and the practical punishment of being removed >>> from it. It gives officers who make serious errors of judgement or >>> character some opportunity to make amends, if the players as a whole are >>> willing to grant some clemency. >>> >>> Overall, I like the idea. >>> >>> -o >>> > >
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