Seeing how obscure basic features of the game can become to be for
newcomers (and current players), to improve gameplay, I proto-propose the
following competition:

"The Ruleset is our Joystick"

Our Ruleset is essentially the "joystick" to our game, because it lets you
know how you can push and turn the various knobs in Agora. However, we have
the problem of it not being sufficient for the newcomer player to
effectively play with us, because we have a set of unwritten rules granted
by our culture which are necessary for play.

Basically, the Agoran "joystick" looks like this:
https://i.gyazo.com/bb8464b339b7b179d9ff3bcc4c0612bf.png

It's supposed to be a tool that you can use. But what does it do? How do
you use it? Could someone who has never seen it before use it effectively?
No, and that's a problem Agora currently has.

Compare it to to the Playstation joystick: http://i.imgur.com/kQOvFCG.png

People, without having ever seen it before or having ever seen someone else
use it, instinctively put their hands on each handle, which leads their
grip to the buttons, which allows them to easily and quite instantaneously
acquire the basic skills needed to use the tool.

When we make rules, it's very easy to resort to more complexity to solve
problems, but that kind of patching isn't *efficient*. Think of human
attention as RAM resources. The more you have to use to run your code for a
certain goal, the worse it is. And it gets worse when we start to depend on
those unwritten rules - it's like writing code without providing enough
libraries to run it.

So, with "Our Ruleset is our Joystick", the goals shall be: (something
something)

---

I personally believe that a solution could be:

- Recognize which mechanics are Essential for play (proposals,
anti-ossification, etc)
- Establish a maximum wordcount for Essential mechanics

Like that, we help make sure that it's clear and easy to play at least the
basics of the game. But we also have to add:

- Remove all references to "tradition" and "play custom" and make them
EXPLICIT. Those words are euphemisms for "consult a veteran player", and we
can very much just write them down instead, or make such knowledge more
easily accessible. Players are pretty much unable to play more interesting
things without needing to suckle on the teats of veterans so that they can
provide them with the milk of ancient CFJs. What if the veterans, the
holders of all the ancient tradition and what "should be" are gone? We
wouldn't be able to play Agora? There's a big gerontocracy problem with
unwritten rules and tradition.

In Blognomic, there's a simple solution. Unwritten gerontocracy simply
doesn't matter for current gameplay. Of course, the history of play is
generously recorded in the wiki with each dynasty, but unwritten content
from a past dynasty is hardly relevant in any current dynasty.

However, turning into a dynastic nomic would be too much of a drastic
change I feel, so I feel like a better solution would be to make
"tradition" and "play custom" EXPLICIT, if we want to make it matter. Or at
least, much more easily accessible, like a handbook, so that without
needing to run into problems or having to suckle on teats, someone can have
enough independence to play the game on their own, just like how someone
can grab a playstation controller and instantly play versus needing to
pester others or deal with a massive, not particularly didactic archive
which is only going to get larger and harder to use for any newcomer.

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