I mean, in practice that just means that voting against a proposal would be 
something you do very not-lightly. We’d end up with a lot of negotiation and 
politicking. In practice, splits would be fairly rare.

Gaelan

> On Feb 24, 2019, at 3:20 PM, Reuben Staley <reuben.sta...@gmail.com> wrote:
> 
> This reminds me of a concept I ran across while reading an essay about Nomic 
> one time called Fork World, where the guiding principle of play is "no 
> coercion". In Fork World, the group of players who vote against each rule 
> change and the group of players who vote for are sent to their own, 
> non-interacting universes where their rules hold power. While it is an 
> interesting concept, the author points out that after N decisions, the 
> playerbase would be split into 2^n different groups. In Agora's case, this 
> would be a number over two thousand digits long and I'm pretty sure we've 
> never had that many players.
> 
> The essay in question is here: http://shirky.com/writings/nomic.html
> 
> On 2/22/19 11:45 AM, Kerim Aydin wrote:
>> On Fri, Feb 22, 2019 at 10:22 AM D. Margaux <dmargaux...@gmail.com> wrote:
>>>> On Feb 22, 2019, at 12:39 PM, Kerim Aydin <ke...@uw.edu> wrote:
>>>> Every so often, someone decides "we're not really playing Agora
>>>> anymore" because (in their perception) we improperly papered over some
>>>> platonic truth that made everything freeze.
>>> 
>>> That point of view makes me think of the “sovereign citizens” who believe 
>>> that their view of the law is
>>> somehow platonically right, and that it means they don’t have to pay taxes 
>>> or whatever.
>> Never made that connection!  Given that, unlike countries, Agora is an
>> entirely voluntary organization, my personal worry about Agora is not
>> a "full ossification that almost everyone agrees happened" nor "1 or 2
>> people saying we were playing wrong" but a situation where two
>> similarly-sized camps disagree with an aspect, and end up trying to
>> run two entirely separate games (separate reports, etc.) on the same
>> list while arguing that theirs is the One True Way.  The oldest
>> existential crisis from Nomic World ("Lindrum World") was a crisis of
>> this type, and it was only ended when both camps agreed to a method to
>> converge the gamestate while never agreeing on which was the "true
>> path" they took to get there, with lots of arguments and rage-quits
>> along the way.
> 
> -- 
> Trigon

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