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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