On Wed, 13 Jul 2016, nichdel wrote:
> I also think this provides a much-needed structure to the rules. Sure the
> rulekeepor imposes an order as they see fit, but rules aren't written with any
> particular organizational style in mind.
On a side note, I'm thinking of a short "reorganize the rul
On 07/13/2016 02:24 PM, Kerim Aydin wrote:
On Tue, 12 Jul 2016, Owen Jacobson wrote:
On Jul 11, 2016, at 3:00 PM, Kerim Aydin wrote:
Power is one of the most enduring structures of our game.
Here's a proto to shake it up a bit.
The obvious question: why? This proposal introduces a fair bit
On Tue, 12 Jul 2016, Owen Jacobson wrote:
> On Jul 11, 2016, at 3:00 PM, Kerim Aydin wrote:
>
> > Power is one of the most enduring structures of our game.
> > Here's a proto to shake it up a bit.
>
> The obvious question: why? This proposal introduces a fair bit of complexity;
> what’s not w
On Jul 11, 2016, at 3:00 PM, Kerim Aydin wrote:
> Power is one of the most enduring structures of our game.
> Here's a proto to shake it up a bit.
The obvious question: why? This proposal introduces a fair bit of complexity;
what’s not working that this addresses, or what could Agora do under t
On 07/11/2016 02:00 PM, Kerim Aydin wrote:
[Note: this allows each branch to establish entirely different Rule Change
procedures, or any other procedures].
It would be really cool to have the Executive Branch oversee all
sub-games, and have mechanisms to change sub-games (add, remove, amend)
w
Power is one of the most enduring structures of our game.
Here's a proto to shake it up a bit.
Branch is a Secured Rule switch with values Original (default),
Executive, Legislative, and Judicial.
Each valid non-default value of the Branch switch has a Head
Officer (HO). The H
6 matches
Mail list logo