I’ve added some annotations to each section of the online ruleset 
(agoranomic.org/ruleset <http://agoranomic.org/ruleset>). They try to give a 
quick summary of each section, and mention which sections are important to 
understand at the beginning. Thoughts?

Gaelan
> On Aug 24, 2017, at 7:21 PM, Kyle Anderson <kyescott5...@gmail.com> wrote:
> 
> That separation between "core" and "subsytems" would be extremely helpful. 
> The sheer volume of information that makes up the current ruleset is not 
> necessarily a problem, except for when someone is trying to sort through it 
> and put together the pieces for the first time. I think that a main draw of 
> the game is its complexity (or perceived complexity). I would rather 
> reorganize the ruleset than get rid of that complexity.
> Another "bar on the door" for me has already been brought up, I can't 
> remember by who. There is no guidance on the form in which the game should be 
> played, other than precedence (which can prove difficult to navigate) and 
> trial and error. Perhaps that is all well, but it is a bit intimidating.
> 
> On Aug 24, 2017 7:38 PM, "Nic Evans" <nich...@gmail.com 
> <mailto:nich...@gmail.com>> wrote:
> 
> 
> On 08/24/17 20:15, Alex Smith wrote:
> > On Thu, 2017-08-24 at 19:53 -0500, Nic Evans wrote:
> >> * We have too many subsystems. It's hard to admit because nearly all of
> >> them are neat and well designed, but it's just too much in one game at
> >> once. Do we need three different binding agreements (agencies, pledges,
> >> organizations)? Probably not. We should either combine them or remove
> >> the least popular two. What about all of our winning conditions?
> > On the contrary, I think the relative lack of activity in Agora is that
> > there isn't actually anything to /do/. Much of what you list (like the
> > winning conditions) is harmless. On that subject, I don't think we have
> > nearly enough win conditions (most of the ones we do have are either
> > scam release valves, or very long term goals). It used to be that you
> > could win Agora every couple of months by outplaying people on the
> > economy and on regular gameplay. That's no longer the case, and I don't
> > think there have been any non-scam wins for a very long time (maybe a
> > historically long time?).
> >
> > The thing about Agoran complexity is that there are two sorts: the
> > rules you have to know about, and the rules that are only relevant when
> > you interact with them. (Perhaps these should actually be in separate
> > rulesets, at least presentationally? Most real-life rulesets work like
> > that, after all.) If you don't know what a Trust Token is, it's
> > unlikely ever to bother you. If you do, you can keep track of them and
> > try to make progress in that direction (although with the mechanic
> > unpopular, it's unlikely it'll ever result in a win).
> 
> We actually largely agree here, I think I was just poorly worded. It's
> not that there's too much to do, it's that, from the perspective of a
> new player looking at rules, it looks like there's too much to do and
> that makes it really hard to see how everything fits together. A new
> player doesn't know they don't need to worry about Trust Tokens, or that
> the 7 rules about Organizations and 8 about Punishments are largely
> irrelevant to them. In that regard I agree having a separation between
> 'Core' and 'Subsystems' in the rules would be nice. But I also think
> that we should seriously consider scaling back and simplifying the
> underutilized systems, at least for now. Add back the complexity as needed.
> 
> >
> > Likewise, the fix for SHALLs is probably to make them only apply to
> > officers, and have a neat list of all the relevant SHALLs in the rule
> > defining the office. They serve an important role in preventing the
> > game breaking, but they're the kind of thing that can easily trip up a
> > new player if they apply to everyone.
> >
> 
> 
> 

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