You haven't addressed most of my concerns from the last draft, so I will still be strongly voting against, and likely deregistering if it passes.
On Mon, Oct 9, 2017, 00:33 Aris Merchant, < thoughtsoflifeandligh...@gmail.com> wrote: > Title: Conditionals and Determinacy v3 > Adoption index: 3.0 > Author: Aris > Co-author(s): > > Create a power 3.0 rule entitled "Conditionals and Determinacy", with the > following text: > > A conditional is any textual structure that attempts to make a statement > affecting any part or aspect of the gamestate (the substrate), or the > permissibility or possibility of any action affecting such a part or > aspect, > dependent on the truth value or other state of a textual structure > (the condition). The condition is said to be "affixed" to the substrate > (inverse "to be conditional upon"). > > A condition is inextricable if it is unclear, ambiguous, circular, > inconsistent, paradoxical, depends on information that is impossible or > unreasonably difficult to determine, or otherwise requires an > unreasonable > effort resolve; otherwise it is extricable. A conditional is > inextricable if > its condition is inextricable; otherwise it is extricable. A player > SHOULD NOT > use an inextricable conditional for any purpose. > > If a restricted value, or the value of a conditional, or a value > otherwise > required to determine the outcome of a restricted action, CANNOT be > reasonably > determined (without circularity or paradox) from information reasonably > available, or if it alternates instantaneously and indefinitely between > values, then the value is considered to be indeterminate, otherwise it is > determinate. > > If an action would, as part of its effect, make a restricted value > indeterminate, it is void and without effect unless it is explicitly > permitted > to do so by a rule; this restriction should be interpreted in accordance > with existing precedent, and this rule defers to judicial discretion and > game custom. > > Create a power 3.0 rule entitled "Conditional Announcements", with the > following > text: > > A player SHALL NOT deliberately make an action taken by announcement > conditional on an inextricable condition, and any such conditional is > INVALID, and its substrate void and without effect; these restrictions > should > be interpreted in accordance with existing precedent, and this rule > defers to > judicial discretion and game custom. > > Extricable conditionals do not necessarily fail; however, they must be > reasonably resolvable given complete knowledge of the gamestate at the > time > the message takes effect. This knowledge CAN require interpretation of > data > in non-trivial ways (e.g. interpretation requiring CFJs), but such > interpretation must be achievable without absurd effort. No > by-announcement > conditional may ever be conditional upon information which cannot be > deduced > from the knowable gamestate at the time the message takes effect, nor can > such conditionals ever change the time the message takes effect. > > Loops are generally viable, subject to the above restrictions. However, > long loops used abusively may fail, at the discretion of a judge; the > presumption is in favor of the loop being successful. > > This rule is intended as a codification and clarification of existing > precedent. It does not attempt to overrule existing precedents, but only > to > make explicit the principles by which its subject matter is to be > understood. > > Create a power 3.0 rule entitled "Action Rationality", with the following > text: > > An irrational action is one that is either deliberately and > malisoally hidden from view > inside a larger message (e.g. a report) or contains excessive repetitions > or complex loops that make the message unreasonably hard to comprehend or > respond to; all other actions are rational. > > A player SHALL not take an irrational by announcement action, and any > such > actions fail. > > Amend Rule 1023, "Common Definitions", by removing the third item of the > top level list, and renumbering appropriately. >