Oops. I think I can fix most of those either by cutting things or
tweaking bits. There's one complaint I can't think of a good way to
fix (the thing about invalidating loops), but I hope that isn't a
deal-breaker on its own?

-Aris

On Mon, Oct 9, 2017 at 4:36 AM, Alexis Hunt <aler...@gmail.com> wrote:
> 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.

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