Re: DIS: Regulating snark
On Mon, 29 May 2017, Quazie wrote: > Proto proposal: Grudge. > There exists an asset called a Grudge. Karma systems +1 like the idea; when we've had them, they both lead to good feelings and let us know when we're stepping on each others' toes.
Re: DIS: Regulating snark
I think the Anger Management or even carding could be a helpful addition. Publius Scribonius Scholasticus p.scribonius.scholasti...@gmail.com > On May 29, 2017, at 2:42 PM, Josh Twrote: > > Maybe also have something like "If a player X owns three grudges and for each > of those grudges the targets thereof also owns a grudge against the player X, > the {keeper of grudges} may place player X on Anger Management", which would > be a state that punishes a player a little. > > Oh yeah, Grudges should not be tradable. I hazard that it would be unwise if > they were. > > 天火狐 > > On 29 May 2017 at 14:32, Quazie wrote: > It's a rough draft - I feel like holding grudges should be advantageous - but > holding too many makes you vulnerable is the premise I was going for. Voting > strength is pretty low right now (there were prior situations where voting > strength defaulted to a much larger number) and maybe increasing it by 1 is > interesting when the default is higher than 1. > > On Mon, May 29, 2017 at 11:26 Gaelan Steele wrote: > I don't like the voting strength bit—I don't think there is any harm in > creating a temporary grudge whenever you vote AGAINST. > > Gaelan > > > On May 29, 2017, at 10:35 AM, Quazie wrote: > > > > Proto proposal: Grudge. > > > > There exists an asset called a Grudge. > > > > Each Grudge has a person associated with it. > > > > Once a month, A player may indicate a person, and a reason, and then gain > > one Grudge associated with said person. > > > > If a player is holding a Grudge against every current player they may be > > deregistered by announcement. The registrar shall note this deregistration > > as Spiteful. > > > > If every other player has a Grudge representing the same player e may be > > deregistered by announcement. The registrar shall note this deregistration > > as Banishment. > > > > If a player is holding a Grudge representing a player, they have voting > > strength + 1 in every non-for vote on proposals written by that player. > > > > If a player votes for a proposal Witten by a person they hold a Grudge > > against, then they 'Get Over It' and lose said Grudge. > > > > > > > > I'm watching lots of angst exist all of a sudden, so let's codify it. > > > > I don't know if it's a good idea - but I've been bouncing it around in my > > head for a while, so I decided to proto it. >
Re: Re: DIS: Regulating snark
Perhaps make a central "Karma" system, linked to both cards and grudges? And holding Office with a "clean-streak" of not doing any offenses and no Tardiness would earn you Karma, for example, because you've done good service. I think it would be good for both anti-negative and pro-positive movements to be involved in systems like this. Stick and carrot and whatnot.
Re: DIS: Regulating snark
Maybe also have something like "If a player X owns three grudges and for each of those grudges the targets thereof also owns a grudge against the player X, the {keeper of grudges} may place player X on Anger Management", which would be a state that punishes a player a little. Oh yeah, Grudges should not be tradable. I hazard that it would be unwise if they were. 天火狐 On 29 May 2017 at 14:32, Quaziewrote: > It's a rough draft - I feel like holding grudges should be advantageous - > but holding too many makes you vulnerable is the premise I was going for. > Voting strength is pretty low right now (there were prior situations where > voting strength defaulted to a much larger number) and maybe increasing it > by 1 is interesting when the default is higher than 1. > > On Mon, May 29, 2017 at 11:26 Gaelan Steele wrote: > >> I don't like the voting strength bit—I don't think there is any harm in >> creating a temporary grudge whenever you vote AGAINST. >> >> Gaelan >> >> > On May 29, 2017, at 10:35 AM, Quazie wrote: >> > >> > Proto proposal: Grudge. >> > >> > There exists an asset called a Grudge. >> > >> > Each Grudge has a person associated with it. >> > >> > Once a month, A player may indicate a person, and a reason, and then >> gain one Grudge associated with said person. >> > >> > If a player is holding a Grudge against every current player they may >> be deregistered by announcement. The registrar shall note this >> deregistration as Spiteful. >> > >> > If every other player has a Grudge representing the same player e may >> be deregistered by announcement. The registrar shall note this >> deregistration as Banishment. >> > >> > If a player is holding a Grudge representing a player, they have voting >> strength + 1 in every non-for vote on proposals written by that player. >> > >> > If a player votes for a proposal Witten by a person they hold a Grudge >> against, then they 'Get Over It' and lose said Grudge. >> > >> > >> > >> > I'm watching lots of angst exist all of a sudden, so let's codify it. >> > >> > I don't know if it's a good idea - but I've been bouncing it around in >> my head for a while, so I decided to proto it. >> >
Re: DIS: Regulating snark
It's a rough draft - I feel like holding grudges should be advantageous - but holding too many makes you vulnerable is the premise I was going for. Voting strength is pretty low right now (there were prior situations where voting strength defaulted to a much larger number) and maybe increasing it by 1 is interesting when the default is higher than 1. On Mon, May 29, 2017 at 11:26 Gaelan Steelewrote: > I don't like the voting strength bit—I don't think there is any harm in > creating a temporary grudge whenever you vote AGAINST. > > Gaelan > > > On May 29, 2017, at 10:35 AM, Quazie wrote: > > > > Proto proposal: Grudge. > > > > There exists an asset called a Grudge. > > > > Each Grudge has a person associated with it. > > > > Once a month, A player may indicate a person, and a reason, and then > gain one Grudge associated with said person. > > > > If a player is holding a Grudge against every current player they may be > deregistered by announcement. The registrar shall note this deregistration > as Spiteful. > > > > If every other player has a Grudge representing the same player e may > be deregistered by announcement. The registrar shall note this > deregistration as Banishment. > > > > If a player is holding a Grudge representing a player, they have voting > strength + 1 in every non-for vote on proposals written by that player. > > > > If a player votes for a proposal Witten by a person they hold a Grudge > against, then they 'Get Over It' and lose said Grudge. > > > > > > > > I'm watching lots of angst exist all of a sudden, so let's codify it. > > > > I don't know if it's a good idea - but I've been bouncing it around in > my head for a while, so I decided to proto it. >
Re: DIS: Regulating snark
I don't like the voting strength bit—I don't think there is any harm in creating a temporary grudge whenever you vote AGAINST. Gaelan > On May 29, 2017, at 10:35 AM, Quaziewrote: > > Proto proposal: Grudge. > > There exists an asset called a Grudge. > > Each Grudge has a person associated with it. > > Once a month, A player may indicate a person, and a reason, and then gain one > Grudge associated with said person. > > If a player is holding a Grudge against every current player they may be > deregistered by announcement. The registrar shall note this deregistration > as Spiteful. > > If every other player has a Grudge representing the same player e may be > deregistered by announcement. The registrar shall note this deregistration > as Banishment. > > If a player is holding a Grudge representing a player, they have voting > strength + 1 in every non-for vote on proposals written by that player. > > If a player votes for a proposal Witten by a person they hold a Grudge > against, then they 'Get Over It' and lose said Grudge. > > > > I'm watching lots of angst exist all of a sudden, so let's codify it. > > I don't know if it's a good idea - but I've been bouncing it around in my > head for a while, so I decided to proto it.