I think I will leave out any changes to weak/strong rule changes out
of the initial ruleset motion and let others follow-up with motions of
their own if they want to change it. I want to keep the initial pass
non-controversial so we have a base to work with.
On the quorums, I think it would be confusing to have different quorum
ratios depending on the number of vote counts a ballot item has been
through. I'd have to think about how to implement that too... it would
not be straightforward. I like the idea of just requiring a full week
(or maybe something slightly shorter like 5 days??)... "a ballot item
must be active for 5 days before it is tallied". This would be easy to
implement because the code could just check the date it was submitted
when running a tally.
I don't think all players have the time to keep up with 2 weekly
votes, so allowing something pass before they even have a chance to
look at it would not be fair. I could see a scenario where a player
submits a proposal a day before a vote count and half of the players
have a chance to look at it and vote, and the other half don't get any
say in it.
-Jef
> -I approve of using the same numbering counter for all ballot items,
> as long as everything continues to be separated into the same groups
> as before in the database - I like the current format and organization
> of the rules and book pages.
Yes--the books and pages would still be separated from rules as they
are now, and I will also separate the Proposals from the Referenda on
the main page for voting.
> -In Rule 202 I notice that the ability to submit strong proposals as
> if they were weak has been removed...I think this will work; it will
> undoubtedly raise a few RFJs during the round, though, deciding
> whether or not certain changes were weak.
Yep--an RFJ is the right way to handle any dispute on this.
> -A small correction: in Rule 202, it says: "...may submit one strong
> rule-change proposal per turn unless a rule specifically allows more
> then one rule-change proposal..." This should be "allows more than
> one STRONG rule-change proposal".
Corrected.
> I'm assuming that the original Rule 203, Rule-change adoption, was
> removed because Rule 106, Rule Change Adoption Requirements, implies
> it?
Actually, I moved the entire wording exactly as it was to Rule 202.
> -Rule 205: "Votes on all other ballot items are tallied and voting for
> the ballot item is closed." I think this should be "voting for THESE
> BALLOT ITEMS is closed".
Corrected.
> -Another small error: Rule 207 mentions the administrator at the
> beginning of the second paragraph.
Reworded it.
> -In Rule 209, I feel that "without merit' should be a ruling along
> with true or false: "A legal ruling is one of TRUE, FALSE, or WITHOUT
> MERIT...". One reason why it should be this way is to prevent
> submitting paradoxical statements: "This Statement is False" could not
> be ruled true or false without creating a contradiction that in turn
> would guide game play - whatever that means, possibly a victory by
> inconsistency. Also, the way 'without merit' currently works on the
> website (i.e., a separate dropdown from the ruling) is confusing. If
> this is changed, Rule 210 should also be changed - delete the phrase
> "of TRUE or FALSE" (from Rule 210).
Agreed... changed this.
> -I notice you've completely removed Rule 218, Game Maintenance from
> the initial set...most of it was about the Administrator, but some
> parts need to be kept (most importantly, the concept of a 'blue law'
> and the idea that enforcement is necessary for a rule to take full
> effect). I think this rule needs to come back, simply specifying that
> players are responsible for enforcing the rules, and rules that are
> not enforced are termed 'blue laws' and have no effect unless a player
> decides to enforce them.
You're right... I'm adding it back with revised wording
-Jef