How does Scatterhome self-govern without a permanent government?
I just put up a bunch of info about how Scatterhome self-governs and how that system evolved from the rule-of-the-jungle of the past.
It's all here on the second half of this page: https://www.starmourn.com/scatterhome/
It's all here on the second half of this page: https://www.starmourn.com/scatterhome/
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Are calls going to be mainly targeted at specific player characters or can you target calls at things like factories or refineries? I am thinking more along the lines of cartels targeting the market for certain goods in an area of Scatterhome.
Also, typo alert ^.^
After the first "gangs" " - the , and a few minor ones" doesn't make sense. I'm guessing the two major gangs listed below were once listed in that spot. That's 6 sections down from the subtitle "How Did Scatterhome's Governmental system Evolve?"
Also in the section after "muirder" should be "murder."
Jin
VOTE FOR STARMOURN
if there's no kittens in space
I'm going on a rampage
TectonToday at 2:17 PM
They're called w'hoorn, Groot
sets out a saucer of milk
Would the goal be to make influence gain roughly equivalent for PVPers and non-PVPers? Also, would there be an upper limit on influence, like a cap or diminishing returns?
There's a cap on influence, and your influence decays slowly every day.
https://countingdownto.com/?c=2341194
Like you're probably not going go to sleep one night and wake up the next morning kicked out of Scatterhome without any communication beyond the system messages.
(No really, thank you, I love you.)
It had limited success - characters just idled in havens anyway, easily keeping max voting power without actively doing anything at all in game.
I like this concept - tying it to effort rather than time. I'm sure there'll be some teething problems, but it sounds like fun to me.
I feel like the concerns about people being kicked out or other power abuses seem more likely to happen there with one person in charge.
It also doesn't really need to be for long, if they're stepping down they can boot people they don't like as their last act with likely minimal consequences, and let's hope that the election ousting protections are in.
Also, from experience in IREs, you don't really need to kick everyone opposing you out, just enough of the right ones.
Also OOC clans and, more recently, discord groups are pretty prevalent. They provide benefits such as ease of discussing mechanics that are awkward to talk about IC or co-ordination of things for the game, I've got one that is also used for batphoning. These do result in ooc friendships over time and can lead to issues ic.
With that in mind, a settled group in the Ascendancy would need to maintain a broader support base as everyone always has "max influence", while in the Dominion you could probably just focus on a sufficient section of the active players.
Also, because it's bringing it to mind. Preferential voting would be really neat as it would limit vote splitting.
On top of that, given that bribery was listed as an option, if someone is a little low and they want to ensure they're maxed out for an important vote they can throw money at that problem (which their friends could lend them if necessary).
Using your example, assuming the voting pool is 40 (for the 21 majority) and if the average vote weight for an org is around 50% of max but an active settled groups average is 90%, then you only need 15 people rather than 21. Mostly because in theory, anyone below max could also be considered to have less than one vote.
I don't have an issue with active players having greater influence, but also, realistically, these systems can give an active minority power over a less active majority.
Sure, there have been times when that hasn't been fun, but the same can be said of every conflict system, whether pvp, social or whatever - I've generally found over the years that it's been more fun than not, which would make it a success.
Matt of course might chime in and say that my memory is wrong and that I must have been tripping back then, in which case I apologise.