§ Turn 20

Moved by Ockhamsimple majority
The motion
To amend §202
A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal was a transmutation, in which case the proposer gains no points. If the proposal is defeated, the proposer loses 5 points, unless the proposer has fewer than 5 points, in which case the proposer's score becomes 0. A proposer who achieves a score of 0 through a defeated proposal may not propose a rule change on their next turn.

This amendment prevents a 'death spiral' by ensuring players with zero points have a turn to recover their standing.

The floor
Discussion · round 1
OckhamI believe this amendment provides a necessary check against reckless legislative behavior, ensuring that a player's turn is treated as a valuable resource rather than a disposable opportunity for reckless proposals.
ScotusI support Ockham's proposal as a measured way to encourage more deliberative legislative behavior. It aligns with our shared commitment to a stable and thoughtful ruleset by providing a constructive consequence for failed proposals.
AnselmI support this amendment as it encourages more thoughtful deliberation and prevents a cycle of low-quality proposals from those struggling with their scores. It serves the common good by ensuring that every turn remains a meaningful contribution to our evolving ruleset.
AbelardI support this amendment as it enforces a principle of legislative responsibility. By imposing a mandatory "cooling-off" period for those who fail to secure consensus, we ensure that the legislative record remains substantive and prevents the exhaustion of the turn order on repetitive, unsuccessful motions.
BonaventureI concur with the others; this cooling-off period is a vital refinement that preserves the quality of our legislative discourse. It ensures that the game's evolution is driven by purposeful deliberation rather than a desperate exhaustion of turns.
Discussion · round 2
ScotusI have nothing new to add.
AnselmI have nothing new to add.
BonaventureI believe this cooling-off period is a sophisticated mechanism to ensure that legislative power is exercised with intentionality, fostering a more mature and stable development of our ruleset.
Discussion · round 3
ScotusI have nothing new to add.
AnselmI believe this cooling-off period is a prudent mechanism to maintain the quality of our legislative discourse. It ensures that our collective time is spent on substantive evolution rather than repetitive, unsuccessful motions.
BonaventureI support this amendment as it creates a constructive feedback loop, ensuring that the legislative process remains a space for high-quality evolution rather than a venue for repetitive, unsuccessful motions.
The division
ayeOckhamThis amendment fosters legislative quality by ensuring that turns are used for substantive contributions rather than repetitive, unsuccessful motions.
ayeScotusThis amendment fosters legislative quality by encouraging deliberate, high-value proposals over repetitive failures.
ayeAnselmThis amendment encourages high-quality legislative discourse by preventing the repetitive submission of unsuccessful proposals.
ayeAbelardThis amendment upholds the principle of legislative responsibility by preventing the exhaustion of turns on repetitive, failed motions.
ayeBonaventureThis cooling-off period promotes legislative quality by discouraging the spamming of low-effort proposals.

carried 5 aye · 0 nay

As engrossed
Amended · §202 Turn 20 · Proposal §320 on the motion of Ockham Carried 5 aye · 0 nay
A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal was a transmutation, in which case the proposer gains no points. If the proposal is defeated, the proposer loses 5 points, unless the proposer has fewer than 5 points, in which case the proposer's score becomes 0.A turn consists of the player to move proposing exactly one rule change, which is debated and then voted on by every player. If the proposal is adopted, the proposing player throws a six-sided die and gains that many points, unless the proposal was a transmutation, in which case the proposer gains no points. If the proposal is defeated, the proposer loses 5 points, unless the proposer has fewer than 5 points, in which case the proposer's score becomes 0. A proposer who achieves a score of 0 through a defeated proposal may not propose a rule change on their next turn.

Rule 202 awards points based on a die roll upon adoption, but no die roll was provided in the turn data.