RE: IMPORTANT: The Path Through Chaos, What you NEED to know! NEW PACKS! Voting! Much more! Splinterlands 2022 Roadmap AMA Summary +Giveaway

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Thanks for the way you've outlined this and opened it for discussion. I have a few fledgling thoughts that are mostly me learning how to think into the possibilities and ramifications of being invited into governance. And yes, my political ideology shows through here in a pretty obvious way.

Clearly a representative governance makes sense because not everyone has time or desire to read proposals and be involved. Technologically, it seems easily possible to have any number of delegates with power corresponding to the amount of votes delegated, so 10 delegates seems arbitrary - and quite small (How many languages is this game being played in? Can 10 delegates possibly cover the diversity of engagement?) Why not use use the power this technology offers to allow each a vote or a delegation as desired?

If there are 10 representatives, what keeps it from becoming a political campaign. Can the representatives offer rewards as encouragement to vote for them? What's to keep bots from voting on the 10 and keeping them in power? I suppose the same questions stand regardless of the number of delegates.

I think some fundamental question that it brings up to me are similar to those a country faces. Who gets the power and how much is that power consolidated? There is already a clear pattern I've seen as a relative newbie (here since June). Folx who have been here awhile and folx who have the financial means to buy in substantially are rewarded. This is how SPS have been distributed, rewards reinforce it - especially with miniscule credits and single boxes in Bronze, and land will further establish this power arrangement by creating a literal land-owning class that cultivates resources and sells them or uses them to dominate the plebs. (side-note: I do hope to buy one piece of land, but more than that seems beyond my means). So... we are in a recreation of the power structures of most of western society across time.

Which maybe is fine... No one said we were creating utopia here. It just feels important to name that the resource gap is quickly widening. Is this governance system intended to increase and reinforce that gap or to challenge it.

Some other questions that pop up for me:
What happens when you make cards buyable for governance tokens? Those who want to get more involved and don't have large financial resources are looking for every opportunity to do so. Many of them had a small air drop so have minimal governance tokens. It seems like there's a built in tension between holding onto tokens to have some vote/power and buying packs to increase their in game capacity. Folx who have received a good airdrop based on the same criteria mentioned earlier (bought in or been here longest) don't have the tension of that trade off.

Perhaps it's useful for me to remember this is the creators of a for-profit game figuring out how to spread that power to the players. Which is, indeed, revolutionary. And regardless of how many nature-spirits, elementals, and angels populate the game it is a business deeply steeped in a capitalist battle ethos and not the governance of some magical egalitarian kingdom. I'm grateful I'm getting to witness and participate in the experiment. Apparently I should write me own post about it.



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Congratulations on your delegation! Which faction would you like? I also agree with that 10 people seems like a centralization that might not be needed.
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By faction, do you mean splinter? Let's go with water.

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