MEMBERS
- members have an xp count, which is 100 for new members, and 1000 for community founders
- members have a level
- members have membership information
- members have a history of every xp event
- maybe some stats that relate to the types of tasks claimed
- members have a public message board that they control
- members may have additional 'stats' specific to the community
WHAT ARE TASKS
- tasks have names and descriptions
- tasks can have deadlines(default is none)
- tasks with deadlines can be urgent(default is no)
- tasks have a quantity, and the quantity must be finite (default is 1)
- tasks can be repeatable by a member, or not (default is yes)
- tasks can request verifiable proof, or not (default is no)
- tasks have owners and sponsers
- tasks remember their histories
- tasks may have associated stats
- tasks can have comments
CREATING AND SPONSORING TASKS
- owners create tasks and edit them
- any member with positive xp can create a task. That member becomes the owner of the task
- sponsors invest xp to sponsor a task - invested xp temporarily lowers a players total
- sponsors can alter their sponsorship amount at any time (before a claim)
CLAIMING A TASK
- tasks can be claimed by any member with non-negative xp
- when a task is claimed
- the reward is granted to the claimant
- the sponsors are refunded 120%
- claiming your own task fully refunds the debt, but only grants a percentage of the claim amount, this percent starts at 0 and increases to 20 over time. (the vesting time is longer for larger rewards (constant xp rate per time, up to 20%)
- a task cannot be urgent with no deadline, but can have a deadline without being urgent
- tasks that have a deadline and are urgent start off cheap and increase over time until claimed
- the sooner it is claimed, the higher the kickback for the sponsors
- a claim can have comments
- a task can be un-claimed within 1 week of claim
- re-activates it,
- rescinds the refund to the sponsors (including additional award)
- rescinds the award to the claimee
CONFLICT
owners can deny claims within 1 week of claim
- rescinds award from claimant
- debits additional 50% of award as well.
- rescinds refund from sponsors
- temporarily destroys 50% of sponsored xp
- task is re-activated
- denial can be 'blessed' by members, each blessing restores sponsored xp to the task relative to the level of the member
- there is a time frame, after which no further blessings may apply
- (denying a claim is much more destructive than getting the claimant to un-claim it)
- rebuking can drive a player into negative xp, at which point they are effectively suspended from posting or claiming tasks
- a rebuke can be blessed similar to claim denials
- there is a time frame, after which no further blessings may apply
- a squash can be blessed similar to claim denials
- there is a time frame, after which no further blessings may apply
GIFTS
members can transfer xp to other members at a cost of 2 xp for every 1 xp granted.
- xp spent in this way cannot be restored by the community
PROGRESSION
as members gain xp, they advance in levels
- level progression requirements grow geometrically (or exponentially?)
- stats improve along a similar curve to levels.
VOTING ON THE SYSTEM PROPERTIES
members vote with their levels, but have to choose where to commit their votes.
STATS
here is an example of a stats system that a community might implement:
- Strength - physical tasks
- Dexterity - personal development, training, skills, and certification
- Constitution - dirty, boring, or unpleasant tasks
- Intelligence - technical tasks
- Wisdom - artistic tasks
- Charisma - communication tasks
ASSOCIATED TOOLS
there are tools for scheduling many tasks
- such as one task per day for "make dinner"
there is maybe a web service to allow web tools to auto-claim certain tasks
***
The first thesis is that this set of capabilities can foster a community to build something big, for free.
Positive interactions quickly multiply the communal xp pool (claiming a task creates 120% of the invested amount of xp, for a total of 220%), negative interactions deplete it; the second thesis is that the total xp of the community is a good measure of the social capital of the group, and represents real-world value in itself.
...I still need a good name for this system.
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