humansystems:sytemspathology
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| + | **Systems Pathology** | ||
| This is a practical list of universal failure modes for systems | This is a practical list of universal failure modes for systems | ||
| - | involving humans | + | involving humans. These items identify the most common |
| - | roadblocks to realization of optimal systems. | + | roadblocks to realization of optimal |
| - | 1\. All human systems | + | 1. All human systems are imaginary, but some are optimal. |
| - | 2\. Players and systems all have strengths and weaknesses (trade-offs). | + | 2. Agents (Players) and systems all have strengths and weaknesses (trade-offs). |
| - | Neurotic | + | Neurotic |
| - | versa. | + | versa. |
| - | 3\. Hierarchical systems are necessary evils because they are the means | + | 3. Hierarchical systems are necessary evils because they are the easiest |
| to amplify and centralize Social Power, but they also produce and | to amplify and centralize Social Power, but they also produce and | ||
| - | attract Players that are intoxicated by that Power. | + | attract Players that are all intoxicated by that Power. |
| - | 4\. Systems (organizations) develop goals of their own immediately after | + | 4. Systems (organizations) develop goals of their own immediately after |
| they come into existence as a fictitious entity, and thereafter behave | they come into existence as a fictitious entity, and thereafter behave | ||
| - | as if they have a life of their own, regardless of any new circumstances | + | as if they have a life of their own, regardless of changing |
| - | \[Frankenstein’s Monster effect\]. | + | [Frankenstein’s Monster effect]. |
| - | 5\. Systems that fully account for human nature work best, and systems | + | 5. Systems that fully account for human nature work best, and systems |
| that don’t either work poorly (sub-optimal) or not at all. Only | that don’t either work poorly (sub-optimal) or not at all. Only | ||
| Mutualist Players can produce stable, optimal systems. Narcissist, | Mutualist Players can produce stable, optimal systems. Narcissist, | ||
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| that serve Power. | that serve Power. | ||
| - | 6\. For every system there is a single Player type that is most suited. | + | 6. For every system there is a single Player type that is most suited. |
| This is because one Player’s Utopia (perfect system) can be another | This is because one Player’s Utopia (perfect system) can be another | ||
| Player’s nightmare. | Player’s nightmare. | ||
| - | 7\. For a system, “Reality” is whatever is officially reported by/to the | + | 7. For a system, “Reality” is whatever is officially reported by/to the |
| system, which induces a complex set of system-delusions in Players. | system, which induces a complex set of system-delusions in Players. | ||
| - | \[self-deception, | + | [self-deception, |
| obedience, mirage of undue credit, means justifying the ends, more is | obedience, mirage of undue credit, means justifying the ends, more is | ||
| - | always better fallacy, etc.\] | + | always better fallacy, etc.] |
| 8\. Players and systems that don’t serve Justice, automatically serve | 8\. Players and systems that don’t serve Justice, automatically serve | ||
| Power. | Power. | ||
| - | 9\. Some large systems may work, for a time. Large hierarchical systems | + | 9. Some large systems may work, for a time. Large hierarchical systems |
| require a preset termination date (expiration) in the social contract in | require a preset termination date (expiration) in the social contract in | ||
| order to uphold legitimate Player consent (generational). | order to uphold legitimate Player consent (generational). | ||
| - | 10\. Large systems are beyond human capacity to fully evaluate in their | + | 10. Large systems are beyond human capacity to fully evaluate in their |
| entirety. | entirety. | ||
| - | 11\. All forms of intended “Do-goodery” (radical Utopianism, toxic | + | 11. All forms of intended “Do-goodery” (radical Utopianism, toxic |
| empathy, virtue signaling, etc.) nearly always fail to actually empower | empathy, virtue signaling, etc.) nearly always fail to actually empower | ||
| Players to sustainably help themselves (dependency) . | Players to sustainably help themselves (dependency) . | ||
| - | 12\. Players and systems don’t exclusively do what they formally claim | + | 12. Players and systems don’t exclusively do what they formally claim |
| they’re doing (or intended to be doing), and they seek (or produce) | they’re doing (or intended to be doing), and they seek (or produce) | ||
| circumstances that can be used to justify their existence. | circumstances that can be used to justify their existence. | ||
| - | 13\. Systems and Players tend to continue to operate in the same way | + | 13. Systems and Players tend to continue to operate in the same way |
| over time, regardless of relevant changes in real circumstances | over time, regardless of relevant changes in real circumstances | ||
| (operational inertia). | (operational inertia). | ||
| - | 14\. Super-system malfunctions (corruption) generally cause continuous | + | 14. Super-system malfunctions (corruption) generally cause continuous |
| sub-system malfunctions. | sub-system malfunctions. | ||
| - | 15\. Hierarchical systems amplify and concentrate Power by transforming | + | 15. Hierarchical systems amplify and concentrate Power by transforming |
| work (human, mechanical) and resources into different forms and amounts | work (human, mechanical) and resources into different forms and amounts | ||
| of Power, and then they auto-stratify (disparity). | of Power, and then they auto-stratify (disparity). | ||
| - | 16\. A Player’s individual share of a system’s total Power is | + | 16. A Player’s individual share of a system’s total Power is |
| accumulated by those whose primary skill is accumulating power (not | accumulated by those whose primary skill is accumulating power (not | ||
| merit), and they tend to move upwards within a hierarchical system. | merit), and they tend to move upwards within a hierarchical system. | ||
| - | 17\. All Players and systems are susceptible to the intoxication | + | 17. All Players and systems are susceptible to the intoxication |
| (artificially inflated self-importance) of Power. More Power = more | (artificially inflated self-importance) of Power. More Power = more | ||
| - | intoxication. | + | intoxication. [Power Addiction Syndrome (PAS)] |
| - | 18\. The most powerful Players and Systems (leaders, elites) tend to be | + | 18. The most powerful Players and Systems (leaders, elites) tend to be |
| idolized by the less powerful Players that also serve Power (peers, | idolized by the less powerful Players that also serve Power (peers, | ||
| - | parasites, sycophants). | + | parasites, sycophants). [Big fish/Little fish syndrome]. |
| - | 19\. All human systems are the same, and yet every individual system is | + | 19. All human systems are the same, and yet every individual system is |
| - | unique. | + | unique. [Systems Paradox] |
| - | 20\. There is only one way for large systems to fully succeed | + | 20. There is only one way for large systems to fully succeed |
| (optimize), but a nearly infinite number of ways for them to fail. | (optimize), but a nearly infinite number of ways for them to fail. | ||
| - | 21\. Player “self-sabotage” renders one a traitor to the existing system | + | 21. Player “self-sabotage” renders one a traitor to the existing system |
| - | \[legitimate or illegitimate\]. | + | [legitimate or illegitimate]. |
| - | 22\. Powerful Players often incur the delusional fallacy that they can | + | 22. Powerful Players often incur the delusional fallacy that they can |
| legitimately excuse others (or themselves) from the principles of | legitimately excuse others (or themselves) from the principles of | ||
| - | Justice | + | Justice [pardons, clemency, exemptions, etc.]. |
| + | |||
| + | 23. Luck (chance, randomness, etc.) sets the limits on everything. | ||
| - | 23\. Luck (chance, randomness, etc.) sets the limits on everything. | + | 24. Mass Formations |
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