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humansystems:sytemspathology [2026/10/09 18:42] – created adminhumansystems:sytemspathology [2026/11/01 14:53] (current) – admin
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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 (games). These items identify the most common +involving humans. These items identify the most common 
-roadblocks to realization of optimal systems.+roadblocks to realization of optimal human systems.
  
-1\. All human systems (games) are imaginary, but some are optimal.+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 people produce neurotic systems (corrupt, etc.), and vice +Neurotic Agents produce neurotic systems (corrupt, sub-optimal, etc.), and vice 
-versa. Remedy requires 2 track solution (Players and System).+versa. Remedie generally require a 2 track solution (Players and System).
  
-3\. Hierarchical systems are necessary evils because they are the means+3. Hierarchical systems are necessary evils because they are the easiest means
 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 circumstances 
-\[Frankenstein’s Monster effect\].+[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.
-\[self-deception, artificial self-importance, hypnotic trance of+[self-deception, artificial self-importance, hypnotic trance of
 obedience, mirage of undue credit, means justifying the ends, more is obedience, mirage of undue credit, means justifying the ends, more is
-always better fallacy, etc.\] +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. \[Power Addiction Syndrome (PAS)\]+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). \[Big fish/Little fish syndrome\].+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. \[Systems Paradox\]+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 \[pardons, clemency, exemptions, etc.\].+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 (Hysteria) are constantly appearing and disappearing due to alienation, atomization, and fear of death by Players. Cults and Mobs are created by leaders to focus the free floating anxiety.
  
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