Card · ST-06
Democracy / Voting System
II – Political Order
Democracy / Voting System
Ludic Organisational Structure · II – Political Order power · Tipping potential: medium
Democracy turns individual preferences into collective decisions: power is distributed broadly – at the price of coalition dynamics, strategic voting and questions of legitimacy.
Design question – How do agents in your game make collective decisions when every vote counts?
Reference example – Avalon: each mission needs majority approval of the proposed team – and how people vote gives something away. Among Us: at the emergency meeting, everyone votes on who must leave the ship. Werewolf: by day, the village decides by majority who is out.
Ordering domain
Orders collective decisions through the aggregation of individual preferences.
Emergent behaviour
Coalition formation and breakdown, strategic voting, agenda-setting power and voting paradoxes (Condorcet cycles) that admit no stable majority.
Core Mechanisms
- Voting (MEC-28) – Voting mechanism.
- Communication (MEC-16) – Campaigning, persuasion, debate.
- Selection (MEC-07) – Selection among options/candidates.
Dynamic Mechanisms
- Negotiation (MEC-26) – Coalition building, vote trading.
- Role Assignment (MEC-32) – elected offices, allocation of mandates.
- Coordination (MEC-25) – Faction discipline, bloc formation.
- Monitoring (MEC-19) – Transparency of the vote.
Feedback architecture
- positive – Coalition stabilization: coalition → majority → advantages → stabilization. (Coordination)
- negative – Voting out: advantages only for the coalition → discontent → voting out → new coalition. (Voting)
Design parameters
- Voting mode – simple majority ↔ unanimity
- Vote weight – equal (one person, one vote) ↔ weighted (by resources/rank)
- Transparency – open ballot ↔ secret ballot
- Agenda control – free ↔ controlled
- Frequency – one-off ↔ permanent (every round)
Risk profile
- Runaway leader – medium
- Kingmaking – medium
- Stagnation – high
- Complexity ceiling – high
Compatible with
- Faction System (ST-07) – Compatible: factions as voting blocs.
- Alliance System (ST-12) – Compatible: coalitions.
Tension with
- Hierarchy (ST-05) – Tension: sharing of power vs. concentration of power.
- Combat System (ST-11) – Tension: voting vs. fighting.
Belongs to the stack
- Organisational Structure
- Which orders does your game need? (19 cards)
- Ludic Organisational Structure
- To the term
- ST-05 Hierarchy
- previous card
- ST-07 Faction System
- next card