Sudane Erato wrote: ↑Fri Oct 08, 2021 4:08 am
I'm entirely behind what Rosie and Lil suggest here... except, I'd really like to frame this as a more positive, change-oriented plan, rather than... "how we can carry on if no one steps up to the role of Chancellor". As I've said before... the Chancellor role was not part of the original scheme for CDS governance, and as now formulated it's clearly an unpleasant job. Not that everything in this world has to be FUN... but this is SL, universally acknowledged to being unavoidably secondary to RL. Please let's do everything we can to shape the roles in our community as rewarding experiences.
First off thank you for your awesome posts and particularly the historical perspective you've shared on how things worked prior to the office of Chancellor being established.
It's true that anything worth doing takes some amount of work -but it has to be worth doing and not just a seemingly endless, thankless, frustrating, lonely, and draining slog which in all honesty was my experience as Chancellor. So there has to be some incentive -and I don't mean financial or even compensatory (both of which would be gamed, because that's the nature of second life) to take it on.
I think that there's two problems, one in our control, one outside of our control:
1) The job of chancellor itself needs to be re-examined, more clearly defined (or at least a core set of duties and expectations defined) and reformed to be more attractive. I like the idea of it being a more ambassadorial role, perhaps retaining some duties (eg the budget, selecting EMs) but with more encouragement and support. To be fair, I was lost when it came to making my budget and I'm happy with the level of support I got ...so maybe that one would be more of an explicit emphasis on asking for help and not having to take it on alone.
My point being, the job needs to be reassessed, streamlined and an inherent rewarding factor (labor is not it's own reward, all of us are busy irl) built in.
It doesn't have to be changed into an endless parade of sex, drugs, and rock and roll; but it does need to be made more manageable and rewarding. Sadly, most of the proposals I've heard floating around about reform would serve to make the job more of a drudge and less rewarding -they've all been universally horrid, to be blunt. [edit] I should clarify I'm referring to inworld conversations I've had and to reform ideas that were made before this thread was started. As I said -the ambassador idea's been floated and I think that's a step in the right direction. [/edit]
I like the idea of it being repurposed into a more ambassadorial role, but with responsibilities. At least that's a good place to start from.
2)The part that's out of our control is the fact that the Second Life is shrinking, and the people who are here tend to be "oldbies" who know what they want and are largely already doing what they log on for. Covid gave SL a bit of a bump but based on my friends' experiences the bump has pretty much worn off; estates that were growing are now selling off sims. I have absolutely no idea of what we can do about this (I no longer believe Opensim is a viable alternative socially speaking) but it is something we need to take into account as we plan for the future.