I dunno, I think that the unruly mob can stand to have a little more freedom with the rulemaking than the players do as a sort of balancing scale, since they have less power. The finer prints of -how much freedom they get- is a bridge that'll need crossed, I agree, but I don't find the idea of non-players and players following distinct rules offensive. HOWEVER. There's an amendment to be made:
Proposal 311 - Once all the players have had a turn in a single round, the non-players mass gets to make a proposal of their own. All non-player proposals must be sent to the person in charge of game logistics (currently Carthrat) for relaying at the Voting phase of the proposal immediately before the non-player proposal phase. If multiple proposals are sent, the proposal to be voted will be chosen by the logistic person's discretion. The non-players -will- get points for their proposals, as well, and they may win the game if they fulfill the game's winning condition. Also, the non-players will be known as "Big Unruly Mob TM" in the scoreboard. Effectively, the non-players will become a competitive gestalt entity in the game, which follows different slightly different scoring mechanics than the individual players.
PROVISION: For voting powers, each member of the unruly mob will be counted individually. However, for scoring purposes (say, when needed to decide whether it'll gain or lose points from proposal votes), the Unruly Mob's point gain or loss will be decided by the majority of the votes sent by non-players (ifor an example, if seven non-players voted on a given proposal and four of them were "yea", the Mob will be taken as a "Yea", and gain ten points if the proposal fails).
PROVISION 2: After the unruly mob's proposal has been voted on, all the mob proposals sent for that turn must be made public by the game logistic handler, just before the next turn starts.
AMENDMENT TO THE PROPOSAL: The person in charge of game logistics cannot participate in the making of proposals for balance's sake.