Dobbler said:
I think there is already a method of social policing that takes place when people are not pleased with the method of outcomes.
In 2004, my championship victory was often looked at with a skeptical eye due to the Melnick/Casey smoke break decision. Even though I had nothing to do with that situation, the majority of the community looked at my victory with a sort of asterisk.
Same thing in 2006 when I placed second. In my final game of swiss, Sam Tham conceded to me. There were several people disturbed by Sam's decision and they expressed it vocally. I begged Sam to play the game, so it wasn't my fault, but again I got a pseudo asterisk next to my 2nd place finish.
In the same way, I believe if someone bribed or cheated their way to the top, it would make its way to public, and the social outrage would be so great that the person would probably wish they hadn't done it. Heck, there are not any huge prize payouts in this game, it is all about Gamer's Pride. And a negative social connotation to the winner of an event will definitely counter any gamer's pride.
As for lying, I hate to admit this, but it seems it happens in about every melee game. People lying about what they might have in hand, lying by making deals they have no intention of following through on, lying to get to the top! And conspiring happens any time two people work together in any fashion.
But cheating, bribing and stealing (not quite sure how to steal in this game) fall into another character which most players would find untasteful and unsportsmanlike and I believe would be policed with social estrangement.
I'm not overwhelmingly concerned about overarching collusion and alliances in melee. As I said, I had a very positive experience last year, and all of you seem like very honest, decent people. The comments I've posted here are more of an appeal to the community (and probably an unecessary one): when you play for yourself, everybody wins (in that all players get an equal shot in an excellent game), and that giving new players this kind of experience (in-game treachery included!) is the best way to get them hooked.
I have no problem with cheating, bribing, stealing and general backstabbery within the game and within the mechanics of the game. That is the nature of melee. It's what makes it so exciting. If I promise you I'll go after player B after you go after player A, and then once you've commited all your characters, I turn around and attack you instead... well, that's the game. It's Game of Thrones. Trust at your own risk.
But I think any implication that "anything goes, only victory matters," should come with the caveat "within the game." Obviously, literally cheating during a game, bribing a TO, stealing someone's deck when they're not looking, or literally stabbing someone in the back are all unacceptable forms of behavior (and I've never witnessed any of these forms of behavior in any AGoT game). But I think in-game alliances/emnities based on out-of-game elements (such as being from the same meta, having a personal grudge against another player) exist on the fringe of unacceptable behavior: not really policeable, but capable of creating a negative play experience.
So that's all I hope for: that players, in as much as possible, leave everything at the door when they sit down for a game of melee. That they play for themselves, and, within that particular game, employ all their treacherous cunning to grasp that particular throne and that particular crown. And that afterwards, they shake hands, and move on the the next round of unspeakable backstabbery.
And if they don't... well, as Dobbler said: there's an asterisk out there waiting for them.