Good Lord. I've Seen This Elsewhere, And It Has To Be Stopped.

Good lord. I've seen this elsewhere, and it has to be stopped.

I have to say it does make me really depressed and even more worried for the future that any human being is actually capable of thinking we should eliminate all forms of violence from all wild animal species. The first time I saw someone saying this I thought they were satirizing PETA or something, inventing an extreme conclusion to animal rights as a joke. Now I know it's a real philosophical movement increasingly popular with a bunch of rich tech people who go around giving speeches at universities about how we should just flood the natural world with GMO's to try and "herbivorize predators," wipe out all parasites, cure all disease, eliminate aging and remove just all forms of pain or even competition from all ecosystems. "But that will just DESTROY those ecosystems" you say. Yeah they know and they want that too. They call nature things like "The Darwinian House of Horrors" and dream of a future where the entire planet is a tightly controlled, deathless biotech zoo. "But we shouldn't worry because that's impossible anyway" yes, yes it is, but it's entirely possible to release genetically altered organisms into the wild and these people already talk about "starting small" with CRISPR experimentation. There's already corporations testing GM mosquitoes that can't bite anymore. As soon as any of these fuckoffs get access to enough money and backing they're going to attempt that with an eagle or a shark or a big cat, and they're probably going to find out the hard way that their idea won't work the way they want it to but in the meantime they'll quite possibly cause an extinction or two, and then they're going to just keep trying it again. This is in their little ted talks and thinkpieces. They think everything's already doomed anyway and that if they accidentally wipe out a species it just won't matter because extinctions are natural and at least that species is no longer suffering. They call their movement things like "compassionate biology" and "effective altruism," in case you're wondering what to look out for. They've got all sorts of web communities for it, like this one. but before you go thinking they're just animal rights fanatics, DON'T WORRY! They do in fact include humans in their plans! They think gene editing should also be put towards the eradication of all disability, neurodivergence, or maybe even "capacity for cruelty" in humans! They sit around wanking all day about their eugenicist dream zombie utopia :) :) :) did I mention lots of them are actually rich with actual corporate and academic connections lololol

More Posts from Unkajosh and Others

10 months ago

I cook pretty well. I often adjust the recipes as I go, too.

I'm curious. Reblog this if you know how to cook

I don’t even care if it’s macaroni, ramen or those little bowls you stick in the microwave. Please, I need reassurance that most of the population on tumblr WOULDN’T STARVE TO DEATH if their parents couldn’t fix them food or they couldn’t go out to eat. 

4 months ago

Just amazing stuff!

Art By Xiaoyu Huang
Art By Xiaoyu Huang
Art By Xiaoyu Huang
Art By Xiaoyu Huang
Art By Xiaoyu Huang
Art By Xiaoyu Huang
Art By Xiaoyu Huang

Art by xiaoyu huang

4 months ago

I'll take what I can get in this crazy world...

so I got into grad school today with my shitty 2.8 gpa and the moral of the story is reblog those good luck posts for the love of god

1 year ago

Not Equal At All

Not Equal At All

Game Design Essay

Introduction

Many game systems offer a variety of choices or options during character creation; the general thinking among these options is that they are, in theory, “equal” to one another.  In other words, while there may be specific reasons to pick one or another for certain purposes, they can all be chosen without fear of one choice being clearly superior to the others, or at least close enough to not hinder gameplay and player enjoyment.  But this isn’t always the case, and in some games where very coarse-grained choices are part of the process, a wrong choice can have a heavy impact on character capabilities.  Let’s look over some examples.

(For the purposes of this essay, I’m NOT looking at comparative resource costs to get the same result, which is the bane of certain more-complex character creation systems, but instead circumstances where players may have a handful of choices to make.  The topics are similar, however.)

Broadness of Application

One area that this will often matter is broadness of application; if a character has a trait that can only be used in limited circumstances, they may feel very limited in play compared to a character with traits that can be used in a variety of ways.  Extremely freeform traits, such as Aspects in FATE, are susceptible to this problem.  (The FATE rulebook does provide guidelines, but it can still take experience to see the difference in application between Can Make Machines Purr and “Okay, I’m going for it!”  One is good for technological challenges, but the other could be used for almost anything.)

But sometimes, these issues with broad application are actually built into the system.  One example of this is the Sentinel Comics RPG.  PCs built in this game have two Principles in their Abilities list; without getting into game mechanics and probability too heavily, these are actually a very important resource for characters, because they allow characters to use the Overcome action with a dramatically improved success rate.  (The odds of complete success jump from extremely roughly 2% to 43%; PCs should rely on them a lot!)  Principles are selected off a list (and the full range of choices is sharply curtailed depending on character type), and everybody will always have precisely and only two of them, so they should, in theory, always be comparable.

But they aren’t.  An Overcome in SCRPG is, roughly speaking, beating a challenge that is not an opponent, whether it’s persuading an official, solving a puzzle, rescuing a drowning victim, or infiltrating a warehouse.  The Principles, among other things, have a triggering circumstance in which they can be used.  For example, the Principle of Lab says “Overcome while in a familiar workspace or when you have ample research time.”  That’s good when those very specific things are involved, but it becomes a very hard stretch to rescue a drowning victim or shift a boulder out of your way.  For contrast, the Principle of the Tactician says “Overcome when you can flashback to how you prepared for this exact situation.” For that one, it becomes almost impossible for the GM to deny its use, and fairly simple for a player to justify it.  Shift a boulder?  Studied leverage just in case.  Drowning victim?  Took lifeguarding classes to know what to do, anticipating trouble.  Persuade an official?  Did research on the profiles of all of them.  One is much more broadly useful than the other, period.  A player who plans ahead and picks at least one Principle that they can use in a wide range of situations will have a distinct advantage, but a random choice might find a character who is great at knowing locals and their own business and at situations where being small and young is an advantage and nothing more.  

(And yes, very creative and/or persuasive players may be able to somehow stretch and distort their Principle to fit anything, but there’s a point where it just goes outside rational use.)

Scenario Specific

During a scenario at a gaming convention I attended last year, one of the pregen PCs had their one-and-only special trait be a bonus at piloting extraterrestrial spacecraft.  In the course of the scenario, our characters wound up on a spacecraft that we couldn’t control or pilot in any way, arriving at another spacecraft that we then took over-- and that wrapped the game.  That player never had a chance to use their specialty; it was irrelevant to the game.  Now, that’s not good design, since it was a convention game with pregen PCs, but it showcases another kind of problem with unequal choices-- scenarios where some of the options for characters don’t matter.  A classic one is a character built for social encounters who finds the group frequently in deadly combat, but there are countless other examples that are possible.  (At the same convention, I wound up with a character whose major resources were related to hacking and communications, which was fine, but the only conflict involved very dangerous enemies attacking us while we were on a highway in the middle of nowhere, and it was set in the 80s, so there wasn’t much I could do with that.)  This is at least easier to solve if the GM is involved with the characters during the creation process, and can guide them into roles relevant to the scenario, but if that doesn’t happen, it’s all too easy for a character whose focus is not relevant for the game to simply be unable to participate in the way they wanted to, and that feels like a serious loss.

Combat and Noncombat

One key area where this matters in games is, of course, combat; woe betide the player whose character lags behind others in this arena, it is known, lest they simply die!  And that’s certainly a concern-- many RPGs involve a lot of combat, combat almost always involves the entire group, often takes up a lot of table time, and inability to participate meaningfully can get somebody killed.

But that’s actually not the only consideration here.  Being combat-capable is so ingrained into game design and character design that it’s almost not the largest concern compared to noncombat application in a number of game systems.  

One of the classic examples of this is the most popular game in the US and probably worldwide-- Dungeons and Dragons, notably the current edition.  In D&D, one class is “Fighter”; Fighters… fight.  They are good in specific aspects of combat; otherwise, they have skills.  But everyone gets skills; likewise, everyone can participate in combat, often challenging Fighters in their specific area of greatest strength (Single-target combat), and utterly triumphing over them in other aspects of combat (Crowd control, for example.)  It’s doubtlessly necessary for gameplay-- it wouldn’t do to have other classes be helpless in combat, which is a large part of D&D-- but outside of combat, things change.  Fighters can have Skills, as can all classes.  But spellcasting classes gain abilities that let them bypass Skill challenges, or let them do things that no Skill could ever accomplish, and this gap grows larger and larger even as the combat abilities of spellcasters grows with it.  

But this can also impact other systems!  In a relatively freeform system like Cortex, creativity can let a trait like Senses outperform Super Strength.  It’s easy enough to justify using Senses in combat-- analyzing a foe’s movement, spotting their weaknesses and strengths, and so on.  But Senses can also be used to solve puzzles, track enemies, potentially even have application in social settings.  Likewise, in some games, it’s very possible to even use social or psychological skills in combat, perhaps by creating “Good morale” assets for other to use.  However, conversely, it’s often much, much harder to apply combat skills to noncombat situations as broadly.  Being a master archer is much harder to apply to debate than it is to find a justification for a master of persuasion being able to distract a foe or boost an ally.  In this regard, it’s a serious issue if combat-themed characters can’t do anything out of combat, but the reverse isn’t true, and it’s something that needs to be considered, either in game design or in campaign design.

Does it even matter?

Does it actually matter if characters are unequal?  This is a delicate question, and depends in part on the group and the specific players.  If the differences aren’t great, of course, it surely matters less no matter what.  But sometimes it’s easy to see where one character has noteworthy advantages over the other… and I think that it does matter, broadly, and it’s worth addressing. Some players, for example, can become frustrated with their inability to contribute, or to act effectively, and that frustration isn’t fun, the more so when it’s not obvious that some choices aren’t as good.  Likewise, even if one player doesn’t mind being less capable, other players may become frustrated with that player’s weakness and having to cover for them; the GM, in turn, may find it more challenging to balance encounters and challenges while still allowing that player spotlight time.  Overall, the less inequality between equivalent choices, the more desirable the results will be, even if it’s fine with certain players.

Solutions

When making characters, of course, one should look at options and choose carefully, but that’s not always very satisfactory.  What if one’s character concept depends on certain choices, or if it’s not obvious that there’s a problem?  Another good place to work on this problem is at the design phase of a game, of course, but that’s not an option the majority of the time; most of us play games other people have already made.  (I’m a game designer, but for a variety of reasons, mostly play other people’s systems.)

Sadly, this means that a certain amount of work on the part of the GM becomes necessary; it is, however, worthwhile.  It’s good to see what choices players make, and then play to them.  Is the player immune to something?  Make sure it shows up so that they can have their moment!  Do they have a Principle that’s great at stealth?  Give them lots of chances to sneak in places!  Make sure to give players a chance to shine by adjusting scenarios to their characters, rather than making the players adjust to the scenario.  Sometimes, it’s the only solution, but I think that it’s the best one.


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1 year ago

I already knew that they were older than trees, but...

unkajosh - Just this guy, you know?
1 week ago

I mean, why would the company whose sub failed, killing all aboard, after they were repeatedly warned, and who talked about how all these regulations were holding back businesses want to be forgotten? Or forgiven?

OceanGate tried to scrub the internet clean of traces that it ever existed, taking down its Facebook, Instagram, Twitter, and LinkedIn pages
Insider
OceanGate, the deep-sea exploration company that created the Titan submersible, has removed its Facebook, Instagram, Twitter, and LinkedIn a

poor things, well we should definitely make this easier on them by never repeatedly mentioning their name and deeds on the "reblog things forever" website

4 months ago

Hey, sometimes it's about finding what you have in common.

unkajosh - Just this guy, you know?
11 months ago

I look at the world, and I say, "Why don't we try this? We can't really make things worse, can we? And this would be justice. This would be justice."

happy PRIDE i’m here i’m queer and i believe the land should be given back to the proper indigenous stewards.

10 months ago

100% this.

Reblog if you’ve made amazing friends online and are grateful for their existence

1 year ago

Need to spread the word on this one.

Pretty much every queer creator will tell you that our projects started getting dropped a year ago as the studios began constricting. You'll notice the drop in representation soon, but KNOW that it won't be because of the strike; we're striking because of it. https://t.co/2FICDbotVv

— Jen Richards (@SmartAssJen) September 14, 2023
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unkajosh - Just this guy, you know?
Just this guy, you know?

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