Formerly @shieldposts. There's no theme, I just reblog whatever I like. If you need me to tag something, let me know. If I do something offensive or problematic, please message me and let me know.
Just watched Adam Conover (of Adam Ruins Everything) make such a solid point that I think we should spread far and wide. Yes, having AI write your emails is lazy, sure, but people love being lazy. We need to really emphasize that sending AI emails (or using AI responses on social media, or publishing AI flyers, or or or) is rude.
It's rude. You're making someone take their time to read something you couldn't bother to write. You're telling them they were so unimportant you couldn't be bothered to actually take the time to say something yourself. And frankly, you're lying about it while you're at it.
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Did you play AD&D? I can't remember how old you are, so hopefully that's not too offensive. If so, was a typical game really as hostile as people say it was?
That's one of those question where the answer hovers somewhere between "no, with a couple of massive caveats" and "yes, but not in the way most people think".
A lot of AD&D 1st Edition's GMing practices are pretty hardass by modern standards; however, they need to be understood in the context that the game's authors were writing for a target audience who mainly played the game in college wargaming clubs, where players would frequently transfer between groups and group sizes tended to be very large â six players per GM was considered a bare minimum, and up to a dozen player characters in a single party was by no means unheard of!
In particular, players would often bring their character sheets with them when hopping between groups, and it was considered a faux pas for a GM to reject an incoming player's existing character or request any substantive changes be made, so managing expectations could be quite challenging; even as late as 2nd Edition, the Dungeon Master's Guide contains extensive discussion of how to gracefully handle players bringing existing characters with them who aren't necessarily a good fit for the present game's tone or resource economy.
The upshot is that the culture of play these iterations of Dungeons & Dragons are targeting inherently obliges the GM to take a much firmer hand to keep things on track than a pickup game that draws players exclusively from within the GM's established friend group might â and to be sure, some GMs abused these expectations to act like petty tyrants, but some contemporary GMs do that, too.
A big part of the modern perception that 1E and 2E were extraordinarily player hostile, meanwhile, has nothing to do with the previously discussed GMing practices; rather, it emerges from the transition away from that culture of play in a slightly unexpected way.
In brief, back when D&D was mainly played by wargaming clubs, it was fashionable to run pre-written adventure modules competitively at conventions; the competition wasn't between players, but between parties, with multiple groups running the same adventure in parallel to contend for prizes. Tournament play sometimes chose its winners based on the fastest real-time completion of the module in question, or set specific objectives within the module which would award points when completed, a bit like speed-running or achievement-hunting in a video game (though neither practice existed yet at the time).
It was the survival module, however, that quickly emerged as the most popular tournament format. In a survival tournament, each player would provide or was furnished with a binder containing a fixed number of pre-generated character sheets, switching to the next character sheet in the set as each preceding character died; the winning group was the one whose last surviving character's corpse hit the dirt furthest from the dungeon entrance.
Many of 1E's most popular adventure modules, including the infamous Tomb of Horrors, were originally written as survival modules to be run at tournaments in conventions. As such, they were designed to kill off player characters both quickly and efficiently, so as to reduce the likelihood that the tournament would run overtime and get kicked out of the convention venue. When they were later cleanup and repackaged as commercial adventure modules, their text rarely bothered to explain any of this â who doesn't recognise a survival module when they see one?
The answer to that question, of course, is kids who didn't come up through the mentorship system of the college wargaming clubs, but taught themselves how to play D&D from first principles using books they bought at their local hobby stores â and when D&D's popularity unexpectedly exploded in the early 1980s, there were suddenly rather a lot of them!
These kids purchased the repackaged survival modules along with all their other D&D books; having no frame of reference, they assumed that these represented what a "standard" D&D adventure was supposed to look like â and since they weren't experienced players with whole binders full of pre-generated backup characters at their fingertips, the result was a lot of seemingly unfair total party kills, and a lot of kids concluding that the previous generation's GMs must have been objectively insane.
There is an additional amusing point of order here, which is the answer to the following two questions. I once had a discussion with someone in Gary Gygax's gaming group, who was involved in early TSR work a bit. Allow me to paraphrase my questions and his answers.
Why publish survival modules as your primary format of published adventure?
"Because that's what we had -- they were already laid out for publication. Why not publish them and make some money off it?"
Did it ever occur to you at the time that publishing adventures like these would shape the larger D&D culture's expectations of what play was supposed to look like?
One of my favorite anecdotes about early D&D, from Blog of Holding:
"Itâs hard to get that context just from reading the original Dungeons and Dragons books. If nine groups learned D&D from the books, theyâd end up playing nine different games.
"Mornard told us about an early D&D tournament game â possibly in the first Gen Con in Parkside in 1978? Gary Gygax was DMing nine tournament teams successively through the same module, and whoever got the furthest in the dungeon would win. Youâd expect this to take all day, and so Mike was surprised to see Gary, looking shaken, wandering through the hallways at about 2 PM. Mike bought Gary a beer and asked him what had happened â wasnât he supposed to be DMing right now?
âItâs over!â replied a stunned Gary Gygax.
"Gary described how the first group had fared. Walking down the first staircase into the dungeon, the first rank of fighters suddenly disappeared through a black wall. There was a quiet whoosh, and a quiet thud. The players conferred, and then they sent the second rank forward, who disappeared too. The rest of the players followed.
"The same thing happened to the next tournament team, and the next. Players filed into the unknown, one after another. And they were all killed. The wall was an illusion, and behind it was a pit. Eight out of the nine groups had thrown themselves like lemmings over a cliff; only one group had thought to tap around with a ten foot pole. That group passed the first obstacle, so they won the tournament.
"Gary and his players couldnât believe that the tournament players had been so incautious. But, to be fair, none of those tournament groups had played in Gary Gygaxâs game. They had learned the rules of D&D, but they had no experience of the milieu in which the book was written. Of those nine groups that had learned D&D from a book, only one played sufficiently like Garyâs group to survive thirty seconds in his dungeon."
#ngl survival module sounds fun as fuck. maybe i gotta torture my current group a bit (via @nadaismus)
It's worth bearing in mind that tournament-style survival mode developed in the context of a version of D&D where you can create a new character and hit the ground knowing everything you need to know to effectively play them in just a couple of minutes. 5E isn't structurally terribly well-suited for the binder-full-of-backup-PCs approach, and it's definitely a recipe for disaster in 3E or Pathfinder unless your entire group consists of a very particular flavour of high-effort masochists.
It also bears mentioning that the current culture of RPGs encourages a separation of player knowledge and character knowledge. I, as a player, know that the big cat with tentacles out the back is a displacer beast, but my character doesn't, and the character that replaced the one the displacer beast killed. That separation, particularly with Survival Modules, was not the case back in the day. Characters had full knowledge shared between them, so if Dave the fighter got disintegrated by a beholder, Dave's identical twin brother now knew beholders have disintegration attacks. This is part of the reason why it was considered bad form for players to read monster books.
It's broadly untrue that the idea of separating player knowledge from character knowledge is a modern development. The practice descends to tabletop RPGs from the historical wargames they splintered off from; tabletop wargames which focus on accurately re-creating historical battles often operate on a gentleperson's agreement to refrain from acting on strategic information that your side's commanders couldn't reasonably have been aware of, or employing tactical doctrines which had not yet been developed when the re-created battle took place, and many early tabletop RPGs adopted similar conventions, to greater or lesser degrees. Heck, games like Paranoia were parodying those conventions as early as the mid 1980s! It's come in and out of fashion in mainstream RPGs over the past half-century, but it's not a recent thing.
It is, however, correct that there typically was no expectation of observing these conventions when playing survival modules in particular.
Yeah, having your previous PC's identical cousin randomly come rocking up five minutes after you died is totally a thing that happened, largely as a response to the awkward transitional period where survival play was still in fashion, but the game's rules had become too fiddly for rolling up a new PC on the spot to be a pain-free process, so folks would just recycle their existing character sheet instead. You saw a lot of it in the 2E era!
Iâm going to level with you. I have listened to The Devil Went Down to Georgia for most of my life. We were a country music household, this was a staple of my childhood along with Johnny Cash, Garth Brooks, and that one Chipmunks country album.
I have no idea what âFire on the mountain run boys run/The Devil's in the house of the rising sun/Chicken in the bread pan picking out dough/Granny does your dog bite no child noâ means and at this point Iâm too scared to ask.
this is the key part of the song, that a lot of people miss. people have this misconception that the contest between Johnny and The Devil is about who is the better fiddle player. but it isn't. its about who is the better fiddler.
in a time before things like radios and record players, every time you heard music was because there was somebody in the room with you playing an instrument. and many, many, many social events involved dancing, which requires music. so, if you're planning any kind of gathering in the american south or appalachia, you need to find a fiddler. and the fiddler's job is to play music that everybody knows and likes and can dance to.
the mistake The Devil makes in his bet with Johnny is that he misinterprets the contest as being about technical ability, so he has this big flashy song. he plays fast and impressively with a band of demons playing unfamiliar instruments in unfamiliar rhythms. he's definitely more skilled at playing than Johnny, and thinks he has it in the bag.
but Johnny wins because the contest is about being the best fiddler. the song uses these lines mentioned above as a shorthand for saying that Johnny is playing these songs. Johnny launches into a set of the most popular songs, played well, and that's what gives him his big win. A good fiddler knows all the hits, and can read the room to know what to play next. The Devil loses because he completely fails to read the room, and doesn't know the right songs.
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ORBSJB AGNI AS A TURTLE DUCK I'm sorry but LIKE HOW CUTE AND then it's like he's this turtleduck in the pond bc depending on how people treat animals, small ones that need help, that's how he knows if they're good and he blesses the ones that treat him kindly and then Zuko and I'm sorry of this sint coherent (I'm a long time fan of your content btw, all the his and the books and omg I wish I could've gotten some)
Azulon looked down. His grandson, along with the turtleduck in his arms, looked up.
âThis is Agni,â the boy said. âHe says you should stop now.â
QUACK, said the duck. It was a strange red-gold. It was glowing. It was staring at him, even through the flames of the throne.
âStop what?â humored the Fire Lord.
âThe war,â the boy said. âItâs killing too many firebenders. Also his sister has been yelling at him, so we should let the waterbenders go, too, and be nice to them from now on so he can get a good nightâs sleep and not have her redirecting comets at him any more. Probably we should leave all the other benders alone too because heâs pretty sure it was the air spirits that made him a flightless duck. He says thatâs their sense of humor.â
QUACK, said the turtleduck.
ââŚGuards,â said Azulon.
This proved to be an ill-advised action.
ALTERNATE TAKE THAT WENT NOWHERE AND ISN'T EDITED HAVE FUN WITH THAT:
There is a Fire Nation child in Hakoda's village. The child has a softly glowing turtleduck in his arms and a quietly oozing wound under his bandage. This is not how Hakoda thought his morning would go.
"What's with the turtleduck?" asks Hakoda's son, who is wrapped around Hakoda's arm and his spear in a way that makes it very hard to instinctively stab at red-clothed things. Hakoda... expected more of them. But the tiny sail boat the kid just ran into Sokka's lumpy watchtower seems to be empty, now that its single feverish passenger has stumbled over. With his duck.
"It's a turtleduck-phoenix," says the Fire Lord's heir, answering exactly none of Hakoda's actual questions. "...You remember?"
"That your hair is going to get worse before it gets better?" says Sokka. "Absolutely."
The Prince scowls. "Then where's Aang?"
"Katara's been looking for him. He's still in the iceberg."
"...The Ember Island Players' iceberg?"
"The Ember Island Players' extremely accurate and well-researched iceberg."
The Fire Prince stares at Hakoda's son. The Fire Prince stares at Hakoda. The Fire Prince flips his duck around to face himself, then starts shaking it. "Give me a less stupid reality."
QUACK, protests the duck, with a burst of accompanying immolation that does nothing to dissuade the prince.
"Sorry, buddy," soothes his son, "you were always in the stupid reality. Remember the frozen frogs?"
Tag preservation because @muffinlance's tags always include a whole nother chapter of the fic:
#Lu Ten at the front lines: oh how cute I got a letter from baby Zuko <3<3<3#dad look at this letter from Zuko <3<3<3#dad he got his hands on the Fire Lordâs seal isnât that adorable <3<3<3#Iroh staring at official courtly letterhead and his nephewâs new titles in the head scribe's hand: ...#Lu Ten: Iâm gonna squish his little cheeks when we get home#Iroh whoâs just gotten to the part ordering their immediate and complete retreat: âŚ#Lu Ten: <3<3<3<3<3<3#avatar the last airbender#atla#zuko
Are there Asian hairstyles that are unseen in canon but would make sense for Fire Nation male characters?
If they're supposed to be law-abiding citizens, then no. The Fire Nation's trademark topknot comes from the Qin Dynasty (221â206 BCE), a very brutal and militaristic period in Chinese history. There are quite a few aspects of the Qin Dynasty that are present in the Fire Nation, for example...
During the Qin Dynasty (221â206 BCE), Shi Huangti banned religion and burned philosophical and religious works. Legalism became the official philosophy of the Qin government and the people were subject to harsh penalties for breaking even minor laws. Shi Huangti outlawed any books, which did not deal with his family line, his dynasty, or Legalism... Confucian scholars hid books as best as they could and people would worship their gods in secret but were no longer allowed to carry amulets or wear religious charms.
In this sort of climate, men are viewed as tools of the state, so self-expression is not encouraged. That said, even under those conditions, men found ways to jazz up their topknot by adding little braid patterns and decorations in the back. They also had unique facial hair styles, although that might have been due to each soldier having a different capacity to grow a 'stache and beard.
However, in both the context of the Qin Dynasty and the Fire Nation, a man without a topknot would indicate he's some sort of criminal or shameful person. In which case, I suppose any hairstyle is acceptable for a law-breaking character.
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My sister-in-law (husbandâs sister) was supposed to get married this fall but due to some immature/concerning behavior by her fiancĂŠ, the wedding and engagement were called off. (I donât want to be too specific, but there were sudden red flags, followed by his sudden decision that he wanted to postpone the wedding months or years despite the fact that most of it was paid for already).
I explained the delicate situation to my mom, as my sister-in-law is letting the news get out by word-of-mouth from the immediate family rather than an awkward âunsave-the-dateâ. My mom obviously told my own family.
Apparently my dad was so angry by the behavior of this guy that in the lunchroom at work he made everybody listen to the whole story (censoring names and identifying details) and said âIâm not crazy, right? This guy sucks!â And then reported back to me all his different coworkers that agreed this guy sucks, as well as their variety of ages/genders to indicate widespread consensus.
alright I've got to do some quick math to explain attitudes towards AI to my boss.
we're looking to create an AI policy, and when we were talking about this, my boss (older millennial) was genuinely shocked to hear that younger people do not (seem) to view AI positively (a la the recent commencement speakers being booed)
please rb for larger sample size!
Question 1/3
What is your age, and do you feel AI is a net positive or net negative in our lives today?
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Once when I was in undergrad, someone described something as âproblematicâ in class and our professor was like, âThatâs cool, but âproblematicâ doesnât really mean anything. It means that the thing youâre describing has a problem, and in and of itself thatâs not bad. Art, especially, should always have problems, or else itâs not interesting and not art, either. It sounds like youâre trying to say that this is bad, but you donât want to say âbad.â Is that right?â
So from then on whenever one of us called something problematic, he would make us talk it out until we could name the âbadâ thing we were hinting at. In this particular class, 7/10 it was some type of oppression, and the remainder was like, âIâm uncomfortable because this is very new/confusing/pushing boundaries that made me feel safe.â
Once we stopped calling things âproblematicâ and stopping at that, class got way more interesting and... we all had to say, like, âthatâs racistâ or âthatâs misogynisticâ or âew capitalism grossâ out loud, which a lot of us had never done in a classroom before. Or we had to be like, âUhhh... Iâm not sure whatâs so bad?â and confront our own beliefs and that was maybe even more useful.
Anyway. Whenever I see the word problematic, I canât help but think of this professor being like, âGood starting point, now letâs get specific.â I think when we have to commit to saying âthatâs ___â it requires a lot more careful thought about the truth and impact and complexities of whatever weâre claiming. Sometimes there really is some bullshit afoot, and also sometimes itâs art, and it should be full of problems, because thatâs what art is.
i love the word jumbotron. the most american word, beating out any sad contender the likes of âburgerâ. immediately you get âjumboâ, the most american size; land of the Big Gulp. âtronâ, like the movie, implying some vague cybernetic concept that hints at its purpose. then you find out, oh, itâs the giant screen at football games. the thing that sometimes puts you on blast for the most mortifying 45 seconds of your life, if you are so lucky. feel like (or become) a star, however briefly. get your affair blasted on national tv. everything about the word speaks to such an american way of living. huge fan