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anarchism·Anarchism and Social Ecologybysambeastie

Can someone help me understand how advanced medicine would work?

I'm new to the concept of anarchism, at least as a vision of society that actually has had thought put into it, so my apologies if this question seems stupid of self centered.

Risking losing context as I ask this, I'm curious about how advanced medicines like insulin (things that aren't small molecules, require rDNA, multinational logistics, supply chains and quality assurance, etc) would work and be distributed. What about advanced medical devices like insulin pumps, subcutaneous glucose monitors, etc?

I know there are some types of anarchist who would say those things wouldn't be needed without industrialization (im not going to gratify that take with a reaponse), but I suspect most still recognize the need for things like this, since millions of people would die without them.

I guess the root of my question is what the motivation would even be for someone to work on projects like that. Type 1 diabetics make up ~0.1% of the population at the highest, and a major hurdle from my perspective would be getting people to work on something needed by so small a population, but requiring such intensive resources to produce. And especially in any kind of transition period, I find it basically impossible to imagine the able bodied revolutionary actually giving a shit whether people like me live to see the "after."

I've done some looking and it seems like broadly, the attitudes range from "you'd make it yourself and its okay because you'd have time to if all your basic needs are met" to "well surely someone would do it altruistically." I also found a few people who just said "people die, get over it," and "the real problem is you should've died when you were 7 but we played god," but I have to assume (hope?) that such ideas are fringe. I'm hoping especially to hear from someone who actually understands why insulin (and pumps and CGMs and all that) are complicated, hard things that probably won't get made purely by volunteer labor at the huge scale needed. Like, it's not one of those things you can whip up at a local pharmacy, its far too complex for that.

I guess in all, I like the idea of a society without hierarchy, where self determination and community engagement become the de facto environment...but from my admittedly novice perspective, it sure doesn't feel like much thought has been given to how those of us with extremely short expiration dates should stability evaporate actually survive the transition.

Over the last week that I've been reading and thinking about this, I keep coming back to the inherent (though hopefully temporary) loss of stability that comes with any revolution. In that kind of scenario, I just...die. Along with millions like me. Either from supply chains failing during transition, or my own bullet because I'm staring down the barrel of an agonizing final week that ends with me dehydrated, starving, vomiting blood and gasping for air. From here it's really hard to see a place for me in an anarchist future.

Sorry, I recognize thats a little dark. But its something im finding myself having to think about more and more as collapse seems to draw ever closer.

Just hoping anyone has insights to share. And if i respond in the comments and i seem a little forceful, I promise I'm not trying to be a dick, its just that this is kind of existential for me, so I am probably going to be prone to pushing back or really pressing on certain aspects. If im being rude, please dont hesitate to tell me and I'll try to reframe to avoid that. It's neither the goal nor the intended process.

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37

Is there already a format that does what I want?

I've been playing a lot and trying to pin down what I most like to do with this game, and now that I think I can imagine what my "perfect" format for me would be, I'm wondering if it exists/has a name so I can try to pitch my friends on it.

What I think I want is:

  • 100 card singleton
  • No command zone card(s)
  • 1v1
  • No sideboard
  • Affordable enough that I'm not dropping $1000+ on a deck
  • Low enough powered that I can start building with cards I already have (which is mostly from sets since Foundations)

I know the real answer is "formatless, just throw 100 cards into a deck" but I think there would still be some need to level the playing field a bit since my collection is so much smaller than my friends' But surely people have ways to play that hit at least most of what I'm looking for. So yeah, I'd love to hear what people can suggest!

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How do I have fun in Commander?

Still another rekative newcomer question, sorry!

I've finally started finding my footing in draft a little bit, and I've found some cool unofficial formats that I've enjoyed deck building for, but this is something that's stuck in my craw a little bit for a while and I'm curious what my options are.

My friends all play EDH, so if I want a casual game I have to play that. They have a number of decks I've been able to borrow, and I did buy a precon I saw at a toy show (Prosper, Tome Bound -- Planar Portal), but so far, I've just not really found the fun, and I'm wondering what I'm missing.

The main problem is that during each of these games, I wind up mostly sitting there waiting to play the game. Not just hecause of long turn times (although when someone has a lot of triggers, that is a factor), but also due to my commander getting instantly removed, or having little in hand to play, or someone having only flyers and my not having any kind of protection or removal in hand...ever. Maybe my luck is phenomenally bad, but I mostly sit there with a near empty board after a couple board wipes or targeted removal or just...well I assume my precon must just be kind of bad because i wind up with a bunch of treasure tokens and nothing to spend them on. In short, for almost any game, my turns have been draw > land > pass, with an occasional play > removed/countered > pass. I've thought about trying to buy a different precon or maybe finding a budget deck list on edhrec and buying that, but I'm hesitant to spend more money on a format I haven't really enjoyed or even gotten to actually play in so far.

So I guess I'm looking for advice. Have I just been playing the wrong decks? Is it because I'm bad at the game (Only about 2 years in, so this seems plausible)? Is it something else? What do I have to do to enjoy it?

What I've been enjoying is Primordial. I got the group to try it but I can tell it's not going to replace or even really augment EDH as their social format. But I dont want to be completely locked out of the social angle with my friends, so I'm determined to find a way to have fun with commander and get into it with them.

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Ettiquite question about drafting

Hey all!

Went to my second draft ever last night (first was 12 or 13 years ago) and had studied up on Aetherdrift since I'd asked about the event and was told it's pretty much always just drafting whatever the latest set was.

When I got there, though, it turned out the regulars wanted to do a chaos draft, so I ended up trying to make a deck out of everything currently standard legal. Needless to say, this went incredibly poorly for a relative newcomer like me and I ended up going 0-3 (as expected, I assumed I'd lose since drafting is hard, even for experienced players).

After the first match, though, it was pretty clear that this was going nowhere, and the space was a bit louder than anticipated and I could feel myself getting exhausted pretty early. While I finished out the evening playing all 3 matches to completion, I was wondering what the ettiquite around dropping early actually is. Is it OK to bow out if it's clear that my picks were trash and there's no chance? Or if not, can I just let my opponents for matches 2 and 3 know that it'll be pretty one sided and preemptively concede so they don't have to waste any time on rolling me? Or is it expected to just take the lumps and play through the whole thing?

It would be different if I thought I could put up a fight even if I lost every game, but I was having trouble getting any amount of damage through, or impacting board state at all. So the whole thing just felt like I was wasting my opponent's time.

So yeah, just hoping for an ettiquite lesson. Not rules (I know I can technically drop any time for any reason if I let the TO know), but the social angle.

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osr·OSR/NSR Tabletop Roleplaying Gamesbysambeastie

Looking for an adventure module with a Soulsborne/King's Field vibe

Hi all,

As the title, I'm looking for an adventure module that hits on similar notes to a Soulsborne game. The kind of crumbling dying world aeshetic, mixed with misty forests and long (possibly perpetual) nights and vague hints at factions or individuals from a time before. You know. Soulsy stuff. King's Field counts too, even though those games are quite different, since the worlds they portray have similar aeshetics.

I've found Vermis I, which I'm very excited to (hopefully soon) get a copy of so that I can finally actually read it, but as you might imagine, this is kind of a difficult thing to formulate search terms for. There are a lot of people who try to capture these games' mechanics, but seemingly not so many that I could find trying to capture their worldbuilding.

System compatibility doesn't matter, since I plan to just mine it for ideas

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osr·OSR/NSR Tabletop Roleplaying Gamesbysambeastie

How many of you actually run old adventures in your OSR games?

I've never actually run any of the old modules like Keep on the Borderlands or anything like that. I'm much more used to homebrewing a setting entirely or at most grabbing a few elements from a published adventure (I took a bunch from Willow, for example). I think this is why most of my favorite systems tend to be more in the NSR camp; I just never end up needing compatibility with older material.

Is running retro adventures in their entirety the most common practice for OSR tables? Or is the homebrew approach how most people are doing it?

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osr·Old School Revivalbysambeastie

Does the world need another OSR/NSR system?

I posted that I've been working on my own system (as probably a lot of OSR fans have), but this post isn't really about that so much. As I've been working, there's a nagging voice in my head that keeps asking "does the world really need another system?"

And that got me thinking, with the massive breadth of options from hardcore retroclones to modernized reinterpretations, does the world need another system? Is there a more useful or needed thing I could be spending my writing time on?

So I guess my question to the group is whether you're tired of seeing new systems. If you are, what would you rather see? Dungeon anthologies? Old school modules? Micro-settings? Something else?

Personally, I like new systems that either add something fresh, or just rearrange a bunch of existing systems into something that takes aspects of all of them (more what mine is), but I could also do to see more collections of small hexcrawls, zines full of one-page dungeons to drop into a game, or even things like Vermis I, just fun lore books or micro fictions that I can draw inspiration from.

So how about you?

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