Spyke

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Can someone help me understand how advanced medicine would work?

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Despite my specific concern not being addressed by anything they're demonstrating (yet), this is the answer I actually appreciate the most because you woke up who I used to be a little bit, and because I can accept that as hard proof that there's an element who feels incentivized to not leave me behind.

So that's it, I guess, confusion and concern resolved.

Sorry it took me a while to respond, I watched the whole video. Thank you.

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What’s the best distro for gaming on linux? Any tips and tricks?

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If it's a terminal command you need help with, type "man [command]" in the terminal and it will give you the literal manual page for the command. For example, to get the manual for tmux, type "man tmux"

If it's something else, check the Arch Wiki. Yes, even if you aren't running Arch. It's some of the most comprehensive Linux documentation all on one site and most of it can be generalized to any distro.

But to be honest, your attitude here makes me think you will never have a good time on Linux. It does require a certain curiosity and willingness to learn -- maybe even some patience while you get the experience to intuit solutions as you likely already do on Windows without thinking about it.

The manuals really do contain exact information on how to engage with pretty much everything, but if someone suggesting that you use the resources designed to help you makes them "an ass," then I suspect you will simply fail to become familiar with the environment. I'm not trying to be a dick, I'm just telling you that when you're new, you need a different mindset than what you're showing with this comment.

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Anyone else out there who actually really loved Discovery's S1 style of Klingons?

I'm going to be honest, Klingons in the TNG era always felt too goofy to me. They weren't a proud warrior culture so much as borderline clownish space vikings who spent more time getting drunk than actually conquering anything. A redesign and change in how their culture(s) present on screen was welcome for me, and I think Discovery did a great job. I even liked the way they recontextualized the Klingon language, to make it sound more alien and more threataning than the staccato, oft-mispronounced mess that we got in the TNG era.

That said, I also think there was a missed opportunity with them. For a long time, I've had a head canon of the different looks of Klingons throughout all of the eras could be chalked up to these all being distinct peoples from within the Klingon Empire. It stands to reason that over a long enough time scale, an empier spanning multiple stars would start to consider people not originally from their homeworld "Klingon," even if they might be genetically different. I always thought it would be cool if the TOS smooth forehead Klingons were actually just one species that were culturally Klingon, where the Worf-type were another, and the General Chang type was yet another. It would provide a way to smooth over the aeshetic differences with an in-universe explanation that doesn't require any retconning except for a handful of episodes from ENT that die-hards didn't like anyway.

But oh, well. One can dream.

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What’s the best distro for gaming on linux? Any tips and tricks?

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I mean it's not a comeback, it's just advice. I started using Linux in 2004, when trying to Google an answer basically never worked, and once I was told that the included manuals contained all the instructions for everything, I started having a much better time. It was humbling since I considered myself very proficient with Windows troubleshooting, but I had to recognize that I still needed to read the instructions now that I was in unfamiliar territory.

Anyway, since you're not interested in that, have a nice day, and I hope your future experiences work out better for you.

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Can someone help me understand how advanced medicine would work?

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Sorry, I'm going to do the annoying blockquote thing just because your split this up so nicely into chunks for me to digest and respond to.

These type of questions are always based in the unrealistic assumption that an anarchist society would have to start from scratch and have none of the existing knowledge and production facilities.

I'm actually not trying to make that assumption here, although I should have been clearer. My response to annother commenter goes more into depth on what I'm talking about (or at least tries to, my thoughts are being updated in real time).

pharmaceuticals are actually not all that complicated to produce with modern biotechnological means.

I mean, for certain drugs and certain definitions of "that complicated," I guess kinda? But producing it at scale, in sterile conditions, at extremely specific titrations, and moving it with a cold chain to where it's needed...that's fairly specific work that isn't particularly glamorous or sometimes even healthy. Certainly, things could be done to make those things easier (bring back trains), but like...at the end of the day, you're still farming and processing genetically modified bacteria with precision. It might not be rocket science, but it's not easy. The only project I'm aware of working on making insulin something easily produced in a distributed way has been over a decade without more than a few micrograms made. And that's without the burden of patent encumberance (they tried with just human insulin, not the newer stuff we use for better quality of life), that's just "getting this to work at pharmacy scale."

And last but not least, very few modern Anarchists advocate for a single hugely destructive “revolution”, knowing full well the risks that come with that and how historically such revolutions have always just replaced the oppressors but not altered the system of oppression significantly. The idea is rather a more gradual replacement of power structures bottom up starting with municipalities and so on.

That's good to know. Building parallel tools for getting things done avoids another fear I have, which is instability. Being dependent on a system (not necessarily this system, but a lot of moving pieces have to work to keep me alive) just means death if there's too long of a break.

So the question for you should be rather how you can prepare for this likely eventuality and not some imagined hypothetical scenario where Anarchists cause a world revolution.

I'm going to be honest, this feels like trying to turn it around on me, and I don't super appreciate that, but I'm going to read it charitably anyway because text is bad at conveying those things and I'm probably wrong.

Anyway, I do have a plan. I've had to think about it a lot this past year especially, but even before then, this isn't something I suspect any diabetic has avoided thinking about. If either of those scenarios happen in the near to medium future, the answer is the same. Hold out as long as I can doing what I can to create a survivable environment for the people I'm surrounded by, and then as soon as I'm out of ways to get insulin, eat a bullet. Having dipped my toe into the shallow end of dying from that twice before, it's not worth it to continue that for several days before going out.

Sorry, I promise, I'm not trying to be combative, it's just that I'm sure there's about to be a big change, good or bad, and I'm gonna be real, right now I need a picture of a future better than this that still has me in it. And the more I refine my picture of what that world might look like, the more I realize that my existence is predicated on a lot of incentives that currently lean in the direction of keeping me alive. With new rules (or no rules), you have to wonder if the calculus still works out on the keeping you alive side. Especially when the process of doing that is so energy intensive, polluting and moralized.

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*Permanently Deleted*

Perhaps an unpopular opinion, but I actually like D&D and much prefer it to every other family of games I've tried (WoD, GURPS, PbtA, etc). What i dont like is the current iteration of D&D, which is why my recommendations are:

Swords & Wizardry Complete: it's OD&D with some of the rough edges sanded off and all the optional material added. Tons of classes, lots of tools for procedural world building, and very easily hackable. It's simpler to teach to a new player, and its more flexible than 5e for experienced players. The tick-tock of the dungeon turn structure makes it easier to keep pace as a GM, and when in doubt, rolling x-in-6 always holds up. If you want a classic dungeon crawler, this is it.

Whitehack: Still D&D but more narrative. Skills are replaced with groups that can give advantages to tasks directly influenced by membership in that group. Magic is super flexible and everyone has access to some form of it, but the "magic user" class gets to just make up their own spells and pay some HP depending on effect size. Great rules for base building, good GM advice for making adventures that aren't dungeon or wilderness crawls (but are structured like those things). The core mechanic minimizes table math so even your players who struggle with addition can play fast. Less deadly than actual old D&D but keeping the same vibe. It's my favorite for those who prefer narrative to mechanics. In a lot of ways, it's D&D rewritten for the way a lot of people actuslly play 5e.

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[CBR] D&D: How To Write & Run An Old-School Dungeon

Ben Milton's take on traps is, I think, the best way to handle them.

Don't use traps as a hidden thing. Make the trap itself obvious to the players, and describe it's positioning. The trick should be for the players to figure out how to either avoid or safely disarm the trap.

One example he uses is a pit trap with a narrow board serving as a bridge over the top of it. The smell of volatiles indicates that there may be some kind of fuel at the bottom of it. The board is on a rotating mechanism, and if anyone tries to stand on or otherwise move the board, it ignites the fuel below with flint inside the mechanism, like a lighter. Since the pit is too large to jump across, players will need to find another way across.

In my own game, I recently pointed out a section of floor filled with skeletons whose legs were partially sunken into the tiles up to the knee. Since the sections of the floor were too long to jump across, they tested what was wrong by throwing objects onto the tiles and seeing what happened. Once it was clear that only objects that had been stationary for a few seconds sank in, they sprinted through the hallway and made it to the other side fine (one character lost a boot). They had fun, nobody felt it was unfair, and I would call that a win.

Unfortunately for them, the floor on the other side of this trap was greased, so they went sliding down a chute to the fourth floor of the dungeon, and had to look for a way back up, which came in the form of a previously inactive elevator that was a shortcut back to the first floor.

Sen's Fortress in Dark Souls 1 is a good example of how traps like these can be utilized. They're all obvious and easy to avoid, and serve more as positioning puzzles than as gotcha mechanics.

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Battlestations! What are you gaming on?

I play a lot on my Steam Deck these days, but the main battlestation is just a regular old upper midrange workhorse. R5 5600x, RX 6700xt, 32GB of DDR4 3600 and a few terabytes of NVME storage.

I'm still just using vanilla Arch because I haven't found anything better for an enthusiast desktop.

I think the only part where I kind of cut against the grain is that I'm running Gnome. It does what I want with minimal tweaking and it handles my FreeSync monitor without any headaches. It also just looks pretty, and I'm not about to pretend I don't like eye candy on the desktop.

EDIT: Forgot to shill for the case I'm using: A P-ATX. I really wanted a small form factor computer, but I also think ATX motherboards are a better deal than ITX, so this seemed like a good option. When I bought it, the only other thing that came close (from Thermaltake) was out of stock, so I ended up with this and I'm actually really liking it, despite it being a pain in the ass to assemble.

osr

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List up your essential OSR Books

This list is awesome, and a number of the things on it are also things I keep in my collection. I'll just list the ones that I didn't see here that I use often. The comparison to "official" D&D books is just to state how I typically use them

  • PHB: Whitehack (4e just came out but it looks largely the same as 3e with a few changes to, I think, excise the OGL)
  • MM: Bestial Ecosystems Created By Monster Inhabitation
  • DMG: Maze Rats (it's a whole game, but it's also the best low profile Dungeon Master's Guide that exists.

Splat books would include:

I don't use them all for every game, but I love having them all on my shelf for anything I might need during prep.

Also, a shoutout to the OSE Classic Fantasy Rules Tome. It's so nice, and even if I'm not playing it, there's a great selection of magic items and other random stuff for the DM, and like...it's a really nice looking book.

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Daggerheart: I expected another Dungeons and Dragons, but found something much, much better

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Short version: I've just never managed to feel enjoyment while playing any of the ones I've tried. I dont think theyre bad, I just think they dont really click for the way I like to run games. And it has almost nothing to do with combat, which takes up very little table time in my preferred games (combat tends to go no longer than 3 rounds, usually less than 3 minutes each for a table of 6 -- by then, PCs are either victorious, making an expeditious retreat, or dead).

Long version: I just can't find a good rhythm with Monster of the Week, Thirsty Sword Lesbians or Apocalypse World (the three games in this style I've tried). Most of it comes down to how much more mental work it is for me to watch out for move triggers (and memorize the set of moves for each playbook, plus the GM moves. While I already do most of the things the GM moves are meant to encourage in my games of choice, I'm not really thinking of them as I do them -- they feel very fluid, like natural reactions to my players. Hinting at future danger, presenting a hard choice, etc. PbtA games have made it feel much less natural, far more mechanical, and it pulls me out of the natural conversation of a game.

I also dont really like the way it wants me to use dice. Normally, I take the approach that if a PC has the tools, the time and the skills, their desired action automatically succeeds unless it's truly impossible. To put that in PbtA terms, sometimes I want to make a move so soft it's not even there. But PbtA games tend to not accept this, so you have players rolling more often and coming up with mixed success more often than not, which can burn me out and lead the PCs into a death spiral of mixed success, especially when I've gotten worn down and can't come up with anything reasonable to tack on. It's frustrating and anti-fun for me.

And then I think the core malfunction that underscores all of this for me is that PbtA is not really there to emulate a living world, but instead focuses on genre emulation. There's nothing wrong with that, except I've yet to find one that tries to be a genre I like in the way I understand that genre. It seems like my choices are "angsty, sexy, teen drama," "angsty, sexy, adult drama," or "cozy," with not much for me to hang my creative hat on. I didn't watch Buffy, Angel or X-Files growing up, so MotW hit a little soft. I dont care for Apocalypse World's picture of post apocalypse storytelling, so that also didnt really fit for me. And tbh, I can't figure out what TSL is trying to be -- it doesn't really mirror my own queer experience (maybe because I'm not a lesbian?), and doesn't seem to point to any other stereotyped fiction. So it all just feels empty.

Hopefully that explains it, but I love talking about RPGs (even ones I didn't enjoy), so if its confusing I can try to clarify.

osr

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List up your essential OSR Books

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The good news is that The Nocturnal Table isn't actually very long as far as page count, so it's pretty easy to just print the PDF as a booklet and just staple or sew the pages together. That's all the official print version is, really.

mtg

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How do I have fun in Commander?

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Any tips on that then? I really don't want to spend more than $15-20 tops (although I realize this is impossible hecause of shipping, so I guess as little as possible will have to do) and it has to function without the commander (which seems to defeat the purpose of the format but whatever) because no matter who I've played, it just gets removed to the point where the tax makes it unplayable (Kess, Muldrotha, Pantlaza, Prosper, Hakbal...several more).

Also maybe you can answer, what happens when you are technically not dead (>0 life) but can't take any useful actions? Friends seem upset when I say I'm ready to scoop, but I'm also not interested in sitting there for another hour not being able to play. I guess they want my life total to stay for damage triggers maybe? Or they think someone can come back from an empty hand and a recent board wipe?

osr

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Create-a-Monster!!

Joint Viper:

  • AC: (Unarmored)
  • HD: 1 (1-6 HP)
  • Speed: 20' /round
  • Attack: Bite (1d6 -1, 2 in 6 chance to poison on hit)

Appears as a dark green snake, with lighter green patterns down the length of its body. Typically, a skull-like image is hidden somewhere in its natural coloration. They are able to reassemble themselves if cut into pieces, but break apart permanently if struck with a blunt object. They are significantly more aggressive than mundane snakes, and their venom is exceedingly toxic. They are drawn to the use of arcane magics, and particularly strike those who serve as catalysts for arcane energies.