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Joined 1 year ago
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Cake day: June 5th, 2023

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  • Provided that I must work to feed myself, to shelter myself from the elements, and to receive routine medical care: I cannot be described as consenting to work. I am coerced. In an ideal system, I would not be coerced to work as my access to basic necessities would not be predicated upon my employment.

    In nature, survival makes certain demands of us but as intelligent creatures capable of automating most work there is simply no need. People who wish to do more deserve more but no one should have to work to be alive. Without life you cannot have liberty and without liberty you cannot find happiness. The goal of any society should be equity of happiness. This implies sustainability as consuming resources leaves none for those who come later and thus deprives them of opportunity.

    More concretely, I find it difficult to believe that those in entirely different environments can have great insights into the challenges faced by others. Thus smaller societies should be preferred to larger ones. Outside of crisis, any decision should be unanimous among representatives. Locally, provided the capacity to re-home each community should decide how it runs for itself. This is effectively an initial pure democracy with majority rule which may then evolve in any direction. It’s fine for local groups to be disfunctional as society as a whole relies on social experiments to determine what works best in any given environment.







  • So so many unit tests I see don’t meaningfully test anything. It would be faster to just read the unit under test because the test itself presents nothing that you wouldn’t instantly recognize. Or the test is so tightly coupled to some arbitrary property that of course the test fails whenever you change something. UI tests at my current place are terrible for this, as they’re just comparing DOM structures so any change breaks it.




  • Yeah. A hack is usually a little more than just a modification, but there’s no strict definition or anything.

    I basically like the way Knave is, but there’s a few things that I found didn’t work well at my table.

    • Item choice paralysis. Do you buy/carry a hammer? Nails? Chalk? Ink? An hourglass? … There’s like 36 odds and ends in the game (100 in 2e.)
    • One use per day spell books. Knave 2e solves this with Int uses of spell books but I mixed it with:
    • Ability to lose items. A character built around a concept should retain the ability to use that.

    So I changed some things.

    • We use item kits. These are quantum bags of items related to a purpose. Say a climbing kit or an alchemy kit.
    • Item kits can be tracked with item slots as they are, but most kits will be like 2-3 slots so it makes more sense to cut the number in half and stop varying size of items.
    • Having cut the number of things to track in half, Art slots are added back in. These represent proficiencies/abilities that can’t be lost. Most of them literally are just kits but they can’t be taken away. So a Climbing Art does what a climbing kit can do (save for things like pass an item around since this is a personal ability).
    • I use a standardized art point system so all arts consume these points to activate.

    There’s some knock on effects too. So I have different ability scores for instance.