Wednesday, February 19, 2025

State of Create

Patreon today released an annoyingly laid out message called the "State of Create"  Link at the bottom of the text.  Following "months of research," they've decided to discuss what most creators are feeling right now: that platforms that keep changing their rules, abusive algorithms and monitisation policies have been building since before Covid to transform the individualistic artist into a machine cog... and we're not liking it.

One day, our reach is just fine... the next, it's tanked because of some opaque change.  Those in power, who have money, have shut down the passageways in an effort to restore the status quo that existed in the 1990s, when a small number of people held control over everything cultural.  A time I plainly remember, and which I enjoyed the death of.  Well, it's back.

I don't blame the concept of an algorithm for this.  Like any tool, it can be used for good or ill; in this case, however, those with the power to create one also have the power to use it selfishly, there being no option for the internet's user.  This is what the gatekeepers want: control of what's seen, what gets promoted, what thrives.  Those who naively believed the internet would shatter that model, giving creators direct access to audiences without needing permission from a record label, a publisher, a network executive, are discovering that monster doesn't just go away.  It has the money and the will to fuck with the system, and it's back.

The shift has been led by Instagram, Twitter and YouTube... but of course TikTok perfected it. But before anyone rushes to suppose that without these villains, everything would have been just fine, I want to stress that there are thousands and thousands of villains in the game, across the board. These are just the villains who did it the most ruthlessly... but the present state was inevitable. We shouldn't doubt this.

The shift has been systemic: but there have been two things that helped perpetrate this state of mind. There are those who say, "the internet was never going to stay free forever"... but this is merely the voice of those who are bent on killing what it brought. The deeper truth is that what we're experienced is a lull, imposed not by the villains, but by the passive forces that let them be and those who can't get the financial support to wreck the status quo.

I haven't much faith in governments or the law... anyone whose worked in a government-run office isn't surprised to find themselves working on computers with black screens and green-lit text, because the system they used in 1992 still hasn't been updated. It is hardly news for any of us that the governments of the world simply failed to act... and when they did, fearful of the strangling of their supportive election capital, they went after the individual on behalf of the corporation, because that is their way. It is easier to make one fat cat happy than to assuage the fears of a million mice.

Inaction, the lack of meaningful resistance, the inherent blindness of those for whom the bread was not buttered, simply did nothing.  The glacial pace at which authority moves, being inherently conservative, was not going to get in the way here... and they have happily stood aside as rights we gained through technological means are now being arbitrarily taken away.  Emerson said, "For evil to succeed, it is only necessary that good men do nothing."  Since the world bureaucrats aren't "good" in any sense of the word, we can argue without difficulty that this is doubly so when tired, selfish, insipid persons do nothing.

It's no wonder we're feeling a general apathy to this.  As people read this here, and on Patreon's site, the general feeling is going to be, "Oh well, what can we do about it?"  The answer to that is nothing.  I'm not going to quibble on that point.  Anyone who now thinks that there's room for a counter-movement, or that the governments might act (and I hear this nonsense from professional pundits daily), are fooling themselves.  It won't be a grassroots movement that changes this, because it wasn't a grassroots movement that created the present situation.

The internet was not "made" by a socially conscious group, and it wasn't made by villainous corporations. It was not asked for on a widespread basis.  Even in its first ten or fifteen years, it was utterly overlooked by everyone as a joke, a thing for nerds, a sidequest into wasting time.  It was something that just happened — a messy, organic, almost accidental force that emerged out of military research, academic curiosity and hobbyist experimentation.

There is a tendency to relate the internet to the printing press... and that relationship applies.  But the same applies to the advent of newspapers, book publishing, radio and television.  With things going as they are now, we're not going to have another 50 year gap before the internet is suddenly obliterated and replaced by the next thing... and it has been 35 years already.

What is that upheaval going to be?  If you, like me, were around in 1992, what would you have said it was?  Most likely, "e-mail."  Or the "online imaging."  For the average person 30 years ago, what was coming was utterly obscured by the first tiny revelations  —  which seemed utterly amazing given their tiny scope.  10 years before that, freaking dial-up seemed amazing.

And people thought, well, this is it — this is the big change.  But it wasn’t. It was just the first crack in the dam. It was a tiny, clunky version of something that would eventually become so fundamental we don't even think about it anymore. That’s the pattern. The thing that looks revolutionary today isn’t the real revolution — it's just the first primitive version of what’s actually coming.

Here's what's funny.  A couple of minutes thought can point to half-a-dozen things that might be that crack.  AI is being dismissed so easily, because a couple of companies have rushed into gatekeeping it, but those "gates" are failing all over.  Anyone who wants can get around them and break the rules they're setting up.  Distributed computing, self-hosted identities, take your pick.  It might be some experimental, obscure technology that barely works right now.

But you, Dear Reader, aren't thinking about that.  Patreon certainly isn't, because it's business model depends on making its creators into cows in a field, that exist to give the company milk and nothing more, in exchange for the grass we eat: that being you, Reader.  None of the aforementioned villains are... they've built their platforms.  And having once worked for a platform that was crumbling under the weight of technological development, those platforms are rigid, inflexible monsters.  When they go down, they do it all at once.  Hell, I don't even use Google any more.  I haven't in months.

Everyone right now with money in the game — including, on a miniscule scale, creators — depend on this game not changing.  But it is changing, and at a pace that makes Patreon's little survey look like it was made by grade-3 elementary school students.

I have an ex-military friend who plays guitar.  He's moving out of town because the particulates here are getting the better of his asthma as he ages, but he's not worried.  In addition to being ex-military, he's an electrician and a retired bus driver.  And as a musician, he can thrive anywhere.  All he needs is a stool in front of a crowd of people and, artistically, he's fine.

If Canada were occupied by a foreign force, I'd cook.  I make amazing soup and I can make it by the barrelful, quite literally.  I have a 63 gallon recipe in my head right now.  Actual creators, not those chasing clicks and algorithms, are flexible.  We move easily to what's next.

Corporate types do not.  They get eaten by other corporate types, because they're all wolves. No one likes them? Hell, they don't like each other.

The internet came along and I dove in.  And did fine.  The next thing comes along, I'll be fine.  Whatever it is.  Meanwhile, all these problems that exist right now with closed doors and deplatforming.  It'll all be gone, in a fingersnap.

Don't worry about what those people are doing to you.  Take comfort in how you're going to be fine when they're being led up to the guillotine... metaphorically or for real.

Oh, I know... most reading this are going to think I'm indulging in wishful thinking.  That is always the reaction of those who are heavily invested in the status quo.  They wave their hands, they say, "Oh, nothing real is ever going to change; no matter what the technology is, the big stuff is always going to just go on."  After all, we look around and the world sort of looks like 1995.  I mean, the walls are still standing, right?  'Course, a lot of those walls don't surround businesses that used to exist and run the world, but hey... that wasn't the rug being pulled out, right?  They just failed to adapt.  In time.

Strange they don't think about how words like "engagement," "watch-time," "short-form" or "algorithm" would mean nothing whatsoever to an adult in 2005.  They'd look at you like you were speaking another language. Because back then, the internet wasn’t engineered the way it is now. It was still organic, still chaotic, still mostly just a playground where people threw things out into the void and saw what stuck.  There was still room for people to argue that "this internet thing" ought to be ignored by decent people.  Yet those voices, those people... made up of intellectuals, media elites, respected cultural pundits... lost.  Their viewpoint, and their relevance, evaporated.  Some of them maintain rather pathetic careers on youtube... where they can't get more pageviews that one lone pundit endlessly repeating the same post on how bad Emily in Paris is.

This is what happens.  The mass of people shrug.  Change is bad.  We'd rather not think about it.  Look all around.  The zeitgeist is filled with a different present-day class of elites and effetes belying the value of digital doubles, deepfake technology, volumetric capture... and poor little chatGPT... yet these things are so plainly the inevitable death of the entire media industry.  

Where's the government protection for that?  Did the actors and writers really win that strike?  Did they make the technology go away?  They talk like they did.  But it was a truce.  It did nothing more than kick the can down the road.  And not very far, either.  The technology is going to get better.  Does anyone with a brain really not understand this?  Can it not be that those who are invested in the present have an agenda to say otherwise... and no other real arguments beyond that?  They have to pretend this technology is overhyped, that it won't take their jobs, that "true artistry" can't be automated.  They have nothing else they can say.  I hope they're saving their money.

Patreon paints their problem as TikTok.  I think it's a little funny how short-sighted that is.  But I suppose, like the folks just discussed, they've got to wave their hand at some enemy.

I knew the day I joined Patreon that there'd be a day I left it.  And I will.  When the next thing comes.

Thursday, February 13, 2025

Limited Wish

I've kicked this bugaboo down the road a couple of times, but I did add it to the wiki and today it did randomly come up.  Therefore, hopefully, I've addressed the subject definitively enough for my game world.  I wouldn't imagine this will please anyone else, but we'll see.  I'm posting it here because it has generated interest in the past, so I know some will be interested in its review.


Spell

Limited Wish is a spell of focused invocation, allowing the caster to alter reality within the constraint's of the dweomer's area of effect. Only that which exists within that range can be affected; this constraint defines the spell's function, preventing broad manipulations of time, history or distant events while still providing the caster with immense control over their present circumstances.

The spell is capable of reshaping the immediate environment, altering conditions or imposing changes upon creatures and objects at the direction of the caster. The injured may be healed, opponents weakened or killed, enchantments dispelled, truths revealed. However, in addition to the magic's area limitation, the caster must be able to specify that the effect is needed for some higher purpose beyond the character's whim. Nor can the spell fundamentally change circumstances that apply to the game's rules, which must be upheld for the purpose of playability.

Needfulness

This describes any condition in which the requested effect is essential to the caster's well-being, progress or ability to fulfill an obligation. If the caster is in physical danger, the wish can be employed in the interest of survival. If there is an objective at hand, and the character would have to employ other means to obtain that object — that is, fight or kill an opponent, cross a gorge, physically open a chest, preserve a life against threatening elements — then the wish can be made entirely effective.

However, the spell cannot function for the purpose of indulgent, frivolous goals. The caster could create a sufficient amount of wealth to save a kingdom from bankruptcy, but could not simply "invent" money out of the air, simply because it's wanted. A caster could turn aside a lava flow, but could not simply cause the ground to open up and start spouting lava, merely because purposeless damage is sought as a desire. The spell is only able to provide magic that is essential to the task at hand, not what is most convenient, most destructive or most profitable.

Game Rules

Within the fabric of the game, limited wish cannot ignore player and opponent hit probabilities or damage, or willfully change all of a character's ability stats, character class or fundamental knowledge relating to proficiencies or sage abilities. For the purpose of explaining this limitation — for it seems obvious that we might wish to be more attractive, stronger, bigger, a different race and so on, once again these things fall under the category of needfulness.

The player, wishing to improve the player's chance at success within the game, may wish to employ limited wish as a means of doing so — though it is only one 7th level spell, and should obviously not be the end-all manner of altering every intentionally placed functional game design inherent in Dungeons and Dragons — but we should suppose that the characters are comfortable and happy with whom they are. They have no knowledge of this "player," nor do they need these imposed changes from their perspective.

Additionally, the theoretical research and invention that led to the spell would have encountered limitations within the game world's reality that opposed such changes, simply because players might want them. The gods, the assumed laws and rationalities of the setting's existence... and of course the dungeon master — who chooses how to ruin and spoil the campaign they've constructed — may simply have no wish for one spell to be created that can ruin everything at a stroke. So, it turns out, after all the research was done, this was the very best that the magi could do. They just weren't able to fabricate a magic spell that would improve a character's ability stat by a single point.



Monday, February 10, 2025

For James, and James Alone

By chance, working out sage abilities for the Clowning sage study, the subject came up regarding whether or not a highly skilled clown could ever actually perform a fumble.  Thus, this authority-status sage ability:

Mock Tumble: When the character rolls a fumble in combat or fails a Dexterity check, it may appear to be a true misstep, but in reality, it is anything but. This ability prevents the character from ever suffering the effects of a fumble, ensuring that even their apparent failures remain under their control. Additionally, the character may automatically succeed on three Dexterity checks per day, choosing when to apply these successes at their discretion.

Wednesday, February 5, 2025

Wiki Work Process

In case anyone should wonder about my working process, just a few minutes ago I edited the last of a series of 57 pages, the "oldest" on the Authentic wiki, meaning those pages that have been ignored for the longest possible time.

Of the 1,467 total pages, this leaves 1009 left to edit.  But as I need a break from this process, and there are other things to do, I'm going to address the 30 "incomplete" pages that are left to do.  I'm not going to complete them all — that would be most tiresome, and I find my best process is in changing the nature of the work as often as possible, while still getting things done.

The rule for Incomplete Pages is this: (a) roll three random files from the 30 that are incomplete; (b) pick one; and (c) either finish that file, or add at least 1,000 words (or, in wiki-speak, about 6,000 characters).

Then, that choice can be removed, the other two left as they are, and a new replacement incomplete file chosen.  This gives me some choice, but I have to choose the most desirable from a larger field.  This reduces the paralysation caused by choice, while inevitably forcing me to do some work on something in this pile.  As shown on the table, I have to do five such pages, then I can move on.

The rule for Sage Ability/Spell pages is this: determine which spell and sage abilities have the most links on the wiki, without a page existing, then make that page from scratch.  Do not stop until it is finished, or — if it is somewhat challenging, get at least 4,000 characters done, then move it to the "incomplete" category.  In any case, get at least enough done to give a clear sense of what the ability or spell does, so that it can be at least interpreted.

The rule for the Old wiki pages is to transfer 30 pages from the old wiki to the new.  Concentrate on pages that don't need a lot of work, as transfer is more important than the ones that will drag and deplete my motivation.

The rule for Wanted pages is to do the first 3, most "wanted" pages according to mediawiki's sort for this.  Once this is done, all the new content will be created, and I will go back to editing pages again.

As work is done, less pages will need editing, the demands for pages to be created will increase.  Eventually, I shall adjust % of Old Wiki pages to be moved across as the number drops, until this category disappears completely.  As more of the larger pages are edited, they'll fail to be completed and the "incomplete" page numbers will increase, so that I'll spend more and more time with that.

Overall, this allows the type of work I'm doing, while producing milestones for me to approach and then pass, awarding me with a sense of achievement at a job that is immense and seemingly impossible.

Yes, I know I'm crazy.

Monday, February 3, 2025

Quote

When I was a teenager, the subject of virginity seemed to emerge all the time. We were quite taken with it.  We concerned ourselves greatly about who was, and who was not one, and who might cease to be one; it mattered greatly who intended to go on being one for much longer, and we all wondered what might happen when we weren't one anymore.

Now that I am sixty, the subject never comes up.  It's possible it really wasn't that important.

Saturday, February 1, 2025

when a creator doesn't give a fuck

I'm just going to rattle off a few things.  I've just watched this video from CinemaStix.  I follow the channel; the creator has some valuable things to say.  The creator occasionally has his head up his ass.  This video makes me want to write in his comments, "Shut up.  Go make your own film."

The video is irrelevant.  The creator also, the comment too.  What's relevant is that as I sit here in my world giving advice as a creator on my channel, outlining rules for a game that I've run, that I would run again... that I've proven to many online that I can run, I'm not prancing out someone else's work that I can't duplicate, I can't match, I can't even remotely, fully, understand.

You, Dear Reader, see that video and think, "Interesting, I hadn't thought of that before, I have new perspective on the movie..."  Whatever.

You read a post here about something I've written that says if you want your game world to work effectively, you'll need to get off your ass, work, figure it out, create your own content that I haven't created for you and no, no one's really going to help you, especially your own players... and you think, "I can't do that."

Well, maybe you don't, but you have ready excuses for why you don't.  No one has that kind of time, it's just a game, this isn't rocket science, I have other things to do with my life, I don't think my being a better DM is all that important.  Whatever.  What matters is that you have an excuse, not that it's a good one.

The difference is that Danny Boyd, the voice behind CinemaStix, isn't a creator in the way that Tony Gilroy, who directed the film spoken about, is a Creator.  Boyd needs someone else to create things, so that he can comment on it.  That's the strength of his "creativity."  Tony Gilroy doesn't need that.  He needs money.  Because the difference between Gilroy creating and Gilroy not, is whether Gilroy has the money to create what he does.

I am not a filmmaker.  I am a writer.  I don't need money.  I need a computer.  But I don't need someone else to create something first, either.  I continue to use source material that is 45 years old, but I pay no attention to it.  I don't cut it into different shapes and then call that "creating content."

More to the point, I tell you, Dear Reader, that you don't need someone else to create content first, either.  You don't need someone to make you a module, so you can be Danny Boyd.  I don't tell you that you need to buy the latest books.  I don't tell you that you need to follow people on youtube, or anywhere else.  I tell you that you need to get off your ass and make your own fucking content.  For your players.  That you pretend you care about.

When I started "working on my D&D world" in 1980, I had players.  I did not have subscribers.  I did not have a channel.  I did not have a computer.  I had a desire to work on the game because I loved it.  If, today, I'm not working on my Streetvendor's Guide... I'm not working on Finding D&D in the Dark... I'm not working on Fallow... I'm not working on any of the projects I've started and haven't published... it isn't because I've forgotten about these projects, or because I'm not going to do them.  It's because, for me, my priority is, always, that I love D&D and I'm going to work on whatever the hell I love.  If I want to spend four or five months doing maps, then that's what I'm going to do.  If I want to work on my wiki, that's been closed to me since winter of last year, then I'm going to do that.  Because that's what matters to me.  I don't give a fuck, sorry, what others want, or what others think matters, or what others feel I ought to be working on.  I don't care about success.  If money is what mattered to me, if it ever mattered, then I'd be out working and making it.  What matters to me is what I want to work on.  In the way that I want to work on it.

What most youtube "creators" who talk about this kind of material, who laud this person or that, will never understand, is that youtube "creating" isn't.  It just isn't.  It's time-wasting naval gazing that adds nothing to the store of value for the human race.

As I'm also doing that, then I'm going to do it for me.  Those of you who want me to go on working, who are simply glad that I am working, it won't matter to you what I'm working on.  It won't matter than I'm a miserable, inflexible, uncaring, hostile asshole.  It will only matter to you that I am still working, on whatever I want to.

Thank you for your time.

Monday, January 27, 2025

Quote

No matter how you arrange the rules of a society, there will always be one person who figures that things ought to work in such a way that their going to jail can't be right — even when they're playing Monopoly.

Saturday, January 4, 2025

Finding D&D - 10

With the party and the children, their parents and the drivers loaded up on the wagons, there's an opportunity here to casually invest the players in the game. It's not needed... but small bits of "stage business" in telling what goes on in a campaign helps ground the players in the place and time, so that the world is a little more "tangible." It's a practice that needs to be inserted in bits, when an opportunity arises.

The idea is to convey the physicality of a setting that can't actually be seen by the players, and therefore can be easily dropped from their memory... which flattens the players' experience, such that each part of the game world becomes like any other part. In addition, we want to give moments emotional "weight." It doesn't have to be a lot, just enough to make these people in the wagons, whomever they are, feel like people and not stick figures. And finally, we want to convey a sense of connection between the players and both of these things... giving the overall experience of the game "atmosphere."

At the same time, we don't want to stifle the campaign or invest a lot of time. The momentum of events has to be maintained, so anything more than four or five minutes of atmosphere would potentially bore the players. So there, right off, we've got a series of goals and constraints we want to observe, and no apparent easy way to do it.


Continued on The Higher Path