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Showing posts with label fun. Show all posts
Showing posts with label fun. Show all posts

Tuesday, September 10, 2013

Banking and the Credit Crunch, Two Cows Version

Okay, since my piece on pickup artistry from an Atheist+ standpoint isn't going anywhere, I figure I'll get this off my chest instead.

Two Cows

The idea of the "Two Cows" metaphor comes from economics. It consists of simplifying a complex system into a simple one, starting with the phrase "You have two cows", in which cows stand for something that produces, milk stands for what is produced, and a number of other metaphors are thrown in as needed. For example:
Capitalism (in theory): You have two cows. Your neighbor has two bulls. You trade a cow for a bull.
Capitalism (in practice): You have two cows. You sell one cow. You try to extract three cows' worth of milk from your remaining cow. You briefly wonder why you have one dead cow, and sell the farm that was able to get three cows worth of milk from one cow. Screw your neighbor; if he deserved any milk, he'd have something to trade for it.
Communism (in theory): You have two cows. Your neighbor has two bulls. Your neighbor lets anyone who wants borrow xir bulls. You give all of the milk aside from what you need to anyone who needs it.
Communism (in practice): You have two cows.  You give all of the milk to the government, and get back slightly less than you need. A bull occasionally visits your farm, but you never know when.

This idea has spread to other areas, but aside from giving a few examples of this it isn't relevant to the post:
Objectivism: You have two cows, and a farm that your ancestors stole, but it's okay because the other owners weren't using it as well as you are. Your neighbor mentions that he'd like some milk. You poison one of your cows to make a point, subject your neighbor to a five-hour rant, and take your remaining cow into the mountains.
Judaism: You have two cows. You give some of your milk to your neighbors in exchange for some of their crops. Your neighbors set their crops on fire, blame you, and take one of your cows as reparation. You move someplace else. Your old neighbors tell your new neighbors that you stole one of their cows.

Banking

You have two cows.  You sell milk futures on them to buy a third cow, and hope the third cow shows up before you get thirsty.

The Credit Crunch

You have two cows. The government tells you that you can't take the race of the seller into consideration when buying cows, but refuses to interfere with cow or milk markets otherwise. You sell milk futures on your cows and buy two sick cows. You show people your healthy cows, sell them milk futures on your sick cows, and repeat until you own lots of cows. Word gets out that your cows are sick, and that some of them have died. The cheesemakers can't hire anyone unless they can be certain of getting milk, so lots of people are unemployed. The government looks at the situation. Because you have friends in high places, rather than throwing you in the slammer and seizing your cows, the government raises the tax on carts, buys your dead and sick cows at the price of healthy cows, gives you healthy cows, and tells you "now don't do it again". People look at the situation, and conclude a) that you deserve to own lots of cows, and b) that there not being enough cheese yet is the government's fault for forcing you to buy sick cows.

Wednesday, December 26, 2012

Sharazad beta: Conflicts and horror.

So, I'm not sure how many of you are interested in my Sharazad storygame.

Anyway, since I know someone out there probably is, I am now officially announcing the following:

Multiple conflicts are now in open beta. There are five basic conflicts used in the game: vs Villain, vs Nature, vs Society, vs Fate, and vs Self.

Horror is now in closed beta. Those of you who have played Sharazad's story engine on the Heroic mode will see something very different. Instead of slowly building tension to a climax, you start at a climax and reduce tension within a fixed time limit.

Next releases: Epic stories and Mysteries!

Also, some pay content will be added soon. Not much, just a way to stay in a story if you fail it.

Thursday, November 29, 2012

Sharazad Launched!

So, some of you might have been wondering if I'm ever going to actually make a game. Well, I have made a few, but the question is actually "Can we see them?" (grumble, grumble, blah blah comments blah blah I don't bite blah I know you're out there blah blah blah go right ahead etcetera etcetera). Well, I now have a very lightweight Storynexus game: Sharazad!

In Sharazad, you play, more or less, as a culture. You tell stories, and those stories affect how people in the culture behave. People's behavior influences how well the culture survives: how well it avoids being exterminated by the people over the next hill, being eaten by bears, being absorbed into another culture, being torn apart by revolution, stagnating and collapsing...

Well, that's the finished version. Right now, I have the "you tell stories" part.

Sharazad can be found here.

The feedback thread can be found here.

Friday, November 9, 2012

A Fairy Tale of Human Rationality

Would you like me to tell you a story?

Once upon a time, not too long ago, there were two magical kingdoms, Acirema and Rssu. The kings of these kingdoms argued constantly over whose way of distributing bread was better: Rssu's king, King Nilats, insisted on a philosophy that people were generally nice and kind and that if all of their needs were met they would see to it that everyone was a well-off as possible, a philosophy that had become popular during a war in which a number of more-horrible-than-usual things had happened; while Acirema's king, King Nager, insisted that things would go better for everyone if everyone thought only of themselves and took advantage of everyone else when they could.

Now, the traditional way of solving questions like this was that the kingdoms would go to war. They would fight, and commit atrocity upon atrocity. Whoever committed the most atrocities would usually win the war, as their opponent would be unwilling to match them and would lack the advantages gained thereby, and the one who committed the most would therefore be the most just and the most merciful and generally the most right. This time, though, they decided to do things a bit differently.

Before the war in which a number of more-horrible-than-usual things had happened, everyone involved had hoped to prevent war by building up large armies so that war would devastate everyone involved, and therefore no one would start a war. And it had worked, until a dignitary from Yragnuh-Ortsua had become lost while visiting a vassal state and been assassinated by a rebel. The two kingdoms decided to try this again. And so, King Nager spoke with his royal wizard.

"Wizard," he said, for wizards forsook their names, "can you create a spell that will completely destroy a province of Rssu?"

"Yes, my king. But to prepare such a spell would take millions of gold pieces worth of gemstones."

"I can get you these. Once the spell is prepared, how long can the spell remain prepared? You have told me that with spells such as these, once prepared, one must decide whether to cast them or let them fade away."

"With this spell, you would have forever to make such a decision. In fact, letting it fade away would be difficult."

"Very well. You shall have all the materials you need. But do not cast the spell until I order you to."

King Nilats heard of this, and summoned his own wizard. "Wizard," he said, "have you heard of the latest developments in Acirema?"

"If you mean the province-destroying spell, yes, my king."

"This is unacceptable! I order you, wizard, to create a spell that can destroy two provinces in a single casting!"

Nilats's wizard bowed deeply, and told King Nilats what he would require for such a casting. He was granted whatever he named.

Nager heard of this, and his wizard created and prepared spells that could destroy three provinces. Nilats heard of that, and his wizard created and prepared spells that could destroy four. And so it went, until many trillions of gems, each worth thousands of gold pieces, later each wizard could destroy the world several times over at will.

During this time, the kings had not been idle. Each sought to teach other kingdoms, such as Nari and Abuc and Aerok, their way of distributing bread. It was not enough for a kingdom to accept a way in its own time; they had to be taught as quickly as possible, lest they accept the other kingdom's way. Each king used methods that stopped just short of open war (and in some cases were actually open war) to persuade each kingdom, and to prevent the other king from persuading that kingdom.

And each had ordered their wizard to, at the first sign of war with the other kingdom, cast all of their spells; and then ordered their wizard to set up spells such that at the first sign of war the spells would be cast without need for that wizard's involvement.

It seemed it was only a matter of time before the Acirema and Rssu would be drawn into war with one another.

But at this time, the hunger of the spells for gems had led to each king sending as many people to the mines as possible, sometimes by royal command and sometimes by paying exorbitant amounts for gems. And so, with few people harvesting grain and milling flour and baking bread, bread was scarce in both kingdoms. Rssu ran out of bread, and thus the question was resolved to Nager's satisfaction.

Thus it was that the world was almost destroyed over a question of bread distribution. The moral of this story is that people are fundamentally rational and sensible.


Thursday, August 30, 2012

I 'm Not Dead Yet

...I can dance and I can sing! I am not dead yet; I can do the Highland Fling (well, not really)! No need to go to bed! No need to call the doctor 'cause I'm not yet dead!

...Sorry. Now then, on to blog business.
You may not know what I did this summer, but soon you will.

Monday, November 7, 2011

D20 3.root(-36): Races: Elf

Elves are one of the trickier Standard Fantasy Races to work into a story and still include everything that is common about them, simply because so many people take them in different directions. Are they graceful and aristocratic? Are they stalwart defenders of nature? Are they Things From Beyond that should be avoided at all costs? Are they the defenders of reality from the Things From Beyond? Are they magical? Are they immortal? Do they get on poorly with dwarves?

Naturally, using variants means that the answer is "All of the above."

Elf (Default Variant: City)

  • +2 Charisma, -2 Constitution
  • Medium size.
  • Low-light Vision 3: You are only dazzled in darkness three levels deeper than normal.
  • Negotiator feat
  • Favored class: Aristocrat
  • Speed: 15 ft.

Forest-variant

  • +2 Dexterity, -2 Constitution
  • Medium size.
  • Low-light Vision 3: You are only dazzled in darkness three levels deeper than normal.
  • Proficiency: Longbow and rapier
  • Favored class: Druid
  • Speed: 15 ft.

Deep-variant

  • +2 Intelligence, -2 Constitution
  • Medium size.
  • Darkvision 3: You are only dazzled or blinded in darkness three levels deeper than normal.
  • Occult Initiation feat
  • Favored class: Thief
  • Speed: 15 ft.

Half-elf Template (H-Elf)

  • Inherent template. May only be applied to humanoids.
  • -2 Constitution, +1 to one other ability.
  • LA: 0

Elf subtype

These are the traits common to all elves.
  • Indicates that the creature is an elf or half-elf.
  • Immunity to sleep effects.
  • Knows detect doors (caster level equal to hit dice, saving throws based on Charisma).

Friday, November 4, 2011

Social Media Posts:10/28-11/4 /2011


Monday, October 10, 2011

D20 3.root(-36): Classes: Aristocrat

I have been working on a revision to the d20 3.X system, called 3.6i. The name comes from the fact that it was originally intended to be a 3.6 game, but eventually reached the point that the rules had less in common with 3.X than even 4E. So, here's a class from it.

Aristocrat

Level
Fort
Ref
Will
Pow
Ins
Ana
Special
1
0
0
0
0
0
0
Proficiencies, line of credit
2
0
0
0
0
0
0
Bonus feat
3
0
0
0
0
0
0
Commanding presence
4
0
0
1
0
1
1
Bonus feat
5
1
1
1
1
1
1
Coordinated assault
6
1
1
1
1
1
1
Bonus feat, improved line of credit
7
1
1
2
1
2
2
Command excellence
8
1
1
2
1
2
2
Bonus feat, improved commanding presence
9
2
2
2
2
2
2
Command efficiency
10
2
2
3
2
3
3
Bonus feat, improved coordinated assault
11
2
2
3
2
3
3
Improved line of credit
12
2
2
3
2
3
3
Bonus feat, improved command excellence
13
3
3
4
3
4
4
Improved commanding presence
14
3
3
4
3
4
4
Bonus feat, improved command efficiency
15
3
3
4
3
4
4
Improved coordinated assault
16
3
3
5
3
5
5
Bonus feat, improved line of credit
17
3
3
5
3
5
5
Improved command excellence
18
3
3
5
3
5
5
Bonus feat, improved commanding presence
19
3
3
6
3
6
6
Improved command efficiency
20
3
3
6
3
6
6
Bonus feat, improved coordinated assault,command supremacy
Class Skills: Appraise, Attack (light), Credibility, Defend (dodge), Gather Information, Intimidate, Knowledge (history), Knowledge (nobility), Perform, Persuade, Read Person, Stubbornness.Skill Points per Level: 6+Int modifierInvestment Points per Level: 2+Wis modifierHit Die: d4
  • Class Features

Proficiencies: You are proficient with one light weapon and one type of armor.Line of Credit: You are treated as one level higher for purposes of calculating downtime income. For each five levels past the first, this bonus increases by one.Bonus Feats: At each even-numbered level, you gain a bonus feat.
Commanding Presence (Ex):
At third level, you may project an aura of command. Whenever you are attacked and not denied your Dexterity bonus to AC, you may make an Intimidate check (DC 15+the attacker's Will save) against the attacker's Stubbornness (DC 15+your Will save). If this check succeeds, the attack fails. Setting up a commanding presence for the turn takes one tick. For each five levels past the third, the DC of the Stubbornness check increases by one.Coordinated Assault (Ex): At fifth level, you may coordinate the attacks of allies. In any round in which there are at least two allies threatening the same creature, you may make a Perform check (DC 10+the creature's highest Defend bonus). For each margin of success on this check, one ally is considered to be flanking that creature for the current round. This takes two ticks. For each ten levels after the fifth, a flanking ally gains an additional +2 competence bonus to Attack checks.Command Excellence (Ex): At seventh level, you may improve the skill of an ally's actions. Each turn, you may make a Knowledge (history) check (DC 30). For each margin of success on this check, one ally may gain a +1 competence bonus to a single roll this round. Using this ability takes three ticks. For each five levels after the seventh, this bonus increases by one.Command Efficiency (Ex): At ninth level, you may hasten an ally's actions. Each turn, the you may make a Perform check (DC 25). For each margin of success, one ally may fatigue by one full factor in order to gain an extra tick. Using this ability takes four ticks. For each five levels past the ninth, one tick per margin of success is added to the effect of this ability.
Command Supremacy (Ex): At twentieth level, you reach the pinnacle of your commanding abilities. Each turn, you may make a Knowledge (history) check (DC 30). Each margin of success grants all of your allies a cumulative +2 competence bonus and an extra margin of success (if the check succeeds) on all checks that round. Using this ability takes six ticks.