Accessories Activism Alpha Complex avatar battle blooper Blunderbuss Cannon castle age Character class Conspiracy Conspiracy theory Control Systems Creativity defense democracy diagram of effects drafting game Economic Economics game design game history game idea Games Guild Battle guild wars Guns Handgun images leadership Massive Multiplayer Online mindset Money monster noob offense oligarchy organisational patterns Paranoia (role-playing game) pirates Players prisoner's dilemma propaganda Psychology quality without a name Religion resources roleplaying scouting Single-shot social city social network Social Sciences systems thinking timeless tribal wars Virginia Satir West End Games zero sum game
Roleplaying! As if the world weren't full of enough history without inventing more …
Christopher Alexander’s Timeless Way of Building was first published in 1979, and is IMHO one of the most important treatises in the discourse on ecology and sustainability in architecture. It has had a huge influence on creative thinking, especially in the areas of architecture and software design. Alexander introduced the concept of the “quality without a name“, and argues that we should seek to include this nameless quality.
If Not You, Who Else? ~ Terry Pratchett, in “Only You Can Save Mankind”
Stability can be achieved by taking Human Nature into account. By “Human Nature” I really mean Four Legged Patterns of action/reaction. Failure to do so can be, and usually is, disastrous. And it can be automated, as it seems to happen automatically anyway.
Most Social Schemes will use some kind of drafting. Some kind of attractor. Like the Agile Manifesto. One form or another of intimidation or incentive is essential to the success of attraction.
Silent weapons are not common knowledge, where we all know that we all know. In fact, only a few know. And most that do know, do not reveal it because they are either dependent on its favors or profit directly from it.
… that yesterday, a dear lady I am so happy to have met, Sabine Kurjo McNeill, forwarded a link that utterly delighted me! Finally, and sadly. Sadly, because a worst case scenario appears to be real. Finally, because it is at least revealed. That is a relief. Many of us have felt instinctively something was wrong, and more than what was let on, and through a mist of distractions thrown at us through the media (that are under “their” control, of course).
One of the games we design, organise and facilitate roleplaying sessions of/for is Extreme Paranoia.
The games are set in Alpha Complex, an immense and futuristic domed or underground city controlled by The Computer. The Computer runs everything within Alpha Complex. The Computer sees everything within Alpha Complex ~ at least, that’s what It would like you to believe. Everybody within Alpha Complex works for The Computer, serves The Computer, protects The Computer and if need be, dies for The Computer. The Computer has made happiness mandatory. Failure to be happy is punishable by execution.