The Propaganda of Civilization

Errant Signal once again posted an excellent video about how a theoretically politically neutral game like Civilization, nevertheless provides and reinforces a political paradigm through its mechanics. Watch below the well-worthy video.

I couldn’t agree more about the message here. Even while being a huge Civ fan since the first game, it always bothered me how much “status-quo” politics a “neutral” game like civilization nevertheless managed to cram in its mechanics and presentation. From the simple fact that Anarchy has always been used as a synonymous to political chaos/vacuum, and never provided in any way, shape or form as part of the political evolution for your civilization, like Fascism or Democracy, to the fact that, as the video mentions, all civilizations start effectively as nation-states rather than city-states, or nomad tribes.

Some might claim that all those things are just an expedient game at making a video game, but isn’t it convenient that all those “shortcuts” manage to always promote a game in which a modern state is the end result before “world domination”?

Civilization is the perfect example of what “politically neutral” means in reality: The reinforcement of the status quo.

My guide on how to play classic Doomtown with a Reloaded meta.

Now that a lot of the cards of Doomtown:Reloaded have been spoiled, I’m seeing a lot of people expressing an interest in teaching their friends how to play Doomtown by using the new rules but old cards, since those are what is available. Many simply prepare normal Doomtown decks, and simply stay within the rules of deck construction (no more than 4 cards of the same suit & value) as well as using the new casualties and avoiding card types which are not available, such as Events and Improvements.

While this goes a long way to approach the feel of the new game and see how the new rules play out, unfortunately the costs of deeds and dudes, as well as the availability of various spell effects can easily throw the delicate balance out of whack compared to what one will experience when playing Doomtown:Reloaded using only its own card pool. It is still quite easy to build degenerate decks using Doomtown:Reloaded rules that are boring or impossible to play against.

So, in this post, I wanted to provide my own personal home-rules on how to tweak your deck construction and costs in card in classic Doomtown, to get an experience that more closely approaches what you’ll find when playing Doomtown:Reloaded. This is all completely unofficial and merely approximation of what is available in DTR. I don’t guarantee perfect results, but I hope you’ll find it useful both when teaching new players or when you check things out as returining ones

Deck Construction

  • No more than 4 cards of the same suit and value
  • No events or improvements or cards which refer to the fear rating.
  • No more than 4 total production out of town among all your deeds. No more than 1 control point out of town among all your deeds.
  • All In-Town deeds should have control points (and optimally, abilities as well)
  • No more than 1 spell that reduces influence (i.e. you can put 4x Blood Curse in your deck, but not also 4x Babble On)
  • No more than 1 action that reduces Influence
  • No card effects which prevent movement to specific locations, or prevent targeting dudes, or prevent call-0uts.
  • No non-deed card effect which provides ghost rock without being a job or requiring your dude to be outside your home in some fashion (that means, no original Blackjacks outfit)
  • No card effect which provides Victory Points
  • No card effect which can ace or discard dudes without it requiring the dude causing it to be in the shootout, or in the same location. (that means, no Ezzie)
  • No card effects which destroy deeds or reduce control points in any way.

Cost/Upkeep tweaking

  • 2 Ghost Rock blanket discount for all in-town deeds. This means that Pony Express would cost 3.
  • No deed has upkeep. Any deed with upkeep now has 0 production instead.
  • All dudes with 2 or more influence have at least 1 upkeep. (I.e. a dude with 2 inf, 0 bullets which costs 4 and had 0 upkeep, now costs 4 and has 1 upkeep.)
  • All dudes with 2 or more stud bullet or 3 or more draw bullet, have at least 1 upkeep.
  • Any dude who has a combined stud bullets and influence of 4 or more, requires at least 2 upkeep if they don’t already.
  • All spells cost 1 Ghost Rock to bring into play
  • All deeds with abilities provide their ability to their controller always. Never just the owner.

All other Doomtown:Reloaded rules apply. This means, no extra card for most influence at Nightfall, new casualty rules etc.

Let me know how your experience with decks made and played under these home rules feel.

 

 

How I got involved in the design posse of Doomtown:Reloaded

I don’t know how many remember from my posting about it in the past, but I’ve been a huge Doomtown fan ever since I first started playing it back in 1998, in episode 5 of the first cycle, using common cards gifted to me from the FLGS clerk and a starter-home (literally. It was a starter box with the home card printed on the back).

My love for Doomtown is in fact what led me to start developing an OCTGN plugin to play it online, which was my first involvement with OCTGN around 3 years ago which eventually led me to develop my most popular creation plugin for it, Android: Netrunner.

Ye Ole Snakebite - Reloaded. This is one of the cards I helped tweak to be more universally useful in the new meta.
Ye ole Snakebite – Reloaded. This is one of the cards I helped tweak to be more universally useful in the new meta.

It was that renewed interest around that time which made me try to get the original Doomtown storyline in order. Because of this effort I was approached by Tim Meyer, and invited to help implement a Doomtown revival project working under the fan label of Harrowed Entertainment Group. We worked together for a while on story and design for that project even even though ultimately that effort didn’t pan out, it was not a bad experience and we worked well together. Tim went on to continue with more Doomtown-related projects while I went to continue coding more AEG, and later on FFG, games for OCTGN.

Then, around 2 years later, at around the summer of 2013 a certain Mark Wootton contacts me out of the blue with an offer I could never refuse:  Becoming part of the rebooting of Doomtown as an ECG!

It seems Mark had heard my name from Tim from our previous work together and told him I would be an asset, so I was asked to come on board voluntarily as one of the “old faithful” players :). I couldn’t believe it! Not only was one of the best card games ever coming back to life in the format everyone had been asking for, for years, but I was being asked to part of that effort. Christmas had come early!

I cannot be sure what exactly Mark saw in me, but after the first tumultuous months of early initial design planning, there was a definite split in the roles each volunteer would take, and myself along with Eric Jome were assigned to the Design team, to work alongside Mark in figuring out which mechanical elements of the original game to keep, which to tweak and which to drop altogether ((I won’t go into details on those aspects as this is a subject for a completely different post)).

And thus is comes to be that a year after that, not only is Doomtown: Reloaded finally announced like a wish-come-true, but beyond my wildest dreams, I’m sitting in the actual design team of my most favourite of games, actually crafting future cards and having a say in current and new mechanics!

Who woulda thunk it!?

Epic Pythonista

A random google search pointed me to this, which is kinda cute 🙂

Divided by Zer0 is an epic Pythonista (one of the 4% most active Python users) who spends a lot of time commenting on issues between pushes. Divided is a fulltime hacker who works best in the morning (around 11 am).

So much misinformation

I’ve been watching situations unfold in Ukraine and Venezuela lately with some interest from an anarchist perspective and I’ve been trying to get an idea of what is truly going on, but I find out that lately it’s been almost impossible to get a perspective of what is going on that is not extremely biased towards US-interests.

As the internet and social media has started significantly eroding established news sources for information dissemination, so has propaganda and misinformation tactics evolved to take better advantage of these new media, and the results are painfully obvious in places like reddit, where popular subreddits like /r/worldnews are dominated by specific perspectives.

Fortunately sources like /r/anarchism or individual blogs I follow are impervious to this blatant manipulation so I am able to discover articles like the following:

Now, I’m not saying that the authors of those pieces might not have their own biases, but it seems to me that they provide a more complete view of the situation rather than simply supporting one specific perspective.

At the moment I believe crowd-sourced information is severely compromised. People who want to get an idea of what is going on are better served following trusted sources explicitly, or using smaller and more focused social media (e.g. /r/anarchism or indymedia) which cannot as easily be dominated by special interests and astroturfers, since the nature of their subscribers defeats positive feedback on misinformation.

The psychological grounding of Direct Action

I just read this article about human psychology and the counter-intuitive way our brain functions in regards to the things we like or hate. The more I read into it, the more it seemed to validate on the most common practice of Anarchism: Direct Action. Or more specifically the core concept of anarchist theory that the only actual systematic change can come from each of us by actively doing things ourselves.

Very often I’ll speak with people of differing ideologies who support this or that political party and during the conversation I often say something like: “This all sounds nice and well in theory, but how do you plan to get your party into power, or otherwise put your theory into practice”? The disappointing answer inevitably is something along the lines of “proper education” or “more convincing others” (from the optimists at least). Subsequent questions on where this education should come from tend to be unsatisfying.

On the other hand, pessimists or people rejecting anarchist theory, tend to say that no signicant change can come because people are too stupid/ignorant/lazy to take care of their societies and as such, not only is Anarchism painted as a utopian ideal, but even their own theories are deemed as impossible to actualize (Or patently ridiculous plans are suggested)

But anarchism, tends to suggest something different; that change can only come by putting practice first. It is by having people actually put the future society we’d like to have, into practice, that we actually demolish the current one. Surprisingly, original Anarchist theorists seemed to have understood exactly how we need to act, given what we’ve recently discovered about human psychology: The way we act forms the person that we are.

This is the reason why anarchists support forms of self-organization such as unions, co-operatives, mutual banks, communes etc. A workplace union is not just a place for syndicalists to join, it’s an actual conversion tool! A worker who joins a union starts getting converted to a mutual aid personality. It does not wholly ((I suspect there are limits to how much personalities can change given a starting point)) matter if they were lazy or ignorant before, because taking part in such an org will actually change how they act.

Same is true for neighborhood unions or any other form of direct action mutual aid. By actively having people practice mutual aid, you make them the kind of people who want to do so.

This is why always the most important question about a political theory is: “But how are you going to achiveve it?”, because if it’s just based on “convincing people first” it’s just doomed to fail. Nobody will be convinced if what they’re currently doing in their daily lives is the completely opposite of what you’re suggesting, regardless of how good what suggest is in theory.