mc776: A jagged, splattery blue anarchy symbol over a similarly styled red chaos symbol on a golden field. (anarchy and chaos)
Prompted in part by Don't Prep Plots.

A quick way to come up with NPC motivations and set up unsustainable scenarios that are doomed to result in drama around the PCs that they must either respond to or make a special poignant statement trying not to respond to.
  1. Make up an NPC on the spot.
  2. Take 3 dice of the same kind, assign one to each of Kill, Fuck, and Eat.
  3. Roll the dice. The higher the number, the more important it is for this character.
  4. Assign each of these dice to one other character that the PCs have already encountered ingame. It is encouraged that at least one be a PC. It is not necessary that they be 3 different characters.
  5. Fill in the actual content. Treat the verbs broadly and figuratively.

    1. If you can't think of anything original for Kill, congrats on your party's new circumstantial tentative ally who hates whatever the party is out to destroy at the moment!
    2. If you can't think of anything for a high Fuck, write a second character who is this character's loving significant other and assume they have a fulfilling sex life (or other bonding thing) together.
    3. If you're having trouble with Eat, go higher or lower on the Maslow scale, to taste.

  6. Try to tie it to the party.


d6 Example:
K5, F2, E4

The chief palace eunuch whom the party briefly met when they appeared before the king respecting the mcguffin and the party wizard's ancestral claim to it.
Hates the dragon that took it and is slowly getting deranged with a cold genocidal rage at all dragonkind, which he hopes to effect through his power in the kingdom.
In love with the princess who may or may not have feelings for him but is in any event never going to do anything. She is betrothed to the as-yet-unseen dragon lord who, unbeknownst to the party, feels the same about her. He has it together enough to want the best for her regardless, though it may be tainted by his hatred for dragons.
Believes he can rule the kingdom better than the king himself, but cannot be king. Needs someone who shows some promise, but who shares similar ethics and goals but is more willing to listen to his reasonable, human-centric advice. Someone like our fighter who was orphaned by dragons as a youth...

(note: don't follow this guide too diligently or the campaign can spiral into an unmanageable web of political intrigue quickly.)
mc776: A jagged, splattery blue anarchy symbol over a similarly styled red chaos symbol on a golden field. (anarchy and chaos)
Me, commenting a while ago on someone's post on Mastodon:
now i want to write up a setting where everyone's nomadic and the only borders are natural or seasonal


Some very basic ideas...

The relevant places:
The Mountains
The Hills
The Lakes
The River
The Marshes
The Sea

(yes i know what this looks like, oh well "write what you know")

Winter, Spring, Summer, Fall

1. Sea, Mountains, Mountains, River - they love cold
2. River, Lakes, Hills, Sea - they eat lots of fish
3. Marshes, Sea, Hills, River - they dig
4. Sea, River, Lakes, River - they live in boats

1 and 2 meet in late fall to mingle and trade, and intermarry frequently
3 and 4 meet in early spring and ritually forgive each other for what they do to each other in the fall
2 and 3 often have ad hoc "border" disputes but also rely on each other for things they aren't usually specialized to obtain themselves
1 raids 3 and 4 in the fall and gets away with it by pitting them against each other
1 and 4 rarely interact in winter since 4 is usually far equator-wards
2 and 4 might once have been the same people but one of them thinks sbubuu is an extension of uuquru while the other thinks sbubuu/khwophong is an independent existence that lives in harmonious reflection of uuquru/okangoro
mc776: Life is Strange screenshot: Chloe Price rooting through a garbage can looking for something to distract a dog. (chloe garbage)
This started out as a toot thread here but it was going to take a few edits.

What is attempted here is a "reboot" of the American constitution, based on what's changed over the past 200+ years and also on concerns that would have been unthinkable, or at least unmentionable, to that sausage party of Enlightenment gentry that gave us our current version.

The only restrictions I'm trying to stick to are to make sure each numbered amendment roughly corresponds in spirit with the interests addressed by the original, and to make each one of them a single long sentence without numbered lists. Everything else is subject to radical alteration - especially the ones where I only replaced a word or two.


0
The rights protected in this bill are subject to the interests of the Crown in combatting actual threats to either human life or its own capacity to enable human flourishing, which onus shall at all times be on the Crown to establish beyond a reasonable doubt: provided that, at all times, the rights shall be read broadly and purposively in full and proper account for the environmental and socioeconomic context that may apply at the time and place, and any arrangement by the Crown or agent or contractor thereof to avoid these protections shall be of no effect.

Read more... )
mc776: A little yellow ant in the grass on a sunny day. (yellow ant)

Velexiraptor posted a brief reflection on what a "magic" system should do in a game.

In another thread of hers I had half-jokingly made a comment along the lines of ~I'd rather we had the opposite [of making martial classes function with moves in a similar manner to spellcasters], just give the scene some hitpoints and if you magic it hard enough with a big enough wand it changes~.

Meanwhile, my primary model for doing anything remotely like this, Mage: the Ascension, I mostly remember as being literally unplayable since I just ended up constantly second-guessing and self-censoring as to what I could or could not do given this sphere and that effect and where was all this mass and energy coming from and if I could make a grain of sand appear where previously there wasn't one could I also make that same raw energy and level the entire city block etc. etc. etc. - in other words not very good guidance as to objective checks and balances.

So here are some notes on what those checks and balances might look like:Read more... )

Obviously this is incomplete and cannot be played on its own - it's meant at this time to be no more than a conceptual framework. Felt cute, might delete later and whatnot.

mc776: Life is Strange screenshot: Frank Bowers eating beans on a Wednesday morning. (frank beans)
Paraphrased below is a certain sentiment that seems to make intuitive sense as a rebuttal in the context of a tone argument:
The fact that these people keep vociferously shouting that something is the case suggests that it is not, or at least it is not a natural fact that is independent of their assertion. After all, no one gets worked up over asserting that the laws of gravity apply.

The problem is that it is only true if there wasn't a controversy to begin with.

Let's take that analogy further... )
mc776: A little yellow ant in the grass on a sunny day. (yellow ant)
For the past couple years I've liked Jordan Peterson, or at least tried to like him for my godmother's sake.

For instance, this is one of the things I consider to be him at his best:
https://www.youtube.com/watch?v=f-wWBGo6a2w
He still does frame much of this around his specific political agenda, but there is far more meat to it that he (or anyone) can only show when not under fire.

The portion of that meat that is not illusory might not be enough.

Read more... )

In conclusion, at this point it seems best to simply treat Prof. Peterson's public works as invisible - neither believe nor disbelieve anything on his authority or lack thereof. If I ever do cite him in the future, I should do so only provided that I articulate in full, explicitly, independently, the reasoning that leads to the conclusion being argued. I'm not sure why I would do that, except in a "even this guy you're such a huge fan of is saying this" context or maybe to debunk some of the shriller haters lest they make fools of themselves attacking straw men.
mc776: A jagged, splattery blue anarchy symbol over a similarly styled red chaos symbol on a golden field. (anarchy and chaos)
You have seen it written: do not lie with a male as with womankind, for it is an abomination. But I say unto you: I tell you the truth, unless your abominations against womankind come to an end also, you will not see the kingdom of heaven until all of Sodom and Gomorrah have been saved.
mc776: A little yellow ant in the grass on a sunny day. (yellow ant)
Cost of precaution: 100
Cost of verification: 101

Doing the precaution indiscriminately: 100

Verify, precaution needed: 201 (more than twice as inefficient)
Verify, precaution NOT needed: 101 (still less efficient)
Verify, error in verification, precaution not needed but done anyway: 201 + cost of embarrassment of failure (including loss of goodwill+trust of client or other party)
Verify, error in verification, precaution needed but not done: 101 + cost of whatever clusterfuck the precaution was designed to avoid

Factors to consider:
V Cost of verification
P Cost of precaution
N Chance that the precaution is needed
F Cost of failure of precaution when needed

If F itself implies ruin, then always go with the precaution and no other calculations matter: ignore the below.
The average cost of failure is F/N.
Our main 3 factors are then P, V and F/N.
If P is the smallest, then always go with the precaution.
If F/N is the smallest, then never go with the precaution.
It is only worth verifying if V is the smallest.

In this we are assuming:
This situation will play out enough times that F/N is meaningful.
Verification is not infallible.
When we say "smallest", the margin by which it is smallest exceeds the chance of the verification giving false comfort.

Of course, usually the work in doing the verification right significantly overlaps with the precaution itself (and sometimes the precaution is verifying something), minimizing the savings and leaving the temptation being to either say "fuck it" and skip both or doing a sloppy verification and increasing the risk of error.
mc776: A round squishy lobster in the murky green water. (cock lobster)
[saved as an oversized Tumblr post. Click here for that conversation in full.]

Read more... )

If the foregoing is too long to read, or if it seems rambling and out of context, I invite the reader to consider:
  • Were the Pharisees infected with a fungus that clouded their judgment?
  • Where is the proof of the existence of the seven sickly cows that ate the seven fat ones? If they never existed, is Pharaoh's dream thereby not inspired by God?
  • Are Judas Iscariot and Joseph's brothers blameless because they were only doing the will of God in their evil acts?
  • When the Mosaic law forbids the flesh of bats in the explicit context of clean and unclean birds, are we required to reject any taxonomy that does not include Chiroptera in Aves?
  • Are we required to hold that every one of Christ's parables actually happened?
  • How can you slay someone before the foundation of the world, when clearly death does not exist until some time after?
  • If Adam had no concept of death, why would God warn him that he would die? If he had a concept of death, where did it come from? If Adam had no concept of death and God's warning was a deliberate setup to help him learn what death was, then what is so important about death that God would do such a thing?
  • If Adam and Eve died the day they ate the fruit, and they did not conceive until after they did this (and consider the time it takes to sew enough fig leaves together to wear as a garment and to process the shock and horror of what had happened after the banishment before anyone could possibly be in the mood for sex - surely more than one day all told), and the death of the Fall must be one and the same as biological death, how did Eve's body manage to gestate Cain, Abel and Seth?
  • If Christ has defeated death with his Pascha, how come people still die?
  • [EDIT not found on Tumblr: What are the waters above the heavens?]

Some of these points are petty and others are central to the faith, with others in between. I have made minimal effort to sort them. The point is that there is enough room in Scripture, if a strict historical exegesis is made a condition of the faith, to allow the simplest Marie Henein treatment to be much stronger grounds for apostasy than the modern evolutionary synthesis on its own.

(That Youtube link calls for further comment, if for no better reason than lest I play right into another commenter's insinuation that I myself am an apostate. I think, without having any great knowledge in that field, that the archaeological data is more or less as the author characterized it - and yet I remain a Christian. This is because I believe that God revealed Himself to Israel through those pre-existing myths and took on the particular god Jehovah to lead them to Him. Consider the parallel between this and God appearing again among a whole host of this time not gods, but Jewish rabbis and self-proclaimed Messiahs, distinguishing Himself from them by words and deeds of authority of which the others prove ultimately incapable. Scripture is filled with these appropriations from pagan gods, most notably Psalm 104(103):3 (among many other similar references) and Acts 17:28. To try to explain away all of them is to do more violence to the text than denying the historical accuracy of certain specific texts or to admit that some were written in a (subjectively, at the time) self-serving manner. It is a kind of textual violence that we never see the apostles doing in the NT, and even if you rope in a convert here and there I do not believe it is constructive in preparing anyone for their long-term salvation.)
mc776: A little yellow ant in the grass on a sunny day. (yellow ant)
This started off as a comment to the discussion here, but it both grew and degenerated into its own thing. Hopefully a bit more coherent than my last meditation on this.

With respect to the contrast between the perspective in Byzantine icons (and even most medieval art) versus the "realistic" style of post-Renaissance work, one thing that always strikes me is how much the former resembles the perspective in video games before 3D "photo"-realism became the norm.

For a particularly striking example: doorways in tile-based or isometric CRPGs (scroll down to "Chestyrre approaches a house to the south" and the second screenshot after that) and the door leading out to the world at the bottom of the Pentecost icon. The fact that even current games show a need to go "back" to this portrayal underscores the point about different needs.

(Also this icon of the Fall reminds me of the style of the Golden Axe games, but the latter is more of a technical limitation than a design decision, so not quite as good an example even if in my view more visually striking.)

This excellent discussion shows how much even "photo"-realistic depictions, literally mathematically perfect by Renaissance perspective rules (an unaided computer cannot do otherwise), need to be tweaked and adjusted to begin to function in a way that allows the most basic interactions one might expect in real life. Of note: a personal face-to-face interaction is the most difficult; violent games routinely render the player's own weapon (i.e., the player's primary means of participation) with a different perspective. And, of course, the first comment about monitor size and distance - which is entirely applicable to icons. And, of course, the way the person's face changes with the different FOV.

And, of course, actual photography requires a great deal of preparation and overhead before the machine you're using can reasonably approximate what you see.

So with all that in mind I can think of two main ways in which this manner of perspective works:

First, by drawing emphasis on what actually is necessary to depict, without cutting them off unrecognizably, obscuring other elements or requiring a great deal of irrelevant white space. (Consider, for instance, how tiny Jesus would be on your typical Transfiguration or Anastasis icon if rendered with modern perspective rules!)

Second, of which the first may be a subset, is the proper positioning of each element so that the player viewer might interact comfortably with it.

I write this with one specific example in mind: the Theotokos icon on the iconostasis in our church, which is based on this one (top row, second from the right). The ordinary manner of venerating this icon is to bow before it and kiss the Mother of God's right hand, as one might a priest in receiving a blessing. (Christ's feet are also kissed but that is another matter.) Her hand, however, is ostensibly also supporting Christ's weight; she'd have to move it and adjust Him for this purpose. The priest can simply swap hands; the icon cannot be animated to show the Theotokos doing this. (We might be able to do it now but the result would start dipping into the uncanny valley.)

This leaves us 3 options:
  1. Theotokos holding Christ in her left hand, stuck in a "kiss the ring" pose. Very effective for this 5-second exchange and nothing else (i.e., the rest of the 0.5-2+ hours that you're in there facing the icon).

  2. Theotokos holding Christ in her right hand, Renaissance perspective. You venerate Mary, bend awkwardly and kiss Christ's arse. Humbling, maybe, but inappropriate (and not in a good way).

  3. The in-between perspective we actually see on the icon so venerated.
This may be related to the (relative!) lack of statuary: this sort of trick simply does not work with a 3D model. Another trick: a picture of someone looking at you always looks like it's looking at you except at the most oblique angles, but a lone statue looking at what is in front of it is more often than not staring into nothing in particular (which at best makes the depicted seem remote and distant, at worst evokes Psalm 135:16).

Unrelated to perspective but related to design, one thing that always strikes me about the labels on icons is how difficult they are to read - even the ones in English are heavily stylized, longer words broken up and longer phrases mashed together in very reader-unfriendly ways, to the point of not being immediately recognizable as text, or at least text in one's own vernacular. This, I have come to believe, if it weren't deliberate before, is a bug-become-feature: we don't want to be reading any text without conscious effort - the immediately obvious focus should be the image of the person represented.

I'm sure there are other more concrete examples, but nothing in particular springs to mind now.

(And I don't think I'll really "get" anytime soon those icons that (trigger warning: literal graven image) are embossed shiny metal everywhere except a little window through which is a painting of the person's face.)
mc776: A little yellow ant in the grass on a sunny day. (yellow ant)
Gabriel Loup posted earlier on the ZDoom forums (off topic, link may be dead in a few months) a mental exercise of sorts:

So, I went to the Zandronum forums and I found an interesting topic that I'd like to discuss further, what if Doom games were shorter than what it really is? Imagine if Doom 1, 2 and 64 were 10 maps, each. This gave me the idea of maybe porting some of the Maps of Chaos Doom 1 maps into Doom 2, and having the entire series play in a progressive sort of order, but I have no idea how to port Doom 1 maps into Doom 2 properly, without missing textures, so that will be for another time.


Here, for the record, are his.
Read more... )Dunno if he's pulling a Matthew 1:17 with D1.


Which got me thinking of my own. If I ever make my own mapset, this could be an interesting progression, sort of a Machete Order for Doom...

Read more... )
mc776: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (rigelatin)
Further yet again to my garbled... garblings (as clearly there was no muse inspiring me in any of that), here is something by people who have done a much better job. Content warning: endorsement traditional Christian views on gender and sexuality, which may well include the ones you, the reader, consider terrible and hateful, or make you think of same )
There's a lot more and to quote all the good stuff would be to quote almost all of it. Little of it may make much sense outside of Christianity, or at least it won't make sense within modernity (while possibly making a good deal of sense in some pre-modern pagan societies).
mc776: A jagged, splattery blue anarchy symbol over a similarly styled red chaos symbol on a golden field. (anarchy and chaos)
The current setting, predating my conversion to Christianity, held that necromancers could freely enter and leave Hell with their magic. What they could do there or take back was a matter of sophistication and understanding and strength of will. Each necromancer's view of Hell would be unique: Sam has her snowscape, others might see a world of lava and ash, others might find themselves adrift in an endless, lifeless, sunless sea.

Now, unless we simply posit that the setting is in such a totally different universe that life and death don't work the way they do here, as well as abandon all plotlines involving the nascent cult of the Lord of Being, we need to tweak this. [2015-11-18 And, of course, it turns out Civil Deism posits reincarnation so the hades theory wouldn't really be part of Sam's repertoire anyway...]

We can keep everything, but as a layer: the hellscape is not actually true, or at least what the necromancer sees is not actually hell/hades. The "hellscape" would actually be a magical construct formed by the necromancer and the spirits they deal with. What the necromancer believes to represent the souls of the dead is actually a vast cosmic spirit-memory the deceased have left in the world by their words, deeds and thoughts - in this world, momentarily made visible and tangible. The necromancer never actually leaves this world, which is why it is so easy to come and go. The true Person of the deceased is never interacted with in this construct, though much information may be gleaned, sometimes to the point where you think you are dealing with the person themselves. For pure information-gathering purposes, and depending on the quality of the memory, it can be virtually equivalent - like a fossil wherein the entire impression has been filled with rock and none of the organic matter remains.

To talk to a "spirit" in this place would be to gather together an impression that then coalesces into its memory, aided by the speaker's own pareidola if not even actual (non-human) spirits "guiding" the process.

Much more chaotic, uncontrollable visits to this underworld may occur during teleport accidents.

Pure elemental magic is powered by the energy released through the annihilation of these patterns. Where mana is heavily mined, there is an ineffable deadness in the air that everyone feels but no one understands how to measure and some insist, with experimental supporting evidence (which experimenters often get money from the same firms the insisters work for, but let's nevermind that), that it's all in people's heads, or it's just an aesthetic negative reaction to the appearance and sound of the machines.

...so yeah, metaphysical fossil fuel economy. But with malaise, ennui and possible perceived or actual de-existing instead of toxic smoke and global warming. And no plastic from byproducts.

I'll have to think of the geopolitical consequences of this.
mc776: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (are you a monkey)
(This had been in my notes backlog for a while - might as well post it now since it also relates to the whole writing-about-stories kick I've been on (or rather Fr. Stephen's been on and I'm just following him).)

Given a sufficiently large number of people, whenever theories about what makes a good game are discussed, you're sure to run into some ignorant hack who will proudly declare, "I know! A game is good because it is Fun!" and act like he's found some perfect insight that would blow away everything. It shows a contempt not even worthy of being called obscurantist, but it does invite a certain reality check: your theory of what makes a game good must address the preferences of those who are wholly ignorant of your theory, or what you are doing is groundless and pretentious (in the sense of pretending to things it lacks the authority for).

Between the Skinner box approach, the feminist critiques and my own buying/modding habits, I think I've boiled down to the following that a game must do:
  1. Engage
  2. Emulate
  3. Edify
If your game does all three, and they do them in a way that does not offend the player, that player would probably think your game is "fun" on some level.

Engagement is simple enough: the game must provide some kind of stimulus-response-"reward" interaction with the player's input that gets dopamine running. It does not matter if any pleasure is involved (though pleasure may be necessary to get the player started): rage, self-righteous zeal and simple "need" to keep going are all sufficient.

Emulation generally takes the lion's share of the work and is the most likely one to be noticed at the game-buying stage. This may include the game's world-setting and story, as the word may suggest, but participation in a fictional world is not necessary. Emulation may also include the social context of the intended player: whether in collaboration or competition, with friends or strangers, in person or online, whether the game should be a "safe space" for any given identity group. In other words, it is everything in a given game that draws the player into participating in a given narrative or social arena, be it the study of a living ecosystem, glory in combat, or (ostensibly) happy competition with family and friends at a gathering.

Edification has seen a resurgence in discussion in recent years, mostly for negative reasons. Whether any explicit thought is put into it, an activity that sets up a behavioural reward system within the context of getting a reader to participate in a specific narrative of human conduct by definition must be drilling some moral or ethical message into that reader's mind, in a way that is much more easy to implicitly accept - or, rather, much more onerous and unrewarding not to accept ("win the game" as opposed to "type in some cheat codes and fuck around for hours in places the player was never meant to go") - than in a book ("read the book" as opposed to "read the book and scribble long notes in the margins and between the lines with a fine red pen detailing every reason why you think the author is full of shit").

As far as appeal and getting people to play goes, I suppose edification can be subsumed into emulation. Or perhaps emulation is too broad to be a useful category and edification too narrow. I will revise once I get another alliterating trio.
mc776: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (rigelatin)
First, Fr. Stephen's post about something not directly related to stories* at all (though, of course, all things are at least indirectly related to stories*):
http://blogs.ancientfaith.com/glory2godforallthings/2015/10/19/excuse-me-you-are-not-rational/
Someone commented with a recommendation for John C. Wright,** which led me to this blog post:
http://www.scifiwright.com/2015/10/my-elves-are-different-or-erlkoenig-and-appendix-n/
Meanwhile, Fr. Stephen posts the following:
http://blogs.ancientfaith.com/glory2godforallthings/2015/10/28/about-fairy-tales/
Characters in good stories (particularly good children’s stories) are more than simple individuals with complex and unpredictable behavior. Such individuals would be of no more use in training a child, than reciting random numbers is for teaching math. What we want in a character, is, well character. We need them to be a certain kind of person (or dragon, etc.). People, including children, make sense of the world through the stories they know. Children without stories are forced to stumble through the world without a clue.
The underlined portion describes the modern approach to fiction we are all too familiar with. It speaks well of us that most of us fail miserably. (I am thinking particularly of the anti-Mary-Sue pontifications that I'm sure anyone reading this already knows - which tend, if followed literally, to produce characters as described in the underlined portion.)

In the comments, someone comments with a link to this:
http://www.ancientfaith.com/specials/orthodox_institute_2012_culture_morality_spirituality/dr._vigen_guroian_the_childs_moral_imagination
Which includes an excellent example*** of how to write fiction in imitation of Scripture. (Dr. Guroian didn't have time to mention Psalm 68(67):23; there's bound to be other stuff in there.)

The above led me to read the following two book synopses, listed in the order I read them. One left me feeling nothing; the other had me immediately searching for a copy.
https://en.wikipedia.org/wiki/Glory_Season
https://en.wikipedia.org/wiki/Bambi,_a_Life_in_the_Woods
The former tries to stand for so much, but nothing in the story does so - it's just a bunch of stuff that happens. In contrast, every moment in Bambi is fat and heavy with meaning just being there. (Interestingly, the Bambi synopsis has no separate "Major themes" section; such things are irresistibly inferred through both the plot and the book's reception.)

And now for something completely different:
http://www.webscription.net/chapters/1439132852/1439132852.htm
Basically the literary equivalent of playing an FPS.** *****


*I had typed "fiction writing" and then moved on, then came back to add the parenthetical thinking I had typed "stories", then corrected what I previously typed accordingly. Maybe that's the problem: we're (I'm) not even trying to write stories anymore.

**Yes, I am aware of both these authors' involvement with certain recent controversies. I do not make this post with the intent to endorse their positions on such matters and I am endorsing their work inasmuch that I am willing to read past their real and perceived flaws, as one must always do when reading anyone.****

***In other news, misleading description of the day: Cinderella: a young girl uses her mad freerunning skills and commands an army of dinosaurs to secure her reign as queen and execute vengeance upon her enemies.

****Re: flaws, more Wright than Correia. The latter's explanation of the Sad Puppies movement makes a lot more sense than what (admittedly little, but Correia describes it accurately) I'd been reading before getting his side of it. The former's explanation of his stance re: enemies, taken at its best, is indistinguishable from a pagan perspective despite the claims to Christianity, and the best thing I got out of it was the realization that Christ's admonition to Peter about swords could also be read as a prophecy about what would happen with the Western Church over a thousand years later.


*****2015-11-01 19:14 EDIT:
But we have to be taken back to when Parker was fourteen years of age to fully understand what moves him throughout the story. In that year, at the fair, Parker set his eyes on a tattooed man whose entire body, from head to foot, was covered with images. O’Connor writes: “Until he saw the man at the fair, it did not enter his head that there was anything out of the ordinary about the fact that he existed.”
[static]
I was able to finally see the Guardian. He was a giant of a man. Every inch of his skin had been covered in strange tattoos. The ink lines moved like living things. He looked right at me across space and time.
[static]
...a perfect arabesque of colors... (this song was one of the first that had randomly come up as I read the essay)
mc776: A little yellow ant in the grass on a sunny day. (yellow ant)
In response to this comment:
I’d be very interested in the atheist-to-orthodox “take” on this sort of discussion.
I'm not even sure if I count, since I was brought up as a Christian before I became an atheist (de facto in my teens, explicitly in my twenties), but it did get me to try to articulate just what might've been going on in my head in the months leading up to my visit of St. John of Shanghai Orthodox Mission on the evening of February 1, 2014.*

Read more... )


*a date that I've always remembered as January 30 or 31 until I checked the day of the week just now. The reading of the life of St. Brigid I remember more distinctly.
mc776: A jagged, splattery blue anarchy symbol over a similarly styled red chaos symbol on a golden field. (anarchy and chaos)
A co-operative board game similar to "Sorry!" or snakes-and-ladders but where the goal is to endure as long as possible. Mostly inspired by Killing Floor.

I should probably rename my RPG tag... )
mc776: A little yellow ant in the grass on a sunny day. (yellow ant)
[Include this paragraph if there is any chance that someone may believe you are heretically praying for the salvation of the animal's personal soul. Which is usually.]
I do not know, Lord, and am unworthy to inquire, what plan of salvation you may have for this creature. But I beseech You, who in Your unfathomable wisdom have made even Your sinless creation subject to futility in hope of salvation from corruption into Your glorious freedom, to extend all such mercy You have planned for that with which we have had this privilege of sharing Your gift of life.

[Include this paragraph if we were responsible for its unnecessary death.]
Forgive us, Lord, in our haste and our brokenness, poor and unprofitable stewards of these Your gifts, and ever guide us to repentance that we may do all things in accordance with Your will.

Lord Jesus Christ our God, bless this Your creature in accordance with its kind, as it returns to its dust whence it had been brought forth from Your living earth, that all your creation may be restored to the joy of Your salvation, O Resurrection and Life, in Your everlasting mercies with Your unoriginate Father and All-Holy, Good and Life-Giving Spirit, now and ever and unto ages of ages. Amen.


[Written for want of anything remotely resembling such an occasional prayer in either the little red Antiochian prayer book or the green Ancient Faith prayer book, and the total inappropriateness of attempting to use any existing prayer for the dead as a base.]
mc776: A jagged, splattery blue anarchy symbol over a similarly styled red chaos symbol on a golden field. (anarchy and chaos)
Suppose you had a red circle and a blue circle of equal size.

Then shortly after the circles are taken away and you see what looks like a dark purple circle, the same size as the first two.

It is labeled "woog".

There are 3 interpretations of what woog means:

1. A third circle that is dark purple in colour, made from the original two circles.
2. A third circle that contains both the original two circles.

Now you have some people who insist that what we're seeing is
3. The original two circles overlapping each other.

These people never, ever use the word "woog" to describe it.

Each group thinks the following: )

Without reading the cut text if possible, does the second interpretation mean the same thing as the third, and, assuming you can't move any of the circles or look at them from the side or otherwise measure depth, how would you be able to prove it either way?

I know this

If life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content.

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