[–] 21 points 7 months ago

On a movie set, the director has a huge amount of authority. It's been baked into the culture for about a hundred years that the director is one step below God. A studio treats films as investments, but they also hire a director and (mostly) get out of the way. Sure, producers do meddle, but it's nowhere close to the same amount as with games -- and all the meddling is still pointed at the director, not the crew. I think this limits the damage that can be done.

Also, the film industry has strong unions. Most of the abuses in game dev simply aren't allowed. I suspect that the horrible culture of game dev can cause developers to stop caring, which bleeds through to the final product, and that won't happen to the same extent for movies.

  • source
  • parent
  • context
  • [–] 1 point 7 months ago

    Granted. "Arbitrarily large" would probably be a better phrasing: if I buy a stock for $100 and the value drops to $0, I'm out $100. Can't lose more money than I put in. What I meant is that short positions, by their nature, don't have this ceiling on the amount of money you lose.

  • source
  • parent
  • context
  • [–] 14 points 8 months ago

    If you imagine it like making a bet, nobody's going to take a bet with you where they pay you when it pops, but there's no time after which you pay them -- because they'd never get any money out of that bet. Buying stock is different because it's a thing you can own, but you can't invest in the idea of something failing, because there isn't any business which will take your money and make something more likely to fail.

    You could buy every stock except AI-related stocks, which I believe is functionally equivalent to buying an index fund and shorting AI stocks based on the percentage of AI stocks in the index fund. You could also think about what businesses would do well (or less poorly) in the case of an AI-instigated crash, and then buy those.

  • source
  • parent
  • context
  • [–] 7 points 8 months ago

    I find these results quite surprising, since I feel like I would be far less likely to notice someone needing my seat if there was a distracting person in a superhero costume. But maybe people audibly react, which causes more people to look up from their phones?

  • source
  • [–] 8 points 10 months ago

    I just want to take a moment to enjoy that the Canada Post thing is one of our country's big political conversations. There's a problem, and people have different solutions. Some of the solutions rely on false information or bad reasoning. Some of them are well-reasoned, but have different priorities to each other. The government will have to make a decision, and some will praise it, and some will criticize it, and it will make some peoples' lives better, and some peoples' lives worse.

    But nobody's using the Canada Post situation as a vehicle to hurt people they hate. People don't seem to be moving in lockstep based on ideology and propaganda. Nobody's been called a fascist over it because nobody's been being a fascist over it. This is what politics should be like. It's refreshing.

  • source
  • [–] 5 points 11 months ago

    There's two barriers to that. Banks don't want to reverse transactions without a court order, because they would then be very embarrassed and also get sued if the transaction turned out to be legitimate. So they can reverse transactions, but only after the court orders it.

    The other thing is that scammers know that. This is why they often demand payment via Western Union, gift cards, etc. They also often use "money mules": other scam victims who take the money and then send it to the scammer's account, taking a cut. The scammer periodically closes accounts and opens new ones, so if their assets get frozen they don't lose too much. (The money mule scam victims are sometimes just being conned into helping the scammer, but sometimes they end up getting scammed themselves, such as by being sent bad checks. They can't go to the police because they're guilty of a crime.)

  • source
  • parent
  • context
  • [–] 6 points 1 year ago*

    You might disagree with the argument, but it's not completely random. From the US, we gained most of the benefits of having nukes and spooks, without having to maintain them ourselves. Since we can't trust them, we now have to decide if it's worth developing our own.

  • source
  • parent
  • context
  • [–] 6 points 2 years ago

    Because when everyone knows that your only play is to support the reds, then the reds themselves know that they can abuse that desperation, renege on deals with you, etc. After all, what other plays do you have?

    Dropping the deal is short-term disadvantageous, but by establishing a reputation for punishing allies who don't uphold their end of a bargain, they can be more influential in the future.

  • source
  • parent
  • context
  •  

    Hello all!

    I signed up for NextFest, and I am hopefully going to be doing a stage hypnosis show in Edmonton this year. (I'm very excited!) My mentor recommended that I put together a test group: a few people to try out some material with, in a lower-stakes context than a stage show. I'm planning on doing it in the Belgravia Art Park on an evening -- the exact date and time subject to volunteer availability.

    If you're interested in trying out hypnosis in a safe environment, send me a message!

     

    It seems to me that in the interwar period there were a lot of tanks designed with the idea that they would stay with groups of infantry, providing direct fire support while being a lot more durable than a field gun. My understanding is that this was generally abandoned in favour of faster tanks which operated somewhat independently of infantry. But to my very limited knowledge, the infantry tank seems to make sense. What were the theory's disadvantages? (Or is my understanding flawed?)

     

    So, I like stories where everyone is competent, and as a GM I try to run my villains as playing to win. My goal is for the players to have a good time, but the enemies will use every resource at their disposal to achieve their aims: they will retreat if continuing to give battle is a bad idea, they will go scorched earth if it's in their interest, they will defeat the players in detail or simply attack with unfair, overwhelming numbers.

    Sometimes this results in a beautiful, game-defining moment where the players work out what their powerful and intelligent adversary is doing, and then proceed to outwit them. More often, though, the players win the way players do: shenanigans and brute force until the day is won. This can also be fun, and obviously not every story arc needs to end with an I-know-you-know-I-know battle of wits.

    The problem here is that when this happens my players usually don't ever figure out what the plan was -- and what from my side of the screen was a clever ruse or subtle stratagem, to the players looks more like an ass-pull. My players don't know that they set off a silent alarm and the security forces stalked them around the building before ambushing them from three directions, they just got a random encounter where they were surrounded by guards. They don't know that the shopkeeper they revealed their true identities to reported them to the BBEG for a bounty, they just know that the army knew they were coming even though they were trying to be stealthy.

    So, GMs with similar philosophies: How do you make it feel satisfying / fair when the players are fighting an intelligent and coordinated adversary who knows more than they do?

    What is this? (lemmy.ca)
     

    I stumbled into this comm, but I can't figure out what EXP is. A Google search turns up nothing relevant. Is this a currently-extant game, or one in progress? Is there a public rules document somewhere? Does it cost money? What is the premise?

     

    I'm not great at physics and have no knowledge of aeronautics, so this whole chain of reasoning might be wrong.

    A plane stays in the air because air is moving over the wings, which generates lift. However, that air is moving because the engine is moving the plane forward. There is no other source of energy. Therefore, some of the engine's energy is going into keeping the plane in the air, and some is going into accelerating it forwards, or keeping it at the same speed (fighting air resistance).

    Therefore, if the plane points straight up, the engine should be able to support it hovering in the air. If it didn't have enough power to fight gravity when pointing straight up, it wouldn't have enough power to fight gravity when moving horizontally, either.

    (Okay, some older engines only worked in certain orientations, but I don't think that's a problem for jet aircraft, or any aircraft built after WWII.)

    So why can only certain planes fly vertically?

     

    Let's make a list of magic items that are flavourful and interesting! I'll start us off.

    1. A fine tablecloth which, when placed on a table, conjures food, plates, and cutlery. The food is different every time, but always delicious and high-quality, conferring a minor rest/morale bonus. The table is always impeccably set. The food and everything else disappears if anyone at the table commits a breach of etiquette, no matter how minor. The tablecloth then has a cooldown period before it can be used again. (Depending on how clever your players are and how much you like watching them suffer, the tablecloth might have the relevant rule embroidered on it until the next time it's used.)
    2. A pair of bracelets which, when worn, make all non-magical animals friendly. They don't allow for communication or taming -- "friendly" does not mean "subordinate", and the animals are still animal-level intelligent. The bracelets also make nearby animals friendly to each other: if you're petting a rabbit, a wolf will just nuzzle up next to it.
    3. A laser gun that does no damage, but which causes its target to believe that whichever limb it hit was destroyed or severed.
    4. A tamper-evident magical lock: fairly easy to pick, but the person attuned to it (or anyone who knows the activation phrase) can tell when it was last opened by touching it.
    5. A clockwork bird that will fly in a path the user sets when activating it, but has no collision avoidance capability.
    6. A fortune-telling implement (marked bones, crystal ball, etc) which doesn't provide any sort of divination ability, but makes other people believe the predictions the user makes with it.
    7. An enchanted flare-gun that will draw a line in the sky between the user and the closest sapient creature that isn't within five meters.
    view more: next ›