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Joined 6 months ago
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Cake day: February 22nd, 2026

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  • I expect that’s some people, yeah. Accepting that climate change is real means accepting uncomfortable ideas. Like that they’re responsible, at least a little.

    Some people can’t accept that they’re everything less than a saint. You tell them that walking to the store is better for them and the environment than driving and they go berserk. Can’t handle the implication that they’re not perfectly faultless.








  • A large part of code review has been preventing people from doing stupid shit. AI is making stupid shit worse. It’s not defects, it’s “adding a whole micro service to get the user name from the ID, when the name is already in the metadata” or whatever that recent meme was.

    Or that time a guy wrote a whole DSL instead of using the existing framework. Technically impressive, but adds a huge burden.


  • “hey, I want to run a game about {theme, conflict} in {setting} using {rules system}. You want in?”

    When you have enough interested players, do a “session 0”. Talk about what kind of game you’re aiming for (serious? Comedy? Deadly? Power fantasy?). Set lines and veils. You’re going to have a bad time if you’re aiming for tactical combat in a grim world, but two of your players want Loony Toons.

    I highly recommend players make character concepts together. You should probably play “you all meet in a tavern” once or twice because that’s kind of a whole Thing, but that brings in a bunch of problems.

    Read how Fate does it: https://fate-srd.com/fate-core/phase-trio . Maybe just read the whole section on starting a game there. A common property of good DMs is reading other sources and stealing from them.

    Absolutely do not get super committed to any particular story beat. Do not expect the players to get captured, or for them to agree to a sea voyage. If you want the game to be about something like that, start there. Tell the players. You can absolutely pitch a game based on “you were all overcome by an orc raising party. You’ll start as prisoners planning an escape”. Do not play out them losing the fight.

    Your players are probably not going to pay a lot of attention to your setting. This is doubly true if you unilaterally made it up. If you give players input into the setting details (see again how fate does it), they’ll be more invested and remember more. (Though some players hate having narrative agency, so watch out for that)


  • When I tried Percy it was really bad. I think it wasn’t even doing real screenshots, but some horrible serialization of the dom nonsense. Some of what came out of their tests just wasn’t accurate at all.

    Every time I’ve tried to implement visual tests it’s a bad time.

    A good unit test encodes intent. This kind of test, and snapshot tests, tends to be too broad. Something changed but was it on purpose? I dunno maybe just accept it. People don’t look at it closely. It’s numbing.

    As others have said, you probably want to stop having shit randomly shared in multiple places. If you change something used in more than one place, probably manually check.







  • I wouldn’t do it based on join time. Age doesn’t always map to quality, and it might encourage people to make sleeper accounts to age up.

    I would do it based on a graph of trust.

    Let’s say you’re user 0. You trust yourself. You can then invite or vouch for a user. If they misbehave, it should reflect badly on you. If they post good content, you should share some of the glory. If one of those users invites someone, the good and bad flow upstream.

    People no one has vouched for have very little power. You can filter them out with a toggle.

    You’d be able to see the web of behavior. If someone keeps inviting or endorsing assholes, then they’re a problem.

    Endorsing is different than upvote. You can upvote whatever, but endorsing is saying you trust this person and you’re willing to put your own reputation and access on the line.

    Something like that.