What Are Binary Options Trading? - Binary Options ...
If God is all knowing, that inherently means we lack free will and cannot alter what is predetermined for us through god's knowledge.
My argument: If God knows everything, is a perfect being, and is infallable, we would not be able to have free will to act outside of his knowledge of what happens in the future. I posted a version of this on AskAChristian as one of three questions in my post on there, but I feel it would be a better post for this subreddit and might generate better discussion. I'm an atheist but was born and raised Christian (Catholic) so obviously my understanding of god and religion stems from that and other outside sources I have been exposed to. I believe it is a general consensus (at least among many Christians) that God is an all-knowing, infallible, perfect being, or at least something along the lines of that definition. Meaning God knows everything, including what will happen in the future, and that god cannot be wrong. But I think that creates an issue with free will as I will explain below. --------‐------ The way I see it, we have 2 options with this problem:
God knows everything, including our future actions and the consequences of those actions. This means we are not free to make any choice that God does not already know we will make. Thus, we do not have true free will to act outside of God's knowledge of what will happen and cannot form our own fate.
Us humans do indeed have the ability to make our own choices that alter the future, even if it is not in line with what God knows to be true. This means that God was wrong about what will happen and is therefore not perfect or infallable.
Edit: I removed a section about 2 common arguments I see and will add this small part: Steps of this:
God knows our future actions.
This means we are not able to act outside of god's knowledge as that would mean god was incorrect and imperfect.
Number 2 implies we must choose what is already known by god. This inherently means we do not have free will to make our own choices if the probabilities of our choices are binary (either 100% probability or a 0% probability).
‐------‐-------- This conundrum also implies god already knows who is going to hell or heaven before we are even born. To me that makes our time on Earth seem completely pointless in the situation a god actually does exist. Unless we are merely here acting out our roles that god already wrote the script for.
Hey, it's some weirdo again. Bored on a gloomy day, thought I'd write down some thoughts. I see a lot of my fellow sissy weirdos having a lot of serious struggles with whether to come out, whether to live full time, and what kinds of secrets to have. It can be a very painful thing to struggle with, and for a lot of people it's what leads a harmless kink into some serious depression and anxiety. So I just wanted to share a bit about what I've learned along the way in the hopes that it could be beneficial to someone reading. Now just to start with, I have very little judgement and I don't aspire to be a bummer. The last thing I want to do is make you overthink your love of sucking cock, your desire to have your sensitive little sissy nips played with while you're in a pink tutu, or make you feel bad about your secret panty collection. This should be fun, and you should have fun! I don't think sex is inherently something to be ashamed of, nor do I think eschewing normal gender roles is inherently problematic. So don't worry, sweet little sluts, I have you. That said, we do get a little serious towards the end. I feel like I need to give a disclosure here: I live my life as a cis man, but experience some gender dysphoria and have been having sissy experiences for something like a decade. I'm not a mental health professional, and if you're struggling with serious depression, go find one instead of reading reddit threads. That said, if you want someone to relate to, some of my experiences might help. Definition of Sissy So though a million people have done this in the past, I wanted to start by defining what a sissy is. The fact is that nobody can really make a definition that works for everyone as there is no true authority on the matter. But from reading what others have interpreted and from my own personal life experience, I think that a sissy is a person born male who gets sexual gratification out of the idea of being forced/ coerced/ or seduced into acting feminine, dressing feminine, or taking on a feminine role in sex. This is meant to stand in contrast to a trans woman, who is a person assigned male at birth but who identifies distinctly as female. Trans women can certainly still enjoy sissy play, but not all sissies are trans. What's probably the most important thing to take from this definition of sissy is that it sort of has some inherent discord to the definition: "sissy" describes a person who should have had the OPPORTUNITY to be male and masculine, but who instead chooses or is forced to portray a feminine role. The very existence of sissies is thus in a state of inherent disharmony, a disharmony echoed in most sissy porn that frequently expresses coercion or plays off the idea of being degraded to a point of sexual submission. In essence, it's about being one thing AND another, at the same time. It's no surprise then that the idea of secrets and imbalance are an inherent part of the ideology. You are effectively living your life as one thing and another, so it's normal that people confront this idea of secrets and what to be open with. The Value of Secrets In short, everyone has secrets, and secrets can be a fun thing. We all like to act like we're open books, but the fact of the matter is that everyone you know has something they don't share with the world. More of us than not have unique sexual interests or have had unique sexual experiences, and even outside of sex, we all have things we don't want the world to know about. You shouldn't feel like a freak if you have a fun obsession with sexy sissy stuff. If you day dream about having a mouth full of cum all the time, you shouldn't feel bad about that. Gargle away. Secrets in this case are not inherently a bad thing. By their very nature they express a certain vulnerability: they represent something that you know that you wouldn't want the world to know about, and that can make you feel like there's a moralistic imperative to have less of them. Basically you're afraid of your secret leaking to the world, so you think to yourself that your secret is inherently bad. But it isn't! The way I always think about it is this: does your mom need to know what your favorite sex position is? Does your boss need to know when your first hand job was? These are fundamental experiences we all have that don't need to carry a moral weight to them, but that also don't need to be shared in the world. Your personal fetishes can be the same. And there are, from my personal experience, some benefits to having secrets. I spent a long time in my 20s being pretty closeted about my sexual endeavors. I'd meet up with guys from craigslist and suck their cocks, I would dress in my girlfriends clothes and have two guys over to double end me, I snuck off to gay sex parties where i'd suck cock and get fucked by strangers, and the world didn't know about it. As much as I did feel some vulnerability that my secrets might be exposed, I also felt an ongoing sense of confidence. When you have secrets like that, certain things in the world can't touch you. insults that people might make about you or assumptions about you just roll off your back: you know that they don't know the real you, so how could their opinion about you really matter? Only you know the real you. They just see what you want them to see. their judgments mean nothing. Additionally, going through some of the real scary and intense sort of stuff--having gay sex in a public restroom or glory hole, or going to a strangers house to fuck--can sort of turn down the volume on other things in life. Stuff that used to be scary simply isn't anymore because you've dealt with some REAL scary shit, and survived. Even when your secret is that you love taking it in the ass and guzzling piss and cum, it can be empowering to simply have something for YOURSELF. something that you do, because you want to do it, and you aren't afraid of the world's repercussions. The Cost of Secrets All of that said, there are certainly costs to being a secretive person, and some of those costs can be pretty serious and a real bummer. Some of them can have a drastic effect on your mental health. The first thing to confront for sissies of course is whether or not you're expressing internal homophobia or misogyny. Feeling closeted can be an awful feeling. Watching people be out and proud about being gay or being trans and you yourself having impulses that you don't share can make you see yourself as a coward, or a liar, or a fake. You can feel like you're hurting people who are out, or hiding from people who scare you. There's a lot of nuance in the sissy world about this kind of thing so I won't go at it at length, but I would encourage everyone to try to step away from those classic "is being a sissy gay" or "am i gay if i just wanna suck cock" kind of arguments. These sort of things still put the term "gay" as being this awful, OTHER thing that you don't want to be. It's inherently qualifying gay as being a worst case scenario, something to avoid, something to be afraid of. So i would encourage you to have less fear of it as a sexual identity. maybe you are bisexual, or queer, or curious, or whatever. It doesn't matter. What matters is how you feel about it. If, to you, having a preference to suck cock isn't any different than a slight preference for doggy style, then sure, maybe you don't have an obligation to come out as gay or bi or whatever. Looking at some cock here and there isn't a big deal. But if for you it's causing you to feel ashamed, then consider coming out as queer or bisexual. That's what i did! eventually i started feeling awful about being closeted in a world full of hate and homophobia, so i came out. For me, it was a good decision that ended up having a remarkably small effect on my life, and it separated a lot of the mental baggage i had. I still had my secrets, nobody knew exactly WHAT i was doing with guys, but knowing that the world had an idea made me a lot less afraid to be exposed to the world, a lot less ashamed of who i was as a person. So, to summarize, it's a personal decision, but consider non-binary options. You can identify however you want, to whoever you want. Shades of gray are not only permitted, but inevitable. (quick note: there's nothing cowardly or shameful about not coming out if you're in a scary situation. if you live with your parents and your dad is an awful homophobe, you don't have to feel an obligation to come out that said, you should start the wheels on doing ANYTHING and EVERYTHING you can to get out of that situation, at your own pace. get a job, save money, make a plan to move out and gain your own independence so you can start being yourself.) The next risk of being secretive concerns your partners. Many of you are in straight relationships and you might feel like you've got past the point of no return: if you were going to tell your partner that you sometimes suck cock or that you want to wear her clothes or that you look at weird sissy hypno porn, you feel like you should have done it by now. maybe you feel like she won't love you or respect you anymore. This obviously is going to be very different from relationship to relationship. But I would strongly recommend that you open up to people you're in relationships with, and try to do it early. The longer you're with a person the higher the odds are that they'll somehow find out what you've been up to, and if they find out that you have a whole sexual identity that they weren't aware of when they've been with you for years, this can be a very painful and traumatizing process. It isn't that the things you enjoy are inherently BAD, it's simply that you've shown that you don't trust this person to know the whole you, or to be welcomed in. and that can put a serious dent in a relationship. You certainly don't need to tell your partner every time you jerk off or show them what porn you like (unless you do that in a fun, kinky way). but if it's going to be an increasingly big part of your life, consider opening up to them about your interests. In the end, you deserve to be loved and appreciated for who you really are. \**incoming, important part**** Which leads into the biggest problem with secrets. Secrets are fun at first; as stated above, you get a thrill out of having these secret parts to you, these things that make you unique and special. you feel excited, horny, thrilled, and you have a good time. But there is a consequence to this, and that is that you'll begin to subconsciously feel that the people in your life don't know the REAL you. You'll come to believe that your friends, family, and partners only love the version of you that you PROJECT into the world, that they only love you because of who you fake you are. And when you're in a dark place in your life and you're trying to convince yourself that you are a good person, a person who's life has meaning and value... then a loved one looking you in your eyes and telling you they love you and think you're a good person will begin to feel hollow. You won't be able to take comfort in it, because you'll know that they don't actually know the REAL you. and you'll resent that part of yourself, and the people who don't know the real you, and you'll convince yourself that if they DID know the real you, they would hate you. If it isn't clear, I'm talking a bit from experience here. But fear not, there is a way out. I was a man full of secrets and lies, and eventually i realized that to really enjoy my life the way i wanted to i'd have to just be honest. I worked with my partner to open up about who i am and open up our relationship so that i could get what i needed, i gave my friends loose details about me being into weird kinky stuff (and didn't go into more detail than that) and came out as bisexual. And now, when my partner says she loves me, i can believe it. I know she knows the real me. And I have to tell you, my fellow perverts, having someone know the real you, know your deepest darkest feelings and secrets, and still LOVE you is just... the best feeling there is. Whether it's your partner or your friends or your family, it's a very uplifting feeling. So it takes work to communicate these things. You'll need to go out of your comfort zone. you'll hurt feelings, you'll have a hard time communicating, you'll stumble, you'll have moments of remorse. But if you get to the end of that road, you'll be happier and more free than you thought you could be. Whether to go Full Time Ok again, have to say that I'm not a therapist and i'm not a trans person, so take anything I say here with a grain of salt. But I know that lots and lots of you fine sissies are struggling with whether to go from fantasy to reality and transition. The first and most important thing here is that there isn't anything inherently wrong with being trans! So don't consider it a worst case scenario or anything that you should look at with dread. lots of people transition and live much happier lives, so if that's the path for you, enjoy yourself. That said! As I stated above, there's this inherent idea of being a "sissy" that means that you know that you're a man but believe you should act like or be treated like a woman. So a lot of the porn that goes along with sissy stuff tends to deliver this tempting, taunting message that you should finally take the plunge, take the leap, give in to your true desires, and transition. I guess I'd just say that you should jerk off and then think about it, if i'm being straight with you. We all get pretty ... intense, when we're in the heat of a sexual moment. when i'm horny and desperate you can feed me your ass and piss and spit in my face and i'll beg you desperately for more. I've done some shit. And for me personally, it does make me want to fall headlong into sissy play. I want to shave every inch of me, convert my body, throw away all my boxer shorts and be the sissy cock sucker cum dump i was meant to be. But i guess just keep in mind that real life is, in fact, real life. you can't actually look at the life of a cock sucking sissy as a simple ALTERNATIVE to your hum drum life because the fact is that sissies also need to do things like pay rent, have jobs, see their families on the holidays, raise their kids, see that guy from high school at the mall... all the stuff we have to do every day. The fact is there just aren't all these rich guys who want to pay you to dress pretty and be their slut, and the people who do get close to that, just get a few years out of it before they age out. So just jerk off. get it all out of your head, then go back and ask yourself how transitioning would effect your life goals, your relationships with people, and everything else you have going on. if it meets your goals, then go talk to a therapist and see if it's a good idea! If not, maybe you should just chill out and enjoy that you have this ever tempting fetish that you can enjoy for the rest of your days. In the End, Open Your Mind So that's pretty much it. I'd just want to end on this: a lot of sissies feel anxiety about their personal identity because they're trying to force that identity into boxes other people have defined. Whether you're gay or straight, whether you're a male or female, whether you're full time or part time, passable or not, a slave or a pillow princess, a cum addict or just a fantasizer.... these are all just toys for you to play with. none of them have to define you. none of them have to hurt you. you can use them to build up the identity and routine that gives you a sense of sexual satisfaction while preserving your greater life goals. so have fun with it, and relax. the world is your playground. note: if you liked reading this, i've written about lots of other sissy stuff on reddit. just click on my page and you'll see more, i think, i dunno i don't really know reddit. also, i love talking about sex and sexuality, so feel free to dm me with any questions if you don't like to comment directly.
Once a year, this subreddit hosts a survey in order to get to know the community a little bit and in order to answer questions that are frequently asked here. Earlier this summer, several thousand of you participated in the 2020 Subreddit Demographic Survey. Only those participants who meet our wiki definition of being childfree's results were recorded and analysed. Of these people, multiple areas of your life were reviewed. They are separated as follows:
Career and Finances
Religion and Spirituality
Sexual and Romantic Life
Childhood and Family Life
State of the Subreddit
Our sample is redditors who saw that we had a survey currently active and were willing to complete the survey. A stickied post was used to advertise the survey to members.
The raw data may be found via this link. 7305 people participated in the survey from July 2020 to October 2020. People who did not meet our wiki definition of being childfree were excluded from the survey. The results of 5134 responders, or 70.29% of those surveyed, were collated and analysed below. Percentages are derived from the respondents per question.
18 or younger
19 to 24
25 to 29
30 to 34
35 to 39
40 to 44
45 to 49
50 to 54
55 to 59
60 to 64
65 to 69
70 to 74
82.25% of the sub is under the age of 35.
Gender and Gender Identity
Because the list contains over 120 countries, we'll show the top 20 countries:
Country of birth
90.08% of the participants were born in these countries. These participants would describe their current city, town or neighborhood as:
The top 10 industries our participants are working in are:
Education - Teaching
Admin & Clerical
Restaurant - Food Service
Note that "other", "I'm a student", "currently unemployed" and "I'm out of the work force for health or other reasons" have been disregarded for this part of the evaluation. Out of the 3729 participants active in the workforce, the majority (1824 or 48.91%) work between 40-50 hours per week with 997 or 26.74% working 30-40 hours weekly. 6.62% work 50 hours or more per week, and 17.73% less than 30 hours. 513 or 10.13% are engaged in managerial responsibilities (ranging from Jr. to Sr. Management). On a scale of 1 (lowest) to 10 (highest), the overwhelming majority (3340 or 70%) indicated that career plays a very important role in their lives, attributing a score of 7 and higher. 1065 participants decided not to disclose their income brackets. The remaining 4,849 are distributed as follows:
$0 to $14,999
$15,000 to $29,999
$30,000 to $59,999
$60,000 to $89,999
$90,000 to $119,999
$120,000 to $149,999
$150,000 to $179,999
$180,000 to $209,999
$210,000 to $239,999
$240,000 to $269,999
$270,000 to $299,999
$300,000 or more
87.85% earn under $90,000 USD a year. 65.82% of our childfree participants do not have a concrete retirement plan (savings, living will).
Religion and Spirituality
Faith Originally Raised In
There were more than 50 options of faith, so we aimed to show the top 10 most chosen beliefs.
None (≠ Atheism. Literally, no notion of spirituality or religion in the upbringing)
This top 10 amounts to 95.01% of the total participants.
There were more than 50 options of faith, so we aimed to show the top 10 most chosen beliefs:
None (≠ Atheism. Literally, no notion of spirituality or religion currently)
This top 10 amounts to 94.65% of the participants.
Level of Current Religious Practice
Wholly seculanon religious
Identify with religion, but don't practice strictly
Lapsed/not serious/in name only
Observant at home only
Observant at home. Church/Temple/Mosque/etc. attendance
Strictly observant, Church/Temple/Mosque/etc. attendance, religious practice/prayeworship impacting daily life
Single and dating around, but not looking for anything serious
Single and dating around, looking for something serious
Single and not looking
Is your partner childfree? If your partner wants children and/or has children of their own and/or are unsure about their position, please consider them "not childfree" for this question.
I don't have a partner
I have more than one partner and none are childfree
I have more than one partner and some are childfree
I have more than one partner and they are all childfree
Dating a Single Parent
Would the childfree participants be willing to date a single parent?
No, I'm not interested in single parents and their ties to parenting life
Yes, but only if it's a short term arrangement of some sort
Yes, whether for long term or short term, but with some conditions (must not have child custody, no kid talk, etc.), as long as I like them and long as we're compatible
Yes, whether for long term or short term, with no conditions, as long as I like them and as long as we are compatible
Childhood and Family Life
On a scale from 1 (very unhappy) to 10 (very happy), how would you rate your childhood? Figure 3 Of the 5125 childfree people who responded to the question, 67.06% have a pet or are heavily involved in the care of someone else's pet.
No, I am not sterilised and, for medical, practical or other reasons, I do not need to be
No. However, I've been approved for the procedure and I'm waiting for the date to arrive
No. I am not sterilised and don't want to be
No. I want to be sterilised but I have started looking for a doctorequested the procedure
No. I want to be sterilised but I haven't started looking for a doctorequested the procedure yet
Yes. I am sterilised
Age when starting doctor shopping or addressing issue with doctor. Percentages exclude those who do not want to be sterilised and who have not discussed sterilisation with their doctor.
18 or younger
19 to 24
25 to 29
30 to 34
35 to 39
40 to 44
45 to 49
50 to 54
55 or older
Age at the time of sterilisation. Percentages exclude those who have not and do not want to be sterilised.
18 or younger
19 to 24
25 to 29
30 to 34
35 to 39
40 to 44
45 to 49
50 to 54
55 or older
Elapsed time between requesting procedure and undergoing procedure. Percentages exclude those who have not and do not want to be sterilised.
Less than 3 months
Between 3 and 6 months
Between 6 and 9 months
Between 9 and 12 months
Between 12 and 18 months
Between 18 and 24 months
Between 24 and 30 months
Between 30 and 36 months
Between 3 and 5 years
Between 5 and 7 years
More than 7 years
How many doctors refused at first, before finding one who would accept?
None. The first doctor I asked said yes
One. The second doctor I asked said yes
Two. The third doctor I asked said yes
Three. The fourth doctor I asked said yes
Four. The fifth doctor I asked said yes
Five. The sixth doctor I asked said yes
Six. The seventh doctor I asked said yes
Seven. The eighth doctor I asked said yes
Eight. The ninth doctor I asked said yes
I asked more than 10 doctors before finding one who said yes
Primary Reason to Not Have Children
Aversion towards children ("I don't like children")
Current state of the world
Environmental (including overpopulation)
Eugenics ("I have 'bad genes'")
I already raised somebody else who isn't my child
Lack of interest towards parenthood ("I don't want to raise children")
Maybe interested for parenthood, but not suited for parenthood
Medical ("I have a condition that makes conceiving/bearing/birthing children difficult, dangerous or lethal")
Philosophical / Moral (e.g. antinatalism)
Tokophobia (aversion/fear of pregnancy and/or chidlbirth)
95.50% of childfree people are pro-choice, however only 55.93% of childfree people support financial abortion.
I'm a student and my future job/career will heavily makes me interact with children on a daily basis
I'm retired, but I used to have a job that heavily makes me interact with children on a daily basis
I'm unemployed, but I used to have a job that heavily makes me interact with children on a daily basis
No, I do not have a job that makes me heavily interact with children on a daily basis
Yes, I do have a job that heavily makes me interact with children on a daily basis
This section solely existed to sift the childfree from the fencesitters and the non childfree in order to get answers only from the childfree. Childfree, as it is defined in the subreddit, is "I do not have children nor want to have them in any capacity (biological, adopted, fostered, step- or other) at any point in the future." 70.29% of participants actually identify as childfree, slightly up from the 2019 survey, where 68.5% of participants identified as childfree. This is suprising in reflection of the overall reputation of the subreddit across reddit, where the subreddit is often described as an "echo chamber".
The demographics remain largely consistent with the 2019 survey. However, the 2019 survey collected demographic responses from all participants in the survey, removing those who did not identify as childfree when querying subreddit specific questions, while the 2020 survey only collected responses from people who identified as childfree. This must be considered when comparing results. 82.25% of the participants are under 35, compared with 85% of the subreddit in the 2019 survey. A slight downward trend is noted compared over the last two years suggesting the userbase may be getting older on average. 73.04% of the subreddit identify as female, compared with 71.54% in the 2019 survey. Again, when compared with the 2019 survey, this suggests a slight increase in the number of members who identify as female. This is in contrast to the overall membership of Reddit, estimated at 74% male according to Reddit's Wikipedia page [https://en.wikipedia.org/wiki/Reddit#Users_and_moderators]. The ratio of members who identify as heterosexual remained consistent, from 54.89% in the 2019 survey to 55.20% in the 2020 survey. Ethnicity wise, 77% of members identified as primarily Caucasian, consistent with the 2019 results. While the ethnicities noted to be missing in the 2019 survey have been included in the 2020 survey, some users noted the difficulty of responding when fitting multiple ethnicities, and this will be addressed in the 2021 survey.
As it did in the 2019 survey, this section highlights the stereotype of childfree people as being well educated. 2.64% of participants did not complete high school, which is a slight decrease from the 2019 survey, where 4% of participants did not graduate high school. However, 6.02% of participants are under 18, compared with 8.22% in the 2019 survey. 55% of participants have a bachelors degree or higher, while an additional 23% have completed "some college or university". At the 2020 survey, the highest percentage of responses under the: What is your degree/major? question fell under "I don't have a degree or a major" (20.12%). Arts and Humanities, and Computer Science have overtaken Health Sciences and Engineering as the two most popular majors. However, the list of majors was pared down to general fields of study rather than highly specific degree majors to account for the significant diversity in majors studied by the childfree community, which may account for the different results.
Career and Finances
The highest percentage of participants at 21.61% listed themselves as trained professionals. One of the stereotypes of the childfree is of wealth. However this is not demonstrated in the survey results. 70.95% of participants earn under $60,000 USD per annum, while 87.85% earn under $90,000 per annum. 21.37% are earning under $15,000 per annum. 1065 participants, or 21.10% chose not to disclose this information. It is possible that this may have skewed the results if a significant proportion of these people were our high income earners, but impossible to explore. A majority of our participants work between 30 and 50 hours per week (75.65%) which is slightly increased from the 2019 survey, where 71.2% of participants worked between 30 and 50 hours per week.
The location responses are largely similar to the 2019 survey with a majority of participants living in a suburban and urban area. 86.24% of participants in the 2020 survey live in urban and suburban regions, with 86.7% of participants living in urban and suburban regions in the 2019 survey. There is likely a multifactorial reason for this, encompassing the younger, educated skew of participants and the easier access to universities and employment, and the fact that a majority of the population worldwide localises to urban centres. There may be an element of increased progressive social viewpoints and identities in urban regions, however this would need to be explored further from a sociological perspective to draw any definitive conclusions. A majority of our participants (57.47%) were born in the USA. The United Kingdom (7.6%), Canada (7.17%), Australia (3.58%) and Germany (2.17%) encompass the next 4 most popular responses. This is largely consistent with the responses in the 2019 survey.
Religion and Spirituality
For the 2020 survey Christianity (the most popular result in 2019) was split into it's major denominations, Catholic, Protestant, Anglican, among others. This appears to be a linguistic/location difference that caused a lot of confusion among some participants. However, Catholicism at 30.76% remained the most popular choice for the religion participants were raised in. However, of our participant's current faith, Aetheism at 36.23% was the most popular choice. A majority of 78.02% listed their current religion as Aetheist, no religious or spiritual beliefs, or Agnostic. A majority of participants (61%) rated religion as "not at all influential" to the childfree choice. This is consistent with the 2019 survey where 62.8% rated religion as "not at all influential". Despite the high percentage of participants who identify as aetheist or agnostic, this does not appear to be related to or have an impact on the childfree choice.
Romantic and Sexual Life
60.19% of our participants are in a relationship at the time of the survey. This is consistent with the 2019 survey, where 60.7% of our participants were in a relationship. A notable proportion of our participants are listed as single and not looking (25.81%) which is consistent with the 2019 survey. Considering the frequent posts seeking dating advice as a childfree person, it is surprising that such a high proportion of the participants are not actively seeking out a relationship. Unsurprisingly 90.13% of our participants would not consider dating someone with children. 84% of participants with partners of some kind have at least one childfree partner. This is consistent with the often irreconcilable element of one party desiring children and the other wishing to abstain from having children.
Childhood and Family Life
Overall, the participants skew towards a happier childhood.
While just under half of our participants wish to be sterilised, 45.21%, only 12.2% have been successful in achieving sterilisation. This is likely due to overarching resistance from the medical profession however other factors such as the logistical elements of surgery and the cost may also contribute. There is a slight increase from the percentage of participants sterilised in the 2019 survey (11.7%). 29.33% of participants do not wish to be or need to be sterilised suggesting a partial element of satisfaction from temporary birth control methods or non-necessity of contraception due to their current lifestyle practices. Participants who indicated that they do not wish to be sterilised or haven't achieved sterilisation were excluded from the percentages where necessary in this section. Of the participants who did achieve sterilisation, a majority began the search between 19 and 29, with the highest proportion being in the 19-24 age group (35.85%) This is a marked increase from the 2019 survey where 27.3% of people who started the search were between 19-24. This may be due to increased education about permanent contraception or possibly due to an increase in instability around world events. The majority of participants who sought out and were successful at achieving sterilisation, were however in the 25-29 age group (37.9%). This is consistent with the 2019 survey results. The time taken between seeking out sterilisation and achieving it continues to increase, with only 50.46% of participants achieving sterilisation in under 3 months. This is a decline from the number of participants who achieved sterilisation in 3 months in the 2019 survey (58.5%). A potential cause of this decrease is to Covid-19 shutdowns in the medical industry leading to an increase in procedure wait times. The proportion of participants who have had one or more doctors refuse to perform the procedure has stayed consistent between the two surveys.
The main reasons for people choosing the childfree lifestyle are a lack of interest towards parenthood and an aversion towards children which is consistent with the 2019 survey. Of the people surveyed 67.06% are pet owners or involved in a pet's care, suggesting that this lack of interest towards parenthood does not necessarily mean a lack of interest in all forms of caretaking. The community skews towards a dislike of children overall which correlates well with the 87.81% of users choosing "no, I do not have, did not use to have and will not have a job that makes me heavily interact with children on a daily basis" in answer to, "do you have a job that heavily makes you interact with children on a daily basis?". This is an increase from the 2019 survey. A vast majority of the subreddit identifes as pro-choice (95.5%), a slight increase from the 2019 results. This is likely due to a high level of concern about bodily autonomy and forced birth/parenthood. However only 55.93% support financial abortion, aka for the non-pregnant person in a relationship to sever all financial and parental ties with a child. This is a marked decrease from the 2019 results, where 70% of participants supported financial abortion. Most of our users realised that did not want children young. 58.72% of participants knew they did not want children by the age of 18, with 95.37% of users realising this by age 30. This correlates well with the age distribution of participants. Despite this early realisation of our childfree stance, 80.59% of participants have been "bingoed" at some stage in their lives.
Participants who identify as childfree were asked about their interaction with and preferences with regards to the subreddit at large. Participants who do not meet our definition of being childfree were excluded from these questions. By and large our participants were lurkers (72.32%). Our participants were divided on their favourite flairs with 38.92% selecting "I have no favourite". The next most favourite flair was "Rant", at 16.35%. Our participants were similarly divided on their least favourite flair, with 63.40% selecting "I have no least favourite". In light of these results the flairs on offer will remain as they have been through 2019. With regards to "lecturing" posts, this is defined as a post which seeks to re-educate the childfree on the practices, attitudes and values of the community, particularly with regards to attitudes towards parenting and children, whether at home or in the community. A commonly used descriptor is "tone policing". A small minority of the survey participants (3.36%) selected "yes" to allowing all lectures, however 33.54% responded "yes" to allowing polite, respectful lectures only. In addition, 45.10% of participants indicated that they were not sure if lectures should be allowed. Due to the ambiguity of responses, lectures will continue to be not allowed and removed. Many of our participants (36.87%) support the use of terms such as breeder, mombie/moo, daddict/duh on the subreddit, with a further 32.63% supporting use of these terms in context of bad parents only. This is a slight drop from the 2019 survey. In response to this use of the above and similar terms to describe parents remains permitted on this subreddit. However, we encourage users to keep the use of these terms to bad parents only. 44.33% of users support the use of terms to describe children such as crotchfruit on the subreddit, a drop from 55.3% last year. A further 25.80% of users supporting the use of this and similar terms in context of bad children only, an increase from 17.42% last year. In response to this use of the above and similar terms to describe children remains permitted on this subreddit. 69.17% of participants answered yes to allowing parents to post, provided they stay respectful. In response to this, parent posts will continue to be allowed on the subreddit. As for regret posts, which were to be revisited in this year's survey, only 9.5% of participants regarded them as their least favourite post. As such they will continue to stay allowed. 64% of participants support under 18's who are childfree participating in the subreddit with a further 19.59% allowing under 18's to post dependent on context. Therefore we will continue to allow under 18's that stay within the overall Reddit age requirement. There was divide among participants as to whether "newbie" questions should be removed. An even spread was noted among participants who selected remove and those who selected to leave them as is. We have therefore decided to leave them as is. 73.80% of users selected "yes, in their own post, with their own "Leisure" flair" to the question, "Should posts about pets, travel, jetskis, etc be allowed on the sub?" Therefore we will continue to allow these posts provided they are appropriately flaired.
Thank you to our participants who contributed to the survey. This has been an unusual and difficult year for many people. Stay safe, and stay childfree.
The Challenges of Designing a Modern Skill, Part 3
Okay, Wendy’s or Walgreens or whoever, I don’t care who you are, you’re listening to the rest.
Introduction to Part 3
Welcome back one last time to “The Challenges of Designing a Modern Skill,” a series where we discuss all aspects of skill design and development. In Part 1, we talked about OSRS’s history with skills, and started the lengthy conversation on Skill Design Philosophy, including the concepts of Core, Expansion, and Integration. This latter topic consumed the entirety of Part 2 as well, which covered Rewards and Motivations, Progression, Buyables, as well as Unconstructive Arguments. Which brings us to today, the final part of our discussion. In this Part 3, we’ll finish up Section 3 – Skill Design Philosophy, then move on to chat about the design and blog process. One last time, this discussion was intended to be a single post, but its length outgrew the post character limit twice. Therefore, it may be important to look at the previous two parts for clarity and context with certain terms. The final product, in its purest, aesthetic, and unbroken form, can be found here.
3-C – Skill Design Philosophy, Continued
3-12 - Balancing
What follows from the discussion about XP and costs, of course, is balancing: the bane of every developer. A company like Riot knows better than anyone that having too many factors to account for makes good balance impossible. Balancing new ideas appropriately is extremely challenging and requires a great respect for current content as discussed in Section 3-5 – Integration. Thankfully, in OSRS we only have three major balancing factors: Profit, XP Rate, and Intensity, and two minor factors: Risk and Leniency. These metrics must amount to some sense of balance (besides Leniency, which as we’ll see is the definition of anti-balance) in order for a piece of content to feel like it’s not breaking the system or rendering all your previous efforts meaningless. It’s also worthy to note that there is usually a skill-specific limit to the numerical values of these metrics. For example, Runecrafting will never receive a training method that grants 200k xp/hr, while for Construction that’s easily on the lower end of the scale. A basic model works better than words to describe these factors, and therefore, being the phenomenal artist that I am, I have constructed one, which I’ve dubbed “The Guthix Scale.” But I’ll be cruel and use words anyway.
Profit: how much you gain from a task, or how much you lose. Gain or loss can include resources, cosmetics, specialized currencies, good old gold pieces, or anything on that line.
XP Rate: how fast you gain XP.
Intensity: how much effort (click intensity), attention (reaction intensity), and thought (planning intensity) you need to put into the activity to perform it well.
Risk: how likely is the loss of your revenue and/or resource investment into the activity. Note that one must be careful with risk, as players are very good at abusing systems intended to encourage higher risk levels to minimize how much they’re actually risking.
Leniency: a measure for how imbalanced a piece of content can be before the public and/or Jagex nerfs it. Leniency serves as a simple modulator to help comprehend when the model breaks or bends in unnatural ways, and is usually determined by how enjoyable and abusable an activity is, such that players don’t want to cause an outrage over it. For example, Slayer has a high level of Leniency; people don’t mind that some Slayer tasks grant amazing XP Rates, great Profits, have middling Intensity, and low Risk. On the other hand, Runecrafting has low levels of Leniency; despite low Risk, many Runecrafting activities demand high Intensity for poor XP Rates and middling Profits.
In the end, don’t worry about applying specific numbers during the conceptual phase of your skill design. However, when describing an activity to your reader, it’s always useful if you give approximations, such as “high intensity” or “low risk,” so that they get an idea of the activity’s design goals as well as to guide the actual development of that activity. Don’t comment on the activity’s Leniency though, as that would be pretty pretentious and isn’t for you to determine anyway.
3-13 - Skill Bloat
What do the arts of weaving, tanning, sowing, spinning, pottery, glassmaking, jewellery, engraving, carving, chiselling, carpentry, and even painting have in common? In real life, there’s only so much crossover between these arts, but in Runescape they’re all simply Crafting. The distinction between what deserves to be its own skill or instead tagged along to a current skill is often arbitrary; this is the great challenge of skill bloat. The fundamental question for many skill concepts is: does this skill have enough depth to stand on its own? The developers of 2006 felt that there was sufficient depth in Construction to make it something separate from Crafting, even if the latter could have covered the former. While there’s often no clean cut between these skills (why does making birdhouses use Crafting instead of Construction?), it is easy to see that Construction has found its own solid niche that would’ve been much too big to act as yet another Expansion of Crafting. On the other hand, a skill with extremely limited scope and value perhaps should be thrown under the umbrella of a larger skill. Take Firemaking: it’s often asked why it deserves to be its own skill given how limited its uses are. This is one of those ideas that probably should have just been thrown under Crafting or even Woodcutting. But again, the developers who made early Runescape did not battle with the same ideas as the modern player; they simply felt like Firemaking was a good idea for a skill. Similarly, the number of topics that the Magic skill covers is so often broken down in other games, like Morrowind’s separation between Illusion, Conjuration, Alteration, Destruction, Mysticism, Restoration, Enchant, Alchemy (closer to Herblore), and Unarmored (closer to Strength and Defense). Why does Runescape not break Magic into more skills? The answer is simple: Magic was created with a much more limited scope in Runescape, and there has not been enough content in any specific magical category to justify another skill being born. But perhaps your skill concept seeks to address this; maybe your Enchantment skill takes the enchanting aspects of Magic away, expands the idea to include current imbues and newer content, and fully fleshes the idea out such that the Magic skill alone cannot contain it. Somewhat ironically, Magic used to be separated into Good and Evil Magic skills in Runescape Classic, but that is another topic. So instead of arguments about what could be thrown under another skill’s umbrella, perhaps we should be asking: is there enough substance to this skill concept for it to stand on its own, outside of its current skill categorization? Of course, this leads to a whole other debate about how much content is enough for a skill idea to deserve individuality, but that would get too deep into specifics and is outside the scope of this discussion.
3-14 - Skill Endgame
Runescape has always been a sandbox MMO, but the original Runescape experience was built more or less with a specific endgame in mind: killing players and monsters. Take the Runescape Classic of 2001: you had all your regular combat skills, but even every other skill had an endgame whose goal was helping combat out. Fishing, Firemaking, and Cooking would provide necessary healing. Smithing and Crafting, along with their associated Gathering skill partners, served to gear you up. Combat was the simple endgame and most mechanics existed to serve that end. However, since those first days, the changing endgame goals of players have promoted a vast expansion of the endgame goals of new content. For example, hitting a 99 in any non-combat skill is an endgame goal in itself for many players, completely separate from that skill’s combat relationship (if any). These goals have increased to aspects like cosmetic collections, pets, maxed stats, all quests completed, all diaries completed, all music tracks unlocked, a wealthy bank, the collection log, boss killcounts, and more. Whereas skills used to have a distinct part of a system that ultimately served combat, we now have a vast variety of endgame goals that a skill can be directed towards. You can even see a growth in this perspective as new skills were released up to 2007: Thieving mainly nets you valuable (or once valuable) items which have extremely flexible uses, and Construction has a strong emphasis on cosmetics for your POH. So when designing your new skill, contemplate what the endgame of your skill looks like. For example, if you are proposing a Gathering skill, what is the Production skill tie-in, and what is the endgame goal of that Production skill? Maybe your new skill Spelunking has an endgame in gathering rare collectibles that can be shown off in your POH. Maybe your new skill Necromancy functions like a Support skill, giving you followers that help speed along resource gathering, and letting you move faster to the endgame goal of the respective Production skill. Whatever it is, a proper, clear, and unified view of an endgame goal helps a skill feel like it serves a distinct and valuable purpose. Note that this could mean that you require multiple skills to be released simultaneously for each to feed into each other and form an appropriate endgame. In that case, go for it – don’t make it a repeat of RS3’s Divination, a Gathering skill left hanging without the appropriate Production skill partner of Invention for over 2 years. A good example of a skill with a direct endgame is… most of them. Combat is a well-accepted endgame, and traditionally, most skills are intended to lend a hand in combat whether by supplies or gear. A skill with a poor endgame would be Hunter: Hunter is so scattered in its ultimate endgame goals, trying to touch on small aspects of everything like combat gear, weight reduction, production, niche skilling tools, and food. There’s a very poor sense of identity to Hunter’s endgame, and it doesn’t help that very few of these rewards are actually viable or interesting in the current day. Similarly, while Slayer has a strong endgame goal it is terrible in its methodology, overshadowing other Production skills in their explicit purpose. A better design for Slayer’s endgame would have been to treat it as a secondary Gathering skill, to work almost like a catalyst for other Gathering-Production skill relationships. In this mindset, Slayer is where you gather valuable monster drops, combine it with traditional Gathering resources like ores from Mining, then use a Production skill like Smithing to meld them into the powerful gear that is present today. This would have kept other Gathering and Production skills at the forefront of their specialities, in contrast to today’s situation where Slayer will give fully assembled gear that’s better than anything you could receive from the appropriate skills (barring a few items that need a Production skill to piece together).
3-15 - Alternate Goals
From a game design perspective, skills are so far reaching that it can be tempting to use them to shift major game mechanics to a more favourable position. Construction is an example of this idea in action: Construction was very intentionally designed to be a massive gold sink to help a hyperinflating economy. Everything about it takes gold out of the game, whether through using a sawmill, buying expensive supplies from stores, adding rooms, or a shameless piece of furniture costing 100m that is skinned as, well, 100m on a shameless piece of furniture. If you’re clever about it, skills are a legitimately good opportunity for such change. Sure, the gold sink is definitely a controversial feature of Construction, but for the most part it’s organic and makes sense; fancy houses and fancy cosmetics are justifiably expensive. It is notable that the controversy over Construction’s gold sink mechanism is probably levied more against the cost of training, rather than the cost of all its wonderful aesthetics. Perhaps that should have been better accounted for in its design phase, but now it is quite set in stone. To emphasize that previous point: making large scale changes to the game through a new skill can work, but it must feel organic and secondary to the skill’s main purpose. Some people really disliked Warding because they felt it tried too hard to fix real, underlying game issues with mechanics that didn’t thematically fit or were overshadowing the skill’s Core. While this may or may not be true, if your new skill can improve the game’s integrity without sacrificing its own identity, you could avoid this argument entirely. If your skill Regency has a Core of managing global politics, but also happens to serve as a resource sink to help your failing citizens, then you’ve created a strong Core design while simultaneously improving the profitability of Gathering skills.
3-16 - The Combat No-Touch Rule
So, let’s take a moment to examine the great benefits and rationale of RS2’s Evolution of Combat: This space has been reserved for unintelligible squabbling. With that over, it’s obvious that the OSRS playerbase is not a big fan of making major changes to the combat system. If there’s anything that defines the OSRS experience, it has to be the janky and abusable combat system that we love. So, in the past 7 years of OSRS, how many times have you heard someone pitch a new combat skill? Practically no one ever has; a new combat skill, no matter how miniscule, would feel obtrusive to most players, and likely would not even receive 25% of votes in a poll. This goes right back to Section 3-5 – Integration, and the importance of preserving the fundamentals of OSRS’s design. I know that my intention with this discussion was to be as definitive about skill design as possible, and in that spirit I should be delving into the design philosophy specifically behind combat skills, but I simply don’t see the benefit of me trying, and the conversation really doesn’t interest me that much. It goes without saying that as expansive as this discussion is, it does not cover every facet of skill design, which is a limitation both of my capabilities and desire to do so.
3-17 - Aesthetics
I don’t do aesthetics well. I like them, I want them, but I do not understand them; there are others much better equipped to discuss this topic than I. Nonetheless, here we go. Since the dawn of OSRS, debates over art style and aesthetics have raged across Gielinor. After all, the OSRS Team is filled with modern day artists while OSRS is an ancient game. What were they supposed to do? Keep making dated graphics? Make content with a modernized and easily digestible style? Something in-between? While many players shouted for more dated graphics, they were approached by an interesting predicament: which dated graphics did they want? We had a great selection present right from the start of OSRS: 2002, 2003, 2004, 2005, 2006, and 2007. People hungry for nostalgia chose the era that they grew up in, leading to frequent requests for older models like the dragon or imp, most of which were denied by Jagex (except the old Mining rock models). But which era was OSRS supposed to follow? Jagex elected to carve their own path, but not without heavy criticism especially closer to OSRS’s conception. However, they adapted to player requests and have since gone back and fixed many of the blatant early offenders (like the Kingdom of Kourend) and adopted a more consistent flavour, one that generally respects the art style of 2007. Even though it doesn’t always hit the mark, one has to appreciate the OSRS artists for making their best attempt and listening to feedback, and here’s to hoping that their art style examination mentioned in June 2020’s Gazette bears fruit. But what exactly is the old school art style? There are simple systems by which most players judge it in OSRS, usually by asking questions like, “Would you believe if this existed in 2007?” More informed artists will start pointing out distinct features that permeated most content from back in the day, such as low quality textures, low poly models, low FPS animations, a “low fantasy” or grounded profile that appeals somewhat to realism, reducing cartoonish exaggerations, and keeping within the lore. Compiled with this, music and sound design help that art style come to life; it can be very hard on immersion when these don’t fit. An AGS would sound jarring if its special attack sounded like a weak dagger stab, and having to endure Country Jig while roaming Hosidius suddenly sweeps you off into a different universe. But coming back to skill design, the art, models, and sound design tend to be some of the last features, mostly because the design phase doesn’t demand such a complete picture of a skill. However, simple concept art and models can vastly improve how a skill concept is communicated and comfort players who are concerned about maintaining that “old school feel.” This will be touched on again later in this discussion under Section 5-2 – Presentation and Beta Testing.
3-18 - Afterword
Now we’ve set down the modern standards for a new skill, but the statements that started this section bear repeating: the formula we’ve established does not automatically make a good or interesting skill, as hard as we might have tried. Once again, harken back to the First Great Irony: that we are trying to inject the modern interpretation of what defines a skill upon a game that was not necessarily built to contain it. Therefore, one could just as easily deny each of the components described above, as popular or unpopular as the act might be, and their opinion could be equally valid and all this effort meaningless. Don’t take these guidelines with such stringency as to disregard all other views.
5-0 - The OSRS Team and the Design Process
If you’ve followed me all the way here, you’re likely A) exhausted and fed up of any conversation concerning new skills, or B) excited, because you’ve just struck an incredible skill idea (or perhaps one that’s always hung around your head) that happens to tick off all the above checkboxes. But unfortunately for you B types, it’s about to get pretty grim, because we’re going to go through every aspect of skill design that’s exterior to the game itself. We’ll be touching on larger topics like democracy, presentation, player mindsets, effort, and resource consumption. It’ll induce a fantastic bout of depression, so don’t get left behind.
5-1 - Designing a Skill
Thus far, Jagex has offered three potential skills to OSRS, each of which has been denied. This gives us the advantage of understanding how the skill design process works behind the scenes and lets us examine some of the issues Jagex has faced with presenting a skill to the players. The first problem is the “one strike and you’re out” phenomenon. Simply put, players don’t like applying much effort into reading and learning. They’ll look at a developer blog highlighting a new skill idea, and if you’re lucky they’ll even read the whole thing, but how about the second developer blog? The third? Fourth? Even I find it hard to get that far. In general, people don’t like long detail-heavy essays or blogs, which is why I can invoke the ancient proverb “Ban Emily” into this post and it’ll go (almost) completely unnoticed. No matter how many improvements you make between developer blogs, you will quickly lose players with each new iteration. Similarly, developer blogs don’t have the time to talk about skill design philosophy or meta-analyse their ideas – players would get lost far too fast. This is the Second Great Irony of skill design: the more iterations you have of a lengthy idea, the less players will keep up with you. This was particularly prominent with Warding: Battle Wards were offered in an early developer blog but were quickly cut when Jagex realized how bad the idea was. Yet people would still cite Battle Wards as the reason they voted against Warding, despite the idea having been dropped several blogs before. Similarly, people would often comment that they hated that Warding was being polled multiple times; it felt to them like Jagex was trying to brute-force it into the game. But Warding was only ever polled once, and only after the fourth developer blog - the confusion was drawn from how many times the skill was reiterated and from the length of the public design process. Sure, there are people for whom this runs the opposite way; they keep a close eye on updates and judge a piece of content on the merits of the latest iteration, but this is much less common. You could argue that one should simply disregard the ignorant people as blind comments don't contribute to the overall discussion, but you should remember that these players are also the ones voting for the respective piece of content. You could also suggest re-educating them, which is exactly what Jagex attempts with each developer blog, and still people won’t get the memo. And when it comes to the players themselves, can the playerbase really be relied on to re-educate itself? Overall, the Second Great irony really hurts the development process and is practically an unavoidable issue. What’s the alternative? To remove the developer-player interface that leads to valuable reiterations, or does you simply have to get the skill perfect in the first developer blog? It’s not an optimal idea, but it could help: have a small team of “delegates” – larger names that players can trust, or player influencers – come in to review a new, unannounced skill idea under NDA. If they like it, chances are that other players will too. If they don’t, reiterate or toss out the skill before it’s public. That way, you’ve had a board of experienced players who are willing to share their opinions to the public helping to determine the meat and potatoes of the skill before it is introduced to the casual eye. Now, a more polished and well-accepted product can be presented on the first run of selling a skill to the public, resulting in less reiterations being required, and demanding less effort from the average player to be fully informed over the skill’s final design.
5-2 - Presentation and Beta Testing
So you’ve got a great idea, but how are you going to sell it to the public? Looking at how the OSRS Team has handled it throughout the years, there’s a very obvious learning curve occurring. Artisan had almost nothing but text blogs being thrown to the players, Sailing started introducing some concept art and even a trailer with terrible audio recording, and Warding had concept art, in game models, gifs, and a much fancier trailer with in-game animations. A picture or video is worth a thousand words, and often the only words that players will take out of a developer blog. You might say that presentation is everything, and that would be more true in OSRS than most games. Most activities in OSRS are extremely basic, involve minimal thought, and are incredibly grindy. Take Fishing: you click every 20 seconds on a fishing spot that is randomly placed along a section of water, get rid of your fish, then keep clicking those fishing spots. Boiling it down further, you click several arbitrary parts of your computer screen every 20 seconds. It’s hardly considered engaging, so why do some people enjoy it? Simply put: presentation. You’re given a peaceful riverside environment to chill in, you’re collecting a bunch of pixels shaped like fish, and a number tracking your xp keeps ticking up and telling you that it matters. Now imagine coming to the players with a radical new skill idea: Mining. You describe that Mining is where you gather ores that will feed into Smithing and help create gear for players to use. The audience ponders momentarily, but they’re not quite sure it feels right and ask for a demonstration. You show them some gameplay, but your development resources were thin and instead of rocks, you put trees as placeholders. Instead of ores in your inventory, you put logs as placeholders. Instead of a pickaxe, your character is swinging a woodcutting axe as a placeholder. Sure, the mechanics might act like mining instead of woodcutting, but how well is the skill going to sell if you haven’t presented it correctly or respected it contextually? Again, presentation is everything. Players need to be able to see the task they are to perform, see the tools they’ll use, and see the expected outcomes; otherwise, whatever you’re trying to sell will feel bland and unoriginal. And this leads to the next level of skill presentation that has yet to be employed: Beta Worlds. Part of getting the feel of an activity is not just watching, it but acting it out as well - you’ll never understand the thrill of skydiving unless you’ve actually been skydiving. Beta Worlds are that chance for players to act out a concept without risking the real game’s health. A successful Beta can inspire confidence in players that the skill has a solid Core and interesting Expansions, while a failed Beta will make them glad that they got to try it and be fully informed before putting the skill to a poll (although that might be a little too optimistic for rage culture). Unfortunately, Betas are not without major disadvantages, the most prominent of which we shall investigate next.
5-3 - Development Effort
If you thought that the previous section on Skill Design Philosophy was lengthy and exhausting, imagine having to know all that information and then put it into practice.Mentally designing a skill in your head can be fun, but putting all that down on paper and making it actually work together, feel fully fleshed out, and following all the modern standards that players expect is extremely heavy work, especially when it’s not guaranteed to pay off in the polls like Quest or Slayer content. That’s not even taking into account the potentially immense cost of developing a new skill should it pass a poll. Whenever people complain that Jagex is wasting their resources trying to make that specific skill work, Jagex has been very explicit about the costs to pull together a design blog being pretty minimal. Looking at the previous blogs, Jagex is probably telling the truth. It’s all just a bunch of words, a couple art sketches, and maybe a basic in-game model or gif. Not to downplay the time it takes to write well, design good models, or generate concept art, but it’s nothing like the scale of resources that some players make it out to be. Of course, if a Beta was attempted as suggested last section, this conversation would take a completely new turn, and the level of risk to invested resources would exponentially increase. But this conversation calls to mind an important question: how much effort and resources do skills require to feel complete? Once upon a time, you could release a skill which was more or less unfinished. Take Slayer: it was released in 2005 with a pretty barebones structure. The fundamentals were all there, but the endgame was essentially a couple cool best-in-slot weapons and that was it. Since then, OSRS has updated the skill to include a huge Reward Shop system, feature 50% more monsters to slay, and to become an extremely competitive money-maker. Skills naturally undergo development over time, but it so often comes up during the designing of an OSRS skill that it "doesn't have enough to justify its existence." This was touched on deeply in Section 3-13 – Skill Bloat, but deserves reiterating here. While people recognize that skills continually evolve, the modern standard expects a new skill, upon release, to be fully preassembled before purchase. Whereas once you could get away with releasing just a skill's Core and working on Expansions down the line, that is no longer the case. But perhaps a skill might stand a better chance now than it did last year, given that the OSRS Team has doubled in number since that time. However, judging from the skill design phases that have previously been attempted (as we’ve yet to see a skill development phase), the heaviest cost has been paid in developer mentality and motivational loss. When a developer is passionate about an idea, they spend their every waking hour pouring their mind into how that idea is going to function,especially while they’re not at work. And then they’re obligated to take player feedback and adapt their ideas, sometimes starting from scratch, particularly over something as controversial as a skill. Even if they have tough enough skin to take the heavy criticism that comes with skill design, having to write and rewrite repeatedly over the same idea to make it “perfect” is mentally exhausting. Eventually, their motivation drains as their labour bears little fruit with the audience, and they simply want to push it to the poll and be done with it. Even once all their cards are down, there’s still no guarantee that their efforts will be rewarded, even less so when it comes to skills. With such a high mental cost with a low rate of success, you have to ask, “Was it worth it?” And that’s why new skill proposals are far and few between. A new skill used to be exciting for the development team in the actual days of 2007, as they had the developmental freedom to do whatever they wanted, but in the modern day that is not so much the case.
5-4 - The Problems of Democracy
Ever since the conceptualization of democracy in the real world, people have been very aware of its disadvantages. And while I don’t have the talent, knowledge, or time to discuss every one of these factors, there are a few that are very relevant when it comes to the OSRS Team and the polling process. But first we should recognize the OSRS Team’s relationship with the players. More and more, the Team acts like a government to its citizens, the players, and although this situation was intentionally instated with OSRS’s release, it’s even more prominent now. The Team decides the type of content that gets to go into a poll, and the players get their input over whether that particular piece makes it in. Similarly, players make suggestions to the Team that, in many cases, the Team hadn’t thought of themselves. This synergy is phenomenal and almost unheard of among video games, but the polling system changes the mechanics of this relationship. Polls were introduced to the burned and scarred population of players at OSRS’s release in 2013. Many of these players had just freshly come off RS2 after a series of disastrous updates or had quit long before from other controversies. The Squeal of Fortune, the Evolution of Combat, even the original Wilderness Removal had forced numerous players out and murdered their trust in Jagex. To try and get players to recommit to Runescape, Jagex offered OSRS a polling system by which the players would determine what went into the game, where the players got to hold all the cards. They also asked the players what threshold should be required for polled items to pass, and among the odd 50% or 55% being shouted out, the vast majority of players wanted 70%, 75%, 80%, or even 85%. There was a massive population in favour of a conservative game that would mostly remain untouched, and therefore kept pure from the corruption RS2 had previously endured. Right from the start, players started noticing holes in this system. After all, the OSRS Team was still the sole decider of what would actually be polled in the first place. Long-requested changes took forever to be polled (if ever polled at all) if the OSRS Team didn’t want to deal with that particular problem or didn’t like that idea. Similarly, the Team essentially had desk jobs with a noose kept around their neck – they could perform almost nothing without the players, their slave masters, seeing, criticizing, and tearing out every inch of developmental or visionary freedom they had. Ever hear about the controversy of Erin the duck? Take a look at the wiki or do a search through the subreddit history. It’s pretty fantastic, and a good window into the minds of the early OSRS playerbase. But as the years have gone on, the perspective of the players has shifted. There is now a much healthier and more trusting relationship between them and the Team, much more flexibility in what the players allow the Team to handle, and a much greater tolerance and even love of change. But the challenges of democracy haven’t just fallen away. Everyone having the right to vote is a fundamental tenet of the democratic system, but unfortunately that also means that everyone has the right to vote. For OSRS, that means that every member, whether it’s their first day in game, their ten thousandth hour played, those who have no idea about what the poll’s about, those who haven’t read a single quest (the worst group), those who RWT and bot, those who scam and lure, and every professional armchair developer like myself get to vote. In short, no one will ever be perfectly informed on every aspect of the game, or at least know when to skip when they should. Similarly, people will almost never vote in favour of making their game harder, even at the cost of game integrity, or at least not enough people would vote in such a fashion to reach a 75% majority. These issues are well recognized. The adoption of the controversial “integrity updates” was Jagex’s solution to these problems. In this way, Jagex has become even more like a government to the players. The average citizen of a democratic country cannot and will not make major decisions that favour everyone around themselves if it comes at a personal cost. Rather, that’s one of the major roles of a government: to make decisions for changes for the common good that an individual can’t or won’t make on their own. No one’s going to willingly hand over cash to help repave a road on the opposite side of the city – that’s why taxes are a necessary evil. It’s easy to see that the players don’t always know what’s best for their game and sometimes need to rely on that parent to decide for them, even if it results in some personal loss. But players still generally like the polls, and Jagex still appears to respect them for the most part. Being the government of the game, Jagex could very well choose to ignore them, but would risk the loss of their citizens to other lands. And there are some very strong reasons to keep them: the players still like having at least one hand on the wheel when it comes to new content or ideas. Also, it acts as a nice veto card should Jagex try to push RS3’s abusive tactics on OSRS and therefore prevent such potential damage. But now we come to the topic of today: the introduction of a new skill. Essentially, a new skill must pass a poll in order to enter the game. While it’s easy to say, “If a skill idea is good enough, it’ll pass the threshold,” that’s not entirely true. The only skill that could really pass the 75% mark is not necessarily a well-designed skill, but rather a crowd-pleasing skill. While the two aren’t mutually exclusive, the latter is far easier to make than the former. Take Dungeoneering: if you were to poll it today as an exact replica of RS2’s version, it would likely be the highest scoring skill yet, perhaps even passing, despite every criticism that’s been previously emphasized describing why it has no respect for the current definition of “skill.” Furthermore, a crowd-pleasing skill can easily fall prey to deindividualization of vision and result in a bland “studio skill” (in the same vein as a “studio film”), one that feels manufactured by a board of soulless machines rather than a director’s unique creation. This draws straight back to the afore-mentioned issues with democracy: that people A) don’t always understand what they’re voting for or against, and B) people will never vote for something that makes their game tougher or results in no benefit to oneself. Again, these were not issues in the old days of RS2, but are the problems we face with our modern standards and decision making systems. The reality that must be faced is that the polling system is not an engine of creation nor is it a means of constructive feedback – it’s a system of judgement, binary and oversimplified in its methodology. It’s easy to interact with and requires no more than 10 seconds of a player’s time, a mere mindless moment, to decide the fate of an idea made by an individual or team, regardless of their deep or shallow knowledge of game mechanics, strong or weak vision of design philosophy, great or terrible understanding of the game’s history, and their awareness of blindness towards the modern community. It’s a system which disproportionately boils down the quality of discussion that is necessitated by a skill, which gives it the same significance as the question “Should we allow players to recolour the Rocky pet by feeding it berries?” with the only available answers being a dualistic “This idea is perfect and should be implemented exactly as outlined” or “This idea is terrible and should never be spoken of again.” So what do you do? Let Jagex throw in whatever they want? Reduce the threshold, or reduce it just for skills? Make a poll that lists a bunch of skills and forces the players to choose one of them to enter the game? Simply poll the question, “Should we have a new skill?” then let Jagex decide what it is? Put more options on the scale of “yes” to “no” and weigh each appropriately? All these options sound distasteful because there are obvious weaknesses to each. But that is the Third Great Irony we face: an immense desire for a new skill, but no realistic means to ever get one.
6-0 - Conclusion
I can only imagine that if you’ve truly read everything up to this point, it’s taken you through quite the rollercoaster. We’ve walked through the history of OSRS skill attempts, unconstructive arguments, various aspects of modern skill design philosophy, and the OSRS Team and skill design process. When you take it all together, it’s easy to get overwhelmed by all the thought that needs to go into a modern skill and all the issues that might prevent its success. Complexity, naming conventions, categorizations, integration, rewards and motivations, bankstanding and buyables, the difficulties of skill bloat, balancing, and skill endgames, aesthetics, the design process, public presentation, development effort, democracy and polling - these are the challenges of designing and introducing modern skills. To have to cope with it all is draining and maybe even impossible, and therefore it begs the question: is trying to get a new skill even worth it? Maybe. Thanks for reading. Tl;dr: Designing a modern skill requires acknowledging the vast history of Runescape, understanding why players make certain criticisms and what exactly they’re saying in terms of game mechanics, before finally developing solutions. Only then can you subject your ideas to a polling system that is built to oversimplify them.
GameMaker Studio 2.3.1 will allow you to build games for Raspberry Pi - here's how to get it all working!
GameMaker: Studio 2.3.1 will be introducing a significant amount of support for platforms running on ARM. For the most part, exporting to these platforms is a subset of the target platforms (specifically Mac OS and Ubuntu/Linux) that already are supported by GMS2, but the magic happens in the export! If the platform you’re targeting is running on an ARM processor, the build process will handle the heavy lifting. I’ve left a full guide below to getting your projects running on a Raspberry Pi - here are the important take-away’s if you’re familiar with the Ubuntu export process
When building for Linux normally, GMS2 builds a 64-bit binary. This is NOT the case with the ARM build process - it in fact DEPENDS on you running a ARMv7 architecture, which is great news for older hardware (Raspberry Pi 2 + 3).This also means that building your project with a Raspberry Pi 4 running Ubuntu Desktop is out of the question for now, as only 64-bit binaries exist officially.
You can build and run your project with Raspbian (the default Raspberry Pi linux distribution)
Warning: Depending on your project, performance will vary significantly - you should expect to overclock your Raspberry Pi CPU and GPU clock speeds to achieve best performance in graphically intense games. Most folks have their Pi’s overclocked, and it’s a very straight forward process that you can learn about here. I suggest getting a case for your Pi with heatsinks and fan, regardless of your configuration.
Known Supported Linux Distributions for building GMS2 projects on RPi
Ubuntu MATE (ARMhf version)
It’s important to note, while I haven’t tried it, the binaries generated should work fine on most distros running on ARMv8.
What you’ll need:
GameMaker: Studio 2.3.1 (beta currently available on the YYG website) with Desktop export running on either Windows or Mac OS
A Raspberry Pi (I have only done this with the Raspberry Pi 4 model B, but it should work with RPi 3’s as well at the very least).
A linux distribution that is for ARMhf or ARMv7 (The default Raspbian OS works perfectly)
Step 1: Setting up your Raspberry Pi
There are plenty of guides for how to do this online, so I’ll assume you can figure most of this out.Prepare your SD card with either Raspbian or Ubuntu MATE and boot into it on your Raspberry Pi. I suggest going with Raspbian, and most of my notes in here will be specific to it - it will be the most straight-forward option and likely the best performance on Pi. Once Raspbian has booted, let it update using the built-in update manager (it might take a little while) Find a way to entertain yourself... this might take a little bit.
Step 2: Install the dependencies
This is pretty much the same as it would be in any regular Linux setup to build your GMS2 projects, however, if you’re using Raspbian some of the regular dependencies will already be installed - so I’ve skipped the ones we won’t need right now in the list below. If you’re having an issue or using Ubuntu MATE, check out the full list here. > Open "Terminal" For each of these you’ll type “sudo apt install” followed by the listed name, so for the first one we’ll go:
Raspbian has the OpenSSH server dependency that GameMaker: Studio needs already installed, but it’s inactive by default. Browse to the Raspberry Pi Configuration window (located in the Raspberry Pi icon menu > Preferences > Raspberry Pi Configuration and over to the tab “Interfaces”. Enable SSH and press OK. Do not forget to enable SSH!
Step 4: Reboot
I can’t stress this enough - Reboot your Pi. Just do it, it may or may not do anything at this point, but it’s better than not doing it.
Step 5: Set up your connection in GameMaker
This is pretty straight-forward. In the upper right hand corner of your IDE window, change your target platform to Ubuntu.Add a Device for your Raspberry Pi. You can set the Display Name to anything you’d like to, Host Name should be the local ip address for the Raspberry Pi - an easy way to get this is by typing “hostname -I” into your terminal on the Raspberry Pi. By default, if using Raspbian, your username is “pi” and your password is what you set during the Raspbian setup. Here's what my device looks like - your hostname is most definitely different <3 Press “Test Connection” - you should see a message that the connection was successful! If not, double check that the IP address you dropped into Host Name is correct and that you followed step 3 to enable the SSH server. Press “OK” once you’ve gotten a Connection Successful message, and you’re off to the races!
Hello ladies, gays, enbys, and other pots-and-pans enthusiasts and welcome to the 2019 Hyperpop Rate! I'm your host, quenched, and am here to guide you through this month's rate full of boundary-pushing, experimental, over-the-top bubblegum bass, or as it is more commonly called, hyperpop. The genre has come a long way since it's humble PC Music beginnings and has grown to boast a large cult fanbase, majority of which is made of members of the LGBTQ+ community. Here are the cling clang bitches we will be rating: In case you're impatient like me and already know the drill... HERE is the link to the Spotify playlist HERE is the link to submit scores
Up first, we have Slayyyter, queen of high-budget-sounding-but-actually-low-budget Grindrcore music, with her self-titled debut mixtape. After releasing a string of singles starting in 2018 with BFF, featuring hyperpop legend Ayesha Erotica, she has held the attention of gays and hyperpop fans everywhere, propelled by her dominating stan-like presence on social media. While not every loose single made the cut for her mixtape, she still has a versatile discography with zero misses, whether making filthy, horny bangers on songs like "Candy" and "Daddy AF", braggadocious bops "Cha Ching" and "Celebrity", or glittery bubblegum pop such as fan-favorite "Mine". Warning: you will become slightly gayer upon album completion.
This rate marks the first time in Popheads rate history we have cut an album from a rate and replaced it with another. LIZ's album "Planet Y2K" was supposed to be in the rate initially, but it came to my attention that she is a transphobic Trump supporter with NO apology or backtrack ever given. So, I posted this comment one day in a Daily Discussion post, and after 72 votes, 65% of you wanted LIZ to be replaced with 100 gecs (which honestly is better anyways musically speaking). 100 gecs are definitely one of the more well known hyperpop acts. The critically acclaimed duo are one of the few hyperpop acts to reach well beyond the LGBTQ+ audience. Consisting of Dylan Brady and Laura Les (who is trans!!!), the duo's debut album, especially money machine, has gone semi-viral within the music sphere and TikTok alike. If you can say one thing about this album, it's that you never know what to expect or what crazy sounds you're going to hear next! They also released a phenomenal remix album called "1000 gecs and The Tree of Clues", reimagining every song on this album and featuring many Popheads favorites such as Charli XCX and Kero Kero Bonito. gecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgec
Challenging heteronormativity and the gender binary, Dorian exploded onto the scene with many loose singles, beginning with Clitopia in 2016. These singles led up to Flamboyant, an abrasive, electropop album that doesn't have a single skip! The album also features some production by Dylan Brady, who is one-half of 100 gecs, also present in this rate. Beyond the songs themselves all being bangers, lyrically Dorian explores different aspects of their sexuality and masculinity in songs such as "Emasculate", "Flamboyant", and Adam & Steve, a song which is sure to resonate which any religious gays participating in the rate. Dorian has already released their second album "My Agenda", which I also definitely recommend everyone streams after doing the rate! Note: Dorian uses they/them pronouns so I'm gonna be mad if I get any ballots using anything otherwise!
Lastly we have Hannah Diamond, who has been around the longest of the artists in this rate, releasing her first song in 2013. She was one of the first names in PC Music, taking her until 2019 to release her debut album (giving Sky Ferreira a run for her money as far as album waits go). Featuring A.G. Cook production and dreamy vocals from Hannah, this album was definitely worth the long wait!
Unfortunately for this rate, we couldn't include the queen of hyperpop, Emily Montes, as she did not debut until 2020, therefore not fitting the rate theme. At only 5 years old, she is already receiving fairly decent critical reception. She has two projects on Spotify, the self-titled debut album, Emily Montes and the also self-titled EP, Emily. Featuring experimental production, lyrics that touch on serious topics such as COVID-19 and BLM, and never-before-seen insight into a 5 year old's life, both projects are masterpieces. Despite the seemingly large amount of songs, the bonus rate only lasts 7 minutes and 47 seconds so I definitely recommend setting aside this short amount of time to participate and experience a true visionary. This part is completely optional and is just for fun. You may rate as many or as few songs as you'd like. No 0's or 11's, and and no minimum artist average. Here are the songs for the bonus rate:
Since 1983, I have lived, worked and raised a family in a progressive, egalitarian, income-sharing intentional community (or commune) of 100 people in rural Virginia. AMA.
Hello Reddit! My name is Keenan Dakota, I have lived at Twin Oaks, an income-sharing, intentional community in rural Virginia for 36 years, since 1983. I grew up in northern Virginia, my parents worked in government. I went to George Mason University where I studied business management. I joined Twin Oaks when I was 23 because I lost faith in the underpinnings of capitalism and looking for a better model. I have stayed because over time capitalism hasn't looked any better, and its a great place to raise children. While at Twin Oaks, I raised two boys to adulthood, constructed several buildings, managed the building maintenance program, have managed some of the business lines at different times. Proof this is me. A younger photo of me at Twin Oaks.Here is a video interview of me about living at Twin Oaks.Photo of Twin Oaks members at the 50th anniversary. Some things that make life here different from the mainstream:
The labor system - all work is considered equal, whether you are earning income for the community or not. Cooking/cleaning counts the same as planning the annual budget. Also, you don't have to do the same job all week - your day can be a mix of indoor and outdoor work, you have freedom to arrange your day, and you can gain skills in a wide array of tasks and trades.
Non-gender binary, queer and trans people are very welcome at Twin Oaks. People introduce themselves with their pronouns and a significant number of our members go by they/them.
Verbal consent culture is very important here. It is not okay to touch anyone without asking.
Nudity and partial nudity is allowed in some parts of the farm, such as in the sauna, swimming hole, on the hiking trails, etc.
Our social norms prohibit using phones in common areas when other members are present, with the exception of a few cafe-style spaces.
Every day we provide a home-cooked, plant-based lunch and dinner with options for special diets including vegetarian, vegan, gluten-free, and no onions & garlic.
Raising kids here is easier. Some of the time that parents spend raising their children counts towards their labor quota. Many of the kids are home-schooled or "unschooled", and they spend more time outside than in front of a screen. The kids have no problem passing the state's annual standardized test to move onto the next grade level.
We have a shared clothing resource called Commie Clothes, which is like a free thrift store. Borrow something and then return it dirty, and it gets washed and re-hung up.
More about Twin Oaks: Twin Oaks is an intentional community in rural central Virginia, made up of around 90 adult members and 15 children. Since the community's beginning in 1967, our way of life has reflected our values of cooperation, sharing, nonviolence, equality, and ecology. We do not have a group religion; our beliefs are diverse. We do not have a central leader; we govern ourselves by a form of democracy with responsibility shared among various managers, planners, and committees. We are self-supporting economically, and partly self-sufficient. We are income-sharing. Each member works 42 hours a week in the community's business and domestic areas. Each member receives housing, food, healthcare, and personal spending money from the community. We have open-slots and are accepting applications for new members. All prospective new members must participate in a three-week visitor program. Applicants to join must leave for 30 days after their visit while the community decides on their application. We offer a $5 tour on Saturdays of the property, starting in March. More info here. Ask me anything! TL;DR: Opted out of the rat-race and retired at 23 to live in the woods with a bunch of hippies. EDIT: Thanks for all the questions! If you want some photos of the farm, you can check out our instagram. EDIT2: I'm answering new, original questions again today. Sort by new and scroll through the trolls to see more of my responses. EDIT3: We DO have food with onion & garlic! At meals, there is the regular food, PLUS alternative options for vegan/vegetarian/no gluten/no onions & garlic. EDIT4: Some of you have been asking if we are a cult. No, we are not. We don't have a central leader or common religion. Here are characteristics of cults, FYI. Edit: Yikes! Did I mention that I am 60? Reddit is not my native land. I don't understand the hostile, angry and seemingly deliberately obtuse comments on here. And Soooo many people! Anyway, to the angry crowd: Twin Oaks poses no threat to anyone, we are 100 people out of a country of 330 million? Twin Oaks reached its current maximum population about 25 years ago, so not growing fast, or at all. Members come and go from Twin Oaks. There are, my guess is, 800 ex-members of Twin Oaks, so we aren't holding on to everyone who joins—certainly, no one is held against their will. Twin Oaks is in rural Virginia, but we really aren't insular, isolated, gated or scared of the mainstream culture. We have scheduled tours of the whole property. Local government officials, like building inspectors, come to Twin Oaks with some frequency. People at Twin Oaks like to travel and manage to do so. I personally, know lots of people in the area, I am also a runner, so I leave the property probably every day. There are lots of news stories about Twin Oaks over the years. If you are worried about Twin Oaks, maybe you could go read what the mainstream (and alternative) media have to say. Except about equality Twin Oaks is not particularly dogmatic about anything. (I know some people at Twin Oaks will disagree with that statement.) Twin Oaks isn't really hypocritical about Capitalism, Socialism, or Communism, we just don't identify those concepts as something that we are trying to do. Twin Oaks is not trying to DO Communism, we are trying to live a good life with equally empowered citizens—which has led us to try to maintain economic parity among members. Communists also do that. In making decisions in the community I don't remember anyone trying to support or oppose an idea due to excess or insufficient Communism, Socialism, or Capitalism. In most practical senses those words aren't useful and don't mean anything. So, no need to hammer Twin Oaks for being insufficiently pure, or hypocritical. Twin Oaks is very similar to the Kibbutz in Israel. If anyone has concerns or questions about what would happen if places like Twin Oaks suddenly became much larger and more common, read about the history of the Kibbutz, which may have grown to possibly 1% of the population at their largest? There was and is no fight with Capitalism from the kibbutz—or with the State. My point is—not a threat. To the other people who think that the ideas of Twin Oaks are interesting, I want you to know it is possible to live at Twin Oaks (or places like Twin Oaks) and happily live ones entire life. There is no central, critical failing that makes the idea not work. And plenty of upside. But do lots of research first. Twin Oaks maintains a massive web site. (Anyway, it takes a long time to read.) But what I would like to see is more people starting more egalitarian, income-sharing communities. I think that there is a need for a community that is designed and built by families, and who also share income, and provide mutual support with labor and money. If you love this concept, maybe consider gathering together other people and starting your own. Ideologically speaking: -Ecology: the best response to ecological problems is for humans to use fewer resources. The easiest way to use fewer resources is to share resources. Living communally vastly cuts down on resource use without reducing quality of life. -Equality: ideologically speaking, most people accept the idea that all humans have equal rights, but most social structures operate in ways that are fundamentally unequal. If we truly believe in equality then we ought to be willing to put our bodies where our ideology is. In a truly equal world, the issues of sexism and racism and all other forms of discrimination would, essentially, not exist. -Democracy: Twin Oaks uses all manner of decision-making models and tools to try to include everyone and to keep people equally empowered. There is no useful word for this. We do use a majority vote sometimes, as a fallback. But sometimes we use consensus. We sometimes use sociocracy (dynamic governance). The word "Isocracy" (decision-making among equals), would be useful to describe Twin Oaks' decision-making model, but Lev in Australia has written an incomprehensible "definition" on Wikipedia, that he keeps changing back when someone corrects it. -Happiness: The overarching goal of all ideologies is to make people happy, right? I mean, isn't it? Capitalism is based upon the belief that motivation is crucial to human aspiration and success (and therefore more happiness). Under Capitalism, equality is a detriment because it hinders motivation (less fear of failure, or striving for success). Twin Oaks believes that humans are happier when they are equal, and equally empowered. So the place to start up the ladder of happiness is to first make everyone equal. Well, Twin Oaks is mainly still working on that first step. EDIT5: Some have asked about videos - here are links to documentaries about Twin Oaks by BBC, VICE and RT.
It's been 4 Days since my Spouse Came Out as MTF - Here are Some Random Thoughts I've had!
I (cis-f, 33) have been a bit of a hot mess the past week and my mind has been all over the place. Because this is so new (and subject to change), we aren't telling anyone else at the moment, so I don't have a sounding board, so thank you, internet, for giving me an outlet to talk about my feelings thoughts. I am sorry if any of this is triggering. I'm new and still learning what this means.
My spouse told me that it would be easier to buy them a Christmas gift this year (more options!). "Do you want Bath and Body Works Products? - That was like *the* default "girl" gift that I received when people started getting gifts when I was becoming a 'woman'." -- They said that they would be into that.
If we stay together and they go through a full social-transition, I was thinking that it would be exciting to do a renewal of vows, like a small thing with both of us in dresses, with like a small beach ceremony and just super supportive people around us (I know I am WAY ahead of myself).
This was immediately followed by fear about them being "prettier" than me and getting so many compliments and me being the ugly one. I am also really not interested in being masculine in any way and I have this weird insecurity about not being seen as feminine or "good enough" at being a girl.
My spouse is good at a HUGE range of things. They are really remarkable in that regard and I am afraid that the more feminine they express, the more competition I will feel with them and they will beat me because they are going to be better at those things.
"Maybe you should try one of my bras, it's not like *I've* worn one since the beginning of this quarantine." Haha
I am a little insecure that we are similar size width-wise (they are definitely taller) but I've been struggling with my weight, so they can wear some of my dresses, for example, but they may be a little short. I wish I was small enough that we couldn't just interchange clothes so easily, but I guess we could both share double the wardrobe.
It is nice that they can try on clothes that they don't have to buy right away. Definitely cheaper.
My in-laws already hate me for other unrelated reasons and I just *know* that they will blame this situation on me. I am unsure how my parents would respond, but they have definitely expressed low-level homophobia. They are in the "I don't want to see it" camp. I am also fairly certain my mom will believe that this is a "mental health illness" and means that my spouse is a sexual deviant.
This viewpoint scares me because it resonates with my internalized transphobia. That being "born in the wrong body" is an illness or some sick and twisted sexual fetish. If anyone has any ways to combat this initial reaction to this, I would love to know how to de-condition myself. Unfortunately, I associate transgenders as being a bit "weird" and now I'm having cognitive dissonance because I don't want to believe that my spouse is a weird sexual deviant.
I also know that I have a hard time with emotional boundaries and self-doubt, so if someone comes at me with a strong opinion, I have a hard time not letting that get to me. Plus I'm a people-pleaser and I'm sure we will meet with some awful people along this journey.
I'm afraid that this will reflect "poorly" on me and it gives me a sense of shame -- then I feel shame about the shame in a shame-spiral.
If my in-laws disown them, I wonder if my spouse will change their last name. Should I change my last name? Should we pick a whole new name together? -- I do not feel "non-conformist" enough to do this.
It's only been 4 days since they came out to me and they have already just skipped over the non-binary phase. Weirdly my spouse has expressed discomfort in the "in-between" space and has gone right to the feminine.
I was super stressed about the election a week ago and now it is barely on my radar. The nice thing is I can hide my volatile emotions in election-stress, but for how long?
I am like the worst secret-keeper in the world and this is definitely the biggest secret I have ever been asked to keep. I feel like it is written all over my face and I just hate it so much. I do NOT want to out them, but I am so scared I will CRACK under this pressure.
This is interesting in that I have been working on healing an eating disorder. Today my nutritional coach called and asked how I was doing and that was hard for me. I don't want to completely derail my progress or really get into "this" with her, but I'd be lying if I said I haven't eaten/drank irresponsibly during the last week because of my strong emotions.
Will *I* be accepted into the LGBTQ community? What IS my sexuality? I haven't really had to think about it before. Can I be a "real" bisexual/lesbian? Would I ever be viewed that way?
Are we moving too fast? My spouse is like in a dress, one of my padded bras, makeup, and shaved their legs/chest already. They seem so happy. I feel happy that they are happy. I actually feel honored that they feel safe enough with me to explore so fully so quickly. It makes me feel like our marriage is stronger than I thought.
They used some body spray and women's deodorant and now they smell different and that is unexpectedly disorienting for me.
I don't like the rhetoric of "dead" name because I don't want to believe my spouse is "dead" -- their current name is one of those names that is generally used for a boy, but every once in a while is used for a girl (which is weirdly cool and hot and edgy to me). They aren't sure they want to actually change their first name, but I think I need something to call them so I can get more into the space of mentally viewing them the way they are presenting.
I have this weird fear that when people find out they will be more upset about it than me. I haven't cried for example, but I just know someone else will, even though it won't affect them as much as it will affect me. That's weird and gate-keeping, I know, but I just feel like if I can "keep it together" so can they.
I have some issues with emotions/emotional expression (especially sadness) and maybe this triggers me because it sometimes feels like I have "robot" feelings and that if I don't cry/mourn then "I don't care" as much. Believe me. I care. This intimately affects me.
If they go on hormones will their sexuality change? Is that a common thing? If they start on hormones, how would that change their personality? They are one of the most chilled-out, contented, calm people I've ever met, but will hormones make them overly emotional?
When I first thought about my sexuality, I thought/believed that the reason I could never be a lesbian would be 1) I want to be unequivocal 'the girl' and I was afraid of sharing that role and 2) I wouldn't want to deal with the over-emotionality of women. I have believed that I could probably be sexually attracted to women, but would be hesitant to be in a romantic relationship with them because it seems harder to be with a woman (both socially in society) and I am much more aligned with the "receiver" / the one who is cared for rather than the "provider" / the one who cares for the other. <-- I don't even know HOW to do that effectively.
Let me clarify, I care for my spouse but it's generally the emotional care, not the "let me get rid of this spider" type of care. I can hold space for them to explore themselves, but I'm not gonna be able to protect them from a violent predator. I still want them to hold me.
So yeah, that's all pretty random. I'm very "heady" and just think a million-times a minute, so this is just the things that have been standing out to me. Thank you for listening.
Completing the 2020 Bingo Challenge: Short Story Edition
Completing the 2020 Bingo Challenge: Short Story Edition One of the rules of the Fantasy Bingo Reading Challenge is that you can read an anthology or collection for any of the squares. I’ve always been a fan of short fiction, so I’ve occasionally used this rule to complete my Bingo Card (I used three collections outside of the Five Short Stories square last year, for example). When planning my card for the 2020 Bingo, I noticed that several of the squares fit quite well for some of the collections and anthologies I had (a Star Trek anthology for Exploration, books with colors or numbers in their names, etc.). “What if…” I wondered, “…I can do it for every square?” Thus, my project is born: Complete my Bingo card using only books of short stories, following all the other rules of Bingo. I did not repeat a single author from one square to another, and I even made sure not to repeat editors, either. Look on my Works, ye Mighty, and despair! A brief aside before we start, some terms I use that some may not be familiar to some:
Anthology: A book of short stories by multiple authors, usually assembled by an editor whose name is attached to the book (i.e. The Book of Dragons edited by Jonathan Strahan)
Collection: A book of short stories by a single author (i.e. Kabu Kabu by Nnedi Okorafor)
Short Story Cycle: A book of short stories that has its own narrative (i.e. Moral Disorder by Margaret Atwood). Some similarities with “interlinked collection,” “mosaic novel,” and “fix-up novel” (The Martian Chronicles by Ray Bradbury being a famous example of the latter).
Reprint and Original: Many anthologies/collections reprint stories published previously (reprint) vs. originally written for the book in question (original). Some collections will mix it up (such as a reprint collection with one original story to encourage readers who have read the others to pick up the new book).
Why? What did I hope to accomplish by doing this particular short fiction challenge? Some of my friends will complain about the Five Short Stories square (especially the hard mode requirement to read a book), and I wanted to spite them a little bit and also demonstrate that there’s a lot of different and interesting books out there to read in that format! Planning: The hardest thing about this was the original planning, as several books I thought would be an easy match for the square didn’t work because another anthology I planned to use already included that author, so I had to dig a bit deeper to find something that didn’t repeat any authors. Also, in past Bingo Challenges, my cards are usually quite fluid as I shift books around throughout the year. Because of all the authors I was juggling, I couldn’t easily do that (though it was vastly easier to do with collections instead of anthologies, for obvious reasons). Numbers: For this card, I officially read 32 books for the 25 squares: One of those books was quite short, so I read an additional three to meet the length requirement. For the original Five Short Stories square, I decided to be obnoxious and read five collections. These 32 books included 1 short novel (included in one of the collections), 8 novellas, 106 novelettes, 498 short stories, and 3 poems for a total of at least 2,739,975 words (the rough equivalent of reading the first nine novels of The Wheel of Time). I read 189 different authors. In addition to the 32 books above, I read 15 “pre-Bingo” books—books I felt I needed to read to be able to read the anthology or collection I actually used for my Bingo Card. Fifteen of the 32 books were ones I already owned. Nine books I checked out from the library. Five books I bought specific for Bingo, and three books were free (gifts or free online). 1. Novel Translated from Its Original Language: There Once Lived a Woman Who Tried to Kill Her Neighbor's Baby: Scary Fairy Tales by Ludmilla Petrushevskaya (reprint collection)
Reason: I couldn’t read my first choice so I looked through my TBR list to find another SF/F collection I thought would be a translation. It also won the 2010 World Fantasy Award for Best Collection.
Favorite Story: “My Love” as I really liked how the characters grew apart and then back together again.
Recommended: Only if you like short depressing literary fiction that mostly hinge on dreams and ghosts.
Hard Mode: Yes, Pretrushevskaya is a woman.
Other Options: I really wanted to read Xia Jia’s A Summer Beyond Your Reach, but she had a story in another anthology I read. I also considered one of Ken Liu’s Chinese SF/F anthologies (Invisible Planets or Broken Stars). I read Jurado & Lara’s Spanish Women of Wonder last year. Etgar Keret’s Fly Already, Kenji Miyazawa’s Once and Forever, or Yoko Ogawa’s Revenge also looked promising.
2. Setting Featuring Snow, Ice, or Cold: Frozen Fairy Tales edited by Kate Wolford (original anthology)
Reason: I literally searched snow and anthology and this was one of the early options.
Favorite Story: tie between “The Stolen Heart” by Christina Ruth Johnson and “Death in Winter” by Lissa Sloan; the first just felt great, and the second has this haunting feel I loved.
Recommended: Yes; a good selection of fairy tale-inspired stories. Read during the summer, though, it felt really cold.
Hard Mode: Yes, every story is in a snowy or cold setting.
Other Options: I’m kind of mad that I didn’t come across Snowpocalypse: Tales of the End of the World (edited by Clint Collins and Scott Woodward) until after I read my original choice. I like silly titles.
3. Optimistic Spec Fic: Ingathering: The Complete People Stories by Zenna Henderson (short story cycle, 1 original to this book)
Reason: I’ve had a copy of this book for a couple years, and I needed an excuse to read it. It’s actually an omnibus of Henderson’s two People collections plus some previously uncollected stories. I’ve read the first People collection (Pilgrimage) several times people).
Favorite Story: I’ll say “Ararat” here, but the first six stories (the original Pilgrimage collection) are amazingly wonderful and heartwarming.
Recommended: Yes, absolutely. Zenna Henderson deserves more attention.
Hard Mode: Yes. <3
Other Options: If Henderson’s book hadn’t worked out, I considered Heiroglyph (edited by Ed Finn & Kathryn Cramer) and Salena Ulibarri’s two Glass and Gardens anthologies (Solarpunk Summers and Solarpunk Winters), but that would’ve required juggling my card.
4. Novel Featuring Necromancy: The Book of the Dead edited by Jared Shurin (original anthology)
Reason: I asked Jared Shurin (pornokitsch) if he knew of any anthologies with a necromantic theme, and he rattled off five or six options before remembering that he himself had edited an anthology about mummies. I don’t know how you forget something like that.
Favorite Story: tie between “Old Souls” by David Thomas Moore and “Three Memories of Death” by Will Hill (non-SF/F)
Recommended: Yes, but it’s out of print! Several of the stories were reprinted in Paula Guran’s The Mammoth Book of the Mummy, including “Three Memories of Death.”
Hard Mode: No, through several do have mummies as protagonists.
Other Options: I was considering Brian McNaughton’s The Throne of Bones since the description seemed rather death-magicky. At this point, the Paula Guran anthology above would probably be a good choice.
5. Ace/Aro Spec Fic: Life Within Parole, Volume 1 by RoAnna Sylver (collection, mix of reprint and original)
Reason: A friend found this on Claudie Arseneault’s asexual recommendations website, which was good, but I felt I needed to read her novel Chameleon Moon first to understand the collection. I’m glad I did.
Favorite Story: Reluctantly “Phoenix Down” as it felt the most self-contained.
Recommended: Only if you loved Chameleon Moon, which I only recommend if you like a sample of the writing. It’s amazingly diverse in representation, but my frustrations with the novel related more towards its pacing and worldbuilding. Plus I don’t like superheroes.
Hard Mode: Yes, half the stories have an asexual or aromantic protagaonist.
Other Options: My original choice was Common Bonds: An Aromantic Speculative Anthology edited by Claudie Arseneault, C.T. Callahan, B.R. Sanders, and RoAnna Sylver, a Kickstarter-funded book. However, due to the pandemic, the publication was pushed back, and I didn't want to wait any longer. I also seriously considered Chuck Tingle’s Not Pounded in the Butt.
6. Novel Featuring a Ghost: Ghost Stories of an Antiquary by M. R. James (collection, mix of reprint and original)
Reason: I just searched ghost anthology, and this was a top result. I have actually never heard of M. R. James before this year, but I gather he’s a huge influence since he’s written so many ghost stories.
Favorite Story: “The Mezzotint” as it was the one that creeped me out the most.
Recommended: Yes, but only if you realize that it’s got an older style to them (since this book came out in 1904), and that most of these stories won’t creep you out in the year 2020.
Hard Mode: No, the ghosts are either antagonists or obstacles.
Other Options: I actually don’t know, I stopped searching after I found the book. M. R. James does have 3 more collections of ghost stories, though (all of 4 of which have been gathered in Collected Ghost Stories by M. R. James).
7. Novel Featuring Exploration: No Limits edited by Peter David (original anthology)
Reason: I read the first few Star Trek: New Frontier novels back in the late 1990s, but never finished it, so I got all the books for a personal readthrough. Star Trek is by definition perfect for the exploration square, so I read the books. However, I was reading them in publication order, so I had to read the first 14 books before I could get to the anthology!
Favorite Story: “Waiting for G’Doh, or, How I Learned to Stop Moving” is a rather funny story about the security officer Zak Kebron at the beginning of his career.
Recommended: Yes, but only if you’ve read at least the first six Star Trek: New Frontier novels (all the stories are set before the first book, but most of the characters aren’t really established until you’ve read the first four).
Hard Mode: Maybe, nearly all the stories feature exploration, but the plots are often about backstories for the main characters of the series.
Other Options: I considered James Alan Gardner’s Gravity Wells (his novel Expendable is a perfect exploration book, so I was hoping the collection would work). Past anthologies that would probably work is Federations edited by John Joseph Adams, Galactic Empires edited by Neil Clarke, and maybe Alastair Reynolds’s Deep Navigation or Galactic North.
8. Climate Fiction: Everything Change: An Anthology of Climate Fiction edited by Manjana Milkoreit, Meredith Martinez, & Joey Eschrich (original anthology)
Reason: A friend recommended to me as this theme was getting difficult for me to find, as all my other options included stories by authors I had to read for other squares. This book was produced from a short story contest run by the Imagination and Climate Futures Initiative at Arizona State University and judged in part by Kim Stanley Robinson.
Favorite Story: “On Darwin Tides” by Shauna O’Meara, which follows a “sea gypsy” in Malaysia as she struggles in this new dystopian future.
Recommended: Only if the topic appeals to you—because it was a contest, the stories are mostly from amateur writers and the quality mostly shows. It’s free online, though, and there’s a second book, Everything Change II, which I’ve been told is better.
Hard Mode: No, most of them are apocalyptic or post-apocalypse.
Other Options: My original choice was Drowned Worlds edited by Jonathan Strahan, but there’s also Loosed upon the World: The Saga Anthology of Climate Fiction edited by John Joseph Adams, and I imagine a lot of solarpunk-themed books could work for this, too.
9. Novel with a Color in the Title: The King in Yellow by Robert W. Chambers (original collection)
Reason: I already had it (it’s available on Project Gutenberg)
Favorite Story: “In the Court of the Dragon” which felt like one of the creepier stories to me.
Recommended: Honestly, no. Only half the stories are SF/F, the other half are all stories about bohemian artists in Paris. This book is known for the stories involving “The King in Yellow” play, but they didn’t really work for me.
Hard Mode: Yes.
Other Options: I considered using Judith Tarr’s Nine White Horses, the anthology Blackguards, Jack Vance’s Wild Thyme, Green Magic, Walter Jon Williams’s The Green Leopard Plague and Other Stories, Black Feathers edited by Ellen Datlow, or How Long ‘til Black Future Month? by N. K. Jemisin.
10. AnyFantasyBook Club Book of the Month ORFantasyReadalong Book: Sooner or Later Everything Falls into the Sea by Sarah Pinsker (reprint collection, 1 original to this book)
Reason: The Goodreads Book of the Month club picked it for June this year. I did own or read all the other options that were available at the time.
Favorite Story: tie between “And Then There Were (N-One)” and “In Joy, Knowing the Abyss Behind”
Recommended: Yes! There’s only one story I would rate less than 4 stars in this book.
Hard Mode: Yes, I actually led the discussion for the book in June.
Other Options: We don’t read very many collections or anthologies for the Fantasy book clubs, so my only choices were Fritz Leiber’s Sword and Deviltry (Classics club, November 2017), Mahvesh Murad & Jared Shurin’s anthology The Djinn Falls in Love and Other Stories (RAB, May 2018), and we currently have Daniel M. Lavery’s The Merry Spinster for FIF (September 2020). There’s also the Dresden Files read-along which did two of Butcher’s collections, and the Uncanny Magazine Disabled People Destroy Science Fiction/Fantasy read-along (those would’ve been rereads for me, though).
11. Self-Published Novel: In the Stars I'll Find You & Other Tales of Futures Fantastic by Bradley P. Beaulieu (mostly reprint collection)
Reason: I already owned this, it was basically the oldest self-published collection I had.
Favorite Story: tie between “Flashed Forward” and “No Viviremos Como Presos” – both dealing with a lot of emotions.
Recommended: Yes, the only other stories by Beaulieu I’ve read were 2 co-written novellas, and I felt this collection was better. I haven’t read his novels so I can’t compare.
Hard Mode: Yes, at the time of this post, it has 18 ratings on Goodreads.
Other Options: There are hundreds of options, but I could’ve read Lawrence M. Schoen’s recent collection The Rule of Three and Other Stories (his other collection, Buffalito Bundle, has stories featuring The Amazing Conroy and are lots of fun.)
12. Novel with Chapter Epigraphs: Not the End of the World by Kate Atkinson (short story cycle)
Reason: This was another difficult square, as I knew a short story cycle had the best chance of having epigraphs before every story. I finally found this book by Kate Atkinson. (Ironically, I realized later that my Politics choice also had epigraphs.)
Favorite Story: “The Cat Lover,” I guess.
Recommended: No, unless you like literary magical realism where stories just kind of end.
Hard Mode: No, all of the epigraphs are quotes from Latin or Shakespeare.
Other Options: Apparently, Retief! by Keith Laumer would’ve worked from my options. It really is a difficult thing because in a collection some authors might have an epigraph for a story, but not all or most of them.
13. Novel Published in 2020: Shadows & Tall Trees 8 edited by Michael Kelly (original anthology)
Reason: I picked this off Locus Magazine’s forthcoming books list and bought it.
Favorite Story: tie between “The Glassy, Burning Floor of Hell” by Brian Evenson and “Child of Shower and Gleam” by Rebecca Campbell – the first is creepy as hell, and the second is strange and lovely.
Recommended: Yes, if you’re comfortable with weird or darker fantasy stories.
Hard Mode: No, Michael Kelly has edited several anthologies before.
Other Options: I had planned to use The Hidden Girl and Other Stories by Ken Liu, but I needed Liu for another square. I also considered A Phoenix First Must Burn edited by Patrice Caldwell, and I had three anthologies from Joshua Palmatier I could’ve used (Apocalyptic, Galactic Stew, and My Battery is Low and It is Getting Dark) but I needed another Palmatier anthology for another square. Any of the various “Best Science Fiction or Fantasy of the Year” type anthologies that came out in 2020 would’ve been appropriate as well (Jonathan Strahan, Neil Clarke, Rich Horton, Paula Guran, Ellen Datlow, Bogi Takács, and Jared Shurin all edit “Year’s Best” or “Best of Year”-style anthologies).
14. Novel Set in a School or University: Sideways Stories from Wayside School; Wayside School is Falling Down; Wayside School Gets a Little Stranger; and Wayside School Beneath the Cloud of Doom by Louis Sachar (short story cycles)
Reason: Strangely, one of the first books I thought of for this square. Plus, the most recent book had come out. I decided to read all four as each book is really short (only about 20,000 words per book). Only the first one or two was a reread.
Favorite Story: None, they’re all funny and good.
Recommended: Yes, absolutely. Maybe better for kids, but I smiled a lot while reading these.
Hard Mode: Yes.
Other Options: Witch High edited by Denise Little would’ve been good, but included a story by Esther M. Friesner whom I needed for another square. A Kickstarter-funded anthology, Schoolbooks & Sorcery edited by Michael M. Jones, would’ve worked, but it’s not out yet.
15. Book About Books: Ex Libris: Stories of Librarians, Libraries, and Lore edited by Paula Guran (reprint anthology)
Reason: This was another difficult square because did you know that searching “book anthology” does not narrow things down at all?? I finally hit upon just searching “library anthology” which did the trick, but this one anthology predetermined at least 3 other squares because of its authors (I couldn’t use Ken Liu, Xia Jia, Amal El-Mohtar, and others because they were all in here).
Favorite Story: tie between “In the House of the Seven Librarians” by Ellen Klages and “Summer Reading” by Ken Liu. Klages’s story about “feral librarians raising a child” is just wonderful, and Liu’s is very, very sweet.
Recommended: Yes, absolutely. This also contains Scott Lynch’s excellent “In the Stacks” and I will never not say no to Kage Baker.
Hard Mode: No, libraries are an integral part of most of the stories.
Other Options: *gestures wildly* I don’t know!
16. A Book That Made You Laugh: Explaining Cthulhu to Grandma and Other Stories by Alex Shvartsman (mostly reprint collection)
Reason: Alex Shvartsman edits an annual humorous SF/F anthology series called Unidentified Funny Objects (the 8th volume is out this fall), but even though I have them all, they all shared authors with other squares until I remember that I had two collections from Shvartsman, and this was one of them.
Favorite Story: “Things We Leave Behind” is a semiautobiographical story about books. Absolutely lovely.
Recommended: Yes, but I understand most won’t share his sense of humor. He also tends to write very short stories, so don’t read these for immersion.
Hard Mode: Yes.
Other Options: Books making you laugh is so subjective, so any author you like probably has something that could work (you only need one story to make you laugh after all). John Scalzi has a couple collections that could work, Connie Willis has a great sense of humor.
17. Five Short Stories:
Reason: To be obnoxious I decided to read five collections for this square (instead of just five short stories). I decided to read 5 that I already owned by women/non-binary people. I picked semi-randomly (Hand and McHugh), by older ones I owned (Wurts), and by a couple new ones I was excited about (Datt Sharma and Slatter).
Not for Use in Navigation: Thirteen Stories by Iona Datt Sharma (reprint collection)
Favorite Story: “Quarter Days” is a full third of this book, and it’s an interesting post-WWI setting with magic.
Recommended: Yes, they have an interesting outlook, and one of the stories has an Indian wedding in space.
Saffron and Brimstone: Strange Stories by Elizabeth Hand (reprint collection, 1 original)
Favorite Story: “The Least Trumps” should appeal to the booklover in every single one of us.
Recommended: These are definitely interesting stories, but I’d only recommend for “The Least Trumps” and “Cleopatra Brimstone.” She’s got a poetic style here that didn't always work for me.
After the Apocalypse by Maureen F. McHugh (reprint collection, 2 original)
Favorite Story: “Special Economics” which follows a Chinese girl trapped into working at a factory.
Recommended: Yes, though it’s also one of the few themed collections (versus themed anthologies) that I’ve seen, with every story dealing with apocalypse in some way.
Sourdough and Other Stories by Angela Slatter (mostly original collection/short story cycle)
Favorite Story: “Gallowberries” which features Patience from the Tor.com novella Of Sorrow and Such as a young woman.
Recommended: Yes, absolutely. Every story is in the same setting, and they all interconnect with each other. I can’t wait to read more from Slatter (I already have The Bitterwood Bible and Other Recountings).
That Ways Lies Camelot by Janny Wurts (mostly reprint collection)
Favorite Story: tie between “Wayfinder” and “That Way Lies Camelot” – both are great stories, the first a coming of age, and the other is bittersweet.
Recommended: Yes, definitely. In addition to the above, “Dreambridge” is also awesome. I wasn’t as fond of the three ElfQuest stories, but it was interesting to read Wurts’s 4 Fleet stories as I never realized she ever wrote anything close to straight science fiction.
Hard Mode: … Yes?
Other Options: This is the most open-ended square for this particular Bingo Card, especially since at the time of this post, I own 121 unread anthologies and collections.
18. Big Dumb Object: Alien Artifacts edited by Joshua Palmatier & Patricia Bray (original anthology)
Reason: This was one of the books that made me realize I could do an all-short-story card. I thought the anthology’s theme would perfectly encapsulate the square.
Favorite Story: “Me and Alice” by Angela Penrose – a kid finds a strange artifact while digging at a site.
Recommended: Yes, though a few stories weren’t to my taste.
Hard Mode: No, while the classical BDO is present in several stories, most would fall in the wider definition being used for Bingo.
Other Options: I’m at a loss here, as I never looked for more after I found this.
19. Feminist Novel: Skin Folk by Nalo Hopkinson (collection, mix of reprint and original)
Reason: I owned this already from a Humble Bundle.
Favorite Story: “And the Lillies-Them A-Blow” – a woman is inspired to reconsider her life.
Hard Mode: Yes, Hopkinson is a Jamaican-born Canadian.
Other Options: I had a few other books from the same Humble Bundle called Women of SFF. Most of them would’ve worked.
20. Novel by a Canadian Author: The Very Best of Charles de Lint by Charles de Lint (reprint collection)
Reason: It appears I picked this up in 2014 for some reason (I’ve never read de Lint before this year). But he’s Canadian!
Favorite Story: There are honestly too many to say, but I’ll say “In the Pines” for now.
Recommended: Yes, yes, yes. I basically added everything he’s written to my TBR.
Hard Mode: Maybe, it was originally published in 2010 with Tachyon Publications, but in 2014 it was reprinted by de Lint’s Triskell Press (which is the copy I have), which would count.
Other Options: A friend sent me an anthology edited by Dominik Parisien called Clockwork Canada: Steampunk Fiction, though I would’ve had to juggle square to get it to work. Nalo Hopkinson is Canadian, so Skin Folk would’ve worked, too. Jo Walton has a collection called Starlings.
21. Novel with a Number in the Title: Nine White Horses: Nine Tales of Horses and Magic by Judith Tarr (reprint collection)
Reason: At the time, the only collection I had with a number that I could use.
Favorite Story: “Classical Horses” – an absolutely lovely story that mixes real life and fantasy, and appeals to my Classics nerd background.
Recommended: Yes! Tarr is a wonderful writer.
Hard Mode: Yes.
Other Options: I could’ve used The Golem of Deneb Seven and Other Stories by Alex Shvartsman, Nine Hundred Grandmothers by R. A. Lafferty, and The Rule of Three and Other Stories by Lawrence M. Schoen.
22. Romantic Fantasy/Paranormal Romance: Once Upon a Kiss: 17 Romantic Faerie Tales published by Anthea Sharp (original anthology)
Reason: My original first choice was a bust when I realized quickly that the stories involved love, but were not romance stories. This was an emergency backup as I was nearing the end of reading for this Bingo Challenge.
Favorite Story: “The Bakers Grimm” by Hailey Edwards, which is a sweet little story about baking under pressure.
Recommended: No. 99% of the stories are direct appeals to try to get you to buy their books. Many of the stories don’t even really feel like short stories. I had a friend who only read urban fantasy who was adamant that she hated reading short stories and I couldn’t figure out why. Now I do. Many of these read more like vignettes than proper short stories.
Hard Mode: No, the HEA Club hasn’t done any anthologies or collections for me to participate in.
Other Options: My backup would’ve been to find some paranormal romance series and look for a collection or anthology in that world, but it would’ve involved more prep reading.
23. Novel with a Magical Pet: No True Way: All-New Tales of Valdemar edited by Mercedes Lackey (original anthology)
Reason: Valdemar is an easy setting to choose for this square, and even though I had stopped reading the yearly anthologies (they’re up to 13 or 14 now), I decided to grab the 8th anthology from the library.
Favorite Story: “A Dream Reborn” by Dylan Birtolo, a beggar girl with a gift grows a conscience.
Recommended: Only if you’re a Valdemar fan and you literally can’t get enough of the world (I’d recommend sticking with the novels up until the Collegium Chronicles).
Hard Mode: Yes, Companions can usually speak telepathically with their Heralds and a select few others.
Other Options: I’m sure there’s a themed anthology perfect for this, but I honestly don’t know offhand if there is one, since this was an easy choice for me.
24. Graphic Novel (at least 1 volume) OR Audiobook/Audiodrama: Eerie Archives, Volume 1 edited by Archie Goodwin (original comic book anthology)
Reason: I searched “comics anthology” into my library’s digital catalog. This showed up.
Favorite Story: No real favorite, but I guess “Flame Fiend” by Eando Binder, about a man desperate to avoid fire.
Recommended: Yes, if you’re interested in 1960s horror comics anthology magazines. Each story is about 6-10 pages long, but many felt like cheesy horror to my modern eyes.
Hard Mode: Maybe, each story is standalone, but this book contained the first 5 issues of Eerie comics. I’m going with No because Eerie is a running series.
Other Options: I considered The Escapist (inspired from Michael Chabon’s The Amazing Adventures of Kavalier and Clay), a Mouse Guard comics anthology, and Thrilling Adventure Hour before finding Eerie. I also though the Eisner Awards were a good source of finding potential comics anthologies, since that's a category.
25. Novel Featuring Politics: Retief! by Keith Laumer (reprint collection)
Reason: I knew the main character was a problem-solving diplomat, so this was an easy pick.
Favorite Story: “Diplomat-at-Arms” which is a great story of following an experienced old man on a mission, and “Cultural Exchange,” a really funny bureaucratic tale (and this one is free on Project Gutenberg).
Recommended: Yes, with reservations. They’re all stories from the 1960s, they’re bureaucratic galactic pulp fiction where Retief always knows better than his bumbling superiors and women only show up in secretarial or minor support roles. The stories also feel a bit repetitive as a whole, so if you read these, space it out.
Hard Mode: No, several of the stories feature royalty.
Other Options: I felt like this was a nebulous category, but offhand, I’d suggest Do Not Go Quietly: An Anthology of Victory in Defiance edited by Jason Sizemore & Lesley Conner and Resist: Tales from a Future Worth Fighting Against edited by Gary Whitta, Christie Yant, and Hugh Howey for two explicitly political anthologies, and maybe something like Harry Turtledove’s interlinked collection Agent of Byzantium for an alternate history take on a Byzantine special agent.
Favorite collections:The Very Best of Charles de Lint by Charles de Lint, Ingathering: The Complete People Stories by Zenna Henderson, Sooner or Later Everything Falls into the Sea by Sarah Pinsker, Sourdough and Other Stories by Angela Slatter, and Nine White Horses by Judith Tarr
Favorite anthologies: Ex Libris edited by Paula Guran and The Book of the Dead edited by Jared Shurin
Favorite overall short stories: In addition to my favorite stories in the books above, I’d also give a special place to The Very Best of Charles de Lint (“In the Pines,” “In the House of My Enemy,” “A Wish Named Arnold,” “Mr. Truepenny's Book Emporium and Gallery,” “Pixel Pixies,” “The Badger in the Bag,” “Timeskip,” “Into the Green,” “Birds,” and “Pal o' Mine”) and to Sooner or Later Everything Falls into the Sea (“And Then There Were (N-One),” “In Joy, Knowing the Abyss Behind,” “Our Lady of the Open Road,” “Wind Will Rove,” and “A Stretch of Highway Two Lanes Wide”).
An Aside: My father died suddenly in the middle of my reading for this challenge. The books I read from Zenna Henderson and Charles de Lint really helped me during this time, with de Lint’s book making me cry multiple times (in a good way).
The End Sometime last year after touting one short story or another to my friends, I said, “Oh, I don’t think I read *that* much short fiction,” and they all looked at me funny for some reason. Oh. Never mind. I get it now. All joking aside, I’ve read SF/F magazines off and on growing up, and I always enjoyed the occasional Year’s Best Science Fiction anthology from Gardner Dozois, and Robert Silverberg’s Legends anthologies were rather formative to my growth as a fantasy reader (that’s where I read George R.R. Martin and Robin Hobb for the first time). Some of my favorite writers have done amazing short stories (in fact, I think I like Alastair Reynolds better at the short length than the novel; witness my love for his story “Zima Blue”!). Even if you don’t read more than the usual five short stories for the Bingo Challenge, please consider branching out! I hope I’ve shown with my own card how much variety is out there. If you’re not sure where to start, your favorite author may have some short stories of their own, either in an anthology or one of their own collections. Mary Robinette Kowal is one of my favorites, and I loved her collection Word Puppets. If they’re prolific enough, they may have a “Best of” book, like The Best of Connie Willis or The Very Best of Kate Elliott. Trying one of the Year’s Best anthologies I mention under #13, Published in 2020, is also a fun way to explore short fiction. And even though I didn’t read any for my Bingo Challenge, there are tons of SF/F magazines out there to read from on a daily, weekly, monthly, bimonthly, or quarterly schedule. My personal recommendation is for Asimov’s SF, FIYAH, and Fantasy & Science Fiction for subscription-only options, and places like Clarkesworld, Uncanny, Fireside, and Tor.com for free online stories. There are also some great magazines/sites like Beneath Ceaseless Skies and Daily Science Fiction. Looking at award lists is a fun way to get started, as most of the major awards also have short fiction categories. Find out where they were published and try out a magazine issue or an anthology. I’ll end this with the following:
an interview by our own tctippens with Jonathan Strahan over at the Fantasy Inn Podcast where they discuss not only his new anthology The Book of Dragons, but reading short fiction in general.
One of my favorite short story writers is John Wiswell, and I’d like to link two of his wonderful stories: "Tank!" follows a sentient tank attending its first SF convention, and "Open House on Haunted Hill" is a very sweet story about a haunted house trying to get sold to a new family. Both stories are quite short and you can read each in just a few minutes.
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