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    Posts made by Selerik

    • RE: The ADD/ADHD Thread (cont'd from Peeves)

      I've been realizing that I don't know the difference between anxiety and stress, because I have entirely rationale reasons to be stressed. All the time. I've also realized I can give my therapist contact PTSD just talking about it. He is already contaminated, so guess I'll keep it up and see if it gets sorted out before he takes a sabbatical.

      Wouldn't be able to do that without having the medication for the ADHD, the whole mindfulness thing. I always felt like I knew what was going on, but now I can actually unpack it, and damn. Damn.

      posted in Tastes Less Game'y
      Selerik
      Selerik
    • RE: Trivia for Health

      @Kanye-Qwest said in Trivia for Health:

      aluminum in antiperspirant has been linked to breast cancer. the research is not widely validated but a woman who worked on the study that found the link said "i know i am personally never using aluminum based ap again, take that as you will'

      Antiperspirant is further linked to a range of minor health issues from over-use, and can cause health risks related to overheating. If you expect to be in the sun and active, that is the worst time to have an antiperspirant. Instead, consider a deodorant.

      posted in Mildly Constructive
      Selerik
      Selerik
    • RE: Trivia for Health

      Vitamin A is very common as a deficiency in third world countries, but in developed countries, the more common issue is having too much in your diet. Many of the foods we get are loaded with vitamin A, and if you take a supplement you're probably pounding that home.

      This is called Hypervitaminosis A, and you can read more about it below.
      https://www.healthline.com/health/hypervitaminosis-a

      Going beyond that article, research dating back to the 1990s has been finding Hypervitiminosis A has a partial relationship with chronic fatigue conditions, including Fibromyalgia and Chronic Fatigue Syndrome. That means it is a documented cause of some sufferers, but the science isn't developed enough to determine how many or how often. The method for testing is part of the problem, since the only proven relationships were on those studies that caused Hypervitaminosis A while being performed.

      If you do a yearly checkup, you might think this is covered in your regular bloodwork. It isn't. There is a test, but it is designed to detect deficiency, and has proven to be unreliable for testing toxicity.

      This is one of those issues where awareness is key, since it is something you can only really detect and correct in your diet.

      posted in Mildly Constructive
      Selerik
      Selerik
    • Trivia for Health

      A thread to collect tidbits that are not common knowledge, but extremely helpful to know, pertaining to health. I'll start this off.

      Vitamins C and B compete with stimulants in the body, but your body can't distinguish between them very well. This is why most people who get juice energy drinks report them having no apparent effect, the caffeine in the juice is watered down by having ingredients that directly compete for absorption.

      Coffee Jitters? Take some OJ, and it'll probably balance you out, but it will also make the caffeine start to leave your system more rapidly.

      Corollary: This also means that supplementing with such while on a medication that is a stimulant, particularly ones typical of ADHD and similar treatment, can cause the drugs to lose effectiveness.

      posted in Mildly Constructive
      Selerik
      Selerik
    • RE: Health and Wealth and GrownUp Stuff

      @Groth said in Health and Wealth and GrownUp Stuff:

      @Selerik
      On the upside if your heart explodes you don't have to worry about your cold or allergies anymore.

      heart explode

      posted in Tastes Less Game'y
      Selerik
      Selerik
    • RE: Health and Wealth and GrownUp Stuff

      PSA

      Allergy meds increase blood pressure.

      Cold meds increase blood pressure.

      ADHD meds increase blood pressure.

      Do. Not. Mix. All. Three.

      This message paid for by my fucking sinus infection.

      posted in Tastes Less Game'y
      Selerik
      Selerik
    • RE: How To Fix MU Soapbox

      @Auspice On the one hand...

      Yay, it isn't just me.

      On the other hand...

      rage

      posted in How-Tos
      Selerik
      Selerik
    • How To Fix MU Soapbox

      A while back, I switched to infinite scrolling on a lark to see what it would be like. Since I did that (and quickly switched back, it was awful hard to keep track of anything) the game has consistently been dumping me at the wrong spot of ongoing threads I return to.

      I don't mean the start, I don't mean the end, I mean somewhere in 2017 (on average).

      ...Halp.

      posted in How-Tos
      Selerik
      Selerik
    • RE: Altering @help to display live values

      Screwed this up with the below attempt. The internal reference needed self.action_point_cost, @Groth was right and it wasn't defined the right way. I bow to the wisdom I denied.

      posted in MU Code
      Selerik
      Selerik
    • RE: Altering @help to display live values

      @Groth action_point_cost is defined, same as caller.clue_cost is in the clue example, but I did fail to define caller = caller.player_ob. I didn't realize it had to have that, I'll fix it.

      posted in MU Code
      Selerik
      Selerik
    • RE: Altering @help to display live values

      Reviewed the xp.py code after realizing there was a live reference already in the 'help train' file.

      In game output looks like this and runs in the file.

      You can train 5 people per week.
      Your current cost to train another character is 0 AP.
      

      Code that generates it is after the main helpfile but before the helpfile footer.

          def get_help(self, caller, cmdset):
              if caller.char_ob:
                  caller = caller.char_ob
              trained = ", ".join(ob.key for ob in self.currently_training(caller))
              if trained:
                  trained = "You have trained %s this week. " % trained
              msg = self.__doc__ + """
      
          You can train {w%s{n people per week.
          %sYour current cost to train another character is {w%s{n AP.
          """ % (self.max_trainees(caller), trained, self.action_point_cost(caller))
              return msg
      

      Taking this a step further, it seems possible to put the entirety of the help text into def get_help, and since it pulls from code further down, it doesn't look like order is important as I thought it was.

      Yes, this is me teaching myself how this all works. Nobody else was going to do it.

      Tracked down another example of the def get_help in the overrides.py file, where it describes itself as a tool for custom helpfiles and permissions. Cool, so that is how they did custom permission locks on the theology/occult files.

      Nothing I was thinking about doing is actually new, I just need to understand how to properly insert this stuff.

      So! Back to the example I started with, the donate command. Code might look like this.

          def get_help(self, caller, cmdset):
              msg = self.__doc__ + """
      
         +donate/score lists donation amounts. Costs {w%s{n AP.
      
          """ % (action_point_cost)
              return msg
      
      

      We would remove the related string from the main helpfile and insert this def into the class CmdDonate(ArxCommand) to get a reference to the action_point_cost string baked into the helpfile.

      Hopefully I got that all right.

      posted in MU Code
      Selerik
      Selerik
    • Altering @help to display live values

      I'm considering the value and feasibility of making an extension to the help code Evennia has, for viewing the code associated with a command.

      This is conceptual. I'm learning Python code because it is valuable both to me as a member to the community and to my day job, seeing if this is worth pursuing.

      The Theory
      Help files are typically static, but the code for a command may change over time. By pulling some or all of the values in the code into a help file's output, you might make that help file more evergreen and therefore more accurate and useful.

      The Problem
      Best way to do this? Do we signpost entire code blocks and offer a secondary @help command, or do we selectively insert details into the helpfiles?
      Will this alteration around a command's code slow it down in a meaningful way?

      Reference Code
      I'm going to use the Donate command from the Arx github as my learning example. The raw code below is a reference to the public Git, and only posted here for learning purposes. It helps me to point at the changes that might be made in a specific example, instead of theoretical changes.

      Edit: tried to spoiler the code so it would take less space and failed. Anyone know the syntax to put code in a spoiler?

      class CmdDonate(ArxCommand):
          """
          Donates money to some group
      
          Usage:
              +donate <group name>=<amount>
              +donate/hype <player>,<group>=<amount>
              +donate/score [<group>]
      
          Donates money to some group of npcs in exchange for prestige.
          +donate/score lists donation amounts. Costs 1 AP.
          """
          key = "+donate"
          locks = "cmd:all()"
          help_category = "Social"
          action_point_cost = 1
      
          @property
          def donations(self):
              """Queryset of donations by caller"""
              return self.caller.player.Dominion.assets.donations.all().order_by('amount')
      
          def func(self):
              """Execute command."""
              caller = self.caller
              try:
                  if "score" in self.switches:
                      return self.display_score()
                  if not self.lhs:
                      self.list_donations(caller)
                      return
                  group = self.get_donation_target()
                  if not group:
                      return
                  try:
                      val = int(self.rhs)
                      if val > caller.db.currency:
                          raise CommandError("Not enough money.")
                      if val <= 0:
                          raise ValueError
                      if not caller.player.pay_action_points(self.action_point_cost):
                          raise CommandError("Not enough AP.")
                      caller.pay_money(val)
                      group.donate(val, self.caller)
                  except (TypeError, ValueError):
                      raise CommandError("Must give a positive number.")
              except CommandError as err:
                  caller.msg(err)
      
          def list_donations(self, caller):
              """Lists donations to the caller"""
              msg = "{wDonations:{n\n"
              table = PrettyTable(["{wGroup{n", "{wTotal{n"])
              for donation in self.donations:
                  table.add_row([str(donation.receiver), donation.amount])
              msg += str(table)
              caller.msg(msg)
      
          def get_donation_target(self):
              """Get donation object"""
              org, npc = self.get_org_or_npc_from_args()
              if not org and not npc:
                  return
              if "hype" in self.switches:
                  player = self.caller.player.search(self.lhslist[0])
                  if not player:
                      return
                  donations = player.Dominion.assets.donations
              else:
                  donations = self.caller.player.Dominion.assets.donations
              if org:
                  return donations.get_or_create(organization=org)[0]
              return donations.get_or_create(npc_group=npc)[0]
      
          def get_org_or_npc_from_args(self):
              """Get a tuple of org, npc used for getting the donation object"""
              org, npc = None, None
              if "hype" in self.switches:
                  if len(self.lhslist) < 2:
                      raise CommandError("Usage: <player>,<group>=<amount>")
                  name = self.lhslist[1]
              else:
                  name = self.lhs
              try:
                  org = Organization.objects.get(name__iexact=name)
                  if org.secret and not self.caller.check_permstring("builders"):
                      if not org.active_members.filter(player__player=self.caller.player):
                          org = None
                          raise Organization.DoesNotExist
              except Organization.DoesNotExist:
                  try:
                      npc = InfluenceCategory.objects.get(name__iexact=name)
                  except InfluenceCategory.DoesNotExist:
                      raise CommandError("Could not find an organization or npc group by the name %s." % name)
              return org, npc
      
          def display_score(self):
              """Displays score for donations"""
              if self.args:
                  return self.display_score_for_group()
              return self.display_top_donor_for_each_group()
      
          def display_score_for_group(self):
              """Displays a list of the top 10 donors for a given group"""
              org, npc = self.get_org_or_npc_from_args()
              if org and org.secret:
                  raise CommandError("Cannot display donations for secret orgs.")
              group = org or npc
              if not group:
                  return
              msg = "Top donors for %s\n" % group
              table = PrettyTable(["Donor", "Amount"])
              for donation in group.donations.filter(amount__gt=0).distinct().order_by('-amount'):
                  table.add_row([str(donation.giver), str(donation.amount)])
              msg += str(table)
              self.msg(msg)
      
          def display_top_donor_for_each_group(self):
              """Displays the highest donor for each group"""
              orgs = Organization.objects.filter(donations__isnull=False)
              if not self.caller.check_permstring("builders"):
                  orgs = orgs.exclude(secret=True)
              orgs = list(orgs.distinct())
              npcs = list(InfluenceCategory.objects.filter(donations__isnull=False).distinct())
              groups = orgs + npcs
              table = PrettyTable(["Group", "Top Donor", "Donor's Total Donations"])
              top_donations = []
              for group in groups:
                  donation = group.donations.filter(amount__gt=0).order_by('-amount').distinct().first()
                  if donation:
                      top_donations.append(donation)
              top_donations.sort(key=lambda x: x.amount, reverse=True)
              for donation in top_donations:
                  table.add_row([str(donation.receiver), str(donation.giver), str(donation.amount)])
              self.msg(str(table))
      

      Method One - Full Code Block
      Acknowledging this might be possible, but not recommending it.

      This would just be a full verbatim output of a class file in game, such as the CmdDonate class above.

      Bulky and if they want that much detail, why not just go to the github?

      Method Two - Selective Inserts
      Help files are mostly static and remain functionally similar, but numerical values and examples of rolled stats are pulled from named fields in the associated class.

      Advantage: Basic tweaks automatically show up, users won't be confused when a value is altered and the helpfile gets missed. Helpfiles are Evergreen, unless there is a large change.

      Drawback: Changes the structure of the class. Helpfile goes at the bottom as it has to explicitly pull in values already defined. Will possibly impact command efficiency.

      Using the Example: The AP cost for Donate would be automatically taken from action_point_cost and integrated into the help text.

      Markup Style (Optional): To ensure users know which values are static and which are pulled from the code, code values might be given a different default color than the standard @help output. This could be a Green or White highlight, for example.

      posted in MU Code
      Selerik
      Selerik
    • RE: The Hub Concept: Structured Mush Development

      @Runescryer Interesting way of approaching this. A lot of the inspiration for my structure comes from how some distributed systems are done for larges enterprises. A core repository for assets, then purpose driven areas where those assets are applied.I admit I don't know what inspired the design originally, I'd be tickled if we're all just cribbing design notes that comic book companies made in the 50s to figure out which universe Bizaro was from.

      posted in Game Development
      Selerik
      Selerik
    • RE: The Hub Concept: Structured Mush Development

      @faraday They very well might not be. All of this was just a theoretical design, even if it were built exactly as I envisioned it there is the real possibility it would have to be modified to satisfy the community. I try to aim for the why (help the community) and remember the how (centralized login) sometimes misses.

      posted in Game Development
      Selerik
      Selerik
    • RE: The Hub Concept: Structured Mush Development

      @faraday The proposal related to accounts has a few reasons behind it. Some are structural, some are cultural. I'll start with the cultural.

      First, it builds an investment in the community over time and with that a sense of responsibility. While some users will put their best foot forward by nature, others see the typical anonymity of the internet as a means to engage in harmful behaviors.

      Even if you yourself engage in good behaviors, and mostly engage with people using good behaviors, you might suffer a distrust of others due to the bad experiences with a select few. Particularly the new or unfamiliar. This isn't unique to mushing, it is a behavior pattern visible all throughout internet culture. If you get an invite from a Facebook account made last week, you probably aren't going to assume it is some new user who just discovered the platform and happened to want to connect. We've seen this whack-a-mole happen recently over on Arx, with the 'Is-it-so-and-so-again?' conversation coming to the Hog Pit like the regularly scheduled resurgence of the McRib.

      You even see this behavior in video games, with VAC bans and the toxic player checks in most of esports. When a reputation in the community is built up not just at one game, but across multiple over time, you will be left with a more genuine sense of who you're dealing with than what we're normally permitted.

      Moving to the consideration of structure, having account logins not managed locally enables a consistent login credential across games. You can add it to a credential wallet, you can more easily setup MFA support, you can associate persistent information should the community expand to benefit from it later. Maybe recognition of coding talent or awards related to player satisfaction for plots you've administered will eventually become a highlight. Maybe there'll be some sort of kudos system, where other accounts can recognize you as an awesome person. Maybe we'll get that bounty system vetted by a lawyer-accountant-lizard-person-scientologist, and suddenly have a way to properly manage rewarding coders with money for their freelance work. Who knows.

      posted in Game Development
      Selerik
      Selerik
    • The Hub Concept: Structured Mush Development

      Laying out this idea below. It has been kicking around in my head for years, I've had plenty of talks with others that went nowhere. I'm not expecting anyone to pick this up and run with it. I just want to write it out once in full and really look at it with the eyes of other developers on it too.

      Core Concept
      Too many games rebuild the wheel. Efforts to improve organization are happening in bits and pieces over time, and coming up with a community structure for support, a set of guard rails, can mitigate a lot of the pitfalls I've seen.

      The design below would mimic some of the elements of the more successful mod communities, and acknowledges that the desire to contribute to a game does not mean you have the full package of skills to do so: Management, Community Development, Relevant Coding Experience, Storytelling, Worldbuilding, Time Management... It is rare to find that team which brings everything to the table. Most of the time we struggle on something that can't be unmanaged, and it detracts from the stuff we're really good at.

      This doesn't specify a backend, I know both Ares and Evennia are already setup to do some of these things. Various other tools exist that can do other parts. This is more about a structure


      Lexicon of Terms
      Because it helps to use consistent language

      User Terms

      • Account: The core credential for access. All users are required to have an account in order to connect to anything in the network.

      • Account Login: Entering Account credentials in order to access some part of the Hub network.

      • Account Permissions: Your special credentials on your account. Relevant only to Repository and Hub administrators.

      • Profile: Profiles are created on individual Hubs. Profiles have names unique ot that hub,. and are associated with your Account automatically.

      • Profile Login: After performing Account Login on a Hub, you are allowed to select one of your profiles or create a new one. Simple click through.

      • Profile Permissions: Your special credentials on a profile. Unique to that profile on that Hub.

      Architecture Terms

      • Hub: An individual server supporting multiple games.

      • Hub Network: All currently active Hubs.

      • Spoke: Name taken from the spokes of a wheel. An individual game world hosted on a system hub.

      • The Repository: The development and support website. Includes some core backend services, such as the accounts database.


      The Repository
      The Repository is not an actual MU.
      It is a website with a database and account system.
      The Repository provides resources for all users as detailed below.


      • Hub Tracker
        The Hub Tracker is a publicly visible dashboard with information pertaining to the Hub network.
        • Visible without login, mobile friendly.
        • Any active Hub automatically reports use data back to the Hub Tracker.
          • Usage statistics only, no individual user data of any kind.
        • Consists of three key views: Hub List, Hub Details, Bounty Page.
        • Hub List
          • Serves as a public advertisement for all hub servers.
          • Reports uptime.
            • Server uptime, average uptime over past 30 days, current status, etc.
          • Reports users.
            • Average users connected, Peak users connected in past 30 days, current users connected, etc.
        • Hub Details
          • Click through information on a particular hub.
          • Includes a click through to the hub and a brief advertisement.
            • If not logged in, click through prompts to login or create an account first.
          • Includes a report on the spokes on that Hub.
            • Names of individual spokes, average user data as subset of user report.
          • Includes module use statistics on that Hub.
            • List of installed modules with versions, associated code use statistics as appropriate.
        • Bounty Page
          • List of desired code improvements from users in the community.
          • Connected users may flag an individual bounty as important, raising their visibility.
          • Bounties are satisfied by identifying code in the repository that can do what is requested, whether old or a new submission.
          • No monetary reward component.
            • It'd be nice to pay our coders but I would need a contract lawyer to vet that.

      • Modular Development Standards
        • All code must either work by itself, or clearly identify the dependencies that must be met for it to work
        • Relevant guidelines for code development provided
        • Dependencies of all modules defined within the code itself
          • Enables internal check to ensure dependencies are met before module is loaded
        • Installed modules and their versions reported to Hub Tracker
          • Configurations of modules not reported

      • Code Archive
        Where the code lives when you aren't using it
        • Uniform naming conventions.
        • Submission guidelines provided.
        • Standard submission format.
        • Versioning enforced.
        • Submission dates documented.
        • Baked in credit to the developer(s).
        • Licensing agreement defined at time of submission.
          • Declares that the code is their own work.
          • Permits community use of the code so long as that use is not for direct profit.
            • Having a patreon is okay, requiring users pay to play is a violation.
          • Permit other users to create modules that use this work as a dependency.
        • Searchable by all users.

      • Hub Launch Process
        Information needed to create a new Hub and integrate it into the Hub Network.
        • Repository support provided at no charge
          • Limited to login support, module downloads, and the Hub Tracker reports
          • Not that donations would be a bad thing
        • Hosting options out of scope
          • Let the people specialized in hosting do what they do best

      • Hub Owner Control Panel
        Make adding, updating, and removing modules easy
        • GUI page associated with the account owner for a Hub
        • Provides the module information from the Hub Details page with admin buttons
          • Lists warnings when updated versions of installed modules exist
          • Can enable, disable, update, or remove any module via button click with confirmation
          • Allows lookup of new modules by name to flag for installation
        • Provides the spoke information from the Hub Details page with admin buttons
          • Can create new spokes, alter their names on the Hub Tracker, or delete them entirely.
            • List of profiles associated with each spoke, this is queried from the Hub itself and not stored on the Repository. Only visible to the Hub Owner.

      Individual Game Hub
      This is a server you can connect to and play on. Functionally accessed just like any other mush.
      Naming convention for a hub will be 'Hub (Number in order of hubs created) - <Game System Supported>.
      Ex: Hub #1 - Dungeons & Dragons 2nd Edition.
      Hubs with original games will be asked to name the mechanics system supporting their game distinctly from their story or worlds.


      • Account and Profile Driven
        Support for associating multiple characters on multiple games with single user account. Ares does this, no longer a novel idea.
        • Secure Login: All logins managed by the Repository with validation reported to the Hub.
        • Hub Owner: The person who oversees the hub and pays to keep the lights on.
          • Full system access.
          • The only Account with special permissions on the Repository.
        • Hub Development Staff: Coders who have demonstrated their competency and are trusted to review and post changes independently of the Hub Owner.
          • Full code access on the Hub..
        • Hub Support Staff: Community support roles unrelated to a specific game. Expected to maintain neutrality when acting in this capacity.
          • Ability to ban or restrict access for player accounts and IPs.
        • Spoke Owner: The lead for a specific game on this hub. They control all story, house rules, and related decisions.
          • Control all game specific decisions, including character approvals.
          • May ban players from their game, but not from the server.
          • May add/remove staff from their game and share permissions with those staff as they see fit.
        • Spoke Staff: Game-specific staff. Storytellers and related.
          • Duties and authority as defined by the Spoke Owner.
        • Character: Individual character you can play as.
          • Associated with a particular Spoke and approved by that Spoke's Staff.
          • Uses the commands as configured for the spoke(s) they have access to.
            • One-to-many situations covered in Collaboration support.

      • Dedicated to a Game System, not a Game
        The goal is to provide all of the foundational code support needed for the game system in a single place, then allow people to engage in world building.
        • Spoke Independence - The Hub supports the code that enables playing the game. Spokes pick their own stories and can modify the rules as they see fit.
        • Shared Commons - A development and community space independent of the existing game worlds supported, available to all users.
        • Association Flags - Rooms, Profiles Assets on a server may be associated with one or more Spokes. This restricts access to being only for those Spokes.
          • This enables secret societies and similar within a game, by having a spoke within a spoke. Spokes all the way down.
        • Collaboration Support - Two or more Spokes in a Hub can choose to collaborate on a wider story.
          • Profiles allowed to have multiple spoke permissions.
            • Disambiguation support for profiles with multiple spoke permissions, to avoid running the same command against multiple spokes with different customizations.
            • Ability to designate default profile for running code.
            • Ability to transfer characters between spokes, pending approval by Spoke staff.
              • Depending on spoke customizations, this might not work smoothly.
          • Ability to create collaboration spokes
            • Explicitly possible due to Association Flags

      So there it is. The concepts I combined are all pretty generic, and not at all unique to programming or game development. The segregation of duties by specialty while reducing how much individual games live in silos was the idea, but with Github and similar resources being so popular today the value is far reduced from where it was ten years ago. I know some parts are more practical than others, but maybe the bits still impractical today will be solved within a few years by other developments.

      Thanks for reading.

      posted in Game Development
      Selerik
      Selerik
    • RE: The ADD/ADHD Thread (cont'd from Peeves)

      Last week was... Different.

      I finished my first month on meds for ADHD. Got my next month approved on the very last day. Tried a different pharmacy to save cash because I am teh poors, and they made me wait a week before they'd fill it. So, that was a week without the meds. I did that for decades, how hard could it be?

      Turns out, having had a month with treatment made me acutely aware of how bad my symptoms are without it. There were two times in that month I missed a day, it wasn't so bad. Turns out, the meds are still low-key in your system the next day. After you hit 48 hours they're completely gone.

      I'm now questioning how I even survived. Was I a functioning adult before? Or did I just happen to shamble through and flash the right gang signs to convince everyone?

      It has been an hour. One, hour, today. That I have been at work. I have been mushing the entire time, watching anime, and reading emails.

      Yet DESPITE that, I've also gotten more work done in this hour than I did all of last week.

      I can't even at myself.

      posted in Tastes Less Game'y
      Selerik
      Selerik
    • RE: Real World Peeves, Disgruntlement, and Irks.

      About three years ago I tried to apply for a doctoral program I really felt like I would be a good fit for. It would've been hard, it would've changed everything.

      I was declined.

      That could've happened for a lot of reasons, I figured. Competitive, I flubbed the entry letter somehow, who knows.

      Today, three years later, BECAUSE I have finally had the courage to try again in a new program, I found out why.

      There was a flag for Letters of Recommendation to be responded to. Not for positive mention, not for negative mention, just for people to get off their ass and reply. Two of the letters (Both people working for the University who encouraged me to apply, and volunteered to fill that role) never even responded. It was a rejection by default, they never even saw my full application because it was incomplete.

      I could boil an egg right now.

      posted in Tastes Less Game'y
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    • RE: Resume Help

      @Auspice It is a misapplication of the Leadership practices taught by Maxwell which is, from what I've seen, surprisingly effective. It fails at high level offices, only really works on people that are themselves part of the rat race culture.

      posted in Tastes Less Game'y
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    • RE: The ADD/ADHD Thread (cont'd from Peeves)

      I am not sure if this is related to ADD/ADHD, genuinely not sure, but I am stupidly bad at taking compliments. I feel like maybe it falls under that neuro-atypical space, where I perceive it differently from an ordinary person, like I've been handed something with a cost and now own the compliment-giver some existential debt. I've never managed to make a character good at taking compliments either, so I can't even fake that skill set effectively.

      So, uh, super identified with this comic.

      alt text

      posted in Tastes Less Game'y
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