Want Me To Teach A Workshop? Here’s How You Do It!
People kept asking me what classes I taught, so I made a list and put it on my website. If you want me to come to your town and run some sort of poly workshop, that list summarizes what I got for ya. (And if I have the class notes public, they’re listed there too.)
I should note that I have a vague recollection of someone from Fet emailing me to ask if I would teach for them, but I cannot find it in my mail. It may have been spam-trapped. If you haven’t heard from me lately, please ask again.
If you don’t want me to teach a workshop in your town, then keep on doing what you’re doing. Chances are good I won’t show up spontaneously to teach in your living room. But I can’t promise anything.
“Why Do We Need Unisex Bathrooms?”
A guy asked this about a convention where several boy/girl bathrooms were temporarily repurposed into unisex bathrooms. (Not all of them – you could still find your standard male/female pooping places if you were uncomfortable.)
And I’ve been thinking about that question. “Why do we need unisex bathrooms?”
Because the answer is blazingly simple if you’ve attended Penguicon: look around that convention’s room parties, and you’ll see a fair number of genderqueer and trans and cross-dressing attendees. Some of them go to conventions specifically to have a weekend where they can relax and present as whatever gender they choose and not get hassled about it.
Going to the bathroom and deciding which box to check is, presumably, a buzzkill for these people on an otherwise-supportive weekend. Hence the unisex bathrooms.
But that’s not the question the guy was asking.
He used “we,” but he meant “he.” As in, “Why do I need a unisex bathroom?” And being a cis dude who dresses like a dude, he didn’t see any need for them. As such, he concluded the convention was doing stupid things for stupid reasons.
Which was a stupid conclusion, alas.
Because this addled man’s affected with a sad disease that can strike at anyone, but tends to afflict straight cis men: They have forgotten the difference between “we” and “me.”
I personally don’t need unisex bathrooms either. But when I ask the question, “Why do we need unisex bathrooms?”, I am capable of looking around to more than my experience and doing the elementary deduction work required to uncover why. Sometimes I even ask other people than myself and the people who look like me.
Why do we need unisex bathrooms? Because not everyone’s you, dude. I have never once attended a panel discussing gun safety or libertarian philosophy, but if someone asked me the question, “Why do we need those panels?” you bet your bippie I’d pull my head out of my neon-rimmed ass and look around to other people before answering the question.
Solipsism’s a helluva drug.
How Not To Fight The Murder Zombies.
So the murder zombies are in your town again, ripping limbs from torsos. Everyone knows the best way to survive the murder zombie onslaught is to hide in a closet.
But humans react to murder zombies in funny ways, even when they’re not being personally devoured by the zombies’ hoof-hard teeth.
See, because “hiding in a closet” is the best way of riding it out when the murder zombie herd comes ravaging through town, you’ll have people who get really good at hiding in closets.
With each Culling they survive, these people will become increasingly cocky about their closet-hiding techniques.
Eventually, they’ll start making fun of people who don’t know how to hide in a closet properly. Complaints about the way the murder-zombies ate your child will be met with a sneering, “I guess somebody didn’t have their closet ready.”
And the end result will be, unbelievably, people who have more scorn for zombie victims than they do a hatred for the murder-zombies who want to tear them to shreds.
Yet that’s not the weirdest thing. The *weirdest* thing is that these expert closet-hiders genuinely come to think they’re fighting the murder-zombies by teaching these hiding techniques. “See, if you starve them, maybe they won’t murder so much,” the closet-hiders say.
But that’s not actually fighting the murder-zombies. That’s just surviving the murder-zombies. At best, the murder-zombies might slaughter the people in the next town over – but the expert closet-hiders think that’s just great, because at this point anyone who gets eaten by the murder-zombies is so stupid they deserve to die.
They think they’re fighting the murder-zombies, but in a way they’re actually very much aligned with the murder-zombies.
Whereas the truth is this: hiding in a closet is a useful skill to learn, and you probably need to learn it. But reducing the murder-zombie hordes to mere nuisances will take more than one person. You need an entire town to rise up, grab guns from the burning houses of those who have fallen, the mobilization of thousands of people so their response is not “Shit, murder-zombies, better prep my hiding-from-murder-zombie camouflage techniques” but “Sound the alarms, get the pitchforks, let’s make sure these murder-zombies don’t hurt another person!”
You need an organization to fight the horde, man. One man (or woman) can’t stop the undead stampede. One man (or woman) might as well just hide in the closet.
But the problem is this: that expert closet-hider is mocking the people who want to go out and fight (“What, don’t you have a closet?”), and telling everyone that the people who died deserved their deaths. And yes, maybe some of the people who died were unwise in some of their decisions. We might need a couple of staunch closets until we can recoup enough resources to take the fight to the murder-zombie larvae in their terrifying butchernest, and if you want to lead a respectful class on “Closet Hiding 101” then okay, sure, it can help.
Yet when you spend more energy denigrating the victims than you do saying, “*Of course* the murder-zombies are an evil necrotic horde who deserve no sympathy,” then you’re sapping the town’s efforts to rise up, man. We need to get out and shine sunlight on the necromancer’s cursed butchernest jewel and dissolve this murder-zombie horde after all – and your reliance on “BUILD A STURDIER CLOSET” just makes us all live in increasingly smaller closets.
So, you know, survive the zombies. Nothing wrong with that.
Just don’t forget that survival is very different from changing the landscape so zombie-survival is no longer necessary.
For Fuck’s Sake, They’re At It Again. Call Now.
So I’d hoped the Republicans would grow up after being trounced in their first attempt at repealing/replacing Obamacare. I’d legitimately love it if Republicans said, “People are being bankrupted by out-of-control health costs, and health care is complicated – why don’t we take some time to get the law right and come up with something America doesn’t hate?”
Instead, natch, they’re trying to ram through a hasty bill that’s even worse than the last one. They may vote as early tomorrow.
Which is why you have to call your Representatives now. And here’s how you stop do that:
CALL, DO NOT EMAIL.
Politicians can ignore emails the way you do. They can’t ignore calls. Their staffers have to take the calls, which means their staff doesn’t get anything done while they’re handling calls, which means the Senator is far more likely to hear about how the office is slowing to a crawl because the ACA issue is jamming the lines.
Last time, my super-conservative rep changed his mind on the repeal/replace from “YEAH LET’S DO IT” to “Uh, maybe?” because the calls were literally running 20 to 1 in favor of keeping Obamacare around.
SAY YOU’RE A VOTER FROM YOUR TOWN.
Let them know you’re local. Don’t bother calling if you’re not a potential voter. You do not have to give your name, though you can if you want; they may ask you for your zip code. You may wish to force them to take your name to ensure they got your message.
HAVE A SCRIPT READY, IF YOU’RE SOCIALLY AWKWARD LIKE ME.
A good script is something like:
1) I’m disappointed that there’s a rush to shove through even worse health care legislation;
2) Please do not repeal the ACA without a strong replacement;
3) If you have a preexisting condition or the ACA has helped your life in some way, talk about that and make it personal how your life (or the life of someone you love) depends on this;
4) I will not vote for any Representative who helps repeal the ACA without a strong replacement, either in the primary or the general election.
You’re free to go on, if you like, but be polite. They kind of have to listen. In my experience, they’ll generally say they’ll pass the message onto the Representative, and hang up. But if you want to be that person who the office groans when they have to handle them – that polite-but-firm person who will be heard – then hey! You can contribute to the office gossip that people are really concerned about this ACA issue, which is good in politics.
CALL YOUR REPRESENTATIVE, NOT YOUR SENATOR.
That means you have to make a maximum of one call, which will take ten minutes max. (Unless your Representative’s line is already clogged, in which case, keep calling.)
You can generally look up your senator by using Who Is My Representative, but if not you’ll find a phone number on their website. Calling the local number is generally viewed to be slightly better.
And here’s the trick: If you’re a conservative who’s opposed to mandating that insurers must be able to insure people with preexisting conditions (for some weird reason), flip the script and call as well. This is a republic, and you deserve to have your voice heard.
That said, there was a ridiculous idea last time that the ACA repeal only failed because it wasn’t conservative enough. That wasn’t true. The reason it failed was most because tacking to the right to appeal to the hard-core conservatives cost them more votes in the center, and trying to appeal to everyone made their base splinter.
So calling to register your complaint actually does work. We’re not guaranteed, of course; the Republicans are desperate, trying to shove through a law they wrote in less than a month that nobody’s even fully read (as opposed to the ACA, which was introduced in July 2009 and voted on in March 2010 after heavy debate). They may manage it.
But if they do manage to replace the ACA with something that literally punishes those with preexisting conditions (and that could easily be you, even if you’re healthy now!), let it not be because you didn’t try. Make the call today.
Needed: Beta Reader For Maintenancepunk Novel.
Last night, I finished the first draft of my maintenancepunk novel – which is like cyberpunk, except you spend way more time troubleshooting device conflicts and field-stripping your cyberlimbs.
I’m looking for about seven to ten people to beta-read for me and give me feedback. (Why seven to ten? Because I’d like four to five people, and generally I find that you hit about 60% on getting beta readers to get back to you in time.)
I’m giving special preference this time to military folks and gun nuts, because this is a novel written by a pansy-ass civilian about a veteran in future combat, and I am positive I’ve gotten the details laughably wrong.
Now. If you’re saying “Let me do it, I’m really good at proofreading,” alas, I shall pass. Assuming I sell it to a publisher, we’ll have professional copyeditors and proofreaders sniffing this sucker like a hound dog. Flagging misspelled words and grammatical errors is a distraction from the overall point of “Did this book deliver an emotional cyberpunch?”
No, what I want are the sorts of people who can explain four separate things, each cogently:
• The things that confuse you (“Why would $character do that?” or “Wait, cyberlimbs shouldn’t be able to do that?”)
• The things that throw you out of the story (“Character wouldn’t do THAT!” or “Factually, that’s so wrong!”)
• The things that give you ass-creep (“I got bored here”)
• All the things that make you pump the fist (“This moment was truly awesome, and unless I tell you how awesome it is, you might cut this part out in edits”)
So if you think you can do all that in five weeks, do me a favor and email me at theferrett@theferrett.com with the header “FERRETT, I WOULD LIKE TO BETA-READ YOUR MAINTENANCEPUNK.” This service comes with the great reward of being name-checked in the acknowledgements, if this eventually sells. I may get filled up on people, but if I do, I’ll put you on the list for the next revision, if there is one – I’ll need to give this one two more drafts in the next four months.
(And if you have beta-read for me before and are asking, “Ferrett, why didn’t you ask me directly?”, kindly remember that I am shy and dislike bothering people. If you’ve got the time and want to volunteer for another go-round, pitch in!)
(Also note: I’ve not been blogging much on my main blog because, well, I’m still deciding what to do about LiveJournal’s recent TOS change, and moving away from LJ involves some technical preparation I hain’t had time for. If you’re on LJ, well, consider bookmarking my main site.)
How Mass Effect Transforms Repetition Into Emotion Through Storytelling.
From a gameplay perspective, every one of Mass Effect’s missions is cut-and-copied:
- You travel to a location where:
- You fight a group of alien beings, OR:
- You search for a place where you can press a button.
If you’re super-lucky, sometimes you combine the two! You press a button, and then fight people! Or when the fighting is done, you get to look for a button!
The excitement never ends in Mass Effect.
The only thing that stops Mass Effect from being endlessly repetitive is the narrative wrapper. Quite literally, “story” is the sole difference between missions – and, largely, it works. Because let’s say the three missions are:
- An innocent girl has wandered out into the desert and been kidnapped by slavers.
- An evil scientist is formulating a new plague, and you must track him down to his lab to stop him.
- Mysterious monsters have awakened and are threatening a small frontier town.
All three of those missions are perfectly identical gamewise – you go to a set location and kill alien beings. Yet the feel for each of them is subtly different solely because of who you talked to in order to get the mission!
Furthermore, your emotional reward is often skewed by the mission. Let’s say that you chose “an innocent girl has been kidnapped by slavers” mission. You find out when you get there that the slavers have turned her into a monstrous techno-beast, and you must kill her. From a gameplay perspective, hey, you fought another monster and got your XP for finishing the mission. It’s the exact same procedure as every other mission. But chances are you now feel bad. Maybe you’re more willing to take on missions destroying these slavers.
What fascinates me is that how these games become pure storytelling. They are literally the most inexpensive way of making the game better! I mean, BioWare could have spent money on setpiece battles – places where you’re battling on a plummeting airbase, or the rain makes visibility dim and the ground slippery, or created unique enemies for each location.
Yet instead, they resorted to a trick literally as old as cavemen. We used to sit around fires and, with nothing more than a voice, tell crazy stories about the gods. Story is the cheapest entertainment we have, because our imaginations will fill in so many details.
And BioWare, in a cost-saving mechanism, uses story to make the same “go here, kill things” quest into a hundred different emotional shades. Because sometimes you’re going there to kill things because your friend is in trouble. Sometimes you’re going there to kill things to get to the treasure. Sometimes you’re going there to kill things for revenge against those evil slavers.
Without that story, nobody would play Mass Effect. Other games that focus more on gameplay do the actual gaming better – I’m told that Overwatch has practically no story, but Blizzard has focused on making the game deep and rewarding for those who invest hours into it. Not so with Mass Effect, alas; I’m now a 57th-level tech, and I’ve been using the same three powers to sleepwalk my way through battles for at least 30 levels. (Overload, Incinerate, Remnant VI.) There is zero need to change up my tactics, or indeed, to learn any new ones.
And let’s be honest: Mass Effect Andromeda is one of the weakest BioWare games because you don’t even get to make any choices that matter to the story. In previous Dragon Age and Mass Effect games, you could make decisions that alienated your teammates to the point where some of them would no longer work with you. Your decisions determined who among your companions lived or died, and who ruled which empire, and which species survived. ME:A, alas, has minimized that influence to the point where literally everything you say to your companions will make them love you more – if you’re snarky, they love snark! If you’re a romantic adventurer, they love adventuring! There’s now no decisions that will lead to you being unloved by all (which is, I think, why Mass Effect 2 is BioWare’s high point).
But even stripped of choice within the larger story setting, I play these repetitive missions because, well, BioWare’s always got a new story twist to make me go, “Okay, what happens?” As does Bethesda. I think the reason I’m drawn to these games is because essentially, you take away the story and there is no game worth playing.
Every mission has me as a writer going, “Oh. That’s another spin you can put on an identical set of events.” Mass Effect is all about shading, all about nuance, all about that wrapper we put on the same old grind to liven it up.
Stripped bare, Mass Effect: Andromeda might not be a good game. But it’s a good example of the power of storytelling. And while I wish we had a new BioWare game that combined the two effectively, it’s proof that tons of people will prioritize storytelling over game play any day.