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	<title>Comments on: Things I Learned By Spending Five Thousand Years In An Alternate Universe</title>
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	<link>http://slatestarcodex.com/2013/04/15/things-i-learned-by-spending-five-thousand-years-in-an-alternate-universe/</link>
	<description>In a mad world, all blogging is psychiatry blogging</description>
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		<title>By: Anonymous</title>
		<link>http://slatestarcodex.com/2013/04/15/things-i-learned-by-spending-five-thousand-years-in-an-alternate-universe/#comment-111769</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Mon, 30 Jun 2014 06:28:15 +0000</pubDate>
		<guid isPermaLink="false">http://slatestarcodex.com/?p=420#comment-111769</guid>
		<description><![CDATA[This was a facinating read.  I hope that some day you or the people involved in this publish some of those histories or descriptions of cultures, either in universe or out.]]></description>
		<content:encoded><![CDATA[<p>This was a facinating read.  I hope that some day you or the people involved in this publish some of those histories or descriptions of cultures, either in universe or out.</p>
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		<title>By: Jacobus</title>
		<link>http://slatestarcodex.com/2013/04/15/things-i-learned-by-spending-five-thousand-years-in-an-alternate-universe/#comment-44500</link>
		<dc:creator><![CDATA[Jacobus]]></dc:creator>
		<pubDate>Sun, 09 Mar 2014 23:14:06 +0000</pubDate>
		<guid isPermaLink="false">http://slatestarcodex.com/?p=420#comment-44500</guid>
		<description><![CDATA[Scott, we hardly knew ye!]]></description>
		<content:encoded><![CDATA[<p>Scott, we hardly knew ye!</p>
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		<title>By: Phil Goetz</title>
		<link>http://slatestarcodex.com/2013/04/15/things-i-learned-by-spending-five-thousand-years-in-an-alternate-universe/#comment-17548</link>
		<dc:creator><![CDATA[Phil Goetz]]></dc:creator>
		<pubDate>Fri, 11 Oct 2013 20:40:30 +0000</pubDate>
		<guid isPermaLink="false">http://slatestarcodex.com/?p=420#comment-17548</guid>
		<description><![CDATA[Years ago I played on a MUSH where the &quot;official&quot; meta-game closely matched the game, but there was a shadow meta-game behind it, which relied on real-world social contacts and information that most players were not privy to. In-group players had powerful characters and powerful alternate characters, but only the other players in the know knew who the alts belonged to, so they could create the appearance of consensus on game policies among just a few players. In-game bullying and player-killing by higher-ranked characters was strongly encouraged &quot;for story reasons&quot;. Not being killed required either acting VERY obsequiously or gaining levels, and gaining levels required the approval of members of the in-group. This made questioning the meta-game &quot;consensus&quot; risky.]]></description>
		<content:encoded><![CDATA[<p>Years ago I played on a MUSH where the &#8220;official&#8221; meta-game closely matched the game, but there was a shadow meta-game behind it, which relied on real-world social contacts and information that most players were not privy to. In-group players had powerful characters and powerful alternate characters, but only the other players in the know knew who the alts belonged to, so they could create the appearance of consensus on game policies among just a few players. In-game bullying and player-killing by higher-ranked characters was strongly encouraged &#8220;for story reasons&#8221;. Not being killed required either acting VERY obsequiously or gaining levels, and gaining levels required the approval of members of the in-group. This made questioning the meta-game &#8220;consensus&#8221; risky.</p>
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		<title>By: Phil Goetz</title>
		<link>http://slatestarcodex.com/2013/04/15/things-i-learned-by-spending-five-thousand-years-in-an-alternate-universe/#comment-17547</link>
		<dc:creator><![CDATA[Phil Goetz]]></dc:creator>
		<pubDate>Fri, 11 Oct 2013 20:13:53 +0000</pubDate>
		<guid isPermaLink="false">http://slatestarcodex.com/?p=420#comment-17547</guid>
		<description><![CDATA[The book &quot;Nickel and Dimed&quot; argues that Wal-Mart and other companies hiring minimum-wage workers lower their moral systematically, to prevent them from unionizing or making demands or doing anything other than being grateful for what they have.]]></description>
		<content:encoded><![CDATA[<p>The book &#8220;Nickel and Dimed&#8221; argues that Wal-Mart and other companies hiring minimum-wage workers lower their moral systematically, to prevent them from unionizing or making demands or doing anything other than being grateful for what they have.</p>
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		<title>By: Rob</title>
		<link>http://slatestarcodex.com/2013/04/15/things-i-learned-by-spending-five-thousand-years-in-an-alternate-universe/#comment-12665</link>
		<dc:creator><![CDATA[Rob]]></dc:creator>
		<pubDate>Sun, 26 May 2013 13:21:09 +0000</pubDate>
		<guid isPermaLink="false">http://slatestarcodex.com/?p=420#comment-12665</guid>
		<description><![CDATA[This reminds me of something we did at school that I&#039;d forgotten about. We built up a very detailed world that was closely based on the school grounds. This is a little hard to express, but, their world was structured like our school, massively scaled up in space and down in time. The shapes of the landforms were the shapes of the school, and events in our world that changed things would happen to their world over a long period of time.

So we&#039;d have all of these states and societies, each with a good amount of detail about how they survived in the barren flat wastes represented by a paved area or whatever (they built cave civilisations in the cracks between the paving slabs). And then it would rain in our world, and sea levels would rise and new lakes and oceans (puddles) would form over the course of a few years, and creat cities would be submerged, and we&#039;d redraw the maps and track the displaced refugees as they tried to seek asylum in the cities of the proud nation that lived on the plateau of a nearby tree stump, with whom they had just a century ago fought a bitter war over ownership of the rich agricultural land left in the wake of the last flood. The ruler of that nation sent down a herald with a dismissive message, sparking a riot that resulted in the deaths of hundreds and the destruction of the complex system of pulleys and cages which was the only easy way to get to the top of the stump, and had been considered one of the great engineering marvels of the continent represented by the top playing field. The loss of their main trade route (and inability to quickly repair it because of the large angry refugee camp at the bottom) was the beginning of the end for that civilisation.

People favoured the nations that they themselves had invented of course, but there was no ownership of the nations or their decisions, so it was a different experience from what you&#039;re talking about.]]></description>
		<content:encoded><![CDATA[<p>This reminds me of something we did at school that I&#8217;d forgotten about. We built up a very detailed world that was closely based on the school grounds. This is a little hard to express, but, their world was structured like our school, massively scaled up in space and down in time. The shapes of the landforms were the shapes of the school, and events in our world that changed things would happen to their world over a long period of time.</p>
<p>So we&#8217;d have all of these states and societies, each with a good amount of detail about how they survived in the barren flat wastes represented by a paved area or whatever (they built cave civilisations in the cracks between the paving slabs). And then it would rain in our world, and sea levels would rise and new lakes and oceans (puddles) would form over the course of a few years, and creat cities would be submerged, and we&#8217;d redraw the maps and track the displaced refugees as they tried to seek asylum in the cities of the proud nation that lived on the plateau of a nearby tree stump, with whom they had just a century ago fought a bitter war over ownership of the rich agricultural land left in the wake of the last flood. The ruler of that nation sent down a herald with a dismissive message, sparking a riot that resulted in the deaths of hundreds and the destruction of the complex system of pulleys and cages which was the only easy way to get to the top of the stump, and had been considered one of the great engineering marvels of the continent represented by the top playing field. The loss of their main trade route (and inability to quickly repair it because of the large angry refugee camp at the bottom) was the beginning of the end for that civilisation.</p>
<p>People favoured the nations that they themselves had invented of course, but there was no ownership of the nations or their decisions, so it was a different experience from what you&#8217;re talking about.</p>
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		<title>By: Raikoth: Laws, Language, and Society &#171; Random Ramblings of Rude Reality</title>
		<link>http://slatestarcodex.com/2013/04/15/things-i-learned-by-spending-five-thousand-years-in-an-alternate-universe/#comment-10680</link>
		<dc:creator><![CDATA[Raikoth: Laws, Language, and Society &#171; Random Ramblings of Rude Reality]]></dc:creator>
		<pubDate>Tue, 07 May 2013 06:02:48 +0000</pubDate>
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		<description><![CDATA[[...] I’ve already outed myself as a conworlder. And I’m bored. And maybe it will shut some people up about how boring my politics are. [...]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] I’ve already outed myself as a conworlder. And I’m bored. And maybe it will shut some people up about how boring my politics are. [&#8230;]</p>
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		<title>By: Raikoth: Laws, Language, and Society &#124; Slate Star Codex</title>
		<link>http://slatestarcodex.com/2013/04/15/things-i-learned-by-spending-five-thousand-years-in-an-alternate-universe/#comment-10608</link>
		<dc:creator><![CDATA[Raikoth: Laws, Language, and Society &#124; Slate Star Codex]]></dc:creator>
		<pubDate>Mon, 06 May 2013 20:53:20 +0000</pubDate>
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		<description><![CDATA[[...] I&#8217;ve already outed myself as a conworlder. And I&#8217;m bored. And maybe it will shut some people up about how boring my politics are. [...]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] I&#8217;ve already outed myself as a conworlder. And I&#8217;m bored. And maybe it will shut some people up about how boring my politics are. [&#8230;]</p>
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		<title>By: MugaSofer</title>
		<link>http://slatestarcodex.com/2013/04/15/things-i-learned-by-spending-five-thousand-years-in-an-alternate-universe/#comment-4169</link>
		<dc:creator><![CDATA[MugaSofer]]></dc:creator>
		<pubDate>Sat, 20 Apr 2013 07:29:54 +0000</pubDate>
		<guid isPermaLink="false">http://slatestarcodex.com/?p=420#comment-4169</guid>
		<description><![CDATA[&gt; Jenifer Nation

Ooh, I&#039;m on that! It&#039;s called Jennifer Government, or NationStates.]]></description>
		<content:encoded><![CDATA[<p>&gt; Jenifer Nation</p>
<p>Ooh, I&#8217;m on that! It&#8217;s called Jennifer Government, or NationStates.</p>
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		<title>By: ari</title>
		<link>http://slatestarcodex.com/2013/04/15/things-i-learned-by-spending-five-thousand-years-in-an-alternate-universe/#comment-3871</link>
		<dc:creator><![CDATA[ari]]></dc:creator>
		<pubDate>Fri, 19 Apr 2013 01:58:44 +0000</pubDate>
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		<description><![CDATA[No, it&#039;s even more freeform than that. It&#039;s basically a one-and-half-decade-long performance of improvisational theatre. The basic norms are to respond to other people&#039;s ideas with &quot;yes, and -&quot; as often as you can - and just as importantly, to really avoid doing things that other people would feel particularly discomfortable about responding to with &quot;yes, and -&quot;.

A country can just declare &quot;I appreciate it, guys, but I&#039;m not interested in military stuff&quot; and everyone except the village idiot will leave them alone. I say this as someone who has declared his lack of interest in military stuff and been left alone in that regard by everyone except the village idiot.

As for &quot;forks in the timeline&quot;, aside one project of Scott&#039;s that was explicitly a quantum fork, it&#039;s better to just say that a timeline only exists insofar as people feel the need to write one. I guess you could call an idea that doesn&#039;t get developed properly and that people don&#039;t reference could be called a sort of a &quot;fork&quot;, but even then, sometimes people like digging up really obscure and small stuff that someone else wrote just to put more detail into their own stories, so it&#039;s hard to point at any post that was made in good faith and say it&#039;s &lt;i&gt;not&lt;/i&gt; canon.]]></description>
		<content:encoded><![CDATA[<p>No, it&#8217;s even more freeform than that. It&#8217;s basically a one-and-half-decade-long performance of improvisational theatre. The basic norms are to respond to other people&#8217;s ideas with &#8220;yes, and -&#8221; as often as you can &#8211; and just as importantly, to really avoid doing things that other people would feel particularly discomfortable about responding to with &#8220;yes, and -&#8220;.</p>
<p>A country can just declare &#8220;I appreciate it, guys, but I&#8217;m not interested in military stuff&#8221; and everyone except the village idiot will leave them alone. I say this as someone who has declared his lack of interest in military stuff and been left alone in that regard by everyone except the village idiot.</p>
<p>As for &#8220;forks in the timeline&#8221;, aside one project of Scott&#8217;s that was explicitly a quantum fork, it&#8217;s better to just say that a timeline only exists insofar as people feel the need to write one. I guess you could call an idea that doesn&#8217;t get developed properly and that people don&#8217;t reference could be called a sort of a &#8220;fork&#8221;, but even then, sometimes people like digging up really obscure and small stuff that someone else wrote just to put more detail into their own stories, so it&#8217;s hard to point at any post that was made in good faith and say it&#8217;s <i>not</i> canon.</p>
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		<title>By: ari</title>
		<link>http://slatestarcodex.com/2013/04/15/things-i-learned-by-spending-five-thousand-years-in-an-alternate-universe/#comment-3867</link>
		<dc:creator><![CDATA[ari]]></dc:creator>
		<pubDate>Fri, 19 Apr 2013 01:42:18 +0000</pubDate>
		<guid isPermaLink="false">http://slatestarcodex.com/?p=420#comment-3867</guid>
		<description><![CDATA[That&#039;s one solution. It&#039;s not a bad one, but I think I like what we do well enough: We&#039;ve got a single world map with an unchanging but not very detailed geography, on which different nations stake claims to their territory, with a council looking at each claim to keep things sort of balanced and prevent any one nation from gobbling up all the space. It&#039;s well-established, to the point that it might seem a bit like a bit of metagame that&#039;s outside of the game itself... but it isn&#039;t that, not really: People can, and have, developed different conworlds competing with Micras within the same community. Hell, Scott himself has done that. They all get thrown into the same pile in the end.

For instance, back in 2007 there was a lot of action going on on two planets at the same time. Someone had decided they weren&#039;t happy with the way the way the organisation that handles land claims was being run (and there were reasons to be unhappy which the break-up actually did lead to fixing). But it was all within the game, and when someone wrote up a gate that allowed travel between the two worlds, people (AFAIK) pretty happily accepted it as canonical. In fact, that other world project kind of died away, but the gate is still occasionally referenced.

The approach with a single unchanging geography works pretty well IMO for a community where you can never tell whether a new guy is going to last a couple of weeks or five years. Nations rise and fall, some make their mark through doing something interesting enough that they get referred to a lot in other people&#039;s posts, some that don&#039;t do anything particularly cool or don&#039;t make themselves known to the community are eventually forgotten about aside maybe a blotch of color somewhere in the depths of the map archive.]]></description>
		<content:encoded><![CDATA[<p>That&#8217;s one solution. It&#8217;s not a bad one, but I think I like what we do well enough: We&#8217;ve got a single world map with an unchanging but not very detailed geography, on which different nations stake claims to their territory, with a council looking at each claim to keep things sort of balanced and prevent any one nation from gobbling up all the space. It&#8217;s well-established, to the point that it might seem a bit like a bit of metagame that&#8217;s outside of the game itself&#8230; but it isn&#8217;t that, not really: People can, and have, developed different conworlds competing with Micras within the same community. Hell, Scott himself has done that. They all get thrown into the same pile in the end.</p>
<p>For instance, back in 2007 there was a lot of action going on on two planets at the same time. Someone had decided they weren&#8217;t happy with the way the way the organisation that handles land claims was being run (and there were reasons to be unhappy which the break-up actually did lead to fixing). But it was all within the game, and when someone wrote up a gate that allowed travel between the two worlds, people (AFAIK) pretty happily accepted it as canonical. In fact, that other world project kind of died away, but the gate is still occasionally referenced.</p>
<p>The approach with a single unchanging geography works pretty well IMO for a community where you can never tell whether a new guy is going to last a couple of weeks or five years. Nations rise and fall, some make their mark through doing something interesting enough that they get referred to a lot in other people&#8217;s posts, some that don&#8217;t do anything particularly cool or don&#8217;t make themselves known to the community are eventually forgotten about aside maybe a blotch of color somewhere in the depths of the map archive.</p>
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