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		<title>The Problem With Reality Is It Is Too Much Like Minecraft</title>
		<link>http://dconstructions.wordpress.com/2013/04/29/the-problem-with-reality-is-it-is-too-much-like-minecraft/</link>
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		<pubDate>Mon, 29 Apr 2013 09:46:57 +0000</pubDate>
		<dc:creator>dconstructions</dc:creator>
				<category><![CDATA[Game Theory]]></category>
		<category><![CDATA[Steve's Gaming]]></category>
		<category><![CDATA[Steve's Life]]></category>
		<category><![CDATA[computer games]]></category>
		<category><![CDATA[minecraft]]></category>

		<guid isPermaLink="false">http://dconstructions.wordpress.com/?p=681</guid>
		<description><![CDATA[Minecraft is not a game for me, but I am impressed at the kind of experience it can provide. Not only did my lego-mad friend build a house with a waterfall/waterslide on the roof, but he also went for a &#8230; <a href="http://dconstructions.wordpress.com/2013/04/29/the-problem-with-reality-is-it-is-too-much-like-minecraft/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dconstructions.wordpress.com&#038;blog=13835797&#038;post=681&#038;subd=dconstructions&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Minecraft is not a game for me, but I am impressed at the kind of experience it can provide. Not only did my lego-mad friend build a house with a waterfall/waterslide on the roof, but he also went for a very real-feeling explore which he writes about below. &#8220;Real feeling&#8221; is indeed the power of Minecraft, I think. Unlike the Sims or other things, there&#8217;s very few trackers for success. No goals, no points, just stay alive, and add value that you see fit. And since the &#8220;from behind&#8221; view doesn&#8217;t work well, it&#8217;s all first-person. Add the mad, nigh-infinite discovery of an open-world without the roleplaying of being in the Old West or Thedas or Skyrim, and it feels soul-crushingly real, in both senses. In the sense that it is incredibly immersive, and in the sense that it is as philosophical self-defining as our own world.</p>
<p>And as such, perhaps best left to those who appreciate the journey as much as the results&#8230;</p>
<p>(In this quote, Tom and Miranda are his kids, who like to watch him play various games)</p>
<blockquote><p>So, on the assumption that we&#8217;re going to ditch the current map, I decided to have a bit of an adventure.  Miranda and Tom wanted to watch, so I set off east with some tools, stone and my bed. I found the desert, then the sea, then turned aside to find some huge overhanging caves.  After three nights of making myself a small cabin each sunset to sleep in I stumbled upon some Jungle ruins, some kind of Incan style structure full of traps, red stone, gems and gold.  I sacked, um, archaeologically investigated the place and stayed there that night, and then determined to head back home.  Then I got hopelessly lost.  I&#8217;d left my bed somewhere so I had to take out some sheep, much to Tom&#8217;s distress (for the rest of the game I was vegetarian, mostly).  I wandered for several days, with Miranda getting very anxious each time the night approached, but I always managed to put together a simple shelter.  But I had absolutely no idea where I was.  Then eventually I stumbled over a fortified village.  I was near starving due to Tom&#8217;s aversion to slaughter, but luckily one of the villagers was willing to trade 9 cooked chickens for one of the gems I&#8217;d found.  Another villagers said if I had 7 gems he&#8217;d give me the eye of Ender, (I only had 2).   I spent the night with these lovely people and set off in the morning with renewed determination.  I decided to try to find the X,Y co-ordinates 0,0.  Then, after a day, I realised that Y was height and I should be looking for the X,Z co-ordinates 0,0.  I thought that might be our initial spawn point.  Turns out it wasn&#8217;t, but it did happen to be pretty much the exact spot of one of my little huts!  I felt like Arthur Dent.  That put me less than a day from home, which I did in double time, bringing back the spoils of travel, including cocoa beans (which I used to make chocolate biscuits).</p></blockquote>
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		<title>Five Reasons You Should be Playing Conclave</title>
		<link>http://dconstructions.wordpress.com/2013/04/29/five-reasons-you-should-be-playing-conclave/</link>
		<comments>http://dconstructions.wordpress.com/2013/04/29/five-reasons-you-should-be-playing-conclave/#comments</comments>
		<pubDate>Sun, 28 Apr 2013 14:10:21 +0000</pubDate>
		<dc:creator>dconstructions</dc:creator>
				<category><![CDATA[Game News]]></category>
		<category><![CDATA[Steve's Gaming]]></category>
		<category><![CDATA[computer games]]></category>
		<category><![CDATA[conclave]]></category>
		<category><![CDATA[CRPGs]]></category>
		<category><![CDATA[d&d]]></category>
		<category><![CDATA[reviews]]></category>

		<guid isPermaLink="false">http://dconstructions.wordpress.com/?p=674</guid>
		<description><![CDATA[Yeah, so I&#8217;m writing everything in lists now, because that&#8217;s where the money is. Sue me. Also, for context it&#8217;s worth pointing out that I don&#8217;t like most computer games. As in, find them literally unplayable. So when a computer &#8230; <a href="http://dconstructions.wordpress.com/2013/04/29/five-reasons-you-should-be-playing-conclave/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dconstructions.wordpress.com&#038;blog=13835797&#038;post=674&#038;subd=dconstructions&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Yeah, so I&#8217;m writing everything in lists now, because that&#8217;s where the money is. Sue me. Also, for context it&#8217;s worth pointing out that I don&#8217;t like most computer games. As in, find them literally unplayable. So when a computer game makes a dent in that, it&#8217;s a big deal. Context.</p>
<p>Conclave is an asynchronous D&amp;D-inspired fantasy RPG in the mould of the old SSI games. You can find it at <a href="http://www.playconclave.com" rel="nofollow">http://www.playconclave.com</a> and you and three (maybe four?) buddies can team up and play through a pretty awesome fantasy campaign on any device that can run the internet &#8211; it doesn&#8217;t even use java. If you&#8217;re yearning for some old-school RPGing in your life but are worn down by the tyrannies of time and distance, this could be your port of call. But it&#8217;s not just Tiny Adventures all over again. It&#8217;s much, much better than that. Here&#8217;s why.</p>
<p><strong>1. It&#8217;s free, for real</strong></p>
<p>Tiny Adventures and other social media type games are free but they don&#8217;t want to be. They want to go viral and sell numbers, so they want all your friends to play. Others want to sell you microtransactions, to get all the extra goodies. Conclave doesn&#8217;t have any of that. You can pay for it, but it&#8217;s a single (cheap) transaction to get the full version, but so far we haven&#8217;t seen a need to. What&#8217;s more, if just one person in your team pays, the whole team can unlock things. Not only does this suit my budget (and everyone&#8217;s budget) this fact filters through every aspect of the game design. It also makes it easier to sell to your friends: it&#8217;s not going to cost them anything, and it&#8217;s not going to drive all their friends on facebook mad asking them to join.</p>
<p><strong>2. It&#8217;s team-based but asynchronous</strong></p>
<p><strong></strong>The game can be played solo, but it thrives in team play &#8211; the classes are nicely complimentary (see the below for more), and the text chat supports conversation, as does the cool voting system when the story branches in different directions. This is, as mentioned, an artifact of being really free &#8211; facebook games want all your friends to play with you, which could never work for hundreds of them, so when you&#8217;re playing Marvel Heroes, you&#8217;re always alone. But in Conclave you&#8217;re very much both a team of heroes and a group of gamers, sharing an experience, which pulls it closer to the D&amp;D feel. But unlike linking up to play Diablo or D&amp;D online, this is asynchronous. Once everyone has had an attack (or a vote on a story choice), the game will start a new round, and if you&#8217;re a bit late getting back on line, your friends can just act before you that round (although that might not be tactically sound). Got a friend who can&#8217;t play at your rate? The game will automove you if you are offline for more than 24 hours. Going away for a while and don&#8217;t want the game to do that? Set it to vacation mode to wait for you to return. It can accommodate all paces, so you can all share the fun.</p>
<p><strong>3. The system is very good</strong></p>
<p>Some might say this is a no-brainer, or that it&#8217;s most kept invisible, but the system the computer is running is a really solid RPG system &#8211; so much so it would definitely be worth playing off-line. It has the D&amp;D 4E cleverness of making every ability interesting, but without going over the top, and of focussing on status effects, but not being crippled by them. Like 3E and WFRP, it breaks down into minor and major actions, some of which have the 4E conceit of only triggering once (or twice) per encounter, or only when wounded or acquiring some other status. In the few cases where it might get as fiddly as 4E with all the effects, it doesn&#8217;t because a) the computer is doing them and b) they&#8217;re almost all elegant and simple, just a single modifier or such. Yet in this simplicity the choices are extremely meaningful, especially because you can&#8217;t win an encounter (in fact, you must restart it) if even one party member dies. This nicely balances out the advantage of having extra party members and keeps the tension high and the tactical choices extremely weighty. Sometimes, who moves precisely when will change everything, and that&#8217;s fantastically engaging.</p>
<p><strong>4. The character building is strong</strong></p>
<p>Characters have a familiar race/class build, but both options are strong and have options within. Niche protection is high, and the standard roles of 4E/MMOs are present, but in a way that has a new feel to it. Clerics (Buffers) are now Beacons, which means their role as a &#8220;leader&#8221; (as it was in 4E) is built into their in-setting explanation, and provides them with Warlord-esque ways of leading others to greatness. The fighter is the Vanguard who is basically the tank, but not in such a way that he can sit on the front lines without thought, especially at low levels. The rogue, runecaster and truebow are the striker-types: high damage, low squish, but in different ways from each other. Extra skills unique to each class add to make each feel distinct, as does weapon access. It is hard to make a pole-arm vanguard as a result (Beacons have that option) but you can respec if you go down a dead-end and with a simple but decently sized trait list, no two Beacons need to feel the same. Races too, are strong archetypes but with a new twist: the lumyn and the nix are mostly just high elves and gnomey-halflings, but then we have the chameleonic stealthy lizardmen, the satyr-esque wood-elf-sort-of-trollish trow and the gigantic living furnaces of the forgeborn (not like warforged; more like klingon-<a href="http://www.dandwiki.com/wiki/Azer_%284e_Race%29">Azers</a>)</p>
<p><strong>5. The writing is fantastic throughout</strong></p>
<p><em></em>I&#8217;ve played Mass Effect and Dragon Age and Guild Wars and more, and this is the best writing I&#8217;ve ever seen in a CRPG. The world design is elegant and clever: for hundreds of years, empires have fallen, one after the other, until only Bastion was left, the last free city, which just so happens to be where your characters come from. Why they&#8217;ve fallen and who caused it is still becoming clear; the game does not make the mistake of doing infodumps about the world but reveals it in elegant inches, as you explore and gain allies and respect, but at the same time never makes you feel small. One lovely twist is that whatever force of darkness is out there has taken away the ability to dream &#8211; except in rare, magically important situations: a perfect macguffin to draw your PCs into the story, and to trigger lovely subplots (like the cult that develops around another Dreamer who believes his nightmares have made him a messiah).  It&#8217;s not just the structure and world that are well written though: the characters and language are vivid and direct, and each quest or scene introduced with short, clear vignettes that deliver powerful emotion and clear goals in the minimum of words, then vanish &#8211; just like a good GM should do.</p>
<p>And that&#8217;s the real glory of Conclave: it is the best D&amp;D game I&#8217;ve ever been in, including all the ones I&#8217;ve played on the tabletop, because it feels like a tabletop game, and what&#8217;s more, one being run by an excellent GM. Here is a CRPG that hasn&#8217;t tried to reinvent the wheel but rather taken all the best lessons on good GMing from the table, and implemented them as elegantly as possible on computer, and then stepped aside to let you fill in the blanks. It&#8217;s not, of course, an RPG. You don&#8217;t get to act in character or make any choices you want. On the other hand, if you do that in the textbox, it is as much an RPG as anything Gygax ever wrote, and certainly as much as anything from SSI was, or even Planescape: Torment was. So-called narrative control and on-screen dialogue does not necessarily the RPG experience make, and if you&#8217;ve found things like Dragon Age to be glorified adventure games that don&#8217;t feel anything at all like gathering around a table to match wits with hideous enemies in dungeons foul, then all is not lost. Conclave is here, and it is OFF THE GODDAMN HOOK. If it was any more D&amp;D, it would make cheetoes shoot out of your screen, plus you can play it on your goddamn phone, even if your buddies are at the North Pole.</p>
<p>What more can you ask?</p>
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		<title>Five Reasons Good Games Hurstville is the best gaming store I&#8217;ve ever seen</title>
		<link>http://dconstructions.wordpress.com/2013/04/21/five-reasons-good-games-hurstville-is-the-best-gaming-store-ive-ever-seen/</link>
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		<pubDate>Sun, 21 Apr 2013 10:52:25 +0000</pubDate>
		<dc:creator>dconstructions</dc:creator>
				<category><![CDATA[Game Theory]]></category>
		<category><![CDATA[Steve's Gaming]]></category>
		<category><![CDATA[game stores]]></category>

		<guid isPermaLink="false">http://dconstructions.wordpress.com/?p=672</guid>
		<description><![CDATA[I&#8217;ve been to game stores in over a dozen countries. It was a bit of a feature of my world travels. So when Good Games Hurstville say it is the best one I&#8217;ve seen, that definitely has some weight to &#8230; <a href="http://dconstructions.wordpress.com/2013/04/21/five-reasons-good-games-hurstville-is-the-best-gaming-store-ive-ever-seen/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dconstructions.wordpress.com&#038;blog=13835797&#038;post=672&#038;subd=dconstructions&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve been to game stores in over a dozen countries. It was a bit of a feature of my world travels. So when <a href="http://www.facebook.com/groups/521906184494061/">Good Games Hurstville</a> say it is the best one I&#8217;ve seen, that definitely has some weight to it. But enough of qualified hyperbole. Let&#8217;s talk about the why.</p>
<p><strong>1. It has a bargain bin</strong></p>
<p><strong></strong>I put this one first because most stores I&#8217;ve seen have figured this one out. But outside of the US, this isn&#8217;t as common as you might think. And many stores with discounts only offer them on second-hand material, but their core merchandise. Why not? Because it&#8217;s a niche market and people will buy things eventually (a copy of D&amp;D is, until the next edition, never out of date), and because most game stores don&#8217;t have the kind of volume that suggest discounts. It&#8217;s not as if they order in bulk, and every unique item has its own shipping cost. Every item marked down is therefore lost money. Unless of course, it attracts gamers to your store over and over again, keen to see if anything might be marked down. It might even attract those with a love for material from the past, and if that market was small, Pathfinder wouldn&#8217;t be the juggernaut of 3E love it is. As someone who has spent most of my life dirt-eating, save-all-year-to-buy-one-game poor, a bargain bin tells me I&#8217;m welcome to the store even if I&#8217;m not there main source of income.</p>
<p><strong>2.</strong> <strong>It has a game library</strong></p>
<p><strong></strong>When I was a kid I used to dream of this concept: a place where you can go and play games for free. There are some wonderful game clubs that provide this dream, but because they&#8217;re clubs their only source of income are their club dues, which means they are often in terribly out of the way places. And being clubs, they can often be dominated by the mood of their members, whereas shops can afford to be a lot more strident about behaviour standards. But regardless, it&#8217;s a store with all the virtues of a club, so I can shop AND play at the same time. Two birds with one stone makes me a happy customer.</p>
<p><strong>3. It has an enormous gaming space</strong></p>
<p>What good is a game library without a game space? Again, most game stores know about this one (the Good Games chain in particular), but it&#8217;s not just about whether it exists, it is about the place it has in the store. At GG Hurstville, the store is far up the back and 90% of the space is dominated with tables and chairs. Not only is this a bigger and more comfortable space than most clubs, it&#8217;s also the first thing you see when you come in. That subconsciously tells you something about the stores priorities. Gaming isn&#8217;t something that happens here up the back, in whatever space we can squeeze in. Gaming is the primary thing that happens here, the first thing you see when you enter, the last thing you see when you leave, and buying things might be forgotten. Especially since all their updates on social media aren&#8217;t about new product but about what games are happening that day or night. The gaming not only never stops, it is front and centre.</p>
<p><strong>4. It has a customer loyalty program unlike all others</strong></p>
<p>Customer loyalty is another no-brainer, but again, it&#8217;s not usually done thoughtfully. Customer loyalty usually focuses solely on sales, because for the most part, that&#8217;s all a store offers. But a gaming store can offer so much more, so why not tie the loyalty to that? GG Hurstville gives you power-ups not just for buying games, but for playing games, joining tournaments, and running games. There&#8217;s also fun things like buying snacks and drinks, bringing friends along and lurking in the store for many days a month. All of these things add up to making your games cheaper to buy, the best possible reward. So not only is it a great place to be, I feel like just walking in the door is making me win valuable prizes. And I want to game there more, run there more and bring more people.</p>
<p>UPDATE: I scanned in the awesome loyalty card</p>
<div id="attachment_684" class="wp-caption alignnone" style="width: 310px"><a href="http://dconstructions.files.wordpress.com/2013/04/good-games-achievement-card-e1367384859666.jpg"><img class="size-medium wp-image-684" alt="I love the suit one. Suit up, chaps." src="http://dconstructions.files.wordpress.com/2013/04/good-games-achievement-card-e1367384859666.jpg?w=300&#038;h=217" width="300" height="217" /></a><p class="wp-caption-text">I love the suit one. Suit up, chaps.</p></div>
<p>so you can see how clever it is.</p>
<p><strong>5. It has game swaps</strong></p>
<p>The general objection to the these kinds of non-sale-services I&#8217;m listing is they don&#8217;t lead to more money for the store, so why bother? Which is nonsense because the less your store feels like a marketplace and the more it feels like home, the more people actually shop there, because it doesn&#8217;t feel like shopping any more, it feels like investing in something your have a share in. But this last one could be the exception, the one that sends GG Hurstville totally broke: they encourage people to bring in their old games and rather than selling them on second hand, they swap them directly with other people, with no money changing hands at all. Capitalism is dead, and gaming fun stands on top of its corpse like a triumphant Vallejo barbarian.  But the very fact that this happens makes me want to not just buy stuff from this place, but go home and mail them cheques for being awesome.</p>
<p>Good Games Hurstville makes you believe in things, things like gaming being fun, and important, and a shared experience for everyone, something bigger than money and bigger than ourselves. Even if we know its just good marketting, we still love having that faith instilled and rewarded. And faith will outsell anything else, in the short term, and the long.</p>
<p>You can&#8217;t fake it, of course. You have to believe yourself. But if you build the religion, the faithful will come, and they will want to prove their faith with offerings.</p>
<p>So now you know.</p>
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			<media:title type="html">I love the suit one. Suit up, chaps.</media:title>
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		<title>Emotional Environmentalism, or The Care And Feeding of Your Creative Urge</title>
		<link>http://dconstructions.wordpress.com/2013/04/17/emotional-environmentalism-or-the-care-and-feeding-of-your-creative-urge/</link>
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		<pubDate>Wed, 17 Apr 2013 11:12:36 +0000</pubDate>
		<dc:creator>dconstructions</dc:creator>
				<category><![CDATA[Steve's Life]]></category>
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		<description><![CDATA[Pollution is something we talk about a lot these days, but sometimes we forget what it means. If an oil tanker crashes on the road, and the oil leaks out, that’s not pollution, because it can be contained. But if &#8230; <a href="http://dconstructions.wordpress.com/2013/04/17/emotional-environmentalism-or-the-care-and-feeding-of-your-creative-urge/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dconstructions.wordpress.com&#038;blog=13835797&#038;post=670&#038;subd=dconstructions&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Pollution is something we talk about a lot these days, but sometimes we forget what it means. If an oil tanker crashes on the road, and the oil leaks out, that’s not pollution, because it can be contained. But if the oil catches fire and the smoke goes everywhere, that is pollution. The difference is containability. What makes it pollution, in other words, is that it is all-pervasive. Inescapable. It is part of our environment, where we live, eat, drink, breathe, and so becomes part of us. And we know, now, that these things can make us very sick indeed, even kill us, even if they are invisible, because we live with them. Eat enough fish and you can die of mercury poisoning even though the doses themselves will be tiny.</p>
<p>So we’re learning – slowly – to control our environment. To ensure that our air and our water are clean, because we take them in so often we can’t afford anything less.</p>
<p>But what we also need to think about is emotional environments, and the pollution that gets into that.</p>
<p>Emotional health and physical health have much in common. Particularly in that they have levels of resistance, and that that resistance can be overcome both with single strong attacks and by long-term small ones. And when that resistance runs down, we cease being able to function properly, and need to hole up somewhere safe until either the threats die down or the resistance builds up again.</p>
<p>We’re familiar with the big, strong attacks to our resilience. Some of them are massive, crippling attacks, like the loss of a loved one, or a sudden change in our lifestyle. They’re the getting hit by a bus attacks. Then there’s the thumbtack in the foot attacks like negative feedback or breaking your favourite thing. There’s the slow cancer of not liking what you see in the mirror. We know these ones.</p>
<p>But there’s others. Some we can’t avoid. There’s missing the bus even when you ran for it. There’s the elevator being broken and there’s vomit all over the stairs. There’s not having a shirt without a hole in it to wear. There’s the screaming kids in the restaurant, the rude person at the traffic lights. The cold look from a stranger who decides to disapprove of you. Coming home to a messy kitchen, where the doorknob’s still broken and the stove smells funny all the time. All the little things that fill us with weltschmertz as the Germans call it: the sense that things are not necessarily bad, but not what they could be. Bad enough to notice.</p>
<p>This is emotional pollution, and like the mercury in fish, it can build up and up, and it can – it absolutely can – kill.</p>
<p>One thing I’ve learnt in the last few years with my excellent psychologist is there are two ways to attack mental health. One is building up your inner resistance – making your self image, self resilience and self esteem strong so it can repel attacks. The other is reducing the attacks coming in. Avoiding or lessening the attacks. And where possible, purifying the toxins from your environment.</p>
<p>Some toxins will always get in. No matter how much you plan, there’s always going to be a bus you miss; eventually there will be a soup splash on your favourite shirt. But some of these things can be fixed, but we often don’t think to, or we think they’re too small to bother with, or that they’re just part of life. And then they build up, and then they kill you.</p>
<p>Of course, it’s worth pointing out that dealing with a lot of these things takes emotional strength in the first place, so sometimes we’re so worn down we can’t solve these problems, or can only tap away slowly at the tiniest levels. It’s also really important to note that most of these things require money to solve, and if you’ve ever been poor you’ll know what I mean. All the little things that money could solve, like catching a taxi when you miss that train. Buying a new shirt when the old one tears. Having insurance so you don’t have to worry so much about running for the bus on a slippery road. Being able to afford the gym so you don’t have to go running in the cold, freezing rain. If you’ve been poor, you know. How they break you down and kill you by inches, and how just trying to stop them wearing you through to bone uses up every resource you might have used to fix them.</p>
<p>Being depressed is a lot like that, too. It is a poverty of emotional strength, an impotence to change anything at all about your environment. Depression’s friend, anxiety, is more like having massive immunodeficiencies: everything is an attack, or a potential one. Together they make your environment so poisonous you can barely breathe, and give you no strength to do anything about it. Little wonder we depressives retreat to the comfort of bed – like the boy in the bubble, it is the only way to survive.</p>
<p>But for those of us who are doing better, all of this is still useful, still important. If you’re struggling with something, if you’re going beyond yourself, if you’re pursuing something creative or ambitious, you are running your emotional reserves ragged. Whether it’s a marathon or a sprint, you need your reserves strong. And while we often do a few things to pep us up (like taking some vitamins for the soul) we often forget to control our environment.</p>
<p>It can be simple, tiny things. If you are trying to write something, and you can see the dirty washing pile, your mind may turn to something else you “should” be doing.  It can be big, life-planning things, like having a day job or savings so not every word is life and death. I’ve done that kind of writing – where if it cannot be sold that week you will literally starve – and it kills creativity and enthusiasm pretty fast. The environment is too toxic, there’s too much terror of survival, eating away at your emotional reserves. But it doesn’t have to be that critical; it could also be that you’re not going to write your best with your current computer because the keyboard sticks a lot or the screen flickers; it could be your novel isn’t going to come until you’re in just a generally nicer house or better neighbourhood or can afford some new shirts, because right now, your goal to live in a nice place or better clothes is eating those reserves and you can’t eat into them further. </p>
<p>It can be adding the positive, by hanging up motivational posters or making plans for the future or visualising goals. It could be giving yourself restoratives, like buying yourself lunch on the day you do your big writes, so you don’t have to lose that tiny bit (or not so tiny bit) of your reserves making your lunch. It could reducing the chances of attacks, like taking a taxi on writing days so there’s no chance you can miss a bus. It could be as simple as walking home a different way so you don’t see the cold strangers or hear the screaming kids. They are tiny things so they might seem frivolous, if you even think of them at all. But again, it’s about pollution: if you eat the tiny thing every day, it might not kill you but it will make you weaker.</p>
<p>A lot of writing is learning to be a resilient writer: to write every day no matter what, no matter how sick you are, or tired, or whether you have no ideas or no motivation. That’s the resilience part. But you can’t learn resilience when you’re being attacked all the time. Yes, I’m sure the fire makes the steel, but the human body doesn’t work like that. If the wound isn’t cleared, the blood can’t clot and the scabs can’t form. You have to wrap it up in gauze and keep it clean and dry. Writing – designing, creating, changing, striving &#8211; is much the same. </p>
<p>A better metaphor might be keeping a plant. You need one with strong roots, but you also need a good pot, good soil, potting mix, water, sunlight, and to protect it from all the things that could hurt it. You know how to spray the aphids, yes, but sometimes we leave them in too hot a sun, or above the exhaust fan. These are the little deaths, the slow, invisible killers. Yours are out there too. Some of them you might have to be a millionaire to fix, or at least well off. Others you might need to think really hard or wait a long time for them to get better. But if you’re aware of them, you might be able to do the tiniest thing.</p>
<p>There are spiders in my backyard. Every day I go out that way, they take away a bit of my strength. It’s a tiny thing. But it matters. And all I have to do is remember to go out the front door instead, and I stop that bit being chipped away. And I grow stronger, bit by bit. Day by day.</p>
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		<title>In Which I Am Cranky At Netrunner for No Good Reason</title>
		<link>http://dconstructions.wordpress.com/2013/04/09/in-which-i-am-cranky-at-netrunner-for-no-good-reason/</link>
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		<pubDate>Tue, 09 Apr 2013 13:26:49 +0000</pubDate>
		<dc:creator>dconstructions</dc:creator>
				<category><![CDATA[Game Theory]]></category>
		<category><![CDATA[Steve's Gaming]]></category>
		<category><![CDATA[card games]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Netrunner]]></category>

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		<description><![CDATA[I am cranky with Netrunner. I bought it, and now I don&#8217;t know if I can play it. This is not Netrunner&#8217;s fault. This is my fault. Netrunner is a living card game, a game which is built around gathering &#8230; <a href="http://dconstructions.wordpress.com/2013/04/09/in-which-i-am-cranky-at-netrunner-for-no-good-reason/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dconstructions.wordpress.com&#038;blog=13835797&#038;post=668&#038;subd=dconstructions&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>I am cranky with Netrunner. I bought it, and now I don&#8217;t know if I can play it.</p>
<p>This is not Netrunner&#8217;s fault. This is my fault. Netrunner is a living card game, a game which is built around gathering cards in a large pool, and then building decks to face off against others in competitions. Those are its design and production goals. It is not a game which you can play straight out of the box and expect everyone to have a balanced deck to play with. Indeed, the factions are specifically designed to have holes in them that other factions can plug &#8211; but rules limitations are placed on how much cross-faction stuff you can use. </p>
<p>This means I am now screwed, because what I really want is a game that I can play out of the box. That, in fact, is the ONLY thing I want.</p>
<p>I figured what I&#8217;d do is try and fix this by buying a few booster boxes. Slot in some of the new cards to help cover the weak points in each faction&#8217;s deck. Problem is, now I have a bunch of decks which STILL aren&#8217;t balanced against each other. They can&#8217;t be, without rigorous testing. And I&#8217;d have to figure out what level I wanted to balance them at &#8211; harshly, demoralisingly brutal lunges for victory, or fun romps for all involved, or wacky experiments in storytelling, or everything in between? And I&#8217;d have to rejig those decks depending on which one of those games I&#8217;d want to play. Yes, I have the option of rejigging those decks in the first place, but that&#8217;s a lot more work than just finding the game that suits the mood and players and pulling it off my shelf.</p>
<p>The only real option is to go for the jugular so you can win, and thus only play in tournaments, because that&#8217;s the easiest to calibrate. But I hate going for the jugular, and I hate playing to win. They&#8217;re the things I try to minimise as much as posisble in my game-playing and game purchases.</p>
<p>This is not Netrunner&#8217;s fault. I had a square hole, it is a round peg. Netrunner is still a beautifully designed game with a sexy setting and seems to be well set up for tournament play and collecting. But this is why I gave up playing Shadowfist, and why I shouldn&#8217;t have gotten into Netrunner: it is way too hard to control the experience I have, and turn it into the experience I want. All too often in Shadowfist, I just wanted to have fun, but my opponents had built to crush, and I felt I had to compete with that or have no fun at all &#8211; but competing with that killed my fun.</p>
<p>Sigh. Live and don&#8217;t learn, I guess. But at least I know more about my tastes now.</p>
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		<title>Throw Away the Carrot, Burn the Stick: Rethinking Procrastination, Part Three</title>
		<link>http://dconstructions.wordpress.com/2013/03/22/throw-away-the-carrot-burn-the-stick-rethinking-procrastination-part-three/</link>
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		<pubDate>Fri, 22 Mar 2013 04:30:56 +0000</pubDate>
		<dc:creator>dconstructions</dc:creator>
				<category><![CDATA[Steve's Life]]></category>
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		<category><![CDATA[mental health]]></category>
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		<description><![CDATA[&#8220;Deserve&#8217;s got nothing to do with it&#8221; - Clint Eastwood, Unforgiven I&#8217;m not an expert in beating procrastination, just an expert in suffering from it. So here&#8217;s the part where my insight becomes even less applicable to all of you. And &#8230; <a href="http://dconstructions.wordpress.com/2013/03/22/throw-away-the-carrot-burn-the-stick-rethinking-procrastination-part-three/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dconstructions.wordpress.com&#038;blog=13835797&#038;post=666&#038;subd=dconstructions&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p><em>&#8220;Deserve&#8217;s got nothing to do with it&#8221;<strong> -</strong></em><strong> </strong>Clint Eastwood, Unforgiven</p>
<p>I&#8217;m not an expert in beating procrastination, just an expert in suffering from it. So here&#8217;s the part where my insight becomes even less applicable to all of you. And remember that what we&#8217;re dealing with here, as discussed in parts one and two, is breaking down an entire culturally-coded mindset towards work and creativity. So it&#8217;s not going to be easy. It takes a lifetime to rewire your brain. But what I&#8217;m doing is starting to make a difference, for me.</p>
<p>The answer, unfortunately, is time management and scheduling. Unfortunately, there&#8217;s no way around that. But the trick is doing it well. One of the reasons we hate schedules is because almost always, the things we schedule are the boring things. If your schedule has nothing on it but TIME FOR ICECREAM, you might learn to like scheduling. That reminds me: in 18 minutes, I have to eat ice-cream.</p>
<p>There&#8217;s an old stunt they like to do in time-management classes. They take a jar, and fill it with golfballs until they can&#8217;t get any more in. And the jar is full! But then they add ballbearings and they go into all the space between the golfballs, until you can&#8217;t get any more ball bearings in. Jar is full! Then you add sand, and once again, you can add a lot to the jar, even though it was already full. And for the final demonstration, they show that if you put the sand in first, there&#8217;s barely room for any ballbearings, and no golfballs after that. The metaphor is banally obvious: look after the pounds and the pennies will look after themselves, as it were. It is not unuseful advice: you can, in fact, take your eyes off the little things if you keep the big things in line. The gigantic problem with this visualisation is they forget the important part, which is figuring out which things in your life are golf balls, and which are sand.</p>
<p>And most people get it backwards. Because we&#8217;re taught to.</p>
<p>Think about it: if you put &#8220;play Civ 5&#8243; down as a golfball, you sound shallow. Silly. Childish. No, those golfballs have to be big and important. Jobs. Security. A future. Or &#8220;fulfilling&#8221;: love, family, spiritual meaning, connections, saving the rainforest. And for some people, that might work. You might put those things in as your golf balls and somehow, you just naturally fill in everything else without thinking. But a lot of us aren&#8217;t like that at all.</p>
<p>Like I said last time: as human beings, we need and deserve leisure time and rest. We depend on it. Without it, we wither and die and can&#8217;t do anything else. Therefore, it makes a lot of sense to make it the biggest golf-ball of all.</p>
<p>So you schedule it. You put it in first. Also important: a good night&#8217;s sleep. That goes in there. And also, you can even schedule procrastinating activities, those non-engaged activities that are just fun to do while your brain is asleep. Stuffing around on the internet. Checking email. Watching TV. Lying in bed thinking about Spiderman. Eating ice-cream. Licking ice-cream off interesting body parts. These are the things that go on your daily schedule. And probably nothing else, at least to start with. Because everything else is the sand. It&#8217;ll get done. It&#8217;ll happen. But only if you have the strength to tackle it.</p>
<p>And what you find is two-fold: one, you really work harder at the sand when you know you have to stop and think about Spiderman in ten minutes. The motivation is built in, and the excitement drives you on. You forget about achievement and output because you don&#8217;t have time to think about them. You have ice-cream coming up. You have to move or you&#8217;ll miss it. Second, if you schedule your ice-cream, boy, do you enjoy it more. Because it&#8217;s guilt free. Right there, on your timetable: half an hour to eat ice-cream. You don&#8217;t have to worry about what you should be doing, because you&#8217;re DOING what you should be doing. In fact, you may engage so much with the activity, you may even want to do it less.</p>
<p>Think about it: most of the time you stop playing a game because you&#8217;re no longer engaged, or because it&#8217;s time to do something else. What if you couldn&#8217;t stop, because you&#8217;d scheduled 2 hours to play and you had to fill those hours? You might actually get bored. You might distract yourself. Do a bit of sand-stuff, so you can fill out those two hours. You might even be less keen to rush back to the game for the next two hours because you remember the drudgery at the end. You might stall a bit in your writing, go over time, just so you don&#8217;t have to do quite so much Civilization. Like sand, the writing slips between the cracks, filling in those precious little seconds. And it gets done. Because you&#8217;re not fighting against what you do and don&#8217;t deserve any more.</p>
<p>I have two minutes left, so I&#8217;ll finish there. Like I said, it might not work for you. But it&#8217;s really not as crazy as it sounds. Figure out what is important to you to <strong>DO</strong>, not to have accomplished, without judging or shame, and give leisure its deserved role. Then schedule <strong>that and only that</strong>. Then let the sand be sand. And see what happens.</p>
<p>Good luck.</p>
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		<title>Throw Away the Carrot, Burn the Stick: Rethinking Procrastination, Part Two</title>
		<link>http://dconstructions.wordpress.com/2013/03/19/throw-away-the-carrot-burn-the-stick-rethinking-procrastination-part-two/</link>
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		<pubDate>Tue, 19 Mar 2013 06:23:59 +0000</pubDate>
		<dc:creator>dconstructions</dc:creator>
				<category><![CDATA[Steve's Writing]]></category>
		<category><![CDATA[Writing Theory]]></category>
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		<description><![CDATA[For the most part, we as a society are learning that to abjure the stick. If you know anything about dog training, you know that punishment training &#8211; negative reinforcement &#8211; is not used any more. Not because it&#8217;s cruel, &#8230; <a href="http://dconstructions.wordpress.com/2013/03/19/throw-away-the-carrot-burn-the-stick-rethinking-procrastination-part-two/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dconstructions.wordpress.com&#038;blog=13835797&#038;post=663&#038;subd=dconstructions&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>For the most part, we as a society are learning that to abjure the stick. If you know anything about dog training, you know that punishment training &#8211; negative reinforcement &#8211; is not used any more. Not because it&#8217;s cruel, although it is, but because it rarely works, and if it does, it works far less efficiently. And it&#8217;s true of all animals: we respond better to rewards than we do to punishment, of an order magnitude more.</p>
<p>But we still use the carrot, and getting rid of it is a lot harder. Partly because it does have it uses. It&#8217;s very important for young children, for example, and for animals, because simple minds have trouble with cause and effect. This is why babies love peek-a-boo: they have no idea, when you go away, that you&#8217;re going to come back. Learning that kind of cause and effect is part of growing up. That to get the drink to your mouth you have to concentrate on holding the cup. That to be able to find your coat you need to put it on the right coat-hook. That thinking and working in advance leads to good things in the future.  We&#8217;re a primitive species and we like experiencing pleasure. When we eat the spoils of the hunt we get a lot of dopamine released so our body knows this is good for us. When we have to go out and hunt, our bodies are under attack and working hard, and so we don&#8217;t get the dopamine release, otherwise we&#8217;d get addicted to hunting and either work ourselves to death or get eaten by the lions. So we learn: hunt first, eat later.</p>
<p>The problem comes when we apply the carrot idea to everything we do. Beyond the simple and beyond the child. As we grow older, and our work and our play and our minds become more complex, the model ceases to apply, and breaks down. Think about it: when did you really first notice you were procrastinating? For most of us, it was high school. Not because of high school (although that plays a part) but because we were going through puberty and becoming fully rounded people, and the old ways stopped working. And for a lot of us, what happened next depended a lot on how we handled that problem, or avoided it.</p>
<p>There is a lot of emphasis on the carrot, so you may not believe me it&#8217;s so bad. Here then are some reasons why it&#8217;s so bad at what it does, and destructive to good habits.</p>
<p><strong>1. It turns the &#8220;work&#8221; into a bad thing.</strong></p>
<p>Go back to the metaphor itself: the carrot is there to make the donkey walk forward, pulling the wagon or the cog-wheel. The donkey does not want to do that. It is a terrible chore. Importantly, it is not what the donkey would naturally be doing. That&#8217;s important because of some of what the donkey would naturally be doing would still not be &#8220;dopamine stuff&#8221;. The donkey would naturally work, it would go around finding the best grass it could and use its muscles to tear it out, and so on. What the donkey is doing is WORSE than working. Every time you use this metaphor, even if you don&#8217;t voice it, subconciously you&#8217;ve decided that the work that needs to be done is pulling a terrible heavy load, in a way that is unnatural, that is outside what you consider good for you. Even if it was already an unpleasant task, it becomes worse, and happy tasks become drudges. We&#8217;ll come back to this mischaracterisation of the process later.</p>
<p><strong>2. It makes the work suffer by comparison.</strong></p>
<p>To get the carrot, we must do the work. Therefore, the carrot has to be better than the work. Now we&#8217;ve put two things in front of us, two ideas. If you&#8217;ve ever seen a cop show, you know about good cop bad cop. This is fundamental human psychology: if you present a person with a bad thing X and a less bad thing Y, they feel drawn to Y, even if Y is not necessarily in their interest. We are built on comparison. So if you put up two ideas &#8211; write my RPG or play Civ 2, say &#8211; you can&#8217;t help compare them. And since you were clever enough to think of an excellent fun reward, because you really want to motivate yourself, your carrot will be a wonderful thing. Once again, the result is you make the work task look worse than it actually is. You&#8217;ve mischaracterised it as a burden, a chore, and as something you don&#8217;t want. You ache now for your carrot more than you ever would if you could choose it freely. And that sense of constrained desired is yet another emotion that drains your strength, and makes you weaker, and less able to do anything at all.</p>
<p><strong>3. It is dangerous to our self-esteem.</strong></p>
<p>We are creatures of hope. The way we deal with pain and suffering it to rely on a great and fundamental truth: pain and suffering do not last forever. We are suffering now, we will be happy later. But somewhere along the way, our pattern-loving minds turned this into a cause and effect. We think I will be happy later BECAUSE I am suffering now. Or worse, in order to be happy later, I MUST SUFFER FIRST. I&#8217;m using poetic language, but the carrot teaches us this same thing: in order for me to have happiness, leisure, entertainment, relaxation, dopamine releases, time to myself, etc, I must first do this thing which is drudgery, unimportant, unvalued, unshiny, this thing I have cast as a terrible chore, that makes my time belong to something else, some higher code that I have somehow set outside what I actually want, or require lots of reminders as to why it is important (constantly waving that carrot in my face). We start using words like DESERVE and EARN and SHOULD and ALLOWED. I am not ALLOWED to play Civilization until I have EARNED it.</p>
<p>We are human beings. We are born with the right and the need to be happy, to relax and have leisure time. We deserve these things unconditionally. We need them to survive and be our true selves. We need them to be strong. We need them to make the world better. And anything that tells us differently is bad for us, for our mental health, and our sense of self and for the goals and outcomes we want to reach.</p>
<p>There are standards in life, both external and internal, and they are useful and worthy. But the moment we use them to punish ourselves or diminish ourselves, they become dangerous, twisted and hurtful, and they can make us achieve less, not more.  We&#8217;ll come back to this, too.</p>
<p><strong>4. It fetishizes the outcome over the process</strong><strong>.</strong></p>
<p>We&#8217;re outcome-oriented, as a culture. Part of that is capitalism: a process is hard to sell, a product is easy to sell. A finished product is easier to move around, to conceptualise, to admire. Artists in particular are at the mercy of the outcome. It is laudable for a nurse, say, to spend her life doing nursing, but if you spent your life playing music but never recorded a song, people will label you a failure who could never finish anything. Completed projects go on the resume, time served does not.</p>
<p>To some extent, this is fair: what makes art art is that it can be shared, and a process is hard to share. And what can cripple art is not sharing it and getting so involved in a process that we never allow our ideas to be given to others. Finishing IS important, is more important for artists. But if we forget the process, or worse, demonize it (via the mischaracterisations mentioned in 1 and 2), we kill our art, and we kill ourselves.</p>
<p>Studies have shown that there are five basic returns people get from jobs, five values. They are: financial return, being important (either social status or having a large effect), being the boss and making decisions, working in an enjoyable environment for you socially, and doing something where the work itself is engaging and fun. The important thing is not everyone cares about these things equally. And the carrot theory is basically all about the first two: that the work you do will lead to a return later. But if we&#8217;re creative types, we don&#8217;t usually care much about money or status, but we really care about being engaged and having fun. So our motivation theory is ass-backwards.</p>
<p>Think about it: we&#8217;re encouraged to write novels, publish games, to make art. Even if you remove commercial success, critical acclaim or the audience applause &#8211; which we almost never do &#8211; we are told that the point of being an artist is to create an outcome. And everything becomes about that. That&#8217;s the carrot. To finish the novel. To publish the game. And everything before it is the cog-wheel. We do the cogwheel to get the carrot.</p>
<p>But what does that do? That demonizes the process and champions the outcome. It tells us that finishing something &#8211; ie not writing &#8211; is fundamentally better than working on something &#8211; ie writing. So every single day when you get up and think &#8220;well, I still don&#8217;t have a novel done, so I better do some writing&#8221;, you&#8217;ve sent yourself that message, loud and clear. That writing is bad, and not writing is good. That writing is suffering, and only if you suffer enough, you get your reward &#8211; because you certainly don&#8217;t deserve one now. You&#8217;re not worthy of that.</p>
<p>Is it any wonder, then, that you don&#8217;t want to write?</p>
<p>To paraphrase an old saying, a lot of people want to have written a novel, rather than want to write a novel. Because then they get to say, hey, that&#8217;s my novel, that&#8217;s proof of my success. Part of that is human nature (and healthy). Part of that is the nature of art. And a lot of it is because we fetishize the outcome, and demonize the process. And every time we do that, we make it harder and harder to do the process. We make the process into a chore and we turn ourselves into failures. And the only way to escape those horrible feelings is to feed the procrastination monster instead.</p>
<p>And he&#8217;s a nasty thing, but it&#8217;s our own behavior &#8211; our constant focus on the carrot &#8211; that made him strong to begin with.</p>
<p>In Part 3, we&#8217;ll actually talk about how to solve some of these problems. There are other options.</p>
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		<title>Throw Away the Carrot, Burn the Stick: Rethinking Procrastination, Part One</title>
		<link>http://dconstructions.wordpress.com/2013/03/19/throw-away-the-carrot-burn-the-stick-rethinking-procrastination-part-one/</link>
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		<pubDate>Tue, 19 Mar 2013 02:40:52 +0000</pubDate>
		<dc:creator>dconstructions</dc:creator>
				<category><![CDATA[Steve's Life]]></category>
		<category><![CDATA[Steve's Writing]]></category>
		<category><![CDATA[Writing Theory]]></category>
		<category><![CDATA[mental health]]></category>
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		<description><![CDATA[Procrastination is a big thing. We often joke about it, but it can do a lot of damage to our life if we let it, or we worry about it too much. And it can certainly eat away at our &#8230; <a href="http://dconstructions.wordpress.com/2013/03/19/throw-away-the-carrot-burn-the-stick-rethinking-procrastination-part-one/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dconstructions.wordpress.com&#038;blog=13835797&#038;post=659&#038;subd=dconstructions&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Procrastination is a big thing. We often joke about it, but it can do a lot of damage to our life if we let it, or we worry about it too much. And it can certainly eat away at our reserves &#8211; our time AND our energy &#8211; to do things like writing and designing, things we often put last on our list, but also feel most pressured to do, as we are constantly told THEY ARE THE MOST IMPORTANT. There is a lot of advice out there on dealing with procrastination, and a lot of it is bullshit. Or rather, a lot of it is just what worked for one guy or a few people. But procrastination and the issues that make it up are a big, big thing, and it is wired into fundamental aspects of how we approach ourselves and everything we do in life. Which means there are multiple ways to attack it, and everyone has to do what works for them and their mind. What&#8217;s more, we&#8217;re all on our own journey to untangle ourselves, and you don&#8217;t only need to have the right idea for your brain, but the right idea AT THE RIGHT TIME. So my advice might be useless to you. I&#8217;m sharing it anyway, because only by getting lots of ideas can we all find the best way for us to untangle things.</p>
<p>I&#8217;m certainly not an expert on breaking procrastination, but I am an expert on procrastinating. It&#8217;s something that&#8217;s played an enormous part of my life, in many different arenas. Indeed, it is fairly true to say that my particular mental disorder, depression/anxiety, is an extremely heightened form of procrastination. You become so afraid of certain thoughts, emotions, feelings and situations you lock your body into a perpetual state of numbness (or panic, in the case of anxiety) to avoid those things. I&#8217;ve been on a long journey to work some of these things out, so in that context, my advice has some experience.</p>
<p>The first point to deal with is this: how we think about procrastination is typically very wrong.</p>
<p>Let&#8217;s imagine for this discussion that there are three activities. There&#8217;s W, the work we don&#8217;t want to do. Like say writing your RPG. There&#8217;s P, the procrastinating activity. Maybe it&#8217;s surfing the internet. Then there&#8217;s F, the fun activity, like maybe playing Civilization 5. To pick entirely random examples that certainly don&#8217;t reflect my life at all. Now, a lot of the time, people don&#8217;t have P and F as separate activities. Sometimes they are the same activity done in different ways or experienced in different ways &#8211; for example, when you can&#8217;t really enjoy yourself when you go out for a drink because in the back of your mind you feel you should be studying. Or you don&#8217;t get really into playing X-box because you&#8217;re just looking for a low-level distraction to keep your mind busy. This still might not be you, but go with me here.</p>
<p>Generally, our thinking about procrastination is this: I keep doing distracting thing P because I don&#8217;t want to do hard, painful, difficult thing W.</p>
<p>This is false.</p>
<p>Most of the time, what is stopping us from doing W has little to do with W at all. Don&#8217;t get me wrong, the<a href="http://dconstructions.wordpress.com/2011/07/14/design-motivation-and-the-anxiety-curve/"> anxiety curve</a> is a big deal, especially with big, hard to grasp projects (go read up about the curve, it is also part of this subject). But what keeps us doing P is less about fear of W and more about our shame and guilt at doing P. And the more P we do, the worse we feel, and the worse we feel, the less we are able to act.</p>
<p>This is pretty obvious when you think about it.  When our body is injured, it stops doing things. It wants to fall over and lie still because then it can concentrate on getting better. Likewise, when we feel upset, we don&#8217;t want to go out and do things, we want to crawl into a foetal ball, hide in our room and eat candy. Our mind is just like our body: when it feels hurt, it devotes all its resources to healing itself, and devotes no resources to going out and doing things.</p>
<p>So the more you do the P activity, the more your brain feels attacked by feelings of guilt and shame, and thus the weaker you become. Your body now has no strength to do W, or to do F, or to do P even. You become less and less engaged with F and P, so the bad feelings work stronger and do more damage, so you become weaker and weaker. We wait for motivation to strike, but it now has an enormous uphill battle, because unhappy people are difficult to motivate. Sometimes impossible.</p>
<p>I&#8217;m going to say that again because it&#8217;s very important: the worse you feel, the harder it is to motivate yourself, or be motivated by others.</p>
<p>It&#8217;s important because so much of our mindset and culture are wrapped up in a very different idea of motivating. We believe in the carrot and the stick. And the carrot and the stick are all about suffering and being unhappy, or at best, fearing more unhappiness. We must do the hard task W, lest we feel pain from the stick, or so we can deserve the carrot. This point of view is burned into us at a primal level, and we accept it instinctively.</p>
<p>But everything we know about the human mind and human motivation tells us it is not only a poor model, it is a model inherently destructive to our health and our happiness.</p>
<p>Don&#8217;t get me wrong, the carrot and the stick are not entirely without merit, in very specific situations, at very specific times. It teaches us about cause and effect when we are children. But now we see through a glass darkly, and if we keep trying to walk as a child, we make everything worse.</p>
<p>That&#8217;s a big idea and I&#8217;m already at 1000 words, so there&#8217;s more in part 2.</p>
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		<title>Warhammer: The Guide To Estalia &#8211; An Open Call</title>
		<link>http://dconstructions.wordpress.com/2013/02/27/warhammer-the-guide-to-estalia-an-open-call/</link>
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		<pubDate>Wed, 27 Feb 2013 12:25:08 +0000</pubDate>
		<dc:creator>dconstructions</dc:creator>
				<category><![CDATA[Steve's Life]]></category>
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		<description><![CDATA[&#160; Alrighty, here&#8217;s how it is. About five years ago, when WFRP 2nd ed had ended and there was no sign of 3rd ed, a lot of clever, creative people pooled their efforts to create more sourcebooks for the game, &#8230; <a href="http://dconstructions.wordpress.com/2013/02/27/warhammer-the-guide-to-estalia-an-open-call/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dconstructions.wordpress.com&#038;blog=13835797&#038;post=655&#038;subd=dconstructions&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>&nbsp;</p>
<p>Alrighty, here&#8217;s how it is. About five years ago, when WFRP 2nd ed had ended and there was no sign of 3rd ed, a lot of clever, creative people pooled their efforts to create more sourcebooks for the game, as close as possible to the style of the existing ones, such as Realm of the Ice Queen and Knights of the Grail. The Tilea book, <a href="http://www.liberfanatica.net/Tilea-Estalia.html">Spears of the Maiden</a>, was finished in a timely fashion and can be found on the Liber Fanatica website. Hooray! Meanwhile, I took on the task of the Estalia book (tentatively titled Swords of The Lady), and it went less well. Most of the book was assembled, but &#8211; perhaps because I was determined to make it as vast and awesome as possible &#8211; it got stuck. Most of the writing was done, then some stuff happened in my life and my mental health, and since then it has always been somehow too large to go back and finish it.</p>
<p>What I should have done, long, long ago, was this: put out an open call for editors to come and finish the project.</p>
<p>The content is about 90% done. It needs a few last minute tweaks, but we have history, culture, law, religion all done, rules for new religious spells, extra fun chargen stuff (including the random beard table) and so on. We wanted to do some rules for fencing and ship-to-ship combat but they never appeared. (Alas, we had a lot of people promise to work on things and then just vanish without a word.) To be a proper book it needs maybe a few careers and a few monster stats, and it needs someone to hammer the rules chapters into a cohesive whole. Then it needs art (we have some already), city maps (unlikely?) and layout (we have contacts) whereupon the enormous PDF can be forwarded to the Liber Fanatica people for hosting.</p>
<p>This seems to me the best and fastest way to get all the wonderful material out there, doing justice to all the wonderful contributors, and providing fans with juicy stuff to read.</p>
<p>As I said it is mostly done but it needs a strong, experienced hand to guide it to completion. I don&#8217;t want to hand this over to someone who won&#8217;t do it justice. There is no money in it, either. Only glory.</p>
<p>But if you think you&#8217;ve got what it takes to make the Lady proud, you know where to find me.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>How It All Began</title>
		<link>http://dconstructions.wordpress.com/2013/02/26/how-it-all-began/</link>
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		<pubDate>Mon, 25 Feb 2013 14:27:18 +0000</pubDate>
		<dc:creator>dconstructions</dc:creator>
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		<description><![CDATA[June 6th, 2006 I was asked to write my first RPG book, the critically acclaimed and fan-favourite, Children of the Horned Rat.  I just found in my folders the very first notes I made on the book, before we even &#8230; <a href="http://dconstructions.wordpress.com/2013/02/26/how-it-all-began/">Continue reading <span class="meta-nav">&#8594;</span></a><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dconstructions.wordpress.com&#038;blog=13835797&#038;post=650&#038;subd=dconstructions&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>June 6th, 2006 I was asked to write my first RPG book, the critically acclaimed and fan-favourite, Children of the Horned Rat.  I just found in my folders the very first notes I made on the book, before we even got jobs or the outline, just trying to get a sense of Why Skaven Are Awesome (always a great place to begin). Here then, you can see great art taking form!</p>
<p><a href="http://dconstructions.files.wordpress.com/2013/02/skavennotes.jpg"><img class="alignleft size-medium wp-image-651" alt="skavennotes" src="http://dconstructions.files.wordpress.com/2013/02/skavennotes.jpg?w=218&#038;h=300" width="218" height="300" /></a></p>
<p>I shall translate the scribbles:</p>
<p>(picture of a skaven)</p>
<p>Evil Science (&amp; Terrorism)</p>
<p>- electricity</p>
<p>-nuclear waste/power</p>
<p>-plagues</p>
<p>-bio-engineering</p>
<p>-privacy</p>
<p>(This is me nutting out the theme of the skaven, what makes them scary &#8211; a key fear vector is they are the fear of perverted science.)</p>
<p>In a circle: BE ASH. Not sure what that means. I think it means playing a Skaven is fun because you get to call everyone Primitive Screwheads, and build freaky robot hands and cars with medieval tech.</p>
<p><span style="text-decoration:underline;">Biology</span></p>
<p>- smell and musk</p>
<p>- breeding = <span style="text-decoration:underline;">insane</span></p>
<p>- adaptable</p>
<p>- completely omnivorous</p>
<p>- resistance to disease</p>
<p>- CARRIERS (ala komodos, plus pestilence) &#8211; this was the old idea that komodos had no venom (now known to be false) but they ate such rotten food their breath was an infectious death sentence.</p>
<p>- sharp claws and teeth, strong jaw</p>
<p>- fur &#8211; waterproof, cold and warm</p>
<p>- senses &#8211; incredible</p>
<p>- speed and reflexes &#8211; phenomenal &#8211; good metabolism &#8211; always hungry</p>
<p>- can get anywhere &#8211; flexible</p>
<p>- strength low, courage low</p>
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