Category Archives: memes

Intermittens: Lesser Poop

Well after several weeks of dilligent effort, it’s finally done.
Lesser Poop is a DIY Discordian Magazine of “Bathroom Reader” style content. Lesser Poop contains low brow humor, awful jokes, really short stories, exercises to mindfuck yourself, and much more. Most of the art is by Cramulus. Most of the text is from the principiadiscordia.com/forum community.

Intermittens #6: Lesser Poop

The Druze


There is a little known sect of Islam called the Druze. They are a small group mostly located in Syria, Lebanon, Israel, and Jordan. Their faith is similar to that of other Ismaili Shi’a Islam with a little bit of Gnostic Unitarianism thrown in for good measure. What makes the Druze interesting though is the number one Pillar of their faith:

1. (Truth in words) Speak the truth to other Druze. However, lying to unbelievers to defend yourself or the community is OK.

That’s right, rule number one of Druzism is that you don’t talk about Druzism. And if you do talk about Druzism, feel free to lie through your teeth about it. This, of course, makes it completely impossible for outsiders (especially anthropologists) to study their religion. As Daniel Dennett put it in Breaking the Spell:

But if it was true, this would create a dilemma for any anthropologist: the usual method of questioning informants would be a hopeless wild-goose chase, and if he made the ultimate sacrifice and converted to Druze himself so as to gain entrance to the inner sanctum, he would have to admit that we on the outside shouldn’t believe his scholarly treatise, What the Druze Really Believe, since it was written by a devout Druze (and everybody knows that the Druze lie).

This naturally leads you to a Liars Paradox: if all Druzes lie about their religion then how do we know that they are telling the truth about their First Pillar? Maybe the Druze have become expertly adept at knowing when to tell the truth and when to tell a lie. They know to mix honest fact in with complete bullshit to constantly befuddle anyone trying to discover what they really believe.

And that seems like an admirable quality to me. Since beliefs are so immutable and silly in the first place why should we treat them so seriously? Lie about your beliefs as often as you can. Completely confuse your friends by telling them you are a Baptist Pagan. Mindfuck your family by saying that you believe every word of both The Urantia Book and Dianetics. Tell them that you believe six impossible things all at the same time! It’s not like they can prove you wrong anyways. Follow the path of apologetics everywhere by coming up with the most twist pretzel logic in the history of man. And tell them that Eris made you do it.

Radio Free Discordia launches

http://radiofreediscordia.org/

RADIO FREE DISCORDIA is finally launching! You can hear its birth pangs tonight at about 7 PM EST. If you’re interested in doing a show, whether it’s a one-shot or a weekly gig, contact Mourning Star, who can (often) be found in the #RFD chat room.

Refresh the above image to get a new one.

RealityTropes?

Over at Chaos Marxism, a cunning plan has been hatched.

I’m down with this.  God knows, all I do every day is read political theory texts and blogs anyway, it would be nice to engage myself somewhat more critically with the whole process.  I have also been taking notes from TV Tropes, for my own attempts of fiction, once I start writing fiction again (in between searching for jobs, reading, blogging and contributing to several internet fora – sooner or later, something will give, most probably me).  Should those come to fruition, I’ll probably spend days getting people to read them, so no doubt you will all know when it happens.

Anyway, I know a couple of peeps from PD, such as Cramulus, have also expressed potential interest in this project, and board members always have tons of hosting space lying around, doing nothing (for some bizarre reason).  Hopefully, enough people will register interest to get a viable site going once I get to pitch the idea to the members.  Worst comes to worst, I’ll dump the ideas on a free blog until someone less in debt and more technically competent than me gets a Wiki on the project started.

Edit: NlhasdAJHLgkgli.  Seriously, that’s what the inside of my head feel’s like.  I tried, but my mind is so fried right now I can’t express myself the way I want.  I need a proper night’s sleep.

Web Games in Meatspace

In my last post, I talked about two games which use a very large, dynamic board: the internet. By using the internet as a gamespace, players invent new uses for websites. The playspace is dynamic, always changing. Adaptive, creative strategies win out. Participation leads to exploration.

I have to confess I’ve been pretty plugged into PMOG in the last few days. I’ve enjoyed seeing which websites have been trapped or treasure’d by other players. And I’ve gone on some missions which have taken me to some pretty interesting and unusual spots on the web. But something’s still missing. I’m still anchored here to my computer, wishing these adventures were a bit more tangible. Such is the plight of any gamer whose characters lead more exciting lives than their player. But that’s the clue – PMOG and Wiki Paths blur the lines between game activity and non-game activity by creating a game that overlaps traditional web usage. Why not explore this border in the real world? Let’s imagine some game events which could happen if these passively-multiplayer games took place in 3D.

Several technologies already exist which allow digital interactivity in meatspace. It’s just that nobody’s set up a game (that I ‘ve heard of) which brings all of these elements together. GPS, voice-over-ip, and digital cameras could easily be blended together to transform urban areas into playspaces.

Imagine a game that you play as you make your way through the real world. As you pass an intersection, you receive a text message that there is a chest nearby. You click the link for more info, and see a picture of a nearby mailbox. You walk over to the mailbox and press a button on your phone to collect the loot.

Or maybe I leave a mine along a  busy street. A few hours later, another player walking down the same street is informed that he’s triggered a mine and has lost 10 points. If I respond when it happens, I have the opportunity to send a 15-second taunt via voip.

Maybe I’m hanging out at the library, looking for a specific book whose cover has a scavenger-hunt sticker. If I snap a picture of the sticker, I get to hear the next clue. While I’m searching for the book, I bump into another player who is on the same scavenger hunt mission. We agree to cooperate to find the next clues, and spend the rest of the afternoon navigating the city together. Suddenly the game experience has created a real-world experience. Relationships form. Networks grow. The line between the digital and real worlds has been blurred.

Of course, this presents some new problems. There’s an alchemy involved in meeting strangers, and not all formulas work. I imagine the ten year old player who ends up in a party with drunken teenagers, or the sociopath who lures players into isolated situations to meet them. The stakes of befriending a dangerous person are much higher in the real world than they are on, say, facebook. Controls could be set up to filter out certain players – like maybe you only want to play with other 20 somethings, or only people who go to your college. Maybe there’d be a way to tag problem users so your friends can avoid them.

I imagine puzzles that can only be solved by getting together a party of people. Maybe there’s a spot on a college campus which has treasure buried under it. To find the spot, you’ll need to get together someone who specializes in geocaching (to find the spot), logic problems (to pick the lock on the chest). Maybe you need to bring together certain character classes, sort of like how in fantasy games, a well rounded party needs at least a healer and a tank. When the chest is finally dug up, you snap a pic of your group for a few bonus points and they split the treasure. The person who planted the chest is sent the picture of the groundbreaking discovery.

Faster paced games would be possible too. Maybe I could put treasure in one room on the top floor, and then put killer landmines all over the rest of the building. When you hit a landmine, you’d have to go back outside and push a button to be resurrected. You’d have to use trial and error, teamwork, or creative problem solving to bypass the mines and grab the chest. Teams of players could compete to race to the chest. Or maybe two teams would race each other to the chest, or fight each other in capture-the-flag style matches. Every building, every park, every urban center lends itself to different strategies and tactics. The game is wrapped around real-world geography and therefore real-world problem solving is needed to accomplish game tasks.

One day we’ll be able to play this exciting game, or maybe one like it. The technology already exists and it’s just a matter of time before someone develops the game. And then we’ll be on our way to really having the fabulous, action packed adventures our characters so frequently do.