A follow up question: what are we doing now that we’re here? Let us gather for a purpose beyond “talk about stuff and things!” What gives us meaning, individually and collectively? There is a massive massive massive flood of “content” in the world; we are super saturated with it. Lots of us make it. Im not saying anyone stop, I’m saying what could we make together if we had a plan?
@meguey Ok, so way back, like late 80s, early 90s, people would get together on USENET and pick a topic. They'd all write articles on it, edit eachothers work and compile them into a netbook or net.book. You can still find some of them online, but a lot vanished when the FTP server most used for hosting died, then more were lost with Geocities. I've got a few on my HDD.
@meguey The most difficult part of it is probably getting a central place (website? monthly/quartly pdf? youtube?) to easily pick up those ideas.
Other things to consider: topics (trpgs? gender? social interaction? all of it?), length (essays? paragraphs? phrases? mixed?), format (text? audio? video?), curation (what is allowed? who decides this?)
@meguey Personally I feel like things get lost too easily in a twitter-esque/mastodon format, so I put the idea forward to do a Made Thing as an compilation of an Ideas Thing.
But dice.camp's format easily allows for "chime in" discussion, especially with an #appropriateHashtag. That could be the Ideas Thing. Single posts or threads probably are an easily consumed text media, if tags indicate the content/topic, so a reader can make a concious decision whether they want to read it.
@meguey At the bare minimum we can share what it is that we're working on . That's the default mode and seems to happen regardless of any planning.
With some planning I think there's more that we can do but I'm not sure of the commitment. It's hard enough to get folks to check into this network, so coming up with a broad plan might fizzle out unless it were a good plan.
But I don't doubt that we can create something amazing. We already have the pieces in place.
And for the record, a government is nothing but a set of rules to facilitate society, much as game mechanics are rules to facilitate play. Maybe game designers will have a more intuitive thought process for designing such a thing.
Think about it: economies are just resources being managed at large scale, criminal law is basic social contract guidelines... worst-case, we create something that economists have to help fiddle with.
Let us start working on USA Second Edition.
@meguey I love your question!
It gives me meaning to pass on what I know, so that others can benefit. You inspired me with your G+ post about sex ed and how it makes lives better if people learn how treat each other with respect.
I try to pass on what I know about story games to a next generation of new gamers. And I'd like to make games that teach about communication in tough situations.
If someone learns how to be empathetic in a game and then uses that in real life, the world is better.