#decisions — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #decisions, aggregated by home.social.
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#Development #Launches
Laws of Software Engineering · What every engineer wishes they knew sooner https://ilo.im/16cc8c_____
#Collections #Laws #Software #Engineering #Decisions #Teamwork #DevOps #WebDev #Frontend #Backend -
New #UN #report on how to measure #EconomicGrowth and hopefully getting rid of #GDP:
Key messages:
- GDP shows what we #produce. It doesn't show what we #value.
- Better #decisions require better #measures. The #BeyondGDP dashboard provides them, and we can start using it now.
- We now have a practical blueprint to measure regularly what truly drives well-being for people and planet.
- Delay in adopting better measures of progress is #NoLongerAnOption. The cost is borne today and by future generations. -
New #UN #report on how to measure #EconomicGrowth and hopefully getting rid of #GDP:
Key messages:
- GDP shows what we #produce. It doesn't show what we #value.
- Better #decisions require better #measures. The #BeyondGDP dashboard provides them, and we can start using it now.
- We now have a practical blueprint to measure regularly what truly drives well-being for people and planet.
- Delay in adopting better measures of progress is #NoLongerAnOption. The cost is borne today and by future generations. -
New #UN #report on how to measure #EconomicGrowth and hopefully getting rid of #GDP:
Key messages:
- GDP shows what we #produce. It doesn't show what we #value.
- Better #decisions require better #measures. The #BeyondGDP dashboard provides them, and we can start using it now.
- We now have a practical blueprint to measure regularly what truly drives well-being for people and planet.
- Delay in adopting better measures of progress is #NoLongerAnOption. The cost is borne today and by future generations. -
New #UN #report on how to measure #EconomicGrowth and hopefully getting rid of #GDP:
Key messages:
- GDP shows what we #produce. It doesn't show what we #value.
- Better #decisions require better #measures. The #BeyondGDP dashboard provides them, and we can start using it now.
- We now have a practical blueprint to measure regularly what truly drives well-being for people and planet.
- Delay in adopting better measures of progress is #NoLongerAnOption. The cost is borne today and by future generations. -
New #UN #report on how to measure #EconomicGrowth and hopefully getting rid of #GDP:
Key messages:
- GDP shows what we #produce. It doesn't show what we #value.
- Better #decisions require better #measures. The #BeyondGDP dashboard provides them, and we can start using it now.
- We now have a practical blueprint to measure regularly what truly drives well-being for people and planet.
- Delay in adopting better measures of progress is #NoLongerAnOption. The cost is borne today and by future generations. -
https://www.europesays.com/afrique/102325/ « Elles arrivent »… Kaïs Saïed promet de nouvelles décisions sociales #décisions #KaisSaied #Tunisie
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You ask for opinions, but the moment someone disagrees, you're already arguing. The decision was made before the conversation started.
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50 different decision models for you to experiment with – from the #JohnWhitmoreModel to the #JohariWindow to the #MonteCarloSimulation, and more. We review #TheDecisionBook: http://the-agency-review.com/decision-book #decisions @wwnorton #business #marketing @MikaelKrogerus #RomanTschappeler
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#Design #Launches
Cognitive Bias Index · A tool for spotting and reducing thinking errors https://ilo.im/16cpuh_____
#Business #Biases #Judgment #Decisions #Cognition #Psychology #ProductDesign #UxDesign #UiDesign #WebDesign -
Someone asks what you think and your mind goes blank. Not because you don't care. You genuinely don't know what you think.
#behavior #communication #decisions #identity #Psychology
https://riftlymedia.com/the-quiet-panic-of-realizing-you-have-no-strong-opinion-when-asked/
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I have been helping some artist friends stopping by the studio make new work. They come for a day or two with loose ideas and we work on them turning them into neon ideas.
These ones are from my friend Kels Mayo who has a new studio with three highly visible windows in Utica, NY. They wanted them to be Yes, Maybe, No windows and be made entirely of scraps to their handwriting. I suggested the blue "blockout glass" tubing to go where the connections are so you can still see them and read the words.
I am excited to see them get installed soon.I think of myself like a music recording studio. My studio time is expensive yes... But when I look at all we make, it seems to be a good value. It's really fun- I can make anything- so when Artists come with a bunch of ideas to make and a tight deadline, I enjoy making their ideas.
#fabrication #neon #artist #Brooklyn #job #work #scraps #color #decisions #teamwork #idea
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I have been helping some artist friends stopping by the studio make new work. They come for a day or two with loose ideas and we work on them turning them into neon ideas.
These ones are from my friend Kels Mayo who has a new studio with three highly visible windows in Utica, NY. They wanted them to be Yes, Maybe, No windows and be made entirely of scraps to their handwriting. I suggested the blue "blockout glass" tubing to go where the connections are so you can still see them and read the words.
I am excited to see them get installed soon.I think of myself like a music recording studio. My studio time is expensive yes... But when I look at all we make, it seems to be a good value. It's really fun- I can make anything- so when Artists come with a bunch of ideas to make and a tight deadline, I enjoy making their ideas.
#fabrication #neon #artist #Brooklyn #job #work #scraps #color #decisions #teamwork #idea
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I have been helping some artist friends stopping by the studio make new work. They come for a day or two with loose ideas and we work on them turning them into neon ideas.
These ones are from my friend Kels Mayo who has a new studio with three highly visible windows in Utica, NY. They wanted them to be Yes, Maybe, No windows and be made entirely of scraps to their handwriting. I suggested the blue "blockout glass" tubing to go where the connections are so you can still see them and read the words.
I am excited to see them get installed soon.I think of myself like a music recording studio. My studio time is expensive yes... But when I look at all we make, it seems to be a good value. It's really fun- I can make anything- so when Artists come with a bunch of ideas to make and a tight deadline, I enjoy making their ideas.
#fabrication #neon #artist #Brooklyn #job #work #scraps #color #decisions #teamwork #idea
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I have been helping some artist friends stopping by the studio make new work. They come for a day or two with loose ideas and we work on them turning them into neon ideas.
These ones are from my friend Kels Mayo who has a new studio with three highly visible windows in Utica, NY. They wanted them to be Yes, Maybe, No windows and be made entirely of scraps to their handwriting. I suggested the blue "blockout glass" tubing to go where the connections are so you can still see them and read the words.
I am excited to see them get installed soon.I think of myself like a music recording studio. My studio time is expensive yes... But when I look at all we make, it seems to be a good value. It's really fun- I can make anything- so when Artists come with a bunch of ideas to make and a tight deadline, I enjoy making their ideas.
#fabrication #neon #artist #Brooklyn #job #work #scraps #color #decisions #teamwork #idea
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I have been helping some artist friends stopping by the studio make new work. They come for a day or two with loose ideas and we work on them turning them into neon ideas.
These ones are from my friend Kels Mayo who has a new studio with three highly visible windows in Utica, NY. They wanted them to be Yes, Maybe, No windows and be made entirely of scraps to their handwriting. I suggested the blue "blockout glass" tubing to go where the connections are so you can still see them and read the words.
I am excited to see them get installed soon.I think of myself like a music recording studio. My studio time is expensive yes... But when I look at all we make, it seems to be a good value. It's really fun- I can make anything- so when Artists come with a bunch of ideas to make and a tight deadline, I enjoy making their ideas.
#fabrication #neon #artist #Brooklyn #job #work #scraps #color #decisions #teamwork #idea
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I just love #TurnBased #games so much more than anything else. Especially today, where everything feels fast, loud and overwhelming, I need games that actually give me time to #think.
With #RealTime you react, with #TurnBased you #plan. That is a huge difference. I sit there, analyse the #situation, think three moves ahead, and when my #strategy pays off, it feels genuinely rewarding.
On top of that: #TurnBasedGames are almost always more #complex and #deep. #XCOM, #BattleTech, #TacticsOgre, these games demand real #thinking. No muscle memory, no reflexes, just pure #strategy.
In a world full of #notifications, #stress and constant #overstimulation, this is almost like #meditation for me.
My #pace, my #decisions, my #game.
#Gaming #Retrogaming #TurnBasedStrategy #LinuxGaming #Tactics
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I just love #TurnBased #games so much more than anything else. Especially today, where everything feels fast, loud and overwhelming, I need games that actually give me time to #think.
With #RealTime you react, with #TurnBased you #plan. That is a huge difference. I sit there, analyse the #situation, think three moves ahead, and when my #strategy pays off, it feels genuinely rewarding.
On top of that: #TurnBasedGames are almost always more #complex and #deep. #XCOM, #BattleTech, #TacticsOgre, these games demand real #thinking. No muscle memory, no reflexes, just pure #strategy.
In a world full of #notifications, #stress and constant #overstimulation, this is almost like #meditation for me.
My #pace, my #decisions, my #game.
#Gaming #Retrogaming #TurnBasedStrategy #LinuxGaming #Tactics
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I just love #TurnBased #games so much more than anything else. Especially today, where everything feels fast, loud and overwhelming, I need games that actually give me time to #think.
With #RealTime you react, with #TurnBased you #plan. That is a huge difference. I sit there, analyse the #situation, think three moves ahead, and when my #strategy pays off, it feels genuinely rewarding.
On top of that: #TurnBasedGames are almost always more #complex and #deep. #XCOM, #BattleTech, #TacticsOgre, these games demand real #thinking. No muscle memory, no reflexes, just pure #strategy.
In a world full of #notifications, #stress and constant #overstimulation, this is almost like #meditation for me.
My #pace, my #decisions, my #game.
#Gaming #Retrogaming #TurnBasedStrategy #LinuxGaming #Tactics
-
I just love #TurnBased #games so much more than anything else. Especially today, where everything feels fast, loud and overwhelming, I need games that actually give me time to #think.
With #RealTime you react, with #TurnBased you #plan. That is a huge difference. I sit there, analyse the #situation, think three moves ahead, and when my #strategy pays off, it feels genuinely rewarding.
On top of that: #TurnBasedGames are almost always more #complex and #deep. #XCOM, #BattleTech, #TacticsOgre, these games demand real #thinking. No muscle memory, no reflexes, just pure #strategy.
In a world full of #notifications, #stress and constant #overstimulation, this is almost like #meditation for me.
My #pace, my #decisions, my #game.
#Gaming #Retrogaming #TurnBasedStrategy #LinuxGaming #Tactics
-
I just love #TurnBased #games so much more than anything else. Especially today, where everything feels fast, loud and overwhelming, I need games that actually give me time to #think.
With #RealTime you react, with #TurnBased you #plan. That is a huge difference. I sit there, analyse the #situation, think three moves ahead, and when my #strategy pays off, it feels genuinely rewarding.
On top of that: #TurnBasedGames are almost always more #complex and #deep. #XCOM, #BattleTech, #TacticsOgre, these games demand real #thinking. No muscle memory, no reflexes, just pure #strategy.
In a world full of #notifications, #stress and constant #overstimulation, this is almost like #meditation for me.
My #pace, my #decisions, my #game.
#Gaming #Retrogaming #TurnBasedStrategy #LinuxGaming #Tactics
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Exploring Spacecraft Propulsion: From Rockets to FTL
There are extreme distances that someone must transverse in their effort to get from one planet to another. This will be true regardless if that planet is in the same system or some other system. Consider this. In the Sol System’s Asteroid Field, the average distance between the asteroids will be a gap of millions of kilometers. The distances between the planets can make this look tiny. That is only within this one solar system. When considering the distances between stars, the distance will be measured in terms of light-years. Using conventional rocketry, humans have obtained a top speed of 39,937.7 km/h (24,816.1 mph) by the Apollo 10 crew. At this speed, it will need millennia to reach our nearest star, Proxima Centauri.
Doing Tradition?
One can use the conventional rocket engines. They have the advantage of being well-tested and durable. Using these rockets, the ship will be capable of executing a variety of maneuvers. These are akin to what is seen in the scifi programs. The complication will be that the rocket will need to be larger to make larger changes. Small changes can be amplified over time. Yet they will not lead to those wild moves expected from shows and movies. They will be simple to construct and keep. The greatest problem with them will be that they need huge amounts of fuel even for short trips. For example, the Apollo 10 rocket had a height of 122 meters and diameter of 10 meters. Only the last 5 meters was devoted to where the people would work. All the rest was dedicated to the fuel. As the human occupied size increases, the space required for fuel will need to increase in similar proportion. This means that the real size of vehicles seen in most scifi programs would need to be many times greater. This is mostly for the fuel that will be consumed in at most a matter of days.
Doing those Ions?
Another drive system that is highly tested today is the ion drive. This drive will work for making subtle alterations that occur over a long period. When it comes to more sudden changes, other drives would work better. Mostly, these drives will be used by probes and other craft. They will be sent on long, usually years-long missions. These missions are not expected to have many or any sudden changes in speed, course, or anything else. Thinking of that colony ship? Use the ion drive.
Make it Nuclear!
A working theoretical drive that has received some testing is the nuclear drive. The principle here is that the ship drops a nuclear bomb. Several seconds later, it explodes, propelling the ship at tremendous speeds. This sounds like it would be dangerous since one is using the most destructive weapon ever created. In reality, the time between the bomb being dropped and its explosion will lessen any harmful radiation created. Additionally, the pusher plate will be attached to the ship and placed between the bomb and the ship. Another important consideration is that space itself holds significantly more radiation per cubic meter than the bomb will produce. Actual testing of this drive has gotten it up to 0.1c (29,979245.8 m/s), where c is equal to light speed. Theory states that this drive actually reach a peak of 0.5c (149,896,229 m/s).
Ride the Light
Something that is between theoretical and tested is some form of light drive. Some will claim this is the best way since they offload the fuel to this other place. The way it works is some form of classic sail where the “wind” is made of the solar wind. Before claiming this only works close to the star, consider this: all forms of light will have this effect. It does not matter if the light is created naturally or artificially. If there is a strong enough generator, then that light will create the same pushing. This force is equivalent to the push created by solar-generated light.
Need, Need Fer Speed
Many different drives claim they can accelerate the craft to the speed of light. They will work in one of two ways. The first will be fantastical where the engine claim to manage to actually reach lightspeed without going past. These drives will often either skim or go entirely into some alternate reality where things are compressed. The other possibility would be more realistic. The drive comes close to lightspeed, say 99.9%, and then physics will not allow any more. Generally, these drives keep the ship in reality but uses some powerful energy that will allow such extreme speed.
Need it Today!
Even considering how fast light travels, getting from Earth to Proxima Centauri will take an immense amount of time. This is true even when traveling at light speed. With humans being the impatient creatures they are, the faster that something can be done the better. Scifi has developed two primary techniques for faster-than-light (FTL) travel. The first is warp speed. Using warp speed, the drive compresses space ahead then expands it back to normal behind. This is the method used primarily in Star Trek. While theorists claim warp has a limit of 10x lightspeed, there is strong disagreement. I have heard many claim that it has no real limit. The other primary FTL is hyperspace. In this, the drive will shunt the ship into some alternate reality that has compressed distance when compared to reality. The actual travel time will depend upon how compressed hyperspace is to reality. Both Star Wars and Babylon 5 used hyperspace as their FTL. One can ask about either wormholes or black holes. Both will work for FTL, but I don’t them since they need static entry and exit points. They also need immense energies to generate, assuming they can be. Wormholes are unstable and temporary, often leading to some random point every time they open. Black holes will be more permanent, but they will always be one-way and destroy everything that enters. For those reasons, they make poor FTL drives.
Humans are constantly attempting to find ways to travel both off-planet and faster. The first of these is rocketry. That is a powerful and effective drive that has been used for decades and is highly reliable. Then came the ion drive. It grants more consistent power over a longer time. Using nuclear bombs has proven to grant huge power to push the vehicle up to extreme speed. Those speeds though have not proven to be high enough for humanity. We want to have what is seen in Star Trek, Star Wars, Babylon 5, Firefly, FarScape among many others. That involves humans, with possible aliens, beings capable of travel from one planet and star to another at will. Using such FTL devices as the hyperspace and warp drive, they can obtain this. They allow the players to generate exciting and intense stories to tell over several years.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
DonateMake a monthly donation
Your contribution is appreciated.
Donate monthly #Characters #Creation #Decisions #Design #DnD #Drives #Games #Gaming #RolePlayingGames #RPG #ScienceFiction #SciFi #Travel #TTRPG #Vehicles -
Exploring Spacecraft Propulsion: From Rockets to FTL
There are extreme distances that someone must transverse in their effort to get from one planet to another. This will be true regardless if that planet is in the same system or some other system. Consider this. In the Sol System’s Asteroid Field, the average distance between the asteroids will be a gap of millions of kilometers. The distances between the planets can make this look tiny. That is only within this one solar system. When considering the distances between stars, the distance will be measured in terms of light-years. Using conventional rocketry, humans have obtained a top speed of 39,937.7 km/h (24,816.1 mph) by the Apollo 10 crew. At this speed, it will need millennia to reach our nearest star, Proxima Centauri.
Doing Tradition?
One can use the conventional rocket engines. They have the advantage of being well-tested and durable. Using these rockets, the ship will be capable of executing a variety of maneuvers. These are akin to what is seen in the scifi programs. The complication will be that the rocket will need to be larger to make larger changes. Small changes can be amplified over time. Yet they will not lead to those wild moves expected from shows and movies. They will be simple to construct and keep. The greatest problem with them will be that they need huge amounts of fuel even for short trips. For example, the Apollo 10 rocket had a height of 122 meters and diameter of 10 meters. Only the last 5 meters was devoted to where the people would work. All the rest was dedicated to the fuel. As the human occupied size increases, the space required for fuel will need to increase in similar proportion. This means that the real size of vehicles seen in most scifi programs would need to be many times greater. This is mostly for the fuel that will be consumed in at most a matter of days.
Doing those Ions?
Another drive system that is highly tested today is the ion drive. This drive will work for making subtle alterations that occur over a long period. When it comes to more sudden changes, other drives would work better. Mostly, these drives will be used by probes and other craft. They will be sent on long, usually years-long missions. These missions are not expected to have many or any sudden changes in speed, course, or anything else. Thinking of that colony ship? Use the ion drive.
Make it Nuclear!
A working theoretical drive that has received some testing is the nuclear drive. The principle here is that the ship drops a nuclear bomb. Several seconds later, it explodes, propelling the ship at tremendous speeds. This sounds like it would be dangerous since one is using the most destructive weapon ever created. In reality, the time between the bomb being dropped and its explosion will lessen any harmful radiation created. Additionally, the pusher plate will be attached to the ship and placed between the bomb and the ship. Another important consideration is that space itself holds significantly more radiation per cubic meter than the bomb will produce. Actual testing of this drive has gotten it up to 0.1c (29,979245.8 m/s), where c is equal to light speed. Theory states that this drive actually reach a peak of 0.5c (149,896,229 m/s).
Ride the Light
Something that is between theoretical and tested is some form of light drive. Some will claim this is the best way since they offload the fuel to this other place. The way it works is some form of classic sail where the “wind” is made of the solar wind. Before claiming this only works close to the star, consider this: all forms of light will have this effect. It does not matter if the light is created naturally or artificially. If there is a strong enough generator, then that light will create the same pushing. This force is equivalent to the push created by solar-generated light.
Need, Need Fer Speed
Many different drives claim they can accelerate the craft to the speed of light. They will work in one of two ways. The first will be fantastical where the engine claim to manage to actually reach lightspeed without going past. These drives will often either skim or go entirely into some alternate reality where things are compressed. The other possibility would be more realistic. The drive comes close to lightspeed, say 99.9%, and then physics will not allow any more. Generally, these drives keep the ship in reality but uses some powerful energy that will allow such extreme speed.
Need it Today!
Even considering how fast light travels, getting from Earth to Proxima Centauri will take an immense amount of time. This is true even when traveling at light speed. With humans being the impatient creatures they are, the faster that something can be done the better. Scifi has developed two primary techniques for faster-than-light (FTL) travel. The first is warp speed. Using warp speed, the drive compresses space ahead then expands it back to normal behind. This is the method used primarily in Star Trek. While theorists claim warp has a limit of 10x lightspeed, there is strong disagreement. I have heard many claim that it has no real limit. The other primary FTL is hyperspace. In this, the drive will shunt the ship into some alternate reality that has compressed distance when compared to reality. The actual travel time will depend upon how compressed hyperspace is to reality. Both Star Wars and Babylon 5 used hyperspace as their FTL. One can ask about either wormholes or black holes. Both will work for FTL, but I don’t them since they need static entry and exit points. They also need immense energies to generate, assuming they can be. Wormholes are unstable and temporary, often leading to some random point every time they open. Black holes will be more permanent, but they will always be one-way and destroy everything that enters. For those reasons, they make poor FTL drives.
Humans are constantly attempting to find ways to travel both off-planet and faster. The first of these is rocketry. That is a powerful and effective drive that has been used for decades and is highly reliable. Then came the ion drive. It grants more consistent power over a longer time. Using nuclear bombs has proven to grant huge power to push the vehicle up to extreme speed. Those speeds though have not proven to be high enough for humanity. We want to have what is seen in Star Trek, Star Wars, Babylon 5, Firefly, FarScape among many others. That involves humans, with possible aliens, beings capable of travel from one planet and star to another at will. Using such FTL devices as the hyperspace and warp drive, they can obtain this. They allow the players to generate exciting and intense stories to tell over several years.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
DonateMake a monthly donation
Your contribution is appreciated.
Donate monthly #Characters #Creation #Decisions #Design #DnD #Drives #Games #Gaming #RolePlayingGames #RPG #ScienceFiction #SciFi #Travel #TTRPG #Vehicles -
Exploring Spacecraft Propulsion: From Rockets to FTL
There are extreme distances that someone must transverse in their effort to get from one planet to another. This will be true regardless if that planet is in the same system or some other system. Consider this. In the Sol System’s Asteroid Field, the average distance between the asteroids will be a gap of millions of kilometers. The distances between the planets can make this look tiny. That is only within this one solar system. When considering the distances between stars, the distance will be measured in terms of light-years. Using conventional rocketry, humans have obtained a top speed of 39,937.7 km/h (24,816.1 mph) by the Apollo 10 crew. At this speed, it will need millennia to reach our nearest star, Proxima Centauri.
Doing Tradition?
One can use the conventional rocket engines. They have the advantage of being well-tested and durable. Using these rockets, the ship will be capable of executing a variety of maneuvers. These are akin to what is seen in the scifi programs. The complication will be that the rocket will need to be larger to make larger changes. Small changes can be amplified over time. Yet they will not lead to those wild moves expected from shows and movies. They will be simple to construct and keep. The greatest problem with them will be that they need huge amounts of fuel even for short trips. For example, the Apollo 10 rocket had a height of 122 meters and diameter of 10 meters. Only the last 5 meters was devoted to where the people would work. All the rest was dedicated to the fuel. As the human occupied size increases, the space required for fuel will need to increase in similar proportion. This means that the real size of vehicles seen in most scifi programs would need to be many times greater. This is mostly for the fuel that will be consumed in at most a matter of days.
Doing those Ions?
Another drive system that is highly tested today is the ion drive. This drive will work for making subtle alterations that occur over a long period. When it comes to more sudden changes, other drives would work better. Mostly, these drives will be used by probes and other craft. They will be sent on long, usually years-long missions. These missions are not expected to have many or any sudden changes in speed, course, or anything else. Thinking of that colony ship? Use the ion drive.
Make it Nuclear!
A working theoretical drive that has received some testing is the nuclear drive. The principle here is that the ship drops a nuclear bomb. Several seconds later, it explodes, propelling the ship at tremendous speeds. This sounds like it would be dangerous since one is using the most destructive weapon ever created. In reality, the time between the bomb being dropped and its explosion will lessen any harmful radiation created. Additionally, the pusher plate will be attached to the ship and placed between the bomb and the ship. Another important consideration is that space itself holds significantly more radiation per cubic meter than the bomb will produce. Actual testing of this drive has gotten it up to 0.1c (29,979245.8 m/s), where c is equal to light speed. Theory states that this drive actually reach a peak of 0.5c (149,896,229 m/s).
Ride the Light
Something that is between theoretical and tested is some form of light drive. Some will claim this is the best way since they offload the fuel to this other place. The way it works is some form of classic sail where the “wind” is made of the solar wind. Before claiming this only works close to the star, consider this: all forms of light will have this effect. It does not matter if the light is created naturally or artificially. If there is a strong enough generator, then that light will create the same pushing. This force is equivalent to the push created by solar-generated light.
Need, Need Fer Speed
Many different drives claim they can accelerate the craft to the speed of light. They will work in one of two ways. The first will be fantastical where the engine claim to manage to actually reach lightspeed without going past. These drives will often either skim or go entirely into some alternate reality where things are compressed. The other possibility would be more realistic. The drive comes close to lightspeed, say 99.9%, and then physics will not allow any more. Generally, these drives keep the ship in reality but uses some powerful energy that will allow such extreme speed.
Need it Today!
Even considering how fast light travels, getting from Earth to Proxima Centauri will take an immense amount of time. This is true even when traveling at light speed. With humans being the impatient creatures they are, the faster that something can be done the better. Scifi has developed two primary techniques for faster-than-light (FTL) travel. The first is warp speed. Using warp speed, the drive compresses space ahead then expands it back to normal behind. This is the method used primarily in Star Trek. While theorists claim warp has a limit of 10x lightspeed, there is strong disagreement. I have heard many claim that it has no real limit. The other primary FTL is hyperspace. In this, the drive will shunt the ship into some alternate reality that has compressed distance when compared to reality. The actual travel time will depend upon how compressed hyperspace is to reality. Both Star Wars and Babylon 5 used hyperspace as their FTL. One can ask about either wormholes or black holes. Both will work for FTL, but I don’t them since they need static entry and exit points. They also need immense energies to generate, assuming they can be. Wormholes are unstable and temporary, often leading to some random point every time they open. Black holes will be more permanent, but they will always be one-way and destroy everything that enters. For those reasons, they make poor FTL drives.
Humans are constantly attempting to find ways to travel both off-planet and faster. The first of these is rocketry. That is a powerful and effective drive that has been used for decades and is highly reliable. Then came the ion drive. It grants more consistent power over a longer time. Using nuclear bombs has proven to grant huge power to push the vehicle up to extreme speed. Those speeds though have not proven to be high enough for humanity. We want to have what is seen in Star Trek, Star Wars, Babylon 5, Firefly, FarScape among many others. That involves humans, with possible aliens, beings capable of travel from one planet and star to another at will. Using such FTL devices as the hyperspace and warp drive, they can obtain this. They allow the players to generate exciting and intense stories to tell over several years.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
DonateMake a monthly donation
Your contribution is appreciated.
Donate monthly #Characters #Creation #Decisions #Design #DnD #Drives #Games #Gaming #RolePlayingGames #RPG #ScienceFiction #SciFi #Travel #TTRPG #Vehicles -
Exploring Spacecraft Propulsion: From Rockets to FTL
There are extreme distances that someone must transverse in their effort to get from one planet to another. This will be true regardless if that planet is in the same system or some other system. Consider this. In the Sol System’s Asteroid Field, the average distance between the asteroids will be a gap of millions of kilometers. The distances between the planets can make this look tiny. That is only within this one solar system. When considering the distances between stars, the distance will be measured in terms of light-years. Using conventional rocketry, humans have obtained a top speed of 39,937.7 km/h (24,816.1 mph) by the Apollo 10 crew. At this speed, it will need millennia to reach our nearest star, Proxima Centauri.
Doing Tradition?
One can use the conventional rocket engines. They have the advantage of being well-tested and durable. Using these rockets, the ship will be capable of executing a variety of maneuvers. These are akin to what is seen in the scifi programs. The complication will be that the rocket will need to be larger to make larger changes. Small changes can be amplified over time. Yet they will not lead to those wild moves expected from shows and movies. They will be simple to construct and keep. The greatest problem with them will be that they need huge amounts of fuel even for short trips. For example, the Apollo 10 rocket had a height of 122 meters and diameter of 10 meters. Only the last 5 meters was devoted to where the people would work. All the rest was dedicated to the fuel. As the human occupied size increases, the space required for fuel will need to increase in similar proportion. This means that the real size of vehicles seen in most scifi programs would need to be many times greater. This is mostly for the fuel that will be consumed in at most a matter of days.
Doing those Ions?
Another drive system that is highly tested today is the ion drive. This drive will work for making subtle alterations that occur over a long period. When it comes to more sudden changes, other drives would work better. Mostly, these drives will be used by probes and other craft. They will be sent on long, usually years-long missions. These missions are not expected to have many or any sudden changes in speed, course, or anything else. Thinking of that colony ship? Use the ion drive.
Make it Nuclear!
A working theoretical drive that has received some testing is the nuclear drive. The principle here is that the ship drops a nuclear bomb. Several seconds later, it explodes, propelling the ship at tremendous speeds. This sounds like it would be dangerous since one is using the most destructive weapon ever created. In reality, the time between the bomb being dropped and its explosion will lessen any harmful radiation created. Additionally, the pusher plate will be attached to the ship and placed between the bomb and the ship. Another important consideration is that space itself holds significantly more radiation per cubic meter than the bomb will produce. Actual testing of this drive has gotten it up to 0.1c (29,979245.8 m/s), where c is equal to light speed. Theory states that this drive actually reach a peak of 0.5c (149,896,229 m/s).
Ride the Light
Something that is between theoretical and tested is some form of light drive. Some will claim this is the best way since they offload the fuel to this other place. The way it works is some form of classic sail where the “wind” is made of the solar wind. Before claiming this only works close to the star, consider this: all forms of light will have this effect. It does not matter if the light is created naturally or artificially. If there is a strong enough generator, then that light will create the same pushing. This force is equivalent to the push created by solar-generated light.
Need, Need Fer Speed
Many different drives claim they can accelerate the craft to the speed of light. They will work in one of two ways. The first will be fantastical where the engine claim to manage to actually reach lightspeed without going past. These drives will often either skim or go entirely into some alternate reality where things are compressed. The other possibility would be more realistic. The drive comes close to lightspeed, say 99.9%, and then physics will not allow any more. Generally, these drives keep the ship in reality but uses some powerful energy that will allow such extreme speed.
Need it Today!
Even considering how fast light travels, getting from Earth to Proxima Centauri will take an immense amount of time. This is true even when traveling at light speed. With humans being the impatient creatures they are, the faster that something can be done the better. Scifi has developed two primary techniques for faster-than-light (FTL) travel. The first is warp speed. Using warp speed, the drive compresses space ahead then expands it back to normal behind. This is the method used primarily in Star Trek. While theorists claim warp has a limit of 10x lightspeed, there is strong disagreement. I have heard many claim that it has no real limit. The other primary FTL is hyperspace. In this, the drive will shunt the ship into some alternate reality that has compressed distance when compared to reality. The actual travel time will depend upon how compressed hyperspace is to reality. Both Star Wars and Babylon 5 used hyperspace as their FTL. One can ask about either wormholes or black holes. Both will work for FTL, but I don’t them since they need static entry and exit points. They also need immense energies to generate, assuming they can be. Wormholes are unstable and temporary, often leading to some random point every time they open. Black holes will be more permanent, but they will always be one-way and destroy everything that enters. For those reasons, they make poor FTL drives.
Humans are constantly attempting to find ways to travel both off-planet and faster. The first of these is rocketry. That is a powerful and effective drive that has been used for decades and is highly reliable. Then came the ion drive. It grants more consistent power over a longer time. Using nuclear bombs has proven to grant huge power to push the vehicle up to extreme speed. Those speeds though have not proven to be high enough for humanity. We want to have what is seen in Star Trek, Star Wars, Babylon 5, Firefly, FarScape among many others. That involves humans, with possible aliens, beings capable of travel from one planet and star to another at will. Using such FTL devices as the hyperspace and warp drive, they can obtain this. They allow the players to generate exciting and intense stories to tell over several years.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
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Donate monthly #Characters #Creation #Decisions #Design #DnD #Drives #Games #Gaming #RolePlayingGames #RPG #ScienceFiction #SciFi #Travel #TTRPG #Vehicles -
Exploring Spacecraft Propulsion: From Rockets to FTL
There are extreme distances that someone must transverse in their effort to get from one planet to another. This will be true regardless if that planet is in the same system or some other system. Consider this. In the Sol System’s Asteroid Field, the average distance between the asteroids will be a gap of millions of kilometers. The distances between the planets can make this look tiny. That is only within this one solar system. When considering the distances between stars, the distance will be measured in terms of light-years. Using conventional rocketry, humans have obtained a top speed of 39,937.7 km/h (24,816.1 mph) by the Apollo 10 crew. At this speed, it will need millennia to reach our nearest star, Proxima Centauri.
Doing Tradition?
One can use the conventional rocket engines. They have the advantage of being well-tested and durable. Using these rockets, the ship will be capable of executing a variety of maneuvers. These are akin to what is seen in the scifi programs. The complication will be that the rocket will need to be larger to make larger changes. Small changes can be amplified over time. Yet they will not lead to those wild moves expected from shows and movies. They will be simple to construct and keep. The greatest problem with them will be that they need huge amounts of fuel even for short trips. For example, the Apollo 10 rocket had a height of 122 meters and diameter of 10 meters. Only the last 5 meters was devoted to where the people would work. All the rest was dedicated to the fuel. As the human occupied size increases, the space required for fuel will need to increase in similar proportion. This means that the real size of vehicles seen in most scifi programs would need to be many times greater. This is mostly for the fuel that will be consumed in at most a matter of days.
Doing those Ions?
Another drive system that is highly tested today is the ion drive. This drive will work for making subtle alterations that occur over a long period. When it comes to more sudden changes, other drives would work better. Mostly, these drives will be used by probes and other craft. They will be sent on long, usually years-long missions. These missions are not expected to have many or any sudden changes in speed, course, or anything else. Thinking of that colony ship? Use the ion drive.
Make it Nuclear!
A working theoretical drive that has received some testing is the nuclear drive. The principle here is that the ship drops a nuclear bomb. Several seconds later, it explodes, propelling the ship at tremendous speeds. This sounds like it would be dangerous since one is using the most destructive weapon ever created. In reality, the time between the bomb being dropped and its explosion will lessen any harmful radiation created. Additionally, the pusher plate will be attached to the ship and placed between the bomb and the ship. Another important consideration is that space itself holds significantly more radiation per cubic meter than the bomb will produce. Actual testing of this drive has gotten it up to 0.1c (29,979245.8 m/s), where c is equal to light speed. Theory states that this drive actually reach a peak of 0.5c (149,896,229 m/s).
Ride the Light
Something that is between theoretical and tested is some form of light drive. Some will claim this is the best way since they offload the fuel to this other place. The way it works is some form of classic sail where the “wind” is made of the solar wind. Before claiming this only works close to the star, consider this: all forms of light will have this effect. It does not matter if the light is created naturally or artificially. If there is a strong enough generator, then that light will create the same pushing. This force is equivalent to the push created by solar-generated light.
Need, Need Fer Speed
Many different drives claim they can accelerate the craft to the speed of light. They will work in one of two ways. The first will be fantastical where the engine claim to manage to actually reach lightspeed without going past. These drives will often either skim or go entirely into some alternate reality where things are compressed. The other possibility would be more realistic. The drive comes close to lightspeed, say 99.9%, and then physics will not allow any more. Generally, these drives keep the ship in reality but uses some powerful energy that will allow such extreme speed.
Need it Today!
Even considering how fast light travels, getting from Earth to Proxima Centauri will take an immense amount of time. This is true even when traveling at light speed. With humans being the impatient creatures they are, the faster that something can be done the better. Scifi has developed two primary techniques for faster-than-light (FTL) travel. The first is warp speed. Using warp speed, the drive compresses space ahead then expands it back to normal behind. This is the method used primarily in Star Trek. While theorists claim warp has a limit of 10x lightspeed, there is strong disagreement. I have heard many claim that it has no real limit. The other primary FTL is hyperspace. In this, the drive will shunt the ship into some alternate reality that has compressed distance when compared to reality. The actual travel time will depend upon how compressed hyperspace is to reality. Both Star Wars and Babylon 5 used hyperspace as their FTL. One can ask about either wormholes or black holes. Both will work for FTL, but I don’t them since they need static entry and exit points. They also need immense energies to generate, assuming they can be. Wormholes are unstable and temporary, often leading to some random point every time they open. Black holes will be more permanent, but they will always be one-way and destroy everything that enters. For those reasons, they make poor FTL drives.
Humans are constantly attempting to find ways to travel both off-planet and faster. The first of these is rocketry. That is a powerful and effective drive that has been used for decades and is highly reliable. Then came the ion drive. It grants more consistent power over a longer time. Using nuclear bombs has proven to grant huge power to push the vehicle up to extreme speed. Those speeds though have not proven to be high enough for humanity. We want to have what is seen in Star Trek, Star Wars, Babylon 5, Firefly, FarScape among many others. That involves humans, with possible aliens, beings capable of travel from one planet and star to another at will. Using such FTL devices as the hyperspace and warp drive, they can obtain this. They allow the players to generate exciting and intense stories to tell over several years.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
DonateMake a monthly donation
Your contribution is appreciated.
Donate monthly #Characters #Creation #Decisions #Design #DnD #Drives #Games #Gaming #RolePlayingGames #RPG #ScienceFiction #SciFi #Travel #TTRPG #Vehicles -
How AI can and can’t help you with your finances – Diana Clement
It’s very good at helping you create rules for your financial situation. Such as: No purchase…
#NewsBeep #News #Personalfinance #according #AI #and #Artificial #better #Business #can #cant #clement #Compass #decisions #Diana #empathy #Finance #Finances #help #how #incapable #Intelligence #into #Its #manage #Money #moral #PersonalFinance #sociopath #some #steer #UK #UnitedKingdom #with #you #your
https://www.newsbeep.com/uk/563163/ -
How AI can and can’t help you with your finances – Diana Clement
It’s very good at helping you create rules for your financial situation. Such as: No purchase over $…
#NewsBeep #News #Personalfinance #according #AI #and #Artificial #better #Business #CA #can #Canada #cant #clement #Compass #decisions #diana #empathy #Finance #finances #help #how #incapable #Intelligence #into #its #manage #Money #moral #PersonalFinance #sociopath #some #steer #with #you #your
https://www.newsbeep.com/ca/644014/ -
https://www.europesays.com/uk/933809/ How AI can and can’t help you with your finances – Diana Clement #According #AI #and #artificial #better #Business #can #cant #clement #Compass #decisions #Diana #empathy #Finance #finances #help #how #incapable #Intelligence #into #its #manage #money #moral #PersonalFinance #sociopath #some #steer #UK #UnitedKingdom #with #you #your
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https://www.europesays.com/ie/465624/ How AI can and can’t help you with your finances – Diana Clement #according #AI #and #Artificial #better #Business #can #cant #clement #Compass #decisions #diana #Éire #empathy #finances #help #how #IE #incapable #Intelligence #into #Ireland #its #manage #Money #moral #PersonalFinance #PersonalFinance #sociopath #some #steer #with #you #your
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#Design #Overviews
Four levels of customer understanding · Why feedback never fully reveals customer needs https://ilo.im/16ckob_____
#Business #UserResearch #Users #Customers #Decisions #Emotions #Psychology #ProductDesign #UiDesign #WebDesign -
#Development #Pitfalls
Black box AI drift · “AI tools are making design decisions nobody asked for.” https://ilo.im/16cea6_____
#Business #Intents #Decisions #Prompting #AI #AiAssistance #DevOps #WebDev #Frontend #Backend -
"Never trade your future reputation for a short-term paycheck" - Futurist Jim Carroll
--
Futurist Jim Carroll is writing a series, The Art of the Infinite Pivot, based on 36 lessons from his 36 years as a solo entrepreneur, working as a nomadic worker in the global freelance economy. The series is unfolding here, and at pivot.jimcarroll.com.
--When you are working on your own, you are tempted to chase every single opportunity - but often,you should question if you should.
Think about it - in the global freelance economy, the temptation is to be a mercenary. To chase the quick win, the easy gig, or the trendy buzzword that pays today but disappears tomorrow. But in my 36-year voyage, I’ve learned that the Infinite Pivot is only possible if you plan to make sure your reputation is one of your most important assets.
In my career, I’ve walked away from lucrative opportunities because they didn't align with what I thought I should be doing. I’ve turned down gigs that would have compromised my voice for a short-term gain - those that were from obvious hustlers promoting conferences or events that seemed rather shady or dubious. Why? Because when the world shifts—and it always does—your only real security is the integrity of your long-term perspective.
A few weeks ago, I turned down an inquiry from a tobacco company. A few years back, I told a client I wouldn't take on the topic they wanted around cryptocurrency because I thought they were pretty unrealistic with what they wanted me to promise. (I turned out to be right.) I've passed on certain healthcare events where the topic bordered on fraud. Beyond that, I feel pretty confident to say that I can easily discern a hustler as soon as they start talking with me or send an email. It's an invaluable skill.
Short-termism is a trap. It makes you a slave to the current market cycle, or being associated with things you shouldn't be associated with.
Most profound pivots don't happen in a vacuum; they happen because you’ve spent 30 years building a foundation of trust. People don't just listen to me because of the data; they listen because I’ve been consistently right about the direction of the curve for three and a half decades. That kind of authority can't be bought; it can only be built, stone by stone.
When you build for the long term, the short-term disruptions become minor weather events rather than catastrophic storms.
---
**#Reputation** **#Integrity** **#LongTerm** **#Trust** **#Values** **#ShortTerm** **#Ethics** **#Character** **#Authority** **#Foundation** **#Pivot** **#Freelance** **#Lessons** **#Decisions** **#WalkAway** **#Authenticity** **#Consistency** **#Building** **#Future** **#Legacy** **#Wisdom** **#Discernment** **#Standards** **#Stone** **#Onwards**
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AI finance apps set to disrupt advice sector and automate money decisions – The Prosperity Project
“What the AI will be able to do is cut through …
#NewsBeep #News #Personalfinance #Acting #advice #adviser #AI #and #Apps #automate #Business #capable #could #decisions #disrupt #effectively #Finance #financial #innovations #Money #PersonalFinance #Pocket #project #prosperity #sector #set #soon #the #theyre #to #tracking #Transform #UK #UnitedKingdom #what #your
https://www.newsbeep.com/uk/539873/ -
https://www.europesays.com/ie/443560/ AI finance apps set to disrupt advice sector and automate money decisions – The Prosperity Project #acting #advice #Adviser #AI #and #Apps #automate #Business #capable #could #decisions #disrupt #effectively #Éire #Finance #Financial #IE #innovations #Ireland #Money #PersonalFinance #PersonalFinance #Pocket #project #prosperity' #sector #set #soon #the #theyre #To #tracking #transform #What #your
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https://www.europesays.com/uk/905232/ AI finance apps set to disrupt advice sector and automate money decisions – The Prosperity Project #acting #advice #Adviser #AI #and #Apps #automate #Business #capable #could #decisions #disrupt #effectively #Finance #financial #innovations #money #PersonalFinance #Pocket #project #prosperity #Sector #set #soon #the #theyre #to #tracking #transform #UK #UnitedKingdom #what #your
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AI finance apps set to disrupt advice sector and automate money decisions – The Prosperity Project
“What the AI will be able to do is cut through all …
#NewsBeep #News #Personalfinance #Acting #advice #adviser #AI #and #Apps #AU #Australia #automate #Business #capable #could #decisions #disrupt #effectively #Finance #financial #innovations #money #PersonalFinance #pocket #project #prosperity #sector #set #soon #the #theyre #To #tracking #transform #What #your
https://www.newsbeep.com/au/617571/ -
AI finance apps set to disrupt advice sector and automate money decisions – The Prosperity Project
“What the AI will be able to do is cut through all …
#NewsBeep #News #Personalfinance #Acting #advice #adviser #AI #and #Apps #AU #Australia #automate #Business #capable #could #decisions #disrupt #effectively #Finance #financial #innovations #money #PersonalFinance #pocket #project #prosperity #sector #set #soon #the #theyre #To #tracking #transform #What #your
https://www.newsbeep.com/au/617571/ -
Publicado el 18/abr/2026 en (@[email protected])
Este es uno de los motivos que soy anti AI. Invito a leer el artículo, incluso sus comentarios.
Rendición cognitiva
https://open.substack.com/pub/error500/p/rendicion-cognitiva?utm_source=share&utm_medium=android&r=4d5fwf#IA #pensar #pensamiento #pensamientocritico #cognitive #cognitivo #CognitiveAI #AI #psicologia #decisiones #decisions #decisionesIA #decisioneshumanas
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Have We Met?
Humanity can meet new beings in any campaign. This is especially true for those that take place in the future. The characters, in particular, will encounter those they have never met before. These campaigns will be known as first contact campaigns. How does everyone encounter each other? Is the contact friendly or hostile? Does is come as a surprise?
Hello, Stranger
The method for tracking first contact will use a stratified path. This applies if the society has had prior first contacts. If this is the original first contact, there will be no protocols. There won’t be rules telling everyone who to talk to, what to say, or how to dress. In some cases, the midshipman can address the President. The language used can be more suitable for an after-dinner game than for first contact. Yet, in more refined situations, the ship captain addresses a formal representative. A proper delegate also does this. They would use well-rehearsed speeches. A great example for how not to first contact would be in the Star Trek series Enterprise. In that series, none of the crew was trained in foreign relations. Even the highly experienced Vulcan lacked training, especially with first contact protocols. The Federation was so new that they have been in the same place themselves. Contrast this with the way things are in Star Trek Next Generation. At that point, the Federation has so many first contacts that there is a protocol for everything. In the episode First Contact, we are shown how first contact is handled. There is some response to every question and issue that is brought up regardless of which side brings it up.
Contact, Where?
The place where the contact is made can show a problem. Imagine meeting for the first time someone who is important on a park bench. How about that same person being met in a crowded stadium? Would a reception hall be appropriate? Each of these places would work for a first contact. Yet only a formal setting seems appropriate. The belief for the bench is that nothing is official or formal. That will make it completely changeable. The same will be said for every other place except for the formal setting. In a formal setting, it is believed that everyone is an official from their respective society. They also use proper language. They are making a final document.
Permanent?
Will the meeting set up permanent relations? What happens if one side desires to get out? Are there going to be any repercussions? If the meeting creates anything permanent, it will depend on the public profile of each society’s members. How well known and public they will be a deciding factor. If either side attempts to stay hidden from the other, then the first contact be canceled out if desired. If both sides are well known by the general public, then the first contact will be well viewed. It will also be analyzed.
Desires
The results of the first contact will intend to be friendly. This will not always be the case. No two groups will always agree on everything. What happens when there is a disagreement? There will be times when two or more societies cannot settle their disagreements. They enter into some form of nonviolent hostilities, which is basically a cold war. While this cold war approach has many possibilities for TTRPGs, it has many problems for the societies that make them. Another possible outcome would be that they can never agree on anything and go fully into some declared war.
Entities?
Most of the greatest stories will involve major governments. These also involve corporations having first contact with an unknown entity. Must this always be the case? Are there any ways that smaller groups or individuals can have their own first contact? Would it be possible for a situation where one side is greatly powerful and the other is relatively weaker? Essentially, every time that you make the first meeting with someone new, that will be a first contact. You do not need to go through any established protocols. This is true unless you are acting on behalf of some other agency. The comparative size of each party will not matter. What matters will be what each side brings to the table. If the smaller party has something that the larger party must have, then their relative size will be equivalent.
The process of first contact is something that is often discussed in many stories as some form of complication. The actual dealings of first contact can be troublesome in its proper course. Nevertheless, it does not have to be what is described in fiction. Those protocol-filled meetings will take center stage. That is not the only manner they must take. The most common first contact occurs when one business opens a dialog with another business. Alternatively, it involves an individual making contact with a stranger. These smaller first contacts will not make major headlines. They won’t create great stories. Nonetheless, they will be much more important for the characters and campaign in the long run. They will then set the stage for exciting stories the players will want to tell for years to come.
Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.
There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.
Make a one-time donation
Your contribution is appreciated.
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Your contribution is appreciated.
Donate monthly #Characters #Creation #Decisions #Design #DnD #Encounters #FirstContact #Games #Gaming #Meeting #RolePlayingGames #RPG #TTRPG -
Check the “Observer”: Is there a low-stakes way for someone to exist in your #community without being forced to speak? Allow people to #lurk...
Identify “Good First Steps”: Is the jump from “reading” to “doing” too high?
Review your #onboarding tone: Does your welcome sequence feel like a marketing drip campaign?
Open the “Black Box”: Can a member see how #decisions are made?
#Trust and #Invest in #Community
#Fear #Less to become #FearlessCelebrate the “Climb” !
-
Check the “Observer”: Is there a low-stakes way for someone to exist in your #community without being forced to speak? Allow people to #lurk...
Identify “Good First Steps”: Is the jump from “reading” to “doing” too high?
Review your #onboarding tone: Does your welcome sequence feel like a marketing drip campaign?
Open the “Black Box”: Can a member see how #decisions are made?
#Trust and #Invest in #Community
#Fear #Less to become #FearlessCelebrate the “Climb” !
-
"Make difficult decisions sooner. (Even when you don't want to)" - Futurist Jim Carroll
--
Futurist Jim Carroll is writing a series, The Art of the Infinite Pivot, based on 36 lessons from his 36 years as a solo entrepreneur, working as a nomadic worker in the global freelance economy. The series is unfolding here, and at pivot.jimcarroll.com.
--At one moment in time, I had Google Claude analyze the thousands of blog posts I've written since 2002, to try to come up with a list of the unique phrases I've come up with through the years. It came back with a massive list. and called them "Jim'isms." I'm pretty proud of the list, since these phrases often capture the essence of the ideas I share with my clients and readers.
The one I am proudest of is probably the one with which you are most familiar: "aggressive indecision." I coined it back in 2002 to describe the tendency among my clients to make the tough decisions that need to be made, particularly when uncertainty reigns.
And it led me to believe that the most dangerous words in any business or life are, "Let's wait and see."
When we wait, we fail. We might tell ourselves we are being prudent, being cautious, but usually, we are just being hesitant. In my 36-year voyage, I’ve learned that the difficulty of a decision doesn’t decrease with time: it only compounds. To stay ahead of the curve, you must learn to make difficult decisions sooner, especially when you don't want to.
Every successful pivot I’ve made in my career and business required me to cut ties with something comfortable but declining. Whether it was walking away from a stable career path or sunsetting a keynote topic that was still "doing okay," the hardest part identify8ing what I needed to do. It involved actually doing it.
As humans, we are engineered, it seems, to avoid the tough decisions. And yet often, that's the only way to get ahead!
The simple fact is this: if you wait until you are forced to make a decision, you aren't pivoting; you’re reacting.
Making decisions sooner -m even when you don't want to - is the antidote to aggressive indecision. Most organizations and people stay stuck because they treat difficult choices like a burden to be avoided rather than a strategic advantage to be seized. By making the tough call early, when you still have resources and momentum, you control the future to the extent you can. If you wait until your hand is forced, the market (or the crisis) controls you.
Don't let the weight of a difficult choice paralyze you.
Make the call.
Futurist Jim Carroll believes that 'aggressive indecision' is the root cause of most failure.
**#Decisions** **#AggressiveIndecision** **#Action** **#Courage** **#Sooner** **#Pivot** **#Leadership** **#Waiting** **#Momentum** **#Jimisms** **#Strategy** **#Tough** **#Paralysis** **#Control** **#Future** **#Freelance**
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"Regret is far more expensive than failure" - Futurist Jim Carroll
--
Futurist Jim Carroll is writing a series, The Art of the Infinite Pivot, based on 36 lessons from his 36 years as a solo entrepreneur, working as a nomadic worker in the global freelance economy. The series is unfolding here, and at pivot.jimcarroll.com.
--Most people and organizations are paralyzed by a single, haunting question: "What if I fail?"
They spend months (sometimes years) conducting risk assessments and feasibility studies, all designed to protect themselves from the sting of a mistake. They personally try to avoid risk, or in the case of companies, have entire risk management teams, whose goal is to minimize and eliminate risk. They insulate themselves from bold moves because they cannot bear to see things go wrong.
And in doing so, they miss out on a lot of opportunity - and come to regret it later.
What's worse? Trying to do something and seeing it go wrong? Or thinking back years later, "I should have tried to do it!"
In my own 36-year voyage, I’ve learned that the most dangerous risk isn't the pivot that goes wrong: it's the pivot that never happens. We need to stop obsessing over the cost of a "miss" and start focusing on the only question that truly matters: "What if I never try at all?"
Think of it this way: failure is a temporary setback but a valuable asset. You can learn from it, adjust, and pivot again. But the idea of never trying at all results in a permanent loss of potential. You don't learn and become stuck where you are, missing out on the chance to go where you should be going.
I’ve sat in boardrooms with legacy companies that are now obsolete, not because they made a bad bet, but because they were too afraid to place a bet at all. They chose the "safety" of the status quo, only to find that the status quo had moved on without them.
The Infinite Pivot isn't about being fearless; it’s about being more afraid of standing still than you are of moving forward. When you look back at your career or your company’s history a decade from now, you won't remember the small stumbles.
You will only remember the doors you were too scared to open.
Remember: the risk of the unknown is manageable.
But the cost of "what if" or "if only" is infinite.
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Futurist Jim Carroll believes that having a case of the 'if-only's' is worse than suffering from a case of the 'whoops!'
**#Regret** **#Failure** **#Risk** **#Action** **#TryAnyway** **#Pivot** **#Fear** **#Opportunity** **#Paralysis** **#Courage** **#Learning** **#StatusQuo** **#WhatIf** **#Bold** **#Decisions** **#Movement** **#Forward** **#Lessons** **#Freelance** **#Legacy** **#Potential** **#Doors** **#Standing** **#Moving** **#Onwards**
Original post: https://jimcarroll.com/2026/04/decoding-tomorrow-the-infinite-pivot-series-11-regret-is-far-more-expensive-than-failure/
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"Regret is far more expensive than failure" - Futurist Jim Carroll
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Futurist Jim Carroll is writing a series, The Art of the Infinite Pivot, based on 36 lessons from his 36 years as a solo entrepreneur, working as a nomadic worker in the global freelance economy. The series is unfolding here, and at pivot.jimcarroll.com.
--Most people and organizations are paralyzed by a single, haunting question: "What if I fail?"
They spend months (sometimes years) conducting risk assessments and feasibility studies, all designed to protect themselves from the sting of a mistake. They personally try to avoid risk, or in the case of companies, have entire risk management teams, whose goal is to minimize and eliminate risk. They insulate themselves from bold moves because they cannot bear to see things go wrong.
And in doing so, they miss out on a lot of opportunity - and come to regret it later.
What's worse? Trying to do something and seeing it go wrong? Or thinking back years later, "I should have tried to do it!"
In my own 36-year voyage, I’ve learned that the most dangerous risk isn't the pivot that goes wrong: it's the pivot that never happens. We need to stop obsessing over the cost of a "miss" and start focusing on the only question that truly matters: "What if I never try at all?"
Think of it this way: failure is a temporary setback but a valuable asset. You can learn from it, adjust, and pivot again. But the idea of never trying at all results in a permanent loss of potential. You don't learn and become stuck where you are, missing out on the chance to go where you should be going.
I’ve sat in boardrooms with legacy companies that are now obsolete, not because they made a bad bet, but because they were too afraid to place a bet at all. They chose the "safety" of the status quo, only to find that the status quo had moved on without them.
The Infinite Pivot isn't about being fearless; it’s about being more afraid of standing still than you are of moving forward. When you look back at your career or your company’s history a decade from now, you won't remember the small stumbles.
You will only remember the doors you were too scared to open.
Remember: the risk of the unknown is manageable.
But the cost of "what if" or "if only" is infinite.
---
Futurist Jim Carroll believes that having a case of the 'if-only's' is worse than suffering from a case of the 'whoops!'
**#Regret** **#Failure** **#Risk** **#Action** **#TryAnyway** **#Pivot** **#Fear** **#Opportunity** **#Paralysis** **#Courage** **#Learning** **#StatusQuo** **#WhatIf** **#Bold** **#Decisions** **#Movement** **#Forward** **#Lessons** **#Freelance** **#Legacy** **#Potential** **#Doors** **#Standing** **#Moving** **#Onwards**
Original post: https://jimcarroll.com/2026/04/decoding-tomorrow-the-infinite-pivot-series-11-regret-is-far-more-expensive-than-failure/
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#Design #Guidelines
A practical guide to design principles · Choosing principles that shape design decisions https://ilo.im/16bmpq_____
#Organization #Collaboration #Decisions #DesignPrinciples #ProductDesign #UxDesign #UiDesign #WebDesign -
#Design #Guidelines
A practical guide to design principles · Choosing principles that shape design decisions https://ilo.im/16bmpq_____
#Organization #Collaboration #Decisions #DesignPrinciples #ProductDesign #UxDesign #UiDesign #WebDesign -
#Design #Guidelines
A practical guide to design principles · Choosing principles that shape design decisions https://ilo.im/16bmpq_____
#Organization #Collaboration #Decisions #DesignPrinciples #ProductDesign #UxDesign #UiDesign #WebDesign -
Understanding Mutations in Superhero Storytelling
When deciding to either run or play in a superpowered campaign, some critical questions must be answered. These questions include when, where, and how the presence of superpowers first appeared. These will be equally true for the individual character as they are for the society at large. Mainstream society does not have superpowered beings. Due to this, superpowers will need to be developed at some point for some reason. What is the nature of this surge of superpowers? Is it a sudden rise, or gradual? Are they externally induced?
From Outside?
Can humanity gain powers from some outside source? Do they need to be created by humans? Are they capable of appearing randomly? Where mutations come from can be anywhere. When someone receives a vaccine, it can act as a potential agent. Cosmic rays are another potential cause. The natural process of aging is also a factor. When someone receives a mutation, it is induced either from some external or internal source. External sources will be controlled. Nonetheless, internal mutations will be related to the person that receives the mutation. The Hulk and Spiderman would be examples of internal mutations, while the Fantastic Four would be examples of external sources.
Forms?
Are there any mandatory forms that these mutations must use? When the campaign is after the realistic path, any mutation will need to enhance traits that the creature already possesses. This will be sharpening natural eyesight or extending it into neighboring wavelengths. The skin can become slightly denser but not to the extreme that is seen in the Hulk. If flight is allowed, then it will follow the principles used by animals, not force-of-will. These more extreme versions of mutations will be allowed in more open-ended campaigns. With these, if someone desires to create some mutation, then it will be allowed. Want to create the Hulk? Go for it! Want Superman? You can! The only limit will be in what the game master (GM) will allow.
Power?
Are they matched by conventional humans? Will one mutant manage to match himself to an entire platoon? Just how powerful the mutant gets is tricky to judge. After all, the elephant is massively more powerful than the ant. Characters that normal humans can deal with will manage to blend into society better. They will pass tests that normal humans are obligated to pass. Those that are more powerful will face more challenges blending into normal society. They must restrain themselves to avoid accidentally injuring normal humans. Another thing to remember is that a more powerful individual will need equally powerful opposition. This is necessary just to equal them. Any combat that they get into will also cause greater accidental damage to the area.
Detectable?
A debate among many gamers is if those with mutations will be detectable through some means. If they are, what tools are needed to detect them? In the Marvel System, mutants have a biofield that will be detected at range through detectors. If you want the mutant to be detectable, you can claim that they have an extra gene. Prefer a scientific approach? This gene can be found through a blood test. There are other possibilities for making mutants detectable. Another choice would be that there is nothing that can detect mutants. No mutant gene, biofield, or anything else that separates them from normal society.
Ranks?
Humans love to rank everything. Mutants at their core will be humans. Either that, they will have to interact with human society. Either way, they will either rank themselves or get ranked by society. The exact nature of this will depend upon how the mutants interact with normal society. If they try to segregate themselves, they create a society akin to the Jedi in the Prequel Star Wars series. Their society mirrors how the Jedi operated. They also run through something along the lines of the strongest leads. If they were to blend into normal society, then they usually will adopt the rules imposed upon them.
Laws?
Anytime there is a new group or technology, there will be a period. During this period, they will be free to run uncontrolled. Then, people will start to discriminate against it. After that will come laws that regulate proper utilization. Mutants will go through this same process. Society will respond based on what the power is. The laws that will be created will depend on how damaging they are. If normal humans feel that mutants are extremely dangerous, they will react. They believe mutants are taking too many jobs. In response, they will call for mutants to be removed or in some other way taken care of. Such laws dictate what jobs the mutant can have. They force them to take registration. These laws control where they are allowed to live and travel. Extra restrictions also be imposed. For example, in Marvel, the speed limit laws have been extended to anyone traveling, regardless of the mode. Someone running at 65 mph will get the same speeding violation. This is the same violation a person would get for traveling at the same speed in a car. The U.N. has identified some countries as “sanctuary countries” for mutants. In these countries, mutants can obtain more freedoms than they have in others.
Having a superpowered campaign can be a wonderful game to both run and play. It will allow for the feel of fantasy, scifi, western, and everything else while remaining in the modern world. Mutants can simulate (or use) any allowed magic, technology, or anything else that the GM allows. This is how a magic-using Dr. Strange can work with technology-master Reed Richards and mind-warping Charles Xavier. Each of these will be possible and completely practical. Using mutants will create great characters. They will make for amazing stories. Players would like to recreate and tell these stories again for many years.
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