No idea about the vibe-coding platforms, but systems like Claude Code have explicit allowlists for commands. Don't allow it, and it'll ask permission each time.
It is absurd because in order to make money the companies need people with money to buy their products. If everybody was a slave they wouldn't be able to buy anything.
Yes. That is true. There are a lot of stable points, and gov/corp configurations. Really, across history, there are a lot of different forms society can take.
I'm just reacting to the current push in the US to drive down the lower and middle classes, and funnel so much wealth to just a few. A lot of this is done by wage suppression, so that corps can have higher profit.
I mean, can't it be both? Individuals have personal agency and are responsible for their own actions. Individuals also respond to incentives which, in aggregate, alter the observed distribution of those individual decisions. The problem can be addressed at both levels.
Teela Brown from Ringworld. She was the result of a selective breeding program intended to create the luckiest human alive... but it turned out the _real_ lucky ones were all the "failures" who did _not_ get recruited for an impossibly dangerous mission.
That mirrors Orwell's thought when he survived a shot in the neck during the Spanish civil war - everyone kept telling him how lucky he was, but he couldn't help but think it would have been luckier to not have been shot at all!
As I recall (spoiler), that was speculation by one of the other characters after they crashed on Ringworld, later reversed because Teela met the love of her life due to the crash. The real take away was that Teela's luck was in no way transferable to the rest of the party; it only looked out for Teela.
Luck seems to me to be a zero sum game, so if someone is lucky, someone else must be unlucky. It's like a new character on What We Do In The Shadows as a luck vampire.
Perhaps instead luck is a field or fabric permeating or moving through spacetime with concentrated areas of entropy or improbabilities that some people can naturally sense of are drawn towards
I participate in a Discord that is kind of similar. Not the same one, because my example has totally optional pronoun choice. But they have reason to be cautious of newcomers: before they added an interview/onboarding step, they were continually brigaded by trolls of various levels of sincerity. The internet can be a harsh place, and I understand the desire to create a refuge.
True, but not strictly true. I played with 100% manual attacks and cures, but made heavy use of color coding to recognize threats in the rapid scroll of incoming text. It wasn't any harder than playing a competitive puzzle game: recognize colors, make matches, try to throw sand in your opponent's gears and make combos faster than they can.
Depends on the item. Some of them were quite powerful, but even then, generally you'd get a 10% edge or an ability from another class. And people would often have macros to unequip all their artifacts for a fair duel.
The Lasallian Lyre is named after my character, but strangely enough, I never mastered the timing to make the best use of it. (A playable class was later based on some fiction I wrote for the official history, which arguably the most impact I've ever had on a product vision...)
Never thought I'd see Achaea discussed on HN. It was a deep influence on me, though my active time was a lifetime ago. Hi, Sarapis! Figured you'd like to know that Achaea, and of course Avalon before it (you were... Orthwein?) really did have a long-lasting impact. These games have always been deeply participatory: player-run guilds, player-run cities. At least at the time I played, you literally couldn't even get class abilities without joining a group and inheriting its political positions, friends, enemies. And although there were PvE quests, the majority of the game was about conflict between players, at the level of people, guilds, cities. That's a far cry from the theme-park nature of modern multiplayer RPGs like WoW.