Tumgik
#Point-based incentives
pointsplus · 5 months
Text
Tumblr media
Introducing POINTS PLUS: Revolutionizing Retail Loyalty Programs
In an era where customer loyalty can make or break a business, innovative approaches to incentivize and reward consumers are paramount. Enter POINTS PLUS, a pioneering loyalty program designed to elevate the retail experience for both retailers and shoppers alike. More than just a points system, POINTS PLUS represents a paradigm shift in how businesses engage with their customers, fostering lasting relationships built on mutual benefit and satisfaction.
At its core, POINTS PLUS is a comprehensive platform that seamlessly integrates into retailers' existing operations, offering a range of features tailored to meet the evolving needs of today's marketplace. Whether it's a brick-and-mortar store or an online e-commerce platform, POINTS PLUS provides retailers with the tools they need to drive customer engagement, increase sales, and cultivate brand loyalty.
For consumers, POINTS PLUS promises a rewarding shopping experience like no other. Gone are the days of fragmented loyalty programs with limited benefits. With POINTS PLUS, shoppers have access to a unified rewards ecosystem that spans across multiple retailers, allowing them to earn and redeem points seamlessly across their favorite brands. From exclusive discounts and promotions to personalized offers based on purchasing behavior, POINTS PLUS empowers consumers to maximize the value of their shopping experience.
One of the key differentiators of POINTS PLUS is its emphasis on customization and flexibility. Unlike traditional loyalty programs that follow a one-size-fits-all approach, POINTS PLUS enables retailers to tailor rewards and incentives to suit the unique preferences and behaviors of their customer base. Whether it's offering bonus points on specific products, organizing member-only events, or providing personalized recommendations, POINTS PLUS empowers retailers to deliver a personalized shopping experience that resonates with their customers on a deeper level.
Moreover, POINTS PLUS leverages cutting-edge technology, including artificial intelligence and data analytics, to optimize performance and drive results. By harnessing the power of data, retailers can gain valuable insights into consumer behavior, preferences, and trends, allowing them to make informed decisions that drive business growth. From identifying emerging market opportunities to refining marketing strategies, POINTS PLUS provides retailers with the tools they need to stay ahead of the curve in today's competitive landscape.
But perhaps the most compelling aspect of POINTS PLUS is its focus on building genuine relationships between retailers and consumers. In an age where trust and authenticity are paramount, POINTS PLUS fosters a sense of community and belonging, where customers feel valued and appreciated for their loyalty. By rewarding repeat purchases and incentivizing engagement, POINTS PLUS creates a virtuous cycle of loyalty that benefits both retailers and consumers alike.
1 note · View note
blujayonthewing · 23 hours
Text
pacing around in increasing desperation going 'what's my motivation??' to a director who not only thinks this is a tiresome and pointless question but who also won't show me the script despite clearly being pretty annoyed whenever I fail to follow it
6 notes · View notes
clove-pinks · 6 months
Text
Tumblr media
I'm so obsessed with Fort Meigs, and I wonder how many of my mutuals know how it's pronounced.
It's "Meggs" (written phonetically), rhymes with legs. That's how (most) War of 1812 historians and enthusiasts say it, and that's how the locals pronounce it. I remember one video from a Kentucky historical society pronounced it like "Miggs," but maybe that's the Kentucky accent.
Head Quarters Camp Meigs April 22nd 1813
Genl Orders
The Guards will in future when relieved be conducted to the outside of the Camp and under the direction of the Officer of the day will discharge the loads in their Guns at a Mark— The best shot will receive a quart of whiskey the second best a pint upon the Order of the Officer of the day—
— Orderly Book of Cushing's Company, Fort Meigs (Ed. by Harlow Lindsey, The Ohio Historical Society)
12 notes · View notes
maeamian · 11 months
Text
Everyone's always hitting up my ask box going, "Hello, Reverend Wrath, what video games do you recommend I play?" and I mostly delete them because I'm a very private person and that sort of personal information is far too revealing, but on this, All Saint's Eve, I've got one for you all.
If you're into the sorta farming life simulation game that Harvest Moon and Stardew Valley are, I've been having a good deal of fun with Sun Haven, it's a somewhat more Fantasy twist than those two genre defining pillars (although of course hardly the first to do so), and I think they've done a very good and thoughtful job with the mechanics in terms of making the fun things rewarding and rewarding having fun. If you're into that sort of game, Sun Haven has the Rev. Wrath Seal of Approval
4 notes · View notes
reasonsforhope · 8 months
Text
The World's Forests Are Doing Much Better Than We Think
Tumblr media
You might be surprised to discover... that many of the world’s woodlands are in a surprisingly good condition. The destruction of tropical forests gets so much (justified) attention that we’re at risk of missing how much progress we’re making in cooler climates.
That’s a mistake. The slow recovery of temperate and polar forests won’t be enough to offset global warming, without radical reductions in carbon emissions. Even so, it’s evidence that we’re capable of reversing the damage from the oldest form of human-induced climate change — and can do the same again.
Take England. Forest coverage now is greater than at any time since the Black Death nearly 700 years ago, with some 1.33 million hectares of the country covered in woodlands. The UK as a whole has nearly three times as much forest as it did at the start of the 20th century.
That’s not by a long way the most impressive performance. China’s forests have increased by about 607,000 square kilometers since 1992, a region the size of Ukraine. The European Union has added an area equivalent to Cambodia to its woodlands, while the US and India have together planted forests that would cover Bangladesh in an unbroken canopy of leaves.
Logging in the tropics means that the world as a whole is still losing trees. Brazil alone removed enough woodland since 1992 to counteract all the growth in China, the EU and US put together. Even so, the planet’s forests as a whole may no longer be contributing to the warming of the planet. On net, they probably sucked about 200 million metric tons of carbon dioxide from the atmosphere each year between 2011 and 2020, according to a 2021 study. The CO2 taken up by trees narrowly exceeded the amount released by deforestation. That’s a drop in the ocean next to the 53.8 billion tons of greenhouse gases emitted in 2022 — but it’s a sign that not every climate indicator is pointing toward doom...
More than a quarter of Japan is covered with planted forests that in many cases are so old they’re barely recognized as such. Forest cover reached its lowest extent during World War II, when trees were felled by the million to provide fuel for a resource-poor nation’s war machine. Akita prefecture in the north of Honshu island was so denuded in the early 19th century that it needed to import firewood. These days, its lush woodlands are a major draw for tourists.
It’s a similar picture in Scandinavia and Central Europe, where the spread of forests onto unproductive agricultural land, combined with the decline of wood-based industries and better management of remaining stands, has resulted in extensive regrowth since the mid-20th century. Forests cover about 15% of Denmark, compared to 2% to 3% at the start of the 19th century.
Even tropical deforestation has slowed drastically since the 1990s, possibly because the rise of plantation timber is cutting the need to clear primary forests. Still, political incentives to turn a blind eye to logging, combined with historically high prices for products grown and mined on cleared tropical woodlands such as soybeans, palm oil and nickel, mean that recent gains are fragile.
There’s no cause for complacency in any of this. The carbon benefits from forests aren’t sufficient to offset more than a sliver of our greenhouse pollution. The idea that they’ll be sufficient to cancel out gross emissions and get the world to net zero by the middle of this century depends on extraordinarily optimistic assumptions on both sides of the equation.
Still, we should celebrate our success in slowing a pattern of human deforestation that’s been going on for nearly 100,000 years. Nothing about the damage we do to our planet is inevitable. With effort, it may even be reversible.
-via Bloomburg, January 28, 2024
3K notes · View notes
Text
How lock-in hurts design
Tumblr media
Berliners: Otherland has added a second date (Jan 28) for my book-talk after the first one sold out - book now!
Tumblr media
If you've ever read about design, you've probably encountered the idea of "paving the desire path." A "desire path" is an erosion path created by people departing from the official walkway and taking their own route. The story goes that smart campus planners don't fight the desire paths laid down by students; they pave them, formalizing the route that their constituents have voted for with their feet.
Desire paths aren't always great (Wikipedia notes that "desire paths sometimes cut through sensitive habitats and exclusion zones, threatening wildlife and park security"), but in the context of design, a desire path is a way that users communicate with designers, creating a feedback loop between those two groups. The designers make a product, the users use it in ways that surprise the designer, and the designer integrates all that into a new revision of the product.
This method is widely heralded as a means of "co-innovating" between users and companies. Designers who practice the method are lauded for their humility, their willingness to learn from their users. Tech history is strewn with examples of successful paved desire-paths.
Take John Deere. While today the company is notorious for its war on its customers (via its opposition to right to repair), Deere was once a leader in co-innovation, dispatching roving field engineers to visit farms and learn how farmers had modified their tractors. The best of these modifications would then be worked into the next round of tractor designs, in a virtuous cycle:
https://securityledger.com/2019/03/opinion-my-grandfathers-john-deere-would-support-our-right-to-repair/
But this pattern is even more pronounced in the digital world, because it's much easier to update a digital service than it is to update all the tractors in the field, especially if that service is cloud-based, meaning you can modify the back-end everyone is instantly updated. The most celebrated example of this co-creation is Twitter, whose users created a host of its core features.
Retweets, for example, were a user creation. Users who saw something they liked on the service would type "RT" and paste the text and the link into a new tweet composition window. Same for quote-tweets: users copied the URL for a tweet and pasted it in below their own commentary. Twitter designers observed this user innovation and formalized it, turning it into part of Twitter's core feature-set.
Companies are obsessed with discovering digital desire paths. They pay fortunes for analytics software to produce maps of how their users interact with their services, run focus groups, even embed sneaky screen-recording software into their web-pages:
https://www.wired.com/story/the-dark-side-of-replay-sessions-that-record-your-every-move-online/
This relentless surveillance of users is pursued in the name of making things better for them: let us spy on you and we'll figure out where your pain-points and friction are coming from, and remove those. We all win!
But this impulse is a world apart from the humility and respect implied by co-innovation. The constant, nonconsensual observation of users has more to do with controlling users than learning from them.
That is, after all, the ethos of modern technology: the more control a company can exert over its users ,the more value it can transfer from those users to its shareholders. That's the key to enshittification, the ubiquitous platform decay that has degraded virtually all the technology we use, making it worse every day:
https://pluralistic.net/2023/02/19/twiddler/
When you are seeking to control users, the desire paths they create are all too frequently a means to wrestling control back from you. Take advertising: every time a service makes its ads more obnoxious and invasive, it creates an incentive for its users to search for "how do I install an ad-blocker":
https://www.eff.org/deeplinks/2019/07/adblocking-how-about-nah
More than half of all web-users have installed ad-blockers. It's the largest consumer boycott in human history:
https://doc.searls.com/2023/11/11/how-is-the-worlds-biggest-boycott-doing/
But zero app users have installed ad-blockers, because reverse-engineering an app requires that you bypass its encryption, triggering liability under Section 1201 of the Digital Millennium Copyright Act. This law provides for a $500,000 fine and a 5-year prison sentence for "circumvention" of access controls:
https://pluralistic.net/2024/01/12/youre-holding-it-wrong/#if-dishwashers-were-iphones
Beyond that, modifying an app creates liability under copyright, trademark, patent, trade secrets, noncompete, nondisclosure and so on. It's what Jay Freeman calls "felony contempt of business model":
https://locusmag.com/2020/09/cory-doctorow-ip/
This is why services are so horny to drive you to install their app rather using their websites: they are trying to get you to do something that, given your druthers, you would prefer not to do. They want to force you to exit through the gift shop, you want to carve a desire path straight to the parking lot. Apps let them mobilize the law to literally criminalize those desire paths.
An app is just a web-page wrapped in enough IP to make it a felony to block ads in it (or do anything else that wrestles value back from a company). Apps are web-pages where everything not forbidden is mandatory.
Seen in this light, an app is a way to wage war on desire paths, to abandon the cooperative model for co-innovation in favor of the adversarial model of user control and extraction.
Corporate apologists like to claim that the proliferation of apps proves that users like them. Neoliberal economists love the idea that business as usual represents a "revealed preference." This is an intellectually unserious tautology: "you do this, so you must like it":
https://boingboing.net/2024/01/22/hp-ceo-says-customers-are-a-bad-investment-unless-they-can-be-made-to-buy-companys-drm-ink-cartridges.html
Calling an action where no alternatives are permissible a "preference" or a "choice" is a cheap trick – especially when considered against the "preferences" that reveal themselves when a real choice is possible. Take commercial surveillance: when Apple gave Ios users a choice about being spied on – a one-click opt of of app-based surveillance – 96% of users choice no spying:
https://arstechnica.com/gadgets/2021/05/96-of-us-users-opt-out-of-app-tracking-in-ios-14-5-analytics-find/
But then Apple started spying on those very same users that had opted out of spying by Facebook and other Apple competitors:
https://pluralistic.net/2022/11/14/luxury-surveillance/#liar-liar
Neoclassical economists aren't just obsessed with revealed preferences – they also love to bandy about the idea of "moral hazard": economic arrangements that tempt people to be dishonest. This is typically applied to the public ("consumers" in the contemptuous parlance of econospeak). But apps are pure moral hazard – for corporations. The ability to prohibit desire paths – and literally imprison rivals who help your users thwart those prohibitions – is too tempting for companies to resist.
The fact that the majority of web users block ads reveals a strong preference for not being spied on ("users just want relevant ads" is such an obvious lie that doesn't merit any serious discussion):
https://www.iccl.ie/news/82-of-the-irish-public-wants-big-techs-toxic-algorithms-switched-off/
Giant companies attained their scale by learning from their users, not by thwarting them. The person using technology always knows something about what they need to do and how they want to do it that the designers can never anticipate. This is especially true of people who are unlike those designers – people who live on the other side of the world, or the other side of the economic divide, or whose bodies don't work the way that the designers' bodies do:
https://pluralistic.net/2022/10/20/benevolent-dictators/#felony-contempt-of-business-model
Apps – and other technologies that are locked down so their users can be locked in – are the height of technological arrogance. They embody a belief that users are to be told, not heard. If a user wants to do something that the designer didn't anticipate, that's the user's fault:
https://www.wired.com/2010/06/iphone-4-holding-it-wrong/
Corporate enthusiasm for prohibiting you from reconfiguring the tools you use to suit your needs is a declaration of the end of history. "Sure," John Deere execs say, "we once learned from farmers by observing how they modified their tractors. But today's farmers are so much stupider and we are so much smarter that we have nothing to learn from them anymore."
Spying on your users to control them is a poor substitute asking your users their permission to learn from them. Without technological self-determination, preferences can't be revealed. Without the right to seize the means of computation, the desire paths never emerge, leaving designers in the dark about what users really want.
Our policymakers swear loyalty to "innovation" but when corporations ask for the right to decide who can innovate and how, they fall all over themselves to create laws that let companies punish users for the crime of contempt of business-model.
Tumblr media
I'm Kickstarting the audiobook for The Bezzle, the sequel to Red Team Blues, narrated by @wilwheaton! You can pre-order the audiobook and ebook, DRM free, as well as the hardcover, signed or unsigned. There's also bundles with Red Team Blues in ebook, audio or paperback.
Tumblr media
If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2024/01/24/everything-not-mandatory/#is-prohibited
Tumblr media
Image: Belem (modified) https://commons.wikimedia.org/wiki/File:Desire_path_%2819811581366%29.jpg
CC BY 2.0 https://creativecommons.org/licenses/by/2.0/deed.en
3K notes · View notes
Text
Ice started the saga of the seven suns like 3 times now and every time I get a third of the way through the first book my brain asks me would you rather be reading red rising or hitchhikers guide to the galaxy
0 notes
cavegirlpoems · 2 months
Note
So many TTRPG people, like yourself, seem to exist in a world where players don't actually enjoy the campaigns they're in, and don't actually like playing with the people they play with, and your whole approach to game mechanics seems like it's about trying to bribe these people to continue playing at a given table.
i have no idea where you get this idea from, I play a bunch of different games - including freeform text rp, fest larps, parlour larps, regular tabletop campaigns, longform play-by-post games and narrative wargames - and I have a lot of fun doing it. I wouldn't be a game designer if I didn't actually enjoy games. The thing is, if you study game design and ttrpg theory seriously, you think about the intent behind design decisions. Game design doesn't just happen by accident, the designer put a given rule in for a reason. So, you ask yourself why the designer made the game the way it did, and what they were trying to achieve.
A significant tool for game design is considering the feedback the game provides; what behaviours that ruleset rewards and what it discourages. (You can apply this analysis to other games, too, like video games). When I'm talking about a bribe, it's in that context; how does the game reward you for doing things, and what things does it reward. (For example, 'scrabble' rewards you for playing words with weird letters in them by making those letters worth more points.)
The thing is, ultimately, every game relies on a simple proposition; that if you volunterily use its rules, you will have fun. You don't need to follow the rules, and you can have fun without them, but the idea is that using the rules will let you have more fun, or a different type of fun, than if you didn't. (For example, throwing a ball around is a bit fun, but if everybody agrees to follow the rules of basketball, you get a different experience that a lot of people prefer). So, the only bribe you're making on the interpersonal, out-out-of-game level (unless something weird is going on) is "if we play this game it will be fun". When I talk about bribes and incentives, it's *inside* the game, after we've all agreed to the game's proposition of "if you use the rules, you will have fun".
Now, what counts as an incentive varies by game. Some, like Warhammer 40k, are challenge-based, and have ways to keep score of success and victory; here, things that signify overcoming the challenge are your incentives; how you get a high score, how you win, etc. Others, like most ttrpgs, are creative-based. What constitutes an incentive within the game's structure is less precisely defined. By and large, though, these incentives tend to be things like increased agency within the game fiction, space for creative expression, and experiencing and learning about more of the game fiction. (In this structure, 'being more mechanically powerful' can be thought of as a way of granting a player more agency, because their actions are more likely to succeed and result in the outcomes that they want. If the mechanical growth is lateral as well as vertical, then how to get more powerful is - itself - a venue for creative expression in what to prioritise, which is also a reward).
In the same way that you have the adage that 'restrictions breed creativity', the same goes for Fun. Limiting your scope from anything-goes freeform by voluntarily agreeing to use a set of game rules can produce similar results. Voluntarily limiting your agency in the fiction according to a set of game rules produces a friction that players of roleplaying games find enjoyable to push against. In this context, a reward structure within a game serves the useful purpose of signposting which direction you should push to get the fun kind of friction. A game which limits your options, and then gives you more options when you engage with certain behaviours, is telling you that those are the intended behaviours. Likewise, a game that limits your options even further when you do something is encouraging you not to do that. This is because game designs are not neutral and universal, they exist to create specific experiences. A game that rewards you by giving you more space for creative expression when you get in a fight - and gives you less space for creative expression when you avoid violence - is one that wants you to engage in violence, because it's designed to be a game where you have fun by fighting. This isn't bribing the players to sit down at the table and play the game; that has already happened outside the context of the game. They have already agreed to the game's offer of 'if you use these rules, you will have fun'. Rather, this bribing is within the game-space, the games mechanics encouraging the players to engage with it as intended, in the way that will be most fun. IE: these incentive structures are a tool the game uses to achieve the promise it makes; they guide the players towards the fun that they volunteered to have. Hope that makes sense. * * * Now, your initial ask is a weird take that's entirely unrelated to anything I've posted, and - particularly from an anon account- oddly antagonistic. I don't know if you're genuinely confused about game design, or arguing in bad faith. Either way, this probably doesn't merit the small essay I've produced, but have one anyway, it's always fun to clarify my ideas in written form.
887 notes · View notes
dizziesims · 8 months
Text
Sims 3 Gameplay Mods
I was going through MTS looking for mods to improve my gameplay and thought I would share the ones I downloaded!
Livestreaming Mod - Allows your sims to livestream from a PC for tips, blog followers, and celebrity points.
More Pregnancy Interactions - Adds more options for the pregnant sim and more social interactions with all age groups!
Yoga Mod - Allows your sim to do yoga and also lead a yoga class for simoleons.
Laundromat Fix - Actually empties the laundry hamper on your sims home lot when using a washing machine at a laundromat.
Dirty Laundry Mod - Gives your sim a negative moodlet when dirty laundry hasn't been washed in a few days. Gives more incentive to do your sims laundry!
Layoff Mod - Gives your sim a 2% chance at the end of every work day of being laid off. Depending on their work level they may get unemployment benefits.
Nicer Vendors - Overrides the default animations when interacting with vendors, looks more friendly.
Acne Mod - Gives teens-adults a chance of waking up with acne. Adds washing face options and applying acne toner at sink.
Sunscreen - Allows you to buy sunscreen from the store, will protect sims from getting a sunburn with Seasons installed. Works on vampire sims as well.
Restaurant Host Career - Allows your sim to work part time at diners/bistros as a host. Only 1 career level.
TSM > TS3 Facial Expressions - Overrides most s3 facial expressions with the sims medieval ones making them a lot more realistic and natural looking.
One With Nature - Allows your sims to sleep outside on ground, wash themselves in bodies of water, and go to the bathroom outside. Needs Nraas traveler mod to work. (Good for apocalyptic gameplays/adding realism?? haha)
Walk Cycle Edits - Overrides original walk cycles so there's no forced smile, allowing your sims to make facial expressions based on mood/surroundings.
The Randomizer Mod - Triggers more random events that effect your household. Adds more realism and can effects the relationships/friendships your sims have. (Can choose between which random event modules you want in your game based on play style!)
More Negative Moodlets - Negative moodlets cause a greater effect on your sims mood making it a bit more realistic.
1K notes · View notes
I've seen a couple of comments from someone around paying Tumblr for stuff that I want to address. I'm not going to mention the person who made these comments because I'm not trying to pick a fight, but I think they're worth talking about. The comments in question are: "you think user money is anything compared to advertisers" and in a pinned post they tell people to not give money to Tumblr.
The thing is, user money can definitely be something compared to advertisers. There are multiple ways that an online company (in general, not just Tumblr) can make money, but let's break them down into three categories:
A. From the users - selling merchandise, subscriptions, premium packages, asking for donations, etc.
B. From advertisers - selling views and space on the platform to companies that use it to try and sell stuff to the users
C. From data - selling information about the user base to other companies that might use it in a whole bunch of dodgy and malicious ways, or just try to find better ways to sell stuff to us
All three of these are viable ways for a company to make money, and many companies use some combination of the above. What matters is what the company sees as their PRIMARY method of making money, because that is what drives their corporate decisions.
If none of the methods are making money, the company will shut down, and I don't want Tumblr to shut down - I like this hellsite. If option B is what makes them the most money, then they will make business decisions that make the platform look better to advertisers and this is likely to drive everything in a more algorithm-centric direction and give users fewer options to curate their own experience. If option C is what makes them the most money, then they will focus on features that enable privacy invasion and data harvesting. If option A is what makes them the most money, then they have to think about how to keep the users spending that money. Now, option A doesn't always lead to good outcomes - in mobile/online games it can end up as loot box gambling add-ins and pay-to-win options, but thankfully Tumblr isn't the sort of site where loot box mechanics would make a lot of sense. Which makes it more likely they'll go the other option: delivering the features that users want to keep them coming back and paying for subscriptions. 
I would much rather Tumblr goes for option A than options B or C because it means that Tumblr is more likely to put the user base first when making decisions instead of advertisers. We just need to show them that it's a viable option.
Tumblr is trying what online games have done for years - crabs and checkmarks are the equivalent of horse armour DLCs and cosmetics. They're trying to make the business work through microtransactions. If enough people spend a small amount, it can add up to a large amount of money. The point of crab day is to send a message to Tumblr that option A is viable so that they make the choice to focus on that. If everyone goes, "No, don't spend money on Tumblr, you're nothing compared to advertisers," then it becomes a self-fulfilling prophecy and Tumblr will have to go with options B or C if they want to keep making money.
I'm not giving Tumblr money out of naivety or because I think they're somehow deserving - I'm giving them my money because I would much rather they make money directly from me and give them an incentive to provide features I like, than by making the site worse so that they can exploit me.
2K notes · View notes
zoldsick · 10 days
Text
Kings and Jesters
Tumblr media
♕ summary: zoro x f!reader - a silly game on the Thousand Sunny causes Zoro to confront his feelings about their newest member. Based on my original bullet point HC here.
♕ tags: fluff, first kiss, sfw
♕ wordcount: ~2.2k
♕♕♕♕♕♕♕♕♕♕♕♕♕♕♕♕♕♕♕♕♕♕♕
Zoro was drunk. He needed to think and therefore was on his second bottle of hard liquor. He always did his best thinking when he was drunk, right?
Zoro thought long and hard about you. What was it about you? Why did he keep feeling himself drawn to you? Whatever it was, he was done letting you in so carelessly. He would not let you invade his mind. He had decided whatever he was feeling was most definitely not romantic feelings. He was sure of it. He would make sure of it.
After coming to this decision he continued to sit back on the bird's nest and enjoy his drink, all the while he desperately tried to tune out the charades taking place on the main deck. One voice in particular, he begged to stop hearing.
It was a silly drinking game. 
You were the one who introduced this game to the Strawhat crew, and everyone was having a blast. The game involved drinking, stupid challenges, and inconsequential punishments. Everything a silly party game needs. 
After you introduced the game to the Strawhat crew, they picked it up in stride. The game was called “King” and it involved competing in a handful of goofy challenges in which the winner of each round was crowned the King and the rest of the losers had to drink. The King was then allowed to penalize one of the losers by implementing a punishment- which was usually making them complete some sort of dare. Additionally, to add incentive, Nami decided she would be collecting a “Cowards Fee” on anyone who didn’t want to complete their dare. Suffice to say, everyone was going through with them. 
In other words, it was a fast, fun way to get wasted. 
The Sunny was sailing into an autumn climate and the air was chilly. You were grateful for the fireplace Franky had built as you felt the gentle breeze glide along your back. You smiled as you watched Sanji bring out a tray of marshmallows towards Chopper, who perked up at the idea of sweets. The moon was nearly full and everyone had finally settled around the fireplace living off of the alcoholic buzz and comradery that the game created. Well, almost everyone. 
Sanji cried out in anguish as the whole crew choked on their laughter. Franky was the previous winner and had declared that Sanji would be punished by eating a bite of a dangerously spicy pepper he had picked up on a previous island. It was not a pretty sight.
They had all come up with pretty good punishments this round. Usopp was forced to hold a spider that Robin found under the deck, Luffy was punished by Usopp, who dared him to jump into the ocean—given that Usopp would rescue him shortly after— and sweet Chopper made Robin give him a head massage behind his ears. Of course, Robin didn’t think this was much of a punishment, and happily scratched Chopper's head. 
“I WIN!” Nami shouted, jumping up and looking devilishly at the crew. Who knew Nami would be so good at card games?
Nami peered around at the crew grinning as she thought about what punishment would bring the most entertainment. 
“Pick me Nami ~” Sanji said, earning an eye roll from the orange haired girl. “Punish me please ~” She ignored his begging, but this did give her an idea. She suddenly turned towards you. You flinched under her mischievous gaze. You had been spared all night and now had a bad feeling it was about to become your turn. Just as predicted, her finger shot out and pointed straight at you. 
“Y/N. Don’t get cocky because you’re new on this ship. Stand up!” 
You got up from your seated position chuckling nervously at Nami’s antics. You doubted she would give you something too terrible, she’s been very protective of you since you boarded the Sunny. The Strawhats all cheered as you walked over to Nami, hooting and hollering for a good punishment. 
Nami slapped her hand across your shoulders, “Alright, Y/N. As a guest on this ship you must show your gratitude to the crew! I demand you give one of our crewmates a kiss! I’ll even be nice and let you choose who, though I think the answer is easy enough.” Nami said, batting her eyelashes at you. 
Your eyes widened, mouth agape, you couldn’t find the words to respond. You could feel your ears turn red as the whole crew exploded in excitement. Sanji went comatose. 
“Nami… I don’t know about this.” You complained, “I don't know if I’m comfortable with a …kiss.” 
“What’s wrong? Too many good options?” Shouted out Franky, “Choose me! I’ll definitely make it SUPER!” 
“It’s just a small kiss. No need to read into it,” said Robin. 
Sanji, staggered to his feet, “Y/N, I would be honored if you chose me as a representative of this ship, to bestow a k-k-kis-” he stopped to cover his nose as a jet of blood shot from it and he collapsed back again. 
Luffy protested, “But I’m the Captain! I’m the representative of the ship!” 
“Luffy, do you really want Y/N to kiss you?” questioned Usopp. 
“What? No. I’m just sayin’ I’m the Captain!” 
“SO! Y/N, who is it going to be?” Nami interrupted, stopping the crew from getting too off-topic. 
“Guys, I really don’t know about this. It’s not really something I’m, particularly… experienced in.” You beg your face to stop changing colors but feel your cheeks betraying you. 
“What do you mean?” Robin pressed, “Have you ever kissed anyone?” 
You desperately try to avoid eye contact. “Uh…” 
The deck of the Sunny suddenly went silent and you felt your embarrassment deepen even more. Suddenly everyone exploded in astonishment and reinvigorated competition. 
“Oh. My. God.” Nami couldn’t believe it, “This changes everything. ALRIGHT EVERYONE! This is now a competition to see who deserves to receive Y/N’s first kiss!” 
 Zoro’s drunken brooding was interrupted by shouts and arguing. He shifted from where he sat, the shouts weren’t in fear or danger, but emotions were definitely high. Luffy’s laugh pierced through the yells. What the hell are those idiots doing?
Zoro stood up and stumbled a little, suddenly feeling the liquor working through his veins. Zoro descended the birdnest’s ladder and staggered towards the main deck. As he turned the corner an odd scene appeared before him. Zoro couldn’t quite make out what the argument was about, but he heard everyone shouting over each other.
“I’m the one who initiated the dare in the first place! So I’m the obvious choice here! It’s only fair!” screamed Nami, pulling hard on Usopp’s ear who yelped out in pain. 
“Oh yeah?” Usopp winced, “Well I was the best kisser in all of Syrup Village! It should be me!” 
“That’s nice, but if we are basing this on experience, the older members should be at the top of the list. Right, Franky?” Robin asserted.
“RRRRRRRRRIGHT AS ALWAYS, ROBIN!” Franky posed showing off his muscles, “Y/N! Robin and I are obviously the best choices!” 
Sanji was incoherent, struggling to stop his still bleeding nose. All that could be heard was a pathetic beg, “Please… Please… Y/N’s first… Please…” 
Luffy and Chopper sat back laughing at the whole crew, uninterested in the prize and stuffing their cheeks with marshmallows. 
“What the hell is goin’ on here?” Zoro said gruffly.
You jumped slightly. You were so focused on the chaos that was taking place in front of you that you didn’t notice Zoro walking up. 
“Oh, Zoro. Uh… We were playing a game and…” You struggled to get the words out. 
Zoro waited, watching you squirm with cheeks flushed. This is unfair. 
You launched into a story, something about a game and a punishment, but Zoro wasn’t following. He was just staring, watching the way your lips formed each word. One might say he was distracted. Thankfully, he tuned back in to hear the conclusion. 
“- and so now everyone is arguing about who’s going to get my… first kiss. I guess. It’s all so dumb, I just want this to be over with.” you said burying your face in your hands as you heard Nami smack Sanji’s head back down after he had finally gotten back up.
“They’re what?” Zoro finally comprehended the implications of this punishment. Y/N’s first kiss…
“I know, I don’t know how to get out of this. Nami will probably bleed my pockets dry if I bail out. Probably best to just choose someone and get it over with.” You peeked out of your hands up at him. You were getting redder by the second. 
Zoro looked at the brawling party and then back to you. His chest hurt. 
“First kiss, how stupid.” he mumbled.
“I know! That’s what I’m trying to tell everyo--” 
There was a crash and suddenly Zoro’s hands were gripping your face, and before you could process it, his lips were crashing into yours. 
It was nothing like you imagined your first kiss would go. It was clumsy and he tasted like liquor. One of his hands gripped your jaw and the other tangled in your hair. You could barely keep up with his pace. One of your hands gripped his shirt and the other gripped his arm to ground yourself. His tongue was gliding over yours forcefully, you squeeked at the unfamiliar sensation, which only seemed to encourage Zoro. 
It only lasted around 10 seconds, but when Zoro finally broke the kiss you couldn’t move. Your whole body felt like jelly. His face hovered close to yours, eyes barely open, as if he couldn’t decide whether or not to continue. He suddenly took a long step back, clearing his throat and touching his mouth with his fingers.
All members of the Strawhat crew were staring, mouths wide open. Zoro’s bottle of liquor was still spilling out from where he dropped it. 
There was a beat, then the crew fell into disarray.   
Zoro ignored the ruckus happening next to him and struggled to look down at you. He shouldn’t have done that. He finally mustered up the courage to look at you and noticed you were an alarming shade of red. If steam started coming out of your ears he wouldn’t be surprised. Your mouth hung slightly open, lips slightly swollen from his rough kiss, he could tell you were struggling to register what had just happened. He froze as you looked up at him. 
It was like he got punched in the gut. You were incredibly flustered, your eyes slightly watery, and your hair disheveled. His breath hitched. God, what did I just do? 
He quickly looked away, struggling to maintain his composure. Trying to look anywhere besides you. Seeing you this flustered after a simple kiss was not going to help his current crisis. Suddenly a sob broke through the noise and Zoro turned to see who it was coming from. 
Sanji was on the floor crying, looking straight at Zoro, “How… HOW COULD YOU! YOU BEAST!” 
He jumped up, joined by all the other competitors for your first kiss. Chopper knocked down Zoro’s legs and he fell onto his stomach, Usopp jumped on his back and grabbed his hair, yanking it back and yelling back, “How was that fair, you jerk!” 
Sanji took advantage of the fallen Zoro and got a few weak kicks in, still wiping the tears from his eyes. He can’t even speak, he’s too furious, seeing Zoro kiss a woman was the nail on his mental coffin. Luffy can’t stop laughing. 
“They’re RIGHT Zo-Bro,” Franky says, twisting his arm to engage his weapons-left, “I never heard the lady give her permission.” 
“Hey! Argh! Stop it! What’s the big deal? It’s just a first kiss! I’ve never done that before either, it’s nothing!” 
There was a second pause while everyone took in this new information. Robin, unaware she was  about to rub salt in wounds, spoke up, "So, you’re each other's first kiss?" 
Zoro struggled against his crew and managed to look at you. The second you make eye contact neither of you could hold back the blush that made its way across your cheeks and up to your ears. 
The crew bursts into hysterics once again. 
Unable to withstand the attention and incapable of processing everything that just happened, you turned around and ran off into the women’s bunks. Gotta cool my head, gotta cool my head, gotta cool my head— What was that?! 
The crew watched as you retreated, then got in a few more blows to berate and beat Zoro. After a while everyone felt satisfied that Zoro had been appropriately punished, and left him alone. But Zoro didn’t move, he stayed facedown on the lawn of the Sunny, defeated. He was in time out, trying to think about his actions. 
He heard Usopp goofing around with Luffy and Chopper, bragging about how he alone managed to defeat the feared pirate hunter Zoro. Sanji had also dragged himself away sniffling, leaving to make the crew some hot cocoa before bed per Chopper’s request. Finally the deck was silent once again.
Zoro finally sat up, looking down at his own hands, “She didn’t need to run off like that, it’s not a big deal.” He spoke out loud, still trying to convince his crew, but mostly himself. 
Just then, Robin sprouted a hand from his back and slapped him on top of the head. 
He looked up at Robin in disbelief, “Not your best move, Swordsman,” she said from a distance and walked away. 
It’s possible that Zoro does not do his best thinking when he is drunk. 
♕♕♕♕♕♕♕♕♕♕♕♕♕♕♕♕
author's notes: hope that was a little more fun than the original bullet points. this was originally in a much longer slow-burn story that I decided to ditch, so it's been written for awhile. I might just post the fun parts of that story and edit them to make sense as a one-shot. As always thanks to @nanpecan for editing, go read her nanami fic, it rulez
189 notes · View notes
dailyadventureprompts · 2 months
Note
Hello Dapper. I don’t really expect too much about this, but do you have any ideas for Wargs? They have an interesting relationship with goblins and are weird in that they’re essentially sapient wolf monsters, but I don’t think they’re ever really used that creatively.
Tumblr media
Monsters Reimagined: Wargs, wolf panics, and the Economics of Lupophobia
While the surface level answer is pretty simple (warg is a conversion of varger, an old Norse way to refer to mythological wolves like Fenrir) there's actually a surprising amount of material to drill into here on the topic of sapient wolf monsters, especially for someone like me who has a interest in moral panics and mass hysteria events. Wolves were effectively a boogyman for pre-industrial societies, a deep seated generational fear that we only recognize today through cultural relics like the big bad wolf or boy who cried wolf.
TLDR: If you want to do something interesting with wargs beyond just "wolves that talk" I'd advise playing to their folk / fairytale roots. They're creatures of embodied dread, drawn from the stuff of the feywild to sow fear among those who would travel off the path or too close to the wilderness. This lets you tell interesting stories about how the party/major characters respond to fear: Does fear of being attacked in the dark drive the party to make risky decisions that might endanger their quest? How do the villagers react when the wolves are very literally at the door, demanding just one of their neighbours as a meal in exchange for safety?
I'd also advise getting weirder with a warg's powers, playing into that fear of the unknown by doing unexpected things. The party can fight off a pack of wolves, sure, but what does it mean when the lead wolf rips off the bard's shadow and takes off into the night?
Background: If you want a window into the headspace of wolf-panic, think about the neigh omnipresent fear of sharks created by the Jaws franchise. Children who have never seen the movie, let alone seen a shark in person can become irrationally afraid of getting into deep water because they've absorbed the pervasive cultural phobia, which goes onto shape environmental policy as sharks are overhunted or killed out of spite for their perceived threat.
So it was for wolves, even after they were largely hunted to near extinction by medieval and postmedieval societies, the fear of them was so ingrained into cultural traditions that wolf and werewolf panics were a thing that went hand in hand with witchtrails. France had a country wide one as late as the 1760s and the movie based on it ended up inspiring Bloodborne. Alternatively look at the anti-wolf efforts during the colonization of the Americas, right up to the opposition to reintroducing wolves back to Yellowstone park.
On that note (and because we can't have a Monsters Reimagined without some kind of class analysis), lets talk about how these fears are propagated: On many levels it makes sense for everyday people to be afraid of wolves, they're a hunting species that can absolutely pose a danger to us, and when you're living or travelling outside the protection of a settlement you really are vulnerable to a coordinated pack of carnivores running you down.
However, the primary threat that wolves pose to humans isn't predation, it's property damage, specifically in how they kill livestock. While we can talk about individual farmsteads beset by beasts, in reality the herds that wolves were most likely to prey upon belonged to the landowning classes, powerful people who had a profit incentive in seeing wolves driven off or exterminated. This is where you get bounties on dead wolves, not just paying for the value of the hide but actively rewarding people for going out and killing as many wolves as possible to the point of it becoming a profession. This practice has existed for MILLENIA and is still active today, primarily in places where big agriculture influences governments.
It seems incidental at first but then you realize that it fits the model of just about every other kind of cultural panic: widespread ignorance and fear that just so happens to mobilize the populace in a way that financially benefits a select few. You can see the same thing happening today in england with badgers of all things, which have been identified with the local dairy industry as a threat to their herds. This is not only led them to petition the government to cull the badger population, but to put out anti-badger propaganda, eventually turning it into a culture war issure to the point where conservative mouthpieces like Jeremy Clarkson openly encourages killing and gassing badgers on sight.
Returning to the land of fantasy for now: I think it's worth taking the idea of the warg and mixing it with a few other "black dog" cultural archetypes, which can also include the creatures like the shuck or church grimm. In this instance the warg is a sort of curse made manifest, the fear of a haunted place given literal teeth. People who transgress into these forbidden spaces find themselves pursued by a manifestation that dogs them till they're exhausted and vulnerable, much like a wolf harrying its prey.
The bhargest is also of special interest here, considering how I like to relate goblins back to the feywild. You could easily see bhargests as agents of fey that feed on human fear, leading a pack of goblins or hobs that occupy the desolate lands they've called to haunt. My version of Maglubiyet would also delight in employing such creatures as his emissaries.
Going back to the vargr/ Norse mythology angle, it's interesting that most of the wolves that show up are destined to devour something, whether it be a god or celestial certanty like the moon and sun. It's like the concept of an inevitable chase is so fundimental to what a wolf IS that it became a theme of ragnarok's inevitable certantly. Consider having certan packs of wargs be offspring of some fenrir style god eater, beasts of forboding doom who's mere presence is an omen of ill times.
Alternatively, if you wanted to play on the big bad wolf angle, give wargs the ability to take on flimsy human disguises, all the better to get close to their pray and sow fear among the townsfolk. Historical wolf panics after all are not all that different than serial killer panics, and it'd be a fun twist on a traditional werewolf adventure to have the party on a creature that didn't play by the usual lycanthropic rules.
Artsource
195 notes · View notes
jmtorres · 3 days
Text
i just saw a post about how we just have to "live with" covid and wanting more protections from our government is unreasonable because we'll never wipe it out, it jumps species and is in all sorts of animal populations (like, true ok) so why even try to
and apparently the argument was aimed at people (who I haven't seen in the wild) who are arguing we should still be in lockdown. and i have mixed feelings about the idea of extended lockdown or attenuating isolations; but my main feeling at this point is not that the government should keep us apart but that the government should be trying to make it safer for us to be together
things the government could/should be doing about covid:
we know that ventilation/air movement helps a shitton. we should be incentivizing upgrades to ventilation systems in all public buildings with shit like rebates or tax deductions, while phasing in eventual legal requirements. (and uh. it has occurred to me that the US might actually be doing this sideways by there's currently this decade enormous tax incentives in re energy efficient upgrades for slowing climate change and you know. energy efficient hvac does tend to improve ventilation. extra point to biden here.)
mandatory paid sick leave so workers aren't under social or economic pressure to work when sick
passing out RT-LAMP tests like metrix that actually work instead of the rapid antigen tests that have become less and less reliable as the virus mutates
i don't know how you'd write this law but like 95% or more of computer-based work can be done remotely and companies should not be allowed to force people to return to the office. I know there's people who want to be back in person and I'm not saying they should be forced to stay home but ffs I know of at least two people CLOSE to me who worked remotely before the pandemic and at some point their workplaces tried to tell them they weren't allowed to do that anymore despite the pre-existing contracts. stop canceling remote work for people that want, need, or prefer it.
for that matter, every college lecture that was an online class during covid should still be offered as an online class, there is no reason to force students into auditoriums in person. you got the communications infrastructure up and running, why are you tearing it down. give people the OPTION. it increases accessibility for everyone!
covid vaccine immunity lasts about four months. this should be well-publicized and everyone should be able to re-up for free every four months. "every year, like the flu vaccine" is demonstrably not often enough. actually "for free" isn't good enough start handing out $10 gift cards you will be shocked at how many people who are resistant to the idea of vaccines will fold for $10 a shot
are there already laws on the books about masks in medical settings that some medical professionals are blatantly ignoring because they forgot what best practices were before the plague and they're 'tired of masking'? if not, pass laws. if so, fucking enforce them
oh another incentives for upgrades phasing into legal requirements thing: brass doorknobs and railings over stainless steel or whatever. microbes do not survive on brass surfaces
i mean. i know this one sounds too extreme to a lot of people but. UBI.
most if not all of these measures will prevent or ameliorate other pandemics of different diseases that may arise in the future. and just. generally improve our health and quality of life for other reasons.
I haven't felt safe to go to a concert since 2020. Maybe if I knew a venue was legally required to have ventilation to a certain standard and that none of the ticket takers and ushers were on the job sick to avoid risking loss of paycheck or job, and knew a larger percentage of the crowd had up to date vaccinations--maybe if any or all that, I might ever feel comfortable going to a show again.
wouldn't it be nice if those of us who have been disabled, by covid or other conditions, had accessible remote options but also occasionally felt safe enough to interact with and participate in wider society?
one of the arguments on the post I saw was how isolation was massively psychologically damaging and various strata of society were affected in all sorts of ways, from undersocialized kids to increased depression in--well across the board, I think. and here's the thing: WE KNOW. PEOPLE WITH CHRONIC HEALTH CONDITIONS, LONG COVID OR OTHERWISE, KNOW ISOLATION SUCKS REAL BAD. because we, both for our own health and due to disability ostracism, are still isolating and isolated more than most.
what are you as individuals or societies, what are our governments, doing to help make it safe and accessible to rejoin you????
131 notes · View notes
imsobadatnicknames2 · 9 months
Text
Smarter ppl than me have said it better but even if you're 100% completely dead set on voting for a certain candidate/party there's literally no reason why you (collectively, it obviously has to be a statistically significant number of people) shouldn't publically be like "yeah I would vote for [candidate] but honestly I don't think I will unless they change their stance on [issue] because it's a big sticking point for me".
Like. Worst case scenario they don't change their stance and you still vote for them.
Like if the vast majority of a party's voting base loudly and publically broadcasts that they'll throw their full weight behind them as long as their policies kill one less guy than the other party's policies then they're giving them the incentive to never attempt to improve or or align themselves with their interests as long as they keep killing one less guy than the other party.
Especially unserious when people who are supposedly all about pushing their politicians get up in arms about other people using the threat to withhold their vote as a means to do exactly that. Like "they're not perfect but I'm sure we can push them left. Just make sure to only try to do it when they have less incentive to listen to you instead of when you actually have something they want that you can use as a bargaining chip to get your voice heard"
430 notes · View notes
thydungeongal · 3 months
Text
Truth be told, I'm not resistant to XP/rewards being given out for, like, narrative-based triggers instead of just overcoming challenges. However, the D&D 5e DMG's presented method of milestone leveling is one of the worst ways to go about it in my opinion.
Part of the problem is that D&D 5e presents a choice between an XP system that only rewards combat (which, fair enough, has been the main source of XP since we, but even 3e and 4e had other sources of XP) and a system that removes all incentive structures altogether. Like, it feels like the game itself is reinforcing a false dichotomy of "combat play" and "narrative play."
There's a reason I like XP systems (albeit ones with much smaller numbies) even in my non-dungeon games: they make advancement objective and dependent on player choices instead of up to GM arbitration. Like, this here is an experience point system and it rewards player choice while keeping the XP numbers manageable (the hardest part of XP systems in my personal opinion is XP numbers being too fine-grained: once you start measuring experience in the thousands with very little gradation between rewards of a hundred and two hundred points, you know something's wrong):
Tumblr media Tumblr media
And it reinforces the genre the game is going for. That's actually pretty much all there is to XP in the game, there's no hidden secret formula for calculating combat experience because the game doesn't care about fine-grained combat experience. It still gives recognizable incentives to the players with a bit of leeway for interpretation and ultimately rewards play. (By the way, this is from Against the Darkmaster: there are vocation-based sources of XP in addition to these.)
Anyway what I'm trying to say is that XP systems actually own.
149 notes · View notes
Text
Palantir’s NHS-stealing Big Lie
Tumblr media
I'm on tour with my new, nationally bestselling novel The Bezzle! Catch me in TUCSON (Mar 9-10), then SAN FRANCISCO (Mar 13), Anaheim, and more!
Tumblr media
Capitalism's Big Lie in four words: "There is no alternative." Looters use this lie for cover, insisting that they're hard-nosed grownups living in the reality of human nature, incentives, and facts (which don't care about your feelings).
The point of "there is no alternative" is to extinguish the innovative imagination. "There is no alternative" is really "stop trying to think of alternatives, dammit." But there are always alternatives, and the only reason to demand that they be excluded from consideration is that these alternatives are manifestly superior to the looter's supposed inevitability.
Right now, there's an attempt underway to loot the NHS, the UK's single most beloved institution. The NHS has been under sustained assault for decades – budget cuts, overt and stealth privatisation, etc. But one of its crown jewels has been stubbournly resistant to being auctioned off: patient data. Not that HMG hasn't repeatedly tried to flog patient data – it's just that the public won't stand for it:
https://www.theguardian.com/society/2023/nov/21/nhs-data-platform-may-be-undermined-by-lack-of-public-trust-warn-campaigners
Patients – quite reasonably – do not trust the private sector to handle their sensitive medical records.
Now, this presents a real conundrum, because NHS patient data, taken as a whole, holds untold medical insights. The UK is a large and diverse country and those records in aggregate can help researchers understand the efficacy of various medicines and other interventions. Leaving that data inert and unanalysed will cost lives: in the UK, and all over the world.
For years, the stock answer to "how do we do science on NHS records without violating patient privacy?" has been "just anonymise the data." The claim is that if you replace patient names with random numbers, you can release the data to research partners without compromising patient privacy, because no one will be able to turn those numbers back into names.
It would be great if this were true, but it isn't. In theory and in practice, it is surprisingly easy to "re-identify" individuals in anonymous data-sets. To take an obvious example: we know which two dates former PM Tony Blair was given a specific treatment for a cardiac emergency, because this happened while he was in office. We also know Blair's date of birth. Check any trove of NHS data that records a person who matches those three facts and you've found Tony Blair – and all the private data contained alongside those public facts is now in the public domain, forever.
Not everyone has Tony Blair's reidentification hooks, but everyone has data in some kind of database, and those databases are continually being breached, leaked or intentionally released. A breach from a taxi service like Addison-Lee or Uber, or from Transport for London, will reveal the journeys that immediately preceded each prescription at each clinic or hospital in an "anonymous" NHS dataset, which can then be cross-referenced to databases of home addresses and workplaces. In an eyeblink, millions of Britons' records of receiving treatment for STIs or cancer can be connected with named individuals – again, forever.
Re-identification attacks are now considered inevitable; security researchers have made a sport out of seeing how little additional information they need to re-identify individuals in anonymised data-sets. A surprising number of people in any large data-set can be re-identified based on a single characteristic in the data-set.
Given all this, anonymous NHS data releases should have been ruled out years ago. Instead, NHS records are to be handed over to the US military surveillance company Palantir, a notorious human-rights abuser and supplier to the world's most disgusting authoritarian regimes. Palantir – founded by the far-right Trump bagman Peter Thiel – takes its name from the evil wizard Sauron's all-seeing orb in Lord of the Rings ("Sauron, are we the baddies?"):
https://pluralistic.net/2022/10/01/the-palantir-will-see-you-now/#public-private-partnership
The argument for turning over Britons' most sensitive personal data to an offshore war-crimes company is "there is no alternative." The UK needs the medical insights in those NHS records, and this is the only way to get at them.
As with every instance of "there is no alternative," this turns out to be a lie. What's more, the alternative is vastly superior to this chumocratic sell-out, was Made in Britain, and is the envy of medical researchers the world 'round. That alternative is "trusted research environments." In a new article for the Good Law Project, I describe these nigh-miraculous tools for privacy-preserving, best-of-breed medical research:
https://goodlawproject.org/cory-doctorow-health-data-it-isnt-just-palantir-or-bust/
At the outset of the covid pandemic Oxford's Ben Goldacre and his colleagues set out to perform realtime analysis of the data flooding into NHS trusts up and down the country, in order to learn more about this new disease. To do so, they created Opensafely, an open-source database that was tied into each NHS trust's own patient record systems:
https://timharford.com/2022/07/how-to-save-more-lives-and-avoid-a-privacy-apocalypse/
Opensafely has its own database query language, built on SQL, but tailored to medical research. Researchers write programs in this language to extract aggregate data from each NHS trust's servers, posing medical questions of the data without ever directly touching it. These programs are published in advance on a git server, and are preflighted on synthetic NHS data on a test server. Once the program is approved, it is sent to the main Opensafely server, which then farms out parts of the query to each NHS trust, packages up the results, and publishes them to a public repository.
This is better than "the best of both worlds." This public scientific process, with peer review and disclosure built in, allows for frequent, complex analysis of NHS data without giving a single third party access to a a single patient record, ever. Opensafely was wildly successful: in just months, Opensafely collaborators published sixty blockbuster papers in Nature – science that shaped the world's response to the pandemic.
Opensafely was so successful that the Secretary of State for Health and Social Care commissioned a review of the programme with an eye to expanding it to serve as the nation's default way of conducting research on medical data:
https://www.gov.uk/government/publications/better-broader-safer-using-health-data-for-research-and-analysis/better-broader-safer-using-health-data-for-research-and-analysis
This approach is cheaper, safer, and more effective than handing hundreds of millions of pounds to Palantir and hoping they will manage the impossible: anonymising data well enough that it is never re-identified. Trusted Research Environments have been endorsed by national associations of doctors and researchers as the superior alternative to giving the NHS's data to Peter Thiel or any other sharp operator seeking a public contract.
As a lifelong privacy campaigner, I find this approach nothing short of inspiring. I would love for there to be a way for publishers and researchers to glean privacy-preserving insights from public library checkouts (such a system would prove an important counter to Amazon's proprietary god's-eye view of reading habits); or BBC podcasts or streaming video viewership.
You see, there is an alternative. We don't have to choose between science and privacy, or the public interest and private gain. There's always an alternative – if there wasn't, the other side wouldn't have to continuously repeat the lie that no alternative is possible.
Tumblr media
Name your price for 18 of my DRM-free ebooks and support the Electronic Frontier Foundation with the Humble Cory Doctorow Bundle.
Tumblr media
If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2024/03/08/the-fire-of-orodruin/#are-we-the-baddies
Tumblr media
Image: Gage Skidmore (modified) https://commons.m.wikimedia.org/wiki/File:Peter_Thiel_(51876933345).jpg
CC BY-SA 2.0 https://creativecommons.org/licenses/by-sa/2.0/deed.en
527 notes · View notes