In this article I've adapted the presentation I gave for my Master's proposal. The feedback to my proposal was positive and encouraging. However, coming as no great surprise to anyone to anyone, the consistent theme in the feedback has been that I need to narrow the scope of my thesis even further. It is likely that the final topic of my dissertation will be found somewhere within what I talk about below, but it is unlikely to cover everything I discuss.
Another rambling session of discovery writing where I try and tease out how I think the replication crisis should be considered. This is by no means supposed to be academic, or even entirely accurate. I find writing my thoughts out helps expose the gaps in my thinking and redirect my research orientation. I do it here because I find putting it out to the aether helps focus me a little more than if I just wrote it on my computer.
I've tried to develop some rules I hope will help my players to become invested in their characters from the very first session. Depending upon the starting level, each player and I will work together to create a selection of events in their characters recent past, then the player will roll to see if the outcome was positive or negative. They might come away with something awesome, or they might lose big time. The end result will still be a viable character, they will just come with a backstory the player actually got to experience.
I rambling paragraph where I start putting down my thoughts for how I intend to argue a definition for science. This is likely the first in a series of posts on the topic. I don't know if they'll all be this short, or leave me as dissatisfied, but this is a good example of what I mean by discovery writing.
A quick explanation as to why you should just skip anything labelled 'Discovery Writing.'
Naive realism means different things to different people. I give a rough definition of how I think about it, write about what I like about it, but also why I inevitably think it in unsupportable. My main example for this is the McGurk Effect, a perceptual illusion that occurs when what you see changes what you hear. I also take the opportunity to drop in some references to David Chalmers and Alfred North White Head.
In this article, I try and formulate an easy to digest explanation for what anomalistic psychology is. In the second part, I share stories about two of the individuals that have inspired my ongoing interest into why people believe in esoteric phenomena despite overwhelming evidence to the contrary.
In my inaugural article, I talk about the new goal based experience system I am going to try out in my next D&D campaign. The system is designed to encourage players to actively shape how their character interacts with the world. If I've designed the system well, then a character built for social interaction should be able to level on par with their combat focused compatriot, without ever having to lift a weapon.