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Joined 8 months ago
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Cake day: November 13th, 2023

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  • Exactly. And while we’re educating the forum here, Wikipedia has the details on the loophole that circumvents this:

    https://en.wikipedia.org/wiki/Gun_show_loophole#Provenance

    Sometimes referred to as the Brady bill loophole,[9] the Brady law loophole,[10] the gun law loophole,[11] or the private sale loophole,[12][13][14] the term refers to a perceived gap in laws that address what types of sales and transfers of firearms require records and or background checks, such as the Brady Handgun Violence Prevention Act.[15] Private parties are not legally required by federal law to: ask for identification, complete any forms, or keep any sales records, as long as the sale is not made in interstate commerce (across state lines) and does not fall under purview of the National Firearms Act. In addition to federal legislation, firearm laws vary by state.[16]

    I am not a lawyer. I do not sell firearms.

    The gist I get is that this opens up enough loopholes to permit unlicensed mules/fences on either side of the transaction. Depending on what political leanings and circumstances are in play, this legal framework might actually encourage that behavior.








  • I found that the clowning/assholery in Seinfeld was just too close to plausible to clock as humor most of the time, while picking on small and petty things; it’s a little too real. I don’t think that comes from conceit, but rather, a generation gap and all the insensitivity that comes with it. Just add a little casual violence and it’s peak boomer-era humor. That said, Seinfield was its best when the stories were less believable and cruel.

    The other shows you cite put these humor beats way over the top which is far more paletteable, IMO.



  • It’s even easier than that. Both of these genres have design features that require minimal balancing, making for an even faster dev cycle.

    Roguelikes side-step the need for traditional game balance by providing meta progression and building inevitable-death-by-impossible-odds into the core game. For Roguelikes that actually have an ending, all the developer needs to do is provide enough meta progression perks to overcome the game’s peak difficulty, for even the worst of players. Everyone else gets bragging rights for beating the game faster than that. Either way, the lack of balance and “fairness” in the core design are features, not flaws.

    Deck builders follow in Magic The Gathering’s footsteps: you never need to fully balance it. Ever. The random draw mechanisms, combined with a deep inventory of resource and item/creature/action cards, make it unlikely that a player gets an overpowered hand all the time. Pepper a few ridiculously overpowered cards in there, and it just feels more fun. Plus, if you keep the gravy train going with regular add-ons, the lack of balance is even further masked by all the possible choices. And yes, some player will min/max a deck at great personal expense and wipe the floor with their opponents because it was never fair in the first place, and doing so is a feature.