I don't know if it's universal but at my city's airport the staff are almost always no nonsense black women so I'm giggling at the thought of some Big Momma looking lady really giving it to some poorly dressed troon.
Well, neither do the "sensitive people" running the witch hunts, so that matches up. From what I understand, sensitivity readers do do a decent job at warding off hate mobs, as long as you're willing to toss your artistic integrity under the bus.
It's pretty much bullshit too. Most of the "sensitivity readers" seem to have no life experience and the nerves of a Victorian maid trapped in Dracula's basement and hopped up on the meth. They'll suggest characters and entire chapters be cut because of "problematic content" even if it has to do with the antogonist.
It’s because “sensitivity reading” is a scam run by black women on twatter to get paid for doing nothing. Even if you pay one of these scammers there’s no no guarantee the mob won’t come for you.
SJW locust insurance. In the YA book scene in particular, online hate-mobbing has become so frequent and intense that there's now a cottage industry of people who'll read your prepublication drafts and suggest ways to avoid tripping over the causes celebres currently enjoying their 15 minutes in the #woke spotlight.
Why the fuck are people listening to 14 year olds woke opinions? These dumb asses would have had To Kill A Mockingbird pulled from the shelves if it was published today.
Ofc, imho, this is why YA literature is terrible and to be avoided - it’s written for 9-15 year olds but you’ve got idiot adults reading it and taking it very seriously. They all stay in the playpen of children’s YA fiction because their stupid whining and shallow tantrums wouldn’t be tolerated in books written for big boys and girls.
Ironically for all the Reeeeeeing about Nazis these types do they themselves are modern day book burners. It’s a good thing they are too immature and stunted to cause trouble with serious adult fiction.
First conceptualized by Jake around 2003, The Massive vs. the masses was described as an asymmetric card game where one player controlled a monster with simple mechanics and the other had an army with potentially card combos, positioning requirements, and resource management. The ambitious hook for the game concept would be compatibility with many expansion packs, so you could go do a Godzilla vs. zombies, mad scientist vs. the army, and so forth. The modular hex grid playing field was designed to let you add on players/possibly expand the game for the expansions that never came. Jake's preplanned expansions were to be a scientist's drilling machine vs. molemen, and a survivalist vs. zombies.
Jake described The Massive vs. the masses as "asymetrical and goofy" in the CON Skype chat.
This is supposed to show all the contents that come in the box. View attachment 555947
A close-up of the pieces. View attachment 555948
The majority of the following comes from Something Awful when they played through two games of it in 2016, once for each side. In addition to the OP there was another person who showed up and had played this before. The artist Jake used is a goon and posted in the thread as well. The OP mentions having asked Jake about a game rule. https://forums.somethingawful.com/showthread.php?threadid=3765571
The objective in the base game is for the army to neutralize Gamorzilla by inflicting 100 HP worth of damage to it and can deploy various units based on their cards, while also protecting civilian assets. Gamorzilla wins by eliminating the civilians and can move around and attack through cards.
Each side has weakpoints that are put into the opposing deck, in the base game the Army can utilize Gamorzilla weakpoint cards and vice versa. "Let’s take this chance to explain the premise of Weak Point cards. You’ll notice the text box is Gamorzilla’s color, and has those nice jagged edges. The idea here is, these are cards which technically belong to your opponent’s set, but are mixed into your deck, so you can exploit their unique personal flaws. If we were mixing and matching multiple games in the MvM line, we’d be fishing these out and passing them around accordingly."
The Massive View attachment 555962
Gamorzilla is a giant amphibious lizard/reptile/turtle thing which can breathe fire. It starts off having just left the sea, with 100 hitpoints, able to move 5 hexes a turn over most terrain except buildings (marked by a 'B'), and attacks through playing a card each turn. Its weaknesses generally relate to its amphibious lizardy nature. It loses when it runs out of hitpoints. Gamorzilla starts with 5 cards, drawing and playing one a turn.
Unless a card says otherwise, Gamorzilla cannot enter an occupied space. Buildings block line of sight but it can see units inside them.
The Atomic Fire Breath's cone is two hexes next to Gamorzilla, then the three hexes in the same direction adjacent to them. You end up with a 3-hex triangle with Gamorzilla at one corner. (You can optionally not play a card, it was said in reference to Gamorzilla's turn but probably is a global rule) You may move before or after playing a card.
The masses player can move and attack with each unit they have during their turn. (Playing a card, moving/attacking with all units, and drawing a card may be done in any order once each turn.) As with Gamorzilla, you draw one card and play one a turn, and your hand size is based on how many civilians are alive, starting at 10.
Civilians: View attachment 555965
They have a move of 1 and a single hitpoint. The Army has one card in hand per living civilian (Starting at ten cards), discarding as they die, and losing when they're all dead. If you lose your civilian(s) on Gamorzilla's turn you discard at the start of your turn before anything else. If you kill any on your turn, you discard in that turn. Civilians do not get an attack. Walk type
The Army: View attachment 555964
These units can move and attack each turn from the moment they are deployed to the moment they are destroyed.
Tanks: Move 3 (Open, Tricky and Rubble), Range 3, Damage 3, Hitpoints 3
Helicopters: Move 2 (anywhere, can move through occupied spaces but not end turn on one), Range 2, Damage 1, Hitpoints 1
Fighter Planes: Move 5 (Must use full move, can only go ahead or the adjacent sides, crashes if no legal move) Range 3, Damage 2 (Only attack straight ahead but can attack mid move, buildings don't block LOS) Hitpoints 1
Infantry: Move 1 (Anywhere except Water) Range 2, Damage 1, Hitpoints 1, Walk type
Scientist and inventions: View attachment 555967
The Scientist (move 1, 1 hitpoint) allows you to play weak point cards: If the scientist is dead, you discard them and draw again. As long as it lives, it can repair the Robot for 5 hit points if adjacent, as can the Lab until it gets reduced to rubble. Weak point cards are shuffled into the opposing deck, and that opponent can draw them as he would his own cards. Gamorzilla has no restrictions on when or how he can play the army weak point cards, beyond the usual 'draw one, play one' restriction. The exact wording of the scientist's special rule is as follows: 'If the scientist is destroyed, you may not play any weak point cards. At any point after the scientist is destroyed, if your hand contains one or more weak point cards you may discard them and draw new cards to replace them'. The Scientist does not get an attack. Walk type
The Robot has 10 hitpoints and can deal 5 damage. It can, like Gamorzilla, move anywhere except buildings: It has a move of 3, going up to a move of 5 if the scientist was alive when it arrived. It has a range of 1, unless it showed up before the Lab gets destroyed, in which case that gets bumped up to 2. "We can place it anywhere in the back row (with the implied exception of the Lab)"
The Death Ray has 10 hitpoints and deals 5 damage to everything in a straight line, and gets extra attacks, one each if the scientist and lab are still around when it shows up. It doesn't move, so needs to be deployed with care. It can only shoot along the 6 sides of the hex it is placed in.
The board: View attachment 555969 View attachment 555968
There are six kinds of space: Water, Tricky, Open, Building, Rubble and Railroad. Rubble hexes occur when the existing terrain gets destroyed.
Railroad hexes are special: To Gamorzilla, they count as Building or Open, but Army ground units can move from non-rubble railroad to railroad at half cost (Civilians/infantry/the scientist can move up to two, tanks up to six). Buildings block line of sight except for fighters. Units cannot share spaces or leave the map.
Buildings don't have hitpoints, nor do any terrain types. Any damage at all which is directed at them or at 'everything in a hex'/"everything in a space" is sufficient to destroy them. When a hex of building is destroyed it becomes a rubble hex
The Barracks are marked by the crossed rifles: Tanks and Infantry spawn here. The Airport is marked by the plane symbol: This is where fighters and helicopters launch. The Lab is the geodesic dome with the Erlenmeyer flask: The Scientist starts here. The small red stars are where civilians start out, the big one is Gamorzilla's entry. You can optionally deploy units from the 9 hexes at the back of the map.
If all hexes of the barracks/airport/etc. become rubble they will be unable to deploy their units from them and they instead deploy from the 9 hexes at the back of the Tokyo side of the map. They also deploy less as more of the building is destroyed, if you play Deploy Armor and three or four barracks spaces are free of rubble, you get three tanks. If two are rubbled, you get two tanks. If three, you get one tank. If all four, your only option is the always-available ones in the back row. "When a space has a rubble token on it, it’s considered a rubble space, instead of building, open, etc. Gamorzilla can freely move through rubble spaces, so first off, we now have an escape plan." Some masses units, like the tank, can "shoot the ground" to create rubble out of a building hex.
The Masses always goes first, and spreading out the civilians is recommended by Jake. Their turn begins with a card draw, bringing them up to 11 cards. They can play one card per turn (unless a card says otherwise), before or after moving units.
The dark grey hexes are buildings. Red is the barracks. "We can’t actually deploy our tanks into these [red barracks] spaces, since tanks can’t ever enter building spaces, so instead, they appear anywhere outside. Every other railroad space (the lines cutting through the board on the diagram) counts as building for our opponent, but for us, they’re their own happy little bonus space type, so they’re fair game for our tanks." View attachment 555985
Jake's play is to use Deploy Armor, then move them forward to attack, one gets a movement bonus from the railroad hexes. View attachment 555987
The Massive's turn starts with a card draw. Jake explains Punt and the Rubble mechanics.
The short version of how this card works is that we pick a space right next to us, and kick whatever is on it off at someone else. The rest of this is just a bunch of restrictions on how exactly we can do this. A lot of it involves those cases where the thing we’re kicking doesn’t die from being kicked, which is so rare you never really have to worry about it. The most important thing here is that “in the same direction” bit. This means we’re using that “straight line attack” concept explained in the back of the basic rules. The short version is, if we’re kicking something directly in front of us, we’re not allowed to angle the kick and hit something off to the side. We also specify that the thing we’re kicking something into has to be “within our line of sight” after we go and take the thing being kicked off the board. This is a rather technical way of getting across the notion that while it’s totally cool to kick something way across the board into another unit, or a building, or any random empty space really, we can’t arc our kick up and nail someone off in the distance hiding behind a building. We can kick a building over onto someone standing behind it though (because we’re first destroying the building, then checking the line of sight for obstructions). The whole line of sight concept basically just boils down to the fact that hiding behind buildings can often keep you safe. All of the Army’s units (with the notable exception of the Death Ray) need to deal with this, but for Gamorzilla, it’s only an issue when it gets specifically mentioned on a card.
Now that we’ve picked apart the two wordiest cards in the game, we shouldn’t be getting slowed down like that anymore. The vast majority are phrased far more simply. In any case, we’re first moving up a bit, and then Punting one screaming little citizen into another, killing both. That’s always fun. Oh, and since this, like most of Gamorzilla’s cards, refers to damaging “everything on” these two spaces, we lay down rubble tokens on them (represented as yellow with black dots here). We’ll get into what’s so great about these really do later on. In this case, they’re pretty much just a nice visual representation of how smashed up the board is getting.
View attachment 555988
The Masses turn starts with discards from the two civilians lost to Punt. 'Take note by the way of how we’re positioning these tanks. While we can enter the building/railroad spaces no problem, Gamorzilla can’t. This sort of positioning cuts off the easiest route to the citizens up by the barracks. Going the long way around still works, but we’re hoping to close off more next turn. We could get closer than this too, but then we’d be letting our opponent have a chance to smash us before moving." Take Cover is played, which prevents the first 5 points of damage to all their Walk types for the next 3 turns. View attachment 555989
The Massive used a Munch card to "destroy adjacent Flesh unit" and bypasses Take Cover's damage reduction. The card does not say it destroys "everything in a space" so it does not create rubble (although the civilian it was used on was already in rubble). View attachment 555990
The masses used a card to deploy the robot and moves in to attack. "We can place it anywhere in the back row (with the implied exception of the Lab, because this is yet another unit that can’t enter building spaces)" View attachment 555991
Jake and one of the SA users who had played this both said it can be tempting for the Massive to focus down army units, but the masses can potentially easily replace them. His move is to go trash the barracks instead with a cone attack, creating Rubble spaces and severely weakening Deploy Armor and other cards. View attachment 555994
The masses plays a nuke, they will have to wait until their next turn to target it, giving the opponent time to move to a beneficial location. "The tank that’s starting its turn in the airport is going to shoot the ground on one of our own building spaces, reducing it to rubble so one of the others can get in position. After firing, this tank is looping around to the left, to help wall off the route to our big citizen wad, and hopefully leave us with at least one living tank after the bomb hits." View attachment 555993
A Leap card is played which lets the Massive choose any Open/Tricky/Building/or Rubble space, destroys everything on it, and moves to it. It can not be used on a space occupied by something with more than 5 HP. View attachment 555997
At the very start of the masses turn they must decide where to target their nuke. A direct hit would do 30 damage and the blast would destroy the airport and 3 civilians. An indirect hit could do 20 damage and only kill one, or it could be dropped in the ocean to "just cut our losses" and not do anything with it, which Jake says is "just stupid." Jake decides to go for a direct hit. View attachment 555998
A weakpoint card is played that reduces Gamorzilla's movement to 3 and makes them choose to either draw a card or play a card, lasting 5 turns. View attachment 555999
The Massive moves around a tank then uses a Flight card, which deals damage in a 2 space line then flies 5 spaces in the opposite direction, destroying a tank and moving towards a civilian. View attachment 556000
The sample game ends with the masses playing a card that lets all Army units attack twice as many times this turn and trying to move units into attack range. Jake said there would be a couple more turns left, and the Massive player was likely to lose unless they have cards that would allow them "a dramatic escape, the destruction of these attackers, or both at the same time." View attachment 556001
11 cards were shown, Jake said that was about 1/3 of the cards in the game, between his sample game and the SA games we have 37 cards, unless I missed some. Each deck comes with multiple copies of some of the cards, as seen in the SA games. I didn't notice anything about how many cards are in each deck. View attachment 556006 View attachment 556007
The Massive doesn't have hit points, but a stress meter. When pushed hard enough to threaten suicide it collapses and a giant cat arrives to lick it's tears, ending the game in a win for the kiwis.
My interpretation of a "whisper campaign" is literally just a game of telephone (in this case twitter DMs) or any other means of private communication between any number of people with the intent to spread information. This clearly isn't happening to Jake (as people seem to be pretty overt about "Do not trust this person, they constantly give bad information").
The most obvious example of a whisper network/campaign would be Harvey Weinstein, although he was recently outed as a sex-pest - it was known for a long time in whispers (such as "Hey don't go to his hotel room he'll try and rape you")
That is what's apparently called a "broken stair" or "bad stair step" or something like that, it's referring to a faulty step in the stairs that should be avoided. Jake has extolled it's virtues and usefulness in the past, after all it is the ultimate weapon of indirect vagueness against somebody, but just like the blocklists and everything else he changes his tune when he's on the receiving end.
A part of why he takes it so personal that some twitter user dislikes him or blocks is that he seems to consider people friends if they ever tweeted at him, except for dmol. Trough his twitter-shaped window into the world this probably seems like all of his friends are with him in the same room but everyone is avoiding him, refuses to speak to him and won't explain why. That would be weird if it actually happened in reality, but it didn't, so Jake's overblown reaction to things is what's weird.
Jake is against "broken stairs" because if there's a broken stair everyone's being told about by "whisper networks," it means that people on the outside of the whisper networks won't hear anything.
In the hands of others, it's a position that can have merit. To give an example that's far removed from Jakeland, imagine a high school where everyone knows the principal's kid is a rapist little asshole and no girl should be in a room alone with him. No one can really say jack shit, because they know it'd get covered up because of who his dad is. But everyone kinda knows. Except when some new kid starts at the school, if no one remembers to tell her before she hits up the first party of the year, and then she gets cornered by the guy and raped.
Jake knows that argument, and adopts it for the sake of seeming like a good person. But it's not the real reason that he is against whisper networks and broken stairs.
Realistically, Jake knows he's an outsider everywhere he goes. Even in his own home. He knows no one would ever take him into their confidence, and because of that, he is extremely jealous of women's confidences between one another and believes that women should have to say everything they know or believe in public, out loud, so that there's no chance that a better-socially-connected person would have more information (since Jake knows he will always be on the losing side of that).
So he thinks that in the case above, for instance, women should all blab to the internet, the media, and anyone who'll listen about the principal's son. Even if it fucks up their life by making their whole high school experience all about the aftereffects of a rape, or dwelling on the trauma makes it harder for them to pursue college and a career. Even if they experience major blowback from the principal now hating their guts, or even if they have fundamentalist parents at home who will think they're a filthy whore for being alone in a room with a boy in the first place.
Jake thinks it's everyone's responsibility to talk out loud about all their experiences, regardless of the consequences, just so he doesn't feel like he's left out of the loop.
Jake thinks it's everyone's responsibility to talk out loud about all their experiences, regardless of the consequences, just so he doesn't feel like he's left out of the loop.
Except himself, he does not dare to come out and say anything specific even though he alludes to so many people being the worst. So maybe I was wrong and he's always been against it, but he sure practices it, just like he loves the idea of blocking people but can't fathom the idea of people blocking him.
Well, yes. Everything Jake says he's against is stuff he does. Blocking people, whisper campaigns, alluding to but not outright saying things, ignoring people who are of no value to you, dehumanising opponents, digging up old posts for ammunition, false accusations of all kinds - all things he'll reeeeee about until the cows come home when done to him, all tools in his googleshng arsenal.
His reigning motivations appear to be his sense of superiority, his pathological levels of paranoia and selfishness, and his inability to take responsibility for a single thing, which is part of his victim complex. Add to that his intense hypocrisy and desperate efforts to win the attention of only the women he thinks can help him (Zoe, Becky, to a lesser extent Jessica Price and troons like Katherine Cross) and we get the lying mess we have today.
He's one of those perfect storms of unsympathetic arrogant asshole combined with a completely pathetic existence. It's why he makes such a good lolcow in my opinion - there's such a disconnect between how he sees himself vs. how he actually is, and also vs. his idealised version of himself that he'll never, ever be.
So he thinks that in the case above, for instance, women should all blab to the internet, the media, and anyone who'll listen about the principal's son.
Except in this case, Jake is the principal's son, the creepy male who wants to drag feeeemales off into DMs and take advantage of them before they get warned about him.
Except in this case, Jake is the principal's son, the creepy male who wants to drag feeeemales off into DMs and take advantage of them before they get warned about him.
if that was true in reality, he'd be the ex janiator they keep locked in the basement and busy with tendies and twitter so it doesn't come up the stairs
This still frightens me, considering how easily he is misled in private convos about fictional entities he created/observes in the first place. If he were ever to discover bluetooth calling while driving, I have no doubt someone could verbally convince him that the laws have just changed and stop sign are now guidelines and you can just run them because you're legally safe as long as you're in the intersection first. I'd consider him at least as threatening as senior drivers.
He may be as threatening as a senior driver, but he drives well below the speed limit and if anything is overly cautious and more likely to get rear ended.
I like how Jake essentially admits that he took Rebecca's claims at face value and repeated them without seeing any evidence that they were true. This is the same guy who was complaining about "whisper campaigns" a couple of days ago.