You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]


Sunday, January 22, 2017

I just watched the original Total Recall a couple days ago and wanted to write about it.

Back in 1990, I was sitting at home, a Freshman in High School. My best friend called me up. His mom was taking him to see Total Recall and he invited me along. I had never heard of the movie and so wasn't expecting much. This was 1990 and for the last 12 months or so, most of the movies I had seen in the theater were crappy. The 80's were over and even though I didn't know it, my mind was preparing itself for a long, cold winter of awesome films.

Well, I was pleasantly surprised, and saw it in the theater at least once more before it left and then watched it again on VHS before buying the DVD years later.

Total Recall was great on all of the following: story, dialog, acting... Arnold may seem cheesy, but I'll always be a fan of his - plus Sharon Stone as a femme fatal. And I love perpetual B-movie villain Michael Ironside. As for special effects, how about Kuato? Wow! It's no wonder that Rob Bottin of John Carpenter's The Thing fame was in charge of that department. And violence. Yes, violence. Total Recall was directed by Paul Verhoeven, who had knocked it out of the park just a couple years ago before that with RoboCop. Lots of blood squibs, visible gunshot holes, and action sequences that you could really feel.

After Total Recall, films started going CGI. Being filmed in 1989, it still had that 80's awesomeness that would be virtually lost throughout the 90's. Obviously, there are notable exceptions, such as the films of Quentin Tarantino.

A couple years ago, I wrote a blog post about guilty pleasure films. Not sure why Total Recall didn't make the cut, because I don't think the vast majority of movie goers or reviewers take it seriously. I mean, put Total Recall up against Blade Runner and the latter will most likely beat out the former 9 times out of 10.

And yet, mind-fuck-wise, Total Recall beats Blade Runner hands down. Plenty of people want to believe that Deckard is probably a replicant, but there's no real evidence to support such a theory. And even if there were, him being one doesn't truly mess with the audience's sense of reality.

On the other hand, we still have no way of knowing if Quaid's experiences were part of a man-made virtual reality or authentic. Furthermore, if it wasn't real - we also don't know if his matrix-reality went according to plan or if he suffered a schizoid embolism, as was mentioned a couple times throughout the film. Plenty of evidence suggests any of the three possibilities could be true.

Lastly, let me mention Venusville, the movie's Martian red-light district. It shouldn't be any wonder that Total Recall was an influence on Alpha Blue. From the three-breasted hooker to sleazy sci-fi partners in crime. In fact, the next adventure I come up with for Alpha Blue, will undoubtedly have memory implants, schizoid embolisms, alien artifacts, a shadowy government agency, even more three-boobed prostitutes, and a little ugly-baby mutant hiding out in someone's abdomen.

I still haven't seen the remake, by the way. I've heard it's not good. Eventually, I'll have to see for myself.

Thanks for reading. Here is some FREE bonus stuff for Alpha Blue to give you a taste of what's to come. Enjoy!

VS

p.s. Just a word on the phrase "guilty pleasure movies." There's nothing wrong with them, and it's not like they're actually bad. In fact, these movies are usually super fun - way more fun than Academy Award winning films. It's just that they're not going to make anyone's top ten list and no one's going to put them in the Presidential Cultural Preservation Vault (I just made that up) so that centuries from now post-apocalyptic scavengers can go through all the work of reverse engineering DVD players just so their mo-hawk and leather ass-less chaps wearing tribe can watch Total Recall, Big Trouble in Little China, or Fight Club. Although, now that I think about it... they probably should.

Tuesday, January 17, 2017

About 3 weeks ago, I ran a quick fantasy RPG session for my two eldest daughters (Briella is almost 6 and Illyria is 4).

I call it "D&D," but it's really the most free form, rules light, and no-frills (meaning that we don't worry about much) version of D&D you could ever play.

First session is here. I brought up the idea of playing multiple times and Briella just wasn't interested. So, I assumed it would be a cold day in Hell before I'd get her into another game.

It just so happens that school was called off on account of freezing rain, icy roads, and all around shitty winter conditions. Briella was helping me get my youngest daughter, Trinity, up for the day. Trinity's room was semi-dark, so Briella turned on this little green lamp on the dresser. It made the room seem weird and kind of creepy.

I'm almost sure it was Briella who suggested that we play D&D under these conditions. So, I got my stuff, told Illyria she could join us, and started things off.

Briella wanted to play a new character. Illyria followed suit.

Briella played Melody, a magic-user princess with a pet bunny as her familiar. Illyria played another magic-user princess named Beatifulness with a pet cat as her familiar. Trinity is only 19 months old, so I made her character an imp thief named Tres.

That's all the character creation we needed. The three adventurers were in a local tavern in the village of Elslow. They had lived in Elslow all their lives, only journeying to the Tower of Soft Black Stars for their apprenticeship in sorcery.

As they were seated around a wooden table, enjoying refreshments, they noticed a cloaked stranger enter the tavern and look around. He sat down at their table, introduced himself as Urstan, and told the three of his mission - to find adventurers who could clear out the local dungeon. This nearby dungeon is where monsters live... monsters who come up to the surface at night and cause mischief.

Both girls were impatient to explore the dungeon, kill monsters, and take their treasure, so I sped things up a bit.

After some traveling, the three stood in front of a cavern shaped like the yawning mouth of a monstrous giant. Hesitant but eager to get in there, they entered and walked into a side-cave containing 4 goblins. I gave them a list of options: attack the goblins, talk to them, or leave them be. They decided to attack.

Melody attacked first with her dagger. I asked Briella if she'd rather use a spell, but no - t'was the dagger. Briella needed to roll a 3 or better on a single six-sided die. She did and the first goblin was stabbed and killed.

Illyria also wanted to use her dagger, despite my suggestion that she cast a spell. She also hit and another goblin died.

With two goblins remaining, one attacked Beautifulness, slashing her leg. The second goblin missed. Almost forget, one of Briella's conditions before agreeing to play again was that they couldn't be killed. I agreed.

Even though I assured Illyria that her character was alive and still had her leg, she up and quit the game. Briella asked me to play her character for the remainder of the session, so I did.

Briella decided to cast sleep on the goblins. She was successful and both slept as Beautifulness (now played by me), slit their throats. They only had 9 gold pieces between them.

The next cave was based on an idea that Briella had while I was doing something for Trinity. In the center of the cave was a gold statue with several humans in strange clothing standing around the statue. At the far end of the cave was a door, the likes of which the PCs had never seen.

Briella wasn't sure what to do, so I asked if she wanted to talk to the humans. She did. They were foreigners who had been invited to clear the dungeon by the cloaked Urstan.

One of the humans was a wizard with a long gray beard named Ivellios. He had been studying the runes outlining the door, and was ready to open it. They were clearly magical. Ivellios swung the door open, revealing a black portal.

Beyond was an unfamiliar countryside, rolling hills, a dark forest, and on the other side of the forest was a castle. Melody wanted to reach the castle, so off they walked.

Halfway through the forest, the adventurers heard trolls. Two of them chopping trees with large axes. Melody wanted to attack them and cast sleep again. She was successful, but only put one of the trolls to sleep as trolls were stronger than goblins.

Playing Beautifulness, I cast an ice storm to cut the second troll to ribbons with little shards of razor-sharp ice. I rolled well and soon both trolls lay dead. The trolls carried gemstones with them, as well as, a magic item - it was a gold scepter with ruby centerpiece and two snakes carved onto one side. No idea what it did.

It wasn't long before they had reached the castle. Inside was a handsome prince. Melody turned down the prince's advances; however, Beautifulness, again played by Illyria, was very interested. Soon enough, the two were married in a brief ceremony. The reception was furnished with all manner of delicious foods and drinks.

No time for a honeymoon, as the adventurers wanted to get back to the dungeon. Then one or more things came up and we had to stop the session there. All told, we probably only played for an hour, but it was still fun. These mini-games keep my GMing muscles from completely atrophying.

Sunday, January 15, 2017

This post explains the recent hubbub over Girls Gone Rogue. There's also a thread over at TheRPGsite where someone wonders if people actually play Alpha Blue.

I realize there are precious few Alpha Blue play reports on the internet. Actual play reports are important - especially for Alpha Blue - because it shows how and why the game is played.

So, I'm looking for more play reports, and I thought it was about time someone incentivized that shit...

In the month of February, anyone who posts their own Alpha Blue play report on an RPG blog will be eligible to win $25 (sent via paypal). The winning play report will be judged February 28th on the following criteria...

Length - don't write a novella, but it should be long enough for readers to get into it while learning about your session, players, approach to GMing Alpha Blue, etc.

Genre - your play report should showcase what Alpha Blue does best - scifi, sex, and comedy.

Highlight the game - also, don't be afraid to showcase various material from the books (Girls Gone Rogue, Universal Exploits, and Slippery When Wet), such as random tables you've rolled on, technology used, NPCs met, etc.

Grammar - if your post reads like an 8th grader threw it together the night before it was due and never bothered to proof read it, I'm taking points off.

Enthusiasm - readers want to feel that you're having a good time, enjoying yoruself and loving the game.

Entertainment - the adventure itself should be fun to read; posts should capture those little details that make readers feel like they were there, participating.

Response - even the best blog post - if no one reads or comments - isn't going to be as useful as one that gets a lot of attention. Marketing is key. Get the word out. I'll be helping with that, but I can't do it all.

Let me know if you have any questions about this contest. Good luck and may the best actual play report win!

Friday, January 13, 2017

Alpha Blue was an experiment in bad taste. I wanted to create something for a sub-genre of sci-fi that gets very little attention... the kind of sleazy, raunchy, ridiculous, gonzo, porn parody kind of sci-fi that only existed on late night pay-cable back in the 80's.

Girls Gone Rogue was the follow-up supplement. It's one part what I wanted in an Alpha Blue sourcebook, one part what I thought Alpha Blue GMs, players, and fans wanted, and one part middle finger to all the uptight, repressed, censorship-happy motherfuckers out in RPG land who would cast me into the pit of darkness and fire for daring to create such sordid filth.

While I could have gone even farther with GGR, I'm happy with the level of juvenile naughtiness and mad-cap space panty raid type shenanigans I achieved.

Sunday, January 8, 2017

At some point, I'm going to run D&D again. It's going to be old school and awesome!

This here blog post will stand as a record for all the stuff I'm thinking, the stuff I want in it and want out of it.

Why can't one play a certain edition or version straight out of the box? Well, in this day and age, a GM can pick and choose the things he likes. This is 2017, after all.

We don't need another retro-clone, just a list of preferences. Here we go...

My Personalized D&D

I shouldn't have to mention this; it should be common knowledge... the foundation upon which all traditional RPGs are built, but these are strange times. Rulings over rules. The GM is a benevolent king who may do as he pleases. Whatever the book says is merely a guideline for me to follow, discard, or warp to my own godlike will.

I want races and classes - quite a few of them, like assassin, illusionist, monk, etc. but nothing too "out there" or silly.

I want level limits for demi-humans and who knows what else (gotta love stereotyping!).

I want those flavorful names PCs get at each level.

I want 3d6 in order (one re-roll in exchange for some kind of drawback - like a dark secret).

I want ability score prerequisites in order to qualify for certain classes.

I want players to start with multiple 1st level characters, the majority of which most likely get slaughtered within the first couple sessions.

I want to go back to the Law, Neutral, and Chaos alignments.

I want individual Experience Point charts by class and XP bonuses based on higher, class-relevant ability scores.

I want some kind of Honor score or rating, borrowing the concept from Hackmaster and twisting it to my liking.

I want those funky individual saving throws like wands and death-rays and shit... just cause they're a ridiculously nostalgic throwback.

I want to encourage the use of hirelings, henchman, and retainers.

I'm pretty sure I want to use the advantage/disadvantage mechanic in 5th edition.

I want ascending AC, naturally.

Rather than use feats and skills, I'd rather have a few basic class-based abilities and everything else described / roleplayed as it comes up in play. If it's ability score dependent, then roll under to succeed (2d6 for easy, 3d6 for average, and 4d6 for the really hard stuff).

I want to use my critical hit random table in The Islands of Purple-Haunted Putrescence

I want the players to either choose or roll for their characters' adventuring motivation (found in Liberation of the Demon Slayer). Any background besides that is up to the player to provide at any point - before, during, or after the first few sessions.

I want to focus on exploring a (mega)dungeon with occasional wilderness and urban dalliances.

I want this to be a long-term campaign that goes from awkward, fumbling peasant to noble lord holding a vast domain.

Magic Items

If it's magical, then chances are that it only exists below ground - with all the monsters, traps, and strangeness.

Magic items are either kept or taken into subterranean depths because of their inherently chaotic nature. All sorcery is tainted with darkness, as taught to wizards by demons, devils, and foul abominations too blasphemous to name. Magic items, everything from a +1 sword to the wand of Orcus, has been either forged by infernal beings or touched by them.

Magic items found in dungeons and such places are subtly cursed and likely to exert a Hellish influence. In fact, I'd like to cultivate a medieval Hellraiser kind of eldritch bloodbath aesthetic the farther one goes into the dungeon.

This is as much thinking as I've done for the setting. Below is the sort of random table I might roll upon when a new magic item is discovered.

Magic Items (Forged by Demons)

Allows the one possessing the magic item to communicate with all infernal races.

The one possessing the magic item shifts alignment one step closer to Chaos.

The magic item requires the shedding of blood to function (innocent blood increases the item's potency by half again as much.

The magic item is intelligent and speaks - continually advising the item's possessor on "the best course of action."

Cumulative 1% chance per day the magic item's creator takes control of the one who possesses it. This domination lasts 24 hours and the cumulative chance resets after demonic possession.

This magic item allows its creator to see and hear what's happening around the item.

______________

This is all subject to change, of course. I've got oodles of time before anything like this can actually take place. Reading Grognardia has had a powerful affect on my mind.

Anyway, thanks for reading and feel free to comment with your preferences, or tell me what you think about my own.

Saturday, January 7, 2017

So, I was thinking more about the whole GMing for $$$ thing. Eventually, it's going to be mainstream. The GMs who have their shit together will eventually have to "Tony Robbins the fuck up" or get off the pot. Evolve or die.

Once I get back to regular gaming (hopefully, autumn of 2017), I'll make some moves to monetize.

But for now, all I've got is talk... and plans. But mostly talk. Someone brought up the "unethical" word a couple of days ago. Not that they thought charging players was unethical, but they wondered if I thought it might be. I don't. However, that got me thinking.

What are some borderline unethical situations or "gimmicks" as I like to call them, involving the professional GM trade?

Venger's Professional GM Gimmicks

Make your RPG have to do with some kind of cult. That would make the players either cultists or unwitting (semi-witting?) pawns of the cult.

Similar to the cult idea, root your campaign in one or more prevailing religious mythologies - like the party has been chosen by Jesus Christ to destroy demons laying waste to The Holy Land.

Advertise your game as "better than therapy," because it's illegal to claim that gaming is actual therapy or that you are a real therapist (unless you are one). Hey, it probably is better than therapy and a hell of a lot cheaper. I might actually use this one down the road.

Ever heard of men's rights? Yeah, your game could be a gender thing. Although, I'm not sure why you'd want to deprive yourself of female company. Since it's 2017, why not an all-girl gaming group?

Further players' continued education with High Gygaxian, simple math, and amateur dramatics! Not for actual college credits - but players can still put it on their resumes.

Hook all the players onto the crystal meth (preferably the blue kind) that you cook in your desert-bound mobile home.

Pass yourself off as some kind of celebrity. Not an RPG celebrity... cause that's just pathetic. You've got to be famous for being famous, like you regularly update some stupid blog or make terrible videos.

I'm sure that you guys could add to the list. So, go ahead. Let's get unethical together, borderline or otherwise. And then let's get paid!