Quotulatiousness

November 17, 2024

Nazi Uniforms banned across three States – Rise of Hitler 06, June 1930

Filed under: Germany, History — Tags: , , , , , — Nicholas @ 04:00

World War Two
Published 16 Nov 2024

In June 1930, the Weimar Republic faces escalating tensions as Nazi uniforms are banned in three states to curb political violence. The French withdrawal from the Rhineland marks a major milestone while Saxony’s elections leave the state in political deadlock. Meanwhile, Chancellor Brüning battles to save his government amidst growing financial turmoil and party divisions.
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Contrasting origin stories – the 13 Colonies versus the “Peaceful Dominion”

Filed under: Britain, Cancon, History, USA — Tags: , , , , — Nicholas @ 03:00

At Postcards From Barsoom, John Carter outlines some of the perceived (and real) differences in the origin stories of the United States and Canada and how they’ve shaped the respective nations’ self-images:

The US had plans to invade Canada that were updated as recently as the 1930s (“War Plan Crimson”, a subset of the larger “War Plan Red” for conflict with the British Empire). Canada also had a plan for conflict with the US, although it fell far short of a full-blooded invasion to conquer the US, designated as “Defence Scheme No. 1”, developed in the early 1920s.

In perennial contrast to its tumultuous southern neighbour, Canada has the reputation of being an extremely boring country.

America’s seeds were planted by grim Puritans seeking a blank slate on which to inscribe the New Jerusalem, and by aristocratic cavaliers who wanted to live the good life while their slaves worked the plantations growing cash crops for the European drug trade. The seeds of America’s hat were planted by fur traders gathering raw materials for funny hats.

America was born in the bloody historical rupture of the Revolutionary War, casting off the yoke of monarchical tyranny in an idealistic struggle for liberty. Canada gained its independence by politely asking mummy dearest if it could be its own country, now, pretty please with some maple syrup on top.

America was split apart in a Civil War that shook the continent, drowning it in an ocean of blood over the question of whether the liberties on which it was founded ought to be extended as a matter of basic principle to the negro. Canada has never had a civil war, just a perennial, passive-aggressive verbal squabble over Quebec sovereignty.1

America’s western expansion was known for its ungovernable violence – cowboys, cattle rustlers, gunslingers, and Indian wars. Canada’s was careful, systematic, and peaceful – disciplined mounties, stout Ukrainian peasants, and equitable Indian treaties.

Once its conquest of the Western frontier was wrapped up, America burst onto the world stage as a vigorous imperial power, snatching islands from the Spanish Empire, crushing Japan and Germany beneath the spurred heel of its cowboy boot, and staring down the Soviet Union in the world’s longest high-stakes game of Texas Hold’Em. Canada, ever dutiful, did some stuff because the British asked nicely, and then they went home to play hockey.

America gave the world jazz music, rock and roll, and hip-hop; Canada contributed Celine Dion and Stan Rogers. America has Hollywood; Canada, the National Film Board and the Canadian Broadcasting Corporation. America dressed the world in blue jeans and leather jackets; Canadians, flannel and toques. America fattened the people with McDonald’s; Canada burnt their tongues with Tim Horton’s, eh.2

The national stereotypes and mythologies of the preceding paragraphs aren’t deceptive, per se. Stereotypes are always based in reality; national mythologies, as with any successful mythology, need to be true at some level in order to resonate with the nations that they’re intended to knit together. Of course, national mythologies usually leave a few things out, emphasizing or exaggerating some elements at the expense of others in the interests of telling a good story. Revisionists, malcontents, and subversives love to pick at the little blind spots and inconsistencies that result in order to spin their own anti-narratives, intended as a rule to dissolve rather than fortify national cohesion and will. Howard Zinn’s People’s History of the United States is a good example of this kind of thing, as is Nikole Hannah-Jones’ tendentious 1619 Project.

Probably the most immediately obvious difference between Americans and Canadians is that Americans don’t suffer from a permanent identity crisis. Demographic dilution due to decades of mass immigration notwithstanding, Americans by and large know who they are, implicitly, without having to flagellate themselves with endless introspective navel-gazing about what it means to be an American. The result of this is that most American media isn’t self-consciously “American”; there are exceptions, of course, such as the occasional patriotic war movie, but for the most part the stories Americans tell are just stories about people who happen to be American doing things that happen to be set in America. Except when the characters aren’t American at all, as in a historical epic set in ancient Rome, or aren’t set in America, as in a science fiction or fantasy movie. That basic American self-assurance in their identity means that Americans effortlessly possess the confidence to tell stories that aren’t about America or Americans at all, as a result of which Hollywood quietly swallowed the entire history of the human species … making it all American.

As Rammstein lamented, We’re All Living in Amerika

Since we’re all living in Amerika, the basic background assumptions of political and cultural reality that we all operate in are American to their very core. Democracy is good, because reasons, and therefore even de facto dictators hold sham elections in order to pretend that they are “presidents” or “prime ministers” and not czars, emperors, kings, or warlords. Insofar as other countries compete with America, it’s by trying to be more American than the Americans: respecting human rights more; having freer markets; making Hollywood movies better than Hollywood can make them; playing heavy metal louder than boys from Houston can play it. It’s America’s world, and we’re all just along for the ride.

America’s hat, by contrast, is absolutely culturally paralyzed by its own self-consciousness … as a paradoxical result of which, its consciousness of itself has been almost obliterated.

Canada’s origin – the origin of Anglo-Canada, that is – was with the United Empire Loyalists who migrated into the harsh country of Upper Canada in the aftermath of the Revolutionary War. As their name implies, they defined themselves by their near-feudal loyalty to the British Crown. Where America was inspired by Enlightenment liberalism, Canada was founded on the basis of tradition and reaction – Canada explicitly rejected liberalism, offering the promise of “peace, order, and good government” in contrast to the American dream of “life, liberty, and the pursuit of happiness”.


    1. Quebec very nearly left the country in a narrow 1995 referendum in which 49.5% of the province’s population voted to separate. It is widely believed in Anglo Canada that had the rest of the country been able to vote on the issue, Quebec would be its own country now.

    2. Well actually a Brazilian investment firm has Timmies, but anyhow.

Three (more) Forgotten Roman Megaprojects

toldinstone
Published Jul 19, 2024

This video explores another three forgotten Roman megaprojects: the colossal gold mines at Las Médulas, Spain; the Anastasian Wall, Constantinople’s outer defense; and Rome’s artificial harbor at Portus.

Chapters:
0:00 Las Médulas
3:13 The Anastasian Wall
5:24 Portus
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QotD: “Here we have a game that combines the charm of a Pentagon briefing with the excitement of double-entry bookkeeping”

Filed under: Business, Gaming, Quotations — Tags: , — Nicholas @ 01:00

D&D was invented in 1974 by one Gary Gygax, whose father was a violinist for the Chicago Symphony Orchestra. (This strikes me as significant, somehow.) Gary moved at an early age to Lake Geneva, Wisconsin, where he founded TSR Hobbies, the maker of D&D.

Although Gygax left the company in the mid-1980s, TSR today continues to crank out D&D rule books, D&D miniature playing pieces, and all sorts of other D&D paraphernalia in quantities that make one wonder about the nation’s mental health. By means of a cunning stratagem (I asked somebody at the office), I managed to get my hands on a couple of those sacred rule books, and let me tell you, R. buddy, this game is weird.

The basic idea in your run-of-the-mill Go Fish-type game is to get all your opponent’s cards or all his checkers or some other readily grasped commodity. Not so with D&D. Here is a quote from Mr. Gygax on the subject: “The ultimate aim of the game is to gain sufficient esteem as a good player to retire your character — he becomes a kind of mythical, historical figure, someone for others to look up to and admire”. If what you’ve been playing up till now is Parcheesi you ain’t ready for this.

To play D&D you need at least two acolytes, who play under the guidance of a vaguely Mansonesque personage called the Dungeon Master (DM). By means of various murky protocols involving the use of charts and dice, each player establishes the persona of the “character” he or she will manipulate in the game, who typically ends up (if male) being an antisocial cutthroat of some sort, or (if female) possessed of large, grapefruit-like breasts. I deduce the latter from studying the illustrations in the book. Admittedly I was looking at a very old edition. Perhaps the newer ones are more PC. It’s always the way. Apart from predictable characteristics like strength and intelligence, players also have to determine such baffling minutiae as their likelihood of contracting communicable diseases or becoming infested by parasites. Why these things are important I have no clue. I’m just telling you what the rule book says.

The preliminaries having been dealt with, the players are led through an imaginary dungeon devised by the DM in search of treasure or some such. On the way, they will encounter various obstacles and evil creatures, which they will have to defeat or evade.

The concept seems simple enough. It’s the application that throws me. There are two main problems: (1) there are one billion rules, and (2) the game requires nonstop mathematical finagling that would constipate Einstein. The rule book is laden with such mystifying pronouncements as the following: “An ancient spell-using red dragon of huge size with 88 hits points has a BXPV of 1300, XP/HP total of 1408, SAXPB of 2800 (armor class plus special defense plus high intelligence plus saving throw bonus due to h.p./die), and an EAXPA of 2550 (major breath weapon plus spell use plus attack damage of 3-30/bite) — totalling 7758 h.p.” Here we have a game that combines the charm of a Pentagon briefing with the excitement of double-entry bookkeeping. I don’t get it.

If you want to know more about Dungeons & Dragons, you can find D&D paraphernalia at many hobby and game stores. For the location of the outlet nearest you call 1-800-384-4TSR. Contrary to what you might think, all calls to this number are NOT immediately reported to the police.

Cecil Adams, “What’s the deal with Dungeons and Dragons?”, The Straight Dope, 1980-09-26.

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