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FAQ U: Comment Roundup

I’ve gotten comments from people asking questions that I thought would be nicer to answer in longer form! Thank y’all so much for your interest and responses :) Question 1: Commodity Fetishism From “ Marx’s Capital Vol. 1 For Dummies ”: I would like to add a thought/question that came to my mind a bit after commenting. You do use the term ‘social ilusion’ describing commodity fetishism and this may just be language issue but i have always had a bit of an issue with the translation of the german ‘Schein’ as ‘illusion’. In some other cases (Kant or Hegel) it gets translated as ‘semblance’. For me, neither seems coneptually accurate. Especially ‘illusion’ might lead people to think that acknowledging it would dispell it. But the fetish of the commodity seems a lot stickier. It is an illusion that only fades when the material modes of social (re)production have changed. Thanks, warenunförmig ! For context, throughout my pamphlet, I describe value (we need not qualify here—read Marx o...

Published CINCO!

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Finally published the 'dry' version of  CINCO! Table-Talk Odyssey  on Itch! If you're seeing this here then you probably know what its deal is, but essentially: this is my home campaign ruleset, which are meant to isolate the character-driven dynamics of my  D&D 5E  subculture into something geared specifically towards making silly quirky characters and playing with them. The setting is... pirates, or really like... Haitian revolution... Caribbean. Yeah :D Also Norn Noszka illustrated the booklet and they did an incredible job, just gorgeous evocative art!! Please enjoy, hope you like it! Will eventually publish with my campaign prep which I feel like is the actual sauce of the thing, not the rules rules. But I don't want to do that until I feel like it's fully useful. 

Marx's Capital Vol. 2 For Dummies

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I wanted to keep making mini versions of  Capital  volumes because it'd be fun, besides hopefully being useful for others to get a conversational grasp on Marx's critique. Like, "Yeah, I've read  Capital , in the form of these stupid little things." But while working on this and revisiting the second volume, now published on Itch , a thought struck me which I've included as a postface. Let's start with the content of the zine, and then I'll get into that. 1. Capital as Circuit Capital as a process can be perceived from many perspectives, representing the forms into which value transforms: from money, to active production, and finally to commodities which are then sold for more money. Although that sequence is “accurate”, when starting from capital as money, it’s also misleading because it appears like capital is a one-and-done process.   But it doesn’t stop there. The money doesn’t just recuperate the costs of one production, but is thrown back...

Towards Better Sexual Politics

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HTML version of my eight-fold zine outlining a more cohesive feminist politics. This one is actually very new; I wrote it both to synthesize what I had been reading and thinking about lately, and to get back into practice working with this relatively short form. Maybe I need a separate 'feminism' tag, but I see feminism as something that pierces and interconnects everything else—yet isn't that true of everything? 1. Our Crisis The US is in a crisis of sexual politics: abortion access is no longer protected on the federal level, allowing states to criminalize it again and surveil women across state lines if suspected; federal courts are ruling against trans people, facilitating the loss of their healthcare, legal recognition, and participation in everyday life; gay and even interracial marriage are next on the table. Republicans may wield the stick, but Democrats wield the carrot: their lack of urgency over the last few decades, and their ‘response’ to our lost rights...

Lenin's Imperialism For Dummies

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HTML version of my eight-fold zine summarizing Lenin's Imperialism , which I also just put on Itch ! 1. Monopolization A capital is an investment of money in the production of some commodities. As such it is not merely money, but the social process of industrial production. There can be many capitals (or firms) in one industry, competing with each other to generate greater profits. As Marx analyzed in Capital: Volume I , free competition among capitals does not last, but eventually results in their concentration and centralization into one massive capital. This capital poses a monopoly, controlling all production within its particular industry. The centralization of production within a single industry results in production becoming highly socialized, while the fruits of industry remain privatized. 2. Banks & Finance Monopolization occurs not only in the context of industry but also of finance. Banks loan money to industrial firms to provide them with financial capit...

Marx's Capital Vol. 1 For Dummies

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An HTML version of the eight-fold zine I just put on Itch , summarizing Volume I of Marx's Capital for our generation's brainrotted minds. I also previously posted a longer summary (lol). 1. Commodities Capitalism is understood as a society where commodities are produced and exchanged on a vast scale to support that society. A commodity could be a physical good, or it could be a service performed for money. We typically view each commodity in terms of how it is used and how much one is generally worth. A commodity’s usage, however, does not tell us about how much that commodity is worth. Since a commodity’s ‘exchange-value’ is measured using money, and money helps us compare exchange-values of different commodities, we can surmise that money measures a quantity of an essence that commodities apparently share in various amounts. 2. Value & Labor There is obviously no physical essence that all commodities have in common. You cannot view a commodity’s value underneath ...

Fluxcrawls

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I left my Switch at home so I've been borrowing my partner's to play her copy of  Shadows Over Loathing , a silly quirky goofy point-and-click RPG in the lineage of the browser-based  Kingdom of Loathing . There's six-ish regions in the game, each having a dozen-some points of interest which you navigate with your character (as a "physical" location with one or more rooms, rather than an abstract point). You can travel from any point of interest to another in the same region, and it may just trigger an event such as an encounter or a detour into another site hitherto undiscovered (the more sites you discover, the less random events are possible, the "faster" you can travel between sites). That's all there is to it! I had an epiphany while playing that such a structure could solve a "problem" I've had running my pirate campaign, that I feel obligated to locate adventure sites in the geography of their particular island, having the player...