Sunday, October 27, 2019

Bad News For Gun Grabbers

God bless the mad lads making gun control irrelevant.

The big deal here is the upper receiver. That's is a 3D printed part, and it's the first in a rifle caliber (even if it is an intermediate cartridge). It's been test-fired once just to see if it fails at all. This iteration may well fail before hitting 500 rounds fired, but future ones will quickly reach build strength and quality equal to any AR-15 that you can buy off-the-shelf like the Smith & Wesson M&P15 or the Ruger counterpart or those entry-level AR kits you can get from Palmeto State Armory.

This is a proper bolt-action rifle; it's a straight-pull bolt, like you see a lot in old Swiss service rifles and contemporary Biathalon rifles, and that means this is now a true competitor to rifles like Mossberg's MVP Predator and Scout line that makes use of AR-15 magazines as a selling point. Once this upper receiver design takes off and reaches the strength we're getting with the polymer Glock frames now being made everywhere, you're going to see a massive explosion in the platform once more.

And that's no good for the gun grabbers. On and that stock is likely a 3D printed version of the Ares SCR design

Yes, there's work being done for other parts such as barrels (to avoid serialization), shells and cartridges (manufacturing, not reloading), and other parts that are yet still reliant on established manufacturing techniques. Projectiles have been home-made capable for centuries with hand tools, so all that's needed are materials; the trick is figuring out how to do copper jackets and other latter-day innovations. Then it's powder--smokeless, specifically--and primers.

Once this knowledge and the tools to use them are sufficiently decentralized and distributed to individual households, being like Beta Beto and grabbing the guns will become far more difficult. Thralls want their prey to be vulnerable. Distributed manufacture of weapons prevents this. Empire Must Fall.

Sunday, October 20, 2019

An Example of How Narrative Control Works

I mention this in passing at the Retreat today, but here let's talk about the Thralls of Empire and how just one small node can have outsized influence.

The node is Wizards of the Coast. This a corporation based out of Seattle, Washington in the United States of America. It is a wholly-owned subsidiary of the Hasbro corporation. It is the current owner of Dungeons of Dragons, the originator of Magic: The Gathering, and the owner or originator of several other properties. Its properties arose in the media of tabletop gaming: card games, board games, and role-playing games and it holds the dominant position in those markets- especially in tabletop RPGs, where it is a global leader.

This small corporation has had an outsized influence on both gaming and fantasy fiction since it acquired TSR Inc. in the late 1990s. Because its fiction publishing and its games publishing, Wizards of the Coast has had a massive influence on what is considered "fantasy" in most of the world- and especially so in gaming. Tropes that it, or TSR, originated are memes that both employees and customers spread globally and are now prominent in properties such as World of Warcraft and Final Fantasy.

This corporation has significant control over what is perceived to be fantasy. Perception control the narrative. The narrative controls the culture. Culture controls politics. The Thralls of Empire know this; that's why they target whatever controls perception for takeover first and foremost. They believe that perception dictates reality, and insofar that it shapes politics they are correct. Where they are wrong is their belief that political control is reality itself, and as such they fail to understand why King Canute cannot dictate the tides and the seasons.

Customers of this corporation work for Microsoft, Boeing, and Amazon- all based in Seattle or adjacent suburbs. Past employees work in other gaming corporations also based in Seattle. Regular novelists working for this corporation also work with the surviving Big 5 fiction publishers out of New York City and their counterparts in London, England. The customers and past employees also work in and around Hollywood as well as Big Two comics. They work for Twitch, Mixer, YouTube, Google, and all the glorified blogging outfits that call themselves "news outlets".

Customers and past employees also work in the convention circuit where this corporation and all those others routinely display their wares, do their networking, and socialize with and without company sanction. Be it GenCon, PAX (all of them), Wizard World, or Your Local Fan Con, these Thralls take up positions where they shape perceptions and wield that like a club against their enemies- that would be you.

It's the Long Game. Just like the Long March through the institutions, this is similarly playing a Fabian strategy. The idea is to change the perception of what gaming is to conform to what the Thralls want people to believe. They aren't that concerned with the existing audience; those they can't convert they believe they can outlast, as they control all of the intake vectors via that perception control. Therefore the new gamers coming in are their gamers. The new comic readers are their readers. Once a critical mass is achieved, they clamp down control with a white-knuckled vice grip and openly purge everyone undesirable.

And those new gamers? They believe the narrative. They embrace the culture that the narrative originates. They enact on the political outcomes of the culture. They carry the cultural norms of that subculture into the wider culture, repeating and up-scaling the process in a fractal manner. This is how the narrative control angle works; it becomes a vector for subversion and then a means of informal indoctrination.

That's why the Thralls don't care about breeding their own replacements. They openly aim to steal your children and transform them--degrade them--into becoming like them. If they can't use the formal institutions to do it, then they'll use the informal ones. This is how that is done. This is how Empire perpetuates itself, by subverting necessary elements of Civilization and suborning them to serve Empire's inversion of reality. It's gaslighting as a long-form grift.

Empire Must Fall.

Sunday, October 13, 2019

Narrative Warfare: When Rival Gangs Fight

Last night, Mark Kern appeared on Nick Rekieta's livestream to discuss the Blizzard Entertainment controversy and the creeping contamination of the Chinese Communist Party's influence upon the global gaming business in all its aspects.

Everything about the Blizzard PR statement, the entire thing with Blizzchung, Chinese government policy & business practices (both notoriously corrupt), all talked about in the most sober manner possible and informed by both personal experience and professional expertise relevant to the matters discussed. That's a good use of your time, especially when Mark and Nick go over that statement--the one Mark talked about in the Twitter thread he did yesterday--and how it's not aimed at Blizzard's customers (gamers) but instead at its audience and clients (state actors, US and Chinese).

That's right, "audience and clients". That statement was about damage control and preventing causes for action from Washington D.C. or Beijing. While Blizzard Entertainment has its customers, that's no longer who they pay attention to; they pay attention to those with the power and influence that grants or restricts the revenues they seek, both for their own sakes and for that of their shareholders- which, I remind you, includes a Chinese corporation (i.e. agent of the CCP), Tencent.

This is how ends otherwise achieved by conspiracy can be had; you structure the regulatory regime to create a system that reliably produces the desired result- the conspiracy, such as it is, rests behind that Great Regulatory Wall. You cannot fix the problem here with simply closing your wallet; as the field is shaped to produce this result of the most intolerant actor dominating the global scene, so is the battlefield chosen and shaped to guarantee victory without competition before the enemy knows there's a fight at all.

This is Sun Tzu's principle of winning without fighting in action- and you are the target. Mister Metokur has, in his manner, gone over just how non-competitive the AAA scene is these days due to the vast extend of CCP money--via its corporate agents--literally buying influence and power that it uses to fix things to its advantage. It doesn't matter if you boycott one actor of a network if that network owns enough of the structure to make it irrelevant; the Death Cult uses the same playbook.

Remember when I said that resisting the SJWs would ultimately go to the financial level, including banking? That's because they concentrate on making every node part of their network, controlling the entire structure, so that you have no choice but to comply because otherwise you're cut off from fundamental services you require to function in society.

So what happens two groups of Empire's Thralls come into conflict? You're looking at it unfold now. Watch as the Death Cult turns its media apparatus against the Chicoms, now that any attempt at a satisfactory merger is off the table, and these two colossi of corruption commence combat in the manner that low-trust cultures routinely do: proxies, cut outs, and other gangster moves and spook schemes.

I'll tell you what you can do.

Get out of their way. Don't let yourself be used as a proxy; get out of the way, deny both of them their plausible deniability, and force both the Chicoms and the Death Cult out into the open so everyone can see who is really fighting and what the stakes are. Make them do their own wetwork at Noon under a cloudless sky and in an open field. Put both of them into their full nightmare mode of being revealed for who and what they really are, and make them exhaust themselves fighting each other.

Then go Exterminatus on whomever and whatever remains.

Empire must fall. Deus Vult.

Sunday, October 6, 2019

Narrative Warfare: The Magic of Inversion

Yesterday, Twitter user Moo Moo Cow posted this thread (starting here):

He doesn't waste time getting to the point.

The rest is examples illustrating the point here.

What is that point? Inversion works by gaslighting the target into believing the opposite of the truth using Rhetoric focused upon a target's weakness in his psychological makeup. This is difficult to do normally, but not after you purposely traumatize them, which is why he brings up the Holocaust repeatedly. That's when the anti-White inversion magic began in earnest, targeting Germans first and spreading out over the following generations as Gramasci's disciplines marked through the institutions of the West and inverted everything via Critical Theory.

Those following generations followed the same pattern. Inflict a deliberate trauma, track the weakness in a population's psyche that it inflicts, target your Rhetoric to focus upon that weakness, and cast your Inversion spells once you hook that target. Assess those who resist your magic; co-opt the corruptible and marginalize/destroy the rest. This is observable in hindsight, seeing it play out in review, but until you do you won't be able to resist it successfully in real time.

And as success so often seeds its future failure, so did the magicians get lazy. The way to fail with this strategy is to not create the win-condition ahead of time, but just assume you've got it. That's how #Gamergate became the first successful resistance against the Inversion. Once one group collectively breaks the spell, the enchantment is weakened across the board and a threat--now manifest--arises to destroy it.

You're looking at that threat: the accurate assessment of what was done and how it works being disseminated far and wide to others.

As with all magic, once you know how the illusionist--and that's what this is, an illusion--does his trick it stops working and you learn how to defend against it. The hard part here is now to systematically disenchant those affected, breaking the glamor bewitching them, and taking those responsible down for good so it doesn't happen again.

Why does this matter?

Because the Thralls of Empire rely upon it to counter their crippling weakness of number; they know that if they're exposed, they're dead. They have to hide until they can throw open the gates and let the Vermintide sweep through to destroy their enemies for them. Wererats, you might think of them; rats capable of hiding as men.