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Maelstrom looms in the distance, will the party approach starboard or from the rear? This month we're sponsored by @JoinThePartyPod and @MultitudeShows! Their commitment to supporting independent creators shows how much they value our community. Check out their amazing actual play podcast - new episodes every Tuesday! JoinThePartyPod.com Support us at - https://www.patreon.com/chasmquest Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Andrew Palmer - Dungeon Master, and Creator, Taylor Haydel - Eyas, Music, and Graphic Design, Collin Allen - Khol-Uun Micah Jordan - Thelneous Special Guests: Cass of The Lovelycraftians as Celesie Ray Merz of The Nerd Asylum as Berta Kyrie (aka Nifer) returning as Daught Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch(https://ivanduch.com) Cinematic Atmos © 2024 by Monument Studios is licensed under Creative Commons Attribution 4.0 International Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/CQUEST Promo Code CQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY
Pacts are made, and siblings rival all while coasting down the Lake of Demon Blood. Sounds like such a fun family vacation right? Magic Mind at www.magicmind.co/CQUEST Promo Code CQUEST20 Support us at - https://www.patreon.com/chasmquest Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Music, and Graphic Design, Micah Jordan - Thelneous Special Guests Cass of The Lovelycraftians as Celesie Ray Merz of The Nerd Asylum as Berta Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch(https://ivanduch.com) Cinematic Atmos © 2024 by Monument Studios is licensed under Creative Commons Attribution 4.0 International Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
This week we talk about AI chatbots, virtual avatars, and romance novels.We also discuss Inkitt, Galatea, and LLM grooming.Recommended Book: New Cold Wars by David E. SangerTranscriptThere's evidence that the US Trump administration used AI tools, possibly ChatGPT, possibly another, similar model or models, to generate the numbers they used to justify a recent wave of new tariffs on the country's allies and enemies.It was also recently reported that Democratic mayoral candidate Andrew Cuomo used AI-generated text and citations in a plan he released called Addressing New York's Housing Crisis. And this case is a bit more of a slam dunk, as whomever put the plan together for him seems to have just copy-pasted snippets from the ChatGPT interface without changing or checking them—which is increasingly common for all of us, as such interfaces are beginning to replace even search engine results, like those provided by Google.But it's also a practice that's generally frowned upon, as—and this is noted even in the copy provided alongside many such tools and their results—these systems provide a whole lot of flawed, false, incomplete, or otherwise not-advisable-to-use data, in some cases flubbing numbers or introducing bizarre grammatical inaccuracies, but in other cases making up research or scientific papers that don't exist, but presenting them the same as they would a real-deal paper or study. And there's no way to know without actually going and checking what these things serve up, which can, for many people at least, take a long while; so a lot of people don't do this, including many politicians and their administrations, and that results in publishing made-up, baseless, numbers, and in some cases wholesale fabricated claims.This isn't great for many reasons, including that it can reinforce our existing biases. If you want to slap a bunch of tariffs on a bunch of trading partners, you can ask an AI to generated some numbers that justify those high tariffs, and it will do what it can to help; it's the ultimate yes-man, depending on how you word your queries. And it will do this even if your ask is not great or truthful or ideal.These tools can also help users spiral down conspiracy rabbit holes, can cherry-pick real studies to make it seem as if something that isn't true is true, and it can help folks who are writing books or producing podcasts come up with just-so stories that seem to support a particular, preferred narrative, but which actually don't—and which maybe aren't even real or accurate, as presented.What's more, there's also evidence that some nation states, including Russia, are engaging in what's called LLM grooming, which basically means seeding false information to sources they know these models are trained on so that said models will spit out inaccurate information that serves their intended ends.This is similar to flooding social networks with misinformation and bots that seem to be people from the US, or from another country whose elections they hope to influence, that bot apparently a person who supports a particular cause, but in reality that bot is run by someone in Macedonia or within Russia's own borders. Or maybe changing the Wikipedia entry and hoping no one changes it back.Instead of polluting social networks or Wikis with such misinfo, though, LLM grooming might mean churning out websites with high SEO, search engine optimization rankings, which then pushes them to the top of search results, which in turn makes it more likely they'll be scraped and rated highly by AI systems that gather some of their data and understanding of the world, if you want to call it that, from these sources.Over time, this can lead to more AI bots parroting Russia's preferred interpretation, their propaganda, about things like their invasion of Ukraine, and that, in turn, can slowly nudge the public's perception on such matters; maybe someone who asks ChatGPT about Russia's invasion of Ukraine, after hearing someone who supports Russia claiming that it was all Ukraine's fault, and they're told, by ChatGPT, which would seem to be an objective source of such information, being an AI bot, that Ukraine in fact brought it upon themselves, or is in some way actually the aggressor, which would serve Russia's geopolitical purposes. None of which is true, but it starts to seem more true to some people because of that poisoning of the informational well.So there are some issues of large, geopolitical consequence roiling in the AI space right now. But some of the most impactful issues related to this collection of technologies are somewhat smaller in scale, today, at least, but still have the potential to disrupt entire industries as they scale up.And that's what I'd like to talk about today, focusing especially on a few recent stories related to AI and its growing influence in creative spaces.—There's a popular meme that's been shuffling around social media for a year or two, and a version of it, shared by an author named Joanna Maciejewska (machie-YEF-ski) in a post on X, goes like this: “You know what the biggest problem with pushing all-things-AI is? Wrong direction. I want AI to do my laundry and dishes so that I can do art and writing, not for AI to do my art and writing so that I can do my laundry and dishes.”It could be argued, of course, that we already have technologies that do our laundry and dishes, and that AI has the capacity to make both of those machines more efficient and effective, especially in term of helping manage and moderate increasingly renewables-heavy electrical grids, but the general concept here resonates with a lot of people, I think: why are some of the biggest AI companies seemingly dead-set on replacing creatives, who are already often suffering from financial precarity, but who generally enjoy their work, or at least find it satisfying, instead of automating away the drudgery many of us suffer in the work that pays our bills, in our maintenance of our homes, and in how we get around, work on our health, and so on.Why not automate the tedious and painful stuff rather than the pleasurable stuff, basically?I think, looking at the industry more broadly, you can actually see AI creeping up on all these spaces, painful and pleasurable, but generative AI tools, like ChatGPT and its peers, seem to be especially good at generating text and images and such, in part because it's optimized for communication, being a chatbot interface over a collection of more complex tools, and most of our entertainments operate in similar spaces; using words, using images, these are all things that overlap with the attributes that make for a useful and convincing chatbot.The AI tools that produce music from scratch, writing the lyrics and producing the melodies and incorporating different instruments, working in different genres, the whole, soup to nuts, are based on similar principles to AI systems that work with large sets of linguistic training data to produce purely language based, written outputs.Feed an AI system gobs of music, and it can learn to produce music at the prompting of a user, then, and the same seems to be true of other types of content, as well, from images to movies to video games.This newfound capacity to spit out works that, for all their flaws, would have previously requires a whole lot of time and effort to produce, is leading to jubilation in some spaces, but concern and even outright terror in others.I did an episode not long ago on so-called ‘vibe coding,' about people who in some cases can't code at all, but who are producing entire websites and apps and other products just by learning how to interact with these AI tools appropriately. And these vibe coders are having a field day with these tools.The same is increasingly true of people without any music chops who want to make their own songs. Folks with musical backgrounds often get more out of these tools, same as coders tend to get more from vibe coding, in part because they know what to ask for, and in part because they can edit what they get on the other end, making it better and tweaking the output to make it their own.But people without movie-making skills can also type what they want into a box and have these tools spit out a serviceable movie on the other end, and that's leading to a change similar to what happened when less-fiddly guns were introduced to the battlefield: you no longer needed to have super well-trained soldiers to defeat your enemies, you could just hand them a gun and teach them to shoot and reload it, and you'd do pretty well; you could even defeat some of your contemporaries who had much better trained and more experienced soldiers, but who hadn't yet made the jump to gunpowder weapons.There are many aspects to this story, and many gray areas that are not as black and white as, for instance, a non-coder suddenly being able to out-code someone who's worked really hard to become a decent coder, or someone who knows nothing about making music creating bops, with the aide of these tools, that rival those of actual musicians and singers who have worked their whole life to be able to the same.There have been stories about actors selling their likenesses to studios and companies that work with studios, for instance, those likenesses then being used by clients of those companies, often without the actors' permission.For some, this might be a pretty good deal, as that actor is still free to pursue the work they want to do, and their likeness can be used in the background for a fee, some of that fee going to the actor, no additional work necessary. Their likeness becomes an asset that they wouldn't have otherwise had—not to be used and rented out in that capacity, at least—and thus, for some, this might be a welcome development.This has, in some cases though, resulted in situations in which said actor discovers that their likeness is being used to hawk products they would never be involved with, like online scams and bogus health cures. They still receive a payment for that use of their image, but they realize that they have little or no control over how and when and for what purposes it's used.And because of the aforementioned financial precarity that many creatives in particular experience as a result of how their industries work, a lot of people, actors and otherwise, would probably jump at the chance to make some money, even if the terms are abusive and, long-term, not in their best interest.Similar tools, and similar financial arrangements, are being used and made in the publishing world.An author named Manjari Sharma wrote her first book, an enemies-to-lovers style romance, in a series of installments she published on the free fanfic platform Wattpad during the height of the Covid pandemic. She added it to another, similar platform, Inkitt, once it was finished, and it garnered a lot of attention and praise on both.As a result of all that attention, the folks behind Inkitt suggested she move it from their free platform to their premium offering, Galatea, which would allow Sharma to earn a portion of the money gleaned from her work.The platform told her they wanted to turn the book into a series in early 2024, but that she would only have a few weeks to complete the next book, if she accepted their terms. She was busy with work, so she accepted their offer to hire a ghostwriter to produce the sequel, as they told her she'd still receive a cut of the profits, and the fan response to that sequel was…muted. They didn't like it. Said it had a different vibe, wasn't well-written, just wasn't very good. Lacked the magic of the original, basically.She was earning extra money from the sequel, then, but no one really enjoyed it, and she didn't feel great about that. Galatea then told Sharma that they would make a video series based on the books for their new video app, 49 episodes, each a few minutes long, and again, they'd handle everything, she'd just collect royalties.The royalty money she was earning was a lot less than what traditional publishers offer, but it was enough that she was earning more from those royalties than from her actual bank job, and the company, due to the original deal she made when she posted the book to their service, had the right to do basically anything they wanted with it, so she was kind of stuck, either way.So she knew she had to go along with whatever they wanted to do, and was mostly just trying to benefit from that imbalance where possible. What she didn't realize, though, was that the company was using AI tools to, according to the company's CEO, “iterate on the stories,” which basically means using AI to produce sequels and video content for successful, human-written books. As a result of this approach, they have just one head of editorial and five “story intelligence analysts” on staff, alongside some freelancers, handling books and supplementary content written by about 400 authors.As a business model, it's hard to compete with this approach.As a customer, at the moment, at least, with today's tools and our approach to using them, it's often less than ideal. Some AI chatbots are helpful, but many of them just gatekeep so a company can hire fewer customer service humans, saving the business money at the customer's expense. That seems to be the case with this book's sequel, too, and many of the people paying to read these things assumed they were written by humans, only to find, after the fact, that they were very mediocre AI-generated knock-offs.There's a lot of money flooding into this space predicated in part on the promise of being able to replace currently quite expensive people, like those who have to be hired and those who own intellectual property, like the rights to books and the ideas and characters they contain, with near-free versions of the same, the AI doing similar-enough work alongside a human skeleton crew, and that model promises crazy profits by earning the same level of revenue but with dramatically reduced expenses.The degree to which this will actually pan out is still an open question, as, even putting aside the moral and economic quandary of what all these replaced creatives will do, and the legal argument that these AI companies are making right now, that they can just vacuum up all existing content and spit it back out in different arrangements without that being a copyright violation, even setting all of that aside, the quality differential is pretty real, in some spaces right now, and while AI tools do seem to have a lot of promise for all sorts of things, there's also a chance that the eventual costs of operating them and building out the necessary infrastructure will fail to afford those promised financial benefits, at least in the short term.Show Noteshttps://www.theverge.com/news/648036/intouch-ai-phone-calls-parentshttps://arstechnica.com/ai/2025/04/regrets-actors-who-sold-ai-avatars-stuck-in-black-mirror-esque-dystopia/https://archive.ph/gzfVChttps://archive.ph/91bJbhttps://www.cnn.com/2025/03/08/tech/hollywood-celebrity-deepfakes-congress-law/index.htmlhttps://www.npr.org/2024/12/21/nx-s1-5220301/deepfakes-memes-artificial-intelligence-electionshttps://techcrunch.com/2025/04/13/jack-dorsey-and-elon-musk-would-like-to-delete-all-ip-law/https://www.404media.co/this-college-protester-isnt-real-its-an-ai-powered-undercover-bot-for-cops/https://hellgatenyc.com/andrew-cuomo-chatgpt-housing-plan/https://www.theverge.com/news/642620/trump-tariffs-formula-ai-chatgpt-gemini-claude-grokhttps://www.wsj.com/articles/ai-cant-predict-the-impact-of-tariffsbut-it-will-try-e387e40chttps://www.washingtonpost.com/technology/2025/04/17/llm-poisoning-grooming-chatbots-russia/ This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit letsknowthings.substack.com/subscribe
A portal into the Abyss sets our Rowdy Boys into a new realm of fear, loathing, and sibling rivalries?! Magic Mind at www.magicmind.co/CQUEST Promo Code CQUEST20 Support the show at patreon.com/ChasmQuest Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Music, and Graphic Design, Micah Jordan - Thelneous Special Guests Cass of The Lovelycraftians as Celesie Ray Merz of The Nerd Asylum as Berta Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch(https://ivanduch.com) Cinematic Atmos © 2024 by Monument Studios is licensed under Creative Commons Attribution 4.0 International Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
Join the Rowdy Boys for a discussion of Episodes 30-35 of Season 4, find more bonus content like this on Patreon.com/ChasmQuest Andrew Palmer - Dungeon Master, and Creator, Taylor Haydel - Eyas, Music, and Graphic Design, Collin Allen - Khol-Uun Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Magic Mind at www.magicmind.co/CQUEST Promo Code CQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
A formerly Patreon-only remastered release of Rowdy Freaky Friday. This was a bonus episode that we recorded after reaching our $50 a month goal on Patreon in 2019, now remastered and rereleased for all to enjoy! Thanks to all our patrons, you're the rowdiest crew around and we have so much love and appreciation for you. We'd also like to announce our NEW GOAL for $100 a month, for which we'll record a Rowdy Chaotic Goblin bonus episode! To contribute visit and support us at: Patreon.com/ChasmQuest Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Music, and Graphic Design, Micah Jordan - Thelneous and Special Return of Brad as Rory! Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com Support us at www.Patreon.com/ChasmQuest New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/CQUEST Promo Code CQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
With the soul of Alistair Popkin in tow, the Rowdy Boys continue their search of the Popkin Estate, looking for a way into the Abyss. They're close, but can they defeat the final challenges of this wicked house's dungeons? Find out on this epic episode of ChasmQuest. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Music, and Graphic Design, Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/CQUEST Promo Code CQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
“The Tsuki Project” was a once-active community of likeminded 4chan anons who longed to be transported into a better world. And they believed that by participating in this community formed around the promises and lore of someone named Tsuki, they could enter into this better world after they died. This is a community that first formed in 2017 and has since dissipated into the online ether. It's hard to say what the Tsuki Project was exactly. It has been described as anime suicide cult, a digital version of Heaven's Gate, a hoax, a piece of interactive fiction, an Alternate Reality Game, or just a group of lonely, depressed people who were sucked into one person's maladative daydreams. It was probably a swirl of all of those things. What exactly happened has to be pieced together from archived imageboard posts, websites that only survive as zip files, anime Wikis, and leaked screenshots from Discord servers. This is the story of the Tsuki project based on the surviving records. Subscribe for $5 a month to get all the premium episodes: http://www.patreon.com/QAA Editing by Corey Klotz. Theme by Nick Sena. Additional music by Pontus Berghe, Jake Rockatansky, and Corey Klotz. Theme Vocals by THEY/LIVE (https://instagram.com/theyylivve / https://sptfy.com/QrDm). Cover Art by Pedro Correa: (https://pedrocorrea.com) https://qaapodcast.com QAA was known as the QAnon Anonymous podcast.
Last episode the Rowdy Boys put the whoop on Alistair Popkin so bad that his soul left his body and entered Thelneous' cage. They still have the second floor to cover at the Popkin Estate, and eventually... the dungeon. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Music, and Graphic Design, Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/CQUEST Promo Code CQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
Show DescriptionIn this episode, we kick off the New Year with chats about battling illness over the holidays, the challenges of maintaining productivity, the differences between slash pages, wikis, and blog posts, how we use RSS, the importance of containers and context, Dave talks about living with ADHD, developing a system approach to CSS, Chris' thoughts on upgrading to an M4 MacBook Pro, and writing in Pug. Listen on Website →Links Chris Coyier.net slash pages /uses chipotle - IndieWeb Digital gardening daverupert.com Feedbin Reeder NetNewsWire: Free and Open Source RSS Reader for Mac and iOS Unread: An RSS Reader Riverside: HD Podcast & Video Software | Free Recording & Editing I got the ADHD, too - daverupert.com My ADHD diagnosis process | Brad Frost CSS wants to be a system - daverupert.com M4 – Chris Coyier Getting Started – Pug Sponsors
Are you ready for the Popkin Estate? Is the Popkin Estate ready for the Rowdy Boys? The answer is no... no one was ready for this. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Music, and Graphic Design, Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Studio GoFundme! @ https://www.gofundme.com/f/chasmquest-is-building-a-live-studio New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code CHASMQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
The Rowdy Boys gather together once more and set sights on two things, a dragon heart at the Popkin Estate, and a way to travel to the Abyss. But first things first, a council meeting. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Music, and Graphic Design, Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Studio GoFundme! @ https://www.gofundme.com/f/chasmquest-is-building-a-live-studio New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code CHASMQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
A look back on what Thelneous found in the cultist lair, and his return to the wizard's tower, where a conversation with Izzy of the Fey Realm reveals how they could travel to the Abyss. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Music, and Graphic Design, Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Studio GoFundme! @ https://www.gofundme.com/f/chasmquest-is-building-a-live-studio New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code CHASMQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
pWotD Episode 2735: Wiki Welcome to Popular Wiki of the Day, spotlighting Wikipedia's most visited pages, giving you a peek into what the world is curious about today.With 633,663 views on Sunday, 27 October 2024 our article of the day is Wiki.A wiki ( WI-kee) is a form of hypertext publication on the internet which is collaboratively edited and managed by its audience directly through a web browser. A typical wiki contains multiple pages that can either be edited by the public or limited to use within an organization for maintaining its internal knowledge base.Wikis are powered by wiki software, also known as wiki engines. Being a form of content management system, these differ from other web-based systems such as blog software or static site generators in that the content is created without any defined owner or leader. Wikis have little inherent structure, allowing one to emerge according to the needs of the users. Wiki engines usually allow content to be written using a lightweight markup language and sometimes edited with the help of a rich-text editor. There are dozens of different wiki engines in use, both standalone and part of other software, such as bug tracking systems. Some wiki engines are free and open-source, whereas others are proprietary. Some permit control over different functions (levels of access); for example, editing rights may permit changing, adding, or removing material. Others may permit access without enforcing access control. Further rules may be imposed to organize content. In addition to hosting user-authored content, wikis allow those users to interact, hold discussions, and collaborate.There are hundreds of thousands of wikis in use, both public and private, including wikis functioning as knowledge management resources, note-taking tools, community websites, and intranets. Ward Cunningham, the developer of the first wiki software, WikiWikiWeb, originally described wiki as "the simplest online database that could possibly work". "Wiki" (pronounced [wiki]) is a Hawaiian word meaning "quick".The online encyclopedia project Wikipedia is the most popular wiki-based website, as well being one of the internet's most popular websites, having been ranked consistently as such since at least 2007. Wikipedia is not a single wiki but rather a collection of hundreds of wikis, with each one pertaining to a specific language. The English-language Wikipedia has the largest collection of articles, standing at 6,900,744 as of October 2024.This recording reflects the Wikipedia text as of 02:47 UTC on Monday, 28 October 2024.For the full current version of the article, see Wiki on Wikipedia.This podcast uses content from Wikipedia under the Creative Commons Attribution-ShareAlike License.Visit our archives at wikioftheday.com and subscribe to stay updated on new episodes.Follow us on Mastodon at @wikioftheday@masto.ai.Also check out Curmudgeon's Corner, a current events podcast.Until next time, I'm neural Salli.
After finding the tomb of his late mother, Kara (aka Vanessa), Eyas finds a tome that reveals the past of his family's lineage. The stories of the Whitehammer family and the origins of the famed weapon. Andrew Palmer - Dungeon Master, and Creator, Taylor Haydel - Eyas Sinthorn / Whitehammer Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com Support us at patreon.com/ChasmQuest New Studio GoFundme! @ https://www.gofundme.com/f/chasmquest-is-building-a-live-studio New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code CHASMQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
Subscriber-only episodeVeronica and Wallace set up a Grey Poupon situation for Rashard, and maybe kidnapped a real driver instead of using an actor? BTW, Rashard is a very talented basketball player, who's about to get money leaked all over him. Please keep us going from too deep into the Wikis by telling us if that was a real Veronica song, of if that guy "Wayne Brady-ed"? Also Bryan maybe can't whistle!?Subscribe to our Patreon to access the video version, our Discord community, plus all of our other bonus content.Send us a text
Eyas finds himself out and about in the Kingdom Kilgannon, follow him as he plots at the piers, shares a drink with a friend, and explores the Whitehammer Castle. Andrew Palmer - Dungeon Master, and Creator, Taylor Haydel - Eyas Sinthorn / Whitehammer Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com Support us at patreon.com/ChasmQuest New Studio GoFundme! @ https://www.gofundme.com/f/chasmquest-is-building-a-live-studio New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code CHASMQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
A very merry day out with Khol-Uun and Doaught. Follow them to the Roc Haven Menagerie where Nika shares her marvelous creatures. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Featuring Special Guest Kyrie (@NiferNif) as Doaught the totally normal child Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com Support us at patreon.com/ChasmQuest New Studio GoFundme! @ https://www.gofundme.com/f/chasmquest-is-building-a-live-studio New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code CHASMQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
Doaught and Khol-Uun get settled in Kilgannon, but when our sweet lil innocent friend goes to sleep for the first time in her new orphanage home, something magical happens. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Featuring Special Guest Kyrie (@NiferNif) as Doaught the totally normal child Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com Support us at patreon.com/ChasmQuest New Studio GoFundme! @ https://www.gofundme.com/f/chasmquest-is-building-a-live-studio New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code CHASMQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
The Rowdy Boys led by Doaught the wickedly mysterious child go deeper underground to root out the evil scourge of a blasphemous cult. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Music, and Graphic Design, Micah Jordan - Thelneous Featuring Special Guest Kyrie (@NiferNif) as Doaught the totally normal child Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Studio GoFundme! @ https://www.gofundme.com/f/chasmquest-is-building-a-live-studio New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code CHASMQUEST20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
Do props, outlines, and other aids actually help in the writing? The DRS Crew ponders. Chat, as per usual, is chewing on lead paint chips Our links: Paul's store: https://payhip.com/paulecooley Paul's site: https://shadowpublications.com Terry's site: https://www.terrymixon.com/ Veronica: http://www.voicesbyveronica.com/ Enjoy the show? Consider becoming a Patreon or Buy Me A Coffee supporter and for as little as $1 a month, you can help keep the podcast free and receive exclusive content. More information at https://patreon.com/drspodcast and https://buymeacoffee.com/drspodcast.
This is the eight and final episode in a series of short interviews recorded at the Wikimedia Summit 2024 in Berlin. Here we meet SJ Klein from Wikimedians for offline wikis. At the time of […]
Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Sound Design, Music, and Graphic Design, Micah Jordan - Thelneous Featuring Special Guest Kyrie (@NiferNif) as Doaught, the totally normal child Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Studio GoFundme! @ https://www.gofundme.com/f/chasmquest-is-building-a-live-studio New Merch Store https://chasmquest.threadless.com/ Magic Mind at magicmind.co/Chasmquest Promo Code ROWDY20 Found Familiar Affiliate https://foundfamiliar.com/ Promo Code STAYROWDY Visit ChasmQuest.com to find Maps, Wikis, and Character Bios
Episode 165 of the Leader of Learning Podcast features John Sowash, an expert in all things Chromebooks, Google apps, and Google Workspace for Education live from the FETC conference in Orlando, Florida. John discusses the future of technology in education, specifically focusing on the impact of AI and the latest developments in Google's educational tools. John sheds light on the challenges and opportunities AI presents in the classroom and shares practical advice for teachers and leaders on navigating these new trends. Dan and John also delve into the exciting advancements in Chromebooks and how educators can leverage web-based tools for teaching and learning.Guest Information:Since 2011, John has worked with schools around the world, providing practical, hands-on professional development and technology integration support. He began his educational journey as a high school science teacher exploring the use of Google Docs and Wikis with ninth grade students. John eventually became a high school principal and helped his school launch one of the first 1:1 ipad programs in the country. When the Chromebook made it's appearance in 2011, he was convinced it was the perfect device for the classroom. John has spent years exploring, testing, listening, and watching the use of Chromebooks in classrooms. This research led to his first book, The Chromebook Classroom, which was released in 2016. In 2014 John started the Google Certification Academy, a program that helps educators earn their Google Certification. A few years later I added the Google Admin Bootcamp to help IT directors effectively manage the technical aspects of Chromebooks and Google Workspace for Education.John's WebsiteJohn's YouTube Channel******************************************************************ACCESS MY INSPIRING RESOURCES:SUBSCRIBE TO MY YOUTUBE CHANNELSign up for my email newsletterThe Teacher's Guide to Becoming a School Leader“Lead to Inspire Growth” eBookFREE “Unlock Your Leadership Potential” course******************************************************************Consider Becoming an Official Show Sponsor - https://leaderoflearning.com/press-kitTalk Studio is my recording platform of choice for video, audio, and even live streaming. For more information about Talk Studio and to receive 20% off your first billing cycle on ANY paid plan you sign up for, visit https://leaderoflearning.com/melonFollow Dr. Dan Kreiness on Social Media:Youtube ChannelTwitter/XInstagramLinkedInFacebookTikTokThe Leader Of Learning Podcast is a proud member of the Teach Better Podcast Network. For more information and to find other great podcasts, visit https://teachbetterpodcastnetwork.comMusic credits: https://www.purple-planet.com
A council is formed and meets for the first time. The Kilgannon Kingdom is fully realized after, of course, a bout of friendly debate about the ethics of assassinations. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Sound Design, Music, and Graphic Design, Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Studio GoFundme! @ https://www.gofundme.com/f/chasmquest-is-building-a-live-studio New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code ROWDY20 Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios
A portal to another world? Isn't that what this podcast is? Well, even so yet another artifact is messing with our Rowdy Boys, but they at least have their strongholds built back at the Kingdom Kilgannon. Featuring Amanda Bantug as Quinn the Tiefling // @Babybantug on Instagram | Website bantug.co & Delaney McBride as Rosin Dune A.K.A Dark Rose // @handtoheartwellness on instagram | Website handtoheartwellness.bigcartel.com Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Sound Design, Music, and Graphic Design, Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Studio GoFundme! @ https://www.gofundme.com/f/chasmquest-is-building-a-live-studio New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code ROWDY20 Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Support us at www.patreon.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Twitch, Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
The Rowdy Boys and new friends find Master Talan but it looks as though an old acquaintance has unfortunately found him first. What happens next is pure nightmare and chaos. They better hurry if they want to have any hope at saving their old friend and the Duke Featuring Amanda Bantug as Quinn the Tiefling // @Babybantug on Instagram | Website bantug.co & Delaney McBride as Rosin Dune A.K.A Dark Rose // @handtoheartwellness on instagram | Website handtoheartwellness.bigcartel.com Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Sound Design, Music, and Graphic Design, Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Studio GoFundme! @ https://www.gofundme.com/f/chasmquest-is-building-a-live-studio New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code ROWDY20 Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Support us at www.patreon.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Twitch, Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
Tom Jakobi ist der "Erntehelfer". Mit seinem wikifolio Doppelanalyse https://go.brn-ag.de/234 kommt er derzeit auf 12,6 % durchschnittliche Performance. "Das ist, wenn man über Krise spricht, sicher erst mal was sehr Schönes. Gleichwohl ist mein Ziel, dass ich möglichst bald wieder an den Höchststand des Wikis, also bei 400 Euro herankomme." Die Gelegenheiten sind da, denn vor allem die Smallcaps sind teilweise sehr günstig zurzeit. "Kraken Robotics ein wahnsinnig interessantes Unternehmen mit gigantischem Wachstum. Oder ProCredit. Wenn man sich die Gewinne anguckt, die man im Moment fährt, das ist wirklich toll." Was ist mit Sixt? "Total günstig bewertet, deshalb bin ich da so gerne investiert."
The Rowdy Boys head to the Burrows where they discover what it means to hang loose. A Tiefling gives a show stopping musical performance and a forager holds a seance to help locate Duke Eirwyn and Master Talan. What magic lies in store for our heroes? Follow the chill cat in sunglasses and perhaps the answers will be found... Musical Performance: “High Worry” by Bantug Featuring Amanda Bantug as Quinn the Tiefling // @Babybantug on Instagram | Website bantug.co & Delaney McBride as Rosin Dun A.K.A Dark Rose // @handtoheartwellness on instagram | Website handtoheartwellness.bigcartel.com Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Sound Design, Music, and Graphic Design, Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code ROWDY20 Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Help support our studio equipment w/ donations to https://www.gofundme.com/f/chasmquest-is-building-a-live-studio Support us at www.patreon.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Twitch, Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
The Rowdy Boys try diplomacy once more, this time to a new host of open ears (and hungry pets). Eyas, Khol-Uun, and Thelneous begin plans on different buildings to begin constructing in Kilgannon and Leon of course builds a place for drink! *Everyone High-Fives* It's time for a HOME MAKEOVER!!! Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas, Sound Design, Music, and Graphic Design, Micah Jordan - Thelneous Voices joining us at the table - Amanda Bantug & Delaney McBride (features coming soon) Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code ROWDY20 Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Support us at www.patreon.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Twitch, Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
Kilgannon Kingdom has been establish, but how will the Rowdy Boys pay for the repairs on their settlement? Commander Leon has an idea that sends the crew north to his old hunting lodge (that is totally NOT a timeshare). Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas and Graphic Design, Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch www.patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code STAYROWDY for 20% off your order. Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Support us at www.patreon.com/chasmquest Follow www.twitch.tv/chasmquest and www.youtube.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
The Rowdy Boys are back to set up a new kingdom, one where roots can grow, knees can bend, and ladies can become queens. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas and Graphic Design, Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch www.patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code STAYROWDY for 20% off your order. Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Support us at www.patreon.com/chasmquest Follow www.twitch.tv/chasmquest and www.youtube.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
The Rowdy Boys say goodbye to a fallen warrior (TW - dead body description) Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas and Graphic Design, Micah Jordan - Thelneous Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch www.patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code STAYROWDY for 20% off your order. Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Support us at www.patreon.com/chasmquest Follow www.twitch.tv/chasmquest and www.youtube.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Eyas and Graphic Design, Micah Jordan - Thelneous Featuring Micah Wright as Sailyn of the Oak Tribe Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code STAYROWDY for 20% off your order. Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Support us at www.patreon.com/chasmquest Follow twitch.tv/chasmquest and youtube.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Twitch, Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
Battle commences as Khol-Uun aims to kill the elf pirate Brim. The evil captain and his followers have opened a portal to the abyss and, though our heroes outnumber the enemy, things take a drastically dangerous turn for the worst when screams can be heard coming from inside the magical doorway. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Brim, Lou the Seadog Pirate, Sound Design, Music, and Graphic Design, Featuring Ray Merz of The Nerd Asylum as Berta Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch ( https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code STAYROWDY for 20% off your order. Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Support us at www.patreon.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Twitch, Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
Khol-Uun, Nika, and Ezric catch up with Berta and Lou. They press onward and quickly stumble upon a dungeon where a battered prisoner lies agonizing behind bars. Can the party bust them out? Perhaps... but a hellishly sinister guard might have a different plan... Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Lou the Seadog Pirate, Sound Design, Music, and Graphic Design, Featuring Ray Merz of The Nerd Asylum as Berta Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch ( https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code STAYROWDY for 20% of your purchase Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Support us at www.patreon.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Twitch, Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
Rudy, the man Khol-Uun left in charge of No Holds Bard, mentions a man by the name of Ezric, owner of the Barrel & Barley Brewery, who may be of some very valuable assistance. Meanwhile Berta and Lou chase after a sharp fanged villain underneath the city. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Lou the Seadog Pirate, Sound Design, and Graphic Design, Featuring Ray Merz of The Nerd Asylum as Berta Sam Anderson - Theme Song Composer Featuring music and ambience by Ivan Duch patreon.com/ivanduch ( https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code STAYROWDY for up to 56% off your subscription for the next 10 Days! Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Support us at www.patreon.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Twitch, Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
Khol-Uun, Berta, Nika, and Lou arrive at Auchtercrag for Phase one of their plan. Time to gather intel on the whereabouts of the Elf Pirate Brim. Khol-Uun visits a few old friends for rumors around town while Berta and Lou hit the pub to do the same. Trouble is one thing our heroes would like to avoid, but Berta may have found it enjoying a drink at the bar… Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Lou the Seadog Pirate, Sound Design, Music, and Graphic Design, Featuring Ray Merz of The Nerd Asylum as Berta Sam Anderson - Theme Song Composer Additional sound effects from https://www.freesound.org New Merch Store https://chasmquest.threadless.com/ Magic Mind at www.magicmind.co/Chasmquest Promo Code STAYROWDY for up to 56% off your subscription for the next 10 Days! Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Support us at www.patreon.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Twitch, Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
Our story takes us over to the Abbey of the Eights in Penton. Khol-Uun sits formulating arrangements to help out the local orphanage but, all the while, a plan begins to brew on how he can put an end to the pirate, Brim Corin. Certainly Henri Locke must have some answers, but no sooner does he find Henri when another familiar face surprises him at the docks. Andrew Palmer - Dungeon Master, and Creator, Collin Allen - Khol-Uun Taylor Haydel - Lou the Seadog Pirate, Sound Design, Music, and Graphic Design, Featuring Ray Merz of The Nerd Asylum as Berta Sam Anderson - Theme Song Composer Featuring additional music and ambience by Ivan Duch patreon.com/ivanduch (https://ivanduch.com) Additional sound effects from https://www.freesound.org & https://www.zapsplat.com New Merch Store https://chasmquest.threadless.com/ Visit www.ChasmQuest.com to find Maps, Wikis, and Character Bios Support us at www.patreon.com/chasmquest Join us on Discord at: http://discordapp.com/invite/6PTKPcn Twitch, Instagram, and Twitter: @ChasmQuest ChasmQuest is a ttrpg podcast compatible with the Dungeons and Dragons 5e system, a tabletop roleplaying game (ttrpg), to tell you a story. We create characters blend the styles of actual play D&D / Dnd / RPG and audio drama to bring you a fun-filled adventure with both hilarity and heart pounding action. You're sure to fall in love with our PCs and NPCs in this completely original fantasy world full of monsters, pirates, and a narrative full of improv and comedy. Listen now as the dice determine our destiny.
Leaguepedia is a MediaWiki instance that covers tournaments, teams, and players in the League of Legends esports community. It's relied on by fans, analysts, and broadcasters from around the world. Megan "River" Cutrofello joined Leaguepedia in 2014 as a community manager and by the end of her tenure in 2022 was the lead for Fandom's esports wikis. She built up a community of contributing editors in addition to her role as the primary MediaWiki developer. She writes on her blog and is a frequent speaker at the Enterprise MediaWiki Conference Topics covered: When to use MediaWiki Visual vs code editor MediaWiki's rough syntax Templates and markup Limiting user input to simplify pages Choosing not to transliterate long player names in certain languages Handling mobile clients Building aliases for search results Creating a single source of truth Roster changes and caching Cargo (Query data in MediaWiki templates using SQL) Hiding implementation details from editors Optimizing for the editor, not a clean codebase Training your users to use workarounds MediaWiki only supports es5 The wiki aesthetic Who is working on the wiki + onboarding Who is using the wiki The future of Leaguepedia How Megan got into wiki development Issues as opportunities to onboard Related Links River Writes - Megan's Blog Leaguepedia - League of Legends esports wiki MediaWiki VisualEditor VueJS in MediaWiki Open issue to support ES6 in MediaWiki Whitespace programming language Lua MediaWiki extensions CharInsert - Add code snippets into the MediaWiki editor Semantic MediaWiki (SMW) - Store and query data inside Wiki pages Cargo - Replaced SMW at Leaguepedia Conference Talks Usage of Cargo with Lua on LoL Gamepedia Mediawiker SublimeText plugin Cargo/Lua Best Practices, and When Not To Use Them MediaWiki Lua Tutorial Editing your wiki with Python is easier than you think Other podcast appearances Between the Brackets Transcript You can help edit this transcript on GitHub. [00:00:00] Jeremy: Today I'm talking to Megan Cutrofello. She managed the Leaguepedia eSports wiki for eight years, and in 2017 she got an award for being the unsung hero of the year for eSports. So Megan, thanks for joining me today. [00:00:17] Megan: Thanks for having me. [00:00:19] Jeremy: A lot of the people I talk to are into web development, so they work with web frameworks and things like that. And I guess when you think about it, wikis are web development, but they're kind of their own world, I suppose. for someone who's going to build some kind of a site, like when does it make sense for them to use a wiki versus, uh, a content management system or just like a more traditional web framework? [00:00:55] Megan: I think it makes the most sense to use a wiki if you're going to have a lot of contributors and you don't want all of your contributors to have access to your server. also if your contributors aren't necessarily as tech savvy as you are, um, it can make sense to use a wiki. if you have experience with MediaWiki, I guess it makes sense to use a Wiki. Anytime I'm building something, my instinct is always, oh, I wanna make a Wiki (laughs) . Um, so even if it's not necessarily the most appropriate tool for the job, I always. My, my first thought is, hmm, let's see, I'm, I'm making a blog. Should I make my blog in in MediaWiki? Um, so, so I always, I always wanna do that. but I think it's always, when you're collaborating is pretty much, you always wanna do MediaWiki [00:01:47] Jeremy: And I, I think that's maybe an important point when you say people are collaborating. When I think about Wikis, I think of Wikipedia, uh, and the fact that I can click the edit button and I can see the markup right there, make a change and, and click save. And I didn't even have to log in or anything. And it seems like that workflow is built into a wiki, but maybe not so much into your typical CMS or WordPress or something like that. [00:02:18] Megan: Yeah. Having a public ability to solicit contributions from anyone. so for Leaguepedia, we actually didn't have open contributions from the public. You did have to create an account, but it's still that open anyone can make an account and all you have to do is like, go through that one step of create an account. Admittedly, sometimes people are like, I don't wanna make an account that's so much work. And we're like, just make the account. Come on. It's not that hard. but, uh, you still, you're a community and you want people to come and contribute ideas and you want people to come and be a part of that community to, document your open source project or, record the history of eSports or write down all of the easter eggs that you find in a video game or in a TV show, or in your favorite fantasy novels. Um, and it's really about community and working together to create something where the whole is bigger than the sum of its parts. [00:03:20] Jeremy: And in a lot of cases when people are contributing, I've noticed that on Wikipedia when you edit, there's an option for a, a visual editor, and then there's one for looking at the raw markup. in, in your experience, are people who are doing the edits, are they typically using the visual editor or are they mostly actually editing the, the markup? [00:03:48] Megan: So we actually disabled the Visual editor on Leaguepedia, because the visual editor is not fantastic at knowing things about templates. Um, so a template is when you have one page that gets its content pulled into the larger page, and there's a special syntax for that, and the visual editor doesn't know a lot about that. Um, so that's the first reason. And then the second reason is that, there's this, uh, one extension that we use that allows you to make a clickable, piece of text. It's called (https://www.mediawiki.org/wiki/Extension:CharInsert) CharInserts, uh, for character inserts. so I made a lot of these things that is sort of along the same philosophy as Visual Editor, where it's to help people not have to have the same burden of knowledge, of knowing every exact piece of source that has to be inserted into the page. So you click the thing that says like, um, insert a pick and band prefill, and then a little piece of JavaScript fires and it inserts a whole bunch of Wiki text and then you just enter the champions in the correct places. In the prefills of champions are like the characters that you play in, uh, league of Legends. And so then you have like the text is prefilled for you and you only have to fill in into this outline. so Visual Editor would conflict with CharInserts, and I much preferred the CharInserts approach where you have this compromise in between the never interacting with source and having to have all of the source memorized. So between the fact that Visual Editor like is not a perfect tool and has these bugs in it, and also the fact that I preferred CharInserts, we didn't use Visual Editor at all. I know that some wikis do like to use Visual Editor quite a bit, and especially if you're not working with these templates where you have all of these prefills, it can be a lot more preferred to use Visual Editor. Visual Editor is an experience much more similar to editing something like Microsoft Word, It doesn't feel like you're editing code. and editing code is, I mean, it's scary. Like for, and when I said like, MediaWiki is when you have editors who aren't as tech savvy, as the person who set up the Wiki. for people who don't have that experience, I mean, when you just said like you have to edit a wiki, like someone who's never done that before, they can be very intimidated by it. And you're trying to build a sense of community. You don't want to scare away your potential editors. You want everyone to be included there. So you wanna do everything possible to make everyone feel safe, to contribute their ideas to the Wiki. and if you make them have to memorize syntax, like even something that to me feels as simple as like two open brackets and then the name of a page, and then two closed brackets means linking the page. Like, I mean, I'm used to memorizing a lot of syntax because like, I'm a programmer, but someone who's never written code before, I mean, they're not used to memorizing things like that. So they wanna be able to click a button that says insert link, and then type the name of the page in the middle of the things that pop up there. Um, so visual editor is. It's a lot safer to use. so a lot of wikis do prefer that. and if it, if it didn't have the bugs with the type of editing that my Wiki required, and if we weren't using CharInserts so much, we definitely would've gone for it. But, um, it wasn't conducive to the wiki that I built, so we didn't use it at all. [00:07:42] Jeremy: And the, the compromise you're referring to, is it where the editor sees the raw markup, but then they can, there's like little buttons on the side they can click and they'll know, okay, if I click this one, then it's going to give me the text for creating a list or something like that. [00:08:03] Megan: Yeah, it's a little bit more high level than creating a list because I would never even insert the raw syntax for creating a list. It would be a template that's going to insert a list at the very end. but basically that, yeah, [00:08:18] Jeremy: And I, I know for myself, even though I do software development, if I click at it on a wiki and there's all the different curly brace tags, there's the square tags, and. I think if you spend some time with it, you can kind of get a sense of what it means. But for the average person who doesn't work with software in their day to day, do, do you find that, is that a big barrier for them where they, they click edit and there's all this stuff that they don't really understand? Is that where some people just, they go, oh, I don't, I don't know what to do. [00:08:59] Megan: I think the biggest barrier is actually clicking at it in the first place. so that was a big barrier to me actually. I didn't wanna click at it in the first place, and I guess my reasons were maybe a little bit different where for me it was like, I know that if I click edit, this is going to be a huge rabbit hole and I'm going to learn way too much about wikis and this is going to consume my entire life and look where I ended up. So I guess I was pretty right about that. I don't know if other people feel the same way or if they just like, don't wanna get involved at all. but I think once people, click edit, they're able to figure it out pretty well. I think there's, there's two barriers or maybe three barriers. the first one is clicking edit in the first place. The second one is if they learn to code templates at all. Media Wiki syntax is literally the worst I have encountered other than programming languages that are literally parodies. So like the white space language is worse (laughs https://en.wikipedia.org/wiki/Whitespace_(programming_language)) , but like it's two curly braces for a template and it's three curly braces for a variable. And like, are you actually kidding me? One of my blog posts is like a plea to editors to write a comment saying the name of the template that they're ending because media wiki like doesn't provide any syntax for what you're ending. And there's no, like, there's no indentation. So you can't visually see what you're ending. And there's no. So when I said the white sp white space language, that was maybe appropriate because MediaWiki prints all of the white space because it's really just like, PHP functions that are put into the text that you're literally putting onto the page. So any white space that you put gets printed. So the only way to put white space into your code is if you comment it out. So anytime you wanna put a new line, you have to comment out your new line. And if you wanna indent your code, you have to comment out the indents. So it's just, I, I'm , I'm not exaggerating here. It's, it's just the worst. Occasionally you can put a little bit of white space. Because there's like some divisions in parser functions that get handled when it gets sent to the parser. And, but I mean, for the most part it's just, it's just terrible. so if I'm like writing an if statement, I'll write if, and then I'll write a commented out endif at the end, so once an editor starts to write templates, like with parser functions and stuff, that's another big barrier because, and that's not because like people don't know how to code, it's just because the MediaWiki language, and I use language very loosely, it's like this collection of PHP functions poured into this just disaster It's just, it's not good! (laughs) And the, the next barrier is when people start to jump to Lua, which is just, I mean, it's just Lua where you can write Lua modules and then, Lua is fine. It's great, it has white space and you can make new lines and it's absolutely fine and you can write an entire code base and as long as you're writing Lua, it's, it's absolutely fantastic and there's nothing wrong with it anymore (laughs) So as much as I just insulted the MediaWiki language, like writing Lua in MediaWiki is great (laughs) . So for, for most of my time I was writing Lua. Um, and I have absolutely no complaints about that except that Lua is one index, but actually the one indexing of Lua is fine because MediaWiki itself is one indexed. So people complain about Lua being one index, and I'm like, what are you talking about? If it's, if another language were used, then you'd have all of this offsetting when you go to your scripting language because you'd have like the first argument from your template in MediaWiki going into your scripting language, and then you'd have to offset it to zero and everyone would be like vastly confused about what's going on. So you should be thankful that they picked a language that's one index because it saves you all of this headache. So anyway, sorry for that tangent, but it's very good that we picked a one index language. [00:13:17] Jeremy: When you were talking about the, the if statement and having to put in comments to have white space, is it, cuz like when I think about an if statement in most languages, the, the if statement isn't itself rendering anything, it's like deciding if you're going to do something inside of the, if so. like what, what would that white space do if you didn't comment it out in the context of the if? [00:13:44] Megan: So actually you would be able to put some white space inside of an if statement, but you would not be able to put any white space after an if statement. and there, most likely inside of the if statement, you're printing variables or putting other parser functions. and the other parser functions also end in like two curly braces. And, depending on what you're printing, you're likely ending with a series of like five or eight, or, I don't know, some very large set of curly braces. And so what I like to do is I would like to be able to see all of the things that I'm ending with, and I wanna know like how far the nesting goes, right. So I wanna write like an end if, and so I have to comment that out because there's no like end if statement. so I comment out an end if there, it's more that you can't indent the statements inside of the if, because anything that you would be printing inside of your code would get printed. So if I like write text inside of the code, then that indentation would get printed into the page. And then if I put any white space after the if statement, then that would also get printed. So technically you can have a little bit of white space before the curly braces, but that's only because it's right before the curly braces and PHP will strip the contents right inside of the parser function. So basically if PHP is stripping something, then you're allowed to have white space there. But if PHP isn't stripping anything, then all of the white space is going to be printed and it's like so inconsistent that for the most part it's not safe to put white space anywhere because you don't, you have to like keep track of am I in a location where PHP is going to be stripping something right now or not? and I, I wanna know what statement or what variable or what template I'm closing at any location. So I always want to, write out what I'm closing everywhere. And then I have to comment that because there was no foresight to put like an end if clause in this white space, sensitive language. [00:16:22] Jeremy: Yeah, I, I think I see what you mean. So you have, if you're gonna start an, if you have the, if inside these curly braces, but then, inside the, if you typically are going to render some text to the page, and so intuitively you would indent it so that it's indented in from the if statement. But then if you do that, then it's gonna be shifted to the right on, on the Wiki. Did I get that right? [00:16:53] Megan: Yeah. So you have the flexibility to put white space immediately because PHP will strip immediately, but then you don't have flexibility to put any white space after that, if that makes sense. [00:17:11] Jeremy: So, so when you say immediately, is that on the following line or is that [00:17:15] Megan: yeah, so any white space before the first clause, you have flexibility. So like if you were to put an if statement, so it's like if, and then there's a colon, all of the next white space will get stripped. Um, so then you can put some text, but then, if you wanted to like put some text and then another if statement nested within the first if statement. It's not like Lua where you could like assign a variable and then put a comment and then put some more white space and then put another statement. And it's white space insensitive because you're just writing code and you haven't returned anything yet. it, it's more like Jinja (View templating language) than Python for, for an analogy. So everything is getting printed because you're in like a, this templating language, not actually a programming language. Um, so you have to work as if you're in a templating language about, you know, 70% of the time , unless you're in this like very specific location where PHP is stripping your white space because you're at the edge of an argument that's being sent there. So it's like incredibly inconsistent. And every now and then you get to like, pretend that you're in an actual language and you have some white space, that you can indent or whatever. it's just incredibly inconsistent, which is like what you absolutely want out of a programming language (laughs) yeah, it's like you're, you're writing templates, but like, it seems like because of the fact that it's using php, there's [00:18:56] Jeremy: weird exceptions to the behavior. Yeah. [00:18:59] Megan: Exactly. Yeah. [00:19:01] Jeremy: and then you also mentioned these, these templates. So, if I understand correctly, this is kind of like how a lot of web frameworks will have, partials, I guess, where you'll, you'll be able to have a webpage, but it's made up of different I don't know if you would call them components, but you're able to build a full page that's made up of a bunch of different pieces. So you could have a [00:19:31] Megan: Yeah Yeah that's a good analogy. [00:19:33] Jeremy: Where it's like, here's my table of contents, or here's my info box, or things like that. And those are all things that you would create a MediaWiki template for, and then somehow the, the data gets passed into those templates and the template decides how to, to render it out. [00:19:55] Megan: Yeah. [00:19:56] Jeremy: And for these, these templates, I, I noticed on some of the Leaguepedia pages, I noticed there's some html in some of them. I was curious if that's typical to write them with HTML or if there are different ways native to Media Wiki for, for, creating these templates. [00:20:23] Megan: Um, it depends on what you're doing. MediaWiki has a special syntax for tables specifically. I would say that it's not necessarily recommended to use the special syntax because occasionally you can get things to not work out fantastically if people slightly break things. But it's easier to use it. So if you know that everything's going to work out perfectly, you can use it. and it's a simple shortcut. if you go to the help page about tables on Wikipedia, everything is explained, and not all HTML works, um, for security reasons. So there's like a list of allowed, things that you can use, allowed tags, so you can't put like forms and stuff natively, but there's the widgets extension that you can use and widgets just automatically renders all html that you put inside of a widget. Uh, and then the security layer there is that you have to have a special permission to edit a widget. so, you only give trusted people that permission and then they can put the whatever html they want there. So, we have a few forms on Leaguepedia that are there because I edited, uh, whichever widgets, and then put the widgets into a Lua module and then put the Lua module into a template and then put the template onto the page. I was gonna say, it's not that complicated. It's not as complicated as it sounds, but I guess it really is as complicated as it sounds (laughs) . Um, so, uh, I, I won't say that. I don't know how standard it is on other wikis to use that much html, I guess Leaguepedia is pretty unique in how complicated it is. There aren't that many wikis that do as many things as we did there. but tables are pretty common. I would say like putting divs places to style them, uh, is also pretty common. but beyond that, usually there's not too many HTML elements just because you typically wanna be mobile friendly and it's relatively hard to stay mobile friendly within the bounds of MediaWiki if you're like putting too many elements everywhere. And then also allowing users to put whatever content inside of them that they want. The reason that we were able to get away with it is because despite the fact that we had so many editors, our content was actually pretty limited. Like if there's a bracket, it's only short team names going into it. So, and short team names were like at most five or six characters long, so we don't have to worry about like overflow of team names. Although we designed the brackets to support overflow of team names, and the team names would wrap around and the bracket would not break. And a lot of CSS Magic went into making that work that, we worked really hard on and then did not end up using (laughsz) [00:23:39] Jeremy: Oh no. [00:23:41] Megan: Only short team names go into brackets. But, that's okay. uh, and then for example, like in, uh, schedules and stuff, a lot of fields like only contain numbers or only contain timestamps. there's like a lot of tables again where like there's only two digit numbers with one decimal point and stuff like that. So a lot of the stuff that I was designing, I knew the content was extremely constrained, and if it wasn't then I said, well, too bad. This is how I'm telling you to put the content . Um, and for technical reasons, that's the content that's gonna go here and I don't care. so there's like, A lot of understanding that if I said for technical reasons, this is how we have to do it. Then for technical reasons, that was how we had to do it. And I was very lucky that all of the people that I worked with like had a very big appreciation with like, for technical reasons, like argument over. This is what's happening. And I know that with like different people on staff, like they would not be willing to compromise that way. Um, so I always felt like extremely lucky that like if I couldn't figure out a way to redesign or recode something in order to be more flexible, then like that would just be respected. And that was like how we designed something. But in general, like it's, if you are not working with something as rigid as, I mean, and like the history of eSports sounds like a very fluid thing, but when you think about it, like it's mostly names of teams, names of players and statistics. There's not that much like variable stuff going on with it. It's very easy to put in relational databases. It's very easy to put in fixed width tables. It's very easy to put in like charts that look the same on every single page. I'm not saying. It was always easy to like write everything that I wrote, and it's not, it wasn't always easy to like, deal with designs and stuff, but like relative to other topics that you can pick, it was much easier to put constraints on what was going to go where because everything was very similar across regions, across, although actually one thing. Okay, so this will be like the, the exception that proves the rule. uh, we would trans iterate players' names when we, showed them in team rosters. So, uh, for example, when we were showing the hangul, the Korean player's names, we would show an English translation also. Um, and we would do this for every single alphabet. but Hungarian players' names are really, really, really long. And so the transliteration doesn't fit in the table when we show the translation to the Roman alphabet. And so we couldn't do this, so we actually had to make a cargo table. Of alphabets that are allowed to be transliterated into the Roman alphabet, uh, when we have players names in that alphabet. So we had, like, hangul was allowed and Arabic was allowed, and I can't remember the exact list, but we had like three alphabet, three or four alphabets were allowed and the rest of the alphabets were dis allowed to be transliterate into, uh, the Roman alphabet. and so again, we made up a rule that was like a hard rule across the entire Wiki where we forced the set of alphabets that were transliterated so that this tables could be the same size roughly across every single team page because these Hungarian player names are too long (laughs) So I guess even this exception ended up being part of the rule of everything had to be standardized because these tables were just way too wide and they were running into the info box. They couldn't fit on the side. so it's really hard when you have like arbitrary user entered content to fit it into the HTML that you design. And if you don't have people who all agree to the same standards, I mean, Even when we did have people who agreed to all of the same standards, it was really, really, really hard. And we ended up having things like a table of which alphabets to transliterate. Like that's not the kind of thing that you think you're going to end up having when you say, let's catalog the history of League of Legends eSports, [00:28:40] Jeremy: And, and so when, let's say you had a language that you couldn't trans iterate, what would go into the table. [00:28:49] Megan: uh, just the native alphabet. [00:28:51] Jeremy: Oh I see. Okay. [00:28:53] Megan: Yeah. And then if they went to the player page, then you would be able to see it transliterated. But it wouldn't show up on the team page. [00:29:00] Jeremy: I see. And then to help people visualize what some of these things you're talking about look like when you're talking about a, a bracket, it's, is it kind of like a tree structure where you're showing which teams are facing which teams and okay, [00:29:19] Megan: We had a very cool, CSS grid structure that used like before and after pseudo elements to generate the lines, uh, between the teams and then the teams themselves were the elements of the grid. Um, and it's very cool. Uh, I didn't design it. Um, I have a friend who I very, very fortunately have a friend who's amazing at CSS because I am like mediocre at css and she did all of our CSS for us. And she also like did most of our designs too. Uh, so the Wiki would not be like anything like what it is without her. [00:30:00] Jeremy: And when you're talking about making sure the designs fit on desktop and, and mobile, um, I think when you were talking earlier, you're talking about how you have these, these templates to build these tables and the, these, these brackets. Um, so I guess in which part of the wiki is it ensuring that it looks different or that it fits when you're working with these different screen sizes [00:30:32] Megan: Usually it's a peer CSS solution. Every now and then we hide an element on mobile altogether, and some of that is actually MediaWiki core, for example, in, uh, nav boxes don't show up on mobile. And that's actually on Wikipedia too. Uh, well, I guess, yeah. I mean, being MediaWiki core, So if you've ever noticed the nav boxes that are at the bottom of pages on Wikipedia, just don't show up on like en.m.wikipedia.org. and that way you're not like loading, you're not loading, but display noneing elements on mobile. but for the most part it's pure CSS Solutions. Um, so we use a lot of, uh, display flex to make stuff, uh, appropriate for mobile. Um, some media roles. sometimes we display none stuff for mobile. Uh, we try to avoid that because obviously then mobile users aren't getting like the full content. Occasionally we have like overflow rules, so you're getting scroll bars on mobile and then every now and then we sort of just say, too bad if you're on mobile, you're gonna have not the greatest solution or not the greatest, uh, experience. that's typically for large data tables. so the general belief at fandom was like, if you can't make it a good experience on mobile, don't put it on the Wiki. And I just think that's like the worst philosophy because like then no one gets a good experie. And you're just putting less content on the Wiki so no one gets to enjoy it, and no one gets to like use the content that could exist. So my philosophy has always been like the, the, core overview pages should be, as good as possible for both PC and mobile. And if you have to optimize for one, then you slightly optimize for mobile because the majority of traffic is mobile. but attempt not to optimize for either one and just make it a good experience on both. but then the pages behind that, I say behind because we like have tabs views, so they're like sort of literally behind because it looks like folders sort of, or it looks like the tabs in a folder and you can, like, I, I don't know, it, it looks like it's behind (laughs) , the, the more detailed views where it's just really hard to design for mobile and it's really easy to design for pc and it just feels very unlikely that users on mobile are going to be looking at these pages in depth. And it's the sort of thing. A PC user is much more likely to be looking at, and you're going to have like multiple windows open and you're gonna be tapping between them and you're gonna be doing all of your research at PC. You absolutely optimize this for PC users. Like, what the hell this is? These are like stats pages. It's pages and pages and pages of stats. It's totally fine to optimize this for PC users. And if the option is like, optimized for PC users or don't create it at all, what are you thinking To not create it at all, like make it a good experience for someone? So I don't, I don't understand that philosophy at all. [00:34:06] Jeremy: Did you, um, have any statistics in terms of knowing on these types of pages, these pages that are information dense or have really big tables? Could you tell that? Oh, most of the people coming here are on computers or, or larger screens. [00:34:26] Megan: I didn't have stats for individual pages. Um, mobile I accidentally lost Google Analytics access at some point, and honestly I wasn't interested enough to go through the process of trying to get it back. when I had it, it didn't really affect what I put time into, because it was, it was just so much what I expected it to be. That it, it didn't really affect much. What I actually spent the most time on was looking, so you can, uh, you get URLs for search results. And so I would look through our search results, and I would look at the URL of the failed search results and, so there would be like 45 results for this particular failed search. And then I would turn that into a redirect for what I thought the target was supposed to be. So I would make sure that people's failed searches would actually resolve to the correct thing. So if they're like typo something, then I make the typo actually resolve. So we had a lot of redirects of like common typos, or if they're using the wrong name for a tournament, then I make the wrong name for the tournament resolve. So the analytics were actually really helpful for that. But beyond that, I, I didn't really find it that useful. [00:35:48] Jeremy: And then when you're talking about people searching, are these people using a search box on the Wiki itself And not finding what they were looking for? [00:36:00] Megan: Yeah. So like the internal search, so like if you search Wikipedia for like New York City, but you spell it C I Y T, , then you're not going to get a result. But it might say, did you mean New York City t y? If like 45 people did that in one month, then that would show up for me. And then I don't want them to be getting, like, that's a bad experience. Sure. They're eventually getting there, but I mean, I don't want them to have to spend that extra time. So I'm gonna make an automatic redirect from c Y T to c i t Y [00:36:39] Jeremy: And, and. Maybe we should have talked about this a little earlier, but the, all the information on Leaguepedia is, it's about all of the different matches and players, um, who play League of Legends. so when you edit a, a page on Wikipedia, all of that information, or a lot of it I think is, is hand entered by, by people and on Leagueapedia, which has all this information about like what, how teams did in a tournament or, intricate stats about how a game went. That seems like a lot of information for someone to be hand entering. So I was wondering how much of that information is somebody actually manually editing those things and how much is, is done automatically or programmatically. [00:37:39] Megan: So it's mostly hand entered. We do have a little bit of it that's automated, via a couple scripts, but for the most part it's hand entered. But after being handed, entered into a couple of data pages, it gets propagated a lot of times based on a bunch of Lua modules and the cargo extension. So when I originally joined the Wiki back in 2014, it was hand entered. Not just once, but probably, I don't know, seven times for tournament results and probably 10 or 12 times for roster changes. It was, it was a lot. And starting in 2017, I started rewriting all of the code so that it was entered exactly one time for everything. Tournament results get entered one time into a data page and roster changes get entered one time into a data page. And, for roster changes, that was very difficult because, for a roster change that needs to update the team history on a player page, which goes, from a join to a leave and it needs to update the, the like roster, change portal for the off season, which goes from a leave to a join because it's showing like the deltas over the off season. And it needs to update the current team in the, player's info box, which means that the current team has to be calculated from all of the deltas that have ever occurred in that player's history and it needs to update. Current rosters in the team pages, which means that the team page needs to know all of the current players who are currently on the team, which again, needs to know all of the deltas from all of history because all that you're entering is the roster changes. You're not entering anyone's current team. So nowhere on the wiki does it ever store a current team anymore. It only stores the roster changes. So that was a lot of code to write and deciding even what was going to be entered was a lot because, all I knew was that I was going to single source of truth that somehow and I needed to decide what was I going to single source of truth. So I decided, um, that I was going to be this Delta and then deciding what to do with that, uh, how to store it in a relational database. It was, it was a big project. and I didn't have a background as a developer either. so this was like, I don't know, this was like my third big project ever. So, that was, that was pretty intense. but it was, it was a lot of fun. so it is hand entered but I feel like that's underselling it a little bit. [00:40:52] Jeremy: Yeah, cuz I was initially, I was a little confused when you mentioned how somebody might need to enter the same information multiple times. But, if I understood correctly, it would be if somebody's changing which team they're on, they would have to update, for example, the player's page and say like, oh, this player is on this team now. And then you would have to go to their old team and remove them from the roster there. Go to the new team, add them to the roster there, And you can see where it would kind [00:41:22] Megan: Yeah. And then there's the roster, there's the roster nav box, and there's like the old team, you have to say, like the next team. Cuz in the previous players list, like we show former team members from the old team and you have to say like the next team. Uh, so if they had like already left their old team, you'd have to say like, new team. Yeah, there's a, there's a lot of, a lot of places. [00:41:50] Jeremy: And so now what it sounds like is, I'm not sure this is exactly how it works, but if you go to any location that would need that information, which team is this player on? When you go to that page, for example, if you were to go to, uh, a teams page, then it would make a SQL query to figure out I guess who most recently had a, I forget what you called it, but like a join row maybe, or like a, they, they had the action of joining this team, and now, now there's a row in the database that says they did this. [00:42:30] Megan: it actually looks at the ten-- so I have an in in between table called tenures. And so it looks at the tenures table instead of querying all the way through the joins and leaves table and doing like the whole list of deltas. yeah. So, and it's also cached so you, it doesn't do the SQL query every time that you load the page. So the only time that the SQL queries actually happen is if you do a save on the page. And then otherwise the entire generated HTML of the page is actually cached on the server. So you're, you're not doing that many database queries every time you load the page, so don't worry about that. but there, there can actually be something like a hundred SQL queries sometimes, when you're, saving a page. So it would be absolute murder if you were doing that every time you went to the page. But yeah, it works. Something like that. [00:43:22] Jeremy: Okay, so this, this tenures table is, that's kind of like what's the current state of all these players and where they are, and then. [00:43:33] Megan: Um, the, the tenures table, caches sort of, or I guess the tenure table captures is a better word than caches um, every, join to leave historically from every team. Um, and then I save that for two reasons. The first one is so that I don't have to recompute it, uh, when I'm doing the team's table, because I have to know both the current members and the former members. And then the second reason is also that we have a public api and so people can query that. if they're building tools, like a lot of people use the public api, uh, for various things. And, one person built like, sort of like a six degrees of Kevin Bacon except for League of Legends, uh, using our tenures tables. So, part of the reason that that exists is so that uh, people can use it for whatever projects that they're doing. Cause the join, the join leave table is like pretty unfriendly and I didn't wanna have to really document that for anyone to use. So I made tenures so that that was the table I could document for people to use. [00:44:39] Jeremy: Yeah. That, that's interesting in that, yeah, when you provide an api, then there's so many different things people can do that even if your wiki didn't really need it, they can build their own apps or their own pages built on all this information you've aggregated. [00:44:58] Megan: Yeah. It's nice because then when someone says like, oh, can you build this as a feature request? I can say no, but you can (laughs) [00:45:05] Jeremy: Well you've, you've done the, the hard part for them (laughs) [00:45:09] Megan: Yeah. exactly. [00:45:11] Jeremy: So that's cool. Yeah. that's, that's interesting too about the, the caching because yeah, I guess when you think about a wiki, most of the people who are visiting it are just visiting it to see what's on there. So the, provided that they're not logged in and they don't need anything specific to them. Yeah, you should be able to cache the whole response. It sounds like. [00:45:41] Megan: Yeah. yeah. Caching was actually a nightmare with this in this particular thing. the, the team roster changes, because, so cargo, which I mentioned a couple times is the database extension that we used. Um, and it's basically a SQL wrapper that like, doesn't port 80% of the features that SQL has. so you can create tables and you can query, but you can't make, uh, like sub-select queries. So your queries have to be like very simple. which is good for like most users of MediaWiki because like the average MediaWiki user doesn't have that much coding experience, but if you do have coding experience, then you're like, what, what, what am I doing? I can't, I can't do anything. Um, but it's a very powerful tool, still compared to most of what you could do with Media Wiki without this, basically you're adding a database layer to your software stack, which I mean, I, I, that's what you're doing, (laughs) Um, so you get a huge amount of power from adding cargo to a wiki. Um, in exchange it's, it's very performance. It's like, it's, it, it's resource heavy. uh, it hurts your performance a lot. and if you don't need it, then you shouldn't use it. But frequently you need it when you're doing, difficult or not necessarily difficult, but like intensive things. Um, anytime that you need to pull data from one page to another, you wanna use something like that. Um, So cargo, uh, one of the things that it doesn't do is it doesn't allow you to, uh, set a primary key easily. so you have to like, just like pretend that one row in the table is your primary key, basically. it internally automatically sets one, but it won't be static or it won't be the same every time that you rebuild the table because it rebuilds the table in a random order and it just uses an auto increment primary key. So you set a row in the table to pretend to be your ran, to pretend to be your primary key. But editors don't know what, your editors don't understand anything about primary keys. And you wanna hide this from them completely. Like, you cannot tell an editor, protect this random number, please don't change this. So you have to hide it completely. So if you're making your own auto increment, like an editor cannot know that that exists. Like this is back to when we were talking about like visual editor. This is like, one of the things about making the wiki safe for people is like not exposing them to the internals of like, anything scary like that. So for example, if an editor accidentally reorders two rows and your roster change data like that has to not matter. Because that can't break the entire wiki. They, you can't make an editor like freak out because they just reordered two rows in, in the page. And you can't put like a scary notice somewhere saying, under no circumstances reorder two rows here. Like, that's gonna scare people away. And you wanna be very welcoming and say like, it's impossible to break this page no matter how hard you tried. Don't worry. Anything you do, we can just fix it. Don't worry. But the thing is that everything's going to be cached. And so in particular, um, when I said I made that tenures table, one thing I did not wanna do was resave every single row from the join leave table. So you had to join back to, sorry, I'm going to use, join in two different connotations. you had to join back to the join leave table in order to get like all of the auxiliary data, like all of the extra columns, like, I don't know, like role, date, team name and stuff. Because otherwise the tenures table would've had like 50 columns or something. So I needed to store the fake primary key in the tenures table, but the tenures table is cached on the player page and the join leave table is on the data page, which means that I need to purge the cache on the player page anytime that someone edits the data on the data page. Which means that, so there's like some JavaScript that does that, but if someone like changes the order of the lines, then that primary key is going to change because I have an auto increment going on. And so I had to like very, very carefully pick a primary key here so that it was literally impossible for any kind of order change to affect what the primary key was so that the cash on the player page wasn't going to be changed by anything that the editor did in unless they were going to then update the cash on that player page after making that change. If that makes sense. So after an editor makes a change on the news page, they're going to press a button to update the cache on the player page, but they're only going to update the player page for the one line that they change on the news page. These, uh, primary keys had to be like super invariant for accidental row moves, or also later on, like entire moves of separating a bunch of these data pages into like separate subpages because the pages were getting too big and it was like timing out the server because there were too many stores to the database on a single page every time you save the page. And anyway, it took me like five iterations of making the primary key like more and more specific to the single line because my auto increment was like originally including every single line I was auto incrementing and then I auto incremented only when that single player was was involved. And then I auto incremented only when that player and the team was involved. And then I reset the auto increment for that date. So, and it was just got like more and more convoluted what my primary key was. It was, it was a mess. Anyway, this is just like another thing when you're working with volunteers who don't know what's going on and they're editing the page and they can contribute content, you have to code for the editor and not code for like minimizing complexity, The editor's experience matters more than the cleanliness of your code base, and you just end up with these like absolute messes that make no sense whatsoever because the editor's experience matters and you always have to code to the editor. And Media Wiki is all about community, and the editor just becomes part of the software and part of the consideration of your code base, and it's very, very different from any other kind of development because they're like, the UX is just built so deeply into how you're developing. [00:53:33] Jeremy: if I am following correctly, when I, when I think of using SQL when you were first talking about cargo and you were talking about how you make your own tables, and I'm envisioning the, the columns and the rows and, it's very common for the primary key to either be auto incrementing or some kind of GUID But then if I understood correctly, I think what you were saying is that anytime an editor makes changes to the data, it regenerates the whole table. Is that did I get that right? [00:54:11] Megan: It regenerates all of the rows on that page. [00:54:14] Jeremy: and when you talk about this, these data pages, there's some kind of media wiki or cargo specific markup where people are filling in what is going to go into the rows. And the actual primary key that's in MySQL is not exposed anywhere when they're editing the data. [00:54:42] Megan: That's right [00:54:44] Jeremy: And so when you're talking about trying to come up with a primary key, um, I'm trying to, I guess I'm trying to picture [00:54:57] Megan: So usually I do page name underscore an auto increment. But then if people can rearrange the rows which they do because they wanna get the rows chronological, but some people just put it at the top of the page and then other people are like, oh my God, it's not chronological. And then they fix it and then other people are like, oh my God, you messed up the time zone. And then they rearrange it again. Then, I mean, normally I wouldn't care because I don't really care like what the primary key is. I just care that it exists. But then because I have it cached on these player pages, I really, really do care what the primary key is. And because I need the primary key to actually agree with what it is on the data page, because I'm actually joining these things together. and people aren't going to be updating the cache on the player page if they don't think that they edited the row because rearranging isn't actually editing and people aren't going to realize that. And again, this is burden of knowledge. People can't, I can't make them know that because they have to feel safe to make any edits. It's bad enough that they have to know that they have to click this button to update the cache after making an edit in the first place. so, the auto increment isn't enough, so it has to be like an auto increment, but only within the set of rows that incorporate that one player. And then rearranging is pretty safe because they'd have to rearrange two pieces of news, including the same player. And that's really unlikely to happen. It's really unlikely that someone's going to flip the order of two pieces of news that involve the same player without realizing that they're actually are editing that single player except maybe they are. So then I include the team in that also. So they'd have to rearrange two pieces of news, including the same player and the same team. And that's like unlikely to happen in the first place. And then like, maybe a mistake happens like once a year. And at the end of the day, the thing that really saves us is that we're a wiki. We're not an official source. And so if we have a mistake once a year, like no one cares really. So we're not going for like five nines or anything. We're going for like, you know, two (laughs) . Um, so [00:57:28] Jeremy: so [00:57:28] Megan: We were having like mistakes constantly until I added player and team and date to the set of things that I was auto incrementing against. and once I got all of those, it was pretty stable. [00:57:42] Jeremy: And for the caching part, so when you're making a cargo query or a SQL query on one page and it needs to join on or get data from another page, it goes to this cache that you have instead of going directly to the actual table in the database. And the only way to get the right data is for the editor to click this button on the website that tells it to update the cache did I get that right? [00:58:23] Megan: Not quite. So it, well, or Yes, you did sort of, it goes to the actual table. The issue here is that, the table was last updated, the last time that a page was saved. And the last time the data got saved was the last time that the page that contains the parser function that generates those rows got saved. So, let me say that again. So, some of the data is being saved from the data page where the users manually enter it, and that's fine because the only time that gets updated is when the users manually enter it and then the page gets saved. But then these tenures tables are stored by my lua code on the player pages, and those aren't going to get updated unless the player page gets blank edited or null edited, or a save action happens from the player page. And so the way to make a, an edit happen from the player page is either to manually go there and click edit, and then click save, which is called a blank edit because. Blank edited, you didn't do anything but you pressed save or to use my JavaScript gadget, which is clicking a button from the data page that just basically does that for you using the api. And then that's going to update the table and then the database table, because that's where the, the cargo parser function is that writes to the database and updates the tables there. with the information, Hey, the primary key changed, because that's where the parser function is physically located in the wiki because one of them is on the data page and one of them is on the player page. So you get this disconnect in the cache where it's on two different pages and so you have to press a save action in both of them before the table is consistent again. [01:00:31] Jeremy: Okay. It be, it's, so this is really all about the tenure table, which the user will never mod or the editor will never modify directly. You need your code running on the data page and the player's page to run, to update the The tenure table? [01:00:55] Megan: Yeah, exactly. [01:00:57] Jeremy: yeah, it's totally hidden that this exists to the editor, but it's something that, that you as the person who put this all together, um, have to always be aware of, yeah. [01:01:11] Megan: Right. So there was just so many things like this, where you just had to press this one button. I call it refresh overview because originally it was on a tournament page and you had to press, the refresh overview button to purge the cache on the overview page of the tournament. after editing the data and you would refresh, overview, to deal with this cache lag. And everyone knew you have to refresh overview, otherwise none of your data entry is gonna like, be worth anything because it's not, the cache is just gonna lag. but every editor learned, like if there's a refresh overview button, make sure you press the refresh overview button, , otherwise nothing's gonna happen. Um, and there is just like tons of these littered across the Wiki. and like to most people, it just like, looks like a simple little button, but like so many things happen when you press this button. so it is, it is very important. [01:02:10] Jeremy: Are there, no ways inside of media wiki to if somebody edits one page, for example, to force it to go and, do, I forget what you called it, like a blank save or blank edit on another page? [01:02:27] Megan: So that wouldn't even really work because, we had 11,000 player pages. And you don't know which one the user just edited. so it, it's unclear to MediaWiki what just happened when the user just edited some part of the data page. and like the whole point here is that I can't even blank edit every single player page that the data page links to because the data page probably links to, I don't know, 200 different player pages. So I wanna link, I wanna blank it like the five that this one news line links to. so I do that, through like HTML attributes, in the JavaScript, [01:03:14] Jeremy: Oh, so that's why you're using JavaScript so that you can tell what the person edited because there isn't really a way to know natively in, in MediaWiki. what just changed? [01:03:30] Megan: there's like a diff so I could, like, MediaWiki knows the characters that got changed, but it doesn't really know like semantically what happened. So it doesn't know, like, oh, a link to this just got edited and especially because, I mean it's like templates that got edited, not really like the final HTML or anything. So Media Wiki has no idea what's going on. so yeah, so the JavaScript, uh, looks at the HTML attributes and then runs a couple API queries, and then the blank edits happen and then a couple purges after that so that the cache gets purged after the blank edit. [01:04:08] Jeremy: Yeah. So it, it seems like on these Wiki pages, you have the html, you have the CSS you have the ability to describe these data pages, which I, I guess in the end, end up being rows in in SQL. And then finally you have JavaScript. So it kind of seems like you can do almost everything in the context of a a Wiki page. You have so many, so many of these tools at your, at your disposal. [01:04:45] Megan: Yeah. Except write es6 code. [01:04:48] Jeremy: Oh, still, still only es5. [01:04:52] Megan: Yeah, [01:04:52] Jeremy: Oh no. do, do you know if that's something that they are considering changing or [01:05:01] Megan: There's a Phabricator ticket open. [01:05:05] Jeremy: How, um, how, how many years? [01:05:06] Megan: It has a lot of comments, oh a lot of years. I think it's since like 2014 or something [01:05:14] Jeremy: Oh yeah. I, I guess the, the one maybe, well now now the browsers all, all support es6, but I, I guess one of the things, it sounds like media wiki, maybe side stepped is the whole, front end ecosystem in, in terms of node packages and build tools and things like that. is, is that right? It's basically you can write JavaScript and there, yeah, [01:05:47] Megan: You can even write jQuery. [01:05:49] Jeremy: Oh, okay. That's built in as well. [01:05:52] Megan: Yeah .So I have to admit, like my, my front end knowledge is like a decade out of date or something because it's like what MediaWiki can do and there's like this entire ecosystem out there that I just like, don't have access to. And so I like barely know about. So I have this like side project that uses React that I've like, kind of sort of been working on. And so like I know this tiny little bit of react and I'm like, why? Why doesn't MediaWiki do this? Um, they are adding Vue support. So in theory I'll get to learn vue so that'll be fun. [01:06:38] Jeremy: So I'm, I'm curious, just from the limited experience you've had, outside of, MediaWiki, are, are there like specific things, uh, in your experience working with React where you're, you really wish you had in inside of Media Wiki? [01:06:55] Megan: Well, really the big thing is like es6, like I really wish we could use arrow functions , like that would be fantastic. Being able to build components would be really nice. Yeah, we can't do that. [01:07:09] Jeremy: I, I suppose you, you've touched a little bit on performance before, but I, I guess that's one thing about Wikis is that, putting what's happening in the back end, aside the, the front end experience of Wikis, they, they feel pretty consistent since they're generally mostly server rendered. And the actual JavaScript is, is pretty light, at least from, from Wikis I've seen. [01:07:40] Megan: Yeah. I mean you can add as much JavaScript as you want, so I guess it depends on what the users decide to do. But it's, it's definitely true that wikis tend to load faster than some websites that I've seen. [01:07:54] Jeremy: Yeah, I mean, I guess when you think of a wiki, it's, you're there cuz you wanna get specific information and so the goal is not to necessarily reproduce like some crazy complex app or something. It's, It's, to get you the, the, information. Yeah. [01:08:14] Megan: Yeah. No, that's actually one thing that I really like about Wikis also is that you don't have the pressure to make them look nice. I know that some people are gonna hear that and just like, totally cringe and be like, oh my God, what is she saying? ? Um, but it's actually really true. Like there's an aesthetic that Wikis and Media Wiki in particular have, and you kind of stick to that. And within that aesthetic, I mean, you make them look as nice as you can. Um, and you certainly don't wanna like, make them deliberately ugly, but there's not a pressure to like go over the top with like marketing and branding and like, you know, you, you just make them look reasonably nice. And then the focus is on the information and the focus is on making the information as easy to understand as possible. And a wiki that looks really nice is a wiki that's very understandable and very intuitive, and one where you. I mean, one, that the information is the joy and, you know, not, not the presentation, I guess. So it's like the presentation of the information instead of the presentation of the brand. so I, I really appreciate that about wikis. [01:09:30] Jeremy: Yeah, that's a good point about the aesthetics in the sense of like, they have a certain look and yeah, maybe it's an authoritative look, , which, uh, is interesting cuz it's, like a, a wiki that I'll, I'll commonly go to for example, is there's the, the PC gaming Wiki. And when you look at how it's styled, it feels like very dated or it doesn't look like, I guess you could say normal webpages, but it's very much in line with what you expect a wiki to look like. So it's, it's interesting how they have that, shared aesthetic, I guess. [01:10:13] Megan: Yeah. yeah. No, I really like it. The Wiki experience, [01:10:18] Jeremy: We, we kind of touched on this near the beginning, but sometimes when. I would see wikis and, and projects like Leaguepedia I would kind of wonder, you know, what's the decision between or behind it being a wiki versus something being like a custom CMS in, in the case of Leaguepedia but, you know, talking to you about how it's so, like wikis are structured so that people can contribute. and then like you were saying, you have like this consistent look that brings the data to the user. Um, I actually, it gives me a better understanding of why so many people choose wikis as, as ways to present this information. [01:11:07] Megan: Yeah, a a lot of people have asked me over the years why, why MediaWiki when it always feels like I'm jumping through so many hoops. Um, I mean, when I just described the caching thing to you, and that's just like one of, I don't know, dozens of struggles that I've had where, MediaWiki has gotten in the way of what I need to do. Because really Leaguepedia is an entire software layer on top of MediaWiki, and so you might ask why. Why MediaWiki? Why not just build the software layer on top of something easier? And my answer is always, it's about the community. MediaWiki lends itself so well to community and people enjoy contributing to wikis and wikis. Wikis are just kind of synonymous with community, and they always have been. And Wikipedia sort of set the example when they launched, and it's sort of always been that way. And, you know, I feel like I'm a part of a community when I say a Wiki. And if it was just if it were a custom site that had the ability to contribute to it, you know, it just feels like it's not the same. [01:12:33] Jeremy: I think just even seeing the edit button on Wikis is such a different experience than having the expectation, well, I guess in the case of Leaguepedia, you do have to create an account, but even without creating the account, you can still click edit and you can look at the source and you can see how all this information, or a lot of it, how it got filled in. And I feel like it's kind of more similar to the earlier days of webpages where people could right click a site and click view source and then look at the HTML and the css, and kind of see how it was put together. versus, now with a lot of sites, the, the code has been minified or there's build tools involved so that when you look at view source on websites, it just looks crazy and you're not sure what's going on. So I, I, I feel like wikis in some ways are, kind of closer to the, the spirit of, like the earlier H T M L sites. Yeah. [01:13:46] Megan: And the knowledge transfers too. If you've edit, if you've, if you've ever edited Wikipedia, then you know that like open bracket, open bracket, closed bracket. Closed bracket is how you link a page. and that knowledge transfers to admittedly maybe a little bit less so for Leaguepedia, since there, you need to know how all the templates work and there's not so much direct source editing. it's mostly like clicking the CharInsert prefills. but there's still a lot of cross knowledge transfer, if you've edited one wiki and then change to editing another. And then it goes the other way too. If you edit Leaguepedia, then you want to go at it for the Zelda Wiki, that knowledge will transfer. [01:14:38] Jeremy: And, and talking about the community and the editors. I, I imagine on Wikipedia, most of the people editing are volunteers. Is it the same with Leaguepedia in your experience? [01:14:55] Megan: Um, yeah, so I was contracted, uh, or I was not contracted. My LLC was contract and then I subcontracted. Um, it changed a bit over the years, um, as people left. Uh, so at first I subcontracted quite a few people. Um, and then I guess, as you can imagine, as, there was a lot more data entry that had to be done at the start. And less had to be done later on, as I, expanded the code base so that it was more a single source of truth, and less stuff had to be duplicated. And I guess it was, it probably became a lot more fun too, uh, when you didn't have to edit, enter the same thing multiple times. but, uh, a bunch of people, uh, moved on over the years. and so by the end I was only subcontracting, three people. Um, and everyone else was volunteer. [01:15:55] Jeremy: And and the people that you were subcontracting, that was for only data entry, or was that also for the actual code? [01:16:05] Megan: No, that wasn't for data entry at all. Um, and actually that was for all of my wikis, uh, because I was. Managing like all of the eSports wikis. or on
Summary Making effective use of data requires proper context around the information that is being used. As the size and complexity of your organization increases the difficulty of ensuring that everyone has the necessary knowledge about how to get their work done scales exponentially. Wikis and intranets are a common way to attempt to solve this problem, but they are frequently ineffective. Rehgan Avon co-founded AlignAI to help address this challenge through a more purposeful platform designed to collect and distribute the knowledge of how and why data is used in a business. In this episode she shares the strategic and tactical elements of how to make more effective use of the technical and organizational resources that are available to you for getting work done with data. Announcements Hello and welcome to the Data Engineering Podcast, the show about modern data management When you're ready to build your next pipeline, or want to test out the projects you hear about on the show, you'll need somewhere to deploy it, so check out our friends at Linode. With their new managed database service you can launch a production ready MySQL, Postgres, or MongoDB cluster in minutes, with automated backups, 40 Gbps connections from your application hosts, and high throughput SSDs. Go to dataengineeringpodcast.com/linode (https://www.dataengineeringpodcast.com/linode) today and get a $100 credit to launch a database, create a Kubernetes cluster, or take advantage of all of their other services. And don't forget to thank them for their continued support of this show! Atlan is the metadata hub for your data ecosystem. Instead of locking your metadata into a new silo, unleash its transformative potential with Atlan's active metadata capabilities. Push information about data freshness and quality to your business intelligence, automatically scale up and down your warehouse based on usage patterns, and let the bots answer those questions in Slack so that the humans can focus on delivering real value. Go to dataengineeringpodcast.com/atlan (https://www.dataengineeringpodcast.com/atlan) today to learn more about how Atlan's active metadata platform is helping pioneering data teams like Postman, Plaid, WeWork & Unilever achieve extraordinary things with metadata and escape the chaos. Struggling with broken pipelines? Stale dashboards? Missing data? If this resonates with you, you're not alone. Data engineers struggling with unreliable data need look no further than Monte Carlo, the leading end-to-end Data Observability Platform! Trusted by the data teams at Fox, JetBlue, and PagerDuty, Monte Carlo solves the costly problem of broken data pipelines. Monte Carlo monitors and alerts for data issues across your data warehouses, data lakes, dbt models, Airflow jobs, and business intelligence tools, reducing time to detection and resolution from weeks to just minutes. Monte Carlo also gives you a holistic picture of data health with automatic, end-to-end lineage from ingestion to the BI layer directly out of the box. Start trusting your data with Monte Carlo today! Visit dataengineeringpodcast.com/montecarlo (http://www.dataengineeringpodcast.com/montecarlo) to learn more. Your host is Tobias Macey and today I'm interviewing Rehgan Avon about her work at AlignAI to help organizations standardize their technical and procedural approaches to working with data Interview Introduction How did you get involved in the area of data management? Can you describe what AlignAI is and the story behind it? What are the core problems that you are focused on addressing? What are the tactical ways that you are working to solve those problems? What are some of the common and avoidable ways that analytics/AI projects go wrong? What are some of the ways that organizational scale and complexity impacts their ability to execute on data and AI projects? What are the ways that incomplete/unevenly distributed knowledge manifests in project design and execution? Can you describe the design and implementation of the AlignAI platform? How have the goals and implementation of the product changed since you first started working on it? What is the workflow at the individual and organizational level for businesses that are using AlignAI? One of the perennial challenges with knowledge sharing in an organization is managing incentives to engage with the available material. What are some of the ways that you are working to integrate the creation and distribution of institutional knowledge into employees' day-to-day work? What are the most interesting, innovative, or unexpected ways that you have seen AlignAI used? What are the most interesting, unexpected, or challenging lessons that you have learned while working on AlignAI? When is AlignAI the wrong choice? What do you have planned for the future of AlignAI? Contact Info LinkedIn (https://www.linkedin.com/in/rehganavon/) @RehganAvon (https://twitter.com/RehganAvon) on Twitter Parting Question From your perspective, what is the biggest gap in the tooling or technology for data management today? Closing Announcements Thank you for listening! Don't forget to check out our other shows. Podcast.__init__ (https://www.pythonpodcast.com) covers the Python language, its community, and the innovative ways it is being used. The Machine Learning Podcast (https://www.themachinelearningpodcast.com) helps you go from idea to production with machine learning. Visit the site (https://www.dataengineeringpodcast.com) to subscribe to the show, sign up for the mailing list, and read the show notes. If you've learned something or tried out a project from the show then tell us about it! Email hosts@dataengineeringpodcast.com (mailto:hosts@dataengineeringpodcast.com)) with your story. To help other people find the show please leave a review on Apple Podcasts (https://podcasts.apple.com/us/podcast/data-engineering-podcast/id1193040557) and tell your friends and co-workers Links AlignAI (https://www.getalignai.com/) Sharepoint (https://en.wikipedia.org/wiki/SharePoint) Confluence (https://en.wikipedia.org/wiki/Confluence_(software)) GitHub (https://github.com/) Canva (https://www.canva.com/) Instructional Design (https://en.wikipedia.org/wiki/Instructional_design) Notion (https://www.notion.so/) Coda (https://coda.io/) Waterfall Design (https://en.wikipedia.org/wiki/Waterfall_model) dbt (https://www.getdbt.com/) Podcast Episode (https://www.dataengineeringpodcast.com/dbt-data-analytics-episode-81/) Alteryx (https://www.alteryx.com/) The intro and outro music is from The Hug (http://freemusicarchive.org/music/The_Freak_Fandango_Orchestra/Love_death_and_a_drunken_monkey/04_-_The_Hug) by The Freak Fandango Orchestra (http://freemusicarchive.org/music/The_Freak_Fandango_Orchestra/) / CC BY-SA (http://creativecommons.org/licenses/by-sa/3.0/)
It's a day of celebration in the clubhouse as Ellen finally starts Metroid Dread. Meanwhile, Mark delivers, and Stephen looks it up (but isn't happy about it).André 3000 on the 10th anniversary of his ‘Class of 3000' soundtrack - David Dennis Jr., AndscapeHint, hint... - Mike Rose, Twitter Milestone Builds 0:13:18 Mark LaCroixProductionMilestone - Wikipedia Wikis and Guides 0:46:47 Ellen Burns-JohnsonGamingHow to pause Elden Ring - Jeffrey Parkin, Polygon
It's a day of celebration in the clubhouse as Ellen finally starts Metroid Dread. Meanwhile, Mark delivers, and Stephen looks it up (but isn't happy about it).André 3000 on the 10th anniversary of his ‘Class of 3000' soundtrack - David Dennis Jr., AndscapeHint, hint... - Mike Rose, Twitter Milestone Builds 0:13:18 Mark LaCroixProductionMilestone - Wikipedia Wikis and Guides 0:46:47 Ellen Burns-JohnsonGamingHow to pause Elden Ring - Jeffrey Parkin, Polygon
In addition to answering your questions, this week Noah and Steve give you some tips and tricks to getting started with a home lab! -- During The Show -- IOT, Wikis etc - Shawn David Hunt (http://www.davidhunt.ie/) HC-SR04 (https://cloudfree.shop/product/ultrasonic-distance-sensor-hc-sr04/) ESP 8266 (https://cloudfree.shop/product/esp8266-wifi-dev-board/) D1 Mini (https://cloudfree.shop/product/wemos-d1-mini-esp8266/) Aqara Leak Sensor (https://cloudfree.shop/product/aqara-water-sensor/) Home Depot Leak Detector (https://www.homedepot.com/p/MOEN-Smart-Leak-Detectors-3-Pack-920-005/313196961) Honeywell Water Sensor (https://www.filtersfast.com/p-Honeywell-WHLDT1000-Water-Leak-Detector.asp) Citadel (https://www.citadel.org/) Zimbra (https://www.zimbra.com/) Nextcloud (https://nextcloud.com/) WikiJS (https://js.wiki/) Confluence (https://www.atlassian.com/software/confluence/guides/get-started/confluence-overview) Photo Duplicate App - Jeremy PhotoRec (https://www.cgsecurity.org/wiki/PhotoRec) Photo Prism (https://photoprism.app/) Tech Mint Dedupe Files in Linux (https://www.tecmint.com/fdupes-find-and-delete-duplicate-files-in-linux/) User Responds to Nextcloud on Ep 266 - Ashley Cert Issue LAN access with Cisco VPN and docker - ? Need more information Call In! QNAP Follow up - Brad Will take a look at ZFS Send Installing TrueNAS on a Qnap Pick of the Week Swaks (https://jetmore.org/john/code/swaks/) Swiss Army Knife for SMTP, ESMTP and LMTP SMTP Extensions Written and maintained by John Jetmore Gadget of the Week Aria-net.org (https://aria-net.org/SitePages/Portal/Bridges.aspx) How federation works Bifrost bridge JMP.chat (https://jmp.chat/) NewsWire Ubuntu 20.04 released (https://lists.ubuntu.com/archives/ubuntu-announce/2022-February/000277.html) Alma Linux for PowerPC (https://wiki.almalinux.org/release-notes/8.5-ppc.html) Gnome Release (https://mail.gnome.org/archives/devel-announce-list/2022-February/msg00002.html) Linux Mint Release (https://blog.linuxmint.com/?p=4281) Torvalds Worried (https://www.techradar.com/news/torvalds-admits-hes-a-bit-worried-about-the-next-linux-build) ReiserFS in the Linux Kernel (https://www.theregister.com/2022/02/24/linux_kernel_takes_a_step/) Github Open Source Security (https://www.protocol.com/newsletters/protocol-enterprise/github-open-source-security-singularity) Test Sigma (https://insidehpc.com/2022/02/testsigma-raises-4-6m-for-open-source-test-automation/) Red Hat Joins Magma Core (https://www.prnewswire.com/news-releases/red-hat-joins-magma-core-foundation-at-premier-level-community-set-to-further-open-source-mobile-packet-core-301491306.html) Home Lab Set Up What are you trying to achieve? Syncthing (https://syncthing.net/) Seafile (https://www.seafile.com/) Next Cloud (https://nextcloud.com/) Backups SpiderOak (https://spideroak.com/) Ice Drive (https://icedrive.net/) Encryption Threat Modeling Offline Data Noah's Backup Strategy Start with data storage -- The Extra Credit Section -- For links to the articles and material referenced in this week's episode check out this week's page from our podcast dashboard! This Episode's Podcast Dashboard (http://podcast.asknoahshow.com/275) Phone Systems for Ask Noah provided by Voxtelesys (http://www.voxtelesys.com/asknoah) Join us in our dedicated chatroom #GeekLab:linuxdelta.com on Matrix (https://element.linuxdelta.com/#/room/#geeklab:linuxdelta.com) -- Stay In Touch -- Find all the resources for this show on the Ask Noah Dashboard Ask Noah Dashboard (http://www.asknoahshow.com) Need more help than a radio show can offer? Altispeed provides commercial IT services and they're excited to offer you a great deal for listening to the Ask Noah Show. Call today and ask about the discount for listeners of the Ask Noah Show! Altispeed Technologies (http://www.altispeed.com/) Contact Noah live [at] asknoahshow.com -- Twitter -- Noah - Kernellinux (https://twitter.com/kernellinux) Ask Noah Show (https://twitter.com/asknoahshow) Altispeed Technologies (https://twitter.com/altispeed) Special Guest: Steve Ovens.
Today, at the end of Season 2, I go (deep) 'down the rabbit hole' to discuss reality in this solo episode. Since losing your loved one to suicide have you ever questioned reality? I know the edge of reality -and ‘someplace else' - is a place I have often found myself firmly standing since the loss of my son Alex to suicide in 2016. This has happened for a few reasons I think. I think synchronicities are partially to blame & the understanding of life & our connection to the afterlife as well. This is a deep topic - I know I only scratch the surface but hopefully, I give you a lot to think about.So, just to help, let's define it, from Webster it is: 1. the world or the state of things as they exist, as opposed to an idealistic or notional idea of them. My son - his energy- exists. OR2. the state or quality of having existence or substance. I will make the same argument as above. Hmmm…right??? So, find your reality & embrace it. You are not alone. Unfortunately, many of us share this reality - & we understand. Life is all about shifts. Some we make. Some happen to us. Some are welcome, others are our worst nightmare- but what we make of these shifts will define our reality. Sending love always. For fun Wikis definition of Synchronicity. Afterlife by John EdwardsSigns: The Secret Language of the Universe by Laura Lynn JacksonA blog post that's an interesting perspective - My Only Child Died, but I Will Always be his MotherMy first two books (in the Survival series of Life After Suicide Loss) are out. Let me help you survive so that you may find Hope and eventually even start to heal. A Survival Guide; Facing Life After Suicide LossAND The Story of Your Survival; A Guided Journal to Navigate These Dark, Stormy Days_____________________________________________ My brand NEW website "The Leftover Pieces; Rebuilding You" is LIVE and that means my 2 x/mo FREE SUPPORT GROUP is available and much more will be coming in the months ahead leading into 2022The website will be at www.theleftoverpieces.com (naturally, right?)If you, or someone you know, is struggling with suicidal thoughts PLEASE reach out:The National Suicide Lifeline is there for youIN a crisis you can also TEXT--->TEXT the word "HOME" to 741741 in the USAin Canada TEXT 686868in the UK TEXT 85258And Grievers, I am always here. You can find me at The Leftover Pieces
Are you ready for another dose of in-the-trenches insight from Doug Trein? Well, you'd better be, because this episode concludes our first collaboration with this consummate professional, multi-talented, and profoundly bassy-voiced developer/writer. This time around, we dive into the nitty-gritty of game reviews, listen to stories about the "behind the scenes" of games journalism, and try to dissect the complicated topic of review scores. We don't plan on giving this episode a score, but we sincerely hope you enjoy it.Want to learn more about Basileus? Check out the official website.Looking for a new game to dive into? Romance of Raskya is available on itch.io and Steam. (Since the game contains adult content, Steam requires you to log in to your account before viewing the page). SpR fUn FaCt: Developers earn a higher percentage of the asking price when you buy directly from itch.io, and you have the option to tip if you so choose. In the case of Romance of Raskya, your itch.io purchase also comes with a complimentary Steam key.Listen to Beach Girl on SpotifyCheck out edouggieart on EtsyCheck out even more edouggieart on Instagram
Amidst their travels, Cody and Mikayla discuss some wacky and weird wikiHow pages. Mikayla goes off the deep end talking about how to calculate pi with... frozen hotdogs? And Cody finds some odd newspaper clippings. Ordinary Detour has a website!! Check us out at ordinarydetour.com Follow us on Instagram and Twitter @OrdinaryDetour
"The King was expected to marry his sister." In today's episode, I will dive into the world of royal inbreeding and incest in the middle ages and in the game Crusader Kings III. Sources mentioned in the episode “How Did Consanguinity Work in Medieval Marriages?” https://www.thoughtco.com/consanguinity-and-medieval-marriages-3529573 “Family (Relation) - CK3 Wiki.” Accessed August 16, 2021. https://ck3.paradoxwikis.com/Family_(relation)#Incest. “Royal Incest and Inclusive Fitness.” by Pierre L Van Den Berghe, Pierre L and Gene M. Mesher Difference between Wikis and Wikipedia http://www.differencebetween.net/technology/web-applications/difference-between-wiki-and-wikipedia/ Please rate, review and subscribe if you liked the podcast. For more information about this episode, a full list of sources, and all other episodes, visit www.playingwtpast.com
Jumping off from where we left off with Princess Peach—we're on to some of the most lovable Mario villains: Shy Guy and Koopa Troopa! Let's learn a little bit about their origins and the games they appear in. So grab a blankie, snuggle up, and prepare to dream of dancing Shy Guys and slippin' sliding koopa troopas! Tonight's Wikis: https://mario.fandom.com/wiki/Shy_Guy https://mario.fandom.com/wiki/Koopa_Troopa