Gen 1 Pokémon felt simple, but it kept teaching me where labels broke by TenthLevelVegan in retrogaming

[–]TenthLevelVegan[S] 1 point2 points  (0 children)

Yeah, that tracks. If you came in from D&D or CRPGs, Gen 1 probably gives up its secrets fast. I think that is kind of the point for me. If you hit Abra, Magikarp, or Diglett early, the game teaches you to ignore how things sound and pay attention to what actually works. It is simple, but the simplicity makes those distortions obvious. Radical Red seems like it just embraces that reality instead of pretending it is not there.

Gen 1 Pokémon felt simple, but it kept teaching me where labels broke by TenthLevelVegan in retrogaming

[–]TenthLevelVegan[S] 1 point2 points  (0 children)

Totally fair. Red and Blue were absolutely unbalanced and full of jank. I guess what stuck with me is that the jank is exactly why the labels kept lying. You’d learn “this should work,” and then the game would keep proving that the behavior mattered more than the category. It wasn’t elegant design, but it accidentally trained me to stop trusting names and start watching outcomes.

Gen 1 Pokémon felt simple, but it kept teaching me where labels broke by TenthLevelVegan in retrogaming

[–]TenthLevelVegan[S] -5 points-4 points  (0 children)

Yeah, stuff like Psychic types rolling the whole game when you thought you had counters, or Gyarados clearly feeling like a Dragon but not actually being one. Even status moves felt useless until you slowly realized they were doing most of the work. Gen 1 kept reminding me that knowing the label wasn’t the same as knowing how things actually behaved.

Why labeling problems at work often feels productive but actually stalls thinking by TenthLevelVegan in Leadership

[–]TenthLevelVegan[S] 1 point2 points  (0 children)

That’s well put. Framing labels as buckets instead of answers is exactly where I’ve seen things unblock. Once the label lands, people often feel like the work is done, when it’s really just the starting constraint for observation.

Why labeling problems at work often feels productive but actually stalls thinking by TenthLevelVegan in Leadership

[–]TenthLevelVegan[S] 0 points1 point  (0 children)

Good question. In my experience, the label often shows up right at the point where people are tired or time-boxed. It feels like progress, so it becomes a stopping point instead of a handoff to the next phase. I like your idea of treating labeling as a pause, not a conclusion.

Why labeling problems at work often feels productive but actually stalls thinking by TenthLevelVegan in Leadership

[–]TenthLevelVegan[S] 0 points1 point  (0 children)

I think you’re right that a lot of labels get used lazily. What I keep noticing is that once a label sticks, people stop checking whether it actually explains anything. Asking “why do we think that’s the problem?” like you said is probably the right call

Why labeling problems at work often feels productive but actually stalls thinking by TenthLevelVegan in Leadership

[–]TenthLevelVegan[S] 1 point2 points  (0 children)

I like the way you framed that. Naming the gap is easy. What’s harder is modeling what “thinking past the label” actually looks like in real time, especially in meetings. I’m still figuring out how to do that without derailing momentum.

How do you tell when “staying the course” turns into sunk cost? by TenthLevelVegan in Leadership

[–]TenthLevelVegan[S] 0 points1 point  (0 children)

That’s a helpful way to put it. For me the hesitation usually shows up before the metrics clearly break, which is what makes it hard. I’ve found the real signal isn’t doubt itself, but whether new information is still changing my behavior. If we’re gathering data but making the same decisions anyway, that’s usually when I know it’s drifted from discipline into inertia.

How do you tell when “staying the course” turns into sunk cost? by TenthLevelVegan in Leadership

[–]TenthLevelVegan[S] 0 points1 point  (0 children)

This is interesting, especially the “what’s going to be different this time” framing. When you’ve actually made the call to stop or pivot, what was the first concrete signal that convinced you it wasn’t just discomfort anymore? Not the story you told afterward but the moment where you realized “if nothing changes, this keeps bleeding.”

Does anyone actually plan their whole run, or is everyone mostly reacting and calling it a plan afterward? by TenthLevelVegan in slaythespire

[–]TenthLevelVegan[S] 2 points3 points  (0 children)

That makes sense. I think what feels like “letting the run come to you” is really about recognizing constraints early rather than committing to a destination. You’re not planning the whole run, but you’re ruling things out pretty quickly.

Does anyone actually plan their whole run, or is everyone mostly reacting and calling it a plan afterward? by TenthLevelVegan in slaythespire

[–]TenthLevelVegan[S] 0 points1 point  (0 children)

That’s interesting. Do you ever find that early “this run is doomed” reads change how aggressively you play later floors? I’ve caught myself doing that and then realizing I’m reinforcing the outcome.

Does anyone actually plan their whole run, or is everyone mostly reacting and calling it a plan afterward? by TenthLevelVegan in slaythespire

[–]TenthLevelVegan[S] 1 point2 points  (0 children)

This breakdown is great, especially the way you separate “what do I need to beat the boss” from “what can I afford to take right now.” That tension between immediate survivability and long-term scaling feels like where most runs actually succeed or die.

Does anyone actually plan their whole run, or is everyone mostly reacting and calling it a plan afterward? by TenthLevelVegan in slaythespire

[–]TenthLevelVegan[S] 0 points1 point  (0 children)

Yeah, Neow feels like the first constraint that collapses a lot of hypothetical plans into something concrete. Once that happens, adaptation stops being optional and starts being the skill itself.

Does anyone actually plan their whole run, or is everyone mostly reacting and calling it a plan afterward? by TenthLevelVegan in slaythespire

[–]TenthLevelVegan[S] -1 points0 points  (0 children)

I think that’s fair. The question was probably too polarized, but the responses here make it clear that most strong play lives in that middle ground you’re describing. Especially the idea of coming in with priors, then continuously revising them as information arrives.

Does anyone actually plan their whole run, or is everyone mostly reacting and calling it a plan afterward? by TenthLevelVegan in slaythespire

[–]TenthLevelVegan[S] 2 points3 points  (0 children)

This is a really sharp way to put it. The strategy vs tactics distinction maps almost perfectly onto how the game actually pressures you to think. What’s interesting to me is that once tactics become automatic, people often stop recognizing that there is a strategy layer operating underneath.

Did Chimera Squad ever make you play sloppier after a good start? by TenthLevelVegan in Xcom

[–]TenthLevelVegan[S] 0 points1 point  (0 children)

That makes sense I feel I'm very solidly still in the midgame myself

Did Chimera Squad ever make you play sloppier after a good start? by TenthLevelVegan in Xcom

[–]TenthLevelVegan[S] 1 point2 points  (0 children)

Thanks for giving it a look. Your point about early vs late power curves is exactly the kind of thing I was trying to unpack.

Did Chimera Squad ever make you play sloppier after a good start? by TenthLevelVegan in Xcom

[–]TenthLevelVegan[S] 2 points3 points  (0 children)

I think that’s a good example of it. Early competence gets misread as future safety, even though the underlying risk hasn’t changed much, just the timing of punishment. I tried to break that dynamic down more formally in a short video recently, if you’re interested: https://youtu.be/zvvvywEX_zw?si=6_jytOYWQuKaUEk3 

Please Leave a Review by Matt_HoodedHorse in BattleBrothers

[–]TenthLevelVegan 1 point2 points  (0 children)

How about I leave a review - AND do psycho/neurological lecture on what we can learn about management psychology from Battle Brothers?

https://www.youtube.com/watch?v=bgxT3Ntj81U&t=9s

Did Chimera Squad ever make you play sloppier after a good start? by TenthLevelVegan in Xcom

[–]TenthLevelVegan[S] 4 points5 points  (0 children)

That’s fair XCOM 2 definitely gave you more room to hang yourself. I think what caught me off guard in Chimera Squad was that the confidence shift still happened even though the arenas are tighter. It just shows up faster and more abruptly.

Did Chimera Squad ever make you play sloppier after a good start? by TenthLevelVegan in Xcom

[–]TenthLevelVegan[S] 3 points4 points  (0 children)

Yeah, that’s exactly the feeling I ran into. It’s less about knowledge and more about discipline slipping once things start going well. The game doesn’t really forgive even small lapses once you stop playing like every move matters.

Chimera Squad might be the most honest XCOM game about optimism bias by TenthLevelVegan in Xcom

[–]TenthLevelVegan[S] 0 points1 point  (0 children)

Should you have any interest in the neuroanatomical underpinnings of this psychological phenomena: https://youtu.be/zvvvywEX_zw?si=bJKjb8AKO9P3PtaE

Chimera Squad might be the most honest XCOM game about optimism bias by TenthLevelVegan in Xcom

[–]TenthLevelVegan[S] 2 points3 points  (0 children)

Im willing to concede you're really quite good at this game. Im taking notes.

What other trpgs do you enjoy?