EDIT: Minor updates happened.
I'd like to ask you all for thoughts on a certain idea I'm toying with. Especially any of you who are familiar with the Wheel of Time fantasy series by Robert Jordan.
I play a MUD (multi-user dungeon, basically a text-based MMORPG), based on that series. One of my characters is a member of the White Tower, which is basically a mage organisation/school, and as part of our roleplay activities we sometimes hold classes (example, long, probably not worth your time) for lower rank members. These typically last an hour or two and sometimes get used to convey interesting real life knowledge. For instance there has been a class on mnemonic techniques.
I see an opportunity to spread rationality a little. One of the Ajah (subdivisions) of the Tower is specifically concerned with pursuing truth, logic etc. which means if I joined it, I would have no trouble teaching a class or two with some material from the Sequences. I wonder if any of us here have done things like that in the past?
What sort of essentials would you pack into a class or at most a few classes 1-2 hours each (not just me reading stuff out but including a discussion), for people without technical backgrounds? Conducted at typing speed, so basically imagine you're going to spend two hours talking to 3-6 people about rationality on IRC chat or some such setting.
Also, should I involve or steer away from the metaphysics of the Wheel of Time setting (the Creator/Dark One, the Pattern etc)?
My ideas so far:
Part 1: "Cognitive biases, or why you, yes you, are an idiot".
- which ones would be most interesting/simple/useful to teach about?
- Obviously i need to start with how knowing about biases can hurt you...
- Confirmation bias: I might try the 2-4-6 game, though it'll be a bit of a mess in a group setting.
- what other biases and examples would you use?
Part 2: Truth and evidence
- truth, map/territory
- what is evidence
- rational evidence vs other kinds of evidence
- what is not evidence (instead of UFO cults I'd speak of False Dragon followers)
A question I anticipate coming up: Is there rational evidence for the Creator/Dark One/the Pattern? Ideas for handling this needed.
Note: I am NOT aiming at atheism at all costs, like a Force Skeptic approach. It's neither very rational if we're in WoT, nor practical for my character. In fact I intend to not talk about religion if possible. Wrong setting, wrong audience for that.
Part 3: Bayes' theorem
- the wedding in the desert example looks easily adaptable (Aiel!)
- more examples of practical Bayes Theorem application needed!
Or is the very idea of teaching Bayes in such a setting an outrageous underestimation of the inferential distance?
So yeah. Any ideas or advice that might help me give this shape and make it interesting and successful would be appreciated.
Varies wildly. The format's very old and requires relatively little specialist knowledge (if you can code a Telnet client, you've solved probably the most difficult technical problem in creating a crude MUD server, although it can of course get way more complicated), and there are open-source libraries all over the place, so MUDs have been made that cater to every playstyle you can imagine, as long as it kinda-sorta works with text output and command-based keyboard input. There are games that're focused on exploring the world and poking things to see what jumps, and there are games that're all about roleplaying and lore, and there are games that are pretty close to a multiplayer Progress Quest. There's a famous article by the developer of MUD that goes into these divisions in somewhat more detail.
If you're looking for a lore-heavy game with a good roleplaying community around it, but with gameplay depth and room to explore, that narrows down your options quite a bit; the RP side of the MUD universe is associated mainly with the MUCK and MOO families, which tend to be less gamified and more closely resembling a network of IC chat rooms with props and some spatial structure to them. There are some exceptions, though; a few years ago some games with heavy RP aspirations attempted to form a subgenre of sorts under the banner of RPI (Roleplaying Intensive), but unfortunately the initiative seems to have largely collapsed under the collective weight of the egos involved. Some of the games persist, as do others with similar goals but no direct involvement: Armageddon, a Dark Sun pastiche of sorts, is one of the larger and more resilient. (I'm involved in a similar project, on a much smaller scale.)
If Armageddon and its cousins are a little too lore-heavy and/or serious for you, I've also had a lot of fun playing Discworld MUD. Haven't touched it in years, though, so I can't comment on its present state or any recent changes.