Edit History (Oldest to Newest)
Version: 1
Fields Changed (Original)
Updated
Content

"Well, it's good that you don't just say 'no' and give up on the question!  In dath ilan, once you get past the kind of locks that parents use to keep young children from wandering into the workshop or the," no word for that then where do they do it, "cuddle-room, you get what's called Keeper locks, though they also appear on the more powerful weapons the military is allowed to own.  They consist of games that are never the same twice, with rules of a form that our brains can learn subconsciously without ever figuring them out consciously; the knowledge that lets you inside consists of you having learned to play the lock's game, after a few days or hours of practice and occasional refreshers; and you don't consciously know what the game's rules are, so you literally can't tell anybody else the system's equivalent of a code, even if they drug you."

"But let's say the lock just has ten digits and six numbers."

"Can an entity with Intelligence 100 determine the best possible six digit sequence that every lock should use?"

Version: 2
Fields Changed Content
Updated
Content

"Well, it's good that you don't just say 'no' and give up on the question!  In dath ilan, once you get past the kind of locks that parents use to keep young children from wandering into the workshop or the," no word for that then where do they do it, "cuddle-room, you get what's called Keeper locks, though they also appear on the more powerful weapons the military is allowed to own.  One component of a Keeper lock is a kind of key that's physically impossible to duplicate, though it has to be refreshed each time it's used; the other component is a game that never plays out the same way twice, with rules of a form that our brains can learn subconsciously without ever figuring them out consciously.  The knowledge that gets you inside consists of you having learned to play the lock's game, after a few days or hours of practice and occasional refreshers; and you don't consciously know what the game's rules are, so you literally can't tell anybody else the system's equivalent of a code, even if they drug you."

"But let's say the lock just has ten digits and six numbers."

"Can an entity with Intelligence 100 determine the best possible six digit sequence that every lock should use?"

Version: 3
Fields Changed Content
Updated
Content

"Well, it's good that you don't just say 'no' and give up on the question!  In dath ilan, once you get past the kind of locks that parents use to keep young children from wandering into the workshop or the," no word for that then where do they do it, "cuddle-room, you get what's called Keeper locks, though they also appear on the more powerful weapons the military is allowed to own.  One component of a Keeper lock is a kind of key that's physically impossible to duplicate, though it has to be refreshed each time it's used; the other component is a game that never plays out the same way twice, with rules of a form that our brains can learn subconsciously without ever figuring them out consciously.  The knowledge that gets you inside consists of you having learned to play the lock's game, after a few days or hours of practice and occasional refreshers; and you don't consciously know what the game's rules are, so you literally can't explain to anybody else how to get inside, even if they drug you."

"But let's say the lock just has ten digits and six numbers."

"Can an entity with Intelligence 100 determine the best possible six digit sequence that every lock should use?"

Version: 4
Fields Changed Content
Updated
Content

"Well, it's good that you don't just say 'no' and give up on the question!  In dath ilan, once you get past the kind of locks that parents use to keep young children from wandering into the workshop or the," no word for that then where do they do it, "cuddle-room, you get what's called Keeper locks, though they also appear on the more powerful weapons the military is allowed to own.  One component of a Keeper lock is a kind of key that's physically impossible to duplicate, though it has to be refreshed each time it's used; the other component is a game that never plays out the same way twice, with rules of a form that our brains can learn subconsciously without ever figuring them out consciously.  The knowledge that gets you inside consists of you having learned to play the lock's game, after a few days or hours of practice and occasional refreshers; and you don't consciously know what the game's rules are, so you literally can't explain to anybody else how to get inside, even if they drug you."

"But let's say the lock just has ten digits and six numbers."

"Can an entity with Intelligence 100 determine the best possible six-number sequence that every such lock should use?"