sixhourlog

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wiki 3 entries · 2 links revised in place, not republished · techniques

unwritten 16 the posts lean on these; stubs exist, no page yet

  • stub baseline The measurement of focus that does not exist, without which no rule about attention can be tested.
  • stub cheap dopamine The release that feels like progress and leaves you where you were; easy to spot in games, hard to spot in research about how serious people work.
  • stub crossing the threshold Starting is the hard part, not the work, and crossing never makes the next crossing easier.
  • stub depth The state of knowledge-having that is envied in others, regardless of subject; claimed never to have been reached, except once.
  • stub drag Whatever takes attention and gives nothing back; the plane analogy, and the rule that cannot tell a cost from an investment.
  • stub goal A number you reach and are done with; useful inside a pursuit, fatal in place of one.
  • stub pursuit A direction you can be in without arriving; the thing a goal is not.
  • stub rumination Hard-to-break mental loops that compete for the same attention as the work; the walk back to the car.
  • stub six-hour logout The timer Old School RuneScape logs you out on after six hours, which the site is named after.
  • stub the middle mode A normal amount on a normal day, kept up long enough that it stops feeling like anything; the mode the other eight rules assume and which has not been run.
  • stub the target What the set-aside hours are pointed at: machines at the level where the bugs live, and one domain deeper than anything before.
  • stub the trade What depth costs, named plainly: parties, time with people, not always but often enough; and whether it would actually be paid.
  • stub the vault The complete plan that was never opened again: planning as a way of not being able to fail yet.
  • stub the witness A public date is the only self-imposed commitment that has held; the site exists to be it, and the record and the ledger are how.
  • stub understanding versus memorizing Knowing how to do the problems on the practice test is not knowing the concepts; the 70 and the 98.
  • stub vehicle The current means of a pursuit, which can be swapped without the pursuit changing; leaving one is allowed, leaving because it got hard is not.

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