Is Steampunk Dead, And If So, What Are All These Steampunks Doing Here?

“Steampunk is dead. Totally dead. Very very sad. Yes, just leave the body with me. I want to get it inside before this, um…frightening thunderstorm…”
-Dr. Victor “Two Hats” Frankenstein

Steampunk: a curious anachronism that refuses to rust away quietly. This panel dissects whether the genre—born of Victorian daydreams and brass-plated audacity—has sputtered out or merely recalibrated its gears. We’ll probe its persistence in literature, fashion, and the odd corners of maker culture, asking why enthusiasts still don corsets and monocles in a world of algorithms and anxiety. With a raised eyebrow and a touch of restraint, we’ll explore if steampunk is a relic, a rebellion, or simply too stubborn to die. Expect sharp insights, subtle jabs, and a nod to the absurd beauty of it all.

Questions and Subjects for Discussion:

  1. The State of the Genre
    • Has steampunk’s output—novels, films, games—dwindled to a trickle, or are we just looking in the wrong places?
    • Do sales of top hats on Etsy or steampunk subreddit activity suggest a pulse, or are these mere echoes?
    • What separates a vibrant niche from a museum piece?
  2. Aesthetic Endurance
    • Why does steampunk’s obsession with cogs and crinolines still charm in an era of sleek minimalism?
    • Is its appeal a quiet protest against disposable tech, or just a fondness for things that clank?
    • Can the classical world teach the modern world innovation?
  3. The Maker’s Paradox
    • Why do steampunk enthusiasts insist on soldering their own pocket watches when Amazon exists?
    • Does the genre’s DIY ethos—blending 19th-century fantasy with 21st-century tools—keep it relevant, or is it just cosplay with extra steps?
    • Are makers innovating, or endlessly polishing the same brass?
  4. Media and Mutation
    • Where does steampunk linger most convincingly: dog-eared novels, indie games, or that one Netflix series nobody finished?
    • Has it bled into other genres, or is it too busy polishing its goggles to notice?
    • Can steampunk’s retro charm survive in a media landscape chasing the next dystopian fad?
  5. The Persistent Devotees
    • What compels someone to declare themselves a “steampunk” in 2025? Is it style, substance, or sheer contrariness?
    • Do conventions and online forums thrive on community or just mutual indulgence?
    • How do newcomers find steampunk, and are they rewriting its rules or reciting old lines?
  6. The “Dead” Question
    • If steampunk is dead, was it the weight of its own clichés or a simple failure to compete with flashier genres?
    • If it lives, what’s its strongest vital sign—fan fiction, fashion, or something less tangible?
    • Could steampunk’s refusal to die be its most punk trait?
  7. Technology and Tension
    • Does steampunk’s love for mechanical whimsy hold water in a world of quantum chips and neural implants?
    • Can it critique modern tech without sounding like a cranky Luddite in a waistcoat?
    • Are there whispers of a “new steampunk” that embraces today’s machines without losing its soul?
  8. The Human Element
    • What personal stories do fans tell about stumbling into steampunk’s orbit? A book? A costume? A random convention panel?
    • Is steampunk a refuge for misfits, a canvas for creatives, or just a very specific costume party?
    • How does its community balance gatekeeping with growth?

Paul Hoover, The Critter Creator

Paul is great. You should meet Paul.

Paul Hoover, a.k.a. The Critter Creator, creates critters. Mostly Halloween critters (monster props, masks, decorations) but sometimes other holiday critters and fun beasties. He works with the most inexpensive materials he can find, and has worked many years with paper mache. He also works with various plastics, and mixed media. He will soon be creating a video series that details what he does and how he does it.

“Some people have learned to embrace their inner child”, he says, “I actually just decided to become him, and wow has life been fun ever since!” He invites you to see his work, ask questions, and get solid answers with perhaps a bit of whimsy thrown in.

Creating Imaginary Places For Real People – Wonderplace Alpha

“If there’s one thing we’ve tried to teach people in Doom, it’s that if you’re breaking into a cursed high-tech maze, and you see unidentified liquids in mysterious flasks, you should drink them. Ditto a chicken leg that’s been buried in a wall for 30 years.”
-Sandy Peterson, “Doom” and “Call of Cthulhu the RPG” designer

Step into a captivating discussion with visionary creators who design extraordinary worlds for those who embrace the unconventional. Inspired by Sandy Petersen’s playful wisdom from Doom, this panel explores the art of crafting imaginary places—think enchanted labyrinths, futuristic hideouts, or whimsical realms—tailored to adventurous and unique spirits. Join writers, artists, game designers, and more as they reveal the joys and challenges of building spaces for an audience that delights in the unexpected. From the spark of inspiration to the thrill of connecting with their fans, our panelists will share their creative journeys and insights. This is your chance to hear their stories, ask questions, and celebrate the magic of places made for the wonderfully unusual.

  1. Inspiration from the Unusual:
    • “What’s the most unexpected source of inspiration you’ve found for creating an imaginary place, and how did it shape your work for your unique audience?”
    • Discussion: Explore how real-world oddities—like a strange artifact, a peculiar person, or an offbeat location—turn into fantastical settings.
  2. Defining the ‘Unusual’ Audience:
    • “Who are the ‘unusual people’ you create for, and how do they influence the worlds you build?”
    • Discussion: Dive into the traits of their fans—adventurous, quirky, rebellious?—and how those qualities drive the design of a place, from its tone to its details.
  3. A Favorite Creation:
    • “Tell us about one imaginary place you’ve crafted that you’re especially proud of—what makes it a perfect fit for your unusual crowd?”
    • Discussion: Let panelists paint a vivid picture of a specific world (e.g., a haunted asteroid saloon, a forest of living clocks) and why it resonates with their audience.
  4. Risk and Reward:
    • “Sandy Petersen talks about drinking mystery liquids and eating ancient chicken—what’s a creative risk you’ve taken in your world-building that paid off big?”
    • Discussion: Reflect on bold choices—like bizarre rules, unconventional aesthetics, or daring interactivity—that surprised even themselves with their success.
  5. Balancing Weird and Welcoming:
    • “How do you make a place strange enough to thrill the unusual, yet inviting enough to pull them in?”
    • Discussion: Unpack the tightrope between pushing boundaries and keeping a world relatable—think accessibility in a labyrinth of oddity.
  6. Audience Reactions:
    • “What’s the wildest or most memorable reaction you’ve gotten from someone exploring your imaginary place?”
    • Discussion: Share funny, touching, or downright weird stories of how fans have embraced (or misinterpreted!) their creations.
  7. Tools of the Trade:
    • “What’s one technique or trick you use to bring an imaginary place to life for your audience—something they can feel, see, or step into?”
    • Discussion: Compare methods—vivid prose, immersive sound, tactile art—and how they hook the unconventional mind.
  8. Challenges of the Craft:
    • “What’s the toughest part about creating worlds for people who crave the strange, and how do you overcome it?”
    • Discussion: Tackle hurdles like over-the-top expectations, niche appeal, or keeping the spark alive across projects.
  9. The Joy of Connection:
    • “What’s it like seeing your unusual people—your readers, players, visitors—step into the places you’ve made for them?”
    • Discussion: Capture the emotional payoff when a world clicks with its audience, from quiet nods to full-on fandom.
  10. Advice for Aspiring Creators:
    • “If someone wants to start building imaginary places for the unusual, what’s one piece of advice you’d give them to get started?”
    • Discussion: Wrap up with practical or philosophical tips—encouraging the next wave of weird-world makers.

“What IS Steampunk? …the eternal, inevitable panel.”

Photon Regulator from The Alchemist's Son

What IS Steampunk? Is it even possible to have a Steampunk event without a panel that asks what Steampunk is?

Dive headlong into the clanking, whirring soul of steampunk with this Wonderplace Alpha roundtable—a gathering of sharp minds and wild spirits ready to unravel one of the strangest beasts in the genre jungle. This isn’t some dusty lecture or a goggle-polishing tutorial; it’s a full-on, no-holds-barred tussle with the question: What is steampunk, anyway? Picture a table surrounded by tinkerers, dreamers, and rebels—each with their own scars and stories from the steam-powered fray—hashing out the essence of this Victorian-tinged madness. From the grit of brass gears to the glow of gaslit dreams, they’ll peel back the layers of a world that’s equal parts history, fantasy, and outright defiance. Expect sparks, arguments, and maybe a few raised tankards—this is steampunk, raw and unfiltered, served up for Wonderplace Alpha’s curious and chaotic travelers.

Discussion Subjects:

  1. The Spark of Origin
    Where does steampunk ignite—those gaslit novels of the 19th century, or a later rebellion against shiny sci-fi? Is it born from the pages of Verne and Wells, or forged in the workshops of modern misfits dreaming of a past that never was?
  2. Steam, Style, or Spirit
    Does steampunk demand hissing boilers and copper pipes, or is it deeper—a mood, a philosophy, a way to thumb your nose at sterile futures? Can it thrive without the tech, or is the machinery its beating heart?
  3. History’s Mirror or Fantasy’s Playground
    Is steampunk a warped reflection of Victorian reality—corsets, colonialism, and all—or a fantastical escape where airships rule and time bends? How much does it owe to the past, and how much does it rewrite it?
  4. The Craft of the Crafters
    What binds steampunk’s soul—scribbling tales of clockwork empires, stitching velvet vests with hidden gears, or welding contraptions that puff and spark? Is it art, engineering, or a bit of both—and who decides what’s “authentic”?
  5. The Edges of the Ether
    Where does steampunk blur into other realms—gothic shadows, cyberpunk rust, or high-fantasy whimsy? Are there borders to patrol, or is it a lawless frontier where anything with a whiff of steam can stake a claim?
  6. The Tomorrow of Yesterday
    What’s next for steampunk—does it chug into new eras, mash up with diesel or solar, or stay forever locked in its sepia haze? Can it evolve without losing its grit, or is it a relic meant to rust beautifully?

YenYorkCity Live at Wonderplace Alpha

Yen!

YenYorkCity is a New York City based music podcast hosted by Yen York and Luna Soturi, where musicians from around the world share their stories, creative processes, and industry experiences. Through in-depth conversations, the show highlights diverse talents, offering listeners a mix of inspiration, behind-the-scenes insights, and real talk about the music world. Whether featuring rising artists or seasoned pros, YenYorkCity is a platform for authentic storytelling and meaningful connections in the music community.

For podcasts and more information visit: YenYorkCity.com

Scream Queens, Artists, Authors, Mad Scientists, and Other Odd Persons Collude: A Panel & Discussion – Wonderplace Alpha

“The only way to deal with this life is to find it absurd and love it anyway.”
— Donald Barthelme


Questions and Concepts

  1. Origins of the Peculiar
    • What drives someone to embrace the strange, the macabre, or the unorthodox in their creative or scientific pursuits?
    • How do childhood fears or fascinations shape the work of scream queens, artists, writers, and mad scientists?
  2. The Scream as Art
    • Is there a universal thread connecting the scream in horror, the chaos of mad science, and the raw expression of art or writing?
    • How do you harness terror or madness as a tool for creation rather than destruction?
  3. Blurring Boundaries
    • Where does the line between artist, writer, scientist, and “peculiar person” dissolve—and does it matter?
    • Can madness in one field (e.g., science) inspire genius in another (e.g., storytelling or performance)?
  4. The Monstrous Muse
    • What role do monsters—literal or metaphorical—play in fueling your work?
    • How do you decide whether to tame the monster or let it run wild in your creations?
  5. Subculture Synergy
    • How do subcultures like horror, steampunk, goth, or surrealism collide to birth new ideas among scream queens, artists, and mad scientists?
    • What’s the strangest collaboration you’ve witnessed or dreamed of between these worlds?
  6. The Ethics of the Extreme
    • Is there a moral limit to how far you’ll push your art, experiments, or stories—or is the peculiar defined by its rejection of limits?
    • How do you respond to those who call your work “too much” or “too strange”?
  7. Time, Space, and Weirdness
    • How does the liminal nature of Wonderplace Alpha amplify or challenge your creative process?
    • If you could pull inspiration from any era or dimension, where would you go and why?
  8. The Audience’s Role
    • Do you create to provoke, entertain, enlighten, or terrify—and how do you handle when the audience reacts in unexpected ways?
    • What’s the wildest reaction you’ve ever gotten to your work, and did it change you?
  9. Tools of the Trade
    • What’s the one tool, concept, or ritual you can’t create without—be it a pen, a scream, a formula, or something odder?
    • How do you adapt when your tools fail or the experiment goes awry?
  10. Legacy of the Peculiar
    • What mark do you hope to leave on the cosmos as a scream queen, artist, writer, or mad scientist?
    • If your work outlives you in Wonderplace Alpha, what should future travelers uncover about you?

“Blueprints of the Beyond: Crafting Tomorrow’s Worlds in Sci-Fi and Fantasy Architecture” – Wonderplace Alpha

Where will architecture go?

“One of the great beauties of architecture is that each time, it is like life starting all over again.”
– Renzo Piano


This panel explores how science fiction and fantasy architecture ignites inspiration, challenges design norms, and hints at the future of built environments. From towering spires of mythical realms to sprawling interstellar cities, we’ll dissect iconic examples, debate their real-world potential, and imagine how they could shape tomorrow’s landscapes. Artists, creatives, and architecture students will leave with fresh ideas to bridge the fantastical and the feasible.


Suggested Panelists

(As before, for reference):

  1. A Concept Artist (sci-fi visuals).
  2. A Fantasy Illustrator/Writer (mythical vibes).
  3. An Architecture Student/Young Architect (technical grounding).
  4. A Creative Futurist/Designer (innovative edge).

Panel Structure (60-75 minutes)

1. Opening Hook (5-10 minutes)

  • Moderator Prompt: “Picture yourself strolling through a gleaming orbital habitat, a castle carved from living stone, or a city that floats on clouds. What makes these spaces unforgettable—and could they exist?”
  • Each panelist shares (1-2 minutes): Their favorite fictional architecture and what draws them to it.
  • Audience poll: “Which fictional setting would you call home—sci-fi metropolis or fantasy kingdom?”

2. Core Discussion Segments (40-50 minutes)

Three thematic blocks with full question sets:

A. Inspiration from Fiction (15 minutes)

  • Questions:
    • How do sci-fi and fantasy architecture (e.g., Coruscant’s endless skyline or the labyrinthine halls of Gormenghast) reflect the values, dreams, or fears of their worlds?
    • What artistic techniques—like scale, color, or texture—bring these structures to life in a way that feels believable, even if impossible?
    • How might these designs influence real-world trends, like minimalist sci-fi aesthetics or organic fantasy forms?
    • For artists: How do you decide what details to exaggerate or simplify to sell the illusion?

B. Feasibility and Challenges (15 minutes)

  • Questions:
    • Could we engineer a sci-fi icon like the Halo ring or a fantasy marvel like Erebor’s mountain halls with today’s tech—or tomorrow’s (e.g., graphene, robotics)?
    • What practical hurdles—gravity, weather, resources—would architects face adapting these visions to reality?
    • How do you make a fantastical structure functional without losing its magic? (e.g., plumbing in Hogwarts, power grids in a cyberpunk city.)
    • For students: What current architectural experiments (e.g., underwater hotels, lunar bases) echo these fictional leaps?

C. The Future of Design (15 minutes)

  • Questions:
    • How might sci-fi megastructures (e.g., arcologies) or fantasy eco-cities (e.g., Lothlórien) address real challenges like overpopulation or climate change?
    • What role could emerging tools—AI generative design, holographic modeling, or bioengineered materials—play in turning fiction into fact?
    • How can collaboration between artists and architects spark bolder, more human-centric designs?
    • Wildcard: If you could pitch one fictional structure to build in the next decade, what would it be and why?

3. Audience Q&A (10-15 minutes)

  • Sample Audience Questions to Encourage:
    • “How would you design a home for a non-human species, like a mermaid or a sentient AI?”
    • “What’s the most impractical fictional building you love—and how could we make it work?”
    • “How do you balance beauty and utility in a futuristic or fantastical design?”
  • Moderator Curveball: “If you had one sci-fi gadget or magical artifact to revolutionize architecture, what would you pick?”

4. Closing (5 minutes)

  • Each panelist shares one bold takeaway or creative challenge for the audience (e.g., “Sketch a building that defies gravity this week!”).
  • Final note: “The future isn’t just built—it’s dreamed. Let’s make the impossible real.”

Engagement Tips

  • Visuals: Slides with eye-popping examples—think the crystalline elegance of Krypton (Superman), the chaotic sprawl of Ankh-Morpork (Discworld), or the sleek minimalism of Her’s LA.
  • Interactive Twist: Mid-panel, give the audience 30 seconds to doodle a hybrid sci-fi/fantasy structure—share a couple with the room.
  • Tone: Playful yet sharp—let panelists bounce ideas and even disagree (e.g., “Floating cities are cool but impractical!” vs. “No, we just need better helium tech!”).

Phlogiston’s Furnace: Smelting Sound from the Unseen Flame – Wonderplace Alpha

Monkey.

“Well, my friends are gone and my hair is grey / I ache in the places where I used to play / And I’m crazy for love but I’m not coming on / I’m just paying my rent every day in the Tower of Song”
— Leonard Cohen, “Tower of Song”

We asked AI to describe this panel, and it said:
A blazing, no-holds-barred dive into the molten core of music-making—where the strange, the overlooked, and the fiercely personal get forged into sound. This is for the sonic renegades who thrive outside the mainstream’s glare, trading secrets on how they stoke their creative fires. It’s got the wild, industrial shimmer of Wonderplace Alpha—think blacksmiths hammering beats beside a Victorian séance. Bold, practical, and dripping with that phlogiston spark, it’s a panel that’ll make musicians itch to spill their guts and show off their craft.

And THIS is why we let humans write our lyrics.

We asked a human to describe this panel, and she said:

“I like making music, and I like talking about making music, as long talking doesn’t take too much time away from making.”

Vibe:
This is the kind of panel which deserves to happen in some smoky backroom. And if any of us still smoked, that might be some kind of possibility.

A Bunch of Questions By Musicians For Musicians:

  1. “What’s the most unmusical noise you’ve ever heard—a clanging pipe, a howling dog, a busted engine—that you’ve turned into a track?”
  2. “What’s a ritual or habit you’ve got—superstitious or dead practical—that gets you from blank slate to first note?”
  3. “Ever had a song hit you like a punch—full-formed, no warning? Where were you, and how’d you catch it before it slipped away?”
  4. “What’s a piece of junk—literal or emotional—you’ve dragged into your music that ended up gold?”
  5. “What’s the wildest misstep you’ve made mid-creation that turned into your favorite accident?”
  6. “Who’s a ghost in your sound—some obscure influence, dead or alive, no one’s clocked yet?”
  7. “What’s the strangest gig you’ve played—hole-in-the-wall or fever-dream weird—and how’d it shape your next move?”
  8. “How do you smuggle a feeling into a song—one so specific it’s yours alone—without spelling it out?”
  9. “What’s a sound or tool you’re obsessed with right now that you’d bet no one else on this panel’s touched?”
  10. “If you could torch one expectation about ‘making it’ in music, what’d you burn—and what would you build from the ashes?”
  11. “What’s a lyric or riff you’ve buried in a track that’s secretly a map to who you are?”
  12. “How do you keep the spark alive when you’re stuck in a rut—any tricks up your sleeve that’d surprise us?”
  13. “What’s the most feral thing you’ve done to chase a sound—like screaming into a canyon or smashing something—and did it work?”
  14. “Ever made a song that scared you—too raw, too close—and then let it loose anyway? Why?”
  15. “What’s a myth about ‘alternative’ music you’d love to debunk with a single chord?”

What Musicians Might Want to Talk About (But Rarely Get Asked):

  • The messy, unglamorous grind—how they push through doubt or dead ends.
  • Oddball inspirations—random junk, weird weather, forgotten books—not the usual “muse” clichés.
  • The physicality of it—how their hands, voice, or space shape the sound.
  • Secret victories—like nailing a track no one’s heard yet, or outsmarting a creative block.
  • The baggage they carry—personal quirks or scars that leak into their work, not just “breakup songs.”
  • Gear or techniques they’re geeked about but no one cares to ask.
  • The gigs that broke them—good or bad—and the scars or swagger they left behind.

Subtle Ways to Promote Their Work:

  • Easter Eggs: Answer with, “That clanging pipe? It’s in the bridge of my track ‘Rust hymn’—check it out.” (Casual, not pushy.)
  • Story Hooks: “This one time, at a dive bar with three drunks, I debuted what became ‘Ash Waltz’—changed everything.” (Teases the work via anecdote.)
  • Gear Flex: “I’m messing with a warped cassette deck lately—it’s all over my EP dropping next month.” (Subtle plug, tied to craft.)
  • Crowd Nod: “If you’ve heard my stuff, you might catch that canyon scream in ‘Wraith Echo’—total fluke.” (Invites fans without begging.)
  • Panel Bait: “I’d love to hear what [other panelist] thinks of this—I’ve got a riff in ‘Coal Vein’ that’s pure chaos.” (Collaboration tease, name-drops work.)

Not-Subtle Ways to Promote Their Work:

  • Clip Drop: Bring a 20-second snippet—“This is ‘Forge Lament,’ born from a busted radiator—hear it live next week!” (Direct, bold.)
  • Shameless Callout: “My album ‘Phlogiston Hymns’ is out now—every track’s a piece of this madness we’re talking about.” (Full-on pitch.)
  • Merch Plug: “I’ve got CDs of ‘Iron Requiem’ at the back—grab one if you dig this vibe.” (Old-school hustle.)
  • Live Tease: “I’m playing the Pub tomorrow—expect that feral scream I mentioned, full blast.” (Event tie-in.)
  • Challenge: “Bet you can’t guess which song this story’s from—stream ‘Cinder Psalm’ and find out.” (Gamifies it.)

Why They’ll Jump In:
“Phlogiston’s Furnace” crackles with energy—it’s a forge, not a lecture hall. The questions hit what musicians ache to unpack: the raw, the weird, the unglossed truth of their craft. They’ll see Wonderplace Alpha’s eclectic sprawl—steampunk grit, Victorian excess, medieval madness—and know this is their turf. Subtle or loud, they’ve got room to flex their work without it feeling forced. It’s a panel that says, “Bring your strangest self; we’ll fan the flames.”


Creating Peculiar Art In An Increasingly Surreal Universe

By Wolfgang Weisser.

Surrealism is destructive, but it destroys only what it considers to be shackles limiting our vision.”

-Salvador Dali

Some art defies convention. Some art defies convention and gets you funny looks even from most art lovers. From steampunk to goth, from darkwave music to cyberpunk poetry, we’ll explore how these subcultures fuel the creativity of our panelists. Prepare for a journey through time, space, and the depths of human imagination.

Panel Setup:

  • Moderator: A charismatic figure with a flair for the dramatic, guiding us through this odyssey of the esoteric. *cough cough can we get Jeff to do this if we flatter him enough?*
  • Panelists: A curated selection of artists from the fringes of creativity, each a master of their unique domain.

Discussion Format:

We kick off with a theatrical entrance or a quirky performance to set the stage for an unforgettable experience. The moderator will weave the audience into the conversation, ensuring you’re not just spectators but participants in this celebration of the peculiar.

“OH WOW, THAT’S A LOT OF WEIRD PEOPLE IN THE AUDIENCE TONIGHT.”

Themes & Questions:

  • In the Labyrinth of Leather and Gears: How has being part of subcultures ignited your artistic fire? What should people know about being an unusual visual creator?
  • Unholy Unions: Share your story of the most surprising art form collaboration you’ve encountered.
  • Fringe Finances: How do you keep your art alive when the world isn’t watching? What are some changes to funding art with the rise of current Internet culture?
  • The Black Sheep: How has being different at art events turned into your strength?
    • …or how has it been hard for you, and why still do it?
  • Symphony of the Strange: How does unconventional music inspire your art?
    • Moderator’s Twist: Music and visual art are co-conspirators in creativity. How can we bolster this synergy?
  • Purity of Peculiarity: How do you stay true to your art in a world that often pushes for commercial success?
    • (At this point, the members of the panel are encouraged to rob the members of the audience at watermelon-point.)
  • Urban Legends: What myths about underground art do you want to dispel?
    • Moderator’s Twist: By myth-busting, we pave the way for new creators. How can we help?
  • Digital Dungeons of …It’s Really Annoying To Try To Figure Out Musical Platforms: What’s your most effective strategy to connect with fellow enthusiasts in the digital age?
    • Moderator’s Twist: This is a good time to remember to tell a friend to support a weird artist.
  • Time Machine Advice: What wisdom would you share with your younger self in this bizarre realm?
    • Moderator’s Twist: Pledge to mentor the next wave of oddball artists. What would you say to them?
  • Future Visions: What does the future hold for art living in the shadows?
    • Moderator’s Twist: We are the gardeners of this unique garden; how will we nurture it?

Interactive Segment:

  • Pledge of Peculiarity: Make a commitment to support niche artists — buy their work, share it, or attend more events. We won’t actually make you take a pledge. But we’ll sure think it hard.