14 August 2025

RPGaDay 2025: Day 14

14. Mystery

Mystery is one of the fundamental ingredients of a worthwhile role-playing adventure regardless of the actual genre to which it may belong. A mystery—or the mysterious—is what sparks curiosity, and curiosity is one of the most powerful forms of motivation known to playerkind. One needn't write fullblown mystery adventures (although they can be very rewarding), but it's worthwhile to drop a mystery here and there in the foreground or background of an adventure, perhaps connecting them with larger mysteries that might not even be revealed until a later adventure in the near or somewhat distant future.

Mystery is the spice of role-playing.

13 August 2025

RPGaDay 2025: Day 13

13. Darkness

I may have given the impression that I intended to end my RPGaDay 2025 run, which is true, but I suddenly thought of something to write about regarding darkness vis-à-vis role-playing games, so my departure has been postponed.

Darkness as I See it

These are a few of my thoughts that can be applied to any role-playing game using its own rules system.

As long as a character has more or less normal vision, I do not penalize combat in partial darkness. If the moon is bright or there is any other light source (torches, phosphorescent fungi, glowing enchanted weapons, etc.), I assume the combatants can see one another well enough to fight normally. If the darkness is total (in a cave or under a moonless night sky without any sort of light source), then I penalize combat severely. It's as hard as fighting an invisible opponent, except you are blind to your surroundings as well. Unless extreme caution is taken with every action, the possibility of a dangerous mishap is significant. There are tactics that can improve player characters' chances of survival or even victory if they are cunning.

Exploration in total darkness is nearly impossible for normal-sighted folk, but it can be accomplished to a limited extent, albeit very slowly.

Most beings who can see in darkness are still limited in what they can discern. They might be able to see shapes or heat patterns, but they cannot read or see colors or two-dimensional images in the dark.

When a party is trying to navigate or accomplish anything in darkness, I prefer to allow them to communicate with one another freely and describe their actions, but I (as the referee) roll secretly to determine if they are successful. Hijinks will frequently ensue unless they are very careful. I prefer this method over having the players pass me notes about what they do and determining who actually does what to whom. First, it takes a very long time to resolve even the simplest actions, which leads to boredom. Second, it stops everyone from role-playing, which, again, leads to boredom. It is far better to let the players role-play openly and roll to see what really happens. Special tables can be be created for fumbling in the darkness. Special rolls can be introduced for determining who is unintentionally affected by another's action when the action critically fails or even just ordinarily fails. Just don't make the mistake of isolating players or restricting play. Keep everyone engaged in the game.

Those are a few of my thoughts about darkness. Maybe I'll continue with RPGaDay after all.

Maybe.

12 August 2025

RPGaDay 2025: Day 12

12. Path

I may have reached the point where I must leave the path of this year's RPGaDay.

Farewell...

Farewell...

Farewell...

[For more information on #RPGaDay (or #RPGaDay2025 specifically), read this.]

11 August 2025

RPGaDay 2025: Day 11

11. Flavour

How about Batman Slam Bang Vanilla (Banana Marshmallow in Vanilla-Flavored Ice Cream)? That's a flavor. (You can read about it here.)

The real question here is: What is Batman's favorite flavor? Or, more specifically: What is Adam West's Batman's favorite flavor?

I'm not sure how long I can last with this year's RPGaDay.

[For more information on #RPGaDay (or #RPGaDay2025 specifically), read this.]

10 August 2025

RPGaDay 2025: Day 10

10. Origin

Pass.

I hate to waste a prompt for RPGaDay, but some of these just don't warrant the effort without the promise of feedback from actual readers.

Moving right along...

[For more information on #RPGaDay (or #RPGaDay2025 specifically), read this.]

09 August 2025

RPGaDay 2025: Day 09

9. Inspire

This prompt utterly fails to inspire me. Pass.

[For more information on #RPGaDay (or #RPGaDay2025 specifically), read this.]

08 August 2025

RPGaDay 2025: Day 08

8. Explore

For the purpose of this article, we are using this definition of "explore" from Merriam-Webster's 11th Collegiate Dictionary:

2 : to travel over (new territory) for adventure or discovery

Any role-playing game can facilitate exploration as an activity. It doesn't matter what the game is. If it's a game in which players assume roles and interact with a world from a character perspective, exploration is possible. If it's a game in which story creation is the objective and players share the responsibility of shaping situations beyond the character perspective (sometimes to the point of creating the world itself), exploration as a player character activity is not possible. You cannot "explore" the unknown if you created it, because if you created it... it's known.

If exploration is one of the aspects of role-playing you enjoy, look for character-driven role-playing games—the more diegetic the better.

[For more information on #RPGaDay (or #RPGaDay2025 specifically), read this.]

07 August 2025

RPGaDay 2025: Day 07

7. Journey

Sherpa.

Sherpa is a role-playing game by Steffan O'Sullivan specifically designed to be played on the move (or, by extension, on a journey).

[For more information on #RPGaDay (or #RPGaDay2025 specifically), read this.]

06 August 2025

RPGaDay 2025: Day 06

6. Motive

Here are some tables I've created in the past that deal with "Motive":

[For more information on #RPGaDay (or #RPGaDay2025 specifically), read this.]

05 August 2025

RPGaDay 2025: Day 05

5. Ancient

Cover of Mazes & Minotaurs Creature Compendium.

I own several commercially published role-playing games that focus on the ancient world (Valley of the Pharaohs, Heroes of Olympus, Man, Myth & Magic, various GURPS source books, maybe some others), but the greatest role-playing game of that vast and loosely defined genre is, in my opinion, Mazes & Minotaurs. That's right, Mazes & Minotaurs. Eminently playable, excellently atmospheric, and still free.

(I may have mentioned it in a previous RPGaDay article exactly two years ago...)

[For more information on #RPGaDay (or #RPGaDay2025 specifically), read this.]

04 August 2025

RPGaDay 2025: Day 04

4. Message

Taking the prompt, "Message" literally, I consider it good or bad depending on the context. In the context of a thing in the game world that can be sent or received by characters, it is good. It gets brownie points if it takes the form of a handout for the players. It gets extra credit if it is exceptionally well crafted. Messages at the character level provide an additional form of communication that enrich the role-playing experience.

In the context of GM-to-player, player-to-GM, or player-to-player table activity (that is, participants passing notes to each other in order to maintain secrecy at the game table), it is, in my experience, bad. It creates mistrust and it excludes some players from doing the thing they are there for: playing the game. Regardless of the intentions of the note-passers, it's quite frankly rude.

To clarify, I am not saying all note-passing at the GM/player level is bad. If the GM hands out a different note to each player describing the dream the character had that night, that's acceptable. No one is left out and valuable time isn't wasted. If the player characters are gathering information in different ways, there is nothing wrong with passing them notes so they can share the information in their own words (a trick that I think would work well in games where the characters are part of the crew of a starship).

The kind of GM/player message exchange to which I object is the kind that involves duplicity—player characters stealing from their own party, making secret alliances, or sneaking off on private side quests. It's all well and good if you're playing a game like Paranoia, which is overtly (and satirically) player versus player, but if you're not, it's a problem. It's bad for the characters in the adventure and the players at the table. Most role-playing games are cooperative games. They are better when participants cooperate. (And isn't that the real message after all?)

[I just noticed "Message" was a topic used in #RPGaDay2020 Day 12. This was my answer: "Player handouts, used sparingly, can be beneficial to immersion in RPGs. Messages written from an NPC's point of view work better when they can be read and narrated by the players rather than the GM."]

[For more information on #RPGaDay (or #RPGaDay2025 specifically), read this.]

03 August 2025

Animal Crackers

We interrupt this #RPGaDay2025 to inform you that the Cyclopedia of Common Animals by Daniel J. Bishop is "Now Available!" on DriveThruRPG.com. These are the DCC RPG stats you need for the real animals in your imaginary world.

RPGaDay 2025: Day 03

3. Tavern

My Advice on the Inclusion of Taverns in an Adventure

  • Make every tavern unique.
  • Make every owner/proprietor unique.
  • Give every tavern a name (preferably one that means something).
  • Give every tavern one signature drink and/or dish.
  • Determine the prices of food, drink, lodging, and stabling beforehand.
  • Describe the entertainment, e.g., music, storytelling, gambling, legerdemain, fortune-telling, games of skill, philosophical argumentation, etc.
  • Prepare a random rumor table.
  • Prepare a random tavern encounter table.

[For more information on #RPGaDay (or #RPGaDay2025 specifically), read this.]

02 August 2025

RPGaDay 2025: Day 02

2. Prompt

Ironically, the prompt, "prompt" does little to inspire me, although I have nothing against prompts per se. (If I did, I wouldn't be participating in RPGaDay 2025.) In general, I think prompts are more useful in blogging than in adventure design, but I think there is potential for their use at the game table as an aid in improvisation. I once used Story Cubes in a session of Ghostbusters to help me generate part of the story of a miscellaneous haunting the players were investigating (specifically, the name of a battle during the War of 1812). Story Cubes are specialized six-sided dice that serve as random prompt generators. With practice, I think I could learn to use Story Cubes rather effectively for a wide variety of role-playing purposes: rumors, songs, tales, omens, small talk, side quests, adventure seeds of any kind. The best thing about prompts in gaming is that they encourage you to explore new possibilities and surprise yourself. Prompts are good.

[For more information on #RPGaDay (or #RPGaDay2025 specifically), read this.]

01 August 2025

RPGaDay 2025: Day 01

1. Patron

Sometimes, the best way to create a patron for your player characters is simply to take a ruler from your campaign world and make that person the party's employer. When I was a teenager running a series of adventures set in TSR's World of Greyhawk (for the first edition of Advanced Dungeons & Dragons), there came a point when the party needed someone to direct them to the next adventure. The person I selected was His Illustrious Glory, Zoltan: the Beygraf of Ket and Shield of the True Faith. All I knew about him was that he was the ruler of Ket and whatever I could glean about his nation from a single paragraph in A Guide to the World of Greyhawk. I knew, for instance, that "the court of the Beygraf is a strange mixture of eastern and western influences." I decided that Zoltan would be a renaissance man, unusually open-minded and highly motivated to increase his understanding of the world, but also very cunning with regard to trade, foreign relations, and national defense. He was fascinated by maps and exploration, and he would generously fund expeditions both to appease his curiosity and increase his knowledge of world affairs. Naturally, this extended to the investigation of places and situations that might be of royal/national interest. The player characters, due to their reputation, were of particular interest to Zoltan who was in need of experts who could carry out special missions as needed. Zoltan could provide information, resources, and payment; the player characters could provide unusual expertise and plausible deniability. It helped that Zoltan was neither tyrannical nor insane.

There were no stats or biographical information about Zoltan apart from his name and title, but it was enough material to build an interesting and useful non-player character.

[For more information on #RPGaDay (or #RPGaDay2025 specifically), read this.]

31 July 2025

RPGaDay2025 Coming Soon

RPGaDay2025 is coming soon—as in tomorrow (as I am writing this). Question: Will I participate? Answer: I shall try. We'll see what happens. I make no promises. If anyone chooses to interact by commenting on or linking to my RPGaDay articles, however, I'll be strongly motivated to keep posting. Silence, on the other hand, gives me time to ponder existential dilemmas, which means I have less time to think about role-playing games and blogging.

As with last year, I shall be posting here (and maybe on Threads) daily. Will you be sharing the journey?

RPG a Day 2025 image.

07 July 2025

Duck, Duck, Goose?

Does your old school fantasy role-playing game lack stats for common domesticated animals? Daniel J. Bishop has the solution with the Cyclopedia Domestica. Compatible with OSR games generally and Dungeon Crawl Classics RPG specifically, it provides the details you need whether you are a 0-level character braving the funnel with your farm animal, an adventurer with a secondary skill in animal husbandry, or a spellcaster dabbling in polymorph spells.

Cyclopedia Domestica: Being a Compendium of Common Domesticated Animals is available now at DriveThruRPG.com.

"Don't Have a Cow, Man!"

30 June 2025

Old School Open Book Spellcasting

I actually enjoy Vancian magic. I don't prefer it in every fantasy role-playing game, but I find it effective, interesting, and fun when it is employed appropriately. That is not to say it can't be improved. The following is a house rule I intend to use the next time I run Swords & Wizardry or earlier editions of Dungeons & Dragons.

Open Book Spellcasting

As per established rules, a magic-user may memorize a certain number of spells of various spell levels according to their class level. These spells, once cast, are "erased" from the caster's memory, but may be re-memorized given time and access to the right spell book or scroll.

A magic-user may, however, choose to cast directly from the spell book or scroll without causing the written spell to disappear (which is what happens when non-magic-users are able to cast a spell from text). To do this, the magic-user must read directly from the open spell book or scroll and make an attack roll versus an armor class equal to 10 + the spell's level (using ascending armor class). The magic-user is, in a sense, attacking the difficulty of the spell through brute force of will. If the roll succeeds, the spell is cast. If the roll fails, the spell is not cast and each subsequent attempt to cast it raises its armor class by 1. Normal difficulty is restored the following day. If the magic-user fumbles by rolling a 1, no more attempts may be made to cast that spell until the following day and the spell, if already memorized, is instantly forgotten.

In retrospect, the house rule I described in "Time for Another Spellcasting House Rule" in which the cost of casting an unmemorized spell is 1 hit point per spell level should probably be a variant of open book spellcasting and likewise require the use of a spell book or scroll. One could use both variants in the same game: one requires a roll, the other requires a sacrifice of hit points, but both require the reading of the written spell.

13 June 2025

Things Break

Simple rules for equipment breakage are the topic of "Equipment Damage X in 6" in 1d30. It also integrates with the Shields Shall Be Splintered house rule.

04 June 2025

The Gammatastic Voyage! Crowdfunding in Progress

The Backerkit project for The Gammatastic Voyage!, an adventure for Mutant Crawl Classics RPG, is in progress and can be purchased as a PDF or a super fancy print copy with a free PDF. The deadline to back the project is 30 June 2025.

According to the project page:

Backers in the first 48 hrs will get a bonus PDF called "The Village" which provides a full-blown post-apoc village, complete with map for you to use in this game and others! Late backers can pick this up as an add-on.

21 May 2025

Convention Quandary

I attended my first gaming convention in 1982 or 1983 and my last in about 2002. I have attempted to attend a few conventions in the years since, but circumstances have always thwarted me. There are many hurdles for someone like me to overcome to be able to attend a gaming convention, especially if I want to run any events. I am better equipped now for many of those hurdles—there is always something new to learn in life—and I would very much like to meet fellow hobbyists in person and introduce new people to the games I enjoy, but I have not yet learned how to overcome the greatest hurdle for me: wanting to run a game, but being required to provide details for the event and prepare for the convention a year in advance. Finances are an issue. My schedule is an issue. My variable capacity to socialize in public or deal with excessive sensory stimuli is a very large issue. I do not have the ability to predict the state of any of those things a year in advance.

When I was a teenager, there used to be local gaming conventions where one could sign up to play games on the spot or spontaneously set up games at open gaming tables and invite attendees to play without having to sign up or get event tickets. It was casual. It was friendly. It was stress-free. From what I've read, the experience is very different now. Gamers complain that events are filled seconds after sales go online even at the medium-sized conventions. Hotels for miles around are booked solid in an instant. To get any kind of deal as a GM, some conventions require so many hours of event-running that there is little to no time to participate as a player or shopper. Do convention organizers even permit open gaming tables these days?

As I mentioned, I haven't attended a gaming convention in over 20 years. I may not even recognize today's convention environment. What I would like to propose, though, is a new kind of convention, a sort of pop-up convention. It would be a smaller convention with an emphasis on the activity of gaming itself, with ample room for both open gaming and scheduled events. GMs would get a credit towards admission fees equal to the number of events (or hours of GMing) they contribute (instead of a minimum of x number of events or hours to qualify for any savings). Furthermore, GMs could submit events from a few months ahead of the convention date to the convention date itself. Surely I am not the only person who would have an easier time with such arrangements.

Can anyone else relate? Do conventions like this already exist somewhere? Please feel free to comment.

12 May 2025

Monster Alignment and Intelligence

There are two things that have always sort of bothered me about manuals of monsters, folios of fiends, and other fantasy bestiaries—both of which, in my opinion, are at the root of why some find them objectionable (or object to certain representations within them). Those two things are included in every monster's statblock: alignment and intelligence. Neither of these are necessary to describe an entire population of a type of monster.

Longtime readers of Applied Phantasticality are aware of my opinions on alignment in role-playing games. In general, alignment rules tend to constrain believable character development, impede player agency, and impose a view that entire species and cultures share a monolithic worldview. Any one of these is enough to justify disposing of alignment (as the majority of role-playing games have done since Tunnels & Trolls shed that burden in 1975). And, as I have stated here in previous articles, the only time alignment needs to be embedded in the rules is when they are overtly embedded in the fiction on which the game is based, such as Stormbringer (and even then, alignment is not inherent to all beings, but is an allegiance chosen by some individuals). My younger brother, when he was very young, blacked out the alignments of evil creatures in the original Monster Manual and replaced them with "Good." Although the defacement of a book ordinarily causes me considerable discomfort bordering on horror, it was his book, and I had to admit he had a valid point. He loved monsters, and the summary labelling of an entire species as irredeemable struck him as, well, evil. To my mind, actions speak louder than alignment. If I am running a game where alignment matters at all as a concept in the setting, characters will begin with no alignment. Over the course of their adventures, their actions will determine what their alignments actually are. To be honest, though, treating alignment as anything other than faction loyalty is a waste of time. Just jot down what faction the character or creature is aligned with and let that be the guideline, not the restraint.

Why do monsters have alignment in their entries in the first place? We know from the earliest edition of Dungeons & Dragons from 1974 that creatures were separated into three basic alignments for the purpose of determining who can target whom in combat, who might be an ally, and who might be lured to either side or refuse to get involved. Eventually, things became more complicated, especially with the publication of Advanced Dungeons & Dragons with its nine alignments. For player characters, alignment became a more detailed description of their ethics. For monsters, however, it became a statement of the moral nature of an entire species (and, to some, the justification for sparing creatures or murdering them on sight). One could easily leave out alignment and just include a brief description of the monster's behavioral tendencies and perhaps a bit of history. Just because most of a species behaves one way doesn't mean they all do (unless they are part of a hivemind). People of good conscience have a reason to be offended by labelling an entire culture or species as "evil." And yes, I know someone will say, "But what about demons?" Demons are obviously representations for Evil, so why does anyone need the statblock to tell them so? And if demons are intelligent, then there is the possibility that a demon might choose not to be evil. Alignment rules are unnecessary. Just play your characters (player and non-player alike) with believable motivations, behaviors, and personalities.

Intelligence has also been used by some as a justification for devaluing the lives of others whether by mockery or physical violence. If the intelligence of an entire species is declared "Low," one can imagine the ease with which some can excuse the mistreatment of any member of that species. Intelligence, as with alignment, varies within any species. Just look at how much it varies within humankind. Any attempt to define intelligence itself as a single overall characteristic is fraught with inaccuracy and gross exaggeration, but to apply a rating within that definition to an entire species or culture is, frankly, grotesque. I imagine the excuse for rating the intelligence of monsters is to provide guidance in role-playing them, but even within a single creature there are multiple kinds of intelligence. A creature might be cunning, but not philosophical. A creature might be resourceful, but not creative. A creature might be empathetic, but not eloquent. And this doesn't even touch on the variety of specific subjects about which an individual may know much, little, or nothing. It is neither reasonable nor necessary to rate the intelligence of a whole species.

If we were to drop alignment and intelligence from all the entries in the Monster Manual, would anything be lost? Would we suddenly be unable to include these monsters as either friends or foes in the adventures we create? Would we be unable to discern ally from adversary—even when we have our senses and minds—without their alignment declared in a bubble floating over their heads? What is lost if we have to make judgements based on our experience and observation instead of reading virtual nametags that say, "Hi, I'm a goblin. Intelligence: Low. Alignment: Lawful Evil."? I think the world should be more interesting than that.

08 May 2025

The Price of Loot

Sometimes, when I am reading a published adventure, my eyes fall upon entries of things the player characters might loot—and the value in gold pieces of those things—and I can feel the subtle prodding of a headache behind my orbs. One jade bracelet worth 150 gold pieces. Two silver candlesticks worth 25 g.p. each. One sapphire worth 328 g.p. You see, there are two schools of thought on how a player character might discover the value of loot, and neither of them appeal to me. One school of thought insists that a player character cannot know the monetary value of an item until that item is appraised by a professional who works with that particular material, such as a jeweller, goldsmith, or other craftsman. In the absence of such expertise, the player character must take a chance in the marketplace with merchants of questionable honesty. This is all well and good for those gaming groups who enjoy the art of haggling and have time for it, but even so, the referee still has to record the true value of each item found by each player and devise a way to reference that information in the event the player character a) remembers having the item, and b) decides to sell it or have it evaluated. This might be a job for spreadsheets, and that never inspires me.

Another school of thought is happy to rattle off the value of loot as soon as it comes into the player characters' possession. Somehow, every adventurer has an immediate, almost supernatural awareness of the true value of every item found, as if they were characters in a video game instantly gaining points for every item and power-up they touch.

I admit it: I have been guilty of following both schools, but I have never approved of either. Somewhere, there must be sane middleground wherein realism and playability can meet amicably. Here is my proposal...

  • Characters who are thieves, rogues, traders, or merchants instantly know the estimated value of common nonmagical loot.
  • Characters who are dwarves, goblins, or members of other mining cultures instantly know the estimated value of gems, jewelry, and metal objects, both magical and nonmagical.
  • Characters who are elves, faeries, or other sorts of fairy folk instantly know the value of art, scholarly works, and ancient artifacts.
  • All characters know the estimated value of items related to their class/profession/occupation. (For example, warriors know the value of weapons, armor, and steeds; clerics know the value of religous relics and accoutrements; wizards know the value of occult books and alchemical ingredients, etc.)
  • Outside of the above, characters who need items appraised must seek a specialist or try haggling.

By "estimated value" I mean the actual listed value. What you can get for an item varies depending on the skill of the seller, the desire of the buyer, the scarcity of the item in the region where it is being sold, and other factors.

As usual, results may vary. This rule awaits playtesting.

29 April 2025

No Random Generator Month This Year

As you can see, if you are an actual being who is actually reading this, there has been no Random Generator Month this month. I had hoped this would be an annual occurrence, a haven of levity, for as long as this blog exists, but sometimes circumstances ruin our plans, and this year I have not been able to muster the necessary amount of silliness. I wish I could. I'm just trying not to fall into the abyss.

Peace.

03 April 2025

The World's Greatest Screen: The Half Screen

Back in RPGaDay 2024: Day 26, I mentioned I was looking forward to the release of The World's Greatest Screen: The Half Screen. I am happy to report that its Kickstarter project has launched and is doing well, with delivery estimated for mid- to late May 2025. If you are looking for a fully customizable, portable, durable GM screen with a low enough profile to enable you to fully interact with your players and the playing space, this is the GM screen for you. Learn more about it here. The deadline to back it is 17 April 2025.

22 March 2025

Zombie Dice and All-Purpose Spellcasting

[The following rule utilizes the Zombie dice from Zombie Dice, a game published by Steve Jackson Games. Zombie dice, which will hereafter be referred to as dZ, have the following faces: brain, footprints, and shotgun blast (abbreviated here as simply blast). The distribution of faces varies by color. A green dZ has 3 brains, 2 footprints, and 1 blast. A yellow dZ has 2 brains, 2 footprints, and 2 blasts. A red dZ has 1 brain, 2 footprints, and 3 blasts.*]

Zombie Dice, a game by Steve Jackson Games.

Twelve years ago (!), I posted an article entitled "Zombie Dice and Spell Interruption." Today, I would like to offer another method of using Zombie dice with spellcasting.

Each time a spellcaster casts a spell, the caster must roll 1dZ. If the casting is not interrupted, the caster rolls a green dZ. If the casting is interrupted, the caster rolls a yellow dZ. If the casting is interrupted through injury to the caster, the caster rolls a red dZ. The result of the roll is compared to the table below:

dZEffect
brainThe spell is cast and retained.
footprintsThe spell is cast and forgotten.
blastThe spell is disrupted and forgotten.

All of this presumes that the baseline magic system is Vancian, i.e. the caster may memorize a certain number of spells of each allowable spell level; once cast, a spell is forgotten and cannot be cast again until it is re-memorized. Contrarywise, with this rule, there is always a chance that a spell may be cast and retained in the memory, cast and forgotten normally, or disrupted and forgotten.

One could also give the caster the option to cast in standard Vancian fashion (spells cast are always forgotten, but never disrupted unless interrupted) or risk the Zombie dice method on a case by case basis.

* Standard six-sided dice may be substituted as follows:
"Green" d6: 1-3 = brain, 4-5 = footprints, 6 = blast.
"Yellow" d6: 1-2 = brain, 3-4 = footprints, 5-6 = blast.
"Red" d6: 1 = brain, 2-3 = footprints, 4-6 = blast.

14 February 2025

Delayed Phantasticality

My blogs have been quieter than I like, and although I addressed the situation (here and here) in Lawful Great, my gaming blog directory, I thought it would not be unreasonable to mention it here in my oldest surviving—and most visited—blog.

From "Blogging Month in Review: January 2025":

As I predicted, my capacity to blog is greatly diminished by concerns that outweigh my devotion to this beloved hobby. I shall strive to recapture the joy and sense of refuge it has always provided me in the past, and that might involve a more classic approach (doing more in-person gaming, going to conventions, and perhaps even moving toward a more traditional method of fan publication and distribution—the zine) in combination with a newer (or less classic) approach such as making YouTube videos. What this will mean to my fleet of blogs depends on the course of events that are beyond my control. Those who push generative a.i. are at war with everyone who writes, performs, or creates art. As long as our work is not protected and we are not compensated, I am reluctant to share it with anyone I do not personally know and trust. We are heading into a dismal age that may outlast us all. I hope we can change course.

Peace and Enlightenment.

Be seeing you?