Showing posts with label Authentic Wiki. Show all posts
Showing posts with label Authentic Wiki. Show all posts

Saturday, April 18, 2026

Apprentices for Wiki Work

Of late, I have been thinking about my Authentic wiki. It has recently passed the 1,500 page mark; wanted pages have stretched out past 4,000.  The wiki itself is unlike anything that exists anywhere on the internet, as it addresses D&D without being a "fan wiki," as there's no compendium of WOTC lore, products, celebrities, or any such thing that isn't in fact applicable to the game itself. The content is meant to provide substance and support for dungeon masters and players during play, rather than as something to read. As such, quite a lot of the content is either dry and procedural, or simply so unfamiliar to the usual palate as to be, well, different.

Naturally, because of this, I think it's an achievement.

My earlier attempts to bring others on board, however, have been troublesome. Not to sound ungrateful, but some who dove in did so with very much experience in wiki building while assuming that I did too — while, in fact, I'd spent about one month with the program. They rushed in to build formatting that I was not trained on and did not understand, "to save me time," while creating changes I could not adjust on my own without literally deleting their work and mine. The issue arose, I think, because while a format like wikipedia can be casually messed with, because (a) the actual information is not structurally applicable to another usage other than pure interest; and (b) because there will always be someone else that's informed to come along and make repairs — my wiki is very much structural to a specific purpose and no, there's no one who can fix it like I can, because I'm the only person who clearly sees how the structure has to function without breaking the game. That was not made clear at the outset and it made for bad feelings and an abandonment of the project to entirely my hands.

Yet people have asked to help. And I am, unquestionably, wallowing in the size of this thing.

The easiest useful contributions are those that don't change content, but rather sharpen it in the most obvious ways: adding links, correcting bad links, fixing spelling, making passages clearer without changing the substance.  This is what I spend a lot of my time doing, especially with content like spells. It is easy enough for me to take a spell that was added to the system 4 years ago without any formatting whatsoever, like this one, and simply plug it into with chatGPT with the specific instructions: "rewrite for clarity."  I use this exact phrase because it gets good results. Chat will then tidy up the order of the words, not change their meaning, and churn out a fairly good copy that will serve fine as game rules, which it only needs to be. I usually then remove the Oxford comma (a stupid fucking unnecessary writing convention), straighten the curly quotes (which chat will not stop using), correct the American spelling to Canadian (because I am Canadian), add links where I see then, then add an image by saying to chat, "Make an image that fits this spell."

Images are an issue.  Because it's D&D, Chat wants to make every image something underground or in a cellar, in smeary "painterly brushstroke", with forty shades of brown for contrast, usually replacing 16th century clothing with 19th century. If the picture is outdoors, chat wants gray clouds against a gray sky, with dull brown-green plants, grey-brown buildings and grey-brown people, pushing things around on grey-brown scenery. And, again, as though its painted by someone whose learning to paint for therapy purposes.

To create a better picture, I usually have to tell chat to make the sky blue, the grass and plants green, the people occasionally in a piece of clothing that's yellow or red (but not yellow-brown or red-brown, which chat will always default to), and often use the following instruction: "imagine that I got into a time machine, went back in time, took a picture of the scene, came forward and am now using that picture; give me that kind of high fidelity realistic imagery." This generally helps with the smeary brown, but not always. Sometimes, chat has to be sworn at several times before the system realises that I'm "serious" about my request.

The text in a page like the one linked above can also be made better by asking chat to "expand" the text. Not some other word, which will produce a different result from the one I want, since the last thing I need is more adverbs and adjectives and meaningless redundant sentences if chat is asked to "make it longer."  Expand suggests, apparently, "use some things you know about the spell here and roll those into the text. These things then need to be carefully looked at, to make sure chat didn't change the meaning of the original, because chat WILL do that. But if the original is kept for comparison, then it's easy enough to cut sentences out of chat's expansion and reimpose the original wording if need be.

Additionally, if the content is a trifle dull, I find asking it to "enrich" the text is best. Otherwise, chat will load the text up with metaphors and similes, which is most enjoying. "Enrich" seems to produce small side reflections that are useful and almost always practical in some manner, so that chat isn't fucking with the language, but actually addressing the content of the sentence. This is very helpful. Words like "expand" and "enrich" can be used together, as it, "Rewrite for clarity, enrich, expand," and chat will do this without drastically slaughtering the work in a decorative, purple manner. I have arrived at these specific words after A LOT of effort.

Helpers willing to do this with the wiki would not need to invent game rules or understand the entire system to contribute meaningfully. They can take old text, preserve the original, run one of these specific operations, compare results, strip out drift, and return something clearer or fuller without altering the rule’s intent. That is a concrete category of labour. But that would mean trusting that I'm not giving prompts randomly. I'm being extremely particular about details, not just what I'm asking chat to create, but also what part of what chat creates that I'm willing to put on the wiki that retains the trust of the original while improving the presentation.

If someone wants to help with that, and show they're capable, THEN we can talk about the creating of base level sage abilities and writing spells from scratch, which I believe are learnable things for those who are willing to let themselves be taught. I don't want anyone who wants to come in and "fix" things to "help" me. I would like apprentices who can follow basic instructions and do ordinary work.

If you want to consider yourself for the task, you can use me for your resume and I'll make arrangements to give you access. Please be adaptable.

Friday, April 11, 2025

Tuesday, April 8, 2025

Abkhazia

Feeling better, but haven't gotten myself into a place where I'm banging away at the wiki, not yet.  Instead, yesterday I spent time working on a map of Abkhazia, found at the bottom of the wiki page.  For those who don't know, this is on the east end of the Black Sea, the northern edge of what was ancient Colchis.  I'll add the map here, too:


Today is also my day for publishing another essay about writing, so I'll get on that.

Friday, March 28, 2025

This Week's Wiki

It has been a slow week.  I spent quite a lot of time with Archangel and another map, and with other projects not seen... and this is the point in my efforts when I'm not merely editing, I'm creating files from scratch.  The first three below haven't been new; but I've been transferring them from old wiki and they've needed a fair bit of work.

Not making excuses, only explaining why there's less links to click.  Assuming anyone likes these posts.  Some of these are pretty big.




Monday, March 24, 2025

Archangel Updated


 Archangel is completed.  Thicker maps indicate reliable, posted, defined borders; dotted lines show undefined, "soft" borders through wilderness.  Added to the wiki page, where the map shows up better.

Sunday, February 23, 2025

Wiki Work, Revisited

There, it's been 18 days since I posted the last one of these.  The total pages has risen, I have reviewed and reworked a ton of files, including 19 I chose not to finish on the first pass.  The unedited pages have dropped somewhat below a thousand and I feel I'm making headway.   I could not be working at this speed without ChatGPT to correct language while generating ideas out of the blue.  None of this is critical writing, so the goal is to provide as much cultivated depth to the game world, while I'm here to make sure nothing steps out of the intended continuity.

I've had little to say of late about how to run the game, what the game is meant to accomplish or even providing context for gaming.  All I can do now is try to express the difficulty of keeping oneself focused on plain work... while stressing that the goal is to do anything that's necessary to keep one at it.  For example, here I'm posting this work schedule and talking about it as I go because the sharing of this process is itself supportive of my desire to continue it.

With experience, logical or not, the principle obstacle that any DM has to overcome is the will to keep going.  The size of the project is simply incomprehensible, and too much thought on that is bound to sink one's motivations.  862 pages is a lot.  But since the first week in January I've addressed 250 such pages, which serves as a reminder that most of the time, the actual work for each one of these pages is not that much.  Most of these need the lightest of tweaking, a little shifting of phrases around and a bit of continuity regarding added tables and details.

A few more complicated pages have been floating in the background with the words, "Okay, eventually" stamped on them.  Of course, "eventually" never arrives and it's easy just to ignore them month after month... even year after year, as the wiki's time stamps demonstrate.  This is why I invented the "incomplete" stage... for those rules and pages that really need a long-term approach, both due to their complexity and the sheer unpleasantness of working upon them.  This makes a little slashing away at them, shrinking the pile of work they require, a little more tolerable.  The approach allows us to say, "okay, I don't have to finish this today; I just have to do enough to make it easier to finish tomorrow."

The relief this provides is enormous.  And as I've adopted a random approach to this, it means I don't precisely know when tomorrow is going to arrive. It may literally be the next day; it may not be for a year.  But eventually, it's going to appear on the "oldest" roster — when at last it is met, if only a little, after a very long, much-appreciated rest.

I'll say first, if you're not building your game world on a computer and a wiki, you're a fool.  Yes, I know I've had trouble with them... the technology hasn't been trustworthy, at least not for me, and I would not accept, for too long, the need to pay the price for them.  But I cannot express how possible it has been for this process to produce the immensity of this project... and the potential it has to be so much larger, so long as I don't have to copy this whole monster again to some other platform.  Cross my fingers.

Friday, February 21, 2025

This Week's Wiki

For those not following me on Patreon, this is a list of adjusted or rewritten Authentic Wiki content compatible with 1st edition D&D, or merely of interest, updated in the last week.

Wednesday, February 5, 2025

Wiki Work Process

In case anyone should wonder about my working process, just a few minutes ago I edited the last of a series of 57 pages, the "oldest" on the Authentic wiki, meaning those pages that have been ignored for the longest possible time.

Of the 1,467 total pages, this leaves 1009 left to edit.  But as I need a break from this process, and there are other things to do, I'm going to address the 30 "incomplete" pages that are left to do.  I'm not going to complete them all — that would be most tiresome, and I find my best process is in changing the nature of the work as often as possible, while still getting things done.

The rule for Incomplete Pages is this: (a) roll three random files from the 30 that are incomplete; (b) pick one; and (c) either finish that file, or add at least 1,000 words (or, in wiki-speak, about 6,000 characters).

Then, that choice can be removed, the other two left as they are, and a new replacement incomplete file chosen.  This gives me some choice, but I have to choose the most desirable from a larger field.  This reduces the paralysation caused by choice, while inevitably forcing me to do some work on something in this pile.  As shown on the table, I have to do five such pages, then I can move on.

The rule for Sage Ability/Spell pages is this: determine which spell and sage abilities have the most links on the wiki, without a page existing, then make that page from scratch.  Do not stop until it is finished, or — if it is somewhat challenging, get at least 4,000 characters done, then move it to the "incomplete" category.  In any case, get at least enough done to give a clear sense of what the ability or spell does, so that it can be at least interpreted.

The rule for the Old wiki pages is to transfer 30 pages from the old wiki to the new.  Concentrate on pages that don't need a lot of work, as transfer is more important than the ones that will drag and deplete my motivation.

The rule for Wanted pages is to do the first 3, most "wanted" pages according to mediawiki's sort for this.  Once this is done, all the new content will be created, and I will go back to editing pages again.

As work is done, less pages will need editing, the demands for pages to be created will increase.  Eventually, I shall adjust % of Old Wiki pages to be moved across as the number drops, until this category disappears completely.  As more of the larger pages are edited, they'll fail to be completed and the "incomplete" page numbers will increase, so that I'll spend more and more time with that.

Overall, this allows the type of work I'm doing, while producing milestones for me to approach and then pass, awarding me with a sense of achievement at a job that is immense and seemingly impossible.

Yes, I know I'm crazy.

Sunday, October 6, 2024

The Wiki is Active

The Authentic Wiki is up again, at last, two days late, but life goes like that sometimes.  Naturally, when it's down, that's when I finally feel like starting to do some kind of work on it.

AND... it isn't.

There were log in problems, so it was up for the public, but I couldn't get into it. Problem's being worked on.

AND... it is.

Only, there's something wrong with the log-in feature, so that even us administrators can't log in.  The wiki is accessible but for the present, it can't be adjusted until it's moved to a highly upgraded server... and given the recent move, that isn't happening any time soon.

Tuesday, June 11, 2024

Inevitability

I decided to be resilient.  This links to the second episode for Arliss and Bertrand's adventure into Grimstone Hollow, a hobgoblin lair.  No spoilers.

The original plan remains unchanged.  Create a random dungeon generation, use it to create a dungeon for a fictional party, video tape the combats and post them on youtube, provide a link to the Authentic Wiki to the transcript of the video, so that links can be provided to rules for anything that happens during that combat ... and then progress the party further along using the forementioned generation process.

Nor does this generation have to be dungeon-oriented.  I'm certain I can make a reasonably interesting wilderness/civilisation hex-crawling generator that, with imagination, can produce practical outdoor scenarios and set-ups to combats as well.  I haven't attempted something like that since the late 1980s, but I'm way, way smarter than my 20-something self, so I'm willing to give that a try.

Meanwhile, I think I've found a way to kick that football.

Here are the downsides of my plan.

1. Work.  Lots of work.  Work to make the generator, work to update the self-play tutorial, frequent work to build unmade rule sets to compliment the other work being done, work to run the combats for myself, work to edit the combats, work to write up the transcript of the combat, work to keep updating things across several different medias and webpages.

2. Errors.  Lots of errors.  Errors running the combats and forgetting rules, errors in mixing up numbers and errors in the generation tables, errors in the editing, errors with youtube posting, errors that have to be explained in the transcripts ... and a certain amount of shame in having to admit that even though I'm responsible for all these rules, I fuck up all the time because there are a lot of rules.

Here's the thing about that, though.  It's more important that I be authentic than that I be right.  I'd rather mess up the rule, and admit I messed up the rule, and either retcon or move on after the screw up, and take the shame-slash-embarrassment for that, than pose as some creature by pretending that I don't make mistakes or that anyone watching me should think they ought not to make mistakes.  DMing is complicated, it's self-distracting, and half the time we're paying so much attention to getting one thing right we get two other things wrong.  In the combat posted, I forgot to run Kragthar's attack at one point.  I didn't realise it until I was writing the transcript.  But I was concentrating so hard on explaining what was going on, especially with Grimgor, that I just forgot to make the attack.  I authentically fucked up.  And I authentically admitted it.  The wiki isn't called the Perfect Wiki.

3. Less room for other things.  The Streetvendor's Guide is a priority.  And now this is a priority, as I'll explain below.  Paid work, obviously, is a priority.  This blog is not.  Sorry.  People can watch for my content on the Wiki's recent changes page, or they can watch for updates on my patreon (https://www.patreon.com/user?u=3015466), where I will be posting.  If you want to know what I'm doing on some Tuesday, when you don't see a blog post, I suggest bookmarking these pages so you can see what I'm working on.  If you're coming to this blog everyday, or every few days, to see what's "new," please understand, this blog is going to chase what I'm doing.  It's no longer the tip of the spear.

I'm always a writer, so I'll play catch up here, and throw out things that matter to me here, but this just isn't where my head's going to be.

Okay, let's talk about the upsides of this feature.

A. It's animated.  Unlike the finished maps, which don't move, and unlike the videos I did earlier this year that featured me making maps, these videos are instantly accessible to anyone who's played D&D, even if they don't understand the modified AD&D rules.  Combatants are fighting each other in a dungeon.  This is instantly comprehensible.  There's more talking than movement, but point in fact, that's how D&D works also.

I've been searching around for something that's dynamic without my having to be on camera, because I don't want the problems that are associated with trying to edit my movements in coordination with my space.  My den at present is fairly cramped, and will remain as such, and I just don't want to deal with trying to remake my background, nor with worrying about how my 60-y.o. self looks on camera.  I don't need that judgment.  I'm self conscious enough about my voice.  So this gives me a lively, effective way to express that voice, to get excited about combat, while moving things around so the viewer doesn't get bored.  Win-win.

B.  It's narrative.  Since the events that take place are part of a continuing "story," one that hasn't been predetermined, I can benefit from the building of an audience that knows what's happened before and is ready to learn what happens next.  Moreover, because I'm going to get better as the series progresses, for the viewer, it will feel as though the idea is growing and strengthening, especially as the characters gain levels, additional allies, friends and other elements of the overall structure changes.

In effect, it's putting a harness around Dungeons & Dragons itself, using the elements of that game to build a real life audience for myself.  All the aspects of D&D that make it great, that it's ongoing, that players grow and improve, that the dangers increase, that the elements of the game are instantly recognisable and have a pre-made audience, are all things that work in my favour as my little group of adventurers survive or die, succeed or not, gain levels, gain power, gain status and seek new obstacles to overcome.  It's so obvious, I have no idea why I failed to stumble into this before.

C.  It's educational.  Dungeon masters everywhere are always looking for new ideas, new ways of looking at things, not just events that can take place in the characters' lives, but fixes for rules and other problems that come up all the time.  This gives me an opportunity to showcase elements of the game that I support, making a solid argument for their inclusion, through demonstration rather than argument.  As far as what this blog can do to convince people, a practical, ongoing experiment that shows the rules work, and that they make for interesting and ideal situations for future players, is too good an opportunity to pass up.  And, I think, it's bound to attract an fresher, differently thinking audience.

D.  It's interactive.  I've already established a tier on my patreon for anyone who wishes to give $1 per month, if they'd like to vote on what the party does next.  Here, for example, is the pole following the above linked combat:


I'll post it small, so if you don't want spoilers, don't open it.

It's not very much per month and it gives the feeling of being engaged ... and an engaged audience is a much better audience.

E. It's multi-media.  There's youtube, of course, and the poll, and being able to look at the work on the wiki, plus this blog, plus the comments that are bound to come up about this on Saturday's Q&A ... all of which means that if the viewer really wants to get into the concept, the content to be viewed doesn't stop at the end of the video.  They can go and immerse themselves in some other facet of this experiment, and see where it leads them.

All of these things together assure me that, despite the work, and despite the errors I'll make, and despite youtube's algorithm and the initially low numbers, provided I put in the time, I don't think I can lose.  My foot is going to hit that football and I'm going to feel great.


Sunday, October 22, 2023

Sage Studies

It's a horrible process, and no doubt many a reader has their doubts about mine, or anybody's ability to actually flesh out the impossible scale of the sage studies that I've taken on, but the truth is that sometimes it's a very gratifying process.  Yesterday and Friday I faced up to two difficult pages, based on practically no information at all.

The first was the study of "cuisine," which as the history page shows, looked like this on Friday morning:


One sentence, which I transformed into this:


Have a look at the 12 proposed sage abilities through the link.  I find them very interesting, especially "culinary familiar" and "temporal feast."  It's all just an overview, of course, but should I get a character who wants to take up the study, I've at least created the street signs to be followed.

The study of "animal performance," which is distinct from the usual animal training as it originates with circus-performance, was as barren of content as the cuisine page until yesterday.  Now it looks like this:


Again, there are 12 proposed sage abilities.  I'm a bit less satisfied with the base material, perhaps because I have so little familiarity with the subject.  Still, there'd be plenty of time to sort it out should I have a character that went in this direction.  It does at last explain how characters can obtain bears, yaks and tigers as mounts, should they want them.

Each time I rework one of these pages, I find it drastically enhances and expands the possibilities of D&D and even fantasy fiction.  I sense there's a novel about a young, talented cook who begins a series of adventures as a camp servant for a gang of adventurers, helps defend the camp from a humanoid attack and is given a gift of 20 g.p. for his trouble.

He promptly runs off to town and buys his way into a guild, whom he quickly impresses with his natural talents.  Meanwhile, he gets involved in some other intrigue in the city, overhearing something in the kitchen where he works.  His knife gets more handy as he improves his skills and through pluck and risk-taking he saves some high member of the council from a poisoning while winning over the heart of the council-member's daughter with his strawberry-pecan pie.

Next, this same cook uses the council-member's influence and some wealth to set up a very nice kitchen and public house, where upon the adventurers at the start reappear.  They become regulars at the tavern, surviving their dungeon adventures on the cook's remarkable crabcakes.  This sets off a third adventure in the book, while each of the sage abilities I've described get their play in the book, startling both the host of allies and enemies of the chef and the book's reader.

Anyway, I haven't the time for such things, but again it says to me that D&D is a game whose scope has been hardly examined.  Shame that the masses cannot play anything more than the same scenes over and over again.



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If you wish to comment, please write questions, ideas or opinions to alexiss1@telus.net and they will be posted on Saturdays.  Feel free to introduce new subjects or present your own work. 

If you wish to make a donation to Patreon, it will be greatly appreciated and help with costs for illustrating the Streetvendor's Guide.