In the few days before my surgery, I was trying to get up a second writing video. I didnt' make it; I was about half an hour away. Anyway, felt well enough to muscle through that, so it's up now.
https://youtu.be/MyqhKvQXKpg?si=8X8RfbfZCHosPH6Y
Thursday, May 1, 2025
Starting the Character Conflict (video)
Thursday, April 17, 2025
The Empty Page (video)
A different take on an earlier writing essay:
https://youtu.be/Wl2h0KlOoV4?si=gmg4TG5KolscRPcT
See it, hit like please, much appreciated. Hope you enjoy the visuals.
Tuesday, November 26, 2024
Daði
I want to tentatively recommend a youtube D&D content producer, Mystic Arts, specifically yesterday's misnamed video. I resist giving any outright praise; the presenter's attitude contains that sort of performative smugness that I fucking hate, specifically because it's designed to make the listener feel the speaker really believes what's being said... and because, in this case, as the speaker, Daði, has revealed himself to be of this school, it's the shitty voice that film arts school teaches graduates to adopt. Some graduates buy in very hard on this. The video doesn't quite reach the level of ire-inducing face-breaking that I reserve for guys like Colville, but I would rather this fellow just talk like a human fucking being.
Frustratingly, Daði has identified this as "the DM hasn't presented them with a game." In this instance, the word "game" is terrifically non-distinctive, which greatly weakens the value of his argument. It is a little bit like saying that the two teams are standing around because the referee, or the umpire, hasn't yet given them a "game" to play. This is true, but it's not the parlance we'd expect.
"The rhythm of play is as follows: the dungeon master describes a scene; the players describe what their characters do; the DM narrates the results of the adventurer's actions... the dungeon master tells the players where their adventures are and what's around them, how many doors lead out of a room, what's on a table..." [and so on]
This is a reflection of an old, old habit, and not the result of a badly made game (though it is one). Description is not an adequate motivation to play. Players cannot be soothed with "easily digestible chunks of information" alone, though Daði makes a game attempt at arguing as much. Asking my party mate to read a scroll I cannot read does not make for "exploration," nor is it "problem solving," any more so than my shorter daughter asking me to reach to the top shelf to get down a pot that gets used twice a year. Rolling a die to see if a term is remembered isn't "exploration" either, it's a totally random, tiresome old-school game feature that continues to rely on the argument, "not knowing" is scarier than "knowing."
I'll take a moment and explain this one. Two characters don't know the meaning of "the screaming mass." Suie the druid has a chance of knowing what this is and makes an intelligence check. In game, if Suie succeeds, the party learns what this term means. If Suie fails, they don't... and must withstand the agony over not knowing, which supposedly gives the die roll meaning.
It doesn't. It never has. Why wouldn't you want your players to know what this is? You could provide them with a deeply disturbing terrifying description of the mass, which is far, far more engaging and immersing than the teaser of two words... and you're using a game mechanic that has, as it's "feature," the ability to muzzle the DM's capacity for creating immersion. This is idiocy. It is based on a cinematic premise (Daði is a self-described filmmaker) that ALSO assumes that every answer in a film will be answered within 20 minutes of it being mentioned.
D&D does not move at anything like that pace... and it shouldn't. It's not a movie. Therefore, we should discard "movie rules" about information giving, which trusts to keeping the viewers locked in because, in reality, this concept won't take more than three episodes of binge watching to reveal. If it takes more than three episodes, then the watcher's going to get tired of waiting and turn off. There are rules to these damn things; you can't apply those to D&D because unlike three episodes of a streamed show, which last just over 2 hours, a session goes twice that just to resolve a combat (in 5th, that is).
But this is a quibble. Daði has the right idea... it's only that he suffers from the miscomprehension that these tiny, incredibly dull details are sufficient to drive actions, regardless of how they're presented. If your players are jumping at the description of a rolling staff, as though this is the best thing that's ever happened to them, then we're presenting the level of interesting that can only be found in reality television shows. You know, the sort where the premise is that every episode will show a different iteration of more or less the same discoveries and responses, such as watching the enormous face of a sleasy asshole who purchases crap, only to sell said crap to other sleasy people. In every episode. All episode.
Fundamentally, Daði is arguing for the gamefication of a game that is already a game... only all the parts of the game that used to be there in earlier versions has been gutted and removed for the sake of new "game" concepts. This isn't good, but it's a logical result.
Gamification is the practice of incorporating game-like elements into non-game activities to make them more engaging and motivating. It involves using features such as rewards, challenges, and competition to encourage participation and enhance the user experience. By tapping into people's natural desire for achievement and "fun," it's hoped that something that's really dull and boring, like the workplace, or education for children, can be made engaging.
However, gamification is a bad thing. Ian Bogost has referred to it as "exploitationware" that exploits psychological triggers for profit. Heather Chaplin, writing for Slate, describes gamification as "an allegedly populist idea that actually benefits corporate interests over those of ordinary people," suggesting it serves more as a tool for corporate manipulation than genuine user engagement. Kevin Slavin of MIT has criticised gamification as flawed and misleading, particularly for those unfamiliar with gaming. Natasha Dow Schüll, an anthropologist, has studied how gamification techniques, initially designed for immersive game experiences, are now pervasive on smartphones, affecting various apps from social media to investment platforms, often leading to detrimental consequences like fostering addiction and promoting unproductive behaviors. It's not accidental that this kind of thinking has drifted into modern D&D, which is more concerned with making the new version feel like a game rather than it actually being one.
On the whole, gamification reduces the context of rewards and achievement to shallow, supposedly reward-based systems, such posing a group of doors for players to open, or like Balder's gate, a set of premade things to click on, to provide "something," to use Daði's word. This is barely above the level of encouraging monkeys to press a lever to get a mango, then calling it a game suitable for humans.
Overall, it treats players as though this alone will be enough to satisfy their interest level. It's short-term engagement, unlike the longer lasting adventure-driven model where players are unsure for a long time if they'll survive the quest. If, on the other hand, we remove survival as a concern, and make the success at the quest a certainty, it removes the overall stress that's related to long-term goals. Short-term goals, on the other hand, those associated with gamification, employ the same psychological principles that drive gambling. Suie isn't really learning what "the screaming mass" is, she's learning whether or not her die roll is successful, without the knowledge or reward being given having any real meaning.
This short-term engagement is expected to take the place of long-term growth, which 5th edition has done everything in its power to kill. Judging from the content, 5.5 is not taking another direction. Daði's video pretends that providing these "rewards" for "problem solving" have meaning... but, in fact, his particular version of this only works if the game itself is irretreivably dull and broken. Which it is. Since the goal has long since ceased to be, "become great." This has been replaced with, "Enjoy being great. Leap at a rolling staff."
Monday, June 3, 2024
Charlie Brown Lands on His Back Again
I've taken a bold step, creating a short combat video related to the self-play tutorial and dungeon, found on youtube here: https://youtu.be/cbTPP7MoVyM?si=acqLE3oh8R01aS0v
And predictably, it has face-planted with regards to the public media. For me personally, youtube will always be Lucy, no matter how many times I line up to kick.
The idea is this: make a video of a combat, a demonstration of the combat rules being played out, not only in one example but combat after combat. Create a transcript of the combat and post that to my wiki, so that I can add links to the transcript that explain the rules being played. I think it's innovative, I think it's brilliant, I think there's absolutely nothing like it on youtube or in anything I've ever seen about D&D.
And unfortunately, without noticing it until it was too late, the entrance way and guard room look like a dick pic:
The analytics tell the tale:
For the first hour, the number of actual appearances on youtube, the chances that anyone could click the video and look at it, were under a hundred. They are now very slowly climbing upwards (my other vids would have more than 10,000 impressions by this time). Maybe this'll change, but I don't expect so.
Anyway, there's the link, see the video. I'll be doing another like it, when I'm ready. I woke up this morning, excited to be creating it, getting it rendered into video and making the transcript, but I see no reason for celebrating now.
It's a good idea. Fuck you, youtube.
Saturday, May 4, 2024
Audio Files
My players were amused by the recordings that I recently released these last two weeks, but they declined to be recorded again last night. So I shall have to find some other way to become rich and famous through youtube.
Monday, April 29, 2024
Self-torment
The next step in my recent youtube video publishing has been to include a 30-minute segment from my last D&D running, where the players encounter a small village in the delta of the Danube river. The video isn't doing that well on youtube, not that I expected it would. I suppose it reveals what a fraud I am as a DM, as no doubt I don't blow the doors off game play. I'm not Mike Mercer.
But I want to talk about editing and creating the video, because I think it's a learning curve to which I haven't sternly applied myself. I found listening to my delivery, and editing my delivery, a painful and bitter process, as to my mind I fall far short of where I wish I could be. There's no question the players are invested. They engage, they ask questions, they're interested in the material and such ... but speaking about myself, it's appalling how much I derail my own running as it happens.
None of that is in the video; I've cut it all out. But the memory is fresh in my mind and as I'm being honest with myself, I am a mess of bad habits and clumsy, inconsistent exposition. When I'm dredging up information on the spur of the moment, I stutter in a most frustrating manner. Even writing about it here is upsetting.
This, I think, is the point. Editing myself is so unpleasant, my strongest instinct is to never record the campaign again, never force myself to focus on every syllable and every word as I've just done this week, and certainly never put the results of that out in public. Ignorance is a far more desirable prospect here, one that allows me to maintain my delusions and preserves me from having to put myself though an emotional torment like this again.
Which has been my strategy since the invention of youtube, and all the content I've strained to produce in the past. As such, I haven't even stayed the same over time. I've gotten worse. My players are so forgiving, they don't even see how much I'm phoning the campaign in. I've been able to pretend to myself for I don't know how long ... and if there's anything that's become plain to me in the last seven or eight days, since starting this edit, it's that. Ouch.
If I'm going to get better; if I ever was better; the only way I'm going to get there is by continuing to rake myself over these coals. And it makes sense. Listening to oneself can only help to make one more conscious about what's being done wrong ... and thus encourage the conscious mind to seek a remedy for that. By hearing myself make the same mistakes, by hearing the tone of my voice grate upon my nerves just so, I at least have a chance of knowing what not to do, what not to say, how not to derail the game to input some observation or give some lecture that doesn't need to be done just then.
So, it doesn't matter if the videos do well, so much as it matters that I make them and force myself, unpleasantly, to post them. And, occasionally, though I won't much enjoy this either, to listen to them.
I suppose there are people in this world who like the sound of their own voice, and are able to think to themselves, "I did a great job."
I'm not a person like that.

