Friday, August 27, 2021
Tuesday, August 24, 2021
One Day ...
"Well, you're pretty young, Mr. ... Mr. Thompson. A fellow'll remember a lot of things you wouldn't think he'd remember. You take me. One day back in 1896 I was crossing over to Jersey on the ferry, and as we pulled out, there was another ferry pulling in, and on it there was a girl waiting to get off. A white dress she had on. She was carrying a white parasol. I only saw her for one second. She didn't see me at all, but I'll bet a month hasn't gone by since, that I haven't thought of that girl."
— Mr. Bernstein, Citizen Kane
If this was 1941 when that movie was made, or even 1983 when my affair took place, that would be the end of it. Like Mr. Bernstein, I'd be writing that I never saw the girl again and how sometimes I wondered what happened to her. Of course, if this was 1983, I'd be writing this on a typewriter and not the internet, and you'd never read it ... and this is the point. Because the internet does exist and unlike Mr. Bernstein, I'm not limited to my memory. I know the girl's name, though she's a little older than me and is of course a woman; verging, in fact, on being an old woman, as I verge on being an old man (if the D&D parlance is to be respected).
Which means, occasionally, as we all do I think, it's possible to spend a lazy morning poking about seeing who's out there and what they're doing. Only this particular search has always been foiled, because I was never able to find her. I've thought for years, maybe she died. Maybe a client made her so rich she doesn't have to spend time on the internet. I laughed pretty hard when Eminem admitted in 2009 that he didn't know there was porn on the internet. Makes sense. When would Eminem in those days have had time to look at the internet?
A bit sad, sure, but then this was a long time ago. I bring it up partly to express my perspective of having been around awhile ... and having done things unsavoury, strange ... and yes, shameful in some people's eyes. Would you know it to look at me? No. No, I look like a run-of-the-mill gamer, a little fat in the pot, wild eyes, scraggly hair, grunge clothing. No one would connect me with those six months in Toronto when I was a rabid Rocky Horror Picture Show fan. Or those years in my childhood dealing with the alcoholism and intensive racism of my extended family (though not my parents in those two categories, thank gawd). Or my anti-nuke days, or when I worked a summer as a roadie or walking around my Canadian high school dressed like a Brit Punk. Nope, those things fall away when I grin and open the door for someone, or help pick up their groceries or chat about gardening with the woman neighbour over the fence (which happens to me now).
These things have been true for awhile. So there's no reason to write about it now, except ... I found her. I found her today.
She's well. A long way from here. Working for an NGO that's helping to feed immigrants from overseas. She did an interview talking about how she got started and why she likes it ... and watching her talk, I recognize her smile, her facial tics, the way she still pulls her hair back from her forehead and the little movement she makes to hide her teeth (she always felt her front teeth were too big), and how she forgets to hide her front teeth when she starts talking. Definitely her. And no one would guess what she did when she was only 22. Maybe she's forgotten it; maybe she stopped letting herself think about that years ago.
It is among the stupider things that people say, when they think we can't change. That we can't move on. That we can't learn new tricks. That things we did 40 years ago amount to all that. Nothing is fixed. Nothing is ever done that can't be accounted for, or moved past, while yet acknowledging it without shame. We are not fixed. We are not measured by what we are right now. When we want to change, we can. We always can.
Monday, August 23, 2021
This is What Losing Looks Like
"Canada withdrew the bulk of its troops from Afghanistan in 2011, with the Infantry Battle Group withdrawn by the end of July (handover of battle space completed 6 July around 09:00 Afghanistan Standard Time), and all Canadian Forces personnel and equipment withdrawn from Kandahar by the end of December 2011. In September 2008, Conservative leader Stephen Harper pledged this, saying a decade at war is enough, after having extended the withdrawal deadline twice previously. He acknowledged that neither the Canadian public nor the troops themselves had any appetite to stay longer in the war and said that only a small group of advisers might remain."
"Immediately after World War II, the French people cut the hair of French women who had relationships with Nazi soldiers and humiliated them. Some of these women were raped by Nazis. These pictures remain from those sad memories."
Friday, August 20, 2021
Thursday, August 19, 2021
Breaking Through This Block
1. Distraction. This is almost useless, but it's the easiest strategy and therefore a good place to start. Sleep is a distraction. Getting a good meal is a distraction. A few hours with a video game, a movie, a night out, walking the dog ... all distractions. Any creator will say that when getting stuck on a problem, put it down, do something else, then come at it fresh the next morning. This works. It really does.
Problem is, when the pump's dry, it doesn't work at all. It's six nights sleeping on the problem, its 30,000 steps walking the dog, its a dozen movies and three dozen meals, and nothing's changed. Wednesday we spent from waking up in the morning until bedtime playing ONI, so that all we feel is very, very guilty. But not in a mood to work. Thing is, the "distraction" is what we're doing when it begins to dawn that this isn't a problem that can be cured through distraction, like all those tiny problems. This is bigger. As such, the distractions have to be more productive.
2. Work. Obviously, you're not creating something deep and intense so this means doing the sort of work any human can do. Unfortunately, the work you do at "da yob" is either sucking out your wee daily provision of creativity or your will to live, so that's no good; nor is housework, errands or fetching people and things; these things are ordinary and dull and won't motivate you. You need a knock to your spirit; a shakubuku — the breaking of negative patterns in one's thoughts, words and deeds.
You do this by spending more time with yourself, not less, while minimizing distractions. Yes, this means meditation ... but given that most people don't meditate regularly, starting now is a bad idea. A better method is to go on a long walk, by yourself. Physical exercise works too, but chances are you won't do it more than an hour, and I'm saying a looooong walk. Three or four hours. Long enough to make your feet really hurt. Long enough you have to sit down once or twice because you're tired. One that makes you think about everything.
Truth be told, sitting in one place for three or four hours will do, but ask yourself: can you sit in one place, by yourself, out of your home, for three hours? And not start a conversation with a stranger? Because that's a distraction and the idea is to be with yourself. Assuming you can stand yourself. The walk just gives the added sense of accomplishment ... and in a time of not feeling like getting stuff done, accomplishment is a plus. So push to accomplish distance.
3. Go through the motions. This is what happens if I get a contract in the next few days (which is likely). With my campaign world, there are dozens of projects I can pursue that don't take much creativity; though they are boring. Many of these I've transferred to the wiki, such as spells, monsters, descriptions of places and such, all of which involves minimal encyclopedia-like writing, editing, rewriting the words of other sources, etcetera. Off wiki, I can work on maps or the trade system; and with these things, I mean specifically jobs that require no more effort than plugging numbers into boxes. The world being enormous, and the various systems I've devised to express the world, means that there is lots and lots of pure monkey work that doesn't require a brain, only an effort to be accurate.
In earlier days, before progressing past such things, I used to invent encounter tables, equipment lists, treasure lists, pre-prepped NPC characters (wasted so much time with that) ... even copying sections of the game books or from other materials. This sort of work was at least "constructive" in a sense, and would often give me ideas of some more complicated notion to pursue. Such moments of insight were the gas pump being filled. Copy enough text from an encyclopedia or technical book and ideas are bound to sprout, since what's being done is "gathering."
Lately, though, it's harder for me to feel motivated to go through the motions, as described here. Much of my game design has become complicated enough that it demands seriously problem-solving and creativity to move forward ... the thing I don't have just now.
4. Make something bigger and better. This is the best strategy, since it produces the best immediate evidence of accomplishment. Take something that already exists, like a map or a table, an existing description or a dungeon, and expand it. If you have a map that's three feet wide, with an 1 inch = 20 miles scale, start on a project of making that map nine feet wide. Guess what could be used to fill in the enormous white spaces that appear and thus intensify the impact and value of the map. If you have a dungeon with nine rooms, and three pages of description, expand it to twenty-seven rooms; expand your description. Deepen your tables; multiply them.
The benefit is that you've already created the skeleton for a much larger beast than you've got. You don't need to invent new ideas; you only need to advance your understanding of something you've already got. You're taking a story that you've already written and exploring the characters on a deeper level.
You may find these things difficult or impossible to do. That doesn't matter. Try anyhow. Remember, the goal is not to make the expanded version, the goal is to get us back into a creative state of mind. The goal is to kick aside the ennui.
There is a fifth strategy and I'm doing it now. Talk about your lack of motivation with others. Explain it in depth and why it troubles you. This helps too. I'm feeling just now like maybe there's something I could do this evening. I'll give it a try.
Tuesday, August 17, 2021
Old Man River
A little more than 10 years ago I wrote that I hadn't had strega in years. After an impromptu celebration among friends, where we agreed we were all suitably safe from covid, and the numbers here in Alberta are low in terms of dire cases (though overall cases are distinctly up), I am a little the worse for wear of strega as I write this. So I won't be writing long. It was an excellent, generous Italian restaurant and I'm sure we helped the owners pay their bills somewhat this month.
The kickstarter is slightly hung up because to set one up, you must give supply the online bureaucrats with your bank account number and transit information. I can't do this until I set up an account that has no contact whatsoever with my daily transactions, which has meant waiting until tomorrow to for an appointment to do so. After that, I should be able to complete the requirements, but even then Kickstarter wants 8 business days before it goes active.
Having the Italian restaurant's posh menu in my hands this evening, I felt amused that my own menu is yet slightly upmarket. I could scale the upfront cost to me downwards — purchasing a less expensive cover — but somehow, I feel disposed against it. The providing company is in Massachusetts, near Fall River; it's rather whimsical that I'm buying the product from them not for a restaurant, but for a make-believe product that could, conceivably, continue to sell by the score for several years. I imagine how the Fall River company might look on that: this strange fellow in Calgary buying a hundred covers, then another hundred, then another and another, as if I had a growing chain of high-class restaurants out here ... which obviously I haven't.
I can't wait for the company to ask about this and then to tell them the truth: I've created a make-believe fantasy menu for a role-playing game. What a lark.
There's a parallel, I think, to the restaurant my friends and I descended upon tonight. Monday nights are notoriously quiet in the industry, but we made a reservation, then descended liberally upon the place and obviously gained the good will of the owners. Much of the strega I drank tonight was free. It was only a whim that I asked if they might have it; and the owner was both stunned and thrilled, exclaiming, "I haven't had anyone ask for it in years!" She then proceeded to dust off a bottle (I don't think really, but makes a better story), which we polished off. Except for myself, none of my friends had tasted it.
It's interesting how our decisions to do something nice for ourselves translates so plainly into the benefit it brings others. Take this Fall River company. I decide to invent something new; I need someone to provide the soft, faux-leather materials; I launch a kickstarter to help buy my first hundred, plus printing and shipping; and this company that knows nothing stands to gain every bit as much as my buyers will, as the "river" rolls from entity to entity. Naturally it follows that the employees in Fall River will benefit as well, as their children will, and the local grocers and renters I suppose, and whoever else, because I decided, "Hm, I think I'll make something."
It's this "making something" that gets lost in the equation, where so much emphasis is put on selling it and buying it; or worse, on "trading" it; but let's not get into all of that. Anyone can find it in Adam Smith and Marx, if they care to read.
Me, I'm merely sated, warmly happy, confident I'm on a good path and uncharacteristically optomistic. It's a feeling I hope lasts well beyond tomorrow.
Friday, August 13, 2021
Wednesday, August 11, 2021
Proposals for at Least Three Years
1. Don't go into it broke.2. Have the product already completed (as far as possible).
Done and done. This last month we have sought means to raise nearly the equal of money I'm going to ask for, $3,000. We want to be sure that (a) we have enough product, whether or not we raise money on kickstarter, to begin selling, and (b) that we can overcome unforseen costs in shipping, packaging, extra costs with ordering more of what we need to bring this together and so on. We want to get started with our pants up, belted and with suspenders. Therefore, we expect that if Kickstarter fails — that being a real possibility — we can still somehow go forward and make this work. And if Kickstarter succeeds, we can feel more sure of ourselves, increase the viability and creative content of the product, and potentially bring out a second and even a third version in similar vein, with distinct aesthetic differences. At the moment I haven't imagined a fourth version yet, but I have perfect clarity for what no.2 and no.3 would look like. That brings us to ...
In part, we talked about and began putting our energy towards the menu because issues were arising with the poster. The poster's perceived appeal is far less certain; it is a much larger project with definite visual issues (which I think we've solved), and as it happens, with it's size. I cannot see any practical means to make the poster smaller than 36x48 inches, but as it happens the universe seems to have moved into much smaller sizes, presumedly because of the internet. Seven years ago, when I wanted a poster for my book cover, for the game con we joined in Toronto (2014), I had a poster made that was 36x60 inches, without any trouble whatsoever. I had my pick of some dozen agencies to go to; today, possibly because of covid, we're still trying to track down any manufacturer who will both make the poster in that size AND send out copies direct to customers on order. This is easy for a poster that's 24x36 — virtually every company has a print-on-demand service for a poster that size. I haven't found anyone on the internet able to produce a poster of twice that size under these circumstances.
This has led us to wonder if we shouldn't put out two posters, somehow dividing up the content into "soft goods" and "hard goods" ... and even possibly adding even more content to the mix and putting out three, four or even five different poster "themes," including more universal equipment lists with the minor stuff removed, posters that have more visual art and far less items (a dumbed-down version, if you will) or even posters specifically for things like jewellery, treasure and military gear. It was this thinking that led us to the idea of producing a "menu" of items ... which then led to the thinking that by launching a menu, we could establish ourselves towards the making of other things.
That brings us to ...
A Splatbook
This is an idea I proposed on my Higher Path in March, but nowhere else. The notion was embedded in my thoughts while I worked on the poster, but has been shelved for several months while digging into the menu's research. Discussing it here for the first time, my perspective is this: part of my designing products has been to increase the amount of equipment detail available to the player. For example, not merely to say that the character can buy a "woollen robe" or a "linen robe," but to specifically describe the feel and appearance of one versus the other, right there in the equipment list, to enable the player to make a visceral, informed choice about which they'd like to buy, regardless of the cost. And since I believe in an all-inclusive equipment list, where virtually anything imagined can be realized, I have upwards of 20 kinds of cloth ... and along with that, multiple forms of cloaks and other dresswear ... and along with that, different kinds of wood, metals, cheeses, breads, horses and cows, marbles, leathers, grains, fruits and vegetables, varieties of inn accommodations, furniture pieces, house-building materials, you name it ... literally thousands of products and hundreds and hundreds of materials used to make those products. This has been steadily built up over the last decade and has seen a tremendous boost this last year, as I've invested myself more deeply than ever in the description of these things.
This pursuit has led me into many a rabbit hole; and it's impossible not to see vast caverns full of particulars and features that are far too much content to fit into a mere equipment list ... the creation of the components, for example: how they're grown, shipped, collected, altered and ultimately sold. All of this content makes the ingredients for a much larger volume. This work could be collected in a massive tome, far more sophisticated than the juvenile works of the WOTC, which are more concerned with flavour text for the reader's ego than with providing scads of fascinating, adventure-building and role-play useful details, thus monumentally expanding the DM and Player's perception of the game world in a deep-rooted sense. This has led me to think of a traditionally designed "splatbook" that would be 8x11 in., with a hard cover, two columns, reams of equipment lists with elaborations of the options contained therein without the constraint of space that a poster or a simple equipment list demands. Users could enjoy the existing, condensed lists produced by the poster and even the menus, while ALSO having the option to dig into a dense, intentionally delightful tome (I'm told I'm occasionally witty and even make people laugh out loud) whenever they had the time to really dig.
Such a tome would have the title, A Streetvendor's Guide to Worldbuilding, as the emphasis would be upon encouraging the DM to understand the elements and specifications of the game world ... enabling a visionary approach to how the world could work and what happened there.
In making notes for this project, based on the equipment table I've used for decades, I found myself wanting to write descriptions not only for the equipment pieces themselves, but for the places they're actually sold. We can imagine what it must be like to enter a medieval bakery, but how is a wet market or a mason's workshop organized, not to mention dozens of other vendors. How do these things smell? How many people work there? How are commissions or contracts arranged with such entities? What is involved with becoming a part of that world; what happens in the day vs. the night time? What sort of people frequent these establishments? These questions, I think, are the true substance for enhancing the ordinary players' strengths where it comes to world-building. Once these matters are made manifest and tactile, it becomes increasingly easier to picture ourselves "there," and thus explain to the players what they're seeing, what's happening and most important of all, why it matters.
I believe others may have conceived of a splatbook on these lines, and perhaps of these proportions — but I also believe there's a characteristic that might have held them back, which is no doubt on the minds of many readers just now as I describe the proposal.
The task is gargantuan.
But I have a secret weapon, one that makes the research for this doable. I'm not writing an academic historical textbook. I'm not interested in proving any sort of accuracy by footnoting my sources. I'm writing a game support aid, not an investigation into real-world human events or sociology. I intend to say, right up front, NONE OF THIS IS NECESSARILY TRUE. And why should it be? Collectively, the RPG community spends billions of hours mis-describing walls, chests, the weight of things, biological responses, survivability rates, you name it. A game is not founded on its accuracy, but upon the principles of that game: that it be an enjoyable, engrossing pasttime, that the participants agree upon the general consensus of the environment and that the material used for supporting the game be useful.
Therefore, I believe that much of the information included in such a book can simply be "made up" from my imagination ... just as most everything is from my actual game world, the one I've been running for almost 42 years. In that time, I have been steeped in real-world historical texts and sociological descriptions of real life in real history, and with regards to these things, I intend to write a splatbook that more-or-less parallels the common perception of what the world was like in the "fantasy-based" past. Said tome wouldn't be of much use if it wasn't. But as I'm not being peer-reviewed, and as I don't care about the respect I receive from the academic community, or the other Pickwicks of the internet (I'm one myself), it does not matter to me how many rooms a "real" 14th century inn has, based on one famous surviving example from Liebesrattenschaumbaum, Germany, or what actual coinage was used, etcetera, etcetera.
This greatly reduces the need for exactness, which in turn greatly reduces the need to nitpick every unnecessary detail. What's wanted is a clever, elaborate, imaginative and complex ruse, giving "a personal view of the D&D world," without any pretense of doing otherwise. A comprehensible Voynich Manuscript, therefore ... which the reader can steal from exhuberantly while feeling free to inject their own personal view (or accuracy) into the content contained therein.
When such a book would be completed, I can't say. Wagner spent 27 years writing his Der Ring des Nibelungen. I dare say that this conceived project would be to D&D as the Nibelungen is to mythology or music. Not the only great work in the field, but perhaps in the contention as the greatest work nonetheless.
Really, it depends on how hard I want to work on it.
Friday, August 6, 2021
Thursday, August 5, 2021
Pretending's Descendents
Wednesday, August 4, 2021
Pretend Play
Sunday, August 1, 2021
Writing
"Ned Flanders, who was originally depicted as a friendly, generous Christian neighbor and a model father, husband and citizen ... became increasingly obsessively religious to the point where he embodied almost every negative stereotype of the god-fearing, bible-thumping American Christian evangelist."




