These are all images I've added to my wiki in the last few days. This is what comes of having access to a tool that replaces a skill a given human being does not have. To have someone generate this content by hand would have cost me in the neighbourhood of $2500, at least. For something that I view as an incidental convenience, that adds life to a minor, insignificant wiki page. In short, something I'm not going to spend money for.
The problem with opposing a useful tool is that, whatever your moral stance, if it is this bloody useful, it's going to get used. And you're literally not in control of your faculties if you think this is a tide that can be stemmed.
Monday, April 13, 2026
Images that Were Impossible when Covid Started
Thursday, April 9, 2026
Books are People Too
Human beings are not clear. They are muddy. Their motives are never straightforward and singular. Communicative writing is not natural because it requires us to think in a manner that diminishes the nuance that we are comfortable living with every day. The challenge, then, is that no matter how clear we make a thing, no matter how we flatten it into the most boring passages ever about the future of a sour gas plant, someone will misunderstand it because we are not built to all read things about gas plants or taste Monte Cristos in the same way. This makes communicative writing extremely frustrating, because no matter how one tries, the reader just won't have it. This is the point of Kipling's How the First Letter Was Written, because it invents a story about the invention of writing and the story is about how writing as a technology is a total disaster. Despite the effort to write a message for his daughter to carry, Tegumai only discovers that everyone misunderstands his efforts and his daughter Taffy is dearly tormented for his efforts. It is the most important story for a writer to read, I should think, because it carries a message a writer should never forget.
Do not write for other people, unless disappointment is your aim.
Mind you, I say this as I write for other people.
This right now, that I am doing, is communicative writing. I am writing a blog post explaining something I think deserves to be explained, but I fully expect it not to be understood, because it is not the nature of people to learn, appreciate or grasp things they do not already believe.
With my last post, I talked about my tendency to argue in association with a coffeeshop/bookstore that I ran for a brief time. I'll throw in that I began arguing in that other great crucible in which we're all forced to swim during our youth, school. School for me was a situation where 29 trapped people, and me, would get into these arguments that I would impose ruthlessly, as was my nature then and is my nature now. I remember one of these was the argument that a hero "is a brave person." The class agreed. I did not. I did not believe then that it was so and 45 years has not changed my mind about this. A hero is a person who is there, who doesn't think, who does what's next, then afterwards generally thinks, "Oh my gawd, I could have died doing that. What as I thinking." That's my point. No thinking in the moment is involved. No thinking, no time to be "brave." One is too busy acting.
When this happens often enough, one begins to realise that a lot of people argue against a premise not because the premise is false, but because they just haven't had enough personal experience to know one way or the other, so they assume the safest course of action: that "Something I don't personally know is necessarily false." This actually makes a lot of sense to me. As a writer, it makes the point that the argument written down isn't an argument for the time it was written, but for all time. That anyone, at any point in their life, might come back to a thing written again, only to find that now it makes sense, when once it did not. This is a very strong reason to write things that won't be (presently) understood by people. Because we live in four dimensions, not three.
"The only reason we know who Charles Bukowski was is because, well..."
These 12 words are enough, because the above, unlike communicative writing, is not clear. It doesn't tell you who Bukowski is; it does not define him as a poet; it does not explain, for those who do not know the reference, how it is the right reference here. Nor does it say if I personally like Bukowski. None of this is communicated. Intentionally. Because those who know the poet already know the story; those who don't know him won't benefit from the story. My liking him or not is irrelevant to my knowledge of him, and my awareness of how he's the right modern person to be inserted here.
Omissions like this are not accidents. Writing intentionally plays mind games; it sets out to do far more than lead you down a garden path to a plot twist, it willingly makes you believe that you're in a day garden when actually you're blindfolded, it's night, there's a cliff a foot to your left and no, I'm not the author of this tale, I'm the devil. Writing is about deliberately laying a story out in such a way that it can be read today with this impression given, only to find oneself waking in the night and thinking, "Wait a minute... what happened to the dog?"
These things are not "plot holes." More often than not a "plot hole" is a reader that has failed to pay attention (though, granted, with a lot of films, that is not always so). These things are deliberate to make the reader see the world in a manner that isn't meant to communicate on a conscious level, but a subconscious one. It is dirty pool, it is mendacity and brainwashing and a hoodwink. It is also delicious, which is why it continues despite all the other things we might do instead. We like to read, because it offers a cunning puzzle that cannot be found elsewhere: a human puzzle, where the rules do not reflect what's nice or normal or approved. The best books are not the ones we liked best. The best books are those we cannot make ourselves stop thinking about.
If there is a book you might hate, such that you find yourself railing against it and it's author with a vehemence that is unlike you, that is because the work got under your skin. That's what makes it a good book. You fought that book and you lost. And you don't like that. Too bad.
Books, like people, do not exist that we may approve of them. They exist with the ability to act freely upon the reader, just as your neighbour is free to do with his damned garden hose, or the co-worker with their need to slap a sticky note on your computer screen, or whatever miserable, terrible, sometimes beloved things that human beings do to human beings. A work of literature needs no more justification for its presence than does any human not actively bothering you on this planet... because whatever you may think, the most awfulest book by Ayn Rand or Robert Heinlein does not have the power to grab you and make you read it. But, like people you don't like, you still have to live on a planet where these exist. Worse for you, we continue to generally believe as a culture that it's inappropriate to burn these things, just as it is people... and in fact, that is what Heinrich Heine wrote in 1821: "Where they burn books, they will, in the end, burn human beings too."
Thus, when we write, it is not another bit of non-offensive fluff that fails to punch that we strive to write, when we think of ourselves as writers. No, just as I taught my daughter to use her fists, so that she could defend herself if the time came, I give my books fists too, so they can punch as hard as they need. And if the reader doesn't like that...?
Well... fuck the reader.
Wednesday, April 8, 2026
Session 5: Fight!
Most of the session consisted of setting up for this fight, having the fight, then sharing out the treasure and experience after. The battle consisted of 9 goblins with 7 to 10 hit points each (goblin soldiers-at-arms, hardened, selected for unusual constitutions) and one "cavewight," which is the equivalent of the AD&D ogre... though augmented through the cult he'd organised around himself, and a total of 44 hit points. In addition, two ochre jellies, whose presence was inexplicable... even more so since they did not attack the goblins but rather ignored them, while freely attacking the party. So, in all, 12 opponents against six party members, levelled 5, 4, 2, 2, 2 and 1.
The battle was close. I am sorry that I did not take screen shots throughout, I simply didn't think of it, trying to manage combat rules that I've forgotten, which the players knew and had to keep calling me out on. It's a trifle embarrassing, but I felt it proved the wiki's value, since the players were using the wiki's rules to correct me. That's how a rule system is supposed to work.
Mikael the mage, 2nd level, suffered most, after likewise probably landing the most successful hit of the game. The black border around the shrine is a five-foot wide pit, which the cavewight was pressed against when Mikael hit him with an attack, knocking him back across the gap and taking him out of the fight at a critical moment. That gave a chance for Pandred to deal with the second jelly (the first had been killed early) while the others managed goblins for a time before the cavewight could get back into it. That breather, I believed, was much needed. Unfortunately, Mikael was knocked down to -3 by an attack by a goblin... then got in the way of the jelly, the average damage of which would have killed him. The jelly did five damage, leaving the mage with -8... whereupon a miraculous 2 in 20 roll was made that allowed the mage to retain consciousness. Left with only the ability to move one hex per round, without the ability to fight, and with his intelligence being essentially between 3 and 4, the character just tried to keep from being hit. Unfortunately, the cavewight had gotten back in the fight by then, had remembered Mikael, and came forward to crush him — only to miss the mage by 1 point. Mikael lived, while Pandred finished off the cavewight; two of the goblins broke ranks by failing morale and the players were able to mop up.
Ti, going into the battle weak, kept to the outskirts and struggled through the fight. Xoltan missed and missed and was missed and was missed. By round eight or nine, he had still not done a point of damage or suffered one. But both characters kept opponents busy and off the backs of Lexent and Pandred, the highest levelled characters. Pandred was wounded early and bled steadily for at least six or seven rounds; Lexent was also wounded, but neither could do anything about it, since they were needed to keep fighting. It's an awesome image... the combatants bleeding from open wounds, still fighting, keeping the rest of the party alive under difficult conditions.
And a call-out to Arduin, Pandred's hench; the faerie fire spell, plus Lexent's dust devil, were unquestionably both effective; Mikael's telling hit would not have landed without the former, and it would not have stunned if the latter had not bled the cavewight's hit points. Well played, all around.
Treasure offered an average of a thousand experience to everyone in the party; I had to be reminded of my proposed rule, that silver give 1 x.p. for every three coins, regardless of silver's value compared to gold, and 1 x.p. for every four coins of copper. I think that rule works well, as it means I don't have to pile up 55,000 copper to make it worthwhile. A few thousand were enough. The total weight of treasure was 170 lb. — though I'm not certain if that includes the gem or not:
Anyway, that was the running on Friday, pretty much. Next game is the 17th.
Tuesday, April 7, 2026
Truth
I got work as a cook and got a new room to live-in with a roommate who seemed steady at first but eventually bailed on me. The apartment got switched to my name and I got another roommate who turned out to be easier to live with though a bit of a slob. Around the same time the bookstore, which was run by an ex-hippie who was not a businessman and did not care about business, or the law really, needed someone to run it five days a week and I jumped at it. I moved behind the counter and started making and serving the coffee as well as drinking it.
Meanwhile, I got neighbourhood regulars who made it practical for me to be up that early; I'd usually make a hundred and fifty by the bookstore's actual opening time, when the place would fill up with all familiar faces. There were about twenty diehards who came in every day, another twenty who might come in once every three days and hardly any strangers. The place was loaded with couches and tables with chessboard surfaces, while behind the bar were a dozen chess-sets. The chessplayers would roll in around six and stay 'til eleven; the university students appeared around four; the musicians around six. Most would hang for four or five hours. We treated the shop like a living room.
As I said, my workday ran about 16-17 hours. If I felt up to it, I closed later. I drank buckets of coffee. I began talking with professionals in the early hours and various forms of people, from those a foot from the street to those working through their PhDs, steadily and without a break for hour after hour, day after day. I brought in a crock pot and made soup that I sold to make a little extra money, since we were selling squares and bakery goods already. I brought my own music, an eclectic collection of mixed casette tapes with music that ranged from 1955 to the present of that time. Technically, playing the tapes in a public business was illegal. No one noticed. No cop ever set foot in the door, because no one drank, no one fought, no one was loud enough to be heard. The store was in a little strip mall with the nearest apartment building about a hundred yards away. I was never robbed. The customers were all "friends" of mine. Over the next ten years, I'd go to their birthday parties, their weddings (where sometimes I'd be the M.C.). I still know some of these people.
That standard, to count for everything, must be external. It must be. It cannot be what I think in my gut, or what my group of friends think, or what my professors happened to think or what some large NGO banging doors in a goverment house think we should all think — no. The only standard that matters, that can matter, is one that is so widespread that it is impossible to point to one person or one gang or one institution as its source. We do not know that Da Vinci painted the Mona Lisa because he wrote a letter about it, or because the Louvre says so, or because someone made a movie about it or some group of experts took paint samples... but because everyone that counts has already, for the last five centuries, put this one to bed. It's not a question. And when it becomes a question, and people in authority allow it to become a question, that's not because it is one... it's because someone, somewhere, has lowered the standard so they can justify awarding themselves some importance as a fact-wrecker. It's not the pursuit of truth that's going on, it's the pursuit of bullshit.
We are being taught every day, and in a very narrow window of time when compared with human existence, a mere 25 years, since the arrival of a google sorting program, that every challenge to settled knowledge is a brave, truth-seeking phenomenon, in which the internet has "finally and at last allowed us to expose the lies that have led to our time," with the assumption that somehow everything we know, everything, is only known because some kind of cover-up has occurred. And because of the structure in which money whirls around between media and politics, there is more than enough impetus to throw sand in everyone's eyes and call it water, and shove it down their throats and call it water, and then expand this charade by crying out, "thank gawd we've found water at last! Click to pay for it."
We live in a system that can surface, rank and monetise contrarian claims at the speed of the electron, while actual verification still happens at a comparative snail's pace. On one level, it's scary terrifying, much moreso than the made-up panic about A.I. On another, we are mere days from technology from creating something so unimaginably immersive, like Larry Niven's wire, that I expect we're going to see a significant part of humanity just "tap out" to a place where nothing can be sold to them because whatever's coming is going to make the internet so boring no one's going to come round to the party any more. That's not truth. That's just how it looks to me. Eventually, someone's going to invent a product so enticing to stupid people that it will make it impossible to sell them sand any more. They'll have all they can gorge.
The exception were the small group of folks who dropped in between 7:00 and 7:30 to get coffee before work. The best of these was Tony. Tony was a Major in the Canadian Armed Forces, who worked at Mewata base, starting at 9:00. His day mostly consisted of scaring the bloody blue bejeezus out of anyone who dared exist in the same space as he did, which they had to, because they answered to him, because he was a Major.
Tony invariably came in four days a week just after 7:30, once he learned I was always there. We'd play a game of chess, we were about evenly matched, talking while playing. He started off by talking about work; about the position he had; about the absurdity of it as he saw it. Not the absurdity of the military, or of the terror he left in his wake, because all that was necessary, which I understood despite not having ever been in the military because I read books. No, Tony found it all funny because he had ended up there; his success had all been utterly natural. He had simply been built as a human being in the womb, most likely, to eventually rise to his rank with his capability and his capacity to be an excellent Major. I talked to this man over many months, and we talked about everything he couldn't talk about with other people. That is why he came so consistently, and stayed until the last minute, because it took him ten minutes to drive to Mewata. Because, strangely, we were built to talk to each other.
A person who writes a post that is this long, that is this damning, this arrogant, this presumptive, is not looking for praise. He is not selling sand. I'll try to put this is plainly as I can. Water is everywhere, and it's free. But it can't be bought. It has to be earned. We earn it by ceasing to seek outside sources to soothe our boredom. We don't earn water by buying another video game, or looking for it on the internet, or watching a streaming service, or any of the things that rely on our going to someone else to get it. Water is earned by sitting down and finding a way to amuse oneself by arranging what we know into a shape that we made ourselves. It's very frustrating. It's largely unrewarding for a very long time. But this is the only way we get the sand out of our mouths and drink water instead.
There are two very funny things about this. The first is that it doesn't really cost anything. Oh, materials, maybe, or a single tool, plus a bit of upkeep. And a room to do it in, but heck, you already have to have a place to sleep. On the whole, it's not expensive to become self-entertaining. It's really just about making things with as little help as possible.
The other funny thing is that almost no one believes it works. Including an awful lot of people in the process of trying it.
Thursday, April 2, 2026
Sand-eating
Then, lo and behold, after fifty years, a group of earthlings decide, in not really a lot of time, to throw a ship around the moon for reasons that aren't clear, but mostly seem bounded up in the same sort of performative political points that encouraged them to do it back in the day. But the noise of culture rolling up from the earth is just that, noise, so you miss it until nearly the last moment. And now here you are, base about to be in plain sight, as the earthlings go by in this year's version of a flying tin can. What do you do?
"I've lived in this city all my life. I grew up on the Upper East Side; when I was ten years old, I was rich; I was an aristocrat, riding around in taxis, surrounded by comfort... and all I thought about was art and music. Now, I'm 36... and all I think about is money."
The film worked for him. You can watch it here. The IMDb trivia page for the film is interesting and should be read by anyone who wants to be a filmmaker, because not only was this intensely low-budget film a success, it did something that successful low budget films almost never do on their own merits: it changed the way intellectuals talk about film-making. The film was stupidly successful on an unimaginable scale for 1981, and is the only reason why Wallace Shawn was able to wrest his career from obscurity to the place where now we all recognise his immortal connection with the word "inconceivable."
I think the film is terrible. It came out in 1981, when I was 17 and surrounded by musicians and artists and other writers, who all gushed about the genius of the film in the same way they gushed about Jean-Luc Godard and Frederico Fellini, whose films I had seen and knew well enough to stay the fuck away from, since they were filled with a fascination about the tiniest most obvious parts of life as a way of avoiding talking about anything that actually fucking mattered. My Dinner with Andre addresses a familiar point-of-view that most anyone drifts into at some point between the age of 20 and 50: "I thought my life was about this, but now I realise that it's about that." But it's not "intellectual," it's pseudo-intellectual. All the clever, amazing things that Andre tells Wallace in the film amounts to tin-foil hat logic, not especially useful unless, coincidentally, you want to sell something to someone by telling them that life isn't about pain... a line, incidentally, I get from the writer of the book that contained the word "inconceivable" that Shawn would become famous for later.
It's not that Andre is stupid. He's not. He's passionate, he's rich with detail, he's anxious to explain and be understood and to delve deep into the thing that fascinates him, while Shawn provides a counterpoint that makes the film watchable because it's well-written. But it's a sham. It's all empty-headed nonsense. There isn't a single thought expressed so well in the film that can be applied to anything except to explain how the My-Pillow guy made millions. And for me personally it frustrates me to death that even now, 45 years later, comments under the film include, "I watched it for the first time years ago and it has truly made my life better."
Yes, exactly. That's what it's supposed to do. You're dying of thirst in the desert and this film gives you sand to drink... and you drink it because you don't know the difference between sand and water. From a film directed by the guy who directed Wallace Shawn when he said the word that made him famous.
For such people who write such comments, an alien base on the far side of the moon sounds plausible.
It is for this reason why repeated exhortations about what "adventure" is fail. And why admonishing the fudging of dice fails. And why point-by-point demonstrations of the execreble writing of the white box set fails. Because no matter how passionate one is, or how precise with language, or how specific one's structured examples, or the demonstration of evidentiary success vs. staggering failure one provides, it never comes down to the listener listening and weighing the two points of view to come to a thoughtful conclusion about what to believe.
The only measure that ever counts is what the listener feels. Which the writer has no power to change. My Dinner with Andre does not succeed because it was well-written or exceptionally shot or because it came out at the right time or because the performers were artists. Those things are all true, for their time, but they aren't the reason why the film was successful. It was successful because it didn't ask anyone to change their mind. It offered them a bunch of patterns that people recognised, that pseudo-intellectual recognised, and then waved them about for 90 minutes in a way that made the audience feel smart to be watching a film like this. Which worked beautifully.
A DM who fudges does so because early in their development in that role, they attached themselves to the idea, most likely because they could not help themselves. It was just too hard to actually kill their friends, or even strangers, because their nature forbade it. So having attached first, like a limpet, all that was needed after was to rationalise it. That rationalisation varies but mostly its to "create a good game" or "to make sure the game stays fun," or whatever. The tendency of the intellectual is to argue with the rationalisation, but in fact the rationalisation is incidental. It could be anything, so long as it sounds plausible. Because the issue isn't whether or not it makes a better game, the issue is that, inside, they can't keep themselves from doing it. Fudging possesses them, not the reverse. They aren't strong enough, as human beings, to stop fudging. So argument is really just a waste of time.
This is the one lesson I've never been able to learn. And my recent understanding, lately, that I haven't learnt it yet, is embarrassing for me. This blog has been to construct an argument about this or that or the other thing, just as JB's post is, just as is any post about D&D or any subject that I respect, because I walk away from such posts and such videos with an awareness I did not have before. Because I am an intellectual, and not a sand-drinker, which is what makes me formidable and scary. Because I won't argue decently, respecting the listener's feelings about what this is or isn't or should be or feels better or what fits the pattern and hey, you can't actually prove there aren't aliens on the far side of the moon. I don't accept premises like those. But because I don't, I'm also unkind, and abusive, and cold, and rude, and any number of other things that sound like I'm in your house telling you that you've put your sofa on the wrong end of your living room. It's what makes me intolerable.
Because, seriously, if you were in a desert and you saw someone who was thirsty enough to drink the sand, you'd try to stop them, wouldn't you?
And if you couldn't succeed, and you had to just stand there watching them do it, that'd get pretty aggravating after, say, to pull a number out of my hat, 61 years.
But what makes it truly worse is the guy on my right who has realised the solution is to sell the drinker more sand. And he's making a killing at it.
All this is the reason why intellectuals tend to retreat from the system as they age rather than continue to fight it to the end. They get tired. They don't tire of the facts or the arguments or the wish to rigidly figure out the sense of a thing... but they do get tired of the quiet expectation that, "if you're not going to sell the sand, you could at least provide it for free." Which is the role I should have adopted with this blog if I wanted it to be successful. I should have just called it "Free Sand" and then shovelled it into the mouths of my readers, making them all happy. I failed to do that. And therefore, demonstrably, I failed.
I am an excellent writer. Anyone here who thinks I couldn't have used that skill to proffer the sweetest-looking, brightest, most soft-grained sand imaginable is a fool. If I truly despised and disregarded my fellows, I could have built a sand-selling palace here, with vaulted ceilings and music playing and every kind of sand one's heart could desire. Because honestly, seriously... straight-talking it here... people aren't really that hard to lie to. They really aren't. And anyone who has read a few books, who has gotten through grade school and watched the way that bullies operate up close, comes to a point early on between knowing that you can either fuck these people over or serve them... and as it happens, all the money is in the former.
And mind, it's more than just the language. It's the intuitive understanding that underlies it, the comprehension about why the sand is being eaten and what for and why it's hard to stop and how deep the desperation goes, that encourages the fellow with sand in mouth to garble through the sand what an asshole I am in telling them to spit it out and drink water. Those are all little buttons, with little labels under them, arranged in a neat little row, and all it takes it to reach out and touch the one that works right now... and just like that, Johnny eats the sand he's told to eat.
If I am a rigid asshole, if I am inflexible, if I'm not ready to "see the argument" or "understand," it's bitcoins to donuts that I'm keeping my hand off the button that would pour out the sand you want me to pour out. I learned how to do that in High School, to subvert teachers, to placate principles, to get around bullies, to survive. It is so easy... you have no idea. Once you really understand how little is needed to manipulate a person's perception with lies — a small concession, stroking their ego, a little feigned uncertainty, some carefully timed sympathy, silence because the person needs to "stew," a little false seeing their point — they melt just so. But all that created in me when I tried it early in life was contempt... and I didn't like that feeling. I didn't lean into it. I didn't decide, "Hey, but it'll let me fuck people over and get paid for it."
And I shouldn't be telling you this now, but hey... I'm already an asshole. Not for doing this, obviously, but for not doing this.
So, lately, I haven't felt much like writing. Anything. Figuring this one out, I think. Getting pretty tired of yelling at the void. Lost a good friend over this kind of thing, whom I thought was a good friend and I haven't recovered. Lost a good friend over this last year, too. Seems I'm always doing this. I might just as well lie, all the time. Churn out some slopware. Or just walk. Because except for the prospect of running D&D tomorrow night, which is really why I love D&D, I just don't seem to be able to give a fuck whether people want to eat sand or not.
Sunday, March 29, 2026
Game Store Culture
Nothing untoward, the campaign is sound, it just allows some flexibility. We agreed to push things off until this upcoming Friday, the 3rd, so there will be a session. Sometimes this is for the best, even though, naturally, there's always a feeling that something is missed.
Now, why do I have to do that?
Can't do that now. People are so ready to quit, they assume everyone is. Cancel a session and the worry immediately is, "You're not dropping the campaign, are you? We're still playing, right?" And this is made worse in that a player won't actually call up and say, "Oh, hey, I'm not feeling well, I won't be there Friday." No, they just don't show. And they don't ever show again. And they don't say why.
Trust is in short supply. I don't expect someone's word to be their bond all the time; that's just silly. Past the age of 20, there are too many things that come up, too many accidents, too much chance that something of unexpected bad health will crop up and say, "I'm here!" So yeah, for the last forty years, I've made it clear that all I want is notice. It's not a job, no one has to pretend to be sick to get out of a "shift," but hell, we'll all supposed to be civilised. You don't want to play, call and say so. It's simply decent.
Now, the reader here is trying to figure out which player is dropping out and my answer is, NONE of them, not presently. I have no reason to doubt these folk; I've known them for years, they've known me; it's been an internet knowledge, a "knowing" of each other through character names and avatars and user-monikers and in a large part not faces — though Discord has fixed that, I'm glad to say. But it is knowing, in the sense that none of these fellows picked up the game yesterday and none are going to stop playing it tomorrow. This is not a game-store sample. These are true believers and therefore I know for a FACT that if one of them wanted to stop playing, they'd definitely say so. For one simple reason: they want to be well-thought of by me, just as I want to be well-thought of by them.
That is the core of where the lack of trust lies.
This, I think, is one of the reasons I didn't jive very well with the 2010 perspective of how players approach the game: the assumption that I was out to screw them, or cheat them, or make stuff up designed to humiliate them, or whatever. And why, in some cases, the anger at my insistence that they "suck it up and just play" was so unexpected and absolute. Because they could, in fact, just flip off my game like a switch. I never played like that. With those kind of people. It wasn't the game culture I learned to run my game in.
Something like a thousand years ago, I wrote that I wasn't a cruise director. I'm not here to make sure everything runs smoothly and that all the passengers have a good time, are entertained and are pleased with their stay. I'm not charged with my players welfare and comfort. I'm not here to provide social activities. I'm not an event planner, a master of ceremonies, I don't do customer service and I'm not a cheerleader.
Since, I've revisited the "cruise director" concept, here and there. I think it comes down to the idea that I'm willing to plan events, I'm willing to do customer service... I'm willing to be a cheerleader, even.
It's just not my JOB.
In fact, everyone exists to do all the parts listed here. If the campaign is sound, everyone has opportunities to help everyone have a good time, to think about others enjoying their game, to give ground regarding cheerleading and such. D&D is absolutely about giving.
What it's not about is taking. And this is where the "give and take" model collapses, because those who go into this game with the expectation that the two things are going to even out in the end, that they'll get their opportunity to "take" as much as they give, in their minds of course, the program falls apart. Anyone, ever, who approaches a social activity with the headspace, "What am I going to get?" is a null signal. It's the player no one wants at their table.
"I am here to be served. Serve me."
What a terrible, terrible culture.
No wonder it invented concepts like D&D as a sport, where groups compete against each other to win fucking prizes and prove that they're better players than others. No wonder it invented player-vs.-player, then called it a virtue. No wonder. Because this isn't about four people helping each other survive, this is the "virtue" that screams, "He got his, where the fuck is mine?"... with the other side of that flag reading, "I got mine, so fuck you."
I'm too Canadian for this nonsense. Though, of course, we have game stores here and yes, it thrives there.
Funny, I don't have an inkling from any of my present players that this nonsense is present at the table. Perhaps it's playing by Discord. Perhaps its their familiarity with this blog. Or with my previous game, since three of them have played with me online before. But I also like to think its because they've got the right mindset about why we want to play. Not just that it's fun, it obviously is... but because its fun in a way that doesn't actually expect anything specific. We're just going to play, and see how it turns out. Investment as play and not as success.
Gives me hope.
Tuesday, March 24, 2026
A Rational Self-Sorting Model
These last 18 years of running this blog (the anniversary is coming up in May) has not hidden from the world that I have a sharp tongue, a low tolerance for foolishness and a visible willingness to publicly swat stupidity. That would logically produce resentment, and it has. I've toned it down somewhat these last five years and I notice that the hate rhetoric on boards and reddit has subsided out of existence. I've been here long enough to have people simply tolerate me.
Still, I'm not especially nice. I'm a hard case, I won't easily change my opinion, I'll wade in swinging if I'm challenged... and in a space like a chat room I'm especially vicious. I write faster than most people, and I think at the pace that I write, so often I'm dredging out five hundred words of argument in the time it takes a lot of people to work out what they want to say in thirty. Its not unusual for me to find that I'm answering them with a breaknet three to five minutes with a deluge, while they're getting back to me fifteen to twenty years later.
Yeah. I write a lot. And in an online text fight, it shows.
I received word today that Patreon has created a new page for it's site. It's a "refund page," where patrons can go and manage all the refunds for their creator page in one place. Here's a screenshot of mine:
I think this is evidence of a self-selection process my readers have, because logically the only kind of support I should be getting is from those who aren't easily offended, aren't easily influenced, aren't wilting flowers, aren't here to feel better about "supporting an artist" and definitely don't do it from pity.
This says boatloads more about my readers that it says about me.
For whatever reason — I prefer the theory that you're all damaged in some way — you all feel that you're getting value from what I'm doing. Your reasons are probably best left for your therapists to puzzle out. I'm contented that, despite my shortcomings over the years, despite my projects that don't pan out, despite the decimation of the game con culture that covid left, obliterating my plans there, the ledger of my work is in the black and not the red. That matters a lot to me.
I haven't posted much this last two months. February was a shit-show that poured into March and then, when everything cleared up, I found myself more or less thinking, "fuck it. I need a vacation." Which is what I've been taking. I have one commitment at present that I won't shirk, and that's the online campaign. I wish everyone could all come and play, but that would get a little complicated. I am kicking at the wiki a bit, which I haven't in quite a while, and building some content specifically for the campaign here and here. No doubt, there's going to be more of that. I'll keep you posted.
The game players have asked me to create a private discord channel for them and for me to keep off it, which I've done; so far as I know, however, this other channel is still open to anyone who wants to poke about and ask a question, until 6 p.m. EST this upcoming Friday... as then we'll be playing our game on it for four hours.
https://discord.gg/jtte95JY
Don't abuse it please.
Sunday, March 15, 2026
Session 4: Campaign Goes to the Dogs
After some discussion, Mikael, whose father was an assassin and blessed the mage with a bonus stealth ability, made a run around the goblin settlement and found it to be peaceful, unwatched (despite the presence of an unused watchtower) and busy with the early summer planting, this being May 14th. The party decided to risk stepping forward and parleying with the goblins (with one of them tagging my intended narrative before it happened as one of the "possibilities" to explain the slaughtered freeholder and family). This turned up a story that nine of the hamlet's former goblin residents had joined a cult led by a cavewight, had left the hamlet and had, for nearly a year, been roaming around the landscape killing and looting. Being the toughest members of the settlement, who themselves were occasionally suffering impredations from this rogue group, the settlement was not up to undertaking their putting down... much less the possibility of overcoming the cavewight (a creature outside the party's ken). Local hunters do know of this "cult," but so far as the goblins knew, nothing had come of that knowledge.
The elder of the hamlet, named "Falva," drew a map for the party as to the location of the cavewight lair, as shown, which the party duly began to follow. After moving through a rocky, dense part of the forest, they broke out into a flat and encountered a slaughtered deer carcass upon a great beech tree, marked with symbols and it's dried entrails hanging out from its crusted body. An application of comprehend languages from Mikael identified the message was essentially, "Go no further, or else," or for Dante fans, "Abandon All Hope Ye Who Enter Here."
Naturally, the party entered and were immediately attacked by three large wolves, though not dire wolves. This was our first "dog" encounter of the night. I wasn't taking notes during the combat, but essentially Pandred thumped, Lexent thumped, Ti thumped and most of all Zoltan thumped, doing 14 damage in a hit and killing one of the wolves by sentencing it to bleed to death. Arduin dropped once, Pandred dropped once, no harm done. The party moved on.
They came to a large burnt out area, a mile wide, and tried to cross it directly. Zoltan was seized by a sinkhole and was saved before being sucked down by it by a good rolling Mikael, who then needed to be grabbed because the male is just a light-bodied elf and not as big as the 200+ lb. Zoltan and his equipment. But the party jumped to it, then backtracked along their own steps back the way they'd come. After some hemming and hawing, of which there always seems to be some, they went around and made camp.
With a small flame, as the night turned to the 15th of May, a strange sight took hold. By chance, looking to see what phase the moon was in on this night, the year 1650, I discovered that a lunar eclipse took place exactly here. What are the chances? I made some changes and the werewolf that was due to attack the party in another part of this adventure was upgraded to alive and in wolf form in the here and now, as the moon turned red over the party's heads. The werewolf caught Arduin with initiative and caused 14 damage to the druid, the wound of which was immediately dealt with. The werewolf did not stand and fight but chose to attack individuals by hoping to catch them unawares, one by one. This didn't work, because Pandred got lucky with a crit, followed by Ti getting lucky with a crit, and then I believe it was Lexent getting lucky with a crit... and scratch one werewolf. Still, there's a 14 in 23 chance that Arduin has caught the disease. The party just doesn't know yet.
The joke was made, "Will I be a super-werewolf because I was infected during a lunar eclipse," which brought the sort of D&D laughter that one wishes for, whereupon I answered that I could always argue he'd be the sort of werewolf that only changed during a lunar eclipse." That brought laughter too. Overall, the session was full of jokes, kidding, smart comebacks and all that a DM could ask for, the kind of thing that made the old school game terrific.
At last the lair was found, and entered. Two giant stone blocks were set to turn upon pins of carved stones, in a way that deliberately baffled. The party entered, found themselves in front of two passages and took the right one, with Ti at the head. Both Ti and Zoltan levelled after the werewolf fight, Ti from the x.p. and Zoltan from a silver necklace worth 500g.p. found around the werewolf's neck.
Here's the scene with Ti leading. Encountering an 18 ft. deep pit, without spikes, and seven ft. long, Ti expressed a desire to leap it. With no special skill for doing so, I nevertheless gave him a +4 advantage to his dexterity, so that he needed a 17 or less on a d20 to succeed. He rolled an 18, then got lucky and took only 7 damage. But then, at that moment, an ochre jelly emerged from a crevice in the pit and attacked Ti, while the party were figuring out how to get him out, stunning him for 10 more damage.
Pandred leaped in and fought against the ochre jelly, to protect Ti, causing 3 damage but taking six. Whereupon Lexent, still above the pit, saved the day by asking, "Will salt of Ammon have any effect on an ochre jelly?"
Salt of Ammon is the medieval term for sodium chloride, is an item available in my equipment list and, Lexent having medicine as a sage study, decided to buy some. Without any idea, always a pervasive problem with this sort of thing, since there can never be enough rules in D&D, I asked chatGPT:
"Would salt of Ammon be effective against a D&D ochre jelly?"
I saved the answer and here it is:
Yes. Salt of ammon (ammonium chloride) would plausibly be effective against an ochre jelly, depending on how you want to model the interaction.
An ochre jelly in D&D is essentially an acidic, protoplasmic organism. Its offensive mechanism is corrosion: it secretes acid and dissolves organic matter. The creature is typically immune to lightning and slashing effects because those divide the mass rather than damage it, while cold and fire affect it normally because they change the physical condition of the substance.
Ammonium chloride is strongly hygroscopic and dissolves readily in water, forming an acidic solution. When applied to a gelatinous mass that is largely water and organic colloid, several things would happen. The salt would rapidly dissolve into the jelly’s fluid matrix, increasing ionic concentration and disturbing the internal balance of the organism. In biological systems, high salt concentrations draw water out of cells through osmotic pressure and destabilise proteins. For something like a jelly, whose structure depends on hydrated organic chains suspended in water, that effect would tend to collapse or stiffen the gel. In practice it would act as a chemical desiccant and disruptor rather than as a burning agent.
From a practical D&D perspective, if a character scattered powdered salt of ammon onto the jelly, the effect would likely be similar to throwing a corrosive chemical or strong desiccant into a slime creature. The powder would dissolve and locally break down the gel structure, causing the surface to shrivel, stiffen, or fragment. The result would be damage to the jelly without triggering its division mechanic, since the mechanism is chemical disruption rather than cutting or electrical stimulation.
If you want a simple ruling at the table, treating a handful of salt of ammon as equivalent to a small acid attack or alchemical reagent would be reasonable. It would damage the jelly but would not cause it to split the way slashing or lightning does.
In your face, anti-A.I.! I ruled the powder affected the creature as a "burn," equal to a flask of burning lamp oil, and had Lexent roll 2d6 damage. That produced 10 damage, which drove the jelly back into its hole and both Pandred and Ti were saved.
We called the game there.
Thursday, March 12, 2026
Two New Players Located
Wednesday, March 11, 2026
Seeking a New Player
I would prefer a player who wants to run a character who is not a fighter or a cleric, though I will not hold you to this. A $3 fee to my patreon is required. The game is in the traditional D&D style, though with my own set of Frankenstein-like house rules, as might be guessed.
My previous campaign began on a blog and continued onto a wiki, if anyone wants to see an example of play.
There's no need to make a character ahead of time; I prefer to do so at the start of actual game play, so other players can see the rolls decisions you make.
Comment below upon this post, write to alexiss1@telus.net, find me in the patreon chat room, or upon discord at https://discord.gg/dqkhzsYQ.




