Friday, October 15, 2021
Thursday, October 14, 2021
Hard Lines
"So your daughter wants to be a singer ... you know, it's not what everyone thinks it is. Once the glam wears off, it's just a lot of hotel rooms. Lots of airports." {producing a card} "The first number is Gio, my vocal coach. If he says she can sing, she can sing. He'll give her the coaching she needs. The fee is on me. The second number is my manager. If Gio clears her, he'll make sure she gets a shot."
Realities. Most artists will never get an opportunity like this. The gift Sheerah gives Mills represents about fifty hoops that his daughter won't have to jump through. Most artists who jump through the hoops or get this opportunity won't get past Gio. Why does Gio get to decide? Because Gio knows what he's doing, and the manager knows Gio knows. Most who get approved by Gio can't afford Gio. That's how it goes.
Life is full of hard lines that you and I will never be permitted to cross. You can't pass the courses and handle the material, and survive internship, you don't get to be a doctor. If you can't make it through boot camp, you don't get to be a soldier; and if you're not a deliberate sort of person, you probably won't survive on a battlefield. We pretend these hard lines are arbitrary; we pretend that Gio doesn't know, or that medical school or the army rooked us ... or for that matter, we weren't really fired from McDonalds. We were cheated. Better we believe that than we accept the shame of being fired from McDonalds.
[I wasn't, as it happens. I was fired from Burger King]
We cannot talk about cultivating players without first talking about which players we allow past the hard line of our game world. If you don't want to impose a hard line; if you think being a DM is about being "democratic," or you have to be democratic because beggars can't be choosers ... I think you better stop and look at the hard line on which you might be on the wrong side.
You've got to control your space. You've got to manage the people in it. That "management" is compassionate, forgiving, encouraging and supportive ... but it is also provisional. Your players must be "seeds" you can grow. Otherwise you're wasting hard work, sun and water on what might as well be small stones.
Don't try to find four players. Find two good ones. This is hard. You've got to find two. They've got to know what they're doing, why they're there and what to expect. Find two players and the third is easier. If the third lasts, finding players after that is shooting fish in a barrel. The fourth player and those after find themselves sitting at a table with a capable DM and three true believers. The DM can comfortably decide who's allowed to play thereafter.
There are several hard lines here. You've got to be a capable DM. You've got to find the two good players. You've got to make the 3rd player want to stay. The two good players have to acknowledge you as capable, by their standards, not yours. You fail on any of these lines? You fail everything.
You can get bad players. You can get two or three or ten. They won't hold you to any standard. You, absolutely, won't be allowed to hold them to one. Bad players don't want to be held to a standard, not even their own ... otherwise, they wouldn't be bad players.
Understand? No hard line, no payoff. No cultivation, no player investment, no immersion, no expandablezs game world. Just indifferent players demanding plot hooks and upgrades. Enjoy.
What is a "good player"? Don't raise your expectations too high. A good player is one who is polite, respects the rules, has consideration for other people and at least a year's experience with the game. Among adults in any other activity, this would describe virtually everyone. In role-playing games, this sounds like shooting the moon. And we want two of them? Napoleon might as well go to war against two Dutchmen.
Says something.
'Course, this presupposes a DM who's polite, respects the rules and has consideration for other people. So, in fact, we need three of them.
The RPG game culture is toxic. This is why every discussion of D&D has to be filtered through arguments like, "I knew this group of people who when they tried this thing it turned out so bad which proves it doesn't work." Or, "I just want to feel like I'm allowed to be myself and do my thing without being held to a standard that I didn't invent." Or, "I hear what you're saying but it makes absolutely no sense to me." Or, "Maybe that's true ... for you." Hold your head up and draw a hard line somewhere and you're going to be challenged. Finding hard lines and challenging them has become a sport. It's easy to get lost; to wander aimlessly between the maze of existing opinions; to self-doubt; and ultimately, to do nothing. To resist getting a game started at all; or to resist taking the two or three toxic players in your campaign aside and ask them politely to just go. "Please. I like you fine as human beings, but what you're bringing to my game every week isn't what I want. I'm sorry. I'm going to have to cut you."
It cultivation terms, this is called "weeding the garden." We weed the garden so that wanted plants can grow. If the goal is just to "grow plants," then we can leave the weeds there, let them starve out everything that isn't a weed and succeed at our goal. Come September, we will certainly have grown plants. The weeds will be tall and majestic and devoid of edible material.
That's the option. If the garden's going to thrive and produce food — the usual reason we plant a garden — then the weeds have got to go. The weeds are not going to appreciate a game world where fictional creatures and persons deserve respect and affection. They're not going to be concerned with the well-being of others, players and non-players alike. They're weeds. They spread through the soil, they make it toxic, they destroy everything except themselves and they produce nothing. It is absolute stupidity to advocate for a constructive, layered, complex game world and immersive milieu if the weeds are going to puff themselves up, suck up the water, blot out the sun and make every plant of value die.
This is not optional. It's this hard line or it's a garden full of crap. Your decision.
Having weeded the garden, the cumulative result is always positive. Gardening is not rocket science. If you pull the weeds — and this presumes you recognize the weeds, which can puzzle a noob — the other plants will drink the water and find the sun. They'll grow on their own. As a DM, have faith in that. If you pick the weeds out of your campaign, what's left will thrive. In game terms, this describes players capable of appreciating the DM's efforts; players who want the DM to do well. This promotes a mutual understanding of the Player-DM dynamic, from both sides. Each player gives sufficient room and respect to the others. Each gives deference to the DM, who views the players as cherished participants in the game process. Jocularity and jovialness replace snark and attention-seeking. The group as a whole bonds together.
Inclusiveness is a terrible premise for a group activity. As a society, we often pay lip service to it, especially in the ears of children. As DMs, there's space for only so many people. Save that space for people who deserve it.
As you work up the gumption to recognize the needfulness of this, we'll continue on our discussion of making a garden, er, a D&D world, without false fronts and cardboard people.
Beyond the Cardboard Game World
"When Mr. Bilbo Baggins of Bag End announced that he would shortly be celebrating his eleventy-first birthday with a party of special magnificence, there was much talk and excitement in Hobbiton."Bilbo was very rich and very peculiar, and had been the wonder of the Shire for sixty years, ever since his remarkable disappearance and unexpected return. The riches he had brought back from his travels had now become a local legend, and it was popularly believed, whatever the old folk might say, that the Hill at Bag End was full of tunnels stuffed with treasure. And if that was not enough for fame, there was also his prolonged vigour to marvel at. Time wore on, but it seemed to have little effect on Mr. Baggins. At ninety he was much the same as at fifty. At ninety-nine they began to call him well-preserved; but unchanged would have been nearer the mark. There were some that shook their heads and though this was too much of a good thing; it seemed unfair that anyone should possess (apparently) perpetual youth as well as (reputedly) inexaustible wealth." 'It will have to be paid for,' they said. 'It isn't natural, and trouble will come of it.' "
On first reading, this is certainly about Bilbo, a person about whom you've never heard. But knowing Bilbo as we do, it's equally clear that this paragraph is also about the people who aren't Bilbo. It gives us a very clear idea of what this "Hobbiton" is like — and it's a place not unfamiliar. The people are rather plodding and filled with simple minded platitudes; while they can recognize a detail when they see it, they haven't the imagination, even in a world filled with magic, to imagine what Bilbo's nature is or where it comes from. They are sure they're getting the short end of the stick; and equally sure that in the end, everyone does — otherwise, it's hard to reconcile one's stick-handle.
Note also that while a consequence is expected, there's no hint of an action that ought to be taken. There isn't for paragraph after paragraph, except perhaps a feeling that Frodo, at 33, ought to take a wife. We learn all about the various persons in Hobbiton and their opinions of Bilbo and Frodo, but nothing whatsoever is suggested of an "adventure." Why would it be? None of the people in Hobbiton, except for Bilbo, have any inkling of such a thing — and Bilbo only does because he was pulled off down a road many years before and he wants to return to a place he's been.
I'm saying that when we create a setting, we don't create motives for the players with it. If the players were to enter Hobbiton, such as we readers of the story do, they would meet a bunch of farmers; and hear a bunch of rumours, all of which were about what a queer fellow this Bilbo is and none of which would suggest the least adventure. And if the players were to meet Bilbo, thinking he represented an adventure, they would find very, very little there, indeed.
Do remember that the first part of the novel covers a space of twelve years ... years of conjecture, of watching Frodo grow older and listening to the town's folk talk. If the reader is thinking, "Ah, but then Gandalf shows up," consider if the player characters happen across the town when Bilbo is only 106. What then? The most powerful ring in the world is in Bilbo's possession, but how would anyone know?
Exactly.
Tolkein is interested in getting on with the story, and does in his good time ... but before then, he's also interested in describing a world in which other stories can take place. He carefully crafts the town and its environs, introduces rumours of dwarves and Gandalf visiting Bilbo, cleverly building the setting between the chattering of the townsfolk. We get a sense of these people as they tell "stories" ... but none of these stories have arcs. They're gossiping. They're not building quests.
If the PCs get it in their heads to visit Bilbo, then it's their idea, not the setting-maker's. Just as it's up to the reader to turn the page and go on reading. The writer won't do it for you. Oh, we'll entice you, work on your curiousity, build up the habit of your turning pages ... but it's still an action that you perform. And as you do, you learn.
Now, when Agatha tells you about the Orient Express, she tells you virtually nothing. She doesn't care if you ever get on that train. She may mention a few details, but they'll be fleeting because, hey, the cravat or boots of this or that possible murderer is what really matters. In all truth, "Oriental Express" sounds romantic. It has no more bearing on the plot than the "mysterious-sounding" and yet utterly forgettable town names the train rolls through as the mystery is solved.
Cultivating players from traditional D&D into the Other D&D begins first with introducing them to a game world where the residents and the day-to-day goings on matter. Where conversations with the locals tend to be about tangible local things; their lives, the local gossip, things beyond their ken, troubles they can't manage, their worries about the season's food supply and so on. But under that, all the things they know but they don't say. The stories they don't tell. At least, not until they trust. Until then, it's business as usual: grow the crops, fish the sea, haul this or that to town, open the shop, respect the strong, prey on the weak. And hide everything the party wishes they could know about.
Initially, without experiencing it, this seems a hard game to sell. But in fact, as you add more and more details, teaching the players where they are and how things work, the tactile sensations and descriptions gather and take shape. As these NPCs who have no game agenda become familiar and fundamental to the experience, the players grow fond of them; the PCs become concerned for their well-being. They become an entity worth fighting for — beyond the simple motivations of rushing to enrich themselves. With time, the players either put down roots, or they move on ... but somehow, moving on through a world that's constantly full of description and people doing something fruitful becomes wearying. The panoply of rambling seems empty and fruitless compared to the possibility of building something permanent.
For a person who rambles in the real world, this is very hard to understand. In the real world, it's very hard to build anything. It's hard to get a stake, to risk the pleasure of eating, to risk losing everything that's invested ... which is why many of us never feel inclined. But D&D has far less of a downside; and where it comes to fantasy, the possibility of doing something great, which we know we'll never do in real life, has an appeal all its own.
There's no appeal in building something in a game world that is all false-fronts and empty cardboard husks. There's no fondness for meaningless placenames and expositional characters. There's just "do the next thing," like working on an assembly line where someone else gets to play with the toys being assembled. True enough, traditional D&D is better than a lot of things. But it falls far, far short in enabling players to do things that matter.
We'll talk more of this, digging deeper into how a world that educates players cultivates better players.
Tuesday, October 12, 2021
Active not Passive
Friday, October 8, 2021
So Very Close
Ah, good news. After the contribution of a VERY generous European gentleman, who would like to remain nameless, the kickstarter is $81 from success. That is all. I also received another donation this morning from a 24th backer. This is 25 in all.
One thing; in his email to me, he added that he "abhored" the captioned photos. I understand. The numbers do very well though, and for the most part people don't comment on anything I write between Thursday and Sunday, anyway.
I've spoken to the manufacturer of the binding I need to complete the menus; the image and printing has been confirmed a week now. I told the company to go ahead and print the menus for me; I expect to have them in my hand come the first week of November. I will then mail them out to those who deserve them through the Kickstarter forthwith, the moment they arrive, and I will start taking orders come mid-November. In time for Christmas, if anyone's interested.
UPDATE. We're there. Thank you everyone.
Thursday, October 7, 2021
Anxiety & Excitement
"These two arousal emotions are separated by the associations we make with them, says Sal Raichbach, Psy.D., LCSW, a psychologist with Ambrosia Treatment Center.
"When you experience anxiety, the first thing that happens is that your senses observe your environment and you feel that rush of cortisol in your brain as the fight-or-flight response begins to set in. This is an instinct humans have evolved to sense danger and respond quickly, which is why it all happens in a matter of seconds, Raichbach says.
"But another part of this response is your ability to recall your previous experience, and that’s where the anxiety or excitement will start to differentiate. For example, if you’ve been anxious in the past while public speaking, chances are you’re going to be anxious when you’re walking up to that podium again.
"The difference between healthy anxiety and unhealthy anxiety is your relationship with this stimulus and whether it’s making you feel fear."
Sometimes, when I claim things like anxiety and excitement being chemically related, I feel my readers think I'm making shit up ... so, I felt it was best to include the whole quote. To get a firm handle on this DMing thing, we've got to grasp the mass of chemically-induced emotion taking place as the die bounces across the table and we feel the tension of whether or not our character's about to die ... even in tenths of a second. Our senses observe the die; the cortisol hits like a bullet in a heart beat; it has to set in fast enough to keep you alive on the savanna two million years ago — or else your ancestors don't make it and you're not here.
From Raichbach's observation about public speaking, we have the same connection with characters you've see die in the past. Good old Luxtar got eaten back in good ol' High School and now Tablik's one pip from the same fate. The more death-as-part-of-the-game you play, the more that feature preys on your mind ... and on your hormones more to the point. And you can't think your hormones away ... not without conciously deciding to repeat to yourself like a mantra, "This is a game, this is a game." Which, of course, ruins any possibility of the game equalling it's measure.
Turning our anxiety into excitement is possible because we know, intrinsically, we're not actually going to die. We can let go, let ourselves feel anxious, enjoying the anxiousness ... especially when we're playing with the sort of friends who won't use our mistakes as an opportunity to shame us. Playing with strangers or near-strangers, there's never the feeling that we can roast our emotions on the game's spit ... and there again is the explanation behind players who can't fully immerse themselves in the game. Their experience playing is so affected by the strangers they've played with, they don't know how to be vulnerable.
Take public speaking. Have you done it? Would you do it? For decades, research has named it one of our greatest fears; many people would rather have a near death experience than get on a stage and speak in public. In fact, that's often the example used when pointing out an overreaction to something that's seen as menacing, but in fact isn't. People very rarely get spontaneously lynched for tripping over their words when speaking in public. It's even more unlikely that they'll be catcalled for the clothes they're wearing. To date, I haven't yet seen an audience member insult someone who chances to freeze up on stage.
If you see public speakers, you know that what you feel for them is concern and empathy. It takes a real asshole to condemn someone showing nervousness while giving a speech; if anything, the applause is louder when nervous people step down. We want them to feel encouraged.
The people we really hate are those who step up and act all, "Hey, I've got this; I'm so prepared, you're in awe of my perfection." These people are awful gawddamned speakers. They're dry, they're boring, they have the audience playing with their silverware, restlessly tapping their feet, looking mournfully at the exits and wondering if perhaps they couldn't pretend they really, really have to go pee so they can pass the time outside the auditorium doing nothing — which is sure to be more fun than listening to this speaker. When the speech is over, the speaker is pleased that nothing went wrong; except there's only a smattering of applause and it doesn't last long.
Why is it the speaker who does everything "right" gets so little love?
Because we don't like perfection. We like imperfection. We like self-effacing. And those of us who like caring about our characters so much that we scream in pleasure when they live, or scream in pain when they die, do it because our friends ... don't mind.
Which is why I can argue that the best way to DM is to make the world frightening enough that the players don't want to compete with each other. They're too busy supporting each other so they can survive 'til tomorrow.
Now, I have noticed ... I get a kind of player online who responds to my inculcation of anxiety with a kind of neuroses: that every rock and tree is a death sentence waiting to happen. Online, I have to keep reassuring my players that I'm not going to kill them in an unreasonable, no-win situation. I've thought about this. I don't have it with off-line players. But online, playing as I do ... there are certain players who get rigid about this. To the point where they feel they can't act.
I think it must be my expression. Players who can't see me can't read the signs my off-line players recognize. My face, when I'm pushing fear, is a message all it's own; and likewise, when there's nothing to be afraid of, it's my face telling that to the players moreso than my words. Online, the player is stuck with his or her imagination ... and only their imagination.
This dichotomy is more than enough to convince some that I'm a scary nightmare of a DM without sympathy for the vulnerable, perhaps happily wringing my hands as I anticipate the next character's death. I certainly talk about death a lot. This is only because the audience here, online, has taken the position that death in the game is bad, that it's always bad, and that forestalling death by ANY means, including lying to the players, is plainly better than the alternative.
Players aren't stupid. Well, mostly. We can pretend that we're keeping them alive for the sake of "everyone's fun," but pretty soon every risk related to the game is an empty superficial gesture. We know that whatever happens — losing all our money, getting stripped naked and thrown in a dungeon, being humiliated in front of the king, having the big cheese teleport in to threaten us — is just our going through the motions. We know none of this matters because, with this or that coming next, we'll roll around and get on top again.
Faced with a DM who won't pull the switch, the players have to make up their own game, if only to pass the intermidable time between the DM's plot rhythms. It's the guy on stage whose droning carefully crafted sentences puts us to sleep ... in uncomfortable chairs. If we didn't have to be here because it's a professional conference or it's the only way we can see the next speaker, who's got to be better, we'd leave in groups. We've got to play with this DM. It's the only DM we have. Not to mention the same as all the others. Obviously, this must be the game, because this is the way that everyone plays it.
Except us few on the periphery, chatting on about death. Obviously, any sane player wants to stay far from us.
All this weaving around, I hope I'm making a point. I'd like to address things I said in the last post about how to set up fear and destabilize a party. Surely, that's got to be a better post than this one. Only this, this one is way, way easier to write. Thing is, knowing what to throw and how much, and when to throw it, not to mention when to stop, or when to filter aid to the party so they don't give up, while giving them what they need and making all of this matter, in the sense that it "matters" what happens when the party succeeds ... there's no road map here. 160 years of psychology and we have no idea where ideas come from, or how to form them together to create things. All we know is the brain lights up and it fuckin' happens. That's it. That's where we are. So my telling you, do this, do that, do the other thing, make it count ... makes as much sense as my saying there's no D&D without a monkey, seven ballerinas and the exhumed corpse of Modest Mussorgsky.
Still, I'll take a swing at it. What else have I got to do? Cure cancer?
Tuesday, October 5, 2021
Fear
"In a combat film, the characters are fighting for their lives. None of the characters in Das Boot want to be there. The characters in Greyhound are there because it's a terrifying, necessary job that if its not done, the war is lost and millions will die. We can't create these sorts of tensions for the player, even if the players really love their characters. Therefore, for combat to matter, it has to put things on the line that the players really care about: their mental faculties for making a plan; their shame if it fails; the sense of their joint effort with their friends, to commit themselves to something this big."
I brought this up with an ex-military friend, who has yet to see the film — though I plan on having him around this month. I asked him what situations like this were like, because he's seen a few; and he agreed generally with my assessment, adding one more detail.
I asked about soldiers expressing their feelings in moments of crisis. He shook his head, said, "No you don't. There isn't time."
Right there. That's the key that pulls all this together. The invented win conditions for players who don't play in games with death on the table; the process of primping themselves and pimping their rides; the dissatisfaction with survival, when there's time to think about the fact that we have survived; the sense of fear that pushes the possibility of not surviving up front; and the question of why we would play a game that deliberately wants us to feel stress about the possibility of losing, without there being a comparable condition for winning.
You come in, you sit down at the gaming table. The DM shuffles and mutters prior to starting. Everyone chats. Drinks, snacks, stretching out, fumbling with the dice, making notes ... it's like other things that presage something great about to happen. Musicians in the pit before an opera. The lights and rumbling of the crowd before a sporting event. The warning that the enemy is coming over that hill, that one there, as everyone digs in. A clutch in the throat. Anticipation. High expectations.
Two kinds of games.
There's one that rolls along: open a door, bunch of decisions being made, dice being rolled, a joke, laughter, have a role-play ... 8:45 now, get into a combat, get a drink, take a pee, argue over treasure, debate a point with the DM ... 9:10 now, decide which door to go through, search the hall, stumble across the puzzle, solve the puzzle, open the next door, bunch more creatures to fight ... hm. 10:30. "Let's call it guys; pick it up there next time."
The other: open a door ... shit, it's ten to midnight.
Or, to be fair, holy shit! Fear, swing, fear, hit, hit, hit, fuck, fuck, shit, jesus mary mother of god, JIMMY! Run! ... ten to midnight.
That second kind comes out of fear; it comes out of forcing the party to act in desperation, seeming to be on the edge of success and then suddenly not. It comes from a good combat system, from a DM who knows precisely how many whatevers the party can barely handle ... and how to introduce those baddies in a pattern that induces the kind of steady, time-consuming panic that we recognize coming from our own experiences at the worst times of our lives.
I'd like to suss it out, explain how exactly that's done. A big part of it is practice, fighting a lot of battles, maintaining a single, consistent set of rules so that the battles that were fought in 1989 are still relevant to the battles I fight in 2021. In part it's knowing what to throw right now and what to hold back ... and then knowing when to throw them in, like Napoleon's last ditch effort at Borodino. It's running the game so that I'm struggling, too; I'm holding my own line, keeping my own troops at it, breathing the struggle of this group of orcs or that death throes of two treants. Everyone 'round the table is rushing for their dice, frantically searching their characters for some forgotten note or gadget, some way of looking at a spell to save their ass in a way they haven't had to before ... and I'm doing that too, keeping the game running, making it a real thing.
There's no time. No time to invent frivolous win conditions. No time to think about winning at all. Only time to hope this die drops right; that this try is the one that works. Knowing the basic system is UTTERLY inflexible, that there's no way to talk oneself out of it, no way to invent hit points that don't exist, no way to take back a bad roll, nothing that can be done when things go sour except to ACCEPT IT.
It's a combination of all those things. But fear is at the core. If the dice aren't final, there's nothing to be afraid of. If the DM is plaible, there's nothing to be afraid of. If my choices aren't intractable, there's nothing to be afraid of.
And if there's nothing to be afraid of, then there's no reason to worry. There's plenty of time. Time enough to fill it with whatever seems clever or challenging. Or self-aggrandizing. Or goofy. Whatever.
Whatever happens, we're going to be fine.
Sunday, October 3, 2021
Pulling a Curtain
"I AM content with the game I'm playing. I'm not dithering about rule changes and shit anymore."
This is fine and I've no trouble with this position and won't try to dissuade you from it. But you've made clear with writings on your own blog that the materials provided by AD&D (and by extension, other materials of the period) are sufficient for play. You're not alone in making statements towards that as a "goal" in play. I don't disagree; sufficient is what they are. But sufficient isn't really a positive. It isn't worth aspiring to and it definitely isn't praiseworthy.
I ask you, and others, to consider the following.
When the first three books of Advanced D&D were published, TSR and the "original" version of the game were all of five years old. If you credit the idea of player characters and sequenced adventures existing in the minds of the writers before the actual publication of OD&D, surely it's implausible that those things could have manifested before 1971 ... given this is the year Chainmail became available. From the writings of that game's creators, we can reasonably argue that the IDEA of D&D had to formulate past the formation of the IDEA of Chainmail. All told, at best, Gygax's experience at the moment when AD&D was published was all of 8 years. Given that it probably took at least two years to produce the work, a normal amount for material of this scope, his initial experience was no more than 6 or 7 years.
Unless you're prepared to make the argument that GOD came and gave the words to Gygax, who then inscribed the holy writ into the passages we recognize today, we must assume that these were ideas and writings ARE fallible. In other words, they are not the rules that Gygax would have written had he chosen to write the books three years later than he did, or six years later, or ten years later. It is, therefore, ridiculous to give them any special merit as THE baseline to build upon. It happens to be the baseline we have. That is all.
You may be personally incapable of further dithering with rule changes, perhaps from experience. But it is ignorant, irresponsible and deliberately obstructionist not to ASK others to take up that effort ... in fact, not to INSIST that those efforts should be taken. Because, dammit, the effort serves the betterment of the game and everyone who plays it.
The static production of a simplistic game such as Monopoly might be all very well, but more intrinsically satisfying and complex games, like chess, golf or baseball, pass through dozens of iterations ... and in the case of some games, are still changing. D&D is vastly more complicated and full of potential than any other game in human existence: it stands to reason that the iterations of this game would smash through the ceiling set by any previous game form. Just because the attempts so far have been materialistic, stupid and short-sighted doesn't mean the "changed" game is an idea to be abandoned.
For all your equivocating, and justification of position, there's no way to see your phrasing as plainly narrow-minded, slow to understand and unhelpful in directing ANYONE, the innocent and the savvy alike, to an altar of any value except one built on the bones of dogma and charlatanism. You have put a stuffed figure on a throne, called it "Oz" ... and chosen to hide behind a curtain as if you're not responsible for this half effort.
Not enough. I want you to think harder.



