Who Am I and What Am I Doing?


Asked often in dimly lit rooms by dimly lit goblins of the type your ancestors encountered, not those comically nasty green-skinned things they made up for the rpg industry. Even Tolkien described them better than that. 

What I am doing is splurging this chaotic nonsense into the world and out through my creative mind and these artists hands. What I am doing is justifying myself, a bad habit acquired from years of abuse at the hands of toxic narcissism, specifically the form of pressure, control and coerced conformity which stifles the creative empath the way the gallows stifle breath. 

This year I was, at last, officially diagnosed with high-functioning autism. It came as a breath of relief that ‘an expert’ had validated what I have felt all along to be the best way to describe what it’s like for me. All those classical symptoms, yes. 

But that is not what I am about. 

The hyper-focus, passion and knowledge of roleplaying games since I began GamesMastering in 1984 has been a lifelong core, which at many times has taken over my life to the extent of bewildering the bewilderbeasts of beastly wildering who have utterly failed to conform me into their antiquated, machinated ordinariness of being entertained by tv, rather than entertaining myself and others with the fanfare of imagination. 

My post-modern urban cave contains shelves of mostly-finished projects, hand-crafted tabletop terrain. My hard drives and shelves of notepads contain mostly-finished projects, worlds and rules systems for games. 

Along with hyper-focus comes the brain-fog, the absolute lack of focus which means I need rest after stimulation, the exhaustion and fatigue a malaise which lasts days after dealing with toxicity of people who deem any such thing as creative thinking to be a curse upon their earth. Again, anxiety-driven breathing a difficult thing, to get oxygen where its needed to keep me fresh. 

So that’s what I represent in this cute little tale, a fresh breath built upon stagnated bricks of 12”x12” modular dungeons made from foam and cardboard. A mind plugged into slipstreams only occurring during Mercury retrograde for most people, if at all. 

Age brings into focus with clarity that there is more behind than in front. Weeks become days and months become weeks. What I have to do is finish and release the many unfinished and unreleased products. As it happens, this gives me a nice little corner in the vastness of a corporate dominated market. Products which mostly exist to entertain others and secondarily exist to fund a coffee addiction and dog food. 

In the decades of development these projects have taken form, the technology has arisen to make possible a legacy. Back in the day we had play-by-mail role-play games. Now we have livestream, global scale, group voice chat, in multi-user virtual reality (SecondLife). OldSchool pen&dice games are better than they ever were. Finding dedicated groups of campaign players though, even with the global forum, is still no easy feat. Some things will never change.


Improvised Storytelling Adventures


“Are you interested in roleplaying games?” Ask I, optimistically. 


“I tried D&D once but there are too many rules.” They/Them/Theirs, says. 


If only I got a bronze coin for every time I have heard this. 


I want to run a campaign. Getting players is difficult, as I am sure you are all aware. I intend to use my own system, which is much simpler than d&d or most other systems out there. But is no less fun. My pleasure is in the storytelling rather than complicated, confusing rules which slow it all down and deter newcomers from the hobby. 


“How does one even develop their own table-top system? That’s impressive.” A genuine quote. 



There are 3 parts to it:


1. The Rules System

2. The World 

3. The Adventures; how to turn that world into storytelling.


I’ve been world-building and role-playing for decades. What I learned from experience is: 


Keep It Simple. 


Ideally, it should have the same value of fun for people who never role-played before to jump straight in, and for people who have been gaming for years to become immersed in it.


This means very light on the rules and not overly complicated in developing the uniqueness of the world. 


Players require generic worlds, and to feel that whatever their actions are in the game have a consequence on the world and how it develops.


This means writing the adventures is simple. They are open-ended. The world will continue to develop with or without the characters, which makes it feel realistic. Everything has consequence, everyone has a motivation. This is how we measure how the consequences will develop.


The consequence is always ‘the most probable thing to happen from that situation’.


The only changes occur when a player decides to have their character do something to change the events.



For the GamesMaster: 


Lots of keeping notes, keeping track of plot threads and story arcs.


Use basic tropes; it makes it easier.


Descriptors! 


Example: a Barbarian.


That’s easy, you can imagine mostly what that is. People usually think of ‘Conan’ because of how modern culture uses the word. Nobody thinks of the Barber tribe where we get the word from. But the descriptor is useful. A Mayan Barbarian is different than a Maori Barbarian or a Goblin Barbarian or a Mongol Barbarian. 


In two words we can imagine what to expect from the character. The descriptor does most of the work.


Two people, each has a car. Okay, they are the same. But one has a rusty car, and the other has a sports car. Those are very precise and different things. Descriptors are so useful.



Non-Player People 


It’s about decision-making like that. If I have to invent characters, I use two formats. One for an individual, two for a couple. (Any more than that is a combination of 1 or 2 its not rocket science, if you can count to three you can count to 10, in theory. See: Keep It Simple.) 


Always the NPC is a type of character. Therefore they have to become the most memorable version of that character these players will ever encounter in their lives. They sum up everything about that type of character. They become the archetype. Epitomise it. 


If there are two characters at a time - this is where it gets fun - they bounce off each other. 


One is tall and skinny, the other is short and fat. One is grumpy and nasty, the other is happy and joking. One is brainy, the other is stupid (Holmes and Watson). One is Alpha, one is Sigma. They have a dynamic between them. 


Their personalities are devices to deliver the information to the Player-Characters. This is how I remember NPCs; always using this same system. But they can be dressed in Guards’ armour or Wizards’ robes or Priests’ habits or Thieves’ cowls or Assassins’ cloaks. The visual description also tells you who they are. Again, use of tropes, archetypes, clichés.



For any other details; what you already know from real life is your expertise. That is where the uniqueness comes from when using clichés and tropes.



The third part for building non-player characters is seriousness versus comedy. 


Take Leopolm the Leper. He’s a tragic and comedic character at the same time. Nobody wants leprosy. When he wags his finger at you for disrespecting him as an elder - because people should, in Leopolm’s mind, respect their elders - his finger drops off, from the leprosy. He is actually quite a miserable character, complains and mumbles about how nobody has any respect, no respect. In his cracked, edge-of-madness voice.


A leper can be very serious. Leprosy is horrible, dangerous; it wiped out so many populations all over the world. Humans deal with horror by using comedy. So Leopolm the Leper is both those things. 


Also, he knows stuff. He’s done a lot of soul-searching. Being a leper, he has had to. He is mad and wise, and he is the only one who knows the thing the characters need to know, so they have to deal with him. He’s nomadic.


By using seriousness and comedy at different times in the storytelling, it becomes a more emotional journey. The stupid guards who are to be laughed at. The guards who are taking no crap and are about to kill you. They look the same, but the atmosphere is very different.


Storytelling is playing with those dynamics.


That’s the system I use for improvising. It is not so much improvising as building around a structure.




When creating improvised storytelling worlds, there are 3 components: 


Characters, Locations (make them the most memorable version of that location ever), and Motivations. 


Motivations drive the story. 


Everybody has motivations. At least one. Motivation is the characters defining trait, the purpose for their existing. A character is a vehicle for that motivation. If they have no motivation they are expendable. 



Location, Location, Location.


The stories are always location-based. What excuse can I come up with to bring any specific Location into the story? Locations are the world. That’s how world-building works. If a thing exists, it’s because either Nature or Ancestors put it there. Why would ancestors have put it there? Locations have back-story too, which are great adventure hooks.


The most important rule is to always make it realistic. The most probable outcome is what happens next. Even with magic and the gods and genies intervening, the outcomes of their actions are always the most realistic consequence.


That's it. 




The Applies To Everything D6 Chart


In my vast realm of experience, 

the biggest single comment since after* the year 2000 

about why people have no interest 

in becoming involved in RolePlaying Games is; 


“Too many rules” 


This poses a considerable problem for potential new players. 



Do we need an easier rpg system? 



_______________________________

The Applies To Everything D6 Chart

_______________________________

1 - fail

2 - nearly but no

3 - skin of your teeth

4 - adequate pass

5 - commendable success

6 - mega win and then some 

_______________________________


Modifiers? 

Nope. 

The same odds apply for a lucky idiot as for a God. 

See that lovely bit of equality right there? 





* before the Year 2000? 


“That’s what beta caste boys do” 

said the girls 

as they simped the manly jocks.


“That’s what nerds do.” 

said the jocks 

as they ground our faces in the tarmac to impress the simping girls. 



Yes believe it or not kids, 

there was a time when being a nerd was not as cool as it is now. 


We stuck with it. 

We won. 


Be grateful you did not have to live through the dark days of 

TheSatanicPanic ™




Here Be Dragons


Wales has more castles than the rest of the world put together, so sayeth a Welsh historian straight out of history and perhaps mythology, who I met when visiting one of the many Welsh castles. 


Wales also has Dragons. Here Be Dragons. It says so on the maps, the Englishman Cadwallader literally flagged the place. Dragons are cunning bastards. They disguise themselves as Humans these days, Welsh females in particular. Before they learned how to do that (or perhaps before we invented scale-piercing bullets so they have had to do that more often than before), they would roam freely. 


Wales also has migratory Canadian Geese. Canada also has a Native American legend of the Thunderbird. Colonial settlers took photographs which I saw reproduced in books of mysterious stuff the 1980s, so they are not AI generated, they are authentic. The colonists shot down some the thunderbirds and took photographs for newspapers in the 19th century. The Thunderbirds are pterodactyls. 


Migratory flying creatures traveling between Canada and Wales on the same longitude line. Local legends in Wales of actual ‘Dragons’ described, quite lucidly as it happens, in the history records as being ‘flying serpents’ and originally, before the Englishman in his castle Cadwallader re-invented it to the familiar Welsh flag of today, the original welsh flags quite clearly depict a creature which has only two legs, two wings, known as a Wyvern. Wy is a Saxon word, I grew up on the river Wy. Its meaning is hidden in the words Witch, and Why. Vern is a Saxon word, it means Dragon. WyVern are a specific type of Dragon, the ones which are too damned intelligent because they actually think about stuff. 


People go on about how Crows can recognise people. It’s not far-fetched that Dragons would do the same. 


There is also a legend of the Great Welsh Heroes who went up into the mountains, avoided being eaten alive and returned carrying Dragon Eggs with which to feed the village, such eggs providing unusual strength and virility to the tribes. The legend suggests this is why Wales was never fully conquered by the invaders. 


I grew up amidst all this, surrounded by Castles and Dragons in the real world and roleplaying games in the collaborative imagination of my peers. Being student of the occult I read the Welsh and the Irish mythologies to find out more about the Celtic Otherworld which overlaps with ours, which my ancestors most certainly dealt with on a regular basis if the family stories and secrets are any guidance, which of course they are. 


So what can I add to this from my own expertise? 


Wales is also a Saxon word. Originally Wallia. Some people claim it is from where we get the word Wall although I’m not entirely sure how accurate that is. Wallia means slave. The Saxons would grab the Britons and force them into slavery. Modern Welsh have deep epigenetic trauma entrenched into their culture. Not so much from the Dragons, as it happens. Historically the Welsh have been at war against the invaders for thousands of years. The Marches is the reason so many stone castles were built between the Norman Conquest (when stone castle building technology was introduced to Britain) and the invention of gunpowder, cannons and guns. Wales public history consists almost entirely of that repression. 


The Welsh Language, a modernised, Anglicised form of it, was re-introduced by the Welsh Assembly Government only twenty years ago, in my own lifetime. Wales private history though… this is something I also grew up with and of respect will never be revealed on the internet. You can imagine how much it consists of generational trauma-abuse and the human drive for any release from those cycles. 


But also, the mythology. 


Begin with the Mabinogion. 


Study the Irish mythology which wonderfully opens with the explanation ‘In most countries they separate mythology from history. In Ireland they are the same thing.’ This is because Ireland is openly magical at that level. Wales, secretly so. The historic records overlap, featuring some of the same stories, characters and places. Because it’s real. 


Then study the Brythonic version of Arthur the Cornish King who returned after the Romans fled Britain and will return again. The Romans fled Britain after building a great big wall to keep Northern Britons out of the Roman Empire. The symbol that Rome Ends Here still stands as a statement which sent a shockwave echoing throughout history to the Empiricists. 


Those three groups, the now extinct Picts, the modern Welsh and the modern Cornish, are all which remains within Britain of the original Britons. There are said to be more Welsh living in Patagonia than in Wales. There is also Brittany in France, where the Forest of Broceliande hides Le Tomb de Merlin, who was born in Carmarthen, Wales. 


Re-Thonking the Logic


In fantasy worlds, magic is part of those worlds. 


This is where I had a problem with D&D. 

From reading Dragonlance, 
there is a terrifying scene where a dragon flames the adventuring group.
 Its fire melts the very stone of the town they are in. 

I thought to myself; 
If there are dragons in the world which can melt stone, 
surely the effort of building castles is a stupid waste of time and energy?

Perhaps wizards built the buildings using magic.
If that is so, why would the buildings all look like they are made of bricks? 
Surely it’s easier to shift the rock into the shape of caves? 
Even caves with straight walls? 
The civilisation of a world with fire-breathing dragons and magic 
would not be the same as medieval Europe.

A classic example of how I over-think everything. 

The fun of that world outweighs the logic of it.

ShadowSmoke



The shadow is black smoke. The black smoke it shadow. It moves consciously with purpose. It wraps bones, somehow harmonises best with that specific material. The shadowsmoke is cold to touch but not like ice, more like a cold girlfriend’s hands which need warming; it is silky soft and sensual. 

The smoke likes to pool but also it separates into whisps, that it is impossible to know how much of the stuff there is in any given pool, it’s volume is deceptive. A jar of it may wrap a whole cemetery of bones to create an army, each unit functioning independently while simultaneously the whole of them working together as one. 


Shadowsmoke is a form of demon summoned by those who know how. It is silent and it hides. 


There is a story, it can wrap bones of the living and compete with them for dominance of their own skeleton until they go insane, hollow, starving mindless husks gaunt and technically dead. Such zombies of legend are not exclusive to the Human species. Anything with a skeleton will do, if they can get in. 


Some claim Shadowsmoke fears fire and sunlight, others say it withers from silver or water or prayer. We tried versions of this to find what works best; until we became bored and gave up on it. 


The stuff slipped our minds and we realised only then, too late for our researches to bear substantial fruit, how it protects itself from such experimentation, from humans learning to master it completely, to control it by any means other than dark magic. 


Of course you won’t believe in the stuff any more than you believe in magic. It’s out there though. Waiting. 



Green With Malice

 

Today my son and I saw BeetleJuice BeetleJuice in the cinema. 


There was a trailer before the movie started for an upcoming movie called Wicked. It is a prequel to the Wizard of Oz. It features a black actress playing a green-skinned witch, the very same one Dorothy of Cansas famously drops a house on and liberates Oz from the witches tyranny. 


Anticipating they're going to give it the Maleficent treatment where we see the evil witch betrayed and turn to vengeance, sympathising with her and understanding why she turned to evil, I am going to avoid watching Wicked the same way I avoided watching Maleficent. 


What did make me laugh is how the movie relates to Wizards of the Coast virtue signalling when they released a public statement a few years ago that "Orcs (green-skins) are no longer to be treated as monsters because it is racism and it might upset black people."

To which the Afro-American community replied, "What are you idiots talking about?" 

And to which the general gaming community said, "Nobody in the entire history of Dungeons&Dragons nor the wider roleplaying industry has ever before likened Orcs to black people, or even considered that. Please quit your jobs and stop telling us what to do in our own games anyway. Orcs have historically been savage children-eating rapist monsters for at least a thousand years of Human history in the real world. It is a part of European history which only went into mythology after we managed to kill them all off. The most famous of them is called Grendel." 

To which Wizards of the Coast replied, "Not in the future of D&D they're not. They are now friendly." 

To which the community replied; "That' the final nail in the coffin of D&D, we are all collectively going to start playing other roleplaying games and also the earlier editions of D&D from before WotC and Hasbro took over copyright for the franchise." 

Which then happened.   


I am almost certain that someone in Hollywood with an awareness of the recent history of WotC killing off D&D by being so politically correct they managed to offend just about everybody, has decided to fund Wicked starring a black woman dressed as a green skinned evil witch, simply to say FUCK YOU WIZARDS OF THE COAST in very large letters. I am also certain WotC probably are not going to put two and two together to recognise that. 





RedSpawn

 




RedSpawn.


Reds are a non-magickal type of Demon which find their way into this world from wherever they are from. They vary in size from 1mm to 1km although by far most of the ones encountered are 1m-3m. 


Redspawn follow variations of the same description. They have a hunched bipedal form with thick legs and clawed toes of a Raptor, four arms which are tentacles, an elephant-like domed head, sensory finger-like facial probes from what would be their jaw, surrounding a maw the shape of a giant leech which retracts and protrudes during feeding, and breathing snouts.


“Protruding from the front of its domed, elephant shaped, brain shaped head, it’s snouts, two short tubes making flapping, snuffling sound as it sniffs, breathes, proboscis like bellows spittling with flecks of lurid moisture.”


Their stance suggests the legs have evolved out of what were once another pair of tentacles. RedSpawn are believed to be cephalopods. They have no tail. Their large skulls are surprisingly light given their size, consisting of calcified shell similar to cuttle-fish. They will butt-heads and wrestle with their tentacles, kicking with their claws to gut their prey. 


What do they want? 


RedSpawn eat meat. They identify all sources of meat as food including Humans. They are indiscriminate. They hunt. They fight and hunt each other if they cannot get food easily which maintains their numbers. They grow rapidly depending on availability of food. Their breeding is by Sporing where any number from one or more will eject mucus into a pit. From this emerge tiny RedSpawn which have not yet developed muscular clawed legs from their lower tentacles. Most of these prey on each other the way spiders eat each other from the same hatching. As they become larger the adults will prey on them if no other food is available. Only a minority reach larger size. The very large ones are considered a good source for a whole group. Groups hunt as packs which will band together to take down larger ones to feed the majority rather than to be eaten by the larger ones. 


Dwellings

RedSpawn shape mud using their mucus into a pod large enough for them to sleep upright in. It offers some level of hiding from others as they seem unable to identify the pods as dwelling places of others of their species. Where many pods are found in an area they will often use communal pools for spawning. This depends on available food sources. 


White Dude Only Hobby




“I love how @Wizards_DnD spread lies in their videos. Painting the 70-80-90 as D&D being played only by what they called "White Dudes". That is not the truth, D&D was ALWAYS open for anyone that wanted to join the group.


Anyone that wanted to join a hobby was welcomed and cherished, cause we wanted to have as many people as we could to play. Gender or Skin colour was not an issue. 


Gatekeeping is a relatively new term, and it started popular when people from outside of hobby decide to step in, change it and not necessarily play it, it become a what it is not cause we did not want welcome new faces, but we don't want you to change what we love.


Also here are some pictures from 80 I found on Google. It definitely proves that the hobby was "White Dude Only" hobby.”


https://x.com/elvenmaidinn

 on Twitter/X












“Have you excluded anyone from the D&D session or have you been excluded?


All comments share my sentiment, there was not a single post saying "I was excluded from the D&S group due to my race/religion/gender" 


Keep in mind that D&D was played mainly by so-called Nerds, a group that was bullied and often treated as outcasts - you really think such kids would do to others what they hate the most?”



https://x.com/elvenmaidinn

 on Twitter/X




I sat at a table in my local game store. The mf couple running it are lgbt. To my left were two boys in their early twenties cuddling, one identifies as female. To my right was a large man dressed in look-at-me-I’m-gay- clothes.  Next to me was a heterosexual married man. 


Behind me, refusing to sit next to the very-gay-man was a father of a son who was being ridiculed by everybody with the exception of myself and the heterosexual married man. 

Their target was on the defensive to their onslaught. He was being derided for being a closet gay. 


Despite his being clearly upset and lost for words having been pushed out of his comfort zone. He had given up assuring the community he is not closer gay despite their ‘heavy teasing’ which I learned has been ongoing for several weeks. He only wants to ttrpg. 


Then: 


The oh-so-gay-guy mentioned how on his way into the store he had seen (Anon) who was “lurking in the street corner talking to some guy.” Everyone fell silent. It transpired how (Anon) who is married to a woman had been their groups previous target, however, his reaction of defending himself from ongoing harassment alleging he is a closet gay, by accusing the store of enabling the lgbt community to bully heterosexual people out of the hobby, and his request they be told to stop doing so, had been sufficient to get him banned from the store.


This happened this year, this week, in Wales. 


There are no non-white people actively buying products or hiring table space from the game store which has in effect been taken over by and is run by lgbt promoters, to the detriment of everyone else. 


It’s fun for them though.




PeopleVsMoney

This blog is a part of the Ethics And Gaming dialogue.



The People vs Money Dilemma Session



DM: “You find yourself in a room with two doors leading out. Through one door is a world with people, but no money. Through one door is a world with money, but no people. You must choose which world to enter.”


Player One: “But they must all be starving.”


DM: “Money is not food. The people have access to food. As did most of our ancestors throughout the vast majority of history before there was any such thing as Money.” 


Player Two: “If I enter the world with money but no people, will I still be alive?” 


DM: “Do you identify as ‘people’?” 


Player Two: “I suppose so, yes.”


DM: “You may choose whichever door.” 


Player Two: “But will I live?”


DM: “The way to find out is to step through one of the doors. One door has a symbol of People. One door has a symbol of Money.” 


Player One: “What if I stay here.”


DM: “How much food do you have?”


Player One: “Yay much.”


DM: “If you stay here you will starve to death in approximately X number of days.” 




The base-level decision is about Capitalism vs Humanitarianism.


Although without Usury, Money can exist and with Usury, People can subsist without Humanitarianism. 


While that complexity is not a feature of this specific Room, it will develop later in subsequent Rooms exploring the rhetorical theme. 


Usury means exploitation.