Friday, April 25, 2025

B/X Omnibus

I bought the Moldvay B/X pdfs ($4.99 each) and the two modules that came with them (Keep on the Borderlands and Isle of Dread) way back when they first went on sale, in 2013 or so, I think. But I hate reading pdfs, mostly. So I never read them. I've since, kind of recently, found someone who made a printable pdf of the two rules sets together, along with a few alternate covers. Because I own the pdfs, I figured I was legally in good shape to order up a Lulu copy. I'm quite happy with it.


Still not quite sure what I'll do with it, other than eventually read it... maybe sooner rather than later, now that I have it. It's a cool looking POD in any case. The third that I've bought ever, so it's a new(ish) endeavor for me to get into PODs. I also have 4th Edition Basic Fantasy Roleplaying and a copy that I bought o Expedition to Castle Ravenloft, the 3e version of Curse of Strahd.

Thursday, April 24, 2025

Do I even like music anymore?

Weird question, but hear me out. I haven't been in the mood to listen to anything much lately. I don't get excited about any of the music that I used to listen to. I kind of was tired of most pop music lately, and I got tired of the EDM I listened to too. I tried a big synthwave playlist; got bored partway through. I listened to a bunch of orchestral "soundtrack" style music. It's fine as long as it's kind of quiet and I'm doing something else too. I listened to some classical music. That's what I'm enjoying probably the most right now, but I feel like I need to pay attention to it more than I can afford to do, so I've found that I'm not actually doing it as much as I'd like. 

Recently, I loaded up my Duran Duran stuff on my phone, mostly for when driving. And then I had to take a business road trip where I spent six hours or so on the road. Between that and a day or two of commuting, I finished off the entire playlist. What I enjoyed probably the most, though, was actually just turning it off and not playing anything at all. What used to be my favorite tracks ("Hungry Like the Wolf", "New Moon on Monday" and probably "View to a Kill" were all still cool, but I wasn't really paying close attention to them. I also found that I wanted to think more and playing music while driving interfered. I preferred just quiet. This isn't the first time I've had that vibe, but I feel like it's been a noticeably longer and more severe than in the past. Maybe I won't listen to much of anything lately, unless I just need quiet background music in the background while reading, writing or working. And if that's what I'm doing, then "listening" is kind of a misnomer. But, y'know.

Maybe while driving when I'm not thinking and talking to myself, I'll call my folks or my siblings and catch up. And maybe I'll track down some audiobooks or something too.

Meanwhile, like I said, I traveled and spent the night for work the next state and about three hours over last night. I'm also traveling pretty much all of next week; I'll have Monday and Tuesday in a hotel, Wednesday at my sister's house near the airport, and then Monday and Thursday will mostly be travel, so I'll probably read and listen to background music. Get caught up on a couple of books. And I'd also like to spend some time in the hotel, or even before I go, making at least one more YouTube video, maybe two. The next racial deep dive video to make is the kemlings, and the next 5x5 video to make is the Southumbrian one, much of it in the Thursewood Forest. It's called Terrors in the Thursewood, in fact. It's a little bit of an unusual one in that all of the rows of the 5x5 column are mostly unrelated to each other and in fact represent smaller discrete items to investigate that are united only by being geographically close to each other rather than anything else. If I can't get those done before heading out of town, I'll do them while out of town and sitting quietly in my room. Beats having to socialize with work people at night after already spending the whole day with them.

I'm also expecting my B/X combined POD to arrive from Lulu tomorrow. Assuming that's on time, I'll take it with me as an extra book (hardly like I need it) but mostly so I can inspect the quality of the print, and make sure that the Lulu service is what I want for my printed version of Shadows of Old Night. I imagine that it'll be fine, but I'll have to run it and see after getting the "prototype" of another book that someone else already did the work to make a printable version of. If everything pans out as planned, I'll have a printed version of my rules before the end of May.

UPDATE: For whatever reason, I've commuted the last day or two with the Ultra Street Fighter IV 5-disc soundtrack on my playlist. I'm about halfway through it. For whatever reason, I've enjoyed listening to that, but with the volume down a bit. I'm also considering loading up an Erasure and then a Pet Shop Boys playlist for while I travel. But if I'm reading, I might want instrumental. But I have to fly, and then I have to drive. You can't fly directly to the town I'm going to, so I need to drive at least three hours on both Monday and then again on Wednesday.

Busy night with phone calls last night, so I didn't get any YouTube videos done. But I still think I'll do at least one of them this weekend, and maybe another one in the hotel. I should remember to pack my little lavalier microphone. It does help my sound quality a bit.

Monday, April 21, 2025

Where are my Heresiarchs

So, I've been generating AI images for world-building for quite some time now; better part of a year. I have them all nested in a bunch of subfolders. 

I backed them up on my computer, but months ago. It's not completely fully backed up, because I've generated more since then. Curiously, I was looking for some of my files, and for the Heresiarch—and so far I've found this to be true only for the Heresiarchs—my folders that the images were in are all empty. Whisky Tango Foxtrot?! How does that even happen? The folders are all there... but nothing is in them.

For four of the Heresiarchs, I do have backups. For most of them, I do also have a some of the images posted here. But that's just really, really weird. I'm kinda frustrated. I don't know that it's necessarily important that they're missing, but it's weird and frustrating. I need to do another backup today, I think, and restore the ones that I do have backed up, and grab whatever I can find from my blog to fill in the details, and well... yeah. Weird.

I'd post an image, but I don't have any. Instead, here's the cover images I've made for my race deep dive Youtube series. I should do a new one for the orcs & goblins, since it doesn't actually fit this format.








Today's found quote of the day: "We are sinners in the hands of an angry God named Karen from Human Resources."

Saturday, April 19, 2025

The Shadow of Old Night

As you can probably see from the new banner, I decided on a name to replace the placeholder Dark Fantasy X that I've literally been using for years. I don't think, although now I don't remember, that I ever intended to use Dark Fantasy X permanently, but I never thought of anything else (until now) or really worried about it too much. Because I also started using the same format for Space Opera X, and even other potential projects, it was in danger of becoming "permanent" if I didn't do something about it.

I'll make a final edit to the documents to adjust to this new name. It will also reset the versioning of the documents; they are no longer Dark Fantasy X v. 2.4.1 or whatever exactly I'm on, it'll just be Shadow of Old Night, and I'll have a revision date in the filename (rather than as text in the file itself.) I also intend to not really change it anymore after this; after I get my B/X Omnibus back from Lulu and see how well they did, assuming that it's as good as I expect, I'll send Shadow of Old Night to Lulu to be printed too. Once I do that, I'll obviously be motivated to just "deal" with it in that format rather than tinker with minor details. 

I've got a cover already made, for whatever that's worth. Again, once I see how well my current Lulu job comes back, I'll probably proceed with this, but maybe it'll require additional tweaking. Maybe.

I'll make the pdf versions have this same cover. And my Appendix will be rejoined to the main document again after all, because I need printable file, and I need it to be all in B&W. So much for the experiment of keeping them separate.

Anyway, again, assuming my Lulu order comes back as high quality as I expect it to be, this will be next. I'm excited to have a real, honest-to-goodness book version of this to move forward with.

I've tagged this with DFX, for the last time, as I'll be retiring that tag from future use. SHADOW OF OLD NIGHT will now be the correct tag for both the rules and the setting, which focus on the dark fantasy aspect of both, and the idea that the whole point of the game is desperate heroes attempting to keep back the ancient horrors that threaten the sanity and security of humanity (and the near humans, of course, as well, naturally. Although by their nature, they are slightly more "fallen" than humanity, and are all saddled with some kind of curse.)


Thursday, April 17, 2025

Terror in Timischburg 5x5

I really should focus on finishing my Cult of Undeath 5x5, but instead, I made some high level notes for a another 5x5 Front that features the Corsair Coast at least a little. Better transfer them from my portable little journal to online! I say "Corsair Coast" but it really mostly takes place on the Timischburg coast to the north and even the southernmost port of Baal Hamazi to the north even of that, as well as at least a stopover on Nizrekh.

1) The "white whale"—some kind of large, nasty sea monster that's been threatening the coast and shipping. It needs to be found and hunted. 

2) The city-state of Rozovka has often born the brunt of vampiric slave raids, clandestinely. Joining up with Inganok, another victim, they are hoping to discourage them militarily. Although not capable of fighting them, they're looking to commission privateers via letters of marque against Timischburg's clandestine vampire raids. It's worth noting that the idea that vampires clandestinely rule Timischbrg is secret(ish), hidden behind plausible deniability, and many people don't believe in vampires.

3) Pirates have been hiding out in remote coves on the Nizrekh Islands and even hiding their treasure haul there. Of course, the locals are unfriendly, hostile, and xenophobic. And snake cultists, and cannibals. Seriously bad news. Probably undead too, some of them. And, well, Nizrekh is what's left of Atlantis, so there's even more bad news there too.

4) The seal mentioned elsewhere at Grozavest that keeps Tarush, the undead godling trapped underground, is weakening, and nastier, more primal and feral ghouls/vampires are slipping through. Not only in the wilds of Timischburg, but also in Nizrekh, and in the jungles to the east of the corsair cities can the PCs find out how to tighten up the seals and keep the already horrifying enough "secret" vampire aristocracy of Timischburg from being replaced by a ravening horde of daemons and undead.

5) The Godfather in Port Liure. A patron sends the PCs to disrupt dangerous drug and occult trade in the city of thieves which is wreaking havoc on more innocent Timischer people, and they get caught up in a gang war, among other problems.

Bonus) Innsburough in the Orlok Marches is deliberately meant to evoke Innsmouth of Lovecraft fame. Cults of Dagon threaten the entire coast, centered on this horrible town. Sea devils and deep ones and cultists. Can they be disrupted without it being fatal?

Scope and Scale

This is a drum that I beat from time to time, but this time I'll make some annotated notes. Most published fantasy campaign settings are quite large. At least an entire continent, if not considerably moreso. Most of them "zoom in" on an area that's a bit smaller, though, and the peripheries serve as fringe places where there's less development and more room for GMs to do their own thing, or it's where unusual places are that are "quirkier" than normal. It's my contention that you don't need nearly as much space as you think that you do. I've pointed out many times before that Nentir Vale, for instance, the implied setting for 4e and big enough for multiple full campaigns of adventure, is about 150x100 miles, or about 15,000 square miles. My setting is bigger, but then again, it's meant to be many campaigns, often with different themes and tropes. I had three areas, all maybe about Nentir Vale sized (maybe; I deliberately didn't actually scale it because I want the scale to be malleable as needed—but at least Nentir Vale sized in terms of how much stuff that there is to interact with, regardless of actual scale. In other words, Nentir Vale sized in scope if not necessarily scale.) I've kind of started added a fourth.


But I'm a world-builder at heart. I enjoy doing it for its own sake. I think it's tons of fun just to do even if I don't use the built world for anything.

For most people looking to run a game, you simply don't need as much world building as you think that you do. And if you do want to build grander, larger worlds, here's a few things for comparison:

Size of North America (including all of the US besides island territories, all of Canada, all of Mexico and Central America: 9.4 million square miles

Size of the contiguous 48 states: 3.1 million square miles—and certainly large enough to encompass many, many campaigns.

Size of Europe: 3.9 million square miles; a bit larger than the lower 48, but much more culturally diverse. 

Size of Australia: 2.9 million square miles; about 75% of Europe, and a little smaller than the lower 48.

Size of Great Britain: 80,823 square miles. Considerably smaller, and yet the subject of a vast number of historical drama, historical fiction, and certainly sufficient for a campaign. Compared to my rough estimate of the size of Nentir Vale, it's still several times larger. The entire British Archipelago is 121,684 square miles; most of that made up by adding Ireland, of course, but also the Inner and Outer Hebrides, Channel Islands, Orkneys, Shetlands, etc.

Size of Nottinghamshire: 834 square miles. Setting of the entire "Robin Hood campaign", if Robin Hood were indeed a campaign. The Black Arrow by Robert Louis Stephenson takes place in an even smaller area, mostly—in and around Tunstall hamlet, although of course the actual geography isn't super detailed. 

As another point of reference, the old Dungeoncraft articles by Ray Winninger, published very late in the 2e lifecycle (I mean, literally the last few months of it) suggested a wilderness map that's roughly circular with a 60 mile radius. Because A = Ï€r², that's an area of over 11,000 square miles. Roughly similar to Nentir Vale. A little smaller, but probably not enough to matter. (Plus my Nentir Vale area is a pretty rough estimate anyway.)

Anyway, like I said; I encourage you not to bite off more than you can chew, unless you just really, really enjoy chewing (like I do, mostly) or don't mind never actually finishing, most likely, your world-building. You probably need much less world-building to successfully play than you think.

Wednesday, April 16, 2025

Knowledge ► Research

I'm considering a small tweak to the DFX rules. I would rename Knowledge to Research, and then redescribe how it's used. My current usage is similar to the 3e Knowledge skills, but I just have one of them; this would be a bit more like a combination of Research from d20 Modern and the Cthulhu Mythos skill from Call of Cthulhu. You'd also get a benefit (advantage next time you check it, if related to something occult or supernatural, etc.) if you read a blasphemous tome before you make the check. Of course, you don't read a blasphemous tome real quick in combat, so this would again, focus more on slowly building tension and a different kind of investigative paradigm for how to play the game. More like Call of Cthulhu than like D&D, but then again, I've said that for a long time.

It's a relatively minor change, and if I decide not to do it, I might write it up anyway as an optional house rule. 

This is in part driven by my reread of Darkness & Dread, which has a whole chapter on how to use the Knowledge skill from 3e for this purpose. I think that's overkill, but it's pretty part for the course for 3e, so not surprising. I've actually had a few minor details hit me as interesting on this reread, many years after the first time. There might be a few more minor changes. I should probably reread Heroes of Horror first, just in case it suggests something to me too.

I'm even considering renaming the blog and the game again. Sigh. Or at least the game. I picked Dark Fantasy X because it had a Conspiracy X and X-files like feel, and because it matched my tongue in cheek Spacer X username and YouTube channel, which was meant to evoke the old Speed Racer character Racer X, but in space. Probably won't change the URL of the blog, because that's kind of a pain (I can tell you that first hand!) but might well change the name of the game.

And when I do, and when I've made whatever minor changes I do make, I'll see about getting it Lulu printed, and I'll have a hard copy that will... never again really be subject to change, because if I make a hardcopy, I won't want to mess with it anymore after that. I've kind of gotten to the point where my tinkering isn't very consequential anyway, so I should decide if I'm going to "fish or just cut bait forever", as they say.

Anyway, here's a character doing more of the new research stuff as I imagine it in game. Reading blasphemous tomes remains hazardous to your mental health, of course... but there are certain reasons to do it regardless.

UPDATE: The more I think about it, the more I think I'm less likely to change it in the main rules or the name of the skill, although I may elaborate on usages of Knowledge for Research / Cthulhu Mythos type activities in the Appendix. Before I run a printable version for Lulu I need to modify the appendix anyway and take the color pictures of all of the races out. I want to print in B/W and save money, after all!

UPDATE II: Because I use my blog as a stream of consciousness rambling for my own benefit as much as for anything else, I thought it would be interesting to put a little about my upcoming Easter weekend. Due to some spectacular crossed wires early in the week when both my wife and I were too busy to really touch base with each other, she canceled my flight back to our house up north, because I casually mentioned that I wasn't sure it was a good idea for me to go. I actually was going to go anyway, and then the exact thing that I was concerned about turned out to be a red herring too, but by that time, the flight was already canceled, and I decided; what the heck; a weekend at home by myself isn't the worst thing ever. 

Of course, it's not entirely just to myself. I have to drive my wife to a different airport on Friday evening that's an hour and a half one way away, and then pick her up again at the same airport on Sunday evening. Two of the three evenings, I have to spend a minimum of three hours on the road. Of course, half of both of those drives will be by myself, so I can plug in some music and relax and enjoy the drive. The other half of both times, I'll be with my wife, and we can catch up on all of the crazy things that we've both got going on this week, including her downloading all the stuff that happened on her brief trip to see some of our kids. 

For some context, my daughter has a delayed baby shower this weekend. She already had her baby a good two months or so ago, but he came quite early; the shower is, by coincidence, his original due date. Because they were in the hospital and early, the shower never happened. Most people have already given her whatever presents they were going to, but this is more like an open house, come see the baby, hang out and chat like women-centric social situations like to be. My thought was that if there wasn't anything for me to do other than hang out at the other house with the other grandkids, then maybe I shouldn't spend the money just for a quick weekend trip; we've got lots of other travel that we need to do in the next couple of months, and while flights aren't that pricey, they're pricey enough. Plus, I hadn't done my taxes yet, and I was concerned that we might actually owe money. (We don't. Should have done them two months ago; big refund. Oh, well.)

Anyway, for a variety of reasons, I'm not going. I have to drive my wife to and from the airport. I also have a D&D session Saturday 10 am for three hours. I'm also thinking of going on an afternoon hiking trip Saturday afternoon, since spring has nearly fully sprung, the trees leaves are pretty full, and it's still not too hot yet. Although Saturday's high is the highest it'll have been all week. Highs in the mid-60s will give me to a high in the mid-80s. Oh, well. Too bad I had to work Tuesday and yesterday; those would have been the perfect days to hike. Bright and sunny, but relatively cool, even in the height of the afternoon. Sigh. And Sunday we have abbreviated church to give us more time to spend with family (ironically.) Although it seems like I have most of Sunday free until I have to go pick up my wife, I don't really because I'm sure all my kids will call.

So I don't have as much free time as I really think, unless I postpone the hiking trip, which I'd really rather not do. (Although maybe I can work a half-day Monday and do it then? Let me think about that...) And I'm hoping to finish three of the four books that I'm reading... one of which I haven't even started yet. Then again, I've got nothing going on tonight, and I try to read a fair bit during my lunch hour. I shouldn't have any trouble finishing Darkness & Dread today even, before the weekend starts, because I'm down to about fifty pages or so left. Then I'll start the novel, The Hungering God, which I should read pretty quickly. The real challenge will be finishing the Forgotten Realms Campaign Setting pdf; I've got close to 200 pages left on that one. That probably won't actually happen, and I'll fall a little short of my goal after all. But if I get the other two done, I'll feel like it was a successful week for reading, and if I'm closer to 100 pages left than 200, I'll be happy enough. If, by some miracle, I actually end up finishing it after all before the weekend's over, it'll be a triumph.

OSR Identity

Someone is wrong on the internet! I don't know why this bugs me, but it does. There's no reason for it to bug me. Pretty much everyone in the OSR understands that there are two camps, the OSR OSR and the NSR, is often what they're called. The idea that any mechanics can be OSR if the assumed playstyle is OSR, although that's sometimes poorly defined, is stupid beyond all reason. And on top of everything else, I don't identify at all as belonging to the OSR movement, or even liking the OSR playstyle. 

And yet; I'm sympathetic to the OSR movement in some ways, I'm cognizant of my history with D&D and the place it has in the hobby, and I want to see the OSR succeed without being dragged down by the toxic energy that often seems to accompany the NSR (largely due to Yochai Gal, Israeli designer of Cairn, and gate-keeper and woke secret police. To be fair to him, however, he recognizes that what he (and others) are doing is pretty different than what the OSR had been before he started doing it, and he made a brave enough effort to get the NSR label to really stick, before accepting the inevitable that he was going to be lumped in with the OSR whether he liked it or not, so he'd just have to always caveat which OSR he was a part of.

[T]he OSR is not "classic" play. It's a romantic reinvention, not an unbroken chain of tradition. The OSR draws on the challenge-based gameplay from the proto-culture of D&D and combines it with an interest in PC agency, particularly in the form of decision-making. The goal is a game where PC decision-making, especially diegetic decision-making, is the driver of play. 

An important note I will make here is to distinguish the progressive challenge-based play of the "classic" culture from the more variable challenge-based play of the OSR. The OSR mostly doesn't care about "fairness" in the context of "game balance" (Gygax did). The variation in player agency across a series of decisions is far more interesting to most OSR players than it is to classic players.

The OSR specifically refuses the authoritative mediation of a pre-existing rules structure in order to encourage diegetic interactions using what S. John Ross would call "ephemeral resources" and "invisible rulebooks", and that the OSR calls "playing the world" and "player skill", respectively. Basically, by not being bound by the rules, you can play with a wider space of resources that contribute to framing differences in PC agency in potentially very precise and finely graded ways, and this allows you to throw a wider variety of challenges at players for them to overcome. I could write an entire post on just what random tables are meant to do, but they tie into the variance in agency and introduce surprise and unpredictability, ensuring that agency does vary over time.

I tend to date the start of the OSR from shortly after the publication of OSRIC (2006), which blew open the ability to use the OGL to republish the mechanics of old, pre-3.x D&D. With this new option, you had people who mainly wanted to revive AD&D 1e as a living game, and people who wanted to use old rule-sets as a springboard for their own creations. 2007 brought Labyrinth Lord, and the avalanche followed thereafter. The early OSR had Grognardia to provide it with a reconstructed vision of the past to position itself as the inheritors of, it had distinct intellectual developments like "Melan diagrams" of dungeons and Chris Kutalik's pointcrawls, and I would say it spent the time between 2006 and roughly 2012 forming its norms into a relatively self-consistent body of ideas about proper play.

Well, that's the OSR playstyle, more or less, and I suppose any game that utilizes that playstyle at the table can be called OSR if you go by that definition. That's how games like Cairn or Knave or Morg Borg or Dragonbane or ShadowDark can be called OSR. Because of principles! (Apparently Groucho Marx once said "Those are my principles... and if you don't like them, I have others.") But as noted above, the OSR was not originally about a playstyle at all, although it no doubt was correlated to what has lately been called the "classic playstyle" and in many ways rejected the dominant trad playstyle. The OSR was about getting the old rules that some people greatly preferred (along with the implicit necessities that those rules had on playing the actual game, i.e., greater risk of character death, much lower powered, non-superhero like PCs, etc.) The OSR was created to 1) create the retro-clones and get them out there, and 2) produce new material compatible with the retro-clones and by the transitive property of the retro-clones being compatible with the old rules, the new material was essentially about being compatible with the old rules too. But by and large, people played those rules using the same playstyle preferences that they used to play any other rules, regardless of what they were.

As the OSR developed, many younger gamers actually discovered that there was something to those old rules that the new rules didn't offer, and became fans. But it started getting all of these BS principles added to it, and people started talking more and more about the "correct" way to play, and thus the OSR playstyle was born. But this was a new and unusual development, and nowhere in the past did the rules dictate your playstyle, really. Certainly some rules may have encouraged some playstyles. This is obvious from my many years of playing 3e, and realizing that the complicated, careful and cautious tactical combat game was meant to be a feature, not a bug—its just that my playstyle was in conflict with it. And even today, plenty of people reject that idea of the OSR playstyle while using OSR rules. I just read a post on r/osr that was talking about how a guy was using the Rules Cyclopedia rules to run Pathfinder Adventure path campaigns, in spite of their clearly "more trad than trad" pedigrees. It's not clear to me exactly how he does so, as he called his games a "sandbox" and I've read plenty of Pathfinder Adventure Path campaigns, and only one of them can even generously be called a sandbox (although it seems to be the most popular one, maybe). But he's not even using retro-clones, he's literally just using old rules. (That's another development in the OSR; once WotC realized that they could make easy money doing nothing but adding pdf or POD copies of old products on their online stores, they did so. There's no reason for the retro-clones anymore, except that the retro-clones are often better written, better organized, and fixed a few minor problems that the old games stubbornly didn't recognize or fix when they were in print the first time around.) The OSR is all about playing old D&D, and less about any purported playstyle. Therefore, a parallel movement that prioritizes the so-called OSR playstyle and doesn't even have any interest in old D&D rules would seem to be the opposite of the OSR.

The NSR is a strange and unpleasant collection of individuals that arose from the Lamentations of the Flame Princess fandom, beginning with Troika and Into the Odd, but has now been expanded to encompass all manner of derivative remixes. The defining characteristic of the NSR is that they don't really have an interest in DnD and thus are disqualified from being OSR, yet claim to abide by OSR principles. Although there are certainly exceptions, and plenty of well-intentioned newcomers in their ranks, they are most famous for their aggressive gatekeeping and deplatforming strategies, paranoia, infighting and the toxicity of their communities.

NSR games tend to be extremely rules light, involve inexplicable remixes of already extant rules-light games, have limited long term potential, and are characterized by a short lifespan.

Now, granted, the sometimes OSR-labeled games I mentioned earlier; Cairn, Knave, ShadowDark, etc. are, by all accounts, good games. They're reasonably popular, (especially ShadowDark) and deservedly so. People who like OSR games may well like these games, and for similar reasons; the games work well with the playstyle that they prefer. In many cases, they are more tightly wound with the playstyle than any version of D&D ever was. But the taxonomist in me just rebels at the idea that something (b) that is a mirror image of something else (a) can also be called (a). But maybe its inevitable. I'm also irritated by the idea that revisionist Westerns, "anti-Westerns" are, in fact, Westerns. But most people consider them such, even when they recognize the differences between westerns and anti-westerns. Less well recognized but exactly parallel are the sword & sorcery of guys like Robert E. Howard and Fritz Leiber contrasted with the anti-S&S of Michael Moorcock, L. Sprague de Camp and Fletcher Pratt. Even Gary Gygax himself doesn't seem to have cottoned on to the difference, or perhaps he actually preferred anti-S&S to real S&S. But again, people call both the thing and the anti-thing the thing. So the anti-OSR, or the NSR, is probably going to be called the OSR, even though it actually stands completely in contrast to what the OSR is. I doubt that it's going to go any other way. And why do I care? I don't even identify with the OSR. I really have no dog in that fight, no horse in that race. I reject the OSR—any version of the OSR—because I have little interest in playing old D&D rules, and even less in playing the "OSR playstyle." The many words that I've written about what exactly the OSR is comes from the perspective of a spergy taxonomic-minded outsider.

In any case, on r/osr, I found this recent poll, which I think is interesting. Clearly, as I said, it's a losing battle to call the NSR something other than the OSR, or separate it in the minds of most. It's the single biggest plurality. That said, I think splitting the other three into three is kind of dubious, and if you combine them, which is probably the best bet, given that all of those rules sets are broadly compatible and interchangeable, that is significantly larger than the NSR.

And like I said, the NSR isn't bad in terms of quality. It's just not OSR; it's something other than the OSR. It's a mirror image, in many respects, of the OSR. If those games were published in the early 80s, they'd be considered fantasy heartbreakers, or just very different games altogether, no more similar to D&D than RuneQuest is, or Tunnels & Trolls. If you consider the two branches of the OSR to be "playing the clones or old rules with new material" vs. playing the NSR, then the clones are at 382 to NSR 248. It's almost exactly a 2:1 ratio; the clones are two thirds of the community, the "neoclones" are a third. It's a significant plurality, but it's not where the community "is", so to speak. 

And, of course, I'm outside of the community altogether, but I'm not so far away from it that I don't wander into town to see what's going on quite a bit.

For instance, I also just ordered an "omnibus" POD of B/X. I bought the B and X games (plus the modules that originally came with them) back in 2013, I think, when WotC first made them available for sale. $5 each, so between the two rules sets and the 2 modules, $20. Just as a collector. I've searched them occasionally just for the heckuvit, but I haven't read them all the way through, nor am I likely to. But when I found that someone had made Lulu printable pdfs that combined them into a single book, I couldn't resist ordering a copy for myself. Much more convenient to use than my pdfs most of the time, and much prettier too. Much nicer looking even than the original staple-bound books would have been, for that matter. I think I may have printed the whole thing out from my printer and work and put them in a 3-ring binder at one point, but if so, I have no idea where that ended up.



Tuesday, April 15, 2025

YouTube and Classical. No relation.

I've found that as I've stepped away from spending so much time on YouTube that what I'm actually interested in on YouTube is changing. I went through a phase where I quite liked background watching livestreams from Diversity & Dragons and Black Lodge Games; I now find that I have little interest in doing so. They spend at least an hour before they really "start" just chatting with the regulars in the comments, and then they say stuff that I'm either not that interested in, or already know and agree with. I don't want to spend hours just validating my tastes; they need to do something more for me. Since they don't, I don't think I'm their target anymore. And I'm not as validated in my tastes as I used to be anyway. I think the BLG guys are more interested in system for its own sake than I have been in years (if ever) and although they come across as very similar in what they want a game to do—very paleo-trad, if I can use my own term. But then again, maybe not really. They rave on that channel about ACKSII, which is exactly the kind of game that I abandoned in the mid-80s precisely because it wasn't very trad-focused, and was all about domain management and other rulsey minigames that I have little to no interest in. They're also insistent that Mythras doing high fantasy is completely different than anything d20-based, and you can't convert from one to another. I fundamentally disagree that you can't play any given game in one system vs another. Sure, sure, there are a lot of implicit things in the mechanics, but those are the details, which are swappable and easy to modify; the actual core mechanics; who cares? If Pathfinder can be run successfully in Savage Worlds, if Traveller can be run successfully in GURPS or even d20, if Star Wars can have three completely different systems that all work well, if Rokugan... well, you get my drift. You can work any setting, tone, and theme into any system. It's not that hard. Their insistence that you can't is completely contrary to my experience and desire.

Anyway, this is an increasingly long-winded way of saying that I'm not watching a lot of this stuff anymore, and I might even unsubscribe. No offense to them, but I'm just not getting much of what I personally want out of their content anymore. Even as they do seem to be growing their channel and finding more of their audience, it's becoming more clear that it's not me as much as I thought it might be. Oh, well. I'm actually feeling that way about a lot of D&D content on YouTube; either they're repetitive and I don't care what they're saying anymore, or they're too OSR for my taste, or they're too 5e for my taste, or their too... just reading fluff straight outta the books (AJ Pickett, I'm looking at you) or their just too long-winded in general, and they're making 45 minute to hour-long videos on topics that don't need more than 10-15 minutes.

All in all, I'm enjoying spending much less time on YouTube and much more time with my books. Like I used to. That's the real Old School Revolution, right there. 

I didn't get to read as much as I hoped last night, because I had to do my taxes (I don't think I've waited this long since I was a teenager. If I'd known I was actually due a big refund, I would have done it weeks ago. I was worried I'd have to pay! Luckily, my new company kicked in a fair bit to counter the value of the relocation package, which counted as income, so I was due much more money back than I expected. I ordered two new sets of metal dice from Amazon to celebrate.) But I'm making progress in Darkness & Dread, which I have read before, but not in many years. It's always good to revisit how to play the way that you want to. I have some upcoming work travel, which is usually good for reading too. And this coming weekend, my wife will be traveling without me. Also good for reading. I hope to finish two books by the end of the week; Darkness & Dread and the novel which I'm technically reading but haven't actually started yet. Maybe the pdf Forgotten Realms Campaign Setting (3e) that I'm reading too; I'm more than a third through that.

I'm also hoping to pop into Seminole Canyon for a couple of hours for my work trip, since I'll be nearby. Now that we're in daylight savings time, I can probably do it. It's late enough already in the season that it'll be hot, but hopefully not crazily so. I can already get a forecast for the day of the 28th, although I don't trust it that far ahead, but it has a high of 87°. Not terrible. If I have sunglasses and a water bottle or two, I'll be good.


Next up to read, in all four categories: 1) Elder Evils (game book), 2) Magician: Apprentice  Raymond Feist (novel), 3) Epic Tales: Greek Myths & Tales (actually what I'm currently reading, but I just started it. It won't be done anytime soon) (non-fiction), 4) 5e Iron Kingdoms Requiem (pdf). By the time I travel, I hope to have both the gamebook and the novel listed next both finished and I can read... I dunno, Fiendish Codex I: Hordes of the Abyss and Magician: Master

Finally, music. The last several months, I've hardly listened to more than a few pop songs at all, mostly older ones from the 80s that popped up on my YouTube recommendations list. I haven't listened to any on my phone at all. Maybe I've finally grown up or something, but I have been significantly less interested in pop music lately. I've listened to some synthwave; the closest to pop music, but mostly I've been listening to "orchestral" (sometimes synthesized) stuff, and of course lots of movie soundtracks and classical music.

I've always liked classical music, even as a teenager. Because I had just enough of a musical background that I could appreciate the musicality and artistry about it, I presume, but also because a lot of it is, in my opinion, objectively beautiful. My favorites have always been "Romantic" rather than strictly "Classical" but by and large, orchestral art music is always called classical regardless of the time period or style. My favorites for many years have included a lot of Russian Imperial composers; Tchaikovsky, Rimsky-Korsakov, Borodin, even Mussorsky. I've also liked a lot of German/Austrian composers: Liszt, lots of Wagner (especially Der Ring without words arrangements, so which I have many) and Tannhäuser pieces, and yeah; I know Liszt claims to have been a Magyar rather than an Austrian, but... y'know. I love Les Préludes and Hungarian Rhapsody No. 2, and have several recordings in particular of the latter, both as a piano piece and orchestral. And of course, I like Beethoven, although I'm a bit less interested in his more famous 5th and 9th symphonies; my favorite by far is the 6th. And plenty of other Italians, French other composers; Vivaldi, Von Suppe, Ponchielli, Grieg, Dvorak, Bizet, Berlioz, etc.

I do sometimes find classical music catches my attention more than I'd like, and it makes it poor background music for reading or writing. It really—usually—deserves to be listened to more attentively. That's why the movie soundtracks, and other amateur soundtracks get more attention from me than they deserve on pure musicality alone; I don't feel like I'm missing too much if my mind is otherwise occupied. Not that they aren't worth listening to as well; I don't like purely boring ambient stuff, I do like music that has enough musicality that I can listen to it. But the classical masters are true masters and few of their modern follow-ups are doing anything as interesting as they were.

As an aside, I've had the Tannhäuser Overture "stuck" in my head all day long. I think the version that I'm listening to is the Szell recording. There's a couple of other really nice classic ones too; Stokowski, I think, did one, and Karajan.

Monday, April 14, 2025

Pathfinder Society Scenarios Season 2 Part 1

Wow, I've not touched this topic in a long time. But, I still have many of these scenarios; I just never read/reviewed them in my quick and dirty analysis of them, so let's start it back up! Season 2 has 26 normal scenarios, and then a "special" unnumbered scenario as well, so let's see about getting it done! While I noticed looking back at my old ones that season 1 did not reset the numbering following the season 0, season 2 seems to have done so. On the Pathfinder wiki, at least, they number the "special' episode as number 0, so I'll follow that convention too.

If you did this in live play, it ran from summer 2010 to summer 2011. Of course, I have no interest in live play and I don't even know if they still do it or not. It's just adventure module fodder to me. I'll reiterate that in general I find these modules to be a little light; they often try to encompass an idea too big for a smallish one-shot adventure. But that doesn't mean that they aren't useable ideas in your own campaigns, either intermingled with other stuff, or fleshed out with more details.

  1. Year of the Shadow Lodge: The theme of many of the adventures this year is the "Shadow Lodge", a conspiracy within the Pathfinder Society that wants to overthrow the current leadership and change the direction of the society in various ways. At some kind of big "Pathfinder Faire", one of these Shadow Lodge radicals attempts to literally attack the main Lodge and steal secrets of the Decemvirate from it. This means that a potentially cool political intrigue module is turned into a more standard simple "stop the terrorist attack while it's happening" type of thing. The most interesting thing about it is that it was meant to be run as a big ole event with an overseer GM "managing" several table GMs, who all are running the event for different groups at the same time. The Overseer GM does certain things and the table GMs do different things. Each table is supposed to have a "tier" (level, basically, or close to) of player at it, so the encounters are modified somewhat by tier. In all, the idea of a big event like this is more interesting, in my opinion, than the actual module itself, but the module is serviceable enough. As usual, it's a little thin, but I promise; I won't keep beating on that particular dead horse; it's common for almost all of these scenarios.
  2. Before the Dawn Part I: The Bloodcove Disguise. The PCs are to attempt a rescue mission of a Pathfinder Society mission that's under attack by fiendish intelligent gorillas in the fantasy "Africa" of the setting. But mostly that comes in the next one; here, they have to sneak into Bloodcove, a pirate haven of the Pathfinder Society's bitter enemies, the Aspis Consortium, and sneak around in disguise trying to get their expedition set up. It's meant to be a tense intrigue kind of scenario, and... well, it's reasonably well done for what it is. It bills itself as an urban intrigue sandbox, and that's a close enough approximation of what it really is. I recommend this one to loot, even if I don't necessarily care for the Golarion-specific details. I do dislike, I admit, Pathfinder's growing reliance on minigames, though, like the accumulation of "Awareness points" to see if your enemies see through your attempt to disguise your intentions. The faction goals appear again too, for whatever that's worth. Most of them aren't worth noting; they're just minor side quests.
  3. Before the Dawn Part II: Rescue at Azlant Ridge. While a great idea, the rescue operation through the jungle with your rivals in hot pursuit, this is a disappointing module. The actual travel is handwaved; it happens between the modules, and you start off now already almost there. There's a tiny little mini-dungeon to explore, and through DMus ex machina, you are supposed to have the PCs utilize an old iron golem to fight a big King Kong-like thing, while the PCs are... spectators, I guess. Not recommended.
  4. The Rebel's Ransom. This module is set in Osirion, the Pathfinder "Ancient Egypt" analog. While it attempts to do many things; some overland desert travel, negotiating with a tough bandit action-grrl, etc. in reality all it really is is a dumb little dungeon focused on puzzles and traps. I hate these kinds of modules, so I can't really comment on how good it is; to me, they're all terrible.
  5. Shadows Fall on Absolom. As the title kind of alludes to, we're back to Shadow Lodge stuff, for the first time since the weird season kick-off group party thing-a-ma-jig. This was clearly inspired by the Mission Impossible movies (and show) complete with a doppleganger in a staged room giving the PCs their mission, just like Tom Cruise with a mask on trying to get a confession from the bad guy. This would be a great one to stretch out and make a bigger part of a campaign.
  6. Eyes of the Ten, Part III: Red Revolution. This is part three of a four part arc, and they need to be played in order. However, they aren't released in order; or rather, their release is widely scattered. The first two were not contiguous and were back in the prior season. Despite that, they clearly were a sneak peak into the Shadow Lodge issues, which many of these modules, including the last one, pretend like the PCs are just now discovering—oddly. I really liked the first of the Eyes of the Ten series, but not so much the second one. This third one is an exceptionally complex adventure, with a lot of backstory, and oddly, takes place on the Golarion version of Barsoom. In general, I'm a fan of Barsoom and any module that attempts to (more or less) faithfully mimic the conventions of the Barsoom stories of Edgar Rice Burroughs, but I feel like in this case the whole scenario is too rushed and too forced—and seriously railroady. Not only that, cool as it is, it probably doesn't really fit in almost anyone's campaign normally. The whole thing comes across as a reasonably cool experiment, but one that probably shouldn't have been tried.

Sunday, April 13, 2025

Reading

Although I'm often reading a little bit of things here and there, I try to keep four ongoing things that I'm reading current; once I finish one of one category, I switch to another, but also refill the barrel with a new one in the first category. Often, I do actually read them concurrently; if I'm not in the mood for one, I can pick up another and the categories are different enough that it doesn't give me any grief getting stuff mixed up. The categories are: 

  • an RPG book, 
  • a novel, 
  • a non-fiction book, 
  • and a pdf (usually also an RPG book.)

Currently, I'm reading: 

  • Darkness & Dread, a 3e 3PP by Mike Mearls that's all about running a Warhammer or Cthulhu-like Dark Fantasy using the D&D rules, 
  • The Hungering God, the third in a trilogy of Arkham Horror tie-in novels. I bought and read the first two many years ago, and for some reason I never bought the third one, and then it went out of print. I had it on my wishlist for many years waiting for a copy to come up at a reasonable price. Of course, once it did, I figured I better read the first two again. It's been probably fifteen years since I'd read them. Just finished the second recently, so the third is officially on, although I haven't actually started it quite yet.
  • A nice Flame Tree printing of Epic Tales: Greek Myths & Tales. There isn't an author really listed, but it looks like it's kind of a gathering of public domain texts mostly, all put together in a nice package. 
  • And for my last, the 3e Forgotten Realms Campaign Setting, which I've tried and failed many times to read. This last time, I remember more or less where I left off, so I didn't start over, which was probably helpful. The book, curiously, doesn't start off on the best foot with the most interesting stuff at all. But it's so well-regarded that I figured I have to power through and read it to see what it's all about. I'm about a third through right now.

Once I'm done with those, I have a number of books on the docket to read next: 

  • a bunch more 3e books, mostly: Elder Evils, Fiendish Codex I: Hordes of the Abyss, Heroes of Horror, Expedition to Castle Ravenloft and then... well, I've got many more, but let's see what I'm actually in the mood for after those. 
  • The four books of the Riftwar Saga, original version, not the "director's cut" that's been in print for many years. I bought them before that director's cut was available, and although I've read the "director's cut" after losing most of my copies, I decided that the editor actually did good work and I missed his input. I put out the cash to buy used copies of the editions I used to have, so I now have them again (thanks Thriftbooks and Abebooks!) After that, the Solomon Kane collection by Robert E. Howard, the Dark Waters trilogy of Arkham Horror novels, a nice copy of Dracula my daughter bought me for my birthday not long ago, and a nice copy (both by Barnes & Noble; I do really appreciate their high quality classics collections) complete Lovecraft collection. Except; well, it isn't completely complete; it's missing the "ghost written" stories. Luckily, I have a Del Rey trade paperback of those too. Then, if I can find the box that my copies are in, I have in omnibus format, the Dark Elf trilogy, the prequel to Salvatore's Halfling Gem trilogy, which I read a couple of years ago, and an omnibus of the first have Barsoom novels. 
  • For non-fiction, I have a hiking book my daughter (again; she's nice) bought for me when we relocated as well as the Norse and Celtic follow-ups to the Greek one. Those last (and the Greek one I'm in now) are pretty meaty, so they'll be slow going.
  • For pdfs, geez, I have so many. I need to read the last Enemy Within companion volume, Shadow of the Demon Lord, the 5e version of the Iron Kingdoms campaign setting, Dark•Matter (probably the d20 version, but I also have a pdf of the original Alternity version) and... we'll see what happens after that. 
I'm not reading anything that looks like this. I just like the image.


Thursday, April 10, 2025

New ShadowDark kickstarter

Well, the second ShadowDark kickstarter, the "setting", i.e. hexcrawl stuff, just finished its kickstarter run, although late pledges are still trickling in. It made almost twice as much as the original, although it did so with fewer backers. If backers continue to trickle in, then it might end up being close enough to the original number of backers to not be worthy of comment, but still... it's very interesting to me that the ratio of backers to money earned is nearly 2:1 compared to the first. I had thought, a few weeks ago, that we'd end up closer to the same amount with half the backers, and speculated that whales had taken over; people who were willing to spend more money for a premium product, but fewer of them. However, that seems to not be the case, most likely—similar number of people (probably many of the same people, I'd guess) backed it and just spent more money because they were very happy with the original product and now were willing to invest more in it now that there's more to invest in again.

I have to admit that even though I have no need of ShadowDark, probably won't play it, and in fact already bought a pdf copy from Arcane Library months ago, I was tempted to jump on the Newcomer's Bundle, which would have been print + pdf of the original book, the two setting books, and all six zines. Ultimately, the fact that I don't really care for dungeon-crawling, hexcrawling, or have any need of the rules beyond what I already have convinced me that that was silly. But even I got caught up in the hype for a while. 

Also, it would have been two hundred bucks. I can afford that, of course, but I don't spend that kind of money without actually making sure that I want what I'm spending the money on.


I still haven't done an annotated response to the Mike Mearls interview on Questing Beast, and now it's unlikely that I will because it's been long enough that nobody cares anymore (including me) but I do like his idea that from his perspective, it seems like the old wisdom that "as goes D&D so goes the RPG hobby overall" is no longer true. D&D's position within the hobby has never been as weak as it is now. And rather than having singular competitors threatening their dominance, it's just turning into a situation where all kinds of smaller, indie guys are collectively threatening its dominance and the hobby is more fragmented and diverse (and therefore healthy) than its ever been before. Rather than D&D fighting it out vs White Wolf or Pathfinder, it's D&D as probably still the majority, or at least largest plurality by far, but smaller in scope than it used to be, and the health of D&D specifically doesn't matter to the health of the hobby any more. Tales of the Valiant funded at $1.1 million. ShadowDark had two separate kickstarters, collectively worth nearly $3.5M. DC20 funded at $2.2M. The Brandon Sanderson RPG funded at over $15M!! which is admittedly a feat that is unlikely to be matched ever again, if ever. I didn't see totals for Daggerheart or MCDM, but they funded for a lot of money too—I think over $4M each, if I remember correctly. Clearly a lot of people are willing to spend a lot of money on games that aren't D&D. Which is probably quite good for everyone... except WotC. Many of those games are designed not to complement, but specifically to replace D&D; especially Tales of the Valiant and DC20. And the numbers continue to go up. Not that long ago, Savage Pathfinder getting under $500k was a pretty big deal. Now, breaking a million bucks on crowd-funding isn't so unusual that it's worth mentioning every time that it happens anymore.

What does that mean, exactly? That's a good question. I think for the most part, the more successful games have not competed head to head with D&D (except during the 4e era when Pathfinder did exactly that) because of D&D's dominance; successful RPGs laid claim to another area, genre, or type. Call of Cthulhu or World of Darkness games, for instance, offered something significantly different than D&D, and were therefore able to thrive on people who didn't play D&D. The only kind of exception to that was the OSR, but that's tricky; the OSR is mostly made up of older editions of D&D, rewritten and re-presented, of course, but not mechanically all that different, really. If we now see games that do compete head to head with D&D gaining prominence, like DC20, ShadowDark, etc. in an era when enthusiasm for "corporate slop D&D that's still woke in the post-woke era", well... it's not necessarily shocking. 

Thinking about new videos to make too. I've whipped up a few more banners, just for some variety.




And this one; almost identical "prototype" title for Eberron, before Keith Baker went and spent a couple of months workshopping the campaign bible with the WotC folks.



Wednesday, April 09, 2025

Dragonborn, tieflings, and what is D&D?

Couple of things percolating in my head like a hot drink. First thing; I finished reading last night a pdf that I got as part of a DCC humble bundle a little while ago. The pdf was the Gazetteer of the Known Realms, and is basically a 120 or so page campaign setting for the DCC adventures. It was written before the DCC game, but it is part of the 3.5 OGL releases, and if you recall, the first DCC adventures were all 3.5 adventures. There's also a second part, another pdf that's part of the same "boxed set", which is Gamemaster's Guide. This was an interesting setting, to me at least. Not because it necessarily did anything that I really thought was exciting, or that I wanted to borrow or use, but because of what it represents. While a number of "3e-isms" were pretty obvious, especially with regards to psionics whenever they were mentioned, it was obviously and deliberately written to be a very "proto-OSR" setting, and I've heard it described online as what a Mystara boxed set would have looked like had the old D&D line ever released one (apparently, they didn't. Just the gazetteers. No doubt why they also used that name.) This is both its strength and its weakness; it's cool that it's such an old-school campaign setting, that it fits nicely next to Greyhawk or Mystara and even feels very similar in most respects to those settings. But it curiously is very, very D&Dish in the old school way; the way the setting is set up, the races and their arrangement and relationships, etc. As cool as that is, it doesn't do much that hasn't already been done many times, and as such, it hurts it as a product; it simply doesn't offer anything that we don't already have, therefore, it becomes completely superfluous and unnecessary. I'm still trying to decide if I think it was a waste of my time to have read it (and to turn to the second book in the boxed set) or not. 


One way in which it was just a little different than older settings like gray box Forgotten Realms, or the older Greyhawk gazetteers, or whatever—it has some proto-wokeness. The whole white colonialism bad vibe, which is understated but present, is one that we probably wouldn't even have thought of at all in the 80s, so I'm not sure that that can count, but the presence of all kinds of female knights and heroes is something that's always jarring to me; I've known too many women and I've known to many men to think of them as interchangeable widgets. The people who push that kind of nonsense come across as very bizarre to me. Like they don't know enough real people to understand human behavior, or something. I don't mine female characters, especially when played by women. But acting like women who act like men is common across the history of the campaign setting, and common across the setting overall is weird. DCC's setting Aereth, or whatever exactly it's called, does this.

That said, I came across this old post by Rob Schwalb from the lead-up to 5e. I think it's interesting, so I'll quote it (mostly) in full.

A few years ago, I woke up and realized what I thought was fantasy wasn't the same for everyone else. Sure, people have had worlds with winged cats that could talk, elves with red cloaks, and all sorts of tweaks and twists to the basic fantasy tropes for years. And I've always known that things such as the Empire of the Petal Throne and Jorune lurked on the fringes, but they were strange things wholly alien to my sensibilities. You see I cut my teeth on Tolkien, Homer, Mallory, Howard, Alexander, and the rest. The old red box D&D let me play in a version of fantasy with which I was most familiar. It let me tell my own stories set in Middle-Earth or wherever because the fundamental concepts about fantasy ranged from "one ring to rule them all" to forbidden dealings with Arioch to scaling the Tower of the Elephant. I knew elves didn't hang out in Hyborian Age and you would never find dwarves drinking with Gawaine, but in my youthful mind I could reconcile these differences because it was all fantasy to me.

By the time 2nd Edition D&D hit the shelves, I had already solidified my views and, with the frustrating absence of assassins, half-orcs, and monks aside, the game remained true to that vision. But over the next few years, the game began to change. TSR published settings that presented different ways to play D&D. Some, such as Birthright and Mystara, weren't that far from my tastes, while others challenged what I believed was true about D&D, notably Spelljammer, Red Steel, and Dark Sun. In some cases I embraced these visions; in others I rejected them. Thinking back, we never said we were playing D&D when we played Dark Sun. Instead, we said we were playing Dark Sun. (The same was true for Ravenloft now that I think on it.) I enjoyed those settings as games in themselves—games that just so happened to use the rules I knew so well. They weren't D&D; to me, but that was okay because they never spilled too far into the core (though the MC Appendixes would eventually chunk together all sorts of monsters from across a wide range of worlds).

The weird psychological game I played continued into 3rd Edition. The racial assortment stayed more or less the same as it had in previous editions. The game retained the core tone I had embraced years ago. Things would change. Supplements introduced new races, some expected (half-ogres and minotaurs) and some completely unexpected such as dusklings (Magic of Incarnum), illumians (Races of Destiny), and the hadozee (Stormwrack). Since these races lived in supplements, I could ignore them or use them at my discretion.

Fourth Edition, however, shocked me. I never imagined I would find dragonborn and tieflings in the Player’s Handbook. What about the gnome? Where did the half-orc go? D&D had gone and reinvented itself without consulting me! Imagine my horror. Why did the marshal deserve to be in the Player's Handbook in place of the druid or the bard? Everything I knew to be true about D&D had been shaken up, and I was left puzzled and a bit upset—not enough to explode in nerdrage, but enough that I was uneasy.

I was so certain and so confident the dragonborn didn't belong in D&D, I figured my players would reject the race as I did and choose something more in line with the D&D we'd always played. Imagine my surprise when one of my younger players, who was 19 at the time, immediately latched onto the dragonborn and warlord. Imagine my continued surprise when game after game my players ventured further afield than the classic array of classes and races. What I realized was that although dragonborn seemed ridiculous to me, the race had a great deal of appeal to my gaming group—the cantankerous, vulgar, twinkie group of players that they are. And if these old dudes could climb on board the tiefling, drow, dragonborn, wilden, shardmind train, then there must be people for whom these elements are fantasy for them. In the end, I made my peace with the weirder races and classes that have snuck into the game and broadened my horizons to at least not be offended that they exist. (I would use an emoticon to soften the last sentence but I won't stoop to that sort of nonsense here.)

We've talked a lot about what races and classes we would include in the next core player book. I've argued at great length about how editions never fall at break points in people's campaigns and that often an edition change means invalidating a choice a player has made about the character he or she is playing. I can imagine some folks were upset not to have a monk class when 1st Edition shifted to 2nd, just as I'm pretty sure some folks were upset when they couldn't play a barbarian right out of the gate when 4E landed. We've tentatively agreed that D&D; is big enough to accommodate the various Player's Handbook classes and races, and we want to make sure these options are available when the next version comes out. Although this move will certainly appeal to the audience who think dragonborn and tieflings kick ass, I wonder if their inclusion will offend people with opinions that matched mine a few years ago. I'd love to say that we're all reasonable people and finding a tiefling in the next version of the game doesn't mean they have to appear in every world or campaign, but, being an unreasonable person myself, I can understand how such a thing might be upsetting to people who have a clear vision of what D&D ought to be. Likewise, I think people who dig the Nentir Vale and the 4E cosmology would be livid if we ripped out the dragonborn and tieflings, whose fallen empires are so important to shaping the land. Is this a no-win situation?

I mean, he's not wrong, necessarily. D&D isn't just whatever the owner of the brand says that it is. At some point, it's not recognizable to people who played D&D in the past. People who don't seem to get that, and tell "conservative" gamers to suck it up because claiming that sexually ambiguous bird, rabbit or turtle people running bakeries is what D&D is are wrong; that's not D&D to me, or anyone my age, and arguably its so far away from what D&D was that even people who play 5e and have only played 5e, in a neo-trad playstyle, have got to see that as something severely removed from what D&D was. 

Of course, my perspective is that I don't also care very much what D&D is, because I've always been somewhat ambivalent to exactly what D&D is. My own perspective has changed away from the more "vanilla" approach of what fantasy is, from the mostly high fantasy stuff like Tolkien, Alexander, and even Salvatore and Weiss/Hickman of my teenaged years to something a bit different, and more weird tales (not that I didn't read pulp stories in my teenage years too, but at the time, I was more likely to read Tarzan and John Carter than Conan, honestly.)

UPDATE: Spotted on ENWorld. Why am I still going there? Anyway...


Sadly, it wouldn't be appropriate in that venue for me to respond "It's still super gay." Well, maybe appropriate isn't the right word. But it wouldn't be seen as funny. ENWorld is super woke. They make reddit seem sane.

Monday, April 07, 2025

New economics

I'm not necessarily surprised, but I am disappointed by the vast expression of economic illiteracy and the belief in obviously false narratives that I see in the wake of the Trumpian trade policy. Here's a redacted quote of today's Z-man post.

Last week, Trump stunned the world by following through on what he has been promising since he came down the escalator in 2015. This set off the Great Trump Stock Market Crash, which promises to continue this week as the rest of the world responds to the new world order. The yesterday men and the crazies are sure this is the Great Depression, because their history of the world starts in the 1930s. It is a stylized history, such that every modern event can be jammed into the 1930s, the 1960s, or the 1980s. Since they are sure Trump is secretly Hitler, this must be the 1930s—even though we have witnessed many stock market corrections in the last thirty years. The COVID crash, the mortgage bubble, and the dot-com bubble are easy examples.

In reality, what we are seeing is the long-overdue return to normalcy, where American economic policy is aimed at benefiting the American people, rather than abstract concepts from economics departments. If Canada has tariffs on American goods, then the United States should have tariffs on Canadian goods—unless it can be shown that the American people benefit in some way from the imbalance. The same is true for every other country in the world.

Of course, the reality is that the market isn't the economy, and isn't the only indicator of its health. As many have pointed out, not only is this a correction to normalcy, but jobs have come back significantly more than expected and projected. Wall Street may be struggling, but that's only fair, because Main Street is finally rebounding after decades of being stifled to prop up Wall Street. 

One of the weird things about decades of American trade policy is that it has created the same sense of entitlement as government racial policy. Just as nonwhites think they are entitled to be near white people without conditions, the world thinks it has a right to access the American market without conditions. This is most obvious in Europe, which has taken this lopsided arrangement for granted. They have also assumed they are entitled to American defense, while doing nothing in return.

The logic behind this arrangement has always been nonsense—but people love to believe in nonsense, especially their own. We see this with the free trade crowd, who are claiming tariffs will only harm the American people. If that were true, then the rest of the world should have been miserable for the last thirty years. Further, if that were true, then the rest of the world now has a chance to usher in a golden age for their people by eliminating their tariffs instead of raising them.

As he says, and I'll not quote this part, the reduction in the scope of the government, and in the tax burden on the American people is integral to this process as well. Main Street, i.e., regular Americans, have been subsidizing Wall Street and the globalists for decades. This is the scope of the realignment. So yeah, Wall Street will take a hit. But the only people who should really fear that are people who make their money in unproductive, globalist investments. Mitt Romney's income is at risk. Mine isn't. 

More important are the changes in how we think and talk about the economy. For the longest time, the economy has been treated as a god. Americans were expected to tolerate anything to please it. If the economy demanded Haitian cannibals in your town, you had to accept it. If the economy demanded that the quality of your hand tools decline, you just lived with it. If the economy required you to work two jobs to make ends meet, then you did it. The economy was a remorseless god.

This sort of thinking makes sense to an alien overclass that sees the United States as an opportunity to be exploited. It does not make sense if the ruling elite feels a connection and obligation to the people. Shifting from the old transactional model of economics to a nationalistic model requires a new language. Simply pointing at a graph that trends upward is no longer enough. The political class will now have to possess some economic literacy.

Bingo!

In the end, Bessent is correct. America cannot continue to create credit in the financial system and borrow trillions to hire government workers. We either have an orderly transition back to a normal economy, or we have a disorderly transition. The name for that is collapse—and that is vastly worse than a stock market correction. This is the reason the economic elites are backing this move. They know that the people who suffer the most from failure are the elites.

And bingo again!

If Trump hadn't come along and eased the transition, the current trend would have simply led to a Soviet-style collapse and the anarchy that followed... at best. At worst, it would have been more like a Roman-style collapse where the Romans essentially ceased to exist entirely, their impoverished and decidedly smaller in numbers mixed descendants emerging many generations later as something else. Arguably, either of those could still happen. But the fact that Trump has shoved the Overton window wide open on these kinds of topics makes both of them less likely then they had been even a year or so ago.

UPDATE: And a brief quote from today's post (the next day) because it reads like an extension of the same topic.

The reason regular people feel so much economic angst, despite the appearance of material prosperity, is that we have reached the end of the line for this model, where costs are socialized but profits are privatized. If you look closely, you will see this dynamic everywhere. The offset to those cheap products at big-box stores is the collapse of American manufacturing, and the social capital that came with it. The offset to cheap labor via immigration has been stagnant wages and emergency rooms that resemble Tijuana bus stops. The offset to a rising stock market is endless financial insecurity. The hidden costs have accumulated to the point where they can no longer be ignored.

The reason Trump is trying to usher in a new economic model is that the old one, the financialized economy, is running out of places to hide the costs of endless credit creation and the auctioning off of social capital. It is not just that we cannot borrow more money. It is that we cannot continue to socialize the costs of creating more credit money. Just as critically, we can no longer tolerate an oligarchy built on privatizing the profits of this system.

UPDATE 2: And another one, to add to it: Much of the politics of the right for the last 8+ years has been a continual battle against those who, when faced with a divergence between the model and observed reality, define "principle" as continuing to choose the model. Don't really need to add anything to that observation, do I?

My game vs OSR... a few comments

Before I begin, a quick summary of what I hope to accomplish—hobby-wise—this week. I have a busy week. I've put off my taxes, so they have to be done very soon. Probably that's a couple hours one night. I am busy Tuesday and Thursday, probably most of the evening. Saturday is a busy day. Monday I'm going to the store with my wife to make sure that I have stuff to eat this week. (Because I'm relatively recently diagnosed type II diabetes; along with almost my entire immediate family of my generation, I've discovered, and her schedule is kinda funky, we don't eat dinner together every night or even most nights. I cook something low carb on my own.) So, yeah... it'll be tough to do much. I doubt I'm whipping up a YouTube video or anything like that, because that takes at least a couple of hours to do. Maybe I can do a text only YouTube video on the four characters, but if so, that'll be all that I can likely do. I'm also really focused on reading lately, instead of frittering away my evenings. I'm almost done with Goodman Games' Gazetteer of the Known Realms, which I got on a humble bundle as a pdf a while ago. It's an interesting case study; I'll probably blog about it briefly when I'm done. I've also got a few other gaming books that I'm trying to get read in the shortish term, although two of them I've read before years ago. And I want to pivot to some non-gaming books, which I'm not reading all that much of, but I have quite a few of them on my docket right now. I had also thought maybe I'd draw another version of my map this weekend. It was six months ago that I drew the last one that I wasn't super happy with. But I didn't get to that. I probably won't, at least not right away. And I expect a few gaming things that I ordered to arrive this week. A new set of metal dice is supposed to show up tonight, and sometime this week two older 3e products that I've wanted physical copies of for a long time should be arriving; Heroes of Horror (used) and Expedition to Castle Ravenloft (POD). Both will go on the list to read shortly after, although I've read both as pdfs in the past. I'm even considering ordering the original Curse of Strahd, (not the "remixed" version, or whatever they're calling it) to compare it to EtCR for the heckuvit. Actually, I think even if you don't care to play 5e, some of the campaigns are decent reads that can be readily raided for good material. If I get CoS, I might also shortlist Rime of the Frost Maiden and Ghosts of Saltmarsh as ones to pick up too. (I will say, though, of the various Ravenloft products, the very first module from 1983 still has by far the best cover art, which I'll include here.)


Honestly; that's about it this week. Reading. If I can finish the Gazetteer, the non-fiction book that I'm reading and if I get really lucky, one more gaming book, I'll consider that a fantastically successful week this time around, even if I don't do anything else. Next week, on the other hand, I'll expect to do more. 

To the topic of the post, looking over the character sheets I posted earlier this weekend, I had a few thoughts. Three immediate points of contrast between my 1st level characters and your typical OSR 1st level characters come to mind, which I think are interesting. I actually greatly prefer what I do, but then again, I've said many times that I'm old-fashioned without being old-school, and the OSR rules and OSR playstyle; well, I'm sympathetic to what they're doing in some ways, but I'm not interested in doing it myself.

First, my characters clearly have a much higher hit point total. The lowest hp character I have has 10 hit points; the rest are 14 or 15. OSR characters at 1st level will almost certainly have single digit hit points, even in the best case scenario. I watched a small segment of some ShadowDark solo play where the guy had a 1st level fighter with 1 hit point. Even when he leveled up, he rolled low, so he was a 2nd level fighter with 3 hit points. I don't have fighters per se, but my "fighter" has 14 hit points, and my "ranger" has 15. Even my expert/sorceress has 14, although she took a feat that specifically gave her a few more hit points. Now, granted, arguably ShadowDark isn't really OSR, because it doesn't use OSR rules, but it certainly does the OSR playstyle, maybe even better than some more overtly OSR games, honestly. So, my 1st level characters are considerably less fragile than OSR 1st level characters. However, by probably 3rd level or so, they've caught up; OSR games have characters get hit dice as they level up, my game has them get 2 hit points. My hit point progression is much flatter than OSR games; it starts out better, but pivots after a few levels to being less so. After 3rd or 4th level, my characters will be considerably weaker than OSR characters, if hit points are your guide, at least. But I've never been a fan of the overt change in genre of the game from a dark parody of a fantasy game with frequent character death with disposable low level characters that turns into super-heroes after a few levels. 3e, 4e and 5e characters arguably are always super heroes at every level. I found that the low level survivability of those games is desirable, however. The rapid increase in power level after a few levels is not. Bounded accuracy was a nice concept when 5e brought it around, but it only a little bit actually did what it said that it would. But 5e was constrained, in my opinion, by having to be too D&Dish. It couldn't do anything too radical without jeopardizing its appeal to the broader market. So I've actually taken the concept to where it really was "wanting" to be all along. Which, to be fair, many other games have done for years, if not decades. But D&D wasn't ever one of them.

Second, as briefly referred to above, I have feats instead of classes. While you can kinda sorta create classes by bundling feats in such a way that they emulate classes, you have the flexibility to do it any other way you like as well. These feats aren't really like the feats of 3e, 4e and 5e; they're more like class features decoupled from any class. You can call my four iconic characters that I created for this putative solo outing as a "fighter", a "thief", a "ranger" and a "sorcerer" if you like, but most of them have one or two surprising features built in, like my "sorcerer" having pretty high hit points, for instance.

Third, in OSR circles, it's often cited that ability scores don't matter very much. In fact, in OD&D, they really only impacted your XP progression (oddly.) In my case, that's clearly not true, since almost every roll will have an ability score component to it; attack rolls are based on an ability score, all checks and "saving throws" are ability score and skill score plus a d20, etc. Ability scores are probably more important than anything else going on with the character, especially at lower levels (after a while, skill and feats starts to matter more; the consequence of experience.) Fitzhugh, my "ranger", is arguably my best character, because I got extremely lucky on his ability score, or stat rolls. Had I not done so, he would have been significantly less capable at combat, and would have been more likely to be good only for outdoorsy stuff; very useful for traveling, but not in combat.

It should be noted, that I like the traveling "minigame" quite a bit. As an avid hiker, as one of my other hobbies, the overland travel stuff is as interesting to me as arriving where you're going, and exploring "dungeons" is banal and I've never liked it. Even back in the 80s I disliked it. I read a fair bit of the Fighting Fantasy Gamebooks as a kid (the original "solo play" paradigm) but while The Warlock of Firetop Mountain is considered a bit of a classic, and was probably the third one that I got, the ones that I liked best were Forest of Doom, Scorpion Swamp and City of Thieves. The first two in particular were heavily focused on overland travel challenges, and the last was, of course, an urban intrigue kind of thing. I also really enjoyed the TolkienQuest Night of the Nazgûl for exactly the same reason; it was heavily focused on overland travel and exploration. Firetop Mountain is the iconic dungeon-crawl, it was always one of my least favorite. 

Maybe that can be fourth referring back again to my character selection, I don't consider the cleric to be archetypal. It's been important because from the beginning, D&D has been set up to require a cleric. Having largely eliminated the need for magical healing to counter injuries in combat for other reasons, I don't consider the iconic 4-man party to be a lead singer, lead guitar, bass guitar and drummer... er, sorry, I mean a fighting man, magic-user, thief and cleric. I consider it to be fighter, thief, magic-user and outdoorsman. And even then, magic-user and thief are only weakly iconic compared to D&D, and aren't necessarily meant to play the exact same role either. People who are good at fighting, and someone who's reasonably good outdoors are the most important roles for a game where travel is important; any magic you get is supplemental and support rather than a core role, and thief-types are as likely to be con-men and fast-talkers as they are to be sneaky lockpickers and trap-disarmers.

But of course, anyone can be good at the Bushcraft skill if they want to. Affinity and skill focus both would be ideal (my "ranger" only has one of those so far). The rules do dictate, to some extent, what activities the game will focus on. Since exploration/travel is important to me and topping off your resources after combat isn't dependent on clerical magic like it is in D&D, the cleric simply isn't nearly as important a role as an outdoorsman or ranger archetype.