Author, game geek, curator. Irritant. From the depths of the cognitive void...

Lawrenceville, GA
Joined February 2007
I suppose it's time to actually show people my work. Running Breathless is a game about being chased and dealing with problems along the way, sometimes not even your own. squidlord.itch.io/running-br… Maybe you're a psychic kid who's escaped from the hospital or the school for unusual talents. Maybe you've made the heist of your life. Maybe you're the worst kind of criminal scum. Maybe they're right behind you. Catch your breath when you can. Go to ground if you find someone you can trust or a big enough sucker. The one thing you're guaranteed to do? Run. Running Breathless is a TRPG for one to five players, GM optional, based on the Breathless SRD. Check it out. It's pay what you want, which means you can pay absolutely $0.00, and I won't be mad. In fact, I encourage you to do so. It runs pretty quickly, so you can even throw it up on the table while waiting for other players to arrive for your main game. It's fast, a little bit cruel, and you should have about 50-50 odds of getting away with it. Whatever it was you did. The chasers know.
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Alexander 'Lex' Williams retweeted
Pain is information As a child, you touched something hot, and it burned you. That pain gave you a piece of information: be careful touching hot things. When you sign up to run a marathon, you are signing up for pain. But whether or not you keep running is up to you. In Haruki Murakami’s words “pain is inevitable but suffering is optional”. You can choose pain without choosing suffering. Pain is information, and information is painful. Rewiring your brain is not a frictionless process. Some knowledge can only be discovered the hard way. The sooner you can convert pain into knowledge, the sooner you can experience the next useful pain. Don’t put yourself through the same pain too many times. To access new information you must experience new pains. They say “knowledge is power”. If pain is information, then pain can be converted to power. To do so, you must learn to control your suffering, accept that scars are beautiful. If you felt pain, ask what information it gave you. If that information was useful, seek the next pain. You are learning.
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Which of you got Pat Sajak a copy of Dangerous Journeys or Nephilim? I'm going to need you to step up and take responsibility for this action. This does read as High Gygaxian, but it could be almost anything of that period. Holy crap, do you think someone gave him a hit of Vampire: The Masquerade first edition? Does he have scary black hand face hidden somewhere? I think we need to demand an investigation.
Since my departure from the televised grand spectacle, I have been thoroughly engulfed in an absolute maelstrom of relentless activity. Our peregrinations have ferried us across a multitude of exotic, ultramontane realms, wherein we experienced the profound jubilation of reconvening with long-estranged compatriots. Concurrently, I have surrendered my intellect to the voracious consumption of dense, hermetic tomes, immersing myself in the labyrinthine intricacies of highly recondite and intellectually stimulating subject matters. In a plurality of dimensions, my current state of existential industriousness vastly eclipses any prior epoch of my life. It’s been really cool.
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"Model capacity temporarily exceeded" for the new DeepSeek Flash V4.1 is kind of rough. Apparently, lots of people are hitting it very hard indeed. Thanks, @lmstudio . :P
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I suppose technically I am a member of the old guard simply by dint of my age and involvement, but I never considered myself part of that side of the hobby. I was always over in the experimental "crazy let's see what my will hath wrought" sort of portion of play. Sure, I started with Call of Cthulhu and Robotech, went through Palladium, played a lot of Shadowrun and Cyberpunk. I've done my time in the classically designed trenches, but I've also made the transition into the indie space, which is wildly more experimental. I did that before the 90s were over, which I suppose did make me a bit of a pioneer at the time. But I find nothing to argue with in this statement, because the infection of look-at-me political posturing very likely started on the indie side of the house. It was a good chunk of the reason that I took a break from RPGs in general for several years. Games were increasingly becoming a mouthpiece for the author's political grift, intended for an audience of everyone that agreed with them and deliberately calling out anyone who didn't as lowborn scum. Some of this you just learn to put up with because, as the phrase goes these days, 'twas the tism, my lord, but after a while it's tedious, ruthlessly, painfully tedious in ways that it absolutely didn't have to be. I don't have room for this kind of bullshit at my table either, nor do I have to. If you want to play the game, we can play the game. That's what I want to do. If you want to preach to me about your one true wayism of the week, man, I got better things to do. In that sense, I suppose I am a member of the old guard, for good or ill.
🔥 🚒 The TTRPG table used to be sacred ground. It was the one place you could leave the exhausting, polarized grind of the real world at the door, sit down with a crew, and actually build something collaborative. But lately, there is a terminal rot creeping into the hobby, and it’s being dragged in by tourists who don’t want to play a game, they want a stage for their political theater. We have a strict, non- negotiable no politics rule at the club. You come to roll dice, to explore the world, and to survive the campaign. But the social atrophy of the last few years has bred a loud, hyper defensive segment of people who physically cannot function without forcing their ideological baggage into every single breath. They are locked in a perpetual state of bad faith combat. You can sit at the table and say, "I like waffles," and these folks will instantly slam their hands down and scream, "Oh, so you hate pancakes?!" It is completely exhausting, and I am entirely done accommodating it. Just recently, I had to bounce a guest from the table who simply refused to respect that basic boundary. And what happens when you tell these perpetually online actors "no"? They don't reflect. They don't apologize. They immediately resort to extreme character assassination. Because I enforced a rule of conduct to protect the peace of a space I built, I was suddenly branded an "evil Nazi" and targeted with threats to "do damage" to my venue. They spat the term "Old Guard" at me like it was the ultimate insult. Let me be crystal clear: I wear "Old Guard" as a badge of absolute honor. Since cracking open my first box set in the late 70s, I have poured decades of blood, sweat, and capital into this hobby. I’ve painted the terrain, organized the long running campaigns, and transitioned our operations into a private gaming sanctuary specifically to protect the game from this exact kind of invasion. This behavior is a direct symptom of the spectator era of tabletop gaming. The mainstreaming of the hobby didn't create a massive wave of new players, it created a wave of passive consumers. We are dealing with people who treat the game like a trendy lifestyle brand, wearing the logo like a fashion statement while expecting the table to cater to their personal performative fan fiction. They don’t want the grit of a real system or the camaraderie of a shared world. They want a captive audience. And when they realize the table isn't about them and their real world grievances, they lash out and try to burn the room down. Well, you aren't burning down my room. The spaces we've built are fortified against this nonsense. The table is a place for escapism, for rolling crits and suffering the consequences of the dice. If your primary goal in picking up a character sheet is to virtue signal, pick fights, and turn the game into your personal soapbox, find another venue. The tourists can keep their spectator sports and their outrage. The real gamers are busy playing. RANT OVER 🤘 #OldGuard #ProtectTheTable #TTRPG #OSR #OldSchoolRPG #NoPoliticsJustDice #DiceNotDrama #TabletopGaming #ActualPlay #GamingSanctuary #SpectatorFandom #SavageSorcery #TheNerdShed #SundayCrew #JustPlayTheGame 🧙‍♂️🪄⚡
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Agog to be the 1,241st Guild Member 😎 on @BackerKit Crowdfunding for Sword World! backerkit.com/c/projects/mug… I suppose part of what I'm agog at is the price tag. Holy Christ! Some days it's rough to be an archivist, but I'm glad to finally be able to add this to the collection. I know they're trying to put out some high quality books here, and I get it. It's extremely art heavy and translation isn't cheap, but damn. You're basically talking $125 for getting in, entry level, for digital. Let's face it, you're going to want the Game Master's Guide. You can't run the game without it. You can't even con someone into running it for you without them having a copy. So the basic buy-in for PDFs to play the game is $125. You want entry-level books to go with those? Yeah, you're going up to $275. That's a rough, rough road to walk, friends. Add another $100 on that if you want the collector's edition of the books. I don't know anybody who would want that, right? I get it. I really do. This is honestly a product aimed at collectors and super enthusiasts. You're paying for the cachet as much as you are the flashback collectibility of it all. I get it, but damn if it doesn't hurt a little bit.
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You know, I feel seen. Clearly I went into the wrong field. I should have become a Confessor.
Confessor Pike advice, please heed it.
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Part of my day-to-day has involved looking at the absolute mess that Pelgrane Press has made of some of their PDFs when you just do a raw text extract, and figuring out that it is a ROT3 encoding with an offset of +29, but that the numbers require special handling in the table. I did this because Ashen Stars has that level of messy and kind of useless encoding on that PDF. If you have systems which can OCR entire books and compare them to the text extract and the wherewithal to do a little comparison, you can figure these things out. Then you can mutter to yourself that someone thought it was a good idea to do that in the first place. Nothing can stop the archivist's intuition.
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Alexander 'Lex' Williams retweeted
Every time a developer says using AI isn't real programming, remember what happened to Grace Hopper in 1952. When she built the first operational compiler so programmers could write in English words instead of symbols, fellow engineers refused to touch it insisting that computers could only do arithmetic, not write programs. Every generation mistakes its current abstraction layer for the only real way to work.
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Alexander 'Lex' Williams retweeted
lol lmao
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I made an offhand joking reference to it earlier, but now I really think I need to write a playset for Pasión de las Pasiones, which takes on traditional Western fantasy — as if seen on a telenovela. I think it could work.
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My audience knows this to be the case all too well, and knows that I encourage them at every point to do their best to have big dreams and big wants, feed their big hungers, dream their big desires, because nothing else will do.
The same people who hate Elon for making a flying car hate all your more ordinary passions and joys. You’re not exempt because you dream quieter dreams. And the people who are outraged when something has no utilitarian purpose also hate your refusal to frame happiness and beauty in economic terms. You’re not allowed to opt out of the cubicle farm; God forbid you find meaning in something outside the rat race. Some things you do for yourself, not for money and not for other people…and when you do, you create evidence of an individual beating heart that does not bow to the great gray crowd, and some people will never forgive you for it. Do your mad beautiful thing anyway.
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This is actually an excellent point and something I don't see people address very often, in part because many of them are still obsessed with the D&D zero-to-hero story arc. They can't get beyond the gravitational pull of that concept. A real adventurer has the ability to go on adventures, and adventures are expensive. The more realistic your setting, the more true this is. Now, this trifecta of elements are sort of like fast, cheap, and good. You can have two of them and slide on the third if those two are good enough. If your character has purpose and education/training, you might slide on the money. Perhaps you find a patron or find someone looking to pay you in order to do something to make use of your skills. If a character has money and purpose but no training, this is a good opportunity to hook up with other characters who do have the skill and go off into the great beyond looking for whatever the great purpose is. If a character has money and education but no purpose, well, I'm going to be honest, this makes for a shitty character in TRPGs. A character without purpose is a character without motivation. However, a character without purpose but with money and education makes for a great NPC. This is the kind of character that can be talked into going along with the adventure, or strong-armed, or pressured, or threatened. They give the characters with motivation and purpose someone to motivate and give purpose to. Think about the trifecta of these elements, and I think you'll have a pretty good time.
つまりね 「『冒険』というのは 金と目的と教養がある人間にのみ許された『娯楽』」 なのだから 冒険者に「冒険」をやらせたかったら 貴方の創作物では、金と目的と教養がある人間を冒険者にすればいい ハッハァ! 憧れは止められねえんだ!
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Could I resist? Absolutely not. If I did camels, I could do Gym Hoes. --- GYM HOE --- FEATURES - 16% body fat - Cell phone permanently grafted to hand - Always faces due mirror - Unreasonably sensitive to the gaze of others DRIVES - Seek attention - Defend territory against other gym hoes - Seek others of like mind - Hate others of like mind TACTICS - Occupy the best gym equipment without using it - Display self - Righteous indignation - Utter entitlement --- The gym hoe is a curious beast indeed. It displays all of the attention-seeking behavior you would expect of the species. However, upon receiving attention, particularly after one of its more egregious displays, it's often found to go into a screeching parody of territorial display, as if simply looking its way were to trespass. The moment said eyes wander elsewhere, however, it returns to its preening in front of the nearest mirror as egregiously as possible. --- Quest Starter During the exploration of a long-abandoned gymnasium, you stumble over the desiccated remains of a gym hoe, but no mirror remains in the direction it was facing. The silver from its backing would be useful to your current quest. What is the corpse trying to tell you? --- YOUR TRUTH What was the position of the Jim Hoe in your community? Are they still a phenomenon, or were they wiped out in a great cataclysm? Could they be reintroduced?
New B&W line art for an old school monster. Stats? Abilities?
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My next move? It's obviously to bite down. I'm not sure why this is supposed to be a hard question.
#RollForInitiative but I don't think it will matter...
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You know, I have to give Sandy some credit here. This is a pretty good solution to a very annoying problem in Call of Cthulhu and other traditionally architected games. It is the mechanical equivalent of fail-forward mechanics for rolls. Now, that might confuse you a little bit when phrased like that. Surely this is a mechanical equivalent of fail-forward mechanics for rolls, except that it's not, because no single roll was involved in it. In fact, the absence of rolls was involved with it. It introduces a roll where none previously existed, but it is narratively and structurally supporting the same beam. When players are just not catching what's right there in front of them, you give them a mechanical indicator that they have failed, which immediately gives a mechanism to move forward, whether it be in the current scene or the scenario. Fail-forward mechanics take a mechanical roll and, no matter what the outcome is, something changes in the world in a way that allows things to proceed forward, but with complications. Sandy's solution here: take a social environment, and no matter what the outcome is, something changes in the world in a way that allows things to proceed forward. The only thing it lacks is complications, and I think those would be relatively easy to bolt on. "Sure, here's the obvious thing you've been missing, but since you've been missing it, this other thing that makes all of this far more complicated happens. Let's go!"
Here is one of my greatest creations for roleplaying games. I came up with it in the 1980s. As far as I know it has never been published officially anywhere. But it ought to be. It is, of course, the Spot Obvious roll. In any roleplaying game, there comes a time when you, the gamemaster are rolling your eyes because your players are being idiots. Why can't they see it? Here are four examples: EXAMPLE ONE: the giant fire elemental stands directly under a loose, cracked water tower held up by rotting wooden pillars. Your players only see a DPS race. They cast spells or hit the elemental with swords, ignoring the environment. EXAMPLE TWO: the crumbling cavern has a clear stream of water flowing out through a wide crack in the back wall. Your players see only the dead end. They stand their ground and fight waves of infinite monsters. EXAMPLE THREE: while tossing the bad guy's apartment, they find a calendar with May 3 marked off with the word "Roodmas" in red letters. Now the players wonder when the Big Cult Festival will be? Maybe May 1st? could it be May 10th, Mother's Day, because the cult worships the foul Mother of a Thousand Young? Argh. EXAMPLE FOUR: there is a stone door with a giant keyhole. On the table is a giant key. The players decide it's a magical puzzle and spend 45 minutes casting Detect Magic, checking for traps, trying to pick the lock with a dagger, and ignoring the literal key. This actually happened to me. We've all been there. Spot Obvious is my solution to keep play moving. When I am amazed the players are being idiots, I call for a Spot Obvious. The players roll against their INT x5. But here's the trick - THE CHARACTER SUCCEEDS IF HE FAILS THE INT ROLL. In other words, the stupidest characters have the best chance for a Spot Obvious! My logic here is threefold. First, it matches real life. Often it's the smart guy who overthinks things. Second, it's hilarious. Third, suddenly the character with an INT of 8 becomes useful in the logic puzzle. Now you may say, "Well Sandy, the GM is partly to blame in these cases because they're used to you typically overthinking puzzles." That's a fair accusation. But even if I screwed up, we still have to get past the obstacle! You don't have to unlock everything with a Spot Obvious. For instance, say the party just defeated a goblin ambush and they're wondering where the goblins are coming from. I can call for a Spot Obvious and when/if they succeed, I say, "Remember, you actually have a wounded goblin prisoner from the fight." Then they go, "Oh yeah. Let's question him." Then there's roleplaying involved - it's not just handed to them on a silver platter. Best of all if they all fail the Spot Obvious (it has happened), then I just sit smugly. The players know they are missing something plain and unmistakable and it drives them nuts for a while. Often they can figure it out just from that. Even if they don't, their angst is highly entertaining so we're all having fun. Go forth and prosper.
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