Author: John Bailey

Sages, Research and Academies

My interest has been piqued, concerning sages in pathfinder and from there, I suppose, other fantasy games.  This isn’t really a new interest for me, just something I haven’t really considered for many years.  Right back in the days of AD&D I/II, I designed a sage ‘class’ to use as an active NPC in a game – the class wasn’t much good for adventuring, but it gave me the basis for a field worker assistant to an AD&D I sage.  If you are interested, you can find the class here.  Ironically, the NPC designed to those guidelines when on to play in another game, as a PC –  although it was a Skills & Powers game, and he was rewritten for those rules, but have (basically) the same stats and abilities.  Eventually he was written as an NPC for 3.5 and PF games. While moving between systems, and keeping commensurate skills at each change – however, he has gathered XP in a series of games and advanced in level for about 20 (RL) years. He finished up as an Expert, with a bit of Adept thrown in for good measure.

He started out, knowing a bit about mapping, plants and farming.

For much of the time between adventures, he published written papers on a range of subjects, served as Chief Herald maintaining list of Coats or Arms, noble patents etc –  and has been associated with libraries, temples and universities.  He is, undoubtedly, one of the most knowledgeable people – in just about any game setting.

In Real Life

In the modern world, the equivalent might be a research scientist, or perhaps, and archaeologist.  As far as I am aware, the majority of them are employed by wealthy universities, research establishments or corporations, who pay their research costs.  Even then, those who wish to choose their own area of study, often have to apply for grants and funds before they can do anything useful.  The same is true historically, as well.  Even Howard Carter, who excavated Tutankhamun’s Tomb was funded by Lord Carnarvon – and just about ever other successful scientist or archaeologist from that period was either independently wealthy or, more likely, has a wealthy patron.  Even Merlin, that great mage/sage from mythology, had King Arthur as a patron.

Most of those Victorian researchers were ‘standing on the shoulders of giants’ as well.  I think three different people invented the light bulb at about the same time – based on earlier research published by a number of other scientists.  Even Darwin can trace his ancestory back to someone who held national office under Oliver Cromwell, and his grandfather  was also interested in evolutionary theory.  Now-a-days, next to no serious research gets anywhere without meticulous study of previous research –  and that needs years of academic study as well as financial support while you do it.

Long and short of it is that you need a good education, the right job and the right employer to even be able to set out on projects that are anything more than basic.  Even many things like herbals were researched and written (as amateurs) by doctors and clerics, who had a good living from their primary trade.  But when you look atb those today –  you see all the gaps in them.  The drawings are often very accurate, as are descriptions of the habitat in which the plant is found Culinary uses are interesting –  but beyond that there is a lot of guess work, old wives tales and even some mythology.  Some of the information accurate –  but you have to have done the higher level research to know which bits  :]  Without that, you have a less than 50% chance of finding anything really useful –  and for many of them, much less than 50%.

Then there are field workers.  Most field work, that I read about, is carried out by junior staff under the supervision of a senior academic, however, they are rarely credited as an important part of the research.  In many cases they are fairly closely supervised, with results being checked by the regularly –  then analysed leisurely at the end of the research, using resources available to whoever is funding the research.  The field workers  are generally junior employees of the research project, who are there to gain experience, in the hope that they will eventually become senior academics in their own right.  However, there are also many examples of the basic field work being undertaken by unskilled volunteers or labourers –  especially in the field of modern archaeology or popular science.

The information sources used by modern researchers all appear to be held in commercially sensitive business data bases, with an overview paper published in a peer-reviewed magazine.  Fuller details are often published by basic research projects, along with detailed observations, figures and analysis.  However, these are also subject to peer review, and can be the cause of long debates in the research community, as methods and techniques are discussed, dissected, or simply ridiculed.  To a lesser extent, that is true historically as well.  Finds and locations were often kept secret until all of the value had been taken from them –  and then published in a blaze of glory.  Others, however, were done in the glare of publicity, sometimes even taking a journalist or newspaper correspondent along with them.  However, historically, there weren’t all that many people who read the newspapers who were publishing the items –  and they were sensationalised, to some extent or another, because that is what sold newspapers.  Ironically, the same is true today …

In a fantasy setting

Serious research projects should have wealthy patrons –  be they individuals, governments or universities, and should be led by someone who already has academic recognition in the subject.  Probably a recognised and well published sage, with a number of publications that are respected by the majority of his/her peers.  The libraries of those institutions, which contain the research, will be jealously guarded, much like a modern research DB, and will only be opened up to recognised academics –  who are seen as sympathetic to the organisation.  Or for a large fee.  Everyone else sees the ’published’ paper, which will contain some figures, some sketches, observations and the opinions of the senior researcher –  the Sage –  who wrote the paper.  At this level, it is all politics.  It might be national politics, or it might  just be the politics of professional rivalry between competing colleges or sages.  And the colleges and universities are in commercial competition with each other.  There are no free courses at this level and fees will be expensive.  Students here either have wealthy parents or a sponsor who have paid the fees or called in favours on your behalf.  Students are not, generally, the children of commoners, experts or even low-level adventurers.  You need some clout to get in.

That leaves local libraries as a source of information – and there aren’t any free to use public libraries.  Books are expensive –  or at least books that contain any useful information, are expensive, and the more specialist or esoteric the information, the more expensive the books are.  Historically, books were so expensive that some of them were, literally, chained to the shelf that they sat on.  Much of the piecemeal information will be on scrolls, and may even be included in a personal letter from an sage-colleague.

In a local sage’s library you are liable to find books that play to the sage’s knowledge ranks.  In a church library, you will find books on that faith’s religion.  And a noble’s library may have household accounts, heroic myths & legends, family history  and perhaps a penny dreadful or a basic religious book of the faith the noble worships.

Technology

My understanding of the pathfinder world is that printing is available – but that will only be in cities, and probably only for small documents.  Without magic, it will involve a hand press and individually printed pages.  Good for leaflets and flyers and, perhaps, short ‘penny dreadful’ type novels.  Cheaper than hand or magical copying – but still expensive.  Even newspapers will be printed on one large sheet of paper, if they can manage it. That way, you only set the print once, but can produce a lot of copies.

Hand copying of books often takes years.  Each page is written separately, and each letter has to be formed carefully using a poor quality ink and a quill –  which has to be sharpened regularly.  Magic copying, also isn’t as easy as it sounds.  You either need specialist spells (which are not generally available) or a spell that summons something intelligent enough to know how words are spelled, even for guided transcription.  Just as important, reading speeds are probably much slower than we expect today.  There is a lovely passage in one of the early D&D books describing a literate person reading a scroll, and struggling over the spelling, meaning and pronunciation of words. Even now, I struggle with some British dialects from just a few hundred miles away.  For people who speak English as a second language, word and sentence structures are even more difficult to work out (I spent a few years marking and assessing exam papers from around the world.  After a while I could tell the country of origin from the way the sentences were structured)

To complicate matters further, there isn’t any standardised spelling.  Historically, standard spelling  came about when the first dictionary was published and was distributed widely.  William Shakespeare (that great writer) is known to have spelled his own name in three different ways.

Note:  Transcribing translations would be even more difficult.

Stolen Lands – Revue

For the last seven years I have been running an online game, at RPoL, based around Paizo’s Kingmaker campaign, using a home-brew set of kingdom rules.  The game finished a few weeks ago and now I have a chance to reflect on what I learned while the game was running, so that I can build a better set of campaign rules for the next game that I run.

Purpose

The rules were intended to in encourage cooperative role play, encourage PCs to interact with the world, allow PCs to build strongholds and to, eventually, build a whole kingdom.  To some extent, I achieved all of those objectives, but not consistently.

Cooperative Role Play

Fuzzy Time:  The game generally ran with three PC parties operating in the same world, which limited player interaction.  There were two reasons for this: the more players I had, the more chance PCs had of finding someone on the same role-playing wavelength as themselves; Kingmaker is a huge Adventure path, and it took three years to run it as a tabletop campaign, running on RPOL, with a single party would take ages.  Even with an average of three parties, we were only halfway through the campaign after seven years of play.

Fuzzy time let me run non-combat threads where characters from different adventuring parties could meet up and role-play with each other.  That worked quite well for occasional meetings, parties and shopping trips – but I soon ran out of ideas and couldn’t work out how to start suitable new threads.  I ran a few political threads but, in hindsight, I could have developed that further.

Many of the ‘meeting’ threads dealt with political matters.  Should we allow a particular religion?  How should we react to the King?  A trip to visit the Ruler of the new Aldori holding.  Not only did they allow PCs to interact across adventuring groups, but they encouraged PCs to interact with the world.  However, my politics were too complicated for me to have a good handle on it, and too isolated from the day-to-day life of the characters for it to be relevant.  In future, I need to make the world, and its politics, smaller and more relevant, so that I can consult the players more often.

That will help me in another way as well.  I am not good at finding ‘unique’ voices for NPCs and all of my NPCs tend to be very similar in their approach.  With fewer NPCs to worry about, I might be able to develop better personalities for them.

Stewardship rules:  The Stewardship rules were introduced to encourage PCs to run holdings and businesses cooperatively.  They worked spectacularly well in some cases, but were undermined by the Entourage rules.  The city of Tusk was built using the resources of many different PCs, overseen by a committee of three PCs – although one of them took on a majority of the planning work, the others remained involved to some extent or another.  V&A shipping was build using the resources of two different players and became the largest business in the game. WSM, a cooperative venture between two PCs, grew quite quickly as well. House Solanus used both marriage and adoption to increase their resources and work cooperatively.

However, other holdings were run by a single PC, using their Entourage members to support them.  That was something that I encouraged, but it reduced the need to work cooperatively.  I think, perhaps, that I need to reduce the number, or effectiveness, of entourage members, to make them less appealing as partners in running a business.

Noble Houses:  While Noble titles were a goal in their own right, Noble Houses intended as a catalyst for driving cooperative role-play, and building long-term relationships between PCs.  The rules included: Marriage, we had a number of marriages between PCs and even a few featuring NPCs and Entourages; Adoption, which became a tool for legitimizing and advancing entourages, although one PC was adopted into a Noble House formed by a marriage; Alliances, which were little more than a tool for building relationships with NPCs and introducing new entourages.

That system worked well, although it wasn’t taken up as well as I would have liked.  However, I think that the role of Allies needs to change so that they don’t become tools of the PC.  In the previous rules, I oversaw the way that allies resources were spent to ensure that the NPC, and their backers, got something from the relationship.  Perhaps I can extend that to allow players to run NPCs who are available to become Allies of other player’s PCs.  I’ll have to think about that one, when I rebuild the entourage system.

However, next time around I will include rules for Venture Companies, to complement the Noble House and Allies rules.  By setting up a formal system where PCs can profit from working together, it should encourage more group-based developments.  It builds on the actions of the PCs in my tabletop Skull & Shackles game, who give an equal share of money recovered to their Ship’s Fund –  so that they can meet any group expenses.  The same sort of thing happens in a Starfinder game that I play in, although the share isn’t quite the same – and it is a starship, rather than a sailing ship.

Interacting with the World

This is something I became interested in, while I was helping to build Persistent Worlds for Neverwinter Nights.  In a computer game, it is easy to set up.  I can build scripts that change character’s alignments, write conversations with a number of different options, and set NPCs to attack characters who are caught stealing or fighting.  I can build class and race guilds, and run exclusive adventures for members, and I can write systems where all the NPCs in a town call the Character by their title.  Rather than Characters interacting with the world, the world interacts with the Character.  However, in a Roleplaying game, it has to be the other way around  :}

I am quite please that the systems I wrote enabled some interaction with the wider world, without making it compulsory for those players who don’t really enjoy those aspects of the game.  Players all bring something different to a game, and that variety and flexibility is important to the game dynamic –  it soon gets stale if everyone thinks and behaves in the same way.

In The Stolen Lands, the game area was shaped by the PCs.  They built the towns and settlements, they decided religious structures, they built the main trade links, they facilitated alliance with others, and they made most of the big political decisions.  Half the time they might not have realized it – but the area they colonized is shaped by their decisions and actions.

Better still, they helped me develop the systems they wanted to make the game work and tested the systems that I had written to the limits.  We invented new descriptions of troops, revived a dead god, designed temples and expanded the range of businesses – all done cooperatively, and all driven by player decisions or requests.  The world grew and took on personality because of the actions of players.   But opportunity to do those things was sporadic.

As I said earlier, reducing the size of the world, and its politics and reorganizing the Alliance rules will help to condense the system and make opportunities to interact with the world easier to write, and therefore more frequent.  However, there are other things that will help as well.

Holding Development: My original campaign rules are based on the system delineated in the Kingmaker AP and used Build Points and standard buildings, although we did away with the block city template.  That has the advantage of separating PC Gold that should be used to buy gear, from the resources needed to develop a holding – which doesn’t disadvantage those who want to interact with the system.  It doesn’t matter if they own property or not –  every PC in a party should have roughly the same amount of money to spend on gear.  However, it means that you pretty much have to use the building ‘packages’ as they are, and they can’t be modified easily.

However, I intend to use the new system published by Paizo as the base for the next set of campaign rules.  It still has building packages, so a character can buy an off-the-shelf building, but it also has costs for individual rooms and different troop types defined, which allows for a much greater range of customization.  The downside, is that everything is priced in GP and poses a risk to adventuring gear.  I think I can resolve that by using patrons who reward characters with Development Funds, and tax rebates, that are paid directly into a Development Fund.  PCs will be able to put money into their development fund, but taking money out will be heavily taxed.  The businesses themselves will only make a small profit, although that is boosted by a tax refund, if the profit goes straight into a Development Fund.  Gods, I am starting to sound like a demented politician obsessed with taxes, but I’ll keep the system simple no one will have to fill in tax returns for their character :}

Patrons

I haven’t really used patrons before, but next time I will have a small group of people and organizations who are prepared to pay for certain things.  All of them will be interested in extending their holdings and securing what they have –  so part of the reward will always come in the form of Development Funds.

So far I have …

A Mercenary Company who will make a regular payment to lease a Dojo/Barracks in return for the right to train the PC’s military, when they need it  (The PC still pay the same fee as normal, but gets a regular income).  Possibly backed by some combination of Abadar and St Cuthbert.

A merchant company who will lease a pier, for the right to trade from it.  The FFTC is a long-term favourite trading company of mine.

A governor, who wants to expand their holdings, who will pay a regular stipend to anyone who extends her influence by building a Fortified Holding.   

If the PCs do it right, they can get extra income from all three of those examples, from a single holding. I am sure I can think of a few more ‘background’ patrons as well. 

There will also be some Active Patrons who have specific tasks to be carried out.  Perhaps something like ‘Get revenge on that Orc tribe for me’, ‘Find the lost Temple of Wee Jas’ or ‘Get that pirate ship!’.  All pay out in development fund credit, as a well as a small cash reward.

Time

There are two ways that time became a problem for me. 

The first was down to the finance system that I was using.  I really didn’t have a good idea of how well people would build with the rules that I gave them.  The first few Kingdom Rounds were great, people managed to get on the Property Ladder and started to grow slowly.  Then things took off exponentially, and everything started to grow at a ridiculous pace.  We built a city, a number of large towns and a set of large businesses in about 12 years game time, which is much too fast. OK, it showed me a lot about the campaign rules very quickly, but things were getting out of hand, and the world was building too fast.  Characters were able to get noble titles too early, I was giving away much more XP than I intended, and managing the spreadsheets became a nightmare.

Which leads to the second problem with time.  My time.  Managing spreadsheets and updating websites went from a bit of casual work to weeks of intense work – and that burned me out.  Game Over.

Shrinking the world, and reducing the business returns, will fix that.

PC Backgrounds

I pushed players towards game-friendly character backgrounds, and let them help develop the part of the game that they chose.  Some areas were very popular, and they became quite heavily developed, as characters developed their backgrounds.  That worked quite well, and led to some good role play.  Not everyone followed that line, some players don’t like detail in their backgrounds –  and that is fine, we all have our own ways of playing, and so long as it adds to the game, that is fine by me.  I shall certainly do something like that again.

Apocalypse then ….

Sometimes, when I don’t have a real focus fore gaming / fantasy head, I go off on a tangent – and I just had an idea.  Post-apocalypse has always interested me as a genre, although I have rarely seen settings that are to my taste, and even the world I tried to build (many years ago) just didn’t feel right.  But, what if the apocalypse happened to a D&D/Pathfinder world, rather than a current or future world?

Perhaps a God’s War, as the apocalypse?  We play around with the concept often enough, we use them to define eras, or a minor fight between gods as a backdrop for adventures –  but what about Ragnarok, Doomsday, and all the other world ending scenarios all rolled into one?  I used it as an era defining even at one point, but jumped a long way forward to build the world.  But I could use the early world?  This encapsulates the event, and take elements from many different mythologies  …

“After the eternal winter the great snake drank the sea, the wolf ate the sun, cows turned to lions and ate everything. The armies of the righteous, the chosen who had died in battle, those whose hearts were lighter than a feather, and those who had gone into the east with the sun were mustered, and they fought together against the undead legions of the underworlds. Gods, demons, dragons and giants fought to the death, then the fire came, and the seas rose up. Everything was destroyed.”

Except that it wasn’t.  Something, or someone, always survives.  Little pockets of people, living in remote corners, surrounded by smouldering cities, burning temples, flooded buildings, volcanic badlands and all the other tropes of the post apocalypse world.  And Gods can do all sorts of weird things when they are panicking in the last seconds of their ‘life’.  Who is to say that some of those badlands aren’t radioactive, null-magic, wild-magic or some other ‘unusual’ effect?   How about portals to elemental planes?  Great holes in the ground, continually spurting flames (and various minor elemental monsters), huge whirlpools at sea (or in large lakes)  that suck vessels down and are home to all sorts of scary things.  A high, conical mountain with clouds issuing from its summit –  it doesn’t spew magma, but the wind whistles upwards from its summit, as winds gush in from the plane of air.  Who knows what lives in that?

That leads to mutated versions of typical D&D monsters and the elevation of some others.  Perhaps radioactive mudmen, whose touch burns for an extra d6 damage?  Or a pack of three-headed wild dogs?  Mongrel men and wererats might come to the fore.  Undead, of various sorts, around every corner –  after all, think how many people would have died in the apocalypse?  Evil, intelligent, trees and plants could be everywhere!

But what about education and learning?  Most big temples, universities and libraries were in the cities – and the cities are just smouldering ruins.  The gods, of course, are dead – and while new gods will rise up and grow, they aren’t powerful yet.  Some philosophies might survive, but the Green Faith has been blown out of the ground –  quite literally.  The magic colleges and libraries, all attracted the wrath of the one god or another, although there is probably a legend of one that survived, but that has to be half a continent away –  and an epic journey.

Magic, Faith, Philosophy & Religion

Most of the gods and philosophies are new, and not fully developed yet.  On top of that, nearly all the divine casters who survived were low level adepts – and could only pass on their limited knowledge to their acolytes.  So divine casters will be limited to spells from the Adept spell list, that fits well as survival and flexibility would have been the main concerns of the survivors. If they ever get the opportunity to take L6 (and above) spells, they can fill those slots with lower level spells – unless they can research them, or find someone who has researched the spells to teach them.  All other aspects of their class remain the same – although there are probably fewer domains to choose from.  This includes Rangers, Clerics & Druids – assume paladins and Inquisitors are not suitable (as PC classes) for this setting. 

Maybe the main philosophy/religion is based on Survival and the proto-deities have Oracles and Witches as their main priests.

Interesting!  There are four Oracle Mysteries and Witch patrons that overlap.  Ancestors, Moon/Lunar, Time and Winter.  And they make sense for a post-apocalypse setting – I wonder if I can create deities that fit them.  One base ‘religion’ and four sets of proto-deities for the world …  If the ‘survival’ religion is TN (so Divine casters are restricted to TN, LN, NG, CN and NE, although Evil alignments are banned in my games) and the Oracles and Witches can take any alignment …

Academic Casters, Wizards and Magi, will be limited as well – perhaps to spells from the PHB wizards list, although, perhaps, Magi should be limited to those spells that appear on both the CRB Wizard List AND the Magus list.  Wizards are universalists and no one gets free spells when they go up a level – instead they have to find new spells.

Charismatic casters, Sorcerers and Bards, are a different kettle of fish, and need some thought. Only CRB spells (to keep them in line with arcane casters)  but beyond that, it needs more thought.  Bards are probably OK, as they are generally considered the weakest class.  It might be interesting to restrict sorcerers to the Elemental bloodline and restrict them to universal spells and the four elemental domains, although they will have to choose their primary element.  That would give them a very different feel, but still leave them in very much the same role as normal.  Charismatic casters will only be able to learn new spells (that are on their spell lists) that they have seen cast.

Skills, Feats and Materials

Magic Item Creation Feats need to be restricted, as the mainly small settlements will have lost those abilities, when they lost the higher level casters.  Keep Scribe Scroll and Brew Potion as options –  everything else has to be learned from a specialist –  and that should entail a fairly significant quest.  Perhaps there is one local source of low level magical weapons and armour – and the craftsman who knows that secret keeps it very close to their chest –  after all, that is the secret that keeps their family important.  This is probably an Expert with the Master Craftsman feat – capable of creating +1 items or minor wondrous items.  Anything else would have to be ‘recovered’ or as a reward for a major service to someone powerful?  Who would be powerful?

Clay, wood and leather might be common, while any Metals would be rarer.  Perhaps double the cost for items with metal components and quadruple of all metal items?  Is steel more expensive than bronze?

Deities

I have always tried to build worlds where characters can role-play with the world itself.  Back in the early days, my first online game world was built around the Celtic, Norse and Finnish pantheons – and the minor tensions that created between the players.  Since then, my worlds moved to 3e and then Pathfinder, and I have experimented with different game aspects for players to incorporate into their character’s growth.  For a while, I was helping to build online persistent worlds for Neverwinter Nights, and specialized in scripting the social systems that gave the world a personality- and it has gone on from there.  Now that I am working on a more traditional pen-and-paper type world, albeit slanted towards online play, I want to try and incorporate the best of the elements that I have played with in the past.  However, all of them will be tweaked, to account for the lessons that I have learned along the way.

I don’t throw game worlds away, and I still have the world I started with, nearly forty years ago, sitting in ring binders on top of my bookcase. The paper is yellowed and brittle, but I still look at it occasionally.  OK, I won’t go back to the detailed ferry schedules I had for that very first world, but not everything has worked as well as I hoped :}

However, I will use a those game worlds as background for the new setting.  I have a world map, that incorporates all of those areas, although that will only be used as a background material for initial character development.  Player will be asked (OK, required) to build a character that comes from one of those regions, with the core philosophies informing the character’s world view.  Yep, it is limiting – but that gives a world ‘personality’, rather than the ‘everything goes’, let’s keep everyone happy and sell more supplements, approach of the big game companies.  And, Ironically, that starts with the religious philosophies that are common in each region.  That doesn’t mean that every character from a given region worships, or even follows, the same deity.  However, it does define the environment in which they have grown up. 

While I have updated the 1st ed deities, my world has deities from the 3e pantheon, the Pathfinder pantheon, Al Quadim, and several bespoke deities, and philosophies, that have appeared in my games over the years.

I have started by building a pantheon from some of my bespoke deities, the Cult of The Small Gods.  Or at least that is how it is known to the major religions and pantheons; its followers probably don’t have a formal name for it at all.  Some of the bespoke deities have evolved over the years, but just reflects a growth within the pantheon – and my apparent fixation with death in the game world.  For example, Yarma, was once a Pschopomp, as well as a patron of guards – but when Takri came along that portfolio became redundant.


The Small Gods

A pantheon beloved, particularly, by sailors.  All of these deities have their origins in the east of Hann, my overarching game world, and spread along the coasts of The Hann Sea as sailors from the east spread news of their existence.  None are powerful deities, but each offer something of value to sailors who cross dangerous seas as they travel between ports.

Takri – A demi-goddess who made her way from Sakhar, via Port Elizabeth.  She is a patron of Navigators and a Psychopomp charged with overlooking The Paths of the Dead.  Many a ship will have a low-level priest of Takri responsible for navigation, who also conducts funerals at sea, if they are required.

Yarma – A quasi-deity, who is sacred to the local population and was incorporated into the Pantheon of Porter’s Bar.  Yarma is a patron of guards who has found favour with marines and sailors who might need to defend their vessel.

Shan – A weather spirit who came with the settlers from Sinan, an ‘eastern’ style region, although set in the far west of my world.  He found a home in Porters Bar as a patron of sailors and fisherfolk.

Azan – A patron of the market and small traders, from Port Elizabeth.  Many sailors, emulate their merchant masters, and trade a few small items as they travel between ports.  Azan is often invoked, as they pull into a new port, and then thanked when they make a small profit.

My Blog Returns!

A few months ago, I got locked out of my blog, as I was trying to harden it against hackers and spammers. In some ways, it serves me right for not putting the protections on to start with, and letting myself get flustered by the various plugins, widgets and tools that are available for WordPress. As someone who worked in IT for many years, I should have known better. This time, I have hardened the blog (a bit) before I started and left myself more options. Hopefully, that should be enough.

Last time I was blogging, I focussed on the games that I was running, both on Rpol.net and tabletop. Now, I intend to concentrate on the new game setting that I am building. I use blog posts to refine ideas, as I find writing them for an audience (no matter how limited) helps me structure my thoughts and spot holes in my own arguments. I will also blog on systems that I create, perhaps even some maps, plans, and city designs.

Before long, I’ll work out how to turn comments on and how to let subscribers add themselves. For now, if you want to comment, you will have to contact me some other way, so that I can add you manually. It is good to be back. I think … 🙂

© 2024

Theme by Anders NorenUp ↑