Thursday, May 21, 2026

Still no luck getting jobs, though I am still trying.

Since my college preparation is for the fall semester, my eagerness puts me ahead of the curve. At least one of the classes that I want/need to take hasn't been scheduled. Which is a problem because it's a co-requisite with another class, so I can't sign up for either class until it gets scheduled.

On the gaming front, one thing that surprised me is that I have a surprising recall of the plot I had done for my old Transformers adventure Attack of the Retcons. Though I admit that a chunk of that was how depressingly linear it was. Go to place from Transformers canon, fight Retcons who are at that location, talk to NPC who tells you the next location in the plot, repeat as needed.

Scene 1

Location: Autobot base on one of Saturn's moon.

Retcons attack

Analysis of Retcon wreckage reveals that they were manufactured on Planet Junk, home of Wreck-Gar and the Junkions.

Scene 2

Location: Planet Junk, where a factory has been built to produce Retcons.

Fight Retcons as they come off the assembly line

Wreck-Gar reveals that the Quintessons forced him to build the factory.

Scene 3

Location: Quintessa, home planet of the Quintessons.

Fight Retcons protecting the Quintessons.

The Quintessons reveal that they got the Retcon time weapon technology from the wreckage of Unicron

Scene 4

Location: Unicron's head

Fight Retcons and destroy the Time Core that Unicron is going to use to retcon his body back into existence.

Very linear and damned little variety of encounter. The retcon mechanics were the only really fun thing. At certain points in the very boring, theater of the mind, run them out of hit points fights, a character would get an index card revealing a new ability or stat boost. If the character took enough damage, they got replaced with another character and the process starts over.

If I wanted to keep as much of that structure in place, I could replace the simple fights with different tactical objectives. Instead of destroying the Retcons that just jumped off the assembly line, the scene instead becomes about the process of shutting the factory down. Dealing with the Quintessons can involve a rescue mission (they were holding certain Junkions hostage to get Wrecck-Gar's compliance) or breaking into their audience chamber (which can include the famous "letting themselves get captured so they can listen to the villain monologue").

I don't know that they opening and closing scenes should change much. A simple fight at the beginning lets the players get comfortable with their characters and the mechanics of the game, as well as introducing the threat of the adventure. The final scene revolves around the Time Core, so it's not just squads of Retcons again.

 Just a lovely brainstorm

Tuesday, May 5, 2026

The Combat Hack


 I've been doing some thinking about player choice/agency. Part of that is this Twitter post that I found as a meme that really encapsulates what a lot of people (myself included) would likely take thousands of words to express.

Another thought, somewhat related to the meme, is that combat is really all of this writ small. Especially in a system where there are a lot of rules and options centered on combat. In a combat scene, or even a combat round, these three criteria constantly come up. So combat is an area where players (seemingly) have constant agency.

But I think that stands in contrast to a lot of RPG plots/modules, which are typically very linear, if not railroads.

One thing that I'm surprised I haven't discussed here is the difference between "if" and "how" in RPG plot construction. When preparing a one-shot, as I have often been doing, you do wind up doing more railroading to make sure that the session reaches a satisfying conclusion in the time allotted. A lot of RPG mechanics are designed around the question of "if." For example, we often roll dice to determine "if" the character succeeds at an action.

But if you're writing a linear scenario, whether for a one-shot or for your corporate overlords, "ifs" create roadblocks, branching paths, and other extra work, which should be avoided whenever possible. The better option is "how." Rather than asking "if" something happens that the adventure needs in order to proceed, ask your players "how" they make it through the challenge.

This can be very freeform. I remember the Cthulhu-Trek scenarios that I played at DunDraCon all those years back were very linearly structured, but exactly how the group addressed the challenges was very much decided by the group. I remember looking back on those sessions and thinking that I had been tricked, because "if" was never the actual question. It was always "how."

Looking at RPG combat, I see a lot of the same thing. No matter how much it's framed as an "if" situation (Can Our Heroes win this battle?), all of the balancing mechanics and "Get Out Of Jail Free" cards and GMs just pulling their punches, the overriding question of a combat scene is actually "how" (What combination of powers, spells and dice results are going to let Our Heroes win?).

Circling back to what I hope was my original point, combat offers players agency within the confines of its mechanical structure. In a railroady adventure, this limited agency acts to paper over the lack of agency regarding the overarching plot. Especially now that it's part of my adventure writing toolkit, it becomes something that I can't unsee when I read a published adventure.

Tuesday, April 28, 2026

While my job did prevent me from attending the monthly gaming meetup for April, it was over by the time they got another large group event that I was able to attend.

This was pitched as a double version of our typical meetup. Instead of one "Pitch & Play," there would be two rounds. So prospective GMs would pitch their one-shot, play for 3-4 hours and then another round of GMs would pitch for the next round. And this was held at a condo development's rec center rather than a cafe, so food was pot luck.

I came prepared with 2 pitches (my pre-written adventures for Ashes Without Number and D20 Modern) and a pot of my Four Food Group Mac & Cheese.

First round game was Ashes Without Number. I hadn't taken the time since my last running to do much in the way of updates, so the rough patches were still there. Also, the room was louder, so I don't think I explained as much. Not as successful a run as previously, but we did get to try out the combat mechanics. And it pointed out some of the areas that needed more filling in should it ever result in a campaign. 

I pitched D20 Modern for the second round, but didn't get any players. I looked at the other games that were being pitched that round in case I might want to play, but nothing really appealed to me. I talked it over with my wife, who had attended with me, and we decided to call it a day.

Now that I'm not working anymore, I should be clear to attend the next regular meetup. Since it will be May, I'm thinking of running the old Star Wars d6 RPG (in honor of May The Fourth Be With You). 

Thursday, April 16, 2026

Proof of Life

 I had intended to get back to taking care of this blog, even if it was fairly simple "Here I am" posts. But it looks like I've fallen off that particular wagon for the last month or so.

The job was part time and shouldn't have been such a big part of my life, but they stretched the 30 hours they could give me each week over 6 days, included a mix of morning and evening shifts which sometimes resulted in the dreaded "clopen" (closing in the evening, only to return the next morning to open).

But now the job is over. Tax day has come and gone and I am no longer needed. And I need to find something else. The unemployment claim that I opened after losing my last job is still open, so I do have some income for at least a little bit longer.

What comes next is still fairly open. I had a job interview this week, though it was the first in months. It might become something, or it might not.

I have gone ahead and applied for college in the fall and applied for financial aid. But because I'm waiting until the fall, that means that I have to wait for a while to get a proper picture of what that's going to look like. And my current estimate shows that my unemployment is likely to dry up before that.

 Scary times. 

Thursday, March 19, 2026

A bit of good news this time.

My schedule at work finally allowed me to attend the monthly gaming meetups that I have been missing the last few months. As usual, I debated what I was going to run before settling on Fiasco. Though I did mix it up a bit and used the card-based version.

I typically use "Fiasco Classic" with notecards and dice for a couple of reasons.

1) Familiarity. I had been playing Fiasco Classic before it was classic and that's what got me excited about the new Fiasco when it came up on Kickstarter.

2) Convenience. I have a "portable gaming kit" in a small backpack. Fiasco, Fate Accelerated, Microscope and InSpectres all ready to go at a moment's notice. The notecards and dice that I have included in the kit can be used for the other games as well as Fiasco.

3) Saltiness. Here's the deal. During the Kickstarter, I was enthusiastic. A new version of something I already liked! The pre-printed cards would save on index cards (I hadn't upgraded to the reusable ones I have now). I quickly signed up for the maximum reward tier to get all of the stuff!

Then the stretch goal hit. One of the stretch goals was a new collection of playset decks beyond what had been planned for the initial set.Yay stretch goal, right? But that meant that the "maximum reward tier" I had signed up for suddenly wasn't the maximum anymore and I had to decide if I wanted to cough up extra in order to make sure I did in fact, get the maximum reward.

In practice, it was something like a $15 dollar difference, and it did get me more physical product. But having to re-assess my pledge in the middle of the campaign was something that I didn't enjoy. It's something that I look out for in all the Kickstarters I've backed since.

Someone in the meetup group suggested that since the new version only really needs the Engine Deck and whatever playset deck you're using, and not the whole box, it could fit easily into my portable gaming kit, either replacing or supplementing Fiasco Classic. Not a bad thought, necessarily, but it did mean confronting my feelings about that Kickstarter.

Though I'm now realizing that another part of my reticence is that I strongly dislike breaking up a set. I have all my Fiasco card decks in that box and taking them out for play is fine, but leaving the box at home and only taking a couple of deck with me makes me anxious. Might be a neurodivergence thing. Not diagnosed, but I feel like it fits a pattern.

Now that I've psychoanalyzed myself for all this time, the point of the story is that I decided to bring the card-based version of Fiasco (the whole box) to try to dilute some of that saltiness. We used the Poppleton Mall playset and had a wild ride of drug deals and potential extramarital affairs. All in all, a good time.

We'll see if I'm able to attend next month and if I'm able to prepare an actual one-shot.

Saturday, March 7, 2026

For all that my goal for the year has been to game more, I'm actually gaming less. I've missed 2 monthly meetups of my local gaming club, which had been a ritual since they restarted after COVID. It's fair to say that I haven't been gaming at all this year.

It's easy to blame the job for scheduling me on those Saturdays. I could request the day off, but that's something that I'm terrible at. I still remember my first job and my boss, Shawn, telling me "The more time off you request, the more time off you're going to get." It typically takes me a while at a particular job before I'm comfortable requesting time off for gaming, and I've only been at this for 2 months now. Worse, I only have 2 months left. I'm working at a tax office that is only open for the tax season, so once April 15th rolls around, I'll be cut loose.

Which means that I'm still looking for other jobs. And I haven't gotten any significant nibbles. No emails, no phone calls, no interviews all year. I'm learning to spot the devilcorps: the unscrupulous people who send out armies of poor schlubs to knock on your door and plead for donations or sell you AT&T services. I worked at one of those for a week when I first arrived in San Diego 7 years ago. It's one of two experiences that tell me that I'm not a salesman.

If things don't start looking up, I'm planning to go back to school in the fall. I graduated high school and never moved on to college, even to drop out of it. But I have gotten suggestions for careers that would suit me well, but would require the education. Typically teacher, but I've also gotten theologian. I'm not particularly religious, so I don't know how that last one would work.

It would mean getting financial aid of varying types and navigating that whole process. Not student loans, of course. Just seeing everyone else having to deal with those is enough to put me off. As many grants and scholarships as can be managed, though. Starting at the local communnity college to keep my costs low, then transferring to a 4-year school. I hope there's a gaming club. That would be fun.

Saturday, February 28, 2026

RPG CAMPAIGN TOUR CHALLENGE 2026 Day 28-Is there anything else we should know before we head home?

This month has been a great opportunity to flesh out pieces of my setting that I hadn't really thought about.

One thing that I thought was clever was my reference to "podcasts" as a sort of live public discussion back on Day 12.

This was inspired by a couple of social media posts.





So the idea of "podcasts" continuing older social and storytelling traditions seemed like a fun thing to bring to a post-apocalyptic society.

But as I was thinking about it, I remembered that there were local television and radio stations. And with radio and music turning up in Fallout 3 (which I recently completed), I think I want to take some time to develop and explore that.

One of the fun things about basing your setting on a real place is that you can do research and look things up. Which just puts the parts that are completely made up into perspective. Specifically, the Bigfoot rulers of Squatch-ville.

On top of the challenge of making up Sasquatch society from whole cloth, I know there are certain threads I clearly want to avoid. Mostly trying to avoid the sort of "Native American fetishism" that is easy to fall into when you're trying to build an "ancient culture that lives in balance with nature."
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