Special Interests...?
I categorize my ramblings under three tag umbrellas. They'll help you find what's relevant to you, and they're not mutually exclusive!
Cosmic Funnies

Origami Around

Product Placement
One Nice Bug Per Day
Fieri Frames

if i look back, i am lost

Love Begins
ojovivo
Monterey Bay Aquarium

Jar Jar Binks Fan Club
Cookie Run:Kingdom Official!
EXPECTATIONS
todays bird
Color Me Curious

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The Bright Sessions

shark vs the universe
Claire Keane

@theartofmadeline
Aqua Utopia|海の底で記憶を紡ぐ
seen from Canada
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seen from France
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seen from United States
seen from Vietnam
seen from Canada

seen from Saudi Arabia
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@quill-and-whetstone
Special Interests...?
I categorize my ramblings under three tag umbrellas. They'll help you find what's relevant to you, and they're not mutually exclusive!
sometimes you need dialogue tags and don't want to use the same four
Ruminate. I like that.
If I could wish the term GM out of the tabletop lexicon I'd do it in a heartbeat. I get that it's an update from DM for people looking to expand the definition of what tabletop is beyond just "D&D et al." It's still... not... great?
Okay sure, Game Master in the way of Master of Ceremonies. I'm still not super chill using the word "master" and it still sets up a power dynamic between players and the game runner that's antithetical to the idea of collaborative play.
We already have a term for exactly what a game runner does for the story: they're the Narrator. They fill in details outside of the players' or their characters' narrower perspective, they convey the overplot and direct the NPCs, and when needs be they break the 4th wall.
I know GM is pretty standard terminology but... man I just do not like it, and don't wanna use it.
The Sniper Problem, Reloaded
A while back I wrote about my favorite litmus test for stories: “Could this entire plotline be resolved by one sufficiently trained sniper?”
Today I wanna talk about how it applies to game running as well! Specifically, designing and running encounters or plot arcs for tabletop and LARP.
Running a roleplaying game has dimensions to it that writing on its own just doesn’t. Though it doesn’t rely as heavily on prose, it still requires the Narrator to craft a story with and for their players. They have to manage engagement on two levels: both with that narrative overall, and with players’ moment to moment participation. The sniper problem addresses the former in the same ways it does for any work of creative writing, but even for the latter it’s a gift that keeps on giving.
What gets players to participate in a roleplaying game, and what makes sessions interesting for them? This is an incredibly broad two part question but very simply put, it’s having roleplay to do and scenarios to address. When designing sessions, events, or arcs it can be very tempting to think in basic game terms: we set up a big bad to oppose the players and let the players figure out how to deal with them. Only… that on its own isn’t actually all that interesting in a roleplaying sense. It’s a core gameplay loop, and one that primarily comes out of classic D&D thinking. It’s interesting in a board gaming or wargaming sense, for players that are there to play the mechanics and “win.” For collaborative storytelling, however? You need more.
If a situation is end-runnable, many players will try to end run it. Not from a place of malice, either! This is a whole topic of conversation in and of itself, and I could get into respecting Narrator prep and the player to Narrator social contract, but part of that social contract is crafting a scenario without a reasonable loophole solution. Having a session planned for a full evening and having players blaze through it in ten minutes feels bad, and so does being a player and seeing an obvious way your character would react to a challenge only to be asked to ignore it. Fleshing out the narrative path–especially in a way that doesn’t rely on dice rolls–gives players roleplaying prompts and overall more game content. It also lets them be more complete characters, more than just game avatars.
The other big thing to consider here is what playstyles are present in your group. In an average rpg party you’ll have characters who compliment each other, so asking yourself if the situation favors a specific combatant or even combat as a solution is critical to examining whether you are providing content to the rest of the party! I find that common playstyle tracks involve combat, stealth, puzzles, and social engagement. Designing a problem that necessitates as many of those elements as possible to solve is crucial to getting the whole party involved and not just spotlighting one person!
So keep the sniper in mind when you prep for games, too! Diversifying the narrative and the mechanical design of your game will help cater to as many players as possible and enrich the roleplay experience for them and for you!
The Flexibility / Guidance Scale
Tabletop Narrators: If you’re going to be a certain amount of inflexible, you need to provide a proportionate amount of guidance. It's pretty much Barney Stinson's "Hot / Crazy Scale" but for gaming.
When it comes to Narrator flexibility there are a lot of opinions and judgments out there, but there aren’t many hard and fast rules that apply universally. The best approach I have found is “flexible enough to be collaborative but still respectful of your prep and overall story direction.” I don’t particularly love it when players treat the Narrator like an infinite content generator improvising a sandbox for them to play in however they please, nor do I love it when a Narrator treats their story like a museum that players can visit and behold but not really participate in. But those are extremes on the bell curve, most tables fall between them, and most of that in between space is negotiable even if it’s a question of fit and preference. It’s pretty subjective.
However, the way flexibility interacts with the need for guidance is wholly objective. The more the players need to adhere to the Narrator’s plans in order to make things happen or push plot forward, the clearer the Narrator needs to be about their expectations and the more skillful they have to be in communicating them. Otherwise the Narrator will end up doing a lot of prep that doesn’t really get interacted with, the players will feel like their efforts and roleplay aren’t making a difference, and ultimately both sides will probably walk away from the table feeling ignored and unappreciated.
Think about it like playing Battleship. Narrator flexibility is essentially the scope of what actions they consider significant or that would move the plot forward, and that’s the number of ships on the board. The player trying to do significant things that have impact on the story is them guessing spaces. You want the players to hit! The more players hit the more the Narrator’s ship layout is getting engaged with, and the more the players feel like they’re having an impact and succeeding. So if the Narrator has a bunch of ships out there the players will hit naturally just by doing what they think is appropriate. If there are only a couple of ships, though… the Narrator needs to give a hint about where they are so the players know where to focus their guesses, or the players will just keep missing and get frustrated not knowing what they could be doing better. Put commentary about “hand holding” aside. That’s a toxic (albeit very prevalent) mindset. Tabletop is all about adequate communication, at every level. So remember the scale! Unless your idea of a good time is everyone sitting around the game table going “...okay… well, now what…” then you need to be keeping in mind how specific your plans are and how much direction your players will need as a result.
Mystery vs Opacity
In tabletop, obstacles in the way of solving questions don’t make mysteries fun. If anything, they’re the easiest way to lose your players.
Hear me out.
Drawing out a mystery by dangling a tantalizing question in front of your players and making the answers elusive doesn’t actually make for an interesting story or play experience. Having a lead give you nothing or running into a dead end feels like wasted time at best, and manufactured failure / railroading at worst. Frankly, it’s not even really a mystery at that point: it’s a fetch quest where the princess is constantly in another castle. It doesn't even tell your players what they should be doing or where to go next. It’s just saying “no” in improv with extra steps.
Instead, mysteries should be constant “yes and”-ing. Nothing should ever be “stopping” your players from investigating. Everything should be useful somehow, pushing players onto the right track even subtly. Avenues without new information should resolve fast and emphasize where they don’t need to be looking. When NPCs hold back information the ways or reasons why should be telling. Instead of building a labyrinth between players and answers, ensure that they don’t know the “big question” in the first place and scatter breadcrumbs. Then, moving from a small question to a bigger one becomes forward motion and a series of successes as they tumble down the rabbit hole and the stakes get higher.
TL,DR: Opacity and mystery aren’t friends, they are opposing forces. Opacity of information resists player engagement where a mystery should always be drawing them in deeper.
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Too many writers are using generative 'AI' to make their book covers, so I've written a guide on how to make your own cover for free or cheap without turning to a machine.
If you can't afford to pay an artist, you CAN make your own!
I hope this is a helpful overview that covers the basics and points to some free resources.
I annoyed my cat by writing this and not playing with her; you might find it useful?
This is a fantastic guide not only to the technical aspect of cover design but the aesthetic aspect as well!
This is GREAT STUFF. Highly recommend! Exactly the techniques I have used on covers in the past, and they look great!
how does being punched in the face feel like
literally i just wanna know
It depends on where you get hit
Cheek: a round dull pain that clocks your entire head in a different direction. It’s painful and throbs but the main effect of a punch to the cheek is how jarring it is. You feel it in your mouth, your teeth. And no matter how you position that punch the knuckles will always hit the jaw and cheek bones adding a frame of sharp pain in which the redness will be painted.
Temple: getting hit on the temple pushes your head to the side rather than turning it. It’s disorienting because it leaves you very off balance. It essentially feels like a bad pressure headache, like when you have a sinus infection on a plane, but in one spot and on the outside. It’s sharp in the middle and radiates outward and even after the initial impact it pulses like an earthquake epicenter. It easily causes long lasting headaches and is the most likely of these examples to cause a concussion.
Eye: this is a weird one. The fist doesn’t fit within the eye socket so either the knuckles on the brow and cheeks bones protect the actual eye or they don’t. The former option gives a full spreading pain below the eye which results in the classic black eye look and a sharp pain on your brow similar to hitting your shin on the couch. The latter option, well bad things can happen when a hard fast object makes direct contact with your eye but for the sake of this it feels like a vacuum bc the concave shape is being covered and pressurized. The eye feels pushed back and pulled forward all at once. It doesn’t necessarily hurt that bad for that long unless the punch was meant to do damage. I’m fortunate to say I don’t know what it would feel like then.
Nose: remember that prank kids used to pull where they’d line up their hands with their nose, push them in one direction and crack a knuckle at the same time to pretend to break their nose? Yeah that’s what it looks like when someone punches you from the side in the nose, except it’s someone else’s hand and your nose makes the sound instead of their knuckle. It’s just like breaking any bone where you hear it and feel the action if it being done but that moment of shock blankets you for a split second until all the pain comes rushing back. It’s sharp and needlelike and can give you black eyes just to add insult to injury. If you get hit in the nose from the front it’s like the uncomfortableness of when you have to sneeze but can’t. Except that feeling took all the steroids and is now using your face as a punching bag to express its roid rage. It crackles outward like static electricity under your skin, your eyesight gets fuzzy and you can’t tell if it’s because you’re tearing up, it’s hard to open your eyes, or you’re momentarily stunned and blinded. Just know it’s all three. I find that this one knocks the wind out of you the most. Gotta remind yourself to breathe just don’t try to do it through your nose.
If you really want to know what this feels like I’d suggest joining a mixed martial arts because they’ll teach you correct form and power distribution and you can spar with pads and actually hit each other.
I’d also recommend learning what it feels like to punch someone in the face. It’s much more fun and pretty damn cathartic when they deserve it.
i was just being stupid but these descriptions are actually so well written i could feel them lmao bless
Well, thanks for “being stupid,” because this is a great ref for writers.
Sure, I’ll ante. I’ve been kicked in the head hard enough be knocked unconscious a couple of times.
The big thing is, in order for a kick to be moving fast enough to actually connect with your head and do anything significant? It is probably going to wail on you. Cause kicks come from a much greater distance than punches and mostly they are really easy to dodge. The ones that catch you really, really catch you and the way they move your head it either feels like all of you are in motion, or all of you legitimately is.
Side of Head: Gravity switches directions without warning and your head is too suddenly full of cotton to do anything about it. The impact doesn’t even fully register, you’re just suddenly in motion. It takes you a hot minute to even realize you’re in pain, it comes at you slow and dulled and it’s probably not even your first concern. Your hearing goes out at least a little you stuck your fingers in your ears.
Face, Dead On: Ever been in a car and someone stops short? You get the stopping and then the deceleration rocks you backwards and you just feel it in your everything? It’s like that. Suddenly you’re just flying backwards and you can feel the pressure of that motion behind your eyes. Again there’s that sense of delayed pain, the shock just erases the impact itself. It almost feels like an ungodly awful sneeze, and afterward it feels like you have the worst burning sensation in your nose.
Aftermath of Blunt Force Trauma Concussions: You wake up drunk. Things make sense to you in a way that horrifies everyone around you. There’s the ache, you feel like you’re standing on a rocking ship except you know it’s not actually moving just… something inside you seems to be. You know exactly what happened to you but it’s hard to focus enough to care. Worst of all, afterward you can remember what you can’t remember. It’s not that there are missing memories, you can literally remember the blanks.
The common refrain in blunt force trauma to the head is the sense of pressure just shoving you, instantly, and the feeling of your whole world jolting. It goes right to your core and emotionally the gut feeling that the stability of everything is in question really messes with you.
why do writers write? because therapy is expensive and world domination isn’t socially acceptable.
Why did “be critical of your media” turn into “find all its flaws and hate it” why did people become allergic to FUN
Because people confuse “critical as in critical thinking” with “critical as in criticizing something,” so they think that “look for something bad, no matter how far-fetched” is what “being critical” means.
They also don’t realize that “literary criticism” means…
Okay. What literary criticism IS, is like taking a mechanical clock apart to see all the gears and learn how it fits together and approach your next clock with more knowledge of what makes it tick.
What they THINK literary criticism means is, you take the clock apart and beat all the pieces with a hammer, then scream at it because it doesn’t tick for you the way it used to.
OMG SOMEBODY PUT IT IN WORDS
As someone working in literary science: yes. And it haunts me.
As someone working
in literary science:
yes. And it haunts me.
Beep boop! I look for accidental haiku posts. Sometimes I mess up.
Folks also don’t tend to understand literary criticism / analysis as an act of appreciation. Sometimes I just need to carefully open the clock up and pick the cogs out so I can marvel at them more thoroughly. It’s how I enjoy the art!
Heck, even if I find a spring that’s too tense or a gear whose teeth aren’t notched quite right, I’m still doing it for a love of the craft… not just to be a pill or put down a work or its fans. “Be curious, not judgmental.”
This! Also, asking yourself why you did or didn’t enjoy something and drilling down until you can form a cogent analysis of it is how you develop critical reading skills and the personal taste that makes your art better!
"That wouldn't be fatal!" It would."They couldn't survive that!" They could.
If my time as an EMT and instructor taught me anything it is that the body is both impossibly resilient and impossibly fragile, and almost any traumatic injury you can think of could either be fine or fatal depending on the whims of the universe.
So use that crap as liberally as you want to serve whatever narrative you're writing.
This is both undeniably true and also a great example of how readers don’t always know what’s bothering them about a story beat. Especially with things like what injuries are survivable, whether it’s “realistic” is mostly a red herring. The better questions are:
Is it internally consistent?
Is it narratively satisfying?
Does it break suspension of disbelief?
All sorts of factors can influence the answers to these, too: genre, tone, target audience… it’s not about reality or even accuracy really, it’s about how convincing the illusion is.
most important part of the writing process actually is when you loop a single song on max volume and stare at the word document and imagine the characters doing things for 14 hours. this is known as getting in the zone
Deep Dive - Dragon Age: Absolution
Part 1 - Turnabout's Foul Play Part 2 - Gilding a Thorny Rose Part 3 - Blood Keeps Telling
Part 4 - An Unbreakable Broken Heart
There is one question, and one question only, that drives the central narrative of Dragon Age: Absolution.
“Will Miriam be okay?”
I’m not exaggerating when I say that literally everything else is either side plot or entirely not the point, and I can back that up fairly comprehensively...
Deep Dive - Dragon Age: Absolution
Part 1 - Turnabout's Foul Play Part 2 - Gilding a Thorny Rose
Part 3 - Blood Keeps Telling
One of the most common criticisms I see of DA:A is with its big bad: Rezaren Ammosine. He's a Tevinter Magister, a white slave owner, a man at the top of an awful and oppressive power structure, who indulges in that privilege and directly, intentionally perpetuates its horrors even while doing the mental backflips to convince himself that he's a Good Person...™️
Deep Dive - Dragon Age: Absolution
Part 1 - Turnabout's Foul Play
Part 2 - Gilding A Thorny Rose
While Fairbanks' past is left somewhat up in the air--like most of the characters who aren't Miriam--we do pick up a few things about him, especially if we're familiar with the setting of Dragon Age. We know that he financed a robbery so that he could finance a bigger heist. We know that even for the team's cover in Tevinter he poses as a wealthy master of servants and seems to come by that persona honestly. We watch him post a bond to get Miriam into the city, buy an estate to give them a base of operations, and don a magic ring to get into a bar fight. We know from his accent alone that he's Orlesian and the picture becomes clear: this is a man of means born into incredible privilege and almost disgusting levels of wealth, who is leveraging those resources to make the world a better place as he sees it. (Investigating his origins in Dragon Age: Inquisition confirms this, with a little more nuance, and I'll leave that to you to research if you're interested...)