More about an Ongoing Project

I‘ve mentioned, most recently at about this time last week, that I’m running a Dungeons & Dragons (D&D) game for middle schoolers at my local public library–for pay. The game is progressing well enough; the third 90-minute session was yesterday, with six players in attendance. The party continued along the path I’d laid before them, making headway towards their assigned objective (some social structures within the game have emerged from play and improvisation, which makes some things easier than others). Fun seemed to have been had all around, so I count it as a good evening of play.

This ain’t too far off…
Photo by Stephen Hardy on Pexels.com

One of the things that I’ve used to keep the party moving while allowing them both agency and a means to work around failure is something I’ve taken from my experience participating in play-by-post forum games, something about which I’ve written before (for example, the piece referenced here, as well as this piece, referenced here). That thing is employing levels of overall success based on racking up a certain amount of individual success before incurring a certain amount of individual failure.

To explain a bit: in D&D and many other tabletop role-playing games (TTRPGs), tasks that characters face are often adjudicated by a single roll of dice. In D&D rules current to this writing, the player whose character must face a task with an uncertain outcome rolls one twenty-sided die and adds (or subtracts!) modifiers, comparing the result to a set difficulty, a minimum number that must be arrived at for the character to get the task done. In other games I’ve played, things generally work similarly; the player rolls once for the character’s attempt at a task, success or failure results, and the story moves on.

The method has the advantages of being simple and quick. The die roll is what it is, the result is what it is, and consequences can flow from it with relatively little interruption of the narrative flow around which the game centers. It has the disadvantage, however, of being more or less entirely up to chance; players can build characters to stack modifiers and roll scads of dice, but there are times when the dice simply fail to deliver a success, and staking a whole story on one such shot can leave players feeling unsatisfied. In some cases, those administering the games will “fudge” numbers a bit, altering things where the other players cannot see so that they succeed at pivotal tasks, but in such cases, one might well ask what the point was of rolling dice.

The issue, for me and for more than a few others I’ve known, is that some things admit of reattempts, and some things are better represented as progressions than one-off events. In such cases, what I and some of my acquaintances and friends do is set up tasks for players that ask them to make a series of rolls in which they have to accumulate a certain number of successes before incurring a certain number of failures, say three successes before three failures. (Threes work well for reasons that others expound upon at great length across quite a few years.) Getting that done allows a superior overall outcome, while failing before succeeding still allows progression, if with some additional challenges thrown in. And it mitigates the feeling of frustration that comes from one thing going against a character, even when it flatly doesn’t make sense that that character would falter at the test in question.

Admittedly, such a setup necessarily takes longer than the traditional one-off model; there are more die rolls involved, and more things to do take longer than fewer things to do when the same number of people address them. Too, there are some tasks that probably should be one-off events: much of the combat in which characters engage in games hinges on single actions, and rightly so. But for a number of tasks, spreading out success helps to mitigate failure in ways that help keep players engaged (checking out after one failed roll is sometimes an issue, and not only for less experienced players; it happens to most or all of us), and it is something that allows for more players to be engaged in keeping things moving along, since more die rolls necessarily offer more opportunities for each player to roll, to have their character contribute to the overall success of the party in which they find themselves.

In the game I’m running at the library–which I’ve taken to calling Hanlon for ease of reference–the kids at my table found their characters in pursuit of a thief who went out into the countryside surrounding the characters’ home village. In some games, in many, there would have been a single roll or set of rolls: one to track the thief, one to pursue at speed, one to apprehend the thief. And that would work well were it time to wrap up a story arc, to conclude an episode…and if the thief escaping had no other effects on the story. None of that is the case in Hanlon, however, and so I opted to arrange matters to require a series of cycles of rolls. The characters who are best in the party at each stage–tracking, pursuit, apprehension, and foraging along the way–each get the chance to try their hand at things, contested by the thief whom they pursue. Their increasing numbers of successes bring them closer to the thief; their increasing numbers of failures leave them farther behind. If they fail enough times, they will find themselves obliged to retrace their steps, but they can still pursue the thief, if not as ably. And they can decide along the way what they do and how they do it, giving them more agency, giving the players more familiarity with the rules in which they are playing, and giving me more time with the materials I drafted to lead the players and their characters through.

There will be things for them to do that are one-and-done events. I know what’s waiting for the players’ characters, and I know what they’re capable of doing. But I also have a pretty good idea what it is the players’ characters can do, and I know well that the players, themselves, will think of things that never occurred to me…which is part of the fun I get to have running games.

It’s nice to enjoy the job.

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About an Ongoing Project

At around this time last week, I noted the start of my work as a contract programs teacher at my local library, running a Dungeons & Dragons (D&D) game for a group of middle-school-aged students. As reported, the first session went pretty well, so I spent some time in the following days developing materials for the next session, scheduled to take place yesterday afternoon into early evening as this reaches the internet. I’d planned on bringing in one more player, signed up for the program but absent on the day of the first meeting, and I’d planned on moving the whole group ahead from the introductory session into the main plot, and so I wrote with all that in mind.

There are arts I do decently, and there are others.
Image is mine.

One of the things I did, because I am often helped by doing so, was to sketch out a map of the local area. I am well aware that my pen-hand leaves a lot to be desired, and I am more than a little out of practice as a cartographer; it had been a while since I’d put together materials for a tabletop game, after all. But it was helpful for me, nonetheless, to begin to gesture towards a wider world into which Hanlon Village falls, to have a visual idea of what area is dependent on Hanlon and what Hanlon, in turn, depends upon. And it was helpful for me to have some idea of where shenanigans could take place, as well; hills and woods offer many opportunities for that kind of thing, and having some variety, some options, is a good thing.

I’ll admit to being influenced in what might be called map-making by the maps present in a lot of fantasy novels, mostly following the Tolkienian tradition; Lord of the Rings does it, but then, so do the Chronicles of Thomas Covenant and its successor series, the Wheel of Time novels, the Song of Ice and Fire novels that have managed to make it into the world, and (near and dear to my heart) Robin Hobb’s works. I’m also marked by having grown up in the Texas Hill Country; there have been times I have directly taken from maps of towns and cities in my part of the world to make towns and cities in other worlds, entirely, although I did not directly do so for Hanlon (although there were definitely local features in my mind as I did my sketch.) I’ve also benefited from reading Karen Wynn Fonstad’s works of fantasy cartography, although I’m not in any way claiming the talent or expertise she deployed. I do think it’s important to acknowledge my influences, though, even if I do not live up to their inspiration.

I’ll note, too, that I deliberately did not “fill in all the blanks,” that I left things open and did so on purpose. While I do tend to plan a lot for the games I run, I also know from experience playing and running games that the narrative does not always go as planned. There always needs to be room for players to take their stories in their own direction, and if there is a direction to go, there has to be something in that direction for them to uncover. Admittedly, there is a fair bit of manipulation that can go on; an opponent who had been hiding in a tree or behind a rock can be concealed in tall grass or in a shallow depression. But even aside from that, if the intended plot would move players east and they go west, it’s good to have a west for them to explore–and taking notes can make what is extemporized (again, I make a lot of use of Mackay’s The Fantasy Role-playing Game) more permanent, giving players some agency in creating the world in which their characters exist.

The map was not the only thing I did, of course, and could not be for me to do a decent job running the game. If I was going to send them off chasing something or other, I had to figure out who was doing the sending and what that something or other is…as well as where it ended up being. That much, at least, the map made easier; I had my idea, if one that player actions influenced somewhat. And in my earlier notes, I’d jotted down some ideas about what the something would be: a horn, passed down across generations. As to how it got from where it should be to where it was…I can’t give everything away, you know, at least not all at once.

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About a Project Just Begun

Among the many things of which I have made no secret is my long time playing, running, and studying tabletop roleplaying games (TTRPGs). I’ve got a whole tag about them for this webspace, for example, and the subject has popped up in other writing I’ve done, such as the piece linked here. It should be clear at this point, with my having been involved TTRPGs for more than twenty-five years, that I’m fond of them, and it makes sense that, being thus fond, I would want to share with others and bring more people into the hobby. If nothing else, doing so means I have more people to play with, and more people to play with makes it more likely there will continue to be games to play. I delight in the prospect and the (admittedly small shred of) hope for the future it represents.

Shiny math rocks go clack clack clack.
Photo by allthings real on Pexels.com

To do a little bit more to advance the cause, as it were, I’ve recently taken up a contract position with my local library. (I even put it on the resume, here.) Given who I am, that I would work for a library should not be a surprise. (Indeed, when I was job-searching, I even put in for a full-time clerking job at another library. It didn’t work out, clearly, but it was one of the few applications I put in that didn’t provoke the “Why would you want this job?” response I got an awful lot.) But that that job is explicitly to run a D&D game for middle-school-age kids might be a bit of one, even if it is entirely welcome. (On my part, it very much is. There are at least a few others who welcome it, clearly, since other kids than mine are enrolled.)

There are details I cannot share, of course. I am still learning names, for one, and even when I learn them, since minors are involved, I’m not going to include that in my reports. Even my own daughter, whose name I do have some right to make free with, gets elided; there’re reasons I refer to her as Ms. 8 in my public writings. And, because it is possible that my players will actually look at my writing here (I should be so lucky as to have the readership!), I’ll not go into details about future plans, even though I have them. But I can, and almost certainly will, report on what happens in the game and with my players, doing so partly to cement my own memories of things, and partly in the hope that what I do will prove useful for others, whether as an example of what to do or as one of what to avoid.

The first session of what is, at least initially, a limited run began with a sort of Session Zero. For those unfamiliar, Session Zero is a preliminary meeting of a gaming group in which comments about basic assumptions to be observed at the table are discussed. Conduct among participants, general expectations about the game, and character formation are common topics, and those got addressed (at least in passing; there’s more that can be said and more will almost certainly need to be said as matters progress); I also gave a bit of a working definition of TTRPGs (for which I borrow from Mackay’s The Fantasy Role-playing Game, which has informed my previous work).

The Session Zero stuff done and time remaining in the planned session–the library can only offer so much space for so long at a time, after all–the players began to enjoy events at the Childsend Festival of Hanlon Village, a manor town in the fief of the imaginatively-named Lord Hanlon. I used Curio Solus’s “Festival Activities” from GM Binder, with a few quick edits for age-appropriateness, finding the games easily accessible to the several new-to-the-game players and manipulable by the few with experience, as well as a way for all of us to start to get a feel for how the system works and how the characters work. The players chose a few carnival games to play, enjoying each and doing well with them, and how they relate each to the others began to emerge before time ran out on the session.

The kids seemed to enjoy themselves, and I was pleased to be able to run an in-person game again. It’d been a while, and while I’m aware of myself as being rusty, I’m also aware of the rust as already starting to break off. Another session is planned for this coming Thursday, and I already know there will be a couple of events to come…which I need to sketch out. It’s a kind of writing I’ve done at length before, albeit in different systems than that in which I’m running a game now (the 2024 version of Dungeons & Dragons, largely for reasons of accessibility); I imagine I’ll find my way clear to doing it, and to giving the kids a good game to play.

I am, of course, open to ideas. If you have them, I’d love to hear them–and if you’d like to get mine a little bit quicker, drop me a line!

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Some More Thoughts While I Am Away

I‘m still out of pocket, as might well be imagined, and I am going to post about what all I’ve been doing while I’ve been away from home. I’ll need to finish up before I do, however, and I’m not done yet. So much said, I did have an idea pop up, and I figured I’d spend some time getting it out down so I can keep track of it for later. Hence what follows.

Really nothing to do with what’s going on…
Photo by Ithalu Dominguez on Pexels.com

That I’ve long played roleplaying games, particularly tabletop roleplaying games and their online-forum-based iterations has not been a secret by any means. I’ve written about it in this webspace more than once, after all, and usually in favorable or better terms. I’ve noted, too, that I also run such things, developing milieux and situations in which players can navigate characters to collaboratively tell stories, hopefully such as they’ll recall fondly years later. And like many people who concern themselves with narratives, I often find myself looking for new stories to tell–or to set up.

It’s occurred to me before, and doubtlessly to no few others, that things like trade shows and research conferences offer good settings for such things. By their nature, they draw people together who have common interests but diverse backgrounds and skill sets; they necessarily address questions often in the roots of games, namely “Why would my character be here?” and “Why would these characters be together?” (“You meet in a tavern” is classic for a reason, but it doesn’t necessarily explain a whole lot.)

Too, by their nature, such events are necessarily focused. Most every conference I’ve attended, and I’ve been to more than many folks, has social events and entertainment available, but all of them have had a primary focus and purpose. They’ve had structure that allowed flexibility of approach to it. Roleplaying games operate with a tension between the two; there is and has to be structure by the very nature of the narrative of which the roleplaying game is but one form, but it is impossible to anticipate all player approaches and foolish to disregard most of them. (There’s always the potential for someone to be a jerk…) As with the character-gathering, the narrative focus of a game would reward or be rewarded by setting it in something like a research conference.

Additionally, such events as research conferences, while requiring substantial setup, often handle themselves once they get going. Attendees have clear expectations, and if it is the case that people will violate them, they are yet familiar with them; people know what they ought to do, even if they don’t necessarily do it. Forum-based roleplaying games, by their asynchronous nature, reward setting up events that run themselves; that is, they do well if they set up so that players can do the event without the game’s administrator having to be much involved during the event.

I’m sure there’s more that I could say, and I might could come back to this later on. It may not be scholarly, but not all of my somedays are such…

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Getting Back to L5RPBPRPG

Among the many things the beginning of 2025 has found me doing is helping to administer another play-by-post iteration of the Legend of the Five Rings Roleplaying Game, about which I’ve made some comments now and again. So much is to be expected, of course; I am a big ol’ nerd, after all. (As if that wasn’t already abundantly clear.) And I have expressed my love of the game more than once previously; it shouldn’t be a surprise that I would go back to something that has given me years of enjoyment when the opportunity presents itself–as it does (in and around occasional platform problems, but those are surmountable).

I’m not running this one (again), but one very much like it.
Image from my own records. I think I’ve shown it before.

With the game–which is not mine; I’m helping–I’m reminded of one of the things that I like to do when I set up events such as factor heavily in play-by-post gaming. In such events, players are typically asked to make a series of rolls (experience suggests that three is a good number), usually with some success threshold on earlier ones influencing results on later ones, to arrive at some level of success in the event. Outcomes are then typically compared across participants, with the player doing “best,” as defined in the event, receiving some reward. Such constructions do allow for variety in design and performance, and they can allow players who build characters to do some things well shine while not necessarily preventing victory by those who are less focused.

They can, however, also result in players watching their characters fail the tasks presented to them, and while an occasional failure can (and often does) make for an interesting springboard for narrative–there is an art to failposting, and it is a wonder to see done well–a series of failures becomes disheartening. It becomes even more so when the failures accrue on rolls players build their characters to do well. I know as much because I’ve seen it on both sides, as a player and as an administrator for such games.

Consequently, when I build series of events, series where it can be the case that someone does badly across the lot, I build in what I call a “backhand” prize. In one game, for instance, the focus was on the creation of a series of artistic objects, with the artist performing “best” across the board receiving an exalted social position. Given RPGs, the threshold for victory was clear enough. What I made sure to introduce was a provision that, should a character somehow fail all of their rolls to produce art, the sum of their creations would be strangely harmonious as an installation, with the character in question being lionized in milieu and receiving rewards that would have been helpful had there been other games in that vision of the Legend of the Five Rings Roleplaying Game. (Alas, as happens, real life intervened. That campaign, that series of linked games, ended. But lessons were learned, and good has come from it.)

The game I am helping to run now is ongoing. It is possible that players in it will see what I write. (I hope they will, actually; they will see that I think them a good bunch, and I benefit from wider readership.) So much means that I won’t say whether there is such a prize in the present game or what it is if there is one. But it is the kind of thing I like to do, and I think it is a good idea for others to take up, as well.

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An In-Game Performance

Because inspiration sometimes comes oddly…

Leaning up against the bar and listening, watching, like his angel had told him before she took him up into the heavens.

Drink in hand, draining away slowly, savoring each sip just a little bit longer to keep a quiet peace inside.

But then the piano starts playing, and he knows this tune, this old standard of bygone days that still speaks in strains to ears not born since long after the composer died into the dust, man.

Synth plugs into amp, a toggle is flipped, and the mellow sound of a rubber-mouthpieced tenor sax swells up under the piano strokes, letting the keys lead and ringing along with them in a harmony bluer than the seas below, than the skies that they had left behind, cleaner than the corridors had ever been.

And the solo, when it comes, because it comes, steps carefully around where the keys part, and if it’s a mulligan, it’s one people are glad to have taken.

It’s a classic look.
Photo by Mikhail Nilov on Pexels.com

A quick couple of toggles, a perfect shift down to Eb from Bb, rubber becomes steel, and a nasty, guttural funk backbeat joins throbbing ivories and sopranino echoics, punching up counterpoint in visceral pulses, buzzsaws humming in short bursts behind.

Let them look and listen and wonder what else is there.

Eyes close, body rocks, and all creation falls away.

Lyrics shift and call for something further afield, and the progression of music follows along, swing to bop to funk and further forward.

A second key under the left thumb is pressed, and the music drops an octave, slapping bass with sawtooth wave from mimicry of well-cut cane punctuating in three-octave jumps and sudden falls protesting words, going low to accent the high and going high to fill the silences between.

Bliss, man. Who can know such joy as this?

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Hymn against the Stupid God 199

Again, it rises, that old pressing need
To lift up voices, resist the shrill screed
That children from that darkness must be freed
Of rolling dice and telling lies for fun,
Which in the minds of many has begun
To wrap them in a cult, a mighty one.
And yet, those who might be thought at its head,
Did such a thing exist, as not, have led
Themselves to folly, and those same have pled
That they themselves but jested, did not mean
To anger those on both sides of the screen
Who now themselves have started them to wean
Away from sagging tit and milk gone sour.
Stupid God, we hope, laments this hour.

You know what I’m talking about…
Photo by Armando Are on Pexels.com

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Another from the Archives: More Assessment Practice

Last week, I noted having done some assessment-practice work with a (fortunate) client who had lived outside the testing culture prevalent in the United States and was in need of adaptation to it. (See here for details.) The example I gave then isn’t the only one I have handy, fortunately, and since it seemed to go over relatively well, I figured I’d give another.

Accordingly, below, I give another of the exercises I put to that most fortunate client. The passage runs approximately 190 words and tests out at a ninth-grade reading level. As before, it is adapted only lightly to suit the medium. The original was printed on letter-sized paper in grayscale, and working with a physical sheet is quite a bit different than working online, as all too many Texan students are finding out…


Read the passage below. For each of the questions that follow, select the correct or most accurate answer.

1The tabletop role-playing game can be defined as extemporaneous, collaborative, rules-assisted storytelling. 2What this means, in essence, is that a group of people get together to tell a story using a set of rules, making up what happens on the spot from the germ of a prepared idea that one of the people brings to the gathering. 3This is different from the online role-playing experience, in which players are confronted with computer-generated enemies to fight and puzzles to solve. 4Online role-playing games focus on combat, and because of the necessary limits of programming language and the finite capacity of computers, there is not much flexibility in the nature of the story. 5Certainly, players can choose different paths for their characters, but those choices are as narrowly defined as menus at fast-food restaurants. 6Tabletop role-playing games, however, are as flexible as the minds of the players, and can respond to more stimuli in more ways. 7Tabletop gamers can think of options that no others in the group would have considered, thereby taking the story in new directions. 8This has the effect of making tabletop gaming a richer, more immersive play experience.

1.
In sentence 1, “extemporaneous” is which part of speech?
A. Adjective
B. Adverb
C. Noun
D. Verb

2.
In sentence 1, “extemporaneous” means
A. Made in the moment
B. Made in the night
C. Made of former spouses
D. Made of holes

3.
In sentence 3, “This” refers to
A. A group of people
B. Online gaming
C. A set of rules
D. Tabletop gaming

4.
In sentence 4, “finite” means
A. With a beginning
B. With an end
C. Both A and B
D. None of the above

5.
Sentence 5 offers an example of
A. Analogy
B. Conceit
C. Metaphor
D. Simile

6.
In sentence 6, “however” serves to mark
A. Addition
B. Causation
C. Deviation
D. Negation

7.
One inference that can be taken from the paragraph is that
A. Nobody should play games
B. Online games are better than tabletop games
C. Tabletop games are better than online games
D. None of the above

(Answers: 1, A; 2, A; 3, D; 4, C; 5, D; 6, C; 7, C.)


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A Robin Hobb Rereading Series: Entry 334: Dragon Haven, Chapter 1

Read the previous entry in the series here.
Read the next entry in the series
here.


After more of the ongoing exchange among the bird-keepers of Bingtown and the Rain Wilds, the first chapter of Dragon Haven, “Poisoned,” begins with Alise watching Leftrin and conferring mentally with Sintara. Alise asks after the copper dragon, Relpda, and is informed by Mercor that she is beset by parasites and suffering; he maintains watch to ensure the integrity of dragons’ dealings. Alise allows herself to be led aside by Leftrin, considering her husband as she does, and the two confer briefly about their situation.

It’s an obvious connection…
Penny-Dragon’s Maulkin and Mercor on DeviantArt, used for commentary.

Sedric considers his own situation as he confers with Carson, the latter commenting on the former’s seeming illness and moving to offer some aid. Sedric suffers aftereffects of having drunk dragon blood, and Carson quietly broaches the topic of same-sex liaisons with him, and Sedric finds himself unsettled and anxious about the hunter.

Thymara and Sylvie confer about their situation, Sylvie remarking on Greft’s willingness to set aside a number of the conventions under which the Rain Wilders had lived. Thymara finds herself considering the dragons, and Sintara approaches her with demands for care and attention. Thymara addresses the atrophy of her wings, provoking annoyance, and a parasite is discovered on the dragon. The discovery prompts examination of the other dragons, and more such parasites are found–and the wound inflicted on Relpda is also laid bare, along with several of the parasites. Efforts to purge Relpda of the beasts begin in earnest.

Thymara finds her regard for Alise shifting amid the work they do together, and she recalls her own work to rid Sintara of parasites. Sintara sends her after Greft and Jerd. As Thymara works to obey her dragon, she considers the compulsion to do so that has been laid upon her. She becomes aware of another presence in her mind and persuades it to leave her, after which she comes upon Greft and Jerd amid an assignation and a conversation about selling off parts of Relpda’s carcass to fund the foundation of their own society. Thymara considers the implications of what she sees and hears, and she flees when she is seen by the rutting pair.

Aboard the Tarman, Sedric continues to suffer from having tasted dragon blood.

Something comes to mind as I reread the chapter for this write-up: Dungeons & Dragons. That the primary example of RPGs would come up isn’t a surprise, especially given some of my recent posts (here and here), but what brings Dungeons & Dragons to mind, specifically, is the association of specific dragons’ behaviors to their phenotype. The gold dragon, Mercor, is presented as particularly wise and unusually considerate of humans, for example, while the sapphire Sintara is dismissive. Such depictions seem to line up with information about dragons presented in core rulebooks of various editions of Dungeons & Dragons. (That contemporaneous to the novel’s presumed composition would be either 3.5 or 4.)

The extent to which Hobb is or was familiar with Dungeons & Dragons is not known to me as of this writing; I’ve not done the work to look into it as yet, and it’s not certain I ever will. It may be that she was heavily involved in the game at various times; so much would account for the parallels. But even if she was not, given the amount of overlap between fantasy readership and the Dungeons & Dragons playerbase, the parallels suggest that the game has informed popular understandings. And that might well inform an interesting project to pursue.

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One of the Reasons I Love the RPG

I have not made a secret of my long time playing tabletop roleplaying games and things very much like them–RPGs, generally. Indeed, I recently discussed yet another game in which I participated and which has drawn to its close, and I’ll be discussing another in a more formal context, as well. So it might well be guessed, and rightly, that I am fond of the RPG. More than two decades of persistent play show as much, as do the hundreds–perhaps thousands, at this point–of dollars I’ve spent on the hobby.

Colorful…
Photo by Skitterphoto on Pexels.com

(That’s part of the reason I am so envious of gaming streamers and professional players as I am. I never thought to monetize the hobby, and I think I’ve missed my window. That I have the other things going on that I do doesn’t help, either.)

I’ve remarked, following Mackay, on the nature of the RPG as a storytelling activity. For a tabletop game, the storytelling is extemporaneous and (generally) ephemeral; without recording devices–and most of the tables where I’ve played haven’t had them, although I know they’re more and more common–the stories being told exist only in the moments of utterance and are lost but to memory. For the online forum games I have played most in the past many years, though, there is a lingering record. Absent server failures and data loss–always perils, to be sure–a player can go back years later and look over what they did in game, find the character’s voice again. Or a new player can stumble into and through the intertwining stories left behind, grow enamored of them, and come in to participate in making new ones.

As much happened in the game I discussed in the previous post. The player in question swiftly became something of a favorite in the community, and I join several others in hoping to see that player in future games. (There are more games coming. I’ll be running a couple, at least.)

Part of why that player became a favorite, and part of why I continue to engage with forum-based RPGs to the (excessive) extent I do, is that they generate as much art as they do. The player was a fairly prodigious writer, not only narrating character events and thoughts at some length, but also drafting a collection of poetry as supplemental material for the character. I’ve done similar things for games, not only doing the background work of detailing milieux and characters for others to play in and with, but also producing my own characters’ materials. For one, for example, I wrote a fight song and alma mater for his high school–the character is a bandsman, if on a different instrument than his player. For others, I have written dozens of poems in a variety of forms. For still others, I have done other things yet–and the players with whom I have played have done no less, and often more.

While no few of the things that were made and shared have gone away–data loss is ever a peril, as noted–no few others remain, in memory and elsewhere. Because I have gotten to play, I have gotten to experience that art, and I am the better for it.

I’d be happy to put my talents to work for you; let me know what all you need written, and we’ll talk!

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