Which, I point out, has been successfully preserved! We can do it, if we get the fascist oilgarchs out of the way.

Read (manga): Tetragrammaton Labyrinth vol 3 (Ei Itou): This one I had not read, so it’s okay that I don’t remember it. Meg’s alarming backstory, then back to the present for massive demon attack, but some secondary characters have been promoted to PCs.

Played (Changeling the Lost): Berkeley 94. While everyone was talking last session, Everett was doing metalworking for his feelings. Melting things is apparently very therapeutic. Later, the group met up with Red and Badger at a coffeeshop to talk about fetches. Apparently Red and her fetch harass each other on Usenet. This reminds Theo to try to get a computer. Since she needs a job, having received the “thanks for your submission, expect a reply in 1d6+6 months” response to her stories, her brilliant plan is to get a job at a sketchy computer repair shop. Siddy also plans to go visit Sir Hiss again, since he may know King Mark’s backstory. Thessaly didn’t do much because her player fell asleep in lovely weather listening to cicadas.

Written (game design): 400:

If the wound die (plus hit margin, minus armor/toughness) isn’t
enough for a wound but kind of close, maybe it does a point of harm,
which stacks up and adds to any later wound die rolls? If it gets
to half the size of the wound die (so 5?) then it counts as fatigue
and if it gets to the full size (10) it’s a wound. Obviously we
could get complicated to let attacks add more than one harm, but
meh. Either it’s 1 wound or it’s 1 harm or it’s nothing. Take out
some blood to make cool red shades to protect from the gaze attack?
1 harm. Get some green slime on you? 1 harm per round. (Later I
may regret this.)

Let’s not get into psychic harm at this point. Psychic fatigue and
wounds are enough.

Does blood magic need more limitation beyond using your own blood?
Probably not if we set the costs appropriately.

Prophets are limited by the randomness of what happens when they try to
do the thing, and also by the horribleness of bad rolls. Unlike other
magical limitations, this could affect the whole party: biting snails
inside everybody’s armor! They also have some Psyche slots taken up,
though whether by mental problems or divine connections is probably not
answerable. Either way, if you somehow get rid of one, you stop
channeling that aspect of your god.

There should be some way for a prophet to eventually evolve into a more
controlled form of wizard, similar to a FTW but probably in a slightly
new paradigm, like foreign FTWs.

If we don’t have Harmony, what limits are there on the basic pushing that any
touched can do? Do we skip straight to psychic fatigue? That’s probably
fine for untrained usage like that, but martial arts and psychic powers
are like trained, specialized pushing so they shouldn’t be that
debilitating per use? Although, how bad is a slot of psychic fatigue?
Especially if you only get it when you blow a roll?

Also National Teddy Bear Day.

Played (Changeling the Lost): Berkeley 94. These wonderful weirdos definitely need teddy bears. Instead Siddy stress-cleans for 24 hours straight, with only one break to build some crow houses, while Thessaly plots dozens of murders on Lily. Theophania tries to write, but there are too many feelings in her warehouse, so she experiments on Thess and Siddy with her emotion magic. Yep, those sure are a lot of feelings! However, although she can give people feelings, she can’t take them away, so it doesn’t really help. Longfingers is hiding in the walls and misses all of this, but later she goes out looking for Mary, who she heard can teach her the dream magic to investigate the golden apple mystery. She doesn’t find Mary, but she does find Eve the vampire, who promises to help her find Mary in exchange for going dancing with her. None of the rest know anything about this, since they’re still at home wallowing.

Read (manga): Princess Resurrection vol 2-3 (Yasunori Mitsunaga): More movie monsters, more doom. Vampire who flies wearing a skirt. More doom.

Written (game design): 300, because I haven’t made up my mind to either restart the other project now that I know the emotional arc, or abandon it entirely because I’ve restarted it too many times. (Never mind the other other project, which has languished in complete neglect since I planned it out in more detail than ever before.)

In case you need to intimidate Monty Python, I guess.

Still on vacation today. It’s like a mix of Saturday (shopping), Sunday (impending work), Monday (laundry), and the Tuesday the calendar claims.

Played (Changeling the Lost): Berkeley 94. More time is spent at King Mark’s court, but not much more is learned. Hopefully everyone now has a good impression of Theophania and crew, though. Since Jack of All Asses has already butted in, Lily takes Everett and his friends to a good diner to meet her boyfriend. Apparently she has a type because her boyfriend is (big reveal music) Everett’s fetch. Bogglement ensues. Both of them are Everett, though, so they sit down and calmly discuss having a shared legal identity and how taxes will work and when they diverged. In the meantime, Thessaly, who was interested in Lily and then wanted to set her up with Everett and she’s dating Everett’s FETCH, and Siddy, whose fetch is known to be out there living her life with her family, flee outside for some therapeutic wailing and gnashing of teeth. Eventually, Theophania calms them down enough to go back inside and eat fries and fume while watching to make sure Everett and other Everett don’t explode like matter and antimatter. When Everett-2 has to go back to work, the real Everett goes off to have feelings on his own, and the rest head back to the warehouse to have their own feelings.

Read (manga): I’m In Love With The Villainess vol 8 (Aonoshimo, Inori, Hanagata): Everybody already knew who was gay, but there’s a lot more coming out in this volume!

Read (novel): The Demon’s Due (Deborah Wilde): 5th and final book, MC and her boy get together, the world is almost destroyed but then saved, etc. HEA!

Written (game design): 306.

Or maybe it’s pictures by orangutans.

Played (Changeling the Lost): Berkeley 94. Lily agrees to introduce Everett and his friends at court tomorrow, and also dances with him, or at least they’re both in the mosh pit which is close enough for squeeing purposes. Everybody meets Little Mike and Red and Red’s conspiracy theories (which Theophania is happy to argue with her about). The next morning, the group and Thessaly’s hangover accompany Lily to the Albany Bulb where the king has his castle partly in the mundane world and partly in the hedge. King Mark himself is old and obviously unwell, but has Jack the Despicable to advise him, and a court of a few other changelings. The king sits in a chair at the foot of the throne, which has been rendered non-ergonomic by a huge bowie knife stuck into the back, which is obviously important but nobody is talking about it. Introductions are made, the benefits of the kingdom are talked up, Jack is wormy of tongue, Siddy makes friends with Big Mike the sasquatch(?), Theophania charms everyone with prettiness, no fealty is sworn (although Lily talks like the group is part of the kingdom). Jack, being a little shit, asks Lily if she’s introduced Everett to her boyfriend yet, but this does not break whatever it is between them, so hah.

Read (manga): Rainbows After Storms vol 4 (Luka Kobachi): The beach episode, where one of the main couple gets to show off by being curvy and the other gets to show off by being dashing! Also, return of the senpai who broke one of their hearts last year.

Written (game design): 149:

More things PCs often do:
– carouse and possibly wake up somewhere
– repair or sabotage a machine
– figure out what’s ailing someone
– heal someone up
– follow tracks
– befriend an animal, spirit, or other creature
– vibe check
– make friends

None of these are as great as “Seize or Hold by Force”, which is
probably a skills issue on my part. It’s hard to get too high-level with
fighting or direct conflict and still play it rounds, though, and we’re
not going full story-game. Yet. Probably.

Anyway, once we consolidate these, each one would have its own rating,
and there would be another rating for Act Under Pressure for everything
else. As previously established, not having an appropriate background,
time, tools, environment, etc, will increase the difficulty, so a high
rating on its own is not enough to let you do everything.

Fortunately, absolutely no one in the entire history of ever has cared what I found appealing, so we’ll concentrate on how this is also International Tiger Day.

Played (Changeling the Lost): Berkeley 94: We didn’t have Kelsey or Vivian, so played the evening where Thessaly gets drunk lost  and has to be rescued by Lily, the knight of the evil(?) king who seems to know and like Everett even though he doesn’t remember her. Thessaly brings her back to Stately Sanrio Manor, some information is exchanged, and Thessaly and Theophania bully Everett into going on a date with Lily. Next session, picking out a date outfit for him.

Read (manga): Monthly in the Garden With My Landlord vol 4 (Yodokawa): Is it still a landlady/tenant relationship if they’re living and sleeping together? Also lots of drama with the landlady’s old idol group.

Written (game design): 224:

If we’re going to do that, we should do similar for spending MP instead
of rolling a die. Although we still roll random polyhedrals to find out
how much Readiness and MP you have, so we aren’t eliminating that
mechanic entirely. I don’t think we want to, because if you’re looking
for a numeric output, the Action/Difficulty mechanic only gives four
possibilities with uneven probabilities. So let’s keep attack dice and
rolled MP costs.

MP are now called Harmony.

Time to stop and check how complicated a character is. Do we need to
throw some stuff out?

A character has
– Ratings for a dozenish Actions (list still to be finalized)
– List of Backgrounds
– Readiness dice (current Readiness values to be tracked on a postit)
– Harmony dice (values on postit)
– Melee, ranged, and magic attack dice
– Armor and resistances
– Movement rate and modes (swimming, flight, etc)
– Strength
– Size
– Ancestry feats and other abilities
– Physical inventory slots and what’s in them
– Spiritual inventory slots and what’s in them
– XP, unspent and total

Ancestry feats and other abilies, and the things in inventory slots,
will have additional information about what they do, unlike Backgrounds
which are what they say on the tin, so that’s more complexity. Overall,
though, I think that’s not too bad? I’m sure I’ll remember more stuff
that goes on the list later, though.

Last day of vacation. I took four bags of books to the used bookstore and only had half a bag rejected, got my medication sorted out so hopefully I can both not die and not poop until I want to die, and did some additional shopping that I failed at yesterday. It was a reasonable fake Sunday, but I had no sundae.

Played (Changeling the Lost): Berkeley 94. Everett is at work, leaving the rest of the crew at loose ends. Siddy declares she needs a walking stick, so everyone goes to ask Troll if he knows where to get one, and he shows them how to use BART tickets to get to the Goblin Market. Poor Siddy has some PTSD flashbacks from having once been sold at a goblin market herself, but manages to buy a walking stick without getting trapped into any unwanted bargains. Thessaly does not put the moves on the stick vendor dryad, although she clearly wants to. Theophania checks out the book stall, but it seems a little sketchy so she decides to maybe come back later when she knows more about this, and comes up with a clever plan to get materials for Siddy to make her some new shoes. Nobody is sure exactly what Longfingers has been doing.

Read (light novel): I’ve Been Killing Slimes for 300 Years and Maxed Out My Level vol 1 (Kisetsu Morita, Benio): An office lady works herself to death and gets reincarnated as an immortal witch who can just chillax in her extremely low-risk corner of the LitRPG world. Unfortunately for her, the XP adds up, and eventually somebody realizes she is the most powerful ever. Now she can’t chillax because cute girls (or monsters in the form of cute girls) keep coming to kill/serve/challenge/entreat her and she has to adopt them all and also fight dragons.

Written (game design): 307:

In OG D&D, one of the main paths for advancement was famously More Stuff, by
which we mean magic items. Equally famously, a lot of that was to get
More Plusses: +1 longsword, +3 plate mail, +6 headband of intellect. (I
like the way 5E does this better: a headband of intellect doesn’t give
bonuses to stack on top of the different-colored bonuses you already
have to Int, it just makes your Int 19. This is an approach I want to
use heavily when we need bigger numbers.) To be fair, there are a lot of
additional abilities as well: necklace of fireballs, lyre of building,
vorpal sword. These days, those are mostly spells that use a dedicated
pool of charges to be tracked separately, but whatever.

If spending magic points is wearing away your own soul, how do magic
items work? Do they have domesticated spirits inside them to do the work
of magic on the user’s behalf? That works with the 5E thing of magic
items possibly breaking if you use the last charge, although working a
spirit to death is a lot darker than just wearing out a tool. It could
also be that the magic item only provides the pattern, and you have to
do the magic yourself to stamp it into the fabric of reality. That’s not
as good for items that just do their thing, like the vorpal sword, but
it does remind me of my idea from long ago where spells were astral
tools that you had to equip, so a powerful mage would look like a
many-armed idol with a different symbol in every hand.

Happy merry to all my Canada friends!

Played (Changeling the Lost): Berkeley 94: This episode, Thessaly and Everett and Longfingers help Black Shuck ambush the lizard-pigs in the Hedge by chucking rocks at them and running away to where Black Shuck can grab one and do something unseen but doubtless horrible. It’s a terrible plan, but it works out okay. Siddy and Theophania have a much less exciting time staying ahead of their lizard-pigs until the bells drive them away. Everyone reconvenes at the coffee shop.

Read (manga): Failed Princesses vol 3 (Ajiichi):Still rereading. Now there are four girls all having feelings at each other, while on the school trip and in the hotel bath.

Written (game design): 284:

Spells that don’t do damage are even more unclear. Having two sets of HP
(physical and mental, typically) is something that’s been tried, but the
advantage to focusing on one track is so great that no one ever bothers
with the other. If we want to use the same mechanism, then it has to be
the same pool of HP, so everyone is as resistant to being turned into a
frog as they are to being fireballed or stabbed.

But on the other hand, what does it mean to cast a spell, or to resist a
spell being cast on you? In D&D, most (non-damage) spells fizzle because
there’s always a save to prevent anything from happening at all, as well
as the save to have the effect end after a round or two. Obviously you
can’t have debuffs ruining the calibration, but we don’t care about
that, and we also spurn the concept of to-hit rolls, so do non-damaging
spells just work, at least initially? When the victim’s turn comes up,
they can try to shake off the effect, which might require a roll or
something, but when you cast blindness on somebody, maybe they’re just
blind. Kind of a lame spell otherwise, right?

It should still be possible to resist a spell, but that can be a
specific thing, like casting protection from magic on someone before
sending them to rush the enemy wizard, or being a fireblooded sorcerer
when someone casts wave of icy death. Possibly ties in with my idea that
anybody can buy an amulet that protects against one instance of a
specific harm before burning out. Naturally, if you carry more than one
amulet, none of them work.

Excellent day to play Changeling!

Coworker K has returned from vacation, so we are not quite as short-handed. However, boss T is leaving soon, as the new overboss (metaboss? hyperboss?) makes changes to return the larger organization to what it was before new people came in and made their changes. Business, manne. It’s a scam from top to bottom.

Read (manga): FAIL. Tomorrow for sure, since I have to commute.

Played (Changeling the Lost): Berkeley 94.After surviving a night in the Grotto, the changelings split up to try to find some more information on this Queen Salome of Winter. Thessaly, Gretchen, and Everett head up into the Berkeley Hills to try to find the Cypress Yard where Salome buried something. Up in the actual hills, above the eccentric but mundane Berkeley architecture, they find an ancient stone wall ending in a spiral that is definitely a gate into the Hedge, but they have not managed to open it when Everett spots a black dog sneaking up on them. Remembering Black Shuck, the anti-gate-usage terrorist activist they met immediately after returning from Faerie, he gets everyone out of there, but Black Shuck intercepts them further down. Luckily he does not feel the need to punish them for messing about with gates, but he does warn them off the gate, which is particularly dangerous today because a hunting party came through it. Then he recruits the three of them to help him get one of the hunters. Meanwhile, Siddy and Theophania have snuck into the UC Berkeley library through the steam tunnels to see if they can find out what became of Salome. Before they can find very much, though, some of the scaly faerie cops invade the library, with dogs and also a picture of Theophania. Theo and Siddy combine their magic powers to get a senior librarian to throw the lizard-pigs out for not having a warrant, but it’s time to beat feet. They meet the fabled white alligator of the steam tunnels (his name is Sir Hiss, he’s kind of nosy but a fellow nerd) who tries to help them escape, but everywhere they see the outside, those damn lizard-pigs are there.

I got to try to turn people on to The Ancient Magus’ Bride, because it has a church grim, so that was good.

Written (game design): 222:

If there’s a curse associated with being able to spend magic points,
then it needs to bother bystanders; if only affects the adept, then
there’s no incentive for The Man to not forcibly initiate an army of
adepts (need a better name here) and just let them suffer between doing
40-person raids on dungeons or whatever. It should probably also get
worse the more there are hanging around together, so they don’t go off
and form their own miserable cursed society away from everyone else. But
what is the curse? It has to be pretty generic, maybe just attracting
monsters and meddling deities.

If large groups can’t form, though, that makes it hard to have dark
academia wizard schools/temples, though, so maybe fixed locations can be
warded. They’re also a known place people can come and bother you if
they need help, though.

Speaking of meddling, in Kala Mandala the PCs aren’t members
of an adventurers’ guild or anything like that, they belong to the
Bawan Meddling Association. Should adepts be treated like
tricksters/holy fools? That’s probably too much setting for the game
itself, but could go in a default setting (equivalent of Forgotten
Realms, but again we’re way beyond any feasible planning horizon).

Not things that normally go together, unless maybe they mean the shoes?

Not as much work today as yesterday. Got the really smart guy to look at the mysterious problem, but he doesn’t understand it either, which is both good and bad.

Feeling gastrointestinal again. Is this related to the change in dosage of my meds? But I was taking the higher dose for a month without any of this!

Played (Changeling the Lost): Berkeley 94. The changelings explore the grotto of the Queen of Winter some more, using various poorly-understood magical powers, which confirms that someone is still supporting the grotto, and gives them a lead on a lockbox full of documents buried… somewhere (possibly involving cypress trees). Thessaly attunes herself to the grotto, so it’s partially hers, and Theophania tries to use her magical-security-suborning power to take over the rest of the lease, which results in alarming icy manifestations that feel like the faeries who kidnapped her to begin with. Nobody comes to eat them, but it’s still ominous.

Written (catgirl): 154.

Also underrated.

Played (Changeling the Lost): Berkeley 94. Everett has a run-in with fake cops at his work, but defeats them with the power of stoicism and railroad tracks, Thessaly does tarot readings, Longfingers takes more notes on how to be a grown-up lesbian, Siddy gets supplies for more urban farmsteading stuff, and Theophania does approximately nothing. I should probably drop out.

Written (catgirl): 197, splitting the different between a whole page and going to bed on time and thus accomplishing neither.

A marvelous invention, to be sure!

Played (Changeling the Lost): Berkeley 94: Thessaly decides she needs to talk to Tom-Tom, so Longfingers uses her new Hedge-navigating power to get everyone to the Gilman Project, where indeed Tom-Tom is vibing in the middle of the mosh pit. After some moshing difficulty, they get Tom-Tom outside and Thessaly grills him about the four seasonal monarchs, of which he was one before Mark (now King of the Eternal Summer) betrayed the others and broke Tom-Tom’s heart. Thessaly also seems to believe that the grotto where she and Theophania almost had a moment belonged to the Queen of Winter. So that was pretty heavy, and also Theophania has many questions!

Read (nothing): Nothing.

Written (catgirl): 124.

It’s where I keep all my stuff!

Played (Changeling the Lost): Berkeley 94:Despite Vivian’s hardware betraying her, the group eventually manages to get to Longfingers’s scheduled meeting at the coffee shop with Simple John, Mary, and Beth. (Theophania notices that Mary is excessively hot, which Thessaly doesn’t approve of, so maybe Longfingers will learn entirely the wrong lessons about how to be a grown-up sapphic.) They learn some more about being changelings, and take a trip into the hedge to learn how to make Contracts. Hurray for magic powers! Even if Thessaly is being all secretive about hers.

Read (game): Land of Cicadas: A sandbox setting for Cloud Empress. Some hexes are farmland, some are wasteland, some are perilous forest, some contain giant bugs, some contain the sky-city expedition in search of their missing Cloud Empress, several contain killer robots, etc. There is plenty of scope for hapless wandering PCs to get into trouble, and possibly even cause a tremendous uproar. Or get eaten by giant bugs, of course.

Written (catgirl): 159 of notes.

I have not watched any anime today, but I think in general I’m good on this one.

Played (Changeling): Ken’s 90s Berkeley game. Thessaly and Theophania escape from the grotto before the awkwardness grows too intense, at the cost of only one more level of damage for Theo (Thessaly is too cool to bleed everywhere, of course). On his way home from work, Everett is almost run over by somebody in Siddy’s parent’s old pickup who looks exactly like Siddy’s human seeming, but she drives away very quickly, so what’s up with that? Everyone meets back up at the Hello Kitty Warehouse to catch up on their various days, discuss fetches and moral vs faerie seemings and whether Siddy can reach high shelves now, and help Thessaly name the new security ravens.

Read (manga): Nightfall Travellers vol 1 (Tomohi): A middle-school newspapergirl and a new transfer student explore an extremely hilly and somewhat mysterious city to find the perfectly normal explanations for supernatural manifestations that people gossip about. The art is kind of smudgy and watercolory, although greyscale for most pages, which makes the city 37% more mysterious. I am not convinced that neither of the girls is a real ghost, though.

Written (game design): 232. Instead of having to roll damage, or always using the attack that does the most damage, what if any hit takes out the target, but they have resources they can expend to negate a hit. This is like the 1-hp dragon, or looked at another way, turns hit points from a boring single counter into a collection of distinct resources each with their own mechanical significance. (You want to block that arrow? Sure, spend a use of Shining Steel Plate Armor. A lightning bolt, though?)

Libraries are the best.

Played (Changeling the Lost): Berkeley 1994. We had no Kelsey, but our (new?) rule is that we’ll play if only one person is missing and it’s not the GM. This session, Everett gets his old job at the railroad back (Brookes rolled like eight successes!), Theophania goes to The Other Change of Hobbit to research horror magazines she could submit and covers for Longfingers sneaking upstairs to find a Hedge door and then meeting the fabled Simple John, Beth, and Mary, then Theophania and Thessaly follow the currents of magic through a theater basement and an abandoned 70s department store and find a one-way(?) pool of water(?) which leads to an abandoned grotto full of magical power (which they suck up for +1 Wyrd and full Glamour recharge each). There we leave them, alone in an extradimensional hideout with only bed. What will happen next week?

Read (short): The Knight and the Butcherbird (Alix E Harrow): Post-apocalyptic monster-hunting knight meets immovable librarian, discoveries about the new world are made.

Read (manga): The Tree of Death: Yomotsuhegui vol 2 (Masasumi Kakizaki): Our Cthulhoid undying ex-cop (really, that character design cannot be an accident) has been helping the shinigami and her mysterious blob for a year, and the enemy is finally closing in and using his connections to mortal life against him.

Written (catgirl): 111.

I’m much more suited to that than to Goddess of Fertility Day.

Played (Changeling the Lost): Ken’s 90s Berkeley game. Siddy figures out how to get glamour from crafting for people, and gets a recruitment(?) feeler from King Mark’s goon Jack Horner while everybody else finishes up pillaging the . Thessaly is off doing something so the rest of the group mostly kicks around discussing the philosophy of monarchy and deciding that going into the mysterious telecom(?) building with no windows or doors would be a bad plan.

Read (manga): In/Spectre vol 16 (Kyo Shirodaira, Chashiba Katase): Conclusion of the cliffs and ghost giraffe and idiots.

Written (game design): 171. New Plan! No levels, no XP, only experience and suffering!

Thanks, Jeremy and Ken!

Sleeping wrapped in velcro bands and wires and nose cannulas and finger clamps wasn’t as bad as I feared, but it definitely wasn’t good, and I did have to get up early to take the stuff back to the place, so it was not a vigorous day. I’m also not sure I even generated any data, since I had to put on the velcro straps myself, and society wants single people to die.

Played (Changeling the Lost): Ken’s 90s Berkeley. Now our changelings hate this King Mark guy, because he sent a little punk to shake down their new friend Troll for hedge fruit (which he didn’t have, because he already gave it to Theophania & co).  They go into the hedge looking for fruit which they may give to Troll if he wants it, and find some stabapple (not edible, maybe useful for stabbing), something that causes the eater to try to eat more and more of it until they die, and grapes with eyes inside and vines that almost strangle Theophania before she can use one of her few contracts to disable the security. We close on them arguing (Theophania with gestures) over whether to steal the grapes.

Read (graphic novel): Codex Black: A Fire Among Clouds (Camilo Moncada Lozano): Mesoamerican fantasy! A girl with a god-inhabited shawl goes in search of her long-lost father, meets a boy (not like that) who has even more mysterious magic, they have some adventures, get mixed up in and robbed by yet more magic, etc. It is pretty cute and there’s not much on-screen human sacrifice.

Written (catgirl): 118.

But… only one per hand?!

Played (Changeling the Lost): Ken’s 90s game. Our n00bs finally find a good squat, an abandoned Japanese import warehouse with a bunch of leftover Hello Kitty dolls and a room that Siddy can fill with cozy furniture and cats at only a small secret cost in blood. The next day, finally well-rested (except Thessaly, who has been bed-surfing all along), they go down to Telegraph to meet Troll (yes) and swap him some copper wire looted from the warehouse while Siddy set up her mending-while-u-wait business. Theophania has no useful skills and is still hung up on cash money, so I think we see where part of her personal journey has to go. (Outside the box, although she’d rather go– anyway.)

Read (manga): Pulse vol 1 (Ratana Satis): She’s a heart surgeon who sleeps around and scorns romance, she’s a romantic young heart patient who scorns a transplant, together they make an obvious bet.

Written (catgirl): 122 of fixing minor issues. Soon I will be able to start adding new stuff.

 

Thank you, internationals, for showing it’s possible to not be complete fascists, even if it will take the US another 250 years to figure it out.

Played (Changeling the Lost): Ken’s 90s game. We got a new player, who seems pretty cool, even if her character unfairly knows more about what’s going on than my character does. We got distracted from finding a squat by SHOWER at the place Thessaly had been couch-surfing, but next time for sure!

Read (manga): Me and My Beast Boss vol 3 (Shiroinu): More corporate intrigue, more anti-human racism, but also more of the other characters shipping the female lead and her lion boss.

Written (game design): 105.

Sure, why not? Nature already abhors me, I’m sure!

Management wanted everyone in the area to go into the office for the two-hour all-hands, but I did not go. I am pretty sure I got the same +0 to morale over zoom.

Played (Changeling the Lost): 90s Berkeley. Our changelings make it to the flea market, meet fellow changelings Badger and Melanie and hear about how money is used by the fae to track runaways, immediately use all the cash they get from Nicole’s mending business to buy supplies instead of hoarding it– Cheese it! The fuzz!

Read (manga): This Monster Wants to Eat Me vol 1-2 (Sai Naekawa): A high-school girl with pronounced suicidal ideation ever since her tragic past gets accosted by a girl who claims to be a monster who wants to devour her when she’s spiritually ripe, but will keep her safe until then. Based on something that passes without comment in vol 1, I’m guessing every named character in this series is actually a monster, but we’ll see. No sign of yuri yet.

Written (game design): 138.

I like Lego, but I always feel like I should like it more.

Played (Changeling): 90s Berkeley. Nicole and Longfingers find a tiny door in the back of the auto body shop the crew is crashing in, which somehow lets changelings pass through into a secret realm of hostile tree-roots. Nicole befriends a mysterious squirrel-guy with sign language, and trades him left-over Chinese food for making a space in the Hedge (which is what this surely must be) where the crew can sleep safely. During the night, Longfingers hears strange noises, climbs around, and finds an exit into library somewhere, but does not make use of it. In the morning, the crew experiments with having Everett swear an oath to take Longfingers’s money from working at the club and use it to get supplies to make a sign for setting up Nicole with a While-U-Wait Mending business at the sketchy swap meet. He is successful in his quest and reaps the rewards of his vow. They also find a copy of the changeling zine by Simple John that they heard about before, which the players receive as an actual, semi-legible, amazing PDF.

Read (manga): Outbride vol 1 (Tohko Tsukinaga): A modern Japanese girl with no romantic experience meets Truck-kun and is awakened in a distant future by four gorgeous men who want her, as the only remaining human, to bear their hybrid super-children. She is not down for this for a variety of reasons, but she does have to make out with them to survive in the alien atmosphere of Earth’s cross-dimensional future and also they are obviously not going to take no for an answer. Not exactly my kink, alas.

Read (manga): Monster Cats vol 2 (Pandania): More of the same cats, some new monster types, still cute.

Written (game design): 105.

Somebody once said something nice about a program I wrote, so I’ll take it.

Played: Changeling. Our dazed and confused escapees from Faerie make it back to Oakland and meet a nice gay satyr who trades them some lunch and some information for a promise from Nicole to fix something.

Read: The Butcher’s Masquerade (Matt Dinniman): In which a bunch of alien assholes get severely murdered, and serves them right. A lot of other people get murdered too, though. Also, Princess Donut’s dinosaur gets lucky.

Read: FAIL. I did not manage to make a dent in my oversupply of manga, because I suck.

Written: 127.

Haven’t seen it in years, no idea if it would hold up.

Read: Delicious in Dungeon vol 10 (Ryoko Kui): I couldn’t hold out for commuting tomorrow, I had to read it today. Did those come from Monty Python, or was it independent invention? Also, sus guy is sus.

Read: The Brain Leeches and Other Eldritch Phenomena (Tim Curran): Mythos or mythos-adjacent horror stories. As is only proper, they end with the protagonist going mad and getting eaten/transformed/fertilized by the monster, or the protagonist being revealed to be a cultist. They tend toward similar structure and long passages of hallucinatory experience on the way to the implantation pits, so they don’t show to best advantage all together like this. The ones I have previously read in multi-author anthologies were satisfying.

Played: Changeling, kind of. We did not have Kelsey, so we just talked about vices and virtues and one unique things (which are not actually a thing in this system but will let Ken know what kind of changeling things to give us.

Written: 159.

If only they had managed to take the vote away from men as well…

Read: Demon World Boba Shop vol 4 (RC Joshua): It’s the tower defense episode! Can they make it through the wave? And what about smooching? Or breakfast delivery?

Played: Changeling: the Lost. Nobody needs any more descriptions of horror this month, so we skipped straight to the jailbreak and our hapless changelings are now in a cemetery in the East Bay, being lectured by a creepy guy who doesn’t want them to go back for the friend they had to leave behind for the moment. Also apparently everything is terrible but being in Berkeley will be less terrible. Or something.

Written: 137. No guillotines in this story so far, but then I set it in 2014 specifically so I could avoid engaging with the bullshit of 2016 and onward.

Other people can have cats too, sure.

Back to work. I don’t like getting up for surveillance capitalism nearly as much as I like getting up to play RPGs.

I did get to play an RPG today, though. I decided not to change my character to be less like me because it would be horrible cultural appropriation and also Sage was sleeping on my arms for all the time I could have used to rewrite the sheet, so it was my horrible isolated tech geek who went to Renfaire, did not get anywhere with the cute girl, and then got lured into the Faeriemobile by an offer of a better job. Surely this will be fine. (It will not be fine, that’s the entire point of Changeling.)

Written: 157.

Use your knees to avoid goose-stepping!

I am on vacation so it’s okay that I’m mostly useless. I did get my flu and COVID shots, though, and pretend to do some prep for the con.

We finally managed to have some Tuesday gaming. Now we’re making characters for Ken’s 90s East Bay Nostalgia Changeling game. I think I have failed. My character, despite having a good name (Tiffany “Theophania” Whitney) is not enough unlike me, so will be terrible. On the other hand, it’s Changeling, so maybe the characters are supposed to be terrible.

Read: Delicious in Dungeon vol 6 (Ryoko Kui): More old friends! More intrigue! More ninjas! More trouble! New quest!

Written: 326.