Sadly, all piloted by the Loch Ness monster. In further depressing news, it’s Second Half of the Year Day, which means we are now and forever more closer to 2050 than 2000.

Went to the office, ate some scallion pancakes rolled around meat and veggies and some sesame balls, did some work, got notes in everything that might become active before next Wednesday, set my email and Salesforce to OoO.

Watched (live-action TV): Slow Horses 1.5: There seem to be a lot of guns around for the UK, but I guess most of them are coming from the government thugs. I have definite hopes for who gets shot next.

Read (short): “Finer than Silk, Brighter than Snow” (Shveta Thakrar): The power of stories, and also snakes.

Read (novel): The Cautious Traveller’s Guide to the Wastelands (Sarah Brooks): Another in the recent subgenre where part of the world goes weird, in this case Siberia, although it has a Great Train running through it to have steampunk capitalism vs mystic landscape.

Read (manga): Failed Princesses vol 4-5 (Ajiichi): Love confessions all over! Apparently there’s only one more volume in which to get everything sorted.

Written (game design): 329:

D&D combat is very much putting all the pieces, whose rules are
public knowledge, onto the chessboard in plain view of everyone,
each in their own square, and then taking turns moving exactly one
piece at a time from square to square and applying one of its rules.
There are definite advantages to doing it this way: when the sorcerer
takes her turn, the barbarian is absolutely in this square and the
evil pharaoh is absolutely in that square, so there’s no question
about who’s in the nine squares of the thunderwave. Easy for newbs,
consistent results, no need for judgment calls. But there are board
games for that, some not even explicitly based on D&D.

I want something that’s slightly more like being in a haunted cave
while a giant worm monster and its pet sewer cannibals try to eat
your face. It’s still a tabletop game, it’s not going to be that
much more, but some would be nice.

Instead of having each unit activate, take its turn, and then freeze
again, we can separate declaration and resolution. From worst initiative
upward, each character declares what they’re doing, but they can declare
they’re getting involved (either for or against) in something that’s
already been declared. Then everything gets resolved more or less at
once, which may involve some judgment calls on the part of the GM as to
how far the human charging toward the wizard gets before they get
intercepted by the war bear, or what have you. This does want a new
initiative roll every round, so we might not want to have everyone
do double-digit addition ever time. My hope is to make a round a larger
chunk of the combat, though, so a heavier end/beginning of round
procedure might not be as bad.

Positioning should be looser, not down to the minimum space a
medium-size combatant occupies. I don’t know whether we want to be
as loose as 13th Age, which has zones of one standard move, and
then combatants can be engaged (adjacent) if they’re in the same
zone, or at a specific point like blocking a doorway, or just
somewhere in the zone. Maybe like 10′ zones, so anyone in a zone can
interact with anyone else if they want without having to take a move
action? That might still be too finicky, though.

Definitely one of the world’s great inventions.

My errands did not go as smoothly as they would have if I were competent, but I did eventually get them all done. Sweatily.

Ugh, nighttime jackhammering on the next block. I put on clothes so I could go find out what their deal was, and they say the jackhammer is only through tomorrow night. After that, they bring in the heavy equipment.

Watched (live-action TV): Slow Horses 1.4: Wow, these people are terrible. I guess it really must be impossible to fire civil servants in the UK.

Read (graphic novel): Rainbow vol 2 (Sunny, Gloomy): I hadn’t read this far in the Webtoon, so it was all new but still cute except for horrible mothers. Also, the end! I was not expecting it so quickly, but two big fat volumes is not that short, and the lesbians and their dog got some happily ever eventually.

Written (game design): 352:

What is a hit point, anyway? In war games, it was how much abuse a unit
could take before it lost cohesion or sank or otherwise became
irrelevant to the battle, which is fine, especially when you have
several or many units to deal with. Not as great when the unit is a
single person you’re allegedly identifying with, which is why early D&D
had the arguments about whether losing hit points meant running out of
luck or getting wounded, and how to square either view with what happens
when a 15th level fighter falls off a 100′ cliff. More recent editions
seem to treat hit points as a video-game health bar, where running out
means you’re defeated but otherwise there’s no meaning to any value or
change in value. Even getting the “bloodied” tag at half hit points has
been dropped.

Several OSR games like Cairn and Into the Odd have redefined HP to be
“hit protection”, which is what keeps you from actually taking a wound,
which is at least implicitly option A. Other games relabel it as
“guard” or “defense” or something along those lines, same thing. I like
this approach in general, although requiring the victim to make a saving
throw vs stabbing to avoid a wound instead is very tempting. It would
make combat way less predictable, though, which is more realistic but
less gameable.

Some games have variable HP: if your class and level give you 4d8 HP,
then you roll 4d8 every morning, or even at the start of every battle,
and that’s what you have. I find this idea entertaining, although
players who always roll below average might not. For extra fun, don’t
roll until the first time you get hit.

I am definitely not going with the suggestion I found on one OSR blog
that you start with a lot of hit points but can never regain them, so
your fate is always approaching. There are games where that would fit,
but I’m pretty sure this is not one of them.

I shouldn’t underrate it, but Juneteenth would be a more compelling holiday if the 13th Amendment didn’t legalize slavery to this day.

Working so everybody else can take the day off, which is why I didn’t have to work last Friday. Looks like a lot of customers also have today off, though, since there is not a lot of work coming in.

Watched (live-action TV): Slow Horses 1.3: Unsurprisingly, the person in charge of spies is Too Clever By Half (the extra half is thinking that nobody else is clever at all).

Read (fanfic): Take These Tower Stones (hermitknut): Non-canon sequel to The Goblin Emperor, covering the next year or so of Edrehasivar’s reign, from various points of view. It did not entirely please me for reasons that are hard to articulate. I think it’s that the author clearly wanted to get the AO3 tag and the other AO3 tag in there, and did, but they were just events without much of a narrative arc? Which obviously is an example of noticing most readily in others the faults we ourselves have.

Read (short): “The Name Ziya” (Wen-yi Lee): An antimetaphor (reification?) of the colonized giving up their identities for success in the colonizers’ world, and seeing their culture appropriated as fashion.

Written (game design): 223:

There’s no such thing as an hereditary ability to use magic. Anybody
can learn to do magic if exposed to the supernatural: cursed by a
sorcerer, near-death experience, lost in the cursed wood for three days
and three nights, haunted by ghosts, kidnapped by faeries, even
deliberately inducted into a wizard school or priesthood. Most people
don’t have an experience like this (and don’t want to), which is why
they aren’t PCs.

Everybody who can spend magic points (soul points? attunement? mojo?)
has something they can spend them on to push their natural abilities,
chosen at character creation. Extra movement or talk to animals or see
ghosts or something, not fireballs. Again, could be due to your ancestry
if you want to spin it that way, or a leftover from your origin story,
or whatever. That’s another list to create, along with actions, starting
feats, and saves. We haven’t even gotten to classes yet.

Earlier I was complaining about all classes casting spells the same way,
so how do we fix that? What spellcasting classes do we even want? Since
spellcasting is no longer how all powers are implemented, we can ditch
ranger and paladin, leaving wizard, warlock, sorcerer, bard, cleric,
druid. Four groups: magic from a higher power, a weird power, being
part monster, or actually learning spells with your actual brain.

Success!

Cleaners somehow jammed my balcony door. It looks like it’s on the rails, but doesn’t move. On the other hand, when I can get to the balcony, there’s a hummingbird nest near it now.

We have two people out this week, so I have to actually the do the work. Tragic.

Watched (live-action TV): Slow Horses 1.2: Draco Malfoy, MI5 agent (the one who framed our hero, naturally).

Read (novel): Seekers in the Void (Glynn Stewart): New series, jackbooted corporate goons who control all FTL travel and the xenoarchaeologists who need them to get to the dig. Doom ensues, along with a subplot that shows (IMHO a little too strongly) that the author has read Murderbot.

Read (fanfic): The Stairs Beneath the Heart (hermitknut): Fanfic of The Goblin Emperor, various bits behind the scenes of the events in the book, about secondary characters and their adapting to all the changes and the new emperor’s eccentricities &c.

Written (catgirl): 267. No game design today.