Learning to Live with Yourself

I’ve spent a lot of time with myself, lately. Despite working pretty hard to make sure I talk to people outside my household every day, messaging people constantly, and spending more time bothering my coworkers during my work-weeks than is strictly necessary, there are more hours in the day than I can fill with other people. I don’t know if you’ve ever picked up on the theme in my many blog posts, but I don’t really like spending time with myself most days. I’ve got a lot of baggage, spend a lot of time dwelling on negativity, have a tendency to get caught up in my own feelings, and am really not very nice to myself. I’m not exactly the best person to keep myself company.

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Sleeping with the Window Open

I used to sleep with the window open.

 

The washed out yellow street light
Standing sentinel at the corner next to my driveway
Throws wild shadows on my shelves and walls
That are occasionally stretched into thin waving lines
As the bright pale blue light of the patrolling cop’s
Fluorescent headlights roll past my yard.
The silent murmur of the woods holds sway
Broken by a passing car on a distant highway,
The echoing sirens of a police car needed somewhere quick,
Or the mournful blare of a train lost somewhere in the hills.

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Visible Versus Hidden Dice Rolls

When it comes time to make a skill check, every DM faces an eternal conundrum: do you let the players roll it or do you roll it? Is it better to allow the players to make every roll for every check, save, or attack or is it better to keep some of them to yourself so they don’t influence the way your players choose to act in the moment? Sure, there are roleplayers out there who won’t flinch at a botched stealth roll or who can resist summoning dreadful images in their head if they roll single-digits on a saving throw, but most people aren’t that good at separating what they know from what their character knows or can infer.

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DOOMed to Enjoy This Franchise

In the recent years of my life, I’ve grown to appreciate the run’n’gun style of games. I suppose you could say that it began with Halo back in the day, but I don’t think I really appreciate the genre/style until I started playing DOOM (2016). DOOM’s simple mechanics, fast-paced combat, and loose approach to storytelling made it a very fun game to sit back and play when I was too stressed or tired to invest in a game. Most of the story was told through codex updates and the occasional speech you couldn’t walk away from, which means it was mostly there for you to find if you wanted to look for it while it stayed out of the way the rest of the time. Doom Guy even leans into it, punching screens and breaking things rather than listening to exposition or operating instructions.

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