My Games

Tuesday, November 24, 2020

Maximum Recursion Depth: Fiona Maeve Geist Stretch Goal!

The Maximum Recursion Depth Kickstarter has met the first stretch goal! This means that Fiona Maeve Geist will produce a Poltergeist Form for this issue, bringing the total number up to 7! This will also be the first official Poltergeist Form not created by me.

I would generally encourage people to consider creating their own Poltergeist Forms if they feel so inclined, but admittedly, I do not have a specific framework for doing so at the moment. Likely, while discussing with Fiona, I will end up having to create that framework or inadvertently creating it in the process. That may or may not make it into the book in any formalized way, but at least it will be one more interesting Poltergeist Form, with a unique perspective, which hopefully people will appreciate. Maybe I'll share a formal framework for creating new poltergeist forms on my blog, or in a future issue.

In any case, I'm really excited to see what she creates!

Mothership Dead Planet, by Fiona Maeve Geist, Donn Stroud, and Sean McCoy. In my headcanon (and in absolutely no official or authorized sense...) this makes Maximum Recursion Depth the black sheep stepchild to Mothership.


Thursday, November 19, 2020

Maximum Recursion Depth Kickstarter Funding Goal Met!!!!

The funding goal for the Maximum Recursion Depth Kickstarter has been met!!!!! Still hoping to get the stretch goals, would love to have Fiona Geist as a guest writer of a Poltergeist Form and a couple pieces of Scrap Princess art, but anyway, this is very exciting, to have gotten fully funded in under a week!

Also, I was interviewed about Maximum Recursion Depth last night on The Hardboiled GMshoe's Office! I think it was a good discussion about the game, and they asked some good questions. I hope people give it a look.


EDIT: I had meant to write some other stuff in here and then completely forgot. Anyway, I have to actually do my job, but this weekend I'll have a follow-up post about some stuff now that the goal for the MRD Kickstarter has been met.

Wednesday, November 18, 2020

Maximum Recursion Depth Interview!

Quick Update, a bit last minute, but I will be interviewed later this evening about my Kickstarter for Maximum Recursion Depth! Details below:



[Q&A] The Randomworlds RPG chatroom welcomes Max Cantor (Maximum Recursion Depth: The Karmapunk RPG) 11/18/2020 7:30 p.m. CDT!

https://www.kickstarter.com/projects/maxcan7/maximum-recursion-depth-the-karmapunk-rpg/

To join: https://tinyurl.com/randomworldsIRC

Log to be posted at: https://gmshoe.wordpress.com/


EDIT: Here it is! Here's my interview with The Hardboiled GMshoe's Office

Friday, November 13, 2020

Maximum Recursion Depth Kickstarter!!!!!

I just launched a Kickstarter for Maximum Recursion Depth! It's going to include a ton of new content and revised content, awesome original art by an amazing artist, awesome stylistic layout. This is a preview of MRD becoming what I had always intended for it to be. I've scoped the project so that I'm prepared to fund it entirely out of pocket if necessary, but a successful kickstarter will allow me to do more, more quickly, and will make it more feasible for me to continue to produce more content in the future of this level of quality and with these and other partners. I have a lot of doubts that this will succeed, and it's scary and depressing and a little embarrassing thinking about how poorly this is likely to go, and frustrating to believe this despite how much work I've put into this. But, it was a good learning experience, it forced me to think about certain things more thoroughly, to be prepared to really commit myself to doing this. So it's happening, one way or another, even if the KS fails. But I really hope it doesn't...

Here it is!







Wednesday, November 11, 2020

Maximum Recursion Depth Group 2 Play Report

I've been running a game of Maximum Recursion Depth with a different group while my main group is (hopefully just temporarily) on hold. In trying to prep a new player to join the second session, I wrote for them what was basically a play report, so I figured I'd share it here since I think it broadly reflects the kinds of ideas one should expect for this setting. I'm terrible at writing play reports and there are a lot of details that are probably getting glossed over, but hopefully, it's something. I hope to have more "somethings" for Maximum Recursion Depth very soon.


PCs


Pauling Linus (played by Lukas, from my "home" group): An academic with the Poltergeist Form Afterbirth of the Broken Machine Dragon. 

Leon (played by Elias Stretch): Works in arts and entertainment, with the Poltergeist Form Pyramid Shining Brightly.

Nykr (played by Zubin, who will be dropping out for personal reasons): An actor with the Poltergeist Form Ghost in the Mirror.

??? (Fiona Geist will be joining the next session, as a continuation of these events)

NPC index


Rat Jack: An illegal Poltergeist, part of Polterzeitgeist / Council of Jacks. Also, a drug dealer who works for Chester, the Cheetah Nature Spirit. Hired the party to investigate Goblin Jack.

Goblin Jack: Short, ropey/gangly dense muscles, scruffy, rugged, and kind of ugly. An illegal Poltergeist who is accruing too much Karma and is on the verge of becoming an Ashura. Has gotten involved with the drag performer Pro-Fane, and has a personal connection with the drag performer Doctor Lovesmenot. Has gone to war with the Deseret Avengers, a trans-national hate group within the US, Uruguay, and Ruritania.

Pro-Fane: Popular African American Drag Queen. Rumored to be Seneca Tiger. Her style is like if a Japanese horror girl became a ganguro TikTok influencer. Friends with Doctor Lovesmenot and involved with Goblin Jack. Has a TikTok feud with Moon Marine, who alleges she's the culprit of "The Platypussy Leak".

Moon Marine: Famous superhero with a secret identity. Attractive blonde zoomer TikTok star. Costume like a Marine Dress Uniform except colorful, mostly in shades of blue, tastefully revealing, and platypus themed (the hat looks like a platypus bill). Is actually a white nationalist, part of the Deseret Avengers, and she uses her fame to coerce her fans into joining DA and other internet hate groups. The "Platypussy Leak" is the name of her recent sex tape leak, which may have been intended for an onlyfans campaign.

Chester: A humanoid cheetah-like Nature Spirit and drug dealer. His main drug is Dharmafodil aka "Chedder"

Udo Kier: A famous character actor who died in late 2018. Goblin Jack was hired to smuggle him out of the Numberless Courts of Hell bureaucracy, and it is not publicly known that Udo Kier is a Poltergeist. While IRL he is German, in this setting he is Ruritanian, and has a begrudging connection to the Deseret Avengers. He will play Dracula, the lead villain in Marvel's upcoming Blade movie. (I'm pretty sure he is still alive IRL)

Doctor Lovesmenot: Wealthy drag/burlesque performer, the lead performer of Doctor Lovesmenot's Hectic Eclectic Erect-ic Freak Show. Has a long-standing Karmic Attachment with Goblin Jack, and is friends with Pro-Fane. Genderqueer. Is like a cross between Jareth the Goblin King, Ziggy Stardust, and Snake Plisskin.

Soft Mother: A cartoon humanoid in the form of a voluptuous woman, like a cross between Jessica Rabbit and Betty Boop. Has some kind of relationship with Doctor Lovesmenot.

Rob Santos: An Uruguayan immigrant who used to work for Mateo Silva, who is connected to the Deseret Avengers. Was murdered at the party.


Play Report


The PCs were hired by Rat Jack, an illegal Poltergeist Mobster-type, to find his "brother" Goblin Jack, a rogue illegal Poltergeist who has gone to war against the Deseret Avengers, a trans-national hate group, and he is on the verge of accruing too much Karma and turning into an Ashura, a Karma devil.

They learned that Goblin Jack was friends with Pro-Fane, a drag performer in the Bushwick-area who is associated with the Seneca Collective, a BLM-related organization in the setting, and is rumored to be the vigilante Seneca Tiger. They also learned he had some kind of connection to the drag/burlesque performer Doctor Lovesmenot.

They went to one of Pro-Fane's shows at a bar in Bushwick (which exists IRL), where they encountered Deseret Avengers protestors, in part protesting the performers because they are assholes, and in part specifically protesting Pro-Fane, who is in a TikTok / Twitter war with the vigilante Moon Marine, over her sex tape "The Platypussy Leak" (her costume is somewhat platypus themed). Moon Marine blames the leak on Pro-Fane. They convinced a Deseret Avenger who had intended to shoot up the bar to drop his gun and reevaluate his life, befriended Pro-Fane, and got invited to Doctor Lovesmenot's Halloween party.

At the party, they learned that Doctor Lovesmenot and Goblin Jack were "brothers" from even before Goblin Jack became part of Polterzeitgeist and part of the Council of Jacks, who also re-confirmed that Goblin Jack has been going off the deep end. They also met Soft Mother who seems to be tied up in that relationship.

They investigate the non-Euclidean penthouse and find a bunch of weird rooms like a drug den room where they met the cheetah-like Nature Spirit drug dealer Chester who Rat Jack works for, and they also met the illegal Poltergeist Udo Kier, and a room for virgin fuck boys who like Lovecraft too much, and eventually, they bump into Moon Marine. She snuck into the party to try to get dirt on Pro-Fane.

The PCs find a dead body in one of the rooms and believe Goblin Jack killed him. They were going to chase after the culprit but the monster got away from them.

They convinced Moon Marine to watch over the body; saying she can try to frame Pro-Fane, but really they're just trying to stall so they can get to the bottom of all this.

They go into the air ducts to spy on the rooms and find Doctor Lovesmenot talking to someone who seems to match the description of Goblin Jack. They briefly turned off the power and surrounded them, and we left things on that cliffhanger.

Monday, November 2, 2020

The Indigo Saint's Cathedral: There is No Sundown Here (Ch. 1)

Quite a while back, I wrote an article for high level games, a "Halloween special", nominally about making monsters that are substantive, where the monster is designed so as to be an adventure unto itself. It was also about building an adventure that fit the underlying themes of Halloween, without the usual Halloween tropes such as pumpkins, vampires, and ghosts.

I want to do something like that here, as well. I haven't felt very much in the Halloween spirit this year, I think for obvious reasons. I want to build something that is a different kind of horror, something decidedly unthematic to Halloween, like an anti-Halloween.

As much as I was not really a fan of the movie Midsommar, I appreciated the way it attempted to do horror in a superficially different way- in mid-summer, in the sun. This idea has that in common, and hopefully not much else.

I had wanted to finish this before Halloween and that didn't happen, and I realize I haven't posted in a while. I have some stuff I'm working on, and also I've just been busy with work stuff. Let's call this Chapter 1, hopefully I get back to it and get to the juicy parts. But anyway, hopefully, I'll be posting some more substantive stuff soon!

**********************************

The seasons have been getting shorter, haven't they? Or most of them, anyway. Here we are, late into the Fall, and it still feels like Summer. I walk along the beach, my light jacket awkwardly wedged up my armpit, phone in hand and carrying a bag of sundries in the other. I feel my skin burning in real-time. I am aware that my body is in quarantine, killing itself from the outside to protect what's within. A nagging itch.

From where I stand, I can see the cathedral around the bend and up the hill. It looks like the science fantasy genetically engineered super-baby of Michelangelo and Steve Jobs. I'm more of an android guy. But I have to admit, it's a compelling look. It does this thing- I don't really know how to describe it, it's like, a rainbow shadow, in three dimensions. Not like a hologram, it's like a four-dimensional light shines down on it. The software is open-source, but it's a bit beyond me. And I can't exactly afford the hardware anyway.

I'm only walking along the beach because I was laid off. I should be looking for a job right now. Or working on some personal project, or developing my skills. But it's so nice out, and it's only a matter of time before it starts to get cold. It's the Fall. It'll be cold any day now.

I'm always surprised how many other people walk around during the day like this, just enjoying the weather; the warmth, and the sun shining brightly. Are they all unemployed too? They look happy though. Maybe that's what they've resigned themselves to. Maybe they think it'll just work itself out.

I'm not exactly a church guy, but the cathedral is different. I don't think they're even associated with any church. Maybe they're Mormon. Anyway, they have AC, and I heard The Indigo Saint was giving a talk. He's an interesting guy. Really changed how I look at things. Guy used to be a software engineer, had a near-death experience, came back with some really out-there ideas. I know it sounds like a cliche, but, well, just look at that "shadow".

By the time I get there I'm drenched in sweat, and I'm pink and red like a pig. I smell like one too. And I've got that itch, no, not that friendly smack on the back of my neck from Mr. Sunshine, the other one. The salts in my sweat building up, scraping inside my ass cheeks with each stride, moist and chafed at the same time. I never understood why people call it swamp butt, it's more like wet sand. Or is that just me?

All the women who work at the cathedral are gorgeous and friendly. Genuinely friendly. You'd think you're at a strip club. I know you're not supposed to say those kinds of things anymore, but ever since I started listening to The Indigo Saint, I've learned to be a little more honest with myself, even the uncomfortable parts. So it is what it is, I'm unemployed, I'm anxious, I'm hot and sweaty, and here they've got AC and everything here is beautiful. Besides me and the other schlubs. Gotta be honest, right?

You'd think with a name like The Indigo Saint he'd look all hipster, avant-garde, artiste, or something like that. He wears pastels and metallics, but really, he looks more like an Abercrombie and Fitch model, like the sleeker new version of Dolph Lundgren for the modern era. Even with the rosegold five o'clock shadow over his wide jawline, you can see the definition of his perfect, high cheekbones.

He's got one of those smiles. Light, warm. Confident, purposeful. Like the first man to wield fire and he's just waiting to show you. So when he rises to the podium, we all shut the fuck up, immediately. And he just goes. Like spitfire. He enunciates- it's like synesthesia, like the words beam out of his mouth, different colors for different purposes, like a rainbow. Amateurs talk about reality being a simulation, but this guy's writing a holographic neural network that's going to simulate reality more efficiently and with higher resolution than reality itself. He's designing a new kind of metaphysics just to describe what his model is doing.

So I come out of the talk feeling like I can walk on water if I will myself to do it. But on my way down the hill I trip on a rock that must be invisible because I don't fucking see it, and anyway, then I remember that I never finished his tutorial repo, and I somehow got myself tangled up in a git commit knot that I can't get myself out of, and I decide, well, at least someone out there knows what he's doing. Maybe he'll figure it all out.

The sunburn is only getting worse, I should probably go home. My skin pulses, like it's laughing. Keep laughing while the sun warps you like an eldritch god, mutating you into some dumb unthinking, self-replicating fucking monster, while the immune system goes to town on you like a SWAT raid. You'd think evolution would have come up with a better solution than to just let half the body bumble around laughing while its world burns down around it because some trigger happy psychos would rather burn it down than try to fix it.

I've worked myself up over nothing, again, and decide to turn around. I've never stuck around after the talk. The crowd disperses, people go back into the sunshine, it's just what you do. So I figure, I dunno, what's it like there when they're just going about their normal business. Maybe I can see if they're hiring. I mean, I am a software engineer, and The Indigo Saint can't be doing all of this alone. I don't really want to go home yet, and... I just can't deal with the sun anymore.

I head back in, trying my best to feel confident, like I'm supposed to be here. I'm not not supposed to be here. Anyway, I just sit back in my seat and pull out my phone, and put on that sort of look, like I'm waiting for something, like this is just some plan gone awry and that's why I'm back and just sitting here, and please leave me the fuck alone. I hear some music in the background, you'd think it would be church organs, gregorian chants, or maybe, this place being what it is, something more like muzak or lounge, or some basic pop. But it's more like an ice cream truck or carnival jingle. One of those ones that's nostalgic, but also kind of depressing. There's probably a German word for what I'm talking about. Both unassuming and deeply moving. So I should probably go before I get swept up in whatever this is that I'm feeling now, I can feel myself spiraling down, I need to go home.

Wednesday, October 21, 2020

Saker Tarsos: Weird & Wonderful Interviews

This is an interview with Saker Tarsos of Tarsos Theorem. He was one of the first people in the OSR blogosphere I became friends with, and I've always been a big fan of his. He's bringing some really interesting ideas to tabletop RPGs, particularly through his use of coding tools and generators, but also through various other kinds of alternative mechanics (which in retrospect we did not discuss as much as I would have liked, but goblin's henchman has also discussed one of these). Also, we talked about some heavier and more personal topics in a few places, and I really appreciate Saker opening up to me and being willing to discuss these things for this interview.


Max: You and I started our blogs around the same time, I want to say around Spring or early Summer 2018. We've had conversations of this kind at various points, but for the sake of this interview, I'd be interested to know how you think the TTRPG scene has changed since we started blogging? And I guess as part of that, can you explain where you think the TTRPG scene was a couple years ago?

Saker: I think the TTRPG scene has constantly had to adapt. We arrived on the scene right before G+ went down, so we've never really been around in a long period of normalcy. We've had to find new social media homes. Social justice in our TTRPG circles has come a long way. Technology is being integrated into our TTRPGs due to social distancing. It's all very overwhelming to be honest. And, to be honest, it's hard for me to think back to how the scene was a couple years ago, I'm always so preoccupied with what's next.

Max: I hadn't necessarily thought of it that way before but you're right, I guess there's never really been much of a status quo for us.

Saker: It feels like right when we get settled down, something big happens that gets us up out of our seats again. And a lot of innovation and change comes out of it. This time it's the pandemic, and it's spurred an increased interest into online/socially distanced games.

Max: Are there any settings, or systems, or other aspects of TTRPGs, that you think have specifically become more prominent as a result of these changes (e.g. the pandemic, the increase in social justice and awareness of social issues)? Or less prominent, for that matter?

Saker: I think online and socially distanced environments favor simpler systems. The energy needed to engage with a game system gets magnified the more distance (physical or informational) that lies between the players. A lot of my thought recently has been towards how to make games easier to engage with, and specifically, how can I use coding automation to achieve that.

Max: I knew we were going to get to that topic eventually :).

Saker: I could see the increase in social justice awareness affect game settings and premise. One think that has stayed on my mind for years is changing the narrative of domain play away from the player being some kind of king or hegemon fighting with other rulers over scarce resources. It's a struggle because that schema is very deeply coded into the genre of domain play, and because that situation, though colonialist, can admittedly lead to situations that my mind finds very engaging. I've been thinking of creating domain games around community survival in very harsh environments, which I hope will foster a sense of the players needing to overcome differences and work together in order to succeed. And ideally, that situation would have players look at other communities as potential allies against the harsh environment rather than potential foes to be "othered". I think the idea still needs a lot more refinement... I am very interested in how social justice awareness will affect changes in game systems and game mediums, but that might be a whole nother discussion in and of itself xD

Max: No I agree, violent conflict and those kinds of colonialist / dominance values are very deeply rooted in, not just TTRPGs, but all media, but I think especially in games (including videogames), and it can be hard to break from that. Personally, I think that's why I've tried to find ways to use what are traditionally combat mechanics in non-violent conflict situations, to sort of blur the lines between violent conflict and other forms of conflict, and normalize that.

Saker: It's made me think on how dependent RPGs (both tabletop and videogame) are on the concept on violent combat in order to work, thematically and systematically. Killing is the (mostly) unquestioned means by which new loot and advancements become available to the characters, and by interfering what is essentially the big progression pipeline, the designer causes sweeping changes throughout all aspects of the game. You're doing good work, and fighting an uphill battle, by subverting that. I think it's going to prompt stepping back further and rethinking the entire premises of RPGs. I think one promising direction change is to tie progression to exploration and discovery, (for example, research and discoveries in Zoa of the Vastlands). There's still some colonial themes in the whole exploration of uncharted lands concept, but it's a huge step in the right direction.

Max: I'm actually not familiar with Zoa of the Vastlands. I don't know if this is where it's from, but I think post-G+, it seems like you've gotten involved in RPG Twitter and certain other circles that I'm just totally oblivious to.

Saker: It's a sort of follow-up module to the Ultraviolet Grasslands by Luka, I think you'd get an absolute kick out of it! And its creature generator gets an A+ in my book.

Max: Oh ya, I haven't sunk too deep into UVG but Luka does good stuff. I'm definitely a sucker for a good creature generator...

Saker: I used it for ~80% of the creatures in Interdimensional Voyages

Max: Want to talk more about Interdimensional Voyages?

Saker: I think so. it's been so hard to put to words in a blog post. Every time I sit down to write one, I end up ADD'ing off somewhere else.

Max: Oh I get that, the struggle is real. It requires a really deep focus to write effectively, at a broad level, about real projects of that scale. Maybe it would help to focus in on a specific aspect of it then. We already brought up coding, let's swing back around to that. I've said before that I think the way you use coded automatic character creation is unlike anything else I've seen, and really interesting, and a great demonstration of the unique value that coding can bring to TTRPG beyond just as a convenience tool or simulation tool. Can you talk more about that?

Saker: Gotta give Spwack credit here, the prototype of the Interdimensional Voyages character generator is based on his INCREDIBLE Die Trying character generator. It then metastatized through several evolutions to become the monstrosity it is today! On coding in TTRPGs: for me, it is definitely a convenience tool. I got into coding TTRPGs because I wanted to make tools that would allow me to continue to run TTRPGs as my free time and energy dwindled for various reasons. Me and my friends back home, who were my original audience, are very busy, and stressed, and don't always have physical spaces available for us to play games. Coding these tools is a means to try and make games more accessible to people who are short on time, energy, and space.

Max: Oh that's true about Die Trying, and I even interviewed Spwack as well lol. Well in any case though, I do think you've carried that mantle alongside him.

Saker: I think there are, indeed, times where coding in TTRPGs can have inherent value in and of itself. Modules in mothership, for instance, have the unique opportunity to become immersive objects in the fiction itself. But I do think trying to code for its own benefit can miss the point, which is that it should be making peoples lives better, easier, or more accessible.

Max: I like that idea with Mothership. Speaking of moving away from violent combat, you could imagine a TTRPG where the game mechanics are basically just light coding- like even stealth-teaching people how to code. I agree that the coding should serve some purpose, but I do want to kind of push back on the idea that it should just be a tool of convenience. Again, I think even what you're doing with it, it's more than just a convenience tool, I really think it allows you to do things that wouldn't otherwise be possible, or wouldn't otherwise be fun. I do think it can actually change the nature of a game.

Saker: I could see that game being very helpful. The initial learning curve for basic coding concepts is... not optimal. But unfortunately I think such a game would be rather complex in nature (compared to the games I play, which are very simple and thus I have a very high standard of simplicity) and hard to introduce to new players.

Max: Ya... I do think it can be done, but would require some thought. Cryptomancer does that, to an extent. Kind of a tangent, but speaking of social justice in games, their game Sigmata is also worth checking out.

Saker: You are absolutely right to push back there! I would not be coding if it didn't provide me some sense of wonder that defies its utility. And when coding is capable of doing things that otherwise wouldn't be possible, it becomes very valuable. In my recent projects, I've been using coding to try and bypass a lot of the busy work in games, and to save a lot of time by performing calculations that would otherwise be done by the DM. This, especially, allows me to make games that are more complex than I could on paper, because the players will not ever witness the complexity itself, only its results. But, now that I think about it, I do think these cases still provide utility and usability above all.

Max: Well, it's sort of both, right? It's utility/usability, but as you say, it allows you to add a level of complexity that normally I would not find palatable for TTRPG, but do enjoy, but because it's automated, it works.

Saker: Pretty much, my project at the moment is to code a discord bot that will be able to replace a DM in a simple but detailed TTRPG.

Max: I've actually recently developed an interest in Solo RPGs. Haven't done much of them and only just begun to think about them, but I think there's potentially some shared logic between those two ideas.

Saker: I love me some complex games in theory, I just don't like running or playing them. Automation allows me to enjoy the fruits of complexity without having to actually labor for them, heh

Max: Absolutely. I really like the conditional logics in Interdimensional Voyages character creation, for instance, but I would not necessarily like to do that by hand.

Saker: Oh yes, that would be a nightmare.

Max: I found when I was making my character for IV, I'd just keep clicking the generate button to see what weird combinations I'd find. Those conditional logics felt like easter eggs. Then I just ripped your source code lol. But it didn't ruin the magic, if anything, it only enhanced it.

Saker: It's my hope that in future renditions, there will be even more of those easter eggs and conditional logics. My hope when tuning it was that things in the character sheet loop into themselves logically, making the character as a whole make thematic sense. I think the nicknames do a lot for that specific experience: the first thing the player sees is the character's nickname, which foreshadows one of their life path events. Then they see the life path event and go aha! and the connection is made that ties up the character. The more of those little tricks exist, the harder it is to see the character as a procedurally generated jumble of words, and the easier it is to see them as a fictionally realized being.

Max: Ya, on the one hand, with combinatorials, you can exponentially increase the number of possible unique results, but... for a character in an RPG, it's not necessarily the case that all combinations will be interesting. By adding conditional logics that tie certain parameters together, you do lose some possible combinations, but you gain in coherence.

Saker: In the book "Procedural Storytelling in Game Design", one of the essays (I forget which one) describes a sort of spectrum of procedural generation. On one end there are very focused generators, with relatively small design space to work with, that generate very consistent results. On the other side of the spectrum, you have very wide, wild generators that cover large swathes of design space and can output results with extreme variance. The goal is to find that sweet spot in the middle, where the results will be focused enough that they are useful, but varied enough that they can still continually surprise you. Conditional logics can be time intensive to program, but can help you stay in that sweet spot. And so the interesting thing is, I'm a Lit major. Not exactly the person you'd think would be coding, but all those writing and narrative skills come into play in weird areas in the coding process. Like working with combinatorial word generators. Or being able to tune a generator so it more consistently outputs results that make narrative sense.

Max: I'm a software engineer with a psych degree so I get that. My favorite peers tend to be those who also have atypical backgrounds like that, we're weirdos!

Saker: Yes! And that's a great example for people who might be interested in coding, but feel intimidated because they didn't come from a compsci background (aka me in early 2018)

Max: Oh I look back now on the kind of coding I was doing back then compared to now, i don't know how I was able to get anything to work back then lol.

Saker: Saaaaame!!

Max: Eh, honestly my understanding is that many people coming out of compsci don't necessarily actually understand the principles behind software engineering anyway, but that's a whole other conversation. But I do think, people who have both a liberal arts or basically non-STEM background but also know STEM... I think there's a sort of non-linear gain on that. The things I've learned about statistics, machine learning, and software engineering, have actually enhanced my ability to talk about, think about, and act on, my views towards cognitive neuroscience (my former work), but also society, literature, and all sorts of things.

Saker: Agreed, it feels like, rather than learning new things taking up limited brain space, that they expand the things you already know exponentially.

Max: I would really encourage everyone who can afford the time and effort, to really try to learn at least a little coding and stats. I really don't think it can be overstated just how valuable it is on every level, even if just intellectually, and you really don't have to be a genius. I barely passed my math classes even in college lol.

Saker: I'm actually going back to take a stats class once the current semester is over. It feels Necessary (in a good way). I've pretty much hijacked my library science degree into an information science degree so there are so many missing holes in my knowledge to shore up xD, stats being one of them.

Max: That's awesome! I'm really excited for you. Getting off the soapbox though, and maybe back on track, I think we should wrap things up soon, but do you have any other RPG-related topics you still want to talk about?

Saker: Hmm let's see, I think I did my Technology Is Good, Do Not Fear It soapbox.

Max: lol ya but if we reinforce each other on that we'll bore everyone away pretty quickly!

Saker: I guess talking about my current place in the scene? It's been hard to consistently post because the projects I have been working on have been difficult to describe in blog posts. Honestly ADD makes it really hard to keep consistent lines of communication through social media, and to be consistent in projects as well. That's something I've always struggled with when it comes to being part of an online community, and I'm starting to identify its source.

Max: I can imagine how that would be difficult. I've been trying to focus in on a smaller number of projects but going deeper and doing bigger things with them, but it is not easy to do even without ADHD.

Saker: As such, I feel like a comet. Occasionally coming back into orbit after long periods of time then hurtling off again.

Max: That kind of outsider-ness, of being like a comet, I think like we were saying with being someone with both a humanities background and an interest in quant, I think that gives you a unique perspective. I don't know if it's too personal, but when you say you're trying to identify the source- that's a sentiment I strongly agree with, when it comes to tackling any kind of issue, really. Maybe I'm not so much asking what that source is specifically, but I guess a better question is, how, if at all, do you think ADD and the struggle to overcome it, and so on, has affected how you approach TTRPGs or your creative efforts? For instance, you've talked a lot about wanting tools to make running games more manageable...

Saker: Yes. Absolutely. I would say it has always subconsciously defined my entire approach to TTRPGs. All my automation efforts could be seen as attempts to reduce the breadth of cognitive load that I would experience by running games. Let the computer take care of these certain areas (the computation, the details), so I can focus more on the stuff that matters to me (ideas, dialogue, having fun with my friends). And hopefully, by extension, other people with ADD and just other people who are busy and stressed in general.

Max: I just handwave those complexities ;), but your approach is perhaps a more rich and fulfilling one in the long run.

Saker: So far, ADD has proven a serious obstacle in my attempts to be a productive member in this community, but because of that, being part of an online community has helped me identify the ways it was, and is, affecting my life. And this community is providing me with the motivation to tackle it. So, thank you for being a very positive aspect of life!

Max: Well, that's probably a genuinely more worthwhile accomplishment than anything else I've done with my blog, and I don't mean that self-deprecatingly, so thank you very much! And likewise, my blog has been, and continues to be, a real source of personal accomplishment and value to me, and it has helped me through some hard times. Early on, when I was struggling to get the ball rolling and having real doubts and confidence issues around my blog, you were a very early source of support, and I can't thank you enough for that.

Saker: You're very welcome, and likewise! Seeing your blog was the inspiration that got me to start mine!

Max: Ya, wow, ok... I think that's a good place to end this interview haha, but thank you very much for your time and for the conversation. It's been an interesting couple years, I hope we have even more to discuss a couple more years down the line!

Saker: Indeed!