Cooking, writing, prep work 5/7/26

Here are two scenarios.

First, you’re in the kitchen. You need to make dinner—food for tonight, and leftovers for several days. You’re working from a recipe that you haven’t read before. You haven’t done any prep. You’re sure you have most of the ingredients you’ll need, but you haven’t even pulled any of them out of the cupboard.

Second, you’re in the kitchen again. You still need to make dinner—food for tonight, and leftovers for several days. This time you’re cooking a familiar dish; you know the recipe, you know the flavor palette you want, you know what you’re doing. You’ve already prepped all your ingredients. Each one is on hand, in a bowl or dish or whatever, ready to add when the time comes.

In the first case, you are going to be stressed, and frustrated, and the whole thing is going to take way too long. Forget improvising; you might make changes to the recipe but they’ll be by accident and you’re probably going to burn something.

In the second case you’re relaxed, you’re having fun. You have enough free time and spare brainpower to play around with a few ingredients you thought of as you were cooking. You know what you’re doing well enough that you can track the results of your improvising and experimentation as you go.

If I had a choice, I’d pick the second option every time.

So why do I keep picking the first option with my writing?

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Distractions, 4/30/26

I’ve once more been waylaid by other things this week.

I’m excited to see my friend’s book coming together (she’s working on book three of three). I’ve enjoyed reading another friend’s current work in progress (they’re retelling Lady & the Tramp as lesbian werewolf romance, and it’s great). My own writing has suffered the usual fate of being sidelined by other life duties… and when I do have time to sit down for it, my mind runs off to chase the chores and tasks still undone.

That said, I am changing my current approach to a story I’ve had bouncing around my head for a year. I’m looking forward to ignoring the plot for a little bit, and instead simply focusing on world building and hashing out who some of the relevant powers-that-be are (and what they want). I realized that I’d been chasing story ideas that kept coming to me, without building the foundation that I usually need (and delight in making). I hope that switching approaches will gin up some excitement again and let me focus on the story and its world instead of being distracted by chores.

Well, I should say ‘instead of being distracted by chores when I have time to sit down and write.’ I do still need to do all the other work.

Fortunately, doodling out a few ideas regarding the schemes and motivations of NPCs for my Worlds Without Number game reminded me of just how much I enjoy that side of things. With any luck that enthusiasm will carry over to similar work for a different story. Honestly, I’ll probably use a few of Crawford’s generation tools for my creative process. I’m a little nervous, but I’m looking forward to it.

Collaborative worldbuilding #3, theme tags

I mentioned ‘theme tags’ in Collab World Building pt2, but didn’t explain at all. They’re a simple concept tied to a character, place, or idea: e.g. noble or nobility, priesthood, gods, thieves, crime, trade, The Thousand Year Empress, ancient relics, treasure, corruption, etc. Each tag reminds me to connect or reference thematically linked elements. I find that tracking these tags works well in conjunction with the style of sandbox game prep that Kevin Crawford proselytizes in his RPGs.

Through the collaborative world building and character creation process of my Worlds Without Number game, I’ve collected a set of tags for each PC. I’ve also kept adding tags to the PCs any time they specify interest in a particular topic, or as their players articulate the PCs’ goals. This helps me in my setup for following sessions.

For example, one player has stated that their PC is interested in ‘humbling jerks.’ Now ‘jerks’ is a tag in my repertoire. But what does that mean? How do I use it? And how does it work with Kevin Crawford’s sandbox game tools?

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Eat your candy! Finding the fun in your games

Eat your candy. ASAP.

I don’t mean your literal candy.

Heck, I don’t eat much candy. When I do eat candy, I eat it in small amounts. Even ice cream, which I love, I eat sparingly.

But when it comes to RPGs I think everyone should eat their (figurative) candy right away, even if that means sharing your character’s “secrets.”

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Collaborative worldbuilding cont., deferred exercises 3/12/26

I’ve deferred my Love/Hate connection experiment for at least one more session. I could do this differently; I could use that experiment now to improve my players’ understanding of their own PCs, as well as bettering my understanding of their relationships with the rest of the setting. I deferred that experiment yesterday because I wanted to get a session of play under our belts, whet my players’ appetites, that sort of thing. That went well. I think it was a good choice.

Now I’m holding off because I suspect…

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Collaborative worldbuilding for a new game, 2/26/26

I started a new game this week.

Our prior GM is a freshly minted parent. He’s currently in the land of absolute sleep deprivation. Having been there not too long ago myself, I’ve offered to take over with a new game (at least for some of the time).

I’m taking the opportunity to experiment with new ways to build connections between PCs and the setting. I’ve written about at least one of those ideas before. I’m taking things a step further by starting the group even earlier in the world creation process.

We began with a collaborative setting creation session. We’ll be playing Worlds Without Number from Kevin Crawford, and I want to use WWN’s general setting concept… but I want the players to have a hand in how our particular slice of the world feels. I want them to influence what direction our Latter Earth takes.

Alongside that…

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Does your game need more carrots?

The carrot is more effective than the stick. That’s especially true when running a game. In fact, failing to give your players enough carrots might cause them to lose interest and stop playing. But what makes a good carrot?

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Feline interlude, 5/29/25

Life has been very full of baby recently. I don’t have a full post for you.

I’ve been lucky enough to play a bit of Cities Without Number with a neighbor and some friends. My other games are basically on hiatus, but being able to start early, end early, and walk less than ten minutes to and from game is amazing. There’s also no way I could be doing this without sometimes bringing baby Gibby with me, or sometimes coordinating extra support for Ley. Asking Ley to take care of the baby without any support while I go play RPGs is no good. Having a two-month old is a lot of work.

Cities Without Number, like other Kevin Crawford titles, could really use some editing. It’s… acceptable. The text is definitely better organized and written than some other RPGs or boardgames I’ve seen. Some of Crawford’s verbosity adds evocative texture to both system and setting, and his approach certainly produces consistently fun results. But…

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Love/Hate: Priming your game with NPCs & Groups

In our own world, there are people we love and people we hate. Our feelings about others might be distant or dispassionate, or they might be personal and urgent. Sharing a love for the people of a neighborhood, a country, a sports team, or a gang is a quick and easy way to bond with someone else—as is sharing a hatred.

As storytellers, we can use this.

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Goofs vs Feels: The Emotional Tenor Of Your Game

You’ve all made your PCs. You’re all ready to dig into a big game. This time, you think, the game will be serious and deep, full of emotional complexity and resonance. And then someone makes a bunch of fart sounds, Boblin the Goblin is the only recurring non-player character and he’s obviously a joke, and your biggest emotional payoff is a PC’s binge-drinking celebration of their big gambling win.

You want a serious game full of big feels. You get a goofy game full of jokes and idiocy. The heartfelt depth and emotional bleed you came here for are nowhere in sight. Why? And how can you change that?

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