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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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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