The Alexandrian

Go to Part 1

LOCATION

  • 12 Liberty Street; San Francisco, CA
  • Half a block off Valencia Street, squeezed into a narrow shop front at the heart of the Mission District.
  • Gray-faced building with dirty white trim. Gilt letters on the glass of the door.

ESCHATON ELECTRONICS

  • When the front door opens, an electronic “bell” plays the Imperial March from Star Wars. (“Technically it’s not in Star Wars,” Soren says. “It didn’t actually show up until Empire Strikes Back.”)
  • The ceilings are vaulted, but with the narrow spaces between a dozen or so shelves thrusting above your head the place still feels crowded and claustrophobic.
  • The shelves are stuffed with eclectic collections of electronics gear. A few smaller shelves near the front desk.

SOREN GINNIS: Either sits behind the front desk flipping through a comic book (an issue of The Invisibles by Grant Morrison) or he’s in the room at the back (and will shout that he’ll be out in just a minute).

CYPHERS: Any browsing the crowded shelves finds that many of the items cyphers. Most of these are exhausted, but two can still be used. (Soren recognizes their value and wants $100 for each “collector’s item”.)

COMPUTER RECORDS: Intellect task (difficulty 3) to access the shipping records on the store’s computer. +2 difficulty if attempting to hack the system remotely. Andrew Uller’s store account shows that electronic supplies have been shipped to three addresses:

  • 10560 Moonshine Road; Sebatopol, CA (Node 0: The House – this is also where bills are sent)
  • 8 22nd Street; San Francisco, CA (Node 2: Tomahawk Warehouse)
  • 100 John F. Shelley Drive; San Francisco, CA; with a note appended “Deliver to the Tower” (Node 3: Water Tower)

SOREN GINNIS

APPEARANCE: A scrawny guy with a spine welded into a permanent slouch. Greasy-haired with a greasy t-shirt.

ROLEPLAYING NOTES:

  • Rubs his mouth with the back of his hand.
  • Darts his eyes around nervously when talking to crowds.
  • Hyperventilates if a girl flirts with him.

BACKGROUND:

  • Soren collects “weird things” and conspiracy theories.
  • He’s sort of “half-quickened”: He can recognize cyphers as being special, but he doesn’t really know what they do.
  • He does know that there’s a market for the “weird stuff”. He ran off Craigslist for a couple of years, then struck it big when he found an Age Taker cypher and sold it to Sergey Brin.
  • He used the proceeds to set up Eschaton Electronics.

NOTES:

Andrew Ullen first came into the shop about six weeks ago. He’s been making regular purchases and special orders. He’s a good customer.

  • Physical Description: Non-descript guy, really. Always wears a suit, but never a tie. Wears weird contacts in his eyes to make them purple (which seems kind of out of character, since everything else about him feels like a muggle).

Intellect task (difficulty 4): Convince Soren to look up Andrew Uller’s file. (Or the file associated with any of the addresses the PCs know.) He can tell them the same information found in the computer records.

  • Offering a cypher counts as two assets for this test. (An exhausted cypher counts as a single asset.)

Go to Node 2: Tomahawk Warehouses

Go to Part 1

The Strange: Violet Spiral Gambit - The House

LOCATION

  • 10560 Moonshine Road; Sebatopol, CA
  • You can read the address of the mailbox jutting out over the faded concrete.
  • MAILBOX: Prop – Bill from Tomahawk Warehouses
  • Up in the California hills. A long drive way drops over the lip of a hill or ridge.
  • House itself is shrouded in a little clot of scrappy pine trees.
  • Thick, waist-high grasses have grown up in front of the house.

 OUTSIDE THE HOUSE

The Strange: Violet Spiral Gambit - Sclerid

SCLERID PATCH: The front yard is occupied by a sclerid patch (The Strange, pg. 298).

FRONT DOOR: A muddy handprint has been partially smeared on the door.

  • Examining – Intellect (difficulty 2): To note that the hand print has a sixth finger.
  • Lock: Speed task (difficulty 2)

BACK DOOR: There’s no sclerid patch in the backyard.

  • Lock: Speed task (difficulty 2)

WINDOWS:

  • Living Room: Blinds have been pulled.
  • Dining Room: Open.
  • Kitchen: Open.
  • Bedroom 1: Exterior shutters are closed and the windows have been painted over with black paint from the inside.
  • Bedroom 2: Exterior shutters are closed. (If opened, you can look in. You can even see the prop stuck between the desk and the window.)

INSIDE THE HOUSE

  • A sharp smell of ozone and chemicals in the air.
  • A thin, greasy coating on every surface. Kind of a rainbow quality on metallic surfaces.

 LIVING ROOM

  • An overturned wooden chair next to a chemical-scarred table. An overstuffed chair with strange stains shoved into a corner.
  • A gritty, ashy dirt muddying the floor.

RUKIAN CORPSE: In the center of the room.

  • Pale, purplish skin. Silvery, metallic hair.
  • A pronounced, but narrow ridge encircles the head.
  • Blue blood leaks from large, anime-like eyes with metallic irises.
  • Intellect (difficulty 4): To identify the corpse as being definitively Rukian (assuming awareness that Ruk exists). It’s out of context, which means inapposite travel.

ANGIOPHAGE: An angiophage rips out of the corpse’s chest and attacks. (The Strange, pg. 258)The Strange: Violet Spiral Gambit - Angiophage

  • Alternatively, the PCs might see something writhing and wriggling under the corpse’s clothing. (Or the angiophage might emerge when they aren’t looking and ambush them.)
  • GM Background: This was one of Enkara-ulla’s assistants. An recursion rupture during the last round of experiments here caused his artificial heart graft to mutate (killing him).

KITCHEN

  • A little niche of a kitchen.
  • The cupboards are bare. The refrigerator is empty.

 


DINING ROOM

  • There’s no furniture here. Wood-paneled, splinter-laden walls. A crooked light fixture of cracked glass.
  • The floor is covered with a strangled patterned, grayish, lumpy shroud.
  • Perception – Intellect (difficulty 4): To realize that the “shroud” is very slowly undulating.

DYING THONIK: Covering the floor is a dying thonik, ripped out of the Strange (The Strange, pg. 294). It’ll rear up and attempt to enfold itself around anyone walking across it.

  • Out of Context: The thonik is out of context and dying. It is at a disadvantage.
  • Cypher Connection: If the thonik can absorb the energy of a cypher (by enfolding someone carrying one), it can tap the latent energy fields left here by Enkara-ulla’s experiments and re-energize its connection to The Strange. Dim, ghost-like fractals will dance through the air and the thonik is considered by in the Strange (see Modifications in its stat block).

BATH

DOOR: The door has been nailed shut.

  • Might (difficulty 5): To break the door down without removing the nails.

SCLERID EXECUTIONER: A human woman. Huge, sclerid vines with acid-tipped stingers grow out of her skin (ripping through her clothes and distorting her features) to obscene lengths. (The Strange, pg. 299)

  • GM Intrusion: The sclerid executioner breaks through the door (perhaps just before they can remove the last nail).

INSIDE THE BATHROOM:

  • Toilet smashed, spilling dirty water across the floor.
  • Shower rod hangs askew from the wall, sending a tumble of plastic curtain cascading across the floor.
  • Bath tub is full of water with a thick, viscous green slime floating atop it in ropy patches.

GM Background: Another assistant of Enkara-ulla. She was infected by the sclerid patch outside. Enkara-ulla’s guards managed to bulrush her into the bathroom and then nail the door shut.


BEDROOM 1

  • Several large, thick cables dangle from outlets incongruously placed halfway up the walls. The paint is mottled and discolored. Dark stains mottle carpet that may once have been cream.
  • In the center of the room, there is a four foot high, bullet-shaped case of gleaming chrome. Atop the chrome case, rotating in opposite directions, are two large dials. Petal shaped holes have been punched through the metal of the dials, and heavy-looking weights fall in a perpetual, eye-bending loop within each petal.

PERPETUAL MOTION ENGINE (Level 5): A perpetual motion engine doesn’t require fuel. It attached to something capable of doing work (and properly brace), the engine can deliver up to 300 horsepower for up to a day (which is considered one use of the artifact. If the engine is depleted, fixing it to work condition is an Intellect task (difficulty 5) and several hours in a shop. (Depletion 1-3 in 1d100)

  • Studying the Machine – Intellect task (difficulty 3): Identifies the machine as a perpetual motion engine. Several parts inside the machine still have stickers on them indicating that they were purchased from Eschaton Electronics in the Mission District of San Francisco.
  • Removing the Machine: It has been bolted to the floor, but it’s relatively trivial to remove it.

CABLES: It’s clear that there were once connected to a large number of machines. (There are matching indentations in the carpet.) One of the cables is a Rukian umbilical.

DARK STAINS: Machine oil. (Although someone touching it receives a painful, but not particularly harmful, electrical shock. If the perpetual motion machine is removed from the room, this effect stops.)

GM Background: This room was the heart of Enkara-ulla’s testing apparatus here in the house. He used the perpetual motion machine as an engine for powering them (after discovering that the power grid effectively grounded out the recursion ruptures if he connected the machines to it). The recursion rupture machines have been removed, but Enkara-ulla left the perpetual motion machine (having no further use for it).


BEDROOM 2

  • There’s a table in the center of the room and a small, antique writing desk sitting underneath one of the windows (to take advantage of the view out of the front of the house). There’s a scattering of miscellaneous papers on the table, and a few stuffed into

PAPERS: An inspection of the papers makes it clear that these are just the remnants of much more extensive files that were kept here. (Somebody cleaned it out and left garbage behind.) There is one thing of interest though; it’s fallen off the side of the desk and is resting on the window ledge behind it.


EVENT: PACKAGE DELIVERY

At some point while they’re exploring the house, the PCs will hear a blood-curdling scream from the front yard.

  • USPS Mail Carrier (Level 2): He’s arrived to deliver a package and unwittingly stumbled into the sclerid patch.
  • GM Intrusion: If the PCs wiped out the sclerid patch, use an intrusion here to have the patch regenerate. (If they refuse the intrusion, then the USPS mail carrier just rings the doorbell and delivers the package.)

PACKAGE: It contains a cypher (a weird helmet with wires, transformers, magnetic coils, and small parabolic dishes attached to it).

 Go to Node 1: Eschaton Electronics

Enkara-ulla, a Rukian scientist working for the Karum has developed a theoretical application of violet spiral which he believes he can use to force a localized pocket of Earth to obey the rules of Mad Science. (Essentially he’s trying to “trick” the Strange into running Mad Science recursion code within the context of the prime world. The analogy isn’t perfect, but he’s basically trying to use Transamerican Pyramidthe violet spiral to force the Strange to read the wrong “memory location” and write Rukian reality into the prime world.) This would be specifically advantageous to the Karum because it would allow them to construct a backpack-size particle accelerator, which would be used, in turn, to “ping” the Strange energy network and provide a path for a planetovore to reach (and destroy) Earth.

Several weeks ago, Enkara-ulla came to Earth in order to conduct a final round of experiments at a small house in California. These alpha tests have caused several ruptures of space-time, opening rifts to various recursions (and possibly even the Strange itself).

Enkara-ulla is now stepping up his testing regime: A beta test is performed at a water tower in San Francisco. And he is now preparing for a “final release” at the Transamerica Pyramid.

PCs may be concerned that Enkara-ulla’s Final Release will actually ping the Strange and summon a planetovore, but that’s not actually the case. What it will do, however, is cause an entire chunk of the Strange to be “copied” into the sky above San Francisco… including a huge fractal worm (Strange Bestiary, pg. 55).

VIOLET SPIRAL (The Strange, pg. 219)

  • A solid purple crystal which his a specific form of fundament from the Strange.
  • Once transported to a recursion, it can be fashioned to create items of great power (like magic staffs on Ardeyn that act as sorcerous assets).
  • White Spiral: Violet spiral processed in a specific way becomes white spiral. Toxic to handle (causing tremors, loss of sensation, and death with prolonged exposure). But incredibly valuable due to is rarity and danger. (Particularly prized in Ruk.)

ENKARA-ULLA: Using the name Andrew Uller on Earth.

PROPS: The props packet for The Strange: Violet Spiral Gambit can be downloaded here.

ESTATE BRIEFING

PC estate agents are briefed by their handler (Melissa Rains).

  • A recent raid on a Circle of Liberty compound outside of San Jose, TX resulted in the capture of financial data from the Circle’s computers.
  • The Circle routinely has dead man’s switches set up to destroy their digital records. In this case, the data was only successfully retrieved because an Estate agent onsite was able to use a cypher to temporally reverse the destruction of a hard drive.
  • This data cache has created a huge number of leads. It’s hard to say how many of them will actually pan out, but the Estate has activated a half dozen teams to investigate them simultaneously.
  • All of these teams will be acting under the codename OPERATION RED HYDRA. (Classify reports and code expense reports accordingly.)
  • One of the financial records indicated that a residential house in California had been purchased by the Circle of Liberty through a front company. The purchase is anomalous and, correspondingly, has been given a high priority rating.
  • No preliminary sweep of the property has been performed. (And the IT guys are tied up pursuing RED HYDRA leads with even higher priority ratings, so don’t expect assistance any time soon.) The Estate has no idea exactly what they might find there. That’s why they’re sending the PCs to figure it out.
  • The house is located in the countryside outside of Sebastopol, CA – not far from Santa Rosa, north of San Francisco and the Bay Area.
    • Address: 10560 Moonshine Road; Sebastopol, CA.

CIRCLE OF LIBERTY (The Strange, pg. 154)

  • A collection of loosely affiliated groups publicly advocating for decentralized government. It’s supplied with millions of dollars each year through hard-to-trace funding networks.
  • Includes charities, think tanks, advocacy groups, and industry associations.
  • The Estate originally suspected that the Circle of Liberty was an Ardeynian splinter group, possibly being run by the Betrayer.
  • Recently, however, it’s become clear that it’s actually a front for the Karum.

KARUM (The Strange, pg. 200)

  • Karum is a Ruk nihilist group which desires to destroy the Earth so that the recursion of Ruk can be “freed” and allowed to continue its journey across the Strange.
  • Karum believes that Ruk’s true destiny can never be fulfilled while tied to Earth. They’re fanatics.
  • Karum agents regularly infiltrate Earth, often using secondary recursions to obscure their trail.

REVELATION LIST

NODE 0: THE HOUSE

  • Estate Briefing

NODE 1: ESCHATON ELECTRONICS

  • Package from Eschaton Electronics (Node 0)
  • Parts from the Perpetual Motion Machine (Node 0)
  • Shipping Label (Node 2)

NODE 2: TOMAHAWK WAREHOUSE

  • Bill from Tomahawk (Node 0)
  • Shipping Invoice (Node 0)
  • Questioning Soren Ginnis (Node 1)
  • Computer Shipping Records (Node 1)

NODE 3: WATER TOWER

  • Questioning Soren Ginnis (Node 1)
  • Computer Shipping Records (Node 1)
  • Trailing / Interrogating Ruk Agents (Node 2)
  • GPS Records in Ruk Van (Node 2)
  • Map of John McLaren Park (Node 2)

NODE 4: TRANSAMERICA PYRAMID

  • Laser Sight Pointed at Pyramid (Node 3)
  • Access Gnathostome Cerebrospinal Fluid Memories (Node 3)
  • Blueprints of the Transamerica Pyramid / Flyer of the 48th Floor (Node 3)

Go to Node 0: The House

I got back from Gen Con yesterday. All in all, I had a really great time, picked up a bunch of cool stuff, and then came home to find a stack of Kickstarter games on my front porch. (Which I’m referring to as Gen Con Twelfth Night now that it’s happened three times in a row.)

But I did run into something of a bad streak of luck this year when it came to actually playing games. Although there were a couple of really great games, for the most part I was mired in complete duds. In a few cases, this was the result of a bad scenario, but for the most part I was suffering from some truly atrocious GMing.

This caused me to reflect on the fact that GMing is one of those crafts where you very rarely get to see another practitioner’s work. There are, of course, some groups where players will cycle through the GM’s chair, but this seems to largely be the exception rather than the rule. As a result, I suspect that many (possibly most) GMs exist in a bubble, and this isolation limits their ability to recognize (and correct) their shortcomings.

I’ve written a great deal of advice for GMs here on the Alexandrian, and most of it is positive in nature. I like to tell you about the nifty stuff that you could be doing or adding to your games. But now I’m going to spend a little time taking the opposite approach: I’m going to talk about the stuff that you should NOT be doing.

The examples I’ll be using here are primarily drawn from some of the bad experiences I had at Gencon. But since I’m not looking to specifically call anybody out, I’ll be anonymizing the details.

GM DON’T #1: MORPHING REALITY

Player: Shit! Okay, we run out the other door!

GM: There is no other door. The only way out is the way you came in.

Player: What the hell happened to the other door?!

There’s nothing more frustrating for a player (nor more guaranteed to shatter their engagement with the game) than watching the reality of the game world shift like a mirage in front of their metaphorical eyes.

In some cases, of course, this morphing of reality is the result of poor communication: The GM forgot to mention the ogre that is now pounding in their skull when they unwittingly tried to run past it. Or when the GM said that the doors were at the “end of the hallway” he meant they were facing each other across the width of the hall while the players assumed he meant they were standing side-by-side looking down the length of the hall.

Far more problematic, however, is when it becomes clear that the GM’s own mental picture of the game world is inherently unstable. For example, there was a science fiction scenario where a ship’s compartment was filled with vacuum… or not. It oscillated randomly over several rounds of combat. (And if you’re thinking that this would be distressing for anyone in that compartment, you would be correct. Maybe you’re the character who carefully took the time to make the preparations to enter a vacuum only to be upstaged by someone else rushing into the compartment because the vacuum has vanished. Or maybe you’re the character suddenly exposed to the vacuum because you entered the compartment after being assured that everything was fine now until the GM suddenly remembered that the vacuum was supposed to be there. Either way, everything else about the game will quickly become blotted out by your palpable frustration.)

I think it can be argued that maintaining the integrity of the game world is, in fact, the GM’s most fundamental task. Everything else flows from that singular, unifying vision. And without that integrity meaningful choice (the defining characteristic of the roleplaying game) becomes impossible.

Perhaps the most common form of morphing reality is geographic: Distances that double or quadruple in size. Ogres who can somehow simultaneously be standing right next to two characters who are nowhere near each other. Hallways that appear and disappear from the floorplan. But it’s a problem which can be found in any aspect of the game world: NPCs who change their appearance. Organizations that flip-flop between panopticon omniscience and bumbling cluelessness. Spells that vary in efficacy depending on the GM’s mood.

On that last note, it’s also important to note that, in addition to descriptive consistency, the GM should also strive to achieve mechanical consistency. As Ben Robbins’ elegantly states in “Same Description, Same Rule”:

The game world is imaginary. It does not exist except in the minds of the participants. Each person has their own mind and their own imagination, which makes it all the more important to make sure there is a consensus, that you are all operating in the _same_ fictitious world and in agreement about how things work. Consistency makes that easier, inconsistency makes it harder.

To use an example from M&M, the players encounter one machine gun that uses a normal attack roll, and then later they encounter another machine gun that uses an Area attack instead (automatic hit, Reflex save to reduce damage). Conceptually the two machine guns are identical — one is bigger but otherwise the same.

A player sees the second machine gun before it fires and says “a ha, I will dodge to increase my Defense, which will make me harder to hit!” Logical but completely incorrect, because that player doesn’t know that the second machine gun uses a rule mechanic that has nothing to do with Defense.

(…)

There’s a simple fix for this:

The same description should never be modeled with two different rules. If you want to use a different rule, there should be a different description.

IMPROVING YOUR VISION

RPGs are the theater of the mind. They’re improvisational radio drama. Achieving consistency means holding complex pictures of the game world in your mind while simultaneously juggling all of the other things the GM needs to be doing at the gaming table.

That’s not easy.

The degree of complexity in that mental image that can be successfully managed will vary a lot between GMs. (This is also a skill, of course, and you’ll generally find that you’ll improve at it over time.) So the first thing a GM needs to do is know their limits. And once they know those limits, they can find ways to push beyond them.

For example, I know that I, personally, can’t handle fights with simultaneous action resolution if there are more than 8-12 characters involved. Beyond that limit, I can’t keep all of the disparate actions in my head at the same time and figure out how things would play out. So when that situation began cropping up frequently in my OD&D open table campaign, I responded by creating a mechanical structure that split the round into multiple resolution phases so that I was handling smaller groups of characters at any given moment.

If you struggle with keeping the geography of a locale consistent, sketch out a quick map. (This doesn’t have to be a hyper-accurate blueprint: It just needs to cement the idea that the kitchen is here and the bedroom is over there.) Jot down notes on your NPCs to keep their appearance and characterization consistent. Keep a campaign journal so that you can track continuity between sessions.

IMPROVING YOUR CONVERSATION

Once you’ve got things straight in your own mind, you can work on improving communication with your players. Start by making a mental (or physical) note of moments when your players become confused by your descriptions. Review those moments: How could you have phrased things differently – or what details could you have added – in order to make things clearer? Over time you’ll figure out which phrases (like “at the end of the hallway”) are too vague and how you can make them more precise.

(Note that precision does not necessarily equate to greater length.)

Creating clarity might also mean using visual references: Drawing diagrams, handing out photographic references for major NPCs, hanging a map of the city on the wall, and the like.

TRIAGE AT THE GAME TABLE

While you’re working on all of that, keep in mind that no matter how skilled you become mistakes and misunderstandings will still happen. So give some thought about how you’ll handle that confusion when it happens.

First, be alert for signs that a misunderstanding has occurred. Usually a dead giveaway is if the players are proposing actions which don’t make sense to you. I’ve talked about this at length before and proposed a general principle:

If you don’t understand what the players are trying to achieve with a given action, find out before adjudicating the action.

Second, give the benefit of the doubt to your players. Your vision of the game world is not precise and the situation of the game world is dynamic (even if your mechanics are breaking it down into sequential turns).

For example, there’s an ogre fighting in the middle of a room and one of the players declares that he’s going to run past the ogre. Clearly in their vision of the situation there’s enough room for them to safely do that. Maybe in your vision of the room things aren’t so clear-cut. But if you just have the ogre take a step to the left as he swings his club at Athena, then you could easily imagine Horatio Ogrerushing past him. So let it happen.

Third, find ways to compromise between your vision and what they want to accomplish.

Maybe it really is impossible for Horatio to just run past the ogre: It’s a small room or maybe the ogre is specifically trying to prevent people from getting past it. Instead of just declaring it impossible, however, look at what the player is trying to accomplish (get past the ogre) and then offer them a way to do that which is consistent with your vision of the room: Maybe they can make a Tumble check to get past it. Or maybe Athena could deliberately bait it out of the way.

This process of compromise isn’t just a specific application of the “Yes, but…” principle of GM rulings (although it is), it also smooths the players’ correction of their mental picture. These mental pictures, after all, are built up from an aggregate of detail. By offering options for accomplishing their goals, you’re encouraging them to focus on the additional details you’re adding (the room is smaller than you thought) instead of on the rejection of their previous vision. (It’s a subtle distinction, but in my experience it’s significant.)

Finally, when the wheels come completely off the bus don’t be afraid of allowing minor retcons to resolve the discordance.

If I’m following the advice above, I find this most often occurs when the consequence for the misunderstanding doesn’t immediately manifest itself. For example, “If I’d known the ogres were close enough to get here before my next turn, I never would have stopped to pick up the idol!”

Even with the passing of some short span of time, it’s usually still not too difficult to just back things up a step, correct the action taken under a misapprehension, and then move forward. But as chains of cause-and-effect become more complicated you do have to balance the potential discordance of the retcon against the discordance of the player’s disconnection from the game world. (Also bear in mind that there is a difference between “the character didn’t know” and “the player didn’t understand”: If the player thought the ogres were several hundred feet away when they were actually only a few dozen feet away, that’s one thing. But if Horatio didn’t realize that the ogres could traverse several hundred feet in a single round because of the cheetah totems they’re wearing, that’s a completely different thing.)

Once again, it can be useful to consider the compromise of a negotiated retcon: When Horatio grabbed the idol he was granted a brief vision, so you’re not going to allow a retcon that wipes that moment out completely. But maybe you’ll allow Horatio to avoid getting cut off by the ogres if he drops the idol and makes a run for it with a successful Athletics check.

Go to Part 2

THE GM DON’T LIST
#2: Rolling to Failure
#3: Resolution Dithering
#4: Thou Shalt Not Hack
#5: Not Knowing the Rules
#6: Choose Your Own Adventure
#7: Preempting Investigation
#8: Mysteries With No Clues
#9: Fudging
#10: Idea Rolls
#11: Description-on-Demand
#12: Mail Carrier Scenario Hooks
#13 Boxed Text Pitfalls
#14: Fearing the Silence
#15: The Railroader’s Fallacy
#16: Not Writing Down Initiative
#17: Too Many Players
#18: Too Precious Encounters
#19: Ignoring Character Backstories
#20: Always Say Yes

It’s been seven months since I launched a Patreon for the Alexandrian. Over the past couple months I’ve slipped on the regular Monday-Wednesday-Friday update schedule I’d been hoping to regularly maintain, but despite that I feel like it’s been a really significant success. I’ve already been able to dwarf the amount of Alexandrian material that I was able to produce in 2014, and we’re only a little over halfway through the year. So I’d like to take a moment to thank all of my patrons for helping to make the nifty stuff I’ve been able to share with all of you over the past half year a reality.

Now that the Patreon has been a reality for several months, I’ve updated the project page to reflect its success and also provide a clearer explanation of the flexibility that individual patrons can have in supporting the Alexandrian. It’s amazing how large an effect people can have when they act collectively. You might feel that something like Node-Based Scenario Design isn’t worth more than $0.05 or $0.10 per post to you. And you might feel like that nickel or that dime wouldn’t make a difference. But if we can get 20 or 30 people who are all willing to give that dime, then it can make a big difference.

So… what’s next for the Patreon? Right now we’re at a point where the Patreon is making it possible for me to push away some of the undesirable freelance projects I was previously working on, which means more time for creating material here at the Alexandrian. If we can push the Patreon up to the next level, then we reach the point where I can start investing significant resources into creating material for the Alexandrian.

THE PATREON

My name is Justin Alexander. I’m a writer of things. I make my digital home over at the Alexandrian, which serves as a repository for my thoughts, my writing, my reviews, and my gaming.

Over the years I’ve written a number of essays about roleplaying games for the Alexandrian which people seem to find nifty. These include stuff like:

As 2014 came to close, however, I realized that due to changes in my professional life the time I had previously committed to creating this kind of niftiness had dwindled away. I had been working on Thinking About Urbancrawls since the beginning of 2013 and I wasn’t sure when I’d be able to finish it while I was scrabbling for freelance work to make ends meet.

So I turned to Patreon and, with the help of my wonderfully generous patrons, I’ve been able spend less time scrabbling and more time bringing the nifty back to the Alexandrian. When I launched the campaign, I said that I’d like to be able to develop material like:

As I write this updated pitch in the summer of 2015, several of these projects have already been completed. My patrons have also made possible The Principles of RPG Villainy, original RPG scenarios like The Last Precept of the Seventh Mask, the completion of the Hexcrawl and Film Banging series, and the Alexandrian Remix of Eternal Lies.

It’s been pretty amazing!

And hopefully it’s just the beginning. With increased patronage, I’ll be able to tackle even more ambitious projects in the future!

THE WAY IT WORKS

The goal is for the Alexandrian to update on a schedule of Monday, Wednesday, and Friday. In general, that means you’ll be supporting 12-13 posts per month. So if you backed for $0.10 per post, you’d be spending $1.20 or $1.30 per month to support the Alexandrian.

The reason I do a per post contribution instead of a monthly contribution is because the Alexandrian doesn’t always update reliably. I don’t want to feel guilty if there’s a month where I can’t produce as much material and I don’t want you to feel ripped off.

If you’d prefer to do a monthly contribution, however, Patreon offers the best of both worlds: Set your contribution level to the amount you want to contribute and then set your maximum monthly contribution to the same amount. As long as I post something each month, you’ll make the monthly contribution you want (and no more).

What you’ll never pay for is all the other content that gets scheduled around the the long-form essays, the in-depth reviews, and the awesome game resources that make up the Monday-Wednesday-Friday content. That includes features like Thoughts of the Day, Check This Out, Shakespeare Sunday, and the RPGNet archive reviews. All of that stuff is just a bonus: You don’t have to pay for it, but you’ll still get to hear me blather on about Star Trek’s Prime Directive or ponder the application of Three Point Plotting to RPG scenario design.

$0.10? $0.25? $1.00?

Patreon for the Alexandrian

… even the smallest of pledges can add up to wondrous things.


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