This page lists the most recent journal entries related to role-playing games (RPG). There are some more pages on the related German page (Rollenspiele).

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2019-12-05 Commonplace Books

On Mastodon, @chrisod recently mentioned the commonplace book, a scrapbook where people collected quotes, listed books to read, took notes. I myself love wikis but my life is full of little notebooks. My wife has one for holiday plans, for plants, for bills; I have them for my role-playing game campaigns: whether I’m a player or a referee, each campaign has a notebook.

For my day to day todo lists, I’ve tried bullet journals but I lack the discipline to make it a ritual. I use it as a todo list for a few days and then it lays fallow for weeks. But I do keep notes for my role-playing games with great discipline. I keep my prep in little notebooks.

The prep notebooks are mostly chronological, but then there are two or three pages of notes on a particular adventure, I tape some printout onto a page, I draw a map... you have seen examples before: 2019-10-06 How to Prep, 2019-01-31 Game Prep, 2015-11-15 Prep, 2014-10-15 Adventure Prep, and so on.

printouts stuck in a notebook

I mean, I do write session reports Campaign Wiki for players after the game, but when I’m not writing about something I know, like the game that we had a few days ago, then I can’t just sit down and write. I need to jot down an idea here and there, I need to spend time doodling maps and pictures in order to give my brain opportunities for new ideas. They take time to develop and I can’t get up and simply do something else. Doodling is my way of staying focused on the topic.

Somehow that doesn’t work with a wiki. Perhaps if I had a larger wiki, separate from the one for my players, where I wouldn’t feel bad writing just two or three sentences for each idea that strikes me? It might work. But right now my problem is that it isn’t easy to doodle on my phone or at the laptop. Pen and paper still are the best medium for that.


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2019-11-27 The Metagaming I encourage

People have been talking about Metagaming on the blogs! I think I’ll just list the things that I’m ok with at the table even though I used to think this was “bad” metagaming:

  1. If players know a monster their characters also know the monster. The onus is on the referee to bring new monsters to the table or to make old monsters fresh, or to focus on other things. Conversely, if players ask me what their character would know about the monster they are facing, I will happily reply that if they don’t remember then their character does not remember either.
  2. If some player characters aren’t “there” when some other player’s character is struggling in a discussion with non-player characters, I tell them that they’re free to discuss, give hints, look stuff up, browse the campaign wiki, or check their notes. The player character who is “there” gets to say what they want to say, but the discussion of the players at the table, outside the game is part of play, too.
  3. I will often talk about the game itself. What do players want to happen next session? Give them a choice about the future direction of the campaign linked to in-game decisions. For example, if they board that ship and sail south then we’re going on a piracy story-arc away from dungeoneering. I want players to make informed decisions and that sometimes requires talk outside the game, about the game.
  4. Player concerns override character concerns. If their character wouldn’t go on the adventure then that’s fine. Make another character that would and lets continue playing the game. I don’t understand annoying fellow players (real people sitting at the table) for the sake of imaginary people that we summoned in order to entertain us all (and not just the character’s player). The characters were created to serve us, not the other way around. 😄


Comments on 2019-11-27 The Metagaming I encourage

2,3 and 4 I wholly agree with.

1 not so much. As a player, I find it dull that meta gaming concerns should supercede my playing my character. I find it more interesting to play “as if” my character didn’t know these things. Same way my low INT Barbarian is fun to play because he’s not as smart as like to think I am and frequently makes very... Simplified decisions.

I get the incentive for DMs to get creative but players should want more from themselves.

Anders H 2019-12-03 08:25 UTC

Sure. And I don’t mind players playing ignorant characters. But at the same time, I don’t make it a point to enforce this if the players aren’t up to it.

– Alex Schroeder 2019-12-03 16:07 UTC

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2019-11-22 Episode 29

Podcast On the things I do for prep: random tables, monster lairs, jotting down some shallow ideas, run with it in such a way that I don’t need to improvise in depth but that shallow encounters point to other shallow encounters, take note of what happens at the table and let that inspire more ideas that build on the previous ones. Last session’s shallow idea thus turns into the seed for the next session’s good idea.

This episode no longer uses the microphone built into my iPhone 6S but a separate a Blue Snowball microphone. I somehow feel it was worth it. What do you think?


  • 2009-06-26 Postparation: “Taking shorthand notes during the game, and making them readable after the game are mandatory for my games. Otherwise I’d forget.”
  • 2010-03-18 Session Preparation: “Here’s how I prepared a session, recently. One in two or three sessions will have this kind of preparation; the rest of the time players will return to locations they know from previous sessions and talk to old acquaintances. The notes you see grew over a period of two or three weeks. Every now and then I’d think of something and add it.”
  • 2013-12-13 Session Preparation Process: “I think of complications. This is usually something that works in layers. Every two or three days I have a lame idea that I mentally add to the adventure. After two weeks, however, five lame ideas make a cool complication. I usually don’t think of a solution.”
  • Being Creative: “The funny thing is even though I write lots of software, I don’t consider myself to be creative. The reason is this: I usually just take existing code and clean it up, rewrite part of it, and add a new feature or two I like.”
  • Mutual Inspiration: “Mutual inspiration happens when two or more people get together and enthusiasm builds up. This is the most elevating creative experience, as you not only stand on the shoulders of giants, but you can see your ideas grow and improve as you toss it back and forth amongst each other.”
  • Male Outer Names: “… a name in Old Norse, as that would be the outer names used by (Longbeard) dwarves by the end of the Third Age. The list provided here are all such names, so have a pick.”
  • Female Dwarf Outer Names: “The outer dwarf names I added are either old Norse or Icelandic, not Khuzdul, as is the custom.”

I feel a bit weird plugging my house rules but that’s where it all started:

The monster descriptions and stats are in the Referee Guide.

The random tables I like to use:

A picture of my notes


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2019-11-11 One Page Dungeon Generator

@Provinto recently linked a new generator by the person that did the fantasy city generator:

I just found out about watabou’s new itch.io generator: One Page Dungeon generator (which is maybe just a one-level dungeon generator). Very pretty maps, too.


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2019-11-08 Paint Monsters Challenge

I just read A Blogging Challenge: MSpaint Monster Manual by Tristan Tanner on The Bogeyman’s Cave. The challenge is to draw a monster (or more than one) using MSpaint, a very simple paint program for Windows but I’m guessing any tool would work. The important part to me is that this is not the result of years of training and a polished masterpiece but a simple thing that any of us could have done, like running a game or creating a character or writing a session report or drawing a map.


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2019-11-02 Whirlwind Attacks

Jeff Rients wrote about all weapons doing d6 damage, saying that he didn’t use the rule. Well, I do. What’s it like, at the table?

I haven’t noticed any drawback at all to my game. Only two-handed weapons needed a change as in my game shields can be sacrificed to annul one hit (after the seeing the damage done), making them very valuable.


  • battle axes can be used to break through doors
  • pole-arms allow you to attack from the second rank
  • two-handed swords allow you to do “whirlwind” attacks: make one roll and everybody who is in melee with you gets attacked by the same roll

The Wikipedia article on the Zweihänder has the following fragment:

Frisian hero Pier Gerlofs Donia is reputed to have wielded a Zweihänder with such skill, strength and efficiency that he managed to behead several people with it in a single blow.

And this is the Battle of Kappel, showing soldiers wielding two-handed swords against pikemen. Yikes!

By Johannes Stumpf, Hans Asper - Chronik des Johannes Stumpf, 1548. Scanned from Schwabe & Co.: Geschichte der Schweiz und der Schweizer, Schwabe & Co 1986/2004. ISBN 3-796-52067-7., Public Domain


Comments on 2019-11-02 Whirlwind Attacks

I prefer this approach. I played Pathfinder Adventurer Card Game, where you are constantly trying to improve your inventory of weapons - it was fun, but too videogamey. I prefer the weapons to be thematic. “You have my sword... And you have my bow. ... And my axe.”

I did introduce an intelligent sword (charisma 16, gets in charisma contests when what it wants - the PC to take a leadership role - differs from the PC) and the players were disappointed it didn’t offer some unusual attack or damage. So there are drawbacks.

J. Alan Henning 2019-11-02 16:21 UTC

On the other hand, if all swords do 1d6 then a +2 or a +3 already sounds more impressive. 🙂

– Alex Schroeder 2019-11-02 16:41 UTC

Regarding the attacking pikemen with a 2-handed sword... I’d always understood that was the point of the Zweihänder. They didn’t attack the guys with the pikes but aimed to chop off the head of weapon and drive the long staff to the side so others could move in past the pokey parts. Must have been some brave fellows.

– Ruprecht 2019-11-05 15:21 UTC

Yeah. But they also got double pay. And as I understand it, they were not in the first rank. They waited in the second rank behind shield bearers and other pikemen for crush and then they moved forward. At least that’s what one Wikipedia page says even though the picture shows something else. I know nothing…

– Alex Schroeder 2019-11-05 17:33 UTC

Does seem like using the shield guys would be better than standing out in no mans land waiting for every pikeman to poke you.

– Ruprecht 2019-11-05 19:28 UTC

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2019-11-01 How to choose an adventure

When you buy a thing, then you choose the thing. When you write a thing, then you use the thing. But when you have a generator like Hex Describe I find it really hard to just stop reloading the page, hoping to get an even better deal.

Here’s my thing: the party is in the mountains and has to travel two hexes to get to some dwarves in an underground cavern. Easy, right? Go to Hex Describe and click the no map link. Enter the following:

There is a dwarven forge called <em>[here dwarf forge]</em> up here. This is a legendary forge stronghold. [5d8x10] <strong>dwarves</strong> live and work here ([dwarf stats]) led by [dwarf with portrait] (level [1d4+8 as level]). They are divided into [3d6] families, each led by a clan elder (level [1d6+2]). [dwarven stronghold treasure]

The last part is based on mountain people and dwarves, picking the options that lead to the big city.

I look at the results and I just want to continue clicking!

Here’s a legendary dwarven forge:

There is a dwarven forge called Moon up here. This is a legendary forge stronghold. 220 dwarves live and work here (HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100) led by Bifskjald Stormbeards (level 9). They are divided into 9 families, each led by a clan elder (level 7). 「200000 gold. 100 platinum. 42 gems. 28 jewelry. 7 dwarven crossbows +2. 8 dwarven short swords +2. 8 dwarven plate armour +2. 6 dwarven shields +2. A potion of bellowing (deep pink, smelling like the sea, 1h, allows you to bellow so loud that your voice can be heard for many miles), a potion of flying (white, 1h), a potion of silver tongue (deep vanilla, 1h, everybody who hears your voice must save vs. spells or be charmed), a potion of cold resistance (dark celadon, 1h), a potion of silver tongue (deep vanilla, 1h, everybody who hears your voice must save vs. spells or be charmed) and a potion of jump (sparkling black, smelling like oranges, 20min, allows you to jump up to 60ft high and land safely). A stone of orientation that always points north. An amulet of shape changing, blessed by Loki (black cat, allows you to sneak). 6 dream land berries which transport the eater into a dream time where they can talk to an immortal hero for as long as they want or walk for as long as they want (if you decide to return, you return to the same moment in time but you will have aged appropriately and your place will have shifted in accordance with the distance you moved). A compass of hell, blessed by Hel (it has two pointers: one points to the nearest danger, the other to the nearest safe place).」

I want to know the names of their dwarven clans and of course there’s a rule to generate these, too! Up above we already go the Stormbeards, so we just need a few more:

  • Spiralspark
  • Goldhill
  • Newhold
  • Forgepeak
  • Thundertrickle
  • Stoutkeep
  • Gnarlhill
  • Proudhammer

And what about the mountains? Let’s check the mountain table, but this time with Markdown for easier copying and pasting?

At the end of this valley the mountains rise up like a wall and on that wall is a giant seven-headed snake made of living stone, as if melted and reshaped by the strongest spells. In each of the seven heads there burns a magic fire. This is Biaringan.

Down below, at the foot of the wall, there is a gate of snakes: a knot of two impossibly large stone snakes with a passage underneath illuminated by torches and guarded by 26 snake people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200; charm person 3×/day) led by Son of Set (HD 6, lightning bolt (6d6) 2×/day). 「A potion of cold resistance (tawny orange, 1h).」 The stables nearby hold 2 giant lizards (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400). 「5000 silver coins. 3000 gold coins.」

Inside, the central temple contains four bronze snake statues oriented towards the cardinal directions. Large red candles at the base of each statute give a flickering and smoky light. Each statute has a different colored gem set in its forehead (500gp each). The north wall contains a giant mural of snakes and the floor is decorated with a mosaic of a star with eight outward pointing daggers.

Under the mural, a passage leads further north, past the quarters of 23 snake people (HD 2+1 AC 5 1d8 F2 MV 12 ML 7 XP 200; charm person 3×/day) led by Egg Mother (HD 6, lightning bolt (6d6) 2×/day). 「A compass of hell, blessed by Hel (it has two pointers: one points to the nearest danger, the other to the nearest safe place).」 The stable nearby holds a giant lizard (HD 4 AC 5 1d10 F3 MV 12 ML 7 XP 400). 「1000 silver coins. 3000 gold coins. 2 gems.」

At the end of the hallway, stairs lead upwards.

This is where the spirit naga Most Exalted Sorcerer of Lies guards the passages to Svartalfheim (HD 9 AC 7 1d8+poison F18 MV 6; fireball (7d6) 3×/day; charm person at will; only harmed by magic or magic weapons; 「a naga tongue is worth 1000gp to an alchemist」) and where pools of Earth Blood corrupt both the living and the dead. If you spend an hour here, your death warrant is sealed: slowly, you will die, or turn into an ettin, or a goblin, or some other dreadful creature.

Or something simple?

Steep cliffs make progress practically impossible without climbing gear. In the middle of a sheer cliff, where no bird dares to fly, there is an inscription on the rocks, each letter higher than three men standing on top of each other, proclaiming the power and glory of Queen Kali of Merlen, as well as the riches and treasures of Jasa the Strong.

Or something very cool again:

A ten-foot-tall black iron fence blocks the way here. Some of the spikes at the top of the fence are adorned with skulls of humans and other humanoids.

The gate is still humming with magical energies. Shimmering lines show penitentiaries humbly begging for entrance. If you knock on the gates with nothing but your clothes on, empty handed, no weapons, no armour, no metal, then it will slowly open for you and just for you. If anybody else tries to slip through, the doors will slam shut: save vs. death or be crushed.

Towering above the walls is a bulging tower with vertical slits serving as windows, like the visor of a fancy helmet.

This is the realm of 3 stone giants led by Shaper of the Cave, Still Stone (HD 9 AC 4 3d6 or 3d6 ranged F9 MV 12 ML 9 XP 900; stone shape and control weather at will). 「10000 silver coins.」 They are methodically moving cut stones the size of cattle, rebuilding the tower. They place a block, then move back and contemplate it’s position for an hour, then repeat.

The top of the tower is inaccessible from the interior. A circus of 6 young griffons (HD 4+1 AC 6 1d6/1d6/1d8 F4 MV 24 ML 10 XP 400) is roosting up there when they’re not trying to impress each other with fantastic displays of aerial stunts. 「The griffon egg is worth 5000gp to an alchemist」.

The necropolis itself is an endless graveyard, tombstone after tombstone, filling every slope in this valley, stone statues, inscriptions, pictures, headstones engraved with snakes or a bird man. At night the ghosts rise from their graves, lamenting the state of their graves and the lack of care, the sloth of their descendants, and they curse them and their world, not realising that their world has already faded and that they are the only ones left. Appropriate rites and sacrifices, a purification and a hallowing might bring them peace.

In the middle of all this is a platform made of stone, circular and about five feet high. On it a wooden structure rises up into the air and at the very top rests the sphinx Sigiburg (HD 5 AC 6 1d6/1d6 F10 MV 15 ML 9 XP 500; cure disease 3×/day, raise dead 1×/day, summon tengus (2d6) 1×/day: HD 5+1 AC 6 1d8 F10 MV 15 ML 8; flying). Tell her a good pun and she’ll be friendly. Answer her riddle to be granted a boon.

Tho’ good fellows we are,
We can’t hope to be sav’d;
From our very first day,
To our last we’re enslav’d,
Our office is hardest,
And food sure the worst,
Being cramm’d with raw flesh,
Till we’re ready to burst;
Tho’ low in our state,
Ev’n Kings we support;
And at balls have
The principal share of the sport.


I really cannot decide! And let’s not forget that there are different tables for mountains (notice the s at the end of the table name)

These mountains are called the 「Hungry Domes」. They are impossible to climb.

OK, that’s short. Hm.

But what about this?

These mountains are called the 「Dire Graves」. Fissures lead into the depth of the mountain and in the warm chambers below there sleeps the red dragon Fire Despair the Eternal (HD 10 AC -1 1d8/1d8/4d8 F10 MV 24 ML 10 XP 1000; fire (as much as the dragon has hp left, save vs. dragon breath for half)). 「10000 gold coins. 60 gems. 70 jewelry. A dwarven shield +2 with dwarven runes commemorating the slaying of the red dragon Hot Death of the Mountain.」

Or simpler?

These mountains are called the 「Hungry Peaks」. The passes need a local guide to cross. 4 winter wolves live up here (HD 5 AC 4 1d6 F5 MV 12 ML 9 XP 500; 2 in 6 chance that instead of biting, it breathes a cloud of ice (5d6); see invisible; 「winter wolf icicles growing inside them are worth 500gp to an alchemist」)

Or more dwarves?

These mountains are called the 「Desert Mounts」. The passes need a local guide to cross. There is a dwarven forge called Old Star up here. This is a small forge. 21 dwarves live and work here (HD 1 AC 4 1d6 D1 MV 6 ML 8 XP 100) led by Trísti Forgeshorn (level 3). Silver cutlery and beautiful wine glasses. 「40000 silver coins. 60000 gold coins. A scroll of fire ball (6d6, save vs. spells for half). An elven long sword +1 with elven runes naming its maker: Felaiel.」

I just want to keep reading!


Comments on 2019-11-01 How to choose an adventure


– Chris 2019-11-01 22:44 UTC

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2019-10-24 Stakes must be high

I’ve been fascinated by Amber Diceless for many years. I still have the book in my shelf somewhere even though I never got to play it. Recently I was talking about feeling strange after a RPG session with little or no dice rolling. A few people on Mastodon responded and what spoke to me was the reply by @PastaThief:

I’m honestly least enamoured of combat of all the parts of standard TTRPGs, and I recently started playing a campaign where we basically didn’t roll any dice at all the whole first session. I liked that immensely and was euphoric after. Then I played another session with another GM where it was mostly all talking and interaction, but they incorporated a LOT of performance/reaction rolling. I’m on the fence as to which was better. The latter caused more unexpected wackiness, though.

Back in 2014 I wondered about rolling dice on ever fewer occasions until all I was left with was a basic 2d6 reaction roll. Don’t get me wrong: I think 2d6 is great. All the Powered by the Apocalypse games illustrate how great it can be. The point is not 2d6. The point I’m concerned about is the lack of drama. I come away from these sessions wondering where the excitement was.

I think it all goes back to something I read or heard a while ago: if all the opposition is rational, then all conflict is going to be resolved by reasonable debate. Where’s the “unexpected wackiness” in that? I love that part of the game.

Still trying to figure it out but I also like excitement and that seems to be coupled to things being on the line.

@PastaThief then said:

Yeah, definitely it’s more intense when the stakes are high. I think it’s important to find a variety of ways for the stakes to be high. 🙂

True, that. So... ten ways for stakes to be high?

  1. fear of character death (and combat and all that)
  2. fear of time lost (wasted? but wasted time in a RPG is still fun? 🤔
  3. fear of character networks (threatening friends and relatives, which requires characters interested in having friends and relatives)
  4. fear of investments (threatening of things characters own, which requires characters building something for themselves)
  5. fear of dishonour (competing for status, which requires a setting where status is important)
  6. but maybe honourable things, too (preventing an injustice, helping the innocent, just doing good stuff seems to be high up on the list of my players, luckily)
  7. fear of anguish (like being condemned to hell, or escaping from a prison, or some other oppressive regime – it’s not death but the humiliation and the imagined pain that drives the plot)

More stuff?

I guess I’m looking for things that would motivate players to actively take an active stance because my impression is that they don’t care for dungeons. When dungeons are optional, they see them as death traps and don’t feel like going unless I railroad them: “you need to go into the pit and fight the little white haired men that were imprisoned under the lake or else they’ll invade the land!” In our last session I said that I was not convinced of their ability to rebuild the dam and asked them to think of some other option, and I emphasized that going into the pit was optional: if they didn’t want to, they didn’t have to. And then they decided they didn’t want to, or they felt that this was the secret referee hint for them, I don’t know.

So now I’m thinking: how can I up the stakes for a game that’s not about dungeon delving.

🔥 Stakes must be high! 🔥


Comments on 2019-10-24 Stakes must be high

I think that a key element that’s not in your list revolves around building an authentic character. If you help the players develop a deep persona for their characters, then you can put them in situations where the stressor is attempting to achieve and maintain character authenticity. (The honour element you mentioned can be part of this.) It leverages cognitive dissonance, which is I think is one of the more powerful motivators. Given a situation in which either the player knows that the character would make a “bad decision”, that can really up the ante for people, and make people take deep ownership of a train wreck in motion.

Irfon-Kim Ahmad 2019-10-24 15:30 UTC

Totally agree, high stakes are key. When I shifted over from Greyhawk/AD&D to Harn/Magic-free RuneQuest the tone of the game shifted from dungeons and high fantasy which was fun, to political adventures which was amazing.

  1. Fear of character death was real. Combat was lethal. My players were willing to go out in a blaze of glory for the cause, but didn’t want to die foolishly for nothing.
  2. Fear of losing the war! The game in question was about rebellion and the stakes were the crown. Failure in some adventures could tip the balance against their Earl even if the character survived. Good times.

– Ruprecht 2019-10-24 18:40 UTC

Thank you both. I like the development of a deep persona in play. I like how this is done in Mountain Witch and Lady Blackbird where the referee uses small breaks in the action to ask players about their character – asks them to play a conversation at the fire, talking about their families, for example. What I don’t like is when character creation takes too long because then the stakes are “fear of character death because character creation is long and tedious” (which is something I disliked in newer D&D games, in Rolemaster/Harp, and Burning Wheel when I tried them.

I do like the moments in a game when players go through with bad decisions because it’s what their character would do, but only if the table likes it. I don’t want to excuse rude players annoying their fellow players because “that’s what their character would do.” There’s a fine line, there. But also much goodness to be had indeed!

I love the fear of losing the war! That’s a good one.

– Alex Schroeder 2019-10-24 19:45 UTC

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2019-10-18 Deep Carbon Observatory Day 3

Previously: Day 1 & Day 2.

I was playing Godspeed You! Black Emperor and the soundtrack of Arrival.

For prep, I noted the stats of a turbine golem, named the village with the witch, noted the witch stats, and decided on the gold value of the ship, and the spells of the unburnt scrolls, should the party get to the place this session.

When we encountered the turbine golem destroying the village in order to build its little dam, the party immediately decided to try and communicate with the golem. They left cut wood in its path and I decided that it would work. It preferred the wood to tearing down houses. It also didn’t want to talk or otherwise communicate.

The players then brought heavy stones to the dam and tried to lure it to a hillside where they had been digging them up. They argued that the golem would surely know how to break stones. I agreed and so it worked. No fight necessary.

Then the dwarf player figured that maybe the golem needed repair from the inside and decide to jump into the opening... What was I to do? Instant death, no save? The golem won initiative and whacked the dwarf for 3d8, but the player persisted. I described like him being sucked into a black hole, the feet and legs stretching, growing thinner and thinner, disappearing. At last the other players reacted and decided to throw a rope and pull them fool out of the golem’s maw. I allowed this to succeed, no roll necessary. I did rule that the dwarf’s legs were still long and thin, liquefied. They were stumped. I had the magic-user NPC mage suggest that should bury the lower half of another dwarf in the loam, extract the other dwarf and then they’d have a sort of cast into which to fill the half liquefied fool. In a few hours it would solidify again. They all thought it was a splendid idea and the player just role-played their dwarf as being raw and tender and it was good.

What would you have done?

In all these discussion I forgot about the witch. Oh well.

When we came to the boat, I told them they estimated it was worth about 50,000 Gold, and thus 50,000 XP if brought somewhere. Too much? Not enough? I don’t know. I also fear that the logistics of getting the treasure back to Port Shaw is not going to be very entertaining. I’ll have to think of bandit and pirate attacks if the players aren’t careful. For the moment they left five henchmen there as guards and that makes sense.

Should the Crows attack the five henchmen with a bunch of zombies? I think so... That reminds: I once again forgot all about the Crows as I was running the game. It’s simply tricky to think of things that aren’t written all over the place.

Turbine golem


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2019-10-18 Blogging Frequency

I just realised that this blog was listed on The 2019 Great Blog Roll Call! Wohooo! 😍

I like the mini-review:

Alex has a natural talent for beginning a conversation that will leave his readers examining their own thoughts on the matters he explores.

Too bad Google+ disappeared. Oh well!

As for updates, I was curious myself. I counted the RPG pages for 2017 up to the end of September 2019 (excluding comment pages, images, and so on). That gave me 261 pages in 33 months (two years and nine months). In other words, there are about eight RPG post per month. I’m surprised myself. Wow.

This is me bragging! 😁


Comments on 2019-10-18 Blogging Frequency

I agree that you need an easier-to-access archive, Alex! (A link to this post on the site-map maybe?)

Also, thanks for posting a link to that list. It’s so thorough! And I’m flattered by what Charles A had to say about me.

Anne 2019-10-19 08:09 UTC

I don’t think there’s anything that will do, actually. The blog posts go back so far! I would need some sort of curation, a “best of” list... I don’t know.

If I search for all blog posts (pages starting with a date) tagged “RPG”, I’m getting nearly 1200 posts, starting back in 2006. 😲

– Alex Schroeder 2019-10-19 10:20 UTC

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