So, one of the first people I'd never heard of to write a big post railing against me ("the Internet is screaming with the harm you caused" he said "What harm? Who is harmed?" I said "You know!" he said) was Sean Patrick Fannon. He eventually admitted to sexually harassing people.
Tyler Carpenter, an indie gamer who worked on Battletech, beloved by indie game community, and who also attacked me, admitted to sexually harassing people.
Elizabeth Sampat, another indie game darling attacked me for years, then admitted to enabling an abuser who also dated Zoe Quinn and then killed himself.
The moderators at RPGnet were also pretty early on in the hate train. Eventually an RPGnet mod, BlackHatMAtt, was accused of rape. His wife was accused of helping him cover it up (after she'd attacked me, of course).
The folks at Green Ronin games dogpiled into indie gamer hate threads about me and then, well guess what happened?
And we all know Adam Koebel of Dungeon World, who repeatedly harassed me ever since I played his game and didn't like it, was revealed as an abuser.
And now, this guy, Ben Chong:
7 months later:
This dude, who I am not aware of ever having spoken to in my life, ran around tagging a message with Shoe Skogen's stupid #abuseisnotagame hashtag on every message from the witnesses who came out to tell people the truth. He copy pasted the exact same text like six or seven times. Kimberly points out Mandy's not telling the truth, copy-paste, Frankie points out Mandy's not telling the truth, copy-paste. As always: he didn't engage, provide evidence, or seem to be able to even read what they were saying, just responded like a robot.
Everyone who cares by now has seen the thing where I ask for evidence of any of these peoples' claims against me and they don't have it, even for internet stuff. Everyone knows that people fell in line behind these claims because of instinct and "red flags".
Game community: your instincts suck.
People you think "seem safe" suck. It's almost as if the way to find the innocent person would be to look for the person who is always at odds with the endless, evasive, avoidant bullshit that let
and Ben Chong
and Sean Patrick Fannon
AND Tyler Carpenter
and Elizabeth Sampat
and Green Ronin...
...all slide for all these years.
The biggest red flag is when someone doesn't argue with you people.
Here for the first time is the whole map of Broceliande, the knights-and-faeries part of Cube World:
Click to enlarge
As I may have mentioned before, it's based on a cheese map of France.
If you zoom in you can see the encounter tables:
The monster lit is bottom left, the landscapes for encounters are top right, and the town generator is at the bottom of this post.
If you like the look of it, the new Cube World (#18) is set entirely there:
Prison-Pyramid of the Vast Maggot and other sources of unnecessary conflict includes...
-The Pyramide du Poitou gives its name to both this module and the elven barony it occupies. A terrifying twenty-room dungeon-prison for some of the most deadly foes of the Church of Vorn--grim gray god of iron, rust, and rain. The Pyramide is mapped out and the area around it is sketched. Bonus: the Vornic rune alphabet.
-The Time Thieves are an awful, level-draining pain-in-the-ass mutant NPC party who’ve set up shop in an abandoned fairground within Gérome, a chaotic barony beset by invaders from all sides.
-Like the Pyramide, St Paulin Priory also lends it name to the area around it. Among the dangers lurking in the ruins of the once proud barony is a mad monk who’s attempted to transform his fellow anchorites into “angels”. It didn’t work of course and now they’re horrible. Even for this place, which has Violet Leopard Orchids.
-Hrothgar Grasp and his sorcerous pack-apes roam the wastes of southern Broceliande in search of knowledge. A legendary wizard, not to be trifled with casually and a challenge for very clever players only. Even his monkeys can disintegrate you.
-The Duc de la Rouchefoucauld will, at least, only fight you if you ask him to. The bad news is he’s good at it--among the most renowned duellists in Broceliande. The other bad news is he’ll turn you into a fish if he wins. It does mean this module includes duelling rules, though. And fish that once were warriors.
-Vast Shrike Crossing is (finally) an adventure suitable for low-level parties. Smart ones anyway. Stupid ones will find themselves blundering into four 6hd monsters all at once and probably, let’s face it, crying. After fighting goblins. And bandits. Ok maybe it’s a mid-level adventure? They’ll be fine, I’m sure.
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I get that question a lot now that the Cube World pdfs are coming out and people can see what my notes look like.
Part of the answer is that while I'm trying to think up an adventure I sit and draw. So while, yeah, I maybe didn't need to have every single hair on the giant baboon's body picked out like that just to remember there was a giant baboon when I use that page to run a game, I did have to spend some time figuring out who the baboon was, why he was there, etc and all that came up while drawing him.
The other part of the answer is basically because of what happened the first time I did a published RPG book, Vornheim:
In 2011 or whatever, I got it in the mail and then I felt so relaxed any time I was running a game and the party wandered into Vornheim, because, hey, it was all there. Y'know, organized. Map, monsters, notes, sorted: cool.
I mean I don't remember half of this stuff any more than anyone else does, having it in my face and having each spread look different genuinely saved me time in the long run. So I thought: Ok, why not do all these notes like that? Make everything like that or like the One Page Dungeon Contest.
And it worked, this week's game I had to level someone up (so I pulled out the player's handbook) and the players bought some books (so I pulled out the treasure table) but otherwise I ran the whole game off information in about 4 square inches of notebook.
So, yeah, now that the notebooks are being published: I wasted time so you don't have to.
Two new Cube Worlds are out, 5 bucks each, they're both batches of semi-self-contained scenarios set all over the world, and again most of them were going to be in Lamentations of the Flame Princess' cancelled Violence in the Nympharium.
Cube World 16 isThe Sorcerer, The Disintegrator, and The Giant Baboon (thus the baboon) and Cube World 17 is A Legion, A Dimension, A Cave, A Tower (the hydra is guarding the tower, which only exists at night).
For sheer D&Dability think the first chapter of this one on brutalism is pretty good. Meades doesn't just tell you what brutalism is or why you should like it, he always comes to his films with a thesis--in this case the idea that brutalism is less a mid-20th century outcome of modern design plus concrete than an expression of a tendency that has always been there and expressed itself in a variety of architectural styles.
A big, heavy, oppressive hormone that runs through the bloodstream of many eras ad in many places. His filmic essay begins, oddly, with Blenheim Palace, one of the many baroques pile of rocks you might have seen in Barry Lyndon.
Regardless of whether Meades is right or wrong about this, his thesis about what constitutes the transtemporal brutalist style matches exactly what you'd want from a dungeon: inhuman scale, repetition, artificiality, moodiness, bulk, solidity, primitivism, irrational juxtapositions, causing you to shiver with "delighted horror or unqualified horror, horror full stop".
I think it might be hard for us now to look at that building and see it as a horror or primitive or charmless or "as violent as a static object can be", but you have to compare it to the homey humanitarian-scaled humanistically windowed and humanely carpeted hobbit-holes architects were otherwise producing. Meades proposes charm is the opposite of grandeur, measured on a scale where Hobbiton is on one side and Minas Morgul is on the other. And you have to think of how it felt to live there, and how it must've seemed as you walk up on it--especially in the dark.
Which brings me to...
....the mansion from the Clue movie.
Maybe its only in the gothic-brutalist lineage in the dark? Maybe the point of this kind of building is to always look the way buildings look in the dark? But whatever, like all the best murder mansions, we only ever see it at night.
I wanted to know who designed it, turns out the answer is exciting: Paul Revere Williams. Maybe the most important and least famous Los Angeles architect. A true chameleon, Williams specialized in mansions for weird rich people--in whatever style they wanted. He did the Beverly Hills Hotel...
And that weird, now-purposeless building in the middle of LAX:
Aaaaand he did Murphy Ranch, which the owner let the Nazis use as a compound here in SoCal until it got raided by the police at the beginning of WW2 (they had their antifa moments I guess, once)...
Its nice that Demon City and Cube World can share an architect, but my hands-down favorite fact about Paul R Williams is he learned to draw upside down because he was black and he knew there were white clients who would feel more comfortable sitting across the table from him while he sketched out their plans.