Interruption!

Interesting piece on Atoms vs Bits about conversational norms -- interrupters vs non-interrupters.

Interrupters And Non-Interrupters

  • Interrupters have a norm where you keep talking until someone interrupts you, it's not rude to interrupt someone, and you shouldn't mind if someone interrupts you. (Apparently linguists call this "high-involvement cooperative overlapping").
  • Non-interrupters have a norm where you don't start speaking until someone else has stopped, or invited you in.

I relate to this, in terms of recognising the dynamic and understanding it as one of those things that affects how much I'm involved in any particular social interaction.

The piece gets into more detail, and is worth reading, but it's not a moral equation or an argument for one norm being superior to the other. But it does make the case that one norm, unchecked, ends up being dominant.

It reminds me also of something I heard about on the Hidden Brains podcast a few years ago, researching different norms around conversational dead-air more generally, and what that determined for people's own norms around when it was appropriate to jump in.

It's this one: Mind Reading 2.0: Why Conversations Go Wrong which, looking back, covers a lot of other relevant ground here, too.

I may have the details wrong, but, for instance, they contrasted an average New Yorker -- with very short dead-air tolerance, to the extent that they're almost collaborative cross-talking -- with folks from different states/cities, where there was much more of a tendency to leave a longer gap between utterances or topics before picking up the conversation. That, too, had a dominant aspect to the dynamic. Not in a socially dominant sense -- just that one of those things will tend to win out by its own nature.

This refers me back to an old post, What are we really talking about, in that it's another one of those communication dynamics that are, I think, fairly obvious when someone gives us the vocabulary to grapple with it. And what makes a good communicator is not having one particular norm over another, but the ability to identify such norms and navigate them skilfully. As with other such things, there's the surface layer, and then there's all the stuff going on underneath.

I suspect there's an element of interiority modelling, as well, that underpins a lot of this -- being continuously aware of [what you think might be] the inner state of your social partners and folding that into what you're saying or doing.

Nexus of unlikely forces

I read 52 books last year. I was initially a bit disappointed by this (I'd been aiming for something like 75), but then realised: hey! I read 52 books! Many of them great!

I've been stalled and slow a bit since late last year. I'm currently on the Felix Castor urban fantasy series (which is a fast read when I actually get my head into that mode) and The Box: How the Shipping Container Made the World Smaller and the World Economy Bigger by Marc Levinson, which is a great read on the history of, yes, the shipping container.

(Looks like I mentioned this back in The Box and Ox, which shows you how long I've been reading this one...)

The Box is a great read that provides some pretty foundational context for the modern economy. There's a real nexus of unlikely forces that turned things into their final form. It does also have a particular narrative, which feels very Silicon Valley in a modern context, around how much sclerotic ways of doing things were ripe for disruption as soon as someone managed to start pulling the pieces together.

It's not really a history of technological innovation. There was nothing inherently new, technologically speaking, about the shipping container. The idea had been talked about long before it eventuated, and there were extant analogues like the military CONEX containers already in use. The book is, really, about labour rights and activism, economic forces, and geopolitics. These were all critical in the creation of containerised shipping and the somewhat turbulent emergence of it into a standardised global routing system.

Speed Dating Games

Over Christmas, I tried to catch up on my huge backlog of games to play. I'm generally fairly ruthless these days about not building up enormous backlogged lists of anything -- or, more accurately, ruthless about flushing them when they become too much.

(I think I talked about one approach to this -- the Pareto Principle -- back in The best 20% and Replacing weekend magazines last year.)

I had a list of some 30-or-so games that I wanted to play (and, crucially, at least temporary access to many of them through shared Steam libraries), but also didn't want to get bogged down by not finishing even one.

So I made a spreadsheet. Obviously.

I set out to play about an hour of a bunch of these games, scribble down some notes, and rate them based not on how good I thought they were, but on how keen I was to keep playing them. (You'd assume that that would track somewhat with how good I think they are, but it's a slightly different -- and more appropriate -- measure.)

This has left me with four or five games that I'm really eager to keep going with. (Which I have mostly been ignoring because I accidentally started playing Satisfactory.)

An hour isn't long to spend with most games, particularly those that can span 60+ hours of time. But, for me at least, it was certainly enough to give me a sense of the game. I wouldn't use that to argue in broad, sweeping terms about them, but it did give me a wider survey of how a bunch of games were doing things.

(I think also that it heightens similarities and differences between design choices. This 'thin slicing' approach feels like it would be a good exercise for exploring what design elements resonate with you vs what don't.)

Basically everything that floated on the top of my list were narrative-heavy games, which is less obvious than it may appear. I actually tend to not play that many of them year-round. Not because I don't want or intend to, but just because that collapses leisure so much into my already overstimulated work brain.

'Perpetual motion meatball'

Recognising the calls and songs of even a few species of birds can enrich one’s understanding of the world by revealing an almost forgotten aspect of the grammar of reality

This is a fabulous read by Steven Lovatt, on the Guardian from a couple of years ago. It gets at a lot of the joy I feel about birds.

'The Earth could hear itself think': how birdsong became the sound of lockdown

That reference to 'the grammar of reality' is something I've talked about before, perhaps even on here. Jenny Odell's How to Do Nothing was a magnificent read a few years back (probably a similar time to when the Guardian piece was published, actually, though I missed the latter at the time). She talks about the idea of enriching our layers of perception -- adding things that weren't there before [for us].

This has been my experience. The shift from maybe barely noticing birdsong at all, to hearing it, to not having to think about what a particular bird is -- the sound of a particular song becoming a direct referent for a particular bird. It's amazing to experience this shift, for multipel reasons.

Becoming aware of birds has been very enriching for other reasons. I have never lived somewhere where I have felt so connected to the area. Much of that, for me, comes down to birds. Knowing which areas are frequented by different birds. Seeing the hidden places where they nest. Forming relationships with the nonhuman inhabitants of the area.

That article above also contains some of the most magnificent descriptions of birds, and some of my favourite writing I've seen recently, hands down. Just:

Wren Tiny, brown and mouselike, with cocked tail. Bustles low down, too fast for the eye. A tuft of tumbleweed on the trellis. A perpetual motion meatball. Flight direct, whizzing, weightless, like a shuttlecock on a tiny motor. Sings repeatedly from cover, very loud, and tart, ending on a rapid trill.

It's incredible. 'Perpetual motion meatball.'

Blackbird Dark of feather and mien. Breeding males black with marigold bill and eye-ring. Females leaf-litter brown with lemony bill and an undercoat of speckles on the belly. Emits tetchy clucks, hysterical rattles and a sinister ventriloquial whistle. Spring song is glorious – rollicking and woozy. Spot them on aerials at dusk.

More at the link. I have ordered his book.

Things in their appointed time

No blog yesterday. Things were rather off nominal, and I didn't quite get around to writing something.

At the weekend, I dived into a deep Satisfactory hole. Satisfactory is a logistics game about building, yes, factories on an alien planet. Those logistics style strategy-type games are a big brain trap for me. Sometimes in a nice way -- in that I find them utterly absorbing in a way that soothes and pleases my brain. But also in a negative way, where I find it hard to think about or do anything else.

I think I have a weekend like this once or twice a year where I just... play a game like that. And then the feeling passes, and it's mostly a positive experience. Still, I got to Sunday night feeling a bit... underprepared. Like all the carefully-stacked boxes in my head had all been cleared away. Which, on the one hand, was quite welcome -- it deals with the clutter! But I did have this feeling of absence, like I was missing stuff that I was probably going to need.

My Sunday morning process//ritual is one of the best things I've ever instituted. I have a checklist that I work down to get my head around the week ahead, going through the calendar, planning, making sure I know what's what and making any last-minute adjustments. This also involves filling in the big whiteboard on my wall.

It has an immense practical function, obviously. Spending even 30 minutes or so just delving in to what to expect from the week is really valuable. But what's also valuable is the feeling of control that it gives. I feel like I can relax more over the weekend and not worry about what's coming up, because there is an appointed time to address that.

I think this double-benefit is true of a lot of my little processes and systems: there's the obvious, practical benefit of actually doing the organisational work or whatever -- but there's also the bonus that you don't have to spend attention worrying about that outside of the appointed time for it. Assuming the system is well set up and working as intended, obviously.

Monday Morning Miscelleny

Monday morning, at the beginning of another cold snap. Our fish aren't happy about it. The cold, that is -- they seem largely indifferent to Mondays.

We have a pond with goldfish and a couple of koi. Most of them are defective in one way or another. We have to have one or other of them inside in a big plastic tub a few times a year. For one of them, that looks to be becoming a more permanent arrangement.

Very temporary setup. The pot was to try to give her some cover/something other than a featureless tank while we got hold of a few plants.

She's had persistent buoyancy issues -- floating on the surface of the water, often flat like she's actually dropped dead -- for quite a while. We've become more zen about it over time, since we've had a vet look at her and there's nothing that can practically be done about it, but ahead of the big temperature drop last month, I noticed she had a bunch of red sores and infected patches. We got her inside and warmed her up.

They're very sensitive to temperature. Their immune systems are at their peak at something like 17 celsius. They mostly 'endure' winter. It turns out Hawthorne has a long-term health condition which just makes her extra sensitive to it, so may have to winter inside from now on.

(We've not been able to do anything about one of the others, who seems to be spending winter lying in various dramatic poses, looking sad.)

We were surprised to find the sheer level of personality that fish have. Contrary to all the myths of empty-headedness and evaporating memories. They behave as individuals, are social, and need stimulation. I don't know if they recognise us, per se, but they're certainly very aware of us, and will gather at the window in the morning, demanding food.


A jay on the bird table this morning. That's always a good start. (A Eurasian Jay, for any of you who might be more familiar with the blue jay.) Corvids apparently prefer flat tables rather than feeders. I was thinking we'd get the local magpies. But the jays seem to have staked their claim, about which I am very happy.

Archive photo. But same jay, same table.


Something can be wrong or at least inadequate on the sentence level, yet on the paragraph or page level, be faithful and correct. A rotten move in a short piece of reportage, the only move in a non-fiction book.

The sentence level (Against)

This resonated with me. Even writing very loosely and informally on here, it's easy to become obsessed with accuracy in miniature. Not saying the wrong thing, or an incorrect thing -- but also not saying too imprecise a thing. Which actually generally doesn't help the process of getting stuff down, nor the quality of what you turn out. Obviously there is still a need for due care and attention, but that's not the same thing as an obsessive caveating in the micro.

Falling back on the fundamentals

A nice reminder of the importance of some of the fundamentals of the work. I'd been struggling with a little with some chunks of writing, for various reasons that I won't go into. But, I managed to turn out something, and each section definitely needed work, but the nature of the thing was such that my usual, higher-level lens and filters weren't really applicable. I didn't have a clear pathway to making it better.

Two things that I'm not entirely rigid about these days but which always help -- reading the text aloud, and Procrustean cutting.

I think about rhythm a lot when reading and writing, so reading things aloud really helps me zero in on what's working and what's not. I get about 90% of this just from reading things properly in my head, but there's nothing like a forcing function to really make sure.

Cutting text down, especially in games, is also so important and powerful. Working on The Last Clockwinder, I had to cut the script in half, then in half again. It's amazing how sharp you can make things when you break through the boundaries of what's really necessary. I'm naturally quite concise and sharp, I think, but there's a huge difference between one's baseline writing and what happens when you make yourself cut away more than you thiunk you can.

I use a heuristic of 20%. Cut 20% of the words of a given section. I rarely do this exercise explicitly, any more, but it never fails to improve a piece of text. I try not to weasel out of it, unless I'm certain I can't take anything more away without breaking something fundamentally important about it.

The slow, creeping dark of winter

I had something to write about this morning, but decided partway through (having been interrupted by having to go chase a cat) that it wasn't something I was comfortable writing about. You can go read about it here, anyway, and it says most of what I would have added: https://arstechnica.com/gaming/2023/01/rpg-fans-irate-as-dd-tries-to-shut-its-open-game-license/

In brief, though, I'm not sympathetic to WOTC at all on this. A key part of the stated purpose of the OGL was to 'encourage the kind of network externalities that would make the D&D rules system more popular, thus increasing sales of the game's core rulebook and allowing others to profit off of content based on that system.' It's deeply churlish, to put it mildly, to turn round at this stage and try to reap more of the rewards while throwing off any of the responsibilities.

Rainy here today. The slow, creeping dark of winter. The birds seem active, though, but I suppose they have to be.

I'm coming off about five days of semi-insomnia, where I've managed to get only about 50% of the sleep I need, for no discernibly obvious reason. That broke last night (which chemical intervention), which is only a mild improvement. It has made returning to work needlessly trying.

Today, I am this fox:

Christmas, but for birds

We went out for a walk on Christmas day. It was gloriously quiet, even in the fairly dense part of London in which we live. What struck me was how many birds there were, hopping around openly and singing, even as late as 10am.

There are plenty of birds around us anyway -- we spend a significant amount of time watching and feeding them -- but it was a joy to see them just... owning the streets a little. Within an area of a few square meters, we could see something like 10 different species, and Merlin (the fantastic bird ID app from Cornell Labs) picked up 6 or so different songs all at the same time. We saw two woodpeckers, poking around one of the trees.

I wonder if birds effectively end up with 'festivals' aligned with significant human ones in a given region. Not things they are observing, as such, but odd days that come around only a few times a year where the human behaviour and movement patterns that shape where birds can go, and when, are so wildly different that an usual amount of space gets ceded to them.

You can see this a little on a week-to-week basis. The quiet of Sunday morning in parts of a city lets the birds range a little more freely, for a little longer. I've often wondered how sensitive they are to these patterns? They're certainly smart and aware enough, en masse, to identify them. Do they anticipate them? (terrible Band Aid music plays 'Do they know it's the week-end at alllll?')

And even if they can discern patterns on the scale of the week, can they anticipate the ones that come around only once a year? Do they struggle to sleep, the night before human Christmas, knowing that they have a whole day to romp around more-or-less as they please? Or does it come as a strange shock, every year, to find the streets so oddly unpeopled? Do they think they've taken over at last? (The crows probably do.)

Obviously it's absurd to posit the idea that crows might celebrate Christmas (though we have taken to bringing them a Yule feast of grapes and eggs). But the idea that they might be aware of the specialness of a day, even if it's one that exists as the shadow to something in the human calendar, actually makes a lot of sense to me.

Intentions and Goals 2023

I don't do new year's resolutions, as such. I do find the turning of the year to be a really useful break point, a chance to burn away the old -- which I think is more of an act of self-forgiveness and wiping away the debt of aspirations to which you didn't quite measure than anything else -- and to look forward gainfully to the year ahead.

'Resolutions' to me, though, conjures an image of a particular formulation -- some categorical incitement or prohibition to cover the entire year ahead. 'I will eat less meat.' 'I will look after myself better.' 'I'll finally learn about architecture.' Or something.

Others have various ways of improving on this -- the old SMART goals and so forth. Which I do find useful, and have used -- more or less -- in the past. A few years ago, I set myself specific targets like this. Sell a short story, make 50 fiction submissions, etc. This was useful at the time, but it has its own issues.

Last year, I broadened it a little, trying to establish 'goals' which were really articulations of the sources of fulfilment I have -- and want -- in my life. This was actually very powerful and useful generally in understanding what I value, but absolutely no good as functional goals. They were -- and remain, I suppose -- good standards to measure things against, but not something that I could easily move towards.

This year, I'm taking an approach somewhere in the middle. I wanted to avoid:

  • Setting goals that I could 'fail out of', either in practice, or just de facto when I realised it was no longer possible in the time remaining. This is demoralising and undermining.
  • Setting goals that weren't realistic to accomplish in a year. Yes, not all goals can fit into such a short timespan as a year, but I want, in this case, things that do (even if they are set in reference to longer-term ambitions).

What I've ended up doing is setting intentions for the year, and then translating these into smaller, achievable goals, that are more clearly defined. Crucially, I'm not going to set out a raft of these goals ahead of time -- just the few that are relevant to where I am right now and towards which I can move. When I reach them, I evaluate what's next. If I can't reach them, I have the chance to rethink with it only being a minor setback.

So, rather than a highly specific and longitudinal 'get my bench lift back to 100kg' or a vague 'do more exercise', I've set the intention to 'prioritise my physical and mental wellbeing'. That, in preference to any specific measurement of it, is what I really want -- exercise will just be an important part of it. What that looks like in practice is going to vary throughout the year, depending on external factors, and at how successful I am at moving towards it.

So my first goal for that was simple: do a session of exercise that raises my heart rate. That's it. Doesn't matter what. It's achievable and immediate, and represents an advance from where I was before (not exercising). And I've done it! So now I've looked at what's next, and starting snowballing forward into specific numbers and targets that suit where I'm at right now while also pushing me to make changes to accommodate them.

I've set aside a certain amount of time each week to move towards these intentions and goals. I've only established a small number of them, because I think there's only room for so much, but, on paper, I'm happy with this approach.

Ident 2023

Well, I'm back.

I am George Lockett. I'm a writer and maker of story things. Right now, I work for Failbetter Games on Fallen London and other things. More generally, I work on video games as a writer, narrative designer, and story consultant. I have also been known to run D&D on the internet.

These blogs are 'shards', which you can best think of as pages of an externalised personal notebook. What I write here are, more than anything, thought sketches -- little nuggets that are just me thinking on the page to try to tease out and develop what I think. Sometimes, that may be interesting. Other times, it may be banal or even tedious. I try to keep myself from second guessing.

As of right now, I plan to keep updating this every weekday where I can. This year, I'd like to move this blog to something a little more suitable for my current purpose than Squarespace, but that's a low-priority use of my attention.

If you read this blog and find it interesting -- or even if you just read it and want to wave, you can always leave a comment. This is ultimately for me, but it's nice to know if people are reading.

With a bow

That's 'bow', not 'bow'. Heh.

Patchy updates on here this week. A few longer posts, where I had more time and space to follow up a thought, and some gaps. My brain and body appear to have cast off slightly too many resources a bit too early -- this week has been an intense struggle as we come to the end of my working time for the year.

This blog is unlikely to be fully silent -- I've got a bunch of posts I want to finish up, some little things like a look back at some of the posts and interlinking from this year. But it certainly won't be on any kind of schedule.

If I have the energy and inclination for some gentle maintenance, I may look at some other ways of surfacing the content on here in other ways. Without looking, I'd guess most of the people reading these posts get here via Twitter, and I don't have an alternative to that right now. I want people to be able to get these via other means without checking in on the site or using email workarounds.

(Though reminder that there should be a few methods to have these posts come to you here.

In any case, it's been nice writing to you (and for me) this year. A quick survey of my folders suggests I've done 130 of these posts this year. Here's a snapshot of what the node graph of that looks like:

D&D and creative sensibilities in TTRPGs

A conversation with a dear friend the other day helped me put my finger on something that's bugged me -- largely subconsciously -- for a while about D&D.

I've been doing a bunch of thinking recently about establishing direction in TTRPGs, which I think is the keystone of better play. How that looks, precisely, varies with the game and the table, but as a general principle, I think it applies everywhere. The locus of who is doing what thinking will move around, but the people at your table need to be thinking about it. Doubly, triply so if what you're doing is narrative focused.

As a GM, I've been doing this for a while, albeit not always explicitly. Thinking about arcs for the player characters -- and the story they're cast in, if there is one beyond the arcs -- and how to drive towards those beats. As a player, I've long adopted this approach when designing my characters -- making sure I understand what their dramatic question or heroic ethos is, and where their arc might go.

I've progressively made this more explicit, as well -- asking players for their input or handing the work I've done on my character to the GM, communicating my expectations and fixed points, but leaving them loads of room.

(I've never used Stars and Wishes, but I think this is a thing that they do as well -- creating an explicit and regular communication channel that tends towards having players establish direction for their characters and world.)

Where the locus of this is and how it applies to a particular table or game is more flexible. Historically, I've tended towards what I think of as more of an 'architect' style of GMing -- crafting elaborate stories and arcs that play out over longer periods of time, and doing a large proportion of the direction work, using both my own input to the game and what the players have given to me.

There, I think the locus of direction rests on the GM. It's better -- much better -- if the players understand this and are working with it, being clear about what they want out of the story and their character's arcs. But there's also a lot more room for the unexpected -- the delight in seeing what someone comes up with and subjects you to. A lot of assumptions there about trust, shared sensibilities, and competence, but generally: I think that works really well.

A lot of narrative games in particular shift this locus of direction so that it's much more evenly distributed around the table. GMless games would be one extreme end of this, but even Powered by the Apocalypse and so forth create much more of a sense of shared responsibility for the world and story, rather than it being handed down a little more by the GM. (Obviously, it should always be flowing back and forth no matter your model, but in terms of the bulk of the direction, at any rate.)

I think this is the biggest stumbling block for those who have come up on more D&D-style games -- the sense of what's expected of them and what they're allowed to do. I also think there's some legacy mindset that 'approaching something out of character' is somehow 'cheating' or metagaming, in terms of developing a good roleplaying experience. Which is nonsense!

Games like Heart, which I talked about yesterday systematise this -- making the responsibility for directing your character an explicit part of the game. Which I love, particularly in terms of showcasing this way of thinking about play.

I think that cultivating this sense of direction and responsibility always leads to better play -- if for no other reason than it tends towards encouraging more explicit forms of communication around people's shared expectations of the game.

I keep coming back to Kieron Gillen's player principles for better play, particularly that first one: 'Make choices that support the table's creative goals'. There's a lot contained with in that: 1) The understanding that every table -- your table! -- has creative goals 2) That it is incumbent on you to know what those are; and 3) That your decisions should support those goals

All three is best case, of course, but even 1 and 2 are HUGELY important things that I think a lot of players can end up missing, some or all of the time.

Which brings me back round to D&D, and a specific point of frustration I've noticed in the past. One of the advantages of D&D for me, and probably the biggest reason I keep coming back to it, particularly as a gamerunner, is that the people I play with are, by and large, intimately familiar with it. They know how the game works, have at least high-level knowledge of the lore and world, and will often have a bunch of spare character ideas rattling around their head that they're itching to play.

...and that can often end up eclipsing the specific creative goals of any one game. Partly because people are excited by their existing ideas -- which is a nice thing! -- but don't always square that against the rest of what the table's doing. And also because of an identity issue with D&D.

D&D is... just so broad. That's by design, I assume, and it allows it to 'be' a lot of different games in a lot of different styles. But also means people bring in a lot of different expectations about it, which can be hard to overcome when setting up a game. Leading to some thematic/dramatic incoherency around the table.

This gets less so the more specific you go into the D&D product line -- if you look at a given setting, say the Forgotten Realms, or Greyhawk, or Spelljammer -- or beyond those into specific adventures like Curse of Strahd, the sense of tone and identity that emerge is a lot clearer. But that's also part of the problem, where people might come in with, say, gothic horror s their baseline for D&D. Or that cool character they didn't get to run in Curse of Strahd and they really wanna play -- but who might be a poor tonal fit for a over the top planeshifting extravaganza.

(Obviously, sometimes this can work out very well -- if there is a consistent tone at the table that one character just happens to be working directly against, that can lead to some really interesting outcomes! Problems tend to arise if all the player characters feel like they were lifted from entirely different genres of TV show, though. (Caveat to my caveat: I now want to make a game where that's an explicit creative goal -- have a character from each of a bunch of different vibes bundled together. But that underscores the point, really -- that would be working with the creative goals of the table.))

Crucially, I think all of this makes for better games. On paper, you might think that players would have more freedom if their options are unbounded, and in a sense, that's true. It's just not the good kind of player freedom. Everyone at the table has a stake in directing the game and the story, and the more they have a shared vision for what that is, the better it's going to be.

A corollary thought since I wrote the rest of this: Something I realise that I value from D&D as a long-term GM partly stems from this lack of core. I do like to do my own architecting and worldbuilding and show that off (without showing up with a Binder of Lore to bore my players). Most other systems I can think of I feel wouldn't let me do this in the same way.

Either they have such a strong identity to make that level of worldbuilding impractical, or they're broad enough that they don't grab me as alternative systems to D&D in the first place.

Hmm, this feeling merits more interrogation.

(One final final thought that doesn't fit anywhere else here: another reason that I have preferred D&D in recent years is good tooling. D&D Beyond is... such a treat as a player and GM. I don't need that level of tool as a GM or player, but I've got so used to it that I notice its absence.)

Heart Beats

I leafed through the TTRPG Heart the other day. What caught my eye about it was its 'Beats' system of character advancement.

The idea, in brief, is that each character's 'Calling' -- which defines their motivation for being entangled in the strange world of the Heart -- provides a list of 'beats'. These are moments, whole scenes, or mechanical effects that contribute to the 'story' of that motivation. These are broken down into 'Minor', 'Major', and 'Zenith' beats.

So, for example, the 'Enlightenment' Calling -- those who seek hidden mysteries and knowledge within the Heart -- has beats that include the following: Minor

  • Allude to the events that led you to seek forbidden knowledge to achieve an impossible task.
  • Sell or sacrifice a D8 or higher resource to secure a secret.
  • Release your shocking findings in a journal published in the City Above. Major
  • Kill someone who is trying to stop you from claiming knowledge.
  • Take Major Mind fallout. Zenith
  • Find the final secret you have so desperately sought and use it to solve your impossible task.
  • Find the final secret you have so desperately sought and destroy it so no one else can know of it.

Right away, I find this compelling just to read through -- it provides a very clear flavour of the gameplay and world of Heart (about which I knew nothing prior to this), of how the Callings differ from one another/the things they care about, and also a very specific hint at what play will feel like. So, as an establishing system, that's already really good. But that's not what the Beat system is actually for.

Each session, each character chooses two beats from their lists. They then tell the GM which they've chosen, and the GM is tasked with working elements that can help bring those beats about into the next session. This is a really strong, explicit feedback loop that makes GM prep clearer, and also changes the play experience, in a way I'll get to in a sec.

Players mark completed Beats to enabled character advancement and gain new abilities. They can only complete each beat in this way once -- no repeats. Minor beats are meant to be achievable within a single session. Major ones might take a few to truly set up or pay off. And Zenith beats are intended to mark the 'endgame' for that particular character, and pay off a whole arc.

There are many more Minor and Major beats that I excerpted above (and that's just for this particular Calling), but those are the only two Zenith beats. I think it provides a really nice, clear sense of story space for a character of this Calling, without prescribing one particular outcome.

The reason I find this so compelling is it makes explicit something I've only really learned implicitly in the past few years of GMing -- making players active directors of their own character's stories. That's not the only way of giving a PC a good arc, or telling a good story -- I take a lot of pleasure in figuring out what I think their arc should be, and I've seen it pay off really well when a player doesn't know how things are going to shake out.

But there's so much mileage that comes specifically from teaching players that they are also directing this story and providing explicit mechanisms to communicate that to the GM. Not only are you giving them a good arc and story, but the player knows the sorts of moments they are driving at. And that doesn't lock them down into a narrow set of options -- they can just as easily choose to work against or reject those moments when they arise, but that still happens within the context of an ongoing arc, and shapes its development from there.

A system like Heart's, where there's a specific mechanical incentive for doing this, appeals to me a whole bunch.

I think another effect of this is that it encourages clear communication of the table's creative goals. (See Kieron's newsletter for that player principle, among others.

I have not yet had the chance to leaf through the rest of Heart, but this is the kind of system that has me furiously wondering whether I have the time to run a game.

Within sight

I've missed a couple of days on here. It's cold (I don't remember it being -6 in London since I've lived here, but that could just be a failure of memory) and it's harder to get out of bed in the morning. I'm not quite at the point where I can properly wind down and try to stop thinking about work, but I'm certainly in sight of the border.

All of which is to say: I haven't gone yet. I'll probably cover the blog with a dust-sheet in about a week. I might post more stuff before the new year as the mood takes me, but it'll be quiet and intermittent for a while.

I've been toying with the idea of some ritual of laying down of tools for the year. But I haven't figured that out yet.


In or before the new year, I also want to investigate some tech and hosting stuff. The mild friction of Squarespace for posting and referencing these blogs will be annoying if I keep doing it, and the lack of, say, RSS if I'm eventually going to ditch Twitter is also a limitation. I need to figure out what my social media presence is going to look like going forward, and how to handle hosting this blog. (I'm thinking of migrating my entire website off Squarespace. I'm not using enough of its features to justify an ongoing expense at that level, and while the initial time + pain is going to be real, I think it'll be worth it.)

(In case you missed it, the most fragile and transparently pathetic man in the world has started banning journalists from Twitter for violating a new rule he just made up, with such highlights as 'running another of his stupid polls to decide their unbanning fate', then being unhappy that 'now' won, so saying he was going to run it again (where 'now' is still winning). He is many things, but he is also: a massive and dangerous loser.)


Kieron has some excellent 'player principles for better play' in his latest newsletter. Definitely worth a read if TTRPGs are your thing.


There, this one is a grab-bag with more than three sections. That should make up for the lost days...

Replacing weekend magazines

I used to 'make' myself a magazine of articles each week to catch up with over the weekend. I may have written about this somewhere before, either here or on Twitter (ah, here it is!, but I collect articles as I come across them, using Pocket. Most of the articles I find come via email newsletters that do their own curation, or via serendipity -- spotting things around the web, passed on by friends, etc.

Once upon a time, I read this as they came in, whenever I felt like it. I find that doesn't tend to happen any more. So I used P2K (Pocket to Kindle) to grab a random selection each week and send them over to my Kindle, which I'd then read on the weekend.

That workflow broke a couple of months back -- I think Kindle made some change to how they handle files, and for too many weeks I was getting failure emails from P2K, so I turned it off. Which meant my Pocket list turned into a tangled mess.

What I've adopted right now is more manual, but waorks out about the same. When I have the opportunity or inclination to read some articles (still usually at weekends), I'll try to winnow the list down to approximately the 20% of them that seem most interesting to me. Then I'll read those.

This Pareto approaches works in so many contexts. It's rarely perfect, but it's such a good, simple heuristic that, when applied, gets you to think about what's really important. In the case of articles, it sharpens for me why I actually want to read a particular thing, which is an important question to ask.

Fallow Fielding

I had a free weekend. A wonder. A rarity.

I'm trying to slowly mothball myself into end-of-year mode. I try, where possible, to take a decent amount of time off at the end of the year. It's an important reset point for me, a chance to shed the year, pick over the remains, learn from them, and look at the next one. I try to combine this, where possible, with not travelling too much. The home environment is important.

I'm finding it particularly difficult this year. I can reach a state of almost-relaxation that works a bit like the Uncanny Valley -- a sudden decline in quality, in contrast to the trend of the line, when approaching a particular magnitude. My brain kicks off, trying to hold on to everything, make sure it still works.

This, this is what I'm talking about:

Some weeks, I'll talk to you about schedules and work discipline and showing up and getting the words down and supporting that process. This week, I'm telling you that an essential part of the process is time to dream. Or even just to watch and listen and allow things to flow through your head. Put your notebook away so you don't feel any pressure to make marks in it. It's not about being productive. It's about going fallow-field for a bit. It's the equivalent of sitting on that rock and watching the river run. (Orbital Operations 6-Nov-22)

It doesn't help that my favoured forms of entertainment and relaxation (reading, games) intersect so absolutely with my actual work. The analytical mode ('how does this thing work') or weaponised curiosity ('how can I make use of this?') are extremely useful and have made me good at what I do, but damn they are hard things to turn off. Which can make leisure time fraught.

I see it as a kind of mini extinction burst -- a reactive, increased-intensity exhibiting of a behaviour after some success has been made in dampening it. I find it almost impossible to put away that notebook. This actually make sense when relaxation time feels properly scarce -- I will have to switch back into work mode sooner rather than later -- but it also reduces the value and impact of the actual leisure time. It can be exhausting. (I am exhausted.)

Part of it is a fear -- of having tools that fit so nicely in the hand, that I have spent so much time and energy amassing. The fear of setting down a tool and not being able to find it again, or forgetting how to use it.

I wrote this back in October:

I'm now sitting at my desk trying to brush the cobwebs off my brain. As much as I find it hard to switch into downtime and get my head out of work and routine and process, going back is hard, too (albeit less stressful than the threat of travel). There is comfort and power, for me, in routine and systems, and it eases the transition -- makes it more like picking up a favourite tool, the handle worn just into the right shape. It sits comfortably in the hand, but still feels a little heavier than you remember, and you worry, briefly, that you might have forgotten how to swing it. (You haven't.)

Time to start swinging.

(Well-Worn Tools)

I find this encouraging.

Best of Quest and audio words

Small update today, with a few pieces of work news.

Best of Quest

In a move that has been described as 'exceptionally cool' and 'wait, for real?' (by me), Meta named The Last Clockwinder its best Quest game of 2022. It's really good, and if you access to a headset (not just the Quest), you should check it out.

It was also listed among their 'Best Narrative Games' selection for 2022, which is, y'know, great.


Words! Audio words!

Nick and Max Folkman make the excellent Script Lock, a podcast about storytelling in video games. I've been listening to it for years at this point, and it was great to go on and get to talk to Mary Goodden, plus Max and Nick, about... well, storytelling in video games.

You can go listen to that here: https://scriptlock.simplecast.com/episodes/george-lockett-mary-goodden

On AI Art

I've been seeing various conversations about AI-generated art (henceforth 'AI art'), and I've found a lot of the perspectives generally unsatisfying. This is me attempting to work out my thoughts and feelings about it -- the usual caveats apply: this is a thought sketch rather than something more together, etc. etc.

The two most strident viewpoints I've heard are 'AI art is not different from a human artist using other works as reference/inspiration points' and 'AI art is inherently bad and represents theft'. I lean more towards the latter than the former in practice, but as I say, I don't find either suitably satisfying in and of itself.

I think, as with a lot of things these days, particularly when it comes to discussing emerging technologies (an AI in particular), people are conflating lots of disparate facets, and often end up talking (or arguing) at cross purposes, with their focus on slightly different things.

I think it's nonsense to argue that AI tools for generating art are either the same as a human artist or 'just another tool available to people' (and, what's more, this argument often seems to be trying to have it both ways). Demonstrating why I think it's nonsense is slightly harder. This is not some position against recognising non-human agents, but I don't think people are really trying to argue that DALL-E has personhood, for instance.

For me, the biggest difference between a human artist using other works as reference or inspiration and an AI art tool statistically modelling them en masse is that last part -- en masse. As with other technologies, the issue is perhaps not truly inherent, but comes down to a step change in scale and speed. A human simply cannot look at that many different works and assimilate them into something (other than perhaps, their own style). AI art tools are able to do that and fluidly move between them. This is not a situation we've had to face before when considering art, ethics, or copyright, and I think it's spurious, therefore, to adopt that as an analogous argument.

There's also the collapse between talking about people using these tools for their own interest and entertainment and people or organisations using these tools as part of commercial art pipelines. The former seems to carry more emotive weight -- 'why would you deny people access to something they've not been able to perform or afford before?' -- but also is the less worrisome bit. It doesn't have no issues, but it doesn't have the same problems as a tool that can scrape and in effect profit from the works of many, many artists without their opting in and essentially launder their contribution to enrich the tool's creator and/or cut those selfsame human artists out of work. These two elements -- personal and commercial -- obviously have no barrier between them in terms of what the tools can accomplish. It's very convenient to argue the emotive, personal case as a way of pushing back against criticism of the commercial one.

(There's also probably a distinction to be made around 'making art' and 'producing visual assets' but boy howdy do I not have time to get into that just now.)


As with other emergent technologies, often it comes down to a means -- intentional or otherwise -- of cutting out traditional forms of labour, or skirting regulations, organised workers, etc. Yes, it might be the case that the availability of AI gives people access to things they didn't before or makes things better in various contexts, but that doesn't mean it's automatically a net good, either.

Think about taxis -- in short, Uber and its cohort were a way of circumventing regulations and worker protections in the taxi industry in various locales. And yes, in some cases (like San Francisco), it sounds like the existing system was broken. But this became a mass movement that spent its way into undermining previously viable ways of doing things (e.g. by ploughing billions of dollars of investment into subsidising rides to undercut existing services, until they collapsed and Uber et al. were all that was left).

Is that model better for the consumer? Well, sure, initially, they get a ubiquitous and cheaper service! But as with other things, the only way this can continue to 'be viable' (if it ever was) is at the cost of heavily exploiting everyone in that loop which it is possible to exploit.

It's hard to argue that this has been a bad thing, because most people are exposed only to the end-user experience, which has been -- generally, most of the time -- extremely convenient and, historically, startlingly cheap. But of course there's another shoe. There's always another bloody shoe.

But, as with ridesharing, it feels like the AI is passing a threshold where people's desire for shiny things and convenience will continue to gather momentum faster than the -- very real, very valid -- arguments against it. Or, how about, maybe not even arguments against it. Maybe just arguments that we should be having meaningful conversations about how we fit this into our society rather than just moving ahead at Mach-3.

But it's not surprisingly, really, either, since that's how things seem to go with humanity. Someone needs to buy the truth some slip-ons.

The Secrets of Cities

Cities have secrets. Their ways and nooks and systems. I think we only get to learn a few of them, really. There are probably people out there who have something approaching a holistic understanding of cities, but it's such a tangled nexus of disciplines and secrets, I struggle to imagine anyone has the truest pictures at this points.

Cities are our triumph and our folly. Absurd hyperobjects which we (some of us) live as part of, with their structural complexity having grown and grown in multidimensional layers.

Look at the street furniture around you. The manhole covers and junction boxes. The strange, unexplained objects which surely must have some purpose. The sprayed markings on the pavement. The little riveted metal points around the place.

They aren't actually arcane, and plenty of people understand them -- though I expect most who pass by and benefit them have no idea what they are. A few years ago, I went a bit mad in Toronto and did a bunch of writing about this.

This is part of what I mean when I say 'secrets' -- codes and systems that we can learn to read in part.

I'm also, as I so often am, talking about birds. There's a street near my house which is really good for birds. Starting in early summer, swallows come to nest in the roofs of the houses (apparently, they have been doing so for more than twenty years). There are dozens of little cavities in which starlings nest, easy to miss until you see them flying in and out to build or to feed their young. When you watch pigeons long enough, you can identify the spots they're going to love to lurk.

Infrastructure. Animals' sharing of 'our' space. Architecture. Logistics. Desire lines. Movement patterns. Markets. Green spaces. Clay.

I always want to learn more. I think a lot of what I want to learn is really about cities. I know a lot more now than I did a few years ago -- can see and read a lot more of the city. But it's nothing, really. Peering through a gap in a hedge at something strange and beautiful.