I’m just an easy mark for dumb pilot humor. Today the captain was like “we’re now at altitude, feel free to move around, my one rule is you must stay inside the plane” and I lost it. It’s funny because you would die a horrible death akin to standing unencumbered on Pluto
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hate it when the people who I love are suffering due to circumstances beyond my control 👎 there should be a sea monster that I can slay to fix the problem
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Also From Microsoft’s own FAQ: "Note that Recall does not perform content moderation. It will not hide information such as passwords or financial account numbers. 🤡
Why You're Writing Medieval (and Medieval-Coded) Women Wrong: A RANT
(Or, For the Love of God, People, Stop Pretending Victorian Style Gender Roles Applied to All of History)
This is a problem I see alllll over the place - I'll be reading a medieval-coded book and the women will be told they aren't allowed to fight or learn or work, that they are only supposed to get married, keep house and have babies, &c &c.
If I point this out ppl will be like "yes but there was misogyny back then! women were treated terribly!" and OK. Stop right there.
By & large, what we as a culture think of as misogyny & patriarchy is the expression prevalent in Victorian times - not medieval. (And NO, this is not me blaming Victorians for their theme park version of "medieval history". This is me blaming 21st century people for being ignorant & refusing to do their homework).
Yes, there was misogyny in medieval times, but 1) in many ways it was actually markedly less severe than Victorian misogyny, tyvm - and 2) it was of a quite different type. (Disclaimer: I am speaking specifically of Frankish, Western European medieval women rather than those in other parts of the world. This applies to a lesser extent in Byzantium and I am still learning about women in the medieval Islamic world.)
So, here are the 2 vital things to remember about women when writing medieval or medieval-coded societies
FIRST. Where in Victorian times the primary axes of prejudice were gender and race - so that a male labourer had more rights than a female of the higher classes, and a middle class white man would be treated with more respect than an African or Indian dignitary - In medieval times, the primary axis of prejudice was, overwhelmingly, class. Thus, Frankish crusader knights arguably felt more solidarity with their Muslim opponents of knightly status, than they did their own peasants. Faith and age were also medieval axes of prejudice - children and young people were exploited ruthlessly, sent into war or marriage at 15 (boys) or 12 (girls). Gender was less important.
What this meant was that a medieval woman could expect - indeed demand - to be treated more or less the same way the men of her class were. Where no ancient legal obstacle existed, such as Salic law, a king's daughter could and did expect to rule, even after marriage.
Women of the knightly class could & did arm & fight - something that required a MASSIVE outlay of money, which was obviously at their discretion & disposal. See: Sichelgaita, Isabel de Conches, the unnamed women fighting in armour as knights during the Third Crusade, as recorded by Muslim chroniclers.
Tolkien's Eowyn is a great example of this medieval attitude to class trumping race: complaining that she's being told not to fight, she stresses her class: "I am of the house of Eorl & not a serving woman". She claims her rights, not as a woman, but as a member of the warrior class and the ruling family. Similarly in Renaissance Venice a doge protested the practice which saw 80% of noble women locked into convents for life: if these had been men they would have been "born to command & govern the world". Their class ought to have exempted them from discrimination on the basis of sex.
So, tip #1 for writing medieval women: remember that their class always outweighed their gender. They might be subordinate to the men within their own class, but not to those below.
SECOND. Whereas Victorians saw women's highest calling as marriage & children - the "angel in the house" ennobling & improving their men on a spiritual but rarely practical level - Medievals by contrast prized virginity/celibacy above marriage, seeing it as a way for women to transcend their sex. Often as nuns, saints, mystics; sometimes as warriors, queens, & ladies; always as businesswomen & merchants, women could & did forge their own paths in life
When Elizabeth I claimed to have "the heart & stomach of a king" & adopted the persona of the virgin queen, this was the norm she appealed to. Women could do things; they just had to prove they were Not Like Other Girls. By Elizabeth's time things were already changing: it was the Reformation that switched the ideal to marriage, & the Enlightenment that divorced femininity from reason, aggression & public life.
For more on this topic, read Katherine Hager's article "Endowed With Manly Courage: Medieval Perceptions of Women in Combat" on women who transcended gender to occupy a liminal space as warrior/virgin/saint.
So, tip #2: remember that for medieval women, wife and mother wasn't the ideal, virgin saint was the ideal. By proving yourself "not like other girls" you could gain significant autonomy & freedom.
Finally a bonus tip: if writing about medieval women, be sure to read writing on women's issues from the time so as to understand the terms in which these women spoke about & defended their ambitions. Start with Christine de Pisan.
I learned all this doing the reading for WATCHERS OF OUTREMER, my series of historical fantasy novels set in the medieval crusader states, which were dominated by strong medieval women! Book 5, THE HOUSE OF MOURNING (forthcoming 2023) will focus, to a greater extent than any other novel I've ever yet read or written, on the experience of women during the crusades - as warriors, captives, and political leaders. I can't wait to share it with you all!
If you're writing about Byzantium/Byzantine inspired places, there's a few other things to keep in mind:
-Byzantium was a civilization that spanned a millenia and a huge geographical area. The treatment and experience of women was not constant at all times in all places.
-Women had different levels of autonomy at different periods of their lives. Many women gained great autonomy after their husband's death (and he usually died much before her), and could be registered as the head of household.
-There are basically two career options for Byzantine women: wife/mother or nun. Sometimes both, but never at the same time.
-Just as in the Latin West, class mattered a lot, and basically determined a person's entire life. Peasant women worked in agriculture and trades, while noble women had a much softer life.
-the idea that noble women were confined to the house is likely an exaggeration. (A byproduct of Byzantium's "distorting mirror") Furthermore, the women's quarters were nowhere near as closed off and restricted as the later Ottoman harems. In many places, women could move freely between their own quarters and the rest of the house. However, if a non-related male was visiting it was customary that the women would not be seen. This seems to be a mainly noble/middle class practice, and not an elite or peasant practice.
-Women played important ceremonial functions at the royal court. The Augusta (one of three titles for an empress) received the wives of visiting nobles, and was so important that, even if the emperor was unmarried, he might crown his daughter for the role. (See Leo the Wise) Additionally, there was an office reserved just for a woman, she was called "the lady with the sash" and she was placed very close to the emperor, and thus highly influential.
-Imperial women were highly influential, and could be incredibly masterful politicians.
-Women weren't forced to have endless babies until they died in childbirth. Byzantine women had access to both contraception and abortion, and there was some amount of recognition of a woman's right to choose. Furthermore, if a woman already had kids, but decided she didn't want to be a mom anymore, joining a convent was always an option. (For wealthy women)
If you're interested in learning more, the volume "Byzantine Women: Varieties of Experience," edited by Lynda Garland is a good starting point. You can also read the hymns of Kassia the Nun, or the Alexiad of Anna Komnene to get an idea of how women wrote, and what concerned elite women.
A sketch where I attempted to apply lighting principles to a character for whom the photo reference was differently lit. This is a character I’m playing in a solo game of the OSR TTRPG MÖRK BORG. He is Torvul, an inquisitor seeking an effigy of the basilisk HE for the high priestess. With this effigy, she hopes to appease HE and delay the End of All Things.
The sketch itself is graphite on a small sketchpad of about 4” by 8”.
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So, Why is D&D 5e/Modern D&D So Hard to DM, Anyway?
As I'm working on my own TTRPG system (my first attempt at it!) I've been reading a lot about game design producing stories. (Shout out to @anim-ttrpgs, @imsobadatnicknames2, and @thydungeongal for some especially interesting posts on the topic!)
That all got me thinking about Dungeons & Dragons, specifically modern D&D, and how it's designed. Despite having played/run quite a bit of D&D, across multiple editions, and having played/run a pile of other systems I like a lot more than D&D, I don't often sit down and actually think about D&D's game design in detail.
It's common to talk about how D&D 5e (and, by extension, its 2024 revision) is especially hard on DMs, and it's true. It's one of the systems most prone to lead DMs to burnout and it helps to propagate the narrative that DMing (and GMing in general) is a laborious process. But why is that? What exactly about the system makes it so tough for DMs to run?
The first and most obvious is that it's a system that wants you to care about competitive game balance (both PC vs. NPC and also comparing PCs to one another), but the tools it offers to achieve that are completely broken. But everybody knows that part. And while D&D is more complex than it presents itself, I don't actually think that's the major factor in it being especially difficult to run. There are plenty of reasonably-complex or crunchy systems that are easier to run, and simpler systems that are harder to run. Complexity isn't the real culprit here, either.
Instead, I think the problem is about storytelling.
"D&D Is About Storytelling"
D&D presents itself as an engine for stories. Let's take a look at an excerpt from the introduction of the Player's Handbook for the 5th edition (I don't have the 2024 edition myself):
The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like those games, D&D is driven by imagination. It's about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents.
. . .
In the Dungeons & Dragons game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure.
Yeah, I'd say that fits the popular conception of what D&D is. It certainly fits the play culture around it. But I'd argue it doesn't actually describe the game you hold in your hand. The rules of the game don't actually support the majority of what that promises.
The rules do support the "battle fantastic monsters" part, though. If that paragraph described D&D as a game about powerful fantasy adventurers fighting monsters, I'd say that's pretty accurate. That isn't the game most people are picking up modern D&D to play. They've been promised epic adventures, treks across dangerous wilderness, deep dungeons, puzzles, and drama. D&D certainly offers rules to cover some of those, but they're threadbare.
And for others, it's all on the DM. The game presents "puzzles" as something that it's about, but you won't find puzzles, or rules to design puzzles, anywhere in the actual game. If a group wants a good dungeon crawl, sure, the Dungeon Master's Guide gives some basic instruction on drawing a map and populating the dungeon, but it has almost nothing for how to run a dungeon, how to make it into gameplay.
What that means is that it's fully incumbent on DMs to provide almost all of what the game actually promises. The system will hold up its end of the deal when a fight breaks out (sort of, see the "game balance" note above), but until then, it's all on the DM.
That's one reason why D&D groups so often skip over traveling long distances, despite that travel often being where a lot of adventure occurs in much of D&D's source material: the game just doesn't really give you good rules for travel. I can open up Mythic Bastionland and see, on just one page, a system that turns travel into play, but D&D doesn't offer that.
Similarly, D&D doesn't really give you actual structures for creating, running, or playing dungeons, despite that being the first word of its title. How many boring, tedious dungeon crawls have you sat through as a DM tries to invent dungeon crawling all on their own? How many modern D&D groups do you know that just don't bother with actual dungeons at all because of that? Sometimes a DM pulls it off anyway (a 5e game I'm currently in just had a really fun heist of a dungeon crawl), but when that happens, it takes a huge amount of skill and work from the DM because the system doesn't provide any scaffolding for it. That fun heist I got to play happened because of the DM's heavy lifting. Not many DMs can do that, and they shouldn't have to. For many people, Dungeons & Dragons isn't about dungeons at all, not because dungeons are inherently boring, but because the game doesn't offer any rules for playing a dungeon.
Doing It Right
By contrast, let's take a look at Delta Green. Let's see what Delta Green promises players and Handlers up front:
Delta Green is not about guns.
Delta Green is not about a bug hunt.
Delta Green is not about understanding.
Delta Green is about the end.
The end of everything. Your family, everyone you know, your country, all life on Earth. It’s about the end of everything and your place in it. Because you’ll end, too. That’s what the fear is about. That’s what the game is about.
It’s not about winning and it’s not about advancement and it’s not about the best weapon or the most clever plan. Delta Green is about the end of everything—and how much of it you’ll live to see.
Welcome.
Damn, heavy stuff, and some big promises. But here's the cool thing: it fulfills those promises.
Delta Green agents are presented as competent, and so the rules support that, with a skill system that allows you to skip rolling entirely on a regular basis because your character's just that good.
But at the same time, those agents are in way over their head, and we're told that their efforts to keep the unnatural from devouring their world will inevitably destroy their life, break their mind, kill them, or, more likely, all three. Wouldn't you know it, that's also what the rules do. Agents are competent, but human, with human capabilities and fragility. In the face of unnatural monsters, your agent is extremely vulnerable; even in the face of a totally natural human with a gun, your agent is extremely vulnerable. Death is always just around the corner for an agent of Delta Green. But even if you don't die, the Sanity system works together with the Bonds system to produce your agent's inevitable, yet extremely personal, downward spiral.
You want an emotional character arc in your trad game? You'll get one in Delta Green just by playing the rules as written. And if the Handler somehow runs out of great operations to run, the Handler's Guide has clear, helpful advice on creating and running your own.
D&D... doesn't do that. It promises a type of game that it's reliant on DMs to provide. Delta Green, along with many other well-designed TTRPGs, actually provides the game they say they do, and that means it's much easier for a game master to deliver on that promise.
D&D will provide the combat, and promises a story that it actually expects the DM to provide all on their own. Combine that with a general lack of quality official adventures or campaigns to run and that's how you get a play culture where the DM is part author, part game designer, part film director, part improv actor, and part tactical wargame player and referee.
Side Effects
All of this would be just trivia if D&D was just one of many popular TTRPGs, but it's by far the most popular among English-speaking players. It's so popular that it functionally defines the entire hobby for most people who engage with TTRPGs at all.
That leads to an interesting situation with critiques like the one I wrote above, which is that, to someone whose primary (or only) TTRPG experience is with modern D&D, everything I wrote above looks absurd. I know this, because that used to be me, not even that long ago. At the time, reading things about how D&D's rules don't support certain kinds of storytelling hit me sort of like, "Well, okay, but isn't that the players' and DM's job anyway? What would rules to support that even look like?" I'd think to Powered by the Apocalypse games like Dungeon World and, while I liked those, that's not what I wanted in my D&D. It seemed to me that people critiquing D&D's rules from this angle were just barking up the wrong tree.
This is one reason why TTRPG nerds like me are so insistent that people should try games other than D&D, even if you like D&D, even if you have no complaints about it. Many people in this hobby--again, speaking from personal experience having been in that very position--don't have the context to conceive of what else a TTRPG can be, and what game design can accomplish.
The more concerning side effect, to me, is the perception that all TTRPGs are difficult to learn and to run. It adds a gravitational pull to D&D: if someone like me is suggesting a different system, you would very reasonably think that other system is at least as complex as D&D, and it's going to take a lot of convincing to get you to put in all that effort again for a system you don't even know if you'll like. It leads to people who very well might adore another system sticking with D&D because D&D itself has made the concept of learning to run another system intimidating.
Adventure awaits for those bold enough to hear its call! #rpgaday2025 is just around the corner and one of its founders sat down with me to chat about the event and how YOU can get involved: https://youtu.be/ogoDEEH5txc
Doing some first-time map making! This cozy little abbey in the mountainside was abandoned due to new routes, but Nomen, Fialca @offended-dragon and Salamander moved in to start their own dojo!
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