Tuesday, July 7, 2026

The Culture: No Tolerance For Shit Gameplay Anymore

You miss out on some great observations if you're not in the scene. Hence me bringing them to you here. This is a collected Twitter thread which began here.

“An adventure may take 8 hours so we need to use pause time” carries the assumption that the party enters the dungeon and probably won’t leave until it is cleared. AD&D is built primarily on “get the money and run.”

“Creative” DMs: I am putting together a series of encounters that culminate in one moment! My players do not have the will to tell me it wasn’t really exciting.

Actually creative DMs: I have to weave together the results of gameplay to create a cohesive player driven story.

That’s the problem with prep addiction! The DMs either get really down on themselves for not producing an amazing narrative or they get high on their own supply!

Fortunately we can play The One Ring where apparently all the “story leads” are already in place.

Just italicized the title of a product, but otherwise presented as written originally.

Most players and Referees are dogshit faggots at this hobby, including the Oldfags (especially the Oldfags) and deserve to be shamed for their faggotry until they either shape up or ship out.

This also means that "D&DTube" is fucking useless and likewise deserves nothing but scorn and ridicule until they delete their channels or change their ways.

Don't think this hasn't been noticed by those wankers. It has, or you wouldn't have bullshitters like Grifting Beast constantly trying to get in front of the Bros and steer that ship back on the reservation; it hasn't worked, but rather backfired every time.

We know how to win. We're just going to have to do it the hard way.

Monday, July 6, 2026

The Business: The Bros Proved That The Hobby Is Not Commercially Viable

Jeffro observed the following:

You need to appreciate just how new all this is. There is all this stuff that people can see suddenly. And there has never been so many eyeballs on this one domain before. If the insights are not compiled down into essays or documents like Brozer and Umbros… then we lose out on the next round of developments and refinements. The people collecting Superchats and publishing clones cannot assist in this effort. A failure to synthesize the gains of this summer will rob the future of not just a slightly better campaign but entire realms of possibility. “Well, surely someone must have gone further along on this during the golden age.” No. “Well, surely this is just a minor technique here that is unimportant in the grand scheme of things.” No again. “Well, at the end of the day, aren’t you just doing what the old rules say to do.” Actually, no. I honestly don’t think that what we are looking at can be sold. And there is something about that that makes it that much more important that we communicate what we have observed and developed to whoever is going to move the ball down the field two to five years from now.

- Jeffro Johnson

Read on Substack

He's right; this can't be packaged and sold as a product.

It's arguable that it can be rendered into a service, and it is unlikely that it could- not a commercial operation, in any event.

This, I say, is part--not all, but very clearly part--of why the Oldfags, the Cargo Cultists, and the PDF Merchants are so mad about the Bros. By restoring the Real Hobby, they reveal what had to be lobotomized in order to cripple it into something that could be commercially viable.

The Bros proved that all of the problems with Tabletop are self-inflicted, starting with Oldfags like Sandy Peterson confessing that they couldn't read (and still can't) so they gutted the game to conform to their illiteracy.

This, in turn, proved Jeffro right again: Tunnels & Trolls was the first Cargo Cult product that is "an RPG" as that cult defines them- not The Only Game That Matters, which is based on (and derivative of) Braunstein.

Boy are they going to be mad when the folks now demonstrating that Traveller also works as a Braunstein show it by their own receipts as they're being published.

Sunday, July 5, 2026

Saturday, July 4, 2026

The Business: This Is What Fighting A Dominant Network Effect Looks Like

Remember what I said about the private server scene being the MMO equivalent of Tabletop's Retroclone movement?

Well, we just saw yet another expression of that being the case. Yesterday, Project Ascension launched their latest game mode: Conquest of Azeroth.

Since a lot of you are neither current nor former World of Warcraft players, I'll spare you the details. Suffice it to say that I'm playing Ranger and Witch Hunter right now and enjoying it. I tried Barbarian during the pre-launch Stress Test, which took a bit to figure out but also turned out fine. Trying the new Support role with the Ranger class. Can't say about the rest.

What I want to explain to you is this:

  1. There are Vidya analogies to Tabletop issues.
  2. World of Warcraft is the D&D of MMOs.
  3. Due to long-running antagonism to its legacy audience, there's been splintering that lead to cloning of past editions; this would lead to official Classic realms, but that was not enough, and neither did the recent Remix limited-time servers do that either, but rather a "Classic Plus" (Vanilla with different decisions implemented, and more content added) is what folks want.
  4. Private servers fulfill this demand- as retroclones do for people who want their specific flavor of B/X (etc.) put into a single plug-and-play product. This is mostly a WOW thing, but private servers are also how dead MMOs carry on (e.g. Star Wars Galaxies).
  5. Blizzard has become more hostile to this over time, and operators are becoming more savvy about protecting their operations- and not just in immediately rebranding and relaunching after a shutdown (as Turtle WOW did, twice). Other corpos are no friendlier.
  6. Network Effects dominate MMOs harder than they do Tabletop, as Josh Strife Hayes proved a while back, so the only viable way to compete is to fight WITHIN the Network Effect.
  7. Therefore, only WOW can kill WOW- and thus a superior private server is a threat to Blizzard.

Due to the nature of the medium, and the specific game, something like the Bros happening is going to take a different form than it did in Tabletop.

Instead you're seeing OSR, not BROSR, insurgencies; they're doing the retroclone thing because that's what works. Some wipe their asses with IP law (like Ascension), some pretend it's real and do the "legally distinct" thing, but both of them are doing clones of MMOs with proven audiences because the risk calculation of MMO launching for anyone that is not Le Big Corpo now is too high to be acceptable- and recently failures only doubled-down on that perception (Ashes of Creation also being outed as a scam).

That's why the real expansion is in competing with the dominant Networks from the inside, and as private servers have already proven to work they're going to keep working.

The next step will be to find a way to make a WOW server that finds a way to do Braunstein style play--which, in this context, means somewhere between EVE Online, Warhammer Online, Dark Age of Camelot by way of Guild Wars and its sequels--as was done in many a MUD before that.

And the crazy thing is, I bet some guy--and it's going to be a guy--is going to be the one to take things like Winning Secrets and find a way to make that happen.

Friday, July 3, 2026

The Culture: One Move Showed The Superiority Of Braunstein

UMBROS upset in one move.

Go ahead, Conventional Play, try to reproduce this organic campaign-changing event by your own practices without resorting to Narrative Logic and thus to forcing results.

You can't. You cannot reproduce the occurance of three faction leaders attempting, and failing through their own incompetence, to kill one mutual enemy leader because you will not ever hand faction leaders over to players to play, and you will not let them engage in PVP combat, so you have to do your Theater Kid agency-nullifying moves to badly ape the result; Uwe Boll does this better than you.

You also can't comprehend this happening away from the table, or with someone else running things while you handle another group's actions, with the results having impact upon everyone else- if not right away, then shortly thereafter as consequences at the Second and Third Order manifest and fallout forces changes in the State of Play.

You Cargo Cultists cannot comprehend this being in players hands to determine. Meanwhile, we who deal in Braunstein do.

Thursday, July 2, 2026

The Culture: The Bros Prove That They Know The Way Again

As if in answer to yesterday's post:

You can see the rest of that thread here.

That's a direct and immediate refutation of claims that it can't be done because it's being done here and now.

The Bros prove their way correct again, and Conventional Play loses because it can't reproduce the results without cheating.

Wednesday, July 1, 2026

The Culture: It's A Lot Easier When You Play The Game Properly

He did the meme again.

To save you time, this summary:

In this video, RPGPundit argues against the common trend of prioritizing "story" or "narrative" in Tabletop Role-Playing Games (TTRPGs), particularly within the OSR (Old School Renaissance) movement. He posits that a campaign should function as a living, virtual world rather than a scripted story.

See, generative AI has its uses. And the meme, well you know it by now.

Braunstein fulfills this function. It does so far easier than any other approach, doesn't require DM Fuckery to do, or any other form of Narrative logic; running a proper wargame campaign--yes, that includes economic and political warfare, folks--will be more than capable of achieving the desired results with superior engagement and satifaction from the players while greatly reducing the workload from the Game Master.

Simple as. We've proven this by now through Actual Play.