Showing posts with label dndgate. Show all posts
Showing posts with label dndgate. Show all posts

Monday, September 14, 2026

The Business: Beware New Starcraft (Etc.)

Maybe you shouldn't announce anything years before its purported release.

Pure vibes. Nothing of substance. Just a statement of intent, and I'm certain someone's going to get a talking to about the implications of letting a precious brownoid of uncertain provenance get the cannon fodder treatment instead of Whitey come Monday.

While this isn't a Star Citizen situation, it is a bothersome one nonetheless. RTS is not popular now, so Blizzard can't just C&D some PServer and take their code and with it their R&D. They need to deliver off entirely their own merit, and that's as lacking at Blizzard as it is in other Western AAA studios.

Consider that all of their announcements are either appropriations of others work, or "Break Glass In Case Of Emergency" releases.

Folks wanted this for decades. Only now are they getting it, and some of what's shown here echoes what's coming to Classic and is in Forever.

Furthermore, due to the crossover with Wizards of the Coast, all of this will come to Tabletop in Official D&D sooner or later- the WOW book is already up for sale.

THIS IS WHAT PEOPLE ARE NOT SEEING BECAUSE THEY CAN'T COMPREHEND SECOND ORDER EFFECTS!

This makes WOTC's annoucements at GenCon even more paradigm-shattering than I thought.

Thursday, September 10, 2026

The Culture: The Cargo Cult Shows Its Ass, And The Bros Show They Grok It Better Than The Cult Does

Lots of problems solved by their Cargo Cult and Theater Kid priors being taken out back and shot.

Meanwhile, over at Substack, Jeffro recently talked about unfucking this crap.

Why would you “convert” your game to a Braunstein? This is just weird framing all around. Consider: 1) You can delegate monsters to an adversary player in order to work out how a particular entity will respond to player activity. 2) You can set up a session Braunstein in a single region of the campaign map and then fold the results into the overall campaign state. 3) You can run more traditional style adventure scenarioswhile exploring a mix of competition and cooperation both during session play and also in down time. 4) You can set up a fluid conflict between two distinct adventure parties to be played out over several sessions. 5) You can run a sessionless battle scenario over a span of several weeks with troop movements and a mix of strategy and tactics. None of these options require a consensus or significant cooperation from more than a handful of people for any length of time. The only person preventing you from doing this is you.

- Jeffro Johnson

Read on Substack

Not there won't be resistance, but until the AI DMs come online it's Dexter or Death for these people so wear the black hat and Dexter them for their own good.

That resistance has its root in its wrong assumption of what this hobby is, as Rule of Thule explained.

It’s not an objection to something happening elsewhere, it’s an objection to something real happening—to the game being actually played. Consider an abstract game played in a vast abstract space. Within the spaces are two kinds of players: Navelgazers (Ns) and Conquerors (Cs). The Ns believe that all players are Navelgazers and have a shared common understanding of rules that don’t actually exist in the game such as “don’t be unkind towards the pieces of other players” or so on. The Ns are playing a fundamentally different game from the Cs because they presume restrictions and protections etc. which do not truly exist (i.e. they are not actually rules of the game). When they see something that is the product of real play, they will immediately identify that it doesn’t accord with their presumptions. “No one who was trying to Avoid Unkindness [or other such presumptive descriptors] would have engineered this situation.” As soon as they see signs of the game being played to win, they are immediately on the defensive. This explains much of the maligning of powergamers, as Meffridus intuitively understood, because they represent the same threat: that someone will undo the fake game by leaning into the real one.

- RuleOfThule

Read on Substack

David Sirlin talked about this concept in the context of versus fighters. There are players (he calls them “scrubs”) who come into a tournament with the idea that e.g. certain moves are “unfair” or “cheap” and, despite the obvious signs that these moves are clearly powerful, will be shocked and appalled when they are blasted to pieces by other players “abusing” them. The scrub’s false internalization of the rules has caused him to become blind to the game’s actual rules and has led him, on his path of player development, to not only navigate false spaces but to arbitrarily close doors whose opening is necessary for him to achieve his real potential. In the arena of RPGs, we see that scrubs have found ways to form coalitions. They have the ability to aggregate in collectives. Their particular internalizations are not only sanctified by Rule Zero, but each distinct collective can claim membership under a united Rule Zero collective—so long as they acknowledge all the others—and they feel emboldened to claim that no one can tell them they aren’t playing the game, even when they’ve thrown out half the rules and added others. These coalitions are akin to a rogue tournament scene where everyone involved must abide by the new made-up rules, and anyone who insists on following the plain rules can be exiled. We can see the effects of this everywhere. I think it’s no coincidence that Sirlin’s book is titled Playing to Win.

- RuleOfThule

Read on Substack

This is simple to handle. You don't announce the changes; you just implement them step-by-step until you're in full Braunstein mode.

And remember, it's easier thank you think to teach the real game to people. The Internet is not real life, something Cargo Cultists cannot comprehend.

Saturday, September 5, 2026

The Business: Further Signs That WOTC's Going The 24/7 Digital Route

We got further confirmation that everything I said Wizards of the Coast is doing to Official D&D is happening.

The former WOTC CEO is now back in control, directly running WOTC from Hasbro's C-Suite.

He can, he has, and he will again bulldoze inside opposition to his agenda and will go ahead to implement exactly what I said previously was the objective for the official game.

The AI DMs and player bots are coming. The frictionless convenience of a phone app-based business and gameplay model are coming. The legacy model of business and organization are on borrowed time. The Cargo Cult is Cooked. There is this, and there is the Clubhouse. The Cargo Cult collapses.

Many--as seen in the comments--still don't see what time it is. They can't comprehend second-order effects. They can't comprehend trends and directions. They think that they can just ignore it, not realizing that they've been coping--and failing--for decades at this point in doing so as their pool of prospects shrinks year on year depending on how frictive they are at their table.

These Dexters deserve the destruction falling upon them.

Friday, September 4, 2026

The Business: Cargo Cultist Continue Culting

Double-dose of dumb and pointless this week.

First, Roll For Combat and Yet Another Fucking Hackmaster Edition.

I am not, and never have been, a fan. It was tolerable as a joke in the comic. It is not when it's a deliberately fuckedup AD&D knockoff on the shelf wasting space and wood pulp. The best thing that could happen is for this begging episode to fail, but it won't because Cargo Cultists Gotta Cult but--like past editions--it will be collected and read, not played. Waste of time and money. Fuck these guys.

Then there's Matt Colville, whose shameless bullshitting got rightly roasted by the Oldfags.

Shameless theft of Traveller, Gamma World, Real D&D, and some of the odder Final Fantasy games is his new grift. He needs his kung-fu sealed. Do not give this faggot your time or money either. Ever.

Just play real games--just play D&D, real D&D--and forget that these lying faggots ever existed.

Thursday, September 3, 2026

The Business: Observe The Cog-Dis In Action

A One-Two for Roll For Combat. First, last week's show.

And two weeks ago.

Glickner and Derik repeatedly display that they do comprehend how fake, broken, and dumb the Cargo Cult is and yet they immediately turn about and continue to double-down on the dumb at every turn instead of acknowledging the trend and how this means that their model is on its way out. They cannot acknowledge, if not comprehend, second order effects. Neither can they perceive trends and directions.

They deserve the shit-kicking coming for them.

Tuesday, September 1, 2026

The Culture: The Best D&D History Book Yet

Last Wednesday, Dunder had on the man behind D&D: An American Institution.

You want a copy? Buy it here.

Tuesday, August 25, 2026

The Business: A Reminder That Vidya Does Cargo Cult (Non-)Gaming Better Than Them For Less

Vidya continues to make the Cargo Cultist offering look as bad as it is.

Light No Fire in particular is a threat to Temu D&D and even to Official D&D because you have a Domain Game.

Better than others like it (Valheim, Enshrouded, Pax Dei, etc.), this threatens the Cargo Cult in particular because of--you guessed it--reduced friction compared to Cargo Cult play and it being full of fake and gay lameness.

Want to play solo? You can. Want to get the boys together? You can. Build up your own domain? You can.

Lots of what makes Vidya in general a superior alternative to Official D&D and Cargo Cultist knockoffs is here, is refined, and is going to be far easier to acquire and play (and get others to play with you) at a cheaper price compared to Cargo Cult non-gaming.

Unlimited L Works, Cargo Cultists. All the Ls. All for you. All the time.

Sunday, August 23, 2026

The Culture: Of Course They Made It Commie Propaganda

On Tuesday of this past week, Wizards of the Coast confirmed what we all suspected about the Dark Sun revival.

This was not a surprise. This was merely a disapponting confirmation of what was expected.

The entire point of the product release is to push Communist propaganda, removing all of the nuance that existed in the former edition of the setting in the process; you can count on the writers imposing their inverted morality upon the setting's moral compass.

The fantasy that is being sought here is the fantasy of the Party Vanguard establishing the Communist Uptopia. That is it being done in a wasted world where iron and steel is more scarce and precious than gold, where the conditions of life are so precarious that it only compares to Arakis, and as such the implied anarchy championed by the Revolution is Extinction with extra steps.

You'd think that this was willful and deliberate on the part of WOTC and its partners, but no these Dangerhaired Dipshits are not that cunning or savvy. They are the Useful Idiots that get shot when the Revolution is achieved, the Genestealer Cultists that get eaten when the Tyranids arrive, the Chaos Cultists that get used as ritual fodder when their masters need to summon something with power into the world or meatshields when the Inquisition comes calling. They are the minions, not the masters.

They are mask-off with this because they believe that they have achieved the Revolution, at least in Tabletop, and in this they are mostly correct in that because they hold the Network Effect and have successfully achieved an Enclosure of the Commons through erecting the technical architecture required to seal up the funnel that Cargo Cultists rely upon to acquire customers and thus 100% capture the commercial side of the hobby (and with it most of the hobbyist acquisition) into their Walled Garden.

So long as this is deemed Brand Safe by WOTC's C-Suite this is going to continue.

That is the only form of leverage you have left. You must convince, by word and deed, that this direction IS NOT SAFE FOR THE BRAND!

If you are neither willing nor able to do that, then your only other option is to leave that entire model of hobby organization for the older model revived by the Bros.

Or you can quit, which you will inevitably do if you do nothing because you're going to lose players over time and be unable to replace them.

We are past the Collapse now. You either follow the majority into the Walled Garden, you change your ways and earn your place in the Clubhouse, or you're done. Choose before it is chosen for you.

Wednesday, August 19, 2026

The Culture: Stealth Archer Rocket Tag Got Rejected By Players, Retard

DD did a Dumb.


Vitality/Wounds got rejected for a fucking reason, retard: it was more bothersome than the problem it claimed to solve.

Consider the normal way it works: Roll Damage, Track Hit Points. Crits don't matter unless and until they impose additional effects; recovery is equally standardized.

Now: Did I crit? No? Roll damage, Track VP. Yes? Track WP. Took WP? Complications on recovery.

What happens next? Anyone serious about being effective optimized for crits. This happened in previous WOTC Star Wars editions. It happened with Spycraft (and its deratives such as FantasyCraft), and it happens every single time this is implemented because PEOPLE FOLLOW INCENTIVES YOU FUCKING MORON!

What did you do with this? You introduced a means to bypass the ordinary damage capacity mechanic, which rewards those who are better able to achieve that bypass effect with superior combat performance, which incentivizes players to optimize for achieving most-consistent-bypass-performance and thus compels opposition to do the same lest all sense of challenge disappear.

Congratulations! You just made the game into Stealth Archer Rocket Tag. Everyone has to become a Stealth Monkey just to stay alive. Combat comes down to Who Can Detect Whom First; the losers get Alpha Struck with Overkill levels of Firepower and get the Swifty One-Shot Macro treatment. When players saw this in action 20ish years ago, they rejected it en masse which is why it disappeared from d20 Star Wars and Spycraft ended up losing hard to competing offerings.

No, it didn't make the game more fun. No, it didn't speed up gameplay. No, it wasn't fun to be on the wrong side of. No, it got boring to be on the shooting side of in short order too. It also lead to Narrative Faggotry when things went against the players, further degrading the integrity of the game and the hobby.

You should have been bitch-slapped for even thinking about this failed idea, DD. It failed for damned good reasons, such that even the obstensible source (HERO) is notorious for being janky and wonky in the execution of it- thus part of why HERO remains obscure to this day vs. The Only Game That Ever Fucking Mattered.

Oldfags, man. Not even once.

Sunday, August 16, 2026

The Culture: Still Trying To Stop The Inevitable

Today in Oldfags Trying To Steal From The Bros.

He completely ignores player-directed development.

Braunstein does this better, and because the receipts are being shown repeatedly the influence spreads without pause. Oldfags have to get out in front or get rolled over, and so we have channels like this trying to steer things back on to the reservation.

Fuck this guy. Fuck all the Oldfags.

Braunstein or death.

Saturday, August 15, 2026

The Business: You Cargo Cultists Got Warned. You Didn't Listen. Now It's Time To Die.

Roll For Combat did a full stream before the GenCon announcement explaining Wizards' plan for Official D&D.

All of this is Officially Sanctioned (i.e. Brand Approved). All of it is Officially D&D (i.e. WOTC Approved). All of it is meant to be one giant buffet, mashed up like Super Robot Wars, all the time with all the lore and all the Known Places available All The Time.

I am not joking about the Autobot Death Knight with the +5 Buster Sword.

I am not joking about WOTC taking away table autonomy under the pretense of Brand Safety and Key Performance Indicator Improvements.

I am not joking about WOTC wielding the Network Effect to kill what remains of the commercial environment outside of their control--control, not entirely in-house; getting those others 100% dependent upon WOTC for their existence is better than being in-house--and forcing the commercial side of the hobby entirely within the Walled Garden that it owns and controls.

YOUR BUSINESS MODEL IS DEAD, RETARDS!

You can either pivot to a service-based model, quit, or go non-commercial.

WOTC took one choice from you. Soon it will take the other commercial option if you don't haul ass now, but you won't so I'm looking forward to WOTC forcing you to quit since you also don't have the balls to admit this isn't viable and just do this as a hobby.

Fuck ALL of you. You were warned. You didn't listen. The Collapse hit, and I delight in your suffering.

You were warned about Network Effects. You were warned about Revealed Preference. You were warned about the change in the commercial environment. You did not listen. You did not adapt. Now you die, and you die slowly and painfully as you bleed out over quarters or years before attrition forces you to shut down for good in a pathetic wimper. Fuck. You.

Wednesday, August 12, 2026

The Culture: The Bros Have Shown The Way

The Bros published two Braunstein scenarios so far.

When I finish BRODUM, that will be three scenarios.

Notice that we're not doing this for the money. These are free in PDF and at-cost in print. No begging on Kickstarter. No shilling at the cons.

These are made to be played, not gawked at. They are made to be used, not read for entertainment. They are meant to be easily replaced if lost or damaged. They are not art books in disguise. They are not meant to pay the bills. They are not meant to be Setting Bibles in disguise, or pitch documents for videogame/TV/film/etc. adapatation.

They have just enough to start a campaign. No more. No less.

That's what the ethos has to be now- a return to form as it was in the beginning, but with better technical writing, editing, and layout.

You need a map, a scenario, and a ruleset. That's more than enough to play for years on end, and that's what Cargo Cultists and Corpofags hate and fear about this hobby.

Too bad they're retards that can't see the obvious business model, but that just means it's wide open for hobbyists to take up that space before they get the meme and move into that space themselves.

Tuesday, August 11, 2026

The Culture: Sole Play Tabletop Rises For A Reason

Jon Del Arroz made this observation.

He's been to, and thus has seen, what the common Cargo Cultist is like.

For those unable or unwilling to get admitted to the Clubhouse, this is their go-to option to get away from those losers while staying in Tabletop.

You can't get derailed (unless you're utterly dysfunctional) by some low-rent loser, get held up by the least invested player, get tyrannized by a power-tripping Dexter, or have any other Known Issue in Cargo Cult Tabletop gaming if you just play on your own.

Those who do this, and then want the social aspect, post to social media their receipts. Some do videos on YouTube. Some post to Twitter, Instragram, etc. They use the parasocial aspect to show people how they play the solo game, and in so doing advertise for it; the smart ones get affilate links and then link to the game's online storefront page to get some cut of the sales.

The move is to solve the Known Issues by changing the product to remove the risk factors; you can play when, where, how, and as long as you like if you're the only player- the same value proposition that you have for single-player Vidya, only without the need for electronics.

This is also a losing proposition long-term, unless you want to change how this hobby is defined into a solo pursuit. The only route that preserves the hobby is the Clubhouse.

Monday, August 10, 2026

The Culture: Hawaiian Man Schools You On Things Cargo Cultists Want You To Ignore

Jon Mollison dropped a couple of videos recently. You should see and share them.



He's doing the Good Cop part of the Good Cop/Bad Cop routine.

You can guess who the Bad Cop is.

Sunday, August 9, 2026

The Business: The Private WOW Server Scene Keeps Showing Tabletop Cultists Up

This got announced on July 31st.

I keep telling you that WOW and D&D are analogous due to occupying the apex of their respective media and market niches.

We see these private servers keeping coming despite Blizzard going after them because ONLY WORLD OF WARCRAFT MATTERS (as much as FF14 wishes otherwise; they had their chance to usurp WOW and MISSED- that's never happening again).

Look at what they consistently offer: giving the target audience what they want, with superior convience- same as what WOTC did and does, but no Tabletop competitor even thinks to offer. Only that Project Aurora guy has even broached the question- that's how deep in the sauce Cargo Cultists are. If this Russian-based private server can deliver half of what it promises, it will CLOWN on Blizzard hard.

This is how competition within a Network Effect works. You only win if you can deliver what the target audience wants better than the big dog. This can be done in Vidya; Tabletop should be easier, but it's not because Oldfags are retards who can't think past their nose or they'd be doing this sort of thing to WOTC on a regular basis.

This is how Blizzard deals with it: shut them down, then steal their best ideas (and code) to incorporate (in a watered down manner) on Retail and/or Classic servers.

WOTC could have done the same thing; they will not need to going forward because there will be sweet fuck-all to steal.

Thursday, August 6, 2026

The Business: Ryan Dancey Told You This Was Coming Nearly 30 Years Ago

Network Effects, motherfucker. You WILL grok this.

What did Dancey say?

TLDR: "Most people only ever played D&D. It's D&D or Nothing."

Then he explained why by introducing, for most of us back then for the first time, what a Network Effect is and how it works.

That's how the Open Gaming License, the d20 System, and the best time for Cargo Cultists to be around and making money came to pass before he got replaced at Wizards of the Coast and Yet Another Retarded MBA Faggot ruined the good thing.

Ryan, as he explained at the time, was being magnanimous. He wanted everyone to enjoy the prosperity that The Only Game That Ever Mattered brought, so he made it piss-easy to play nice; save for a few outliers, most Cargo Cultists did.

What Ryan downplayed, but did not omit, is that most of Tabletop, well past the 80/20 threshold, is UTTERLY IRRELEVANT.

Cargo Cultists did not believe him them. As most of them are Oldfags, they still don't; they think that somehow not being bankrupt and out of business means they are relevant.

Relevant means "Can be found in Walmart or Target, and is readily played by everyone in a manner that doesn't invite mockery by mainstream media."

No one on Stranger Things played Theater Kid Fag Non-Game or Temu Oldfag Houserule Non-D&D. They played The Only Game That Mattered.

That understated fact, backed up by data at the time, was never contradicted after the fact. The one thing that has not been talked about, but plays a huge factor into the strength of a Network Effect, is control over friction.

The holder of an Effect controls competition within the network by controlling the friction generated by non-compliance.

Friction, in this context, is measured by inconvience. Tabletop is notoriously inconvient; if you're a commercial operation, solving that issue is your top priority, and nothing is more inconvient than getting people to play at all followed by deciding on what to play.

WOTC's new pivot solves BOTH. Going mobile-first solves the Schedule Your Fun part; you can play whenever, however. Going All You Can Eat Brand Crossover Buffet solves the what you play part by standardizing the form of play while increasing the options within it.

Going against this increases the friction, exponentially so now that WOTC will be mobile-first, which is detrimental to convincing people to go with your Temu Tabletop offering over Official D&D in commercial terms. Only non-commercial alternatives, which don't compete on the same level, are viable now- and no, that doesn't mean serial busking on Kickstarter. That means going with a different organizational model entirely, such as the Clubhouse, which solves the same problems differently.

Don't take my word for it.

These people would be better off making this shit as glorified Coffee Table Art Books like Dinotopia, with playable notes as a separate PDF for download.

This is why I say that Tabletop is no longer commercially viable. There is only non-commercial alternatives and delusional Cargo Cultists.

Wednesday, August 5, 2026

The Business: Too Many Don't Grok How Normies Work And Thus Miss Why WOTC's Move Matters

At GenCon, Wizards of the Coast confirmed what I said was the play: the Fortnite strategy.

People do not grasp what this means.

All of the Brand collaboration releases for Magic are allowed in all formats. You want Aragorn and Optimus Prime and Y'stolha Rhul in your deck? You can.

This is exactly what WOTC's target audience--Normies, Casuals, Tourists--want: all together, all in one place, all under one ruleset, all Officially Sanctioned, in a mandatory crossover environment.

That is the Fortnite strategy. That target demo is a Low Agency Demographic. They do not trust Unapproved People. They only trust Brand because Brand is Approved. Brand is Authority.

The Big Deal here is granting permission to these Low Agency people to do what their Revealed Preferences say that they want: to have an All You Can Eat buffet of Approved Stuff that they like, priced cheaply, to play with in the Approved Sandbox.

They will not--have not, never have--just done it themselves. They do not accept the validity of homebrewing. They do not accept the premise of users just doing things. They show, again Revealed Preferences at work, that they need permission from someone they view as the authority on the matter- which in this case is the Brand. WOTC knows this. Hasbro knows this. Their Brand counterparts either know it or quickly catch on.

This goes well beyond HERO allowing Marvel vs. DC fights to be resolved.

As it is in books, so it is in games: NORMIES WANT "THE SAME, BUT DIFFERENT" ALWAYS!

That means NETWORK EFFECTS! Who is the Big Dog in Tabletop? WOTC and D&D. What do Normies only play? Official D&D. What does this move do? Load up the only game that matters with all the stuff that Normies want in the only place they will ever look. This is a very full, and growing, Walled Garden. Couple that with the announcement of Official D&D going mobile-first and you can see the plan--the pivot--in action.

All the Cargo Cultists are still deep in denial.

So are a lot of others that ought to know better, but due to those influences still refuse to see reality for what it is.

This is not a Death Of Physical. This is a Death Of Schedule Your Fun. This is a move towards what Normies proved--and have proved for over a century, by Revealed Preference--that they reward: CONVENIENCE AND FRICTIONLESS ENGAGEMENT!

Being mobile-first means that they can and will play Official D&D at work on their breaks, between doomscrolling binges, on their commutes, etc. and they will happily drop a fiver on a new race, class, etc. if it means they get a leg up on everyone else at the table. All that remains are the AI-controlled bot players and Referees.

Yes, you will live to see Snake Eyes, Optimus Prime, Estiniam Wyrmblood, Cloud Strife, Obi-Wan Kenobi, and Tirian Fordring team up against Abaloth the Devourer in an official D&D module and the Normies will eat that shit up, making WOTC and their partners BILLIONS.

And because of this, "RPGs" will be defined as "Officially Licensed Brand Crossover Let's Plays".

No one will ever look at your Temu D&D again.

Commercial viability outside of this is OVER. Yes, even for Palladium; they'll just be among the last to die.

There is this, and there is the Clubhouse.

The Collapse is not only here, it is Past Tense.

Tuesday, August 4, 2026

The Culture: The Real Hobby Incentives After-Action Review To Upgrade Their Performance

Jeffro comments on Dunder's running adventures in the BROXT's UMBROS campaign.

This whole scenario makes no sense. Like, I really don’t get how guys like Dunder can hang around the scene for as long as he has and then still do this off the wall stuff. Judging from the way this discussion has gone the past couple of days, it is likely because he lives in kind of a cloud of people that reflexively fight any attempt to elucidate matters. Why would you put a canned OSR product into a bro campaign? Why? We already know from Trollopulous 2020 that players like doing whatever they want whenever they want with no planning. We know from Trollopulous 2023 that a couple of pages of one-page dungeons is easily enough to sustain ten or twelve 4-hour sessions. How do you look at all of that play experience and say, “man… what these campaigns need is some dude’s product dropped into it”? And didn’t we see earlier this year Dunder was talking about how he had made up all of these Settlers of Catan boards to represent kingdoms and [blah blah blah blah zzzzz] huh?! dude! what?!! Seriously, what is wrong with you?! If you are running D&D, then you need just enough of a scenario so that the players can be delighted that they have successfully stymied and thwarted whatever it was that you were trying to do. Any more than that is wasted effort. But wait. You drop this megadungeon product into the campaign because you are so taken with it. AND THEN YOU MAKE IT IMPOSSIBLE TO GET TO IT. Okay, this alone is just awesomely funny. The BrOSR I remember would have teased Dunder relentlessly for this. Personally, I love this image of the plucky survivors running this massive gauntlet, dying in droves, players baffled and exasparated, everyone wondering just what in the heck is wrong with this campaign, and then finally… desperately… after ten or twelve or twenty sessions the players have arrived at the ENTRANCE of the adventure location and… a gigantic wolf eats half of them while they are vulnerable from breaking through the ice. The two surviving dudes get to the entrance somehow and realize that they can’t get in because someone sold the key. And the DM says that, yeah… well if you had all kept it you would have died from it because it was radioactive. Guys. That is a freaking masterpiece of game mastering awesome. IT SHOULD BE IN A MUSEUM. I mean, that is just deep meta-commentary on the nature of life, art and gaming. This is all going on in a backdrop of exploding frogs, some kind of wheelchair goblin charity benefit, and then something to do with an entire solo session with some random guy just because Dunder felt bad that he died pointlessly in the first session. But no, seriously. Here is what is so stupid. Dunder puts Fun Adventure Product™ into the campaign. Yeah, okay. Fine. Stupid. But whatever…. He then makes it practically impossible to get to the Fun™. Sotto voce: everyone has fun anyway because playing D&D is fun and stupid stuff happens no matter what you do Dunder then at every opportunity beats his breast, talks about how challenging it is to run a bro game, confesses to all in Evangelical fashion that “he has not arrived” and that he is still learning, still growing, still making mistakes. Dunder… one of the best Braunstein players in the world. He is just a babe, see?. A novice. An initiate. He has not yet attained to even a tithe of the gaming brilliance of the worst player from Trollopulous 2020. And on and on and on. He is putting out these session reports of all kinds of weird and crazy stuff. But it’s all wrapped in the framing of “something is not working. SOMETHING IS WRONG.” He has run what to the entire rest of the world is a “campaign”. And theme of the campaign was: *the players never got to the campaign.* Man that is amazing. Like I mean seriously, this is the zen koan of D&D campaigns. That is just such a deep comment on the life prospects of Gen Z right now. Incredible. Art imitates life! And that flushes out the other thing that is completely off about all of this. Let’s say Dunder made an intrinsically unplayable scenario. Let’s just agree that happened, because everybody seems to think this is the case. Even Dunder. But here’s Dunder… he has this stupid idea for a campaign which will never work. And then… all the players just dutifully feed themselves into the meat grinder week after week because, after all… that’s just what you do. You go to the table and you just do whatever it is that the DM his hinting that you are supposed to do. Because, I mean, there is just no way that you could play D&D any other way. I mean, that’s what D&D is. It is a game of pretend. The people who sell it pretend that it is a game. The DM pretends to create an adventure. And the players pretend to play it. Then the DM pretends the players won. Except you didn’t. The key was radioactive and there was a wolf at the doorway to fun. How is it that nobody involved ever thought for a moment that maybe deciding in advance what the campaign was supposed to be about was never going to work? Don’t you know by now that you just lay a few things out and then something will happen and then piece by piece, everything develops and fits together somehow and then something wild happens that is colored by things that were developed across a dozen sessions and OH MY GOSH THAT WAS JUST THE MOST AMAZING GAME. The idea that the players even went along with Dunder’s stupid idea for even a second is what really gets me. “This game is stupid and unfair,” said at least one ungrateful and unimaginative player. Maybe they won’t own up to it now, but SOMEBODY said it. And yet somehow none of those players ever attempted to take control of the game. “This game is not about getting into the Game Module of Fun™. This game is about me. This game is about finding a Troglodyte that looks like Steve Buscemi. We are going to use funds from a Goblin Charity front to create a gang of mutated freaks to take over level three of a dungeon that doesn’t exist yet. And Troglodyte Steve will be my henchman.” Or whatever. This is Meffridus 101. And no, Meffridus did not teach people to play AD&D RAW even the weird and dumb rules that the gross nerds never figured out. Meffridus taught players to take control of the game. The way Oghma did when he visited Trollopulous. That’s the craziest thing. None of these people washing up into a bro game ever thought to do that? Really? I don’t get it. If none of you can walk into an unfair game and then just make up your own victory conditions, then I don’t know what to tell you. You failed Bro 101. You all don’t need any of this #SuperAdvanced Braunstein theory. You need to go back to body builder memes and ridiculous hashtags that are weirdly inspiring. At any rate… thank you for running the bro campaign that proves we need bro campaigns. I guess it had to happen to someone. And honestly… that is just about the most Dunder thing I can imagine.

- Jeffro Johnson

Read on Substack

Don't think that the Bros don't criticize their own. That happens.

This is exactly that in action, and wiser heads will pick up what Jeffro laid down here.

"Wait. Why are we trying to do it all at once? Why didn't we secure the entrance to the Moon Pool first, set up a base camp there, and secure the road back to town? That would allow further pushes to start closer to the action, let parties react faster to developments, and allow for serendipitous opportunities to manifest that we could capitalize upon. Every time we get to another location like this, we move the base camp up and repeat the process until we're camped outside the target location and we have a secure logistics train all along the way."

Jeffro has a clear point here about seizing control of events: "Meffridus taught players to take control of the game. The way Oghma did when he visited Trollopulous."

What I wrote above is the most obvious form of doing just that.

At every point there is plenty of opportunity for player-driven action. Securing the route from town to the Moon Pool alone means beating a road down, clearing that route of bothers of all sorts, establishing and maintaining patrols, and then setting up the secure base camp--with supplies, Expert Hirelings, defenses, etc.--on the other end like any other serious expedition into dangerous territory.

Once that is done, action predictably goes two ways. One direction goes down into the Moon Pool as intended. The other goes out into the surrounding area, tracking down threats and resources- the former to kill, the latter to secure. Revenue from both forms of activity go into the maintenance of the camp and its garrison securing the route back to town.

Meanwhile, the Moon Pool needs to be swept and cleared of both threats and treasures while securing the route through it. Once secured, it must be occupied. The base camp slowly extends and expands into the Moon Pool in the wake of the expedition's sweeper teams. Meanwhile, the surface camp can now expand into a small armed town secured by a tower or motte as valuable resources extracted from below get used to build up the surface plant; maybe this becomes the seat of a rising adventurer's claim of dominion.

Does this slow the process? Sure.

Does this also make it something other than futile throwing of Polish mine detectors into the field? Also yes.

There is a considerable lack of a sense of agency at play here. A lack of currency does not mean a lack of economy; those prices become abstract Units of Account, used as a measure, but realized instead through non-coinage forms of exchange: oaths, contracts, in-kind barter, etc. as we see in a lot of tribal and clan-based societies.

This is a fantasy of agency- of being the Man in Command. Act like it.

Monday, August 3, 2026

The Culture: You Want To Be There On Wednesday For This

You'll want to be there for this one.

If you don't have this book, and you can't get it via your county library, Amazon has you covered.

Sunday, August 2, 2026

The Culture: There Are Others On The Road That The Bros Blazed

I knew that others were similiarly dissatified with Cargo Cult norms.

Some of those others, with more experience with Vidya than Tabletop, used that Vidya experience to attempt to address the issue. This guy that gets paid to run Official Edition games went with that Vidya-informed approach and made a "MMO".

Project Aurora is literally the craziest undertaking I've done in my life. A Dungeons & Dragons online MMORPG the takes place on a VTT within a persistent living and breathing universe where its focus is not just the D&D game, but a full-fledged commitment to provide as much content inside the D&D game as well outside of the D&D game.

A Universe where the sheer number of people in a D&D game from where there is 6 players and 1 DM isn't just doubled or tripled, but significantly scaled more than 10 fold while keeping continuity, player agency, social interactions, professionalism, community, the ability to forge a legacy making a name for yourself being the forefront of everything that is Project Aurora.

Just, the Attempt alone to make something as vast in concept is mind-boggling to even think about as you've probably clicked on this video to learn more of what the heck this project is, what's it trying to accomplish, will it even succeed and is it worth getting invested in.

This is, for all intents and purposes, an Analog Private Official Edition Server. I took a look at the YT channel's catalog.

Yes, it runs out of a Discord server. Yes, it presumes Cargo Cult norms where it does not explicitly contradict them. Yes, it brushes up against concepts ajacent to--but surpassed by--Braunstein (specifically West Marches).

Yes, he's trying to get paid doing this. That's likely where he's going to run into problems once he gets big enough.

But he's got the incentive to come to where we are. Send that man a copy of Winning Secrets and direct him to BROZER and UMBROS. Then tell him about the Clubhouse.