Friday, November 21, 2025

Your Own Worst Enemy

You can read this post on my personal site with other Goodies here!


    Howdy, Farmhands!

    I think everyone would have a better time if we could all internalize the reality that our dearly loved hobbies are all a little bit shit. Yes, that one. Yes, even the one you like the most. Yes, yes, ESPECIALLY all of mine. No, it's not a moral failing that you still like them. And while we're on the topic, we should also all internalize the reality that we'll never be the Number One Fan or Bestest Boy at doing whatever that hobby is! Perfection isn't attainable, nor should imperfection prevent you from enjoying your sort-of-shit hobby!

         There is a pervasive opinion among the laymen that just because there is a high skill ceiling for any given activity, that all people engaged in that activity should aspire to reach it. This line of thinking is bullshit. It's cool that olympic athletes can challenge and break the documented bounds of human achievement. I go for a walk every day. Same basic behavior, but I'm doing it because it's enjoyable to me, not because I intend to ever reach for the top rung. 

    This is a blogpost about TTRPGS, by the by. Not sure that's been entirely clear up until now.  

    Let's be very blunt with each other. We're sat around our tables with some shapes with numbers stamped on them, pretending to be elves and shit. I love doing that. You love doing that. But we're still just pretending to be elves and shit. This hobby, even at it's highest level of production and academia, is an act that is meant to be enjoyable. It's surprising how easy it is to forget that, especially when the person whose elfgame shit you're critiquing happens to yourself.

    I personally have an issue with this, as I am a very critical person. There is nothing I love more than stripping a piece of media down to it's bare parts and discussing how they fit together and where improvement could be made. It is my favorite activity. This sort of thing is absolutely fine and a valid way to engage with media, but it can become a little much when you start to turn that energy inward. Once, during a session of My Pirate Game, I ended the game with the normal wind down of "let's critically analyze our choices and consider mechanic changes to better accommodate our needs" and got hit with one of the new players going "you could be a little less harsh on yourself." And they were right. I wasn't discussing a product made for consumption by the masses or sold for money, I was treating my friendy-friend game time like it was a test I needed to ace. That's unhealthy.

    Roleplaying games, even at their grindiest, crunchiest, and "we have to pull out a physical tape measure to ensure the target of that mini is within range"-iest, are about having fun. What counts as fun is different between individuals, sure, but the enjoyment of the thing is very much the point. There's nothing wrong with improving your craft or being open about your weaknesses, but you simply cannot lose sight of the point of all this in your drive to better your skills. Give yourself the space to be imperfect. Refrain from judging yourself so harshly. We're all pretending to be Elves in a hobby that is, by god, a Little Bit Shit.

    Until Next Time,

        Farmer Gadda 

Friday, November 7, 2025

I Like Trains

 

chugga choo choo, bitch

    In November of 2024, Maggie Mahoney hosted a month-long Itch Jam titled the "Tabletop Train Jam." At the time, I thought this was a fantastic idea, but knew I wouldn't have the time to participate myself. However, I am, if nothing else, full to the brim with Opinions. I chose to share those Opinions on social media, intending to edit them into something of a larger essay later. It is now November of 2025 and high time I fulfilled that intention.

    Howdy, Farmhands!

    The implementation of Trains in TTRPGs is an interesting topic to think about. Their inherant purpose as vehicles assumes they're meant for overland travel, hauling large amounts of cargo (passengers or otherwise), at a speed incapable by other mundane means. However, Elfgames rarely operate at a scale that requires A Train to be available. If they are on offer, they risk trivializing the mechanics used by the party up until the point that said train was made accessible. The same can be said of teleportation magic and airships, so this isn't a novel conundrum by any means. How do we implement Trains into our games, and maybe more pressing, why would we want to?

    Trains are COOL, is the thing. They're infinitely customizable- new cars can be added or removed with only the limitation of the engine's capacity. They're an enclosed space- until you reach a destination, there's no just Getting Off the train. They can be natural extensions to the existing resource management the party has been dealing with, simply scaled up beyond their individual capabilities- Logistics such as fuel and available track come into play. They can be transport, player base, or portable dungeon. They're also inherantly Timers for Situations.  Paper Mario The Thousand Year Door has an entire chapter of it's story dedicated to a mystery inside a Train- with the ticking clock counting down to their arrival, at which point the suspects disperse, giving tension to the scenario. Stick your party in A Train with a bunch of characters, have Something Happen that needs to be resolved before you reach the Station, and bam, you have an adventure. 

    Trains also provide a premise for episodic adventures. Stopping at a small station to refuel or drop off some cargo is the perfect excuse for a small one-shot to happen in between larger modules. Ressha Sentai Toqger managed 52 episodes of mostly Just That, with each new Station basically not existing in the fictional world until the show runners needed a filler episode. If all of your stuff is On The Train and the Train is going to be In a Location for a while, the party has good reason to engage with the barrier preventing the train from moving on. Or, if they get in a situation while OFF the train, there's impetus to wrap things up before it embarks without them!!! 

    Trains arent all comfort or portable set piece. In order for a Train line to be successful and worth persuing, a significant amount of infrastructure is required for the fantasy world to make any use of them. With infrastructure comes the risk of that investment being damaged, destroyed, or delayed. Digimon Frontier (and isn't that a deep cut) had it's entire Digital World crisscrossed by Tracks, meaning the entire planet was accessible by Train... But the tracks were made of Data and could be absorbed or altered at any time. Narratively, this was how the story kept the protagonists in one place for any given amount of time, and produced free mcguffins wherever they found themselves. Does the party want to leave? They gotta get the track data from the bad guys to continue on their journey. 

    And this entirely assumes the train in question is traveling physical Distance. Take Kamen Rider Den-O; their train runs through TIME. Secret Trains are the primary transport between protected magical locations like Jowling Kowling Rowling's school for Wizard Cops, acting as a thematic transport between WORLDS. In a fantasy elfgame, the literal use of a train can play second to the tonal vibes it gives for being present, and can be fun to play around with!

    Trains are cool, and their use could be levied in an Elfgame to make really creative adventures and campaigns is what I'm saying, I guess.

    Or maybe I'm just Autistic.

    Until Next Time,

        Farmer Gadda 

    As a final note and a bit of an example- here's a translated replay of a Sword World 2.5 game that primarily takes place on a train! It's got a neat, non-train related Fellows system that I keep eyeballing for other stuff.