I was listening to an episode of Dice Exploder where Sam and Quinns talked about Mausritter’s inventory
system, and
when they started talking about card/deck based inventory, my brain spun out of control and came up with this: instead
of setting hard limits on inventory, let players choose how much they carry in a deck of cards. They’ll have to
balance the pressure of trying to topdeck some necessary item consistently, vs carrying their loot, supplies etc. No
arbitrary inventory/pack size limits, just internal pressure the players have to manage themselves.
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Best photos of the new years break.

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As much a note to self as a blog post published for others’ benefit, but this is how I ingest photos, tag them, and cull
them.
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2025 was the second full year that I spent taking photos. It got me out of the house, calmed my mind, and introduced me
to some new people. These are what I think are my best photos of the
year.
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I was listening to an episode of Worlds Beyond Number the other day, and I was
surprised by how many dice rolls Brennan Lee Mulligan was calling for as they played. It was something like 5 rolls
within a single “scene”, even within a single moment, and each roll lead into the other–a success felt hamstrung, and a
failure felt soft. Overall they came together to tell a clear story of a moment of peril, but each one on its own felt
inconsequential. Which is weird, because I usually come at rolls in games as if each one should matter deeply.
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Mothership is a fantastic RPG, focused on horror science
fiction. It comes with a starting adventure module called Another
Bughunt that is more or less the movie Aliens. Most
games are low-tech sci fi like Alien/Aliens, and characters are at constant risk of death. And while games like 5e
make character death feel… bad… Mothership does it right.
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You often hear about the “problem” of players in games like that one with 5 editions just bleeding tension by taking
rests all the time. Which might not actually be a problem, but also, I do think it means there might be a missing
mechanic that incentivizes riskier delving.
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I’ve been using git worktree a lot more recently in my work, and I always find the commands verbose and, in the case
of creating worktrees for new or existing branches, frustrating in their parameter expectations. So I decided to do
something about it. I wrote gwt.
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Right now I’m reading 「コンビニ人間」 by 村田沙耶香 so I can both enjoy a very fun book (only like.. half a page in),
and improve my Japanese comprehension, vocabulary, and understanding of… conversational forms really. Unfortunately,
the copy of the book I have is bunkoubon, and in like, A6 size, so there is absolutely no space for me to add
furigana and translation notes in the margins… which is sort of necessary, since I barely have the reading
comprehension of a kindergartener. The solution I’ve found is to buy a copy of the Japanese ebook, open it up in
Calibre, fuck around with the layout (hurray for CSS!), and print my own hard copy.
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I recently spent some time reorganizing my dotfiles so they can be more easily reused across environments. I
specifically wanted to avoid having to rebase the main branch into my work branch on a regular basis, and I also
wanted to ability to pull these into a private repository for work stuff so I could include private config more easily,
without exposing it to the outside world. AND… I also recently started tinking with a homelab server, and it’s running
NixOS, so most of the work ended up going into making sure these things work for standalone home-manager, as well as
NixOS.
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