30 June 2019

Why your game SHOULDN'T have social mechanics

But secretly does and why you shouldn't care.

In Meinberg's article,Your Game Should Have Social Mechanics, they argue that all (roleplaying) games (I assume) should have social mechanics. My disagreement that an game should ever have a rule for anything that it doesn't need a rule for aside, their support is, to put it bluntly, asinine and in some respects self-congratulatory. 

They asserts that it should be self-evident that rpgs need these rules and mechanics, but yet there is disagreement. And this is surprising to him. It is as if their has never engaged in any kind of rpg discourse. 

They're surprised about both the lack of an acknowledged and stated need for these rules and that there is disagreement. 

They assert that the game is the rules, which is an entire different discussion that I really don’t wish to get in here even through it relevant to his thesis. 

They assert that games need to be explicit about they are about instead of implicit. Which I can see having some validity.

They then assert that not including rules about social whatevers places a burden on the end-users, and therefore is lazy or bad design. I would argue that there is a difference between a lack of a rule and poorly made rules. The lack of a rule is an invitation to explore that gap. The lack of a rule by being an invitation is compliementing the end-users. It says, “I believe in you. You can fill in the gaps. You can do so better than I can because I am not you. I am not at your table.” It says, “There are far too many things that could be explained and codified to be considered ‘complete’ or ‘good’ and I am choosing to focus on the part of the game I wanted and needed to write. You can take my game and make it yours.” 

Their stance, while it makes sense. There is an entire generation+ that I believe has dealt with the codified mechanized spawn of the 90s and 00s. Where games were still trying to be whatever D&D isn’t by doing things that D&D wasn’t doing for them. Getting rid of incoherent mechanics. Homogenizing how all aspects of a game work. This creates an entire “but since this is a skill, then this that and other should be skills and therefore they should behave similarly.” But this stance is also insulting to the end-user. It’s saying, “I the designer am much cleverer than you are.”

And again. A game does not have a responsibility to cover anything it didn’t.
However, let’s ignore all of this except that a game needs to be explicit about what it’s about. This is important.
Now, if a game is not particularly interested in tracking these interactions, the rule can be something simple like “roleplay out the interaction and proceed from the fiction established.” There are some people who would not call this a rule, but it is a rule, it is something that has be designed and decided on and then put into the game. Deciding for light freeform social interactions is a part of the design and must be understood within the context of the rest of the rules.

Why is this important? They have first that games need to have a rule. That a game needs to be explicit about what it is about. And that now even saying the game doesn’t have a rule, the game by stating it doesn’t have a rule is a rule. They’ve constructed some weird ass circular logic wherein a rule that isn’t a rule is a rule and therefore a game will almost always have a rule.


I don’t even care about whether or not rules for social mechanics foster deeper and better NPCs because now, it doesn’t matter. Anything I, the designer, do, is somehow a rule about that thing even if their isn’t a rule. Unless I don’t even talk about it. Taking this to an extreme, which I only do for humor’s sake, unless you declare that people in your game poop, they don’t poop. Yes, it’s a stupid argument. But let’s think on this stupidity. What other things have designers felt that games need and are clear and obvious? Have you looked at the ridiculous charts for combat by weapon and armor type in Rolemaster? Not only did the designer see a clear need, there was, and still is, an audience for such crunchy crunchy tedium. Folks still argue about how armor in D&D should work, what hit points mean (and hit points have been repeatedly explicitly explained for decades), and that vancian magic is bad. And so many these arguments have the same “I would think it would be self-evident that games should have rules for this but clearly I am mistaken” rhetoric. This isn’t new ground. Games will continue to not have explicit rules for social mechanics, and folks will feel the need to talk about why they should.

In conclusion

I not only have not been convinced of the necessity of any rules for a game I am playing beyond what it has, until I need them, I am seriously reconsidering the necessity of such mechanics in a game that primarily about social and emotional interactions.

If you want, while you’re here, you can see the various ways you can hurl money at me and get game and game supplements of dubious quality.

Also check out DreamJam.

29 June 2019

Macross Twitter Megapost

Misa is great

This is just me sticking all the threads I've done about Macross in one place.


27 June 2019

CandyDream: a Sword Dream RPG of Exploring a Confectionery Kingdom and Neighbors

I wrote another game. It's a combination of a game for Libre Baskerville Jam and the upcoming DreamJam.

CandyDream violates a few of the Libre Baskerville Jam rules. It is also partially a hack of There is no Outside, or maybe that is a hack of this. But, this game definitely comes from an Outside. An alternate universe without TSR and D&D.

Forgot to mention I have two games already in the #librebaskervillejam

Due to contraints of the this jam these games I've written are HELLA rough.
Distractions in Libre Baskerville is the first I wrote for this jam, and I'm not sure this is even a game. 
There is No Outside is definitely a game if framed oddly. I'm planning on refining it at a later date with tighter writing and possibly some examples of play or suggestions on play.

Remember Libre Baskerville Jam will be going on until August 16th.

26 June 2019

DRAFT Conversion of Battletech 'mechs for Stars Without Number, Troika! and other games.

I think any game that can interface with a 2d6 skill-like resolution can probably just bolt on Battletech.

This conversion guide is just a way to drop the Battletech rules on top of another game that uses a 2d6 resolution for things. It can also be further extrapolated to apply to any other RPG.

This idea came about to turn Battletech in a more knights etc with mecha instead of horses, with the mecha being ancient heirlooms. I want to capture the slow deliberateness of the way 'Mechs feel without having to use Mechwarrior or A Time of War. These are ancient lost and degrading tech. This is was also intended as an aid to melding a mecha combat game to King Arthur Pendragon for Cataphrakts, Courtly Love & Kaiju, and possibly through Alpha Strike help with the development of Kyuun Kyuun (pretty unlikely), although to be fair, the Traits and Passions are a pretty standalone system.

This all assumes you have Battletech rules.
The base to-hit Target Number is 7, add all the modifiers to the TN per BTech.

For Stars Without Number characters, add skill+attribute bonus to the die roll. Resolve per Battletech rules.
For Troika characters it's a normal Roll Under with the Btech modifiers being added to the die roll.
For games like D&D that do not have a 2d6 based skill system, characters/monsters get a base TN of 7 minus one-half of character level/HD.

As a general rule, I think that if you want to use Btech for clunky stompy robot fights in your rpg, if it's a a roll high vs a target number, then the SWN method should be a good starting place, eg DnD base TN is AC 14[7]. If it's a roll under system then I think the Troika! method should work. I think that since it Piloting ranges from 7 to 1 and Gunnery ranges from 7 to 0, my conversion for d20 games probably works.

These are my very very rough ideas on converting Dungeons and Dragons monsters to Battletech to create megafauna and kaiju for CCK.

This whole thing is predicated on treating the points of armor on a blank 'mech sheet as the max armor/structure per location.

The Armor Class of the monster turns into a percentage of the armor in each location. 10[10] 0%. 5[15] 50%. 0[20] 100%. If you get wild you can push into the negatives/21+ ACs just making -5[25] 150%.
The Hit Dice of the monster is multiplied by 5% to give the percentage of internal structure in each location. Treat all HD below one as one. You could either cap structure at 100% or allow it continue past for more and more structure.

I honestly don't know how well this will work in practice as I've only played a small number of games of Btech, and I have not tested these ideas out.

Libre Baskervill Jam Is Going On

I recommend looking at some of these games/writing exercises. https://itch.io/jam/libre-baskerville-jam

Rule 1: Use Libre Baskerville. This is the only truly immutable rule. Your game must be comprised entirely of text, and all of the text must be in Libre Baskerville. You can use different sizes and weights of Libre Baskerville, you can make it slant or underlined or anything, as long as it’s Libre Baskerville. (nb: I attempted to write a more thorough justification for this rule several times, but it always turned out really shit, so you’re just going to have to take my word on this one.)

And while you're hear. All my itch games with a price are on sale and bundled for 50% off.


25 June 2019

Theme of Macross as a setting

It’s a while, and I don’t think I’ve ever actually typed up my thoughts and feelings on the Macross metaseries/franchise.
Macross is not a mecha anime, which is hillarious because of the mechanical depth to they transforming mecha done.
Macross is a love story. But it's not just about the love triangle between the 3 principle characters. Or the romances or other types of love between side characters. While yes those all equally important.
Macross is also a love story between humanity and the Other that plays out through a literal culture war through weaponized music and culture. Primarily music.
Time and again, music is turned into a weapon to attack the Other, but this also proves fruitless and possibly potentially the destruction of humanity and the Other. It is only through love destruction averted. It's always a love song that ends the series.
And I maintain that all the different shows adhere to this, even SDF, despite some of them, Plus, having heavier focuses on combat or mecha.
Love beats War is the primary message of Macross, even if people get hurt badly, stretching the idea of individuals in love to humanity and the Other as characters in their own right.
There is always one pilot, who is also one of the corners of the love triangle, who enters the War out of their love of flying and as an expression of love for another corner & has a struggle with killing and combat. There is always at least one corner that loves singing or music
Plus and Delta are kind of unique in that two corners are pilots who love flying to differing degrees (this is believe in the case of Delta a byproduct of the love triangle not initially being intended but kind of forced in)

I really can't speak to other long running metaseries like Gundam with respect to their underlying themes. Like gundam just seems to have a portion of its fanbase that adores fascist iconography and has poorly relayed "war is bad mmkay" message.

1. I don't hold to the Real vs Super being good (sub) genre But
2. I don't really watch that subgenre
3. Eva is probably about love.
4. A lot of other real robot shows seem to be more about the hardware even when they are also about the human element.

5. This different emphasis between Macross as a franchise as Robotech is an interesting thing because of all the Minmay hate I still see, and even older fans of Macross getting really big mad about Frontier and bigger mad about Delta, which is Idol Band the Show and why some Macross fans don't like 7. And don't like song as SPACE MAGIC.
This is part of the reason I don't know if Thank You For Your Service is actually a mecha game or not. The sketch of a setting assumes self-aware mecha warmachines and pilots dealing with post-war life, but it doesn't actually need the mecha. It's about post-war life of soldiers.
It is because of all of these factors that Kyuun Kyuun: Super Dimensional Love has been kind of stuck in development. Also because I haven’t felt like trying to actually playtest my vague ideas. What I want the game to do is kind of weird. And while I’m not so much on the mechanics are the game kind of space right now, I don’t the entire love and relationship aspect to be handwavy kind of shit tacked on to a game like Mekton or DnD. I feel like rules should be on the things that really the interesting bits. Where the real tension is hiding.

I think I might just say fukit and type up some shitty draft rules for Kyuun Kyuun so I can stare at them and hate myself for not working on the fucking game. Because I want to do with this game isn't something I can just hack DnD or another similar game

And then lean on the reaction roll for the important focus while handwaving relationships and feelings.

Because part of what I want is for players to sometimes lose control of their characters because of their emotions.

Another part of it is I don't want a campaign arc to be a rigid arc or defined goal w/ solution or forgone conclusion.

I want the game to be the kind of game that you could plausibly believe would result in the events of the various macross shows. I want the results to create what you would expect.

Not some kind of meta narrative based game. I don't fucking know. This fucking game irritates me because I don't even know how to talk about it. And what I (don't) want.

I want the game to lead to that final battle that is won through a fucking love song BUT I don't want that victory to be assured. I want there to be that chance of failure and to have the space to answer

What IF it wasn't enough at that time. What happens next. Making what felt like would be the CLIMAX be a turning point of the grand story.

I want there to be room for shit like espionage and romance and dirty politics, civil war, questions of personhood & citizenship. What does war mean. What IS love. These are all things that show up in different shows.

Capitalism, militarism, colonialism. These are all themes in macross. All while they are love stories.
Step one would be to figure out how to structure the construction of the Other and the conflict between them and humanity.
Step Two would be to figure out roughly how long (session wise) it would be desirable to play through.

Step 3 is figuring out how to measure the progress towards the eventual (hopefully) final climax and end of series. While have enough slack to allow for a failure to finish there.

I have all my stuff on sale on Itchio.

24 June 2019

Troika! Backgrounds - Weird Space People

Brain in a Jar
You don't remember who you were before let alone what, or who put your brain in a jar let alone why. All you know is you have a passion for bad movies, growing fungi, and know an uncomfortable amount about the Lovecraftian Cults.
Mysterious Liquid in the Jar
Creepy Extendo arms
Pet Crabshroom
Advanced Skills
3 Mathmology
3 Underwater Basket Weaving
2 Engineering
2 Obscure B-movie Trivia
1 Lovecraftianism
1 Mycoculture
1 Golden Barge Pilot

Cannibal Space Mermaid
You're a mermaid. You're from the void that the spheres hang in and you like to eat people.
Sweet rocking instrument
How to Serve Men (+1 to cooking men)
2d6 Anarchist/Socialist Zines
Leather Jacket
Advanced Skills
6 Space Swimming
3 Wailing and rocking out
2 Baristaing
2 Cooking
1 Swimming
You can breathe the void between stars and planets. You can freely change your awesome mermaid tale into killer legs and back as needed.

Your people dwell in massive habitats made of giant trees in space. Whether or not you grew up in an actual Lagrange hab, there is a common culture. You are long, stringy, and your skin is brown to black.
Dart Gun
20 darts
Wooden Long Sword (sharp and strong as steel)
Potted Plant
Advanced Skills
3 Space Fighting
2 Awareness
2 Flitter Pilot
1 Astrology
1 Hold Breath
1 Horticulture
1 Second Sight
1 Sword Fighting

You're a well-dressed aristocratic sailor of the stars. Extremely charming to anyone they perceive as being their equals or betters. All non-nautilia are servants, conveyances, or food. You are actually a small nautilus-like creature that can gain control of any headless mammalian body, preferring those of humans and similarly shaped creatures.
Opium Pipe (club)
Fan (club) or Pistolet
Fancy Dress (modest armor)
Case of Calling cards
Advanced Skills
3 Dancing
3 Etiquette
2 Gambling
2 Smoking
1 Chirurgery
1 Fan or Pistolet Fighting
1 Nautiloid Pilot
1 Pipe Fighting
You prefer to eat the organs of still living vertebrates, and can giving the proper tools attach yourself to the neck stump of any vertebrate and operate it as your own body.
You can exhale opium, or other smokeable smoke, from your pipe in a perfectly conical cloud, spending 3 Stamina and requiring all within to make a luck check vs Smoking or be struck extremely languid, slow, and essentially out of combat for about 10 minutes.

Space Rock
You are one of countless lithic entities. Whether you are a former member of the Grand Lithocracy, who wishes to dominate and consume the mineral resources of the Million Spheres, turned rebel, or a secret agent pretending as such, is your secret.
Hardlight Projection of Your Soul
Hardlight Weapon (pick any one melee)
Garage Rockband T-shirt & their demo tape
Advanced Skills
3 Mineralogy
2 Fighting in your chosen weapon
1 Astrology
1 Baseball

Void Squid
You're a squid from space. You can float and fly in the air. You are as good of a pilot as you are definitely not a Cultist.
Gadget belt
Definitely not elder god cult lit
Advanced skills
3 Fly
3 Golden Barge Pilot
2 Engineering
1 Lovecraftianism
1 Pistolet Fighting

The final versions can be found here.

17 June 2019

Mining Planescape and Sigill for Ideas for Shardheim

I've been reading the setting material in the 2e Planescape boxset because I recently picked up Troika! which I've seen described as "Hipster Planescape." Because I had picked it up and thought the game was cool, I was wondering how I could use it. Because the sample adventure is in a hotel in the city of Troika it reminded me that I too have a weird fantasy metropolis. So naturally, I've dusted off my notes for Shard/Shartheim, which as things do, is what led me to rereading Planescape and about Sigil. (Troika! actually more reminds me of Spelljammer by way of Moorcock).

But Sigil is boring.

List of things you shouldn't, according to the book, include in Sigil:

Magical computer networks
Intra-city teleportaion chambers
Crystal ball telephone system
Assembly lines
General stores
Travel agencies
Cleric-staffed hospitals
Newspaper stands
Employment agencies
Grocery stores
Public street departments
No cute business

Because it has to adhere to the basic 2e implied setting, which a late medieval/early renaissance fauxrope, a lot of things that would, imo, fit with the kind of dingy greasy smoggy sorta Victorian London vibe I get Those things can't be there in part due to "historical accuracy."

Alright. So ignoring the reasons why you shouldn't put these things into Sigil, because at this point I decided to mine it for ideas, mostly shops and similar, what does this mean as far as Shardheim is concerned? Let's go down the list.

Blasters: I've already been willing to include early modern firearms in my campaigns. If I fully embrace my inner science-fantasy nerd, then a blaster is just a gun that shoots energy. If I were to jump to Troika! and use Shardheim as the base, then blasters or pistolets etc are just like whatever man.

Magical Computer Networks: >.> It never occurred to me to include one explicitly as such, but it would have probably happened. The amount to which it is gated behind gilded bars is debatable.

Infra-city Teleportation Chambers: When I first saw this I agreed, but on reflection fuck it why not? Shardheim is old as fuck and already has weird tech built into it. Probably make this some kind of commentary on Musk's tunnel.

Crystal Ball Telephone System: Sending/speaking stones have become a weird meme magic item in DnD fantasy so why not? Like I don't want to get too modern with things.

Assembly Lines: <.< Shardheim has several industrial districts
General/Grocery Stores: It's megalopolis, so there was going to a level of that kind of small scale convenience store going on. But still gonna have a preponderity of single product shops and artisans.

Newspaper Stands: (I WILL NOT MAKE A JOJO REFERENCE) I like semi-anachronistic stuff so naturally.

Travel Agencies: Fuck it right? Shardheim is a port city, whether that's space, star, or sea (or all three), makes sense that folks with some but not a lot of means might want some middle man to grease the way to travel.

Cleric-staffed Hospitals: Ok. Got me. I do hate that conceit. Dunno to what extent I will distinguish a hospital and church as of yet.

Employment Agencies: I'll have to think of some, maybe, but the tavern/inn where adventurers go to pick up rumors or meet patrons aren't too terribly removed from such.

Public Stree Departments: Sure, but like on a small neighborhood/district scale. Shardheim is big and barely has a centralized bureaucracy.

Banks: Ok. There is The Bank. Which is THE BANK.

Cute Businesses: So, I kind of get why this listed as something to avoid. I don't agree that because Sigil isn't cute that there isn't room for cute because the cute would contrast with the dour and serious nature of Sigil. In any case, there will cute shops like Wanda's Tea Shoppe and The Golden Bariaur Beauty Parlor in Shardheim. Remember even in Sector 7 Slum of Midgar there was a cute flower girl.

10 June 2019

Troika! Numious Edition Review

This will be a brief review as I haven't yet played Troika!
The book is nice. It has a nice feel in hand, as do the pages. Endpapers being used for reference is always a plus and more books need to be doing this.
The cover art is nice. There does appear to some kind of border artifacting on some of the images but that could be a stylistic choice as it is more of the even faded border rather than some awful image compressions.
Art is all super something, the implied setting of Troika! is great, even better if you mosey over to Daniel Sell's blog and read up on his Troika and see all the stuff he didn't include. He gives you a setting, but not wholly his setting. There is plenty of space to make it your own setting, something the space demands imo.

So some complaints.
The lack of pricing for the equipment that is in the book, but that's also probably super intentional and I'd have probably ignored it anyways. And it is clear my priorities are elsewhere.
Funny things. Section 13 Items has its subsections labeled 14.x instead of 13.x. The monster entries do not have a consistent line-spacing, and the khaibit lists its stats Stamina, Skill, Armour, Initiative, instead of the usual Stamina, Skill, Initiative, Armour.

Good things.
I wouldn't even call this advice, but this:
 And then a followup in the sample adventure showing how and when you might want to add a new advanced skill.
 Conclusions? (For Now <ominous music>)
Not perfect but definitely not a purchase I regret.
You can get it:
Melsonian Arts Council
Exalted Funeral

NB: I super up on Troika! It's kickstarted me working on Shardheim again.
Also Mr Sell has this cool open offer.
If you finish a Troika thing I will print and sell 100 hard copies for you. You'll get 50% of the gross money made, I'll eat all the costs. I will not put any trade dress on. The book is yours, you published it, I'm just selling it.

Particularly Naughty Rabbit

Particularly Naughty Rabbit

As a thief

Can box as a fighter of equal level for 1d6 damage. Damn right?
Small, like rabbit sized- cuz ur a rabbit
Can't talk- cuz ur a rabbit, but you can understand people talk.
Can't use tools or weapons- cuz ur a rabbit
Can't pick lock or disable traps- cuz u can't use tools
Inexplicable cute or stylish coat, jacket, dress or similar human type clothes.
Surprised as an elf- cuz ur a rabbit
Identify teas and other steeped beverages using the same chance to find traps.
Only When It Was Funny- 1/day slip loose or otherwise escape bonds or a trap on the condition that doing so elicits the chuckle of a good joke or the groan of a terrible pun.
Holy Shit Did That Rabbit Talk?- at level 5 you can now talk people talk.

Is this good or complete? Fuck if I know, but it looks like a good place to start and doesn't require a lot of extra bullshit.

Troika! Background

You're a small rabbit from a watercolor world. You wear an adorable bit of human-like clothes. Very snazzy or sharp. While you lack thumbs, you can brew an excellent cup of tea. Despite being a small rabbit, you can generally make yourself understandable to most non-animal talking people. You also throw a mean punch, striking as a medium beast.

Tea service
Jacket, coat, dress, or similar respectable clothes.

Advanced Skills
4 Tea
4 Fist Fighting
2 Sneak
2 Awareness

If at anytime you find yourself in a bind you can escape but only if you can find a comical way to do so which makes the GM and fellow players laugh.

08 June 2019

Troika Backgrounds

I'd normally save this shit and I dunno part it out in chunks as it became more finished. But instead I'll link the in-progress google doc so folks can see the dumbshit I'm doing.

Troika Backgrounds
Raw text is also up on itch.io.

03 June 2019

The stocking table for the Wood Witch of my Fairyland setting

I've been sitting on this full stocking table for one of the shopkeepers in this setting which I'm still working on (negligible progress because I'm waiting to actually get back to refereeing so I can use and develop the setting organically).

This is a fantasy setting, but in a saturday morning cartoon kinda way I guess because I honestly see no reason to not mix sf and fantasy in such an overt manner. Look if Barsoom and Oz are in the dna of D&D, then I can put Thundarr and other shit in my setting. I'm also trying out implied world-building through the earliest non-mundane shop's wares.

Drive Link to Wood Witch Stocking Table

Wood Witch Shop Stocking Table - Items In Addition To Restoratives

Die Roll 2d6

Expensive Tech Artifact (1000 gp+)

1d2 Type B Power Cells

1d4 Power Cells - 1d6 for type (1-2 Type A, 3-4 Rael, 5-6 Silver Disks)

2d6 Alchemical Shot for Muzzle-loading Firearms

1d3 Random Scrolls

2d4 Lesser Healing Potions

1d4 Potions - 50% Other, 50% Greater Healing

1d20 Rounds of Cased Ammo - 50% chances in clip/magazine

2d20 Goo Tubes - See Flavor Sub-table

1d4 Grenades - See Grenade Sub-table

1 Missile

Grenade Sub-table - 75% Tech, 25% Pine Cone or Acorn
Die Roll 1d6
Type and Damage
Frag - 2d6 damage
25 gp
Shock - 1d6 electrical damage
130 gp
Smoke - Obscures 20ft for 1 min
40 gp
Sticky - Entangles for 2d4 rds within 10 ft
170 gp
Incendiary - 1d6 fire damage - ignites & burns 1d4 rds
375 gp
Flash - Blinds 1d4 rds
275 gp

Alchemical Shot and Powder Sub-table
Die Roll 1d6
Type and Damage
Dragon's Breath - 2d6 fire damage in a cone save for 1/2
40 gp
Entangling Shot - 1/2 damage - entangles for 2d4 rds
40 gp
Flare - It's a flare
10 gp
Rock Salt - nonlethal except to appropriate creatures
12 gp
Lightning - 2d6 electrical damage in a cone save for 1/2
40 gp
Frost Breath - 2d6 frost damage in a cone save for 1/2
40 gp

Potion Form Table
Die Roll 1d8

1d4 oz vial



12 oz can of soft drink see Soft Drink Brand Sub-table

Hypo w/ needle or Auto-injector




Soft Drink Brand Sub-Table
Die Roll 1d8
Brand Name
Cloaca Cola
Text in the Form of Censor Mosaics
Crab Juice
Smiling Purple Crab on a Silver Background
Cockerel Lite
Orange Bull-headed Chicken Pissing into a Cup
Chili PhD
Chili Pepper in a Tweed Jacket Smoking a Pipe
Mustard JD
A Bright Yellow Curly Wig
Plain Black Lettering on a Matte White Can
Three Mushrooms in a Hot Tub
Cavern Mist
Lime Green Thong-clad Man Sweating and Flexing

Ætherjack’s Almanac Number 1

How exactly do golden barges traverse the humpbacked sky? The anti-canonical answer to that is found here in the first issue of Æther...