Journal Entries By Tag: #meta

Assorted journal entries with the tag #meta.


Site Updates - Now with More Magic and LibreJS Validation!

TL;DR — I added some new content (including custom Magic and Illuminati cards, and an expanded blogroll) and did some JS housecleaning.

👓 less than 1 minute

A couple of website updates to announce:

While I was fixing the client code, I went and disabled my (already broken) concatentation and minification script, opting instead to serve up all 8(!) JS library files individually (and, thanks to HTTP/2, concurrently)

I mean, I’m using minification for the libraries I’m importing (I’m not a monster), but I don’t use it for the (small) bit of code that ties those libraries together and makes the site work. This way, anyone can see how (and why) the site works the way it does, as it should be, and all without the added complexity of generating source maps or similar unnecessary complications.

And for those minified libraries, I’ve provided a link to each library’s repo and added automated license info, so the LibreJS validator gives this site a ✅. #FreeSoftwareWin !


Killing Thur

TL;DR — I've removed the "Thur" section of the website because I'm ashamed of some parts of it.

👓 2 minutes

After hosting it here for the better part of a decade, I’ve decided to remove my RPG, Thur, from this site.

Thur was an RPG that I ran while I was in college, a custom system set on a world of my own design, full of all of the stuff that I thought was cool at the time (and still do, for the most part): Fremen, ninjas, Gunslingers, psychics, wizards, aliens, mutants, technomages, tears in the space-time continuum, a global economy (and shared culture) based on huge teleportation gates - all kinds of gonzo stuff.

I ran several adventures as 1-on-1 games with a former friend of mine, and ran a couple of sessions other friends, but eventually the demands of full-time work and parenting didn’t leave me with much RPG time, so I shelved it. I pulled it out about a decade ago when a friend was getting into Pathfinder. We played a couple of sessions, and that was when I published it here. However, since the rules were never really fully fleshed-out (and thanks to some bad writing on my part), the game fell kinda flat, and so was shelved again, where it’s remained since.

So, what changed? A few things.

As I said before, the rules were a hot mess, with the magic system in particular in shambles. Incomplete as it was, I probably should never have published it here in the first place.

Additionally, my thinking on rules has evolved over the years. I’m now much more interested in simpler systems that don’t systematize flavor (thus leaving more of room for roleplaying). I’m also more into tweaking existing rulesets over building entirely new ones, since it’s easier to introduce new players (and bring back old ones).

But honestly, the main reason I took it down is because I’m genuinely ashamed of some of what’s there. The version of me that wrote most of that was younger, dumber, and had a far-simpler (and naively incorrect) conception of the world at large. He was also far more casually racist, and for that, I am truly sorry.

So, I took it down.

It may come back, it may not. If it does, it’ll probably be in a very different format from what it was before, like an online zine for OSE (so others can play), but that won’t happen until after I’ve made it into something I can be proud of.


Web Site Re-Re-Re-Relaunch!

TL;DR — Website maintenance navel-gazing.

👓 2 minutes

Greetings, and welcome the bi-annual tri-annual periodic relaunch of my website!

Yes, after a few years of neglect, I finally got around to updating it again.

Like the last few versions, it’s mostly a static site generated by Javascript. The biggest change with this iteration is the lack of a central library for doing all of the heavy-lifting. No more harp or gulp - instead, I’m using a hodge-podge of different, smaller libraries (like ejs and front-matter) which I string together via a series of fairly short js files, (mostly) all using modern async and await code to do things in the right order.

The end result is that it’s bad fast, taking the build time down from 10+ seconds to under 2 (although that may not be a fair comparison, as it doesn’t do everything the gulp version did… yet).

Some of the biggest changes under the hood:

  • I replaced marked and commonmark.js with the better fit (for me) markdown-it,
  • I simplified many of my templates, purging a number of unneeded partials,
  • I made each journal entry link to the two chronologically-nearest entires,
  • I upgraded most of my config files to use json5 (the self-proclaimed “JSON for Humans”), and
  • I added a now page (inspired by nownownow.com).

Once I get the source code cleaned up a bit more, I’ll post it in a public git repo.

I’ve got some more ideas for what to do next, like adding in-browser file editing, a homespun blogging engine, and expanded IndieWeb support (most likely via the IndieKit project) with an eye towards IndieAuth, MicroPub, and WebSub.

It’s all part of my (continuing) attempt to rest control back of my social-media-life from the corporate silos.

Along the way, I hope to grow the content-side of this web presence as well, so keep on the lookout for more new stuff, like:

  • notes from my various RPG campaigns,
  • homebrew for D&D and OSR games,
  • my custom Magic cards,
  • some hardware stuff I’ve been playing with,
  • and a whole lot more!

Thanks for stopping by!