Seed: Dragons Cast a Long Shadow

Dragons Cast a Long Shadow

Dragons Cast a Long Shadow (DCaLS) is a free unofficial extension/add-on to Jeremy Keller’s tabletop roleplaying game Technoir, intended to adapt the game to settings that mix cyberpunk and/or transhuman elements with magic. This seed had been originally slated for release near the end of 2019—and you’d think the working from home would make it easier not harder to get out the door—but it is now as ready as I am likely to make it. As with all DivNull Seeds, it isn’t entirely finished, but I’m comfortable sharing it now.

You can find other attempts to mix magic into Technoir, including some official advice on doing so in Morenoir and, evidently, Hexnoir, official supplements created as part of a kickstarter. (I backed this kickstarter, but have never received a draft of Hexnoir, in spite of several requests for it.) All of the attempts I’ve seen, however, handle magic by adding a specific verb for it (e.g. “Evoke”). As I explain in the book, I have problems with this approach (as well as the use of a single “Hack” verb for all things in virtual reality), so DCaLS doesn’t do this, instead using a more expansive approach involving “venues” and “forms”. This makes the game a bit more complicated, but in a way I find useful.

This seed was not as much about experimenting with things I haven’t tried before as some prior seeds have been. DCaLS was more about getting an idea that was pounding in my head out. The one learning experience on this one was making use of stock art for the first time. I was lucky to find a number of works from the same artist, Tithi Luadthong, giving a cohesive look to the whole thing. This runs the risk of using art that is also used by some other random thing, but so be it.

As you read DCaLS, it will come as no surprise to you that the main impetus for its creation was to bring the Technoir rule set to bear on cyberpunk/magic mashup settings from other games, particularly the setting of Shadowrun. More testing will tell, but I think this is the rules light(er) Shadowrun-esque game I’ve been looking for. I hope it is yours as well… or that you tinker with it until it is.

Note that DCaLS makes no attempt to be a complete game; it still requires Technoir to play, being more a replacement for the Technoir Player’s Guide, rather than repackaging the whole game. This is what I intended from the beginning, but also happens to be required, because the Player’s Guide is Creative Commons, while the main Technoir rules are not.

The expansion is now available for free on itch: Dragons Cast a Long Shadow.

If you have a comment or suggestion, please use the comment section on itch instead of the one here. If you want updates, consider following me there. If you are on the Federation (diaspora, Friendica, etc.) or the Fediverse (Mastodon, Friendica, etc.) you can follow me here. If not, but you are interested in trying a distributed social network that isn’t controlled by corporations, join one (such as an rpg-friendly Mastodon or Diaspora node).

Seed: Convocation Prime

Convocation PrimeConvocation Prime is a medium-weight tabletop roleplaying game about “monster training”, in the vein of a robust body of cartoons, games, and franchises. Working from home for COVID-19 actually made getting this out the door take a lot longer, but it is now ready. Like all DivNull Seeds, this one isn’t entirely finished, but it’s as done as it is going to get for now. And, as is also standard with seeds, part of the purpose was to experiment with things I haven’t tried before. In particular, this product…

  • …is based around trying to leverage some common (but unnoticed) technology for gaming. Specifically, I’ve been interested in how 4-up printing (where you print multiple pages of a document in a 2×2 grid on a single sheet of paper) could be leveraged to build modular character sheets, like creating characters from blocks.
  • …is being released on itch.io, which I have never done before. After the demise of G+ (a social network that was unrivaled for makers and players of roleplaying games), a lot of the cutting edge of gaming moved to itch.io, particularly their game jams. I’m late, as usual, to the itch.io party, but we’ll see how it goes.
  • …aimed to use entirely open assets (for fonts, art, and the like). This was easier to do than I anticipated, as the quality of fonts available under the Open Font License has improved dramatically since I last checked. (It’s released under a Creative Commons license, like most of the rest of my stuff.)
  • …uses the unofficial 1.5 version of the Anima Prime rules as its basis (along with some ideas from Prime Spiral), giving me an opportunity to play with them a bit harder.
  • …contains three settings with very different flavor. I wanted to see how flexibly I could stretch the game’s framework to cover divergent tones and approaches to the same genre, using largely the same mechanics. (I rather like the three settings, to be honest.)
  • …intended to have commissioned art for a cover. At this I entirely failed.
  • …served as an excuse to play this song with my son more often than was, strictly speaking, necessary.

The game is now available for free on itch: Convocation Prime.

If you have a comment or suggestion, please use the comment section on itch instead of the one here. If you want updated, consider following me there. If you are on the Federation (diaspora, Friendica, etc.) or the Fediverse (Mastodon, Friendica, etc.) you can follow me here. If not, but you are interested in trying a distributed social network that isn’t controlled by corporations, join one (such as an rpg-friendly Mastodon or Diaspora node).

Seed: Fourth World 1.5

LogoI never intended for this “drift” of Dungeon World to the setting of Earthdawn to take so much of my attention, but here we are with yet another iteration.

Version 1.5 exists because I wanted to explore questions of: if you make the rules of the Perilous Wilds required, what does that force you to do to the playbooks and the rest of the game? How does it allow you to change the game?

This already drifts away from standard Dungeon World farther than earlier versions, but that wasn’t quite sufficient. Passions needed some love. I also blame Jeremy Strandberg for some other changes made in the version. He has been working on his own variations of Dungeon World: the one-shot focused Homebrew World and “hearth fantasy” take on the game called Stonetop. Over the last year or so, he’s been noodling publicly on G+ about changes he has been making, and Fourth World has benefited tremendously from the resulting discussion. Not least of which: this version totally steals his versions of the Defense and Parley moves. So thanks, Jeremy!

Version History

Version Release Date Concept
0.5 2 Sep 2014 Alpha/proof of concept.
0.8 8 Seb 2014 Original public beta. First PDF layout.
0.9 1 Nov 2014 Integration of Mounted Combat. Airships
1.0 12 Feb 2015 Tinkering. Only released privately.
1.1 20 Feb 2015 Tinkering. Only released privately.
1.2 15 Mar 2015 First public “official” release.
1.3 20 Feb 2015 Replace bonds with flags, and collateral changes.
1.4 7 May 2017 Creation of steps. Changing playbooks to take advantage of changes to aid and hack & slash. Large playbook overhaul, particularly culling of vast majority of “take +1” stuff.
1.4 23 Feb 2018 Move to a 6×9 layout, using the same text.
1.5 today Passions. Integration of Perilous Wilds. Changes to Defend and Parley.

Changes in 1.5

Significant changes in this version include:

  • Passions mechanics made more abstract and interactive. Instead of working like alignment moves, now function more like icons from 13th Age, giving the GM a currency to spend to pull Passions into the narrative. XP gain no longer about hitting that “alignment” move, but examining how you measure up against the ideals you claim to follow.
  • Replaced overland travel moves with those from Perilous Wilds. Playbooks, particularly the Scout, changed to match.
  • Embraced the followers concept from Perilous Wilds (also written by Jermey Strandberg). Turns out this can replace more than just hirelings. Several weird one-off subsystems in Dungeon World replaced with unified follower mechanics, including summoning spells, mounts, companion animals and so on.
  • Replaced Defend (as mentioned above). It now gives a named type of hold called “readiness”. Various parts of the playbooks were added or changed to use readiness in various ways.
  • Replaced Parley (as mentioned above) with a version easier to use at the table.
  • Spellcasting changed to add a type of hold called “focus”, which can be spent to counter some of the mathematical brutality of requiring multiple tests for a single spell. Each casting discipline also gets a trick for doing something with focus.
  • Added examples of how spellcasting is intended to work in game and clarifications about what else you can do while weaving.
  • Removed discipline details from the main book. Everyone just looks at the playbooks anyway. In their place are advice sections to the GM about getting the most out of each discipline, with questions specific to each one.
  • Added a similar section advising on what player choice of species might signal, and how it can inform other parts of the game.
  • Leveraging the hack & slash rephrasing from prior versions, each discipline now adds a choice to the 10+ list, allowing each one to fight a tiny bit differently.
  • Added lots of examples of follower beasts and spirits.
  • Added some obsessions.
  • Added some monsters.
  • Playbooks are now generated from XML data, allowing new styles of playbooks to be constructed from a single data set. This uses XSL and FOP, based around my Corax data standard for RPG data. (I may make this standard more complete, open, and documented in the coming year. Maybe not.)
  • Most disciplines streamlined a little, reducing the number of moves slightly.
  • Was very temped to eliminate XP, but instead just give some advice on how to do so if you should want to.
  • General reorganization of book, changing chapters around.

The Future

In the short term, there may be future 1.5.x versions, to fix typos and such. There will probably be some additional playbook formats (starting with an A4 version of the minimal format).

Long term, this will definitely be the last in the 1.x series. If there is a 2.0, it won’t be based on Dungeon World. I think I’ve pushed the drift as far as it can go without breaking, and have already broke it a little. If a future PbtA version is in the cards, it will be much closer to Apocalypse World 2. There’s also a chance it wouldn’t be PbtA at all.

If you want to pick this seed up and plant it somewhere else, let me know. With the demise of G+ screwing up roleplaying, I’ll be harder to find. If you are on the Federation (diaspora, Friendica, etc.) or the Fediverse (Mastodon, Friendica, etc.) you can follow me at here. If not, but you are interested in trying a distributed social network that isn’t controlled by corporations, join one (such as an rpg-friendly Mastodon or Diaspora node).

Download

  • fourth-world-1.5.pdf (8.7MB): rulebook.
  • fourth-world-crib-1.5.pdf (1.3MB): several page summary of the basic and special moves, spellcasting, etc.
  • fourth-world-build-ref-1.5.pdf (186KB): an experimental kit to build-your-own reference pages. Each “page” in this document is a one-sixth six page. If you have a PDF viewer capable of doing “6-up” printing and can specify arbitrary page ranges, you can do both of those things to select six of the pages in this document to print on a single piece of paper as a reference. Pages include: forms for tracking Passions, followers, steadings and so on; obessions; relics; basics, like lines or a dot grid; basic moves; etc.
  • fourth-world-playbooks-1.5-legal.pdf (8.7MB): single page playbooks, using US Legal (8.5″ x 14″) paper. Style is similar to prior versions, somewhat following the font aesthetics of third edition.
  • Minimal playbooks, with a style vaguely similar to Brennan Reece’s “minimal” style playbooks. Intended to be printed double-sided, then folded in half:
  • fourth-world-sources-1.5.zip (forthcoming): the InDesign and other sources used to build all this stuff.

Fourth World 1.4 relayout

LogoSomeone not as enamored of landscape PDFs asked for a more standard layout for Fourth World, my drift of Dungeon World rules to fit the Earthdawn setting. I was not that keen on doing this, but then got curious about experimenting with 6×9 layouts in InDesign. So, I changed the entire layout of version 1.4 and you can find the result at the link below. As always, the InDesign sources are available for tinkering as well.

I plan on using this new layout style for Fourth World going forward. Which means, yes, I will probably release a 1.5 at some point.

For now, here is the new layout of 1.4:

While on the subject of changing layouts, I should also mention the efforts of Seth Halbeisen, who built letter-sized versions of the playbooks (the originals will legal-sized). If you have hacks of your own, let me know here or on G+.

Seed: Fourth World 1.4

LogoAlmost exactly a year ago, when I published “probably the last revision I’ll do” of this hack of Dungeon World to the Earthdawn setting, I really thought I was done. What changed since was some dissatisfaction with parts of the work and with some of Dungeon World basic moves.

The version presented here (1.4) retains the basic approach to the previous versions, an small evolution rather than a revolution. In building it, though, its becoming more clear than one of the main design goals — to change as little as possible in the Dungeon World rule set to retain compatibility with all of its material — is becoming a hindrance. This is not so much that the tonal changes needed for Earthdawn would benefit from a different type of powered-by-the-apocalypse hack, though there is some of that. Rather, some of the warts in Dungeon World itself are becoming more noticeable, both to me and in the community at large.

As one example, version 1.4 already tinkers with some of the basic moves. As another, when running Fourth World, I would almost certainly use nearly every rule in Lampblack & Brimstone’s Perilous Wilds, particularly its replacement rules for hirelings and undertaking a perilous journey. If a future version of this hack is ever done, it will almost certainly alter the playbooks to assume those rules as a baseline; however, once going down that path, the whole thing might just be better served by a PbtA hack more customized to Earthdawn, so that may never happen.

The significant changes in this version include:

  • You occasionally see Dungeon World moves that improve a 7-9 result to a 10+ result, or vice-versa. I found the phrasing of the Fourth World moves that do this awkward enough that I created a nomenclature for it, called “steps” to make this smoother (see the “On Steps” section).
  • The Aid or Interfere move has been tinkered with again. In the prior version, it had already been altered to use stats instead of bonds. This version makes the 10+ result a bit more interesting.
  • The Hack and Slash move has been rephrased. This looks jarring, but the actual result of the move is the same. The reason for the change is that some of the moves in the playbooks seek to give you additional choices if you elect to take damage on a 10+ (rather than the standard “do extra damage”). The wording of the official Hack and Slash made the phrasing on this type of playbook move clunky. It becomes much easier to build playbook moves like this with the different phrasing of the basic move (plus, I think the phrasing for it matches the phrasing of other Dungeon World moves much better in general).
  • The Relics chapter now has a whole section about how the Spout Lore move can/should be used to interact with the concept of item ranks and discovering information about relics to unlock their power. Moves that reveal information about relics were tweaked to match the information in this section. (Those moves are also much faster in game world time now.)
  • Added some clarification about what casters can do while weaving, and what sort of things can interrupt them.
  • Earlier nitpicking about how many spell matrices you can use at each circle have been eliminated as an unnecessary holdover of pointless Earthdawn crunch. The “total sum of spell circles within matrices” limit remains, and takes care of this well enough organically to the point that other limits won’t be missed.
  • Prior versions sort of ignored the existence of thrown weapons. The main ranged-fighter discipline didn’t have choices for them, for example. This has been addressed. Also, the single “throwing dagger” has been replaced with “throwing knives”, representing an abstract “bundle” of knives with an ammo stat.
  • A lot of the species moves got tweaked to be slightly more interesting (previously a lot of +1 to things).
  • A number of playbook moves called for rolls to gauge the degree of success in situations where failure wasn’t actually interesting or it was not obvious how to handle a miss. Many of these got changed to avoid the roll entirely. There are probably some I missed.
  • General move streamlining in all playbooks, including some additions, removals. Added moves were often adding social moves to playbooks that lacked them. All playbooks also get tools for creating art as standard gear.
  • The Swordmaster got a major overhaul. All the fixation stuff (which came from the DW paladin) has been moved to an Obsession (a “compendium class”). In its place is a move that really takes advantage of the rephrasing of Hack and Slash to give the Swordmaster control of positioning and showmanship.
  • The Thief playbook contained redundant moves. So did the Troubadour playbook, with the bonus that one of them didn’t really work. These moves got sorted out, usually by consolidating then adding some additional stuff.
  • Additional magic items and relics.
  • Additional monsters.
  • Several new obsessions. Tweaks to the Obsession rules.

You can download the lot, including InDesign sources, here:

Seed: Fourth World revisited

LogoWhen I last published this hack of Dungeon World to the Earthdawn setting, I claimed that it was as complete as I intended to make it. Apparently, that was a lie.

This version (1.3) remains much like the previous version, with the following changes:

  • Bonds have been replaced with flags, an idea from Rob Donoghue. This necessitates changing some other things, such as the Aid and End of Session moves. Disciplines now have a “suggested flags” section rather than a bonds section. All references to Dungeon World-style bonds removed and moves that mentioned them changed. (This turns out to solve a problem: version 1.2 also used the word “bond” to refer to weaving a thread into someone or some place. It still means that in 1.3, but is no longer ambiguous.)
  • A lot of people wondered what happened to the idea of karma from Earthdawn. It actually was there in version 1.2, it was just called what Dungeon World calls it: “preparation”. I gave in and switched to calling it karma in this version, even though the term as used in Earthdawn bears little resemblance to what the word actually means. Still, this change should help Earthdawn players who are looking for it. Also, it has always been the intent to make preparation/karma significantly more useful and present than it is in standard Dungeon World (where it is so useless that, I’d wager, most players aren’t even aware it exists), so this change should differentiate it even more.
  • Most of the disciplines were tinkered with a bit. This is particularly true of the air sailor, as that playbook is significantly based on the aid move and, therefore, was previously based on bonds. In general, the number of “plus something to something” moves has been reduced, as have the (already small) number of moves that dictate what happens on a miss. All of the disciplines remain based around two stats, but a few now have a better balance of moves between those two stats than they did before.
  • I took a crack at building character sheets. These are experimental, continuing my dabbling with legal sized paper. (The aspect ratio of legal paper falls between 16:9 and 16:10, the typical aspect ratios of nearly all modern laptops, so landscape legal pages fit very nicely in full screen.) It’s also the largest paper that most home printers in the US can easily support. For those in places where the only aspect ratio for paper you can easily buy is based on the square-root of two (the ISO 216 standard), shrinking these sheets onto A4 is probably your best bet, but probably not entirely satisfying. Each playbook is formatted to fit on a single side of once piece of paper (spell casters also have a separate spell sheet).
  • Debilities now inflict -2 instead of -1. This makes them more…debilitating, and forces them to be taken a bit more seriously. They can often be glossed over, forgotten in standard Dungeon World.
  • A number of rules have been changed or tweaked. Magicians can now get a fifth spell matrix, for example, and move triggered when someone aborts a spellcasting attempt has been added. Swordmasters can no longer become immune to stuff. Fireball is a bit different. Changed a warrior’s “carnage” to “impetus” and altered the way it worked and is explained a bit. Addressed monster tags better. And so on.
  • Some added gear, magic items, mounts, monsters and so on.

This is probably the last revision I’ll do of this hack. Maybe not. Anyway, you can download the lot, including InDesign sources, here:

Seed: Fourth World

LogoSince its creation in 1993, the fantasy world of Earthdawn pushed my buttons. Now, the recent kickstarter to fund the game’s fourth edition has rekindled my enthusiasm for the game. Yet, as eagerly as I backed the kickstarter and long to play in that world again, my interest in going back to those mechanics, even in updated form, approaches zero.

Therefore, this seed, suggesting ways to alter Dungeon World to fit into this rich high-fantasy setting. Like all DivNull Seeds, this one isn’t fully grown. If it plants a fire in your belly to do something with the idea, go for it. But, please, share what you make of it with the rest of us.

This hack sticks to the standard Dungeon World rules as much as it can, but all of the standard playbooks (Fighter, Thief, etc.) have been cut up and reassembled into the fifteen Earthdawn disciplines, adding custom bits to fill in the gaps. Had this work not largely been completed before the release of Class Warfare, the disciplines would probably have been built using those more modular rules instead. I contemplated going back and redoing them all, but by then the disciplines had sort of mutated into their own thing and it didn’t seem worth changing.

If you want to have a go at this hack, here are some possibilities you might try:

  • Actually do use Class Warfare to make the disciplines.
  • Instead of shuffling around existing moves, rebuild each discipline from he ground up, based more strongly on the Earthdawn originals.
  • Expand the hack with conversions of Earthdawn monsters, mounts, ships, relics, etc.
  • Convert more existing Earthdawn adventures to fronts.
  • Expand areas that I glossed over a bit, like horrors, blood magic or astral space.
  • Build obsessions (compendium classes) based around species or nationality or whatever else.
  • Anything else.

As I do not plan to do any of the above myself, I’m making the source files (except the fonts, which I lack the rights to distribute) available as well. Post a comment here if you turn them into anything You can download the lot here:

Update: A more recent version of this document exists here.

Seed: Goth Gulgamel

Goth Gulgamel IsometricSince the Bundle of Holding is offering a great deal for the Ptolus setting for the next few days, this seems like a good time to post something I’ve been working on, but am not going to do much more with: a revision/hack of one of the dungeons within that setting.

For reasons explained in more detail in the documents below, I was a bit unsatisfied with this location. I was also intrigued by Justin Alexander’s article on “Jaquaying the Dungeon”, a method of using design ideas from the dungeons designed by Jennell Jaquays to make dungeons more interesting. I was also keen on messing with isometric maps in Adobe Illustrator.

As with all DivNull Seeds, this is work isn’t entirely finished, but is in a decent enough state to be used. Feel free to pick up where I left off, but please share the results with everyone. With most seeds, I’ve posted things I’ve learned along the way, but this one, I kept a log of progress on the Cartographer’s Guild which contains most of the stuff I want to remember. That forum thread also lists the goals of this project.

I targeted legal-sized paper for most of these maps, as it is the largest paper most home printers in the US can easily use. I also tried to set up the battlemaps to use as little paper as possible, with locations rendered separately. In play, I would tend to only put the parts of the map the characters could see on the table at any given time.

I also decided to try to make a couple of poster sized maps (the large centerpiece location, for example, is a 24″×36″ poster), and used on-line print services (Vivyx printing in this case) to make hard copies. This worked pretty well, though uploading could be a challenge (had to resort to downsampled PNG files in one case).

The upshot of these last two points is that you might need to experiment to print these things.
The files for this are pretty large, so please download and read the first one before deciding if you want to download the rest. It is a guide that tells you about the location and what I’ve done with the place. If you’d like the Adobe Illustrator and InDesign sources for these documents, drop me a line here and I can get them to you.

Thanks to Monte Cook for allowing me to make use of his intellectual property, yet again.

Seed: Bladechapel battlemap

Bladechapel is the headquarters of a knightly order dedicated to fighting evil threats from other planes in Monte Cook’s urban setting, Ptolus. Since no detailed plans of this fictional building seem to exist, and I wanted to confront my players with devils and demons ransacking the place during a zombie plague (long story), I set about making maps of my own. While I have progressed reasonably far, I’m to the point where I likely won’t be updating it any further. The map is functional, but not what I’d call “done”. As such, I’m releasing what I’ve got as a DivNull seed.

Bladechapel

When it comes to maps, I prefer using vector tools like Illustrator over raster tools like Photoshop. This makes me a bit of the odd man out when it comes to making battlemaps, which is largely a raster pastime, but one of the reasons I wanted to make this map in the first place is to see how far I could push the vector tools. I posted progress notes for this map to a gaming cartography forum, if you are interested in more step-by-step stuff. My take aways from this project are:

  • One big goal was to learn how to use Illustrator’s mesh tool. Mission accomplished there. It is powerful and capable of doing things you can’t do any other way, but a bit clunky. I didn’t get really great at using this tool, but I least I understand what I’m doing now.
  • Live tracing seamless textures can build decent fill brushes that give objects more depth. (Vector maps are often very flat and blocky.)
  • Really decent textured fill brushes push Illustrator CS5 to the breaking point. On more than one occasion, I used up all the memory that Illustrator’s 32-bit limit could handle, causing it to die a horrible death. This transformed the project from learning about vector mapping to tiptoeing around the limitations of the software I was using, and is a big contributor to my not finishing the map. The newer 64-bit version might not have this problem.
  • Illustrator has the ability to print by tiling the output across multiple pages in an easy to understand way, but doesn’t extend this functionality to exporting PDFs. If you want to export to a multi-page PDF, you have to create individual artboards, and overlap them manually. The artboard tool makes this possible, but could be easier (allowing selection of multiple boards and editing, say, the X position of all of them at once would be very helpful, for example). I didn’t know any of this before starting this project, so learning it has been useful.
  • I also mostly just ran out of time. My desire to run a game using this map, and the pace of the game itself, overshadowed the need to do the map “right”.

I wound up with maps of five different “floors” of the building, in the end. They are big, as battlemaps go (roughly 50 squares by 60 squares, at an inch per square). Maps are available in two different formats. The PNG files contain the whole floor as a single image, at 150 pixels per inch. The PDFs divide the map onto pages of legal sized paper (the largest paper that the majority of home printers can handle), with a bit of content overlap. Note that all of these files are huge. You might want to look at the bladechapel-key.pdf file first. It gives a decent overview of the building layout and such.

Sources for this map are a bit tricky. I’m not going to post them, because the Illustrator sources are gigantic (the ground floor is over a gigabyte); however, if you are really want to play with them, drop me a comment to this post and we’ll figure something out.

Many of the objects on these maps (tables, chairs, etc.) are bitmaps intended for use with Dundjinni, and credit for them goes to their creators. Likewise, the name “Bladechapel”, “Knights of the Pale” and other aspects of this map are ©2006-2007 Monte J. Cook, used with permission. The textures originated from Seamless Pixels. Everything else should be considered released under a Creative Commons Attribution 3.0 Unported License:

Creative Commons License

DivNull Seeds

With the new year comes reflection and resolution. This post is a bit of both. For most of my adult life, I’ve had a tendency to start new projects, but never finish them. This begins to weigh on me, as more and more unfinished stuff accumulates. Last year, however, I realized something about the way I work, and it is going to change what I release on this blog a little bit.

Often, what excites me about a project isn’t the final product, but what I’m learning when I do it. When the learning stops, so does the whole point in doing the project in the first place. Knowing this, I’m going to start suppressing the urge to “finish” some projects before releasing them. Rather than have them sit, untouched, on my to do list forever, I’m just going to throw them out there, as is, and check them off the to-do list. I’ll be referring to projects that follow this process as “seeds”: not really done, but someone could pick them up if they want to. I’m assuming that most of these seeds will just sit there, which is fine. But, on the off chance that they provide some use to someone, I’m going to post them anyway.

I’ll try to say a bit about what I was trying to do, and what I learned with each seed I publish.

So far, here are the published DivNull seeds.