Showing posts with label other blogs. Show all posts
Showing posts with label other blogs. Show all posts

Saturday, October 13, 2012

Take Part in a Dungeon Strike

No, I'm not talking about the work slowdown currently underway by the kobolds of Stonehell Dungeon. I'm talking about a free skirmish game written by xwardukex over at Fear No Darkness.

FEAR NO DARKNESS:DUNGEON STRIKE is a miniature skirmish game set in the dungeon. Encompassing aspects of the dungeon crawl, board game play, and quick-to-learn mechanics, the players take on the roles of dungeon adventurers running amok in a small delve. Traps springs, monsters lurk, magic awaits discovery, and there's a good chance you'll end up dead. In other words, a perfect old school dungeon crawl.

I got to playtest DUNGEON STRIKE at Retcon a few months back, and it was an utter blast. The game can be completed in an hour or so, making it a great way to kill time when Billy is running late to the game again and keeping everyone waiting. Best of all, it's free! I recommend you check it out by downloading it here.

You'll need some six-siders, a battle mat or dungeon terrain, and some minis, but we all know you've got those hanging around anyway.

Wednesday, April 4, 2012

Some Drunk Umber Hulk Reviews "Stonehell"

It's been a mixture of chaos and joy the past few weeks and I'm only now getting myself sorted out. Posting is likely to be light in the coming weeks as I have some big projects to attend to. In the meanwhile, please enjoy this review of Stonehell Dungeon over at The Drunk Umber Hulk. We'll return to normal posting soon.

Tuesday, March 27, 2012

Gary Con Recap Part I

Like the target at a snipers’ competition, Gary Con is an event viewed through many lenses. As a gamer, I experienced the con through the fun and camaraderie I had at the tables, but as a designer, it was interpreted by who I met and spoke to in the publishing industry. And lastly, as someone with a background in history and archiving, Gary Con was a place filled with those whose roots extend back to the long-ago days when this was all new and wondrous. No matter which lens I viewed the weekend, however, it was an outstanding experience.

Unfortunately, the four-day weekend began on a down-note when I received a phone alert that my first flight of the day was suffering from an hour-and-a-half delay. This alert came ten minutes before I was set to depart for the airport and threw all my travel plans askew. Forty-five minutes of trying to contact the airline on the phone without success eventually drove me to abandon my efforts and drive to the airport anyway. The clerk there managed to get me on another flight, but from another airport, making a $100 cab ride necessary to make my flight. Further complications at O’Hare delayed me again and I finally arrived in Milwaukee four hours behind schedule. Luckily, the Lodge at Lake Geneva was kind enough to dispatch a shuttle to convey me from General Mitchell to the hotel. A very big thanks to Larry the Night Security man at the Lodge for coming to my rescue!

After finally arriving five hours later than I intended, I discovered I had missed the meet-n-greet entirely, as well as the majority of games. Dropping off my bags in my room, I wandered down to the hotel bar looking for something to eat (and was again foiled since the restaurant had long-ago closed). I did spot someone in a tied-dyed shirt playing the Battlestar Galactica board game and soon found myself talking with Allan “Grodog” Grohe and Mark CMG of Creative Mountain Games. Alas, last call followed all too soon and a Diaspora of gamers was sent into the desert of the Lodge’s hallways. A brief snack from a vending machine and a long discussion with fellow gamer David(?) from Stone Mountain, GA closed an overlong travel day.

Friday arrived in much better shape. Determined to remain on New York time, and anticipating a diet of completely fattening meals during the weekend, I was up at 6 AM to take a walk around the Lodge’s grounds. Back at the hotel, I finally managed to acquire breakfast and to meet Tim Snyder of The Savage Afterworld at the concession table. Soon thereafter, the Vendors’ Hall opened and I stepped inside to discover Dan Proctor behind the Goblinoid Games’ table, which was situated next to Black Blade Publishing’s wares. I spent a good hour inside there talking with Dan and Alan, as well as meeting John Adams of Brave Halfling (who had his game boxes for sale nearby), Jeffrey Talanian (of Astonishing Swordsmen & Sorcerers of Hyperborea), and Jon Hershberger of Black Blade. Across from the Goblinoid Games table was the Artists’ Nook. There sat Jeff Easley, who was kind enough to sign one of his illos in my copy of the Dungeon Alphabet, and Jim Wampler, creator of “Marvin the Mage.” I can’t say enough nice things about Jim, both as an artist and a person. He’s an old-school Gamma World fan to boot and did me a solid during the course of the con. Stop reading this right now and go to Mudpuppy Comics and check out a free issue of Marvin. I’ll be here waiting.

With time to kill before my first game, I wandered the rooms, snapping pictures. There, I ran into Frank Mentzer, who I met last year at I-Con. I was pleased that Frank not only remembered me, but went out of his way to welcome me into the ranks of professional game designers. (I’ll let the “Stonehell Outhouse” comment slide, Frank.) Frank’s always a pleasure to talk to and is generally interested in my own efforts to till a row in the field of game design. That means a lot to me.

As I was wearing my Stonehell T-shirt the first day, it wasn’t long before I had my first fan approach me to say how much he enjoyed my work. I’d see Zach (a.k.a. Nogrod from Dragonsfoot) several more times during the con and he’s another great gamer, one I’d share the experience of Tim Kask’s OD&D game with later in the day.

When 2 PM rolled around, it was off to the wargaming room for a game of Dungeon!, an activity I last enjoyed when Reagan was in the White House. Running the game(s) was Dave Megarry, the original designer of Dungeon! Dave took the time to explain the origins of the game, as well as bring the original Dungeon! prototype board for us to “ooh and ahh” over, but the real bomb shell was yet to come. I had encountered Dave and his wife upstairs an hour earlier as they unloaded a large table from the back of their car. I gave them a hand wrestling the dark green table through the front doors of the hotel, not thinking much of the activity other than I was giving a fellow gamer a hand. Only during the event was the identity of that table revealed: it was Dave Arneson’s ping pong table, the same one where he played the original Blackmoor campaign on decades ago! Having never met Dave in person, this was the closest I’d ever get to him and it was an incredibly cool experience. I could see that the opportunity was not overlooked by fellow Dungeon! player, Tavis Allison of the Mule Abides and Adventurer, Conqueror, King. I’ve met Tavis before and, knowing his interest in the history of our hobby, was certain he was just as floored by playing at Dave’s table as I was.

After finishing the Guinness Book of World Records’ Longest Game of Dungeon Ever (the other game’s players packed up, departed, and went on to marry and see their children graduate from college before we finally completed our game), it was back into the Vendors’ Hall to hang around the Goblinoid Games table. There, I met Jeff “bighara” Sparks and his wife (who is not at all still angry about a game Jeff ran 10 years ago), and signed a few more copies of Stonehell Dungeon.

At 6 PM, I got to play OD&D with Tim Kask. The adventure saw us exploring a frigid glacier and the mysterious Tower of the Phoenix located within it. I had a blast, even though we lost a few party members before we actually got inside the place, and, in true old school fashion, forged the legend of Sigurd Bear-Breaker. Facing down a certain TPK, my dwarf drank a potion of giant strength and challenged two giant polar bears to a wrestling match. He broke both their spines and allowed us to continue the adventure to its completion.

Tim was another pleasure to finally meet, especially since he was one of the judges on last year’s "Three Castles Award." During a break in the game, Tim invited me to the VIP Smoking Lounge (otherwise known as the patio off Tim and Frank’s room where they had stashed one of those big standing ashtrays they had somehow “acquired” the days before) and we talked about the old days of Dragon, the Dungeon Alphabet, and artists. Like his partner in crime, Frank Mentzer, Tim was very gracious, kind, and encouraging in regard to my design efforts. It was great getting to talk with him outside of the game.

The game ended around 10 PM and I had the chance to talk with some more fellow gamers (both newly met and by this time old friends) up at the bar. Eventually, the day’s events began to take their toll and I excused myself to grab a few hours’ rest before starting in all over again the next day.

Wednesday, February 29, 2012

The Aspiring Lich

I’d like to take a moment and direct your attention to the blog, The Aspiring Lich. Chris, the blog’s author, is currently suffering under my refereeing efforts in the Pathfinder Kingmaker Adventure Path. Like many of us prodigals, Chris cut his eyeteeth on AD&D and then drifted away from the hobby for awhile. He’s recently returned to the fold, taking the route that many suffered through upon coming back: sitting down to play the more recent incarnations of the game before rediscovering his old school roots.

It’s fascinating to watch that process from the outside, looking in, simply because it’s very similar to my own path. I came back into D&D with 3.5, struggled to make it resemble the game I remembered it to be, and then realized there was no need to do so when my old books and the various retro clones allowed me to play the game I was weaned on. Chris is sitting behind the Labyrinth Lord screen for the first time and realizing that is a world of difference between herding the cats and meowing amidst the masses of them. He’s already written some insightful things and turned his attentions to crafting OSR goodies. Please check out Chris’ work at the Aspiring Lich if you get the chance. Steering some traffic his way is the least I can do considering what lies in store for his Pathfinder PC…

Friday, October 21, 2011

New Horizons

I am without a doubt undergoing a sea change in my gaming preferences. I’ve lost all enthusiasm for level-based fantasy games in the last few months and I now realize that I’ve hit my saturation point. This doesn’t mean I’m done with them for good, but it will be some time before I’m running D&D in any of its myriad forms again. Playing the game is fine; running it is another story.

This also doesn’t mean that I’m finished with writing for them either. In fact, I just finished up my work for another level-based fantasy game and have another contribution in that vein on my schedule. However, when it comes to my personal life, it’s time to change things up.

The downside of this realization is that Stonehell is effectively in stasis for the foreseeable future. I hate to do it, but my lack of interest in writing dungeon adventures is blatantly obvious when I look over what I’ve written so far. I have high expectations for the sequel and I’m not meeting them. I’ll come back and write the second book once I can get excited about the dungeon again. My apologies to those of you who’ve been looking forward to the sequel, but I’m not going to take the sleazy route of writing a piece of shit and asking you for your money for it.

“OK, Mike, if that’s how you feel, what’s next?” I’m glad you ask.

Unless something gets changed (which is entirely possible), the next issue of Fight On! will feature the first of a series of articles I’ve written aimed at “modern” horror and fantasy. I use quotation marks because the default period is the 1920s (all the better to fit classic Call of Cthulhu) rather than the 21st century. I’m extremely proud of this series, more proud of it than anything I’ve done for my own enjoyment in some time. The article features a map (a glimpse of which is below)done by cartographer Ravi Shankar who I met over at the Cartographer’s Guild. Ravi does some excellent work and I encourage you to check out his portfolio—especially if you’re looking for a good cartographer.
The series details a quaint little portion of upstate New York located in the Hudson Valley region. In real life, the Hudson Valley has a great deal of folklore attached to it. One finds stories of everything from headless horsemen to Bigfoot to UFOs. After I’m done with it, there will be even more weird goings-on reported. The purpose of the series is to present a sandbox setting in which referees can place their own historical horror games. Tired of Arkham? Come visit Wildwyck County. If I do my job correctly though, the place can be used for more than just Call of Cthulhu. It’d make an excellent Colonial Gothic campaign if you roll the clock back or a World of Darkness setting if you advance the timeline ahead. One could even remove all the serial numbers and turn it into a fantasy-based campaign using Lamentations of the Flame Princess or Realms of Crawling Chaos.

The series has personal connections for me, which is one of the reasons it has me so excited. Wildwyck County is based on real life portions of New York State where I had many happy experiences. The chance to return to that place (even in a fictionalized and highly spookified form) is a great pleasure. In fact, it’s even inspired me to return there in real life for a few days to engage in some R&R&R (rest and relaxation and research). I plan on taking some photos to use in future articles to support the artwork I’ve already contributed (chosen, but not created by me, thankfully) for the initial article. 

Connected to the ‘Wyck (as the locals call their home)are the eternal autumnal lands of the October Country. I’ve been rambling about and designing for the October Country for over two years now on the blog Secret Antiquities and it represents my second big project. I’ve got enough material to begin playtesting the setting and I hope to assemble the finished material into a book once I’ve worked the kinks out. If I had to pick a work that I’d consider my magnum opus, the October Country would be it. I call it my Rosetta Stone setting because any story I want to tell—fantasy, horror, intrigue, pulp, or weirdness—can find a home in the October Country. It’s a personal place, but one I hope has enough common touchstones to be universal.

I’m not sure how I’ll handle that setting in the future. I’d like to see it in print, but I’m not certain I want to go down the road of self-publishing again. I’ve gotten lazy and like it when all I have to do is string the words together and let somebody else worry about the art, the editing, the layout, etc. Unfortunately, I’m hesitant to relinquish ownership of the material, so self-publishing may be the only course. But that’s all carts far, far in front of horses for now.

This brings me to my last concern: the future of this blog. My original plan was to keep it up until I released the Stonehell sequel and then quietly retire it. Now, with the sequel on hold for the foreseeable future, I’m at a loss at what to do. I have no interest in writing more about fantasy games like D&D here for now, but this blog draws a lot of traffic and has a robust following. Do I mothball the blog until I come back around to level-based fantasy games again or do I repurpose it to reflect my new interests? And if I do that, what happens to Secret Antiquities? Frankly, I don’t know.

That’s my future, folks. One which may or may not be of interest to you, but I thought you deserved a heads up as to where I’m headed. Things have been very, very quiet here as of late and this is the reason why. I hope this glimpse at where I’m going and my future plans sparks some interest and you hang around here or follow me where I’m going, but I understand if you’re more comfortable remaining where I’ve been. It’s all good either way.

Wednesday, August 17, 2011

Third Annual NYC Arneson Memorial Game Day

This is a “Save the Date” sort of thing. More details as they emerge:

On Saturday, October 1st, 2011, the Third Annual NYC Arneson Memorial Game Day will be held at the Brooklyn Strategist to honor the life and accomplishments of Dave Arneson. As of right now, Tavis from The Mule Abides will be running Adventurer Conqueror King and I will be running a delve into Stonehell Dungeon. Others are encouraged to volunteer to participate by either running a game of their own or merely stopping in to play. More details will undoubtedly be posted here, over at The Mule Abides, or on this thread at the Original D&D Discussion Forum.

Thursday, February 3, 2011

Owlbears of a Different Feather

I just got hipped to this post over at the ArtOrder blog thanks to the webcomic Darths & Droids. It seems that back in September of 2009, ArtOrder has a competition to redesign the owlbear. The entries range from the noble, to the silly, to the outright creepy. As someone who likes alternate takes on old classics, I found the submissions to be excellent design fodder for the next time the players run across D&D’s favorite hybrid. Do yourself a favor and check them out.

Thursday, January 27, 2011

Review of Realms of Crawling Chaos

Part one of a review of Realms of Crawling Chaos is now up on Hill Cantons. My favorite part:
… co-written by one of the better (if not best) current workhorses of classic-play D&D, Michael Curtis.
I think that’s the first time I’ve ever been called a “workhorse.” “Clotheshorse” and “horse’s ass,” yes, but not “workhorse.” And to think that I was just chastising myself for slacking lately…

Check out the review and then go get the book.

Stonehell Campaign Map

Over at The Savage Sword of Scadgrad, there has been a player’s map posted for scadgrad’s online MapTool campaign. Done in the style of “your crazy, adventuring uncle left this to you on his deathbed,” the map shows just how easy it is to drop Ol’ Stony into any campaign world. Check out the post here.

And speaking of megadungeons, Kesher’s posted a great quote over at the Original Dungeons & Dragons Discussion forum, having found it at The Alexandrian. Having been working on and running Stonehell for more than two years now, I both identify with this remark and heartily agree with it.
In many ways, I feel like a megadungeon becomes the DM's character. And I play my megadungeon much like I would play a PC. Before play begins, I don't really know what my megadungeon is going to do: But my random encounter tables generate 2d4 anubians just after the PCs raid the depths, and I know the anubians have sent a team of assassins to hunt them down. Black-eyed cultists are holding a ritual on Level 2 and I suddenly know the sin day they're celebrating. Lizardmen show up in the anubian sections of the dungeon and I know tensions are erupting between their tribes. Then the minotaur shows up to determine why tribute is not being paid and... and... and...

And a story gets told.

Thursday, December 16, 2010

Visiting the Kinan-M’Nath

Into the whirlpool
Where matter vanishes
Degenerate star
Arm of Orion

An iron sun
The forbidden circle
Anti-matter is the
Black horizon

Blue Oyster Cult, “Heavy Metal: The Black and Silver

Now that visitors know what to expect once they arrive in the Uncertain Lands, how exactly do they get there? For this, we must turn to the sages of the ages, who, in their ink-spattered wisdom, have determined that there are four known methods of transportation between the Kinan-M’Nath and other worlds.

Method #1 – Spell Craft: Perhaps the easiest method of world travel, this method is restricted to those who have achieved mastery in magic, have discovered a magic item capable of cross-world travel, or can pay someone to provide these means of travel for them. In general, spell craft travel covers cross-world travel achieved by use of astral projection, gate, limited wish, plane shift, and/or wish, or through magic items such as an amulet of the planes, a cubic gate, or a well of many worlds. The benefit of this method is that the caster or item user has some control over where they arrive—provided they have some familiarity with the lands of the Kinan-M’Nath.

Method #2 – Realm Storms: Highly unpredictable, those arriving in the Kinan-M’Nath by way of a realm storm seldom do so willingly. These planar tempests tear the boundaries between worlds, although they appear to be nothing more than extremely strong thunderstorms to those caught in them. More than one party of adventurers has sought shelter in a cave during a realm storm only to emerge after it ended and find themselves in a completely different world. Some powerful mages and learned sages can predict where and when a realm storm may next appear, but finding such an individual and meeting their price is an adventure in its own right.

Method #3 – Etheric Mists: Like realm storms, etheric mists are a supernatural event. They are even more unpredictable than the storms, however, and some sages believe that etheric mists are examples of Fate in action. Appearing as a smoky gray fog, etheric mists are cold, thick, and damp, restricting sight to a mere 5’. Alien noises and weird echoes sound from the depths of the mist, and an occasional phantasmagorical shape can be barely discerned. Etheric mists appear without warning, even on the sunniest of days. They envelop travelers completely, last anywhere from several minutes to several hours, and, once they dissipate, leave the wanderers in a new land.

Image by Stefan Poag. Please visit Knucklebones.net for more of Stefan's wonderful work.

Method #4 – Hangways: These permanent gates were created in the dim past by unknown hands for indeterminable purposes. Appearing as 12’ diameter stone hoops, hangways are typically found suspended horizontally between four massive supports and dangling 10’-12’ above the ground. Usually a set of free-standing stairs or a ramp leads up to the edge of the hoop, allowing travelers easy access to the 8’ diameter opening in the hoop’s center. The air inside this aperture shimmers as if hot, although the temperature is the same as the surrounding atmosphere. Although hangways share the same general appearance of horizontal hoop hanging from supports, details vary from place to place and world to world.

Image by Talysman. Please visit Talysman's blog, The Nine and Thirty Kingdoms, for more.

Hangways, sometimes called “hopgates” due to their method of egress, allow free travel between worlds to specific locations. Unlike the less predictable methods listed above, hangways remain in fixed locations and provide access to a matched site on one or more alien worlds. Use of the hangway is a simple matter of hopping through the horizontal aperture and falling between worlds. The traveler lands unharmed on the floor underneath the other hangway’s matched hoop on a new world. Travel between world can only occur by stepping through the topside of the hangway’s hoop. Attempts to reenter a hangway from below are always unsuccessful.

Image by Talysman

While the majority of hangways are keyed to a single location, some allow access to multiple planes. Hangways with multiple connections are usually time-based, meaning that a single hopgate will connect to one place during a certain time of the day, week, month, or year, and connect to another at an alternate time. Sometimes manuals, instructions, carvings, etc. are found near these types of hangways, but this is not guaranteed. Adventurers intending to travel via hangways should research their chosen hopgate carefully before embarking on their journey.

Hangways are the most common planar gate found in the Kinan-M’Nath. At least two are known to exist within the boundaries of Stonehell Dungeon; others can be found in forgotten places (both indoors and out) across the Uncertain Lands. The most recent wayfarers to arrive through a functioning hopgate are the members of The Society of Planewalkers, currently operating out of Blackpool. These outsiders purportedly originated in the Lands of the Rotted Moon and have displayed talents and traits unusual to the Kinan-M’Nath. Whether they will become a force for the Weal or the Woe remains to be seen.

A Note About the Duration of Stay: Visitors to the Kinan-M’Nath should be aware that their method of travel to the Uncertain Lands may have an impact on how long they remain in that world. Etheric mists and realm storms are notorious for carrying a person or persons between worlds only to return them to their place of origin days, even hours, later. And while spell craft and hangways almost always allow for unlimited visitation, even these methods have been known to abruptly fail, resulting in the traveler’s sudden departure from this realm. In other words, the referee has full control over the length anyone visits his campaign, making it much easier for a guest PC to suddenly fade away and return to his own campaign world if needed at the end of a session.

A very, very heartfelt thanks to Stefan Poag and Talysman for taking the time to contribute their talents to an unconventional idea dreamed up by me on a whim. Your contributions are greatly appreciated!

Tuesday, November 30, 2010

Buried Secrets Review

Over at Hill Cantons, ckutalik has some nice things to say about Stonehell Dungeon Supplement Two: Buried Secrets, as well as my work in general. I was uncertain as to how Buried Secrets was going to be received, as it is a little different in format and style than Stonehell Dungeon and its production quality is bare bones. I’m pleased to see that at least one person doesn’t feel as if my quality is slipping and that his $2.99 was well spent.

Check it out for yourself here.

Friday, September 17, 2010

And the Answer is...

...to the question, "When you think about Dungeons & Dragons, the cover of what product comes first to mind?" Had you asked me this question some years ago, the answer would have been very, very different. It is only because of my experiences over the last two years that I've come to realize how much I love that box. It is simple elegance just waiting for you to make it your own. This goes just the same for its excellent sister daughter, Labyrinth Lord.

Thursday, September 2, 2010

Gamers Grow in the Dark

From today's Daily Illuminator over at Steve Jackson Games:

Light + Heat - Dark

Like many kids, my early experiences with RPGs took place underground -- in a basement. In Michigan, basements are common, and excellent places to spend the (relatively) hot summer days.

Now I live in Austin, and the heat index has broken 110 degrees far too often recently. (This summer is falling short of last year's "100 days over 100 degrees," but it's still miserably hot.) Why don't I have a basement now?

And does Central Texas' general lack of basements have an impact on the frequency of gaming in the area? Based on the number of gaming conventions (and my own wildly unscientific analysis), areas where basements are common seem to have more gamers than areas where basements are rare. Any opinions on why this is? Tell me your theory on Twitter (@sjgames) or our forums.

-- Paul Chapman

Growing up in the suburbs, many of my early gaming sessions took place down in the basement. This was simply because it was the closest we kids had to our own private creative space. It was a place were our mothers could be certain we were safe beneath their feet without the need to constantly check up on us. That is, until things got quiet down there. That's when they knew we were up to no good.

The advantage to playing down in the basement was that you didn't have to worry about rain leaking through your treehouse roof or the wind carrying off your 24th level magic-user when the breeze got stiff. I'm pretty certain that there's a percentage of gamers who, lacking a basement, made do with the family garage for the same reasons.

The basement (and garage) as a private creative space goes far beyond the realm of gaming. It's not surprising that these same venues served as the spawning ground for countless teenage bands in later years. In my own case, I later kicked out the jams in the same place that I once guided my friends through hours upon hours of dungeon adventure.

Tuesday, June 29, 2010

A Spanish-language Retro-Clone? Si!

My friends over at “Adventuras en La Marca Del Este” have written to inform me that they are hard at work producing a Spanish retro-clone entitled—what else—Adventuras en La Marca Del Este. It will be a Basic D&D retro-clone similar to Labyrinth Lord but “with a few changes” according to Pedro Gil of “Adventuras en La Marca Del Este”. It will be a boxed set release that includes a 150 pp. rule book, a set of dice, and a three-panel referee screen. An English-language translation is being considered.

Unfortunately, my Spanish is atrocious and Goggle seems to be having difficulty rendering the site into something I'm literate in so I have little else in the way of information. Some more details can be found here. Feel free to leave a comment with more information if you have more than a passing acquaintance with Spanish.

Pedro provided me with some sample illustrations from the work including these LoTR inspired pieces, a cover piece inspired by Elmore’s take on the Red Box, and a female cleric bound for holy smiting.




Wednesday, May 12, 2010

The Return of the Much Missed Mr. Driver

For those of you who remember the creative endeavors of Scott Driver, the mind behind the blogs, “Wilderlands OD&D “and “The World of Thool”, the time to rejoice is upon you. Scott’s started up a new blog dedicated to his latest world setting, Mandragora or The Mandrake March, which can be found here. Scott’s eschewing weird fantasy this time around to concentrate on his other inspirational love: fairy tales. I’m certain that I share the sentiments of many of you when I say I’m eagerly awaiting what Mr. Driver comes up with in his blog's latest incarnation.