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    <title>Groove Pit</title>
    <description>Kind of a blog, I guess. Mostly TTRPG stuff.</description>
    <link>https://groovepit.neocities.org/</link>
    <lastBuildDate>Sun, 15 Mar 2026 00:48:16 -0600</lastBuildDate>
    <ttl>60</ttl>

    <item>
      <title>The S.M.H. aesthetic</title>
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        <![CDATA[<p>So <cite>S.M.H.</cite> released its last issue in August 2000, but the aesthetic continues. Amemiya went on to make many, many <a href="https://garo.fandom.com/wiki/GARO_Wiki"><cite>Garo</cite></a> movies and TV shows, and that whole thing is very S.M.H.-aesthetic. Takayuki Takeya also worked on <cite>Garo</cite>, as well as <a href="https://kamenrider.fandom.com/wiki/Takayuki_Takeya">loads of <cite>Kamen Rider</cite> shows</a>. And of course Tsutomu Nihei has been doing insanely rad stuff; <cite>Blame!</cite> is kind of a household name at this point. There&#39;s also an S.M.H. successor magazine (from the same publisher) called <a href="https://www.1999.co.jp/eng/10823406"><cite>H.M.S.</cite></a> ("Hidden Models and Sculptors"). And, seriously, I don&#39;t think my beloved <cite>Warframe</cite> would exist without the S.M.H.-aesthetic works of the &#39;90s and &#39;00s.</p>]]>
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      <link>https://groovepit.neocities.org/index.html#The_SMH_aesthetic</link>
      <pubDate>Thu, 30 Apr 2026 22:18:46 -0600</pubDate>
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      <title>Reimagining the elemental planes</title>
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        <![CDATA[<p>I think <cite>D&amp;D</cite>&#39;s elemental planes (as I recall them from the old <cite>Manual of the Planes</cite>, anyway) are simultaneously too alien to be easily gameable and too boring to be worth the effort. Reworking them into more survivable, comprehensible places that <em>express and exemplify</em> their elements rather than just being wholly <em>composed</em> of them could be cool.</p>
 <p>(Yeah, I&#39;m sure they already fixed this in later editions. I kinda never absorbed setting fluff past 2e, though. My head is full of TSR-era lore and WotC-era rules. So I&#39;m gonna just do this myself and pretend it&#39;s original.)</p>]]>
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      <link>https://groovepit.neocities.org/index.html#Reimagining_the_elemental_planes</link>
      <pubDate>Sat, 25 Apr 2026 01:06:07 -0600</pubDate>
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      <title>Tiny hex map: Eastern Territories</title>
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        <![CDATA[<p>My Eastern Territories setting needs kind of a lot of development, so I reworked my <a href="https://docs.google.com/spreadsheets/d/1NvnoCLc0p-jAakuBEXOAUalEM-k83_KsY5NVd_njMbc/edit?usp=sharing">tiny hex map generator</a> into an <a href="https://docs.google.com/spreadsheets/d/1KjT8k1Me3BU6OiH4Y0ZA_hgLgrV5ZxYgmwzzj75KCfs/edit?usp=sharing">Eastern-Territories-specific variant</a>. In the process, I learned that I really do need more monsters and factions, and to come up with <em>actual names</em> for some of the setting elements I do have.</p>
 <p>Anyway, it&#39;s enough to help me try out my basic conception of the setting. So, here&#39;s what I got on my first roll.</p>]]>
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      <link>https://groovepit.neocities.org/index.html#Tiny_hex_map_Eastern_Territories</link>
      <pubDate>Sun, 19 Apr 2026 21:52:28 -0600</pubDate>
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      <title>Mighty Men & Monster Maker simulator
</title>
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        <![CDATA[<p>You ever wonder if you could do a thing, and then kind of idly figure out a way to do it, and then find yourself compelled to do that thing because now you know it&#39;s possible?</p> <p>I recently went down a path like that, and it led me to making a web page that kinda-sorta simulates the ancient <cite>Mighty Men & Monster Maker</cite>&mdash;kind of a drawing-with-training-wheels toy, and arguably an analog precursor to video game character customization systems.</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org/index.html#Mighty_Men_and_Monster_Maker_simulator
</link>
      <pubDate>Sun, 15 Mar 2026 00:48:16 -0600</pubDate>
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      <title>Armor as DR (sicko version)</title>
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        <![CDATA[<p>So, the simple damage-reducing armor system I posted last time is the one that I would <em>actually use</em>, the one that I&#39;m probably going to include in that B/X hack I&#39;ve been messing with, on and off.</p>
 <p>However. I&#39;m an admitted simulation sicko, and I&#39;ve also got another version of that mechanic in mind. It might be too annoying to use at the table due to the small but persistent cognitive load it would add to the already-more-hassle-than-AC armor-as-DR system I proposed previously.</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org/index.html#Armor_as_DR_sicko_version</link>
      <pubDate>Fri, 27 Feb 2026 14:41:25 -0600</pubDate>
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      <title>Armor as damage reduction</title>
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        <![CDATA[<p>Like a lot of folks, I&#39;ve been thinking for a long time about representing armor in a <cite>D&amp;D</cite>-like system with a damage reduction mechanic (which decreases the damage done by every successful attack) rather than the usual damage prevention mechanic (which reduces the likelihood of successful attacks). That just feels <em>right</em> to me. It would create a distinction between evading an attack and absorbing it with your armor, and that would let you play with mechanics like armor-ignoring attacks that don&#39;t auto hit and unavoidable attacks that are mitigated by armor.</p>]]>
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      <link>https://groovepit.neocities.org/index.html#Armor_as_damage_reduction</link>
      <pubDate>Sun, 22 Feb 2026 22:45:52 -0600</pubDate>
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      <title>Tiny hex map generator</title>
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        <![CDATA[<p>The excellent <a href="https://www.prismaticwasteland.com/"><cite>Prismatic Wasteland</cite></a> <a href="https://www.prismaticwasteland.com/blog/bandwagon-the-map-is-not-the-territory-but-it-is-the-topic">called for a blog bandwagon</a> on the broad and highly relevant topic of maps. Predictably, the first thing I considered was making some kind of map generator. I discarded that idea, considered instead just creating a bunch of actual maps with some kind of mechanical connection . . . but then I went back to the generator idea. So here it is.</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org/index.html#Tiny_hex_map_generator</link>
      <pubDate>Sat, 21 Feb 2026 15:57:12 -0600</pubDate>
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      <title>How to make the Internet bearable</title>
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        <![CDATA[<p>As I&#39;m sure you&#39;re excruciatingly aware, the Internet, its platforms, and the tools we use to access them have been turning to shit for a while now. I&#39;ve recently taken a few steps to make it a bit better for myself, and they seem to be working out well, so I oughta share them.</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org/index.html#How_to_make_the_Internet_bearable</link>
      <pubDate>Tue, 17 Feb 2026 23:51:16 -0600</pubDate>
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      <title>A pile of old campaign ideas</title>
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        <![CDATA[<p>This is a set of TTRPG campaign ideas that I put together around 2008 for my Chicago-based roleplay crew. It was all written with that audience in mind, so it&#39;s not all relevant to other readers (or even to those same folks, after all these years!). I&#39;m speaking directly to those five or six people in these writeups, referencing stuff we played previously. And my system suggestions are <em>very</em> 2008. The format sorta shifts around because these actually came from multiple places. Some of them might have been <em>heavily</em> inspired by something I read on RPG.net or EN World. But, hey, I still like a lot of these ideas and the logos I made for them, so I figured I&#39;d put &#39;em on the site.</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org/blog-2026-01.html#A_pile_of_old_campaign_ideas</link>
      <pubDate>Sat, 31 Jan 2026 23:21:21 -0600</pubDate>
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      <title>Spells with randomized effects per caster</title>
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        <![CDATA[<p>So, a little while back I was reading <a href="https://mrlizard.com/reviews-and-walkthroughs/necromican-part-i/">Lizard&#39;s commentary on <strong>The Necromican</strong></a> (a rather gonzo and amateurish 1979 third-party <strong>D&amp;D</strong> supplement). There are a lot of interesting spells in that odd book, but one really stood out to me.</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org/blog-2026-01.html#Spells_with_randomized_effects_per_caster</link>
      <pubDate>Mon, 19 Jan 2026 12:09:03 -0600</pubDate>
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      <title>Damage types: All the colors of the painbow</title>
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        <![CDATA[<p>I dig damage types. While I&#39;ve lately been looking back at older versions of <strong>D&amp;D</strong> with their comparatively loose, exception-based rules, I think the efficiency and consistency you get by centralizing some mechanics are worthwhile.</p> <p>Damage types are a good example of that, making it easy to add verisimilitudinous mechanics like vulnerabilities, immunities, and special damage interactions (such as flesh golems being slowed by heat and cold attacks, but healed by electricity). You obviously don&#39;t <em>need</em> formalized damage types for that, but they help you do it consistently: You don&#39;t have to argue about whether a ray gun burns mummies if it explicitly does 2d4 fire damage.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2026-01.html#Damage_types:_All_the_colors_of_the_painbow</link>
      <pubDate>Sun, 11 Jan 2026 18:33:38 -0600</pubDate>
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      <title>Eastern Territories campaign development</title>
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        <![CDATA[<p>I was looking through that "<a href="https://d66kobolds.blogspot.com/2021/03/play-worlds-not-rules-design-challenge.html">Play Worlds, Not Rules</a>" challenge on the <a href="https://d66kobolds.blogspot.com/"><strong>d66 Classless Kobolds</strong></a> blog, and while I&#39;m not planning to run my Eastern Territories setting in "free kriegsspiel" style, I thought making some play notes and tables might be helpful in kinda crystalizing my ideas.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-12.html#Eastern_Territories_campaign_development</link>
      <pubDate>Mon, 29 Dec 2025 00:13:17 -0600</pubDate>
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      <title>Lucky 6</title>
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        <![CDATA[<p>A couple years back, I came up with a rules-light RPG system&mdash;mostly for use in investigative horror games and things in that general area. It was strongly inspired by <a href="https://www.perilplanet.com/freeform-universal/"><strong>Freeform Universal</strong></a>, and there were also some <a href="https://fate-srd.com/"><strong>Fate</strong></a>, <a href="https://www.cortexrpg.com/"><strong>Cortex Plus</strong></a>, and even <a href="https://www.burningwheel.com/"><strong>Burning Wheel</strong></a> influences. (This was 2023, but I was running on very &#39;00s/&#39;10s vibes.) The whole thing was also kind of an extension of my <a href="https://groovepit.neocities.org/blog-2025-04#The_luck_roll">luck roll</a> mechanic, so I called it "Lucky 6".</p> <p>I kept everything simple enough to explain right on the <a href="https://docs.google.com/spreadsheets/d/1s8nH7Q9o8pNqXEmAeCMfzGVQttpxb-rBp9sFOHP6dkc/edit?usp=sharing">character sheet</a>, fearing to scare off my players with a more formal rules document. But I never ended up actually running anything in the system, so I can&#39;t say if those very spare notes&mdash;or even my own understanding of how the rules should work&mdash;were really sufficient.</p> <p>Anyway, I recently rewatched <a href="https://tubitv.com/movies/546980/clive-barker-s-lord-of-illusions"><strong>Lord of Illusions</strong></a> (much recommended, by the way), and the opening scene really made me want to run a grimy, nasty horror game about cults, crime, and the occult underground. So here&#39;s a proper write-up of Lucky 6.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-12.html#Lucky_6</link>
      <pubDate>Thu, 04 Dec 2025 00:09:13 -0600</pubDate>
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      <title>The Eastern Territories</title>
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        <![CDATA[<p>I mentioned <a href="blog-2025-07.html#Saving_throws_in_oldschool_DD">a while back</a> that I was thinking about an oldschool (or oldschool-<em>ish</em>, if I&#39;m honest) <strong>D&amp;D</strong> hack. Naturally, I&#39;ve also been considering a setting to go along with it. I want to get away from the dungeon fantasy kitchen sink of WotC and broader geek culture for a bit, as I feel like that level of fantasy overload is kinda deadening my wonder-sense, you know?</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-11.html#The_Eastern_Territories</link>
      <pubDate>Fri, 28 Nov 2025 20:33:38 -0600</pubDate>
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      <title>Energy drain mechanics</title>
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        <![CDATA[<p>I&#39;ve been thinking about building a generic corporeal undead generator that sort of blurs together the skeleton-zombie-ghoul-wight-mummy-vampire hierarchy into a single spectrum of randomly variable creatures. Working towards that purpose, I found myself attempting a grand unified theory of undeath. The most interesting thing that&#39;s come out of that process so far is a pile of notes on different ways to handle the energy draining properties of various undead monsters. I pulled these from various games, blog posts, forum discussions, etc., plus a little original material.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-11.html#Energy_drain_mechanics</link>
      <pubDate>Sun, 09 Nov 2025 23:55:53 -0600</pubDate>
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      <title>Gallery</title>
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        <![CDATA[<p>This website remains very much under construction&mdash;hell, I haven&#39;t even done an "about" page yet&mdash;and I&#39;ve added my first new feature in a while: an <a href="gallery.html">image gallery</a>!</p> <p>Right now, there are only a handful of images there, all photos from over a decade ago. I&#39;ll gradually add newer stuff, and maybe even some older stuff. In theory, I could include stuff other than photographs, if I&#39;ve got anything worth sharing.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-11.html#Gallery</link>
      <pubDate>Fri, 07 Nov 2025 21:52:15 -0600</pubDate>
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      <title>The Hawk's Moor Adventuring Collective</title>
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        <![CDATA[<p>From 2020 through 2022, I ran an online West-Marches-esque <strong>D&amp;D</strong> 5e game with a slightly oldschool bent. It ran for 91 sessions before my time got eaten up by . . . actually, I&#39;m not sure. I was probably just really busy with <a href="https://store.ironcircus.com/">Iron Circus</a> stuff. Anyway, having recently read Idle Cartulary&#39;s <a href="https://idlecartulary.com/2024/03/20/reflections-on-a-west-marches-campaign/">Reflections on a West Marches Campaign</a>, I feel like doing a quick retrospective.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-10.html#The_Hawks_Moor_Adventuring_Collective</link>
      <pubDate>Sun, 26 Oct 2025 01:11:52 -0600</pubDate>
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      <title>The Longton Cult Compound (Crossword Dungeon)</title>
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        <![CDATA[<p>So <a href="https://molomoot.itch.io/">Molomoot</a> posted <a href="https://bsky.app/profile/molomoot.bsky.social/post/3lzvzqyg2ps2q">a cool idea</a> over on Bluesky about using solved crossword puzzles as inspiration for both the layout and contents of dungeons. It&#39;s pretty brilliant, and sounded like a lot of fun, so I tried it out. Here&#39;s how it went.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-10.html#The_Longton_Cult_Compound_Crossword_Dungeon</link>
      <pubDate>Wed, 08 Oct 2025 16:49:07 -0600</pubDate>
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      <title>Zoteris</title>
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        <![CDATA[<p>So, back in 2024, I participated in this <a href="http://gamerblog.twwombat.com/2023/12/welcome-to-lore24.html">#Lore24</a> thing. That was one of those year-long creative challenges that the RPG scene likes to do every now and then, this particular one being about fleshing out a homebrew game setting by coming up with a new piece of lore every day throughout 2024. I made it to May 22 before the old slings and arrows of outrageous fortune managed to knock me off track. That was 143 entries, though, so I was pretty happy with how it went! I mean, I got 63,000 words out of it, plus a bunch of spreadsheet stuff, a couple maps . . . and it was fun!</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-09.html#Zoteris</link>
      <pubDate>Mon, 29 Sep 2025 21:51:39 -0600</pubDate>
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      <title>Alignment as cosmic affiliation</title>
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        <![CDATA[<p>I never use alignment in my games. It&#39;s a poor representation of human behavior, and I think it produces more trouble than benefits as a game mechanic.</p>
 <p>But, back in the &#39;00s or &#39;10s or so, there was a lot of TTRPG discourse around the idea that alignment could actually be cool if you treated it as an <em>objectively real phenomenon</em>, a manifestation of some kind of cosmic conflict. That could make a bit more sense out of things like spells that detect alignment, magic items that work differently depending on the alignment of their wielder or target, and maybe even the much-derided concept of alignment languages.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-09.html#Alignment_as_cosmic_affiliation</link>
      <pubDate>Tue, 09 Sep 2025 17:57:11 -0600</pubDate>
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      <title>The City of Wolves</title>
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        <![CDATA[<p>One day, I daydreamed a whole fairy tale, or at least the outline for one. I don&#39;t have a good explanation for this.</p> <p>So it&#39;s known colloquially as "The City of Wolves", but that name is pretty much a massive spoiler, so on book covers and when told to children the first time, it&#39;s usually called "Ellisset and Her Siblings".</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-08.html#The_City_of_Wolves</link>
      <pubDate>Fri, 29 Aug 2025 21:39:20 -0600</pubDate>
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      <title>Bernard Sleigh's maps of Fairyland</title>
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        <![CDATA[<p>A while back, <a href="https://mockman.com/">Jason Thompson</a> (a very cool cartoonist, cartographer, and game developer) <a href="https://bsky.app/profile/mockman.bsky.social/post/3lfsus53ka223">posted a thing on Bluesky</a> about these <a href="https://tehne.com/event/arhivsyachina/bernard-sleigh-ancient-mappe-fairyland-newly-discovered-and-set-forth-1918">Fairyland maps</a> that <a href="https://en.wikipedia.org/wiki/Bernard_Sleigh">Bernard Sleigh</a>, an English artist from the "Arts and Crafts movement", created  back in the early 20th century. They&#39;re pretty interesting! There&#39;s kind of a Lord Dunsany vibe there, and a bit of Tolkien, and a <em>lot</em> of that ache for a beautiful and ancient otherworld of dreams and adventures that suffused Lovecraft&#39;s Dreamlands stories. In fact, Sleigh even seemed to use the name "Dreamland" interchangeably with "Fairyland".</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-08.html#Bernard_Sleighs_maps_of_Fairyland</link>
      <pubDate>Sat, 23 Aug 2025 00:06:37 -0600</pubDate>
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      <title>Coin sizes and values</title>
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        <![CDATA[<p>Okay, new obsession. I&#39;ve suddenly found myself spending a lot of time thinking about <strong>D&amp;D</strong> currency (in connection with that oldschool/newschool pseudo-retro hack I&#39;ve been messing with, of course). And there are a whole pile of different factors influencing my angle, here. These include (in no particular order) the following.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-08.html#Coin_sizes_and_values</link>
      <pubDate>Thu, 07 Aug 2025 22:22:24 -0600</pubDate>
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      <title>Scrambled spell names 2</title>
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        <![CDATA[<p>Wow, I have been meaning to do this for a while, but I really got distracted by examining old <strong>D&amp;D</strong> mechanics.</p> <p>So, this is the long-delayed followup to the scrambled spell names post I made a while back. That post took me forever because I attempted to write my spell up not just with 5e mechanics, but in the WotC house style. This time, I&#39;m going to try doing them B/X style (or a loose approximation, anyway), since I&#39;m currently thinking about that edition a lot.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-07.html#Scrambled_spell_names_2</link>
      <pubDate>Thu, 31 Jul 2025 21:01:42 -0600</pubDate>
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      <title>Save vs. Doom/Curse/Harm/Bane</title>
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        <![CDATA[<p>So I&#39;m still thinking about oldschool <strong>D&amp;D</strong> saving throw mechanics.</p> <p>I&#39;ve been skeptical about the whole paradigm. I&#39;ve read a lot of OSR folks&#39; apologia on the concept, and some of their ideas worked for me, others didn&#39;t. But on the whole I do think I see some virtues there. Three, in fact.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-07.html#Save_vs_DoomCurseHarmBane</link>
      <pubDate>Tue, 22 Jul 2025 23:01:03 -0600</pubDate>
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      <title>Saving throws in oldschool D&amp;D</title>
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        <![CDATA[<p>Since that last post, I&#39;ve been spending way, way too much time thinking about a B/X hack that I&#39;ll probably never actually use for anything. (I say "thinking about". I have literally written like 5,000 words about it.) Along with that, I&#39;ve been looking at the save progressions in old D&amp;D and wondering what the logic behind them might be. So, today I&#39;m going to finally try to figure that out.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-07.html#Saving_throws_in_oldschool_DD</link>
      <pubDate>Fri, 11 Jul 2025 18:31:23 -0600</pubDate>
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      <title>Oldschool D&amp;D attack bonus</title>
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        <![CDATA[<p>First, a little context. I&#39;ve been playing <strong>Dungeons & Dragons</strong> since the Red Box&mdash;being one of that generation who grew up watching <a href="https://www.youtube.com/playlist?list=PLV4Ztn9euy7T4IgaXcawu8RBEwoF9xEBV">Venger chase a bunch of isekaied teenagers</a> across "the realm of Dungeons & Dragons"&mdash;but I never really got to play much (or properly!) when I was a kid. I got all the BECMI sets, spent my paper route money on loads of <strong>AD&amp;D</strong> hardcovers, and enthusiastically made the transition to <strong>2nd Edition</strong> and its profusion of cool settings. Still, I did way more reading and pointless character-making than playing. I think I didn&#39;t really get <strong>D&amp;D</strong>&#39;s rules back then, and I got way into other RPGs that offered more interesting options and ran on systems that seemed to make more sense.</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-06.html#Oldschool_DD_attack_bonus</link>
      <pubDate>Tue, 24 Jun 2025 12:00:00 -0600</pubDate>
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      <title>Witch horns</title>
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        <![CDATA[<p>(Here&#39;s a thing I wrote up a while back which doesn&#39;t have any connection to any larger project, except as a tangent from some lore-theorizing about the power sources of <strong>D&amp;D</strong> classes. I just went with the term "witch" instead of "warlock" because it&#39;s obviously cooler.)</p>]]>
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      <link>https://groovepit.neocities.org/blog-2025-05.html#Witch_horns</link>
      <pubDate>Fri, 30 May 2025 09:29:47 -0600</pubDate>
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      <title>Scrambled spell names</title>
      <content:encoded>
        <![CDATA[<p>Way back in 2017, when text-generating algorithms were still goofy fun, <a href="https://www.aiweirdness.com/">Janelle Shane</a> fed a neural net a whole pile of <strong>D&amp;D</strong> spell names, and got it to <a href="https://www.aiweirdness.com/new-d-and-d-magic-spells-designed-17-04-09/">generate stuff like "Hold Mouse" and "Mind Blark"</a>. I wanted to get in on that action, so I pasted together my own spell list and threw it into some online text scrambler. The results weren&#39;t as funny as Janelle&#39;s spells, but instead seemed like completely legit, usable stuff!</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org/blog-2025-05.html#Scrambled_spell_names</link>
      <pubDate>Sat, 24 May 2025 21:43:24 -0600</pubDate>
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    <item>
      <title>Dig Site Incident (One Monster, Five Rooms)</title>
      <content:encoded>
        <![CDATA[<p>The folks over at the <a href="https://garamondia.blogspot.com/"><strong>Garamondia</strong></a> and <a href="https://nothicseye.blogspot.com/"><strong>Nothic&#39;s Eye</strong></a> RPG blogs came up with a cool monster concept generator (<a href="https://docs.google.com/spreadsheets/d/1eLI4Mu36dY-eKYimi9zg5fe_lTqpTmq0mNNS-FcH0fI/edit?gid=0#gid=0">Monster-Making d666</a>), and then used it for this simple challenge: "write up a quick dungeon with d2 monsters in it, and d4+1 rooms". At least one other blogger took up the challenge, so here are the 1d2 Monsters and 1d4+1 Rooms dungeons of which I am currently aware.</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org/blog-2025-05.html#Dig_Site_Incident_One_Monster_Five_Rooms</link>
      <pubDate>Sun, 04 May 2025 00:17:43 -0600</pubDate>
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    <item>
      <title>RSS feed</title>
      <content:encoded>
        <![CDATA[<p>So I&#39;m attempting to get an <a href="rss.xml">RSS feed</a> working for this website. Since I&#39;m not using a real blog platform or anything similar, that means I&#39;m stuck <a href="https://rssguide.neocities.org/">hand-coding my RSS</a>. Or, technically, that I&#39;m stuck making my own generator for it.</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org/blog-2025-05.html#RSS_feed</link>
      <pubDate>Fri, 02 May 2025 14:20:14 -0600</pubDate>
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    <item>
      <title>Nexi Random Word Generator</title>
      <content:encoded>
        <![CDATA[<p>I really do intend to post more frequently than this, but I got really wrapped up in unnecessary and self-indulgent aesthetic changes. Honestly, that&#39;s a big part of why I started a site in the first place.</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org//blog-2025-04.html#Nexi_Random_Word_Generator</link>
      <pubDate>Sat, 26 Apr 2025 12:00:00 -0600</pubDate>
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    <item>
      <title>Random generator spreadsheets</title>
      <content:encoded>
        <![CDATA[<p>So, my other favorite TTRPG tool is Google Sheets. Spreadsheets in general, really, but the convenience of Google Sheets (and Google Drive, etc.) has me pretty solidly hooked into that ecosystem. Anyway, I&#39;m a huge fan of generating RPG stuff by rolling on loads of tables&mdash;I really oughta do a whole post about Jennell Jaquays&#39; <a href="https://index.rpg.net/display-entry.phtml?mainid=3061"><strong>Central Casting</strong></a> books, someday&mdash;and you can make that process a hell of a lot faster and more flexible by building your tables in a spreadsheet and using random number formulas to roll the results for you.</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org//blog-2025-04.html#Random_generator_spreadsheets</link>
      <pubDate>Mon, 21 Apr 2025 12:00:00 -0600</pubDate>
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    <item>
      <title>The luck roll</title>
      <content:encoded>
        <![CDATA[<p>I&#39;m going to start this site off by talking about my favorite TTRPG tool, the luck roll. Loads of groups do something along these lines, but here&#39;s mine.</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org//blog-2025-04.html#The_luck_roll</link>
      <pubDate>Sat, 19 Apr 2025 13:00:00 -0600</pubDate>
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    <item>
      <title>So I wanted to have a website again...</title>
      <content:encoded>
        <![CDATA[<p>Hey, all. I&#39;ve been getting tired of platform-delivered, algorithm-managed media for a while now, and kind of yearning for the era of personal sites, webrings, hand-coded HTML, and the freedom to build whatever I wanted. So I&#39;ve been saying&mdash;in all my social-media places, like Bluesky and Twitch and whatever&mdash;that it&#39;s time to return to the Old Ways. Then I watched that recent <strong>Homestar Runner</strong> "<a href="https://homestarrunner.com/toons/backtoawebsite">Back 2 a Website</a>" cartoon and I realized it was finally time to actually do it.</p>]]>
      </content:encoded>
      <link>https://groovepit.neocities.org//blog-2025-04.html#So_I_wanted_to_have_a_website_again</link>
      <pubDate>Sat, 19 Apr 2025 12:00:00 -0600</pubDate>
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