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  • Sketchbook page, fountain pen and neocolor iis and a waterbrush, layered and layered and layered.

    I think there’s something here but it’ll take a fair bit more reworking to really see it. An idea for later.


  • The Tower of the Forest Wizard


    Presenting The Tower of the Forest Wizard, a vibrant painting of a magical wizard’s tower, complete with everyone and everything that it might contain.

    The tower was inspired by Jill Barklem’s beautiful Brambly Hedge tree homes, combined with my love for cutaway schematic drawings and late 90s airbrushed fantasy art colours.

    It was designed to look beautiful from a distance, and to be fully immersive – even playable – up close, for all the storytellers in our lives, big and small.

    With seven magical levels, ranging from dungeon hallways to cozy reading rooms to mystical astronomy observatories, this tower has everything a forest wizard could need! Being surrounded by scenic waterfalls, sunset vistas and friendly wildlife only adds to its appeal.


  • Digital Camera Blogging


    Folks seemed interested and excited about my Your Cellphone Camera’s Digital Processing Settings and You post, so I think I’m going to do some more specific posts about different things you can do to your digital photos, and I’m going to use Open Camera to demonstrate them on my phone because it’s free for any Android user and it seems to stick to the standard photography language for most things, so I find it pretty useful.

    so this first post I want to just take a second and ask you if, should you already have the app on your phone, you have read the documentation? Reading the documentation sounds brutally unfun, and I think in many circumstances it is the worst part of all software, but in the case of Open Camera the documentation is really quite helpful. I’m not as deep into documentation as the programmers I know, but I use a fair amount of it in my dayjob, so please trust me when I tell you that the information about the app that they share (to make using it go better for you) is presented in a more useful clear and easy to read way than most things that I encounter. if you haven’t flipped through the documentation, I really recommend it.

    with an open source app like this, giving a quick read through the information about the app that the designer provides to you helps you skip to knowing what the fuck the app actually does, getting a sense of what features are meant to be there, and in the case of Open Camera, reading the big disclaimer that this app is going to work differently on different phones. That part’s important, because I’m going to show you things that the app does on my phone and they might not work on other phones the same way. I’m also going to highlight things that don’t work on my phone that might work really well on your phone.

    When we have diverse hardware, and phone cameras are very diverse right now, we have to be ready to understand that the software is going to vary in what it can and can’t do across that hardware.

    if you haven’t read the documentation, if you are absolutely not the kind of person to read the documentation, if you’re annoyed that I’ve asked you to read the documentation, my only question for you is: why are you here then? why are you reading a tutorial instead?

    documentation is like an overview tutorial in a lot of ways, or at least it can be if it’s written well. and I feel like the documentation for open camera is decent, and I would definitely recommend reading it before doing tutorials, because it’s going to make it a lot easier to understand how tutorials apply to your phone.

    I’ll be collecting the rest of my writing on the subject of cellphone photography under the tag “cellphone photography” – and I’ll put a nice archive here for you to peruse should you so desire:

    Also, if you have questions on this subject, I’d love to answer them! Drop a comment below and I’ll either answer in-line or see if I can integrate your question into a bigger post in future. And if I’m getting stuff wrong, please connect me and anyone else reading this with accurate info – I’m just a hobbyist and there’s so much nuance, technical specificity, etc, that I am still learning on the subject.


  • Last Wednesday I played Night Forest with the excellent folks at Dames Making Games, here in Toronto, and we had a wonderful time with it! I thought I’d do a quick post about our experience and things I learned from the experience! If you attended, please feel free to add your thoughts in the comments, I always want to hear them.

    First up: playing with candles is wonderful, but they work only under very controlled conditions. In our case, despite everything else being in outer favor, the faint breeze kept blowing them out. Folks spent maybe half the time trying to relight theirs. That said, having a tactile object that requires some care-taking honestly probably helped everyone get past their awkward first instincts and gave hands something to do while cards were mulled over. It was also a great common ground for everyone.

    We played in a public park in downtown Toronto, so it was not a private space and we weren’t alone – but all the one-to-one conversations still had an aura of intimacy over them that created some immersion, despite the noise and distractions.

    Now for my hacks and edits:

    Firstly, I feel very strongly that safety and consent are core to community gaming, and we started our session by getting everyone to submit their hard lines – content they did not want in the game at all. We also gave every player an x-card.

    What I call hard lines are from Lines and Veils, though you’ll find similar tools under other names in Microscope and other games. I use the anonymous index card submission method now, and compile a list myself from the players’ cards, so there’s no individual pressure.

    Night Forest has a group-reading of the instructions built in, and these also highlight and prioritize player comfort, which is part of why I chose this game for community play.

    But back to my hacks: the other thing I came prepared to add, after some reflection and based on what I know of this community, was the loosest setting framework, encouraging folks to extend their storytelling into the far future. This gave folks the option of obvious fiction.

    Then as a group we identified an additional thing needed for playing in the small public park – clear body language signals to differentiate between contemplating a new card and being ready to share stories. We also very quickly talked about storytelling: structure and length. This game is immensely hackable – but part of its magic is the huge open spaces the base game leaves for players to explore. I didn’t want to close that off at all if I could avoid it.

    Sidenote: Evan Torner was talking about elliptical play the other day on Twitter, and I think it’s a concept that might tie into the huge spaces Night Forest leaves in the larger narrative. Something to mull over if you play it!

    So we played with guttering candles and cellphone flashlights and skateboarders around us and folks: it was still so magical!

    There was a point when I turned around after telling a story and found 5 ghosts silently listening behind me and it was SPOOKY.

    All in all, I highly recommend playing. The cards are beautiful and the art in them is so evocative and surprising; the structure creates a powerful sense of intimacy even in public places; the compartmentalization of the shared experience builds but also prevents consensus. Two spooky thumbs up!


  • In July I spent a week running a Dungeon World campaign as part of summer camp for 16 kids, aged 9-12, at the Aga Khan Museum in Toronto. It was my first longer campaign that I’ve designed, and the three assistants I had (who were amazing, thank you all!) had never run any tabletop RPGs before whatsoever. I’d been recommended by the excellent Daniel Kwan, who runs Pathfinder and DnD 3.5 for kids 11-14 at the Royal Ontario Museumwhich you may have heard me raving about on Twitter in the past. It’s a really cool program, and it’s thanks to him that I got the chance to run this one at the Aga Khan Museum!

    While Daniel was incredibly helpful and supportive and offered a lot of information on how he ran his program, the age difference between his kids and mine meant I couldn’t use the same system. Additionally, the Aga Khan Museum didn’t want a generic fantasy world for their kids, they wanted to use the game to introduce them to the world of the Shahnameh, a thousand-year-old epic poem covering the mythological and historical past of the Persian empire prior to the arrival of Islam in Iran. It’s an amazing piece of literature on many levels, the first being that it is the longest epic poem ever written by a single person. As I mentioned in a research post earlier, I relied on a kids’ adaptation to be able to parse the poem into key segments for the summer camp, and without that I would have been completely overwhelmed.

    So in the end, we divided the campers into four groups of four, each with a staff member as Game Master, and each group followed their own special quest over a shared landscape, which was also shared with the story of Rostam’s Seven Trials, from the Shahnameh. We used the museum’s resources and collection to flesh out the world for the kids, and enable discussions about animals and monsters, heroes, clothing, treasure and stories. We worked on daily crafts that helped us get deeper into the subject matter and share what everyone individually found the most interesting. And we all had a really great time! So over the next three posts I’m going to dig into each aspect of this project, and share what was exciting, interesting, challenging and hopefully inspire you to try something similar sometime!


  • Teaching Comics, Zine-making and Visual Literacy at OSF


    In autumn 2017, I taught a four week comics course at the Oasis Skateboard Factory, an alternative highschool within the Toronto District Schoolboard. OSF has a project-focused curriculum, so our comic project was multifaceted, to approach multiple curriculum aspects.

    Over the course of the four weeks, we read Emily Carroll‘s Through the Woods, and Mike Mignola‘s Hellboy: The Chained Coffin. Through class discussion and on-paper exercises we analyzed stories from each book and discussed the different ways they approached the horror genre. Using collaborative drawing exercises we discussed cartooning, and we spent a full session going over visual literacy in terms of composition, colour choice, value and related concerns. We then used the story tools we’d developed in analysis to help each student write a short two page horror comic story, which they drew and prepared for risograph printing.

    Once the files were all ready, a smaller group of students joined me and one of the program heads, Lauren Hortie, at OCADU to print the comic with their risograph machine and the help of the print technicians. The students then collated and bound the books, and they were launched at The Beguiling in November 2017. You can see some photos from the book launch on the OSF blog here.

    Huge thanks to Lauren and Craig of OSF, to The Beguiling and Page and Panel for helping me find books that would work with the program and the horror theme and then hosting the launch party afterwards, and to OCADU for helping us do such a big print project on a tight turnaround, while also providing a great learning experience for the students that came along for that stage.


  • Keep on the Shining Isle – Pocket Pack


    Keep on the Shining Isle is a system-agnostic dungeon featuring a haunted ruin, a mystery cult and some very tempting apples. Pick this up to send your home campaign on a memorable sidequest, or try out your favourite new system with this 1-2 session scenario. Written and published by Shel Kahn as the first of many Pocket Dungeons.

    Quantities limited, but occasionally available as a zine, 6 x 3.5″, 24 pages, black and white, packaged in a pencil case along with a fabric map and Shining Isle patch from the Portable City store.


  • The Corruption of Pelursk is a system-agnostic tabletop RPG hexcrawl/dungeon, written by Shel Kahn.

    The Isle of Pelursk holds a glowing, steaming, mist-shrouded secret at its heart, and once you’ve entered its clutches it does not want to let you leave.

    Designed to fit easily as a sidequest into an ongoing campaign or stand confidently on its own, The Corruption of Pelursk launched on May 15th 2018 as a Pocket Dungeon Pack!

    Each pack comes complete with:

    • 60 page 3.5 x 7″ black and white zine
    • 17 x 17″ fabric map of the island
    • twelve 1.5″ fabric hexes
    • a patch of the cover art
    • a mechanical pencil
    • all tucked into a 9 x 4″ canvas zippered pouch.

    Also available are the zines themselves, packaged with a black and white map and ready-to-cut hexes at a slightly smaller scale.

    Check out the pocket dungeons and pocket dungeon packs available in the store right here.

    Want to run this system-agnostic adventure in D&D 5th Edition? Mike Harvey has created a thorough and complete conversion he’s sharing for free right here!

    Thanks so much to Jason and Tom for their thorough review of The Corruption of Pelursk on their podcast Fear of a Black Dragon, at The Gauntlet!

    Big thanks to Evlyn Moreau for her review of The Corruption of Pelursk over on her blog Le Chaudron Chromatique:

     I like that the spine of the adventure is simple enough to grasp and to remember, after a single read I feel like I could easily run it. The fabric elements add a nice tactile feel that fit with the setting where everything is handcrafted by people.

    Shoutout to Robert Carnel for their review of The Corruption of Pelursk over on The New Flesh:

    Having presumably tricked their way onto the island the game then shifts to a clever hex-crawler with the island interior being the hex map and then you roll and place cutout hexes onto the map. … The hex crawl is definitely the more interesting part of the scenario and is quite imaginative.


  • The Ghost Houses of Phylinecra is a system-agnostic, story-heavy dungeon crawl about a community recovering after disaster, and how a goddess might try to understand mortal grief.
    The village of Phylinecra was a tight-knit community of artists and creatives, until it suffered a devastating flood. In the aftermath, as the survivors try to salvage their lives and their homes, a strange force traps several people in crystalline, house-shaped sarcophagi, compounding the natural disaster with a supernatural one. Rescuing their friends from the ghost houses will require players to venture to the Blessed Isle and from there, down into the Red Caves, where they must solve the mystery of the Goddess herself.
    GM and players will work together to build a unique version of Phylinecra and a unique Goddess for their quest. This adventure will run between 1-3 sessions, and includes instructions for shortening or lengthening play time.
    Content notes: community grief, death of loved ones, acceptance of death, metaphorical depictions of decay, survivors guilt
    The zine of The Ghost Houses of Phylinecra includes:
    • the full adventure
    • nine black and white interior illustrations
    • two player facing black and white maps
    • seven paper insert forms to record player answers to worldbuilding and group relationship questions
    The pocket pack of The Ghost Houses of Phylinecra includes:
    • the zine
    • the seven paper forms
    • two tabloid sized chiffon colour maps
    • a cursed pencil
    • twelve mini crystal tokens
    • all tucked into a 9 x 4″ custom printed canvas pencil case
    • a PDF of the zine
    • print & play versions of the black and white maps
    • print and play version of the paper forms
    • screen-ready colour maps for online play

    If you’re interested in reviewing this adventure, please get in touch at shel at portablecity.net !


  • An illustration for Lovecraft’s The Picture in the House, drawn for Puffed Shoggoths.