Wednesday, 24 April 2019

Kickstarter Assault: The Stairs

We're now in the one-week countdown for the Trilemma Adventures Compendium Kickstarter! During the campaign, I'll be running a dungeon assault scenario, where backers help direct the forces.

As we count down the final seven days until launch, I'll be answering questions about the scenario, and using your input to direct Grinvolt's preparations.

Preparations Begun

Four preparations have begun so far:

1. Quarter-Lord Counobel, commander of the Grinvolt garrison occupying the upper level of the Sun Temple, has sent word in three directions for reinforcements to join the attack.

2. At Eamon's suggestion, , has started spreading false rumors word in Dust Town that he intends to abandon the garrison, in the hopes of misleading Dradkin spies.

3. Over on MeWe, Thaddeus Moore directed several men-at-arms to gather great quantities of oily leaves and to make great, two-handed fans, in case a huge smoky fire was needed.

4. Gathana, flametender and the garrison's priestess of Panur has decided to spend all of her time preparing a ritual of blinding light, which the Grinvolt axewives believe hurt Dradkin eyes.

What Is Known

Yesterday I got a question about Dradkin tactics, based on what Quarter-Lord Counobel observed during the battle.

Today's question is about the staircase down to the Dradkin fortress. Here's what is known about those:

1. The spiral stair down to the fortress is long, at least 200 steps.

2. They are large, wide enough for two people to walk side-by-side. It's definitely wide enough for a boulder. (There are plenty outside that could be fetched, and hewn into a round-enough shape to be rolled down.)

3. In the chaos of victory six years ago, three axewives descended on their own; they found a cavernous gallery, spanned by some sort of bridge. Only one returned, the other two were cut down by arrows, but their small lamp wasn't bright enough to illuminate the large chamber.

4. Some axewives wanted to attack downwards, but Counobel ordered a halt. He argued that their task was to stop the raids, and the stairs were easy to defend. The Dradkin would soon be starved down in their claustrophobic mine!

5. This was soon revealed as a false hope. The Dradkin showed no sign of surrender; the occasional breeze on the stairs suggested there are other ways out. (Though none have been found in the surrounding area.)

6. Counobel maintains a guard post at the top. They keep a cauldron of hot oil on a bed of coals, with orders to pour it down if the Dradkin attack in force. At first the guards were in pairs, but as the Grinvolt numbers have dwindled, the duty is now a lonely one.

7. It is common for the guards to report the sounds of Dradkin far below; occasional shouts, metal-on-stone clanking.

8. The rumor among the camp followers in Dust Town is that some of the axewives have been bribed by the Dradkin for information, and may even have allowed spies. Counobel has dismissed this as unthinkable, but weird gems continue to show up in circulation. The story is always that yet another cache has been found behind the limestone wall panels.

Monday, 22 April 2019

Taking the Sun Temple

Spwack asked a great question in the comments.

"Has Counobel learnt anything about dradkin tactics from the first assault? Perhaps that might influence the final push to the last fortress."

That's an excellent question! Here's what Counobel knows about Dradkin tactics:

1. Dradkin don't seem to like daylight; raids on Grinvolt farms were always at night, and no scouts have been encountered in the day (though they may have been hiding).

2. The approach to the Sun Temple itself was unimpeded. The entrance faces west, and the entry chamber lights up spectacularly at sunset. Gathana believes the Dradkin both revere and fear the blinding sun and the surface world in general.

3. The upper level of the Sun Temple seems to be primarily a place of worship. Despite the raids they had launched on the surface from this complex, there were almost no warrior-caste Dradkin present at the time of the attack.

4. The idea that there is a fortress below came from the few surviving/captured Dradkin. As described, the purpose of the fortress was to prevent attack from below, not from the surface. (The Dradkin view the complex as a sort of mountaintop monastery, a 'high altitude' place from their perspective.)

5. The first Grinvolt casualties fell in the round chamber. They were ignored in the first moments of the assault, but when they were checked later, they had no visible wounds, but their skin was crusted with salt. Common belief is they were stricken by a curse, but the warriors don't like to talk about it.

6. The area that is now a barracks was occupied by half-starved Dradkin, who put up little resistance. The area was either a prison, monastic cells for penitents, or some combination of the two. Wall engravings imply that surviving on scarce food is a moral virtue among Dradkin.

7. "Dust Town" (apparently a mine) was fully equipped with tools for digging through the loose, gravelly coprolith, but it seems to have been inactive at the time of the attack.

8. The Dradkin put up a good fight in the Night Temple, owing to the twisty entrance. The score of Dradkin there were armed only with knives and long sticks, (and no armor over their leather garments), but they used the choke point effectively, barricading it with a stone pew.

After a five-minute stalemate of violent shoving and stabbing, the Dradkin allowed a small number of Grinvolt axewives to slip into the chamber, only to topple a second stone pew in front of the entrance. The exhausted axewives were killed before the rest of the attackers could dislodge the barricade.

Once that happened, the Dradkin line broke and they were cut down both there, and in what are now Gathana's workrooms.

9. The most difficult fight was in the segmented hallway leading to stairs downward, against a group of eleven Dradkin, apparently heavy infantry trained in close-ranked fighting.

The Dradkin infantry had what later became known as tomb shields: heavy tower shields with a low step for the user to obtain a small height advantage. The Dradkin blocked the corridor with a fan of tomb shields, trying to buy time for a small number of reinforcements to arrive from below.

Grinvolt had little experience with close-ranked siege fighting, being more used to intra-clan warfare involving longboat raids: loose-formation fights and ambushes with spear, axe, and sling. They were unprepared for the wall of tomb shields, and retreated when the Dradkin second rank opened up with heavy crossbows.

In an apparent tactical mistake, the Dradkin pursued, abandoning their shields. Counobel believes the Dradkin did this because they didn't realize there were so many enemies present in the complex, and thought they had routed a small group of raiders.

The Dradkin infantry made it to the central chamber, but immediately found themselves flanked by axewives coming south from the Night Temple (where the fighting was now done). They made a stand there, and killed 6 axewives before they were themselves killed.

10. Dradkin infantry wear scale-like armor made from chips of bone and metal, sewn onto a three-layered leather vest. (Dradkin seem to use no woven cloth.) The armor is tied on from the back with leather ties, and several of the Dradkin' vests were not tied in their haste to ascend the long stair and retake the Sun Temple.

They were armed with short, spear-like weapons, only a pace and a half long: a wide, stabbing blade affixed to long, bone handle.

11. Tomb shields are as tall as a man, but only a pace in width, and notched to interlock with other shields on either side. They are made of layers of tough fungus, matted together with pitch or resin. Axes cut into them easily, but are likely to get stuck.

Gathana said that the runes on the exterior of the shields were cursed, and would entomb the souls of any who died in front of them (hence the name). She transcribed the runes, then ordered them all burned outside.

Sunday, 21 April 2019

Kickstarter Scenario: Assault

As I mentioned, I'm Kickstarting a compendium of my adventures on May 1. I thought we'd have a little fun while it's running: an all-out assault on a dradkin fortress. We'll resolve it during the campaign, a crowd-sourced dungeon battle!

The Scenario

In a Patron-only adventure, "A Clutch of Shadows," I laid out the scenario of a garrison of Grinvolt axewives and men-at-arms, occupying an underground Dradkin 'sun temple'.

The temple is a gateway to the underworld, and has been the source of raids on Grinvolt lands for decades. In a rare display of cohesion, the Grinvolt clans came together to assault it. They surprised the Dradkin, and although they lost many brave warriors, they managed to seize the upper level of the complex.

For the six years since the original attack, Quarter-Lord Counobel has kept a precarious grip on the complex. The morale of the occupiers has faded, and now with the Sun Temple's treasures carted away, so has foreign interest and the money that it brought. Grinvolt songs don't sound so cheery underground, and the echoes of glory won't bring food to the tables. Many have drifted away, returning to their fishing boats and goat pens.

Unfortunately, the Dradkin threat is not gone. Leading down from the Sun Temple is a long, narrow stair, leading to a Dradkin fortress—still occupied by the Dradkin. They have spent the years preparing for a counter-attack. Dradkin spies move among the camp fires of dust town, learning the weaknesses of the occupiers.

Meanwhile other, more horrible preparations are being made below.

Gathana, garrison's flametender seems lost in her research into Dradkin runes and offers no counsel, but Counobel knows in his bones that the garrison's days are numbered. If it falls, all the lives that were spent securing the Sun Temple will have been for nothing, and Dradkin will once more raid the surface with impunity.

He makes a fateful plan: he will spend the last of his influence on a summons, calling back every warrior willing to return to the darkness. When they have assembled, they attack the fortress below.

The Fortress Revealed

When the Kickstarter launches on May 1, I will describe the opening moments of the attack, and reveal a new isometric map, showing the first chambers of the Dradkin fortress!

Every time a campaign stretch goal milestone goal is hit, I will reveal another section of the Dradkin fortress, and describe the progress of the battle.

How the Grinvolt warriors carry out their attack is up to you. During the Kickstarter campaign, I'll be running polls and taking feedback in the comments. What orders does Counobel give? Surface warriors need to use their brains to defeat prepared soldiers of the underworld on their home turf. Six years ago, Grinvolt defeated an unprepared enemy. It won't be as easy this time.

Adventure Location: Aftermath

Counobel's attack may succeed, but it could also fail tragically. Either way, if the right stretch goal is hit, I will take the revealed map and write it up as a new adventure location to be included in the compendium.

The adventure will describe the dradkin fortress in the aftermath of the attack. The battle itself will belong only to those of you involved during the Kickstarter campaign, but whatever happens will leave a legacy for others to explore in play.

The Forces of Grinvolt

Right now, it's ten days before the Kickstarter—ten days before Counobel orders the attack. Here is the disposition of the surface forces:

  • Counobel, Quarter-Lord of Grinvolt and commander of the garrison
  • Gathana, flametender and priestess of Panur
  • 18 axewives (one disgraced) and their families
  • 11 men-at-arms, half with families
As well, about a hundred camp followers live within the complex (most of them in 'Dust Town'). The garrison has been faming the lands surrounding the sun temple. The soil is rocky and ill-suited to the clans' traditional crops, but another hundred non-combatants live outside in a slowly growing.

Counobel sent out three messengers a month ago:
  • His cousin sailed to Halet Girm with the last of the silver, and is returning with two longboats and 15 men-at-arms.
  • Akum went north into Haverlow, but drank from an ill-fated pond and has lost his senses.
  • Counobel's daughter Rolan went northeast to Grinvolt. She secured oaths from 13 axewives that they would join the attack. She then decided press further. She found none in Slumbering Tealwood, but two days ago she reached the pass at Splitpeak. As I write this, she can smell the smoke from High Kellan.

(The Sun Temple is in hex 0716, on the south edge of the map.)

Final Preparations

With ten days left, what preparations should Counobel command? Will the axes of the Grinvolt warriors be enough, or should they concoct some other scheme for fighting in the cramped tunnels? Should he send a scout down below, or will that risk a counter-attack before he's ready?

Put your thoughts in the comments!

Thursday, 4 April 2019

Compendium Kickstarter: May 1

All right, the date is set! The Trilemma Adventures Compendium will be Kickstarting on May 1. If you want an email notification when it launches, sign up on the right-hand sidebar.

The book will contain 48 adventures, regions and settlements, along with a table of contents, adventure summaries (so you can choose quickly), and a full index. (Curious how bad the isopod infestation is? Now you can find out.)

Everyone who backs (at any level) immediately gets the two-page adventure, Clutch of Shadows, in which a garrison of Grinvolt is trying to hold a captured dradkin Sun Temple. On May 1, I will reveal the first section of the still-occupied fortress, deep below the temple.

When the Kickstarter campaign begins, so does the assault. Trying to pre-empt a dradkin counter-attack, the assembled warriors of Grinvolt will fight their way down into the fortress. Every backer represents a soldier in the assault, and as the campaign hits milestones, more of the map will be revealed.

As well as more map, each milestone also unlocks a random stretch goal. The Grinvolt force doesn't know what it's going to find down there, old-school style.

I'm keeping the campaign low risk - I want to get this thing shipped so I can get back to making adventures. Still, I can't resist putting in a few goodies on the treasure table. If the campaign goes well, the book stands to include things like:

  • A big table of leads and adventure hooks, all pointing to the adventures
  • A new scenario, set in the aftermath of the assault on the dradkin fortress
  • A bestiary, consolidating descriptions of the nearly 100 monsters in the adventures
  • An updated version of the big campaign map, turning the separate adventures into a sandbox
  • Two-page regional gazetteers, in the style of Cleft of Five Worlds, or Roots of Ambition
If the right milestones are hit, there could also be separate bestiary PDFs with stats for B/X, Dungeon World, or both.

The book itself is a hardcover from DriveThruRPG, printed in premium color on heavyweight paper. It's a wide book, in fabulous landscape letter - flop it open behind your GM's screen and you're ready to go.

If you'd like an email when the campaign goes live (or when new adventures are published), you can sign up to the mailing list on the right-hand nav bar over there on the right [waves pretend hands].

On May 1, we descend!

Saturday, 16 February 2019

The Mouth of Spring

In every town, village, and hamlet are women who have seen beyond fear, who are strong enough to push back winter and bring new life to the lands. Their power comes from beneath an old, stone shrine, half-forgotten by the people of today. What secrets are known to those who dare pass through the mouth of spring?

The Mouth of Spring is flooded cavern system underneath a quiet shrine. I really wanted to have fun with changing water levels—the caverns are navigable both while empty or while draining, but the logistics are quite different in each case.

Mouth of Spring PDF
For those keeping track, the Wives of Spring were first mentioned in back in adventure #33 The Mermaids' Knot, where they had infiltrated the village of Magda to keep tabs on the worrisome cult thriving there. It works just as well with secret organizations of your own, of course!

* * *

There are lots of ways to use this adventure in your campaign. One, if your players are already connected to a secret order of some kind and are looking to get involved, you can use the Mouth of Spring as written, as an initiatory journey. This could either be an ordeal that must be endured to prove loyalty and hardiness, or (if your game has clerics or shamans) as an initiation into contact with a divine presence itself.

If you're running a single-player game, this would make a decent in medias res start for a PC selected by the wives as a candidate, a first adventure of many (if they survive).

Of course, you can also use it more traditionally, as a dangerous place to plunder. It could also serve as the source of power for an enemy cult, something to be rooted out and cleansed, rather than journeyed through. (Consider zombie selkis!)

Finally, being tossed into the pool shaft is a decent option for an adventurer found guilty of a serious crime, or otherwise being disposed of by creepy cultists. "Feed them to the Malak!"

The etchings on the gate are a detailed map. For adventurers who copy it or study it carefully, consider actually handing them a copy of the map image. This will give them some foreshadowing about areas of the caverns that aren't yet revealed, and will give them interesting choices. Do they float down with the receding water levels, or do they wait until the hall of the malaks is dry?

* * *

As always, thank you to my patrons for supporting Trilemma Adventures. If you'd like to join them, toss a buck in my subscription tip jar.

Wednesday, 13 February 2019

Thank You, Mandy

With a single post, Mandy Morbid has done more to improve my optimism about the gaming community than any single act I can remember.

As is overwhelmingly the case when someone abused calls out an abuser with status, influence, and the wherewithal to weaponize them, this will no doubt cause Mandy a great deal of energy, pain, and trouble.

Please do not be even the smallest part of her problems.

* * *

For years, I've been too chicken shit to call out Zak publicly for his awful effects on the online TTRPG community. A jealous, self-obsessed black hole, he pulls people into his orbit and then slowly rips them up. Like a lot of people, apparently, I've been scared of his three-day revenge benders and his heavily footnoted takedowns.

I've been privately grateful when people close to him put words to what I've felt—notably Patrick Stuart's truly spectacular break-up essay, but dozens of others who I deliberately won't call out here.

My fear comes from a personal flaw of my own, unrelated to Zak. Because of it, I've been riding the coattails of others who were braver, quietly yissing at the screen whenever they said what I was thinking, sharing it in small, private circles. "See? See!"

It's not a good look and I'm ashamed of it, but whatever.

* * *

Part of why I'm saying this is that Mandy's gift out of the blue has made me realize what all this fear cost me. There are all sorts of good an interesting people that I haven't collaborated with or gotten to know better for fear that Zak was part of their circle.

As people have lined up to repudiate him, each time it felt like a little weight was lifting. "Oh, you're okay?"

At some point, I had the obvious realization that my silence has probably had the same effect on others. In fact, I know it has. Because I never said anything, people have had to just guess if my tiny corner of the internet was open to abusers and chucklefucks, or if I would have their back if one showed up. For anyone for whom it really mattered, it wouldn't have been safe to even ask, so you just moved on.

Me, who has had absolutely nothing tangible to fear this whole time.

If my silence helped make your world smaller, I'm sorry.

* * *

Tomorrow, Zak will supposedly post one of his legendary diatribes to tell us how it really 'went down'. I don't know what it will say, but I can take a reasonable guess at its aim.

Zak is very clever, and one of the things he is great at is driving a wedge between how you think and how you feel.

There is a part of each of us that is a total sucker for 'toxic rationality'. Legitimate ideas are supposed to look a certain way, and if you feel bad about them, that's because you're an intellectual weakling indulging your emotional side.

If you read Zak's post, I want you to bear in mind that you are a staggeringly sophisticated gigaprocessor that weighs millions of inputs every second, and filters them through a lifetime of experiences.

Your feelings and intuition are a holistic summation of this unimaginably vast work. They are every bit as important as the formal calculations we do (which are so simple in comparison that you could peg them out on a Lite Brite).

If you read Zak's post, squint a little bit, and you might notice it says something like this:

  1. I am smarter than you.
  2. I am so much smarter than you, you should immediately abandon your embarrassingly stupid ideas, and feel bad about having them.
  3. My feelings are your problem (any action I take to protect them is justified)
  4. Your feelings aren't my problem (even bringing them up is intellectually bankrupt tone policing and probably harassment)
  5. If you disagree with me, there is only one responsible way to go about handling it, and it puts me in the position of maximum leverage. If you don't like that, see point #2.
If you don't get caught up in debating his points, my guess is you'll be able to perceive these emotional threads in the pit of your stomach. Please listen.

* * *

Late last year, I served as a juror on a human trafficking case involving a minor. It took forever, and for all of the pain and suffering involved, resulted in a hung jury. This was all kinds of devastating, and I can't legally talk about the details because Canada.

I bring this up because, afterwards, all this talk of "evidence" in online started to look like farcical bullshit. Over and over I see courtroom analogies applied to online conflicts, and as far as I can tell now they're completely misapplied.

In a trial, the evidence the jury reviews is vetted for admissibility, cross-examined, and (importantly) the jury (who is a specific bunch of people) has to review all of it. (Often multiple times.) Lastly, the question(s) they are answering are known ahead of time, and so are the consequences of whatever they decide.

Because the consequences of being found guilty of a serious crime are so destructive, court procedures are strongly biased in favor of a 'no determination' outcome. (On paper, at least.) To come to a finding of fact, twelve people must unanimously agree that the evidence proves the crime beyond any reasonable doubt. Any other scenario at all and it's a "no result" finding.

This is not remotely how people make every other important decision - who to be friends with, whether to have Gary over again, who to sleep with, where to live, to trust this babysitter, whether to take or quit that job, whether to euthanize a beloved pet, to get this or that treatment for a serious health condition. In these situations there's no waiting for a finding of fact, and there's no default option--we just have to act on a holistic assessment of the partial information we have.

* * *

For online conflicts, here's a big lie: the community needs to come to a finding of fact. (Nope!) "We need to probe the dark recesses until we know all the details, and we've sorted out What Really Happened."

Get real, that's not happening.

What plays out in online communities instead is very different: a revolving door of self-appointed jurors do drive-by reviews of fragments of evidence, which is usually a bunch of hearsay and partial screen caps.

This impulse to seek answers is relatable, but so off the mark it's dangerous. It's not what actually helps.

When your child comes in from outside with a bleeding knee, saying Billy pushed them, if your first order of business is to establish What Really Happened, I can't help you.

If you do a web search to figure how to support victims of trauma (do it, it's time well spent), no reputable resource will urge you to figure out what happened by digging up evidence. Someone is evidently hurting, so support them as you're able.

I think we reach for courtroom analogies because of some combination of:
  1. It's a familiar model for deciding whether someone's life should be destroyed by punishment (thanks, TV!)
  2. It gives me an opportunity to indulge my prurient curiosity into the lives of others
  3. It strokes my ego, that I'm now appointed to the role of Judge
That's a heady mix. More charitably, I might learn about danger that I could face myself, or protect others from it. I'll come back to this one.

* * *

When we fall for this disembodied, logical-sounding indulgence, we wind up with community rules that are totally dysfunctional. One well-intentioned but Zak-orbiting community wound up with a reasonable-sounding set of rules that were subtly awful, when I thought about them.

I forget the exact wording (and I can't dig it up, as they were thankfully changed in the process of banning Zak), but they had two curious properties:
  1. The only activity that was governed was accusing people of bad behavior.
  2. The process mandated for dealing with it made sure the accused had as as much information and leverage as possible.
When Zak's diatribe lands, please don't buy an implied conflict resolution structure that does these two things.

* * *

I believe Mandy, not because I've 'seen the evidence', but because her experiences, though dire, are completely ordinary.

Repeat after me (or not, I'm not the boss of you):

"I will never know what really happened between Mandy and Zak, and that's fine."

I don't need to know in order to decide who I want in my online communities. Believing that I need to know the facts of somebody else's life before I can trust my own intuition is learned helplessness.

For me, this isn't about a societal decision about "what to do with Zak because of what he did to Mandy", this is about who I want near me in my online communities, and who I don't. I can decide that based on the feelings I have when they're around. This is completely appropriate, and the way we make our best relationship decisions.

The "conclusive evidence first" approach is a reasonable-sounding bad idea, and it privileges the null hypothesis. This constant, "no finding" result shrinks our lives and only benefits the creeps, sociopaths and abusers.

Here's an idea, don't take community-building advice from people who act like sociopaths.

* * *

Don't be an asshole in the comments.

Tuesday, 5 February 2019


A decade ago, the Burning Wheel forums asked people to use their real names rather than aliases. I remember feeling mild disappointment, but it was no big deal, really. (Some folks won't use real names for safety reasons, and that's totally fine.)

Years later (the forum is gone now), the names of the folks I met there are seared in my mind. I think it was a prescient community-building choice.

I'll come back to this point.

As G+ is shutting down, I realize that a lot of what we're losing is not just the concentration of creative people, but the finely curated network of connections. I like this person, but not that person, even though they like each other just fine. It takes time (and pain) to sort these things out.

When we all move to MeWe or reddit or Facebook or Twitter, even if we all arrive safely, the network is still lost. It takes time to connect (or disconnect); all that careful pruning must start over from the beginning. I'll come back to this as well.

I suck at names. I don't know if it's because I'm an introvert or just lazy with my mental filing system, but I seem to be able to track about 100 people. Beyond that, without the benefit of a face-to-face impression, names start to blur together.

I probably rely on the circumstances of meeting too much. For instance, the only person I ever meet at the Workaround's front desk is Renee. If I were to forget her name briefly, she's surrounded by a halo of clues that connect this latest encounter with all the previous ones (e.g. the location, her physical appearance).

Online, I don't have that. In the main feeds of G+, Facebook and Twitter, names (and profile pics) are literally the only continuity from one encounter to the next. I can reasonably trust that if you're in my feed I have no reason to think you're a dick, but other than that, the name is all I've got.

Not long ago, Rob Donoghue changed his icon, and remarked that he couldn't recognize his own posts.

What has become clear as I dig into other social networks is that people call themselves different things in different places. Sometimes different things in the same place.

I'm no better, I suppose I'm variously 'Michael something', 'the Trilemma guy', 'I'll See It When I Believe It", and 'fuseboy'.

Taken with all the other things I've mentioned, the experience is like a weird, hyperlinked dementia.

I visit a Discord server, supposedly a refuge from the G+ shutdown. Apart from two names I recognize, everyone is using aliases. I can't tell if I know literally everyone, or literally nobody. This is a really weird feeling.

Despite conversing with and near him for several years, it was only a couple of weeks ago that I realized that Luka Rejec and wizardthieffighter were the same person. This sounds stupid, but imagine you got over to MeWe and found this guy drawing maps, going by the name Carl Pinkson. How long would it take you to realize that Carl wasn't a Dyson imitator, but actually Dyson Logos? Now ask that question again, but for each of the hundreds of people with less iconic personas, and it becomes a confusing morass.

All in all, the transition is less of an annoyance over having to go to a different place with a slightly more annoying UI, it's a profound and unexpected alienation.

The news that G+ will shut off notifications a month before the service goes down is hilariously apt. Of course. It's the perfect flourish to cap off the experience. Now we'll be able to start conversations and not finish them, leaving earnest questions unanswered, counterpoints sent but never received; conversations forgotten and abandoned in the middle.

* * *

I don't have any pithy final words to close this off with; I think that's the nature of how this is going down. G+ is going away, and it's more of a loss than I realized.

If you see me shuffling along in a bath robe, not sure how I got there, please remind me who I am and point me home. That is, if you know either of those things, and you're not lost yourself.