Cairn Crawl Classics?

I really love the aesthetic and attitude of Dungeon Crawl Classics RPG, and I don’t even mind the general d20 system and game mechanics, but when I think of my ideal system, I’m much closer to the rules-lite side of things: Cairn, Into the Odd, Mausritter, Mythic Bastionland, etc.

I like DCC’s mechanics, but I don’t love them. Too much time looking things up in charts (and yes, I have the Crawler Companion on my phone, but even that takes several seconds to look things up). Too many stats that don’t end up meaning much. Roll-to-hit combat that means when it’s a player’s turn, they may end up missing, and then they have to wait for the next round to see if they can maybe try to succeed at hitting again, and too many misses in a row becomes frustrating for the player, and combat becomes a slog of misses and misses and misses. Roll-for-damage combat is the way to go. Faster, more intense, and nobody’s sitting in frustration because they’re not really involved in the action.

Part of this was spurred by a recent Questing Beast video about three-round combats, a hack that’s meant to speed up and make combat more meaningful. I’m not sold on it, frankly, but it got me thinking about my biggest pet peeve in D&D-like RPGs: the roll-to-hit mechanic. Having just been a player in a 5e game, it was beyond frustrating to keep missing with my spells during combat, and to then miss with my weapons during melee. It made the experience frustrating and not very tense.

(Why not tense? If the baddies are whoopin’ on us and we can’t seem to hit them, then shouldn’t that be hella tense? Surprisingly, no. It wasn’t tense at all. Tense is a ratcheting up of tension, but this combat wasn’t ratcheting up anything, it was just bandits hitting us and us missing them, but because we had just enough healing magic and a bottleneck so only one of them could attack at a time, we didn’t feel particularly in danger. Maybe if our rolls had continued to suck and we’d lost a few PCs, then tension would be there, but we avoided that outcome by eventually rolling successfully.)

Anyway, all these things made me think about ways to hack DCC to make it mechanically more like Cairn and other ItO-style games, while maintaining the unpredictability of magic and some of the Sword & Sorcery/Appendix N flavor of DCC.

I had a few brainstorms right before bed and stayed up till 1:00 a.m. thinking about them, then the next day I spent a couple of hours trying to hack together Cairn and DCC (“Cairn Crawl Classics”?). I simplified the stats (STR, DEX, WILL, LUCK), switched to a roll-under system, and for spells, created a new mechanic called “press your luck” where a luck save could bump a spell up to the next “entry” on the spell chart but a failure meant misfire and possible corruption. I also figured that characters could still spellburn to move a spell up to the next “entry.” This would allow players to succeed on their spell with a successful WILL save, but still give the spells their various levels of power.

I wasn’t quite sure what to do with the other classes (Warrior, Thief, the demihumans), so I played around with both Deed Die/Luck Die mechanics as well as offering advantage/disadvantage for various class-related things.

In the end, I “playtested” it by making a Warrior, Thief, Wizard, and Cleric and “running” them through the Abbot in the Woods module from the core book (written by Harley Stroh).

The playtest was a bit meh. The PCs were either overpowered or utterly unable to overcome certain situations. Combat was faster, for sure, but the module itself wasn’t very combat-heavy, so it meant that some of the other changes I had made overpowered the thief (advantage on thief-skill checks was way too much), and the Cleric Turn Unholy spell was simply too strong (I eliminated the HD-tiers and it was just Will SV=success at lowest result, “Turn 1 enemy;” but with “pressing your luck” and a little spellburn, the Cleric was easily able to dispatch two ghosts). It turned the game from one in which clever play, interaction with the fictional world, and teamwork makes a difference into one in which players “press buttons” on their character sheets to overcome obstacles.

Back to the drawing board. Except, I decided to do a quick search to see if anyone else had tried hacking DCC with Cairn, and low and behold, someone had indeed done such a thing: it’s called Spellburn and Battlescars.

Well, well, well. This game did several similar things to my own attempt, but instead of my “press your luck” mechanic for increasing spell results, S&B went with a GLOG-influenced “power” mechanic where a player can increase the power of the spell by spending equipment slots and adding more d6s to the dice pool. This was brilliant! I could easily take a DCC spell, set the first success result (normally 12-13 for Level 1 spells) as 1-6, and then each successive entry on the spell chart would go up by 6: 12-13 becomes 1-6, 14-17 becomes 7-12, 18-20 becomes 13-18, etc. Players who want a result that’s normally a 21 in DCC, would need to roll a 19 total, so they might spend 4 slots and roll 4 dice hoping for the sum to be high enough. (Of course, per S&B’s rules, this increases the likelihood of some corruption happening, because if you roll doubles you have to roll on the mishap table, but even here, I could use the corruption tables from DCC and the spell could still have this more explosive result for the player.)

(And yes, I know I wanted to avoid all the “looking up on charts” hassle from DCC, but I figure, these spell results can be shortened/adapted for use in S&B, and the corruption table could be something I homebrew, maybe modifying what’s in DCC with what’s included in S&B. I would have all this on my GM screen instead of flipping through the massive DCC book, and that alone would be a time saver. But no matter what, S&B generally simplifies combat and makes magic and fighting successful for players because there’s no more roll-to-hit mechanic.)

S&B also solved the problem with making each class unique by having a list of abilities that players can unlock as they complete tasks related to their archetypes. The game doesn’t have levels per se, but it does have players keep track of what they’ve accomplished in the game world, and if it’s related to their archetype, they get to try for improved skills, hp, and more special abilities. Simple mechanics, story-focused but still retains the flavor of “classic” character classes from DCC, this was much better than my advantage/disadvantage and Deed Die/Luck Die/etc. stuff. PCs are not too overpowered but also not too squishy either.

The one thing I’m not sure about is the cost of equipment in S&B; some items seem wildly overpriced. But that’s easily tweaked, and frankly, with only ten item slots, PCs can’t be buying a lot of stuff anyway unless they hire retainers to carry equipment. The game seems less interested in inventory management than games like Cairn, partly because the archetypes are a bit more powerful and problems can be solved more readily through combat (which is true in DCC too).

All in all, I’m glad I tried my hand at homebrewing my own “Cairn Crawl Classics,” but I think if I want to play DCC with faster, more streamlined rules, I’ll use S&B to do it. Frankly, I’m so excited by a faster, rules-lite DCC, that I kinda want to play a one-shot with S&B characters and a DCC module. I imagine it could be incredibly fun, fast, and still feel very “DCC,” just without some of those sluggish mechanics.

(One last thing for those of you thinking, “What about the funnel?!” Because S&B includes “Backgrounds,” players could still play zero-level PCs in a funnel, using the equipment included as part of their PCs’ backgrounds, and then, if they complete something related to one of the archetypes (they most definitely will in a funnel, unless they die), they could “level up” to that archetype, get the archetype equipment and special ability, and be ready for “level one” modules. I could even see them answering the “Origin Question” on the character sheet with an answer from their funnel adventure, making the funnel and character creation even more story-focused than it is in the original DCC game. And not only that, you could easily use DCC occupations instead of S&B’s backgrounds, so gongfarmers could still be a thing!)


Goal Update: June 2026

Since October, I’ve further modified my writing goals. Norse City Limits has been put on hold (as mentioned in October), as have all my other fiction writing projects. I’m focusing solely on Shards of Stole Breath (the middle-reader dragon book I’m writing for my children).

This decision came about because I was sick of juggling so many projects and feeling like I never made progress on the “big ones” (aka the novels). My children won’t be young forever, and they won’t necessarily like dragons forever, so I figured finishing Shards was the top priority.

I once considered myself a “promiscuous writer” in the same way I’m a promiscuous reader (i.e.: I read multiple books at a time, flitting from one to the next as the mood suits me). But this kind of flitting in my writing has led to shorter things getting completed while longer things would fall by the wayside. I like writing short stories, but it started to feel as if my short stories were giving me cover to avoid working on the longer, more complex novels.

So in October, I put my goals related to NCL, Ysbaddaden on hold while my Shards of Stolen Breath goal was pushed to the top. However, what’s new here in June is that I’m also putting all my short story-related goals on hold too. Non-fiction, Substack, blogging, etc. are different enough to not compete with Shards, but until I finish Shards, I’m looking to hold off on any other fiction goals at the moment.

Okay, now, on to the goals!

  • Shards of Stolen Breath (middle grade novel): I guess my idea of writing books in “seasons” (stolen from Stephen King) hasn’t quite worked out. Winter has turned into spring has turned now into summer and Shards is still a work-in-progress. I’m about 30k words into the thing, and while I originally thought it would be around 60k, I’m not putting any definitive number on length just yet. If I start thinking it’s a 60k book, I’ll start shaping the story to fit that length instead of letting the story be the length it wants to be. I’m also revising several of these middle chapters because I had a better idea of who some new characters are and what will happen when they try to restore the dragons’ magic.

  • Blog every day: Not even close. Until this week, I haven’t blogged since April. This is partly due to putting more focus on my fiction and Substack, but blogging uses such different writing “muscles” that I could still do it more frequently than I have. My idea of delving into my writing notebooks and “stealing” stuff to put on the blog is probably how I’ll get more blogging done.

  • Send out a Substack newsletter every two weeks: Nope. BUT… I have been more consistent with sending out a Substack each month, especially since I’m doing my Dolmenwood book club. This is where the “fail to succeed” comes into play. I have a goal (perhaps too ambitious) of sending out a Substack every two weeks, and while I’ve failed at said goal, I’m trying to achieve it, which means I’m sending out a Substack every month, give or take. I want to continue striving for every two weeks, but for now, I’m proud of this year’s Substack efforts.

  • Play more role-playing games with my kids, my husband, family, and friends: I am rocking this one! At least when it comes to family and friends. I’ve been playing at game stores consistently for several months, at least three times per month, and on Sundays, I’ve started GMing a Dolmenwood game for my husband, brother, and cousin. The one area where I’m not making progress is playing with my kids. Now that it’s summer, I think I’ll get some games out and cajole them to join me, especially on rainy days. For the kids: Mausritter, Hero Kids, and maybe some Cairn 2e.

  • Create some RPG modules for Norse City Limits and Merlin’s Last Magic Dolmenwood: I’m amending this goal partly due to some ideas I’ve had since starting my Dolmenwood book club on Substack. I realize that with all this reading I’m doing related to the game and its inspirations, that I kinda want to start making content for the game itself. Perhaps a “Goblin Market” module, or something inspired by “Mrs. Mabb”? I haven’t really done much with this goal other than think about it, but if I’m going to dip my toe into making RPG stuff, Dolmenwood feels like the right way to go.

  • Make a “Saturday Morning” zine series and publish an issue every month: Not yet. Have sketched out some ideas for what each issue might be about, but other than that, I’ve not worked on this goal.

  • Make other zines: Not yet, but I did do some brainstorming about possibilities. I want to get my kids involved as well, particularly as illustrators. A family-made zine, if you will. This has me quite excited, but the ideas are all embryonic at this stage and need more fleshing out, thought, experimentation, discussion, etc.

  • Read more books with my kids (Mrs. Frisby and the Rats of NIMH, Half-Magic, James and the Giant Peach, the Hobbit, the Silver Chair, Horse and His Boy, Magician’s Nephew, Last Battle, more Little House books, How to Train Your Dragon series, Harry Potter): Yes!!! We finished NIMH, Silver Chair, Horse and His Boy, Magician’s Nephew, The Book of Three, The Black Cauldron, and we’re about to begin Harry Potter and the Order of the Phoenix. This has been going very well, and in addition to the above mentioned books, we’re currently reading The Phantom Tollbooth, Skunk and Badger, and The Castle of Llyr. At some point, I hope to return to The Hobbit as well.

  • Start naalbinding again (finish the hat I started for my son and make another one for my other son): No, and I’m sad about it. I see my little bag on its hook that has the yarn and naalbinding needles, and I always pass it by. I’m worried that I’ve forgotten how to do it. I think I’ll need to start a little beginners loop and get the hang of it again before I jump back into my son’s winter hat. Maybe by this coming winter I’ll be able to finish it…

  • Practice my cartooning/comics drawing (for the zines): A little. We bought a box of blank greeting cards so we could make cards for people instead of buying them, and I’ve done two homemade cards using cutesy little creatures I copied out of this book: How to Draw Cute Woodland Friends. I also created two possible characters to be my zine mascots: a pillbug named Pillburt and a preying mantis named Manty.

  • Start a podcast: Nope. Haven’t really thought or worked on it either. I feel like I’m in such a “finish Shards” mode that starting a big project like this feels impossible. Maybe that’s the wrong attitude. Maybe I need to keep pushing on this so that I build momentum. Small daily actions build to big things. I need to remember that (for this podcast goal but also for my fiction writing and everything else).

  • Write essays, poems, and fiction that will serve as models for my students next school year: No, and I think what I need to do is not write these ahead of time but write them alongside my students. So, for now, I’ll not be working on these, but when school resumes in the fall, I’ll get back to writing more model texts and drafting in the classroom, in front of my students, so they can see how a writer does it. Both the good and the bad, the ease and the struggle.

This list of goals is much less ambitious than in previous iterations (only 12 items this time), but I’m okay with that. I still stand by having big(ish) goals and “failing to succeed,” but I also realize that when it comes to fiction especially, the number of goals was more a procrastination technique than a productivity one.

Jane Yolen, one of my GOATs, just passed away at 87, and I’m reminded of why she’s such an inspiration: She wrote every possible kind of genre and type, from picture books to novels to non-fiction to poetry, and she wrote with incredible gusto. She was beyond prolific.

I always admire the really prolific ones. Yolen, Bradbury, Sanderson.

But I’m not prolific. For whatever reason, I can’t seem to write at the same volume as my heroes. In the obit I read of Yolen yesterday, she was quoted as saying that there are often two types of writers, the mule team drivers and the horse and buggy writers. The mule teamers can handle several projects at once, whereas the buggy writers finish one thing then move on to the next.

I want to be a mule team driver, but I think I might be a horse and buggy person. Yolen wasn’t critical of the horse and buggy writer, she was simply describing these two types. Sanderson, from what I can tell, is more of a horse and buggy guy, finishing one thing at a time and then switching gears to work on something completely different after each project is completed.

I think I need to experiment with this and see if I’m right about my type. If I can finish Shards this year, and if I can keep going without getting blocked or too bogged down, then perhaps I am better suited to the horse and buggy style. After I finish Shards, maybe that’s when I go back to one of my unfinished short stories. Then, when that’s finished, move on to maybe Ysbadadden. Etc., etc.

But if I stall out, if I find myself struggling and not writing at all, then perhaps I need to reconsider that I may be a mule teamer after all. I’ll know more at the next goal update.

Input Update 6/16/2026

Reading: Don’t Call It Art

Also Reading: The King of Elfland’s Daughter

Also, Also Reading: The Score: How to Stop Playing Somebody Else’s Game

Also, Also, Also Reading: A Wrinkle in Time, The Phantom Tollbooth, The Castle of Llyr, and Skunk and Badger (it’s summer reading around our house, so we’re doing more read-alouds than usual)

Watching: Hoppers, Monsters University, The Dark Crystal, The Spongebob Squarepants Movie, Toy Story 4 (all Family Movie Night selections)

Dolmenwood Solo: TPK

[This play report contains spoilers for Dolmenwood’s Winter’s Daughter adventure module. First part of this solo adventure is HERE.]

The snowstorm only hindered them for a bit. They were so close to Sir Chyde’s burial mound when the storm began that they found it and groped their way to the stone entrance.

Joremey was ready. He wanted to find the Lady, find her ring, be a hero. He led Lady Pouncemouse and Obb through the door, prying it open with a crowbar so they could get out of the snow and cold.

The tomb kept the snow out but not the cold. Obb managed to shake off the frigid air, but Joremey and Lady did not, further adding to their exhaustion (and hindering their ability to fight and do damage). Still, they were glad to be out of the snowstorm as they entered the tomb and descended twenty feet down stairs caked with dust. Everything was deathly silent, and there was a dank smell in the air. Moisture and mold pervaded the space. Lighting one of Joremey’s torches, Lady held it and led the way.

She stopped at a square room made of stone blocks. It was musty and wet, and the first thing she noticed were the four plinths, one in each corner of the room. Atop each plinth was an object covered in mustard-yellow mould. Her eyes lit up at the thought of treasure, but as soon as Lady stepped into the room, the objects floated into the air and screamed at her in shrill voices:

“Heathens! Repent, ye sinners! Godless fairies, godless heathens!”

The objects–a silver chapes, a wooden cherub statue, a holy book, and a thick liturgical candle–launched themselves violently at Lady, trying to strike her dead.

Luckily, my PCs won initiative, so Lady booked it across the room to a doorway on the right side, Obb and Joremey following quickly behind (Joremey’s plate armor clanking noisily). As soon as they fled into the other room, they heard the objects shout, “Serves ye right!”

Huffing for breath, Lady led them all down a ten-foot hallway to another chamber, a circular room that seemed less hostile (at first). This room was also constructed of stone blocks, but there was a chill atmosphere as they entered it. On the southeastern side of the circular room was an empty marble plinth (3′ across, 1′ high) with a full-length mirror behind it on the wall. The mirror was framed in silver and faced a set of stairs on the opposite wall (northwest side of the room).

The stairs were stone-carved with the archway over them also carved of stone to look like tree branches hanging over the entryway. Next to the stairs was another hallway leading out of the room.

Joremey was quite interested in that mirror and went right up to the plinth, faced the mirror, and looked.

Lady, for her part, was interested in the stairs and the beautiful tree motif carved into the stone archway. Obb followed Lady and peeked into the nearby hallway as they went. What they didn’t see was poor Joremey, so transfixed by his glance into the mirror that he turned still as a stone.

In fact, he really WAS frozen in place!

“Joremey, lad! Come see!” Lady called, noticing that on the stairs there wasn’t a hint of dust (unlike the rest of the tomb) and that at the bottom there was a watery shimmer in the light from her torch.

But Joremey said nothing.

“Cat got your tongue?” Lady teased, turning around and seeing immediately that Joremey was now frozen solid.

“Stay back from the mirror!” she warned Obb as they both skirted the wall of the room to reach Joremey without looking directly into the mirror. They pulled at him, but he was utterly frozen. Together, they managed to lift him up and pull him away from the mirror, but it was no use; he was still cursed.

Obb broke out his pan pipes and tried to play a tune, hoping it would break the spell, but it appeared this was holy magic and not fairy…

“Best to head back to Lankshorn,” Obb offered. “Let Fr. Dobey handle it.”

But Joremey was much too heavy for little Lady and Obb to carry. They could try dragging him…

“Let’s strip off all his stuff,” Lady said, “he’ll have to be glad we’re taking him back even if he leaves his gear behind.” They stripped him of everything but his traveling clothes, and heaved him up in their arms. He was heavy, and they couldn’t move very fast… Could they outrun the screeching objects in the first room?

They tried, but this time, initiative was not on their side. They lost and the objects attacked.

“Back for more, eh? Ye heathen fairies!”

Two objects (the candle and the book) hit Lady, and one (the chapes) hit Obb. Lady went down (taking five damage, more than her total), and Obb couldn’t help but drop Joremey without Lady’s help. Terrified, he simply fled for his life, but lost initiative again, meaning two objects hit him (the chapes was joined by the cherub). He took five points of damage and fell to a crumpled heap. Poor Joremey was frozen like a statue on the floor, while his two comrades lay dead on either end of him. The holy objects–satisfied that they’d destroyed the heathen interlopers–returned to their podiums.

Now Joremey must rest here, frozen seemingly forever in the tomb of Sir Chyde unless some other adventurer should find their way into the tomb and rescue him…


Yikes. That was an ugly defeat. I suppose if initiative had gone differently, my party might have made it out alive, but as it was, they did not. I thought fleeing the first time was the right call (four objects vs. three PCs didn’t seem like good odds), but once Joremey was frozen from the mirror’s magic, things got much dicier. OSR-style gaming is not for the faint of heart!

I do really like how simple the mechanics are. Combat (though deadly) is quick, and my characters were able to explore and make choices without too many rules or fiddly skill rolls getting in the way. Exploration means describing character actions and seeing what the modules says they see/hear/smell/etc. It’s very narrative in that way, very immersive.

For group play, if one of my players investigated the plinth and mirror, and I knew looking into the mirror caused paralysis, I would telegraph that danger. I might say that he gets an ominous feeling as he approaches the plinth and looks around. Maybe say that he feels especially cold as he comes nearer the mirror, “freezing cold,” or something similar.

But for solo play, I wasn’t sure how to handle that since I can’t really “telegraph” danger to myself. Perhaps I should have rolled dice and used my oracle to determine whether Joremey approached cautiously and avoided getting frozen. Having him simply “be cautious” while knowing (as the player) that the mirror is magical feels like cheating. This might be a case where letting the randomness of dice determine a PC’s fate should’ve been the way to go. As this is only my second “solo play” session, I can’t be too hard on myself. I’m learning as I go.

Now that my trio of adventurers is dead/paralyzed in an ancient tomb, I have two choices: send some of Joremey’s cousins off to find out what happened to him OR start with a totally new adventure and character(s).

I’m somewhat inclined to go with the second option… I’m already envisioning a human thief who meets a human or breggle fighter in a tavern and together they go adventuring… Fafhrd and Gray Mouser, Dolmenwood-style!

Till next time!

Open Substack

Alan Jacobs is right to defend the open web (despite the likely poverty that attends it), but I don’t think being on Substack is antithetical to the open web.

For instance, my Substack is entirely free, and since Substack can still be read on a browser and not exclusively through an app, it is free and searchable to anyone with an internet connection. I don’t paywall anything except the links to my ebooks for patrons who are paying subscribers. But my writing, as such, is totally free and open to all. Being on Substack is just an easy way for me to manage a newsletter—mostly because it’s free. When my previous newsletter service raised prices and then went defunct, I figured I needed to switch things up. Substack was still relatively new, so I made the switch.

My intention was never to monetize the newsletter. I see it as a way to write essays while keeping in touch with people who read my books. I still maintain a wordpress blog (this one) where I post more often than on Substack (intentionally, by the way; I want my own real estate to be where the action is), and I keep my Substack free. If folks want to subscribe with money, they do so knowing it is a patron-model, and their payment is really because they like my work and want to support it; they get free access to any new ebooks I publish, but as that’s (at the moment) rather infrequent, they aren’t getting much for their money other than my eternal gratitude. I do not use Notes or try to gain followers on Substack in any way. I simply write my missives, send them out, and read and reply to those writers whose work is of interest to me. I barely even look at the Notes feature because it does indeed feel too much like social media/Twitter/Instagram/blah. I’ve never once done a chat or whatever they offer as add-ons. Not interested. I write a newsletter. It gets delivered to peoples’ emails. It’s readable on the web via html. Here is an example: https://jmbaldwinwriter.substack.com/p/in-which-i-weigh-in-on-adventure

If at any time I find Substack to be not-so-easy, or not-so-free, then I’ll switch it up again and move to a different newsletter provider. I don’t intend for Substack to be my income source. It’s a nice-to-have, but I don’t base my career around it. And that’s partly because I don’t think paying for substacks is a sustainable model for nonfiction writing (or fiction writing either). Maybe if several writers got together and turned their individual substacks into a magazine, then paying for subscriptions makes sense. But I simply cannot afford to pay for all the different substacks I enjoy reading. I’m nearly always a free subscriber, even to those whose work I value. I do pay for Kleon’s newsletter, but he is the only one, and that is truly my limit. It’s ludicrous to pay for multiple writers on Substack (for $5 a month!). Even if I only subscribed to four people, that’s $20 per month! More than the cover price of a monthly magazine! I can get a yearly subscription to Commonweal or similar for $25, and I’ll get an actual physical magazine to go with my subscription. The Substack paying model is ridiculously overpriced, and utterly unsustainable in the long run.

So I don’t plan my writing career around something so unsustainable. If people want to pay for my writing online, they can patronize me through Buy Me a Coffee or Substack, but they don’t have to. I believe in the open web. Substack is merely a website (like wordpress) that lets me host my writing, but I’m not wedded to it, and I can easily take my wares to another piece of real estate if I wanted to.

This isn’t me shilling for Substack; I just want to respond to Jacobs’s point because his characterization makes it sound like it’s not freely available to anyone with a browser. It is. If writers want to make their writing paywalled, that’s their affair, but Substack doesn’t mandate that we do. If they ever do mandate it, I’ll leave the site in a hot minute. If there’s something you want to read on Substack and it’s not freely available on the web, that’s because the writer–not Substack–has put it behind a paywall.

Like Jacobs, though, I don’t rely on my writing to put food on the table. I work as a teacher; that is my main source of income. And I don’t plan on hustling my way to a “side gig” any time soon. Teaching is enough of a gig to keep me busy, I don’t need to hustle on top of it!

Writing is my way of engaging and processing the world, of living my life. Language and story are how I think and how I communicate. They are my modes of play. I could no more stop writing as stop breathing. I hope folks enjoy my writing enough to pay for it, but I don’t expect it nor do I need it to be monetized. Frankly, I’m sick of the ways in which our economic system forces creative people, journalists and artists alike, to be hustling all the time, busking all the time, and submitting to tech overlords’ demands and systems. I know artists have always had to scrounge for money and struggle, but that doesn’t mean it’s right. We could—we should—have a system in which people can make art and at the same time not feel economically precarious for most of their lives. We should have a system in which people can live while working less than forty hours per week so they have time and energy to make their art, to volunteer at church, to take up worthwhile hobbies. Especially in two-income households. The fact that both spouses need to work full-time just to eek out a living is the real problem here.

But I’m a bit of an anarchist too, so I don’t see why anyone’s life should be precarious when we could all support one another in mutual aid…

Some Ideas to Beat Procrastination

You may also call it Writer’s Block.

  1. Write ideas, sentences, words, images, etc. on note cards. Small space and limited commitment. Bar is lowered. Easier to begin.
  2. Sit down at your writing desk, get everything ready to go and then offer yourself a real choice: Write or don’t write. No guilt if you choose “don’t write.” It’s a free choice with no shame attached to either option. There will legitimately be times when “don’t write” feels right, and there will also be many times in which “write” feels right. Don’t fight yourself. Writing creatively is fun. Let it be fun and not an obligation.
  3. Identify the negative thoughts that are the real cause of the procrastination. Here are some of mine: “What if I write something crappy?” and, “I’m just wasting my time. No one will want to read this,” and “I’m too old to be successful,” and “I’ll be bored.” Evaluate–really evaluate–these thoughts. Do they make sense? Redefine things like “success” and “failure.” Make success the accumulation of words (like scoring points in a basketball game). Failure, then, becomes zero points/no words. No more fear of writing something bad; good/bad are irrelevant to success. Or take “I’m just wasting my time,” and consider what “wasting time” really means. Isn’t stewing about not writing and sitting around looking at distractions the real waste of time? How would you like the next five minutes to go: adding words to a piece of writing or scrolling on your phone/stress eating/reading blog posts about procrastination? Which is truly “wasteful” and which isn’t?
  4. Test these negative thoughts by beginning to write and see what really happens. Consider it an experiment. Think you’ll be bored? Experiment by writing for five minutes and check to see if you really were bored. If you are, then try the experiment again but write about something else. If you aren’t, well then that is proof your negative self-talk is false. Keep these experiments short. Do them for five minutes. Keep doing them to see what factors impact your feelings and experiences. Change methods and behaviors to achieve greater impact. Make the whole thing into a kind of game or research study on yourself.
  5. Embrace your slowness. Slowness can be playful. It can be dreamy. Sometimes you need a dreamy, slow writing session that meanders. It still counts. In fact, stop counting. The writing still happens even if we don’t measure it. Which means it doesn’t help to treat writing like a job. It’s supposed to be fun (even if it is your job). Let your body, your mood, your mind, your whole self have fun and play. Even if you only have ten minutes to write, embrace slowness. Maybe you only get ten words in those ten minutes, but those are ten wonderful words that didn’t exist before. Savor them, enjoy the experience of writing them. You won’t always be this slow, so there’s no use beating yourself up about it.
  6. Don’t ever beat yourself up AFTER you’ve written (or before or during or…). That kind of negativity will linger. It’ll infect your next attempts. Here are the ways I beat myself up after a session: “That was crap,” or “Only one hundred words. Pathetic,” or “You’ll never finish, so why bother?” This is that negative self-talk again. Turn it around, stop it before it starts. Remember, success isn’t good/bad but words. Words written means success. Even if it’s only a few. By any measure of logic, even if someone only wrote one word per day, they’d still finish at some point. The only failure is to give up. So, “You’ll never finish,” is nonsense. Utter nonsense. If you’re writing–even one word–you will eventually finish. “Crap” is irrelevant. The measure of success is words. Instead of beating yourself up, celebrate. Even if you only wrote one word. Even if you sat at your desk and decided you didn’t want to write that day. Celebrate. Feel good about how honest you are with yourself and how you don’t want to make your writing into drudgery. You love to write too much to make it something that sucks the joy from your life. Celebrate every word you write. Not with a big party or anything, but internally. Allow yourself to be happy for who you are and what you’re doing. Even those ten words are an accomplishment.
  7. If you journal, use it for material. Maybe not word for word (especially if you write fiction), but use it for ideas. I’m often stopped/blocked because I think I don’t have any ideas. But I’ve been writing three pages in my notebook every day for years. That’s hundreds of pages of ideas, ready for the taking. Instead of putting pressure on yourself to invent the next scene on the spot, dip into the journal and read for a bit. Find a word or phrase that sticks, that excites, that surprises, that is usable for something and put it into your story/poem/essay/whatever. You don’t have to start from scratch.
  8. Make a list (and keep adding to it as needed) of all the things that excite you about your current project. Start your writing session by rereading and adding to this list before you do anything else. Let the items on this list remind you of why you’re doing this in the first place. Anyone can read or add an item to a list. If this is all you do in your writing session, celebrate. You’re getting closer to discovering all the things that inspire you. That will keep the fuel going throughout the process.
  9. Switch up the tools. If you’ve been writing on a computer, switch to writing by hand in a notebook or legal pad. Switch to those note cards mentioned in Item #1. If you’ve been writing longhand, go to the computer or a typewriter. Try dictation for a bit, just to see. Try sketching out ideas or using word webs to make things more “pictorial.” Use prompting tools like RPG random tables, story dice, prompt generators online, or flip open a dictionary, pick a word at random and then see how you might incorporate that word into your next paragraph or scene. Do a writing exercise without any expectation that it needs to go into your WIP.
  10. Read a book. Consider it R&D. Reading is just as important to a writer as writing, so you’re not really wasting time, are you? Tell yourself you’ll try again tomorrow (or whenever you have another chunk of time for writing), and that in the meantime, the reading you’re doing is helpful and productive. It’s refilling the well, feeding the muse, adding more words to your word hoard. Reading is a metaphor machine, an incubator, a compost heap. No shame in reading. Never ever. It’s the twin of writing, the other side of the coin. If words won’t flow out, flip the coin over and let some words flow in. And then celebrate your success! You are doing the very thing a writer needs to do. Reading is fun, after all, and so is writing.
  11. “Lightly, child, lightly.” “Don’t go about it in a serious way.” Play, play, play, play, play. If you’re playing, you’re living.
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