Category Archives: talk

Geek Related – The Site

I got a question in a post comment recently asking if the stuff on this Geek Related site was also me – it is, it’s my old Mindspring site from before I started the blog.  There’s some stuff you may find of interest there:

The Official Death To Jar Jar Binks Website – ah, youth.  Not really RPG related but the day after Phantom Menace came out I slapped the site together. It got featured on Salon and ZDTV among other media outlets. For the last like ten years I still get emails from people demanding “Don’t you have anything better to do with your time?!?” like I’ve even touched the site in a decade.

The Way, The Truth, and the Dice – I was publisher for the e-zine of the Christian Gamers Guild for a couple years. There’s some good stuff in these mags (especially the realistic combat and friction rules); sadly it all fell apart due to infighting (they eventually put out a fourth issue some 5 years later with content we’d gathered, but nothing since then).

Scooby Doo Cthulhu – Almost as popular as the Jar Jar page, this is the Scooby crew statted for traditional (BRP) Call of Cthulhu.  Used in about a billion con games. “Julianus” did them, I just hosted them. I especially liked using them with the various “Blood Brothers” CoC adventures.

The Monk – I redid the monk class for AD&D 2e based on a more supernatural, free-wheeling style as I was watching a lot of HK movies and playing Feng Shui.  They totally stole my approach for Tome of Battle: The Book of Nine Swords and then D&D 4e. I made up custom monastic orders for Greyhawk too, partially based on on some of Erik Mona’s Oerth Journal work (“Baklunish Delights”).

Horror in Roleplaying – probably one of the most lasting of my game essays, I did a lot of horror gaming back in the day and wrote extensively on how to do it. Nothing from the entire storygame movement has caused me to think any of it should be changed.

Classless Skills and Powers – I really enjoyed AD&D Second Edition and when the Skills & Powers supplements came out I wanted to like them – they let you do more of a custom character generation – but they were deeply, profoundly flawed.  I figured I’d fully GURPS them up and turn D&D classless.  This worked great, we ran several campaigns with these rules (sometimes mixing in non-S&P characters for those who didn’t want to go to the trouble). 3e ended up solving a lot of this in a simpler way so I left this behind when I upgraded, but for 2e OSR fans it could be useful!

Children of the Seed – Feng Shui is one of the best RPGs ever.  And it was powered high enough I thought it would make an even better anime game than a HK action game.  I was a fan of the anime series Blue Seed and so I wrote characters and a con-ready adventure to that end!

The Yeomanry page is down forever, sadly, and Bruce’s session summary page died with Onramp and he’s being a slack about getting it going again.

The great thing about all of these is that I had a lot of spare time back in the day and took all this real seriously – so this has all been playtested in campaigns and/or many con games, there’s bunches of sample characters and whatnot… About as complete as you could hope house rules and whatnot to be.

So poke around and let me know what you find interesting!

One Page Dungeons

I just came across this cool contest, the “one page dungeon.”  (Courtesy Zak.) Check out some of these, they are great handouts!

Like Rough Night at the Dog and Bastard – it’s not a classic dungeon, it’s a (very prettily done) relationship map.  Or Operation Eagle Eye, an espionage dossier.  I like Old Bastard’s Barrens as a great example of old school hexcrawl with a new school almost Wired magazine-esque presentation.

They have the winners listed but you can download a big ol’ zip of all 81 MB of them!

How We Track Treasure Nowadays

Tracking treasure and its distribution has always been a bit of a pain. How much loot has been lost because it got tossed in a bag “for distribution later” and then forgotten?

For our Jade Regent campaign, I got tired of it (and of how much time we spent on doing distributions) so I came up with this Excel spreadsheet format. Warning: It has all our treasure in it, so there’s spoilers for the first two chapters of the Jade Regent Adventure Path.

We keep the spreadsheet on a common Dropbox so all of us can get to it at the game and at home. Whenever we get stuff it immediately goes onto the Party Treasure tab. We note where it’s from so that when we ask our DM two sessions later about identifying or pricing “that toad statue” we can help him figure out where the heck it came from.

Once we pause and do a distribution, all distributed items go to the Distributed Treasure tab. Some of our players aren’t real sharp about writing things down, which is fine if it’s just them sucking due to not keeping their stuff straight but some items are plot related. Also sometimes we have to do distributions when someone’s not there, so this way they know what stuff we gave them last session.

Then there’s a separate Coinage tab for raw cash with a running total of “party funds” and once it gets high enough we dole out shares.

Since this is Jade Regent our caravan has a separate economy of its own, and we track that on the Caravan tab.

We’ve found it very helpful. I don’t like clotting up the session summaries with loot lists (though I’m having trouble breaking Bruce of doing so) and too often it’s one guy who writes it all down in pencil and then loses the list between sessions.  Welcome to TECHNOLOGY!  Feel free and download it and use it yourself, just tell them Geek Related sent you!

 

 

All You Hit Points Belong To Us?

One of the most contentious topics out of the day-old D&D Next playtest is the rule that resting overnight gets you all your hit points back without fail.  There are multiple Wizards and ENWorld threads arguing about it already.

I think it’s a terrible idea.

The common arguments for it and their obvious refutations are:

1. Well, hit points are just luck and near misses and stuff! Why shouldn’t they all come back?

Because there’s no other mechanic for actually getting wounded.  If this were a game with “wound points and vitality points” or some other way of having a way to reflect persistent wounds while still regaining your “near miss points” that would be fine.  But there’s not.  And being wounded, persistently wounded, is not just realistic, it’s a major part of all fantasy fiction from Lancelot to Harry Dresden. Leaving that out is shitty from a storytelling point of view.

Besides, hit points have always been described that way and have always come back slowly, so saying it’s a necessary consequence is ignoring the mechanic’s history.

2. But it sucks to be injured when you’re headed out to adventure!

“I want my videogame character to be at max!”  I mean, I understand that from a certain gamist perspective. But this is the kind of player entitlement that leads to the kind of childproofed gaming that 4e got to with its rust monster. If you just want a big “I Win” button or have a 5 minute attention span, there’s other games to play.  RPGs allow you to be concerned about resource usage over the long haul, not just the 30 minutes.

3. In 3.x, isn’t it lame that everyone has to spend on wands of cure light wounds that just do this anyway?

No one has actually said this that I’ve seen but me, but this is the one valid argument that does occur to me.  Yes, it is lame to just pay thousands of gold to get disposables to do the same thing. But there’s probably a different fix to that problem than “here you go, heal up whenever you want!”.

 

D&D Next Playtest Readthrough: Eh, It’s OK

I’ve read through the D&D Next (aka 5e) playtest doc and my general opinion is… It’s OK.

Background: I have played D&D Basic (BECMI), AD&D 1e, 2e, 3e, 3.5e, and Pathfinder, but hated 4e at first play.  I like Pathfinder but it’s wearing on me due to the sheer mass of rules; I hanker for a more Basic/2e approach with less… junk.  I don’t really like the retro-clones because I don’t like retro for the sake of retro, I’d like modern and streamlined but just lighter. Anyone who can say with a straight face “Want to play a game with us? OK, read this 576 page book first” deserves a punch in the mouth.

The playtest rules say I can’t quote rules directly, but I can discuss them generally, so here goes.

The core rules are pretty D&D-like.  Interesting main points are:

  • Ability checks vs DCs replace skills and are used for saves. Good.
  • New thing: “Advantage” lets you roll 2d20 take best, “Disadvantage” is take lowest, this replaces the host of annoying little modifiers.  Good.
  • Individual initiative 3e style. Fine.
  • You can take an action and optionally move – so far the rules are gratifyingly free of the host of Magic: The Gathering-esque action types that invaded 3e+. Good.
  • Rests and semi-healing surges like 4e… You take a long rest and regain *all* of your hit points?  WTF? Bad.
  • Conditions like in 3e, which is on the line between helpfully streamlined and annoyingly legalistic. Fine.
  • Armor is simpler, AC, all/half/none of your DEX mod, and speed mod.  Good.
  • Weapons are about the same with lots of categories and bludgeoning/piercing/etc… Well, a little simpler I guess.  A weapon might be a “heavy” weapon doing 1d10 bludgeoning and having a couple “special” attributes like Reach; at least no weapon speeds and crit mods and all that.  Good.
  • There’s not the annoying “types” of bonus, but dangerously, the stacking rule is that only the same exact spell doesn’t stack, so we can look forward to super min-maxed stuff that 3e at least tried to mitigate somewhat with the “different e.g. enhancement bonuses don’t stack” thing. Good for sentence 1, bad for sentence 2.
  • Spells require either a hit roll or a save; more than 3.x require hit rolls using your spellcasting stat bonus. Some people hate this, I don’t know why, I used to do this in 2e as a house rule so that magic wasn’t 100% reliable. Heck, they should do it more (like for placing fireballs I used the usual grenade weapon rules and splash diagram). Good.
  • Spells do not appear to scale at all with level – not durations, not cure light hp healed, etc. Magic missile seems to be an odd exception. Maybe as a “sacred cow?”
  • The base rules as they put them out seem fine, but then again that’s what I thought about the basic mechanic of 4e in my 4e PHB readthrough. So I’m nervous.
  • The core rules as they printed them here seem to focus more on exploration than 4e, which was purely tactical combat, but that’s hard to tell from a 31 page draft.
  • The DM guidelines are fine if not innovative. It does put the DM back in the driver’s seat.
  • Since there’s no skills, DCs don’t scale as much, with a DC of 20 being “Extreme.” That’s very good. The swinginess of 3.5e “DC 40” checks was lame. It also seems to stress flexibility and roleplay in how to go about making a check.  Good.

So that’s all pretty good, the only “Danger Will Robinson” moment is the thing where you heal up completely overnight automatically. Avoids the “CureLight Wounds wand” syndrome but isn’t very realistic, I’d like to see some persistent wounds on top of that maybe.

The Characters

Then I read the character sheets, which scared me a little more. A first level halfling rogue seems to have a lot of crap. Race and class and background and theme turn into like 11 specials to remember. I start seeing what are basically skills, just hardcoded, and feats. It seems like too much.  Although in the examples, background seems to only give skill bumps and themes give a feat. Maybe background *or* theme… Especially on the wizard the difference between the two is pretty thin and confusing. Themes are like 2e kits, kinda. But so are the backgrounds.

On the plus side, all the powers so far seem to make sense- the fighter’s powers aren’t weird pseudo arcane stuff like in 4e.

The Monsters

The monsters in the bestiary are OK, except for being a little too complex and legalistic full 3e stat block style – and with fixed hit points, but that might be just for the playtest.

I am concerned with the treatment of NPCs as monsters and not real characters 4e style, so for example there’s an evil cultist entry with three “types” as if they’re Left4Dead zombies as opposed to being real people – “What, there’s no such thing as a second level evil cleric?” I see more of this in the adventure, with arbitrary “specials” on the orcs and goblins.  And several of these powers (gnoll packlord, I’m looking at you ) go over the line to breaking simulation (no in game world justification, just “a power”). Meh.

The Adventure

Caves of Chaos.  A good choice as it is very nonlinear. I like the format for rooms that leads off with sensory input, very short boxed text, then gets to it.  Not just three 4 hour long setpiece battles like 4e does, but a proper module, looks like it’ll play like any other D&D at first glance.

The Summary

It’s like a simplified 3e, corrupted with only small 4e-isms.  The ongoing meme is that it’s somehow more like OSR stuff but I don’t see that – there’s a little simplification but not even down to 2e levels, let alone earlier levels. Removal of the obsessive focus on the tactical map is what’s making people say that, I guess. “It’s not pure 4e, so it must be OSR?” The simplification is welcome to my eyes.  I’m not sure if this quite reaches the level of being compelling, though. I worry especially from the character sheets that there’s a bunch more junk they just haven’t shown us yet that’ll take it to 3.5e levels of law degree gaming.

One of the big things that’ll sway me is if they go open.  I suspect they won’t just because even the playtest is laden with legalese junk. If they do, it might make it.  If they don’t, they won’t pull anyone from their current games of choice, is my prediction (and all my 4e/5e predictions are coming true with regularity now…).

Trouble Downloading Your D&D Next Playtest?

I did initially too, but a cursory look around revealed this customer service post with a link to a direct download.

Random D&D News

There’s a Design Your Own D&D T-Shirt contest going on courtesy of Topless Robot on WeLoveFine.com. Go check out the designs and submit your own!

Also, I just got the email about the D&D Next (aka D&D 5e) playtest being open, and I should be getting an email with the stuff in it soon.  Though I’m a Pathfinder fan, if they can make something simpler – like 2e with cleaned up mechanics, or Rules Cyclopedia Basic – I may be in!

However, I’ve been listening to some actual play podcasts lately – mainly the Major Spoilers podcast is relevant here – and have been realizing how Goddamn boring D&D 4e combat is.  “I shift two squares and hit it.” I want that crap to go away fast. The podcast is engaging till combat hits and then it’s excruciatingly boring (for like an hour!). Hint, that’s how the game has gotten too!

Note the ENWorld discussion forum for D&D Next as well as the WotC D&D Next page.

Skull and Shackles – Why Community and Open Licensing Are So Important

Paizo Publishing has started in on their next adventure path, the pirate-themed “Skull & Shackles.” They are supporting it well, with six books of adventure and rules material, the Isles of the Shackles campaign setting book, a Player’s Guide, and the Pirates of the Inner Sea player’s book.

But where it really begins to shine is the support that their rich ecosystem provides – third party publishers and fans, empowered by the OGL specifically and Paizo’s pro-community policies in general.

So from third party publishers, you can get paper minis for the AP from Pathfinder Paper Minis, which has done them for a number of APs. Or expanded ships and ship rules from LPJ which expand on the rules in the Player’s Guide. Hero Lab has the rules content from S&S going into their tool.

But that pales compared to the community support.  Just on the Paizo forums, we have people statting up all the NPCs in Hero Lab. And putting together tools to help track all the pirate jobs and NPC attitudes, and generally helpful things like calculating how far away you can see a ship or creating ambient noise files tuned to the AP.

And that’s why open licensing and promoting instead of shutting down fan sites is good business, and why Paizo is beating the pants off WotC right now.

Monte Cook Leaves Wizards/D&D 5e Design Team

In surprising news on his Livejournal, Monte Cook has announced he’s leaving the D&D Next design team. He says it’s not a disagreement with his fellow designers, but with the company.

This is bad news, very bad news, for D&D Next.  Monte was providing external credibility, as someone who had worked on Pathfinder and has been outside the WotC/Hasbro echo chamber, to the process. Mike Mearls has been talking all old school but he’s been in charge of 4e for a long time and many of its missteps belong directly at his feet. I was willing to believe the combined team, I’m not so sure I’m willing to believe “Now it’ll be even better!’ backpedaling/spin from the same old characters.

I wonder what ‘corporate disagreement’ is in this case. Did they not want to pay him enough?  Or did he see the business plan and think “this is crap on toast?” The Examiner has some speculation. Mearls’ post does have a little bit of a lightly disguised slap-back in it so I’m not sure the “company not the designers” thing is entirely forthcoming.

I guess we’ll see; Wizards took the opportunity to announce that the 5e playtest will start on May 24. Maybe we’ll see something good… But the person with the most experience working with actual players and getting playtest information on products just left. And I’m worried that they’ll just show off some core mechanic that will seem fine…  When I did my initial 4e PHB readthrough, the core mechanic itself seemed fine, it was what they did on top of it that (IMNSHO) ruined the game.

Well, good luck to Monte, and good luck to the 5e team.  (The latter needs it!)

More Kids in Gaming Thoughts, The Future, and 5e

I ranted a bit about the myopic approach of WotC and the rest of the gaming industry to RPGs in My Little Pony: The RPG. Well, I am part of the large peer group of gamers with ~10 year old kids now (a 9 year old girl in my case).  I was out at the Broken Spoke last night with my friend Kevin, who has been getting his 11 year old boy into gaming, and as we talked I had some realizations that 5e needs some major direction change to not just be for the 40 year old grognards.

Simplicity

His observation is that both 4e and Pathfinder are too damn complicated.  It turns the kids off. Even with their basic boxes, the problem is that you run out of adventures and content very quickly. They are seen as very limited time intros whose goal is to convince you that you certainly want to read a 575 page rulebook now. Not! Basic D&D (BECMI) had loads of support but was 600% simpler than any of these current versions.

Weren’t around then or your fond memories clouding facts? Here’s a basic D&D stat block.

Giant Centipedes (8): AC 9; HD 1/2; hp 4, 4, 3, 3, 2, 2, 1, 1; MV 60′ (20′); #AT 1; D poison; Save NM; ML 7; AL N. (Courtesy B5, The Horror On The Hill)

Here’s an AD&D stat block.

Four normal crocodiles: AC 5; MV 6″//12″; HD 3; hp 13 each; #AT 2; D2-8/1-12 (Courtesy U3, The Final Enemy)

Here’s a Pathfinder stat block. After I remove many of the extraneous parts.

CENTIPEDE, GIANT    CR 1
Male Centipede, Giant
NN Medium Vermin
Init +2; Senses Darkvision (60 feet); Perception +4
DEFENSE
AC 14, touch 12, flat-footed 12   (+2 Dex, +2 natural)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Immune mind-affecting
OFFENSE
Spd 40 ft., Climbing (40 feet)
Melee Bite (Centipede, Giant) +2 (1d6-1/20/x2) and
Unarmed Strike +2 (1d3-1/20/x2)
Special Attacks Poison: Bite – injury (DC 13)
STATISTICS
Str 9,  Dex 15,  Con 12,  Int -,  Wis 10,  Cha 2
Base Atk +0; CMB -1; CMD 11 (can’t be Tripped)
Feats Weapon Finesse
Skills Climb +10, Perception +4, Stealth +10, Swim +2
(Courtesy Hero Lab, because who has the patience for modern stat blocks?)

I like Pathfinder; I play Pathfinder.  How much *more* fun is Pathfinder than Basic and AD&D were?  0%.  How much more complex is it? Uh, about 600%, roughly.

The line they’re laying down for 5e is that it’ll be simple and there can be “rules modules” on top to make it more complex.  Which will be fine, as long as they start at REAL SIMPLE.  As in Mentzer Basic simple. You can always layer stuff on to make it more complicated, but making something simpler is very hard. Many relevant lessons from the software industry come to mind here. Everyone says they want something with every feature – but then when they see something that achieves the core feature that is easy to use, they forget about all that.  It’s why e.g. Dropbox is kicking the ass of all the other more complex file sharing methods out there. Microsoft Office is collapsing under its weight as people realize “I don’t use 99% of the crap in here, but I’m paying for it and having to load it on my hard drive and making my simple doc editing a lot slower because of it…” Take a hint.

Support

So that naturally segues into the next topic, game support. Basic D&D was a whole game line unto itself, not necessarily a limited time “intro”.  Kev’s busily trying to hunt down all the adventures (which lucky for me I still have) – for Basic, the B and X series (and the less well conceived CM and M series), and for Advanced the many wonderful series (A, T, GDQ, I, etc…).  Because really all you need is the basic set and then a bunch of stuff to do.

Paizo has made their millions tuning in to the simple truth of what it is that made 1e and Basic the high point of D&D play.  It’s the adventures, stupid! 2e and 3e and 4e kept doing “Silver anniversary of the return to the return to the Keep on the Borderlands” because all the good adventure content was from the 1e and Basic versions.  That’s what catapulted third party companies like Green Ronin to real companyhood with the OGL in 3e – for them it was their Death in Freeport modules. At Gen Con 2000 I bought the 3e PHB and then every single module (we called them modules back in the day) I could get my hands on.

People like to say “Oh, but that’s why D&D failed; I heard it’s that adventures aren’t lucrative…”  No it’s not.  D&D in the 1980s was bigger than 4e + Pathfinder added together and multiplied by 10. And it’s hard to disprove when you look at Paizo and Green Ronin and all those other 3pps – they all bootstrapped themselves as startups on adventures, to where they can now put out multiple game lines and whatnot as proper companies.

My content observation is that kids love manga nowadays.  My daughter and all her friends are all into Full Metal Alchemist, D.Grey Man, and a bunch of stuff like that. Guardians of Order kinda tried to do this back in the day, but a RPG with the same light mechanics coming out for each one of those would be a big seller (and potentially internationally!).  Japan loved D&D too.

IMO this approach could scale down to even very young kids.  I conceived of a Dora the Explorer game when my daughter was much younger, where you adopt their simple quest structure and your “explorers” have to surmount 3 obstacles, which are minigames or arts and crafts assignments or whatever, to proceed. Probably dice aren’t even required.

Here’s where, though, I’m w0rried about the 5e “ultimate toolkit” approach.  How do you make adventures for that? It was easy enough to juggle Basic and Advanced back in the ’80’s, that was a simple strata that made sense.  Now, you’re writing something for a group that may or may not be using big hunks of the rules?  It worries me that the adventures will be a big ol’ mess of “if/then” wasted page count.

Anyway, in my opinion simplicity and support are the keys to making a good base game that will be adopted by a new generation. And if the game’s adopted by a new generation, then money will be thrown into it and I can feel safe knowing there will also be fringe products catering to an old guy like me – just 10% of a large healthy market instead of 90% of an old dying one.

Morale in D&D

The D&D 5e design team is talking about morale in D&D. I miss morale.  For those not familiar with morale, it was a mechanic that told you when foes were likely to break and run or give up instead of just fighting to the death like killbots. (Yes, I know, hard to believe.) It was in Basic and 2e if I recall correctly, and you’d roll 2d6 against it and apply penalties in various circumstances. For examples from my 2e MM, Kobolds were unsteady (7) and Kuo-toa were Elite (13).

To forestall the inevitable poorly thought through complaints, you can ignore it just like you can any other piece of a stat block or monster writeup as a DM, you don’t have to be beholden to it.  (“It says they appear in mountainous terrain and it’s not mountains!  NOOOOOO!”)  But it helps define more specifically how vicious/cowardly a monster or NPC (or PC ally) is. I have this problem right now in our Reavers campaign – the PCs have a bunch of pirate allies, and I’m continually having to make 6 judgment calls a round as to which keep fighting and which fall back; I’d rather have a mechanic for it.

In fact, I think morale can be improved. Back in my Animals in D&D article I proposed to split morale into two factors – one which determines how likely something is to attack in the first place, an aggression value – and one which determines how likely something is to keep fighting. This is especially great for animals – unlike in computer games, animals usually don’t just attack for grins.  And some will flee if they get hit once, while others won’t.  Heck, it’s good for NPCs too – I remember as a new GM back in AD&D 1e days being confused in T1 the Village of Hommlett as to whether the berserkers in the gatehouse were just going to attack anyone they saw, or what? They’re berserkers, but on the other hand they seem to just be chilling in a building with other kinds of creature around…

Sure, if you plan out every single encounter and what is “supposed” to happen you might not need the aggression. But many of us use random encounters, and also have just stuff out there people can wander across – is that owlbear feeling very irate, or just standoffish today?

So I’m definitely in favor of morale coming back.  Let’s say convert it to a d20 roll as is more traditional now. First value, roll over to attack, second value, roll over to keep attacking. And you get a bunch of more interesting behaviors quickly defined…

  • Morale DC 20/10: isn’t going to attack unprovoked, will bail about half the time if it’s in a fight that’s not going well (most animals might fit in here.)
  • Morale DC 10/0: Somewhat likely to attack you, but once the fight starts there’s no going back! Maybe a good value for those berserkers in T1.
  • Morale DC 20/20: Not gonna fight, always gonna run, like a peasant or small herbivore or my dog.
  • Morale DC 10/0: Going to attack half the time, will never flee or surrender
  • Morale DC 7/15: Likely to attack, but not likely to stick with it (many ambush predator types fit into this category, like my cat)
  • Morale DC 5/5: Aggressive and elite critter
  • Morale DC 0/0: Stone golem, crush them!

Etc.  Thoughts?

Shame on Wikia

Did you know that there’s an awesome wiki full of all kinds of information about Golarion, the Pathfinder campaign setting? It’s called the Pathfinder Wiki. It’s at pathfinderwiki.com.

But if you search for it, you are instead likely to find pages from pathfinder.wikia.com, the “Golariopedia.”  What’s up with that?  Just two different projects run by different folks?  Nope.

The Pathfinder Wiki crew started off on Wikia, the free wiki hosting service.  Then after a bunch of technology and policy changes they wanted to move off, and did.  So all the people who know what’s up are contributing content on the Pathfinder Wiki.

So they tried to close down their Wikia wiki.  Nope, Wikia won’t allow it. They tried to post on their wiki’s front page saying the project has moved.  Wikia deletes those messages without fail.  Basically so that they get the page views, I guess, Wikia is censoring what is supposed to be an open wiki to keep the content and unaware visitors on their site.

Go look at the recent changes on “Golariopedia” – just spam and crap.Of course, every once in a blue moon their deceive some new person to create an ID and submit some content, since they leverage Wikia’s reach to have better SEO than the real wiki.

So shame on you, Wikia.  If you don’t want projects to leave you, be better.  But holding onto the content and censoring mention of projects leaving you?  That’s evil.  Stop it. It’s deceptive and there’s more than enough of that on the Web without someone who used to be respectable contributing to it.

For the reader – use, and link to, the real Pathfinder Wiki.  Maybe we can reclaim the search engine rank for the real deal.