Showing posts with label news. Show all posts
Showing posts with label news. Show all posts

Thursday, June 25, 2026

Where I Am

More reconsiderations posts are in the offing, probably next week, but, as has been the case since the end of April, I remain hard at work on completing the first draft of the upcoming second edition of my science fiction roleplaying game, Thousand Suns. My goal was to complete the entire draft by the end of June and, while I'll fall somewhat short of that, I'm still very confident that all of the player-focused chapters and quite a bit more will be done by that date. I've been sharing these drafts with my patrons and a few internal playtesters in advance of a larger playtest that probably will occur later this year, once the drafts are even more polished.

Needless to say, my focus on getting Thousand Suns done continues to occupy most of my writing time. However, I am posting more regular over at Grognardia Games Direct (and at Patreon too), so, if you're impatient for new writing from me, those are the places to visit. That said, there will be new posts coming here in the future, though their schedule is harder to predict. Grognardia may be winding down, but we're still a long way from anything truly final. I'll try to keep everyone up to date as things become more clear.

Thanks!

Monday, May 18, 2026

My Own Cover Band

First, a couple of brief updates:

I’m still hard at work on the first draft of the second edition of Thousand Suns and, while it’s going well, it’s not moving quite as quickly as I had originally hoped. I’m still on schedule to complete most of the draft before I head off to Rome, but a few sections of it, including the High Struggle rules, probably won’t be among them. More information on the development of Thousand Suns (and my other writing projects) can be found over at Grognardia Games Direct, while the actual drafts of the second edition are available to my patrons.

Partly because of this, I won’t be returning to regular posting on this blog until after I return from Rome. I’ve got a great deal on my plate over the next three weeks and simply won’t have the time to devote to anything more than intermittent blogging until the second week of June at the earliest.

I say “partly,” because that’s not the whole story behind my break from regular blogging. Certainly, it’s a significant part of the reason – I really am focused on Thousand Suns right now – but it’s not the only one. Another part is that I feel as if I’m running out of things to say.

I realize that sounds rather ominous, even dire, and I don’t mean it to be. Feeling as if I’m running out of things to say is not the same thing as actually running out of things to say. Given my nature, I suspect only death will prevent me from having opinions about roleplaying games and science fiction and fantasy literature. At the same time, I do think it’s true that the way I’ve been writing Grognardia since at least my return in 2020 is unsustainable and that I need to remedy that.

To explain what I mean, what follows is going to be a bit self-reflective and “philosophical,” for lack of a better word, and I apologize for that. I don’t want to bore anyone with the ins and outs of my thought processes, but I can think of no better way to provide context for what I said above. Besides, externalizing my thoughts through writing has always been one of the ways I sort them out and find my way, however haltingly, toward solutions.

Broadly speaking, I have two recurring “problems” when writing this blog and they’re related. The first is one I’ve mentioned before in other contexts. After just shy of 5000 posts since 2008 – 4982 as of now – the odds are good that I’ve already written about almost every remotely old school RPG topic I can easily imagine. That’s obviously not literally true, as evidenced by the fact that I still occasionally strike gold even in well-mined veins of gaming history and discussion, but I’m not exaggerating when I say that I regularly struggle to find a genuinely new topic about which to write.

I can’t tell you how many times I’ve begun a post on some subject and, as I search through the archives for a relevant link, realized that I’d already written about the same topic, sometimes even using the same title. That would be frustrating for anyone, I suspect. It’s especially frustrating for me because I used to have no trouble finding things to write about each day. One need only look at the first few years of the blog to see that, during the 2008–2011 period, I was often making two posts every single day. That’s a level of output I haven’t achieved in years and likely never will again.

Thinking back on the beginning of this blog brings me to the second problem with which I’ve been grappling: the increasingly recursive feel of RPG discussions. Grognardia has always included lots of commentary about both gaming history and game design. That was, I think, a big part of its original appeal during the early days of the OSR. After nearly a decade of Third Edition Dungeons & Dragons, a lot of us longed for the freedom and exuberance we remembered from the hobby’s earlier years. The OSR gave voice to a genuine desire to recover the things about roleplaying games that had once so appealed to us and I think it was largely successful in that endeavor.

There was a vital energy and effortless creativity in the early days of Grognardia. The blog was buoyed by the rising tide of enthusiasm for older RPGs and, in turn, offered ideas and commentary that contributed to that tide. It was a virtuous cycle and I’m still very proud to have been part of it. Likewise, whenever I see someone reference “Gygaxian naturalism” or “the oracular power of dice,” it pleases me greatly, because I’m reminded that I did, in however modest a way, contribute something worthwhile to the understanding and appreciation of old school roleplaying.

Nowadays, though, I often feel as if I’m making ever finer distinctions with diminishing returns for everyone involved. Whereas the early OSR was filled with Big Ideas and bold (and occasionally ill-considered) opinions, in recent years I’ve increasingly felt as if I’m repeating things I said better a more than a decade ago. To put it another way, I sometimes worry that I’m becoming my own cover band. A good performer knows when it’s time to leave the stage and I don’t want to become a parody of myself.

At the same time, I still feel a great deal of energy and creativity when it comes to my own projects, like Thousand Suns and Secrets of sha-Arthan. I doubt either of them will ever have the same broad appeal as my best Grognardia posts once did, which is why I’ve largely segregated discussion of them to my Substack. They don’t quite fit on Grognardia in the same way and there’s probably no point in pretending otherwise.

For obvious reasons, I’m deeply attached to Grognardia. I’m not yet at the point where I wish to abandon it for good. At the same time, I am at a point where I question its purpose. This isn’t 2010 and the OSR, to the extent that it can still be said to exist in any coherent sense, is very different from what it was during the blog’s heyday. Grognardia is different too and that's not necessarily a bad thing. After all, not every endeavor can or should remain frozen at the moment of its greatest cultural relevance. Blogs, like people, age and change. These facts by no means invalidate what's come before. If anything, it may simply mean that the role Grognardia once played is no longer the role it needs to play now.

Of course, I don’t yet know exactly what that means in practice. The one thing I do know is that the conditions that originally gave rise to this blog in 2008 cannot be recreated and that trying to do so is a recipe for frustration. If, upon my return, I'm to keep posting here as I have for so long, some things will have to change. To be clear, I don’t view this as a cause for despair. If I feel any frustration, it’s mostly the frustration of recognizing that a thing which once came effortlessly to me now requires more deliberation and care. That’s hardly unique to blogging or even to writing generally, though it's new experience for me.

In any event, I wanted to explain why posting here may continue to be somewhat irregular for the foreseeable future. Grognardia still matters to me. I’m simply trying to determine what shape it ought to take in the months and, I hope, years ahead – and whether I can find a way forward that feels both honest and worthwhile.

In the meantime, thank you all for continuing to read. Your continued support, appreciation, and encouragement have meant the world to me. More soon, I hope!

Saturday, May 9, 2026

The Eternal City

I know that I made some of you aware of this earlier, but, as the time draws closer, I thought I'd share the information more widely. Between May 31 and June 7, I will be in Rome, Italy on a brief holiday. 

I also know that I have a number of readers and colleagues in Italy, though I am unsure how many of you live in or near Rome. Assuming it's possible, I'd love to meet some of you, since I can't say when I'll ever be in Europe again. The last time I did so was in the late 1980s, when I was an exchange student in England (and, before that, when I was born in the Netherlands). I'm not much of a world traveler, but I couldn't pass up the chance to see Rome when the opportunity arose.

Naturally, I've already got a number of excursions and visits planned during my trip. However, I also have a few days when I'm also quite free. Those times would be perfect for any meet-ups that might occur.

I realize, of course, I'm sharing this with comparatively little advance warning, so meeting up might present logistical problems. Still, I felt I ought to make everyone aware of this in the event that something could be arranged. I have lots of fun at Gamehole Con each year meeting my fellow roleplayers in North America. I imagine I'd enjoy doing so in Italy as well.

Tuesday, May 5, 2026

The High Struggle (Part II)

My attention remains on the first draft of Thousand Suns second edition for a while longer. However, for those of you who care about that project, I'd ask you to head over to Grognardia Games Direct, where I provide updates on it, like this one.

The High Struggle (Part II) by James Maliszewski

A Preview of a Preview

Read on Substack

Friday, April 17, 2026

Underground

I'm not dead, but I am deep in the proverbial salt mines, working hard to complete the first draft of the second edition of Thousand Suns. I'm making excellent progress on this particular project and don't want to slow the momentum, so that means that I'm devoting myself fully to it. That also means – unfortunately – that daily blogging is lower on my priority list and will remain so for a bit longer. How much longer, I can't rightfully guess.

Rest assured: I shall return when I've completed the draft. In the meantime, I may make a few posts at Grognardia Games Direct about the state of the second edition and will continue to share my drafts at Advanced Grognardia during this pause. I may even pop in here with a post or two if an idea gets into my head that I feel compelled to share. However, for the next few weeks, Thousand Suns owns me.

See you soon!

Thursday, April 2, 2026

Lowlife

Back in the far-off days of the early Old School Renaissance, when Labyrinth Lord was everyone's go-to B/X Dungeons & Dragons retro-clone, Goblinoid Games published two supplements to it that I really liked: the Advanced Edition Companion and Realms of Crawling Chaos. Among the many admirable qualities they shared were illustrations by Sean Äaberg. As I say in my linked reviews, it took me a little while to warm up to Sean's punk, underground comix-inflected artwork – I am, after all, a stodgy traditionalist about many things – but its anarchic energy eventually won me over. His illustrations remind me a bit of Erol Otus's early work mixed with some of the stuff I saw in White Dwarf and other British fantasy from the '80s but with its own unique sensibility. I love it and think it's a great evocation of the DIY spirit of the early hobby.

That's why, when I found out a couple of weeks ago, that Sean has been working on a tabletop RPG called Lowlife based on his previously published co-op boardgame of "swords, sausages, and sorcery," Dungeon Degenerates, it caught my attention. Though I'd never played the boardgame, I knew of it and liked its garish colors and funky artwork. Likewise, the reviews of the game I found online were all very positive, praising both its mechanics and the world if presented, which piqued my interest. Plus, as I mentioned, Sean has a long history of involvement in the OSR, so I knew I wanted to give his new project a shout-out.

If you follow the link above, you can find out more about Lowlife and Sean's plans for it. There's even a preview primer of it that'll give you a bit more information, along with sample layouts of the rulebook. Elsewhere, Sean talks about the game and its inspirations – a blend of "classic fantasy tropes, the scenes you’d find airbrushed on the sides of vans, the scenes of metal record sleeves, black light posters, the grit of Oldhammer with the fun & unexpected twists of the classic Japanese Role-Playing Video Games." It's precisely the kind of gleeful goulash of elements and influences that have always characterized the best old school RPGs and I look forward to see what comes of it. 

Tuesday, March 3, 2026

Thousand Suns 2e Playtesting

It's still very much my intention to release a new edition of my science fiction roleplaying game, Thousand Suns, either this year or next. While my public discussions of my design work on this project take place over at Grognardia Games Direct, I'll also be doing a series of playtests the details of which will periodically appear at my Patreon. If that's something you'd be interested in, my latest (public) post talks a bit about this, with more information to follow in the weeks ahead.

Saturday, January 3, 2026

MA 50

Sometime this year – people better informed than I will know the precise date – James M. Ward's Metamorphosis Alpha will celebrate its 50th anniversary, the original having been released in 1976. Since I'm currently refereeing a campaign using these venerable science fiction RPG rules, I've been spending a lot of time online looking for additional resources to expand and enhance them. During one of these deep dives, I discovered a piece of news from March of last year that I somehow overlooked: 

Catalyst Roleplaying Games is proud to announce that we are working with Para Bellum Consulting for a special 50th anniversary release of Metamorphosis Alpha, an enduring classic of science-fiction roleplaying. This edition will honor the spirit and ingenuity of the original edition while offering exciting updates, including modernized gameplay and greatly expanded plot options.

The announcement doesn't give a release date or indeed provide much information of any sort beyond the usual marketing spiel one expects from such things. Even so, I'm intrigued. A few years ago, Goodman Games did, I think, a superb job of supporting the original Metamorphosis Alpha with new material, some of which I plan to incorporate into my campaign. From the sounds of it, Catalyst is creating an entirely new game, which isn't quite as exciting to me, but who knows? Maybe their "honor[ing] the spirit and ingenuity of the original edition" will be more than just empty words. 

If anyone knows any more about this new version of MA, please let me know in the comments. 

A Very Real Debt

Though this blog has, since its inception nearly eighteen years ago, been a staunch advocate for recognizing and celebrating the debt Dungeons & Dragons owes to pulp fantasy literature, there can be no doubt, despite the protestations of some (including myself, from time to time), that it also owes a significant debt to J. R. R. Tolkien, born on this day in 1892. That debt is not merely a matter of surface details, such as the presence of elves, dwarves, or halflings, nor even of familiar narrative trappings like ancient evils and lost kingdoms. Rather, Tolkien’s influence runs deeper, shaping expectations about the coherence of secondary worlds, the moral weight of history, and the idea that fantasy settings might possess an internal logic and gravitas extending far beyond the immediate needs of any single adventure.

Even when early role-playing games diverged from Tolkien’s sensibilities – or, in some cases, reacted against them – they did so in dialog with a vision of fantasy he helped to define. The very act of distinguishing pulp fantasy from Tolkienian (or "high") fantasy implicitly acknowledges the latter as a point of reference. On Tolkien’s birthday, then, it seems appropriate to set aside old debates long enough to acknowledge that, however indirect or contested it may sometimes be, his influence on Dungeons & Dragons and the broader hobby is both real and enduring.

Happy birthday, Professor Tolkien!

Thursday, January 1, 2026

RIP Tim Kask (1949—2025)

Multiple sources report that Tim Kask, TSR’s first full-time employee, died on December 30 at the age of 76 after a short illness. 

Although I conducted a three-part interview with Mr Kask in the early days of this blog, I would not claim to have known him personally, much less well. Our direct interactions were limited to a handful of online exchanges and one particularly memorable encounter at GameholeCon several years ago, during a late-night session of Béthorm, the Tékumel RPG, refereed by its designer and artist, Jeff Dee. For the most part, I knew Tim Kask, as so many of us did, through his work and that work was substantial. As editor of The Strategic Review and, later, the first editor of Dragon magazine, he played a crucial role in shaping the early voice and direction of the roleplaying hobby.

Kask’s passing is another reminder that time continues its steady advance and that we are increasingly losing those who helped create and sustain the hobby we enjoy today. It is for this reason that I encourage anyone who has ever loved a roleplaying game to reach out to its creators and let them know what their work has meant to you. I have done so on several occasions and those messages have invariably been met with kindness and gratitude. With the loss of yet another figure from the hobby’s formative years, it feels more important than ever to make that effort while we still can.

Monday, December 8, 2025

Fight On! Issue #17 (Fall 2025)

The latest issue of the legendary OSR 'zine, Fight On!, has been released in both print and electronic formats. Dedicated to the memory of David C. Sutherland III, it's filled with a terrific selection of articles and art from a wide variety of old school creators. I myself wrote a longish piece for this issue, a hexcrawl set in the Eshkom Distict of the Secrets of sha-Arthan setting, which serves as a little preview of some of what I've been working on (though you can check out my Substack for lots more of that, too).

It's good to see Fight On! continuing to release new issues. I consider it a foundational product of the Old School Renaissance, one that quite literally helped to bring this weird little part of our hobby to wider attention. Check it out!

Friday, November 28, 2025

Dolmenwood Launch Party

Tonight at 8pm EST, I'll be joining Gavin Norman on the Exalted Funeral Youtube channel for the Dolmenwood launch party, along with other guests. If you're interested in Dolmenwood and have some time to spare, come and join us.

Monday, November 24, 2025

The Ensorcellment of January

Though the initial response to my post about whether to devote the month of January to either Robert E. Howard or Clark Ashton Smith was muddled, in the days since, CAS has pulled decisively ahead – so much so that I now feel I can declare him the winner. That means that January 2026 will be The Ensorcellment of January, just as this past August was The Shadow over August

Like The Shadow over August, this series will consist of daily discussions of the life, legacy, and influence of the Bard of Auburn over subsequent fantasy, science fiction, and horror, with special attention paid to what roleplaying games owe to him and his works. Naturally, there'll be Pulp Fantasy Library posts featuring Smith stories I've not yet covered on Grognardia, but I also plan posts on many other topics, with at least some of them consisting of original CAS-inspired game content. 

Also like The Shadow over August, my plans for The Ensorcellment of January are not intended to be exhaustive, much less scholarly. They will follow my own interests and whims, shaped now and then by reader feedback. My aim is simple: to help the least well known of the Big Three of Weird Tales claim a larger share of the attention he justly deserves. I hope you’ll join me in January as we journey beneath Zothique’s dying sun, wander the haunted ruins of Averoigne, and trek across sorcerer-haunted realm of Hyperborea – all in celebration of Clark Ashton Smith and the strange, decadent brilliance of his imagination.

Friday, November 21, 2025

Mail Call

As you may recall, I'm currently refereeing a Dolmenwood campaign, which began a little over a year ago. Though I haven't posted about it in a few weeks, the adventures of Sir Clement, Fallon, Waldra, Alvie, and Marid continue on a more or less weekly basis. Currently, our merry band is investigating the ruined Abbey of St Clewyd under the instructions of Nedwynne Hargle, head of the Seminary of One Hundred Martyrs and Fallon's patron within the Pluritine Church. It's a fun campaign that I continue to enjoy, in large part because of just how delightful and imaginative the setting of Dolmenwood is.

Up until now, I've been using advance PDF copies of the Dolmenwood books and adventures in anticipation of the release of their print copies. Yesterday, I was very happy to receive a package containing those print copies, which, quite frankly, exceeded my expectations. They're absolutely beautiful books, as you can see here:

In case it's not clear, the larger books at the bottom consist of (from left to right) the Player's Book, the Campaign Book, the Monster Book, and the Maps Book. Above them (also from left to right) are four adventures: Winter's Daughter, The Fungus That Came to Blackeswell, The Ruined Abbey of St Clewyd, and Emelda's Song. I've made good use of all these adventures over the course of the campaign, so I can attest to their utility. 

Here are the four main books shown from the perspective of their spines, to give you a sense of their comparative thickness:
The Campaign Book, which is more or less the referee's guide, is by far the thickest of the four. In addition to all the usual stuff you'd expect to find in a referee's book, it also describes all the major factions of Dolmenwood, along with every single hex of the setting map. This has proven incredibly useful to me, as the characters wander across the Wood. The hex descriptions are all limited to a single page, featuring noteworthy features, NPCs, and locales, along with other ideas that might spark adventures. It's all very well done and, as I said, useful in play.

Speaking of the Wood, I also got a large cloth map of the whole setting, which looks especially impressive when laid out on a table:
The map looks like it'll very useful at the table, too, enabling players to plan their travels and referees to keep track of their movements. Both are important, since Dolmenwood is, in large part, a game of hex crawling through the civilized and wild nooks and crannies of the Wood. The Maps Book has many more useful maps for use by the referee, like maps of mortal and fairy domains, ley lines, elevation, treasure hoards, and more. Like everything else, it's great and useful stuff.

Dolmenwood officially releases next Friday, November 28. I'll definitely have some more to say about it in a week's time, but I was sufficiently pleased by having received my copies yesterday that I couldn't wait to show them off today. 

Monday, November 17, 2025

REH vs CAS

At the end of last week, I asked readers whether they’d prefer that I devote this coming January to Robert E. Howard or Clark Ashton Smith, in the same way that I dedicated this past August to H.P. Lovecraft.

So far, the “contest” is remarkably close. At the moment, the Bard of Auburn holds a very narrow lead over Two-Gun Bob, but not by enough to declare the matter settled. Honestly, I’m not surprised. Both Howard and Smith are more than worthy of a full month’s attention on this blog and each brings something distinct and compelling to the table. I’d be delighted to spend January exploring either one of them and, judging from the comments and emails I’ve received so far, many of you feel the same way.

Because the vote remains so tight, I may need to turn to another method of choosing. One option I’m considering is putting the final decision to my patrons. Their support of Grognardia is direct and it seems only fair to let them weigh in when a topic inspires this much enthusiasm. If nothing else, it would be a fitting way to break the tie and ensure that the choice reflects the people who help make these month-long deep dives possible.

In the meantime, I encourage everyone who hasn’t yet commented or sent me an email to do so. Whichever way this goes, January is shaping up to be another enjoyable excursion into the history of early fantasy literature.

Friday, November 14, 2025

January Approacheth

Back in August, I devoted the entire month on this blog to discussing H.P. Lovecraft and his legacy, under the banner of The Shadow over August. What began as an experiment turned out to be one of the most enjoyable projects I’ve undertaken on Grognardia in some time. Not only was it fun to revisit Lovecraft’s writings and influences in a focused way, but the response from readers was far more enthusiastic than I had expected. It reminded me of the value of spending a sustained period delving into a single creator whose work has shaped the hobby in so many ways.

With that in mind, I’ve been thinking about doing something similar in January. Two of the other great figures associated with Weird Tales, Robert E. Howard and Clark Ashton Smith, were both born in that month. Each is, in his own way, a towering influence on fantasy, horror, and roleplaying games. Consequently, I would very much like to give one of them the same kind of month-long attention I gave to Lovecraft in August.

Notice I said one. For practical reasons, I can only manage one such project right at a time, however much I'd like to do both. That leaves me with a choice and, rather than make it myself, I thought it would be more fitting (and fun) to put it to you, the readers.

I’ve come up with titles that mirror the spirit of The Shadow over August and capture something of each author’s tone:

  • For Robert E. Howard: The Savage Sword of January
  • For Clark Ashton Smith: The Ensorcellment of January

Both possibilities appeal to me for different reasons and I would enjoy devoting a month to either writer. So, I’m asking for your help in deciding which one I should pursue. If you have a preference – Howard or Smith – please let me know in the comments. I’ll tally the responses and announce the outcome before the end of the year, as I can begin preparing for whichever choice wins out. It's a difficult choice, to be sure, and I don't think there's a wrong option. Plus, I can always devote January 2027 to whichever of the two isn't chosen for 2026.

As always, thank you for reading and for your continued enthusiasm. August’s experiment succeeded in large part because of your engagement and I’m looking forward to seeing where January takes us.

Monday, October 20, 2025

There and Back Again

I am now safely back in my northern lair after spending the last five days at Gamehole Con in lovely Madison, Wisconsin. I have a lot to say about it and other topics, but that will have to wait until after I have dug myself out from under all the emails, comments, and other correspondence that has piled up in my absence. In the meantime, enjoy another amusing Tolkien-related comic:

https://reparrishcomics.com/post/186528205633/facebook-twitter-instagram-redbubble-buy

Wednesday, October 1, 2025

October Thoughts

As I noted in my earlier post about The Grey Knight, now that it’s October, I feel the need to use this months as an opportunity to explore that in roleplaying games a little more than I usually do (which is actually a lot, come to think of it).

Now, I should be clear: I don’t have it in me to devote every post this month to horror in the way I did with The Shadow over August, when I spent the entire month examining Lovecraft and his legacy. That was an intense endeavor and, while that exercise was both fruitful and well-received, it also took a lot of work on my part. I'm simply not up to that so soon afterwards, especially with Gamehole Con coming up in two weeks (more on that later). 

So, this month, my approach will be lighter and more flexible. Horror will appear more frequently in my writing here, but it will coexist with discussions of all the usual topics I care about. That's in addition to my other ongoing work on both Patreon and Substack (which I recommend you check out if you like what I do here). 

One concrete way this will manifest is that the next four installments of Pulp Fantasy Library, starting next Monday, October 7, will turn to classic horror stories. These are tales I think worthy of attention, whether because they are historically significant, influential on later writers, or simply brilliantly unsettling. Some of them are well-known, others less so, but all have something to teach about fear, suspense, and the strange pleasures of the macabre – topics I think worthy of discussion during this month.

After these four horror-focused posts, I’ll return to looking at Lovecraft’s Dream Cycle stories in November, continuing a thread I hope some of you have been following since I restarted the feature after a long quiescence. In the meantime, consider this a kind of gentle “horror season." It won't be a deluge of posts on the topic, but there will be enough to remind us why the weird and the scary have long been a vital part of our games and our imaginations.

Monday, September 29, 2025

Oddments

I wanted to point out two small things in relation to recent posts:

  • There is now a Recent Comments gadget in the righthand column of this blog, displaying the last five comments made to any posts here, even ones from several months or years ago. A suggestion was made that, by including it, I might increase interest in the comments section. Since it wasn't a difficult addition to the blog, I readily complied. So far, it seems to be working, so that's great.
  • One of the players in my House of Worms campaign, cartographer extraordinaire, Dyson Logos, has posted his own account of recent events. If you're looking for a different, less florid perspective on the campaign's penultimate session, give a read (and tell Dyson he's misspelled Dhich'uné while you're at it).

Wednesday, August 13, 2025

Second Thoughts

Second Thoughts by James Maliszewski

In Which I Begin to Doubt Myself

Read on Substack