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  1. Hundreds of native wildflowers in Britain and Ireland are now featured in new photo collections. This includes common flowers like Red Campion and Foxglove.

    #WildflowersUK, #IrishFlora, #BotanicalArt, #NaturePhotography, #WildflowerHour
    newsletter.tf/britain-ireland-

  2. Hundreds of native wildflowers in Britain and Ireland are now featured in new photo collections. This includes common flowers like Red Campion and Foxglove.

    #WildflowersUK, #IrishFlora, #BotanicalArt, #NaturePhotography, #WildflowerHour
    newsletter.tf/britain-ireland-

  3. Hundreds of native wildflowers in Britain and Ireland are now featured in new photo collections. This includes common flowers like Red Campion and Foxglove.

    #WildflowersUK, #IrishFlora, #BotanicalArt, #NaturePhotography, #WildflowerHour
    newsletter.tf/britain-ireland-

  4. Hundreds of native wildflowers in Britain and Ireland are now featured in new photo collections. This includes common flowers like Red Campion and Foxglove.

    #WildflowersUK, #IrishFlora, #BotanicalArt, #NaturePhotography, #WildflowerHour
    newsletter.tf/britain-ireland-

  5. Pop Cryptid Spectator 17

    Hello everyone. Welcome to the 17th issue of Pop Cryptid Spectator featuring cryptids in mainstream popular culture.

    As I scroll through news feeds, I keep an eye out for examples of pop cryptids. They are NOT hidden, they are ubiquitous, making their appearance known every day in movies, TV, games, social media, folk culture, and consumer culture. I’ve collected more examples over the past few weeks. I’ll never be short of them!

    In this edition:

    • Bear Lake monster marker
    • Join the cryptid crawl
    • Cryptids as sports icons
    • New York Times Monster Quest Strands puzzle
    • Blue Ridge Hunting game features Appalachian cryptids
    • Seeking Mothgirl
    • Another fake Bigfoot promo video
    • Nessie Quest 2025 is a bust

    Bear Lake monster marker

    A Utah State University student headed a project to give Bear Lake its own official cryptid commemorative sign. The Bear Lake monster, a typical Nessie-like creature legend common to dozens of lakes in North America, is the subject of Utah’s first “Legends & Lore” sign. According to the USU press on the unveiling of the sign, the modern legend began in 1868, when Joseph C. Rich, a local Mormon writer, popularized a tale that was likely adapted from Shoshone oral traditions via a letter to the Deseret News. Rich later admitted that the story was fiction, but that never stood in the way of a good monster story. The co-opting of a Native legend of a spirit animal to fuel a story about a potentially dangerous lake creature is a ploy used over and over again. The older legends add credibility, but are used without proper context. The newly revamped tale catches on.

    People will see what they believe. The Bear Lake monster’s disparate descriptions range from sea serpent-like, to resembling plesiosaurs, mosasaurs, crocodiles, or large fish. It’s clearly imaginary, which actually gives it limitless flexibility in the current culture.

    Certain lakes are particularly prone to reports of lake monsters thanks to a combination of popular cultural depictions and wakes on the lake that are mistaken for humped creatures. The surfacing of large fish or the occasional swimming mammal will also do wonders to propel the legend. The USU write-up was clear that there is no real undiscovered animal in the lake; instead, the sign celebrates the value of community that is evident in their beloved shared story of the monster. Melissa Anderson, the grad student who won the grant to erect the sign, expressed this very pop cryptid sentiment:  

    “Whether the story of the Bear Lake Monster is true or not, there’s truth in its impact, which is really awesome,” Anderson said. “And I think monsters are fun.” 

    Join the cryptid crawl

    In PCS 16, I mentioned a cryptid crawl taking place in Ohio. Up popped another one in Lancaster, PA! The Tales from the Shadows weekend event features cryptid and paranormal activities in the downtown area aimed at families and in support of small businesses. The cryptid crawl features popular legendary creatures included Pennsylvania’s own Squonk, a top pop cryptid these days. The crawl encourages participants to visit locations around town to collect stickers and, when complete, to receive a commemorative prize. Look for this type of community event to catch on.

    Cryptids as sports icons

    In PCS 4 and 5, I linked to the saga of the Utah Hockey Club trying and failing to obtain the name “Yetis” for their team. There are many North American sports teams that use cryptids as team names or as their mascots. Check out this article I wrote back in 2024 with several examples and some background on why cryptids are so popular in this role. I recently updated the article with the addition of a football club from Texas called the Chupacabras. Of course, there is an awesome logo!

    New York Times Monster Quest Strands puzzle

    Forteans and cryptid fans rejoiced on June 4 as the NYT “strands” puzzle featured a cryptid theme. What a stellar example of how cryptids have hit the mainstream! “Cryptids” was the “spangram” word.

    Blue Ridge Hunting game features Appalachian cryptids

    A new 3D graphics video game joins a growing list of games that invoke Appalachian folk horror as a theme for an immersive and spooky experience. The Blue Ridge Hunting game uses the trope about seeing something in the woods, but no one believes you or doesn’t want to hear about it. (“No, you didn’t.”) While you aim to hunt the monsters, they are hunting you. So, don’t be too noisy….

    Blue Ridge Hunting allows you to team up with your friends to investigate some of the most infamous cryptids said to haunt the Appalachian region. Players can utilize various tools to collect evidence and track down creatures. Income from successful hunts can be invested in new equipment – but be careful! Creatures are always listening and looking; utilize proximity voice chat and your radio for communication, but be careful not to attract too much attention…

    In a way, I rather like that idea. People walking in the woods need to stop talking so loudly, hooting and hollering. Just listen, you may hear something.

    Seeking Mothgirl

    Are you getting the gist that cryptids are huge in gaming? If you don’t like camo-wearing, gun-wielding games, you might enjoy Lost Records: Bloom & Rage where you go looking for the Moth Girl via a theme within the game called Capturing the Cryptid. The Moth Girl cryptid is a cutified version of Mothman. Various versions of a “moth girl” can be found in art, cosplay, and fiction. Cute versions of cryptids are a predominant theme of pop cryptids.

    Another fake Bigfoot promo video

    It’s a thing, now, for outdoor companies in the US west to stage “Bigfoot” sightings for tourism promotion. Sometimes they do it live for tourists passing by. Other times, they stage a cheap stunt for social media promotion. That’s what was done in late May for Colorado River Expeditions. They put someone in the standard Bigfoot suit:

    And made them pose for the camera. See for yourself in this video by ParaBreakdown:

    https://www.youtube.com/watch?v=1mtGC1Ymjn4

    Nessie Quest 2025 is a bust

    The annual Nessie Quest weekend in May, bringing hundreds of people together in person and online to search for the mystery cryptid, turned up zero evidence this year. It seems a bit silly after all these decades to keep trying to find scientific evidence when Nessie is obviously far more valuable as a legend. But the event is a good ploy for people to play pretend scientists. This year, there wasn’t even blurry footage of waves to speculate about. The best that the news media could find was an image of a pike eyeing some bait. The Glasgow media spun this in the most optimistic light possible by saying “experts hunters” (how can you be an expert if you’ve never gotten a creature?!) say the large fish would serve as food for a large predator. Sure, sure.

    Thanks for reading! Send comments, questions, or suggestions to sharon(at)sharonahill.com. If you want to send some cryptid plushies or other merch, or books to review, email for my physical mailing address.

    For more, click on Pop goes the Cryptid landing page. Make sure you subscribe to all the posts – it’s always free and I don’t send annoying spam. 

    Pop Cryptid Spectator is also available on Substack. Please share this with cryptid fans you know!

    Pop Cryptid Spectator Pop Cryptid Spectator 16

    Pop Cryptid Spectator 16

    Pop Cryptid Spectator 15

    Pop Cryptid Spectator 15

    Pop Cryptid Spectator 14

    Pop Cryptid Spectator 14

    Pop Cryptid Spectator 13

    Pop Cryptid Spectator 13

    Pop Cryptid Spectator 12

    Pop Cryptid Spectator 12

    Pop Cryptid Spectator 11

    Pop Cryptid Spectator 11

    #AICryptids #cryptids #cryptidtiktok #folklore #hoax #LochNessMonster #Nessie #nightmarefuel #TheSasqualogist #VeggieMan #WestVirginia

    sharonahill.com/?p=9679

  6. Pop Cryptid Spectator 17

    Hello everyone. Welcome to the 17th issue of Pop Cryptid Spectator featuring cryptids in mainstream popular culture.

    As I scroll through news feeds, I keep an eye out for examples of pop cryptids. They are NOT hidden, they are ubiquitous, making their appearance known every day in movies, TV, games, social media, folk culture, and consumer culture. I’ve collected more examples over the past few weeks. I’ll never be short of them!

    In this edition:

    • Bear Lake monster marker
    • Join the cryptid crawl
    • Cryptids as sports icons
    • New York Times Monster Quest Strands puzzle
    • Blue Ridge Hunting game features Appalachian cryptids
    • Seeking Mothgirl
    • Another fake Bigfoot promo video
    • Nessie Quest 2025 is a bust

    Bear Lake monster marker

    A Utah State University student headed a project to give Bear Lake its own official cryptid commemorative sign. The Bear Lake monster, a typical Nessie-like creature legend common to dozens of lakes in North America, is the subject of Utah’s first “Legends & Lore” sign. According to the USU press on the unveiling of the sign, the modern legend began in 1868, when Joseph C. Rich, a local Mormon writer, popularized a tale that was likely adapted from Shoshone oral traditions via a letter to the Deseret News. Rich later admitted that the story was fiction, but that never stood in the way of a good monster story. The co-opting of a Native legend of a spirit animal to fuel a story about a potentially dangerous lake creature is a ploy used over and over again. The older legends add credibility, but are used without proper context. The newly revamped tale catches on.

    People will see what they believe. The Bear Lake monster’s disparate descriptions range from sea serpent-like, to resembling plesiosaurs, mosasaurs, crocodiles, or large fish. It’s clearly imaginary, which actually gives it limitless flexibility in the current culture.

    Certain lakes are particularly prone to reports of lake monsters thanks to a combination of popular cultural depictions and wakes on the lake that are mistaken for humped creatures. The surfacing of large fish or the occasional swimming mammal will also do wonders to propel the legend. The USU write-up was clear that there is no real undiscovered animal in the lake; instead, the sign celebrates the value of community that is evident in their beloved shared story of the monster. Melissa Anderson, the grad student who won the grant to erect the sign, expressed this very pop cryptid sentiment:  

    “Whether the story of the Bear Lake Monster is true or not, there’s truth in its impact, which is really awesome,” Anderson said. “And I think monsters are fun.” 

    Join the cryptid crawl

    In PCS 16, I mentioned a cryptid crawl taking place in Ohio. Up popped another one in Lancaster, PA! The Tales from the Shadows weekend event features cryptid and paranormal activities in the downtown area aimed at families and in support of small businesses. The cryptid crawl features popular legendary creatures included Pennsylvania’s own Squonk, a top pop cryptid these days. The crawl encourages participants to visit locations around town to collect stickers and, when complete, to receive a commemorative prize. Look for this type of community event to catch on.

    Cryptids as sports icons

    In PCS 4 and 5, I linked to the saga of the Utah Hockey Club trying and failing to obtain the name “Yetis” for their team. There are many North American sports teams that use cryptids as team names or as their mascots. Check out this article I wrote back in 2024 with several examples and some background on why cryptids are so popular in this role. I recently updated the article with the addition of a football club from Texas called the Chupacabras. Of course, there is an awesome logo!

    New York Times Monster Quest Strands puzzle

    Forteans and cryptid fans rejoiced on June 4 as the NYT “strands” puzzle featured a cryptid theme. What a stellar example of how cryptids have hit the mainstream! “Cryptids” was the “spangram” word.

    Blue Ridge Hunting game features Appalachian cryptids

    A new 3D graphics video game joins a growing list of games that invoke Appalachian folk horror as a theme for an immersive and spooky experience. The Blue Ridge Hunting game uses the trope about seeing something in the woods, but no one believes you or doesn’t want to hear about it. (“No, you didn’t.”) While you aim to hunt the monsters, they are hunting you. So, don’t be too noisy….

    Blue Ridge Hunting allows you to team up with your friends to investigate some of the most infamous cryptids said to haunt the Appalachian region. Players can utilize various tools to collect evidence and track down creatures. Income from successful hunts can be invested in new equipment – but be careful! Creatures are always listening and looking; utilize proximity voice chat and your radio for communication, but be careful not to attract too much attention…

    In a way, I rather like that idea. People walking in the woods need to stop talking so loudly, hooting and hollering. Just listen, you may hear something.

    Seeking Mothgirl

    Are you getting the gist that cryptids are huge in gaming? If you don’t like camo-wearing, gun-wielding games, you might enjoy Lost Records: Bloom & Rage where you go looking for the Moth Girl via a theme within the game called Capturing the Cryptid. The Moth Girl cryptid is a cutified version of Mothman. Various versions of a “moth girl” can be found in art, cosplay, and fiction. Cute versions of cryptids are a predominant theme of pop cryptids.

    Another fake Bigfoot promo video

    It’s a thing, now, for outdoor companies in the US west to stage “Bigfoot” sightings for tourism promotion. Sometimes they do it live for tourists passing by. Other times, they stage a cheap stunt for social media promotion. That’s what was done in late May for Colorado River Expeditions. They put someone in the standard Bigfoot suit:

    And made them pose for the camera. See for yourself in this video by ParaBreakdown:

    https://www.youtube.com/watch?v=1mtGC1Ymjn4

    Nessie Quest 2025 is a bust

    The annual Nessie Quest weekend in May, bringing hundreds of people together in person and online to search for the mystery cryptid, turned up zero evidence this year. It seems a bit silly after all these decades to keep trying to find scientific evidence when Nessie is obviously far more valuable as a legend. But the event is a good ploy for people to play pretend scientists. This year, there wasn’t even blurry footage of waves to speculate about. The best that the news media could find was an image of a pike eyeing some bait. The Glasgow media spun this in the most optimistic light possible by saying “experts hunters” (how can you be an expert if you’ve never gotten a creature?!) say the large fish would serve as food for a large predator. Sure, sure.

    Thanks for reading! Send comments, questions, or suggestions to sharon(at)sharonahill.com. If you want to send some cryptid plushies or other merch, or books to review, email for my physical mailing address.

    For more, click on Pop goes the Cryptid landing page. Make sure you subscribe to all the posts – it’s always free and I don’t send annoying spam. 

    Pop Cryptid Spectator is also available on Substack. Please share this with cryptid fans you know!

    Pop Cryptid Spectator Pop Cryptid Spectator 16

    Pop Cryptid Spectator 16

    Pop Cryptid Spectator 15

    Pop Cryptid Spectator 15

    Pop Cryptid Spectator 14

    Pop Cryptid Spectator 14

    Pop Cryptid Spectator 13

    Pop Cryptid Spectator 13

    Pop Cryptid Spectator 12

    Pop Cryptid Spectator 12

    Pop Cryptid Spectator 11

    Pop Cryptid Spectator 11

    #AICryptids #cryptids #cryptidtiktok #folklore #hoax #LochNessMonster #Nessie #nightmarefuel #TheSasqualogist #VeggieMan #WestVirginia

    sharonahill.com/?p=9679

  7. Pop Cryptid Spectator 17

    Hello everyone. Welcome to the 17th issue of Pop Cryptid Spectator featuring cryptids in mainstream popular culture.

    As I scroll through news feeds, I keep an eye out for examples of pop cryptids. They are NOT hidden, they are ubiquitous, making their appearance known every day in movies, TV, games, social media, folk culture, and consumer culture. I’ve collected more examples over the past few weeks. I’ll never be short of them!

    In this edition:

    • Bear Lake monster marker
    • Join the cryptid crawl
    • Cryptids as sports icons
    • New York Times Monster Quest Strands puzzle
    • Blue Ridge Hunting game features Appalachian cryptids
    • Seeking Mothgirl
    • Another fake Bigfoot promo video
    • Nessie Quest 2025 is a bust

    Bear Lake monster marker

    A Utah State University student headed a project to give Bear Lake its own official cryptid commemorative sign. The Bear Lake monster, a typical Nessie-like creature legend common to dozens of lakes in North America, is the subject of Utah’s first “Legends & Lore” sign. According to the USU press on the unveiling of the sign, the modern legend began in 1868, when Joseph C. Rich, a local Mormon writer, popularized a tale that was likely adapted from Shoshone oral traditions via a letter to the Deseret News. Rich later admitted that the story was fiction, but that never stood in the way of a good monster story. The co-opting of a Native legend of a spirit animal to fuel a story about a potentially dangerous lake creature is a ploy used over and over again. The older legends add credibility, but are used without proper context. The newly revamped tale catches on.

    People will see what they believe. The Bear Lake monster’s disparate descriptions range from sea serpent-like, to resembling plesiosaurs, mosasaurs, crocodiles, or large fish. It’s clearly imaginary, which actually gives it limitless flexibility in the current culture.

    Certain lakes are particularly prone to reports of lake monsters thanks to a combination of popular cultural depictions and wakes on the lake that are mistaken for humped creatures. The surfacing of large fish or the occasional swimming mammal will also do wonders to propel the legend. The USU write-up was clear that there is no real undiscovered animal in the lake; instead, the sign celebrates the value of community that is evident in their beloved shared story of the monster. Melissa Anderson, the grad student who won the grant to erect the sign, expressed this very pop cryptid sentiment:  

    “Whether the story of the Bear Lake Monster is true or not, there’s truth in its impact, which is really awesome,” Anderson said. “And I think monsters are fun.” 

    Join the cryptid crawl

    In PCS 16, I mentioned a cryptid crawl taking place in Ohio. Up popped another one in Lancaster, PA! The Tales from the Shadows weekend event features cryptid and paranormal activities in the downtown area aimed at families and in support of small businesses. The cryptid crawl features popular legendary creatures included Pennsylvania’s own Squonk, a top pop cryptid these days. The crawl encourages participants to visit locations around town to collect stickers and, when complete, to receive a commemorative prize. Look for this type of community event to catch on.

    Cryptids as sports icons

    In PCS 4 and 5, I linked to the saga of the Utah Hockey Club trying and failing to obtain the name “Yetis” for their team. There are many North American sports teams that use cryptids as team names or as their mascots. Check out this article I wrote back in 2024 with several examples and some background on why cryptids are so popular in this role. I recently updated the article with the addition of a football club from Texas called the Chupacabras. Of course, there is an awesome logo!

    New York Times Monster Quest Strands puzzle

    Forteans and cryptid fans rejoiced on June 4 as the NYT “strands” puzzle featured a cryptid theme. What a stellar example of how cryptids have hit the mainstream! “Cryptids” was the “spangram” word.

    Blue Ridge Hunting game features Appalachian cryptids

    A new 3D graphics video game joins a growing list of games that invoke Appalachian folk horror as a theme for an immersive and spooky experience. The Blue Ridge Hunting game uses the trope about seeing something in the woods, but no one believes you or doesn’t want to hear about it. (“No, you didn’t.”) While you aim to hunt the monsters, they are hunting you. So, don’t be too noisy….

    Blue Ridge Hunting allows you to team up with your friends to investigate some of the most infamous cryptids said to haunt the Appalachian region. Players can utilize various tools to collect evidence and track down creatures. Income from successful hunts can be invested in new equipment – but be careful! Creatures are always listening and looking; utilize proximity voice chat and your radio for communication, but be careful not to attract too much attention…

    In a way, I rather like that idea. People walking in the woods need to stop talking so loudly, hooting and hollering. Just listen, you may hear something.

    Seeking Mothgirl

    Are you getting the gist that cryptids are huge in gaming? If you don’t like camo-wearing, gun-wielding games, you might enjoy Lost Records: Bloom & Rage where you go looking for the Moth Girl via a theme within the game called Capturing the Cryptid. The Moth Girl cryptid is a cutified version of Mothman. Various versions of a “moth girl” can be found in art, cosplay, and fiction. Cute versions of cryptids are a predominant theme of pop cryptids.

    Another fake Bigfoot promo video

    It’s a thing, now, for outdoor companies in the US west to stage “Bigfoot” sightings for tourism promotion. Sometimes they do it live for tourists passing by. Other times, they stage a cheap stunt for social media promotion. That’s what was done in late May for Colorado River Expeditions. They put someone in the standard Bigfoot suit:

    And made them pose for the camera. See for yourself in this video by ParaBreakdown:

    https://www.youtube.com/watch?v=1mtGC1Ymjn4

    Nessie Quest 2025 is a bust

    The annual Nessie Quest weekend in May, bringing hundreds of people together in person and online to search for the mystery cryptid, turned up zero evidence this year. It seems a bit silly after all these decades to keep trying to find scientific evidence when Nessie is obviously far more valuable as a legend. But the event is a good ploy for people to play pretend scientists. This year, there wasn’t even blurry footage of waves to speculate about. The best that the news media could find was an image of a pike eyeing some bait. The Glasgow media spun this in the most optimistic light possible by saying “experts hunters” (how can you be an expert if you’ve never gotten a creature?!) say the large fish would serve as food for a large predator. Sure, sure.

    Thanks for reading! Send comments, questions, or suggestions to sharon(at)sharonahill.com. If you want to send some cryptid plushies or other merch, or books to review, email for my physical mailing address.

    For more, click on Pop goes the Cryptid landing page. Make sure you subscribe to all the posts – it’s always free and I don’t send annoying spam. 

    Pop Cryptid Spectator is also available on Substack. Please share this with cryptid fans you know!

    Pop Cryptid Spectator Pop Cryptid Spectator 16

    Pop Cryptid Spectator 16

    Pop Cryptid Spectator 15

    Pop Cryptid Spectator 15

    Pop Cryptid Spectator 14

    Pop Cryptid Spectator 14

    Pop Cryptid Spectator 13

    Pop Cryptid Spectator 13

    Pop Cryptid Spectator 12

    Pop Cryptid Spectator 12

    Pop Cryptid Spectator 11

    Pop Cryptid Spectator 11

    #AICryptids #cryptids #cryptidtiktok #folklore #hoax #LochNessMonster #Nessie #nightmarefuel #TheSasqualogist #VeggieMan #WestVirginia

    sharonahill.com/?p=9679

  8. Pop Cryptid Spectator 17

    Hello everyone. Welcome to the 17th issue of Pop Cryptid Spectator featuring cryptids in mainstream popular culture.

    As I scroll through news feeds, I keep an eye out for examples of pop cryptids. They are NOT hidden, they are ubiquitous, making their appearance known every day in movies, TV, games, social media, folk culture, and consumer culture. I’ve collected more examples over the past few weeks. I’ll never be short of them!

    In this edition:

    • Bear Lake monster marker
    • Join the cryptid crawl
    • Cryptids as sports icons
    • New York Times Monster Quest Strands puzzle
    • Blue Ridge Hunting game features Appalachian cryptids
    • Seeking Mothgirl
    • Another fake Bigfoot promo video
    • Nessie Quest 2025 is a bust

    Bear Lake monster marker

    A Utah State University student headed a project to give Bear Lake its own official cryptid commemorative sign. The Bear Lake monster, a typical Nessie-like creature legend common to dozens of lakes in North America, is the subject of Utah’s first “Legends & Lore” sign. According to the USU press on the unveiling of the sign, the modern legend began in 1868, when Joseph C. Rich, a local Mormon writer, popularized a tale that was likely adapted from Shoshone oral traditions via a letter to the Deseret News. Rich later admitted that the story was fiction, but that never stood in the way of a good monster story. The co-opting of a Native legend of a spirit animal to fuel a story about a potentially dangerous lake creature is a ploy used over and over again. The older legends add credibility, but are used without proper context. The newly revamped tale catches on.

    People will see what they believe. The Bear Lake monster’s disparate descriptions range from sea serpent-like, to resembling plesiosaurs, mosasaurs, crocodiles, or large fish. It’s clearly imaginary, which actually gives it limitless flexibility in the current culture.

    Certain lakes are particularly prone to reports of lake monsters thanks to a combination of popular cultural depictions and wakes on the lake that are mistaken for humped creatures. The surfacing of large fish or the occasional swimming mammal will also do wonders to propel the legend. The USU write-up was clear that there is no real undiscovered animal in the lake; instead, the sign celebrates the value of community that is evident in their beloved shared story of the monster. Melissa Anderson, the grad student who won the grant to erect the sign, expressed this very pop cryptid sentiment:  

    “Whether the story of the Bear Lake Monster is true or not, there’s truth in its impact, which is really awesome,” Anderson said. “And I think monsters are fun.” 

    Join the cryptid crawl

    In PCS 16, I mentioned a cryptid crawl taking place in Ohio. Up popped another one in Lancaster, PA! The Tales from the Shadows weekend event features cryptid and paranormal activities in the downtown area aimed at families and in support of small businesses. The cryptid crawl features popular legendary creatures included Pennsylvania’s own Squonk, a top pop cryptid these days. The crawl encourages participants to visit locations around town to collect stickers and, when complete, to receive a commemorative prize. Look for this type of community event to catch on.

    Cryptids as sports icons

    In PCS 4 and 5, I linked to the saga of the Utah Hockey Club trying and failing to obtain the name “Yetis” for their team. There are many North American sports teams that use cryptids as team names or as their mascots. Check out this article I wrote back in 2024 with several examples and some background on why cryptids are so popular in this role. I recently updated the article with the addition of a football club from Texas called the Chupacabras. Of course, there is an awesome logo!

    New York Times Monster Quest Strands puzzle

    Forteans and cryptid fans rejoiced on June 4 as the NYT “strands” puzzle featured a cryptid theme. What a stellar example of how cryptids have hit the mainstream! “Cryptids” was the “spangram” word.

    Blue Ridge Hunting game features Appalachian cryptids

    A new 3D graphics video game joins a growing list of games that invoke Appalachian folk horror as a theme for an immersive and spooky experience. The Blue Ridge Hunting game uses the trope about seeing something in the woods, but no one believes you or doesn’t want to hear about it. (“No, you didn’t.”) While you aim to hunt the monsters, they are hunting you. So, don’t be too noisy….

    Blue Ridge Hunting allows you to team up with your friends to investigate some of the most infamous cryptids said to haunt the Appalachian region. Players can utilize various tools to collect evidence and track down creatures. Income from successful hunts can be invested in new equipment – but be careful! Creatures are always listening and looking; utilize proximity voice chat and your radio for communication, but be careful not to attract too much attention…

    In a way, I rather like that idea. People walking in the woods need to stop talking so loudly, hooting and hollering. Just listen, you may hear something.

    Seeking Mothgirl

    Are you getting the gist that cryptids are huge in gaming? If you don’t like camo-wearing, gun-wielding games, you might enjoy Lost Records: Bloom & Rage where you go looking for the Moth Girl via a theme within the game called Capturing the Cryptid. The Moth Girl cryptid is a cutified version of Mothman. Various versions of a “moth girl” can be found in art, cosplay, and fiction. Cute versions of cryptids are a predominant theme of pop cryptids.

    Another fake Bigfoot promo video

    It’s a thing, now, for outdoor companies in the US west to stage “Bigfoot” sightings for tourism promotion. Sometimes they do it live for tourists passing by. Other times, they stage a cheap stunt for social media promotion. That’s what was done in late May for Colorado River Expeditions. They put someone in the standard Bigfoot suit:

    And made them pose for the camera. See for yourself in this video by ParaBreakdown:

    https://www.youtube.com/watch?v=1mtGC1Ymjn4

    Nessie Quest 2025 is a bust

    The annual Nessie Quest weekend in May, bringing hundreds of people together in person and online to search for the mystery cryptid, turned up zero evidence this year. It seems a bit silly after all these decades to keep trying to find scientific evidence when Nessie is obviously far more valuable as a legend. But the event is a good ploy for people to play pretend scientists. This year, there wasn’t even blurry footage of waves to speculate about. The best that the news media could find was an image of a pike eyeing some bait. The Glasgow media spun this in the most optimistic light possible by saying “experts hunters” (how can you be an expert if you’ve never gotten a creature?!) say the large fish would serve as food for a large predator. Sure, sure.

    Thanks for reading! Send comments, questions, or suggestions to sharon(at)sharonahill.com. If you want to send some cryptid plushies or other merch, or books to review, email for my physical mailing address.

    For more, click on Pop goes the Cryptid landing page. Make sure you subscribe to all the posts – it’s always free and I don’t send annoying spam. 

    Pop Cryptid Spectator is also available on Substack. Please share this with cryptid fans you know!

    Pop Cryptid Spectator Pop Cryptid Spectator 16

    Pop Cryptid Spectator 16

    Pop Cryptid Spectator 15

    Pop Cryptid Spectator 15

    Pop Cryptid Spectator 14

    Pop Cryptid Spectator 14

    Pop Cryptid Spectator 13

    Pop Cryptid Spectator 13

    Pop Cryptid Spectator 12

    Pop Cryptid Spectator 12

    Pop Cryptid Spectator 11

    Pop Cryptid Spectator 11

    #AICryptids #cryptids #cryptidtiktok #folklore #hoax #LochNessMonster #Nessie #nightmarefuel #TheSasqualogist #VeggieMan #WestVirginia

    sharonahill.com/?p=9679

  9. Discover Why You Should Play The TTRPG Mutant Year Zero

    Disclaimer

    Free League Publishing sent me a free copy of the Mutant: Year Zero core rulebook to review for my blog. While I am very happy for the opportunity, I won’t let it sway my opinions. Make sure you also check out my reviews for Dragonbane and The One Ring.

    Table of Contents

    1. Disclaimer
    2. Table of Contents
    3. What is Mutant: Year Zero?
      1. Hook
    4. Gameplay
      1. Resources
      2. Rot
      3. Mutations
      4. Combat
      5. Leveling
      6. Other Mechanics
    5. Review
      1. Quality
      2. Story
      3. Adventure
      4. Roleplay
      5. Theater of the Mind
      6. Survival
      7. Conclusion

    What is Mutant: Year Zero?

    Mutant is a tabletop roleplaying game about mutants at the end of the world. The game runs on the award winning Year Zero system which is a D6 system where things happen on 6s and 1s. Six is good and one is bad. There are no modifiers. Instead, stats and gear tell players how many dice they need to roll. More dice generally means better odds. Finally, Mutant is a survival game where the world is harsh, people have powers, and starvation is always a bad roll away.

    Hook

    Before the fall of civilization, Earth existed in a constant state of conflict. War broke out across the globe, quickly turning nuclear. Those smart and rich enough quickly found shelter in secure underground bunkers while others fled into the safety of space. Everyone else either died in the first wave, or had to rot away in the fallout. As the Earth became toxic, many began to mutate and develop powers.This was the next stage of evolution of man, but one that also marked its end. Mutants are sterile, and while there are tales of powerful folk that roam the wasteland, the population is aging towards is final days.

    Some survivors band together and form flourishing communities known as arcs in an attempt to recapture what they lost, others turned to the harsh wasteland and let it transform. You were fortunate enough to grow in one of these arcs, and spend your days working towards a common goal. As the years go by, resources start to dwindle and the world becomes a harder place to live. Eventually, you and a promising group are tasked with going out farther than the usual patrol in search of anything that will extend your time on this planet. What secrets will you uncover beyond those walls? What will you bring back? Can humanity ever be saved, or are you merely surviving till your final days?

    Gameplay

    Mutant is a very easy game to pick up, but has enough depth to keep players engaged. The survival mechanics give players agency, without ever feeling like a chore. The mutation mechanic adds fun flavor that players can explore through their character, and it makes for some fun and interersting interactions. If you’ve ever wanted to be Xmen at the end of the world, pick up Mutant Year Zero.

    Resources

    Resources at the end of the world are limited. Players will need to spend their time constantly hunting for food, water, and other materials to survive the harsh dying world around them. Resources like food and water are expended every day for survival, but they are also used for healing. Rationing this precious resource keeps a high level of tension for the players. Players can choose to be at full health for the next encounter at the risk of starving to death. The system is streamlined so the bulk of the game is focused on the game rather than resource management, but you can make it more hard core if that is fun for you.

    In Mutant, bullets are the most valuable resource after food and water. While players don’t need bullets to survive the wasteland, they are useful currency when it comes time to trade for better gear or materials. Bullets are also used for guns, and no one wants to be short a bullet in an important gunfight. Players will constantly need to weigh the benefits of trading away their bullets, and that will make for some difficult decisions.

    Rot

    The world rots away under the effects of the lingering radiation. While there are a few clean and hospitable areas left on this planet, there are pockets of deadly radiation spread in between. These areas give players rot points that slowly kill them. The only way to get rid of rot is to rest in a clean area, but those may be far in between during an adventure. The best bet is to avoid rot all together, or find some rot protection over time. Unfortunately, sometimes the only way forward is through a puddle of rot, and sometimes the only drinkable water is contaminated. The problem then becomes finding ways to mitigate the rot, and live with it.

    Mutations

    You can’t have a Mutant’s game without cool mutant powers, and this book has a very good selection of them. The DM can allow players to choose their mutation or roll for them at a table. I prefer rolling because that randomness gives the game its flavor. Survivors in this world wouldn’t have been able to choose their powers, neither should your players. That said, I’ll let a player choose their mutation if they have a fun idea that won’t kill the fun for anyone else.

    As you would expect, mutations give players abilities they can use in and out of combat. Every player gets a mutation point per mutation at the start of each session that rolls over to the next if not used. Mutation points are the resource used to power the mutation. Because mutations are so powerful, this limit is used to balance the game. If the player could use their mutation as much as they wanted, things could get out of hand. Mutations can also backfire. They can explode or work as intended. They can also further mutate the user, leaving them weaker but with a cool new power to use.

    Combat

    Combat does not get any simpler than in Mutants. Attacks succeed on 6s and fail on 1s. Additional 6s give the user extra boons like bonus damage or the ability to disarm. Additional 1s can mean the weapon breaks, leaving its user defenseless. Weapon and gear do break in this game, and players will need a skilled craftsman for repairs, or enough bullets to buy the replacement.

    What makes combat deep is the health and cover system. The way health works means that players will need to think carefully before rushing in. They may not have the resources to heal back, or they can get an injury that affects their performance. Learning how to effectively use the environment in combat is extremely important. Effectively finding cover in a gun fight or exploding a barrel can easily mean the difference between life and death.

    Leveling

    I love the leveling system in Mutant because it is streamlined and accessible. Players will need to answer the following questions:

    1. Did you participate in the session? (You get 1 XP just for being present.)
    2. Did you perform a Day’s Work for a project in the Ark?
    3. Did you explore at least one new sector in the Zone?
    4. Did you sacrifice or risk something for your PC buddy?
    5. Did you sacrifice or risk something for the NPC you want to keep safe?
    6. Did you sacrifice or risk something to mess with the NPC you hate?
    7. Did you sacrifice or risk something to reach your big dream?

    Players get 1xp point per yes, and they level up when they earn a total of five. Leveling means players will get put a point into a skill of their choice or pick up a new talent. This system not only eliminates the guess work you would see in something like D&D, and it allows players to customize their character. Personally, it forced my players to act in ways they wouldn’t normally because they wanted an XP point. Where in a D&D campaign they wouldn’t care if the NPC died, they went out of their way to keep them alive and get to know them. I was not ready to RP as much as I have in Mutant, but I am not complaining.

    Other Mechanics

    There are other very cool mechanics that make this game unique and fun to play, but I don’t want this post to get too long. I pulled out the most notable that set it apart from other systems I’ve played, but also the systems I’ve liked the most. While I do not currently run a hardcore survival campaign, its nice to play something more bleak and I’ve been enjoying the story that has come from it.

    Review

    Mutant Year Zero is easily one of my favorite TTRPGs. I love how accessible the game is. It is easy to learn, and this is important for table of busy dads. Mutant also has some fantastic flavor with the mechanics that make for a good story.

    Quality

    I did get a copy of the physical book, and it is beautiful. The printing is high quality with vibrant colors, and the book is very high quality. I love the comic book style art. It gives the game its distinct personality and the book looks fantastic on my table.

    The cover is phenomenal. I love how it draws the attention to the survivors combing a burning crumbling city for danger and supplies. Their nonchalant expressions suggest that they’ve grown used to the wreckage, and remain unfazed by the apocalypse. The worn mismatched outfits fit the flavor of the world, and the colors tie it all together. I love that each character has a hint of their ability showing. It is just enough to make a statement about their power, while still evoking curiosity. Are these good guys? Bad guys? You’re going to have to play and decide.

    Story

    The corebook has a prewritten adventure, and it is a very good place to start if you’re a beginner or just need a little help. The adventure offers a solid mystery with an interesting hook to get things rolling.

    The players start at the arc, with an aging leader and dwindling supplies. They are sent out in search of more, but find hints to the fabled Eden. Eden is a place of abundance, populated by the most brilliant minds to find a cure for mutation. Some say the cure exists somewhere within its walls, the trouble is finding it. Others say its all a cruel joke told by those too dumb to realize it is all over. As fate has it, your players find themselves chasing a legend, and what they find isn’t what they expected.

    Adventure

    What I like most about how the adventure is written is that it gives players to tell their own story around the main goal. The adventure outlines a meta story, fills it with important NPCs and location, and sprinkles enough clues to create agency. The gamemaster players have the freedom to do what they want. I’ve never had my players more invested in the world building, because we were building our world. We had a session where we just talked about the fake mutant animals that existed in the one zone and creating bits of random lore that carried throughout the campaign. I love that I was not tied down by a dungeon crawl because it allowed us to tell some very cool stories.

    Most importantly, I love that my players liked the meta story enough to keep playing through it. I’ve ran modules where I stopped using the source material because my players wanted to do something different within that world. I wasn’t ready for them to start asking questions about Eden and actively working towards it because of how much time we spend messing around in character.

    Roleplay

    This is one of the games where my players got into unique characters. I think the random mutation forced them to play a character they wouldn’t usually which was very cool to see. It might also help that I ran this game with theater of the mind using Alchemy RPG. The official module for Mutant is fantastic. Maybe the lack of math and battle maps gave players the room to get creative with their roleplay. Whatever the answer, it was a lot of fun.

    Theater of the Mind

    You can get as fancy as you want with Mutant. You can use maps with intricate terrain and figures, or load up your favorite VTT and do it digitally. Run this game in whatever way is most fun for your table. The system will work no matter what. At my table, we run games through theater of the mind. I’ll use maps here and there, but I like the focus to be the story and the current format works for us.

    As a theater of mind game, Mutant is a fantastic system. The year one system makes checks and combat easy to manage, and the mechanics give enough depth without needing much outside aid. If all you have is the rulebook, some dice, and a dream, you are ready to run Mutant Year One.

    Survival

    Do not be intimidated by the survival aspect of this game. Run this game as hardcore as it needs to be for your table. I run a casual table and would frequently forget to manage resources. There wasn’t enough scarcity, and I didn’t deduct enough resources. I did break weapons and give players rot points, but I wasn’t running the game as intended. That said, the game never felt like it lost any of the survival element. Players were still cautious with their decisions, and scavenging when they could. My campaign, as silly as it was, was still a survival campaign. I like that freedom.

    Conclusion

    If you want to run a survival campaign with cool mutant characters and have a good amount of freedom to tell a cool story, pick up your copy of Mutant Year Zero. This has become our favorite, and it is going to be hard to switch to anything else. You can pick up your copy of the Mutant Year Zero rule book on the official Free League Publishing website, or on DriveThru rpg if you want to go digital.

    #2025 #blog #blogger #blogging #entertainment #fantasy #freeLeaguePublishing #game #gamingBlog #internet #media #review #Reviews #roleplay #rpg #tabletop #tabletopGame #ttrpg #watch #wordpress #writing

  10. Discover Why You Should Play The TTRPG Mutant Year Zero

    Disclaimer

    Free League Publishing sent me a free copy of the Mutant: Year Zero core rulebook to review for my blog. While I am very happy for the opportunity, I won’t let it sway my opinions. Make sure you also check out my reviews for Dragonbane and The One Ring.

    Table of Contents

    1. Disclaimer
    2. Table of Contents
    3. What is Mutant: Year Zero?
      1. Hook
    4. Gameplay
      1. Resources
      2. Rot
      3. Mutations
      4. Combat
      5. Leveling
      6. Other Mechanics
    5. Review
      1. Quality
      2. Story
      3. Adventure
      4. Roleplay
      5. Theater of the Mind
      6. Survival
      7. Conclusion

    What is Mutant: Year Zero?

    Mutant is a tabletop roleplaying game about mutants at the end of the world. The game runs on the award winning Year Zero system which is a D6 system where things happen on 6s and 1s. Six is good and one is bad. There are no modifiers. Instead, stats and gear tell players how many dice they need to roll. More dice generally means better odds. Finally, Mutant is a survival game where the world is harsh, people have powers, and starvation is always a bad roll away.

    Hook

    Before the fall of civilization, Earth existed in a constant state of conflict. War broke out across the globe, quickly turning nuclear. Those smart and rich enough quickly found shelter in secure underground bunkers while others fled into the safety of space. Everyone else either died in the first wave, or had to rot away in the fallout. As the Earth became toxic, many began to mutate and develop powers.This was the next stage of evolution of man, but one that also marked its end. Mutants are sterile, and while there are tales of powerful folk that roam the wasteland, the population is aging towards is final days.

    Some survivors band together and form flourishing communities known as arcs in an attempt to recapture what they lost, others turned to the harsh wasteland and let it transform. You were fortunate enough to grow in one of these arcs, and spend your days working towards a common goal. As the years go by, resources start to dwindle and the world becomes a harder place to live. Eventually, you and a promising group are tasked with going out farther than the usual patrol in search of anything that will extend your time on this planet. What secrets will you uncover beyond those walls? What will you bring back? Can humanity ever be saved, or are you merely surviving till your final days?

    Gameplay

    Mutant is a very easy game to pick up, but has enough depth to keep players engaged. The survival mechanics give players agency, without ever feeling like a chore. The mutation mechanic adds fun flavor that players can explore through their character, and it makes for some fun and interersting interactions. If you’ve ever wanted to be Xmen at the end of the world, pick up Mutant Year Zero.

    Resources

    Resources at the end of the world are limited. Players will need to spend their time constantly hunting for food, water, and other materials to survive the harsh dying world around them. Resources like food and water are expended every day for survival, but they are also used for healing. Rationing this precious resource keeps a high level of tension for the players. Players can choose to be at full health for the next encounter at the risk of starving to death. The system is streamlined so the bulk of the game is focused on the game rather than resource management, but you can make it more hard core if that is fun for you.

    In Mutant, bullets are the most valuable resource after food and water. While players don’t need bullets to survive the wasteland, they are useful currency when it comes time to trade for better gear or materials. Bullets are also used for guns, and no one wants to be short a bullet in an important gunfight. Players will constantly need to weigh the benefits of trading away their bullets, and that will make for some difficult decisions.

    Rot

    The world rots away under the effects of the lingering radiation. While there are a few clean and hospitable areas left on this planet, there are pockets of deadly radiation spread in between. These areas give players rot points that slowly kill them. The only way to get rid of rot is to rest in a clean area, but those may be far in between during an adventure. The best bet is to avoid rot all together, or find some rot protection over time. Unfortunately, sometimes the only way forward is through a puddle of rot, and sometimes the only drinkable water is contaminated. The problem then becomes finding ways to mitigate the rot, and live with it.

    Mutations

    You can’t have a Mutant’s game without cool mutant powers, and this book has a very good selection of them. The DM can allow players to choose their mutation or roll for them at a table. I prefer rolling because that randomness gives the game its flavor. Survivors in this world wouldn’t have been able to choose their powers, neither should your players. That said, I’ll let a player choose their mutation if they have a fun idea that won’t kill the fun for anyone else.

    As you would expect, mutations give players abilities they can use in and out of combat. Every player gets a mutation point per mutation at the start of each session that rolls over to the next if not used. Mutation points are the resource used to power the mutation. Because mutations are so powerful, this limit is used to balance the game. If the player could use their mutation as much as they wanted, things could get out of hand. Mutations can also backfire. They can explode or work as intended. They can also further mutate the user, leaving them weaker but with a cool new power to use.

    Combat

    Combat does not get any simpler than in Mutants. Attacks succeed on 6s and fail on 1s. Additional 6s give the user extra boons like bonus damage or the ability to disarm. Additional 1s can mean the weapon breaks, leaving its user defenseless. Weapon and gear do break in this game, and players will need a skilled craftsman for repairs, or enough bullets to buy the replacement.

    What makes combat deep is the health and cover system. The way health works means that players will need to think carefully before rushing in. They may not have the resources to heal back, or they can get an injury that affects their performance. Learning how to effectively use the environment in combat is extremely important. Effectively finding cover in a gun fight or exploding a barrel can easily mean the difference between life and death.

    Leveling

    I love the leveling system in Mutant because it is streamlined and accessible. Players will need to answer the following questions:

    1. Did you participate in the session? (You get 1 XP just for being present.)
    2. Did you perform a Day’s Work for a project in the Ark?
    3. Did you explore at least one new sector in the Zone?
    4. Did you sacrifice or risk something for your PC buddy?
    5. Did you sacrifice or risk something for the NPC you want to keep safe?
    6. Did you sacrifice or risk something to mess with the NPC you hate?
    7. Did you sacrifice or risk something to reach your big dream?

    Players get 1xp point per yes, and they level up when they earn a total of five. Leveling means players will get put a point into a skill of their choice or pick up a new talent. This system not only eliminates the guess work you would see in something like D&D, and it allows players to customize their character. Personally, it forced my players to act in ways they wouldn’t normally because they wanted an XP point. Where in a D&D campaign they wouldn’t care if the NPC died, they went out of their way to keep them alive and get to know them. I was not ready to RP as much as I have in Mutant, but I am not complaining.

    Other Mechanics

    There are other very cool mechanics that make this game unique and fun to play, but I don’t want this post to get too long. I pulled out the most notable that set it apart from other systems I’ve played, but also the systems I’ve liked the most. While I do not currently run a hardcore survival campaign, its nice to play something more bleak and I’ve been enjoying the story that has come from it.

    Review

    Mutant Year Zero is easily one of my favorite TTRPGs. I love how accessible the game is. It is easy to learn, and this is important for table of busy dads. Mutant also has some fantastic flavor with the mechanics that make for a good story.

    Quality

    I did get a copy of the physical book, and it is beautiful. The printing is high quality with vibrant colors, and the book is very high quality. I love the comic book style art. It gives the game its distinct personality and the book looks fantastic on my table.

    The cover is phenomenal. I love how it draws the attention to the survivors combing a burning crumbling city for danger and supplies. Their nonchalant expressions suggest that they’ve grown used to the wreckage, and remain unfazed by the apocalypse. The worn mismatched outfits fit the flavor of the world, and the colors tie it all together. I love that each character has a hint of their ability showing. It is just enough to make a statement about their power, while still evoking curiosity. Are these good guys? Bad guys? You’re going to have to play and decide.

    Story

    The corebook has a prewritten adventure, and it is a very good place to start if you’re a beginner or just need a little help. The adventure offers a solid mystery with an interesting hook to get things rolling.

    The players start at the arc, with an aging leader and dwindling supplies. They are sent out in search of more, but find hints to the fabled Eden. Eden is a place of abundance, populated by the most brilliant minds to find a cure for mutation. Some say the cure exists somewhere within its walls, the trouble is finding it. Others say its all a cruel joke told by those too dumb to realize it is all over. As fate has it, your players find themselves chasing a legend, and what they find isn’t what they expected.

    Adventure

    What I like most about how the adventure is written is that it gives players to tell their own story around the main goal. The adventure outlines a meta story, fills it with important NPCs and location, and sprinkles enough clues to create agency. The gamemaster players have the freedom to do what they want. I’ve never had my players more invested in the world building, because we were building our world. We had a session where we just talked about the fake mutant animals that existed in the one zone and creating bits of random lore that carried throughout the campaign. I love that I was not tied down by a dungeon crawl because it allowed us to tell some very cool stories.

    Most importantly, I love that my players liked the meta story enough to keep playing through it. I’ve ran modules where I stopped using the source material because my players wanted to do something different within that world. I wasn’t ready for them to start asking questions about Eden and actively working towards it because of how much time we spend messing around in character.

    Roleplay

    This is one of the games where my players got into unique characters. I think the random mutation forced them to play a character they wouldn’t usually which was very cool to see. It might also help that I ran this game with theater of the mind using Alchemy RPG. The official module for Mutant is fantastic. Maybe the lack of math and battle maps gave players the room to get creative with their roleplay. Whatever the answer, it was a lot of fun.

    Theater of the Mind

    You can get as fancy as you want with Mutant. You can use maps with intricate terrain and figures, or load up your favorite VTT and do it digitally. Run this game in whatever way is most fun for your table. The system will work no matter what. At my table, we run games through theater of the mind. I’ll use maps here and there, but I like the focus to be the story and the current format works for us.

    As a theater of mind game, Mutant is a fantastic system. The year one system makes checks and combat easy to manage, and the mechanics give enough depth without needing much outside aid. If all you have is the rulebook, some dice, and a dream, you are ready to run Mutant Year One.

    Survival

    Do not be intimidated by the survival aspect of this game. Run this game as hardcore as it needs to be for your table. I run a casual table and would frequently forget to manage resources. There wasn’t enough scarcity, and I didn’t deduct enough resources. I did break weapons and give players rot points, but I wasn’t running the game as intended. That said, the game never felt like it lost any of the survival element. Players were still cautious with their decisions, and scavenging when they could. My campaign, as silly as it was, was still a survival campaign. I like that freedom.

    Conclusion

    If you want to run a survival campaign with cool mutant characters and have a good amount of freedom to tell a cool story, pick up your copy of Mutant Year Zero. This has become our favorite, and it is going to be hard to switch to anything else. You can pick up your copy of the Mutant Year Zero rule book on the official Free League Publishing website, or on DriveThru rpg if you want to go digital.

    #2025 #blog #blogger #blogging #entertainment #fantasy #freeLeaguePublishing #game #gamingBlog #internet #media #review #Reviews #roleplay #rpg #tabletop #tabletopGame #ttrpg #watch #wordpress #writing

  11. Discover Why You Should Play The TTRPG Mutant Year Zero

    Disclaimer

    Free League Publishing sent me a free copy of the Mutant: Year Zero core rulebook to review for my blog. While I am very happy for the opportunity, I won’t let it sway my opinions. Make sure you also check out my reviews for Dragonbane and The One Ring.

    Table of Contents

    1. Disclaimer
    2. Table of Contents
    3. What is Mutant: Year Zero?
      1. Hook
    4. Gameplay
      1. Resources
      2. Rot
      3. Mutations
      4. Combat
      5. Leveling
      6. Other Mechanics
    5. Review
      1. Quality
      2. Story
      3. Adventure
      4. Roleplay
      5. Theater of the Mind
      6. Survival
      7. Conclusion

    What is Mutant: Year Zero?

    Mutant is a tabletop roleplaying game about mutants at the end of the world. The game runs on the award winning Year Zero system which is a D6 system where things happen on 6s and 1s. Six is good and one is bad. There are no modifiers. Instead, stats and gear tell players how many dice they need to roll. More dice generally means better odds. Finally, Mutant is a survival game where the world is harsh, people have powers, and starvation is always a bad roll away.

    Hook

    Before the fall of civilization, Earth existed in a constant state of conflict. War broke out across the globe, quickly turning nuclear. Those smart and rich enough quickly found shelter in secure underground bunkers while others fled into the safety of space. Everyone else either died in the first wave, or had to rot away in the fallout. As the Earth became toxic, many began to mutate and develop powers.This was the next stage of evolution of man, but one that also marked its end. Mutants are sterile, and while there are tales of powerful folk that roam the wasteland, the population is aging towards is final days.

    Some survivors band together and form flourishing communities known as arcs in an attempt to recapture what they lost, others turned to the harsh wasteland and let it transform. You were fortunate enough to grow in one of these arcs, and spend your days working towards a common goal. As the years go by, resources start to dwindle and the world becomes a harder place to live. Eventually, you and a promising group are tasked with going out farther than the usual patrol in search of anything that will extend your time on this planet. What secrets will you uncover beyond those walls? What will you bring back? Can humanity ever be saved, or are you merely surviving till your final days?

    Gameplay

    Mutant is a very easy game to pick up, but has enough depth to keep players engaged. The survival mechanics give players agency, without ever feeling like a chore. The mutation mechanic adds fun flavor that players can explore through their character, and it makes for some fun and interersting interactions. If you’ve ever wanted to be Xmen at the end of the world, pick up Mutant Year Zero.

    Resources

    Resources at the end of the world are limited. Players will need to spend their time constantly hunting for food, water, and other materials to survive the harsh dying world around them. Resources like food and water are expended every day for survival, but they are also used for healing. Rationing this precious resource keeps a high level of tension for the players. Players can choose to be at full health for the next encounter at the risk of starving to death. The system is streamlined so the bulk of the game is focused on the game rather than resource management, but you can make it more hard core if that is fun for you.

    In Mutant, bullets are the most valuable resource after food and water. While players don’t need bullets to survive the wasteland, they are useful currency when it comes time to trade for better gear or materials. Bullets are also used for guns, and no one wants to be short a bullet in an important gunfight. Players will constantly need to weigh the benefits of trading away their bullets, and that will make for some difficult decisions.

    Rot

    The world rots away under the effects of the lingering radiation. While there are a few clean and hospitable areas left on this planet, there are pockets of deadly radiation spread in between. These areas give players rot points that slowly kill them. The only way to get rid of rot is to rest in a clean area, but those may be far in between during an adventure. The best bet is to avoid rot all together, or find some rot protection over time. Unfortunately, sometimes the only way forward is through a puddle of rot, and sometimes the only drinkable water is contaminated. The problem then becomes finding ways to mitigate the rot, and live with it.

    Mutations

    You can’t have a Mutant’s game without cool mutant powers, and this book has a very good selection of them. The DM can allow players to choose their mutation or roll for them at a table. I prefer rolling because that randomness gives the game its flavor. Survivors in this world wouldn’t have been able to choose their powers, neither should your players. That said, I’ll let a player choose their mutation if they have a fun idea that won’t kill the fun for anyone else.

    As you would expect, mutations give players abilities they can use in and out of combat. Every player gets a mutation point per mutation at the start of each session that rolls over to the next if not used. Mutation points are the resource used to power the mutation. Because mutations are so powerful, this limit is used to balance the game. If the player could use their mutation as much as they wanted, things could get out of hand. Mutations can also backfire. They can explode or work as intended. They can also further mutate the user, leaving them weaker but with a cool new power to use.

    Combat

    Combat does not get any simpler than in Mutants. Attacks succeed on 6s and fail on 1s. Additional 6s give the user extra boons like bonus damage or the ability to disarm. Additional 1s can mean the weapon breaks, leaving its user defenseless. Weapon and gear do break in this game, and players will need a skilled craftsman for repairs, or enough bullets to buy the replacement.

    What makes combat deep is the health and cover system. The way health works means that players will need to think carefully before rushing in. They may not have the resources to heal back, or they can get an injury that affects their performance. Learning how to effectively use the environment in combat is extremely important. Effectively finding cover in a gun fight or exploding a barrel can easily mean the difference between life and death.

    Leveling

    I love the leveling system in Mutant because it is streamlined and accessible. Players will need to answer the following questions:

    1. Did you participate in the session? (You get 1 XP just for being present.)
    2. Did you perform a Day’s Work for a project in the Ark?
    3. Did you explore at least one new sector in the Zone?
    4. Did you sacrifice or risk something for your PC buddy?
    5. Did you sacrifice or risk something for the NPC you want to keep safe?
    6. Did you sacrifice or risk something to mess with the NPC you hate?
    7. Did you sacrifice or risk something to reach your big dream?

    Players get 1xp point per yes, and they level up when they earn a total of five. Leveling means players will get put a point into a skill of their choice or pick up a new talent. This system not only eliminates the guess work you would see in something like D&D, and it allows players to customize their character. Personally, it forced my players to act in ways they wouldn’t normally because they wanted an XP point. Where in a D&D campaign they wouldn’t care if the NPC died, they went out of their way to keep them alive and get to know them. I was not ready to RP as much as I have in Mutant, but I am not complaining.

    Other Mechanics

    There are other very cool mechanics that make this game unique and fun to play, but I don’t want this post to get too long. I pulled out the most notable that set it apart from other systems I’ve played, but also the systems I’ve liked the most. While I do not currently run a hardcore survival campaign, its nice to play something more bleak and I’ve been enjoying the story that has come from it.

    Review

    Mutant Year Zero is easily one of my favorite TTRPGs. I love how accessible the game is. It is easy to learn, and this is important for table of busy dads. Mutant also has some fantastic flavor with the mechanics that make for a good story.

    Quality

    I did get a copy of the physical book, and it is beautiful. The printing is high quality with vibrant colors, and the book is very high quality. I love the comic book style art. It gives the game its distinct personality and the book looks fantastic on my table.

    The cover is phenomenal. I love how it draws the attention to the survivors combing a burning crumbling city for danger and supplies. Their nonchalant expressions suggest that they’ve grown used to the wreckage, and remain unfazed by the apocalypse. The worn mismatched outfits fit the flavor of the world, and the colors tie it all together. I love that each character has a hint of their ability showing. It is just enough to make a statement about their power, while still evoking curiosity. Are these good guys? Bad guys? You’re going to have to play and decide.

    Story

    The corebook has a prewritten adventure, and it is a very good place to start if you’re a beginner or just need a little help. The adventure offers a solid mystery with an interesting hook to get things rolling.

    The players start at the arc, with an aging leader and dwindling supplies. They are sent out in search of more, but find hints to the fabled Eden. Eden is a place of abundance, populated by the most brilliant minds to find a cure for mutation. Some say the cure exists somewhere within its walls, the trouble is finding it. Others say its all a cruel joke told by those too dumb to realize it is all over. As fate has it, your players find themselves chasing a legend, and what they find isn’t what they expected.

    Adventure

    What I like most about how the adventure is written is that it gives players to tell their own story around the main goal. The adventure outlines a meta story, fills it with important NPCs and location, and sprinkles enough clues to create agency. The gamemaster players have the freedom to do what they want. I’ve never had my players more invested in the world building, because we were building our world. We had a session where we just talked about the fake mutant animals that existed in the one zone and creating bits of random lore that carried throughout the campaign. I love that I was not tied down by a dungeon crawl because it allowed us to tell some very cool stories.

    Most importantly, I love that my players liked the meta story enough to keep playing through it. I’ve ran modules where I stopped using the source material because my players wanted to do something different within that world. I wasn’t ready for them to start asking questions about Eden and actively working towards it because of how much time we spend messing around in character.

    Roleplay

    This is one of the games where my players got into unique characters. I think the random mutation forced them to play a character they wouldn’t usually which was very cool to see. It might also help that I ran this game with theater of the mind using Alchemy RPG. The official module for Mutant is fantastic. Maybe the lack of math and battle maps gave players the room to get creative with their roleplay. Whatever the answer, it was a lot of fun.

    Theater of the Mind

    You can get as fancy as you want with Mutant. You can use maps with intricate terrain and figures, or load up your favorite VTT and do it digitally. Run this game in whatever way is most fun for your table. The system will work no matter what. At my table, we run games through theater of the mind. I’ll use maps here and there, but I like the focus to be the story and the current format works for us.

    As a theater of mind game, Mutant is a fantastic system. The year one system makes checks and combat easy to manage, and the mechanics give enough depth without needing much outside aid. If all you have is the rulebook, some dice, and a dream, you are ready to run Mutant Year One.

    Survival

    Do not be intimidated by the survival aspect of this game. Run this game as hardcore as it needs to be for your table. I run a casual table and would frequently forget to manage resources. There wasn’t enough scarcity, and I didn’t deduct enough resources. I did break weapons and give players rot points, but I wasn’t running the game as intended. That said, the game never felt like it lost any of the survival element. Players were still cautious with their decisions, and scavenging when they could. My campaign, as silly as it was, was still a survival campaign. I like that freedom.

    Conclusion

    If you want to run a survival campaign with cool mutant characters and have a good amount of freedom to tell a cool story, pick up your copy of Mutant Year Zero. This has become our favorite, and it is going to be hard to switch to anything else. You can pick up your copy of the Mutant Year Zero rule book on the official Free League Publishing website, or on DriveThru rpg if you want to go digital.

    #2025 #blog #blogger #blogging #entertainment #fantasy #freeLeaguePublishing #game #gamingBlog #internet #media #review #Reviews #roleplay #rpg #tabletop #tabletopGame #ttrpg #watch #wordpress #writing

  12. #PennedPossibilities 1005 — What type of clothing does your SC typically wear?

    Samuel is easy to pin here. Mind you, again, it’s the end of the Victorian era.

    I’ll break things down a bit as I go.

    • Practicality: Clothing was durable and functional, often consisting of mismatched jackets and vests to save money. (Yet he still manages to look fantastic. Hati always tells him so.)
    • Materials: Workers wore wool, corduroy, or heavy cottons in dark, somber colors to hide dirt and wear. (Samuel does just this, of course. He’s a worker with a tough job.)
    • Footwear and Headwear: Lace-up boots and simple caps or worn-out bowlers were common, prioritizing protection over style. (Sam prefers caps to what he calls “poncy bowlers,” truth be told.)

    #WritingCommunity #WritersOfMastodon #WingsOfQuietLonging #ParanormalRomance #Fantasy #Gothic #Victorian #Vampires #Werewolves

  13. #PennedPossibilities 1005 — What type of clothing does your SC typically wear?

    Samuel is easy to pin here. Mind you, again, it’s the end of the Victorian era.

    I’ll break things down a bit as I go.

    • Practicality: Clothing was durable and functional, often consisting of mismatched jackets and vests to save money. (Yet he still manages to look fantastic. Hati always tells him so.)
    • Materials: Workers wore wool, corduroy, or heavy cottons in dark, somber colors to hide dirt and wear. (Samuel does just this, of course. He’s a worker with a tough job.)
    • Footwear and Headwear: Lace-up boots and simple caps or worn-out bowlers were common, prioritizing protection over style. (Sam prefers caps to what he calls “poncy bowlers,” truth be told.)

    #WritingCommunity #WritersOfMastodon #WingsOfQuietLonging #ParanormalRomance #Fantasy #Gothic #Victorian #Vampires #Werewolves

  14. #PennedPossibilities 1005 — What type of clothing does your SC typically wear?

    Samuel is easy to pin here. Mind you, again, it’s the end of the Victorian era.

    I’ll break things down a bit as I go.

    • Practicality: Clothing was durable and functional, often consisting of mismatched jackets and vests to save money. (Yet he still manages to look fantastic. Hati always tells him so.)
    • Materials: Workers wore wool, corduroy, or heavy cottons in dark, somber colors to hide dirt and wear. (Samuel does just this, of course. He’s a worker with a tough job.)
    • Footwear and Headwear: Lace-up boots and simple caps or worn-out bowlers were common, prioritizing protection over style. (Sam prefers caps to what he calls “poncy bowlers,” truth be told.)

    #WritingCommunity #WritersOfMastodon #WingsOfQuietLonging #ParanormalRomance #Fantasy #Gothic #Victorian #Vampires #Werewolves

  15. #PennedPossibilities 1005 — What type of clothing does your SC typically wear?

    Samuel is easy to pin here. Mind you, again, it’s the end of the Victorian era.

    I’ll break things down a bit as I go.

    • Practicality: Clothing was durable and functional, often consisting of mismatched jackets and vests to save money. (Yet he still manages to look fantastic. Hati always tells him so.)
    • Materials: Workers wore wool, corduroy, or heavy cottons in dark, somber colors to hide dirt and wear. (Samuel does just this, of course. He’s a worker with a tough job.)
    • Footwear and Headwear: Lace-up boots and simple caps or worn-out bowlers were common, prioritizing protection over style. (Sam prefers caps to what he calls “poncy bowlers,” truth be told.)

    #WritingCommunity #WritersOfMastodon #WingsOfQuietLonging #ParanormalRomance #Fantasy #Gothic #Victorian #Vampires #Werewolves

  16. #PennedPossibilities 1005 — What type of clothing does your SC typically wear?

    Samuel is easy to pin here. Mind you, again, it’s the end of the Victorian era.

    I’ll break things down a bit as I go.

    • Practicality: Clothing was durable and functional, often consisting of mismatched jackets and vests to save money. (Yet he still manages to look fantastic. Hati always tells him so.)
    • Materials: Workers wore wool, corduroy, or heavy cottons in dark, somber colors to hide dirt and wear. (Samuel does just this, of course. He’s a worker with a tough job.)
    • Footwear and Headwear: Lace-up boots and simple caps or worn-out bowlers were common, prioritizing protection over style. (Sam prefers caps to what he calls “poncy bowlers,” truth be told.)

    #WritingCommunity #WritersOfMastodon #WingsOfQuietLonging #ParanormalRomance #Fantasy #Gothic #Victorian #Vampires #Werewolves

  17. "To achieve a stable flight without the need for fins, the rocket's heavy motor was located at the top, fed by lines from liquid oxygen and gasoline fuel tanks at the bottom."

    Umm, actually, no. That's not how that works. That's what he intended to have happen, and it sounds like common sense, but this is actually the classic #PendulumFallacy of #rocketry:

    https://en.wikipedia.org/wiki/Rocket#Pendulum_rocket_fallacy

    Date: 2026 March 28
    URL: https://apod.nasa.gov/apod/ap260328.html
    Title: Robert Goddard and Nell

    (No disrespect intended to Mr. Goddard. He was an epic pioneer, and the very best of us learn by making mistakes and analyzing the outcome to learn from them.)

    #NASA #Astronomy #PictureOfTheDay #KSP #KerbalSpaceProgram

    P.S., thinking about this some days later, I believe the APOD text was referring to the idea of keeping the center of mass ahead of the center of pressure as a means for atmospheric stability, not the self-righting "Pendulum Fallacy." The reason rockets aren't designed like this anymore is that automatic gimballing (and just plain ordinary fins, for that matter) are more than effective to maintain stability, without introducing the complexity of needing to pump fuel upwards against gravity/acceleration.

  18. "To achieve a stable flight without the need for fins, the rocket's heavy motor was located at the top, fed by lines from liquid oxygen and gasoline fuel tanks at the bottom."

    Umm, actually, no. That's not how that works. That's what he intended to have happen, and it sounds like common sense, but this is actually the classic #PendulumFallacy of #rocketry:

    https://en.wikipedia.org/wiki/Rocket#Pendulum_rocket_fallacy

    Date: 2026 March 28
    URL: https://apod.nasa.gov/apod/ap260328.html
    Title: Robert Goddard and Nell

    (No disrespect intended to Mr. Goddard. He was an epic pioneer, and the very best of us learn by making mistakes and analyzing the outcome to learn from them.)

    #NASA #Astronomy #PictureOfTheDay #KSP #KerbalSpaceProgram

    P.S., thinking about this some days later, I believe the APOD text was referring to the idea of keeping the center of mass ahead of the center of pressure as a means for atmospheric stability, not the self-righting "Pendulum Fallacy." The reason rockets aren't designed like this anymore is that automatic gimballing (and just plain ordinary fins, for that matter) are more than effective to maintain stability, without introducing the complexity of needing to pump fuel upwards against gravity/acceleration.

  19. "To achieve a stable flight without the need for fins, the rocket's heavy motor was located at the top, fed by lines from liquid oxygen and gasoline fuel tanks at the bottom."

    Umm, actually, no. That's not how that works. That's what he intended to have happen, and it sounds like common sense, but this is actually the classic #PendulumFallacy of #rocketry:

    https://en.wikipedia.org/wiki/Rocket#Pendulum_rocket_fallacy

    Date: 2026 March 28
    URL: https://apod.nasa.gov/apod/ap260328.html
    Title: Robert Goddard and Nell

    (No disrespect intended to Mr. Goddard. He was an epic pioneer, and the very best of us learn by making mistakes and analyzing the outcome to learn from them.)

    #NASA #Astronomy #PictureOfTheDay #KSP #KerbalSpaceProgram

    P.S., thinking about this some days later, I believe the APOD text was referring to the idea of keeping the center of mass ahead of the center of pressure as a means for atmospheric stability, not the self-righting "Pendulum Fallacy." The reason rockets aren't designed like this anymore is that automatic gimballing (and just plain ordinary fins, for that matter) are more than effective to maintain stability, without introducing the complexity of needing to pump fuel upwards against gravity/acceleration.

  20. "To achieve a stable flight without the need for fins, the rocket's heavy motor was located at the top, fed by lines from liquid oxygen and gasoline fuel tanks at the bottom."

    Umm, actually, no. That's not how that works. That's what he intended to have happen, and it sounds like common sense, but this is actually the classic #PendulumFallacy of #rocketry:

    https://en.wikipedia.org/wiki/Rocket#Pendulum_rocket_fallacy

    Date: 2026 March 28
    URL: https://apod.nasa.gov/apod/ap260328.html
    Title: Robert Goddard and Nell

    (No disrespect intended to Mr. Goddard. He was an epic pioneer, and the very best of us learn by making mistakes and analyzing the outcome to learn from them.)

    #NASA #Astronomy #PictureOfTheDay #KSP #KerbalSpaceProgram

    P.S., thinking about this some days later, I believe the APOD text was referring to the idea of keeping the center of mass ahead of the center of pressure as a means for atmospheric stability, not the self-righting "Pendulum Fallacy." The reason rockets aren't designed like this anymore is that automatic gimballing (and just plain ordinary fins, for that matter) are more than effective to maintain stability, without introducing the complexity of needing to pump fuel upwards against gravity/acceleration.

  21. The Placebo Button

    The elevator in my building has a door-close button that does nothing. I learned this the way everyone learns it, which is to say I pressed it for years under the impression that it was speeding up my departure. The button lights up. It makes a small click when pressed. It provides every sensory signal of function. What it does not do is close the door any faster than the door was going to close on its own. The elevators in most American buildings installed since 1990 have door-close buttons wired to nothing, because the Americans with Disabilities Act requires the door to stay open long enough for a person using a wheelchair or walker to enter, and the button that overrides that requirement is accessible only to the fire department with a key.

    The elevator industry has not hidden this. A 2016 New York Times piece by Christopher Mele quoted Karen Penafiel of the National Elevator Industry confirming that the buttons in non-emergency elevators do not function for ordinary passengers. The buttons remain on the panels because removing them would require rewiring, because passengers expect them, and because a button that does nothing costs less to leave in place than a button that does something. The fire department button works; the button passengers press does not. Both are labeled the same way.

    The phenomenon extends well beyond elevators. A February 2004 New York Times piece by Michael Luo, titled “For Exercise in New York Futility, Push Button,” reported that of the 3,250 crosswalk buttons in New York City at the time, more than 2,500 functioned as mechanical placebos and only about 750 still worked. The rest were deactivated when the city moved to computerized signal timing in the decades after 1980, and the buttons were kept in place rather than removed because removing them costs more than leaving them attached to nothing. A pedestrian pressing a crosswalk button on Sixth Avenue at Thirty-Fourth Street is performing a gesture. The gesture has no effect on when the light changes. The light changes on a fixed timer that does not know the pedestrian pressed anything.

    Office thermostats are the third common case. HVAC contractors working in large commercial buildings have for decades installed decoy thermostats in zones where the actual temperature is controlled from a central building management system. A Wall Street Journal column by Jared Sandberg, who wrote the Journal’s Cubicle Culture column on office life, reported that a significant share of office thermostats were non-functional decoys, installed because building operators had discovered that employees who had a thermostat to adjust reported feeling more comfortable than employees who did not, regardless of whether the thermostat was connected to anything. The decoy thermostat was cheaper than the actual climate complaint.

    What unites these three cases is that the placebo button is engineered to produce the sensation of causation without the mechanism of causation. The Harvard psychologist Ellen Langer spent much of her career documenting what she called the illusion of control, the human tendency to overestimate personal influence over outcomes that are actually random or automatic. Her 1975 paper on the subject in the Journal of Personality and Social Psychology remains the source text, and the elevator button has become an unintended memorial to her findings. The button is a compliance device. It gets the passenger through fifteen seconds of waiting without becoming the kind of passenger who kicks the door. The crosswalk button operates the same way. The thermostat operates the same way.

    The object lesson is small. A button that does nothing is a minor embarrassment in the built environment. The interesting question is where else this logic operates, and the answer is most of civic life.

    Public comment periods on federal rulemaking accept submissions from citizens by the hundreds of thousands. Agencies are required to read those submissions and consider them. In the vast majority of cases, the final rule reflects the draft rule. The comment did not change the outcome. Its filing was registered. Citizens who submit receive an acknowledgment. That acknowledgment was the point.

    City council meetings in most American municipalities include a public comment segment during which residents address the council for two or three minutes each on matters of local governance. Council members are not required to respond. A council member is also not required to incorporate the comment into deliberation. Votes that follow get decided in committee or caucus before the comment begins. The resident goes home having pressed the button. Its light comes on. That door closes on the timer it was going to close on anyway.

    Surveys distributed by employers after reorganizations, by airlines after delays, by hospitals after treatment, by universities after lectures, arrive with the implicit promise that the responses will influence future decisions. Response data gets aggregated and presented in quarterly reports to executives who have already made the next round of decisions. The survey is a button that lights up. No door closes any faster.

    Electoral systems with gerrymandered district lines produce outcomes pre-determined by the shape of the district rather than the preferences of the voters. A voter in a district drawn to favor a party by twenty points is pressing a button connected to a timer set six years before the election. Ballots get counted. The vote does not change the outcome. An illusion of control persists, and the citizen who pressed the button walks out of the polling place with the civic sensation of participation.

    The placebo button is not a conspiracy. No central authority installed these systems to deceive. An elevator button represents a cost-benefit decision by building owners. A crosswalk button persists as legacy infrastructure nobody retired. Public comment periods exist as procedural requirements written into administrative law in 1946. Gerrymandered districts result from partisan legislatures drawing maps within a legal framework the Supreme Court has repeatedly declined to revise. Each placebo button got there through a defensible local decision. The pattern they form together is a democracy where the buttons light up reliably and the doors close on the schedule they were always going to close on.

    The dangerous version of this pattern is the one where citizens learn the buttons do nothing and continue pressing them. Compliance does not require belief. The door-close button still gets pressed by passengers who know it does nothing, because pressing it is what one does in an elevator, and because the alternative is standing silent in a small box with a stranger for fifteen seconds. Voting in a gerrymandered district still gets done by voters who know the district will produce the predetermined outcome, because voting is what one does as a citizen, and because the alternative is admitting the system is closed.

    The recognition that matters is the one that separates the buttons that work from the buttons that do not, and the organizing that follows is the organizing that rewires the boxes rather than the gesture of pressing. Ballot initiatives that establish independent redistricting commissions are rewiring. Lawsuits that force agencies to respond substantively to public comments are rewiring. Municipal charters that require council members to respond to comment on the record are rewiring. The door-close button in the elevator is a lost cause and not worth the fight. A crosswalk button at Thirty-Fourth Street is not worth the fight either. Ballots and comment periods and council meetings are worth every fight we can bring, because the apparatus behind those buttons is still capable of connection, and the difference between a democracy and an elevator panel is whether the wires on the other side of the panel still reach the doors.

    #button #fakery #harvard #intention #nyc #placebo #psychology #tech #thermostats #wire #wires