Lesson 15: Overcoming Barriers

Welcome, readers, to this week’s lesson on Crit the Books. This week, we’ll delve into strategies to improve specific matchups. Often, if you are new to a game, certain strategies can seem overpowering or stronger than any options you can think to bring. However, this is typically not due to the power of the strategy itself, but rather how you as a player are not well-adapted to playing against it. There are a number of methods you can use when you seem to be facing an insurmountable wall in your progress as a player, and we’ll look at some of them this week.

There are three central strategies I use when my own personal experience does not match up with the perceived strength of a strategy, or when I cannot seem to defeat a certain strategy. You can simply talk to players who use that strategy, using their expertise to try to figure out the weak points in their strategy. You might also consider looking for other players who play the game, trying to solicit wisdom or advice from players who have had success against that strategy, and what tricks they might have. Finally, you might try playing these strategies for yourself! In my experience, very little will show you the weak points of a strategy better than having those same weak points shown to you.

Let’s look a bit deeper at those strategies, each in turn. First, let’s look at the players who have previously had success with a given strategy. I find that, oftentimes, a player who has success with a strategy will be open to discussing what has led to their success with that strategy. Players want to have interesting, close to even matchups most of the time, and discussion will often get players closer to that balanced state. A player who plays a given strategy will be very good at telling you the strengths of that strategy, since they take advantage of those same strengths to win games.

Like every technique, there will occasionally be situations where this method of handling tough matchups fails. Before large competitive events, many players will be less interested in discussing their techniques, since their ability to place well in an event can often be directly influenced by how well people play against their strategies. In addition, many players will bring techniques or unique flavors of a given strategy to those tournaments in order to get a leg up on opponents or cover weak spots, aiming to disrupt their opponents’ play patterns by bringing something unexpected to the table. If the person you have spoken to is unwilling to give out their secrets, I’d encourage you to simply ask them to give you the most basic of basics or wait for them to be more accessible.

If talking to your typical opponents hasn’t been helpful, then I would suggest you start tapping into the deeper wealth of knowledge that is available to us these days! The internet is full of gaming advice and assistance for given strategies and looking for help here can be very fruitful. When I have had trouble in the past with given strategies, I have looked online for people who play the game and simply said, “I’m having trouble dealing with this. Do you have any advice?” Many of the more strategically-minded gamers out there love discussing the strategy and theory of their game, and will be more than happy to help you out. In addition, you might look for content on sites like YouTube, where millions of content creators are out there creating videos and tutorials that can help you as a player. Even if you’re not looking for specific advice, I would certainly suggest you look at general strategy guides for a given game. They can often be very helpful or give you a new perspective.

Like any other strategy, this method of improvement is not flawless. One of the most important things to keep in mind when asking for advice from the larger community is that not all of the larger community is highly skilled. It is a blunt way to put it, I know. However, it is important to remember that simply because someone is a content creator does not mean that they are skilled at the game. You need to be able to analyze the advice you are given and determine if it is truly helpful. I know that I have watched many live recorded Guild Ball games on YouTube and been shocked at how sloppy their play is. Simply because someone loves a game enough to create content of it does not mean that they are a good player! I’d suggest seeking out people who have accolades or results behind them that show they are consistently good players – a world champion will generally give more helpful advice than a novice! Keep that in mind as you seek strategic advice online.

Perhaps you are an autodidact – someone who finds that they can more consistently learn well by themselves. Perhaps you cannot find advice on the specific matchup you are having trouble with, or you are having trouble finding other people who are struggling with the same problems. In this case, I would suggest you turn things around and try playing with – instead of against – the strategy that you are having trouble with. Nothing will make the weaknesses of that strategy obvious to you like having them leveraged against you in a game. In addition, this method can give you a healthy dose of perspective. Maybe that strategy you are having trouble with isn’t oppressive or overpowered. Perhaps you are simply blind to the weaknesses of it!

The main weakness of this technique is that methods that might work against your method of playing that strategy might not work against your opponent. Every player has slightly different ways of playing, and different history and prior knowledge they bring to the game. In addition, perhaps the strategy rewards skill in that strategy heavily, and is not easy to pilot. Regardless, playing with a strategy that you are having trouble with will open the door to noticing cracks in the armor that you can exploit later on.

When you are having trouble against a given strategy, it can often seem overwhelming or like you are facing off against something that has many more tools at their disposal than you do. However, if a strategy is truly unbeatable, a game will quickly wither and die. More possibly, there is simply a weakness that you are not taking advantage of or a flaw in the other strategy that you are not seeing. By asking the player, looking to the community, or trying the strategy for yourself, you can find weaknesses that you will be able to take advantage of, or play to strengths you never even knew you had.

A big thank you to my Patrons for this month: Alex, TicTac, and anonymous patrons. If there are specific subjects or concepts you’d like an article written on, I suggest you look at my patreon! For just $7 a month, you’ll be able to suggest article topics for me to write on.

As always, remember that it’s not enough to just hit the books if you want to win. You’ve got to Crit the Books!

 

Lesson 14 – Variance

Welcome again, readers, to another week of learning here at Crit the Books. This week, we’ll discuss variance in games, and the different kinds of variance that you will see in games. Variance, often called RNG or chance, is the element of games that adds interest to them beyond strategy. While many players curse games that have heavy variance, I am personally of the opinion that a healthy amount of variance adds a great amount of depth and interest to games. Let’s get into it.

First off, let’s look at exactly what variance is. Variance refers to anything in a game in which the outcome is not wholly predictable. In many games, variance is achieved through 3 main ways – In the case of digital games, a pseudorandom number generator is used to determine results, and in physical games, shuffling a deck or rolling dice are used. While these are the 3 most common, there are certainly other ways that variance can be added to a game. Some games will use coin flips, other social games will use the inherent variance of the human psyche. Regardless, variance does a lot to make games less predictable.

Now that we’ve established what variance is, let’s divide the concept up further to clarify some of our discussions. In games, there are two main types of variance – input variance and output variance. Input variance is variance that changes the options available to a player. The random order of the cards in a digital TCG like Hearthstone, and the cards that you draw, are an example of input variance. You can’t be sure at the beginning of the game which cards will be available for you to play, or what cards you will draw next turn and what options those might allow. You can take guesses and play the odds, but you will never be 100% sure what those options will be unless you have 1 card left in your deck. Since this style of variance changes the options that are available, we call it input variance. It changes what input you, the player, receive.

The other style of variance is output variance. Output variance refers to variances that changes the results of a player’s actions. Looking back at Hearthstone, cards that cast random spells or summon random minions are an example of output variance. You can take the same action as a player two different times – casting Unstable Portal, for example – and get vastly different results. Another example of output variance is the damage roll when you hit with an attack in Dungeons and Dragons. Your attack might deal 1 damage, or it might deal 6. Since you won’t know the precise amount of damage you are dealing, that is another example of output variance.

Many players have a love/hate relationship with variance. How many times have you hit the perfect topdeck and celebrated to yourself or thought, “Yes! Exactly what I needed!”? At the same time, I am certain there have been a number of times that you have made an attack and critically failed it, then looked down and glared at your dice in anger. Many players will say they dislike variance or feel that variance negatively impacts the amount of skill they are able to demonstrate in a game. This stems mostly from the fact that a player can take a strategy that has the highest probability to succeed, but still lose.

However, I am of the opinion that variance is incredibly important to a game’s health overall, and how interesting a game is to play. Whenever variance causes a highly skilled player to lose, it does another very important thing: it makes a less skilled player win. Variance makes games more accessible to newer players, and that is something absolutely critical for the health of a game as a whole. Games that have a low amount of variance – chess or go are wonderful examples – tend to be games that have a very steep learning curve and can quickly become uninteresting when a given play group has known disparities in skill level. If my best friend is a grandmaster at chess, and I am a new player, we are not as likely to enjoy repeated games. My best friend, because he finds the games boring and easy to win; myself because I find my attempts futile and frustrating.

However, games that have a higher amount of variance, such as Hearthstone or Magic: the Gathering, can create situations where even if my opponent is a better player, I drew better cards or had better results of my actions. These games are much more interesting, and while the more skilled player might generally win more often, the less skilled player still feels that they have a chance. This incentivizes both players to play more often and makes it easier for new players to enter the playgroup without feeling like they have a large cliff to climb.

In addition to this, variance makes games interesting. The faster that players can routinely determine the winner of the game from a given board state, the more deterministic the game is and the less interesting it is. For Hearthstone, it is one thing to know that when you are presenting lethal and your opponent has no way to respond to it, you have won. This is as the result of a game played. However, if you could sit down across from your opponent and determine who has won after 2 turns, the game becomes much less interesting and much less worth playing. Variance creates interest by putting players into scenarios where it becomes harder to determine who will win.

When looking at designing a game, I would encourage you to look deeply into what variance exists in your game, and what that variance provides for you. Input variance is a good way to introduce interest into your game without being overwhelming, and also serves as a way to limit complexity for a player on any given turn. When a player has 1000 options, they are more likely to suffer from analysis paralysis than when they have 4. This is also the “safer” type of variance, since players will very rarely feel let down.

Output variance, on the other hand, is the variance of high highs and low lows. This can be a very big negative, since nobody enjoys critically failing their attacks or spending resources to do nothing. However, output variance can also lead to exciting stories of triumphing against overwhelming odds, or of that one time you needed all of the dice to go right to achieve a win, and then they did! Output variance can add a lot of excitement to your game and create strong stories or memories that players will be hard-pressed to forget.

Variance is something that is central to both game play and game design. It’s a subject that I have some strong, and very controversial, opinions on. No matter how you slice it, variance is an integral part of gaming strategy, and learning to love it will get you more familiar with it. Being familiar with variance will open the doorway to being able to make the best use of it in your strategy. Love the variance. It’s here to stay.

A big thank you to my Patrons for this month: Alex, TicTac, and anonymous patrons. If there are specific subjects or concepts you’d like an article written on, I suggest you look at my patreon! For just $7 a month, you’ll be able to suggest article topics for me to write on.

As always, remember that it’s not enough to just hit the books if you want to win. You’ve got to Crit the Books!

 

Lesson 13 – Burden of Knowledge

Welcome back, readers, to another lesson here on Crit the Books! This week, we’ll be branching a bit away from strategy principles, and move towards the design side of games. We’ll be discussing something that comes up very often when talking about games, and this same concept is something that can let you demonstrate mastery of a game in a method that is not simply strategic. This week, we’ll be discussing the Burden of Knowledge.

In any game, there are a set number of components within the game. Even for games that are procedurally generated or make use of customizable elements, there are still parts of the game that can be known and predicted. Burden of Knowledge refers to the amount of rules or specifics of different components that exist in the game. Burden of knowledge as a concept specifically references the “printed” aspects of the game, or those that are available direct from the game and must not be deduced.

As an example of what differentiates strategic knowledge from printed knowledge that increases a game’s burden of knowledge, we’ll look at a game that I am currently dipping my toes into and attempting to learn – Pokemon! To be specific, we’ll be talking about competitive battling in the video games – specifically Generation 7 – in Drafting Leagues. While there is quite a bit to be said about Draft Leagues in Pokemon, I won’t be discussing the specifics here. Instead, I encourage you to read this article written by my good friend Hexcat, over on their site!

Pokemon has a lot of depth to it, and that is part of what makes it have such a variety of competitive formats. That depth shows in a lot of ways! Each pokemon brings with it a unique combination of base stats, abilities, types, and moves that it can learn. In addition to just the variety of possibility that differentiates the pokemon themselves, there are a variety of items that each pokemon can bring into the battle. Mega Evolutions and powerful moves called Z-Moves expand the choices even more.

All of these possibilities for the pokemon, as well as the specific interactions of moves and pokemon, are available to players at any time, and do not change game to game. Since all of this information is set and directly available to the player without being deduced, this is considered printed knowledge, and therefore contributes to the huge burden of knowledge that an aspiring pokemon player must overcome if they want to make it as a competitive player.

On the other hand, pokemon also has a very deep well of strategic information. Knowing how to construct a strong team, knowing what role each pokemon can play in that team, knowing how to leverage the knowledge you have of the opponent’s team into moves that are more efficient for you… those are all strategic knowledge, and this depth of strategy is what has made pokemon such a long-lasting player in the gaming arena. There is a reason that pokemon is still played consistently to this day, and the strategic depth is what keeps it there.

To contrast the heavy burden of knowledge of Pokemon, we’ll look at a game that has a light burden of knowledge but incredibly deep strategic knowledge. Imagine a game where there are only 6 different pieces with their own rules, as well as a very simple set of base game rules. If you haven’t figured it out yet, I’m talking about Chess! It doesn’t take very long to learn the ropes of Chess, and after you have learned how each piece moves, nearly all of the knowledge you can gain about the game is strategic knowledge.

Games with a heavy burden of knowledge can be very difficult for a new player. I can speak from personal experience – for a long time, I avoided really getting into the competitive pokemon community because I didn’t think I would have the time or attention span to devote to overcoming that burden. While you can form some heuristics to lighten the load of a heavy burden of knowledge, you also risk missing out on something important because your heuristics may be flawed!

You might ask, then, “How do I get started in a game with a heavy burden of knowledge? Is it not worth my time?” To that, I must say that there is no easy answer. However, there are some starting techniques that you can look at. One method that you can use is to start with a reduced complexity version or variant of the game, either by editing the base rules to make them simpler or by limiting the options available to you. That, or you can have a more experienced player make some decisions for you while you start to work on getting deeper into the game.

This first method is the one that I got started in Pokemon Drafting with. A coach in the Fun Pokemon League – the one Hexcat mentions in their article above – ended up dropping out of the league, and the organizer of the league ended up looking for replacement coaches. I ended up stepping in, giving me an introduction to drafting without the added complexity of the drafting portion itself. This reduction in the starting complexity was a godsend. In addition, I was lucky enough to have HexCat willing to answer my questions and help assist me in my matches. While I have been relying on their help less and less as the league goes on, they were still very helpful in my early weeks.

This actually brings me to another method for getting into a game with a heavy burden of knowledge. Having a friend or another resource that can translate the knowledge into more easily accessible pieces of strategic knowledge. To provide an example, I was very unsure of why my team’s original coach had chosen Dugtrio as a Z-Move user. I was completely lost, and while I could have access to all of the moves available to Dugtrio, I didn’t know how they fit into the overall scheme of my team because I lacked the knowledge to know what made them relevant. Hexcat was able to tell me that the option of Z-Memento essentially let some pokemon on my team set up to sweep without fearing losing them to strong attacks.

One final method is to simply dive in to the game and try to master the printed knowledge of the game for yourself. This is not a simple trick or a way to escape the burden of knowledge; rather, you choose to face it head on and conquer it that way. Players that enjoy learning and don’t mind poring over information will find this method a strong one indeed. This method is also a really good one if you already enjoy the game!

When it comes to the learning new games or designing games for yourself, it is very important to remember the burden of knowledge within the game. A high burden of knowledge can make your game intimidating to learn, and that can be a death sentence for a new game. Learning to conquer that burden of knowledge for yourself can make new games far more accessible to you, and it never hurts to learn more about the games you love as well!

A big thank you to my Patrons for this month: Alex, TicTac, and anonymous patrons. If there are specific subjects or concepts you’d like an article written on, I suggest you look at my patreon! For just $7 a month, you’ll be able to suggest article topics for me to write on.

As always, remember that it’s not enough to just hit the books if you want to win. You’ve got to Crit the Books!

 

 

Lesson 12: Wide and Narrow

Hello, my dear readers, and welcome to another week of Crit the Books! It’s been a few busy weeks, but because of that, I’ve had the opportunity to talk to some of my gaming companions and gotten a lot of interesting insights on different styles of game and how to look at strategies in those different games. In fact, this week I’ll be talking about one of the most common differentiators of strategies that I have seen across multiple games – Narrow vs. Wide strategies.

In a nutshell, Narrow and Wide strategies refer to how the game’s resources – be they mental energy, action points, or similar – are spent when there are multiple places to spend those resources. In a Narrow strategy, resources are more often spent on a single goal, model, or game component. In a Wide strategy, resources are distributed to different locations, allowing for more flexible play but less pure strength in a single aspect.

Narrow strategies are focused on putting as much power into a single objective as possible. These strategies tend to be very powerful in terms of raw force or numbers, but can sometimes fail when the objective or component that the resources are focused on is either defeated or otherwise made irrelevant. Narrow strategies are about trading pure efficiency in setup for maximum efficiency in output. Strategies like this are often called buff strategies or something similar. While putting all of your proverbial eggs in one basket can be risky, it can pay off very well if your basket is strong and safe enough to keep all of your eggs safe!

Wide strategies, on the other hand, trade away the incredible efficiency of one single output in exchange for a more widespread efficiency among the wider goal. Wide strategies tend to be more flexible, and are more difficult to dismantle because taking multiple components out of commission or making multiple pieces irrelevant is more difficult than stopping simply one. Wide strategies tend to be lower variance as well, since putting all of the odds into a single point can be dangerous. However, wide strategies often lack the pure power that narrow strategies can wield.

You can find examples of narrow and wide strategies in nearly every game imaginable and identifying the width of different strategies can be key in finding out how to beat them. Let’s look at some examples of narrow or wide strategies in a number of games and look at what makes them narrow or wide.

First, we’ll look at one of the oldest games of strategy still played today: Chess! In chess, you’ll often hear that some players specialize or pay extra attention to a given piece. Perhaps one player tends to favor the extreme power that their queen brings to the table, or another player tends to make use of the unique attack vectors that the Knights bring to the table. These players tend to favor more narrow strategies, where the majority of resources that they can spend – their movements each turn – are spent on one component. Players like this can have difficulty when their pieces of choice are removed. On the other hand, some players tend to play more evenly with all of their pieces, making use of whichever piece has the most efficient options at a given time. These players are playing a more wide strategy, which can be harder to figure out strong counterplay for. However, they will often not be able to take opponents by surprise as easily, and their gameplay can be more easily planned for.

Now that we’ve looked at an older game, let’s look at a game with more complicated pieces, such as Overwatch. In Overwatch of the past, two team compositions that we will look at are “el presidente” and deathball comps. In the former, a large amount of resources are focused on buffing or protecting a single character that has the ability to turn those buffs into a high output. Oftentimes, Bastion is “el presidente” of the group – he trades away his mobility for the ability to gain high DPS. Healers like Mercy or Ana, who have very high healing per second on a single target, can help protect Bastion, while tanks like D.Va or Orisa can protect Bastion to make up for the lack of his mobility. These allow the team to make full use of Bastion’s powerful, but narrow strengths, and those same strengths mirror those of the entire team composition. The comp deals amazing amounts of damage with significant durability, but if Bastion is removed from the equation, they can very quickly falter.

On the other side of the equation in Overwatch are deathball compositions. In Deathball comps, healers like Mercy are often passed up in favor of healers who lack the strong single target healing, and instead look towards healers that can heal – or offer other buffs – in an area of effect. Brigitte and Lucio are both pretty common to see here. These healers have significantly less healing on a single target, but when you add together the healing they can provide to 5 other players, their healing numbers very quickly approach or even outstrip those of more focused healers. While this is only looking at the support side of deathball comps, it serves as a good foil to the narrow “el presidente” strategies by pointing out the power of wider strategies, where it is harder to bring the team falling apart by taking out specific key players.

As you’ve seen, looking at and judging strategies on a narrow vs wide axis can be very helpful when it comes to analyzing weaknesses of a strategy. As well, knowing what playstyle you tend to prefer can help you focus on your strengths, something that we tend to talk about a lot here on Crit the Books – because it’s important! For your homework this week, look at the strategies you used in the past few games that you played. Did you use a more narrow strategy where you put many resources into a single component to squeeze the most efficiency out of it, or did you adapt a wider strategy which was more difficult to counter? Maybe your strategy even changed over the course of the game!

A big thank you to my Patrons for this month: Alex, TicTac, and anonymous patrons. If there are specific subjects or concepts you’d like an article written on, I suggest you look at my patreon! For just $7 a month, you’ll be able to suggest article topics for me to write on.

As always, remember that it’s not enough to just hit the books if you want to win. You’ve got to Crit the Books!

 

Lesson 11: The Shoulders of Giants

Welcome back to Crit the Books! This week, we’ll be looking into other sources of gaming strategy. Over the years, a number of articles and books have been written on how to play games, and strategies to use within them. One of my goals with Crit the Books is to become similarly known within the gaming community as a place to look for depth of strategy.

I’ll be pointing you to some of these articles that I think are the most important, groundbreaking, or informational writing pieces in larger gaming strategy. I’ll also be explaining – in a brief paragraph or two – what makes the pieces so important, and what lessons can be gained from them. I’ll provide a quick summary, but of course, I think you should heavily consider reading the articles for yourself. Many of these articles are how I have built up my knowledge of gaming strategy myself!

The first piece of writing I’ll look at is one that has gone down in card game history as perhaps the most valuable piece of strategy writing ever done for the card game genre. While it focuses on Magic: the Gathering, it has uses in nearly every competitive game that I have ever played in one way or another. If you’ve ever been an M:tG tournament grinder, you probably know what article I’m talking about: Who’s the Beatdown? Written by Mike Flores!

Who’s the Beatdown? is primarily focused on how to realize when you are the aggressor or the defender in matchups of Magic: the Gathering. The article focuses on how to realize when you are the aggressor vs. the defender, and what that can mean for you in the matchup. The article characterizes the difference between the beatdown and control strategies as that between a strategy that wants to beat the opponent early via tempo, and one that seeks to outlast the opponent and gain an advantage through value or efficiency.

Who’s the Beatdown? itself is a heavily Magic: the Gathering focused article, but many of the lessons that it teaches can be applied to other games. In nearly every other game, the dichotomy between tempo and value is apparent in some way, shape, or form. Players can use the resources at hand to seek their victory condition early and lock their opponent into specific responses with their aggressive plays. Alternatively, players can make moves that individually are not as powerful but will gain them more power in the long game because their moves are more efficient engines. Knowing what side of this dichotomy you should be focused on is crucial for a new player.

Moving on, another book that I can’t recommend more is Playing to Win: Becoming the Champion by David Sirlin. Written mainly from the perspective of a fighting game player but incorporating a basis of chess knowledge, Playing to Win focuses on sharpening your competitive mindset through a number of examples from the larger gaming community as well as personal anecdotes.

Perhaps the most impactful thing from my reading was Sirlin’s differentiation between a poor player and a “scrub”. In introducing the latter term, Sirlin looks at the mentality that often causes players losses due to not wanting to make moves that are perceived as “cheap” or “no skill”. He asks of the reader, why would you not use all of the tools at your disposal to win the game? If you’re not using the tools at your disposal, you are either artificially handicapping yourself, or setting yourself up with excuses in case you lose. Either way, you’re not gaining any advantage by trying to avoid certain strategies because they are “cheap”. Sirlin is ruthless in dismantling this mentality in the reader, making it explicitly clear that he doesn’t have any interest in excusing poor play because one is worried about making the game “more fun”.

The final article we’ll look at today touches on one of the easiest ways to distill value out of game objects within games of all kinds. That article is The Philosophy of Fire, also by Mike Flores. The Philosophy of Fire is about breaking down your win condition into its constituent parts, then breaking down all of the components you have access to down to what they can do to propel you towards that victory condition. Then, you make use of the components that do the most for you along that axis.

The Philosophy of Fire is primarily Magic: the Gathering based, but you can apply the basic ideas to nearly every game you play. Let’s look, for example, at a board game: Ascension. In Ascension, players compete to gain the most honor, and they do so by buying cards from a central buy row, using card abilities, or by defeating monsters in the aforementioned buy row for rewards. Often times, I will see new players struggling with the game; they will spend most of the game trying to put together strong synergies in their decks or trying to get their masterful combo to go off. However, they start to see their opponents winning before they are. When players ask me why they are losing so often, I ask them, “What are you trying to do?” Occasionally they will answer with something like, “Get as many cards that draw cards so I can play more cards.” “Is that helping you win the game?” I ask them in return. Often, they’ll respond with something similar to “Yeah… wait, it’s really not, is it?”

The Philosophy of Fire is, put simply, another way to tell you to play to your outs. However, it is also a way to evaluate the actions and resources you are using during games and seeing if you are taking the right ones, or if you are engaging in what amounts to mental masturbation. It is very important to keep your eyes on the prize, and The Philosophy of Fire helps you do that.

When it comes to learning strategy in any gaming setting, it is important to remember that we stand on the shoulders of giants. While everything that someone else has thought of can be possibly reasoned out and thought of, that is a very inefficient way to learn. Instead, make sure to take advantage of the resources available to you, even if they are focused on games other than your normal ones. I am sure there are lessons you can learn. For this week’s homework, I would suggest you try to find a strategy article you haven’t read before and try to distill it down to its central lesson. Send your results to @CritTheBooks on twitter – I’d love to hear what you find!

A big thank you to my Patrons for this month: Alex, TicTac, and anonymous patrons. If there are specific subjects or concepts you’d like an article written on, I suggest you look at my patreon! For just $7 a month, you’ll be able to suggest article topics for me to write on.

As always, remember that it’s not enough to just hit the books if you want to win. You’ve got to Crit the Books!