Saturday, July 26, 2025

How I Learned to Stop Worrying and Love the Sandstorm




The ruined base - thats what 70% of ours will look like in a couple of days

Dune: The Dave Accidentally Downsized Our Base Episode

Or: How I Learned to Stop Worrying and Love the Sandstorm

Let it be known across the burning wastes of Arrakis: the great base of House Hot-Mess was no match for one man, one click, and one tragically unlabelled foundation block.

It began, as these misfortunes often do, with Myles pondering the after-action report that hadn't materialized. Suspicious. Either Dave was still busy alphabetizing his reagent collection or Craig had once again triggered the “dump entire inventory in a heap” macro. Perhaps both.

In a show of what passes for diplomacy in our group, Myles gently prodded Dave for said report. What he got was something more akin to a confession:

“It’s not my fault,” Dave wailed. “You said the base was too big. And the taxes! So I solved that problem…”

The tone was… unwell.

“What have you done, Dave?” Myles asked, which is quickly becoming our group’s most used phrase after “Where’s Craig?” and “Don’t touch that.”

Dave, trying to be reassuring (and failing like a Mentat in a conga line), insisted,

“It’s okay. I can fix this. I just need to spend $60,000 Solaris.”

“STOP,” Zaph barked, alarmed. “You will not incur any additional expenses for this temporary base.”

Dave whimpered, clutching a blueprint like it was a teddy bear.

“But… the bridge… the switchback… the testing tower…”

“Dave,” Myles asked again, more urgently now, “what did you do?”

“Just some minor improvements. Adjusted the ramp angle, widened the forcefield… had to delete a couple of blocks to make it work. Just… one click too many and the base—it’s gone!!”

Yes, dear reader. Gone. Disappeared. Vanished into the digital ether like a Craig-planned stealth mission.

“How is that even possible?” Myles demanded, channeling the kind of calm normally reserved for hostage negotiations and IKEA instruction manuals.

Zaph’s sniper nest? Gone.
Craig’s bike? Missing.
Dave’s dignity? Under severe duress.

“It’s fine,” Dave sniffled. “Only 70% of the base is exposed now. It’ll be destroyed by sandstorms soon. But the important stuff—the main building, storage, beds, power, refineries—that’s safe.”

Pause.

“Dave,” Myles said flatly. “Which 70% is gone?”

“The bridge, the cliffside switchback, the testing tower…”

“So… the 30% that’s safe?”

“Yes! Mostly! Except Craig’s sniper nest. The HOA filed a complaint. Apparently he was shooting their kids. Had to go.”

“This is worse than the infamous Gold Dragon incident,” Craig growled.

Dave, seizing his moment like a Bene Gesserit citing obscure bylaws, replied:

“As per my construction contract, I cannot be held liable. Limited liability, no reparation, not worse than the Gold Dragon incident, courts in Texas only, and if you don’t like the rules—move your stuff out.”

“Whatever,” Craig muttered, furiously Googling Texas extradition treaties.

At this point, Myles took a deep breath, the kind you take before diffusing a bomb or explaining cryptocurrency to your parents. “What actually happened?”

Dave explained that building tools in this game are very powerful. You can construct a monolith or destroy it with a single click. There is, fortunately, a handy warning system if you try to delete your sub-fief console. Unfortunately, that doesn’t trigger if you click the foundation beneath the console.

“No warning,” Dave said solemnly. “Just… gone. Land area reduced from 11,500 to 2,800 sqm. I reported it as a bug. I’m sure the devs will get back to us quickly.”

[Cue audience laughter.]

After that small... landscaping event, the evening continued in its usual style: lightly armed chaos.

We visited a “market” that had nothing for sale and was therefore promptly liberated of all its inhabitants and assets. We passed on the savings to our contractor, who gave us a hit job. (As one does.)

We then ransacked three scavenger bases, executed a local leader, and rode off into the sunset like sand-blasted murder hobos.

Eventually, we reached Western Vermillius Gap and did some casual sightseeing: imperial testing stations, spaceship wrecks, caves with eldritch echoes, the usual.

Myles asked a simple crafting question: “How do we make Cobalt Paste?”

Dave, ever confident, declared:

“Easy. Just a 15-minute jaunt to the rift for Erithyium crystals. I know a shortcut.”

Spoiler: He did not. We rode across the rift like a bunch of desert-hardened toddlers trying to find grandma’s house with a potato map. Two mining complexes later, two hours older and slightly more cynical, we returned and finally refined the Cobalt paste.

Zaph logged off, possibly to scream into a pillow.

Dave then convinced Craig and Myles to take “a quick bike ride” to The Pinnacle trading post. The goal? Pick up a disruptor schematic and some aluminium ore.

We returned victorious, only for Craig to immediately convert all our aluminium into a hat.

Because of course he did.


Closing Thought:
What began as a structural adjustment ended as a mass eviction, a missing sniper nest, and a fabulous new aluminium hat. Next week, we consider the philosophical implications of sandworm insurance.



Saturday, July 19, 2025

Dune: The Discovery Phase, or Don’t Forget to Fuel the Generators

 


We rejoin our brave adventurers at their newly rebuilt base, a sprawling edifice that, depending on who you ask, is either a shining beacon of survival ingenuity or an architectural monstrosity with too many staircases.

Dave stands proudly, scanning the horizon for applause. None arrives.

“Where do I put this stuff?” asks Craig, dumping a suspiciously large pile of random loot into the middle of the floor.

“Why is it so big?” muses Myles, gazing at the looming walls.

“Is this our base? I don’t remember it looking like this,” says Zaph.

Dave exhales dramatically, the sigh of a man who knows he is surrounded by philistines. “Right. Focus up!”

“Listen carefully,” he commands. “Check your gear. Level 2 cutterays, medium blood bags, litterjons of water, Mk2 battery packs, Khirijon stillsuits or armour. And we’re not coming back until your backpacks are full.”

“Can we take our bikes?” Craig asks hopefully.

“No bikes,” Dave snaps. “This trip is on foot. Life in the desert is not a cakewalk.”

“There’s cake?” Craig perks up.

“No cake. No bikes. No slacking,” Dave growls.

And so, properly scolded, we set out. Up the stairs, out the back door, climbing the switchback path. We’re almost at the top when Myles pipes up: “Are we there yet?”

Dave sighs again. It is going to be one of those nights.


Lessons in Swordplay (and Patience)

“Draw swords!” Dave orders.

There’s a scavenger camp ahead, perfect for live combat drills.

Craig is crouched on the path, suspiciously still.

“What are you doing?” asks Dave.

“Drawing a sword,” Craig replies, pointing proudly at the doodle he’s etched into the dirt with his dagger.

“Two targets,” Dave continues. “On three, we attack.”

“Wait,” says Myles. “Is it on three, or do we attack after three?”

“We attack on three.”

“ONE!” yells Craig, immediately charging forward like a berserker.

Everyone else follows in varying degrees of confusion and enthusiasm.

“Stop hitting me!” shouts Dave as he fends off both scavengers and friendly fire.

“Swords suck!” complains Myles. “Why can’t I use my rifle?”

“Everyone needs to learn all weapons!” Dave declares. “It’s about skill versatility and team composition!”

“Swords suck!” Zaph echoes. “When do I get a sniper rifle?”

“When I say you can!” Dave roars. “And NOT A MOMENT SOONER.”


Blood Bags and Broken Seals

Fight over, we drain the bodies of blood (as you do), loot everything not nailed down, and press on.

In one cave we find corpses behind a broken moisture seal. Everyone turns slowly to look at Craig.

“It wasn’t me,” he says unconvincingly.


Dave’s Masterclass in Quicksand Navigation

At The Anvil trading post, we take a detour into a cliffside cave.

“Follow me,” says Dave. “Watch out for quicksand, heavy gunners, and—”

KER-THUNK.

Zaph leaps off a ledge, directly into a firefight. Dave rushes to assist and gets immediately bogged down in quicksand.

Luckily, everyone else is too busy swinging swords to notice his heroic flailing.


Bikes, Boosters, and Bad Ideas

Having survived our foot march, we zip across the dunes on our bikes.

At the top of a rise, we spot a Harkonnen base. Wisely, we avoid it and focus on gathering carbon crystals.

Back to base, unload, smelt steel.

Next up: “Evict squatters from an Imperial testing station. Dead or alive.”

“That’s our kind of gig,” Dave says cheerfully.

Myles tries out his bike booster and rockets ahead like a sandworm on espresso, waking every worm in a three-mile radius. The rest of us dive for the nearest rock.


Heavy Gunners: Craig’s Nemesis

Inside the Imperial station, we find a hologram delivering a welcome speech it’s been practicing for 10,000 years. We ignore it, drink all the water, loot every chest, and drain every corpse.

Combat is intense:

  • Dave and Zaph clean house on the left flank.

  • Myles and Craig… less so.

  • The heavy gunner turns Craig into salsa.

By the time Craig respawns, the team has moved on.

“Heavy Gunners: 3. Craig: 0.”


Of Fancy Pants and Moral Bankruptcy

We return to base laden with schematics for hats, gloves, and—most importantly—pants. Dave now answers only to “Mr Fancy Pants.”

Then comes Dave’s solo adventure.

While gathering iron ore, he finds an abandoned base, doors swinging open, storage unlocked. He politely robs them blind.

“350,000 credits,” he announces. “Left them 50,000. I’m only 80% a-hole.”

It takes three trips and four new storage chests to hold his loot.

Moral of the story: don’t forget to fuel your generators and lubricate your wind turbines.