Stories
A few short reads for an evening. Each one ends with something to try across the table, and an Honest Page that says which parts are known, which are argued about, and which are legend.
Thursdays at the Whetstone
- The Two-Dice TableThe idea: the most likely thing can still be unlikely.
- The House RuleThe idea: a house rule is worth keeping when you can say it in one sentence and it survives being played both ways.
- The HandicapThe idea: a fair game between unequal players is set by a handicap you measure, never by losing on purpose.
Today's classic
Four famous chess games, and what each one teaches. They are the grown-up pages of the Four Classics, a chess story series for ages 9 to 14 on Spark & Anvil.
- Classic 1 of 4Légal's MateThe idea: a pin only holds if moving the pinned piece is really bad.
- Classic 2 of 4The Opera GameThe idea: development — bring every piece into play before you attack.
- Classic 3 of 4The Immortal GameThe idea: material is not the same as pieces that can reach the fight.
- Classic 4 of 4The Evergreen GameThe idea: a forced chain of checks turns a good position into a won one.
More stories
First flats, letters home, a board that crossed three countries, and the grown-up side of a children's book.
- The Board in the SuitcaseThe Board in the SuitcaseThe idea: a family game survives the move by being taught again in each new place, not by being kept safe.
- Letters from TaraSeptember: One Thing in a SeminarThe idea: say one true thing a little sooner than feels safe, and say it kindly.
- Letters from TaraJune: The Comments BoxThe idea: a record made at the start only helps if you use it while the people and the room are still there.
- Letters from TaraJuly: The Question at the InterviewThe idea: the time to ask what a yes includes is before you say it; afterwards the same question is a complaint.
- Letters from TaraAugust: One YearThe idea: some things are better said than sent, and the cheapest time to say them is while you are in the same room.
- Letters from TaraOctober: The RotaThe idea: before you take a side, say the other side better than its owner can.
- Letters from TaraNovember: The First Five MinutesThe idea: the cheapest time to say the thing is the first five minutes, before the plan sets.
- Letters from TaraDecember: The Plain QuestionThe idea: a plain question asked early beats the story you write in your head while you wait for the other person to bring it up.
- Letters from TaraJanuary: The MarkThe idea: ask what a mark meant while there is still time to use the answer; nobody is watching your mark as closely as you are.
- Letters from TaraFebruary: Saying No EarlyThe idea: a no said on the day costs a little awkwardness; the same no said months later costs everyone the plan they built on your yes.
- Letters from TaraMarch: The Right NameThe idea: a small correction is cheapest in the first minute; the longer you leave it, the more it costs to say, but it is never too late to say once.
- Letters from TaraApril: Are You All Right?The idea: you do not have to be sure something is wrong to ask; a plain question asked early costs a minute, and the other person can always say they are fine.
- Letters from TaraMay: Before, Not AfterThe idea: asking for help before something happens is information; asking after it has gone wrong sounds like an excuse, and is much harder to prove.
- The Other Side of the PageThe Evening of the First RollThe idea: a child who has just worked something out will often show it at home, if a tired grown-up leaves a gap.
- The Other Side of the PageThe Evening of the Second CurtainThe idea: a child who has just learned that two people need one length will hand you that idea at the kitchen table, if you let them.
- The Other Side of the PageThe Evening of the Picture LettersThe idea: a child who has just seen that a picture can stand for the first sound of its name will teach that to a smaller child, if you stop teaching long enough.
- The Other Side of the PageThe Evening of the Three Hundred RollsThe idea: a child who has just seen a count survive many hands because it was tied into something that could not change will tell you to stop trusting the telephone.
- The Other Side of the PageThe Evening of the Plum TableThe idea: a child who has just seen strangers trust a mark instead of weighing again will tell you whose mark to borrow.
- Small StakesFifteen ButtonsThe idea: a game you have solved is finished; change one rule and it is a game again.
- Small StakesThe String StoryThe idea: some games have no winner; the point is handing it back so the other person can go on.
- Small StakesSpoonsThe idea: when a game can be won by watching hands, the slowest player loses every round; change the rule so the game looks across the table.
- Small StakesThe Takeaway MenuThe idea: a counting game decides dinner without asking anyone what they want; change the rule so every move says what you would not eat.
- Small StakesTwo PencilsThe idea: a game you can only lose ends a conversation; take away the rule the winning trick needs, and give every move something to say.
- Small StakesThe Last BiscuitThe idea: a game you can read your opponent in rewards watching them, not knowing them; change it so the only way to play is to say what you see in someone.
- The CallerThe First Evening: Seven in TenThe idea: likely is not the same as certain: seven in ten means three evenings in ten it does not happen.
- The CallerThe Second Evening: Thirty-ThreeThe idea: a ball that has not come out for a while is no more likely to come out next; the cage does not remember.
- The CallerThe Third Evening: TwiceThe idea: a thing that is rare for one person is not rare for somebody, when there are enough people and enough nights.
- The CallerThe Fourth Evening: The Prize TableThe idea: what a card gives back, on average, is the prize shared among all the cards; set the price and the prize together.
- The CallerThe Fifth Evening: One AwayThe idea: being one number away is ordinary, and the keeping belongs on the wall where everyone can read it.
- The CallerThe Sixth Evening: The Dice Next DoorThe idea: a game that feels fair can still keep a share; count every way the dice can land, and the banker keeps seventeen in every two hundred and sixteen.
Stories are shared under CC BY-NC-SA 4.0. They are written by people, and the facts in them are checked by machine.