Author: eqbalvolinuskhi

  • I Used to Think Audiobooks Were “Cheating”—Until I Watched This Video

    If you know me, you know I’ve always been a big reader. I also listen to a lot of podcasts while getting stuff done, but to be completely honest, I used to have a bit of a bias. I always assumed that reading physical books was superior to listening to them. In my head, sitting down with a printed book was “real” learning, and audio was just a convenient shortcut.

    Then I stumbled across a video by The Upgrade with Makai Elías Calles called What Scientists Found About Audiobooks,” and it totally changed how I look at both mediums.

    It turns out scientists have actually studied this, and their takeaway blew my mind:

    For basic comprehension, reading and listening are functionally equivalent.

    Neither one makes you “smarter” than the other. But what really caught my attention was why each medium shines in different situations.

    Here’s what I learned about when to pick up a book versus when to plug in your headphones:

    1. Reading Wins for Deep Studying

    If you’re trying to tackle complex, technical, or dense material—like a textbook or a heavy non-fiction topic—print is still king. Reading lets you self-pace. You can slow down on a tricky sentence, re-read a paragraph three times, or pause to let an idea digest. On top of that, your brain relies on visual and spatial memory—like subconsciously remembering that a specific point was at the bottom left page of a chapter—to map out and synthesise hard concepts.

    2. Audio Wins for Experiencing Stories

    For narratives, fiction, or lighter content, listening actually takes the lead. A story moves in a straight line, so you don’t really need to flip back and forth to memorise facts. The narrative flow carries you along naturally. Audio is incredible for turning “dead time”—like commuting, folding laundry, or walking the dog—into an immersive story experience.

    3. The Real Secret: Attention > Medium

    The absolute biggest lesson from the video was that the medium doesn’t matter nearly as much as your attention span. An audiobook you listen to with 100% focus will beat a physical book you’re skim-reading while checking your phone every two minutes.

    If you want to actually retain what you listen to, the video gave a super practical tip: pause periodically and test your recall. Just taking five seconds to ask yourself, “Wait, what was the main point of that last section?” makes a huge difference in locking the information into your memory.

    The Verdict

    Look, I’m done calling one medium “superior” to the other, but I’ll be honest—I still personally prefer actual reading, whether that’s holding a physical paper book or scrolling through my e-reader. Audio is an amazing tool, and I’m definitely going to keep using it to experience great stories and learn on the go.

    That being said… sorry not sorry, but if you listened to an audiobook, you listened to it—you didn’t read it! They might deliver the same info, but listening is still not reading in my book. Pun intended!

    How about you guys? Are you team physical book, e-reader, audiobook, or a mix of all three? Let me know in the comments!

  • Alice: The Merchant’s Contract

    Table of Contents:

    Summary

    Summary: Alice, a young rogue burglar working for one of the city’s criminal families, has been assigned to uncover the contents of a valuable trade contract. Hidden within a locked chest in a merchant noble’s private chambers, the document must be copied—not stolen—without alerting guards, servants, or its owner.

    Quest Brief: The Merchant’s Contract

    A powerful merchant has recently concluded a lucrative trade agreement with an unknown partner. Rumors suggest the terms of the contract could shift fortunes across the city, and rival interests are eager to learn its contents.

    Alice has been hired to infiltrate the merchant’s residence and obtain a copy of the agreement. The original document is stored inside a locked chest located within the merchant’s private chambers. The contract itself is kept inside a secured folder among the merchant’s personal records.

    The objective is information, not theft. The contract must remain in place, and no evidence of intrusion can be left behind.

    Primary Objective: Copy the trade contract.
    Secondary Objective: Leave the contract undisturbed.
    Failure Conditions: Detection, damage to the document, or revealing the identity of the client.

    Session 1

    Night settles over the merchant’s manor as a lone figure crouches on the terracotta roof, observing the veranda below.

    Alice wears black from head to toe, with a mask covering her entire head and leaving only her green eyes visible. Leather armour sits close against her chest beneath a dark fabric bodysuit, while a utility belt holds several square pouches. Her boots are soft and padded, with hidden daggers strapped along the sides.

    Weather Roll (1d6): 5 → Rain

    Rain drums against the roof tiles and the manor walls.

    Heavy Rain Oracle (1d10): 6 → Yes, But…

    The storm is heavy, but visibility remains surprisingly clear.

    Thunder Oracle (1d10): 7 → Yes, But…

    Thunder rolls constantly across the sky, loud and frequent but without lightning. The noise provides cover if anything goes wrong.

    Alice adjusts the hook and rope secured to the roof. The weather is inconvenient, but the thunder is useful, and she accepts the trade before swinging herself over the edge.

    The rope tightens beneath her weight as she lowers herself toward the veranda.

    Difficulty Roll (1d6): 4 → Hard. Challenge Roll (1d20): 5 → Very Hard (Target 16). Alice’s Bonuses: +3 Dexterity, +3 Climbing Skill. Total: 11 vs 16 → Failure.

    Halfway down, the weather turns against her. Rainwater slicks the rope beneath her gloves, the wind pushes her sideways, and a thunderclap breaks overhead with enough force to disrupt her concentration. Her grip loosens, and the rope slides through her hands.

    She reaches for the air around her, searching for the familiar currents of magic that might slow her descent.

    Wind, catch me, she whispers.

    Wind Magic Roll (1d10): 3 → Failure. Intelligence (Wind Magic): +1. Total: 4 → Failure

    The magic responds weakly, but the spell collapses before it can gather enough force to make a difference. There is barely any distance left before she reaches the veranda.

    Damage Roll (1d4): 1 HP Loss

    The impact drives the breath from her body, and pain spreads through her shoulder and hip. It is not serious, but it is enough to remind her that the landing was far from graceful.

    For a moment, she remains where she fell, on her back, rain hitting her face, while thunder rolls above her.

    Wonderful, she sighs, and then she pushes herself upright.

    No alarm sounds, and no guards appear. The fall has not truly injured her, and the storm still conceals her presence, but the reality remains that she attempted a careful infiltration from the rooftops and instead arrived on the veranda floor in a wet heap.

    Alice wipes rain from her face, cursing the weather, the wind, and mostly herself.

    The mission continues.

    —End of Session 1—

    Session 2

    Rain continues to hammer the roof above her as thunder rolls across the night. Alice crosses the veranda and approaches the door, ignoring the storm as she studies the entrance, her hands hovering an inch from the polished, intricately carved wood. At the same time, she reaches out with magic, feeling for wires, locks and enchantments.

    Is there a magical security seal? Oracle Roll (1d10): 9 → Yes

    Does Alice detect the magical security seal? Oracle Roll (1d10): 9 → Yes

    A faint shimmer brushes against her senses, and she recognises the spell as an alarm. Closing her eyes, she reaches for the weave of magic surrounding the doorway, searching for the spell’s shape, the residue of the seal and the subtle pressure where it rests.

    Magic Skill Check. Difficulty Roll (1d6): 5 → Very Hard (Target 7). Roll: 6 + INT (1) = 7. Result: Success.

    She finds it, matching its rhythm until the hidden structure reveals itself. Alice exhales slowly and begins easing the spell apart, carefully teasing loose one thread after another.

    Does Alice break the spell? Magic Skill Check. Difficulty Roll (1d6): 3 → Moderate (Target 4). Magic Roll: 2 + INT (1) = 3. Result: Failure.

    A crash of thunder breaks her concentration, and the spell slips through her grasp before the alarm screams through the manor.

    Does Alice manage to shut off the alarm? Oracle Roll (1d10): 7 → Yes, But…

    She reaches for it again, following the spell’s vibration before it settles, and catches the weave that carries the sound. One careful pull, then another, and the alarm falls silent, though a pulse of magical warning ripples through the manor before the spell finally settles.

    Alice stands perfectly still, listening.

    Do the guards behind the door hear the alarm? Oracle Roll (1d10): 9 → Yes

    Alice notices movement inside the room through the veranda glass panes and sees the door handle turn. She steps against the wall beside the doorway, keeping herself out of sight.

    Do both guards emerge to investigate? Oracle Roll (1d10): 1 → No, And…

    Anything, asks the guard in the hallway.

    The guard that stepped inside glances around the room while thunder rolls overhead and rain lashes against the veranda doors.

    After a moment, he shakes his head and says, nothing. Probably just the wind.

    Told you, says the guard standing outside the hallway and yawns.

    The other guard gives a small shrug before closing the door with a soft click.

    Alice remains where she is, counting several long seconds before allowing herself a slow breath. Then she turns her attention back to the door.

    Magic Skill Check. Difficulty Roll (1d6): 5 → Very Hard (Target 7). Magic Roll (1d8): 7. Result: Success.

    The alarm spell comes apart beneath her touch, its threads loosening one by one until nothing remains. She tests the handle.

    Is the door locked? Oracle Roll (1d10): 6 → Yes, But…

    The handle turns, but the door refuses to budge.

    Tsk. Her tongue clicks softly against her teeth as she lets her magic slip through the narrow gap around the frame, tracing the door from top to bottom until she finds the lock.

    It isn’t complicated, only a simple sliding bolt on the inside.

    Alice threads a strand of magic through the wood and nudges the metal aside.

    Magic Skill Check. Difficulty Roll (1d6): 4 → Hard. Magic Roll (1d8): 6. Result: Success.

    The bolt slides free with a soft metallic click. She waits for a response, but none comes, and when no footsteps follow and no alarm sounds, she eases the door open just wide enough to slip inside.

    As the door closes behind her, the roar of the storm muffles, replaced by warm air and the scent of polished wood and leather.

    —End of Session 2—

  • YES/NO Dice RPG: A Universal Role-Playing System

    YES/NO Dice RPG is a fast, flexible role-playing system built on collaborative storytelling and cinematic outcomes. A single six-sided die determines success, failure, and unexpected twists that push the story forward. Create characters quickly, dive into the action, and let the dice surprise you.

    1. Set Up

    1.1 Choose a Game Master (GM)

    The GM sets the scene, controls NPCs, and narrates outcomes.

    1.2 Create Characters

    Each character has five core stats:

    • Strength — Power, endurance, melee combat
    • Dexterity — Agility, speed, stealth, ranged combat
    • Charisma — Influence, leadership, intimidation, performance
    • Intellect — Logic, memory, technical skills
    • Wisdom — Insight, perception, intuition

    Assign Advantages

    • Players choose which stats are strongest (advantage) and weakest (disadvantage) for their character.
    • These stats affect rolls related to actions or combat. For example:
      • High Strength → advantage on lifting, breaking, or melee combat.
      • Low Dexterity → disadvantage on dodging, stealth, or precision tasks.
    • Pick 2 stats with advantage (roll twice → take best).
    • Pick 1 stat with disadvantage (roll twice → take worst).
    • Remaining stats are neutral (roll once).

    1.3 Health

    Characters have 3 Health Points (HP) by default.

    • At 0 HP, the character is knocked out, defeated, or otherwise removed from danger.
    • Healing restores HP (GM decides method: rest, magic, medicine, etc.).

    1.4 Skills (Optional but Recommended)

    Each character chooses 2 skills, tied to any stats.

    Examples:

    • Strength: Athletics, Climbing
    • Dexterity: Stealth, Acrobatics, Lockpicking
    • Charisma: Deception, Diplomacy
    • Intellect: Investigation, Engineering
    • Wisdom: Survival, Medicine

    When a skill applies → gain advantage on that roll.

    Skills can stack with stat advantage.

    1.5 Special Abilities (Optional)

    Each character starts with 1 unique ability, such as:

    • Heavy Hitter: On a Strength YES…, add bonus effect.
    • Silver Tongue: Once per scene, gain high advantage on Charisma.
    • Quickstep: Once per fight, move or dodge automatically without rolling.

    These abilities define character style without adding complexity.

    Armor Adds Extra HP

    Base HP: 3

    Armor HP: Added on top

    Examples:

    • Clothing / Light Gear: +1
    • Leather Armor: +2
    • Chain / Medium Armor: +3
    • Plate / Heavy Armor: +4

    Suggested Rule:

    Armor HP is lost first.

    When Armor HP hits 0, that armor is broken/damaged and no longer provides benefit.

    2. The Dice System

    Whenever an outcome is uncertain, roll 1d6:

    RollResult
    1YES, AND… — You succeed, and something extra good happens.
    2YES — You succeed.
    3YES, BUT… — You succeed, but something bad happens.
    4NO, BUT… — You fail, but something good happens.
    5NO — You fail.
    6NO, AND… — You fail, and something else bad happens.

    3. Advantage & Disadvantage

    • Advantaged: Roll twice and take the best result.
    • Highly advantaged: Roll three times and take the best result.
    • Disadvantaged: Roll twice and take the worst result.
    • Highly disadvantaged: Roll three times and take the worst result.

    Sources:

    • Stats
    • Skills
    • Situational modifiers
    • Items or abilities

    Advantages and disadvantages come from character stats and other situational factors. They cancel out one-for-one.

    4. Game Flow

    1. GM describes the situation.
    2. Players describe their character’s actions.
    3. Roll the die to determine the outcome, applying any advantages or disadvantages.
    4. GM narrates the result based on the roll.
    5. Repeat—the story unfolds through successes, setbacks, and surprises!

    5. Combat Rules

    5.1 Initiative

    When combat starts, everyone rolls 1d6:

    • 1–3 act later
    • 4–6 act earlier (GM may group enemies to simplify.)

    5.2 Taking Actions

    1. Declare Action: Attack, defend, or use a special maneuver.
    2. Determine Relevant Stat:
      • Strength for melee, Dexterity for ranged or dodging, Charisma for intimidating, Intellect/Wisdom for strategy or spells.
    3. Roll the Die: Apply advantage/disadvantage based on the stat.

    Common actions:

    • Attack
    • Defend
    • Move
    • Support an ally
    • Use an ability
    • Try something cinematic

    5.3 Stats in Combat

    • Strength: Melee attacks
    • Dexterity: Ranged attacks, dodging
    • Charisma: Taunting, intimidating
    • Intellect: Tactical maneuvers
    • Wisdom: Reading enemy movements

    Apply advantage/disadvantage as usual.

    5.4 Interpreting Combat Rolls

    Die ResultCombat Outcome
    YES, AND…Hit + bonus damage, disarm, knockdown, gain position
    YESHit, normal effect
    YES, BUT…Hit but take damage, lose footing, expose yourself
    NO, BUT…Miss but gain position, advantage next turn
    NOMiss
    NO, AND…Miss + take damage, drop weapon, suffer condition
    • Players and GM take turns, rolling and narrating outcomes.
    • Combat remains fast, cinematic, and unpredictable.

    5.5 Damage

    • Most hits deal 1 HP.
    • YES, AND may deal 2 HP or have special effects (GM choice).

    5.6 Status Effects (Optional)

    A roll may inflict a temporary condition:

    • Stunned — disadvantage next roll
    • Poisoned — lose 1 HP after 3 rounds
    • Blinded — high disadvantage on perception and attacks
    • Restrained — disadvantage on physical actions

    These last until removed by action, rest, or ability.

    6. Critical Rules (Optional)

    Critical Success (Nat 1)

    When rolling a natural 1 without advantage/disadvantage:

    • Automatic YES, AND
    • Gain 1 Story Token

    Critical Failure (Nat 6)

    When rolling a natural 6 without advantage/disadvantage:

    • Automatic NO, AND
    • GM may introduce a story complication

    7. Story Tokens (Optional but Awesome)

    Players earn Story Tokens when they:

    • Roll a critical success
    • Roleplay especially well
    • Make the group laugh
    • Take creative risks

    Spend 1 Token to:

    • Give yourself advantage
    • Negate a BUT or AND result
    • Introduce a helpful detail (“Luckily, I packed rope earlier…”)
    • Take an extra action

    Story Tokens make gameplay dynamic and reward creativity.

    8. Quick Reference Sheet

    Dice Outcomes (1d6)

    RollResult
    1YES, AND…
    2YES…
    3YES, BUT…
    4NO, BUT…
    5NO…
    6NO, AND…

    Advantage/Disadvantage

    TypeRoll
    Normal1 roll
    AdvantageRoll 2, take best
    High AdvantageRoll 3, take best
    DisadvantageRoll 2, take worst
    High DisadvantageRoll 3, take worst

    Stats

    STR, DEX, CHA, INT, WIS

    Assign 2 advantages + 1 disadvantage.

    Default Health

    3 HP

    Combat

    • Initiative: roll 1d6
    • Most hits = 1 HP
    • YES, AND = big hit or special effect
  • The Brand’s Journey: A New Way to Build a Brand in Public

    Most brands tell their story backwards.

    They wait until they’ve “made it,” then share a glossy highlight reel:

    the polished case study, the success metrics, the perfect origin story.

    But audiences today don’t connect with perfection.

    They connect with progress.

    With real people.

    With real challenges.

    With real journeys.

    And that’s where The Brand’s Journey begins.

    A New Kind of Storytelling

    The Brand’s Journey is a content and branding strategy built on one simple idea:

    Your brand’s growth is the story.

    Not something you sit down to invent.

    Not something you need to script.

    Just the truth — documented, shaped, and shared.

    It’s inspired by the timeless structure of the Hero’s Journey, but adapted for modern creators, entrepreneurs, and brands who want to build trust through authenticity.

    Because in today’s world, transparency isn’t optional.

    It’s a superpower.

    Why Documentation is the New Marketing

    Traditional marketing says:

    “Create polished content.”

    Modern audiences say:

    “Show me what’s really happening.”

    People don’t want to watch a brand pretend to be heroic — they want to watch it become heroic. They want to feel like they’re part of the journey, not spectators of a finished product.

    Documenting your brand’s evolution allows you to:

    • build trust through honesty
    • attract people who believe in what you’re building
    • create a narrative that unfolds over time
    • produce endless content without burnout
    • transform everyday moments into meaningful stories

    The story doesn’t have to be perfect.

    It just has to be real.

    The Foundation: Document → Shape → Share

    To make The Brand’s Journey repeatable and teachable, I developed a simple framework that anyone can use:

    1. Document

    Capture the raw moments of building your brand — the decisions, attempts, experiments, setbacks, breakthroughs.

    This is your unfiltered source material.

    2. Shape

    Turn those moments into narrative.

    Not fiction. Not embellishment.

    Just clarity, structure, and meaning.

    Your brain makes sense of the work — and your audience follows the transformation.

    3. Share

    Publish the evolving story with intention.

    This is where your brand becomes relatable, memorable, and human.

    Done consistently, this cycle becomes the engine of your brand identity.

    A Story That Evolves With You

    One of the most powerful things about The Brand’s Journey is that it never ends.

    Every new challenge becomes an episode.

    Every pivot is a plot twist.

    Every win is a milestone.

    Every lesson deepens the narrative.

    Your brand becomes a living story — not a static identity trapped in a brand guideline document.

    And as you grow, your audience grows with you.

    Why The Brand’s Journey Works

    Because it mirrors the real experience of building something.

    People don’t just want to buy your product — they want to buy into your mission.

    Your evolution.

    Your struggles.

    Your vision.

    When you document your journey, you invite them into your world.

    And that creates a deeper connection than any logo, tagline, or campaign ever could.

    The Future of Branding Is Human

    If the old era was about perfection, the new era is about progression.

    The brands that win are the ones that tell the truth.

    Not the ones with the most money.

    Not the ones with the most polish.

    But the ones who turn their everyday work into meaningful, human story.

    That’s the heart of The Brand’s Journey.

    And it’s only the beginning.

  • You Don’t Need Millions: Why 1,000 True Fans Is Enough to Succeed as a Creator

    There’s a powerful idea circulating in the creative world — one that has helped countless artists, writers, designers, indie developers, musicians, and small business owners build sustainable careers without chasing fame.

    It’s the concept of “1,000 True Fans,” introduced by Kevin Kelly, and it flips the traditional success narrative on its head.

    Instead of thinking you need millions of followers or viral moments to survive creatively, this idea suggests something far more realistic (and far more freeing):

    You can make a living with just 1,000 true fans.

    What Exactly Is a “True Fan”?

    A true fan is not a casual follower who occasionally likes your posts.

    A true fan is someone who:

    • Buys nearly everything you create
    • Shares your work with others
    • Supports you on platforms like Patreon, Kickstarter, or your shop
    • Shows up for your launches, events, or streams
    • Feels genuinely connected to who you are and what you make

    If just 1,000 of these people spend around $100 per year on your work — whether that’s books, games, merch, courses, music, or digital products — that’s:

    $100 × 1,000 = $100,000 per year

    A full-time creative income. Without needing to be famous.

    Why This Concept Is So Game-Changing

    1. The Goal Becomes Achievable

    Reaching “millions” sounds impossible.

    But connecting deeply with 1,000 people?

    That’s human. It’s something you can build through genuine interactions, quality work, and consistent presence.

    2. You Own Your Independence

    When you rely on a small, dedicated audience:

    • You don’t need to chase algorithms
    • You don’t have to shape your work to please everyone
    • You get to stay weird, niche, specific, personal

    Creative freedom becomes possible because your fans want you, not a watered-down version.

    3. The Creator Economy Makes It Easier Than Ever

    We live in a time where small audiences can fully support creators.

    Platforms like:

    • Patreon
    • Substack
    • Gumroad
    • Ko-fi
    • Kickstarter
    • Shopify
    • Itch.io
    • Discord

    … allow you to create meaningful products and experiences for a small community — and earn a living doing it.

    Why “Aiming Small” Works Better Than Aiming Big

    Our culture glorifies virality and mass success.

    But here’s the truth:

    • You don’t need a viral hit.
    • You don’t need a huge following.
    • You don’t need to appeal to everyone.

    You only need the right people to care deeply.

    From a numbers perspective, 1,000 true fans is far more attainable than millions of followers. Even small social media accounts can nurture 1,000 dedicated fans over time.

    For example:

    • 10% of 10,000 followers = 1,000 true fans
    • 1% of 100,000 followers = 1,000 true fans
    • 0.1% of 1 million followers = 1,000 true fans

    The math suddenly looks friendly, achievable, human.

    This Is Especially Powerful for Writers, Game Designers, and Indie Creators

    If you create worlds, stories, or experiences, your fans tend to be passionate and loyal.

    They don’t just buy a product — they invest emotionally in your universe.

    Your 1,000 true fans might support you by:

    • Buying your books or interactive stories
    • Backing your game launch on Kickstarter
    • Supporting you monthly on Patreon
    • Purchasing lore PDFs, behind-the-scenes content, or design documents
    • Sharing your work across communities and platforms

    A small but passionate fanbase can fuel entire creative careers.

    Here’s the Real Lesson

    You don’t need to be famous.

    You don’t need to be huge.

    You don’t need millions watching you.

    You just need 1,000 people who genuinely love what you create.

    Focus on depth, not breadth.

    Focus on connection, not clout.

    Focus on true fans, not fleeting followers.

    When you build for the right people — even a small number — your creative life becomes sustainable, meaningful, and entirely your own.