FoundryVTT is a fantastic Web-based environment for tabletop roleplaying adventures1 and something I
particularly enjoy is the freedom for virtually-unlimited scripting. Following a demonstration to a fellow DM at work last week I
promised to throw together a quick tutorial into scripting simple multi-phase maps using Foundry.2
Why multi-phase maps?
You might use a multi-phase map to:
Allow the development and expansion of a siege camp outside the fortress where the heroes are holed-up.3
Rotate through day and night cycles or different times of day, perhaps with different things to interact with in each.4
Gradually flood a sewer with rising water… increasing the range of the monster that dwells within.5
Re-arrange parts of the dungeon when the characters flip certain switches, opening new paths… and closing others.
I’ll use the map above to create a simple linear flow, powered by a macro in the hotbar. Obviously, more-complex scenarios are available, and combining this approach with a plugin like
Monk’s Active Tile Triggers can even be used to make the map appear to dynamically change in response to the movement
or actions of player characters!
Setting the scene
Create a scene, using the final state of the map as the background. Then, in reverse-order, add the previous states as tiles above it.
Make a note of the X-position that your tiles are in when they’re where they supposed to be: we’ll “move” the tiles off to the side when they’re hidden, to prevent their ghostly
half-hidden forms getting in your way as game master. We’ll also use this X-position to detect which tiles have already been moved/hidden.
Also make note of each tile’s ID, so your script can reference them. It’s easiest to do this as you go along. When you’re ready to write your macro, reverse the list, because
we’ll be hiding each tile in the opposite order from the order you placed them.
Writing the script
Next, create a new script macro, e.g. by clicking an empty slot in the macro bar. When you activate this script, the map will move forward one phase (or, if it’s at the end, it’ll
reset).
Here’s the code you’ll need – the 👈 emoji identifies the places you’ll need to modify the code, specifically:
const revealed_tiles_default_x = 250 should refer to the X-position of your tiles when they’re in the correct position.
const revealed_tiles_modified_x = 2825 should refer to the X-position they’ll appear at “off to the right” of your scene. To determine this, just move one tile right
until it’s sufficiently out of the way of the battlemap and then check what it’s X-position is! Or just take the default X-position, add the width of your map in pixels, and then add
a tiny bit more.
const revealed_tiles = [ ... ] is a list of the tile IDs of each tile what will be hidden, in turn. In my example there are five of them (the sixth and final image being
the scene background).
const revealed_tiles_default_x =250; // 👈 X-position of tiles when displayedconst revealed_tiles_modified_x =2825; // 👈 X-position of tiles when not displayedconst revealed_tiles = [
'2xG7S8Yqk4x1eAdr', // 👈 list of tile IDs in order that they should be hidden'SjNQDBImHvrjAHWX', // (top to bottom)'tuYg4FvLgIla1l21',
'auX4sj64PWmkAteR',
'yAL4YP0I4Cv4Sevt',
].map(t=>canvas.tiles.get(t));
/*************************************************************************************************/// Get the topmost tile that is still visible:const next_revealed_tile_to_move = revealed_tiles.find(t=>
t.position.x == revealed_tiles_default_x
);
// If there are NO still-visible tiles, we must need to reset the map:if( ! next_revealed_tile_to_move ) {
// To reset the map, we go through each tile and put it back where it belongs -for(tile of revealed_tiles){
canvas.scene.updateEmbeddedDocuments("Tile", [ {
_id: tile.id,
x: revealed_tiles_default_x,
hidden:false
} ]);
}
} else {
// Otherwise, hide the topmost visible tile (and move it off to the side to help the GM) -
canvas.scene.updateEmbeddedDocuments("Tile", [ {
_id: next_revealed_tile_to_move.id,
x: revealed_tiles_modified_x,
hidden:true
} ]);
}
I hope that the rest of the code is moderately self-explanatory for anybody with a little JavaScript experience, but if you’re just following this kind of simple, linear case then you
don’t need to modify it anyway. But to summarise, what it does is:
Finds the first listed tile that isn’t yet hidden (by comparing its X-position to the pre-set X-position).
If there aren’t any such tiles, we must have hidden them all already, so perform a reset: to do this – iterate through each tile and set its X-position to the pre-set X-position,
and un-hide it.
Otherwise, move the first not-hidden tile to the alternative X-position and hide it.
4 If you’re using Dungeon
Alchemist as part of your mapmaking process you can just export orthographic or perspective outputs with different times of day and your party’s regular inn can be
appropriately lit for any time of day, even if the party decides to just “wait at this table until nightfall”.
This young lady’s so proud of herself! This morning, she was up in time to catch in-the-act the burglar who visits us three times a week and steals the empty glass bottles we leave on
our doorstep.
She did such a good job of scaring him off that he left us some milk and orange juice by way of apology.
Checked in on this cache; found it wide open with the log book removed from its bag and thrown on the floor. Looks like minor vandalism. 😢 Gonna have to keep a closer eye on this one
for a bit.
The UK’s Conservative government, having realised that their mandate is
worthless, seems to be in a panicked rush to try to get the voters to ignore any of the real issues. Instead, they say, we should be focussed on things like ludicrously-expensive
and ineffective ways to handle asylum seekers and making life as hard as possible for their second-favourite scapegoat: trans and queer people.
The BBC has not seen the new guidelines but a government source said they included plans to ban any children being taught about gender identity.
If asked, teachers will have to be clear gender ideology is contested.
Needless to say, such guidance is not likely to be well-received by teachers:
Pepe Di’Iasio, headteacher at a school in Rotherham, told Today that he believes pupils are being used “as a political football”.
Teachers “want well informed and evidence-based decisions”, he said, and not “politicised” guidance.
People and pupils
This shit isn’t harmless. Regardless of how strongly these kinds of regulations are enforced, they can have a devastating chilling effect in schools.
I speak from experience.
Most of my school years were under the shadow of Section 28. Like I predict for the new Conservative proposals, Section 28 superficially didn’t appear to have a major
impact: nobody was ever successfully prosecuted under it, for example. But examining its effects in that way completely overlooks the effect it had on how teachers felt they had to
work.
For example…
In around 1994, I witnessed a teacher turn a blind eye to homophobic bullying of a pupil by their peer, during a sex education class. Simultaneously, the teacher coolly
dismissed the slurs of the bully, saying that we weren’t “talking about that in this class” and that the boy should “save his chatter for the playground”. I didn’t know about
the regulations at the time: only in hindsight could I see that this might have been a result of Section 28. All I got to see at the time was a child who felt that his homophobic
harassment of his classmate had the tacit endorsement of the teachers, so long as it didn’t take place in the classroom.
A gay friend, who will have been present but not involved in the above event, struggled with self-identity and relationships throughout his teenage years, only “coming out” as an adult.
I’m confident that he could have found a happier, healthier life had he felt supported – or at the very least not-unwelcome – at school. I firmly believe that the long-running
third-degree side-effects of Section 28 effectively robbed him of a decade of self-actualisation about his identity.
The long tail of those 1980s rules were felt long-after they were repealed. And for a while, it felt like things were getting better. But increasingly it feels like we’re moving
backwards.
With general elections coming up later this year, it’ll soon be time to start quizzing your candidates on the issues that matter to you. Even (perhaps especially) if your favourite
isn’t the one who wins, it can be easiest to get a politicians’ ear when they and their teams are canvassing for your vote; so be sure to ask pointed questions about the things you care
about.
I hope that you’ll agree that not telling teachers to conceal from teenagers the diversity of human identity and experience is something worth caring about.
Cache container replaced and ready to find on a diversion from this morning’s school run. The dog was not pleased at having to go for an additional walk in the drizzle!
FTF at 17:19! Saw this cache pop up this morning but figured that with a busy work day ahead of me I wouldn’t stand much chance if
getting here first. But after finishing work and dropping my kids at their ballet lesson nearby and realising I had 20 minutes to spare time, I zipped out here to try to claim the
glory.
Coordinates seemed slightly off to me (my device read N 51° 44.509′ W 001° 26.038′ when I found it) but if it’s only me that says so it’s probably just a coincidence (or geomagnetic
interference: there’s certainly been plenty of that lately!). In any case, the hint was good despite some significant pruning having happened lately and I soon had the cache in hand.
TNLN, SL, TFTC!
I originally though I’d cycle out here in the evening and see if I could reach the hashpoint, but with the weather so delightful (and the dog clamouring for a walk) I opted to adapt my
lunchtime plans to go to Standlake Post Office (rather than the only-slightly-closer Eynsham Post Office) to post a parcel and take the dog for a walk… and check out the hashpoint at
the same time!
Expedition
Success! The dog and I parked near the Post Office, and tired firstd walking through the allotments, but they don’t go as far back as I thought they might and we couldn’t really get
close to the hashpoint. So we doubled back, with the anticipation of going via the churchyard, when I spotted a convenient footpath sign (for a footpath not marked on my map), so we
followed that. Conveniently it turned out to be a shortcut to Horns Way, the alternative route I’d considered to try to get close to the hashpoint. Travelling along it, we found an
(also not on the map) back gate into the allotments: we could’ve just come this way, after all! We’d later use this route to get back home.
Approaching the hashpoint, we needed to push through a thicket of trees and jump a ditch, but this delivered us into a delightful meadow. We reached the hashpoint at 13:44, took the
requisite silly photo, and set off back. On returning to the footpath (by a decidedly inferior route) we discovered a bench (with a dedication on it) that also wasn’t listed on
OpenStreetMap nor on OpenBenches. I took a photo and pushed it to OpenBenches. There should be an achievement for that.
I clearly nerdsniped Terence at least a little when I asked whether a blog necessarily had to be HTML, because he went on to implement a WordPress theme that delivers content entirely in plain text.
Okay, we’re gonna need a whole lot of caveats on the “this is 5,000” claim:
Engage pedantry mode
First, there’s a Ship of Theseus consideration. By “this blog”, I’m referring to what I feel is a continuation (with short
breaks) of my personal diary-style writing online from the original “Avatar Diary” on castle.onza.net in the 1990s via “Dan’s Pages” on avangel.com in the 2000s through the relaunch on scatmania.org in 2003 through migrating to danq.me in 2012. If you feel that a change of domain precludes continuation, you might
disagree with me. Although you’d be a fool to do so: clearly a blog can change its domain and still be the same blog, right? Back in 2018 I celebrated the 20th anniversary of my first blog post by revisiting how my blog had looked, felt, and changed over the decades, if
you’re looking for further reading.
Similarly, one might ask if retroactively republishing something that originally went out via a different medium “counts”2.
In late 1999 I ran “Cool Thing of the Day (to do at the University of Wales, Aberystwyth)” as a way of staying connected to my friends back in
Preston as we all went our separate ways to study. Initially sent out by email, I later maintained a web page with a log of the entries I’d sent out, but the address wasn’t
publicly-circulated. I consider this to be a continuation of the Avatar Diary before it and the predecessor to Dan’s Pages on avangel.com after it, but a pedant might argue that because
the content wasn’t born as a blog post, perhaps it’s invalid.
Pedants might also bring up the issue of contemporaneity. In 2004 a server fault resulted in the loss of a significant number of
149 blog posts, of which only 85 have been fully-recovered. Some were resurrected from
backups as late as 2012, and some didn’t recover their lost images until later still – this one had some content recovered as late as 2017! If you consider the absence of a pre-2004 post until
2012 a sequence-breaker, that’s an issue. It’s theoretically possible, of course, that other old posts might be recovered and injected, and this post might before the 5,001st, 5,002nd,
or later post, in terms of chronological post-date. Who knows!
Then there’s the posts injected retroactively. I’ve written software that, since 2018, has ensured that
my geocaching logs get syndicated via my blog when I publish them to one of the other logging sites I use, and I retroactively imported all of my
previous logs. These never appeared on my blog when they were written: should they count? What about more egregious examples of necroposting, like this post dated long before I ever touched a keyboard? I’m counting them all.
I’m also counting other kinds of less-public content too. Did you know that I sometimes make posts that don’t appear on my front page,
and you have to subscribe e.g. by RSS to get them? They have web addresses – although search
engines are discouraged from indexing them – and people find them with or without subscribing. Maybe you should subscribe if you haven’t already?
Let’s take a look at some of those previous milestone posts:
In post 1,000 I announced that I was ready for 2005’s NaNoWriMo. I had a big ol’ argument in the comments with
Statto about the value of the exercise. It’s possible that I ultimately wrote more words arguing with him than I did on my writing project that
month.
I’ve been GMing/DMing/facilitating1 roleplaying games for nearby 30 years, but I only
recently began to feel like I was getting to be good at it.
The secret skill that was hardest for me to learn? A willingness to surrender control to the players.
Karma, Drama, Fortune
I could write a lot about the way I interpret the K/D/F model, but for today here’s a quick primer:
The K/D/F model describes the relationship between three forces: Karma (player choices), Drama
(story needs) and Fortune (luck, e.g. dice rolls). For example,
When the lich king comes to the region to provide a villainous plot hook, that’s Drama. Nobody had to do anything and no dice were rolled. The story demanded a “big
bad” and so – within the limitations of the setting – one turned up.
When his lucky critical hit kills an ally of the adventurers, that’s Fortune. That battle could have gone a different way, but the dice were on the villain’s side and
he was able to harm the players. When we don’t know which way something will go, and it matters, we hit the dice.
When one of the heroes comes up with a clever way to use a magical artefact from a previous quest to defeat him, that’s Karma. It was a clever plan, and the players
were rewarded for their smart choices by being able to vanquish the evil thing.
And elsewhere on their quest they probably saw many other resolutions. Each of those may have leaned more-heavily on one or another of the three pillars, or balanced between them
equally.
Disbalancing drama
For most of my many years of gamemastering, I saw my role as being the sole provider the “drama” part of the K/D/F model. The story
comes from me, the choices and dice rolls come from the players, right?
Nope, I was wrong. That approach creates an inevitable trend, whether large or small, towards railroading: “forcing” players down a particular path.
A gamemaster with an inflexible and excessively concrete idea of the direction that a story must go will find that they become unable to see the narrative through any other lens. In
extreme examples, the players are deprotagonised and the adventure just becomes a series of set pieces, connected by the gamemaster’s idea of how things should play out. I’ve seen this
happen. I’ve even caused it to happen, sometimes.2
A catalogue of failures
I’ve railroaded players to some degree or another on an embarrassing number of occasions.
In the spirit of learning from my mistakes, here are three examples of me being a Bad GM.
Quantum Ogre
Scenario: In a short-lived high fantasy GURPS
campaign, I wanted the party to meet a band of gypsies and have their fortune told, in order to foreshadow other parts of the story yet to come.
What I did: I pulled a quantum ogre (magician’s choice) on them: whether
they travelled by road, or water, or hacked their way through the forest, they were always going to meet the gypsies: their choice of route didn’t really matter.
Why that was wrong: I’d elevated the value of the encounter I’d planned higher than the importance of player agency. The more effort it took to write something, the
more I felt the need to ensure it happened!
Two things I could’ve done: Reassessed the importance of the encounter. Found other ways to foreshadow the plot that didn’t undermine player choices, and been
more-flexible about my set pieces.
Fudging
Scenario: In a Spirit of the Century one-shot an antagonist needed to kidnap a NPC from aboard an oceanbound ship. To my surprise – with some very lucky rolls – the players foiled the plot!
What I did: I used a fudge – an exploit based on the fact
that in most games the gamemaster controls both the plot and the hidden variables of the game mechanics – to facilitate the antagonist kidnapping a different
NPC, and adapted the story to this new reality.
Why that was wrong: It made the players feel like their choices didn’t matter. I justified it to myself by it being a one-shot, but that undermines the lesson: I
could’ve done better.
Two things I could’ve done: Used the failed attack as a precursor to a later renewed offensive by a villain who’s now got a personal interest in seeing the party
fail. Moved towards a different story, perhaps to a different element of the antagonist’s plan.
Ex Machina
Scenario: In a long-running Warhammer Fantasy Roleplay (1st edition!) campaign, a series of bad choices and terrible luck left the party trapped and unable
to survive the onslaught of a literal army of bloodthirsty orcs.
What I did: I whipped out a deus spiritus ex machina, having a friendly ghost NPC
basically solve for them a useful puzzle they’d been struggling with, allowing them to escape alive (albeit with the quest truly failed).
Why that was wrong: It deprotagonised the adventurers, making them unimportant in their own stories. At the time, I felt that by saving the party I was “saving” the
game, but instead I was undermining its value.
Two things I could’ve done: TPK: sometimes it’s the right thing to allow everybody to die! Pivot the plot to
facilitate their capture (e.g. the arch-nemesis can’t solve the puzzle either and wants to coerce them into helping), leading to new challenges and interesting moral choices.
Those examples are perhaps extreme, but I’m pretty sure I’ve set up my fair share of lesser sins too. Like chokepoints that strongly encourage a particular direction: do that
enough and you train your players to wait until they identify the chokepoint before they take action! Or being less invested in players’ plans if those plans deviate from what
I anticipated, and having a convenient in-party NPC prompting players with what they ought to do next. Ugh.3
The good news is, of course, that we’ve all always got the opportunity for growth and self-improvement.
The self-improvement path
I’ve gotten better at this in general over the years, but when I took over from Simon at DMing for The Levellers in July, I decided that I was going to try to push myself harder than ever to avoid railroading. Simon was always especially good at
promoting player freedom and autonomy, and I wanted to use this inspiration as a vehicle to improve my own gamemastering.
What does that look like within the framework of an established campaign?
Well: I ensure there are clues (usually three of them!) to
point the players in the “right” direction. And I’ll be on hand to give “nudges” if they’re truly stuck for what to do next, typically by providing a “recap” of the things
they’ve previously identified as hooks that are worth following-up (including both the primary plotline and any other avenues they’ve openly discussed investigating).
But that’s the limit to how I allow Drama to control the direction of the story. Almost everything else lies in the hands of Karma and Fortune.
Needless to say, opening up the possibility space for my players makes gamemastering harder4!
But… not by as much as I expected. Extra prep-work was necessary, especially at the outset, in order to make sure that the world I was inheriting/building upon was believable and
internally-consistent (while ensuring that if a player decided to “just keep walking East” they wouldn’t fall off the edge of the world). But mostly, the work did itself.
Because here’s the thing I learned: so long as you’re willing to take what your players come up with and run with it, they’ll help make the story more
compelling. Possibly without even realising it.5
The Levellers are a pretty special group. No matter what the situation, they can always be relied upon to come up with a plan that wasn’t anywhere on their DM‘s radar. When they needed to cross a chasm over their choice of one of two bridges, each guarded by
a different variety of enemy, I anticipated a few of the obvious options on each (fighting, magic, persuasion and intimidation, bribery…) but a moment later they were talking
about having their druid wildshape into something easy-to-carry while everybody else did a group-spider climb expedition down the chasm edge and along the underside of a bridge. That’s thinking outside the box!
But the real magic has come when the party, through their explorations, have unlocked entirely new elements of the story.
Player-driven content
In our campaign, virtually all of the inhabitants of a city have inadvertently sold their immortal souls to a Archduchess of Hell by allowing, over generations, their declaration of
loyalty to their city to become twisted away from their gods and towards their mortal leader, who sold them on in exchange for a sweet afterlife deal. The knights of the city were
especially-impacted, as the oath they swore upon promised their unending loyalty in this life as well. When the fiendish pact was made, these knights were immediately possessed
by evil forces, transforming into horrendous creatures (who served to harass the party for some time).
But there’s a hole in this plot7.
As-written, at least one knight avoided fiendish possession and lived to tell the tale! The player characters noticed this and latched on, so I ran with it. Why might the survivor knights
be different from those who became part of the armies of darkness? Was there something different about their swearing-in ceremony? Maybe the reasons are different for different survivors?
I didn’t have answers to these questions to begin with, but the players were moving towards investigating, so I provided some. This also opened up an entire new possible “soft” quest
hook related to the reason for the discrepancy. So just like that, a plothole is discovered and investigated by a player, and that results in further opportunities
for adventure.
As it happens, the party didn’t even go down that route at all and instead pushed-on in their existing primary direction, but the option remains. All thanks to player
curiosity, there’s a possible small quest that’s never been written down or published, and is unique to our group and the party’s interests. And that’s awesome.
In Conclusion
I’m not the best GM in the world. I’m not even the best GM I know. But I’m getting
better all the time; learning lessons like how to release the reins a little bit and see where my players can take our adventures.
And for those lessons, I’m grateful to those same players.
Footnotes
1 I’m using the terms GM, DM, and facilitator interchangeably, and damned if I’m writing them all out every single time.
2 A gamemaster giving all of the narrative power to any one of the three elements
of K/D/F breaks the game, but in different ways. 100% karma and what you’ve got is a storytelling game, not a roleplaying game:
which is fine if that’s what everybody at the table thinks they’re playing: otherwise not. 100% drama gives you a recital, not a jam session: the gamemaster might as well just be
writing a book. 100% fortune leads to unrealistic chaos: with no rules to the world (either from the plot or from the consequences of actions) you’re just imagining all possible
outcomes in your universe and picking one at random. There’s a balance, and where it sits might vary from group to group, but 100% commitment to a single element almost always breaks
things.
3 A the “lesser sins” I mention show, the edges of what construes railroading and what’s
merely “a linear quest” is a grey area, and where the line should be drawn varies from group to group. When I’m running a roleplaying session for my primary-school-aged kids, for
example, I’m much more-tolerant of giving heavy-handed nudges at a high-level to help them stay focussed on what their next major objective was… but I try harder than ever to
encourage diverse and flexible problem-solving ideas within individual scenes, where childish imagination can really make for memorable moments. One time, a tabaxi warrior,
on fire, was falling down the outside of a tower… but his player insisted that he could shout a warning through the windows he passed before landing in flawless catlike
fashion (albeit mildly singed). My adult players would be rolling athletics checks to avoid injury, but my kids? They can get away with adding details like that by fiat. Different
audience, see?
4 A recent session took place after a hiatus, and I wasn’t confident that – with the
benefit of a few months’ thinking-time – the party would continue with the plan they were executing before the break. And they didn’t! I’d tried to prep for a few other
eventualities in the anticipation of what they might do and… I guessed wrong. So, for the first time in recorded history, our session ended early. Is that the end of
the world? Nope.
5 Want a really radical approach to player-driven plot development? Take a look at
this video by Zee Bashew, which I’m totally borrowing from next time I start running a new campaign.
6 You know what I miss? Feelies. That’s probably why I try to provide so many “props”, whether physical or digital, in my
adventures.
7 The plothole isn’t even my fault, for once: it’s functionally broken as-delivered in the
source book, although that matters little because we’ve gone so-far outside the original source material now we’re on a whole different adventure, possibly to reconvene later on.
The rest of my family and I enjoy a Go Ape, so we came out this morning for a bout of tree climbing and high ropes at the nearby centre. After our picnic lunch, and while the kids were amusing themselves in the play area (they couldn’t be persuaded to join
me for a walk!), I excused myself for a few minutes to find this cache.
A great cache in an excellent location. I get so sick of tiny caches barely off the footpath, so it’s a real treat to find one of a decent size a little further into the woods!
TNLN, SL, TFTC. Now I’d better get back to the family so we can
all go swimming!
I’ve now confirmed that this cache is missing (it looks like it was removed by the council during the installation of the signs for the new 20mph limit1) and sourced the requisite parts to construct a
like-for-like replacement. I’ll aim to get that constructed and in-place within the next two weeks.
Dave Winer kindly let me know about a proposed
standard for linking to OPML blogrolls. Given that I added a page
containing my blogroll last year, it was easy enough for me to add a tiny bit of code to the header to add support for automatic detection of my blogroll.
Now all we need is some tools that can do such detection!
(You’ll note I’ve added a title attribute: as I discovered the other day, some browsers including ELinks will show all
<link>s of unknown rel="..." at the top of the page and I wanted this one to make sense!)
theunderground.blog‘s content, with the exception of its homepage, is delivered entirely through an XML Atom feed. Atom feed entries do require <title>s, of course, so that’s not the strongest counterexample!
This blog is available over several media other than the Web. For example, you can read this blog post:
We’ve looked at plain text, which as a format clearly does not have to have a title. Let’s go one step further and implement it. What we’d need is:
A webserver configured to deliver plain text files by preference, e.g. by adding directives like index index.txt; (for Nginx).5
An index page listing posts by date and URL. Most browser won’t render these as “links” so users will have to copy-paste
or re-type them, so let’s keep them short,
Pages for each post at those URLs, presumably without any kind of “title” (just to prove a point), and
An RSS feed: usually I use RSS as shorthand for all feed
types, but this time I really do mean RSS and not e.g. Atom because RSS, strangely, doesn’t require that an <item> has a <title>!
In the end I decided it’d benefit from being automated as sort-of a basic flat-file CMS, so I wrote it in PHP. All requests are routed by the webserver to the program, which determines whether they’re a request for the homepage, the RSS feed, or a valid individual post, and responds accordingly.
It annoys me that feed
discovery doesn’t work nicely when using a Link: header, at least not in any reader I tried. But apart from that, it seems pretty solid, despite its limitations. Is this,
perhaps, an argument for my.well-known/feedsproposal?