Blog
Guides to the math behind the tools — readability formulas, pricing your work, sizing a build, and planning a game world.
How many blacksmiths does a fantasy town have? Building believable settlements
Why most RPG towns have far too many shops for their size, the medieval demographics that fix it, and how population alone tells you the smiths, inns, gold limit, and farmland a settlement needs.
How much fabric does a cosplay actually need? Stop guessing at the cutting table
Why bolt width, nap, and pattern repeats decide your yardage, how capes and pleated skirts eat more cloth than you think, and how to buy enough the first time.
Designing a planet readers will believe: a worldbuilder's guide to gravity
How surface gravity really works, what high- and low-g worlds do to bodies, jumps, and buildings, and how to pick numbers that keep a fictional planet physically honest.
The real odds of pulling that chase card (and why the box let you down)
How booster-pack pull rates actually work, why "1 in 200" doesn't mean 200 packs, and the probability every card collector and game designer should understand.
From word count to finished draft: planning a novel you will actually finish
Genre word-count targets, how manuscript words turn into print pages, and the daily-target math that makes a deadline realistic instead of aspirational.
Syncing delay and reverb to your tempo: the BPM-to-milliseconds guide
Why time-based effects sound better locked to the beat, the one formula that converts BPM to milliseconds, and how to use note divisions, dotted, and triplet times in a mix.
How to price a 3D print: the costs every maker forgets
A full breakdown of what a 3D print actually costs to produce — filament, power, machine wear, failed prints, and labor — and how to turn that into a price that earns a profit.
How reading time is calculated (and why every blog uses a different number)
The formulas behind "X minute read" labels, the wide range of WPM assumptions, and how to pick a number that matches your audience.
Dice pool probability for tabletop games: why the average roll lies to you
How dice pools really behave — bell curves vs. flat d20s, what advantage actually does to your odds, exploding dice, and how to set fair target numbers.
Every readability formula explained, briefly
A reference guide to 12 readability formulas — how each works, where it came from, its strengths and limits, and when to reach for it instead of the alternatives.
What is a good Flesch Reading Ease score? (with concrete examples)
A grounded answer with score bands, real examples from journalism and fiction, and what scores to target for blogs, marketing, technical docs, and academic writing.
How to lower your readability score: a practical editing playbook
Concrete techniques to bring a Flesch–Kincaid or Gunning Fog score down by 2–4 grade levels without losing accuracy or sounding patronising.
Flesch vs Gunning Fog vs SMOG: which readability formula should you use?
Three popular readability formulas, side by side. When each is the right tool, what they get wrong, and how to read disagreements between them.