Do you think I would be here if I had a timelike oracle, instead of using it to avoid fps death?
More seriously though, the end of that Baez article is what I was talking about, drawing the spacetime diagrams lets you see why different observers in arbitrarily chosen frames will see what they see, and clarify what only seems like a paradox if you say, arbitrarily choose a frame which makes it look paradoxical.
b (xb, yb, zb, tb) <- twin and twin' reunite
|\
| \
| \
| / <- twin' turns around to head back
| /
|/
a (xa, ya, za, ta) <- twin remains on earth while twin' leaves
One twin follows the left path and doesn't move spatially (ignoring acceleration due to gravity/the motion of the earth/solar system/galaxy and whatnot), so the interval along their path: s2 = x2 - c2t2 is all temporal, their Δx = 0, and we'll just say their Δt = 1.
While twin' follows the other path with a spatial component, which means their s2 = x'2 - c2t'2 has a spatial component, but s2 is invariant, so if this twin has Δx' > 0, then they must have Δt' < 1 for them to arrive at the same coordinate tuple (xb, yb, zb, tb) as their stationary twin.
If you draw segments from the path of twin' back to the stationary twin and choose them so their elapsed t' is the same as the other elapsed t, i.e. twin observes it has been five minutes in their frame, and twin' does the same, the segments wind up tilted at an angle due to the velocity of twin', and any slicing you choose in this fashion will wind up with twin' unable to cover every point along the path of twin. There simply aren't enough available moments in the path of twin' to pair them up with those in the path of twin, i.e. twin' actually experiences less time, doesn't move as far through time, ages less, however you wish to say it, it's all just the geometry of spacetime in the end, and less confusing than trying to wrap yourself around all the different effects and constraints and implications of "let there be a light clock consisting of blah blah blah blah on the ship of twin' and blahblah blahblah" and so forth.