Showing posts with label DMing. Show all posts
Showing posts with label DMing. Show all posts

Monday, April 26, 2021

Game Masters, Be Careful of The Behaviors You Reward in Your Game

Games have rules, and RPGs have more rules than most games to try to cover the wide array of situations and conflicts that might arise. However, very often the rules are written in such a way that they enforce certain ideas, and certain courses of action at the table. As a Game Master it's important for you to be aware of these things, and to ask how they're going to affect your game. Because if you don't pay attention to these incentives (whether they're put there by the original designers or via your own house rules), you may find yourself scratching your head about why your players take certain courses of action, or choose certain options.

The actions your reward are the actions you will continue to see.

Before I go any further, remember to sign up for my weekly newsletter if you don't want to miss out on any of my updates. And if you haven't seen it yet, consider checking out 5 Things You Can Do To Be A Better Ambassador For Your Hobby, as I feel it dovetails nicely with this particular topic.

What Gets Players Their Rewards?


The most basic question regarding a game is what actions will get the players rewards, and which ones will not. While some players might not put it into words, these are the things they're paying attention to, and what they see will drive their actions going forward.

Numbers look good on that strategy. Repeat until it stops working!

As a basic example of this practice in action, look at XP in your game. In a lot of RPGs you get XP for disarming traps, or for defeating monsters, because it's expected that the players are going to do those things. However, say your players use an alternate method to bypass a trap (turning ethereal, leaping over the pressure plate, tumbling past the triggers, etc.), do you give them the XP reward for that? What if they bluff their way past the monstrous guards instead of fighting them? Or sneak past unseen and unheard? Do they still get XP for those actions?

A lot of that will depend on you, as the GM.

For example, do you give the players the reward no matter how they solved the issue, ensuring their XP stays on track and they can level up appropriately? Or do you insist that they don't get the experience unless they roll initiative and do things the bloody way? Because whichever choice you make, players are going to take a cue from it, and incorporate it into their future strategies.

And it's one reason you'll see players become murderhobos. Not necessarily because they aren't creative, or can't think of situations beyond extreme violence, but because that is the requirement the GM sets (knowingly or unknowingly) for the players getting their rewards. And when you realize that using persuasive rhetoric or stealth isn't getting you what you need to advance, you stop trying, because it's been discouraged.

This is, honestly, why a lot of GMs have switched to Milestone Leveling (which I talk about more in Run Smoother, More Enjoyable Games (By Removing XP) for those who are interested). It removes the need to keep track of numbers, yes, but it also means that players are given the freedom to decide which strategy they want to pursue based on their skills and talents, rather than worrying about not leveling up if they don't do things the expected way.

This Applies To All Aspects of a Game


No matter what aspect of a game we're talking about, you can often get a new perspective on it (and on your group's behavior) by asking what actions you're encouraging, and which one's you're not.

For example, if players can talk to intelligent monsters, bandits, etc. and find some solution without combat, there's a good chance they'll at least try that option more often. If taking prisoners, or disarming and releasing beaten monsters leads to a growth in their reputation (see Character Reputation in RPGs: The Small Legend for more information), or if they can recruit/reform those NPCs, then mercy is going to seem like a viable option instead of just a chance to let the GM stab you in the back. If they are rewarded for solving issues and finding solutions (say with gifts from the quest givers for a job well done), instead of only being able to get monetary rewards from looting corpses, you'll see players broaden their thinking when it comes to finding solutions.

It all depends on which options you as a GM reinforce, and which ones you don't.

I'm an ambassador... I'm supposed to talk to people!

While there's plenty of advice out there about which actions you should actively discourage, and how to deal with problematic players, a lot of the time you can find solutions in asking how to better use the carrot instead of the stick. Especially if it turns out you (or the rules) are actively rewarding things that, in retrospect, aren't actually the directions you want your players to go.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, February 8, 2021

GMs, Keep Your Threats De-Centralized To Maintain Long-Term Plot

There is a question I see time and time again from game masters and storytellers in RPG groups, and it applies across games and editions. While it comes in several different forms, the underlying query is always the same.

"My players went after the big bad, and killed him way sooner than I expected. What am I supposed to do now?"

What indeed. But Specter has many heads, why don't your villains?

What I would suggest is that you take a deep breath, let it out, and consider the idea of a de-centralized threat. Because you want your players to still have their victories, but if you want to keep the game going no matter which particular bad guy they pop in the eye, your villainous threat needs to be able to absorb the loss without crumpling beneath its own weight.

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Call of Cthulhu, World of Darkness, and More!


A lot of game masters and storytellers can get overly focused on a single bad guy. Whether it's the one evil wizard, the singular wicked queen, or the head corrupt priest, there is a particular villain who is going to be the end game threat. The story, in a lot of ways, is leading in a roundabout route to the PCs eventually having a showdown with that Big Bad Evil Guy (trademark), and then once that is accomplished the campaign story is complete!

As was just alluded to, though, the worst thing that can happen is if the PCs jump the gun with regards to the one bad guy. Maybe they unmask the shadowy traitor at court five levels too early, calling out the duke in front of everyone. Perhaps you wanted the big bad to cross swords with the party once or twice before the final bout, and they got absolutely wrecked by lucky criticals from the barbarian. Your party might have concocted a brilliant strategy that let them teleport into the villain's lair for a decapitating strike, skipping right over a dozen fights and two dozen traps to spike the big bad in the head before they could retreat out the trapdoor.

The solution, in this case, is not to hang the plot off of one NPC's shoulders.

To solve that issue, spread out the villains!

For examples you need look no further than games like Werewolf: The Apocalypse, Call of Cthulhu, or Changeling: The Lost. In these games players are a part of bigger, ongoing events that often affect them personally, but which you can't just barrel into and solve with the swing of a blade, or the pull of a trigger. While individual victories can be won (and should be won, in order to keep players interested), that one victory will not end the threat entirely, thus allowing you to keep the game going, moving onto a different plot point.

In Werewolf, players take on the role of shapechanging warriors who fight a secret, ongoing battle against the corrupting forces of the Wyrm; a creature that would cast the world down in darkness, and end life as we know it. Players will find themselves facing evil werewolves who've gone over to the enemy, corrupted spirits, mutant humans and animals known as fomori, as well as mortal threats like corporations that want to reap the planet for profit no matter what sort of harm it will cause. While bullets, blades, claws, and teeth can fight many of these threats, there is no one evil spirit, no singular monster, and no individual oil tycoon who is orchestrating everything; they're all a part of the same web of threats you have to deal with.

The same de-centralized threats are key to Call of Cthulhu and Changeling as well. In Call of Cthulhu, you cannot kill the old ones any more than a flea could murder a grizzly bear. You can disrupt rituals, kill or break up cults, and destroy items of power (sometimes), but these victories do not render the overall threat gone. In much the same way, Changeling has the forces of the True Fae arrayed against you and your compatriots. And though you may thwart the agents of a particular True Fae, outsmart a Huntsman, or reach an understanding with an antagonistic fetch, none of these things by themselves are going to undo the threats against the PCs, and their world.

Because these threats are so vast, so wide, and so varied, there's always going to be another head of the hydra to rear up when they manage to burn one off.

How Do You Apply That To Traditional Fantasy Games?


All three of the examples above are very different from your traditional, level-based games. However, that doesn't mean you can't take the lessons from those games and apply them to what you're trying to run.

The only thing you need is a little creativity.

And notes... copious notes.

As an example, let's take the traitorous duke. In a game of cat-and-mouse, the party is going to have to work their way up until they eventually discover his identity, leading to a final confrontation. You know how you stop early discovery from being an issue, though? You make it an entire cabal of traitors, not just one. So that way even if the PCs manage to uncover one, and kill him, that doesn't end the threat. There are still others in the court, each moving on their own machinations. Who they discover first, and what steps they take, will affect the actions the cabal takes as a whole, but one early discovery won't wrap up the entire plot.

The same thing can happen with the other scenarios. The villainous swordsman who thought he could take on the whole party at once? Well, what if he's just one black knight among a dozen, each with their own specialties, powers, and role to play? Even if the PCs manage to kill the one, that doesn't stop the others from enacting their overall plans... and it might make them particularly vengeful because the party killed one of their own. That wizard who got taken out by a lucky strike, or because the PCs evaded their traps and minions? That ceases to be an issue if there's a coven of eight wizards, and if the death of one triggers a warning to the others that something is amiss.

In the end, having one big villain behind everything is the same as expecting one big monster to go toe-to-toe with the party. A lot of the time it works just fine... but when it doesn't, it can lead to a seriously premature end to the fight, or to the entire campaign. If you want to draw things out, put more threats in the air so that even if the PCs unexpectedly manage to solve one, there are still others hovering that need to be taken care of before the credits can officially roll on this adventure.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, December 26, 2020

4 Tips For Running The "Rise of The Runelords" Adventure Path

It's been a long time, but my group finally finished our run through Paizo's Rise of The Runelords adventure path. The tale starts in Blood and Butterflies, and it's a hefty read if you're looking for something to dig through and you don't care about spoilers.

If you're a game master who wants to run this adventure path for your table, though, I wanted to offer some advice this week. Because while all the components of a good time are present, it's all too easy for this particular campaign to feel like a disorderly pile of stuff that happens, rather than like a cohesive story the PCs all played through. So if you want to really make the game work, I'd recommend keeping the following tips in mind.

Spoilers ahead. Also, if you haven't done so yet, make sure you sign up for my weekly newsletter to make sure you don't miss any of my fresh content!

Tip #1: Build Relationships With Important NPCs


That guy? Yeah, you met him... ugh... a while ago. Really, I'm sure you did.

So many events in Rise of The Runelords require you to have some kind of meaningful relationship with certain characters in order for them to have an impact... but if you just follow the text as it is, a lot of the game feels weightless and disjointed.

A perfect example of this is the Vinder sisters. The older sister Katrine has a reputation for always being on the arm of a new man, and though her younger sister Shayliss is more demure, she attempts to seduce the most charismatic member of the party after the battle against the goblins. Katrine is murdered by a ghoul at the old mill to kick off the second major arc of the campaign, but unless you actually had the party meet her, there's no way for them to know who she is, or why her grisly death should matter at all. She's just random unnamed NPC who didn't really show up before, and now she's dead. If you introduce Katrine as a regular at the Rusty Dragon, or have players actually get to know Shayliss after her attempted seduction, they become a part of the party's lives. They matter, so when tragedy befalls them, it hits a lot harder.

As another example, the party meets Aldern Foxglove, but his presence in the book itself is brief to the point he's nearly forgotten. For his whole face-heel turn to matter when we find out he's become a gast, the players have to really like him (or even remember him, beyond random noble they saved). Actually keeping Aldern around, and putting effort into getting people to like him, pays off BIG when you get to the trouble at his family's manor house.

As a final example, let's talk about Judge Ironbriar. It's supposed to be a big deal that this stern-but-fair city judge in Magnimar is the secret head of a skinsaw cult... but if the PCs never met him, why should they care? How do they even know who he is? All it takes is the Sandpoint sheriff sending a letter of recommendation with the PCs to Magnimar, or asking them to escort some prisoners (perhaps NPCs they captured during the first arc) for trial, and you have a perfect setup for them to meet the grim-faced Ironbriar. Painting him as a reluctant ally who claims to be a firm opponent of such dark cults would make it seem like a much bigger deal when the PCs pull off the mask and find it was him... especially if they were telling him their plans and moves, allowing the cult to stay one step ahead of them.

The campaign gives you all the elements you need to make a good story, but you need to string them together into a complete, meaningful whole if it is going to feel like more than a random collection of happenstance.

Tip #2: Make The Game About The PCs


This can take a bit of work, but is worth the effort.

This is one of the tough tricks, but it's one that really matters when it comes to player enjoyment. This campaign needs to feel like something that is about the PCs and what they're doing, rather than a leash that's dragging them hither and yon across Varisia with no rhyme or reason. To that end, make sure you incorporate the PCs' stories into the greater narrative, and make them feel like this is about them, personally. Don't just rely on, "Karzoug's going to take over the woooooooooorld!" because I guarantee you people are going to zone out as soon as that happens.

Dig through your PC backstories and motivations, find things to pin them specifically to a given part of the adventure, and use it to motivate them. If the fighter wants to become a knight or achieve some kind of status recognition, then consider making that part of what they're given by the lord mayor of Magnimar when they save his life. Tie up loose ends neatly, and transfer the lands and titles that belonged to the Foxgloves to this character, and bam, they now have a major achievement. Not only that, but as a knight, those above him in the social pecking order can say, "It is in our interests that this matter be handled, and we wish you to go as our representative." This gives you an easy way to send at least one member of the party away on plot business, and they can easily bring along other PCs who may not be as interested in the plot personally, but who do want to watch their friend's back.

There's all sorts of ways you could spin things. Is the Kellid looking to achieve great renown and respect? Then give them a following of stone giants after they overthrow Mokmurian, giving them a huge boost to their cred as giant retainers/followers are a massive sign of strength and respect among many Kellid tribes. Note that a following and followers aren't necessarily the same thing, but if said Kellid now has the respect of this tribe of giants, then taking out Karzoug now becomes a priority as the Runelord is enslaving even more of their kind through ancient magics, greed, and pacts, so freeing those giants would catapult the Kellid's name into legend. If a character wants to impress the Pathfinder Society, then writing a chronicle of this unfolding adventure and finding the lost knowledge of the Runelords is certainly a way to impress the society. If the group's retired military scout has a former friend-in-arms who was at Fort Rannick, send them a letter asking them to come, because trouble is brewing. And so on, and so forth.

Whenever possible, make it personal.

Something else to keep in mind is that the reputation of the PCs should grow as the campaign goes on. They're achieving amazing things, and word is spreading, so sometimes they might be called on by name as champions to take on a task that no one else in the region has the skill or strength to handle. I talk about this more in Character Reputation in RPGs: The Small Legend, but sometimes all it takes is a little ego stroking to get the PCs to get off their butts and striding out to the lip of the world... and you could even have the "representative" who needs their help be a servant of Karzoug (such as the lamia in disguise) leading them into a trap if you can't think of another way to get them to the next leg of the adventure.

But when in doubt, make it about the goals, motivations, and personal arcs of the characters, and facilitate them through the upcoming events of the campaign. Whether it's knowledge, money, fame, position, power, or a grudge to settle, hold out a carrot and you'll almost never need a stick.

Tip #3: Make The Monsters Into Characters


Whoa, whoa, I don't want no trouble with you, friend.

Paizo includes big blocks of text with important monsters all throughout this campaign, and it's not just there for flavor; you're supposed to actually use it. Not just to decide characters' battle strategies, but to inject some personality into them, and to make them feel more like organic parts of the story.

This goes double if your players want to use Diplomacy at any point, as well as capture and/or redeem enemy NPCs.

Nualia and the named NPC enemies in Thistletop like Gogmurt are perfect examples of this. Because even at low levels it's perfectly possible to capture them, or to try to talk sense into enemies who are on their back foot and about to be beaten. Alternatively, the ogrekin clan over near Fort Rannick come with a huge amount of text behind them giving them each names, wants, desires, etc. The elder lamia sister has her own history, and she could use deception and guile to put the PCs off-guard, or even try to recruit them to the cause of her masters, recognizing that anyone who slew her sister is not to be trifled with.

Perhaps nowhere in the game is this more evident than in the Runeforge. Every one of the apprentices in the Runeforge have names, histories, desires, etc., but if you just make them wait until the PCs show up and roll initiative then the players are missing something like 90% of what they could glean from that whole arc. So have the wizards take the initiative, and try to figure out what their "guests" are there for, and attempt to turn them to their own devices.

Does the evoker resent the others looking down on her for being blunt, and a little crude, so she tries to turn the party against the others to use as weapons (perhaps trying to use them to get the necessary components to make Runeforged weapons herself?). Maybe the conjurer invites them in, feasting the party, explaining to them a slanted view of the battle between the different schools, and he offers to "help" them get what they want, using them as cat's paws to collect the ingredients (a total Sloth move if ever there was one). Even the necromancer might simply tell them what they wish to know just so they'll leave him to his studies (especially if the party contains clerics, paladins, or others who pose a serious, dire threat to the lich's continued existence).

By making the mini bosses into organic characters, each jockeying for position in an ongoing political situation, you can turn the Runeforge into one of the most interesting parts of the campaign. Just leaving them as traps to be sprung, on the other hand, will make that arc quickly devolve into an intensely boring slog where there's no story, and no one can figure out how to accomplish the goal they ostensibly showed up to complete.

Have the monsters recognize the PCs for who and what they are. Give them a sense of self preservation, and if the players want to talk, or take prisoners, don't punish them for that. And if they want to try to redeem monsters, read through their backstory. NPC attitudes and actions changing is just one more way the players' actions can affect the world, and it will get them more immersed in the campaign as it goes along. And if you show them that talking works, and NPCs can change, it's more likely your players won't just gak them and move on to the next set piece.

Tip #4: Modify The Game For PCs Actually at Your Table


Ahem.

Full disclosure, I have not been part of writing a full-sized campaign (yet, at least). However, even writing small-scale projects like the modules False Valor and The Curse of Sapphire Lake, I know there is only so much you can predict when it comes to the abilities of player characters and the actions they'll take.

And in a game with all the options that Pathfinder presents, it's really easy for the players to absolutely stomp whatever challenges are in the book. Or, if they didn't bring some assumed requirement, to be woefully unprepared for what's coming at them.

Just as an example, Rise of The Runelords is a very clear heroes V. villains storyline, where the PCs are assumed to be the good guys. A majority of your foes aren't just bad, or pursuing their own interests, they're capital-e Evil. This means that putting a paladin in your party basically gives the PCs a tactical nuclear strike by mid levels, and if something like the god squad shows up with divine casters that all have access to good-aligned nonsense, it's lights-out Gracie.

It doesn't even need to be something that extreme to throw a monkey wrench into your problems, either. For instance, the arc where ghouls are supposed to be a big threat can get sort of neutered if a majority of the party is immune to disease. At that point ghouls just become annoying mutants that can do some damage, but their big threat is removed. On the other hand, say that your ranger is always one arc behind with their favored enemies, so they never get to actually use the full range of their class features. Or perhaps your players don't believe in ranged weapons, so flying enemies quickly turn into a massive frustration rather than an engaging battle.

The campaign, as it's written, did the best it could to provide a broad framework... you need to adjust it to the characters actually in your game (and when necessary offer some aid/advice so the players don't get caught with their pants down). This sounds obvious, but it bears mentioning because an adventure path is kind of like buying off-the-rack clothes; you're supposed to tailor them to fit once you get them home.

And if you haven't taken a look at DMs, If You Want To Provide a Tougher Challenge, Alter Your Arenas, I highly recommend giving it a read through. Also, take a look at No, That Class Isn't Broken (You're Just Throwing The Wrong Challenges at It). Lastly, if you find that your players are wrecking too much face, don't immediately just grab bigger CR encounters... add more creatures, and use good strategy. An orc hit squad that uses solid tactics, high ground, lighting, cover, and strategy is always going to be a more dangerous threat than a beastie that has 9 more hit dice, but is still fighting a 1 V. 4-5 battle against the party.

What's Next on Table Talk?


After this one, we're really moving on from Runelords! I've got some stuff planned for the coming months, but as always suggestions and requests are more than welcome for what you'd like to see on future Table Talk posts.

For more of my work, check out my Vocal archives, as well as the YouTube channel Dungeon Keeper Radio where I help out from time to time. Or, to check out books like my hard-boiled cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblr, and Twitter, as well as on Pinterest where I'm building all sorts of boards dedicated to my books, RPG supplements, and greatest hits. Lastly, to help support me and my work, consider Buying Me A Ko-Fi, or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little donation can have a big impact.

Monday, December 7, 2020

Chronicles of Arcaea: A Solid "Module" For Pathfinder 2E Players

As most folks around here know, I'm on the record as someone who was not very impressed with Pathfinder's second edition. I felt it streamlined far too many aspects of the game, took away a lot of player customization, and I have a standing dislike of most games that lean on automatic progression as a character grows in experience. However, I'm also a realist, so I don't close my eyes, stuff my fingers in my ears, and pretend the new edition doesn't exist. It's why earlier this year I gave a shout out to the talented performers in Loaded Dice Rollers in Looking For A New Gaming Podcast? Check Out Loaded Dice Rollers!, after all.

Today I'm in rather a similar situation. So while I'm normally not a 2nd Ed. sort of guy, I can say that if it is your bag and you're looking for something new to try out then you should consider giving Chronicles of Arcaea by J Honea a look!

If you haven't come across it, don't worry, we'll get into it a bit.


4 Levels, and Over 200 Pages!


In a nut shell, the first book of Chronicles of Arcaea is a straightforward level 1-4 "module" or mini-campaign, depending on how you look at it. It's open to all base classes of the second edition, and players are encouraged to take on the role of traditional heroes as they protect average people from above average threats descending on them. The game is also structured in such a way that you can run it as a cohesive game, or as a series of one-shots, whichever better suits you and your players' style. There are even sections dedicated to things that often get overlooked, such as helping GMs craft effective encounters, and providing proper motivation for the PCs to get involved in all of this very dangerous nonsense.

The book is over 200 pages, though! What the hell is the rest of it dedicated to!?

For my two cents, that's where you get your money's worth. Because the rest of this book lays out the setting of Arcaea (or at least the parts you'll be playing in), giving you maps, cultures, gods, histories, and all sorts of other building blocks to help you really improve and expand your game. It's not a full world guide, not by any stretch of the imagination, but it's enough to give you a glimpse into what's being created. And while it might be a little rough around the edges (we don't all have our own art departments we can call on to slather on the polish), there's definitely solid creativity that will spark plenty of ideas in your mind as you go through it.

This Won't Be The Last We See of J Honea


While this is the only product up on Drive Thru RPG under his name at time of writing, it's far from the only thing the author has put out there. So check out J Honea's Facebook page, along with his Patreon page to help urge him to make more stuff!

And, if Pathfinder 2nd Edition is really your thing, you could do a lot worse than Chronicles of Arcaea as a starting point for your next campaign!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, October 26, 2020

Too Many Game Masters Are Just Itching To Say "No"

I'm not the oldest gamer out there, but I've been around the table a few times. I've played home games, and I've run home games. I've played in organizations, I've showed up for pick-up modules in game stores, I've played at conventions, and I've done my share of LARPing as the icing on the geek cake. And while I've had good game masters and bad, permissive and restrictive, amateurish and professional, there are really only two camps I separate them into these days; were they a game master who looked for a reason to say yes, or a game master who was just looking for a reason to say no?
 
Because the second one is far more common, and though I've intimated this before I'd like to say it plainly this week; that kind of attitude ruins your players' experiences far more than it helps you manage your game.
 
You want to do what? Sure, let's figure out how to make this work.

Also, before I continue on, wanted to remind folks to sign up for my weekly newsletter to get all of my updates sent straight to your email! Also, thanks largely due to the Rogue-Tober sale my collection 100 NPCs You Might Meet at The Tavern has finally reached Gold status! So if you don't have your copy, stop on in and check it out!

"No" Is Your Weapon of Last Resort


Since I can hear your throats clearing, let me be crystal on this one. What I am not saying is that as a game master you should do an impression of a doormat and let your players walk all over you to do whatever they want, say whatever they want, and play whatever they want. You don't have to give them everything on their wish list, and no you aren't supposed to just roll over and let them win because they want to. You and they are still confined by the rules of the game you agreed to play, and the setting you all agreed to be a part of. Whether you're playing it directly as it's written in the book, or you've made changes in the form of house rules, you and your players have agreed to the functionality and limits of the game as it exists. The tone of the game, and the entry rules you lay out in Session 0 must be observed, and respected.

However, this is a matter of perspective, and how you view your job as a game master. Because ideally it's your job to facilitate your players' enjoyment of the game, and that often comes down to working with them so that you and they can find a solution within the framework of the game that lets them do (or at least attempt) what they're aiming for.

I feel an example might be helpful.

Let's say you have a player who wants to make their character an homage to John Wick. Heck, I laid out exactly how you can do it both in Dungeons and Dragons 5th Edition and in Pathfinder using the rules as they exist. Or maybe they want to play a fantasy version of The Hulk, Killer Croc, or Guts from Berserk (guides at the links for those who are interested). The story practically writes itself, and as long as a player fits their story to the setting and world, and their build isn't breaking any of the rules of the game, what do you gain by telling them no?
 
And even if they don't have enough system mastery to lay out every step of their plan, as a game master, you get far more out of sitting down with your player and saying, "I like your enthusiasm. Let's talk this through and find a solution that works for both of us," than you do in sending them back to the drawing board with a, "And do it properly this time!"

As a game master, you always have that right of refusal. It hangs over everything, like that red button that launches a nuclear strike. However, if you deny your players the kind of game they want to play, and you keep putting up invisible walls above and beyond the ground rules you all agreed to, they're going to leave your table sooner rather than later. They can't play a game with no game master, but you can't run a game with no players. You both need each other, which is why you should work together.

Ensure You Are Both Operating On The Same Assumptions


This is very anecdotal as far as evidence goes, but it's something I've seen often enough that I consider it a pattern when it comes to game masters who are always looking for a reason to say no. Because a good 80 percent of the time the, "No," isn't because something is against the rules, or is directly against the lore of the setting... it's because it goes against the assumptions and preconceptions of the person sitting in the big chair. This is most common in pre-made settings where there's a rule book offering objective write ups, as opposed to a homebrewed setting where the game may exist only partially on paper, and largely within the game master's notes, but the point still stands.

Whichever situation you find yourself in, you need to make absolutely sure you and your players are on the same page regarding what's expected in the game, and why you should listen to them when they make a case for something they want to play even if it gives you a knee-jerk reaction at first.

You all need to be singing the same song for there to be harmony.

For example, the Pathfinder setting of Golarion is not Tolkien's Middle Earth, and it does not have the same lore and assumptions. If you want to play a gunslinging elven pirate with a green beard, heterochromia, and poisonous blood, all of that is possible within the rules and the setting. You could also play someone who's been kept in a statis tube in a crashed starship for a thousand years who now has to explore this strange world they find themselves in, discovering their own past and trying to piece together who and where they are. These characters can perfectly co-exist with the traditional wizards, paladins, and sorcerers we're so used to in our high-fantasy games, because that's what's in the setting as it's written. You're not defying the genre, or trying to be a weird and unique snowflake; you're just playing an option that is part of the game as it's written.

Yet there are a lot of game masters out there who will slam on the brakes for no reason other than that these character concepts are outside what they think of when they conceptualize their game. The characters fit the world, and they fit the lore, but they don't fit the game master's assumptions... and denying players the ability to play characters they want, which fits the world you all agreed to, is not a great way to start any campaign.

This happens all over the place. I've seen storytellers for World of Darkness games shoot down character concepts, or even just character choices, for no reason other than that they couldn't conceive of the events that would make these characters happen. Which is not to say that it couldn't happen, just that it goes against their views of how the game should be, or how they would personally execute a particular concept.
 
"A Nosferatu diplomat? Pshaw, impossible, they're too ugly and repulsive for such a high-charisma position!" Even though the clan would definitely have envoys and messengers in order to represent their interests and communicate with other clans, they can't wrap their heads around someone trying to play a face character with that clan's flaw. "A Get of Fenris who brings vehicle-mounted artillery to the battlefield instead of a hammer or their claws? Bah, the tribe would never tolerate that!" This opinion despite literally nothing in the rulebooks or write-up of tribe culture about how the warriors of this werewolf tribe refuse to use the tools of modern warfare against their enemies, and how the weapon is less important than the enemy it's turned on.

And so on, and so forth.

I could go on listing examples for a few thousand more words, but you get the picture. As a game master you get a lot more mileage out of thinking in terms of what is possible within the rules and setting, rather than what fits your preconceptions of them. And even if your player comes to you with a goal that's a little odd, a little weird, or a little off-kilter, you should try your best to find a way to give them what they're looking for within your framework.

You can still say, "No," if there just isn't a way to make it work, but if you can compromise so you both get some aspects of the story you want to tell then you're both going to have a far better experience with the game as a whole.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, October 17, 2020

Remember, Elves Need Blacksmiths and Dwarves Need Fletchers

Archetypes are everywhere when it comes to tabletop RPGs, and the stories we tell with them. All you need to do is mention a class or race you'd see in a fantasy game, and you immediately have an image leap to your mind. When someone says elf, you probably picture a long, lithe figure holding a bow, a scimitar, or both. They probably have long, flowing hair as well. When someone says dwarf you probably picture the opposite; a bulky, bearded figure with an ax or a hammer, likely bearing armor and a shield and ready for battle (assuming you're not a Gotrek and Felix fan, that is).

If you haven't read it yet, seriously, go check it out!

This applies to other games, as well. If you say the word Ventrue to a Vampire player (Masquerade or Requiem) they'll also have a very particular image immediately spring to their minds. Likely a man in a power suit, or a woman in an elegant sheathe dress. If you say to a Werewolf: The Apocalypse player Get of Fenris that immediately calls up images that are one part Boris Vallejo and one part Harley Davidson.

To be clear, these traditional images we have of classes, clans, tribes, fantasy races, etc. in our games are not wrong. From the paladin who is a handsome, holy knight in shining armor, to the half-orc barbarian who's allergic to shirts, those archetypes became archetypes for a reason. However, at the same time, it's important to remember that they are not a requirement by any stretch of the imagination. There is more beneath the surface-level reading of what characters can be, and choosing to disregard some (or even all) of a stereotypical imagery associated with your rules chassis doesn't make you a "special snowflake" who's trying to be different.

Because if the rules don't say you must be, do, or have X,Y, and Z, then it's not a requirement for your character.

Elves Need Blacksmiths, and Dwarves Need Fletchers


Thurandill shall be your name, and you'll be as deadly as you are beautiful.

This phrase was a gold nugget that someone dropped at my feet in the White Wolf subreddit, and it's become a part of my personal philosophy (permission was granted to steal it, which is why I'm sharing it with you fine folks). Basically, any time there is a role that would be common to a society, a race, a clan, etc., there is going to be someone fulfilling that role. The dwarven smith might be the stereotypical image you think of, but there are smiths among the elves, among the orcs, the halflings, gnomes, and humans, too. There will be differences, sure, but there will also be similarities. Elves may be the ones we associate with archery, but there are half-orc and halfling longbow snipers that may be just as deadly.

And so on, and so forth.

Despite what sounds very obvious on its face, there are a lot of DMs, GMs, STs, and others who will immediately lose their cool if someone proposes a character they deem too far outside that stereotype. A character who is, "too special," "too weird," or, "too unique," so they throw on the brakes. If you find yourself in that position, I would recommend taking a step back and asking yourself why you're doing that? Because as long as a character concept follows all the rules, and is consistent with the lore and physics of a setting, what do you gain by denying your players something they want to play?

Think Deeper, Think Broader


The stereotypes in our games are meant to be a starting off point, but they're by no means the law of the land. Unless the rules expressly state something is required, then enforcing that status quo does nothing but narrow the potential of your setting, your characters, and your players. It puts additional limits on our flights of fancy, whose only limits should be the agreed-upon rules of the setting and game.

And we've got enough of those to deal with as is.

To be clear, I'm not saying you can immediately ignore anything that gets in the way of your character concept. If there's a particular form of magic only accessible to those of elven blood, then only characters who have the proper DNA can learn and harness that magic. If you can only learn a certain fighting style at a particular temple, and from a particular teacher, then you need to have that as part of your backstory. And so on, and so forth.

But if there is nothing in the setting or rules that creates a requirement for a character to possess the skills they have, or to look or act the way they do? You get a lot more out of disregarding the stereotype in favor of saying to your players, "All right, lay it out for me. How did they get like this?"

If someone wants to play a half-orc barbarian who was adopted and raised by the duke and his husband, where does it say in the setting rules that this mounted fury who's infamous on the melee field during tournaments isn't a valid concept? If someone wants to play a Ventrue in your vampire game, but instead of a business suit and a red tie he wears leathers and runs a motorcycle gang of ghouls like a pack of Old West desperadoes, what do you gain by telling the player they can't do that? If a player has a broad-shouldered armorer with rippling thews and a grip that can crush a man's skull, why would you insist they play a dwarf instead of an elf if their concept is based entirely around being an elven smith who maintains old elven relics while attempting to recreate the styles of the old masters?

Pick your battles, and work with your players so that they can be happy with the characters they're bringing to your game. It really does set the tone for everything else.

Additional Reading and Thoughts


This isn't exactly a new concept, so I thought I'd leave some links to times I've talked about this before. Not to get too repetitive, but I thought it would be of interest to some folks. Also, while I have your attention, my new supplement A Baker's Dozen of Fantasy Vigilantes just dropped today! I'm pretty excited about that, and I wanted to bring it up. Also, if you want to make sure you never miss any of my updates and fresh content, consider signing up for my newsletter! One update goes out every week, recapping all the news and releases in a single missive.

- DMs, Learn To Take Your Foot Off The Brake: One of my more recent talks on this subject, a DM looking for reasons to say no instead of reasons to say yes is one of the most common causes of table enthusiasm flagging, then going out entirely.

- Everything is Weird in Fantasy RPGs (But That's Not How You Make a Character Stand Out): A reminder that just because something is weird or unusual in your experience, that doesn't mean it's all that strange by the standards of the setting.

- DMs, Please Stop Arbitrarily Limiting Race Choice in Your Games: There are few things more frustrating than showing up to a game that is full of possibilities, and then being told you can only play characters of X, Y, and Z races, for reasons. You want your players enthused, and you don't do that by narrowing down their options for no reason.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat thriller Marked Territory, my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, October 12, 2020

Game Masters, Make Sure The General Populace Actually Reacts To The Party

The figure came in from the mist like a spirit out of some dark tale. With shoulders like battlements, and a black, ragged cloak drawn up against the mist, his black mail was visible to all those who cared to look. The steel was hard-used, but more than that, it was wound through with symbols that hurt the eye to follow. Even those who couldn't read the runes could feel the palpable air of violence baking off of the armor, and of the warrior who bore it. His right hand was encased in a steel gauntlet covered in wicked looking spikes, and the hilt of the sword bore a blood ruby; the symbol of a champion of the Dread Lords.
 
The dark warrior's boot heels rang like a knocking on a coffin as he entered the inn. The innkeep, a florid-faced man, looked up with a smile on his face.
 
"Hail, traveler," he said, smiling cheerfully. "Will you be needing a room? If so I have fair rates, but no funny business or I'll have you out in the street, mark me."
 
The warrior glanced around the room. The maids continued on their routes. The drunks kept on drinking. One man with ragged hair and beard stubble glared at the black-garbed nightmare, and shouted a challenge at him. The figure frowned, shook his head, and sighed.
 
"How many towns like this do I have to slaughter before you have my character's reputation precede him, Jerry?" he asked, taking out his cursed blade.
 
Because I will seriously do this until you give me some goddamn respect!

The Setting's Reaction Matters (So Tailor It Appropriately)


Anyone who's ever played a video game has had that experience where the reaction of the characters around you just doesn't fit the character you're playing, or the actions you've recently taken. Maybe you just murdered five town militia in the street, yet when you walk over to the merchant he gives you the same stock line as always, and is more than happy to sell you whatever you need as you stand there covered in blood with cooling bodies no more than half a dozen feet away. Maybe you exude black shadows from your eyes, and your hands are constantly dripping blood from your dark marks of devotion to the lords of slaughter, but for some reason every farmer-turned-bandit thinks you're an easy mark.

It breaks our immersion, but in a video game we sort of accept it. There's only so many reactions you can program into characters, after all. But in a tabletop game, this is a major sin that I've seen over and over again in genre after genre. My fellow game masters, I entreat you, please make sure the setting reacts to the PCs as individuals. I guarantee you that the energy you get out of your players is going to make it more than worth the effort.

Those are nasty bloodstains, friend. Care for a shoe shine?

Now, to be clear, I'm not saying reactions always have to be positive, or that they have to be big and showy. They simply need to be individual, rather than a canned response that will read the same no matter which member of the party is stepping up to the interaction.
 
Even more importantly, the reactions need to be based on what the NPCs see, what knowledge they might have, and what signals the PC in question is putting out. So take into consideration every aspect of a character; what they look like, how they act, what their reputation is (more on that in Character Reputation in RPGs: The Small Legend), and even if they're bearing badges or arms that would send signals to a particular NPC that they need to modify their behavior. Hell, just being prettier or more fearsome can tip the scales one way or another.

This Applies To Every Aspect of The Game


Whether the party is walking into a store to make some purchases, having a night at the inn drinking, facing down bandits on the highway, or riding up to the lord's manor to present themselves, the world needs to react to how the decisions they make and what actions they take. Because it is that response that shows the players' actions matter, and that there will be consequences for the things they do... or don't do.

The lord recognizes your livery, and greets you with respect.

As a for-instance, take the character of Asurai Vaile. An enchantress who works her arts subtly, all that's known about her to most is that she's a diplomat who appears to have wealth. Most think that her bodyguard Murdak is the true threat. It isn't until things go sideways that their enemies realize she's a self-taught wizard, and at that point it may be too late for them to correct their course. By keeping her spellcasting on the down low, and relying more on subtle spells and raw skills, Asurai wouldn't be known as a great wonder worker to many people. They would likely respect her position, her money, or both, but the deference wouldn't be due to her powers unless the character in question had some reason to know about them (they'd spied on her, rumors were circulating, or perhaps she'd had to unleash a spell to defend herself publicly in a recent assassination attempt).

At the other end of that, though, is Murdak. An imposing orc with the unique trident-shaved hairstyle, he's marked out as a master of the Three Mountain Storms style. Even those who don't recognize that hallmark would be able to feel the static charge in the air from his falcata Thunder Fang, and note the tattoos encircling his arms and creeping up his throat. Everything from how he moves, to the scars on his hands, to the mystic weapon at his hip, marks him out as someone who is not to be trifled with. NPCs who should have knowledge of what his markings mean should address him appropriately (others trained in that fighting style, those who are from the area where it is well known, etc.). Even those who can't read the marks and know their specific meaning, though, should be able to assess the threat Murdak presents, and to treat him appropriately. Potent warriors, high-level spellcasters, or NPCs who believe their position insulates them from violence may still be dismissive, or attempt to goad him, but that should be because it's in-character for those NPCs to act that way, not because they would have delivered the same lines to whatever party member they happened to talk to.

Different aspects of a character are going to hit differently depending on the circumstances. A full-blooded elf in a place where elves are rare may be greeted as far more important than they are, with people treating them almost like a comet or a famed celebrity; someone to be seen before they vanish again. They might even have backward beliefs about how elves bring good luck, or that they can grant wishes, simply because the populace has never seen one and have only stories. Someone bearing the badge and regalia of a well-known knightly order may be able to overcome trepidation or suspicion that would normally fall on an outsider, especially if the individual bearing the badge is bizarre, unusual, or even monstrous in their appearance. The same goes for someone wearing a noble's livery or a guild uniform, marking them out as a person who has the protection of a patron.

And that's before we get into things like the raw, physical size many adventurers boast (or don't boast in the case of gnomes, halflings, and other small races), what auras they may have, what powers they do or don't display, and how common people with those abilities are in a particular area. If sorcerers are a dime a dozen (as they might be in a city that boasts a mage's college) then one more arcane caster isn't going to be that big of a deal. In a town where magic is mostly something you hear about in fairy tales, then even a cantrip is going to be something to drop jaws.

It may sound hard to tailor every interaction, reaction, etc. to the party, but it's an easy habit to maintain once you get into it. It also helps you get more into the perspective of the NPCs you're portraying to ask, "What do they see? How does this make them feel? Are the excited? Afraid? Awed? Dismissive? Disbelieving?" Because it's the little things that make the game really stand out, and which will keep your players' enthusiasm running throughout a campaign.

Additional Reading and Inspiration


For GMs and players alike who'd like some flags to add to their characters to help clue-in the world around them, you might find the following supplements by yours truly to be of-interest.

- 100 Knightly Orders: As it says on the tin, 100 orders complete with their flavor, history, and often times a touch of heraldry. For those who are less noble, you can get the same inspiration out of 100 Random Mercenary Companies.

- 100 Gangs For Your Urban Campaigns: Out in the wilds they're called bandits, but in cities we call them gangs. If your PC used to run with a particular outfit (or still does) then what colors do they wear, and how does the population of the city react to them?

- 100 Fantasy Guilds: If you're a guild rep, that's going to carry authority depending on the size and strength of the guild in question. So whether you're a Witcher or a tax collector, this supplement has all sorts of organizations you could add in for membership, and public reaction.
 
Lastly, if you want to make sure you don't miss any of my updates again, make sure you subscribe to The Literary Mercenary's newsletter list! I put out one update every week, and it helps make sure readers don't miss a thing.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, October 10, 2020

Guns Really Aren't As Powerful As You Think in Pathfinder

It has been nearly 10 years since Ultimate Combat dropped from Paizo, and with it the gunslinger class. And despite having had the following conversation in dozens of different forums, Facebook groups, and threads, I figured that I'd collect this all in one place in order to create a simple, easy-to-reference piece for any game runners out there who are worried that guns are just "too powerful" for your game.

They're really not. And I can break down why pretty easily.

There's about to be a lot of shots fired.

Also, for those who want to make sure they don't miss any of my updates, consider subscribing to my newsletter! And if at the end of this you've got a hankering for putting a shooter on your table, then consider checking out my Pathfinder character conversions for The Punisher, Doc Holliday, and John Wick.
 
Lastly, if you're looking for high-caliber action with the sort of guns that are as powerful as a lot of players seem to think, then you should really take a look at the Savage Company Campaign Setting as well as the recently released Savage Company Infantryman's Handbook. That's where you'll find the big guns.

Lastly, if you're looking for some additional fun and flavor, then you might want to check out my 5 Tips For Playing Better Gunslingers. Honestly, I think it's one of the more instructive articles in that particular series.

Let's Talk About The Touch Attack


The thing that gets a lot of people wound up is the fact that firearms are touch attacks. But a lot of players and game masters alike seem to skip past all of the fine print and qualifications that actually puts this into perspective.

Just some provisos... some quid pro quo...

First of all, an early firearm (the sort you're going to have access to in an average game run by the core setting's rules, or which you acquire as a class feature as a gunslinger) is only a touch attack within the first range increment. After that it takes the normal -2 to attack for distance, and resolves against standard armor class. That usually means you have to be within 20 feet to 50 feet at the very longest, which is more than close enough for the angry enemy they shot to charge them on their turn.

Secondly, a touch attack is not some huge upset that's going to reduce difficulty to nearly nothing. Size modifiers, Dexterity modifiers, cover, concealment, and a slew of other things still apply. Ducking behind a rock, or planting a tower shield, is often enough to keep one safe from even the deadliest gunfighter. Because it's true that someone firing a pistol is more likely to hit their target than they would if they were firing a hand crossbow... but it's no more likely than if they were shooting a wand with a ray spell. And chances are good the ray is going to have a lot better range.

Guns Aren't All That Powerful On Their Own


The other misconception people seem to have is that firearms are this encounter-killing mechanic that completely wrecks challenge level if they're present. Smaller firearms deal 1d6 of damage, and the largest reasonable two-handed firearm deals 1d12 damage. The double hackbutt deals 2d12 but it is not something you can easily acquire, and the damn thing is wheelbarrow-mounted, so it's not something players should be walking around with unless you're allowing ogrekin at your table.

And if you're doing that nonsense, guns are really a drop in the bucket.

Sure, it's a touch attack. If you're playing a character with a full BAB and a decent Dexterity score, chances are pretty good you're going to hit your target barring other obstacles (there's no concealment, they're within the first range increment, etc.). But if you hit, you've done either the equivalent of a short sword, or a great ax blow. Can that kill an enemy at low levels? Sure, if you're lucky it will blast a goblin's head off, or reduce a skeleton to a pile of bone dust. But even rolling max damage on that attack after a couple of levels is just going to annoy the monster, and mark the shooter out as a target. And if there's more than one threat present on the field, you likely won't have enough bullets to go around.

And the numbers only get worse as you level up.

Guns by themselves aren't a huge threat to one's enemies; they need something to dovetail with them in order to actually be effective. For instance, combining a gun with sneak attack is a great way to deal a lot of damage really quickly, without the need to rely on a spell to get a touch attack. If a gun is combined with class features that let you use them in unique ways (such as the gunsliner's deeds), or with a class that adds bonus damage (precision damage, adding Dexterity modifier to firearm damage, etc.) then that is quickly going to beef them up. Even something like the ranged magus archetype, or the spellslinger wizard archetype that lets you combine your gun with spells is going to give you more bang for your buck. Gunslinging paladins will dole out some serious harshness on devils, demons, and undead if they combine a shotgun with smite. And so on, and so forth.

But just the gun all by itself? Not that much of a threat. Especially when you consider some of the following...

They're Expensive (Both To Acquire, And To Use)


Guns are probably the most expensive non-magical weapons in the game. It's one reason that gunslingers are just handed a busted gat at level one, and why only they can use it without penalty. Basic guns can cost hundreds to thousands of gold just to acquire, and that's without any special abilities, masterwork detailing, etc.
 
We're discounting the fire lance here, because again it's the exceptions that prove the rule.

What did it cost? GDP of a mid-sized nation, since you ask.

And if you do want to buff up your firearms to be sure you can overcome damage reduction, and get some extra elemental effects or special abilities added to your shooting irons? Then you're pouring most of your gold into those upgrades. When you add in the cost of black powder, alchemical cartridges, and other aspects of firearm use, they suck up your adventuring earnings pretty damn fast. There are specific magic items that let you get around those costs, but again, you need to either find or make them.

Financial costs aren't the only thing to consider when it comes to firearm use, though; they're also fairly rare in a lot of locations. So if a player can't fix or modify the weapon themselves, and you're not in an area of the map where there are going to be gunsmiths about, that's going to create a problem. Guns are also pretty feat intensive if you want to really make them effective, and that goes double if you aren't marrying them to a potent class feature like the ones mentioned above.

First, you need proficiency in the weapon to avoid the -4 penalty (this is usually gained from a class feature, but not always). Then you need to acquire several ranged combat feats, such as Point Black Shot and Precise Shot to avoid penalties for shooting into melee while getting a small attack and damage boost. Rapid Reload is often a necessity, because much like crossbows guns can be an absolute ass-ache to keep loaded as combat goes on. Deadly Aim is often necessary for boosting your damage with these weapons, but it's a feat that you get the biggest benefit from when you have a full BAB. For those who want to make every shot count, feats like Vital Strike may be worthwhile. The Gunsmithing feat is often required for keeping guns repaired and loaded, and if a player isn't playing a gunslinger they may not get it for free.

In summary, if you're going to use guns effectively, that's where a great deal of your monetary resources, and your character resources, are going to go. Especially if they aren't just a convenient delivery system for a spell or a sneak attack.

They Come With Built-In Drawbacks


Guns have a lot of drawbacks that you need to overcome in order to use them effectively. Their relatively short range is one, and their expense is another. As mentioned, they can also be murder on your action economy, requiring you to really cut corners, or rely on spells and special abilities to make sure that you've always got a round in the pipe.

They can also blow up in your face.

Guys... I think Flint rolled another 1!

If you roll particularly low on an attack with an early firearm, then you have to deal with misfires. And misfires can cost you... especially if you're a player who rolls a lot of natural 1s, the way I tend to. While there are ways to downplay or negate misfires, their probability also increases when you do things like utilize alchemical cartridges... so they're going to happen at least a few times.

The other major built-in drawback of a firearm is powder. Black powder and ammunition is subject to water, subject to fire, and to all sorts of other situational issues. So if an enemy uses spells to ruin ammunition, or if a gunslinger gets caught in a dragon's breath weapon or a fireball, that incident could become far more costly than it otherwise might have been. Even something like being bullrushed into a river could destroy the ammunition in their weapon, as well as the bullets in their cartridge belt. And even when it does go off, it's loud as hell, which can alert other encounters there's something going on next door.

These are things you can overcome. There are items and magic cases that safeguard your equipment, as well as spells that can silence your area, but those also play into the cost of using a firearm in a hostile world. And while a game master may opt not to use these particular weaknesses to avoid ruining a player's fun and frustrating them, they are still there, and still viable.

Any Weapon Can Be Overpowered In The Right Hands


Hey there... heard someone was talking shit about archers?

I've been at a lot of tables over the years, and I've seen players crack out every, single weapon you could use. From frenzied berserkers whose greatswords can cleave dragons in half, to dagger-wielding assassins that tore encounters apart, to a wizard that turned a first-level spell into a nuclear hellstorm by applying just the right combination of feats, boosts, and metamagic rods... the weapon by itself was just one aspect of the character.

More to the point, though, I've seen a lot of game masters who end up getting steam-rolled by the party not because the party's too powerful, but because they aren't utilizing any sort of strategy for their villains.

I talked about this more in Party Balance is Mostly a Myth. Instead, Ask How You're Challenging The Party, but it bears repeating. Every character is going to be strong in some situations, and not as strong in others. If a target is within relatively close range and has a low touch AC, that is the gunfighter's time to shine. If a target has a high damage reduction, the ability to deflect bullets, is under a lot of cover, or is shrouded by illusion, then they're far more likely to end up shooting at shadows and not doing a whole hell of a lot while someone else steps up to get the job done.

If a gun could completely destroy your game's challenge, step back and ask why? Especially when you consider all of the weaknesses, limitations, and required support from class features, feats, etc. it takes to make these weapons really dangerous.

Lastly, a Note on Genre


This is Crunch week, and as such I've been largely focusing on the mechanical aspects of firearms (and particularly early firearms) as they're written for Pathfinder's first edition. As such, I have not gotten into setting, conventions, etc.

But I feel that should be addressed.

If you are running a Pathfinder campaign set in Golarion, then firearms are a part of that setting canon. If you are running a different setting (possibly one of your own design) where firearms do not exist, then they are not a part of that setting canon. Some players love guns in their fantasy settings, some players hate them, and some players are indifferent regarding their presence. But that is a discussion you can have on its own merits.

By the numbers, though, guns are not that big of a deal by themselves in a mechanical sense. As long as you run them as they're written, and track all of the things associated with their use, they're barely be a blip on the radar regarding challenge. You aren't required to use them at your table, but if the mechanics are really your concern, you can put that concern to bed.

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