Showing posts with label DND. Show all posts
Showing posts with label DND. Show all posts

Tuesday, September 22, 2026

A New Worldbuilding Supplement Just Dropped... What Should I Add Next?

One of the primary joys for a lot of folks who sit in the big chair is crafting their own world, and building a sandbox for their players to explore. However, even the best Game Masters sometimes need a bit of a push in the right direction to grease the wheels, which is why a while back I released the supplement 100 Worldbuilding Questions To Ask For A Fantasy City, since I've spent so much time the past several years putting together cities and figuring out all the little tricks to make them feel truly organic.

Well, that supplement received enough positive attention from readers that I thought it deserved a sequel... so I decided to follow-up on one of the other ideas I originally posed with 100 Worldbuilding Questions To Ask About Fantasy Faiths!

Which you should absolutely pick up if you haven't, yet!

But before I get into the meat of today's post, remember, don't forget to sign up for my newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

What Worldbuilding Topic Should I Cover Next?


For folks who read my older post, My First Worldbuilding Supplement Just Dropped... Should I Make This A Series?, this might feel a bit like Second Verse Same As The First. After all, in that post I was asking you all, as my readers, what kind of topics you'd like to see me cover in future supplements in this vein. However, I wanted to add a bit of a twist with this update... especially since I haven't decided where I'm going to go just yet, so the floor really is open!

The questions I have for you as my readers are short and simple:

- What topic would you like to see? (legends, nations, outposts, noble families, etc.)
- What genre would you like to see? (more fantasy, some sci fi, perhaps even a horror supplement?)

That's it!

The first two entries in this series have been fantasy, but that's mostly because fantasy is the genre that a lot of RPG ideas get tested in for me before I port them to other genres. And I know there are a lot of sci fi and horror lovers out there who follow my work, but I also know there might be folks who want to see me tackle something else... worldbuilding questions to ask about a noir mystery, for example? Just to change things up?

Mostly, I'm just looking for your input. So if you have thoughts, leave them in the comments below with your answers to the above questions. Or, even better, buy a copy of 100 Worldbuilding Questions To Ask For A Fantasy City or 100 Worldbuilding Questions To Ask About Fantasy Faiths, and leave a comment in the review of that supplement! Because if you do that my publisher will see it, and I'm certain to hear about it!

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 Azukail Games YouTube channel, or the ongoing audio drama channel The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like 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 Blue Sky, Facebook, Tumblr, Twitter, 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, September 19, 2026

How Is Your Party Connected?

The dread necromancer Elara Shann, wreathed in funerary black. Kurdack Deadhand, a hulking orc-blooded brigand that's Wanted in seven nations. Litana Veil, Voice of the Queen of Shadows. Vor, the red-skinned devil speaker born from the ancient Rite of Conjunction beneath the darkened moon. While each of these characters might be interesting on their own, each with their own backstories like what you'd find in The Small Legend, it's important to ask how it is they all know one another, and what brings them together in this endeavor?

Because that knowledge can make your campaign go a lot more smoothly... and sometimes it can be funny as hell!

It has been some time, my old friend. I suppose I have one more adventure in me.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Who Are You Adventuring Beside... And Why?


Campaigns take a wide variety of forms. From glorified bank heists, to tracking down dangerous bounties, to fighting cults and stopping ancient prophecies, so-called adventurers tackle all sorts of deadly tasks that are beyond the skills of any single individual. The question you should ask, though, is when you need to deal with a dragon problem, or root out a roost of manticores, who are you going to ask to come along on this errand with you?

Because that can be an interesting story all on its own!

Ragnar, you old sot! Remember that favor you said you owed me...?

On the one hand, we can have the vague, fill-in backstories to justify the party coming together. Perhaps a local lord put out the word for adventurers to deal with an infestation of the undead, the party were all taken captive by slavers and they band together to free themselves, or they all happened to be in the local tavern when something happened that required them to leap into action. And if the players around the table are willing to take the plot hooks dangled in front of them, this can work fairly well.

But consider what additional story could be made by creating the bonds between the characters in order to create extra context and story. For folks who don't usually try this method, the best way to do this is by examining what things the characters have in common, or what things might act as a bond between them.

As an example, consider a party where all the characters have a missing father. Maybe that was done intentionally, and maybe it wasn't, but it's a commonality with them. Is it possible that all of them have the same father, and they're looking for him? If you want to play into a silly stereotype, said father might be a wandering bard who moved on from town before realizing his previous partners had fallen pregnant. And each of his children has a very different tale to tell, from the half-elf wizard whose mother described him as learned and quick, to the half-orc fighter whose was told her father was a fierce champion with a battle cry that could banish fear and a rage that couldn't be matched, to the farm girl paladin who was told her father was the most handsome man who ever graced the village, and that he'd sung the dead back into their graves when they wouldn't lie still. Each tale is true, in its way, but each paints the man in a very different light... and when the siblings find each other, they have a chance to find more than just their absent father. Bonus points for him being the BBEG of the game!

Come my children... join me, and together we can rule!

Things don't have to be so explicit and overlapping, of course. Characters might have an individual connection to one another, and it becomes a game of tag along. For instance, one character might be a noble born wizard, and when attacks from raiders harry the border of his family's lands, he's bound by honor and duty to go stop it. However, he knows going alone is a death sentence, so he asks his father's Mistress of The Hunt to come with him. The ranger understands the danger, so she reaches out to a warrior she served with in the army. The fighter has a bit of a limp and several scars, but he agrees to come with on one condition... the wizard gets a pardon for his half brother. The half-elf rogue has been rotting in jail for months, but jumps at a chance at freedom, even if it's a dangerous one... and his partial sibling will be keeping an eye on him the whole time.

In this scenario, all the characters are still highly motivated to deal with the problem that's been presented, and each of them has a connection to at least one other player character that's strong enough to solidify them as a member of the party. However, this still allows them to form impressions, roleplay organically, and come together as a closer group by the time the initial challenge is done with... and that bond likely means that when they uncover a deeper threat, or a new problem rears its head, the party will saddle up once more to handle business.

This Is One Of The More Fun Parts of The Game


A lot of players don't go through this stage of the story, they just create their characters in a vacuum and expect them to come together when it's a necessity... but a lot of the time this leads to friction and problems because players had different ideas and visions for how the game was going to go. That can all be avoided by sitting down and adding a little extra polish to the story.

For instance, does one player have a barbarian character who loathes spellcasters, and another player is bringing a sorcerer? Well, figuring out a way to make that less of an issue before the dice hit the mat can be an interesting challenge. For instance, does the barbarian believe the sorcerer was touched by the gods because he was there when their bloodline manifested, so that character is an exception in his mind? Do both characters want revenge on the same person, so they've agreed to work together until that goal is achieved before they settle their differences? Are they actually related, and no matter how much it twists the barbarian's gut, it is dishonorable in the extreme to slay one's own kin?

Getting your table into these little story writing sessions, and finding answers that gets everyone excited for the game, is a great way to start off your first session with a bit of momentum, and I highly recommend folks at least try this method out if it isn't a part of your Session 0 setup yet!

Lastly, if you'd like to check out some supplements of mine that can help with chiseling out the details on your character, consider taking a look at:

- 100 Character Goals and Motivations: Picking a direction and putting gas in the tank, this supplement helps you figure out what they want, and even why they want it.

- 100 Questions To Ask About Your Characters: Everything from what their favorite food is, to what kind of partner they'd like to marry, and even how they want to die, there's a lot of questions in here!

- 100 Dark Secrets: If your character is holding something close to their vest, something that could change the way people perceive them, this supplement can get your imagination flowing.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. 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 Azukail Games YouTube channel, or the dark sci fi saga of The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like 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 Blue Sky, Facebook, Tumblr, Twitter, 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, September 14, 2026

A Late Patron Shout Out (And 2 DTRPG Bundles For Good Causes)

I wanted to start off this Monday's post with an apology. August was one hell of a month, and a lot of stuff slid through the cracks... including my regular monthly shout-out for my patrons who are at the appropriate level! So I wanted to offer my apologies, as well as my continued thanks to:

- Chris Dundon (To Valhalla, my friend!)
- Brenton Ayres (You're doing more than your part to keep the wheels turning!)
- Tracy Bailey-Mathews (Hopefully some of what I write is helping with the campaign!)
- Joy Von Holle (One of my oldest and most appreciated supporters on this list!)

My patrons are what make these blogs possible... so if you want to make sure I keep putting out fresh posts, consider heading over to The Literary Mercenary's Patreon page, and consider making a pledge today. Or, if you don't want a subscription, consider tossing a tip into my jar on The Literary Mercenary's Ko-Fi page instead!

No pressure, though...

But before I get into the meat of today's post, remember, don't forget to sign up for my newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

And Now, A Pair Of Bundles You Should Really Check Out!


An unfortunate trend we've been seeing a lot with RPGs lately is tragedy befalling many of our creators. And since we're surviving under late stage capitalism, there aren't exactly safety nets in place to help them get what they need, or stay on their feet. Which is why I wanted to highlight two bundles this week that you should definitely take a look at!

The first is the Ross A. Isaacs Emergency Fund, which is going to help support Ross, who is trying not to get swallowed up by expenses for his various life expenses (including, as I understand it, medical needs). There's supplements for Pathfinder, Starfinder, Icons, Call of Cthulhu, DND 5E, After Zombies, OSR systems like OSRIC, and more! Great value, and a particularly good cause that I recommend folks check out.

The second bundle is Mutual Aid For Darren Pearce. Another RPG designer, he's experienced major familial losses, and is currently trying to keep his head above water while grieving, and trying to handle all of the expenses and changes that come with such losses. This bundle includes supplements for Fantasy Age, the world book for Punktown, OSR adventure modules, the RPG Bloodwraith and its follow up books, and a slew of other games and supplements. It's pricey, yes, but you get three times the value of the content in it, and it goes to help someone who is reeling right now.

So if you're looking to help out a good cause, and to get an absolute treasure trove of gaming materials, I'd recommend picking up these bundles if you can. And, of course, spread the word about them as as many folks as possible see them. Sharing this blog entry is a great way to make that happen, in case you were wondering!

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 Azukail Games YouTube channel, or the ongoing audio drama channel The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like 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 Blue Sky, Facebook, Tumblr, Twitter, 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!

Sunday, September 13, 2026

Just Because The Mechanics Say You Can Do Something, That Doesn't Mean You Should

When playing an RPG, the mechanics are how you interact with the world your character exists in. The mechanics are what determine whether a blow lands or misses, whether a character can lift a particular burden or not, whether a spell is successfully cast, and whether someone is robust enough to overcome a deadly poison.

With that said, just because the mechanics allow you to do something, that doesn't mean that you should do that thing. And players and Game Masters need to learn to have these conversations respectfully so that everyone can enjoy the game, and set their expectations accordingly.

Just because the manual says you can, please don't.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

What If We Removed The Naval Blockade?


An example of what I'm talking about comes from book 1 of the Pathfinder adventure path Hell's Rebels, Hell's Bright Shadow (and there's a Pathfinder 2E conversion for this adventure path, for those who are interested). For those who haven't played it, the adventure begins as a fascist tyrant takes control of the city of Kintargo, and the city is cut off from trade via a naval blockade. The purpose of the blockade is to make it clear that there are a limited amount of resources in the city, and that players will not be able to simply travel somewhere else in order to acquire more limited resources. While it exists, mechanically, the purpose it serves is to turn the city into a pressure cooker.

You aren't supposed to try to remove the blockade. Even if you are technically capable of doing so.

When I played this adventure path, my vigilante and his sorcerous sidekick figured out that we could destroy this blockade with relative ease at early levels (it was after level 2, but before level 7, my memory is vague). The vigilante had acquired an adamantine gauntlet, and with his focus on delivering punch-based attacks, that gauntlet had proven the bane of locked doors, jawbones, and a building or two in the city. We sat down, and did the math. Using magic to allow the vigilante to breathe underwater, and a pair of swim fins for movement, he could easily scuttle the warships without the crews being able to do much in the way of retaliation before the ship sank. The sailors were prepared to fight the city, or other ships, not to go beneath the waves.

Not even bell diving marines!

However, when we came to our Game Master with this information, we did so asking, "If we did this, would it work?" Both in the sense that we wanted to know if our math and rule interpretations were correct, and if there was something we didn't know about that might come to bite us. Paraphrased, the answer we received was, "Yes, you could do this, but please don't, I'm not set up for that."

And upon receiving that answer the two of us nodded, fist-bumped, and then went back to the plot we'd actually been hip deep in, regarding fighting back against the city's new "mayor" and his crack down on freedom and expression.

Capabilities, Actions, And The Arms Race


I've talked about this before on this blog, but when players and Game Masters are adversarial, the use of mechanics can become and arms race. Players are trying to find the super special combination of abilities and resources that will allow them to destroy the Game Master's plot entirely, while the Game Master focuses less on creating a world or telling a story and attempting to control, punish, or counter what the players are doing.

And I can tell you from experience, this is a bad dynamic to put in place. Firstly, because it divides the game into winners and losers (something you should try to avoid in most RPGs), and because the Game Master always has more than the players do. They have access to every monster, every spell, every magic item and conditions... but "defeating" the players isn't the goal of the game.

It's a zero sum game, and those aren't fun to play.  


Take the above example, and consider what would have happened if there had been an adversarial approach. The Game Master could have installed secret panels underneath the ships, blocking attempts to scuttle them by putting in hidden adamantine armor. They could have put shock troops on the vessels, ready to be deployed at a moment's notice to deal with the vigilante's plan. Or they could have upped the ante, let us scuttle the blockade, and then sent in a far more aggressive force that would have complicated everything else from that point forward, giving us more enemies, more resistance, and so on.

But it was just easier, and more expedient, to have a simple conversation where it was made clear those ships don't have stats in the book, and they exist as a plot device to facilitate the current challenge. While our numbers were correct, bringing in such an outside event would lead to ripples they didn't want to deal with. And we, as players, respected that.

And this is the kind of conversation you should be able to have between GMs and players. Whether it's players going too far afield in a direction that will make FAR more work for the GM than they signed up for, a player misunderstanding how a mechanic works and being corrected by a GM, or even a GM asking a player to please limit their use of particular abilities or resources that are becoming a problem, it's important to be able to talk things out collaboratively.

Generally speaking, acknowledge that all of you are there to make a better story, and to have fun doing it. In this case, consider the players as actors, and the Game Master as the director... you're all allowed your own visions, and you should be working together so that the final product best suits what all of you want.

You all have the same goal... or, at least, you should. And cooperation always leads to a better result than instigating a mathematical arms race over whose methods will be victorious.

Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! 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 Azukail Games YouTube channel, or the dark sci fi channel I contribute stories to, The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like 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 Blue Sky, Facebook, Tumblr, Twitter, 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!

Tuesday, September 8, 2026

You Aren't Your Character... You're The Author (A Perspective Shift)

We've all had those moments sitting around the table where things don't go our way, or the story gets complicated in a way we wish that it hadn't. Too many of us end up frustrated by this, and we can end up dejected, losing our zeal for the game. As someone who has rolled more natural 1s in a single session than some players have rolled in an entire campaign, I understand, and feel these feelings. However, there is an interesting mental trick you can use to help deal with fate going against you.

Remember that you aren't your character... you are the author of their story.

It can be a small thing... but a helpful one.

But before I get into the meat of today's post, remember, don't forget to sign up for my newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

A Step Back, And A Different Perspective


When we make our characters for an RPG, we tend to get really close to them. We construct their lives, we talk with their voice, and in some cases we even crawl into their skin. However, when we take on the role entirely, we tend to equate the character's success with our own success... but also their failure with our own failure.

And on the one hand, that is the double-edged sword of roleplaying; you get the highs and the lows. However, it can be interesting to take a moment to purposefully consider yourself and your character as separate entities, and to treat yourself as the author of their destiny. So the question is not whether they win or lose... the question that you're treated to becomes, "And how are they going to deal with this twist of fate?"

Okay, that failed... but HOW did it fail?

Take a situation that is far from uncommon in RPGs at early levels. The party was ambushed on the road by something (bandits, goblins, or even a cadre of wandering undead at the behest of a necromancer), and despite their best efforts, they fell in battle. Now, that might be disheartening, but if the characters aren't dead yet, then the story continues on. If they awaken in the wilderness, injured but alive, now they have fresh challenges to meet. If they were taken prisoner, or are being held hostage for ransom, there is now a fresh arc in their story to tell.

A fresh arc that you, as the player, should be excited to tell. Because yes, it might be frustrating that the dice didn't reward your character with a victory in the last episode, but in this fresh episode there's a new danger, new stakes, and a fresh path to take and explore!

And just how the hell are we going to get out of here?
 
I will say that this shift in perspective only works if you have a GM who is following the advice I gave in Dungeon Design Tips: Find A Reason For PCs To Survive (And Try Again). Because there is a huge difference between being able to follow a character's journey through misfortune, and being able to just shrug off a character dying, and being told to go make a new one. Generally speaking, there needs to be some kind of reassurance that a character doesn't die upon their failure in order to keep players interested and engaged.

Put another way, if you're reading a fantasy novel, and the protagonist blacks out after being stabbed in a duel, and you still have half the book left to read, you usually keep reading because you want to see how they come back from this. Was the protagonist bound and put in prison? Are they wounded and on the run? Are their whereabouts kept secret for a few chapters until they return in some way? Because we will absolutely accept that a character has failed, fallen, and is facing fresh difficulties... but if we open a new chapter on the latest installment of our favorite series only to find that Conan is dead, and some random character we've never heard of is taking over for the titular barbarian, a lot of us are going to give up and stop reading entirely.

Clarification and Closing Notes


Now, to be absolutely clear here, I am not saying that GMs cannot kill PCs. I'm not saying that characters should never die, and that they should be given chance after chance to try, try again. However, what I am saying is that if the primary failure state is death with no way to undo it and continue the story (even if undoing it is difficult, convoluted, or both), it becomes very hard for players to get invested in their characters and to be excited to see what twists and turns are coming.

Because if the character dies, there's no more story to follow.

Additionally, I am not saying that players should think of themselves as the author of the entire campaign, and to view their character as the protagonist. Rather, every player is writing their character's story, but that story is prompted by the game world around them. This helps engage your sense of the dramatic, and to actually tell a story, instead of just focusing on whether the character is winning or losing, succeeding or failing, which can make for an overall more engaging story for yourself, and for everyone around the table!

It's a cooperative exercise, and putting on your writer's cap can get you thinking about your character and their actions as a part of an unfolding narrative, instead of just something personal to you and your own scoreboard. It also makes those fail states sting a little less when you view them as plot twists to roll with, instead of the dice punishing you arbitrarily.

And now, to tweak things just a little more...

Lastly, I wanted to offer some additional reading for folks out there. Because putting a few finishing touches on your character can make it that much more interesting to pull them along through their adventures! So, if you want to go a little deeper with the next character you put together, check out:

- 100 Character Goals and Motivations: Why does your character keep going? What are they trying to accomplish? Answers to these questions lie within!

- 100 Dark Secrets: Just what it says on the tin, this supplement provides you with a slew of secrets to bury in your backstory... you should probably tell your GM about them, though.

- 100 Questions About Your Characters: Everything from their favorite foods, to where they learned their skills, to how they want to die can be found in this supplement, rounding out a character's finer details.

- 100 Tips For Being A Better Player: Lastly, this is for the players behind the sheets. Everything from table etiquette to habits that will help you have more fun at the table, I highly suggest giving this one a read!

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 Azukail Games YouTube channel, or the ongoing audio drama channel The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like 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 Blue Sky, Facebook, Tumblr, Twitter, 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, July 13, 2026

Legacy Campaigns: A Fresh Chapter To Continue Your Story

For a lot of us, the idea of completing a full campaign with a single party of characters is the height of gaming accomplishment. And if you've managed to do that, then you might very well want to play a different system or setting entirely as a kind of palate cleanser. But if you're the sort of player (or the sort of Game Master) who enjoys continuity and sequels, then I would recommend considering the idea of a legacy campaign... because they can take a variety of forms, and you can usually tailor them to fit your game, and your players.

As we turn the page, another set of heroes are enmeshed in our tale...

But before I get into the meat of today's post, remember, don't forget to sign up for my newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

A New Chapter In Your Quest


There are a couple of different ways a legacy campaign can go. First and foremost, it can be the literal legacy of the former PCs, whether it's their children, students they've trained, squires they've knighted, etc. The idea is that the PCs of the last campaign are passing the torch to the new party, providing some kind of continuity between the characters, if not the actual story of the campaign. Alternatively, the legacy might be a continuation of the events and story from the first campaign, but in a different location with different characters who aren't necessarily connected to the characters of the previous campaign. For a quick reference, the connectivity between the Pathfinder adventure paths Shattered Star, Rise of The Runelords, and Return of The Runelords follows this path.

However, it's also possible to combine the two into a single campaign, if that's what you and your players want to do!

I am here to earn my spurs, and to make my father proud.

As I said in The Key To A Sandbox Is To Make Sure It's Populated, And Stuff Is Happening, though, a legacy campaign requires a bit of setup to really sell it!

Now, that doesn't mean the Game Master has to plan a three-campaign series right from the jump. But you do have to have the first campaign planned, plotted, and completed so that you have all the information about what happened during the first story that you can use as a springboard for the second one (and from the second to the third, if you want to be industrious). You need to know which characters completed what deeds, which NPCs lived and died, and which of the villains were sentenced, which ones were slain, and which ones returned to the outer darkness to join their alien masters. And once you have all of that information, you can then properly plan the sequel to that game!

If you're the Game Master, picture yourself as the head of a successful TV series. You received enough of a budget to shoot the first season, so you made something relatively self-contained, but which has the potential for spin-offs and sequels. You finished it, and it was popular enough that your audience wants more. Maybe you had some ideas in mind for where it could go next. Maybe you were just hoping the first season did well enough you could scoot across the line. Either way, with this format, and your very narrow audience, it's a good idea to make sure the first season is as polished and enjoyable as possible before you spend too much time working on the second or third season that you might not even get.

The most important thing, though, is that you need to be sure you have player enthusiasm to see more. Because while the idea of following up a campaign with a legacy sequel might be intriguing (especially if the players get to see the results of the previous game, and hear the tales of their old characters' adventures), it's equally possible that your audience might have been just fine with a one-and-done for that game, that story, or that system. Don't over-invest in making a multi-part story told over several campaigns if you know your players don't have that kind of stamina.

With that said, however, keep in mind that a "campaign" doesn't have to be a years-long, level 1 to level 20 endeavor. A campaign could just as easily be a story that takes characters through a 5 level progression, or even a 10 level progression. As long as the story is complete, the GM reaches the end point, and the plot is solved, that's a full campaign... just make sure you let your players know how long the story will last before you get started so they can plan accordingly!

Game Master Resources


If you're planning on running a legacy campaign, whether it's for a passing of the torch, or you want players to have to deal with further permutations of the threats that were seen and opposed in the first story, I would recommend getting your hands on some of the following supplements:

- I'm Back! 25 Reasons For A Villain's Survival: Whether it's the big bad they thought was defeated, a hated henchman, or even an ally they thought was dead, this book can be fun for more continuity.

- 100 Character Goals and Motivations: Good for your players to take a flip through, but very important for understanding the motivations and machinations of your game's villains.

- 100 Dark Secrets: Something that can put allied NPCs into a different context, and which could provide something deeper to find for your villains, can also be good for giving your PCs something to keep under wraps.

- 100 Tips & Tricks For Being A Better Dungeon Master: A supplement that collects a majority of the good advice I've covered here on this blog to help make your games the best they can be.

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 Azukail Games YouTube channel, or my additional audio dramas over on The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, 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 Blue Sky, Facebook, Tumblr, Twitter, 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!

Sunday, June 28, 2026

What Is Your Character's Relationship History (And How Has That Affected Them)?

Let's be honest with ourselves, there has always been a streak of romance in a lot of RPGs. Whether it was the relatively chaste quest to prove oneself worthy to wed the princess like something out of an Arthurian story, or the party heading down to the local brothel to spend a sack of coin they earned from their last bounty, the elements have always been present. However, that isn't what I'm talking about today. Because even if you're playing an RPG where you don't want romance-related plots (to say nothing of the more explicit content that exists in games like Lewd Dungeon Adventures or Foreplay: An Erotic Storytelling Game), it's worth asking what kinds of romantic experiences your character has had, and how that's shaped them over their lifetime.

Look, I'm telling you, make the proposal special. Trust me, I speak from experience.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

It's Part Of Your Path (Even If The Character Lacks Experience)


Whatever character you're playing, however strange, unusual, or perfectly plain they are, take a moment and ask yourself what kinds of romantic relationships or entanglements they've had, and how that has affected them as a person. And, before folks start typing in the comments that they don't need to think about their character's sexual history when making a dungeon crawler, that isn't what I'm talking about. Specifically ask what kind of relationships your character has had, what this says about them, and how it affects their outlook. Good or bad, abusive or loving, it will leave a mark on them.

As an example, take the archetype of the fresh-faced fighter. We'll even go the extra mile, and make him a farm boy hero with dreams of glory. If his whole romantic experience up until the time he leaves to go on an adventure, or perhaps to join the militia, is just reading fairy tales about happily ever afters then he's not going to have a frame of reference in mind for when he encounters people out in the world. What will he do when the bard tries to wingman him with the bar keep? How will he react of a noblewoman tries to twist him around her finger? What will he do if he encounters a succubus?

Now ask how that same character would be different if he had a girl back home that he's planning to come back to. He loves her very much, sends letters and money when he can, and he's out trying to make good, and to prove to her father that he can provide for her. What if this character was older, served time in the militia or the army, retired, got married, and now he's a widower who has to find a new way to earn a living, but can't stay in that home with all its memories?
 
She's in every brick of that place... I can't even sleep there anymore.

The types of relationships a character has had, the experience that's garnered them, and what kind of person that's made them into, is an often-overlooked aspect of their history... hence why it's worth thinking about. And the more unusual the character, the more unusual their frame of reference might be.

For example, did a bard master her song as a way to serenade a boy she was infatuated with, but he was betrothed to another? Did that rejection lead her to keep her future relationships shallow and physical, never letting someone get really close to her emotional core? Did the paladin swear an oath of chastity when he first took up the sword, and so all relationships must be physically chaste (even if he might be sorely tested)? Does the cleric serve a love god, and so they are intimately familiar with a variety of relationship styles and troubles, often acting as match maker or counselor? And has this helped their own relationships, or made it even more difficult for them? Does the barbarian come from a tribe where polyamory is normal (like the Takatori dwarves in my Species of Sundara supplement for both DND 5E and Pathfinder Classic), and thus they are used to a completely different relationship dynamic than more "civilized" folk, making mistakes and unintentionally insulting people because they don't understand one another's expectations?

There's no need to make a big deal out of the character's relationship history, but it can be an interesting or fun little mix-in for your game. For example, if your bounty hunter ranger is always talking about the one that got away, it might be a fun little twist that she's been hunting for her ex, who also happens to have a sizable reward on her head. Doubly so if she stole something expensive, hoping the ranger would come after her, because she was too awkward or scared to talk about her feelings. If the halfling rogue is always talking about his wife back home in terms that makes her seem dainty, soft, and delicate, but then the party meets said wife to find out she's a full-blooded orc who will destroy anything that comes between her and her husband, that juxtaposition can be fun and amusing. And if the grim-faced cleric of the death goddess melts whenever there are kids present, finding out that he and his wife never had a chance to have their own before she passed of a fever can add a dimension to him that the rest of the party didn't expect, and it adds a tragic, human side of him that he might keep under wraps until he truly trusts someone.

Which is why this aspect is worth thinking about. Because even if romance isn't a driving force behind a character, their experience with it, and desire for it (or the lack thereof), will be part of what has shaped them up until the point where they hit the mat.

Also, if you are looking for inclusions of something that is definitely going to be an adult element in a game (but which doesn't actually have any explicit content in it), then I'd recommend checking out the following series of supplements by yours truly:


Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. 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 Azukail Games YouTube channel, or the dark sci fi saga of The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, 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 Blue Sky, Facebook, Tumblr, Twitter, 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, June 20, 2026

The Key To A Sandbox Is To Make Sure It's Populated, And Stuff Is Happening

One of the biggest complaints I hear from players is that they want to play in campaigns and settings where they feel like they have freedom and autonomy, and not that they're going to be put on rails and driven toward the Game Master's predetermined destination. The opposite end of that setting is, of course, the sandbox game. This is where players are plopped down into the game world, and they are free to explore, take up quests, meet NPCs, and get tangled up in whatever webs they please.

The thing is, for a sandbox to work, a Game Master has to actually populate it with stuff for the players to interact with, and events to take part in... otherwise you end up with a ghost town.

Also, if this subject interests you, then I highly recommend checking out River Games: Somewhere Between The Sandbox And The Railroad.

Between all these grains of sand, there should actually be stuff.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Load Up The Sandbox, And They'll Never Run Out Of Things To Do


As someone who has run both linear games where there's a direct through line where the game starts and ends, as well as someone who has put together a handful of sandboxes, I can tell you that the latter take ten times as much time, energy, and effort to set up. This isn't just because you have to populate the world with NPCs, plot hooks, news, rumors, loot, dungeons, and more... you have to do that for a linear progression game as well. The difference is that for a sandbox you have to have more of everything, because you have no way of knowing what your players are going to do, or what direction they're going to go in.

Sandbox GMs are a majority of my readers.

Think about it for a second. If you're going to run a linear plot, you have a series of events that take your players from Point A, to Point B, to Point C, dragging them along a pathway toward the eventual showdown with the campaign's big bad. But if you are running a game where you simply set the world in motion, then turn your players loose, you need to have significantly more stuff for them to do, people to talk to, and happenings to get involved with!

For example, in a linear game, you might have one bar with plot-relevant characters, a couple of town guardsman with actual information worth delivering, and a series of dungeons where encounters will take place... but for a sandbox, you need to have that kind of setup for a wider variety of decisions the players might make. Not only that, but there's going to be a ticking time clock on events, because what the players choose to get involved with, and what they choose not to get involved with, can affect the machinery of the world.

Consider the town of Timbersong. It's a small port town with half a dozen fishermen and some traders and travelers. There's a lumber operation there (or at least there used to be), and most people who come up that way do so for the hot springs, or to look for work in the growing boom town and its surrounding farms. And there are dozens of things that can be done in this location, including:

- Taking on work at the Hardwick Agency as a private guard
- Examine the Palatine Spring, and the rumors of something unusual there
- Go into the old growth forest in search of treasure, ruins, or monsters
- Talk to sailors coming in from the sea to hear about rumors of pirates attacking coastal towns
- Escort a caravan down to the next town
- Take passage on a ship to go further along the coast

Now, if this was a linear game, you might have a specific idea of what you want your players to do. Hopefully they get hired by the detective agency, which then sends them to deal with something that's been seen out in the woods. They uncover an ancient cult, tie that to the springs, and realize the healing waters are drawn from an ancient genius loci. They form a pact with that spirit, and the old rituals are kept up to appease it, ensuring the town can grow around it. At that point the PCs leave Timbersong either by road or by ship to move onto the next town, and the next set of rumors, happenings, and people.

But that's one set of events. And sure, the PCs might take that specific bait and follow those particular events, but what if they step off that path? What if they instead want to try to recruit one of the odd cats that roam the town, either as a pet, or to have a familiar? What if they want to immediately go pirate hunting, trying to figure out if there are bounties and rewards for those who slay buccaneers, and trying to find a captain to take them on this errand? What if they take on tasks from Marlena Racks who needs surveys taken along the coast so she can draw accurate maps? What if, what it, what if...

None of these are random, either. Timbersong is one of the towns in my supplement 10 Fantasy Villages, and it's jammed with stuff like the above suggestions to give Game Masters an edge on laying the ground work for a localized sandbox.

Having a linear game means you have a single chain of events, more or less. There are likely a few side quests here and there, but nothing outside of the important main line is going to get really fleshed out. It's that old situation where there's one clearly important NPC in the bar, and while you can talk to other folk, that individual is the one with the information that's going to move the story along.

But if you have a sandbox game, you need to have either multiple chains of events that all branch off on their own stories, or you need to have a bunch of disconnected events and individuals, and allow the interactions of your players to build the story based off the things they choose to do or not do.

The World Needs To Move Without Them


I mentioned this concept back in Game Masters, Make Sure The Villains Aren't Just Sitting Around Waiting, but it's worth being repeated here. Because if you have an entire sandbox world, the player characters won't be able to respond to everything... so when they aren't involved, that also has consequences that can spiral out of control.

Consider Timbersong again. There's a cult in the forest trying to awaken the wrath of a genius loci to wipe out the town. There are pirates pillaging the coast. There are farmers being attacked by terrible beasts who lost their habitats. While it's possible for the party to solve all of these problems all at once, if they neglect something, or don't consider it worth their time, then it will come to a head without them.

For instance, if the party goes out to hunt pirates on the waters, they might find a bounty, and bring them down quickly, giving them the time to get back to Timbersong to deal with the cult. But if they're gone for too long due to storms, bad rolls, etc., then they might come back to a town that's been ruined by an angered spirit within the spring. Or, if they focus on the cult first, and then handle the pirates, by the time they come back to town they might find people deep in debt because the farms were overrun and all their food now has to be imported.

Or if the PCs chose to do an escort mission for a ship or a caravan, then they might hear about the uprising in Timbersong, or about how a disaster wiped it off the map, only for the survivors to be captured by pirates and sold into slavery.

It's a rough life on the bloody seas.

Now, the point is not that you need to give your players impossible decisions... the point is that for your sandbox to have meaning that there has to be a lot of stuff in it, and for the decisions your players make to have weight and gravitas. And while you might be able to tie various things together due to the players' actions (say they do capture a special cat from the forest, and it turns out to be able to talk. So now it can clue them in on secret knowledge of the cult, and the spring spirit, which they didn't have before because they did a seemingly pointless side quest), it needs to feel organic.
 
In other words, if you only have one bar, and it doesn't matter which one your players walk in they're getting the same NPCs and the same floor plan, that gamble only works if they don't realize you played switcheroo with them. Because if they feel you're just creating a Potemkin village that makes them feel like their actions have consequences, but really there's only ever been one path to walk, that's going to deeply disappoint people who showed up to play in a sandbox.

So yes, sandbox games require a lot more in terms of worldbuilding, NPCs, plot hooks, events, etc. But once you have all those things in place you can basically set the world in motion, and then just watch what your players choose to do, and ask how that affects the physics of the world that was already turning.
 
Harder to start, but fairly easy to keep running once you flick the switch and all the gears start running!

With that said, I would recommend checking out all of my 200+ TTRPG supplements that are largely meant to help you populate your game, and to be sure you save your brain power for the heavy lifting. You can take a look at this pinboard of all my supplements and games, but if you're looking to build a sandbox I would definitely suggest grabbing copies of:


Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! 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 Azukail Games YouTube channel, or the dark sci fi channel I contribute stories to, The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, 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 Blue Sky, Facebook, Tumblr, Twitter, 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!