Showing posts with label corruption. Show all posts
Showing posts with label corruption. Show all posts

Monday, March 2, 2026

"The Blade Itself," Is My First (But Hopefully Not My Last) Venture Into Hunter: The Vigil

Monsters lurk in the dark places of the world. Vampires. Werewolves. Changelings. Mages. These are merely a handful of the inexplicable, supernatural creatures who prowl the shadows preying on humanity. Even in a world with cameras in every pocket, and the miracles of technology growing more fantastical every day, these things manage to slip into blind spots, unseen by most of the population.

Some people do see them, though. They become aware of the monstrous and the terrifying, and rather than closing their eyes they light a candle against the darkness, and take up the fight. Hunters come in many shapes and sizes, and they use a variety of tools to hold the line, and to defend humanity... but my recent supplement The Blade Itself: Corrupt Equipment For Hunter The Vigil gives players and Storytellers alike a whole new resource to draw on.

And if you haven't grabbed a copy for yourself yet, you should check it out!

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!

The Corruption System (And What It Does)


Hunters, generally speaking, stand with their grit and determination against the monsters of the Chronicles of Darkness. While certain hunter factions provide unique equipment or unusual powers, those who don't ally themselves with these compacts and conspiracies find themselves shit out of luck when danger comes calling.

However, this supplement provides an extra option... though it is a double-edged one.

This gun's got stains on it... what's a few more?

Corruption, capital-C, is a force that hunters typically try to avoid. Associated with Tainted Places and Slashers alike, Corruption is the darkness that lurks beneath the world, bubbling up in physical places, as well as in the souls of human monsters... but it can also mark items that are associated with particularly potent legends. Corruption imbues these items (usually, but not always, weapons) and bestows on them unique properties... but every corrupt piece of equipment comes with a price. For items that are barely corrupt it might be urges the wielder has to spend Willpower to control, or nights of bad dreams that come after wielding it. For more potent items it can be loss of Integrity, debilitating Conditions, or even a loss of self to the legend of items that want to write a new legacy in the hunter's blood.

The supplement provides a simple description for this 1-5 dot merit, with the general level of a legend surrounding a piece of equipment (with the 4 and 5 dot items typically connected to Rippers and Scourges), as well as 5 examples of each level (for a total of 25 pieces of equipment). However, Storytellers and players are encouraged to create their own examples, and to forge their own legends using these items as templates.

The purpose of the Corruption system is to give hunters access to unique gear without the prerequisite of belonging to a particular faction, and given access to their unique powers and armories. Of course, corrupt items are usable by any hunter, so whether you're utilizing none of the compacts and conspiracies, a mixed bag of them, or all your players are part of the same organization, these legendary items can still come into their possession. They might be part of an ongoing plot, or merely a temptation to see whether they can maintain their integrity while dipping their toes into the darkness all while telling themselves it's for a good cause, however one chooses to use them.

Would You Like To See More Hunter Content Going Forward?


Hunter is one of those splats that all of us know, but it seems relatively few of us actually play. After all, hunters are the bogeymen in most Chronicles of Darkness splats because the monsters need to keep themselves to the shadows in order to avoid drawing unwanted attention from dangerous mortals of all sorts. The deeper I've dug into it, though, the more interesting I've found the game to be overall.

I even made a video a while back over on the Azukail Games YouTube channel about how it's actually one of the ideal entry points into the Chronicles of Darkness for folks who know little to nothing about the setting.


However, while I love this setting, I actually had to take a break from anything for Storyteller's Vault for a while. I didn't write anything for it in 2024, and in 2025 I only put out three supplements: Dark Reflections: 50 Sights To See in The Penumbra for Werewolf: The Apocalypse, Night Horrors: Primordial Peerage for Beast: The Primordial (though I was just a single contributor), and Like A Good Neighbor: Portraying True Fae in Your Chronicle for Changeling: The Lost.

I'd like to drop at least a handful of Storyteller's Vault supplements per year, and I have a lot of ideas for Hunter in particular. Some of these include:

- New compacts and conspiracies
- "Unredacted" histories for Task Force Valkyrie, discussing the conspiracy's potential deeds
- Collections of Slashers (both Rippers and Scourges)
- A supplement for play as Slashers, for player groups who want to take on these monstrous mantles
- A collection of additional combat style merits (some of which fill in gaps left by Hurt Locker)

These are just a sample of the things I'd like to spend some time on, but for folks who don't know, Storyteller's Vault content is a risk for me as a creator because I take a 50% pay cut up-front to make it. So unless I sell a lot of copies (at least 50, though preferably breaking the 100 copies barrier) it can be tricky to keep my bills paid while working on these titles.

So if you want to see me work on more Chronicles of Darkness stuff in general, and Hunter in particular, please grab a copy of The Blade Itself: Corrupt Equipment For Hunter The Vigil, and leave a review of it on Drive Thru RPG. Additionally, let me know down in the comments which of the ideas I mentioned sound interesting to you, or if you'd prefer to see me work on something else in 2026!

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 SkyFacebookTumblrTwitter, 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, March 7, 2023

3 Strategies For Coming Back From a TPK

Hanging over nearly every encounter in every RPG is the potential that none of the player characters survive this fight, this trap, or this riddle contest with a devil. Whether the characters make bad decisions, the dice are against them, or something goes horribly awry, there's a chance that everyone winds up dead. It might be a remote chance in some circumstances, but it's usually in the background, watching and waiting.

The problem with a total party kill is, of course, that it severs the story you were all trying to tell, and it leaves everyone in a difficult position. The players need to come up with motivation to make new characters who want to pick up where the others left off, and the Game Master has to figure out some way to accommodate that new party so the story can keep going.

That's a massive headache, so I thought that this week I'd expand on some of the thoughts I had forever and a day ago in Undoing Character Death, and talk about methods and ideas for moving on/fixing a TPK so your game can continue, and you can finish the story you were all collectively telling.

Would you look at that? Seems the game goes on...

Before we get into the nitty gritty this week, 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!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Avoid Death Entirely


The first, and most obvious, solution to dealing with a TPK is to instead have a TPL... Total Party Loss. The PCs still came out on the losing end of the encounter, but for one reason or another they all survived to tell the tale. So the characters are still in the game, but now they're at a significant disadvantage, and they've got to try to overcome their current circumstances.

Look, I'm just saying, you ain't worth much if I bring you in dead.

As a for-instance, say the party was brought down by a bandit ambush. If the PCs are low enough level, the bandits might just take any of their valuable gear, and move on, leaving them where they fell. After all, the penalty for murder is a lot worse than the penalty for highway robbery, so they might just take what they want and move on. If the PCs were fighting a cult, perhaps the cult wants to sacrifice them, so they have to keep the PCs alive for now. If the enemy was from another faction, perhaps they want to trade the PCs to a more powerful villain, or they might even want to try to sell them into slavery.

Whatever the reason, the PCs are at least not killed, and they might actively be kept alive to serve a purpose.

This is not a perfect solution, of course. After all, animals like manticores, mindless foes like undead or automatons, and creatures who hate the PCs may not wish to allow them to live. But there are a lot of TPKs that can be fixed by simply moving to a TPL instead. Especially because the PCs then have to regroup, and come up with new plans like how they're going to escape captivity, how they're going to get their gear back, and so on. The PCs might also have temporary (or permanent) injuries such as a loss of a hand or eye, or negatives to certain attributes until they can receive proper healing. This can make it feel like the GM isn't just giving the players a get-out-of-dead-free card, maintaining that balance of challenge.

This is also where having friends can help the PCs out a lot, as I mentioned back in The Case For Using Recurring NPCs in Your Game.

"Outsider" Intervention


So, the PCs are well and truly dead. Now what? Well, if the task they've been set is truly important (or if they are pawns in a cosmic game, as often happens in our campaigns), it's possible that some variety of outsider might step in and offer them a chance to try again.

Now, this can be simple or complicated. For example, if your party is slain on holy ground, perhaps they are offered a chance to return to life by the spirit or god who claims that place. This might mark them in some way going forward, requiring them to follow certain vows, or to accomplish certain tasks (mechanically represented by a geas, perhaps). The PCs might be given a chance to flee the afterlife, returning to their bodies, but now there are bounty hunters from the afterworld on their trail to drag them back for judgment. A spirit, a god, or a devil might offer the PCs a chance at life for its own purposes, as well. So even if a devil offers them the bargain, it might be doing so because the PCs are going to inconvenience one of its rivals, potentially creating a power gap that this devil can step into when the PCs achieve their goals. So while it might seem like the devil's bargain is too good to be true, it has its own motives the PCs may not be aware of.

You could make it more complicated, as well, if you want.

You can choose to make this part as complicated as you and your players want, as well. You could even make escaping the underworld a whole arc of the campaign... or a new campaign in and of itself if you check out my earlier post The Black Ballad... A Campaign That Begins Once Your TPK Ends! This particular game went live on BackerKit today, so go check that out if this is something that interests you.

Adding a Template


This is usually something I advocate for when it comes to villain survival after the PCs killed them, but turnabout is fair play when you're the GM. If you want the party to come back, and to come back hard, consider adding a template to them, or altering their creature type... at least temporarily.

Raven 1, going dark.

While you could grab ideas out of I'm Back- 25 Reasons For a Villain's Survival, I'd suggest that any GM who wants to use this particular tactic put a little more effort into making this feel organic. Because whatever template your characters are given should make sense for where they are, who they are, what they're trying to accomplish, and how they died.

For example, ask what it would be like to bring characters back as sentient undead for an arc. Vengeful ghosts, haunted armor, shambling zombies, or wrathful, spellcasting skeletons might be a fun thing to do for a party that was slain in the Forest of Spirits. Having the party reanimated as various golems or cybernetic creatures could work if they were used as subjects by a mad alchemist. Vows that allow them to temporarily become celestial or infernal creatures could be fun as well! Just ask yourself if this is a template you want everyone to have for the rest of the campaign, or if there will be a quest to undo this state of being once the immediate goal is achieved.

For Pathfinder players, corruptions are a ideal for this. These sets of dark powers put a burden on the character, while also giving them some additional abilities, and they are an ideal way to explain why someone isn't dead. Additionally, corruptions can be removed with time and effort, making them an even better choice than a template for this strategy. For those who are interested in them, consider the following articles as a jumping off point:


Paying The Iron Price


It really isn't all that expensive.

While that's all for my suggestions on coming back from a TPK today, I did want to make folks aware of something new that dropped recently. The Price of Iron is a module I wrote over a year ago for High Level Games, and it's a DND 5E adventure. When the party is offered a sack of silver and a masterfully crafted cold iron weapon each for a single night's work guarding a warehouse, it seems too good to be true. Of course, when portals to other realities begin to open, and the servants of a dark fey begin trying to break out, they realize they have quite a challenge before them.

If you've been looking forward to more modules from me, consider picking this one up, and keeping an ear out because I should have another piece that's long overdue finally becoming available in the very near future!

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 Daily Motion channel!. 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 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, April 27, 2020

Orcs- Problematic, Or Just Poorly Written?

If you're a gamer on any social media right now, then you've no doubt seen the firestorms surrounding the Why Orcs Are Problematic post that's been going around. On one side of the argument you have players shouting, "We know, we've been saying this for years!" and on the other side of it you have players rolling their eyes and shouting back, "Orcs aren't even real, Jesus Christ not everything is racist!"

Artist's depiction of the comments section.
The problem here is that the argument is often couched in black-and-white, binary terms. Either orcs are problematic, or they're not. However, there's a lot going on beneath the surface, and a lot to think about. Not just in gaming in general, but also in terms of the fiction we draw on, the stories we tell, and the attitudes that are often baked-in with the games we consume.

So if you're looking for a deeper dive beyond the two options presented above (or if you're confused and looking for context) hopefully this Monday's post will help you out a bit.

But if that's not really your bag, well, my latest Critical Hits module from TPK just dropped this weekend, so you could go check out The Ghosts of Sorrow Marsh instead!

Seriously, go give it some love!

First Things First, What is an Orc?


Most of us already know the answer, so go ahead and say it with me! Orcs, as a creation of J.R.R. Tolkien were inherently evil humanoid creatures who served the dark lord and made up the ranks of his foot soldiers. They were corrupted, wicked, and they made up the muscle of the threat our heroes had to face.

Check out so far?
In their original incarnation, the orcs were symbolic as much as they were an actual threat to be dealt with. They were also monolithic; the orcs were a hoard, and there was no real, important difference between them. Some might be bigger, some might be meaner, some might be more skilled, but orcs were generally painted with a pretty broad brush. Which, one might argue, was one part of the initial problem.

The Depictions (And Evolution) of Orcs


Elements of this mythology maintained in Dungeons and Dragons' early days. Orcs were repulsive creatures who were brutal, violent, disorganized, and they typically worshiped/were bound to a dark god who demanded slaughter, sacrifice, and debased acts. While I would argue that maintaining a monolithic culture, and not giving orcs a great deal of depth were issues in the writing, the other issues actually came from their art in the early days.

And speaking of problematic art...
As was mentioned in the article, orcs were often depicted bearing weapons and armor inspired by non-European nations of the real world. Now, this was definitely fantasy, and there was no one issue of an orc carrying a kukri or wearing mirror armor that was a problem individually... it was the trend. It was the broad overall pattern that drew the battle lines in purely visual terms. Orcs were universally savage, brutal, and they carried weapons that bore a striking resemblance to India, China, Mongolia, and the Middle East. The heroes were drawing on the aesthetics and inspiration of Western European heroes, and so we have what might literally look like caricatures of East v. West.

Was that intentional? No, probably not. Just as Tolkien didn't state in his books that orcs were supposed to be based on any particular ethnicity or to represent any one group (though he did state in his letters he was drawing on specific ethnicities to make them seem more foreign to his projected European readers), the initial intent was probably not to say Europe good, non-Europe bad. Doesn't mean that's not how it came across, though.

Things got more problematic when orcs stopped just being corrupted evil beings and were given free will and choice. The creation of half-orcs (and eventually of orcs becoming PCs) meant that monsters who had once been entirely used for plot devices now had to become a varied and organic part of the world. But as we saw in Volo's Guide, as mentioned in the original article, there is still a clinging to the idea that all orcs are brutish, savage, and incapable of true empathy and understanding. They're always, at their core, monsters by their very nature. Inhuman. Other.

This becomes really problematic when you look at orcs as a big picture under those circumstances. Because if they can have children with humans, that raises questions of agency, of decisions, and of stereotyping. What was once a generic plot-filler threat is now an entire category made up of individuals who by the lore can be, do, and become what they want the same as any other character. Yet they're still treated as savage, backward, and lesser at the same time. That's frustrating for players who want to be orcs, but it also continues the trend of maintaining that problematic message.

Our Fiction Inherits Baggage (Whether Like It Or Not)


 I grew up reading pulp fiction, and there is a breathtaking amount of racism and sexism in those stories. A lot of it was a product of its time, but many among us forget that the stories and tropes of that time didn't just get uprooted and replaced with shiny, new stuff that nixed the problematic descriptions. Many of these elements endured and maintained, until we didn't see them as products of prejudiced attitudes; they were just the way these stories were told.

Bob Chipman explained it particularly well using the trope of The Lost City.


For those who didn't watch it, the trope of The Lost City has its roots deep in European colonialism to Africa. Explorers would find these ancient ruins, and they would be flabbergasted that something like this could be found in Africa. They turned themselves inside out trying to explain it, ignoring the obvious that perhaps they were built by the ancestors of the people who still lived there. Nonsense! Black people could never comprehend the skill or ability it would take to build a castle, ridiculous!

And as Bob points out, that trope kept coming back over the generations. It existed in the time of the pulps, and early adventure fiction, it showed up in Indiana Jones, it was latched onto by games like Tomb Raider and Uncharted... it's a part of so many stories it would take a huge list to lay them all out.

Does that make all the stories who used this trope racist simply because they have their roots in a colonialist view? No, it doesn't. But it is important to hold these stories at arm's length, and ask what part of the original ancestor has survived and thrived in the current example, and how it was able to make it all the way into the modern incarnation. And, perhaps, what to do to fix it so that baggage doesn't weigh on the narrative.

For those looking for a real-world example, The Liberal Redneck Manifesto talks about the battle flag of northern Virginia... what a lot of people immediately think of as the Confederate flag. It was flown in a losing war, and then it was resurrected as a symbol of hate by organizations like the KKK, and by segregationists who wanted to cow and frighten black people. The flag became a symbol of several Southern musicians as well, and it was adopted by many who saw it as a rebel icon... the problem was that it still held all those older, more awful connotations for black people, and other ethnic minorities. So even if someone wears that flag because it's something waved around by a musician they like, or it's something they associate with family and good times at home, it's important to recognize that there's more to its legacy than the parts you've seen and know. You have to look at all of it, and at what message it sends to other people.

Oh, So Now It's Racist To Have Orcs as Bad Guys?


This is probably the dumbest thing I've seen come out of this conversation, so I'm going to address it here. It is not racist to have orcs as bad guys in your game. It's not racist to play an orc character. The issue arises when people ignore the history of how orcs have been depicted (and the real-life cultures often associated with them through their art, cultural trademarks, etc.), and when they don't put in the work of actually developing orcs in their settings.

There is no replacement for hard work.
As an example, I'm going to turn to Paizo's Golarion setting. When most people think of orcs in this world, they tend to think of the orc hold of Belkzen. This nation is a loose confederation of warring tribes who worship harsh and brutal gods, who value strength, and who were the foot soldiers of a powerful lich king who sought to conquer the world a handful of generations ago. They are, in a very real sense, one of the best takes I've seen on Tolkien's orcs as an organic part of a setting.

However, they are one of dozens of different settlements around the world, and each of them has their own unique culture, background, history, and feel in the context of the setting. The settlement of Averaka is a hard-working fishing village on a northern coast. Orcs and half-orcs in the Mwangi Expanse are often valued for their strength and durability, and they often hold important positions in tribes. Orcs in the deserts form their own familial groups, trading and intermarrying with others. Orcs and half-orcs have a wide variety of traits players and DMs can pick to customize them to a given area, but more importantly the lore of the setting makes it clear that attitudes, styles of society, etc. are a product of their history in a given area, rather than some in-born sameness that all orcs share.

That's the level of work it takes to make a sentient race a real, breathing part of a world and setting, and all of that has to carry through to how they're treated in the world as well. If a settlement is being raided by orcs, ask why, and build that into the adventure. Are they a war band who can't find a master, and they would rather take from the farmers than lay down their swords? Are they starving and pushed out to the edge of the badlands, so they have to steal in order to live? Is there a disagreement over the terms of a peace treaty, or are they mercenaries whose services have been bought by a bigger NPC with a hidden agenda? Is this a land-bound group of pirates looking to get back on the river, but they need the resources to repair their ship?

All of those are workable, and they add extra depth and meaning, allowing orcs to stand on their own as characters instead of as caricatures.

Lastly, Consider The Problematic Core of Many Adventures


Now, I know we're talking about orcs here, but this is something that Mark T. Hrisho brought up on his blog and I think it's a point worth adding to the discussion. Because a lot of our fantasy RPGs have another piece of baggage that has colored many of our monstrous races; mainly that if a given area of the map doesn't have people who look like our party living in it, then it doesn't really qualify as settled or explored territory. It is, instead, the edge of the known world, and the last edge of real civilization beyond which lives only darkness, and savagery.

Helmets on, I hear comments coming!
How many adventures have you played in tabletop RPGs, or even in video games, where you took on quests to "clear out" local monster infestations in the area? Caverns full of goblins, hills teeming with kobolds, mountaintop ogres, or the ever-present roving bands of orcs? If you've been in the hobby any length of time, you can probably think of several games that started you off this way.

And I'm not the first one to point out that in these scenarios we're basically barging into these creatures' homes, killing their families, and taking their stuff.

Even if it's not a job to kill a certain number of non-humans, these scenarios are often painted as, "protecting the light from the darkness of the savage lands," or something similar. Which basically states that none of the cultures of the other beings who call this region home, from the lizard men, to the catfolk, to the gnolls, are "real" people. They're just savages. Monsters. Little better than animals, and often not even worth as much XP.

Am I saying that fantasy RPGs who use this framework purposefully set out to be some kind of subliminal argument for the ideas of Manifest Destiny, or declarations in favor of colonialism? No. However, messages exist in fiction whether they're intended or not. Just like how early Disney princesses being damsels in distress wasn't likely intended to send the message to young girls that they had no agency and should wait to be rescued, but it can be argued that message is present regardless of the intention.

"Problematic" isn't a term reserved only for racial slurs and misogynist rants; it means that we need to look at the history of something, the messages within it, and how it came to be what it is. We need to be intellectually curious, honest with the history, and we need to understand that just because someone didn't intend something to send the wrong message, say the wrong thing, or to smuggle in an offensive attitude, that doesn't mean it didn't happen. Because it's only by looking these elements full in the face that we can make the games we love better, deeper, more complex, and in the end, less problematic.

And like I said in It's Okay To Admit There Are Problems in Your Hobby, you can like something problematic without being problematic by association. But we should all seek to be intellectually curious about these issues, and to remember that just because it may not affect us personally, that doesn't mean it's somehow not a real issue.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

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 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!