Showing posts with label goals. Show all posts
Showing posts with label goals. Show all posts

Monday, September 22, 2025

I've Got Over 200 TTRPG Credits Now! (Technically 201)

Well, I knew this day was coming sometime in 2025, but with all the things going on it seems that I overshot this celebration just a bit. In my defense, though, there was a bit of a glitch in Drive Thru RPG last time I tried to look, so this little occasion slipped past me.

However, it seems that I've finally crossed the finish line I set for myself, and I've now got over 200 TTRPG titles with my name in them! And, because I missed the deadline by a week or so, it turns out I actually have 201 titles! So, bonus celebration, I suppose!

If you could, please give me a single "Huzzah!" under your breath. Thank you.

But before I get into the meat of today's post, remember, 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!

One Goal Scratched! (But I've Got 2 More Left To Go)


For folks who were watching the Azukail Games YouTube channel, then you may have come across the video I made earlier this year where I set some of my goals. And while I wanted to try to get my RPG Army Men: A Game of Tactical Plastic to at least Silver metal status in terms of sales for Drive Thru RPG, and I wanted to try to release 5 starting missions for the game to give players and Game Masters plenty of options, the third goal was the one I was certain I was going to clinch.

I wanted to have my name in the credits of at least 200 TTRPG titles by the end of 2025... and huzzah, I did it!



So, what was I working on that finally got me over the hump? I'm glad you asked!

In case you didn't see it, #200 for my titles was my Storyteller's Vault supplement Like A Good Neighbor: Portraying The True Fae in Your Chronicle for Changeling: The Lost. As the title suggests, this supplement is all about adding a little depth and flavor to the most powerful entities in the game, but it was also the first time I tried a long-form supplement that talked about Storyteller advice instead of delving into a list of items, NPCs, and so on for the Storyteller to make use of.

And if you haven't grabbed it yet, I highly recommend it!

The other title, which dropped this past weekend, is the first sci fi horror piece that I've put out in a while. I'm back to the list format with this one, but it's 100 different scenarios that a crew might run into on a stranded starship. From deadly aliens, to insane robotic staff, to quantum time loops, there are so many things that your players might have to deal with... so check out Beyond The Black: 100 Dread Scenarios on Stranded Starships!

And if you don't have this one yet, you know what to do!

So, I wanted to take a moment this Monday to celebrate making this goal. However, if you really want to make my day, consider picking up copies of these two titles, or any of my others from Drive Thru RPG! Pushing these two up into Silver metal status, or beyond, would be a great way to start regaining my momentum so I can push forward and get a few more titles cranked out by the end of the year!

And, of course, I've already got some ideas for where I want to go from here... because there ain't no rest for the wicked, and I can't afford to sit on my laurels for long.

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 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!

Saturday, November 2, 2024

Pentex, Windy City Shadows, And Closing In On Goals For Azukail Games

There's been a lot of nonsense going on behind the screen recently, so I wanted to take this week's Table Talk to bring some folks up-to-date, and to provide something of a progress report on two current projects. So if you've been hoping for some news on some irons I mentioned I had in the fire, then this should answer some of your questions. And if you're only just now joining me, well, keep reading because I'm going to do my best to provide any necessary context as we go along!

Now, let's get into the details!

Before we get into the nitty gritty this week, don't forget to sign up for my bi-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!

First and Foremost, Progress And Pentex


For those who don't know, I've been making a lot of videos for the Azukail Games YouTube channel for the past several years. Originally used as a place to host the preview videos for several of the company's TTRPG supplements, I expanded the offerings with several shows like Speaking of Sundara (where I talk about my RPG setting Sundara: Dawn of a New Age), Discussions of Darkness (where I talk about the World and Chronicles of Darkness settings), Tabletop Mercenary (where I talk about the business of TTRPGs), and now Tactical Plastic Report (where I talk about my RPG Army Men: A Game of Tactical Plastic), along with a slew of audio dramas taken from TTRPG supplements I've written.

I've been fighting an uphill battle to try to get the channel monetized for a while, and we were well on our way this time last year... until the algorithm change last Autumn. That absolutely cratered our progress, and sent us several rungs down the ladder. As of my last check-in with Adrian, though, the channel is at 2,825 hours of the 3,000 hours we need to hit in order for us to become monetized.

That means we only need 175 hours of additional watched time on our videos, which is the closest we've gotten so far in this entire saga! It's still a huge chunk of watch time for a relatively small channel, but I'm hoping that I can get some folks currently reading this to help us reach that goal.

And this is where Pentex comes into the picture.

Since I've wanted to revisit it ever since I worked on this supplement.

As I mentioned a while back in my post Video Essays On The World and Chronicles of Darkness... What Would You Like To See?, I've had a couple of concepts floating around in my head for a little while. One of those is one that I'm tentatively titling, "The Problem With Pentex," because while I love it as an antagonist, and a thematic part of the World of Darkness, there is (in my opinion) something that makes it fit strangely with the rest of the setting. So I wanted to outline the position I'm taking, and then provide some suggestions to fellow Storytellers for how I would handle Pentex, were I to alter the setup and origin of this faction (or just expand it out to encompass a bigger picture).

I've also got a fun little tongue-in-cheek commercial that will be appearing in the middle of the episode. While I'm definitely taking the piss, though, Dubby is a real product, and I do really get a cut of the proceeds if you choose to try it out. All the info for this powdered energy drink is in the video below, so give this a watch if you're looking for a chuckle, or if you want to be one of the first to check out the closest thing to a sponsor any of my videos have had yet!



Up Next, Windy City Shadows!


I tend to bring up this project once a month or so, but it's a big deal to me, and it's something I've been kicking around for a while that feels like it's close to finally moving beyond the idea phase. While I have a full Ask Me Anything about the project, posted below, the elevator pitch is that Windy City Shadows is going to be an audio drama podcast set in the world of the Chronicles of Darkness. Each season will focus on different spheres of this world, but each season will build off the story of the one that came before, dealing with the ripples of those stories as they move across the various supernatural communities. Season One, Grim Promises, can best be summarized as "modern fantasy John Wick," and for a textual rundown check out the blog post Windy City Shadows: A Chronicles of Darkness Podcast Proposal.


For folks who have wondered why I first proposed this podcast a year ago, but nothing has been released for it, well, it's because even if art is offered at no cost to the customer that doesn't mean it's free to make. One of the major things I needed to have in place to help underwrite the project was that the Azukail Games YouTube chanel (where the podcast is going to be backed up and available for folks to listen to in addition to other podcast platforms) needed to be monetized so that these episodes were seen as something with earning potential, instead of just one more thing floating out there on the vast sea of the Internet.

However, since we're slowly closing in on that goal, I have started laying the groundwork for the show's production! During the month of October I laid out the skeleton for season one's 10-episode plan, and I have a script for a preview that I'll be putting together and releasing both on the Azukail Games YT channel, and on the Windy City Shadows podcast channel once we cross that finish line and get the YT channel monetized. And while there are currently some extra projects on my work desk, my hope is to start writing scripts for the show before the year is over, and to begin recording once my current housing situation is settled next year (for those who don't know, I reside in government-subsidized housing, which makes renewing my lease a less-than-straightforward process).

Though I feel like a broken record saying it, this may be some folks' first time seeing these words. If you're interested in Windy City Shadows as a project, or just seeing me continue to make videos in general, please help me smash that goal this month! Like and subscribe to the Azukail Games YouTube channel, but even more than that, go through the archive and watch our videos! Leave comments on the ones you like (or, hell, the one's you don't like), and consider sharing some of them around on your own social media pages. The algorithm is stamping down harder than even before, and the only way we can get our stuff seen at all is by folks like you helping to boost our signal.

Thank you in advance... 175 hours is a lot for a relatively small channel of our size, but with your help hopefully we can surpass it before Thanksgiving comes and goes!

What's Next on Table Talk?


That's it for this installment of Table Talk! What would you like to see next? I'm listening for your comments and votes!

For more of my work, check out my Vocal archives, as well as the YouTube channel for Azukail Games. Or, to check out books like my sword and sorcery novel Crier's Knife, my hard-boiled noir series featuring the street beasts of NYC in Marked Territory and Painted Cats, my dystopian sci-fi thriller Old Soldiers, 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.

Wednesday, August 28, 2024

Playing Outside The Box: There Should Always Be Multiple Ways To Achieve Campaign Goals

"No plan of operations can with any certainty reach beyond first contact with the enemy."
- Helmuth Von Moltke

"Everybody has a plan until they get punched in the mouth."
- Mike Tyson

In addition to being a storyteller, world builder, and actor, one of the roles of the Game Master is a strategist. You want to create scenarios in the story where your players feel challenged, and where they have to find methods to overcome difficulties in the path of their plot. However, as both Helmuth and Mike have pointed out, the best laid plans of mice and men are often foiled by the actual events that unfold on the battlefield.

Which is why it's a good idea for you, as a Game Master, to embrace it when your players bring a diversity of tactics, and creative thinking, to the table.

Because chance and strategy make for terrifying foes.

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!

How To Plan For The Unpredictable

There's a story I heard told a lot due to some recent events transpiring on the other side of the world. The way it goes is that a captain was speaking with a lieutenant after a victorious battle. When the captain asked how the lieutenant had accomplished such a feat, he smiled, and said it was the easiest thing.

"All I did was turn to my sergeant, and say, 'Sergeant, I want you and your men to take that hill.' Which they did."

You heard him, boys!

The purpose of this story was to highlight the difference between American military strategy, and Russian military strategy. According to the folks using this story as an example, American troops are given a set of objectives, and then they are trusted to adjust to the situation on the ground as it develops, giving them flexibility in chaotic and dangerous situations. Russian military doctrine, however, included both the goals and the method troops must use to achieve them. So if troops were transporting equipment, and it was found that the most optimal route was now lined with enemy snipers, American troops would have the freedom to choose another route with less danger, while Russian troops would have to drive the route they were given, regardless of how the situation had developed and grown far more dangerous, or else they would face serious consequences for disobeying orders.

Now, these are broad, sweeping generalizations, but the two philosophies I've described here can be very useful for you as a Game Master. Because Game Masters who use this Russian strategy will not only ask what their players need to accomplish, but they will lay out the specific methods for how they need to accomplish it. To contrast that, Game Masters using the American strategy will lay out a situation, provide their players with mission objectives, and then sit back to see how they choose to accomplish those goals.

You run into problems with the former strategy because you start scripting things out as the Game Master regarding what players must do, rather than seeing what creative solutions they come up with. Because yes, they might just do the obvious thing where they kick in the door to the dungeon, battle all the monsters, fight the mini boss, and claim the important plot item being guarded in the center of the stronghold. However, they might instead turn it into a heist, and sneak in through various other means, trying to avoid combat in order to swipe the item. They might attempt to open negotiations, or to start a coup d'etat among the minions guarding the item. They could even stage a distraction, drawing away a majority of the enemy attention and forces to one area, and then kicking in the door to deal with a minimized force.

There are so many options they could take, even for the simplest of situations, and that's before we bring dice and random chance into the equation. However, if you get it into your mind that they must use only a single method (or even a handful of methods) to achieve the result, you're going to run into problems. Because you might not be putting the game on rails, but you're certainly trying to put your players into a box, which can feel very constricting while undermining their enthusiasm for the game.

Craft The Situation, Then Let Go Of The Wheel


The best strategy I can give for Game Masters is to construct a situation that the players and their characters have to deal with, and then to take your hands off the wheel to see what they choose to do. And while you should have some responses for the most obvious reactions to the situation (they choose to go in guns blazing, they choose to sneak around, etc.) it's important that you try to keep an open mind, and look at what should happen organically based on the actions your players choose to take.

Both good, and bad.

Because smart strategy should pay off in some way. If you manage to distract the guards, maybe the Big Bad doesn't have as many allies during the title fight, or it's possible to pull a smash-and-grab and escape with the prize. If the characters spend their resources to acquire a devastating knockout poison, and they manage to get it into the air of a dungeon, they should be rewarded for that unusual battle plan. At the same time, if something goes wrong, or they mess up, or they make poor decisions, that should also make things harder on them (the guards are now more alert for attacks, new security protocols are put in place, and so on).

I'd recommend checking out both Game Masters, Make Sure The Villains Aren't Just Sitting Around Waiting, as well as Discussions of Darkness Episode 6, The Three Solutions Strategy For Storytellers for extra examples of how to construct an organic scenario that will react based on your players' actions, and some of the things you can do to shift your mindset as the Game Master.



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 Rumble channel The Literary Mercenary! 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 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, March 20, 2021

"It Is Always Better To Do The Thing" Made My LARP Career Far More Interesting

The monarchs sat in conclave, heatedly discussing what to do. Every season had a different strategy, and none were willing to give ground to the others. So they sat, gridlocked, while the rest of the freehold held its breath. It was as they were preparing for another round of verbal sparring that a heavy hand hammered on the door. Eyes went wide, and each of them exchanged glances. Their time, whether they knew it or not, was up.

It was Spring's Queen who floated toward the door, her feathers twitching as she tried to maintain her composure. Every instinct the songbird had told her not to approach that door, or the scent of the thing on the other side of it. But she steeled her spine, and opened the door.

The figure on the other side of the door radiated raw, animal menace. Though he possessed the rough form of a man, with a thick mane of hair and cables of hard muscle beneath his scarred skin, the Hedge had tainted him. The nails on his hands were thick claws, like those of some fanciful predator, and the teeth in his jaw were too long, and too sharp. The eyes were a piercing blue that never seemed to blink. Worse, while he stood still, the coat he wore seemed to twitch and sway as whispers just on the edge of hearing burbled from the depths of the shadows between its folds.

"I'm going out," the creature called Mr. Sainte said. The Hound glanced at those who ruled the freehold, unbowed by their authority or their combined power. He leaned in, his nostrils flaring as he drank in the scent of the Spring Queen's primal fear of hunting beasts. "If you've made some plan, now's the time to mention it. Because once I step out that door, I'm not coming back till the job is done."

And once I step into those shadows, you won't find me unless I want you to.

There's No Time To Waste! Let Us Discuss This For 3 Hours...


There is something that happens in LARPs that has become the bane of my existence as a player; the Meeting of the Authorities. This is what happens whenever a plot point drops, and the powers-that-be retire to a closed-door meeting to discuss what to do about it. Whether you're playing Vampire, Changeling, a traditional fantasy game, or something else entirely, as long as the leaders of the community are player characters, this happens. And what's worse, it can take anywhere from half an hour to half the game for these PCs to reach a decision, and to then distribute that plan out to the rest of the venue regarding what we all need to do about this latest development.

And while they're doing that, the rest of the players are just sitting on their hands, feeling their makeup run, and their wigs start to itch.

Man, I hope I get to actually play at some point today...

Enter the infamous Mr. Sainte, and the phrase that ended up becoming my motto as a player.

Mr. Sainte was a character of mine in a Changeling: The Lost LARP several years back. Born Shepherd Black, he was caught by the Wild Hunt by chance while he was at the police academy. Molded into one of the lead hounds, he led uncounted hunts before he stumbled back into the real world following a scent. Eventually his nose led him to his fetch. The fetch, not well-adjusted to begin with, was cracking under the pressure of his position. He'd become a cop in Shepherd's place, and he'd been undercover for vice. Planted deep with the Russian mafia, living two lives on top of seeing things that shouldn't exist, and having awful nightmares about what Shepherd was living through in the Hedge, the fetch was at a breaking point.

It was only too glad to give Shepherd the life of the infamous Mr. Sainte, and to disappear for a while. Of course, with that identity, Shepherd also acquired a badge, and enough sway that he could smooth things out for the local freehold... or make life very unpleasant for those he felt had crossed a line.

Sainte was an enforcer, and the savagery of the hunting hound was never far beneath his skin. In addition to his claws and teeth, though, it was his ability to seemingly vanish into thin air, and to track people who'd thought they couldn't be followed that made him so unnerving. A black bagger of the first order, if Sainte took it into his mind to make someone disappear, it was only a matter of time before they dropped completely off the radar to anyone but those who could read the skeins of the Wyrd itself.

Big Dogs Don't Take Well To Leashes


Now, under ideal circumstances, his skills would have been put to use for the good of the freehold. A scout, a specialist in intimidation, a capable warrior, and someone who was more than happy to get his hands dirty, he was built as a hatchet man. But rather than let him off the leash, any time there was a plot development the players with the role of the monarchs sequestered themselves in council. Orders could have been given to other players, allowing them to complete separate tasks while discussions were had (there were enough assistant storytellers to keep more than one plate spinning at a time), but it just never seemed to happen. So 4 players were engaged with a tense scene, while between 6 and a dozen others just sat around doing nothing.

And as anyone who's ever had a high-energy dog can tell you... if you don't give them something to do, they will eventually get destructive due to all their pent-up energy. The same is true of players like myself, as I mentioned in Game Masters, Goal-Oriented Players Need Challenges (Or They'll Eat The Setting).

Who you looking at?

The first time the venue was left to cool its heels, I contented myself with some light RP with other folks. The second time I had a long, in-depth conversation with others about what was going on with the current problem. The third time, though... well, the third time Mr. Sainte tapped an ogre on the shoulder, grabbed one of the freehold's academics with a greater knowledge of the creature who had made itself a problem, and went to solve it himself.

By the time the monarchs had agreed this creature needed to be dealt with, Sainte and his impromptu crew had determined what it was, where it was, and put something of a hurt on it. They were only coming back to the freehold to load up before finishing the hunt. While there was some talk about how communication and cooperation needed to be exercised, a hard look from the Hound made it clear that was going to go both ways if they expected this situation to work.

Which was why, from that day forward, any conclave had an invisible, ticking clock on it. And when the Hound came knocking it meant that the decision was going to be taken out of their hands, or they were going to have to explain to him exactly why he shouldn't task a crew and go kick the hornet's nest.

"It Is Always Better To Do The Thing"


I talked about this broadly way back in 5 Tips To Get The Most Out of Your Next LARP, but it's something I feel this motto really hammers home. Because being proactive is one of the best things you can do in order to really get the most out of a LARP specifically, and in RPGs in general. And if you find yourself constantly waiting for the Authorities to tell everyone to get on the bus, just go without them. Because when you do that, something rather amazing happens...

Other players start getting on the bus, too.

If you're going to Do The Thing, and you make it a point to bring other players with when you Do The Thing, pretty soon it gains momentum. Whether you're hunting down a dangerous fey creature, scouting out a strange location, or digging for dirt on a nosy cop that's becoming a pain in the game's collective backside, anything that allows you to get other people involved not only stops you from sitting on your duff, but it helps other players have an engaging night.

The thing you're doing doesn't have to be super important. It doesn't have to be some high-risk endeavor that the fate of the venue is riding on. Sometimes it's locating an NPC that's important to your backstory, or claiming a new piece of turf, or just gaining access to the restricted section of a library to do some research. But the activity should help achieve concrete goals, allow everyone to participate, and give those involved something to talk about at afters once the game has wrapped for the night.

And once you make it a habit, you'll also find that any Meeting of the Authorities ends up becoming as short as they can make it... because if they take too long they'll come out of conference to find the situation has dramatically changed while they had their heads buried in the sand.

What's Next on Table Talk?


That's it for this installment of Table Talk!

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.

Saturday, March 6, 2021

What Keeps Your Character Traveling?

There's a reason so many tales begin in the tavern... it's usually the one place that travelers gather to wile away the evening hours before they have to get back out on the road. And while there are some games where the party members are local to the area, those tend to be fairly few and far between. Heroes (and villains, for evil games) tend to come from afar, walking into whatever danger and adventure awaits them in the place where their adventure begins.

Before you put together another traveling adventurer with worn down bootheels and a cloak that's just getting ragged around the edges, take a moment to consider just how many reasons there are to be on the road. Because a lot of us only seem to think of the same handful to be from home when the plot thickens.

Also, road is sort of a loose term in this instance.

And as I remind folks every week, if you haven't signed up for my weekly newsletter, take a second to do that! It will ensure you get all my updates, new releases, and other shiny things.

Professional Reasons


The most common reasons you find PCs located far away from home when we first meet them is because they're looking for work... but that work is almost universally A) as a wandering sellsword, or B) as a traveling bard.

And there are some characters who tend to be a bit of both.

While there's nothing wrong with either of these reasons (and you can improve them by lifting some content from 100 Random Mercenary Companies as well as 100 Fantasy Bands by yours truly if you'd like), there are so many other options out there!

For example, consider the fantasy teamster. With her wagon and her mule she runs goods all over the region, and any trouble she meets out on the road gets a quarrel between the eyes from the crossbow she keeps locked up by her seat. Traveling peddlers, river boatmen, and sailors can also fall into this category. Or consider the barber surgeon, who can cut hair, stitch wounds, set bones, and pull teeth, but who tends to make rounds to a wider area in order to help as many people as possible while collecting modest fees. There's the treasure hunter who's always looking for that next big score, the forest ranger acting as a freelance guide, the cartographer who is making new, updated maps of the region, and the historian who's attempting to piece together parts of the past to provide a window onto what came before.

The key for characters who are traveling for professional reasons is that you need to give them a pressing enough reason to be on the move, but not something so pressing that they end up ignoring the adventure hook in favor of their personal travel plans. If the drunken master monk is a roadie/bodyguard for touring musicians, for example, you don't want them to be so committed to that role that they refuse to go check out the troll caves, or to stick around and help protect the town against bandit raids.

It's all about balance, and flexibility.

Personal Reasons


Much like the above section we see plenty of personal reasons for travel among PCs... but a lot of them tend to fall into the same, very broad categories. The most common examples I've seen of this are, A) Looking for revenge, B) Running from debts/commitments C) Some kind of rite of passage.

You met a man with three fingers on his left hand? Which way did he go?

Again, because I cannot stress this enough, there is nothing wrong with those reasons. They're old fall back positions, the same as the paladin that's a knight in shining armor, or the wizard that's an old gray-bearded sage. But they aren't the only options you have, and you can get a lot out of stretching your creativity in this case.

For instance, is your character having a mid-life crisis, so they decide to leave behind a steady trade or a growing business to go out and make their name as a hero? Are they hounded by visions and prophecies, driven toward certain places by the will of inscrutable gods (whether or not they're divine caster classes)? Did they want to get out of their small town to see the world before settling down to have kids? Are they looking for a long-lost friend, family member, or rightful owner of a strange ring they found that draws them on like an iron filing to a lodestone? Are they a really dedicated foodie determined to try all the strange dishes and unusual customs found in 100 Fantasy Foods?

There are hundreds of different reasons someone might find themselves on the road, far away from home. The advantage of personal reasons to travel, though, is that a good GM can take them, and weave them into the ongoing plot in order to hook a PC into said plot to satisfy the player's personal arc. Whether it's deciding to Don Quixote their way through a goblin siege on their old plow horse, or traveling to the capitol to taste the finest viands while also solving the murder of the duchess, players with personal reasons to be out and about can often be easily directed toward the plot with a dangling carrot.

Additional Resources and Inspiration


If you're going to be running a game that takes place out in the open world, and your PCs are going to be doing a great deal of traveling, then I would suggest checking out some of the following supplements for extra inspiration!

- 100 Random Taverns: One of my bestselling supplements, it's gone Electrum at time of writing. Whether you need a sports bar hung with regalia of tourney knights, a clockwork brewery, or a hole-in-the-wall run by kobolds, this supplement has you covered!

- 10 Fantasy Villages: Whether you need a place for your PC to be from, or you need unique locations for the party to stop in, this supplement has everything you need. Maps, histories, rumors, notable places, NPCs, and more can be found between these pages.

- 100 Encounters in a Fey Forest: Traveling through a fey forest is a unique kind of danger... people who are actually from such places might be seen as touched in the head by the rest of the world. For those looking for specific lists there's both a Pathfinder Classic version as well as a DND 5E version.

- 100 Encounters For on The Road or in The Wilderness: From road construction, to guard patrols, to mating wolves, and strange discoveries, there's no reason your PCs should ever have a dull moment when getting from point A to point B. And like the previous supplement this one comes in both a Pathfinder Classic version as well as a DND 5E version.

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, February 22, 2021

Game Masters, Goal-Oriented Players Need Challenges (Or They'll Eat The Setting)

You thought things were going to be great at first. He was enthusiastic, and involved, and really following along with everything. It made you feel good to just let that energy wash over you, channeling it into the activity. The problem was that you left him alone without anything to engage him. He didn't have any toys to play with, or anyone else to spend time with... you thought it would be okay, but you didn't realize just how much destruction could be wreaked out of boredom, and the search for a greater purpose.

You were busy, so I may have, ugh, toppled the throne and assassinated the king.

While this is usually a concern that homeowners have for pets that require a lot of stimulation and play time to prevent them from becoming destructive, or for zoos who want to keep their animals engaged through enrichment activities, this metaphor also applies to a certain type of player. I say this as a goal-oriented player myself, pleading for the game masters out there to listen.

If you do not give us tasks to complete, we will make our own fun. And nine times out of ten, you're not going to like the direction we wander off in.

Also, if you haven't signed up for my weekly newsletter yet, consider doing that! And if you missed my latest announcement, the first supplement for my new RPG setting is out. So grab your copy of Ironfire: The City of Steel for either Pathfinder or DND 5th Edition today!

Toss Us a Pumpkin, Already!


There's a variety of different players you'll share table space with, and no two of them are entirely the same. However, it has been my experience that goal-oriented players tend to be like high-energy herding dogs, or tigers in captivity; we need to have activities in order to keep us occupied and moving forward. I love story rich games, I greatly enjoy lore and setting, but for me to be engaged with a game I need to have a goal I'm expected to achieve... and if one isn't put in front of me, I'll go find one.

"What's in your mouth?" The Necronomicon... "No!"

To be clear, here, you can't just toss a goal-oriented player any old task and expect them to immediately be engaged in it. As a GM, talk to your player, review their character, and get a feeling for their skills, the arcs they want to pursue, and the stuff that will get the player's attention. Or use a Session 0 creation sheet, possibly using 10 Questions To Put On Your Character Creation Document as inspiration. Then figure out a way to tie it to the direction you want them to go.

As an example, if your goal-oriented player shows up with a big bruiser packing a greatsword, and your player tells you they want to get their character knighted for their deeds, find a way to dangle that carrot. If the game you're running is a political drama, don't let the hulk wander off to start bar fights or see how many city guard it takes to put him in jail. Instead, let the bruiser get involved in preventing an assassination attempt, and give them a title from a grateful lord as a reward. Once they did something using their skills and received a reward they'll be locked in more firmly, and as a bonus you now have an NPC mouthpiece you can use to give them more tasks to accomplish (sending them along as protection with the party, asking them to root out conspirators on behalf of their new lord, etc., etc.).

If you give goal-oriented players a chance to use their characters' skills to achieve their goals, they will turn all of that attention and energy toward solving the game's plot. Usually in the direction the reward came from, which is exactly what you want them to do.

The Arms Race


Something that's happened in several games I've been part of that were either extremely open-ended, or where certain players/builds simply couldn't participate by following the path as it was laid out, is what I call the arms race. Or to be more descriptive, it's an escalation of tactics and methods as a player attempts to participate in a meaningful way, despite road blocks and challenges being put in their path. Because while the GM might think they're discouraging the goal-oriented player, they're actually making the problem worse by unintentionally giving them what they want.

You know how they say kids act out to get attention? It's partly that, if the only way they can get time in the spotlight/interaction with the world is going against the grain of what's expected, but the other issue is that goal-oriented players need a challenge to overcome. So by handing them a challenge, you're giving them what they want... the problem is that if this isn't a challenge you want them to get past, all you're doing is frustrating your player as well as yourself.

There's an army over there? Like... how big of an army? This is getting exciting!

The arms race is frustrating for everyone involved, because when you're the GM you're trying to send the message, "This is the wrong way, turn back!" But when you're a goal-oriented player and you find a way around, over, under, or through the road block, it can feel like the GM is punishing you for succeeding when you did what it feels like they asked; you overcame the challenge they laid out. And if the GM just create bigger obstacles to try to send the message more clearly, the player is just going to keep meeting the challenges and getting more frustrated when they don't receive rewards for their efforts.

And it becomes a cycle of endless frustration for all parties involved.

So if you start seeing goal-oriented players going off in directions you didn't anticipate, or which are causing problems, don't just slap bigger threats in front of them. Sit down with the player, and ask what they're trying to accomplish. Work out a solution, and re-direct their efforts in a way you feel is helpful, and which gets things moving more in the direction you were aiming for.

If you want them to stop setting things on fire and carving out their own kingdoms, engage them. I promise you directing that energy will be worthwhile, and once you've got their noses pointed in the right direction it's full steam ahead!

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, July 29, 2019

Dungeon Masters, If Your Players Focus on Something, Make it Matter

It's a story as old as time. The dungeon master has carefully constructed an epic magic item meant to take the center stage of the dragon's treasure hoard, but no sooner are they through with the description of the legendary Seven-Body Blade than everyone in the party wants to ask about that weird jade figurine of the bird-headed woman the DM included just for atmosphere. Or when they walk into the tavern, and there's clearly a Mysterious Stranger with the words Quest Giver practically floating over their head, but the PCs would rather make small talk with the bartender, or dice with the shady-looking NPCs in the corner with the lip rings and strange accents.

"So, Boblin, what's up with the smoking man there? And what the hell is he drinking, eh?"
A lot of dungeon masters get frustrated when this happens, because they put a lot of work into major NPCs and set pieces, and having them ignored can feel like all your effort went to waste. When you compound that with the side of frustration you can sometimes get when throwaway items or set-dressing NPCs have now become the focus on your party, it can feel like a double slap.

However, instead of trying to push your players back onto the course you had planned for them, you'll get better results by just finding a way to get them where you want them to be using this new thing that's caught their attention. Or, at the very least, throw them a bone to show that interacting with the world (even in unexpected ways) garners results.

How, Exactly, Does This Work?


All right, let's start with the infamous tavern scene. As a dungeon master, you've put one figure in the bar who is clearly marked as an important NPC. Maybe it's the hulking man in the ragged cloak with his hood up, attended by three floating eyes of fire as he drinks from a skull that isn't the bar's standard cup. Perhaps it's the woman in the plain cape that keeps slipping, not-so-subtly revealing her badge of office, or the tattoo that marks her as a member of an infamous assassin's guild. Whoever it is, they may as well have a big, glowing sign over their head that they are the person the party is meant to interact with.

All right... but who ELSE is at the bar?
Instead of going and interacting with the NPC whose name, backstory, and prepared dialogue you've got ready, though, the party asks about who else is in the tavern. And you don't want to say, "No one, just go talk to the NPC you're clearly here to meet," so you toss out a few other random characters. There's the ogre-blooded bouncer leaning against the support post in the corner, the gnome waiter, the long-limbed bartender with her one eye, and a handful of other patrons. And for some reason the party just fixates on one of these other NPCs. Maybe it's that you made up something really cool and flashy on the spot, or there's something endearing about them, but now they're focused on the wrong thing.

Or are they?

As I said in Avoiding Railroading (More Than One Way To Skin A Cat), you get a lot more mileage out of deciding what goals need to be met instead of how the party needs to meet them. So instead of trying to figure out a way to get your players to focus on what you think of as the proper way to move forward, ask instead how you can progress from the direction they're currently facing.

It's all connected!
For example, say your party is at the bar so they can meet with the local thieves' guild rep to get some information. You already put together the dual-dagger wielding, slick-talking thief with the badass facial scar and black cloak, but the party decided they wanted to spend their time talking to Shengo the blue-haired gnome waiter instead. If the party doesn't actually know who the guild rep is, the easy thing to do is just to make it Shengo instead. Now you can take most of the information you were going to put into that guy in the corner booth that everyone's ignoring, and give it to your party via their new friend. This makes you look smart as a DM, and it lets your players feel rewarded for interacting with the scene you set up.

Another option you have is to connect this random thing the party has focused on to what you want them to pay attention to, making them part and parcel of the same overall scene.

Let's go back to that treasure chamber for a moment. There's this super-epic sword of legend in the middle of the room, but for some reason the party is focused on the jade statuette. Instead of just telling them, "Look, it's a normal statue, it's barely even worth gold at the level you're at, stop paying attention to it," add some flavor that connects it to the item you want them paying attention to.

For example, have your party make a check for the item's history, realizing that this statue was connected to the last-known wielder of that blade. A funerary statue, it was meant to contain her soul, and to keep it safe when she finally laid aside her weapon. Alternatively, you could put a legend into the back of the statue, the words declaring the origin and powers of the Seven-Body Blade. Now the party feels smart because they got to sidestep the check to know the weapon's history, and you still brought their attention back onto the item you want them looking at. You could even give them a cryptic warning about how once the sword is hefted, it cannot be put down until death, alluding to how it bonds to one wielder at a time.

Everything in Service of The Overall Goal (When You Can)


By focusing on the general goals of your game, rather than on the specific characters the party needs to interact with or the particular paths they have to take, you add an air of flexibility that allows you to respond more quickly with creative solutions to the actions your players take, and the things they show an interest in.

You just need to get into the habit of asking, "How do I point them toward the end goal?" rather than, "How do I get them back on track?"

Subtlety is your friend, here.
Admittedly there will be times where you can't come up with some way to tie this particular thread your players get stuck on into your overall plan. The scarf-seller on the corner isn't an undercover agent of the crown, and that beggar sitting in the shadow of the alley doesn't have some dire secret that the PCs need, they're just background that the players are zeroing in on. Sometimes that bauble they found in the dungeon really is just a bauble, plain and simple.

If your players are willing to put in the effort to interact with your world, though, give them a reward for doing so. Maybe let them buy a headscarf that doubles as a star char to help with navigation, or let them make a friend out of the beggar, who can come back later when he's in trouble and needs the PC's help. If they are fixated on finding the origin of a random ivory cat statue and its secret meaning, then give them something. It doesn't have to be big or important, but make it a unique item carved by a noted sculptor, or maybe it allows them to talk to cats as long as it's been dipped in milk that day.

Rewards, even minor ones, will get players more interested in the setting, and encourage them to explore. Which is more than worth the cost of shuffling around a few NPCs, and taking the long way to get to certain plot points.

Some Additional Advice


The first thing I would recommend for all the DMs out there is to not put passive situations in your game if you want the PCs to do something specific. If they really need to talk to the guard captain, or they have to get this piece of information from the duchess's chambermaid, then don't wait for them to figure it out and go looking. Have the NPCs approach the party, and get the interaction started. It immediately takes the guesswork out of the situation, no one gets frustrated, and no one will try to use creative (or "creative") solutions to figure out what will move the story forward.

But... but I had the molotovs prepped and ready to go!
Another thing I'd recommend is that, if you want to give the PCs freedom to mingle, put as few "strictly background" NPCs in the scene as possible. That way no matter who they approach, you can keep the scene moving forward in some way, shape or form. If you're looking for useful characters to add into the mix, I've put together 100 NPCs You Might Meet at The Tavern, along with 100 Merchants to Encounter and 100 Nobles to Encounter, all of which are filled with PCs that can provide rumors, give helpful information, and generally assist you in moving your plot forward.

Make sure you never fold your arms and wait for the PCs to hit a certain DC in order to go forward. I covered this more in my recent post Dungeon Masters, Embrace The Concept of Failing Forward, but if your PCs fail to disable a lock, or make a high enough Diplomacy check, don't just say, "nothing happens," and wait. Succeed or fail, if the situation was important enough to warrant a test, then something needs to happen whichever result turns up.

Lastly, remember the characters that are actually at your table. Who knows them, who are their friends, who are they related to, and what enemies do they have? These aspects can often help you come up with appropriate ways to tie things together in your game to keep everyone moving forward. You'll find more detailed advice along these lines in The Small Legend: Character Reputation in RPGs, as well as in my other recent post Who is in Your Character's Rogues' Gallery?

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used this tactic successfully in your games why not leave a comment below?

For more of my work, check out my Vocal and Gamers archives, 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, 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!