Showing posts with label questions. Show all posts
Showing posts with label questions. Show all posts

Monday, January 29, 2024

Questions About Crowdfunding? Tabletop Mercenary Will Be Tackling That Topic Soon!

As regular readers know, in addition to running this blog, I make videos for the Azukail Games YouTube channel. And while I've talked about my Sundara: Dawn of a New Age setting, offered insight and advice for the World of Darkness, and I've got the unboxing for my new RPG Army Men: A Game of Tactical Plastic debuting this Friday, one of the series that I've been hard at work on recently is Tabletop Mercenary. And, as the name implies, this show is all about how to make a living working in tabletop RPGs for a living.

And so far the most commonly-requested topic for the series has been people asking me about Kickstarter. So I wanted you all to know that I'm listening, and I've got a clever plan to deliver on this topic.

And hopefully it will help other folks out, too!

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! 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!

You Have Questions, I Have Someone That Has The Answers!


While there have been a lot of questions for a lot of different topics, the most common one thus far has been how to fund your RPG (or related project) through Kickstarter. And since my most recent release was successfully Kickstarted over a year ago, folks would naturally assume that this is a topic I know something about. However, I'll be the first to admit that I partnered with High Level Games specifically because I wanted the professionals to help me with that aspect of things. I could write the game myself, no sweat, but getting it funded was outside of my experience.

But fortunately for folks out there, Josh Heath has agreed to be a guest on the episode where we find answers to all your Kickstarter (and more general crowdfunding) questions!

Shut up and take my money!

So here's what I need from all of you!

- Leave Your Questions in The Comments: Here or on social media, both are acceptable.
- Share This Article: The more people who see this, the more questions we'll have to answer!
- Subscribe to Azukail Games, And Watch The Show: The more numbers we get, the better off we'll be!

If we can manage all of that, I dare say that we'll be able to collate, catalog, and ensure that we have the proper answers for the most commonly asked questions. However, if you have questions about stuff that isn't Kickstarter related (whether it's BackerKit, Patreon, or any of the other funding services and platforms out there) make sure you put those in your comments as well! If you're wondering about it, I promise you there are some other folks out there who are wondering as well.

Also, if you have a moment, consider checking out our most recent episode of the show where I discussed affiliate marketing, what it is, and why it should be a part of your strategy as a TTRPG designer.



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!

Monday, March 28, 2022

Speaking of Sundara (My Latest Video Series With Azukail Games)

Regular readers know that for the past year and change now I've been releasing splat books for my own fantasy RPG setting titled Sundara: Dawn of a New Age. While I've talked about the setting on this blog in entries like What is "Sundara: Dawn of a New Age" All About? and "Gods of Sundara" Takes Aim at Monolithic Religions and Gods in Fantasy RPGs, I've started making videos about aspects of this setting that I think are interesting, or which I think my regular readers might get a kick out of. After all, it's one thing to read the creator's words, but it's another to see their face and hear their tone of voice while discussing their creation.

And some folks just like watching/listening to videos instead of reading blogs. Like when I first sat down and talked about why there are huge cities in Sundara, but there really aren't countries the way we think of them today (or how we see in most other RPGs).



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!

What Would You Like To See Make it Into This Series?


My goal with this series of videos is just to provide some insight on what I'm trying to do as a creator, the things that I think make this setting interesting, and the little quirks that I feel really provide flexibility and idea fodder in a way that should allow players and Game Masters to pursue unique stories.

However, as with everything else in Sundara, part of my goal is also to take reader/viewer desires and interest into account. So if you have a question about the setting that hasn't been answered yet, or you're wondering why I chose to go in a certain direction with a particular location, species, etc. (like why humans are the only base creatures who don't have their own splat book yet), my hope is that I can give folks an insight into what I'm trying to do with this setting going forward.

Like how I talked about stripping alignment out of the setting in its entirety, and the changes and challenges that represented in both Pathfinder and the DND 5E rules systems for me as a designer.



Whether you leave comments here or on the videos themselves, I'm going to try to check back and see what the consensus is among folks who are interested. And even if your question is something along the lines of, "Why play in this setting rather than in X setting that's bigger and more popular?" I can try to provide answers, should said questions be asked in good faith.

It's my hope that, going forward, I'll be able to expand my videos to make a variety of projects, including things like Stories of Sundara, where I make audio dramas set in different parts of the world to sort of give listeners a brief taste of the sorts of things they'll find should they choose to come visit Sundara. Thus far The Duel is the only such tale, but there are others waiting in the wings if folks make it clear they'd like me to make more!



How Can You Support This Project?


If you're one of the folks out there who likes Sundara and wants to see me keep expanding it going forward (you know who you are, and I'm grateful for every one of you) there are a few things you can do to help me build momentum on this endeavor.

- First, watch the videos! None of them are all that long, and it's YouTube so they're free to you. It takes 4,000 hours of watch time to get monetized, and we are nowhere near that goal yet.

- Second, subscribe to the Azukail Games YouTube channel. It also takes 1,000 subscribers to get monetized, and we've been fighting just to get a few hundred. At time of writing, channel is at 149.

- Third, like the videos and leave comments on them! The algorithm loves interaction, so if you give it a thumbs up, that signals that we're doing a good job. And if you leave comments then not only are you more likely to get your questions seen and addressed, but it helps us get more eyes on the videos going forward.

The purpose behind me making these videos is to try to get some additional eyes on my setting, and to reach out in a way I haven't done so before. While you can always help by purchasing any of the various Sundara splat books below, my hope is that providing free content like this gets more folks interested (and it might even lead to future sales and giveaways going forward, if the publisher decides that's a good idea).

So whether you're already a fan of Sundara, this is your first time hearing about it, or you've got questions, come check out the series for yourself! Especially the last video where I talk about the Prim, which is the source of all magic in the setting, along with the dwelling place of the gods.



Why Not Take a Look For Yourself?


I took a brief break on making new Sundara content at the start of the year, but I've already finished one new supplement, and I've started work on the second piece of 2022. Sellswords of Sundara is full of unique archetypes/subclasses for mercenary companies that come with their own themes, histories, NPCs, rumors, and more, and that should be coming out shortly. I'm also working on Towns of Sundara, so that folks have some smaller places to put between the cities that are just as interesting and unique in their own ways (and which acts as a good follow up to 10 Fantasy Villages, which kicked this whole project off in the first place).

Cities of Sundara


The setting first began with the Cities of Sundara splats. Self-contained guides to some of the larger and more powerful centers of trade, industry, arms, and magic, these unique locations provide plenty of fodder for character generation and plots. Not only that, but each one comes with unique, mechanical goodies for players and GMs alike to take out for a spin!

- Ironfire: The City of Steel (Pathfinder and DND 5E): Built around the Dragon Forge, Ironfire is where the secret to dragon steel was first cracked. The center of the mercenary trade in the region, as well as boasting some of the finest schools for teaching practical sciences, Ironfire is a place where discovery and danger walk hand in hand!

- Moüd: The City of Bones (Pathfinder and DND 5E): An ancient center of trade and magic, Moüd was lost to a cataclysm, and then buried in myth. Reclaimed by the necromantic arts of the Silver Wraiths guild, this city has once again become a place teeming with life. Despite the burgeoning population, though, it is the continued presence of the undead that helps keep the city running, ensuring that Moüd is not swallowed up once more.

- Silkgift: The City of Sails (Pathfinder and DND 5E): Built on the cottage industry of Archer cloth (an extremely durable material used for sails, windmills, etc.), Silkgift is a place that prizes invention and discovery. From gravity batteries that store the potential of the wind, to unique irrigation systems, to aether weapons, the city positively churns out discoveries... and then there's the canal they cut through the mountains that makes them a major center of trade across the region.

- Hoardreach: The City of Wyrms (Pathfinder and DND 5E): A center of power across an entire region, Hoardreach is ruled over by a Cooperation of five different dragons. A place for refugees and outcasts of all sorts, Hoardreach boasts some of the most unusual citizens and creations from across Sundara. Infamous for their sky ships, which require the cast-off scales and unique arcane sciences of the Dragon Works to take to the air, one never knows just what they'll find in this city built atop a mountain.

- Archbliss: The City of The Sorcerers (Pathfinder and DND 5E): A floating city in the sky, Archbliss has been a refuge for sorcerers for thousands of years. It's only in relatively recent years that the city has allowed those from the ground below who lack the power of a bloodline to join them in the clouds. However, while there are certainly amazing wonders to behold, there is a darkness in Archbliss. Something rotting away at its heart that could, if not healed, bring the city crashing to the ground once more.

Gods of Sundara


Gods of Sundara (available for Pathfinder and DND 5E): In a world with no alignment, and where the gods are often genuinely mysterious forces that are far too large for mortals to truly comprehend, the divine feels genuinely strange and unknown... something that really does have to be taken on faith. This supplement provides a sample pantheon for Sundara, but also provides instructions on how to easily make your own gods in a world where you can't cast a spell and tell whether someone is good or evil.

Species of Sundara


Sundara is filled with creatures that many of us recognize, but I wanted to give greater depth to their cultures, and a wider variety of options. After all, humans always get 15+ ethnicities, languages, and unique histories, while elves, dwarves, orcs, halflings, etc. are almost always left with footnotes, or maybe with a handful of offshoots. So, in short, I wanted to give all the fantastical creatures the treatment that humans usually get in our games.

And there is no human book yet. If readers demand to know more, then I may sit down to pen one... but I figured that humans didn't need to be front-and-center in this setting just yet.

- Elves of Sundara (Pathfinder and DND 5E): Elves are one of the most quintessential fantasy creatures... but if you want to see more than just high elves, wood elves, and elves of the sun and moon, then this supplement has you covered!

- Dwarves of Sundara (Pathfinder and DND 5E): The children of the primordial giants who were meant to fill in the details of the world they'd made (or so the myths say) there are as many kinds of dwarves as their are kinds of giants... and possibly more, depending on who is keeping count.

- Orcs of Sundara (Pathfinder and DND 5E): Supposedly a creation of the elves, none can say for certain exactly how or why orcs have been made. What most agree on is that these creatures are far more than most may think at first glance.

- Halflings of Sundara (Pathfinder and DND 5E): Little cousins to the dwarves, halflings are tough, clever, and not to be underestimated. From living beneath the hills, to taking up residence in the deep forests, halflings in Sundara come in quite a variety!

- The Blooded (Half-Elves and Half-Orcs) [Pathfinder and DND 5E]: When orcs and elves mix their bloodlines with other creatures, the result is one of the Blooded. This inheritance takes many forms, and it can even wait generations before manifesting when the right combination of individuals come together to have a child.

- Gnomes of Sundara (Pathfinder and DND 5E): Gnomes are strange creatures, found in places where the spirit of the land has coalesced and made children of its own. The sons and daughters of the ancient nymphs, they are the stewards of these places, and they change as often as the weather and the land.

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, its sequel 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, September 19, 2020

5 Questions You Should Ask For Pirate Characters in Your Game

Since September 19th is official Talk Like a Pirate Day, I figured that this would be a good time to think about all the salty dogs, scallywags, buccaneers, and sea reavers who've graced our games over the years. If you can feel the sea calling to your dice for your next game, here are some thoughts you should keep in mind before you set sail for high adventure!

For adventure, for treasure, and for the fate of the realms!

Also, before we get into the meat of this week's update, I wanted to remind everyone that I now have a newsletter! It's going out once a week on Mondays, and it will give you a full recap of the entire week's releases, project progress, and news... so sign up today if you don't want to miss anything from me again!

Now, without further ado, let's get started...

#1: Who Did You Serve With?


Jack? Oh yeah, he and I go way back...

Piracy is one of those crimes you don't commit on your own. Whether you're in a longship with a dozen other raiders, or you've got a galley with half a hundred big guns along each side, pirates are sailors first and foremost. And to sail a vessel, you need to be part of a crew.

Which begs the question... who did you serve with?

The answer to this question can be as detailed as you want, but it's a good idea to have at least a few specifics when it comes to your former crew members. Who were your friends on the crew? Who were your enemies? Did the bosun have it in for you, always giving you the worst duties he could? Were you and the captain close, or were you so far down the ranks that she only recognized you by your signature on the crew's roster? Given that a pirate operation could be as small as a few dozen, or as sweeping as a fleet, you've got plenty of room to play with, here.

For quick inspiration on this one, check out my 100 Pirates to Encounter supplement! From captains and first mates all the way down to the lowest deck hands, there's a little bit of everything in there. If that's not enough, you might find that 100 Random Bandits to Meet can fill in the gaps.

#2: Why Did You Become a Pirate?


College debt ain't going to pay itself.

As with any other profession, the motivation behind your choice to turn pirate can speak volumes for who your character is, and what their experience has been. For example, were you a former navy sailor who found themselves at loose ends after a war? A fisherman whose livelihood was disrupted by the new path taken by silver haulers, so you decided to raid them for the wealth they'd stolen from you? Were you press-ganged into service by pirates who took your ship? Did you wake up with a splitting headache from the night before, already on a ship miles out to sea?

All of these choices, and many more, are valid options.

It's also important to consider what I said in 3 Questions For Fleshing Out Criminal Characters, and to ask if your character is currently a pirate, an ex-pirate, or if they return to the trade as the winds of chance blow. Do they tell themselves they just need one more big score to get out, or are they married to the life? Did they get in out of necessity, but now it's the only way they know how to be?

Just some things to think about.

#3: What Was Your Ship's Code?


Just make your mark, and head to your berth.

Normally I'm one of the first people to remind players and DMs that the history, rules, customs, and traditions of a fantasy world are not required to mirror those of ours. With that said, though, the idea of a pirate ship having a code of conduct that members were expected to follow, as well as specific rules laid out for shares of treasure and compensation for injuries is something I think is worth adding into a character's history for sheer world building flair, if nothing else.

I talk about this more in Was The Pirate Code a Real Thing?, but it can add a lot of interesting points to a character. Perhaps they suggest the party draws up a contract, complete with loot distribution agreements, behavior requirements, and what lengths other members must go to in the name of the fellowship. For those who want to incorporate a little more history, making it a democratic process where all members get a say could make for interesting RP, even if everyone is just sitting around the table in the inn as they decide the basis of their working arrangement.

#4: What Is Your Reputation?


Yeah, you see those around here. I've got a history.

I first talked about this in Character Reputation in RPGs: The Small Legend, but it's particularly important when it comes to pirates. Whether you're an infamous pirate captain like the Dread Pirate Roberts (speaking of, his conversion guide is still up!), or you were simply part of an infamous crew, those are the things people are going to recognize when they size you up. Being a pirate is basically joining a floating gang, and whether you're still flashing colors, talking their particular lingo, or you have some indelible marks that show you were once a part of that crew, people are going to notice them and react accordingly.

I listed several possibilities specifically for pirates in 100 Fantasy Tattoos (And The Meaning Behind Them) in case you missed that supplement and were looking for a reason to pick it up.

#5: Remember, Any Class Can Be a Pirate


You'll address me as Captain or Sir, sailor, is that understood?

I made this point back in Any Class Can Be a Knight (More Thoughts on Outside-The-Box Character Presentation), and I hinted at it in Make Characters More Unique By Adding "But on The High Seas", but it's definitely worth repeating. Your class is just a set of skills and abilities your character possesses... it's not their job.

So the question you have to ask is what does a character with your class bring to a pirate crew?

Some of those answers are going to be obvious. A swashbuckler can easily move over difficult terrain, stabbing and parrying in the close quarters of ship-to-ship combat. A barbarian's fury would be holy hell unleashed on the narrow confines of a deck when there's no room to flee. A wizard on the high seas could act as a living artillery piece, crippling enemy ships with a wave of their hand, or summoning fog banks to cover an escape. A bard could act as a competent bosun, shouting out orders and inspiring the crew, while a druid might act as ship's navigator, summoning aid from the very waters to help them.

Just some thoughts to keep in mind, whether you're exploring the archetype of the pirate as an exercise in something new, or you're gearing up for Skull and Shackles, or a similar adventure path/campaign!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

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 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, June 22, 2020

Owen KC Stephens Tells It Like It Is With #RealGameIndustry

The general populous doesn't have much of an idea about what goes on in the publishing industry in general, or the RPG publishing industry in particular. All they see are the finished products, with their flashy art, shiny minis, and polished presentations to make them look as appealing as possible. And the things people do see tend to be celebrity gamers with big budgets and huge followings, forgetting that they're putting on a show. So naturally many players assume that RPG designers, much like authors, are making some solid earnings, and that companies whose games are popular have big slush funds of cash with which to design new and exciting games for all of us to play.

Let me burst that bubble for you right now. Because none of that is remotely true.

Because trust me, the whole industry is a gamble. With VERY long odds.
I have not been in the industry as long, nor have I worked with as many companies, as some. That said, I can confirm more than a few of the #RealGameIndustry statements made by Owen KC Stephens.

No One Gets Paid, Everything is Broken, We're Trying Our Best


The first thing I can confirm is that no, no one in the RPG industry is paid well. There are lots of people who are, "paid well for RPGs," but if making games is your main job there are just certain realities you've probably had to make peace with. Things like never owning a home or property of your own, for example. Only a tiny fraction of people in the industry have benefits or insurance, and a frankly staggering number of us make RPGs as a side hustle (or have to depend on a spouse's job for main household income, vision, dental, etc.). A lot of us can't even afford to actually buy games, much less the high-end accessories you see like fancy gaming tables, elaborate dice towers, or gaming scenery.

Personally, one of the only reasons I have access to any new games is this blog, and the reviewer files I get from publishers looking for promotion. Something I'm very grateful for, and which I'd never be able to afford to buy if I still wanted to eat.

So if you have ever had that moment where you thought we game designers were some kind of big-money rock stars, scrub that idea right out of your brain pan. And if you really want to make the creators you love feel like rock stars, go support them right now! I'm on Patreon at The Literary Mercenary, and if you're a fan of Mr. Stephens' work, check out his Patreon too!

That's far from the only truth, though.
Another thing that I can testify to is that RPGs are very similar to novels in another respect. Everyone thinks they can do it, and those who have interesting ideas, those who can write compelling stories, and those who can actually sell books are rarely the same person.

Incidentally, if you haven't picked up my sword and sorcery novel Crier's Knife or my short story collection The Rejects, go check them out!

To be clear, here, this is not the criticism it sounds like. However, when it comes to RPGs, you often have to wear a bunch of different hats in order to get the job done, and if you can't wear a particular hat that job tends to go to a freelancer. If you have great ideas but can't put them into words, you hire someone like me to take the core of your idea and flesh it out into engaging prose. If you can write a story or create a setting, that doesn't necessarily mean you have any aptitude for designing functioning rules systems. And if you can design rules systems, that doesn't mean you have any marketing knack at all.

The sexism, racism, and other issues in tabletop gaming Mr. Stephens mentions? Definitely present. I've been fortunate enough that I've not witnessed it from other professionals or companies that I've worked with (quite the opposite, in that most companies I've worked with have been trying to educate themselves to make sure they don't alienate potential players by looking or acting biased) but I have seen quite a lot of it from the fans who play games. Mostly white guys (several of whom are older than me) who lament that they're now minorities because their games only have 40 percent white guys instead of the more accepted 80 percent when they got into the hobby. The sorts of fans who will violently stomp out of the room (or flounce from a forum) because games include black elves, non-European cultures, or because the game made it clear that prejudice against LGBTQ+ people is not a part of their game or setting.

And I've only witnessed a tiny portion of this behavior, as most of it doesn't get slung my way as a masculine presenting white dude. Though I do seem to recall there was one guy who called me a race traitor because I pointed out that fantasy settings have a somewhat less than stellar record on diversity and inclusion. That was a weird day.

It's Still a Business (Even If It Looks Like Fun and Games)


I wanted to add my own contribution to the #RealGameIndustry hashtag. This was present in the spirit, but I didn't see it spelled out, so I thought I'd add it in.

There are a lot of people out there trying to make games. But there are not a lot of folks out there who actually know how to run a business. And that becomes a problem when you expect to actually get some kind of return for your efforts.

Money make the world go round.
Finding people who are making games isn't hard. Go to a con and throw a rock, and there's a decent chance you'll hit somebody who's tinkering with an RPG project. But far too many people get caught up in the art of the game, and the rush of actually creating, and then don't ask how they're going to sell it. Forgetting, of course, that games are expensive to make... and more so if you had to hire freelancers to help get it done.

Your art, your text, your editing, your rules, your maps, the publishing... all of that takes money. And if you don't sell copies of your game, then you're not going to make money to invest in future projects and installments (or pay your bills). More than that, though, freelancers tend to avoid dead-end projects once they recognize them for what they are. Because a paycheck is nice, but if that game is never going to be published (or if it has, "pet project" stenciled on in big red letters), they're going to jump ship. If their name is in the credits, it's on their work history. If you don't treat your game like a product you intend to sell (and to sell as widely as you possibly can), then you're going to have trouble attracting serious talent to your table.

Just some food for thought.

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!

Monday, August 17, 2015

Nobel Prize Winner Peter Higgs Answers Your Dungeons and Dragons Physics Questions

How many times does some smartass at the table decide to try to bring physics into your game? Whether it's arguing that small-sized fighters can't possibly have that kind of damage output, that there's no way anyone is fast enough to dodge lightning, or that the force of gravity would totally kill you after that fall, nothing is more irritating than trying to invalidate game rules with real-world facts. Particularly since these same individuals have no trouble accepting frost giants, half-orcs, and wizards at face value.

Fortunately, Nobel Prize Winner Peter Higgs has fielded all your RPG-related physics questions!

Finally, I can settle this stupid baleful polymorph debate!
Now, some of you likely clicked the link before you read further. For those of you who decided to stay on this page, though, I've got a spoiler warning for you: the link is by McSweeney's Internet Tendency. For those of you who have never visited their site before, they're purveyors of satire, humor, and fine examples of people who re-post without reading the fine print.

The point made repeatedly by the "award-winning" physicist in the article is a good one, though; science doesn't matter in roleplaying games. Neither does the actual forms and skills used in armored combat, the real intricacies of brewing beer, or ethnic makeups in our world's actual history. These worlds are ruled by what the designers have created, and whether those rules jive with the way things work in the real-world doesn't matter. If the book says you can reload a musket in three seconds, you can reload a musket in three seconds.

Period.

As always, thanks for stopping in for my Monday update! Mondays are free to everyone, but if you'd like to help keep me funded, think about stopping by The Literary Mercenary's Patreon page to put some bread in my jar. If you join by the end of August, there's even some sweet swag in it for you! Lastly, if you want to catch all my updates, follow me on Facebook, Tumblr, and Twitter as well.