Showing posts with label races. Show all posts
Showing posts with label races. Show all posts

Monday, April 3, 2023

Which of My Ongoing Series Would You Like To See Continue?

Over the 10 years or so that I've been running Improved Initiative I've started a lot of different series. While many of them have waxed and waned in popularity, I thought I'd take this Monday to ask my regular readers which one of these series you'd like to see get more attention going forward. And if you're a relatively recent addition to my audience on here, you might find a series you haven't even come across yet!

So if you have a strong opinion about what you want to see more of, leave it in the comments below! Or if you want me to start a new series discussing something I didn't mention here, or haven't covered yet, let me know. If enough people request the same thing then it's definitely something that will get my attention going forward.

The floor is yours!

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!

#1: Character Conversions List


Perhaps the biggest and longest-running list of all the ones on this blog, this series currently has 63 entries on it! They range as far afield as Tyrion Lannister from Game of Thrones, to Harley Quinn from DC Comics, to The Incredible Hulk, Guts from Berserk, all the way to the Death Korps of Krieg in the Warhammer 40K universe.

It's a pretty big project, admittedly.

This series was a major breadwinner for a time, but it's grown steadily less and less popular in terms of views. Which makes sense, given that it was conceived primarily for Pathfinder's first edition, and while I love that game it's definitely seen its player base diminished over the past few years. If you add in the lack of searchability that articles hosted on Vocal have, along with conversion fatigue (since it seems the thirst for this kind of content has largely passed), I've been only adding to it sporadically.

With that said, if folks want to see this project renewed, check out the Character Conversions master list, and share your favorite guides on social media! The more reads they get, the more likely it is that I'll boost this series up over 100 entries.

#2: 5 Tips


Speaking of long-running projects that have gotten pretty involved over the years, my 5 Tips series has quite a number of entries as well! Perhaps the runner-up in terms of numbers (depending on how you count the entries) there are over 40 articles in this series touching on everything from base classes, to player species, to broader pieces of advice like 5 Tips For Creating Fantasy Towns and Cities, 5 Tips For Roleplaying Characters With Mental Disorders, and even 5 Unusual Martial Arts For Your Monks.

There's still plenty of topics to cover with this one!

This series has met with a lot of successes, and a lot of duds, over the years. A recurring theme folks will notice, of course, is that stuff hosted on Vocal hasn't gotten the views I need it to in order to feel like it's worth continuing. That said there are still several books worth of classes I could cover, as well as everything outside the standard species players usually have access to. I could even expand the tips list to cover Starfinder classes and species, or switch this over to cover more World/Chronicles of Darkness concepts, which I already started with entries like 5 Tips For Running Better World of Darkness Games, as well as 5 Tips For Running Changeling: The Lost Games.

#3: Awful Characters You Meet in Your Gaming Career


This series got started off with a one-off joke in the form of The 5 Awful Paladins You Will Meet in Your Gaming Career. The sheer amount of stories people swapped over these 5 archetypes of painful player character took days to die down, and it still sees occasional spikes. It felt like I'd tapped into something people wanted more of, so I followed it up with other entries. While there was still interest, it seemed to have seriously diminishing returns over time. So far the list includes:


While not as numerous as the first two entries on this list, this is the one that felt like it had the most potential in terms of audience interest. What I don't know is whether folks just stopped reading it because the novelty wore off (entirely possible), or the algorithm stopped it from finding its way to folks' faces. Regardless, though, if this is a series you'd like to see more of, share the entries, and maybe comment some of the classes (or even species) you'd like to see more of!

#4: Gaming Etymology


Etymology has a soft spot in my heart, and it's something that always fascinates me. This goes double when it comes to the creatures, classes, etc. that wind up in our games. From articles like What It Really Means To Be a Swashbuckler? to What is a Barbarian?, I had a lot of fun putting these together. When it comes to the projects I work on, though, fun takes a distant second to what will actually get the reads I need to keep the lights on around here.

There are a lot of other subjects to cover, still!

You know the drill by now, of course. If you liked this project, check out the Gaming Etymology master list, and help boost the signal so I can justify putting some more of these together in the near future!

#5: Alignment Deep Dives


While I eliminated the alignment system from my own setting, Sundara: Dawn of a New Age (more on that in the video below), I've always found the absolutism of alignment a fascinating, philosophical discussion. And while it's often very gray and very squishy, sometimes there are enough examples in a character's canon that you can genuinely sus out which of the 9 boxes they fit into... roughly speaking.


The project's original goal was to find at least one character of every alignment box to operate as an example of who best fit into that little square. However, I only got around to really covering The Punisher, Robocop, and Captain America before the project went into the fridge for a while. If you'd like me to pick it back up again, consider suggesting some characters along with sharing any of the existing articles!

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!

Tuesday, February 1, 2022

Nymphs, Gnomes, and Species of Sundara

For those who've been keeping up with all my Species of Sundara releases, you've no doubt picked up on my theme of keeping the same fantasy creatures we know from older games, but trying to show them in a different light by making them unique to this setting in some way, shape, or form. We started with elves, turning them into creatures who fluidly adapted, becoming wildly varied based on their philosophy or environment. The dwarves were the children of the ancient giants, meant to finish the details of the world whose foundation they had laid. Orcs were the results of elves experimenting and changing too much, until they became something entirely new, and halflings were the little cousins of the dwarves, made almost by accident.

It was only a matter of time till I reached the last of the first run, and I wanted to talk about them this week... gnomes.

Seriously, get your copy today if you haven't!

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!

Gnomes and Nymphs, Oh My!


The traditional role of gnomes in fantasy RPGs is (or at least has become) the manic pixie party member. Gnomes are often cast as creatures whose minds move so quickly, or in such unusual ways, that they often focus more on whether they can do something rather than if they should do something. Practical jokers, inventors, tinkerers, and more, in some games their ancestry is left vague, while in settings like Golarion they're full-on fey creatures who return to the First World upon their deaths.

The queen waits for me... but time moves differently there than here.

I wanted gnomes in Sundara to feel unique and different, rather than just being a zanier halfling option. Something inherently magical and unusual, but which was still different from the options I'd seen in other settings which offered its own odd history and unusual background flavor.

And in the event you haven't grabbed your copy of Species of Sundara: Gnomes (available for either Pathfinder or DND 5E), the ancestry of gnomes is that they are the children of nymphs. Representations of nature in its most potent forms, nymphs have been rightly feared and revered across Sundara for generations. Gnomes were, in many cases, meant to take over the lesser responsibilities of these nymphs so they could conserve their strength and rest. In other cases they became agents who delivered the nymph's will and messages beyond the bounds of their own domains.

And when many of the nymphs vanished, it was the gnomes who remembered. Who honored their departed mothers, and who minded the land they'd left behind.

As Varied As The Land Itself


Of all the species of Sundara that have been released thus far, the gnomes are probably the ones that have the most possibility... and that's including the elves! For every kind of nymph out there, from black water swamps to rushing rivers, to mountain ponds and deep forests, there's a type of gnome. Not only that, but gnomes have the potential to shift and change, altering their traits as they take on new, unique aspects.

How and why this happens can seem arbitrary. A gnome may have been born in a swamp, only to find the dark shadows disappearing from their hair and their eyes growing bright when they make their new home on a white water rapid. A gnome from a deep, clear stream might find their nails growing thick and their skin sallow as their old home stagnates, dammed up until it becomes little more than a bog. Some gnomes will change based on the people they meet, and the entities who bless them, but others may remain unchanged their whole lives through, stoically maintaining themselves despite all the currents that surround them.

And while there are only 5 variations in this first splat book, there's potential for more going forward should the audience make their desire for more content like that known!

Remember To Check Out The Other Species of Sundara!


If you enjoy my take on gnomes, and you want to see what other changes I've made to the core species we're all so used to, make sure you take a moment to check out the rest of the Species of Sundara series that's been coming out the past few months! And if you like them, don't forget to check out the rest of my Sundara: Dawn of a New Age setting as well!

- 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.

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!

Monday, September 27, 2021

What I'm Doing Differently With Dwarves in Sundara

Folks who have been tuned-in to my release schedule have no doubt caught a few of the releases for my Sundara: Dawn of a New Age RPG setting. A world that looks forward, seizing the unique resources found in a fantastical setting, I'm attempting to upend several of the old standbys players and game masters associate with these games, while also providing just enough familiar ground that no one gets lost or confused.

While the setting began with Cities of Sundara, where I released splat books as guides to prominent locations throughout the world, I've since moved into releasing Species of Sundara. What I hope to accomplish with these books is to provide a more nuanced take on the traditional species we're used to playing in our fantasy games, giving players and GMs alike different cultures, abilities, and potential histories to work with, while tossing things like species-based alignment, universal religion, and species-wide languages (mostly) into the trash.

The first release dealt with elves (and is available for Pathfinder, as well as DND 5E), painting them as masters of biomancy, science, and with several cultures that kept and preserved knowledge, while others concerned themselves with the art of war, with travel, or with growing and preserving their communities. It was a fun exercise, but I wanted to follow it up with something a little bigger, and a little bolder.

Which is why Dwarves of Sundara was next on the list!

Because I know there's dwarf lovers aplenty out there!

Before I get more into the details of what I did to change up dwarves in Sundara, don't forget to join my weekly mailing list if you want to stay on top of all my latest releases. Also, if you have a little dosh to spare (and you'd like to help me keep the wheels turning), consider becoming a Patreon patron today!

What's New About Dwarves in Sundara?


As most of us know, Tolkien folded a lot of old Norse myths into his works in Middle Earth. Dwarves, in their mythical forms, were more like spirits who lived in the earth, and often they were indistinguishable from other elves (the alfar, who feel more like Elrond and his countrymen). Tolkien defined them differently for his setting, making them mortal in many important ways, giving them an alphabet, and showing us some of the places they called home. Then over the years we codified them more and more through our fiction, our games, and through our art.

Think about what immediately comes to mind when you hear the words RPG dwarf. Chances are good you're picturing something like Gimli right now, potentially with a tankard in hand, and likely with a heavy Scottish accent (though points for those who went with Swedish instead).

My goal was to change that, and to provide more variety while still keeping dwarves recognizable.

Familiar in some ways, strange in others.

The first thing to remember is that, for this particular world, the origins of species are not set in stone. There are common beliefs and attributions, but as the creator I'm not coming out and saying the creation story of one culture or people is completely, factually correct. With that said, it is commonly believed by the dwarves that they are the children of the primordial giants; the ancient creatures who formed the world, and whose work they live in to this day. Each type of giant went and made their own children, pouring spirit and life into them so that the dwarves could go into this world and finish its creation; to bring beauty to the details the giants themselves were too large to handle with grace and subtlety.

Whether or not that is technically true, different cultures of dwarves unmistakably have affinity with different elements and environments. Those who take a look will find:

- The fiery Takatori tend to live on volcanic islands, and their physical form is often compared with the fire giants they feel were their creators. Heavily tattooed, and with complex, multi-partner marriages, they have a deep sense of family, and will often travel hundreds of miles to help the most distant of relations to help strengthen their clan bonds.

- The Hasrada live lives of relative luxury in their mountain strongholds. These stony dwarves are regarded as scholars and sages, and they rely on their elemental masters to handle the bulk work of maintaining their societies. Boasting many expert craftsmen and artists, as few of their number need to haul stones, dig shafts, or even stand guard, the Hasrada are welcoming, while also maintaining firm boundaries.

- The Kraskar live deep in swampy holdfasts, and are thought strange by even those who know them. With connections to ancient giants, and nearly as ancient black dragons, these dwarves are insular and clannish. With that said, they are loyal, steadfast friends... and dire enemies.

- The robust Gannar'Gon keep to the fields and hills. Known for hosting games, prodigious feats of strength, and for being welcoming to all those who come to their homes, these hillfolk are praised as good neighbors, and firm friends.

- The Arasta keep their own counsel deep in the scorching empty of the desert sands. Mysterious to outsiders, they are easy to understand for those who learn their ways, and to interpret the silences that often surround them.

These are, by no means, the only types of dwarves in the setting. And while each of these cultures is associated with certain traits, intermarrying, adoption, and simple immigration means that dwarves which bear the traits of one culture may wind up in another... or in none, if they were raised outside one of these umbrellas. Many of these cultures could even make room for non-dwarven members, though that is far from the norm.

Also, one thing I'm particularly proud of is adapting the idea of a common language, without making it an aspect of a mono-culture among dwarves. In Sundara every type of dwarven culture speaks the elemental language associated with their patron giant as their common tongue. However, just as the giants created Aelthark (the "giant" language) to communicate with one another during their communal efforts, so the dwarves created Firthark (commonly called "dwarven") which is more of a trade language that was meant to let all the different dwarves speak to one another. It's sort of limited in terms of concepts and function, and lots of ideas don't translate well into it, but it's functional, easy to learn, and for many non-dwarves it's the fastest way to make oneself understood. There was no way to gracefully fit that in there, but I'm pleased with it all the same.

So if that sounds like something you want to get in on, get your copy of this Species of Sundara installment for both Pathfinder Classic as well as Dungeons and Dragons 5th Edition!

So What's Next?


Currently the plan is to cover a lot of the starting species for the setting, and then to evaluate what the readers would like more of. Whether that's more locations, if they'd like to see some modules, or possibly some short(ish) stories set in Sundara, complete with stats for any new class archetypes, magic items, etc. featured in the tale, there's a lot of possibilities going forward!

But while you wait, consider checking out the stuff that's already come out to bring yourself up to date!

- Ironfire: The City of Steel (Pathfinder and 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 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 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 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 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 (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.

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!

Monday, August 30, 2021

"Species of Sundara" Takes Aim at Monolithic Fantasy Races

If you've played most mainstream fantasy RPGs for any length of time then you've likely noticed the issue where all the non-human creatures become monolithic. Flip through most books out there, and you'll find that humans get half a dozen different ethnicities and cultures, each varying wildly across the setting. Then you look at halflings, and find they're all basic copy/pastes of the Shire. You look at orcs, and they have a nearly universal culture of violence and 'might makes right.' You flip to goblins and find they're just this big, discordant wad of gnashing teeth and chaos no matter where you go. And so on, and so forth.

Some settings will change things up and give you a few different varieties of a particular creature. You see this in elves and dwarves in DND 5E, where they have sub-races for players to choose from at character creation. Even in games where there's some variety, though, we tend to fall back into tropes and stereotypes where elves are all aloof ancients of the forest, dwarves are all brash, heavy-drinking Scotsmen from the mountains, etc.

And I wanted to do something to break players and game masters alike out of that mindset. Which is why I've been working on the latest series of releases for my setting titled Species of Sundara!

Get your copy today!

As always, before I get deeper into today's post, remember to subscribe to my weekly newsletter if you want to stay on top of all my latest news and content! Also, if you want to help me keep the wheels turning around here, consider becoming a Patreon patron... it really does make a difference.

Cultures, Customs, Languages, and More!


As a designer I understand the purposes these monolithic cultures serve as a tool. It takes a lot of time, effort, and energy to develop parts of a world, and giving every single species its own set of involved customs and culture, its own history and languages, and its own unique religious beliefs can be exhausting when taken along with all the other aspects of designing a game. And that's before you come up with dozens of different languages and dialects, and try to envision what physical differences (both cosmetic and more-than-cosmetic) that exist between different iterations of the same species. Every new addition is one more thing that needs to add value to the game, and provide useful tools for players and GMs alike, and that's a tall order.

But I'm trying to do that anyway.

There's more to us than meets the eye.

That's the goal of my Species of Sundara project, which debuted recently with Elves of Sundara (which is currently available for Pathfinder Classic, as well as Dungeons and Dragons 5E). Each of these books takes a look at a player species, discuss the various languages they use and how they developed, discuss at least 5 different variations of the species, and provide broad discussions of their environments, their cultures, and their customs.

As an example, elves in Sundara are still recognizable in many ways. They have an extremely long lifespan, they are often thought of as keepers of ancient wisdom, and many times they keep themselves apart from even their proximate neighbors. However, the central theme of elves in this setting is that they are able to adapt themselves to their environments and purposes. This is often done on a deeply physical level, which means that elves you find living in the old growth forests are quite different from those who live atop the mountains, or those who have honed themselves to the singular purpose of war. This adaptability also means that elves are capable of having children with any sentient species, which leads to its own unique permutations that will be covered in a later book.

But while there are defined physical changes between different broad groups (the Rashar, for example, have developed fast-clotting blood that makes them nearly immune to bleed effects, whereas the Malisus have developed light sensitivity due to their primary adaptation being in the Underworld), a point I make clearly is that not every culture is made up solely of certain heritages and bloodlines. Cultures are fluid, and elves who may boast features and abilities inherited from one family may be adopted by, or simply raised in, a different elven culture. Some may have extended family, political alliances, or simply be neighbors with, those who are different than themselves. Additionally, intermarrying may result in traits broadly associated with one group of elves showing up in someone born to a different group. So while there are different sections in the book, there's quite a lot of bleed over that creates gray areas for players and GMs to get creative with.

Also, for those who didn't catch it, go check out my 5 Tips For Playing Better Elves over on my 5 Tips page!

Thinking Outside Defined Boxes


The goal with this series is to break down the ideas of species-based monoliths, not just by providing a larger number of more defined cultures and physical heritages, but to also make it clear that these things are fluid. There are no firm lines drawn that keep someone in a box, and players and GMs are encouraged to get creative with the specifics regarding backgrounds in their games. Because language, culture, family, religion, and experience should all come together to form a unique individual who will have influences from all these different aspects, but who should still be more than just the sum of their parts.

Mostly what I said recently in Remember That Characters Are Still Individuals.

Lastly, though I am trying to fill these splats with as much useful information as I can, there is another important point made in them; that these options are far from the only ones available in the setting. So if players or GMs want to create unique settlements and cultures with their own rules and traditions, that's to be encouraged in Sundara! Because while I can provide a sample to get one's creativity started, I don't want players to feel like they have to color within certain lines when it comes to the cultures their characters can be from, or the influences that shaped them into who and what they are.

Because if I had to choose, I'd much rather have enthusiasm to be creative and unique than to have other players or GMs arguing that because a particular species or culture tends to be one way, then a player has to fall in line with those elements.

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!

Sunday, February 9, 2020

It Only Has To Happen Once (Weird PCs, and The "Special Snowflake" Argument)

There is an argument that happens a lot at gaming tables, and it's one that's confused me the older I've gotten. It is, in general, the idea that wanting a player character to be unique or special in some way is inherently bad, and that it somehow represents poor storytelling on the part of the player proposing the idea (or on the part of dungeon masters who allow such characters).

Sometimes it's a player who wants to bring in a race that isn't typically seen in a certain environment. Other times it's a desire to play a certain class that's deemed unusual, or even mastering a strange method of magic, or esoteric fighting style. But any time someone asks to bring in a character that has something weird, wild, or unusual, there's all too often a push back against it purely because it's something out of the norm.

This is a bad habit, and it's one that I think we should all step back to examine.

Seriously, guys, calm down.

PCs Are SUPPOSED To Be Special


If you are playing a long-term campaign where the party is supposed to achieve a goal and maintain its cohesion all the way to the end, then the PCs should stand out, or be special in some way. It isn't required, but it is certainly well within the genre if you look at most of the classic examples from modern fiction and well-known myths.

Drizzt Do'urden is probably our go-to example as a drow who finds his views apart from his people, and who adventures away from the Underdark, but he's far from the only example. Logen Ninefingers (and his anime counterpart Guts) are both sensitive to the world of spirits, and achieve feats of violence and bloodshed that leave others in awe. Hercules is the son of a god, and has a strength so prodigious that in one play he literally puts death itself in a headlock until it returns a friend's wife. Oedipus is the secret son of a king, and a child of prophecy (tragic prophecy, but prophecy nonetheless). The crew list for the Argo was a who's who of heroes and champions, all on a quest for the golden fleece. The dangerous ranger who goes toe-to-toe with half a dozen undead kings is actually an 80 year-old prince in love with the daughter of an elf lord who by rights should be wielding a mystic sword spoken of only in legend.

Then there's this white-haired, golden eyed, regenerating ladies' man.
The point I'm getting at is that PCs are not supposed to be randomly-selected extras who've just been promoted to starring roles. They are the ones with the skills, the drive, and often the unusual abilities to step up and do what other people can't... because if someone else was already handling the problem, then we would be telling stories about their exploits instead.

So if a thing exists in the game world, and it is available to players, there's no reason to blanket-deny it to someone who asked for it.

And as the guy who wrote both 100 Unusual Aasimar and 100 Tieflings To Meet in Your Travels, trust me, I'm no stranger to slotting in weird, wild, and bizarre character concepts.

The Drizzt Problem


I can hear a lot of DMs out there clearing their throats, and preparing comments that they've seen far too many players who want to just make versions of some of the characters I mentioned with the serial numbers filed off. They're not putting in their own creativity, or trying to make the character their own in any way, they just want to change the name and be Drizzt, or Strider, or Guts.

To that I ask you this one, very important question: Why does that matter?

Seriously... because I know we've all done our own version of this. Heck, I wrote the conversion!
If the race, class, and abilities your player wants are clearly influenced by a particular archetype of character, and they're willing to make that character work in your game, who cares if it's their own take on a popular archetype? Because Batman is just Zorro without the horse, Zorro is just the Scarlet Pimpernel with a different accent, and so on, and so forth.

Your primary concern as a DM should be that your players are having fun, and playing characters they enjoy, which add to the game. If everyone around the table enjoys their take on something, then it will make the game better. Also, if you let a player get that experience under their belt, next time around they're more likely to do something different, and to stretch their legs a bit. Whereas if you tell them no, they're just going to want to do it more because they didn't get a chance to try it out. I speak from personal experience here both as a player, and as a DM.

Rarity is Not an Excuse, Either


 The other major argument that I'm sure someone was getting ready to make is that rarity should exclude players from having certain character types. The more uncommon a race, class, etc. is, the more reason you have to say no to it.

I'd actually take the opposite view of this. If something exists in the setting, and it is available for PCs to have, then there should be even less reason to say no to it because by its very nature it's going to fit into the mold of someone (or something) bound to have adventures worth following.

A tiefling warlock who uses the powers of hell to battle fiends? Baller, let's roll!
The rarity argument makes no sense, because we are not choosing the PCs we play by looking at world demographics and picking what makes the most sense based on that spread. Otherwise 99 percent of all games would just be human peasants being slaughtered by wave after wave of goblins. You pick a PC for their ability to actually solve the threats the party is facing, and because their unique flavor appeals to your palate.

And if something "doesn't fit" in a particular location, then it's your job to sit down with the player and figure out why this character ambled into town.

Heard you had a monster problem. Might be able to help with that.
I talked about this in The Non-Problem of Making Monks Fit Your Setting, as well as in DMs, Please Stop Arbitrarily Limiting Race Choice in Your Games, but it still bears repeating. The world is a big, wide-open pile of nonsense, and getting a character from one end of it to the other is often way easier than we seem to think it is.

For example, say a player wants to play a character who's been schooled in the art of the Broken Fist. It's a powerful fighting style that has a particular tie to a nation half a world away from where your game takes place. So, how did the PC get there?

- They Walked: Caravans and ships are canonically everywhere in most settings, and there's nothing to say that a student of this bone-breaking martial art didn't simply walk until they found a place where their skills were needed.

- They're Already Local: If someone was a local who was schooled by a retired master of the art, then they're in the area you need them to be, and for bonus points they're someone known to the neighborhood/town. You could even throw in some tension with their master over how this art should be used, with the student electing to do the right thing despite their teacher, or their teacher sending the student to help as a test of their skills.

- They're With Someone Else: The barbarian puts their sword into the fight, but the initiate of the Broken Fist has been traveling with them, and can't let their friend go it alone. How did Han and Chewie get to the middle of nowhere when the plot needed them? Who cares, they're here now, and that's what matters.

Whether the PC is a demon-blooded sorcerer who really just wants to help, or one of the last of a clutch of lizardfolk looking for revenge, as long as the player has an explanation for why they are here, that's all that matters.

Because even if only a small percentage of the game world qualifies for a certain class, or is born as a certain race, what's the point of that argument? 1 percent of billions of creatures is still millions of potential candidates! Having an entire party of "rare" creatures and specialties is not all that unusual, and is something you can explain pretty easily between mercenary companies who specialize in outcasts (like The Devil's Own in 100 Random Mercenary Companies), traveling circuses, fleeing refugees, and the bloodlines of previous generations of adventurers who stopped in every tavern and brothel they could find to spend their loot. So if your urge as a DM is to say no, and fold your arms until everyone goes back to dwarven fighters and elven rangers, ask why you feel that way. What are you gaining from denying your players the options they want to utilize which exist in the setting you're running?

Your players might make do with a secondary PC idea they've had laying around. But if you give them that weird, wild thing they asked for? They will typically fight tooth and nail to make the most of it. Just something to think about.

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, September 17, 2018

DMs, Please Stop Arbitrarily Limiting Race Choice in Your Games

There is a particular refrain that I keep hearing on the forums from dungeon masters. While the specifics vary from person to person, and game to game, they all sound something like this:

"Why do my players want to play all the weird, unusual, or exotic races in my game? Why does no one want to just play the races in the core book?"

What's wrong with humans and half-orcs, huh?
Since this seems to be such a common complaint, I'm going to do my best to address it. But before we get going, I'm going to assume that you're playing in a setting where the races your players want actually exist, and if they don't exist in the setting that you made it clear they aren't available in your pitch/Session 0.

Okay? Okay, let's get started.

The Shiny Blue Ball


Have you ever noticed that when a new game or supplement comes out that it's all people want to play for a while? Like how everyone lost their mind over the hybrid classes when Paizo released the Advanced Class Guide? A lot of the time you see the same thing with weird, unusual, or rare race options. Part of the appeal for them is they're new, they're different, or they've been restricted at other tables, or in other games. So players want to take them for a test drive, and see how they handle.

Androids are a base race now? Score!
Sometimes the shiny blue ball is just how new the race is, but sometimes there are other factors at play. Maybe it has racial advantages (the strix's flight, a dragonborn's breath weapon, etc.) that a player wants to build their character around. It's also possible that the race fits an archetype or idea the player has for the specific story they want to tell with their character.

And sure, sometimes it's just because a player wants to be different. Don't shame them for that, it's what they think is fun, and nine times out of ten it isn't hurting anyone.

It's also important to remember that the core races of your game (the humans, dwarves, halflings, etc.) may be less appealing to players for a list of other reasons. One is that they're common, so it's likely they've played several characters of these races before. Maybe they lack the mechanical advantages of the unusual race choice. And, speaking from experience, the core races are old standbys. Nothing wrong with them, just as there was nothing wrong with the base class list when all those hybrid classes came out. But sometimes you want to slip into something new, rather than just putting on the same hoodie you've worn for years now.

But It's My Game!


The most common reason I've seen DMs defend their decisions to limit races is the age-old, "My game, my rules." While that's technically true, it's important to remember that you're not a put-upon parent managing a bunch of kids. Everyone at the table is here to have fun, and to contribute to the story.

With that said, you are perfectly within your rights as the DM not to allow certain races, classes, or whatever you want in your game. But if you're going to say no, you should be able to provide a reason beyond, "Because I don't like the way you're having fun at my table." And if you're going to do it, as stated above, you need to make that clear and up-front in your pitch for the game, or in your Session 0 discussion. Because if a player agrees to those terms, then they've agreed to the game as you laid it out.

"I don't want to deal with that," is also not great, as far as reasons go.
Why do you have to explain yourself? Well, because we're all taking part in this story together, and if you're disagreeing with a player over a thematic or flavor thing, then you should really explain where you're coming from so you can both reach a mutual understanding. Because if the player's character doesn't actually break any rules, there's not much reason to deny them based purely on their race choice, class choice, or any of those other basic building blocks. Especially if their concept doesn't violate any of the terms you set forth as conditions for joining the game.

For example, there are some perfectly valid reasons to say no to a race choice. Some of those are:

- That race doesn't exist in this setting (particularly important for DMs making their own worlds to explain in Session 0, or when pitching their game).
- That race is not part of the core setting we're using (this comes up when players want to make their own races, or use third-party stats as a way to bring in stuff that doesn't already exist in your game).
- That race cannot survive in this location (this is a very rare example, but works if you have, say, a merfolk race that has to spend several hours a day immersed in water trying to join a game set in the middle of a desert. It should be noted, however, that if the player has a workaround for the limitation then you should consider allowing it).

The problem is that most of the time a conflict like this is not between a player's desire and the setting's limitations. It's between the game the player wants to be part of, and the DM's vision for the game they want to run. In this case, you need to take a breath, and see if you can meet in the middle somehow.

EDIT: Since there seems to be continuing confusion, I felt I needed to spell this out here. Arbitrary limitations are ones that have no basis in the setting, the story, or the rules. We are talking expressly about player races that exist in your setting, and which are open and available, but which a DM has chosen to deny anyway. We aren't talking about races that aren't in your world, or races that don't have stats in your world, or races who aren't allowed by the strictures and requirements of your story. Hopefully that clears things up.

The "Yes, But" Approach


Lots of DMs have likely heard that it's better to say, "yes, but," than to give their players a flat-out, "no." Why? Because it shows you're willing to work with them, and it tests their resolve regarding how badly they want/need a part of their character in order for it to work/interest them.

"Where does it say you can play a sentient bear?"
It's a perfectly valid thing for you to feel thrown off by unexpected or weird player requests. However, you should sit down with your players, and use the mystical phrase, "I have some concerns," in order to put the two of you on the same page.

For example, say you have a player who really wants to play a tiefling. Tieflings exist in your setting, but because they're seen as untrustworthy and dangerous in the area this game takes place, they're often met with a lot of hostility. Maybe they were the foot soldiers in a recent war, and so there's a lot of negative feelings and wounds that haven't healed yet. Whatever, point is that they're a big, weird character who may have a target painted between their horns. So you bring this issue up to the player, and ask how they plan to deal with those repercussions.

Maybe the player suggests giving this character more angelic features, allowing them to pretend to be an aasimar, or using magic to "pass" for another race to avoid suspicion. Maybe they take a background that makes them a folk hero (possibly for actions they took during said war), or you make the character a local so that there's more of a, "if you raise 'em right, they turn out just fine," sort of attitude (also useful for playing any traditionally "evil" race in a way that isn't really all that evil). Perhaps they're good friends with a local character, and that character vouches for them, deflecting a lot of (but perhaps not all) of the hostility directed their way.

Or maybe the player just nods, thanks you for the warning, but says that they are more than willing to deal with that as a consequence of playing their character the way they want to.

This is the part where, hard as it can sometimes be, you should take your foot off the brake and let your players do their thing. As long as their character does not violate any rules of the setting or the game (including the requirements you set forth in Session 0), and they aren't using this character's unique features to be disruptive, what's the harm in letting them have it?

Because I will say this much; giving someone a shiny toy is a sure-fire way to make them invested in your game right from the first session. Saying no, I don't want those in my game, however, is a great way to toss a bucket of sand onto your player's enthusiasm. And it may be a pain to deal with a goblin berserker or an aasimar wizard, but I guarantee it is nowhere near as difficult as trying to build that player's enthusiasm for your game back up.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you found this suggestions useful!

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 3, 2015

Get Great Pathfinder Content From Raging Swan Press

Third party content is a lot like an I.E.D. Sometimes you get military-grade stuff from a smaller, more local source, and sometimes you get an unstable, poorly-wrought concoction that blows up in your face. That's why I've made it a personal interest of mine to check out more third party publishers, such as TPK Games (whose content I've covered in posts like Feats Reforged: An Interesting Way to Make Feats Scale With Character Level) and Kobold Press, who both create well-balanced, lovely content for their users.

This week I'd like to direct your attention to somewhere new; Raging Swan Press.

There's a new Dungeon Master now.
What is Raging Swan Press? Well, it's a third party Pathfinder publisher that produces unique settings, adventure packages, stat blocks, and reams of other content for busy DMs who want to diversify their behind-the-screen toolboxes. Everything from unique hill tribes of barbarians to forgotten dungeon denizens is right at your fingertips, and it can save you dozens of hours of prep time.

In addition to all that tastiness, though, Raging Swan also has a regularly updated blog on their homepage that's full of helpful hints. Not only is it useful, giving you tips and tricks like plot hooks and character archetypes, but it doesn't cost you a dime! There's also a page dedicated to free resources that anyone can download and use! So for all of you DMs and players on a budget, feel free to stop in and take a look around.

If you are a fan of what you see, why not follow Raging Swan on Facebook? Also, if you're a fan of Raging Swan's products and designs, then you should consider donating to their Patreon page so they can offer their freelancers a better rate of pay to make even more stuff. Also, if you're in a giving mood and want to see a freelancer pay his bills, why not support Improved Initiative by stopping by the Literary Mercenary's Patreon page? Also, don't forget to follow me on Facebook, Tumblr, and Twitter!