Wednesday, February 4, 2026

Dark Social Maneuvering in The Chronicles of Darkness (Forcing Confessions and Cooperation)

When last we met to discuss rules, I was talking about Social Maneuvering in The Chronicles of Darkness (A Simple, Elegant System). This rules system is meant for those social checks that are more than a simple yes/no, pass/fail, and they give you a varied, useful mechanic for actually winning hearts and minds (or wearing down resistance) over time.

However, sometimes you don't have weeks of time to spend on flattery, false friendship, and persuasion. Sometimes you need an NPC to give you what you want right fucking now. And when you find yourself in those high-stress, high-risk scenarios, you end up using the second half of the social maneuvering rules... or, as the game calls it, forcing doors.

For more of my articles on interesting rule systems in the Chronicles of Darkness, check out:



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

Dark Social Maneuvering


To recap for folks who didn't go back to review the last post, when you want to socially maneuver a target to get what you want, this creates a number of Doors that you have to go through that are based on that NPC's resistance, using the lower of their Resolve of Composure. More Doors are added based on whether the thing you want the character to do goes against deeply held principles, if it would put them in danger, etc.

Now normally when you use the social maneuvering rolls you're trying to persuade someone, or to get on their good side so they want to help you. You might even be bribing them. However, there may be times where those kinds of actions would simply take too long, or you simply don't have the social skills it would take to go that route. If that's the case you have the option to force doors open... but while this might get you what you want, there will likely be repercussions.

It's just you and me here... sooner you talk, the sooner I can get you out of this chair.

Forcing Doors happens when you take actions to terrify or obligate someone into doing what you want, and it's an all-or-nothing situation. When forcing Doors open you make a single roll, but the number of unopened Doors acts as a penalty to your roll. So, say you wanted to threaten someone into giving up blackmail material they've been hiding, or to hand over the name of a contact. The player character might leverage their force of personality with a Presence + Intimidation roll, using their specialty in Explicit Threats. However, the person they're threatening has 3 Doors that need to come down, giving the PC a -3 penalty on the roll.

Now, if a player really wants to swing for the fences, they can also include Hard Leverage. This is basically the dark version of a bribe, in that it's physical violence, kidnapping, blackmail, or something else that will add weight to their side of things, and make forcing those Doors open that much easier. And if that Hard Leverage would cause the player character to suffer a breaking point, then it can remove Doors entirely, making the penalty that much smaller. If the action is egregious enough to give the player character a -2 on their breaking point roll, it removes 1 door. If it's -3 or higher, that removes 2 Doors.

So what does all of this look like?

Dane needs the name of a criminal contact. He knows a street pusher who could give it to him, and he doesn't have time to mess around. So he kicks in the pusher's door, pulls a gun, and cocks back the hammer. Dane might be a crook, but he's not generally a violent guy. Perhaps he and Slick are actually friends, in a way, and this is really breaking Dane's idea of who he is, and what he's capable of. That threat with a deadly weapon would likely be enough to automatically remove 1 Door. And if he went further? If he put a bullet in Slick's leg, or pistol-whipped him to make it clear he was serious? That level of line-crossing might be enough to remove 2 Doors.

Given that average Resolve and Composure are 2 dots, it's entirely possible that by not leaving this up to chance and going full-tilt, Dane could force Slick to comply and give him the information with ease. However, while he'll get what he came for, there are costs to this approach. There's the breaking point roll, which might end up costing Dane some Integrity. There's also the matter of burning the bridge he had with Slick (assuming Dane doesn't disguise himself in some way), as well as painting a target on his back if Slick chooses to send violent reprisals his way in the future.

Like it says on the tin; high risk, high reward.

With that said, though, the fact that the social maneuvering rules are robust and flexible enough to account for various different approaches, molding them to the intention of the players, makes this one of the greatest advantages for the Chronicles of Darkness... and this is especially true for adding tension and challenge to the influence game which is so often part of any chronicle!

Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or 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 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!

Monday, February 2, 2026

"A Trail in The Margins," A Call of Cthulhu Audio Drama, Has Fresh Episodes Coming Up!

As folks around here know, I typically wait until the third installment of an audio drama series to write a blog about it for the Table Talk section of this blog... however, this is one that I want to touch on a bit early, because I really do need readers' feedback before I decide how much further I'm going to take it. There are a lot of irons in the fire right now, and I want to make sure I'm giving the most attention to the ones that people are actually interested in.

Which is why I wanted to talk about A Trail in The Margins, which appears on the Azukail Games YouTube channel, and where this dark little noir drama set in Lovecraft's back yard is going.

After all... some cases do remain permanently unsolved.

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!

A Private Eye, A Forged Tome, and A Deadly Cult


Our tale begins with A Trail in The Margins, which is the introduction story in the supplement 100 Books To Find in The Miskatonic Library (That Aren't in The Restricted Section), which was the first supplement for a Lovecraftian game I'd written in some time. In this story we meet Archie, a researcher and academic who works for Miskatonic University, and his friend Jonathan "Jack" Walker, a gumshoe who works out of an office on Arkham's north side. The two have had dealings before, and Archie has need of his friend's help when he discovers that one of the books in the university's collection is in all likelihood a forgery.


Following up from this tale, we find Jack back at his office in The Men Behind The Curtain, the opening story in 100 Whispers and Rumors to Hear in and Around Arkham. An unexpected visitor comes on behalf of a family well known for being on the wrong side of the law, telling Jack that his and Archie's mission is of great importance to these movers and shakers in the underworld. Jack doesn't take this news well, but he made a promise to his friend... it just seems like now Archie might actually need somebody with Jack's skill set to watch his back.


The third tale is coming out this month in a new Lovecraft-inspired supplement that covers informants, academics, and adventurers, and while I fully intend on adding that audio drama to the ongoing project, I wanted to ask my audience this week if this story is one they're really interested in? And, by association, do you feel I should add a few more Lovecraft-related supplements onto my to-do list for this year, or would you rather I spend my time working on something else?

Please leave your answers in the comments for the two videos above. This ensures that my publisher sees them, that I can see and respond to them, and that we can get an accurate count regarding audience enthusiasm. And if you want more people to see this story, make sure your comments are at least 7 words long, because that will make the videos rank higher in YouTube's algorithm!

Lastly, if you do enjoy these, and you'd like to see even more of my Lovecraft-adjacent work, please consider checking out the following:

- 50 Two-Sentence Horror Stories, Cthulhu Mythos Edition: A short collection of spine-tingling tales, these can be used to set a tone, or to inspire a game of your own!

- 100 Businesses To Find in Arkham: A supplement to fill out the town of Arkham itself while also providing plot hooks, this was my first contribution to Call of Cthulhu... but certainly not my last.

- 100 Gangsters, Gun Molls, and Goons: A collection of dangerous NPCs for Arkham's underworld, these characters can add that extra edge that an investigation sometimes needs.

Like, Follow, and Stay in Touch!


That's all for this week's Table Talk. 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 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!

Monday, January 26, 2026

Grimm: The Only Rules-Light Game I Wholeheartedly Recommend

Regular readers know that I'm a rules-dense sort of fellow when it comes to RPGs I like. I enjoy tomes worth of rules that lay out everything from the effects of cold temperatures on a traveling party, to what checks you need to make to swing down on a rope and attack a target at the end of the charge. From how your rate-of-fire on your weapon interacts with an ability to increase one's speed to superhuman levels, to tactical rules for cover and concealment, these are all things I really enjoy in a game.

And I have tried my share of rules-light games in the past. After all, a game is a game, and you should at least try something before dismissing it. And while I've had some fun with lighter games, they never really scratch my itch, or get me excited to come back to the table.

Except for one... Grimm.

I can't recommend it highly enough, if I'm honest!

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!

What Makes Grimm So Great?


For folks who haven't played the game before, the general pitch is that you all play children who have been sucked into the Grimmlands; an alternate dimension where Jacob and Wilhelm banished all the trolls, witches, night things, monsters, and mad kings found in their stories. Now you need to find your way out, before the terrors of this world swallow you whole... or worse, you become a permanent resident of this place!

The mechanical setup is that you all have classes that reflect the cliques of children (jock, nerd, bully, outcast, etc.), with abilities thematically appropriate to that stereotype. There's some customization available, as well as the mystical element of Imagination, which can become manifest in the Grimmlands due to their very nature, and their interaction with childlike belief.

This version of the book was also written by Robert J. Schwalb (of Shadow of The Demon Lord fame), and it was a slimmed down version of the original Grimm game which was originally released as a D20 Modern port. For those who care about gaming pedigree, and such.

Welcome to the checkerboard kingdoms, kids.

They key that unlocked this game for me, I think, is that a simplified rules system really plays into the fact that your characters are somewhere between 10 and 12 years old. They're individuals, yes, but they're still very broad, and they're figuring themselves out as they're thrown into this horrendous situation. As for resolving checks, you have a handful of skills and abilities, and they're measured by a Grade level (playing into the overarching theme). When you want to make a check, you'll roll either 1d6 or 2d6 (the latter for if you're very good at something). On a 2-5, you operate at your grade level in that ability. On a 6 it explodes, pushing you up one, and you roll again. On a 1 it goes down, and you roll again. That's it... you now know all of what you need to in order to play this game!

The fact that it is unrelentingly grim also helped. Because just like the old German fairy tales, there are terrors and horrors lurking around every corner, and your end won't be a pretty one. Just because your protagonists are kids, that doesn't mean they're safe from any of the monstrous fates awaiting them.

I was thinking about this game today because I was looking at the Shadow of The Demon Lord bundle from Azukail Games (which you should check out if you haven't), and I remembered seeing Grimm was available in PDF on Drive Thru RPG, though the hard cover book still seems to be out of print at time of writing. It has a great premise, it's easy to learn, and if you like games that don't pull punches it's one that definitely should have a place in your library.

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 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!

Monday, January 19, 2026

Improved Initiative's Patreon Is Now Monthly (And I Could Use Your Help!)

It was last summer when I first announced that the Literary Mercenary's Patreon page, which is where folks support both Improved Initiative as well as my writing blog The Literary Mercenary, was going to transition from a per-item rate to a per-month rate for membership. Well, between then and now there were several delays and miscommunications, but the change finally went through.

Which is why, this month, I wanted to ask for help from all my regular readers and old patrons alike. Because there's already growing pains, and I'm hoping to get past them.

Seriously, folks... if you've been thinking about pledging, now is the time!

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!

What Led To This Change


I've been on Patreon for over 15 years now, and there are some folks who've been supporting me on there for the entire time my account has been active. And when I first signed up I chose the per-item payment option because that way I felt that my readers would get what they were paying for. If I didn't write a blog that month, well, they wouldn't have to pay for it. Not only that, but my Monday posts on this blog were always free-of-charge, because I wanted to make sure I didn't overcharge folks.

And, generally speaking, I was pretty happy with this setup. However, in the summer of 2025 there was some chicanery that rocked the boat.

We have altered the bargain. Pray it is not altered further.

As I understand it, Apple's payment platform was threatening to no longer support the per-item rates on Patreon. I don't know the full story behind that, but Patreon issued an announcement that as of Fall 2025 those who were using that payment structure would no longer be able to grow their audience. I thought it over for a week or so, and decided that I should make the change. So I sent an email, and asked to start migrating my account from a per-item payment structure to a monthly membership structure.

There was some miscommunication, though, and Patreon didn't actually put through my request at the time. Then the site went back on the warning, stating that per-item accounts were going to be allowed to go forward, and no changes would be made. The problem was that I'd already made my decision, and put some things in-place to try to make the jump. So during the Fall of 2025, once I noticed the transition hadn't taken place, I reached back out to Patreon support. This time a date was set for January 5th for the transition to go through.

So, new year, new account style, but the same old content on the same schedule everyone has come to expect!

Here's Where The Problem Comes In...


Ideally, this would have been a simple sidestep... but there's a bit of an issue with the migration. It's one I knew about, and tried to prepare for, but I can only do so much.

To really smooth out this rough road, I need the help of all the folks reading this. Because, in short, Patreon basically put everyone down in the $1 a month pledge and expects you all to up yourself to a new tier if that's what you intend to do.

Seriously, every pledge, post, and tip helps.

In terms of hard numbers, what this means is that I go from making between $180 - $220 a month (since some months had more paid blog installments than others) to making about $45 a month or so. That is a massive change in my personal finances, and it's not a hit I can just tank. That's "pay my utilities" money, and more than once it's been "cover the rent" money. I cannot overstate how important my Patreon patrons are to me, and to my ability to keep doing what I do.

That's why I wanted to ask all my current patrons to please check out my new Patreon, have a look at the tiers, and consider choosing something above the $1 a month level if you're able to. And if you're someone who isn't currently one of my patrons (or is a free patron) I'd appreciate any help you can give while I get my feet back under me after this change! And if you're someone who wants to help, but doesn't know if you can commit to the full Patreon sign up, feel free to leave me a tip by buying me a Ko-Fi... those little gifts go a long way, as well, I can tell you that as a fact.

However, if you don't have the spare dosh lying around, but you still want to help, then please consider doing the following (all of which cost you no money):


All of these things help, and honestly the more people that subscribe, read, watch, etc., the more likely it is I'll be able to beat the algorithm, and actually make some progress. Give how restrictive the algorithm as been of-late, though, it's been tough to even reach my actual subscribers... so if anyone reading this likes my work, and wants to see my blogs keep going forward, I'd appreciate any help you could give!

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 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!

Friday, January 16, 2026

What Made Your Changeling What They Are? (Changeling: The Lost)

"You ever wonder about us?" Killian asked. The hulking wolf's nose leather twitched as he sniffed, and he idly drummed his claws on the bench's metal supports.

"No," David grunted, pushing the bar up inch after trembling inch. The ogre sucked a breath over his jutting lower jaw, and lowered the weight one more time.

"Seriously, though," Killian asked, his golden eyes falling to David's elbows as he placed his own furry hands just below the bar. "We were taken on the same day, kept by the same Keeper, treated almost the same... why are we so different?"

David snarled, shoving the weight up, and slamming it into the rack hard enough to make the plates bounce. He sat up, snatched his towel, and wiped at his face. He stood, blotting out most of the light on that side of the room as he did so.

"Almost ain't the same," David said, pointing at the bench. "Your turn. Twelve reps."

We are what we are made to be.

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!

Nature Versus Nurture


While I took a bit of a break from the Chronicles of Darkness, I did have a Changeling: The Lost release a little while back with Like A Good Neighbor - Portraying True Fae in Your Chronicle. However, that dip back into the waters got the gears in my head turning, and it made me ruminate on something that I feel a lot of players overlook when it comes to their character's Seeming in these games.

Because yes, mechanically, you choose a Seeming that gives you access to the powers and abilities you most want for your character. However, what turns a human into a particular kind of changeling isn't just about who they are as a person, and what is revealed about them by fae magic and the Wyrd; it's also (at least in part) dependent on their treatment at the hands of their Keepers.

You merely carve away everything that isn't the statue inside the marble.

For example, say a Gentry has two people who are very alike before them; socially adept humans who are good at making friends, each of which has a force of personality all their own. One of them, as expected, ends up as a Fairest... but the other doesn't. The other finds themselves becoming a beautiful Beast. While it might be due to an inherent difference in the two people (the former attempted to be an equal participant in conversations and riddle games, while the latter merely fawned over the Keeper to try to keep themselves safe), it could also be the way the Gentry treated the two of them. The former's behavior meant the True Fae was intrigued and engaged, verbally sparring with the mortal, the conversations rubbing off on them. The latter, though, was merely giving passive attention, and treated more like a yapping dog than they were someone deserving of the Gentry's attention and respect, minor though it is.

Say the Gentry punished two of its kept humans. They were very similar, but one was punished for actions they actually committed, making it clear they were being trained for a purpose. That leads them to become a hound; strong and fierce, but reacting without thought to commands that have been drilled into them. The second person, though, is punished cruelly, or even unnecessarily, twisting the knife in their wound. That hatred, that malignance, leads them to become an ogre, instead.

And even if a True Fae is purposefully reducing different people into the same kind of changeling, who is to say the methods and treatment don't produce different results? Like how you might take two ingots of the same raw material, but turn them into radically different alloys? Even a pair of twins, put into different scenarios and situations, would end up with utterly unique fates. For example, the True Fae might take one brother, and keep him on a mountaintop where the wind eventually blows him away one layer at a time, until wind is all he is, turning him into a gusting gale. The other brother, just as stubborn and just as willful, might be buried deep beneath the earth. And the longer he pits his will against the rock and mud, the more he becomes a part of the earth, until his skin becomes craggy, and his blood slows to thick, pumping clay.

Thematic Interactions Are What Make Changelings Unique


While it's perfectly within the bounds of the game to have a character who just doesn't remember how they became what they are, or to have someone who was simply cursed or changed by a True Fae into the form they have now, digging a little deeper into why and how your character became what they are can add extra elements to their story. Did the Gentry merely reveal their true nature, imbuing it with magic, making this form an even truer version of who the changeling was in their soul? Were they twisted out of true as the Gentry attempted to force them into a shape and being that didn't fit them? Or did they, through their own actions and behaviors, end up sealing their fate?

Again, these aren't necessary parts of a character... but they can act as seeds that will grow throughout a chronicle, giving you deeper interactions, and more impactful story!

And, lastly, I'd recommend picking up your own copy of Like A Good Neighbor, as well as one of my older supplements 100 Frailties to help you build these necessary weaknesses into your player characters and antagonists alike!

I would also recommend checking out the following free articles about this game:




Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or 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 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!

Monday, January 12, 2026

Game Masters Aren't Gods... They're Genies

The common refrain we've seen about Game Masters is that they are the god of the game. This is both in the sense that they are the arbiters of the rules, but they are also the force that animates the game world the players are having their adventure in. However, there are a lot of us who allow this turn of phrase to go to our heads, and it often makes our games worse. Which is why this week I wanted to suggest a pivot, and an alternative way of thinking about things.

Because we aren't gods... we are genies. And at the end of the day, the players are the ones we're here to serve.

Phenomenal cosmic power... itty bitty gaming space...

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!

Our Purpose Is To Facilitate


Another phrase that's come into circulation over the past several years is, "The Game Master is a player at the table, too." And I agree with this. However, we have a very different role when it comes to our purpose in the game and story. Our job is to create challenges, and to facilitate our players doing cool things. This doesn't mean that we handle them with kid gloves, or that we refuse to let consequences happen in the game. At the same time, we shouldn't be trying to "win" the game by making sure the players fail in their goals.

In short, we need to be genies.

Because it's true that the Game Master has a great deal of power at the table. They aren't bound to the rules of character generation; they have access to armies. They are the ones who decide what treasure the players find, what allies they make, and what their enemies are doing. They are the ones who puppet the gods, and who set the gears in motion... but a Game Master should do all these things in service to the players.

Entire worlds move at their behest... worlds for the players to explore.

Consider for a moment what happens if the enemy wins. The player characters are dead, and the villains continue on with their villainy... what now? Because unless you're using a supplement like The Black Ballad that gives players a way to side-quest their way out of the underworld, then that's typically where things end. All those notes you took for the story going forward, all the encounters you had prepared, and all the monologues from the villains... all of those things fall into darkness.

That shouldn't be your goal. Because even if you find a way to bring the player characters back, or you convince your players to bring in their back-up characters, losing on that scale tends to be a serious blow to morale, and it can leave the game feeling fragile even if it doesn't break completely.

Instead, your goal should be to endeavor on behalf of your players... not their characters, but your players. You want them to have fun, to explore the world, tell their stories, and to want to come back. Like a favored book they want to consume just another chapter of, you are the one making their enjoyment possible in the first place. And that requires taking your ego out of things as a Game Master. To be able to listen to what your players want, to talk things out with them, and to understand their wants and expectations... and then to deliver on them.

Put another way, imagine you were being served by a world-class chef. But when you ordered what you wanted he just snorted, shook his head, and brought you a completely different dish. Perhaps it's something you don't actually like, or worse, something that you have allergies to. All the skill and experience in the world does you no good if you aren't bending it to the goal of giving your players what they're actually asking you for... because if you deliver what's asked for with skill and style, then you are going to wind up with an extremely loyal table who will talk about your games for years.

Also, for more useful tips on being a Game Master, make sure you grab a copy of my supplement 100 Tips And Tricks For Being A Better Game Master, which has some of the best strategies I've shared on this very blog. Additionally, consider picking up the sequel 100 Tips And Tricks For Being A Better RPG Player as well!

A Note On Tricksy Genies


Because I'm sure some folks thought of this as soon as they saw the title, I want to address the idea of the "tricksy" genie. You know the ones I mean. The genies who pervert the intention of someone's wish, or who play word games with the meaning. Like if someone said they wanted a lifetime supply of raspberry crowns, which is a well-known dessert, but it also happens to be a slang term for a particularly deadly hornet, so the genie has them attacked by swarms of dangerous insects instead of granting them a sweet treat.

Don't be that kind of genie. I touched on this in Nobody Likes A "Gotcha" Game Master a while ago, but it's worth reiterating. Because if you are constantly trying to toe the line, act against the spirit of what your players have expressed while sticking to the letter of an agreement, all it's going to do is undermine trust, and make people less likely to want to play with you.

Again, for clarity. NPCs like fey lords, devils, and even genies and djinn, can (and in some cases should) act in just this way... but you as the Game Master should be open, up-front, and honest with your players when you are trying to run a game for them. You may not want them to trust the characters they meet in the game, but they should always be able to trust you. Because if they can't, then the ship is sinking... it's just a matter of when.

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 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!

Friday, January 9, 2026

Social Maneuvering in The Chronicles of Darkness (A Simple, Elegant System)

There are almost as many social skill systems as there are RPGs out there. Some games make these skills nearly vestigial, with a simple pass/fail that has a particular difficulty associated with the roll. Other games have intricate flowcharts that are almost as difficult to follow as a high-speed tennis match, making fellow players really feel like they're watching social combat in real-time.

For a solid, middle-of-the-road example, I wanted to touch on the Social Maneuvering rules found in the Chronicles of Darkness. Because this system is simple enough to be easily implemented, but there is enough nuance to make it feel robust!

And for folks who have enjoyed my recent delves into this particular game, check out my previous Crunch topics:

- Vehicular Combat is Always An Option (A Chronicles of Darkness Strategy)

So, how do you approach her?

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!

These Things Take Time


In an RPG there are often social situations that are meant to happen rapidly. You need to persuade the bouncer at the club to let you in, even though you aren't on the guest list, or maybe you are trying to intimidate someone who looks like they're going to start a fight so they decide not to try you and your companions. In these situations a single roll is usually enough to settle things one way or the other.

However, sometimes you have a social situation that's longer-term. Maybe you're trying to persuade an academic to loan you a historical text that you need access to. Perhaps you're trying to persuade the mayor the accept a bid from a particular company, or you're trying to get this season's monarch to agree to a plan your changeling motley wants to enact this season. For those longer-term strategies that you really need more than a single pass/fail check for, we turn to the Social Maneuvering System detailed on page 81.

Trust me, this is going to come up. Potentially a lot.

First things first, the player announces what they're trying to get this person to do. Maybe they want to get an invitation to this person's special hunting club, or they want to get them to dedicate start-up capital to the player's business idea (that may or may not be a cover for a hunter cell). Whatever it is, the goal is the X on the map they're trying to reach. If the Storyteller determines this is a feasible goal (to paraphrase the old fantasy RPG argument, no matter how good your Persuasion roll is, you can't convince the king to randomly vacate the throne and hand you the crown), then you can move on to the next stage.

Once the goal is agreed on, the Storyteller sets a number of Doors that must be crossed in order for the social maneuver to reach its goal. The base number of Doors is equal to the lower of the target's Resolve or Composure, and then more Doors are added dependent on different factors. If it runs counter to the target's goals and aspirations that can add a Door. If it would be a breaking point for that person, it adds two doors. And as the Social Maneuvering goes on, if the nature of the situation changes (such as if this maneuver started off just trying to get money for a business, but it's revealed the business is actually murder-for-hire) that might add more Doors.

Once all the Doors are established, that's how many successful rolls need to be made to reach the goal. Note, this is not how many successes need to be rolled. A regular success opens 1 door, and an exceptional success opens 2 doors.

At this point, the Storyteller determines the First Impression between the character, and the target of their maneuver. If they have no history, then the player can attempt to set up a positive interaction that appeals to the target (with things such as an activity that appeals to their Vice, offering them a bribe or some sort of gift, etc.). An Average First Impression (the baseline) allows one attempt to influence the maneuver per week. Upgrading that to a Good impression (such as through a bribe) allows one roll to be made per day. An Excellent impression gives you one roll per hour, while a Perfect impression allows one roll per turn.

The last step of things is to determine the rolls made to open the Doors, which should be determined by the circumstances of the interaction.

So, what does that all look like when you put it together?

An Example


A hunter cell really needs to get access to a book in a restricted section of a university library. This place requires someone to have a special writ of permission from the curator in order to examine the piece, and that's not something you can just walk in and demand. So a member of the cell decides to target the curator in order to influence him.

The curator is a strong-willed man, so his initial Doors are set at 4. He's also career-minded, and asking for a favor of this level is a risk to him, adding a 5th Door. However, the hunters are determined to make this work, so one of their number gets dolled-up, and meets with the curator at an art gallery showing; events he is notorious for attending, and enjoying, making it a good place to meet him. No gifts are presented, and the hunters don't know the curator's Vice, so the Storyteller decides this is an Average impression to start with.

The first influence attempt goes well. Erica is knowledgeable about the local art scene (Intelligence + Academics with a specialty in Gallery Art), and manages to impress the curator with her culture and understanding as a critic, and though they verbally spar, he's invigorated by the evening. This opens the first door, allowing Erica to proceed to the next attempt.

They research the curator, and find out his favorite restaurant, as well as his favorite dish. So when Erica asks him to meet for dinner, he's quite pleased to do so. As the setting has changed, though, she has to pivot to a different skill set. To impress him with her manners and understanding of etiquette, Erica makes a Presence + Socialize roll. She gets an exceptional success, opening 2 Doors, as the curator is utterly blown away by her poise and social aura.

In the third week, Erica decides it's time to stop beating around the bush. She's established her credentials as a woman of the arts, and of culture, so she decides to try to persuade the curator to agree to let her see this particular tome. She spins a story about how she's working on an academic paper regarding Mesopotamian mythologies, and this particular book would really allow her to have first-hand knowledge of a relic that would add a lot to her research. A Manipulation + Subterfuge roll is made, and she gets bonus dice for the lie being particularly appealing to his vanity and career aspirations, as having an ally with a publishing history is always good. Erica crushes the roll, and with another exceptional success, the curator agrees to get the necessary permissions, and to arrange for her to examine the book... with him and another historian present, of course!

Some doors are scarier than others...

These long-term social maneuvers add a basic skeleton to this part of the game, while at the same time providing you with a flexible way of trying to get characters to do what you want them to. It takes a little practice, and it should always feel varied and unique no matter how often you've put this particular system into play.

And while there IS another side to social maneuvering (we'll call it dark maneuvering for the moment), I'll likely talk about that in my next Crunch update... so stay tuned!

Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or 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 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!