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!

Saturday, September 25, 2021

The True Alpha (Werewolf: The Apocalypse Concept)

Celia dropped to all fours, panting, her claws digging into the dirt. She struggled to rise, throwing her head back, but she felt a hand on her shoulder. A human hand, no longer bearing the rending claws it had moments before.

"Take your ease, Black Mane," Jericho said. Celia growled, pushing against him, but Jericho kept his hand firmly on her shoulder. "You did good work today. But if you push yourself too far then you won't be able to do it again tomorrow. Breathe. Then we will eat, drink, and sleep."

Celia let out a long, shuddering breath. She let the hide of the wolf slip away, her fur retreating to reveal her dark, olive skin. Her eyes, when she raised her head, were deep brown rather than the gold of her war form. She bared her teeth in a fierce expression that wasn't quite a smile, and wasn't quite a snarl. Those teeth were still sharp, but they were human all the same.

"One of these days it's going to be you down in the dirt, Jericho," Celia said.

Jericho returned her smile, and held out his hand. Celia clasped it, and her alpha hauled her back to her feet.

"I look forward to it," he said, clapping her on the shoulder. "Come on. First round's on me."

I want you to be the best. And I'll do everything I can to get you there.


What Does It Mean To Be The Alpha?


Most of us are familiar with the idea of the pack alpha being the wolf in charge. Decades ago researchers made the case that wolf packs were tightly controlled, with dominant leaders. Of course, that research was largely based off of captive wolf packs, which were the equivalent of lupine prison gangs. These days we know, having observed wolves in the wild, that a pack is much more cooperative; more of a family unit where everyone helps do their part.

Which provides something of a unique opportunity for Werewolf: The Apocalypse players.

Because the way society is structured among the garou tends to fall much more in line with the idea of a rigid hierarchy, compounded by ceremony and ritual. As such, we tend to think of the ideal alpha as the one with the most power, or the highest rank... but the true alpha is someone who fills the role of the natural born leader. Someone who earns the respect of others, and who does their best to help those around them achieve their full potential. Someone who fosters cooperation and teamwork, and who can bring out the best in everyone around them.

You can do it. I believe in you.

As a concept, this doesn't require any particular moon sign, gifts, rank, or mechanics. You can do it as any tribe, or as any breed... the only thing that will change is how your particular character's personality brings this across, and the sort of results it generates around you.

For example, your Get of Fenris ahroun may have a sort of rough camaraderie that, while indelicate, can't help but make someone feel like they're part of the team. A Shadow Lord ragabash might have the commanding presence of a mafioso who makes those who fight alongside them feel like true family. A Silver Fang galliard might have the charisma of the old royalty, able to re-ignite the passion in the hearts of the garou, and to remind them why they once followed the old kings unto the breach. A Bone Gnawer theurge might combine the best aspects of a street preacher and a union organizer, while a Fianna philodox could earn the respect of others as a judge who is harsh, but fair, and who holds themselves to the same standards they judge everyone else by.

The true alpha takes many forms, and isn't defined by skill set or even personality. It's the way you play them. Someone who helps others, who leads by example, and who ensures that everyone gets what they need, whether it's praise and recognition for the tasks they've completed, training in new skills or abilities to help them become their best, or the trust to accept new responsibilities, the alpha is someone who acts as the glue that binds everyone together.

They are, in other words, the wolf that others would gladly follow straight into the gaping maw of hell, howling all the way!

Need More Werewolf in Your Life?


As most folks know, I've been putting out a lot of content for Werewolf over the past few years. My "100 Kinfolk" project, for example, has 1,400 kinfolk NPCs covering all the standard tribes (along with the Black Spiral Dancers), and you can get them all in one, handy bundle! This is particularly useful since, in addition to NPCs, kinfolk can also act as connections for the PCs, or even as inspiration for them since every kinfolk has the potential to have their first change!

Also, for those looking for even more resources, I also have 100 Stargazer Kinfolk and even 100 Mokole Kinfolk out now. I don't currently have plans to expand the list to cover all the different kinds of fera, but if readers want them then I will have to do my best to provide.

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my most recent collection of short stories 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 20, 2021

Pathfinder Infinite (And Other News Involving Paizo)

For those folks who unplugged themselves recently, there's been a lot of big news going on. The one that a lot of people are focusing on is the announcement of Pathfinder Infinite (and Starfinder Infinite as well, if that's your thing). In short, after years and years of steadfastly going things on their own, Paizo seems to have finally decided to get on the community creation bandwagon along with Onyx Path, Wizards of The Coast, and a lot of other developers out there.

So what does this mean, exactly?

Before we get into the nitty gritty details of how this is going to affect not just me, but other creators out there, take a moment to sign up for my weekly newsletter if you haven't already. And since my blogs basically run on the contributions of readers like you, consider becoming a Patreon patron if you haven't already!

How Does Community Content Work? What About The OGL?


For folks who aren't sure what's going on, I'll begin at the beginning. A community content platform is when a gaming company allows creators to use their intellectual property under the rules they set forth, typically with a royalty/profit split between the creator and the company. So if you wanted to put together an adventure set in, say, Ravenloft or the Forgotten Realms you could publish it through DMs Guild which is the platform for Dungeons and Dragons. Alternatively, if you wanted to put together a book expanding on the Hedge in Changeling: The Lost (such as my recent releases 100 Strange Sights to See in The Hedge as well as 100 (Mostly) Harmless Goblin Fruits and Oddments to Find in The Hedge) then you could publish that piece through Storyteller's Vault.

And once this project is up and running you'll be able to publish similar content using Golarion and its surrounding solar system with both Pathfinder and Starfinder content.

Yes, yes, the Open Game License, that's next.

For those of you not familiar with it, Pathfinder as well as Dungeons and Dragons 5th Edition (and 3.5 and 4th Editions as well, to the best of my knowledge) are written under an Open Gaming License. This means that the mechanics, the systems of the games are open to anyone who wants to use them for their own worlds, settings, RPGs, etc. It's why I can put out something like my recent Species of Sundara: Dwarves book for both Pathfinder Classic and DND 5th Edition without even once worrying about getting sued over them, or having to share my profits with anyone. Because nothing in those books uses the intellectual property of either Paizo or Wizards of the Coast, even though they use the mechanics of both Pathfinder and DND 5E respectively. Because those things were basically open for anyone to use already.

So if you can use the mechanics freely, then why would anyone sign up for the platform where you have to split your earnings with the company who holds the intellectual property, and follow all the rules they set out for what you can and can't do with it?

The short answer is money. The longer answer is because it's a lot easier to get people interested in a new contribution to a property they already know and like than it is to get them completely invested in a new property they've never seen or played around in before. So while you might get some people to check out your completely unique fantasy setting where you get to keep all the profits of those sales, you're likely to make far more sales using a setting they already know, love, and probably have campaigns and characters active in. And so those increases in number of sales more than makes up for splitting your royalties with the company who holds the intellectual property you're being allowed to use.

But What About That "Other" News?


Again, for those who haven't been paying attention recently, you may not have heard about the other news story involving Paizo of late. In short, Jessica Price dropped a lot of accusations about scandalous behavior that other creators and freelancers have stepped forward to confirm (at least in part) in the week or so since it's come out.

I'd advise folks to read the thread in its entirety, but a lot of it is going to feel very familiar if you've been following revelations like this from big companies in general, and gaming companies in particular. We've got the classics like bullying female employers, management entrenching itself against progressive ideas and stifling voices from POC creators, not paying people who actually created the product enough to live on while hoarding profits for the higher-ups... but there are some I didn't expect. Not cleaning the office to the point that it was a health hazard for employees wasn't on my bingo card, nor was the weird obsession with Victorian occultism that led to... problematic discussions, to say the least.

Huh... didn't expect that one.

This puts a lot of us in a bind, creatively and professionally. Because on the one hand it's an opportunity to make the content we never had the chance to before (I would very much like to write sequels to The Irregulars, for example, since I was only ever allowed to write a single tale for the squad, and I had more adventures planned for them), and it would allow creators whose voices may not have been heard before to step up. This could allow a lot of us to make the setting genuinely more diverse, without meddling from management and higher-ups who (according to accusations, at least) often tried to rein those efforts in. On the other hand, that profit split means that everything sold through the platform puts money right back into Paizo's pockets as a company.

I can't speak for any other creators, as I haven't had any in-depth conversations with anyone on this subject yet. However, as folks have pointed out, a lot of the individuals accused of bad behavior at Paizo no longer work for the company. However, that doesn't let them off the hook for the accusations that prove true. Generally speaking I want to see things change (both at Paizo, and at companies in general) and for problems like these to be fixed so that I am not supporting bad faith and negative behavior. I'd like to be a part of making a gaming company whose products I like better and more profitable, but only if that company is going to treat its creators well, and not try to drag itself backward into all the -isms we've worked so hard to undo, shrug off, and cut away over the years.

So, while I'm still tentatively excited about the potential opportunity Pathfinder Infinite presents, I'm not going to sweep aside my other projects to jump right on it any time soon. The dice are still rolling, and I hope they come up good... but we'll just have to see how that turns out before I put my nose on this particular grindstone.

Like, Follow, and Stay in Touch!


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

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, September 18, 2021

Not Every Story Element Requires Mechanical Backup

Folks who are long-time readers know there are few things that make me happier than mechanical freedom. I talked about this in depth in Understanding The Difference Between Story Freedom and Mechanical Freedom, but the short version is that mechanical freedom is when the game rules create specific effects that back up your story explanation. If your story is that when you get enraged your strength increases, then you need a mechanic like the Rage class feature (or something similar) to make your story flavor a fact in the game world. If your story is that you're a prince, then something like the Noble background, or the Noble Scion feat, is kind of necessary to give that teeth. And so on, and so forth.

However, it's possible to take this concept too far. Which is why I wanted to take this week's installment to talk about how to judge whether an aspect of your character really needs mechanical backup, or if you can just say it exists, and move on with the game.

Because sometimes story really can stand on its own.

As always, if you want to help me keep the wheels turning, consider becoming a Patreon patron. And if you want to stay on top of all my latest releases the make sure you sign up for my weekly newsletter as well!

Will This Affect The World Mechanically?


Game mechanics, generally speaking, serve a single, broad purpose in RPGs. In short, any time there is a conflict, the rules exist to mediate and resolve that conflict in a fair and balanced way. And if there is no conflict, then there's no need to get the rules involved.

Only roll the dice if success is in doubt.

It's also important to point out that when I say "conflict" I'm not just talking about fighting in RPGs. A conflict is, generally, whenever you want a certain action to happen and there is something attempting to stop that action from happening, so you need to use the mechanics to figure out which result happens. And sure, does my strike cleave the hobgoblin's head from his shoulders is an example of conflict. So is asking if you successfully persuade the merchant to show you his VIP goods, if you manage to sneak past the sleeping dragon, or successfully craft the enchanted blade you've been working on.

However, if there is no conflict, then you don't need the mechanics to be there. You can just make statements and let the story flow.

A simple example is saying you want your tiefling to have eyes like a goat. Or that your elf has green hair and a braided beard. Or your dwarf has sixteen children. These are just aspects of who they are, and the story you're telling. They don't really affect the mechanics of the world, but they fill in the blank spots and personalize your character and contribution to the story. And you should be coloring in those empty spaces... the problem is that a lot of us are looking for lines that aren't there when we start trying to fill in the gaps.

Don't Impose Limits That Aren't There


Lots of players and GMs look at rule books and feel overwhelmed by all the control the rules exert... but the rules are merely the physics of the world. They are the natural laws that govern the game. And though they are important (and often in our faces for a lot the nitty gritty parts of a campaign), it's important to make sure that what we think is a rule, and what is actually a rule line up. Because a lot of the time the rules as they're written don't actually impose as much control on the character you're making (or the story you're telling) as you might think.

For example, there's nothing in the rules that says your paladin must be a knight. Nothing says your rogue has to be a thief, or even a criminal of any sort. Nothing prevents your orc from being a wizard, or your dwarf from being a heavily-tattooed surfer from a volcanic island (more on that below). Your gnome can be of noble birth, your goblin can be a cleric of the goddess of beauty, and your drow could have been raised by adopted dwarf parents in a clan stronghold.

Unless there is an actual consequence of an aspect of your character (you need to have a certain Strength score to be believable as a champion arm wrestler, you must be at least a certain age in order to have experienced particular world events first-hand, etc.) you basically have carte blanche to fill in those blank spaces as long as your GM doesn't naysay you.

And, perhaps just as importantly, make sure you draw a distinction between what is purely flavor text, and what is mechanical function. Because if you want your sorcerer's magic missile to look like flaming skulls in Disney-villain green, there is no reason you can't do that. If you want your barbarian's Rage to manifest as a completely blank affect, becoming almost an automaton who feels no fear and shows no mercy, that doesn't change the morale bonus you receive, and it gives you a unique spin on how the mechanic looks for your character (and it's one of many options I discussed in 50 Shades of Rage).

Because rules are important when it comes to keeping the game fair, and making sure no one is getting special treatment. But we have a lot more freedom than we seem to think within those rules to define who our characters are, and to tell our stories round the table.

Also, Dwarves of Sundara is Out!


Before we go, I wanted to share the latest installment in my Sundara: Dawn of a New Age RPG setting... Species of Sundara: Dwarves is now out both for Pathfinder Classic and Dungeons and Dragons 5th Edition!

There are dangers in the deep... and across the whole of the world!

I'm going to be doing a deeper dive on this in an upcoming post (and hopefully giving folks a more focused look at how I'm changing up dwarves for my setting), but if you need a quick reason to give it a look, I'd say the Takatori should do it for you. These heavily-tattooed, volcano-dwelling dwarves were directly inspired by my old article Do Dwarves Surf? Tips For Diversifying Non-Human Fantasy Races. Perhaps one of the pieces that got me the most hate mail, I decided it was time to finally make those particular dwarves a reality!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat thriller Marked Territory, it's sequel Painted Cats, 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 13, 2021

Looking To Add Some Spook To Your Games? I've Got You Covered!

Now that summer is drawing to a close, that time of year is upon us once again. That time when the leaves change colors, when the night wind grows teeth, and when the pumpkins beg for our knives to reveal their true, horrifying faces. That time when we itch to dress in the skins of monsters and myths, and when candy tempts us from every shelf in every store. It is a time when the spiders come out to play, the witches cackle, and the ghouls run amok.

The spooky season is here. Finally.

Light the candles, and wake the ghosts... Autumn is here again!

For those of us who enjoy our regular flights of fancy, this is the time we usually reach outside our norm. When our minds turn to darker plots, scarier settings, and where we break out those books we usually keep on our bottom shelves. You know the ones I mean. It's that time of year where we try out short campaigns and one shots, and where we dip our toes into the darker tales we may normally avoid.

And if you're looking for some support for those sharp, Autumn delights, never you fear, I'm here to help.

As always, if you want to stay on top of all my latest releases, make sure you sign up for my weekly newsletter. And if you want to help me keep the wheels turning so that I can keep bringing fresh content right to your eyeballs, consider becoming a Patreon patron. Even a little donation every month can go a long way!

Let's Start With The Traditional Fantasy Stuff!


For those who don't know, most of my content is for traditional fantasy games. And for a lot of us out there those are still the settings we want to play with when this time of year comes around... we just want to give them an edge. Something darker, and more terrifying than our usual run-of-the-mill dungeon with a dragon lurking in the middle.

So what do I have for you?

Well I'm glad you asked.

I've been elbow-deep in some fresh modules, but those aren't available yet. However, if you're a DND 5th Edition player looking for some scary stories then I'd highly recommend checking out both The Curse of Sapphire Lake, as well as The Ghosts of Sorrow Marsh. The former is kind of a bastard child between Friday the 13th and Beowulf in both theme and tone, whereas the latter is a grim tale of a town beset by horrors that come out at night to ravage the one road in or out of Bracken. Both of them are tense adventures filled with monsters and dangers told in a way that will keep players' hearts pounding, and their imaginations feverish.

But what about Pathfinder players? Don't worry, folks, I've got some goodies for you as well. As long as you're still playing the first edition, that is. Because whether you're a GM looking for an appropriately horrific threat, or you're a player looking to do something ghastly in a horror game, you should check out some of my older character conversion guides for some of the bloodier horror movie monsters. I've covered the cenobite Pinhead from Hellraiser, Michael Myers from the original Halloween, as well as my personal favorite, Jason Voorhees from Friday the 13th... well, all the films after the first one, anyway.

In addition to all of that, I have a couple of spooky supplements that might have slipped under your radar if you weren't paying particularly close attention to my release schedule. For example, 13 Fiends: A Baker's Dozen of Devils is full of unique outsiders with their own histories, worship, rites, and implications. Each entry is detailed enough to work as its own story nugget, or to build an entire campaign around a rite, but it still hasn't even reached Copper sales yet. That one dovetails nicely with 100 Cults to Encounter, which has all sorts of bizarre religions and esoteric orders that could be used to send a chill up your players' collective spines. Lastly, though not strictly a horror supplement, there's a lot of potentially useful content in 100 Secret Societies as well... whether you need heroes, villains, or a bit of both.

And If You're Taking The Plunge Into a World of Darkness...


There are going to be some players out there for whom a darker take on traditional fantasy isn't going to scratch that Halloween itch. Folks for whom a true horror story is going to be required... because during the Fall times, that's when more of us crack the covers on World of Darkness and Chronicles of Darkness books than probably any other time of the year. You've got those friends you used to play Werewolf with, and they want to get the band back together. Your friend and her girlfriend have wanted to try out Vampire, but the time never felt right. You've wanted to get people into Changeling for a long time, but they never seemed as receptive as they do right now.

Well, I can still give you a helping hand if that's the case.

There's even more coming your way, with this one.

Let's start with the big one, shall we? Because if you're going to put together a Werewolf: The Apocalypse game, you're going to be in need of kinfolk. My "100 Kinfolk" project put together 100 kinfolk NPCs for every core tribe, as well as the Black Spiral Dancers. So whether you just want to grab specific tribes, or get all 1,400 NPCs, take a look at the bundle! And in case that wasn't enough, there's also the 100 Stargazer Kinfolk, for those who enjoy that particular tribe. I'm also going to have a shiny supplement that's all about Pentex and their grubby minions coming out next month, so keep your eyes peeled for that one!

As for Vampire, I had a similar project come out with my "100 Ghouls" installments. Those are (at time of writing, at least), New World Nights (100 ghouls for the Camarilla in America), Children of The Night (100 animal ghouls), and New World Shadows (100 ghouls for the Sabbat in America). While that's nowhere near as many as my Werewolf project, 300 NPCs is nothing to sneeze at... especially when these supplements are useful for players and STs alike!

Lastly, my personal favorite are the supplements I've been putting out for Changeling: The Lost. The first one that dropped, 100 Mourning Cant Dialects, Phrases, and Meanings was specifically for all the folks out there who love the Winter Court, but who just cannot come up with meaningful-sounding double-talk and spy slang on the fly. There's also 100 (Mostly) Harmless Goblin Fruits and Oddments To Find in The Hedge, which expounds on the weird and wild grandeur of the between-realm, giving players and STs alike a slew of strange and bizarre items to incorporate in both 1st or 2nd edition. And the newest supplement, which just dropped this past weekend, is 100 Strange Sights to See in The Hedge. Because the Hedge is supposed to be a realm of infinite danger and deceit, filled with bizarre sights and nightmare monsters, but it's tough to come up with that out of thin air when you're an ST... so I thought I'd provide a little help.

And If You're Just Looking For Scary Stories...


As a bit of a bonus, if you're just looking for some scary stories to help get you in the proper mindset for some horror, might I suggest taking a look at 50 Two-Sentence Horror Stories? Or perhaps check out my short story collection The Rejects, which is fully of short horror pieces like Dressing The Flesh, read below!



As always, everyone have a safe and scary holidays! And if you end up using any of my supplements, I want to hear stories of how things turned out, so drop them in the comments, or find me on social media!

Like, Follow, and Stay in Touch!


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

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, September 11, 2021

Weapon Synergy: An Alternative to "Exotic" Weapons in Your Pathfinder Game

I've touched on a lot of different aspects of Pathfinder over the years. From spells, to skills, to character builds, to blow-by-blow playthroughs on campaigns, it seems like there's always something new to talk about. This week I wanted to focus on something that's always bothered me because it's both a limiting factor on mechanics, but also because it's one of those times where the mechanical limitation juts up so high that I can't cover it over with story reasons to make it blend into the background.

So today we're going to talk about "exotic" weapons, why I don't think they work, and some ways to adjust this for your game.

One man's exotic is another man's common.

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Let's Talk About "Exotic"


Folks who've been watching the development and changes in RPGs for the last little while have no doubt noticed there have been attempts to stop the use of "race" to differentiate between creatures, and to try use words like "species" instead. I'm doing this myself in my Species of Sundara series (the elf book is out for Pathfinder Classic and DND 5E for those who haven't checked it out yet). However, a lot of designers are digging deeper, and trying to find ways to change both the mechanics as well as the language we use to be more inclusive, and to leave behind older terms and ideas that have baggage attached to them.

I'd argue that "exotic" weapons are worth looking at for this reason.

Some weapons are more "exotic" than others.

There's a long list of exotic weapons in Pathfinder, and it covers everything from firearms, to sleeve launchers, to whips. However, as you look through the list, certain commonalities in general weapon type start cropping up. Weapons in this category tend to be associated with a certain species, or associated with a certain culture. And while one can argue that weapons that aren't widespread, or which require specialized training to use should be restricted, the problem comes with the use of the word exotic, and with how it may or may not apply to the story you're telling, and the background a character has.

Because at the end of the day, a lot of the weapons we see in these charts are very similar to one another in practice and use. The techniques for using a bastard sword aren't all that different from the ones involving a katana, a tetsubo and a greatclub are close enough that they probably couldn't legally get married, and the difference between a rope gauntlet, a cestus, and a standard gauntlet are so small as to be nearly laughable. The separation between them seems to be pretty arbitrary, and all it does is frustrate players, or force them to find workarounds to get the proficiencies they want, often at the expense of necessary resources.

So how do we make this more amenable without just throwing the baby out with the bath water?

Weapon Synergy


If you played Dungeons and Dragons back in the days of 3.5, chances are you remember the idea of skill synergy. Basically it said that, because you have been trained so well in skill X, and skill X is similar to skill Y, you will receive a bonus to represent this transfer of ability and knowledge. It was an idea that got left behind, but I think it could be reused to what I'm calling Weapon Synergy.

This feels unusual... but not all that unusual.

The idea behind this mechanic is that if a character is proficient in a particular weapon (or even armor) that is similar to a rarer or more unusual weapon, then that skill and ability transfers over. So if you're already proficient with the short sword, for example, then you would also be proficient with the wakizashi, gladius, and any other weapons of a similar style and type where the techniques and training would transfer relatively easily. The scimitar transfers over to the cutlass, the saber, etc. for the purposes of mechanics. If you are already proficient with both the sickle and the longsword, then a temple sword may take some getting used to, but not that much. If you're already familiar with punch daggers, then an ax gauntlet or a scissore isn't really that much different.

You could, if you wanted to, limit this feature so that players can only claim a certain amount of synergies at a time. Perhaps they only get 1 per so many points of Base Attack Bonus (every odd number seems fair), with additional bonuses from those who receive the Weapon Training background. Maybe they take a -1 instead of a -4 when using the synergistic weapon rather than the type they trained with. Those are just suggestions off the top of my head, but generally speaking, I don't see being able to use a wider variety of gear to be that much of a problem for the average game.

Whether you choose to limit it, or have it apply across the board, this idea can save you a lot of frustration when it comes to letting your players really untie the limitations placed on what they can and can't fight with. Because while some weapons have fun abilities or unique bonuses, none of them are so game breaking that allowing them to be used without spending a precious feat slot first will break the game.

I say this on behalf of everyone who's wasted a much-needed slot so they can one-hand a bastard sword.

"Uncommon" Instead of "Exotic"


The other thing I'd suggest is to use the category of "uncommon" weapons instead of "exotic". Because as I pointed out above, if you look at a lot of the exotic weapon choices (aside from things like the whip, the net, etc.) you basically have a weapon list that centers humans from a Western(ish) European setting as the default normal. And if a weapon or fighting style falls too far outside of that baseline, it trips and falls into the "exotic" category.

And the question that never seems to get asked is, "Exotic to whom, exactly?"

While I advocate using uncommon weapons as a designation, I would also suggest that this category should fluctuate based on where a game takes place, and where a character is actually from. Because if you have a character who was raised and trained in a particular culture, or by a particular species, then that would actually flip-flop what they consider to be normal and exotic. A noble warrior from an Eastern-inspired nation may never have seen the equivalent of the Dane ax with its 1d12 damage, but the katana would be the weapon he was trained to fight with, and to carry as his sidearm. Someone raised by orcs, or elves, or gnomes, might find the weapons and fighting styles of their adopted family and community came more naturally to them. And so on, and so forth.

This requires a lot more work on your part as a GM, and it means you need to communicate more with your players. You could even, if you wanted, have them trade proficiencies based on their unique backgrounds so they are customizing their history instead of using their backstory to just get free proficiencies that others at the table don't. But with so much of our games wrapped up in violence and the threat of violence, what our PCs bring to the battlefield matters. And there are so many fun, unique character concepts that people have just left behind because it took too many resources to make the more "exotic" choices work in their games.

Lastly, while we're on the subject of "exotic" weapon builds, my Tips For Building a Whip-Wielding Swashbuckler just got itself a facelift. If you want to see some of the gymnastics you have to go through to really crank up some unusual weapon choices, this guide makes a pretty good case for it in my opinion.

Like, Share, and Follow For More!


That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Monday, September 6, 2021

Game Designers, Stop Relying on GMs To Do The Work For You

Anyone who's ever sat in the big chair at the end of a game table knows that it's a tough gig running a campaign. You need to keep the plates spinning regarding the plot, all the NPCs' voices, figuring out what information your players have and don't have, and making sure you understand all the different plots and schemes the villains are running at any given time... it's a lot to balance.

However, I'm going to plant a flag in a hill this week when it comes to game design. Because there has been a trend I keep seeing when I read rulebooks that I think entirely too many designers are getting in on. Namely that a lot of us seem to be content to do half the work of designing a game and its rules systems, then clocking out for the day, expecting the game master to fill in the rest of the blank sections on their own.

What does this dial do? Meh, hell if I know!

Before we get into the meat of this, remember to subscribe to my weekly newsletter to stay on top of all my latest releases! And if you want to help me keep the wheels turning around here, then consider becoming a Patreon patron today. It really does make a huge difference when all is said and done.

Make Sure The Product is Done Before You Release It


In the interest of clarity, let me say what I'm not talking about here. I'm not saying that games should try to discourage game masters from changing things to suit their table's desires, because that's absurd. Nor am I saying that we should design our games in such a way that GMs have no agency or decisions they can make within the framework of the rules or setting, or that we should somehow do away with Rule 0.

What I am saying is that we need to make sure the product is actually complete, and that it's totally functional as it stands without any additional material provided by the people who purchase it. Because that's what they paid us to do!

An example might be helpful.

Let's say, for a moment, that you were designing a car. People who buy a car acknowledge there are all different kinds of makes and models, but they still expect a machine that functions. The vehicle should start up when they turn the ignition, it should go when they put it in drive, and get them to their destination. They have to keep it on the road, and it has limitations, but it's a functional, complete device that performs the function one expects.

However, a lot of RPGs I've come across seem to be missing parts, and the fill-in for it is always, "ask your GM," or, "at the GM's discretion." Whether it's games where the villains and the PCs seem to be operating on different rules (giving the monsters powers/spells/items that simply don't exist for the PCs), games where target numbers are left entirely up to the GM to set (often without any sort of guidance as to what would be fair at any given power level), or games where character abilities out-and-out say that a player needs to ask their GM when and how it functions are all examples of cars that are missing pieces.

It's not that they don't work... but it's that if you expect them to actually work properly, all the time, then the game master has to get in and make their own fixes to the vehicle that should have been there in the first place.

Aftermarket Upgrades Need To Be Optional


An RPG needs to be a complete, functional system when it goes up for sale. The reason is because this isn't some group project you're just tinkering around with that might be fun for people... this is a product. You are selling this game, and if you've ever bought a product that was missing pieces then you know exactly how frustrating it can be trying to make it actually do what you need it to do.

Yeah, I made it work. Still pissed I wasted money on this thing.

It is understood in any rules system that players can pick and choose whatever aspects they want, changing things to suit their fancy. But that's the keyword; change. You cannot change something that wasn't provided in the first place. That's just you actually crafting a piece the manufacturer didn't give you.

For an example, you could look at my Gods of Sundara release (available in both Pathfinder and DND 5E for those who are interested). In this book I provided a blueprint to use for creating gods in this setting, and in a world that has no alignment. Every god has the usual entries like name, domains, holy symbol, and things like that, but each god also comes with 5 Pillars to represent the central ideas and commandments of all varieties of their faiths, as well as signs/portents of their favor and disfavor. Many also included Faces, which were alternative perceptions of this god under different names and appearances.

While this book makes it clear there are a near-endless variety of gods great and small in Sundara, and that players and GMs alike are encouraged to make their own to suit the stories they want to tell, I also provided a sample pantheon of gods. So, while I provided the blueprint for making one's own divinities, and made it clear they could alter as much of this as they wanted without upsetting the world canon, I also provided a full 10 gods with write-ups and faiths so that no GM who picked up this setting ever needed to create their own pantheon if they don't want to.

That is what I'm referring to. A game should have all its parts in motion, and the GM should be able to just get behind the wheel and drive without having to change fuses, find a missing 4th wheel, or troubleshoot a poorly-designed fuel injector. Because there will always be people who, when they buy a car, want to tinker around with it to see just what sort of performance they can get out of it. Other people, though, just want to be able to take a drive through the countryside. In both cases, these people paid for a complete product... so give it to them!

Speaking of Complete Products...


If this is the first you're hearing of my Sundara: Dawn of a New Age setting, the idea is that it's a fantasy RPG that utterly removes alignment, and whose goal is to focus on moving forward rather than constantly looking back into some mythical, half-remembered past. A place of strange magics, unique discoveries, and constantly shifting alliances and borders, it's a realm filled with adventure as surely as any other!

And if you've already gotten your copy of Gods of Sundara (available for Pathfinder and DND 5E), consider checking out some of the Cities of Sundara splats that started this world off!

- 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.

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!