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Monday, July 25, 2022

Some Thoughts on Playing Games at Conventions

About 15 years ago (or thereabouts) I went to Gen Con for the first time. I'd never been to a convention of any sort before, and the group I attended with sort of tossed me into the deep end. While I had some positive moments that year, by the time I got home I felt more confused than I was elated. Given that so many people treated the con like something akin to a pilgrimage, I figured that I may have just missed something my first year. So I went back. Then I went back again. Still, that spark kept eluding me.

I figured maybe it was because Gen Con was too big, so I tried smaller gaming events. I've tried playing, I've tried running, and I've tried half a dozen different systems in my pursuit of finding good convention experiences. And now, a decade and change later, I figured I'd share some of my thoughts and the lessons I've learned as part of this search.

And no, I will not be at Gen Con this year for those who are curious. But for folks who are gearing up, or who might not be sure what to expect, consider learning from my experiences.

After all, I wish someone had talked me through this process.

Before we get into it this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Thought #1: Prepare For Premade Games


All righty, I've got a cleric, a fighter, a wizard, and a rogue. Who wants what?

This seems obvious to a lot of folks, but it took me a good 2-3 cons for this to really sink in. Due to the "come one, come all" nature of games hosted at conventions, a majority of games are going to be premade. And this is not just in the sense that the GMs are going to be running modules (though that's typically the case), but it's down to which characters are available, all their stats and abilities, etc. While there are living games like Pathfinder Society or Adventure League where players get to make and bring their own characters, outside of those arenas it's usually just picking which PC you want out of the 3-4 available. Making your own character and telling your own story isn't something that usually happens at a con game.

There are reasons for this, ranging from ensuring a catered experience, to making things easy for volunteer GMs who are running a dozen tables or more over the weekend. But if you're hoping to sit down and make your own character, or play a unique, homebrewed experience, you aren't going to find a lot of that at these events.

Thought #2: You Get More From New Experiences


Well, I can't say I've ever heard THAT one before!

You know how when you go on vacation you get more out of trying the local restaurants and chains that don't exist back where you live? Well, gaming conventions are a lot like that.

Gaming conventions provide the unique opportunity to get a sample platter of a lot of different systems, settings, and worlds. While big conventions might make you buy a ticket to join a table (looking at you, Gen Con), smaller conventions often let you just turn up and play for free if you show up at the starting time. The reason for this is that the people running these games are often trying to give players a free (or at least cheap) sample of their rules and style in the hopes of selling more copies of their books (especially if they're independent game writers trying to drum up popularity for their products).

Even if you consider yourself a single-system player, or you don't think you're in the market for new games right now, you get a lot more out of doing something at a con that you aren't doing at your weekly dice tumbling sessions already.

Thought #3: Know Who You Want To Play With


This is often a make or break for a lot of us.

Who you share a table with can often define experience, which is why it's important to know what you need when it comes to convention tables. For example, if you're an easy going sort of gamer who has a lot of extra spoons, then you might be able to just join new tables and make new friends. On the other hand, if you're the sort of gamer who gets easily stressed out being in unfamiliar places and unfamiliar spaces, then you're better off bringing your own table to try something out... or even just making sure that you've got a friend sitting alongside you to help keep you on an even keel once the game starts.

I speak from experience on this one, as I'm the sort of person who organized my own table of players to try out new games and scenarios when I gamed in public or at events. To my way of thinking, whether I had a good or bad experience was easier to deal with if I knew I had friends there to share it with me. So reflect on this one, and consider it before you push off into the sea of fellow gamers.

Thought #4: Manage Your Expectations


There's a lot of chaff to the wheat you find.

One of the things I've run into time and time again regarding gaming at a convention (gaming specific or otherwise) is that folks often don't know what to expect. Perhaps one of the biggest issues I've seen is that a lot of folks assume that if they're paying to play a game that it's going to be the sort of thing they see on big-budget livestreams, with lots of props, impressive minis, terrain, rehearsed speeches, etc.

I'm not saying you won't find good Game Masters running tables at conventions, or that there aren't going to be carefully crafted setups with scenery, music, etc. What I am saying is that most folks who do this are here as volunteers, and we don't have a budget to work with. Most of us are maybe getting our badges for free, but that's it. We aren't making money doing this, except for those of us who are running demo sessions of our own games in order to make sales. Even then, most folks you see running games at a convention are going to run between 4 and 8 games by the time it's over, if they're actually getting any kind of compensation for their efforts.

Can you find those kinds of elaborate games running at cons? Absolutely! However, they're usually by invite only. So temper your expectations, and be kind to the folks who are running your table. Chances are good you might be the 6th or 7th group of players they've run a particular scenario for since the doors opened, and that takes it out of you.

Something Else To Keep in Mind


For those who haven't seen it yet.

Whether you're running games this convention season, or merely playing them, let me recommend two entries from my meta supplements that have been making the rounds of late. For the Game Masters out there, consider 100 Tips and Tricks For Bring a Better Game Master! This book compiles everything that's showed up on this blog for the past near decade, and picks out all the wheat to help you run a better game. And if you're going to be a player, consider grabbing the sister book, 100 Tips and Tricks For Being a Better RPG Player! Whether you're brand new, or an old hand, there's something in there for everyone.

Like, Follow, and Stay in Touch!


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

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

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

Monday, July 18, 2022

Make Sure You're All Trying To Have The Same Kind of Fun at Your Table

No matter what game we're all playing, the genre we're playing in, whether we're tossing out a one-shot for the evening, or running a multi-year campaign, the point of any RPG is for everyone at the table to have fun. The players, the Game Master, everyone there should be having a good time.

However, "fun" is a slippery word... which is why it's important to make sure it means the same thing to all of you.

Fun looks like different things to different people.

Before we get into it this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

What Does "Fun" Mean To You?


Think about all the friends you have, and the things they like to do for fun. Some of them might curl up in a window seat and read novels. Others might run marathons. Some will do karaoke, get rip-roaring drunk, or both at the same time. You've probably got a friend who's a foodie, another one that's a power lifter, and one who just likes to kick back, smoke weed, and watch silly comedy films.

What I can guarantee you, though, is that while some of your friends might enjoy the same activities, a lot of them don't. Not only that, but one friend's fun would be something another friend wouldn't enjoy at all. Whether it's your foodie friend who detests running, the lifter who can't stand alcohol, or the bookworm who gets nauseous at the very idea of getting up and singing in front of people, the old proverb, "One man's meat is another man's poison," comes to mind.

Emily, I appreciate you're a wine lover, but the rest of us don't drink.

So what does this have to do with gaming? Well, it's because you all need to want the same kind of fun if you actually want your table to be enjoying the game equally.

I talked about this in 100 Tips and Tricks For Being a Better Game Master several months back, but it's something that I re-iterated in the companion volume 100 Tips and Tricks For Being a Better RPG Players that came out recently. However, to re-iterate, just because you and someone else are friends, and just because you both like RPGs, that doesn't mean you're both going to want the same things out of your games.

As an example, consider the following:

- Do you like games with a lot of crunch so you can build and manipulate, or do you like simple, stream-lined rules that don't get in your way?

- Do you like games with a lot of moral dilemmas in them, or do you like your good and evil to be cut and dry?

- Do you like playing good guys, or bad guys?

- Do you want the whole table on the same team, or do you enjoy stories where jockeying for position and seizing advantage is part of the experience?

- Do you like stories with clear plots you're supposed to follow, or do you want to be in charge of creating your own destiny?

These are just a few examples of the kinds of things that can be major points of contention among players. I know several folks who love playing DND 5E, or even simpler systems, because they don't want to spend hours poring over mechanics, or to build a character from start to finish before the campaign even starts. For me, that's my jam, and when I can't do that it takes away from the experience for me. I've shared tables with some players who always wanted to have evil characters, and who disengaged when they realized there would be serious consequences for that sort of behavior (even if they were warned beforehand this was a heroic campaign). Some players want to get stuck-in running the numbers for making a profit wtih the shop the party took over, and only go out on adventure if everyone else pulls them away from their ledger. Some players just want to empty a quiver of arrows at goblins without worrying about the moral ramifications of slaying a sentient species... other players want the opposite of that.

Sometimes we can all compromise, and find aspects of a game that we all like. We might be having fun with different parts of the campaign, but we're all enjoying it as a group. Other times, though, it's possible that what's fun for other players, or for the Game Master, is what makes the game not fun for you.

Because it's all well and good to say to people, "Play whatever game you want, and play it how you want, as long as you're having fun!" But fun isn't a universal feeling, and we need to be sure that what makes it fun for us is also what makes it fun for the rest of the table!

Like, Follow, and Stay in Touch!


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

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

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

Sunday, July 17, 2022

Taking a Closer Look at Illusion Spells (in Pathfinder)

A while back I wrote a post titled Illusion Spells Are Far More Tactical Than We Give Them Credit For. While a lot of folks came away from that article with a new-found interest in this school of magic, a lot of people insisted that I was wrong on a fundamental level about just how useless this school of magic is in Pathfinder. As such, I wanted to take this week's update to talk about some of the incorrect assumptions a lot of us go into the game with when it comes to these spells.

Am I real? Reach out your hand, and find out!

Before we get into the details this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Understanding Illusion


Illusion is one of the more complicated schools of magic, because it isn't just one thing. Illusion spells are broken down into the following categories:

- Figment: Figments create illusory sensations. Everyone who sees a figment, hears a figment, etc., experiences the same thing. Figment food all seems to be the same food to observers, figment fire feels the same to those around it, and so on.

- Glamer: Glamers change and alter something's sensory quality. It makes something look, feel, smell, etc., different. This includes making things disappear.

- Pattern: Patterns create things people can see, but patterns affect the mind directly so that the image doesn't appear in reality.

- Phantasm: Phantasms create images that, typically, only the caster and the subject can see. This also reaches directly into the subject's mind.

- Shadow: Shadow illusions are quasi-real. So even if someone makes the save against a shadow illusion, a shadow creature can still hurt them, a shadow fire still burn them, etc., just not as badly.

Your world is what I want it to be.

As you can see, only two types of illusions (phantasms and patterns) directly affect the minds of enemies. So the most common complaint against illusions, them being they're useless against foes like constructs and mindless undead who are immune to mind effects, applies to only two of the five types of illusion spells. So you could still use shadow, glamer, and figment effects against those enemies.

The other thing to keep in mind is that saving against an illusion isn't done by just causally glancing at it, or hearing an illusory noise. An observer has to study the effect with some kind of focus, or otherwise interact with it in some way. That might mean running their hands over an illusory wall, standing and listening to the approaching snarls of a hellhound to realize it's on a loop, or putting their foot into an illusory fire. And even if a creature does interact with an illusion, that doesn't mean it immediately breaks... an illusionist with a good casting stat, feats to boost the DC of their spells, etc., can create illusions that fool all but the strongest of minds.

While there are lots of things that can give away an illusion, such as it not having a smell if a target has scent, or it not making any impact on the floor if a target has tremorsense, those tend to be specific scenarios that can be dealt with on an individual basis. And while true seeing allows one to see through illusions, that's either a 6th or 7th level spell, or a very rare creature ability. It's entirely possible to go a full campaign, and never once deal with a foe who has that ability... and when it does happen, that's when the illusionist reaches deeper into their bag of tricks for some non-illusory spells, or counts on the rest of the party to pick up the slack.

It's All About Creativity


Of all the spells in Pathfinder, illusions are the ones that are most left up to the spellcaster's creativity in terms of what they look like, smell like, etc. And a large part of their success is going to be based on how well your imagination can fit the scene, and what sorts of things you can spin out of thin air.

Illusions can create amazing disguises for the party, allowing them to look like a squad of prison guards while they're in the middle of an escape. It can create billowing clouds of smoke to hide the party from archers trying to draw a bead on them. It can create false darkness, blocking enemies' ability to see. Illusionists can even make things like ropes, bridges, bars, and more that are woven through with shadow, allowing them to support the party's weight long enough to get them to the other side of a chasm, or to help them get down from a high wall.

The question you face, as an illusionist, is how creative you can be. Because if you've got that, then the rest is just figuring out the best way to match the image in your mind to the spells you can drop on the board.

Before You Go, I Have a New Release!


There's not really a good segue for this, but I wanted to let my readers know that a supplement I've been waiting on has finally dropped! The third installment in what I've been calling my meta series, it began with 100 Tips and Tricks For Being a Better Game Master, and then followed up with 100 Character Goals and Motivations. But now I've got the third part of it out... 100 Tips and Tricks For Being a Better RPG Player!

I wouldn't have written it if I didn't think there were folks who needed it.

Much like the supplement that started this side series off, this player's guide is full of some of the best tips and tricks I've come across over the past decade of writing this blog, along with all my own experiences as a player. So whether you've found these supplements useful and want to check out the new installment, or this is your first time hearing about them, consider giving these books a look!

And if you've already got your copies, don't forget to rate, review, and share it around to spread the word! I've only managed to get two of them to Silver so far, and I'd like to push past Electrum and up into Gold if possible.

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.

Friday, July 8, 2022

Where Should I Take "Table Talk" From Here?

Regular readers on this blog know that I have 4 themed sections. There's Crunch (where I put my mechanics-focused articles) Fluff (where I put the story and RP-centric stuff), Unusual Character Concepts (just what it says on the tin), and lastly I have Table Talk. While the first three have always been quite popular among my readers, the last one has always been the odd sheep out when it comes to numbers. There's plenty of people who follow the stories I tell, and the comment section is often full of questions... but readership has really fallen off over the last little while.

So I wanted to take this week's Table Talk installment to ask folks directly... what do you want to see more of on these updates?

Seriously folks, I'm all ears!

Before we get into it this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Category #1: RPG Horror Stories/Personal Game Tales


My friends, you won't BELIEVE the nonsense...

When I first started Table Talk as a feature, this was sort of its bread and butter. A lot of the stories were one-offs talking about terrible Game Masters, weird incidents that could act as teachable moments, and the occasional comedy of errors that may have been mortifying at the time but which was pretty funny in retrospect.

On the one hand, these kinds of stories are the ones with the most stand out installments... but it's hard to say what makes one story popular, and others just fall through the cracks. For folks who are looking for examples of these kinds of stories, check the links below!

- That One Time My Bard Made The Dungeon Master's Girlfriend Jealous: A comedy of errors where one player was so convinced I was trying to steal her girlfriend that it actually led to a behind-the-scenes breakup I only found out about after the dust had settled. There's also something of a sappy twist, if you like happy endings.

- Game Masters Shouldn't Leave Their Players Twisting in The Breeze: A rather illustrative tale about how a storyteller made it very clear on her first game that she shouldn't be in charge of anything, much less two dozen players in a LARP setting. Judging from the initial readership on this piece, it's an experience quite a few folks have had.

- How To Ruin a Promising LARP in 3 Easy Steps: I was super excited when some folks I knew started getting a Changeling: The Lost LARP together... and then I showed up. It was all downhill from there.

Category #2: Adventure Path Stories & RPG Fiction


Since that was what got me into the field in the first place.

For folks who don't know me, the first major credit on my resume from any RPG company was writing The Irregulars for the Pathfinder Tales. That was many, many years ago now, but I always think of myself as an author who happens to design games, rather than a game designer who occasionally tells stories. I've written the full account of several adventure paths my groups have gone through in the past, but I changed up that formula last year to tell more of these tales in full prose. I've also branched out to other settings, and played around with style to see what grabbed audience attention.

Whether you haven't seen them before, or you need a refresher for style and tone, links to some of the more recent installments are below. And if you have a particular request for a certain setting or adventure path, be sure to mention your request in the comments!

- 50 Two-Sentence Horror Stories (Warhammer 40K Edition): Honestly one of the more popular things I've written recently, I'm thinking on expanding the general format to other settings. Short and punchy, it seems to speak to an audience who isn't willing to commit to a more in-depth tale.

- Silver Raven Chronicles Part One: Devil's Night: Kintargo is haunted. Though the devils of Cheliax descend, you cannot fight smoke and rumor. The Ghost stalks these streets, and he will not be denied. The first in my ongoing series of stories talking about the Hell's Rebels adventure path, Part Two, Part Three, and Part Four are also up!

- Field Test: When Inquisitor Hargrave came to New Canaan just ahead of an ork rock, she claimed she had a unique weapon unlike anything the world had seen before. But there's no ships in orbit, and she brought nothing with her. Just a tech priest, a Catachan... and a strange young man in a too-big greatcoat. But when she unleashes her "weapon" the devastation is unbelievable.

- The Tale of The Bonsai, and The Fall of The Five Storms: My group's play through of the Jade Regent adventure path was somewhat rocky, but this one moment was an astonishing stand out. With enthusiasm flagging and interest scattered, this is what brought everyone back together, coalescing into a single party once again.

Category #3: Audio Dramas




This entry is sort of a cheat, but I genuinely want to test folks' interest on it. For those who haven't subscribed to the Azukail Games YouTube channel yet, which you should take a moment to do, I've been contributing videos there for the past few months. While half of those are just me talking about my design process and what I'm doing with my Sundara RPG setting (more on that here if you're interested), the other half has been dramatizing little pieces of fiction from my RPG supplements.

While I've been improving my technique, getting better equipment, and slowly convincing other folks to help me make these productions, I've also been running out of smaller tales and snippets to dramatize. Which means that I may have to start dramatizing some of the stories I mentioned above, or start writing entirely new tales.

My question for you as readers/listeners is whether that's something you'd be interested in?

While you should definitely leave comments requesting which game system and setting you'd like to see stories for, the best way to make your vote count if you want this option is to subscribe to the channel. I don't run or own it, so I need to convince the publisher that my idea has an audience. If the view count and subscriber numbers go up, that will back up my claims!

Some videos that are already out include:

Sundara Stories


- The Duel: In Ironfire, dueling is often the means by which differences are settled. Given that the city is the center of the mercenary trade in the region, though, it's dangerous to challenge those whose skills you don't know.

- The Applicant: Archbliss is known as the City of The Sorcerers, and those who need help controlling their powers are often taken to the floating towers. But the fates of some are bleaker than even they can imagine.

- Profanity Heralds Discovery: Silkgift is a city of invention and ingenuity, but most discoveries aren't heralded by cheers of success. Usually the ingeneur curses up a storm before realizing what they've actually made.

- Testing Your Wings: A race in the sky with one of the city's Founders, it's just another day in Hoardreach, City of Wyrms!

World of Darkness


- Evil Incorporated: The whirling gears of the machine of capital are hard to make sense of, but when you start making connections you begin to see a deeper pattern emerge... one that can lead you down a rabbit hole until you finally discover a name most have never heard. Pentex.

- The Back Door To Hell: Jacoby just wanted to have a relaxing night in the real world where he could drink a beer, and not worry about the affairs of the Lost. When a fellow Summer Courtier comes to him to beg a favor, though, the ogre can't just turn his back.

- Clean Up: Mourning Cant is the hundreds of languages, pieces of jargon, and code words the Winter Court uses to disguise their true actions. In a small confessional, a handler takes the report from a field agent.

- Missed Connections: The first audio drama I made out of the whole series, it follows a Nosferatu on a mission. A hiccough in its transportation, though, means it has to delve into SchreckNet in order to communicate with the buyer.

What's Next on Table Talk?


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

For more of my work, check out my Vocal archives, as well as the YouTube channel for Azukail Games. Or, to check out books like my hard-boiled cat noir novel Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblr, and Twitter, as well as on Pinterest where I'm building all sorts of boards dedicated to my books, RPG supplements, and greatest hits. Lastly, to help support me and my work, consider Buying Me A Ko-Fi, or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little donation can have a big impact.

Tuesday, July 5, 2022

Players, Don't Assume That Rare Items or Resources Will Be Made Available

Most folks who have read this blog, even casually, know that I generally advocate for Game Masters to err on the side of not restricting player options. If a base class, mundane item, spell, or PC species exists in the game world you're playing, and the system you're using is designed to support that option, you gain a lot more by letting your players use these options than you do declaring them off-limits.

This week, though, I wanted to touch on the other side of that coin. Because while I firmly believe players should have access to all the base stuff the game offers as options, I think that far too many players assume they'll also have access to powerful magic items, relics, rare or restricted in-game knowledge, and so on.

And that kind of assumption is something that I think should be curbed as well. Because if you want that, you're going to have to work for it... and even then, it might still be beyond the scope of the game you're currently playing.

What do you mean I can't have the Aegis of The Eagle? Someone ELSE has it?!

Before we get into it this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Don't Make Assumptions Beyond The Basics


While I pointed it out in the introduction above, I feel it bears repeating here. Game Masters should make all base player options available that were designed for a particular game, and a particular setting, whenever possible. Sure you might sigh if everyone in the party is playing a full caster, or you might not personally see the fun in gunslingers or barbarians, but if they're a part of the game as it exists, and your players will enjoy them, there's rarely any harm in letting them have their fun.

However, this statement applies only to the things players are assumed to have access to. Any time there's something that's special, unique, difficult-to-acquire, or which has out-and-out in-game limits placed on it, players should not assume they'll simply be able to acquire said thing. Perhaps it will be possible, but if it falls outside the base allotment of resources you have as a player then you're going to have to work it out with the Game Master.

Wait... you want to find WHAT!?

As an example, players should be allowed to have paladin characters. Just because they have a paladin as a character, though, doesn't mean they should automatically be allowed to acquire a Holy Avenger for that paladin. A player should be allowed a warpriest of a storm god, but that doesn't mean they'll be allowed to wield the Maul of Storms. Someone might become a powerful wizard over the course of the campaign, but that doesn't mean they'll be able to acquire an infernal grimoire locked deep in the arcane library of an archfiend.

Again, however, I am not advocating for Game Masters to automatically restrict access even to powerful items, potent prestige classes, or rare and unusual spells. What I'm saying is that players should not go into the game just assuming they'll be able to get the exact magic items they want, that they'll be able to find teachers who fit obscure prerequisites, etc. Perhaps they will, and perhaps they won't.

That should be a conversation with the Game Master.

This is Where "Yes, But" Comes Into Play


Most Game Masters have heard that they should avoid just out and out telling players no whenever possible. Instead they should say, "Yes, and," or, "Yes, but," as a way of trying to meet them in the middle.

And when it comes to gaining access to these powerful options, whether they be prestige classes, relic weapons, feats with difficult prerequisites, etc., this is where I would strongly give that advice... because it gives you a carrot to use to motivate your players instead of just hitting them with a stick.

What are you willing to do for this boon?

Let's go to the paladin example. You have a player who really wants a Holy Avenger. That's a big deal, and you don't just make them pinch their gold pieces until they can buy one. Instead, pay attention to how they act, and who they help. Whether the sword was left with a mountain witch who was guarding it until a worthy paladin came to claim it, or they find it in the lair of the dragon who slew the knight they'd squired for, this can represent a big goal for them to achieve... but the nature of this item is such that they have to still be worthy of it in order for it to find them, and to allow them to use it.

But what about the wizard? Well, if they want this grimoire so badly there are many ways they can acquire it. Perhaps they show mercy to a devil, and make a bargain for it in exchange for the book. Or maybe they need to get several devils to sneak copies of the pages to them, making it a process that's more of a road instead of the culmination of a single event. Perhaps they suggest going to hell to rescue the rogue when they're damned by a fiend, and while going through this jail break they just so happen to swipe a copy of the book they want, as well.

And for that player who desperately seeks to wield the Maul of Storms? Well, it's a potent relic weapon... which means it's not just laying around somewhere. They need to find it, they need to be able to lift it, and they need to deal with whoever it is that currently guards it... or whoever is currently wielding it! A series of tests to determine if they are a better bearer (or even if they'll be allowed to try to lift it at all) could be a fun culmination of that player character's arc, and it would give them a seriously powerful item to use for perhaps the last arc (or even just the final level) of the campaign.

The idea is not to flat-out ban players from getting the "good" toys out. Rather, if you work with them to create a path, and ensure it adds to the story, these things will flow naturally into the game's progression. It also puts at least part of the onus on the players, ensuring that they're willing to put in the time and effort to reach what should be big milestones for their character.

There will, of course, be some circumstances where Game Masters should still say no. A player might want to start the game already in possession of something huge and powerful. They might expect it to just be handed to them when they reach a certain level, or to get the prize regardless of the actions they've taken. However, assuming that your players are acting in good faith and genuinely meeting you in the middle, it is a good idea to use these desires as stakes to keep players interested and involved!

Additional Reading


Whether you're a player looking for additional tips, or a Game Master who'd like more advice along these lines, I'd highly recommend checking out the following:

- 100 Character Goals and Motivations: Whether it's finding a long-lost family member, being knighted by the queen, or being deemed worthy of wielding a holy relic, there's all sorts of motivations you can use to round out your characters in here!

- 100 Tips and Tricks For Being a Better Game Master: Just what it says on the tin. I've been peppering Game Master advice throughout this blog for a decade or so, and the best tips and tricks I've come across wound up in this supplement!

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