Saturday, July 26, 2025

Not All Tactics Are Endgame Viable (Pathfinder)

There are few things more frustrating that when your character is in a situation where your character's main skill set isn't applicable or effective. Whether it's the greatsword-wielding barbarian who can't fight the flying dragon, or the wizard's spells slide right off the golems, or the rogue who just can't use their sneak attack on creatures who don't have a discernible anatomy, it can be incredibly frustrating.

But it's even worse when this becomes your character's permanent state of being. There are a lot of situations where this can happen, which is why it's important to take a step back, and really evaluate your strategy's viability.

Because it can be frustrating to get sidelined right as the campaign is coming to the climax... or even when you hit the midpoint.

Because no one wants to be Bruce Banner when they built the Hulk.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

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

What Are The Weaknesses in Your Strategy?


No matter what kind of character you're building, they're going to have some kind of weakness... something that is necessary for them to operate at full-strength, or which they are not going to be truly effective against. After all, if you're a fighter in heavy armor with a tower shield, then you probably aren't going to be great at a lot of saving throws. If you're a melee specialist then you have to be able to close with the enemy in order to hit them. If you're a ranged combatant you need to have line of effect to your target... and so on, and so forth.

And generally speaking, when you realize these flaws, you should take measures to deal with them. For example, if you know you need to be able to reach your foes in melee, you need to ensure you have some method of increasing your speed, or flying, etc. in those instances where an enemy would be otherwise out of reach. Alternatively, you need to be sure you have some kind of ranged weapon option that, while it might not be ideal, will still allow you to participate in a battle instead of just slogging forward and hoping for the best. If you know there will be situations where your spells can't hurt the enemy, then you keep a few party-buffers, defensive spells, or area manipulation spells up your sleeve so you can still do something.

But in Pathfinder the issue arises that some strategies simply are not long-term viable simply because of the nature of how so many adventures function.

We are legion, and we are many.

As an example, consider poison use. It takes a specific class feature in order to use poison safely as a PC, and the saves for most poisons are fairly minor. Poison itself is expensive to acquire, and time consuming to make... but all of these challenges can be overcome if a player really wants to make poison use a central feature of their character build. However, the issue is that many enemies that tend to make up the end-game threats of a campaign (powerful outsiders, deadly constructs, undead creatures, etc.) are outright immune to poison. So what might have once been a trump card becomes an absolute dead-end, and all the time, energy, and resources dedicated to honing poison into a genuine strategy becomes useless.

You see the same with a variety of other tactics. Mind control spells and certain types of illusions are all well and good when dealing with creatures that have minds to control, or who are subject to illusions. But if your enemies have immunity to mind-affecting effects, or if they tend to have true seeing or similar abilities, then these spells are going to fall flat. Even combat maneuvers like disarm, while they're useful at lower levels, tend to fall flat when your enemies are all monsters with natural weapons, or spellcasters who have no weapons that can be disarmed. Hell, even characters who focus on fire as their main damage element often run into issues because so many creatures have large resistances (or outright immunity) to fire when you hit higher challenge ratings.

None of this is meant to discourage players who want to pursue these options, and in many cases you can still use them effectively for a great deal of the campaign. However, it's important that you have secondary strategies you can rely on in the event your main strength doesn't work against a particular foe, and in a particular way.

Lastly, talk to your Game Master about what you're planning, and ask if this strategy is going to work when you reach the endgame. Don't ask specifically what's coming, but make sure that if you have a strategy in mind that you are going to lean into that your Game Master is aware of it so they can tell you yay or nay.

Because just like telling the ranger who just leveled up not to take Favored Enemy: Goblin, because you're never going to fight another goblin in the entire campaign, they should also tell you if your strategy of using the knockout venom from your pseudodragon companion is going to simply stop working after level 7 because every enemy after that point will simply be immune to it, and you'll need to do something else for the next 10 levels until you reach the conclusion.

Like, Follow, and Stay in Touch!


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

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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

Monday, July 21, 2025

"Night Horrors: Primordial Peerage" Is Out (For Those Who Wanted To See Me Contribute to "Beast: The Primordial")

A lot of folks who are familiar with my work know that I love the World/Chronicles of Darkness, and that I've made liberal use of the Storyteller's Vault platform. Whether you checked out my 100 Kinfolk Bundle (which has over 1,400 NPCs for Werewolf: The Apocalypse), vampire supplements like 100 Resources and Rumors to Find on ShreckNet or 100 Havens, a changeling supplement like 100 (Mostly) Harmless Goblin Fruits and Oddments to Find in The Hedge, or even my supplements for geist and mage, 50 Geists and 100 Shadow Names (And Their Meanings) respectively, I've got a lot of content available for these settings.

However, one of the games I haven't worked on in the past is Beast: The Primordial. While it has both its fans and its detractors, it just wasn't a particular pool I'd dived into before... however, with the release of Night Horrors: Primordial Peerage, I've added one more notch on my belt for parts of this setting I've had a hand in adding to.

And you should all check this book out ASAP!

A lot of people worked hard on this, so help spread the word!

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

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

So Just What Is This Book About?


In Beast: The Primordial, players take on the roles of the Begotten... humans who have merged with the primal horrors that live on in the dreams of humanity. Beasts take on a thousand different masks, some familiar and some alien, but all of them prey on the darkest, most ancient fears of mankind... and the Begotten are those who connect with these ancient nightmares, who now live in their soul, and feed off mortal victims.

It's said that Beasts were the first of the Night Mother's offspring, but that most (if not all) of the other horrors of the Chronicles of Darkness are their younger cousins. Though the relations between them and vampires, changelings, werewolves, mages, sin eats, prometheans, and others may be distant, or strained, the Begotten often see themselves as the elder siblings of the world's darkest shadows.

Night Horrors: Primordial Peerage aims to dig deeper, and stretch wider, allowing for a greater variety of characters to exist within the scope of Beast... and it provides history, examples, art, and templates for making such characters!

We are legion, and we have taken many paths.

While there is a lot of content in this supplement book, the one that I think is most interesting are the templates for additional character types. Some of these are where the Primordial brushes up against another sphere, creating strange combination creates (Beast and Mage, Beast and Geist, and so on), but others are utterly unique, and play off the terrors that live at the heart of the human condition. The Cybernetic Horrors, for example, tap into the fears of what can happen when machines blend with flesh, and create something new and inhuman. Dark Lords, on the other hand, are people whose reputations are such that the urban legends about them begin to imbue them with genuine, supernatural abilities. You could use these for NPCs that could present a real challenge to a collection of Beasts, or who might act as allies or cultists helping to bolster a Begotten's goals. Or, if you really want to, you could run a chronicle where players take on the roles of these alternative types of mortals touched by the Primordial Dream.

So, whether you just enjoy expanded source material for Beast, or you've been looking for more ways to play that particular sphere, I would highly recommend picking up a copy of this new release!

And for all the folks who do wish I'd do more stuff with Storyteller's Vault, consider typing my name in there and checking out some of my other supplements! The higher those numbers get, the more likely it is that I'll be able to dedicate more time, energy, and effort to those supplements.

Like, Follow, and Stay in Touch!


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

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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

Friday, July 18, 2025

Mr. Nowhere Talks About Radio Free Fae in This Latest "Changeling: The Lost" Video Essay

There are those among us who have been to a world that doesn't exist... a place mentioned only in fairy tales. A place ruled by petty tyrants and mad gods, most never get the chance to escape... those who do, and who manage to make their way back to the real world, find themselves changed. With their transfigured forms and broken minds, they have become something else... something other. These Lost band together, though, and they fight for themselves and their communities.

The voice of these communities, though, often comes from the members of the Winter Court. An irony for the Silent Arrow, they use secretive broadcasts to help keep others like them infored. Known as Radio Free Fae, these broadcasts are the early warning systems of many freeholds.

And this week, Mr. Nowhere finally breaks his wall of silence to tell you all about this operation.

Welcome back, my friends and fellow travelers on the trods...

Before we get into the nitty gritty this week, don't forget to sign up for my bi-weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

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

A Glimpse Into What's Coming For Windy City Shadows


For folks who've been watching my videos over on the Azukail Games YouTube channel, you've likely heard me talk about my upcoming Windy City Shadows podcast project. And while I talked about it a while back in Ask Me Anything About "Windy City Shadows" A Chronicles of Darkness Podcast, the general gist is that season 1 is going to be what you'd end up with if John Wick was a changeling.

But the host of the show who handles our intro and outro is the Radio Free Fae DJ known only as Mr. Nowhere... and if you haven't heard his previous broadcasts, he's the voice of the latest video essay that just dropped on the channel!


While I'm still elbow-deep into writing season 1 (working on episode 4's script at the time of writing), I've wanted to start dropping occasional pieces of lore, and to give listeners a preview of some of the characters they're likely to meet as the season unfolds... and I thought I'd start with this simple video essay featuring our first host.

And if you want to help me keep making videos like this, while also revving us up so that I can get this podcast off the ground, please do the following things:


- Watch this video essay, upvote it, and stay until the end for the secret outro, and leave the suggested message in the comments section

- Share this blog entry, and/or the video, on your own social media! Particularly on Facebook, as the site has made it exceedingly difficult for me to actually share links to anything

And, lastly, if you want to catch a few more glimpses of Mr. Nowhere in some published work I've put out, I'd recommend picking up the Changeling supplements 100 Mourning Cant Dialects, Phrases, and Meanings as well as 100 Strange Sights To See in The Hedge.

Like, Follow, and Stay in Touch!


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

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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

Tuesday, July 15, 2025

Campaign Building - A Single Novel, Or An Episodic Story?

Campaigns are how we describe our stories in RPGs. And while it's true that not every game you play is going to follow the level 1 to level 20 format, the idea of a story where characters gain resources, skills, abilities, and experience to become more formidable than they were until they hit the final confrontation and the story gets a crescendo is the basis of how most games work. However, there is a question that you, as a GM, should answer when you start putting the next game together.

Do you intend to run a game with a single throughline the way you'd read a novel, or are you going to run a segmented storyline that's more episodic in nature?

It's all connected!

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

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

The Structure of Your Story


Whether you're writing your own adventure, or you're using a pre-written campaign like Storm King's Thunder or Kingmaker, the structure of the story you're telling still boils down to one of these two major styles. So I wanted to talk about them, and about the pros and cons, to try to get some of my fellow Game Masters actually thinking about these campaign styles, and why they use one or the other for a given campaign.

The Novel


From page 1, all the way to the end.

The novel is, essentially, when you have a long-running campaign that will have the same characters all the way through from the beginning to the end. However, the trademark of the novel is that characters are also involved in a single, cohesive story for the entire campaign. This is a lot harder to do than it sounds, particularly in games where you want your players to grind up their levels before you throw heavy stuff at them. However, there's two ways to maintain this single story cohesion all the way through.

1. Write a complex storyline that, from level 1, has your players hooked into the ongoing narrative and setting up the final endgame. For example, they act as a squad of mercenaries sent to deal with orcs attacking a borderland town. They defend the town, discovering members of a cult who were backing the orcs in their attacks. Through this, they find the town is actually safeguarding an ancient relic that had been forgotten. The party escorts the relic to the regional governor, and end up having to uncover a conspiracy where several nobles were members of the cult. This failure of the minions draws the eyes of the cult's leaders, who then begin attempting to take this item. The party has to find the rest of the relics in the set so they can finally end the undying lord of the Unseeing Eye for once and all.

The idea is that each segment of the campaign feeds into the next, with the plot growing in stakes and danger, and all of them are connected. Every aspect matters, and it is all part of the same story.

2. Start the game off at the power level you want for the "interesting" part of things. This is a far easier approach, and it often means you dispense with any filler or level-grinding parts of the game to get the PCs up to snuff for when the main plot starts really rolling. So there's no low-level quests like clearing out goblin caves, or dealing with bandits on the highway just to solidify the party and get some XP on their sheets... you just start at level 5, because that's when the main plot of an undead army attempting to claim the nation would have started to unfold.

This does, of course, mean that your game isn't going to run as long as it otherwise might. That is either a feature or a flaw, depending on your outlook, as some GMs (and players, too) might want a tighter game where they play for 6 months to a year and focus on the "good part" of the game, without all the faff and chaff of the unconnected side quests, monster hunting, and grind that can often show up in a game.

The Episodic Story


As we rejoin our adventurers...

An episodic story is, well, episodic. There are smaller stories that each have their own arcs, and these stories are added to over the length of a campaign to create a complete chronicle of the characters' adventures. While some of them might be connected, many of them won't be.

Perhaps the best comparison for this kind of campaign is reading a collection of short stories about classic sword and sorcery heroes like Conan or Solomon Kane. Because while the stories feature the same character, and there might even be a loose kind of timeline involved, the events of one story aren't necessarily going to impact the next except in references made, or perhaps in a call back somewhere in the text.

An episodic campaign might have an eventual end goal, but not all the parts of the campaign will be bent toward that singular goal. For example, level 1-3 might deal with the PCs routing out a bandit encampment, and bringing down their leader Three-Fingered Galt. Then level 4-7 might involve trying to find a buried relic in a recently-uncovered castle in the deep desert. Level 8-10 might involve them challenging the Warlock of Black Mountain, and ending the threat he poses. And then, once they've really hit their stride, they spend until level 17 getting involved in the struggle over the Aqualine Throne... will they choose a successor, topple the kingdom entirely, or will they become the rulers of the nation's next age?

Episodic stories give you a lot of freedom, but more importantly they offer you off-ramps. So if someone wants to switch characters to try something new for the next arc, or your table is getting kind of bored, you can end the game at the end of a given episode, and try something else. However, there is that question of whether or not you want to stick with the same characters for their entire journey, and just how interconnected that journey really was.

Consider Your Structure


There's no objectively superior campaign version. You can do a full 1-20 campaign with a single, interconnected plot. You could do short arcs put together. Hell, if you really want to you could run a bunch of individual one-shots and just have a game that feels almost like a TV show (which is, incidentally, sort of how pick up games of my RPG Army Men: A Game of Tactical Plastic would run). But it's important that you ask what kind of story you're looking to tell, and what your players are interested in experiencing, before you start putting together the blueprint for your next campaign.

Like, Follow, and Stay in Touch!


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

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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

Monday, July 7, 2025

The Realm of Gaian Enoch - A Dark, Post-Apocalyptic Fantasy RPG

The world as it was is over. The War of The Ashes rent civilization asunder, and it left nothing but ruin in its wake. There is no time for rest... no time for healing. There are horrors that lurk on the fringes, and which stalk through the wreckage of cities and towns, seeking to devour what's left. This world needs heroes now more than ever... and they are rising from the ashes. Unions of ancient powers with mortal flames burn bright, but will they be able to kindle something to push back the darkness? Or will they just be the last gasp before the fire goes out forever?

If that little piece strikes you, and makes you wonder what the hell it is I'm talking about, then you need to check out The Realm of Gaian Enoch!

Seriously... if that intrigues you, check it out for yourself!

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

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

A Game of Dark Fantasy in a Broken World


For those who are getting a bit of a Dark Souls vibe from the introductory part of this week's entry, I feel that's not far off in the kind of feeling you should bring to the game. It's not mechanically similar, mind you, but that was the vibe I've gotten the longer I've looked through the game, the art, and the kinds of arcs players will be expected to go through.

And if you haven't grabbed the game for yourself yet, I'd recommend stopping by the Arrowland Games YouTube channel to check out what Tony Rowland, the game's creator, has to say about this RPG!


Though I haven't run the game for my own table yet, I have been keeping a close eye on what its creator is doing, and I wanted to take this week's Monday post to make some more folks aware of this game. Because I have a soft spot for dark and fantastical things, and too many games that go grim are either something that comes around to being tongue-in-cheek like Mork Borg, or it goes for the rules-light approach (and often both). The Realm of Gaian Enoch, though, is something that is definitely giving us all a unique opportunity... if we're willing to step through the doors to take it!

If this game peaks your interest, make sure you go to the Arrowland Games YouTube channel in order to watch the creator's videos (and subscribe to the channel while you're at it), and check out all the releases that have come out for the game thus far:


Being an indie creators is a tough gig, so consider checking out this game and setting to see if we can boost their signal, and get the juice going for future releases!

Like, Follow, and Stay in Touch!


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

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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

Saturday, July 5, 2025

Assigned Motivation in RPGs

Oceans of ink have been spilled by people writing about character motivation. From lists of potential motives, to questions to ask about your character, to story concerns, and the intricacies of the unfolding plot, few aspects of the game are as important as figuring out why your characters are doing the things they're doing.

Hell, it's why my supplement 100 Character Goals and Motivations is an Electrum seller, after all.

However, while characters should always have personal motivations that come into play throughout a campaign, a lot of Game Masters overlook the expediency of a game that comes with assigned motivation... often to the point that a lot of people are completely unfamiliar with the idea, or they consider it a form of unacceptable railroading.

So let's talk about that this week, shall we?

Forward! Go, go, go!

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

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

The Mission IS Your Motivation


The standard model of many RPGs is that player characters form some kind of party, and then go off on an adventure. Sometimes they're mercenaries, and sometimes they're brigands. They might be wandering around looking for a reward, or for good deeds they can do. In these kinds of games the characters' personal motivations are often what takes center stage for each of them. Maybe there's a holy warrior attempting to follow their god's will, they team up with a former soldier trying to find where their next meal is coming from, and they cross paths with a savage warrior seeking some trial grand enough to act as a rite of passage for their people. These motivations are all very personal to the characters in question, and wildly different from one another. Generally what a GM will do at this point is figure some way to weave together all the characters' independent goals and motivations into the unfolding plot, dangling hooks for each of them to get them to work together.

And that is a lot of work... both on the players' parts, but also on the GM's part.

Assigned motivation works differently. In this structure, every character is part of a unit, an organization, a group, a cause, and that cause has the ability to assign them to handle matters on its behalf. You and your fellow party members aren't necessarily going to handle the current issue du jour because it fits with your moral code, or because there's treasure to be gained, or a reputation to be won... you're doing it because your commanding officer assigned you to go and take care of it!


Now, this is the method I used for my own RPG Army Men: A Game of Tactical Plastic, precisely because it's a military-themed game. Because yes, your characters should be individuals with their own wants, their own goals, and so on, but you're in the squad to do a job. And sure, maybe your medic joined up because they couldn't afford to go to medical school, and a tour of service will help them do that. Maybe your grunt is fulfilling a family tradition, and he's a third-generation soldier. Maybe your ordnance specialist caught a charge for arson and weapons trafficking, and he'd rather join the army than do time. Whatever the reason, and whatever goals someone is shooting for, they're still going to go and deal with the missions that command sends them on. They don't have to like it, but that's the agreed-upon framework for the game and story.

And this isn't a new idea by any stretch of the imagination. You see this same setup in the Warhammer 40K RPG Dark Heresy, where the PCs are all part of an inquisitor's retinue, and expected to complete the tasts and assignments the inquisitor gives them. You'll also see something similar in Spycraft, which is a game that I personally took a lot of inspiration from when designing Army Men. However, this same setup can be used in any RPG if your GM sits everyone down and says, "Okay, I want you all to be part of a mercenary company, a squad of town guards, conscripts in a current war," or whatever other flavor they've come up with.

On the one hand, there are a lot of players out there who do really well with assigned motivation in a game. Being told by the GM that they need to make a member of a knightly order, or a soldier in an army, or someone who works for this fantasy world's secret service takes the pressure off of them when it comes to character motivation, and it allows them to color within the lines they've been given. However, there are also players (and even Game Masters) who really don't care for this approach to character building and game management. They often feel that it means they can't make their own, individual characters with their own, individual goals, and that they're expected to just fall in-line, and to go along with the motivation that's presented to them.

Now, just to reiterate, preferences in your game are perfectly fine. But if you've never tried using assigned motivation in your campaigns before, consider giving it a shot if it sounds interesting to you. Just remember that it's something you need to bring up with your players early on in discussing the game, and you need to make sure you have full buy-in from everyone.

Or, if you really want to, you could try any of the games I've mentioned here, and see if they agree with you!

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

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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