You've all heard the story. Life was grinding on with everyone paying their bills, their taxes, and as little attention as possible. People got coffee in the morning, takeout in the evening, and just tried to make it one more day... then the dead started walking! Whether it was a curse, a plague, an alien invasion, or something else entirely, the world fell apart, and the survivors now have to make their homes in the ruins of the old world while trying to avoid the shambling, hungry corpses that fill the streets, and wander the countryside.
But before I get into the meat of today's post, remember, don't forget to sign up for my newsletter to
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A Slight Change Of Pace (That Could Grow)
I've mentioned a few times on this blog that I need to keep things fresh as a creator, and do my best to actually tread new ground from time to time. Even if something doesn't look like it's going to be a big-time bestseller, sometimes you just need a change of scenery to give your brain a break. Well, since Azukail Games had already released a lot of zombie-related supplements in the past (including pieces like 100 Descriptions For Modern Zombies, What's The Best Weapon For Fighting Zombies, and 100 Rumours To Hear During The Zombie Apocalypse) I figured that I'd see if I could supplement them a bit with my own contribution.
As with a lot of my other recent releases, though, whether this ends up going somewhere is up to all of you!
After all, there's quite a lot to see here!
What else would I add to this list? Well, a few ideas that occurred to me include:
- Concrete Castles: Survivor Communities To Find In The City After The Zombie Apocalypse
- Urban Decay: 100 Sights To See In A Zombie-Choked City
- Rotten Luck: 100 Things That Could Go Wrong After The Zombie Apocalypse
These are just a handful of ideas to get us started! However, I wanted to hear from folks out there about whether this is something they'd like to see more of, or if this is a direction folks aren't really interested in. And, of course, the surest way to make sure that you get more zombie apocalypse supplements is to pick up your copy of 100 NPCs To Meet In The City After The Zombie Apocalypse, and to leave a rating and a review with a comment of something you'd like to see next!
And, of course, you can also leave your comments on this blog, or get hold of me on social media wherever you see this post. Because it was a lovely little break from my usual fare, and I think I'd like to head back down some of those dark and dangerous alleyways... but I can't do that unless at least some of you are coming along for the ride!
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!
To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, 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!
A while back I offered a popular piece of advice in Dungeon Design Tips: Find A Reason For PCs To Survive (And Try Again). The purpose behind the post was to remind Game Masters that in a lot of RPGs, death is a particularly boring fail state. After all, you want your players to keep playing, to overcome challenges, and to keep striving... but if they feel like they're going to have to roll up a new character every time they fail a saving throw, or choose the wrong door to walk through, that can get discouraging.
While I stand by that advice, I feel it is important to mention that it is advice given mainly for games where the entire goal is to follow the saga and growth of a single party of characters throughout their adventures. Whether it's one of the later editions of Dungeons and Dragons, Pathfinder, most of the Chronicles of Darkness, Exalted, or any of three dozen other games I could mention, they are structured so that player characters can survive trials and tribulations to persevere. Many of these games even have resurrection spells that allow players past a certain point of growth and resource acquisition to return to the world to continue their quests.
But that is not some universal truth of RPGs. There are games that are intended to be highly lethal. Games for which that is not a flaw, but a feature of the challenge. It's part of the tension that keeps them running, and it's part of the appeal of that kind of play... but if you're going to run a game with high lethality, then you need to make sure you're telling the kind of story that benefits from that kind of Sword of Damocles hanging over the table.
I feel we might be in danger, my friends...
As always, don't forget to sign up for my weekly newsletter to
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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.
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Fragile Characters, More Contained Stories
Whether you're running something like the doom metal game Mork Borg or one of its imprints, something like OSRIC, or something a little more mechanically complicated like the latest edition of Warhammer Fantasy, there are a lot of RPGs out there where the world is supposed to be lethally dangerous. Games where even experienced characters can die due to a lucky shot from an enemy archer, a missed save against a spell, or just being surprised by an enemy at the wrong time.
However, when that is part and parcel of your game, it's important to recognize that you need to change your storytelling style, stakes, or both to reflect this sharp curve up in lethality. And there are a couple of games I would recommend GMs examine, as well as an entire genre that a lot of people have forgotten about in the dusty tomes of the pulp era.
Namely the Sword and Sorcery genre, which had a much greater impact on the early days of gaming before high fantasy rose to eclipse it.
Things are terrible, and they're only going to get worse.
The first game I would recommend is Darkest Dungeon, a dungeon-crawling RPG where your "heroes" delve deeper and deeper into dark dungeons in search of treasure and answers, surviving battle with horrible foes and fighting off madness. The second game I would recommend is Fear and Hunger, where players must survive the terrors that lurk in the forgotten depths of an ancient dungeon, and where the simple, initial motivation of freeing a prisoner becomes far more convoluted by the game's end.
Content warning for both of these video games if you've never come across them. We're talking some Lamentations of The Flame Princess level stuff, so proceed with caution.
However, while both of these video games are survival horror wearing the skin of sword and sorcery, they illustrate in both tone and mechanics what I'm talking about in this week's post. Because in both games there is a high amount of lethality, and even if characters survive they may be crippled in mind, body, or both. Every encounter poses a serious risk, and every step further into the darkness comes with the potential for risk and reward alike. Additionally, both games are built on a basis of players feeling like they're gambling with their character's lives with every decision they make.
This speaks to the kinds of stories high lethality games tend to tell. Because if player characters could die on any given roll of the dice, then grand, sweeping epics where we follow their entire journey aren't really a good fit for those mechanics. Rather it's a good idea to focus on something smaller, tighter, and more serialized. Also, it's a good idea to not put combat as the central focus of the games, or the sole method for achieving goals.
For those who haven't seen this video, I talked about this diversity of solutions regarding the World/Chronicles of Darkness a while back.
Consider, as an example, the humble dungeon crawl. Yes, these adventures are inherently dangerous, and there is at least the opportunity for combat to occur, but these locations are also filled with traps, puzzles, and natural disasters. And while we often focus on the dungeon part of things, the crawl is there because they're meant to be tense. Players are meant to move quietly, carefully, and to make sure they don't step on a concealed switch, rest their weight on the wrong board, or rush headlong into an ambush. While the foolhardy might charge forward shouting a battle cry and banging their ax on their shield, that's a good way to die a quick, pointless death.
But high-lethality games are good for more than just dungeon crawls. They're great for high-stakes heists, for mysteries (particularly murder mysteries), and for games that tend to focus on a single, relatively contained story. Rather than using the Lord of The Rings as the framework, where we follow the fellowship across their massive walk across the continent, consider something more akin to Conan, Solomon Kane, or even the James Bond stories where we follow the characters through adventures that each stand alone as their own chapter but could be connected into a series if you wanted them to be.
Build The Story As It Goes
Another contention I have seen from the old guard who grew up playing high lethality games is the aggression toward the idea of working out a character's story before the game even starts. As the argument goes, "Your character should be a blank slate, and they should be shaped by the adventures they have!"
I disagree with this on a fundamental level, however, I feel like this comes from a lesson learned in high lethality games. Namely that you need to come to terms with the fact that your character is likely going to die long before they get within bow shot of old age, unless they're starting the game as a senior looking to go out in a blaze of glory. If you're going into a meat grinder, don't get attached to an endgame you're probably never going to reach.
This goes for players and Game Masters alike, though, so perk up your ears for this one!
Because there's a LOT of stuff to take in here.
Just as players should probably have backup characters and concepts for when their current character dies a horrible death (it's statistically likely, after all), Game Masters shouldn't count on the characters making specific decisions, acquiring particular items, or even surviving in order to create a single, unbroken plot.
Now, those who've played adventure paths or pre-written campaigns have likely noticed that they read like long novels. You can switch characters in and out as it goes, but they're meant to act as supporting stories for the same characters from beginning to end. High lethality games, though, work better as a series of modules, each of which might be a chapter of an unfolding campaign. Because characters might die, but it's far easier to come up with some kind of way to continue on (and to introduce replacements) if you're just flipping back to the start of last session.
Think of it like how a video game might start you back at the current level when your character dies, instead of sending you back to the start screen to do it ALL over again.
But this is where building the story as it goes comes in, as well as collaborative efforts between the GM and the players. Do the players just want to put together a whole new party, and start a whole different adventure? Do they want to put together a new party that all have reasons to seek out their previous characters? Do they want to put together a new party to complete the adventure that killed them, but they want these new characters to be utterly unconnected to their previous characters and whatever stories they had going on?
If you've been planning specific arcs and long-term goals, then as a GM this will be intensely frustrating for you, because now all the things you'd planned as character moments or opportunities for the first band is going to waste because they're dead. So the Game Master also benefits from not planning too far beyond the current chapter, because they don't know if the characters are even going to be around when it wraps. So plotting for a high lethality campaign is basically akin to prepping a series of modules... you can't go too far down the line, because if you do there's a good chance the characters in question will all be dead, replaced by fresher faces.
Why You Can't Just Bring Them Back
Have you ever seen a parent that counts down from 3 when a child is misbehaving? The child knows that if the parent counts down to0 then something is going to happen... but if the parent gets to 0 and they don't do anything, now the kid knows it's a bluff. From that point onward, there's always a chance that nothing is going to happen.
This is also what happens if you have a high-lethality game, but you look for reasons to resurrect/save characters who should be dead. Much as with several of the games mentioned above, once resurrection makes an appearance (or once death stays its hand), it takes away the tension and the bite. So while I will absolutely advocate for chases, and the lesser fail states like being taken prisoner or having to face some kind of additional challenge, games that are supposed to be lethal are the ones that don't benefit from allowing characters to just come back from the dead... not unless there's something going on beneath the surface, at least.
After all... coming back wrong can be useful for Game Masters. Especially if it means there's a ticking clock over the character's head that might lead them to taking a few more risks than they normally would to try and escape their dark fate.
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!
To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, 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!
For folks who haven't been keeping an eye on things, I was recently the Deal of The Day over on Drive Thru RPG. My supplement Beyond The Black: 100 Dread Scenarios On Stranded Starships was on-sale for 50% off for 24 hours or so, and I figured I would take a moment to delve into what happened, and to draw a couple of conclusions from the results.
Before we get started, though, if you grabbed a copy during the sale (or really at any time) please take a moment to leave a rating and review. And if you didn't get a copy... well, consider doing so today! The sale was enough to push it from Silver to Electrum, and I'd love to get it up to one of the even rarer metals if I can!
But before I get into the meat of today's post, remember, don't forget to sign up for my 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!
Let's Break Down The Numbers, Shall We?
So, let's break down exactly what all went down for this particular sale, because it was one of the best DoTD sales I've been part of so far!
- 240 sales (at roughly $0.38 per sale)
- Roughly $90 in sales for that singular supplement
- Around 11 additional sales for related sci-fi supplements
- Total cumulative royalties of $100 for all sales during this period
Now, that's just royalties during this period. However, I sold 261 total supplements during this time. And $100 for a single day? Well, that's pretty good money for someone in the small press, digital only side of things, right?
It sure as hell is! However, take a moment to consider that, on average, I sell somewhere between 3 and 15 supplements a day that I have royalties in. Some days are serious outliers, though, and I'll move 20 or even 30 supplements (usually because someone decides to buy an entire series, or a bundle deal gets popular). But consider that difference for a moment. 30 supplements, versus 261 supplements. This sale performed over 8 times my normal outliers. So, one of my really good days, times 8.
That sounds amazing, right? But let's extrapolate.
Let's take a moment and say that I somehow managed to perform at that level all the time. I've got something like 216 unique supplements out there with my name on them that I've written over the past decade and change, so it's not out of the question. Now, let's say I'm making $100 a day. $700 a week. $3,000 a month or so. $36,000 a year (or $36,500 if we want to take a full accounting of the days).
Sounds like a lot, doesn't it?
It's about to get a lot smaller...
Unfortunately, this doesn't take into account taxes. And if I somehow managed to make $36K a year in taxes, I'm probably going to have to write a check for around $6-8K or so, depending on exactly how many deductions I can claim. So we'll take the smaller number, and say I still clear $30K in a year in sales. That means I lose my health insurance, and as an independent creator I don't really have options to go get an affordable plan anywhere else. I also lose any eligibility for most government programs (utility assistance, SNAP, etc.), so all those doors are now shut in my face. And yeah, I might have some additional earnings from affiliate sales, royalties for my novels, and up-front costs from freelance RPG work, but that's pennies per word, and I cannot physically churn out that much stuff every year to make a meaningful dent.
And this is something I've been thinking about today. Because even if I somehow managed to multiply my best days 10-fold and to make that my new norm... I would still be financially screwed in this economy we're operating in.
You can't buy a house on $30K a year. Hell, you probably can't even rent a 1-bedroom apartment in any place worth living for that much, while also buying food. You can't get health insurance. You sure as hell can't afford luxuries like going to conventions, or buying a new car when your old one craps out.
So what sounds like an impossible fortune (which would honestly be several thousand more than I've ever earned at any job I've ever had in a year) is still just enough to fall short with.
This Is Why Creators Need Your Support
Buying merch from creators is just one form of support. And while buying books, funding us on Patreon, and giving us tips on Ko-Fi certainly help, there are also free things you can do to help us pay our bills, too. Because if you watch our videos on platforms like YouTube, and subscribe, then that means we earn ad revenue. When you read articles on places like Vocal.media, that earns us money. When you share videos, supplements, or just the posts we make on your social media, that gets us an organic reach that we cannot duplicate, and that will help draw other people to the stuff we're making.
If you want to help a particular creator (whether it's me, or someone else entirely) it costs you effort. But putting a playlist on in the background, hitting a few buttons to subscribe, and leaving a review of something you really liked so others will check it out all adds up at the end of the day.
Almost no one who writes RPGs "for a living" makes enough money doing it. So help folks where you can to ensure they can keep putting food on the table, and keeping the utility company happy.
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!
To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, 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!
It's been a tough year for finding space to write new Storyteller's Vault supplements... however, I have managed to get a couple of submissions in here and there. However, back in February of this year I made my first foray into Hunter with my supplement The Blade Itself: Corrupt Equipment For Hunter: The Vigil. The idea behind corrupt equipment is that it develops a reputation, and grows into a legend of its own, which taps into the same dark force that empowers slashers, while also giving both independent hunters as well as those who have banded together with the more powerful conspiracies another tool to take on the creatures of the night.
And speaking of powerful conspiracies, I recently managed to find time and space to work on another supplement for this corner of the Chronicles of Darkness... which is why I wanted to let everyone out there know to check out Agents and Assets: 100 Personnel and Contacts For Task Force VALKYRIE!
But before I get into the meat of today's post, remember, don't forget to sign up for my 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!
Here Come The Men In Black
When I decided to take a second swing at Hunter, I wanted to put together an NPC list that would be useful for STs who were running Vigil chronicles, but also for those who were running games in any other part of the Chronicles of Darkness as well. Because while a lot of Storytellers don't relish the idea of bringing in multiple books and running several rule sets simultaneously, hunters are always a threat that's lurking in the background of any game. Vampires, werewolves, prometheans, sin eaters, changelings, and all the rest try to keep such a low profile because they all know down in their bones that mortals can be dangerous... especially when they have the ability to bring know-how and firepower to the fight.
And that is why the agents of Task Force VALKYRIE are always on standby for an ST who wants to make it clear there are consequences for crossing the line, and getting noticed.
The last line of defense for humanity.
To sum up, this supplement is good for STs who are running a Hunter game because Task Force VALKYRIE tends to be such a large presence in the setting. Even if the characters are a lower tier of hunters who are part of a compact, or they're just running the streets on their own, the presence of these shadowy government operatives and their networks is an ideal way to get the hunters information, to steer them toward particular objectives, or even to get them access to unique resources if they play ball with the suit who insists his name is Agent Smith. And on the other hand, Task Force VALKYRIE has enough firepower, skill, and presence to be a genuine threat to any supernatural community, giving players ample reason to maintain the masquerade and keep their heads down lest they become a reason for black choppers, strike teams, or even "accidents" that will be swept under the rug by the black books organization.
Where Should I Go Next?
I've said repeatedly on this blog, and over on the Azukail Games YouTube channel, I don't have a crystal ball, so I have no idea what supplements are going to go over well when I put my lists of ideas together. That's why I would like your input as folks who read my blog (and who hopefully enjoy my contributions to Storyteller's Vault). So if you would be so kind, please leave a comment down below including the following:
- What game line would you like to see me contribute to?
- What subject would you feel most useful?
As a bonus for folks who are interested, some of the specific ideas I've had include a collection of True Fae titles and a collection of loyalist NPCs for Changeling, and for Hunter I've been considering putting together a collection of slashers as well as some other support lists for conspiracies outside of Task Force VALKYRIE. I've even considered putting together some new courts for changeling, or making my own conspiracy or compact for Hunter to add to the list we already have to choose from. So if any of those things sound tasty, make sure you add that in your comment so I can tally up the votes!
And if you'd like to make EXTRA sure I see your vote, consider leaving it in the comments section of the video below:
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!
To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, 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!