Showing posts with label 3rd party. Show all posts
Showing posts with label 3rd party. Show all posts

Monday, November 5, 2018

What's The Difference Between 3rd Party and Homebrew?

People might call me pedantic for this, but I like to be specific with my language. This goes double for language that describes a lot of what I do for a living.

That's why I thought I'd take a moment to point out what I see as a problem with how people tend to throw around the term homebrew these days... particularly when it's used as a pejorative term.

And especially because the right brew can perk your game up.

Core, 3rd Party, and Homebrew Explained


So what is the difference, you may ask? Well, let's start with core material. Core material is anything released for a particular game by the company that created it. As an example, take the supplement book Bastards of Golarion by Paizo. I contributed several things to this book, including a bardic masterpiece and the alchemical concoction silvertongue. These things exist as a part of the core game as written and added to by Paizo, in the same way that options from the Player's Handbook or Volo's Guide are considered core options for Dungeons and Dragons.

Following so far... when do we get to the homebrew part?
The next category of material is 3rd party stuff. This material is often professionally written, edited, tested, and packaged the same way that core material is... it's just released by a different company. Example of this include the Demonologist (a base class for Pathfinder released from Total Party Kill Games), or the Inspired By Heraldry feats (released by Flaming Crab Games).

All of this material is made for use with the Pathfinder RPG rules system. It was created by teams of writers, reviewed by editors, and assembled with panache to make it as attractive as possible. The only thing separating this from core material is that it was released by a different company. This makes 3rd party stuff kind of like an off-brand soda. It's still really good (even better, according to some enthusiasts), it meets all the same checks and requirements as the original product, and it's often for sale in a lot of the same places. The flavor might be subtly different, but sometimes that's the appeal.

So what's homebrew?

Well, homebrew is just what it sounds like; something a person made up at home. Homebrew material typically has a single creator, and it lacks a lot of the editorial oversight and presentation that 3rd party and core material have. To keep with the manufacturing example, homebrew material is that root beer your friend's dad makes in the basement, and always brings to get-togethers in the summer. My example for this is how I made up stats for Reinhardt's energy shield in my Overwatch character conversion article for him. While the stats might be usable, and some folks might want to try them at their table, it's just something I made up because there was a specific niche that none of the existing mechanics covered.

I would like to reiterate here that homebrew content is not inherently bad. There are a lot of creators like Clinton Boomer who make all kinds of fun stuff, and who also have professional bona fides. The lack of oversight and editorial review means that homebrew content doesn't have to pass a filter, though, and as such there is very little quality control beyond what an individual creator can do on their own. You might get something great, or you might get a half-baked ass waffle because some guy named Geoff thinks a samurai with the powers of a gold dragon needs to exist.

To any publishers reading this, I will create a balanced version of that class if you'd like me to.

Big, Small, and Everything In-Between


A lot of folks don't bother separating 3rd party content from homebrew content. To their way of thinking, if the material didn't come from the sovereign company, then it's all the same (and not in a good way).

I'm not saying to open your table boundaries and let people bring whatever they want to your game. However, there is a big difference between a product created by a professional game company with all the same experience (and often the same staff) as a company like Paizo or Wizards, and content made without those same resources, experience, or staff. I'd also like to remind people that money, personnel, and a publishing staff is no guarantee of quality. Sometimes big publishers stumble, while the little creators get it right.

Just something to think about.

That's all for this installment of Moon Pope Monday! If you'd like to see more of my work you should check out my Vocal archive, or click on my Gamers profile to see all my tabletop articles. Alternatively, stop by the YouTube channel Dungeon Keeper Radio to see some of the videos I and other gamers make for dungeon masters and players alike!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, and Twitter. If you'd like to help support me and my work, then you should head to The Literary Mercenary's Patreon page to leave me a monthly tip, or you could Buy Me A Ko-Fi to leave me a one-time gratuity. Lastly, you could head over to my Amazon author page to buy some of my books... like my recently-release sword and sorcery novel Crier's Knife!

Monday, June 26, 2017

High Level Games is Taking Things To The Next Tier

It seems like gaming sites are a dime a dozen these days, and everyone has a blog or a podcast you need to check out. However, when it comes to High Level Games, you can believe the hype. What started with the simple idea of bringing talented gamers together to create cutting-edge content has grown into something more; a centralized location for you to get fresh content to satisfy your gaming brain every, single day. I've been contributing for a few months, and my pieces include:

- 5 Explanations For A Favored Enemy Bonus (Other Than Vengeance)
- 5 Cool Pathfinder Background Traits You Missed
- The 5 Most Commonly Misremembered Rules in Pathfinder
- 5 Awesome (and Overlooked) Alchemical Items in Pathfinder

What lies on the other side? Step through, and find out!
Up until recently, High Level Games was basically going off of goodwill, gumption, and can-do attitude. I had the energy and content to spare, and I saw potential in what they were doing, so I rolled up my sleeves to do my part. With all of the site's contributors working together, each of us lending our expertise, the site has begun to cast a truly long shadow. With over 1,500 followers and counting on the High Level Games Facebook page (not an inconsequential achievement by any means), it's time for all of us to move into the next phase of things.

For that, though, we're going to need your help.

What The Future Holds


First and foremost, the formula that's gotten High Level Games where it is won't be changing. They're still putting out their podcast, and they still intend to give readers quality gaming posts on their blog. They are, however, moving into actually publishing fresh gaming material, instead of just creating commentary on what already exists.

Fresh material like this glorious bastard!
Cat's Meow is the first of a series of one-page adventures that High Level Games is putting out, and each one is going for the low price of a single dollar. The goal is to test the waters, and to see if there's a demand for more short, simple games like this one, or if players and DMs would like something bigger, and more involved in future projects.

Oh, this one's currently available at Drive-Thru RPG, by the way. In case you were interested.

This Is Where You Come In


So what does any of this have to do with you, discerning consumers of fine RPG products and content? Well, publishing endeavors like this are like plants; you need to feed and water them if you want to see them grow.

What does that mean? Well, it means you should stop by High Level Games, listen to the podcast, and read the blog. Follow them on Facebook, Twitter, and YouTube so they know they can count on your views. Tell your friends about their pages, share articles you like, and buy the one-page adventures that catch your eye as they become available.

Oh yeah... there is one other thing...
If you've been by the site, chances are you noticed how sleek and clean it is. That's because there are no ads on it. That has been a very deliberate decision, and it isn't one that's going to be changing any time soon. Of course, that also means that no matter how much traffic the site itself receives, it isn't generating any revenue. Not for the editors, and not for the writers like yours truly.

So if you really want to support High Level Games, and you want to see them keep growing, head over to the High Level Games Patreon page to become a patron. If you want to give a lot, then by all means, give a lot. If you just want to throw a couple of shiny quarters into the tip jar every month, then that would be appreciated as well. I place emphasis on this part because writers get paid with a cut of what patrons give every month. And at present, it would take at least $200 for us, as a group, to get a $10 pay day on the 30th.

Just to put things in perspective.

That's all for this week's Moon Pope Monday post. If you're a fan of High Level Games, then check them out, spread the word, and help us all keep doing what we love. If you'd prefer to give your support to me directly, or if you have enough scratch to support us both, then why not head over to The Literary Mercenary's Patreon page to become a patron? I've got free swag for all my new patrons, and I'm not shy about slinging it your way. And, lastly, if you want to stay up-to-date on all the content I'm putting out, then follow me on Facebook, Tumblr, and Twitter.

Monday, April 4, 2016

6 NPC Organizations to Spice Up Your Campaign

This Monday I'd like to put a little bow on a gift for the DMs out there. I know how hard it can be putting together a great game, and that sometimes you just don't have the available sweat to go elbow-deep into more world building. That's why I wanted to offer you these six organizations that I put together for Kobold Press which can add a lot of spice (and plot hooks, if you need them) to your campaign.

Also, the sharp-eyed among you might notice that some of these organizations were first mentioned in my post What Services Exist In Your Fantasy World (And Do You Use Them)? That post was the initial inspiration, but now these groups have a slightly more involved history, as well as tips that will allow you to incorporate them seamlessly into your game.

#1: The Brotherhood of The Brawl


Seriously, I don't care what level you are, don't get into it with the bouncer. Not here.
The Brotherhood is a loose confederation of skull crackers and leg breakers that live and train right out in public. Bouncers by trade, the Brawlers take all kinds, from pugilists and prize fighters, to grapplers and knockout artists. They might not look like much, but the Brotherhood is a training ground for some of the strongest, deadliest bare-fisted fighters in the world. They're good allies, and awful enemies.

#2: The Wanderer's Way


Package for you, sir!
Have you ever wondered how common people send letters and packages in your fantasy world? After all, if reading and writing are commonplace, then wouldn't there be some kind of postal service? The Wanderer's Way is a volunteer post that's made up of everyone from merchants and caravan guards, to wandering adventurers and no-account saddle tramps. The Wanderers are a great way to explain why a PC is in town, but they're also great for adventure hooks when you're trying to have a mysterious letter show up to drag the party into your plot.

#3: The Sundown Eyes Guild


You broke into the wrong house.
The Sundown Eyes Guild has one job; keep its clients safe. Security experts, bodyguards, and anti-infiltration experts, the Sundown Eyes Guild draws its ranks from both the famous, and the infamous. Former bandits, sneak thieves, spies, and other disreputable adventurers work shoulder to shoulder with detectives and former Watch officers, all doing their best to stymie the latest attempts from burglars, robbers, and, when necessary, assassins. If you need an extra challenge for your party to bypass, or you want a patron to employ them, you need look no further than this anti-thieves guild.

#4: The Iron Horsemen


Got a problem, squire?
It seems like every other campaign is a noble hiring adventurers to travel with him, or to deliver an unspecified parcel from point A to point B. You'd think, with so many valuable people and treasures about, that someone would just start a business centered around their delivery. That is the niche the Iron Horsemen fulfill, and the group only hires the best. Their black-clad coachmen are uniform in look, but their abilities and powers are often surprising. So, whether a party is looking for a paymaster, or they just want a reliable group to transport their treasure halfway across the continent, the Horsemen can easily get the job done.

#5: The Order of The Healing Hand


We can cure what ails you... again.
If you've ever had a game where no one wanted to play a cleric, you've probably found yourself wishing you had an in-game group of healers to fall back on. Something like a fantasy version of the Red Cross that your party could find all over the map, provided they get out of the dungeon alive. That is where the Order of The Healing Hand comes into play. Dedicated to curing the sick, the order is made up of bonesetters and surgeons, alchemists and priests, and it's rumored that among their number there are scholars of the body so learned they can resurrect the dead. Ideal for character backstories, escort missions, and even as secret villains, the Order has many uses for a cunning DM.

#6: The Raven's Quill Criers


How do I know? A little birdie told me.
Town criers are one of the easiest ways to make announcements to the general population, but the Raven's Quill Criers take their jobs even further. They write letters for the illiterate, provide maps for out-of-towners, and they collect information like a magpie goes after shiny objects. So, if you need a handy way to get a key piece of intel to your party, you want to introduce potential allies, or you want to turn the Criers into a front for a network of spies, they're available to you to do with as you please.

As always, I hope you found this week's update useful. If you'd like to help support Improved Initiative, why not stop by The Literary Mercenary's Patreon page to become a patron today? As little as $1 a month can be a big help! Also, if you haven't done so yet, why not follow me on Facebook, Tumblr, and Twitter?

Monday, December 14, 2015

Want More Fae in Pathfinder or 5e? Help Support The Faerie Ring!

EDIT: For those who came across this recently, the campaign is over, and the book is now available! If you want to check out The Faerie Ring, it's up at RPG Now, and other fine retailers. There's also a campaign guide for Along The Twisting Way if you're looking to increase your adventure!

There are certain monsters you just expect to see in your average campaign. You're going to see devils and demons, you're probably going to have to deal with goblins, orcs, or kobolds, and some variety of undead. And, if you're very good, or very lucky, you're likely going to have to fight a dragon at some point. Depending on how angry you've made the DM, there may be a template or two on said dragon.

But what about when you're tired of all that? You've slain half a dozen lich kings, slaughtered a clutch worth of great wyrms, and you've upholstered your furniture in demon hide. Where can you go to get some adventure back in your game?

The Faerie Ring, of course!

Come dance in the circle... what's the worst that could happen?

What's The Faerie Ring?


I'm glad you asked!

The Faerie Ring is a Kickstarter going on right now from Zombie Sky Press, and the goal is to fully flesh out the fae as a race, and to give you more than the occasional quickling or redcap to add in to your campaign. The Faerie Ring gives you fae overlords, and details their realms and cities both on the material plane, and off it. It provides histories of these great lords and ladies, as well as the origins and tales of how the lesser fae races came to be. The book provides all the lore you could ask for, and then some, while also providing new creatures, templates, and even playable fae races for those who want to do something truly different with their games. More than just a bloodline and the few traits you're used to!

Who wouldn't want to get in on this action?
Also, just in case all that sweet, sweet world building wasn't enough to entice you, The Faerie Ring will also provide adventures for your players! Players who, unless they have a love of Celtic mythology and a rapacious appetite for Irish folklore, will be entering a world they're almost completely unfamiliar with.

Not only that, but this content is brought to you by some heavy hitters in the game design scene, including Monica Marlowe, Wolfgang Baur, Scott Gable, and Clinton Boomer!

Really, why wouldn't you want something this unique sitting on your game shelf, tempting players with truly unusual adventures in the realms unseen? All you have to do is help Kickstart it, and to do that, just check out the campaign and pledge today!

Well, that's my Monday update for those who want to stay in the loop regarding the coolest updates in gaming on the market today! Thanks for stopping in, and if you want to make sure you don't miss any of my future updates, be sure to follow me on Facebook, Tumblr, and Twitter. Lastly, if you're in a funding sort of mood, why not help keep Improved Initiative going by stopping by my Patreon page to become a patron before the end of 2015? You can get a lot of content for as little as $1 a month, and there's free books in it for you if you squeak by before January.

Friday, December 5, 2014

A Review of The Laying Waste Critical Hit System From TPK Games

Few things will make your heart go pitter-patter like a natural 20 on your die. You can already see your blade sinking deep into your opponent's neck, blood spurting as his eyes go dead. A lucky blow or great skill, it makes no difference when you're the one still standing and your enemy has gone down in defeat.

There's just one problem; your crits get less and less badass with every level you gain.

Wow, 2d6 instead of 1d6. Truly I am killed now.
While the thrill of scoring a critical hit never goes away, and some classes (*cough* Magus *cough*) can turn explosive critical hits into an art form, your average PC just doesn't get the same bang for a confirmed crit at higher levels. For those of you who were wondering if there was a cure for this there is... though it isn't for the faint of heart.

Well, What Is It?


The book you've been looking for is titled Laying Waste, and it's from 3rd party publisher TPK games. If you want to make your games truly vicious (both for the PCs and for the monsters) then the alternative system this game offers keeps things fast and furious.

Seriously, look at this goddamn thing!
I want to take a moment to make it very clear for players who are skimming; this is not part of the core rules, and no one is saying you must use these rules at your table. That said if you want to make your critical hits and fumbles (no crit fumbles aren't part of the core rules either, as I reminded folks in Playing By The Book: Rules Pathfinder Players Often Forget, but they exist in this book) a lot more vicious, this is the book for you.

So How Does It Work?


First of all take everything you know about critical hits and throw it right out the window. Under the Laying Waste rules there is no need to confirm a critical hit; if you hit your weapon simply does maximum damage. In addition to the weapon damage though you roll a d20, add your weapon's critical hit multiplier, and add the amount you exceeded the target's AC by. The result is then compared to a DC 20, 30, or 40 for the severity of the critical effect you deal. You then take the type of weapon you're wielding, and then roll on the appropriate chart. You could do anything from knocking a weapon out of an opponent's hand or temporarily reducing his dexterity to smashing in his teeth or cutting off an entire arm.

Improved Critical for the win.
Critical fumbles are more straightforward, but pretty disastrous. When you roll a one you roll on the chart for the potential fumble. You're given a saving throw (such as a Reflex of 20 to get a grip on your weapon again) and a condition (score a critical hit on an enemy to renew your confidence). If you make one or the other then the fumble either never happens, or the effect ends.

What Are The Advantages?


Despite the hate that a lot of 3rd party publishers get, Laying Waste has a definite upside. First and foremost it makes combat more dynamic (I'd hate to use the term realistic when talking about RPGs), and it keeps a genuine threat in every die roll. Even high level characters might be laid low by a lucky shot from a goblin, kobold, or even a commoner.

In addition to honing combat's edge, Laying Waste provides real benefits for martial classes at high levels (since they're the ones most likely to exceed an enemy's armor class by a large number to deal devastating critical hits). It makes critical hits a genuine threat, and a build based around critical hits can have an impact over and above a few extra points of damage on a given swing. It also makes things like concealment and cover more important to combatants, for those who want those kinds of mechanics to get more attention paid to them.

What Are The Disadvantages?


Aside from needing to learn a new mechanic, and then convince your DM (and the rest of the table) to institute this new rule, there are some issues with the system in Laying Waste. While critical hits are a lot more powerful with this system, some players might feel that random chance is taking over from solid character building. The idea of your next natural 20 decapitating the bugbear general is exciting, but if your DM starts dropping a lot of critical hits then a low CR encounter can quickly cut a party into little, bloody pieces.

I wouldn't go so far as to say that Laying Waste completely unbalances a game, because it doesn't. But it can lead to serious problems based on chance rather than on the deliberate actions of players (more so than RPGs already have). It can also really slow down combat any time someone has a critical hit or fumble as pages are checked, additional dice are rolled (and re-rolled for when a given crit simply doesn't make sense or the DM feels is inappropriate).

All in all Laying Waste is a fun little post-market add on for your game. You don't need it to play, but it might be fun to try out. If you notice that it's creating more headaches than heroics though don't be afraid to strip the sprocket out and go back to your old-fashioned critical hits.


For those who'd like to help support Improved Initiative please stop by my Patreon page and consider becoming a patron today! If you want to make sure you get all of my updates then all you have to do is plug your email into the box on the right hand side, or follow me on Facebook and Tumblr.