Showing posts with label OGL. Show all posts
Showing posts with label OGL. Show all posts

Friday, May 5, 2023

Under The Hood With "Army Men": A 5E Game With a Lot of Tactical Add-Ons

Folks who have been around here for the past few weeks have likely heard that my first RPG "Army Men: A Game of Tactical Plastic" is now live on Kickstarter! And while I've been talking about the game in very general terms the past few weeks, for this particular Crunch installment I wanted to get into what I did with the game's mechanics. Because while it uses the rules of Dungeons and Dragons 5th Edition as a basis, there is a lot more to it than the basic package you might expect with a standard 5E game.

EDIT: Army Men: A Game of Tactical Plastic is now available on Drive Thru RPG!

Let's pop the hood, and see what's going on beneath your top coat.

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!

The Origin of "Army Men: A Game of Tactical Plastic"


I've talked about it in a couple of interviews thus far, but for those who haven't caught any of the media I've been sharing around, Army Men was first devised several years ago when I was more or less put on retainer for a new game company who wanted to put together a product they could break into the market with. The head of the company wanted to design something that would appeal to the wargaming crowd, and while they originally wanted something that ran on the FATE system, after a lot of discussion we finally settled on using a system that was going to be more tactical in nature, but which was still going to be simple enough to pull in newer gamers.

And while there were a lot of options available at the time, DND 5E was definitely king of the heap. Even now, post-OGL, it's still a system known to a large portion of the tabletop community. It might not be their favorite game, but it is still one they won't need a crash course to learn how to play. And while this game was originally designed as an add-on for DND 5E, it is now a stand-alone game which uses the parts of Dungeons and Dragons 5th Edition that have gone into the Creative Commons.

However... I felt the need to make additions.

First, Tactical Options


Targets acquired.

As we all know, Dungeons and Dragons was originally inspired by miniature combat games. It's one reason that, for all its story potential, DND (and games that use its various engines) is still a very combat-forward game. The 5th Edition, of course, was a little light on tactical rules... so I felt that should be corrected. Some additions I made include:

- Suppressing Fire: A standard tactic used by modern militaries, this maneuver is a particularly useful in Army Men where it allows you to give your allies cover... but it may be a tactic your enemies use against you as well!

- Taking a Knee: No one stands up during a firefight. Dropping to a knee is similar to going prone, but it only gives you some of the AC bonus. It does allow you to make better use of existing cover, however, and it's easier to get up and run from kneeling than from full prone.

- Flanking: While the 5th Edition of DND rules did have optional rules for flanking, Army Men makes them standard.

- The 5 Foot Step: A rule that was removed for 5th Edition, I felt it was a useful thing to bring back. For those not familiar, it allows someone to take a single, 5-foot-step in any direction without triggering an opportunity attack. This removes the need to spend your entire turn disengaging in case you just want to step behind cover, or give yourself a bit of breathing room before emptying your clip.

- Morale: Army Men has a morale system that takes you from +1 (battle frenzy), to -4 (utterly demoralized). This system provides a fluid way for battle to shift and change, and things like the Shake It Off action can be used to remove negatives from you and your comrades. It also means things like critical hits, and slaying enemy commanders, can have a serious effects on your team's ability to keep fighting.

Streamlined Gear Acquisition and Character Advancement


One of the major challenges that Game Masters have to deal with in traditional DND games is treasure acquisition, and making sure that PCs are properly equipped. This means you need to give them proper amounts of gold, make sure they have proper gear in treasure hoards, and so on, and so forth. Not only that, but if you follow the traditional rules, you also have to make sure your players are getting enough XP to level up, and that they're given the proper number of challenges to justify that reward.

Army Men does away with both of these concerns, in a way that gives more power to Game Masters.

Treasure management is a thing of the past.

First and foremost, Army Men does not have any XP; player characters will level up roughly every 3 missions. This saves GMs and players a lot of headaches when it comes to keeping track of who is close to leveling up, but it also removes the onus to solve problems in a particular fashion so that players will get the points. If they can sneak past periphery guards to steal the documents they were sent in to get without being caught, the mission is accomplished. If they infiltrate a militia as double agents, get everyone absolutely hammered, and then arrest them while they're passed-out drunk, the mission is still accomplished. And if they build layers of booby traps for a nest of Vespoids, and then lead the insects into the maze of tripwires, stake traps, landmines, etc., so that they barely have to pull a trigger at all to win the battle, the mission was still accomplished.

This flexible style also lends itself well to pick-up games, as well as character swaps due to death, wanting to try something new, etc. If someone new shows up (or a player had to make a new character), there's not really a lot of hemming and hawing over adding the new party member; command simply assigned them to the squad, here's their specialty, now shake hands and share your names, you've got a mission to complete.

Secondly, while characters in Army Men may have personal items and gear, a majority of what they're bringing into the field was given to them by the military before they were sent off on their mission. This removes the GM's need to make sure everyone is getting gold and treasure, because the PCs can just fill out a requisition form for the weapons, armor, ammo, etc., they want. But the Game Master can also restrict the gear that's available to add challenge/threat to a particular mission, if they so choose.

The very same mission with the same layout and the same enemies can be a very different game depending on what you allow the PCs to take into the field. If they're going to be fighting waves of Vespoids, but you give them huge belts of machine gun ammo, boxes of grenades, and high-quality armor, then it's going to be a Hollywood blockbuster sort of setup, with bullets flying and bugs dying. But if the PCs have standard armor, limited ammo, and they have to scrounge additional weaponry from the destroyed wreck of a base while avoiding Vespoid patrols, now that mission is going to feel tense and dangerous, with the squad choosing sneakier approaches, conserving ammo, and trying to keep moving.

Guns, Armor, and More!


Lastly, something I tried to do with this game was to try to avoid what's been dubbed the D20 Modern problem. Which is, namely, a game that has page, upon page, upon page of firearms, but where there's no real functional, mechanical difference between most of them. What I wanted to do instead was to present weapons and armor choices that each had their own strengths, unique capabilities, and which will allow players to really customize their characters in meaningful ways.

From plate carriers that can sacrifice a certain amount of armor to negate critical hits, to ballistic shields that can bring an old-world aesthetic to a modern battlefield, to shotguns rammed full of shrapnel to wreck utter devastation on close-range targets, there's all kinds of unusual options for players to play around with.

One shot, one kill.

And speaking of character customization, I altered both the way character backgrounds work, and introduced the Exploits System.

The changes to backgrounds is fairly simple. They still take the same form they did in Dungeons and Dragons 5E, but the difference is that each background gives you access to a specific, mechanical ability, in addition to a bonus exploit. These background abilities might be the power to requisition bonus equipment because you were a supply sergeant, so you know who to make the right phone calls to. Alternatively you might have been an irregular, so you can gain short-lived proficiencies in skills you don't normally have. You might be a spy with a cover identity, or a conscript who has friends in low places, allowing you to call in favors from the criminal elements of the setting.

And what is the Exploits System? Well, for folks who've played older editions of the game, it's basically the DND 3.5 version of feats. For those who haven't, they're a series of abilities that can shape the unique things your character is capable of doing when combined with their class features and background ability. Characters gain 1 exploit every odd level (including at creation), as well as an exploit from their background.

Exploits can do everything from making you better at hand-to-hand fighting, to granting you proficiency with certain types of weapons and armor, to allowing you to speak different languages, or granting you additional skill proficiencies. Some eliminate penalties from shooting from a prone position, while others give you bonuses to resisting fear and maintaining your morale. And by combining these abilities together, you can create a truly unique skillset for your soldier.

We Need You!





If that sounds like an interesting game system you'd like to give a try, back the Kickstarter today! We're 84% of the way to our initial funding goal at time of writing, but we have stretch goals at 10k and 15k that I would love to hit. And the more support this game gets at this stage, the more likely it is that we'll be able to expand and make even more supplements, missions, etc., going forward!

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

Monday, January 23, 2023

Attempting To Tighten Control is Leading To Wizards' Downfall

Anyone that's sat in the big chair as a Game Master has likely heard the advice that you should work with your players to create a cooperative environment whenever possible. Nothing spikes the game harder than the GM keeping a white-knuckled grip on the reins, and taking away the independence and creative autonomy of the rest of the table.

We already know that the higher-ups at Wizards of The Coast who've been largely responsible for the current crisis don't play the game. Because if they did, then they would know that the harder you try to control the players, the more problems you make for yourself.

What do you mean they'll just make their own games?

Before we get into the nitty gritty 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!

Capital Doesn't Create (It Simply Tries To Control)


I know we're all sick of this OGL talk, so I want to draw everyone's attention to something that a different gaming company did in the recent past. A year or two back there was a big kerfuffle with Games Workshop, a company that's rather notorious for having a contentious relationship with its own community. They were leaning hard on fan creators who made video content, they were sending out rather angry messages to third-party mini makers and 3D printing folks, and generally being even more snappish than usual.

Why were they doing this?

First and foremost, GW was trying to clamp down on control of the minis market regarding its IP. It was getting a lot stricter about requiring players to buy official products for participation in events, but more than that it wanted to try to build walls to keep 3D printing away from anything that might look vaguely like a space marine, tyranid, or tau. Secondly, though, the company had plans to build its own streaming service, Warhammer+, where it was going to put out multimedia content to those willing to pay a monthly fee.

Short answer, they wanted to make sure there wasn't competition who was doing it better than they were.


Now, if we were to Monday-morning-quarterback this whole thing, we can see that this approach was a massive mistake. Games Workshop coming out swinging, particularly against smaller companies and fan creators, made them look like a bully who was trying to crush other people's livelihoods, steal content that took a lot of work to make, and generally just take things away from fans. This left a particularly bad taste in the community's mouth, and it's a big reason why so few people signed up for Warhammer+ when it was announced, and it led to a lot of fans out and out abandoning Warhammer 40K as a game, moving over to games like Mechwarrior instead.

So what could they have done differently?

Well, if you have fan creators who are putting in long hours of work to make passion projects, and they have hundreds of thousands of followers on YouTube, that shows there's a thriving community with a big interest in your IP. Each one of those people represents a doorway into your hobby, and a way to expand your community. So rather than kicking in their front door and demanding they kiss the ring, a smarter move would have been to offer them some kind of sponsorship deal. Get them to help move figures, get eyes on upcoming games, or recruit them to make content for the company without the underlying threat that if they don't say yes you'll force them to remove their channel from YouTube. Be magnanimous, and show the community that you support them, and you want them to keep talking about how much they love your products.

But what about those 3PP minis producers? Surely they need to go, don't they?

Let's get one thing straight here; Games Workshop only produces miniatures for a small fraction of the forces and factions that exist in the grim darkness of the far future. There are hundreds of space marine chapters, thousands of imperial guard regiments, dozens of orders of the adeptus sororitas, and that's just the human faction. You throw in the diversity for the eldar, the orks, the tau, the tyranids, chaos, and more, and it would be impossible for GW to ever make full runs of minis for every option someone might want to play without losing a massive amount of money. As a company they need to move minis in bulk in order to justify the cost of doing a particular run, which is why they tend to focus on the units with the broadest possible appeal.

Those other companies, though, could create stuff for the parts of the game that GW isn't going to run. Whether it's offering unique head sculpts for space marines, or making unique armor additions, or putting out weapon modifications, bases, or insignia, they have the flexibility that a bigger company doesn't. This goes double if they're selling digital STL files for users to print out at home for their own use. Games Workshop could have approached these companies in good faith, and worked out a deal so that they could produce more obscure sets of minis and parts as they wished, provided they gave GW a small cut of the proceeds. They could even have sweetened the pot by allowing content from official partners to be used in tournaments and events. These other companies get more customers, the community gets more diverse, and GW makes more money overall.

That wasn't the approach they took, however. Instead they simply tried to clamp down on control, bullying and intimidating people not on their payroll. At the end of the day this burned bridges, alienated a lot of known talent in the community, and drove off a lot of people who were active participants up to that point. And, last time I checked, Warhammer+ has been plugged in to a golden throne and has to be fed a dozen GW employees every day just to keep it breathing.

Parallels to The OGL


For those who saw the parallels, you know where this is going. In case you don't, though, let me go through the details.

Prepare your symbols of disapproval!

We have to go back 23 years ago to the creation of the Open Game License. The short version is that, though you cannot copyright game mechanics any more than you can copyright math, you can get contentious with the language used to describe those mechanics. So the OGL was proposed by Wizards of the Coast as a kind of peace treaty between themselves and third party publishers. It was meant to be a perpetual agreement that said while their intellectual property was not open to all (unique creatures they'd made, settings for their games, etc.) that anyone who wished to use this license could use both the mechanics and the language to describe those mechanics without fear of reprisal.

This agreement is what made Dungeons and Dragons' d20 system the most popular basis for dozens of RPGs out there. It wasn't the only option, obviously, but DND became the lingua franca of gaming. Because Dungeons and Dragons was already a popular game, so making your own supplements, settings, etc., that didn't require players to learn a whole new language just to try your product out made for an easier transition, and it netted smaller publishers more fans, and more sales. Not only that, but this allowed publishers to make smaller, niche books and products that Wizards simply wouldn't print because they wouldn't sell enough copies, or they were considered too risky.

And what did Wizards get out of this? Well, folks who wanted to try those other games usually bought the base books from Wizards of The Coast. It allowed Wizards to act as the kind of first-among-equals when it came to DND, and it ensured that a lot of the gaming world thought of them as the default game. So while there were always going to be people who preferred the World of Darkness, or Call of Cthulhu, or Warhammer 40K, DND was something a majority of gamers were going to at least be familiar with. As an RPG creator myself, I can say that up until the end of last year if I wanted to write a module, supplement, etc., for a fantasy RPG, it needed to have a 5E port for the simple reason that if it didn't it simply wouldn't sell.

Some estimates claimed that, for online play, DND 5E was about 85% or so of the market. I can't speak to the accuracy of that number, but I would be surprised if it was too far off.

Seriously, it was the DEFAULT fantasy game until three weeks ago.

As you can see, Wizards of The Coast was in a similar position to Games Workshop. They were a huge brand, their games had a really active fan base, and they were poised to grow even bigger in the near future. And while both companies had dips in profits just before this move, let us be clear, they were not going bankrupt. They were both still hugely profitable companies.

But like Games Workshop, Wizards thought the best way forward was to put up paywalls, and to cut off as much of their competition at the knees as possible. What they didn't realize, though, is that their "competition" was basically creating the rich ecosystem they needed to make money, and remain king of the heap. Because without all those third party publishers putting out fresh adventures, and new subclasses, or unique species guides, Wizards simply wasn't producing enough books, figures, and accessories to keep itself afloat.

And then there's this digital product it's apparently shoveling money into... something that didn't work when Games Workshop did it either.


DND Shorts broke it down above, but it's looking like what the folks in charge of DND were planning was to create a proprietary virtual tabletop that would act as their primary money maker. People would pay a subscription fee to use it, there would be microtransactions for everything from outfits for your mini to effects from your spells, and it would finally be the answer to how you could get money out of everyone at the table, not just the Game Master who was the one that bought the majority of the rule books, campaign guides, etc. in the past.

The result of all of this, of course, has been a massive backlash straight to Wizards' knees. Players have cancelled their DND Beyond subscriptions en masse, and there is a large boycott of Wizards products. Companies that were using DND as the default rules system for all their products have cut ties completely, and won't be going back. YouTubers, digital play platforms, everyone it seems is abandoning Wizards.

Because they tried to force their community to do something, rather than innovating and providing them something of value.

Second Verse, Same as The First


This might be a controversial opinion, but I think that all of the stuff Wizards has talked about is stuff that, in another context, we really would have been super excited about. Expanded digital tools for making our games better? More options using digital tabletops? The ability to run through modules with a robot GM? I'm sure that a lot of us would have at least signed up for a free trial of that kind of program, if it was presented to us as a cool new option for playing the game.

That's the key, here. Option. Freedom. Choice.

The attitude from Wizards of The Coast has been to take away as many options for their players as possible, while attempting to ram through their own decision. It is, in a lot of ways, attempting to turn Dungeons and Dragons, a game based on imagination and innovation, into just another mobile game filled with microtransactions that reliably earns a profit for the company who holds the rights to it.

It's not working out too well so far.

And I think this could have been done in a way that was beneficial to the community rather than turning it into the firestorm we're seeing now. Wizards could have partnered with popular virtual tabletops to ensure they had multiple digital storefronts to sell to the widest range of players possible. They could have cultivated connections with more live play YouTube channels, and opened the doors for those who wanted to focus more on digital content by giving them a suite of publisher's tools, and taking a cut of what was made just like with DM's Guild. Most importantly, though, they could have left the OGL alone so that even if they didn't want to focus on making print books anymore, other companies who wanted to fill that niche would keep their brand on top by filling that need.

But instead of building bridges and cooperating, polishing up their reputation and growing the community (and thus increasing the number of people who might buy their product) they opted to try to burn down everything they deemed too close to their borders. They chose to share nothing, and to alienate everyone... which is why they'll likely end up ruling over a kingdom of ashes.

So, as a reminder, we cannot let up the pressure if we want Wizards of The Coast (or the next big-shot games company who thinks they can get involved in a land war in Asia) to learn a lesson. Keep supporting third-party companies, and if you have a subscription service to anything Hasbro does, cancel it. Because while they appear to be trying to mollify the fan base, they seem set on forcing through as many poison pills as we'll let them.

For Folks Who Want To Help Me Get Through This


If you made it all the way through this post, and you want to help me haul myself up a rung or two so I can get off this sinking ship and to a safer harbor, here's a handy list of the places you can go where your efforts would be much appreciated!

- The Azukail Games YouTube Channel (where I contribute video content)
- My Daily Motion Channel (longer videos that won't show up on YouTube)

And if you happen to have some spare dosh lying around, consider become a Patreon patron, or leaving a tip by Buying Me a Ko-Fi!

Lastly, consider checking out my Sundara: Dawn of a New Age setting. The more sales I can eke out before decisions come down on this OGL situation, the more likely it is my publisher will work with me to convert it to a new rules setting instead of just writing it off as a loss going forward.


Cities of Sundara


The setting first began with the Cities of Sundara splats. Self-contained guides to some of the larger and more powerful centers of trade, industry, arms, and magic, these unique locations provide plenty of fodder for character generation and plots. Not only that, but each one comes with unique, mechanical goodies for players and GMs alike to take out for a spin!

- Ironfire: The City of Steel (Pathfinder and DND 5E): Built around the Dragon Forge, Ironfire is where the secret to dragon steel was first cracked. The center of the mercenary trade in the region, as well as boasting some of the finest schools for teaching practical sciences, Ironfire is a place where discovery and danger walk hand in hand!

- Moüd: The City of Bones (Pathfinder and DND 5E): An ancient center of trade and magic, Moüd was lost to a cataclysm, and then buried in myth. Reclaimed by the necromantic arts of the Silver Wraiths guild, this city has once again become a place teeming with life. Despite the burgeoning population, though, it is the continued presence of the undead that helps keep the city running, ensuring that Moüd is not swallowed up once more.

- Silkgift: The City of Sails (Pathfinder and DND 5E): Built on the cottage industry of Archer cloth (an extremely durable material used for sails, windmills, etc.), Silkgift is a place that prizes invention and discovery. From gravity batteries that store the potential of the wind, to unique irrigation systems, to aether weapons, the city positively churns out discoveries... and then there's the canal they cut through the mountains that makes them a major center of trade across the region.

- Hoardreach: The City of Wyrms (Pathfinder and DND 5E): A center of power across an entire region, Hoardreach is ruled over by a Cooperation of five different dragons. A place for refugees and outcasts of all sorts, Hoardreach boasts some of the most unusual citizens and creations from across Sundara. Infamous for their sky ships, which require the cast-off scales and unique arcane sciences of the Dragon Works to take to the air, one never knows just what they'll find in this city built atop a mountain.

- Archbliss: The City of The Sorcerers (Pathfinder and DND 5E): A floating city in the sky, Archbliss has been a refuge for sorcerers for thousands of years. It's only in relatively recent years that the city has allowed those from the ground below who lack the power of a bloodline to join them in the clouds. However, while there are certainly amazing wonders to behold, there is a darkness in Archbliss. Something rotting away at its heart that could, if not healed, bring the city crashing to the ground once more.

Gods of Sundara


- Gods of Sundara (available for Pathfinder and DND 5E): In a world with no alignment, and where the gods are often genuinely mysterious forces that are far too large for mortals to truly comprehend, the divine feels genuinely strange and unknown... something that really does have to be taken on faith. This supplement provides a sample pantheon for Sundara, but also provides instructions on how to easily make your own gods in a world where you can't cast a spell and tell whether someone is good or evil.

Species of Sundara


Sundara is filled with creatures that many of us recognize, but I wanted to give greater depth to their cultures, and a wider variety of options. After all, humans always get 15+ ethnicities, languages, and unique histories, while elves, dwarves, orcs, halflings, etc. are almost always left with footnotes, or maybe with a handful of offshoots. So, in short, I wanted to give all the fantastical creatures the treatment that humans usually get in our games.

And there is no human book yet. If readers demand to know more, then I may sit down to pen one... but I figured that humans didn't need to be front-and-center in this setting just yet.

- Elves of Sundara (Pathfinder and DND 5E): Elves are one of the most quintessential fantasy creatures... but if you want to see more than just high elves, wood elves, and elves of the sun and moon, then this supplement has you covered!

- Dwarves of Sundara (Pathfinder and DND 5E): The children of the primordial giants who were meant to fill in the details of the world they'd made (or so the myths say) there are as many kinds of dwarves as their are kinds of giants... and possibly more, depending on who is keeping count.

- Orcs of Sundara (Pathfinder and DND 5E): Supposedly a creation of the elves, none can say for certain exactly how or why orcs have been made. What most agree on is that these creatures are far more than most may think at first glance.

- Halflings of Sundara (Pathfinder and DND 5E): Little cousins to the dwarves, halflings are tough, clever, and not to be underestimated. From living beneath the hills, to taking up residence in the deep forests, halflings in Sundara come in quite a variety!

- The Blooded (Half-Elves and Half-Orcs) [Pathfinder and DND 5E]: When orcs and elves mix their bloodlines with other creatures, the result is one of the Blooded. This inheritance takes many forms, and it can even wait generations before manifesting when the right combination of individuals come together to have a child.

- Gnomes of Sundara (Pathfinder and DND 5E): Gnomes are strange creatures, found in places where the spirit of the land has coalesced and made children of its own. The sons and daughters of the ancient nymphs, they are the stewards of these places, and they change as often as the weather and the land.

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 Daily Motion channel!. Or if you'd prefer to read some of my books, like 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 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!

Tuesday, January 10, 2023

How This OGL Fiasco Will Affect Me, And My Work Going Forward

Unless you're living under a rock, you've likely heard about Wizards of the Coast, and the Open Game License debacle that's going on right now. For those who haven't (somehow), let me catch you up to speed. 23 years ago Wizards of The Coast created an Open Game License so that third-party publishers could make games using their system. This led to a massive boom in publishers doing so, and it created a large ecosystem of companies that coalesced around the D20 system used by Dungeons and Dragons. Now to all appearances, Hasbro has decided it's tired of sharing these tools, and wants to put the genie back in the bottle. A leaked "new edition" of the Open Game License reads like an out-and-out threat, demanding cuts of earnings, rights to republish without paying original creators royalties, banning of anything outside of physical books and digital copies (YouTube channels, animation, novels, music, live action theater, etc.), and the list goes on.

It's bad. It is bad to the point that a lot of people who have seen the leak have basically compared it to an organized crime shakedown, threatening people's livelihoods if they don't pay up. And as someone who makes a majority of my livelihood off of tabletop RPGs, this is going to affect me going forward. So I wanted to take this week's update to explain the changes that are already happening, the changes that might happen going forward, and how you as players and readers can help the creators you love to support us through this nonsense.

Also, please take a moment to sign a petition telling Wizards not to change the OGL and sign the open letter at #OpenDND.

The pact has been broken.

Before we get into the nitty gritty 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 I Stand To Lose


Now, as of time of writing, there is no official language in place from Wizards of The Coast and Hasbro. It is possible that they'll see this backlash against the leak, and decide this was a bad move on their part. It's possible they'll be challenged in court, and this power/cash grab is stopped by the court system, and we can all keep our OGL products and projects in place.

But when someone tells you there's a hurricane off the coast, you don't make some sweet tea and hope it will all blow over. You board up your windows, batten down your hatches, and if possible you leave to go somewhere safer. And that's what I, and hundreds of other creators, have to do right now.

Awww... I'm sure he's just hungry. Why don't you go pet him? I bet he doesn't eat YOU.

So what does that mean for me? Well, let's start with the worst case scenario.

Between my Pathfinder and DND 5E content, I've written 62 supplements that rely on the OGL in some way, shape, or form. That's a little over 1/3 of my total archive as a supplement writer, and it includes ALL of the releases for my Sundara: Dawn of a New Age setting that's been coming out over the past 2 years, except for Towns of Sundara. In addition to that, there's a large project I've been working on that was going to use the OGL titled Army Men, where players took on the roles of living plastic soldiers in a bizarre fantasy setting. It was a handful of weeks away from getting ready to go to Kickstarter, and while work on it hasn't stopped, this OGL scenario could mean either the project gets cancelled altogether, or it gets pushed back a year or more while I go back over it with a fine-toothed comb to re-design it.

All of that is bad, and it would leave me limping. But the damage doesn't stop there.

Let's say that Pathfinder's first edition gets wiped out by this whole scenario. Gone, kaput, erased. Sure, there will still be people playing it (you can't destroy books and archives people save on their own), but with zero support anywhere, the game will be as good as dead. That would be the final nail in the coffin for my Character Conversion project, and I would need to completely retool and refocus a lot of what gets discussed on my Crunch section. That's two major sections of this blog that are going to be eliminated, or severely damaged by this. I would also do a hard pivot away from anything Wizards-related, which would alter the kinds of games I talk about, and probably some of the advice I give here on this blog.

Lastly, this OGL decision is going to bury a lot of publishers. Publishers who, in the past, I would have been able to send an email to and pick up extra work from. And even if smaller publishers survive, they're likely going to be limping just as hard as I will be (having years of work wiped out and made irrelevant will do that to your bottom line), so they won't have extra money to hire a freelancer.

Certain Things Will Change Regardless of The Outcome


A lot of what I mentioned above are things that will happen if the worst-case scenario happens, and Wizards gets their way. If entire systems are removed from circulation (Pathfinder, old FATE, Starfinder, etc.), companies die left and right, and any product that used Pathfinder, any iteration of DND, etc. has to be pulled out of circulation, all of the above stands.

But what if that's not what happens? What if Wizards backs off, and decides it's a better look to leave the OGL as it stands? What if they try to enforce it, and the courts smack them down? What if this new agreement only applies to stuff published under the new 6th Edition they come out with, or for new publications that come out after a certain date? Wouldn't that make this all just a bunch of crying over spilt milk?

In some ways, yes. In other ways, though, the damage has been done. This leak has set certain decisions in motion that are not going to be corrected, even if Wizards holds up its hands, apologizes, and says that they're halting all plans to go forward with this as of right now. Because if they tried it once, they'll try it again, and that trust is now gone.

You're the ones who started this. I'm not putting my blade away now.

As an example, pretty much as soon as news of this leak dropped, my main publisher Azukail Games told me that we're putting a hold on all OGL products and supplements regarding my output. Which means that while I had plans for making some more Sundara books, that's not going to happen now because it's too big of a risk. There have been discussions about whether to translate them to a different rules framework (Savage Worlds has been talked about, and Kobold Press just announced their own open rules system they're going to be putting on the market), but it's also possible the setting will be put in cold storage for the rest of the year while this sorts itself out. Every, single publisher I've talked to is already halting OGL projects that were in the works, and moving to non-OGL systems and system-neutral products.

As for my docket, folks are going to see a lot of World/Chronicles of Darkness projects, Call of Cthulhu supplements like my 100 Shops, Stores, and Businesses to Find in Arkham, and system-neutral supplements like 100 Sci Fi Cults or 10 Fantasy Villages. This was already a majority of my planned output, but I had some light frameworks for modules, classes and archetypes, Pathfinder Infinite ideas, short stories, a possible podcast, and a bunch of other stuff that expected the OGL to remain the firm foundation it's been my entire gaming life. Even if this all blows over and nothing legally changes, none of those projects are going to get written because Wizards just showed their hand to us; as soon as they think they can get away with it, they're going to try to strongarm all of us into giving them our work so they can make a profit off of it.

It didn't work before, and I don't honestly think it will work this time. But even though I don't see Wizards winning, that doesn't mean a lot of vulnerable creators, companies, and gamers aren't going to suffer because capital once against decided to squeeze the golden goose to see if they couldn't eke out just a few more points of market share.

How You Can Help


In addition to making your voice heard by signing the open letter and petition I linked at the top of this post, creators will need your help more than ever before. Whether it's helping swell our numbers on social media, buying our supplements before we have to take them down, or sharing our new releases so we can find fresh eyes as we bring them out, your effort is what will make the difference between creators and publishers having to shut their doors, and being able to survive this crisis.

For folks who've stumbled across this post, and would like to help me haul myself up a rung or two, here's a handy list of the places you can go where your efforts would be much appreciated!

- The Azukail Games YouTube Channel (where I contribute video content)
- My Daily Motion Channel (longer videos that won't show up on YouTube)

And if you happen to have some spare dosh lying around, consider become a Patreon patron, or leaving a tip by Buying Me a Ko-Fi!

Lastly, consider checking out my Sundara: Dawn of a New Age setting. The more sales I can eke out before decisions come down on this OGL situation, the more likely it is my publisher will work with me to convert it to a new rules setting instead of just writing it off as a loss going forward.


Cities of Sundara


The setting first began with the Cities of Sundara splats. Self-contained guides to some of the larger and more powerful centers of trade, industry, arms, and magic, these unique locations provide plenty of fodder for character generation and plots. Not only that, but each one comes with unique, mechanical goodies for players and GMs alike to take out for a spin!

- Ironfire: The City of Steel (Pathfinder and DND 5E): Built around the Dragon Forge, Ironfire is where the secret to dragon steel was first cracked. The center of the mercenary trade in the region, as well as boasting some of the finest schools for teaching practical sciences, Ironfire is a place where discovery and danger walk hand in hand!

- Moüd: The City of Bones (Pathfinder and DND 5E): An ancient center of trade and magic, Moüd was lost to a cataclysm, and then buried in myth. Reclaimed by the necromantic arts of the Silver Wraiths guild, this city has once again become a place teeming with life. Despite the burgeoning population, though, it is the continued presence of the undead that helps keep the city running, ensuring that Moüd is not swallowed up once more.

- Silkgift: The City of Sails (Pathfinder and DND 5E): Built on the cottage industry of Archer cloth (an extremely durable material used for sails, windmills, etc.), Silkgift is a place that prizes invention and discovery. From gravity batteries that store the potential of the wind, to unique irrigation systems, to aether weapons, the city positively churns out discoveries... and then there's the canal they cut through the mountains that makes them a major center of trade across the region.

- Hoardreach: The City of Wyrms (Pathfinder and DND 5E): A center of power across an entire region, Hoardreach is ruled over by a Cooperation of five different dragons. A place for refugees and outcasts of all sorts, Hoardreach boasts some of the most unusual citizens and creations from across Sundara. Infamous for their sky ships, which require the cast-off scales and unique arcane sciences of the Dragon Works to take to the air, one never knows just what they'll find in this city built atop a mountain.

- Archbliss: The City of The Sorcerers (Pathfinder and DND 5E): A floating city in the sky, Archbliss has been a refuge for sorcerers for thousands of years. It's only in relatively recent years that the city has allowed those from the ground below who lack the power of a bloodline to join them in the clouds. However, while there are certainly amazing wonders to behold, there is a darkness in Archbliss. Something rotting away at its heart that could, if not healed, bring the city crashing to the ground once more.

Gods of Sundara


- Gods of Sundara (available for Pathfinder and DND 5E): In a world with no alignment, and where the gods are often genuinely mysterious forces that are far too large for mortals to truly comprehend, the divine feels genuinely strange and unknown... something that really does have to be taken on faith. This supplement provides a sample pantheon for Sundara, but also provides instructions on how to easily make your own gods in a world where you can't cast a spell and tell whether someone is good or evil.

Species of Sundara


Sundara is filled with creatures that many of us recognize, but I wanted to give greater depth to their cultures, and a wider variety of options. After all, humans always get 15+ ethnicities, languages, and unique histories, while elves, dwarves, orcs, halflings, etc. are almost always left with footnotes, or maybe with a handful of offshoots. So, in short, I wanted to give all the fantastical creatures the treatment that humans usually get in our games.

And there is no human book yet. If readers demand to know more, then I may sit down to pen one... but I figured that humans didn't need to be front-and-center in this setting just yet.

- Elves of Sundara (Pathfinder and DND 5E): Elves are one of the most quintessential fantasy creatures... but if you want to see more than just high elves, wood elves, and elves of the sun and moon, then this supplement has you covered!

- Dwarves of Sundara (Pathfinder and DND 5E): The children of the primordial giants who were meant to fill in the details of the world they'd made (or so the myths say) there are as many kinds of dwarves as their are kinds of giants... and possibly more, depending on who is keeping count.

- Orcs of Sundara (Pathfinder and DND 5E): Supposedly a creation of the elves, none can say for certain exactly how or why orcs have been made. What most agree on is that these creatures are far more than most may think at first glance.

- Halflings of Sundara (Pathfinder and DND 5E): Little cousins to the dwarves, halflings are tough, clever, and not to be underestimated. From living beneath the hills, to taking up residence in the deep forests, halflings in Sundara come in quite a variety!

- The Blooded (Half-Elves and Half-Orcs) [Pathfinder and DND 5E]: When orcs and elves mix their bloodlines with other creatures, the result is one of the Blooded. This inheritance takes many forms, and it can even wait generations before manifesting when the right combination of individuals come together to have a child.

- Gnomes of Sundara (Pathfinder and DND 5E): Gnomes are strange creatures, found in places where the spirit of the land has coalesced and made children of its own. The sons and daughters of the ancient nymphs, they are the stewards of these places, and they change as often as the weather and the land.

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 Daily Motion channel!. Or if you'd prefer to read some of my books, like 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 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!

Monday, August 1, 2016

What Are The Rules For Writing About Pathfinder?

So, as folks have pointed out, I write a lot about Pathfinder. And, while I try to make sure that as much of my content is system-neutral as possible, sometimes I have to get system-specific. Because, after all, Crunch topics that work in Pathfinder won't work in other systems. Aside from the fact that Pathfinder is one of the games I play most regularly, and one of the more popular systems out there, it also has an open game license. Not only that, but Paizo has put forth a list of rules regarding who can use their game content, and under what circumstances.

Those rules, if you're curious, are the Paizo Inc. Community Use Policy.

Take a minute and read it through, if you're curious.
If you've considered becoming a blogger, or you'd like to include Pathfinder content in your YouTube videos, podcasts, or even your own adventure paths and campaign modules, all you have to do is read through these use rules, and see if anything you want to do violates the community use policy or open game license.

For example, if you are going to charge people for access to your product (membership fee on a website, purchase price for a mod, etc.), then you cannot use any of Paizo's intellectual property in it. That means you can use Pathfinder's rule system, but you cannot take the gods, the countries, the history, etc. All of those things are off-limits if you're charging for them.

So where does that leave someone like me, or Simon Peter Munoz, the man behind the Creative Repository Blog? Well, we fall into a much safer place than people who are publishing and selling RPG content. Because our blogs are free to anyone who wants to read them, we don't have to worry as much. That's why you'll see articles specifically about world lore, suggesting particular nations for particular concepts, and talking about adventure paths and modules here in Improved Initiative.

The Rules Can Change


It's important to remember that the rules can, and will, change. So, if you're ever in doubt, it's a good idea to check the community use policy to be certain that you're still in compliance with it. Also, remember, that neither I, nor Improved Initiative, are endorsed by Paizo. I am just a guy with a blog, who talks about gaming. If you want to get a certain answer on whether your idea is going to be okay, legally speaking, all you have to do is email Paizo, and ask.

Seriously, it's that simple.

As always, thanks for checking out this week's Moon Pope Monday update. Also, as I said, this blog is free to everyone. So, if you'd like to leave me a tip to help me keep producing the content you want, why not go to The Literary Mercenary's Patreon page, and become a patron? As little as $1 a month makes a big difference, and it's enough to net you some sweet swag, too! Lastly, if you haven't done so yet, why not follow me on Facebook, Tumblr, and Twitter, too?

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.


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