Showing posts with label TPK games. Show all posts
Showing posts with label TPK games. Show all posts

Monday, May 29, 2023

I Have Officially Broken 150 TTRPG Supplements!

It's been a crazy few months around my neck of the woods, what with preparing for the Army Men Kickstarter, setting up interviews, finishing up short stories, and trying to get some scripts done for a project I can't reveal just yet. I've been so busy, in fact, that I completely missed the fact that I passed something of a milestone recently.

As this week's title says, I've broken 150 TTRPG supplements!

It's been one hell of a ride...

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

Also, since it keeps getting lost in the shuffle, check out my Vocal archive for more articles about RPGs, character conversions, character concepts, weird history, nerdy topics, and more!

It's Taken a While To Climb This High


While taking a moment to reflect on how I got here, it seems that I've been doing this job just a little bit longer than I initially thought I had. One of the earliest projects I worked on that's still available is Bastards of Golarion, and it looks like that book came out back in 2014! That was not too long after my short story The Irregulars went up on the Paizo blog, even though it just became available for purchase fairly recently.

Not my first, but damn near!

It wasn't off to the races straight away, though. It took me more than a year to start taking on additional TTRPG projects. In 2015 I started working with TPK Games, contributing to The Demonologist base class for Pathfinder, as well as writing Feats Reforged IV. In 2016 I was part of the overlooked supplement Inspired by Heraldry for Pathfinder from Flaming Crab Games. I worked on Whispers and Rumors: Borderland Town for Raging Swan in July 2017 (currently the only project I've done with them, and it wasn't long after that when I wrote 100 Bits of Miscellaneous Tat to Find for Azukail Games... my first, but far from my last, supplement they'd publish.

While I was definitely a TTRPG designer and writer at that point in my life, I think that 2019 is when I really had to kick things into overdrive. I was already putting out regular supplements for Azukail Games every month, in addition to managing this blog and writing gaming articles, but it was the first time I took on a second, long-term project at the same time. My 100 Kinfolk project marked the first time I'd done something more than blogs for High Level Games, and it began with 100 Get of Fenris Kinfolk, ending (nominally) with 100 Stargazer Kinfolk. While I took a bit of a break after that series of 14 supplements was over (and it's available as the 100 Kinfolk Bundle, for those who are interested), going back to 1 supplement most months, it was in 2021 when I had to start putting the pedal back to the metal. Since then I've been doing my best to put out at least 2 supplements a month just to make sure the lights stay on, and the bills get paid.

It's really easy to lose track of stuff, especially when you have to keep your nose so close to the grindstone that you can't take a look back the way you've come. But I wanted to take a moment, and let out a breath. Because I can't afford to stop making things (I don't make that many sales), but sometimes it's important to take stock, and examine the bricks you laid to build the road leading to where you are today.

Speaking of supplements #149 and #150, though...

I wanted to end this week's blog with a shout out for my two most recent supplements for those who hadn't seen them. For my Changeling: The Lost players, don't forget to check out 100 Rumors to Hear at The Freehold, which is full of weird urban legends, strange beliefs, and potential plot hooks for your chronicle. Secondly is the supplement pictured above. 100 Body Mods and Augmentations For Your Sci Fi Game does exactly what it says on the tin, providing you a bunch of accessories for your cyborgs.

If you haven't given them a look yet, consider grabbing yours today! And if you're curious about all my other RPGs, either search my name on DTRPG, or check out my TTRPG pinboard, which has links to all of my supplements, and is updated on the regular.

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

Monday, June 15, 2020

"The Book of Monstrous Might" Now on Kickstarter From Total Party Kill Games!

If you're anything like me, then there are probably some areas of the 5th Edition of Dungeons and Dragons you find frustrating. A lot of it is straightforward, streamlined, easy to learn and easy to play... but there just aren't as many options as you might like. Not just for races (particularly less-traditional, more monstrous ones), but also for tactics and options to help spice things up once initiative has been rolled and it's time to really forge the narrative of your epic tale of fire and blood.

For those of you who really want to expand your options, this project from Total Party Kill Games is definitely something you should get in on.

Trust me, this is going to expand your toolbox in a BIG way!

What is The Book of Monstrous Might?


The short version is that The Book of Monstrous Might is a Kickstarter project from TPK Games that aims to put more options into the hands of players and dungeon masters alike for DND 5th Edition. This gaming tome adds new monsters and monster abilities for DMs to enhance and spice up their campaigns, but it also has new monstrous races for players to dig into and toy around with. And for everyone at the table, it offers new tactical rule sets and options derived from the company's Gold Medal seller Recovery Dice Options.

Speaking of which, click over to the Kickstarter page for The Book of Monstrous Might, and you'll get a code for downloading a copy of Recovery Dice Options absolutely free! Just as a way for you to dip a toe in, and see where the bigger project is going.

Make Your Game That Much Better!


Whether you're running a game in your own setting, or you're adventuring through the pages of a pre-written adventure, the content planned for The Book of Monstrous Might can only enhance your gaming experience. What makes it really useful, though, is that it's a pick-and-choose option. You can use all of it if you want to, or you can just incorporate the parts of it you like. It's entirely up to you how much of its fresh mechanics find their way into your game!

So what are you waiting for? Go back the Kickstarter today!

Also, if you're looking for some grim little scenarios to try out at your table, with or without the new rules you'll soon have in your hands, take a moment to check out the Critical Hits series that I wrote for TPK Games a little while back as well! These include:

- False Valor: A whodunnit style adventure where the party has to find out who killed a young woman in a local farming town before her death re-ignites the dying embers of a war that's three generations done.

- The Curse of Sapphire Lake: The hamlet of Kingsbridge has lain dormant for thirty years, but when it tries to rebuild something dark awakens in the lake. A figure with a bone white mask, and a hunger for destruction that was birthed in the settlement's past. The curse will take more than courage to break, and the secrets go very, very deep.

- Ghosts of Sorrow Marsh: When travelers go missing in the Sorrow Marsh, it will take brave adventurers to find out what's transpiring. Many have strode out boldly, only to vanish into the darkness. Will you find out what terror lurks in the bowels of the marsh?

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

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

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

Monday, May 4, 2020

The Critical Hits Trilogy From TPK Games is Finally Released!

Most folks who read my blog with any regularity know that in addition to writing books like my recent short story collection The Rejects and my sword and sorcery novel Crier's Knife, running two blogs, and keeping up an archive of articles over on Vocal, that I also write RPG supplements. And while most of my supplements recently have tended to focus on the fill-in details that DMs need for their games, like pre-made NPCs, or mercenary companies, cults, etc. a lot of folks have been asking when I'm going to actually write some full-on modules.

Well, I have been. And though they've slipped under the radar for the most part, all three of them are finally out, so I thought I'd collect all of them in one place to let my readers know!

And for those who didn't see it last week, well, this is the most recent release!

Critical Hits: How They Came To Be


For those of you not in the know, I wrote three one-shot modules for Dungeons and Dragons 5th Edition several years back. While the first two, False Valor and The Curse of Sapphire Lake have been out for a little while now, Ghosts of Sorrow Marsh has finally dropped. So, now that they're all out I figured I'd take a moment to let folks know, and to give you a bit of background on how they came to be.

Every great game needs a little backstory, right?
Our tale begins several years ago. I was sifting through my email in between reviews and posts, when a unique project proposal came across my desk. The client was looking to make a website where dungeon masters could create slick, sleek-looking modules with relatively little effort, and almost no desktop publishing knowledge. However, to provide a kind of proof-of-concept he needed some writers to create modules using the site to show off what could be done with it.

He'd seen some of my other work, and decided to offer me a shot.

Now, writing modules wasn't really something I had a lot of experience with at the time, but if the site was as easy to use as the client claimed I figured it couldn't be too difficult. Especially since he didn't want anything huge; just a simple, one-shot module that could be used to fill an evening. Something he could use as an example, and to give away for free to prospective DMs who joined. With a competitive per-word rate, I told him sure, I'd be able to get something up in fairly short order.

The first module I wrote was actually Ghosts of Sorrow Marsh. A simple module where something dangerous is assaulting the one road into the town of Bracken, and the heroes need to fight off whatever it is, and track it back to its source in order to end the threat. Grim, dark, and dreary, it had a basic hook, a simple setup, and could be played through by experienced players and new ones alike. I was about 80 percent done with the module, and I'd just finished up the text for the adventure's Big Bad, when the client reached out and told me he was shutting down the site. He apologized profusely, gave me a generous kill fee for the project, and wished me luck.

Problem was that I now had a module that was most of the way done, with no one to publish it.

That was, of course, about to change.
I'd been in the game for a while, so I reached out to Total Party Kill Games (whom I'd created feats for in the past), and showed them the module I had. They liked it, but were a little unsure about its length. They really wanted something a bit meatier, which would justify a print run and putting the story out in multiple formats. Rather than re-work the module I had, I offered a counter-proposal; I could write several more modules just like this one, and they could be bundled together. Each one could offer different themes, different hooks, and different tones, the collection acting as a kind of gaming sample platter for DMs and players who might want to try a horror game, a murder mystery, etc., but who didn't want to commit to an entire campaign.

Said idea was approved, and that's how the Critical Hits series came to be!

Why Are There Only Three?


It's been several years since the project was first given the okay, and as sometimes happens in publishing there were snags. Existing projects had to be rearranged due to new editions coming out, creative teams got reshuffled, and so on, and so forth. As I said, despite Ghosts of Sorrow Marsh being the original module that kicked off the whole project, it was only just released at the tail end of this initial run.

And while I don't have anything in the pipe right now, that could all change depending on you my dear readers.

What can we do?
As I confided to my friends when I first started working on these (I finished all three modules over the course of the summer, by the by), I would be more than happy to keep creating modules as long as people were playing them. And generally speaking, publishers take notice if they put out a product that starts climbing up the medal scale over at Drive Thru RPG.

So if you've seen these before (or if you're just now finding out about the series, and would like to see it grow), here's what you can do to help. If you have a couple of bucks, by yourself a copy. If you already have a copy, leave a review since that helps more people find the modules. Share the link, and tell your friends about it. And it you've got a gaming podcast, a blog, or a YouTube channel, consider using that platform to help me boost the signal on these. Heck, if you want to do a play through or a review, just email me and I'll make sure you get yourself a reviewer copy of any or all of these!

And I'll do my part to share the signal boost back your way!


And if you're not sure which game would best suit your needs (or if you don't like to buy things blind), I'll do my part to try to guide your decisions.

False Valor: Written second, but released first, this module is a murder-mystery investigation. A girl was killed in a way that resembles the execution method used by war criminals generations ago, and it's got tensions running high. Are the elves starting hostilities again, or is something else happening? This module was meant to show players (particularly newer ones) that hacking and slashing won't solve all your problems, and that you need to find the true enemy before you can hope to fight them.

The Curse of Sapphire Lake: We're only halfway to Halloween, but this one was very specifically meant as a love letter to all my fellow slasher fans out there. An ancient campfire tale stalks the town of Kingsbridge, but is it just a monster from out of the mists, or is there something more going on beneath the surface? Piecing together what's happening now with the events that led the settlement's founder to be slain decades ago could be the key to unlocking what the masked figure stalking the town wants... and what will make it stop.

Ghosts of Sorrow Marsh: Meant to evoke the danger of the world beyond the safety of the walls, and the claustrophobic air of an unknown threat (something I daresay we're all much too familiar with these days), this module is meant to be tense, grim, and a little frightening. Everything is damp, dreary, and the horror of what's truly happening out in the wetlands beyond Bracken can leave players horrified. While it doesn't have mature content, it's the bleak way the module presents what it has that might make it something your group loves, or hates, depending on their tastes. If you're a fan of Dark Souls, Shadow of The Demon Lord, and other grim tales, this one should definitely be on your shelf.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

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

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

Tuesday, May 28, 2019

I've Gone Silver and Copper on Drive Thru RPG!

As I said way back when I first started this blog, occasionally I'm going to take some time to crow about a new release, an achievement, or something else I'm really excited about. That's why I wanted to take this week's Moon Pope Monday post to let folks know that one of my DM supplements has hit silver status on Drive Thru RPG! I wanted to give a big thanks to everyone who bought themselves a copy of 100 NPCs You Might Meet At The Tavern, and encourage anyone who hasn't checked it out yet to go give it a look.

Seriously, we've got a little bit of everything in this one.

I've Got Half A Dozen Coppers, Too!


For folks who aren't sure why hitting silver is a big deal, Drive Thru RPG has a rating system for products based on how well they sell. It starts at copper, when you officially sell 50 copies of a particular game. From there it goes up to silver, electrum, gold, platinum, mithral, and adamantine. The site is pretty cagey with how many sales you need to make to hit levels after copper; all they've really confirmed is that it isn't just a doubling of the previous tier like it is at some sites.

However, once you reach certain metal levels, it means your products are now grouped together on a page. This makes you easier to find, more likely to see more sales, and helps you reach new gamers. Which is why I'm ecstatic that, in addition to my first silver metal level, a bunch of other stuff I've put out over the past year has finally hit copper status!

And with your help, dear readers, might eventually get up to that gold level!
My recent copper mints include:

- 100 Random Taverns: This one literally came out a year ago, and went up on my birthday. It sort of snuck up on me when it went copper, but I was quite pleasantly surprised.

- 100 Oracular Pronouncements: An oldie but a goodie, I'd nearly forgotten about all these cryptic fortunes and strange predictions. But it seems some folks out there have been putting them to good use!

- 100 Characters You Might Meet in a Star Port: This was the first piece I came out with for use with Starfinder, and it's been slowly growing in popularity. It also pairs very well with 100 Sci-Fi Cocktails, and my most recent release 100 Space Bars, for all the sci-fi gamers out there!

- 100 Nobles To Encounter: This was the fastest collection I've ever written to hit copper status; it happened in just a few weeks after release! I was blown away, though for folks who have this one, it also works great in conjunction with A Baker's Dozen of Noble Families, which offers more of a deep dive into a smaller number of nobles.

- 100 Merchants to Encounter: I was super surprised at how popular this one was. Though looking at the supplements available, it might be simply because there just aren't as many NPC lists specifically dedicated to the shopkeeps, hawkers, and peddlers you could run into during your travels.

- 100 Random Bandits to Meet: From big bosses like the Dark Skull, to cooks, lieutenants, and enforcers, this collection had a little bit of everything for adding personality and story to characters typically seen as 1st-level cannon fodder. While I remain very proud of it, I am still surprised at how positive the reaction has been to this one.

Where I'm Going From Here (And How You Can Help)


I've always got new stuff coming out on Drive Thru RPG and its sister sites, and my hope is that all of it does well enough to reach those metal levels. But I'm gonna need a little help from you all out there to keep pushing stuff up the ladder!

And how much is this gonna cost?
Don't get me wrong, I'd love it if everyone who reads my blog bought a copy of the supplements I put out, but I know that's just not feasible. After all, not everyone plays the same games and editions, and everybody's money is tight these days.

However, there's ways you can help me spread the word that won't cost you a dime!

Firstly, if you have a copy of any of my supplements (or books like my sword and sorcery novel Crier's Knife), thank you for your patronage! If you have a little bit of time, leaving a review on your purchase can go a long way toward boosting the signal and helping me find a wider audience. Also, if you have something I've written that you really like, then take a moment to share it with your friends and family! A post on Facebook, a share on Tumblr, or just a Tweet can do a lot more than you think... especially if you're one of dozens of people doing it.

Also, I'd like to take a moment to talk about two ongoing projects of mine that could use a little more love, if you're looking for something new to try out? And if you want to keep track of all my latest releases, I've put them all on a simple Pinterest board!

Critical Hits!
The first is Critical Hits, a project I've been working on for Total Party Kill Games. The idea was to come out with one-shot modules for Dungeons and Dragons 5th Edition, specifically focusing on lower-level content that you can use as filler, an intro to a campaign, or just for fun. The first in the series, False Valor, came out way back in September, and acts as a murder mystery where players need to use their skills and insight to figure out whodunnit before things get out of hand. The second, which was just released recently, is the above-pictured The Curse of Sapphire Lake. If you've ever wondered what the bastard child of Beowulf and Friday the 13th would look like, this module will answer that question for you!

And suddenly... werewolves!
The second project is a little out of left field, but I've been working on it for a bit now. Through High Level Games, I'm releasing character guides for kinfolk NPCs for use with Werewolf: The Apocalypse on Storyteller's Vault. My goal is to write up one guide for every tribe of werewolves, and at the moment the 100 Get of Fenris Kinfolk, 100 Glass Walker Kinfolk, and 100 Black Fury Kinfolk are the only two that have been released. I'm going to talk more about this at a later date, but if you're a fan of the World of Darkness, I'd recommend giving this one a look!

That's all for this week's Moon Pope Monday. Sorry for being late with this one, but Memorial Day threw me off. Hopefully I'll be able to get back to form and schedule in the coming weeks!

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

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

Monday, October 15, 2018

I Make Stuff For 5th Edition Too, You Know

Most people associate my blog with Pathfinder, or with general gaming advice. The same can be said of a lot of the projects I work on, and the content I produce. However, I've been doing more and more stuff for 5th Edition this last little while, and I thought I'd take this Monday's update to draw some folks' attention to it.

Particularly the readers out there who enjoy my ideas and flair, but who aren't about that Pathfinder life.

Critical Hits: Total Party Kill Games


Come on, you know you're curious.
I've written for Total Party Kill Games in the past, but this summer I embarked on a new project for them. The goal was to write smaller, one-shot modules with engaging stories you can either run on their own, or fold into a bigger campaign. Each adventure is unique, setting-neutral, and can be run in a handful of hours with minimal prep work on the DM's part.

The series is being called Critical Hits, and the first one to come out is False Valor. For DMs who are tired of dungeon crawls, or hack-and-slash setups, this module gives your players a murder to solve. A young girl has been killed in a way that hearkens back to a war settled for several generations now... but if her death isn't solved quickly then that old tinder might spark back up!

There will be other installments in this series, as well as a few miscellaneous projects I've got in the works. Still, I wanted to make sure everyone knew where to look if they needed a solid one-shot.

Azukail Games: DM Supplements Galore


Seriously, how many times would this have come in handy?
I've been creating content for Azukail Games for a little over a year now, and I even wrote about some of the supplements I'd done back in May when I posted Random Tables, Courtesy of Azukail Games! Well since that update, I've been asked to generate some 5th Edition-specific stuff (both writing new guides and converting old ones). And since it's been a tic, I thought I'd update you on what we've brought out recently.

- 100 Bits of Miscellaneous Tat To Find: A collection of treasure and swag that's all valued under 1 gold piece, this was my first supplement for Azukail Games. After a bit of re-tooling, it's been re-released for 5E play.

- 100 Pieces of Flotsam and Jetsam To Find On A Beach: Whether it's a great lake, an inland sea, or the edge of the ocean, this guide is full of odd encounters, weird treasures, and grisly finds that PCs can find along the beach. Another oldie, re-tooled to make 5E DMs' lives easier.

- 100 Encounters in a Fey Forest: If your party is traveling through a fey domain, there are all kinds of weird things they might see, hear, or be subject to. This guide gives you some ideas for encounters, only a few of which are combat-oriented, that can help spice up their travel.

- 100 Random Encounters For On The Road, or in The Wilderness: Another collection of encounters, this one is also relatively light on the combat. From hidden treasures, to forgotten ruins, to riddling statues and wandering merchants who may not be all they appear, the wilderness is full of potential for odd or unusual encounters.

- A Baker's Dozen of Rumours (And The Truth Behind Them): An ideal supplement for DMs who want lore, rumors, and a clear path to set their players on, each of these installments is beefy enough that you could run an entire sessions around getting to the truth. Or you could just fold them into your existing setting/campaign if all you need is a little extra meat in case your players step off the beaten path.

There's More On The Way


When it comes to gaming supplements, modules, guides, etc., I've always got something new coming out. These are just my most recent releases geared toward 5th Edition. If you're curious, check 'em out. If you like them then please leave a review, and tell your friends about them! The more folks make it clear that they like what I'm putting out, the more stuff I'll get green-lit in the future.

And if you've already got any of these, feel free to leave recommendations in the comments!

That's all for this week's Moon Pope Monday installment. If you'd like to see more from me then check out my Vocal archive, or go to my Gamers page just to see my tabletop stuff. You might also want to check out the YouTube channel Dungeon Keeper Radio where I work with other gamers to make videos for dungeon masters and gamers alike! To stay on top of all my releases, follow me on Facebook, Tumblr, and Twitter. If you'd like to support me work, Buy Me A Ko-Fi to leave a one-time tip, or go to The Literary Mercenary's Patreon page to become a regular patron.

Lastly, you can Buy My Books if you'd like to check out some of my fiction!

Monday, November 23, 2015

The Undead Feats Are Now Available From TPK's "Feats of Legend" Series!

I mentioned awhile back that I was working on the Feats of Legend series with TPK Games. The first one to bear my name is The Infernal Feats, and is already out like I mentioned a few weeks ago. However, the next one in the series has been released, and it's one that players and DMs alike will have a ball with.

What is it? The Undead Feats, of course.

You were expecting something less necrotic?

What's In The Book?


The latest installment in the Feats of Legend series has 22 feats, brought to you by myself, Brian Berg, and by Simon Peter Munoz (who runs the Creative Repository Blog, which you should check out if you haven't already). These feats are for characters who are undead, who hunt undead, or for characters who have access to the undead bloodline.

What do they do? Well, there are 22 feats, so there's a lot of nasty tricks in this book. You'll find feats that let you poison undead, feats that increase your knowledge of undead, and feats that allow you to hide from undead. You'll also find feats that increase undead creatures' natural armor, feats that allow the undead to gain fast healing whenever they kill a living foe, and even feats that allow the undead to resist their greatest bane; positive energy!

If you want to throw your players a curve ball, or if you're a player who wants to really make the most of your character's undead heritage, The Undead Feats is definitely a book you should have on your shelf.

As always, thanks for stopping by! If you want to make sure you don't miss any of my updates, then follow me on Facebook, Tumblr, and Twitter. If you'd like to help support my blog, then please stop by my Patreon page to become a patron today! Even as little as $1 a month can make a big difference.

Monday, October 26, 2015

Hell Yes! TPK Releases "Feats of Legend" and "The Demonologist"

Normally I dedicate my Monday posts to helping promote others in the gaming industry, or to bring unusual bits of interesting trivia to the attention of my readers. This week, though, I'm giving the post over to complete self-aggrandizement because not one, but two, great products just came out from TPK Games with content by yours truly!

These must-have items? Feats of Legend: The Infernal Feats, and The Demonologist.

You know you want it!

What Are They?


I'm glad you asked, bold, italicized text! Feats of Legend is a small, ongoing feature that TPK Games recently embarked on. The idea is simple; put out a little collection of feats every month, each of them gathered around a theme, so that players can add a little extra oomph to their games. The first installment, The Infernal Feats, has 20 feats by yours truly. Future editions, like Undead feats, will also feature contributions from other RPG designers, both well-known developers and up-and-comers.

The Demonologist, though, is the meat to Feats of Legend's potatoes.

The Abyss yawns open at your feet, filled with legions of howling demons bent on death, destruction, and corruption. Most sane mortals oppose these creatures, using sword and spell to keep the madness of the pit at bay. There are some, though, who seek to harness the power of the Abyss, and the creatures who lie within it. These men and women, called demonologists, hold truck with terrible forces. Attended by powerful demons, and with all the ferocity and knowledge of their servants to hand, they can be valued allies, or dangerous enemies.

Just sign on the dotted line.
The demonologist is a level 1-20 base class that's an alternate version of the Summoner. Based largely off the Pathfinder Unchained rules, this book comes with history, feats, eidolon evolutions, class archetypes, and a variety of other tools to help bring the full power of the pit to your game. My contribution was a good-aligned demonologist archetype, which is meant to let players utilize the class under DMs who disavow evil characters.

And remember, even if the players can't have it, demonologists make for tasty antagonists as well!

As always, thanks for stopping in to check out my Monday update. If you don't want to miss any of my posts, then follow me on Facebook, Tumblr, and Twitter. If you'd like to help support me and my blog, then head on over to The Literary Mercenary's Patreon page to toss a little bread in my jar. There's a free book in it for you, too, if you become a new patron by the end of November!

Monday, September 7, 2015

How To Get A Job Designing RPGs

People always say "do what you love," and "if you're good at something, then never do it for free." If you've decided you want to transmute yourself from a hobbyist into a professional when it comes to roleplaying games, good on you. Unfortunately you have a long, perilous road ahead of you.

Here's a map, and a few quick pieces of advice from a fellow adventurer.

"Here there be dragons," is not hyperbole.

And Just Who The Hell Are You?


Before we start digging, I should establish my bona fides.

My name is Neal Litherland, and I'm an author, and freelance RPG designer. I've worked for Paizo, TPK Games, Kobold Quarterly, and a few others as a hired troubleshooter. A few of the projects I've been part of are listed on my Amazon Author Page if you'd like to take a look at them. I'm telling you this because I want you, the readers, to know that I'm not just talking out of my ass here; this is what I've seen in the industry, and this is the strategy that's worked for me.

Now that we have that out of the way, let's get started!

Step One: Create Something


The world of professional RPG design is a lot like picking up quests. If you're brand-new, you still have to prove yourself by raiding goblin warrens or going after petty bandits. If you've been around, and you have the experience, then bigger organizations will come to you, lay out their problems, and in exchange for your talents cut you a big, fat check.

So how do you get from first level to epic RPG designer status? Experience. And you get experience by making things.

A campaign is a good start.
What kinds of things can you create if you have no experience or connections? Well, you could start a gaming blog (not unlike the Creative Repository Blog by Simon Peter Munoz), or you could sign up with an article-based website like Infobarrel where you can write a series of gaming-based articles (which is where I host my Character Conversions like Gregor "The Mountain" Clegane, The Hulk, Batman, and others). You could also enter competitions or open calls that gaming companies have, like Paizo's annual RPG Superstar contest, where winners are given a contract for a project with the company. Even if you don't win, you'll get eyes on your ideas and write-ups

When you create content, you are putting together your gaming resume. If your content gets popular, gaming companies may approach you and ask if you're open to contract work. Even if they don't, though, when you e-mail an RPG producer and ask if there are any openings, you'll have something for them to judge you by.

Step Two: Make Friends


Networking isn't just a buzz-word for empty suits looking to get some extra company stock and bigger benefits; it also applies to the publishing world. The more people you meet, and the more events you go to, the bigger and more diverse your network will become.

Like this, only less abstract.
Here's an example for you. Let's say you're at a gaming convention. You're walking the aisles, checking out products, and you get to chatting with the guy selling the books. Not only is he selling books, but it turns out he's the game's chief designer! So, you give him a business card and he says he'll call you if something opens up. You get an email, and a job offer for a small bit of flavor text. You complete it, take your earnings, and you're feeling pretty good. Then you get another email, and it turns out your paymaster has a friend who's working on a related game. He needs people with talent, but rather than just put out an all-call he's asking people he knows if they have recommendations. And you, my friend, just got recommended!

That's how most of the hiring goes on in the world of RPG publishing; you make connections, do a good job, and word gets around about you. For example, I got my first gig with Paizo because I saw a link on their homepage that said, "would you like to write for Paizo?" I clicked it, sent an email, and a few months later my short story The Irregulars was added to the Pathfinder Tales. When the fiction section filled up, I asked if there were any rules-style assignments open. I got a few thrown my way, and with those under my belt, started reaching out to other, third-party designers. After a while I didn't have to knock on doors anymore; companies who liked my work would come knocking on mine when something new came up.

Step Three: Repeat


Rome wasn't built in a day, and neither is your career. Even if you write a blog post that goes viral, showering you with attention and ad revenue, you can't rest on your laurels. Be proud, be happy, but know that once that check clears you're going to have to get back to work on the next project, or projects, in order to keep your career's wheels turning. Much like being an adventurer, your job is never actually done. You just progress from earning pocket money for writing a few monster descriptions, to rent money from writing an entire rule book worth of content.

Pictured: A great way to pay your landlord.
Now, this all seems pretty simple. So I'd like to leave you with a few tips to help you get to that mystical, magical X marking the end of the trail in one piece.

First off, be professional. Even if you're just starting out and all you have on your resume is that you did some free articles for an obscure RPG website or magazine, bring your game face to the table. Do the job you're asked, make edits when they're requested, and never lose your cool while you're on the job. Soldiering on through adversity, and being able to deliver solid content on time, are qualities that will get you really, really far in your quest.

Secondly, help everyone you can, as often as you can. As I said in my blog entry The One Phrase Every Author Needs To Know For Networking Success, sometimes all it takes is boosting someone's signal to earn you an ally. Other game designers, artists, bloggers, etc. are not people you need to get a leg over; they're people who may be able to offer you a hand up. Treat everyone accordingly.

Lastly, remember to have fun. Sure it can be frustrating pounding out feat text, or trying to balance new spells when your deadline is in 10 hours, but if you're going to be successful you need to be able to delve deep into every project. Enthusiasm mixed with dedication is a sure-fire tonic for success (even if that success doesn't happen overnight).

Well, I hope folks found this little guide to be of help. If you have additional questions about how to become a professional RPG designer, feel free to send me an e-mail, or leave your query in the comments. If you want to keep up on my updates, then follow me on Facebook, Tumblr, and Twitter, too. Lastly, if you'd like to support Improved Initiative (remember what I said about no overnight successes?), then leave some bread in my jar over at my Patreon page!

Monday, August 10, 2015

Feats Reforged IV From TPK Games is Now Available!

Third party content is one of those things you need to evaluate on a piece-by-piece basis. Some of it, like the Midgard setting from Kobold Press, can be a lot of fun. Some of it, which I shan't name, introduces unbalanced classes and abilities that can destroy the sense of challenge, confuse DMs, and overall lead to an unsatisfactory playing experience. One of the more popular series from TPK Games has been Feats Reforged, which I talked about over at Crit Confirm in the article Feats Reforged: An Interesting Way to Make Feats Scale With Character Level. If you don't feel like clicking away, the idea behind the series is to add a new ability to a feat every 7 levels or so after you meet the prerequisites in order to keep up with player characters as they grow in power.

Feats Reforged IV: The Magic Feats is now available. And if you're wondering why you should care, it's because I'm the one who wrote most of it.

You know you're curious.
If you're a fan of the work I did for Paizo's Blood of the Moon and Bastards of Golarion, or if you just enjoy the content from my Crunch section and you've wanted to see me create mechanics instead of just working within the established canon, then this book won't let you down. It contains all of the feats from Ultimate Magic, and they've been juiced up to keep your spellcasters rolling hard until you hit the end of the campaign.

So, if you've been looking for a way to boost your magic users, this book may be just what you're looking for. Don't take my word for it, though, go have a look for yourself!


A game designer's work is never done. If you'd like to help keep Improved Initiative going, and get some sweet swag in the deal, the stop by The Literary Mercenary's Patreon page to become a patron today! Also, to keep up on all my latest updates, be sure to follow me on Facebook, Tumblr, and Twitter as well.

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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