Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Monday, May 18, 2026

A Second Supplement Of Anti-Trope Suggestions (With A Snarky Title) Has Dropped!

So, I don't really know how to classify this particular series I've apparently started. Because they aren't limited to only worldbuilding questions, NPCs, lore, or background ideas. They're not primarily for players, or Game Masters. Mostly they're just inspired by seeing a prevalent trope in tabletop RPGs, and providing a list of ideas for folks who don't want to go along with the stereotype at their table, but who could use a bit of inspiration to move in a different direction.

The first supplement was 100 Fantasy Professions (That Aren't "Adventurer"), and it was something folks on both sides of the table could use for inspiration. The second supplement, which came out this past weekend, though, is 100 Ways To Start A Campaign (That Aren't In A Tavern).

And I highly recommend grabbing a copy if you haven't yet!

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

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

Which Tropes Should I Tackle Next?


Any time the audience sends me a message with their buying habits, I try to listen. And since 100 Ways To Start A Campaign (That Aren't In A Tavern) hit Copper today, and seems to be well on its way to cresting Silver before it fully runs out of momentum, this seems to be something that readers enjoy! As such, I wanted to tag in my regular readers, and ask you what RPG stereotypes you think deserve their own entry in this series? What would you actually use?

Some examples I've been kicking around include things like:

- 100 Friends and Family Members To Put In Your Backstory
- 100 Rewards (Other Than Gold)
- 100 Quirks For Your Character
 
These are just a couple ideas I've jotted down in my notebook of things to work on in the future, but I wanted to take a moment to see if this is something folks wanted to see more of, and if they'd like more tongue-in-cheek titles which were still offering useful resources to help improve your characters, your campaigns, and even your settings!
 

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 additional audio dramas over on The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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

Thursday, February 12, 2026

Build A Character For The Game You're Actually In (Square Pegs and Round Holes)

If you're a fan of RPGs, then you're likely familiar with the Character Assembly Line. This is a phenomenon that happens to both players and Game Masters alike where you start making character after character, and concept after concept, even though you don't have games to put them in right now. Sometimes you make a few notes on them, and sometimes you draw up an entire character sheet (just for the practice) and write dozens of pages of backstory, but a lot of RPG enthusiasts go through this process.

And there's nothing wrong with going back to that archive and snatching up a character when you finally get a chance to play, or when you're running a game and you need an NPC, an antagonist, etc. However, the issue comes when you choose a character whose theme, story, and tone really don't match the game you're planning on putting them in.

Which is why it's important you aren't trying to ram a square peg into a round hole... because no one is going to enjoy that.

Also, before we go any further, take a minute to check out the following supplements that have advice on this, and other subjects:


Don't put the wrong concept down there...

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

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

Make Sure Everything Matches


Consider for a moment that you're starting a new campaign. It's going to take place in the deserts of the deep south, and you're going to be dealing with fire elementals, mummies, trapped tombs, and ancient devils long-buried beneath the shifting dunes. It will be filled with horror, tension, and dark secrets of an empire long past.

Now, if you decided the best fit for this campaign was to bring an awakened polar bear that tells dad jokes whose sole motivation is a search for the world's most epic cheese, your GM is likely going to feel like you're just being a contrarian. After all:

- Polar bears are going to suffer in the desert heat, leading to massive negatives for the player
- The character has a ridiculous goal that's at-odds with the campaign
- The character has a radically different tone from the established tone of the game

This doesn't make this a bad character. It makes that character a bad fit for this particular campaign.


The bear isn't the problem, here.

The example seems obvious, but we make these kinds of mistakes all the time when we choose our characters, and try to shoehorn stories, ideas, or even builds that just don't work into a campaign. For example, playing a happy-go-lucky bard is perfectly doable in most Dungeons and Dragons or Pathfinder games, provided the tone of the game works for that character. But you can't take that same concept and just port it over to a grimmer, darker game like Warhammer Fantasy or Zweihander and expect it to work either mechanically, or tonally (since magic tends to come with dark, dangerous repercussions, and joy is a thing found only in stories). By the same token, playing an inflexible agent of the law (whether that be a church inquisitor or a sheriff empowered by the regional lord) can definitely work in those grimmer settings where paranoia and brutal use of force are part of the setting and story, but trying to play that same concept in a group where everyone else is planning to run heists, defraud the nobility, etc. is going to create immediate, negative conflicts.

Every character concept comes with assumptions built into it, and if those assumptions are not true in the game you're trying to put them in, it's likely that everyone is going to have a bad time. Which is why before you choose a character concept, whether it's from your archive or made fresh, hold them at arm's length and ask what assumptions have to be true for them to work.

For example, if you want to play a character that's an orc, or a tiefling, or a goblin, do those creatures even exist in the setting you're playing in? And if they do exist, do they exist in a way that allows your concept to work? If you want to play a young wizard's apprentice who is growing into their own and trying to make their way in the world, that concept only works if magic exists in a setting. And even if magic does exist, it's worth asking whether wizardry can be practiced openly in the world, or if it's a black art that's as deadly to the user as it is to those around them, because that could drastically alter the story you're trying to tell.

And even if there aren't fundamental issues between your character concept and the setting, they might still be a bad fit for the job. If the campaign is going to be focused on investigation, mystery, and politicking with relatively little (if any) combat, then bringing a character that's a bloodthirsty berserker that lives for battle is going to be a mismatch for the game. If the game is going to be set in the middle of a war where constant fighting and strategy need to be utilized, that is probably not a great game to bring a soft-hearted poet with no viable combat skills to. And if the game is dealing with cults who worship eldritch fiends, and said fiends are an open and understood part of this world, no one wants to have an elven academic constantly trying to debunk the existence of the devils when they are very real, very present, and they go next in the initiative order.

Seriously, my guy... just cast something please?!

Again, all of these character concepts can work well in the right game. Players simply need to make sure they choose the character that is going to fit the campaign they signed up to play, and tailor that character to fit so they're a fun, engaging, and interesting part of that campaign.

Lastly, and this is just as important, if you don't vibe with the sort of game being proposed, remember that you are not obligated to play. If you're really jonesing for something upbeat, simple, and fun, but the groups want grim, serious, and complicated, that's not a game you're going to enjoy. If your creativity and your desires as a player aren't meshing with the game, or with the direction a group is going, it's perfectly okay to sit this one out. No game is better than a bad game, and when you aren't having a good time, that's going to send ripples through the rest of the table.

Find a character that fits the world and story, and find a table that fits for you and your needs as a player.

Like, Follow, and Stay in Touch!


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

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

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

Wednesday, December 10, 2025

Shards of a Broken Mirror: Short Scenarios For The Chronicles of Darkness (Future Potential Project)

The world is a dark and terrible place, but the horrors we know are just the icing on top of the cake. Those who manage to sink their teeth in, and to chew down to the bone, learn there are even worse monsters out there than live in your wildest nightmares. Creatures of promises and lies that will steal your soul for one more day's grace. Dead things that drink the blood of the living to endure an eternal night. Beasts who wear the skin of men, and creatures who defy death and the natural order with every breath they take.

The setting of the Chronicles of Darkness is vast and rich... but having so many options can often lead to decision paralysis among players and Storytellers alike. That's why in the back of the base book (page 196) they provide you with a bunch of short, one-shot style stories to help you get your feet wet. These scenarios can be played individually, or they can be strung together to build an entire chronicle out of.

And it's a really good idea... my question for you all this week is would you like to see additional supplements covering things like this? Perhaps for more than just the God Machine Chronicle that mortal characters are supposed to tackle?

Because there's always fresh approaches one can take with this setting.

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

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

Broken Mirrors and Distorted Reflections


The Hagiography in the Chronicles of Darkness core book provides a smooth, workable frame, giving the Storyteller the bare bones they need to run a short session in roughly two pages or so. These 20 scenarios can either be run independently, or Storytellers can use them as seeds to build a larger, collective plot. Or the third option, they work as the connective bits between larger story arcs, where characters have finished one story, but the ST may not be quite ready to begin the next arc and needs something to keep players involved while they finish plotting.

Like I said above, it's a solid resource, and a particularly good thing to include in the core rulebook so that all STs have access to it. However, while it's possible to adapt these scenarios to other spheres in the Chronicles of Darkness, something that might be a difficult challenge for a gang of mortal investigators is probably not something that's going to be a problem for a cadre of mages, a motley of changelings, a coterie of vampires, and so on, and so forth.

Which is where I wanted to propose a project for my readers this week. Would you be interested in collections of these "story shards" for use with the other parts of the Chronicles of Darkness? Or even going back to the old World of Darkness and providing similar collections of ideas for Storytellers to use there?

Not too dissimilar to this project, actually...

If this is an idea that interests you, then consider leaving a comment and telling me the following:

- What Game Should The Shards Be For? Changeling, Hunter, Geist, and so on.

- How Many Shards Should There Be? Please choose 5, 10, 15, or 20 shards.

- Should The Shards Be Location Specific? Cities are a traditional location for this game, but should the shards be location neutral, or all tied to a particular place?

Whether you want to leave your comments below on this blog, reach out to me on any of the social media profiles I have listed in the end of this entry, or even leave your comments over on YouTube where my publisher is sure to see them (throw them in the comments of this video, World of Darkness Boot Camp, so that way I can find them all in one place), please make sure you weigh in on this week's topic.

Your feedback is important because Storyteller's Vault projects are something of a risky move on my part. They're a lot more restrictive than my general purpose RPG supplements, and they pay a lot less up-front for me, which can be a problem with how tight everything is right now. So while I think this is a really great idea overall, if folks would rather see me put together more simple lists like 100 (Mostly) Harmless Goblin Fruits and Oddments To Find in The Hedge for Changeling: The Lost, 100 Resources and Rumors To Find on ShreckNet for Vampire: The Masquerade, or even 100 Shadow Names (And Their Meanings) for Mage: The Awakening, I'm more than happy to put a few of those projects on my work desk instead if that's what my readers would prefer.

This is sort of a Choose Your Own Adventure, and I wanted folks to make their thoughts heard if they had strong feelings on this subject!

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 if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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

Tuesday, December 2, 2025

If You Aren't Stress-Testing Character Sheets, You Really Should

Folks who are already subscribed to the Azukail Games YouTube channel, and who regularly watch episodes of Discussions of Darkness, may have heard me talk about this subject already. However, I wanted to take this Monday to really drive home that stress-testing the sheets and characters your players have made can be an extremely helpful thing to do before your campaign starts.

And that goes double for you as the GM. Because you need to know how their sheets work, and the mechanics your players are going to use, just as well as they do... especially if they're utilizing parts of the rulebook you don't typically crack open.


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

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

Make Sure The Sheet Runs The Way You Think It Runs


The purpose of a stress test is to make sure that all the mechanics on a character's sheet work the way the player thinks they do, and to give it a try under laboratory conditions. The idea is that you, as the GM, should construct a situation where the character gets to try out their abilities and skills to be sure they function the way they're supposed to when the dice hit the mat. Sort of like how in 1 on 1 fighting games there's a mode where you have an opponent that doesn't do much so you can practice your moves to be sure you understand your character's abilities.

For bonus points I recommend running scenes from a character's history, or from the group's history if they've been together for a while. On the one hand, doing a single session for the group as a whole is easier to put together, but making individual sessions where you can work one-on-one allows you to construct individual scenarios geared to test each character specifically. It's why I recommend the latter option, if you have it available to you.


While the examples given are for characters in the World/Chronicles of Darkness, the idea is pretty applicable to most game systems. If you have a character who is meant to be a stealth-based infiltrator, then you can run them through a break-in, or a prison escape, to see if their skills are functioning the way they're supposed to. If you have a character that's an unarmed fighter, put them in a cage match, or a bar fight, so they can test out their abilities real-time. If a character is supposed to be the party face, run an interrogation, a trade negotiation, or something similar to see if they're really as good as they think they are when it comes to utilizing their social skills.

And if things go wrong, you can claim it was all a dream, or that things didn't go down the way they remembered, and it turns out they're telling this story in a tavern several years later.

Whether you want to test the mechanics for flying a spaceship, participating in a car chase, social combat (if your game has rules for that), or just making sure that your party bruiser can bust heads and crack teeth, the stress test saves you a lot of time, energy, and effort. However, there is a benefit over and above just making sure the mechanics work the way you and your players think; it also allows players to get into their character's skin, and play out some of their earlier moments and memories.

At the end of the day, a character trial run under controlled circumstances saves you a lot of time and energy, as there's fewer issues of players being unfamiliar with how their own characters work, and it allows players to really figure out their character's personality, style, and voice in a safe place instead of waiting until they're at a table surrounded by other players.

And, of course, it's sometimes fun to do a little one-on-one RP with your players to start building the foundation of the game, and really getting them invested in the campaign to come!

As with a Session 0, this isn't technically necessary. However, if you haven't tried this before, I highly recommend giving it a shot. Especially if you have players who are new to a system, or if you as the GM are new to the system and you want to build your familiarity with it before you take on a full session with everyone gathered around the table and looking to you to crank the motor, and get the game started.

And if you're looking for more pieces of advice from me, check out the collected tips and tricks in the following supplements:


Like, Follow, and Stay in Touch!


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

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

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

Monday, August 25, 2025

Game Masters, Put Together A Starting Guide For Your Players (It Really Helps)

One of the most important parts of any RPG campaign is the world and setting it takes place in. Because while the player characters might be the leads of the play who are strutting upon the stage, the setting is the backdrop, the lighting, the music, and all other aspects of the production. The setting is what provides context for the player characters, and it plays an important role in shaping who they are, and what they're trying to do.

The problem arises when your players aren't as familiar with the setting as you are. Which is why, rather than watching your players stumble over unfamiliar blocking and set dressing, it's a good idea for you to give them some kind of starting guide to make sure they have some idea of what it is they're supposed to expect.

An ounce of prevention is worth a pound of cure in this case.

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

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

What Does A Good Guide Need?


For folks who are looking to copy a good guide, I'd recommend checking out some of the Cities of Sundara supplements I've put out, like Moüd, City of Bones or Hoardreach, City of Wyrms. The format of these guides is that you get a snapshot of the location in question, a brief explanation of its history, important notes on the culture one is likely to find, as well as breakdowns by district with examples of some locations, NPCs, and even a few rumors one might hear swirling around. As well as an easy-to-use map to put everything in perspective!

For those who are wondering on my process for making locations like this, I'd check out the article 5 Tips For Creating Fantasy Towns and Cities.

For an alternative example, you could grab any of the free player guides that come with Pathfinder adventure paths, like War For The Crown or Hell's Rebels. The list of them should be available on Paizo.com to download.

These guides go a little more in-depth. They provide an overview of your starting area, along with snapshots of the culture characters will likely be familiar with. These guides describe recent events, as well as necessary histories, and they even get into mechanical details by suggesting different character classes that will be more or less effective in the coming campaign, while providing justifications without giving any of the players spoilers for what's coming.

Which are things you can do when the campaign has been written out, and you have the entire narrative throughline figured out.

Come deeper... we shall begin soon...

I've been ruminating on this topic because I'm putting together a chronicle for Hunter: The Vigil for my own players, but the game is going to be set in Chicago during Prohibition. And while explaining fantasy settings, cities, etc. to people can seem difficult, sometimes it's just as important to remember that the past is an undiscovered country for a lot of folks. I've been delving into the era a lot with some work on my period Call of Cthulhu supplements like 100 Gangsters, Gun Molls, and Goons, as well as 100 Businesses To Find in Arkham, so I've been reading a lot about the social developments, technological advances, and timeline of what was going on in America during the 1920s and 1930s.

So rather than just expecting my players to delve deep into the time period the way I've been doing for the past half dozen months, I want to distill what I've been reading down into a snapshot of the era. An explanation of world events, the major social trends that are currently happening, perhaps a period map of the city, as well as a few pointers on what different regions of the Windy City are like during this time period.

I'm fortunate that my players seem to want to play before officially starting their Vigil as hunters, so I don't have to explain the current setup of all the warring supernatural communities... which makes this job slightly easier.

Still, this is a part of Session 0 that I feel a lot of Game Masters overlook, both those who run in homebrew settings and official ones. And while it might not be necessary if your players are familiar with the setting you're playing in, or they're the sort of self-starters who will just dig into the lore to find out what they need to know before the game day arrives (assuming there is a lore tome for your setting, of course), it's probably a good idea to ask your players if they'd like a handy packet to lead them into things a little more gently.

It can save you all a lot of frustration down the line. Trust me.

Like, Follow, and Stay in Touch!


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

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

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

Tuesday, July 15, 2025

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

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

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

It's all connected!

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

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

The Structure of Your Story


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

The Novel


From page 1, all the way to the end.

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

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

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

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

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

The Episodic Story


As we rejoin our adventurers...

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

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

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

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

Consider Your Structure


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

Like, Follow, and Stay in Touch!


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

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

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

Sunday, March 9, 2025

Furyborn... An Overlooked Pathfinder Enchantment

Magic weapons are one of those things characters tend to acquire as they advance in level in Pathfinder classic. However, it's particularly easy to get caught up in all the choices for weapon enchantments as we try to figure out which options are going to be most effective against the particular enemies we're fighting, which ones work best with our character's class features, and which ones provide the most bang for our buck.

There is an enchantment that often falls through the cracks, though, and it's easy to overlook it if you aren't the sort of player who goes through rulebooks from cover to cover. And if you didn't dig into Ultimate Equipment (which I would recommend getting a copy of if you haven't), you may have missed the Furyborn enchantment.

Do not test me, for my fury has no limits.

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

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

A Deadly Enchantment For All Occasions


The Furyborn enchantment is born of the frustration from a warrior whose enemy refuses to lay down and die. It is a +2 enchantment that can be placed on any melee weapon, and every time the weapon hits a single target, the enhancement bonus increases by +1 to a total of +5. So even if you have your weapon as a +1 furyborn weapon, a single hit raises it to +2, a second raises it to +3, and so on, and so forth, until you have a +5 furyborn weapon.

The bonus resets if you attack a different target than the original, the original target dies, or 1 hour passes.

Just die... it's the only way to end this!

Now, on the one hand, that likely sounds pretty good. After all, if you have a character with a full base attack bonus who can take iterative attacks, every hit you land makes you more likely to hit again, and adds a little bit of bonus damage. Because a +5 enhacement to hit (and the +5 enhancement to damage that comes with it), ain't nothing to sneeze at.

But there's another benefit that comes with a weapon's enhancement bonus that a lot of us simply don't think about. If you look in the back of the Pathfinder Core Rulebook on page 562, it lists the kinds of damage reduction that's overcome when a weapon has a high enough enhancement bonus. If a creature has DR that's overcome by silver or cold iron, then a weapon with an enhancement bonus of +3 ignores that ability. DR that normally requires an adamantine weapon to bypass can be ignored by a weapon that has an enhancement bonus of +4. And if a creature has alignment-based DR, that can be overcome by a weapon with an enhancement bonus of +5.

So if you're fighting a werewolf with your furyborn weapon, the first two hits will apply its DR, but after that your furry friend will take the full brunt of your blows. If it's later in the game and you're opposing devils, demons, or even angels (it's hard to say where your campaign will go), connecting with 4 hits means that your weapon is now going to pierce their protections and cut into them... and if you're a full-BAB martial character, that can mean you're only sacrificing a round or two to overcome your enemy's biggest defense.

And, of course, an extra handful of damage can really make a difference in conjunction with your general combat strategy... especially if you're confirming critical hits and multiplying that damage by 2, 3, or more!

So, if you're not sure what kind of weapon enchantment will work for your next game, consider grabbing this one for your melee weapon. Especially if you are the sort of player who likes to focus on a single enemy until they are down for the count, and out of the fight.

Further Reading Recommendations


If you enjoyed this week's advice, consider checking out the following Pathfinder RPG supplements as well!

- Sellswords of Sundara: A collection of 10 mercenary companies, each one comes with its own, unique class archetype!

- Feats of Legend: 20 Story Feats: One of the capstone pieces from the Feats of Legend series, this one covers one of the most under-utilized feat choices that can be extremely rewarding in a Pathfinder campaign.

- Pathfinder Player Companion: Bastards of Golarion: My first official contribution to the Golarion setting, this one covers a variety of tricks that can be a serious boon to adventurers who want to come out ahead.




Like, Follow, and Stay in Touch!


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

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

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

Monday, March 3, 2025

Game Masters, Remember, You Aren't Required To Go To Level 20

Level 20 has, in the minds of many of us, been enshrined as the ultimate end goal of any level-based RPG. While we go on about how Dungeons and Dragons isn't the only game out there, it set the standard for so many things in tabletop gaming, and that level 20 finish line is present in so many games. And while there are some games where you might go beyond that into epic levels, or using mythic tiers as Pathfinder created, level 20 is commonly accepted as the "normal" end. It's what many Game Masters designed their campaigns around, and in the minds of a lot of players it's when you finally reach your character's full potential.

Something to remember, though... just because you can do something, that doesn't mean you have to do it. Your game is no less fun, and no less valid, for choosing to get off the bus before the route terminates at the epic capstone showdown.

This is okay for some games... but not ALL games...

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

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

It's An Option. Not A Requirement.


Over the years I've met my share of Game Masters who lamented how frustrating it was to have to really crank up their math at higher levels of a campaign in order to keep their players challenged. I've also met my share of folks who wanted to try their hands at being a Game Master, but they were intimidated by the idea that they'd have to tell a full, complete story over such a huge stretch of levels in order to keep their players happy, and to be a "real" GM.

So, while a lot of us already know this, I'm going to repeat it. The scale of your story is entirely up to you, and your players. If you want to tell a grounded story that's going to take the PCs from level 1-5, that is your prerogative. If you want to have your punch up with the BBEG around level 10-11, because level 13 is where the math gets too frustrating for you, that is perfectly acceptable. Hell, if you just want to run a series of occasional one shots that are loosely strung together with hand-waved plot explanations where characters are only going to gain a level every 10 sessions and you're calling it quits at the end of level 3, there is nothing stopping you from doing that.

And, for the record, this applies to all RPGs... I'm just using level-based ones as an easy example. I made a video expounding on this for the World/Chronicles of Darkness a while back in case you missed it.


However, with this said, there are some caveats I'd throw into this.

First and foremost, ballpark where you plan to take your campaign so that your players know, and can set their expectations accordingly. If you show up to a game that you think is going to go to level 20, and you're excited to play an epic-level wizards with all the overpowered 9th-level spells you can handle, you might feel you were cheated if the campaign ends at level 6 because you had expected another 14 levels. Alternatively, if some of your players like to build a foundation for their end-game goals, then it might be good to know they should be going for something like the champion of a local town or small city, rather than a legendary paladin who went toe-to-toe with a great daemon lord for the fate of the world by the end of this game.

Secondly, if your players have concerns, make sure you address them. If you are comfortable with a game that runs in the 4-7 level range, but your players want that huge, epic finish, then you may not be able to give them what they want. That's all right, too. Just like how sometimes people don't want to play the particular RPG you want to run, sometimes they also don't want to play a story at the scale you want to run it at. Try to talk things out and find common ground so you can all have a good time, but don't sacrifice your fun and comfort level as a GM; it's better to have no game rather than a game that's burning you out, and you aren't enjoying.

Thirdly, examine the kind of scale, power level, whatever you want to call it of the game that you're running. If you want to run a game of Pathfinder, Dungeons and Dragons (most editions), or even some Savage Worlds that's relatively low on stakes and character power (a medieval murder mystery, a weird West gang dispute over a frontier town, so on and so forth), you can probably make that happen without too much bending and twisting. But if you're running a game that is meant to be a big, bombastic, high-powered thing (Scion, Exalted, and so on) they aren't really supposed to be small in scale or effect. Which is not to say you can't find a way to make it happen if you want to keep things smaller scale, but just be aware that some games are easy to do this with, and other games you're going to be swimming upstream to try to make it happen.

At the end of it all, though, I just wanted to remind all the GMs and prospective GMs out there... you don't have to go big or go home. You can run games that stop before they become rocket tag, or which keep the numbers at a lower level. You can run campaigns that can be wrapped up in 6-7 months, or even just 3 months if that's all the gas you have in your tank. You are allowed to do whatever the hell you want, as long as your players back you up, and everyone is willing to make this happen.

A Bit of Additional Reading


If this is the sort of advice that you (or someone you play with) needs to see, I'd actually recommend grabbing a copy of 100 Tips And Tricks For Being A Better Game Master, as it collects some of the best field-tested pieces of advice that have appeared on this blog over the past dozen years or so. And if you're feeling really frisky (or you just like to have both sides of the coin), consider grabbing the sister supplement 100 Tips And Tricks For Being A Better RPG Player while you're at it!

Like, Follow, and Stay in Touch!


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

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

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

Tuesday, July 30, 2024

Breaking Into Mork Borg... Should I Continue?

Variety is the spice of life, or so the saying goes, and I've found that rings very true in my line of work. Because while I am more than happy to keep working on popular game lines, or to write series of stories and books, there comes a point where the brain needs a break. Even if you've been eating finely-cooked steak, you can only have it for so many meals in a row before you start craving some pasta, pizza, or chicken tacos just to shake up your status quo.

While I had my palate somewhat limited a while back (and I talked about it in Why I Will Have Fewer Community Created TTRPG Products Coming Out), I recently decided to step outside my comfort zone and try something new. I've had a real itch to step into some grimdark storytelling, and Mörk Borg really hit that sweet spot for me. Which is why I wanted to talk about 100 Prophecies and Proverbs From The Black Basilisk, as well as what I'd like to do in the future, if folks wanted to see me keep walking down this road.

We see in part, and thus is the mirror of prophecy darkened...

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

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

There Are Dark Winds Blowing...


While I've been aware of Mörk Borg for some time now, I first gave it a full read about a year ago when I wrote my review The Unrelenting Cruelty of a Dark and Dying World: Looking At Mörk Borg. I was aware of it by reputation, of course, but it wasn't until I read the full text that I realized that for all its darkness and doom, the game's tongue is (at least as written) planted very firmly in its cheek. And while I can certainly appreciate those efforts, I wanted to err more on the side of the darker lore, and to provide some serious resources for Game Masters who wanted to lean more toward the dark aesthetic of the game.

To that end I wrote 100 Prophecies and Proverbs of The Black Basilisk. While I encourage everyone to go take a look at it, the basic idea behind the supplement was to provide some of the supposed prophecies spoken by Verhu, the forward-looking head of the basilisk, and to offer some history and interpretations of those prophecies in the event players wanted to build their backstories around them, or a Game Master wanted to use them as the plot for their game. Because even though you may be days away from utter extinction, there are plenty of prophecies in this list that might prolong that inevitable darkness... at least long enough for your characters to enjoy a few more sunrises.


Now, this isn't the first release from Azukail Games for Mörk Borg. The company has also put out the class The Morbid Bone Picker, as well as Expanded Tables For Mörk Borg in the past. And while Adrian was willing to let me push forward with this latest release, he'd also pointed out that this game wasn't exactly a big seller in terms of numbers... but I had to try for myself to see what kind of results it would net.

So, if you'd like to see us put out more Mörk Borg stuff going forward, consider checking out any of the three lists I've linked in this post, and stay tuned for an audio drama for a grimdark tale from this dying world that will soon appear on the Azukail Games YouTube channel! Also, I have an idea for a campaign for this game that takes inspiration from the game Fear and Hunger... so if that's something you'd be interested in seeing me create, let me know in the comments so that I can figure out whether it's something I should pursue, or if it's something I should put up on the shelf for a rainy day.




Like, Follow, and Stay in Touch!


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

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

To stay on top of all my latest releases, follow me on 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, July 15, 2024

Steps of The Dark Tower: A Stephen King Campaign

Every person that has gotten bit by the GMing bug has had at least one idea for a campaign that feels like a white whale. Either it's too big for them to realistically make it happen, they can't find players enthusiastic enough to see it through to the end, or it's just so bizarre that it would take a huge amount of brain juice and willpower to convert all the ideas and options into math and stats so the game could actually be played.

For me, this campaign is something I'm calling Steps of The Dark Tower: Chasing The Black Rainbow, and I thought that since this is Monday I'd share some of my thoughts, and see if this is something someone out there would like to try if they're a madder lad or lass than I am.

Did someone call for a ka-tet?

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

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

All Things Serve The Beam...


The basic idea behind this campaign is that the PCs are among the hundreds (if not thousands) of small events taking place in the background of the central quest of Stephen King's Dark Tower universe. Roland and his ka-tet seek the room at the top of the tower, and they are being opposed by the Crimson King and his servants. They walk through realities the way you or I might step through puddles, and there are a thousand times a thousand reverberations that fill the worlds. Ancient wizards and corrupt technologies seek to stop them, as do common thugs, vampires, orders of mystic bugs, rad mutants, invisible men, shapeshifting monsters, and so, so much more!

And that's just a sample of some of the nonsense that exists!

When I originally conceived this idea, it was inspired by some of the plot of the novel Black House, where our protagonists' actions set the scene for the gunslinger and his companions to complete their own quest. In Chasing The Black Rainbow, our protagonists are drawn to the last remnants of Gilead. Consumed by civil war and death, the place is a smoldering ruin, much of which has been destroyed or abandoned. There are things left there, however, to test the mettle of those who have the spirit, if not the blood, of the Eld. Once our protagonists fight past the shades of the old order, besting the undead remains of Cort, they find themselves before the shattered throne. The last vestiges of the old king sits there, refusing to move on, using the last of its strength to assign a quest to those worthy. The remnants of Maerlyn's Rainbow have been scattered across the various levels and worlds of the tower, and for reasons beyond his understanding, the party are the ones who have been selected by ka to track it down.

The characters could be drawn from any world attached to King's Dark Tower series, with the exception of 2. Characters could not be from Keystone Earth, where Sai King writes all these books, and they could not be from Roland's world. Any other world, no matter how mundane or how absolutely terrifying, was fair game as long as there was a definite connection to the Dark Tower from that story and world.

And depending on which stories and worlds the players picked for their characters, the Game Master should distribute the remaining spheres of Maerlyn's Rainbow so that at least a few of them were found back in the PCs' home worlds.

For example, if a PC wanted to be from the world of Salem's Lot, then they might find the Crimson orb in possession of a vampire like Barlow. Alternatively, they might have to hunt through the wreckage of the world of The Stand in search of the Pink ball, as that was where Randall Flagg had it last. Is the Yellow ball in possession of the strange government entities that may be coralling psychics in Hearts in Atlantis (separate from the Low Men and the Beam Breakers, as Ted revealed himself to the U.S. government before his mysterious disappearance)? Is the Green ball lurking in the burnt out ruins of the world of Cell, and the players have to find it while avoiding the bizarre zombies and irrational humans who still wander that world? Is the Pearl Gray ball somehow connected to the bizarre gunk in the story Gray Matter found in Night Shift?

All of these are options, and that doesn't even touch things like time travel, killer clowns, evil hotels, aliens putting domes over towns, and all the other bizarre stuff that takes place in King's sprawling Dark Tower setting! The key is to decide which balls are still around, with a low number of 6, and a high number of all 13. And since so many of the balls' powers are left undefined and vague, the Game Master could use each of them to give the party some kind of boon, and to point the way to the next piece of the quest.

No matter which version of the quest one does, however, the end goal is always Black 13, and it's always located in the same place... the hellish darkness of the world we see in The Mist. Maybe it was messing with the ball that split the barriers between worlds, letting in the monstrous things from the outside to run rampant over earth. Maybe the event was manipulated by servants of the Crimson King. However, whatever the case is, the PCs need to get to that last ball before the Crimson King uses it for his own ends.

Now, we all know that Sai King receives a lot of crap for his terrible endings. So the thought I had for the end of the campaign (though I don't actually recommend anyone do this as it is deliberately anticlimactic) is the following.

As you all close the bowling bag over the shimmering, malignant surface of Black 13, you breathe a sign of relief. You have it, now. Your quest is done, but for the epilogue. Five shots ring out, a deadly salute that sprays blood, bone, and brain matter everywhere. Bad luck manifests as a single set of footsteps approaches the circle of corpses. As he lifts the bag in the hand not holding a smoking gun, the Man in Black smiles, and speaks a phrase as simple as it is nonsensical.

"Bool, the end," he says.

My Recommendation For Running This


Now, if this absolute madness is the sort of thing that fires your imagination, and gets you interested in giving it a whirl, far be it from me to stop you. However, I've had a lot of thoughts about this game over the years, and there's a recommendation I'd make for turning this thing into a reality.

Namely that you should really consider using the Savage Worlds system for it.

Versatile, powerful, and user-friendly.

I don't make this recommendation lightly, either. Because while it's true that this RPG system is flexible enough that you could make all of the things the universe of the Dark Tower might boast, there's also enough existing content that you can fold into the game with a few little changes here and there that you don't have to do all of the work yourself.

As an example, if you have someone who wants to bring a character from the world of The Eyes of The Dragon, you have the Savage Worlds Fantasy Companion to help you. If you need to drag in threats from stories like The Little Sisters of Eluria or The Wind Through The Keyhole, then you have Deadlands you can pull creatures, magic, and even fear level rules from. There's even stuff you can grab out of the Savage Worlds RIFTS game, or even the basic Savage Worlds Horror Companion.

No matter which part of the Dark Tower your party ventures to, or what decisions they make, this is the game I'd say is flexible enough to provide you all the options you could want, while making sure the playing field is level enough that you won't have all your players choosing to be from the same part of the King-verse.

So go forth, and may ka be with you should you attempt to walk this path!

Like, Follow, and Stay in Touch!


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

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

To stay on top of all my latest releases, follow me on 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!