Showing posts with label fun. Show all posts
Showing posts with label fun. Show all posts

Monday, July 18, 2022

Make Sure You're All Trying To Have The Same Kind of Fun at Your Table

No matter what game we're all playing, the genre we're playing in, whether we're tossing out a one-shot for the evening, or running a multi-year campaign, the point of any RPG is for everyone at the table to have fun. The players, the Game Master, everyone there should be having a good time.

However, "fun" is a slippery word... which is why it's important to make sure it means the same thing to all of you.

Fun looks like different things to different people.

Before we get into it this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

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What Does "Fun" Mean To You?


Think about all the friends you have, and the things they like to do for fun. Some of them might curl up in a window seat and read novels. Others might run marathons. Some will do karaoke, get rip-roaring drunk, or both at the same time. You've probably got a friend who's a foodie, another one that's a power lifter, and one who just likes to kick back, smoke weed, and watch silly comedy films.

What I can guarantee you, though, is that while some of your friends might enjoy the same activities, a lot of them don't. Not only that, but one friend's fun would be something another friend wouldn't enjoy at all. Whether it's your foodie friend who detests running, the lifter who can't stand alcohol, or the bookworm who gets nauseous at the very idea of getting up and singing in front of people, the old proverb, "One man's meat is another man's poison," comes to mind.

Emily, I appreciate you're a wine lover, but the rest of us don't drink.

So what does this have to do with gaming? Well, it's because you all need to want the same kind of fun if you actually want your table to be enjoying the game equally.

I talked about this in 100 Tips and Tricks For Being a Better Game Master several months back, but it's something that I re-iterated in the companion volume 100 Tips and Tricks For Being a Better RPG Players that came out recently. However, to re-iterate, just because you and someone else are friends, and just because you both like RPGs, that doesn't mean you're both going to want the same things out of your games.

As an example, consider the following:

- Do you like games with a lot of crunch so you can build and manipulate, or do you like simple, stream-lined rules that don't get in your way?

- Do you like games with a lot of moral dilemmas in them, or do you like your good and evil to be cut and dry?

- Do you like playing good guys, or bad guys?

- Do you want the whole table on the same team, or do you enjoy stories where jockeying for position and seizing advantage is part of the experience?

- Do you like stories with clear plots you're supposed to follow, or do you want to be in charge of creating your own destiny?

These are just a few examples of the kinds of things that can be major points of contention among players. I know several folks who love playing DND 5E, or even simpler systems, because they don't want to spend hours poring over mechanics, or to build a character from start to finish before the campaign even starts. For me, that's my jam, and when I can't do that it takes away from the experience for me. I've shared tables with some players who always wanted to have evil characters, and who disengaged when they realized there would be serious consequences for that sort of behavior (even if they were warned beforehand this was a heroic campaign). Some players want to get stuck-in running the numbers for making a profit wtih the shop the party took over, and only go out on adventure if everyone else pulls them away from their ledger. Some players just want to empty a quiver of arrows at goblins without worrying about the moral ramifications of slaying a sentient species... other players want the opposite of that.

Sometimes we can all compromise, and find aspects of a game that we all like. We might be having fun with different parts of the campaign, but we're all enjoying it as a group. Other times, though, it's possible that what's fun for other players, or for the Game Master, is what makes the game not fun for you.

Because it's all well and good to say to people, "Play whatever game you want, and play it how you want, as long as you're having fun!" But fun isn't a universal feeling, and we need to be sure that what makes it fun for us is also what makes it fun for the rest of the table!

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 YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel 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, November 15, 2021

Who Cares If Your Character is Cringey, Silly, or Basic? Play It Anyway!

For people who have never met me in person, I have a very particular look I tend to go for. From my combat boots, to my army surplus field jacket, to my beret and belt pouches, to the patches, pins, and innumerable numbers of skulls, I've often been mistaken for someone in cosplay at conventions. I have since been informed that this fashion choice is referred to as Warcore, and it is something I've embraced wholeheartedly. While it sometimes causes me minor issues (see my article I Was Never In The Military. Please Stop Thanking Me For My Service), it's both practical and aesthetically pleasing to me.

I also got sexy new masks for con season!

When I was younger I occasionally had people ask me why I chose to wear BDUs, or why I bloused my pants into my boots, or why I had a purse on my belt. Those questions became fewer and fewer as I got older, and the opinions of random strangers mattered to me less and less. Now during the time of Covid I've become the strange, wasteland wanderer that I always read about in comic books and saw in post-apocalyptic films.

What does that have to do with RPGs, though?

In short, a lot of us get self-conscious about the characters we bring to a table. We worry about whether a concept is too derivative, or too edgy, or too dark, or too silly, or too whatever. So we play something acceptable, or which has an element or two of what we want, but is really a watered-down imitation of what we would like to do. Like how a lot of us will wear something fun underneath our business casual when we go to the office, but we lack the confidence to show up with a cloak over our shoulders.

This week I wanted to deliver a clear message. RPGs are the playground of your imagination... go wild on that shit!

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Seriously... Why Are You Trying To Be Normal?


I want to start this with a caveat; I am not suggesting that people reading this go and play a monkey wrench (a character who deliberately does not fit into the game everyone else is trying to play). Your character has to follow all the agreed-upon rules of the game, and they should still fit the agreed-upon tone and theme of the campaign you're playing. Don't bring a thunderously grim concept to a light-hearted game, and don't try to shoehorn in a happy-go-lucky concept into a game that's meant to be dark and serious. Don't try to bring in themes and topics that will make the table uncomfortable, or that people don't want to be part of. Don't bring characters who weigh down the party while making everyone else work harder.

With that out of the way... you should go absolutely nuts when it comes to what you want to bring to the table!

Seriously... sky's the limit!

RPGs are meant to tell stories, but more importantly they're meant to tell our stories. If you want to play an old-fashioned knight in shining armor as a paladin who is Disney hero levels of uncomplicated, that doesn't make you a bad gamer. If you want to play a dull-witted bruiser barbarian complete with Hulk-speak (or who is actually the Hulk if you follow my conversion guide), you shouldn't feel that you're being lazy if you're having fun. If you want a ranger with murdered parents and a vengeance-flavored chip on their shoulder, have a blast with it! A good-hearted member of a traditionally monstrous species who's out looking to prove themselves? Go for it!

Too often we look at the characters we want to play (thematically, at least), and we tone them down or change them because we think this or that concept is too immature. Or it's been done too many times. Or it's too similar to something that already exists in a different game, or a piece of pop culture, or whatever. Whether it's skull-painted vigilante with a full-auto crossbow, or a literal magical princess with animal friends and an enchanted voice, we tell ourselves that we shouldn't play these characters.

As someone who has had a lifelong love of grimdark characters, bleak settings, and harsh storylines, which are all things that get me the side-eye from people who consider those the ear-marks of an underdeveloped gamer, I'm here to tell you to free yourself from this judgment. Don't ask whether something is too immature, or has been played too many times, or is too silly or edgy for you to be allowed to have fun with. Instead, talk with your GM (and your fellow players if necessary), strap on that brace of daggers, and play that "ridiculous" character that would make you happiest to put on the tabletop!

And if you need character conversions for folks from John Wick, to Iron Man, to Ghost Rider and more, don't forget to check out my Character Conversions page before you go!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post!

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 alley cat thriller Marked Territory, it's sequel Painted Cats, my sword and sorcery novel Crier's Knife or my recent 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 21, 2021

There's a Big Difference Between "Not Optimized" and "Not Functional" in RPGs

We all know that one player who is terminally unlucky. No matter how good the stats they have are, or how small the chance of failure is, they are practically guaranteed to snatch defeat from the jaws of victory if you have them roll a die. As someone who has gone entire sessions barely breaking double digits on a d20, and who once rolled half a dozen natural 1s in a row, there are theories about which ancient deity my bloodline wronged, and what sort of quest I need to undertake in order to free myself from this burden.

Changing dice doesn't help. And may curse the new set temporarily.

However, it is this tendency to roll absurdly low numbers that led to me carefully tweaking every aspect of my character builds so that even with my abysmal luck accounted for I can still succeed often enough to contribute to the ongoing game. A habit that, if I'm honest, is why I have guides ranging from The Death Korps of Krieg to Teddy Roosevelt over in my ongoing Character Conversions project. And while I've weathered my share of accusations that I'm a min-maxing, number crunching point whore who's more concerned with my stats than just "having fun" with the game, there is something that I would like to address this week.

Because as someone who feels he has to optimize his character to the nth degree in order to have any chance of success, I can tell you there's more than one way to reach a goal. Also, there is a massive difference between a character who is simply not optimized, and one that is not functional.

Before we get deeper into this, if you haven't already, consider subscribing to my weekly newsletter to stay on top of all my latest releases, updates, and projects. And if you'd like to help me keep Improved Initiative going, consider becoming a Patreon patron! Every little bit really does help.

You Don't Need To Be The Best (But You Shouldn't Be The Worst)


Something I always recommend that players think about when making their characters is asking what they are meant to do. What's their function within the party? Because once you understand what a character's job is, in a mechanical sense, you can find the rules in the game to help support that goal. That is the framework you can then attach your story, personality, quirks, goals, etc. to.

Now, some choices are going to be more "optimal" than others when it comes to achieving a goal with your character. But sometimes a player will specifically not take those options because it will conflict with the story they're trying to tell, or another aspect of their character. And they aren't "playing the game wrong" by not making the best of the best... but they still need to make sure their character can actually get the job done adequately when the dice start rolling.

Perhaps an example would help?

For instance, let's say a Pathfinder player wanted to put together a blasting caster that could penetrate enemy spell resistance. Taking the feats Spell Penetration and Greater Spell Penetration are some of the most obvious choices, as is playing a character that's an elf. Those three choices together add a whopping +6 onto attempts to overcome an enemy's spell resistance, thus making it very likely that slung spells aren't going to slam up against that natural resistance and fizzle out to no effect.

However, say that a central feature of this character's story and history requires them to be an orc. Or a halfling. Or really any species that isn't an elf. Sure, not taking that additional +2 is going to be less optimized, but the difference between a +4 and a +6 on the check isn't some uncrossable gulf. Hell, the player could even opt not to take the Spell Penetration feats, just going at enemies with raw caster levels, and that is not an inherent problem because spell resistance is generally scaled specifically to provide a challenge in this manner.

The elven wizard with the 20 Intelligence and the right feats is going to have an easier time blowing through the protections than the half-orc sorcerer with the 20 Charisma who doesn't have the feats, but both characters are still viable options capable of overcoming this challenge. The half-orc version is still functional.

What would make it less functional, though, would be if the player chose to multiclass the character, ensuring that every other level is something other than sorcerer, thus putting them at a serious penalty when it comes to overcoming spell resistance. Or even choosing a partial casting class like ranger, bloodrager, etc. instead of a full caster like a sorcerer or wizard. In this scenario it's not impossible that they could overcome an enemy's spell resistance, but the fact that their caster level is so much smaller, and that it isn't boosted by feats, class features, etc., it might mean their magic won't practically work against a lot of enemies if they try to use it as a gun.

Change Your Goals, You Change What's Functional


The key thing to remember when discussing optimization and functionality is that you can only use those terms if it's in service of a specific goal. And if that goal changes, then suddenly the specifics for what makes a "good" choice for building an effective character also changes.

For instance, take our spellcaster example above, but alter the goal. Now instead of overcoming an enemy's spell resistance, you want to make that character a more effective buffer for fellow party members. By switching that goal (and casting spells like mage armor, bear's endurance, haste, etc. to protect and boost fellow party members), this character suddenly becomes a lot more viable for the reason that they won't need to overcome spell resistance in the way they would if they were attacking foes. They're using the same tool (magic), but the goal changes, and so things that made them bad at one task are suddenly not a concern on this new one.

There are many paths to success... you just need to define what success is.

Something else to keep in mind is that the more specific you can make your goal, the better the chance you have of narrowing the field in terms of functionality. Because if you have a broad goal like, "dealing the most damage in melee combat," there is probably a single best way to get that done (likely involving an over-sized bastard sword and some combination of barbarian Rage Powers and/or fighter archetypes and features). But say you wanted to make your character Dexterity focused rather than Strength focused, and you wanted to use a dagger, or a shortsword instead. You may not measure up to the raw numbers output of the hulking brute described above by using a swashbuckler, a fencing-style fighter archetype, or one of the other finesse-leaning combat options, but the difference between that extremely optimized brute and your fancier, faster character might not be as big as you think. Again, you're still functional.

Where you will run into problems, though, is when you attempt to choose square-peg options, and hammer them into round-hole goals.

Because that fighter/barbarian with the massive bastard sword he looted from an ogre? Well, he's not going to get a lot of class skills, or skill points. And if you try to make that character knowledge-centric in their skills, chances are good they're not going to get enough points to ever meet the DC to know what a monster, noble, exotic plant, etc. ever is. If you want to multiclass your fighter into wizard, but he has an Intelligence of 9, then you have an entire class level that's essentially grayed-out because you need at least an Intelligence of 10 plus the spell level in order to cast it. And while it's entirely possible to make a sorcerer that wades into melee with a greatsword swinging, between their very low base attack bonus, inability to wear armor without penalty, low hit points, etc., that is a decision that is far more likely to lead to a quick and messy death than it is to a truly unique character who succeeds in unorthodox ways.

I talked about all this and more in Players, Remember, Just Because You CAN Doesn't Mean You SHOULD for those who missed that installment.

So when it comes to discussions about builds, and effectiveness, and arguing over what is and isn't a smart choice, do your best to clear all the static from the air. First, ask what task you want your character to accomplish. Second, ask what requirements they need to have (whether they be of a certain species, from a certain part of the world, if they need to use or not use a certain weapon, fighting style, etc). Then find a way to accomplish the goals you've set forth for them, within the constraints of both the game itself, and their character.

If you can accomplish those goals, then you don't need to be completely optimized. It's only when you can't actually achieve the goals you set out to (or when those goals aren't necessary for the game you're playing) that you end up as a fish trying to climb a tree... and that's a situation nobody wants to find themselves in.

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 YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, its sequel 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!

Saturday, June 12, 2021

Fun With Languages and Accents (A Trick I Used in a Darklands Game)

Every game master out there has at least one moment where they improvised something the table really liked, and which just clicked into place. Sometimes it's a big deal, like an unexpected plot twist, or a huge set piece they just spun out of nothing. Other times, though, it's the small details that leave you patting yourself on the back.

That was what happened to me when I took my players down into the Darklands.

Things get weird down there, where the light doesn't reach.

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A Whole New World


The idea for this campaign started with wanting to take my players to a unique part of the Golarion setting for Pathfinder. While there was an adventure path that took place in the Darklands (the massive subterranean realm that was like a literal underworld through huge swaths of the setting), there was so much of it still to explore. The theme of the game was that it would have heavy survival elements, in addition to the goals the party was trying to achieve. That meant it was one of those games where I wanted people to track their food and water, their carrying capacity, their ammunition, etc. A big part of the challenge was going to be resource use and conservation while in a place that was so utterly alien to most of them (one member of the party, acting as guide, was a svirfneblin come up from below).

And hostile... let's not forget about that.

A pair of characters in the game were a wandering, crossbow wielding human mercenary, and his adopted goblin daughter. He'd found her on a job, realized it was just a sprog, and took her with him rather than leave her to the mercy of the elements, and human prejudices. Neither of them had any idea where she came from, but even as a goblin she looked a little unusual. She didn't quite map to any of the clans or tribes they'd come across, and it was put forth that it would be fun to find out more about where she came from at some point on the journey into the subterranean realms.

The party had managed to survive the first four or five levels, and they were engaged in a battle with gargoyles who were guarding a bridge over a chasm, when a mysterious figure leaped down from atop a nearby wall. Masked and wearing goggles, the small figure wielded a spear, and had a utility belt of strange, unusual items. Providing necessary aid at a clinch moment, he helped drive off the gargoyles. When he removed his mask, the figure was a long-limbed, spindly-fingered goblin. A goblin who looked far more like our party member than any of those who dwelt closer to the surface had.

The issue came when he tried to talk to them, and of course no one could understand the combinations of clacking teeth, clucking tongue, and deep throaty growls. After all, they were more than a mile below ground, and none of them (even the guide) had been to this section of the Darklands before... why would they understand him? In response the party's goblin tried some of the surface dialect she'd picked up, as did her adopted dad. The new goblin tilted his head, frowned, and mouthed a few words silently before grinning.

"What's shaking daddy-o? Saw you and the hep round were in some serious shade and thought maybe you could use a few fingers, right? Call me Spider, all the rats and scaps round here do!"

What followed was one of the more amusing sessions I've ever had figuring out how to make players work for their understanding, but keeping it fun and light instead of frustrating.

Fun With Linguistics


One thing I always try to avoid when I run games is the idea of a monoculture, which seems to be particularly prevalent among non-human creatures in a lot of RPGs. Perhaps the most obvious example of this is the idea of racial languages like "elven," "dwarven," "orc," and "goblin". Just living in America I know that a majority of the population technically speaks English, but talking to someone in Chicago, versus talking to someone in Ohio, and then talking with someone from the Alabama/Florida line, or deep in Texas country, it's likely you'll run into a fair bit of confusion.

This is something I try to represent when it comes to linguistic drift, local dialects, and other aspects of communication when players are going far afield from where they're more comfortable. And I know I'm not the only game master who does this (I know there's plenty of folks who reach for the "thee" and "thou" when they want something to sound antiquated), but if there was one piece of advice I would give it's to change up the communication style and structure.

With Spider, I didn't want my players to feel I'd just rendered all of their languages and specialties useless because they only applied to the surface. The idea was to make Spider's lingo (and that of the rest of his tribe, if they'd ever reached them) sound outdated and confusing, but more like you were trying to have a conversation with a greaser from the 50's than to converse with a character in Shakespeare. Because it wasn't just that the words were different, it was that there were concepts in the Darklands that didn't have an equivalent on the surface, so the players needed to pick them up via context (and the occasional Intelligence/Linguistics check). Much like how there are certain ideas from 70-80 years ago that just wouldn't make sense to us today if they weren't explained.

While it started as an off-the-cuff gag, it actually turned into a whole session of fascinating roleplaying as the party tried to really pick up what Spider was laying down. Information about their current situation was exchanged (how they needed to root out the gargoyles to pass this area), but most of it was just interpersonal stuff and light RP. Stuff that still probably would have happened had I not gone all-in on an odd speech pattern, but which would have been wrapped up and forgotten about in relatively short order.

So, my advice to fellow game masters, think about how people speak in a given area. Not just the accent and word choice, but what's the culture that informs the way they think and act? Is there something simple you could map it onto to provide a kind of real world meta-reference for the players? Because at the end of the day, the way creatures talk is a lot like hit points; it's an approximation for our understanding. So get creative with it, and go a little nuts!

Speaking of Avoiding Monocultures...


This experience is actually something I'm planning on weaving into my Sundara: Dawn of a New Age RPG setting for both Pathfinder Classic and Dungeons and Dragons 5th Edition. In addition to tossing out alignment entirely, I'm also breaking down as many monoculture ideas as possible... and part of that means there's going to be a lot of languages in this setting (which will emphasize players finding ways to communicate as a potential challenge).

I'm currently working on the first of a new line of supplements titled Species of Sundara, but while you wait on that, I've got several fun location splat books that have already dropped! And while they're intended for use with the overall setting as it grows, you can use them (as well all the story and mechanical goodies they contain) in whatever setting you happen to be running! So if you haven't grabbed your copies yet, consider checking out the following:

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

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

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

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

What's Next on Table Talk?


That's it for this installment of Table Talk! What would you like to see next? Or do you have your own story you'd like to share with folks?

For more of my work, check out my Vocal archives, as well as the YouTube channel Dungeon Keeper Radio where I help out from time to time. Or, to check out books like my hard-boiled cat noir novel Marked Territory, its sequel Painted Cats, my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblr, and Twitter, as well as on Pinterest where I'm building all sorts of boards dedicated to my books, RPG supplements, and greatest hits. Lastly, to help support me and my work, consider Buying Me A Ko-Fi, or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little donation can have a big impact.

Saturday, February 6, 2021

What Does Your Character Do For Entertainment?

"This is what you're spending your night doing?" Albrecht asked, taking a sip from his thin beer.

"You didn't have to come with," Baren said, not even turning her head to look at him.

"You talked them up, figured I should at least give them a chance." The bearded man plucked a flask from an inside pocket, pouring a shot of stronger stuff into his mug.

Albrecht was about to say something else, when the lights went out. A cold wind went round the tavern, blowing out candles and torches, leaving the place in darkness. Out of the shadows, a rhythmic thumping came from the stage. It was joined by a cymbal, hissing like a metallic serpent in the dark. A whisper of strings under a bow, and then a rising note from an inhuman throat. The growl rose higher, and higher, and the dark was pushed back by bobbing, red globes. Standing on the stage, surrounded by wisps of acrid smoke, was a band from hell. Wild-haired and sharp-eyed, they were a collection of claws and teeth, horns and tails that looked like something out of a fever dream. Their lead smiled, flashing her fangs to crowd.

"Like to start you all off with one of our favorites," she said, her husky voice filling the room before Devil's Bargain launched into Good Intentions, one of their most infamous tunes.

"Well?" Baren said, grinning as the first song drew to a close.

"Hell of an opener," Albrecht said, though he was smiling behind his beard. "Let's see if they can keep it up."

And now, let's take it down a notch. This is Black Queen's Bargain!

What Does Your Character Do For Entertainment?


When we sit down to make our characters, we tend to think of them in terms of their skills, their role within the party, and their eventual goals. They're wizards, warriors, priests, and scoundrels, looking to make that big score, earn a knighthood, start their own business, or what have you. However, one thing we often ignore (or which just doesn't occur to us) is to ask what our characters do for entertainment. Whether it's out on the road, or when they finally get some leave in town, what do they seek out to blow off some steam? And what does that say about them?

Does going to the tavern count?

As an example, is your character a tourist who loves seeing historical sites? Even if it's something bland or boring to most people, do they seek out sites of battles, events of minor import, or just try to take in as many road side attractions as they can find? Is your character a foodie, seeking unusual cuisine like salamander steaks or shallow bay oysters (a few examples off the menu in 100 Fantasy Foods) to expand their palate? Do they have a tendency to pick up fresh tattoos to mark personal achievements, new levels, or just because they're in a unique location (like the Ketch's Knot or Fortune's Torc found in 100 Fantasy Tattoos, And The Meaning Behind Them)? Do they tour art galleries or museums, taking in the culture and looking at installments dedicated to particular artists?

Do they love live music, like Devil's Bargain in the story above, drawn right out of my 100 Fantasy Bands supplement?

This isn't just a downtime question, either. Because there's often a lot of time spent in transit when you're a PC, and that's a lot of time to get bored. So what does your character do? Do they like to play cards, either alone or with others? Do they prefer to shoot dice? Is there a game equal to chess, or checkers, that they use to pass the time? Do they read the equivalent of dime novels while they travel, just slouched down in the back of the cart while they wait for the party to get where they're going? Do they like to sing, whether or not their companions enjoy the performance? Do they like to spend the evenings fishing, or whittling, or sketching?

Everybody's Got Hobbies


We've all got hobbies, and things we enjoy spending our money on when it's time to unwind. And while there's nothing wrong with a good pub crawl (especially if you're hitting some of the bizarre bars in 100 Random Taverns to spend your share of the treasure), you can get a lot more out of your character if you dig a little deeper than that.

And it can get even more unique/unusual when you start embracing the weird, wild, and magical aspects of a game.

For example, did the wizard learn a game when she was still an apprentice using prestidigitation that's the equivalent of Pong that they play with the sorcerer? Does the tiefling enjoy cooking strange and bizarre things using their bare hands, because burns are a thing other people have to deal with? Does the druid plant fruit trees wherever they go using their magic to ensure the fruits grow, turning the entire world into their garden to ensure there's also fresh fruit along the routes they and other travelers follow?

While this aspect of a character might not define them in major ways, it can say a lot about who they are, and what makes them happy. Not only that, but it can make a character feel more organic, more real, and it's often these little details that can flesh them out, and add interesting details to the world as their hobbies carve out areas of culture and flavor that other folks may not have thought about.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post!

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 alley cat thriller Marked Territory, my sword and sorcery novel Crier's Knife or my recent 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, September 14, 2020

A Spooky DIY Initiative Tracker (Just in Time For Halloween)

Before we get started with this Monday's entry, I'd like to let readers know that I've finally taken a suggestion on something I've ignored for a long time... I'm starting a newsletter for all of my content! If you don't want algorithms to let my updates slip through the cracks, subscribe to my newsletter and you'll get updates every Monday on what's going down. Newsletters will keep you abreast of what's going on here at Improved Initiative, but you'll also get updates from The Literary Mercenary, my latest Vocal articles, book releases, new gaming supplements, news on what events I'll be attending (when that's a thing again), and more!

Additionally, if the subscribe link here gives you a hard time, scroll down to the bottom of the page and sign up there instead. The first newsletter should be going out this coming Monday, so make sure you're on the list!

Now then, for something fun, crafty, and just a little spooky. And to give credit where it's due, I stumbled across this idea from Geek and Sundry.

Death Comes For Us All (In Order of Initiative)


Well would you look at that? Bad guys go first.

Initiative is one of the tensest moments of combat. Everyone is readying themselves and hoping they can get into the fray and strike the first blow, while also hoping to evade the worst their enemies have to offer. While a lot of DMs out there simply make due with some scrap notebook paper (or with a cheap LCD tablet, if you're a futuristic kind of dungeon master), that's one more thing to juggle behind your screen. Even magnetic initiative trackers like the official Pathfinder Combat Pad from Paizo don't solve this problem.

But what if you could make a simple, vertical initiative tracker that made the combat order obvious for everyone at the table, while also adding a hint of spook to your games? Well, here's how you can do just that with a couple of bucks, and less than an hour of actual crafting time. All you're going to need for this is:

- Container (coffee mug, skull of your enemy, etc.)
- Floral foam (pool foam will work in a pinch)
- Craft knife
- Terrain piece (extra dice or stones work fine, too)
- Thin wooden dowel rod
- Clothespins
- Marker

And that's it!

So What Do You Do?


Trust me, this is a piece of cake.

First things first, you want to identify your ideal container to use as the base. Right now we're in the middle of Halloween decor season, which means there are all kinds of skull cups and mugs out there. You want something that's got a bit of heft to it so it won't topple over unexpectedly, but you also want to make sure it isn't going to take up too much space on the table. Something like this skull pen holder, for example.

Come on... look at this damn thing!

Once you have your base, take your craft knife and your floral foam, and use the former to shape the latter to fit. You want a steady base that doesn't wiggle, if at all possible. Ideally the floral foam should sit a little way below the rim of your cup, as well.

After the foam is situated, take your small wooden dowel and push it down through the middle of the foam. You should now have a small pole sticking up from the foam. All you have to do at this point is open up your clothespins, and write the names of the PCs (or the names of the players, if your group is always the same), and then label one as Bad Guys. Perhaps a second for BBEG, when there's going to be a powerful bad guy and then all the lesser bad guys after them. Write the names along the legs of the clips, and ensure the can be read from both sides.

When you first set the initiative order you clip the clothespins near the top of the dowel, going in descending order from first to last. Then, once someone has taken their turn, you rotate their clothespin to the other side. This shows the initiative changing, and since the names are on both sides, you can just flip then back to their initial position as you go through the next round!

Add The Final Details


Once you've checked to make sure your clothespins hold and spin properly, all you have left to add are the fine details. Stuff to take your new initiative tracker from functional, to finished!

If you want your dowel to be extra secure, consider using some glue to hold it in place. Don't soak it to the point that the foam is glued into the cup, but be generous. Once you have the dowel where you want it, add in some terrain along the top of the foam (moss and soil, fake grass, small rocks to form a bier, a pile of small skulls, or even just a handful of spare dice) to camouflage the top of the foam.

Also, if you want to go the extra mile, you can stain the dowel so it's nice and dark. You could give your clothespins the same treatment, but keep in mind the names on them need to be legible.

Once you've done all of that, you've got a handy, vertical initiative tracker that's attractive, economical, and which adds a little spook to your table!

Also, if you're looking for some more handy things to try for your game, make sure you also take a moment to read through:


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 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, July 29, 2019

Dungeon Masters, If Your Players Focus on Something, Make it Matter

It's a story as old as time. The dungeon master has carefully constructed an epic magic item meant to take the center stage of the dragon's treasure hoard, but no sooner are they through with the description of the legendary Seven-Body Blade than everyone in the party wants to ask about that weird jade figurine of the bird-headed woman the DM included just for atmosphere. Or when they walk into the tavern, and there's clearly a Mysterious Stranger with the words Quest Giver practically floating over their head, but the PCs would rather make small talk with the bartender, or dice with the shady-looking NPCs in the corner with the lip rings and strange accents.

"So, Boblin, what's up with the smoking man there? And what the hell is he drinking, eh?"
A lot of dungeon masters get frustrated when this happens, because they put a lot of work into major NPCs and set pieces, and having them ignored can feel like all your effort went to waste. When you compound that with the side of frustration you can sometimes get when throwaway items or set-dressing NPCs have now become the focus on your party, it can feel like a double slap.

However, instead of trying to push your players back onto the course you had planned for them, you'll get better results by just finding a way to get them where you want them to be using this new thing that's caught their attention. Or, at the very least, throw them a bone to show that interacting with the world (even in unexpected ways) garners results.

How, Exactly, Does This Work?


All right, let's start with the infamous tavern scene. As a dungeon master, you've put one figure in the bar who is clearly marked as an important NPC. Maybe it's the hulking man in the ragged cloak with his hood up, attended by three floating eyes of fire as he drinks from a skull that isn't the bar's standard cup. Perhaps it's the woman in the plain cape that keeps slipping, not-so-subtly revealing her badge of office, or the tattoo that marks her as a member of an infamous assassin's guild. Whoever it is, they may as well have a big, glowing sign over their head that they are the person the party is meant to interact with.

All right... but who ELSE is at the bar?
Instead of going and interacting with the NPC whose name, backstory, and prepared dialogue you've got ready, though, the party asks about who else is in the tavern. And you don't want to say, "No one, just go talk to the NPC you're clearly here to meet," so you toss out a few other random characters. There's the ogre-blooded bouncer leaning against the support post in the corner, the gnome waiter, the long-limbed bartender with her one eye, and a handful of other patrons. And for some reason the party just fixates on one of these other NPCs. Maybe it's that you made up something really cool and flashy on the spot, or there's something endearing about them, but now they're focused on the wrong thing.

Or are they?

As I said in Avoiding Railroading (More Than One Way To Skin A Cat), you get a lot more mileage out of deciding what goals need to be met instead of how the party needs to meet them. So instead of trying to figure out a way to get your players to focus on what you think of as the proper way to move forward, ask instead how you can progress from the direction they're currently facing.

It's all connected!
For example, say your party is at the bar so they can meet with the local thieves' guild rep to get some information. You already put together the dual-dagger wielding, slick-talking thief with the badass facial scar and black cloak, but the party decided they wanted to spend their time talking to Shengo the blue-haired gnome waiter instead. If the party doesn't actually know who the guild rep is, the easy thing to do is just to make it Shengo instead. Now you can take most of the information you were going to put into that guy in the corner booth that everyone's ignoring, and give it to your party via their new friend. This makes you look smart as a DM, and it lets your players feel rewarded for interacting with the scene you set up.

Another option you have is to connect this random thing the party has focused on to what you want them to pay attention to, making them part and parcel of the same overall scene.

Let's go back to that treasure chamber for a moment. There's this super-epic sword of legend in the middle of the room, but for some reason the party is focused on the jade statuette. Instead of just telling them, "Look, it's a normal statue, it's barely even worth gold at the level you're at, stop paying attention to it," add some flavor that connects it to the item you want them paying attention to.

For example, have your party make a check for the item's history, realizing that this statue was connected to the last-known wielder of that blade. A funerary statue, it was meant to contain her soul, and to keep it safe when she finally laid aside her weapon. Alternatively, you could put a legend into the back of the statue, the words declaring the origin and powers of the Seven-Body Blade. Now the party feels smart because they got to sidestep the check to know the weapon's history, and you still brought their attention back onto the item you want them looking at. You could even give them a cryptic warning about how once the sword is hefted, it cannot be put down until death, alluding to how it bonds to one wielder at a time.

Everything in Service of The Overall Goal (When You Can)


By focusing on the general goals of your game, rather than on the specific characters the party needs to interact with or the particular paths they have to take, you add an air of flexibility that allows you to respond more quickly with creative solutions to the actions your players take, and the things they show an interest in.

You just need to get into the habit of asking, "How do I point them toward the end goal?" rather than, "How do I get them back on track?"

Subtlety is your friend, here.
Admittedly there will be times where you can't come up with some way to tie this particular thread your players get stuck on into your overall plan. The scarf-seller on the corner isn't an undercover agent of the crown, and that beggar sitting in the shadow of the alley doesn't have some dire secret that the PCs need, they're just background that the players are zeroing in on. Sometimes that bauble they found in the dungeon really is just a bauble, plain and simple.

If your players are willing to put in the effort to interact with your world, though, give them a reward for doing so. Maybe let them buy a headscarf that doubles as a star char to help with navigation, or let them make a friend out of the beggar, who can come back later when he's in trouble and needs the PC's help. If they are fixated on finding the origin of a random ivory cat statue and its secret meaning, then give them something. It doesn't have to be big or important, but make it a unique item carved by a noted sculptor, or maybe it allows them to talk to cats as long as it's been dipped in milk that day.

Rewards, even minor ones, will get players more interested in the setting, and encourage them to explore. Which is more than worth the cost of shuffling around a few NPCs, and taking the long way to get to certain plot points.

Some Additional Advice


The first thing I would recommend for all the DMs out there is to not put passive situations in your game if you want the PCs to do something specific. If they really need to talk to the guard captain, or they have to get this piece of information from the duchess's chambermaid, then don't wait for them to figure it out and go looking. Have the NPCs approach the party, and get the interaction started. It immediately takes the guesswork out of the situation, no one gets frustrated, and no one will try to use creative (or "creative") solutions to figure out what will move the story forward.

But... but I had the molotovs prepped and ready to go!
Another thing I'd recommend is that, if you want to give the PCs freedom to mingle, put as few "strictly background" NPCs in the scene as possible. That way no matter who they approach, you can keep the scene moving forward in some way, shape or form. If you're looking for useful characters to add into the mix, I've put together 100 NPCs You Might Meet at The Tavern, along with 100 Merchants to Encounter and 100 Nobles to Encounter, all of which are filled with PCs that can provide rumors, give helpful information, and generally assist you in moving your plot forward.

Make sure you never fold your arms and wait for the PCs to hit a certain DC in order to go forward. I covered this more in my recent post Dungeon Masters, Embrace The Concept of Failing Forward, but if your PCs fail to disable a lock, or make a high enough Diplomacy check, don't just say, "nothing happens," and wait. Succeed or fail, if the situation was important enough to warrant a test, then something needs to happen whichever result turns up.

Lastly, remember the characters that are actually at your table. Who knows them, who are their friends, who are they related to, and what enemies do they have? These aspects can often help you come up with appropriate ways to tie things together in your game to keep everyone moving forward. You'll find more detailed advice along these lines in The Small Legend: Character Reputation in RPGs, as well as in my other recent post Who is in Your Character's Rogues' Gallery?

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used this tactic successfully in your games why not leave a comment below?

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, January 28, 2019

Big Stompy Robots: A Fun, Rough-Edged Minis Game For Mech Enthusiasts

Another Monday has rolled around, and like so many Mondays before it I'd like to take a moment to big-up the signal for a fellow creator. And not just any fellow creator... today I'd like to talk about my friend Nick Tockert's debut release that's now available on Amazon.

The minis game/RPG Big Stompy Robots... or BSR for short.

Good times all around.
I'd like to talk the good, the bad, and the ugly regarding this game. Though, if you just want a solid thumbs up or down, I'd say that if you wished there were more games out there that gave you the ability to pilot a mech without the need to grasp the intricacies of some game's hex grid tango, or to do the quadratic equation to figure out if you hit or not, then it's definitely worth taking a look at.

The Good


Let's start with the good stuff. First and foremost, Big Stompy Robots is as far as you can get from boring. While it might have mechs as the centerpiece of the cover art and game mechanic, there's plenty of other stuff going on here. From alien species that feel like something out of an upbeat anime, to megacorporations battling over resources on a faraway planet, to an aesthetic best described as the love child of Tank Girl and Mechwarrior, this game is a lot of things, but boring isn't one of them.

In addition to the scattershot tone that remembers sci-fi with giant robots in it is allowed to be fun, the rules of the game are fairly simple to learn. And if you've ever played a minis game before, then this one shouldn't take you long to pick-up. It's also fairly easy to teach to a new player, meaning you'll never lack for an opponent as long as you have an afternoon to go through a few test rounds.

The Bad


There are some downsides to this game, but they may be more or less important to you depending on your preferences as a gamer. If you plan to use it strictly as a minis game, one team of mercs versus another, then it gives you just enough story to use as a backdrop. If you're the sort of player who wants to make an RPG experience out of this, though, there really isn't enough material (or enough detail) to put together a fully-fleshed setting and campaign. That's to be expected, since this is the first book. However, the designer has said that if there is a demand for more that he has setting details and expansions in the works so that players can have all the factions, history, and plot hooks they could possibly want.

Additionally, since this game is as indie as you can get, there isn't an accompanying line of specific miniatures to go with this game. Not yet, at least. If you have mechs from other systems, or even minis like Heroclix, those will certainly do the job as placeholders... but miniature gamers may wish they had the right tool for the right job, so to speak.

The Ugly


Not going to lie, this game's independent nature certainly shows through. The art is all hand-drawn by the creator, and while the book is definitely legible and comprehensible it has its share of spelling and grammar mistakes that will jump out at you. None of them obscure the rules or setting, however, in much the same way a hole in the plaster doesn't make your apartment any less livable. But you're going to notice, so you should be aware that it's there before you get too ahead of yourself.

Aside from the lack of polish (there's only so much you can do when you're a one-man operation trying to wrestle Amazon's portal into submission), the game is nice and simple. So if you like garage-band games that have the potential to expand, while still giving you something fun to play right now, go give Big Stompy Robots a look. Especially if you're sick of how seriously games like Mechwarrior take themselves, as if the grimness of the game and setting somehow balances out the addition of, well, big goddamn robots.

That's all for this week's Moon Pope Monday update! If you'd like to see more work from yours truly when you're done giving this game the one-over, then go check out my Gamers and Vocal archives, as well as the YouTube channel Dungeon Keeper Radio. Lastly, if you're looking to get your hands on a new book, why not head over to My Amazon Author Page where you could find stuff like my sword and sorcery novel Crier's Knife?

If you want to stay on top of all my latest releases and signal boosts, then follow me on Facebook, Tumblr, and Twitter. And, lastly, if you'd like to help support my work, then consider Buying Me A Ko-Fi as a one-time tip, or going to The Literary Mercenary's Patreon page to become a patron. Every little bit seriously helps!

Monday, January 7, 2019

Make Sure Your Character Is As Fun To Play With, As They Are To Play

We've all had to deal with that one social event that just ended up becoming too much of a chore to handle. You know, like when you first met up with this group of folks down at the local bar. They got together every Thursday, and had a good time. Then Brian decided to join you. He was Sharon's friend, and you figured you'd give him a chance, but you just don't like him. From the way he drinks too much, to how he can't hold his temper, to how he always expects someone else to cover his tab, he's just not worth the trouble.

At first you just felt more tired than refreshed after your night out. But then you felt actively stressed by it. You started skipping an occasional meeting, and noticing others doing the same. Finally, you just couldn't take it anymore, and made some excuse before you never went back again.

And that, friends, is why I walked away from that table, and never looked back.
Cool story, but what does it have to do with gaming? Everything, since you ask.

Because a lot of us have been Brian. The problem is that because we are having fun, we don't always look around and notice that no one else is. Whether it was that dashing swordsman Jacques who was constantly trying to get into the pants of the rest of the party, the vindictive priest Grumheld who refused to heal anyone unless he'd been praised or bribed, or that sour-faced thief with the cheek scar who never even told anyone his name, but stole everything that wasn't nailed down and blamed the rest of the party for the crimes when he got caught, you got so wrapped up in your own fun that you forgot this is a team sport.

Which is why it's important to look around, and make sure everyone is on the same page as you.

Is Your Character Someone You Want To Spend 4 Hours With?


Have you ever stopped, and asked how much time goes into a campaign? Not on the prep side, but just in how much time you're spending around the table with the rest of the group?

Time to break out the spreadsheets!
Let's be generous, and say that your group meets every other week, and that your sessions are roughly 3 hours long each. That doesn't seem like much, does it? But given that campaigns on that sort of schedule can run for up to two years, let's crunch the numbers.

That's 6 hours a month, 72 hours a year... so roughly 144 hours of exposure time.

Ask yourself if your character is someone the rest of your table wants to put up with for three hours at a time. Then ask if seeing this character month in and month out, and knowing that the player is going to have to deal with someone abrasive, rude, confrontational, or just plain stupid is going to be a good time for them, as well as for you.

Then, if you've identified a problem, find a way around it.

You Can Stay True To Character, And Still Be Fun


This is usually the point at which a lot of players with problematic characters will turn up their nose and demand to know why they should play totally different characters than the one they want to play.

Aside from the fact that ruining everyone else's gaming experience just to get your jollies in makes you kind of an asshole, you don't have to sacrifice your concept to play someone that's sunshine and rainbows all the time. Just file the rough edges off so you aren't constantly pricking everyone else at the table.

If you're going to be a little prick, at least be endearing about it.
If you have someone who is going to be a strain on the rest of the table's patience, the key is to turn that negativity toward the NPCs as much as possible, and to make it clear that even if your character may be hard to like sometimes, he does his job, supports the team, and helps everyone accomplish their goals.

Take your angry, grizzled, confrontational hard case (more commonly referred to as a Wolverine homage). To make this character easier on everyone else, find a reason to be on their team. Maybe you and the paladin go way back, and he saved your life from orcs in that trench, so even though you feel like you're babysitting most of this group, you still respect him enough to try to keep this team alive. Maybe the tough exterior shows a crack or two when one of your team goes down, and you go into a frenzy to save them before dropping to your knees to provide first aid, swearing a blue streak about how no one dies on your goddamn watch. Not anymore. Or perhaps when the wizard saves your bacon with a well-timed lightning bolt, you buy him a drink and give him a gap-toothed smile before telling him, "Ah, I guess you're all right for a wand-flicker."

You can use this same logic on any concept that causes friction at the table. Your thief's light fingers causing a problem? Make it a point that he never steals from anyone he works with. You could even give him an honesty streak, or make it a pride thing so that he would never even consider letting someone else take credit for his jobs... even the botched ones. Is your half-orc with rage issues causing too many messes? Consider that he's in a different culture, and he needs to understand how issues like this are solved here. Talk to a fellow party member and run a whole sub-plot where Garag Skull-Cleaver learns that the law of the jungle does not apply in towns, and he needs to learn the laws of this new land if he is to be a champion here. Or make him more child-like than actively aggressive, looking to his party members for the sign that it's time to play the fight game.

Whatever it is, make it so that the rest of the table can get in on the action. Whether it's, "crotchety grandpa dwarf decides we're all his adopted kids now," or, "Krunk learns to use his words," or, "that one time Black Fingers decided to steal presents for friends who couldn't afford them," the key is to make it so that it's not just you having fun and everyone else dealing with the fallout. Be a catalyst that lets everyone play as a group, and you'll find that your table will not be able to get enough of your characters; even the grim, dark, foreboding, or brutal ones.

If you enjoyed this, then you might also want to check out:
- 5 RPG Characters We Should All Stop Playing
- 5 MORE RPG Characters We Should All Stop Playing

That's all for this week's Moon Pope Monday installment. Hopefully it got some wheels out there turning. Anyone else have actionable tips? If so, leave them in the comments below!

For more of my work, check out my Vocal and Gamers archives, and head over to the YouTube channel Dungeon Keeper Radio! Also, to check out books like my sword and sorcery novel Crier's Knife, make sure to stop by My Amazon Author Page!

To stay on top of all my updates, follow me on Facebook, Tumblr, and Twitter. And to help support me, consider Buying Me A Ko-Fi, or going to The Literary Mercenary's Patreon page to become a patron. Seriously, it's the best way to make sure I keep getting content just like this from my hands, to your screen!