Showing posts with label game master. Show all posts
Showing posts with label game master. Show all posts

Saturday, August 15, 2026

High Lethality in RPGs (And What Kind of Stories It Tells Best)

A while back I offered a popular piece of advice in Dungeon Design Tips: Find A Reason For PCs To Survive (And Try Again). The purpose behind the post was to remind Game Masters that in a lot of RPGs, death is a particularly boring fail state. After all, you want your players to keep playing, to overcome challenges, and to keep striving... but if they feel like they're going to have to roll up a new character every time they fail a saving throw, or choose the wrong door to walk through, that can get discouraging.

While I stand by that advice, I feel it is important to mention that it is advice given mainly for games where the entire goal is to follow the saga and growth of a single party of characters throughout their adventures. Whether it's one of the later editions of Dungeons and Dragons, Pathfinder, most of the Chronicles of Darkness, Exalted, or any of three dozen other games I could mention, they are structured so that player characters can survive trials and tribulations to persevere. Many of these games even have resurrection spells that allow players past a certain point of growth and resource acquisition to return to the world to continue their quests.

But that is not some universal truth of RPGs. There are games that are intended to be highly lethal. Games for which that is not a flaw, but a feature of the challenge. It's part of the tension that keeps them running, and it's part of the appeal of that kind of play... but if you're going to run a game with high lethality, then you need to make sure you're telling the kind of story that benefits from that kind of Sword of Damocles hanging over the table.

I feel we might be in danger, my friends...

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!

Fragile Characters, More Contained Stories


Whether you're running something like the doom metal game Mork Borg or one of its imprints, something like OSRIC, or something a little more mechanically complicated like the latest edition of Warhammer Fantasy, there are a lot of RPGs out there where the world is supposed to be lethally dangerous. Games where even experienced characters can die due to a lucky shot from an enemy archer, a missed save against a spell, or just being surprised by an enemy at the wrong time.

However, when that is part and parcel of your game, it's important to recognize that you need to change your storytelling style, stakes, or both to reflect this sharp curve up in lethality. And there are a couple of games I would recommend GMs examine, as well as an entire genre that a lot of people have forgotten about in the dusty tomes of the pulp era.

Namely the Sword and Sorcery genre, which had a much greater impact on the early days of gaming before high fantasy rose to eclipse it.

Things are terrible, and they're only going to get worse.

The first game I would recommend is Darkest Dungeon, a dungeon-crawling RPG where your "heroes" delve deeper and deeper into dark dungeons in search of treasure and answers, surviving battle with horrible foes and fighting off madness. The second game I would recommend is Fear and Hunger, where players must survive the terrors that lurk in the forgotten depths of an ancient dungeon, and where the simple, initial motivation of freeing a prisoner becomes far more convoluted by the game's end.

Content warning for both of these video games if you've never come across them. We're talking some Lamentations of The Flame Princess level stuff, so proceed with caution.

However, while both of these video games are survival horror wearing the skin of sword and sorcery, they illustrate in both tone and mechanics what I'm talking about in this week's post. Because in both games there is a high amount of lethality, and even if characters survive they may be crippled in mind, body, or both. Every encounter poses a serious risk, and every step further into the darkness comes with the potential for risk and reward alike. Additionally, both games are built on a basis of players feeling like they're gambling with their character's lives with every decision they make.

This speaks to the kinds of stories high lethality games tend to tell. Because if player characters could die on any given roll of the dice, then grand, sweeping epics where we follow their entire journey aren't really a good fit for those mechanics. Rather it's a good idea to focus on something smaller, tighter, and more serialized. Also, it's a good idea to not put combat as the central focus of the games, or the sole method for achieving goals.

For those who haven't seen this video, I talked about this diversity of solutions regarding the World/Chronicles of Darkness a while back.



Consider, as an example, the humble dungeon crawl. Yes, these adventures are inherently dangerous, and there is at least the opportunity for combat to occur, but these locations are also filled with traps, puzzles, and natural disasters. And while we often focus on the dungeon part of things, the crawl is there because they're meant to be tense. Players are meant to move quietly, carefully, and to make sure they don't step on a concealed switch, rest their weight on the wrong board, or rush headlong into an ambush. While the foolhardy might charge forward shouting a battle cry and banging their ax on their shield, that's a good way to die a quick, pointless death.

But high-lethality games are good for more than just dungeon crawls. They're great for high-stakes heists, for mysteries (particularly murder mysteries), and for games that tend to focus on a single, relatively contained story. Rather than using the Lord of The Rings as the framework, where we follow the fellowship across their massive walk across the continent, consider something more akin to Conan, Solomon Kane, or even the James Bond stories where we follow the characters through adventures that each stand alone as their own chapter but could be connected into a series if you wanted them to be.

Build The Story As It Goes


Another contention I have seen from the old guard who grew up playing high lethality games is the aggression toward the idea of working out a character's story before the game even starts. As the argument goes, "Your character should be a blank slate, and they should be shaped by the adventures they have!"

I disagree with this on a fundamental level, however, I feel like this comes from a lesson learned in high lethality games. Namely that you need to come to terms with the fact that your character is likely going to die long before they get within bow shot of old age, unless they're starting the game as a senior looking to go out in a blaze of glory. If you're going into a meat grinder, don't get attached to an endgame you're probably never going to reach.

This goes for players and Game Masters alike, though, so perk up your ears for this one!

Because there's a LOT of stuff to take in here.

Just as players should probably have backup characters and concepts for when their current character dies a horrible death (it's statistically likely, after all), Game Masters shouldn't count on the characters making specific decisions, acquiring particular items, or even surviving in order to create a single, unbroken plot.
 
Now, those who've played adventure paths or pre-written campaigns have likely noticed that they read like long novels. You can switch characters in and out as it goes, but they're meant to act as supporting stories for the same characters from beginning to end. High lethality games, though, work better as a series of modules, each of which might be a chapter of an unfolding campaign. Because characters might die, but it's far easier to come up with some kind of way to continue on (and to introduce replacements) if you're just flipping back to the start of last session.
 
Think of it like how a video game might start you back at the current level when your character dies, instead of sending you back to the start screen to do it ALL over again.

But this is where building the story as it goes comes in, as well as collaborative efforts between the GM and the players. Do the players just want to put together a whole new party, and start a whole different adventure? Do they want to put together a new party that all have reasons to seek out their previous characters? Do they want to put together a new party to complete the adventure that killed them, but they want these new characters to be utterly unconnected to their previous characters and whatever stories they had going on?

If you've been planning specific arcs and long-term goals, then as a GM this will be intensely frustrating for you, because now all the things you'd planned as character moments or opportunities for the first band is going to waste because they're dead. So the Game Master also benefits from not planning too far beyond the current chapter, because they don't know if the characters are even going to be around when it wraps. So plotting for a high lethality campaign is basically akin to prepping a series of modules... you can't go too far down the line, because if you do there's a good chance the characters in question will all be dead, replaced by fresher faces.

Why You Can't Just Bring Them Back


Have you ever seen a parent that counts down from 3 when a child is misbehaving? The child knows that if the parent counts down to 0 then something is going to happen... but if the parent gets to 0 and they don't do anything, now the kid knows it's a bluff. From that point onward, there's always a chance that nothing is going to happen.

This is also what happens if you have a high-lethality game, but you look for reasons to resurrect/save characters who should be dead. Much as with several of the games mentioned above, once resurrection makes an appearance (or once death stays its hand), it takes away the tension and the bite. So while I will absolutely advocate for chases, and the lesser fail states like being taken prisoner or having to face some kind of additional challenge, games that are supposed to be lethal are the ones that don't benefit from allowing characters to just come back from the dead... not unless there's something going on beneath the surface, at least.

After all... coming back wrong can be useful for Game Masters. Especially if it means there's a ticking clock over the character's head that might lead them to taking a few more risks than they normally would to try and escape their dark fate.

On the subject of resurrection, though, I would check out the sourcebook for The Black Ballad (which is all about campaigns set in the underworld once a party dies), the supplement I'm Back: 25 Reasons For A Villain's Survival, as well as my older post Villains Can Cheat Death (Without Taking Away Your Players' Victory).

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 the dark sci fi channel I contribute stories to, The A.L.I.C.E. Files! 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 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, July 27, 2026

Drug Dens... Should This Supplement Follow The Same Path As My Brothels?

Regular readers around these parts know that one of my more infamous series of supplements is the World's Oldest Profession books. I figured that since there's always been some variety of brothel in our games, why not rip the band aid off and stop playing coy about it? Well, the first book sold a lot better than I expected it to, and the ones that followed in its footsteps did pretty well, also. I don't want to chase that vein so deep that the joke gets old, though, so I try to space out those releases.

However, Adrian recently came to me with a fresh idea that plays on the same taboo nature, and gives Game Masters a little more to work with in terms of unique places for players to enjoy some "recreation" while also picking up rumors, meeting NPCs, and all the other activities. That idea? A Dekas of Drug Dens, since you ask!

However, should this be a one-off supplement? Or should it follow the same pattern as the previous series I mentioned... links below, for those who are curious!


Everything can be had... for a price.

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!

An Alternative To The Run-Of-The-Mill Tavern?


The tavern is one of the major staples of most games, and they're often the centerpiece of any town. After all, it's why my supplement 100 Random Taverns is a gold bestseller on DTRPG. But sometimes you want to give your players somewhere different to go to... like a rotting hole full of psychadelic mushrooms overseen by a fungus-possessed troll, perhaps? Or maybe a former mine owned by a mad alchemist who is producing some kind of black crystals meant for smoking? A former holy site where people inhale hen bane vapors to commune with their ancestors, an underground club in a graveyard where people perform unspeakable acts, and more are all available in this supplement!

My question for you, the audience, is should we expand it, and go even further?

Temporary, or permanent, stat negatives may occur.

Whether it's to put together a list of NPCs one might find at these hives of ill repute, assembling a list of whispers and rumors to hear, or maybe even putting together a list of unique drugs for the GMs to use... though that one would likely have to be game-specific, since different games have different rules and stats for drug use, addiction, and what the short and long-term uses of the drugs are.

After all, I put together Silvertongue for Bastards of Golarion, so it's not like I'm exactly new to the idea of making in-game drugs!

But if this is something you'd like to see happen, there are a few ways you can raise your voice to be sure that both I, and my publisher, hear you.

- Buy a copy of A Dekas of Drug Dens, rate it, and in your review, tell us what sequels you'd like to see
- Leave a comment on this post, telling me what you want to see
- Make your opinion known on social media where you've seen posts about this article, or the supplement

These are in descending order of power. The publisher is always going to listen to the paying public first, but those who make a lot of noise on blogs, the Azukail Games YouTube channel, or on one of our social media pages, may end up getting their wish.

So please take the actions you feel you can if you want to see this supplement series expand!

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 the ongoing audio drama channel 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!

Monday, July 13, 2026

Legacy Campaigns: A Fresh Chapter To Continue Your Story

For a lot of us, the idea of completing a full campaign with a single party of characters is the height of gaming accomplishment. And if you've managed to do that, then you might very well want to play a different system or setting entirely as a kind of palate cleanser. But if you're the sort of player (or the sort of Game Master) who enjoys continuity and sequels, then I would recommend considering the idea of a legacy campaign... because they can take a variety of forms, and you can usually tailor them to fit your game, and your players.

As we turn the page, another set of heroes are enmeshed in our tale...

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!

A New Chapter In Your Quest


There are a couple of different ways a legacy campaign can go. First and foremost, it can be the literal legacy of the former PCs, whether it's their children, students they've trained, squires they've knighted, etc. The idea is that the PCs of the last campaign are passing the torch to the new party, providing some kind of continuity between the characters, if not the actual story of the campaign. Alternatively, the legacy might be a continuation of the events and story from the first campaign, but in a different location with different characters who aren't necessarily connected to the characters of the previous campaign. For a quick reference, the connectivity between the Pathfinder adventure paths Shattered Star, Rise of The Runelords, and Return of The Runelords follows this path.

However, it's also possible to combine the two into a single campaign, if that's what you and your players want to do!

I am here to earn my spurs, and to make my father proud.

As I said in The Key To A Sandbox Is To Make Sure It's Populated, And Stuff Is Happening, though, a legacy campaign requires a bit of setup to really sell it!

Now, that doesn't mean the Game Master has to plan a three-campaign series right from the jump. But you do have to have the first campaign planned, plotted, and completed so that you have all the information about what happened during the first story that you can use as a springboard for the second one (and from the second to the third, if you want to be industrious). You need to know which characters completed what deeds, which NPCs lived and died, and which of the villains were sentenced, which ones were slain, and which ones returned to the outer darkness to join their alien masters. And once you have all of that information, you can then properly plan the sequel to that game!

If you're the Game Master, picture yourself as the head of a successful TV series. You received enough of a budget to shoot the first season, so you made something relatively self-contained, but which has the potential for spin-offs and sequels. You finished it, and it was popular enough that your audience wants more. Maybe you had some ideas in mind for where it could go next. Maybe you were just hoping the first season did well enough you could scoot across the line. Either way, with this format, and your very narrow audience, it's a good idea to make sure the first season is as polished and enjoyable as possible before you spend too much time working on the second or third season that you might not even get.

The most important thing, though, is that you need to be sure you have player enthusiasm to see more. Because while the idea of following up a campaign with a legacy sequel might be intriguing (especially if the players get to see the results of the previous game, and hear the tales of their old characters' adventures), it's equally possible that your audience might have been just fine with a one-and-done for that game, that story, or that system. Don't over-invest in making a multi-part story told over several campaigns if you know your players don't have that kind of stamina.

With that said, however, keep in mind that a "campaign" doesn't have to be a years-long, level 1 to level 20 endeavor. A campaign could just as easily be a story that takes characters through a 5 level progression, or even a 10 level progression. As long as the story is complete, the GM reaches the end point, and the plot is solved, that's a full campaign... just make sure you let your players know how long the story will last before you get started so they can plan accordingly!

Game Master Resources


If you're planning on running a legacy campaign, whether it's for a passing of the torch, or you want players to have to deal with further permutations of the threats that were seen and opposed in the first story, I would recommend getting your hands on some of the following supplements:

- I'm Back! 25 Reasons For A Villain's Survival: Whether it's the big bad they thought was defeated, a hated henchman, or even an ally they thought was dead, this book can be fun for more continuity.

- 100 Character Goals and Motivations: Good for your players to take a flip through, but very important for understanding the motivations and machinations of your game's villains.

- 100 Dark Secrets: Something that can put allied NPCs into a different context, and which could provide something deeper to find for your villains, can also be good for giving your PCs something to keep under wraps.

- 100 Tips & Tricks For Being A Better Dungeon Master: A supplement that collects a majority of the good advice I've covered here on this blog to help make your games the best they can be.

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!

Saturday, June 20, 2026

The Key To A Sandbox Is To Make Sure It's Populated, And Stuff Is Happening

One of the biggest complaints I hear from players is that they want to play in campaigns and settings where they feel like they have freedom and autonomy, and not that they're going to be put on rails and driven toward the Game Master's predetermined destination. The opposite end of that setting is, of course, the sandbox game. This is where players are plopped down into the game world, and they are free to explore, take up quests, meet NPCs, and get tangled up in whatever webs they please.

The thing is, for a sandbox to work, a Game Master has to actually populate it with stuff for the players to interact with, and events to take part in... otherwise you end up with a ghost town.

Also, if this subject interests you, then I highly recommend checking out River Games: Somewhere Between The Sandbox And The Railroad.

Between all these grains of sand, there should actually be stuff.

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!

Load Up The Sandbox, And They'll Never Run Out Of Things To Do


As someone who has run both linear games where there's a direct through line where the game starts and ends, as well as someone who has put together a handful of sandboxes, I can tell you that the latter take ten times as much time, energy, and effort to set up. This isn't just because you have to populate the world with NPCs, plot hooks, news, rumors, loot, dungeons, and more... you have to do that for a linear progression game as well. The difference is that for a sandbox you have to have more of everything, because you have no way of knowing what your players are going to do, or what direction they're going to go in.

Sandbox GMs are a majority of my readers.

Think about it for a second. If you're going to run a linear plot, you have a series of events that take your players from Point A, to Point B, to Point C, dragging them along a pathway toward the eventual showdown with the campaign's big bad. But if you are running a game where you simply set the world in motion, then turn your players loose, you need to have significantly more stuff for them to do, people to talk to, and happenings to get involved with!

For example, in a linear game, you might have one bar with plot-relevant characters, a couple of town guardsman with actual information worth delivering, and a series of dungeons where encounters will take place... but for a sandbox, you need to have that kind of setup for a wider variety of decisions the players might make. Not only that, but there's going to be a ticking time clock on events, because what the players choose to get involved with, and what they choose not to get involved with, can affect the machinery of the world.

Consider the town of Timbersong. It's a small port town with half a dozen fishermen and some traders and travelers. There's a lumber operation there (or at least there used to be), and most people who come up that way do so for the hot springs, or to look for work in the growing boom town and its surrounding farms. And there are dozens of things that can be done in this location, including:

- Taking on work at the Hardwick Agency as a private guard
- Examine the Palatine Spring, and the rumors of something unusual there
- Go into the old growth forest in search of treasure, ruins, or monsters
- Talk to sailors coming in from the sea to hear about rumors of pirates attacking coastal towns
- Escort a caravan down to the next town
- Take passage on a ship to go further along the coast

Now, if this was a linear game, you might have a specific idea of what you want your players to do. Hopefully they get hired by the detective agency, which then sends them to deal with something that's been seen out in the woods. They uncover an ancient cult, tie that to the springs, and realize the healing waters are drawn from an ancient genius loci. They form a pact with that spirit, and the old rituals are kept up to appease it, ensuring the town can grow around it. At that point the PCs leave Timbersong either by road or by ship to move onto the next town, and the next set of rumors, happenings, and people.

But that's one set of events. And sure, the PCs might take that specific bait and follow those particular events, but what if they step off that path? What if they instead want to try to recruit one of the odd cats that roam the town, either as a pet, or to have a familiar? What if they want to immediately go pirate hunting, trying to figure out if there are bounties and rewards for those who slay buccaneers, and trying to find a captain to take them on this errand? What if they take on tasks from Marlena Racks who needs surveys taken along the coast so she can draw accurate maps? What if, what it, what if...

None of these are random, either. Timbersong is one of the towns in my supplement 10 Fantasy Villages, and it's jammed with stuff like the above suggestions to give Game Masters an edge on laying the ground work for a localized sandbox.

Having a linear game means you have a single chain of events, more or less. There are likely a few side quests here and there, but nothing outside of the important main line is going to get really fleshed out. It's that old situation where there's one clearly important NPC in the bar, and while you can talk to other folk, that individual is the one with the information that's going to move the story along.

But if you have a sandbox game, you need to have either multiple chains of events that all branch off on their own stories, or you need to have a bunch of disconnected events and individuals, and allow the interactions of your players to build the story based off the things they choose to do or not do.

The World Needs To Move Without Them


I mentioned this concept back in Game Masters, Make Sure The Villains Aren't Just Sitting Around Waiting, but it's worth being repeated here. Because if you have an entire sandbox world, the player characters won't be able to respond to everything... so when they aren't involved, that also has consequences that can spiral out of control.

Consider Timbersong again. There's a cult in the forest trying to awaken the wrath of a genius loci to wipe out the town. There are pirates pillaging the coast. There are farmers being attacked by terrible beasts who lost their habitats. While it's possible for the party to solve all of these problems all at once, if they neglect something, or don't consider it worth their time, then it will come to a head without them.

For instance, if the party goes out to hunt pirates on the waters, they might find a bounty, and bring them down quickly, giving them the time to get back to Timbersong to deal with the cult. But if they're gone for too long due to storms, bad rolls, etc., then they might come back to a town that's been ruined by an angered spirit within the spring. Or, if they focus on the cult first, and then handle the pirates, by the time they come back to town they might find people deep in debt because the farms were overrun and all their food now has to be imported.

Or if the PCs chose to do an escort mission for a ship or a caravan, then they might hear about the uprising in Timbersong, or about how a disaster wiped it off the map, only for the survivors to be captured by pirates and sold into slavery.

It's a rough life on the bloody seas.

Now, the point is not that you need to give your players impossible decisions... the point is that for your sandbox to have meaning that there has to be a lot of stuff in it, and for the decisions your players make to have weight and gravitas. And while you might be able to tie various things together due to the players' actions (say they do capture a special cat from the forest, and it turns out to be able to talk. So now it can clue them in on secret knowledge of the cult, and the spring spirit, which they didn't have before because they did a seemingly pointless side quest), it needs to feel organic.
 
In other words, if you only have one bar, and it doesn't matter which one your players walk in they're getting the same NPCs and the same floor plan, that gamble only works if they don't realize you played switcheroo with them. Because if they feel you're just creating a Potemkin village that makes them feel like their actions have consequences, but really there's only ever been one path to walk, that's going to deeply disappoint people who showed up to play in a sandbox.

So yes, sandbox games require a lot more in terms of worldbuilding, NPCs, plot hooks, events, etc. But once you have all those things in place you can basically set the world in motion, and then just watch what your players choose to do, and ask how that affects the physics of the world that was already turning.
 
Harder to start, but fairly easy to keep running once you flick the switch and all the gears start running!

With that said, I would recommend checking out all of my 200+ TTRPG supplements that are largely meant to help you populate your game, and to be sure you save your brain power for the heavy lifting. You can take a look at this pinboard of all my supplements and games, but if you're looking to build a sandbox I would definitely suggest grabbing copies of:


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 the dark sci fi channel I contribute stories to, 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!

Saturday, May 23, 2026

Moving From Reactive Characters To Active Ones In Your Tabletop Games

There is a tendency among players to be reactive. There may still be roleplay going on, and the character may still be doing things, but those things are rarely important or goal-oriented. They'll be drinking at the tavern, cooking meals in a kitchen, splitting wood, wandering through a carnival, fighting in a local pit, or any of a thousand other things, but these tasks are rarely in service to actually accomplishing anything... instead, they're merely things that can be stopped as soon as the actual task is set before them by the Game Master.

Put another way, a lot of characters are swimming around like fish, waiting for something that looks vaguely like a hook to appear. And then when the hook is there, it's like they're waiting for it to grab them, and pull them to wherever it is they're supposed to be.

However, a game often goes far more smoothly (and can actually be a lot more fun) if the player characters are actively pursuing goals and plots, instead of passively waiting for something to happen to them in order to spark a reaction.

When was the last time the king cleared the board?

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!

Motivation Is Only Part Of The Formula


When it comes to character actions, the discussion often turns to motivations and goals. After all, if a character isn't pursuing what they want, then it must be because they don't have a clearly defined brass ring they're reaching for, right? The difficulty is that motivation is just the gas in the tank; you need to have it, but the fuel isn't what drives you forward... it's pushing your foot down on the pedal that does it. It is applying action and ignition to the motivation that makes the wheels turn.
 
To continue this metaphor, you can have a character with deep, abiding motivations. They may have causes they care passionately about, or goals they must achieve if they're to move on with their life... but picking a direction doesn't mean you are moving in that direction.
 
Knowing the route isn't the same as walking the road.

For a less metaphorical example, do you play your character like Fred or Shaggy? Are you actively looking for answers, trying to find solutions, or even setting up traps, or is your character constantly making excuses, ducking plot hooks, or trying to run away unless the plot grabs them by the scruff of the neck, or they're dragged into things by the rest of the party?
 
Now, that is not to say you can't play a Shaggy. But if the entire party is reluctant to participate in what's happening, and is looking for reasons to get out of it to be somewhere else, and to do something else, then there's either not going to be a game to play, or the plot is going to have hem the party in to force them to solve a problem. However, if 3 of the 4 characters are being proactive and jumping in with both feet, this typically drags a reluctant (or a purely reactive) character along in their wake.
 
If you find yourself constantly twiddling your thumbs, looking around the table for someone to make the first move, or constantly waiting around for your character to be told what to do next, consider taking the initiative instead. Be the one who makes a plan, and gets the table talking. Call out to your companions, and tell them what you plan to do, and ask them to come with you on this endeavor. You don't necessarily need to be the party leader, but sometimes all it takes is being willing to dive in to really get the gears turning.
 
It also saves your Game Master from having to constantly prime the pump, and come up with some kind of event or NPC to give everyone a push in order to keep things moving.
 
Lastly if you are interested in a little extra motivation for your characters, then I'd recommend checking out my supplements 100 Character Goals and Motivations, which went Electrum a while back, and 100 Dark Secrets which is still Silver at time of writing, but could move up to the next metal level with your help!

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!

Friday, May 15, 2026

Dungeon Design Tips: Limited Resources Can Lead To Creative Strategies

When you pop the hood on what makes an RPG challenging, there are a lot of different systems at play. However, if you dig down to the very foundations of what makes the game work, a lot of it comes down to a smart use of the available resources to complete a task, or achieve a goal. Whether it's spell slots, rage rounds, alchemical items, carrying capacity, or even time, limiting the resources your players have available is one of the main ways a Game Master establishes challenge... and it can often lead to creative strategies on your players' part.

We've got three of them left... how many villains are 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!

Putting Pressure On Your Players


Challenge is, on the surface, a very simple thing to create. There is an obstacle, and the players need to find a way over it, around it, under it, or through it... and whichever strategy they use is going to come with risk, and it will use some of their resources.
 
What you have to determine, as the Game Master, is how you're going to apply pressure to ensure that your players have to get creative with both their risks and their resources.
 
Think this will be enough ammo for the quest?
 
What resources you have on-hand typically determines what strategies players will want to try... however, the most important consideration for you, as the Game Master, is that every strategy to solve a meaningful problem should come with some kind of potential risk as well as a potential reward.

As an example, take one of the most basic situations found in fantasy RPGs; your party is going to a crumbling ruin that is infested with monsters (and potentially traps) in order to take the treasure inside for themselves. A simple dungeon crawl... however, there are some ways that this scenario might lack challenge. And while most Game Masters just add extra monsters, slap more hit points onto existing creatures, or increase the difficulty and damage on the traps, those things can feel arbitrary.

So instead, let's ask what other things might add pressure to this treasure hunt. Potential challenges include:

- Time Constraints: If the dungeon is only accessible during a specific time frame, say for three days, the party doesn't have a lot of spare 8-hour recharge times to use. The same is true if they manage to get to the dungeon first, but there are other so-called adventurers hot on their tails that they don't want to fight for the loot.
 
- Food: While most campaigns don't pay any real attention to how much your players eat, take a moment and ask how many provisions they brought with them out into the depths of this old-growth forest. Do they have the necessary skills to forage? Do they end up eating something poisonous or rotten, and getting sick? Even if they technically have all the time in the world, they can't keep fighting on an empty stomach.

- Tools: Typically RPGs don't worry about weapon and armor durability, but there are some tools that can break if checks go badly enough. If the rogue only has two sets of lockpicks, and one set gets broken on a door because they rolled poorly enough, will they press forward? Will they allow companions to kick in doors instead, risking drawing the attention of monsters? Or will they use another strategy entirely to open locked portals?

- Material Components: We typically don't worry much about these things, but they are a major necessity for spellcasting. So while relatively simple components might get a hand wave and a pass, ask which spells require notable costs, and expensive or rare components. Because if the party can only bring a handful of those, their absence is going to be felt sooner rather than later.

- Resetting Dungeon: If the players don't complete the dungeon crawl, it should reset or change in a meaningful way when they either abandon it, or hunker down to rest. Perhaps the creatures are reinforced with fresh recruits, or the dead get back up, reanimated by the nature of the place. Maybe creatures that were held in check by creatures the party slew can now expand their territory and wander freely. Maybe the locks reset themselves. Perhaps the traps come back online, or they're reset by monsters who regularly patrol the dungeon. If retreating is a strategic choice, then the dungeon shouldn't just remain in status in their absence.
 
All of these, and many others, are ways you can use limited resources to put a squeeze on your players... and every way they find around one of these constraints is a victory for them. For example, if a ranger can reliably forage well enough to feed themselves and their companions, that removes food as a constraint that can weigh on players. If players have access to fast travel through spells or unique mounts, that also buys them more time, and lets them bypass the dangers of the wilderness.
 
The key here is to get your players thinking in terms of what will use the fewest resources, or what will be most effective, and seeing if it will get them venturing off the beaten path as they search for solutions.
 
Because if you have a thousand arrows, a trunk of material components, and all the healing items in the world, then it's likely your players might try to brute force their way through overwhelming odds by fighting a grueling war of attrition against every monster, bandit, and assassin that comes for them. However, if they just don't have the resources to make that a winning strategy, it can be interesting to see what they do instead. Do the players instead embrace stealth, either ambushing enemies to get the upper hand, or skipping combat altogether to reach the treasure chamber? Do they employ guile, using lies and disguises to hide in plain sight? Do they set traps, or use the ones already in the dungeon to damage or destroy monsters they themselves couldn't fight on their own?
 
When you have access to all the resources in the world, you can get lazy and just do whatever. But when the pressure is on, and you have limited options, that's when people start getting creative with the choices they make... and it can overall lead to a much more satisfying experience!

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 the dark sci fi channel I contribute stories to, 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!

Monday, April 27, 2026

The Difficulty of Destined Heroes and Fail States

We have all been in those games where destiny takes a hand in the plot. Perhaps our heroes are chosen by the gods to act as their direct representatives in a spiritual proxy war (a similar setup to what I called The Cold War of The Gods). Maybe there was a prophecy that foretold them rising up to challenge a great power. Or this just happens to be the trope the GM is leaning on because it was difficult to find an organic way to get such a disparate group of killers, thieves, and liars to all come together to accomplish a shared goal.

However, there is nothing more likely to result in a clash between rules and plot than something going wrong in a destined hero game. Which is why, before you gear up to run one, you need to think through how you plan on dealing with a fail state.

The dragon warriors were supposed to free us all... but then they died. To one lucky goblin.

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!

How Does Destiny Manage To Weave Through Failure?


We've all read a story where a hero or heroes were destined to do something, and while things might have seemed bleak or hopeless at times in that story, the characters always seemed to make it through in an interesting way. Which is why if you're playing a game where the plot device is that your party have been chosen by fate, the gods, or some other higher force, you need to take a moment to ask how you're going to keep the game going if bad luck stalls out the story's progress.

The gods are not so easily denied, small one...

Let's start with the obvious... what happens if one or more of the characters get killed? They've been chosen for this great destiny, and they're on their way to fulfill it, when an orc ambush goes a little too well, and the party goes down. Now you've lost the champions of the plot... what is destiny going to do now?

Well, I have a few recommendations for how to handle this.

Firstly, if you're going to run a chosen one plot, wait until the PCs have gained a few levels before you start throwing around that kind of language and making them officially chosen ones. The major advantage of this is that it gives your players a couple of levels to get into the groove of their characters, and to get past the point where one good critical hit can spell an unlucky game over. The secondary advantage is that it gives the party time to become cohesive, and for players to get really attached to their characters. After all, a player wanting to bring in a completely different PC can screw with the whole destined heroes plot just as much as a character death.

However, even waiting until the PCs are a little beefier doesn't guarantee they won't meet with an ignoble end. That's why it's a good idea to have some kind of force in place to give the characters a way to survive at least 1 death. However, as I mentioned recently in both Undercutting Death Can Undercut Your Story, as well as Villains Can Cheat Death (Without Taking Away Your Players' Victory), it's important that this doesn't feel like you're just throwing your players a bone. Overcoming death should come with some kind of cost or hardship, or it should be uncertain in some important way. Perhaps a divine being must stand in the place of a PC in the Underworld until they complete their quest, or they have to make some kind of bargain with a powerful outsider.

You can even have a whole separate part of the campaign happen in the land of the dead if you want to bring in a game resource like The Black Ballad, which is all about running campaigns that take place partially (or even entirely) in the hereafter. Alternatively, you might find some inspiration in I'm Back! - 25 Reasons For A Villain's Survival.

Resurrection can be a finnicky thing.

Lastly, and this might sound counterintuitive at first, you should try to come up with fail states beyond death for the PCs.

I've talked about this before, but when it comes to a destiny-style game, consider the implications of death in the ongoing power struggle. Will killing the heroes of the prophecy actually stop the prophecy from coming true? Or will this just allow the divine essence to slip away, where it will empower a different, unknown hero that the villains will have to find and track down all over again? Do the villains want to steal the PCs destiny, but they can't do that if they're dead, so they have to be kept alive and captured? Are the PCs themselves a necessity for the villain to win, whether it's by turning them away from their current path, making allies of them, or getting them to somehow renounce the quest laid before them?

It's your game, so you're the one who gets to decide how the prophecy, destiny, or driving plot force behaves. However, providing multiple fail states, or a way for players to fail-forward is a good idea. For example, have the villains been given explicit instructions by their master to take the PCs alive at all costs? If so, then they should find themselves held prisoner in the enemy's fortress when that was where they were going anyway... the difference is that now they have to engineer a jailbreak instead of just sneaking in. Alternatively, perhaps they're in a race to acquire magical artifacts, and the fail state for that arc of the quest is not being killed, but rather the enemy acquiring the items first, which puts the PCs at a disadvantage they need to recover from in the next arc.

And so on, and so forth.

To wrap things up, I'm not saying that games where PCs are the chosen ones, or where they're fulfilling some grand destiny, are bad. Far from it. After all, everyone likes to be special from time to time. However, if that is the trope you're using as the main thrust of your campaign, it's important for you to have off-ramps and work arounds in the event things don't go according to plan.

Which every Game Master will tell you is basically guaranteed to happen as soon as you hand the reins over to the players, and the dice start hitting 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 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!

Wednesday, April 15, 2026

Villains Can Cheat Death (Without Taking Away Your Players' Victory)

I recently wrote a post over on my sister blog The Literary Mercenary titled Undercutting Death Can Undercut Your Story. And while I wrote this from the mindset of an author, there were quite a few references to RPGs and comic books about how introducing mechanics that render death mutable or reversible can have a major effect on your story's stakes, and with how seriously we take death as a consequence.

And this week I wanted to elaborate on this a bit for the Game Masters out there... because while it's true that what's available to the player characters is available to their enemies, if you're going to bring back a villain after they were killed then you need to do so in a way that doesn't feel cheap, or undermine your players' success, and which adds to the ongoing story.

Also, a shout out to Adrian Kennelly's supplement I'm Back! - 25 Reasons For A Villain's Survival for Game Masters who could use a bit of a kickstart on this topic.

It's a delicate balance... but you can manage it.

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!

Should You Bring This Villain Back?


Its happens to all of us. Your players get lucky, and they sink a critical hit at a bad time. Or maybe you forgot about an ability on their sheet that stripped away your villain's exit strategy. Or for the first time in recorded history one of those one-hit-kill powers actually worked, and it dropped your big bad instantly. Well, you had plans for this villain in the narrative going forward, but the numbers made it clear that your players won this round, and your villain is dead.

First and foremost, ask yourself why they shouldn't stay that way. Aside from the fact that it would make your life easier as the GM, who in your ongoing campaign has a vested interest in that villain remaining on the mortal plane? And, perhaps even more importantly, what role are they supposed to actually serve in the ongoing narrative?

You had one job, Crassus... now go do it!

Take a moment, and ask who this villain is. Are they a hired mercenary who was just working for the real villain? Are they a servant of a cult, who might have access to relics or rituals that can bring back their servants? Or does this villain serve a dark god, or powerful necromancer, who might decide their minion has skills and abilities that would be too hard to replace at this stage of their plans? Did they make a deal with someone, or something that isn't going to let them out of it so easily?

All of that context matters. Because if your villain was just some guy who had a certain set of skills, but not a particularly rare one, then they shouldn't be resurrected unless the circumstances of their death were genuinely up in the air. If they fell off of a cliff and into a rushing river, then maybe they could survive, for instance. But if the PCs stabbed them to death, dismembered them, and burned their body, that villain is dead for sure. In that situation it's better to bring in a new villain who will take their place, and who might be looking for vengeance on those who killed that original bad guy. Maybe it's an old war buddy, an enraged father, a vengeful mother, an even more evil twin... someone who fills the role nicely, and who shows the party their actions have consequences, and what they do affects the story as it unfolds.

However, if this villain was truly difficult to replace either because of their unique power level, or you really wanted to build up more of the personal antagonism between them and the PCs, then consider using any of the absurd methods you have on-hand for resurrecting them. For example, could their parts and pieces be reassembled with dark technology, or terrible magic into some kind of angry cyborg a la Darth Vader, or an evil Robocop? Could they be truly resurrected by a patron, or a deity, who marks them in some way to remind them they have failed (perhaps removing a finger, like a Yakuza soldier, or marking them with terrible brands, taking an eye, etc.)? Or are they resurrected with a template added onto them, perhaps as a powerful undead, or some kind of horrible demon hybrid creature?

Or are they operating under a curse, like those who wield the Widowmaker, a terrible, corrupt weapon found in The Blade Itself for Hunter: The Vigil?

Give it a look if you haven't yet!

Now, the key here is that for this villain to come back it can't feel like you just hit the undo button behind the GM screen, and invalidated your players' victory because it was inconvenient to the narrative. This resurrection should clearly have come at some kind of cost to the villain, and it should be uncertain as to whether it will happen again. Even if you want to use resurrection or reincarnation as a kind of power for this particular enemy, the challenge will then become finding the thing that truly kills them for good so they stop coming back. But it should never feel like a victory (hard won or otherwise) is just being handwaved away because you couldn't be bothered to draw up a fresh villain, or to modify a story because you were operating under the assumption that this particular bad guy would be present and un-murdered for what comes next.

Remember that you can get creative with this! Just be sure that your resurrection feels well thought-out, appropriate to the story, and that the cost of it undercuts exactly how far the villain is willing to go to thwart the party... especially because their new lease on life may very well depend on them succeeding where previously they failed!

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!