Showing posts with label gaming blog. Show all posts
Showing posts with label gaming blog. Show all posts

Monday, April 16, 2018

Looking For A New Gaming Blog? Then You Should Check Out Brisko's Table!

A while back, I was out to dinner with a friend of mine. We were eating some wings and talking about the current project I was working on, when the shift manager wandered over to chat with us. I knew him casually from when we both went to school, but we'd never been really close. I told him I was working on an RPG project for a client, and he got a wistful look in his eyes. He sighed, and said he wished he had a reason to bring his dice out of storage.

Needless to say, I gave him a reason.
I extended an invitation to him then and there, and within the week he brought a former slave ship's cook to my game, who just happened to be a 9th-level ranger. He finished out the campaign with my regular group, and was enthusiastically invited to the next game as well. He's been with us ever since, and I'm glad we had that one, chance conversation.

But I told you that story to tell you this story. Because the more we talked, the more I found that he really wanted to get involved in the world of professional gaming (which is to say the world of gaming bloggers, content creators, and writers). He just didn't know how. He was also a little uncertain... after all, who was he that his opinion should be out there on the Internet for the world to see?

A damn good gamer, in my estimation, and someone who has some pretty interesting thoughts on what makes games work and not work. Which is why, after some urging, he finally opened a blog of his own... Brisko's Table!

Welcome To Brisko's Table!


What's Brisko's Table? Well, it's a gaming blog showcasing the thoughts, experiences, and insights of Darrell Trager. It's still fresh, but don't let how new it is fool you. Darrell has some solid insights on the nature of gaming, and he's already shared a dozen posts laying out his thoughts and feelings on tabletop, console, and other forms of gaming.

His blog is still young, but you could do worse than checking out what he's got going on. And if you've got things you'd like to see, don't be afraid to leave a few comments! He's had a strong start, and it's only going to get better from here on out.

Also, if you're looking for other blogs you should be following, check out the Creative Repository Blog by Simon Peter Munoz, and That Boomer Kid to take a look at Clinton Boomer's work.

That's all for this installment of Moon Pope Monday. If you want to check out some more of my work, then take a look at my Vocal archive, and head over to the YouTube channel Dungeon Keeper Radio where I work with other local gamers on skits, advice, and general gaming videos. To keep up on my latest releases, follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to help support me and my work, head over to The Literary Mercenary's Patreon page, or go Buy Me A Ko-Fi. Either way, there's some sweet gaming swag in it for you!

Monday, September 7, 2015

How To Get A Job Designing RPGs

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

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

"Here there be dragons," is not hyperbole.

And Just Who The Hell Are You?


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

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

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

Step One: Create Something


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

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

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

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

Step Two: Make Friends


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

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

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

Step Three: Repeat


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

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

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

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

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

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

Wednesday, September 17, 2014

Improved Initiative Needs Your Help (Part Two)

When I started Improved Initiative nearly a year ago I had a simple goal; write an interesting blog about games that players and storytellers alike will enjoy, and make money while doing it. For a while it seemed like I was doing just that. My page views were up, many of you were engaging with me, telling me what I was doing right, and I even had enough ad revenue coming in from the Google AdSense ads on my blog to help out with some of my living expenses.

We all know what that means, of course; it was time to make a perception check for an ambush.

He's not looking, kick him in the bollocks!

So What Happened?


The first domino fell this past July when I was told Yahoo! Voices was closing its doors. For those of you who didn't see my post on it here, the short version is that I had an archive of over 400 articles on Yahoo! Voices that was paying me royalties every month that I'd come to depend on. Averaged out it was between $100 and $200 a month; not chump change in the life of the writer. I received my last royalty check from them in August, and I was left sitting there with over 400 articles that were now homeless and making me no money.

What did I do?

First I wore this face for about a month.
I took a deep breath, dusted myself off, and got back to my feet. I took a look around the Internet and saw there were a few other websites who would be happy to give my articles a new home. They wouldn't pay me for traffic (Yahoo! Voices paid authors a flat fee for every 1k page views their content received), but instead they would pay me for ad clicks through Google AdSense (meaning that I would receive a fee every time someone clicked on an ad). I decided that was the best option I was likely to get, joined HubPages, and settled in to start cleaning up my archive so it would look good to a fresh audience.

I had a Google AdSense account after all, and this would help me make more money with it.

"Had," You Say?


Had is the operative word in the above sentence. For two months I edited my articles, found good photos to go with them, and got them put up to the general approval of most viewers. My AdSense views were up, and I was seeing some real success.

Then I got an email from Google. I was told they'd spotted possible "invalid activity," and that my AdSense account was going to be suspended. The email also said that while Google would be happy to tell me the exact reasons why I was suspended that they couldn't because to do so would put their security at risk.

If you don't know what you did then we are under no obligation to tell you. So there.
I appealed the decision, trusting as so many people do that the fact they didn't do anything should be enough to clear them of any accusation of wrong doing. Two days later I was told that Google had gotten my message, and thought about it really hard, but that as far as they were concerned I'd been kicked out of their clubhouse and I couldn't come back in. It didn't matter that my blogs, and now my account at HubPages, were all tied in to Google nor did it matter that there was no evidence presented to me.

Why doesn't that matter? Because I guarantee you that there are 100 eager, fresh-faced bloggers ready to step on my broken ribs to take my slot.

So What Happens Now?


I didn't realize until the supposedly-solid ground gave way beneath me just how much of the Internet Google controls. Without them and access to the Google AdSense platform users cannot join most of the popular content creation websites. Writers have to wander the wastes looking for companies that managed to resist Google, and hang on to their own plots of Internet real estate. Most of what I found were the broken castles and ruined walls of websites that had fallen under Google's assault, and had been bought out, conquered, or ground into dust beneath their corporate heels.

In the time of legends the empire of Squidoo stood before the tide of Google, defiant to the end.
Can I recover from this? Sure, given enough time, success, and an audience willing to keep listening to what I say that checks back every time I complete a new piece of content for them.

At this very moment though, I think I'm internally hemorrhaging.

Short Version; I Need Your Help


Not all readers know this, but without you guys even the greatest writers are nothing but echoes in an empty room.

What I mean by that is that without readers a website has nothing. It doesn't matter whether it has cuddle-fight videos of cats and baby unicorns; if no one's coming in to see them (and no one is supporting those efforts) then that site and the people who create that content will cease to be in fairly short order.

Shush, I'm watching my re-match with the quadricorn.
What I need from you, dear readers, is a shoulder to lean on until I can stop limping from this corporation-shaped boot print that's caved in my ribs. If you want to support me (along with this blog and all of my other efforts), then I need you to do something very simple right now.


Whoa, What The Hell Is This?


That link is for a website called Patreon, and the short explanation is that it's like Kickstarter except that it's for artists who create lots of little projects instead of a single, big one. Instead of trying to get a lot of cash to write a book or make a movie, I'm asking my patrons (that's you, dear readers) to give me a small donation every month so I can pay rent, buy groceries, and do all those necessary things while I try to rebuild my online life.

All I need is $1 a month from you. $12 a year to keep this blog, and all of my other projects, going.

It's not easy making a living as a writer, and it gets a little harder every day as major corporations get hold of bigger and bigger portions of the Internet. I have no intention of quitting, but if you could spare the price of half a cup of coffee every month I promise to keep doing my best to make sure that you have plenty of food for thought when it comes time to plot your next campaign.

Also, There's Free Stuff!


Because everyone likes free stuff, I have a special offer for those who become patrons before the end of September! All new patrons will receive, for free, one of my stories. It's just a little something to sweeten the deal, and a way for me to say thank you to all of those who want to help me keep doing what I love to do.

Again, thank you to all of those who have become patrons already, and to all those who have helped me try to get the word out. I will soon return you to your regularly scheduled gaming goodness, and if you'd like to follow me then stop by my Facebook page or my Tumblr.

Tuesday, September 9, 2014

MORE Rules Pathfinder Players Keep Forgetting

In late June I published a list of 5 Rules Pathfinder Players Keep Forgetting, and the response to it was amazing. Forums were exploding with a buzz, and everyone was clamoring about other rules that got left off of the list. I took careful notes, and I decided there were so many that I had to come back and write a continuation to the original list. In fact, this series has been going on so long I now need to include the full list of entries on rules players have been overlooking, forgetting, or just plain don't know.

Playing By The Book: Some Pathfinder Rules That Players Keep Forgetting
MORE Rules Pathfinder Players Keep Forgetting
Even MORE Rules Pathfinder Players Keep Forgetting
Still More Rules Pathfinder Players Keep Forgetting
- 5 More Rules Pathfinder Players Keep Forgetting

So, that said, here's some more rules you likely forgot all about...

You Need Cover or Concealment to Use Stealth


You're going to need to do a little better than that...
I've lost track of the number of games I've played where a character is so specialized in stealth that a pin drop would seem like a gunshot compared to his footsteps. Hell, I've written a character build article for how to do this very thing right here on this blog. But even if you are silent as death and stealthy as a shadow, that doesn't change that you can't just roll a stealth check and become invisible.

Page 106 of the Core Rule Book outlines how the stealth skill works. Basically if anyone is observing you with any sense (sight, smell, hearing, etc.) then you cannot make a stealth check. Period. If you want to try and pull a Batman then you first need to make a bluff check, and then you can move to a place where you have cover and attempt a stealth check at a -10.

Short version; stealth is a skill, not a spell. Unless you have some class ability like hide in plain sight, or a feat like hellcat stealth (Cheliax, Empire of Devils) then you had better be able to move from rock to rock like a special ops soldier if you want to sneak up unseen.

Anyone Can Find Magic Traps


One of the strangest arguments I've come across from storytellers is that, in their games, rogues can't find or disable magical traps unless they have levels of some kind of spellcasting class. Despite the very clear language of the trapfinding ability these storytellers refuse to allow one of the signature abilities of the rogue class to come into play if they haven't dipped at least one level in wizard or sorcerer.

It must hurt to know they're double wrong.

Everybody chill out... I got this.
Page 417 of the Core Rule Book makes no bones about the fact that anyone can find traps both mechanical and magical. The basic DC for finding and disabling a mechanical trap is 20, and raising or lowering that DC changes the CR of the trap in question. When it comes to magical traps the base DC for both spotting and disabling the trap is a DC 25 + the level of the highest spell used in the trap. Only those with the trapfinding class feature can attempt to disable these traps using the disable device skill, but there's no word on whether or not wizards can disable these traps or not. Anyone, from the eagle-eyed barbarian to the overly-observant bard can perceive them, though.

Yes, You Can Take Multiple Archetypes For The Same Class


One of the best things that Pathfinder introduced starting with the Advanced Player's Guide was the idea of class archetypes. Rather than re-inventing the wheel by creating dozens of new base classes, or stuffing the world with prestige classes (a big complaint toward the end of Dungeons and Dragons 3.5), Pathfinder introduced archetypes that replace some of a class's old abilities with shiny new ones that allow them to be better at certain things. The Titan Mauler is good at fighting big enemies, and loses some signature barbarian abilities, the Holy Gun creates a black powder paladin, but strips away some of the raiment of a knight in shining armor... you get the idea.

Yes you can take more than one archetype for the same class.

It's the only way to explain this, really.
The caveat for this rule, found in the Advanced Player's Guide is that you cannot take two archetypes that replace the same ability. So you could take Thug and Bandit, two rogue archetypes, because they replace different abilities entirely. On the other hand you can't take an armor master and a brawler (the fighter variant, not the Advanced Class Guide class), because both of these archetypes replace weapon training 1.

Yes you can double dip. No you can't do it with the chip you've already finished eating.

Activating A Magic Item is a Standard Action


This is one of those sticky rules that players think they know, but often forget key pieces of. For instance, we all know that using a scroll or activating a wand is a standard action. But what about activating your flaming sword? Or sheathing your frost mace in arctic chill?

Yep, still a standard action.

Terrifying the locals remains, however, a free action.
Lots of players tend to forget that everything takes time. Yes it's cinematic for a fighter to growl a word in ancient celestial to light his burning sword, but it's good tactics to go into the stronghold of evil with your big guns cocked and locked. It also cuts down on grousing about wasted turns if you take care of all your command-word activations before the DM calls for initiative.

Combat Maneuvers


Combat maneuvers are those tricky things that most players eschew until they come up against a situation where they would be really useful (sundering the enemy's nearly impenetrable armor, hammering the poisoned knife out of the assassin's hand, grappling the escaped prisoner you want to take alive, etc.). While any character can attempt these maneuvers (though they draw attacks of opportunity if you don't have the improved name of combat maneuver feat), there's a lot of confusion about them.

So I make an opposed strength check now... right?
Firstly it's important to remember that some combat maneuvers can be done as a standard action, and some combat maneuvers simply replace an attack. Disarm, sunder, and trip can replace attacks (including those in a flurry of blows, or those being used by a two-weapon fighter), whereas bull rush, overrun, grapple, dirty trick, steal, and reposition all take a standard action. Of these standard actions, only a bull rush or an overrun may be used as part of a charge. You will roll a 20 and add your CMB (combat maneuver bonus), and if you beat the CMD (combat maneuver defense) of the enemy then congratulations you have successfully pulled off the maneuver.

Secondly you don't need to charge to use the bull rush combat maneuver. You can charge (Core Rule Book 198), and if you do you get a +2 to your bull rush maneuver, but you can perform the maneuver while standing entirely still.

Bluff, Diplomacy, and Intimidate Are Not Mind Control


The bonus 6th rule of this set, at the risk of repeating myself, is that lots of players tend to forget skills are not more powerful than spells. Any character can have a skill and build it up to a robust number; only certain classes get spells. It's for that reason that yes a bard can talk a mean game with her silver tongue to try and sweeten up a guard to let the party past, but if he she really wants to make the guard do something then it's going to take a command spell or a similar effect to force the guard's hand.

Why? Because you can have the most reasoned, appealing argument in the world, but some people won't care because they're bigoted, prejudiced, distrustful, or they just don't like you.

Sorry honey, I only listen when men are talking.
According to the descriptions of these skills (all of which are found in the skills chapter of the Core Rule Book) bluff can be used to convince people of the truth of a believable lie, diplomacy can be used to increase a creature's attitude toward you by up to two steps, and intimidate can be used to force a character to act as if it were friendly toward you for a few minutes before reverting to unfriendly.

What can't you do with these skills? You can't convince the goblin that he's actually an ogre, you can't suddenly persuade the paladin that his oaths don't matter, and you can't intimidate someone into betraying a sworn ruler if that person has ironclad loyalty. You most certainly cannot just get into someone's pants because you rolled a really high number on a social check. Basically you can't just roll a die and then take control of another character's decisions and responses, no matter how many levels you beat the DC by.


For those who have rules that are constantly forgotten at your table please leave them in the comments, or email them! Thanks again for dropping by Improved Initiative, and if you'd like to follow me then type your email into the box on the right, or stop by my Facebook and Tumblr pages. If you'd like to support this blog, and by extension me, then like this post on FB by clicking the box on the upper right, leave a tip in my "Bribe the DM" button on the right hand side, or stop by my Patreon page and become a patron today!