Showing posts with label military. Show all posts
Showing posts with label military. Show all posts

Monday, March 4, 2024

Expanding "Army Men" Into Other Genres

For folks who haven't heard, a lot of my content is currently on-sale over on Drive Thru RPG thanks to the GM's Day Sale going on right now! While 144 of my titles are on-sale right now, today I wanted to talk about Army Men: A Game of Tactical Plastic. Because while the first supplement Army Men: Threat Assessments is already out, and I'm hard at work on Medals of Honor (which should be ready for release this spring), I do have some longer-term goals for this game... goals that will be much easier to reach if I can get some of you fine folks all aboard the bus in order to help me keep putting together new stuff for this RPG!

I can see the next objective from here!

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!

Mercenaries, Gangsters, Psychics, and Spies!


While Army Men: A Game of Tactical Plastic is a fully functional RPG base book that one can grab and use as it stands, it was always meant to be a spring board to jump out to other genres of play. Because while the base game is meant for squad-based play where you and your fellow troopers are given missions and assigned objectives to complete, I know that isn't the game for everyone out there.

However, it was never intended to be the only style of game play supported by this RPG... I just couldn't fit all the options into the base game!

I've got plans... just need a little help to make them happen...

So what does the future hold, assuming I can find enough rope to play out for this game? Well, in addition to more gear, guns, vehicles, classes, monsters, and mission packs, I'd also like to expand the genre to some of the following areas:

- Army Men: Soldiers of Fortune- Rather than being regular members of the military, the party operates as hired guns. A more traditional "adventuring" route, this would come with new classes and subclasses, and a Reputation metric to replace the load out typically given to soldiers by the military they serve. This would, ideally, have a kind of A-Team vibe, where players could come from anywhere, and get involved in nearly anything!

- Army Men: Game of Shadows- The intelligence services of the Plastos Federation, and all of its member nations, fight their wars in alleys and backrooms, using whispers, rumors, poisons, seduction, and other tools of the espionage trade to complete their missions. Whether you want to do something wild and crazy like James Bond or Mission: Impossible, or you'd rather stay grounded and serious, taking inspiration from WWII and the Cold War, this book would expand your toolset, and likely delve deeply into the shadow warriors, paramilitary forces, and other aspects of the setting to give them even more teeth.

- Army Men: Gangsters and Gumshoes- The streets of the Federation may seem clean, but every town has its dirty business. From back alley runners to street corner dealers, everybody answers to someone. Whether your squad are an up and coming group of hoods looking to break into the big leagues with a heavy score, or you're a pack of private eyes who are out there doing what the cops can't (or just won't), this particular game would have a smaller focus than the grand wars seen in the previous two. Players would be solving cases, getting into mysteries, pulling jobs, and trying to make heads or tails of what's happening while trying to stay out of jail, and avoiding floating face down in the river.

- Army Men: Weird War- While we have a couple of very sci-fi additions in Threat Assessments, those are just an appetizer for the nonsense I'd love to add in with Weird War. This book would get into the strange implications of what the vespoids truly are, where they came from, and what some of the other forces operating behind the scenes are who may have instigated this whole conflict for their own benefit. Who built the bizarre Mekanauts that have wiped out entire regiments before finally being destroyed? What are those strange lights in the sky some airmen have reported? What kinds of experiments go on in the backrooms of government laboratories? From psychic classes and advanced weaponry, to the implications of aliens, intelligent machines, and more, this one will cover a wide variety of sci fi nonsense that would greatly expand antagonists, as well as resources for players.

What Do You Want To See Most?


If you read this far in this week's entry, I want to know from you... what do you want to see in Army Men going forward? Do you have a particular genre of the four above that really speaks to you? Or is there one I didn't mention (such as the Old West for folks who want to use those plastic cowboy toys)? Alternatively, would you rather see mission packs so you could run your players through some preplanned battles, NPC lists to fill out the roster, or just more interesting locations to beef up what's on the map?

It's still early enough in the game that we can go in all sorts of directions, but we need to hear what you want before we can pick the proper direction! So please leave your thoughts in the comments below, or reach out to us on social media. Lastly, don't forget to pick up your copy of Army Men: A Game of Tactical Plastic and Army Men: Threat Assessments while they're still on-sale this week!

Like, Follow, and Stay in Touch!


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

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

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

Monday, May 15, 2023

Help Us Take The Hill! Stretch Goals For "Army Men: A Game of Tactical Plastic"

As I'm sure regular readers are aware, the Kickstarter for my first full RPG "Army Men: A Game of Tactical Plastic" is still ongoing! There's 9 days left at time of writing, so please consider backing it if you haven't yet.

EDIT: We reached out goal, and Army Men: A Game of Tactical Plastic is now on DTRPG!

The good news is that we have reached the minimum funding we need for the game to be released. However, before we all start high-fiving and pouring champagne, I wanted to take a moment to talk about the stretch goals for the game, and why it's important for projects like this to get more than just the minimum amount of funding they ask for.

We've got them on the run... take that hill!

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!

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

The Difference Between Funded and "Funded" on KS


Crowdfunding has been a viable way of getting games made for a while now, but there's still a lot of us who don't know what goes on behind the scenes. Academically we know that the more money and pledges a project gets, the more money the creator makes, but it can be tough to really grasp what that means when it comes to specific terms. So I wanted to pull back the curtain a bit on my project, and give my readers an unvarnished look at what goes on behind the scenes.

Watch the shell casings. There's been a lot of test runs around here.

Typically when a creator asks for a minimum funding amount, that's the price tag it takes to get all of the initial bills paid so that a thing can exist. In the case of this RPG, that's the amount of money it takes to pay the other writers (I did the bulk of the work, but this was not a one-man show), the artists, to print and distribute the books, to pay for layout, and all of the other necessities.

So while getting over the minimum goal is definitely a good thing, it's by no means a full "Mission Accomplished" kind of situation.

If I were making a movie, or writing a novel, then this might be a one-and-done sort of setup. Backers give me the funds I need to finish the product, I deliver it to them, and everyone walks away happy. However, while Army Men is a stand-alone RPG you can play in its entirety with just the base book, I have additional supplements and follow-ups that I'd like to write for it. I mentioned some of them a while back in What's Next For "Army Men: A Game of Tactical Plastic" After The Kickstarter?, but from expanding the rules to include vehicles, mounts, and animal companions, to writing out mission packs, making new monsters, adding new factions, and generally expanding the setting, my hope was that this book would be the first stepping stone in a series that would grow over time.

And while that's still very possible, the best way to ensure that happens is if Army Men manages to hit its stretch goals so that this extra funding can be used to make those additional installments happen.

I can certainly write supplements and expansions for Army Men; that's not even a question. However, it would be a lot easier to write them if there was a little nest egg of extra funding that came from the initial Kickstarter that would allow me to keep the lights on and the rent paid for a little while, allowing me to dedicate my full time and energy to the project. If there's extra money in the pot, then I won't have to take on additional freelance work for other systems to pay my bills. I won't have to pitch fresh projects to other companies, and find time for Army Men in between paying gigs. I could just focus on these expansions, giving them the attention and polish they need to put our best foot forward!

If the audience makes it clear they want more content, then more content is what I'll provide... I'll just be able to do so a lot faster if I'm not juggling a dozen other assignments, and I can focus entirely on building up and expanding this game.

Which Brings Us To Those Stretch Goals!


The main way that you persuade your audience to help you expand a project, and to fund it past the base level (aside from just making something that a lot of people want to see become a reality) is to offer stretch goals. For those who aren't familiar, these are options that unlock once a campaign has reached a certain level, and they're usually fun, extra things to go along with the base product.

So what does Army Men have to offer?

Glad you asked!

The first stretch goal we have unlocks at $10K, and it's a "standard-issue" set of army green dice. While it may not have the floating skulls, light up numbers, or irreverent phrases some specialty dice have, that's almost kind of the point. Just like how bags of the little plastic toys were always the same, these dice are meant to give you that feeling. Instead of being issued a pair of combat boots, a set of BDUs, and a rifle, these dice are meant to be the weapons you take out into the world with you to help you achieve your missions in this RPG.

The second stretch goal is something I absolutely love, because it was partially (though not completely) my idea. Some folks might remember how, in decades past, you could sometimes get a foot locker of little plastic army toys. Well, to sort of recreate that feeling, we wanted to offer an ammo can that will hold your book, minis, dice, and other accessories that will unlock at $15K.

At time of writing we've slipped down just under $7K... so while both of these stretch goals are a goodly ways off, there's no telling what the Internet may do with a little bit of prodding.

So if you'd like to help us reach those goals, and help myself and other members of the team get the resources we need to work on everything from rules expansions, to mission packs, to future installments of game books, please back Army Men on Kickstarter, and share the link in your social media for folks to see. We're in an uphill battle against the algorithm, and even against gamer apathy, and we need all the help we can to plant our flag so folks can see it from miles around!


Thanks in advance for all of your help... we really can't do this without you!

Like, Follow, and Stay in Touch!


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

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

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

Monday, May 1, 2023

What's Next For "Army Men: A Game of Tactical Plastic" After The Kickstarter?

Regular readers (as well as those who subscribe to my bi-weekly newsletter) have likely heard that my RPG "Army Men: A Game of Tactical Plastic" is currently live on Kickstarter! If you haven't heard of it yet, then I'd urge you to go check it out, and if you want to help make the game a reality then consider becoming a backer. It's just over 70% funded at time of writing, and we still need all the help we can get!

EDIT: The KS funded, and Army Men: A Game of Tactical Plastic is now available on DTRPG!

And while I covered a lot of stuff about the game last week in We Want You! "Army Men: A Game of Tactical Plastic" is Now Live on Kickstarter!, this week I wanted to talk about where I'd like the game to go, and what extra stuff I'd like to do with it, assuming we can reach our goals, and people want more than just a single, base book. So whether you've been following the news of this game for a while, or you're just now hearing about it, here's some stuff I'd like to do in the future, if the rest of this campaign goes well.

Because the Vespoids are just the beginning!


What The Game Already Has



For folks who are just joining us, I thought I'd offer a quick run down of what the base book for Army Men already has, so that what I want to add in the future has some context. In addition to the core rules of the game (it uses the mechanical parts of Dungeons and Dragons' 5th Edition that have gone into Creative Commons, with some additions for more tactical options), the base book gives you:

- 5 Resins to pick from, each with their own, unique benefits.
- 5 Casts to choose, each with 3 subclasses you can branch out into.
- A bestiary full of dangerous animals, dinosaurs, and the fearsome, insectile Vespoids.
- A setting full of nations, history, culture, and religions to explore.
- An armory full of unique weaponry and equipment.
- Unique systems for gear acquisition and threat management for Game Masters.
- A starting mission for players to really get stuck into the setting.

Now, that's a lot of stuff, but it's just the tip of the ice berg when it comes to what I'd like to put into the game once it's out in the wild and players have it in their hands.

What I Want To Add Going Forward


If I get a chance to shoot my shot, that is.

Army Men was never intended to be a one-and-done game, but rather a series of expansions strung together with supplements and tales that players could use to tell deeper, stranger, and more wide-reaching stories. And if we can find the audience for it, there are a lot of things I'd like to do for the game going forward. Some of the bigger things include:

- Additional rules for vehicles. Tanks, planes, motorcycles, and more, because vehicular combat should always be an option.
- Additional Casts to choose from, including options for characters with animal companions as a nod to historical figures like the horse Sergeant Reckless, and the Polish artillery bear Wotjek.
- Mission packs so that players can really get involved in the game and setting, and Game Masters can have a template to follow for designing their own campaigns going forward (given that Army Men uses a format that's unlike a lot of other RPGs).
- Options for mercenaries and contractors. While Army Men's core book sets the scene, this expansion (tentatively titled Soldiers of Fortune) would give players more flexibility, emulating things like The A-Team, or even The Equalizer using the setting and system.
- Expanded armories, tech levels, and enemies. Labeled "Weird War" in my ideas folder, this gets into sci-fi territory with ray guns, bizarre monsters, experiments gone awry, and more!
- Smaller supplements to flesh out the setting, similar to things like my 100 Fantasy Foods or 100 Sci-Fi Mercenary Companies lists.

Something I'd really love to do with Army Men is to get enough folks interested in playing it to expand the meta narrative of the setting, and to bring players along with the story as it develops through the mission packs and expansions. Because the core rulebook for Army Men starts us roughly 50 years after the incursions by the huge, insectoid creatures known as the Vespoids, which caused all the resinous peoples to set aside their differences, declare peace from the war they were fighting, and unite against this common enemy. But I'd like to expand the storyline so players can find out where the Vespoids came from, allow them to discover the even greater threat that lurks behind them, and to expand the borders beyond the Plastos Federation to see what other strange and bizarre nations, cultures, and creatures are lurking beyond their own battle lines!

And, as a final item on the wish list, I wouldn't be averse to expanding the game out to other forms of media, if that was something players wanted to see. Whether it be audio dramas (like the introductory story in the video above) collections of short stories/field reports, novels, or even comic books, if enough people love the setting there are all sorts of things we could do with it once the initial game is done.

So How Do We Get From Here, To There?


First, we've got to take that hill!

As the saying goes, a journey of a thousand miles begins with a single step... and in this case, the first step is getting Army Men's Kickstarter funded!

While the KS has been going all right thus far, we still haven't even reached our minimum goal, to say nothing of the stretch goals that unlock at 10K and 15K (a standard-issue set of army-green dice to ensure your troopers roll hard, and an ammo can for hauling all of your necessities to game respectively). And the best way to make sure that all of us have the energy and space to work on sequels is to be sure that the initial offering made the biggest possible splash, and that there's a lot of people out there who elected to check this game out!

So if any of those expansions sound like something you want to see, then help us lay the foundation for the game so we can go forward with confidence! Back the Kickstarter for Army Men today, and if you've already done that, share it with your friends, your gaming table, or even your family if it sounds like the sort of thing they might get a kick out of!

Like, Follow, and Stay in Touch!


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

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

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

Tuesday, April 25, 2023

We Want You! "Army Men: A Game of Tactical Plastic" is Now Live on Kickstarter!

Over the years various people have asked me why I only make content for existing games instead of making my own game. Well, about 5 years ago I started doing that very thing. Though there have been some ups and downs, today marks the final straightaway of this particular journey, because my TTRPG Army Men: A Game of Tactical Plastic is currently live on Kickstarter!

EDIT: The game funded, and Army Men: A Game of Tactical Plastic is now available on DTRPG!

While I'm trying to spread the word to help it get funded, I also wanted to give my readers a peek behind the scenes to see how the sausage is made, and to talk about the journey that led to this place a little bit. And, of course, to talk about the aspects of the game I think folks will enjoy, should they choose to help make it a reality!

Art by Anonymous Katsudon, found in the Army Men book!

Before we get into the nitty gritty this week, don't forget to sign up for my bi-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!

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

What Is Army Men?


Army Men: A Game of Tactical Plastic is an RPG where you take on the roles of soldiers within the Plastos Federation. You choose your resin (green, gray, blue, red, or tan), your cast (medic, grunt, ordinance, tactician, or scout), customize your backgrounds and abilities, and then you are all formed into a squad sent off into the field. Whether you're exploring the wilderness and seeking deposits of much-needed resources for your home nations, you've been sent to reinforce a battle line, or you're on patrol to deal with the threat of the Vespoids (colossal, insectoid creatures that have put the Federation into a state of constant, military readiness), there's no shortage of threats for your squad to contend with!

Or, put another way, you're all living plastic people in a living plastic world, just trying to survive against the various threats that come knocking on your doorstep.


And to get out in front of several of the questions folks have asked, this is not a Toy Story style situation. The resinous peoples in the game are all human-sized, and the world they live in is written from the perspective of these characters. However, there is definitely a streak of the absurd running through the game that I feel makes it similar to Pugmire in its tone. This gives you a lot of flexibility, allowing you to do big, silly, bombastic stories that just feel like toys fighting each other (and which could just be the story a bunch of kids are making up around their games of plastic, backyard warfare), but you can also run tense survival-horror scenarios, stories about the scars of war, or anything else that your table can think of!

What About The Mechanics?


Army Men's engine uses the parts of Dungeons and Dragons that went into the Creative Commons recently, with a lot of tweaks and changes to help make it into a more tactical game. For example, there are additional options one can take during combat regarding cover, laying down distracting fire, and even shaking their comrades out of shock and fear so they can keep fighting. There's also 5 resins to choose from for your character, 5 casts (classes), along with 3 separate paths for each cast. There's also a bunch of fresh backgrounds, as well as the Exploits System, which replaces feats, but gives everyone a wider choice of abilities, and characters gain 1 exploit every odd-numbered level regardless of which casts they're choosing.

But wait, there's more!

Not everything in Army Men is about added complexity, though. In fact, there are a lot of mechanics in it that have been streamlined, simplified, or outright chucked out the window so that GMs and players don't have to deal with them anymore.

As a for-instance, this game has no XP; players simply level up after completing a certain number of missions. There's also no treasure to balance for the GM, because characters are all members of the armed forces; you requisition your equipment before you're sent into the field. That means you have the ability to give them as much (or as little) as you want to directly affect the challenge of the mission. There's also simplified rules for ammunition tracking, including the Hollywood Guns feature for folks who want to run a game that feels more like The Expendables or one of the later Rambo films.

Is There More Coming?


The Kickstarter for this game is set at $6k, but we do have some fun stretch goals in place. As Josh Heath said on the Dads With Nerdy Ambitions podcast (Steve Plays With Army Men is the episode), at $10k we're going to offer a d20 set of dice in the traditional, army green with gold numbers to ensure you've got your standard-issue polyhedrals by your side. And if that wasn't enough, at $15k the stretch goals will include an option for an ammo can to keep your materials in so that you're ready to rock whenever it's time to go on your next mission.

But what's coming down the pipe?

While the core rulebook for Army Men gives you everything you need to play the game, including a starting mission module, my hope is that this is merely the first step into a much larger world. I currently have ideas for a lot of extra content, ranging from missions Game Masters can run their players through, additional antagonists for the setting, expanded weapons, gear, and even advancing the meta story beyond the initial Vespoid conflict.

However, a lot of that is going to depend on you, the folks reading this right now.

The game is an all-or-nothing Kickstarter, meaning we need to at least hit the initial goal to make it happen. However, the more funding it generates, the bigger a message it sends to High Level Games that this is a good investment, and the more time it will buy me to put out additional content going forward.

The initial game took me roughly 2 years to write all the content for, because I had to squeeze it in between all the other TTRPG projects that were actually paying my bills. But if I could dedicate a lot of time and energy to expanding the setting, and adding new elements, folks would see follow-up projects coming to market a great deal more quickly. And, of course, if we had a bigger budget that would mean we could reach out to other creators, and put teams to work on future installments rather than keeping things small and controlled as we did with this initial game.

So, if you made it this far and Army Men sounds like a game you'd love to play, go back the Kickstarter today! Additionally, consider sharing the campaign on your social media pages, in your groups, or just telling your table about us... any and all help is greatly appreciated!

Like, Follow, and Stay in Touch!


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

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

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

Monday, February 6, 2023

Where Would You Like To See "The Irregulars" Return in Golarion?

At any given time I've got maybe a dozen different projects spinning around my work desk. From articles and blogs, to TTRPG supplements, to videos, audio dramas, and more, I generally keep things pretty busy on my end. However, one of the shifts that I made during the recent uncertainty regarding the OGL was that I started putting together some more ideas for Pathfinder Infinite content... and while doing that, an idea that I've been hemming and hawing over for a while came back to me.

In short, I'd like to get the team back together, and redeploy The Irregulars into Golarion. If I did, where would you like to see them go next?

Seriously, check it out if you haven't yet!

Before we get into the nitty gritty 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!

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

Who Are The Irregulars?


My first professional writing credit as an RPG creator was a short story for Paizo's Pathfinder Tales titled The Irregulars, which is now available on Drive Thru RPG. Described as the best and the brightest of the bottom of the barrel, this squad of irregular troops specialize in sabotage, ungentlemanly warfare, impossible missions, and disruption on a scale that far exceeds their numbers. Outcasts and rebels from the ranks of Andoran's armed forces, they were given one last chance to prove themselves... and they took to the freedom of their new task with gusto!

In short, they're kind of my fantastical take on the A-Team.

We could be anywhere. Anytime. Sleep well.

I really enjoyed writing their debut adventure (the start of a campaign of sabotage in Molthune, suggested to me by James Sutter, who was head of fiction at the time), and ever since the story came out I've wanted to more with Garm, Trilaina, Chaplain, Gunner, and their half-mad commander Lieutenant Sturgeon Hook. I never really did more work for Paizo at the time, though, and response to their original tale wasn't overwhelming enough to talk about a novel for them at the time. Thanks to the existence of Pathfinder Infinite, though, I could call the squad out of retirement, and send them off to do what they do best once again!

My question for you, dear readers, is where would you like to see the Irregulars causing mayhem this time? Should they go into Isger, trying to do what they can to pry the fingers of Cheliax off the thrall state's throat? Should they infiltrate the Shackles to retrieve information, or possibly a person, important to Andoran? Does one of the gray corsairs call in a favor, getting the squad to hit a location on Stonespine Island to free a group of slaves?

My ears are open... so leave a comment down below regarding where you would like to see the squad deployed. Because if folks want to see them come back, mayhem will quickly ensue!

Of Course, There Are Other Options As Well...


While I'm really excited about the idea of a novella about this squad, I understand that might not be everyone's cup of tea. However, if military fantasy set in Golarion doesn't strike you, what other kinds of stories would you care to see? Gothic romances in the style of Ailson Kindler? Heroic epics featuring small parties of heroes? Urban fantasy where elven private eyes have to match wits with skinwalker gang lords and hobgoblin loan sharks in the City at The Center of The World?

Cause I've got some ideas for those, as well.

And if you're looking for some free samples of my stories set in Golarion thus far, check out The Silver Raven Chronicles, the (albeit unfinished) tales of my group's run through the Hell's Rebels adventure path.



But maybe Golarion isn't a setting that really draws your interest... well, what about the World of Darkness? Because as I mentioned back in Stories of Sundara, Tales of The World of Darkness, and More!, I've been actively trying to build a jumping off point out of some of the flash fiction appearing in my World/Chronicles of Darkness supplements. Because while the anthology Tales From The Moot for Werewolf: The Apocalypse was met with a somewhat mixed response, I figured that changing things up might get readers' attention.

Would you like to see a novella, or even full novels, set in the World of Darkness or Chronicles of Darkness setting? Or would you prefer a podcast series with a team of readers acting out the audio drama, like you see on the Azukail Games YouTube channel where I put shorts like the one above? Regardless of which of those you prefer, which sphere of the game would draw you most? The beautiful madness of Changeling: The Lost? The weird lines of life and death of Geist: The Sin Eaters? Do you want to hear or see Mage done some justice, or do you feel like Promethean really deserves a moment in the spotlight?

Again, toss a comment below if this sounds like something that would interest you... of course, subscribing to the channel would also send a message to my publisher that people have their ears open for that kind of project going forward.


As a final option, though, I've also been building some other universes. There are several Sundara stories in the various splat books for the setting, and most of those have been dramatized on the Azukail Games YouTube channel as well. Then there's the sci-fi shorts, like the story above, that folks have been telling me I should weave into a more cohesive narrative in a future timeline... either for Sundara in the space age, or for another sci-fi setting all its own.

While Legacy of Flames by Isaiah Burt was the first Sundara novella to be released, I'd be more than happy to pen my own if folks wanted to hear stories of my setting from my perspective as the creator. Or if you're more of a listener than a reader, I could expand the audio efforts I've been putting forth to make bigger, longer projects in a serial format. Once Azukail Games gets the channel monetized, at least, and such efforts would generate ad revenue, in addition to getting more people interested in the setting as a whole.

Let Me Know What You Want To See!


I'm in something of a unique position right now. There was a big gap created by Wizards' OGL power grab, and I'm faced with either going back to the projects I had planned, or going off in a new direction. I won't lie, the idea of writing more stories, and building stronger fiction for any of the settings and worlds I mentioned above, would be a lovely breath of fresh air in my workload. Most of the time I'm just making one list, one setting splat, or one species adaptation after another, and it does tend to get a little dull after 2-3 years.

But living under late capitalism, I can't just decide to make something new. I need to make sure my readers are coming with me, and they're going to support that endeavor going forward. So please, leave your thoughts in the comments, or get at me on social media (links below in case you don't follow me already)! I'm looking forward to building something new, and I want as many folks in on the ground floor as I can find.

Like, Follow, and Stay in Touch!


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

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

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

Saturday, December 5, 2020

"Force Multiplication" is a Useful Idea For RPGs

Folks who've been around this blog for a while know that, while I love story and character arcs in RPGs, I am also very invested in strategic play, and accomplishing goals. A term someone used in a forum that caught my attention presents an interesting idea that can alter the way we think of our games, strategies, and resources, so I thought I'd talk about it this week.

That term is Force Multiplication.

Great, just what I need... more math.
 

What is Force Multiplication?


The short version is that force multiplication is a military term, and it refers to the degree by which an attribute (or combination of attributes) increases the efficiency of a particular force.

For example, say it takes 1 fighter with silver weapons to take out a werewolf. Without those silver weapons, it would take a force of 4 fighters to do the job. Therefore the silver weapon is a force multiplier of 4 in this situation.

Ah, now it begins to come clear...

While you don't necessarily need to crunch the numbers to work out exactly what percentage of effectiveness certain spells, magic items, abilities, etc. add to your party's effectiveness (you can if you've got the math chops for it, but you don't have to), this creates a useful lens to view your resources and abilities through in terms of strategic effectiveness in the game.

Spells like haste or abilities like bardic music? Those are force multipliers in a game, and I pointed out as much in Vulgar Displays of Power: Tips For Getting The Most Out of Your Magic in Pathfinder. A paladin's ability to grant their smite to their companions? Serious force multiplier when facing devils, demons, undead, etc. The same can be said of a ranger's ability to grant their favored enemy bonus to their companions in a fight. Anything which increases effectiveness falls into this category, and when it affects more than one person then it becomes even more effective overall.

Everything is Situational


Though I've said it before, I feel it needs to be repeated; everything in an RPG is situational. Certain spells, abilities, skills, etc. will be extremely potent in certain circumstances, and next to useless in others. This is important to remember when thinking in terms of force multiplication, because in order for the item, ability, spell, etc. to qualify it has to actually increase your effectiveness in the situation you'll be going into.

In other words, if you bring a gun to the knife fight, you're going to win. But even the biggest, shiniest knife isn't going to help you that much if everyone else brought a gun.

It seemed like a good deal when I bought it!

As an example, take an ability like Improved Evasion. This ability is a huge deal if you're going through a dungeon that has primarily area of effect traps, or if a majority of your enemies use things like breath weapons, fireballs, etc. In situations like these the benefits of this ability cannot be overstated. But if you never fight a sorcerer who tosses around fireballs and lightning bolts? If there's never an area effect you need to nimbly dodge aside from? Well, then it's just sitting on your sheet gathering dust.

This is something to keep in mind for everything you expend your resources on; you need to keep in mind the goals you have, and the challenges you're actually facing.

The paladin smite and ranger favored enemy I mentioned above? Those are potent benefits against the proper foes, but if you're not facing the right enemies, they're useless. The ability to fly is usually considered a force multiplier, but if the arena is too small to make full use of it, or if you cannot use it to put meaningful distance between yourself and an enemy (they can also fly, they have reach/range, etc.) then its effectiveness is hampered. The ability to turn invisible, or to protect yourself and your companions with illusions is usually a powerful ability, but against enemies who have blindsight, true seeing, or other effects, it's rendered moot.

One truism that players often forget is that what I said in Everything Has A Weakness (So Be Sure You Know Your Options) also applies to the PCs. Just because you have an ability that is particularly potent in one situation, that doesn't mean it applies to all situations.

Keep that in mind when you're looking at all the available levers you have to increase your party's force with.

Like, Share, and Follow For More!


That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now on Pinterest as well! And if you'd like 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 bit of help can go a long way, trust me on that one.

Monday, June 29, 2020

"Almost" A Warhammer 40K Short

Flick on the safety, flick off the juice, then you can pull the power pack loose.
Pop out the bolt, unhook the grip, put pressure on the barrel and out it will slip.
Remove the coils, and scour them clean, then wipe the auspex till you've made it gleam.
Oil the rails, turn the screws, then run your fingers over the grooves.
Only after you've scrubbed every piece, part, and grain.
Can you throw your hands in reverse, and put it together again.

The old rhyme went through my head, the way it always did when I took apart a weapon. My grandfather taught it to me and my sister when we were still years shy of becoming white shields, and our brains were soft enough that it just got lodged in there. It didn't matter where I was, or what was going on, the old man's voice was always ringing in my ears.

"You were born with a skull, boy. The wings you've got to earn."
As I moved from my rifle to my sidearm, an old autopistol that I'd kept in my duffel for years, I thought back to those days. Looking up at the towering emplacements and the sweeping battlements, the ugly, brutish hard points, and thinking how strong they looked; just like the old man's hands whenever they taught me one of his tricks. They were old and scarred, but they looked like they'd stand forever.

It wasn't until I grew up that I realized just how frail they actually were.

It didn't scare me, finding that out. It lit my fire, as he said. Meant I was going to have to do more, be more. So I ran further, pushed up faster, swung harder, and shot straighter. Most important, when somebody knocked me down, I got up, and I got up quick. On the ground is no place to be when you're in a fight, and when you were born on Cadia you were always in a fight.

Even if you couldn't see it at that precise moment.

"That feeling you get when you look at the stars? That's because something's watching you back."
I had a shot, and I took it. Notations for marksmanship, exceeded expectations on physical trials, and I managed to make it past the psych battery. I made my first jump with a grav chute, even though I nearly pissed myself. After the fifth, I couldn't imagine being anywhere else. When the time for trials came around, I was on the line with everyone else who wanted the right to call themselves Kasrkin.

I wanted it more than anyone else there. Wanting something don't mean you get it, though, and that's a bitter bite to take.

I didn't wash out. According to my official jacket I got stamped with something called Tempus Deinde. My high gothic is shit, but the designation mostly meant I was right on the line. All it would have taken was one person getting sick, getting slapped with insubordination, or missing a step, and I would have had their place. I got sent back to my unit with a salute, and a well done from the commissar who ran the selection process. It was the only praise he'd given me, and I had no idea what I was supposed to do with it.

"172, When The Sky Comes Looking For You"
I'd earned a short leave to put myself back together, and I spent most of it drinking a cocktail primarily used in the motor pool for lubing tank treads. I didn't have some kind of epiphany that made me realize my true purpose. I didn't hear any dark whispers coming out of the void. I just drank till I puked, slept until I couldn't anymore, then picked myself up and got back on the firing line.

There was still work to do.

I got promoted, then promoted again. Not because I was the best there was, or because I had some special insight, but because I knew how to show my troops how to do something. Sometimes I only had to show them once, and sometimes I had to go through it half a dozen times, but they always got it in the end.

When part of my regiment got sent off-world to offer airborne support to a world that had been hit by a rock, we were all too happy for the chance to fly. Even after an engine malfunction that led to a crash landing where we found ourselves in hostile territory surrounded by hordes of greenskins, we still had a job to do. Our V-birds made it in one piece, as did most of our jump gear, and we were good to go. I made a dozen air assaults on that posting, every one of them past speed freaks juiced out of their minds on going fast, with my team following along behind like raptors on the hunt. I picked up two commendations, and a dozen scars, and the horde's charge to fill the world broke. There were still orks, there would probably always be orks now, but we'd helped hammer them back underground for the time being.

I was in the med center when the message came about the assault on Cadia. All able-bodied troopers were being recalled. I tried to go with, and the captain told me if I could get out of the cot and walk to the bird under my own power that I was free to ride with them to the fight. I made it to my feet, and out into the plaza. I had one step to go before my legs gave out, and I crumpled. I don't remember being carried back into the center, but by the time I was coherent again I was told my unit had left. The medic patted my shoulder, and smiled at me. She told me Cadia had stood for centuries before I'd been born, and whatever came out of the Eye this time would break just like all the times before.

I wish she'd been right. Holy throne do I wish that.

I didn't believe it when I heard. Despite the red chaos washing over the sky, and the reports of madness throughout our area, I couldn't believe it. Every bastion I'd ever walked, and every wall that had stood sentinel was gone. Guns that had fired for centuries, that had turned back black crusades that would have smashed any other world, had fallen silent. The gates of hell had been kicked open from the inside, and the darkness that had been held in check was spilling across the stars like overturned ink, seeping into every corner it could reach.

If I'd been a grenadier, I would have been on the planet when it broke. If I'd been a little faster, I would have dodged the wound I'd taken. If I'd been a little slower, it would have killed me. If I'd been a little tougher, I'd have been there. Almost. The word echoed in my head like the crack of a bolt pistol. Almost, almost, almost.

The light was fading... but it wasn't gone yet.

I checked my magazine, and holstered my sidearm. I slapped the power pack back into my rifle, and slung it over my shoulder. Transport was leaving in half an hour, and I had a berth to fill. The enemy thought their victory was within their grasp. They almost had it.

I had one more lesson to teach them. Almost wasn't good enough.

Hope You Enjoyed!


So, for the past week and change I've been working on that little art project above. The jacket is something I had hanging in my closet for a while, but with a friend helping me locate the proper symbols, a little bit of time wielding an X-acto knife to cut out the stencils, and a can of Tulip Color Shot spray paint meant for fabric, and I think it turned out pretty well.

I wanted to offer a little more than just a couple pics of my end result, though, so I thought I'd dip my toe into the grimdark and see what folks thought. Did you enjoy this little tale? If so, is it the kind of thing you'd like to see me do more often?

And for those who aren't big fans of Warhammer 40k, or don't know exactly where to get started with the lore and setting, I highly recommend checking out the YouTube channel Baldermort's Guide to Warhammer. Lots of engaging fiction, a lovely voice, and fun to keep on in the background!

Lastly, A Vox in The Void has made an audio version of this story! So give it a listen, and subscribe to the channel if you haven't done so yet.


  

Like, Follow, and Stay in Touch!


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

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

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

Friday, October 9, 2015

The Chaplain (A Badass Bard You Might Mistake For A Cleric)

We, as RPG lovers, have a habit of putting our characters in rigidly defined boxes when we don't actually have to. I've talked about this before in What's In A Name: How Your Character's Class is Ruining Your Creativity, and this week I'd like to point out something that might spark a big idea in some players' minds.

That idea is that, just because someone is a priest, that doesn't mean the character has to be a cleric.

Though some, obviously, still are.

What Are You Talking About?


You know how in every low-level game the party runs to the nearest church of a good-aligned deity to seek help when they've been cursed or crippled? How many times has the DM shaken his head, and informed you that despite the attendance of several members of the holy order, none of them has the power to invoke the divine (read: they all have NPC classes, and there is no one in the church with cleric levels). The implication, of course, is that while there are a lot of faithful conducting services, ministering to the community, and helping to spread the word of the divine, characters with the skills and powers of PC clerics are relatively few and far between. Not only that, but if one possesses that dedication to magic and holy obedience, they're likely to move up the ranks quite quickly, making them more likely to be found in capital cities instead of border towns beset by goblins.

Put another way, a major religion has a lot of different people who are serving a god or goddess in a unique way, using the skills they have. Fighters may be swords of the faith, as I mentioned in 10 Backgrounds For Your Martial Characters, while rangers could act as pilgrimage guides, and monks would make ideal keepers of the faith's libraries and lore. Religion is an institution, and there are a lot of different jobs that need to be done.

The Chaplain


Chaplains are priests who are attached to any private entity, but they're mostly thought of as priests who minister to soldiers. They provide spiritual guidance, perform important rites, and they fulfill a necessary role in any army who has them. A chaplain with a commanding presence, whose sermons demand attention, and whose knowledge of the divine is great enough to answer even difficult questions, would be a boon to any church reaching out to the warriors of the world. A chaplain whose booming battle cries could drive warriors on into the breach, removing fear and strengthening their sword arms, and whose magic can heal his allies while wrecking havoc on his foes, is the sort of priest no army would want to be without.

Also, a strategic application of Use Magic Device.
 
So what's the point of the concept? To defy expectations, of course!

Picture the introduction at the table. The party sees a broad-shouldered half-orc with a commanding presence, a prominently displayed holy symbol, light armor, and a military bearing. He introduces himself as Chaplain Grimm, and when pressed about his experience and allegiances refers to himself as a servant of a god of nobility, battle and war. Maybe some players assume that means he's a cleric. Maybe they don't. However, the point is that creating someone who is affiliated with a religion, but who has a different role than other players assume, is a good way to stop people from thinking they know what you can and can't do. At the very least, you have brought a badass bard to the table, and your role as encyclopedia and party-booster is not going to be any less valued than it would normally be. However, by not presenting with what most players assume to be typical bardic trappings, you're going to make them actually react to your character, rather than their perceptions of your mechanics.

Also, recommendations. Perform (Oratory) is a great way to bring your boosts to the battlefield. This is especially true if you want to literally shout down an enemy spellcaster like some kind of crazed exorcist/drill sergeant when you use countersong. You may also want to consider increasing your ability to help the party by boosting your aid another bonus. For help on that, check out Aid Another in Pathfinder is More Powerful Than You Think.

Additionally, you should check out 5 Tips For Playing Better Bards if you're looking for inspiration!

That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon master.

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!