Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Monday, January 26, 2026

Grimm: The Only Rules-Light Game I Wholeheartedly Recommend

Regular readers know that I'm a rules-dense sort of fellow when it comes to RPGs I like. I enjoy tomes worth of rules that lay out everything from the effects of cold temperatures on a traveling party, to what checks you need to make to swing down on a rope and attack a target at the end of the charge. From how your rate-of-fire on your weapon interacts with an ability to increase one's speed to superhuman levels, to tactical rules for cover and concealment, these are all things I really enjoy in a game.

And I have tried my share of rules-light games in the past. After all, a game is a game, and you should at least try something before dismissing it. And while I've had some fun with lighter games, they never really scratch my itch, or get me excited to come back to the table.

Except for one... Grimm.

I can't recommend it highly enough, if I'm honest!

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

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

What Makes Grimm So Great?


For folks who haven't played the game before, the general pitch is that you all play children who have been sucked into the Grimmlands; an alternate dimension where Jacob and Wilhelm banished all the trolls, witches, night things, monsters, and mad kings found in their stories. Now you need to find your way out, before the terrors of this world swallow you whole... or worse, you become a permanent resident of this place!

The mechanical setup is that you all have classes that reflect the cliques of children (jock, nerd, bully, outcast, etc.), with abilities thematically appropriate to that stereotype. There's some customization available, as well as the mystical element of Imagination, which can become manifest in the Grimmlands due to their very nature, and their interaction with childlike belief.

This version of the book was also written by Robert J. Schwalb (of Shadow of The Demon Lord fame), and it was a slimmed down version of the original Grimm game which was originally released as a D20 Modern port. For those who care about gaming pedigree, and such.

Welcome to the checkerboard kingdoms, kids.

They key that unlocked this game for me, I think, is that a simplified rules system really plays into the fact that your characters are somewhere between 10 and 12 years old. They're individuals, yes, but they're still very broad, and they're figuring themselves out as they're thrown into this horrendous situation. As for resolving checks, you have a handful of skills and abilities, and they're measured by a Grade level (playing into the overarching theme). When you want to make a check, you'll roll either 1d6 or 2d6 (the latter for if you're very good at something). On a 2-5, you operate at your grade level in that ability. On a 6 it explodes, pushing you up one, and you roll again. On a 1 it goes down, and you roll again. That's it... you now know all of what you need to in order to play this game!

The fact that it is unrelentingly grim also helped. Because just like the old German fairy tales, there are terrors and horrors lurking around every corner, and your end won't be a pretty one. Just because your protagonists are kids, that doesn't mean they're safe from any of the monstrous fates awaiting them.

I was thinking about this game today because I was looking at the Shadow of The Demon Lord bundle from Azukail Games (which you should check out if you haven't), and I remembered seeing Grimm was available in PDF on Drive Thru RPG, though the hard cover book still seems to be out of print at time of writing. It has a great premise, it's easy to learn, and if you like games that don't pull punches it's one that definitely should have a place in your library.

Like, Follow, and Stay in Touch!


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

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

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

Monday, June 3, 2024

Asking My Audience About a Partnership Program

As all my long-time readers know, being an author and TTRPG creator isn't exactly a rock star gig when it comes to cashing checks. The per-word rate of pay in RPGs is one of the lowest in the whole publishing industry, and you need to sell hundreds, if not thousands, of any given supplement, game, etc., just to stay one step ahead of your rent. The Azukail Games YouTube channel isn't monetized yet, and I even went so far as to strip ads off this blog years ago because it just wasn't worth the time, energy, and hassle.

I mention all of that to put this week's question into context... because I've recently come across Dubby energy drinks, and I'm examining their partnership program. My question for you all is whether you think this is something I should jump into, or if you feel it's too far off-brand for me as a TTRPG creator? Or just not relevant enough to you as my readers?

I don't mind rolling the dice... but I like to know the odds, first.

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!

Dubby Energy, Gamers, and Marketing


All right, so, if you're not terminally online for either work or pleasure then you may not have seen Dubby, and its campaign to recruit gamers of all shapes and sizes to its brand. For those who haven't come across the company or its product before, be patient with me while I go through the exposition here.

This requires a bit of background.

So, first things first, we've all seen sponsorship deals for creators we like. Generally speaking the way it works is that when a creator gets big enough, and they have a dedicated audience who watches their videos, reads their blogs, and so on, companies come to them, offer them a payment, free product, or usually both, in order for the creator to promote the company. If you're on YouTube you've seen the ads for Raid: Shadow Legends, Raycon earbuds, Better Help Counseling, Nord VPN, and gods above and below only know how many other companies and products.

Well, Dubby is a powdered energy drink company that has a product most of us are familiar with, at least in style. You buy a packet (or a can) of drink mix, and then when you want some fast energy (typically as a result of a rush of caffeine along with other parts of their in-house formula) you scoop out the powder, add in some cold water, stir or shake it up, and boom, you're good to go.

What they're doing differently (on the marketing front) is that instead of only cutting checks to big streamers, video channels, etc., is that they're purposefully seeking out people with a modest following in order to give them a chance to get their hands on some cash. However, the Dubby partnership program isn't a sponsorship, in the sense that they cut you a check to promote them... it's basically an affiliate sales program.

I talked about affiliate sales programs back in Tabletop Mercenary, Episode 5, but for those who didn't watch it, these programs are pretty straightforward. The way they work is that you, as a member of the program, create a special link to promote the products. When someone buys the product, you get a percentage of the sale as your commission. So if, for example, someone bought a copy of my World's Oldest Profession: 100 Courtesans and Concubines supplement from this link, I would receive about $0.30 as a royalty for the sale (because I'm the creator), but I'd also receive an additional $0.07 as an affiliate fee because I made the sale through one of my links.



Dubby's program works the same way. I wasn't mailed any free product to review or tell you about, and I'm not getting paid a fee to tell my audience about them. But if folks do choose to check it out via a link of mine (such as through this link to Dubby's product collection, or the links later in this blog), and you make a purchase, then I would get an affiliate fee for that sale.

If nobody buys anything, though, I get nothing. No free merch, no advertising fee from the company, etc.

From a business perspective, this is a smart move by the company. They're hoping to get smaller creators, channels, etc., to help advertise their product, and market them to their followings. By lowering the bar for entry, and getting a larger number of smaller creators instead of just focusing on those with big followings, and then only paying them when they make a sale instead of a blanket, up-front check, that means there's more people overall boosting the signal and shining a light onto Dubby as a company.

The Question, Of Course, Is Whether It Works For You?


I explained all of that to ask a simple question... is that something you all care about?

Because on the one hand, I would like to make money with this partnership program. As I outlined above, I don't make a lot as a professional writer, and the constant shifts and changes to social media and search algorithms makes it harder and harder every day. I even had an idea for a tongue-in-cheek, Pentex-style commercial for some of their products that I'd love to work into a video essay about this World of Darkness version of capitalism, if that's something folks might get a kick out of?

On the other hand, I'm aware of the marketing demographics of products like this. It primarily trends younger, and toward those looking to keep their fast-twitch reflexes going, rather than those who are looking to keep their eyes open while sitting around a table with friends and rolling click clack math rocks. Not that tabletop gamers (or TTRPG creators, for that matter) are averse to highly caffeinated concoctions made to circumvent the laws of our bodies like some kind of dark alchemy, but still, we aren't usually the market for stuff like this.

Seriously, though? Doesn't "Dubsludge" sound like something Pentex would make?

So if this is something you'd like to see me talk about/put on my blogs and videos in the future, and you want to actually get my thoughts on these products (along with video evidence of my consuming them and totally not turning into a fomori), then consider going to the main page and telling me which flavors I should get, and what you want to see me try out before making a pitch to you all. And if you've already tried this particular product, and you have recommendations of your own, then leave those in the comments, too!

However, if you don't want to see this kind of product placement, you're not interested in this brand, or you just don't think it's a good match for what you've come to expect from me, put that in the comments as well! I don't want to waste time dropping links to products people aren't interested in or my audience won't buy, because that's a waste of my time, as well as your time.

With that said, if this isn't something you're interested in, but you still want to support me and my work, please consider some of the following things if you aren't doing them already!

- Subscribe To The Azukail Games YouTube Channel (where I contribute video content)
- Subscribe To My Rumble Channel (longer videos that won't show up on YouTube)

And if you happen to have some spare dosh lying around, and you want to be sure my supply doesn't run low, consider become a Patreon patron, or leaving a tip by Buying Me a Ko-Fi!

Generally speaking, I'm just trying to keep the lights on around here so I can keep writing articles, short stories, making audio dramas and YouTube videos, and so on, and so forth. Your feedback matters in this situation, so don't be shy about it!

Like, Follow, and Stay in Touch!


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

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

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, 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, November 1, 2023

Myrrorside- A Horror Experience You Should Definitely Check Out

While the Halloween season is officially over, there is one, last item on my to-do list that I've been meaning to cross off. And since I don't want to be haunted by a review I didn't get around to, I figured there's no time like the present. So if your need for a horror game hasn't left you quite yet, and you still haven't tried anything that's really scratched that itch, let me invite you to take a walk with me.

... a walk to the Myrrorside.

It's wild out there, trust me.

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! 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!

So Just What IS Myrrorside?


The world around us seems solid enough, at a glance. And in the light of day, all the myths and whispers about people who've disappeared, or monsters crawling out of the shadows, seem ridiculous. There are some places, though, where the boundaries wear thin, and where one might find themselves falling through a hole in the world. A hole that tumbles them into a place where everything is upside down, and where the normal rules of reality don't make sense. A place filled with the hostile, and the alien, where the comforts of logic and science crack apart, and where dark magics and terrible legends reign supreme. It is a place where nightmares stalk, where the currency is screams, and where terror is the only feeling that can survive.

A dark reflection of the world we know, this place is the Myrrorside.

It is a grim world full of horror and dread.

As a setting, Myrrorside puts me most in mind of Changeling: The Lost, though with heavier doses of Beksinki in its makeup. Not only that, but characters are even more at risk, since they are assumed to be normal mortals who have stumbled through the darkened mirror, and found themselves on the other side of reality. A place where monsters dwell, and where true horror stalk their steps. If they survive long enough they might grow wise to the ways of this place, and perhaps even learn some of the tricks known to the creatures who reside here. Of course, those who remain too long may find themselves unable to return back to the mortal world, finding that in their attempts to merely survive they've grown too adapted to the Myrrorside to ever leave.

Adding into the horror, the Myrrorside is accessed through places that have endured great tragedies, and suffering. Sites of mass violence, torture, senseless crimes, and other places that usually end up with the label of haunted are often the thin places in reality where one might step through into this dark and dreadful realm. Or, almost as bad, these are places where residents of the Myrrorside might emerge, hungry, and looking for prey... or just to lay hands on a piece of the mortal world before their time runs out, and they must return to the terrible place they call home.

Maybe your players fell through a hole in the world, and they're trying to get out again. Maybe a monster is stalking their home, or their neighborhood, and they have to figure out how to send it back. Perhaps they wind up in a psych ward where no one believes the patients' panicked screams about the things living in the walls. There's all sorts of ways this game could go, depending on how creative you want to get.

How Does It Play?


Regular readers know that, generally speaking, I'm not a fan of rules-lite games. With that said, Myrrorside bears a strong resemblance to Savage Worlds, which is about as rules-lite as I'm willing to go when it comes to sitting down and rolling the dice at my own table.

Like most RPGs, Myrrorside gives you a list of Attributes, and a list of Skills, and like Savage Worlds each one of them has a die type ranging from 1d4 to 1d12. When you roll a check, you roll both applicable dice (Attribute and Skill), and take the better result before adding any appropriate modifiers. 0 is considered a Pyrrhic victory, where you do what you wanted, but there's complications. A -1 is just barely failing to do what you wanted. +10 is considered a monumental success. -10 is considered a colossal failure. If you come into a situation where you don't have a particular skill then you can often roll just your Attribute die, and hope for the best. Additionally, you may have situations where you gain Advantage and Disadvantage, and it works the same way as in DND 5E; except in this game you might be rolling 4 dice and choosing the best of your results.

The last thing that makes it really similar to Savage Worlds, to me, is that there's no hit points. I know the SWADE system isn't the only one that does that, but it sort of goes with the comparison. Where Myrrorside innovates is that you can go down levels physically, psychologically, and socially, meaning that you can injure your body, your mind, and your reputation, which can make for interesting challenges as the tale unfolds. And of course your body heals faster than your mind, which heals faster than your social standing... particularly among those who call the Myrrorside home.

Consider Giving It a Try!


The usual warning for content here, Myrrorside is not a game for the faint-hearted. It really embraces the horror aspect, and from the eldritch to the splatter there's some stuff in here that might be disturbing for some gamers. So before you crack these covers, take a deep breath, and make sure you're in the headspace for a game that can get bleak if the dice aren't with you.

If that sounds like your cup of bloody tea, though, then grab a copy of Myrrorside, as well as The White House, an adventure that will really grab you, and suck you into the setting for your first time!

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 dystopian sci-fi thriller Old Soldiers, 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 Facebook, Tumblr, Twitter, 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, October 23, 2023

What's The Most Popular Piece of Sundara So Far? (And Where Will I Go From Here?)

For folks who didn't see it, earlier last week my supplement Cities of Sundara: Archbliss was the deal of the day on Drive Thru RPG! This sale was for the DND 5E edition of the supplement, which takes folks through the floating city of the sorcerers, providing insight to one of the stranger parts of my Sundara: Dawn of a New Age fantasy RPG setting.

That sale moved 34 copies for this piece during that 24 hours (not exactly gangbusters, but for a setting guide that's a big number), and it actually got me thinking... what is the most popular part of Sundara that's been released thus far? Not only that, but what do those numbers seem to say about this setting, the audience, and where I should go from here?

And if you missed your chance, go get a copy today!

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! 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!

So, What Do The Numbers Say?


Before we delve too deeply, I want to catch folks up on what Sundara is. In short, Sundara: Dawn of a New Age is a setting I wrote for Pathfinder's first edition, and which has also been offered for Dungeons and Dragons 5E. A setting filled with wild magic, impossible monsters, and a thousand competing factions, Sundara is notable for its strangeness, the sheer variety of creatures, and its ground-level approach (as there aren't traditional countries, but rather a world made up of constantly shifting alliances, principalities, organizations, city states, and more whose alliances may shift and change as events unfold).

And, for those who don't know, the metal award levels used for TTRPGs on Drive Thru RPG indicate how many copies have been sold. While there's some argument as to the specific numbers, what we know is that if a supplement sells 50 copies, it goes Copper. If it sells 100, it goes Silver. After that is Electrum, but unfortunately that isn't going to be a part of the discussion surrounding Sundara as a setting... yet, at least.

With that said, looking at the numbers, the initial 5 releases (the Cities of Sundara supplements) are definitely the most popular ones that have been released so far. While most versions of these cities have achieved at least Copper status, 3 of the 5 of them for DND 5E have gone Silver (Ironfire, The City of Steel, Moüd, City of Bones, and of course the recently on-sale Archbliss: City of The Sorcerers). When we compare that with the Pathfinder Classic supplements, 3 of them have made it to Copper status, one hasn't received a single metal yet, and only Ironfire, The City of Steel has gone Silver.

Which makes sense... after all, it's a cool place to have in your game, if I do say so myself.


While I had a slew of other releases after those initial 5 supplements, including the second phase that was Species of Sundara, none of those supplements proved as popular as the cities, regardless of the edition they were published in. The faction books that are making up phase three have largely gone unnoticed, as well, though the 5E versions still sell better than the Pathfinder versions, with Sellswords of Sundara's DND 5E version going at least Copper.

Though it could be argued that the cities have done better because they've been around longer, and they were the first part of a new setting, and they've all had their own sales to boost their numbers, it's also worth noting that the edition-neutral Towns of Sundara (which was released between the second and third phases of supplements) has also gone Silver, making it one of the most popular titles released thus far.

What Conclusions Can We Draw From This Data?


While there are always factors that I cannot control for (which supplements other people share links to, which cover art draws more eyes, things of that nature), there are a few things that seem quite clear from this review. First and foremost, of the types of supplements that have been introduced so far, locations are far and away the most popular. And even though I designed this setting intending for it to be primarily a Pathfinder Classic setting, it has caught on far more with the Dungeons and Dragons 5E audience than it has with the old edition Pathfinder crowd.

So, at this point, I'd like to revisit some of the things I said recently when I talked about my plans for Phase 4 for this setting, and what might have to change.


As a for-instance, of the two games this setting is currently made for, DND 5E is clearly making more sales. However, conversions for Pathfinder's second edition have been mentioned, as have conversions to Savage Worlds, or other systems. Could this unseat DND 5E is that most popular system? Maybe yes, maybe no, but it seems that if we're going to start those conversions, they should definitely start with the city books first.

Second, we see that locations are more popular than both species books and faction books. That's not entirely unexpected, since the locations offer a wider spread of material for Game Masters to use, where species are more for players, and the factions are much more narrowly focused. However, it might be a good idea to release at least 1 module set in Sundara to provide an adventure for players, and to hedge that bet, to tie it to the previously-established locations. This could allow Game Masters to really put the city splats to use, bringing in the extra material to flesh out the adventure, and it could lead to future modules being released if the first adventure goes well (possible giving each city its own adventure).

Or perhaps Phase 4 should return to the well and provide more unique locations in the setting? Whether it be underground cities, mountaintop strongholds, underwater settlements, etc., as a spiritual sequel to the original run of Cities of Sundara, these supplements should push the envelope to be bigger, bolder, and weirder than what's already been established.

At the end of the day, though, it's going to depend on what you, the audience, want to see.

How You Can Make Your Voices Heard


If you're a fan of Sundara, whether you're been following it since I started releasing the supplements, or you just picked some up recently due to the sale, I want to hear from you regarding what should be included in the setting going forward. What do you want to see, and what would peak your interest?

And if you want to make sure I hear you, here's some stuff you can do (in order of impact):

- Buy Copies: As you can see, this is one of the major metrics used to determine what gets made going forward. So the more copies something sells, the more attention that kind of supplement gets.

- Leave Reviews: Reviews boost the signal, so if you've gotten copies of any of my Sundara supplements, please leave a rating and review so that more people see them, and check out the setting.

- Share Links: If you have a supplement from the setting you enjoyed, boost the signal by sharing it on your social media platform of choice, and tell folks why they should check it out.

- Subscribe to The Azukail Games YouTube Channel: This is more of a side project, but the show Speaking of Sundara, as well as the audio dramas from the setting, are on that channel. The more views, comments, shares, etc., those episodes get, the more likely I am to expand the setting going forward.

- Leave Comments on This Blog, The YouTube Channel, etc.: Comments are a great way to tell me directly what you like, and what you want to see more of. This is best used in conjunction with the above steps.

Azukail Games is a small games publisher, and while a lot of folks know me, I'm not a major player in the industry. I need every sale, every review, and every signal boost I can get in order to keep Sundara going and expanding, and if that's something you want to see, then please consider helping make it happen.

Thank 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 dystopian sci-fi thriller Old Soldiers, 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 Facebook, Tumblr, Twitter, 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, December 19, 2022

If You Want To See More of a Game, Help Make it Popular!

There's an old two-panel comic that I couldn't find a copy of, but it's something I think about fairly often these days. The first panel is a gaming group sitting around a table, and a friend of theirs comes in to tell them that the company in charge of their favorite game has elected to discontinue it. Everyone expresses outrage and frustration because they love that game, and they play it every week. The second panel is one person at the table talking about how they printed off a pirated version of the rulebook, and someone else who stole several of the game's official minis, and a third player talks about how they use these other dice rather than the game official dice to play, but they're so much prettier than the ones the company put out.

And I get it; as a gamer who lives below the poverty line and has for the better part of a decade, I really do. Today I wanted to address that disconnect that so many of us have between audience lack of support, and a game, line, or setting being written off and discontinued. Because every time it happens there's gamers scratching their heads wondering why, when the answer is right in front of them.

This is not the way.

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!

RPGs Are a Business


I've said this before, but it bears repeating; RPGs are part of the publishing industry. The purpose of the publishing industry is to sell books, and things related to books. At the end of the day, the publishing houses that make up that industry don't care if an author is supremely talented and created a rich setting full of amazing stories, or if they're a hack who spits a load of regurgitated dreck onto the page. What they care about is which books are moving copies, and which titles are sitting on the shelf taking up space?

The books that sell copies? They get sequels greenlit. The ones that don't move copies? Those authors get form letters as the company moves on to the next thing.

Prospects are bad. On to the next thing!

And for all the folks out there who are about to point out the very large market of independent creators, I want to make it clear that this applies to all publishers great and small. Whether you work at one of the big-name game companies, you're part of a smaller game publisher, or you're an independent RPG creator, anyone who does this for a living is paying attention to their numbers. If they write something that gets a lot of positive reactions from readers, or which gets a lot of positive attention, that is what they're going to want to do more of in the future. If they put out something that does poorly then regardless of how much love they have for that kind of product, or how much effort they put in, it gets abandoned.

At the very least it goes to the bottom of the priority pile.

But what about passion? Love of the game? The thrill of seeing a thing you made finally show up on the market? Those are all good things to have, and I've never met anyone who writes RPGs (or any kind of fiction, for that matter) who doesn't care about those things. However, you can't pay your rent with love of the game. You can't put passion in an envelope and send it to the power company. You can't trade your pride as a creator for groceries.

We can hem and haw about that all we want, but at the end of the day companies and creators are stuck living in the economic system we have. As such, if a game or product isn't earning enough money at the end of the day, it's not getting greenlit for expansions, sequels, or in some cases even being kept in the catalog.

So What Can You Do To Make a Game Popular?


So, the fate of the company, designers, and/or a game you like rests on your shoulders... what are you supposed to do? After all, you're just one lowly gamer, how can you make a difference on the scale necessary to get future expansions greenlit by publishers? Or to encourage an independent designer to make more of a game/setting you like?

Well, it isn't just about money. Don't get me wrong, money is nice if you have it, but there's other stuff you can do besides just spending your paycheck on new books, minis, tokens, dice, maps, supporting a creator's Patreon and Kickstarters, and so on to boost your game of choice.

Though by all means, inject cash flow if you have the dough.

In addition to buying the game and all of its expansions (again, money talks in publishing), the best thing you can do is to try to raise the profile of the thing that you like. Whether it's a core RPG, a setting, a supplement, whatever it is, boosting that signal is often the shout that starts an avalanche.

So how do you do that? Well, you can:

- Leave Reviews: Whether on Amazon, DTRPG, or elsewhere, reviews make games easier to find, and often persuade potential buyers. Just, "I love this, and I want more!" is enough if you aren't the sort of likes to leave essays about why you love certain things.

- Talk About The Game: Whether on social media or to your friend group, sharing stories of games and supplements you love is a big deal. Sharing links is also great, as creators often aren't allowed to do this in social media groups because there are rules against self-promotion. And as I mentioned in 5 Things You Can Do To Be A Better Ambassador For Your Hobby, bringing in new people helps a lot!

- Share Posts From The Creators: Whether it's the designer or the company, sharing news about latest releases, interviews, articles, and other content helps send the word along. It can also be a big help since YouTube channels, blogs, etc., often act as secondary sources of income for smaller companies and creators.

- Follow on Social Media: Just clicking that Follow/Subscribe button makes a difference. The more followers a page has, the nicer the algorithm is to it. So if a few hundred (or a few thousand) people just show up and click, that creator/company already has a bigger reach than they did before.

- Play The Game: Just playing a game is often enough to turn your friends into true believers; especially if you make the experience a great one. For bonus points, if you enjoy doing live plays then uploading your game where others can see it might be enough to spark interest beyond your immediate circle.

- Request Channels You Like Review The Game: Whether you run a game review blog, a YouTube channel, or some other sort of content creation outlet yourself, making content about a game can often be a huge deal when it comes to finding a new audience for that creator. And if you don't make content yourself, reach out to creators you like and ask if they'd check out a game/setting/supplement and help shine a light on it.

All of the things I've listed above may take varying amounts of time and energy on your part, but a lot of them are things you can do for free. However, the louder a creator's signal gets, the more likely it is to draw in more people. The more folks who show up, the more likely it is that some folks decide to buy copies. And if a YouTube channel run by the creator/company starts blowing up with views and comments, well, the revenue generated from that can help offset the cost of something a lot of folks seem to enjoy, but which hasn't exactly flown off the shelves. Yet, anyway.

I've said it repeatedly, but creators and companies need readers in order to keep doing what they do. A lot of us like building worlds, creating new classes, coming up with adventures, and exploring the possibilities of our game worlds... but we can't do that if it isn't keeping the wolf from the door. And if the choice comes down to working on a project we aren't as passionate about, or keeping the lights on, most of us will opt for the latter.

So make your voice heard, and make sure we know what you want from us so that we can keep the content coming!

Also, Check Out Sundara: Dawn of a New Age If You Haven't Yet!


As an example of something that I've put a lot of work into, but which I've had a tough time getting people to check out, consider taking a look at my "Sundara: Dawn of a New Age" setting for Pathfinder Classic and DND 5E. And if you're one of those folks who wants to hear a pitch before you make a purchase, I've been putting together episodes of Speaking of Sundara on the Azukail Games YouTube channel (which you should definitely subscribe to) talking about some of the design strategies I've used, breaking down what's in particular supplements, and explaining some of the changes I've made to what folks might expect from a traditional fantasy RPG setting, from how I chopped out alignment, to the uncertain nature of gods, to how technology and magic both lead to unique inventions among the people of Sundara!

Check out the full 26-video Speaking of Sundara playlist, in addition to the following supplements!


Cities of Sundara


The setting first began with the Cities of Sundara splats. Self-contained guides to some of the larger and more powerful centers of trade, industry, arms, and magic, these unique locations provide plenty of fodder for character generation and plots. Not only that, but each one comes with unique, mechanical goodies for players and GMs alike to take out for a spin!

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

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

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

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

- Archbliss: The City of The Sorcerers (Pathfinder and DND 5E): A floating city in the sky, Archbliss has been a refuge for sorcerers for thousands of years. It's only in relatively recent years that the city has allowed those from the ground below who lack the power of a bloodline to join them in the clouds. However, while there are certainly amazing wonders to behold, there is a darkness in Archbliss. Something rotting away at its heart that could, if not healed, bring the city crashing to the ground once more.

Gods of Sundara


- Gods of Sundara (available for Pathfinder and DND 5E): In a world with no alignment, and where the gods are often genuinely mysterious forces that are far too large for mortals to truly comprehend, the divine feels genuinely strange and unknown... something that really does have to be taken on faith. This supplement provides a sample pantheon for Sundara, but also provides instructions on how to easily make your own gods in a world where you can't cast a spell and tell whether someone is good or evil.

Species of Sundara


Sundara is filled with creatures that many of us recognize, but I wanted to give greater depth to their cultures, and a wider variety of options. After all, humans always get 15+ ethnicities, languages, and unique histories, while elves, dwarves, orcs, halflings, etc. are almost always left with footnotes, or maybe with a handful of offshoots. So, in short, I wanted to give all the fantastical creatures the treatment that humans usually get in our games.

And there is no human book yet. If readers demand to know more, then I may sit down to pen one... but I figured that humans didn't need to be front-and-center in this setting just yet.

- Elves of Sundara (Pathfinder and DND 5E): Elves are one of the most quintessential fantasy creatures... but if you want to see more than just high elves, wood elves, and elves of the sun and moon, then this supplement has you covered!

- Dwarves of Sundara (Pathfinder and DND 5E): The children of the primordial giants who were meant to fill in the details of the world they'd made (or so the myths say) there are as many kinds of dwarves as their are kinds of giants... and possibly more, depending on who is keeping count.

- Orcs of Sundara (Pathfinder and DND 5E): Supposedly a creation of the elves, none can say for certain exactly how or why orcs have been made. What most agree on is that these creatures are far more than most may think at first glance.

- Halflings of Sundara (Pathfinder and DND 5E): Little cousins to the dwarves, halflings are tough, clever, and not to be underestimated. From living beneath the hills, to taking up residence in the deep forests, halflings in Sundara come in quite a variety!

- The Blooded (Half-Elves and Half-Orcs) [Pathfinder and DND 5E]: When orcs and elves mix their bloodlines with other creatures, the result is one of the Blooded. This inheritance takes many forms, and it can even wait generations before manifesting when the right combination of individuals come together to have a child.

- Gnomes of Sundara (Pathfinder and DND 5E): Gnomes are strange creatures, found in places where the spirit of the land has coalesced and made children of its own. The sons and daughters of the ancient nymphs, they are the stewards of these places, and they change as often as the weather and the land.

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 Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, November 28, 2022

Ever Hear of "Weird Detective Mystery Adventures"? Well, Neither Had I!

One of the fun things about going to conventions is that it allows you to discover unique things you would never come across in your day-to-day experience. Even though I spend most of any given day up to my elbows in RPG content, I never would have come across Weird Detective Mystery Adventures, and I feel confident in saying the same for all my readers out there.

So if you've been looking for a game with gangsters, gun mals, masked vigilantes, super heroes, mad scientists, and more, this is a game you could use to scratch that itch.

An offer that might be tough to refuse.

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!

Let's Start With The Good


The best part of any proposal.

Right off the bat, what is Weird Detective Mystery Adventures? Well, it's an RPG that uses 2d6 and a lot of charts to help you tell stories that are just what it says on the tin. If a story can be found in the canon of weird or pulp fiction, then you could emulate it with this RPG. Whether you want to do gritty private eyes digging into gangland deals, masked vigilantes stopping bank robbers, or superheroes fighting supernatural cultists and their dark gods, all of that is possible within this system.

Aside from power scaling, which is quite important for any game, the rule book is pretty thorough when it comes to all your options. Everything from contacts you can call on, to a superhuman accuracy with firearms, to mastery of disguises, to being filthy rich, or being bulletproof and able to fly is covered in here. And while there are sequels and extra content planned for future installments, the core book is all you need to play the game.

As to the system itself, it has a decidedly old-school feel to it. A single chart is used to determine success or failure for a majority of actions, ranging from stunts and tricks with metahuman abilities, to standard punch-ups with goons in a bar. The base stats all have their own unique names one needs to get used to, but once you get in the groove figuring out success, failure, and your odds of either, the game becomes pretty easy to manage.

Now Onto The Bad


You didn't see nuthin', got it smart guy?

Nothing is perfect, and I wouldn't want anyone tracking this game down without making them aware of the flaws it has, as well as its benefits.

First and foremost, if you came into gaming via d20 games, this is going to be like learning a whole new language for you. While I've seen games with similar systems before, if you're more used to various editions of DND, or even the World of Darkness, this will be something of a rough start for you. Additionally, this book is thick... we're talking old-fashioned Yellow Pages thick. While you may not need to read all of it depending on the game you want to play, there's a lot of material in there, which will not be to a lot of players' tastes. Particularly in this age of short rulebooks and minimal mechanics gaming. Lastly, for all of the material the book does give you, this game isn't meant to take place in a particular setting or world; details like that are left largely up to the storyteller to figure out for themselves. So while you have a big skeleton with a lot of moving parts, everything from the era, to the lore, to the world is on you to figure out.

Lastly, and this is the one that struck me strange, this book is damn near impossible to come across. To get yourself a copy you must go to the Weird Detective Mystery Adventures website and buy one, or come across the game's booth at a convention. You can't find copies of it on DTRPG, nor can you locate it on Amazon. Even stranger, there is no PDF version of the game available at time of writing, and the physical copy is rather large at just under $50 for a paperback version. For someone who hasn't played the game themselves and is only curious to check it out, that is a rather large risk to take.

The Ugly


You knew this was coming.

I want to start this section by making one thing clear; I didn't dislike my read-through of this game system. While it's certainly a heavy game in terms of options, it has a certain nostalgic quality that will draw you in a bit, and it presents a lot of interesting ideas that would be fun to play with.

However, this game is definitely not going to be for everyone. Worse, though, it feels like this game is attempting to re-invent the wheel in a lot of ways.

As a for instance, everything I mentioned about different game styles, scaling power, power sets and abilities, etc., could also be said of Mutants & Masterminds. Also, while not a simple game, M&M was far easier for me to grasp when I was presented with it, and it has a great deal of supporting material one can choose to use if they want, like the Player's Guide To Emerald City, Hero High, or the Supernatural Handbook, depending on the needs of your game. And if one wanted a simpler game with easier-to-digest mechanics, but which still boasted all of those positive aspects already mentioned, then Savage Worlds Adventurer Edition would work just as well. Especially since one could add in all the other material they want for their game piecemeal, such as hunting monsters with the Rippers Resurrected player guide, Weird War I player's guide, Arcana and Mysticism, or any of a dozen other books and supplements that are available to customize one's playing experience.

Both of these other options are available as digital copies, they're easier to learn, and they're easier on your wallet if you're looking for a game of pulpy adventure that's all over the board in terms of what you can bring to the table.

Again, WDMA isn't a bad game. But if you're interested in giving it a closer look, I would definitely recommend looking through the homepage to make sure it's going to appeal to you and your play style. Because as of this moment there isn't a free sample or a starter's guide to let you try before you buy, and it's got a pretty hefty price tag attached to it.

Like, Follow, and Stay in Touch!


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

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel. Or 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 Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, June 6, 2022

Looking For a Change of Pace? Grab a Copy of XCrawl!

We've all had those moments when our group has been on a little hiatus. Maybe it was end-of-campaign burnout and everyone needed a break, or life stuff happened and some members had to move, change jobs, or handle any of a dozen other things. But when you're looking to get the gang back together, you often want to do something a little different to bring some zest to your next game. Something a little off-the-wall. And if you've been looking for a spark to re-invigorate your group, then might I suggest trying out XCrawl if you haven't done so yet?

Seriously, this thing is a ball!

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

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

What The Hell is XCrawl?


Some of you may have come across this game before, or seen me talk about it in older entries on this blog. However, if you're utterly unfamiliar with this game, the elevator pitch for XCrawl is that it's what happens when WWE has a baby with DND. In a modern fantasy version of our world, dungeon crawling has become a major, televised event with Dungeon Judges lording over their arenas, and "crawlers" becoming one part celebrities, one part athletes, and one part stage persona as they compete for the public's viewing pleasure.

And as they say in Gladiator, you aren't the best because you kill quickly... you're the best when you win the crowd! Which is why crawlers tend to have signature moves, grandstanding and mugging checks (for playing to the audience or the camera, depending on), ring personas they can build up like legends in the minds of the audience, and why it's just as important that you look good when you win as it is that you win in the first place!

And the crowd is hungry for entertainment!

That is a pitch that sticks in your head. Especially when you consider that XCrawl is set in its own version of the 1980s (ish) where you add in elements of The Running Man, the rise of corporate power, and all of the social pressures going on in the American Empire outside the arenas themselves. This can give it a feeling that's almost akin to Shadowrun, especially if you start getting into political corruption, the false face of sports empires, market backstabbings, and whether the games are being used for nefarious purposes. So while you can run a campaign that's just televised dungeon crawls, you've got options for things you can do beyond that as well!

Now, I found the XCrawl core rulebook sitting in my hobby store years ago, and it was for the 3.0/3.5 version of DND. However, Goodman Games has ported this setting to a variety of different systems, including one for Pathfinder Classic for folks who want all the conversions done for them. There's also add-ons that cover additional aspects of the game and the setting such as XCrawl: Sellout which has additional information on gear, agents, fame, and more for players, along with adventures like Dungeonbattle Brooklyn for GMs who just want to pick up and play.

A Few Episodes or a Season, It's Up To You!


I've run XCrawl on and off over the years, usually as a one-shot for a convention game because its premise is absolutely wacky enough to get folks to sit down and play, but it doesn't wear out its welcome by the time the final boss falls. It's also flexible enough that you can make up shows, such as the one-shot I ran that I titled Jersey Shore: Undead! as a way of making fun of both reality TV and the way The Walking Dead had utterly saturated pop culture with zombies.

However, the current idea came from a line in the core book that I'd seen before, but forgotten about. To paraphrase, it recommends starting characters off at level 3 if they're going to be a Division IV team (which is where the death games come in). While you could run a Division III game if you feel you could make it interesting and engaging, the stakes are much smaller in arenas that are geared to be less than lethal.

And since I was still rolling with ideas after my Let's Talk About Non-Lethal Damage in Pathfinder post, I figured I'd actually go against the rulebook's recommendation and start my team off at the beginning of their story in the games. A Division III event called the Mall Crawl!

And you thought YOUR Black Friday sucked...

Because while the world of XCrawl is absolutely bonkers, I wanted to bring a gaggle of new players in at the bottom rung. They're discovering who they are, forming their team (in order to gain access to the precious Mojo that lets you spend resources for bonuses during the game), looking for sponsorship, and getting their feet under them... sure, that hobgoblin might not kill them, and that booby trap they set off is likely to be a firehose instead of a spiked pit trap of death, but they're going to have all kinds of stuff to deal with... like the judgment of the crowd when a bunch of nobodies step into the ring!

Anyway, I wanted to talk about that this week because I'm digging through the rulebook for the first time in a while, and whatever your preferred edition of the game, I think this is a setting that more people should really check out for themselves!

Like, Follow, and Stay in Touch!


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

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

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