Showing posts with label running games. Show all posts
Showing posts with label running games. Show all posts

Monday, November 1, 2021

Game Masters, Stop Trying to Hide Things From Your Players

Chances are good this is one of those entries that people are going to see the title of, and just start commenting before they actually read the entry. As such, I thought I'd provide my clarification right here, at the top of the page.

What I'm not suggesting is that Game Masters stop putting plot twists in their games. I'm not saying to never use shape changers or disguised villains, or suggesting that we never have the face-heel turn where the party's benefactor turns out to have been using them for their own ends. All of those things are good, and when done right, they can make a campaign extremely fun and memorable!

What I am saying is that, as Game Masters, we need to stop trying to keep our players in the dark about things, or deluding ourselves that our settings, our stories, and our plots are so unique, so original, and so mind-blowing, that we need to ensure our players go in knowing as little as possible in order to properly experience things. Because nine times out of ten that we pull this it's going to blow up in our faces.

Trust me, going in blank is doing no one any favors.

As always, if you want to get all of my updates sent to your email just subscribe to my weekly newsletter. And if you want to help me keep the wheels turning, consider becoming a Patreon patron! Even small donations make a big difference.

No Spoilers!


As a Game Master you have to walk a fine line. On the one hand, you want to get your players psyched up for the game you're running, and invested in the campaign. On the other hand, though, you want to allow them to organically explore the setting, and to experience the plots you have prepared. It is, in a lot of ways, akin to getting your friends together for a movie night. You want to make sure your selection for the evening is something everyone is into, but you also don't want to give too much away regarding what's going to happen.

I've run my share of games, and chosen my share of movies. I can safely say that you should always err on the side of telling someone too much, rather than playing things mysterious and just telling them, "Guess you'll have to wait and find out!"

I guarantee you're not as clever as you think you are.

There's two major reasons that I say this.

The first reason is that when you clam up about stuff, it illustrates where the limits are going to be between you and the players as a storyteller. So if your player asks you questions about the genre, the setting, what sorts of general plots to expect, and you turn getting those answers into pulling teeth, it sets the expectation that there's not going to be a lot of communication going forward. You can negate this somewhat by being as open as possible about other aspects of the game, giving out details that players are going to run into anyway in order to get them invested, but it's generally better to be as honest and open as possible when your players ask you questions.

The second reason is that if your table is genre savvy in the slightest there is no trick you can pull from behind the screen that's going to shock or surprise them in a good way. However, something that a lot of Game Masters forget is that most players aren't actually interested in being shocked or surprised... most of the time they're playing games in a particular setting or genre precisely because they know it well, and they like engaging with it.

The second reason is what's responsible for most of the table blow ups, in my experience.

I Was Told This Was a Fantasy Game?


Yes, well, ah, about that...

A while back I warned Game Masters not to pull what I call a total-genre-shift in their games. This is, more or less, where you sold the table one genre of game, then after giving them enough time to get really invested and having fun you pull a lever and reveal it's been a completely different genre the whole time! The fantasy game is actually a sci-fi dystopia, the space opera sci-fi turns out to be a video game and now we're logged-off in a modern investigation game, and so on, and so forth.

This is the most blatant example of a GM hiding something that should be mentioned up-front, and which all players need to sign on for. Because this shift could work if you have player buy-in. It might actually get some players more excited about the game. But out of the blue it feels like you all agreed to get pizza, but when it came time to open the pizza box inside there was lasagna. It might still be good lasagna, but that isn't what the players were told to expect.

Think of player questions in that light. Because you might think getting onions on the pizza really brings things together, but if one player is allergic to them, and another just doesn't like the taste, then you shouldn't put them on. Same thing with game content, and player questions. Because some players can roll with anything, and they'll be happy as long as there's a good game. Other players have certain genres they really don't like, or they have strong feelings on story content, or house rules versus rules as written. And if you're worried that answering too many questions or giving your players too much information is going to ruin the game and make things less enjoyable, consider the alternative; you held something back that your players wanted to know, and then when you present it they excuse themselves from the table and go home.

You shouldn't be telling your players who the hidden villain of the game is. Don't lay out the duke's double cross around level 5, and don't tell them how many trolls they're going to be fighting in the Frost Moors. They don't need to know the hidden weakness of the vampire queen. But if your players ask you questions about the world, about the premise, or about what they should expect, it's better to risk giving them minor spoilers to make them feel you're going to be open, honest, and up-front than to play things cloak-and-dagger and misjudge exactly whether a surprise is going to stick the landing.

Also, if you're looking for more advice on running your games, make sure you check out 100 Tips and Tricks For Being a Better Game Master!

Have You Checked Out The Silver Raven Chronicles Yet?


I talked about this a month or so ago, but I'm doing something a little different over on my Table Talk page. I'm currently doing the write-up for my group's run through the Hell's Rebels adventure path, but instead of the roll-by-roll break down I provided for past games I wanted to go in another direction. This time around I'm writing a series of pulp-style short stories about particular moments throughout the campaign which tell the tale of how Kintargo's resistance was built, and the challenges it's faced.

Seriously, come check it out!

Table Talk is my least-read feature, and hosting these stories on Vocal has made them hard to get eyes on (particularly since Reddit blacklisted the site and made it nearly impossible to share content from). So I wanted to ask my readers to check it out, and if you want to see me keep it going (perhaps extending this format to future write-ups) to share it on your social media pages, and leave a tip if you feel so inclined!

- Part One: Devil's Night
- Part Two: From The Ashes

Like, Follow, and Stay in Touch!


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

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

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

Monday, April 19, 2021

GMs, Don't Make Players "Prove" Their Classes To You

I want you to take a moment and ask how many times you've had a really fun idea for a character that you were really excited to play. Maybe it was a swashbuckling bard, or a longbow wielding paladin, or a wizard astride a proud, white charger. If you are a fortunate player, your GM looked at the character, made sure it didn't break any agreed-upon rules, and said sure, sounds good!

However, there are a lot of GMs out there who will simply fold their arms and refuse unless your character looks and feels the way they think a member of this class should look and feel. This sort of behavior never improves a game, and it will always drive a player's interest right into the ground. So please, my fellow game masters, open your imagination and try to see things from your player's perspective.

Barbarian prince? No. You can't even read, much less run a country.

While we're on this topic, I'd urge readers to take a gander at my ever-expanding Unusual Character Concepts list to see some more examples of the sorts of characters that a lot of GMs will flat-out refuse even though they don't break any rules. Also, while we're at it, consider signing up for my weekly newsletter to make sure you don't miss anything that comes out in the future.

Lastly, for GMs who are looking for a new addition to their settings, "Silkgift: The City of Sails" is now out for my Sundara setting! Aether weapons, brigandines, net launchers, and a bunch of other nonsense is in this one, so check it out for either Pathfinder Classic or Dungeons and Dragons 5E!

Flavor To Taste (And Don't Keep The Gate)


Any time I suggest that GMs give players more freedom and options, the response is always something along the lines of, "Oh, so I should just let players bring a half-angel, half-demon dragon to my game? Uh-uh, not happening!"

So in the interest of crystal clear communication, I'm not saying that GMs should open up every book in the whole game and let players go wild. I'm saying they should stop gatekeeping the options the players actually have available to them (the ones in the character creation section, not the entirety of the Bestiary/Monster Manual) and demanding players somehow "prove" that their character should be allowed if the concept they're proposing doesn't violate the ground rules of the game.

Meaning they have chosen a class (or classes) you said were available and allowed, pairing them with a creature type that you also said was available and allowed. But, for one reason or another, you don't like the flavor of the character because it goes against what you think/feel/believe it should be, so you make the player jump through hoops, or outright deny them the ability to play that concept.

Should is open to interpretation. If the concept doesn't break the rules, let your players have their cookie.

Trust me... they will love you for it.

Like I said, dig through my archive and you'll find dozens of articles that have polarized GMs. Some of the more common include:


Some of the debates over these concepts have been interesting. Others have been incendiary. But the point at the heart of it, nine times out of ten, is that the DM who would ban characters like this (base classes played in an unexpected way) simply cannot conceive of these characters in any way outside of the box they've been placed in either by their experience as a gamer, or in popular fiction. In their minds druids are always tree-hugging hippies who live in the woods like bears. Wizards must be geniuses who study for years of their life, rather than someone who develops an intrinsic grasp of the math of magic via an accident or injury. Bards are singers and storytellers, not bellowing commanders slinging spells and steel on the front lines. Sorcerers are either born that way, or they're not, they don't just gain spell slots by exposure to a lab accident like in a comic book.

Of course, none of that is in the game as it's written. There are tropes and stereotypes, and examples of classic versions of these characters, but there's nothing actively preventing these concepts in the rules. A barbarian can be a prince or princess as surely as they can be born in a windswept crag somewhere in the northern reaches, and a paladin can be a scarred, sour enforcer in studded armor with a longbow as surely as a beautiful knight in shining armor.

By all means, ask for a backstory. If something doesn't add up, ask for an explanation. But don't waste your GM fiat on telling a player no because their elf isn't barbaric enough to fit your pre-conceived notion of what a barbarian "should" be.

The class is just a rules chassis; the character isn't part of a union that demands codes of conduct, and will show up to take their class card away if they don't act a certain way. All they have to do is obey the rules actually written into their class, and if the class doesn't say they must be or do X, Y, or Z, then it isn't mandatory.

The "Well in My Game" Defense


Again, in the interests of clarity, this advice is to be taken for games as they're written, and as they're portrayed in common world guides for those books (Golarion, Forgotten Realms, etc., etc.). If you have made your own, custom game setting with additional red tape that isn't in the common rules, then there is no possible way I could know about it when writing this piece. However, before leaving comments, consider the wording of what I said above.

If a player's concept does not violate the rules, don't make them jump through additional hoops. That includes any additional rules you have put in place for your setting, or as part of character creation at your table.

However many rules those are.

As an example, if the major religions of your world are at war with arcane magic, then sure, it wouldn't make sense to have a sorcerer as a holy warrior beneath a church's banner. Same way that if you have decided paladins can only be made by taking vows before a holy order and being anointed by them, then of course you can't have someone being chosen out in the boondocks by a divine force to act as their champion.

But if a player's concept follows all the rules (including the ones you have added for whatever custom world you've made), then you're not doing yourself any favors as their GM by making them write a dissertation about why they should be allowed to play their concept. Because just like how railroading characters onto plot leads to player disconnect and a drop in interest, railroading their creativity can suck out their enthusiasm before the game ever really starts.

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, 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, March 22, 2021

Rules Light Games Require Trust (And a Good GM) To Work

Of all the conversations I have with people about gaming, the one that never goes anywhere is the one about how dense a game's rules system is. Because for a lot of players (and a lot of game masters, too) rules are always an impediment to their fun, their stories, or both. They see them as unnecessary boundaries that micro-manage their creativity, and even worse require them to read stacks of tomes or memorize large swaths of text to understand how their own character works.

That's a valid opinion to have. It's one I don't share, because as I mentioned in Rules Might Limit Dungeon Masters, But They Also Protect Players, roleplaying games are still games. Games, by their nature, have rules, victory conditions, and mechanics that determine who wins whenever there is a conflict. Rules are what keep things fair, and stop a session from becoming a playground game of make-believe where someone can out-creative you. Math plays no favorites, in other words.

However, there is something else I'd like to point out this week that I think often gets overlooked. It is that, simply put, games with fewer rules require you to have a greater trust in the person running the game that they will be fair. Not only that, but they require a GM who is willing to spin a lot of absolute nonsense out of thin air in order to roll with the punches, and keep the game going.

Hold on, hold on... I got this...

Before we go too much further, if you haven't signed up for my weekly newsletter yet, consider doing that! It ensures you don't miss a single new release of mine. Also, if you want to help support Improved Initiative and the content I'm creating, consider dropping a few bucks on my Patreon page! As little as $1 a month goes a long way.

Let's Talk Improvisation


No game is going to be able to cover everything players want to try. Sooner or later someone is always going to make a suggestion there are no rules for, and when that happens you either need to say, "There's no rules for that, you can't do it," or, "There's no rules for that, but let's make some!"

What the hell, let's make it happen!

What you're going to find is that the simpler a game's rules are, the more often the game master is going to have to come up with some way to allow the players to do things they didn't account for. Sometimes it's simple, like repurposing an existing type of skill check to use in a very different situation, but other times it can feel like you're building a whole new wing onto a house that you thought was done when you bought it.

And just like how someone who owns a home isn't necessarily someone who can build a home, so too there's no guarantee that someone who runs a good game can actually build a good game.

Don't get me wrong, here. There are some GMs who can whip out their toolbox and come up with smooth, well-fitting mechanics that run just like they were part of the original game. What I can tell you from experience, though, is that the number of GMs who think they can do this is very different from the number who actually can. And even if a GM is really good, an untested idea come up with on the spur is almost never going to be as good as something that was planned, workshopped, and put through playtesting before it was included in a rulebook.

And if your GM isn't actually good at this? Or worse, they purposefully skew things to put players at a disadvantage because the existing rules don't tell them they can't do that? That's going to create a bad time really fast.

As An Example


For those who want something concrete as an example, I'd suggest reading the rules for necromancy in Dungeons and Dragons 5th Edition. While that might not be what some folks think of as a rules light game, I'd argue that it's right on the borderline since it has very rigid limits on what characters can and can't be, and you have relatively few meaningful options when it comes to customization. Especially when you compare it to more rules-dense games.

This is particularly true when it comes to what you can actually do with necromancers as a player.

Seriously, ya'll, black cloaks get hosed.

What do you think of when you think of necromancers? Typically it's someone who can raise or control large numbers of undead to do their bidding. And if you're playing a necromancer in Pathfinder, then it's like being at a buffet! If a creature has a corpse, then you can make it into a skeleton or a zombie, raising all sorts of strange and bizarre creatures to do your bidding, from skeletal orcs, to a zombie T-Rex that follows you around like a foul-smelling puppy! And as you go up in level you can create (and control) more powerful undead, applying templates to all kinds of bodies and creatures as long as their hit dice falls under your caster level, and ability to inflict your will.

In Dungeons and Dragons 5th Edition, necromancers can make no more than a few basic kinds of undead, even fewer forms of advanced undead, they lose control of them within a day after the casting, and they can only be made from human corpses (though one would assume any humanoid would work).

Now, I will freely admit that I don't have access to the entire trove that Wizards has put out from 5E, because unlike Pathfinder the entire archive isn't online for free where I can triple check my numbers. But this particular difference cropped up while I was working on Moüd, The City of Bones for my Sundara campaign setting. The city is run by a guild of necromancers called the Silver Wraiths, and one of the most obvious examples of their arts at work are the massive sand trains that tirelessly pull goods and people across the wasteland where their city is built. The creatures that haul these trains are skeletal mammoths, directed and controlled by a Silver Wraiths drover.

In Pathfinder, you can basically do this as a mid-level character with a few extra boosts to tweak your caster level, as long as you have access to the bones and materials to cast the spell. In DND 5E, as far as I was able to find, there's no way to do this short of GM fiat because the spells don't allow anything outside of basic undead made only from human corpses. And that's one thing that made converting the Pathfinder edition of Moüd: City of Bones to the DND 5E edition of Moüd such a pain in my behind.

And this is my job. There's no guarantee that someone who's running a game has the same skill set and experience it would take to design those kinds of options, even if they want to make them available for their players. And while there's nothing saying the GM has to do that, the simpler a game's rules are, the less support they're going to have when a player wants to step beyond the basics that's available.

Just Some Food For Thought


As I said in How The Trend in Rules Light RPGs Has Affected Me, I understand why these games are so popular. And not just popular, but thriving. These games require less investment of time and energy, they allow faster play, and less overall system mastery for someone to actually sit down and start rolling dice. And that is what a lot of players want, or need, and there's nothing wrong with that.

However, it's important to understand a rules-light game is like a knife. A good-quality knife can stand you in good stead, and it can accomplish a lot of different tasks. However, if you want one tool that can do even more tasks, even if said tool is a little fiddly, then a Swiss army knife, or a multitool is going to be the better option.

Because it's entirely possible that your GM is skilled enough to saw off a tree branch, pick their teeth, clean their nails, and open a wine bottle with a survival knife... but if that's the sort of task they're looking to do, it might be better to use a broader toolbox to avoid problems, frustrations, and accidents.

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, 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, November 21, 2017

What Does It Take To Be A Professional DM?

So, you're one of those relatively few people in the gaming community that actually likes being behind the DM screen. You enjoy the heavy lifting of world crafting, the swift motions of acting out the drama, and watching your players' frustration or tension turn to joy when that die comes up with a natural 20. You know you're a rarity, and if you're any good as a dungeon master, then your skills are going to be in fairly constant demand.

And, of course, you know what that means.

If you're good at something, never do it for free.
That's right; the basic law of supply and demand says that for every need, there's a profit to be made in filling it. And if you're already going to be a dungeon master for your friends, putting in all the hard work and careful plotting, then you might as well earn a living behind the screen.

Can you do that? Of course you can. The gig economy is responsible for some amazing things, and one of them is that you can carve a niche with practically any skill. However, not everyone out there is like Timm Woods, a professional DM covered by Wired. So, if you want to duplicate that success, there are a few things you need to do.

Step #1: Git Gud


The first thing you need to do is pick your system(s), and drill to kill. You don't have to memorize the game guides, but you need to be able to help people build characters, design entire encounters, internalize your world lore, and make damn sure you are running a game where people are having fun. That is the most important thing to remember if you want to take your show on the road as a DM; you are no longer doing this for your personal enjoyment, or just to share a story with the group gathered round your table. You are a professional entertainer, and win or lose, you need to make sure every player at that table has a good time. You should also make sure you have access to all the accouterments your game needs (minis, dice, map, markers, etc.) in order to run it, because if you're providing the service, you need to have the tools on hand to do your job well.

Step #2: Get The Word Out


Once you've polished up your dice, invested in your campaigns, and you've got all the materials you need to run your game, you need to get the word out about yourself. If you want to at least get a little compensation while you do that, there are a few ways you can get started.

Stack that gold, son.
The first thing you should do is have a talk with your friendly local gaming store, if you've got one. Store owners know that DMs are essential when it comes to having games run, so see if they'd be willing to compensate you in the event you run a regular game, and bring in players. A lot of the time DMs can earn store credit, allowing them to get more gaming resources without forking over cash. And if there are folks walking through the store, you can set up a sign, or hand out cards, letting them know that you will perform the same service for their group for a reasonable fee.

If you don't have a store game (or even if you do), you should consider broadcasting one of the regular games you already run. All it takes is a webcam, and a good group, to show off your skill behind the screen. Start a regular vid cast, and maybe intersperse it with DM advice during the week. Build a following, and let people know about the service you offer. Advertise your rates, where you host (or if you prefer your clients to host, then the area you're willing to travel to), and really pitch your skills.

Lastly, get involved on the convention circuit. If you volunteer to be part of the gaming department (or if you're going to a gaming convention like Gen Con), you can often get all sorts of stuff comped. Badge, room, and sometimes more, all while giving you a chance to strut your stuff, and hand out your card to people so they can tune-in, if you have a channel, or so they can hire you the next time they need a DM.

Step #3: Schedule, Run, Repeat


Being a professional DM isn't all fun and games. It's your job now, and you need to be on top of your form every time. So that means your work life is, essentially, going to be game prep, and keeping a dozen different groups straight in your head, while ensuring that some folks get to run individual mods, while other clients can enjoy long-term campaigns.

Not only that, but you might even have to handle downtime actions and questions from your clients. Providing advice on character builds, filling in the gaps with what happened in last week's session, and making sure everyone is updated on what they need to prep for.

I recommend investing in a lot of these.
If you live in an area where there are a lot of folks willing to hand over a c-note for a a few four to five hour gaming sessions, then you may quickly find your schedule full. However, if you still have days where you're not working, then you'll have to hustle to get them filled. That probably means you're going to be working a lot of weekends, since that's when average groups have time off, but that's the price you pay when you want to go pro.

Additional Things To Think About


So, if you still want to try your hand at being a professional DM (especially if you're hoping to do it full-time and not just for pizza money), there are a few more things you should carefully consider.

Assuming, that is, I haven't murdered your enthusiasm yet.
First and foremost is you need to establish a code of conduct, both for yourself and for your players. Make it clear what your customers are paying for, and what is not included. For example, you might want to have a policy that states your dice will be rolled in full view of the players, and that no mechanical alterations will occur as part of the game. If you win, you won, if you died, that's how the dice rolled. You may also want to point out that you will run certain lengths of game (one-shot, three-game arc, and campaign), and that you will run certain systems, but not others. You should also make it clear the behavior you expect from your players, themes you will not run or allow, and even the age of players you will run for.

This accomplishes a lot of things for you. Number one, it lets players know what they're in for up-front, and it sets expectations. It also stops you from getting hired to run for a game of four players, whom you assume to be adults, but who in actuality are a group of twelve-year-olds, which means the content you were planning on running is a little inappropriate. It also stops you from being corralled by a group of gamers entirely made up of that guy. You know, that guy who has a reputation in the local gaming circuit. That guy no one wants to play with because of his tone, his temper, or because he just sucks the fun out of the game. The sort of guy who, unfortunately, might be forced by circumstance to look up a mercenary DM in order to get a game going on the regular.

Here are a few final thoughts. Consider the benefits of technology. Thanks to PayPal, you can accept money digitally, so there's no need to wait until the end of the night to find out you're getting stiffed or short-changed. Consider running games over the Internet in order to fill your schedule, and perhaps reduce the overall cost for players since there's no physical meeting place you have to go to. Talk to your potential players first, and find out the sort of game they're interested in to create a tailored experience. Ask your players to evaluate you after the game is over, and listen to their feedback. Also, keep your receipts, since you can write off gaming expenses, card printing, travel, and a slew of other stuff on your taxes as business expenses if you are doing this professionally.

Lastly, this sort of thing takes time to build. While you might already be an accomplished dungeon master, if you're not known on the convention circuit, on the Internet, or by the folks who game in your area, then you need to start building your legend. So, while it is possible you'll be able to DM for a living, it isn't going to happen overnight. You'll need expertise, a soap box, exposure, a whole lot of hustle, and when all is said and done, more than a little luck.

May the dice roll ever in your favor!

That's all for this week's Moon Pope Monday, even if it is a day late. If you want to get even more gaming content from yours truly, then check out my archive over at Gamers, and head over to Dungeon Keeper Radio on YouTube where I and other talented gamers put together our own little world. If you want to keep up-to-date on all my releases, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you want to help support Improved Initiative, then head over to The Literary Mercenary's Patreon page. For at least $1 a month, I'll be sure to send you some great gaming swag as a thank you.