Showing posts with label sword and sorcery. Show all posts
Showing posts with label sword and sorcery. Show all posts

Saturday, August 15, 2026

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

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

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

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

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

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

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

Fragile Characters, More Contained Stories


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

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

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

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

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

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

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

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

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



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

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

Build The Story As It Goes


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

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

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

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

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

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

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

Why You Can't Just Bring Them Back


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

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

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

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

Like, Follow, and Stay in Touch!


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

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

To stay on top of all my latest releases, follow me on Blue 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, May 6, 2024

My Wish List Goals As I Finish a Fourth Decade of Life This May

Normally I'm not a real big birthday guy. It's nice when people remember, and I love presents as much as anyone else, but ever since I turned 30 they've been sneaking up on me more and more to the point where I sort of forget until I wake up and have three dozen messages on Facebook sending me well wishes.

Which is definitely a nice change of pace from the sort of messages I usually wake up to.

However, this year is something of a milestone for me. I'm turning 40, but I've also been a professional TTRPG writer for a little over a decade now. I've weathered a lot of storms and disappointments, and I've managed several feats that I'm relatively proud of. So I thought I'd set myself some goals for this month, and ask my regular readers to help me achieve them before May's flowers give way to June's insufferable heat index.

All righty... let's light those damn candles already!

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!

Goal #1: Break That 50-Review Goal For My First Novel!


I'm a big believer in achievable goals, and I do my best to be realistic with the things I set. So I wanted to put the layup achievement first... getting my sword and sorcery novel Crier's Knife up over the 50 reviews it needs to finally get noticed by the Amazon algorithm! For those who don't know, 50 is the point when Amazon starts sharing your book around, and letting it be seen by other people because it's proven popular enough to garner a sizable amount of reviews.

The book has been out for a few years, and it's just been teetering on 49... so all it needs is at least one person reading this to push it over. With that said, when it comes to book sales and reviews, more is definitely better!

So grab yourself a copy today!

This novel, my first one on the market, follows the adventure of Dirk Crier as he's sent on a task to go retrieve a wayward cousin... an errand that becomes far more complicated when Dirk finds out his kin has gotten himself mixed up with some dangerous folk far in the hinterlands. This far from the mountain, this northern cult doesn't recognize him... but they'll learn well why the hill folk say that only a dead man crosses a Crier.

If you're one of my regular readers who's already got your copy of this novel, and you've left a review, then thank you very much for the assist! But if you like my books, consider grabbing my Hard Boiled Cat novels Marked Territory and Painted Cats, which are all about the cases of a Maine coon alley cat named Leo trying to navigate the cutthroat world of the street beasts of New York City. Or if you've enjoyed my stories of space marines, consider checking out the dystopian sci fi thriller Old Soldiers, where we follow Pollux and the other myrmidon as these genetically-engineered shock troopers try to unmask a conspiracy before it puts a bullet in each of their backs!

Goal #2: Get "Army Men" Up To Copper Metal Status on DTRPG


Regular readers know that my first full tabletop RPG Army Men: A Game of Tactical Plastic went live on Drive Thru RPG a few months ago. The game was successfully Kickstarted, and it's been met with some pretty positive reviews by folks who've actually played it. It was also Deal of The Day last month, which helped get a few more eyeballs on it.

At time of writing, though, it's still about 20 sales shy of hitting Copper status on DTRPG. While I would love for it to hit Silver, Electrum, or even Gold status, I feel like Copper is something that could be achieved by the end of the month with a little luck, and some help from all of you!



Army Men is a game where you and your companions take on the roles of a squad of troopers in the Plastos Federation, defending your people and your homeland against the invasion of the insectile creatures known as Vespoids. However, while that is a simple setup, there are politics and bad blood that exist in the corners of the Federation, and this game is being expanded into all kinds of different modes of play and genres... and the more people who show interest and grab some copies, the more time and energy I'll be able to dedicate to getting stuff into your hands as players and Game Masters!

If you've already grabbed your copy and left a review (reviews matter on DTRPG the same way they do on Amazon), then consider picking up a copy of the game's first supplement Army Men: Threat Assessments to ensure that you have enough enemy threats to throw at your players during their next mission!

And if you've already done all of that, consider sharing a link to the book so all your fellow gaming friends can see it! I've been doing everything I can think of to get the word out, and a little help can go a long way.

Goal #3: Get The Azukail Games YouTube Channel Monetized!


While my previous two goals are leaning hard into sales and moving copies of books, this one is completely free to anyone who wants to help! If you have access to YouTube, and you enjoy my Sundara: Dawn of a New Age setting, the World/Chronicles of Darkness, an insider's view into the business of RPGs, building your own map terrain, and audio dramas from a slew of different settings and genres, then you should definitely be subscribed to the Azukail Games YouTube channel!



I've been making video content for this channel for several years now, and at time of writing we have 1,028 subscribers (which is more than enough to get monetized), but we're lacking the second goal required to make YouTube give us that stamp of approval; watched hours. We still need, as of the moment I put these words on the page, about 800 hours of watched content before we can get monetized, and actually get a cut of the profits our videos are generating.

So, put bluntly, if folks reading this wanted to give me a great birthday present, subscribe to the channel, and spend the rest of this month watching 1 video a day.

I know it sounds like a big ask, but let me break some numbers down for folks:

- Our average video on the channel is between 6 and 15 minutes, give or take. We'll say 10 for an easy number.

- There are 60 minutes in an hour.

- Even small word counts for readers on this blog tend to get at least 300 views.

So let's say 300 people out there each watched a single 10-minute video on the channel. That's 50 hours of content. If those 300 people did that every day for a week, that would be 350 hours. Two weeks? 700 hours. In three weeks time, the channel would be monetized, which would allow me to start in on making bigger, more involved video projects for all the folks who've been wondering why we tend to stay small and simple when it comes to our shows and series.

Of course, if you want to help add a little gas to this race, consider putting on a playlist, and watching through any of the various shows and series we have for you. Share videos you like with your friends, and toss them onto your social media pages... we're in a, "So close, yet so far," style situation, and I would deeply appreciate a boost to help me meet this goal I've been working toward for years before I turn 40 this month.

Goal #4: Expand My Patreon Following


I'll be the first to admit, I'm my own worst enemy when it comes to Patreon. I know that the best way to expand your Patreon following is to put certain kinds of content behind a paywall, so that when someone becomes a supporter they gain VIP access to something that non-supporters don't get. Whether it be bonus episodes of a show, or early access to content, or the ability to help steer the direction a creator goes with their work, all of these things are good motivators in building that fan base.

And I don't do that. The one real perk I can offer is that, when I get free copies of a new supplement, I offer it to my Patreon patrons as an exclusive, but that is a relatively small perk.

The reason I do that, though, is that I know a lot of the people who enjoy my content do so because I don't put it behind a velvet rope and a cover charge. A lot of my fans are on fixed incomes, or like me they're struggling just to pay the bills in this capitalist hellscape, and even $5 a month is too much for them to justify when they sit down and really weigh their budgets. Unfortunately, though, AdBlock has basically made putting ads on a blog pointless (I removed mine over a year ago because it just wasn't worth the effort), and though I try to utilize sites that pay creators based on traffic (like my 300+ article archive over at Vocal.Media), it requires over 90,000 reads a month on those articles just to pay my part of the rent.

That's something I've never managed, by the by. If you're curious, I have the full number breakdown in If 90,000 People Read This Article, I Can Pay My Bills This Month.

It's exactly as ridiculous as it sounds.

Patreon is basically the way I fund my blogs, though, and it is a major part of my monthly bills (it's actually what I use to buy food, for those who are curious). So if you want to help keep this blog going, and ensure that I've got enough coffee and tacos to keep churning out fresh articles, please consider becoming a Patreon patron today! And if you're just someone who wants to give me a little tip so I can go get myself something nice as a reward for surviving four decades, you could buy me a Ko-Fi as a tip for a job well done instead!

All Help Is Appreciated!


I know this seems like a lot to get done in one month, and while I'm doing my best to reach these goals, I won't be able to do it without all of you! So whether you're just a regular reader, you lend me a few hours to help boost the YouTube channel, you help me get my books noticed by the algorithm, or you decide this is the year you want to help fund this blog so I can keep it going, I appreciate everything you do for me.

Without readers like you, I wouldn't be able to do any of this!

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!

Monday, January 5, 2015

Daffy Duck Shows You How To Be An EPIC Wizard!

Fantasy roleplaying games have steadily wormed their way into common culture over several decades. From movies and novels to television shows and video games fantasy RPGs have left indelible marks everywhere, and on practically everything.

If you needed further proof of this fact, here is Daffy Duck as an epic level wizard.


This clip is taken from the 17th episode of this particular run on Merrie Melodies, a show which has never been shy about paying homage to pop culture. If you are from a younger generation you might not remember the starts of the silver screen like Humphrey Bogart and Peter Lorre showing up in every other cartoon, but you might remember similar celebrity cameos in Tiny Tunes.

We've come that far. Daffy being an epic wizard on a mind quest is something that the writers and animators never even considered the audience wouldn't get. In short my fellow culture warriors, we have won.

Mostly with the aid of a Daffy wizard.
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Monday, March 17, 2014

Korgoth of Barbaria!

For the past few weeks Moon Pope Monday has been putting on its academic cap and trying to give our readers some interesting history that ties in with gaming. This week we take a break from all that foolishness and instead give you something fun to watch that, if you haven't seen it before, we sincerely hope you'll enjoy.

This week we present Korgoth of Barbaria!


For those of you who've never heard of this show, it originally debuted in 2006 on Adult Swim. A parody of the sword and sorcery genre as a whole, this first (and only) episode includes Dungeons and Dragons references, anachronistic jokes, a destroyed post-apocalyptic world, heavy metal, and general fantasy ridiculousness. Though it remains a cult classic among lovers of animation and all the things this show makes fun of, the animation style was too costly and the audience simply too small for it to become a regular part of the Adult Swim lineup.

At least we got one good one, though.

That's it for this week! Make sure to follow us by joining out email list in the upper right hand corner to get all of our updates, or follow us on Facebook or Tumblr. If you'd like to keep Improved Initiative going then check out our Patreon page, or just leave a donation by clicking the "Bribe the DM" button on the top right.