Showing posts with label third party. Show all posts
Showing posts with label third party. Show all posts

Monday, January 23, 2023

Attempting To Tighten Control is Leading To Wizards' Downfall

Anyone that's sat in the big chair as a Game Master has likely heard the advice that you should work with your players to create a cooperative environment whenever possible. Nothing spikes the game harder than the GM keeping a white-knuckled grip on the reins, and taking away the independence and creative autonomy of the rest of the table.

We already know that the higher-ups at Wizards of The Coast who've been largely responsible for the current crisis don't play the game. Because if they did, then they would know that the harder you try to control the players, the more problems you make for yourself.

What do you mean they'll just make their own games?

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!

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Capital Doesn't Create (It Simply Tries To Control)


I know we're all sick of this OGL talk, so I want to draw everyone's attention to something that a different gaming company did in the recent past. A year or two back there was a big kerfuffle with Games Workshop, a company that's rather notorious for having a contentious relationship with its own community. They were leaning hard on fan creators who made video content, they were sending out rather angry messages to third-party mini makers and 3D printing folks, and generally being even more snappish than usual.

Why were they doing this?

First and foremost, GW was trying to clamp down on control of the minis market regarding its IP. It was getting a lot stricter about requiring players to buy official products for participation in events, but more than that it wanted to try to build walls to keep 3D printing away from anything that might look vaguely like a space marine, tyranid, or tau. Secondly, though, the company had plans to build its own streaming service, Warhammer+, where it was going to put out multimedia content to those willing to pay a monthly fee.

Short answer, they wanted to make sure there wasn't competition who was doing it better than they were.


Now, if we were to Monday-morning-quarterback this whole thing, we can see that this approach was a massive mistake. Games Workshop coming out swinging, particularly against smaller companies and fan creators, made them look like a bully who was trying to crush other people's livelihoods, steal content that took a lot of work to make, and generally just take things away from fans. This left a particularly bad taste in the community's mouth, and it's a big reason why so few people signed up for Warhammer+ when it was announced, and it led to a lot of fans out and out abandoning Warhammer 40K as a game, moving over to games like Mechwarrior instead.

So what could they have done differently?

Well, if you have fan creators who are putting in long hours of work to make passion projects, and they have hundreds of thousands of followers on YouTube, that shows there's a thriving community with a big interest in your IP. Each one of those people represents a doorway into your hobby, and a way to expand your community. So rather than kicking in their front door and demanding they kiss the ring, a smarter move would have been to offer them some kind of sponsorship deal. Get them to help move figures, get eyes on upcoming games, or recruit them to make content for the company without the underlying threat that if they don't say yes you'll force them to remove their channel from YouTube. Be magnanimous, and show the community that you support them, and you want them to keep talking about how much they love your products.

But what about those 3PP minis producers? Surely they need to go, don't they?

Let's get one thing straight here; Games Workshop only produces miniatures for a small fraction of the forces and factions that exist in the grim darkness of the far future. There are hundreds of space marine chapters, thousands of imperial guard regiments, dozens of orders of the adeptus sororitas, and that's just the human faction. You throw in the diversity for the eldar, the orks, the tau, the tyranids, chaos, and more, and it would be impossible for GW to ever make full runs of minis for every option someone might want to play without losing a massive amount of money. As a company they need to move minis in bulk in order to justify the cost of doing a particular run, which is why they tend to focus on the units with the broadest possible appeal.

Those other companies, though, could create stuff for the parts of the game that GW isn't going to run. Whether it's offering unique head sculpts for space marines, or making unique armor additions, or putting out weapon modifications, bases, or insignia, they have the flexibility that a bigger company doesn't. This goes double if they're selling digital STL files for users to print out at home for their own use. Games Workshop could have approached these companies in good faith, and worked out a deal so that they could produce more obscure sets of minis and parts as they wished, provided they gave GW a small cut of the proceeds. They could even have sweetened the pot by allowing content from official partners to be used in tournaments and events. These other companies get more customers, the community gets more diverse, and GW makes more money overall.

That wasn't the approach they took, however. Instead they simply tried to clamp down on control, bullying and intimidating people not on their payroll. At the end of the day this burned bridges, alienated a lot of known talent in the community, and drove off a lot of people who were active participants up to that point. And, last time I checked, Warhammer+ has been plugged in to a golden throne and has to be fed a dozen GW employees every day just to keep it breathing.

Parallels to The OGL


For those who saw the parallels, you know where this is going. In case you don't, though, let me go through the details.

Prepare your symbols of disapproval!

We have to go back 23 years ago to the creation of the Open Game License. The short version is that, though you cannot copyright game mechanics any more than you can copyright math, you can get contentious with the language used to describe those mechanics. So the OGL was proposed by Wizards of the Coast as a kind of peace treaty between themselves and third party publishers. It was meant to be a perpetual agreement that said while their intellectual property was not open to all (unique creatures they'd made, settings for their games, etc.) that anyone who wished to use this license could use both the mechanics and the language to describe those mechanics without fear of reprisal.

This agreement is what made Dungeons and Dragons' d20 system the most popular basis for dozens of RPGs out there. It wasn't the only option, obviously, but DND became the lingua franca of gaming. Because Dungeons and Dragons was already a popular game, so making your own supplements, settings, etc., that didn't require players to learn a whole new language just to try your product out made for an easier transition, and it netted smaller publishers more fans, and more sales. Not only that, but this allowed publishers to make smaller, niche books and products that Wizards simply wouldn't print because they wouldn't sell enough copies, or they were considered too risky.

And what did Wizards get out of this? Well, folks who wanted to try those other games usually bought the base books from Wizards of The Coast. It allowed Wizards to act as the kind of first-among-equals when it came to DND, and it ensured that a lot of the gaming world thought of them as the default game. So while there were always going to be people who preferred the World of Darkness, or Call of Cthulhu, or Warhammer 40K, DND was something a majority of gamers were going to at least be familiar with. As an RPG creator myself, I can say that up until the end of last year if I wanted to write a module, supplement, etc., for a fantasy RPG, it needed to have a 5E port for the simple reason that if it didn't it simply wouldn't sell.

Some estimates claimed that, for online play, DND 5E was about 85% or so of the market. I can't speak to the accuracy of that number, but I would be surprised if it was too far off.

Seriously, it was the DEFAULT fantasy game until three weeks ago.

As you can see, Wizards of The Coast was in a similar position to Games Workshop. They were a huge brand, their games had a really active fan base, and they were poised to grow even bigger in the near future. And while both companies had dips in profits just before this move, let us be clear, they were not going bankrupt. They were both still hugely profitable companies.

But like Games Workshop, Wizards thought the best way forward was to put up paywalls, and to cut off as much of their competition at the knees as possible. What they didn't realize, though, is that their "competition" was basically creating the rich ecosystem they needed to make money, and remain king of the heap. Because without all those third party publishers putting out fresh adventures, and new subclasses, or unique species guides, Wizards simply wasn't producing enough books, figures, and accessories to keep itself afloat.

And then there's this digital product it's apparently shoveling money into... something that didn't work when Games Workshop did it either.


DND Shorts broke it down above, but it's looking like what the folks in charge of DND were planning was to create a proprietary virtual tabletop that would act as their primary money maker. People would pay a subscription fee to use it, there would be microtransactions for everything from outfits for your mini to effects from your spells, and it would finally be the answer to how you could get money out of everyone at the table, not just the Game Master who was the one that bought the majority of the rule books, campaign guides, etc. in the past.

The result of all of this, of course, has been a massive backlash straight to Wizards' knees. Players have cancelled their DND Beyond subscriptions en masse, and there is a large boycott of Wizards products. Companies that were using DND as the default rules system for all their products have cut ties completely, and won't be going back. YouTubers, digital play platforms, everyone it seems is abandoning Wizards.

Because they tried to force their community to do something, rather than innovating and providing them something of value.

Second Verse, Same as The First


This might be a controversial opinion, but I think that all of the stuff Wizards has talked about is stuff that, in another context, we really would have been super excited about. Expanded digital tools for making our games better? More options using digital tabletops? The ability to run through modules with a robot GM? I'm sure that a lot of us would have at least signed up for a free trial of that kind of program, if it was presented to us as a cool new option for playing the game.

That's the key, here. Option. Freedom. Choice.

The attitude from Wizards of The Coast has been to take away as many options for their players as possible, while attempting to ram through their own decision. It is, in a lot of ways, attempting to turn Dungeons and Dragons, a game based on imagination and innovation, into just another mobile game filled with microtransactions that reliably earns a profit for the company who holds the rights to it.

It's not working out too well so far.

And I think this could have been done in a way that was beneficial to the community rather than turning it into the firestorm we're seeing now. Wizards could have partnered with popular virtual tabletops to ensure they had multiple digital storefronts to sell to the widest range of players possible. They could have cultivated connections with more live play YouTube channels, and opened the doors for those who wanted to focus more on digital content by giving them a suite of publisher's tools, and taking a cut of what was made just like with DM's Guild. Most importantly, though, they could have left the OGL alone so that even if they didn't want to focus on making print books anymore, other companies who wanted to fill that niche would keep their brand on top by filling that need.

But instead of building bridges and cooperating, polishing up their reputation and growing the community (and thus increasing the number of people who might buy their product) they opted to try to burn down everything they deemed too close to their borders. They chose to share nothing, and to alienate everyone... which is why they'll likely end up ruling over a kingdom of ashes.

So, as a reminder, we cannot let up the pressure if we want Wizards of The Coast (or the next big-shot games company who thinks they can get involved in a land war in Asia) to learn a lesson. Keep supporting third-party companies, and if you have a subscription service to anything Hasbro does, cancel it. Because while they appear to be trying to mollify the fan base, they seem set on forcing through as many poison pills as we'll let them.

For Folks Who Want To Help Me Get Through This


If you made it all the way through this post, and you want to help me haul myself up a rung or two so I can get off this sinking ship and to a safer harbor, here's a handy list of the places you can go where your efforts would be much appreciated!

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

And if you happen to have some spare dosh lying around, consider become a Patreon patron, or leaving a tip by Buying Me a Ko-Fi!

Lastly, consider checking out my Sundara: Dawn of a New Age setting. The more sales I can eke out before decisions come down on this OGL situation, the more likely it is my publisher will work with me to convert it to a new rules setting instead of just writing it off as a loss going forward.


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, September 28, 2015

Just How Adequate is "The Adequate Commoner"?

So, I was asked to review this product months ago, and every time I tried to get around to it a piece of the sky would fall, preventing me from doing so. So, today, I'd like to present my thoughts on The Adequate Commoner, which is a 3rd party Pathfinder book from Misfit Studios.

What could possibly go wrong?

What Is "The Adequate Commoner"?


All right, first things first. The Adequate Commoner is a handbook for players who want to de-power their games. This is a book for parties who think NPC classes are given entirely too much power, and who really want to achieve victory through nothing more than careful planning, the right gear, and a ridiculous amount of luck. It is a book that lays out class options if you want all of your PCs to have a terrible BAB progression, nearly non-existent weapon proficiency, almost no armor use, and barely more than average hit points.

If that's your kind of jam, then keep on reading.

The stated goal of the adequate commoner is to issue your players a challenge; can you still become heroes without all of the class abilities and swagger that come with adventuring classes? Can you stare death in the face, knowing that you are not powerful adventurers who've trained their whole lives, or been gifted with strange powers? And, of course, will all of this lead to deeper roleplaying experiences, new stories, and more compelling characters?

I don't know... maybe.

Does It Work?


The Adequate Commoner is full of flavor, and it shows a lot of ways you can make commoners surprisingly effective (especially at low levels). By focusing on skills, attributes, equipment, and racial abilities (items which the book argues are often afterthoughts for more traditional adventurers), this book forces players to find alternative methods to rise to the challenge of living in a dangerous fantasy world.

However, The Adequate Commoner should be thought of as a completely separate game from traditional Pathfinder. The reason for that is because everyone at the table has to agree to play commoners, and the DM has to be able to craft an adventure that suits these characters both thematically and mechanically. Commoners are people with average, everyday jobs, and an adventure needs to provide enough of a hook to make them leave their places in society in order to combat a threat, or chase a macguffin. You know, like defending their town from a goblin incursion, or throwing a magic ring into a volcano. You also can't be out adventuring with three commoners and a wizard, otherwise three quarters of the party are going to be the sidekicks to the one adventurer's quest.

It's a functional idea, and the book lays out creative solutions players may never have thought of before. It won't appeal to everyone, though, since not all gamers want to play Pathfinder on Nightmare mode. If it sounds like your cup of tea, though, then check out The Adequate Commoner for yourself!

As always, thanks for dropping in! Don't forget to follow me on Facebook, Tumblr, and Twitter if you want to stay up to date on my latest, and if you'd like to help support Improved Initiative, then all you need to do is pop over to my Patreon page to become a patron today!

Monday, August 31, 2015

"Tournament of Rapists" Creates Unpleasant Wave of Sick in The RPG Community

Gaming, as a community, has been going through some serious growing pains over the past few years. A big part of those pains have been how open and welcoming it is to women, minorities, the transgender community, and other communities who have not exactly experienced big hugs from gaming in the past. There have been arguments (some of them vicious) over just how women are treated in the community, or whether or not it's okay to make certain jokes, or to allow certain kinds of themes into a game.

The latest controversy is Tournament of Rapists.

If you experience extreme discomfort, just look at this silly goat for a bit.
So, if you're not familiar with the latest kerfuffle in the community, here's what happened. Skorched Urf Studios released a third-party supplement titled Tournament of Rapists. The rule book introduces players to a world where "An assortment of superhumanly powerful and inhumanly misogynistic men," compete in a fighting tournament where the loser is killed, raped, or some combination of the two. Given that this was created for the Black Tokyo campaign setting (according to the creator, who spoke about it on The RPG Site), the supplement seems like it's meant to tap into the fetishization of rape found in certain kinds of anime.

It should be clear that the players in this game are supposed to take on the role of the heroes, who are uncovering this brutal underground fighting ring and opposing the aforementioned super-misogynists. Even with that caveat, though, the supplement sounds like a terrible fan fiction playing on a loop in the darkest depths of a teenage sex offenders subconscious after watching too much body horror and doing peyote. While there is a market for this kind of fetishization (if the listings on hentai sites are to be believed), the reaction to it being put into the RPG market has been violently negative. It has even led to reputable RPG stores striking the game from their archives, making it much harder to find or purchase. Beside Notepad has more information on the sale of the game and some of the details.

That should be the end of it, right?

The Defenders of The Game


To be clear, this game wasn't something like Pie Shop, where rape might be an element associated with a single character's psychosis, or a game like Shadow of The Demon Lord where visceral horrors should be expected. In those examples rape is an element that can show up in the mix. In Tournament of Rapists, rape is the entire point. Sure, it's being done by the apparent villains of the game, but it is a necessary and central part of the overall premise. If you exclude rape from the game, you take away part of the title.

The goat required reinforcements.
As callous and poorly-presented as the subject is, there are people who have risen from the muck and the murk to defend it. A game like this, they may argue, is a test of the community's tolerance and respect for the first amendment. In order to prove how loyal they are to their ideals, it's paramount that we let this thing exist. And besides, we're clearly misunderstanding that if a game's villains are horrible rapists, then it's okay to have it featured so prominently in the game.

That sounds like a straw man argument on my part, but check some of the 4Chan forums about it and you'll see opinions that aren't too far off. Let's be clear here: this game is repugnant. As a product it sends all the wrong messages. Messages which the gaming community at large has demanded to be stricken from the shelves.

Which is, pretty much, how the first amendment actually works in practice. The top slot on the bill of rights stops the government for punishing you for what you say. No one from homeland security is coming down on the game designer's head for this. The publisher created a product, and that product has come under heavy criticism from customers, which have demanded it be taken down. When customers aren't happy, they demand changes. RPG sellers want to keep customers happy, so they get rid of games with the word rapist in the title.

Sorry I didn't have something more uplifting to report this week! If you want to get all of my updates (both the good and the bad), then follow me on Facebook, Tumblr, and Twitter. If you'd like to help support me and my blog, then drop by my Patreon page to toss a few crumbs in my jar.

Monday, August 10, 2015

Feats Reforged IV From TPK Games is Now Available!

Third party content is one of those things you need to evaluate on a piece-by-piece basis. Some of it, like the Midgard setting from Kobold Press, can be a lot of fun. Some of it, which I shan't name, introduces unbalanced classes and abilities that can destroy the sense of challenge, confuse DMs, and overall lead to an unsatisfactory playing experience. One of the more popular series from TPK Games has been Feats Reforged, which I talked about over at Crit Confirm in the article Feats Reforged: An Interesting Way to Make Feats Scale With Character Level. If you don't feel like clicking away, the idea behind the series is to add a new ability to a feat every 7 levels or so after you meet the prerequisites in order to keep up with player characters as they grow in power.

Feats Reforged IV: The Magic Feats is now available. And if you're wondering why you should care, it's because I'm the one who wrote most of it.

You know you're curious.
If you're a fan of the work I did for Paizo's Blood of the Moon and Bastards of Golarion, or if you just enjoy the content from my Crunch section and you've wanted to see me create mechanics instead of just working within the established canon, then this book won't let you down. It contains all of the feats from Ultimate Magic, and they've been juiced up to keep your spellcasters rolling hard until you hit the end of the campaign.

So, if you've been looking for a way to boost your magic users, this book may be just what you're looking for. Don't take my word for it, though, go have a look for yourself!


A game designer's work is never done. If you'd like to help keep Improved Initiative going, and get some sweet swag in the deal, the stop by The Literary Mercenary's Patreon page to become a patron today! Also, to keep up on all my latest updates, be sure to follow me on Facebook, Tumblr, and Twitter as well.

Monday, August 3, 2015

Get Great Pathfinder Content From Raging Swan Press

Third party content is a lot like an I.E.D. Sometimes you get military-grade stuff from a smaller, more local source, and sometimes you get an unstable, poorly-wrought concoction that blows up in your face. That's why I've made it a personal interest of mine to check out more third party publishers, such as TPK Games (whose content I've covered in posts like Feats Reforged: An Interesting Way to Make Feats Scale With Character Level) and Kobold Press, who both create well-balanced, lovely content for their users.

This week I'd like to direct your attention to somewhere new; Raging Swan Press.

There's a new Dungeon Master now.
What is Raging Swan Press? Well, it's a third party Pathfinder publisher that produces unique settings, adventure packages, stat blocks, and reams of other content for busy DMs who want to diversify their behind-the-screen toolboxes. Everything from unique hill tribes of barbarians to forgotten dungeon denizens is right at your fingertips, and it can save you dozens of hours of prep time.

In addition to all that tastiness, though, Raging Swan also has a regularly updated blog on their homepage that's full of helpful hints. Not only is it useful, giving you tips and tricks like plot hooks and character archetypes, but it doesn't cost you a dime! There's also a page dedicated to free resources that anyone can download and use! So for all of you DMs and players on a budget, feel free to stop in and take a look around.

If you are a fan of what you see, why not follow Raging Swan on Facebook? Also, if you're a fan of Raging Swan's products and designs, then you should consider donating to their Patreon page so they can offer their freelancers a better rate of pay to make even more stuff. Also, if you're in a giving mood and want to see a freelancer pay his bills, why not support Improved Initiative by stopping by the Literary Mercenary's Patreon page? Also, don't forget to follow me on Facebook, Tumblr, and Twitter!

Monday, June 1, 2015

The D20PFSRD is Now on Patreon!

The D20 Pathfinder System Reference Document, located at www.d20pfsrd.com, is one of the most popular resources on the Internet for Pathfinder players. A collection of every resource players need from the Core Rulebook to obscure supplements like Bastards of Golarion and Blood of the Moon, this site makes it possible for players who can't afford hard copies to still play the game with a full library. It even collects third party supplements, providing the information free of charge to anyone who wants to pop in and have a look around.

It even has obscure relics like The DM's D20!
The site, for those who don't know, is run by John Reyst. John is a long-standing member of the gaming community, and he's been rolling the bones since there was only one edition of Dungeons and Dragons. What surprises most about John is that he isn't a big-name RPG developer. He isn't an industry insider, and he's not even a third party publisher (not in the strictest sense, anyway). John is just a gamer who loves Pathfinder (at least as much as the rest of us do), and he wanted something similar to the system reference document that was available when Dungeons and Dragons 3.5 was the mainstay.

So he made one. Because no one else was doing it the way he thought it should be done.

The result is a website that has made all of our gaming lives that much easier. It's also made it possible for John to pay some of his bills, and to take care of his family. In case you didn't know, that's what the store on the site is for, along with all of the ads you see every time you're clicking around to see what traits you may have missed for your new character.

The key word there is some.

The D20PFSRD is a useful, as well as gigantic, undertaking. With the constant releases from Paizo, as well as third party publishers, there's a ridiculous amount of work that goes into keeping it up to date. Even with helpers, it's more than a full-time job. The problem is that it's falling a little short.

That's where we come in, because the D20PFSRD now has a Patreon page!

Bribe The DM, Go Up A Level!
Why should you become a patron for the D20PFSRD? For one thing, if you use the site then you recognize it's a resource for you as a gamer. That means if you don't support it, and the person behind it, then there's a chance it might go away. Secondly, if you fund the site then you're likely to see it grow bigger, better, and faster. More updates, more material, and Reyst even hinted that if he had the funding then readers might see a lot more independent projects from the site.

Do you want to see that? Then go and become a patron today!


Also, if you're throwing patronage around, feel free to stop by The Literary Mercenary's Patreon page if you'd like to support Improved Initiative! Also, to make sure you don't miss any of my updates follow me on Facebook, Tumblr, or Twitter.