Monday, January 13, 2020

Somebody Who Knows You (A DM Tool For Moving The Plot Along)

At this point, most of us have heard of the "I Know A Guy" strategy. If you haven't come across it before I covered in The "I Know A Guy" Strategy For Adding NPCs to Your Game, but the short version is that whenever the party is stumped about where to go, or they need a little help, someone can declare, "I know a guy," and bring in an NPC from their backstory. Maybe it's an old contact they ran with when they were still a thief, a favorite uncle who's a respected wizard, or a friend who has a knack for finding certain kinds of information. This helps fill out the NPC roster, and it makes the PCs' stories the focus of the game (though most sensible DMs limit players to a few uses of this rule so as not to allow them to weaponize their backstories too much).

"Somebody Who Knows You," by contrast, is a tool used by the DM to help move the plot along instead of the players. However, while the person who knows you might be useful, they are always going to be a complication.



When Your Reputation Precedes You


Unless adventurers purposefully keep a low profile and ensure no one knows who they are, you're bound to be recognized eventually... for good or ill. This is where The Small Legend about who a character is and what they've done comes in particularly handy for the DM, as it can provide some fertile ground for adding difficulties that move the plot along.

Difficulties, you say?
As an example, say your party needs to figure out a way to get into the duke's ball. They're coming up short on ideas, when an excitable drunk stumbles over, gushing about what an honor it is to meet them. He's heard all about Borontus the Bold, and even without the huge sword Dragonsbane he'd know that scar along the huge warrior's neck anywhere thanks to the periodicals with his portrait on them. As the party shushes the drunk admirer before he lets the whole city know who they are and that they're in town, he lets it slip that his cousin is the head of the duke's household... he's sure he could get their names onto that list. For just a small favor; or maybe to bring him along on one of their adventures!

On the one hand, this complication has provided a way to get the party where they need to be. Unfortunately, it comes with strings attached... but that's the trade off.

The somebodies who know the party can come in a wide variety of shapes and sizes, catered to fit the current needs of the adventure and what the PCs have done (both as individuals, and as a group). For example, the somebody in question might be a member of a local gang who's willing to scratch the party's back if they scratch his... nothing too deplorable, but it's a job no one in his crew really has the skills to pull off. Perhaps the party is in dire straits, and the barbarian is about to be killed, when an arrow comes out of the darkness. A bounty hunter's been on the party's trail, but if Tolasha Grimtooth is dead, then there's no reward for her. Perhaps having her life saved means she's now indebted to the hunter according to the honor code of her people, and now the party have to defend her against the crime she's being turned in for (and it's possible said bounty hunter could become an ally or an enemy in the future, depending on the party's actions). Perhaps the party is cornered at the inn, about to be cut down, when a gang of hobgoblins rushes in; the war band has been on the party's trail for months, and they're not going to let a bunch of militia pink skins steal their kill!

And so on, and so forth.

Keep The Theme, Offer Opportunities


While the examples above are all characters from the DM's side of the table, you should feel free to ask your players if they would allow you to add NPCs to fit certain parts of their backstory when using this mechanic. For example, if a character is a runaway noble, make sure the player is going to be okay with you introducing one of his old swordmasters, or a rival baron's son who knows him from before he left home. Especially if you're using both the "I Know A Guy" and "Somebody Who Knows You" strategies at the same time.

You don't want to step on your players' potential flourishes by beating them to the punch, after all.

Come on, Dervish. Boss has been wanting to talk to you for a while, now.
The key thing to remember with "Somebody Who Knows You" is that it should solve the problem, but present an extra hurdle, or separate task to be completed. The bard gets recognized by an old criminal contact he owes a favor, and sure he can get them on the guest list, but the bard's got to lift some papers from the lord's study... then they're square. The sorcerer needs to get somebody out of Black Gate prison, when someone offers to tell them about a secret way in... if they'll get a friend of theirs out, too. The sheriff's deputies have been following the rogue, comparing his face to wanted posters... it means they're on-hand when a gang of cutthroats jumps the party in an alley, but it also means the party now has the law on their backs as an added difficulty for whatever they plan to accomplish.

You get the idea.

The biggest piece of advice I want to drive home to my fellow DMs with this strategy is that it should emphasize the characters' reputations, and dip into their backstories. Make them feel like this is a direct result of who their characters are, and they will bite it much harder than it you just gave them a generic plot hook.

And if you're looking for some NPCs to keep on hand as the "Somebody Who Knows You" character, you might find the following supplements to be helpful:

- 100 NPCs You Might Meet at The Tavern: My biggest seller to date it's got travelers, sages, muscle for hire, bouncers, brawlers, gang lords, and gamblers... a mixed bag to fit all sorts of situations.

- 100 Random Bandits To Meet: Because sometimes you get recognized for entirely the wrong reasons, by entirely the wrong sort of people. And for those running a more nautical-themed game, you should check out 100 Pirates to Encounter as well!

- 100 Merchants to Encounter: Whether they're big fans, or you move in the same black market circles they do, there's all sorts of dealers in this one from the mundane to the magical.

- 100 Nobles to Encounter: Perhaps they want to rub shoulders with real adventurers, or they need bodyguards for the evening, sometimes it's good to have admirers (and even enemies) in high places.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, 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!

Saturday, January 11, 2020

How Do Your Characters Sleep (And What Does That Say About Them)?

Ergoni woke with a sudden start, her eyes shooting open and her muscles tensing. The smell of wood smoke filled her nostrils, and the quiet breathing of her companions mixed with the sound of crickets rang in her ears. She uncurled her fingers from the hilt of her sword, and let her jaw relax.

"There is nothing in those woods that means you harm," a soft, gravelly voice whispered. "Go back to sleep. I will wake you at dawn."

Ergoni rolled over, squinting against the firelight. The hulking figure silhouetted against the flames had blued-steel skin, with hair the color of soiled snow. The naked blade across his thighs glimmered dully. She'd never once seen the sword sharpened, nor seen its owner rest his eyes.

"I could watch," she said.

"No need," Cithaugua said. "Though if you wish to keep me company for a time, I could make tea."

It does get lonely, some nights.

How Do Your Characters Sleep?


Sleeping is one of those universal experiences we all have out-of-game, and it's something we often hand-wave in game. After all, as long as a character receives their 8 hours of rest for the purpose of regaining all their abilities, healing, etc., most of us don't really think that sleep is all that interesting. But like a lot of other elements, as I mentioned in What Do Your Characters Eat? as well as Why Does He Do That ? (Thinking About Your Character's Habits), those little mundane things are often where you find some of the most memorable impacts.

Just one more cup... I want to finish transcribing this scroll before dawn.
The most obvious place to begin with is to ask whether your character has some ability that renders their sleep schedule completely unique, and thus makes them unusual in the world (or at least in the party). In Dungeons and Dragons 3.5, for example, elves didn't truly sleep; they simply meditated in a trance for four hours or so to refresh themselves. In Pathfinder there is an alternative tiefling trait that says the character never has to sleep, though they may sleep if they wish to, or can be forced to through magical means. Pathfinder also has traits like Awakened From Stasis that state a character was kept in a kind of cryo-stasis for years, and one of the effects on their system is that they only sleep for 2 hours a night with no ill effects. I even wrote a trait for the game in Bastards of Golarion, Rest For The Wicked, that allows a character to heal rapidly from ability damage while they sleep.

Once you know the mechanics of how your character sleeps (or doesn't), the next question to ask is what kind of sleep they get, and how it affects their lives.

For example, is your character used to roughing it in the outdoors, able to curl up on roots or in a cave and awaken refreshed and ready to go the next day? Or are they the sort of character who at least needs a bedroll and a pillow made from their folded cloak in order to get any real rest? Alternatively, is your character so inured to the trail that a bed is just too soft for them, and even at an inn they have to curl up on the floor, or sleep out on the balcony in order to have a familiar-enough environment to nod off? Or do they travel with a cart or wagon, allowing them to bring a little bit of civilization out into the wilds with them?

I swear, I don't know how those lords in their castles ever manage real rest.
The last thing you should ask is what kind of sleep routine your character has, and what sleep means to them.

For example, does this character pray before sleep, or conduct any other sort of ritual? Are they an early-to-bed, early-to-rise sort, or are they used to standing the third watch so they only get really sleepy around the time the first gray light of dawn peeks through the trees? Do they drink a particular blend of tea to help make sure they get good rest? Lastly, is this character's sleep quiet and restful, or challenging and full of terrors?

Night terrors are surely common among adventurers (especially those with the all-too-common backstory of seeing their parents murdered before their eyes when they were children by ogres, trolls, and other monsters), but it's far from the only sleep-related condition a character might find themselves dealing with. Characters who've come into contact with potent magic items, or who have a grand destiny before them, might have recurring dreams on the subject. Those with mysterious magic, or inscrutable patrons, might receive visions and commands in their dreams to provide guidance to their actions (and you might find 100 Random Oracular Pronouncements quite useful if you're looking for phrases for someone to remember upon waking).

You might even have something as simple as a tendency to sleepwalk, necessitating precautions before you turn in for the night.

Explore, and See Where It Takes You


The oddest details crop up in the most mundane places, and sleep preferences can say all kinds of things about a character. For example, the career mercenary who sleeps in her armor and just rolls herself up in her cloak might just be doing that out of habit, or it could be a metaphor for how even when she's unconscious she's not leaving herself vulnerable. The wolf druid might have trouble sleeping alone, always trying to curl up to others for a sense of community and protection, reassuring themselves that they're safe so they can fall deeply asleep. And the former bandit might come awake at the slightest change in the ebb and flow of the natural world around them, on their feet and ready to fight before even those on watch know they're being attacked.

There's a lot of potential in this area... so poke around, and see what comes out as a result!

Also, if you're looking for more nocturnal inspiration, check out 100 Dreams and see if anything in it speaks to you.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my recent 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 6, 2020

Chaosium Steps Up, Offers Reward For Players Who Donate To Help Fight Australia's Fires

A threat looms on the horizon, steadily consuming all in its path. Those in power are either too corrupt or too feeble to put up a defense against the mounting force, and so it falls to the heroes of the land to muster their arms, and march into the teeth of the oncoming storm to stop it before it crashes upon the heads of the commoners all around them. Their cause is just... but will they be able to stop it in time?

Or is it already too late?

While this might sound like the opening to most standard games, in this case we're referring to a very real threat that puts all of us at risk; climate change. It's making our weather more extreme, and coupled with leadership's unwillingness to take measures to stop it in many countries, it's causing serious disasters. The one that's in the news right now is the massive brush fires across Australia, which at time of writing have wiped out hundreds of millions of animals, and destroyed untold acres of wild habitats.

And the fire rages on.

Chaosium's Call To Arms


While there have been efforts to raise money to help combat these fires (including an Instagram model who raised more than $300,000 by selling nudes), there's no such thing as too many heroes when it comes to fighting a continent-wide menace. One of the latest to throw their hats into the ring is Chaosium, putting out a call-to-arms for all the players out there who are fans of their Golantha setting for Runequest.

You know, this bad boy.
For roughly the next week, at time of writing, the Golantha Bestiary is on Drive Thru RPG for Pay What You Want... but there's a catch to it. Rather than sending money to Chaosium thru Drive Thru RPG, they instead want you to take whatever you would have paid for the book and donate it to one of the list of relief organizations listed on the page.

Chaosium put more details about this on their own blog, as well, if you want to see the original post on the subject.

Every Adventurer Helps


It doesn't matter if you've only got a couple dollars to put into the effort... if that were true of every Runequest fan out there, it would make a big damn difference once the tallies were all taken. Time is of the essence on this issue, and those who are teeth-first in the fires need all the support they can get in their time of need.

But there's more to do, once the fires are out.
While helping stop the immediate harm of the fires is important, it's also important to remember what caused them, and to help put a stop to the true threat. For those who want to do more (or for those who came upon this after Chaosium's offer has passed), there are other options available to you as well.

If you want to put your time and digital muscle into reforestation efforts that will make real progress toward fighting climate change, check out the following:

- Ecosia: This search engine uses 80 percent of the profits it generates to planting trees and reforestation efforts. It takes roughly 40 searches to plant one tree, and the site gives you a handy tracker so you can chart your progress.

- Apps Planting Trees: This is a relatively fresh company, but they take the profits gained from the ads on their apps, and they put them toward planting new trees. The counter on the home page gives you some idea of the impact you're having, too.

- Forest App: This app is meant to keep you focused on your tasks, forcing you to put your phone down. While it's a useful thing for maintaining your attention and staying present in the moment, when you spend the coins in the app to plant fresh trees, they reach out to actual organizations to turn those digital trees into physical reality.

While donating to charities like One Tree Planted or Eden Reforestation Projects is also helpful, the advantage of changing your digital habits with the above sites is that you can monetize your everyday activities. This makes it something that all of us can use to make a difference, no matter what our spare income happens to be.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, 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!

Saturday, January 4, 2020

5 Ways to Multiclass Barbarian and Monk in Pathfinder

If I had to pick one thing I've fielded more complaints about than any other aspect of the game regarding Pathfinder, it's how certain classes have alignment restrictions placed on them. While I'm in favor of them existing (as your alignment is sort of pointless if it doesn't have teeth, but that's another post for another day), I also know that if you flip through enough of the books that you'll always find a way to get around supposedly ironclad rules.

That's one thing I love about Pathfinder... it's practically guaranteed there's a way to make the character you want happen, if you dig a bit; and that is true for all the barbarian/monk lovers out there.

A crushing ab routine, killer mantras, and a fury that could sunder mountains...

Whether you just want to mix these two classes together for a low-level one shot, or you're building your ultimate epic-level PC for a years-long campaign, there are several ways to accomplish this goal. I've laid out the most common ones below, but there may be one or two that I missed, so leave them in the comments if you know of one I didn't cover!

Also, if this subject is close to your heart, then you might want to check out the following previous posts.

- 5 Tips For Playing Better Barbarians
- 5 Tips For Playing Better Monks
- 5 Barbarian Multiclass Concepts Your Table Won't See Coming

#1: Enlightened Warrior Aasimar Trait


I walk a different path.
 This trait, found in the Blood of Angels Player Companion, is the one a majority of people will use to make barbarian and monk play nice together. This trait, at its most basic, allows you to take monk levels while maintaining a neutral or neutral good alignment. Ideal if you can get the okay for an aasimar PC, and it gives you the freedom to get as weird or wild as you want with your archetype options on both sides of the fence.

Also, if you're worried about falling into stereotypes with this one, browse through 5 Tips For Playing Better Tieflings and Aasimar to see if inspiration strikes you!

#2: Elemental Monk Archetype


Earth, fire, wind, water...
 
One of the more common methods of subverting the monk's required lawful alignment is to go for the elemental monk archetype, found in Disciple's Doctrine. This archetype shifts the monk's requirements into true neutral, and gives you access to feats and abilities that make your attacks elemental. The handy thing about your features is that, unlike characters who normally take these fighting style and elemental strike feats, an elemental monk can cycle between the different elements like some kind of prize-fighting Avatar. Handy when you've been focusing on fire, but you really need acid to deal major hurt to the current enemy.


#3: Karmic Monk Archetype


Oh you ought not to have done that...

 The karmic monk archetype, found in Occult Adventures, allows you to be truly neutral. An instrument of karma, you are cause and effect personified, and a lot of your abilities fit this theme. Your unarmed strikes can overcome pretty much any alignment-based DR, and you get bonuses when you attack those who attacked you first. Fun little package, and a nice twist on the traditional monk.

#4: Martial Artist Monk Archetype


There is no shame in tapping out, my son.

A completely different kind of monk archetype, the martial artist is found in Ultimate Combat. This one strips out most of the wuxia-style powers we're used to monks having, giving them the ability to analyze a target from a combat perspective, and to gain bonuses to hit, hurt, and dodge them accordingly. They also gain immunity to fatigue at level 5, which can pair nicely with a Rage-cycling build. And, best of all, martial artists can be of any alignment.

#5: Geminate Invoker Barbarian Archetype


This spirits call to me, brother.

The geminate invoker archetype, found in Adventurer's Guide, is an extremely unique kind of barbarian. They must have a neutral aspect to their alignment, but can be lawful, and they have the ability to put themselves into a kind of trance. This calls powerful spirits into their bodies, allowing them to cycle through the totem Rage Powers without committing to any one of them. A deadly combination, if you know which spirits to call on in which fight.

Be Careful When Mixing These Elements


As I said in The Barbarian Samurai, it's important to remember that a lot of a barbarian's potency is determined by the number of barbarian levels they have. The same is definitely true for monks. And combining these two elements together might allow you to do some truly silly things (such as an Aasimar combining monk with the Savage Barbarian archetype to see just how silly their armor class can get), it's important to keep your end goal firmly in mind, and to be realistic about what your character will and won't be able to accomplish.

Like any potent concoction, make sure you know what you're dipping into, and what you're going to put a majority of your levels in. Because a bonus to AC and some sweet unarmed damage is great if your barbarian's got a LOT of really good stats. The ability to fly into a frenzy and boost up your attacks and damage (even your dodge if you combine monk with Savage Technologist, which ups your Dexterity and Strength with no AC penalty when you Rage) is also a nice addition to have on a monk. But there's also a lot of potential that you won't get as much out of this combo as you would either class taken straight, so multiclass responsibly.

Like, Share, and Follow For More!


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

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Monday, December 30, 2019

DMs, Provide Options For Characters With "Useless" Skills (in Pathfinder)

Skill checks are some of the most common rolls we make in our games, and generally speaking if a player invests points into a skill it means they intend to use it as part of their character. However, too often DMs will just ignore the variety of options, and ask for the same basic checks over and over again. With a bit of creativity, though, you can bring some of the oddball abilities people don't typically think about into the game, and make the players who invested in them feel vindicated in their choices.

Well, the message seems clear, but the double meaning could be the key to this whole thing...

Appraise, Linguistics, Sense Motive, and More!


There are some skills that get all of the attention when it comes to a Pathfinder game. Perception checks are legion, for example, and Bluff, Diplomacy, Stealth, and Acrobatics checks tend to be made pretty often as well. Intimidate checks, too, if you're sassy or have class features that rely on demoralizing opponents in combat.

But when was the last time you heard a DM call for an Appraise check? Or a Linguistics check? Or when someone actually used Sense Motive for something other than giving the rogue the hairy eyeball?

I'm watching you, knife boy.
However, all of these skills have rather specific uses that can be incorporated into a game, if you read the fine print on what you can do with them. The difficulty is that many of us who sit in the big chair tend to skim this section, and it's a real missed opportunity for our players.

As an example, it's possible for someone who has a solid Appraise skill to tell you the approximate value of an item, sure, but you can also discern if the item is magical or not. It won't tell you a magic item's properties, but if the dwarven craftsman and the half-elf sorcerer put their heads together, suddenly you've turned what was a boring bit of bookkeeping into a team effort to yield some impressive results. You could treat the successful Appraise check as granting a small bonus to the caster who's trying to figure out what the item does through Spellcraft, as well, as it's something of a clue as to the potency of the magic when you know what it might go for on the open market.

Or if you'd prefer someone roll a Knowledge (History) check on an item, perhaps the person with Appraise could get some of the information. They may not know precisely why this style of weapon is so valuable, but that maker's mark, unique crossguard, and the pattern of waves in the steel always goes far above market price. Maybe they've heard it was the product of a dead master smith, or because the blade never needs to be sharpened, and it can cut through steel like butter.

Can't say for sure, but I know a guy would give us half his year's take for that thing.
Similarly overlooked skills could come into play in interesting ways just by reading their alternative uses, and asking how that might play into your plot. Because yes, Sense Motive helps you tell when someone is lying, and it's used to activate certain potent feats, but it can also be used to intercept secret messages being passed with the Bluff skill. So whether the players are having a meeting with the local thieves' guild rep who's trying to tell his second-in-command to poison the party's tea, or the party is trying to figure out who the assassins at the duke's party are, this could give them a clue as to what's happening.

As with most skill checks, it shouldn't be the only way for the party to get clued-in to the plot, but if the monk who took this skill solely because it's necessary for his fighting style feats gets a chance to shine with it out of combat, so much the better!

Linguistics is a skill most players only take to speak more languages, but it can also be used to create and spot forged documents, as well as to translate hidden meanings in old or cryptic writing. So if you've got a puzzle that needs to be deciphered, or the bard really needs the proper passes with notarized seals to pull off the lie that he's a knight errant in the city on official business with his retinue, then whoever invested in this skill can make sure the party has all the props and information it needs. Those with ranks in the Profession skill know all the basic things about their profession, and they can answer questions without even making a roll... which is why they would be the first to notice if the "soldiers" at the door, or the supposed "sailors" on the diplomat's boat are sending up red flags. Use Magic Device can be used to activate wands and scrolls, sure, but it can also be used to trick an item into believing you have a certain stat, a particular alignment, or even that you're a member of a particular race, which might allow the overly curious rogue to dope out what the enchanted robe responds to so the party can figure out what it's for.

Know What Your Party Can Do (And Include It)


While you have a lot to balance as a DM, it's important to know what your party is actually capable of when you're setting them their challenges. Otherwise you're liable to get blind-sided when your big bad bosses get creamed in two shots because you forgot how smite worked, or when the supposedly simple encounter ends up crippling the party because you overlooked the fact that they can't repair ability damage.

Crap... ugh... walk it off?
The same is true for their skills. While you don't need to have your players' sheets memorized, you should know roughly which skills are at your table, and which ones aren't.

The other thing I would recommend is that you show your players how these skills can be used; either by asking for checks in these lesser-used skills at lower levels when the DCs aren't as tough, or showing how they could be beneficial through NPC interactions. Because if a player knows that their slightly oddball choice of Profession: Chef or Linguistics might be an important addition to the party, they'll be a lot more likely to put it on their sheet.

And, even more importantly, they'll remember your table for being a game where they were asked to roll something other than Perception, Initiative, and saving throws.

Need More Resources?


It's not easy being a DM. If you've been looking for some resources that will do some of the heavy lifting for you, then the following might be useful for you.

- 100 Random Oracular Pronouncements: Coming up with mystical-sounding pseudo-prophecies on the fly is a feat that can sprain your creativity. Best to have a few picked out beforehand!

- 100 Encounters in a Fey Forest: Speaking of encounters that are more than just combat, this list of oddball, strange, and potentially dangerous encounters is full of strange creatures, weird riddles, and moving clearings. There's also a 100 Random Encounters For On The Road Or In The Wilderness, if you need something to shake up the status quo. Both of these are written for Pathfinder, but there are 5th Edition versions, too.

- 100 Merchants to Encounter: The folks most likely to demonstrate the uses of Appraise, or even Use Magic Device, merchants sometimes become samey background characters. This collection has 100 strange, unique, and unusual folks, from fey peddlers on the road, the black market poison dealers, to those odd wizards who deal in lightly cursed goods.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, 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!

Saturday, December 28, 2019

The Best Zombie Game I Ever Played (Where Nothing Happened)

Thanks to the holiday happenings, my gaming schedule has been all up in the air recently. Because of that, one of the fellows at my table volunteered to run us through a kind of introductory one-shot for a game I've often admired, but never actually gotten to play... All Flesh Must Be Eaten!

Because zombies never really go away, do they?
The experience I had with this system was fast, fun, engaging, and in this case enough to make me plan to add more of it to my future gaming schedule. But I'm getting ahead of myself...

Small Town Evacuation


The game opens in a lowercase "c" Midwestern city; the sort of place that's not quite big enough to be a suburb of a place like New York or Chicago, but which still has a sizable population. The zombies have been steadily growing, but worse than the walking dead are all the other accidents and breakdowns that have been straining the local government at the seams. Keeping people safe is important, but so is providing medical care, finding food, putting out fires, and evacuating the living so the military can come handle the undead infestation.

Which is, of course, when things go awry.
The protagonists seated round the table have become part of the local safe zone established by a task force of national guard, police, and relief workers. A former furniture outlet, the fencing keeps the undead at bay... or has for the past week or so. One of the residents, a Samoan dancer and occasional biker named Leilani has been trying to figure out her next move in this situation. A recent friend she's made is a huge man named Otis, who fixed cars before this all went down, but who is a little lost without his medications and his strict schedule. Lastly, Richard Freeman, an African American firefighter who's been pulling doubles ever since this mess started to prevent his city from burning down.

It's just as one of the engines are dropping off supplies when the unthinkable happens... the fences come down, and the living dead start shambling into the compound!

While the hoses get turned on the horde to slow them down, and small arms fire cuts into the walking corpses, everyone else gets pushed out the rear exit. The area behind the outlet is still clear, and people are scattering. Some of them just run, terrified now that their safety net is gone. Others are trying to figure out where to go, but seem too afraid to stop moving. These three find themselves clustered around a table with maps, and where a radio is broadcasting a public service message.

Residents must get out of the city in the next 24 hours. At that point the armed forces will arrive, and they will begin exterminating the threat. For their own safety, residents need to follow the approved routes to an extraction point. The three of them look at each other, look at the maps, and that's when Richard says, "All right... we'd better hoof our asses over to the hospital."

The Easy Way, or The Hard Way?


Looking at the maps, Otis frowns, nodding to himself as he traces a route with his finger. "This goes right by where I work," he said. "There might be a car there we could borrow?"

With the ruckus going on in the building getting louder, Richard nods, and Otis leads the way down a side street just as the pounding on the doors starts to reverberate. By the time the zombies make it out into the rear of the former warehouse, though, their quarry is several blocks away, out of sight, and hustling along as quietly as they can.

Those weren't there when I left...
They found the auto garage where Otis works (or worked, it's hard to tell) in fairly short order. Tucked off the main roads, the place only has two bays, and a small lot of cars that need to be repaired, as well as a few repo tows. The front door's glass has been smashed in, but Otis unlocked the door with his key, and they stepped inside.

The first thing they smelled was blood. Stepping carefully around the desk, they found the manager on the floor, a gun in his hand, and a hole in his head. Trying to shield Otis from the sight, Richard checked the pistol, then handed it to Leilani when she said she knew how to use it. Otis stepped into the back office, a little shaken, but looking for keys. Sadly, it looked like all the readily drivable cars were gone, and only a few of the ones who needed repairs were still there.

They could get them working, but it would take time.

With the daylight fading, and everyone trying to get to the extraction zones, it wasn't worth the time to wait. The hospital was only a few miles from where they were, and if they cut through the smaller living area of town they could save some time. Even if it meant jumping a few fences.

Stop For Supplies?


While the cadre ducked down side streets that didn't have a lot of traffic, keeping their eyes on windows, and making sure their profiles were small, they opted to duck through a small strip mall. There was a pawn shop and sporting goods store on one end, and a drugstore at the other. With the daylight fading, they had some choices to make.

Well, at least looters aren't gonna eat you.
The drug store was open, the power out. After a quick listen, and a fast check to be sure there weren't any trigger-happy shoppers or shambling horrors, Leilani and Richard split up and snatched the things they were likely going to need; medicine, batteries, bandages, some hand tools, some dense packs of protein bars, water, and a few hefty backpacks to carry them all in. Otis offered to help carry, but he grabbed a couple of comic books for when he got somewhere safe again.

The shopping trip done, they were passing the sporting goods store when they heard the siren's song of weapons. Baseball bats, helmets, reinforced gloves, rifles, handguns... all of it was right there. Provided they could get inside, of course. Richard was looking for the place to kick, when the light inside caught his eye; the emergency power was on. A backup generator meant that the alarm would go as soon as the door got smashed in, or any damage occurred to the wired windows. Leilani took a turn all the same, trying to persuade the locks to open. She had no dice, though, and when something around the corner bumped into a trash can, they didn't stick around to see what was sneaking up their back trail. They were only three quarters of a mile from the hospital, and if they got a move on they might be able to get out of town sooner rather than later.

It's Quiet... A Little TOO Quiet...


Guys... you think that sign's for us?
 As they approached the hospital, the sun was just dipping below the horizon. Up on the roof they could see a helicopter coming in for a landing, the blades just starting to slow. Down on the ground there were half a dozen squad cars with their bubble lights going... but no cops in sight. Not a one. Leaning into a car, Richard checked the radio. Nothing. No one answered signals, and nothing appeared to be going out. Popping the trunk, he found a riot vest, a shotgun, and a brace of shells. Taking a moment to slip into the kevlar, Leilani did a quick circle of the perimeter... all was quiet outside, and nothing was moving inside. As far as she could see, anyway.

Opting to go in through the side entrance for the ER, they found the doors juttering, and the floors covered in blood. Puddles of it were dark and stagnant in the waiting room, but sodden streaks went down the hallways. Quietly checking the directory map with a penlight, Richard traced the route they needed to take to get to the stairwell. It should go straight up to the roof, right to the whirlybird, which was where they needed to be.

So they ran.

They were about halfway down the hallway when the zombies who'd been just out of sight in the nurses' station heard them, and started to give chase. As their pounding footfalls rounded the corner, other heads began to lean into the corridor. EMTs and police officers, teenagers and soccer moms, all turned by the hungry dead came after them with the snuffling, shuffling, hungry snarls of monsters from a nightmare.

They made the stairwell half a hall ahead of the horde, and Richard paused just long enough to chock the door with an ax blade before they started up the stairs. The zombies managed to break through, but it bought the cadre enough time to get a few floors head start. While there were other snarls and grunts coming from the other hallways through the open emergency doors, they were far away, and not a problem at the moment. Panting, Otis hit the rooftop door hard, the three of them bounding out into the night. The chopper pilot, halfway through a smoke, jumped when he saw them.

"Get us in the air!" Richard bellowed at him. Before the door had time to close, Richard and Otis both grabbed a heavy equipment rack, straining with their backs and shoulders. It rocked, then toppled, hundreds of pounds ramming against the door. The zombies were pushing and scrabbling, but before they could get the door open more than an inch the three survivors were into the chopper, and heading out into the night sky.

Not A Single Combat Roll (Which Suited Us Fine)


While I've heard a lot of stories about All Flesh games that were high-octane runs through blasted cityscapes, or last stands against armies of enemies as parties of diehard survivors fight for their lives, this particular game did something very special for me as a player... it rewarded the smart choices of the group.

Ah ha... I see what you did there. Very well.
The fellow running this game went through all of our choices, and pulled back the curtain on what would have happened had we done things differently. Firstly, by sticking around the starting area to grab maps and listen to the broadcast, we figured out where we needed to go, and how we needed to get there. And we booked it fast enough to avoid a combat. Then, when we went to the garage, we didn't waste time going into the back lot, or digging around in the bays, where we might have run into additional dangers. When we hit the strip mall we kept things fast and quiet, and we didn't smash open any windows, or trigger any alarms that would have quickly summoned a few squads of curious zombies wondering what all the racket was. We chose not to go right into the main lobby of the hospital (more of a lucky choice than anything else), and instead of crawling through the bloody hallways we just went for the goal before the enemy could shake themselves up to react.

At first he was apologetic that he hadn't just forced encounters, but we'd made all the smart moves, and he didn't want to punish us for sidestepping the threats in what was supposed to be a survival game. However, as I said at the time, I felt far more accomplished for outsmarting the challenges and getting to the destination in one piece than I ever would have felt for just fighting my way through a huge pack of zombies just because.

I might be unique in that, but it's something I wish more DMs would keep in mind; if your party is making the smart moves, don't punish them for it... just keep things tense with skill checks and atmosphere, and let them see just how far they can push their luck!

Next Time on Table Talk!


This week we had a bit of a break, but next time we should be back to the Sandpoint Companions, and their adventures in the Runeforge! So, make sure you come back for the next installment of Table Talk!

For more of my work, check out my Vocal archives, as well as the YouTube channel Dungeon Keeper Radio where I help out from time to time. Or, to check out books like my sword and sorcery novel Crier's Knife, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, and Twitter, as well as on Pinterest where I'm building all sorts of boards dedicated to my books, RPG supplements, and greatest hits. Lastly, to help support me and my work, consider Buying Me A Ko-Fi, or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little donation can have a big impact.

Monday, December 23, 2019

Players, Don't Bring Antagonism to The Table

"I'm just saying, if you're going to go into those mines, you're going to need someone tough enough to survive," Durgard said, hefting his tankard.

"And what's that supposed to mean, exactly?" Ventaran asked, folding his arms over his chest.

"Well, I couldn't help but notice," Durgard said, raising his voice along with his mug. "That you've got a pair of pointy-eared thin skins. You want my advice, leave them here in the tavern. Else wise, you may as well be tying a pair of steaks round your neck to bring out the beasts."

"Uh-huh." Ventaran finished his drink, and stood. "Thanks for telling me everything I need to know."

"It's not a worry," Durgard said, grinning. "So, when do we leave?"

"We don't," Ventaran said. "I don't bring big egos on the trail with me. I wish you luck in your travels."

And don't let me catch you trying to follow us.

If You Wouldn't Do It At Work, Don't Do It In-Game


Since last week's Players, Make Sure Your Characters Actually Want To Be Here was so popular, I thought I'd build on that with another piece of hard-earned experience a lot of my fellow players should take to heart. If you get the urge to build a character who's cantankerous, dismissive, prejudiced, or in some cases outright hateful, take a step back for a moment and ask if this is really the first impression you want to make on your new co-workers.

Because if your character isn't worth the trouble (and sometimes even if they are), there's a good chance you're going to find you got left behind at the inn by people who just didn't want to deal with your bullshit anymore.

You want to throw down, greenskin? Huh?
Much like the reluctant hero trope that I covered last week, we see this one everywhere in our fiction. The most famous is probably Gimli and Legolas, but it's also the basis of dozens of buddy cop movies (and you could argue the foundation of that entire genre), as well as a good third of war movies where the brotherhood of arms erases the prejudices of the outside world.

And Remember The Titans, if you're more of a sports film buff.

The issue with characters who come pre-loaded with their own baggage (whether it's the elf racism, or the dismissive sexism, or the constant shit talking to magic users or to non-magic users depending on the character) is that you're walking into a stressful environment, and then ratcheting up that tension even more. It's bad enough that you all need to work together to repulse the goblin raiding parties trying to burn down the village, or stop the plague of undead wreaking havoc on the countryside, you don't need to compound that stress by actively making the rest of the table wonder if they can trust you to do your part, or being so unpleasant to work with that they fantasize about just letting the werewolf eat you if the opportunity presents itself.

You don't have to be sunshine, rainbows, and happy thoughts; just don't bring a character who is a jerk, and then look surprised when other members of the party don't want to deal with you. Because as I said a while back, Make Sure Your Character Is As Fun To Play With, As They Are To Play.

With That Said, Though...


As with all rules, there are exceptions to this. In the case of the antagonistic character, the exception is usually because you want to actually make the character grow past whatever it is that makes them so abrasive, and give them a kind of redemption arc. If you've seen Guardians of The Galaxy Vol. 2, then what we're basically describing is Rocket's arc where he learns to trust people, and to let them become his family rather than pushing them away by being as mean and hurtful as he can.

Yeah, we see through you, big guy.
If you want to do that, then it pays to work it out beforehand with another player. Go back to the example of Gimli and Legolas, and say you want to mimic that in your game. One of you wants to play the dismissive elf, the other the aggressive dwarf. They're both mistrustful of each other, and both of them are prone to needle the other to try to get a reaction. If both of you check with each other beforehand, and confirm with the DM that this won't be a problem, then you are free to play that out and let things develop. Maybe by the end of the first arc, once they've learned how to fight together, they end up sharing drinks, and the dwarf finally admits, "Ah... you're all right, you are," while the elf just smiles, and says, "Three hundred years I've been adventuring... and this is the fastest I've ever come to enjoy a dwarf's company."

It's sort of like a boxing match; both people involved need to give consent for this. Otherwise you're just walking up to someone and punching them in the face, and that's not the experience they signed up for.

Because, as I said before, Remember, The Party is Under No Obligation To Adventure With You. You have full control over your character, and you're the one who decides what they say, and how they act. Do your best to enhance everyone else's fun, rather than being the only one at the table who is enjoying your character concept.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, 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!