Monthly Archives: April 2017

RPG Career Advice: Self Promotion

So… look. You have to promote yourself.

Yes, it’s a pain for a lot of people. And it can be uncomfortable or embarrassing, especially if you aren’t used to it. And doing it wrong can turn off some folks, especially early on, who may reply to your promotion with “Who the hell are you and why should I care?”

Those people are doing you a favor, though they don’t know it. They’re giving you a chance at more self-promotion.

Look, if you want an RPG career, you HAVE to self-promote. Because either you want other people to hire you to be part of their projects (in which case you need to get your name and work out there, so people know you are available to be hired and have some idea why they might want to hire you), OR you are doing your own projects (in which case you need to promote them, which if they are your projects is the same as promoting yourself).

Even if you currently have a stable industry job, you should promote yourself. This can increase your value to the company, increase the company’s awareness of your value, and give you options if a meteor strike that company and suddenly you don’t work there anymore.

I am not a social media guru or an example of vast success or riches, so take all my suggestions with a grain of salt. But I had significant problems with self-promotion for years, and these ideas are how I (partially) overcame them.

1. Promote Everyone Else

“Hey, I got to work on this neat project with Awesome Designer and Amazing Editor! They’re doing fantastic work, and I can’t wait to see the end project!”
“Neat Folks have a new Kickstarter, and it looks great to me! Check it out!”

Often the easiest ways to self-promote is to insert your promotion as part of promoting other people, and to simply talk about the things you find exciting even if you aren’t involved with them. Doing these things still puts your name out there, and when you promote other people you encourage them to promote you in return. For introverts, this can be much easier than talking up your own part in projects.

2. Just Do Stuff

Self-promotion doesn’t have to be about saying how great you are. If you put out a new short story, or a cool story hook, or a single feat designed to allow halfling war-bakers make potions out of muffins, you can just put it out, link to it, and make sure your name is easily associated with it.

One of the reason my blog is OwenKCStephens.com is that anything I put on there is easily tied to me.
One of the reasons I put a lot of stuff on there is so people see my name, associated with things they might like.
Creation is promotion, as long as you give everyone involved credit.

3. Have a Way to be Contacted

My email is not hard to find. I let everyone ping me on Facebook. My Facebook and Twitter accounts are linked from my blog. I have a Paizo.com account that accepts private messages. If you want to get in touch with me, it’s easy.
Now, there are good and reasonable circumstances that might make any or all of those a bad idea for the security, safety, or sanity of someone other than me. But whatever method you choose, from a specific work-related email to a forum you can moderate yourself, if you want work in the industry, you need to make sure people know how to get hold of you.

4. If You Mention It, Make It Easy to Find

I have a Patreon campaign. And now, just by linking it, I have made it easy for anyone who wants to give me as little as $1-$3 a month to support these blog posts to do that.

I have both made my point, and self-promoted.

If a project of yours gets a review, link to it in a way that makes it easy to find both the review and a way to buy the product. Endzeitgeist, for example, links to where you can buy the products he reviews when he posts them on his website. That encourages me to use the links to his site when i mention the review, since people can then click-through and buy my stuff. Because he promoted me, I promote him.

If you are excited by your new project, link to where people can find more ifnrmation on it. That increases the chances people will get excited about it, and that helps drive that they found this neat thing because you mentioned it.

If you are going to go to all the effort to promote that you work for multiple companies (such as Paizo, Green Ronin, Rite Publishing, and Rogue Genius Games), promote that fact in a way that helps drive traffic to them.

Readers and fans and customers are often lazy. Make it as easy as possible for them to give you money, follow your posts, or read your thoughts.

Game Fiction: Fairy Doctor

This began life as flavor text for a feat called “Fairy Doctor,” an idea from my longest-running fantasy d20 campaign.

It… got out of control.

And I STILL need to write the feat…

Fairy Doctor

Cyble ran one thick finger down her archlute’s top string, listening intensely to the soft brushing sound. She needed to ensure every string was taught and tuned, to ensure none failed in the confrontation with the sirenwraith shortly after dawn. On the other hand she also needed to be quiet since her companions were all sleeping, and she also didn’t want any of them failing in the morning.

It was, perhaps, then understandable that she didn’t notice the winged mote of light sneaking up from the far side of the campfire, despite the fact she was on watch. Her party members knew she could get distracted by her work even in the middle of the night, and thus rarely gave her watch duty. But this time she was the only spellcaster who hadn’t expended any spells, and she had assured them she was too focused to sleep.

Even so, they had left Stumper, Hawkin Green’s faithful hornhound companion, to keep watch with her. Stumper had, of course, seen the winged mote. Had even sniffed it once. Stumper had then laid his head back down.

So when the mote suddenly hissed “Psssssssst!” in Cyble’s ear, her reaction was reasonable. A bit rough on her archlute, but it had thin mithral reinforcement for just such rough uses.

The mote was slapped to the ground, where it stopped glowing and held up two tiny arms in a gesture of surrender.

“Mighty doctor, stay they wrath! I am but a simple fey, come to beg they aid! For I have ails, and…”

“Oh for FU..” Cyble choked off her own voice just as she began to shout. She glanced around the campsite, but the other adventurers really were too tired to be woken by her near-outburst. Grim Gelda stirred, but settled back into her patchwork skin sleeping roll.

Cyble fixed her gaze on the “simple fey,” a sprig-sprite no more than three inches tall, with the dewdrop leaf attire of a minor noble.

“Listen you little shi… shifty annoyance! This is not the time for that “fairy doctor” stuff. I have real issues to deal with!” She managed to put some of her lung’s impressive power into the rebuke, despite keeping it quiet and focused on the intruder.

The sprig seemed unphased. “But you ARE the fairy doctor! You save Reseld Queen from the morosity that claimed her! Not for seven generations..”

Cyble cut him off with a sharp wave of her hand. “Reseld was just depressed, and I sang a song to cheer her up. That’s it! If I’d know she wasn’t actually a bunny…”

“The Bunny Queen!” the sprig interjected proudly.

“Shut up! My point is I am not some mystic doctor of fairy ills. I just cheered up one fairy, one, and she couldn’t keep her yap shut about it!”

The spring nodded enthusiastically. “Indeed, one song and our beloved Majesty of the Cotton-Tail was back to her cavorting self! And then you saved the Lady of Dawn’s Gold…”

“She was broke, it all,” Cyble interrupted.” I gave her one gold coin.”

“And the Prince of Berries…”

“He was choking. I hit him. It’s not my fault he spit out that seed and survived.”

“…AND the entire Dewdrop Brigade!”

Cyble paused. “Okay, they had devil chills. But it was Grimmy who cured them.”

The sprig’s smile literally glowed. “You found them, assessed their ills, and found the cure in another mortal! You are a fairy doctor!”

Cyble sighed.

“If I diagnose your problem, will you leave me alone?”

The sprig nodded so hard his antennae slapped back and forth from his face to the back of his head. The noise was so ridiculous, Cyble could not help but smile.:

“Fine, but make it quick. And quiet! What’s wrong?”

His expression fell.

“I am small.”

Cyble gave the expression her acting maestro had called “deadpan.” The sprig got the message.

“Of course to you I must always seem small. But my heart, it is smaller. It struggles to meet the inside of my chest with each beat. Food has lost its taste. Flowers are no longer sweet to smell. I cannot match my shadow’s gait. In ways I was once enormous, I have shrunk into a shell.”

Cyble’s expression softened. She scooped the spring up, and set it on the apron covering her ample lap.

“Have you lost anyone close to you recently?”

The sprig shook its head, though large dewdrop tears formed at the corners of its now-huge eyes.

Cyble thought. “Pining after a girl?”

Another head-shake. This was going to be some weird fairy-problem, Cyble realized.

“When did this first begin?”

The sprig’s voice quavered. “Ten nights ago, as the first star sparkled. I looked at it, and wonder who else saw it. A hawk cried out. A child began to cry. And my heart sank, and I have been small ever since.”

“A child?” Cyble latched onto the one element that seemed un-fairy. “What child?”

The sprig shrugged. “I was near a town. Rocks-over-water, or some such.”

“Bridgeford?”

The sprig nodded. “Near an old farm. There was a child within, one old enough to care for itself, but seasons and seasons away from playing adult. It cried.”

“And how did that make you feel?”

Again, a shrug. “It’s mortal. It’ll play at being adult, be adult, learn to make cakes, gain a sliver of wisdom, and die.”

Cyble was trained to read as much into tone of voice as much as the words they spoke. And the sprig’s voice held a slight quaver, which deepened as it spoke.

She knew fairies had extreme emotions, and often it was a bad idea to let them interact with other races. The slightest insult could begin a lifelong grudge, and saving one could result in having them hunt you down for help for years afterwards. But if handled carefully, a fairy could be a real boon to a crying child.

“So, clearly the child saw, and wished on the same star.” She spoke slowly, making it up as she went along, but the sprig nodded again, and wiped a tear from its face.

“And,” she continued, “the child must have made a wish. Children do that. But the wish didn’t come true, and that made it cry. Children’s wishes” she added hurriedly “can’t always be granted. Sometimes it’s impossible, and sometimes it’s just a bad idea. But a sad child wishing on a star… you must have gotten star-worry.”

“Star-worry?” The sprig seemed confused. “I’ve never heard of it.”

I imagine not, Cyble thought. I just made it up.

“Star-worry happens when a star wants to help someone, but it can’t. Someone else looking at the star. Someone like, say, a brave and wise fairy, gets infected with the worry. That’s why you got small. The worries of a star are pressing you down.”

The sprig shook. “I am doomed!”

Cyble smiled. “Not necessarily. The star is worried about the child who wished on it. All you need to do is make sure the child is all right, not starving, not being beaten, and the star will stop worrying about it. Then you can stop being small. BUT!”

The sprig leaned in, its ears actually getting slightly bigger.

“You MUST be careful. Mortal children aren’t fey. You can’t just bathe her in gold or grant her a wish. Like a caterpillar struggling to escape a cocoon to be a butterfly, if you remove all the obstacles in her life, she won’t grow strong enough to survive. But if you add to her woes, she may never escape her childhood at all.”

“But… but… “ The sprig nearly wailed. “Then what can I DO!?”

“Your kind garden, yes?”

The sprig drew itself up to its full, miniscule, height. “We grow the sweetest berries, the brightest flowers, and the hardest stumps!”

Cyble nodded. “Good. That takes care, patience, and time. That’s what the child needs. You don’t know yet if the child is a berry or a stump. You can’t know how much rain or sun it needs. But if threatened by fire or blight, that you can assist with. When the child is no longer at too great a risk, the star’s worry will lift, and then so will yours. Can you do that? With subtly, and care?”

The sprig, to its credit, tilted its head and clearly thought hard. Ten long seconds passed. Then it nodded, once.

“You have found my ail, and given me the course for cure. I’ll go to Rocks-Over-Water, find the sad child, and gentle shepherd it through any grave threat. I am saved!”

The sprig began to glow again, and its wings hummed as it flew up to Cyble’s right pinky finger, which it took in both hands and shook vigorously.

“Thank you, THANK you, good fairy doctor. I shall spread word of your wisdom far an… ummmph!”

Cyble was sure not to squeeze to hard, but she kept her grip on the fey firm.

“Tell. NO. One. Clear?”

Slightly blue in the face, the sprig nodded.

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You Can’t let the Whole World be Your Job

This is something it took me a long time to figure out as a freelance writer and developer, and it’s a mistake I still make much too often.

You can’t let the whole world be your job.

What I mean by that is you can’t allow every place, every time, and every contact to be work-related. Yes, you may be someone who gets freelance work done at 7am, 9pm, or 3 am depending on how your insomnia impacts you. But you can’t let your expectation be that you should be working at all those times.

Similarly you may well need to have your home workspace overlap with your personal space (though the tax benefits of a home office are not to be underestimated), but you can’t allow ALL your home space to be a place where work often gets done.

It’s great to have friends in the industry… but you need to have conversations and activities and interactions with them beyond things you do for your career.

The reasons for needing to at the very least carve out SOME time and space that is kept separate from work concerns are many and varied, but they can be boiled down to one basic idea.

Sometimes you don’t want to go to work.

Now, whether you can spare the time off, get vacation time, can take a mental health day, or need to play hooky is beyond the scope of this article. The important thing is, if you don’t want to go to work, and you have allowed your entire life to be defined primarily by your work, then you don’t want to get up and engage with life.

And that’s a problem.

Burnout, depression, imposter syndrome, introversion, and even panic attacks are not uncommon in creative writing careers. To survive, you need to know there is a way to exist outside your job.

Yes, your email may be ubiquitous, and your editors may always have a question (or a panicked demand) asking about changes, availability, late projects, and so on. But you can decide there are hours when that isn’t your problem. Time when, even if everything is on fire, you get to read a book, or sit on the balcony and listen to the rain. Whatever works for you.

I can’t tell you how to achieve work/life balance. There’s no magic number of hours per day, or per week, you need to take away from being “on call” to your career. But you need to know you CAN take time away. Subconsciously, your brain needs to be able to grasp the idea that after this project, this crunch time, this weekend, you have a place you CAN get away.

Because, to quote one of my editors, you are no use to anyone dead.

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Anniversary of Upheaval

Lj and I arrived in the Great Northwest three years ago, today.

We are on our second apartment, our second vehicle, our second AFK, but still the same core jobs and circle of friends, which in many ways are the important bits. I say core jobs because Lj lost her full-time gig 6 or so months after we moved, and switched to doing RGG bookkeeping and freelance layout full time, and I  have become the project manager at Rite since then. We have had two dear friends move nearby, lost another dear friend, and in many ways I still feel like we are finding our feet.

The only things I miss from our lives in Norman, Oklahoma are a few people, a few restaurants… and certainty.

We knew, in broad terms, what every week, every holiday, and every season would bring. We had strong, long-established social systems that had gone on without major change for decades. Progress was difficult, but so was confusion. Our lives were a known factor, though it was kept at a set level we didn’t seem to be able to rise above.

There are many ways in which we have adjusted. We know more people, have local connections, and get invited to many more things. There are ways in which we haven’t. It turns out 20 years of freelance game writing habits don’t die easily, and I still get grumpy when I can’t take a nap in the middle of a workday at the office. But I AM adjusting.

When we first arrived out here, we also both started getting sick a lot. In 2016 alone I had two trips to the ER and nearly a dozen to urgent care, on top of regular doctor visits. But the last of those was last August, and I haven’t had a major illness since.

This move was a huge step outside of our comfort zone. We sold our house, the majority of our possessions,  and moved away from our most solid core of close family and friends. I’d lived in Norman for 43 or 44 years before I left. That one year exception was 2000-2001, when I was hired by WotC to work on the Star Wars game and that was still what I  was doing when they laid me off 14 months later.

Now I’ve been working for Paizo for 36 months. I began as the developer in charge of the module line, then transitioned over to the Player Companions, and then got to be one of the Design Leads for the Starfinder Roleplaying Game. I have grown quite a bit as a game developer and designer in three years, and these are opportunities I would not have had back in Oklahoma.  We have also made some awesome new friends, strengthened existing friendships, and just barely begun to build some social momentum again.

I mentioned to my wife just yesterday that I haven’t adjusted yet. she snorted and pointed out it’s been three years. She’s right… but so am I. Not quickly do I become comfortable in a new environment.

Despite that, and seeing the financial and psychological havoc it’s played with our long-term plans, I am a bit amazed we took this huge leap. In many ways that’s not our style. But I continue to be convinced that this was a good move for me and my wife.

Being me, I also worry about it a lot. 🙂

Huge thanks to everyone who has pitched in, invited us over, helped out, and just shared a smile now and then to the transplants from OK.

ALSO

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Dystopian Factions: The Prags

These aren’t “for” anything yet, though I might incorporate them into some kind of Starfinder product at some point.

Prags

The Prags, or Pragmatics, believe that whatever produces the best end result, as defined by the self, is morally good. They consider ethics, philosophy, and religion to be flawed, though not useless, methods to measure how a given action will be viewed by individuals other than the self, which can be useful when determining if an otherwise-useful act carries too great a risk of backlash by those it does not benefit, reducing its value to the self.

Prags often support public governments and policies that support the poor and disabled, on the theory that it is impossible to know if the self will suffer some loss, and creating a safety net gives the Prags the opportunities to take greater risks to improve their own situation, knowing that failure will be mitigates by social programs. They rarely support anything designed only to benefit a specific ethnic group or class, because that either doesn’t apply to them if they are not part of the group, or it risks resentment to the entire class if the Prags are part of the group.

In personal interactions Prags strive to develop loyal friends and trustworthy reputations, as these things have proven long-term benefits. However Prags also openly admit they have an eye out for the U-B, or Ultimate Benefit, a thing that grants the self such an advantage that betrayal of ally and reputation is an acceptable cost to pay for it.

While it is clear that Prag belief in the potential of a U-B makes their allies slightly nervous, Prags see this as a benefit as well. An ally you are entirely loyal to is of more value if that ally is also aware that if the alliance proves to have much less value than expected, it may be suddenly and mercilessly jettisoned. This encourages allies to also keep a watchful eye on how much they consider a Prag’s benefits and needs. Many Prags also claim the the U-B is a theoretical construct — since it is impossible to know the total benefit gained by a complete betrayal until the betrayal is irreversible, some Prags claim no U-B could ever be so obviously worthwhile as to justify such a betrayal as pragmatic.

Such Prags often then wink.

Prags near the end of their lifespan, or stricken with an incurable disease, often arrange for a single final enjoyable event, which culminates in their suicide, to ensure their quality of life does not decline any further.

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House Rules; Initiative By Spelllessness

Initiative By Spelllessness

“Exactly!  It’s real and I can touch it.”
Jack Burton from Big Trouble in Little China:

A simple house rule designed to alter the inherent power level of various classes and sets up a cosmology where knowing magic always and automatically means you aren’t as alert to the events of the entirely material world around you. Also, this is nothing more than a minor tweak on the same basic idea from yesterday, but with a different variable as the lynchpin.

Each combat round is broken into 10 phases, though in most combats you can skip many of them. Within each phase, all characters acting in that phase act in order of their initiative modifier (calculated normally).

In phase one, only characters and monsters with no spellcasting or spell-like abilities, and those with only o-level spells or spell-like abilities act.

In phase two, all characters and monsters with spellcasting limited to 1st and lower level spells and 1st or lower level spell-like abilities act.

In phase three, those with up to 3rd level spells and 3rd level spell-like abilities, in phase 4 up to 4th level, and so on.

No other rules need change, and all three phases are still part of a single round. You can hold or ready an action to go in later phases, just as you could hold or ready and act at a lower initiative.

As compared to yesterday, which focused on your level of dedication to combat ability as the thing that lets you go first, in this system the more magic you know the later you go. This means you no longer have rogues going after fighters, or clerics going before wizards. It also mans the bigger an eldritch badass you are, the more you pay for it by other people going before you in the potential games of rocket-tag.

Being a wizard just got tougher.

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House Rules: Initiative by BAB

Initiative By Base Attack Bonus

A simple house rule designed to alter the inherent power level of various classes.

Each combat round is broken into three phases.

In phase one, all characters and monsters with a bab equal to their HD go, in initiative order.

In phase two, all characters and monsters with a bab equal to more than half their HD (but less that their full HD) go, in initiative order.

In phase three, all characters and monsters with a bab equal to or less than half their HD go, in initiative order.

No other rules need change, and all three phases are still part of a single round. You can hold or ready an action to go in later phases, just as you could hold or ready and act at a lower initiative. As long as you aren’t using any 3pp rules that use initiative values to determine anything other than the order characters go in a round, you can just treat this as everyone going on phase one having a +100 bonus to their Initiative check, and every going on phase two having a +50 bonus.

Being a wizard just got tougher.

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Thematic Cheese Feat: High Priest

Sometimes what the GM and players both want is not some carefully balanced, playtested, and theorycrafted expansion of the rules usable by a broad range of characters.

Sometimes you just want some cheese of the right flavor.

High Priest

Regardless of your level or base of operations, you are an acknowledged leader within your religion, able to command vast resources and use pure presence to bring others to your cause.

Prerequisites: Cha 13, member of a church.

Benefit: You gain the benefits of the Leadership feat, except your followers and cohort don’t arrive (and aren’t replaced) automatically, Instead, when you drop a foe to 0 or fewer hit points, if you have a cohort or follower slot open that foe could fill (it is the appropriate level or level-equivalent) you can force the foe to make a Will save (DC 10 +1/2 your level + your Wisdom or Charisma modifier — whichever is higher). If it fails the save, rather that die or fall unconscious, it’s alignment changes to match your deity’s and it becomes a loyal cohort or follower (depending on what slot it took). The foe gains a +4 bonus to this saving throw for each of the things that is true; the foe is a priest or divine agent of another deity or philosophy; the foe has an alignment subtype that does not mach the alignment of your deity; the foe is already a follower or cohort.

Additionally, when in a settlement with a church to your deity, you can command any service that does not have a significant cost to your church. This normally includes feeding and housing a modest number of people and having local priests cast any spell with no costly material components or inherent risks. However, any service with a cost as high as a single gold piece costs the full amount, and you can never use this ability to turn a profit.

Additionally, you can cast atonement, as the spell, once per character level as a spell-like ability.

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Thematic Cheese Feats: Elven Curvedance

Okay, let’s get back to some game ideas!

Sometimes what the GM and players both want is not some carefully balanced, playtested, and theorycrafted expansion of the rules usable by a broad range of characters.

Sometimes you just want some cheese of the right flavor.

Elven Curvedance

You know the ancient, and nearly-lost, art of the wardance of the elven curveblade, which strongly encourages (though it does not require) mobility in combat.

Prerequisites: Str 13, Dex 13, proficiency with the elven curveblade.

Benefit: You can use your Dexterity modifier in place of your Strength modifier when making attack rolls with the elven curveblade, as if you had the Weapon Finesse feat for just that weapon. When you choose to do this, and you make only a single melee attack on your turn, you may also use your Dexterity modifier in place of your Strength modifier when calculating your damage bonus with the elven curveblade (including adding 1.5x your strength modifier when using the weapon two-handed).

If you have an option that you can normally add to a melee attack only when making a standard action or attack action for a single attack, you made add that to melee attacks with your elven curveblade anytime you only make a single melee attack on your turn. for example, if you have Vital Strike, you could use it with your elven curveblade on a charge (a single attack), even though Vital Strike does not normally allow that.

Special: This feat counts as Weapon Finesse for any feat or ability that has Weapon Finesse as a prerequisite or modifies how Weapon Finesse works, but you can only use such feats and abilities with an elven curveblade unless you actually have the weapons Finesse feat.

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Privilege: The Dice Game. An Allegory

I’ve been desperately trying not to write this allegory through game rules, because I’m not convinced either that it is particularly clever, or that any good will come out of its existence. But it also won’t get out of my head, so here it is.

In Privilege: The Dice Game, each person gets to roll one die. You get a number of points equal to your roll. Highest point total wins.

One of three different levels of player privilege is assigned based to each player based on factors outside they players control or merit.

Most Privileged each get to roll 1d20 (a single die with twenty sides).

Less Privileged get to roll 1d12 (a single die with twelve sides).

UnPrivileged get to roll 1d6 (a single die with six sides, or a “normal” die).

Now obviously this means that sometimes an UnPrivileged player will score more points than a Most Privileged or Less Privileged player. To the various Privileged players, this will often feel like they had no advantage, or that their advantage didn’t matter. They did have an advantage, of course. A massive one, in *circumstance*. If you offer to play another game with them, and ask what role they want in order to score the most points, none of them will decide to be UnPrivileged just because one once got more points.

Less Privileged players may focus more on the fact that Most Privileged players have a bigger advantage than they do, rather than the fact UnPrivileged players have a huge drawback compared to the Less Privileged.

The UnPrivileged are likely to complain the game sucks. And for them it objectively does. And if they roll a 6, they will not feel the game is fair just because some of Most Privileged and Less Privileged players roll a 5 or less.

Even if we adjust the game and say the UnPrivileged win ties, they are at a disadvantage. AND, at this point, any Most Privileged or Less Privileged player who ties with a UnPrivileged player may feel it’s “unfair” that they lose ties, claiming that the UnPrivileged have an advantage they don’t. This ignores that the UnPrivileged are still likely to score the fewest points, through no fault of their own.

We could even let the UnPrivileged roll 2d6 and take the better of the two results AND win ties, AND say if they roll two 6s they can roll a d20 and take THAT result if it’s better. And since that may feel unfair to the Less Privileged, we say that if THEY roll a 12 on their d12, they can roll a d6, and if it comes up a 6 they can roll a d20 and take that result if it is better.

And it’s still not a fair game, not because the UnPrivileged get two special rules and the Less Privileged get one, but because they are still systematically less likely to win than the Most Privileged.

Now, with these expanded rules there is no outcome that is impossible for any players. So, with this rule set, it is impossible to identify if a single player is Most Privileged, Less Privileged, or UnPrivileged just by being told their final score. Absolutely any player could, theoretically, get a point score from 1 to 20.

But if you are told the scores of 100 players all at the same level of Privilege, you are going to pretty easily identify which Privilege rank they all had.

End of Line