Monthly Archives: December 2018
2018 Capsule Review
In many ways, 2018 was a year of terrible things for me.
I began the year in full burnout.
I suffered a still undiagnosed medical issue causing hormone imbalances that lead to sudden and sometimes debilitating fatigue.
I tackled one of the toughest projects ever, and saw the conditions it was done under damage the morale and happiness of my collaborators.
I went to more conventions then any previous year… having agreed to them before my fatigue issues developed.
I stepped back from several industry positions I took great pride in.
I suffered direct, personal, untrue defaming attacks in several online venues.
Despite ALL that, I can’t call this a bad year. TOUGH yes, heck yes, but not BAD. I did a lot of things I am very proud of, including wrapping some projects that have been in the works literally for years. I survived conditions being stacked against me. I learned just how much support and love the community and my various employers and coworkers are willing to surround me with.
I made mistakes. There are things I still haven’t dealt with. There are things I haven’t even *started* to deal with.
But I leave the year full of hope and optimism, and it’s hard not to think of that as a sign of a good year.
Holiday Poem: The Night Before Adventure
Happy holidays all! Regular articles will return with the new year, but for now please enjoy this bit of silliness.
It was the Night before Adventure and all through the Party,
Not a Creature Was Stirring, their snores much too hearty.
No one on watch, they trusted a spell,
And if it didn’t work, their mage they’d give hell.
The steeds were all stabled, the familiars asleep,
The summoner’s eidolon made not a peep.
The rogue clad in mithral, paladin in full plate,
Knew the forces of evil would just have to wait.
When from camp’s edge there arose a loud scream,
Two boom, three zaps, and one laser beam.
“To arms” a knight screamed, to weapons they dashed,
Though the bard didn’t make it, his head was too bashed.
The wards all collapse, some hirelings did flee,
As a cyborg rust monster attacked us with glee.
“I won’t kill you all” it said in voice clipped,
“I’ll just rot your stuff, so your power is dipped.”
The adventurers all gasped, and considered the horrors,
Of loosing their status as bad-ass top scorers.
They rolled their initiative, and cast up their buffs,
And leaped up to engage in violent fisticuffs.
The monster did taunt them, and call them bad names,
As it used its evasion to dodge magic flames.
They stabbed it, and slashed it, and missiled it with magic,
Until its form was quite punctured, lifeless, and tragic.
The adventurers smiled, and kicked the dead brute,
For they knew in its lair, there was surely more loot.
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Starfinder Writing Basics: Terms
Quick Starfinder developer note.
In Starfinder? The names of classes, archetypes, bonus types, magic items, class features, hybrid items, technological items, equipment, the word level, and spells ARE NOT CAPITALIZED the way feats, skills, and HP/RP/SP are.
It’s not “The Gramarthurge is an Archetype exclusive to Technomancers that gains Word Abuse at 2nd Level, which boosts the utility of Spell Cache.”
It’s “The gramarthurge is an archetype exclusive to technomancers that gains word abuse at 2nd level, which boosts the utility of spell cache.”
But it’s still “The gramarthurge gains Toughness as a bonus feat, and a +2 insight bonus to Diplomacy when speaking or writing.”
As for why?
Well for every game, that’s a house style call, generally lead up by the editors and publisher, and possibly creative directors and designers.
It’s a process that involves a lot of smart people with a lot of opinions, and I am far from the most important (or most informed) member of that group, but as general guidelines:
If a detect magic spell will cause it to ping, it get italicized. So spells, magic items, hybrid items. This makes it easy for a GM to know what is magic without always looking it up.
If the term has been capitalized in every version of the d20 rules in our ancestry for 19 years (skills, feats), it gets capitalized. The original logic (IIRC) was that if we didn’t capitalize skill and feat names, they would get lost as game terms, and they were each their own highest-level header independent of any other game element. For example, you don’t capitalize class features because they are elements of a larger sub-category, the class. But each feat is all of that feat, and same with skills.
If the abbreviation of a multi-word game term is capitalized so it won’t be lost, and uses the first letters of the game term, the full term is capitalized. So HP leads to both Hit Poitns and Hull Points, but XP does not lead to experience points being capitalized. This isn’t true for all d20 games.
Otherwise normal rules of grammar apply, so elebrian isn’t capitalized for the same reason human isn’t, but Deoxian (as in a resident of the undead world of Deox) would be for the same reason American is.
And you can always check a game’s glossary and/or index, and always ask your editor/developer if they have a style guide.
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Adventure Sketch: Lord of the Rapids (for Pathfinder)
Adventure Sketches are just the most basic set up, plot, twist, and development for as many or as few sessions as a GM wants to turn them into. They’re enough guidance to make plotting out a game easy, but not so much it’s hard to fit into any existing campaign.
Intended for Pathfinder, this adventure sketch can be modified to work with nearly any RPG with lawless lands, frontier zones, and numerous races.
The rapids are the most dangerous part of the great river, but are also on a branch of the river easily bypassed by those wishing to use it for travel. The land around the rapids is rockier and heavily overgrown, bad for farming and hard to travel through. It was considered to be most concerning as a potential place for bandit hideouts, but no such group was ever known to use it. As recently as a generation ago the rapids were considered too far from anything of value for any thinking group to bother with them.
But in recent years, numerous aquatic animals and magical beasts have attacked all up and down the rest of the great river, and most ponds and lakes near it. At first such attacks were only on isolated groups, mostly itinerant traders, and local settlements ignored it. But in recent months the attacks have been bolder. Major trade shipments have been attacked, and a few small thorps have been abandoned, with signs of attacks in the disused buildings.
Major merchant princes in faraway lands wish the disruptions of trade to end, and assume some brigand ranger or petty druid is finally using the lands of the rapids to set up an outlaw camp. The merchant princes wish to end the problem quickly and cheaply, and thus have placed a bounty on the leader of these presumed “rapids rogues.” The PCs are drawn into this situation, perhaps to pay off a debt, perhaps as guards for a river trader and his shipment, perhaps as a favor for a struggling vendor, or perhaps just for the bounty.
But in truth, it’s a brine dragon (a juvenile brine dragon perhaps, CR 8, and a good capstone fight for 5th or 6th level PCs) and its lizardmen conscripts that have been causing problems. The brine dragon, Breakwave, has also conquered the local nixie clan who once lived in idyllic peace in the rapids and surrounding lands. Breakwave wishes to build an empire, and forces the nixies to use their talents to train and command aquatic threats (giant caimans, anacondas, arapaima, monstrous electric eels, and dire river otters), and uses threats and bribes to turn any other nearby creatures into soldiers.
The PCs must fight their way through the rapids, learn the true nature of the threat, rescue citizens of the abandoned settlements (many of whom have been pressed into service by Breakwave), bypass monstrous and aquatic guards, and finally defeat Breakwave himself.
And then the real adventure begins.
Breakwave has angered numerous other nearby threats–attacking some, extorting others–and his death causes those threats to rush into the lands around the rapids to claim his presumed hoard. Further, without his *undesired) patronage, and with the rapids now seen as a crucial tactical location, the nixies and their care for that section of the great river are doomed–unless they can convince the PCs to protect them (perhaps in return for the nixies’ loyalty).
And the merchant princes suddenly think the PCs may be making too great a profit. And the lizardmen came from a not-too-distant tribe, who expected regular payments in return for the lizardman mercenary service, and will demand recompense for the loss of the income Breakwater provided.
The PCs can flee the situation, or try to use diplomacy to re-establish equilibrium, or claim the area as their own base of operation, of even pick up where Breakwave left off…
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This Adventure Sketch exists in direct response to backer suggestions for more Pathfinder content, and more adventure ideas. I can only take the time to write up things like this, thanks to my Patrons support! If you’d like to support this kind of material, and suggest other content I might add more of, why not join my Patreon for as little as $3 a month?
Writing Basics: RPG Pitches (Part One)
One of the things I have given as advice to people who want to break into rpg writing or increase the amount of rpg writing work they receive, is to make pitches to smaller companies. The logic here is that while Paizo and Fantasy Flight and Wizards of the Coast pretty well all know exactly what books they are doing for the next 12-18 months, and likely already have some sense of their schedule over the next 5 years or so, smaller RPG companies are more likely to be flexible and interested in projects freelancers are excited to write. You probably can’t get WotC to publish your idea for an adventure or a book on halfling baking magic, but Rogue Genius Games, Rite Publishing, and other small-to-mid-range companies are more likely to be interested.
If you do it right. And I never really talk about what that looks like. So, here’s a new Writing Basics to cover making rpg-related pitches. A lot of this is going to carry over to other publishing mediums and freelance work… and a lot won’t. As usual this is where I have the most experience, so this is where I am focusing my advice.
Way Before You Pitch
But before you do more than jot down some ideas you want to pitch, you have some pre-work to do. A lot of this is boring, and requires you to put in a lot of effort and thought before you get to any of the fun stuff of making things up for a game. That’s one of the big secrets of freelance work. It’s three jobs—successfully get the assignment, do the assignment, and then get paid for the assignment. The willingness to do this “boring part” is a huge part of how to get good without depending on getting lucky.
So, you want to pitch some companies. That means you need to pick some targets, and study those targets. I don’t want to make this sound creepier than it has to, but that really is the best way to say this.
You need to know who to pitch to, and you need to know what to pitch to them. One good way to find companies who are doing current work in the game system you want to write for is to go to DriveThruRPG, search for the game system, and click its home page. On the left is a list of game companies that have had good recent sales on products for that game line. Those are prime targets, because they are making money on that game and are doing do recently.
That’s not the only method of course—see who is active, who freelancers are talking about, who releases lots of products. Ask around.
Once you know who you want to pitch, you want to make it as easy as possible for the people you pitch to say yes, and that requires knowing somethings about them. Check their web sites. Look to see if they have submission guidelines. Look to see if they have a “Contact Us” link somewhere. Look to see if the owners or employees or recurring freelancers have social media you can follow and, if they do, read everything you can.
Take notes.
You can’t be a writer if you aren’t a reader. You want to know as much as you can about every company you are going to send pitches to. If they are looking for something specific, if they work in particular game lines, you want to know. Do they use a lot of authors for each product? What size product do they publish? What kinds of products do they publish? Adventures? Monster books? New rules content? Campaign settings? Entire game expansions? Whole games?
Before you ever approach a game company asking if they want to give you work, you want to have a solid idea what kinds of things they publish. That’s a big part of “making it easy to say yes.” Sure, if you have a brilliant idea that’s radically different from what a company normally does they may opt to take a risk on you… but that’s a bigger ask than suggesting you be the person to fill a slot they are already likely to want somebody to fill.
Also, BUY some of the company’s products. Yes, this means spending money before you make money. But not every game company has a style guide, and even the ones who do don’t include all the things they do out of institutional momentum. How a company arranges headers, whether it uses first-person, second-person, or third-person language, how it handles pronouns, how much art it uses, how many maps it presents, how serious or jokey their products are—those things can vary wildly (and can vary by line, or even by product). Knowing at least some of how a company actually presents game material is a huge help both when deciding what to pitch them, and in producing a manuscript they like enough to want to work with you again.
If you can, categorize the types of products produced by numerous game companies and their various lines. This can be helpful when you are first pitching, but it can also be helpful later on. For example, if you know what companies product short monster books for Pathfinder 1st edition tied to a single theme, then if you pitch a book like that to one of them and get turned down, you can quickly decide who to pitch it to next.
Finally, if you have any contacts within the industry, you may want to ask about their experiences working for each of the companies you have picked. Knowing if they are friendly, timely, how they pay (profit-share? Per word? Upon completion or upon publication?), what rights they take (work for hire or share of rights?) can help you know what to expect. You can always try to negotiate these things if they don’t match your needs (and should walk away from an offer rather than take one not worth your time or that takes advantage of you), but that’s another issue that may make it harder for a company to say yes to you.
We’ll continue this advice with Part Two: What to Pitch and When to Pitch It.
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Writing Basics: What IS the Barrier to Entry?
When people ask how to break into, or expand their visibility within, the RPG industry I often mention working for small pdf publishers as an option, or becoming one to self-publish your work. But, how realistic is that latter choice?
I have been deeply involved in small, mostly pdf, mostly third-party RPG game publishing for a decade. Despite looking a lot like the same kind of work as mid-sized companies (to be be fare, many of the same skills and challenged DO apply), being a basically one-man RPG shop is possible, and the barrier to entry can be quite low.
But… how low? How much should you spend on your first RPG release? How little CAN you spend?
Well, let’s look at some actual numbers.
Let’s say I want to release a 10-page RPG supplement for a licensed game, but that some OGL game or something with a separate license. How cheap can I make that?
Well, at a guess, that’ll be 7,500 words of writing. Let’s assume I do all the writing myself.
Then I want it to be edited. I can, possibly, get a friend or family member to edit it for free, but let’s assume I don’t do that. You can find editors for 1 cent/word. That’s my first real expense, and it’s $75.
Then I need a cover, and some interior illustrations. And they have to be things I have the rights to. Stock art is clearly the way to go with this, if we are trying to keep things cheap. I want one big piece for the cover, and five 1/4-page or character illos pieces to have one every 2 pages for the interior. That’s six total pieces of art. There’s a wide, wide range of stock art available, including a lot from Rogue Genius Games. I’ll likely spend more on the cover art than the interiors (although you could also go the brilliant route Raging Swam Press did, and create a style that uses no art on its covers. That’s a savings now AND in the future.) Let’s say you average $5 per illo for stock art, so that’s $30.
You need someone to do graphic design, and layout. Ideally you’d pay a graphic designer to design the look for your line and create templates, which your layout artist would then use to put all your text and illustrations in place to make a final book. But you’re trying to go cheap. So you find someone to do a basic graphic design and layout in one go, and pay $2/page. That’s another $20.
It’s smart to get a lawyer to go over licenses with you, get yourself an LLC and a company bank account, and lots of other steps… but you don’t HAVE to.
It’s also smart to pay people what they are worth, and you often get what you pay for. I’m not claiming the prices I list here are standard, or reasonable. I’m just saying you can find professional people to do the listed work for the listed price.
Okay, so you are now out $125. You don’t want to pay for print runs or advertising, so you put up a pdf on DriveThruRPG, and the Open Gaming Store, and maybe Paizo, and maybe Warehouse23. What makes sense depends on the product. Those all have different terms, but let’s assume you’re going to get 65% of cover price, on average.
How many copies will you sell? Who knows. Let’s assume you’ll do 50 copies in the first 90 days. So you need to make $125 over 50 copies, or $2.50 per sale to break even. Since you only get 65% of each sale (the rest going to your online distributor), you set the sale price at $3.95 for the pdf.
If you sell your 50 copies, you’ll bring in $128.37… a $3.37 profit!
Of course, taxes will take some of that.
And if you had paid even 3 cents/word for the writing, you’d have another $225 in costs, which would require you to sell nearly another 100 copies to break even.
And if that writing is going to earn as much as $15/hour at 3 cents/word, the 7,500 words need to take no more than 15 hours–a writing rate (including outlines, formatting, brainstorming, approvals, revisions, and so forth) of at least 500 words an hour.
But if you at LEAST break even, you can learn and improve, and make more sales (and produce the material faster) on your NEXT pdf…
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Horrifically Overpowered Star-Feats
Very soon, RGG will be releasing Starfarer’s Codex: Horrifically Overpowered Feats.
And it’s my fault.
This is, obviously, a new entry in the Horrifically Overpowered line of game supplements, bringing the world of OP to Starfinder-compatible games. And while it WILL update many of the old Pf-edition OP feats, that’s not all the book has.
Oh heavens no.
It is SO much worse than that.
“How bad could it be?” you ask. Pretty bad. game-breakingly bad. You should never allow ANY of these into your campaign.
Seriously, let me show you.
Here’s just a few examples of Horrifically Overpowered Star Feats.
Ain’t Got Time To Bleed (Horrifically Overpowered)
You can rest when you’re dead.
Benefit: As a full action, you can use any option available to you that normally takes 10 minutes. You are subject to all the other restrictions of the action (it’s fast not free, get real).
Ancestral Plasma Canon
You have an item your family has carried into star battle with star demons for star centuries.
Benefit: Select one category of item that is not consumed when it is used, such as a small arm, heavy weapon, light armor, an armor upgrade, or a technological, hybrid, or magic item. Each time you gain a new character level, this item is upgraded to any item of the same category you wish with an item level no greater than your character level +2. If the item is lost or destroyed, it or a replacement returns to you no later than the next time you gain a character level.
Resolved (Horrifically Overpowered)
No one is more resolved than you are.
Benefit: The Resolve Point cost of any ability or option that requires Resolve Points is one lower than normal for you. If that makes the Resolve Point cost 0 or less (yeah, or less—if you are allowing THIS option, who KNOWS what you’ve allowed into your campaign?!) you can still only use the ability if you have at least 1 Resolve Point remaining in your Resolve Pool.
If you want to make me stop writing such ridiculous pandering products which appeal only to power gamers and bring shame on my reputation as a professional, feel free to join my Patreon, in the hopes the money will distract me and put an end to this terrible idea.
Or… I mean back me and tell me to write more. As long as you give me money, I don;t care what you ask me to do.