Author Archives: okcstephens

What’s Your Runeblade Name?

Runeblades always have cool, evocative names… but it can be a pain to have to come with them from scratch all the time. So for all your Runeblade name needs, here’s the What’s Your Runeblade quiz!

Take the second letter of your first name, and the last letter of your last name. So, as Owen Stephens, my Runeblade name is Shadow Slayer. (Or Shadowslayer—you can run them together or not, as you prefer.)

Or, you can roll 1d100 twice to create a random name.

Or just pick something cool. 😊

Runeblade Name Beginning
(Second letter of your first name, or 1d100)

A (01-04). Ash
B. (05-08). Bane
C. (09-12). Battle
D. (13-16). Blaze
E. (17-20). Blood
F. (21-24). Bright
G. (25-28). Crimson
H. (26-32). Dawn
I. (33-36). Death
J. (37-40). Doom
K. (41-44). Fear
L. (45-48). Foe
M. (49-52. Gray
N. (53-56). Hell
O. (57-60). Ice
P. (61-64). Luck
Q. (65-68). Mourn
R. (69-72). Night
S. (73-76). Pain
T. (77-80). Rage
U. (81-84). Run
V. (85-88). Sea
W. (89-91). Shadow
X. (92-94). Soul
Y. (95-97). Storm
Z. (98-100). War

Runeblade Name Beginning
(Last letter of your last name, or 1d100)

A. (01-04). Blade
B. (05-08). Bringer
C. (09-12). Claw
D. (13-16). Cleaver
E. (17-20). Crasher
F. (21-24). Dragon
G. (25-28). Fist
H. (29-32). Flame
I. (33-36). Friend
J. (37-40). Gate
K. (41-44). Hammer
L. (42-48). Iron
M. (49-52). Master/Mistress
N. (53-56). Moon
O. (57-60). Raven
P. (61-64). Razor
Q. (65-68). Sigil
R. (69-72). Skull
S. (73-76). Slayer
T. (77-80). Song
U. (81-84). Star
V. (85-88). Thunder
W. (89-91). Tomb
X. (92.-94). Tooth
Y. (95-97). Wand
Z. (98-100). Widow

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The Branding and Promise of the Names of RPGs

I think it’s helpful for the name of an RPG to tell you something about what the game is (supposed to be) like.

For licensed properties, this is easy. A Star Wars RPG is about Star Wars For licensed properties, this is easy. A Star Wars RPG is about Star Wars (even if some folks will always claim it is just the Ghostbuster’s rules of D&D, “reskinned”).

Dungeons and Dragons does a good job of this–it’s a game about monsters and underground locations. Yes, it’s more than that, but it still tells you something. And it’s ubiquity allows you to show kinship with it easily enough — Tunnels and Trolls is clearly giving a similar feel as D&D. Mutants & Masterminds was brilliant.

Hero System and Champions are both pretty good.

Shadowrun was not as good as Cyberpunk, originally, but it is now. Gamma World was good, but Aftermath was better, and Marrow Project at least as good.

But Omega World was brilliant, because of Gamma World.

Both Vampire and World of Darkness did good jobs with this.

Star Frontiers was better than Traveller in this department, but Space Opera may have been better than either.

I’m not comparing the quality of these games as games. Just the ease of branding offered by their names.

I think about this, when I am working on things like Really Wild West, which I hope does a good job of immediately identifying itself as a kind of over-the-top Weird West setting.

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Revised, Partial List of Very Fantasy Words (Update!)

The most recent update to the Revised, Partial List of Very Fantasy Words can be found here!

Need to make a region sound more like a Croft or Realm? Want to make sure people reading your fantasy text think of you as argute?

Well then, you need a Very Fantasy Word!

(Do you enjoy the content on this blog? Why not become a patron, and support more free material!)

The Power of Blackskull (for Pathfinder)

Blackskull (and its mistress) is a location you can use as the seed of one or more adventures. It can be a side-quest, the end of a small adventure, a goal for players to claim, or even act as a patron’s home base. Legend claims it is the remains of Akash, the Titan of All Knowledge and avatar of the Akashic Record. You can set it in a vast desert, at the center of a massive barrow ground, at the peak of a dangerous mountain, or just at the edge of a small town that has spring up to house and make money off people who come to speak to the oracle of Blackskull.

The one true power of Blakcskull is the highest chamber within the skull, known as the Lore Room, which once per day allows anyone making a Knowledge check there to gain a +10 circumstance bonus to the check, as the ancient knowledge of Akash soaks into their mind.

blackskull

(Blackskull cartography from Dyson Logos, and available for use by license)

History

For years, Blackskull was a focal point for petty squabbles among various sects of gods of knowledge and wizards who wished to use its resources to design new forms of hybrid animals. After an unfortunate incident when two such forces combined and made a small chimera-like creature with the body and one head of a racoon, wings and head of a magpie, and additional head of an tiger keelback snake, which began stealing the holy books of all religious orders, the local baron set up a challenge that Blkacskull would be granted to the scholar who could answer the most difficult question the baron could pose.

And the winning sage was the Fel Sage, also known as the Blood of Knowledge, a minor bard lich who poses as a vampire.

The Mistress of Blackskull

The Fel Sage is legendary as a “reasonable” undead. She doesn’t have any ethical limitations on her choice of actions, and would happily burn orphanages to the ground if it further her own researches one iota. However, she is also an apt historian who has a clear view of what happens to evil overlords when they become a threat to the world at large—heroes come and destroy them. The Fel Sage doesn’t want to rule the world—that sounds like a lot of work—she just wants time to read all the books, scrolls, tablets, and folios she has gathered over more than  a lifetime (which is why she became an undead to begin with—to have more time to read).

So, she used the power of suggestion to convince the baron to pose a question she already knew the answer to, answered it in a public show of her vast knowledge, and laid claim to Blackskull. As a result she even has some legal protections—as long as she doesn’t break local law, it’s illegal to kill her just for being an undead. Further, she acts as a sage for numerous adventuring parties and heroes, to ensure she has more allies than enemies—part of her plot to survive forever.

Though she used trickery to win her roost, in truth, the Fel Sage is capable of answering questions well beyond the norm for creatures of her power level. If she chooses to use the akashic communion spell she can gain a +10 insight bonus to one Knowledge check, and combine that with Blackskull’s Lore Room for a +10 circumstance bonus and her archivist version of lore master that allows her to take 20 on one Knowledge skill check per day, getting most of her Knowledge skill totals to +49 to +51. Of course even when this is her plan to answer a question, she insists such knowledge comes from days or even weeks of research, and generally only promises to have an answer after a petitioner has gone and gathered some rare book she desires (or rubbings off new ruins that have been discovered, or a drop of blood from an unidentified body that might spark a border war in a conflict zone so she can cast blood biography, or anything else that might quench her thirst for knowledge).

The Fel Sage only willingly sees people under the guise of a disguise self spell, and normally thus restricts herself to one meeting a day so as not to drain her spell resources (though she has scrolls if she is forced to break that rule). She doesn’t use her disguise self magics to appear human—that’s beyond the power of the spell. Instead she uses it to appear to be a vampire, a different form of undead than her own lich status, and an undead with a very different set of limitations and weaknesses.

While she sees significant tactical benefits to being mistaken for a vampire, her main motivation is actually pride. She is an extremely weak lich, having only barely managed to transform herself and only because she found a document with the easiest, most carefully-explained lich ritual ever. She fears mockery if the world at large ever discovered she was, essentially, the weakest lich ever. But if she poses as a vampire, her immunity to daylight and ability to claim she holds off bloodlust through ancient elixirs and pure willpower make her seem extraordinary and special.

She also uses her disguise self to make her whip look like a dagger, and to make an impressive magic ring appear on her hand, which she pretends is the source of her paralyzing touch lich power.

If a group comes to her with some question that must be answered she insist on being paid in rare knowledge and books, and often has some specific quest she insists on sending adventurers on. If possible, she picks tasks that are more dangerous than they sound, hoping anyone bothering her will be killed off rather than return for an answer—but if they do return, she sees the benefit in having adventurers who will put themselves as risk for her benefit, and treats them fairly. If any seem taken with her comely vampire guise, she does her best to establish a sense of intimacy, often creating a first name she offers to allow them to call her (which she makes up n the spot, the Fel Sage has long since forgotten her “life name,” which she considers irrelevant to her new existence).

Of course she is a lich, and she is evil. Someday, even with the tenuous protection of local law, someone will decide she has to go.

Her hope is that when that day comes, more adventurers will want to keep her around than get rid of her.

The Fel Sage

CR 8

XP 4,800
Female lich (human) bard (archivist) 7
NE Medium undead
Init +2; Senses darkvision (60 ft.), Perception +19; Aura fear (60-ft. radius, DC 19)
DEFENSE
AC 18, touch 12, flat-footed 16 (+1 armor, +5 natural armor, +2 Dex)
hp 73 (7d8+35)
Fort +3, Ref +8, Will +7; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities channel resistance +4; rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits
OFFENSE
Speed 30 ft.
Melee whip +7 (1d3–1), touch +2 (1d8+3 plus paralyzing touch)
Ranged light crossbow +7 (1d8/19–20)
Special Attacks bardic performance 22 rounds/day (countersong, distraction, fascinate, inspire competence +3, lamentable belaborment*, naturalist +2*), paralyzing touch (DC 19)
*Represents an ability gained from the archivist archetype
Bard Spells Known (CL 7th; concentration +12)
3rd (2)akashic communion, charm monster (DC 19)
2nd (4) alegro, blood biography, invisibility, mirror image, suggestion (DC 18)
1st (6)—beguiling gift (DC 17), charm person (DC 17), disguise self, expeditious retreat, hideous laughter (DC 17), memory lapse (DC 17), saving finale, touch of gracelessness (DC 17)
0 (at will)—detect magic, ghost sound (DC 16), light, message, prestidigitation, sift
STATISTICS
Str 8, Dex 14, Con -, Int 14, Wis 12, Cha 22
Base Atk +5; CMB +4; CMD 16
Feats Arcane Strike, Greater Serpent Lash, Lingering Performance, Serpent Lash, Weapon Finesse
Skills Acrobatics +12, Appraise +11, Disguise +16, Knowledge (arcana) +9, Knowledge (dungeoneering) +11, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +11, Knowledge (planes) +11, Knowledge (nobility) +11, Linguistics +7, Perception +19, Perform (oratory) +16, Sense Motive +14, Spellcraft +6, Stealth +19, Use Magic Device +16
Languages Common, Giant, Polyglot, Necril
SQ bardic knowledge +3, jack of all trades*, lore master (take 20*) 1/day, magic lore*
*Represents an ability gained from the archivist archetype
Combat Gear scroll of comprehend languagesscrolls of disguise self (2)scroll of restful sleep, wand of cause light wounds (50 charges), wand of grease (50 charges)Other Gear quilted cloth armor, light crossbow with 10 bolts, whip, cloak of resistance +1headband of alluring charisma +2, backpack, spell component pouch, 25 gp

Blackskull in Your Campaign

You can use Blackskull and the Fel Sage as traditional villains and adventure locations if you wish–just have the Fel Sage send thugs to gather lorebooks by any means necessary, the thugs steal something from friends of the PCs, and the adventure is on! Or she can become a colorful patron, always willing to answer the PCs’ questions… in return for their taking on some dangeorus mission (which gives you, the GM, an easy work-around any time your PCs are stumped–they can get the answer to any question, as long as they do an extra adventure for the Fel Sage to make up for it).

Of a PC could become the “legal” owner of Blackskull somehow, and have to kick the Fel Sage out of it.

Or the PCs could discover some foe of their is always one step ahead of them because that foe buys information from the Fel Sage, and force the PCs to decide if they want to kill her, or buy her off to gain information of her own.

It’s easy to add some encounters to Blackskull to make it a mini-dungeon. Since the Fel Sage is CR 8, throwing together some CR 4-9 monsters is easy enough. here are some examples.
*An androsphinx waits outside, having paid the Fel Sage to find him a new riddle, and he attacks anyone who tries to go in before he has his answer from her.
*An annis hag has become the Fel Sage’s apprentice, usually taking the form of a sky maid named “Lilly.” Lilly tries to get visitors to violate any of the Fel Sage’s rules, so she can kill and consume them. Also, she makes soup.
*One of the upper elvels is protected with a flame strike trap.
*A hill giant, Onks, serves as the Fel Sage’s guard. She has convinced him he is descended from the titan Akash, and that if he serves her long enough he’ll become smart. This is a lie.
*The lowest level has been blocked off and flooded, and there’s a globster in it. because the Fel Sage read about one, got one imported to study, and now doesn’t know what to do with it. She doesn’t feed it much, so it’s hungry.
The Fel Sage has stuck a lurker above in the room off the right eye socket, to protect access to the Lore room. It knows she’s rotted meat, and has no interest in eating her.
*Two bookcases are actually Wood Golems.

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Gambling in the Really Wild West (for Starfinder)

Gambling, and being a professional gambler, are common Wild West tropes, so the ideas ought to be supported in the Really Wild West setting hack for the Starfinder Roleplaying Game (which, after a long rest, is going to start getting regular support from me again!).

On the one hand, those rules ought to include some way to have dramatic gambling scenes for when a game of chance has become crucial to the plot. On the other hand, most people don’t want to have to be good gamblers to play the gambler character (any more than they want to have to be sharpshooters to play gunslingers).

So the rules should be simple, and play to the character sheet as much as the player, while retaining some dramatic tension.

Profession (gambler)

Step one is to explicitly allow “gambler” as an option for the Profession skill. In most cases, a character who wants to make money gambling just uses Profession (gambler). While all professional gamblers can pull from a broad toolbox to make money, the emphasis of their gambling style is determined by what ability score it’s based on. If the skill is Intelligence-based, the gambler depends primarily on knowing the odds and rules of the games, calculating the smart bet and using betting schemes to maximize wins and minimize losses. If the skill is Wisdom-based, the gambler depends more on reading other gamblers and trusting instinctive gut feelings on how to bet. If the skill is Charisma-based, the gambler depends more on bluffing, faking out other gamblers, or using a distraction to cover cheating.

Unlike most Profession skills, a character can make Profession (gambler) checks untrained *thought they cannot use it for the earn a living task if untrained). A player decides what ability score Profession (gambler) is based on when they take their first rank it in (and may choose any ability score if using it untrained).

realweirdwest-gambler-color-01

Casual Gambling

To make things slightly more interesting, a character with Profession (gambling) can use casual betting when making the skill check for the Earn a Living task. The player bets a number of credits equal to their Profession (gambler) skill +10. Then if their skill check for the task (which they may not take 10 on) results in a d20 roll of 2-5, their bet is lost and no money is earned. On a 6-10, they win back their bet, but do not earn any additional income. On an 11-15, they win back their bet and earn credits normally. On a 16 or higher, they win back their bet and earn twice as much as normal for a week’s work. On a natural 1, they lose the bet and lose the same amount of additional credits. (Overall this option is good deal for the player.)

Once a character has used this option for a week in a settlement and made money doing so, it’s not normally available again for at least a month (as locals have learned better than to play with the character). A GM may modify this rule for cities with lots of gambling, very large settlements, and times when numerous new potential gambling partners are appearing regularly.

Dramatic Gambling

Dramatic gambling is only used when the GM calls for it, and normally only when there’s more on the line than just credits. This is the option when the master villain insists on playing poker to see who wins the blood-soaked contract that sells a soul to a devil, or a neutral third party won’t sell the crucial material for a required ritual, but will gamble for it. Unless all the players are gamblers (or find interacting with the dramatic betting rules interesting), this should be as rare as any other focus most players can’t interact with—it’s fine as a spotlight scene or a change of pace, but you shouldn’t build regular encounters out of these rules unless your players know the campaign is going to have a gambling focus.

Dramatic gambling can be done with Bluff, Culture, Diplomacy, Profession (gambling), or Sleight of Hand (with potential consequences). Characters must make multiple checks during a dramatic gambling event, usually using at least two different skills. Most of these skills cannot be used more than once during a dramatic gambling event. The exceptions to this are Profession (gambling) and Sleight of hand, which may always be used. If a character decides to use Sleight of Hand they are choosing to cheat, and all participants and bystanders are allowed to make an opposed Perception check with a -5 penalty and, with a successful check, spot the character cheating.

The Stakes

Before any rolls are made, the gambling event’s stakes must be determined. This can be as simple as an amount of money risked by each participant, but for dramatic gambling events it’s equally likely to be some sort of plot point. For example, if the PCs are trying to convince the Cattle Duke of Montana to allow them to lay train tracks through his grazing lands, the Duke might decide the issue is settled by a high-stakes game of Red Dog, as represented by a dramatic gambling event. Similarly, if the specific player is trying to pick up a legendary item using renown, a GM might decide the final task needed to do so is a throw of the dice with Death herself… again, as a dramatic gambling event.

If the stakes are money, the winner gets to double their stake, and everyone else loses their stake (any “unwon” money goes to the house, which is never a PC). If the stakes are more plot driven the GM should be clear about the consequences of winning and losing. The PCs convince the Cattle Duke to allow their train through his territory if they win, and lose any chance of a peaceful settlement of the problem if they lose. The PC wins a legendary weapon from Death with a win, and gains a temporary negative level with a loss.

Stakes should also include the cost of folding. A character can fold until the Final Reveal. Normally folding costs you half your stakes, though for dramatic gambling where the stakes are more conceptual, the GM should just establish stakes that are half as bad as loosing (the Duke won’t work with you, but will allow you to keep trying to find a new deal he likes better. Death doesn’t give you the legendary item, but the negative level only lasts 1d6 days.)

The First Deal

Once stakes are set, the First Deal is made. This represents how good a position each participant begins with in the gambling. This need not be one hand of cards, or even cards at all. It could represent luck in the first spin of a roulette wheel, how good information about a horse is, or the value of an initial die roll in a gambling dice game.

Each participant in the event rolls a d20 in secret. The die is set aside for the moment. The First Deal is used to determine the final winner of the dramatic gambling event, but not yet.

No abilities that affect d20 reroll can be used on another character’s First Deal, including things like rerolls, unless the character using the ability has successfully Read the d20 result first. Any participant can attempt to Read another participant’s First Deal with a successful use of the detect deception task of Sense Motive check. This can be attempted once after the First Deal, once after the First Deal, and once after the Raise Round, each time looking at a single participant’s First Deal. On a successful check, the raw d20 result of the First Deal is revealed. Once you use Sense Motive to attempt to Read a First Deal you can’t use Sense Motive for any other purpose during the dramatic gambling event.

The GM can ask to see anyone’s First Deal die result, but can’t have NPCs act based on that knowledge without successfully using an ability to Read it.

Raise Round

After the First Deal, comes the Raise Round. Each player makes one d20 roll in the open. Then, from lowest die result to highest, each participant chooses a skill to add the bonus of to d20 roll. Characters can only use their ranks + ability score for this bonus, unless they state they are using some other rule that affects it, such as a class feature, feat, racial ability, spell, or item. (Using spells or items is always considered cheating, and requires a Stealth check opposed by all bystander’s and participant’s Perception checks, to do so without being noticed). Any such ability that affects a die roll or skill bonus can only be used once at any point in the dramatic gambling event. If an operative decides to add operative’s edge to a skill check for the Raise Round, it cannot be used again in the Final Round, even for a different skill.

Once each participant has done this, and the current result of all the raise Round skill checks are known, in the same order characters may choose if they wish to change to a new skill (perhaps one with a higher bonus), or to add an ability that can impact the Raise Round skill check. If anyone does so, another round of potential chances to skills used and class features is taken, repeating until all players pass.

Any skill or ability used in this process cannot be used again in the Final Round.

The winner of the Raise Round is allowed to roll an additional d20, in the open. In the Final Round, that player can use his original First Deal d20 check, or the new d20 roll. This decision need not be made until all the Final Round actions are completed, and everyone’s First Deal is revealed.

If two or more character’s Raise Round skill check totals are tied for the highest total at the end of the Raise Round, whichever character got to that total first wins the round.

At any point in the Raise Round, a participant may Fold, in which case they lose half their stakes (or suffer the more minor penalty, for dramatic gambling events with nonmonetary stakes.)

Final Round

In the Final Round, participants go in reverse order of the order used in the Raise Round. Each participant chooses a skill and declares what their total bonus for that skill is, but do NOT yet reveal what their total is with their First Deal die.

As with the Raise Round, after every participant has declared a skill and any abilities they wish to use to boost it, another round is held where characters may swap to new skills or add new abilities. After each round, characters may Fold, as with the Raise Round.

After everyone passes, everyone in the same order decides to Fold or Call.

Everyone who Calls reveals their First Deal d20 roll, adds their total bonus, and the highest total wins. Whoever won the Raise Round may swap to their second d20 roll in place of their First Deal roll after seeing everyone else’s total. In case of a tie, the character with the highest number of ranks in their chosen skill wins (better good than lucky). If there is still a tie, everyone tied rolls a d20 and the highest result wins.

Example of Play

Alex (a soldier), Janye (an operative), and Stan (an envoy) are playing out a dramatic gambling event. They establish stakes, 100 credits each.

Each of them makes a First Deal roll. Alex gets a 4, Jayne a 7, and Stan a 17, but none of those die results are revealed.

Alex decides to attempt to Read Stan’s First Deal die roll. Alex makes a Sense Motive check, opposed by Stan’s Bluff check. Alex succeeds, and learns Stan’s hidden die roll is a 17. Alex now can’t use Sense Motive for any purpose in this dramatic gambling event other than attempting another Read check after the Raise Round.

For the Raise Round, Alex, Jayne, and Stan each make another d20 roll this time in the open. Alex gets a 15, Jayne an 11, and Stan a 10. Since Stan rolled the lowest, he is the first to declare a skill total. Since he knows he has a 17 as his First Deal, he decides to use a lower skill here and states his using Diplomacy, which is +8, for a Raise Round total of (d20 roll 10 + 8) 18.

Jayne goes next. She has Profession (gambling) at +12, and is an operative with another +2 from operative’s edge. She can use Profession for both her die rolls, but can only apply her operative’s edge to one of them. Knowing she has a First Deal roll of 7, she’d like to win the Raise Round to get a reroll, but hopes she won’t have to use operative’s edge to do it. So she uses her Profession skill without her+2 operative’s edge, getting a total of (d20 roll 11 +12) 23.

Alex has a Raise Round result of 15, and knows his First Deal result is 4 and Stan’s is 17. His best skill is Culture, which is +12, and his second-best is Diplomacy, which is +9. He feels he must get the reroll in the Raise Round to have any hope of winning, and isn’t sure using Diplomacy is good enough. It would get him a 24, better than  Jayne’s current total, but if she has any abilities to boost her result she could beat him. Alex decides to use his Culture to get a total of (d20 roll 15 +12) 27.

Everyone has a chance to change their skills now, again beginning with Stan. Stan decided he wants to prevent Alex or Jayne from getting the reroll from winning the Raise Round, even if he doesn’t need it, so he switches to his Bluff, which has a +12 bonus and gives him the option of adding a +1d6+1 expertise die. Stan decided to use the expertise die now, and rolls a (1d6 roll 4 +1) 5, giving him a +17 bonus for this skill check. That gives him a (d20 roll 10 +17) 27 total as well. However since Alex got that result first, he wins the tie.

No one else wants to use any other skills, so Alex wins the Raise Round. He makes a d20 Raise Roll in the open, getting a 12. Now he can use either his original First Deal result of 4, or his Raise Roll of 12, for the Final Round.

On the Final Round, participants go in reverse order of their Raise Round totals (Jayne 23, Stan 27, Alex 27). Each announced their skill total, but does not yet reveal their First Deal die. Jayne knows Alex has a Raise Roll result of 12 he can use, and she knows her own First Deal roll is a 7. She declares she is using Profession (gambling) again, which gives her a +12 bonus, and that she is using operative’s edge (there’s no reason not to), for a total of a +14 bonus.

Stan used his best skills (Bluff and Diplomacy) and his skill expertise class feature, so his best remaining option is to use his weaker Sense Motive skill, at +7.

Alex knows he has a Raise Roll of 12, but his best remaining skill is diplomacy at +9.

No one has any additional abilities to add or better skills to switch to, the everyone passes.

Jayne then must decide to Fold or Call. She has a skill bonus of +14 and a First Deal die roll of 7, so she knows her total is 21. She also knows Alex has at least a 12 (his visible Raise Roll) and a bonus of +7, also a 21. She thinks she has more ranks in Profession (gambling) than Alex has in Diplomacy, so she calls.

Stan has a skill bonus of +7, and a First Deal die roll of 17, for a total of 24. But he is afraid Jayne’s much higher skill bonus makes her more likely to win. He folds, and loses half his stakes (50 credits).

Alex thinks Jayne must have a really bad First Deal die roll, so he Calls.

Jayne and Alex then reveal their totals. They are tied at 21, but Jayne DOES have more ranks in her skill than Alex has in his, so she wins. Alex loses all his stake, and Jayne doubles her stake.

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Industry Insider: Guesstimating RPG Popularity/Sales

Sometimes, it’s useful to know how a given RPG is doing, both in absolute terms (how many units sold total, how many this month), and relatively (what is it doing better than? What is it doing worse than? Are it’s numbers trending up, or down?)

Especially if you are a 3pp and you are considering doing a licensed product linked to a core game, it can be useful to know how those core games are doing.

But, game companies don’t normally release numbers like that. And even if you want to compare a game to something you publish, you only have one set of those number (your units sold). (And sometimes you don’t even know that if you have things out to distributors with a returnability clause, meaning things you think you have sold might still come back to you and require a refund–but that’s another post).

So the best you can do is gather what little information the industry has, much of which is vague and anecdotal, and then make you best guess.

Since the Starfinder Roleplaying Game is a system covered by the Open Gaming License, and my blog does OGL things compatible with it, let’s see if we can figure out any sources of info to help pin down the game’s popularity.

When released at Gen Con in 2017, the Starfinder Core Rulebook sold out in 5 hours. That’s a fine start, but it doesn’t tell us much about sales now, or how many total units moved.

The Starfinder Core Rulebook is #69 for RPG gaming books on Amazon for gaming books. The Pathfinder Core Rulebook at 66. Other Starfinder books are also in the Top 100–Armory at #52, Alien Archive at #48, Armory #52, and Pact Worlds #93.

Pathfinder has one other entry, the GameMastery Guide at 94.

Battletech, Call of Cthulhu, GURPS, Savage Worlds, Shadowrun, Cortex, FATE, 13th Age, World of Darkness, Mutants and Masterminds and for that matter most other non-D&D tabletop rpgs don’t have any books that make the top 100. That’s only one seller, but it’s a big seller.

Now that’s all relative information only, but it does tell you something about whether new Starfinder books are still moving well, and how they do in physical, online sales compared to other RPGs. You can also try to use that information to guesstimate sales per month, though again you can’t really trust the quality of that data. Still, that data, iffy as it is, says the Core Rulebook is moving 290 units per month on Amazon alone.

You can also look at ICv2‘s ranking of Top 5 RPGs, keepign in mind again that the data is from just one set of courses and not gathered scientifically. ICv2 listed Starfinder at #2 for Fall 2017 and Spring 2018, (behind D&D in both cases).

Roll20 periodically does a quarterly report showing how many games and players are using it for games of various systems. The latest report I can find (June 12, 2018) says “Starfinder is growing steadily, from #16 to #11 over the course of two quarters, and we anticipate that the release of the official Starfinder sheet, as well as some excellent Starfinder products, will break it into the top 10 in no time.”

For many games, you could also look at their relative sales position on DriveThruRPG (for a relative sense of recent sales compared to other games sold on the site), and the metallic best-seller values of specific products (for a feel of total sales over that product’s lifetime). However, Paizo does not sell the Starfinder pdfs or print books on DriveThru, so the best you could do is compare various Starfinder-compatible 3pp products to the 3pp products of other games. There might be times when that kind of comparison is useful, but they are going to be rare enough I’m not going to dig up sample data just for a blog article.

NONE of these sources of info are definitive. But they do give something slightly better than a wild guess, or asking people at a single game store of convention what they *think* is doing well. It seems clear that Starfinder’s sales are healthy, and so far that appears to be a steady or growing trend. There are other things you can look at, like what kinds of products has the publisher of the game announced? The fact that Paizo has a Starfinder Beginner’s Box coming at least suggests they are looking at new customer acquisition, which may help keep Starfinder sales robust.

You can sometimes augment the utility of such things with your own sales information–if you know how well a print book of yours is selling on Amazon, you know books rated about it are moving more units than that.

And sometimes you can tease out other trends as well–but that’s a practice for people who think there’s specific information they need, and I wish them the best of luck.

It’s not GREAT data for making business decisions, but in general I do find it better than nothing.

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Industry Insider: Pragmatism, Personality, and Partnership

I talk a lot about how the best way to get work as a freelancer is to put your name, in a positive context, in front of people who can give you work as often as possible. That’s true in my experience, but it also just hints at another truth about the tabletop game industry in general.

It’s not just what you can do. It’s also about who you know, and who you are.

The tabletop game industry is stunningly small. Personal relationships, personality matches, and private opinions carry a lot of weight on who everyone does business with. At a pragmatic level, the bigger a company the more likely it is to try to just look at objective questions of what makes sense for a business, but those decisions are made by individual people, and their preferences and biases can impact everything from who gets a faster reply to an inquiry to who is trusted with big-dollar budgets.

Obviously it’s helpful to have friends in the industry, but equally obviously most people don’t start off with that advantage. It is absolutely possible to make friends, but more importantly it is possible to build relationships based on trust and respect. Friendship can cause problems as often as it gives an advantage, because people don’t like to give their friends bad news. And the tabletop game industry is all-too-often a place where business decisions are bad news.

Building relationships within the industry can happen organically just by being active in industry activities. Post regularly on messageboards. Write reviews. Engage in social media. Go to conventions. Volunteer to help with events, especially running games for organized play programs. None of those things generally gives you a direct payoff in “game industry friends earned per month,” but they do expose you to people who, like you, are building a network of people known.

Pragmatically, remember that with all these interactions being professional and honest and accurate is going to impact how people think of you. I absolutely do not recommend being a kiss-ass–most people aren’t actually very good at that, and yes-folks aren’t as useful as people who can give an honest, professional opinion. But you also don’t want to be an asshole. There are successful game industry professionals who use ‘asshole” or “grumpy curmudgeon” as their brand, but I don’t recommend it. It’s a lot of work, it requires a lot of talent, and in my opinion they often do themselves as much harm as good and are sometimes buoyed up by cults of personality who can give them bad feedback, false promises of support, or even turn on them.

The main point with this kind of industry engagement is to let people know who you are, and hopefully learn who you get along with. Tabletop game projects often involve a lot of interaction and back-and-forth among their participants, and a lot of us want to know we can get along with someone before we commit to working with them for weeks, months, or even years.

That means that all those things people want to keep out of business decisions–politics, sense of humor, debate style, even questions of spirituality–can impact who you want to work with, and who wants to work with you. I know people in the industry who dislike being in long conversations with me because I am too likely to extensively engage in at-best-mid-quality puns. Obviously that limits my ability to get those people excited to work with me, even if they think I have the skills and connections to help a project along. Equally obviously, I’m not willing to change how I interact with them enough to remove that block to a working relationship. Sometimes we get over that hurdle (often by using middlemen or online-only communications, where I can regretfully delete clever wordplay that’s out-of-place). Sometimes we don’t. But by knowing each other well enough to foresee an issue, we can decide if the extra work is worth the payoff.

Especially early on, extra complements and support can help open doors to more opportunities to show people who you are. from Kickstarters to Patreon campaigns to pre-sales to social media posts about upcoming projects, people who make things happen in the industry often have ways you can show your support, and that is not the worst way to introduce yourself to someone. But don’t pander–it’s not a good basis for any long-term relationship, and it’s exhausting.

I’m not going to try to present this as reasonable or the way things “should” be, but the tabletop game industry is hard enough that many of its professionals just don’t have any interest in working with people they don’t get along with. Sometimes this results in people playing favorites, and that can be frustrating when you are the outside of a social circle. But it’s also something that can mostly only be overcome by developing your own social circle. You have to do the work, be available, put yourself out there, but you also have to remember that every interaction with everyone in the game industry is a preview of what you are like to talk to and hang around with.

Memories in the industry are often as long as the industry itself is small. If you insult someone, slight their work rudely, fail to uphold your end of a contract, or honestly do anything that seriously annoys them, it can impact their desire to work with you forever. I have friends and partners who avoid ever being on the same project because they can’t get along with one another. I don’t recommend trying to walk on eggshells–you have to live your life–but respect, consideration, politeness, and fulfilling obligations once you undertake them go a long way to build a reputation and network of people who appreciate your efforts.

You can’t compromise who you are or what your values are–there are people I won’t work with for moral and ethical reasons. You shouldn’t take risks you can’t afford even for friends–there are projects I have declined to get involved with because while I liked everyone working on it, I had no confidence in their ability to see it through. You can’t make people like you–there’s no one I know in this industry who doesn’t have a few serious detractors, deservedly or not. But you can be aware of the impact of your personality and behavior, and remember that it’s not divorced from your ability to make deals, get work, earn trust, and move forward with career goals.

This is a long-term concern. It takes years, often, for engagement to build any relationships that help you know who you want to work with, and who wants to work with you. But those years are going to pass one way or another. I find it’s best to try to use them to increase my opportunities, rather than burn bridges.

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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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