Category Archives: Con Season
Pandemic changes things. For everyone’s sake, we need to adapt. For our own sakes, we need to stay sane.
At least for the next few weeks, a lot of us aren’t going out and doing the things we normally do. That leaves us with only online options to interact with friends.
RPGs are a great way to spend time with friends. And if you are willing to go theater-of-the-mind, it works great just via chat or video conference.
But, no one may be in the mood to act as GM.
So, a group of 2-4 friends sure CAN run through a pre-generated adventure without a GM, or a map. Just treat it as a board game, deal with one encounter at a time, roll targets of attacks randomly, and don’t get too hung up on things like tactics or worrying about player knowledge. One Facilitator reads each encounter as you run into it (and maybe that role rotates), and players agree to deal with things cooperatively.
You can even use these ideas to run yourself through adventures on your own, a kind of Gaming Solitaire.
But… it might be nice to have some guidelines for things like skill checks interacting with encounters, when you don’t have a GM to make rulings. So:
GM-less 5e Skill Rules
This is just the beginning of a potential ruleset for playing through a published 5e module with friends, likely online and without a virtual tabletop, and without a GM. This is a first set of thoughts—the beginning of this idea, rather than the end.
Group Skill Decisions
When you want to try something the text doesn’t give you guidance on, the group needs to decide on a DC for the effort. The player proposing the action suggests an ability and related skill, and describes how the action would work. The group then sees if they can agree that the thing being proposed would be Very Easy to accomplish, Easy, Medium, Hard, Very Hard, or Nearly Impossible. The default DC of anything the group can’t decide on is 20 (Hard).
Ability Checks Table: Typical Difficulty Classes
Task Difficulty (DC)
Very Easy (5)
Very Hard (25)
Nearly Impossible (30)
Each ability score lists the skills associated with it, along with typical results for success and failure of skill checks that aren’t specifically outlines in the adventure. Have fun with these checks. Describe the attempts, discuss how the story plays out. It’s a different kind of roleplaying, but no less fun or effective for being more cooperative.
For example, the adventure says there is a locked door. Kyla suggests her barbarian should be able to shoulder the door open with a Strength (Athletics) check. The group agrees that’s possible, but given it’s a sturdy, well-maintained door, it’ll be Hard. Kyla attempts a DC 20 Strength (Athletics) check. If she succeeded, she could bypass the obstacle (forcing the door open). As it happens she fails. The typical failure for Strength Athletics) is to take Damage equal to DC -20 -2d6. That’s a base of 10 (DC 20 -10) hp of damage. Kyla rolls 2d6, and gets a 7, which she also subtracts. She ends up taking 3 (10 -7) points of damage, and the door is not open.
(Athletics) – Success: Overcome one obstacle. Cause one monster to be unable to act for 1d4 rounds. Failure: Take damage equal to task DC -10 -2d6 (minimum 0).
(Acrobatics) – Success: Overcome one obstacle. Cause one monster to be unable to affect you for 1d3 rounds. Failure: Take damage equal to task DC -10 -3d6 (minimum 0).
(Sleight of Hand) – Success: Take one item of fist-size or less from the encounter. Cause one monster to be unable to use an item for 1 round. Failure: Disadvantage on defensive rolls for 1 round.
(Stealth) – Success: Escape an encounter. Examine an encounter without triggering it. Failure: Trigger an encounter, lose turn failing to escape the encounter.
Endure a hazard or circumstance for 1d4 rounds without taking additional damage or penalties.
(Arcana) – Learn the details of one magic creature, effect, trap, curse, or similar item. Failure: False information causes you to be at disadvantage for your next check against the magic examined.
(History) – Learn the details of one ruin or established settlement, or item pertaining to it. Failure: False information causes you to be at disadvantage for your next check against the place or related item examined.
(Investigation) – Learn the details of one location you can examine unhindered. Failure: False information causes you to be at disadvantage for your next check against the location or a related item examined.
(Nature) – Learn the details of one natural creature, effect, hazard, location, terrain, or similar item. Failure: False information causes you to be at disadvantage for your next check against the natural creature or phenomenon examined.
(Religion) – Learn the details of one religion or a related creature, effect, trap, curse, or similar item. This specifically includes angels, demons, devils, and undead. Failure: False information causes you to be at disadvantage for your next check against the religious subject examined.
(Animal Handling) – Success: Overcome one animal-based encounter that has not yet become a combat without it becoming one. Cause one animal to be unable to affect you for 1d3 rounds. Instruct a friendly animal to take a specific action. Failure: Bad interaction causes you to be at disadvantage with your next check with the relevant animal.
(Insight) – Success: Learn the true intentions of one intelligence creature. If the creature intends to attack you, you may take an action to begin the combat before the creature does. Failure: Bad conclusion causes you to be at disadvantage with your next check with the relevant creature.
(Medicine) – Success: Learn the nature of one disease or poison. Stabilize a dying creature. Prevent a disease, bleed, or poison from affecting its victim for 1 round. Failure: target takes 1 hp.
(Perception) – Success: Learn all elements of an encounter. Failure: No penalty.
(Survival) – Success: Live off the land without using up supplies for 1 day. Avoid one natural hazard. Locate a natural encounter and observe it without setting it off. Failure: One random party member takes 1 hp.
(Deception) – Success: Overcome one non-combat encounter with intelligent creatures. Gain advantage on your next check with one creature in a combat encounter. Failure: You are at disadvantage on your next check with the creature you attempted to deceive.
(Intimidation) – Success: Overcome one non-combat encounter with intelligent creatures. Gain advantage on your next check with one creature in a combat encounter. Failure: Creature attacks you.
(Performance) – Success: Gain advantage for the next check a party member makes in a non-combat encounter with intelligent creatures. Failure: Suffer disadvantage for the next check a party member makes in a non-combat encounter with intelligent creatures.
(Persuasion) – Success: Overcome one non-combat encounter with nonhostile intelligent creatures. Failure: No penalty.
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.
This is less Writing Basics than it is Freelancing Basics, but I suspect it’s going to have the same audience, so I don’t want to make a whole new tag. 🙂
I’ve spoken and written many times about how useful it is when building a game industry career to go meet other professionals in person. You can do this at conventions, game days, trade shows, and sometimes smaller open-invitation get-togethers. And I stand by all of that.
But, let’s face it, for a lot of people going to meet professionals who live in Seattle (or anywhere really) isn’t a viable option. If you don’t live right near an event they are attending, or very close to their home base, it’s expensive to get to any such opportunity. Even if you do live nearby, you may not be able to take time off work as needed. Or you may be a person with disabilities, or have family you have to take care of, or face crippling anxiety in crowds.
My first Gen Con nearly drove me out of the industry, I was so overwhelmed by the massive crowds. The first Gen Con I attended as a Paizo employee nearly killed me because I’m just not up to doing as much walking as it called for. I’ve worked very hard on overcoming those issues of mine, and many others, but that’s not an option for everyone.
What is available to everyone reading this on my blog is – online schmoozing.
No, it’s not as effective as meeting people in-person. But it’s also much less restrictive on when and with who you can try it. And human psyches being what they are, it can still be extremely effective, especially over the long run. Familiarity, gratitude, and humor can help build relationships.
So, some basics.
Follow Them. Like and Share Their Stuff
The beginning step is just to find places where these professionals are being visible in a professional capacity, and engaging with them there in basic and helpful ways. Do they have a professional Facebook page (and that likely includes anyplace they advertise their work)? Follow them, interact with and SHARE their posts. If you thought a post was neat, reply saying you thought it was neat. Retweet their Twitter announcements. Subscribe to their Twitch shows. This will begin to be noticed, over time, in a positive light.
Don’t Take Rejection Personally
Seriously, a declined friend request with no explanation is not an insult. Just take these things in stride, and look for more professional, less intimidate places to follow that game creative. Many creatives keep separate presences for their role as authors or artists an their personal social media, so try to find their professional account. (I don’t do this, but I’m a weird exception in that regard.)
And if they block you? Take the hint, and walk away. Full stop.
Remember They Don’t Owe You Anything
Online schmoozing is not transactional. Watching 400 hours of a Twitch stream does not obligate that broadcaster to do you favors, boost your stuff, or even talk to you. Over time you can see who does seem interested in talking to you, or even helping you, but accept that is their choice and you cannot and should not push for or expect anything.
In general, I think it’s most effective for you to use your real name and face as your tag and icon when you want to benefit from online schmoozing. But that’s obviously secondary to you being happy, and you being safe. If there are reasons not to use your real name or face, see if you can at least use recognizable names and icons over multiple platforms. I can’t begin to guess how many people I recognize on Facebook, and on Twitter, and on paizo.com, without having any idea they are all the same person. If someone wants to benefit from my getting to know them virtually, there’s a much bigger impact if I know those interactions are all with one person.
It’s the internet. Some creators are creeps. Some are secretly vile. Don’t do anything that feels scummy, invasive, or not in the nature of the professional contact level you are trying to build. Keeping communication in public spaces can help with this.
Respect Their Space
Different online spaces call for different kinds of interaction. For example, if a professional is streaming to promote their new book and have a live chat, and opens a question-and-answer period, that’s a bad time to ask their advice for how to break into the industry. They are there to promote something, so a much better interaction is to ask them about that project, or something closely related. If, after a few questions, there don’t seem to be more folks wanting to talk on that subject you can inquire about asking a less-related question. But if the answer is no, don’t push it.
Similarly, if you get invited to a social online space that includes professional, don’t pester them about professional issues without some sign it’s appropriate and welcome. I’ve heard stories about game company owners having people pitch them freelance projects during online gameplay with MMORPG guilds. That’s the wrong time and place.
Here I’m specifically talking about your interactions with professionals you WANT to get to know better. And, remember to think about how what you write could be taken in harsh text form, with no smile or human inflection or context to soften it. There are people I have known for decades who can reference old in-jokes with me online that make me smile, but that from the outside must look like some harsh insults. Someone who thought that was just how I interacted with folks online and tried to emulate similar language might well tick me off, and I’d have no idea they through they were joining in on the fun.
Don’t Spend Too Much Time On It
The idea here is to become part of an easily-accessed online community that includes professionals you hope to learn from, and someday be recognized by. It’s not to have a part-time job clicking likes and boosting tweets.
If your online schmoozing prevents you from doing anything fun or important? You’re doing it too much.
Shamelessly Linking This To My Patreon
Giving someone money actually isn’t generally the best way to build an online relationship… but being a patron of mine DOES help me have time to write advice posts like this one!
I have heard recently from three different friends who all said three different other friends are “sure” I hate it in Indiana, here in the Land of the Brain Eaters.
I’m actually settling in really well. Yes, I am sometimes lost, depressed, disconnected, moody, or in a black doldrum so dense nothing, not even cheer, can escape.
But… that’s just me, folks. I have civilian PTSD. I suffer clinical depression. I am a socially awkward introvert. None of that was going to stop because I moved to the last place in the US where you can buy a fried brain sandwich any day of the week.
I mean… maybe once I eat my first brain. I’m saving that for a special occasion.
But honestly, I am doing better than I expected, by a long shot. I have only ever lived in central Oklahoma and the Seattle region (well, and one semester in California when I was in kindergarten). Ever time I have moved, even just to a new neighborhood in the same town, it has taken me months to get comfortable. Sometimes years.
Here? I’m already pretty comfortable.
Some of that may be how I moved–for me the most grueling part was packing things up during the 5 weeks I was still in Redmond after Lj had flown out to Evansville. But that meant our possessions, including my bed, were already in place when i arrived. There was a space for me before I got here. Yes, about half of what I own is still in boxes, and we’re still figuring out which kitchen drawer has the spatulas, and the movers lost some of our furniture and ruined more–but none of that is part of Evansville. It sucks, but it’s just life.
Gen Con was shortly after my arrival, and while driving to and from the Con in a few hours was a new experience, the Con itself is familiar. The Con Crud I got was new — just a little sore throat and a tad too much mucus, combined with a fatigue that kicked my ass for three weeks. So some of the vibes people seem to have picked up may have been annoyance with how little energy I had.
The culture here is one I understand. It’s not the same as OK or WA, but it’s similar to both of them in a way. No one looks at me funny when i say ‘yes, sir” or “thank you, ma’am,” most food is fried *or* bar-b-que *or* Asian fusion, there are multiple multiplexes, lots of delivery services, and a dizzying array of test kitchen restaurants.
Roads are largely laid out on a grid with 90-degree turns and packing lots shared between businesses. Things are flat, though not Oklahoma flat. There’s real thunder, so far on a nearly-weekly basis. The sun comes up and goes down at reasonable times.
I miss my Seattle friends… but I still chat with them online. I miss my OK friends… but I just saw them last month. I enjoy being closer to friends who live in IN and adjoining states, and I expect I’ll make new friends. And if I don’t, that’s okay too.
And WOW are things cheaper than Seattle. Like, stunningly cheaper. That takes a LOT of stress off.
My wife Lj and I have begun figuring out what life here is going to be like. We took our first ever yoga class–a chair-based one, for beginners–and I think that’s going to be a huge part of the future. It’s less than 15 minutes from our apartment, we clicked with the class and instructor immediately, and it had an immediate positive effect on us. I have come to think of it as physical therapy for being human. As I claim back strength and flexibility lost to years of stress and sitting, I’ll be looking at next steps, but this first step feels very *right*, and useful, and sustainable.
I’m already in a Pathfinder game, so that’s good. 🙂 I have also already begun to carve out the new shape of my career. I’m the Game Design Expert at Lone Wolf Development, I have a real plan to produce some fiction in a way I never have before, and I have more things as settled deals which just aren’t ready for announcement yet.
There will be dark times ahead, of course. That’s a fact of my life — I am at war with my own brain, and I take that war with me anywhere I go. But I don’t think those battles will be harder here than they were elsewhere. Yes, my support network is more virtual and less direct now, but then my sources of stress are also reduced. Yes, there are some big financial challenges we put off until after the move, but we are in a good place to tackle those. A lot of the things I thought would happen now look like they aren’t going to, but I knew not all of them would–just not WHICH ones wouldn’t. And, at least at the moment, I am sanguine with my prospects.
And for a while at least, there’s a whole city to explore. Will we go to the giant bridge club building? Visit one (or more) of the many minigolf courses? Pick a “favorite” restaurant, or game store? Go back to taking the occasional evening drive in air that cool but not cold?
Find the elusive Red Cathedral? Or Storm Arsenal? Fight the Brain eaters… or join them?
I don’t know.
But I look forward to finding out.
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Just coming off Gen Con, which gave me an opportunity to talk shop and history with many of the titans of tabletop, I want to offer some insight on what it’s like to be a manager, owner, or major executive employee at a tabletop game company.
I’ve worked on staff at Wizards of the Coast, Green Ronin, and Paizo. I’ve freelanced for a dozen other companies, and know many of their owners and executives very well. I’ve helped start, run, and shut down game companies. I’ve been doing this in different roles for more than 20 years.
This insight isn’t about one company. Nor is it about my own time constraints (in general my role is game creation and NOT these kinds of tasks)
This is about the tabletop RPG industry as a whole, as it has been for decades, in many different capacities, for many different companies.
First–you never have free time, or enough time. There is always an event coming up. Sometimes people have to walk away from one almost-week-long event that took 2 months to plan for to get on a plane to fly overseas for another such even. Sometimes people work 5-6 weekends in a row at events, conventions, sales meetings, open houses, and so on. Sometimes you have to work 30 8-10 hour days in a row.
And the people who do that work also have things that have to be done every weekday, every week, every month. It’s 40 hours of work if you are lucky, AND weekends of work (especially during March-August, the half the year we refer to as con “Season”), AND THEN emergencies that are time-sensitive and cannot wait.
And it’s a rough industry. Most of the game companies I bought things from 20 years ago don’t exist anymore. A lot of the ones I bought from 10 years ago don’t exist anymore. Even those that are still around sometimes suffer layoffs, or long periods where things are so risky that a single bad decision about which license to sign, which partner to anger, which friend-of-a-friend you annoy, which print run to cut back, which book to publish, can sink a company.
It’s high-stakes, high-stress, high-time-consumption, all the time.
I absolutely am not telling anyone they are not allowed to ever feel like a company isn’t giving them enough attention. But when there are serious problems, it’s wrong to think the company owners or senior staff are showing disrespect or proving they “don’t care about customers” because they “won’t just take 10 minutes and discuss some information.”
The people who make the decisions who keep the doors open at a tabletop game company can’t do anything regarding major problems off-the-cuff.
It’s never “just 10 minutes.”
And, again, I’m not currently dealing with any of these huge issues in my role at any company right now.
But I have in the past.
I know when I have had issues with licenses with other companies, when I was in other positions, I have had to not just decide “What do I want to say,” but:
“Do I need to warn my partners, who are also partners of a company i am having issues with, before I make a statement about that company’s issues??”
“Do I need to run this by my company’s owner?”
“Do I need to run it through our legal council?”
“Do we need to have a meeting to make sure everyone is on the same page about what has happened, and what our plans are?”
“Do I need to have editors go over my statement so it is clear and concise?”
“Would I rather take the 2-3 hours of collective time it is going to take to do this, or to sleep at least 6 hours tonight?”
And when the people who run these companies are too harried to make the right business decisions? People lose their jobs.
It’s not just a game, or a badly produced entertainment product for the people who depend on these jobs for health insurance, retirement income, and rent.
The thing you claim will be easy to give you?
Done right, it’s never just 10 minutes.
Done wrong, it can tank someone’s job.
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I am pleased to announce I am now the Game Design Expert at Lone Wolf Development. (Sometimes, nothing beats a face-to-face meeting at #GenCon.)
While I expect to still be doing many other things as well, including freelance and running RGG, this position is now a major part of my career.
More news when it’s fit to print. 🙂
Okay I’m at Gen Con, but I can’t help but want to play with some of the most interesting new rules of the Pathfinder Second Edition Core Rulebook. Shields!
Here are some new shield-focused feats. I am still trying to decide how I want to present some of the new information PF2 feats need in my blog format, so here’s a first try.
Angle Shield[General][Feat 1]
Prerequisites Shield Block
You can angle your shield to deflect part of the force of a powerful blow. When you use the Shield Block feat, your shield takes 5 points less damage than normal (minimum 0).
Duck Down[General][Feat 3]
Trigger: When you have your shield raised and are forced to make a saving throw.
You can duck down behind your shield, making it more difficult for spells and special abilities to target and effect you. You gain a +1 bonus to the triggering saving throw. You are no longer considered to have your shield raised.
Knock Aside [General][Feat 1]
When you are wielding a shield, you gain a +2 bonus to the Disarm, Force Open, Shove, and Trip actions of Athletics.
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It has been many years since I wrote of my travel to the Grand Convocation of Mages. I became comfortable under the aegis of the Golem Lords, and weary of the endless dream ink such travelogues required.
But now I am a Free Lance once again, and it seems fitting to return to habit of marking my hours as seen through eldritch-tinted spectacles.
In many seasons past, my fair denmate, the Loving Tyrant of Lists, has accompanied me to the convocation, and taken her leisure in the land of Nod while I toiled to earn coin. (An amusement of a phrase, given the hard hours of eldritch efforts she engaged to keep my timeline untangled and productive on such trips.) But now, her keen skills have been taken into service of the Allqueen of Wolves, and her travel to the convocation is driven by grand design.
It is I who come along, untethered and at dangling scrolltips, to support her war against the forced of gnarl and chaos that nip at the Allqueen’s heels.
Untethered, but not unbidden. As we now dwell in the lands of the Brain Eaters, we shall take the land route to the Grand Convocation this season, and travel in numbers for safety. I am up before the sun has awoken, to attend last rituals and bend space to accommodate more portage than its dimensions warrant. But this is a quiet time before the flood. I am to help summon the Wolves’ Den, hurl axes at the foes of the Marquis of Parchment, sup alone with the Grimm Master, enjoy the Monster Lord’s Feast at the Hidden Temple (under the watchful eye of the Grimm Master again), spend time dispensing wisdom next to the Ronin Flags, partake of time with the newly forged Golem of the Law of Stars (and many fine Freestaves, whose number I am once again among), and speak in hushed tones to numerous Keepers of Realms and Ephemera and perhaps even sit with the Kitsune Prince before closing out my time with lunch by the Housewrights, and the Feast of Endless Flesh.
But first, my morning oblations.
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Tonight, in about 25 minutes, is my “Farewell Diner” for Paizo.
I’ll be here for 2 more weeks, but this is my last chance to have all the remaining Starfinder team be present for what I see as a celebration of my time at Paizo, and Starfinder (and the people who worked on it) have been a crucial, defining part of that time.
I’m sure I’ll have more to say later, but right now, as I face the first official memorial of 10% of my life, I wanted to express this.
Paizo has some of the greatest, most creative developers, writers, storytellers, and designers in the RPG industry. The art staff, customer service, warehouse staff, and project management all do amazing work trying to keep the actual company able to support those creative goals.
It is not easy. It is not painless. They work spectacularly hard, and emotions and investment in these products runs very high.
I Boomeranged back to Seattle, back into an RPG staff job, because I thought it would make me a better creator.
It has, by leaps and bounds that exceeded my wildest hopes.
But the people I work with, many who have gone on before me and many who are staying here after I am gone, have also made me a better person.
I’m going to have lots of conflicted feelings the first time I see the Paizo credits without my name listed among them.
But one of the strongest will be gratitude for what this time has meant for me.
Long after I am no longer an employee, I’ll remain a fan.
Well I don’t like TOO much preamble before getting to the point of the announcement, so here’s the tl;dr version.
My wife Lj has gotten a job in Indiana, working as an Executive Assistant for Lone Wolf’s vice-president. As a result, she and I are moving from WA to IN.
In fact, Lj is flying out to our new apartment (if you need our new address and don’t have it, drop me a line) on Saturday. June 15th. In 3 days.
I’ll be around for about a month in Redmond, and then go out to join her.
Inevitably some folks will have questions, so predicting them as best I can, and in no particular order:
Starfinder isn’t going anywhere. Paizo has lots of amazing, hard-working, and talented people on that game line, and they have known I was leaving for a bit now. We don’t know exactly how everything will get sorted out, but the game line and its products will continue.
I remain a huge fan of Paizo, Pathfinder (both editions), Starfinder, the Adventure Card Game, and even things I can’t talk about yet. I was a freelancer for Paizo for years before I was a full employee, and I expect to be freelancing for them again in the future.
While Lj getting a job is the reason for this change, yes, I have plans that involve other companies. But I’m not announcing any of them just yet. Rest assured, I am not leaving gaming behind.
Yes, this is why Rogue Genius Games is taking a short break. But in the long run, it’s not going anywhere. I have plans and plans, yet, for my tiny little gaming company, and its partners and allies.
Yes, that’s why I will be at Gen Con this year. I had decided not to do any out-of-state conventions in 2019. But that won’t be out-of-state by August.
If you have more questions, let them fly!
I have now been a full-time employee of Paizo for five years.
It both seems like it’s been much, much longer than that, and like it can’t possible have been that long.
I was hired to be a developer for the Pathfinder Modules line, and that lasted for all of a single module (Plunder & Peril), which was outlined and ordered before I showed up, written by awesome authors, and which both Paizo Editor-in-Chief at the time Wes Schneider and the entire Paizo editorial staff had to do a lot of hand-holding to get me through it. Then I moved over to help with the Player Companion line, which I eventually took over. The first book I was able to propose, outline, assign, develop, and shepherd through the whole process was Dirty Tactics Toolbox, and it remains something I am proud of. I developed or helped develop 24 titles in that line, covering a little more than two years. Again, it both feels like it was longer than that, and like I couldn’t possible have been doing that for two years.
During that time I was also the host for Paizo’s RPG Superstar contest, was the Freeport Developer for Green Ronin (and yes, that got complicated, and I appreciate more than I can ever express the trust both companies placed in me), a blogger, the publisher for Rogue Genius Games, a developer and then producer for Rite publishing, a freelance writers developer and consultant, the person who handled most of the development blogs for the Emerald Spire (leading to my “Into the Emerald Spire ongoing multi-year Con game, which will be played at the 6th PaizoCon in row come next month), a seminar attendee, and as much as possible an advocate for the causes and people I thought needed allies.
(And as a ridiculously long parenthetical aside, I wish I had written something like this for my five-year anniversary with Green Ronin, who have been a loving and supportive family in ways I never would have predicted, and for Rogue Genius Games, which is still my baby. But those milestones hit at times when I didn’t have the words. I don’t want to take away from my main point, but nothing in the past five years has been simple, and I need some folks to know I love and appreciate them at a special level. Thanks Ronins. Thanks Stan! I would not have survived the past 60 months without you all.)
For five years, Paizo has been the focus of my social, professional, and financial life. I met new people. I made, and in a few cases lost to tragedy, close friends. I even had a “five year plan.” I thought I was on a specific path, and thought I knew where that would take me.
Which I never saw coming.
First the pre-game work, then the core rulebook, and now the work as Starfinder Design Lead. I’ve followed, collaborated, tried to lead, grown, and I hope helped others to grow. I am grateful for how amazing and talented all the people who work on Starfinder in all capacities are, and I am truly proud of a universe I have helped to begin. I look forward to seeing it evolve, especially watching the amazing things other people are doing to make it so much better than I imagined.
On the journey to be here, this arbitrary benchmark which has me writing passionately at 3:30am (and not at all for the first time), one moment sticks out in my mind.
In early 2014, on a phone call with Erik Mona about whether I would seriously give up the life of being a full-time freelancer in the extremely cheap and well-known environments of Oklahoma to take a full-time job for Paizo, he asked me why I wanted the job.
“I want to grow. I want to be around people who do work I admire. I want to meet new people, learn new skills, and do new things. I love Pathfinder, and I love Paizo. I want to help both of those things be better, and I can’t imagine a better place for me to be around successful people who can help me be better.”
It was, Erik said at the time, a great answer.
And, it has proven to be a great success in terms of making me a better person.
The past five years has certainly not been without its challenges, frustrations, pains, fights, and failures. But especially on the my year anniversary, I want to take special care to thank EVERYONE I have ever worked with since I joined Paizo, from managers and publishers and the warehouse crew and art department, editors, designers, developers, and owners, to freelancers and the community and Superstar contestants, for being so helpful, and welcoming, and awesome.
I look forward to the next five years, and all the challenges and opportunities they will bring.
Owen K.C. Stephens,
Starfinder Design Lead, Paizo, Inc.