Category Archives: Rogue Genius Games
“Are there REALLY more than 500 pdfs in the Bonus MegaBundle, for just $30?”
513, in fact.
- 3 Things Made From Crabmen.pdf
- 4HP Alien Races Sokura.pdf
- 4HP CCBase Class Engineer.pdf
- 4HP CC Abstraction Golems Expanded.pdf
- 4HP CC Animated Traps Expanded.pdf
- 4HP CC Pakuvresh.pdf
- 4HP Celestial Character Options.pdf
- 4HP Character Options – Gods in the Void.pdf
- 4HP Comedic Character Options.pdf
- 4HP Even More Horrifically Overpowered Feats.pdf
- 4HP Gruesome Aberrations.pdf
- 4HP Gruesome Constructs.pdf
- 4HP Gruesome Fey.pdf
- 4HP Gruesome Oozes.pdf
- 4HP Hybrid Base Class – Renegade.pdf
- 4HP Hybrid Class – Blasphemer.pdf
- 4HP Hybrid Class – Fury.pdf
- 4HP Hybrid Class – Shifu.pdf
- 4HP Hybrid Class – The Psychemist.pdf
- 4HP Hybrid Class Possesed.pdf
- 4HP Hybrid Class The Montebank.pdf
- 4HP Living Items.pdf
- 4HP Mature Character Options.pdf
- 4HP Minmaxed Monsters.pdf
- 4HP Monsters Under the Bed.pdf
- 4HP More Comedic Character Options.pdf
- 4HP Mythic Archetypes.pdf
- 4HP Mythic Kingdoms.pdf
- 4HP Mythic Magic Expanded.pdf
- 4HP Mythic Magic Items.pdf
- 4HP Mythic Path Transcendentalist.pdf
- 4HP Technomagic – Hybrid Magic Items.pdf
- 4HP Venerable Character Options.pdf
- 4HP Vule the Living Planet.pdf
- 4HP Yet More Horrifically Overpowered Feats.pdf
- 4HP Young Character Options.pdf
- 5 Hellfire Feats.pdf
- 55 Minor Armor Upgrades.pdf
- 55 Minor Spell Variations.pdf
- 55 Minor Weapon Modifications.pdf
- 5e Classes The Godling.pdf
- 5e Menagerie Griffmeras.pdf
- 5e Menagerie Horrors of the Aboleth.pdf
- 5e Menagerie Howl at the Moon.pdf
- 5e Menagerie Oceans of Blood.pdf
- 5e Options Rogue Archetypes Shadow Warrior.pdf
- 5e Trash Gryphon.pdf
- Advanced Options – Alchemists Discoveries.pdf
- Advanced Options – Cavaliers’ Orders.pdf
- Advanced Options – Cavaliers.pdf
- Advanced Options – Extra Evolutions.pdf
- Advanced Options – Inquisitors Judgments.pdf
- Advanced Options – Slayer Talents & Lethalities.pdf
- Advanced Options – Warpriest Blessings.pdf
- Advanced Options – Witchs’ Hexes-Revised.pdf
- Advanced Options-Fight Like A Pirate.pdf
- Adventurers Handbook.pdf
- Annals of the Archfiends – Phosonith – The Cruel Charmer.pdf
- AO Patron Hexes.pdf
- Bullet Point #1 Five Dragonscale.pdf
- Bullet Point #19 Death Mage Feats.pdf
- Bullet Point 10 Feats of Fear and Fearlessness.pdf
- Bullet Point 10 Feats of Hammer and Thunder.pdf
- Bullet Point 10 Mage Armor Feats.pdf
- Bullet Point 10 Monster Feats.pdf
- Bullet Point 10_Subschool_Augmentation_Feats.pdf
- Bullet Point 12 Fighter Bravery Alts.pdf
- Bullet Point 12_Rogue_Trapfinding_Alts.pdf
- Bullet Point 13 Witch Hexes.pdf
- Bullet Point 13-Dwarven-Questing-Feats.pdf
- Bullet Point 14 Halfling Burglar Feats.pdf
- Bullet Point 15 Fantasy Taxes.pdf
- Bullet Point 2 Alt Leadership Feats.pdf
- Bullet Point 3 Simian Races.pdf
- Bullet Point 3 Stone Golem Templates.pdf
- Bullet Point 3 Supernatural Abilities.pdf
- Bullet Point 3_Simian_Races.pdf
- Bullet Point 4 Ghostbusting Items.pdf
- Bullet Point 4 Invisibility Feats.pdf
- Bullet Point 4 Raise Dead Feats.pdf
- Bullet Point 4_Death_Mage_Feats.pdf
- Bullet Point 5 Dragonscale.pdf
- Bullet Point 5 Fireball Feats.pdf
- Bullet Point 5 Handy Haversacks.pdf
- Bullet Point 5 Haste-Slow Feats.pdf
- Bullet Point 5 Machinesmith Feats.pdf
- Bullet Point 5 Meta-Combat Feats.pdf
- Bullet Point 5 Mount Steed Spell Feats.pdf
- Bullet Point 5 Silver Weapon Magic Properties.pdf
- Bullet Point 5 Unseen Servant Feats.pdf
- Bullet Point 5 Witch’s Daggers.pdf
- Bullet Point 5_Control_Water_Feats.pdf
- Bullet Point 6 Anachronistic Armors.pdf
- Bullet Point 6 Antimagic Field Feats.pdf
- Bullet Point 6 Archon Feats.pdf
- Bullet Point 6 Feats for Summon Spells.pdf
- Bullet Point 6 Godling Feats.pdf
- Bullet Point 6 Jester Feats.pdf
- Bullet Point 6 New Exotic and Martial Swords.pdf
- Bullet Point 6 Nonmagic Weapon Qualities.pdf
- Bullet Point 6 Spell-Less Ranger Feats.pdf
- Bullet Point 6 Teleportation Spell Feats.pdf
- Bullet Point 6-Mythic-Feats.pdf
- Bullet Point 7 Bard Feats.pdf
- Bullet Point 7 Cure Light Wounds Feats.pdf
- Bullet Point 7 Feats For Flying Foes.pdf
- Bullet Point 7 Feats for Sword and Board.pdf
- Bullet Point 7 Feats for the Undead.pdf
- Bullet Point 7 Magic Firearm Properties.pdf
- Bullet Point 7 Magic Missile Feats.pdf
- Bullet Point 7 Shadow Assassin Feats.pdf
- Bullet Point 7 Shield Feats.pdf
- Bullet Point 7 Sinful Feats of Gluttony.pdf
- Bullet Point 7 Sinful Feats of Lust.pdf
- Bullet Point 7 Spiritual Weapon Feats.pdf
- Bullet Point 7 Stupid Weapons April Fools.pdf
- Bullet Point 7 Tendril Tentacle Spell Feats.pdf
- Bullet Point 7 Time Feats.pdf
- Bullet Point 7 War Master Feats.pdf
- Bullet Point 7 War_Master_Feats.pdf
- Bullet Point 7-Sinful-Feats-of-Pride.pdf
- Bullet Point 8 Animal Feats.pdf
- Bullet Point 8 Barbarian Feats.pdf
- Bullet Point 8 Dragonrider Feats.pdf
- Bullet Point 8 Lightning Bolt Feats.pdf
- Bullet Point 8_Barbarian_Feats.pdf
- Bullet Point 9 Armiger Feats.pdf
- Bullet Point 9 Witch Hunter Feats.pdf
- Bullet Point 9-Alchemical Bomb Discoveries.pdf
- Bullet Point Cold Iron Magic Weapons.pdf
- Bullet Point Legendary-Weapons.pdf
- Bullet Point Magic_Diseases.pdf
- Childhood Adventures.pdf
- CO The Feat Reference Document.pdf
- Codex Draconis – Black Lords of the Marsh.pdf
- Codex Draconis – Green Menace of the Woodlands.pdf
- Codex Draconis – Red Tyants of the Mountains.pdf
- Codex Draconis – Satraps of the Deserts.pdf
- Codex Draconis – White Terrors of the North.pdf
- Corruption Codex.pdf
- CSP TA The Witch ML.pdf
- CSP Waysides Rock Bottom.pdf
- Dragon Companion Handbook.pdf
- Dynastic Races Compendium.pdf
- EMI Kyr’shin Unchained.pdf
- EMI Taka’shi.pdf
- EMM 1 Interval Spellcasting.pdf
- EMM 10 Brawler Archetypes.pdf
- EMM 11 Mysteries of Spring.pdf
- EMM 12 Malborgoroth.pdf
- EMM 13 Unchained Kangaroos.pdf
- EMM 14 Spells of Comedy.pdf
- EMM 15 Way of the Eight.pdf
- EMM 16 Mystic Scrivener.pdf
- EMM 17 Microsized Templates .pdf
- EMM 18 Motherly Options.pdf
- EMM 19 Gloom Discoveries.pdf
- EMM 2 The Skinsuit Ritual.pdf
- EMM 20 Esoteric Implements.pdf
- EMM 21 Unchained Fighter Options.pdf
- EMM 22 Mysteries of Summer.pdf
- EMM 23 Mesmerist Feats.pdf
- EMM 24 Patriotic Options.pdf
- EMM 25 Yroometji.pdf
- EMM 26 Black Blade Options.pdf
- EMM 27 Spells of Childhood.pdf
- EMM 28 Cleric Options.pdf
- EMM 29 Favored Enemy Focuses.pdf
- EMM 3 Childhood Feats.pdf
- EMM 30 Haunt Invocations.pdf
- EMM 31 Injuries and Scars.pdf
- EMM 32 School Day Options.pdf
- EMM 33 Mysteries of Autumn.pdf
- EMM 33 Unchained Monk Options.pdf
- EMM 34 Mysteries of Autumn.pdf
- EMM 35 Investigator Options.pdf
- EMM 36 Ghost Hunting Options.pdf
- EMM 37 Occultic Singularity Ritual.pdf
- EMM 38 More Unchained Fighter Options.pdf
- EMM 39 Pumpkin Kami.pdf
- EMM 4 Ley Line Qualities.pdf
- EMM 40 The Tall One.pdf
- EMM 41 Cult Classic Heroes.pdf
- EMM 42 Shapeshifter Options.pdf
- EMM 43 Bountiful Harvest Ritual.pdf
- EMM 44 Family Options.pdf
- EMM 45 Festive Armory.pdf
- EMM 46 Festive Options.pdf
- EMM 47 Yearbound Phoenix Ritual.pdf
- EMM 48 Unchained Favored Classes.pdf
- EMM 49 Far-Flung Races.pdf
- EMM 5 Kumiho.pdf
- EMM 50 Haunted Archetypes.pdf
- EMM 51 Arcane Discoveries.pdf
- EMM 52 Paladin Mercies.pdf
- EMM 53 Rage Options.pdf
- EMM 54 Alchemical Power Components.pdf
- EMM 55 Front Liner’s Options.pdf
- EMM 56 Mystery of Riddles.pdf
- EMM 57 Magus Arcana.pdf
- EMM 58 Bloodline Mutations.pdf
- EMM 59 Unchained Kangaroos, Dire Edition.pdf
- EMM 6 Mysteries of Passion.pdf
- EMM 60 Kitsune Kineticist Options.pdf
- EMM 61 Animal Teamwork Feats.pdf
- EMM 62 Mystery of Music.pdf
- EMM 63 Dynastic Armory.pdf
- EMM 64 Hecaviogos Levialogi.pdf
- EMM 65 Catfolk Options.pdf
- EMM 66 Eidolon Knight.pdf
- EMM 67 Animal Companion Archetypes.pdf
- EMM 68 Superior Alchemical Items.pdf
- EMM 69 Fey Shaman Spirit.pdf
- EMM 7 Deific Passengers.pdf
- EMM 70 Unchained Fighter Archetypes.pdf
- EMM 71 Wild Shape Variants.pdf
- EMM 72 Vessel Passengers.pdf
- EMM 73 Microsized Monsters.pdf
- EMM 74 Centaur Options.pdf
- EMM 75 Gculcilite.pdf
- EMM 76 Lost Children.pdf
- EMM 77 Unchained Ninja Options.pdf
- EMM 78 Allakhadae.pdf
- EMM 79 Unchained Bard Masterpieces.pdf
- EMM 8 Gnoll Options.pdf
- EMM 80 Arcanist Exploits.pdf
- EMM 81 Mutative Muck.pdf
- EMM 82 Age Shifting Options.pdf
- EMM 83 Dynastic Spells.pdf
- EMM 84 Kineticist Archetypes.pdf
- EMM 85 Transpositional Creatures.pdf
- EMM 86 More Unchained Bardic Masterpieces.pdf
- EMM 88 Creepy Creatures.pdf
- EMM 89 Everyman Races.pdf
- EMM 9 Sleeping Rules.pdf
- EMM 90 Occultist Panoplies.pdf
- EMM 91 Bloodrager Bloodlines.pdf
- EMM 92 Squishikin Options.pdf
- EMM 93 Soulless.pdf
- EMM 94 Familiar Archetypes.pdf
- EMO Kineticist.pdf
- EMO Paranormal Classes.pdf
- EMO Shaman Spirits.pdf
- EMO Unchained Fighters.pdf
- EMU Bards.pdf
- EMU Eidolons.pdf
- EMU Fighter.pdf
- EMU Teamwork Feats.pdf
- EMU Unchained Cunning.pdf
- Engines of Destructions.pdf
- Everyman Archetypes, Skald.pdf
- Everyman Archetypes, Swashbuckler.pdf
- Everyman Iconics Drake.pdf
- Everyman Iconics Kyrshin.pdf
- Everyman Iconics Shira.pdf
- Everyman Unchained – Eidolons.pdf
- Everyman Unchained Monk Archetypes II.pdf
- Everyman Unchained Monk Archetypes.pdf
- Everyman Unchained, Unchained Cunning.pdf
- Everyman Unchained-Skills and Options.pdf
- Everyman Unchained-Unchained Rage.pdf
- Faeries of the Fringe.pdf
- FTF 13 Evil Spells.pdf
- Genius Adventures – Spring of Disorder.pdf
- Genius Adventures – The Black Skull Laughs.pdf
- Genius Adventures – There’s Yer Problem.pdf
- Genius Guide to 110 Spell Variants Vol. 01.pdf
- Genius Guide to 110 Spell Variants Vol. 03.pdf
- Genius Guide to 110 Spell Variants Vol. 04.pdf
- Genius Guide to Air Magic.pdf
- Genius Guide to Another 110 Spell Variants Vol. 02.pdf
- Genius Guide to Apeiron Staves.pdf
- Genius Guide to Apprentice-Level Characters.pdf
- Genius Guide to Arcane Archetypes.pdf
- Genius Guide to Archer Archtypes.pdf
- Genius Guide to Chaos Magic.pdf
- Genius Guide to Crystal Magic.pdf
- Genius Guide to Divination Magic.pdf
- Genius Guide to Divine Archetypes.pdf
- Genius Guide to Dream Magic.pdf
- Genius Guide to Earth Magic.pdf
- Genius Guide to Exalted Domains of Light and Lore beta.pdf
- Genius Guide to Exalted Domains of Storms and Savagery.pdf
- Genius Guide to Exalted Domains of War and Ruin.pdf
- Genius Guide to Favored Class Options.pdf
- Genius Guide to Feats of Battle.pdf
- Genius Guide to Feats of Critical Combat.pdf
- Genius Guide to Feats of Divine Might.pdf
- Genius Guide to Feats of Immediate Action.pdf
- Genius Guide to Feats of Metamagic.pdf
- Genius Guide to Feats of Multiclassing.pdf
- Genius Guide to Feats of Psionic Might.pdf
- Genius Guide to Feats of Runic Might 2.pdf
- Genius Guide to Feats of Runic Might.pdf
- Genius Guide to Feats of Spellcasting.pdf
- Genius Guide to Feats of Subterfuge.pdf
- Genius Guide to Fire Magic.pdf
- Genius Guide to Gruesome Undead Templates.pdf
- Genius Guide to Hellfire Magic.pdf
- Genius Guide to Hoof and Horn Racial Options.pdf
- Genius Guide to Horrific Haunts.pdf
- Genius Guide to Horrifically Overpowered Feats.pdf
- Genius Guide to Ice Magic.pdf
- Genius Guide to Loot 4 Less 1 – Armor and Weapons.pdf
- Genius Guide to Loot 4 Less 10 – Fezzes Are Cool.pdf
- Genius Guide to Loot 4 Less 2 – Pretty, Pretty Rings.pdf
- Genius Guide to Loot 4 Less 3 – Hot Rods.pdf
- Genius Guide to Loot 4 Less 4 – Fantastic Footwear.pdf
- Genius Guide to Loot 4 Less 5 – All You Need Is Gloves.pdf
- Genius Guide to Loot 4 Less 6 – Cloaks and Daggers.pdf
- Genius Guide to Loot 4 Less 7 – Krazy Kragnar.pdf
- Genius Guide to Loot 4 Less 8 – Belt One On.pdf
- Genius Guide to Loot 4 Less 9 – Bell, Book, and Candle.pdf
- Genius Guide to Loot 4 Less Things that Make You Go Boom.pdf
- Genius Guide to Martial Archetypes.pdf
- Genius Guide to Mystic Godlings.pdf
- Genius Guide to Name Traits.pdf
- Genius Guide to Races of Fire and Fury.pdf
- Genius Guide to Races of Hoof and Horn.pdf
- Genius Guide to Races of Wind and Wing.pdf
- Genius Guide to Rune Staves and Wyrd Wands.pdf
- Genius Guide to Simple Monster Templates.pdf
- Genius Guide to the Archon.pdf
- Genius Guide to the Armiger.pdf
- Genius Guide to the Death Mage.pdf
- Genius Guide to the Dragonrider Revised.pdf
- Genius Guide to the Godling Ascendant.pdf
- Genius Guide to the Godling.pdf
- Genius Guide to the Magus.pdf
- Genius Guide to the Mosaic Mage.pdf
- Genius Guide to the Order of Vigilance.pdf
- Genius Guide to the Shadow Assassin.pdf
- Genius Guide to the Talented Cavalier.pdf
- Genius Guide to the Templar.pdf
- Genius Guide to the Time Thief.pdf
- Genius Guide to the Time Warden.pdf
- Genius Guide to the Vanguard Revised.pdf
- Genius Guide to the War Master.pdf
- Genius Guide to the Witch Hunter.pdf
- Genius Guide to What’s in my Pocket – Part Deux.pdf
- Genius Guide to What_s in my Pocket – Part Deux.pdf
- GG to Bravery Feats.pdf
- GG to Feats of Spellcasting II.pdf
- GG to Gruesome Dragons.pdf
- GG to More Horrifically Overpowered Feats.pdf
- GG to More Ranger Talents.pdf
- GG to the Dracomancer.pdf
- GG to the Hellion.pdf
- GG to the Magister.pdf
- GG to the Riven Mage.pdf
- GG to the Shadow Warrior.pdf
- GG to the Talented Ranger.pdf
- GGT Domain Channeling II.pdf
- GGT Domain Channeling.pdf
- GGT Expanded Class Options.pdf
- GGT Gruesome Giants.pdf
- GGT HOMFeats.pdf
- GGT Homophone Spells.pdf
- GGT More Barbarian Talents.pdf
- GGT More Bard Talents.pdf
- GGT More Cleric Talents.pdf
- GGT More Simple Class Templates for Monsters.pdf
- GGT More Witch Talents.pdf
- GGT Mythic Subpaths.pdf
- GGT Simple Class Templates for Monsters.pdf
- GGT the Cruorchemist.pdf
- GGT The Opportunist.pdf
- GGT The Talented Barbarian.pdf
- GGT the Talented Bard.pdf
- GGT the Talented Bestiary PDF Webview.pdf
- 2GGT the Talented Bestiary PDF.pdf
- GGT the Talented Cleric.pdf
- GGT the Talented Druid.pdf
- GGT the Talented Otter Dragon.pdf
- GGT the Talented Witch.pdf
- GGT Variant Multiclass Rules.pdf
- GO Masters of Time.pdf
- Heralds of the Apocalypse.pdf
- HH 002 Spellpoints Expansion.pdf
- Houserule Footnotes Spell Point Feats.pdf
- Houserule Handbooks Spell Points.pdf
- Houserule Handbooks Spellpoints Compilation.pdf
- Into The Veil.pdf
- Kitsune Compendium.pdf
- Krazy Kragnar Magic Staff Emporium.pdf
- Krazy Kragnar’s Black Market Magic Items.pdf
- Krazy Kragnars Alchemical Surplus Shop.pdf
- Leadership Handbook.pdf
- Lunar Knights.pdf
- Microsized Adventures.pdf
- MM A Council of Genies.pdf
- MM Bulette Points.pdf
- MM Draconis Arcanus.pdf
- MM SS Giraffenomicon.pdf
- MM SS Pumpkin Stalker.pdf
- MM The Swarminomicon.pdf
- MM Troops.pdf
- MO Core Mythic Class Features.pdf
- MO Mythic Base Class Features.pdf
- MO Mythic Dragonrider Class Features.pdf
- Monster Menagerie – Construct Companion.pdf
- Monster Menagerie – Covens of Chaos.pdf
- Monster Menagerie – Demonic Harlots.pdf
- Monster Menagerie – Horrors of the Aboleth.pdf
- Monster Menagerie – Howl at the Moon.pdf
- Monster Menagerie – Kingdom of Graves.pdf
- Monster Menagerie – Kith of the Harpy Queen.pdf
- Monster Menagerie – Lurkers in the Dark.pdf
- Monster Menagerie – Threats from Beyond.pdf
- Monster Menagerie – Winter Ravagers.pdf
- Monster Menagerie Griffmeras.pdf
- Mythic Fighter Class Features.pdf
- Mythic Menagerie – Rise of the Goblinoids.pdf
- Mythic Options The Missing Core Feats.pdf
- Night of the Starbird.pdf
- Occult Options 1.pdf
- Oceans of Blood.pdf
- Paranormal Adventures.pdf
- Paranormal Classes.pdf
- PF Trash Gryphon.pdf
- Psychological Combat.pdf
- Races Revised – the Kitsune Clans.pdf
- Ranger Options – Knacks of Nature.pdf
- Ravagers of Time.pdf
- Relic Files – From Beyond the Stars I.pdf
- Relic Files – From Beyond the Stars II.pdf
- Relic Files – Treasures of Camelot I.pdf
- Relic Files – Treasures of Camelot II.pdf
- Relic Files – Treasures of Camelot III.pdf
- RF Manticore Power Armor.pdf
- RF Treasures of the Earth – Svarduun.pdf
- RP Kyubi Paragon.pdf
- RP Noble Aspirant.pdf
- SA Laser Grenades.pdf
- SA Shotguns.pdf
- Samsaran Compendium.pdf
- SC Coordinated Combat Feats.pdf
- SC Horrifically Overpowered Feats.pdf
- SC Legacy Cavalier.pdf
- SC Legacy Dragonrider.pdf
- SC Legacy Gunslinger.pdf
- SC Technomancy Manual.pdf
- SC Toonimancy.pdf
- SFA Cannibal Clowns from Outer Space.pdf
- SFA Deluxe Drider.pdf
- SFA Sluagh.pdf
- SFS Psychic Space Cats.pdf
- SGP A Brace of Pistols.pdf
- SGP Argonax the Mad.pdf
- SGP Power Word Spells.pdf
- SGP Races Revised The Kobold Kings.pdf
- Skill Challenge Handbook.pdf
- Sorcerers Options Beyond Bloodlines-1.pdf
- Starfarer’s Codex Witch Legacy Class.pdf
- The Clockwork Wonders of Brandlehill.pdf
- The Genius Guide to More Cavalier Talents.pdf
- The Genius Guide to More Fighter Talents.pdf
- The Genius Guide to More Monk Talents.pdf
- The Genius Guide to More Rogue Talents.pdf
- The Genius Guide to the Death Knight.pdf
- The Genius Guide to the Relics of the Godlings II.pdf
- The Genius Guide to the Relics of the Godlings.pdf
- The Genius Guide to the Talented Cavalier.pdf
- The Genius Guide to the Talented Fighter.pdf
- The Genius Guide to The Talented Monk.pdf
- The Genius Guide to the Talented Rogue.pdf
- The Pirate Haven of Blackrock.pdf
- Ultimate Charisma.pdf
- Ultimate Occult.pdf
- Ultimate Options – Arcane Discoveries.pdf
- Ultimate Options – Grit and Gunslingers.pdf
- Ultimate Options – Power of the Ninja.pdf
- UO Bardic Masterpieces.pdf
- UO New Magus Arcana..pdf
- UO Story Feats.pdf
- VC Radical Pantheon.pdf
- VC The Black Knight.pdf
- Veranthea Codex – Lost Legends of Urethiel.pdf
- Wind and Wing Racial Options.pdf
- Yuletide Terror.pdf
This is SUPER basic, and SUPER ignored, but I promise you, it’s true. (And as with most of my writing basics, here I am talking about tabletop game writing for someone else to publish.)
Unless your editor/producer/publisher specifically tells you to?
DO NOT USE TABLE FORMATTING IN YOUR FINAL DRAFT.
It is of NO use to the developer, editor, or layout artist. It is, in fact, a huge pain in the butt.
Yes, MAYBE you need to get things in neat columns to make sure your table says what you want where you want it.
But when you turn it over?
Note what is a table title, what is a column head, and what is table text, and then put ONE TAB between EACH COLUMN ENTRY. (As always, check to see if your publisher has specific or different requirements.) Do NOT use your word processing programs table function.
Like this, but with [tab] replaced by an actual tab.
[Table Title]An Example Table
[Table Column Heads]Writing Level[tab]No. Of Wrong Tables[tab]Editor Cursewords
*Because a 102 level writer should know better.
Yes, it’s a minor thing.
But getting minor things wrong makes you take more time and more effort, and thus more money and frustration, for publishers to want to hire you.
Heya folks–I am back to being a full-time freelancer. Which means, ever word I write has to justify itself in time taken vs. benefit to my freelance career and/or money made.
So if you found this useful or entertaining, and you’d like to support the creation of more such content, check out my Patreon!
Just a couple of dollars a month from each of you will make a huge different.
We covered some of the work you need to do well before you actually make a pitch to a game company in Writing Basics: RPG Pitches (Part One). Now we can go on to What to Pitch and When to Pitch It.
What to Pitch
Okay, so if you’ve gone and done the work we outlined in Part One, you have a number of game companies you know are publishing work for the game system you want to write for, and you know what kinds of projects they publish.
So, now it is time to pitch some things very similar to what they already do. Hopefully, there are projects you are excited about that are a good fit for one or more game companies.
If no-one is publishing the kinds of things you want to write, you have some tough decisions to make. Pragmatically, I recommend you get experience and contacts and a good reputation by pitching the sorts of things publishers are already interested in before you try to pitch unique projects no one else has ever thought of. The latter is amazingly useful if done well—but most publishers are going to be dubious about your ability to do something so nonstandard well until they have some idea of who you are and the quality and tenor of your work.
The best way to earn trust to do something outside the box is to prove you understand what the box is and why it’s there. Publishers gets weird and unusual pitches fairly often—everything from people who don’t understand the legal limitations of publishing (it’s hard to lose my interest faster than by pitching a project I legally can’t do, or that required me to do a lot of work on my end to get the legal rights so you can write a thing).
Once you have written a few things for a company that have turned out well, you can begin pitching more out-there ideas.
If you happen to have any special advantages or skills that make you the perfect person to write a pitch, be sure to include that info. For example, if you DO have the legal rights to do a licensed project that seems similar to what a game company is already doing, that’s something to mention early in a pitch. Make sure you’re actually right about that—for example if you have to have a friend who is a best-selling author and casually said they’d be fine with you writing game material set in their universe get that in writing (preferably with some details on timeframe, rights, royalty needs, and so on).
Or if you are pitching an adventure set in a sewer, and you have a professional wastewater civil engineering job, that’s worth mentioning.
When developing your pitches to suggest to a company you have never worked with before, come up with projects at the shortest end of the things that publisher does. You can include one longer one in a set of pitches, but in general something short is a great first project. It’s not asking the publisher to take as big a risk, and it’s not eating up as much of your time to create. Once you and the publish have a project or two together under your belts, you’re both in a better position to know if you want to work on longer projects together.
(Also, you can make sure the publisher is fulfilling their end of the contract before you get more work tied up with them. Do. Not. Work. Without. A. Contract.)
When to Pitch
Well, as soon as you have done your homework, and know your own schedule, and have a pitch written.
“But… but… gen Con and the GAMA Trade Show and the publisher’s announced schedule and my school year…”
Yep. Pitch now anyway.
Look, there is no “perfect” time to pitch. Your schedule, the publisher’s schedule, both of your sets of needs—those things are in constant flux. Shoot pitches out there asap, and then begin scheduling when you get replies back. If you have enough work booked for 6 months you can pause, but in general even if you have some work lined up it’s worth pitching new things—just be clear in your pitch what your timeframe likely is. Chances are you won’t hear back about your pitch for weeks anyway, and if your availability is different by then, just be honest.
I only included a When to Pitch section because people have asked me tons of questions about getting the timing of this right.
You can’t. Just do it. The time is now.
The Things You’ve Wanted Me To Tell You For 2,000 Words Now
Your success is going to depend a lot on how much you have read and absorbed all the notes and processes I’ve outlined up to this point, and on being persistent and not getting discouraged when the first company you contact turns you down. And the second. And the next ten.
But yes, there are some basic things you should do once you are actually writing and sending the pitch, and for those of you who have been wanting that list, you’ve finally reached that point in my advice. For all of these steps, remember what I’ve said about doing your homework, pitching things similar to what a company already does, and being ready to actually produce once you get a green light.
If at all possible, find the company’s “Contact Us” page, and use the appropriate email to send your pitch. If you can’t find that, contact them through other (public, professional) means and ask what their process is for accepting pitches. Read their whole website and Facebook page before you do that though—getting this right the first time is a much better impression on your ability to get details right.
Begin with an at-most 2-sentence introduction. If you have any connection at all to the publisher or company, mention it here but keep is SHORT, and don’t suck-up.
Pitch 3-4 projects each time you contact a company to see if they are interested in publishing something of yours. Try to make these different enough that if the company has a gap on its schedule, at least one of your ideas is a good match for their needs. Make sure the projects are all things you are actually interested in and able to write. (Some people try to have one “real” pitch and 2-3 terrible ideas they presume no one will choose to publish. Don’t do this.)
Your pitch should include the following information about each project:
A proposed title. This can be a great chance to prove you know their game product lines.
An elevator pitch description. (That is: if you found yourself sharing an elevator with a publisher and you mentioned you were a writer, and they said “Oh yeah? Got a project you’d like to write for us?,” the description of your idea that is complete but short enough to get out before the elevator finishes it’s ride is your “elevator pitch.” 2-3 sentences, top, and one is better.)
A length, in words. (Doing your homework on the company’s project should held you estimate wordcount based on the words in similar projects.)
A timeframe when you could complete it by, in weeks. If your timeframe has other limitations (“if I don’t get started by August I’ll have school, so writing will take long”) include that information.
Your flexibility on any of these points—but only promise what you can deliver.
Anything that is likely to convince the publisher that you are a particularly good choice to write the product in question. Again, be short.
Here’s a sample pitch, though in a real message I’d add 1-2 more project pitches.
Dear Rogue Genius Games,
I read your publisher’s blog article about game product pitches, and it inspired me to write to you to see if you had interest in some projects I’d love to write for you.
Title: Bullet Points: Halfling War Muffin Recipes.
Length: 600-1,500 words.
A 1st edition Pathfinder RPG rules guide that gives options for adding combat-effective and game-balanced baking-related abilities for players and GMs who want cooking-themed character abilities. Similar in size and scope to your existing Bullet Point projects that add rules for one theme, such as 3 Things Made From Crabmen. (This could also be expanded to be a longer Genius Guide-style project, more like the Genius Guide to name Traits.)
With my current workload I expect this would take two weeks to write once we decided to proceed, although if other freelance projects get greenlit first I might need to schedule more like 4 weeks.
I’ve written numerous OGL products for Pathfinder, and worked on Gingerbread Kaiju (an edible boardgame that included a gingerbread recipe in it), and have insights on how to make this both a useful game supplement and something that appeals to foodie gamers.
Thanks for your consideration,
Owen K.C. Stephens
(You can also put your phone number here, if you actually answer your phone. I don’t.)
And that’s it!
Now, go make a dozen more pitches, and while you wait to hear back about those, write for your Blog, Patreon, social media, make some videos… throw your creative spaghetti at the wall, and see what sticks.
Then make more pitches.
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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.
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 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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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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So, there’s a really big Bundle of Holding deal with over $100 in superhero game stuff for MUCH less, going on now (June 26-July 16, 2018). It includes two of Jacob Blackmon;s awesome RGG products, the Super Powered Bestiary and Super Powered Sourcebook.
And that got me thinking.
I’ve always been a fan of heroes who have good rogue’s galleries—villains who make up a regular set of threats for the hero. Lots of heroes have great rogue’s galleries—Daredevil, the Flash, Wolverine, and Superman all come to mind. But for me, without a doubt, the two best are Spider-Man and Batman.
And even better, they’re swappable!
You can take the idea of Batman villains and apply them to Spider-Man, and vice versa. You can also swap the bat- and spider-themes of those two characters.
And if you are running a supers game, this kind of thing can be a quick way to have somethign that feels familiar, but isn’t a direct copy of an existing character. Here are some quick swap-out characters a GM could use to build a world quickly, and still have some depth and surprises for PCs.
Bitten by a radioactive bat, the “friendly neighborhood teen chiroptera” got his (fairly terrible) nick-name from the media when he first began trying to solve crimes in Jersey City, in a homemade hero costume.
Punching Judy (Harley Quinn)
Venus Flytrap (Poison Ivy)
Ugo Fate (Hugo Strange)
Doctor Winter (Mr. Freeze)
Pumpkin Jack (Scarecrow)
When his billionaire Australian parents were murdered while on holiday with him to Empire City in the US, the child who grew to be one of the most feared villain knew he needed a symbol that would strike fear into the hearts of criminals. A symbol… like a blood-red huntsman spider.
Green Gargoyle (Green Goblin)
Bombay (Black Cat)
Professor Kraken (Dr. Octopus)
Wasp the Spider-Killer (Kraven the Hunter)
Herr Geier (Vulture)
Komodo (The Lizard)
Body Doulbe (Chameleon)
Volt (Shocker. Or Electro. Doesn’t make a big difference)
Sometimes all you need to flesh out a world, are a few espy pastiche homages. 😀
If you are reading this, maybe you’d like to consider supporting more blog posts like this by pledging a small amount to my Patreon?
Next month, Rogue Genius Games is going to be leaping into the Starfinder-compatible market, with what we hope are the first of a long line of exciting quality products. More details will be available as we get closer to release, but I did want to show off what we are planning, and how they are looking.
The Starfarer’s Companion has tons of material for players and GMs, including computers, starships, feats, races (Aasimar, Catfolk, Deoxyians, Dhampirs, Grippli, Ifrit, Kitsune, Kobolds, Mechanoi, Nagaji, Oreads, Samsarans, Suli, Sylphs, Tengu, Tieflings, Undine, Vanaras, Vishkanya, and Wayangs) and classes (Bard, Cleric, Magus, Paladin, Ranger, and Wizard).
We’re also releasing a 1st-level introductory adventure for 4-6 players, Blood Space & Moon Dust!
And of course it seems likely that once the game is out, some Starfinder material will find it’s way onto this blog, and into my Patreon. 😀
It’s exciting times!