I keep wanting to try to participate in National Novel Writing Month, and it almost never works out. That’s sad to me, because there is an energy, expectation, and support system in place for NaNoWriMo’s goal of writing 50,000 words in 30 days that makes it ever-so-slightly easier to get a lord of wordcount produced in November than times where you’re doing it largely alone. The groundswell of support, suggestions, public accountability, and even people talking about hard times they are having can help buoy a writer past obstacles that might stop them on other months.
But, yet again, I can’t do NaNoWriMo this year, because if I have any spare capacity beyond my regular monthly writing contracts and obligations to people depending on me for projects to move forward so they can make money on the labor they’ve already put into them, it has to go into 52-in-52.
You remember 52-in-52, right? It was my big swing at doing something new, announced in November 2019. The idea was to produce one new product every week in 2020, with each product being released in four different versions–on each for Pathfinder 1e, Pathfinder 2e, Starfinder, and D&D 5e. It was a big, ambitious subscription model and something I knew would take all my focus.
Obviously since I am still talking about needing to work on it nearly two years later, it did not go as planned.
The Covid pandemic is part of the reason why, along with moving twice in 2020, being hospitalized, having friends die, losing a beloved pet–seriously, it’s been among the roughest 24 months of my life. I tried to allow for complications and interruptions on the schedule I had for creating 108 game products in a year, but I never could have guessed at even half the things that were going to hit during that production time.
And this was not a Kickstarter, or some other crowdfunding campaign, where the entire budget is covered in advance. The idea was a classic pre-order, with enough money from early orders to get started, followed by ongoing sales to keep funding the project as it went along. I had carefully noted that my plan was to personally write or develop each product in the line. That meant if I fell behind on writing things, I could hire writers I knew to take on one or more parts of the project. I had a decade of sales information to extrapolate from, so I was confident that I could get things done that way if I had to. I was covered… as long as a major economic disaster didn’t have a huge impact on how much money people spent on tabletop rog products on a scale even ten years of sales data couldn’t predict.
Cue sad trombone.
So, that’s why now, ten months past the original deadline, the project is still only about half-finished. Under any other circumstances, I’d consider doing more than 100 game products cover 4 different gam systems over two years to be a triumph of productivity. But I promised customers a series of products, and while I can’t change history so those things arrive on-time, I can make sure everyone who pre-ordered gets everything I promised them.
So, what does all that have to do with NaNoWriMo? Well, I’m going to produce 50,000 words of 52-in-52 this month.
No, that won’t be all the rest of what is missing. Nor is it really what NaNoWriMo is about. But it’ll be closer to doing NaNoWriMo than I have been able to try in recent years, and 50k words produced towards overdue subscriptions will go a long way towards providing material I am dedicated t putting in people’s hands.
So, I’ll be tracking my Na52WriMo at the beginning of each day. It’ll be in the form of Words Prepared for layout/Words Turned Over to Layout (Words Sent to Subscribers)/50,000. So if I have 1,000 words prepared but none turned over yet, that’d be 1,000/0/0/50k. I’ll update each weekday, with the stats from the previous day.
It won’t fix things being late, but it will move a lot of materials forward on this much-overdue subscription model.
In many rpgs, spellcasting is an extremely powerful option that is difficult to curtail without shutting it down entirely (or at least creating a risk of shutting it down entirely). While it’s often fairly straightforward to make life more difficult for weapon-users without making them entirely ineffective, that can be harder for spellcasters. Especially when spells are a very limited resource (such as using spell slots or prepared spells), even things that can be used to put a weapon-wielder at a disadvantage (such as a penalty to attack rolls)
The following options are specifically designed for Pathfinder 1st ed, Pathfinder 2nd Ed, Starfinder, and 5e, but could certainly be expanded to a wider range of games by an experienced GM.
(Art by DM7)
You CAN use antimagic shells as minor hindrances if you make them very small, and spread them out. And don’t allow the main villain to just sit in one and be immune to all magic. A few small areas where magic works but spells cannot be cast (perhaps strange metoric iron disrupts the act of conjuring the power for a spell, but doesn’t negate magic in general) can become a form of battlefield terrain spellcasters just need to work around.
Rather than make it impossible to cast spells or highly likely that efforts to do so will result in failure, you can make spellcasting take additional effort. In Pathfinder and Starfinder, casting times of 1 standard action become full rounds. In 5e, you cannot move or take a bonus action or reaction in a round you cast a spell with a casting time of 1 action. In Pathfinder 2e, add one action to any spell with a casting time listed in actions.
This option forces a spellcaster to make more tactical decisions, but doesn’t make it any more likely their precious resources are wasted if they take the needed extra time.
Rather than make spellcasting more difficult, you can just slap some consequence on it that hinders or damages the caster for using spells. This can be as minor as one point of damage per level of spell cast, or a minor penalty to saving throws and attack rolls for 1-4 rounds after casting a spell (perhaps that stacks if you rapid-fire spells every round), to more major neative erffects depending on how harsh you want your penalties to be. You could also simply add a risk of penalties, such as forcing the caster to make a Constitution or Fortitude save every time they cast a spell or gain a level of fatigue.
Increased Spell Cost
A much more impactful options it to increase the cost of spellcasting. Perhaps casting a spell requires additional eldritch power, which must come from somewhere. A character could be required to use multiple spell slots, or sacrifice an additional prepared spell.
You could also require the expenditure of some additional resource beyond additional spells. For example in Starfinder you could require a Resolve Point be spend, or in 5e a Hit Die. Pathfinder 2nd edition could require a focus point (though not all characters have focus points). These are pretty steep costs, so it might be smart to have the additional cost only be needed once every 2d4 rounds or so, or even just once per ten minutes, as the spellcaster “attunes” themselves to some specific circumstance.
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It’s Friday the 13th, a day long associated with misfortune and evil spirits… and urban legends.
So, what would such a day look like in an RPG? Let’s examine 4 different ideas, in 4 different game systems–Pathfinder 1st and 2nd edition, Starfinder, and 5e.
On blood night, the moon takes on a dull reddish hue that lasts through the night. Blood night is always in autumn, but exactly what night it occurs is based on a complex set of rules only heirophants really seem to understand. What is known is that when a blood night occurs on the night of a full moon, the bad luck is far worse.
From sundown to sunup, any attack that normally only threatens a critical hit on a natural 20, or 19-20, instead threatens one on an 18-20. Additionally, attack rolls made to confirm critical hits gain a +8 circumstance bonus
When the ancient Cyclops Calendar begins the month of Maze on the week of a new moon, that is the day of the Minotaur’s Moon, when the Bull Man works to kill the small and weak. Goblins, in particular, greatly fear this.
On the Minotaur’s Moon, everyone has Doomed 2.
The kasatha and shobad calendars do not normally line up, being from different worlds with different year durations. But both have a “wyrd” day that is observed in grim reserve, and every few years those days happen to overlap by a period of 11 to 17.5 hours.
During that “which weird,” all Reflex saving throws take a -4 penalty.
When the Imperial Calendar gets a full day off from the Seasonal Calendar, a day must be added to adjust the beginning of Spring. This day is seen as a gate through which evil dead spirits can speak into the world to so discord for one say, and weaken the resolve of heroes, and is known as Lichgate.
On Lichgate, when making a Wisdom saving throw, you roll twice and use the lower result as if you had disadvantage. However, if your unused result is enough to resist the effect, you only suffer the consequences of the failed saving throw for 1 round. After that you shake off the evil spirits that weakened you, and are no longer effected. But if both die rolls are failures, the effect’s duration upon you is doubled.
Want More in Four?
If you enjoy seeing one concept done in 4 different game systems, check out the 52-in-52 subscription, where once a week, every week in 2020, you get a new game product which is released to you in four versions–for PF1, PF2, SF, and 5e.
Here’s a teaser of content yet to come this year in the 52-in-52 subscription!
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