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Writing Basics: Tell Publishers Why They Should Care

I did a two part article on RPG pitches, but there is always going to be associated information I think of later.

Like this.

If you are trying to get a publisher (or developer, editor, producer–anyone who could pay you for words) to accept a pitch of yours, tell them why they should care about it.

Compare the following pitches for “State of the Union,” a hypothetical Starfinder adventure.

Pitch One

I’d love working with you, and would like to discuss with you the possibility of having you publish a Starfinder adventure I am working on called “State of the Union.” It is for 1st-level characters, and is set in the multi-species Student Union of a space-stations major university. What appears at first to just be normal academic pranks turns out to be  the cover for a major organized crime operation, and only the PCs can stop it!

The adventure would be 32 pages long, and I could have it completed in 3 months.

Pitch Two

I’d love working with you, and would like to discuss with you the possibility of having you publish a Starfinder adventure (designed to be released under the OGL and Starfinder Compatibility License) I am working on called “State of the Union.” It is a lighthearted adventure for 1st-level characters, and is set in the multi-species Student Union of a space-stations major university. The PCs uncover what what appears at first to just be normal academic pranks, but turns out to be  the cover for a major organized crime operation! No one else takes the threat seriously, lives are at stake, and only the PCs can stop it!

The adventure would be 32 pages long, have 2 pages worth of maps, and I could have it completed in 3 months. A full outline is available.

Pitch Three

Among the projects I think might be a good match for your company is a Starfinder adventure (designed to be released under the OGL and Starfinder Compatibility License) titled “State of the Union.” It is a lighthearted adventure for 1st-level characters, and is set in the multi-species Student Union of a space-stations major university. The PCs uncover what what appears at first to just be normal academic pranks, but turns out to be  the cover for a major organized crime operation! No one else takes the threat seriously, lives are at stake, and only the PCs can stop it!

I envision this as 32 pages long and needing 2 pages worth of maps, and I could have it completed in 3 months. A full outline is available. It could also be adjusted to be longer or shorter, to fit your production needs. The core of this adventure comes from my experiences as the manager for the parking garage of the University of Oklahoma Student Union in the 1990s. During my 20-years as an RPG designer I have considered designing it for d20 Modern and Star Wars Saga Edition, but what has always been missing before are elements now available with the Starfinder RPG.

Pitch Four

So, this one is special. It was written in response to this article by Steven Marsh.

If you want to learn about RPGs and how they work, you should already know who Steven Marsh is. If you don’t, go look him up. But the main thing is that he was editor of Pyramid Magazine for 18 YEARS!

Steven has seen more RPG pitches than I will in a lifetime. If you ignore everything I wrote here, PAY ATTENTION to his much-better version (reprinted with his kind permission).

.

Dear Editor,

I’ve reviewed your submission guidelines and hope you’ll consider a new entry for your line of adventures under the Starfinder Compatibility License.

THE PITCH: Intrigued by seemingly mundane academic pranks, the heroes soon discover these deeds are cover for a major organized crime operation. With no one else taking this life-and-death threat seriously and the clock ticking down, only the spacefarers can infiltrate the multi-species student union and save the day . . . hopefully before the evening’s Zero-G-Pong Charity Fundraiser!

SPECIFICS: This is a lighthearted scenario close in tone to your adventures “Toastmaster Emperor” and “Pair of Dice Lost.” Designed as a combat-light standalone adventure for 4-6 low-level heroes, it can also serve as a followup to “Toastmaster Emperor.” It’s outlined at 31 non-title pages: 6 pages of background, 20 pages of encounters centered around two locales, and 5 pages of new gear and adversaries. It requires 2 maps; I could provide basic InDesign or JPG files, which can either be used as is or form the basis for more “professional” efforts.

Thank you for your consideration, and I look forward to your thoughts!

The Takeaway

You CAN put in too much information, and Pitch Three is pushing what i consider to be the upper bounds. But letting a potential publisher know you have done your homework,  you have relevant real-world experience, and this isn’t your first rodeo are all useful additions to what you are pitching and why.

Waste Nothing

Also, as much as possible, reuse any work you have already done and still have the rights to (though clear that with your publisher, if it’s ever been seen by the public before) and write things you can use multiple ways.

For example, I WAS the manager of the OU Student Union parking garage in the 1990s, and I DO have an idea for an adventure called “State of the Union.” So, if a publisher asked me about this article, I could confirm those details.

(Though I DON’T have an outline. Yet…)

PATREON
If you get use out of or enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

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Writing Basics: Learn from Your Mistakes. Or Else.

I love my editors.

I kinda have to. I need to treat them the way fighter pilots need to treat their ground crews. without them, I can’t do my job.

They are the only people in the world companies will pay to make me look smarter.

So, when they savagely rake me over the coals on something, I try to pay attention. To be a better writer, of course. And to show them I respect the effort I put into sending me feedback.

But, also, because I never want to know the savagery of a twice-spurned editor who finds the same mistake in a turnover of mine after pointing it out for me all special.

So that you can perhaps learn from my mistakes as well, here are the three two most savage pieces of editorial feedback I have ever received on my writing. I’m naming names.

One. Stilted Dialog.

Lj Stephens was editing a short piece of intro fiction I wrote for a game product. She asked for a revision noting:
“It’s great, except for when people are talking. That is all bad. Can you rewrite this so no one speaks?”

Yes. Yes I can.

Two. Passive Voice.

Louis Agresta sent me feedback on an adventure I wrote for him that said “Too much passive voice has been put in this adventure.”

Wow, that sentence is So awkward I wonder why…

Oh.

Three. American Spelling.

I turned over a manuscript to Wes Schneider which, to be clear, was for an American publisher.

I spelled the word gray as “grey” throughout the text.

He gave the manuscript back to me with editorial comments. The first time that appeared, there was a correction.

The second? A bigger correction, with a star by it.

The third? The page bled red ink.

Wes said we fought a war for that ‘A.’ He mentioned I was making baby George Washington cry. He drew a sketch of a field of cut-up and dying E’s in red ink on the manuscript, and told me I had to enter all the corrections myself.

I did.

With apologies to baby George Washington.

Good luck out there. Be kind to your editors.

PATREON
If you get use out of or enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

What is “Common”?

Okay, for gameplay reasons I am totally down with a “Common” tongue, as is frequently presented in RPG campaigns, especially fantasy RPGs.

But what IS it?

Without changing any rules at all, you can help give a campaign world some interesting backstory by explaining why there is a “common language.”

Here are 20 examples, built on tropes common to d20 fantasy games.

“When the mighty empire of Te Essar collapsed, its official language was already known to most of the world, and became the common language of trade and diplomacy.”

“The deity Commonos wished all people to trade stories, and gave them a single language in which to do so.”

“The eldritch Power Words, Glyphs, and Sigils used in so many spells require significantly study to use to their full mystic potential, but their common forms are easy enough to learn, and taught to populations worldwide as a method for seeking those with a spark of spellcasting talent.”

“The Plane of Shadow is a reflection of all that occurs on the Material Plane, including all language. The Shadow Tongue is a simplified amalgam of all mortal tongues, and can be vaguely understood by any literate person.”

“The Logos Prima was invented by a travelling bard centuries ago, and carefully designed to be easily learned by anyone, from any culture. It has a single, unified spelling and sentence structure, and avoids elements that make some languages more difficult to learn, such as tonality and gendered nouns, and has a simplified structure to allow it to be picked up quickly.”

“It’s a virus. Exposure to the sound, or the sight of it, allows it to creep into your mind, and infect your thoughts with its syntax, and vocabulary.”

“They come once in each generation, to every library and school above a given size. The Solresolut, the Inevitables of Communication. Immortal teaching machines, they offer the language of the Law of the Spheres to any who will learn it, then leave the laws themselves behind. Ignorance of the law is no defense, but every mortal is given a fair chance to learn them.”

“When the world was young, the Cyclops discovered art, and architecture, and language. They built mighty fortresses and huge henge that could predict the seasons. No one knows why these cyclopean ruins were abandoned, but their uses to ancient cultures to know when to plant, when to migrate, when the moon would eat the sun ensured that the basics of what was written upon them would be learned worldwide.”

“The angels spoke Enochian, the tongue of the heavens. Devils taught it to man, to ensure they would be ready to bargain for even more knowledge.”

“It turns out if a demigod archmage genie gets annoyed enough with translation errors in her mail order service, she’ll wish ‘there was one Common language almost everyone knows’.”

“The self-replicating Printing Press Golems nearly destroyed the world. But from their ruined movable type, a single common alphabet was born… ”

“Look, humans can interbreed with almost anything. If it;’s a less common or less popular combination, we just call it a half-whatever. half-dragon. half-angle. half-orc. If it’s happened enough to develop its own culture, it gets a new name. Minotaur. Centaur. Harpy. As a result, the most popular human languages are taught to a LOT of wondering offspring…”

“The first Riddle of the Sphinx was a grand mystery for centuries. It was taught in every academy, studied by every sage. Given how crucial context is to understanding and solving riddles, it’s native tongue was taught alongside it, to ensure no nuance was lost in translation.”

“When madmen worldwide all babble and scream in the same language, it’s worth knowing what that language is, and what they are saying.”

“The Grand Trickster demanded that all understand his jests, and the skalds sought out to ensure this could be so, though it take carrying his words to every corner of the world.”

“When the gods made mortals, they gave them language. That which best spoke of rock was adopted by the dwarves. That which best spoke of wealth was adopted by the dragons. And that which best spoke of toil was adopted by the workers, crafters, and servants of the world.”

“They come to every port and trading post, in creaking ships and caravans of twisted beast. They are known by their brightly painted masks they never remove, and overly-sweet perfume scents masking a hint of rotting flesh beneath their faded robes. They buy, and sell, and trade, and make many wealthy, but they do it all in just one language. If you wish to do business with the Traders, you must learn this common trade tongue.”

“In the first seasons, the beasts all knew two languages, which gave them dominion over the material world and the spirit realm. The tool-makers stole the common words of material dominion from the beasts, and became ascendant. Now druids guard the spirit dominion language closely, and forbid that it be taught to any but those of their own order.”

“The wind whispers, the river mutters. Fires spit and curse, and the earth groans. Early people could rarely master all of any elemental tongue, but ususally learned a few key phrases from each, forming them into a set of common words and phrases that were almost universal.”

“Common? You mean Khelvish? Sure, it’s common where you are from, in the lands between the Basalt Mountains and Shallow Sea. A few folks ’round these parts know it, too. But if you want to be able to talk to everyone in these parts, you’d best learn Fworven, or at least Low Glett.”

PATREON
If you get use out of or enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

 

Comic Book/Superhero Ideas

Sometimes when looking to create superhero worlds or adventures, all you need is an idea to run with. It could be a jumping-off point, a villain, a dead hero to draw the protagonist’s interest… just something that feels like it comes from a comicbook sensibility but (and this is the hard part) without being a direct ripoff or sharing a name with any character from mainstream comics.

So, here are a bunch.

I can’t claim they are all entirely original–many are intentionally based on existing tropes–or even that the names aren’t used in any comic/supers stories. But I developed them independently of other sources, and casual searches didn’t show parallel development of note.

These are designed for you home games or to spark new ideas original to you (though if you have some potential commercial use, feel free to drop me a line).

Aberzombie & Glitch.
Annoying, immoral preppy necromancer and technomancer who manipulate magic they barely understand, while stylishly dressed. Note that being shallow doesn;t automatically make these villains. they could be the kind of allies you avoid… until you absolutely need their help. Or even neutral to greater conflicts, and just sometimes dragged in on one side or the other.

AK.
A heavy weapons vigilante, mercenary, or assassin who uses an AK.

Anti-Vaxx.
A villain. A terrorist who takes the unscientific belief that vaccines are dangerous and to be avoided to extremes by killing those who perform/promote vaccines, and tries to prove they are ineffectual by spreading deadly contagious diseases among vaccinated communities.

BustDown.
A woman with classic “brick” powers (high strength and resistance to damage) and no fucks to give about other people’s opinions. She could be a dauntless hero, a bitter villain, a self-interested mercenary, or anything in-between.

Cannon’s Fodder.
A penal superhero unit of convicted criminals who can cut time off their sentences by performing high-risk missions for the government. Run by Captain Cannon, a hardass patriotic supersolider with a cybergun arm who does as he is told and rules over the ‘Fodder’ with iron discipline.
The Fodder are run by the Combine, and operate out of a mobile secret base ship called The Trough. Cannon’s Fodder are often B- and C-grade villains (and occasionally antiheroes, vigilantes, and heroes who ended up on the wrong side of something), but are quite a dangerous force combined with the gear the Combine can arrange for them, and Cannon’s tactical acumen and willingness to sacrifice the lives of his Fodder if that’s the only way to get the mission done.
Thus while you can use noteworthy villains for your campaign’s Cannon’s Fodder, you can also just grab any terms or names you think of to be the “current” team, repurposing any write-ups you already have to represent the B List. (For example, the Feb 2019 team might include Bear Man, Deadnought, Killer Kaiman, Layaway, Punching Judy, Sister Sirocco, Spotlight, and Tigerdrake.)

Clutch.
A highly trained spy and combatant, who has luck that increases as the chance of failure goes up.

Colorguard.
A team of 5 teens who can transform into powered, color-coded versions of themselves. Anywhere from Power Rangers to Sailor Scouts. Could be heroes, villains, or just an annoyance.

Crunk.
A berserker who gains size, strength, and resilience (including to mental powers) as he becomes angry. Most likely an antihero.

Doctor Dank.
A rogue genius pharmacologist who gains massive psychic powers when high. could be an antihero, a villain, or just an unreliable hero.

Gat.
A pulp-era-style detective or hit man who is happy to pit his/her skills and a single common handgun (the “gat”) against whatever superpowers foes have.

Hardcore.
What if the Punisher had Batman’s training, resources, and skills?
That would be Hardcore.

Knacker.
The Knackerman, or Knacker, is a supernatural force who clears corpses from roadways and public spaces, and repurposes them as revenants. Usually the Knacker just gives abused animals a chance to return and punish their abusers, or sometimes save a beloved human in trouble. But sometimes Knacker brings back cars, or toys… or people.

Lag.
Can slow down anyone or anything, so all actions and reactions take longer.

Mr. Untouchable
A mastermind crime boss, who is known to also have powerful connections to legitimate political authorities such as mayors, judges, and law enforcement–though no one knows exactly what those connections are. the combination of ruthless underworld agents and corrupt politicians and agents and moles makes him (or her, regardless of the name), well, untouchable.

Obeastity.
A massively overweight werebear. Might be a cuddly hero, but might also be a bitter villain jaded from years of mockery and abuse.

Psychic Stripling Samurai Snakes.
Five sibling anthropomorphic snakes with mental powers and samurai training.
(Some of these ideas are less original than others.)

QED.
The world’s best detective, an unassuming pulp-era style investigator in a trench coat and fedora. QED can take apparently unrelated facts and use them to describe events that must have occurred to cause the known facts, thus revealing things that seemed unknown or unknowable.

Rick Rekt.
A feared, immortal assassin. When you truly need someone to suffer, you Get Rekt.

The Shark Brothers.
Card Shark, Loan Shark, and Pool Shark, three mobster brothers with bites that can sever gun barrels, each with their own specialty in crime.

The Skeptic.
The idea of someone who neutralizes mutant/metahuman powers is fairly common. This idea puts a slight spin on that, as someone who neutralizes all forms of magic.

The Relics.
A “family” of superbeings who are evolved and sentient magic items from mythology. Some, such as the swords Durandal, Gram, and Nothung, and the rings Andvarinaut and Draupnir, were forged directly by the sorcerer/smith Weyland while others, such as Fragarach, Mjolnir,  Nemean, and Tarnkappe, were reforged/rewoven by Weyland to grant them sapience, sentience, and human forms.
The Relics are reincarnated if slain, so while some have been active and alive for centuries, others are born as aparently normal humans, and then begin to gain powers of the reliquary nature sometime between their 12th and 18th years. Relics are not as a group entirely good or bad. Some, such as Durandal, appear to always be driven to work for justice. Others, such as Draupnir, seem to always seek power and wealth above all else.
And all sense that they exist to serve some great purpose in Weyland’s plans… which he refuses to talk about, though he calls them his “true children” and often aids them if they are in serious danger.

Wayland.
The ancient nordic sorcerer/smith of Germanic myth, though his origins are neolithic and he has survived to the modern era. Forged or reforged the Relics, causing them to be true living beings. Wayland is not evil, per se, and isn’t willing to see the world devastated, but his own plots and plans that take place over a scale of centuries, and mostly doesn’t care about “petty” issues like crime and justice.
Generally opposed by his equally immortal, but not quite as skilled, son Verlandsson, who mostly just hates his father and wants to stop the elder’s plans whatever they are, whatever the cost. Verlandsson is sometimes aided by his grandfather Vade, a giant and sorcerer/smith, who mostly just wants to be left alone.

WiFi.
Able to send and receive any broadcast signal. Makes an excellent “Overwatch/Quarterback/Ally in the chair” character, for good or ill, but could also be a badass in their own right with equipment and skills any superhero-level human can achieve, plus the WiFi power. Or, could have a swarm of drones. Or, all of the above.

Wolfshead.
In ancient Rome, someone who was banished from civilization was marked with the brand of the Wolf’s Head, meaning they could be hunted and killed as if a rogue wolf. One of those branded criminals turned it into a badge of honor, forming the Church of Crime and becoming the first popelike Wolfshead of All Crime.

PATREON
If you enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

Horrifically Overpowered Feats KlickStarter

Welcome to the “Horrifically Overpowered Feats” KlickStarter!
So, you may ask, what the heck is a KlickStarter?
It’s a way to use the power of social media to earn bonus content and stretch goals for a product that excites you… but that doesn’t ask you to take any risk! The pdf is for sale NOW, and you can buy it and have it in your hands NOW. You get what you paid for immediately, with ZERO chance of never seeing the project that excited you.
BUT
By helping spread the word, and pushing to give us a great first four weeks of sale, you can STILL drive stretch goals and earn bonus content. It’s the best of both worlds! You can participate and make the project bigger and better, with more and more content getting added for free, but you don’t have to wait to get the base reward!
So, we have the pdf of Starfarer’s Codex: Horrifically Overpowered Feats (the product we never should have made, and you should never use, but people have been demanding for over a year!) ready for sale NOW. Go buy it, download it, and it’s already yours!
But if you help us just a little more, the following stretch goals can get you EVEN MORE CONTENT!

Starfarer's Codex Horrifically Overpowered Feats Cover 300dpi
So what are our stretch goals?

“EVEN MORE HORRIFIC” STRETCH GOALS!
Overpowered feats not enough to main, kill, and totally wreck all game balance in your campaign? Okay then, we’ll add Horrifically Overpowered Spells!
If Horrifically Overpowered Feats is one of the Top Three Sellers on the Open Gaming Store in one of the next four weeks (2/1 to 2/7, 2/8 to 2/14, 2/15 to 2/21, or 2/22 to 2/28), we’ll create Starfarer’s Codex: Horrifically Overpowered Spells pdf of at least 6 pages for sale in March, and everyone who bought Horrifically Overpowered Feats (on any site) by Feb 25th will get a pdf of it FREE!
(OGS is going to be kind enough to make official posts each week, to let us everyone publicly know if we’ve hit these goal!)
For each additional week it’s one of the Top Three sellers on the OGS, we’ll add two pages to the minimum length!
For any week it’s the number one seller on the OGS, we’ll instead add FOUR pages to the minimum size!
So if you get your pdfs on the Open Gaming Store, go pick the pdf up now!
https://www.opengamingstore.com/collections/rogue-genius-games/products/starfarers-codex-horrifically-overpowered-feats

“EVEN MORE OVERPOWERED” STRETCH GOALS!
These feats not stupidly overpowered enough for you? Fine, we’ll make them MORE INSANELY UNUSABLE!
If Horrifically Overpowered Feats is one of the Top Three Hottest Titles for Starfinder on DriveThruRPG in one of the next four weeks (2/1 to 2/7, 2/8 to 2/14, 2/15 to 2/21, or 2/22 to 2/28), we’ll add the EVEN MORE OVERPOWERED INDEX, a page of Horrifically Overpowered Feats we crank up to all to be even more overpowered! We’ll add this directly to the Starfarer’s Codex: Horrifically Overpowered Feats pdf, so everyone who bought or ever buys it will get this additional content FREE!
For each additional week it’s one of the Top Three Hottest Titles for Starfinder on DriveThruRPG, we’ll add two pages to the minimum length!
For any of those weeks it’s the number one Hottest Titles for Starfinder on DriveThruRPG, we’ll instead add TWO pages to the minimum size!
So if you get your pdfs at DriveThruRPG, go pick the pdf up now! (https://www.drivethrurpg.com/product/265369/Starfarers-Codex-Horrifically-Overpowered-Feats)

“EVEN MORE FEATS” STRETCH GOALS
What, 18 pages of Horrifically Overpowered Feats not enough for you? You REALLY want to ignore our warning not to use this product in any way, don’t you?!
Okay, fine. We’ll give you more. If you give us more!
(More exposure, that is.)
We’ll add pages of content to a revised Starfarer’s Codex: Horrifically Overpowered Feats to be updated in March, based on how many SHARES we get by 2/28. Every person who marks themselves GOING to this event, and every person who SHARES this event (plus every like and retweet of our announcement on Twitter, plus every like of our blog post announcement, plus every new person who comments on the Paizo.com product page) counts as a share.
So if you want to get extras without even spending money, join, like, and comment on the page at https://paizo.com/products/btq01x53/discuss?Starfarers-Codex-Horrifically-Overpowered-Feats#tabs
Shares Total Extra Pages
50+ 5
75+ 8
100+ 10
150+ ???

KlickStarter
Like crowdfunding… but better!

Really Wild West Class Features: Envoys

We covered why it’s a good idea to offer some campaign-specific class features for the Really Wild West (index of articles here) Campaign Hack for Starfinder in our first such article, which went over soldier class features. We continue to explore the classes with new class features for the envoy.

There are numerous Western and pulp-adventure tropes that work for an envoy character in the Really Wild West, including merchants, cattle barons, carpetbaggers, snake-oil salesmen, reporters, tourists and vacationers from Back East (be they sightseers, big game hunters, or displaced nobles struggling to carve out a new empire), diplomats, traders, and activists, to name just a few!

We offer four new envoy improvisations, and two new envoy expertise talents.

rgg-westernkasathagentleman-color-01

Envoy Improvisations [Any level]

Factor (Ex): You have a factor, a CR 0 NPC that helps make arrangements for you. The factor doesn’t even go adventuring for you, and generally doesn’t even travel with you, preferring to handle your affairs by telephone, telegraph, Babbage-Bell message, and courier. You can only communicate with your factor when you have access to a settlement or the Babbage-Bell Grid.

Your factor can handle one request at a time, and all requests take at least 24 hours. A factor can research a question (taking time to take 20, with a +1 bonus, thus answering anything a DC 21 check can find), make travel arrangements or housing (ensuring you get the needed number of seats or rooms at a location, at the normal cost), keep your funds secure (and wiring them to banks and stores as you direct), make inquiries about location conditions and agents (making a Diplomacy check to gather information with a bonus equal to 5 + your level), and do such minor tasks as receiving and sending mail, looking after objects you end to them, and whatever else the GM considers appropriate. They are not a spellcaster, crafter, famous personage, or combatant in any way.

In some cases when dealing with officials or members of high society, the GM may grant you a circumstance bonus to Diplomacy checks to do things such as ask for an audience or open negotiations if you do so through your factor.

Have Thing, Will Travel (Ex): (Sense-dependent) You possess one weapon that you are well-known for carrying, or that is itself recognizable (either as a unique weapon, or as one of a class of renowned weapons). You can choose what weapon this is each time you gain a new level, and if lost you can replace it with another weapon with 24 hours of adjustments and spreading rumors.

You can draw this weapon without taking an action as part of any move action or full action, and as part of rolling for initiative. When you draw the weapon in this way outside of combat or in the surprise round of combat, you may make an Intimidate check to demoralize a single creature within 30 feet of you also without taking an action. Any creature within 60 feet of you when you do this is immune to this ability of yours for 24 hours.

Put A Price on their Head (Ex): You can put a bounty on a foe, dead or alive, to encourage bounty hunters, law agents, allies, sellswords, and gunslingers to make their best effort against that target. You can only do this in a settlement with a Babbage-Bell station, and you must either make a Successful DC 15 Diplomacy check to accuse the target of a crime you reasonably believe they have committed, or have the GM make a Bluff check in secret (DC 15 + 1-1/2 target’s CR, +10 if viewed as friendly by the settlement, +20 if viewed as helpful) to accuse them of something believable, with the ability only working on a successful check.

You must offer at least 100 credits for the target, to be brought to justice dead or alive. You must pay ¼ of this amount in advance. The GM then makes a secret Diplomacy check for you (DC 15 + 1-1/2 target’s CR). If it is successful, within 24 hours everyone who could reasonably have heard about the bounty gains the benefit of your Get ‘Em improvisation when attacking the target, even if you are not present. On a failed check there is no benefit, but you do not know if the check succeeded until you witness someone attack the target.

The bonus lasts 30 days, and you can then renew it by doubling the bounty (and paying 25% of the new amount in advance). If you learn the check failed, you can make a new check my doubling the bounty. If you do not renew a bounty, you cannot set a new bounty on the same target for 30 days.

If someone brings in the target and claims the bounty, you must pay it, or you cannot use this ability again in the same territory (generally an area the size of a US state) until you do so.

You must have Get ‘Em to select this improvisation.

References (Ex): You have a series of references you can use as your bona fides in certain segments of society. These may be names of people who will vouch for you (and who you can describe well enough to convince others such vouchsafing is likely), passwords and phrases, physical letters of recommendation or letters of credit, secret handshakes, or any combination of similar methods. You know exactly which references to call on in what circumstances, allowing you to benefit from these to a degree other characters can’t match.

Select a “reference alignment” within one step of your own alignment. When dealing with official members of an organization with an alignment within one step of your reference alignment, or officials or people with influence in a settlement with an alignment within one step of your reference alignment, you can make a Diplomacy check to change the attitude of that character as a move action by calling on your references. This only works once (ever) per character, and only if the character is unfriendly or indifferent toward you. (Hostile creatures don’t care what your references are, and friendly or helpful creatures already like you well enough not to care either).

Additionally, in a settlement with an alignment within one step of your reference alignment, treat your character level as 1 higher for purposes of determining what you can buy.

Expertise Talents

Interlocutor (Ex; Culture): You know a number of languages, and can often work out how to communicate with someone who only knows a language related to yours. You gain a number of bonus languages equal to your ranks in Culture (increasing whenever you put an additional rank in Culture).

When you meet someone who speaks a language, but with whom you do not share a common language, you may roll your expertise die (by itself). On a result of 1-5 you have no special advantage communicating with the target. On a result of 6 or 7, you have found a related language and can convey very simple concepts with a minute of work. On a result of 8 or more, you find a common language similar enough to easily communicate basic concepts.

Look Harmless (Ex; Bluff): If you do not have a weapon or obviously dangerous item or spell readied for use, and a creature has never seen you make an attack, rather than add your expertise die to a Bluff check, you can make a Bluff check as a standard action to convince the target you are no threat. This is a Bluff check to lie, but it does not take a modifier for the target being hostile or unfriendly. If the check succeeds, and there is any other target in line of sight making attacks against the target or the target’s allies, the target does not attack you, favoring attacking more dangerous-looking foes.

This immediately ends if you are witnessed take any action that works against the target’s best interests, or aiding the target’s foes. If you target gives you instructions (such as “don’t move!”) and you do not follow them, you must make another check with a cumulative -5 penalty for every instruction you have not followed.

If you attack the target while it believes you are harmless, it is treated as flat-footed against your first attack.

In the coming weeks, we’ll look at class features for the rest of the Starfinder core classes, to give them Really Wild West-specific options!

PATREON
If you enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

All Hail the Nerdarchy!

I had a chance to sit down with the awesome folks of Nerdarchy at Gen Con 2018, and talk a bit about tabletop gaming, content creation, and the evolution of RPGs!

(And some thoughts on Starfinder RPG, Paizo Inc., 5th Edition D&D, Green Ronin, crowdsourcing, and more!)

PATREON
If you enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

Really Wild West Class Features: Soldiers

A big part of the point of making the Really Wild West (index of articles here) a Starfinder Campaign Hack is that it means most of the rules we need for weird-science-and-fantasy-infused-western stories already exist. While the RWW Index has lots of special rules subsets for things like high noon showdowns, renown, gambling, and so on, the majority of the game’s basic rules, including classes, skills, feats, and even most equipment, are largely unchanged.

However, as with any campaign setting, there are good reasons to add some new class options to a Really Wild West campaign, to allow players to make Western-themed characters that are appropriate in the Weird West of a Martian-invaded Earth of 1891, which might not fit in a more traditional (or official) science-fantasy setting. We already touched on a few campaign-specific themes and rules for theosophy and psychic powers, but it’s also worthwhile to create some class-specific new options to help players make some iconic weird-west concepts.

We start with soldier class features, focusing on some new gear boosts and two new fighting styles.

(And, of course, the other advantage of making this setting Starfinder-compatible is that you can take new material like this, and use it in other settings if you want to. 🙂 )

rgg-westernfemalehumanenvoy-color-01

Soldier

Gear Boosts

Shootist (Ex) You add your level to damage done with small arms, in addition to any other bonuses you get (including your Weapon Specialization bonus). You cannot add this damage at the same time you are adding any other ability that only works with a subcategory of weapons that includes small arms or operative weapons.

Shotgun Fit (Ex) You can custom-fit a shotgun so it’s trigger pull, balance, but plate, and position match your frame and shooting style perfectly. This precise a fit requires you to do maintenance on a shotgun, so it must be in your possession for 24 hours before this ability applies, and you can only keep a maximum of two shotguns adjusted to use this ability on at a time.

When using a custom-fit shotgun firing shot, you halve the damage penalty it takes for range.

THAT’s a Knife! (Ex) You add your level to damage done with operative weapons, in addition to any other bonuses you get (including your Weapon Specialization bonus). You cannot add this damage at the same time you are adding any other ability that only works with a subcategory of weapons that includes small arms or operative weapons.

Tight Grouping (Ex) When you make multiple ranged attacks at the same target in a single round, you gain a +1 bonus to the ranged attack rolls after the first one. If you attack a different target or make a melee attack, you don’t receive the tight grouping bonus for the rest of the round.

Fighting Styles

Cavalry

You may have been formally trained in cavalry tactics, or grown up on a ranch or in a culture where being mounted s a way of life, or be a skilled scorcher who learned to fight from a seat while running scouting missions against Martian Tripods.

Ready to Ride (Ex) [1st Level] You begin play with a light or heavy horse (or with the GM’s approval a similar creature using the same statistics, such as a bison,camel, or moose), or a safety bicycle. If it is lost, you may replace it at no chare at a major settlement, or when you gain a level.

If you begin play with a mount, you gain Expert Rider as a bonus feat, without needing to meet its prerequisites. If you begin play with a safety bicycle, you instead gain the Scorcher feat as a bonus feat, without needing to meet its prerequisites.

Mounted Combat (Ex) [5th] You gain a +10 ft. bonus to speed when using the mount of bike from the ready to ride ability.  Additionally, once per round when your mount or bike is hit by an attack or fails a saving throw, without taking an action you may make a Survival check (for a mount) of Pilot check (for a bike). If your check meets or exceeds the total of the attack roll against your mount or the DC of the saving throw, the mount is missed or considered to have made its saving throw.

Fight From the Saddle (Ex) [9th] You gain Mobility as a bonus feat, but only when using the mount or bike gained from the ready to ride ability. If you already have Mobility, you instead gain your choice of Shot on the Run or Spring Attack (only when using your mount or bike) as a bonus feat without having to meet its prerequisites.

Like the Wind (Ex) [13th] You bonus to speed when using the mount of bike from the ready to ride ability increases to +20 feet. Additionally, you can take 10 for Survival checks and Pilot checks regarding mounted combat and bicycles, even in combat or when stress or distraction would normally prevent you from doing so.

Cavalry Charge (Ex) [17th] When you are on a mount or using a bike, you take no attack penalty to attacks made when charging, and add a +4 bonus to damage done on a successful attack when charging.

Pugilist

Whether it’s street brawling, a formal martial art, boxing, Bartitsu, or a knack picked up from years of literally punching cows, you are particularly skilled at fisticuffs.

Improved Unarmed Strike (Ex) [1st Level] You gain Improved Unarmed Strike as a bonus feat, and when you gain this ability choose to either have your unarmed attacks not count as archaic weapons, or gain a +1 bonus to damage with unarmed attacks. You can make an unarmed attack without having a hand free as long as you are not immobilized and have one limb or your head free to move about.

Additionally you can make unarmed strikes using melee or ranged weapons, by using the weapon to smash a pommel or other blunt part of the weapon into your target. If the weapon has a fusion or weapons special property that is appropriate to apply to an unarmed attack, or is made of a special material, you add those effects to your unarmed attack.

Keep Your Guard Up (Ex) [5th] Your KAC against combat maneuvers is increased by +4.

Stunning Blow (Ex) [9th] You can hit a foe so hard they are briefly disabled. You take no penalty to your attack roll to do nonlethal damage to a target with an unarmed attack. Additionally, you can declare a unarmed attack to be a stunning blow in advance of your attack roll. If the attack hits, the target must make a Fortitude save (DC 10 +1/2 your soldier level + your key ability score modifier) or be stunned for 1 round. Once you attempt a stunning blow, you cannot do so again until you regain Stamina Points during a 10-minutes rest.

Sucker Punch (Ex) [13th] Once per turn you can make an attack of opportunity with an unarmed attack without taking a reaction. You can still only make attacks of opportunity when a target provokes one from you.

Flurry of Blows (Ex) [17th] When you take a full attack, you may make one additional attack at -8 to the attack roll, which must be an unarmed attack.

In the coming weeks, we’ll look at class features for all the Starfinder core classes, to give them Really Wild West-specific options!

PATREON
If you enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

 

 

“You’re Always Aiming For Their Eyes”

“I want to aim for his eye! So I can blind him, and kill him in one shot!”

“Okay, his eyes widen as he sees your malicious intent, and he throws up a guard. Make an attack roll.”

“What modifiers for aiming for his eyes?!”

“None. You’re always aiming for your foes’ eyes.”

“No I’m not! I’m just trying to hit. I want to do a lethal blow now!”

“You’re always trying to land a lethal blow, unless you do something special not to. It’s a fight. Your character is always doing their best unless you say otherwise. Your attack rolls already represent the very best attack your character thinks can land. Of course you want to stab him in the eye, or cut off his head, or pierce his heart. And that’s represented by the existing combat rules of the game. And when the foe goes down, that is when you succeeded.”

“But maybe I can do those things before that!”

“Sure. It’s called a “critical hit.” in this game. A “stunt” or special maneuver in other games.”

“But I want a SPECIAL chance to kill him in one shot!”

“Okay. Do you want every foe you ever fight to have a special chance to kill you in one shot, too?”

“You’re no fun!”

“If you want to try to be flamboyant in your attacks because that’s fun, I am fine with that. That’s why I said he reacted to your effort. And if this attack kills him, it’ll be because you ran him through the eye, and that’ll be awesome.

If you want to have a reduced chance to be effective because of what you are trying, feel free to not use your full combat bonuses.

If you want an increased chance to be effective because of what you are trying, once I allow that why wouldn’t you always do that? And every other PC? And every NPC?”

 

Writing Basics: RPG Pitches (Part Two)

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

Right now.

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.

You can find numerous samples of my work at my blog (owenkcstephens.com), and on DriveThruRPG.

Thanks for your consideration,

Owen K.C. Stephens

Owen.Stephens@gmail.com
(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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