What type of game supplements do you want? There’s an old saying: Give a man a fish, you feed him for a day. Teach a man to fish, you feed him for a lifetime. A reviewer recently used that type of description when talking about our Small Bites supplements. In his description, he said we were teaching GM’s to fish (I’m paraphrasing quite a bit, but this was his point). On the other hand, the huge hard cover beautiful art supplements were giving you a fish. But that is their point! They cannot sell you more and more hard cover books if you actually understand how to find your own sparks of imagination and build the world and campaigns for yourself.
So what do you want? Do you want to pay $50 and get ten character classes or one extended mission and then next month go back and get another for another $50? Look - We get it! That is the easier way to go. Sometimes, it is even the more exciting way to go because your players have also read the same supplement, and they think it’s cool and want you to run it. That still seems crazy to me as they cannot be surprised by anything then, but everybody has their own way of being in the world.
What’s our way? Well, first off, you’re not paying for tons of art, because we use a bunch of clip art pieces we’ve managed to gather over the years. We only use it to make the pages easier to read by breaking up the blocks of words. So now, what you’re getting is content. Real, actual advice from folks who have been doing this stuff for decades. Doing it successfully, both on a tournament level, and on a commercial level. (Meaning that we win tournaments at conventions, and we make money.)
Ah, that is the rub! How much money? Well, if you want the full editions of Small Bites, we’re asking for $5 a month. What does $5 a month get you? It gets you a 40 page book with all this stuff we’re talking about: advice on how to world build, advice on how to GM, advice on how to play certain character archetypes and how to GM for them, cool new ideas about the various races - some monster, some character, some character ideas - some PC, some NPC, some new spells, some new magical items, a list of stuff for characters to buy, some great ideas for missions, including a campaign starter kit to either get your new campaign going or give you a story arc for a current campaign you’re running.
How do we fit all that in 40-pages? Well, we told you - we took out all the fancy formatting and most of the useless art. But do you know what else you get? You get to decide! Have you been dying to design a new castle for your world and make it as impenetrable against fantasy characters as you can? Well, our patrons told us that was what they wanted, so we’re going to do an edition just on that - fantasy castles. Because let’s face it - Earth’s castles are not built to withstand flying dragons, passwall spells, teleporting mages, or even invisible thieves. But there are things that can be done to protect against all of these things. We’ll give you our ideas in such a way that you’re going to either be led to your own, use ours as is, or hopefully, distill our ideas into working perfectly in your campaigns.
Hey, every GM should be comfortable with his or her world and run it accordingly. That’s what we want for you: a campaign world you know and understand but haven’t put ten years into before anyone plays in it. You need practical ideas that will get your game up and going quickly and without huge wastes of time. That’s what we’re offering - and we want you to be a part of it. Not just buy it, though that’s OK. We want you to join us. Tell us what you like. Tell us what to do next. Tell us how to give you everything you really want in a gaming supplement.
Sunday, April 22, 2018
aka All About April
As of April 22, our
Patreon project has grown to being just shy of the mark for us to promise 7
posts to the wiki per month. Despite
slightly missing this mark, we are committed to always exceeding expectations,
so we will promise to have seven monthly posts (of course at least).
But April is our “skip
month” gearing up to our double sized May edition Paladin vs. Paladin aka All
About Holy Wars. So do we deliver 0 in
April and 14 in May? No! We’re doing some Fletnern house cleaning and
getting some wiki posts out there that probably should have been made through
earlier Small Bites editions but weren’t.
So we expect that April will have the house cleaning and May will have
the Holy War posts and both should far exceed 7.
We might settle down in
June and only do 7+ - OK, who are we kidding?
The Patreon project has been showing considerable success lately and we
easily get jazzed up by things like that.
As long as the project continues to grow, you’ll be seeing a ton more
content!
The wiki is of course
free as is all of the World of Fletnern:
http://fletnern.wikia.com/wiki/World_of_Fletnern_Wiki
Sunday, April 15, 2018
Mnemonics for characters
Just
in case you don’t know, a mnemonic is not a new kind of demon, but instead a
memory device to help you remember stuff.
We
were criticized early on for using “SKEWAP” to help players remember the
attributes in Legend Quest. We still use
that “word” around my gaming table, but we don’t publish it any more. It’s pronounced like the sound a ski would
make if it hit you in the head: Ski Whap.
As a GM, I quite often wish I could whap a couple of players with a ski!
So,
OK, if SKEWAP doesn’t make sense to the game reviewing public, what else should
we use? Well, it’s been over 25 years,
but I have come up with the perfect, self-serving answer: Still Knowing Everything Works As
Planned. Yep! After 25 years of Legend Quest, we are Still
Knowing Everything Works As Planned!
Oh,
what are those attributes? Yes, there
are six, but more importantly, there are three pairs: Strength & Knowledge, Endurance &
Willpower, and Agility & Psyche. Why
pairs? Well, Strength is pretty
self-explanatory, but what is Knowledge?
Well, it’s mental strength.
That’s different from Psyche which is the speed at which you think or
mental Agility. That means that in many
ways, Knowledge is book smarts and Psyche is cleverness (which isn’t exactly
street smarts, but that’s a part of it).
Willpower? Well, that’s often
self-explanatory too, but it is mental Endurance. I always wanted to use “stamina” for
endurance, but the more we thought it through, Stamina felt like it had mental
components to it, whereas endurance felt more physical.
Does
it matter at all? Yes, it actually
does! In Legend Quest, everything is
based on one formula for your chance of success: Attribute x 10% + Skill Level x 5% = % chance
of success. Really, everything. Attack in melee combat: Strength x 10% + skill levels x 5%. Attack with ranged combat: Agility x 10% + skill levels x 5%. Track an enemy through the woods: Knowledge x 10% + Tracking skill x 5%. Intimidate an enemy in battle: Psyche x 10% + Intimidation levels x 5%. It goes on basically to infinity.
Are
we proud of Legend Quest? You bet we
are! It worked when it came out (“a real
gem of a game - one of the best systems I’ve ever seen” - Dragon Magazine); and
it still holds up today, no matter what version of that other game they might
be on.
Sunday, April 8, 2018
Outdoor Dungeons
While we have not been criticized for our campaigns and missions, at least not directly, we know that they are not everyone’s cup of tea. Why? Because we want things to be easy on the GM. How do we do that? By making the enemies pretty similar.
How does this work? Well, if you’re fighting 30 enemies over the course of six fights, we think it is easier to run 30 very similar bad guys, like 12 young soldiers with bows, 12 more experienced soldiers with spears, 4 veteran with lances and 2 officers with tridents. So 30 guys, but they are all different stages of the same NPC.
So what would the opposite be? Well, the opposite is what we think of when we think of teen-aged dungeon masters, and we do mean dungeon. Do you remember those gaming sessions? You open the door and there’s six orcs. You open the next door and there’s a sentient ooze. You open the next door and there’s trap that requires a very clever solution, far too clever for the orcs or ooze to handle.
So is it that much more difficult to handle these incredibly different creatures? Yes. Oh it can be done, but as a GM, you cannot best play these NPC enemies if they are all so incredibly different. Strategically, it just isn’t possible to switch tactics in your head that way. But let’s not set up a paper tiger here. It doesn’t need to be one of these two extremes.
So what’s the choice here? Well, there seem to be two ways of doing this. The first is to continue to do our extreme, but in a limited fashion. What!?! Think of it this way: While each individual mission has only the one type, each consecutive mission has a different archetype. So if you’re fighting soldiers this week, next week can be a bandit group, and the week after can be an orcish tribe with shamans. That makes sense, right? Easy on the GM, but not monotonous.
The other alternative is to vary the enemies more. This can be more difficult on the GM, but what it really means is that the GM is likely not going to be using the bad guys to the best of their ability. This isn’t so bad, but you do need to recognize that this will not be the most efficient use of the NPCs. But that’s OK. Maybe the NPCs come up a little more generic, because they aren’t using any cool tactics or strategies, but their mere varied existence will make things seem that much “newer” or even original.
So what’s the point? We always want to ask that question. The point is this: Game mastering is pretty hard. Getting things lined up before game sessions takes work and herding cats - aka handling players - can be exhausting. A GM needs to find efficient ways of handling that work. We’re not necessarily calling them short cuts because of the assumptions that will lead to, but find some of those things and use them. They really can make game sessions run more smoothly and therefore better. Better is better!
This post was written as part of the soon to be released Paladin vs. Paladin aka All About Holy Wars, the latest in our Small Bites editions. Each Small Bites book looks deeply at one subject, a character archetype, a race/monster, a style of questing, or some other role-playing/world building subject. This one details everything having to do with paladins aka holy knights as well as the holy wars they fight in, even if those wars are against other paladins (which is when they are the most fun!).
To get the full Game Masters’ edition when it is published, you will need to be a part of our Patreon project. There will be no free version of this edition. Seeing as this is a double sized edition (at least over 80 pages) and the culmination of most of the last year (plus) of Small Bites editions, anyone who has been getting involved in our Small Bites project is going to want to have this edition. Interested? Click the link here.
How does this work? Well, if you’re fighting 30 enemies over the course of six fights, we think it is easier to run 30 very similar bad guys, like 12 young soldiers with bows, 12 more experienced soldiers with spears, 4 veteran with lances and 2 officers with tridents. So 30 guys, but they are all different stages of the same NPC.
So what would the opposite be? Well, the opposite is what we think of when we think of teen-aged dungeon masters, and we do mean dungeon. Do you remember those gaming sessions? You open the door and there’s six orcs. You open the next door and there’s a sentient ooze. You open the next door and there’s trap that requires a very clever solution, far too clever for the orcs or ooze to handle.
So is it that much more difficult to handle these incredibly different creatures? Yes. Oh it can be done, but as a GM, you cannot best play these NPC enemies if they are all so incredibly different. Strategically, it just isn’t possible to switch tactics in your head that way. But let’s not set up a paper tiger here. It doesn’t need to be one of these two extremes.
So what’s the choice here? Well, there seem to be two ways of doing this. The first is to continue to do our extreme, but in a limited fashion. What!?! Think of it this way: While each individual mission has only the one type, each consecutive mission has a different archetype. So if you’re fighting soldiers this week, next week can be a bandit group, and the week after can be an orcish tribe with shamans. That makes sense, right? Easy on the GM, but not monotonous.
The other alternative is to vary the enemies more. This can be more difficult on the GM, but what it really means is that the GM is likely not going to be using the bad guys to the best of their ability. This isn’t so bad, but you do need to recognize that this will not be the most efficient use of the NPCs. But that’s OK. Maybe the NPCs come up a little more generic, because they aren’t using any cool tactics or strategies, but their mere varied existence will make things seem that much “newer” or even original.
So what’s the point? We always want to ask that question. The point is this: Game mastering is pretty hard. Getting things lined up before game sessions takes work and herding cats - aka handling players - can be exhausting. A GM needs to find efficient ways of handling that work. We’re not necessarily calling them short cuts because of the assumptions that will lead to, but find some of those things and use them. They really can make game sessions run more smoothly and therefore better. Better is better!
This post was written as part of the soon to be released Paladin vs. Paladin aka All About Holy Wars, the latest in our Small Bites editions. Each Small Bites book looks deeply at one subject, a character archetype, a race/monster, a style of questing, or some other role-playing/world building subject. This one details everything having to do with paladins aka holy knights as well as the holy wars they fight in, even if those wars are against other paladins (which is when they are the most fun!).
To get the full Game Masters’ edition when it is published, you will need to be a part of our Patreon project. There will be no free version of this edition. Seeing as this is a double sized edition (at least over 80 pages) and the culmination of most of the last year (plus) of Small Bites editions, anyone who has been getting involved in our Small Bites project is going to want to have this edition. Interested? Click the link here.
Monday, April 2, 2018
Massive World Wars
One of the biggest issues with trying to execute a
world war in your game world is keeping everything together and allowing as few
plot holes as possible. If you think you
can avoid all plot holes I suggest you start reading some of the fan theories
on Game of Thrones. GRRM had years to
write each book, and yet the plot holes are everywhere, as pointed out by his
fans.
So what can you do?
Well, I think the most important thing to do is to try and reduce the
plot holes by thinking about each corner of your world individually and
role-playing out how they will react to the news of this massive war, even if
you are only “role-playing” in your head.
Let me give you some examples of how I handled
Fletnern during the Conquering War as examples.
I usually work through groups of power.
Most commonly I will think about every major city - at first seeing them
as a cohesive group. Once I know what
the city in general is planning (typically the city’s government), then I can
think about other factions within the city and whether or not they deserve to
be treated differently or called out in any special fashion. Here’s some of what I worked through:
Council of Baronies Political
When the
Conquering War erupted in 626P, the Council was not an economic power; that
came later. Garnock needed to move through
the Council to get to Parnania, and likely to get to Nanerette, but they did
not want to have to conquer 28 separate baronies, each with multiple castles,
armies, and likely to have partisans once captured, etc. So they bribed several of the Barons to let
them march through.
But what
did the Council think? Well, they were
pissed. They were racially and
culturally related to the nobles of Parnania and their first reaction was to
side with Parnania against the Lats from Garnock. But that would have been suicide! Cooler heads prevailed and they decided to
sit tight, make some coins, and see how things turned out in the end. If things turned against the Lats, they would
claim that they were not bribed, but instead threatened with hostages. End result - stay neutral.
Brinston Political &Economic
Brinston
hated the idea of Garnock taking over the center of the continent, especially
Nanerette. Not only was Nanerette a long
ally of Brinston, but the city served as an important hub in getting trade goods
to Brinston. But Nanerette never asked
Brinston for military help. Granted,
Brinston’s army has never been that impressive, but their fleet is vast. Though these battles were decidedly land
based. Nanerette surrendered almost
immediately, leaving Brinston with no hope of coming to their aid.
So as
the war raged, Brinston led by its noble merchant families built more trade
ships. Why? So they could send ships to various ports to
collect the trade goods that might not be floating down river because of the
loss of Nanerette. In summary, the
merchant houses looked out for their own profits instead of committing their
military to the aid of their longtime ally.
End result - stay neutral.
Myork Military
Myork had
been looking for an opportunity to attack Garnock for centuries. They see their military rival as evil and
would love to wipe them out. But Garnock
has a much larger infantry, and Myork did not have enough ships to transport
their army across the sea quickly.
So they
started staging troops in Scaret (their ally on the right continent). These troops were there to bolster the
defenses of Scaret should the war come to that.
As Garnock forces took Parnania and laid siege to Rhum, Myork began
sending forces farther north to Helatia to bolster their defenses as well. End result - prepare for battle.
Slyvanian Nation (elves) Political
The elves really did not believe the war was going to happen until there were
troops parked in Nanerette. Up to that
point, they believed that the Lats were going to use their army to raid other
cities, like they had done with Villai.
Too late they realized this was not the case.
But the
elves have long tried to stay out of the affairs of humans and other
races. They saw no benefit in entering
into a war with Garnock and had no treaties that might have forced their
hands. End result - hide behind trees.
An unnamed secret society Economic
War is
good for the economy. Nations buy up all
sorts of military hardware and then go about burning stuff that other people
are using, necessitating rebuilding and new purchases. So in general, war is good.
But
shortly after Parnania was taken, they realized that their longtime rivals were
allied with the Lats of Garnock. These
may be wise businessmen, but there is a line they would not cross, and if their
rivals were in this thing they were in on the other side. As long as they could keep their involvement
secret, they were going to help Rhum.
End result - secretly enter the war against Garnock.
We can’t
go through every single group or even city-state. Some remained neutral; some chose a
side. But in knowing which they were
doing and some of the reasons why, the world was better managed.
If for
example, some massively powerful organizations should have joined the fight on
one side or the other but didn’t, you have a plot hole. Now plot holes can be mended, sometimes with
retcon, sometimes with see-through tape.
You don’t want to use see-through tape if you can avoid it, but it will
happen. Sometimes, you just forget about
some group, and therefore don’t plan their involvement. Most often you can later say, “Oh they were
helping, you just didn’t notice.” This
can be difficult if you try to pretend this is true but the powerful group you
forgot is the wheat growers of the world and their main customer city-state was
starving to death. Still, you can often
rely on things happening in the world that your players / audience were unaware
of. After all, they can’t be everywhere
and see everything.
This post was written as
part of the soon to be released Paladin vs. Paladin aka All About Holy Wars,
the latest in our Small Bites editions.
Each Small Bites book looks deeply at one subject, a character
archetype, a race/monster, a style of questing, or some other
role-playing/world building subject.
This one details everything having to do with paladins aka holy knights
as well as the holy wars they fight in, even if those wars are against other
paladins (which is when they are the most fun!).
To get the full Game
Masters’ edition when it is published, you will need to be a part of our
Patreon project. There will be no free
version of this edition. Seeing as this
is a double sized edition (80 pages +) and the culmination of most of the last
year (plus), anyone who has been getting involved in our Small Bites project is
going to want to have this edition. Interested? Click the link here.
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