Tag Archives: Roleplaying Games

Merry Christmas and Happy New Year

Merry Christmas and Happy New Year from Rising Phoenix Games!

Blackmore’s Night is one of our favorite bands, and their cover of ‘Here We Come a Caroling’ couldn’t be closer to our wishes for you and your family this season. Please, enjoy their cover, below.

God bless!
Rodney and the Rising Phoenix Games Team

 


Let’s Go Solo with Pathfinder 2e — A Quickstart

There are loads of reasons to play RPGs alone, from avoiding the plague to testing out homebrew rules, or just for the fun of focusing on a single hero’s story. These days, there’s a huge number of tools and adventures for the solo player. We’re going to look at some of the intricacies of roleplaying solo with Pathfinder 2e.

December is Fun for One!

No, I’m not being a Grinch. I mean that the RPG Blog Carnival is parked here this month, and host page, and be sure to check the comments for more posts on the topic. You can even add your own, so why not us?

Now, back to going solo with Pathfinder 2e.

The Core Appeal of Solo Play

Playing a game alone is usually fun for very different reasons that make a group game fun.

Solo games can present a puzzle for you, and you alone, to solve. In this sense, every combat encounter becomes a puzzle: how do I defeat the enemy without losing too many resources (Hit Points are one resource, after all).

Solo TTRPGs are very introspective, and you can enjoy the time alone with the character and their story in a uniquely intimate way. I love writing stories for exactly the same reason, and it’s probably why solo adventures intrigue me.

You might enjoy your solo experiences in other ways too, and here’s the point: understand that solo play is fun for a different reason and play your game to maximize that experience.

Solo Pathfinder 2e Encounters

Let’s take encounters and think about them as puzzles some more. How do we get more of a tactical challenge from encounters, if we’re a solo player?

XP Budget and Character Adjustment

In a solo game, the XP Budget is the Character Adjustment. See XP Budget, in the Game Mastering chapter of the Pathfinder Second Edition Core Rulebook. In other words:

XP Budget for Solo Play
Trivial – 10 XP or less
Low – 15 XP
Moderate – 20 XP
Severe – 30 XP
Extreme – 40 XP

This XP Budget limits what you can throw at your hero, especially if your hero is 1st or 2nd level. You might consider playing a 3rd level character right out the gate to make up for this. Otherwise, you’ll be serving up Moderate to Extreme encounters until you gain a level.

Random Monsters and Generated Dungeons

Completely random tables aren’t going to provide good synergies for building meaningful encounters. Instead, take a look at the maps, map tiles, and monster miniatures you have. What interesting combinations can you build from those?

I’ve already spoken here about building dungeons as a way to invent encounters,  where you put yourself in the role of Dungeon Keeper, using tiles and dungeon scenery as a toy to inspire you.

If you still want to randomize parts of the encounter, then create short, D4 or D6-based lists that let you swap out a few elements of terrain or change up some of the monsters in the encounter. You might have a table for environmental factors, like the level of lightning and if the ground is slippery or not.

Another option is to build decks of dungeon cards and monster cards that you can draw. Magic: The Gathering commons are great for this, if you don’t mind modifying them.

Help and Healing

Before you jump into playing the game, decide how deadly you want your game to be. Do you need to keep an NPC handy to cast stabilize, or will you have a magical item that casts raise dead on you whenever you die, up to three times? Will monsters kill your hero if you’re defeated, or will they attempt to heal your hero and keep you as their captive?

 

DriveThruRPG.com

Fun for One — RPG Blog Carnival, December ’21

It’s December, and that means Rising Phoenix Games is hosting the RPG Blog Carnival. This month, it’s “Fun for One”. Read on and find out how you can in on the RPG-flavored action.

‘Tis the Season to be Mental

Aargh! It’s December again! Is the Christmas spirit supposed to be this silly? Is the mad rush of buying gifts worth the heart attack? Any way you paint it, December is always a “special month”, much like mommy’s “special boy” who’s mostly unruly but can have his moments of genuine humanity.

At Rising Phoenix Games, December means gift-giving, hiding toy soldiers in Christmas trees, eating too much chocolate, and hosting RPG Blog Carnival.

RPG Blog Carnival and Fun for One

RPG Blog Carnival is hosted by a different blogger every month, throughout the year, with each blogger suggesting a topic for the month. Any RPG blogger can take part by writing about the topic and posting a link in the comments section. You can write as many articles as you like, too, and we’ll compile them all into a roundup that’ll come out around the 1st of 2022. So, if you love reading RPG blogs, this is the place to be, all month long.

Our topic this month is “Fun for One”, and you can swing that any way you like. Here are a few ideas:

  1. Write about a session nobody but the GM enjoyed. It happens! Give us some ideas to help us avoid the same train smash.
  2. Tell us about a game you ran for a friend.
  3. Create a big bad boss for your favorite system. Make sure your creation is tough as nails and hard to take down.
  4. Make some magical items that give a hero plenty of perks, at the expense of a curse on the party.
  5. Write an encounter or short adventure using the theme “Fun for One”. We have loads of cheap stock maps to inspire you.
  6. Make a short RPG for one player, or for one player and a GM. Or write an RPG where every player controls the same character, much like in Everyone is John.
  7. Give us some ideas for turning character creation, which usually is only fun for one, into something the whole group can enjoy together.
  8. Talk about how you handle splitting the party.
  9. Build some diabolical traps that are designed to target one hero only.
  10. Make critical fumbles the most fun thing to roll with new rules that’ll amaze and entertain.

We look forward to seeing those posts rolling in.

Unleash the Power of the Magus

Our friends at d20pfsrd.com Publishing just released Art of Magic: Melee and Magic, which hit Copper Seller in 24 hours. It includes new magus archetypes, feats, magus arcana, and spells. Melee and Magic offers a wide variety of builds for every magus player.

The book is compatible with the Pathfinder Roleplaying Game (first edition) and is $2.99 for 24 pages.

 

5 Indie TTRPG Gems To Try This Christmas

Christmas is coming up, and as print shortages loom, it’s time to get those print-on-demand (POD) orders in early. Here are 5 indie TTRPG hidden gems you should check out this Christmas, all from South African designers.

Eventide

Eventide features a fully-formed post-apocalyptic setting and fast, streamlined mechanics, all packaged in Frenzy Kitty’s characteristically professional style. The game also includes solo rules, which is one more reason why I love it.

Not many indie publishers bring the level of polish to their games that Frenzy Kitty Games does, which has always inspired me to make better-looking products. Gareth is also a huge fan of the genre, and it shows in the many adventure hooks the setting presents.

Buy Eventide if you love post-apocalyptic games like Fallout and want a deep level of abstraction that lets you tell interesting stories about survival in a post-apocalyptic world.

Nightscape: Red Terrors

This is one of mine, so I’ll just tell you what’s in the game, then you can decide if it’s for you.

Nightscape: Red Terrors is part of the Nightscape franchise, which explores supernatural and cosmic horrors. Red Terrors is set in Russia, after the fall of communism. You and your team from Integrand General are tasked with recovering occult artifacts from a recently-discovered facility, in a race against time and cultists seeking to use those same artifacts for their own purposes.

The game uses D20s, map tiles, and an abstracted rules set that focuses on cinematic roleplaying.

Buy Nightscape: Red Terrors if you and your players want to take on a multi-faceted puzzle involving eldritch horrors, using the tools at the disposal of a team of elite paranormal investigators.

How to Plan a Murder

Although I had a hand in producing it, this one was written by Chris Visser, who has run the system as part of his very successful dinner murder mystery events.

How to Plan a Murder is a LARP, or more specifically, guidelines for running a social event that revolves around a murder mystery, which is run by a coordinator. Each character is defined by several truths and what they know about certain characters, which effectively ties every character, and every guest, into the story that’s about to unfold during the evening.

Personally, I think it’s a fun way to get all your RPG friends together, with some of your RPG-curious buds, and all their significant others, and share an evening of fun telling a memorable story that you get to be deeply involved in (without actually killing anyone). Covid has made this sort of event rare, but one day we’ll be able to enjoy some murder with friends again.

Buy How to Plan a Murder if you want to run a dinner murder mystery for your friends, and your friends are up for an evening of dres and playing interesting characters with dark secrets.

Hello, My Name is Death

Full disclosure here, this one, like Nightscape, is also mine.

In Hello, My Name is Death you play the Grim Reaper’s apprentices, trying to knock another soul off this mortal coil and get promoted to COO of Acquisitions, the rider in black himself.

Hello, My Name is Death uses a poker mechanic and comes in zine format. It requires a deck of normal playing cards and is a theater of the mind game. Basically, by winning hands, you get to make things true about the world, or add a truth to what another player has made true.

We think you’ll love Hello, My Name is Death as an alternative to Gloom, or as a great way to improve your group’s collaborative storytelling.

Bullet

Bullet’s full title is Bullet: The Special Forces Role-Playing System and Setting Guideline Manual, which really tells you all you need to know: you get to play spec ops characters, and the book will help you adapt any historic or fictional war setting into a playable campaign.

Play Bullet if you want to recreate a Navy Seals infiltration mission, loved the SWAT 4, ARMA, or Rainbow Six games, or want to play something where the bad guys are human and the bullets are deadly.

November is Indie TTRPG Month

Thanks to the Rat Hole for hosting this month’s RPG Blog Carnival, with the theme of “Going Indie“. To celebrate, all our indie TTRPG titles are half off on Drive Thru.


TTRPG Design Mastery — The Impossible Road

Welcome to a guest post, here on Rising Phoenix Games. Kim Frandsen is here to talk about the difficult road TTRPG designers have to walk to becoming masters of the craft. Enjoy.

Hi everyone! Rodney asked me to share some thoughts that I’d been having recently about the TTRPG industry.

In most creative industries, such as tabletop roleplaying game publishing, there are — at least to me — seemingly three levels of “achievement” a creator can reach:

  1. Apprentice
  2. Journeyman
  3. Master

The Road to Mastering RPG Design

To give an example of what I mean, let’s compare the TTRPG industry to the film industry. Hollywood’s movie business is well known and has similar requirements to our own, in that it requires a lot of creative input and technical knowledge to achieve a coherent and appealing final product.

So an apprentice within the TTRPG world is someone who is just starting out. They may be self-publishing or they may have a few years of experience working as a freelancer for smaller publishers. In the film world, these are the folks putting out their first films, or who are just out of film school. They may have acquired some technical knowledge along the way, and they may have great creative ideas, but they still need a lot of help executing their ideas to a level where an audience can understand their work.

Masters are of course at the other end of the craft. They’re the ones who do the work that you always hear about. Within the gaming world, they’ll be people like Chris Perkins, Owens KC Stephens, Jason Buhlmann, and Skip Williams. They’re exceptionally capable and experienced designers who have had their hands in hundreds of projects. They not only have creative vision but also the technical know-how to realize that vision.
In the film world, these are people like Alfred Hitchcock, Stephen Spielberg, and Francis Ford Coppola for direction. They may be the Chris Evanses, Ryan Reynolds, and Scarlett Johansson for actors. They could also be the “invisible” people like John Williams, known for the soundscapes that complete the film experience. These are the creators that everyone has heard of,  and who have staying power.

In between these two, you find the journeyman level. For films, these are the people who can live off their work but haven’t become famous. They might be the ing actors on big-budget films, they may be the camera or sound crews, or they may be the director that does documentaries for the BBC — people that those in the business have potentially heard of, but who aren’t well known to the public.

And here comes the question: where is the journeyman level in the TTRPG Industry?

Making a living off your work in this business, even if you have multiple years of experience and projects behind you, is tough. In my case, I started in 2016 and at this point, I have more than 100 projects behind me as both author and editor, and I’ve started dabbling in layout, but I cannot make a living off what I do — even though I’d love to. (Editors Note: Kim has Heaven & Hell for Pathfinder Second Edition.)

DriveThruRPG.com

The figure that you need to take home to live (please note I said “live”, not “survive” — there is a difference) varies by where you live of course. Generally, if you live in the West, things cost more. That’s just how it is.

But how big does the RPG industry have to be to the Journeyman level folks? Nobody knows how much money is in the business, and the few who have an insight into that are really not interested in sharing that information. The fact is though that there are only a few companies out there that are big enough to supply more than a handful (5) employees full-time. This includes the juggernaut Wizards of the Coast and all the way down to smaller companies with permanent staff. Even just finding out who belongs in that category is difficult. (Truth be told, the industry really isn’t doing itself any favors on this, by being so opaque, but I digress).
Unfortunately, until we know what the business is worth in total, and where it has been in the past, it’ll be difficult to say where the “break” point in size is for the RPG industry, but there is one factor that we can comment on.
We’d like to see more people make a living by making TTRPGs, wouldn’t we? After all, it allows us to see more people progress to the master level, so we’ll eventually enjoy the stuff they put out. And it’d allow others who have the skill and knowledge to live off their earnings from roleplaying games too.

Do I have a personal stake in this? Yes. Of course, I do, and I’m obviously one who’d like to reach the Journeyman level. But more than that: I’d like to see my friends remain in the business. I started at a time where I was connected with something like 20 or 30 other people. Today, only 2 of them are left, with a 3rd on hiatus and a 4th mostly being too busy with his day job to work away at game design. So many people have fallen by the wayside that I know had the ability to make it, if there had been a future for them. For all of us, it wears us down. And while those who survive the first 3-4 years tend to stick around, I’d really like to see more of the talented newcomers staying with us.

Thanks for listening to my rant.
Catch you on the flip side.
Kim Frandsen
You can find Kim on Beyond the Horizon.


Guitar Wire for Mini Converting Victory! — MM 51

It’s Mini Monday, and this week I’m going to introduce you to my new favourite kitbashing and converting substance: guitar wire.

Metal guitar wire, as far as I understand, comes in six thicknesses: thin, thicker… well, you get the picture. What matters is that it has many great properties that make it perfect for miniature conversion and kitbashing work:

  1. It’s wire, so you can bend it and cut it like wire!
  2. It’s tightly wound and won’t uncoil like a spring might.
  3. It’s the perfect thickness for detail work and comes in a variety of thicknesses, so you can use whichever size works best for the job you’re doing.
  4. One string goes a very long way.
  5. Once bent, guitar wire maintains its shape fairly well.
  6. Musicians throw it away when they’re done with it. That’s right, it’s literally free if you know somebody who plays the guitar.

Ask Not What You Can Do For Guitar Wire…

DriveThruRPG.comGuitar wire gets used for pipes and cables mostly (first mini, above), but here are a few more ideas:

  1. Guts! Check out mini number 2, above!
  2. Arms! Mini number 3 had her arm rebuilt with thick guitar wire and modelling epoxy. The original arm was hopelessly too short, but the bendable wire made this an easy fix. I like the ribbed detailing it gives her arm where I left the wire exposed.
  3. Handles! He-Man (yes, he’s finally here!) has an all-new axe with a handle made from our wonder material. This detail alone brings the axe much closer to the toy axe I got with my action figure. Watch out, Beast Man!
  4. Coins! Because they’re so tightly wound, you could use guitar wire to make miniature-size stacks of coins.
  5. Armature Wire! Because it retains its shape after bending, I figure it’ll work well as armature wire — the wire used as a skeleton for modelling clay when making figures.
  6. ts! Laid horizontally, you could fill gaps in knees or elbows to simulate more complex ts.
  7. Toast! I’ll bet guitar wire makes great toast. Ah, guitar wire…

That’s it. That’s all I have to say. Go get yourself some and give it a try if you’ve never played with it. I promise… this stuff rocks…

Captain Nemo’s Scimitar, a D&D 5e Artifact

Captain Nemo’s scimitar is a powerful artifact that you can add to your undersea Dungeons & Dragons 5e campaign.

Nemo’s Scimitar

Weapon (scimitar), artifact (requires attunement)

The legendary Captain Nemo was a consummate gentleman and an amicable diplomat who made many friends, both above and below the waves. It is said that he counted sphinxes and phoenixes among his closest advisors, and that it is they who helped him build the vessel his name is synonymous with: the Nautilus (see Undersea Sourcebook: Feats and Equipment).

While the Nautilus was being completed, a companion blade was forged, a scimitar linked to the vessel by powerful magic. The scimitar would serve as a mark of rank and ownership, while its arcane link to the great vessel would be able to bring the Nautilus back from disaster if their planned journey to the ocean depths ever became too perilous.

Although the scimitar is not required to command or pilot the Nautilus, it is a common misconception that the scimitar is its key, and that the Nautilus would be powerless without it. This misinformation has inspired many of Nemo’s rivals to steal the sword, though none have yet succeeded.



While attuned to the scimitar, you can breathe air or water, have a swimming speed of 30-feet if you don’t have a better swimming speed, and are immune to the effects of extreme cold.

Call the Nautilus. If you are holding the scimitar and are within 120 feet of a body of water big enough to hold it, you can, as an action, call the Nautilus (Underwater Sourcebook: Feats & Equipment). The vessel teleports to your location if it is on the same plane. If the Nautilus has been destroyed, it appears with 1 Hit Point remaining for each of its components. You can’t use this property again until 3 days have ed.

Captain’s Gate. If you are holding the scimitar, you can use your action to cast gate, linking a spot you can see to the captain’s quarters within the Nautilus. You can’t use this ability again until after a long rest.

Conjure Shield Guardian. If you are holding the scimitar, you can use your action to conjure a shield guardian. You can conjure it within 30 feet of you or within the Nautilus. In either case, it is bound to the scimitar, which acts as the shield guardian’s bound amulet. The shield guardian dissipates after 1 hour. You can’t use this ability again until dawn.

Destroying the Scimitar. The only way to destroy the scimitar is to melt it down within an underwater volcano, alongside a power crystal from the Nautilus.


Wanna be a Great GM? Get an Education!

So, you want to impress the boys at your local with your masterful storytelling? Figure you’ll show the ladies a good time with dice and an epic quest? Looking to put “Professional GM” on your CV? Well then, if you want to be a great GM (or DM, or Storyteller), then you need to get an education.

What kind of education? I’m not talking about school — stay in school kids — I’m talking about life experiences.

Why?

Rules are great. Acting skills are useful. Improv skills are even better. Knowing and understanding all the tools available to you, that’s the road to being really great.

But all of this isn’t very useful without some real experiences. Some fuel for the creative fire.

Go ride a horse. Practice martial arts. Write with a quill pen. Hike up a mountain. Go camping. Gut a fish. Travel.

Real experiences always beat book learning. What you’ve lived through becomes a part of you in a way clinical understanding never can.

Have you ever noticed that many writers, those brave souls who battle with pen and paper their whole lives, struggle to sell a good novel, while non-writers (usually sportspeople and explorers) seem to create best-selling books without much effort? There are exceptions, but I’ll bet that the key ingredient here is substance. Those with real experiences have something meaty to offer.

A poorly-researched example, as Exhibit A: Stephen King cited being hit by a car as inspiration for many of his books. I’m not sure which, but my Google-fu tells me it’s a bunch. Sorry, Stephen, you’re free to pipe up in the comments.

Your experiences are beautiful pigments for painting truly memorable images at the table. Your fantasy games will be so much more real when you embellish them with realistic details drawn from your experiences.

So look, listen, and learn. I promise it’ll be worth it.

Thanks to The Five Foot Square for hosting this month’s RPG Blog Carnival. Do go check them out and in the fun.

While you’re here, please check out our store or our Drive-Thru RPG page. We have loads of publications for D&D 5e, Pathfinder, and unique systems we know you’ll love.

Why is the RPG Industry Growing?

Despite Covid-19’s reign of terror, the RPG industry looks healthier than ever. But why? In a time when we couldn’t get around the table with friends, this surely wasn’t what anyone predicted. So, why is the RPG industry growing?

Our lone hero gets ready to repel the undead legion.

I recently read articles about the growth of the manga and comic book industries. Despite the global pandemic, piracy, any economic downturn, and other negative factors, these market segments proved robust enough to keep growing. The tabletop RPG industry is also reportedly growing, with ICv2 citing a 31% growth in the RPG market in 2020. This growth is great, but what’s actually driving this growth?

I’m asking. I don’t know.

Many of the people who read my blog are intelligent folks who know things though. Maybe their insights will help us figure out the answer.
That means you, so sound off in the comments.

I suspect that community content is certainly playing its part. Websites like the Dungeons Masters Guild and Storytellers Vault give GMs (and DMs, and Storytellers) a way to earn something from the content they’re creating for their games anyway. Now, Paizo is ing the community content market with their own Pathfinder Infinite and Starfinder Infinite initiatives. It’s a solid route for a publisher with a strong IP to go.

Streaming on platforms like Twitch and YouTube probably brings in more players and more book sales, though I’m not too familiar with the streaming scene and its impact. I’m guessing. I do know that watching HarmonQuest always got me amped to play though. It’s the perfect kind of marketing that worked for TV: look at us, we’re happy (playing D&D), you should us and also (play D&D).

Being at home more might have had an impact too, though I don’t know how many people are still spending most of their time at home. After a few months of lockdown I picked up skateboarding again, maybe many others have dived back into roleplaying? I’d love to find the numbers and know the actual trends.

Then there’s the virtual tabletop boom, and of particular interest to us, the growth of solo RPG gaming.

Most likely, all of these factors are because of the pandemic. If that’s the case, then should we expect the market to contract as the world recovers from Covid? Nothing is forever, as they say.

Above is a short poll I did at the start of the year. I didn’t get loads of responses, but if this is any indication of how people and the market reacted to the crisis, then it’s worth digging deeper and understanding exactly what’s going on. My feeling is that demand outpaced supply, leading to better sales. What do you think?

If you like knowing about the RPG industry, you should add your voice to Kim Frandsen’s RPG questionnaire, which is running until October 1st, 2021. He’ll send out the results via e-mail if you add yours to your response. He’ll also be publishing his findings on his Facebook and Twitter s, so connect with him now.

Why You Absolutely Must Play Pathfinder 2nd Ed.

Pathfinder Second Edition has been around for a while now, and if you’re still finding excuses not to try out the system then let me tell you why you absolutely must play Pathfinder Second Edition.

Image credit: Yuri_b

Dungeons & Dragons 3.5 was a great system. The Pathfinder Roleplaying Game (good old 1st ed) was also a great system, which built on 3.5, streamlining some of the clunkier rules. Something then happened in the D&D world that might be better left forgotten, but then came Dungeons and Dragons 5th edition, another amazing system. Dungeons & Dragons 5th edition marked a renaissance for the hobby and became immensely popular.

Then came Pathfinder Second Edition, which might not have become the smash hit D&D 5e is, but does have the benefit of all these systems that came before it.

Which is why you need to give it an honest go.

If you’re serious about your TTRPG hobby (you probably shouldn’t be too serious though, it’s just a hobby), then you owe it to yourself to see what Pathfinder Second Edition has to offer with its new take on fantasy roleplaying and D20 systems in particular.

Steal Like a GM

Great gamemasters steal ideas all the time, and because Pathfinder Second Edition evolved out of so many other, solid D20 systems it has a lot to offer in of new mechanics, reworked rules, and fresh perspectives. You might find something you want to adapt for your own game, even if you’re sticking with 5e. There are plenty of resources on the Internet for converting PF2 to 5e, which will give you pointers on how to tackle your thefts. (Don’t actually steal something folks. I’m talking about grabbing inspiration and making it your own.)

Ultimately, PF2 has a lot to offer players who like fiddly-bits in their games. While 5e is great in general, the level of abstraction in the system can get frustrating, while Pathfinder Second Edition offers many more dials and switches to tweak. If you’ve never tried Pathfinder, then go see what all those dials and switches can do for you.

You can find Fifth Edition books in our store.