Tag Archives: Roleplaying Games

Why It’s Good to Suck (At Something)

I suck at skateboarding. I’m terrible at it. But you know what, it’s good to suck at something. Here’s why…

(And yes, there will be an RPG angle to my story.)

There are a bunch of things I can get cocky about. I’m not bragging though, because I still have far to go, but I’m a fairly competent writer and editor, I know a deal about design and layout, and my puns are perfection. When it comes to skateboarding though, I suck.

Just how bad am I?

I’m a fearful person, and I’ve got the coords of a drunken goat. I nearly killed myself for a stupid trick (that’s hyperbole, but it still hurt).

But all the suckage is a good thing. It keeps you humble. It teaches you. It gives you perspective.

Humility and Real Motivation

So we’re going to talk about game design a lot here, and we’re going to talk about motivation too. Motivation’s the fuel that gets game design done, that pulls game devs through the tough times.

Motivation fascinates me.

People say our minds are like a computer, so then understanding motivation is like learning to hack our brains. That’s tastily cyberpunk.

But the motivation I’m talking about isn’t the Tony Robbin’s flavored shlock you find in a lot of self-help books. I’m talking about understanding what makes your brain think like it does, then knowing how to deal with those thoughts.

In skateboarding, sometimes the most unnatural movements are the right ones. Take dropping in.

Credit: Tania Ferreira Lourenco

Dropping in is where you have your skateboard’s nose up, then lean forward so that you and your board’s nose come down, onto the ramp. Your body’s natural instinct is to pull back, but this always fouls up and could put you on your bum. Ultimately, you have to trust the physics and lean into it, fighting through the fear.

You quickly realize that fear’s keeping you back. The only way to hack your brain is to fight the fear. So how do you fight fear?

School of Hard Knocks

We all know how to run, but riding a plank, that’s odd. You might be lucky to have learned it as a kid, but otherwise it’s an alien activity. In this way, skateboarding is a perfect model for how we learn.

I see it when I compare mini painting to skateboarding. Both take practice, and practice pays off for both hobbies. The best synonym for practice is “baby steps”. You learn to master mini painting by focusing on one new step at a time.

Gamemastering? Same. Writing games? Same. Nobody ever learned all the rules of D&D before running their first game, they learn enough and add to that knowledge later.

Knowing you suck is the only way to improve.

Why I Almost Quit the TTRPG Industry

The table-top roleplaying games industry is notoriously tough. Keep your ear to the ground and you’ll hear, now and then, the hasty footfalls of an RPG designer rushing for the door. Burnout is usually the cause. I was at the edge of that precipice, and I almost quit the TTRPG industry, and I’m here to tell you my story.

I’ve worked in the TTRPG industry for five full years now. Some of my time is spent on other work, but I’ve picked jobs carefully to build my career with experience that’ll feed back into RPG design and writing. These years were only possible because of another five years spent preparing to go full time. So why, if I’ve fought so hard for this, would I be ready to let it all go?

An Honest Picture of Success

To understand that, we need to talk about success. What does success in the TTRPG industry look like? Is it working for Wizards of the Coast, or having your name on a hardcover? Maybe it’s earning enough that you can quit your day job?

In my view, success is all about sustainability. Does your work you? This isn’t just about money, although money is a big part of it. Sustainability includes the actualization of your goals. It answers questions such as “Will I, one day, have my name on a hardcover?” Your sense of worth is also important; “Do I make great content that people enjoy?” Then there’s fair remuneration; “Is my hard work being adequately rewarded?” Rewards include money, buzz, positive , and players sitting down to play your games.

Ultimately, is all the graft, the grind, and the stress, paying off? If it is, then your work is sustainable and you’re successful. If not, then the job will eventually beat you down, you’ll cut your losses, and beat an expeditious retreat.

Hard trials are going to come along, no matter what you do. If anything, I didn’t always have the maturity to face those trials and pull through, so each hit became a personal burden (or grudge) that grew heavier and heavier with each setback. On top of that, as Freddie sang, “… bad mistakes, I’ve made a few.” This reached its ugly head when I had a run of flops with products I really believed in.

It has taken me months to recover from burnout and get excited about producing RPG content again.

But I’m committed to learning from my mistakes and doing better.

How much better to get wisdom than gold,
to get insight rather than silver!
— Proverbs 16:16

Last night I was reading a Batonga story to my kids about the dung beetle. In it, Butterfly tells Dung Beetle that if she doesn’t try, she’ll never succeed, but if she tries, she might (When Lion Could Fly and Other Tales From Africa).

So I’m sticking around because I know I can do better. Even after five years, there’s still so much to learn, and I’m enjoying being a student of game design and the TTRPG industry. Even my many failures are not a loss, because they give me something to build on that I didn’t have when I first started out.

The name of the company makes a lot more sense now too, doesn’t it? I hope you, too, can rise like a phoenix from whatever setback life has thrown at you.


Why I Nearly Died for the Worst Skateboard Trick

The tail drag is probably the worst skateboarding “trick” in history. If it even is a trick. Basically, you’re stopping your skateboard by slamming your tail down. That’ll rip up your tail and cause razor tail if you do it enough. This sharpening of your tail’s edge turns your board into a lethal weapon, ready to slice shins.

On top of that, there’s a lot that can go wrong with a tail drag. When you lift your front foot, the skateboard’s nose comes up with it. If you don’t commit to the trick, your nose falls down and your front wheels become a fulcrum of death, catapulting you forward and into the ground.

That’s how I bodied myself, many times. It’s just lucky I’ve never broken an arm. Still, I’ll attempt the tail drag again, and again, until I get it.

Why?

You didn’t realize this RPG blog was going to take a skateboarding turn, but don’t worry, we’ll get back to rolling dice.

To me, skateboarding is about technical skill. It’s fun, too, sure, but the act of skateboarding is all in the physics. Similarly, you might say TTRPGs are about telling stories collaboratively. So learning to tail drag, as I see it, is the first step to better board control, which leads to unlocking the next level of skating.

Many skaters will disagree with me, because it really is a terrible trick, but I know myself and I know this is my personal battle. I have to fight it.

Maybe there was an aspect of the hobby you had to work hard at, even if your peers disagreed with you. Maybe you’re part of a group of power gamers, and you’re fighting hard to roleplay instead of roll-play. Maybe you’re trying to improve your mini painting skills, and your buddies all buy pre-painted minis.

Maybe this is about RPG fundamentals, and doing all you can to learn and put them into practice. What do you think?

The Death of Tabletop RPGs: Did D&D Doom Us?

I… really should write more posts. I’ve been meaning to, but blah blah sorry sob story… whatever. You’re not here about that, you’re here because of my clickbaity title, which means you probably care either about proving me wrong, the title hit a nerve, or you’re genuinely curious about my ominous predictions about the death of tabletop RPGs.

Actually, there might be some other reason why you’re here, so scratch that. I’m not omnipotent. I’m not even semi-potent. Most of the time, I’m just trying to be more than normal. What I’ve learned though, is that normalcy is seldom escapable, and that’s a good thing.

Most roleplayers like to live on the fringes. Most of us were goths when goths were a thing, or punks, or the emo kids, or drama students. We’re the kind of people who wilt in the sunlight, who can’t throw balls, who use words like ‘dimwitted’ and ‘Ludite’ to mock others and feel intellectually superior. I’m exaggerating and generalizing here, but in my experience, few of us ever thought ourselves normal.

For some of us, normal is a swearword. We’d never want to gain that label.

But then D&D 5e came along, and suddenly TTRPGs were immensely popular. And “normal” kids were playing them. For some of us, it felt like a betrayal. Like we’d lost our last refuge to the football jocks.

Of course, there’s a bright side to all this. TTRPGs are doing well, and more of us are getting to make a living producing content for our favorite collaborative games. Roleplaying is more accessible than ever before, and that’s worth celebrating.

But that doesn’t mean the grognards need to like it.

So, kids, if you ever hear an old-school gamer ranting about the death of RPGs, or about how Warhammer FRP 1e or Vampire the Masquerade is better than Dungeons & Dragons could ever be, just let it slide.

The hobby isn’t dying, but evolution can be painful.


More Cruel Trinkets of the Mad Gods

Once again, we have more cruel trinkets for Dungeons & Dragons 5e that could prove to be both a blessing and a curse to those who dare to use them.

You can find the original Cruel Trinkets of the Mad Gods, on the blog.

Thank you to Codex Anathema, who inspired this post and are hosting this month’s RPG Blog Carnival.

Eager Blade

Weapon (longsword), rare (requires attunement)

This polished +2 longsword grants you an additional action after a successful attack, once per turn. You must use this extra action to attack an enemy with the Eager Blade or, if no enemy is within reach, to attack an ally or bystander. If no other target is available, you are instead incapacitated until the end of your next turn, as you attempt to bring the weapon under control.

Fire Emblem

Wondrous item, rare (requires attunement)

This red ruby is set within a brooch of red gold. You have advantage on Charisma based checks involving fire elementals and creatures from the Elemental Plane of Fire. Additionally, any d6s you would roll for fire-based spells step up to d8s.

Whenever you take a long rest, make a DC 2 flat check. On a failure, a 5-foot-square area within 1 mile of you is set ablaze. This fire is affected by the prevailing conditions and will spread if sufficient fuel — such as dry grass or wood — is available.

I hope you enjoyed these devious treasures. It’s always more fun when there’s some risk involved.

I wonder who might have created them? Maybe an elemental lord of fire had the fire emblem made for his most trusted envoys, but his craftsmen were unable to fully contain the elemental power within the gem? Just imagine if an NPC was wandering around with one of these around their neck.

Do you have any sneaky items or cruel trinkets you’ve created? Did your GM ever fox you with a real stinker? We’d love to hear from you, in the comments, below.


Image Credits: darksouls1

Get into Tabletop Gaming, Even if You’re Poor

Too poor to play Warhammer 40,000? No cash for Dungeons & Dragons books? I’m going to tell you why money is less of an obstacle than you might think, and why DIY tabletop gaming might do better things for you than paying for official products ever can.

Now don’t get me wrong. I love Games Workshop, Wizards of the Coast, and every other tabletop publisher that has ever taken me on a great flight of the imagination. I want you to them. I’m a game publisher, so I know how important your hard-earned cash is to the industry. But money shouldn’t be the thing that stops you. If you really want to get into roleplaying games, wargaming, or any other tabletop gaming, then there are ways and means that require very little financial investment.

DIYHammer and the Money Paradox

When I was in high school, it wasn’t a problem for me to buy loads of metal minis for my Ork army. It was my parents’ money, really, and I probably didn’t appreciate it nearly as much as I should have. Maybe because I hadn’t earned them myself or because of some fear of not being able to paint them well enough, very few of my minis ever got a lick of paint. In fact, I can only ever playing one full game of Warhammer 40K, and it was with another person’s army.

Fast forward twenty years and I’m a freelance writer and editor, making a little extra from RPG sales. There was no money for minis. Any month we didn’t need to cut into our savings was a great month. But I needed a hobby, a space to unwind and think. That’s when I found that my paints hadn’t dried up. I unpacked my old minis and dived back into the fascinating world that had first intrigued me all those years ago. Turns out, I’d stumbled on the cheapest hobby ever.

You’d think that the hobby would start getting expensive as soon as I needed more minis, but I found the opposite to be true. I kitbashed two Reaper Bones minis.

Okay, yes, I’ve needed to buy the occasional paint, spray can, and lots of superglue, but these costs are low and infrequent. Since getting back into it I’ve only finished one pot of Chaos Black paint.

There have been some interesting benefits from taking the kitbashing approach:

  1. I’ve become more ready to take on DIY projects, including fixing things around the house or building toys for my kids, like a Captain America shield and a PJ Masks HQ toy that I built from PVC pipe.
  2. I look at trash in a whole new way, and more of it gets upcycled instead of being thrown into a landfill somewhere.
  3. My pile of grey plastic is shrinking.
  4. I understand the art of model making much better, so I’m closer to making those custom TMNT figures I always wanted.
  5. I’m more resourceful. If I need a thing, I can probably find a way to make it, substitute something else in, or do without. And this goes far beyond miniatures. I’ve needed a new skateboard for nearly a year now, but I’ve been able to repair and maintain it because of a shift in my mentality.
  6. I have a far greater sense of ownership over my army than I ever had before.

Make Your Own

Brett Novak, who turned skateboarding videos into an art form, said in his TED talk that we romanticise that if we had more money, we’d do all these amazing things, but, in truth, there’s usually a way to do them without the money. As an example, Reiner Knizia, the best-selling board game designer, said that, when he was a kid, he often couldn’t afford the games he wanted to play. He had to make his own. That process must have taught him a lot about game design, and probably has a lot to do with how successful he is today.

So forget about money being the problem. If high prices are keeping you from tabletop gaming and the games that intrigue you, make your own. It’ll teach you a lot and give you a sense of satisfaction that money just can’t buy.


Cruel Trinkets of the Mad Gods

Mad gods bestow cruel trinkets on those who dare ask for a boon. Here are two magical items for Dungeons & Dragons 5e that could easily prove to be both a blessing and a curse to those who dare to use them.

Thank you to Sea of Stars, who’ve inspired this post and are hosting this month’s RPG Blog Carnival.

The Headhunter’s Coin

Wondrous item, rare (requires attunement)

This silver coin has a skull depicted on one side and a pelvic bone on the other. As an action, you can designate a target creature you can see and flip the coin. Make a flat DC 11 check. If you succeed, your threat range for all attacks you make against the target increase by 2, so a roll of 18, 19, or 20 is a critical hit against the target. A roll of 18 or 19 can still miss, unlike a roll of 20, which is always a hit.
If you fail the flat check, you instead suffer a -2 penalty to your Armor Class.
The bonus or penalty lasts until the target is destroyed or until another creature attunes to the headhunter’s coin.

Image Credit: BlackDog1966

Dean’s Hand

Wondrous item, unique

This mummified hand clutches four playing cards; two black aces and two black eights. A creature that handles the item becomes instantly attuned to it, and loses attunement to a random item if no free attunement slots are available.
While you are attuned to the dean’s hand, you gain no benefit or penalty from it.
If you lose the dean’s hand or become unattuned to it, you suffer a -2 penalty on death saving throws until you become attuned to the magical item again, or through a remove curse spell.

I hope you enjoyed these cruel trinkets. If you’ve tried them out in your game, let us know how your players got on, in the comments below. Or maybe you have some of your own nefarious magical items to share, then pop those down in the comments too.


Image Credits: darksouls1

A Death in Spring — New Releases from RPG

It’s been a busy month at Rising Phoenix Games HQ, and we’ve got a bunch of new releases and special offers to tell you about.

Hello, My Name is Death

Our new, poker-based tabletop RPG, Hello, My Name is Death is on sale at an introductory price of $1! Outdo your friends, reap souls, and become the next #OffiialGrimReaper.

Hello, My Name is Death is a poker-based roleplaying game that uses betting for souls to influence the ultimate demise of hapless humans. Collect souls, outdo your peers, and become the next official Grim Reaper.

In Hello, My Name is Death you play immortal beings interfering in the lives of oblivious mortals. Plan, scheme, interfere in your friend’s machinations, and collaboratively create truly bizarre circumstances leading to the spectacular death of your selected victim.

What’s Inside:

  1. A device-friendly PDF
  2. A PDF for zine printing on white paper
  3. A PDF for zine printing on colored paper
  4. A printable PDF counter sheet

You can find Hello, My Name is Death on Drive Thru RPG. Get it while our introductory offer lasts.

Aurora’s Spring Catalogue is Here!

Can you feel it in the air? The crispness? The energy? The bounce in your step? It’s spring in Faerûn, and that means it’s time for another of our great sales, featuring all the things you need for the season of rebirth.

That’s right, Aurora’s Whole Realms Spring Catalogue is here!

Aurora's Whole Realms Spring Catalogue

Get ready for the changing of the seasons in Faerûn with 20% off this title if you buy it before the end of the weekend.

Manual of Masks — On Sale!

The Manual of Masks is on sale until the end of the weekend too. Get it for a neat $1!

The book includes mask-related class options, magical items, and more for your Dungeons & Dragons game.

Until next time,
Be the Hero


How to Pick Colours for Mini Painting — MM 36

It’s Mini Monday, where I share customizing, scratch building, kitbashing, and miniature painting projects for your roleplaying and tabletop gaming. This week we’ll talk about how to pick colours for mini painting with colour theory.

Pick colours for your mini painting projects thoughtfully, because it’ll give you a better end result, and, like painting, it’s a skill you can improve on. Build some understanding of the theory, then use that to inform your choices and achieve the results you’re looking for.

Colour Theory

Colour theory might seem like a deep rabbit hole, which may seem intimidating, but I highly recommend you dive in. Colour theory opens up the language of colour, an understanding of how colours work together, and an understanding of the emotional responses that colours can create.

Here’s a quick look:

The colour wheel below shows the primary colours (red, blue, and yellow) and the secondary colours (orange, purple, and green). You can make the secondary colours by mixing the two primary colours nearest to the secondary colour you want to make (and that’ll cost GW some sales).

Analogous colours sit side-by-side on the colour wheel. They give you a simple range of colours for creating rich monochromatic (single colour) colour schemes.

Complementary colours sit opposite each other on the colour wheel, but still work well when paired together. As you can see, there’s more to the “red wunz go fasta” thing when painting Orks.

This is just scratching the surface of colour theory, and I encourage you to seek out more information.

3 Tips to Using Colour Theory

Like any theory, you need to put colour theory into practice to get a real understanding of it and make it stick. Here are three ways to help yourself implement colour theory in your miniature painting.

Limited Your Colour Scheme

I painted the mini below with two reds, two browns, black, white (mixed to make grey), and metallic paint. It is a simple mini, but restricting your range of colours forces you to get more creative. Using analogous colours for this type of painting will also give you a base colour, shading colour, and a highlight that compliments each other.

Another way to think of it is to drop a primary colour or two. Forbid yourself from using it, and see how your colour scheme becomes much tighter.

Clash Your Colours with Purpose

If colours are not analogous or complimentary, then there’s no colour harmony; they are contrasting colours. That doesn’t mean you can’t use purple and green together, you just have to know why you’re pairing them. Think of the green Hulk with his purple shorts, or Superman with his red and blue spandex, they stand out. And sometimes standing out is exactly what you want.

A World in Black and White

Of course, real life is full of colour, but to really understand and successfully pick colours for your minis you could do worse than follow Frank Miller’s example in Sin City. Frank’s masterpiece is a master class in light and shadow, with pages in black and white and only occasional splashes of colour. You can explore this with nothing more than paper and a black pen.

As an example, here’s the cover of The Grimdark Pamphlet, which I thought was a good colour choice for a book of game options that challenges the often black and white world of most adventurers, where the good guys are good and the bad guys are bad. Or was it that I didn’t want colour so I could push the idea of the colourless, grim aesthetic most associated with grimdark settings?

Now, I’m not saying you need to paint a mini only black and white, but there are plenty of great paint schemes that focus on black and white, such as drow with their white hair and black armour, the Black Templars, the Blood Angels Death Company, and Goff Orks. Notice how these schemes often use a third colour to accentuate items such as weapons.

You can take this idea further to explore light, as Miniac did in his Color is for CHUMPS video. Check it out and tell him I sent you.

 

Happy New Year from Rising Phoenix Games

Happy New Year from all of us here at Rising Phoenix Games. We hope 2021 is a fantastic year for you and your loved ones.

Keep safe and have an awesome 2021.

We’ll be back from the 11th, so see you then.

Don’t forget that our last month’s RPG Blog Carnival roundup, right here.