Category Archives: talk

Firearms for Pathfinder

I’m preparing to run a pirate-themed Pathfinder game set in Golarion, the main Paizo campaign world.  You can’t have a good pirate game without guns and cannon, so I started looking into that.  The Pathfinder Campaign Setting book has rules for firearms but they are quite underwhelming in general.

I went on a mad tear of Internet research and comparison of existing D&D 3e/3.5e gunpowder rules, from the 3.5e DMG, Stormwrack, d20 Past, Seas of Blood by Mongoose, Broadsides! by Living Imagination, Iron Kingdoms by Privateer Press, Skull & Bones by Green Ronin…  What I wanted was something that hit the sweet spot of late middle ages gun tech without getting too “fantasy-ey” (arcane pistol with intelligent demon bullets!) or too late tech wise (flintlocks, percussion cap weapons, ships with 30 cannon per side on them…).  My players expressed the concern that usually when they see gun rules for D&D they either nerf guns so that they really suck and no one would use them, or make them so good that everyone would always use them.  Quite a challenge.  Here’s what I came up with in response for Pathfinder or D&D 3.5e – comments are welcome!

Gunpowder Weapons In Golarion

Handguns

The current state of the art in personal firearms is a smoothbore weapon with a wheellock firing mechanism.  Earlier matchlocks, which required a lit match held in a “matchlock” to fire, and the even earlier hand culverins, which required manual application of a lit match, are still in circulation but no regular forces use them.  Though most firearms come from the mass production gunworks of Alkenstar, there are skilled craftsmen in other locations that can and do build firearms.

The smiths of Alkenstar have just developed snaplocks, but have kept the innovation to themselves so far.  More reliable and inexpensive flintlocks are doubtless not far behind.  A couple artisans have made rifled hunting weapons but these are still unique curiosities.

Name                Cost      D (S)  D (M)     Crit     Range    Weight  Type
One-Handed Ranged Weapons
Pistol              250 gp    1d6     2d4      x3        50 ft.   3 lbs.  P
Blunderbuss pistol  500 gp    1d10    2d6      19-20/x2   5 ft.   5 lbs.  B and P
Two-Handed Ranged Weapons
Musket, short       500 gp    1d10    2d6      x3        100 ft.  8 lbs.  P
Musket, long        750 gp    1d10    2d6      x3        150 ft. 10 lbs.  P
Blunderbuss         500 gp    1d12    3d6      19-20/x2   15 ft.  8 lbs.  B and P
Explosive Weapons
Bomb                150 gp    1d10    2d6      x2          5 ft.   1 lb.   B
Smoke bomb           70 gp        Smoke        x2         10 ft.   1 lb.   -

Proficiency: All wheellock weapons require Exotic Weapon Proficiency (firearms) to use without penalty.

Reload: All wheellock weapons hold one shot and take two full round actions to load.  Reloading takes two hands and provokes attacks of opportunity.

Inaccurate: All non-rifled firearms have an inherent -1 to hit penalty.

Exploding Dice: Whenever you deal damage with a firearm and roll maximum on any damage die, reroll that die and add that roll to the total as well. If you roll maximum on rerolls, continue to reroll, adding to the damage each time.

Misfire: Whenever you roll a natural 1 on an attack roll made with a firearm, your firearm might misfire. Immediately roll 1d20. On a 1, the firearm is broken and the powder explodes out the breech, dealing the weapon’s damage to you; on a 2–7, the firearm is broken; on a 8–18, the firearm misfires and is fouled; and on a 19–20, it simply misfires. A fouled firearm requires 2 full rounds to clear before it can be reloaded.

Melee: Pistols may be used as saps and muskets as clubs in melee combat, but they are reasonably fragile and whenever you roll a natural 1 on the attack roll the weapon is broken.

Pistols have a hardness of 10 and 10 hit points; long weapons have a hardness of 10 and 20 hit points.

Weapon Descriptions

Pistol: a single shot wheellock pistol.

Blunderbuss Pistol: Also known as a dragon, this is a large pistol with a bell-shaped barrel.  A blunderbuss pistol’s damage suffers a -2 penalty per range increment beyond the first.

Musket, short: A wheellock musket with a short barrel suitable for use in close quarters.  Also known as an arquebus.

Musket, long: A wheellock musket with a 4 foot long barrel.  The long musket must be braced on something or else suffer a -2 penalty to hit.  Many such muskets come with a inherent pintle mount so that they can be braced while standing; it requires a move action to set up the pintle.

Blunderbuss: This is a heavy musket with a bell-shaped barrel, also referred to as a musketoon.  A blunderbuss’ damage suffers a -2 penalty per range increment beyond the first.

Bomb: A bomb, also known as a grenade, is thrown as a splash weapon.  It requires one full round action to prepare and light.  Once thrown, it explodes and does damage to everyone in a 5’ radius from the target or target square.  Bombs do 2d6 damage to a directly targeted creature and 2d4 splash damage.

Smoke bomb: A smoke bomb is thrown as a splash weapon, and puts out a 10’ radius cloud of smoke.  It requires one full round action to prepare and light.  The smoke dissipates normally.

[Edit:  Dang it, forgot ammo and costs!]

Ammunition: Round lead bullets are sold in bags of 20, weighing 2 pounds, for 5 gp.  As guns of this era are often not in standard calibers, the shot normally require modification by the gun owner before use.  Many gun owners will simply cast their own shot using Craft (gunsmith).

Gunpowder:  Black powder is sold for 40 gp per pound.  It is usually carried in a gourd, horn, or metal flask to keep it dry.  In volume, it is supplied in 30-pound kegs (40 pounds total weight).  Creating gunpowder from scratch requires a DC 25 Craft (alchemy) check.  A thrown bomb takes about half a pound of powder; you can get 40 muzzleloader shots out of a pound.  For cannon, you need an amount of gunpowder equal to the weight of the ball.

Analysis

I took the exploding-die damage and the misfire (edited) from Pathfinder.  I thought those were good, but their damages, costs, and violation of tech level weren’t (they had percussion cap revolvers, for example).   I broke it up into a couple more weapons.  I’m tempted to go as far as d20 Past did and differentiate between the matchlock and wheellock weapons, but for a first cut thought this would be enough.  I tried to target early 1500s tech in general as consistent with other developments in Pathfinder.

I don’t mind gunpowder in my fantasy, especially if it’s kept to a realistic 1500-and-earlier kind of level.  With the same caveat as my players – it shouldn’t be too nerfed or too good.  I hope I’ve hit that balance here – the reload times make it unlikely you can get too many shots off in one combat, and the inaccuracy and unreliability and cost are down sides – but the lure of that damage potential is a big draw.  They’re too expensive for low level, not competitive at high level, but at mid level you’d be tempted to have a pistol on you that you’d fire in the first round and then drop and go to melee… Which is the desired simulation.

In my game guns will be rare enough that there’s no prestige classes or whatnot for them.  I will include a feat that lets you not provoke attacks of opportunity and a reload feat that lets you spend one full round instead of two, but that’s it.

Next time – cannon!

What’s Good For The Goose

I wanted to talk a little about in-game GM rulings, and making sure you are not unfairly disadvantaging players in the name of realism.

This was inspired by a thread on the Paizo boards about “My GM doesn’t let me move with a loaded crossbow, he says the bolt will fall out.”  But it led me to think about a lot of related rulings and general tendencies I’ve seen among GMs over time.  A desire for “realism” is admirable, but it shouldn’t be restricted to just PCs and thus discriminate against them.

Think about it from your player’s point of view.  If you:

  • make them track encumbrance minutely
  • require them to make a lot of rolls to “wake up” in a campsite combat
  • make them not carry loaded crossbows
  • make them draw their swords in the first round of every combat
  • require lots of skill checks to distinguish their ass from a hole in the ground
  • and other stuff like that

You really need to think about whether you are requiring the same of NPCs and opponents.  Because most of the time, when I as a player wander into the bad guys’ barracks, they are all up and attacking on the first round.  None are ever dozing, busy taking a dump, out of their armor, thirty feet away from their weapon, slowed by their gear, et cetera.   They are all watching the door and immediately recognize that the PCs are no one they know from their whole fortress.  (Unless it’s one of those scripted “they’re all asleep if you make Stealth checks” rooms.)  No humanoid is ever encumbered (nor, seemingly, do they carry about the food and water and supplies that they likely would need to survive if they were a PC).

Which is fine, you can decide if you want a very simulationist detail-heavy kind of game or not.  But what’s not appropriate is to make the PCs deal with the minutiae and not inflict it on the enemy.  If your PCs are having to worry about their potions breaking when they fall ten feet, or about all the arrows falling out of their quiver when they get tripped, you need to be as anal on the bad guys.

You think you don’t do that?  Well, let’s see.  Do you require a Stealth check from everyone in the party (and when rolling 6 d20s, someone’s going to roll low)  whenever they are trying to sneak up on some enemy emplacement, and if so, do you make monsters do the same thing?   There’s a very common fallacy I see all the time here – PCs are sensed, and don’t sense anything, unless they take positive action to make a skill check.  On the other hand, bad guys are never sensed, and sense everything, unless a PC specifically is actively using Spot or Stealth to thwart them.

Do your PCs always have wounds, long term ability damage, and hangovers from drinking or fatigue from not sleeping the previous night?  Well, if the bad guys are a gang of berserkers in a war zone, why are they always totally fresh and unimpaired?

I’m definitely not anti-realism.  I like a gritty “everyman” campaign from time to time.  If you want to go that route, you *can* inflict similar hindrances on your NPCs. Remember that from their point of view, it’s the PCs who are the wandering monsters.

Give your players breaks!  If the alarm hasn’t been raised and they’re sneaking around a castle, why would the off duty guardsman intent on his whittling even bother looking up when someone in armor walks into the barracks?  He has a pretty good chance of just continuing and only realizing something’s wrong when someone runs at him with a sword.  Flat-footed should be a common ailment among bad guys in a location that’s not on alert.  Some percentage of people should be asleep, depending on their sleep cycle… Even if they run watches 24×7, at least a fourth of the people/creatures in the dungeon/castle/ruin are asleep at any given time.

Do quick ad hoc rolls for “combat readiness.”  Roll one bandit as a random encounter?  Roll d20, and “1” means he left his weapon and armor back in his tent and is sprinting to the latrine because he’s vomiting (“sickened”) from too much rum.   Not only is it “cutting PCs a break” (though not really, because you probably inflict all this on them), but it makes your world seem a lot more realistic.

Sinister Lives!

Sinister Adventures is a small RPG imprint founded by Nicolas Logue, a fan favorite adventure writer.  He contributed a bunch of Dungeon adventures back in the day, and now is probably best known for authoring the demented ogre hillbilly horror of The Hook Mountain Massacre, third in Paizo’s Rise of the Runelords Adventure Path and various other adventures like Crown of the Kobold King, Hangman’s Noose, and Carnival of Tears (Paizo GameMastery modules),  Edge of Anarchy (first in the Curse of the Crimson Throne AP), Blood of the Gorgon (an Open Design project), and Voyage of the Golden Dragon (an Eberron module).

Well, Sinister showed up, threw out some great ideas, awesome concept art, and some PDF products/previews for some upcoming mega-adventures – and then sank silently beneath the waves for a long time.  Like more than a year long.  Even the forums on the site broke and things went to pot.  Nick would occasionally chime in on the Paizo boards or whatnot but the upshot was that he had way too many other jobs going on.

Luckily for you and I, that has changed, and Nick and Sinister have resurfaced, fixed their site, and are charging towards a date of Sep 1 for their first, Razor Coast, to go into layout!  Pirates, cannibal cultists, shark gods, and more tangle in a blood-soaked orgy of violence.  Many previews and blindingly beautiful art pieces are posted on their site!

And the best part, it’ll be for 3.5 and Pathfinder…  I am psyched.  I was actually getting set to run a Pathfinder Pirates campaign and was dusting off my old Freeport stuff; I had given up hope of Razor Coast ever happening.  But now, it’s on and on for soon!   I do so look forward to watching my players weep in fear.

Indie RPG Awards Are In!

The yearly Indie RPG Awards have been announced.  I like these awards; you get to learn about  a lot of fringe stuff you may not have heard of, and a lot of it’s free.  I like the way they run the awards, too, they have a judge point system and they list the points each nominee gets so you can see who came in first, second, third, etc. and by how wide a margin.  Here’s the rundown:

Indie Game of the Year

  • Mouse Guard, by Luke Crane and David Petersen.  No huge surprise, this won three ENnies and at Origins!  Burning Wheel mechanics plus licensed comic plus lil’ mice equals goodness.
  • 3:16 Carnage Among The Stars, by Gregor Hutton, also an ENnie nominee, came in second.

Indie Supplement of the Year

  • Don’t Lose Your Mind, by Benjamin Baugh, for Don’t Rest Your Head comes in first.  They got the silver ENnie for writing as well.
  • Magic Burner, by Luke Crane, for Burning Wheel is a very narrow second.

Best Free Game

Best Support

  • Uncoincidentally, two of the award winners in other categories win here.  Mouse Guard comes in first and Don’t Lose Your Mind comes in second.

Best Production

  • The 900 pound gorilla, Mouse Guard, comes in first.
  • 3:16 Carnage Among the Stars comes in second.

Most Innovative Game

  • Being “Most Innovative” in the indie crowd means your game is probably weird enough to give D&D players hives.  That makes me happy.  The winner is Sweet Agatha, by Kevin Allen Jr.  No dice or anything, it’s a story creation game where the players cut up the game book/investigative journal.
  • In second is In a Wicked Age: sword & sorcery roleplaying by Vincent Baker.  Kind of a negotiating player conflict game like Amber.

Congrats to all!

Cthulhu Resurgent?

I’m a long time fan of the Call of Cthulhu RPG, owning 62 various products in the line by my count, and have several Cthulhu Master’s tournaments under my belt to prove it.  But pretty much the line has been lagging for a long time.  The last “big thing” that shook it up was the release of Delta Green, back in 1997.  (The 2001 release of d20 Cthulhu sank beneath the waters without a trace.)  Other than that, it’s been a bit of a litany of republishing all the same damn stuff, lightly reworked, as “Dreamlands v7.8” and the like.  Chaosium just about went down for good for a while there and is only barely starting to get back in the saddle.

However, there has been a burst of activity lately, and I find it odd I haven’t heard much about it.  First, there’s the “variant” Cthulhu games, like the True20 Shadows of Cthulhu, the GUMSHOE-based Trail of Cthulhu, and the ENnie-winning CthulhuTech.

But besides that, I was surprised to see actual new third-party classic CoC modules in my FLGS.  Looks like more people are getting into the licensed supplement biz.  Goodman Games has put out Death in Luxor and Madness in London Town.  John Wick has written Curse of the Yellow Sign, Act 1: Digging for a Dead God.  Pagan Publishing, long time licensee, has released The Mysteries of Mesoamerica and plans to release an adventure anthology, Bumps In The Night, this year.  Super Genius Games has Midnight Harvest, The Doom From Below, and Murder of Crows out already and has The Horror At Red Hook, A Peculiar Pentad, and October Surprise in the pipeline.  Even Chaosium got out Terrors from Beyond and appears to be set to release new products, including Cthulhu Invictus (Romans!) and Secrets of New Orleans (THAT’S NOT GUMBO!!!).

This is kinda exciting.  The BRP system used for Cthulhu, being straight percentile, has its flaws but it’s super fast for anyone to pick up; it makes a great con game.  For gamers and genre folks, Cthulhu has become like ninjas, pirates, or sexual repression, a ubiquitous trope shoved into everything.  But the original game was really quite good, and it’s nice to see activity and new products so a new generation of gamers can discover the thrill of being held helpless by cannibals, or shooting an invincible cackling wizard, or going nuts and cutting up your friends…

So yay!  If you haven’t ever tried Call of Cthulhu, pick it up – version 6 is the newest but to be honest every version is mostly the same.  Get whatever your FLGS has and try one of these new adventures!  If you need some investigators generated real quick – well,  you can always use my favorite batch of  CoC characters, the Scooby Doo crew!

Is anyone out there playing some real CoC these days?  Report in here!

2009 ENnies Winners – Questionable At Best

The winners for the 2009 ENnies, the yearly RPG awards, have been announced at Gen Con.  Let’s review and see how that stacks up to my picks.

Best Cover Art:

  • Gold: CthulhuTech, Catalyst Game Labs
  • Silver: Pathfinder #19: Howl of the Carrion King, Paizo Publishing

I had picked 3:16 for the win, though the CT art is nice enough.  There were a lot of good covers this year.

Best Interior Art

  • Gold: Dark Heresy, Fantasy Flight Games
  • Silver: Mouse Guard, Kinoichi / Archaia Studio Press

I had actually picked CthulhuTech for this category instead.  I feel like the winners for interior art, cover art, and production values are just assigned at random from the “pretty games,” not sure people really distinguish correctly.  In this case I like Dark Heresy’s production values, but the interior art is sparse enough I don’t think it deserves a win for this subcategory specifically.  What art there is splits between good and “black blob style.”  The good ones are really really good but… Gold is a stretch.

Best Cartography

  • Gold: Pathfinder Chronicles Second Darkness Map Folio, Paizo Publishing
  • Silver: Star Wars: Scum and Villainy, Wizards of the Coast

Exactly my picks in that order.

Best Writing

  • Gold: Kobold Quarterly, Open Design
  • Silver: Don’t Lose Your Mind, Evil Hat Productions

I had picked Don’t Lose Your Mind for the gold.  Nothing against KQ, it’s serviceable writing equivalent to Dragon Magazine of times of yore, but this is an instance where the “D&D popularity” factor overwhelms actually artistically superior work.

Best Production Values

  • Gold: Dark Heresy, Fantasy Flight Games
  • Silver: Mouse Guard, Kinoichi / Archaia Studios Press

Though all pretty, I thought the game Anima was actually higher in this all around area.  But it was a very tight field this year with many very deserving contestants.  Yay to everyone.

Best Rules

  • Gold: Dungeons & Dragons 4th Edition Players Handbook, Wizards of the Coast
  • Silver: A Song of Ice and Fire Roleplaying, Green Ronin Publishing

I had picked Dark Heresy for best rules.  Though it’s pretty, I don’t think its art should have won over other contenders, but its rules really are better than 4e’s.  “Of course I hate 4e so I’d say that.”  I like Green Ronin but don’t find the SIFRPG rules really that awe-inspiring; they seem more servicable as the line is more about the setting.

Best Adventure

  • Gold: Pathfinder #19: Howl of the Carrion King, Paizo Publishing
  • Silver: P1 King of the Trollhaunts Warrens, Wizards of the Coast

Of course Pathfinder for the gold, they make the best adventures hands down.  Not familiar with “Trollhaunts Warrens” but I never hear anyone talking about it online (while they do talk about Shadowfell Keep, etc.) so I’m suspicious on that count.

Best Monster Supplement

  • Gold: Dungeons & Dragons 4th Edition Monster Manual, Wizards of the Coast
  • Silver: Dark Heresy Creatures Anathema, Fantasy Flight Games

Oh, major boner here in leaving out Freedom’s Most Wanted for Mutants & Masterminds.  And the MM has been one of the least well received 4e books, definitely no brilliant new monsters that will be part of everyday RPG conversation.  Well, the ENnies got their start coattailing on the 3e release so I reckon you can’t criticize them for sticking close to their roots.

Best Setting

  • Gold: Pathfinder Chronicles Campaign Setting, Paizo Publishing
  • Silver: Swashbucklers of the 7 Skies, Atomic Sock Monkey / Evil Hat Productions

Golarion, the setting of the Pathfinder Chronicles, is the new Greyhawk.  It’s the clear winner, which is a little bit of a shame since the rest of the field is very innovative too – Hot War and Candlewick Manor I wouldn’t have minded seeing in a three way tie for second…  Setting and production values had a lot of very qualified nominees this year.

Best Supplement

  • Gold: CthulhuTech Vade Mecum, Catalyst Game Labs
  • Silver: Star Wars: The Clone Wars, Wizards of the Coast

I had picked Clone Wars, definitely.  Good for Cthulhutech for grabbing the gold.  I just can’t get into the game, and this is from someone who has a huge shelf of Call of Cthulhu stuff. And I’m an Evangelion fan to boot.  You think those two would combine to make me love it but it just doesn’t grab me.  But I don’t begrudge it a win.

Best Aid or Accessory

  • Gold: D&D Insider, Wizards of the Coast
  • Silver: Kobold Quarterly, Open Design

Spare me.  The most delayed, incomplete, incompetent item on the list gets the gold?  Let’s give Boston’s Big Dig awards for engineering too!   (Well, people have in that case as well…)  I am willing to say maybe the 4e rules could win best rules but Insider is one of the worst things WotC has failed to deliver on.  They still haven’t delivered the stuff they said would be part of it at 4e launch!  You only have to visit any online forum to see people unhappy with their current functionality as well.

I had picked KQ for the win, as a post-rant aside.

Best Miniatures Product

  • Gold: Game Mastery Flip-mat: Waterfront Tavern, Paizo Publishing
  • Silver: DU1 Halls of the Giant Kings Dungeon Tiles, Wizards of the Coast

I gave silver to the Tavern but the E-Z Terrain cliffs are so much neater than both these 2d tiles!

Best Regalia

  • Gold: Battletech: The Corps, Catalyst Game Labs
  • Silver: Art of Exalted, White Wolf Publishing

I refused to pick a winner here because “Regalia” is a totally stupid category that’s a mishmash of totally unrelated products.  (I’m surprised the Gygax posthumous novel didn’t win out of sheer Gygaxity though.)

Best Electronic Book

  • Gold: Collection of Horrors: Razor Kids, White Wolf Publishing
  • Silver: Tales of Zobek: An Anthology of Urban Adventures, Open Design

I liked the other Open Design entry better since it’s by Nick Logue, but different strokes.

Best Free Product

  • Gold: Song of Ice and Fire Quickstart, Green Ronin Publishing
  • Silver: Swords and Wizardry, Mythmere Games

Sad.  There was actually a movement generated by this category; many of the entries were quickstart rules, which should not be in this category.  A company can spend their loads of money developing a game and them at no cost to them clip part of it out and release a “quickstart”.  This category should be only for “real” free games that are full games released for free, not advertising teasers.  The ENnie judges apparently don’t see the wisdom in that even though a lot of the community does.

I like Green Ronin but they don’t deserve a win in this category for this reason.  I had picked S&W for the win.

Best Website

  • Gold: Obsidian Portal
  • Silver: Kobold Quarterly

I like Mad Brew Labs more but these are great sites too.

Best Podcast

  • Gold:  All Games Considered
  • Silver:  Order 66

I don’t listen to podcasts, so have no opinion.

Best Game

  • Gold: Dungeons and Dragons 4th Edition, Wizards of the Coast
  • Silver: Dark Heresy, Fantasy Flight Games

Dark Heresy was my pick here!  (I am disregarding 4e because it’s a plant, see below.)

Product of the Year

  • Gold: Dungeons & Dragons 4th Edition Players Handbook, Wizards of the Coast
  • Silver: Mouse Guard, Kinoichi / Archaia Studios Press

Mouse Guard was my pick here!  (I am disregarding 4e because it’s a plant, see below.)  But this one is even more egregious.  Mouse Guard is a) a complete game, b) uses innovative rules, c) merges with a rich licensed setting…  The D&D PHB, even if you like 4e, is just player rules and is nowhere near a complete game.

Best Publisher

  • Gold:  Wizards of The Coast
  • Silver:  Paizo Publishing

And this boils down the suck-up nature of the ENnies to a clear point.  The company that bungled the 4e launch, failed to deliver on D&D Insider, pulled all their PDF products off  the market permanently, alienated the industry with the GSL and the fans with website shutdowns and failure (till after voting) to deliver a fansite policy – they’re “best publisher?”  It’s OK to like 4e, but to pretend that WotC has done anything but fuck one thing after another up this year – this ENnie is like Pres. Bush giving the Medal of Freedom to George Tenet, or passing up Metallica for Foghat [edit: Jethro Tull] for a Grammy, it simply degrades the award’s worth in the future.

Conclusion – 2 Strikes For The ENnies

ENnies – you are on warning.  Two strikes this year – allowing quickstarts to win in the Free Games category and in blindly allowing WotC/4e to win categories that they are clearly not contenders in (electronic product, best publisher especially).   How is someone else supposed to feel good about their award when it’s clear so many of the decisions reward the *antithesis* of the award category?

Again, sure, maybe the 4e PHB wins best rules.  But the across the board 4e/WotC wins in clearly laughable categories?  What’s up with that?

Open Gaming FTW! Pathfinder SRD Already Up

In all the release hullabaloo it’s easy to miss, but Paizo shows how committed they are to open gaming by putting the Pathfinder RPG System Reference Document (or PRD) up the very same day the game released!

Be warned, it’s really slooooooow right now ass hordes of people are paying their $10 to download the whole 500+ page PDF from the Paizo site.  But if you’re just dying to see how Combat Maneuver Bonus is calculated in the final, it’s there in the Combat section!

To prioritize the extra work required to get this out “the day of” the RPG and PDF release (and Gen Con) is an amazing statement about their dedication to open gaming.   Heck, many OGL games leave it to the fans to create the SRD, or do it months-to-years after they release the game.  It’s great to see that Paizo doesn’t hold any archaic notions of how that will “inhibit their sales.”  They are releasing a free SRD, a $10 PDF, and a $50 book on the same day; the first print run of the book is already sold out and a mob of people at Gen Con are surrounding a huge stack of books trying to get theirs.  Congratulations to Paizo for understanding at a deep level that the open model is not “charity” or a detriment to sales, but in fact is a force multiplier that will bring you even more success!

Somebody give me a “Hell yeah!”

Pathfinder Hits The Street!

The final version of the Pathfinder RPG is out!  Some of the people in our gaming group got those via mail order or FLGS today, and the $10 PDF version has been released on the Paizo site.  There’s even errata already (for the print, incorporated into the PDF).

Mine isn’t here yet since I went on the cheap and got it through Amazon for the discount 😛

But everyone says it looks great and is eagerly reading through it.  So far, general consensus is that this is the Dungeons & Dragons we want to play!   Our loosely affiliated and overlapping subgroups are now warring for the rights to run Council of Thieves, the first Pathfinder-rules Adventure Path (also hitting streets right now).

If you didn’t preorder, you may not be getting a copy in the first frenzied rush on the stores.  But don’t be sad, more will come, and the PDF is cheap (though there’s a run on that right now too and the usually-sparky Paizo site is way overloaded; they’ve even turned the forums off).

So you can get the game, start getting an AP (the Council of  Thieves Player’s Guide is a free download, check it out) or just try the Crypt of the Everflame, the first Pathfinder module.   There’s also a free Bonus Bestiary download to get started with some monsters; the monster book comes out soon and there’s a free preview of it!  There’s a free 3.5->Pathfinder conversion guide but I don’t know why you’d need it, we ran a 3.5e AP under Pathfinder Beta just off the cuff.

There’s also third party products coming already; I count five on DTRPG including the Tome of Secrets, an accessory by Adamant Entertainment.  And Clinton Boomer’s patronage project is out soon.  And if that worthless sod Nick Logue ever finishes Razor Coast, he says it’s coming out for 3.5e but followed almost immediately by a Pathfinder version.  Not only can you use your old 3.5e stuff, there’s more a’coming!

Wizards Fan Site Policy – What It’s Good For

The wheels of justice turn slowly, but they turn.  At long last, some six months after a little spate of shutting down Web sites, and a year after they were supposed to come out with one, Wizards of the Coast has published an official fansite policy and you can see it here.  Here’s some analysis for you.

The Bottom Line

Basically, if you follow some guidelines you get to use some images they provide you in a zip file. That’s it.

Is/Is Not

The guidelines aren’t too bad (though you have to have long copyright stuff on every single page), but in the end the payoff is a little pointless – you just get to use some (38, mostly product covers) of their images to use while worshiping them online.  But what it most crucially does NOT allow is any kind of original work or use of the actual content of the D&D game (in my opinion, graphics are incidental content).  I quote:

Please note that this Fan Site Policy does not allow you to publish, distribute or sell your own free-to-use games, modules or applications for any of Wizards’ brands including, but not limited to, Dungeons & Dragons and Magic: The Gathering. If you want to engage in any of these activities related to Dungeons & Dragons 4th Edition, such use is subject to the Game System License.

So all it lets you do is add graphics to your site, but not meaningfully develop content.  You can then use the GSL, which allows you to develop certain content as long as it’s in PDF (HTML and plaintext are NOT ok).  Here’s more analysis of the GSL to help navigate those waters.  Technically you have to use the GSL to refer to their trademarked terms, rules, etc.

From the GSL:

Licensee may reprint the proprietary 4E reference terms, tables, and templates (each, a “4E Reference”) described in the 4E System Reference Document…

If you want to make a D&D adventure, or new class/race, or variant rules, or whatnot and put it on your Web site, this fansite policy does not help you.  You have to either follow the GSL or do a really good job of knowing your rights to use their content under existing copyright/trademark/trade dress law, which is tricky.  (But doable – Kobold Quarterly and other products have published for 4e without a license.)

(NB: I am assuming that clause could be construed to “override” the GSL clause that “For the avoidance of doubt, and by way of
example only, no Licensed Product will (a) include web sites, interactive products,…”  Otherwise the fansite thing says “See the GSL” and the GSL says “see a cold day in hell.”)

Comparison – Pathfinder

Compare the Pathfinder fan site policy, which allows such use as part of itself –

• You may descriptively reference trademarks, proper names (characters, deities, artifacts, places, etc.), locations and characters from products listed in Section 1 of our Community Use Approved Product List at paizo.com/communityuse/products, provided it is clear that these are our marks.

• You may descriptively reference dialogue, plots, storylines, language, and incidents from products listed in Section 1 of our Community Use Approved Product List at paizo.com/communityuse/products in campaign journals and play-by-post or play-by-email games.

And of course the rules are OGL in the first place, which is why they don’t mention rules terms in that quote.

Comparison – White Wolf

Hmmm, even the quite objectionable White Wolf fansite policy allows  use of copyright/trademarked stuff:

White Wolf trademarked and copyrighted material may be used in the presentation of standard nonprofit, nonrevenue generating HTML World Wide Web Pages, non-graphical MUSHes, MUDs, MOOs, IRC and all similar Chat environments as per the Requirements and Restrictions listed below. If, for some reason, you do not wish to participate in Dark Pack, please understand and acknowledge that you and your site must still fulfill all of the other requirements listed on this page. The same goes for fan projects. They must be nonprofit and nonrevenue producing. No money. You cannot make any kind of money off of White Wolf intellectual property.

Your site should not have Google Adwords. Your site cannot be hosted by a company that inserts banner advertisements or Adwords, even if you do not get the revenue.

Of course that banner/AdWords stuff is pure hateful crap but at least in general you can use the material.

Conclusion

This new fansite policy doesn’t explicitly have any “evil” statements in it, which is a step up for WotC in their first passes at new licenses.  But it is telling in what it leaves out – any “safe” ability to use the 4e rules and content itself.  Is this deliberate?  Or do they think of D&D as a “brand” exclusively now so mentioning what us old timers think of as the “real” part of the game is passe?

Recently Returned Roundup

Hey all, back from vacation and working up a bunch of back session summaries.  Here’s a quick roundup of stuff that I thought was interesting in RPG land from over the last week…

The Plutomancer, a three-level prestige class for Pathfinder, by Erin Palette (I consulted on it some).  I like mini-prestige classes.  Too many existing p-classes seem like three levels of concept stretched out into ten levels of grind.

Public voting is now open for the ENNies.  Go vote, ideally how I tell you to!

There’s a cool new supplement for Mutants & Masterminds, the OGL superheroes game, called Mecha & Manga.  It brings a mess of anime tropes to the excellent M&M system.  Many of the better old manga-ey systems (Big Eyes, Small Mouth most notably) have passed away, so this is a welcome addition to the strong M&M line.  There’s a bunch of previews to look at over at mutantsandmasterminds.com.  Take feats like “Bishonen” or “Kawaii”!  Or even “Ninja Run” or “Sense Murderous Intent,” for your other genres.

There’s also an awesome supplement (though has everything in it to run standalone) for Hero/Champions called Lucha Libre HERO, where psychotronic hits the mainstream!  I liked octaNe and ’45 Hot Rod Retropocalypse, previous psychotronic RPGs which included luchadores as one of their many zany elements.  This one, using the Hero 5th Edition rules, focuses on being a Mexican wrestler and after reading the RPG.net review I have to say it sounds boss.

The short list for the 2009 Diana Jones Award for Excellence in Gaming is out.  Dominion (card game), D&D 4e, Jeepform, Mouse Guard, and Sweet Agatha are in the running.

Oh, and a late addition – just went by my FLGS and they had Hard Helix, an adventure supplement for Mutant City Blues, Pelgrane Press’ RPG of low level supers law enforcement, so I snapped it up.

You are now more well informed if not actually smarter.  Congratulations!

Best Buys At DriveThruRPG Sale

DriveThruRPG is having a “Christmas in July” sale on many of their PDF products.  In fact, so many are on sale it’s pretty hard to navigate them using their fairly basic interface.  So here’s a couple “best buys.”

1.  Star Thugs!  I love this darkly humorous science fiction game, even wrote a RPG.net review for it.  On sale for $8.

2.  Various from Mongoose Publishing!  There’s a lot of Conan, which is fun.  But even better, there’s the best named RPG supplement ever.  That’s right, “Adolf Hitler – Porn Star,” for Macho Women with Guns.  For $3.36 can you really afford not to own that?

3.  Look out for Charlie in the trees while you conduct a Zippo raid on some hooch in the DMZ with Palladium’s Deluxe Revised Recon, the ultimate Vietnam War RPG!  $7.49 (usually $25).  And also the add-on Advanced Recon for $2.99.

4.  Spycraft stuff for $4.50 a pop from Crafty Games.  I’ll be honest, I loved Spycraft but then version 2 seemed to go for the annoying “huge long list of definitions” school of game design.  And even in 1.0 I thought the “Shadowforce Archer” stuff was way too “over the top”.  But the 1.0 rules, supplements, and adventure were great.  Most of them are here, marked as “Classic Spycraft,” including the splatbooks and the excellent Battlegrounds and Gentleman’s Agreement.

There’s probably a lot more, it’s just that it’s really hard to page through all of it – there are hundreds of products on sale and if you are in the “Christmas in July ” section you can’t use the rest of the faceted nav in the left navbar, you can only use a by-publisher dropdown which in many cases reveals 10+ pages of items.  Go look and report back with your best finds!  I need some to buy ( I have all my picks from above except Advanced Recon.  Yes, that means I already own Adolf Hitler – Porn Star).

So What Is A “Fair” Price For A Gaming PDF?

In his recent series of articles on the “Doom of RPGs” that caused a brief blogquake, James Mishler talks in passing about PDF pricing and specifically calls out Paizo for their plans to sell the Pathfinder RPG PDF for $10 when the printed book costs $50.  This brings to mind an interesting question, which is what *should* a PDF product sell for?

The most basic calculation is to base it on the cost of goods sold.  I’ll use some of the estimates from Mishler’s article.  PDF products still incur the cost of authoring, editing, and art, but the printing, a large component of the COGS (about 25%), is basically free.  Shipping and distribution (10% of MSRP) and retailer markup (50% of MSRP ) are greatly reduced depending on your means of sale – if it’s on your own site, like Paizo, it’s quite low; if it’s through a major online PDF clearinghouse like RPGNow (30% of MSRP) or Indie Press Revolution (15% of MSRP) it’s more.  (Numbers taken from a Pelgrane Press post on the FORGE).  So from a quick blush perspective, if the numbers work out for a $50 MSRP on the book, and even assuming they have to pay 10% of that to keep their online store running, the cost should be half that, or $25 – and that’s just reduction of retailer and distribution costs,  it doesn’t factor in the lack of printing.  That would take it down into the sub-$20 range, considering it as a pure PDF product.

Of course that doesn’t even seem super crazy given that Amazon, who squeezes their logistics down really hard (essentially optimizing the shipping, distribution, and retailer part of the price – they do it more cheaply that Joe Gaming Store can), is selling it for $31.50.

Of course, with PDF pricing, you have…  We’ll politely call it an “art” at work.  For a pure PDF company, maybe you can just sell that product for half what a print product’s MSRP would be and be done with it.  But combined print/PDF companies don’t want to cannibalize their own print sales, so they don’t discount that deeply.  Take Paizo’s usual products, the Adventure Paths – they sell the print copy for $19.99 and the PDF for $13.99 (30% cheaper).  But they throw the PDF in for free with the print sales to subscribers, because the actual incremental COGS is near zero, unlike a physical product.  Anyway, using a pure COGS pricing model they seemingly should sell those things for $10 or less.  But why are they only taking out the “print charge” part and not reflecting the distribution and retail savings to them?

Well, some might blame the “what will someone pay” part of the supply-demand curve.  If someone will pay more, then why not snap up the extra profit on those transactions?  In fact, you’ll note that they charge MSRP and not their cost (even though they charge shipping), meaning that with those direct sales they are the ones making that 50% retailer markup.  On those, they could be construed as “making out like bandits.”  But that’s not the real reason – why don’t they at least match Amazon prices for the print version, for instance?  No, if you sell print products as well as PDF, the overriding concern is that you can’t alienate retailers and distributors, who get angry if you are selling at a competitive price – it means no one will buy from them, and to be fair, they are putting some degree of marketing and placement into your product (though the amount tends to vary directly with how big a player you are…).  You have to balance the increased profit on your direct sales with the potential risk of lost retailer sales.  And the retail channel is usually much larger than the online channel, for decent sized print product producers (it is that way for Goodman Games, for example).  Retailers hate and fear PDF for the obvious reason – see Marcus King’s article in ICv2 for one retailer’s kneejerk reaction to a free PDF giveaway from White Wolf.

So the guy who makes print and PDF – his answer tends towards “just take out the printing cost and charge full MSRP minus that” – about a 30% discount once all the details are tallied.  What direct sales you do make – print or PDF – you at least get to pocket a large percent of it.  You just resign yourself to doing retail at the expense of direct, which is usually a good bet.

Of course, here you start to have a problem.  If you sell PDF-only, you can price your product logically based on COGS and not worry about the retailers.  So you could sell the exact same 96-page, pretty high quality product that represents a Pathfinder Adventure Path – spending the exact same amount on it – for much less.  (Assuming equal units sold, which is of course a big if).  This is why you get people like  Mishler complaining about the downward price pressure PDF products provide – because they are not just competing by removing the cost of printing, but they significantly reduce the cost of distribution and retail as well and thus have the capability of selling the exact same product – even compared to a PDF from a traditional publisher – at a much lower price.  It attacks the entire distributor-retailer model.

The other problem is that I certainly won’t buy a PDF instead of print for only a 30% discount – “I can just get print from Amazon instead for that price,” I tell myself.  So the combo retailer is losing out on their higher margin PDF direct sales because the price isn’t compelling.  (Of course Amazon is able to do that by attacking the distributor-retailer model slightly less radically.)

The big question that drives this is, for RPGs in general, and for a given product, how elastic is the price curve really?  In your high school economics courses we learn that if price falls, you sell more units.  There’s an open question as to how true that is in a small market like RPGs, however.

One example – the second installment in a Paizo Adventure Path.  I am willing to bet that the demand for it is very inelastic.  Some percentage of people who bought Chapter 1 will buy it.  Dropping its price by 50% might get a couple additional sales, but wouldn’t bring a linear flood of people to the product.

As a counterexample, the new Pathfinder RPG rules.  A lot of people have heard of it, and it’s the core rulebook.  One might expect price response to be more elastic.  Anecdotes aren’t proof, but I have a friend who is a very occassional D&D player.  We were talking and he heard about Pathfinder and how the beta’s free and the PDF will only be $10.  A $50 hardback – there’s no way in hell he’d venture that on something unknown.  But he read the beta, plans on getting the PDF as soon as it’s out, and is now bugging me to form another gaming group so we can play Pathfinder.  There’s every reason to believe this would convert to a print sale and then other products to him and others in the group eventually.  (Social networks are a huge factor in RPG sales once you get above the “I just buy it to read it” collector market.)  Pricing the PDF at 30% off $50 MSRP (=Amazon retail) is certainly not going to make any incremental sales.  Even pricing it at the “fair” $20 or so won’t – that’s more than the price of a random book in the bookstore I might take a chance on.  Before I spend $20 on a book, video, or CD I generally need to be pretty sure I’m going to like it.  It’s above my (and therefore most Americans’) impulse buy threshold.  $10 becomes a “Heck, why not?” price point that for an introductory product is great.  (I have yet to see a player in any of my gaming groups use a PDF copy of a core rulebook as their only reference copy in a game.)

Then on the far side is a competing commodity.  A d20 monster book, for example – there are many.  Price will be a big part of the buying equation here.  You should really look at how many more units retail will really get you versus the lost profit on your (low priced) direct sales.  If you’re really small and going to retail is just going to make you print additional units that you’ll be on the hook for when retailers stick your book in the back of a stack, PDF is the way to go.

Anyway, if the demand response to an RPG product is inelastic – you may as well do print only and charge a lot for it.  If you do offer PDF, don’t bother discounting it much.  If it’s highly elastic, you want to leverage the overhead reduction of cutting out print, distribution, and retail as much as possible.

There’s also the Wizards of the Coast solution, which is to just eliminate PDF sales entirely.  That’s not about piracy, that’s just a convenient excuse to throw blame on an unpopular scapegoat – Wizards print products arrive OCRed and PDFed on torrent sites within days of release.  It’s about making so much money from the print sales that really you don’t want to have to deal with this issue at all, and the thought of PDF sales causing any effect on print sales sends you into a sweat.  This is a little strange, because you’d think something like D&D 4e would fall into the more-elastic category – it’s in bookstores and allegedly targeted at getting new gamers – but clearly the issue is complex enough that people’s feelings and assumptions get mixed all in with facts and economics.  It’s easy for people to feel a need for control of the market – whether it’s Wizards saying “electronic delivery is only OK via our subscription-based D&D Insider or Amazon being able to delete purchased e-books off your Kindle.

Anyway, there’s no earthshakign conclusion here, just that:

1.  “Cheap” PDF products are approriately priced from a COGS standpoint

2.  Print products are/should be about twice as expensive as PDF products

3.  Print retailers and distributors won’t let a print company sell PDFs at a competitive rate (and they don’t sell PDFs themselves) leading to the doom-prediction that “PDFs are too cheap.”  That re not too cheap to produce, but they are too cheap to support the current predominant distributor-retailer model.

4.  Therefore, the print and PDF markets are in opposition as they come from incompatible models.  Kudos to people like Paizo that try innovative things to make it work, but in general they’ll have high priced PDFs and get grief from their distributors/retailers all the time.  Punting on PDF sales, like Wizards, sucks but at their size 1% increase in retailer/distributor goodwill yielding a .01% increase in sales is probably worth more to them than all their PDF sales.

5.  As the world becomes more virtual (Kindle, iPhone, etc.) PDF/other electronic formats will become more important.  Traditional publishers will start losing out to those embracing the new model – the record companies aren’t doing so well, but Apple’s iTunes is doing great :-).  This doesn’t mean the “RPG industry” will collapse, just that it will have to adapt to a new way of doing business, and there may be significant change to established roles of publishers, distributors, and retailers as a result.