By - April 13, 2015 - 2 Comments

Ideas from Game of Thrones season 5 premiere »

GoT S5Another Game of Thrones season, another army of ideas for your D&D games.  And although HBO GO recently became available via Apple products, (coincidentally in time for the premiere) if like me you don’t have an iPad/iPhone/iInput you can still watch (legally) via an Amazon app called ‘Sling Television.’  So what can we borrow from GoT S5-1 for D&D? {SPOILERS, duh}  Here’s some thoughts I had- in order- while watching the episode twice.

  1. good bad guys have good backstory  A young Cersei is already showing signs of Cerseiness but apparently had someone who was a genuine friend to her.  And you have to be a friend if not a BFF to go into a witch’s den, & then not leave when said witch tells you to leave.
  2. if you’re going to be ‘God’ act Godlike  It would be a intriguing character background if a PC had a prophecy about them, especially if this happens.  As the DM, if you could make such a premonition later actually ‘come true’ it would be something to WOW your player with.  Particularly if said premonition had been paid for in blood & was not predicting the sort of positiveness coming from fortune cookies.
  3. sorcerous power is serious  Melisandre, aka The Red Woman, shares with Jon Snow a noticeable feature of her abilities; her skin radiates the heat from being in service to the Lord of Light.  Shouldn’t all spellcasters & soothsayers have some tell-tale sign of their otherworldly abilities?
  4. gay people exist, even in fantasy worlds  This episode has more male butts than female boobs.  Yet how many famous homosexual characters from fantasy RPG’s are there?  (seriously, I don’t know, yell at me in the comments below).  You don’t need to push a gay agenda on your group but never having any gay folk in your game world just isn’t realistic.  I’d suggest making it a part without making it a big deal.
  5. Dragons stuck in a dungeon become angry Dragons stuck in a dungeon Too many modules stick monsters into various rooms without considering the ecology of the place.  A Dragon (or really any monster) that can’t escape it’s confines would likely slowly grow insane.  So unless you want to roleplay an insane monster- which, hey might be awesome- make sure there are appropriate entrances/exits for them to enter/leave.
  6. honor means burning rather than bending  There are those who put principles ahead of person, & would literally die for their beliefs.  Even if its a horrible death.  And this episode had that, with Mance Rayder being burned alive but not before giving gracious last words.  Honor, duty, & sacrifice shouldn’t just be words on a character sheet.  If a PC is properly playing a knight or simply someone of Lawful alignment, then their words matter.

Ok, I’m sure that even after catching it twice, there were other ideas from ‘The Wars to Come.’  What did I miss?  What didn’t I write right?  I’ll be adding more to this piece as I watch it again, but let me know in the comments below.

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By - April 5, 2015 - 5 Comments

Killing off Raise Dead »

Miracle MaxPicture this in your mind.  Rapier in hand, Darwidian dashes forward, desperate to get in front of the gigantic demon and protect the party’s vulnerable spellcasters from hideous claws.  But he mis-steps.  The pincers are a feint, and the clever monstrosity has really been looking to snare him all along.  Panic fills Darwidian’s face as the thing’s mouth elongates to an impossible degree, its dripping jaws reaching completely around the rogue’s torso before snapping shut.  His body falls wetly into two equal pieces, a gurgling scream abruptly cut off.

Ok guys, just bring me back when you’ve Teleported us to the capital city and found a high enough level caster.  I’ve got enough money in gems to cover the costs.  Sorry for that dumb move, I always forget about AoO.”  Darwidian’s unperturbed player then closes down his license of the group’s Hero Lab software, opens up a pinball game on his iPad, and proceeds to quietly occupy himself for the remainder of the evening while the rest of the group goes right on with the adventure.

So this more or less literally happened in my last gaming session.  Our party unluckily was fighting not 1, but 2 glabrezu thanks to their 20% summoning ability.  The Rogue tried to protect the Cleric & Wizard, but in the process of moving to engage the enemy, instead got sliced/diced.  He died pretty early in the night, then nonchalantly played a video game the rest of the time.  Why?  Well he knows his character is coming back, and, after a few thousand extra GP, with no worse the wear.  No reason to break a sweat, let alone be upset about it.  And a rather routine revival of characters is pretty much the case for every edition of D&D.

Think about that for a minute.

Dying, without it being permanent.  Granted, our world doesn’t (apparently) have genuine magic, but the last person even thought to have returned from the dead has a religion based around him.  (It would explain why we place a ridiculous value on diamonds though)  And while there’s certainly a small fortune of GP required to complete the task, even that isn’t always something DMs mandate.  Here’s an argument from designer Sean K. Reynolds against including the diamond component:

“For people who can teleport across the world, literally travel to Hell and back, and conjure deadly fire and stone out of thin air, death is a trivial obstacle. In terms of game math, the 5000gp cost for the spell also encourages metagaming, which is bad. See, if you have a party of 3 live PCs and one dead PC, they have two options:
  1. Scrounge up 5000gp (either from the dead PC’s stuff or from a group donation) and have the dead PC raised. Net result: party has 5000gp less than before and two more negative levels than before.
  2. Leave the PC dead, divide his stuff among the PCs or sell it, have the dead PC’s player bring in a new character (who has full gear for his level, and no negative levels). Net result: party has X more gp than before (where at worst X is half the expected wealth for a character of their level) and no extra negative levels.
In other words, it’s better for the party to bring in a new PC than to resurrect the old one. Which is lame. In a “roleplaying” game that barely encourages roleplaying at all, costly PC death actively DIScourages roleplaying someone who’s compassionate about a fallen ally, and ENcourages you to be a mercenary metagaming player who’s only interested in the wealth and damage output of the group. I don’t like the expensive material component for a spell that is critical and necessary to the typical game experience, and I don’t use it.”

Now obviously this is completely meta-gaming rationale.  In some settings, high Level PCs might be the only available movers & shakers around so equal replacements aren’t an option.  But supposing using the Pathfinder version of Restoration (which restores 1 negative Level for $1K) there is still an undeniable logic to what SKR is saying here: just bring in a replacement dude, dude.  Send in the clones, ala the Paranoia RPG, to save spending several thousand gold plus make up a revised version of your character that is better suited for the adventure & doesn’t mistakenly take the stupid spells/feats/skills you inadvertently picked along the way.

At this point some people are probably shaking their head at how they definitely make the Raise Dead process more believable (i.e. ‘realistic’) either with limiting the number of times it can be done based on Constitution or rolling a percentage against a constructed chart or requiring a short side quest to locate the necessary diamond/caster, and involves roleplaying.  But really any of these just delay the inevitable re-do, and these re-dos completely diminish the specter of death.

What’s the answer?  Well in July 2014 I wrote a piece about how Diablo III had some ideas for D&D games.  The third one being ‘Hardcore Mode’ where you only had 1 life instead of constant respawns.  A single existence, that’s it.  In Hardcore Mode, you’re mortal. Die, you die.  And really this is what makes the game tense and therefore exciting- the possibility of it ending.  Rather than effectively inserting another quarter to start over, that character is dead.  If we apply this mortality concept to D&D the stakes become much more significant, the stress of combat palpable, and the risks rewarding when successfully overcome.   So let your players know that you’re kill off Raise Dead (although admittedly Reincarnation can be fun) for the good of the story part of the RPG and leave coming back from beyond the grave to the undead.  And Jesus.

What do you think- too much?  Was SKR right about ignoring the diamonds? How do you handle character death/resurrection in your game?  Shout at us in the comments below.

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By - March 26, 2015 - 11 Comments

Multiple motivations for your D&D games »

MaximusWhat if every player character in a one-off adventure came with a backstory featuring their own individual goal? Designing such a module or convention game where different members of the party possessed their own unique motivations is challenging for the writer yet can reward everyone with memorable roleplaying.  You want to allow players to really get into being a pre-rolled character and stay true to their temporary roles.  However at the same time as a Dungeon Master you need to keep an eye on the overall game.  Here are 2 ways to balance the realism of personal plans within a group that still needs to work together and the 1 challenge that this story structure presents.

Initially, it is imperative to give each character a compelling reason to join (and then stay) with the others that goes beyond the ‘You all meet in a tavern,’ cliche. For instance, you have a party that forms because they are trying to break a criminal kingpin out of a maximum security prison. One of the characters may actually be doing this because they have an ulterior motive of trying to kill him as revenge for something the kingpin did to their family.  Another may be trying to genuinely save him so as to demonstrate loyalty and perhaps rise in rank in the organization.  And another may desperately want a specific item or piece of information from him that is crucial. Thus all the characters may be subtly making different decisions throughout the adventure due to their true motivations and yet they all have the impetus of getting to the crime kingpin.  Shared goal, different reasons for that shared goal.  And ultimately, an exciting resolution of these conflicting goals.

The 2nd way to balance diverse motivations in a party is to make the encounters challenging and require a diverse array of skill sets. Even if characters have a compelling reason to stay together, there might still be points where one feels another member is not important to their own ends. So a well-written adventure tries to make each character necessary for the party’s overall success. If the players can be made to realize that they will not be able to complete the mission without the whole team, they will be left with the choice of staying together or risk failing. Skill based challenges, from traps to puzzles to a certain type of knowledge that requires different classes, ensures that the characters must rely on each other.

Finally, the 1 main challenge with the structure of individual goals is that secret motivations might cause your characters to split up or need to speak with NPC’s or you in private. The key to these meetings is balance.  If different players are constantly going off and having private and separate interactions it will hampers game play and slows down everything for everyone else.  Success is to keep the whole party engaged and interested even when talking to certain people individually.  So pass notes, but pass notes sparingly and perhaps have them pre-made to speed this part up.  And don’t take too long if you do have any one-on-one conversations; NPC’s time is important!

Several friends and I formed a team we named Redeemed Revenant to design a game that utilizes these principles: a 5th Ed D&D convention style or 1-shot adventure called Khatogon (Cat-oh-gone). It is designed for four 4th level characters and we think it’s criminally fun.  Check out our Khatogon Adventure if you want to see more.

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By - March 17, 2015 - Leave a comment

13 things unlucky players might hear »

house_of_cards_fan_artAt the very end of the adventure, as the players head into that final room to confront the main enemy, what will the big monster say to them?  Well this article gives you 13 catchy bits.  We’ve been going over some of the more vivid quotes from the inaugural (punny) season of the Netflix political drama House of Cards.  They’ve been organized by what I’ve seen as the various personality aspect of the show’s main character, Frank Underwood: benign, malign, and monstrous.  We started with those things NPCs helpful- benign- to the party would say.  Then we went over those things NPCs antagonistic- malign- to the party would say.  Now we’re left with the truly wicked.  The downright monstrous; Latin monstrosus.

Stuff that dragons or demons or vampires would utter right before they started their attacks or declare during a suitable ‘pause’ in the action.  And this dialogue isn’t always easy to come up with, especially on the fly.  So to help you get in the improper mindset of a very evil non-human NPC, here are 13 cringe-causing quotes, all courtesy of FU, to try on for monstrous size.

  • “I’m feeling hungry today.”
  • “You seem far too relaxed.”
  • “You know what I like about people?  They stack so well.”
  • “Nobody can hear you.  Nobody cares about you.  Nothing will come of this.”
  • “When I end something I end it.”
  • “Doesn’t matter what side you’re on, everybody’s got to eat.”
  • “Remember this moment when you resisted me.”
  • “This is where we get to create.”
  • “It only takes 10 seconds to crush a man’s ambitions.”
  • “I have often found that bleeding hearts have an ironic fear of their own blood.”
  • “I will make it my mission in life to obliterate all hope and happiness that you manage to cling to.”
  • “Did you think I had forgotten you?  Perhaps you hoped I had.”
  • “For those of us climbing to the top, there can be no mercy.  There is but one rule:  Hunt or be hunted.”

There ya have it.  Straight out of the mouth of those who eat babes.  Like all acting, practice makes perfect: if you can try these out a few times beforehand in front of a mirror to work on the right intonation and affect, it will feel more comfortable, therefore delivered more naturally, and the end result can be positively dramatic.  (Especially since these all should definitely signal that bad times are a-coming)  Remember that in this portion of the shared storytelling you’re acting as a guest starring role.  Make the most of this opportunity!

Alright, any of these 13 Frank quotes seem particularly monstrous?  Have a memorable one-liner you’ve delivered to your players?  Please let us know in the comments below.

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By - March 13, 2015 - 1 Comment

more kick-ass quotes from House of Cards’ 1st season »

imgres-1Last time we looked at various phrases of dialogue from Netflix’s hit political drama House of Cards that could be used by those NPCs who are benign to the players and want to actually try to help them.  Now we’ll see what NPCs who don’t have the PCs best interests at heart might say, as coming from the mouth of HoC’s main character Frank Underwood.  If you’re able to find videos of Kevin Spacey actually doing scenes with these quotes in them, it will greatly enhance the way you recite them at the table.  Especially if you practice and channel your inner Keyser SözeHere are 20 lines that NPCs with some sort of power over the players- whether from stats, magic items, position, or leverage- might say to them at some point.

  • There are two kinds of pain. The sort of pain that makes you strong or useless pain, the kind that’s only suffering.  I have no patience for useless things.“
  • “I love her more than sharks love blood.”
  • “We’re in the same boat now.  Take care not to tip it over, I can only save one of us from drowning.”
  • “From this moment on you are a rock. You absorb nothing, you saying nothing, and nothing breaks you.”
  • “Do not misunderstand what I mean by ‘loyalty.’”
  • “The road to power is paved with hypocrisy. And casualties.”
  • “It’s so refreshing to work with someone who’ll throw a saddle on a gift horse rather than look it in the mouth.”
  • “They talk while I sit quietly and imagine their lightly salted faces frying in a skillet.”
  • “What a martyr craves more than anything is a sword to fall on.”
  • “You are never to dictate to me what I can or cannot do.”
  • “I revised the parameters of my promise.”
  • “I’m a powerful friend to have.  Maybe your only friend.  So don’t defy me.”
  • “This is the part where you leave.”
  • “The truth would have ended the conversation before it began.”
  • “I’m not going to lie.  I despise children.  There I said it.”
  • “I want to know who lied.”
  • “I have zero tolerance for betrayal.”
  • “Once someone is exposed, they’re at your mercy.”
  • “I don’t shackle myself to people I don’t know.”
  • “I’ve worked too hard to get in arm’s reach of the prize, only to have my hand cut off before I seize it.”

So these might come from the mouths of the Baron, the guildmaster, or anyone functioning in a leadership role, even if that individual don’t have an official title.  But they could also be spoken by someone who is blackmailing the characters or otherwise in a position of power over them.  The key with these 20 lines drawn from the malign side of Frank Underwood is that the NPC is able to confidently declare them without fear of (immediate) retribution from the characters.  In fact, it helps if the NPC uttering these makes the characters scared or at least a little nervous.  Because every campaign should have at least one such figure.

We have one more part of Frank Underwood’s personality to deconstruct for dialogue: things that actual monsters might say.  And these are truly terrifying.  Stay tuned.

In the meantime, what’s the most intimidating thing an NPC has gotten away with telling a PC?  Or just as interestingly, what’s the most intimidating thing a PC has gotten away with mouthing off to an NPC?  Let us know in the comments below.

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By - March 12, 2015 - 3 Comments

kick-ass quotes from House of Cards’ 1st season for your NPCs to say »

1AAD76E9000005DC-0-image-75_1417460692096-1House of Cards is to political dramas what Breaking Bad is to shows about teachers. Kevin Spacey in easily the greatest role of his career transforms into a ruthless politician who will stop at nothing in his rise to power. And literally nothing that will further his goals is off limits. Everything from blackmail to (spoiler alert) outright murder is on the table.

However although Frank Underwood (aka FU as the show shows us) is a literal embodiment of Neutral Evil, he’s an incredibly complicated character. In fact, while re-watching the initial season to catch up for the 3rd one that just was released, it seems as if you can divide Francis into 3 parts: the one who is helpful,the one who is hurtful, and the one who is Hellful. Each of these 3 pieces can represent 3 main categories of NPCs: benign, malign, and monstrous.

For today we’ll focus on Benign NPCs, or those who try to assist the players. This doesn’t mean they don’t have their separate goals or distinct personal motivations but in general they will aid the party, especially if it furthers their own agenda. Kevin Spacey as the real estate office manager John Williamson in Glengary Glenn Ross, is a suitable example of a benign NPC.  Here are some things that this version of Frank Underwood has said in House of Cards’ 1st season that you can use as dialogue for helpful NPCs:

  • You not only need the keys in your back pocket. You need the gatekeeper.”
  • “The nature of promises is that they remain immune to changing circumstances”
  • “I never make such big decisions so long after sunset and so far from dawn.”
  • “I’ve always loathed the necessity of sleep. Like death, it puts even the most powerful men on their backs.”
  • “Power is the old stone building that stands for centuries.”
  • “There’s no better way to overpower a trickle of doubt then with a flood of naked truth.”
  • “Friends make the worst enemies.”
  • “Generosity is its own form of power.”
  • “There’s a value in having secrets.”
  • “Competence is such a rare bird in these woods that I always appreciate it when I see it.”
  • “Kindness isn’t kindness if you expect a reward.”
  • “Proximity to power deludes some into believing they wield it.”
  • “We can’t close one wound by opening another.”
  • “I don’t want to have to say this but maybe you have to hear it.”
  • “You need to cool down and think very carefully about what you just said.”
  • “I will march forward.  Even if I have to do so alone.”
  • “I’ve just sat too many times on your side of the table not to enjoy the irony of finding myself on this side of it.”
  • “My father believed that success is a mixture of preparation and luck.”

Again, they will help the players provided this aligns with their own interests.  Of course not all NPCs will even do that.  Some are not only selfish, they’re outright antagonistic to the point of being adversarial. We’ll see what some of these folks might say in the next installment.

In the meantime what sort of stock phrases or other dialogue do you use for your NPCs that could possibly aid the players?  Please share with us in the comments below.

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By - March 2, 2015 - Leave a comment

DM’s MBA: Commerce and Trade in Roleplaying Games »


Meme from

This column proposes some new ideas regarding trade and commerce in fantasy roleplaying games. Admittedly, I play Pathfinder almost exclusively so I’m using that ruleset but you’ll be able to extrapolate for whichever particular game suits your fancy. There are a number of ways you and your players can participate in commerce during fantasy roleplaying. From simply selling each piece of loot for half the listed cost to more nuanced ways of exchanging services and valuables, the economics of your roleplaying games can get as reality-based as you wish.  Here’s one method.

The Haggle Roll – Commerce as Combat

Roleplaying games focus on combat with simple trade and commerce guidelines – so as to not distract from monster slaying at the table. But what if commerce was as exciting as combat?

Commerce as Combat is a variant that allows for opposed rolls in place of the traditional static commerce rules. So each exchange of goods and services can be broken up into rolls. The buyer and the seller act like opponents in combat but instead of melee weapons and fireballs they’re using wit and words. (That’s not to say that a character can’t threaten or use violence as part of negotiating, it’s just that in the spirit of dickering, we’ll remain on fairly friendly terms for most transactions.)

Simply put, hagglers roll opposed d20’s. But which skills should affect this roll?

Diplomacy: In typical commerce you have two sides negotiating a price, therefore it should be easy enough to understand that the core skill for haggling should be Diplomacy. Therefore anything that would modify a character’s diplomacy score would increase his ability to haggle a price in his favor.

Craft/Profession: Not every craftswoman has a silver tongue but that her knowledge and experience can shore up her position. Therefore a character can use the appropriate craft or profession skill in place of her diplomacy skill. But, in a modification to the core rules it stands to reason that any affect that would modify a character’s negotiating skill should also affect this roll as well. (I realize this might mean that shopkeepers and craftfolk would typically have an advantage here. I believe they should – this is their expertise, not fighting monsters.) In fact, a shopkeeper who is in her own place of business (store, tent, caravan, etc.) receives a +2 circumstance bonus for having the advantage of being in her own familiar environment.

So a basic Haggle would be opposed d20 + Diplomacy or Craft/Profession skills + appropriate modifiers.

How many rolls? –Players may get bored with a 30 minute haggling session so it’s the DM’s responsibility to determine how many attempts could be made in any given exchange. Too much dickering might offend the shopkeeper, while too few might make one side seem weak. Start with five opposed rolls and determine the final price at the end of that.

If the rolls are tied, there is no movement in the price, but if one of the hagglers rolls higher than his opponent, the winner’s price moves 5% (of the standard selling price of the object according to the core rules) in his favor. In other words, if one is purchasing a Cloak of Resistance +1 off the shelf for 1,000 gp, then the 5% is 50 gp one way or the other. But if one is trying to sell a similar cloak to a shopkeeper for 500 gp, then the 5% is 25 gp for this exchange. For every 5 OVER the opposed roll a haggler makes, it further modifies the price 5% in his favor.

[Example: Lem is trying to sell an ancient necklace to a possible buyer. He faces off against a curio dealer. Lem’s Diplomacy modifier is +10 and the curio dealer is using his Profession (shopkeeper) modifier of +10. But the shopkeeper is a shrewd businessman and has a trait that enhances his negotiating plus it is his tent in the bazaar so he gets the +2. This gives him an extra +3 for a total Haggle modifier of +13. They roll their opposed Haggle checks: Lem rolls a 13 + 10 = 23. The Shopkeeper rolls a 5+ 13 = 18. Lem wins this round and the price moves 10% of the market base in his favor (5% for his initial success and another 5% for rolling more than 5 over the initial Haggle of his opponent.]

Critical success! – If a haggler rolls a natural 20, that haggler can roll to confirm a critical success. If the confirmation roll beats the initial opposed roll, that haggler has obtained a critical success. That means that the price being negotiated moves an extra 5% in the critically successful haggler’s favor.

Critical failure – If a haggler rolls a natural 1, that haggler has to roll to confirm critical failure. If the confirmation roll is still lower than the initial opposed roll, that haggler has committed a grave error in negotiating and moves the price 5% towards his opponents favor.

[Example: Lem continues to dicker with the curio dealer. Lem rolls a 15 + 10 = 25. The curio dealer rolls 20 + 11 = 31. This is a possible critical success and so the curio dealer rolls to confirm. The confirmation roll is an 18 + 11 = 29. This is a critical success and the price swings in favor of the curio dealer an extra 5%. So what was 10% in favor of Lem has changed to 5% in favor of the curio dealer (+10% Lem – (5% initial success + 5% for rolling more than 5 over + 5% critical success) curio dealer = +5% curio dealer.]

If this particular haggle ended after two attempts, the price would be 5% in favor of the curio dealer and so Lem would not get as much gold as he was hoping for.

There should be other factors that modify a typical Haggle roll and we can go over those in the next column. Until then, thanks for reading and good luck shopping!

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By - February 19, 2015 - 2 Comments

A tale of two fund drives »

dWteI-1Crowdfunding whether from Kickstarter, Indiegogo, or GoFundMe is the new way to make dreams happen.  But its not just passing the digital hat, it’s involving people in the process.  Believers become backers who become beta testers.  And then they become supportive consumers before ultimately (hopefully) fans.

Right now there is an RPG Rennaissance even bigger than the d20 era.  If you ever wanted to have an adventure or sourcebook or even a rule set published, now you can.  Assuming you’re both good at your ideas as well as good as getting those ideas noticed. There have been 622 RPG projects in ‘Tabletop Games’ just in Kickstarter. Currently 29 are actively live and 377 were successfully funded. is fortunate to have writers who have been involved in getting their ‘gaming baby’ born via crowdfunding; Pure Steam a unique steampunk setting designed for Pathfinder.  It was called “THE definitive steampunk resource for Pathfinder, 4.5 stars” by an expert named Endzeitgeist and that was his 1,700th review so he truly knows what the frak he is talking about.  We’re looking to see if the Pure Steam team can write more about that process, as beneath every DM is an aspiring (wanna-be) game designer.  Moreover they’re actually going to be running yet another Kickstarter in the next month to help create a new Western expansion (Pure Steam Wild West) for their setting.

But we’re here today to talk about 2 other fund raising efforts, both polar opposites.  The first is for a card game called Exploding Kittens, and if you haven’t heard of it yet then you will. Even more than Cards Against Humanity, this “kitty-powered version of Russian Roulette” has an absurd amount of support. 200,000+ backers pledging $8.4 million dollars. That’s Million million. For Orcus’ sake they’ve left 54,000 comments! This is the 50 Shades of Grey of games. I have no idea how good either the cards or the movie will be but I fully expect to be seeing both at some point.  And if you hurry, you can too- drive is still on through 02\19@9pm. Leave the Shades movie for a rental.

Now contrast all that incredible record-breaking raising (Exploding Kittens is literally the 2nd most funded project in the history of Kickstarter; chew on that for a moment) with an effort to help a sick gamer, via the awesome folks at d20pfSRD:

A fellow gamer needs a liver transplant and you might be able to help. We’re having a 50% off sale and donating the proceeds to his GoFundMe fundraiser. Click More details to see the info or “Ok Got it” to go about your bbidness

The gamer’s name is Joe Flores and he lives in Myrtle Beach, SC- land of the mini golf courses. He’s hoping to get just $5,000 to help him cover travel and medical expenses associated with the life-saving procedure he’s been approved for.  In 6 days, 50 people have raised $1,400ish. Not exactly a record. And it’d be nice to change that.

Here’s the link to buy good gaming stuff for this good cause:

Again, through 03/13 all proceeds go to Joe. “Goooo Joe!” [GI-Joe theme song] PLUS if you spend $20, you’ll get a free PDF from 14 titles ranging from wands to fighters to Evil. Lastly and perhaps most awesomely, thanks to a ‘Multi-Vendor Special’ you can also get a bundle of 18 (EIGHTEEN) titles for a measley $10!!

But lest you think the purpose of this piece was solely a guilt trip aimed at pulling your heart strings enough to get some of you to open your wallets for an impulse purchase with the added bonus of helping a man in need, fear not.  For there is a lesson in this Tale of 2 fund drives. And that is, quite simply, that if you are ever going to make a game, make a game that somehow has comical cats.  Why? Because there are at least 8 million reasons to.


And also, frak terminal diseases.

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