Sporadic Saturday Sweetness: 2016-03-19

Things are rolling smoothly. I did pick up the Pathfinder Humble Bundle and the Paranoia Class Bundle of Holding recently. There’s lots of great PDF goodies in there for me to consume. I’m not sure I’ll review any of it, though. Paranoia Class is a great game, but it’s no longer available in “regular” outlets. No sense in wetting someone’s appetite for something they can’t acquire, and the Bundle of Holding is already expired on that one. As for the Pathfinder Humble Bundle, it was all stuff that could be obtained through the Paizo store. I might review some of the PF Society adventures I downloaded, but I’m not sure just yet.

I do intend on getting more game review material up. It’s been way too long since I’ve done that, and that was my original intent of this site. We’ll see how that goes in the near future.

For now… we have links!

Buying the Canon

Angela has some wicked-good advice for anyone who wants to adapt a favored material (book, comic, TV show, movie, etc.) into an RPG setting. I’ve tried to do this a few times and they were all miserable failures. I tried to immerse my players into something I was already in over my head with. It led to them drowning in information. Don’t do that. Treat your beloved adaptation like you would a “typical fantasy realm” and filtering in small bits of information as you proceed through the game. Think back on your first exposure to the material and realize this is what the original content creators probably did with you. You can do it. Check out what Angela has to say for more assistance than what I’m giving here.

The City of Letath

I love these maps. They remind me so much of the city maps from the Forgotten Realms Gray Box from way back in the day. Thanks for the trip down memory lane, Dyson.

Pickin’ and Choosin’: Cherry-picking RPG Elements

This post spoke to the game designer in me. I’ve created quite a few RPG systems in my time. I’ve also created more settings than I can recall. However, the crunchy, numbers, mechanics, and moving parts of the system is what this post reminds me of. In the early 1990s, I worked with some friends to create a system. I took lead on the project and scoured every single RPG we collectively owned for parts to *ahem* “borrow” from. I cherry-picked the elements I thought was best and made copious notes about it all. Then I sat back and looked at the cherry-picked elements with a holistic eye. This meant some mechanics had to go, others had to be found, some had to be tweaked, and they all had to be merged together into a cohesive whole. It took 6-7 major (very major) iterations in the system to get it playable. We went our separate ways (as life does that to people sometimes), and I continued to work on the system. I continued to iterate it. As new systems appeared, I cherry-picked little things from them and incorporated them into the game. It’s to the point where it’s 99% playable, and just needs some spit-polish. Maybe I should get on that, eh? We’ll see what the future brings. Thanks for the post, Mike. Good one.


I can’t say that I’ve ever had the post game blues. I’ve had the post campaign blues, regardless of how things ended up. I guess the hope that I have in my heart of looking forward to spending more time with my character next session keeps me going. When a campaign ends, I know that I’ll most likely never have a chance to “be that character” again, and this always makes me a little sad, even if I have great stories about the character or how the campaign came to a close.

You’re Gonna Carry That Weight

I’m a pretty lenient GM when it comes to encumbrance. It’s just not something I really care about. It doesn’t affect the story we’re collaboratively telling… unless someone gets really stupid with what they are carrying. Then it becomes part of the story whether they want it to or not. If I go a little nuts with the number of coins I drop into the PCs laps, then what they do with the pile o’ loot becomes part of the story as well. I’ve had many a group of PCs walk away from some treasure hordes, never to return, because it was too vast to catalog and carry. Those are great moments.

The Impact of Re-Roll Keep Highest HPs in 0e

Math! Graphs! Hit Points! What’s not to love about the analysis of numbers in role playing games? What? You mean you don’t get all excited about this? Sorry. I do. If you get all jittery and jubilant about the crunchy math bits of gaming, check out this pots. It’s a great one.

vary your vampires

This post brings up a great point, but it shouldn’t just be limited to vampires. The post itself has a great focus on vampires, and I like it quite a bit. However, the thought experiment needs to be expanded upon some to a vast majority of the “standard monsters” roaming the fantasy lands. When you’re creating an adventure and populating rooms, copses of trees, ambushes, or any area with some critters, think about it. Just the smallest tweak in a monster (even if it’s just appearance or “skinning”) will really bring out the joy (and maybe fear) in your PCs hearts, even the most jaded and experienced of players.

GURPS 101: Patching Holes (Poison, Disease, Influence Rolls)

When I saw this title, I thought the article might be about fixing up some flawed rules in the GURPS system. All game systems have flaws. The large the word count making up the rules, the greater the number of holes a system will have. As we all know, GURPS has a vast library of rules supporting the core books, so it was a safe assumption on my part to think of this as “patching the game” instead of “patching a character” which is the intent of this post. If you’re looking to create a character immune (or resistant) to poisons, diseases, and influence rolls, then this a great post for you to take a look at!

Choosing A Name: A “Good Names” Extra

I’ve always had a fairly easy time coming up with names, both for NPCs, PCs, and in my fiction. I don’t know why I’ve had an easy time. I wish I could articulate it as well as Mike has here. His approach is very similar to mine, so if you struggle with coming up with decent names for your world, check out the post.

Other Monster Languages

This is a cool list of other monster languages for intelligent weapons, NPCs, weird tablets/scrolls/tomes found laying about. Excellent list, Delta!

Stealing when you should have been buying…

Ahh… The classic problem if always saying “yes” to the desires and whims of PCs. It can dig a huge hole for the GM, especially when they have future plans for events and encounters. Saying “yes” to everything will invariable invalidate plans. John hits the nail on the head when he says that the GM should dig deeper into the “oddball” requests to see what the PCs really want to accomplish. There might be some alternate paths that can be explored that won’t totally trash the theme or storyline the GM has in mind.

The Lost Ossuary

Holy Crap! When saw the flat version of this map, I was impressed. Then I was confused by the arrows pointing between various tunnels and such. Then the overall shape of the map clicked with me. It’s a cube! Scrolling down to where Dyson had constructed the cube blew me away. I don’t know if I’ll ever have a use for this map, but it’s in my permanent bookmarks!

Sporadic Saturday Sweetness: 2016-03-12

Another week. More links! Nothing much newsworthy to report at this time, so I’m just going to get right into it.

Character Incapability: The distant side of the coin

Take your enemies’ weaknesses and exploit them! Crush them! Drive them into defeat! Oh. Wait. Sorry. I got carried away. That’s not what Mike’s article is about. He’s got a great article about how to find weak spots in the PCs and exploit them… but not for their humiliation and defeat. It’s a great way to expand the game’s ideas, share the spotlight between the various characters, and tell a story that might not otherwise come about.

The Butterfly Effect

Brian’s article provides some great examples about how the results of one session (or story arc) can impact or even create a different story arc for another session. The post presents the information and examples so eloquently, I’m just going to leave this description here. I don’t have much to add to the topic. It’s a great article!

Boogie to the tune of the hidden Mastermind in your ranks

Muhahahaa! Mike reveals the Master Plan. Or is it the Real Master Plan? What’s the plan for? Well, being a Mastermind, of course. What? You expect me to reveal his plan here? Sorry. Can’t do that. You’ll have to go check it out yourself. Maybe you’ll be able to follow the Real Master Plan and grow into being a Mastermind.

Seven Years!

WOW! Seven years for Dyson. He even included a themed map by Rodger Thorm as part of his post. Congrats, Dyson! Keep up the great work.

Sporadic Saturday Sweetness: 2016-03-05

Time for the first SSS of 2016! I know. I know. It’s March already, but life got in the way. Check my previous posts for more details. I’m not going to rehash things here other than to thank all of you for sticking with me.

Time for some links!

Sunday Chin Scratcher: Player-Character Questionnaires, Yay Or Nay?

I don’t mind PC questionnaires, but I like them to be interactive. I don’t want to throw a sheet of paper at the player and ask them to answer questions about their character. Yes, that can be helpful, but I like to take it to the next level and turn it into an interview of sorts. I feel this works better for me understanding the personality and background of the character. I also feel it deepens the concepts of the character within the player’s mind.

Isometeric Mapping…Always Take Lots of Asprin Before Attempting

Like most people, the first isometric map I ever saw was in the original Ranveloft adventure. What a beautiful work of art! Also a real pain the ass to read/view/scan/etc. It took some intense study, a straight edge (or two), and a keen eye to really follow where things lined up. Even though the map gave me difficulty, I still love it. A well-done isometric map is a work of art to behold. A poorly done one is a migraine waiting to happen. I like the one done at the link by Tim, though. It’s pretty sweet.

Swords with Attitude aka Can a Sword Pout?

It’s rare for me to hand out an intelligent weapon. Very rare. I’ve been playing RPGs for almost 33 years now. As a player, I’ve seen 3 or 4 handed out, but never to me. As a GM, I’ve handed out another 3 or 4. They are a valuable treasure to behold and can be a severe game-changer, depending on the motivation and attitude of the weapon. I’ve randomly rolled some intelligent weapons in the past, and discarded the intelligent portion of the stats because it didn’t fit the story I wanted to collaborate on. Every intelligent sword I’ve handed out has been with intent and purpose, and it’s always come off great. Reading this article has inspired me to hand out another intelligent weapon, but it would really break my current games that I’m running. One is too low power (the weapon would take over) and the other is a large group (7 players in Pathfinder), so adding an intelligent weapon might upset the balance of things a bit. I’ll have to think on it. Great article, Laurence!

Support Your Local Hero

Mike’s article on heroism breaks down a variety of different ways someone can be (and should be) considered heroic. All the way from the “I gotta do this or else” hero to the “Let’s save the universe!” hero. As always, Mike’s article is great food for thought, and presents a great deal of information on the different types of heroes out there. Don’t be fooled going in. This is not purely about the superhero genre of RPGs. He touches on real life, and everything said here can be applied to pretty much any genre out there. Thanks for the great write-up, Mike!

The House of Seven Wines

This is a great map with just enough text detail to spark the imagination. This gives great seed for growth into adventure ideas or plot hooks. Well done, Dyson!

Character Capabilities: An often-forgotten source of plots

This is brilliant! In my current Pathfinder game, when times get tough (usually in combat or when dealing with dire traps or some such), the players will immediate focus in on their character sheets to see what powers/abilities/feats/skills/magic they have to scrape them out of the bottom of the barrel. It’s not my favorite reaction, but it happens. When I’m in a tough spot as a GM (i.e.: out of ideas, not sure where to go to next, etc.), I’ve never really considered going to the character sheets as a well for source material. Please go check out Mike’s article for a full explanation of what’s gotten me so excited!

Back To The Future For GM’s Day

The Gnome Stew Crew has put together some fantastic bits of advice to their past selves. Look through the plethora of tidbits and I bet you’ll find something in there applying to your current GMing (or even playing) situations. You might even see a familiar name in there: mine. That’s right. I’m part of the Gnome Stew Crew. This just fell into place over the course of the past week, and I haven’t taken the time to do an official announcement just yet. I guess, in a way, I just did. Right? 🙂

Turning The Lights Back On

*flicks lights on*

*watches cockroaches scurry for cover*

I’m back!

Miss me?

As of last night, I’ve finally cleared my plate of some projects and handed things off to others for them to run with. Man, it feels good to be free and clear of things.

I probably still have too many projects going on (by mere mortal standards), but I’m back to to the point where I can handle it. I can already feel the stress reducing as I type this because somehow the words hitting the screen make things more real.

I’ve already collected five links for the week, and am about to crank out the comments (early *gasp*) on them here in a few minutes.

I’ve also got some new things cooking for this site.

I’ve also got some things cooking for something else I was just invited to. We’ll see how that goes.

Thanks to everyone for their patience as the site went dark for a while. I knew, deep down, that I’d be back. I just wasn’t sure when. Now is that good time for me.

Going Dark… For a While

Hey all,

I’ve been overwhelmed with too many projects, tasks, ideas, and needs for myself and my family for about a month now. That’s resulted me in going dark in a few different venues. I just hit my RSS reader where I had 100+ RPG-related articles to read. With great sadness, I had to scroll to the bottom of the page and click “Mark All Read.”

I need to learn to stop volunteering for tasks and projects. I need to learn to say “no” to certain things.

Until I build up those skills, I have commitments outside RavenousRPG to fulfill. There are quite a few things I’m cutting out of my life. Some of them are temporary. Some them are permanent.

This blog is one of those things I’m “going dark” on.

Will I return? I don’t know just yet. I need to see how things evolve in my life between now and several months from now. I’ll know by the end of April for sure, maybe sooner.

Thanks to everyone out there that’s read and supported me. I feel like complete shit-beast for letting everyone down, but it’s gotta be done for now.

If you don’t mind, please leave the blog in your RSS feeds. You never know when I’m going to come out of the darkness.

I hope everyone stays well and happy while I’m stepping away from RPG blogging for a while.


I always get down this time of year. My seasonal affective disorder is hitting me especially hard and is pushing me toward clinical depression. Don’t worry. I’m aware of what’s going on. So is my health care professional. We’re keeping close tabs on things and adjusting medication as needed.

The point of me telling you that is this: I haven’t posted here this year because of the depression. I’ve collected the links. I’ve read the stories. I’ve thought about comments, but when it comes time for me to actually put together a post, I can’t seem to gather the mental energy necessary to do so. It’s part of the depression.

I’ve also been stressing out over not posting, which leads to more ill thoughts.

All of this is has led me to reset things. I just deleted over 20 bookmarks for articles I wanted to link to from here. I’m resetting back to a baseline where I can hopefully keep up with things. I’m not promising anything at the moment. Things here might be on hiatus until March. It depends on my mood, which is largely out of my control at the moment because of how my brain works.

Don’t worry, though. I’m not suicidal from the depression. I just can’t seem to shake the “down in the dumps” and lack of energy I’m feeling lately. For those of you that know me on Twitter, Facebook, or in real life know that I’m struggling with things, but still keeping fairly busy. This helps me mood, but I’ve come to realize some things need to give, and this blog always seems to be the “giving point” in my life.

If I get a chance, I’ll see about doing a Saturday post… honestly, it won’t happen until Sunday at the earliest. I have a Friday night Pathfinder game I’m running this week and a local con is going this weekend, so I’ll be at the con all of Saturday.

Thanks for your understanding and sticking with me.

Sporadic Saturday Sweetness: 2015-12-28

Yep. Two weeks since my last post. I love supporting the blogs I link to, but with as random as I post, I sometimes wonder why I do this? I need to start generating more content for this site, but it’s just enough of a time crunch to prevent me from actually pulling the trigger on the “more content” action.

Ah well….

Time for some links!

Oddities Of Values: Recalculating the price of valuables

Mike has a post full of great information on valuables, weights, volumes, and scarcity. It wraps up everything that goes into the “How many GP can I carry?” question. This is a very good analysis of what’s going on with carrying all that cashola around. Having said that, I probably won’t use much of this since I hand wave encumbrance in my games unless someone is getting to the “really stupid levels” of carrying too much crap. I’ve only had one player abuse this allowance in all my years of gaming, so I think I have a pretty good track record of reasonable players.


What? GMs get to be players from time-to-time? Nah. Wait. Yeah? They do? Wow. Sorry for the sarcastic tone, but it’s been ages since I’ve been a player in more than a one-shot thing. I think I do need to jump to the “outside” of the screen more often to refresh my batteries, get a better perspective, and figger out what I want out of a game. This will allow me to feed that back into the games I run.

Wait… Why Exactly Do We Use Hex Maps?

I’m with Matthew on this one. I love open area maps over gridded or hexed maps for overland travel. The Forgotten Realms Gray Box Set came with a sheet (or two?) of clear plastic with hexes on them. This is one of my most treasured items in all of role playing. It allows me to build out a open area map with no markers, and then put those sheets to use. I can spin them, adjust them, and flip them around to measure distances in a more accurate manner. It works very well.

A Campaign Mastery 750th-post Celebration

Congratulations, Mike! 750 posts is absolutely incredible! For this post, Mike reached out to folks to acquire some quick in-n-out advice on gaming. I spotted it on Twitter, and jumped on the bandwagon to throw in my two cents. Go check out the post. There are gobs and gobs of excellent pieces of advice in there.

Hitting the Wall

Angela and I have “hitting the wall” in common. Her wall centered around scheduling issues. Mine wrapped around the fact that the group doesn’t work as a team. They’re just a bunch of powerful individuals that happen to be in the same place at the same time. Back to Angela’s post. I also have scheduling issues with my group. I don’t mind if people need to bail, but I hate the email coming in on the day of the game saying, “I won’t be there tonight. I leave in 20 minutes for a vacation to France.” What? Did you make the plans last minute? If you knew about the vacation, why didn’t you bring it up weeks (months?) ago? Now the plans I made for tonight’s game are totally trashed. Thanks. What I’m trying to say is this: Be considerate of your fellow players and do your best to hold up your end of the commitment to the game.

Poking at Lingering Wounds

Very few systems handle lingering (or even permanent) wounds well. The old World of Darkness did this with some decency. Fate Core does a fantastic job at this. As does GURPS, Hero System, and (from what I remember of my reading of the rules) Savage Worlds. I’m certain there are others out there with this baked into the core mechanics. I love this part of gaming because you can have the players kill the Big Bad, but limp away at the end…. or maybe they flee the Big Bad, but do so in a twisted and mangled manner. That’s just good storytelling there.

Transferable Skills From Bottom to Top and back again

I love games with long skill lists. I’m not sure why. Maybe it’s that I love “skill based games” over “power based games.” With a power/ability, things are pretty well defined as to what the power can do. It’s all spelled out in the rulebook and bending/breaking that definition can unbalance or mess up a game. With skills, however, the application of a particular line item on the character sheet is really only limited by the player’s imagination and their ability to convincingly state that skill X should lead to action A, B, and G. Again, that’s how storytelling evolves around the table.

Wrong but fun? Is that okay?

The only “wrong” way to play a game is the non-fun way. Throw out rules you don’t like. Add new ones you do. Twist things around until the fun oozes from every minute of the time around the table.

I see with my little mind’s eye: The power of Visualization

In my mind, this post applies more to my fiction writing than it does to my gaming. It certainly applies to both, but the 6 steps Mike outlines in going from a concept to a visual are excellent! Thanks for breaking the idea into something my brain could ingest and do something with.

Megadungeon Best Practices XV: Themes, Knowledge, and Links

This is an excellent post here. I think the thing that turns me off about megadungeons is the fact that some (most?) of them are nothing more than a series of rooms, halls, stairs, and levels designed to set up “kill or be killed” encounters. Meh. Not fun. However, if extra work is put into themes, knowledge about the levels that could help (or hinder) the party, and linking it to the outside world, then the megadungeon can come off as epic!

Sporadic Saturday Sweetness: 2015-12-12


It’s been about three weeks since I’ve put one of these up.


That sucks.

I apologize.

Since I have quite a bit of typing ahead of me for commenting on the links, I’m going to jump right in!

I hope you enjoy my thoughts and the links….

Stat Yourself As A Character To Combat Anxiety

I’ve statted myself out in a variety of systems. Probably more than I care to remember. It’s fun. It’s enlightening if you’re honest about it. I never thought about it as a preventative action for avoiding anxiety, but I can totally see how that can work. When I read this post, I went in search of my GURPS (4th edition) version of myself, but couldn’t find the sheet anywhere. I remember being 350+ points in the end. Mainly from knowledge and similar skills. I’ve always been a voracious reader, and the amount of trivia (but little relating to pop culture) in my head reaches staggering levels. Useful in a dungeon? Probably not, but it landed on the sheet anyway.

The Shape Of Strange: Portals to Celestial Morphology Pt 3 of 4

I’m incorporating more portals into my current Pathfinder game, so these posts are especially timely for me. Mike adds five more ideas to how to make portals more interesting. He does an especially deep dive into “Variable-Difficulty Portals” and it’s given me plenty of food for thought and plenty more ideas as to how I can use these portals for the betterment of my campaign. Thanks, Mike!

Troy’s Crock Pot: When to Shaddup, Already!

Hearing a GM drone on about details of an area, NPC, world, table, magic item, tavern setting, or whatever is about as fun as listening to a sixth-grader recite the Gettysburg Address. The first minute or so is captivating because it’s cute or fun, but after that…. Well… the GM turns into an adult from the Peanuts cartoons and all the players hear is “WahWahWahWah.” The one major thing I have to add is from my fiction writing. If a detail is not personally important to a character in the scene, then it’s not important at all. When dropping details about something, make it personal to the players at the table. This will keep them engaged, interested, and even eager to find out more.

Blog Carnival: The Unexpected Reality

Ooohh… What a neat concept. Hide the metagame rules about an effect in the world until you drop the effect on the players. This will completely surprise them. I’ve never thought about this before. Mike’s got it right, though. There are some dangers to using this technique. Several of them even. However, they can be overcome. How? Well, I guess you’re just going to have to read the excellent article.

How Do You Learn?

Angela asks the question, “How many RPGs have you run without having played it first?” My answer: More than I can count. Too many, probably. However, I always make sure to have gone through the character creation process 2-3 times before launching into a game session “cold” with the players. By understanding how to create different characters, it forces me to at least read various sections of the book before trying to adjudicate the game. It’s still rough, but it can be done and done well. Improv is your friend.

When you roll the dice, make it matter

Douglas has a great article on making the dice matter. I’m certain I’ve told this story here before, at one point in a fantasy campaign a highly trained assassin (PC) tracked down a servant  (NPC) who had openly insulted the king in front of the entire court. The player, with a gleam in his eyes, found the servant and declared he was going to attempt to assassinate the servant. Before he could reach for his dice, I told him to describe, in as much detail as he wanted, how the servant dies at his hands. No dice needed. The servant wasn’t a threat (even remotely) to the assassin, so the dice rolling would have bored the rest of the players and played out the inevitable assassination. By allowing the player to control the narrative, he still had his fun with the servant’s death.

Feel The Burn: Portals to Celestial Morphology Pt 4 of 4

I love these last five ways to twist around a portal to make it more interesting. I’d never considered the “gaining energy in transit” concept before, and this makes great sense (and can lead to great fun!) I have use a portal before (activated with a button push) that cleaned the character of grit and grime before transit. The party watched in horror as the first character pushed the button and a pile of dust was left behind. I ask the player that pushed the button first to leave the room. I stayed with the group and asked what they did. Like good, bold adventurers they declared their friend to either be dead (in which case they would join him by pushing the button) or alive and in trouble (in which case they would rescue him by pushing the button). It was a good moment in my role playing history. Even though the group’s pause was brief, it made them stop and think before lining up to push the button.

[Tuesday Map] Hejmarko – Jando’s Arch

The top-down view of this settlement is pretty cool, but when you throw in the side view… Wow! Amazing work, Dyson!


Like I said with Angela’s post above, I “dry run” with a new system by creating characters. If I have time (rare) I’ll run those 2-3 characters through a combat. Sometimes, I have the characters fight each other. If I have a bestiary or need of testing monster abilities, I’ll group them together, find some goblins (or other appropriate minor monsters) and throw them together in a mass melee to see how things go down. This does take quite a bit of time (at least an hour, sometimes more), but it helps me get mentally prepared for things. It also allows me to become familiar with the “stat block shorthand” systems use, and this speeds up the actual game play when the time comes.

Sequential Bus Theory and why it matters to GMs

I love how Mike can take something as innocuous as waiting for the bus to have his mind dive into how bus scheduling really works (vs. the flawed theory) and then take it into the gaming world and apply it to how GMs can make some long-term plans for their campaigns. I guess I’ve been GMing for so long (30+ years) that I do this kind of thing instinctively. Having Mike lay it out in such a clear manner really reinforced my approaches and gave me some new ideas to chew on.

The very-expected Unexpected Blog Carnival Roundup

Mike his own link galore post from the Blog Carnival. I’ve found some new RPG blogs to follow! Yay! Thanks for the link list, Mike.

Making GURPS More Approachable.

Rob has a fantastic post that breaks down Savage Worlds, Fate Core, and GURPS and how they (briefly) compare, and what GURPS can do to regain its top spot as a generic RPG system. This isn’t all in the hands of Steve Jackson and his crew, though. GMs have a role in this as well. If you’re looking to grow a GURPS group, you owe it to yourself to read through this post to see what you can do to make GURPS work well for your group.

Ask The GMs: The GMs Help Network

Looking for online resources to help you become a better GM? Need someone (outside your RPG group) to bounce ideas off of? Looking for an advice network? Well, Mike has a fantastic breakdown and list of many of the awesome resources the Internet can provide. Since you’re reading this, I’m assuming you have regular Internet access, so this post is for you!

[Friday Map] Temple of the Snake

I love this map! The winding hallway central to the map evokes serpentine imagery. That, in my opinion, makes this more of a work of art than a usable map. Don’t get me wrong, though! This is a great map that’s perfectly usable, but there’s something evocative about how things are laid out. Well done!

Backlog and Announcement

First, a note about the link backlog:

I’ve been busy prepping for a budget meeting for a non-profit I’m president of. That meeting happened last night. Things went well. We have money. We’re going to spend it on educating people. Life is good.

Unfortunately, this meant that for the past 2-3 weeks, I’ve not really had time to throw together a post. I’ve been saving links, though! At current count, I have 13 links to write up comments for. I hope to get that ball rolling today and get a post out on Saturday. From the looks of my calendar, I’ll be able to hit that target. From there, I’ll be able to stay on top of things until the next something or other rears its ugly head to consume my life.

Second, a note about my identity:

When I first started RavenousRPG in 2009, I had a tyrannical director who did her best to micro-manage the 40+ people under her umbrella. This included tracking their online activities, accounts, and (more or less) stalking her employees online to ensure they put in their 65-90 hours a week (not a joke) without being distracted by non-work concerns… even during their minimal off hours.

This meant I went under the name “Hungry” when I launched the site to attempt to hide my gaming efforts from her prying eyes. Yeah. Anyone with access to “whois” information on domains (which is anyone with half a brain) can find out my real name, address, etc..

To make a long story short, I fell into the habit of using “Hungry” with regards to my RPG online presence. My days with that job are long over, so I’m dropping back to using my name for this site, and pretty much everything else I do. I’m not going to go back and edit posts. That’s insanity. However, you’ll see me using my name, “J.T. Evans” from here on out.

Feel free to track me down on Facebook or Twitter if you’re so inclined. You can also find out more about me and my writing on my personal site. For a brief moment, I was tempted to merge my personal site and RavenousRPG, but I don’t think I have the time/energy to do that. This means my writing stuff will remain at the personal site, and the role playing stuff will stay here.

For those of you sticking with me through the lack of posts and the poor content, I thank you. I’m hoping to shift some things around in my life to make more time for reviewing games, not just blog posts.

We’ll see how that turns out, eh?

Sporadic Saturday Sweetness: 2015-11-23

I’m a few days late with this. My in-laws are in town, so my weekend was pretty packed up with family stuff and car maintenance stuff and rescuing a friend from his house for a few hours of chatting over dinner.

In the end, the weekend escaped me. Now that I’m back at the office, I can relax and get some things done… like this post!

Yrisa’s Nightmare and other goodies

Mike spends some time getting all sorts of excited over several products, kickstarters, and other cool stuff in the RPG realm. This isn’t along the lines of his usually awesome advice articles. This is more in the vein of “look at this cool stuff!” Indeed, there is some really cool stuff in there. The Blackclaw Gnoll has me intrigued, and the image accompanying the critter is downright chilling. No way I’d want to meet that thing in a dark alley… or in a sunlight field of flowers, for that matter.

Dungeons & Dragons Tabletop Comes To VR Through Partnership With AltspaceVR

Here’s another /. article on D&D, but this time about WotC teaming up with AltspaceVR to create some virtual reality goodness for the D&D game. I’m a little hesitant to get very excited about this announcement for a couple of reasons. The first is the expense of VR gear. I know it’s getting cheaper, but it’s not quite at a price point where you can have a GM and 4-6 players around the table in an affordable manner. The second reason is that not everyone can enjoy VR tech. One of my friends gets horrible motion sickness from VR-style interactions. Another has no depth perception (despite having both eyes functioning) because of a disconnect in his brain. He can’t fully immerse in VR tech either. I think it’s cool that this is being worked on, but it’s not something that will replace my imagination anytime soon.

Lessons from the Literary Process

Mike is proclaiming this post to be the first in a 13 part series. (My money is that he’ll extend it to at least 15 or 16 posts. Sorry, Mike. Just being honest, here.) Even though it looks to be an extensive read, I’m incredibly excited for this series! I’m a writer (short stories, novels, game materials, etc.) in addition to being a gamer, so I want to see how the collision of these two worlds will impact me. The segment on the confident writer really struck home for me. I grew up with piles of insecurities. I got tired of living life that way, and adjusted my outlook to become more confident over the course of a few years. I’m now a person that knows I can do anything I want to set my mind to… except with my writing. I still have my childhood insecurities wrapping me up when it comes to my writing. I still put it out in the world, but I’m never “certain” it’s going to be accepted or published or will make it. This segment of the first post really struck home for me and helped me unwrap some of those layers of insecurities. Thanks, Mike!

5+1 Things to consider when hosting a game

Ace has a pretty good post about how to host a game. This doesn’t relate to running the game, but targets the hosts of the group for those folks where the gaming occurs at their house. I gotta say that the people hosting my monthly Pathfinder game have nailed the ambiance with a good space, great themed music in the background (the key here is that the music is background sounds, not the primary), and cooking take ‘n’ bake pizza for the group where the group pitches in to offset the costs of said pizza. Go check out what Ace has to say about the environment, and see what adjustments you might be able to make to your gaming space.

Paraphrase Third-Party Conversations

This post by Roger brings up some great points. I’d been GM’ing for decades before I made the mistake of having NPCs talk to each other while the players became an audience watching a horrible skit. I’d planned it, even. I thought the PCs needed to know all sides of a story, from different NPC’s points of view, but I didn’t think about the time it would take (about 20 minutes) for me to infodump all of this on the players. Since that horrible experience for my players, I do my best to have them meet NPCs independently and have close interactions with the NPCs to gather the information I want the PCs to have.