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    <title>Ra Press Blog</title>
    <subtitle>A feed of the latest posts from our blog.</subtitle>
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    <link href="https://ra-press.com/" />
    <updated>2026-05-28T00:00:00Z</updated>
    <id>https://ra-press.com</id>
    <author>
        <name>Ra Press</name>
        <email>contact@ra-press.com</email>
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    <entry>
        <title>Bloody Barter &amp; Bitter Bargains is out!</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/bloody-barter-and-bitter-bargains-is-out/" />
        <updated>2026-05-28T00:00:00Z</updated>
        <id>https://ra-press.com/blog/bloody-barter-and-bitter-bargains-is-out/</id>
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        <p>Shopping is one of those strange little places where fantasy adventure briefly pretends to become civilized.</p>
<p>The party walks into town covered in blood, carrying three swords they definitely found legally, and asks a perfectly reasonable question:</p>
<p>“Can I buy one of those?”</p>
<p>And then the GM has to decide whether the local shopkeeper has a healing potion, a pistol, a grappling hook, a trained giant moth, a siege engine, or a forbidden occult object that probably should not be available to anyone with coin and a winning smile.</p>
<p>So I made <em><strong>Bloody Barter &amp; Bitter Bargains</strong></em>.</p>
<p>This is a new <em>Shadow of the Demon Lord</em> supplement about merchants, markets, stock, and the terrible things that happen when adventurers mistake commerce for safety.</p>
<h2>What does it do?</h2>
<p>At its core, <em>Bloody Barter &amp; Bitter Bargains</em> gives GMs a procedure for answering the question “does this merchant have it?” without reducing the whole scene to a flat yes or no.</p>
<p>The book adds <strong>stock challenge rolls</strong>, modified by the merchant’s focus, the item’s availability, the settlement’s size, trade access, local production, exports, and other circumstances. A merchant in a sprawling trade hub has a very different inventory from someone operating out of a cursed frontier village where the shutters whisper at night and the taxman is technically undead.</p>
<p>There are also tools for determining <strong>merchant availability</strong>, <strong>stock volume</strong>, <strong>merchant coin</strong>, and special outcomes when the roll lands somewhere more interesting than “available” or “not available.”</p>
<p>Sometimes the item is out of stock. Or maybe it is reserved. Or the merchant needs a favor first. It could even be a masterwork piece sold at a fair price. And sometimes, just sometimes it is cursed, because this is still <em>Shadow of the Demon Lord</em> and nobody gets to be happy for free.</p>
<h2>Merchants with actual personality</h2>
<p>The book also includes tools for making merchants memorable at the table. Not every shopkeeper needs a tragic backstory, but they should at least be allowed to have a wet cough, a copper voice-box, a forbidden cult membership, or a suspiciously enthusiastic opinion about the contents of their own shelves.</p>
<p>You get tables for:</p>
<ul>
<li>merchant personalities</li>
<li>distinguishing features</li>
<li>secret motives and rumors</li>
<li>pride, prejudice, and how the merchant views their wares</li>
</ul>
<p>That last one is important. There is a big difference between a merchant who thinks their goods are honest trade and one who believes every sale is part of a plan they refuse to explain. Players notice these things. Then they ignore the warning signs and buy the cursed item anyway.</p>
<h2>Mercantile manifests, item tables, and ledgers</h2>
<p>The main meat of <em>Bloody Barter &amp; Bitter Bargains</em> is the mercantile manifests for different kinds of merchants: alchemists, armorers, black market fences, black reliquaries, blacksmiths, engineers, gunsmiths, occultists, provisioners, shipwrights, stable-masters, wainwrights, wanderers, weaponsmiths, and more.</p>
<p>Each merchant type has likely, neutral, and unlikely item categories, making it easy to generate inventories that feel appropriate without becoming predictable.</p>
<p>The book also includes item category tables covering alchemical goods, ammunition, animals and animal gear, armor, clockwork upgrades, clothing, explosives, food and accommodations, forbidden items, incantations, marvels of engineering, personal gear, poisons, potions, tools, vehicles, melee weapons, ranged weapons, firearms, artillery, and siege gear.</p>
<p>And because all of that is more useful when you can actually track it at the table, the release includes a separate <strong>merchant ledger booklet</strong> in two versions: one with backgrounds, and one without backgrounds for easier printing.</p>
<p>A cursed economy is bad enough. It should not also murder your printer.</p>
<h2>Bitter bargains</h2>
<p>When the dice turn cruel, the book gives you <strong>Bitter Bargain</strong>. The merchant might have the last item in stock, but it is reserved. Or they might sell it only if the party performs a favor first. Or it might be cursed, which honestly, often is the kind of customer service adventurers deserve.</p>
<p>On the other end, <strong>Exceptional Deals</strong> can produce half-price offers, masterwork items, extra stock, related freebies, enchanted trinkets, and other suspiciously good outcomes.</p>
<p>And yes, there are curses. Because sometimes the true horror is not the monster in the ruin. It is the receipt.</p>
<p><a href="https://www.drivethrurpg.com/en/product/568172/bloody-barter-bitter-bargains?affiliate_id=450685&amp;src=RaPressBlog">Pick up Bloody Barter &amp; Bitter Bargains on DriveThruRPG now!</a></p>
<hr>
<p>Want early access to future projects? Want to throw even worse ideas at me? Check out my <a href="https://patreon.ra-press.com">Patreon</a>. Patrons get early peeks at all my madness, plus playtest copies and the chance to tell me which bargains were not bitter enough.</p>
<p>Share your cursed purchases, terrible merchants, and shopping-related regrets over on <a href="https://discord.gg/Uf5zqJP3Nv" title="Ra Press Discord Server">Discord</a>, <a href="https://bsky.app/profile/rapress.bsky.social">Bluesky</a>, <a href="https://dice.camp/@RaPress">dice.camp</a>, or <a href="https://x.com/RaPressGames">X</a>. I want to hear which “special deal” ruined your table first.</p>

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    <entry>
        <title>Blood and Sweat is out now!</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/blood-and-sweat-is-out-now/" />
        <updated>2026-05-12T00:00:00Z</updated>
        <id>https://ra-press.com/blog/blood-and-sweat-is-out-now/</id>
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        <p>The torchbearer survived!</p>
<p>This was not expected. It may not even be desirable. But now the players remember their name, someone bought them better armor, and the GM has to pretend this poor doomed soul was part of the plan all along.</p>
<p>So here we are.</p>
<p><strong>Blood and Sweat</strong> is out now for <strong>Shadow of the Demon Lord</strong>.</p>
<p>This is a small, focused supplement about hirelings who survive long enough to become part of the campaign. The guard who stands fast against the dead. The porter who makes it out of the tomb. The guide who keeps leading the group into places any sensible person would avoid. The apprentice who learns just enough magic to become useful and worrying.</p>
<p>At some point, these characters stop being disposable help and start becoming recurring companions. <strong>Blood and Sweat</strong> gives you rules for that moment.</p>
<p>The core idea is simple: hirelings can advance with the group without becoming full player characters. They can grow more capable, take on clearer roles, and pick up useful talents, while still remaining hirelings rather than extra PCs for the GM to juggle.</p>
<h3>What’s inside?</h3>
<p><strong>Blood and Sweat</strong> includes five hireling paths:</p>
<ul>
<li><strong>Professional</strong> – for healers, cooks, porters, gravediggers, map readers, and other competent survivors.</li>
<li><strong>Rogue</strong> – for quiet hands, ambushers, cutthroats, and people who open locks without asking whose locks they are.</li>
<li><strong>Shooter</strong> – for hirelings who understand that danger is best handled from across the room.</li>
<li><strong>Warrior</strong> – for guards, mercenaries, veterans, and other paid violence.</li>
<li><strong>Magic-User</strong> – for rare spellcasters desperate or foolish enough to sell their talents to adventurers.</li>
</ul>
<p>It also includes prices for advanced hirelings, equipment guidance by role, and new <strong>Skill Training</strong>, <strong>Expertise</strong>, and <strong>Mastery</strong> talents.</p>
<p>That last part is important. This is not just about giving the torchbearer a bigger number. It is about letting long-term hirelings do useful things at the table: help more reliably, carry gear, support allies, keep watch, handle light, offer expertise, and generally make themselves just valuable enough that their eventual death will hurt properly.</p>
<p>Because that is the real danger of recurring NPCs. Not that they will become too powerful. That the players will care.</p>
<h3>Not a private army</h3>
<p>This book is not meant to turn the party into a marching payroll disaster with twenty statblocks trailing behind them. It works best with a few memorable hirelings who keep showing up, keep surviving, and keep making terrible career decisions.</p>
<p>A single guard who has been with the group since level 1. A goblin guide who keeps finding the safest path through the worst possible places. A tired camp hand who knows where everything is packed and has developed the thousand-yard stare of someone who has heard adventurers say “this should be easy” too many times.</p>
<p>Those are the characters this book is for. Give them a path. Give them talents. Give them better pay. Then watch the group panic when something reaches for them in the dark.</p>
<p><strong>Blood and Sweat</strong> is available now on DriveThruRPG:</p>
<p><a href="https://www.drivethrurpg.com/en/product/566773/Blood-and-Sweat?affiliate_id=450685&amp;src=RaPressBlog">Get Blood and Sweat on DriveThruRPG</a></p>
<p>Want early access to future projects? Want to throw even worse ideas at me? Check out my <a href="https://patreon.ra-press.com">Patreon</a>. Patrons get early peeks at all my madness, plus playtest copies and the chance to tell me which hirelings weren’t quite doomed enough.</p>
<p>Share your surviving torchbearers, suspiciously competent goblin porters, and emotionally load-bearing camp followers over on <a href="https://discord.gg/Uf5zqJP3Nv" title="Ra Press Discord Server">Discord</a>, <a href="https://bsky.app/profile/rapress.bsky.social">Bluesky</a>, <a href="https://dice.camp/@RaPress">dice.camp</a>, or <a href="https://x.com/RaPressGames">X</a>. I want to know which poor hireling your group accidentally turned into the heart of the campaign.</p>

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    <entry>
        <title>Zabolo’s Dread Daemonium is out!</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/zabolo-s-dread-daemonium-is-out/" />
        <updated>2026-02-05T00:00:00Z</updated>
        <id>https://ra-press.com/blog/zabolo-s-dread-daemonium-is-out/</id>
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        <p>Zabolo is still locked in Caecras, which is great news for public safety and terrible news for the publishing schedule. Unfortunately, someone in the Kanasan Imperium decided the “most valuable prisoner” should get a desk, paper, and ink. Now he is dictating again, and we are all the captive audience.</p>
<p><strong>Zabolo’s Dread Daemonium</strong> is officially live: a demon bestiary for <strong>Shadow of the Demon Lord</strong> featuring <strong>32 demons</strong>, from low-tier threats to endgame nightmares. Each entry comes packaged with three things GMs actually need at the table:</p>
<ol>
<li>evocative <strong>statblocks</strong>, built from SotDL's demonic rules till horrific perfection.</li>
<li>a <strong>Bound Item</strong>, because cursed objects are the universe’s preferred delivery method for bad decisions.</li>
<li>a <strong>Last Known Location</strong>, because “somewhere out there” is not prep, it is a cry for help.</li>
</ol>
<p>If you want plug-and-play horrors with built-in story hooks, this one is designed to get you from “I need something tonight” to “why did they touch it” at maximum speed.</p>
<p><a href="https://www.drivethrurpg.com/en/product/555735/zabolo-s-dread-daemonium?affiliate_id=450685&amp;src=RaPressBlog">Pick it up on DTRPG now!</a></p>
<p>If you want to comment, shout at us, drop some ideas, or just chat. You can message us on <a href="https://dice.camp/@RaPress">Mastodon</a>, send us a tweet on <a href="https://twitter.com/RaPressGames">Twitter</a>, message us on our <a href="https://patreon.ra-press.com/">Patreon</a>, or join our <a href="https://discord.gg/Uf5zqJP3Nv">Discord</a>.</p>
<p>Want early access to future projects? Want to throw even worse ideas at me? Check out my Patreon at <a href="https://patreon.ra-press.com">patreon.ra-press.com</a>. Patrons get early peeks at all my madness, plus playtest copies and the chance to tell me which transformations weren’t quite cursed enough.</p>

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    <entry>
        <title>A Birthday, a Bundle, and Several Questionable Decisions!</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/a-birthday-a-bundle-and-several-questionable-decisions/" />
        <updated>2025-12-22T10:00:00Z</updated>
        <id>https://ra-press.com/blog/a-birthday-a-bundle-and-several-questionable-decisions/</id>
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        <h2>Happy Yuletide!</h2>
<p>Today is my birthday, which means two things are inevitable:</p>
<ol>
<li>I am older.</li>
<li>I am making irresponsible choices.</li>
</ol>
<p>This year’s <s>irresponsible</s> great decision is a <strong>40% off Winter &amp; Yuletide bundle</strong> covering <em>everything</em> Ra Press has released for <strong>Shadow of the Demon Lord</strong>.</p>
<p>If you’ve followed Ra Press for any length of time, you know the drill. This catalog is full of dark fantasy content built to escalate tension, ruin plans, and force players to look at their character sheets with quiet dread. New paths. Monsters that don’t fight fair. Transformations that come with consequences. Tools meant to support long campaigns and long memories.</p>
<p>The bundle is meant as both a thank-you and an invitation. A thank-you to everyone who’s supported Ra Press so far, and an invitation to anyone who’s been hovering over the “Add to Cart” button, whispering <em>“maybe later.”</em></p>
<p>Later is now.</p>
<p>👉 <a href="https://www.drivethrurpg.com/en/product/381278/sotdl-winter-sale-bundle?affiliate_id=450685&amp;src=RaPressBlog">SotDL Winter &amp; Yuletide bundle</a> 👈</p>
<p>Whether you pick it up for yourself or gift it to a GM you secretly want to suffer, thank you for keeping this strange little publishing venture alive.</p>
<hr>
<p>Want early access to future projects? Want to throw even <em>worse</em> ideas at me? Check out my <a href="https://patreon.ra-press.com">Patreon</a>. Patrons get early peeks at upcoming madness, playtest material, and a chance to tell me which ideas weren’t quite cursed <em>enough</em>.</p>
<p>Share your horrific creations (or just your existential regrets) over on <a href="https://discord.gg/Uf5zqJP3Nv">Discord</a>, <a href="https://bsky.app/profile/rapress.bsky.social">Bluesky</a>, <a href="https://dice.camp/@RaPress">dice.camp</a>, or <a href="https://x.com/RaPressGames">X</a>.</p>

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    <entry>
        <title>2025 Black Cyber Weeks: The Ra Press Complete Collection (40% Off)</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/2025-black-cyber-weeks-the-ra-press-complete-collection-40-off/" />
        <updated>2025-11-21T10:00:00Z</updated>
        <id>https://ra-press.com/blog/2025-black-cyber-weeks-the-ra-press-complete-collection-40-off/</id>
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        <p>Black Cyber Weeks are upon us—the annual migration pattern where creators stagger out of their word-mines, shielding their eyes from the sun, and croak:
“Please… take these books before I write more.”</p>
<p>To celebrate another year of producing far too many Shadow of the Demon Lord projects (and releasing only a <em>reasonable</em> amount of them), I’ve compressed the <em>entire</em> Ra Press catalog into one monstrous, lore-stuffed, sanity-questionable bundle.</p>
<p>Not a sampler. Not a “best of.”
The whole cursed hoard.</p>
<p>Adventures, expansions, paths, Deep Ones, goblins, ancient horrors, cosmic regrets, and enough eldritch nonsense to keep your players whispering “why…” for months. If you’ve been looking for an excuse to dive into the Maze of the Goblin King, unleash <em>From the Deep</em>, or simply absorb my entire descent into TTRPG-fueled madness, now’s the time.</p>
<p><strong>The bundle is 40% off until December 8th</strong>, and lives on DriveThruRPG:
<a href="https://drivethrurpg.com/product/378071/SotDL-Black-Cyber-Weeks-Bundle-BUNDLE?affiliate_id=450685&amp;src=RaPressBlog">SotDL Black Cyber Weeks Bundle</a></p>
<p>Happy hunting—and may your players’ suffering be narratively enriching.</p>
<hr>
<p><strong>Want early access to future projects? Want to throw even <em>worse</em> ideas at me?</strong>
Check out my <a href="https://patreon.ra-press.com">Patreon</a>. Patrons get early peeks at all my madness, plus playtest copies and the chance to tell me which transformations weren’t quite cursed <em>enough</em>.</p>

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    <entry>
        <title>The Magnum Opus is Complete</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/the-magnum-opus-is-complete/" />
        <updated>2025-02-19T08:00:00Z</updated>
        <id>https://ra-press.com/blog/the-magnum-opus-is-complete/</id>
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        <p>Some books are a struggle to write. This was not one of them.</p>
<p>Unlike its contents, <em>Magnum Opus</em> came together surprisingly smoothly—no flesh to flay, no limbs to graft, no soul-crushing years spent whispering unspeakable rites to myself at 3 AM. But the <em>content</em>? That’s another story. This book is <strong>grueling</strong> in all the best ways. It’s about obsession, transformation, and the slow, terrible realization that no amount of power comes without cost.</p>
<p>If you’ve ever wanted to push your character beyond the limits of flesh, sanity, and good taste—this is your book.</p>
<h3>What’s Inside?</h3>
<ul>
<li><strong>The Chimera</strong> – Graft extra monstrous heads onto your body. Because one is never enough.</li>
<li><strong>The Demilich</strong> – Flesh? You never needed it. Rise as an undead horror.</li>
<li><strong>The Construct</strong> – Flesh is failure. Steel endures. Replace yourself piece by piece.</li>
<li><strong>The Corpus</strong> – Your blood is alchemy itself. Achieve immortality at the cost of, well, everything.</li>
<li><strong>The Hekatoncheir</strong> – More arms. More attacks. More absolute devastation.</li>
</ul>
<p>Each of these <strong>Master Paths</strong> grants incredible power, but the deeper you go, the more warped, alien, and inhuman you become. It’s a <strong>love letter to body horror</strong>, but with a practical, rules-focused twist: every transformation gives you a new way to break the world around you.</p>
<h3>Is This Too Much?</h3>
<p>Absolutely. But you’re going to love it!</p>
<p>Whether you’re reconstructing yourself with gears and wires, sculpting your body into an unholy fusion of monstrosity, or simply deciding that <em>yes, six arms is the optimal number for sword fighting</em>, <em>Magnum Opus</em> is here to push your game into new and terrible places.</p>
<p>I had an absolute blast creating this one. Now it’s your turn.</p>
<p><strong><a href="https://www.drivethrurpg.com/en/product/512743/magnum-opus?affiliate_id=450685&amp;src=RaPressBlog">👉 GET MAGNUM OPUS NOW! 👈</a></strong></p>
<p>Want early access to future projects? Want to throw even <em>worse</em> ideas at me? Check out my <a href="https://patreon.ra-press.com">Patreon</a>. Patrons gets early peeks all my madness, plus playtest copies and the chance to tell me which transformations weren’t quite cursed <em>enough</em>.</p>
<p>Share your horrific creations (or just your existential regrets) over on <a href="https://discord.gg/Uf5zqJP3Nv" title="Ra Press Discord Server">Discord</a>, <a href="https://bsky.app/profile/rapress.bsky.social">Bluesky</a>, <a href="https://dice.camp/@RaPress">dice.camp</a>, or <a href="https://x.com/RaPressGames">X</a>. I want to see just how far you take the transformation.</p>

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    <entry>
        <title>THE DEEP ONES HAVE RISEN—FROM THE DEEP IS FINALLY HERE!</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/the-deep-ones-have-risen-from-the-deep-is-finally-here/" />
        <updated>2025-01-28T23:00:00Z</updated>
        <id>https://ra-press.com/blog/the-deep-ones-have-risen-from-the-deep-is-finally-here/</id>
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        <p>Well. It only took me <strong>five years.</strong></p>
<p>Five long, salt-crusted, madness-inducing years of scribbling forbidden lore, revising blasphemous rites, and wondering if I, too, was slowly transforming into something… fishy. But at last, <em>From the Deep</em> is out in the world!</p>
<p>This tome of abyssal horror is my deepest dive (pun intended) into Lovecraft and his literary circle, adapting their writings for <em>Shadow of the Demon Lord</em>. It’s packed with eldritch horrors, doomed hybrids, cultist intrigue, and an unsettling amount of references to people growing gills. If you’ve ever wanted to play a character who slowly loses their humanity, fight (or worship) unspeakable horrors, or drown entire civilizations in the name of Father Dagon—well… good news!</p>
<h3>What’s Inside?</h3>
<ul>
<li><strong>Deep One Hybrids</strong> – Ever wonder what it’s like to be “blessed” by the sea? Now you can.</li>
<li><strong>Blasphemous Paths</strong> – Serve the abyss as a Priest of the Deep, a Vindicator, or a Disciple of Cthulhu.</li>
<li><strong>Cursed Relics &amp; Forbidden Magic</strong> – Because regular magic just isn’t <em>dangerous enough</em>.</li>
<li><strong>Monsters &amp; Shadows</strong> – The Deep Ones are coming. Maybe Cthulhu too. Maybe worse.</li>
<li><strong>A Slow Descent Into Madness</strong> – Not for your character. For you. As you read this.</li>
</ul>
<h3>So, Was It Worth Five Years?</h3>
<p>Probably? Maybe? I’ll leave that for you to decide. I will say that I poured my black, salt-rimed heart into this book, and I couldn’t have done it without the incredible support of my patrons, playtesters, and the people who kept asking me, <em>“Hey, are you ever going to finish that book?”</em></p>
<p>And now, after all this time, the tide has risen. <em>From the Deep</em> is out. <strong>Go forth. Read. Play. Drown.</strong></p>
<p><strong><a href="https://www.drivethrurpg.com/en/product/510124/from-the-deep?affiliate_id=450685&amp;src=RaPressBlog">👉 GET FROM THE DEEP NOW! 👈</a></strong></p>
<p>Oh, and if you like what I do, check out my <a href="https://patreon.ra-press.com">Patreon</a>! Patrons got an early look at this madness, and they also get access to playtesting, exclusive content, and the occasional rambling about whatever eldritch horror I’m obsessed with at the moment.</p>
<p>Want to share your thoughts, game stories, and <em>terrifyingly bad decisions</em>? Hit me up on <a href="https://discord.gg/Uf5zqJP3Nv" title="Ra Press Discord Server">Discord</a>, <a href="https://bsky.app/profile/rapress.bsky.social">Bluesky</a>, <a href="https://dice.camp/@RaPress">dice.camp</a>, or <a href="https://x.com/RaPressGames">X</a>. I love hearing how these horrors unfold at your tables.</p>

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    <entry>
        <title>2024 Julytide Sale!</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/2024-julytide-sale/" />
        <updated>2024-07-17T22:00:00Z</updated>
        <id>https://ra-press.com/blog/2024-julytide-sale/</id>
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        <p>Happy Julytide!</p>
<p><img src="/images/uploads/XmasInJuly-SotDL-2024.png" alt="Xmas in July sale on DriveThruRPG"></p>
<p>In this year's Christmas in July sale on DriveThruRPG, you can get our entire catalog of Shadow of the Demon Lord books for up to 40% off. This is a perfect time to complete your collection of Shadow of the Demon Lord books from Ra Press! <a href="https://www.drivethrurpg.com/browse.php?author=%22Ra%20Press%22&amp;affiliate_id=450685" title="Ra Press on DrivethruRPG">You can use this link to head directly to a list of all our books</a>.</p>
<p><img src="/images/uploads/octopustagcover.webp" alt=""></p>
<p>If Call of Cthulhu is more your cup of tea, you can get our Squid Game-inspired adventure on sale too.</p>
<p><img src="/images/uploads/RestRecuperation.webp" alt=""></p>
<p>You can also grab the 5e version of our downtime supplement on itch.io for 50% off! <a href="https://itch.io/s/129044/rest-recuperation-julytide-sale-2024" title="Rest &amp; Recuperation Julytide sale 2024 on itch.io">Head here to grab it now</a>!.</p>
<p>Enjoy and hope you all have a great Julytide!</p>

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    <entry>
        <title>Franz Havorks&#39; Beastman Bestarium has been released!</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/franz-havorks-beastman-bestarium-has-been-released/" />
        <updated>2024-03-21T23:00:00Z</updated>
        <id>https://ra-press.com/blog/franz-havorks-beastman-bestarium-has-been-released/</id>
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        <p>Our latest book for Shadow of the Demon Lord, <strong>Franz Havorks' Beastman Bestarium</strong>, has been released!</p>
<p>The book features eight new beastmen, four types of each, and twelve bosses to torment your players and the world! The diminutive <strong>Ratlings</strong> are cowardly sneaks that even the other Fomori bullies. The <strong>Ynnub</strong> are small hare-like beasts but are vicious and bloodthirsty. The anthropomorphic waterfowl <strong>Duguzz</strong> offers aquatic enemies to test the group’s mettle, while the <strong>Man-Bats</strong> rain death from above. The shapeshifting <strong>Caturwal</strong> cat-people will induce paranoia, and the <strong>Man-Apes</strong> offer a grim parody of humanity. The disgusting <strong>Swyne</strong> often hide in sewers, right underneath civilization, and the <strong>Gore-Stags</strong> introduce the concept of cavalry to the creatures!</p>
<p>Head on over to DriveThruRPG and grab it today: <a href="https://www.drivethrurpg.com/product/474972/Franz-Havorks-Beastman-Bestarium?affiliate_id=450685" title="Franz Havorks' Beastman Bestarium on DriveThruRPG">Franz Havorks' Beastman Bestarium on DTRPG</a></p>
<p>If you want to comment, shout at us, drop some ideas, or just chat. You can message us on <a href="https://dice.camp/@RaPress">Mastodon</a>, send us a tweet on <a href="https://twitter.com/RaPressGames">Twitter</a>, message us on our <a href="https://patreon.ra-press.com/">Patreon</a>, or join our <a href="https://discord.gg/Uf5zqJP3Nv">Discord</a>.</p>

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    <entry>
        <title>2023 Julytide Sale!</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/2023-julytide-sale/" />
        <updated>2023-07-17T22:00:00Z</updated>
        <id>https://ra-press.com/blog/2023-julytide-sale/</id>
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        <h2>Happy Jultytide!</h2>
<p>Almost our entire catalog of Shadow of the Demon Lord books are on sale through DriveThruRPGs Christmas in July sale for up to 25% off. So head on over to our <a href="https://www.drivethrurpg.com/browse.php?author=Ra%20Press&amp;affiliate_id=450685&amp;src=WebsiteRaPressXmasInJulySale" title="Christmas In July Sale on DriveThruRPG">Auhor page and grab those you need to complete your collection</a>!</p>
<p><img src="/images/uploads/octopustagcover.webp?ra_resize=5" alt="octopustagcover"></p>
<p>You can also get our Squid Game adventure for Call of Cthulhu through the same link above.</p>
<p><img src="/images/uploads/RestRecuperation.webp?ra_resize=5" alt="RestRecuperation"></p>
<p>We joined Itch.io's summer sale with our downtime supplement for dnd5e earlier and by popular demand, we've decided to extend the sale into the Julytide sale. So you can still get <a href="https://itch.io/s/99053/rest-recuperation-julytide-sale">Rest &amp; Recuperation, our dnd5e version of our downtime supplement for 50% off, an all-time high discount, through 31 July!</a></p>
<p><em><strong>Enjoy and hope you all have a great Julytide!</strong></em></p>

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    <entry>
        <title>A False Hope of Heaven - Released</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/a-false-hope-of-heaven-released/" />
        <updated>2023-06-20T22:00:00Z</updated>
        <id>https://ra-press.com/blog/a-false-hope-of-heaven-released/</id>
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        <p>As we mentioned earlier, The Brazilian Shadow of the Demon Lord community put their heads together to write the awesome supplement, A False Hope of Heaven, introducing a more nuanced setting and rules for tackling angels and Paradise in Shadow of the Demon Lord campaigns.</p>
<p>The book introduces a new ancestry, a priest path, four master paths, three new divine magical traditions, a new shadow, and tons of lore for the war between the Immeasurable Lord's Celestials and the Fallen.</p>
<p>And it is available now! Grab the book from DriveThruRPG using <a href="https://www.drivethrurpg.com/product/440504/A-False-Hope-of-Heaven?affiliate_id=450685&amp;src=BlogRaPressRelease" title="A False Hope of Heaven on DriveThruRPG">this link</a> to join the Immeasurable Lord or Órian and his Fallen in the war for Paradise!</p>
<p>If you want to comment, shout at us, drop some ideas, or just chat. You can message us on <a href="https://dice.camp/@RaPress">Mastodon</a>, send us a tweet on <a href="https://twitter.com/RaPressGames">Twitter</a>, message us on our <a href="https://patreon.ra-press.com/">Patreon</a>, or join our <a href="https://discord.gg/Uf5zqJP3Nv">Discord</a>.</p>

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    <entry>
        <title>A False Hope of Heaven</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/a-false-hope-of-heaven/" />
        <updated>2023-06-08T22:00:00Z</updated>
        <id>https://ra-press.com/blog/a-false-hope-of-heaven/</id>
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        <p>The Brazilian Shadow of the Demon Lord community has collaborated to make a supplement expanding upon celestial and fallen angels, Nephilim, and the religion surrounding them. They all serve a genie known as the Immeasurable Lord who gains power from the purity of uncorrupted souls.</p>
<p>The supplement will feature a new ancestry, new paths, magic, gear &amp; relics, creatures, and a new shadow.</p>
<p>We at Ra Press have been editing the supplement, adding art, and designing the layout. And it is almost done! We're aiming for a release either next week or the week after.</p>
<p>Keep watch here on our website or our various social media presences as we will announce the release when it is ready.</p>
<p>If you want to comment, shout at us, drop some ideas, or just chat. You can message us on <a href="https://dice.camp/@RaPress">Mastodon</a>, send us a tweet on <a href="https://twitter.com/RaPressGames">Twitter</a>, message us on our <a href="https://patreon.ra-press.com/">Patreon</a>, or join our <a href="https://discord.gg/Uf5zqJP3Nv">Discord</a>.</p>

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    <entry>
        <title>SotDL Bundle Giveaway!</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/sotdl-bundle-giveaway/" />
        <updated>2023-05-31T22:00:00Z</updated>
        <id>https://ra-press.com/blog/sotdl-bundle-giveaway/</id>
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        <p>We're celebrating a milestone of 20 published books for Shadow of the Demon Lord!</p>
<p>And in that event, we're running a giveaway of our bundle of Shadow of the Demon Lord books. The bundle includes all the books that we published before 2023.</p>
<p>All you have to do is subscribe to our newsletter through the giveaway below. You can complete several additional steps, including sharing the giveaway and following our social media presence, to increase your chances too! (You can also join if you have already subscribed to our newsletter, of course.)</p>
<p>The winner will be determined randomly among the entries on the 3 July, 2023.</p>
<div id="kingsumo-embed" data-url="https://kingsumo.com/g/82aieq/shadow-of-the-demon-lord-bundle-giveaway"></div><script src="https://kingsumo.com/js/embed.js"></script>

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    <entry>
        <title>War Codex - SotDL Mass combat</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/war-codex-sotdl-mass-combat/" />
        <updated>2023-04-20T10:12:00Z</updated>
        <id>https://ra-press.com/blog/war-codex-sotdl-mass-combat/</id>
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        <p>We are thrilled to announce that Ra Press is developing the War Codex for Shadow of the Demon Lord! For those of you who are not familiar with the War Codex, it is a mass combat supplement that has been in development for some time now.</p>
<p>After some discussions with Rob Schwalb, the creator of Shadow of the Demon Lord, we learned that the War Codex had been scrapped. But, since we had already been working on a similar system, we thought it would be a great opportunity for Ra Press to take over the project, and Rob agreed.</p>
<p>The War Codex introduces a number of exciting new features that will allow you to customize your army and engage in dynamic, immersive battles. We are aiming to design the mechanics to be easy to learn and use, but deep enough to provide endless possibilities for experimentation and strategy.</p>
<p>One of the main things we are doing with this supplement is splitting the rules into three scales of battle: group, company, and army. The group scale will focus mostly on battle-centric group encounters, the company scale will allow for more detailed control of companies using actions and formations, and the army scale will be perfect for quick battle resolution when you don't want to spend time on warfare in your campaigns.</p>
<p>We are thrilled to be working on this project and can't wait to share it with you. Our <a href="https://patreon.ra-press.com" title="Ra Press on Patreon">patrons </a>can already follow the development of the book in real time on our <a href="https://discord.gg/Uf5zqJP3Nv" title="Ra Press Discord Server">Discord server</a>. And we will also be updating you all here on our website, on Patreon, and through our <a href="https://mailchi.mp/3a8e48afbf33/subscribe-to-newsletter" title="Ra Press Newsletter">newsletter</a>.</p>
<p>Stay tuned for updates and sneak peeks as we continue to develop the War Codex for Shadow of the Demon Lord. We can't wait to see how you use these rules to build and lead your armies to victory!</p>
<p>If you want to comment, shout at us, drop some ideas, or just chat. You can message us on <a href="https://dice.camp/@RaPress">Mastodon</a>, send us a tweet on <a href="https://twitter.com/RaPressGames">Twitter</a>, message us on our <a href="https://patreon.ra-press.com/">Patreon</a>, or join our <a href="https://discord.gg/Uf5zqJP3Nv">Discord</a>.</p>

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    <entry>
        <title>Mythos Engine Characters</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/mythos-engine-characters/" />
        <updated>2021-11-08T11:38:01Z</updated>
        <id>https://ra-press.com/blog/mythos-engine-characters/</id>
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        <p>Let's talk about characters in the Mythos Engine.</p>
<h2>Characters</h2>
<p>The Mythos Engine's goal is to support characters for a wide range of genres, from high fantasy to hard sci-fi to cosmic horror.</p>
<h3>Attributes</h3>
<p>Like most RPGs, characters will have attributes. I subscribe to the less-is-more principle when it comes to attributes, so I'm planning to have four.</p>
<h4>Body</h4>
<p>My idea for the Body attribute is for it to double as physical strength and health. So any typical physical damage will most likely deal damage to a character's Body. Another role of Body is to provide resistance against fatigue, physical poisons, and physical diseases, and such. Body is typically the stat that is used when making physical melee attacks.</p>
<h4>Agility</h4>
<p>I think Agility, or Dexterity as it is called in some RPGs, needs no introduction. In the Mythos Engine, I'm thinking it will double as a character's active defense or dodging. Damage that targets a character's movement capabilities or nimbleness will typically damage Agility. Physical ranged attacks and finesse melee attacks will typically use Agility when making attack rolls.</p>
<h4>Intellect</h4>
<p>This is a character's intelligence and represents their logical sense and knowledge of things. Insight might be tied to this stat, so taking Intellect damage might make it riskier to use your insight. One thing I like in Shadow of the Demon Lord is that perception is also tied to the Intellect stat. So I might do that too, but not completely decided yet. Mental and/or magical attacks will typically use Intellect when making attack rolls since it also represents a character's mental strength.</p>
<h4>Will</h4>
<p>A character's willpower. Used to resist mental and/or magical attacks. It is also what keeps someone going when the going gets tough. Will most likely tie Stress to this stat, making it easier to resist panic attacks, or whatever I decide to call it. Taking Will damage would make one more susceptible to Stress too. Some mental and/or magical attacks might use Will as their attack roll.</p>
<h3>Characteristics</h3>
<p>While I have tied most of the typical characteristics like health, defense, perception, etc. directly to the above stats, there are a couple of characteristics I think the system needs.</p>
<h4>Insight</h4>
<p>Cthulhu Dark has one of my favorite implementations of supernatural insight tied directly to the horror of knowing too much. Call of Cthulhu has a similar mechanic with their Cthulhu Mythos skill tied to Sanity, but being a d100 system, it rarely has any effect on play as it is almost always very low.</p>
<p>Insight in the Mythos Engine will be a fluctuating characteristic, starting at 0. I am thinking some starting characters can start with 1 or more Insight, depending on their background, but I will cross that bridge when I get there.</p>
<p>The thing I love the most about Cthulhu Dark's Insight system is that the player can <em>choose</em> to add Insight to their roll. With the risk of their character learning too much, which can break their mind.</p>
<p>So I'm thinking that Insight can be added to any roll where a player can argue that their Insight could have an effect. However, rolling a 2-3 on an Insight roll increases their Insight by 1, and a roll of 1 triggers a Stress roll which might result in a panic attack, or worse.</p>
<h4>Stress</h4>
<p>Just like Insight above, the idea here is that a player gets extra dice to their roll equal to their Stress. Here too, a 2-3 on any of the Stress dice would add 1 Stress, while a 1 would trigger a Stress roll.</p>
<h4>Wealth</h4>
<p>As mentioned in my earlier post, <a href="https://ra-press.com/blog/bookkeeping-in-the-mythos-engine/">Bookkeeping in the Mythos Engine</a>, I want to replace keeping track of money with a roll instead. The Wealth characteristic will be the pool of dice you roll whenever you need to spend money. The right amount of successes means you can afford whatever you want to buy, complicated successes or failures require you to &quot;spend&quot; one or more points of Wealth to afford it. Which ultimately is the player's choice of course.</p>
<h3>Professions</h3>
<p>Another thing I love with Shadow of the Demon Lord is the non-reliance on lists upon lists with skills. Instead, it uses professions. As I wrote back in my very first <a href="https://ra-press.com/blog/mythos-engine/">Mythos Engine</a> post, professions give a character both a background to play with <em>and</em> an implied skillset based on it. Now, there's no detailed list of skills or what can be pulled from one's profession, since it's something both the player and GM can play with based on their logical sense and agreements.</p>
<p>And it's just so lean! Instead of a warrior having skill points in intimidation, athletics, survival, warfare, sword, etc., they instead have the soldier profession, or maybe officer, or maybe both! And the player can use their logical sense to say that as a soldier, they have been trained in surviving in the woods, thereby giving them a survival roll, or maybe even a bonus to such a roll. It's just so infinitely better than skills, IMHO!</p>
<p>This is why I will use professions instead of skills in the Mythos Engine.</p>
<h3>Ancestry</h3>
<p>In many games, the only ancestry you need is a human. But in other games, take for example fantasy or sci-fi, you might need elves, or deep one hybrids, or some sort of alien. So I plan to support ancestries in the Mythos Engine, especially since one of the settings I'm working on draws heavily on the literary universe of H.P. Lovecraft, Clark Ashton Smith, Lord Dunsany, and their literary circles. So deep one hybrids will be a thing, or lizardmen, for example.</p>
<p>Again, Shadow of the Demon Lord does a great job with ancestries. And one of its main strengths is that when you start the game at level 0, you only have your ancestry. Making the stakes higher early on, and gives the players a chance to dive deeper into their characters.</p>
<p>I'm thinking that ancestries will decide on a character's starting stats, might give starting characteristics, and might have special traits attached to them. A deep one hybrid, for example, could have high Body, low Agility, and maybe a trait that says they are doomed to become a Deep One in the future.</p>
<p>I'm also thinking that most games should start like SotDL, where the characters only have an ancestry with professions and such of course.</p>
<h3>Background &amp; Personality</h3>
<p>I feel like I keep bringing up Shadow of the Demon Lord, but that's just because it is one of the best systems out there today, IMHO. Another thing SotDL does well is the character's life path and personality. There are tables tied to each ancestry that helps the player generate interesting characters, and random generation typically produces more interesting characters than choosing, which often ends up with stereotypical characters for that player. Like me for example, who typically played magic users with a dark and hidden past or similar. After playing SotDL, I have played a huge variety of characters and the generation of their backgrounds and personalities has usually helped determine the character's paths too. So sometimes it was natural to be a magic-user, but other times my character fit better as a warrior or a priest.</p>
<p>Other games that have an awesome background, life-path, and personality generators are Cyberpunk 2020/Red, Witcher RPG, and Mutant Chronicles. I haven't delved too deep into this part of my system yet, but I am sure to draw inspiration from all of these when I do.</p>
<h2>NaGaDeMon</h2>
<p>As I mentioned earlier, I'm working on this system as part of this year's <a href="https://nagademon.org/">NaGaDeMon</a> and I must say, having a community to &quot;report&quot; to while working on this has helped immensely in pushing me forward. I highly recommend anyone who's making a game to join something similar, or just become part of a community where you can report your progress. Catching the interest of others is the best motivator there is! And it makes you feel obliged to update frequently to boot.</p>
<p>If you want to comment, shout at me, drop some ideas, or just chat. You can send us a tweet on <a href="https://twitter.com/RaPressGames">Twitter</a>, message us on our <a href="https://patreon.ra-press.com/">Patreon</a>, or join our <a href="https://discord.gg/Uf5zqJP3Nv">Discord</a>.</p>

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    <entry>
        <title>Mythos Engine Combat</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/mythos-engine-combat/" />
        <updated>2021-11-03T16:27:34Z</updated>
        <id>https://ra-press.com/blog/mythos-engine-combat/</id>
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        <h2>Combat</h2>
<p>I discussed combat briefly on the NaGaDeMon discord yesterday since it came up in my last post. And I concluded that I want combat to be simple, use the same system as everything else, that is d6 pool based on the four stats and any talents, and the same success tiers as everything else.</p>
<h3>The Attack Roll</h3>
<p>What I ended up within that discussion is that an attack roll would be rolling a number of d6 equal to your attack stat, Strength for a melee attack for example, and add bonus dice from talents. Like, maybe the character has some combat training that gives him +1 on melee attack rolls.</p>
<p>The attack roll would then need a number of successes equal to, or higher than, the target's defense stat. Against a normal melee attack, this would usually be Agility. Now, this would make a high-Agility character really hard to hit. So there need to be ways to add dice, and therefore potential successes, to your roll. This is where Stress comes in.</p>
<h3>Stress</h3>
<p>While my plan is that stress mainly gives the characters a condition based on their stress levels, I also love the idea of the players adding stress dice to their roll. Sort of like in the Alien RPG, or how Blades in the Dark lets you <strong>Push Yourself</strong> and take stress in trade for a bonus die. It even makes sense! If you struggle with taking out an enemy, you <em>would</em> be stressed, so I really like the idea of players adding stress dice to their rolls to make sure they can hit someone.</p>
<p>The stress dice would then give you more potential successes, but if any of them rolls a 1, you become stressed or panicked or traumatized!</p>
<h4>Consequences</h4>
<p>Now, becoming stressed needs to have some sort of consequence. Not sure how to handle this yet, but I might draw some inspiration from the Alien RPG, Unknown Armies, and Blades in the Dark, cause I think they handle this sort of thing best. I'm thinking of a table to decide on the effect. With possibilities for trauma, panic, and conditions, perhaps tied to the stat used. So a Strength attack roll could make you fatigued, damage your Strength, or become frightened, or something.</p>
<p>A table could have a low-impact effect too like, you succeeded with your attack, but you gain 1 Stress or something. Rolling on the table could either be like in Alien where you roll a d6 and add your current Stress level, or just roll your current Stress as a d6 pool, adding them all together, or maybe even use the fail/complication/success system. Maybe every non-success counts higher in the table or something. Need to think about this some more.</p>
<h3>Damage</h3>
<p>When an attack roll succeeds, as in gets enough successes to hit a target, their weapon deals damage. Now, one thing I really don't like in most RPGs today is the fact that armor makes you harder to hit, with the subtext of something like &quot;but AC represents both dodging and absorbing damage...&quot;. Not a fan!</p>
<p>So armor's role in the Mythos Engine will be to reduce damage. In a medieval setting, if you attack a knight in full plate, you will need to do some maneuvering to get past that damage reduction. Some weapons, like Estoc, could have a piercing property that ignores a set amount of damage reduction, making it more effective against heavier armor.</p>
<p>So now, if you succeed with your attack you deal damage. But if the opponent is wearing armor, you might end up dealing no damage... Firstly, I'm thinking that all attacks that hit need to deal at least 1 damage, unless the target has a talent or something stating otherwise. Secondly, any successes beyond those needed to hit the target could be used to add damage to the attack, representing the attacker hitting between the plates or similar.</p>
<p>In fact, any successes beyond those needed are critical successes and I love how Wrath &amp; Glory does this with shifting to add damage, gain info, improve speed, etc. Or how Alien RPG gives you stunts based on the skill used.</p>
<h4>Criticals</h4>
<p>So any successes beyond what is needed to complete a task, be it an attack or pick locking, or anything becomes a critical. I want these critical successes to be spendable to gain further advantages on the roll. So a picklock could get a morale boost and get a +1 on their next roll in the current scene. Or with more criticals, they could give the entire group a boost for the scene's duration.</p>
<p>Critical attacks would most obviously deal extra damage, but they could also have other possibilities. Maybe you could impair your opponent with a critical, giving them a -1 on their next attack roll. Or knock them prone with 2 criticals. Sometimes controlling a target is more valuable than damaging them.</p>
<h2>Conclusion, or something like it</h2>
<p>This obviously needs playtesting. I want to avoid drawn-out combat where both parties keep missing each other or hacking at huge pools of health or similar. So it shouldn't be <em>too</em> hard to hit someone. The ideal balance I picture in my head is that everyone is easy-ish to hit unless they use maneuvers to make themselves harder to hit. Maneuvers like Guarded Attack or Defensive Stance, or similar. The players should be the ones to strategically position themselves in combat, and since I plan to build the Mythos Engine around zones, there need to be maneuvers that handle the strategic part.</p>
<p>Anyway, done for now. As always: if you want to comment, shout at me, drop some ideas, or just chat. You can tweet us on <a href="https://twitter.com/RaPressGames">Twitter</a>, message us on our <a href="https://patreon.ra-press.com">Patreon</a>, or join our <a href="https://discord.gg/Uf5zqJP3Nv">Discord</a>. And <em>do</em> check out <a href="https://nagademon.org/">NaGaDeMon</a>, it's a fantastic initiative to make more people finish their games!</p>

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    <entry>
        <title>Bookkeeping in the Mythos Engine</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/bookkeeping-in-the-mythos-engine/" />
        <updated>2021-11-02T14:54:17Z</updated>
        <id>https://ra-press.com/blog/bookkeeping-in-the-mythos-engine/</id>
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        <h2>Bookkeeping</h2>
<p>One thing I'm really tired of in RPGs is the constant bookkeeping of everything from initiative order, ammo, money, castings per day, et al. So I want my system to keep bookkeeping to a minimum.</p>
<h3>Initiative or Turn Order</h3>
<p><a href="https://www.drivethrurpg.com/product/155572/Shadow-of-the-Demon-Lord?affiliate_id=450685" title="Shadow of the Demon Lord on DrivethruRPG - Affiliate link">Shadow of the Demon Lord</a> has a genius initiative system. There are fast turns and slow turns. During a fast turn, you can only move <em>or</em> do something, while in a slow turn you can do both. Players always get the chance to do their fast turns first, then the antagonists choose to do a fast or slow turn, and so on.</p>
<p>Now, an even more streamlined version of this could be to give antagonists a set turn, the equivalent of a slow turn above, and they go first. However, a player can then <em>choose</em>, I love systems that let players choose their own doom, to take a fast turn before the antagonists get their turn. Those who don't must wait till after the antagonists are done. The trade-off here is that you choose to do only a move OR an action if you go fast.</p>
<h3>Wealth, Ammo, and Other Bookkeeping needs</h3>
<p>There's been a few interesting systems for removing the need to bookkeep stuff.</p>
<p>My favorite system for keeping track of ammo is the ammo die. This means that when you've filled up, you have a d20 ammo die which you roll whenever you shoot your bow. If the d20 rolls a 1 or 2, you reduce this die to a d12, then a d10, d8, you get the idea.</p>
<p>Another system I have seen over the years is the Wealth or Credit Rating system. Your Wealth is a skill, characteristic, or similar and whenever you need to spend money you roll against it. Success means you can afford it, failure means you can't. Add a fail-forward condition to this and suddenly bartering starts to become a lot more interesting.</p>
<p>I want to use a single system for all such bookkeeping needs though, so the players don't have to keep track of several types of dice for one type of bookkeeping while tracking skills for another. So I'm thinking all such things will use a value, not unlike a skill, but more like a characteristic since it will be prone to fluctuations.</p>
<p>Ammo could be handled through the attack roll. So with a complicated success, the player could choose to only have 1 ammo left to turn it into a complete success. Or something similar.</p>
<p>Or if you need to buy something, you roll a number of dice equal to your Wealth characteristic. Any complicated successes would let the player choose to reduce their Wealth by 1 to turn it into a complete success, allowing them to afford whatever they wanted to buy. Or they could choose some story element instead. Lots of potentials here.</p>
<h2>Mythos Engine <s>Bookkeeping</s></h2>
<p>So while I'm not completely decided yet, it looks like I might tie all ammo, money, et al, bookkeeping to rolls.</p>
<h3>Wealth</h3>
<p>I'm thinking that Wealth can be a characteristic that fluctuates. So most everyone starts with Wealth 1, which gives them 1 die to roll when they need to buy stuff. Background or in-game events can raise or lower this number. So while you create your character and you roll on your life path you get a <em>Wealthy</em> result or something, raising your starting Wealth by 2. You would start with Wealth 3. Giving you 3d6 to roll when buying stuff.</p>
<p>I'm also thinking stuff should require a number of successes based on their availability. Availability is derived from its rarity and current market. So buying a common or uncommon item in a city is 1 success. A complicated success could make the item shoddy or something, while critical successes (successes beyond the needed 1) could make it better, up to masterwork. A rare item would require two successes and an exotic one would require three successes. A rural town would perhaps require another success for rare and exotic, while a tiny village might not even have the better stuff.</p>
<p>Anyway, complicated successes could then be chosen to make sure they get an item. And some complications could make the item of worse quality, or maybe it was stolen and buying it will put a target on your back, etc. I'm also thinking that you can &quot;spend&quot; Wealth to assure you get something. So if you lower your Wealth by 1, you could add successes to your roll, or maybe even forgo the roll completely?</p>
<p>Needs to be playtested!</p>
<h3>Ammo</h3>
<p>It doesn't make sense to have a characteristic for ammo IMHO. So it would instead be a property attached to a weapon using ammo, for example, a Tommy-gun. I want ammo-tracking to be simple without removing the fun though, so maybe ammo also has a value. Let's say an ammo value of 1 equals exactly that, you have a single shot left. But 2 is one step up, so for a Tommy-gun, this would mean a 20-shot box magazine. 3 would be a 30-shot box magazine, 4 would be a 50-shot drum, while 5 is a 100-shot drum. If this was a flint-lock rifle instead, 2 would perhaps be 5 shots, 3 would be 10 shots, 4 would be 20 shots, while 5 would be 30 shots.</p>
<p>This gives us an ammo value of 0-5, 0 being no ammo ofc, 1 being a single shot left, while 2-5 would be different based on the weapon.</p>
<p>Now, to spend this ammo I'm thinking that you just roll attack as normal. Let's say shooting uses Agility and you have an Agility of 2. And maybe you have a talent giving you a +2 on Submachine guns or something. So you roll 4d6, but you only get a single 6. Your target has an Agility of 2 too, so you needed 2 successes to hit them (not sure if this is how I end up doing combat, so this is just a suggestion). But you also rolled two complicated successes, so you could <em>choose</em> to reduce the weapon's ammo value to turn one of those into a success, making it a hit anyway! Maybe a failed roll (still need to make 1-3 more fail forward) reduces ammo automagically, no matter if you succeeded or not. Need to think more about that one.</p>
<h2>Closing Words</h2>
<p>Well, that's it for now on bookkeeping in the Mythos Engine. I have decided to join this year's <a href="https://nagademon.org/">NaGaDeMon</a> to focus on developing this Mythos Engine further. So hopefully I will have a playtest ready during the coming month!</p>
<p>I have also joined the <a href="https://www.storytellingcollective.com/">Story Collective's Write Your First Adventure</a> course just to push myself into publishing an adventure for Call of Cthulhu and learn something in the process. So that is also happening this month.</p>
<p>If you want to comment, shout at me, drop some ideas, or just chat. You can send us a tweet on <a href="https://twitter.com/RaPressGames">Twitter</a>, message us on our <a href="https://patreon.ra-press.com">Patreon</a>, or join our <a href="https://discord.gg/Uf5zqJP3Nv">Discord</a>.</p>

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    <entry>
        <title>Mythos Engine</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/mythos-engine/" />
        <updated>2021-10-26T13:25:40Z</updated>
        <id>https://ra-press.com/blog/mythos-engine/</id>
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        <p>Our working name for our new RPG system is the Mythos Engine. The idea is to use this for both our Lovecraft-inspired game centered around the Paranormal Intelligence Bureau (PIB) and our post-apocalyptic game, Corp Wars. We also have some other games in mind, but the PIB one will be our first focus.</p>
<h2>On the Shoulders of Giants</h2>
<p>I'm a huge believer in the phrase &quot;Standing on the shoulders of giants&quot; and like to draw inspiration from the great systems made by major thinkers within the RPG industry.</p>
<p>One such giant is Rob Schwalb. His Demon Lord Engine is, IMHO, the best d20 system out there. And he has included some systems that just make games so much more streamlined. And when it comes to streamlining roleplaying games, Evil Hat's Blades in the Dark is right up there with Schwalb. Their fail-forward system is one of the best I have seen so far.</p>
<h2>Dice System</h2>
<p>We're a huge fan of <a href="https://www.drivethrurpg.com/product/155572/Shadow-of-the-Demon-Lord?affiliate_id=450685">Shadow of the Demon Lord</a> here at Ra Press, but I personally am not too excited about systems built around a d20. It <em>is</em> a lot better than d100, but I digress. I'm also a huge fan of d6 games like the aforementioned <a href="https://www.drivethrurpg.com/product/170689/Blades-in-the-Dark?affiliate_id=450685">Blades in the Dark</a>, WEG Star Wars, <a href="https://www.drivethrurpg.com/product/249388/Wrath--Glory-Core-Rules?affiliate_id=450685">Wrath &amp; Glory</a>, and the <a href="https://www.drivethrurpg.com/browse/pub/11437/Free-League-Publishing?affiliate_id=450685">Year Zero Engine</a>. So I'm exploring a d6 pool system for the Mythos Engine.</p>
<h3>Fail-Forward</h3>
<p>One of my favorite systems in recent years is fail-forward. I have seen some bad implementations of this too though, where the fail forward is just another forced failure. It works for some games though, but I personally am a huge fan of giving players a choice. With that I mean, if a player fails their roll, they should get a choice to pay a price to make it into a success anyway.</p>
<p>Blades in the Dark does this brilliantly with consequences based on the position of the action set by the GM. So a desperate action has more serious consequences than a controlled one. In this system, all the choice and discussion happens <em>before</em> the roll, which is something I like. But I also like the idea of giving the player a choice to accept complications <em>after</em> the roll. I might go with a mix for Mythos, but playtesting will help decide this.</p>
<h3>Player Choice</h3>
<p>As mentioned briefly above, I'm a sucker for systems where the players can choose their own doom. And paired with a fail-forward system there should be ample opportunities for players to end up in horri... Um, <em>interesting</em>, situations.</p>
<p>So when a player rolls their d6 pool, I'm thinking any result of 6 is a complete success, 4-5 is a complicated success, while 1-3 is a fail (I'm just throwing words at this thing at this point). If a player gets at least one 6, they succeed unless the task needs more than one success. And any 6s rolled beyond those required to succeed could allow them to do more damage, or add a condition, or something else appropriate. But every roll that results in a 4-5 won't do anything unless the player <em>chooses</em> to accept some sort of consequence. It could be damage, a condition, increase their stress, or maybe even a worsening of their situation. Choosing a consequence for the complicated successes turns them into a complete success so their character can succeed at what they wanted to do, but at a cost.</p>
<p>One problem I see with having 1-3 just be a failure though, is that this isn't really failing forward... So maybe the 1-3 results could also be turned into a success but at higher costs? So consequences could be split into normal, serious, and severe, or similar. I need to explore that possibility further for sure.</p>
<h2>Attributes, Characteristics, &amp; Skills</h2>
<p>Another thing I really love about Shadow of the Demon Lord is the constrain Rob shows with attributes. There are four, and IMHO, that is all you'll ever need! He's got Strength, Agility, Intellect, and Will which are used for almost all of your rolls. There are also a few characteristics, some derived from the attributes, and they're all mainly improved as the character levels up. These are Health-derived from Strength (and Healing Rate), Perception-derived from Intellect, Defense-derived from Agility, Speed, and Power (magic power). And finally, there's the bookkeepers: Damage, Insanity, and Corruption, which you mainly gain through play. That's not an awful lot of numbers to keep track of, compared to say games like DnD or Warhammer Fantasy.</p>
<p>The attributes are used for everything. Melee or ranged attack roll? Roll Strength or Agility. Magic blast attack roll? Roll Will or Intellect. Intimidate someone by roughing them up? Roll Strength. Persuade someone by manipulating them? Could be either a Will or an Intellect roll, depending on the situation. So elegant!</p>
<h3>Damage</h3>
<p>Now I have an idea where instead of the typical universal damage, any damage gained is deducted directly on your attributes instead. Sort of how the <a href="https://www.drivethrurpg.com/product/289943/Cypher-System-Rulebook?affiliate_id=450685">Cypher system</a> does it. The pros here are that each attack could be more unique as to what sort of damage they do. And it affects your dice pool directly. A big con is the added bookkeeping, which I'm not a huge fan of. But damage needs bookkeeping anyway, so hey, it's not as it adds too much!</p>
<p>In Shadow of the Demon Lord, there's a clear split between a character's Health; as in how much damage they can take before they fall, and Damage; the amount of damage they have taken so far. This makes it easier to give penalties to Health without messing with damage and such. So if I go with a damage-to-attributes system, there should be a separate damage box next to each attribute vs updating the attribute itself.</p>
<p>One thing I really like in games like <a href="https://www.drivethrurpg.com/product/210617/Tales-from-the-Loop-RPG-Rulebook?affiliate_id=450685">Tales from the Loop</a> is where instead of taking damage, you choose one of four conditions when you fail your roll or push yourself. With a fifth condition, broken, that kicks in when the other four have already been chosen. As I mentioned earlier, I'm a sucker for letting the players choose their own doom, so I want to incorporate something similar in the Mythos Engine. Maybe when a character takes general damage, they can choose which attribute? While some effects target specific attributes. Or, instead of always reducing the dice pool for that attribute, the player can choose what happens when they take damage to an attribute? So taking Will damage might increase their Stress level while taking Strength damage gives them a level of fatigue or something. Yeah, I like this idea! Making a note to test this out.</p>
<h3>Skills or Professions</h3>
<p>I love simplicity. So I guess it's only natural that I abhor most skill systems in RPGs. The endless lists of skill upon skill upon skill, ugh. I get that they have their uses though, and I subscribed completely to them until I played Shadow of the Demon Lord. SotDL doesn't have skills, it uses professions. Professions are like themes for your character that helps you, and your GM, to decide on what your character knows and can do. It's so elegant that I almost cried with joy when I first tried it. Not only does it help decide what you know or can do, but it also helps build your background story, personality, and more! Imagine a starting character that has the soldier and the scholar: magic professions. The character was part of the local militia, maybe one, or both, of their parents were an officer or a constable. But they always loved reading, and magic just fascinated them so much, that they used their time in the local militia to help pay for education within magic theory. See? Two randomly rolled professions already have created an interesting start at a background story and helps with deciding on what they will do from now on. They could embrace their soldier profession and become a warrior, or take up real magic to become a magician. Or even rebel against their upbringing and become a rogue or priest.</p>
<p>The best part of professions though is how they replace skills. As long as a player can justify that their profession should be allowed a roll, they can usually roll. As long as the GM agrees of course. Some rolls can even get a bonus die, called boons in SotDL, because the character has a certain profession. It's simple, elegant, and, IMHO, a much better system than skills.</p>
<h2>Until next time</h2>
<p>I guess I should stop for now. And I came up with new approaches while writing this too, which is exactly what I wanted to do.</p>
<p>If you want to comment, shout at me, drop some ideas, or just chat. You can send us a tweet on <a href="https://twitter.com/RaPressGames">Twitter</a>, message us on our <a href="https://patreon.ra-press.com">Patreon</a>, or join our <a href="https://discord.gg/Uf5zqJP3Nv">Discord</a>.</p>
<p>The Mythos Engine is still in the early stages of development so all comments and ideas are welcome.</p>

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    <entry>
        <title>First!</title>
        <author>RoninRa</author>
        <link href="https://ra-press.com/blog/first/" />
        <updated>2021-09-27T11:56:00Z</updated>
        <id>https://ra-press.com/blog/first/</id>
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        <p>We have a blog! And a website for that matter.</p>
<p>I'm working on two original settings and a new RPG-system to use for them. So I wanted to set up a blog where I can talk about my world-building and game design endeavors.</p>
<p>Both my settings have been under development for years as I was originally working on developing video games using them.</p>
<h3>Paranormal Intelligence Bureau</h3>
<p>The setting I'm focusing the most on is the Paranormal Intelligence Bureau multiverse. It draws a lot of inspiration from H.P. Lovecraft, Lord Dunsany, Clark Ashton Smith, and the rest of their literary circles/derivates.</p>
<h3>Corp Wars</h3>
<p>A post-apocalyptic setting after global warming brought forth a new ice age, an AI-war, and more has devastated the world. This setting draws inspiration from several punk-styles including Cyberpunk, Solarpunk, Dieselpunk, and Wastelandpunk.</p>
<h3>The RPG system</h3>
<p>I'm dabbling with a level-less system using a d6 pool with a fail forward system, insight and stress, professions instead of skills, and talents you can buy between each session.</p>
<p>Anyways, watch this space in the near future for more details about both my settings and the RPG-system I'm designing.</p>

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