Patreon-izing

I’m sure I’ve made the joke before, but what the heck.

If you have been here in the last few years, you will have noticed something different: nothing directing you to a Patreon. That’s an experiment that has come to a close. I have to admit that having started SEP in 2004, I still haven’t figured out marketing. Unlike Kickstarters, where drive-by traffic can fuel some (for me, it’s most) of the support, Patreon relies on the subject’s ability to pull in people.

Never been really good with that.

For a while, the Patreon proved useful just to push me to create RPG material. The larger one’s catalogue, the more revenue one can expect from Drive-Thru RPG (much like Patreon, itch.io—at least for me—is very dependent on the author/publisher’s ability to draw in customers). So in the end, the Patreon will likely have a longer reach than the revenue which came directly from it.

The sad truth is that, many modern societies and cultures measure a product’s value and impact in revenue. Back in university, I took a course on the social psychology of sport, and in a component about contracts we looked at studies suggesting large contracts are pursued more as a signal of the management’s regard for the athlete than for the money itself. I imagine it’s the same in entertainment as a whole.

All that to say, I’m not immune to this, so I’m afraid I continue to looks at sales and people’s willingness to spend money on me as a measure of my value—at least as an author and RPG designer.

I think I have one or two ‘for pay’ projects I might pursue, but if I write any more adventures, I think I might release them as ‘pay what you will,’ knowing the general perception will be that these are lesser products than those with a fixed price.

Forget it, Jake. It’s capitalism.

Dark Roads: A Centurion Adventure

It’s 272 of the Common Era, and the Emperor Aurelian has defeated King Cannabas and his Goths, but has abandoned Dacia. Now he marches on Palmyra. As his force crosses Anatolia, Aurelian calls his trsuted retainers to him, and assigns to them a secret mission: contacting an imperial agent in Ankyra, an agent who may have access to Queen Zenobia herself.

Deep in enemy territory, the retainers learn that the agent has disappeared. Captured, killed, hiding—the retainers don’t know. All they know is that the clock is counting down, their emperor is relying on them, and the forces of the Palmyrene Empire may be hunting them.

Because facing down a Gothic Army wasn’t exciting enough.

Dark Roads: A Centurion Adventure is a possible project slated for a vote on my Patreon.

Direct Action: Covert Forces and Special Operators

Undertaking the most difficult missions in the most dangerous locales, special operations forces are the tip of the spear. Secretive, highly-trained, and hauling the best kit, these shadow warriors represent a tactical response to strategic threats.

Direct Action is a game based on d20 and Fifth Edition, and draws on previous SEP products like Covert Forces: Redux, Blood and Guts 2: In Her Majesty’s Service, and Canada’s Combined Security Reconnaissance Section. Characters are special operators from national covert forces in adventures that can either jump from the headlines or explode out of fiction. Hunt down terrorists, shut down drug syndicates, protect diplomats in ungoverned spaces—the missions are as varied as the operators’ talents and training.

Kit up and head out for some high-speed, low-drag action.

Direct Action is will be the June 2020 release on my Patreon.

Quantum & God: Gates of Hell

You were born into a world threatened by demons, protected by the benevolent Eternal. Now, the acolytes of the Eternal hunt you, ready to spill your blood, and you’ve found out the demons are real, and they are part of a war in the heavens. This world—your world—was built on lies, but its truths hold many more terrors.

Quantum and GOD: Gates of Hell is the sequel to Q&G: Rebirth (released through my Patreon but not generally available right now), and is an adventure for 3-6 player characters. It will be released with both mechanical information for Fifth Edition and for Sword’s Edge. Fifth Edition characters should be of levels 3-5. While the story provided does not require characters of good alignment, given that the goal is to save the world, good or at least non-evil characters are the most suitable for this adventure.

This adventure is intended mostly as a framework, but if played through with only the events and encounters related, will likely last two to four evenings, depending on the number of players and the speed with which they generally make decisions and move through mechanical encounters.

In this adventure, the PCs have been thrust into a world they don’t understand, and must come to terms with powers they’ve been raised to consider “demonic.” They’re chased by the followers of the Church of the Eternal, but have also found allies and enemies, and uncovered a threat to their world.

This provides a capstone to the adventure begun in Rebirth, but the world and the storyline begun there could wind through many other threads before arriving here.

Please note: a key component of this adventures is the questioning of a monotheistic religion followed by the populace of the setting, and revelations regarding it. While this is not intended to ridicule anyone’s beliefs, if you or someone in your group is sensitive to criticism of organized religion, you probably will want to give this adventure a pass.

Quantum and GOD: Gates of Hell is a possible project slated for a vote on my Patreon.

Everthorn: The Centre of the World

A once proud city, the centre of an empire, has fallen into disrepute. Its empire gone, its power diminished, it remains a vibrant commercial and cosmopolitan crossroads for trade from around the known world. Its gold still shines, but its streets are darker than ever.

This is Everthorn.

Everthorn is the default setting for Sword Noir and was presented in the original core rules. With the completion of Sword Noir 2E, now would be an excellent time to reconsider Everthorn, re-work it, and present it anew. While the mechanics attached to the setting would be Sword Noir 2E, that system is abstract enough to allow easy adaptation of Everthorn to any setting seeking a major port city in which the PCs find themselves enmeshed in dark and gritty adventures for questionable patrons.

Everthorn: The Centre of the World is one possible project slated for a vote on my Patreon.

Sword Noir 2E Adventures

Finding the lost love of a shattered criminal. Becoming pawns in the struggle of an undead necromancer to regain his former powers. Getting trapped in a complex web of betrayal and underworld politics.

All of these are adventures for Sword Noir. Farewell, Something Lovely was presented in the core rulebook for Sword Noir, while the Kheufer Scrolls and Crossing the Millers were released as stand-alone adventures. With the completion of Sword Noir 2E, now is an excellent time to update these adventures—both the writing and the mechanics.

Sword Noir Adventures update is one possible project slated for a vote on my Patreon.

Skull Shot: A Sword’s Edge Adventure

They tried to kill your handler, someone you kind of thought of as maybe a friend. That wasn’t nice.

Then they tried to kill you. That was a mistake.

Now you are going to find them, you are going to mess them up, then you are going to figure out how to profit from it. Sometimes, just sometimes, profit doesn’t come first.

A science-fiction action adventure for Sword’s Edge, Skull Shot is the sequel to Face ‘Splosion.

Skull Shot is a possible project slated for a vote on my Patreon.

Directorate 7: THE SOURCE

Directorate 7 is the government’s expendable solution to the most dangerous of problems. It offers a simple deal with people that have done wrong: make the world better and we can make your life better. Cross us, and you die.

THE SOURCE

A D7 contact team is working undercover as bodyguards for the family of an arms trafficker. When he crosses the wrong person, the trafficker and his family come under threat, and D7 offers a deal: work with us and we can protect your family. But that’s easier said than done, and as the clock runs down, the contact team needs to get the family to safety.

Directorate 7: THE SOURCE is a possible project slated for a vote on my Patreon.

Directorate 7: ASSASSINS

Directorate 7 is the government’s expendable solution to the most dangerous of problems. It offers a simple deal with people that have done wrong: make the world better and we can make your life better. Cross us, and you die.

ASSASSINS

A third-world republic has seen a seismic shift in its political landscape, as bribery and crony capitalism has led to a grassroots movement that has shattered the ruling party’s hold on power. Now a firebrand politician offers real change, and the implications have led D7 to activate a contact team to protect them from their enemies—who are numerous and powerful.

Directorate 7: ASSASSINS is a possible project slated for a vote on my Patreon.