In today's interview, Alex Abel talks about Flaming Crab Games.
Sunday, April 12, 2015
Monday, April 6, 2015
Miniature Silhouettes
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| Figure 1 |
If I can find the time, I'd like to make a ridiculously large composite image with 100's and 100's of figures—something you could scroll for a long time up and down (below ground), left and right, discovering areas as you go. I always loved the cut-away aspect of the cover art on the original AD&D Monster Manual, so that's part of my inspiration for such a project.
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| gargoyle, werewolf, watch officer, giant caveweaver spider |
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Watch Officer
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Saturday, April 4, 2015
On the Design of Firearms, by Garrick "Cyrad" Williams
Guns in D&D seems to divide community opinions. The introduction of firearms to Pathfinder came with no exception. Debates over realism, aesthetics, and mechanics of firearms continue to appear on various forums. However, I did not come to talk about whether firearms belong in fantasy game or whether their portrayals are realistic.
Today, I will approach firearms from a game design perspective, illustrating the design issues of firearms in Pathfinder and how I designed house rules in response to a negative experience one of my players had with them.
Tuesday, March 31, 2015
Interview with a Designer: John Bennett
This time I interviewed John Bennett, who discusses Shadows over Vathak and his career as a designer and developer.
Saturday, March 28, 2015
The Emerald Spire Review – Part 1
I recently started an open call for guest bloggers, and here's the first guest blog, a review of the Emerald Spire Superdungeon, written by Neal Powell. The review is published in two parts, here's the first one!
Miniature Showcase: Pathfinder Battles Yeti
In these 4 photos of the yeti from Pathfinder Battles—Rise of the Runelords (#44), I used plaster-of-paris to construct a snowy berm for the foreground and some mountainous shapes for the background. The lighting and atmosphere were contrived to suggest either outdoor mountainous terrain or the inside of a snowy cave.
Click images to enlarge
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Friday, March 27, 2015
The Golden Guardian on Paizo's blog
I just noticed there was some discussion about the Golden Guardian on Paizo's blog a few days ago. Thanks for the shout-out, John!
Also featured in that blog post are two illustrations by Marek Madej. I admit I had not heard of Marek before, but I was really impressed with the picture of the kobold (minor spoiler warning!) ...who is an NPC in my Pathfinder scenario.
Also featured in that blog post are two illustrations by Marek Madej. I admit I had not heard of Marek before, but I was really impressed with the picture of the kobold (minor spoiler warning!) ...who is an NPC in my Pathfinder scenario.
Naktok (illustration by Marek Madej)
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Thursday, March 26, 2015
The Golden Guardian released
Well look at that! It's a glorious day. :-) Read more about it on the product page on paizo.com!
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This blog post uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This blog post is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.
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This blog post uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This blog post is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.
Tuesday, March 24, 2015
Interview with a Designer: Jade Ripley
In the Interview with a Designer series, I interview people working in the RPG industry, whether as freelancers authors, illustrators, cartographers, developers, or in other positions. This time I interviewed Jade Ripley who is probably best known for his work with Dreamscarred Press. Welcome, Jade!
Saturday, March 21, 2015
Miniature Showcase: Pathfinder Battles Minotaur
The minotaur from Pathfinder Battles—Heroes & Monsters (#30) is one of my favorite pre-painted figures (I have 3). When I first started taking pictures of miniatures, I practiced with the minotaur a lot. You can see a sampling of those photos below, including one that's silly. Also pictured are Pathfinder Battles—Heroes & Monsters: Half-Orc Barbarian (#25) and Pathfinder Battles—Shattered Star: Tower Girl (#7).
The one in row 2, far right, is actually a reflection in water, which is a technique I use sometimes to help achieve an eye-level-or-lower angle when doing macro photography (see the photos immediately before and after it).
Click any image to enlarge
The one in row 2, far right, is actually a reflection in water, which is a technique I use sometimes to help achieve an eye-level-or-lower angle when doing macro photography (see the photos immediately before and after it).
Click any image to enlarge
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Wednesday, March 18, 2015
Superstar effort
Back in January, I wrote about my concerns about falling participation in Paizo's RPG Superstar contest, noting how comments had dropped by about 40 percent from previous years. I urged everyone to stay involved, even if they didn't make the Top 32, and make sure to give the competitors the feedback they want and need to improve.
Now, with the contest is in its final week for the year, seems like a good time to look back and see how we did, and I'm happy to say that participation (at least based on comments) is back on an upswing.
Now, with the contest is in its final week for the year, seems like a good time to look back and see how we did, and I'm happy to say that participation (at least based on comments) is back on an upswing.
Tuesday, March 17, 2015
Archetypes, part III: Archetype length
I was going to write a much longer post this week, but alas, I've been busy working on a new project and so I'll just discuss archetype lengths this time.
Saturday, March 14, 2015
Bursting onto the Scene
RPG Superstar finalists Brian J. Fruzen, Monica Marlowe, Kalervo Oikarinen, and Christopher Wasko have already demonstrated superior creativity and RPG design skills, and I believe they all have it in them to produce professional-quality designs and products. In some sense, they have already arrived as notable talents in RPG design. But, there has to be a winner, and given the prominence of Paizo and RPG Superstar in the industry, the winner most certainly will be bursting onto the scene:
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Tuesday, March 10, 2015
The Superstar Adventures
I was chatting with one of the Final Four the other week and
it was pointed out to me that I have a horrible track record picking winners
when it comes to the Superstar module. Curious, I decided to take a look back
through the years to see what I had voted for and how widely my opinion
diverged from everyone else's.
It ended up being fascinating. And, since we're in the
fallow period of Superstar as we wait for the module pitches to be revealed in
one week, I thought it might be fun to take a look at all those previous
pitches.
Keep in mind, I only have so much space, so I'm really going
to try to narrow these down to the core of the pitch (whenever I can, I'm letting the author do the talking by taking the
summary line from the pitch). You're going to have to take a closer
look to get all the nuance (as well as some great advice from judges that I
think would help any would-be designer when it comes to adventures). The
winning module is in capitals.
Monday, March 9, 2015
Archetypes, part II: Going through the original class
In the second part of this series of articles, I'll have a look at the class whose abilities I'm going to replace with new ones.
Saturday, March 7, 2015
One Wraith or Two?
The wraith in these 4 photos is one of my favorite Pathfinder Battles figures. He's somewhat translucent, so I infused him with laser light to suggest negative and/or eldritch energy. The red swirls are d6's tumbling and swooping through the scene while the shutter was open. Of all my figures, I think I've photographed him the most. Orik Vandercaskin isn't bad, either. The face on his shield is well done, and he's a good figure for action shots.
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Wraith
Sunday, March 1, 2015
Archetypes, part I: Outlining your archetype
In the past few weeks, I've discussed the different rounds of RPG Superstar -- magic items, maps, monsters, and encounters. The adventure proposal round wasn't a very strong round for me last year, and I'm probably not going to write anything about adventures at this point even though there are many useful things I learned while writing my Pathfinder Society adventure, the Golden Guardian.
Instead, I'll discuss archetypes (which used to be a round in RPGSS), describing my process of designing them.
Instead, I'll discuss archetypes (which used to be a round in RPGSS), describing my process of designing them.
Saturday, February 28, 2015
Designing for Pathfinder: Searching for the Right Words
After designing just a handful of items and monsters for the Pathfinder RPG, I've noticed that when it comes to rules and mechanics, finding just the right words can be challenging. Not only that, rules and mechanics are exactly what you want to get right when you're writing materials for a game. Of course, you want your creative writing to be polished, too, but you can leave a little to the reader's imagination in an item's or creature's description.
This is true whether you've already written something and simply want to compare it with existing materials of a similar nature, or are struggling to produce or recall the right words. Even if you don't use what you find, you'll likely come across something in the results that helps you find the right words to say what you want to say. If you have all the books you need, and can quickly locate passages relevant to what you're writing, that's a nice bonus, but nothing beats the speed and filtering capabilities of searching with a computer.
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| saving throws: against or versus? |
Search to improve your writing
Choosing the right words for rules text is less of a challenge for experienced designers with a solid mastery of the rules and a strong familiarity with the game's norms and standards. For the journeymen, myself included, one great way to find the right words is to search Paizo's PRD and d20pfsrd.com for some keywords and phrases that are similar to what you're trying to get across, and then analyze the results.This is true whether you've already written something and simply want to compare it with existing materials of a similar nature, or are struggling to produce or recall the right words. Even if you don't use what you find, you'll likely come across something in the results that helps you find the right words to say what you want to say. If you have all the books you need, and can quickly locate passages relevant to what you're writing, that's a nice bonus, but nothing beats the speed and filtering capabilities of searching with a computer.
Tuesday, February 24, 2015
Superstar 2015: What's Come Before
With voting set to begin in a few hours in the
penultimate round of Superstar 2015, I planned to evaluate the proverbial horse
race and decide who I thought were the favorites to move on to the Final Four.
The truth, though, the favorites coming into the round don't really matter. For
voters' purposes, it often doesn't matter what someone's done in the
earlier rounds, just what he or she does in the current one. The annals of
Superstar are littered with contestants who seem like powerhouses in the first
round or two only to stumble before the end and be unforgivingly cut from the contest.
There simply aren't enough votes, so if one of your
favorites makes an error or even simply doesn't have the best entry for
whatever reason, you're often facing a tough choice. Do you vote for him or her
regardless or go with what you think is a better entry? Truthfully, all
eight of these finalists could probably put together a good module (as could
some of the other Top 32 who didn't make it this far, I'd guess), but at the same
time this is a contest and they're being asked to put forward their very best
work time after time.
Still, Steven Helt, one of the Round 4 judges, advised us to not "forget to congratulate our contestants and study their previous
entries. For some voters, this round may come down to equally cool submissions,
weighted by the body of work of previous rounds."
So let's take a look back at those previous rounds.
Obviously, all of them had popular items, since we determined the rankings that
resulted in them being picked for the Top 32, but that feels like forever ago.
We'll go in reverse alphabetical order so poor Christopher Wasko doesn't have
to be last all the time.
Saturday, February 21, 2015
Some thoughts on encounter design
In RPG Superstar, the encounter round has always been one of my favorite rounds. Below are some things I'll be looking at as a voter. It's not an exhaustive list, far from it! But I think the following are some good elements to include. A good encounter doesn't necessarily need all of them, of course.
Friday, February 20, 2015
The Wyvern
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| A wyvern hunting the shores of a still desert lake |
I present to you a small collection of photographs of one of my favorite classic monsters, the wyvern. It also happens to be one of my favorite Pathfinder Battles figures.
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Tuesday, February 17, 2015
A dangerous encounter
For eight of the contestants, their Superstar experience is
over in a few hours. For the rest, it continues for the last time. By making
the Top 8, they've made themselves ineligible for future years, meaning it's
now or never for them. (In terms of Superstar, that is; in terms of game
design, they've got a great launching pad that they can use to start a career.)
But they still have a lot of work ahead of them. Superstar's
encounter round is, in my opinion, the single hardest round of the competition.
First of all, there's that last bit of pressure. If they
advance in this round, no matter what, they'll get a contract to write
something with Paizo. Do that well, and they've got a good chance to become a
Paizo freelancer. If they don't advance this round, though, nothing's
guaranteed for them. Sure, they can still climb that mountain, but they have to
do it the same way as everyone else.
I think the biggest challenge, though, is there are so many
aspects to this round. Unlike previous rounds where they had to create a single item, map, or monster, now designers have to put all those skills together, creating a memorable location, a powerful map
(though I wonder what effect this year's map round will have on that part of
the challenge), and an interesting encounter that's mechanically sound. Lately
there's been another twist as well, as designers have had to add a trap or hazard
to the situation. It's a lot of balls to juggle and it takes real skill to get
them all in the air in just a few short days (this was the round I was most
tempted to use a sick day for in 2014, so I could have that extra eight hours to
design).
Looking through previous years, a few of the encounters have
really stood out:
Although a lot of the first year's competition feels like
almost a different contest than the more modern Superstar, 2009 was a banner
year for encounters, with two of my all-time favorites, Christine Schneider's Chase on Charred Ground and Rob McCreary's Monkey GoblinsAttack!
Schneider's starts with a great map and basically gives us a
mini game, creating a set of vehicle rules when none were available. The entire
encounter has a ton of action — sledding down the exploding mountain in
mid-combat — that would likely leave players talking about it for ... well,
ever.
Monkey Goblins Attack! starts wonderfully with an evocative
name — even the exclamation point works. McCreary created a variant monster
(one that is now part of official canon in Pathfinder Campaign Setting: Inner Sea Bestiary)
and again gives us a dynamic encounter that involves a lot of motion. The map
and location aren't perhaps quite as strong, but this
is another one where players won't soon forget their trek through the jungle.
2011's BrokenCrucible Foundry by Cody Coffelt was another favorite, as Coffelt incorporates the chase rules,
having PCs race toward his location in pursuit of his villain (chosen from a
previous round). While the map is not the competition's most exciting, it's
solid and Coffelt made sure it was stocked with interesting features,
particularly the forge bucket and molten metal hazards. I think players would be
intrigued to discover this location as they hunted for the villainous Tarvin
Haddon.
2012 was one of the best years for this round, and I've
already called out many of my favorites here in earlier blog entries.
Russell Vaneekhoven's
Hungry Mountain Dragon didn't advance, in part because voters didn't think his Golarion lore worked
and some other technical problems, but I still think the core encounter — the
fight on the crumbling air ship — was an awesome one (one of the big criticisms was that it might never actually get to that point depending on what the PCs did). I remember to this day
the time years ago when my half-elf fighter leaped from one sky carriage to
another in Eberron and I think people who played this would continue to
remember it. I play-tested it with several people from Paizo's forums, and we
had enough fun that we continue to play together three years later.
I've previously called out Tom Phillips'
Eightfingers Tomb as arguably the best location in any year of Superstar. I downloaded his
Pathfinder Society scenario, Hall of the Flesh Eaters, in part just to see more
of the Gloomspires.
Steve Miller's Brike Isle, like some of
the other best encounters, adds a time element to the proceedings that ramps up
the pressure for the PCs. It also in some ways minimized the combat aspect,
which is a risky choice but one that paid off here. Encounters shouldn't always be about having to defeat
monsters and this kept that in mind. Combined with the gorgeous map, it's
always stuck in my mind.
Last year had twice as many encounters as normal and,
because only four advanced, featured some very strong ones that didn't advance.
Perhaps my favorite was Andrew Marlowe's Pentraeth House. I thought Andrew (whose wife, Monica, is in the current competition) drew a great map
and I thought his use of the previous round's monster (full disclosure: it was
my guttersnipe) was excellent. I always like when monsters can be NPCs and I
thought he created two of them with unique personalities that suited the
original monster write-up while putting them in a slightly different situation than expected. I thought his encounter had some exciting action and
loved the social aspect of it. Honestly, we exchanged encounters before they were revealed to the public, and I remember thinking the encounter aspect of his was stronger than my
own submission.I remain surprised to this day that it didn't get more support, though going from 16 to 4 made that a tough round for a lot of competitors (myself included).
Monday, February 16, 2015
Daughters of Fury released
The prize module for RPGSS 2014 has been published! Besides the exciting adventure itself, the module also has 28 new magic items and 4 new monsters, each crafted by last year's Top 32 finalists.
My monster round entry, the immured, is one of the new monsters, and Jacob's poltergeist knot is one of the new items. Huzzah!
My monster round entry, the immured, is one of the new monsters, and Jacob's poltergeist knot is one of the new items. Huzzah!
Saturday, February 14, 2015
Some thoughts about the monster round and Pathfinder Online
I've been a bit busy lately -- writing my comments on the 16 monsters, trying to be productive in my day job, and working on a freelance assignment have taken much of my time, and I haven't prepared any particularly thought-out post for this weekend. (Thankfully Jacob and Joe posted really interesting blogs this week, sharing their thoughts on monsters and monster design -- please have a look if you didn't already!) I'll just discuss some recent Pathfinder-related things that I've been up to.
Friday, February 13, 2015
A Monster's Essence
As I review the many excellent monsters submitted by this year's hopefuls in the RPG Superstar 2015 contest, I am reminded of just how much there is to consider when appraising and judging a Pathfinder monster. Much more than there is for items and maps, I would argue. Creativity and imagination play a huge role, and then there's style, accuracy and clarity of writing to consider, along with factors such as balance and mechanics. It is a given that some of these aspects can be judged objectively, while others can only be appraised subjectively.
In recent and not-so-recent posts here on A Sword for Hire, Mikko and Jacob have both done an excellent job discussing and addressing the many aspects of a great Pathfinder monster. I can't add anything to their expertise in that area, other than to describe my approach.
In recent and not-so-recent posts here on A Sword for Hire, Mikko and Jacob have both done an excellent job discussing and addressing the many aspects of a great Pathfinder monster. I can't add anything to their expertise in that area, other than to describe my approach.
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Tuesday, February 10, 2015
Dissecting monsters
Superstar 2015 reaches its half-way point today, as the Top 16's monsters are revealed, typically one of the best moments in each year's contest. Monsters are a staple of the role-playing game industry, which is why despite having hundreds and hundreds of them already published in Bestiaries and Adventure Paths and elsewhere, more are created probably every day.
I have to admit, I didn't used to be the biggest fan of this round. I tend to prefer NPCs in my game design, so I preferred when the create-an-antagonist Round 3 challenge was to design a villain. But I've grown to appreciate the monsters more as I followed the contest, and really came to enjoy looking at them as I reviewed the 40 Here Be Monsters entries.
I wrote a bit about how I review monsters for Here Be Monster in September and I'll largely follow that methodology here:
I want an exciting first line to draw me into the monster and let me really visualize it. It shouldn't assume action on the part of monster or PC, though some minimal movement (rising up, or nostrils flaring) is in my opinion OK. This should be, at heart, something I can read when the PCs first encounter the creature so they know what it looks like.
After that, I turn to the write-up. There, I'm looking for whether I'd know how to run the creature if I were to use it as a GM. What exactly that involves may depend largely on the monster and its role. If it's a mindless ooze, I probably need to know more about how it came to exist, what it does in combat, etc. etc. If it's an intelligent creature, I need to know what it wants as much as how it behaves. Does it have a society? While there's certainly a place for monsters that you encounter and immediately enter combat, I like monsters that can also have individual personalities and let you play with shades of gray in your adventures: Do you team up with the evil dragon knowing that its reason for wanting the invading army stopped is much different than yours?
For this challenge, the write-up will also need to connect the monster to Nar-Voth, the top area of Golarion's Darklands. In my experience, many of the Superstar monsters don't truly hit home as Golarion creatures
— my guttersnipe from 2014, for example, referenced the Inner Sea, but truly could have been found in any setting. The designers who really make their creature intrinsically part of the setting earn a lot of bonus points from me (I wrote last week about a few who I thought did that really well).
After reading the write-up, I finally turn to the stat block. I'm less interested in the specifics of the numbers than if they feel they're generally in the right location. If a CR 5 creature has an AC that's much higher or lower than 18, I'm going to be looking to see why and if that's compensated for elsewhere.
The special abilities are always the most exciting part of a new monster for me, so it's hard sometimes to save them for last, though I do try. This is where a designer shows off his or her chops, hopefully giving me some new exciting mechanic that plays with the rules in the same way the Round 1 magic items do. If you can manage to do that, chances are you'll have a monster I want to vote for.
I have to admit, I didn't used to be the biggest fan of this round. I tend to prefer NPCs in my game design, so I preferred when the create-an-antagonist Round 3 challenge was to design a villain. But I've grown to appreciate the monsters more as I followed the contest, and really came to enjoy looking at them as I reviewed the 40 Here Be Monsters entries.
I wrote a bit about how I review monsters for Here Be Monster in September and I'll largely follow that methodology here:
I want an exciting first line to draw me into the monster and let me really visualize it. It shouldn't assume action on the part of monster or PC, though some minimal movement (rising up, or nostrils flaring) is in my opinion OK. This should be, at heart, something I can read when the PCs first encounter the creature so they know what it looks like.
After that, I turn to the write-up. There, I'm looking for whether I'd know how to run the creature if I were to use it as a GM. What exactly that involves may depend largely on the monster and its role. If it's a mindless ooze, I probably need to know more about how it came to exist, what it does in combat, etc. etc. If it's an intelligent creature, I need to know what it wants as much as how it behaves. Does it have a society? While there's certainly a place for monsters that you encounter and immediately enter combat, I like monsters that can also have individual personalities and let you play with shades of gray in your adventures: Do you team up with the evil dragon knowing that its reason for wanting the invading army stopped is much different than yours?
For this challenge, the write-up will also need to connect the monster to Nar-Voth, the top area of Golarion's Darklands. In my experience, many of the Superstar monsters don't truly hit home as Golarion creatures
— my guttersnipe from 2014, for example, referenced the Inner Sea, but truly could have been found in any setting. The designers who really make their creature intrinsically part of the setting earn a lot of bonus points from me (I wrote last week about a few who I thought did that really well).
After reading the write-up, I finally turn to the stat block. I'm less interested in the specifics of the numbers than if they feel they're generally in the right location. If a CR 5 creature has an AC that's much higher or lower than 18, I'm going to be looking to see why and if that's compensated for elsewhere.
The special abilities are always the most exciting part of a new monster for me, so it's hard sometimes to save them for last, though I do try. This is where a designer shows off his or her chops, hopefully giving me some new exciting mechanic that plays with the rules in the same way the Round 1 magic items do. If you can manage to do that, chances are you'll have a monster I want to vote for.
Sunday, February 8, 2015
Spreadsheet Magic: D&D 5E monster design tool
Since I don't have time to write a thought-out blog post this weekend, I'll instead show you something I designed while I was between assignments in the fall. It's a spreadsheet that calculates the stats and automatically creates a stat block for a monster you're designing. It's still very much a WIP, so I won't be sharing the sheet itself anytime soon.
Speaking of 5E monsters, anyone who plays that edition of the game and enjoys monster creation should consider entering the Monarch of Monsters contest.
Speaking of 5E monsters, anyone who plays that edition of the game and enjoys monster creation should consider entering the Monarch of Monsters contest.
Saturday, February 7, 2015
Impatiently Waiting
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Wednesday, February 4, 2015
Subscription links
Just an FYI: I added subscription links for Atom and other web feed types. So, if you like reading A Sword for Hire, subscribe!
Tuesday, February 3, 2015
Best of the beasts
With their Round 2 work done 10 days ago, the Superstar
competitors have been focused on monsters for a while now. Even if they don't
know the exact rules, they should have been practicing, and coming up with
ideas for Round 3.
For the rest of us, though, now that voting on the maps
is over and the Top 16 to be revealed shortly, it's time to turn out attention
that way ourselves.
Monsters have long been a staple of Superstar, having
apparently permanently supplanted villains in 2012 (which makes sense; while
villains are also a staple of gaming, constructing an NPC with class levels
isn't quite as challenging as making a monster from scratch). That means there
are a lot of monsters to look back at.
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