Thursday, May 23, 2019
The Nugget Bridge Rematch
Now, you might be wondering what happened to Wolf after we parted ways in Viridian, but he couldn't have been farther from my mind as I made my way down from Mount Moon toward Cerulean City. I didn't care where he was or what he was doing. I really hoped we wouldn't cross paths again, but Kanto is a surprisingly small place for a Pokémon trainer, I would come to learn. I would run into him again in Cerulean, but in the short time since I started this journey, I had changed. I had a firm resolve and determination to take care of my Pokémon, rather than win at all cost like Wolf or Team Rocket. I had suffered the heart break of losing Rascal and Nibbles, my first two Pokémon. I was still trying to find my way, but I had also grown stronger.
Before I get to Wolf, let me catch you up a bit. Along the way down from Mount Moon, I happened upon a new Rattata. He was strong and fast. He reminded me of Rascal when we last saw each other as opposed to the weak and fragile thing he was when we first met. I caught this Rattata and named him Rascal Jr. If I learned anything from encountering the Dread Rocket Raticate, it was that there was untapped potential within Rascal Jr that I would have to bring out before I could challenge the Cerulean City Gym. Rascal Jr. could be taught to deliver a cruel bite.
I trained more rigorously than ever before. I made sure Rascal Jr. was not only faster and stronger than that Raticate on Mount Moon, but had the hyper fang bite of doom in its arsenal. I did not rest until Rascal Jr met my high expectations for what he was capable of. Retrospectively, I was perhaps a bit hard on Rascal Jr because of how I was feeling about Nibble, but Rascal Jr was soon the strongest Pokémon on my team as a result. As always, although these training sessions were aimed primarily at Rascal Jr, the rest of the team benefited from them as well. Vesper even learned a powerful bite.
During this time of intense training, I was staying in Cerulean City close to our training grounds on Route 4. You simply couldn't get around Cerulean City without hearing Bill's name several times a day. Now Bill is a self-proclaimed Pokémon enthusiast and is credited as the inventor of the Pokémon Storage System that we all access regularly to store and transfer Pokémon even today.
Although Professor Oak first showed the system to me, I had been using it regularly to transfer some Pokémon to my sprouting sanctuary project via Bill's storage system without ever knowing whose it was or how it got there. I had certainly taken it for granted, and I think we all do every now and then even still. I decided that before I would challenge the Cerulean City Gym, I wanted to hike out to the coast north of Cerulean and meet Bill personally. I was curious, and I was thankful.
When I was happy with the progress Rascal Jr had made, I packed up for the trip and headed out across Nugget Bridge to the north. It was there on that fateful bridge that I was tracked down by Wolf. He called out to me from behind just as I was setting foot on the bridge. Apparently he had heard that I was training in town these past few days and was eager for a rematch. I tried everything in my power to keep my face neutral and not unleash the full extent of my anguish at seeing Wolf. I'll never know how successful a job I did.
Wolf had a stupid, cocky smirk on his face when he threw out his first Pokémon which was a Pidgeotto. It was plain to see that he considered this his prize bird in the collection and it was fun for me to see the smirk wipe off his face when I tossed out my recently evolved Kiwi, now a formidable Pidgeotto himself. The two bright-breasted birds squared off against each other on the ground, then took to the sky.
Kiwi and I launched our all-too-familiar "sand in the face" technique which had yet to fail us. Wolf's Pidgeotto had suffered this indignity once before but still fell right into our trap. It's ability to land any hits on Kiwi tanked and Kiwi was soon the victor of the Pidgeotto contest. Wolf was frowning now as he threw out his next Pokéball.
His next Pokémon surprised me. It was a curious little yellow creature that I hadn't encountered yet. More surprisingly, it was completely useless in battle. I believe Wolf had just caught it earlier that day and didn't even bother to train it yet. It was easy pickings for Vesper, who I can rarely say had easy pickings. The Abra (as the Pokédex informed me) seemed particularly weak to Vesper's ability to leech life out of its opponent. It took out the weak little Abra without any problems. I heard Wolf let out an audible curse and it was my turn to smirk.
Wolf's third Pokémon was a Rattata. I could tell just by looking at it that it was a tough little fellow. Still, I couldn't resist tossing out Rascal Jr and sizing up which of us had the better trained Rattata. As Wolf's Rattata attempted to lower Rascal Jr's guard with disorienting tail whipping, Rascal Jr chomped down hard. Following up with a very quick attack, Rascal Jr proved to be the winner of this match up and without even taking any hits at all.
I knew Squirtle, or one of its evolutions would be Wolf's final Pokémon based on our previous match. I admit I was a bit worried about it, but I kept Rascal Jr out on the bridge to hold his ground. Wolf's Squirtle managed to land a couple of tackles on my agile Rattata, while Rascal Jr used his own tail to disorient the Squirtle. Then Rascal Jr bit down on Squirtle with such ferocity that it knocked it completely out of the match. Victory was ours and it felt so damn good this time.
I really felt like the superior trainer. Thinking back on Viridian City, I could see now the difference between a trainer who took his training seriously, and someone like Wolf who just took it all as an idle hobby. I felt bad for Wolf's Pokémon, honestly. They fought so hard for him and he didn't even care.
When Wolf extended a hand for me to shake, I simply shrugged. Wolf stifled a small laugh and shook his head. I remember him saying, "It was good to see you, Fox. Keep up the hard work." Then he turned and walked back into town. I watched him go this time, remembering how angry watching him leave made me the last time. This time I felt almost nothing. This time I was stronger both as a trainer and in my resolve to train harder - to train especially harder than Wolf.
Current Team:
Attacks in Blue are recently learned.
Spam Blog Comments!
For some reason, one of my recent blog posts (not even a good one, really) has garnered quite a lot of attention lately, but not in a good way.
Since 11/22, there have been 301 spam blog comments on that post (and none on any other post)! That's THREE HUNDRED AND ONE spam comments AND COUNTING -- I have no idea when they will let up.
Fortunately (?), I have comment moderation turned on, so these comments aren't actually being published on that post. However, it means I get about 60 emails a day from the system telling me that some robot has left me a comment.
Amusingly, the vast majority of the spam is highly complimentary, telling me how great my post is, how nice my site looks, or how much I seem to know what I'm talking about on the topic. Then every once in a while there's a negative one, telling me they USED to find useful info n my blog, or saying
I've gotten many spam comments like this before, often in small bursts, and often on old, irrelevant posts. This is the first time I've gotten such a deluge, and all on the same post. To be honest, I don't really understand the goal of these robo-comments. I guess the point is to trick me into whitelisting the sender, who might then lie in wait for a few weeks before suddenly posting more comments with spam links? I recall spambots doing something similar when I ran the Board Game Designers Forum -- they would create an account, lie dormant for 2 or 3 weeks, then suddenly make a handful of spam posts (before promptly getting banned by me).
It sucks that spam is even a thing, really. It sucks to get spam blog comments, spam emails, and even physical spam in the mail. But what sucks the most is the thought that if they're doing it, it must work. The whole point of spam is that you cast a bazillion hooks, and you only need to catch 1 fish to make it worthwhile.
If only the entire population would just not click, then maybe over time the phenomenon would fade away. But with how easy and inexpensive virtual spam is to produce and send, I think we'll be stuck with it forever. Though I do still wonder how physical spam is really worth the actual cost of printing and sending out all of that mail...
Since 11/22, there have been 301 spam blog comments on that post (and none on any other post)! That's THREE HUNDRED AND ONE spam comments AND COUNTING -- I have no idea when they will let up.
Fortunately (?), I have comment moderation turned on, so these comments aren't actually being published on that post. However, it means I get about 60 emails a day from the system telling me that some robot has left me a comment.
Amusingly, the vast majority of the spam is highly complimentary, telling me how great my post is, how nice my site looks, or how much I seem to know what I'm talking about on the topic. Then every once in a while there's a negative one, telling me they USED to find useful info n my blog, or saying
"Next time I read a blog, Hopefully it does not disappoint me just as much as this one... I actually thought you'd have something interesting to say. All I hear is a bunch of whining about something that you can fix if you weren't too busy looking for attention."It's easy to tell when a comment is from a robot. They're all completely generic, never referring to any specific content. The formatting is often wonky, with double periods after a sentence, or random line breaks. They use words like "weblog," and they're always posted by "Anonymous." But none of these spam comments have any links to other sites, or advertisements for watches, drugs, or gambling.
I've gotten many spam comments like this before, often in small bursts, and often on old, irrelevant posts. This is the first time I've gotten such a deluge, and all on the same post. To be honest, I don't really understand the goal of these robo-comments. I guess the point is to trick me into whitelisting the sender, who might then lie in wait for a few weeks before suddenly posting more comments with spam links? I recall spambots doing something similar when I ran the Board Game Designers Forum -- they would create an account, lie dormant for 2 or 3 weeks, then suddenly make a handful of spam posts (before promptly getting banned by me).
It sucks that spam is even a thing, really. It sucks to get spam blog comments, spam emails, and even physical spam in the mail. But what sucks the most is the thought that if they're doing it, it must work. The whole point of spam is that you cast a bazillion hooks, and you only need to catch 1 fish to make it worthwhile.
If only the entire population would just not click, then maybe over time the phenomenon would fade away. But with how easy and inexpensive virtual spam is to produce and send, I think we'll be stuck with it forever. Though I do still wonder how physical spam is really worth the actual cost of printing and sending out all of that mail...
TL;DR
If you leave me a legitimate blog comment, please make sure you're logged in, because if it comes from "Anonymous" then it's probably going straight into the spam bin with the hundreds of other robo-comments!Whoops!
What's going on everyone!?
With all the packing and moving lately it completely slipped my mind to post my game for yesterday's #2019gameaday challenge!
The game I ended up playing last night was Star Realms which ended up with, wait for it... me losing, lol!
It's still a fun time win or lose and it's a game we love around here.
Then for today's #2019gameaday challenge I played a solo game of Ticket to Ride and for the first time in roughly a week I actually broke my streak and won!
As always, thank you for reading and don't forget to stop and smell the meeples!
Tuesday, April 2, 2019
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Carrying Kobold Press 5E (Tradecraft)
I sell a lot of Dungeons & Dragons but I also DM 5E Dungeons & Dragons as well. Running my style of game has informed what I carry in the store. I obviously carry everything from Wizards of the Coast, but I honestly find many of their products lacking. That's where third party publishers come into play. 5E third party products were slow to get off the ground, due to confusion over the 5E open gaming license, and the vast majority have decided to forgo print and stick with PDFs online. Kobold Press stands out as a high quality publisher with print products that can sit comfortably next to a Wizards of the Coast product. This equivalent level of quality leads to stronger sales than other publishers, especially the occasional 5E Kickstarter items we bring in.
To understand where Kobold Press fits into your sales strategy, you need to look at the strengths and weaknesses of Wizards of the Coast (WOTC). WOTC is strong in rules, as in they have avoided rules glut. Past editions of D&D, every one, has seen the publishers reach exceed its grasp. Here's where I get a bit opinionated. I think every edition has gone too far in expanding their rules and they end up breaking the game. Unearthed Arcana, Skills & Powers, Book of Nine Swords, Essentials, all represent the point at which the game designers went too far and broke their games with dodgy content. The D&D 5th Edition designers have realized they need a slow roll on game mechanics or they'll otherwise kill their golden goose. We're in year five of D&D 5th Edition, and it still feels new and fresh, with only the most minor, mostly balanced upgrades for characters and crazy stuff tested online and only slowly released in print, if it works.
Therefore, nobody needs or wants a third party coming in and offering rulebooks of character offerings. Kobold has several books that do that, but only to add races and backgrounds to fit their Midgard Setting. Midgard Heroes, Unlikely Heroes and Southland Heroes add races and backgrounds that can fit in many D&D game, and they're balanced enough that many DMs consider them. For example, the races in Midgard Heroes include: centaurs, dragonkin, gearforged, kobolds, ravenfolk, shadow fey, and trollkin. I recently ran a campaign with ravenfolk and trollkin and players enjoyed trying something different. They sell well enough to keep one on the shelf, although we sold over a dozen Midgard Heroes last year.
Where Wizards of the Coast is weak, is adventures. This is not new for this company. Although they have some classic adventures that are worth seeking out in PDF nowadays, it wasn't unusual to have the back bench work on adventures, or in the case of 5E, outsource them completely. In fact, Kobold wrote Hoard of the Dragon Queen, an official 5E adventure from WOTC. I've found the hardcover adventure path approach to be a little bewildering, hard to grasp, and well, creatively lacking, and I'm honestly surprised D&D is so popular right now with such impenetrable offerings in the adventure department. Thankfully the starter box and the Internet with programs like Critical Role have come to the rescue.
I've personally bought both Storm King's Thunder and Tomb of Annihilation, read them and made notes, only to put them down and run my own thing instead. I do enjoy Tales From the Yawning Portal, which often gets savaged in reviews, but there are gems in there, faithfully translated from previous editions. In any case, if you want to run a "module" adventure, rather than a full adventure path in the high fantasy world of Forgotten Realms (no thank you) you can grab something from Tales From The Yawning Portal, or you can look at what Kobold is offering.
Kobold excels in the "roll your own" department, as in DMs who wish to create their own campaigns or run shorter adventures. They're perfect for an evening of play, or if you're into sandbox style gaming, where it's your world with adventures mostly off the shelf with serial numbers scrubbed. You've got a few options in this department. First off are modules. If you've been running a store for long enough, you know modules historically sell poorly, and these are no exception. I try to keep one of each Kobold adventure on the shelf, but modules are not their strengths. I've found them a little wonky with occasional unbalanced encounters, meaning you need to pay attention closely as a DM. My group had a bad case of the crabs that killed a party member in Sanctuary of Belches, for example. Where Kobold really excels are books of one shot adventures.
There are two types of one shot books, those dependent on a monster book from Kobold and those that aren't. The independent books of one shots include Eldritch Lairs, Prepared, Prepared 2, and the new 12 Peculiar Towers. These sell very well as any DM can grab a mini adventure to insert in their campaign. The Prepared books are more outlines of adventures and often take a little bit of work, but it hasn't stopped them from selling well for us.
Before I get into this other type of adventure books, let me say the other area where there's room for growth is monster books. From WOTC, we have the Monster Manual, Volo, and Mordenkainen from which to choose monsters, and this honestly feels like a fairly complete set of options. However, you really can't have too many monster books, unlike player rulebooks. Kobold has two very good monster books, Tome of Beasts and Creature Codex. I've used each of these books for a while now, with Creature Codex being a more recent release.
Adding different monsters is a great way to add flavor to a game, especially with jaded veteran players. These books sell fantastic, along with their cardboard pawns. Even better, there are adventure books that leverage monsters from these tomes that sell well, although they require the DM to own the monster book. These are The Book of Lairs, which requires Tome of Beasts, which I find to be the best adventure resource from Kobold and Creature Codex Lairs, which is fine, but hasn't sparked my interest as well as Lairs.
The vast majority of my Kobold Press sales are these two hardcover monster books, their supporting adventure resources, and the stand alone one shot adventure resources. The best way to get this stuff is to order direct from Kobold Press, as distributors rarely have this stuff in stock. Minimum orders are small for free shipping, margins are very good, and they promptly ship.
My current sandbox campaign has 199 planned encounters, with 73% using the core monster books from Wizards of the Coast. I think this indicates those books are likely enough for most customers. But those books for the other 27% might just be worth carrying, if you're seeing stratospheric sales of the WOTC monster tomes. Here's my break down of what I ended up using, with all the resources at hand, including the very good Tome of Horrors from Frog God Games:
To understand where Kobold Press fits into your sales strategy, you need to look at the strengths and weaknesses of Wizards of the Coast (WOTC). WOTC is strong in rules, as in they have avoided rules glut. Past editions of D&D, every one, has seen the publishers reach exceed its grasp. Here's where I get a bit opinionated. I think every edition has gone too far in expanding their rules and they end up breaking the game. Unearthed Arcana, Skills & Powers, Book of Nine Swords, Essentials, all represent the point at which the game designers went too far and broke their games with dodgy content. The D&D 5th Edition designers have realized they need a slow roll on game mechanics or they'll otherwise kill their golden goose. We're in year five of D&D 5th Edition, and it still feels new and fresh, with only the most minor, mostly balanced upgrades for characters and crazy stuff tested online and only slowly released in print, if it works.
Therefore, nobody needs or wants a third party coming in and offering rulebooks of character offerings. Kobold has several books that do that, but only to add races and backgrounds to fit their Midgard Setting. Midgard Heroes, Unlikely Heroes and Southland Heroes add races and backgrounds that can fit in many D&D game, and they're balanced enough that many DMs consider them. For example, the races in Midgard Heroes include: centaurs, dragonkin, gearforged, kobolds, ravenfolk, shadow fey, and trollkin. I recently ran a campaign with ravenfolk and trollkin and players enjoyed trying something different. They sell well enough to keep one on the shelf, although we sold over a dozen Midgard Heroes last year.
Where Wizards of the Coast is weak, is adventures. This is not new for this company. Although they have some classic adventures that are worth seeking out in PDF nowadays, it wasn't unusual to have the back bench work on adventures, or in the case of 5E, outsource them completely. In fact, Kobold wrote Hoard of the Dragon Queen, an official 5E adventure from WOTC. I've found the hardcover adventure path approach to be a little bewildering, hard to grasp, and well, creatively lacking, and I'm honestly surprised D&D is so popular right now with such impenetrable offerings in the adventure department. Thankfully the starter box and the Internet with programs like Critical Role have come to the rescue.
I've personally bought both Storm King's Thunder and Tomb of Annihilation, read them and made notes, only to put them down and run my own thing instead. I do enjoy Tales From the Yawning Portal, which often gets savaged in reviews, but there are gems in there, faithfully translated from previous editions. In any case, if you want to run a "module" adventure, rather than a full adventure path in the high fantasy world of Forgotten Realms (no thank you) you can grab something from Tales From The Yawning Portal, or you can look at what Kobold is offering.
Kobold excels in the "roll your own" department, as in DMs who wish to create their own campaigns or run shorter adventures. They're perfect for an evening of play, or if you're into sandbox style gaming, where it's your world with adventures mostly off the shelf with serial numbers scrubbed. You've got a few options in this department. First off are modules. If you've been running a store for long enough, you know modules historically sell poorly, and these are no exception. I try to keep one of each Kobold adventure on the shelf, but modules are not their strengths. I've found them a little wonky with occasional unbalanced encounters, meaning you need to pay attention closely as a DM. My group had a bad case of the crabs that killed a party member in Sanctuary of Belches, for example. Where Kobold really excels are books of one shot adventures.
There are two types of one shot books, those dependent on a monster book from Kobold and those that aren't. The independent books of one shots include Eldritch Lairs, Prepared, Prepared 2, and the new 12 Peculiar Towers. These sell very well as any DM can grab a mini adventure to insert in their campaign. The Prepared books are more outlines of adventures and often take a little bit of work, but it hasn't stopped them from selling well for us.
Before I get into this other type of adventure books, let me say the other area where there's room for growth is monster books. From WOTC, we have the Monster Manual, Volo, and Mordenkainen from which to choose monsters, and this honestly feels like a fairly complete set of options. However, you really can't have too many monster books, unlike player rulebooks. Kobold has two very good monster books, Tome of Beasts and Creature Codex. I've used each of these books for a while now, with Creature Codex being a more recent release.
Adding different monsters is a great way to add flavor to a game, especially with jaded veteran players. These books sell fantastic, along with their cardboard pawns. Even better, there are adventure books that leverage monsters from these tomes that sell well, although they require the DM to own the monster book. These are The Book of Lairs, which requires Tome of Beasts, which I find to be the best adventure resource from Kobold and Creature Codex Lairs, which is fine, but hasn't sparked my interest as well as Lairs.
The vast majority of my Kobold Press sales are these two hardcover monster books, their supporting adventure resources, and the stand alone one shot adventure resources. The best way to get this stuff is to order direct from Kobold Press, as distributors rarely have this stuff in stock. Minimum orders are small for free shipping, margins are very good, and they promptly ship.
My current sandbox campaign has 199 planned encounters, with 73% using the core monster books from Wizards of the Coast. I think this indicates those books are likely enough for most customers. But those books for the other 27% might just be worth carrying, if you're seeing stratospheric sales of the WOTC monster tomes. Here's my break down of what I ended up using, with all the resources at hand, including the very good Tome of Horrors from Frog God Games:
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