A newsletter and podcast focused on Friday Strout's fiction and tabletop roleplaying games. Featuring top industry contributors from both the professional Game Master scene, game designers, writers, artists, and more!
Sorry, Revue had a power outage and this didn’t go out on Friday as per usual.
The Sales Convo
If you’re a GM, you probably suck at sales.
No more!
Here’s my sales tips for chatting with potential clients
1. Ask questions
What is your exp with DnD?
What do you like most about DnD?
What sort of GM are you looking for?
What’s your fave DnD memory as a player?
Knowing more about them will help you decide if you can serve them well or not. If not? Tell them & recommend someone else.
2. Be kind but professional
This isn’t just a customer service voice, it’s establishing your boundaries without being rude. It reflects the reality that you aren’t taking shit or interested in wasting anyone’s time.
Don’t threaten. Don’t warn. Tell them how it is at your table.
3. Work for them
Once you’ve established what the customer wants – tell them how you’re going to meet their expectations.
Then deliver.
If you cannot meet their expectations, let them know. Then recommend someone else.
4. Build rapport
You are in the customer service biz AND engaged in a social activity. This is no diff than being a gym or coffee shop owner in how you chat with clients. Care about them, express gratitude for their patronage, and be polite. Help them feel comfy.
5. Ask WHY
When you’re learning about people usually to get to the core of the issue you are 2-3 WHYs away from understanding. Keep asking why until you unearth it so you can better serve your customer.
Dollars & Dragons Podcast
Can’t get enough of me talking and talking and talking? Well here we go, now I talk with guests and not just into the Twitter void. These will be free on Patreon – with additional exclusive eps unlocked once I reach a certain amount of Patrons. Check out my Patreon!
The Vineyard is headed to the moon, y’all. We are proud to announce that we have Anya Combs joining as our Kickstarter campaign manager. She is the former Director of Games on Kickstarter with 6+ years experience in crowdfunding. We cannot stress how valuable her insight will be!
Anya Combs
Our team’s last ask: It would help out the team immensely if you hit NOTIFY ME ON LAUNCH on our pre-launch page.
Friday opens up the new podcast with Nat (he/they) from MCDM alum, a Flee! Mortals contributor. They talk about personal life organization, pro GMing, being a player, and what has been working for him.
GM advice & NPC art preview: We’ll apply some psychic damage to your brain with this issue.
Pro GM advice
I’ve been a full-time pro since March, only 3 months after I started.
5 things I do to stay on top of the rankings and make more $ than 99% of stream D&D personalities:
1. DON’T BE HUMBLE
The biggest barrier to most GMs getting started is that they’ve been told all their lives that they should be grateful to do all this work for others.
FUCK THAT.
You’re skilled and should be compensated. Own that.
2. WORK FOR IT
A majority of people stroll into pro GMing thinking that it’s like the free LFG subreddit.
It’s not.
When players aren’t happy? They’ll ditch your table right away.
Either you’re running a great game or you aren’t.
I often say to toss out a majority of advice/feedback, bc it’s impossible to please everyone. This is from the perspective that you’ve honed your craft. If you’ve put in the hours as a storyteller/performer, you just need to put in the hours for your biz.
You’re going to struggle at first to fill 1-3 games. You’re going to learn a lot. Don’t shy away from that. Embrace the uncertainty and listen to the people who currently run a full schedule.
3. DON’T LISTEN TO AMATEURS
They are not going to give you actionable advice. They’re just repeating talking points they don’t understand.
Or their intent is not for your success, it’s for their satisfaction. Player/amateur GM/newbie pro GM. Whatever, all the same. Not helpful.
4. ADAPT TO CHANGE
The market is going to throw you curveballs often. Your best table might fall apart.
That’s freelancing, baby!
Until you have a strong community who is loyal to you, things are going to be rocky. Don’t quit your day job. Be ready to try new things.
5. ALWAYS IMPROVE
I often am asked: Is your love for the game diminished since you started doing it as a pro? Simple answer: No. But that is bc I choose to remain passionate.
You will not scale to full-time if you are not driven enough to consistently work on your craft.
All of the top-ranked GMs spend their time improving their skills, their campaigns, and their presentation. They love getting better. This requires humility and an entrepreneurial spirit.
That’s not everyone. Is it you? I don’t know.
Some people don’t wanna hear it, but…
The Vineyard’s Siren
The Vineyard is full of NPCs to liven up your game with deadly & thrilling encounters. Our sneak preview of the Siren, written by Sarah Madsen & illustrated by Yorsy Hernandez.
Later this month: We’re releasing her statblock, lair, backstory, plot hooks, and art into a handy PDF for you to haunt your players with! Perfect for a Halloween One Shot! We’re also opening up a Discord community server where you’ll be able to find lovely people to playtest this and future preview material with! Check your inbox every Friday morning.
Beware the Siren – debt collector for The Vineyard
Our team’s last ask: It would help out the team immensely if you hit NOTIFY ME ON LAUNCH on our pre-launch page.
The Vineyard is coming soon. Here’s a preview + more pro GM advice.
Rock Below preview
The community beneath your city deserves some locations to spice it up! We’re providing you with an immense amount of fun narrative to jumpstart your session:
First draft from The Vineyard locations (Rock Below)
Pro GM advice
My clients spend at least $130/mo to play TTRPGs with me (DnD, VtM, ALIEN.) Some spend $300/mo. How do I provide enough value to be a major part of their entertainment budget? It’s not rocket science.
Here’s the 4 things I do that make the most difference:
Before-care:
Every session starts with a 15-30 minute RL space where people share about their lives (if they want.) I set the stage and lead with my own goings on. Sometimes it’s dating apps, work, projects, my kids, etc.
This sets the stage for people to be comfortable with knowing each other as people. It builds a bond between them as they learn basic details about each other. One player is a librarian, another has an addiction to sweet tea, someone gives anime reviews of the week.
When players feel safe to share, they are more likely to engage deeply with your game, and more importantly: each other. It’s difficult in an online environment – Build connections however you can without crossing the line.
You share first. Other people share if they want.
Significant choices:
It can be tough to punish your players. Don’t look at it like that. Instead, think about how much you want their choices to matter.
If the players wish to fight a foe you’ve lamp posted as dangerous? Let them. Crush them. Kill one of them, if the NPC would.
But in the same session: provide a route they can use to avoid combat (at least for a while) to acquire resources or allies which result in victory. If they are rude to an NPC? That NPC most likely won’t help them. Not without good cause. If they’re kind or helpful to an NPC? Make that NPC a valuable ally.
Choices matter. If they don’t, the game won’t matter.
Players lead, you support:
You can do everything within your narrative power to set the stage, but once you’ve asked “What are you doing?” then it’s their show.
Cultivate an environment of supporting their plans and express how difficult the party would believe something to be. (Subtly lamp posting the difficulty / odds of success.)
Tell them directly OOC if something has no chance of succeeding, if their PCs would know. No gotchas. Allow them to approach you with their plan. Let them to hash out a plan in front of you.
Ask your players what sort of relationship they want to roleplay with their backstory NPCs. Get the basics then take it in game.
Check-in with them when you RP their NPCs, post-game.
Check in with them when PCs die. When they lose. When they win. Check in.
Take feedback:
Solicit for feedback often. I ask after every game. I don’t force it. What happens is that when they DO have feedback, they give it to me.
I don’t argue. I don’t get defensive. I don’t nitpick.
I listen.
I do not respond directly to any sort of criticism from Stars & Wishes. I say “Thank you for the feedback”. If it’s not useful feedback, I don’t tell them that. My goal is to have them feel as though they are heard. If they are giving inappropriate or rude feedback – I kick.
Some players will always want the game a certain way. If that becomes a problem, you’ll know. You have your style. Stick to it. Respect your players. Respect their feedback.
It might not be helpful except to know how they’re feeling. Value it as a temperature test.
Our team’s last ask: It would help out the team immensely if you hit NOTIFY ME ON LAUNCH on our pre-launch page.
Hey y’all! This time we have more deets on the big bad’s statblock from The Vineyard & some pro GM advice about running romance plots!
I’m going to be pumping out more newsletters as I carve out time.
Progress on the Aisling Rovehnna’s Statblock
At the beginning of September we brought on the immensely talented contributor of Flee! MortalsVJ Harris to help us develop the most engaging stat blocks in 5th edition. Here’s a preview of that:
The goal of developing Aisling Rovehnna’s statblock is to emphasize their character, as we’ll do with all of the 10+ NPCs. Aisling does not want to fight the party; They want the party to be absorbed into the Vineyard. With the statblock, Lair, How To Roleplay section, and dialogue trees we’re providing a vast array of options. The encounter will be unique and exciting as your table attempts to overcome the vast monologue powers of Their Majesty. GMs will be given the tools to convince the party to join the Vineyard, kill one another, or agree to ally with the Vineyard against an alien threat.
There’s a lot that can go wrong
The benefits of healthy conversation are apparent
Please hit the NOTIFY ME ON LAUNCH button on our Kickstarter! You’ll get the email when the campaign goes live – and also get to enjoy some of our “First Day Goodies” by pledging in the first 24 hours!
GMing romance plots is dangerous. Just look at reddit or watch any YT videos about DnD. There’s so much that can go WRONG – yet it’s so EASY to get right.
I run romance interests and plots for my players each week. Here’s how:
Session 0 –
You need to express expectations, lines, veils, and safety tools. You absolutely need an X (stop) and/or N (veil) card in play if you’re going to allow romance or intimate contact.
People have a right to change their minds mid-game. Allow them the space to.
Start with your lines/veils and rules. I don’t allow myself to initiate with players as an NPC w/o consent. I’m in a position of power as GM, so it might be seen as something that “has to happen” in the context of a plot. That’s not true.
So I eliminate the threat of it.
Clarity –
In that same vein, if a player initiates with ME, I consider that to be temporary consent. My NPC will flirt back. If I feel uncertain, I will ask directly: “Is your PC flirting?” Sometimes the player will say “Oh! No.”
That’s okay. People communicate differently.
As a GM you need to be ready for that uncomfortable clarification. People at your table sometimes won’t feel comfortable expressing themselves unless prompted directly, in private or in public. Use your discretion for this.
Temp Consent –
If I have temporary consent, (they flirted with an NPC) I will check-in with the player post-session. “How was that? Did you have fun with this? Is this something you want to continue?”
Again: consent is not something you gain once and have forever.
Ask –
If I ever feel as though I want to run a romance plot that involves their PC, I will ASK FOR PERMISSION explicitly to the player in a private message. This is to eliminate: Peer pressure, awkwardness, and potential embarrassment.
If they don’t want it? I don’t.
Planning Romance –
If I’m wanting to do a thing for story reasons I will plan a 4 plot point story arc.
1. Initial awkward rom
2. Serious confession
3. Commitment/Conflict
4. Resolution
I check in privately at each stage. Usually after every session with romance, even.
These can be fit in nicely during downtime usually or in conjunction with a major plot. These are “b plots” that you find in many series dramas. They’re meant to incite direct interest for short periods of time, but not be the main story. They can also humanize former antagonists.
Value –
What can romance plots do for your table? Well, for some players they are an important facet to what it is to be human. If you do this carefully and intentionally, you can really invest your players.
Apologize –
You’re going to make mistakes. Be ready to admit a mistake and listen to your players if they express discomfort. Your romance script is not as important as the safety of your players.
Modify Memory –
You might need to drop a plot. Someone could be having a rough time IRL. The romance could be stressful and not fun anymore.
For that reason if a player wants to – I allow a player to X out of a relationship, vaporizing it. (As though it never existed.)
Seattle Gay News Feature
I was featured in this issue of SGN! Check it out here!
THANK YOU to everyone who helped us in our design process by taking the survey. It’s really valuable data. I’m excited to bring you the first look of The Vineyard.
Thank you for taking an interest & I hope to provide you with enough savory bits to enjoy while we build this empire from the catacombs beneath your D&D city.
The Vineyard Supplement
Aisling Rohvenna, Undead God of Secrets (art credit: Yorsy Hernandez)
What the supplement is:
A modular supplement that includes every facet of a setting-agnostic undead organization. Lore, encounters, NPCs, lairs, and plot hooks. This is spiritually between one of the 3e splat books, Xanathar’s Guide to Everything, & Candlekeep Mysteries in its actionable content. The focus is on the faction, encounters, mechanics, lore, and NPCs to drop into any city. Additional material as crowdfunded goals: Setting agnostic adventures, VTTs for encounters, additional NPCs, & custom sub-classes.
How Do I Use This Supplement?
Our goal in creating this supplement is for each section – whether it be a stat block, encounter, mechanic, or history of the faction – can be ripped from the pages and directly placed into your game with minimal preparation. We want you to be able to flip to an NPC in the supplement and put them into your game TONIGHT and have it be memorable. We want this content to be easy to commit to & addictive to everyone, much like the insatiable desire for power amongst the Vineyard ranks.
What Is The Vineyard?
Deep within the warrens of the City is a labyrinth of tombs that were carefully dug and reinforced by a cabal of undead. For a thousand years the Vineyard existed only in whispered rumors and superstitions before introducing themselves as a new player in the City’s politics. Headed by an ancient vampire, the Vineyard is a criminal organization that prides itself on being able to retrieve any manner of rare artifact and deliver it to generous clients. While business with the Vineyard is frowned upon in polite society, the other major players lacking a means to eliminate them has created an uneasy truce.
Any organization from the City who wanted to explore necromancy or venture beneath the City to access its portals used to do so without permission – until the Vineyard announced its dominion. Now everyone must strike a bargain with the Vineyard – whether they like it or not.
The Vineyard is the premiere smuggling and assassination power in the City.
Motto:“Everyone serves Their Majesty in the end.”
Beliefs:
Power is giving someone what they want.
Control is an illusion spell the living cast every day.
Debts can be collected. Always.
Goals:
Keeping the City dependent upon the Vineyard.
Acquisition of powerful arcana to secure position in politics and legacy.
Make deals and increase the amount of debts owed by powerful members of the City.