November 3, 2026
It's been so long since I updated this blog that I've gone from Wizards of the Coast, back to Paizo, and then back to Wizards of the Coast again (where I now manage the D&D game design team, a fantastic group of very talented creatives!). As an update, here's a kind of post I used to make from time to time: the games I'm playing now! Most of these are every-other-week, or even once a month. For a change, I'm currently playing in a lot more games than I'm running.
1. (D&D, DM) I'm running a Planescape game for some friends; the characters started at level 1 but just barely hit level 3, so we haven't been playing for long. This isn't the 5th edition D&D Planescape adventure--which I previously ran and enjoyed--but a campaign where I'm using the old AD&D adventures updated to the 5.5 rules. I'm giving the PCs a lot of choice about where they go, but the factions they're in are a big part of the game and I plan to eventually culminate in the Faction War adventure. So far, I've run the first adventure in The Great Modron March to pull the party together, then The Eternal Boundary to nearly incinerate them, and now they're in an adventure in the Mazes from Well of Worlds. They're pretty deep in a political predicament and they haven't even yet reached the supernatural maze at the heart of that adventure.
2. (Pathfinder 2E, Player) I'm in a survival horror Pathfinder game with a great group and the a GM who really knows horror and how to turn up the tension at the table. This isn't a published game, but a homebrew campaign that's wholly sprung from the mind of our GM. I'm playing a human guardian--a fairly new class at the time we started--and I love taking big hits while protecting the team. The amount of time my character spends at maximum Hit Points is really, really small. We're about to hit 5th level, and we're only just getting the rough shape of the cosmic horror we need to prevent--which will require us to figure out how to leave the island where we've been shipwrecked since the first session!
3. (D&D, DM) I'm running a monthly game with a fun group up at a local medieval village. We play in a reconstruction of a 13th century inn, so the atmosphere can't be beat! I'm running the Pathfinder adventure path Stolen Fate, converted to D&D rules, and the players are about to finish the first book--that is, the first third of the campaign. Since we only play monthly, this is taking a long time, but it's a delight to run. The campaign is all about collecting cards from a magical fortune-telling deck; the cards are powerful, but they are the only magic items in the game, so collecting and trading the cards themselves is a big part of the game's immersion.
4. (13th Age, Player) I've been playing in a long-running 13th Age game with an every-other-week group. How long-running? I was playing this back in my last "what I'm playing" post in 2022! After a tragic character death, I'm no longer playing my halfling pirate sorcerer, but instead playing a self-important human wizard. There are big, dramatic forces in motion and our GM is great at giving a sense of a world in a delicate balance that we can tip based on our heroics.
5. (13th Age, Player) I just starting a game with a group of coworkers, and we decided to play...13th Age! I'm excited about playing a completely different character (a forgeborn rogue) in a system that I can say, after many years, I...really only sort of know.
6. (Torg Eternity, Player) I've been playing Torg Eternity with my friends from high school for so long that I hardly remember a time when I wasn't playing with them. This is the same group that used to play BECMI D&D in my basement back in high school, and it's wonderful to keep in touch with such good friends--especially since we get to play Torg, one of my very favorite RPGs.
7. (Pathfinder 1E, Player) I'm playing a half-orc warpriest, captain of the pirate ship Damnation, in the Skull & Shackles campaign. We only play monthly, but the weekend sessions are twice as long as my usual weeknight sessions, so each session feels like it packs in a lot of story. We're at the start of the sixth book (of six) in the campaign, so we're nearing the conclusion of this years-long journey!
8. (D&D, Player) I just joined a friend's D&D game that promises a lot of unpredictable fun. It's set in the Forgotten Realms and the GM has gone out of his way to make a sprawling, immersive plot, but most characters are chaos magnets with their own agendas only loosely connected to the overall story, so even one session in, it's a wild ride. My level 5 Halfling Fighter/Rogue is, with only mild exaggeration, absolutely the best archer in the world.
9. (Pathfinder 2E, Player) I'm in an actual play of the Hellbreakers adventure path from Paizo, and our GM is one of the authors. It's a ton of fun, and my character is a gnome lawyer (oh, and a witch)--one of the most fun characters I'm currently playing. We're trying to save the nation of Isger from diabolic evil and do as much good as we can along the way. We're only 2nd level now, so this campaign is still in its early stages, but I'm enjoying it a lot.
10. (Dungeon Crawler Carl RPG, Player) I joined a playtest group last March, while the game was still being designed, mostly so I could do better work in writing for it. Although the campaign skipped around a lot in levels and locations for the first few months--as is the nature of playtesting a game whose rules aren't yet set in stone--we've settled into a pretty consistent story recently. My character, Greg, became a dragon-person necromancer (as one sometimes does in the offbeat world of Dungeon Crawler Carl). I've been a player in this game so far, but the GM wants a chance to play, too, so I'll probably rotate in to run this for a few sessions in the new year.
Posted by Ron Lundeen.
December 21, 2022
I have a thing that's quite eye-opening for adventure writers. But first, here's an adventure that's pretty long, but kind of fun, for your enjoyment.
The Missing Alchemist
Synopsis: The small town of Oakdale has recently been plagued by a string of burglaries. The local alchemist, a reclusive gnome named Fizzwick, has gone missing and is believed to be the culprit. The town council has offered a reward for anyone who can bring Fizzwick to justice and recover the stolen goods. It is not clear ...
Continue reading...
Posted by Ron Lundeen. Posted In : AI
October 14, 2022
Today marks the 1-year anniversary of the launch of the Pathfinder Infinite and Starfinder Infinite platforms. Although I don't contribute to those any longer, I had some significant initial success with them. You much success? Let me break it down for you at the 1-year mark.
As a threshold matter, I have separate DriveThruRPG accounts for Run Amok Games (as a publisher) and as Ron Lundeen (as a content contributor). Everything for the Infinite program is under the latter, so that's what I'm t...
Continue reading...
Posted by Ron Lundeen. Posted In : Paizo
June 13, 2022
As a follow-up to my "I'm leaving Paizo" blog, I'm excited to say that, starting today, I've joined the Dungeons & Dragons team at Wizards of the Coast. I'll be a designer there, and I'm already super excited about the things I'll be working on. This blog is going to be quiet for a while, though, as I get my feet underneath me there. But rest assured that I'll be fulfilling the last Kickstarter bits and working behind the scenes to make great things for D&D!
Continue reading...
Posted by Ron Lundeen. Posted In : Announcements
June 1, 2022
It has been an absolutely phenomenal four-and-a-half years, but my time with Paizo has come to an end. Today was my last day with Paizo, and also the day I turned in my last (truly massive and very exciting) freelance project to them. In fact, it's my last freelance project for anyone, and it'll be a while before I pick up another one. There is no way I can say enough good things about all the fantastic Paizo people who have molded my career, taught me their wisdom, and--best of all--been my ...
Continue reading...
Posted by Ron Lundeen. Posted In : Announcements
May 19, 2022
You might be curious what the
Boosted Bestiary looks like before you
go buy it right here. Let me show you, with four examples!
First, here's the first monster section of the book, the axiomite aeon. The axiomites in the
Pathfinder Bestiary are level 8. Since I'm statting up monsters that are (usually) separated by 3 levels, so you can just "weak template/elite template" to all levels in between, I included lower-level axiomites at levels 2 and 5. (There are also level 11, 14, and 17 axiomites...
Continue reading...
Posted by Ron Lundeen. Posted In : Announcements
May 16, 2022
Here's a quick art post: the cover of the
Boosted Bestiary! This has some atmospheric stock art I pulled from a stock art site I use quite a bit. I'm not sure who that horned fellow is, but there are indeed wolves of various levels in the
Boosted Bestiary...which you can get
right here!
Continue reading...
Posted by Ron Lundeen. Posted In : Announcements
May 14, 2022
My newest Pathfinder Infinite product, the
Boosted Bestiary, is out now! This is a sort of quirky product, born from some tight math in Pathfinder Second Edition and a really, really bold idea.
First, monsters are really only good in Pathfinder Second Edition for
about five levels. If the monster is level 9, you can't really put it up against characters of 6th level or lower, because it's too tough. You can't put it against characters of 12th level or higher, because then it's too weak. (Sure,...
Continue reading...
Posted by Ron Lundeen. Posted In : Announcements
March 30, 2022
I tell RPG writers that it's important to play the games you write for. Apart from playtests of your material, it's good to be active in the game so you can see actual games in action. So what am I playing these days? Glad you asked!
1. I'm running a Pathfinder Second Edition game of the Abomination Vaults Adventure Path. The characters are 4th level, so we're about a third of the way through the campaign.
2. I'm running a Starfinder game that's a continuation of our Intrepid Heroes podcast (wh...
Continue reading...
Posted by Ron Lundeen.
March 24, 2022
I've now made all the edits that my editor caught for the Skaldwood Blight project. A lot of these revolve around the fact that I wrote this more than 2 years ago, but I'm only getting it into final form to give to people now. A lot has happened in the past 2 years! At Paizo, we've made two decisions that impacted this product:
1. First, we decided to rename the thingamajig in which a lich places their soul to be "soul cage" and not a "phylactery." There's a lich that features across a few c...
Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
March 9, 2022
Now it's probably pretty clear that my time away from this blog was related to the Skaldwood Blight Kickstarter that ran in February. I'm really pleased that reached the success that it did. We made our funding goal in only a week, and reached almost the second stretch goal (which I'll be providing anyway, and I'll describe that in another blog post).
For now, though, I wanted to do two things: first, I want to recognize the excellent work and mentoring that my friend Owen K.C. Stephens provid...
Continue reading...
Posted by Ron Lundeen. Posted In : Announcements
September 21, 2021
A quick note about the newly-announced Pathfinder Infinite and Starfinder Infinite programs, which allow everyone to participate in Paizo's worlds. I'll have more to say about this soon, but information is
available here.
Continue reading...
Posted by Ron Lundeen. Posted In : Paizo
April 13, 2021
It's been about a month since my last blog update, which is a long time for me to be going silent these days. I've picked up a time-intensive opportunity outside of the RPG space that I knew was coming yet still arrived sooner than I'd expected. So I've been working hard on wrapping up my outstanding freelance projects so I can focus on that.
Which means I have some thoughts about wrapping up outstanding freelance projects.
First, it's useful to take an occasional break to avoid burnout; I took... Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
March 11, 2021
I'm excited to see so many people saying such good things about the first Abomination Vaults Adventure Path volume, Ruins of Gauntlight by James Jacobs. A point came up with one of the key NPCs, and I thought it was worth bringing up. First, so you can see a little bit of how awesome this is and go buy it, here is that NPC: the heroes' patron, Wrin Sivinxi.
Wrin Sivinxi Creature 5
Unique, CG, Medium, Elf, Humanoid, Tiefling
Female tiefling elf oddities merchant
Perception +12; low-light vision,...
Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
February 28, 2021
Here's a short reminder for your RPG writing: skills aren't actors. They don't take actions. Saying, "A successful DC 15 Engineering check brings the machine back to operation," or "A successful DC 15 Sense Motive check exposes the lie," are both wrong, because a skill can't "bring" or "expose" things.
The thing that slips in the most often is when the skill use "shows" or "reveals" something, as in: "A successful DC 15 Survival check reveals red mud in the footprints." You'll sometimes see ph... Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
February 23, 2021
I've talked a lot recently about how to structure an extended investigation. An example of one is in my PF1 adventure, A Lucky Morning (which you can get right here).
To be more than a little bit spoilery, that adventure is about an evil necromancer getting revenge on a former adventuring group that shunned him. He's killing off the group's former members, and he doesn't care who he kills along the way. The adventure begins with the heroes waking up in the private rooms of a big inn, coming do... Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
February 18, 2021
We’re building an extended investigation scene! In Part 1, I talked about how to break down the investigation items into things the heroes must learn, and things the heroes might learn. In Part 2, I talked about the work to support the GM: ensuring your investigation meets your XP and treasure budget, and the best order to present things to make it easier on the GM. Now, we’re getting to how to present things for the players.
This is the step that takes the longest, because it involves th... Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
February 12, 2021
When I last posted, I described how to structure an extended investigation. In short, you need to start with your core adventure design. Decide what things your heroes must learn in the investigation; your adventure simply can't proceed unless they learn these two or three (or however many) things. Then decide what things they might learn in the investigation that would be helpful but not mandatory; maybe there's two to four of these. You made your list of "musts" and a list of "mights."
What... Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
February 2, 2021
It's often fun--and sometimes necessary--to put an investigation scene into an adventure. You're going through three layers to create one:
* Your adventure design, which requires the heroes find out one or several things.
* Your presentation to the GM, who must understand how to get the players to what they need to understand.
* The players, who must find the investigation engaging and useful.
This is not easy!
It helps to work on these from top to bottom, and I'm going to talk about writing each... Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
January 28, 2021
I've been making up some NPC stat blocks for Pathfinder Second Edition, and I kind of kept running with it and made up an extra one. Here's a bard you can use as an ally for your low-level heroes, or as a foe to bolster the enemies they face.
Note that in Pathfinder Second Edition, as in Starfinder, NPCs aren't built the same way that player characters are. They look and act more like monsters, and have some impossible-for-normal characters-to-replicate statistics. Frankly, we try to avoid cal... Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
January 22, 2021
A very common type of quest in RPGs is a scavenger hunt: go get these three (or four, or five, or ten) things. For example, the heroes might have to go get four kinds of herbs for a poultice, or bring back the heads of five different monsters. I'm developing an adventure right now that has the heroes collecting bugs; in an adventure I recently developed, they need to get parts of a magical key. There are lots of things to go look for, but the general trend is "go get these things then come ba... Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
January 11, 2021
I was talking to my friend John Godek yesterday for our biweekly chat about Starfinder and our lives, Digital Divination (which you can listen to here). There, we sometimes talk about our Starfinder actual-play podcast, Intrepid Heroes (which you can listen to here). One of the key elements of our podcast that we wanted to include was mistakes. Not that we wanted to screw things up on purpose, but we wanted to keep in the mistakes in math or rules that we make, instead of editing them out to ... Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
January 8, 2021
Aiding other characters in what they do is an important part of any roleplaying game--it's a team game, after all. The basic rule in Starfinder and Pathfinder First Edition is this: if you want to help someone do X, roll X as though you were doing it yourself, and if you succeed at a DC 10 (no matter what the actual difficulty is; 10 is the DC for the helper check), you give them a +2 to what they're doing. There's no risk to aiding. That lets the GM limit the potential bonus by limiting the ... Continue reading...
Posted by Ron Lundeen. Posted In : Paizo
January 5, 2021
I'm deep in the development of Paizo's sixth Adventure Path for Pathfinder Second Edition, but in some ways we're still learning what works and what doesn't. We've carried over a lot of lessons from First Edition, but we're learning that some of them aren't as true in this edition. An example is encounter difficulty: people are finding Moderate encounters in PF2 to be a little more challenging than Average encounters in PF1. We used to put a lot of Average encounters in our PF1 Adventure Path... Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
December 31, 2020
As I mentioned a few weeks ago, my blog pace here has slowed a bit because I'm blogging for the "big leagues" by making weekly blog entries on Paizo's front page! This has been a lot of fun for me, because I have very focused assignments but a lot of flexibility in how I approach them. I've done mini-encounters, new alchemical items, NPC write-ups, new downtime activities, and more! There are a total of 12 of these blogs, and about 8 (maybe?) have already been released. Near the end of Januar...
Continue reading...
Posted by Ron Lundeen. Posted In : Paizo
December 9, 2020
Based on my analysis from last week, here are seven new bombs for Pathfinder Second Edition!
Acrid Vapor Bomb — Item 1+
Uncommon, Acid, Alchemical, Bomb, Consumable, Poison, Splash
Usage held in 1 hand; Bulk L
Activate [[one-action]] Strike
The substance in this bomb is a weak, sticky acid that sublimates into a debilitating toxic gas when exposed to the air. An acrid vapor bomb deals the listed acid damage, persistent poison damage, and splash damage. On a hit, the target is sickened 1 (sickene...
Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
December 1, 2020
I've been taking a close look at the alchemical bombs in
Pathfinder Second Edition. It's nice to have so many neat tools for alchemists, and that they cover so many types of damage, but I've seen some commonalities that allow you to play with the numbers and create more fun toys that go boom.
First, let's lay out what the rules already give, broken down into four categories: damage the bomb does, persistent (that is, ongoing) damage the bomb does, splash damage the bomb does, and other effects...
Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
November 24, 2020
So, I've been light on blogging here for the last few weeks, but that doesn't mean I'm not blogging! I've started a blog series on Paizo.com, about a dozen posts in all. They're all connected to the town of Otari, which is the setting for the
Pathfinder Beginner Box (which I helped write), the
Troubles in Otari adventure (which I helped write), and the Abomination Vaults Adventure Path (which I developed). Paizo is doing a lot of fiction set in and around Otari as well, called the Shroud of F...
Continue reading...
Posted by Ron Lundeen. Posted In : Paizo
November 10, 2020
I have a friend who's interested in getting into the RPG business; he's quite young, and wants some advice about how best to get started. In talking things out with him, I realized something about myself. Here's my realization:
My
Six Griffons Haunt adventure for Pathfinder (which is retooled as
Ghosts of Sparwell Lodge in Pathfinder Second Edition) isn't very good. I mean, it's totally playable and has interesting characters and such, but it's still not very good.
Why? Because nothing you writ...
Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips
October 28, 2020
I want to talk about the force in Starfinder, and I'm not talking about solarians, who are TOTALLY NOT JEDI despite being lightly-armored mystics who fight with laser swords.
Instead, I want to talk about force damage. It's sort of in a weird place in Starfinder. In similar games (here, I'm thinking of Pathfinder First Edition, Pathfinder Second Edition, and Dungeons & Dragons 5E), "force" is just another damage type. It's a damage type that usually affects ghosts and other such creatures more...
Continue reading...
Posted by Ron Lundeen. Posted In : RPGWriterTips