UncleBear Media

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Browsing Posts published in September, 2009

Chapter 3: Finding Synergy

So in spite of everything I said in Chapter 2, when I arrived in Albuquerque I only found one board game group that meets regularly and seems stable. That may not seem like a lot, but it’s huge. It’s a foundation. At last some of those board gamers are likely to be roleplayers as well, or at least know some roleplayers. So I’m planning to attend their next meeting, because board games are fun, and networking is fun and awesome.

The other discovery I made was that while there’s not a lot of organized gaming in this city and no overt gamer community, there is a metric crapton of organized fandom. The local science fiction society just put on their 41st annual convention. There’s an active Star Wars FanForce chapter. There’s a starship in the international Star Trek fan organization. There are Browncoats. There’s a comics club, a scifi/fantasy book club that meets monthly, a Doctor Who group, and all sort of other fan groups that meet regularly. While I’m sure there will be some overlap, and that when I visit their meetings (and yes, I’m planning to go to all of their meetings over the next couple of months and introduce myself), there are two main things I’m focused on:

1. Some of these people have to be gamers, or know gamers. The probabilty that a geek of one stripe is also a geek of another stripe is high. But you already know that, you’re a geek like me.

2. These people have found free/cheap places to meet on a regular basis. Whether these venues are suitable for gaming remains to be seen, but such venues exist.

Next step: start contacting these folks, get to their meetings, and make my presence known.

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When the first edition of Spycraft was released, I became a big fan. It wasn’t merely a case of taking the 3rd edition rules under the Open Gaming License and creating espionage-oriented classes and feats. It fine-tuned the rules and added some interesting game-play options. The second edition of Spycraft evolved further into a toolkit, with more optional rules and sub-systems that could be mixed and matched to support whatever type of modern-era espionage or paramilitary game you wanted to play.

Fantasy Craft is Spycraft for fantasy. Rather than a direct clone, it’s a fantasy game created from a spy game created from a fantasy game. It’s actually one step further; it’s Spycraft turned into a generic rules set (called Master Craft) and then turned into a fantasy game. It keeps the toolkit paradigm of Spycraft 2.0, and this PDF is only slightly less daunting at a tight 402 pages.

Because of the length of the book, and because it’s getting a lot of coverage elsewhere today, I’m going to focus on the character creation options. Yes, this is an Idiot Review, as I’ve only read it and not played it, but I think I have enough experience with 3.5 and Spycraft that I’m not entirely talking out of my hat.

Attributes are point-build; you get a certain number of points to generate your scores with costs listed on a table. The default score is 8, costing 0 points, so unless you ding the character with a lower score to get more pointsstarting  characters are going to have scores from 8 to 18.

There are 12 playable species — what you probably know as “races” — to choose from.  Dwarf, elf, giant, goblin, human, ogre and, orc are pretty standard. I think having goblins and orcs as player character races is pretty neat, although we’ve seen this before in Iron Kingdoms and Shaintar. Drakes are, well, small dragons. Not dragon-like humanoids. Big things with wings and breath weapons and nasty pointy claws. Rootwalkers are ents, or treants, or whatever term you prefer for talking tree-people. Saurians are reptile-folk. Unborn are constructs. Pech are halflings and gnomes rolled into one, for those people who don’t really understand why you need more than one small-people race… er, species.

My favorite bit with species is that there are species-specific feats, as well as “splinter race” feats. A saurian can be dragonkin, a deep one (they call it frogman), or chameon, with specific abilities for that sub-species. An ogre can be an oni or a troll. Giants can be fire, frost, etc. And yes, pech can be hairfoots (hairfeet?) and gnomes, if you want to break them out and make them distinctive. It really lends a lot of variety and flexibility without re-inventing the species from scratch for every variant. I’ve griped before about their being 3 types of elves in the 4e Player’s Handbook to the exclusion of other races, and Fantasy Craft handles it well. Species: elf. Want to be a wood elf, high elf, dark elf, etc? Take the feat that gives them that sub-species’ distinct abilities. Easy-peasy.

Specialties acknowledge that your character probably did something before becoming an adventurer. They’re almost like NPC classes, giving the character a Feat and some skills or proficiencies. If you put species and specialty together you basically have an NPC, like dwarf dragoon or elf corsair. It’s not super-powerful stuff, but it can be useful, and gives player characters some abilities that players might not choose otherwise.

Action dice were my favorite mechanical bit from Spycraft. Based on your class, you can add these dice to your rolls or certain actions. For instance, I might be a low-level fighter, but my character should be able to hit that orc. I roll my d20, but I can also spend and roll an action die and add that to my total. 1st level characters start with 3 dice, at d4, and as they gain in level they get more dice of larger size (6d20 at 20th level). Some people will see this as power creep and hate it, but as the action dice can only be used for what your character should actually succeed at given their concept it’s not so bad, and even at 20th level you can burn through 6 “gimmes” pretty fast. What I like is that it can be used for tactical advantage by players who like that style of play, or to reinforce roleplaying by characters so inclined.

There are 12 classes: Assassin, Burglar, Captain, Courtier, Explorer, Keeper, Lancer, Mage, Priest, Sage, Scout, and Soldier. There are also Expert and Master classes that build upon these.I was kind of upset at first that the old standards  (fighter, cleric, thief, wizard) had been messed with, but you really can do anything here that you can do in the baseline fantasy game and then some. You get class abilities at every level, Base Attack Bonus, saves, and all that you expect in a 3.5 based game. There are also two level-dependent abilities scores, Lifestyle and Legend. Lifestyle is a bonus that adds to your Panache (appearance) and Prudence (savings). Yes, the game assumes that as your character goes up in level they get better-looking clothes and stuff and sock some money away for a rainy day! Legend adds to your Reputation, which you gain along with XP based on the menace level of the monster you beat. No more of this “I’m a 12th level character who’s beaten 3 dragons but I still have to take lip from the shopkeeper” crap. Again, it provides both roleplaying reinforcement and a sort of tactical advantage.

Multiclassing is both available and encouraged, but there’s a core ability you only get from the class you begin with (i.e. every character only gets one). If you start out as an Explorer and later become an Assassin, you don’t gane the Assassin’s core ability. That works for me, and does provide some small advantage to the character that stays single-classed without completely screwing over the player who wants a character with a broader set of abilities.

Overall, I like Fantasy Craft. Because it’s 3.5 based, it’s relatively easy to cherry-pick what you like and drop it into and legacy 3.5 game, Pathfinder, and so on. Or vice versa, if you want to use this as the core and plop bits from other 3.5 material in here. Recommended.

Want to learn more about Fantasy Craft? Read on…

Drop by Crafty Games today!

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Some products are hard to write about. Like this one. It’s Call of Cthulhu for Savage Worlds.  That pretty much sums it up. It’s put out by Reality Blurs, the Savage Worlds bits are officially licensed by PEG Inc, and the Cthulhu bits are officially licensed by Chaosium. So it’s all around official. and licensed. And it’s Call of Cthulhu. For Savage Worlds.

Years ago, Chaosium announced Pulp Cthulhu, a 1930s sourcebook for two-fisted adventure against the Mythos. It never materialized. Savage Worlds is known for Fast, Furious, Fun slam-bang pulpish action, so this is likely the closest you’re going to get. There are new Edges and Hindrances to help capture that Mythos feel. There are equipment lists for the 1890s, the 1920s, and the modern era.  Most interesting, there are setting rules and notes on establishing the campaign style. Do you want to keep the standard, pulpy style, or do you want to get gritty? There are alternate damage rules to make fights more deadly (shjort form: you can’t spend bennies to soak and there’s a new Incapacitated table).  And of course, a Sanity system. Two, actually, one for pulpy campaigns and one for more traditional Call of Cthulhu-style campaigns.

Okay, serious, I love Savage Worlds but I can’t imagine why you’d use this instead of Call of Cthulhu for a “gritty”, everyone eventually dies or goes insane-style game. If you’ve purchased this product, you want hero pulp.

What I described about is the first 34 pages. The rest of the book is the Keeper’s section. There’s good advice for gamemasters running a Mythos tale for the first time, which is good but (in my opinion) not as good as stuff in other Cthulhu games. There is a nifty Mythos Tales generator, which may well be worth the price of the book and is generically useful for any Cthulhu game (and I will use the hell out of). There are four adventures. There’s a complete bestiary. It’s a lot of material crammed into 160 pages. It has an utterly beautiful character sheet. Is it worth the price tag? Absolutely, if…

If you’re a Savage Worlds fan who wants to play Call of Cthulhu, you already want this. If you’re a Cthulhu RPG collector, you already need this. If you want to play two-fisted hero pulp in a Mythos setting, you’ll like this. If you’re looking for a Cthulhu game… meh. Buy Call of Cthulhu. Spend a few more bucks and get Ken Hite’s Trail of Cthulhu. This is a niche product. A very good niche product, but a niche product none the less.

Buy Realms of Cthulhu in print at Amazon

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Off-Brand Monsters

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As I’ve been slowly sketching around the homebrew-setting Pathfinder campaign I want to run, I’ve decided I’m not going to use any “primary source” monsters. That means no 3.5 Monster Manual, no Pathfinder Bestiary, just other monster books. I currently own two older 3.5 books: Monsternomicon Vol. II by Privateer Press, and Sword & Sorcery Creature Collection put out by White Wolf. both are sort of meant to be support material for specific settings (Iron Kingdoms and Scarred Lands, respectively), but that just makes mixing and matching more interesting.

Why off-brand monsters? To keep things fresh and interesting, both for myself and my players. After 30 years of chucking dice and telling stories from behind a screen, I’m tired of orcs and kobolds. I’m good with keeping the standard fantasy races for player characters, but I want to make the fantasy more… I don’t know, fantastic.. by cutting out the old, overly-familiar dead weight. The last 3.5 campaign I ran a few years ago promoted bugbears and gnolls to the go-to default sword-fodder monsters, and that simple change made things feel fresh. The promise that the characters would never, ever run into orcs gave things a different flavor and texture.  A world without any stock, familiar elements and only stuff the players likely haven’t ever heard of gives the whole world a different feel.

There are a couple of techniques I plan to use. I’m going to just describe monsters the characters have never seen before, and let the players make their assemptions that it might be something they already know. The other is to “re-skin” the off-brand monsters as familiar creatures. That thing? I’m saying that’s called a troll in my setting. No, that’s what red dragon’s can do in this world. Heh heh.

The other consideration is purely economic: there are tons of obscure 3.5 monster books that can be had for cheap in used bookstores. I love monster books because I can use them for so many things other than fantasy games. Need a space alien or genetically-engineered critter? Use an off-brand monster, converted to the system of your choice. Need something that goes bump in the night for Call of Cthulhu or some other modern horror game? Off-brand monsters to the rescue again.

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James Raggi is known for being f’n METAL, but he is also (in my opinion) ROLPUNK. He plays what he likes to play and doesn’t really care what you think. He makes things for his favorite game and makes it available both via his blog content at Lamentations of the Flame Princess and for sale. Yeah, he’s also the self-proclaimed Spokesmodel for the Old School Revolution, but he’s passionate, rather than elitist, about it. He like old TSR D&D and that style of play, and supports the retro-clones as vehicles for keeping that style of play alive and viable. When I coined the phrase ROLPUNK, James Raggi was one of the people I had in mind.

DISCLAIMER

Oh, and before I go any further, I’m apparently bound by law or social contract or something to disclose that I’ve only read this stuff, and haven’t played it, so this is an Idiot Review.

GREEN DEVIL FACE

So let’s talk about his print zine, Green Devil Face. James sent me the first three issues to look at, and I dig ‘em.  5-1/2″ by 8-1/2″, folded and stapled with green cardstock covers and public domain/clip art. Who needs fancy? Content is key. The first issue is an adventure module, with a fairly simple yet credible setup:  two tribes used to share a temple, one tribe has shut the other tribe out, so the excluded tribe has hired the player characters to go sack the place. It assumes you’re using some version of clone of OD&D, but can be tweaked easily for use with any edition or other system. There’s no indication of what level characters it’s for, which didn’t both me because again, as the gamemaster I’ll tweak the thing when I run it anyway.  There’s a map, with 59 numbered rooms, and a numbered description of each room. There’s a random encounter table. Pretty straight-forward Old School dungeon crawl.  It’s full of gamer in-jokes, which I enjoyed, and you could either leave them in or just step around them when you ran it without affecting the “plot” or the way the module played. Everything is spelled out pretty clearly in terms of game effects — percentage chance of things happening, how many dice of damage things cause, and so forth. The eponymous Green Devil Face appears in this adventure, but I won’t say what it is even though James spoilers on his site in his solicitation for contributors for future issues. Is it any good? It was a fun read, and I’d run it. It instilled me with a healthy does of nostalgia for the kinds of games I ran back in the day, a good deadly dungeon crawl that requires the players to think.

Issue 2 has a dozen traps and room encounters by various authors, my favorite being the one entitled Yet Another Stupid Giant Chess Board for the name alone. These are Old School traps, not the kind you get around by rolling a skill check but the ones you poke at with 10′ poles and touch things and try things and figure out with your own brain, not die rolls. Issue 3 offers up 11 more clever traps.  I don’t run Old School games, but I plan to steal some of these encounters, proving my point that good roleplaying game material transcends system or setting.

James sent me some of this other products, which I want to re-read and write more about later. All are in the same format as Green Devil Face, but with glossy covers. He’s got his own setting, Pembrooktonshire. One of the books is an adventure set there, No Dignity in Death: The Three Brides. With a few changes, it could almost be a Call of Cthulhu adventures. Another of the books is People of Pembrooktonshire, which is “137 weird and distinct NPC ideas”, all of which could be used in any campaign setting. The other item he sent me is an adventure entitled Death Frost Doom, a very Lovecraft-inspired dungeon crawl; The cover on this one isn’t attached, because the inside cover is a dungeon map.

SYNOPSIS

Put your Old School/Edition Wars mentality away and give this stuff a chance. While James Raggi is Old School Revolution, this stuff can be used for any edition. It’s more fluff than crunch (although there’s crunch), it’s all player-skill oriented rather than character-skill oriented, and it’s just fun. I like it, I’ll use it.

All this stuff can be got cheap in PDF form through RPGNow.

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Count me as one of the people that has a love-hate relationship with hit points. From a story point, I can completely dance along with the concept that they’re abstract and represent bruises and fatigue and such, and that as characters become more experienced their endurance increases and they can go longer and better avoid serious injury in combat. On the other hand, that’s just an after-the-fact story-gamist rationalization of a mechanic that’s really just a hold over from the game’s miniature wargame days. Then again, it is easy to track, and it’s a tangible reminder to the player that their character is in mortal danger as they tick off how many hit points of damage have been taken. I like that part.

Over the years I’ve ported a lot of different hit point tweaks into my games. The problem with most of them is that they’re serious game-changers. If you use a different system for the player characters but not the monsters and NPCs, it’s like playing a first-person shooter in god mode. If you give the same tweak to the critters, you risk having 1HD monsters wiping the floor with the party (not that that isn’t intriguing, but you’re playing a vastly different game). My favorite tweaks have been the ones that impose penalties to die rolls based on wounds. You’re hurt, so it slows you down. The problem becomes one of how to scale it, and I think I’ve found a compromise solution that I’m going to try in the Pathfinder game I want to run.

For every 5 HP of damage, you get -1 to your die roll. All die rolls. You’re injured. It’s easy to track, because players can see how many 1-2-3-4-SLASH marks are on the paper. A -1 for a 1st level character with only a few hit point makes a big difference, but not as much to 10th level character. The more skilled you become, the more penalties you can take and still be functional.

Damage over Constitution in a single blow is a knock down. If your Con is 12 and you take 12 or more points of damage from a strike, you fall down. You’re not dead, but you’re flat-footed. You can make a Dex check to either not fall down, or not be flat-footed, but not both, so you can stay standing or you can fall down and fight from the ground. It gives some narrative impact to damage, and again it puts characters of all levels on an equal footing but still favors higher-level characters in terms of survivability.

I’m not a “kill characters” kind of DM, so I’m really not worried about character death. If you hit 0 HP, you’re out cold, There’s more story potential for me if you get captured, or the bad guys steal all your stuff and leave you in the middle of nowhere in your underwear, than in killing you off. What I’d rather do is smack you with a point of temporary Con damage all damage equal to Con below 0 HP, cumulative. In other words, if your Con is 12 and you get to -12 HP, your Con is now 11. If you take another 11 points, your Con goes to 10. You live, but you’re going to be sporting those wounds a good long time. Con damage can only be healed magically (i.e. healing skills don’t help), and even then it leaves a permanent scar unless healed within 24 hours. You heal back 1 point of Con per month game time, so you’re feeling the effects of a grievous injury for a good long time. Again, in my mine, this tweak promotes roleplaying. Work that limp, feel that stiff shoulder, baby that broken arm, but show off that gnarly battle scar to the comely wench at the tavern and gain bragging rights among adventurers.

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Aye, lads and lasses, next Saturday, 19 September be both Worldwide D&D Game Day and Talk Like a Pirate Day. There are those that fear a piratical-like invasion of the game table, and I says we make it all official-like. I’m callin’ this parlay to propose Operation Barbossa (he bein’ me favorite movie pirate) and askin’ ye all polite-like to use ye’re best pirate-talkin’ skills. It makes no never-mind what race nor class ye be playin’, as all of ‘em can still harbor a love of the sea and an independant spirit within their hearts.

Here be some things ye can do to make this Game Day extra special:

  • When your name is spoken, correct the person and say “that’s CAPTAIN [whatever]“.
  • When the monster be beatin’ the party, yell “PARLAY” and cite the Pirate Codex.
  • Ask the DM if your familiar can be a parrot or a monkey.
  • Ask where the rum is gone.
  • Randomly end sentences with “Savvy?”
  • Refer to female characters as “poppet”.
  • Make obscure references about turtles.
  • Quote Pirates of the Caribbean movies like they’re Monty Python.
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Uncle Bear on Alignment

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People look at me funny when I tell them that one of my favorite D&D characters started out as Chaotic Evil and, over the course of three years of play, slowly changed alignment a degree at a time until he landed on Lawful Good. Of course, his character sheet never actually said “Chaotic Evil”; the DM wouldn’t allow evil player characters, so I wrote Chaotic Neutral, but I knew who he really was: a selfish, self-centered hellraiser. His name was Oedmund Laufreysson, bastard child of the Norse god Loki and a whore. I based him on Edmund Blackadder in Blackadder II, only more competent and bloodthirsty. His story arc was that Loki was continually trying to get him to come completely over to the dark side, and initially he simply didn’t want to be anyone’s pawn. As he developed relationships with other player characters, saw the atrocities of evil beings, and formed alliances with mutual enemies of Loki, his world view changed. But the end of the campaign the ranger from the snowy wastes was a priest of Tyr. Looking at it out of context, it might seem silly or wrong, but over time, watching the character develop, it made perfect sense and felt completely correct. Alignment helped me, and my DM, shape that character’s journey. We knew where he started, and I knew where I wanted him to end.

Alignment is a strange and wonderful thing, and also an incredible pain in the ass. It can be difficult to work with, limiting and stifling, or it can be great shorthand. Too many times in my youth my fellow players would meet and NPC and, after casting Know Alignment, run him through rather than talk to him. As an inexperienced DM I sort of let players walk all over me with this. Even today, when I can make a plot point out of the NPC’s murder and call the city guard, it’s kind of hard to hold players accountable for alignment-driven behavior in a dungeon or out in the wilderness. It’s sort of implied that that’s what NPC alignment is there for.

For a long time, I threw alignment out completely because it ruined stories for me, or at least the storts of stories I like to tell. I like sympathetic villains, guys who are bad but have some redeeming qualities. I can play that, but the second the character is identified as “lawful evil” it becomes moot. The bad guy label trumps any and all skillful roleplaying. I also like flawed heroes, because they’re more interesting and provide more story hooks. An ally just screwed you over? Well, that’s cool, he’s Chaotic Good, and Chaotics do that sometimes, but he’s still good so he gets a pass. Buh? How about the Lawful Good NPC that screwed you over, because in his mind the end justified the means? Again, he either gets a pass or it must have been some Evil character framing him for it.

One way I’ve handled alignment since is to give NPCs a spectrum. Left, right, and center. A “Chaotic Evil” character would have that in the center, with “Chaotic Neutral” on one side and “Neutral Evil” on the other. If the characters try detecting his alignment, I answer based on how he’s acting. If he’s intentionally suppressing his wicked ways around them, he might read as Chaotic Neutral. If he’s flat-out being bloodthirsty and vindictive, he might read as Neutral Evil. Alignment becomes flexible and situational, and it also gives me some wiggle room to roleplay the character.

Another method I devised rather late in my last campaign, which I plan to revive for the Pathfinder game I want to run, is to have alignment opposed (behind the DM screen, of course) by Charisma or a Persuasion-type skill. It tinkers with how Know Alignment works, I know; rather than magically looking into the character’s soul and tagging their true self, it measures how they’re acting. Behave like a goodie two-shoes, and a skilled Lawful Evil character can even fool a spell into believing he’s Lawful Good. Modifiers, of course, apply to every degree of alignment changed (I used -2 per shift, so LE to LG would be -4). It would take a Sense Motive check to see that the character was lying, but that would get penalties based on what the spell said (so, if you Sense Motive on the LE character that read as LG, you’d be at a -4 penalty how could the spell be wrong?).

The point is, alignment should alway support story and never impede it, and if I have to tweak or invent rules to aid that mechanically, I will. I don’t want to throw out alignment completely, because I do perceive that it has values, but I don’t want to have to tap-dance around it in order to make characters morally complex, conflicted, and deeper than a kiddie wading pool.

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UncleBear.com was started in 1996 as a support site for a game that was never published and a company that never got off the ground. Personal circumstances arose that made it impossible for me to pursue that endeavor, but I kept the site alive and active as a placeholder for when I was able to get back to game publishing. Of course, the site evolved into its own thing, and the publishing plans continued to be set aside in favor of other things, like family and a steady paycheck.

If you had asked me my plans a week ago, I’d have told you about my goal to get a big book published early next year, under the imprint of a new company I was going to start. Because UncleBear had become its own thing, I felt kind of limited by the “brand” that had been established. I was finally getting back to the goals I’d set 13 years ago, and thought maybe it was time to start clean.

Of course, then life struck again. I find myself in a situation nearly identical to the one I was in 13 years ago, except this time the website is my sole source of income. My only choice, simply to survive and pay my bills, was to start cranking out product using the brand that I’ve got. Fortunately, the small products I’ve released so far have been well-received, and there’s been some enthuiasm about what’s in the pipeline. Three very talented writers have expressed interest in contributing to the proposed product line, which suddenly makes me a little bit more than one guy with a web site. I’ve gotten words of encouragement from industry professionals. And best of all, a few long-time readers of this page who have over time evolved into long-time friends have given me crap by telling me “it’s about time”.

So is UncleBear a blog, or a publishing company? It’s both. It’s a blog that sells products on the side. It’s a publisher’s website that has a blog. I’m going to try to find a balance. I like writing reviews of other peoples’ stuff, I like writing generic advice, but I also need to feel my way through making a living at this and consider whether I’m giving away something for free that I could be charging for, and whether I’m charging for things that would be better given away for free. I don’t want to alientate the current readership by spamming them with sales pitches, but I also need to make rent.

That’s about all I have to say at this point. I wanted to give it to you straight up, and to get your feedback and, hopefully, your continued support. If you want to learn more about some of the behind-the-scenes stuff, you’re welcome to visit my personal blog.

Thanks,
Berin Kinsman
September 11, 2009

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Hey man, I know, it’s, like, selling out, but the band’s gotta eat and we need gas money to get to the next gig, you know? And like, most bands make their money off the t-shirt sales and not actual music sales, right? I know, I’m not a band and stuff, but really, the shirt’s are pretty cool even if The Man hikes up the prices. Yeah, I know, I could get shirts made for up and sell ‘em myself and the price to you would be lower and I’d get more of the profits, but that assumes that, like, I have money to front to make t-shirts and bumper stickers and mugs and stuff. Which i don’t. So, like, help a brother out and buy something.

cafepress.com/rolpunk

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