Taking 20 Podcast - Ep 240 - Interview with Paizo Infinite Master Tom Robinson
Episode Date: October 20, 2024There are adventure designers and ADVENTURE DESIGNERS. Tom Robinson is definitely the latter, being one of the first authors named as an Infinite Master, an invitation-only group of designers curate...d by Paizo. In this episode he gives some tips for publishing adventures and valuable tips for newer players and GMs alike.  Thank you so much to Tom for being so generous with his time and expertise!  Tom's new adventure, Harvest of Shadows is available for $4.99 at https://www.pathfinderinfinite.com/product/497437/Harvest-Of-Shadows-A-Pathfinder-Second-Edition-Autumn-Harvest-Adventure  #pf2e #dnd #paizo #infinitemaster #RPG #designtips
Transcript
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This week on The Taking20 Podcast.
So Tom, with all that GMing, does that leave you any time for playing?
You really seem to think I actually get to play this game?
Welcome to The Taking20 Podcast, Episode 240, an interview with Pathfinder Infinite Master
Tom Robinson. I'm skipping the pun this
week since this is already a supersized episode and I want to get right to the interview.
My regular listeners know that I hardly ever do interviews. I think maybe this is the fourth one
in the life of this podcast. I only bring on people who are interesting and knowledgeable
about tabletop RPGs and I feel are worth your time.
Tom Robinson is a published author of seven different adventure modules including
Hive of Corruption, The Isle in the Mist, and the newly released Harvest of Shadows.
Tom is actually one of my GMs and I have learned so much from him playing his game
and I think he has so much knowledge he can share with all of us.
Tom, thank you so much for coming on the podcast.
Tell me a little bit about yourself.
So it's like mopping, you know, you, you sort of ask them about what's your
favorite mop that you like to clean with, right?
Exactly.
What's your favorite mop you like to clean with?
What's the mop you like to use?
Or do you have a broom or a dust pan?
You know, no, I don't have either of those. So, you know, hello, you know, I'm Tom Robinson. I'm a seasoned theater
director and educator. I'm based here in LA. I have the distinct honor of being the loyal staff,
air quotes, to Lady Abigail Pippington from the Kingdom of Princessville. That is her name. You
know, my delightful smooth fox terrier,
though mostly we just call her Abigail or Abby.
She's fondly known.
Together we explore life's adventures,
both in the world of theater and beyond.
I've had the joy of traveling across the intercontinental
US, blending work mostly with pleasure
and embracing the richness of each new journey
as I travel, etc.
So I'm fortunate to have a wonderful circle of friends and confidence
who pretty much keep me grounded and offer wisdom when I need it most.
As the years have gone by, I find myself becoming more reflective as we do,
you know, taking the time to look back on my mini adventures.
Life has brought my way.
Lately, I've turned those reflections into writing,
capturing the stories, lessons, and moments that have shaped my journey.
Life has certainly been an adventure.
It's been full of twists and turns and occasional bumps and bruises
that we all encounter.
I've had my fair share of challenges,
but each one has added character to my story,
shaping me in ways I really couldn't have imagined.
I've learned to embrace the highs, weather the lows, and find meaning even in the toughest
moments.
I mean, after all, it's the knocks along the way that make the journey truly remarkable,
giving me a deeper appreciation for the people I've met and the experiences that have shaped
me.
That's a very interesting way to describe your life.
And I guess, along that journey, how did you get started playing Dungeons and Dragons or
Pathfinder along the way of your life's adventure?
Well, Abby's right here by the microphone, so she wanted to yawn.
That's outstanding.
So it's a little sputuous.
So I'll kind of start with a more recent move backwards a little bit. So I've always been sort of the go-to GM at my local game store.
There are others, but I never really conformed to the D&D tropes.
I played a variety of other games, nuanced, etc.
And at my local game store, I played Shadow of the Demon Lord by Rob Schwalb.
You know, it's one of my absolutely favorites to run. That game is dark. It's twisted. It's slick.
Oh my god, it's streamlined and it's brimming with an eerie madness.
We had some truly unforgettable sessions filled with mystery, chaos, and
pure insanity.
But let's be real, it's definitely a system designed for more mature
audiences. When younger players started joining my groups, I knew I needed to get
a little bit more age-appropriate. Still, for about four years I introduced a ton
of gamers to the game and it never failed to deliver those spine-tingling,
edge-of-your-seat moments that we all look for in our gaming.
But I've even had the incredible opportunity
to write for Schwab Intertrane,
contributing to Rob's Disciples of the Demon Lord series.
Some of my works are still up on DriveThruRPG,
which feels a little surreal to this day.
They're, you know, they're good, but they're, I was testing out my wings, as it were. which feels a little surreal to this day.
They're good, but I was testing out my wings, as it were. But those were the early days of me spreading my wings
and diving head first into the deep end of RPG writing.
It was a pretty wild and exciting time,
learning the ropes and finding my voice,
really, as a game designer.
Now, I also wrote for another system,
and while I was proud of what I created,
cipherlistically speaking, if you catch my drift, the experience with the people running it was an
absolute and total nightmare. Let's just say I've sworn off ever working and writing for that team
again. It was not rewarding worthwhile or not supportive. Some things you only really need to experience once.
But after that came Pathfinder, and I had played the original Pathfinder
way back when it was still affectionately called
by some, you know, D&D 3.75.
And after pouring my creativity
into Shadow of the Demon Lord
and Rob Schwab's endless stream of content,
I mean, seriously, that man is a machine
when it comes to world building and content creation.
He's just insane.
I found myself craving something fresh and new.
And I had three regular gaming groups at the store, and they were also itching for something
new, something a bit different.
And we experimented with a few systems, but nothing really clicked.
And I started to lose hope,
but then there was some buzz starting.
This little thing was releasing on the horizon
called Pathfinder Second Edition.
And so suddenly we had something promising
to sink our teeth into,
and I really couldn't wait to explore it.
So naturally, we dove in head first.
We only had the beta test materials to work with,
and I was able to rework some of my old campaigns.
I added new twists, and we were off and running.
It was a whole new world for my gamut of players,
and we were absolutely hooked.
I mean, Pathfinder has just an incredible amount of lore and history to it,
and they were able to use that same lore and carry it forward
into the second edition.
You know, as of course, you know, as any GM knows, there
were plenty of times I had to improvise on the fly, but
honestly, that's half the fun, right?
To roll by the seat of your pants, rolling with the punches,
adapting to the story and in real time, you know, it's all part of the thrill of GMing.
Absolutely.
Plus getting to the end and say, okay, now what did I make up on the fly tonight
that I've got to remember for tomorrow?
That's sort of how I got started playing Pathfinder.
Well, okay.
Then the question I would have is I love asking longtime players this question,
but do you remember the first character you ever played?
So you actually think I get to play these games, right?
Okay, fair enough.
So the truth is, as much as I love GMing for Pathfinder 2e, you know, it's a system I've really yet to experience as a player.
I mean, don't get me wrong, running the game is a blast, but one of these days I really love to be on the other side of the screen,
rolling the dice and diving head first
into adventures myself.
But for now, I'll happily keep crafting worlds
and weaving stories for others to enjoy.
Well, let me sort of say where it all began, I suppose.
The very first character I ever played was a magic user.
Remember those days when you were just,
you were a wizard, you were a mage,
you were a magic user. Remember those days when you were just, you were a wizard, you were a mage, you were a magic user. Yep. User of magic. You know, back in the day when I was just in junior
high school, ages and ages ago. You know? Understood. So, you know, picture this. So
there was a young man in my town and he walks into our local library because that's where I would
often just hang out. And he was holding this mysterious white box,
and that box was absolutely filled with imagination.
He had just returned from some strange convention
and just couldn't stop raving about his experiences there.
So, you know, naturally, curiosity was piqued and, you know,
we dove in eager to unleash our creativity and bark upon our epic adventures.
Because, you know, what adventures they were,
it was a truly magical time.
It's an age that some days just seems lost,
filled with laughter, imagination,
and late night brainstorming sessions.
I really look back on those days fondly.
Yes, I am truly that old.
But the joy of us early
gaming experiences makes me smile.
You know, when I remember each role of those multifaceted plastic
dice, you know, clinking on the table and every story we shared, you know,
crafting memories, you know, it's, it's, it stays with you after all this time.
Oh, it does.
And yeah, especially the, the, those wonderful, both highs and lows of, of
gaming like that, you know, from, I still remember the first set of dice I ever
had are the ones that you had to color in with a crayon.
Yeah.
Yeah.
They came with that little white crayon and you would, you'd like scratch it
and it would get all this wacky stuff.
You'd have to take a Kleenex or a little towel and wipe it off and it would
stick in the middle and then you, and it would stick in the middle.
And then you roll the dice where it would get warm, you know, sitting in your box when
you walk to school and then it would like melt.
It's like, where did my numbers go?
You'd have to find some damn crayon to do it all over again.
And then the fancy people had the mixed colors.
They would, you know, like they'd color part of the number one color and another one,
the bottom of it would be completely different.
I'm not that fan of that.
I can't.
I was only ever given green and orange crayons by my sister.
Cause she liked the pink and the white.
You're not only an adventure author,
which of course you,
we'll talk about that more here in just a little bit,
but you were named a Pathfinder Infinite Master.
What was it, two years ago?
Was that right?
Yeah, I was in sort of like the first wave,
which was technically the second wave.
And it's when they opened it up to the community
and they invited, I think there were 12 of us or so,
that they invited in in that wave.
And I was among the first set that they brought in
because I had already written.
I knew that it was coming and I
desperately wanted to be, you know, to receive that little title like, oh, I'm an infinite master,
ooh, you know, whatever that meant at the time. But I wanted that so I made sure to get my adventures
out there. So I think my first two or three adventures were pre before it was even a thing.
I guess I would follow up by asking, what does that title mean to you?
Every time I sit down to create,
I said I wanted that, it's not bragging rights,
but I do feel the weight of responsibility with that.
And I also embrace the thrill that it does bring.
I truly believe that my contributions
can enhance the Pathfinder community,
turning each story and adventure shared experience.
It's more about than just delivering content.
It's about crafting moments that players and GMs
will remember long after the dice have stopped rolling.
And riding for Pathfinder Infinite is like unlocking a treasure trove of potential.
I really revel in the opportunity to design intricate and immersive products
that open up limitless possibilities for exploration.
Whether it's engaging players and captivating story arcs or providing GMs with tools to
elevate their campaigns,
I find immense joy in igniting those imaginations. Thanks truly to Paizo's unwavering support and rich array of resources, I'm really able to weave narratives that delve into diverse themes,
creating tapestries of adventures to cater to every taste. You know, each project is a new adventure waiting to unfold.
A blank canvas, as it were, where my creativity can run wild, I suppose.
You know, with every word I write, I aim to inspire and entertain,
making our Pathfinder journeys not just games, but, you know,
really unforgettable experiences we can share as a community.
Well, given that you have authored, I believe, at least seven Pathfinder 2e adventures that I can think of off the top of my head,
you're releasing a brand new adventure called Harvest of Shadows. So what's that adventure about?
I am absolutely, you know, I'm really thrilled to announce that I've released a new adventure on Pathfinder Infinite.
It's called Harvest of Shadows, a Pathfinder 2nd edition Autumn Harvest adventure. Ever since, I can remember,
I've always wanted to weave a creepy, spine-chilling tale about a headless horseman
rampaging across the countryside, snipping off heads, and cackling madly along the way.
Harvest of Shadows draws inspiration from the classic Legend of Sleepy Hollow,
Harvest of Shadows draws inspiration from the classic Legend of Sleepy Hollow.
A story many are familiar with, but with a twist.
A dark, mysterious, and incredibly twisted twist.
Just when the players think they've unraveled the mystery,
everything sort of flips upside down
and heads in a completely different direction.
The adventure offers a wealth of role-playing opportunities
for players, and really, I feel some fun games and challenges.
There's even a special recipe that I included in there to be made for game nights.
So you know, players and GMs can work on their baking skills to bring a little treat to the
gaming table.
You know, I might get a bit verbose with my monologues,
I guess, as I age.
My villains and baddies and NPCs get a little long in the mouth.
But it's a charming festival,
a festival of reaping, and that's in full swing,
bringing the small community together
to celebrate the bounty of the harvest.
So welcome to Misty Meadows, where the final days of Lama Shan swing bringing the small community together to celebrate the bounty of the harvest.
So, welcome to Misty Meadows where the final days of Lamishand bring the festival of reaping
of time meant to celebrate the harvest's bounty.
But this year the festive cheer is curdled into dread.
Once the streets would be alive with music and laughter, children dressed in costumes,
tables heaped with golden harvests.
Now a thick shadow looms over the village.
The spectral rider has returned, a haunting figure from forgotten nightmares, and his
presence weighs heavy on every whispered word, every fearful glance.
The air buzzes with sinister rumors, townsfolk disappearing, farms left to rot, and grisly
murders staining the edges of this once thriving
hamlet. Something malevolent stirs in misty meadows. Will you face the darkness and uncover
the unspeakable truth before it's too late?
Now I want to play it. With that elevator bitch, now I want to play it. Because I love
Halloween themed adventures. I really, really do. Oh, I do too. I just love the season. I never decorate enough for it.
So in Harvest of Shadows, what levels should the characters be when they start the adventure?
It's crafted for a group of four players, ideally at level four, but don't worry, it's super flexible.
You can easily adjust difficulty up or down to suit your party's needs.
That way, you know, it ensures that everyone can enjoy the fun and excitement.
But it is designed for level four and four players.
But Paizo makes it super, super easy to adjust things for really any level.
They really do.
And I mean, that's one of the things I have to admit.
I try to stay somewhat system agnostic on the podcast
But one of the things that I am very happy about Pathfinder 2e the numerous tools
They give you to adjust your DCs up and down your hit points up and down almost on the fly. It's fantastic
Oh, yeah, it's super super easy. Does your adventure come with any like virtual tabletop integrations? Oh, absolutely
So all of my adventures, I mean, all of them that I write are designed
exclusively for Foundry VTT.
So the best part, I don't charge extra for the integration.
It's all included in the regular purchase price.
GMs and players can dive right into the action without any extra hassle.
You know, everything's just there.
So all the maps are already included and walls are built and everything just kind of ready to go
Everything is in there. It's ready. There are in many of my games. There's sound there are effects that happen on the screen
There are there's layering so that so the players can feel you know that they're getting immersed
You know not only in their maps but in their role play and in their games
So yeah, I try to include as much as possible
in the timeframe I have to ride it and get it to market.
And if somebody wanted to buy it,
where can they buy Harvest of Shadows?
You know, you can grab it right now for the fantastic price
of just $4.99 over there at pathfinderinfinite.com.
You know, it's a great deal for an adventure
packed with excitement and creativity.
Well, it sounds very interesting
and I'm looking forward to running through it.
That's something I definitely would love to run and play in.
You know, and make that recipe.
You know what?
I read that recipe and I went and got some apples
and I need to just basically start making it.
For those of you who aren't interested,
I believe it's an apple tansy, is that right?
It is, it's an apple tansy.
It's super, it know, 15, 20 minutes
and you can whip it right up.
It's really fun.
If I can, I'd like to change the subject just a little bit
to more of a generic topic of writing adventures,
if that's okay.
Sure, sure, sure.
So what made you want to start publishing your adventures,
even like you said, before you started with Pathfinder,
what made you want to start writing those adventures and putting them out there?
Well, you know, I'll be honest. It's a pretty capitalistic reason, but I decided
to start publishing my own adventures because if I'm gonna share pieces of my
imagination with the world, I might as well make a few coins while I'm at it.
You know, after all, why not turn my passion into a side
hustle? It's a win-win. I always tell my acting students, your time is valuable. Establish a
price for yourself. Of course, do things for free, but we work for a living. We have to make money.
We need shoelaces on our shoes. We need to get that cup of coffee. And that's what this provides
me. You don't make a huge amount of coffee. And that's what this provides me.
It's not, you don't make a huge amount of money,
you make enough for a coffee every now and again.
And that's okay, it's a hobby that I enjoy doing.
Plus, let's be honest,
I'm the type of person who likes to take charge.
I mean, I'm a theater director for a reason, right?
I get to call the shots, directing the actors
on where to move, how to bring their characters to life.
It's all about creating the perfect scene,
whether it's on stage or in a game.
One thing that I noticed is having been exposed
to your adventures that you've written through the years,
there's a huge variety in the theme and the style
of a lot of these different things that you've published.
Where do you come up with these ideas and inspirations
for the adventures you write?
So why did I dive into this wild world of writing?
You know, what inspires me?
Yes.
Well, like everyone else, I have my own stories to share and experiences to
explore. When I was a kid, I would spend countless hours wandering the dense
forest on my parents' property in Florida with our dogs.
And I'd be armed with my trusty plastic spaceships flying in the air.
And I was completely immersed in the universe of Star Trek.
In every sci-fi movie, I could get my hands on fine, you know, watching our little black
and white TV.
Oh, just aging myself there.
But I'd make all the sounds of futuristic flight and epic battles crafting my own little mental movies in the process.
And that imagination, that imaginative spirit stuck with me, even when we moved
to the mountainous landscapes of Southern Utah and after school, I'd roam the
hillsides of our little town, lost in my thoughts, still creating those
vibrant stories in my mind.
I was incredibly fortunate to have parents who nurtured my imagination.
They filled our home with all kinds of books and artwork,
even if they didn't truly understand my passion.
But they did recognize how much I loved those things,
and they wholeheartedly indulged me,
sparking a lifelong love of storytelling.
You did ask me about my least favorite as well.
I did, yes please.
Okay, all right.
So I have to say my least favorite part
of writing these adventures
is that they can really be downright frustrating.
I mean, seriously, sometimes they suck.
I mean, oh my God, they really fucking suck so bad.
I get a little manic during the process.
I mean, like totally and completely off the rails insane.
Those closest to me can really vouch
for my demented insanity when I'm, you know,
deep in the writing zone and trying to create something.
It's really a rollercoaster of emotions,
you know, filled with moments of pure manic days
followed by extreme bouts of self doubt.
And that, that, that really sucks, but you know, Hey, it's all part of the creative journey, right?
It is.
And it takes courage to even though, like you said, you, you look at parts of it
and, and you, you feel like you're it's off the rails insane and you're scared
that it's going to suck, you still produce that content and put it out there for
everybody.
So another topic I like to cover with people that I'm interviewing
Because this podcast is primarily written for kind of newer DMS and newer players
What piece of advice do you wish you'd had as a player before you ever started playing RPGs or opening your first book?
Wow, what what piece of advice man? That, that's a really loaded question.
You know, I've got all these years of wisdoms to share,
kiddo.
Well, seriously, if I had to choose something,
I guess it would be this.
Just relax and believe in yourself.
Embrace your wild side.
It's totally okay to be a little crazy. You know, the only judge you really have is yourself. So just let go of those doubts, you know
Be the person you want to be
Better yet be the person you need to be just let go take the chance. Remember you've got this
dive in
Enjoy the journey. That's fantastic advice because it really is supposed to be a game and
enjoyable and all in our own fun.
Yes. Yes.
You are an amazing and accomplished GM. I can say that as one of your players.
So I have to ask if you could boil down what it takes to be a good DM or GM and
just a few tips, three or so, whatever, what would they be?
Well, um, I would say number one, trust yourself.
Um, you know, you have the unique vision to see all the things your players can't.
You hold the secrets and the mysteries.
So keep them close to your heart and unveil them bit by bit.
We've an unforgettable story.
Number two, believe in your awesomeness.
Remember, you're the one holding the keys
to an epic adventure and that's a huge responsibility.
Not just to yourself,
but to your players who are counting on you.
Stand tall and embrace your role.
You've got this.
Number three, let loose.
Ditch those expectations
and forget about doing the things the right way.
You're the spark that lights up the table
and everyone is there to enjoy your creativity
and your passion.
And I guess here's a bonus number four.
Embrace your inner wildness.
Go ahead and be a little crazy.
No, scratch that.
Be a lot crazy.
It's your chance to unleash all that imaginative fun and your players will love you for it.
First off, thank you.
Those are great pieces of advice and ones that I need to take to heart as well.
Are there any aspects of GMing that maybe you find particularly difficult or you yourself
are working to improve? Oh man, you know I will admit it I'm no stranger to a
hefty dose of imposter syndrome. There are times when I feel like a
total phony just waiting for someone to call me out on my charade, everyone around me seems so incredibly talented.
And here I am, just trying to find my way and hoping I'm fooling everyone.
Sometimes my mind goes completely blank and I'm faced with a tricky rules question or
an unexpected situation that needs my judgment.
And it's like there are a hundred pairs of eyes,
you know, staring at you, waiting for you to make them.
And, you know, that self-doubt creeps in.
And, you know, but here's a secret that I've learned.
When that self-doubt creeps in,
I just need to channel my inner authority
and speak with conviction.
Because after all, I'm the one running the show,
you know, to heck with
what everyone else thinks I've got this my players are here for a reason and
I'm ready to take them on an amazing adventure I have made a real effort over
the years to really listen more intently to what others are saying and to be open
to their opinions you know it's definitely a journey and I won't lie
it's it's a bit of a battle sometimes,
but I'm genuinely working hard to play nicely with others. I mean,
because after all it's the collaboration and shared ideas that make our
adventures even more fantastic.
Oh, that's, and that's fantastic advice because my variant on that is that for
years I've been a referee or an umpire in various sports.
And if there's anybody who has to know, I have to be the one to know.
And so even when I don't know, I know.
That's the way I have to look at it.
Yeah, it's rough.
All eyes are on you and you've got to decide and just trust yourself.
They believe in you and you do, you really do.
You've got this.
Yeah, your players are rooting for you to succeed.
They are actively working to try to help you succeed
if they're good players.
Yep.
So to wrap up, do you have any parting thoughts
on publishing adventures or tips for newer players
or GMs that maybe we haven't covered yet?
Well, you know, everyone has their own amount of talent.
Some have to work hard for it.
Others, it just comes naturally more easily.
If you have ideas and want to publish, I mean, go for it.
You know, what's stopping you really, other than yourself?
You're probably not going to have the bat hit, you know, right off the bat,
but so what?
Enjoy doing it, put it out there.
You'll never feel fulfilled
till you take that chance, that leap.
The important thing is really just enjoy the process
and share your creations with the world.
You'll never feel that amazing sense of fulfillment take that leap of faith.
So embrace your creativity and your imagination soar.
So how many groups do you get GM for on a regular basis?
Well, right now I am the proud GM of four fantastic groups of gamers.
So interestingly, my days of live tabletop gaming came to a halt
when the pandemic hit.
And not really wanting to lose the connections I had built with my groups,
you know, over years, I felt a really strong urge to keep the momentum going
and provide something for everyone who gathered each week
there at the game store.
So I talked to the players and we took that leap into the world of virtual tabletops.
We initially gave Roll20 a shot, but let's just say it felt a bit clunky for our diverse
tastes.
Then we discovered this amazing new system called Foundry that was just making its debut.
I always put it into tech terms.
So I'd say, you know, Roll20 is like Windows 95 of tabletop gaming platforms, while Foundry
is the sleek modern Mac OS version.
And you know, being a Mac person myself, we really embraced Foundry wholeheartedly and
we're still going with it to this day.
And I feel just incredibly fortunate to have such dedicated groups who have stuck with
me through all this craziness.
I'm genuinely thankful for each and every one of you and them.
You and they have really made this journey all the more rewarding.
Well, Tom, I can say it is a privilege and a pleasure to play in your games because you're
a fantastic GM and I appreciate you opening your table to me, however, gosh, how many
years ago it was.
Tom, this was a privilege and a pleasure to speak with you and I want to thank you so
much for your time.
You were taking time out of your day to do this and it means a lot to me.
Thank you for the interview.
It was a lot to me. Thank you for the interview. It was a lot of fun.
Harvest of Shadows is available now on Pathfinder Infinite and DriveThru RPG.
And while you're there, check out Tom Robinson's other adventures that are available.
As someone who has the privilege of playing in Tom's games, I can personally attest to his incredible talent and creativity.
Do yourself a favor and check out his amazing work.
If you do, I'd be willing to bet that you and your players would have fun doing it.
Tune in in two weeks when I'll talk all about critical hit and fumble tables and decks,
the good, the bad, and should you use them. Thanks for watching!