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	<title>J.M. Perkins, Author at Tribality</title>
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	<title>J.M. Perkins, Author at Tribality</title>
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	<item>
		<title>4 Tips on Playing a Gnome (As Taught to me by my Two and a Half Year Old Daughter)</title>
		<link>https://www.tribality.com/2017/06/06/4-tips-on-playing-a-gnome-as-taught-to-me-by-my-two-and-a-half-year-old-daughter/</link>
					<comments>https://www.tribality.com/2017/06/06/4-tips-on-playing-a-gnome-as-taught-to-me-by-my-two-and-a-half-year-old-daughter/#comments</comments>
		
		<dc:creator><![CDATA[J.M. Perkins]]></dc:creator>
		<pubDate>Tue, 06 Jun 2017 14:59:26 +0000</pubDate>
				<category><![CDATA[Columns]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=20352</guid>

					<description><![CDATA[<p>Ahh gnomes: they’re everyone’s favorite Player Character race of odd, uncanny, possibly fey (and usually insane) 3 foot tall weirdoes. But how to play one? How to pull off that intoxicating mix of insanity, charisma, and a dash of mad brilliance all wrapped up in a tiny package? While pondering this, I realized that my daughter (who is two and a half years old) might have some ideas. Well, not ideas so much as aspects that I could emulate next [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2017/06/06/4-tips-on-playing-a-gnome-as-taught-to-me-by-my-two-and-a-half-year-old-daughter/">4 Tips on Playing a Gnome (As Taught to me by my Two and a Half Year Old Daughter)</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
					<wfw:commentRss>https://www.tribality.com/2017/06/06/4-tips-on-playing-a-gnome-as-taught-to-me-by-my-two-and-a-half-year-old-daughter/feed/</wfw:commentRss>
			<slash:comments>2</slash:comments>
		
		
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		<title>Interview with Fred Hicks of Evil Hat Productions and the Fate RPG</title>
		<link>https://www.tribality.com/2017/01/17/interview-with-fred-hicks-of-evil-hat-productions-and-the-fate-rpg/</link>
		
		<dc:creator><![CDATA[J.M. Perkins]]></dc:creator>
		<pubDate>Tue, 17 Jan 2017 17:27:44 +0000</pubDate>
				<category><![CDATA[FATE]]></category>
		<category><![CDATA[Interviews]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=18881</guid>

					<description><![CDATA[<p>Below it Tribality&#8217;s interview with Fred Hicks &#8211; the creative mind behind Evil Hat Productions and the Fate RPG. &#160; First off, what sorts of things do you make &#38; and how would you summarize your career with tabletop gaming? I run Evil Hat as its president. We publish primarily roleplaying games, primarily using the Fate system which we developed, but we also publish things that aren&#8217;t Fate based, and we&#8217;re steadily moving our way into board and card games [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2017/01/17/interview-with-fred-hicks-of-evil-hat-productions-and-the-fate-rpg/">Interview with Fred Hicks of Evil Hat Productions and the Fate RPG</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
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		<title>The Salt in Wounds Setting for 5th Edition and Pathfinder is Live on Kickstarter!</title>
		<link>https://www.tribality.com/2016/09/27/the-salt-in-wounds-setting-for-5th-edition-and-pathfinder-is-live-on-kickstarter/</link>
					<comments>https://www.tribality.com/2016/09/27/the-salt-in-wounds-setting-for-5th-edition-and-pathfinder-is-live-on-kickstarter/#respond</comments>
		
		<dc:creator><![CDATA[J.M. Perkins]]></dc:creator>
		<pubDate>Tue, 27 Sep 2016 15:32:21 +0000</pubDate>
				<category><![CDATA[Crowdfunding]]></category>
		<category><![CDATA[salt in wounds]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=18200</guid>

					<description><![CDATA[<p>I started writing about the city of Salt in Wounds here on Tribality in early 2015, and now it’s live and funding on Kickstarter! In case you missed it, here’s a taste of what the evil fantasy mega-city fed by a bound Tarrasque is all about: Upon approach to the city of Salt in Wounds, the first thing a traveler will note is the sounds of the Tarrasque –the unkillable, mountain sized monster that terrorized the world in the last [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2016/09/27/the-salt-in-wounds-setting-for-5th-edition-and-pathfinder-is-live-on-kickstarter/">The Salt in Wounds Setting for 5th Edition and Pathfinder is Live on Kickstarter!</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
					<wfw:commentRss>https://www.tribality.com/2016/09/27/the-salt-in-wounds-setting-for-5th-edition-and-pathfinder-is-live-on-kickstarter/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
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		<title>Interview with Arnold Kemp &#8211; Author of Goblin Punch</title>
		<link>https://www.tribality.com/2016/08/02/interview-with-arnold-kemp-author-of-goblin-punch/</link>
					<comments>https://www.tribality.com/2016/08/02/interview-with-arnold-kemp-author-of-goblin-punch/#respond</comments>
		
		<dc:creator><![CDATA[J.M. Perkins]]></dc:creator>
		<pubDate>Tue, 02 Aug 2016 20:03:11 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=17677</guid>

					<description><![CDATA[<p>First off, what sorts of things do you make &#38; and how would you summarize what sorts of things you write/design for tabletop gaming? I write plots, monsters, magic items, and spells for tabletop gaming, mostly vanilla fantasy and mostly OSR at my blog Goblin Punch. I try to put a new spin on things, either by inverting, exaggerating, and carrying them to their repugnant conclusions. My three most popular posts are A Spell Called Catherine, God Hates Orcs, and [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2016/08/02/interview-with-arnold-kemp-author-of-goblin-punch/">Interview with Arnold Kemp &#8211; Author of Goblin Punch</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
					<wfw:commentRss>https://www.tribality.com/2016/08/02/interview-with-arnold-kemp-author-of-goblin-punch/feed/</wfw:commentRss>
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		<title>Interview with James Sutter &#8211; Co-Creator of Pathfinder &#038; Creative Director of Starfinder</title>
		<link>https://www.tribality.com/2016/07/25/interview-with-james-sutter-co-creator-of-pathfinder-creative-director-of-starfinder/</link>
					<comments>https://www.tribality.com/2016/07/25/interview-with-james-sutter-co-creator-of-pathfinder-creative-director-of-starfinder/#comments</comments>
		
		<dc:creator><![CDATA[J.M. Perkins]]></dc:creator>
		<pubDate>Mon, 25 Jul 2016 20:26:50 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Pathfinder RPG]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=17562</guid>

					<description><![CDATA[<p>First off, what sorts of things do you make &#38; and how would you summarize your career with tabletop gaming? I’m currently a Creative Director with Paizo Inc., in charge of both the Pathfinder novel line and our new Starfinder RPG, but I’ve been working in tabletop since I was 20. I started out as an intern on Dungeon and Dragon magazines and worked my way up to being an editor and developer there, then helped create both Pathfinder Adventure Path [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2016/07/25/interview-with-james-sutter-co-creator-of-pathfinder-creative-director-of-starfinder/">Interview with James Sutter &#8211; Co-Creator of Pathfinder &amp; Creative Director of Starfinder</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
					<wfw:commentRss>https://www.tribality.com/2016/07/25/interview-with-james-sutter-co-creator-of-pathfinder-creative-director-of-starfinder/feed/</wfw:commentRss>
			<slash:comments>2</slash:comments>
		
		
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		<title>Interview with Mike Myler &#8211; Writer and Game-Designer of Hypercorps, Veranthea Codex, and Mists of Akuma</title>
		<link>https://www.tribality.com/2016/07/18/interview-with-mike-myler-writer-and-game-designer-of-hypercorps-veranthea-codex-and-mists-of-akuma/</link>
					<comments>https://www.tribality.com/2016/07/18/interview-with-mike-myler-writer-and-game-designer-of-hypercorps-veranthea-codex-and-mists-of-akuma/#respond</comments>
		
		<dc:creator><![CDATA[J.M. Perkins]]></dc:creator>
		<pubDate>Mon, 18 Jul 2016 20:12:33 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[pathfinder]]></category>
		<category><![CDATA[settings]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=17483</guid>

					<description><![CDATA[<p>Mike Myler -game designer and writer- was kind enough to take the time to be interviewed about his work, Pathfinder, and living a creative life. First off, what sorts of things do you make &#38; and how would you summarize your career with tabletop gaming? I’m a full-time freelance author and game designer that creates all kinds of content (taking particular delight in world building). A few years ago I started writing material for several different companies and as the [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2016/07/18/interview-with-mike-myler-writer-and-game-designer-of-hypercorps-veranthea-codex-and-mists-of-akuma/">Interview with Mike Myler &#8211; Writer and Game-Designer of Hypercorps, Veranthea Codex, and Mists of Akuma</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
					<wfw:commentRss>https://www.tribality.com/2016/07/18/interview-with-mike-myler-writer-and-game-designer-of-hypercorps-veranthea-codex-and-mists-of-akuma/feed/</wfw:commentRss>
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		<title>Interview with Lauren Rock &#8211; Maker of Scented Candles as D&#038;D Accessories</title>
		<link>https://www.tribality.com/2016/07/11/interview-with-lauren-rock-maker-of-scented-candles-as-dd-accessories/</link>
					<comments>https://www.tribality.com/2016/07/11/interview-with-lauren-rock-maker-of-scented-candles-as-dd-accessories/#respond</comments>
		
		<dc:creator><![CDATA[J.M. Perkins]]></dc:creator>
		<pubDate>Mon, 11 Jul 2016 23:27:22 +0000</pubDate>
				<category><![CDATA[Columns]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[interview]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=17425</guid>

					<description><![CDATA[<p>First off, what sorts of things do you make &#38; and how does your career intersect with tabletop gaming? I make hand-poured soy candles with geeky and pop culture themes. The candles I make are in glass jars with label art that celebrates a theme and a scent that matches that theme. My first Kickstarter was for the Wheel of Flame candle line, which is meant to be used to augment various tabletop games by creating a fragrance component to the [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2016/07/11/interview-with-lauren-rock-maker-of-scented-candles-as-dd-accessories/">Interview with Lauren Rock &#8211; Maker of Scented Candles as D&amp;D Accessories</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
					<wfw:commentRss>https://www.tribality.com/2016/07/11/interview-with-lauren-rock-maker-of-scented-candles-as-dd-accessories/feed/</wfw:commentRss>
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		<title>Make Maps &#124; Leave Gaps &#8211; 3 Ways to Balance World Detail In Game</title>
		<link>https://www.tribality.com/2016/03/23/make-maps-leave-gaps-3-ways-to-balance-world-detail-in-game/</link>
		
		<dc:creator><![CDATA[J.M. Perkins]]></dc:creator>
		<pubDate>Wed, 23 Mar 2016 04:02:38 +0000</pubDate>
				<category><![CDATA[Settings]]></category>
		<category><![CDATA[System Agnostic]]></category>
		<guid isPermaLink="false">http://tribality.com/?p=15727</guid>

					<description><![CDATA[<p>I was thinking recently about the RPG design philosophy ‘Make Maps, Leave Gaps.’ Basically, this sentiment translates to ‘have some details, but leave space for inspiration/player interest to create the environment.’ Which, for me, has me wondering what level of granular detail is appropriate (or even desirable) for a world building project. This is especially true as I continue to write about my setting (originally posted here on Tribality) The City of Salt in Wounds. On the one hand, I [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2016/03/23/make-maps-leave-gaps-3-ways-to-balance-world-detail-in-game/">Make Maps | Leave Gaps &#8211; 3 Ways to Balance World Detail In Game</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
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		<title>A Lich for Every Class: The Paths of Transcendence (Part 2)</title>
		<link>https://www.tribality.com/2016/02/24/a-lich-for-every-class-the-paths-of-transcendence-part-2/</link>
		
		<dc:creator><![CDATA[J.M. Perkins]]></dc:creator>
		<pubDate>Wed, 24 Feb 2016 14:46:24 +0000</pubDate>
				<category><![CDATA[Columns]]></category>
		<category><![CDATA[System Agnostic]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[monsters]]></category>
		<guid isPermaLink="false">http://tribality.com/?p=15178</guid>

					<description><![CDATA[<p>This is the second part of a multi-part series about the character classes developing until they become ‘lich-like;’ that is, following the path of their power until they become something more or less than human. You can read the first part here. To summarize: The Path of the Lich &#8211; Wizards ‘kill’ their bodies and senses to free their mind in order to better study &#38; master the arcane. The Path of the Imbued &#8211; Fighters transfer their consciousness into favored [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2016/02/24/a-lich-for-every-class-the-paths-of-transcendence-part-2/">A Lich for Every Class: The Paths of Transcendence (Part 2)</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
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		<title>The Fantasy Cold War: Synoma</title>
		<link>https://www.tribality.com/2016/02/17/the-fantasy-cold-war-synoma/</link>
		
		<dc:creator><![CDATA[J.M. Perkins]]></dc:creator>
		<pubDate>Wed, 17 Feb 2016 14:10:19 +0000</pubDate>
				<category><![CDATA[Columns]]></category>
		<category><![CDATA[Settings]]></category>
		<category><![CDATA[System Agnostic]]></category>
		<guid isPermaLink="false">http://tribality.com/?p=15040</guid>

					<description><![CDATA[<p>&#8216;Adventuring’ is weird. In a geopolitical sense, you have these supremely powerful beings (aka murder hoboes) exploring the world, thwarting (or occasionally enacting) plots that represent an existential threat to the planet, and (perhaps more intriguing) recovering artifacts &#38; magics that are -essentially- weapons of mass destruction. This ignore the fact that the adventurers themselves are *becoming* walking, talking weapons of mass destruction. This is usually explained within a ‘points of light’ context where, while there may be towns and [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2016/02/17/the-fantasy-cold-war-synoma/">The Fantasy Cold War: Synoma</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
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