Monte
and Bruce: Psionics and 'Formative Gaming'
When
Monte got together with his longtime
friend and Psionics
Handbook designer Bruce Cordell
to talk about Bruce's new Malhavoc Press
adventure If
Thoughts Could Kill, a lot of
stuff crept into the conversation that
had nothing to do with psionics. Like
Stephen R. Donaldson. And Elric books.
And the Room of the Thousand Buttons.
But hey, how often do you get to hear
two talented writers go off about their
"formative" gaming years?
This interview gives you some insight
into Monte and Bruce's creative (but
weird) personalities, and reveals some
highlights to come in If Thoughts
Could Kill, available soon in electronic
format from Malhavoc
Press. ~ Sue Cook
Monte:
Well, the product is partly adventure
and partly new rules, so let's start
with the adventure.... Without spoiling
too much, what can you tell people about
it?
Bruce:
Well, it's an adventure for psionic
player characters and introduces psionic
NPCs who have a good grasp of their
powers and strategies -- for using their
special abilities. It showcases the
underlying idea of where psionics came
from, and a possible place that psionics
could evolve to. So, for people who
really enjoy psionics, it should be
exciting to see this evolution of the
rules set.
Monte:
The ideas that came out in the adventure,
are they things you thought of when
you wrote the Psionics Handbook?
Bruce:
Yeah, to some extent. When I wrote the
discipline Metacreativity [[for the
Psionics Handbook] -- that's
a new discipline -- it occurred to me,
"Why was Metacreativity never in
previous versions of psionics?"
Monte:
A story reason to explain where disciplines
come from?
Bruce:
Right. What does psionic ability represent?
Is it some sort of collective unconscious,
or is it the detached consciousness
of some elder god? The adventure involves
these questions, bringing the concept
down to a level where it's possible
for PCs to get involved and still keep
it a 10th-level adventure.
Monte:
On a more specific level... when I write
rules material, like a new spell, I'll
often have a very specific idea of how
it could be used in an adventure. When
you were writing the Psionics Handbook,
did you have that same feeling?
Bruce:
Well, a lot of the powers in the Psionics
Handbook people will recognize as
conversions from previous psionics rules.
As far as the completely new powers
go, sure, I imagined how they might
be used in an adventure.
Monte:
Did any of it come out in this adventure?
Bruce:
In writing If Thoughts Could Kill,
often I came to a point where I thought,
"A psion should have the ability
to accomplish this!" so I'd create
a power or a feat to allow him to do
something I hadn't thought of before.
Monte:
Right, you realized, "Oh, a psionics
adventure needs this new power, this
new thing."
Bruce:
I've convinced myself that, game balance-wise,
a psion can fight a wizard or sorcerer
of equal level and win fifty percent
of the time. However -- and I said this
to a fan recently -- because of the
specialization imposed upon the psion
by his primary discipline, by the end
of a day of adventuring he might come
across as a bit one-note. So I think
we needed to do something about that
from the standpoint of the satisfaction
of the player, from the standpoint of:
"Is it fun?" So the variant
rules in If Thoughts Could Kill
include rules for secondary disciplines
and variant powers discovered.
Monte:
So let's talk about the kureshim. In
this adventure, you introduce a brand
new PC race, which I think people will
really like. Why did you decide to include
them in this book?
Bruce:
A few reasons. I heard it said that
players would like to see new PC races
in general, but I thought it would be
cool to have a PC race that was predisposed
toward the use of psionics. The kureshim
to me were that race, with their third
eye, which resonates with the inner
power of the mind, both historically
and fictionally.
Monte:
Is there any connection between their
lost god and the Crystal Consciousness
at the heart of this adventure?
Bruce:
There could be. [Remains frustratingly
silent on the subject -- Ed.]
Monte:
That whole possibility you mention in
the adventure, of the Crystal Consciousness
being a god from another multiverse,
reminds me of something Jay [If Thoughts
Could Kill cover artist JD Sparks]
would run in one of his campaigns.
Bruce:
I thought you were going to say it reminded
you of something you'd see in an Elric
book.
Monte:
Yeah, it is kind of Elric.... Do you
remember when we went to visit Jay,
and we brought all our old characters
into his new multiverse? I brought Malhavoc...
Bruce:
... and I took Jahpheth Dark. So it's
cool that Jay's doing the cover of this
adventure.
Monte:
Remember how back then we used to write
up our adventures as actual modules?
I remember the first adventure you ever
wrote almost twenty years ago -- you
put it in a manila folder with a module
number and a cover and everything.
Bruce:
Yeah, and I gave it a title, "In
Search of the Old Ones" inspired
by a Larry Niven novel [A World out
of Time]. I even put "By Gary
Gygax" on the cover, 'cause that
was on all the "real" modules.
Monte:
Yeah, one of the adventures I wrote
out to look as close as I could get
to a 1st Edition module turned out to
be the first adventure you and I ever
played in together.
Bruce:
That was where the wild boar came out
of the bag of tricks and started
pushing buttons, and throwing lightning
bolts because he pushed some magic button.
Monte:
Yeah, I creatively called it "the
Room of the Thousand Buttons,"
where every time you pushed a button
some weird magical thing would happen.
Bruce:
Yes, folks, and you can expect just
that sort of zaniness in my new adventure....
[Laughs]
Monte:
Unfortunately, we haven't come very
far. [Wrenches the conversation back
to the topic at hand.] So, what
if you don't use psionics in your game?
How usable is this book?
Bruce:
People can play through If Thoughts
Could Kill without having a single
psionic character in the party, but
you will need the Psionics Handbook.
Monte:
If you don't use psionics at this point
in your campaign, this adventure would
be a good time to bring it in.
Bruce:
In fact, I suggest that very possibility
in the introduction. One of the PCs
who's not psionic has a chance of becoming
one of the keys of the adventure by
being chosen by the Crystal Consciousness
to help make a decision about the future
of the disciplines. Assuming he was
thinking about multiclasssing into a
psionic character, this would be a great
chance for him.
Monte:
One of the new rules in If Thoughts
Could Kill is a monster template
for a psionic lich. Why did you decide
he'd make a good character?
Bruce:
There was this old horror movie I saw
years ago. This guy died, and he believed
he could come back from beyond the grave.
It turned out that in life he had stored
up a godawful amount of mental "bio-energy."
When he did die, his body managed to
tap into that bio-energy, and he was
able to come back and started animating
things telekinetically -- it was quite
terrible in my memory. So in my subconscious
is this feeling that undead things with
psionic powers are really scary.
Monte:
Any new power in the book that you're
particularly happy with?
Bruce:
My favorite utilitarian power is stabilize
construct. It hangs off the hook
of astral construct powers for
psions, but at the same time it doesn't
break any of the rules for creating
golems, constructs in the arcane sense.
My favorite cool power is probability
mantle, cause it's just darn cool.
Monte:
Do you expect to see a lot of psionics
products, a lot of psionics adventures,
now that the rules are going into the
SRD [d20 System Reference Document
-- Ed.]?
Bruce:
I know there are at least three or four
announced, and there's a huge interest,
so I bet there will be a large number
of products.
Monte:
I get the feeling that, of the people
who play 3rd Edition and like psionics,
a ton of them are online. I know Wizards
has sold a gajillion Psionics Handbooks,
[Sales figure unconfirmed -- Ed.]
but there's a larger amount of discussion
online about psionics than what you
might expect.
Bruce:
If that's true, a potential reason for
that is that psionics is more technically
oriented than traditional fantasy, than
magic. It has an almost science-fictiony
feel, and I suppose people who dig that
kind of thing are also those who dig
the cyber experience.
Monte:
I think that's true.
Bruce:
But many people who like psionics say
they don't like science fiction, so
who knows.
Monte:
I know you get a lot of email from people
who love psionics. Do you know of any
campaigns out there that are all psionics
and no magic?
Bruce:
I have heard of one campaign like that,
but most of the people I hear from seem
to add psionics onto their existing
settings.
Monte:
It seems to me that you could base a
whole other campaign around psionics
alone.
Bruce:
In fact, when I was writing the Psionics
Handbook, I built it in such a way
that you didn't have to have other character
classes -- even healing can be accomplished
using psionics.
Monte:
I suppose you can't even talk about
what you're writing now....
Bruce:
Some of what I'm working on now is coming
out in 2002, but one of the projects
isn't slated to come out till 2003.
Monte:
People know that the Epic Level Handbook
is coming out. There's some psionics
stuff in there?
Bruce:
YES! Whenever I have a large say in
a new cap system book, I throw in compatible
rules for psionics. In the case of the
Epic Level Handbook, every major
chapter heading also has rules and rules
conversions for psionic characters,
so psionics players can expect to play
epic-level characters just like any
other class.
Monte:
How's your novel coming?
Bruce:
It's going great, as far as I can tell.
I write five thousand words per week.
I don't think I can talk about specifics,
though.
Monte:
Was writing this adventure for a small
d20 imprint different than writing something
for Wizards?
Bruce:
Yeah, I felt that I could just say any
crazy-ass thing that came into my head,
as long as it was cool. I didn't feel
I had to rein myself in too much for
fear of the company telling me, "That's
just not going to work."
Sue
[horning in on conversation]:
Monte always talks about how, since
you share the same gaming roots, you
also share common game design sensibilities.
Is that part of the reason why it felt
different to work with him?
Bruce:
Well, for a long time the only D&D
games either of us played, we were in
the same games -- our first, formative
games.
Monte:
I'm in the middle of rereading The
Chronicles of Thomas Covenant, and
I look back in rereading that it's just
so much us, and the kinds of
things we write about today. It's so
clear from those books...
Bruce:
Right, like breaking of the Staff of
Law, drinking the Earthblood to gain
ultimate power...
Monte:
Clutching stones of power so they just
ooze out magical energy...
Bruce:
So that's why we're actually giving
a royalty to Stephen R. Donaldson for
sales of this adventure....
Monte:
Really, on everything we write.
Sue: So, who was the first psionic
character you ever played in one of
those "formative games"?
Bruce:
I played a psionic character, Lord Erik
Desitaiso, in Monte's Homeworld campaign
back in 1st Edition D&D. I remember
that one of his first uses of his mind
blast power was to bring down a
psychic shield protecting a fortress.
He had the psionic power of etherealness
that...
Monte:
...ended up throwing the whole game
out whack...
Bruce:
So my character wound up meeting this
terrible demonic creature, Kolgar the
Mind-Ripper, which Monte had drawn this
illo of. It had the power to rip specific
psionic powers right out of your head.
To my great and eternal sadness. So
since then I've always thought about
the game balance of psionic characters.
Sue:
So, where do you two diverge as designers
and as players?
Monte:
I never thought about that before, strangely
enough.
Bruce:
We're actually the same person... we
just have different pictures that we
show. [Gets serious.] I think
Monte has a greater capacity to enjoy
more hard-core gaming, and I'm more
satisfied with a single game per week,
and satisfied with not running a campaign.
Though part of me wishes I were running
more often, beyond playtests at work.
Monte:
To some extent, I think Bruce likes
to give an almost scientific explanation
for the things that happen in a game,
a little more than I do.
Bruce:
We're both interested in verisimilitude,
but we differ in how we approach that.
I try to hang explanations on some half-baked
theory I heard about.
Monte:
So, you've written the Psionics Handbook
and now If Thoughts Could Kill,
and I understand you're writing an introduction
for Fiery Dragon's upcoming psionics
adventure. What are your feelings about
being sort of "the Psionics Guy"?
Bruce:
I've never really thought of myself
as the Psionics Guy. But I guess, if
I think about it, yes, all the psionics
questions [at Wizards] come to me, or
I take a pass at any answers that go
out. It's okay, though, because before
I was the Psionics Guy, I was typecast
as the Oooky Cthulhu Tentacles Guy.
I think it's because the first adventure
I did when I came to TSR was Gates
of Firestorm Peak. [Lots of tentacles
-- Ed.] So whenever a tentacle showed
up in any of my other products, everyone
said, "Oh, there Bruce goes again!"
Monte:
How many tentacles in this one?
Bruce:
Oh, there are a few...! It's the tentacles
that you don't see that you have
to be afraid of.
Monte:
Anything you'd like to add as we wrap
this up, Bruce?
Bruce:
I was just really happy to be given
the opportunity to write more psionics
material and happy to work with you
guys!