What
on Earth Are You up to Now?
As
you perhaps saw from our announcement late last week,
as well as my interview in Polyhedron #155, we're
coming out with a new book next summer called Arcana
Unearthed: The Malhavoc Handbook. I won't go into
the basics of the book again, since you can read
about it here -- oh, and don't
miss the FAQ.
Incidentally,
I love writing FAQs. It's like writing dialogue. I always
want the question asker and the answerer to get in an
argument and start insulting each other or something.
Like there's some kind of plot or motivation behind the
questions.
Anyway,
in just the last few days I've heard a lot of feedback
and questions regarding this book both in email and on
various message boards. It's great to hear from so many
people, but please understand that I can't answer everyone's
questions right away. Not only because of the time it
would take but because some of the answers aren't even
finalized yet. The book is, after all, still nine months
away.
What
you can do, however, is check our site starting next week
for a new feature I'm going to call my Design
Diary. This will be updated sometimes every week,
sometimes every other week. It'll cover issues that come
up during the writing process. Of course, considering
that I'll be continuing these even while the book is being
edited and printed, some will come after the fact. I hope,
though, that they'll be informative and interesting, and
answer a lot of the questions that you have both about
the book, about the kinds of things designers think about,
and about the whole publishing process. Some will be specific
design issues, like why I won't be adding or altering
certain spells available to me, like say haste
or harm. Others will be somewhat more esoteric,
like the roleplaying hooks and opportunities that I've
tried to intentionally implant within the new classes
and races.
Come
On, Give Me Something!
Okay,
there are a few general issues I'd like to discuss right
now. Like why am I doing a book like Arcana Unearthed
at all?
Well,
it's not because I think the existing Player's Handbook
is bad -- I helped put that together, after all -- or
that traditional fantasy is bad. In fact, one of the most
interesting things that came out of our work on 3rd Edition
was the realization that D&D isn't based on any one
myth system, or any one set of fantasy tropes. Sure, it
owes a lot to J.R.R. Tolkien, but it owes a lot to Michael
Moorcock, Jack Vance, Greek myth, medieval history, Star
Wars, and more. What it's really done is create its
own type of fantasy. "D&D-style fantasy"
is a concept with real meaning.
Arcana
Unearthed deviates from D&D-style fantasy, but
only somewhat. It's sort of a "what if?" kind
of product. What if D&D didn't have dwarves, elves,
fighters, and clerics? What if it was set up the same,
but with all different pieces? An experiment, to be sure,
but one that will be useful to virtually any fan of the
game, since the new "pieces" can be added to
a regular game as well.
But
I said Arcana Unearthed deviated from the familiar
D&D-style fantasy only somewhat. That means the basic
ideas behind the game don't change. It's still about brave
warriors with swords and spellcasters wielding mighty
magic.
Thus,
the whole project involves some very interesting thought
exercises. For example, how do you provide people with
all the options to play the character they want to play
without using the standard classes and races? Arcana
Unearthed isn't about classes and races that are easily
mapped to existing ones. I didn't want to make a class
that was just like, say, a rogue, with a few different
abilities. Or a race that's just like dwarves with a different
name. What's the point of that?
To
accomplish this, I had to define the characteristics that
made people want to play a certain type of character,
then provide those qualities using very different options.
For example, Arcana Unearthed has the unfettered:
wild, flamboyant warriors that rely on their reflexes
and wits rather than heavy armor. They're sneaky swashbucklers
and they fill the need for someone who doesn't want to
play a "tank" in plate armor but still wants
to be in combat swinging away. A person who likes to play
a barbarian or rogue (or even a monk) in D&D might
enjoy playing an unfettered. He might also, however, like
to play the unfettered's opposite, called an oathsworn.
Oathsworn have a somewhat similar approach to combat,
but while the unfettered are wild and unpredictable, the
oathsworn follow solemn oaths and strict training to hone
themselves into living weapons (and make anything they
touch into a deadly weapon as well). And then, of course,
there are those who specialize in what the unfettered
and the oathsworn eschew: heavy armor and weapons. The
warmain is a class of warrior that excels in the use of
raw physical might, massive weapons, and exotic armor
to defeat foes. And those are just three of the more basic
classes.
More
to Come
But
now I'm getting ahead of myself, and my crude description
of these classes probably isn't doing them justice. Arcana
Unearthed classes, you'll find, intentionally have
a lot more specific flavor injected into them, reflected
in very detailed sorts of abilities. None of the above
three is just your basic sword-swinging fighter, because
-- well, you already have the core rules fighter. I'm
not going to try to redo what's already been done there.
This is my attempt at something really new, to give you
things that can't be done with the existing classes while
still filling the same roleplaying needs.
Arcana
Unearthed presents a completely playable set of races
and classes that provide everything the existing ones
present, just in a different way. Intrigued? I hope so.
If you've been playing only a short while, you've probably
got a lot of exploration of the existing core rules and
options ahead of you. But if you've been involved with
the game a long time, you might find Arcana Unearthed
provides an interesting new look at what you thought you'd
already seen from every possible angle. I hope you'll
stick around over the next nine months and read how this
product develops. It's going to be a fun trip.