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DESIGN
DIARY
In
this column, I cover issues that come up during the process
of writing game products for
my d20 imprint, Malhavoc Press.
Some are specific design issues, while others are somewhat
more esoteric. I hope you find them all informative and
interesting, answering a lot of the questions you have about
the book, the kinds of things designers think about, and
about the whole publishing process. This Design Diary is
updated sometimes every week, sometimes every other week.
-- Monte
Legacy of the Dragons: Context
DATE:
January 22, 2004
Legacy
of the Dragons is the product I'm working on now.
Just finishing it up, actually. It's a bestiary to go
along with Monte Cook's
Arcana Unearthed. The monsters are designed to
work well in the Diamond Throne setting, but work with
any d20 game, as well. If you're wondering how that can
be, there's really not that much difference between a
monster that works for Arcana Unearthed and one
that works for standard d20. The couple of conversion
questions you might have -- a few spells for spell-like
abilities, a few feats, and so on -- are all answered
for you in an appendix at the back.
But
anyway, Legacy of the Dragons. What does the title
mean? Well, as I put in the introduction:
"As
true as the sun rules the day, these beasts before us
were wrought by the demon-seeded dramojh, themselves the
scions of the dragons that once ruled these fair lands.
As true as the moon rules the night, then, these creatures
that walk the earth, take wing in the sky, or crawl the
ground on snake-like bellies -- they are all the legacy
of the dragons."
Day's
Long Lament, Chapter XI, Colranith
So
the dragons created the dramojh and the dramojh created
most of the monsters in the book. Simple enough. But who
is Colranith and what is Day's Long Lament? Well,
he's a famous poet, and Day's Long Lament is a
work of that describes everything there is to see in the
world if you could travel across it in a day. Never heard
of it? That's because I just made it up.
See,
one of the things that we (my codesigner Mike Mearls and
I) strove to do in the book is to give the monsters context,
without having them depend on that context. In other words,
most entries give you a feel for what the monster is like
in the world in which it lives. For example, a description
might include a short excerpt from the notes of a bestiologist
(that's what I would call someone who studies monsters).
Another might include a short example of an encounter
a tribe of litorians had with the beast. Still another
might provide a new alchemical substance that can be created
using the creature's ichor. Or whatever. The point is
all in the context.
From
a design point of view, this is tricky. I went through
a number of recent monster products and saw that some
of them tried to do exactly what I'm talking about. Most,
however, went too far. I found it difficult to wade through
paragraph after paragraph of So-and-So made-up-guy's journal
entry to even figure out what the monster does.
Personally,
I fell into that trap myself when I wrote Planescape
monsters. That was fun for me, and I took a lot of writing
risks and did some experimentation with presentation.
I don't think it was too grievous a sin, because a lot
of that material was designed to be read as much as it
was to be played. That is to say, the overall play experience
was reinforced by continually immersing the DM in the
flavor of the setting and in the storytelling, roleplaying-heavy
style we were trying to encourage. (It makes me laugh
out loud when people talk about Planescape as a
"powergame setting." Talk about missing the
boat.) So Planescape gave that flavor in huge,
heaping shovelfuls, and we did it in a lot of different
ways. Some good, some perhaps too much. But appropriate
for our approach.
That's
the wrong approach, I think, for a more straightforward
d20 kind of product. Of course, Legacy of the Dragons
isn't entirely a straightforward d20 product. Oh, it can
be used that way, but it's also intended for Arcana
Unearthed rules and the Diamond Throne setting, both
slightly more heavy on flavor than the core rules. So
a compromise had to be found.
I tried to learn from what I'd seen in other d20 monster
books and avoid excess flavor baggage. Such stuff often
doesn't help you understand the monster more. At best,
it immerses you further into the setting and, at worst,
it is just a writer who likes the sound of his keyboard
clicking. But I still wanted to keep the valuable context.
To
accomplish this goal, I kept two rules in mind: Keep it
short (like the quote from our friend Colranith, above),
and if you can't keep it short, make it useful. Useful,
in this context, can mean two different things. The first
is objective -- a new feat, a new spell, a new type of
equipment, based around what the monster is, can do, or
is made of. It's useful because it adds to the game. The
second is a little more subjective -- it's a section of
text that really makes it clear what an encounter with
the creature is like, to help the DM use the monster correctly.
For example, each and every monster in the book comes
with a fully detailed encounter. And I don't mean "the
monster is in a dungeon room and you have to fight it"
kind of encounters, but real, meaty mini-scenarios with
plots, settings, and motivations as well as hooks to get
the PCs involved, and with choices for the PCs to make.
A few even have maps to use with them.
Hopefully,
this kind of material will help integrate the monsters
into your campaign, no matter what kind of campaign it
is.
DESIGN
DIARY PAST ENTRIES
*
Chaositech Playtesting -- December
11, 2003
"Chaositech
is one of those products that came directly out of
my campaign. The concept was not meant originally
to have anything to do with a product...."
*
Campaign Paradigms -- October 30,
2003
"An
important thing for all DMs to keep in mind is that
once a campaign is up and running, the basic flavor
-- the underpinnings of the whole campaign structure
-- usually should not change...."
*
Developing a New Subsystem -- October
2, 2003
"Probably
one of the biggest challenges that faces a designer
when working on a book like Chaositech is the
delicate way that you have to institute a whole new
subsystem...."
*
On the Horizon: Chaositech -- September
11, 2003
"If
you'll indulge me, I'm going to divert the Design
Diary's contents to what I'm working on now: a book
called Chaositech...."
*
Magic Items in The Diamond Throne -- August
28, 2003
"Magic
items in Monte Cook's Arcana Unearthed and
in The Diamond Throne sometimes require a little
bit of thought on the DM's part. Using them isn't
a problem..."
*
A Look at the Land -- August
15, 2003
"This
week I've prepared an excerpt from The Diamond
Throne. As I've said previously, it was my design
choice to spend most of the gazetteer portion of the
book on the general aspects of the world..."
*
Designing a World -- August
7, 2003
"I
have mixed feelings about campaign settings. On one
hand -- speaking as designer -- it's fun, challenging,
and rewarding to create a whole world that's all your
own...."
*
Weapons and Armor -- July
17, 2003
"I
absolutely love the introduction of exotic weapons
into D&D. It's one of my favorite things about
3rd Edition. In Arcana Unearthed, I wanted
to make sure that the exotic weapons were worth the
feat required to use them...."
*
Greenbond Notes -- June
26, 2003
"Last
week's preview
of the greenbond class gives a nice glimpse of
a lot of Arcana Unearthed issues. First off,
the greenbond is no druid...."
*
Spell Templates -- June
12, 2003
"This
week I thought I'd discuss an idea that I'm really very
happy with. The idea is spell templates..."
*
Playtesting -- June
5, 2003
"Playtesting
is extremely important to me. When we developed 3rd
Edition, we did more playtesting than perhaps any other
RPG product, ever...."
*
High Magic -- May
29, 2003
"I
referred to the Diamond Throne as a high-magic setting.
I should clarify..."
*
The Diamond Throne -- May
23, 2003
"So
it's about time I start talking about the Diamond Throne.
The Diamond Throne is a campaign setting for
Arcana Unearthed -- the default setting, like
Greyhawk for D&D, I suppose...."
*
Death's Door -- May
8 , 2003
" I
like the D&D death's door rules. I like that at
0 hp, you're still up and can take a limited action,
but then you exhaust yourself...."
*
Hero Points -- May
1, 2003
"A
roleplaying campaign can be like putting up wallpaper...."
*
Truenames -- April
18, 2003
"Truenames
are common in many fantasy settings. I think I first
became aware of the concept in Ursula K. LeGuin's Earthsea
trilogy..."
*
Go, Go, Go! -- April
10, 2003
"Short
entry this time. I hate spells with 1 minute/level durations...."
*
Ceremony -- April
3, 2003
"I
think I've already mentioned that one of the goals I
set for myself with Arcana Unearthed was to make
things a little less generic...."
*
Things That Rules Take Away -- March
21, 2003
"There
are aspects of fantasy roleplaying that rules, inadvertently,
can actually take away...."
*
Still Talking Classes -- March 13,
2003
"I've
saved some of the best classes for last. Let's talk
about the runethane, the mage blade, and the witch...."
*
More Classes -- February 27, 2003
"This
time, I want to tell you about some of the other classes:
akashics, magisters, and greenbonds...."
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."
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