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Malhavoc
Press
Monte Cook's Arcana Unearthed Chat Transcript
April
12, 2003 -- 12 p.m. PST
Monte
hosted another chat in our very
own chat room to answer your questions about Arcana
Unearthed and more. Thanks to everyone who attended,
especially those of you in Europe -- glad we didn't have
to get you out of bed this time. We also appreciate the
moderating talents of Kraah from our message boards. Thanks
for sending us this transcript* too.
Monte:
Hey everyone. Thanks so much for coming. I appreciate you
taking the time to be here. It's flattering that you'd want
to hang out on a Saturday with us. This chat will last about
an hour, and I'll be happy to answer questions or talk about
things you want me to talk about. First off, I wanted to
remind everyone that Bruce Cordell, author of Mindscapes,
If Thoughts Could Kill,
and the upcoming When the Sky
Falls (along with some products put out by a little
company called Wizards of the something or other) is going
to be doing a chat right here on April 17th at 5 p.m. PST.
He'll be happy to talk about all kinds of cool stuff, but
in particular the brand-new event book, When the Sky
Falls. Okay, so without further ado, let's get to your
questions or comments. I've blathered on enough. Send your
questions to Kraah. He's our moderator today (and many thanks
to him for doing it).
CyanBluestone:
Monte, I am curious about how skills will work in Arcana
Unearthed. I mean with the advancements of D20 Modern
and other systems that are very skill dependent -- how have
they affected the way skills will workd in Arcana Unearthed?
How do the skills differ in Arcana Unearthed from
those of the PH? And will Arcana Unearthedhave similar
skills changes
to what 3.5 will be using?
Monte:
Arcana Unearthed will have some of the same changes
to skills that you see in 3.5. However, it will be no more
or less skill dependent than regular D&D. I have changed
a few skills around, such as Perform, Intimidate, and Move
Silently/Hide, because I thought of some variants to make
them different (oh, and Concentration and Tumble too). But
really, if you don't like what I've done, you can use the
skills right out of the PH and it won't change a lot. There
are some small changes, like getting rid of the exclusive
rogue Seach ability, because there simply aren't rogues
in Arcana Unearthed. There's also a whole new set
of Knowledge skills to convey the different implied setting.
psionotic:
Monte, with so much happening for Malhavoc this year, are
you pretty much done freelancing for Wizards of the Coast,
Fiery Dragon, et al?
Monte:
No. I am co-writing the Arcana Unearthed support
adventure A Plague of Dreams that Fiery
Dragon is working on, but that's it. No other non-Malhavoc
stuff this year. Too busy.
ArthurQ:
I playtested Anger of
Angels for Sean K Reynolds. It's due out in a few
months......so just a general question: How's the book looking?
Monte:
It totally rocks. The art is fantastic. We get it back from
the editor soon, but from what I've seen of it, it's going
to be a really, really cool book. If you like angels or
demons even a little bit, you'll like this book. Lots of
in-depth detail.
CyanBluestone:
Do you already know what the skill changes in 3.5 are, will
skills like Navigation from D20 Modern appear in
either book?
Monte:
Unfortunately, I'm not at liberty to give out any 3.5 info.
I signed a Non-Disclosure Agreement, and I take that kind
of thing really seriously. Sorry.
Kraah:
Monte, will it be possible to mix-and-match regular D&D
with Arcana Unearthed? Are they balanced to work
together? I'm specifically thinking feats, classes, races,
etc. And on a similar note...
CyanBluestone:
How compatible is 3E core with Arcana Unearthed?
I mean could you take a 3E core character with the PH spells
and other abilities and play him along side an Arcana
Unearthed character with no problems? Specifically I
want to know if the two magic systems can cross over and
if the spellcasters from both systems are equal in effective
power... realizing, of course, that the Arcana Unearthed
spellcasters do have a versitility advantage over a wizard.
Monte:
Absolutely. That's one of the main thrusts of the book.
It is indeed stand-alone, but it's all compatible with D&D
or other d20 stuff. A lot of care has gone into balancing
it not only with itself, but with core D&D. So if you want
to stick in a few feats, spells or classes, you can. In
either direction. The spells in Arcana Unearthed
are written up like D&D spells, so those will be easily
switched back and forth. The magic systems are different,
but not so different that you couldn't run a mage blade
and a wizard in the same group. It's about as different
as having a cleric and a sorcerer in the same group, really
(a little more different, but not much).
ArthurQ:
Any official plans for Malhavoc to put out d20 Modern
products? Do you want to go into that? If not, why?
Monte:
Interesting question. At the moment, no. There are no plans
to do any. As to why, there are two reasons. First, we think
that we do fantasy pretty well. It's really Malhavoc's thing.
Second, from a business standpoint, we know that doing stuff
that appeals to D&D's audience is worthwhile financially.
Our sales are really good. I have no idea if d20 Modern
has a large enough audience for us to support. I like modern
stuff, but I think the larger audience is into fantasy.
I suppose you might also say that I've kinda done my "d20
modern," but it was called d20 Call of Cthulhu. Ultimately,
though, it's because we're having the time of our lives
doing what we're doing now, and don't see any need to change,
at least for the foreseeable future.
Comment
from ArthurQ regarding popularity of d20 Modern:"The
Game Mechanics' Modern Player's Companion hit #1
on the RPGnow hot seller list and has been steadily climbing
up the all-time best sellers to the mid 40's. The audience
is definitely there -- in fact, they are starving for d20
Modern."
Benhamtroll:
Monte, you've hinted at the possibility that there might
be miniatures released in association with some of your
new publications. Can you tell us any more about that now?
Monte:
Well, all I can tell you know is that we are talking
with a miniatures company and looking over some licensing
contracts. Stay tuned.
CyanBluestone:
Will there be many expansion books planned for Arcana
Unearthed, or will it be a single realease of self-contained
rules? Will you be allowing third-party publishers to expand
upon Arcana Unearthed and intregate it into upcoming
products?
Monte:
Whooo boy, will there be support products. Not only are
we doing a DM's Screen and
Player's Guide product in September, but we're doing
a setting book (sorta) called Diamond
Throne this fall as well. (Diamond Throne
will be available as a PDF in August.) Fiery Dragon is doing
an adventure for Arcana Unearthed and a counter collection.
Both will be available in August. Mystic
Eye Games is doing a big adventure for August for Arcana
Unearthed, and plans a whole line of follow-up products.
Early next year, we'll put out a bestiary-style product
for Arcana Unearthed ourselves. So just in the first
six months or so of the product's life, it'll have about
six or so follow-up products, some by us, some by other
companies. We've also got some deals in the works for some
exiting other products as well, from other companies.
Valmiras:
Think we might see any of your painted miniatures on montecook.com?
Monte:
Well, you can see the Ptolus characters on the Ptolus
page. I hope to also show more on the site at some point.
I'm not the greatest painter, though.
MacGeezer:
How do you see multi-classing between D&D and Arcana
Unearthed working, if at all?
Monte:
It will work just fine. There's nothing intrinsically
different from a warmain, for example, than a ranger. You
could easily have a warmain/ranger, and it would work just
like you are used to multiclassing working. If you multiclassed
an Arcana Unearthed spellcaster with a D&D spellcaster,
however, it would have to work like D&D multiclassing --
i.e., the spellcasting abilities wouldn't stack. Two Arcana
Unearthed spellcasters multiclassing together do stack.
That's the only difference.
Thrommel:
There's a lot of questions about mixing & matching Arcana
Unearthed and core 3E -- but isn't the intent that Arcana
Unearthed really is its OWN genre of D&D? (Familiar,
yet different?)
Monte:
Well, yes. It's meant to serve two masters, as it were,
and the first is as a stand-alone system. The second is
as a bunch of new material for D&D. I want things to be
balanced, so that you can mix and match and it will all
work together. At the same time, though, it all has its
own internal flavor and consistency.
CyanBluestone:
If I wanted to add elements of Arcana Unearthed
to a D20 Modern campaign (mix science and sorcery),
how compatible will that be? Or is the fact that d20
Modern holds specific rules like no sneak attack in
its system mean that Arcana Unearthed will most likely
not cross as easily with that system as with 3E core?
Monte:
It would be as compatible as adding D&D elements to
d20 Modern. I really haven't given it much thought
beyond that.
Zombie-Ralts:
How well integrated will psionics be in Arcana Unearthed?
CyanBluestone:
Arcana Unearthed has its own type of psionics right?
How will they differ from the Psionic Handbook?
Monte:
It depends on what you mean. If you mean Psionics
Handbook style psionics, that will be as easy or as
hard to integrate as it is with core D&D. However, one thing
that I've done is create certain classes, like the mind
witch, and races, like the verrik, who are very "psionic,"
which in this sense means that they have mental-based innate
powers like telepathy, telekinesis, and that sort of thing.
So it's flavored just like psionics, but the rules are not
Psionics Handbook-ish at all.
There is a spell descriptor called "psionic" that allows
people who have the proper feats to "cast" them in a special
way that is more like an innate power (no somatic or verbal
components), but at a cost.
Thrommel:
I'm curious how playtesting Arcana Unearthed has
affected the Ptolus campaign. Is it on hiatus? In a parallel
universe? Still going strong?
Monte:
Ptolus is in hiatus, sort of. Arcana Unearthed playtesting
is definitely in a completely different world. The thing
about Ptolus (much to my shame) is that the updates that
I put on my site are actually very, very old. Those events
happened in the game months and months ago. When last we
left the Ptolus game, the PCs were all about 15th level
or so. However, when we restart, it will be with new 1st-level
characters, at least for a while. I'm also going to be incorporating
a lot of Arcana Unearthed material into Ptolus.
Benhamtroll:
Are you planning a mega module for Arcana Unearthed,
like you did with Banewarrens
and Return to the Temple of Elemental Evil?
Monte:
Right now, the answer is maybe. We don't have firm plans
beyond beginning of next year, really. It's a definitely
a possibility. I should mention that Siege of Ebonring
Keep, from Mystic Eye Games, is 128 pages -- same size
as Banewarrens. And from what I've seen, it's quite
cool. It's out at Gen Con and it's for Arcana Unearthed.
Kraah:
Will Malhavoc material released after D&D 3,5E, be written
with 3,5 or 3E rules?
Monte:
Well, that's an interesting and complicated question. The
thing is, lots of 3.5 changes have no impact on support
products. For example, let's say that they change a spell's
duration, or the way a feat works. In an adventure, those
changes will very often have no effect on how a product
is presented. There are some changes in 3.5, however, that
will be obvious in support products, like new rules for
monster creation. So, overall, you'll see Malhavoc products
as being 3.5 friendly. There are a few things that I won't
be adopting, but you'll never really know from looking at
our products. I hope that makes sense.
CyanBluestone:
I'm curious as to exactly how you pulled off your spellcasting
classes' ability to stack with each other. I assume you
have some sort of "universal" spell progression that is
part of all spellcasters' format so they all relate to each
other, and these similar elements would continue to progress
normally. But what else is part of this?
Monte:
Well, like I said on the boards, since there's basically
one spell list (with some casters getting access to more
of it than others) it stacks really easily. Say you've got
a class that has spell slots of 4/3/2 and another with 3/2/1.
Multiclassed together they've got slots of 7/5/3. And the
caster level stacks. This means that you get a bunch more
low-level spells but sacrifice high-level ones. That's how
D&D multiclassing works -- in general -- but here the price
is smaller, since it all works together.
CyanBluestone:
(re: Arcana Unearthed spell progression) So does
that mean my character with 7/5/3 spell progression could
use these spell slots on both classes combined spell lists?
This is interesting, not what Ihad in mind but I guess if
I wanted higher level spells with greater versitility I
should taske the "Magister" class that has a greater access
to the spell list than combining too narrow focus spellcasting
classes right?
Monte:
Sort of. If you have Magister levels, you still need to
keep track of your Magister progression because you can
only use Magister slots to cast complex spells. If you're
multiclassing two classes that have access to only simple
spells, like Mage Blade and Greenbond, you don't have to
keep track.
Blue:
Do you see the way the gaming industry is developing in
a positive way? (In that it seems to be diversifying into
a lot of companies?)
Monte:
Hmm. Well, there are two facets to that question. The game
industry as a whole is going through some weird times because
sales on non-d20 stuff are quite low. However, non-RPGs,
like Mage Knight or Heroclix, are doing phenomenally
well. In d20, there is a huge -- I'd actually use the word
ridiculous -- number of companies putting stuff out. The
market's quite flooded. That kind of thing is good for the
consumer, but bad for publishers. However, all indications
point to retailers and distributors starting to only pay
attention to those companies putting out quality stuff (however
those individuals judge quality). So I think we'll soon
see higher-quality products but fewer producers, at least
in most game or books stores.
Zombie-Ralts:
Is Malhavoc Press planning on doing any "Open Calls" for
freelance writers in the forseeable future (somewhat like
what Wizards did a while back)?
Monte:
Not exactly. We have a sort of big contest idea we might
do, based on cool submissions from people, but we're really
not looking for actual freelancers. We've got more books
than we can handle in the works as it is.
BenjamTroll:
Are you planning a Gazeteer or Atlas type publication?
Monte:
Diamond Throne has a Gazeteer section, along with
some Arcana Unearthed-based prestige classes, monsters,
and magic items. Beyond that, we might do a bigger, even
more setting-focused book, but no firm plans at this point.
Relating to all of these points, I should note that it's
our philosophy that we want to never get so big, or do so
many products, that our quality will begin to suffer. We'd
rather put out a few, really good books, than churn out
a vast number of products. We're running at about maximum
capacity now. That's why we're not looking for more writers
and why we choose our releases very carefully.
Thrommel:
What's the most recent non-gaming book, movie, whatever,
that you've seen that's influenced your game design or inspired
a game idea?
Monte:
Really, it seems like I get inspiration from everything,
but that I can specifically point to I'd say the View
from the Mirror series of novels by Ian Irvine. It's
a fantasy series with some cool ideas. The very latest Matrix
trailer, which was just released yesterday or so, certainly
had some cool imagery, though.
Kraah:
Okay; the laaast question, ladies and gentlemen, is....
Zombie-Ralts:
What part of d20 do you feel that a lot of d20 publishing
companies are not really focusing on? What needs more attention,
but for whatever reason, isn't getting it?
Monte:
Well, I've gotta say, I think that d20, in general, is way
too conservative. I'd rather see books on more innovative
topics, rather than six books on dwarves, or another fighter
book, or whatever. I mean, some of those are quite good,
but I think the way to stay ahead of the game is to do something
that isn't just building off of something in the core books
-- a monster, a race, or a class. I'd love to see more add-on
type books, or maybe you could call them "plug-in" books.
Things like Necromancer's Book
of Taverns or Atlas' Seven
Strongholds. Things that are just bits I can stick
in my campaign. I can't imagine that we'll ever get oversaturated
with stuff like that, assuming it's good stuff. Beyond that,
let's see some new magic systems. Or a whole new psionics
system. Or something like that.
*
Transcript edited for style and clarity.
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