





Pleading the Fifth
If you're reading this blog, odds are you're aware of Wizards of the Coast's announcement that the next edition of Dungeons and Dragons is currently in development.
I have refrained from posting about it because I didn't want to take part in all the rampant speculation as to what this version will entail. But one thing does concern me: the above announcement has the subtitle "Your Voice, Your Game" and describes how they will "gather feedback" to create a game "that you want to run and play."
In other words, they're asking the public what they want in D&D. This, quite honestly, could backfire.
Picture this: gather 100 random people. Now ask each of them what kind of toppings they want on their pizza. Many of them will like similar things, and there is the possibility that certain toppings might count for a significant majority... But there are going to be those that want the "weird" stuff - like anchovies or pineapple (yeah, I said it!) - and will insist that their choices are the best and not care what people think. They may even scream it out loud for everyone to hear, try to convince others that their choice of toppings are the best by explicitly describing their reasons, and rail on those that think otherwise and suggest that pepperoni on a pizza is almost as bad as murdering kittens. And there are going to be several that don't care, want a list of options so they can choose, are vegetarian, are lactose intolerant, are allergic to tomatoes, would rather have a sub, want pizza slices cut in to squares, etc... etc...
And then there are those that might want something totally oddball. For example, I know of at least one person that tried to convince me that squid on a pizza was a good idea. Really? Squid?!?
I trust the team that WotC has chosen to develop the next edition, and I know that they will do their best to create a game I and many others will want to play. But I do not envy their job; it's going to be a hard road to travel, filled with landmines and potholes. I trust they will see their way through it.
Now, what do I want out of the next version of D&D... As far as game mechanics, I'm not going to make requests. I liked 3.5 and I liked 4E, so I see no reason to hate the next version regardless of how they decide to structure it. I would much rather leave the discussions of mechanics to people more qualified to do so: designers and players alike that have played the game consistantly since the day it was created.
What I *am* interested in is the licensing aspects of the new version, and what may happen to the extremely restrictive 4E GSL. But there's a problem with that: although Cook and Mearls are in charge of designing the new game mechanic, they are not responsible for the licensing. The licensing is in the hands of lawyers, an anonymous group hiding in the dark corners of WotC (or New York, as the case may be), and they are not the type of folk to ask the masses for suggestions on how they should license their money maker. But there has been hints that the licensing will be different, and I think that many of the non-lawyers at WotC realize the inherent flaws in the GSL, so there's hope still.
So what does this mean for publishing? As a third party publisher, we're now in a difficult situation. We could continue to create content for 4E, but in light of the announcement there mauy be several fans out there that would rather not invest in 4E - or abandon it entirely - in anticipation of the new version. Now I know that 4E isn't "dead" - there are at least three hardcover books on the schedule in 2012, so I don't think WotC is going to go dark with 4E content until the next edition comes out - but you have to wonder what kind of impact the announcement will have on their 4E product line this year.
Currently I have a few products currently in development:
- The Heart of Fire, a 4E adventure for a party of 10th level. This module is 95% done; it only needs a few remaining scenes written up and I need to commission some artwork (including a map of the island on which it takes place). This will continue as scheduled, and if all goes well should be released within the next 2-3 weeks.
- The Coming Dark, was to be a 4E adventure for a party of 1st level. This module was created almost a year ago, and since then I have learned a great deal about campaign design in the D&D world. As a result, I see a lot of flaws in its design (my main issue being that it could be classified as being "on rails")... so I intend to rewrite most of the module from scratch. As a result, I have decided to hold off this campaign until it can be created and released under the next edition of D&D. This of course means that it will not see the light of day for at least another year, but if it means it'll be a better product and fill the need for new content once the new edition of D&D comes out, it'll work out for the best.
- There are at least three different module concepts I have floating around in my head right now. If they end up being small delve-like campaigns, I might release them under the 4E GSL as well. But I might also hold off some of them until I can begin their development under the new edition. We'll see how things go between now and then.
The next couple of months are going to be an interesting time. It'll surely be a fun read on Twitter, at least.
NOTE: As you may have noticed in the above, I try to refrain from calling it the "fifth edition" or "D&D Next" (as it is being called on Twitter). Right now it has no name, so I don't want to start referring to it by something that it's not. Hopefully we'll know what to call it soon.
Gamma World Remnants: Accelerator Control Robot Guardian
In Where Worlds Collide, the party first needs to gain access to the computer systems that seal off the accellerator control room of what was once CERN. The site's AI, known affectionately as C3 (short for the CERN Computing Centre), has started to charge up the accellerator and intends to unlease a miniature black hole on Gamma Terra. Once the black hole is released, Gamma Terra will collapse in to a singularity and life as we know it will end.
Despite the multiple levels of security that block access to the accelerator core, C3 felt it necessary to add one final line of defense: a massive robot it refers to as "the Guardian". This hulking behemoth was manufactured out of the heavy machinery used to assemble and maintain the LHC itself. It has a wide assortment of weapons - laser batteries, flame thrower, flame retardant systems - and two arms. One of the arms has a enormous steel fist backed by pneumatic pistons, while the other arm ends in a five foot wide buzz saw.
For this encounter I wanted to give the impression that C3 had a lot of time on its hands, so whenever it discovered another new toy it did not hesitate to weld it on to the robot's frame. Therefore, I wanted this robot to be a walking arsenal of destruction, having every weapon and the kitchen sink at its disposal. It actually is the largest single stat block I've ever created for any 4E monster.
I never got around to designing the room itself, but it was going to be a large massive chamber with the usual bells and whistles prominent in most Fourthcore adventures. Since the module was meant for a party of level 5, going up against this level 8 behemoth was going to be quite the challenge.
Anyway, hope you all enjoy this one.
Where Worlds Collide - Accelerator Control Robot Guardian (PDF)
Items of Legend
About a month ago I was busy working on my next module, Heart of Fire, when I decided to take a minor diversion and do something different.
I chanced across the D&D 3.5e book Weapons of Legacy by Bruce Cordell, Kolja Raven Liquette and Travis Stout... and realized that such a thing didn't exist in 4E. The closest thing was using inherent bonuses, but beyond that players were limited as to how their weapons could be upgraded without being replaced. If you have a +3 sword you had it until you found a +4 sword, at which point you would toss the old one aside as if it was garbage or melt it down in to slag. Selling it was pointless - considering the two items are at least six levels apart the resale value would be inconsequential - so the players just threw it in a corner of the dungeon and forgot about it.
I originally set out to create a system by which a weapon could increase in power along with the player, and not just by increasing its attack bonus by one. I wanted legendary items that had a whole slew of powers that the player can use as they became "attuned" to the item over time.
But I did not want an artifact... These items aren't made to be sentient or intelligent. They do not have mood swings, have desires or get emotional. They just get more powerful, that's all.
Thus Items of Legend was born. This supplement provides basic rules for items that grow in level through exposure to the player that wields them. Included in the document are six items, some of which honestly have been influenced by video games of my past (Ultima VII, Everquest II, even a certain LucasArts game). And it's not limited to weapons; this mechanic can work for anything.
I hope this is useful to some of you. Eventually I might create more items that follow this mechanic, and I don't know if I'll post them here or make a sequel. We'll see.
For now, you can pick up Items of Legend on Drive Thru RPG! At the same time, while you're at it, all of our other products are on sale for the low price of $1.99 for today only!
-=O=-
I'd like to take this opportunity and thank Stephen Newton of Thick Skull Adventures (http://www.thickskulladventures.com/) for editing this document. As I've said many a time before, fluff and extended writing isn't my specialty, so my grammar and way of expressing myself has its share of issues. I appreciate his services, and he helped make this product much better than it would have been doing it myself. Thanks!
Gamma World Remnants: Gammacore Reactor Control
I've been wanting to release this for quite some time, just haven't gotten around to it.
This was one of the planned areas in my cancelled Gamma World "fourthcore" (or "gammacore", as some have called it) project When Worlds Collide. The whole campaign was meant for a party of about 5th level.
In similar style to previous fourthcore releases, this is one of four possible areas the players must traverse in order to reach a computer system at the North end. It's a combination encounter and pseudo-puzzle involving prisms and very painful particle beams.
Hope you enjoy!
Avoiding the Rails
NOTE: The following post may contain spoilers for the first chapter of my campaign, The Coming Dark.
As I've mentioned to a few people recently, I've been somewhat disillusioned with the fist full length campaign I'd created, The Coming Dark.
For a while, I wasn't sure why... I thought it was simply "DM burnout", or spending too much time in its design, general writer's block, aversion to interacting with the WotC forums, or something else I haven't quite laid my finger on yet. But since that first module I've published two others (The Endless Winter and The Dragon's Master) and am about to publish a third (The Heart of Fire), and during that process I have learned quite a lot about campaign design. And interacting with the Twitter and blogging community has helped me immensely to see the type of game people want or don't want.
I've come to the realization the TCD was, in essense, a campaign on rails. Everything occured in a linear progression, without any opportunity for deviation. Just to give you an idea, here is the chain of events for the first chapter of TCD:
- Part 1: The Village of Solis.
- Playes arrive in the village of Solis.
- Two unavoidable encounters.
- Extended rest and plot exposition.
- Two unavoidable encounters.
- Boss fight. Not the best of bosses, in my opinion.
- Part 2: Heading Out
- Leave Solis.
- Three to four optional encounter areas that are along the way to the destination. The path to the destination is a road, a predetermined path through which there is no other way to get around.
- Boss fight. Probably my favorite, even though it's gone through at least four different iterations.
- Part 3: The Tower of Light
- There is a direct path to the final encounter, which consists of 5 different areas (not counting the final room with the boss). Three of those areas are full on encounters.
- A lot of secondary rooms that are either completely optional or contain something that the party needs to advance. There is no obvious indication that that is the case. Several of the rooms expand on plot elements integral to the story, and if the players don't go through the effort to inspect these rooms now, they'll never get the chance again and they won't have any idea what's going on in the future.
- Final boss fight. Once the fight is over you are effectively ejected from the tower and do not have the option to revisit areas you didn't get the chance to.
In looking at all the above, it almost sounds like a season of D&D Encounters... The encounters are not avoidable, come sequentially and there's no way around it all. Just plow through as if you were "on rails".
With The Heart of Fire, I decided to attempt doing something different. I created multiple paths to reach the final destination, some of which are either full on roleplaying or "kill anything that moves" if you are so inclined. There are over thirty distinct encounters and situations, yet you only need to experience a fourth of those to reach the boss. The rest is just filler that the party can explore at their discretion; there is no pressing need for the party to rush to meet the boss (in TCD, there is most definitely a need to reach the boss quickly before he does something "really bad", so much so that one of the groups I'm DM-ing the campaign for is at the end of Part 3 and hasn't taken an extended rest since Part 1), so the players can explore at their discretion.
Also, the main setting of HoF is an island and you know where you have to go on it but you're welcome to work your way there any way you want. There isn't a long, clearly defined road that you must travel and not deviate from. Heck, I even included a random encounter list for the wilderness if the DM and party are so inclined. The party could wander the island, exploring every nook and cranny of it, for *days* if they want to.
In retrospect, I somehow like this system more. It gives the players freedom, and makes them feel like they're not being dragged around by a DM that positively, absolutely, has to get them to the next encounter or else he simply doesn't know what to do.
And even though TCD has less encounters and smaller maps than HoF, it's a good 30 pages longer. I think I wrote too damn much.
So, once I'm done with The Heart of Fire (for which I'm actively creating both D&D 4e and Pathfinder versions!), I'm going to revisit TCD and rework a great deal of it. This includes probably throwing out most of the Tower of Light, and maybe even reworking the continent and the storyline to allow for more diversity and to remove that sense that the campaign is on rails. I don't know how I'm going to do that yet, but I think it's necessary.
Now some of you reading this are part of my current campaigns, and maybe the above will provide a little explanation as to why I haven't been pushing those campaigns along for several months now. It's that simple: in light of what I've learned I've grown to not like my initial design, so soon I intend to rework the whole thing and make it a better experience for everyone, something I can be happy about and something I trust you will enjoy. If anything, you as players have helped me see that, so I ask that you be patient... It'll be for the best in the end, and the game will go on as soon as I feel it is ready.
Until that time, development on The Heart of Fire continues. The 4e version is complete save for two sections (one of which is waiting on me being able to commission a map of the volcano island of Pyrias, which I cannot get until my financial situation improves... Thank the holidays for that), and I've started to create the monsters for the Pathfinder version (which is a heckuva lot of work!). If all goes well, the module should be completed and published by the end of the year.
Be patient and stay tuned.