





Contest: Design a Treasure Vault
I am currently developing another module titled The Heart of Fire. In a style that seems to be somewhat typical of me, it's another big one - 116 pages at current count - but I think this module might actually be more usable because of the way it's designed. It's not a linear path... It's effectively a dungeon crawl where the players can take multiple paths to their primary objective, or deviate to do something that has nothing to do with the primary objective, or just wander around and kill stuff. There are several roleplaying options, lots of traps and lots of monsters. Should be fun!
The module is about 90% done, and all that remains is the design of three different rooms and for me to write a whole lot of fluff for the rest of the module (as I've said many a time before, I'm no good at fluff).
Recently, as part of the "RPG chat" that occurs every Thursday, the discussion came up about how one goes about creating a campaign. A lot of people mentioned how they have a hard time with the "nitty gritty", putting together the mechanics on how things work, and have a much better time just coming up with stories or descriptions of things. I am the complete opposite: I guess it's because I've been a computer programmer for thirty years, but I have a tendency to do all the mechanics first and foremost, and then fill in the blanks and make the story around that.
Case in point: in The Heart of Fire, the first thing I designed was the full stat block and tactical encounter map for the endgame boss. I had no idea what his motivations were, or why he was a "boss" in the first place for that matter. I had no clue what environment he would be in, or what would be involved along the way in order to get to where he is at. In the module there is currently a group of zealots known as the Blackfire Order that worship said boss, but at the time I created the boss' stat block that cult didn't even exist; I hadn't thought of it at all. I had a fully documented Level 12 Solo Controller with an arsenal of traps and devices around his lair, but I didn't quite know what to do with it. Everything leading up that didn't exist, and at the time I had no clue what it would be.
Over time I built a world around it, but I built it one stone at a time. Whereas some people may have a vision of the story from beginning to end in their head, I didn't have the faintest idea where it would go. Eventually I created the Blackfire Order (the aforementioned zealots), and another group of antagonists that get in the way, and the maze of tunnels inside the volcano that the boss calls home, and the island on which the volcano stands, and the small fishing village at the opposite end of the island where the encounter starts. Actually, I didn't even get that far yet: the page on which I am meant to describe Serpent's Cove - the village where the party begins their adventure - is completely blank. I haven't written a thing about it.
But every creature, trap and hazard has a stat block. I know exactly how much XP every room has, and I know exactly what level the PCs will be if they take certain paths. I have 36 encounter areas with detailed mechanics, ranging from every unique monster's stat block to the hit points and defenses of the average temple door... but every single one of them has a "read aloud" section that currently blank.
That's just the way I am, I guess. I'll deal with it sooner or later...
-=O=-
In the meantime, I thought I'd try an experiment and see if anyone out there will bite. After I created the boss and his lair, I created the following map:
At the time I didn't know what to do with it, or where it was going to go, or what's in it. Now I have a vague idea, but still nothing concrete. But like I said above, I know every mechanical detail about the encounter that's just outside the door to the North (7 monsters, EL 11, 2,950 XP) and the specifics on the trap that secures the door... but that's it.
I made the map using the "OK, let's see what looks cool here" school of design. A massive pile of coins lying in wait underwater? Let me mess with the transparency and color contrast to make the water look weird... Lit braziers? Let me see how putting an aura around the flame looks...
All in all, a neat little map... That's devoid of content.
So I leave this to you: using the map above, design what the contents of the room will be. Put in as many death traps as you want, pile it full of enough monsters so that they can't move, devise some sinister puzzle or contraption that makes it difficult to get so much as a coin out of this place. The room could be a real treasure vault, or a place of watery doom. Use your imagination!
Conditions: The only condition is that you do not alter the structural content of the room. You can add all the creatures you want, but you must not change the appearance of the room by adding objects. At least not initially, that is - objects might appear after the room is interacted with, such as things popping out from the walls, rising out of the ground, or simply appearing out of thin air - but when the players enter the room must be as it appears above. Again, monsters are the exception: put whatever you want.
Game System: The design could be of any level, and preferably for D&D 4e although I will accept other game systems with D&D mechanics (from 1st Ed D&D to Pathfinder). You can even "fourthcore" it, if you're so inclined.
Judging: Depending on how many entries we get, I will either judge them myself or find judges to take a look. We'll see.
Prize: These days I cannot guarantee retail prizes like I've done before as I don't have the resources to buy them, but I could guarantee prizes I myself have created since they're free to me.
So the winner - or winners, if there is a tie - will get a voucher from Drive Thru RPG for all the products I have listed there (CC1: The Complete Collection, retail value $13.96):
- The Endless Winter
- The Dragon's Master
- The Heart of Fire (once it is completed)
- M1: The Wayside Inn tactical map
- M2: The Ring of Stones tactical map
And, to be honest, if your design knocks my socks off maybe we can work something out to include part of all of it in The Heart of Fire. Of course, you will get credit for the creation in every way possible. No guarantees, but I like to keep my options open.
Deadline: All entries must be in by midnight December 18th, 2011.
So if you're up to it, show the world what you can do!
ETA:
I guess it would help to add the email: send it to contest@brainclouds.net!
In the Shadow of the Great Dragon
Gosh, has it been that long since a post?
As of late, my life has been somewhat complicated due to work and "real life", but that's not to say that I'm sitting on my hands doing nothing.
Recently I've given a lot of thought to my campaign The Coming Dark, and I'm starting to realize the problems with it. Maybe it's overexposure, maybe it's disillusionment, maybe it's the infamous "DM burnout"... I don't know. The one issue I have with it that I can point to and say "that's a problem" is that it's somewhat of a linear adventure; everything must happen in a certain order, and the players really have no option to diverge from the set path. At first I didn't have much a problem with it, but participating in a few games and seeing the community's commentary on the subject makes me realize that not many people really want an adventure that is "on rails". Players want diversity, an option to diverge from the path before them and get creative with the world around them. They seem to want an open system, an environment where the DM ends up improvising a lot that goes on.
For that reason, I've once again began to work on another campaign, and it's another big one (100+ pages as we speak) but it has a lot of room to play around in.
The premise (this is a very rough draft):
A long time ago, a great dragon known as Vulkanon lived inside a volcano on the small island of Pyrias, from which he tormented and destroyed everything around him. A group of adventurers led by a mage named Raylen Darathar entered the volcano to stop this menace... Nobody knows what happened inside, but Raylen was the only person to escape the volcano alive. Even so, he was successful and the volcano fell silent. The great dragon was no more.
But something inside Raylen changed as a result of the experience, and he became more hostile towards the people of the surrounding islands. The residents of Serpent's Cove - a small fishing village on the far end of the island of Pyrias - had a great deal of conflict with the mage, and eventually they had no choice but to banish him from the island. Raylen died shortly thereafter.
Now, several decades later, Mazon Darathar - Raylen's son - has returned to the island of Pyrias with one objective: revive the great dragon Vulkanon and use his immense power to destroy the village that banished his father. Filled with vengeance and the need revenge, he entered the volcano... and the tremors have started once again. No one knows whether it's even possible for him to revive the great dragon, but the village of Serpent's Cove and the surrounding islands can't take that chance.
Here are some of the features in it:
- The primary setting is an island with a volcano on it, giving the players the opportunity to explore the island itself before delving in to the dungeons towards their primary goal.
- Besides the two major quests, there are several side quests that the players can pursue. Plus there are a few areas that are surprises, such as a hidden vault of treasure somewhere in the mountain.
- There are actually two separate dungeons that the players can traverse to reach their goal: one of them is the Temple of Blackfire, populated by the religious zealots of the Blackfire Order that worship their "great dragon god" Vulkanon, and the site of the original temple that was abandoned due to a landslide but is now the point of entry of a large group of orcs that seek to claim the temple's treasures. Players are not require to go through both areas to reach their primary objective, but if they are in the mood to explore or to get more glory and treasure (such as the hidden vault, or a powerful artifact, or just a boatload of experience and things to kill) they can enter these areas easily.
- It is theoretically possible to reach the "endgame" encounters without any combat at all, using a series of complex skill challenges and a lot of roleplaying.
So I'm somewhat pleased with this new module, and if people out there don't run it as-is there sure are various concepts in it that can be reused. As I said, it's a big one but the players are not expected to visit every room in it. There are two areas that link up to the BBEG's inner sanctum, and even in those areas there are multiple paths and side rooms they can explore. Lots of encounters, lots of traps and the occasional solo thrown in for good measure.
As a sample of the product, I'm including two excerpts. The reason I'm including these is not only to give you a taste but they are some of the areas I'm somewhat concerned about in terms of mechanics.
- The Blackfire crypt in the abandoned temple, now homw to a group of undead horrors that seek to suck the life out of the living. Although this is loosely based on the Deathgrasp Sarcophagus in Dragon Magazine - instead of one, there are eight sarcophagi - I debated whether to make this a trap or an actual set of creatures. It's kind of both, so I hope I've documented it adequately enough to make it an interesting situation.
- The Heart of Fire, an artifact that can be assembled and has extraordinary power over elemental fire. I've never created a sentient artifact before and flavor text isn't really my strong point, so I'm concerned whether this is overpowered, underpowered or just plain wrong.
Feedback on the above is appreciated!
The module doesn't have an official name yet, but it is intended for a full party of level 10 characters and should be available within the month. I still have the usual issues - no artwork, and I despertately need to find someone to draw me a map of the island - but it's getting there.
One of these days I'll re-visit The Coming Dark, perhaps rework it so that it's not so linear.
Anyway, stay tuned; I'm still around! 🙂
-=o=-
On an unrelated note, The Endless Winter is now available in softcover color on Drive Thru RPG! It's on Lulu as well, but almost 80% more expensive as I've mentioned before. And as soon as I get around to making cover art for it, The Dragon's Master will be up there as well.
Please visit the Darklight Interactive page on Drive Thru RPG and enjoy my stuff!
When I get around to it (that's a common theme with me, if you haven't noticed), I will finish creating my own store front where all these products will be available as well. Stay tuned for that, too!
Print Publishing In a Digital Age
For the past few weeks, in and around moving from one house to another, I've been working on getting a hardcopy version of "The Endless Winter" up for sale somewhere.
Actually, let me clarify that... This all started with my own desire to have a tangible, hardcopy version of something I created that I can hold in my hands, raise over my head and shout "I MADE THIS!!!" I've been doing game design for nearly twenty years and everything that I've published has been virtual; when asked "can I see the game you wrote?", the only response I had was "go to this website and download it." Now I actually have a physical product I can shove in people's faces screaming "HERE!!! LOOK!!! THAT'S ME!!!" while I'm giggling like a schoolgirl.
This all may sound somewhat silly to you... But I have to admit I'm somewhat old school in this regard. In this day and age, where the print medias are dying a slow and painful death at the hands of e-readers, a physical copy is meaningless and might never be bought by a single person. In fact, I myself might be criticized as a "tree killer" for even considering printing a product.
But, you know, it feels good to hold it in your hands. It really does. It's like cradling a newborn child, thinking how you made that possible with your own two hands (or other parts, as the case may be). It's extremely satisfying.
So in order to figure all this out I used two separate venues: Drive Thru RPG's printing service and Lulu. As I analyzed these two services, I noticed that Lulu was significantly more expensive then Drive Thru RPG, and I wasn't sure why at the time. I mean... it's an identical product, isn't it? Well here's a little more information on that.
Drive Thru RPG
"The Endless Winter" was already listed on Drive Thru RPG, so it seemed a logical choice to try their printing services. It also helped me understand exactly what is involved in getting something ready for publication - I have to start thinking about things like bleed, saturation and color space, proper contrasting colors when printing to black and white, etc... - so there was a lot of trial and error as I went back and forth. It doesn't help that it takes Drive Thru RPG three days to tell you the file you uploaded was wrong, so it took me almost two weeks to get a version finally viable for publication.
Drive Thru RPG forces you to order a "proof" of the publication before you can put it up for sale, and you have to buy it at the price it costs to print (more on that later) and with royalty credit, so I ordered both softcover color and softcover B/W. When I got them, I was excited beyond belief - "look mom! I wrote this!!!" - but there were still some issues that had to be addressed. And those issues were mostly due to color selection and contrast, such as the "Dark" in the word "Darklight" being illegible on the cover (due to a lack of a lighter edge) or the wooden bridge being indistinguishable from the chasm in the black and white version due to no contrast. Nothing major, and all easily corrected.
Drive Thru RPG was pretty reasonably priced, significantly cheaper than Lulu, but you do not get a free proof. As far as royalties, if you sell a copy your revenue is calculated after they take their printing cost; for example, if you sell your book for $20 and it costs $15 to print, your revenue is based on the $5 difference.
Lulu
The first thing I noticed about Lulu is that it is a LOT more expensive. I mean like two to three times more expensive than Drive Thru RPG... So much so that the cost of printing no longer puts me at a competitive price point with other similar products. At first that didn't make much sense to me, but in time I noticed some significant differences and important features Lulu provides:
- For every publication you get a free ISBN (owned by Lulu, but still). This is a somewhat important number, and identifies your product as unique to the world. If you were publishing on your own, it would cost you $125 to get one ISBN (the price goes down if you buy several at a time).
- Lulu has several other avenues of sale than just their website; you can sell it on Amazon, for example. Your profit may get eaten up by the $10 "Retailer Fee", so you might want to start hoping for some serious volume.
- The first proof of a product is FREE. You have to pay for shipping, but that's significantly cheaper for something that could effectively be a shot in the dark.
And, above all that, I have to say one thing: the hardcopy proof I received from Lulu is stunning compared to the Drive Thru RPG one. Print quality and materials are superior by far, it's not as over-the-top glossy as the Drive Thru RPG prints (which are pictured above) and it just feels like a quality product. By comparison, it makes the Drive Thru RPG softcover feel like newspaper stock.
Lulu's very blunt about their prices, but they do not appear to take a percentage beyond the cost of printing the product. So if your product costs $15 to print and you sell it for $20, you keep the $5 difference in full. Despite that, since Lulu's prices are higher you're not making as much money, but with the possibility of selling it across multiple major venues that may balance out due to volume (one can only hope).
Conclusion
So while I wait for my final proofs from Drive Thru RPG, I have listed "The Endless Winter" on Lulu. I'll be honest: that's not the price I want to sell it at, but as it is I'm not making a whole lot of profit and if I price it any lower I'm losing money. Once the Drive Thru RPG proofs clear, I'll list it there significantly cheaper but arguably inferior in quality.
Is the quality worth the significant price difference? Some would argue yes, others not. Personally, if I saw both products side by side I'd be somewhat hard pressed to pay almost double for the Lulu one, but I guess it matters on what you're buying. If this was meant to be a coffee table book or something that would serve in part as decoration then yes, the Lulu book is much prettier. If it's just to run the campaign, heck, I can do with printing the PDF personally.
So buy it at Drive Thru RPG if you:
- Want to save a few bucks.
- Just want a print copy, knowing full well that it's not as high quality of a print copy as it can be.
- Are feeling charitable and want to help me out by buying at a place that gives me better revenue margin.
- Have store credit that you want to burn.
Buy it at Lulu, Amazon or wherever else if you:
- Want a high quality, really nice looking product.
- Want to help put me at the top of Amazon's bestseller list.
On a semi-related note, I am in the process of creating my own online store where I can sell all my products and not have to worry about someone taking part of my margin. This will allow me to do things like buy hardcopies in bulk (Drive Thru RPG gives a 5+% discount if you buy 50 or more of your own product) and make more. Stay tuned for that!
Future Projects
I have a few other things in the works, including another module that is somewhat inspired by Fourthcore. Once I have something to show for that, I'll post it. One teaser: an exploding island is involved... Should be fun.
I also have some more Gamma World Remnants to post, such as the reactor room from Where Worlds Collide. That will be posted in the next week or two.
In the meantime, you can watch the orc horde trounce anyone that opposes us in the Fourthcore Team Deathmatch, Round One!!!
Mapmaking for the Non-Artist, Part 2
This is a continuation of Mapmaking for the Non-Artist, Part 1.
Been so busy that I didn't realize how much time had passed since the last installment. So here ya go with part two!
Preface
Before I continue, a few of you suggested the obvious thing I should have mentioned in the first post: you can create a grid once and simply use that file as a basis for every other file you make.
Well, I do just that so I figure I'll share mine: here are the two base files I use for all my maps, a large 50 DPI grid and a small 50 DPI grid. Hope these are useful!
Download Links:
Large (50in x 50in @ 50 DPI) grid
Small (20in x 15in @ 50 DPI) grid
PART TWO: SETTING THE SCENE
In this installment we are going to start to make the physical aspects of the room: walls, floor and doors. We'll deal with all the cosmetic stuff in the third installment.
Defining Your Goals
Before you start drawing, you need to have an idea of what your objective is. It does not have to be that specific; honestly, most of my better maps were thought of during the process. For example, I had no idea what Whiteforge was going to look like on the inside but I knew the rooms I wanted.
Throughout this tutorial I thought it would be best to have a specific goal in mind. So, in honor of his return to Wizards of the Coast, our goal is to create a map for use in Monte J. Cook's very own "The World's Shortest (Yet Technically Complete) Adventure: The Orc's Pie Room".
In order to make this room, we need the following:
- A 10' x 10' room. For argument's sake, let's make the walls stone and the floor brick.
- One door (currently closed) leading in to the room.
- Let's assume that the room is inside a dungeon, so the other side of the wall is solid rock.
- A table on which to put the pie and, clip art permitting, an actual pie.
- A medium-sized orc.
So let's get started!
The Workspace
If we give the map a 1 square cushion on all sides that makes the map 4" x 4". Let's keep it at 50 DPI for simplicity's sake (and so the images fit in this post), so we're talking about a 200 x 200 pixel image. Using either the guidelines mentioned in Part One or by cropping one of the files listed above you should be all set with a blank 4 x 4 grid.
The Floor
Here we turn to Profantasy's clip art. Searching through the "Terrain" folder we find a file called "Brick Grey H_LO.png", which is a 100 x 100 pixel image of a brick floor. Perfect!
Ensure that the "Floor" layer is active and all the other layers are locked. Drag/drop the terrain on to your active document and there it is! Now depending on how you drag/drop it, it might not be in the exact position you want; the best way to adjust that is using the arrow keys and looking at the "X" and "Y" values in the left side of the "Symbol Properties" area. They should be 50 and 50, which means the tile will span the 2 x 2 grid in the center.
Here is where I point out that the leftmost "Symbol Properties" is going to be your best friend FOREVER! You may be able to eyeball positions, but there are certain cases where if you're off by so much as a pixel everything goes wrong. The "Symbol Properties" allow you to look at and explicitly set the width, height, X and Y values of the object in question. Let's show you how to use that...
We need to create a hallway for the door entering the room, so we take the tile we've already dropped (that's at position 50/50) and copy/paste it. Now, with that new object selected change the "X" value to 150 and make sure the "Y" value is 50; the result would be that the tile moves to the right side adjacent to the original tile.
But the tile's too big! Right-click on the tile and choose "Edit" -> "Crop Selected Bitmap". A black marquee will appear around it. Now you can either move the top edge down 50 pixels by hand or do it the easy way: manually change the numbers in the properties (see image) and hit Enter. Done! You now have a 5' wide hallway in the Southeast corner heading East.
Over time you may get the hang of doing this cropping with the mouse (once you get enough pieces in a map, Fireworks automatically snaps to existing X/Y boundaries of other objects), but in the beginning (personally, pretty much all the time) I manually enter the values for positioning and cropping. The math's not all that difficult; it's always multiples of the DPI.
Also do remember one thing: now that you have this one piece cropped and sized, you can copy/paste it as many times as needed to extend the hallway.
The Walls
First, remember to lock the "Floor" and unlock the "Obstacles" layer. Now comes fun part #1: making a complex path for the walls.
As in real life, the walls are a collection of rectangles that are simply welded together, or "joined" if you want to use Fireworks terminology.
For a 50 DPI image, I go with 10 pixels as the wall width; that equates to about a foot, so it works out. For a 200 DPI image that would be four times the size, or 40 pixels. But, since the walls are supposed to be right on the grid lines, they take up space equal to the grid line +/- half the wall thickness.
So now we create a bunch of rectangles. The way I tend to do it is to just draw them freehand in a reasonably close position to where they're supposed to go, then manually adjust the values in the Symbol Properties. In our example, we need a total of five rectangles. The rectangle that makes the Northernmost wall will be 110 pixels wide (100 pixels for the base size, plus half the wall thickness at the ends), 10 pixels high and positioned at 45/45 (offset by half the width). The image on the right shows the rectangles with a slight transparency just so you can see their position relative to the floor below.
NOTE: For any wall that extends off the map, ensure that you make the rectangle larger so that it does go off the map. If you leave it at the map's edge, when you give the rectangle a border it will be visible.
Once you draw all the rectangles, select them all and choose the menu option "Modify" -> "Combine Path" -> "Union". This will create one contiguous polygon.
Now at this point they don't quite look like walls. Might as well pretty them up now! The "Properties" window at the bottom of Fireworks is divided in to five sections. Here are the settings for three of them:
Section 2 (from left): Fireworks comes with a collection of fill patterns, one of which looks pretty good for walls. While the polygon is selected, choose "Pattern" -> "Moon" for the fill category. It will apply it to the texture, but in its native format is rather big for our taste, so with the mouse grab one of the black squares that should now be visible and - while holding the Shift key - drag it so that the "L" becomes smaller. Also, in order to make it appear less repetitive, you can choose to rotate the pattern by clicking and dragging the line between the "L"'s endpoint and the center dot.
Section 3: As for the stroke (the border), I always choose Black, 2-3 pixel width, "Basic" -> "Soft Rounded" as the stroke category and 100% as the edge softness. If you want to give it a slightly rough look, you can set the texture to "Grain" and the amount of texture to 50%.
Section 4: Click on the "+" sign and choose "Shadow and Glow" -> "Drop Shadow". The default values are fine at 50 DPI, but you can mess with them at your discretion.
For reference, here are the values I normally use:
The Exterior
Now fun part #2... creating the solid stone that fills the space on the other side of the wall. What we want to create is a polygon that encompasses that area, using a similar style as above.
There are a variety of ways this could be done, depending on the complexity of the map area that the players could actually navigate. One method is to simply create a bunch of rectangles and join them together (which is the method I will use below), while another is to create one massive rectangle and "punch" pieces out of it.
Before we continue, ensure you are in the "Obstacles" layer and turn all the other layers off.
Because of the effect we intend to use later we want the rectangles to be larger than the map's physical canvas, so I'm using our DPI (50) as a cushion and start drawing rectangles; if you don't do this, the inner glow we will apply later will be visible along the edge of the map. I draw the rectangles fairly roughly and close to their positions at first, then edit the numeric values in the Symbol Properties like I did above to make sure they line up perfectly.
Then select all the rectangles you created and choose "Modify" ->"Combine Paths" -> "Union". This will join all the rectangles in to one contiguous object (see image to right). There is the possibility that some of the points will appear redundant, such as the ones along the edges, but that may not matter. You can usually leave them there at first, but as the map gets larger you may want to selectively delete some of these points (using the Subselection tool) in order to decrease the complexity of the polygon.
At this point ensure that the object is at the bottom of the layer, which you can ensure by selecting the object and choosing "Modify" -> "Arrange" -> "Send to Back".
Now it's time to texture it... I use the either "mountain light_hi.jpg" or "mountain light_lo.jpg" from the ProFantasy collection, which you can choose by selecting the new polygon and going to "Pattern" -> "Other..." in the Fill options and choosing your texture through the file browser. In order to make the texture repetition less obvious, I like to rotate the texture slightly after it is applied (see image to the right).
Finally, it's time to give it a little bit of effect and show why you created the polygon larger than the map's area in the first place. In the "Filters" section on the bottom, choose "Shadow and Glow" -> "Inner Glow". For the "Width" and "Softness" values, I've found that setting them both to half the DPI (25, in our case) works fairly well.
The result is what you see: an outer area that looks like solid stone.
Conclusion
And there ya go... The orc has his room!
If you wish to see the Fireworks PNG with all the components, you can download it HERE.
Over time you'll begin to realize that this style of mapmaking feels more like mathematics and geometry than actual artistry. I find myself calculating coordinates and dimensions with a calculator and manually entering the values in to the Symbpl Properties more often than not; I hardly ever freehand draw anything, unless I want it to be badly drawn (like natural cave walls).
In the next installment we're going to put a little more decoration: doors, furniture and an actual orc.
Gamma World Remnants: Lepus Maximus
When the submission window opened for Dragon and Dungeon magazines, I immediately did the same thing I did the last time: proposed The Fortress of Dr. Neb and Where Worlds Collide as Gamma World adventures/delves.
Chris Perkins was thoughtful enough to answer at a greater length than the "we don't want any, thanks" one liner I'd gotten before:
Hi David,
I appreciate your devotion to the D&D Gamma World game (I’m a big fan of it myself), but we’re not looking to support it in the magazines. The decision has nothing to do with the game per se, which was always intended to have a finite product line. Wizards has made a brand/marketing decision to focus the magazines’ efforts on promoting the core D&D game experience.
We all kind of expected that to be the case: they have to focus on their core product, and there currently isn't any room for Gamma World. And, with its lack of support in the GSL, there isn't much of a venue for it at all. "It's not dead... it's restin'!"
The "finite product line" is an interesting comment; it means that there is no plans for any more Gamma World core manuals or add-ons. Legion of Gold was the last rulebook for it, and it will now have to wait until the next version. Maybe I'm interpreting it incorrectly, but I like to think that that doesn't necessarily mean modules or other "accesories".
But I have all these bits and pieces... What can I do with them? Simple... Give the stuff away!
This will be blog-exclusive content: it will not be in PDF form, and I will make no effort to actively sell or distribute any of this Gamma World content. I hope this isn't a problem (read: please don't sue me!). These remnants of Gamma World include elements from both the modules I mention above, and hopefully someone out there will draw inspiration from these bits and pieces and use them in their own campaigns.
So here we go... The following are excerpts from the now defunct module The Fortress of Dr. Neb... Enjoy!
Site 13
About thirty miles outside of Wildwood there is an abandoned missile complex known as "Site 13". It was buried under the desert sands for hundreds of years, only to have been recently discovered by the nefarious Dr. Neb.
But unlike the hundreds of missile silo that dotted the countryside, this one was not disassembled and still contained what it was designed for: a serviceable LGM-25C Titan II intercontinental ballistic missile, somehow overlooked by the military and left in its silo. The nuclear warhead, the navigation systems and the fuel were removed at some point, but in the hands of the doctor it won't be long before it can fly again and become an implement of mass destruction.
Dr. Neb began to prepare the missile intending to use its existence alone as a terror weapon, giving the residents of the surrounding area a choice: capitulation or annihilation.
Lepus Maximus
Dr. Neb had hordes of minions under his control, but that wasn't enough to defend such a prized possesion. He needed the ultimate guard dog to defend Site 13 from unwanted guests while he continued to make the missile flight worthy. He turned to his expertise in laboratory science and created what he called the Lepus Maximus: an enormous white rabbit that was close to ten feet long and weighed over three tons.
This behemoth stood within the electrified fencing of Site 13, lying motionless and obscured inside a specially made hangar filled with straw. If anything breached the outer perimeter, it would immediately spring in to action and pounce on it, tearing through it with teeth the size of dinner plates.
This creature was so large that it could theoretically be used as a mount, but after the giant rabbit ate one or two of them two Dr. Neb's minions didn't want to get anywhere near the thing.
NOTE: "thunder" damage should probably be "sonic" instead.
Curse my traditional D&D 4e ways!
If you find a way to use the above, I'd love to hear about it. Otherwise, enjoy!
Next installment: Rollin' Down I-13 in a school bus. Just mind the raccoons!