Saturday, February 2, 2013

Interview with Robert S. Conley

I recently talked with Robert S. Conley  about design and the Old School Renaissance. He also discussed his latest project, Scourge of the Demon Wolf. Rob is a game designer, veteran GM, and the man behind Bat in the Attic Games. For more information on his products you can visit his blog or his company website at:


About himself


BD: You just released a new module for Majestic Wilderlands called Scourge of the Demon Wolf. What is it about and how has it been received?
Robert S. Conley  (RC): It is about the village of Kensla supposedly being terrorized by a demon-possessed wolf and his pack. However there are complications and red herrings that the players will have to overcome to find the out the true threat. It represents the type of adventure I typically run.
Initial sales are doing well about 2/3rd of the Majestic Wilderlands at a similar point. About 100 total copies versus 150 copies of Majestic Wilderlands at the same point in time. The reviews have been positive so far, including yours, for which I am thankful. We will see how we are at the end of the year.

BD: What is the Majestic Wilderlands all about?
RC: It is my fantasy campaign of thirty years. I started it around 1982 and ran it for the last thirty years with at least a dozen distinct groups with a major campaign about every two years or so. I also used a variety of systems. The main games being AD&D 1st Edition, Fantasy Hero 1st Edition, GURPS 2nd, 3rd, 4th, and Swords & Wizardry. Right now I am running a weekly GURPS 4th edition campaign and a bi-weekly Swords & Wizardry campaign at the Gold Star Anime in Edinboro.
Initially it was just the Wilderlands of High Fantasy by Judges Guild. What made my campaigns different from other referees in my hometown is my willingness to let my players “trash” the setting. I then used what they did as the background for the next campaign. I liked it and the players seemed to like it so it went on from there.
Around 1988, I redrew the maps by hand as my original JG maps were getting too tattered to use for regular play.  At that point I expanded the scale and wrote some ret-cons about the campaign background but preserved everything that the players did in the previous campaigns. That when my Wilderlands of High Fantasy became the Majestic Wilderlands.
Since then I would say that my campaigns are mostly about the adventure created from the clash of culture, religions and society. The players pretty much get to pick where they want to start at both in locale and in the background of their characters. I work with them to fit what they want to do within the background and off we go with the campaign.

BD: How long have you been involved in table top RPGs?
RC: Since 1978, I was in sixth grade.  Ironically I first learned about Dungeons & Dragons from a jerk my age who teased me for NOT playing Dungeons & Dragons. I had a friend, John, who I played a lot of wargames with. One of us got the Holmes Bluebook and we ran each other through the Portown dungeon.
I was the first to play. I rolled up a magic-user, went down the stairs, took a right, and ran into the skeletons in the room beyond. I fired my one magic-missile, took one of them out and then they hit me leaving me with one hit point. I tried using the parry rule but then realize that I couldn’t attack. I fled and they cut me down. My reaction was “Holy crap that was cool, let’s roll up some more characters and try it again.

BD: How was your first gamemastering experience?
RC: To tell you the truth I can’t remember my first experience refereeing. It was probably with my wargame buddy John. But I do remember a light bulb going off in my head when I realized that I could create my own worlds using this game. I was a huge Tolkien and loved the appendices and the Silmarillion.
My only gaming regret from my initial days of refereeing is that all I have is one crudely drawn map of the original setting I created. My mom had a stack of letter sized graph paper that used 1 inch squares. I used about two dozen sheets to detail each area. I think each square was five miles.

BD: Aside from writing RPGs, what other interests do you have?  
RC: Outside of gaming? My family, and scouting; both of my boys have various activities I participate with them in. I have been a software developer since the mid 80s. Gaming wise, I created simulations of historical spacecraft, notably the Mercury Space capsule. It is accurate and detailed enough to use the original flight plan. The program I wrote them for is Orbiter Space Simulator and I highly recommend it for anybody who wants to get a taste of what real space flight is like. It is free to download and use. Orbiter has fictional spacecraft that are automated enough so that a novice can fly them.
I was involved in live-action roleplaying for over ten years. Mainly boffer LARPs, i.e. D&D in the woods.  From 1999 to 2003 I owned a successful LARP chapter. I made a lot of good friends, and the physical activity was good for me. The limitations and strength of LARPS really helped me with my tabletop refereeing. Being exposed to alternate forms of roleplaying helped me focus on what makes tabletop unique and to craft a better game for my players.

BD: Based on these experiences, what are your conclusions about the strengths and limitations of LARPS and of tabletop roleplaying games?
RC: Tabletop is the most flexible form of roleplaying games due to the ability of the human referee to improvise at need in response to what the players are doing. While a strength, keep in mind that everything at the table is filtered through one person, the referee.  There are limits to how much a single individual can remember and manage.
Live-Action has a limitation in that the event directors are limited in manpower and to what people can do during the day. More than once while running events, I and others have misjudged how much effort was needed and were left with an exhausted crew by the middle of the event.  Also it takes time to physically setup and tear down encounters and modules.   And there can be a suspension of disbelief required because the LARP could have a limited budget for costume and props.  Finally Live-action require coordination of a large group of people, both players and the event staff some with personal issues from time to time.
However boffer Live-Action is highly immersive even for players that are not otherwise into roleplaying.  For non-roleplayers the physical action can be hugely fun. For roleplayers it is easier to slip into character as you are really there talking and interacting with a group of people instead of a single referee.

BD: How did you first get into the RPG industry?
RC: Around 1999, I found Bob Bledsaw Jr. and contacted him. He gave me his father’s email and that led me to becoming involved with the Wilderlands Boxed Set by Necromancer Games. There were a lot of people involved with that product. My main contribution was three maps worth of villages and the overall format. Much of the Rorystone Road PDF (at Necromancergames) was taken from my proposal for how to write up the boxed set.
That project led me to working on some Judges Guild projects with Eostros Games. They worked with Goodman Games on several updates of classic Judges Guild modules. My personal break came shortly afterwards when Dwayne, Tim (two of my oldest friends) and I successfully pitched Points of Light to Joseph Goodman. I developed the overall concept, Dwayne helped with the details including writing 90% of two of the settings.  And Tim helped with the editing and getting the product into shape. Then finally the combination of Print on Demand, a licensing agreement with Bob Bledsaw Jr., and the rise of the OSR allowed me to start up Bat in the Attic Games.
Joseph Goodman and the Goodman Games team are outstanding to work with and I owe my professional start to them. However it is two of my oldest friends, Tim and Dwayne, who I owe the most to. Half the material in the Majestic Wilderlands Supplement comes from me refereeing their antics in the Wilderlands. Dwayne is a top notch rules guy and great at creating details for adventures and settings. Tim has written professionally before in other writing genres and was a great help in getting me to write better and often took the thankless job of editing. He also is killer at creating memorable character and has unique mapping style. And we still play together today thanks to Virtual Tabletops.

BD: What were you primary goals when you started Bat in the Attic Games?
RC: To publish my sandbox/hexcrawl material and to publish the Majestic Wilderlands. The first because I feel I can contribute a lot of original material on the subject, the second because I think people will enjoy what I created for the past thirty years and I would like to present it in as polished form as a I can.

On the Old School Renaissance


BD: What is the Old School Renaissance (OSR)? How do you define old school?
RC: The Old School Renaissance is a group of gamers focused on playing  older edition Dungeons & Dragons and publishing materials for older edition D&D. Because of the work of the group who created OSRIC it became obvious that if you omitted the newer rules from the d20 SRD what was left allowed you to publish for the older edition D&D of your choice. The only limitation is that you can’t cite compatibility with the D&D trademark.
As for old school, it is highly subjective. In 1979, I was more interested in what my players were trying to do to build up power in my setting than any dungeon crawl. I guess the fact I ran, and still run, my campaigns in what now called a sandbox style would count as  Old School.
But honestly just about everything you see today was done back in the day. Sure the term “storytelling” wasn’t in use until White Wolf, but you had the hard core roleplayers who acted as their characters while playing. In my area a lot of Runequest 2 games had those types of players. Fourth Edition (D&D)-style gaming was known as being a munchkin, rule lawyers, or were the gamers who liked crazy-ass complicated games like any of the FGU RPGs.
But I didn’t answer the question. What do I consider Old School? I guess to me Old School is living with the consequences of your dice rolls and your choices. You make a mistake you live with the consequences with no take backs. The reason I feel that way is that when I do succeed I feel like I earned it and victory is all together sweeter. 
Back then there was nothing like a roleplaying game. The closest anybody came was make-believe and by sixth grade all of us knew the problems with that. The old “Bang your dead, no I’m not”- problem. But with tabletop the dice were impartial and to fudge their result was viewed as cheating. We might as well go back outside and try to shoot each other with our fingers. With D&D, we had a way to pretend to be somewhere else or be somebody else but also have it be a challenge, with no idea what was going to happen because of what the referee had planned or what the dice may roll. There was nothing else like it.

BD: What mechanics or kinds of design do you associate with OSR?
RC: The OSR is about the playing of older edition of D&D. Pretty everything from the original 1974 rules to 2nd edition AD&D.
Old School Gaming in contrast is about gamers who figured out that older games work just as well today (or not in the case of some) as they did back in the day. Traveller, Runequest, Tunnels & Trolls, didn’t become obsolete with the passage of time.  Now some of these games or editions could have been better written or presented. And with a few, like OD&D, it is impossible to say definitely that X is the way to play them. With the renewed interest in Old School Gaming, people have figured out how to make the older games work. Now we not only got the new but the old as well as choices for our campaigns.

BD: Some of the OSR material out there has incorporated mechanics associated with newer games or later editions of D&D (ascending AC for instance). Beyond these do you think there is a place for modern approaches to design in the OSR?
RC: Certainly, for me it’s Ascending AC, mathematically it works out the same and it lot easier to use on the fly. However I think Swords & Wizardry did the right thing by including both systems of AC. But it is a personal preference. Gamers should go with what they like.

BD: Switching it around, what can the OSR offer proponents of modern design?
RC: That the human referee is paramount and central to the experience of playing tabletop RPGs. It is the one thing that the other forms of roleplaying do not have and can’t replicate. One of the main design points of a modern system is to minimize the work the referee has to do prepare, and manage a campaign using that system. Note this doesn’t always mean simplicity or abstract is the way to go, especially if the design of the game is meant to be detailed in certain areas.

BD: What has the OSR done for the gaming community? How has the OSR changed the way people view earlier editions of D&D and other games
RC: It proved that older games don’t go obsolete, that the upgrade mentality that treated RPGs like computer software is baloney. While the term OSR got attached to the group playing older edition D&D, older editions of other games benefited as well as people realized that if an older edition of one game is still fun to play then it applies to older editions of other games as well.

BD: In this age of edition wars and online tribalism, there is no shortage of criticism of the OSR. When people accuse the OSR of being too orthodox or reactionary what is your reaction? How do you feel about the term “Grognard”?
RC: Yes there are groups that are reactionary. And they are rightly considered part of the OSR as they play an older edition of D&D. But what gets missed is that they are not gatekeepers. There are no gatekeepers, every single individual that has raised a complaint can go out and publish their own retro-clone, adventure, or supplement.
As of May 2012 there are over 700 products made specifically to work with one of the older editions of D&D. This is not including any of the other very similar old school products like Mutant Future, Stars without Number, or Hackmaster. What it means in the end is that a person’s view of the OSR depends on where they look. Even I can’t keep up with all that is going on.

BD: You recently posted images of your gaming library on the Bat in the Attic Blog. While you do have a large amount of old school material on the shelves, there were also some newer games like D&D 4E. When you game at home, how much of what you do would characterize as old school? What are your feelings toward newer games?
RC: I have run the following in the past five years, Harnmaster, Classic Traveller, Champions (Hero System), Swords & Wizardry w/Majestic Wilderlands, GURPS 4e, D&D Next, and D&D 4e. Right now the only other systems I would seriously consider running is FASA Star Trek. Also I would run Pathfinder, or D&D Next if the circumstances called for it, like a game store event.
How Old School am I? I had some say I am pretty Old School. Mainly I just try to do my own thing. Pretty much everything I do today is refined from two things. Players are free to trash my settings under one condition, they roleplay as if their characters are really there. And everybody, including me, has to live with the consequences of the dice rolls and their choices. Is that Old School? To me it sounds like fun and makes good sense.
As for newer games, I am not as excited about mechanics as I used to be. So I find myself really not caring about the rules unless they bring something new to the table. I will get something like the Dresden Files so I can read about how they interpret the novels into an RPG. Another example is Green Ronin’s Fire and Ice RPG. It has a nice subsystem for generating a noble house for your character and integrating it into play. 
Understand it’s not that I think newer games are bad, it just my thinking at this point is that RPG Design mechanics now largely a matter of taste.  For me this crystallized when my friends and I tried to run Hackmaster 4e. We were doing character creation and we realized that we just didn’t care to do all the fiddly things they were asking us to do. We agreed it well put together for a class and level system but if we are going to go that detailed we might as well be using GURPS.

BD: You recently pointed out that over 350 products have been released for older editions of D&D between 2010 and 2012. Is this good or bad in your opinion?  
RC: It great and exactly how it should be. Seriously does anybody want to be under the thumbs of gatekeepers again, however well meaning? Granted it just a form of entertainment, but what it represents is the difference between being a subject and being a citizen. Being a citizen is more complicated and everything messier. But it beats the alternative.

On Adventure Design


BD: How would you characterize your approach to adventure design?
RC: Setup an initial situation, see how the players deal with it and ad-lib the consequences hopefully picking ones that make sense and are interesting.

BD: In Scourge of the Demon Wolf you place a lot of emphasis on characters and situations. In a module, what are the qualities of good character design?
RC: Believable personality and motivations based on their circumstances.

BD: Do you have a process for writing modules?
RC: For a standalone or commercial module, I figure out an initial situation that can apply to a wide variety of campaigns for that genre/setting. For Demon Wolf, there is a wolf terrorizing a village, why should the player care? Well there we get into multiple choices. The one I focus on is the Baron empowering the players to act as his agent. I emphasize that having the favor of a Baron is very useful. And I give other possibilities.
During a campaign, I look at the setting notes, look at where the players are in the campaign, craft a initial situation that fits the circumstances, figure out which NPCs would be involved, and then detail the needed physical locales.

BD: You are seen as a champion of the sandbox. Do you embrace this label? What is a sandbox adventure to you?
RC: I embrace it. I think it is a neglected technique that got lost in the focus on settings in the travelogue format and tournament style dungeons. However realize Sandbox is just a technique, just one of many that work for tabletop roleplaying games.
One problem with the current perception of the sandbox is that it’s really several techniques that can be used together. First it is a way of presenting a setting (i.e. the Hexcrawl map), second it is a way of managing a campaign (i.e. Sandbox play), and finally it is a particular style of campaign: the Hexcrawl (wandering and exploring the landscape).
To me a sandbox adventure is part of a campaign embracing sandbox play. The adventure itself has an initial situation that the players encounter. The players act or react, the referee judges the consequences, and then repeat the cycle.
The creativity of the referee comes not from writing a preordained set of events but rather in picking which consequences are probable and interesting. To me interesting means that which leads to the possibility of more adventure. I figure that is a fair way of doing it as adventure is the main point of playing tabletop in the first place.
The key thing is to let go of any preconceived notion of how things ought to go. If you judge several consequences to be equally probable then let the dice determine the result if they are all equally interesting. In short you have to be willing to let the players trash your setting.
The sandbox campaign is run the same way but with a larger scope. There are a couple of additional techniques that help with the larger scope but it run pretty much the same way as the sandbox adventure.

BD: There are a lot of different definitions of sandbox being used online. What are some of the major misconceptions about this style of play?
RC: The major one is where the players are placed at starting point and told to “go explore”. This has resulted in a lot of failed sandbox campaigns from reading the blog and forum posts. The problem is that “go explore” without any prior information only appeals to a very limited set of players. The rest feel like they are drawing darts at a board in the dark for all the meaning their choices have. The solution to this is to provide the players with the context needed to make their initial decisions. In the form of rumors or initial background, then they can make a meaningful choice.
Also I think we need to start distinguishing between a sand box campaign and a hexcrawl setting. The hexcrawl is a just a way of presenting a setting. I think it happens to be most useful for a campaign centered on the character wandering the landscape. But it can be easily used for other types of campaign just as a setting written in a travelogue style can be used for a sandbox campaign.
To me a sandbox campaign is simply a campaign where the referee will let the players trash his setting. Being willing to detail what the players want to see rather than what the referee wants the game to be about.

BD: There have been a lot of trends in adventure design over the years. If you had to examine the major periods in RPG history, and identify two adventure design trends from each, one that was good and one that was bad, what would they be?
RC: The 1970s saw the advent of the tournament style module. The good thing is it was a practical and understandable format that resulted in an expansion of published RPG material. The downside? Well  I think it put adventure design in a straight jacket that the industry is still trying to get out from under.
The main problem is that it doesn’t scale. Which is why we never saw original Greyhawk, Blackmoor or El Raja Key published, at best we get tournament style re-writes. The problem isn’t the format. It works great for its original purpose;  presenting an adventure to be run the same way by multiple referees for multiple groups in a fair way at a D&D tournament at a game convention.  It works great for the organized play system we have now. But try to push it to create adventures of a larger scope, or adventures that involve more than the details of physical locales it doesn’t scale or adapt well.
I don’t know what the alternative is. My instinct tells me that at the least it will involve the author teaching the reader how to run the adventure. My theory is that if I can sit down and teach you how to run the adventure, then I can write it down so you could learn how to do it from reading.
The 1980s saw the first adventure paths namely the Dragonlance Chronicles. The good side was that it extended tournament style format to truly epic plots. And unlike the Tournament style modules alone the adventure path scales. The downside is we got the railroad. It takes careful design to create an adventure path where the logical choices allow the subsequent modules to remain useful. Bad design meant the referee is forced to railroad his PCs down the plot.
The 1990s was really more about the settings and the NPCs. Largely because of White Wolf and the World of Darkness. More emphasis was giving to the web of NPCs that made up an adventure than detailed descriptions of locales.  The downside is that it went overboard on the detailing of NPCs at the expense of location details. It also made these adventures less approachable. D&D refereeing adventurers exploring a dungeon maze is far easier to grasp than trying to adventure among the plots of the vampires of Chicago.
The 2000s saw everything and anything tried but mostly what stood out was the refinement of adventure paths by Paizo and the people actually managing to write mega-adventures using the tournament style format. But rather proving that it could done, even the successful mega-adventure showed how difficult it was to scale the format and to affordably publish it.

BD: Where do you tend to get your inspiration from?
RC: Everything, books, films, television, non-fiction is all grist for the mill. I learned to appreciate just about anything.
I do have preferences. For books I love the Lord of the Rings. Tolkien was a master craftsman in all his works. I love the Deed of Paksenarrion by Elisabeth Moon. It absolutely hands down the best fantasy depiction of a D&D style setting ever. Plus you will never look at Paladins the same way again. Her sequel series is every bit as good and has the virtue of not retreading the same grounds by focusing on the impact of the first series on the original minor characters.
For Film/TV I liked Jackson’s Lord of the Ring Trilogy, Excalibur, Robin of Sherwood, Game of Thrones, Babylon 5, and Firefly.
I am impressed with Buffy the Vampire Slayer (Series), Angel, Supernatural, and Dresden Files (books).

BD: Modules get a lot of criticism from gamers, particularly online. Many complain about their quality or even state they are unnecessary. Why are modules important? Why do you think people are so quick to criticize them as a category?
RC: A well designed module can give the referee the most precious of things, time, by making prep easier for a session. If a module doesn’t save a referee time then it can be rightly criticized. Look at the shelf of modules you own. Which of them you know saved you time during a campaign, and which didn’t? The ones that did are the good ones.

BD: What are some of the biggest pitfalls you see module writers fall into?
RC: They use too many words. Say what you need and no more. It is something you have to practice at to get good at. I still have much to learn about writing terse prose.

BD: How does having too many words impact the quality of a module in your opinion?
RC: Because what is probably happening is that you are writing about too many details and this makes more work for the referee as he needs to figure out which is important to the adventure and which is not. Sometimes excessive verbiage is written to make the module as flexible as possible and/or because it’s considered professional.
GURPS adventures do this a lot. They are well written and well organized but they come off more as sourcebooks than something I can pick up, study in an evening, and run for my group. Adventure modules are meant to be used. If you want the material to be useful after the adventure then segregate it into its own section and label it as the supplement half. Harn adventures do this a lot.

BD: One of the biggest challenges of designing a module is translating what works at your own table into a written product that anyone can use in their own game. Because every group has its own style and idiosyncrasies, and because most GMs work off of their own system of notes and preparation, this can be especially difficult to do. What types of adventure structures, presentation and organization work in the module format in your opinion (even ones you may not use yourself) and which ones do not?
RC: I will go out on a limb and say flat out that ANY adventure that can be run with a tabletop roleplaying game can be described as a set of locales, a set of NPCs and their motivations, and a plot describing what would happen if the players were not involved.
The problem is how to juggle the details of those three areas to best teach the reader how to run the adventure. It something we are still learning as a hobby. Much of the criticism stems from an over reliance on the tournament style dungeon and the more modern encounter system.

BD: Can you talk a bit about tournament style play? Like a lot of gamers, most of my experience with RPGs was with my friends or with local gaming groups and tournament play is not something I have really tried.
RC: I only participated in two tournaments myself, one in 1984, and another in 1985 when I went to college. AD&D Tournaments basically were setup so that each group was run through the same module and then scored based on a list. The item on the list were stuff easily judged as being completed like solving a puzzle, defeating the monsters in X room, or finding X. The groups with the highest score went on to the next round and ran through another adventure, usually a sequel to the one just concluded. This went one until the final round where the group with the highest score in the final round was judged the winner.
To be fair all the referee had to run the same adventure. So hence the keyed map with all the room fully described and filled with monsters, content, and treasure.
Today it evolved into organized play where the focus is not on the winning of points but rather on continuity of character. Organized play is about starting at 1st level and playing successive adventures over the year (or multiple years) to gain higher levels. You generally get to keep the treasure you find as part of your character. You can go to any convention or store with sponsored events and use that character. This is the way tabletop RPGs gets to use some of what makes MMORPGs and LARPS so compelling to people.
Of course you have to be fair and set standards for the referees of sponsored events to follow. The choices available to the players need to be balanced so there is a mix of character types to keep the events interesting.  
This is fine except when it impacts the design of your rulebooks and supplemental products. If you only listen to the concerns of your organized play customers, the resulting products became bland and unexciting to use for the home campaigns. The solution is to have a special version of your game just to use for organized play. The main line should be expansive as possible to cater to different types and styles of campaigns.

 

Tuesday, January 29, 2013

ARROWS OF INDRA INTERVIEW

Here is a new interview with The RPGPundit discussing Arrows of Indra and the OSR at Geek Native: INTERVIEW

Monday, January 28, 2013

Arrows of Indra Art Preview

Arrows of Indra is in layout and being prepared for publication. It should be ready soon, though it is a bit too early to give a specific date. For those who are wondering what the setting might look visually, here is a small preview of some wonderful interior images by Federico Pintos .

 
This one is a Giant 7-headed Cobra.
 

 
I really like the Vanara in this image.

A Vyala on the rampage.
 

 
And finally, chariots and elephants.


Wednesday, January 23, 2013

An Interview with Monte Cook: game design, world building, and Numenera

Monte Cook was kind enough to let me interview him about game design and world building. It was conducted by email and this is the full interview (I did not edit down for space or style).   

On  Design and Gaming


Brendan Davis (BD): What is your design process? Where do you begin and what sorts of questions do you ask yourself early in the project?
Monte Cook (MC): It depends greatly on the type of project; designing a game, designing an adventure, or writing a short story, etc., are all very different. I suppose, however, that I look at what I can do that's new and different. I'm not interested in rehashing things that have already been done. If I can't bring something new and original to the table, I don't want to work on it. Even if it's a new take on something old, that's better than doing "just another ____ ."
That, of course, requires that I become at least passingly familiar with much of what's been done in that area or is being done. I've always tried to keep my finger on various pulses. If I do it right, then I'm not just giving readers/gamers what they want, but what they're going to want later and perhaps don't even know they want yet. I don't want that to sound condescending, but it's not their job to anticipate needs like that. It's mine.

BD: As you keep up-to-date with the RPG industry, are there any trends that you notice and feel particularly excited about? Is there anything new that you put your own twist on in Numenera?
MC: I like that's there's a trend toward innovation. I think people are eager to see new and interesting stuff in both the mechanics and setting. There are far fewer examples of "just another elf book" or "yet another licensed game."
If Numenera twists a trend, it's on player empowerment. I think a lot of games are putting more power in the players' hands, narratively speaking. I think that's great, but personally, I think too often that empowerment comes at the GM's expense. In other words, games are empowering players by making them kind of "mini-GMs."
Numenera empowers players not by taking power from the GM and giving it to players, but by taking power from the game and giving it to players. In other words, players don't exert influence on the narrative by changing or creating things outside their characters, but by having more power over how their own character performs and what happens to him or her. In Numenera, players can choose to prioritize tasks, to help ensure that they have a much better chance to succeed at the ones they deem the most important.
 
BD: What is your approach to playtesting?
MC: I recently wrote at length about this, but to sum it up quickly, it's like that old joke about voting: do it early and do it often.
I start playtesting the moment I've got enough of an idea to play something just to see if it's worth pursuing. That's the alpha test. Then I write up something that's vaguely playable and give it to others to test without contact with me. That's the beta test. At the very end, I also like to send a "ready to go to the printer" version off to some brand new testers to see if I've missed anything.

BD: You got your big break in the industry doing work for I.C.E. (makers of Rolemaster) and you went on to help develop one of the most popular editions of Dungeons & Dragons. Rolemaster and D&D are two strikingly different games. Did your experience with the more realistic Rolemaster shape your contributions to 3E? How did the experience shape you as a designer?
MC: I'm not 100% sure the two games are truly all that different, but I see your point.
All of us that worked on 3E credit the games that we worked on and played beforehand with playing a role in 3E. Jonathan, for example, credits Runequest and Over The Edge. For Skip it was Top Secret and Gamma World, I think. All humans are just the sum of their experiences, and so of course lots of things influenced us. It's very difficult, however, to pull apart a game like 3E and say, "this part comes from this game and that part comes from that one." It just doesn't work that way. At no point did one of us say, "I like the way skills work in this game, so let's do them just like that." It's just a lot more complex and nuanced than that.
Of course, the biggest influences on 3rd Edition D&D were all the prior versions of D&D. People forget about that a lot.
In general, though, I owe a lot to my days at Iron Crown for showing me the basics of doing the job the right way: making deadlines, doing quality work, paying attention to what gamers want, and so on. I worked with a lot of great, creative people there.

BD: You designed Call of Cthulhu d20 with John Tynes. I think a lot of people were surprised that the d20 version of Cthulhu was so good (I know I was). From a design standpoint, what had to be done with d20 to make it work for Cthulu?
MC: Thanks?
Less had to be done than you might think. Classic Call of Cthulhu came out in the early days of RPGs, when every game was heavily influenced by D&D. Stats on a basically 3-18 scale, hit points, making an attack roll and then a damage roll, and so on all equate pretty naturally with d20. Sure, the skill system is different, but skills are skills, and if you understand probabilities you can make them work more or less the same.
Classes had to be ditched (more or less), but I kept levels not so much to show progression but to enable GMs to peg different games or campaigns in different ways. Want the classic CoC feel? Use low levels. Want a pulpy, action-oriented game where you don't run from the deep ones, you mow them down with a machine gun? Use mid-levels. Want a Titus Crow style campaign (a la Brian Lumley), play high level. People play Call of Cthulhu in very different ways, and I wanted to use d20 to make that even easier to pull off.

BD: I phrased that question somewhat poorly, and it came off as a backhanded compliment. What I meant to say is people were surprised to see a new version of a game for a different system rival the original in quality (a bit like the Godfather II equaling or exceeding The Godfather).
From beginning to finish it is an excellent book, but for me the Gamemaster and Stories chapters really stand out. Normally sections like this in an RPG book don’t make much of an impression, they tend to be a bunch of advice we’ve already heard. What do you think you did differently here that worked so well?
MC: Get great thinkers like John Tynes, Ken Hite, Dennis Detwiller, Adam Scott Glancy, and others to contribute. Seriously.
(And for what it's worth, if our positions were reversed, in retrospect I probably wouldn't have expected a d20 Call of Cthulhu to be any good either).

BD: You have mentioned the importance of keeping failure as a risk in games (specifically on the topic of eliminating anything deemed “un-fun” in an RPG system). When it comes to mystery adventures this is a recurring issue because so much hinges on the acquisition and analysis of clues. What are your thoughts on this subject in regards to investigative modules? Is there a place for adventures in which the players might fail?
MC: I think the key is to give multiple avenues for success. If the PCs have to find the secret compartment in the study or the adventure is over, that's probably a poorly written adventure.
This is true of any kind of scenario, though. If the PCs can't sometimes sneak or talk their way past the monster, and must fight, that's just a different kind of railroad. I'm reminded of when Return to the Temple of Elemental Evil came out, some people complained that it was too much of a slog with battle after battle. I was initially surprised, because in the playtests, the characters bypassed the vast majority of that through subterfuge, deception, and diplomacy. What Gygax probably would have called "intelligent play."
The problem was that 3E was this new, very tactical system that practically begged you to put miniatures on a battlemat. As soon as you do that, for many players, that means "fight." In that way, I think 3E unintentionally changed the expected way the game was played. In many ways, at least for some people, it was the game system itself that railroaded the way adventures went. And then 3.5 and 4.0 embraced that tendency rather than eschewed it, and the modules all intentionally became just fight after fight (interesting fights, to be sure, but still combat was clearly the only focus).
But I digress.I do think that you can design an adventure that players might not finish. I've done so.
The Labyrinth of Madness was a 2E style adventure a la the Tomb of Horrors that was designed with the idea in mind that very few people would actually get to the end. This was not because the fights are so hard, but because the mystery/puzzle of the whole thing is so difficult. What I did wrong (and what Gary did right with Tomb of Horrors) was that I didn't build in a lot of places where it was easy for a group to just say, "Okay, we're done here." If I was going to do an adventure like that again, that's what I'd do.

BD: What elements of design are most important to you?
MC: Creativity and fun. What those often translate into is, "give the players an experience that they haven't had before" and "do the GM's work for him or her."
If I design an adventure that's just another orc lair that anyone could have come up with, that fulfills the second goal but not the first. If I design something that's a jumble of cool ideas, and that's it, then I've fulfilled the first goal but not the second. If I have to err on one side or the other, however, I'd go with the jumble of cool ideas rather than just another orc lair.

BD: Not everyone is sold on modules, and it seems there was a period of time when they were not as valued as they once were. Personally I really think they add to a game line, but people often point to the shortcomings of the module format (which can pose challenges when in use at the table). In your opinion, what do modules contribute to the hobby?
MC: I'm a huge proponent of pre-made adventures. For one thing, it just shows you via example the kinds of things players can (should?) do in a game.
I also think that just reading adventures written by other people makes us better GMs. You wouldn't, for example, want to read a book written by someone who never reads books, right? GMs (and designers) fall into ruts quite easily, often without knowing it. There's a lot of inspiration to be found in reading modules—and I can't stress this enough—even if you're not going to run them, or run them as written. If even just one encounter, one plot thread, or one NPC inspires you to create some cool adventure of your own that you never would have imagined before you read it, you're better off. I know that's worth my money right there.

BD: What kinds of RPGs do you personally prefer? If some other designer out there were to make a game specifically for Monte Cook, what ingredients would it need to have?
MC: Nowadays, I like games that are streamlined and elegant, with rules that focus on how the game is actually played—in other words, making sure the table's needs are being met. I roll my eyes at mechanics that are new just to be new, but I adore mechanics that are new because someone's figured out how to do something a better way. Ultimately, that's what good RPG design is about today. Not about always doing something new, it's about doing something we've been doing for 30 years in a better way.
The elements it would need to have would be something really imaginative and cool. Orcs and elves have been done. And yes, I'm certain that there are still new and better ways to do them, but you said that someone was going to design a game specifically for me, and in that case, it's going to be something other than Tolkien fantasy, Lovecraftian horror, or Star Wars space opera.
This is not because I don't love those things (I absolutely ADORE them!), but because I already have them. You can buy me the best green sweater in the world for Christmas but if I already have a closet full of fantastic green sweaters, just how excited am I going to be?

BD: You launched the A+ campaign (a one-month commitment to stay positive) back in July. In an interview around that time, you also mentioned the problem of some gamers not accepting the tastes of others as valid.
I can certainly remember gamers being passionate since I started playing in the 80s, but it does seem like gamer’s opinions are a lot more intense and hostile lately. How do we, as a gaming community, preserve constructive debate and discussion as we tone down the rhetoric? Where is the line between constructive and destructive criticism?
MC: Here's my rather harsh viewpoint on this. There has always been a lot of thoughtful discussion about RPGs. It's just that now, with the Internet, that discussion is being done in public rather than in small, self-selective groups. In the 80s and early 90s, these discussions were located in APAs, in game stores, in game company meeting rooms, or around game tables. Those older, closed, venues were self-selective, so people who didn't gel with the others weren't welcomed back in.
In the open arena, for every one person interested in thoughtful discussion, there seems to be at least one person interested simply in putting forth an agenda. In other words, many people just don't understand the difference between examining something critically and tearing it apart. They don't understand the difference between analysis and advocacy. "Discussing rpgs" becomes "proving that the RPG I enjoy is the best."
When I started playing RPGs, and even for the first 10 years of my professional career, sure, there were discussions about whether Traveller was better than MegaTraveller, or whether the Hero System was better than GURPS. There wasn't the idea, though, that if you played one game, people who played other games were playing RPGs wrong.
That kind of strange, defensive way of looking at the hobby is relatively new. Frighteningly, it creates the kind of self-destructive toxicity that may one day destroy tabletop RPGs. If that happens, people will say that computer games finally killed tabletop games, but you, I, and a few others will know that's not true. Tabletop RPGs weren't murdered. They committed suicide.
But it doesn't have to be that way.
This toxic atmosphere among gamers started about 15 years ago, and it's escalated since then. It worsened even more a few years ago, when some professionals in the industry believed that they should get involved in those kinds of discussions.  They used this kind of "you're playing games wrong" sort of approach to try to sell their games (or the new edition of their existing game).
I don't know how to push us back from this brink, but I know that a lot of people quietly want to see it happen. They've all but dropped out of the endless edition wars and old school versus storygame labeling nonsense, so you rarely hear from them, but I think there's an eager part of the RPG audience that just wants to get back to having fun the way they want to have fun without worrying about what someone else has to say about their game or play style.
I think that smart publishers will start catering to them more and more. If they don't, those level-headed gamers will eventually get tired and fade away. All we'll be left with are the argumentative assholes, and I don't want to design games for assholes.

World Building


BD: Can you talk a bit about the microscope approach?
MC: You can look at any kind of setting material at different magnifications of your "microscope." I can write up an entire kingdom in three paragraphs, mentioning the ruler, the largest cities, maybe some geography or political information, and that's it. That's low magnification. Or I can crank it up, and write about the same kingdom in 3 pages, and in those pages you might learn the previous info, plus the king's sons' names and personalities, lots of history, the main exports, details about the haunted woods in the middle of the kingdom, and so on. Or I can increase the magnification to its highest and write a whole book on that kingdom. You might get all the above and also learn about the king's eldest son's dog, get maps of all the largest cities, and get entire adventures set there.
The level of magnification isn't related to the size of the location. I can write three paragraphs about a kingdom, and then three pages about a tiny village in that kingdom. The point is that different areas need different levels of magnification based on how they will be used. Some GMs don't want a lot of detail, and they want to run with their own stuff just based off a few general ideas. Some want or need a lot more detail due to ability or time. Sometimes, you present certain things with greater magnification because those details are needed. I might design the product in question so that the players aren't expected to get involved with kingdom politics but will start the campaign and spend a lot of game time in that village. Thus, the village gets three pages and the kingdom gets three paragraphs.
The only reason this is important is that it doesn't seem logical at first. Logic might suggest that every location of a particular type or size should get the same treatment, and that larger areas should get more verbiage. This leads us, however, to game products where all the kings and epic-level wizards are statted up, but we get no detail on the stuff that characters (particularly starting characters) spend most of their time dealing with.

BD: Do you have any other world design principles you incorporate into your work?
MC: If it's not necessary to what goes on at the table, it's probably not worth putting in the book. And if it's worth putting it in the book, it needs to be really interesting both at the table AND to read.
Oh, and one more principle: in a world of fiction, it's okay to have one "thing" that needs doing: one dark lord to overcome, one evil artifact to destroy, or whatever. But in an RPG setting, you need many things that need doing, because PCs need to do a lot of different things, and they need the freedom to choose which things to do.

BD: What areas of knowledge are important to world building?
MC: All of them.
Okay, that's kind of a flippant answer, but it's also kinda true. World building is one of those things that kind of forces you to know a little about a lot, or at least where to get the information.

I think, however, that one area is often overlooked: what do the normal people do in a particular place? For traditional fantasy games, that means not only knowing about Medieval-style warfare, politics, etc, but also about daily life. This is so important because a large number of the people that the GM will end up portraying are "common folk."
Even the players need to know what the alternative is to the adventuring life. They need to understand (at least a tiny bit) what the real world is like if for no other reason than to contrast it to a life of monster slaying and dungeon delving.

BD: This seems to be the biggest challenge for many GMs and designers (finding the daily life details). It can be a challenge to research this sort of information and it can be so easy to invent stuff that doesn’t feel grounded in something real. Do you have any tricks or techniques for finding that believable street level view of a setting?
MC: The trick, I think, is to somehow get the point across that your average Joe or Jane in the fantasy world's daily life is pretty different from the players', without making it so different that it's un-relatable. Is it important for someone playing D&D to truly understand feudalism? Is that going to enhance their game experience? Probably not. Is it important for the players to realize that the huge bags of coins they are carrying are likely more than most people will see in a year, or perhaps even their lifetime? Yeah, I think so. That actually gives useful perspective.
The other issue is immersion. I think understanding what life is like in between the dungeon exploration (or the shadow missions for the megacorp, or hunting deep ones, or whatever) helps with immersion, and that's something that a lot of players feel is really rewarding.
There's a great book called Life in a Medieval Village by Francis and Joseph Gies that I really like. They also did Life in a Medieval City and Life in a Medieval Castle. I recommend them to anyone running a traditional fantasy game.

BD: A lot of GMs draw on history, particularly for fantasy settings, but even for science fiction you can see traces of real world history. Are there historical periods or types of history that you find particularly inspiring as a designer?
MC: I have a degree in Ancient History and find Egypt and Greece to be two favorites. I'm also fascinated by Sumeria.
BD: Where does most of your inspiration come from?
MC: I started to type "fiction," and then deleted it, then I started to type "real life" and deleted it. I'm now tempted to say "gaming." I guess I'm influenced by the creations of others, the real world, and by things that come up spontaneously in games. I don't know which one provides the "most" Inspiration.

BD: Ptolus is very large. It is one of the most ambitious world building efforts out there. What did you learn working on Ptolus? Anything you would do differently if you did it again?
MC: Ptolus is where the microscope approach that we discussed comes from. It also really crystalized the kinds of things a GM needs as opposed to the kind of thing that game designers want to write about. You know how the players will often say, "we find someone on the street to tell us what's going on." Ptolus needed sections on "random people in the street" for GMs. It needed something to tell the GM how long it takes to get from Oldtown to Midtown on foot as opposed to in a carriage. It needed a layout that allowed GMs to find out more about a particular name mentioned in one location without flipping through 100 pages of other info. In other words, it needed information that really came up at the table. Ultimately, a game designer is there to fill the needs of the GM and players. I guess I keep coming back to that.

BD: It seems like you relish the research aspect of world design, can you talk about your approach to research?
MC: I am an avid reader, and love having a good excuse for learning new things. I don't know that I do anything different in that regard than anyone else.
 
BD: There is a lot of advice out there on world building. What advice, if any, do you think people should ignore? What do you find the most useful?
MC: I think it depends on what you're doing it for. If it's just for yourself and/or your home RPG campaign, do whatever you wish. Go nuts. Creation is fun. Sometimes, making stuff up for your homebrew world is an end unto itself. It's a part of the game that the GM can play by himself or herself, and there's nothing wrong with that.
If it's for a work of fiction, you can still have that fun, but make sure that what you put *on the page* is only what the reader absolutely needs. I don't need to know the political history of every village that the main character travels past.
If it's for an RPG, you need to fall somewhere in between. The GM needs to know more than the fiction reader, and truthfully, more than is ever going to likely show up at the game table. However, if it might actually come up at the table, give him or her the information. Different GMs will need different information as their campaigns progress. Arm them both either with the information, or at least with enough of an idea so that they can make it up themselves.

BD: How important is it for the flavor of a setting and the mechanics to support each other?
MC: I think it's vital. That doesn't mean that one set of mechanics can't apply to multiple settings or vice versa. But the designer or the GM has to give a lot of thought to how the two speak to each other.
The example I always pull out is this: in 3E D&D, invisibility is only a 2nd level spell. It's not that rare. The people who live in a world dictated by those rules aren't going to be shocked if a character can be invisible. They're going to have at least heard of such a thing. Conversely, if I'm running a game set in Middle Earth, I shouldn't see a bunch of clerics running around. It's not true to the setting. Those are both obvious, but they illustrate the point that setting and mechanics need to speak to each other and inform each other.

BD: How has your work on Numenera’s Ninth World been different from your previous world building efforts?
MC: Two things come to mind. First, I've never spent so much time trying to really define what is true to a setting and what isn't. It's always been clear in my mind, but trying to convey "that's too fantasy" or "that's too sci-fi" to artists, editors, and readers has been a challenge. But I like a challenge.
Second, it's weird to have a setting that has so little grounding in its own history. That is to say, there is so MUCH history in the Ninth World —a billion years— that the individual details of history have little meaning. The history of the world is strange, mysterious, and unknown in the Ninth World (it's part of the setting's conceit), so it's not like we say, "this ruin is from the time of Emperor Blahblahblah who fought the great wars of Such-n-Such 10,000 years ago." In the Ninth World, it's an ancient ruin filled with mysteries, wonders, and oddities. The historical context carries no import—the weirdness and wonder are what is important.
I guess another way to put it is, in the Ninth World, even though it is filled with mysteries of the lost aeons, it is the present that matters, not the past.

 

Friday, January 18, 2013

Stay Tuned for Monte Cook Interview

Just finished an interview with Monte Cook and will put it up on the blog soon. Stay tuned.

Saturday, January 5, 2013

Playtest Report Friday, January 4, 2013


This was a short session with three players. All were Sertori. They were engaged in a diplomatic mission with Queen Sabeen of Besra trying to negotiate favorable terms with Ronia for her upcoming invasion of Khata.

In an attempt to learn more about Khata, player C attempted to use Thekla’s Secret Pathway to travel there. He failed and the failure resulted in two ghouls attacking him and player B. By the book these should have been spirits, but we do not have a spirit entry in the monster section. The combat was challenging. If they were not in the palace, where the guards were able to save them, at least one of them would have died.

Before the invasion they traveled to Chun, a key trade city that was to be the first step in the invasion. Everything went smoothly until they were attacked by Hasri. One of the Hasri was a Sertorius. This combat proved easy for the players. Again it was player B and C, as player A was back at the inn.

The party returned to Queen Sabeen’s army. They had learned that Khata was ruled by a council of 13 Sertori, so they secured 20 Sertori from the Fellowship of Promestus to aid the Queen on the condition that she give them exclusive access to the Khatan tea fields.

Chun fell without blood. The Khatan army advanced but Queen Sabeen destroyed it with the Rain of Fire Thauma (a miracle), leaving the 13 Khatan Sertori. We left off as the two groups of Sertori were about to fight (13 for Khata, 25---including Sabeen and the PCs---for the Marites).

Observations
Open Skills and Spells: We need to specify for spells that use open skills, what happens when there isn’t an exact match. For instance, if a Spell calls for Talent, what talents can be used and what happens if the player has the wrong talent. In the case of Thekla’s Secret Pathway this was an issue. I am inclined to require the correct skill, otherwise 2d10 take the lowest.

Heal: Emotions don’t really impact the non-cathartic casting. We should remedy that. Also there should be some ability to overflow the healing onto other characters.

Emotion ranks and spells: We have been a touch sloppy with some of our spells. They do not all factor in emotion ranks thoroughly. So we need to make sure we do this.

Spell Clarity: We should go over our spells and examine them for clarity.

Powerful Sertori NPCs: Thauma are powerful. Very, very powerful. This is good. It works as intended. But when you have a strong Sertori NPC (Queen Sabeen became Divninity rank 4 this session) it can result in the PCs being observers and the character becoming something of a Mary Sue. Nothing mechanically need be done about this, but it will be important to address in the GM section. In this case the players chose to ally themselves with Queen Sabeen, so it wasn’t forced on them. But running it I was a aware that her being so powerful meant they could just sit back at times and let her take care of things. On the other hand, this did serve as good incentive for the players to attract followers and grow in power.

Spirits: We need spirit entries in the monster section.

New Ideas: Players proposed some new ideas. The first was to include a way for Sertori to change existing spells. While I understand the desire for this, and see nothing wrong with an optional rule for it, I feel it would be highly disruptive to the setting concept to allow in the core rules. So if we do include this sort of thing, we should carefully look at how we explain Sertori. 

Saturday, December 29, 2012

PLAYTEST REPORT, FRIDAY DECEMBER 28

PARTY: halfing with potent agape spells, a Kash human (who replaced their orc) who is strong in Deimos, and an elf with a knack for penthos. A new player also joined and made an Ogre, which will be useful in playtest.
 
Events
In this game the characters just finished defeating Tohireo the dragon and went to the Marite Kingdoms to negotiate with Queen Sabeen of Besra, who had recently refused tribute to the Ronian Empire. On the way they encountered slave traders but avoided them. A few days later they encountered halfling tea merchants who told them that Queen Besra is preparing for war with Khata and has announced herself a goddess.
Player C used Thekla’s secret pathway to report this information to the Fellowship of Promestus. On his return, he attracted the attention of a Guardian Beast of Lorgo while in the ethereal realm. It followed and attacked, nearly killing player B. The Guardian Beast, an 18 foot tall white mammoth, demanded a sacrifice to Lorgo in the form of the character’s horses (because it deemed this a fair exchange for abusing the ethereal realm).
After the battle the party arrived in Talyr and tried to get free horses from the stable master by reading his fortune. The stablemaster was infatuated with a woman named Druna and wanted the Sertori to help him win her over. Player C cast Tearing the Veil and had a vision of the stablemaster beheaded by Druna’s brothers (presumably fed up with his efforts to win her love). In the end the stablemaster agreed to go with the players and bring his horses along (since it was clear his only real option was to flee Talyr before the beheading).
In Besra they met with Queen Sabeen who said she wanted Ronia to pledge soldiers for her war, wanted a temple in Rostanba and wished for the Church of Light to stop spreading inside her kingdom. Before the party left to take the terms to their superiors, Player D expressed doubts about Queen Sabeen’s divinity, calling for proof. She had the Stablemaster run through with spears. When it was clear he had died she raised her hands and the skies darkened, within moments he stirred back to life. She had performed the Raise Dead Thauma.
Ronia agreed to the terms (again Thekla’s Secret Pathway was used to get there quickly) and the party was sent back to help manage the auxiliary troops and investigate Queen Besra further.