GenCon 2013: My Schedule

If you’re going to Gen Con 2013 and wondering “But where can I see the legendary Keith Baker,” I have the all the answers you need.

If you’d just like a chance to hang out with me, your best bet will be at the Informal Hangout I’m hosting in the Hyatt Lobby from 5-7 PM Friday the 16th. This is a chance to talk about Eberron, Gloom, or Doom, and your best opportunity to hear about my new project, Phoenix. Depending on interest, I may hang out longer – but I’ll certainly be there from 5-7 PM. Please spread the word – this is certainly the best chance to talk!

Beyond that, I’m appearing in the following places and panels:

THURSDAY 4 PM – 5 PM: Putting More History In Your Story. Both RPGs and fiction draw heavily on historical cultures and narratives, even for a new setting. Our Industry Insider Guests of Honor will talk about how to use primary sources to enrich your play. With me, Jessica Banks, Kenneth Hite, and Lewis Pulsipher.

THURSDAY 6 PM – 7 PM: RPG Design and Development. Our Industry guests talk all about the process from theory, to concept, to design, to publication. With me, Timothy Kask, Jared Sorensen, and Darren Watts.

FRIDAY 10 AM – 12 PM: TableTop Gloom – Play with Keith! This will be at the TableTop area in Gaming Hall E. Four unfortunate people will get to play a round of Gloom with me! Afterwards I’ll be hanging out at the TableTop booth until noon to discuss all things Gloomy.

FRIDAY 12 PM – 1 PM: More Drama, More Comedy – Theatre Lessons for RPGs. Steal a few tips from the Actor’s Studio: entrances, exits, and improv tools, among others. Our panel of luminaries walks you through the basics & the advanced techniques to make your RPG night shine! With me, Wolfgang Baur, Matt James, and Lizzie Stark.

FRIDAY 2 PM – 5 PM: The Doom That Came To Atlantic City. I’ll be spending the afternoon over at the Cryptozoic Entertainment booth, running demos of Doom and talking about the game.

FRIDAY 5 PM – 7 PM: Hang Out at the Hyatt! I’ll be cooling my heels in the lobby of the Hyatt for a few hours, and look forward to talking about anything with whoever comes by. If you want to hear more about Phoenix and what I’m doing next, this is the place!

SATURDAY 10 AM – 11 AM: Cooperative Worldbuilding. How do we create a world from scratch? This panel looks behind the scenes with the creative forces and process behind worldbuilding. With me, Jennifer Clarke Wilkes, Kenneth Hite, and Darren Watts.

SATURDAY 12 PM – 2 PM: Emerald Spire All-Stars. Join a jaw-dropping panel of the game design superstars behind the Emerald Spire Superdungeon, a cornerstone of Pathfinder Online’s $1.4 million Kickstarter campaign earlier this year. Panelists will discuss their original dungeon levels and share dungeon-themed anecdotes from their career in gaming, followed by a Q&A and signing. Panelists: Ed Greenwood, Frank Mentzer, Richard Baker, Wolfgang Baur, Mike Stackpole, Jordan Weisman, Chris Pramas, Lisa Stevens, Erik Mona, F. Wesley Schneider, James Jacobs, Jason Bulmahn, and Sean K Reynolds!

SUNDAY 10 AM – 11 AM: Fear of the Unknown. Unlike most horror protagonists, roleplayers KNOW that they are in a horror story and are often well versed in the lore of the setting. As a designer or GM, how can you bring suspense to the table? With me, Kenneth Hite, and Jared Sorensen.

I think that’s it! I hope to see you there!

Wizard World Chicago & Going Last

Recently I was a guest on the Going Last podcast, where we talked about Doom, Gloom, Eberron, and Phoenix, the project I’m working on RIGHT NOW. Of course, if you happen to live in Chicago, we could talk about it live, because I’m going to be there this weekend for the Wizard World Comic Con!

Most of the time, I’ll be in the game room running demos of Doom and Gloom. I’m also going to be at a few panels with Kenneth Hite and Will Hindmarch

Friday 4:00 – 4:45 PM DESIGNING FANTASY WORLDS (Room 50)

Saturday 1:00 – 1:45 PM EBERRON AND BEYOND (Room 50)

Saturday 6:30 – 7:15 PM SETTING THE MOOD(Room 50)

Sunday 12:30 – 1:15 PM FEAR OF THE UNKNOWN(Room 34)

Not in Chicago? No worries. I’m also going to be in Gen Con in Indianapolis in little over a week, and then at Dragon*Con at the end of the month! More details on those conventions soon.

Time for Gloom: Unquiet Dead

The last few weeks have been tied up with The Doom That Came To Atlantic City, but I have other projects in the works. Soon I want to start talking about the new RPG I’m working on, but today I wanted to talk about the next Gloom expansion: Unquiet Dead.

For anyone who’s not familiar with it, Gloom is a transparent card game in which you control a family of eccentric characters. You’re trying to construct the saddest story possible, and as such your goal is lead your family to misery and death while keeping your opponents happy, healthy and alive. You can see Gloom in action in this episode of Wil Wheaton’s Tabletop – or in this video, featuring Molly Lewis, The Doubleclicks, and me!

The original Gloom features the Slogar family, including Lord “brain-in-a-box” Slogar and his cadaverous daughter Melissa. Unquiet Dead expands on this and pulls ghosts, ghouls, mad scientists and all manner of other spooks into the spotlight. Perhaps you’ll be confined in a coffin, have to hide from Hyde, or have a full honeymoon after you’re Wed to a Werewolf. But what are a few of the things that really make this expansion stand out?

Even a man who’s pure of heart and says his prayers by night can become a duck when the moon is full…

THE UNDEAD

Unquiet Dead includes a number of “Undead Modifiers.” These are similar to the transformations of Cthulhu Gloom – modifiers that actually replace the central image of your character with a new picture. This means that the effects of the card stay with you even after the text is covered. So if you look at “Woke up as a Wereduck” above, you’ll see that it says “Undead; Beast, Duck”. Once you become a wereduck, you are ALWAYS considered to have the Beast and Duck story icons… and you’re undead.

Undead characters are considered to be both alive and dead. They count towards ending the game and count towards your score… but they remain active, and you can continue to play Modifiers and Events on them. This can be both a blessing and a curse; you can make things worse for your wereduck, but your opponents can continue to cheer you up. No one ever said a vampire couldn’t find true love! Or sell the movie rights to the story! And speaking of stories…

STORIES

Stories give your families something new to fight over. A Story is a card that starts in the middle of the table. To claim a story, you need to have a certain number of a particular story icon in your family. So after once of your characters is Perturbed By The Pudding and another is Sickened By Salmon, you find yourself with two Goblet icons. That lets you claim to the “Icebox of Doctor Caligari” Story – and you keep it until another player has more Goblets than you do. As long as it’s in your possession, it provides you with a useful ongoing ability. So Stories give you a reason to push your family in a particular direction – and the back and forth of trying to keep your opponents from stealing your Story adds a fun twist.

ONGOING DEATH EFFECTS

In classic Gloom, many Untimely Deaths provide a bonus if the dead character has a particular Story icon. A character who’s Sickened By Salmon loses an extra ten points if he Chokes on a Bone as opposed to being Burnt By A Mob… because the original tale dealt with food, and the death logically follows. Unquiet Dead continues this approach, but now you can get a wider range of bonuses from matching deaths to the logical characters. For example, if you happened to be Worrying About Wolves before being Run Down By The Pack, you’ll have an opportunity to kill an additional character; and if your character is already wealthy when she Took It With Her, your draw limit could be increased by one for the rest of the game.

Unquiet Dead comes out in October 2013, but if you catch me at an upcoming convention (Wizard World Chicago, Gen Con, Dragon*Con) you might have an opportunity to try it out early! Until then, check out more of the Undead modifiers in Atlas Games’ latest preview.

Cryptozoic Saves Doom!

The development of The Doom That Came To Atlantic City has been a long road for Lee Moyer and myself, and a week ago it looked like a story with a decidedly unhappy ending. For me, the worst part of it was that people who’d put their faith in my design had been hurt by it. When the news broke, we received a outpouring of support from people in the gaming community. Both casual gamers and industry professionals expressed their sorrow, asked about buying the Print & Play version, or what it would take to get to get the game into print. While Lee and I were keen to see the game finally produced, neither one of us were comfortable with the thought of doing that when the first people to support it were left out in the cold. Luckily, Scott Gaeta of Cryptozoic Entertainment felt the same way. So here’s the news of the day:

The Print and Play version of Doom is live. If you are a backer, you should receive download instructions within the hour (make sure to check spam folders!). if you don’t, please contact me through this website.

Cryptozoic Entertainment is going to produce The Doom That Came To Atlantic City… And send it to the backers free of charge. If you backed the game, Cryptozoic will be providing you with as many copies of the game as you were due to receive. They can’t fulfill all of the rewards that were promised by The Forking Path, but they are going to evaluate the rewards and see what else they can do. If you’re a backer, expect to hear from Cryptozoic in the next few days with more information.

You can find the official press release here, and while you’re at it, check out Lee Moyer’s post on his blog.

To be absolutely clear: This has nothing to do with The Forking Path or Kickstarter. The project was cancelled, and this is not a reward or refund from the Forking Path. Cryptozoic isn’t assuming responsibility for the Kickstarter project or the actions of The Forking Path: They are simply doing what they can to make things right for the gamers who have suffered because of it. As I said, they can’t cover all rewards The Forking Path promised, because they are doing this entirely at their own expense to lend a hand. But Cryptozoic will see to it that the backers get the game they thought they were backing, and that is a tremendous relief to me.

Thanks to all of you who backed the game and to those of you who reached out to us over the last week. Thank you for making this game a reality, and for showing such compassion for your fellow gamers.

——

Here’s the Cryptozoic Release:

CRYPTOZOIC ENTERTAINMENT PARTNERS WITH CREATORS LEE MOYER
AND KEITH BAKER TO SAVE THE DOOM THAT CAME TO ATLANTIC CITY
BOARD GAME
Cryptozoic & Creators Pledge that Kickstarter Backers will not be Abandoned!

Irvine, CA (July 31, 2013)—Cryptozoic Entertainment™, a premier developer of original and licensed games, announced today that it will be publishing the board game The Doom That Came to Atlantic City, created by Lee Moyer and Keith Baker.This news comes just a week after the previous publisher announced that the Kickstarter project had been cancelled.
“For Lee and I, the worst part of this is that people who put their faith in our game have been hurt by it,” said Baker. “After the Kickstarter was cancelled, many people came forward with ideas to keep the game alive. But we didn’t want to pursue an option that would save Doom unless it would also get the game into the hands of the people who first supported it.”
Moyer and Baker have fought to bring this whimsical game of cosmic horror to life for over a decade. In 2010, sculptor Paul Komoda joined the team with his unique vision of the terrifying Old Ones. In 2013 it seemed that the stars were finally aligned… until the surprising announcement that the project was abandoned.
“We were really shocked to hear the news about this last week” said Scott Gaeta Cryptozoic’s chief operating officer. “The game looked fantastic and I thought that we might be able to help, so I contacted Keith right away. Keith and Lee told me that taking care of the Kickstarter backers was the most important thing to them and I couldn’t agree more. That’s why we are going to be fulfilling all of the Kickstarter game orders ourselves.”
“Our first priority is getting the game produced and in the hands of the Kickstarter backers,” said Gaeta. “We are already working with the factory and should have a date we can share in a few weeks. We are also going to be demoing the game at Gen Con and the upcoming Alliance Open House. This game is just too much fun not to make it available to gamers everywhere.”
Soon to be available in hobby stores world wide, The Doom that Came to Atlantic City board game invites players to assume the role of one of the Great Old Ones – beings of ancient eldritch power. Cosmic forces have held you at bay for untold eons, but at last the stars are right and your maniacal cult has called you forth. Once you regain your full powers, you will unleash your doom upon the world! There’s only one problem: you’re not alone. The other Great Old Ones are here as well, and your rivals are determined to steal your cultists and snatch victory from your flabby claws! It’s a race to the ultimate finish as you crush houses, smash holes in reality, and fight to call down The Doom That Came To Atlantic City!
For more information about The Doom that Came to Atlantic City Board Game, please visit
www.cryptozoic.com, Keith Baker’s blog at www.keith-baker.com and Lee Moyer’s blog at http://www.leemoyer.com/
Keep up to date with exclusive contests, promotions and game information on Cryptozoic
Entertainment’s Facebook and Twitter pages.

About Cryptozoic Entertainment
Founded in 2010, Cryptozoic Entertainment, Inc. is a premier developer and publisher of original and licensed board games, card games, comics and trading cards, including the World of Warcraft® Trading Card Game, The Hobbit board and deck building games, The Big Bang Theory: The Party Game and The Walking Dead™ Board Game. Following a philosophy and core principle of “Fans First,” the dedicated gamers and fans of the Cryptozoic Entertainment team are focused on producing fun and amazing products along with epic events that bring all gaming fans together as part of the Cryptozoic community. Visit www.cryptozoic.com for additional product and event information.

 

The Latest News…

There’s a lot of things going on that I’d like to write about. It’s been nearly two months since the last Eberron Q&A; I’d like to tell you more about Unquiet Dead, the Gloom expansion that’s coming out in October; and I have a new RPG project that I’m itching to talk about. But right now, Doom takes priority.

If you don’t know what’s going on with The Doom That Came to Atlantic City, you might want to start here. For those of you in the loop, things are moving forward as best as they can. Lee Moyer and I are hard at work on the print-and-play edition of the game, and it should be available to the backers by Friday, August 2. If you’re a backer, you should have received an email about this; if you haven’t, check your spam folder, and if nothing’s there contact me through the website.

A few questions have come up enough times that it’s worth starting a FAQ…

I’m not a backer. Can I buy the print-and-play version of Doom?

Lee and I are still considering what will happen to Doom after we post the print-and-play. Neither of us likes the idea of pursuing an option that makes profits for us while there’s backers who have lost money on it. For now I’ll simply say that it’s not our intention to put any sort of DRM on the print-and-play files, so if you’re a backer and a friend wants the game, go ahead and share it.

What about print on demand?

It’s a definite possibility. It’s a big game, and assembling the PnP version isn’t a trivial task. Right now we’re putting all our energy into getting the PnP file up, but this could be the next step.

Could you make the miniatures available for 3D Printing?

It’s an interesting idea, but it’s not up to Lee or I. The miniatures are the property of sculptor Paul Komoda, and he’d have to make the call on this. At the moment, he’s still waiting for the miniatures to be returned by The Forking Path; once they are back in his possession, it’s something that could be up for discussion.

Can I tell the Forking Path to give you my refund?

Thanks to all of you who have expressed this or similar sentiments, but that’s really not a simple thing and we’d prefer to limit our future dealings with The Forking Path. Right now, we’d just like to see you get the refund you deserve.

In closing, since I’ve been doing most of the talking so far, I wanted to share some thoughts from Doom co-creator Lee Moyer.

Dear Backers,

Thanks to the many of you who have sent your support via mail and in person. It means a lot to us.

I am filled with dismay and anger that this game is still not in your hands, but I am holding myself back from saying more because of the potential legalities of the situation. Keith has been a true champion in this past week, and I am grateful to be working with such an exemplary person.

I am hard at work preparing the Print-and-Play version of the game, reformatting and reworking as needed to more easily print on standard 8.5″ x 11″ paper.  I have unearthed the original pieces of art that some backers will get, and plan to send it as soon as the Print-and-Play is ready.

Thank you for your patience and your support of Keith and I. It means a lot to us, and we are working to be worthy of it.

My sincere thanks,
Lee Moyer

 

 

The Doom Kickstarter: My Response

Yesterday, Erik Chevalier of the Forking Path announced that he has cancelled the Kickstarter to produce The Doom That Came To Atlantic City, a board game designed by Lee Moyer and Keith Baker, which is to say, me. When Lee and I first heard this news from Erik, it came as a shock. We’ve been working on this game for over a decade. In 2011 we had it ready to go to the printer with Z-Man Games, until a change in ownership dropped it from production. Based on the information we’d been receiving from the Forking Path we believed that the game was in production. It’s a personal and financial blow to both of us, but what concerns Lee and I is that people who believed in our work and put their faith in this Kickstarter have been let down.

First of all, I would like to make one thing crystal clear. Lee Moyer and Keith Baker are not part of the Forking Path. Neither one of us received any of the funds raised by the Kickstarter or presales. I haven’t received any form of payment for this game. Lee and I were not involved in the decisions that brought about the end of this project, and we were misinformed about its progress and the state of the game.

As a designer, I want the ideas I come up with to bring people joy—not frustration, disappointment and anger.  Once I sign a contract granting a company the rights to produce one of my games, I am putting my faith in that company and trusting that it will carry out production and delivery in a professional and ethical manner. I’ve worked with Atlas Games, Wizards of the Coast, Steve Jackson Games, Goodman Games, Green Ronin, Pelgrane Press, and many more, and I’ve never been let down until now. Lee and I don’t know exactly how the money was spent, why the backers were misled, what challenges were faced or what drove the decisions that led to the cancellation of the game. Not only did we not make any money from the game, we have actually lost money; as soon as we learned the true state of affairs, we engaged a lawyer to compel The Forking Path to come forward to the backers and to honor its pledge to issue refunds.

With that said, all that really matters to Lee and I is that our idea has led to frustration and anger instead of bringing happiness. We can’t change the past. We can’t produce the game as presented in the Kickstarter on our own. But under the terms of the contract the rights to the art and design are back in our hands, and we can at least share those. Lee and I will be producing a print-and-play version of the game as quickly as possible, and getting that to backers at no cost. You’ll have to use your own cardstock and paper, and we can’t produce the amazing miniatures sculpted by Paul Komoda. But we can share our ideas and our work, and we hope that you will enjoy it.

This is not the end of the road we thought we were on. Neither Lee nor I know how things reached this point, and when I look at the images from the manufacturer that show so clearly that the game could have been made, it breaks my heart. Lee and I will do our best to get you the game in print-and-play form as soon as possible. It’s not what we expected or planned on, but we at least hope that you will finally be able to get some enjoyment from the game we’ve worked on for all these years.

Sincerely,

Keith Baker

 

Six Questions: Keith Baker

Mr. Baker, drop the question marks and step away from your laptop. In honor of your birthday this week,  I’m commandeering this installment of Six Questions and turning this hexa-inquiry on you!

I know a lot of interesting people. In my book, Keith Baker tops the list.  Writer, game designer, maker of decent snickerdoodles, skilled swordsman and exceedingly gracious and kind to boot.  I admit, I may be a tad biased as I’m married to him.  Since I get to ask Keith questions all the time, I got some help from some friends and previous Questioneers – Thanks to Molly Lewis, Andy Looney, and Ehren Vaughn for their input!

– Jennifer Ellis

 

Keith Baker. You can talk to me. Tell me, what’s really bothering you?

Honestly? That there’s not enough hours in the day. I have so many interesting projects on back burners that I’ve had to buy a new stove. I’ve got half a dozen game ideas I’d like to flesh out, but I just don’t have the time to deal with them all. Over the course of the last month I’ve narrowed my focus & figured out what I really want to get finished in 2013. But I want to do them all.

Also, what’s really bothering me?

Bluestar: Unpolished Gem or Greatest Unfinished Game Ever?

UNFINISHED? What do you mean, “unfinished”? I have the master in a binder downstairs! “Unpublished,” certainly, but not unfinished.

BLUESTAR was a sci-fi computer game that wove together dolphins, artificial intelligence, and the effects of microgravity on the human mind. It featured a tattooed dolphin protagonist and an organic AI who, in a shocking and innovative twist, becomes homicidal and tries to destroy the station. It was my first outing as a lead game designer, after internationally celebrated designers Ken Rolston and Zeb Cook had each taken their turns at the helm and moved on.

Was it the greatest unpublished game ever? Despite featuring the acting talents of Levar Burton and, well, me – no. When it was finished, my coworker Andy Looney asked me if I’d managed to take lemons and make lemonade. I said that I had, but they were crusty dried-up lemons and the water came from someone’s toilet. So technically it was lemonade, but I wouldn’t want to DRINK it.

Of all of the settlements and cities within the worlds you created, which would you most want to live and why?

Hmm. Off the top of my head, I’d have to say one of the traveling communities of Takalas from the Seven Civilizations sourcebook, because they are AWESOME. I’d also be tempted to live in the City in VR-1 Crossroads, one of the many amazing computer games I designed that you’ve never had an opportunity to play. Crossroads was my attempt to take the text-based MUD and do something new with it… and it shows my long-time love for conspiracies and dreams. The game had two levels of play. You begin in the City, a haven for modern-day strangeness and conspiracies that would certainly seem like home to fans of Fringe, Over The Edge, The Twilight Zone, Illuminati, and the like. But when you go to sleep (in game), your spirit travels to the Dreamworld, a surreal fantasy realm. Where the City is driven by intrigue, the Dreamworld is a place of action; it’s up to you to decide how you want to spend your time. While the Endymian inhabitants of the Dreamworld don’t have much in common with the Quori of Eberron, the Dreamworld was certainly an early model for Eberron’s Dal Quor.

If I had to confine my answer to Eberron – since many people may not be familiar with the Crossroads or Seven Civilizations – I think I’d choose Malleon’s Gate in Sharn, just because I’m a die-hard Gargoyle supporter in the Race of Eight Winds.

In your Six Questions series, why is the fourth question always the best?

The first few questions are usually tied up establishing who the subject is and what they’ve been working on recently. So the fourth question is where you get to bring out the really important, hard hitting questions like “If you were kidnapped by animatronic presidents and forced to work at a Disney Park, what would you want your job to be?” or “What’s your favorite Middle-expression?

Let’s borrow Walter Bishop’s transdimensional window from Fringe. What’s the Keith Baker in the alternative universe like and what is he doing?

Following the principle that people on the other side are fundamentally the same but take different paths, I think he’s still a game designer. He got his start professionally designing pen & paper RPGs right out of college, but then quit after six years to become a full-time MMORPG designer. Needless to say, most people know of him from his work on the international hit MMORPG BLUESTAR; even more know him as the voice of Abacus from the BLUESTAR movie trilogy. However, he considers his greatest achievement to be the Gloom MMO—rather than killing rats at low levels, you want the rats to kill you.

Of the projects you’re working on now, what has you the most excited?

The one I can’t talk about, of course! I’m developing a new RPG with a friend, and I’m excited about both the system and setting. I’ll probably be ready to post something about it in two weeks, and I’m planning on running playtests at the upcoming conventions I’m attending (Wizard World Chicago, Gen Con, and Dragon*Con)! So check back in a few weeks for more details!

 

What I Did On My Summer Vacation

This is your cat on lilies.

Hello, Internet! After taking a month off to see other forms of media, I have returned. There are many things I want to post about, but I figured I’d start off with a general round up of news from June.

1. GLOOM AND OTHER GAMES

I took a month off from the internet to focus on work and iron out my goals for 2013. One of those projects is the Gloom expansion Unquiet Dead, which I’ll post about in detail later in the week. I’m also hard at work on an entirely new fantasy RPG. I’ll talk more about this later in the month, but my goal is to have it playtest-ready for all the conventions I’m heading to in August and beyond – so if you’ll be at any of those, you might have a chance to give it a try!

2. WATCH OUT FOR LILIES.

The other day I was reading a book called Wicked Plants, which mentioned that lilies are highly toxic to cats (causing kidney failure and death within 24 to 48 hours). I’d never heard this before, so I filed it away. The following weekend, we brought some flowers in from the garden, and out cat Haggis started munching on them. “What are those flowers?” I asked Jenn. She didn’t know, so I looked it up online… lilies. Because we got him to the vet right away, there’s no long term damage, but we were lucky. So cat owners, watch out. Any part of the lily is deadly – petals, pollen, stalk. I’m campaigning to completely defoliate Portland, just to be safe.

3. CONVENTION SEASON

My convention season doesn’t really start until August, but I’ve got a lot of things lined up. Currently I’m scheduled to appear at the following conventions:

Wizard World Chicago – August 9th – August 11th

Gen Con Indianapolis – August 15th – August 18th

Dragon*Con – August 30th – September 1st

Rose City Comic Con – September 21st

GenreCon – October 4th – October 6th

G.A.M.E. – October 11th – October 13th

4. CHECK THESE OUT!

Over the last month, a number of friends and colleagues have launched interesting Kickstarters or products that I’m excited about. Here’s a few things you might want to take a look at…

TABLE. Roll2Play is running a Kickstarter campaign to fund a new kind of convention – an expo to reach out and bring new people into tabletop gaming. They’ve got a lot of interesting ideas and a lineup of guests including Steve Jackson and, well, ME – so if you’re anywhere in the vicinity of Coppell, Texas, check it out!

The Zeitgeist Adventure Path. EN Publishing is running a Kickstarter campaign to fund the hardcover print release of the first act of Zeitgeist, an adventure path set in “a steam-powered fantasy world beset by conspiracies”… and you know how I feel about conspiracy-laden steampunk fantasy! Zeitgeist is designed for Pathfinder and D&D 4E, and EN Publishing does fantastic work. Check it out!

Boss Monster. This began as a Kickstarter campaign, but now it’s available in stores and online from Brotherwise Games. As a fan of card games, 8-bit sidescrolling adventures, and things that are funny, I give it my seal of approval. If you’re like to know more, read my review from back when it was on Kickstarter!

The Doubleclicks. There’s a new Doubleclicks album coming out on July 9th, and you can preorder it here – and while you’re at the site, check out their tour schedule and lend a hand with their new music video! Or hey, check out their OLD music video, or their answers to my Six Questions!

That’s all for now, but check back soon for a new Eberron Q&A, a post on Unquiet Dead, and a very special Six Questions!

Supervillains & Sabbaticals

I haven’t posted for a while, and you may be wondering what I’ve been up to. When’s the next Six Questions? What’s next for Eberron? How about the mysterious Project Codex?

Since my trip to Calgary, I’ve been taking some time to figure out what I want to accomplish with the rest of the year. Frankly, I have a few too many irons in the fire, and I need to set aside some of the distractions so I can focus on the projects that are truly important to me. With that in mind,I’m going to be offline from now until July.While I may pop up occasionally on Twitter (where you can find me as @Hellcowkeith), I’m going to be minimizing internet activity and focusing on creative projects. You can always feel free to contact me through this site, or to leave comments, but expect answers to be delayed.

What am I working on? New Gloom products! The Codex setting! An entirely new RPG! I’ll be happy to discuss these in more detail in the future, but that’s as much as I’m going to say right now. I’m excited about all of these projects, and I need to set aside distractions and get to work.

In other news, I’ll be at Gen Con this year in Indianapolis; I don’t know my schedule yet, but expect to see it in July! I’ve also been moonlighting as a villainous henchman, as seen in the picture above. This is actually a still from the shooting of The Doubleclicks‘ new music video, “Lasers and Feelings“. The Doubleclicks are on tour, and if you have a chance to see them, take it! And while you’re at it, check out their Six Questions!

That’s all for now. Check back in July – I’ve got big plans!

Bakery News & Eberron Q&A!

What can I say? I enjoy my poutine.

You might be wondering where I’ve been for the last few weeks. Well, Calgary, for one… I had a fine time sampling poutine, playing games and acquiring fine dice bags at the Calgary Expo. Beyond that, I’ve been very busy. I have a number of projects in the works at the moment – my level for Paizo’s Emerald Spire superdungeon, a new expansion for Gloom, ongoing work on Codex, and two entirely new games—and as a result I’ve had to take a little time off from Dragonmarks and Six Questions. But they will return!

Before I get to the questions, a few other bits of news:

  • Gloom was featured in this week’s episode of The Escapist’s The Wishlist!
  • I’m an Industry Insider Guest of Honor at Gen Con 2013. I’ll be bringing all sorts of things to playtest to the convention, though at the moment I haven’t figured out my gaming schedule. If you’re going to GC, watch this space for more news!
  • I’m also scheduled to be a guest at GenreCon in October. What can I say – I can’t stay away from Canada!

Now on with the questions! First, two in a similar vein…

Since the inception of D&D Next, do you feel Eberron will still have prominence in this new system? Will it still be playable?

Currently WotC hasn’t decided what they are going to do for Eberron support in D&D Next. It’s been said that they will at least convert the races and perhaps the artificer. If you want to see more support, the best thing to do is to let WotC know it. Post on forums! Ask Customer Service if it will be supported! If it’s clear there is an audience that wants support, then it’s more likely that the support will come to pass.

 

With 4E not receiving a lot of support and D&D Next still some time away, is Eberron sticking with the D&D system, or able to branch as it’s own?

Eberron is the property of Hasbro and Wizards of the Coast, so legally I can’t create new content for it on my own, in any system. I hope that Eberron will be supported in D&D Next and that I will be a part of that, but since it’s currently unknown I’m also developing a new setting, under the working title (and only a working title) Codex. That’s an ongoing, long-term project and I don’t want to discuss it in detail until I have a clear path to release, so expect to hear more about it later in the year.

 

I was wondering what people called ‘The Last War’ before it ended, and when they started using that name.  I know IRL a very small number of people called WWI ‘the first world war’ when it was just starting, but there were a bunch of other names used at the time.

For most of the people of the Five Nations, it was simply known as “the war.” However, if they were talking about it to a Riedran or Aereni, they’d generally refer to it as “The War of Succession” or “The Succession War.” Cyrans would be more likely to call it “The Insurrection” or “The Traitor’s War.”
Is there any story behind who first called it ‘The Last War’?

I don’t think it’s been stated in canon. I believe that the term is first formally used in the preamble of the Treaty of Thronehold, which essentially states that all signatories have seen the horrors wrought in this grievous conflict, and vow to make this the last time that these nations shall take arms against one another – the last war that Khorvaire will know. The Treaty of Thronehold is as well-known across the Five Nations as the Gettysburg Address is in the USA, and everyone knows the preamble. The Brelish claim that it was Boranel who coined the phrase; the Thranes insist it was Keeper Jaela; and so on.

 

If we corelate the Last War to WWI, what would be your take on WWII?

While there are many keystones in WWI that relate to the Last War, the end of the war is much closer to that of WWII: the appearance of a weapon that completely changes the face of modern warfare. While few nations believe the peace will last, and all are jockeying for power, no nation would dare to start a new war until the mystery of the Mourning is revealed. How could Aundair dare to employ wide-scale war magics in the field when it’s possible the widespread use of such magics is what destroyed Cyre? How can they dare attack another nation until they are certain that nation hasn’t harnessed the power of the Mourning? Beyond this, there is the fact that if any nation COULD harness the power of the Mourning and weaponize it, who would dare to challenge them? Until you answer the question of the Mourning, it’s impossible to define the shape of the Next War. Will it be fought with almost no magic to prevent another war? Will it be much like the Last War, once it is revealed that the Mourning was a fluke? Or will the Mourning be weaponized, making the new conflict take a completely different form from the last?

 

What does Eberron look like a thousand years after the era of the printed setting?

What will it look like? A warped wasteland enshrouded by dead-gray mists. Of course, the way things are going it will look like that in just five years.

 

The “facts” about Eberron are “just what is believed.” How far from those “facts” has the truth gotten in your games? And what drove that departure?

I always tell people not to be bound by canon, and to use the books as inspiration rather than limitation. So, how does MY version of Eberron vary from canon? It would take a lot of time to compile an exhaustive list, but here’s a few things.

  • In 4E, I limit many key magical rituals to characters with Dragonmarks; this helps explain why the dragonmarked houses have the economic power that they do, because they are the only source of these critical magics.
  • Related to this, I’ve always put a lot of restrictions on resurrection magic. Casual resurrection simply doesn’t work for most people, and resurrection spells are often dangerous—you might just bring in random hostile ghosts, or get the wrong spirit in the body, etc. I want resurrection to be one of the rare and impressive magics that people are still amazed by, not a reliable service you can purchase from Jorasco. Reliable resurrection is something that would have a tremendous impact on a society, and I don’t feel that Eberron has that taken into account.
  • I’ve always emphasized the idea that dragonshards are an integral part of any sort of industrial magic, from the creation of magic items to common spells. In 4E this is easily accomplished by saying that residuum is processed dragonshards. The point is to emphasize the importance of dragonshards to modern civilization, which helps people understand the power of House Tharashk and the importance of dragonshard-rich regions such as Q’barra and Xen’drik.
  • I hold to the 3E canon idea that Dragonmarks are bound by bloodline. I might allow a PC to have a dragonmark that doesn’t belong, but if I did it would be a historic, campaign-defining event.
  • I never added Baator to the cosmology, as was done in 4th Edition. I like the existing balance of the cosmology and didn’t see a need to change it. With that said, I like the version of Baator I developed for DDI, in which it is a demiplane (so it doesn’t contradict the original material) and in which Asmodeus’ rise to power only occurred around the Mourning—playing up the idea that the Mourning had reverberations across the planes. This also presents the devils of Baator as an entirely new force in the world. Rather than saying that they’ve always been around and figuring out how they have interacted with the Lords of Dust, Quori, etc, this presents them as an entirely new planar faction that is a concern and potential threat to all the long-term power players.
  • I have a very different vision of Thrane than that presented in The Forge of War, but I’ve spoken about this at some length elsewhere.
  • Likewise, I have a very different vision of the Blood of Vol: the tone and practices of the faith, its history in Karrnath, etc. Again, I’ve written about this at length elsewhere. Looking to the “Why,” the point to me is that a successful religion offers some form of comfort to its followers. It is a way to make sense of the universe. The Blood of Vol is a very GRIM religion, but it is nonetheless a faith that seeks to answer questions (first and foremost, what benevolent god would allow death and suffering to exist?) and build strong communities; it is a faith that ultimately seeks to destroy death and create a paradise on Eberron.
  • I’ve done more with sahuagin civilization than has been covered in canon; this is hinted at in The Shattered Land, and comes out a little in the Xen’drik sourcebooks.
  • I don’t use subraces, and don’t feel obliged to find a place for every new monster or race that comes along. I COULD if I wanted, but I generally see no reason to do so. I feel that intelligent races should have a history and sense of place in the world, so I don’t want to add new ones in without good reason.

I could probably go on for pages. As you can see, most of these aren’t huge changes; they’re just little things. But the short form is I do what makes sense to me for the stories I want to run.

 

What if the kalashtar rebellion fuels up quori hatred & empowers Il-Lashtavar preventing a change in Dal Quor?

Quori don’t experience emotion the way most mortals do. They aren’t mercurial beings. They don’t go from love to hate in a single day, or even a year. Like most immortals, they are incarnations of ideas; a tsucora quori is an incarnation of fear, a du’ulora an embodiment of fury, and so on. Essentially, a quori who hates can never STOP hating, or hate any more than it already does; hatred is its nature. The kalashtar quori are an anomaly that must be eradicated so they can be returned to the fold—so the rebellious spirit can be eradicated and restored to its proper nature. So first off, the actions of the kalashtar haven’t actually created MORE hatred among the quori; the quori hate exactly as much as they always have, according to their nature. Mortal dreams can affect Dal Quor—but the quori are part of Dal Quor, and their emotions don’t influence it.

With that said, this is largely while the Adaran kalashtar don’t advocate violence. They believe that the turn of the age will occur; it is inevitable. By meditating on il-Yannah they help strengthen her vision and move towards that new age. But they don’t feel a need to try to hurry the change—and certainly not by a spread of violence and hatred.

If anything will empower il-Lashtavar, it’s not the spread of hatred among the quori that will do it… it’s the spread of hatred through humanity and other mortal dreamers.