Portland Comic Con

I’m going to be hanging out at Wizard World’s Portland Comic Con this weekend. I have a number of scheduled sessions, and I also have a table in the main hall. My talks are as follows:

EBERRON AND BEYOND

Saturday @ 2 PM, Room B119

It’s Eberron Q&A: The Live Edition. Anything you want to know about? Come ask. I’ll also be discussing Project Codex and other things that I’m working on.

DEVELOPING FANTASY WORLDS

Saturday @ 5 PM, Room B119

It’s what I do. Let’s talk about it.

BASICS OF GAME DESIGN

Sunday @ 2:30 PM, Room B119

I think I’m going to be joined by James Ernest, evil genius and founder of Cheapass Games. Between us we’ve made card games, board games, RPGs, MMORPGs, LARPs, pennywhistles… well, OK, no pennywhistles. Still, we’ve worked on a vast assortment of games, and this is a chance to talk about some of the underlying principles.

… AND THEN THERE’S THAT TABLE.

This isn’t a talk; I’ve just got a table assigned to me in the hall. I figured that I’ll hang out there most of the day on Saturday when I’m not giving a talk. I’ll probably be there Friday from 3 to 6, and Sunday morning. What will I do there? That depends on you. Talk about games? Play Gloom or Cthulhu Fluxx? I could do any of these things. If you think you’ll be there, let me know in the comments so I know if it’s worth hanging out!

AND THERE’S CONCERTS!

If you’re in Portland for cons and general geekery, I recommend going to the concert at Backspace at 8 PM on Friday night. Portland superstars The Doubleclicks will be joined by Kirby Krackle and Klopfenpop. It’s a nerdstravaganza!

Dragonmarks 2/20: Demons and Deathless!

I’d planned on talking about Codex this week, but for a number of reasons I’m holding back on that for another week. However, if you’re going to be at Wizard World Portland Comic Con this weekend, I’ll be discussing it at my Eberron & Beyond talk, Saturday at 2 PM.

Today I’m just going to pull some questions out of the Eberron mailbag. As always, these are just my opinions, and some contradict canon material. So there!

Are the demons of the planes connected to the fiends of Khyber? Is a balor from Fernia Khyber-spawned?

Yes and no. The progenitor wyrms created all of the planes, and some show the influence of one progenitor over the others. So a balor from Fernia is Khyber-spawned in the sense that it was created by the progenitor wyrm Khyber… but it has no innate connection to the physical Khyber found in the material plane.

Tied to this is the fact that fiends embody specific concepts. Fernia is fire. Benevolent outsiders from Fernia embody the positive aspects of fire: its light drives away the darkness; its warmth keeps us alive; it purifies wounds and drives off dangerous predators; it gives the heat that fuels the forge. Fiends of Fernia embody the negative aspects of fire. Chaotic fiends embody the terrifying destructive force of it, the uncontrollable flames that consume homes and cities. Lawful fiends embody the terrible uses fire can be put to—fire as a weapon of war or torture, harnessed as an intentional engine of destruction.

A balor of Fernia and a balor of Khyber have the same game statistics. But they represent different things. They will have very different personalities and goals, and I would personally have them be physically distinct from one another. The balor of Fernia is an embodiment of wild fire, and should be flame incarnate. The fiends of Khyber are more generally spirits of terror and pure malevolent evil; a Khyberian balor will wield fire, but it will be less fiery in its appearance, and interested in a broader range of goals; it will also owe fealty to one of the overlords of the Age of Demons, which will further determine its theme and behavior.

I have a follow up. Say that the aforementioned Balor of Fernia found its way to Eberron. Through a portal or summoning ritual or whatever. Would said Balor fall in line with one of the Overlords and its agents, or would the fiery Balor have its own agenda.

A Fernian balor embodies the terrifying chaotic destructive power of fire. As such, it might be tricked into serving the ends of an Overlord, but its prime interest will be laying waste to cities and otherwise spreading fire and fear. The key point here is that extraplanar spirits embody ideas, and that determines their goals and purpose. If there is an Overlord that offers them the opportunity to pursue their ends or help them in other ways (protection or vengeance from enemies, for example) they might ally. But there’s no innate all-Balors-must-serve-Overlord-Bob thing going on.

One of the most detailed sources on the Lords of Dust is the article Eternal Evil, written back when Dragon was a print magazine. This includes bios of six members of the Council of Ashtakala. One is a Fernian pit fiend who serves the Truth in the Darkness, and another is a Mabaran succubus allied with the Oathbreaker.

It has been confirmed that dinosaurs roam the Talenta Plains, but in one of the adventure books I believe, there was a mention of a Swordtooth (Tyrannosaurus) in Khorvaire. Are dinosaurs present in Qbarra? If so, how are they different from their cousins in Xendrik?

I don’t think that it has ever been stated in any canon source. But my opinion is that Q’barra is a cradle for reptilian life on Khorvaire. The lizardfolk domesticated dinosaurs long before the Talentans did, and it may well have been the expansionist dragonborn who brought domesticated dinosaurs to the Talenta Plains. If you haven’t read it, I’d advise you to check out my Explore Q’barra article, which discusses the reptilian cultures of Q’barra in more detail.

At the core, I don’t think there are any fundamental differences between dinosaurs of Xen’drik and Q’barra. However, Q’barra was once the domain of the demon overlord known as Masvirik, AKA the Cold Sun. Masvirik has the power to corrupt and influence reptilian creatures, as seen in the Poison Dusk humanoids and the corrupted dragon Rhashaak. As reptilian creatures, dinosaurs could certainly be touched by the Cold Sun. I would expect such tainted dinosaurs to have half-fiend traits. If you refer to the Explore Q’Barra articles I wrote for DDI, I could also see dinosaurs being used as dusk shard vessels. So you might have a swordtooth possessed by an ancient demon!

Given the history of elves and giant magic, would giants have also had a number of Deathless or did the elves do that alone?

There’s a few conflicting versions of this in canon material. This is MY opinion on the matter.

The elves didn’t learn how to create deathless from the giants. On the contrary, Aeren’s death was the primary spark that led to all three of the elves’ traditions. Aeren led the elves out of Xen’drik and died in the process. The elves had lost their savior, and also had time to reflect on how many of their greatest heroes had been lost in battle against the giants. While no one can know with certainty the final fate of the dead, what is know is that souls go to Dolurrh and appear to fade away – that the dead are truly lost. The elves swore that their next heroes would not be lost so easily… but the settlers of Aerenal came from many different cultures, and they split along cultural lines.

  • The warrior progenitors of the Tairnadal tradition chose to preserve the spirits of their heroes by becoming their avatars in the world; the dead heroes live on through their descendants.
  • The founders of the Undying Court sought to ensure that their greatest heroes simply never died. However, their techniques rely on positive energy: the devotion freely given by those who worship the Court, and by the massive manifest zones to Irian that exist on Aerenal.
  • The flaw with both of the preceding approaches is that they depend on living elves. If no elves embody a Tairnadal ancestor, it will be lost. If no one worshipped the Undying Court, its power would fade. The line of Vol was determined to give their heroes the power to survive at any cost; even if the last living elf dies, Erandis Vol will still exist. They drew on the techniques of the Qabalrin elves and developed the foundation of modern necromancy.

We’ve never described the giants as having a religious culture like that of the Undying Court, which serves as a source of positive energy. It could be done with the existence of a powerful manifest zone, but I don’t really see it. Deathless is the most passive form of undeath, and the giants of Xen’drik were anything but passive. What I’ve suggested elsewhere is that the titans cheated death by becoming Vestiges… so an entirely different path.

Is there religious intrigue in Eberron? Factions of the SF attempting to split or vying for power? Jealousy of the SH?

In a word? Yes.

To go into more detail, there’s intrigue within and between all of the faiths of Eberron, from the Silver Flame to the Path of Light. The Sovereign Host is broken into more sects than you can shake an Octogram at. The Silver Flame already has defined intrigue between the core faith, the Pure Flame, the Whispering Flame, the Stormreach separatists, factions loyal to different cardinals and more… and that’s not even bringing the Ghaash’kala, Shulassakar, or Cold Sun Federation into the equation. The Blood of Vol has intrigue between those who believe in the core principles of the faith, and groups loyal to Erandis or who only see the faith as a path to power. Within the Path of Light you have the passive traditionalists of the Adaran path and those who advocate aggressive action. And that’s just what we’ve seen so far; there’s certainly room to add more intrigue if you want it.

Do you consider Khorvaire’s economy to be industrial or post-industrial?

I’d say it’s an industrial society moving towards a post-industrial economy. You have the magewright as the driving force of the magical economy, but the future lies in the new ideas of the Twelve and the Arcane Congress. Of course, Khorvaire has an economy unlike our world in that there are a great deal of monopolies. The Dragonmarked Houses have proprietary control of many vital tools; it doesn’t matter how smart you are, you can’t make a warforged without a creation forge. Of course, it could be that brilliant innovators—such as PC artificers or wizards—could find some way to break one or more of those monopolies.

What are the things hanging from the belt of the Lord of Blades on the 4E Eberron Campaign Guide?

Only Wayne Reynolds knows for sure. However, if I had to come up with an answer, I’d say that they are the schema-keys of Cannith artificers he’s killed.

What would an Eberron-inspired arcane lighthouse look like for you?

It entirely depends on who’s making it. Generally speaking, it would simply be a very large everburning lantern – a beacon of cold flame with amplifying lenses. The Aereni elves would be more likely to tap ambient positive energy, creating something more graceful and without any “flame”. Thrane might do something similar tapping the power of the Silver Flame, in which case it would have religious trappings, while one built during the war in Karrnath by Blood of Vol engineers might be empowered by bound ghosts.

Six Questions: Anne Wheaton

You may know Anne from her appearance on TableTop. But you SHOULD know Anne from her work with #VandalEyes, which she created along with Bonnie Burton. VandalEyes is a crusade to bring googly eyes to things that need googly eyes. It’s been an inspiration to Jenn and I; here’s one of Jenn’s creations.

But let me let Anne speak for herself…

What’s your story?

At 23 years old, I had already been married, divorced and was living on my own as a single parent with two little boys. I put myself through cosmetology school at night while working as a waitress during the day. It was the hardest time of my life but I wouldn’t trade it for anything. It made me a motivated, hard working, independent person. When I was 26, I met a 23 year old named Wil at a New Year’s Eve party a mutual friend of ours was having. We started dating, eventually got married and spent several years working our asses off to keep our family above water while my ex-husband tried his hardest to pull us all under. It is unfortunate that he spent the boys’ childhood doing that but Wil and I raised two fantastic young men out of that situation.

What was the inspiration for #VandalEyes?

As a kid, I would put googly eyes on crafts. I loved how it seemed to bring things to life. I hadn’t done anything with googly eyes in years and was re-introduced to them by Bonnie Burton when she stayed with us while filming an episode of Table Top in December 2011. I was instantly reminded how much I loved them when she put them on a few things around my house so I got my own supply. I came up with #VandalEyes on Twitter before attending a convention in Anaheim in January 2012 because I thought it was a funny way to tag vandalizing things with googly eyes. People always tell me they didn’t get what it meant for a long time until actually saying it out loud. Did I mention I like puns?

What are a few of your favorite #VandalEyes achievements?

The one that made me laugh so hard I had tears down my face was putting quarter sized googly eyes on Levar Burton at San Diego Comicon in 2012. He was so funny about putting these ridiculous eyes on but having a very serious face. On a different note, I am really proud of creating (with the help of my husband because I am the opposite of technology savvy) VandalEyes.net along with Bonnie Burton. We were posting so many pictures of our own that it seemed to inspire others to do the same. Pictures were constantly being sent to us on Twitter so we decided having a website where all of these pictures could be shared needed to happen. I love clicking on the archive link on the site and seeing page after page of all the pictures posted from all over the world all together. It is hilarious!

If you could vandaleyes anything in the world, what would it be?

The Statue of Liberty with appropriate sized eyes. Now THAT would be a tourist attraction for sure.

You star in an episode of Tabletop, playing Ticket to Ride with Wil, Colin Ferguson, and Amy Dallen. What’s your favorite game?

I love Scrabble. I don’t care about the score, I just love word games. I always play Scrabble when I get together with my girlfriends. It’s our time to visit with each other, have some good food and wine and play a game at our own pace. I’m not a very competitive person. It’s more about spending the time together doing something we all enjoy. I was playing Words with Friends but I had too many games going at once and the pressure to play my turn was too much so I stopped. I’d rather wait and play face to face. Bananagrams and Boggle are fun ones too.

As a Scrabble aficionado, is Words With Friends: The Boardgame a logical way to bring the online audience to the boardgaming world, or a money-grabbing abomination?

It does seem weird to me to make a board game version of Words With Friends but it kind of makes sense. When I first started playing Words With Friends it was really hard to get used to the board because I was so used to the Scrabble board. The generation of people introduced to Scrabble because of playing Words With Friends first must feel the same way about the Scrabble board. I suspect the board game was created to appeal to them which is fine. Scrabble really helped me learn words and learn how to spell when I was a kid. If anything, this is just helping a new generation do the same!

What are you looking forward to in 2013?

In December 2012, I retired from my 17 year career as a hairdresser. Tendinitis in my shoulder and both wrists made it painful and not enjoyable anymore. Plus, I was feeling like I wanted to do something else with my life. We do a lot of fundraising for charities so we decided to start our own charity foundation to fund various projects we have wanted to do for a few years. Within a week of retiring as a hairdresser, I was already working on our first project. It is so fun and so fulfilling to be doing this. We’re keeping each project a secret until it’s completed so this first project will be ready to reveal this upcoming August.

Since our kids are grown and out of the house, this also gives me the opportunity to travel with Wil more. We kind of did things in reverse of most couples. We started out raising kids so we feel like we’re in that honeymoon stage people have when they first get married.Still being relatively young and having the time to spend with our friends and family and have vacations just the two of us has been unbelievably awesome. I always tell people to make your marriage a priority while you’re raising kids because someday those kids will be out of the house. The relationship with your spouse lasts a lifetime so put in the effort!

Groundpug Day & Gloom in Chicago!

Mister Portlandawney Pants saw his shadow today, which means something, but sadly no one has fully documented the mysteries of Groundpug Day. I’m taking a short trip, and I’ll be stopping at CAT & MOUSE GAMES in Chicago this Tuesday evening to hang out and play Gloom. If you’re in the Chicago are, stop by and say hi – and please pass the news along to any Chicagoans you know!

 

Six Questions: Russell Morrissey

Groundpug Day is nearly upon us! Will Mister Pants see his shadow tomorrow?

While we wait for the answer, here’s six questions with Russell Morrissey of EN WORLD. In all my years of forum-wandering, I’ve always found EN World to be my favorite source for news, reviews, and discussion, and I’m proud to have an ENnie award on my desk. Over the last few years, much of my forum time has been devoted to the official WotC Eberron forums, but as I start talking more about Codex, I expect to be spending considerably more time on EN World. Recently the site was attacked, and Russell is running a Kickstarter campaign to build a new and better EN World. Now, here’s the man himself!

What’s the story of EN World, and how did you end up as the man behind the curtain?

So, before there was an EN World, there was a website called Eric Noah’s Unofficial D&D 3rd Edition News, run by Eric Noah.  In the lead-up to the release of D&D 3E, Eric reported all the scoops and rumours, and compiled all the information known about the game – his site was very popular.  EN World started compiling d20 news not long before Eric decided to stop maintaining his website, and the two sites merged to become the site you see today.  Over the years it’s changed of course – it’s no longer just a d20 and D&D site; it’s a site for all tabletop gaming (though D&D and Pathfinder are still the most popular topics on the site).

In an internet filled with fantasy forums, what makes EN World stand out from the crowd?

EN World’s one of the older RPG communities out there.  There are some older ones, and some bigger ones, and lots of newer, flashier ones, but I feel that EN World’s combination of age and size works well.  It means that the site is a treasure trove of information —  much of its traffic comes from specific Google searches about very focused questions, which lead folks to a particular thread or topic.

Additionally, EN World is one of the best, most generous communities around.  In fact, I’m constantly surprised by just how amazing this community is, and I’m very grateful for that.  The recent Kickstarter is a testament to the community.

I’m also proud of the news page, which is a daily updated news digest that’s been going strong for 12 years now, and is still the busiest area of the site to this day by an order of magnitude.  It’s changed format over the years, but it’s been diligently reporting RPG news for as long as anybody else in the industry, and longer than most – with an additional focus not just on large announcements, but community news, blogs, fan creations, and the like.

EN World also tries to keep busy and *do* stuff.  Some more successfully than others, but the site stays active: we’re responsible for the ENnies, we make adventure paths, we have spin-off communities, we’re even making cartoons these days!  I’ve never been content to just sit there and watch it bumble along, and I always like to try new things. Some of those things don’t work so well, while others work out very well indeed, and that’s down to that wonderful community of active, vibrant people.  I feel it’s important that EN World be more than just some messageboard software and a news page – it should be doing things.

What’s the strangest story that has come out of EN World?

Yikes. There are stories of generosity – just look at the current Kickstarter; of opportunity, like the day Peter Adkison contacted me and said “Hey, would you like to hold the ENnies at Gen Con?”; many stories of insanity (you should see some of the rants the moderators get in their inboxes!); stories of disaster; stories of wonderful friends I’ve made across an ocean who have welcomed me into their homes; bizarre stories of people who write lengthy blog posts calling me mean names because they don’t like how I run a little D&D website; odd legal threats with no grounding in reality; hacking attempts on the website. You name it, it’s happened!  Where do I start?

There’s more to EN World than forums and news. EN Publishing has produced a range of products, from the War of the Burning Sky campaign to Space Fight! What product are you proudest of, and what are you looking forward in the future?

Is this where I get to blow my own trumpet?  I honestly think that our ZEITGEIST adventure path is astonishing; right at the very top-tier of fantasy adventure-writing.  Of course, I’m going to be biased, but it’s so good (I can say that because I’m not writing it personally!)  It’s also very brave, and is very much targeted at the experienced GM, a group that I always feel could use more complex, challenging, rewarding material.  It’s consistently gotten glowing reviews and critical acclaim, and that makes me very proud indeed.  When we originally produced the War of the Burning Sky adventure path, we determined to do something different to what existed already; what WotC or Paizo was doing already so well in their own right.  Emulating them would be pointless.  So we started a journey of sorts with WotBS, and went even further with ZEITGEIST in a different kind of experience for a dedicated group of gamers looking for something new.  It’s more of a niche market than the stuff the bigger companies are producing, but for those within that niche it’s so rewarding.

In 2012 EN World began hosting video content. Where do you want to go with this?
I don’t know what the future holds for the internet, or for websites like mine. It has changed *massively* in the last decade, and it will change massively in the next decade.  One part of that is ensuring that you’re not left behind.  I got onto the social networking thing too slowly, and a bit too late.  The video aspect is another example of that – I don’t know for sure that video will be more, less, or equally important to the web in five years’ time, but I want to be in a position to handle it whichever.  So we’re essentially “training” ourselves to do it; it’s new to us, requires a very different skill-set, and has technical challenges, but it’s also the sort of thing a “grown up” news entity should be able to handle easily.  We did a trial run at Dragonmeet (a small convention in London) in December, which went well.  We put together a cartoon last year which was our way of starting to learn an entirely new skillset, and we’ll be doing that again this year. I hope to bring video coverage of Gen Con to EN World this year.  Essentially, right now, it’s about getting ducks in a row for the future. One area I wish I had covered is audio podcasts; and that’s another challenge again!
Currently you’re involved in a Kickstarter to help support EN World after the site was brought down by an attack. What happened? What will you do with the funds if the campaign exceeds expectations?

In December, EN World was attacked (and then a bit later my other site, Circvs Maximvs, was attacked). The hackers brought down both sites, and I was forced to rebuild EN World — the existing code clearly was no longer secure.  The Kickstarter is accomplishing that — in fact, it’s already exceeded expectation by a degree which is astonishing to me. So first of all, I’m rebuilding, securing, optimizing, and hardware-upgrading the site – that’s the primary goal.  Then I’m adding cool functionality or additional ways to conveniently access the site’s resources (mobile apps, for example – I’ve already put an Android app into place, and an iOS one is awaiting Apple approval).    I’m offering swag in the form of PDFs, apps, even exclusive dice.  The long-term result is going to be a fast, powerful EN World positioned for the next ten years with awesome functionality and resources.

Dragonmarks 1/30: Dreams, Werewolves, and DM Etiquette

The last post generated quite a few interesting questions, so I decided to push ahead with another round. As always, these are purely my opinions and may contradict canon material.

In general, how much is it worth correcting players who, during play, misremember aspects of a setting?

This depends on a number of different factors.

  • Is the element directly important to the current adventure? Will the flawed recollection interfere with players’ ability to enjoy the story?
  • How will your players respond to being corrected? Will it be a welcome clarification, or cause irritation?
  • Is the misremembered element something that is especially important to you or your interpretation of Eberron? Is it something fundamental (the Last War was fought between the Five Nations, not between Galifar and Riedra) or a point of trivia that actual people in Eberron might not know (according to Faiths of Eberron, House Medani helped end the lycanthropic purge by creating a focus item that identified lycanthropes).

As someone who travels the world running Eberron games, I often have players who aren’t familiar with the setting. Perhaps I’ve got a player in a one-shot who is treating his warforged like a robot. I know that there’s lots of differences between warforged and robots. But his interpretation isn’t going to interfere with the one-shot adventure, and my explaining the differences will frustrate him rather than improve his enjoyment of things. On the other hand, if I had that same player in a campaign that was going to last for a year and involve interactions with other warforged, House Cannith, and the Lord of Blades, I probably would explain the differences so he’d have the proper context for his interactions with these forces. And if someone said “This ‘Last War’ was fought against the goblins, right?” I’d explain it right away.

Codex sounds very interesting. When will we be able to know more about it? I’d like to know if you’ll create it entirely on your own or if supporters will somehow participate, as happened with the Midgard campaign setting.

I will be writing a longer post about it sometime within the next week; I have a few deadlines I need to deal with first. I’ll address the design process in that post.

Concerning colonization… wasn’t Stormreach originally a colonial post of Galifar?

No. This is discussed in more detail in City of Stormreach. It was established as an outpost by pirates and legitimized by a compact with Galifar, but it was never subject to Galifar’s laws or authority, and it wasn’t settled according to any sort of royal plan.

Secondly, is there room for unknown continents in Eberron?

There’s room for anything in Eberron if you want to come up with a story for it. But a mystery continent is a big add, because Eberron has been well-explored. From dragons to gnomes to elves, you’ve had a host of intelligent, sophisticated races exploring the world. How did this continent go undiscovered? Was it hidden by magic? Has it just risen from the ocean floor? Or have people known about it but never gone there, and if so, why has that changed?

By contrast, Codex is set during a period of exploration, and the potential to discover new lands is one opportunity for people to add their own flavor to the setting.

Are there concepts or facets of Eberron that seem intrinsically influenced or tied to certain editions, such as 3E where it was debuted and 4E where it got its (arguably) first big makeover? As a DM I feel pretty confident in my ability to fit rules, story and player expectations into a package everyone will have fun with, but I’m curious if the issue’s ever come up with the mighty Hellcow.

Not big ones, but sure, there’s a lot of little things. A few examples:

  • Eberron was originally designed for D&D 3E, but by the time it was released D&D was up to 3.5. The changes might seem fairly minor, but they can still have an impact. Notably, in 3E, any lycanthrope can spread the curse; if you’re bitten by a werewolf and turned, you can bite me and turn me. This was the impetus for the Lycanthropic Purge: lycanthropy is a dangerous contagious curse that could easily spread out of control if not contained. But 3.5 changed this so that only natural-born lycanthropes could spread the curse; a true werewolf could bite you and turn you, but you couldn’t pass it to me. This completely changes the exponential threat potential and makes the Purge seem like overkill. Hence we shifted the story to say that back in the time of the Purge, the curse was stronger and all ‘thropes were infectious; the Purge weakened it, so it’s no longer the threat it once was.
  • The first Thorn of Breland novel was written during the 3.5 era. In 3.5, dragons possess blindsight, and this plays a role in the story. Likewise, Thorn is very much a 3.5 Assassin; if she gets a little while to watch you, she can do a sudden death strike, and she knows a handful of spells (disguise self, spider climb, etc). In 4E, dragons DON’T possess blindsight, and at the time of the second novel, there were no rules for assassins. I ended up simply ignoring most of these things… though I did address the Eladrin in the third Thorn novel.

Races would probably be the biggest change; with 4E, we wanted a place for the new core PHB races – dragonborn and eladrin. I feel we did a reasonably good job of fitting these in without dramatically changing the world, and I like the role of the Eladrin. But it did take some thought.

In general, Eberron was designed with 3E D&D in mind – but it can certainly be adapted to any system.

All this time I thought it was the Silver Flame Church who started the anti-Lycanthrope purge, not the Flame itself/Tira!

If you haven’t read it, I’d take a look at this Dragonshard article about the Purge. A lot of people have the wrong idea about the Purge, and think that the Keeper got up one day and said “You know what I feel like doing? Hunting down lycanthropes who are minding their own business.” In fact, the Purge began as a war of defense and containment after there was an exponential surge in lycanthropy in what is now the Eldeen Reaches. Waves of lycanthropes were raiding Aundair, and at that time the curse was highly contagious. I like to describe it as “28 Days Later with werewolves instead of zombies.” The first days of the “Purge” were much like the marines versus the xenomorphs in Aliens: brutal and terrifying. One to one, very few templars were a match for a lycanthrope, and one bite is all it takes to turn an ally into an enemy. After years of bloody conflict the tide turned in favor of the Silver Flame, but it was no easy battle. The decades of persecution that followed were fueled by a hunger for revenge, especially on the part of the Aundairians who had lost homes, friends, and family to the lycanthrope plague. This is why the Aundairian Pure Flame are the most zealous and aggressive followers of the Silver Flame; their branch of the faith was born in war and vengeance.

And lastly, it says in Faiths of Eberron that the Lycanthropic Purge ended shortly after House Medani invented a dragonshard focus that could detect lycanthropes. Do you have any thoughts on how this item would function?

I didn’t work on Faiths of Eberron, so I don’t know what the author had in mind. As a dragonshard focus item, it would require an heir of the house to operate it. Other than that, I’d have it function as best fits your story. It could be a tracker a la Aliens, which notes general position and distance, but not complete details; this would allow you to maintain some mystery. “There’s definitely a werewolf in this room… but which of us is it?” If you want to kill that mystery, it could be a monocle that reveals the lycanthrope’s true shape, but thus only works with line of sight.

It says in the Eberron Campaign Setting that “when mortals dream, they psychically project their minds to Dal Quor.” What about immortals? Could a bound rakshasa rajah in suspended animation find a way to project his mind to Dal Quor?

The basic idea is that mortal spirits are influenced by all of the planes, and pulled between them. We slip into Dal Quor when we dream. We’re pulled to Dolurrh when we die. Beyond this, we are creatures of body and soul; it’s the spirit that visits Dal Quor when you dream, leaving your body behind.

Meanwhile, immortals are physical embodiments of ideas. This has two aspects. First, the immortal doesn’t dream the way mortals do. Its body isn’t mere flesh: it’s a physical representation of its spirit. The two don’t separate. If it wants to go to Dal Quor, it goes there in one piece. So it doesn’t “dream”, but it could planar travel. This ties to the second point. The mortals of Eberron are touched by all planes. War and peace, light and darkness, madness and dream; all of these things shape mortal minds. An immortal is a creature of one shade. It is PURE war, unadulterated madness or dream. It is a physical embodiment of the core ideas of its plane. A rakshasa or a Fernian balor has no innate connection to Dal Quor; dreams aren’t part of their core identity.

Having said that, could a Khyberian Overlord find a way to project itself into Dal Quor? Sure. If that’s the story you want to have happen, make an explanation. Perhaps Bel Shalor’s connection to the Silver Flame lets it ride mortal spirits into Dal Quor. Perhaps the followers of the Voice In The Darkness have created an eldritch machine that lets her push into the realm of dreams. If you want it to happen, decide what it takes. But it’s not normal, and it would be a significant event.

Furthermore, it also states that “the only way to reach Dal Quor from the Material Plane is through the psychic projection of dreaming.” Does this mean that only mortals on the material plane dream? What about mortals on other planes? What about mortals from the material plane traveling to other planes?

As noted above, creatures of Eberron are inherently shaped by all of the planes, and it its this connection to Dal Quor that lets us go there when we dream. Many of the planes don’t HAVE mortal inhabitants… or their mortal inhabitants are immigrants (or descendants of immigrants) from the material plane. I would say that most native mortals don’t go to Dal Quor when they sleep; in this I’ll point to the Eladrin, who don’t dream. Do traveling mortals dream? I’d say it depends on the plane. In Fernia, you might dream in Dal Quor; however, planes such as Baator (well, demiplanes) or Dolurrh might have a spiritual gravity that prevents you from escaping through dreams.

Do some noble lords have their own armies, as in feudal societies?

Yes and no. If you look to Karrnath, while the army has a national command structure, individual forces are raised and maintained by the noble families; the leaders of each family are known as warlords. So while the army typically serves the coordinated vision of the king, every soldier is personally loyal to a specific warlord, and any warlord could choose to remove his support from the king – something Kaius has to keep in mind. While this has been specifically called out in Karrnath, I imagine it’s the basic model for most of the nations: nobles are charged to raise and maintain elements of the national armies. Beyond this, there’s nothing stopping nobles from having their own private forces. The only restriction that’s ever been mentioned is the Korth Edicts, which prevent Dragonmarked Houses from having armies. If a noble of Galifar wants an army and can afford to maintain it, that’s their business.

 

Dragonmarks 1/25: Codex, Cannith, and Changes I’d Make

It’s been awhile since I’ve done an Eberron Q&A, largely because I’ve been spending most of my spare time working on my new setting, codenamed Codex (working title only – it’s my Blue Harvest). But I don’t want to neglect Eberron, and a few of these questions segue into my upcoming Codex post. As always, my answers are just my opinion and may contradict canon sources: it’s up to you to decide what to use!

If there were anything you’d change about as-published Eberron, what would it be? What would you add or expand?

Lots of things. I wish we’d had more space to talk about the planes and undersea nations. I’d like more information about the spells and weapons used during the Last War, and more information about what war in Eberron actually looks like (and how these things could affect a post-war story). I wish we’d been able to provide more support for goblins as PCs. I wish we’d gotten the scale right on the original map of Khorvaire. Most of these are practical things that I believe would improve the setting for other players & DMs. There’s other changes that are more about what I want in a world, but don’t necessarily serve anyone else’s needs. I’d like the history of Galifar to have been shorter and a little more dramatic. I’d like more restrictions on resurrection and more of an exploration of its impact on society. There are lots of other little details like this, but they’re more for my peace of mind than because they interfere with people’s ability to enjoy the world.

As you progress in future RPGs/settings/etc, are there themes you tried exploring in Eberron that you’ll try to explore more?

Certainly. Looking at just a few…

  • The Impact of Magic on a Society. Any time I’m working on a world or system that involves magic, I want to seriously consider its impact on the world around it, and how it could be incorporated into a culture. Codex is at a different point in the history of magic than Eberron, and there’s more of a breakdown of different cultures employing different forms/schools of magic. But the basic idea—if magic exists and is reliable, how will it change the world—is definitely there.
  • War. There are many different ways in which war can generate stories. Eberron dealt with a civil war shattering a major kingdom. Codex will do something different… but war and its impact on the people caught up in it is certainly a theme that will be present.
  • Dreams. I’ve always loved exploring dreams. The very first RPG piece I had published was essentially Inception rules for Over The Edge. I wrote Oneiromancy rules for Atlas Games’ Occult Lore. Eberron plays with the Dreaming Dark and the Kalashtar. Codex is going in a different direction, but dreams have a role in the world.
  • Divine Mysteries and the Importance of Faith. Codex takes a very different approach to the divine than Eberron does. But it is still a world in which faith matters, where the absolute nature of the divine remains a mystery to mortals.
  • Shades of Gray. There’s always a place for the cut-and-dried pulp villain; when you fight the Emerald Claw, you generally know you’re doing the right thing. But as a noir fan, I want the world as a whole to be less black and white.

That’s just off the top of my head. I like conspiracies and intrigue, so you can be sure you’ll see a lot of schemes going on. I like to think about monsters—what are their cultures and drives? If I took another ten minutes, I’d likely come up with ten more answers, but I’ll get to those in the future.

Do the Five Nations have or seek to have colonies?

Colonization isn’t a strong theme in Eberron. By the numbers, the Five Nations aren’t even fully utilizing the land they currently claim; there’s no desperate need for new land. Beyond that, there’s not a lot of appealing land to colonize. Sarlona and Argonnessen are already taken, the Frostfell is hardly appealing, and Xen’drik is a cursed, twisted land full of dangerous things.

With that said, colonization and exploration are themes I’ll be exploring in Codex.

The Silver Flame infamously conducted a pogrom vs. lycanthropes. Has it similarly campaigned against other supernatural types?

Sure. Remember all those demon overlords trapped in Khyber? They’re the end result of the very first Silver Flame pogrom versus a supernatural threat. Of course, that predates HUMAN worship of the Silver Flame. In modern times, there’s nothing on par with the purge of lycanthropy, but in part that’s because there’s never been a threat that called for it. The Purge was a response to a massive outbreak of infectious lycanthropy; if left unchecked, this would have consumed and destroyed human civilization on Khorvaire. The forces of the Flame met this head on, and once it was broken, took steps to eliminate it completely. If there was, say, a zombie apocalypse, they’d act with the same ruthless efficiency to hunt down and destroy all vectors of zombie infection. There hasn’t been such a large-scale obvious threat, and so we haven’t seen such a thing. But on a smaller scale, the Silver Flame is CONSTANTLY campaigning against supernatural threats. That’s the purpose of the Templars: Protect the innocent from supernatural evil. Are there ghouls in the graveyard? The templars will check it out when they arrive. Is Dela possessed? Call for an exorcist of the Silver Flame! People often see the Silver Flame as intolerant or overzealous, but it’s important to remember that Eberron is a world where there ARE rakshasa, vampires, and demons abroad in the world, where you could be possessed or where evil from Khyber could burst onto the surface at any time. If it does, the Templars are charged to face it and if necessary, to lay down their lives to protect you from it.

Is there a Cannith family tree w/the prominent family member’s dates of birth/death & so on? How old was Norran when he died?

I’ve never encountered or constructed a full Cannith family tree. I don’t believe there’s a canon source as to Norran’s age, so it’s up to you to decide what best suits your story.

Also would warforged eventually expire if sealed in a vault? If Cannith seals unwanted creations up, do they last forever?

Warforged don’t need to eat, drink, or breathe. As such, a warforged could survive for a very, very long time if it was sealed in a vault. Do they last FOREVER? That depends on the environment. If you stored a suit of armor in this vault, would it still be intact and usable in a century? If the answer is “yes,” than a warforged stored in a similar way would also survive. If the environment lends itself to decay and corrosion, and if circumstances prevent the warforged from maintaining itself, it could fall pray to rot or corrosion. On the other hand, if it’s capable of moving and tending to itself, it could probably hold these things at bay. As defined, warforged have no set “expiration date,” and there are canon sources that deal with warforged created during the Age of Giants that are still operational.

Can a rakshasa truly worship the Silver Flame? If not, why don’t Silver Flame priests detect the evilness of disguised rakshasa?

This question originally dealt with the plot of a specific novel; to avoid spoilers, I’m addressing the general point. First, I don’t believe that a rakshasa can truly worship the Silver Flame… because if it does, it will cease to be a rakshasa and become something else. Immortal fiends are essentially incarnate ideas; if the idea changes substantially, I maintain that the creature will become something entirely different. A fallen angel becomes a radiant idol or a devil. A “risen” rakshasa would likewise take on a new form… perhaps that of a deva.

Given this, how do undercover rakshasa avoid detection? They have to be able to duplicate the powers of the roles they seek to fill. A rakshasa posing as a silver pyromancer has to learn some way to make his magic LOOK like that of a true silver pyromancer, even if it’s not. However, the Lords of Dust have had tens of thousands of years to work on this.  They have access to epic level spellcasters and hordes of treasure amassed since the dawn of time… so they can use magic items to help their disguises. One of the most important of these is the Mask of the Misplaced Aura, described on page 170 of Sharn: City of Towers; this is an amulet that gives the wearer a different aura for purposes of divination. So a rakshasa could have a MotMA that makes him show up as a 10th level lawful good cleric, even though he’s actually a 12th level lawful evil sorcerer/outsider.

What would change if the Twelve creates some magic equivalent firearms just for dragonmarked heirs?

It depends how effective they are compared to other weapons, from crossbows to eternal wands. Can they by any dragonmarked heir, or just one with a dragonmark? Do they require martial training, or are they mystically accurate (more like a longbow or a wand of magic missiles)? What’s the range? Do they automatically penetrate armor? How expensive are they—can every heir have them, or are they as rare as high-level sorcerers?

One of the underlying themes of Eberron is the uneasy balance of power between the nobility and the dragonmarked houses; the military power of the houses has been held in check by the Korth Edicts. If the houses acquire this new tool, there is the chance for them to be seen as a new military threat. I expect that the Five Nations would seek to ban them, just as they shut down Cannith’s creation forges. The question is if the Twelve would defy them, and what would happen if they do. Will all the houses stand together behind the Twelve, or would some break ranks? Are the nations prepared to forgo the services of the houses to enforce this point? Might they convince the Church of the Silver Flame that these firearmed dragonmarked heirs are a supernatural threat that endangers the innocent?

Ultimately, I think the answer largely depends on diplomacy and how these things are used. If they are used sparingly and in accord with the laws of the land, they might go largely unnoticed. On the other hand, if the houses flaunt them and engage in acts of aggression, it’s possible you could have an entirely different sort of Next War on your hands.

You mentioned a pulp hero named The Beholder. Would he be more like Batman or The Shadow?

The Beholder and her tagline (“No evil escapes the eyes of the Beholder!”) was inspired by the Shadow. The Beholder was a kalashtar with an assortment of agents (her “eyes”) she could communicate with telepathically to coordinate her war on the villains of Sharn.

Why may Aereni be interesting villains?

Hmm. The members of the Undying Court are tens of thousands of years old. They are one of the few forces who are capable of interpreting the Draconic Prophecy. Together, they wield divine power on par with the Silver Flame, if not as far reaching. They are capable of ruthless action in pursuit of their own interests, as shown by the extermination of the Line of Vol. Their power is limited beyond Aerenal, but can still be channeled through their priests and paladins. So, here’s a few ideas.

  • Take a page from Fringe. The Undying Court has been watching humanity for thousands of years. Now it acts. Through some unknown method, the Court extends its power to (Sharn/Stormreach/wherever), allowing them to wield their full divine power in this region. This allows them to shatter any organized military force that challenges them. Aereni soldiers commanded by deathless paladins seize control of the region and place it under martial law. They are constructing eldritch machines that will extend the range of their powers and allow the Ascendant Counselors to leave Shae Mordai. First off, WHY? Are they trying to save humanity from itself? Is this really an attack on the Lords of Dust/Chamber/Erandis Vol, who were about to do something big in the area?
  • Take it on a smaller scale. Aerenal decides that it won’t put up with the people of Khorvaire providing aid and support for its enemies (Erandis and the Emerald Claw). It begins to send military strike teams into the Five Nations to attack the Emerald Claw, and to hit areas with divine strikes. Aerenal considers these actions fully justified and is unconcerned about collateral damage. As an adventurer, you can easily get caught up in conflict with these forces, especially if you have any attachments to the Blood of Vol. Do you fight them? Strike back at Aerenal? Or try to help them finish their mission as quickly and efficiently as possible to minimize collateral damage?
  • If you’re an elf, chances are your ancestors at least passed through Aerenal. That means the Court knows something about you. Perhaps you have an ancestor on the Court. Or you have an ancient enemy on the Court who has been slowly eliminating your entire line. He’s finally gotten around to you. He’s coordinating strikes from Shae Mordai. Not only do you not know who he is, you don’t know the basis for the feud. Can you find the answers to these questions before it’s too late? How do you reach him in Shae Mordai?

Our local group is trying to get a better understanding of airships, which has made us curious about some of the choices used.  In the campaign setting book  airships use fire elementals and galleons use air elementals.  It just doesn’t make sense to us.  Why not just use air elementals for both ships?

A galleon uses an air elemental to generate wind which it harnesses with sails. The fire elemental works more like a rocket. With that said, some airships do employ air elementals; Pride of the Kraken from Principles of Fire used both an air and fire elemental.
I have been doing some research on flying fortresses.  In doing so I stumbled across a forum post that was speaking about the command center.  The post mentioned that it uses three bound elementals, earth, air, and fire. How does an earth elemental aid the flying fortress?

I don’t believe it’s my post, so I can’t say what the original author intended. However, I could see it as possibly being less about the interaction with the earth and more about enhancing the structural stability of the vessel.
If an elemental vessel loses its bound shard or it becomes damaged can it be repaired? Better yet can it be replaced?

Provided that it survives the experience, sure. If someone removes it while it’s docked, it could be replaced. And a galleon could lose its shard and continue under normal windpower. However, a large airship that loses its shard while in motion is going to crash, so a new shard is the least of your repair issues.
If shards are replaceable, would it then be possible to have a vessel that could swap crystals to take on different traits?

I don’t see why not. This would be an argument for a ship with multiple bound elementals—so you could still have one active to maintain the stability of the vessel while you switch out the other.
It seems that all of the Eberron publications only intend for the core elementals (air, earth, fire, and water) to be bound?  Do you have plans for the other elementals?  I know I do.  Is it possible that they can’t be bound?

I think any elemental should be able to be bound. I have no plans for them, but I certainly encourage you to run with the idea.

Besides Q&A it would be cool if you write short Eberron stories (FR authors do it).

I don’t know what FR authors do, but there’s a few factors here.

First, Eberron is the intellectual property of Wizards of the Coast. If I wrote an Eberron story, they would be within their rights to order me to take it down or change it. Would they? I don’t know. But they COULD. There’s been issues in the past as to whether I could post an Eberron adventure on my site. And there’s certainly no way I could sell an Eberron story.

This ties to point number two, which is time. I don’t have a whole lot of it, and the freelance RPG business isn’t the most lucrative job in the world. As a result, I need to focus the time that I have on projects that I feel are going somewhere. I’d LIKE to finish the stories of Thorn and Daine and Lei. But those stories belong to WotC, and I can’t afford to work on a story that not only can’t I sell, but that I might not even be able to post for free. Hence my working on Codex. I want to work on something that I know I can expand. So I’d be thrilled if WotC authorizes me to do more Eberron fiction. But it’s not something I’m comfortable investing time in without that authorization.

Six Questions: Javier Grillo-Marxuach

I know a lot of interesting people. Some I’ve worked with, some I’ve met while traveling the world, some just owe me money. My name may be on the website, but it seems kind of boring if I’m the only person whose voice is heard here. So I’m bringing some of my friends to the site, as time permits. I’m not a podcasty kind of guy, so I’m just keeping things simple: one guest, six questions.

This week I’m talking with JAVIER GRILLO-MARXUACH. Javi is the creator of one of my favorite television shows ever: The Middleman. He also wrote the comic the show was based on, and has done writing for such diverse shows as Lost, Charmed, Medium, The Pretender, and many more. He’s written comics! He’s created short films! He is one of the smartest people in the room, and if you’re not familiar with his work, you should get right on it.

What’s your story? Do you already know how it’s going to end, or are you just making it up as you go and hoping you get renewed for another season?

Though some days it feels like my story is the product of a writers room where lunch has not yet arrived, everyone is snapping at each other in hypoglycemic shock, the ratings arrived wrapped in fish and the dailies have become indelible proof that our once-irresistible-but-now-crotchety, dialogue-rewriting leading man has been spending too much time at the craft services table…those days aside, my story is pleasantly open-ended and I have made my peace with the truth that such uncertainty is far more conducive to fun, surprising opportunities than a relentless drive toward a dramatic conclusion.

You’ve worked on a host of shows and comics, but you’ve also created your own original characters and stories, such as The Middleman and Ramiel: The Wrath of God. What inspires your original work?

Let me answer this question with my favorite anecdote from the set of The Middleman. I was hanging out with our leading lady – Wendy Watson herself – Natalie Morales, and the actor who played her boyfriend Tyler – Brendan Hines. We were shooting the second-to-last episode and I answered a question about Brendan’s character by telling him that “Tyler is me on my best day.” Natalie looked at me in abject shock and horror and exclaimed that “But you said Wendy was also you!” I replied that indeed, she was. Natalie followed that up with the slightly repulsed statement “But… Wendy and Tyler are having sex!” In the difficult and awkward pause that ensued, I realized that there is probably no better way to summarize the relationship of creators and their work.

Tell me about The Middleman. How would you sum it up for a complete newb? What makes it unique?

It’s like having your brain smashed with a slice of lemon wrapped around a large gold brick. No, wait, that was a Pan-Galactic Gargle Blaster. They blend. OK, The Middleman…it’s basically a brightly-colored superhero fantasia where good is rewarded with victory and sustaining friendships, where doing the Right Thing results not in burden, compromise and tragedy, but in knowledge, wisdom and renewed optimism, and in which evil is not an unstoppable force without end, but the simple consequence of a lunk-headed refusal to behave with what we shamelessly earnest sentimentalists refer to as “simple human decency.” Those of us who made the show, quite simply, went to work every day with the humble goal of creating a televisual version of the Platonic Ideal of the Fisher Price garage we all had as children: an endlessly playful structure full of bright and shining things all leading to a good time. Whether we succeeded is up to you – the viewer – to decide.

The Middleman can always be counted on for a colorful exclamation, be it “Mutual of Omaha!” or “Eyes without a face!” What’s your favorite Middle-expression, and what was your criteria for coming up with them?

Because The Middleman transformed himself from a snot-punchin’ hellion into a clean-livin’ man who renounced profanity, the scripts continually called for more – and more colorful – expressions to articulate what ordinary people would normally do with an expletive. To fill that need, we had a dedicated white board in the writer’s room for Middleman exclamations (coming up with them became such a pervasive obsession that, to this day, the writers will email me new ones on a regular basis, even though the show has been off the air for some four years). You know, it’s hard to have a bad day at work when every time you turn your head in a certain direction, you see a board full of bon-mots like: Abs of Steel! Band of Brothers! Lhasa Apso! Land of the lost! Abe Lincoln’s mule! Breakfast of champions! Misfits of science! Easy-bake oven! Gods and monsters! Corinthian leather! Non-dairy creamer! Star 69! Door number three! My little pony! – and, of course – In-a-gadda-da-vida! As for my favorite Middle-exclamation, I have to say that while most recently, I truly enjoyed having the Big Green Cheese exclaim “Sons of Anarchy!” (in my traditional Christmas card Middleman short story that I do for the fans), I prefer the sheer elegance of simplicity to be found in heaving out a good, loud “OH PHOOEY!”

We met at a D&D game. How did you get into gaming, and what do you enjoy about it?

Dungeons and Dragons is like geek Esperanto: a shared language for people who love living out loud in a realm of imagination. I got into it when I was ten and the first edition came out…and it was like nerd-nirvana for me and my friends (that and VCRs and the Atari 2600). I love the social aspect of role-play gaming, the creativity, and – of course – the Mountain Dew and pizza. The best way I can describe D&D is how I explained it to the five year-old son of my current Dungeon Master…the little guy asked “what’s D&D?” and I said “you know how you have a video game system? It’s like that, only your dad is the console and the television.”

What are your plans for 2013?

I am incredibly blessed and lucky in that I get to do for a living something that I love dearly. Someone in my position should never take that for granted, so I plan on doing exactly what I always do, make things and hope they get out to anyone who might enjoy them: I have a new comic series “Unfathomable” coming out in the summer through APE Entertainment (the best way I can describe the premise is “Transformers with fish”)…I am also creating a pilot for the SyFy channel and doing some work on a new series created by Naren Shankar of “Star Trek: The Next Generation” – with whom I worked on seaQuest – and Luc Besson, who directed “The Fifth Element” among many others. Truly, all I want is to continue to have the privilege and opportunity to put these weird little objects from my mind into the world and see if they survive!

Six Questions: Ryan Macklin

I know a lot of interesting people. Some I’ve worked with, some I’ve met while traveling the world, some just owe me money. My name may be on the website, but it seems kind of boring if I’m the only person whose voice is heard here. So I’m bringing some of my friends to the site, as time permits. I’m not a podcasty kind of guy, so I’m just keeping things simple: one guest, six questions.

Today I’m talking to RYAN MACKLIN. You may know Ryan from his blog or his podcast, Master Plan (by curious coincidence, the most recent episode of Master Plan is an old interview with me!). As a game designer, Ryan is everywhere you want to be. He’s been involved in the design and development of a host of games ranging from the Leverage RPG, the Dresden Files RPG, A Penny for my Thoughts and more. He’s contributed a series pitch to Robin D. Laws‘ Hillfolk system, and has a piece in the Cortex Plus Hacker’s Guide. Beyond any of these, he’s just released an entirely new system of his own design. It’s called  MYTHENDER, it lets you bake Odin’s ravens into a pie, and it’s absolutely free. So what are you waiting for? Follow that link and check it out. And then come back and see what Ryan has to say about it!

Ryan Macklin, what’s your Master Plan?

As you might imagine, I get this question often. My answer for it has changed over time. I’ve joked about world domination (as have some of my guests on Master Plan), but right now the truth is: my Master Plan is to survive and help a few people along the way. And when it comes that second bit, I take a shotgun approach: I write on my blog about the creative process to help those who are new to it. I speak openly about struggles with mental health in the gaming community to help those who need to hear someone tell their story. And I suppose that even games I make help people to enjoy a moment in time, either to unwind or to think about something they wouldn’t otherwise.

This holiday season, I saw you run a game in which the players set out to crush Santa and hear the lamentation of his reindeer. Now that experience is available to everyone. Tell me about MYTHENDER.

Man, Mythender. My pitch is always: DO YOU WANT TO STAB THOR IN THE FACE?

That question has changed in visual meaning since Chris Hemsworth’ take on the Marvel character. SO THANKS UNIVERSE. Anyway, it’s my take on the idea of what truly mythic stories are about: power and hubris.

Much of the design is focused around two things: the emotional brain will hook deeper into language and tactile elements than the rational brain will in mathematical puzzles. And because the game is about telling a story of raging power and corruption, the emotional brain takes priority. So all the things in the game are worded deliberately to trigger a certain emotional space, and the large number of dice the game requires is about feeling the weight of your power in your hand and feeling how that diminishes when you’re hit.

I wanted to make a game the fulfilled the promise I thought Exalted had, and I wanted to play with ideas in Nobilis. I just didn’t realize I would be doing them in the same game. Of course, I’ve pretty much down the “here’s the pitch for game designers” for the last two paragraphs. So, BACK TO LET’S STAB ODIN IN HIS GOOD EYE and try to not become gods in the process, lest our friends End us.

What do you consider to be your finest creation?

That’s a damned hard question. If we stick to gaming, then when it comes to mechanical engines, certainly Mythender. The Game Creation chapter of Fate Core is my finest bit on campaign creation advice/procedure. Or the $15,000 I helped make in a few days for someone’s cancer treatment bills. But I’m hedging by breaking down into categories and whatnot, and the real answer is none of those.

Truthfully, there’s an uncomfortable finality in “finest.” So I’ll say my finest creation is years ahead, at minimum. It’s the one I’m chasing, the one bends like reeds in the wind, whose flaws are like cherry blossoms–for if nothing can be perfect, then let ones flaws be intentional and desirable.

After you die, you are dispatched to a special level of the afterlife in which you must run RPGs for the rest of eternity. What three systems do you take with you?

Mythender, because it amuses me. And I think implied in this answer is “all the stuff to run the game,” which means I’ll have a couple hundred d6s of various colors, as well as two different styles of tokens. So that’s awesome.

Man, it’s hubris to mention two games I’ve been involved in, but I really like what we did with Fate Core. Only I would probably want to also take Cortex Plus. They’re similar enough that I wouldn’t want to take both, so I guess I would take Fate Cor…tex Plus. Sure, I’ll make that hack before I die, so that it exists.

And finally, whatever is the most recent game from Jason Morningstar at the time of my death. If there is a god, that game would be Nine Roosevelts Against the Impossible.

You worked on the Leverage RPG, and you’re currently working on Margaret Weis Productions’ Cortex Plus Hacker’s Guide. Tell me about the Guide and your piece of it.

Well, I can do better; you can actually read a rough draft of my article on my blog: http://ryanmacklin.com/2011/11/hacking-stress-in-cortex-plus/

But it’s a treatise on language design in games. I have both a mathematical and creative writing background, so I feel like I can say with a decent amount of authority that language design is a stronger and more important component to creative game mechanics than the math. Some people call this “theme,” which is fair. And for those who would say “what about visuals?” I agree — that’s another aspect of communication/language/whatever you want to call it.

Anyway, my article is about showing how changing what you call Stress traits in Smallville can do for your game. Since in Smallville, how you suffer and deal with detriment is prescribed with language, that’s a really fascinating hack point that I think few considered.

A freak wormhole drops you into Gen Con 2018. What do you find there?

First of all, me without my pants on. PUT YOUR DAMN PANTS ON, FUTURE SELF.

I ohh and ahh at the next iteration of board games that make deckbuilders look antiquated. Like, I can’t fathom what that is, but knowing it’s there excites me right now. And the number of vendors selling phone/tablet games at Gen Con is pretty awesome.

Naturally, I swing by the very impressive booth that Daniel Solis has for his games, and I remark about how I’m entirely unsurprised at his success.

Leonard Balsera is sitting at the bar waiting for me, with a “where have you been, you bastard?” look and a manhattan waiting for me.

Later, after the exhibit hall winds down, I will come up to you and ask you what sort of wizard you are that you knew this would happen. I would beg you to show me the way home. But not without a few pages of notes I’ve taken about upcoming trends in gaming. Still, I intentionally don’t look at anything I’ve worked on — spoilers, after all.

Six Questions: Wolfgang Baur

I know a lot of interesting people. Some I’ve worked with, some I’ve met while traveling the world, some just owe me money. My name may be on the website, but it seems kind of boring if I’m the only person whose voice is heard here. So I’m bringing some of my friends to the site, as time permits. I’m not a podcasty kind of guy, so I’m just keeping things simple: one guest, six questions.

Today I’ve got WOLFGANG BAUR on the spot. You may know Wolfgang as the co-creator of Dark*Matter, the founder of Open Design, the chief kobold at Kobold Quarterly, or for the Midgard Campaign Setting or the host of other RPG material he’s created over the years. This week he released the Kobold Guide to Worldbuilding, which includes a few essays by your truly… along with a few other folks such as Monte Cook, Jeff Grubb, Chris Pramas. If you want to get the guide, you can pick it up from Amazon, Drivethru RPG, Createspace, or the Kobold Quarterly store. Now on with the questions!

How did you get started with gaming, and how did you end up where you are today?

I started with a blue box and some friends, then found some submission guidelines for Dungeon Magazine. I published a few adventures, just a trickle back in the days when Dungeon was bi-monthly. Then one day a friend told me TSR was hiring. I never had a careful strategy to work in games, but I was very hardworking and very lucky. Both helped.

I left Wizards of the Coast to strike out on my own, but have kept good relationships with Paizo, the WotC old guard, and others because I admire what they do for the hobby. I have found new friends and co-workers both at the big firms, and by working with freelancers for Kobold Press. Gamers have a good community.

Why kobolds?

Because they are the underdog. My whole career in RPG was in working for the big guys, first TSR, then WotC. And they have a lot to offer, in terms of art, editing, distribution, quality, creativity–not to mention the ability to pay the rent.

But when I struck out on my own, I felt like one little guy in a room full of giants, firms with deeper pockets, bigger networks, larger audiences, everything. So, the small-but-fierce credo of the Kobold Press was forged from necessity. Over time, we’ve grown, but in the larger picture, we’re still a small firm that survives by its wits. And a few well-laid ambushes and traps. Small means vulnerable, but also nimble, and that’s kobolds.

Your latest release is the Kobold Guide to Worldbuilding. Tell me about the guide. If I’m just sitting down to create a world, how will it help me?  

The guide is split out into sections on different topics, covering all the essential elements for building a world.

To provide the best advice, almost a dozen different industry veterans tackle different topics, from mapping to working in an established world to how to design a useful fantasy society or a new pantheon. The authors have been done worldbuilding for Guild Wars, Battletech, Dragonlance, Forgotten Realms, Midgard, Magic: the Gathering, Star Wars, and Westeros. It’s advice built on real experience and real success.

The cartographical advice, for instance, comes from Jonathan Roberts, the cartographer for George Martin’s Game of Thrones setting, Westeros. The pantheon advice comes from pantheon authors for D&D and Pathfinder RPG. The discussion is directed at showing you what your main decision-points are, and where different worlds choose different styles or paths. The examples help make the arguments, in other words, but there’s enough meat here to engage even long-time RPG veterans.

To my mind, some of the most interesting discussion comes from those people whose names you might not know. Scott Hungerford, one of the men responsible for the worldbuilding of Magic: the Gathering and many other major properties, talks about how to keep your world straight with a setting bible. I don’t think it gets any better than advice from people who do this professionally, and written to make your home game better, faster, and more engaging for players.

What’s the Guide got to offer gamemasters who already have a homebrew setting or use an established world?

Absolutely tons of great advice to enrich and expand your setting or an established setting! Who wouldn’t want some worldbuilding advice from Monte Cook or Chris Pramas or Jeff Grubb–or Keith Baker?

The Guide describes how to create a tribal society and how to create a secret society, how to generate adventure and conflict with mystery cults, how to think about the role of technology and how to deploy magic to create a sense of wonder. It tackles the value (or lack of value) of long historical timetables. The Guide to Worldbuilding isn’t just about the basics; it about the trade-offs, and how to expand an existing setting is definitely part of the package.

The Guide to Worldbuilding talks about what to leave out of your setting, and why, in a way that should give any worldbuilder food for thought. Not to mention, the chapter on how a freelancer might approach writing for a licensed setting such as Star Wars or Game of Thrones.

Well before Kickstarter became ubiquitous, you started Open Design as a way to have patrons directly fund RPG projects. In Open Design, senior patrons directly contribute ideas to the projects. What inspired you to create Open Design? What’s an example of a critical idea provided by a patron? 

I founded Open Design (the company) as a self-publishing effort, to put forward my designs and ideas. I quickly discovered that the fans who funded the work had lots of great ideas themselves, and that the conversation with the patrons and backers helped fine-tune, develop, and expand the best ideas. So that method, while time-consuming, has become a key element in creating better, award-winning work.

An example of a critical idea? Sure, a dwarven mines project some time ago was going to be a straight-up Mines of Moria sort of riff until a patron named Brandon Hodge said “Why not give the dwarves a secret society, sort of like Freemasons?” That was a great twist, and the designers and backers of the project played with it, enriched it, and made it concrete, from titles to robes to key plot points. That one suggestion led to lots of interesting plot and setting elements, so we ran with it. That one suggestion reshaped the entire final product in a way that was more exciting, more original, and more playable.

In other words, it might be more work to do it this way, but 50 minds are definitely better than one. The results have been impressive.

Through Open Design, you’ve produced the Midgard campaign setting. Tell me about Midgard. Given the choice of Golarion, Forgotten Realms, Eberron, Greyhawk and more, what makes Midgard unique and interesting?

While there are many fine settings, Midgard stands alone by placing a premium on presenting real myths and legends with a fantasy twist (the ravenfolk, the world trees, the ley lines) and it offers new roleplaying elements such as Status rules and the Deep Magic of shadow roads and ley lines. It’s not a wildly weird setting, but a paean to European fantasy traditions put through a Pathfinder lens.

It’s also the only complete fantasy setting written expressly for Pathfinder RPG—well, other than the Paizo house setting of Golarion. It is the only fantasy setting that gives its fans so many chances to publish their adventures in it. Midgard is a truly shared world, because of its collaborative design approach. That makes it powerful stuff. One reviewer called it “without doubt or hyperbole the very best fantasy RPG campaign setting that I have ever read (and I’ve read many!).”

Sometimes, not being first means that you learn from what other settings did right, or did wrong. Midgard clearly did.