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.

Recent Releases: Kobold Guide to Worldbuilding

While my next big thing is a long-term project, I’ve got a number of small things in the hopper. One hit shelves today: The Kobold Guide to Worldbuilding. This is an anthology of essays by a host of talented designers, including people I’ve worked with in the past and others whose work I’ve long admired. The topics range from very broad to quite narrow; some look at things from a high level, whereas others are more practical… how to design a cult, a guild, a tribe, a nation. I contributed two essays, “How to make a High-Magic World” and “Bringing History to Life.” I’ve only just received my other’s copy, so I’m still digesting the other essays in the book. So far I’m enjoying it, and as someone currently designing a new setting, it’s given me a lot of things to think about. Wolfgang Baur will have more to say about the Guide in this week’s Six Questions, but until then, take a look for yourself at Drivethru RPG, Createspace, or Amazon!

Beyond this, my most recent releases are all tied to my love of Lovecraft. Unpleasant Dreams is an expansion for Cthulhu Gloom, adding new Stories, Transformations, Guests, and more; I discuss it in more detail in this post. Earlier this year I released Cthulhu Fluxx, which brings a little much-needed madness to the chaos of Fluxx. While it keeps the overall structure of Fluxx – get the Keepers you need to meet the shifting goal, while dealing with the ever-changing rules – Cthulhu Fluxx adds a second layer. You’re trying to win for yourself, but you also need to work with the other players to keep everyone from losing. No one wins if Cthulhu rises… with the possible exception of the secret cultist, if one is out there! It was a fun challenge as a designer, and I’m happy with the results.

I’ll be talking about my next big thing soon; we’re still catching up from the chaos of the holidays, and I’m getting back into my work groove. I hope that 2013 is treating you well so far!

 

 

Six Questions: Molly Lewis

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.

My guest this week is ukulele sensation MOLLY LEWIS. I first heard Molly’s music at W00tstock, then got to know her at PAX and JoCoCruise Crazy II. Her music addresses such timeless topics as the Lincoln Assassination and the immortal wisdom of Mister T; she’s also a brilliant gamer who plays a mean hand of Pit. If you aren’t familiar with her work, YouTube is here to help you out, and I suggest you go there IMMEDIATELY. We’ll still be here when you get back! In addition, Molly is just about to embark on a West Coast tour with nerd-folk duo The Doubleclicks. If you’re on the west coast, check the schedule for a local show!

If someone made a quirky primetime sitcom based on your life, what would we see in the first episode? 

I’m picturing an old-fashioned expository theme song and title sequence, sort of like That Girl. (“Who’s that? Doesn’t know how to drive a car / la la la lalala la / Who’s that? Eating kimchi straight out of the jar / la la la lala la / She loves board games, she’s kind of arty-farty / She’s a party animal! in that she talks to cats at parties / She’s MOLLY.”)

In Seinfeld, the original premise they pitched was you watch a comedian go through his day and gather material for his standup show, which you see at the end of each episode. It would be way taxing on me as a songwriter if I adopted this premise and then had to crank out a song every week, but if I have a sweatshop of other songwriters to help me, it might be plausible.

In the first episode I think we’d follow me getting ready for an upcoming Dammit Liz show. The primary sets that my sitcom would use the most would be My House, My Home Office, and Cafe Mox (Central Perk : Friends :: Cafe Mox : my sitcom). The first episode of my sitcom would have to establish all these sets.

We’d open up at INT – Molly’s House – DAY, where Ben and I are in our living room. He is playing Darksiders II or looking at pictures of shoes on his phone or something. I’m sorting through my Cards Against Humanity set to create a sanitized set I can take home to play with my family over the Thanksgiving holiday. After I reduce my whole pack down to about 10 useable white cards, I declare Mission Accomplished and decide to go upstairs to get some work done.

So we cut to INT – Molly’s Home Office – DAY. I get a Skype call from Dammit Liz (IRL I would get an email but Skype makes for better television) inviting me to the “Dammit Liz Presents A Guy Fawkes Day Musical Fireworks Celebration” or something. But uh oh! it’s been 6 months since I’ve written a new song, and I don’t have any material appropriate for Guy Fawkes Day. 🙁

I go to INT – Cafe Mox – DAY to meet up with my fellow nerdy songwriter friends The Doubleclicks and Marian Call. (By warped sitcom physics, Juneau Portland and Seattle will all be very close together.) We talk about my songwriter troubs and they suggest ideas that are well-meaning and clever but very distinctively their style, and I feel bad stealing ideas from my friends.

The pilot episode would probably end up at some Dammit Liz production, because we need to establish (1) that I’m a professional ukulelist, and (2) it would be a quick & easy way to introduce all my friends that might make appearances later in the series. Look, it’s the hilarious duo Kris & Scott (spinoff??), OMG the Loading Ready Run people, oh Logan Bonner you lovable scamp LOL.

The show would end with me singing my new song about Guy Fawkes Day (“My Parliamentary Heart Bursts For You” or something).

What are your favorite songs… that you’ve written, and that you haven’t?  

Right now I am mainlining some “Ballad of Booth” from Assassins, something fierce. As someone who has written a songbit about the Lincoln assassination from Booth’s perspective, it is SO choice. The whole reason I wrote my Lincoln song is because I read Assassination Vacation immediately before I got that prompt, and found the portion about JWBooth fascinating – He honestly thought he was being the Good Guy, a liberator and patriot, and wrote as much in his diary post-assassination.

I judge the quality of song rhymes based on whether or not I can tell which rhyming phrase was put down first; sometimes you can just smell when someone went “Oh crap, what rhymes with ‘call me MAYBE’? ‘This is CRAZY?’ Pffft, that’s fine.” If the rhyme works into the song naturally, and if you have command of the language, the anal-retentive listener shouldn’t be able to tell which phrase you put to paper first – or the rhyme has to be so cheekily clever that it comes around the other side. (Tom Lehrer does this a lot; he’s the inspiration for the “commuter bus / uterus” rhyme in my Mr. T song.) Sondheim rhymes are so tight that you can’t pick out where the thought even started. (Some say it was your voice had gone / Some say it was booze / Some say you killed a country, John / because of bad reviews.)  I’m pretty sure he could crush me between the lobes of his brain.

And it’s weird because he’s my friend and stuff, but “I’m Your Moon” by Jonathan Coulton is a fantastic song. That was the song that made me go “Just who is this Jonathan Coulton guy??”

I generally think love songs are boring cultural excess, but “I’m Your Moon” works for me on so many levels because the most romantic bits about it are based on actual scientific facts about Pluto’s relationship with its moon (they’re very similar in size and so Pluto’s center of orbit is between them, and their rotational orbits are synched so that they are constantly facing each other, like dancers), and it also gave the whole Pluto Isn’t A Planet thing some closure (at least in my heart). It took these inert space bodies and gave them personhood, gave them pathos. It was just everything you wanted to tell Pluto after it got demoted, from the only celestial being qualified to really console Pluto on anything. It’s really a very lovely, thoughtful, and well-constructed thing.

When I was in high school we had to write an Elizabethan sonnet for my English class; everybody else wrote sonnets about love or teenage angst, and I wrote about Pluto lamenting that it wasn’t a planet anymore. It remains an issue close to my heart.

Another recent acquisition is Let’s Misbehave / Irving Aaronson – A fantastic song for ukulele, I might add. It’s the kind of mischief that I want associated with the ukulele.

What led you to the ukulele?

The sheer novelty of it. No, really. I had gone through guitar, mandolin, and banjo in the span of 2.5 years. Guitar was too big for my tiny frame, mandolin was tough on my fingers (two of each string, ouch), and banjo was inherently fragile and dorky in a way I couldn’t work with. So one day my dad is coming home from the office and he sees this weird looking tiny stringed instrument in the window of a shop and says “That thing looks dumb, maybe Molly can play it.” So he brings it home and I go “Whaaa?” but it ended up incorporating all the advantages of the other 3 instruments while doing away with the disadvantages.

I played guitar for about 3 years before ditching it for ukulele, because I was reasonably good enough at it and it’s important for me to be able to sing while playing my instrument. I always got squirmy though because when a girl gets onstage with a guitar, especially a teenage girl, people are really quick to compare her to other lady singer-songwriters. People were eager to put me in a box, and they thought it was a compliment when they told me that I reminded them of Michelle Branch or Jewel or The Dixie Chicks or something. I found it insulting for some reason.

I picked up ukulele in 2004, sort of as it was starting to crest into trendiness, and there were no ukulele playing ladies that anybody could compare me to. I liked people asking “What IS that thing?” when I brought it out and played it. So I stuck with it.

If you were kidnapped by animatronic presidents and forced to work at a Disney Park, what would you want your job to be?

I’d love to play with Billy Hill & The Hillbillies, but I don’t think they have any openings. 

If I worked at the Dole booth outside the Tiki Room I could eat pineapple whip all day. I’d like that.

I definitely want to be the person who loads people on and off the Matterhorn. I’ve always envied their sweet wooly jackets. They’re long, kind of gray and forest green – they might even be reversible? Ben tells me they’re called toggle coats, because they have these horn things instead of buttons. The people that load the Pirates Of The Caribbean ride also get pretty cool outfits. They get to wear orange and burgundy striped socks, and the ladies get this suedey bodice thing – and pants. Most Disney ride operator ladies have to wear dresses of some kind.

When I was a kid I really wanted to be a skipper on the Jungle Cruise because I thought they had the most creative freedom of all the Disney employees? and then learned as I grew up that they actually have to submit their jokes for approval before they can use them on the job. So, that’s boring.

When you enter the Haunted Mansion, there’s this haunted stretchy gallery room you start in before you get into the boarding area. You’re supposed to stand in the middle of the room to get the full effect, and so there’s an employee (also with a great costume) who says “Ladies and gentlemen, kindly drag your bodies away from the walls to the dead center of the gallery,” their emphasis. This one time we had this lady who did not get where the jokes were in that spiel, and so she said “kindly move your cadavers away from the scary walls to the dead center of the haunted gallery.” I wanted to school her about how I was 12 and could do her job better than she could, but didn’t.

What’s your favorite game at the moment? 

Earlier this week I played Cash & Guns for the first time, the game mechanic of which involves pointing foam orange pistols at other players; I worried it would be sort of a gimmicky game mechanic that doesn’t add much, like the inflatable clubs in Ugg Tect, but I was pleasantly surprised to find that it’s a good and easy pickup game.

I really like team games that involve more bluffing and talking than, uh, actual strategizing. So Fiasco is a favorite, Werewolves is good (The Resistance is also in the same vein, but has more structure). Deck-building and turn-based games are touchy for me because I had some roommates in college who really loved Dominion but weren’t good about talking the other players through what they were doing in their turn. You only spent 1/4 of the game enjoying yourself, and the rest waiting for it to be your turn; there was a lot of “[nudge] Is your turn over?” “…Oh. Yes.” (They also didn’t like to put out that involved any kind of intrigue or stealing cards from other people, which is half the fun of Dominion.) Games like Fluxx or We Didn’t Playtest This or Gloom keep everybody involved in the game even when it isn’t their turn, and Dominion should be like that, but I wasn’t playing with the right people.

And I’m normally sort of unenthused with iPhone games, but I’ve recently discovered Spaceteam, which involves barking nonsense commands at your friends and twiddling knobs and switches on your phone screen. I love games you can spontaneously break out when you and your friends are waiting in line for something, or sitting around a table in a bar. (I carry Zombie Dice in my purse for this reason.)

If you were trapped on a desert island with only three Cards Against Humanity questions, what would they be?

“Why am I sticky?” Seems like a question I’d ask myself often on a desert island.

“In a pinch, [blank] can be a suitable substitute for [blank].” because that’s the sort of resourcefulness one needs on a desert island.

“[blank]. High five, bro.” You need to keep morale up when you’re stuck on a desert island.

 

Fantasy Roundtable: Family Ties

The holidays are a time when families come together. The presence of my relatives got me thinking about games, and how RPG characters often exist in isolation. After all, if my goal is to make the most efficient dungeon delver ever, what practical benefit is there to having a kid sister or an aging mother? Sheer mechanics aside, how will it make the game experience more fun for me?

In general, exploring family is a way to add depth to a character. Where have they come from? What are their roots? Is the fighter carrying on a proud tradition, or is he a black sheep whose adventuring career is an embarrassment to his noble family? Is there a town he calls home, or are his kinfolk spread across the land?

Here’s a few of my ideas on the subject. Some of these I’ve used in the past; others I might try in the future. I’d love to hear what you’ve done with families in your games!

THE ORPHAN

You want to be a lone wolf with no ties to the world? Nothing wrong with that. But if you don’t have any family, WHY don’t you have any family? A few scenarios:

  • Graven’s family were massacred by the Karrns in the Last War. This fuels his long-standing hatred of all things Karrnathi and general dislike of the undead. If he’s mainly a dungeon crawler, this might be as far as it goes. In a more intrigue-oriented campaign he might eventually learn that the attack was actually carried out by the Emerald Claw on behalf of Erandis Vol; his family held some secret that posed a threat to her. Can he uncover this and avenge the fallen? Alternately, some of his relatives could still be held in undead servitude. Can he lay them to rest?
  • Junius lost everyone and everything he knew in the Mourning (or Spellplague, or similar vast disaster). While it’s not a goal that drives him at the start, he might jump at the chance to uncover the mystery of the disaster that destroyed his loved ones. Another adventure might involve exploring the ruins of his family estate, salvaging family treasures still hidden there.
  • Sera has never known her family; she was raised in an orphanage/by wolves/by mercenaries. She’s never stayed in one place long enough to be friends. On the surface, this leaves the character with no story at all; however, it also means that there’s no facts in the way of making up a story, as when it is suddenly revealed that Sera is the long-lost last heir of the throne of Elf-dom, spirited away and hidden by a loyal retainer when her family was being hunted down by their rivals.

In popular fiction, Kvothe from The Name of the Wind is an orphan. Many of his adventures have nothing to do with this, but his desire to avenge his parents is an underlying theme that drives his long-term goals.

INHERITANCE

The Lord of the Rings and The Order of the Stick are both driven by quests handed down from previous generations. OotS’s Roy Greenhilt is bound to fulfill his father’s blood oath, while Frodo is given the task of carrying his uncle’s ring to Mordor. The heroes are also equipped by their elders; Roy wields his grandfather’s sword, while Frodo receives the sword Sting and a coat of mithral chainmail from Bilbo. By contrast, Thorin Oakenshield of The Hobbit has no special sword or armor, but he receives a map and a quest to reclaim his ancestral home. In all three cases, the inherited quest is the end goal of a campaign arc; all three have a host of adventures on the way to carrying out their heirloom quests.

This sort of story is easily adapted to a roleplaying game; it simply requires cooperation between the players and the GM when it comes to planning out the campaign arc. In terms of providing a character with an heirloom treasure, there are a number of ways to handle this. Each character could receive a treasure, so everyone is on even footing. It could be that only one character receives an heirloom, and this is balanced by increased responsibility or danger; the character is the subject of a vendetta and will invariably be the focus of enemy attacks. On the other hand, it may be that the heirloom drives the story but has no mechanical value. Thorin simply receives a map. And while Roy carries his grandfather’s sword, it only becomes a powerful magic item once he has it reforged. In this, there’s some similarity to Aragorn in Lord of the Rings; he has the pieces of a powerful sword from the very beginning of the “campaign”, but he is only able to reforge the sword after a series of trials and triumphs. In both cases, the sword has a personal meaning to the hero who carries it; it’s not just some random treasure plucked from a monster’s hoard. They effectively acquire the weapons through adventure – but the weapons have personal significance due to their family history.

THE FAMILY BUSINESS

Perhaps you are following a family tradition… in which case, other members of your family might be more advanced in your chosen field than you are. The wizard’s mother might be the Master Diviner at the Mage’s Guild. The father of the rogue could be a Boromar underboss who with a sizeable territory in Sharn. The fighter might be the son of a general in the army or the captain of the city watch.

This sort of connection raises a host of possibilities. The first is the question of the relationship between the player character and successful relative. Is the PC following in the footsteps of the parent? Does he expect to fill his forebear’s shoes, or is he following a different path? If the relationship is a good one, the relative could serve as a patron for the party… either directly supplying them with missions or simply cutting them a break on services they might not otherwise be able to obtain. Diviner Mom can help the party identify magic items, and she occasionally provides them with a free augury… but a time may come when they need to help mom overthrow the corrupt guildmaster, or exorcise the quori that has managed to weasel its way into her mind. If the family member does provide some sort of concrete benefit to the party—whether missions or services—it will make storylines that threaten her have that much more impact.

One question is whether or not you are aware of your family’s business at the start of your adventuring career. It could be that your ancestors are a secret order of demon-hunters, but your parents have kept the truth hidden from you because you weren’t ready to take on the responsibility/the stars weren’t right/your sister was the Chosen One. Now that the demons are rising/you found the sword of angels/your sister is dead/you’ve reached level ten, your ancient purpose is revealed… which might be just the thing to explain your new paragon path/prestige class.

A spin-off of this is the noble heir who starts off as a free-spirited adventurer, but who is eventually called upon to carry out the duties of his office. When King Bob is assassinated, it’s up to the fighter to take up his crown; he must deal with the problems facing the tiny kingdom. The party’s cleric must serve as his spiritual adviser, and the rogue is the spymaster. The little kingdom is caught between two greater powers; the PC King could escape much of this responsibility by swearing allegiance to the empire to the north, but will he surrender his kingdom’s independence so easily? Such a plotline is an interesting way to switch from a heroic arc to a higher level campaign. The PCs have honed their skills crawling through dungeons and fighting monsters; now they must deal with spies, assassins, and armies.

Another take on this is having the entire party be drawn from a single family. Looking to the Boromar crime family, you could easily have characters with different classes all pitching in to help the family business in different ways.

THE RIVAL

A family rival could be a friendly rivalry within your own family… the fighter’s sister is a sorceress, and has always been determined to prove magic superior to the sword. She has her own band of adventurers. Sometimes they help you; sometimes they beat you to something you were searching for; sometimes you only find out about an interesting dungeon because they got their first. This gives a possibility for cavalry to arrive when you bite off more than you can chew… but you might also end up having to bail your sibling out of trouble when they take on too much, and end up imprisoned/possessed/petrified/what-have-you.

Alternatively, you could be dealing with a rivalry between families. Capulets and Montagues, Hatfields and McCoys, Bagginses and Sackville-Bagginses. This could be primarily a political rivalry that has little direct affect on your adventures, and mainly comes out in the reactions of certain NPCs who either support or oppose your family. On the other hand, it could be simmering on the edge of violence, with a constant threat of assassins or attacks; between poking around in dungeons, you might raid the estate of an enemy family, or be sent as envoys to win the favor of a neutral family.

THE NEXT GENERATION

Epic level getting you down? Do you long for the simple days when a dire rat was a challenge? Perhaps it’s time to jump forward a few decades and start a new campaign based on the descendants of your current party. This works especially well if some sort of interparty romance has already formed over the course of the campaign; if the fighter and the wizard already hooked up, there’s a solid family that can be the backbone of the next generation. It’s possible for every player to play a descendant of their original character, but you shouldn’t feel tied to this; the core descendants will surely have friends and acquaintances from distant places. Likewise, use your imagination when asking where are they now for your original PCs. They could be happily married & running the local inn/wizard’s guild/kingdom. But perhaps the sorcerer vanished a decade ago, and no one knows what became of him. Maybe the rogue and fighter quarreled, and the rogue is now a legendary assassin whose name is spoken in whispers. The paladin has fallen and rules a dark kingdom with an iron fist. Perhaps the warlock’s child has inherited a problem from the original PC; it turns out that part of the warlock’s pact concerned the soul of his firstborn child, and it’s up to the next-gen PC to pay the price for her father’s lust for power.

These are just a handful of ideas; there’s many other ways that family could play a role in a campaign. An entire campaign could be based around dynastic conflict. Your kid sister is determined to be an adventurer and has followed you into danger… can you keep her alive? Your brother is getting married to the Inspired ambassador… do you trust her? What do you get as a wedding gift? Will you go to the destination wedding in Sarlona? Quests for vengeance, ancestral curses, the spell your great-grandfather never quite finished… delving into family can provide all sorts of interesting flavor and inspiration for good NPCs.

This is just a starting point. What have YOU done with family in your games? What would you like to do in games to come?

12/12: Books I’m Reading, Games I’m Playing

Clothes make the SpaceTeam.

I’m working on my post about my Next Big Thing, but in the meantime I thought I’d throw out a quick note about the things I’ve been enjoying over the past month. This isn’t a best of the year post; these are just the things I’m listening to, watching and reading RIGHT NOW, and my thoughts about them.

THINGS I’M READING

Locke & Key: Welcome to Lovecraft by Joe Hill and Gabriel Rodriguez

I’ve been enjoying Locke & Key for years now, but I had the good fortune to receive the special edition of Welcome to Lovecraft as a gift, and that’s got me reading the series through again. Locke & Key is certainly my favorite comic of recent years, and on the list with Sandman, Hellboy, and Grant Morrison’s run on Doom Patrol for lifelong favorites. It’s best to discover it on your own, but I’ll describe it as a blend of Narnia and a good ghost story. A group of children return to an old family estate and stumble across its ancient and magical secrets… but the doors opened by the magical keys can lead to more gruesome dangers than Lucy or Edmund ever faced in Narnia. I like keys, and as such I’ll also give a nod to Skelton Crew, a studio that has produced replicas of the magical keys from the series. As comic collectibles go, these are fantastic. The keys are the critical visual element and tool from the stories, and Skelton’s replicas are a good size and weight; they’re fun things to carry around even without the story connection. So far they haven’t opened any doors for me, but who knows.

The Wise Man’s Fear by Patrick Rothfuss

In The Hobbit, the people of the Shire know relatively little about the world beyond their fields. Luckily, Gandalf shows up and provides us with detailed exposition about the history of the dwarves and that the dragon. Moving on to the Lord of the Rings, through Gandalf, Elrond and Galadriel we are kept well-informed about the history of the conflict and its major players.

The Kingkiller Chronicles have some common threads with Lord of the Rings or The Wheel of Time. There’s an ancient evil lord. He’s got a cabal of powerful minions, much like the Nazgul or the Forsaken. They’re all up to something. But unlike LOTR or Wheel of Time, we don’t know what it is. Imagine Lord of the Rings without Gandalf. Frodo has the ring. He actually knows that it’s bad and should be destroyed in Mount Doom. But he doesn’t know where Mount Doom IS. The stories about Sauron are full of conflicting details, and while some legends say that he lived in Mordor, there are no current maps that show the location of this long-forgotten kingdom. In The Kingkiller Chronicles, Kvothe has much the same problem. He’s had a disastrous encounter with the ancient evil, but he has trouble finding out exactly what it IS. As he learns magic and hones his other skills, he—and we, through his eyes—gets glimpses of the truth through folktales, songs, rumors, and religion. But there are conflicts in all of these, and the truth remains to be revealed. Rather than the story being about the goal—IE, the destruction of the Ring or the defeat of the Dark One—it’s more about the journey. For me, much of what I enjoy is the way that the mysteries of the world are slowly unfolded instead of being laid out from the start.

I’m still only partway through WMF. In some ways, it’s a blend of Harry Potter and Ender’s Game—a brilliant boy learning the secrets of magic, using his wits to deal with rivals at school and the other challenges of life. Yet there are constant patches of crabgrass foreshadowing great deeds and tragedies that lie ahead. It’s a very different sort of tale from the warring kings of A Song of Ice and Fire. But it’s certainly managed to hold my interest; I want to know more about the world, perhaps more than I want to know about Kvothe.

 

GAMES I’M PLAYING

I play a lot of games. In the last week I’ve played Cards Again Humanity, Ticket to Ride, Lost Cities, Love Letters, Quirks, Cthulhu Fluxx and a few different flavors of Gloom. I’m very happy with Unpleasant Dreams, the first expansion for Cthulhu Gloom… if you have any questions about Unpleasant Dreams (or for that matter anything I’ve made), please ask here! Here’s some thoughts on a few of my favorite games I’ve played in the last month.

SpaceTeam

You’re flying a ship through a galaxy crowded with wormholes and asteroids. Your ship is barely holding together. Panels are falling off. Slime is leaking out from the cracks. There are an endless assortment of adjustments that need to be made. Punch the orbvalve! Set the microfluxer to 5! Deactivate the quantum valve! Consider purchasing upgrades! It’s more than one person can handle. Fortunately, you’re not alone. You’re part of a SpaceTeam.

SpaceTeam is a cooperative game for 2-4 people, played on iPads and iPhones. Each player has a piece of the ship’s control panel, covered with an assortment of bizarre and often hilarious controls. As the game unfolds, you receive instructions and have a limited time to complete them. But many of your instructions apply to the controls on the panels of other players. The result? A lot of panicked shouting, as you watch the timer counting down and hope that the command you’re shouting makes sense to one of your comrades. “Tighten the Ubercronk! Set the Hypermodulator to six! Tip the Waiter! Wormhole – EVERYONE FLIP!” Any given action is quite simple: push a button or turn a dial. However, the combination of time pressure, communication within your team, and console malfunctions that have to be fixed or simply ignored make it an extremely entertaining experience. I’m sad that they didn’t create a holiday version; I can imagine sitting around the living room with my family shouting “Deck the halls! Parum the Pum-Pum! Mistletoe – everybody kiss!”

In short, it’s a fun, quick cooperative experience, and a perfect way to pass time while standing in line or waiting for something to start. And it’s free. So what are you waiting for?

 

Geistes Blitz

A simple game that combines speed and pattern recognition. Five objects are placed in the center of the table. A card is drawn from the deck. Each card has four elements: two objects and two colors. If a color/object combination matches one of the objects on the table—for example, there is a picture of a white ghost—the first person to grab that object off the table gets the card and the point. However, in many cards, neither of the two objects shown are the proper color. In this case, you look for the object that isn’t represented on the card in any way. So if a card has a green rat and a red ghost, you are looking for an object that’s not a ghost or a rat, and isn’t red or green… which only leaves one possibility, the blue book. Grab the book and you get the point. If you grab the wrong object, you lose a point—so while speed is important, you don’t want to grab until you’re sure.

This basic game is a great deal of fun, and it’s good for people of all ages; I admit that I played about five rounds with an eight year old and lost every time. However, there are lots of ways to increase the complexity once your group is familiar with it. You can say that if there’s a ghost on the card, you need to shout the name of the proper object instead of grabbing it… or that if there’s a book, the correct answer is the object that’s the color of the book on the card, not whatever the normal answer would be. It’s fast and easily portable. The only problem is that it’s somewhat hard to find. I got my copy off the internet, and I’ve been recommending it to every brick & mortar store I’ve been to.

Always/Never/Now

Always/Never/Now is a cyberpunk adventure cycle created by brilliant designer Will Hindmarch, and I’d say that it’s something like a mash-up of Mission Impossible and The Usual Suspects as written by William Gibson. You’re a brilliant operative who’s been called out of retirement for one last job… a job that will span the course of many adventures and delve into a host of mysteries. The system is inspired by Lady Blackbird; it’s easy to use and encourages players to get into the mind of the character. As the group’s strategist, you don’t get experience for killing things; rather, you get experience when other people follow a plan that you’ve devised. As such, you are rewarded for being a leader. Pregenerated characters are provided, which means that you have a well-balanced team with a lot of interesting backstory built into the characters themselves. One element I found particularly engaging was the use of environmental tags. When our group was engaged in a tense car chase, Will provided us with a list of specific objects in the scene – high tension wires, a hapless motorcyclist, a tanker truck, a news helicopter, an overpass. Over the course of the scene, we could use each of these elements once in the description of an action in order to get a bonus to the roll. Now, nothing was stopping us from introducing these or other elements on our own; but by providing us with a list, Will really got me thinking about what we COULD do with those things. I might have simply tried to outrun the enemy; instead, I starting thinking about how the hapless motorcyclist could flip over their hood, causing them to crash into the tanker truck. It’s an idea I could easily see transporting to other settings and systems, such as Eberron. If you want someone to swing on a chandelier, let them know that the chandelier is right there waiting to be used!

Always/Never/Now was funded on Kickstarter early this year. At the moment, the only way to play it is to corner Will Hindmarch at a convention (and I suggest you do). However, it will soon be available as a PDF for download. I’ll be sure to mention it here when it is; it’s definitely worth a roll of the dice!

And finally, for those who missed my earlier post, here again is Gloomy Santa…

Six Questions: Will Hindmarch

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.

My guest this week is designer WILL HINDMARCH. He does an excellent job of covering his career at his website. In short, he is a writer, gamer designer, and extremely clever person. Over the years we have collaborated on a number of things. We worked together on the Feng Shui sourcebook Friends of the Dragon, which may (absolutely no guarantees) be one of the first places where flashbacks are suggested as an RPG story mechanic. Years later Will invited me to take part in his anthology The Bones: Us and Our Dice. Later still I had a chance to play in his cyberpunk adventure Always/Never/Now, which was one of the most entertaining roleplaying experiences I can recall. This doesn’t begin to touch on the scope of his work… like I said, check his bio. And now, let’s get to the questions!

Who are you? Please answer in exactly five words. 

Writer, designer, gamer, mooncalf? Word.

What have you done over the last decade?

Not enough. Since 2002, either on staff or as a freelancer, I’ve put a fingerprint on something like 100+ publications, mostly in the game sector, and it still feels like I’m lagging behind prized contemporaries and luminaries.

In the past decade, I’ve gotten married, moved from city to city a few times, and learned a lot about writing, design, development, and production from some of the gaming hobby’s most-skilled people. I’ve achieved a few long-term goals from my past but I have a lot more still waiting to be realized. I’ve sailed on the surface and I’ve scraped the bottom of the sea, but at least I’m still here, chasing new goals. Advance, setback, pirouette, onward.

The big thing that I’ve done in the past ten years and get to know some of my favorite game designers, writers, and other creative folk in a way that goes beyond fan mail or a handshake. I count myself incredibly lucky for the company I’m allowed to keep. I’m surrounded by intimidating talents and wonderful hearts and cunning minds and while I haven’t yet made the mark (or all the games and books) that I so desperately wanted to make by this point, I am better primed to do those things now than I was before. I remain hopeful, most days.

Always, Never, or Now?

I wish the answer was “always.” I fear the answer is “never.” I know it isn’t “now.”

What’s your favorite game you didn’t create?

Tricky, this one. I have created a number of games close to zero. Most of my work has been on other people’s games, expansions, and supplements. Vexing.

Truth is, I am near-sighted when it comes to favorites—my favorite game is often the one that I am obsessed with in the moment, so not only does my favoritism juke and weave, it often doubles back and leads me through the woods to familiar groves after years away. Which is to say, I don’t know. I’ve singled out Castle Falkenstein as an answer to this question a few times, but there have been times when my favorite game was Wraith: The Oblivion, the Saga system (whether it’s powering fantastical or super-heroic roleplaying), and I’m plainly a sucker for the confluence of mechanics that make up Lady Blackbird. I’ve been playing a whole lot of 7 Wonders for the last year or so, too; I admire that game rather a lot.

But my favorite game? It’s probably Thief: The Dark Project. That’s the most engaged and captivated I have ever been in actual play, and I was engaged and captivated something close to my maximum amount by that game. It builds a terrific world, tells a great tale, features wonderful characterization and mechanics, and is probably the most frightening game I have ever played.

If you were trapped on a desert island, what three dice would you take?

Probably 2d6 and 1d10. I can play a whole lot of my favorite RPGs with the sweet curve of 2d6 and the nice simple determination of a single ten-sider. Plus, if I can tally in the sand or make tick-marks on the tree(s), I can track successes and play all manner of great games calling for more dice. The sand will become a record of adventure, grooved all over with the scrap measurements of play, maybe even gridded out with a simple board for tracking coconut goblins and sea-smoothed stones standing in for bold adventurers.

When the sailors finally row up to rescue us, I’ll hold up my finger and be like, “Let’s just finish this round to see if we can save the lost treasure.”

What’s one of your favorite ways to set the mood when you’re running an RPG?

Music. I use a lot of tricks and techniques, from small talk to cadence to lighting, but music is one of my favorites because it’s like getting a whole secondary channel of mood and information into the play space. I can say one thing and let the music support or confound those words and create a situation or atmosphere that much more nuanced than I could do with just words alone. I’ve written a fair bit about this and hope to write more. A lot of what I do with music at the game table is intuitive but I’m eager to externalize it as actionable advice one day.

Have A Gloomy Holiday!

Overall, I’m pretty happy with 2012. We survived the Mayan Y2K+12 Bug with a fine bunker warming featuring Molly Lewis & the Doubleclicks. Looking back over the year, Jenn and returned to Portland after a brief stay in Austin, Texas. We sailed the seas on the second JoCoCrazyCruise. We acquired a pair of adorable kittens who have since quadrupled in size…

Our lives are one big adorable YouTube video.

In gaming news, I released Cthulhu Fluxx and the first expansion for Cthulhu Gloom, Unpleasant Dreams. Gloom was featured on the Geek & Sundry show Tabletop. I’ve expanded this site with Six Questions, which has helped me to get to know some of my friends a little better and answered such burning questions as “What three dice would Will Hindmarch take to a desert island?”

In gloomier news, the current issue of Dragon marks the final installment of the Eye on Eberron series. It is my hope that Eberron will continue to be supported in D&D Next, but I don’t have any news on that front. With that in mind, I am developing a new fantasy setting that I’ll be using as a foundation for games and fiction. Expect to see a more detailed discussion of this new world over the next few months!

I count myself lucky for all of the good things in my life. I’m grateful to be surrounded by good friends and family, and especially for my wonderful wife Jenn. And I consider myself blessed to have been able to share my creations with so many people. Working on Gloom and Eberron has been a wonderful experience. I always enjoy discussing my games and novels with people, and if there are things you’d like to know, use that contact button on the right!

Happy holidays to all of you, and I look forward to sharing stories in 2013!

 

Dragonmarks 12/21: Is Boranel Evil?

This will likely be the last Dragonmark of 2012. Come the new year, I will be focusing most of my creative energy on my new world, which I’ll talk more about next week. In months ahead, I will be discussing elements of the new world and asking for your opinions on different things. However, Eberron remains close to my heart and I will continue to do Dragonmark posts; they’re just more likely to be monthly than weekly. And while I have no new information on the subject, I hope that Eberron will be supported in D&D Next – if you want to see Eberron support in DDN, keep asking WotC and hope for the best!

As always, the answers to the questions below are my personal opinions and may conflict with canon sources.  

If Krozen’s evil, shouldn’t Boranel be evil too? He uses his dark lanterns to commit assassination, theft etc: evil acts.

Does he? Again, for my opinions on alignment in Eberron, take a look at this post. I’d pay particular attention to the discussion of Kaius and Aurala, and the note that Aurala’s generals and ministers may engage on actions on behalf of Aundair she wouldn’t personally condone.

Let’s compare Zilargo and Breland for a moment. Both have exceptional intelligence services. Both employ assassins. But just how do they employ those assassins? In Zilargo, the Trust routinely deploys assassins against its own citizens. Not only that, it regularly engages in pre-emptive assassination, killing people who haven’t yet committed any crime (but will if they aren’t stopped). They are content to, in short, rule through terror and the threat of execution.

In Breland, Lord Ruken ir’Clarn is the leader of a movement determined to end the Brelish monarchy when Boranel dies. He seeks to rob Boranel’s children of their birthright and change Brelish tradition. And yet, he’s still alive. Do you think Boranel doesn’t know what he’s up to? Do you think that Ruken is somehow so amazing that the Dark Lanterns couldn’t kill him? No on both counts. His shield is that he’s a Brelish noble and member of parliament whose actions are, by and large, purely democratic in nature. Boranel doesn’t want ir’Clarn to succeed, but if it the will of the people that he does, Boranel will accept it. I’ll also point to the fact that despite the Citadel being a key edge Breland had over the other nations during the Last War, Dark Lanterns were never deployed to assassinate other kings or queens. They were certainly employed in the war – look to Thorn’s Far Passage assignment – but there were places the king wouldn’t go.

Looking to the Thorn of Breland novels, Thorn’s first assignment is to recover a prisoner from a nation that is NOT a signatory of the Treaty of Thronehold and thus not bound by the Code of Galifar. Thorn is told that she is authorized to kill that prisoner’s jailer if need be, but that isn’t the mission; she’s there to rescue a prisoner, not specifically to assassinate a foreign leader. In the second novel, she is sent to identify a terrorist threat to Breland, and if it exists, to eliminate its leader. This is a straight-up assassination, true, but again it is targeting a criminal who potentially poses a threat to every citizen of Sharn… and she’s instructed to confirm that he is a threat before carrying out the sentence (and she’s pretty cranky about acting as what she sees as a paid assassin for House Cannith). In the third novel, her initial assignment is to protect Prince Oargev from assassins, and she’s authorized to use lethal force in the process – but she’s there in a defensive capacity. Breland is willing to employ assassination as a tool against terrorists and monsters. But it doesn’t use it casually and it chooses targets carefully. More important is the fact that Boranel is King of Breland, not master of the Citadel. He allows the Dark Lanterns to exist. At times, he even requests specific actions from them. But he is NOT their direct commander and is in all likelihood not even aware of many of the assassinations that they carry out. Who is? People like Talleon Haliar Tonan, commander of the Sharn Dark Lanterns (Sharn: City of Towers page 139). Talleon is specifically noted as being “devoted to the preservation of Breland and to the King, but he is utterly ruthless, and authorizes torture, theft, and assassination if the mission requires it.” I highlight the but because it speaks to the fact that this isn’t the general tone of Breland or the general will of the king; Talleon is willing to take extreme action in defense of the kingdom that Boranel likely wouldn’t approve of. And what’s Talleon’s alignment? Lawful evil. He works within a hierarchy and system – but he is willing to engage in evil acts to preserve that system.

Earlier there was a long discussion about the Valenar invasion, and that the Humans were only too happy to throw off the yoke of Cyran rule, based on hatreds dating back to old Sarlona. But what of Lhesh Haruuc’s creation of Darguun — from lands that had also been part of Cyre? Were the Humans there from the same region of Sarlona as those in Valenar?

No, I don’t believe that the human inhabitants of Darguun were or are of Khunan descent. The Khunans were never a numerous people. They fled directly across ocean during the Sundering, settling on the east coast of Khorvaire. They were thus refugees, not a planned settlement; they didn’t come with supplies or plans for expansion; and the region that is now Valenar was quite sufficient for their needs. You see similar “refugee colonist” cultures in the Shadow Marches and the Demon Wastes; in both cases you have a similar situation where these people were happy to settle where they landed and never had need or resources to push deeper into the continent.

Meanwhile, the people of Cyre are largely descended from the blended folk of Rhiavaar, Nulakesh, and Pyrine—people who came in an organized wave of colonization and expansion. Nonetheless, the human population density of Khorvaire is relatively low, and the Five Nations always claimed territory that they didn’t really need. Breland claimed Droaam and the Shadow Marches as part of its domain; however, unlike Cyre, it never actually conquered those territories. Cyre DID conquer Khunan Valenar and set its nobles up as overlords.

Being far inland, Darguun never had refugee colonists. Cyre claimed the territory and had settlers there, but it never had a particularly dense human population. The main reason it was so easily stolen is that Cyre’s grip on it was always tenuous… and there was no way it could stretch itself to reclaim that largely unnecessary region when it was already hard pressed on all sides by the other nations.

As I recall from a flashback scene in the Heirs of Dhakaan trilogy, some Cyrans fought back…and died. Are the rest now slaves, or did Haruuc treat them with dignity in exchange for their acceptance of the new realilty?

Haruuc had no interest in being an occupying force. He didn’t want to conquer humans; he wanted them out of the land that rightfully belonged to his people. As such, Cyrans suffered one of three fates:

  • Exile. Those who were smart and fled towards the heart of Cyre were largely allowed to leave.
  • Death. Again, Haruuc didn’t want the hassle of managing a large captive population, and unlike the Valenar he had no intention of becoming a liege lord to human vassals; again, he was building a new homeland for his people, taking back the land originally stolen by humanity. There was no room for human dignity in this equation. If people resisted, most were killed.
  • Slavery. Some prisoners were kept as slaves. Again, the goblin view is that these are the people who stole Khorvaire from their ancestors; they deserve no better.

Having said that, there’s no reason that INDIVIDUAL humans couldn’t earn the respect of the goblins around them and find some sort of acceptance within a Darguul community. But that would very much be a case by case basis; it wasn’t Haruuc’s intention in the war of foundation.

I will also point out that the Valenar had a longer engrained relationship with the Khunans. The Valenar had defended the region for decades. The Khunans were used to their presence; there were adults with no living memory of a time when they didn’t have Valenar defenders. The Valenar simply killed the Cyran overlords and said “We’re in charge now” and the Khunans largely said “OK, doesn’t make much difference to us.” In Darguun, you didn’t have this sort of pre-existing relationship. Goblins were employed as mercenaries, but the percentage of mercenary goblins was quite low compared to the current population of Darguun; Haruuc brought together a host of goblins who had never had anything to do with humans, promising them a better land and better life.

Apart from Aundair, who is more likely to ignite the next war?

If I had to pick one force, I’d go with the Lords of Dust supporting Rak Tulkhesh. The question is who they would trick into starting it for them. This is discussed in more detail in a recent Eye on Eberron article (http://www.wizards.com/dnd/Article.aspx?x=dnd/dragon/2012October).

What 3 historical events in Eberron timeline would make the best backdrops/focus for one-off adventures?

It’s very difficult for me to limit myself to three. So I’ll just say that these are three events I believe would make good one-offs – but by no means the only ones. If I had the time, I could come up with twenty, easy. And no, I don’t have time.

The Lycanthropic Purge: Part One. Some people have the idea that the Purge was a one-sided affair, with poor miserable lycanthropes being relentlessly pursued by evil templars. This wasn’t the case at all. When it began, it was a war. I like to call it “28 Days Later with werewolves instead of zombies.” I’d also consider Aliens to be an excellent inspiration for tone. A single lycanthrope was generally far more than a match for the typical templar (most likely a 1st level warrior) and all it takes is a single bite to pass the infection. I’ve often wanted to make a one-off about a group of lost/scattered templars and local shifters forced into an uneasy alliance as they try to escape suddenly hostile territory, or to deal with a fiend-possessed lycanthrope leader… dealing both with an extremely deadly foe and their own distrust of one another.

The Lycanthropic Purge: Part Two. Eventually the power of the curse was broken; the number of lycanthropes were cut down to more containable numbers; and it became closer to a witch-hunt. But that witch-hunt could make for a very interesting one shot. The PCs are a mix of Silver Flame inquisitors and local villagers. There are wererats in the village, and they are murderous, malevolent and very clever… and they will do their best to trick you into harming innocents. Can you find the true villains without harming or killing innocent people?

Against The Giants. The PCs take on the roles of elven resistance fighters from a variety of cultures in the last days of the war against the giants. You’ve got a drow assassin who’s turned on his former masters but is still distrusted by the others; a haughty Qabalrin necromancer and a Cul’sir wizard liberated from the giants… along with early Tairnadal. Take this group and turn it into Inglorious Basterds. I want my titan scalps!

Do you ever tire of creating content for the ‘kitchen sink’ of campaign settings?

This is related to another question…

Did you ever feel like the stipulation of “if it’s in 3.5, it’s in Eberron” hurt your creativity in any way?   Two examples of which that I can think of just to edify my point are this: I’m personally not a huge fan of psionics, but you not only have a custom race with them, but in fact an entire continent.  Arguably putting it on par of importance with Dragons (one part of the name of the game).   Second example is the creative take you took on the drow in Xen’drik.  I felt like they were something that had to be put in due to fan love for their race, and that you had to add, but that you really twisted on it’s head._

First, let’s tackle the phrase “kitchen sink.” This impression usually comes from that second phrase – the fact that one of the ten things you should know about Eberron is “if it’s in D&D, it has a place in Eberron.” The key to me is that when I hear “kitchen sink”, I think of it as a negative term that implies that things are jammed together with no rhyme or reason. We’re going to have a culture that is effectively identical to revolutionary France next to an Aztec nation next to Menzoberranzan. This isn’t the case in Eberron. Just look at the answers I’ve given in the last few posts. They are answers about the unique history and cultures of Eberron – the political and religious conflict between Thrane and Cyre; the fate of Cyran refugees; the difference between Boranel and Krozen. My recent Eye on Eberron articles deal with the Rage of War, the sacred assassins of the Silver Flame, and the Children of Winter. None of these are in any way defined by it being a “kitchen sink”; they are tied to the religions and mystical forces unique to the world.

It’s also vital to recognize that the statement isn’t “If it’s in D&D, it’s in Eberron.” It’s “If it’s in D&D, it has a place in Eberron.” If you love abeil (bee people), there are many places you COULD put them. They could have a lost hive-city deep in Xen’drik. They could be a product of the Mourning, in which a Cyran city was transformed into an Abeil hive. They could be a new creation of Mordain the Fleshweaver. But if I don’t like abeil, I don’t have to use them at all. They aren’t IN Eberron; it’s simply easy for you to add them in if YOU want to. There’s a place for them in Eberron. This is the key to the statement that Eberron is a “kitchen sink.” It’s as much of a kitchen sink as you want it to be. I don’t use goliaths, genasi, illumians, chaos gnomes, etc. But if I wanted to, I could find a place for them.

With that said, there are things I was forced to put in. We needed a clear role for the core races of D&D, including the drow… and with the advent of 4E, including dragonborn and eladrin. 4E added Baator to the cosmology. Now, if I had been told “The drow must be just like Forgotten Realms… in fact, we want you to put Menzoberranzan somewhere” I would be very frustrated. Instead, my challenge was “you’ve got to have drow… but what makes the drow of Eberron unique? What makes the eladrin of Eberron different from those of other settings?” I think the EoE article on Baator is the best example of this. I will admit that I HATED having Baator added to the cosmology when it wasn’t there before. The Eye on Eberron article gave me a chance to define Baator in a way that made sense for Eberron… to create a new story for it, one that used the same familiar cast of characters but gave them a new backstory, motivation and role in the world than how they’d been used before. Baator is a divine prison, and Asmodeus has only just broken his bonds and risen to power; the archdevils have an element of warring crimelords, struggling to build new empires from ashes.  It’s a completely different way of using the devils than you’d get in 4E core, and that’s what I like. If YOU like Menzoberranzan, you can add it to Eberron; no one’s stopping you. But I’m going to offer the Sulatar, Qaltiar, and Umbragen.

So is it creatively stifling? It IS limiting to be forced to work in some of these things, sure. There are some I wouldn’t add in if I was doing it entirely on my own, absolutely. But if anything, it’s an interesting creative challenge to say “How do I make gnomes that AREN’T the gnomes you find elsewhere?”

Looking to psionics, that was my choice from the start, not something forced upon the world. When I read my original AD&D Player’s Handbook, it came with an appendix on psionics. They’ve always been around in D&D, but they’ve generally been a weird stepchild that doesn’t really fit the tone of everything else… or forced on everyone, as in Dark Sun. With Eberron, I wanted a compromise. I wanted to give psionics a logical place in the world, and to consider the impact they would have on a culture much as Khorvaire explores the impact of magic. But I also wanted to make sure that someone who HATED psionics could essentially ignore them. Hence, Riedra. If you LIKE psionics, play up the role of the kalashtar and Dreaming Dark, and maybe even set your campaign in Riedra. If you hate psionics, drop the Dreaming Dark and the Kalashtar, and never go to Riedra. You don’t NEED to put kalashtar in your campaign; but if you like them, they have a place complete with history, conflict, and culture.

If you ever tire of it, what kind of theme/campaign setting would you prefer to work on?

Funny you should ask, as I AM working on a new campaign setting. Thanks to Jeff LaSala, I’m due to write about my “Next Big Thing”, and that is going to be my new campaign setting. The holidays have pushed me off schedule, so it won’t come out until next week, but expect more news then… to be followed by an ongoing discussion of the world as it moves towards completion.

Six Questions: The Doubleclicks!

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.

The Doubleclicks: Aubrey (L) and Angela (R)

My guests today are THE DOUBLECLICKS, Portland’s hottest comedy/nerd/folk sister band. In their own words, they “write songs about Dungeons & Dragons, beatboxing, and lots and lots of heartbreak.” You may know them from W00tstock or the Ladies of Ragnarok, or you may not know them at all, in which case you should stream some music right now.

On to the questions!

How did you get started? What drove you to dive into the cutthroat, Smaug-eat-Smaug world of Nerd-Folk music?

Angela: Growing up and through school, my favorite music has always been stuff with lyrics that have something to say – usually something funny – like They Might Be Giants or Jonathan Coulton. I started playing guitar during college, because, despite having a very musical family, it wasn’t until I left home that I realized that playing guitar actually “makes you cool.” Aubrey moved out to Portland toward the end of my college career, and encouraged me to write songs and perform them with her at a local open mic night – and, when it came to songwriting, I immediately jumped to emulate my influences – with songs that are more about lyrics and storytelling than anything else. That was almost 4 years ago now. We officially started the band in 2011, and we’ve had just an amazing time.

Aubrey: Angela started writing songs and playing the guitar for her friends, and I dragged her out to open mics around Portland because I knew other people would be delighted by her performances. Then we started playing little shows for our friends and found a band name, started writing more songs… and have been meeting amazing people ever since!

If you were taken to a zoo on a distant planet and forced to perform three of your songs for the rest of your lives, which three would you choose?

Angela: Oh, how I hope this doesn’t happen. For the first, I’d choose Oh, Mr. Darcy, because it’s a true story that has shaped who I am. For the second, I’d choose Imposter (the song about Mars Curiosity), because it’s also got true sentiments, plus it’s about space, so that might help us gain some sympathy with our alien zoo-keepers. For the third, it seems like I should choose a happy one, but I think I’d choose “A Song about EVE Online,” because it’s hard to play, and if we had to perform the same songs for the rest of our lives, we might as well be improving.

Aubrey: Setting the mood, Imposter, and Clever Girl.

Is “This Fantasy World” based on a true story? How did you get started with gaming, and what are some of your favorites?

Angela: “This Fantasy World” is about meeting someone in a Dungeons and Dragons game and falling in love. It is, in fact, based on a true story – it’s about the D&D game in college, in which I met my boyfriend. I got started with gaming in high school – my friends and I would play D&D with dice and graph paper in the foyer of our school, while I waited for my mom, who taught at my school, to be finished, so I could go home. My experience, through high school and college, was pretty limited to D&D, occasional tries at Werewolf or Mage, and some board games like Twilight Imperium (I didn’t know any better, ok?). It wasn’t really until we started the band that our worlds were expanded to see awesome indie RPGs like Lady Blackbird and Dungeon World, and fantastic board games – my current favorites being Ticket to Ride and Lords of Waterdeep (I’m a sucker for victory points).

You’ve just released a holiday album, Christmas Ain’t About Me. What makes it different from the average holiday collection?

Angela: Christmas Ain’t About Me is our take on Christmas. There are a couple of songs that are specific to this year’s holiday – about the old man with the white beard who makes the season great (Gandalf), and what happens on December 21 (The End Of The World.) We also took some of the classic Christmas Song Types – the love song, the travel song, and the song from a kid’s perspective – and twisted them to our own experiences. The making of this album was a great experience in getting-something-done-and-out-there-quickly – and we’re very proud of how it turned out.

Aubrey: There are several holiday themes- children, elves, presents, travel, being with friends… but we based it off our personal experiences which makes it a bit nerdier than average.

In honor of your song “Worst Superpower Ever”, I have to ask: Would you rather have Superman’s super-ventriloquism or Batman’s bat-thermal-underwear?

Angela: That is a tough choice – both of those seem *amazing.* I’d probably go with bat-thermal-underwear though, because super-ventriloquism seems like it go horribly wrong more often than not.

Aubrey: I want the thermal underwear! Being warm when it’s freezing outside makes me unstoppable!

What’s next?

This Friday, we are prepping for the apocalypse with a live-streamed bunker concert on Molly Lewis’ YouTube Channel at 7:30 pm PST. If we survive, in 2013, we will hit the road for a West Coast tour through Seattle, Portland and most of California – playing in a lot of game and comic stores. We’re planning to make a new album in the first half of 2013, and then tour all over the place, because touring is awesome.