Bloggin' with AscentStudios

Join Alex's epic journey as he experiences the trials, tribulations, thrills and chills as an RPG designer...

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Location: Portland, Oregon, United States

Friday, May 28, 2004

Yeah, I Shoot Russian, Too.

This is a test for photos in the blog...




Me and my new fav gun, an Romanian AK knockoff, at my birthday shootin' party. I'd never shot one before, but man was it fun - those clay pigeons were quaking in their boots. Consider that a testement why you should NEVER mess with a game designer ;)

Thursday, May 27, 2004

For those of you who love to rag on designers...

...a diagram of where your hard-earned money really goes. Now back to work on Project X!

Speaking of which...
The Geekend cometh! Ah yes, that semi-if-at-all-annual, testosterone-soaked weekend of dice-rolling, dungeoneering and debauchery. Geekend II: The Revenge will feature a veritable cornecopia of the gaming industry's B-list, including yours truly; Mark Christensen, co-author of Most Wanted and warehouse taskmaster of Privateer Press; Kevin Ripka, that guy who did stat blocks for Most Wanted; Erik, Privateer Press's friendliest customer service guy; Jesse, Project X co-conspirator and frequently referred to 'the coolest gamer anyone ever met'; and Nick, Travis, and Louis, whose characters inhabit the many examples and stat blocks of books I write.

The Geekend is a veritable decathalon of gaming -- this time around we'll be playing lots of Warmachine (of course - gotta get me one of those Stormclads!); some of Fantasy Flight Games' awesome d20-minigame Grimm; Travis' sweet new zombie-survival scenario Dead Traffic, using Pinnacle's awesome Savage Worlds system; some four player Mario Kart: Double Dash and Champions of Norrath; and at least 1 round of Jesse's hysterical B-Horror-Movie Drinking Game. And of course, there will much consumption of the beer, liquor and fatty foods that make every Geekend truly great.

I'm sure you all can sympathize
To continue my review of PA, I've found an event we can all relate to in our gaming careers -- reluctantly bringing a new guy to your game, ashamedly introducing him to your players, then driving him away from the hobby forever.

And a Good Summary of the Attitude of the Average Democrat
Just read the URL, my friend: http://www.johnkerryisadouchebagbutimvotingforhimanyway.com

Wednesday, May 26, 2004

Did they mean to say this?

Looking at CNN.com's top headline made me burst out laughing, much to the distress of my co-workers:

"Ashcroft: 'Clear and Present Danger to America'"

Tuesday, May 25, 2004

Creating a Campaign World (AKA Operation: Mortadelo's Cookie)

The second request I received on the blog is for a little on creating a campaign world. Creating worlds is why I got into game design in the first place - ever since I was a wee lad, I've made up my own places with their own rules. The first world I created was when I was 11, after I started making my own comic books - a world much like our own, but populated with flawed heroes who were just trying to escape the aliens responsible for their creation. From that it started to spin off into a metaverse; science-fiction planets where the DNA of the modern heroes was used to create the soldiers of tomorrow, fantasy worlds whose history ran into the history of today. I even started my first game along these lines, just after the first time I visited a game store, and saw my first box of plastic Space Marines (back in the day when you could get 30 'beakies' for $15 *sigh*). So I have always had a passion for imaginary places, and as I've grown, I've turned this passion to studying the world - both the real one and the imagined ones of others.

Getting Started
What do you want to accomplish? Ah yes, the magic question. First thing you need to know is what the purpose of your setting is. Anything you write should be created in order to enable players to create your intended purpose at the game table. What do you want the players to experience? What genres do you want to touch on? What should a player character go through as they develop in this setting? If you are doing something in d20, as so many people still are, purpose needs to be woven throughout your setting, as you have less options about using unique rules as a defining element in your setting (Mutants and Masterminds is the rare d20 game that is very much defined by its mechanics, but is d20 on only the most elemental levels).

Does a campaign world need to be totally unique? Not at all. Part of what makes a campaign world accessible and interesting to most players is that it is somehow familiar, at least vaguely. This familiarity could be as simple as roughly copying the premise of a popular film or book (the world is: a pseudo-Roman land in which the players are gladiators; a land of twisted fairy tales; cyberpunk auteurs and glam robots; post-apocalyptic wasteland threaded by highways; etc.), or as complex as extracting major historical themes and applying them to concepts (for instance, Project Y draws heavily from the basic themes of revolutionary movements like the American Revolution, but twists them significantly). The more rules (social, political, physical) that you reinvent in your game world, the less accessible the world is immediately, as the players must invest more heavily in terms of time to learn these rules before they really dive in.

Does this mean you have to copy popular entertainment or history to have a good campaign world? Not at all. World-building is far more complicated than just aping an idea you got from a movie or video game; the power of RPGs is the fact that you can take that inspiration and bend it, or amalgamate it from a variety of influences into a greater whole. This is why I find licensed games on the whole to be the weakest/least inspiring of RPGS, if only because the iconics (Captain Kirk, Aragorn, Colonel O'Neill) are always the smartest, most heroic, world-defining characters in the setting. I'd much rather play a game like Fantasy Flight Games' Midnight setting than the Lord of the Rings RPG - you theoretically can be the heroes of that world, rather than playing second-fiddle to some hobbits, a few men, an elf and a dwarf.

Defining the Campaign World?
Something to remember about a campaign world - it doesn't need to be a 'world' per se, particularly in homebrew worlds not intended for print (see below). Just as a child's world is confined to the home in which he lives, or a urban dweller's world to the city he calls home, stick to the details of the world within the boundaries of your game. For instance, I would never concern myself with the elemental planes in a DnD game, because my players have no interest in travelling there. It doesn't matter what color the house a couple blocks away is if your players will never leave their house to see it, right?

Hemispheres of the Game World
The campaign world has two distinct species or parts - the campaign setting (the theory, written down) and the world in action (the practice of the theory, played at the table). You'll find that most campaign setting books are of the former type, while homebrew campaigns are the latter. Both are equally important; after all, the theory must be practiced, and the world needs logical and consistent themes to come alive. When speaking of creating campaign worlds, I will touch on both of these halves, so you'll find some advice being more or less interesting based upon what you want to do - write or play.

Now we enter the realm of opinion. Please take these comments as my own personal guidelines I follow in world development and what I expect of others.

Musts of a Good Campaign World

Atmosphere - In my mind, atmosphere - the aesthetic definition of a campaign world - is the most critical element of any good campaign setting. Good atmosphere can elevate an elementary fantasy setting above its peers, while poor use of it can drag a fantastic idea down into the mire of the strictly average. Atmosphere used effectively penetrates all parts of your book or game, from flavor text to rules, textual layout to art.
Key factors in creating good atmosphere are a commitment to your purpose, consistency in communicating the major themes, and a careful attention to detail at all levels of the setting. Commitment to purpose means there is a strong concept behind the game, one that the writers really believe in or the players can attach to at the table - your commitment and enthusiasm will radiate out of your setting into the minds of your team and audience. Getting your message across is just as importatn as the message itself, so Consistency of communication is critical; as Walter Cronkite said, "Tell 'em what you're going to tell 'em, tell 'em, tell 'em what you told 'em." Finally, attention to detail is the trick to drawing readers/players more deeply into a game and suspending disbelief, the hallmarks of good gaming and fiction.

Grounding - Grounding is simply whether or not if your setting is believable. Not believable in the sense of "Dragons really DO exist...you just don't know about it" but whether the actions of the world and the characters within it seem to show a progress consistent with our understanding of human nature, even if they are not human. That is because we are human ourselves, and can only understand a world from that perspective. Characters thus must still have motiviations, aspirations, and individuality, and the world should still be a cause-and-effect sort of place. Totally divorcing your setting in the hopes of throwing players off will only turn them off to it entirely.

Logical consistency -- As with any good piece of fiction, suspension of disbelief is absolutely critical for creating a 'real-feeling' campaign world. Like grounding, logical consistency is a key to maintaining interest and enabling the player to connect to the work. Events should have ripples that flow out from them, relationships, people should use the tools available in their environment, history should reflect on the actions taken in the current day. Ask yourself: what effects might major events realistically have on the mentality or actions of the people and organizations of your world, within the context of your setting? If, for instance, a door opened up between our world and another, what would people do: try and study it and explore it carefully until they were sure what it was about, or nonchalantly let anyone who wants to cross over to go without concern? How would governments react to this news? Would it change people's spirituality? If someone on the other side opened this door, why? Players must be able to apply human logic to the most alien of situations in order to beleive them.

Rules in service to setting - Now, working on Spycraft has made me a bit of a rules-monkey, but I think this is important no matter what type of game you run. The rules of a system - the way the game actually plays - is a vital part of how the player engages with the setting; Mage's freeform magic system reflected the inherent dynamicism of will-workers themselves, Legend of the Five Rings' innovative character roll-n-keep system modeled a fantasy Japan well, and Spycraft's action dice, chase system and less rigid combat captures the cinematic elements of d20. With a rigid system such as d20, you have fewer opportunities to create rules that purely serve the setting (as many companies who have converted their games to d20 have found out the hard way), but a little innovation and you can make something really sing. A particularly good example to look at is Fantasy Flight Games' Horizon imprint, which models such diverse settings as twisted fairy tales (Grimm), a fantasy version of Deadlands (Spellslinger), and the movies Tron (Virtual), Mad Max (Redline) and Transformers (Mechamorphisis) using slightly but elegantly modified versions of d20 as presented in the Player's Handbook. Good stuff.

Bringing Your World to Life
Now that you have laid the foundation, chosen a purpose, and committed yourself to doing things right, you can get on to the easy part - writing! ;) Seriously, though, the homework up front will save you a ton of time when you get into it all. Since this article is so damned long, I'm going to try and keep this part as short as possible. So without further ado, I present key points for consideration when bringing your world to life successfully:

What are the world-defining events?: Every world does not start with a molten ball floating in space - worlds are created by events, the effect they have on people living there. World defining events might include numerous small events leading to a major change (repeated invasions by a neighboring kingdom, constant rotation of political leaderhip) or huge catastrophes (nuclear apocalypse, creation of AI). These events are the milestones of history, and help forge the releationships, everyday life, and attitudes of the people of today's setting. They ripple out into all parts of the setting, so consider that carefully when you are putting things together.

Who are the major players? - Now to decide who the setting's most important characters of the setting are. They should either be tied to (directly or indirectly) or affected by at least one of the campaign's world-defining events, to create a continuity of theme throughout. A politician dedicate to rooting out the Communist menace in a setting which featured a Soviet invasion decades before is as tied to world-defining events as the President who pushes the panic button during that invasion itself. For players, these characters become the human touchpoint, and their relationship a key link to the setting's themes and atmosphere.

What are the sociopolitical concerns? - It's a big word for the concept that there are rules, laws and interests bigger than those of the player characters. Though your game may not factor politics directly into your setting at all, players will be affected by them just the same. Is your setting a ruthless monarchy that crushes everyone in the realm, or a lawless anarchy in which the players must become the law? What about racial, social or political tensions - who's a rival with who, and why? Why has the society developed in the way that it has? Who has money and who doesn't? All of this ties back to politics and society, and is vital for setting mood and atmosphere.

Now include moral greyness - This is my personal bugbear with campaign settings, particularly fantasy ones. Known as the 'good guy/bad guy' syndrome, many campaign worlds devolve into 'forces of light struggle against forces of darkness' and ask players to play the good guys just to be good. But life is not a moral exercise and things are rarely cut and dry, as anyone who has lived it knows all too well. Motivations make the world go round, and good and evil must exist together in order to contrast, so mix it up!

*whew!* I think that's it for now. I'll add more comments as they come up I guess...Good luck!

Friday, May 21, 2004

See...

I'm not the only one worried about the entry of the Church into the political arena.

Oh, and this is hysterical. The little BlogSpot ad banner picks up the topics of your posts and then uses that to determine your audience -- I've had Spycraft, DnD, Hellboy, Office Supplies(?), and now Catholicism up there. The current ads are "Date Catholic Singles" and "The History of the Church: Read the 7 Great Lies of Organized Religion." I think you guys need to work on your adware a little bit :).

That Aside...
Seattle was a very positive - and very long - trip. I headed up to Seattle from Portland on Tuesday night (3 hours), slept about 5 hours, ran Mark to work at Privateer, did some shopping, drove to Redmond (45 minutes), met with Chad Justice of Mythic Dreams for a few hours, drove back to Seattle (45 minutes), did some more shopping, drove back to Privateer, met with Joe Martin for a little over an hour, took a tour, drove to my friend Jesse's place, got dinner, went to Mark's house, drove Jesse home, then at 9:30 headed back home to Portland (3 hours) in time to crash about 1 a.m. so I could go to work the next day.

The trip was good. Chad was chipper as ever, even though DI is going to be slightly delayed (til Gencon Indy this year). It will be worth it though, trust me, and it will certainly make that show. Privateer was in the midst of finishing up some big projects and cranking right along. They have grown at a stupendous rate but I was impressed by the great morale and enthusiasm everyone has for the job. Jason Soles and Joe Martin also schooled me in world building quite a bit too - I got to see some of the metaplot for the soon-to-be-released WARMACHINE: Escalation and I think it's going to make this great setting even more awesome. I think I'm in good after our chat, and hopefully we'll be meeting more often.

Anyway, got to get back to the grind here at work...*sigh*

Thursday, May 20, 2004

The Gap

You regular visitors to the blog may remember my mentioning concerns about the polarization of the US, politically, socially, and economically. We have a vanishing middle class being crushed by a recession that won't stop, the recognition by the powerful that the weak cannot stand against their use (or abuse) of that power, a leader who, judging sheerly by number of people protesting, is the single most hated man in history, racial tensions on the rise, the collusion of religion and politics at nearly all levels, blah blah blah. It worries me a lot, and makes me think we are living in 1967 - teetering on the edge of a profound social upheaval against a status quo that has declared if you are not with them, you are against them.

This article embodies all of that in one very effective statement (kudos to IllusionaryLunch for the link).

All we need is a draft, and we'll be set for total anarchy.

Tuesday, May 18, 2004

Online Gaming

As some of you who have read the archives may know, I once developed online first-person shooters before I got into RPG design. I still have a real soft spot for a good action shooter, mainly for the quick burst of adrenaline and the limited time commitment (so I squeeze a few rounds of Call of Duty in before I start writing for the night). The only problem is my fellow gamers -- the best summary of online gaming behavior I've ever seen can be found by clicking here.

And On Yesterday's Tip...
Another scarily-accurate respresentation of my workplace.

Finally, Some Tips On Winning Arguements
...or feeling really good about yourself when you lose them.

Monday, May 17, 2004

New Phases Inspired By My Day Job

After a little reflection on the nature of the grind, I've decided to share some nuggets of wisdom I've learned over the last 7-8 months at my day job:

"Find the key to success...and break it off in the lock!"

Sacrifice logic at the alter of politics.

Our mission: a commitment to mediocrity.

"California? You mean, like the *state*?!"

Willful ignorance is job #1.

Friday, May 14, 2004

"Her mouth is HUGE. Good and bad thing."

CWINDOWSDesktopJulia.jpg
Julia roberts


Which Celebrity would you hook up with if you were drunk?
brought to you by Quizilla

Well, at least I ain't Jean-Luc Picard

If my life or death I can protect you, I will.



Putting your appointed path ahead of any inner conflicts, you make your own rules for the benefit of all.

And Mortadelo - your article is a beast, but I'm working on it. Fret not.

Thursday, May 13, 2004

OT: Tolerance

Bear with me here, people; I'm not going all churchy on you, just venting my frustrations as a lapsed Catholic and free-thinker.

So after a pretty crummy day yesterday, I found out the bishop of my archdiocese doesn't want me being a Catholic, because I don't agree with the Church's teachings on a great many things. Specifically, I am not to take communion (the most sacred of the sacraments) of I 'publically disagree with the church's teachings' or 'commit greivous sin.' I am outraged, both at the thought of being told that thinking is bad, and that the Catholic Church has joined the increasing polarization of our society.

I am an educated person. I am also a Catholic, struggling to discover if he wants or needs his faith back. I believe in the way I was raised, in the people I was raised by. I belong to a Church that is slowly but surely hemorrhaging followers because of its willful disinterest in adapting to the needs of the faithful. I see a man disintegrating from a horrible disease, clinging to outmoded traditions, trying to dictate who I should be from the other side of the globe. And I am not to disagree. I am to follow; to never state that I believe in choice, in free will, in the inherent dynamic elements that faith requires; to set aside my inherent respect for women and gays and everyone else, and their rights; to ignore the fact that the Church preaches tolerance while remaining exclusive; to forget that my father and mother raised me to think about what I do and why I believe what I believe, even though that is the only reason I still call myself Catholic. I respectfully - and publicly - disagree.

In the past, when Christianity was an underground cult, it had to adapt to the circumstances of its environment; today, we see this happening in small missions that carry the Church's message out into the world. But the Church is a huge bureaucracy, torn by the inherent voracious commitment to keeping the old ways and the burning need to adapt to life in the 21st century. What to do - react to the times in the interest of keeping the faith alive, or accept its slow decline towards death, or await a massive religious revival which will save it?

I say that it is time the leaders accept that they must once again make faith work in people's lives by making it relevant, not forcing those who reject the mold out. Our world is a series of greys, not black-and-white -- pretending or trying to force it to be otherwise only makes the isutation worse, and costs the church more and more. Archbishop Vlazny - I, and people like me, are the future of your Church. You can accept us, and embrace the changes that will save the church, or reject us, and kill it day by day as you send us off to become Protestants, Muslims, Jews, Hindus or aetheists. Flawed as we may be, is it not your duty to call wayward sheep back to the flock, rather than send the imperfect to the slaughter?

Wednesday, May 12, 2004

Work is Hell

According to www.jobpredictor.com, my ideal job is Satan. You have no idea how appropriate this is when you work in public relations, on a corporate website no less. Pass the pitchfork.

Monday, May 10, 2004

Editing Games
Since Fish was the first into the blog (one of two...Mortadelo, yours is coming next), we're going to deal with his request first:

Editing games is a strange experience. It certainly isn't glorious: in fact, it's probably the least glorious job in the industry. Editors are probably the only creative on a design team who do not have any sort of industry award handed out each year. But the editor's job is argueably the most important but also the most easily overlooked - you'll know when a book is poorly edited, but if it is well-edited the writers get all the credit. In this way, being an editor is like being middle management; you are the guy who enables everyone else to look good and make the project run smoothly, but in the end it's the folks on one end or the other who get the glory.

I wouldn't call myself an experienced editor. I never edited a school paper, I never edited a book (other than Most Wanted - bad idea, editing your own stuff). But as a professional writer for over 5 years (god!), and a writer for 15, I like to think I can tell good writing from bad. I'm also a monster tech nitpicker, having playtested for a game company for years as a designer, and now testing software as part of my duties during my day job. That's a good start.

My approach to editing a game is a lot like writing a game, since you self-edit as you go. All of my editing principles extend from 4 basic beliefs:

  • The first thing any game has to do is make sense to someone who knows nothing about it; I'm not talking about a guy who walks into a campaign book 15 books down the line and doesn't know the history, but rather that the ideas presented in the book are given a good context and have internal logical consistency, and the rules are decipherable with a minimum of effort.
  • Second thing a book has to do is be useable. This is not a novel. It's a book that gets used on the fly, so you need to have clearly compartimentalized ideas - cross-referenced if need be - that can be quickly accessed by someone with a limited familiarity with the book. Good headers, chapter breaks, organization of ideas, sidebars, and fonts all are part of this principle.
  • Thirdly, and maybe the most important, the book has to be readable. I once was told that there's no greater waste of time than reading a book you don't enjoy. This would explain why I got kicked out of English classes a lot in college, but it also tells you something about reader mentality. They want to get their money's worth out of this book, and being able to at least enjoy the reading part is key to that. The importance of this is compounded by the amount we shell out per book - $6 on a bad paperback is one thing, but $25 on a shitty set of rules and amateurish text is nigh-unforgivable. As an editor, you have to look at each and every sentence and say to yourself, 'Have I seen this idea before? Where? Does it make sense here? Why? Can I read this and get the idea the author wanted to communicate? If not, how do I fix that? If I fix it, how do I do that without disrupting the rest of the text?' And so on, and so on, and so on. So you go along, reading out loud to yourself, thinking, digesting, trying to reorganize then undoing, and on and on.
  • Fourthly, the text should always have a carrot, not a stick. More of a design principle than anything, this statement recognizes that you are editing a game and not a technical manual. Games are about options, and the authors should not railroad players into a single obvious course of action at any point. The carrot is that everything should be intriguing on some level - what Scott has called the "I want that" response - and promote freedom of choice for the GM and the player. This is most often a mechanical principle, but it also extends to text that narrowly defines or limits a group or option (for instance, saying 'All members of this group are disgustingly evil child rapists who feed on widows for fun and profit and will be hunted down without mercy by anyone not of their alignment' does not promote choice or picque interest in play). Every piece of text needs to have a 'thing' that really makes you get excited - otherwise, it doesn't belong in the book.


The hardest thing about editing is understanding the text you are working on is not yours. You need to make changes without disrupting the other guy's ideas. It's like walking in a minefield - the writer thinks his stuff is great (I mean, you never send something you're not happy with, right?), and it's up to the editor to make changes without a) totally adulturing the text and b) pissing off the writer or c) losing the spirit of the text or of the writer's voice. I believe that the best thing you can hear from a reader is they can't tell the changes you made, when in actuality, you have. This is an affirmation that you have translated what the reader may have once made sense in his head into something that makes sense on paper.

If you want to edit games, you'll need a few things:

  • One, knowledge of the language. You need to know the language the game is written in very well, with an ear for what sounds good.
  • Two, knowledge of the system. This makes game editing doubly hard, because you have to know 2 very complicated sets of rules. You need to understand as much of the system as possible. In a system like Spycraft, you'll need to know all the books reasonably well; in a campaign setting, you need to know history, setting details, and so on. You are the safety trying to catch all the loopholes and missing pieces and fill them in.
  • Three, time. Editing takes a lot of time. A LONG time, sometimes. When I started, I averaged 1 page of edits per hour. Now, I'm new at this so I'm sure I'd eventually get faster, but you have to go in expecting the worst. You'll find yourself tweaking and tweaking sometimes, especially the first time through.
  • Four, patience. Editing is an exercise in patience and your ability to concentrate. After hours of staring at a screen or page, the letters will start to blend and shift, but you need to keep it up. You have to read through a lot of text sometimes to find the little mistakes, reading time and again and remaining as critical of your own work as you are of the writer's.
  • Five, a velvet glove cast in iron. Don't pussyfoot around or let relationships control how much you edit something. If the text needs hammering, hammer it; if you need rewrites, say so. The book's sales will depend upon some of the decisions you make, and you need to make those decisions with confidence and always in the best interest of the book.
  • Six, distance. Editing your own stuff is not a good idea - extra eyes almost always make a better book. If you are getting frustrated with text, put it aside. You must remain at all times above and outside of the work, so you can make the hard decisions you have to make in its best interest.


OK! So all of this said, you won't be prepared for editing. It ain't pretty, it ain't glorious, but it certainly is necessary - far more so than most designers care to admit or acknowledge. If you are masochistic enough to try this for a living/supplemental income, you will need to get yourself a few things; some classes in editing will help you identify common mistakes, and can make the process a little more transparent. I would also recommend attending as much of Malhavoc Press's Gencon Indy editing sessions as you can (they are run by Monte's wife, whose name escapes me at the moment); these are cheap, specialized crash courses every day of the show that give you the tips you need to survive. I would also recommend investing heavily in aspirin and caffeine, not necessarily in that order. That is all.

Gah!

Blogger changed their interface recently...and I hate it. I can no longer just scroll down and read my last 10 posts so I remember what the hell I most recently was talking about. Poo. Ah well, it's free, so who am I to bitch?

Friday, May 07, 2004

Word.

My goddamn rock solid ghetto shiznit name is Sexxmaster Dawg.
What's yours?

*blink blink*

Now that DI (at least my part of it) is done, I feel compelled to return to ye olde bloge for more frequent updates. However, I have no idea what to write - my Weird Campaign Idea of the Month involves a bunch of stuff I can't talk about yet, I don't have any new shiny rules bits to share with you, I've not seen any cool movies or read any good books lately, I haven't got any good new game material to digest, and I'm apprehensive to talk about my IK campaign since it's kinda OT.

SO! I ask that you, dear reader, help me choose. Here are some ideas to get you started:

1) Designing a Prestige Class
2) Building Your Campaign World
3) What's Next for Me?
4) Thoughts On Editing (my newest hat) and what I learned
5) Art of Game Design (you ask the questions, I answer)
6) Rants on Non-Game Stuff (I'm hopping mad about the Disney censorship of Mike Moore's new film...hell, about any corporate censorship for political reasons)
7) Occasional lessons from my IK campaign ('specially about lessons from the head of the table and keeping the players interested)

Toss your comments in the Feedback below!

Monday, May 03, 2004

Aaaaaaaaaaaaaaaahhhhhhhhhh......

Made it! Dark Inheritance is now off my desktop and back in the publisher's hands. It ended up being a quite a push - and complicated when a friend I hadn't seen in 3 months showed up on my doorstep to stay the weekend on Friday night - but it's done. And cool. I got to do some cleaning up of one of the coolest parts of DI - the sections on titans and their legacies - and I think this should really sing now. I've had some neato-skeeto tweaks that make em that much cooler, so I hope when you read it for the first time you say to yourself, "I want to play that." Top of my freedom from the self-imposed shackles of editordom with a pleasant weekend with friends, the best Iron Kingdoms DnD session we've had in months, and the return of my lady love from Tuscany after 2.5 weeks and you have the makings of a very pleasant start of the week :)

Oh, and rampaging steamjacks commanded by effete pirates attacking smelly goblins and super-hot girl paladins makes for great d20.