The table’s pretty self-explanatory. The only thing that might need clarification is the “Bloodline trait” column, which is rolled for after the character’s family has been determined. On a 1 in 6, the character has especially strong family blood and possesses the trait - either positive or negative - which is commonly associated with that bloodline. Originally, I had the chance at a 1 in 4 but I’m currently of the mind that that may be too much. I want to add a little randomness to the process but not have it become a tremendously common occurrence.
In sticking with my ethos of the illusion of depth, I’ve got very little clue as to what most of the events mentioned in the table actually are, nor am I worried about it. If a player sees something that catches his interest though, I’d be eager to sit down and think more on the subject, perhaps if only to produce a few threads for the character to follow.
It’s a germ of an idea and I like it in concept. I’ll need to take it out for a test run before I decide if this is something that will be a boon or a bane to the shared world experience, however.
Wednesday, June 10, 2009
The Ten Families
A couple weeks back, I wrote about the idea that I had had about creating a list of famous families and then having human characters roll on that table during character generation to see which bloodline they’re part of. I’m skimming Herodotus’ The Histories again for something I’m writing, so it seemed like a good time to put that plan into action while the inspiration for the idea was in front of me. I started sketching out ideas and very quickly compiled a list of ten families. I figure that’s a good number to start with and I can always add to it later. The table is a bit too big to reproduce here on the blog so I’ve settled on a screen grab of the first page. You can click the image for a larger version. If that’s still not enough for you, you can check out the complete .pdf here.
Monday, June 8, 2009
October Country: The MacReady’s Farm
I won’t pretend to utter any profundities when I say that I have no true understanding on how the creative process works. Much better artists than myself have tackled this topic to little or no avail. When writing, some projects are unwieldy beasts that need constant battle to wrestle into submission. Others spring fully formed like Athena from the brow of Zeus. Most fall somewhere in between these two extremes.
I do subscribe to the belief that sometimes an idea needs to put down on paper as soon as possible, if only to clear out the creative” In Box” for more suitable material yet to come. At other times, an idea needs to be written down in order to perform a creative exorcism; a way to keep it from haunting me and allow me some control over its ultimate fate. Over the past weekend, I encountered one such mental ghost that needed to be put to rest.
I can’t be positive where the idea came from but I suspect that it was a form of mental rebuttal to both Stonehell and the One Page Dungeon Contest entries that I’ve been eyeball deep in for awhile. It has little resemblance to what’s become my normal workload. It started simple enough: a very clear mental picture of a sleepy, upstate farm house underneath a grey autumn sky. But the more I turned the picture around in my head, the more the oddities of this farm became clear. First, I got the impression that the farm was located in some land where it is always autumn. The seasons never change there and the rustling of dead leaves is ever-present. Secondly, I saw a windmill protruding from behind the two-story farmhouse. It was an old thing, battered by the years, but the most striking aspect of it was the nimbus of lightning or some other energy that formed around it. I had no idea what this all meant so I undertook the task to find out by writing about it.
Firing up the computer, I sat down and, over the course of a couple of hours, wrote a four page description of the farm in a role-playing game format. The writing process was completely stream of consciousness. I didn’t break to ponder what certain things meant or why they were there. I just wrote them down as I encountered them. The end result was a very fantastical locale – the sort of place one explores in a dream, only to awake with half-memories of their encounters. An aura of melancholy and the slightly macabre pervaded the whole piece, which added to this unreal feeling. The next day I went back to paint in a few details but left the piece almost completely unchanged from its original and abrupt birth.
It’s not a traditional adventure or location by any stretch of the imagination. There are no monsters to fight; no traps to overcome, and no treasure to be gained. I’m not even certain that a game system exists that this could be used in. Perhaps some weird homebrewed game or experimental game system from the New School might suit it, but I can’t imagine what sort of game world would easily embrace this weird farm.
I went back and forth on whether to let this piece molder quietly in the folder of unused game ideas or to make it available for others to read. Ultimately, I thought that maybe, someone, somewhere, might find this of interest so I turned it into a .pdf and uploaded it to Orbitfiles. You can download a copy of October Country: The MacReady’s Farm here. There is no map accompanying the piece. Try as I might, I couldn't quite get what I had in my mind to jive with what I could produce on paper. Those interested with doing more with the farm will need to provide their own layout.
At the very least, the piece might give the reader some insight into what thoughts play around in my head when I’m not focusing on dungeons. Armchair psychiatrists will have a field day with it, as would my therapist, if I had one. At best, it may help me avoid being pigeon-holed as “the dungeon guy,” a title that I sometimes feel I’m in danger of acquiring forever.
For the record, let me state that I’m not certain what everything in the piece means or why things are the way they are. The title “October Country” is of course a reference to the Bradbury book by the same name. It has a certain beauty and mystery that felt appropriate for a land in which the winter never comes.
I do subscribe to the belief that sometimes an idea needs to put down on paper as soon as possible, if only to clear out the creative” In Box” for more suitable material yet to come. At other times, an idea needs to be written down in order to perform a creative exorcism; a way to keep it from haunting me and allow me some control over its ultimate fate. Over the past weekend, I encountered one such mental ghost that needed to be put to rest.
I can’t be positive where the idea came from but I suspect that it was a form of mental rebuttal to both Stonehell and the One Page Dungeon Contest entries that I’ve been eyeball deep in for awhile. It has little resemblance to what’s become my normal workload. It started simple enough: a very clear mental picture of a sleepy, upstate farm house underneath a grey autumn sky. But the more I turned the picture around in my head, the more the oddities of this farm became clear. First, I got the impression that the farm was located in some land where it is always autumn. The seasons never change there and the rustling of dead leaves is ever-present. Secondly, I saw a windmill protruding from behind the two-story farmhouse. It was an old thing, battered by the years, but the most striking aspect of it was the nimbus of lightning or some other energy that formed around it. I had no idea what this all meant so I undertook the task to find out by writing about it.
Firing up the computer, I sat down and, over the course of a couple of hours, wrote a four page description of the farm in a role-playing game format. The writing process was completely stream of consciousness. I didn’t break to ponder what certain things meant or why they were there. I just wrote them down as I encountered them. The end result was a very fantastical locale – the sort of place one explores in a dream, only to awake with half-memories of their encounters. An aura of melancholy and the slightly macabre pervaded the whole piece, which added to this unreal feeling. The next day I went back to paint in a few details but left the piece almost completely unchanged from its original and abrupt birth.
It’s not a traditional adventure or location by any stretch of the imagination. There are no monsters to fight; no traps to overcome, and no treasure to be gained. I’m not even certain that a game system exists that this could be used in. Perhaps some weird homebrewed game or experimental game system from the New School might suit it, but I can’t imagine what sort of game world would easily embrace this weird farm.
I went back and forth on whether to let this piece molder quietly in the folder of unused game ideas or to make it available for others to read. Ultimately, I thought that maybe, someone, somewhere, might find this of interest so I turned it into a .pdf and uploaded it to Orbitfiles. You can download a copy of October Country: The MacReady’s Farm here. There is no map accompanying the piece. Try as I might, I couldn't quite get what I had in my mind to jive with what I could produce on paper. Those interested with doing more with the farm will need to provide their own layout.
At the very least, the piece might give the reader some insight into what thoughts play around in my head when I’m not focusing on dungeons. Armchair psychiatrists will have a field day with it, as would my therapist, if I had one. At best, it may help me avoid being pigeon-holed as “the dungeon guy,” a title that I sometimes feel I’m in danger of acquiring forever.
For the record, let me state that I’m not certain what everything in the piece means or why things are the way they are. The title “October Country” is of course a reference to the Bradbury book by the same name. It has a certain beauty and mystery that felt appropriate for a land in which the winter never comes.
Labels:
Bat Country,
biographical,
design,
experimental,
fear
Friday, June 5, 2009
Non-traditional Sources of New Spells
If one abides by the rules set forth in OD&D (and later, Moldvay/Cook), Magic-users and Elves only gain new spells for their spellbooks by advancing in level or creating new spells through research. The explanation of this acquisition of new spells upon level advancement is left vague, perhaps by accident or design, but the default assumption in many campaigns is that these spells are received from either the mages guild or the character’s teacher. That’s a perfectly rational way to explain these newly gained enchantments and it has the benefit of not requiring much on the part of the referee.
But what if the referee and players aren’t looking for rational explanations and intend to plumb the depths of the weird to account for these sudden gains of mystical knowledge? In that case, one might get something like the list below. Provided here are some ideas for sources other than the magic-users guild from which spell casters might learn their new spells upon level advancement. Some may be more appropriate than others for one’s homegrown campaign world, but it’s always an interesting exercise to think outside of one’s comfort zone. You never know what you might find there to tickle your fancy.
Aliens: Magic comes from space, don’t you know? The only way to gain new mystical knowledge is through the suppliers. Upon gaining a new level, the spell caster must make contact with one of the races from beyond the Cold Void and negotiate for arcane enlightenment. These aliens could be Lovecraftian horrors, enigmatic Greys, or even benevolent E.T.s. Even better, they’re never seen firsthand. Upon reaching a new level, the spell caster must wait in an open field where a “burning wheel” will appear in the night sky above him. A beam of light shines forth from the wheel and the caster vanishes. Several hours later, missing memories of where he’s been but with a new spell in his memory, the caster reappears.
Ancient Monuments: Inscribed on a leaning stele or carved into the face of a mountain are ancient formulae for magical spells. Once found, these inscriptions provide an instantaneous transference of mystical knowledge to the reader, allowing them to gain new insights into the arcane and providing them with a fresh spell to add to their spellbook. Finding these antique monuments can be as easy or as difficult as the referee desires. Particularly cruel referees might want to reread “The Other Gods” by H.P. Lovecraft before putting this method into play.
Animals: Taking a page from Leiber, let’s assume that each animal species is ruled by an intelligent paragon who guides and protects the lesser specimens of its ilk. The caster must seek out this paramount of animals in order to learn magics specific to these creatures. Web might be taught by the Baroness of Spiders, move earth is gained from the Duke of Badgers, and fly can only be learned from the King Bee.
Consumables: Certain meals prepared by chefs trained in esoteric techniques provide nourishment for not only the body but the psyche as well. While finding and negotiating the services of such culinary masters is not always easy or cheap, once enlisted, these chefs can provide the caster with feasts that result in new mystical knowledge. Other consumable possibilities include vessels that contain glowing, liquid mana, which beg to be drunk or even “magic pills” or injections waiting to be plundered from the ruins of the Ancient Ones.
Devils & Angels: Summoning extraplanar creatures to serve as instructors of the mystical is another fantasy cliché. For a low level spell, a minor imp or devilkin might serve as a tutor. Higher level magics will, of course, require the caster to deal with entities of much greater power and therefore a much greater price. For those who are concerned with the state of their immortal souls, a more benign source might be preferred, requiring the assistance of a local, “mage-friendly” church to contact them. A variation on this theme might be, to paraphrase Gaiman and Pratchett, an angel who “not so much as fell as sauntered vaguely downward.” This disgraced (literally) angel is seeking to get back into the good graces of the Divine and assists mortals in need at little or no cost, provided they work for the betterment of all.
The Faerie: When magic isn’t a product of space, it likely comes from the Summerlands, and the Good Folk are the one who can teach it. Such unearthly mentors could be drawn from the Seelie or Unseelie Courts, found beneath the mounds that dot the heath, or even reside in one’s own barn, where they perform minor services in return for a bowl of fresh milk. Would-be students are warned that the Faerie often abide by strict, but irrational laws, and to break these rules is to come to a very bad end.
Immersion: The concept of immersion in a body of water has traditional ties with both new life and sorcery (see accounts of baptism rites and witchcraft trials). High in the mountains lays a pool that is fed by a dancing cascade of waters. On nights of the full moon, bathing is this pool provides spell casters with an influx of mystical teachings that impart a new spell into their realm of understanding. While water is traditional, liquid reservoirs composed of blood, oil, or ever proto-matter are just as likely candidates for imbuing one with mystical lore.
Psychotropic Drugs: Certain obscure substances break down the barriers between the mundane world and the unseen fabric of the multiverse. Imbibing in such substance grants the spell caster insights into a much larger world and allows them to make great leaps of cognitive thinking. The results of such mystical journeys are new spells to bolster the caster’s repertoire. These psychotropic substances might be Melnibonéan sorcerer-drugs, exotic plants from East, or even the correct species of amphibians that live in the Great Miasmic Swamp.
Physical Trial: Drugs are not the only way by which the barriers between worlds can be breached. A less pharmaceutical, but more painful method is through physical denial or self-induced suffering. Fasting in the wilderness to the point of hallucination, self-flagellation, enforced sensory deprivation, or the traditional “bed of nails” may each provide the caster with fresh mystical understanding, provided he survives the process. Referees looking to equate great mystical power at the expense of the physical form are encouraged to give this method some consideration.
Tattooing: A subset of the Physical Trial, the cliché of magical tattoos has been around for as long as the art itself. Upon gaining a new level, the caster seeks out an enigmatic foreigner who practices his art down on the seedy waterfront. Catering to spell casters alone, this tattoo artist draws his designs from a collected catalogue of formulae and symbols dating back to the dawn of time. Each grants access to previously unknown magics. For referees who require that new spells are determined randomly, rather than chosen by the player, the oft-repeated story of drinking heavily and then getting a regrettable tattoo might explain why the caster decided that water breathing, instead of fireball, was going to be his first 3rd level spell.
But what if the referee and players aren’t looking for rational explanations and intend to plumb the depths of the weird to account for these sudden gains of mystical knowledge? In that case, one might get something like the list below. Provided here are some ideas for sources other than the magic-users guild from which spell casters might learn their new spells upon level advancement. Some may be more appropriate than others for one’s homegrown campaign world, but it’s always an interesting exercise to think outside of one’s comfort zone. You never know what you might find there to tickle your fancy.
Aliens: Magic comes from space, don’t you know? The only way to gain new mystical knowledge is through the suppliers. Upon gaining a new level, the spell caster must make contact with one of the races from beyond the Cold Void and negotiate for arcane enlightenment. These aliens could be Lovecraftian horrors, enigmatic Greys, or even benevolent E.T.s. Even better, they’re never seen firsthand. Upon reaching a new level, the spell caster must wait in an open field where a “burning wheel” will appear in the night sky above him. A beam of light shines forth from the wheel and the caster vanishes. Several hours later, missing memories of where he’s been but with a new spell in his memory, the caster reappears.
Ancient Monuments: Inscribed on a leaning stele or carved into the face of a mountain are ancient formulae for magical spells. Once found, these inscriptions provide an instantaneous transference of mystical knowledge to the reader, allowing them to gain new insights into the arcane and providing them with a fresh spell to add to their spellbook. Finding these antique monuments can be as easy or as difficult as the referee desires. Particularly cruel referees might want to reread “The Other Gods” by H.P. Lovecraft before putting this method into play.
Animals: Taking a page from Leiber, let’s assume that each animal species is ruled by an intelligent paragon who guides and protects the lesser specimens of its ilk. The caster must seek out this paramount of animals in order to learn magics specific to these creatures. Web might be taught by the Baroness of Spiders, move earth is gained from the Duke of Badgers, and fly can only be learned from the King Bee.
Consumables: Certain meals prepared by chefs trained in esoteric techniques provide nourishment for not only the body but the psyche as well. While finding and negotiating the services of such culinary masters is not always easy or cheap, once enlisted, these chefs can provide the caster with feasts that result in new mystical knowledge. Other consumable possibilities include vessels that contain glowing, liquid mana, which beg to be drunk or even “magic pills” or injections waiting to be plundered from the ruins of the Ancient Ones.
Devils & Angels: Summoning extraplanar creatures to serve as instructors of the mystical is another fantasy cliché. For a low level spell, a minor imp or devilkin might serve as a tutor. Higher level magics will, of course, require the caster to deal with entities of much greater power and therefore a much greater price. For those who are concerned with the state of their immortal souls, a more benign source might be preferred, requiring the assistance of a local, “mage-friendly” church to contact them. A variation on this theme might be, to paraphrase Gaiman and Pratchett, an angel who “not so much as fell as sauntered vaguely downward.” This disgraced (literally) angel is seeking to get back into the good graces of the Divine and assists mortals in need at little or no cost, provided they work for the betterment of all.
The Faerie: When magic isn’t a product of space, it likely comes from the Summerlands, and the Good Folk are the one who can teach it. Such unearthly mentors could be drawn from the Seelie or Unseelie Courts, found beneath the mounds that dot the heath, or even reside in one’s own barn, where they perform minor services in return for a bowl of fresh milk. Would-be students are warned that the Faerie often abide by strict, but irrational laws, and to break these rules is to come to a very bad end.
Immersion: The concept of immersion in a body of water has traditional ties with both new life and sorcery (see accounts of baptism rites and witchcraft trials). High in the mountains lays a pool that is fed by a dancing cascade of waters. On nights of the full moon, bathing is this pool provides spell casters with an influx of mystical teachings that impart a new spell into their realm of understanding. While water is traditional, liquid reservoirs composed of blood, oil, or ever proto-matter are just as likely candidates for imbuing one with mystical lore.
Psychotropic Drugs: Certain obscure substances break down the barriers between the mundane world and the unseen fabric of the multiverse. Imbibing in such substance grants the spell caster insights into a much larger world and allows them to make great leaps of cognitive thinking. The results of such mystical journeys are new spells to bolster the caster’s repertoire. These psychotropic substances might be Melnibonéan sorcerer-drugs, exotic plants from East, or even the correct species of amphibians that live in the Great Miasmic Swamp.
Physical Trial: Drugs are not the only way by which the barriers between worlds can be breached. A less pharmaceutical, but more painful method is through physical denial or self-induced suffering. Fasting in the wilderness to the point of hallucination, self-flagellation, enforced sensory deprivation, or the traditional “bed of nails” may each provide the caster with fresh mystical understanding, provided he survives the process. Referees looking to equate great mystical power at the expense of the physical form are encouraged to give this method some consideration.
Tattooing: A subset of the Physical Trial, the cliché of magical tattoos has been around for as long as the art itself. Upon gaining a new level, the caster seeks out an enigmatic foreigner who practices his art down on the seedy waterfront. Catering to spell casters alone, this tattoo artist draws his designs from a collected catalogue of formulae and symbols dating back to the dawn of time. Each grants access to previously unknown magics. For referees who require that new spells are determined randomly, rather than chosen by the player, the oft-repeated story of drinking heavily and then getting a regrettable tattoo might explain why the caster decided that water breathing, instead of fireball, was going to be his first 3rd level spell.
Stonehell Report
Another two weeks have gone by so it's time for another update.
As expected, the One Page Dungeon Contest put a crimp in my design time but not as much as I originally feared. The surface level is more finished than not (85% done) and does indeed span the predicted three sections. There's a few places (and things) to poke your swords into before venturing down into the depths, and there is even a nice little "starter dungeon" which could be used to teach newcomers to the world of role-playing what to expect. Or you could just throw them into the deep end and hope for the best.
While I'm still avoiding writing any delivery date in stone, I'm confident that the next report will have Level One completly updated and edited, which will mean that only Levels Two and Three still require attention. Updating and cleaning up the quadrant maps look to be the biggest workload but it needs to be done. General notes, appendices, and overall fluff will follow, leading towards the end of the compilation.
Thanks again for your patience but I truly believe the end result is going to be worth the wait.
As expected, the One Page Dungeon Contest put a crimp in my design time but not as much as I originally feared. The surface level is more finished than not (85% done) and does indeed span the predicted three sections. There's a few places (and things) to poke your swords into before venturing down into the depths, and there is even a nice little "starter dungeon" which could be used to teach newcomers to the world of role-playing what to expect. Or you could just throw them into the deep end and hope for the best.
While I'm still avoiding writing any delivery date in stone, I'm confident that the next report will have Level One completly updated and edited, which will mean that only Levels Two and Three still require attention. Updating and cleaning up the quadrant maps look to be the biggest workload but it needs to be done. General notes, appendices, and overall fluff will follow, leading towards the end of the compilation.
Thanks again for your patience but I truly believe the end result is going to be worth the wait.
Thursday, June 4, 2009
Teaching the Alphabet
If anyone feels up to doing me a solid, I'd like to get the word out about The Dungeon Alphabet to try and stir up some interest in the book. I've already made mention of it on the Original D&D Discussion board and on the Swords & Wizardy forum (there's a thread on the Necromancer Games site too), but I'm not a regular at any of the other old school boards (or new school for that matter).
If you happen to be a habitual visitor to some of the other boards out there and feel that it might be a book that those readers would be interested in, please feel free to mention the Alphabet and point them over to the Goodman Games site (http://goodmangames.com/4385preview.html) and/or to my post (http://poleandrope.blogspot.com/2009/06/goodman-games-to-publish-dungeon.html) regarding it. Please don't put any noses out of joint doing so though.
Since it's my first professional book and I'm a relative unknown, I could use a little help getting the ball rolling. If you slip a mention in about it somewhere, please leave a comment to this post letting me know where so as to not inadvertantly spam the community. Also, if you run across a thread about The Dungeon Alphabet in your internet travels, I'd like to know where, and you can leave a comment to give me the heads up here as well.
Any help would be appreciated and you'd have my sincere thanks. New (non-Alphabet) stuff coming tomorrow morning so be sure to drop on by.
If you happen to be a habitual visitor to some of the other boards out there and feel that it might be a book that those readers would be interested in, please feel free to mention the Alphabet and point them over to the Goodman Games site (http://goodmangames.com/4385preview.html) and/or to my post (http://poleandrope.blogspot.com/2009/06/goodman-games-to-publish-dungeon.html) regarding it. Please don't put any noses out of joint doing so though.
Since it's my first professional book and I'm a relative unknown, I could use a little help getting the ball rolling. If you slip a mention in about it somewhere, please leave a comment to this post letting me know where so as to not inadvertantly spam the community. Also, if you run across a thread about The Dungeon Alphabet in your internet travels, I'd like to know where, and you can leave a comment to give me the heads up here as well.
Any help would be appreciated and you'd have my sincere thanks. New (non-Alphabet) stuff coming tomorrow morning so be sure to drop on by.
Wednesday, June 3, 2009
Goodman Games to Publish “The Dungeon Alphabet”
Finally, the big news:
Not too long after “The Dungeon Alphabet” appeared here, Goodman Games approached me about expanding the Alphabet into a gaming supplement. The goal of the book was to give game masters, bright-eyed newcomers and grizzled old veterans alike, a handy reference guide for use in creating and stocking their dungeons. Each alphabetical entry would be expanded to include advice, hints, and random tables that would help fire the imagination and provide a new way of looking at some of the classic elements of the dungeon. Certainly not the easiest challenge! But I very pleased to say that I took up that challenge and my more than twenty-five years of gaming experience on both sides of the screen came in quite handy. I truly feel that I rose to the task and I’m very proud of the newly-expanded Alphabet.
As the project continued to grow, I kept getting updates as to who had signed on to lend their talents to Alphabet. Just by looking at the names above, you can imagine how excited I was to have so many legends in the hobby agreeing to participate. Well, maybe not, because I don’t think there’s a word that accurately describes the emotional state of proud/shocked/ecstatic/scared/mind-blown/giddy. But if there were, that’s what I was feeling.
But enough about me. After all, compared to some of the names above, I’m a flyspeck on the face of role-playing. Let’s talk about the art, my friends. Having seen the completed pieces that will be sharing page space with my words, I can honestly say that there’s not a single piece of art that I don’t love. I wouldn’t mind owning several of the pieces to adorn my home and gaming area. Even if you don’t find my talents to your liking, I encourage you to take a look at the book if only for the artwork.
Hopefully I’ve sold you on the idea enough that you’ll be interested in getting your hands on a copy of The Dungeon Alphabet (Hey! I can put that in italics now because it’s officially a book title!!) when it hits your local game store. I’ll have details on the release date when I get them but I believe the plan at the moment is to have it available at Gen-Con.
As could be expected, I’ve pulled the Dungeon Alphabet posts from the blog. I hope you’ll forgive me for turning off the freebie tap but I obviously want to encourage people to buy the book. It’s bigger and better anyway, and chock full of great art, plus neat tables, cool adventure seeds, and other weirdness from the mind of yours truly.
I want to thank Joseph Goodman for having the faith that I, an unknown writer, could pull this off and for getting so many luminaries in the gaming world to contribute their talents to The Dungeon Alphabet. I've very grateful to everyone for their amazing work.
The Dungeon AlphabetThe official announcement went live on the Goodman Games website today, freeing me up to make public something that I’ve been sitting on for months now.
An A-to-Z Reference for Classic Dungeon Design
Designing dungeons is as easy as A, B, C! The Dungeon Alphabet compiles twenty-six classic dungeon design elements in one place to assist the game master in creating subterranean challenges. A is for Altar, B is for Books, and C is for Caves: the Dungeon Alphabet has advice, hints, and randomized tables that bring new life to your adventures. Suitable for any rules system, the entries are accompanied by outstanding art from classic fantasy illustrators, with a foreword by noted game designer Zeb Cook.
Rules Set: Systems-neutral, designed to be used with any RPG
Writer: Michael Curtis
Foreword: David “Zeb” Cook
Cover Artist: Erol Otus
Interior Artists: Brad McDevitt, Jeff Easley, Jim Holloway, Doug Kovacs, William McAusland, Jesse Mohn, Peter Mullen, Erol Otus, Stefan Poag, Jim Roslof, Chad Sergesketter, Chuck Whelon, Mike Wilson
GMG4385, 48 pages, hardcover, $19.99
Not too long after “The Dungeon Alphabet” appeared here, Goodman Games approached me about expanding the Alphabet into a gaming supplement. The goal of the book was to give game masters, bright-eyed newcomers and grizzled old veterans alike, a handy reference guide for use in creating and stocking their dungeons. Each alphabetical entry would be expanded to include advice, hints, and random tables that would help fire the imagination and provide a new way of looking at some of the classic elements of the dungeon. Certainly not the easiest challenge! But I very pleased to say that I took up that challenge and my more than twenty-five years of gaming experience on both sides of the screen came in quite handy. I truly feel that I rose to the task and I’m very proud of the newly-expanded Alphabet.
As the project continued to grow, I kept getting updates as to who had signed on to lend their talents to Alphabet. Just by looking at the names above, you can imagine how excited I was to have so many legends in the hobby agreeing to participate. Well, maybe not, because I don’t think there’s a word that accurately describes the emotional state of proud/shocked/ecstatic/scared/mind-blown/giddy. But if there were, that’s what I was feeling.
But enough about me. After all, compared to some of the names above, I’m a flyspeck on the face of role-playing. Let’s talk about the art, my friends. Having seen the completed pieces that will be sharing page space with my words, I can honestly say that there’s not a single piece of art that I don’t love. I wouldn’t mind owning several of the pieces to adorn my home and gaming area. Even if you don’t find my talents to your liking, I encourage you to take a look at the book if only for the artwork.
Hopefully I’ve sold you on the idea enough that you’ll be interested in getting your hands on a copy of The Dungeon Alphabet (Hey! I can put that in italics now because it’s officially a book title!!) when it hits your local game store. I’ll have details on the release date when I get them but I believe the plan at the moment is to have it available at Gen-Con.
As could be expected, I’ve pulled the Dungeon Alphabet posts from the blog. I hope you’ll forgive me for turning off the freebie tap but I obviously want to encourage people to buy the book. It’s bigger and better anyway, and chock full of great art, plus neat tables, cool adventure seeds, and other weirdness from the mind of yours truly.
I want to thank Joseph Goodman for having the faith that I, an unknown writer, could pull this off and for getting so many luminaries in the gaming world to contribute their talents to The Dungeon Alphabet. I've very grateful to everyone for their amazing work.
Monday, June 1, 2009
Dereliction of Duty
My plan was to get back to the M-W-F schedule of posting here at the Society once June hit. Last night, however, I went to see ‐X‐ play their final night at the Bowery Ballroom in NYC. Between the midnight wrap-up and the train ride home, I didn’t get in until 3 AM. I’m dragging ass today and feeling a bit creatively bankrupt as a result. But it’s alright. John Doe, punk rock statesman, gave the audience permission to be unproductive today on the grounds of “Hey man, I was at a punk rock show last night!” I’ll be back up and running on Wednesday.
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