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LINE
OF SIGHT
Full Circle, Part 1
Writing
the new Dungeon Master's Guide was the highlight
of my career, so far. When I learned to play D&D,
it was from some acquaintances, many of whom were
older than me. They used the little brown-box set.
The first D&D product that I ever bought myself, much
later, was the 1st Edition DMG (the B. Dalton's was
out of Player's Handbooks and Monster Manuals).
I was 11 years old.
I remember it vividly, and read it from cover to cover.
I didn't understand all of it, but that only made
it more fascinating. I knew what hit points were,
for example (from playing the game) but I didn't know
what Hit Dice were. I wanted to start my own campaign
right away, so I took the monsters that were in the
back of the DMG and gave them all hit points on my
own. My very first game design.
Years
later, I was working in the game industry. I'd worked
for ICE, freelanced a bit, and then went to work for
TSR. TSR got bought, and suddenly I was in Renton,
Washington, at Wizards of the Coast. During my time
at TSR, I got to know Zeb Cook, who had done 2nd Edition,
and that was great, but by the time I came along (around
1994), they were already tossing around the words
"Third Edition." When we suddenly became Wizards,
it was clear that the new edition was just over the
next hill.
Sort
of.
It
should come as no surprise that the development for
3rd Edition lasted a long time. Around Christmas of
1997, Bill Slavicsek, the director of RPG R&D at Wizards,
selected a team consisting of Skip Williams, Rich
Baker, and myself. We were told to come up with all
the rules together, and then one of us would write
the Player's Handbook, one of us the DMG, and
one would write the Monster Manual.
(I hoped for the DMG, but more on that later.) Skip
and Rich were no strangers to tinkering with D&D --
they'd already worked on the Player's Option
books together. I was told that I was put on the team
because I could make the books read well, I had a
good knowledge of what other companies were doing
in game design, and because I was known for "out there"
sorts of ideas. I expected to be the "radical one"
on the team, with Rich and particularly Skip -- the
"Sage" himself -- reining me in.
Except
that it didn't happen. When we had our initial meetings
(both Thomas Reid, Creative Director of D&D at the
time, and Peter Adkison, then CEO of Wizards, were
a part of a lot of these meetings -- particularly
Peter) I would throw out whatever wacky idea came
to my head. "Let's put half-orcs back in!" I'd say.
"Let's have skills rather than proficiencies." I expected
to be shouted down, with good explanations about how
that "wouldn't be good for the game" for some reason
that I had never thought of before. Except that nobody
did.
This
was suddenly the most creative experience I'd had
at TSR/Wizards. We really were changing things. I
was expecting a sort of "reorganization and updating"
of 2nd Edition. But we were really doing a whole new
game here.
Cool.
What
followed was literally a yearlong meeting. Sometime
during that year, Jonathan Tweet joined our ranks,
and shortly thereafter Rich Baker left us to take
a position in management. (Jonathan was at first abashed
at how much we were changing, but it didn't take long
for him to join in and, in fact, propose some of the
most drastic changes of all.) We all got together
every day, for hours at a time to discuss the topic
of the day. A topic might be "weapons," or perhaps
"wizards," or something like that. We'd discuss ideas
that we'd had over years of playing and designing.
We'd tell old campaign stories, discuss what other
games did with similar topics, and what players had
told us over the years at conventions. We would create
huge tables on dry erase boards to compare one class
or one race to another mathematically. We would spend
an afternoon figuring who is the better melee combatant,
the barbarian with the axe, the fighter with the sword
and shield, the fighter with two weapons, or the monk,
just using averages (it's the fighter with the sword
and shield, if you're curious).
By
the time a year and a half had passed, we had written-mostly
together-an entire Player's Handbook and a
bit of the DMG. But we threw practically all of that
out -- the rules were evolving fast and furious. What
we had been calling "C skills" (as opposed to A and
B skills) became "Heroic Feats," and finally, just
"feats." The spirit master went away, and the sorcerer
appeared. Multiclassing was out, and then back in.
Gnomes were killed, and then raised.
Eventually,
however, we really needed to start to get words down
on paper that weren't going to go away. In early 1999
Jonathan started writing the actual text of the Player's
Handbook. But there were still so many topics
still to discuss! 8th and 9th level spells for clerics!
Spells to make the druid viable! Familiars that improved
as you went up levels! Jonathan wrote, and Skip and
I discussed, with Jonathan joining in as much as he
could. Jonathan didn't get much writing in, and that
came as no surprise. The game was still in flux.
Nevertheless, with nothing even close to a finished
draft of the PH, and dozens of crucial topics still
on the table, the DMG had to get started. And I was
going to write it.
I'd come full circle.
~Monte Cook
Continued
in Part 2 next week.
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