Planescape
Memories
I've
written before about the joys
of working on the Planescape D&D line.
It amazes me that it's already been five or so years since
this product line ended.
Thus,
I couldn't be happier to reunite with part of the Planescape
team -- Wolf Baur, Colin McComb, Ray Vallese -- to work
on Beyond Countless Doorways,
a new Malhavoc Press book announced
today. These were some of my favorite people to work
with (although to be entirely accurate, Wolf and I never
worked directly together on a Planescape book,
but we did work on Dark Matter together). These
are all writers whose work inspired me or wowed me during
what I think of as the renaissance of my own writing career.
(Working on 3rd Edition was the second renaissance, but
that's another story.)
See,
I started working in the industry in 1988, and I was just
thrilled to be doing anything. I worked as a designer
and editor and did what I think of as some adequate products.
When I came to TSR in 1994, the Planescape boxed
set was just coming out (it was one of my first free products
I got for being an employee, actually). Reading through
that campaign setting made me realize that game writing
could be more than just passive descriptions, staged fights,
and game stats. Planescape evoked mood and emotion
as well as creating story and character. I knew from the
moment I saw it that Planescape was something I
wanted to be involved with.
Wolf
worked on Planes of Chaos and In the Cage,
my two favorite early Planescape products. These
were a wonderful inspiration to me. When I joined the
Planescape team, Colin was already hard at work
on so many great products, and he and I codesigned things
like Hellbound and The Great Modron March.
Ray Vallese co-wrote Uncaged: Faces of Sigil, probably
the best NPC book that's ever been written for any edition
of the game and was my editor on a lot of the Planescape
stuff I wrote (my other editor was the equally incredible
Michele Carter). Colin, Ray, Michele, and I, along with
Creative Director Andria Hayday, would spend literally
hours together coming up with incredible concepts for
Planescape products. That was a great time of my
career, and certainly one of the most creatively satisfying.
Further,
to have David "Zeb" Cook writing the preface
of the book simply could not be more appropriate. Zeb,
of course, wrote the Planescape boxed set that
started it all. He was also one of my early inspirations
to get into the game industry as a career. I'm surprised
I haven't mentioned that in this column before, actually.
When I was 11 or 12 years old, I picked up a copy of Dwellers
in the Forbidden City. As I studied the cover like
an archeologist examining a rare new find, I saw the words
"By David Cook." It caught my attention because,
of course, we shared the same last name. It was the first
time I thought to myself, "Hey, some actual living
person writes this stuff. It's his job."
And
now, about 24 years later, here I am.
Plus,
as I have written
here, I'd met Zeb before I ever got a job at TSR,
and chatting with him helped convince me that working
at TSR would be a good idea. I'm pretty sure he put in
a good word for me there as well.
I
hope you're as excited about the prospect of Beyond
Countless Doorways as I am. I've already seen some
of Wolf and Colin's work for the book, and it's really,
really cool. I'm also psyched to have the whole project
wrapped up in a cover by rk post, who illustrated many
cool Planescape covers such as The Great Modron
March and Tales From the Infinite Staircase.
If you're a fan of Planescape sensibilities and
style (and by that, I mean highly imaginative settings,
situations and characters -- not specifics like the cant
or factions, which for obvious reasons are not a part
of this book), you'll like Beyond Countless Doorways.
If you don't care a whit about Planescape, or just
don't know anything about it, but you like games with
a palpable sense of wonder and a lot of unique flavor,
you'll like it too.
If
you'd like to check out some classic Planescape
titles in PDF form, visit the Planescape
store at RPGNow.