As
promised, I'll throw out a few words about truenames.
Truenames
are common in many fantasy settings. I think I first became
aware of the concept in Ursula K. LeGuin's Earthsea
trilogy (which I love -- it probably influenced the magic
system and spells in Arcana Unearthed in many ways).
The idea, in Arcana Unearthed, is that each person
has a secret truename in addition to their own name. This
is the name of their soul. They learn their truename either
through a lot of introspective reflection or in a ceremony
called the naming ceremony (which happens in a character's
formative years, during which time the character gets
a special ceremony feat).
I
then took this core concept and stretched it in many ways.
First and foremost, since your truename is the name of
your soul, if a spellcaster knows your truename, his spells
are more potent when used against you. Certain spells,
with the Truename descriptor, can only be used against
you if the caster knows your truename. However, some beneficial
spells that deal with your soul, like spells that restore
life to the dead, also require the caster to know your
truename -- so at some point, it's wise to tell your close
comrades your truename. But obviously this becomes an
issue of real trust.
There's
even a feat, Power of the Name, that allows a character
to use another character's truename against her.
Learning
the truenames of opponents becomes an important plot point
of some adventures -- when you really need every advantage
against your foe. Truenames of powerful outsiders and
other creatures allow them to be summoned and intimidated,
making truenames a new form of treasure.
However,
some creatures lack truenames. These are called the Unbound
or Unnamed. Characters can choose to be Unbound, freeing
them from the worry of having a secret that someone can
use against them. However, such creatures face great risk,
because beneficial spells requiring truenames do not function
for them either -- including raise the dead. Once
you have chosen the path of the Unnamed you cannot go
back. Unbound characters get an additional Talent feat
at character creation rather than a Ceremony feat. This
is the only way a character can get multiple Talents,
which you can take only at character creation.
When
you die and are brought back, the process changes your
soul enough that your truename changes (and you can switch
your naming ceremony feat if you want). Characters who
die and come back can choose to be Unbound. A lot of undead
make this choice.
From
a design point of view, truenames are a satisfying addition
of one small facet of the game that can be worked into
other mechanics (like spells). This "ripple effect"
through the rules, with one rule slightly adding to or
changing others, is one that the desginer has to handle
carefully. In the end, though, it adds a lot of new flavor
to the game and creates interesting choices and motivating
adventure hooks.
DESIGN
DIARY PAST ENTRIES
*
Go, Go, Go! -- April
10, 2003
"Short
entry this time. I hate spells with 1 minute/level durations...."
*
Ceremony -- April
3, 2003
"I
think I've already mentioned that one of the goals I
set for myself with Arcana Unearthed was to make
things a little less generic...."
*
Things That Rules Take Away -- March
21, 2003
"There
are aspects of fantasy roleplaying that rules, inadvertently,
can actually take away...."
*
Still Talking Classes -- March 13,
2003
"I've
saved some of the best classes for last. Let's talk
about the runethane, the mage blade, and the witch...."
*
More Classes -- February 27, 2003
"This
time, I want to tell you about some of the other classes:
akashics, magisters, and greenbonds...."
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."