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DESIGN
DIARY
In
this column, I cover issues that come up during the process
of writing Arcana
Unearthed: A Variant Player's Handbook. Some are
specific design issues, while others are somewhat more esoteric.
I hope you find them all informative and interesting, answering
a lot of the questions you have about the book, the kinds
of things designers think about, and about the whole publishing
process. This Design Diary will be updated sometimes every
week, sometimes every other week. -- Monte
More Diamond Throne
DATE:
May 29, 2003
Last
week I started talking about The
Diamond Throne. I thought I'd go on about that
for a bit more, to give you a feel for the setting behind
Arcana Unearthed.
"High
Magic"
I referred to the Diamond Throne as a high-magic setting.
I should clarify, as I realize that "high magic"
and "low magic" are terms that get bandied about
a lot, but, like "munchkin" or "broken,"
they don't always have the same meaning to different people.
The
Diamond Throne is a world of the fantastic. More "fantastic"
than "historical." A place with old citadels
where decaying gods still wait, watching for their time
to return, where fonts of magical power can be found in
the wilderness, hidden from mortal eyes. But it's not
necessarily a high-powered setting. In fact, it's my hope
that upper-end spellcasters in Arcana Unearthed
are a little more balanced and in-control than traditional
high-level mages in the game. No time stop, no
wish (at least as a spell), no true resurrection.
Monsters
Part
of what I've done to give the Diamond Throne a distinct
feel is play around with the monsters. Virtually none
of the standard D&D humanoid races -- orcs, gnolls,
bugbears, ogres, and so on, exist. Instead, I've created
different humanoid races, although not nearly as many
as I ejected (I think the game's a bit too evil-humanoid-heavy).
Of course, the elimination of alignments as a game concept
also really changes monsters. A monster isn't "born
evil." Eliminating the alignments also forces me
as a designer to quit falling back on them as a shorthand.
It's sometimes too easy to just say "this monster
is evil." Why is it evil? What does it do? Does it
like to torture its victims, or does it simply not care
what (or who) it eats?
So
for example, the Diamond Throne has:
-
Chorrim: large muscular foes -- kind of like crafty,
militaristic ogres
-
Rhodin: brutish humanoids with curled horns
-
Shadow trolls: intelligent, spellcasting versions of
their more common cousins
-
Dream hunters: horrific hounds that track their quarry
by the "scent" of their dreams
-
Slassan: creations of the dreaded dramojh, these spellcasting
subterranean horrors incorporate the worst parts of
spiders and serpents
And
a lot more.
Plus,
The Diamond Throne also provides a list of creatures
from the MM, the various Creature Collections,
and the Tome of Horrors that are suitable for use
in the setting, as well as changes to existing common
monsters, like goblins, ghouls, kobolds, and trolls which
give them unique Diamond Throne flavor. For example, ghouls
carry with their paralyzing touch a terrible mind-affecting
curse/disease, so that even if you escape alive, you might
start craving the flesh of the dead and become a ghoul
yourself.
Prestige
Classes
The Diamond Throne also offers new prestige classes.
Now, before you roll your eyes, remember that Arcana Unearthed
has all different classes, so there's a lot of new material
to play off of when it comes to creating prestige classes.
Besides, The Diamond Throne product is the sort
of thing that I really designed prestige classes to go
with when I put them in the DMG. This is a world-building
product, and they go a long way to help build the world
and establish its unique flavor.
For
example, there's the darkbond, which is a greenbond's
opposite-the class specializes in dealing in negative
energy. The giant paragon allows a giant to get even larger
through devotion and mystical ceremonies. The rune lord
meshes concepts found in both the runechild race/template
and the runethane class and takes them in a new direction.
The ollamh lorekeeper is part poet, part sage, and part
diplomat, and yet encapsulates all that it means to be
faen.
I
think if you like Arcana Unearthed you'll like
The Diamond Throne. It's part DMG with its magic
items and prestige classes. It's part MM with all the
new monsters. And it's part campaign setting guide/gazetteer.
That's a lot to cram into 96 pages. If people seem to
like the setting, though, we'll do a lot more with it
and delve into as much detail as you want to see. And
don't forget, the Mystic Eyes Games and Fiery Dragon adventures
will all be set in the Diamond Throne setting (although
you can use them in pretty any campaign you wish).
DESIGN
DIARY PAST ENTRIES
*
The Diamond Throne -- May
23, 2003
"So
it's about time I start talking about the Diamond Throne.
The Diamond Throne is a campaign setting for
Arcana Unearthed -- the default setting, like
Greyhawk for D&D, I suppose...."
*
Death's Door -- May
8 , 2003
" I
like the D&D death's door rules. I like that at
0 hp, you're still up and can take a limited action,
but then you exhaust yourself...."
*
Hero Points -- May
1, 2003
"A
roleplaying campaign can be like putting up wallpaper...."
*
Truenames -- April
18, 2003
"Truenames
are common in many fantasy settings. I think I first
became aware of the concept in Ursula K. LeGuin's Earthsea
trilogy..."
*
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...."
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