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DESIGN DIARY

Monte Cook's Arcana UnearthedIn 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

Playtesting
DATE: June 5, 2003

Playtesting is extremely important to me. When we developed 3rd Edition, we did more playtesting than perhaps any other RPG product, ever.

Good designers know what they're doing. They don't always need playtesters to tell them what to do and what not to do on every single rule. But designers can be gripped by hubris sometimes as well, and feel that, because they know what they're doing, they don't need to show anything to playtesters, ever. Or, they feel that showing it to just a few playtesters that they know well is good enough. But this is a mistake.

The best thing that playtesters provide is a sounding board. When a designer wants to know how people will feel about his new material, the playtesters' reaction will tell him. The more playtesters you have, the more accurate this "read" will be.
Because of this, I sent out Arcana Unearthed to as many playtesters as I thought I could reasonably handle (any more and I couldn't have processed all the feedback). We had around 100 playtesters at the start, and that's a lot of feedback to digest. They were an incredible help to the design process, and the game wouldn't be as good without them. (When you see a copy of the book, take a glance at the names -- they deserve the attention.)

The DM ponders his next move.

Playtesters (from left) Michele, Jesse, Bruce, and Sue
The Blue Knight stands alone amid his fallen chorrim before (from left) Taeln the faen (obscured), Tu-Methus the giant, Melgar the mage blade, Maedi the spryte, and Daijan the verrik.

But playtests are, in the end, "playing the game." They're not just work. They're fun. My own playtest campaign took place in the Diamond Throne setting, where Jesse Decker (a human mage blade), Michele Carter (a quickling faen unfettered/hawk totem warrior), Bruce Cordell (a giantish champion of life), Chris Perkins (a verrik mind witch), and Sue Cook (a spryte magister) took on all kinds of threats -- some of which you'll learn more about when you read the Fiery Dragon adventure Plague of Dreams and some of the free adventure material I'm going to be putting up on the site in August and beyond.

We had a good time. Sue thought it would be fun to share some of the funny stuff that came out of the campaign. In no particular order:

  • Sue believed that sprytes needed a spell to shrink/enlarge things so they could share them with normal-sized characters. Reasonable. But the group wondered what one would call these spells? Players threw out such oh-so-helpful ideas as "embiggen," "tinify," "giantification," and "resmallate." (The resulting spell is actually called appropriate size.)
  • At character creation, Bruce's giant character spent his starting money on the real essentials: armor and a sword. That's it. We all hoped he had at least a loincloth, too, because for the first session everyone was trying not to picture the giant running around without pants.
  • "She's carpoozled!" "Is she double-carpoozled?" "No, just carpoozled." This exchange occurred when confusion arose over the use of the word "stunned," and Jesse decided we needed to make up new words for combat actions, rather than using real words.
  • If Bruce had his way, here's how the giant racial levels would work:
    1st level: +2 Int (bigger brain)
    2nd level: +20 speed (bigger stride)
    3rd level: natural armor (bigger skin)
  • We discovered that faen can shoot firebursts between their giant ally's legs! (Good thing he did buy pants after all!) When Chris learned that Sue was doing that, he said to Bruce: "Whoo! Gettin' a little hot south of the equator?"

Of course, a lot of the funny things were just good quotes:

  • Melgar, Jesse's mage blade, truthfully taunts a verrik attacker in brigandine armor: "I'm gonna kill you... And sell your armor!"
  • Tu-Methus, giant champion of life and master of the obvious: "There's something unnatural about these undead." (He meant because they faded away into the water.)
  • Chris's witch Daijan noted (truthfully), "You don't want to get into a staring contest with a mind witch."
  • "I got it to hook itself to me. Kill it, Vardash!" said Melgar, after an inept move left him attached to a dream hunter (a new monster). Yeah, he meant to do that...
  • Vardash, an NPC ally greenbond doesn't want to take plants into the dungeon. "How would we pot them? In chorrim helms?" (Chorrim are massive militaristic humanoids that the party had just defeated.)
  • Bruce loved his new burst boots (a new magic item from The Diamond Throne that allows you to add an extra move action onto your actions for a round five times each day), but he couldn't manage to SAY it. Most of the time it came out "berts boots," prompting us to ask, "Does Ernie know you've got Bert's boots?"
  • After rolling low initiative compared to the rest of the party, Melgar and Daijan were out of the action for a while. The verrik said, "So, Melgar, we never get a chance to talk. Do you have any sisters?" Melgar replies, "No, and they're all ugly."
  • In an adventure where the PCs had recovered an important and ancient lost key (that, of course, their foes were also after), Maedi the spryte magister casts lesser creation to make a decoy key, describing that it's metal just like the original. "Can you create metal things with the lesser version of that spell?" asks the DM. Checking the rest of the spell description ("organic matter only"), she continues, "...except it's really made out of potato...."

 

DESIGN DIARY PAST ENTRIES

* High Magic -- May 29, 2003
"I referred to the Diamond Throne as a high-magic setting. I should clarify..."

* 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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