An
important thing for all DMs to keep in mind is that once
a campaign is up and running, the basic flavor -- the
underpinnings of the whole campaign structure -- usually
should not change. If the campaign starts out being a
grim and gritty game where the PCs have to fight over
every copper piece just to survive, the gold probably
shouldn't flow like water by level 5. If you're running
a high magic campaign where spells and magic items are
common, don't try to change things in mid-stream so that
suddenly spells and spellcasters are rare and the PCs
should be thrilled to find a +1 dagger.
Likewise,
it would be weird to be running a fairly traditional fantasy
campaign and suddenly throw in laser guns and force fields.
So that means that Chaositech
isn't designed for traditional fantasy campaigns, right?
No.
That's not the way it's been designed. See, chaositech
isn't technology. You don't look at this stuff and think
Star Trek. It's meant to fit into a fantasy milieu.
How? Well, it will pass as magic as easily as it will
pass for technology, for it truly is neither. You'll find
no discussion of scientific terms or physics applications
in the description of chaositech abilities. You will find
discussions on chaositech cults, the dread worship of
chaos gods, chaotic spells, and how chaositech interacts
with magic.
Chaositech
is weird fantasy, but it is fantasy. The material
within is designed to work in a standard D&D style
fantasy campaign. It's how I used it (and continue to
use it) in my own campaign.
In
fact, because Chaositech was designed for fantasy
games, it wouldn't fit well into a straight-up, hard science
fiction game. It's too strange -- too supernatural seeming.
It's got more in common with Dr. Frankenstein and his
monster than with real science.
So,
it's not my intention to change your campaign paradigm
with chaositech. It will change it no more drastically
than a new book of spells or magic items. Yet at the same
time, it will introduce some new flavor and new threats
the likes of which you probably (hopefully) have never
seen. Here is an excerpt from the book to show you some
ways you can bring chaositech into your game:
THE
ANCIENT DARK GODS
In the time before time, malevolent and destructive forces
moved upon the world, seeking unknowable ends. When it
became clear that they would have to leave, they sought
to plant the seeds of their own return. These seeds were
sealed storehouses of chaositech. The dark gods knew that
one day the mortals who would inhabit the world would
find these devices and crave their power. In using them,
the dark forcesthe Galchuttwould gain entry
back into the world.
Today,
people are beginning to find these vaults of chaositech.
Miners discover them when creating a new shaft, dungeon
adventurers find them on a delve. Within ancient citadels
in far-off lands, and buried deep in cold mountain lakes,
chaositech is once again resurfacing. The cults of chaos,
having long prophesied of this day, scramble to buy or
steal the relics to use for their own ends. The PCs might
want to stop them, or they might be the ones who uncover
an ancient vault and seek to protect it, sell it, use
it, or destroy it.
In
this method of introducing it into the campaign, chaositech
becomes the legacy of ancient times. It's not something
that someone creates or even can repair. It's a resource
that must be discovered. Finding caches of chaositech
is like striking it rich prospecting, and probably just
as dangerous. Not only is the cache most likely guarded,
but it's certainly going to draw the attention of chaos
cultists and evil organizations who covet its power.
THE
NEW WORLD DISORDER
The antithesis of the ancient dark gods approach is to
make chaositech something brand new. Perhaps the product
of some demented genius(es), chaositech finds its way
into the hands of the burgeoning cults of chaos. This
new discovery spreads like a virus, with chaositech popping
up everywhereand always in the wrong hands. It becomes
a real threat to law and order, as well as whole governments.
A prominent church of a lawful deity announces a crusade
to wipe out the spread of chaositech, and many cities
declare ownership of a chaositech device a severe crime.
Still,
the use of chaositech grows and grows. The only way to
wipe it out is to discover who is creating it (and how)
and stop them. This story arc could encompass a large
aspect of an entire campaign, with chaositech introduced
slowly, in the hands of the PCs' opponents, until the
PCs themselves develop a real hatred for the stuff and
how powerful it makes their foes. The PCs find themselves
ultimately on the point of the spearhead to stamp out
chaositech, which means destroying the cults of chaos
and perhaps even the Galchutt themselves.
THE
ISOLATED LOCALE
On a cold, wind-swept island, atop a rocky crag, a madman
tinkers with ideas no mortal should have ever conceived.
In the laboratories of his dark castle, the chaos-tainted
lunatic creates machines that should not function, and
performs operations that should not work on kidnapped
victims from a shipwreck not long ago.
Soon
the crazed chaos cultist begins to sell his creationsboth
the devices and the living beings he has createdto
various evil organizations and the followers of gods devoted
to mayhem, destruction and murder, all of whom live on
nearby islands or on the coast. In this isolated area,
chaositech becomes fairly common, at least as common as
magic and magic items. When the PCs travel to the area,
they encounter the strange devices and learn of the insane
creator who crafts them in his island fortress. Do they
investigate? Even if they do and put a stop to his work,
is it too late?
CHAOSITECH
VS. REAL SCIENCE
One great way to introduce chaositech into a campaign
is to do so alongside developments of real technology.
If you've got dwarves that use steam-powered technology
or the occasional firearm, or use "steampunk"
technology in your game at all, this is a wonderful chaositech
"hook." Because now you can offer up both, as
equals but opposites. Chaositech, obviously, is the creation
of chaos, and normal technology is the stuff of law. Gods
of chaos (the Galchutt) support one, while the gods of
law support the otherit's an arms race fueled by
religion. The two forces can clash on a spiritual, philosophical,
metaphysical, and physical level, and the PCs can choose
which to support.
In
particular, this option works well with the "tools
of the ancient gods" approach, for it creates antoher
way in which chaositech differs from conventional technology.
While steampowered devices are new, chaositech is old:
Chaositech isn't an innovation, it's an artifact.
DESIGN
DIARY PAST ENTRIES
*
Developing a New Subsystem -- October
2, 2003
"Probably
one of the biggest challenges that faces a designer
when working on a book like Chaositech is the
delicate way that you have to institute a whole new
subsystem...."
*
On the Horizon: Chaositech -- September
11, 2003
"If
you'll indulge me, I'm going to divert the Design
Diary's contents to what I'm working on now: a book
called Chaositech...."
*
Magic Items in The Diamond Throne -- August
28, 2003
"Magic
items in Monte Cook's Arcana Unearthed and
in The Diamond Throne sometimes require a little
bit of thought on the DM's part. Using them isn't
a problem..."
*
A Look at the Land -- August
15, 2003
"This
week I've prepared an excerpt from The Diamond
Throne. As I've said previously, it was my design
choice to spend most of the gazetteer portion of the
book on the general aspects of the world..."
*
Designing a World -- August
7, 2003
"I
have mixed feelings about campaign settings. On one
hand -- speaking as designer -- it's fun, challenging,
and rewarding to create a whole world that's all your
own...."
*
Weapons and Armor -- July
17, 2003
"I
absolutely love the introduction of exotic weapons
into D&D. It's one of my favorite things about
3rd Edition. In Arcana Unearthed, I wanted
to make sure that the exotic weapons were worth the
feat required to use them...."
*
Greenbond Notes -- June
26, 2003
"Last
week's preview
of the greenbond class gives a nice glimpse of
a lot of Arcana Unearthed issues. First off,
the greenbond is no druid...."
*
Spell Templates -- June
12, 2003
"This
week I thought I'd discuss an idea that I'm really very
happy with. The idea is spell templates..."
*
Playtesting -- 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...."
*
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...."