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DESIGN DIARY

In this column, I cover issues that come up during the process of writing game products for my d20 imprint, Malhavoc Press. 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 is updated sometimes every week, sometimes every other week. -- Monte

Chaositech Playtesting
DATE: December 11, 2003

Illus. rk postChaositech is one of those products that came directly out of my campaign. The concept was not meant originally to have anything to do with a product. Chaositech equipment was an idea I had simply to introduce a new twist into an otherwise fairly straightforward fantasy game. I think it succeeded. It was different enough to stand out in the game, but not so campaign-altering that it changed the flavor of the game to something other than what the players would expect in a fantasy milieu.

When the product was mostly finished, I sent it out to a number of playtesters. I got feedback from almost every one of them with a recurring sentiment: It was fun for the DM to use the material in the book as equipment and background for the bad guys, but most of the players didn't want to use it. Only one or two people in each game group had much interest in it because it was so strange, although those people got really into it.

Perfect. That's exactly the goal I was designing toward. The material in Chaositech—the cults, the spells, the equipment, the mutations, the prestige classes, and the monsters—is all designed primarily for the DM to use through the forces of chaos in his or her campaign. However, it's also my idea that one guy (maybe more) in the group will decide to look into this stuff and make it a part of his character as well.

Everyone's got one of those guys in their group, right? The guy who's interesting in doing something a little different with his character? Someone who is fascinated when the DM throws something a bit more unique than a +1 ring of protection or a masterwork longsword into the game? Particularly if it's slightly more complex? Yeah, you know that guy. Maybe you are that guy.

So, most of the players in your group will look in horror as their chaos cultist foe emerges from the darkness with a strangely shaped, chaos-symbol-covered metal weapon in his hands and some kind of pseudo-organic material laced within the muscles in his arms. But one player may give a smile with a gleam in his eyes. And I'll be thinking, "Mission accomplished."

 

DESIGN DIARY PAST ENTRIES

* Campaign Paradigms -- October 30, 2003
"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...."

* 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...."

 
 
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