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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
Designing a Cosmology
DATE:
May 20, 2004
First
off, let me say that there's nothing wrong with the Core
Cosmology, or, what we used to call the Great Wheel. I
mean, there are probably few people as familiar with the
Great Wheel as I am -- I'm on a first-name basis with
the planes of Dungeons & Dragons. Still, while
working on Planescape, I would occasionally feel
limited or confined by the nature of the D&D cosmology.
In a way, the planes sometimes seemed too ordered, or
too well defined. It might seem silly when talking about
a number of infinite spaces, but every once in a while,
I felt like there just wasn't enough room.
In
my home campaigns (when I wasn't playing Planescape),
I didn't use the Great Wheel. I figured that a lot of
other people didn't, either. So when it came time to talk
about the planes during the development of 3rd Edition,
I think I surprised everyone by being the first and primary
proponent of the idea that not every campaign needed to
exist within the same cosmological setup. (As a point
in my favor in the discussions, I also knew first-hand
how hard it was during my tenure on Planescape
development to rationalize that the worlds of Dragonlance,
the Forgotten Realms, Greyhawk, Mystara, and the
rest all shared the same cosmology.) I remember that meeting
well. I could tell by the looks on people's faces that,
when I opened my mouth to speak, they thought I'd blather
on about Planescape and Sigil and how it's at the
heart of everything. I hope Planescape fans don't
feel betrayed when I tell you that I didn't say that at
all. The cosmology set up in the original Manual of
the Planes, which was based on an appendix in the
1st Edition Player's Handbook (which itself had
its roots in original D&D) is great. But it's not
the only way to do planes. Not by a long shot.
Thus,
the 3rd Edition Manual of the Planes presents what's
now called the Core Cosmology, but it also talks about
creating your own cosmology. (This was one of the first
3rd Edition products in development, so the 3rd Edition
team had a lot of influence over its design.) Nifty. In
fact, the whole book is nifty, and -- if I do say so myself
-- owes an awful lot to Planescape. In fact, about
95 percent of the details of the planes found in that
book were actually taken right out of various Planescape
products. But I digress.
So, when thinking more recently about other ways to do
planes, I thought about what I had done in my own campaigns.
The planes in my games had always been heavily influenced
by the writings of Michael Moorcock. Not in their specifics
(no planes ruled by Xiombarg, no vulture lions, etc.),
but in the fact that the planes were like islands in an
endless sea. A learned person might know a lot about the
nearby islands, but nothing about those farther out. And
no one had ever cataloged all of them, because the sea
was truly endless. Thus, you get the best of both worlds:
You can have a detailed setup of planes, so that people
know about where the demons come from and where the gods
live, and so on, but you can also have faraway planes
where alien and unknown things come from. You can have
both the known and the unknown. You can come up with any
idea you want and create a plane around the concept.
Moreover,
in Moorcock's books, sometimes other planes were parallel
worlds, like the home of the main character but different
in history or setup. And sometimes they were bizarre alien
realms that bore no relationship to the "normal"
world, whose laws of physics were completely different.
Still, more or less, a plane was a plane was a plane.
(I imagine a more ardent Moorcock fan than I would say
that the more lawful a plane was, the more like a normal
world it was, and thus the more chaotic it was, the more
alien and strange it was. Whatever.)
The
whole point is, I liked the idea of lots of different
kinds of planes. Thus, I created the Countless Worlds.
This is the cosmology of Beyond
Countless Doorways. It's a multiversal setup that
allows for anything you can imagine. To impose a small
bit of order, the various planes in the Countless Worlds
can be generally categorized as heavens, hells, alternate
worlds, parallel worlds, elemental planes, energy planes,
and alien realms.
HEAVENS
AND HELLS
There is not one heaven and one hell, but many -- perhaps
countless numbers of both, each individualized and separate,
none forming anything resembling a cohesive whole. No
lord of heaven masters all celestials and champions of
goodness nor does any duke of hell rule all demons and
devils. Instead, there are many such beings -- demon princes,
archdevils, angelic kings, and celestial stewards -- who
each rule an appropriate plane or portion of a plane.
ALTERNATE
WORLDS
These worlds are not unlike the one in which most campaigns
exist: lands divided by mountains and rivers and bounded
by oceans, forests, and kingdoms filled with cities and
towns, roads and farms. Viewed from a metagame perspective,
an alternate world might seem like "somebody else's
campaign world." Not all alternate worlds are that
big or robust however.
PARALLEL
WORLDS
In an extremely disconcerting experience, planar travelers
can find their way to a plane that seems exactly like
their own -- but it is not their own. Instead, differences
ranging from the almost imperceptible to the wildly catastrophic
show this to be an entirely different world: a parallel
world.
ENERGY/ELEMENTAL
PLANES
Some planes are pure energy, or nearly so. Planes of pure
magical energy exist, as do planes of only positive energy
and, of course, those of negative energy. Explorers have
even found planes of more esoteric energies, such as pure
light, absolute darkness, deadly radiations, sound, pure
thought, and more.
Other
planes are composed of a single element, or primarily
of a single element, so much so that they are identified
only for that element. These planes are usually the home
of elemental creatures, from elementals themselves to
genies, xorn, and far stranger creatures. While most elemental
planes revolve around the four cardinal elements -- air,
earth, fire, and water -- a few exemplify much stranger
compositions, like bubbling ooze, magnetism, crystal,
or wood.
ALIEN
REALMS
Some planes defy categorization. They have little or no
solid ground. Energy vortexes twist space back upon itself.
Even concepts like "up" and "down"
become meaningless. Each alien realm is different and
unlike anything found on a traveler's home plane. They
bear little or no resemblance to each other.
Time
itself may flow at a different speed in an alien realm,
and space and distance might work differently as well.
Time to cross a given distance might be random rather
than based on length or speed, or speed might be determined
by state of mind, size, or knowledge rather than normal
factors.
This
is the cosmological breakdown I sent to my Beyond Countless
Doorways coauthors. Wolfgang, Colin, and Ray each
worked on Planescape with me back at TSR, and they
were as eager as I was to get out there and explore the
planes again.
It's
not just the different kinds of planes that sets the Countless
Worlds apart, however. The real heart of it all is that
the planes move in a metaphysical, beyond-three-dimensional
sense. They come in and out of conjunction, they weather
storms, and more. I'll get into the details of that, and
what it all means, next time.
DESIGN
DIARY PAST ENTRIES
*
Legacy of the Dragons: A Monstrous Challenge
-- February 26, 2004
"I
love new monster books so much, I pretty much never
pass one up, no matter what. I wanted Legacy of
the Dragons to be friendly to the folks out there
who are like me."
*
Legacy of the Dragons: Bestiaries I Have Known
-- February 19, 2004
"My
first professional game design ever was a book of
monsters. Creatures and Treasures II came out
in 1989 from Iron Crown Enterprises for Rolemaster..."
*
Legacy of the Dragons: Context -- January
22, 2004
"Legacy
of the Dragons is the product I'm working on now.
Just finishing it up, actually. It's a bestiary to
go along with Monte Cook's Arcana Unearthed...."
*
Chaositech Playtesting -- December
11, 2003
"Chaositech
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...."
*
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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