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DESIGN DIARY

With the forthcoming release of Mystic Secrets: The Lore of Word and Rune (September 23), it's time for Malhavoc Press to pull back the curtains on this book and show you what's inside. Over the next few weeks, I'm going to go through the book and show you its nuts and bolts. I want this to be more than a simple preview of the book, so I'm going to pay particular attention to how I made design decisions and what the book hopes to achieve. — Mike Mearls

Mystic Secrets Revealed—Part Two: Runes
DATE: September 16, 2004

by Mike Mearls, illustrated by James Ryman

Illus. James RymanLast week, I talked about ceremonies and the mechanics behind them. This week's installment looks at runes, the magical symbols that form the basis of much of the lore and power in Monte Cook's Arcana Unearthed. Runechildren are powerful champions for good, while runethanes wield the power to turn a mundane object into a powerful magical item. I first started working with runes in Legacy of the Dragons, and the basic concepts I created there spilled over into my work on Mystic Secrets.

Runes in Arcana Unearthed
I was intrigued by the idea of making runes a central part of Arcana Unearthed early on. Almost every fantasy roleplaying game tackles them in one way or another, but I wanted to do something a little different. The runechildren sparked many of my thoughts on the subject. I liked the idea of runes as an active, rather than passive, force in the world. The runechildren earned their status through their actions, as if some greater force stood in judgment of them and found them worthy. I really liked that feel, since most other games depict runes as static tools or an arcane alphabet that you can use to forge spells. I liked the idea of giving runes a more active role -- making them conscious players in the world.

If you have Legacy of the Dragons, you've seen where this line of thinking led me. It occurred to me that, if the basic elements of the ancients (air, earth, fire, water) could be represented by living creatures that embodied their traits (elementals), why not do the same for runes? In most fantasy games, the elements are so vital to the multiverse that they have their own planes of existence, a hierarchy of nobles and gods, and entire civilizations. What if runes played a similar role in Arcana Unearthed? If you push aside elementals as the basic building blocks of the world and replace them with runes, what does that do to the shape of the setting?

This question drove much of my thinking and design work on runes. Why not cast runes as the fundamental building blocks of the cosmos? What if the world were founded on a series of primal runes that embodied concepts such as love, hate, war, and peace? These universal concepts formed the entire fabric of the world. Individually, they have little meaning, but when woven together they create the world of the Diamond Throne as we know it. In some ways, you could look at an inanimate object, a living creature, and even an intellectual concept as expressions of a single rune or unique blend of them.

I really liked this idea for two reasons. First, it helped emphasize the primal importance of runes in the cosmos. Second, it suggested a lot of possibilities both in terms of rules and story. That second factor is something I like to see in background design: material that serves to expand the rules of the game while enforcing the unique traits of a setting. It's easy simply to say that runes are important and cool in the Diamond Throne, but I'd much rather back that up with rules and story material that shows you why they are important.

Rune Manifests
Illus. James RymanThe rune manifests, first detailed in Legacy of the Dragons, are an outgrowth of this thought process. A manifest is an ephemeral creature that embodies a single, primal rune, such as "strength" or "laughter." With the right ceremony, you bind one of these creatures to you and draw upon its power for a short time. When a strength rune manifest exerts its power, it increases your physical strength. A laughter rune manifest can help bring amity and accord to a situation, while a death manifest can help speed a dying creature to the afterlife. Mystic Secrets expands on the concept of rune manifests by introducing new ones, in addition to reprinting the manifests from Legacy, and giving expanded rules for learning and using them.

Like the ceremonies I talked about last week, rune manifests, are a set of game mechanics that helps distinguish Monte Cook's Arcana Unearthed from generic fantasy. The same basic design criteria went into manifests as for new rituals. The ceremonies to call a rune manifest are easy to learn, and the benefits they offer are balanced by the gold piece cost of conducting the ceremony. You learn to call rune manifests in much the same way as you learn ceremonies. Whenever you might learn a ceremony, you can opt instead to learn how to call a manifest. As you gain ranks in Knowledge (runes), you learn how to bind more manifests. As with the ceremonies, manifests offer relatively minor but useful benefits. Generally, manifests act like one-shot magic items. They remain with you until you activate them and gain their benefits.

Anti-Runes: The Heralds of Annihilation
The concept of runes as living building blocks also helped form the idea of heralds of annihilation, nihilistic villains who seek to destroy the world. If an unknown benevolent force created runechildren, wouldn't it be possible for a malevolent power to christen its own champions? The heralds fight on behalf of the Dark, but their crusade is far more sinister than the typical villain's scheme for power. The heralds of annihilation seek a far greater goal: the destruction of the primal runes that form the cosmos. If runes are similar to living entities, and if they are symbolic representations of the fabric of reality, it stands to reason that destroying a rune helps unravel all of creation. If you erase the rune of laughter, then the world loses the concept of comedy and mirth. Slay the rune of life, and all living things fade away. In essence, the cosmos speaks a language encoded by runes. If it lacks the rune for a concept, it simply cannot contain it.

One Little Change...
As you can see, a small change (runes as elementals) can echo throughout a book. One of the interesting things about roleplaying game design is that you never really know where one of those critical shifts -- a design decision that shapes a book -- will come from. I hadn't thought of runes in these terms until I went back to Legacy of the Dragons to draw on the rune manifests I had designed for it. My original concept of runes for Mystic Secrets made them out to be much more like the runethane's abilities, toned down a bit for all characters to use. As I worked on designing that system, I found it difficult to make these abilities distinct from magic items and other effects. Who cares if a +1 longsword is magical because a magister crafted it or because it has a rune stamped on it? The net effect is the same. If I wanted runes to be different, I had to go in a new direction. When I went back to Legacy, I realized that I had already written the solution I was looking for.

Next week, I'll cover magic items, spells, and the rest of the material that's in Mystic Secrets, including a holdover from my original design concept for runes, the rune templates.

 

DESIGN DIARYMIKE MEARLS ARCHIVED ENTRIES

* Mystic Secrets Revealed: Part One -- September 9, 2004
"This installment tackles rituals and ceremonies, the first and perhaps most important chapter in the book..."

 

DESIGN DIARY—MONTE COOK ENTRIES

* The Violet: Designing an Alien Realm -- August 5, 2004
"Beyond Countless Doorways offers a wide range of planes, and thus a wide range of experiences for players. It has elemental planes, hellish realms full of demons, worlds different but probably not too different from your regular campaign world, and more ..."

 
 
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