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Malhavoc
Press
GAMA
Trade Show and The Banewarrens Chat Transcript
Interview
With Monte Cook at EN World
March
27, 2002 -- 6 p.m. PST
Monte
joined folks in the chat room at EN
World to discuss his recent trip to the GAMA
Trade Show, as well as his upcoming release The
Banewarrens and many other topics. Thanks to all
150 people who attended, to all the folks at EN World for
their hard work in making this chat happen, and to moderator
Russell Morrissey for sharing this transcript* with us.
Morrus:
For those who don't know, Monte was one of the main designers
of D&D 3E; he also runs Malhavoc
Press, his own d20 publishing company. Anyone who didn't
know that should leave now! :)
Monte:
No! Don't leave!
Morrus:
Okay, here comes the first question... <Talath> Monte,
can you tell us anything about your secret project for Wizards?
Monte:
Sigh. I can't. Not because I don't want to, but because
Wizards is very strict about these things.
Morrus:
We understand. Honest. How was GAMA?
Monte:
GAMA was great. We met a bunch of people, particularly people
on the side of the industry that I don't normally get to
meet very often -- retailers, distributors, etc. We also
met a bunch of the WW/S&S people that we hadn't yet.
They were great.
Morrus:
Much gambling?
Monte:
No, I'm not really a gambler. I love games, but I also like
to hang on to my wallet.
Morrus:
<THG_Hal> What did he see at GAMA that he felt was
a good item d20 or not...
Monte:
Well, Atlas' Occult Lore looks really cool. I picked
up a bunch of stuff, like Bluffside, the Bastion
products, and other things, but I haven't had the chance
to read them yet.
Morrus:
I'm looking forward to Bluffside.
Monte:
The new Freeport book also looks great. And I saw a copy
of If Thoughts Could Kill.
We're excited about that coming out.
Morrus:
What's coming up for Malhavoc Press?
Monte:
Well, in print, If Thoughts Could Kill in April.
Then Book of Eldritch Might
II in May. Electronically, we're going to release
The Banewarrens, a
big mega-adventure in June. 128 pages. That will come out
in print in August.
Morrus:
Can you tell us a bit more about The Banewarrens?
What sort of adventure is it?
Monte:
It's a combination dungeon/urban adventure. About half is
a series of delves into an ancient storehouse of evil "banes,"
and the other half is intrigue in the city surrounding the
people (good and bad) that want to get their hands on the
banes. I want to do something that pleases both the people
who liked Return to the Temple of ELemental Evil
as well as the players who liked my earlier work, such as
in Dead Gods.
Morrus:
What character level is it aimed at?
Monte:
Characters will start at 6th level or so, but since this
is a big adventure, it will take them to about 10th.
Morrus:
<Shadeus> Does The Banewarrens use any material
from Book of Eldritch Might II?
Monte:
Yes. There are both alternate sorcerers and bards, plus
I use some of the items, spells, and whatnot from the book.
You don't have to have Book of Eldritch Might I and
II, but it will make the adventure all the better.
Morrus:
<Shamat> My question is: What's the lethality rate
for The Banewarrens?
Monte:
Well, I don't actually TRY to create killer adventures.
It just happens, I guess. It's probably not as lethal as
Return to the Temple of ELemental Evil, but it's
challenging.
Morrus:
<FDP_James> Here's my question for Monte: Can you
tell us about Queen
of Lies from FDP? (Never miss a promo opportunity)
Monte:
Never heard of it. Who are you?
Morrus:
[FDP = Funny Desktop Puppets. Terrible company. The arms
fell off my puppet.]
Monte:
Queen of Lies is an adventure I'm really proud of.
It is an adventure set in deep underground, pitting characters
against a fortress full of dark elves, much like 1st Edition's
Vault of the Drow (which I love). I was just rereading
my copy last night, and I'm really pleased with what FDP
did with it. I'm beaming with pride.
Morrus:
Are you doing any more freelance work, or is Malhavoc now
pretty much taking up all of your time?
Monte:
[I really am spending all my writing time] on Malhavoc stuff.
That wasn't the original plan, but that's how it's worked
out. And I'm perfectly happy about it.
Morrus:
No more Wizards of the Coast stuff in the pipeline?
Monte:
Well, there's Call of Cthulhu, which just came out,
the "Secret Project" as everyone calls it, and
a project I wrote with Sean
Reynolds that is in limbo at the moment. That's it.
Morrus:
<FunkBGR> What was it like to work on Call of Cthulhu
d20 with people such as John Tynes?
Monte:
It was really cool. Unfortunately, we didn't work very closely.
Mostly I wrote my sections long before John worked on his,
and then I came in at the end brought everything together.
There were a lot of authors on that project, so the development
was a real challenge. Not hard (because it was good), but
challenging. John's a very nice guy, though. I like him
a lot.
Morrus:
What was the most challenging part of it?
Monte:
Well, in the middle of the game's development, we went through
three different creative directors. A lot of different writers
had a lot of different directions. It took some doing to
just bring it all together so it made sense: so that the
adventure design section, for example, actually meshed with
the sample adventures, and so forth.
Morrus:
<BadMojo> Do you think the d20 version of Call
of Cthulhu stays true to the "feel" of the
BRP version? Are there areas where you feel the d20 version
improves upon the original?
Monte:
I do think it's very true to the feel. I think that overall,
the d20 system allows the game to be a bit more dynamic
(with feats, for example) and cohesive (the way spells interact
with creatures and so forth). There is one weird little
theory of mine, though... d20 Call of Cthulhu actually
provides for a larger range of improvement than BRP. An
experienced d20 Call of Cthulhu character is more
different from a starting character than an experienced
BRP character is from a starting character. I think that's
cool because when the forces of the Mythos come stomping
down on you and crush you like a bug, it has even more of
a cosmic impact. You feel, "Hey, I actually am pretty
tough now," and then a mi-go puts your brain in a jar
and you say, "Oh, guess not."
Morrus:
Do you think that (the advancement) will bother diehard
Chaosium Call of Cthulhu fans?
Monte:
Well, there IS character advancement in standard Call
of Cthulhu. It's just a little more subtle with their
skill system. If you read the book, though, you realize
that the important thing [remains] -- that characters can't
openly challenge the forces of the Mythos and win. I think
all concerns will go away.
Morrus:
<BadMojo> Could you compose a haiku about Call
of Cthulhu d20?
Monte:
Call of Cthulhu / d20 is very scary / be careful with it
Urm. That's the best I can do. If you want iambic pentameter,
I'm leaving.
Morrus:
<Charles> A question for Monte: Have you or do you
plan to use Call of Cthulhu d20 in your D&D games?
Monte:
Yes, I have. I've used some of the spells (modified a bit)
and I have used some of the monsters. If I was going to
start my campaign over again, I might even adopt the sanity
rules. It would also be fun to run a complete, dark horror
fantasy game, where all the gods are cosmic, evil entities,
making clerics the scariest madmen on the planet.
Morrus:
What about your alternate classes? Do you use them in your
own games?
Monte:
Absolutely. I have both a PC alternate sorcerer and an NPC
alternate bard in my games right now.
Morrus:
If you could go back, would the core D&D classes look
like your alternate classes?
Monte:
Well, I wish I could go back and fix the ranger, but I don't
know if I'd use my "alternate
ranger" exactly. I actually wouldn't put my bard
or sorcerer in the core books, simply because they are both
too space intensive. The PH simply doesn't have room for
an alternate sorcerer spell list and certainly not for the
spellsongs.
Morrus:
What about other changes? Anything else you'd have done
differently?
Monte:
I get that question a lot, and it's really much harder to
answer than you might think. Looking back, I'd probably
redo the way magic items are organized and priced. I'd make
Skill Focus +3. I'd fix haste and harm. So
many things, though, would take a lot of more complex "tinkering."
Morrus:
Were there any "sacred cows" you'd have liked
to have changed, but didn't because it would have made D&D
too "different"?
Monte:
Well, I'd think long and hard about making armor damage-absorbing
rather than damage-avoiding. But all the real sacred cows
-- levels, classes, hit points, and so on -- I think are
great.
Morrus:
Quite a few people are asking whether you would like to
revisit Planescape given the opportunity?
Monte:
Under perfect conditions, sure. That's tough, because working
on Planescape carries with it a lot of baggage. I
wouldn't want to go through all the Wizards approvals, for
example. Don't look for Malhavoc to license PS anytime soon,
despite the rumors going around to the contrary. That said,
I still love PS.
Morrus:
<joshrottenuest> Monte, you get asked what you'd change
about the work you've done alot. But out of all the work
you've done for Wizards what are you most happy with?
Monte:
I'm really happy with the DMG, overall. It meant a lot to
me to be able to work on that book, when the 1st Edition
DMG shaped me so much. It has it's flaws, but I'm really
proud of it overall. I'm also really happy with the way
Rerturn to the Temple of Elemental Evil worked out.
Beyond that, I guess my favorite thing was probably Dead
Gods.
Morrus:
Do you prefer to write adventure material or rules-based
material?
Monte:
I really like both, but if I had to choose, I suppose it
would be adventures.
Morrus:
<BadMojo> Do you have any desire to ever revisit (professonally)
Call of Cthulhu? Scenarios, supplements, etc?
Monte:
I'm a HUGE Lovecraft fan. That said, I've poured most of
my current horror "supply" into Call of Cthulhu,
and before that Dark Matter and my novel, Of Aged
Angels. I would like to go back to that someday, but
not for the moment. My plans are to work on fantasy stuff
for a while.
Morrus:
There are a lot of questions here about Book
of Eldritch Might III. Can you tell us what to expect?
Monte:
Well, it's going to be a little different. It will have
feats, spells, items, monsters, and probably a prestige
class or two, but the format will actually be presented
as a series of magical locations that you can put into your
campaign. For example, there might be a weird demi-plane
with some strange new inhabitants, and they have some spells,
feats, and items unique to them. You can use the setting,
or just the game rule material (your choice) or both. I
like the idea of providing not only a new spell or feat,
but a place and a bit of a background of where it came from,
so you can use that right in your campaign. I have no plans,
in case you're wondering, of doing any more "revamps"
of classes in that book. Although I'm toying with the idea
of a new paladin for The
Book of Hallowed Might. I'll see how it goes. No
promises.
Morrus:
Talking of Hallowed Might -- is that just a divine
version of Book of Eldritch
Might, or have you taken a different slant on it?
Monte:
Really, it's a divine version of Book of Eldritch Might.
Expect new divine feats, spells, items, etc. I also want
to introduce some of my wacky variant alignment material
in that book.
Morrus:
That sounds interesting -- a complete rewrite of alignment,
or just a few tweaks?
Monte:
Well, the basic idea is that each of your alignment "components"
(lawful, good, etc.) has a rating. For most people, it doesn't
matter, but divine casters get mods and access to new abilities
depending on the rating. Rewarding the faithful, so to speak.
It's also a way to quantify how "evil" something
is when you use detect evil, and that sort of thing.
Morrus:
I might get the book just for that -- alignment has never
'sat quite right' with me. If time, money and legality were
no issue, what would your dream project be?
Monte: Well, I've actually done a lot of my dream
projects. The DMG, Call of Cthulhu, Rerturn to the Temple
of Elemental Evil, The Book of Eldrtich Might -- these
were all dream projects. However, I might like to create
a whole campaign setting whole cloth at some point. And
if money and whatnot are no object, I'd
put it in a big box with full color maps, specialized miniatures,
and all sorts of thngs like that. I'd want it to be REALLY
different from the typical campaign worlds, though, because
if it wasn't, then what's the point? I mean, if you like
standard fantasy, you've got great examples of that with
Greyhawk or FR. It would also be fun to do a book
based on Steven Brust's world, or Donaldson's The Land,
but for the most part I don't really like licenses, so in
the end I probably wouldn't do that.
Morrus:
<Caliban> Would you ever consider doing a d20 conversion
for your Dark Spacerolemaster supplement? Perhaps
as additional material for a Dragonstar setting?
(Do you have the rights to that supplement, or is in chapter
11 limbo with the rest of Iron Crown Enterprises?)
Monte:
As I and my lawyer understand it, the rights to Dark
Space reverted back to me. I plan on doing something
with it at some point (I'm already putting the concept of
the Vlathnachna from that book, if you remember it in The
Banewarrens). I might do it in conjunction with Dragonstar.
The guys at Fantasy Flight are really cool. I'd like to
work with them someday. But I have no solid plans for it
at this point.
Morrus:
Have you spoken to them about it?
Monte:
A little bit, actually.
Morrus:
Talking of Dragonstar -- what have you seen done
with the d20 system that really stood out as innovative
or unique?
Monte:
Well, Dragonstar is pretty cool. They didn't do everything
the way I would, but... :) Seriously, there seems to be
some great stuff coming out right around now. I'm interested
in Spycraft, but haven't yet looked at it. To be
brutally honest, though, I figured that there would be more
innovation by now. Particularly from Wizards. I'd like to
see someone create some really new amazing system or subsystem
for the game and take things in a direction that no one
has thought of yet. I'm not trying to say that everything's
crap (I don't think that at all), but I thought that by
now there would be more people
doing more "tinkering." If I had to criticize
a little, I'd say that too many d20 companies look to Wizards
to pave the way too much. I say go wild.
Morrus:
Can you think of anything in particular you'd like to see
done?
Monte:
Well, that's the point. I want to see things done that I've
never thought of. I don't know. Someone on my message
boards presented this weird new way to do multiclassing.
It was really cool -- it had problems, but it was very innovative.
That sort of thing. Surely there are designers out there
who want to publish their own way of doing experience points,
or monster abilities, or something like that. I guess the
thing is, people keep wanting to add to D&D with d20.
But d20 also gives them the ability to change things too.
Morrus:
I think many of them are scared to get too adventurous;
partly form lack of understanding about what they can do
(legally).
Monte:
I can understand that.
Morrus:
<Sutekh> Okay, question: In your opinion, how long
does the d20 dotcom style craze have left to run?
Monte:
Here's my theory. There will be no d20 crash. It will be
a slow spiral downward. Small d20 companies with poor sales
with drop away one by one, not all at once. However, from
what I hear, there are plenty of new people waiting in the
wings getting ready to publish soon. It's amazing. What
I think players should do is figure out who's putting out
the stuff you like and support that company, to make sure
it weathers the tough times.
Morrus:
Do you think the .pdf market will increase in size?
Monte:
Yes. Look at the last year. When I published The Book
of Eldritch Might at the end of May, there were so few
people doing pdfs for sale that it took me forever just
to figure out how to do it on my own. Now everyone's doing
it. There's a whole website, rpgnow,
devoted to selling just gaming pdfs. It's amazing. I think
it will only increase from here.
Morrus:
<winRose> I understand you have strong oppinions about
piracy of ESD products, but I've heard conflicting reports.
Where do you stand, and what measures -- if any -- are being
taken to help slow down the illegal information trade as
it pertains to RPGs and RPG accessories?
Monte:
Well, I hope it comes as no surprise that I think pirating
copyrighted material of any kind really sucks. People rationalize
it in a million ways, but you can't deny that you hurt creators
when you do it. That said, we've taken no special precautions
to prevent it. The reason is that to do so would almost
certainly increase the cost of our products -- and then
the bad guys win. It's bad enough that we have to consider
altering prices to deal with lost revenue from pirating
(but so far we aren't going to do that). We have shut down
a couple of websites full of pirated material, but that's
a drop in the bucket. The real truth is, if people are determined
to be thieves, they are going to steal. I haven't the power
to stop them. If you feel the same way, and you find a website
that hosts copyrighted material, you can send an email to
their ISP and shut them down. There's my mini-rant for the
night.
Morrus:
Do you feel you've lost significant revenue from piracy?
Monte:
It's hard to tell. Remember, revenue that is insignificant
to a large company is signficant to an individual.
Morrus:
<Mistwell> I've always wanted to see rules for running
an evil PC. Is that something you think we might see
some day for D&D 3rd Edition?
Monte:
Could be. Really, though, what sorts of extra rules do you
need?
Morrus:
Would you like to work on such a project? Perhaps a bunch
of evil prestige classes, spells, magic items?
Monte:
That does sound pretty cool. Sure, I'd work on that.
Morrus:
What would you call such a project?
Monte:
I'd call it Morrus' Big Book of Badass Stuff.
Morrus:
Okay, I'll quit now :)
Morrus:
<TheSigil> What are your thoughts on cross-use of
OGC among companies, i.e., do you think it is helpful, useful,
or even likely that we will see products from Company A
that incorporate content from Companies B and C. If not,
why not? If so, what can/ought to be done to make it easier
to do this?
Monte:
I think to a degree, it's a very cool thing. As I've said
before, I'd like to see companies actually talk and work
together rather than just take open content from a product.
I think, for example, that an upcoming Necromancer product
is going to use some things from one of our products. We
worked it out together and I think it's very cool.
Morrus:
Do you think there'll eventually be a "standardisation"
of OGC material as the best variations become an unofficial
"core"?
Monte:
Well, I sort of doubt it, actually. I know you're a bit
of a fan of the idea, Morrus, but I would be afraid of it
stifling creativity. If "we" (whoever "we"
is) nail down the "standard" naval rules now,
what if someone comes up with the best new naval rules in
the world a year from now? I like d20 because of the freedom
it affords creators.
Morrus:
<Sutek> Do you think there is a gaming genre that
the d20 system just does not work well with? Such as a superhero
game?
Monte:
I'm really anxious to see a good d20 superhero game. I think
it will be tough, but I bet it can be done. So in short,
I think d20 is flexible enough to handle anything -- but
that's based on the idea that a designer is willing to really
stretch and change the system.
Morrus:
Would you say that the system has any in-built weaknesses
that could limit its scope?
Monte:
It's not going to handle hyper-realistic gaming well. The
abstract nature of some of it might get in the way, I suppose.
Morrus:
How important do you think "balance" is to the
game? To some it seems to be a holy grail; to others it
doesn't matter at all.
Monte:
I'm of two minds on this. On one hand, I think balance is
key. It keeps the game from falling apart -- particularly
the game of the newer player, unaccostomed to handling balance
issues. It should be every designer's primary job to make
sure his new rule or adventure doesn't wreck someone's game.
However, the other, far more experienced gamer in me says
that game balance is, in fact, an illusion. Instead, it's
a contract of trust between a DM and the players. Whether
it's based on rules, or an unspoken understanding, or whatever,
that's what actually keeps a game going. But that's pretty
esoteric game philosphy.
Morrus:
What do you think of the Wizards of the Coast layoffs? More
particularly, all the big names who have left (both recently
and in the last couple of years)?
Monte:
Well, there's a topic that I
could go on all night about. Basically, I think it was
ultimately unfortunate that Wizards was sold to Hasbro.
While the recent layoffs may not have been caused by them
directly, the previous ones were, and that led to people
leaving who might have been able to keep this most recent
round from happening. It's all extremely complicated. I'm
really sorry to see Wizards lose Sean Reynolds, but Sean
was going to move away for personal reasons anyway. (On
the other hand, if Wizards were a worker's paradise, maybe
he wouldn't have made that decision -- who can say?) There
are still good people there on the RPG end of things, though,
so don't worry. You'll still see good products from them.
Morrus:
Okay, just two more questions. This one keeps coming up,
so I'd better ask it: What advice do you have for a new
d20 publisher?
Monte:
And here I thought it would be an orc
and pie question. :)
Morrus:
Nah, people are just waiting for the "Return To."
Monte: I'd think long and hard before I'd BE a new
d20 publisher at the moment. Now's not a great time to come
into things. I guess I'd say focus on quality above all
else. Our audience is extremely intelligent and know quality
when they see it. I have faith that that strategy will win
out.
Morrus:
Last question here... I'm not sure I understand it fully...
<RangerWickett> Can I ask, Monte, have you had a player
character you ran that significantly affected your game
design interests or philosophy?
Monte:
Interesting. I suppose that would be Malhavoc himself. He
was a spellcaster, and ever since him I've loved spellcasters.
Of course, my second favorite character was Pretor, a paladin
-- as different from Malhavoc as you can get, so go figure.
Really, though most of my game design philosophy and ideas
come more from experiences DMing than they have playing.
Morrus:
Thanks, Monte -- it's been fun! You wanted to say a couple
of things before you head off?
Monte:
Before everyone leaves, I'd like to say that we're going
to have not one, but two big announcements on MonteCook.com
next week. Both are very cool, very good news. I also wanted
to mention that I heard that all of the signed Call of
Cthulhu copies at the Wizards of the Coast online store
have sold out -- faster than any other promotional signed
product -- and the unsigned ones are selling out fast. I
just wanted to thank everyone for the support. Thanks for
coming, everyone!
*
Transcript edited for style and clarity.
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