A Walk in the Dark A look in to the mind of an RPG designer


Size Matters

The recent announcements of the 5th Edition SRD/OGL and the DM's Guild has got me really excited, and I've begun to look back on a large "incomplete"/"shelved" folder I have on m external hard drive.

There's a lot of things there that I don't even remember doing, but one thing stands out: the Revenge of the Crystal Scion campaign that I was creating (below text was adjusted to make it more Realms-centric and cater to the DM's Guild):

For the past several days, large mysterious crystals have been appearing at seemingly random stops across Faerun. And, about two days after they appear, they disappear... along with several square miles of land, leaving nothing behind but an enormous crater. Up to now these crystals have been appearing in seemingly random locations - in the middle of the desert, on the open sea, and deep within the mountains to the north, but when one of these crystals appears in the center of Waterdeep* the locals are understandably concerned. Something must be done to save the city from becoming another smoldering crater of nothingness.

Revenge of the Crystal Scion is a D&D 5th Edition adventure for a party of 10th-12th level characters, transporting them from the heart of Waterdeep* to deep within the astral plane, where a new threat emerges that threatens all of Faerun.

*: I say "Waterdeep", but I'm honestly not sure which city yet. Obliterating Waterdeep might not go over well with some people...

It's a bit hokey, sure, and that's likely due to the fact that it's the first high level adventure I attempt. But the one thing I like about this is that it has some of the best maps I've ever made.


Raven's Rock, the pirate stronghold floating amidst the ether.

The campaign is admittedly a trainwreck; there are lots of ideas I find rather cool, but it's a bit of a mess to tie them all together in such a way that makes sense. But the big problem is that the campaign is pretty massive: I'm predicting it to be three times the size of The Coming Dark, Chapter One... Right now it's 101 pages and practically half done. And, unlike TCD, by design it can't be easily split up into three parts, so it has to be done all at once (TCD Chapters Two and Three are designed but not written... yet).

This is a nasty habit of mine; I'm somewhat of a storyteller at heart, so I envision these long campaigns that tell a robust story. As a result, they pay the price in page count. I really need to start making smaller "one shot" adventures; those are actually easier to sell and a lot less work.

I've considered breaking up RotCS into component parts, and I'm sure I can probably make a few adventures out of it, but that somehow doesn't feel right. Is it worth the effort to piece this mess together and release another mega-campaign, or cannibalize it for parts and release three or four smaller adventures... discarding the rest?

So what do people want? Huge 100-200 page campaigns/adventure paths, or quick adventures that might take only a few sessions?

In the meantime, it seems like it's still a go to do The Coming Dark, Chapter One as a Kickstarter. Video... damn it, need a video!



Hell Freezes Over


Well it finally happened... WotC has released the 5th Edition SRD, officially putting 5E within the bounds of the OGL and, at the same time, announced the DM's Guild.

I admit I wasn't sure if this day would come. Lord knows I've been harping over it since 5E was released (and, arguably, before that), and I've heard may a rumor as to when it would happen only to have the months fly by. But WotC pulled their version of Half-Life 2, keeping the world in the dark over the fact that this was going on until the day they dropped it on the world like an anvil.

Now, admittedly, what they did isn't exactly cut and dry and there are still a few questions that need to be answered. Hopefully a lot of those questions will be answered in the upcoming AMA on the 15th.

In the meantime, and I may not be 100% sure on all this, but here is my interpretation of what this means.


So it seems you can publish 5E content in two different ways:

1) Using the OGL

You create your own product and sell it however you want to, in any way you want that does not include the DM's Guild (see below). As is standard with the original OGL/SRD, you cannot use any of WotC's intellectual property: no deities, no named things (places, people, etc), no campaign settings, and the usual "god help you if you use this" rogue's gallery of monsters restricted due to being "product identity" (sorry, no beholders!).

You also cannot use any official D&D or WotC branding (other than any OGL logo they may eventually release... and I'm remaining hopeful they will) as is the case with most other OGL publications. What and how you reference the core materials is covered within the SRD; if it's in there you can reference it, but how to do that exactly I'm not sure about.

2) Using DM's Guild

According to the guidelines that seem to be part of the DM's Guild (which is, effectively, Drive Thru RPG), it seems you can use any of D&D's IP that would have otherwise been restricted using by the OGL... including those elements that fall under IP (beholders! Woo!). Admittedly I'm not 100% sure if this is the case, but it does make sense because of the nature of the Guild; you are under WotC's coverage, and you are effectively selling a product they sanction and make a profit on themselves.

Although it wasn't clear at first, it seems you are NOT required to make your product an integral part of the Forgotten Realms (this was confirmed by Chris Perkins on Twitter).

There is one caveat: If you sell on the DM's Guild, you can sell ONLY on the DM's Guild. In other words, you can't sell it anywhere else: can't sell it on your website, or Amazon, or even in stores. WotC effectively owns the rights to it and you get a cut of the profits... and it is a smaller cut than if you tried to sell it yourself... but you have to consider that you are now exposed to a much larger audience and promoted by WotC.

If WotC likes your work, there appears to be the possibility WotC acquiring your content and making more of it: publishing it under official WotC cover (which will allow you alternate sale venues), adding the material it to video games or other digital products, etc... It also displays your product to a much broader audience in an environment directly promoted by WotC; WotC will not openly acknowledge that 5E products exist anywhere else, so to get similar exposure you would have to advertise yourself... and effectively become a WotC competitor.


So what does this mean?

Let's take my current product - The Coming Dark, Chapter One - which is, as it stands now, is technically OGL compliant (well... 99% compliant, actually).

Option #1 above:

I publish it on my own as Darklight Interactive through my Drive Thru RPG storefront. I will make full profit on anything sold there.

I retain ownership of the product and can sell it anywhere except the DM's Guild itself. I will, however, not have anywhere near the exposure I would otherwise get on the DM's Guild and would have to do my own advertising... arguably against product WotC would be pushing themselves.

I cannot use any official WotC branding, and reference only things from the 5th Edition core that appear in the SRD. No beholders!

I can Kickstart it like I could any current OGL product.

Option #2 above:

If I publish it through the DM's Guild, I can ONLY sell it through the DM's Guild. I, technically, lose exclusive ownership to the product in that I can't sell it anywhere else.

I gain less of a percentage, but it is likely the product will sell more just by sheer numbers. A lot more people will be looking at it, and it will be exposed to a very targeted audience.

If WotC likes your product, they will promote your product. If they really like your product, they may help you publish it in alternate venues... or publish it themselves... or cram the content into a video game. Whatever. As I said above, think of it as them owning the product; you're along for the ride.

I can include content I would otherwise not have been able to, like beholders parading through Waterdeep.

Whether products listed in the DM's Guild could be Kickstarted is unclear. After all, Kickstarter itself can be considered a storefront... and that goes against the exclusivity the guild provides.


As it stands now, I will likely put The Coming Dark, Chapter One through the DM's Guild. I admit I'm not exactly thrilled in doing that, but the difference in exposure is monumental. I am not sure how the Guild's guidelines of being the exclusive storefront falls into the Kickstarter scheme, but I hope that will be addressed in the upcoming AMA... that will decide whether it is Kickstarted or not. If I can't Kickstart it to be a part of the DM's Guild, it will be published with minimal art... and I will likely have to pay for editing out of pocket.

Anyway, I think this is a very good step in the right direction for WotC. I really wish them all the best in this new venture, and I look forward to seeing what the publishers and fans out there bring to the world of D&D 5th Edition.


“Revenge of the Kobolds” is out!

RotK covers, by Val "Kick Girl" Hochberg

RotK covers, by Val "Kick Girl" Hochberg

After languishing in a self-imposed "development hell" that lasted about two years, my pride and joy... Revenge of the Kobolds... is finally released! FOR FREE!

The product is made even more awesome through the cover art by Val "Kick Girl" Hochberg!

Now, if WotC would get their act together and release a 5th Edition license maybe I can convert this module to 5th Edition and make it even MORE awesome! I'm also debating converting it to Pathfinder and/or 13th Age, time considering... We'll see if I can ever get around to that.

Revenge of the Kobolds: DM's Guide

Revenge of the Kobolds: Player's Guide

And, like I said, it's FREE! So GO GET IT!!!


The Cavern of the Damned

[Preliminary Intro - Subject to change!]

As you slowly open your eyes the world seems out of focus. The room dips and sways sharply as you raise yourself up off the ground, your arms shaking under the weight of your own body. As the blur twists and bends in reaction to your ear-splitting headache, you sense the taste of dried blood and dirt on your lips.

The chamber comes in to better focus as you stagger to your feet, and you frantically spin around to see your possessions scattered about you, discarded as if they had no meaning. You are bathed in a light from above that burns brighter than the sun, causing you great pain as you look towards it.

You struggle to clear your mind and try to remember how you came to be here, but that's just the problem: your mind is already completely clear, blank even, and you have no memory of what brought you to this strange place.

As you look past the circle of light in which you stand and into the darkness that surrounds you, as the ringing in your ear subsides, one thing is certain.

You are not alone.

Cavern of the Damned is an adventure that I've been working on for a while, or at least something I've wanted to do. It originally started as a 13th Age adventure, but I was actually having a hard time working the icons into the adventure (which, depending on who you ask, is sometimes considered a requirement for anything 13th Age). Since then I've also tinkered with it in Pathfinder, but have finally decided to do it in D&D 5th Edition, with the expectation that the eventual licensing will allow me to do so.

At first I had a problem: the adventure is supposed to really start with the party finding themselves cut off from the rest of the world in a dungeon without an apparent exit. This involved finding a way to have the entire party either fall unconscious or get captured or something, but I quickly realized that that's something rather hard to do because players have a tendency to not go quietly into that goodnight. Instead I have decided to start the adventure kind of in media res, with the players regaining consciousness while lying on the floor of the dungeon, without any memory of events in the past few days. Over time, those memories will return.

I have also decided to fully embrace the 5th Edition spirit while making it a challenging dungeon, using some of the design principles seen in Fourthcore (although I admit 4C is much more bleak than I could ever be) or even my own Seyvoth Manor. It will not be a walk in the part to day the least.


I had created a map for the original incarnation of Cavern of the Damned, but I lost the composite PNG file due to a drive failure. Since then I had a new vision of the adventure which requires a complete map redesign, which means that the map that I did is completely deprecated and will not be used. Therefore, I figure if I can't use it someone else out there could. So here is the arguably incomplete map in its 100DPI, 6+Mb JPEG glory for anyone to use. If you do use it, I'd love to know about it.


In the meantime stay tuned for Cavern of the Damned, which will be released once 5th Edition licensing is settled.


A New Age

13th AgeRecently I was introduced to 13th Age via a Google Hangout play session hosted by Aaron R. (@WolfSamurai on Twitter). You can read more about him and his campaign HERE on Obsidian Portal.

If I was only allowed to say one thing about 13th Age is that the ruleset has the amazing ability to win over players and DMs alike in just one session. And I'm not the only one that is fascinated by the product; I've been seeing several people moving away from traditional D&D and Pathfinder towards 13th Age. Heck, even Sersa at SVD Press released a PDF of conversion notes for Crucible of the Gods.

So minutes after I participated in that gaming session, I ran to the Pelgrane Press website and bought the rulebook, and now I wait here patiently while the thing travels halfway around the world to reach me in Miami. While I wait I've been pouring over the PDF (the "low resolution" version is available immediately when you buy the book) and thinking about what to do with it.

First off, even though The Coming Dark, Chapter One is 80% done for Pathfinder, I'm seriously considering converting it for 13th Age. The #1 reason for doing that is because it's so much easier; monsters don't have these huge, mathematically complex stat blocks. So I can focus more on the story and the environments instead of spending days on end tweaking the monsters in PCGen. I am practically convinced that I will make the switch, but I'm waiting until I receive the physical book to make my official decision.

I've asked the guys that created 13th Age about licensing; if you've read this blog before, you know that is an important issue and a very touchy subject for me. Officially they're not licensing it out yet because the system is still in its infancy and they want to build up their own products before letting third parties do it. So, depending on whether I wait for licensing to become available or not, I might end up releasing it as simply "13th Age Compatible". I still need to figure out the legalities in that.

I'm also considering flexing my software development muscles and creating either a character builder or a monster builder, but for this sort of thing I can't proceed until I get the publisher's blessing. So that may happen eventually... I just don't know if or when.

In the meantime, if you haven't already I highly recommend that you at least try out a game. Aaron's running games online almost weekly,  I think, so I'd recommend hitting him up on Twitter (@WolfSamurai).

My hardcover's scheduled to arrive Wednesday. Barring legal limitations in doing so, I'm predicting I'll make the official switch then, so I expect I'll be talking a lot about it in the near future.