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

      

21May/11Off

Coming Soon: The Fortress of Dr. Neb

I may not have a single encounter written down on paper, but I figured I'd try to make the cover art. So here it is!

I've been debating what level to make it, so I figured I'd take it to the next level and start at level 2. That may change, though.

This module will be different than the last:

  • It's longer, spanning at least one level and possibly a bit of the next one.
  • It will have certain areas that don't follow the encounter-after-encounter style. Large areas with multiple wandering monsters that the players could take out selectively or accidentally get everything's attention all at once.
  • Possible use of vehicles. Don't know if I can work it in to the story yet.
  • A single "big evil overlord" - the fiendish and diabolical Dr. Neb - that's scheming, smart and wants you dead!
  • More zaniness than the last campaign!

During the development of the campaign I might be providing some teasers... Flex my advertising experience a bit. 🙂

And while I'm making this module, I've already considered my next encounter: a higher level (level 8-10) encounter centered around where it all started: the LHC. That one will probably be a big undertaking.

Stay tuned everybody!

17May/11Off

Cornering the Gamma World Market

I realized something today: I'm a published author! And it wasn't even planned!

For the past several months, I've been working on my own personal Citizen Kane (or Waterworld... Time can only tell): a massive Heroic tier campaign for Dungeons and Dragons 4e called The Coming Dark. And when I say "massive", I kind of mean it: part one of three is about 80% complete and already clocks in at a staggering 116 pages. It's so epic that nobody may ever play it, but it's something I want to do for my own personal gratification.

I've been working on it for months, doing all the maps, designing and redesigning each scene, creating each stat block, laying it all out in Adobe InDesign, playtesting it with at least three different "play by post" groups. It's been quite an undertaking, and the focus of most of my development efforts.

But about a month ago I decided to take a little diversion. Every now and then I get an idea that pops in to my head and I just can't get rid of, and have to actually create it in order to satisfy my subconscious. Usually this has taken many forms, but this was very specific: it was a Gamma World campaign.

NOTE: To avoid spoilers, I have chosen to make no reference to the module's contents.

So one week I decided to take a break from TCD and write a short delve for Gamma World called Fire From the Sky. It honestly didn't take much time to put together - probably no more than a few days for mechanic design, then several more days for map generation and layout - and was somewhat of an entertaining experience.

At the time of its writing, I didn't quite know what to do with it. I had read the 4e GSL but didn't know how it applied to publishing Gamma World content, so I sent a letter to Wizards of the Coast legal department hoping for clarification; I have yet to receive a response. At the same time, I submitted my Gamma World "pitch" to the Wizards of the Coast submission email address, and I got three responses back saying "we don't want Gamma World content." Well OK then.

So be it. One day I decided "what the hell, I've got nothing to lose" and published a free preview of the first two encounters on Drive Thru RPG while I prettied up the module for publication.

The free preview has over 300 downloads so far. Who knew there'd be that many?

At the same time I was preparing to post my module, I noticed something: Drive Thru RPG didn't really have a Gamma World category, so it lumped it together with the 4e/GSL content. Looking through the product list... I was virtually the only person creating Gamma World content!

I wasn't sure if Gamma World even had an audience; I could very well be creating something that nobody will ever use. But the module was done, and there was no reason to hold it back at this point.

When the module went up for sale, I immediately started receiving emails from would-be customers. Since Wizards of the Coast seems to have virtually abandoned Gamma World, fans of GW were excited to see actual content from someone. They began to praise my efforts before even seeing the module. They asked for tactical maps with 1" squares. They offered suggestions on how to continue it. And, today, I saw at least two people on Twitter mention that they were going to use my module with their gaming group. It's kind of a surreal experience. People like it, I think! 🙂

Almost everyone that communicated with me in one way or another had the same question "are you making another one?" A few even said they would buy it "regardless of price", which is flattering.

Making more Gamma World modules hadn't occurred to me until then, but I see now that there are many Gamma World fans out there that are desperate for new adventures and need someone to fill the void. I had found what is apparently an untapped market, a market long forgotten by Wizards of the Coast, a market that is just dying for someone to step up and create more stuff.

Well, if anyone's going to fill the void, might as well be me.

I have officially begun development on my next Gamma World module. I don't have a title for it, but here is a brief synopsis:

The town of Wildwood has taken some time to recover from the recent chaos, but it is finally back to its "normal" self... For one whole day. Then the swarms began: millions of rats, birds and insects poured over the nearby hill and assaulted the town, forcing everyone to seek shelter as they harried anyone and anything left in the open. Granted, one could argue that swarms of creatures were pretty common in Gamma Terra, but when a swarm of monkeys arrived in Wildwood handing out hand written death threats from someone called "Dr. Neb", it wasn't hard to see that this was far from ordinary.

[Name Pending] is a Gamma World campaign for five 2nd level characters, who must brave the swarms and other oddities to find this "Dr. Neb" and stop his nefarious plans!

As you can hopefully tell, this campaign will be a little more "off the wall" than my last one. It will also be longer; I'm debating whether to make it span one or two levels.

Maybe that's my calling in this crazy world: to be the authority on Gamma World. Well, we'll just have to see how things go, won't we?

Stay tuned for more information!

13May/11Off

Hazard/Monster: The Black Obelisk

WARNING: Possible campaign spoilers.

I've recently been having a bit of a mental dilemma with certain traps in my campaign.

My previous post talked about a specific hazard that has both positive and detrimental effects, and issues that come up as it relates to forced movement. Now I'm dealing with a solo trap that... well... I'm not sure if it should be a "trap" in the first place, at least in terms of how a "trap" is defined by the 4e rulebooks.

NOTE: In order to avoid spoilers, I will be talking in a general sense and have created a radically different object that has the same issues: the Black Obelisk.

You see, there's this object that is extremely powerful. One could argue that it's also intelligent, in the same manner that artifacts are but at a much more powerful scale. And it has friends, creatures that want to protect it and the area ahead.

One could argue that that's a trap or hazard, but I have some issues with that:

  • The object's mechanics are beyond the scope of the traditional trap's statistic block. Most traps have a single attack or action they take; this object would have more options.
  • The object provides an aura that protects its allies, so it technically functions as a controller. If it were to have healing or regenerative properties, it could also be considered a "leader".
  • The object has multiple attack types, and some of those attacks or actions are not as intense as its bigger hits, so it has Minor and Standard actions. It could also conceivably have interrupt actions and make opportunity attacks.
  • The object is powerful enough that it can't simply be dispelled by a few rolls (such as the traditional Arcana-/Religion/Thievery-based skill challenge, for example), and there's no chance of it being defeated by a single Thievery roll. It should take significantly more work to disable it, so much so that it's probably easier to destroy than to disable.

With that in mind, a thought occurred to me: what if this was a creature? That also has some issues:

  • It is an object, and as such falls under certain guidelines in terms of defenses and durability (see "Object Properties" in the Dungeon Master's Guide). Granted, those defenses will probably be boosted because of the nature of the object, but it's still an object nonetheless.
  • It has no brain or mind of its own (one could argue its attacks are by design or due to some sort of programming), so it doesn't have a Will defense. It would also be immune to other mind-affecting keywords and specific attack types: disease, poison, gaze, psychic, charm, fear and so on.
  • It's anchored to the ground, which means it can't be force moved and probably cannot fall prone.
  • It doesn't provoke opportunity attacks because its physical state never changes; it cannot "let its guard down" (see the definition of "Opportunity Actions" in the Player's Handbook) because it really doesn't have a dynamic guard like a living creature would. It also doesn't have eyes, so it qualifies as having "all around vision" and blindsight.
  • Unless one of the creatures in the encounter is a mason, it can't heal. For that matter, it doesn't know what it is to be "bloodied" either. When it drops to 0 hit points, it is destroyed.

So I decided to make my object a "object monster", treating it as an Elite monster with a somewhat modified stat block.

As an example, I have created the Black Obelisk "creature" below. I admit I threw this one together rather quickly (I even had to make post-production changes to the image in Photoshop to remove spoilers) and only made it for this blog post to give you an idea of the sort of thing I had in mind.

The Black Obelisk

As you may notice, the important differences are in the top section (hit points) and in the "Traits" section, where the obvious differences between a monster and a common trap are. Beyond that, it's a monster. I hesitated including the attributes at the bottom since they don't apply and are hardly used, but whatever.

Now this "creature" is not meant to be alone; it comes with any number of other guys. Those guys in turn draw power from the obelisk, regenerating their wounds and gaining protection from the obelisk's own attacks.

Now that I've decided on this hybrid, I might end up using it in multiple places. I don't know... I somehow prefer creature mechanics compared to trap mechanics, at least for the simpler non-deathtrap traps.

11May/11Off

Hazard: Calming Waters

Hazard - Calming Waters

Don't drink the water...

WARNING: If you're one of my players, this might contain spoilerific material!

I have a bit of a quandary, and figured this was as good a place as any to talk about it... Well, at least here you can speak in blurbs larger than 140 characters anyway.

As part of my campaign, I have one room that in addition to a lot of bad guys and a few other traps there is a stream of shallow water. This water - what I refer to as a Calming Waters hazard - heals the creature that touches them quite a bit (gain a used healing surge or recover your surge value in hit points, +5 temporary hit points, make an immediate save versus an effect), but that wave of healing energy is so powerful and overwhelming that it has a nasty side effect: it knocks you unconscious for at least one full turn.

In a non-combat situation that's all well and good; if a player chooses to drink from the water, well, that's his prerogative. And if he falls asleep because of it he can wake up (eventually). But what if this is a combat situation?

In the same room I have some bad guys, guys that may not even know themselves the power of the water, so they do not know how much of a tactical advantage it would be if their enemy would simply keel over and fall asleep if they so much as touched it. But they will enter combat the same way they would against any other foe, using the powers that come naturally to them. In this case, they have powers that perform forced movement (Thunderwave, for example), so it is conceivable that they could push their enemies in to the water without intending to do that in the first place.

Question: If someone is force moved in to this hazard, do they get a saving throw?

There are some factors to consider here...

First off, if you force move an enemy in to "hindering terrain", they get a saving throw; that rule is pretty cut and dry. For the record, here's the text from "Forced Movement" in the original Dungeon Master's Guide:

Hindering Terrain: Forced movement can force targets into hindering terrain. Targets forced into hindering terrain receive a saving throw immediately before entering the unsafe square they are forced into. Success leaves the target prone at the edge of the square before entering the unsafe square.

...and the text for "Hindering Terrain" from the Rules Compendium:

A type of terrain that hinders creatures, usually by damaging them. Examples: Pits, lava, and deep water. A creature can make a saving throw when it is pulled, pushed, slid, or teleported into hindering terrain.

But is it really hindering terrain? I can't help but think that the concept of whether a patch of land is "unsafe" is up to interpretation by the creature. The enemy may not know it's hindering terrain or that it poses a threat, choosing simply to walk safely around it and not get their feet wet. "Pits, lava and deep water" are pretty clearly dangerous, so an enemy would have it in his best interests to avoid them, but the calm waters are visually nothing more than a shallow (no more than a foot deep), crystal clear pool of water. To the naked eye, it's only difficult terrain until something comes in contact with it.

So if I were a player who got pushed in to the water and the DM tells me "make a saving throw", my first question would be "why?" The act of making the saving throw indicates to me that the water *is* dangerous, something that I probably didn't have any idea of beforehand. It immediately ruins the illusion that the water is either harmless or can have a positive effect.

My issue isn't about saving throws during the entire encounter... My issue is with the first saving throw, when a blissfully unaware creature finds themselves ankle deep in really soothing water until they black out.

The way I handled it before is that the first time it happened that person would not get a saving throw, and the hazard would attack normally. If it missed, they would still not know it is "unsafe", so others that went in wouldn't get a save either. But from the first time it hits and knocks out a target, everyone gets a save.

If this were "fourthcore", there wouldn't be a doubt: you're going in whether you like it or not. Actually, the waters probably wouldn't even get an attack roll and knock you on your ass instantly, but that's not quite the case here. 😉

What do you think?

25Apr/11Off

Contest and Upcoming Publications

First off, thanks to everyone who submitted their solo encounters to our Heroes of Shadow contest! As I've stated before, I had chosen to not look at any of the submissions until past the deadline, so now that that's done with I'm going to go through them and try to objectively pick a winner.

Will probably start doing that at some point tonight; hopefully I'll be able to select a winner by end of week.

-=O=-

On another note, a few weeks ago I had sent a pitch of my Gamma World module "Fire From the Sky" to the Wizards of the Coast submissions email. Today I got a pretty straight forward response...

David;

Thanks for the proposal, but we're not looking for any Gamma World material right now.

(Name of person responding redacted)

Simple enough. At least they're listening!

Now I still haven't gotten a response from the Wizards of the Coast legal department regarding compliance with the 4e GSL (see this post for more information on that), but I have decided to go ahead and publish my Gamma World module for a nominal fee through RPG Drive Thru. If they have any objections to it (and lord knows I have tried to clarify things prior to publishing it), I will simply take it down.

I will be going through final review in the coming days (there's one thing that I know I have to change due to it not working well within the Gamma World mechanic), and then will let everyone know when it's up. If you would like to review it in the meantime, let me know and I can provide a free copy.

-=O=-

Finally, Chapter One of my uber-campaign The Coming Dark - a chapter called "Homecoming" - is technically complete and pending review from third parties. I'm kind of hesitant publishing it because it flows in to subsequent chapters that don't exist yet; part of me doesn't want to publish something that people will play only to stop while I work on the next part. So we'll see when that gets out there.

Stay tuned, everyone!

David;
Thanks for the proposal, but we're not looking for any Gamma World material right now.