Wednesday, November 28, 2007

Interview with Bill Collins Part III (Tell It To my Axe).

This concludes the long interview with Bill Collins, as we talk about Tell It To My Axe (his choice). You can find Part I HERE and/or Part II HERE

25. What has been your best moment playing with an AE product?
I think I have too many to chose from. The best has to be the time at Gen Con when I was running a one-shot adventure called "To the Coast", set in the days of the giant's arrival. All the PCs were litorians. At a point in the game, something happened to an NPC. And four of the players opposite me at the table howled. The room went dead for a moment and I got shivers up my spine. You don't get roleplaying like that very often do you?

26. What has been your most memorable fan response to Tell It To My Axe?
When someone played in one of my games, asked me about the book on my t-shirt, went out, bought it and ran a game using it!

27. What role do you think Tell It To My Axe plays in the AE gaming community?
I think it gets used for crunch mainly, as an option for players looking for a Prestige Class. Several DMs have used it to help work out bits of their campaigns, so I'm really glad to know that it's been useful.

28. To Your knowledge has Tell It To My Axe ever been played with using Fantasy Grounds?
No. I don't believe it has, but I haven't been able to get to try out Fantasy Grounds.

29. Could you tell us a little about the difference between professional game design and designing for play?
That's a good question. In play, you only care about your own game. So an ability, item, feat, PrC or some other option you probably are giving to a player. It has to work for them. They want it to customize their character. You don't have to balance it off to the core books. To be a professional, you have to a) deliver timely and b) make sure your stuff is playable. I like clean, well-written rules that offer expanding options, not "must-have" options that lets one PC shine too much over others.

30. Why do you think the "Obvious Books" (racial and class books) for AE have never been done by the non-malhavoc publishers?
First, because there's so much depth to AE. You would have to get tired of all the classes and races in that book to write new ones. Second, because only three publishers jumped on the AE bandwagon and chose other directions to go in.

31. What is your feeling about Lands of the Jade Oath?
I love the setting. It has flavor, great flavor. It has a lot of new options for players, imaginative ideas, and does a great job of tying together AE and D&D (because it has a lot of standard races). I feel bad for Ashanderai that its taken time to get it ready and now 4E is taking up everyone's attention. I've run several games using the playtest rules, so I hope it does get published.

32. What is your home AE game like?
Ended. Okay, that's not helpful. It was a fun romp for a small, tight-knit group of players and characters through a corner of the Diamond Throne. Set up in the Devanian Coast, we got to do a lot of cool stuff. The PCs migrated from neutral, somewhat nice types to wearing dark sunglasses and being one step away from bad guys. This was a different flavor for a game. It was an exploration of a tiny corner of Serran, that turned out to have a lot of big things in it.

33. What is the AE product you want to buy?
A book of spells that "fills the spell list gaps" to make the options for each template more equal and available. Example: there are a lot of Fire template spells, but less of other types. Actually, this is a product I started to write before Spell Treasury, but I don't think there would be enough of a market for it now. If someone else did it, I'd be happy.

34. Can you name for us a totem type, champion type and a witch type that would be cool but you have never seen from the fans?
Good one. I'd like to see a lemur totem warrior, a Champion of Anti-magic, and a cave witch.

35. What kind of player experience did you hope to create with your game? Did your goals change during the design process? Do you feel that you met them?
My first goal was just to run an AU game. Monte had asked me to join the Council of Magisters, so I wanted to really know what I was talking about from behind the screen. It was a perfect excuse since I had taken some time off and wanted to start a new D&D game. I didn't really have a goal in mind other than running a game that built toward a final confrontation foreshadowed for the players from the start. That goal changed in one significant way during the game. Two players (a married couple) announced that they were moving to Ohio. Suddenly I had to end my game, and eliminate several things that I had planned to do. I really wanted to end it with the final battle though. So my goal changed to "End it now!" Because it was the last game for our group of five, I also wanted to make it memorable. That meant that I put a lot of time into building a cardboard dungeon, drawing some illustrations, and preparing. I was very happy with the way it turned out because I didn't know how it was going to end, just that it had to. My players really made those final sessions special.

36. What does AE need more of?
Visibility. Well no, that won't work. Todays gamer is fickle and prone to leaps of interest to new things. If anything, AE could use a renewal with a new inherent setting and revision to 4E. That's a task that I think you'd have to be a full-time designer to conquer.

Continue to Part IV HERE

Tuesday, November 27, 2007

Interview with Bill Collins (part II, Tell It To My Axe)

This concludes the long interview with Bill Collins, as we talk about Tell It To My Axe (his choice). You can find Part I HERE


13. What do you feel was the most ingenious part of Tell It To My Axe that you devised?
Ingenious? Boy, that implies almost diabolical intelligence. I think the riding tricks are the best. They are simple, and fit into the combat system easily. They also let those who buy Ride skill do more with it. That and the Headband of Right Thinking. However, I can't claim credit for the name, just the idea.

14. What specific design choice are you most happy with, and why?
The two mounts that we put in the mounted combat chapter. We gave you a battlecat, the balam, and a winged electric horse. What's not to like? (I got independent confirmation of this from fans when I would run a game and hand over their mount sheet only to hear "Oh wow! Cool.")

15. Which design element was the hardest to figure out, and why?
Mounted combat. Mostly, how to bring it into the game. D&D has dungeons and flying wizards and other dimensions. It's hard to be a knight on horseback in all of that. So I tried to find ways to make that fun, cool and available to players.

16. What did you learn about supplement design and especially setting specific supplements?
Let's see, that they don't sell well unless you get extraordinary marketing power. Wait, um, design. The most important thing I learned is that in a supplement, a good theme gets the creativity going fast. It makes it easier to write material. If it's setting specific, you have to know the setting well to get it right. Fortunately, I think TTMA showed that we did. The fans who have it really like it.

17. What did you learn about Tell It To My Axe during play-testing? (prototype, beta, or both) What did you change as a result?
We ran several playtests at different levels. I figured out that we couldn't have mounted combat combat rites. They just weren't usable more than a time or two in a scenario. Those became riding tricks late in the process and worked better. Riding tricks got specific discussion, not just mention in a review, as a fresh idea.

18. Did you make any other mistakes or miscalculations in the design process? How did you fix them?
Nope. Lots of typos. That's about it.

19. Most Dnd has been dungeon oriented or urban oriented (climbing on rooftops), do you have any recommendations to encourage mounted combat in this situations?
Sure. They are all in Chapter 3, especially pages 41-44. I think that the biggest challenge is actually the tabletop size. On a one inch scale, it's tough to run a mounted combat with mounts flying, charging and rampaging across hundreds of feet. In addition to the suggestions I make in the book, I've had more time to try it out. The best way to encourage it is just to try it as an option. Maybe create a combat zone a la Iron Heroes and give players bonuses for charging on horseback. Or try something outside the norm. In my home game, I came up with a scenario that was a race through a canyon instead of a dungeon. That was a blast.

20. Are you happy with where Tell It To My Axe is today?
Yes, in that I'm happy it came out and folks have it. No in that I wish more AE fans saw it. We couldn't get it into stores, so I think a lot of gamers missed out.

21. What makes a good AE product?
In a word: flavor. You have to capture the flavor in the books. It doesn't have to be Diamond Throne (although that helps), but you do want something that evokes wonder, ceremony, ritual and myth the way AE does.

22. What is your favorite AE product (besides yours and the core book)?
I'm going to make an odd choice here. The Gen Con tournament adventure Runes of Revival. That's for several reasons. First, it was a collaboration between Thrommel, Siobharek and myself, with some input even from Monte. We had a blast writing those adventures. Second, because it was so well received. We filled a room for that tournament, and everyone talked about it for a long time afterward. The most important thing is that we entertained a lot of fans.

23. What is your favorite Non-Monte AE product and why?
Actually I have two. Circle of Rites by Soren Keis-Thustrup, aka Siobharek, because it's an AE mystery. (It's very ironic that you interviewed him about that.) And Mystic Secrets by Mike Mearls. It caught a great deal of the ideas behind Arcana Evolved, and expanded them wonderfully.

24. What is your favorite Non-Malhavoc press AE product and why?
That would be the AE Battlebox. I have used that so many times, and the counters in it are Claudio Pozas art. The folded maps are very handy. Plus it comes in a tin!

Continue to Part III HERE

Monday, November 26, 2007

Interview with Bill Collins (Tell It To My Axe).

This week I am doing a long interview with Bill Collins, as we talk about Tell It To My Axe (his choice).

1. Please provide a brief bio about yourself, your gaming habits, and your professional work.
Sure. I live in the Land of Insurance*, where I'm an Akashic. Whoops. Adjuster. Meaning I get to put a price on pain and suffering and property damage. There's a great lady I'm married to named Audrey, and we have two kids, a dog and a mortgage. That and we're trying to sell our house. I've played D&D since 1981 or so, with some big gaps in there for a homebrew system of a friend, GURPS and Champions. *Sometimes confused with places near Hartford, Connecticut, USA

2. Ok I have to ask why "Tell it to my Axe" instead of say "Order of the Axe" or "The Axe Evolved" I have to assume there were other working titles, how did you settle on that name, I really don't understand the branding decision here I don't think you would ever call a Realms product "Well Met"?
This was pretty cool. Justin Jacobson, the publisher and co-author, came to us all and said "Here's the title." It sounded very appropriate for the subject matter.

3. To me The order of the Axe is about Rebellion and the branding of the name did not convey that very well, any thoughts on that?
That's a fair point. I think the T-shirt looks very cool by the way. The book didn't sell as well as Akashic Nodes, but we chalked it up to overall decreasing d20 sales. The book was supposed to be about the Order of the Axe, and I think the back cover makes that clear, but once you create something it takes on meaning of its own.

4. Ok name rant done, could you please sum up "Tell it to my Axe" in a sentence or three?
Cool rules and Diamond Throne setting material for your Arcana Evolved game, particularly if you like humans or underdog organizations.

5. How did you first become interested in creating a book about an organization/prestige class/rebellion rather than one of the more "obvious books"?
I didn't. Justin said, "I'm doing another book. Want to write a chapter?" It was easy.

6. How do you feel, what do you think, when a reviewer describes your book as "a book about a group of knights that specialize in the axe"?
That they may have summarized the back cover blurb? I think it misses the cool stuff for players and for DMs though.

7. Could you list some of your major influences in the creation of Tell It To My Axe?
There were three. The first was that a lot of board discussions at that time kept mentioning the lack of good mounted combat rules. So I volunteered for that chapter. The second was that I love the mounted knight – always have – and D&D seems to lack a role for them. I figured playtesting was the best way to work out how to give them rules in Arcana Evolved and the Diamond Throne setting. The third influence was in the Rebellion chapter. I've always been a fan of Heinlein's novels Sixth Column and The Moon is a Harsh Mistress. In the back of my head, that's a strong inspiration for this sort of stuff.

8. What are the strengths of Tell It To My Axe are over other organization/prestige class books?
The obvious strength is that we offer lots of options, like a set of mini-sourcebooks. You can use one chapter or all of them. The subtle strength is that there are a lot of crunchy bits for players and DMs that work.

9. Can you tell me about the monster template that appears in the order of the axe, and how it made its way into the book?
The Artifactbound? I wish I could. I didn't write it, and I never saw it before press.

10. Can you tell me how you felt when you first saw the cover art by Jeremy Mohler?
My first thought was, "Whoa. Comic book." My second thought was "Damn! That's cool." I have the T-shirt. Did I mention that? I love that cover.

11. How much imput did you have on sections that were not written by you?
As much as all my co-authors. We had a private writers forum and we brainstormed ideas together, critiqued writing, and offered comments on finished chapters. It was a real cool brain trust and collective working with Justin, Phil, Michael, Jay, Derek and Robert.

12. Describe your best moment working on Tell It To My Axe?
Getting asked to do an extra chapter because Justin thought I could deliver. And I did.

Continue to Part II HERE

Tuesday, November 20, 2007

Monsters Evolved: Seeds of Urban Life.

I hope what follows will be a series of short posts that deal with some idea seeds for Urban Monsters in Arcana Evolved. I wanted to start with huminoid shaped monsteers that you might finding oddly living in a city in a AE setting like the Diamond Throne. I had hopped to do 10 but you see there was this HEROES party and welll....... you got 4.


The Ur-dan (Male Alabast Magister 7/mage priest 10) A dangerous man who seeks out hidden knowledge formally obsessed with gaining immortality, which he gained a year ago, he is currently obsessed with a way to return Kellast Minos and his people to their rightful home world. He seeks greater power, the remnants of the phase heart, and dramojh records and memories. Many have died in his service many have retired rich beyond their dreams.

Foundrite (female Balthrok Oathsworn 3rd) this young she-beast was freed of the hatred and propaganda of her people by a champion of peace and knight of the diamond, she foreswore her people and took up an oath of peace, she serves the city as their most capable constable at the order of the diamond throne.

Hu-ryn (male Blade Breaker) is the giantish name given to the body guard of a strange giant in the local bazaar who sells odds and ends, who never gives his name, sells at prices that most would consider a loss. Secret: Hu-ryn is serving a powerful leader of the nightwalkers. He is treated as a great friend by the nightwalkers and many are those who call him friend.

Bergarda (female Blade Troll runethane 10) is brilliant weaponsmith beyond human ability or condition as all her blades are masterpieces (innate +2 enhancement bonus to attack 500 gp). She also takes great care in working of blades for long periods of time to create blades that are extensions of their owners. Any of her blades that are passed on or wielded by a non-heir apparent of their original owners suffer from hex runes (curses).

Saturday, November 17, 2007

Mini-Interview with Sue Cook

Due to the Holiday I will only update the blog once this week.

What has been your best moment working or playing with an AE product?
I can recall several really great moments:

* Seeing the beautiful color art come in. This was our first full color book, so that was very exciting.

* I had a really good time playing my playtest character, Maedi Sparkborn, a sprite magister. She used the electricity template with her spells — very cool!

* A great moment was the night of the Gen Con & EN World Awards when AE was recognized for best interior artwork and Best d20 Game. Monte and I always believed in the book, and it was great that evening to see how many others believed in it too!


Can you name for us a totem type, champion type and a witch type that would be cool but you have never seen from the fans?
I’m not sure what alternate types the fans have come up with, Steve — I know it’s a lot! -- but I’ll say: alligator totem, champion of commerce, and a literary witch. (Hm, looking at that list, I guess we can see who’s the game designer in the family — not me!)

What is the future of AE?
At this point, the future of AE is still unwritten. Monte and I are pleased to see so much continued fan support, and we hope that the world of the Diamond Throne will continue to enthrall gamers for some time to come. I wish I could tell you that we had more new products in the hopper, but Monte is working on novel-writing projects for the time being. However, I do believe that in the months to come we will see an exciting new AE product or two produced under license from our partners at Fiery Dragon Productions.


What is your favorite AE product besides the core book?
Besides the core book, my favorite product is The Dragons’ Return. I had such a good time working with the authors on the stories in this anthology, and it was very appealing to me to flesh out the world and its history through fiction.


I would like to thank Sue Cook for taking the time out for my humble blog. :)

Thursday, November 15, 2007

Inspiration and Memory


Inspiration

If you look under special thanks on the credit's page of the core AE book you will see special thanks to Stephen R. Donaldson. You could say that The Land of Thomas Covenant is the primary inspiration for Arcana Evolved (giants, oathsworn, magisters, etc...).

Welll here is some mechanical inspiration if your ever looking for some replacement level ideas.

http://www.geocities.com/legendsoftheland/thelandv1.4.pdf


Memory

Point two is a formula for battle memory based on a short story in the Children of the Rune.

You use the memory of (Insert name) (insert battle technique here) at the (insert name of encounter or battle) to master your enemy.


L'cuth'hFaen’s Stance of Dragons at the Battle of the 1st Dramojh Horde

Veuln Crownhold’s Savage Strike at the Skirmish of the Harrowhand

Zeuln Evertree’s Defense at the Clash of the Darklings

Tu-Marask’s Lightining Charge at the Battle of Serpent’s Heart

Vavara Leladottir’s Bright Bulwark from the Conflict at Elder’s Crossing

Fotren Ratrenson’s Haftless Axe from the Order’s First War

Wednesday, November 14, 2007

Monsters Evolved: Another pet for the Harrid

Kjun-dren
(Syphon Axe Beak)
Large Magical Beast (Augmented animal)
Hit Dice: 9d10+54 (103 hp/-6/-23)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +9/+21
Attack: Bite +17 melee (2d6 +8 plus poison, 19-20)
Full Attack: Bite +17 melee (2d6 +8 plus poison, 19-20) and 2 claw +11 melee (1d6 +4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy release, spell release
Special Qualities: Absorption, darkvision 60ft., immunities, kinetic absorption, low-light vision, spell absorption
Saves: Fort +12, Ref +9, Will +3
Abilities: Str 27, Dex 17, Con 23, Int 2, Wis 11, Cha 10
Skills: Jump +12, Spot +8
Feats: Cleave, Improved Critical (bite), Power Attack, Weapon Focus(Bite)
Environment: Any land
Organization: Solitary
Challenge Rating: 10
Treasure: none
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

DESCRIPTION:
“My people traded with the dramojh, 6 centuries ago for the design of the Kjun-dren, it was just a fancy in those elder days, we simply wanted a pet that reflected the Harrid of Skaraven. They are rare and highly treasured by the upper echelons and their owners will teach a venomous lesson to any who dare harm the Kjun-dren.” Excerpt from Raiders of the Sonish Sea by Gavrani Harrid of Karalash

“You see a massive flightless bird with black and white feathers the size of a horse, and as tall as a giant, it‘s beaks seems vicously sharp and almost oversized for its head”

“as it absorbs the firey blast its flames begin to dance around it, and its neck feathers and underbelly turn from white to a flaming red-orange”


These great muscular birds are likely prehistoric relatives of my people, as they have lost the gift of natural flight just as my people have. They have our featherless heads, a powerful thik neck and the vicious beak of a raptor. Like us their neck is covered in short feathers, that change color with the energy or element they absorb. Their torso is covered in black feathers, their underbelly in white, when not having aborbed any stray power. They make a make a strange blare that carries for nearly a quarter league, it is sometimes used abord raiding vessels, in order to intimidate the enemy.

We harrid have great affection for the kjun-dren as we see much of our land in these magnificent creatures, and would be considered a holy creature to my kind if we held any faith in what is holy, it truly has come to symbolize the absorbtion of power, the consumption of magic, and the cutting edge of the raptor.

There is some work being done on turning these stupendous raptors into mount worthy of the harrid, that they could take us into the lands of the dragons so that we may raid upon their magic rich and prosperous lands. Yet so far, the birth numbers are low, and many harrid steal kjun-dren eggs from their nests so that they may raise, and train a kjun-dren as their own.

There is a great rumor of a flock of the kjun-dren, living within the war storm, living off its inherent magic, There is also the titanic Kjun-dren that lives along the harrid’s neck slaying dragons and protecting the lands of Skaraven, though rumors about it simply guards a dimensional hideaway of on of the great dramojh builders that escaped the fall of Serathis

COMBAT:
Absorption (Su): As an immediate action a kjun-dren can absorb energy and elemental attacks directed against it. Absorbable energy and elemental types include: acid, air, cold, earth, fire, negative, force, electricity, positive, sonic and water. The creature may store any type of energy or elemental attack. The energy may come from a passive (bonfire) or aggressive (sorcerous blast)source, although the kjun-dren can only hold 9 dice of damage from any one energy or elemental source. Stored attacks are consumed harmlessly, along with associated immunities, in 90 minutes. At its option, the creature may release the energy harmlessly as a free action.

Energy Release (Su): As a standard action, a kjun-dren may release one type of stored energy as a ranged touch attack against one foe. The range increment is 20 ft, and the energy does any number of dice up to the amount of damage that was stored (the creature’s choice). Once the kjun-dren uses up all the damage stored, it can no longer use that energy to attack, nor is it immune to that energy any longer. See absorption and immunities.

Immunities (Su): While holding a form of energy from absorption or spell from spell absorption, the kjun-dren is immune to that form of energy or that specific spell. Immunity never apples to kinetic absorption.

Kinetic Absorption (Su): A kjun-dren absorbs kinetic energy differently than other forms, though still as a immediate action action. Once per round it effectively has damage reduction 10/-, For every 10 points of damage that fails to over come its damage reduction it gains 2 points of strength. up to a maximum of 43 The enhanced Strength is consumed in 90 minutes, if the kjun-dren absorbs 160 points of damage it can dispate the kinetic energy harmlessly as a free action until then it cannot use its damage reduction.

Posion (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Str and Dex. A successful save results in half damage. The save DC is Constitution-based.

Spell Absorption (Su): A kjun-dren can also absorb spells as a immediate action, so long as the spell does not involve energy. (If it does, the energy is absorbed, not the actual spell.) The creature can absorb any spell (or spells) whose total levels do not exceed 3, if it is higher than third level the kjun-dren must make a successful fort save against the spell’s DC (if it does not have one it cannot be absorbed. Absorbed spells do not affect the kjun-dren. Stored spells are consumed harmlessly, along with associated immunities, in 90 minutes.

Spell Release (Su): The kjun-dren can release spells it has stored as if it had cast the spell itself (save DC 10 + spell level). The resultant spell has a caster level equal to 9 or the level of the original caster (whichever is lower), and it is subject to spell resistance (the check made with the same caster level the spell has). Once the kjun-dren casts the spell, it is no longer immune to it (see immunities).


15. COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Tome of Horrors author scott greene, based on original material by gary gygax,

Book of Templates: Deluxe Edition, © 2003, Silverthorne Games; Authors: Ian Johnston and Chris S. Sims.