Friday, June 20, 2008

Reign of Discordia Design Diary 3 - Setting Elements

Before I get going too far into my latest design blog entry, I'd just like to say that the setting book has had a really, really good first 24 hours. One of the most important stats is that it is #1 on the True20 category top seller list at RPGNow! I'm told that no Non-Green Ronin product has ever been #1 in that category before. For those who rushed out to buy it, I want to offer you a heartfelt thanks. It seems a bit ridiculous when you think about how long I've been in this industry, but RoD is my first solo book-length project, and it makes me happy to see it doing this well. I hope it continues, because I'd like to still be working on this setting years from now.

So today I'm going to address focus. Many settings have, in my opinion, too tight of a focus. I've said before on various messageboards that Reign of Discordia is an everything and the kitchen sink type setting. What I meant by that is that I wanted narrators and players to be able to use this setting for every sub-genre of space opera that you can think of. I wanted it to cover everything from Star Wars style swashbuckling to the grittiness of Firefly, and everything in between, but I wanted it to have elements that were familiar to the scifi fan.

I'd like to present Star Wars as an example of a wonderful setting with too tight of a focus for an RPG (no offense to anyone who enjoys it or has worked on it). The main problem I see with it is that the official story by George Lucas focuses excluslively on the life and times of Anakin Skywalker. Episodes 1 - 3 focus on his young life while episodes 4 - 6 focus on his later adult life. Lucas has said that as far as he's concerned, once Anakin is dead, the story is over. Sure the background setting exists, and it is fantastic, but the flaws that I see with using it for an RPG is that no matter the contribution your characters make, they will never be central to the story, they will never be the ones to ultimately help the rebellion win, and they will never have the same talent with the force as the Skywalker clan. That means that when playing this game, you are essentially agreeing to make youself into a supporting character at best. I know a guy who was running a Star Wars game set between episodes 3 and 4, and he says that for some inexplicable reason, the enthusiasm to continue the game dropped to zero as soon as they hit the point in time where a couple of droids showed up on some backwater moisture farm.

It's easy to define the focus for Reign of Discordia. The largest background factor is that the central government for over a thousand worlds fell five years ago and nobody has stepped up to fill their shoes. The infrastructure that was built during the rule of the Imperium has rapidly broken down and people are suffering as a result. There's a lot you can do with that alone, but there are a couple of other major storylines going on as well. First, you have the R'Tillek, the lizardlike former enemies of the Imperium, which, for reasons that have yet to be explained, are intent on destroying the former Imperium member worlds. The second is that the Humans and the blue skinned Human-like Lamogos, once close allies, have fallen out of favor with one-another, which has sparked a nasty cold war.

So already we have three major things you can do with your campaign, all of which can function independant of the others: work towards restoring some sort of order in the galaxy, work against the R'Tillek, and take a side in the Earth - Lamog cold war. Of course a good narrator will be able to work all three into a campaign..

As far as emulating other sub-genres, I included the Frontier Worlds. These were worlds that were wild and untamed when the Imperium still existed. They were the next generation of colony worlds, but they never became self sufficient. Due to the fall of the Stellar Imperium, they've become cut off from supplies, and they would probably be in even worse shape if it weren't for independant cargo haulers. A group that enjoys Firefly could easily create a campaign set in this area of space alone. Characters in this sort of campaign will also likely engage in salvage operations. Since the cost of buying new spacecrafts is so high, the easiest way to upgrade a ship is to salvage a wrecked one.

Emulating Star Wars is another easy one. The Imperium may be dead but the Lamogos Star Navy still exists. These guys don't own the galaxy anymore, but they still like to act like they do. When one of their fleet commodores decides that he has an interest in something in a planetary system, they tend to pop into space along with a bunch of capitol ships and utterly disrupt everything in their attempt to achieve their objectives. The fact that their world has little to do with their matters little. They're so much more powerful than most other worlds that they can still ride roughshod over the local systems and their militaries. Sometimes they're after a person, sometimes technology, sometimes they're trying to force a trade agreement. The list goes on and on about what their motivwes might be on any given day, but the heroes will find themselves working against them more often than not. (As a quick aside, not all Lamogos are like this. You can easily have a Lamogos hero, and there is no shortage of good aligned Lamogos throughout the known worlds).

For those who enjoy a more Babylon 5 type feel, I provided the Rover's Beacon space station. This isn't exactly the last best hope for peace. Actually, since Imperium funding dried up, they've had to scrape by in any way they could, which in this case, means allowing raiders to use the place freely. It isn't quite a sanctioned base of operations, but raiders are allowed to dock at the station, keep quarters, and conduct business there, so long as they don't disrupt the usual station operations. It's also a big center for commerce in general, so they get a large number of Humans and aliens from throughout the known worlds passing through regularly. So far my campaign has been based around the space station because it provides an excellent home base for the heroes.

If you're a Battlestar Galactica fam , RoD doesn't have Cylons, skinjob infiltrators, or a ragtag fugitive fleet in search of Earth. What it does have is the R'Tillek, which attack planets, seemingly at random, and kill everyone on the surface with a mix or orbital bombardment and a deadly viral biological agent that so far has been 100% effective in killing all intelligent alien species that have come into contact with it. The entire former Imperium stands on the brink of annihilation from these guys, and diplomacy doesn't work on them at all.

These are just a few campaign models you can follow that are based off of the major space opera shows and movies out there. There are over 50 worlds and roughly 20 major organizations included in the core book alone (with more on the way), all of which have their own problems and specific needs for adventurers. Each can make a great focus for an entire campaign without ever touching the core conflicts of the setting.

Many science fiction games out there rely on licensed properties that have a micro focus (the characters in the novels, movies, or TV shows), always keeping the heroes in the game out of the spotlight. Reign of Discordia was designed as a role playing setting first and foremost, thus making the heroes the focus of the setting.

The Reign of Discordia core book is on sale through RPGNow

Wednesday, June 18, 2008

Reign of Discordia Is Now On Sale

Science Fiction the way you love it!

Reign of Discordia is the core setting book in line of the same name by the celebrated game designer Darrin Drader and Reality Deviant Publications. RoD gives you what you need to know about the galactic civilization following the fall of the Stellar Imperium. Future sourcebooks and adventures will further add to the dynamic space opera setting presented in this core setting book.

Within the pages of Reign of Discordia, you can fight against the R'Tillek and their crusade of extermination against the known species, fight to protect the independence of dozens of worlds, participate in the cold war between Earth and Lamog, haul cargo to the Frontier Systems, involve yourself in the various crime syndicates, work for one of the interplanetary conglomerates and engage in corporate sabotage, play a role in the advancement of one of the interplanetary organizations, salvage starships, and engage in a number of other activities that will bring danger and adventure.

* Character rules for a space opera setting
* Six new core races for the setting (Gaieti, Lamogos, Tallinites, Sangor, Relerrans, and the R'Tillek).
* Seven character roles (soldier, naval officer, infiltrator, mentalist, pilot, bounty hunter, and low-life).
* Descriptions of over 50 planets, which comprise the setting's core locations
* Descriptions of numerous interplanetary organizations
* Starship rules for True20
* A range of starships
* A detailed description of the space station Rover's Beacon, which is one of the key locations within the setting.

Welcome to the threatened and turbulent galaxy of 2690. Can you make a difference in these difficult times?

http://www.rpgnow.com/product_info.php?products_id=56479

Sunday, June 15, 2008

Reign Of Discordia Design Diary 2 - Starship Combat

Reign of Discordia is a True20 setting, and though it really does function as a unique set of rules, it has its roots firmly planted in the D20 SRD (system reference document, for those not in the know). There have been some attempts to get away from that with some products, but to me, the farther one gets from D20's various subsystems, the stranger and less integrated with the rest of the game the mechanics feel. It was therefore my intention to use as much of the starship combat rules from the Future SRD as I could get away with.

This is a sensible plan; after all, why reinvent the wheel? There's just one problem: I don't particularly like the Future starship combat rules. Like much of D20 Modern (to me, at least), the system just came up a bit short. I played some starship combat under the D20 Future rules shortly after it came out, and I specifically felt that the damage rules and the movement rules were deficient.

Starting with the damage rules, what I didn't like was the fact that they went to such great efforts to make everything scale perfectly with standard D20 Modern that it just caused annoyance. Since a point of damage on the character scale was a point of damage on the ship scale, you ended up having to roll a crapload of dice any time you hit with any weapon. Who carries 8 8-sided dice with them to a gaming session? Unless you had the guy at the table who carried a pouch containing every dice he's ever owned, chances are that he's going to sit there and individually roll that eight sided dice 8 times (and even if you do have that guy, what are the chances that he's going to let other players jinx them by sharing with others?). Of course he tallies the die rolls in his head as he goes, and then towards the end, "Oh crap, was that 54 or 56 points?" or "Hey, was that five or six die rolls I just made?" And the one guy who does bring his bag of dice still manages to roll between one and three off the table, prompting rerolls, causing dice collisions between the re-thrown dice and the ones that are sitting on the table, thus changing their values. In other words, it's a royal pain.

One of the nice things about True20 is that you have a completely different mechanic for dealing with damage. You don't roll a handful of dice under any circumstances. This is a good start, but it led me down a line of thought that brought up some larger questions.

Should a guy with a blaster standing on the hull of a ship be able to damage it in any way? True20 has no hardness rules. Toughness becomes part of the measure of hardness, but that still means that a guy could potentially get suited up in a space suit, grab a blaster, float himself over to the hull of a quarter mile-long battlecruiser, and take a shot at the thing. If the battle-cruiser botched its roll, it could take some actual damage from the shot. This doesn't make sense to me. If you take a pistol and shoot at a real life naval warship's hull, is it going to do any damage at all? No way! With the armor that thing has, the bullet is totally bouncing off! The same should be true for starships; after all, they're armored well enough to withstand collisions with small sized space junk.

To solve this issue, I changed the scale. Starship weaponry starts with a damage of 1 and goes up from there. Damage 1 = damage 10 on the personal scale. A guy with a blaster now cannot do damage to the hull of a ship, though a guy with a plasma cannon, or a nuke, can. This also keeps the die rolls nice and low - they're actually the same scale as character combat, which makes the math easy. I was a little unsure about the mechanic after I came up with it, so we playtested it, and it worked extremely well. Starship combat still felt like starship combat, but the level of complexity was minimized.

Next up is movement. What I absolutely loathe about the D20 Future method of movement is that it is exactly like character movement. Starships can start and stop on a dime and size does not affect maneuverability. In my experience, this makes for starships that aren't affected by inertia, and combat becomes very, very boring. So, with that in mind, I fixed the problem.

But wait a minute. All stop. Back the horse up. Isn't one of the design goals of True20 to streamline things and make the game easier to play? Why yes, yes it is. But isn't what I'm talking about actually going to complicate gmae play? Why yes, yes it is. So how can I justify doing this with good conscience? OPTIONAL RULES! You see, the D20 Future starship rules are already about as streamlined as they can get (if you don't take the above mentioned damage dice into account, anyway). There would be no reason to go any further in the direction of streamlining and simplification, but if you're a simulationshit, like myself, there is reason to add complication. So these rules are purely optional, and in my opinion, they make a barely acceptable system both playable and enjoyable.

Optional Rule 1: Acceleration and Deceleration. In the standard rules, ships have a tactical speed. Under the D20 Future rules, they can go from 0 to as many squares as they wish in a single round. As I said, I find this unrealistic in space. To remedy this, the tactical speed remains unchanged, but you now have to accelerate or decelerate to change your speed. Each engine type has a base number of squares it can accelerate or decelerate in a round (minimum 1). This number is reduced by 1 per size above the ultralight starship size. For instance, if an Ultralight starship with a particle impulse engine has an acceleration/deceleration of 6 squares, a Superheavy starship with the same type of engine has an Acceleration/Deceleration of 2 squares.

Optional Rule 2: Maneuverability. It should go without saying that not all ships should be able to thumb their noses at inertia. Ships are assumed to be moving forward as they move around on the battlemat due to their main enginges being located in the back of the ship. A ship that is a quarter of a mile long simply should not be able to make a sudden 90 degree turn, and move a couple squares, and then make another 90 degree turn and go a few more. The new rules are as follows: Super-heavy starships may rotate 45 degrees once per round. Every class below superheavy may rotate an additional 45 degrees per round. Ultra-light starships may rotate 5 times during their move, Light starships may rotate 4 times during their move, Medium starships may rotate 3 times during their move, and Heavy starships may rotate twice during their move. Ships that may rotate more than once during a turn may do so at any point during their move, however, they must move forward one square after each doing so before rotating again.

Again, this is a relatively simple rule, but it adds a degree of tactical complexity to starship movement that is otherwise lacking.

Now frankly, the Reign of Discordia setting is actually relatively rules light. I was interested in creating an interesting setting that people would want to participate in rather than putting a rulebook out there dressed up as a setting (don't even get me started on all the 200 page D20 setting books out there that really only had 30 pages worth of actual setting material, while the other 170 pages were add-on rules that I was usually only marginally interested in). Remember the design concepts behind True20 are that simple and streamlined = good. I've already covered the major rules changes with the first two design diaries. Yes, there are more rules present than the ones I've talked about, but most of those simply involve adapting the Future SRD to True20, and in most cases the changes were relatively minor. In the next design diaries I'm going to talk about the setting itself and how I set out to create something that contained some familiar elements, but did it in a way that made for an interesting and versatile setting.

Monday, June 9, 2008

Reign Of Discordia Design Diary 1 - Healing and True20


Let's admit it, healing in True20 is a bitch. There really isn't any way around it. If you're unlucky enough to be rolling badly on a given night, you could very quickly run out of Conviction points and be sidelined very early in any given game session. It's easy enough to break the rules in a fantasy setting; just give your guy a healing potion and he's back up and ready for more. Modern and scifi games that omit the majority of the supernatural and fantastic elements have a real problem to contend with: the ease of character death.

I've said many times that Reign of Discordia is intended to be a bit like retro-70s scifi. But what exactly do I mean by that? Here are a couple examples off the top of my head. The original Battlestar Galactica was really a pretty dark setting, yet things still looked bright and shiny, and the heroes rarely took a hit. Within a few episodes after this great interplanetary apocalypse, there were discos and upscale restaurants in this "rag-tag fugitive fleet." Wow, talk about seizing the day! How about where everyone suffered under the oppression of the Galactic Empire in Star Wars, yet the characters were irrepressible and naively heroic? Battles were big, blasters were the great peacekeepers, and no matter how dark things got, there was always room for heroics!

Reign of Discordia is not Star Wars, nor is it the original Battlestar Galactica, and there are certainly no disco joints after 99% of the human species has been wiped out. In fact, in this setting Humanity is far from wiped out, though it does face some very serious threats. Despite the political chaos that has shaped the setting and brought poverty, oppression, chaos, and pain to the people, there is room for the irrepressible characters - the heroes, the scoundrels, and the loyal sidekicks. There is room in this setting for swinging across a chasm that drops hundreds of feet into the depths of some industrial beast while people are shooting at you from all directions. Of course, where there is room for heroics, there is also room for unforgiving miserable failure. Suppose Luke Skywalker had swung Leia to the other side of the chasm, only to catch a blaster bolt to the chest, and was reduced to Disabled status. Would that be the end of Luke? In the Star Wars verse, it would be a flesh wound and he'd continue on, even while the guys in full armor take lesser hits and fall down dead.

True20, by default, is a little more deadly than that. The trick was to create a mechanic where there would be less punnishment for doing what you're supposed to be best at: being a hero. Now, I reiterate, if this were a fantasy setting, a simple healing potion would do the trick. The problem is that Reign of Discordia tries to stick mostly with things that can be explained by science. Adepts are present within the setting, but they're pretty rare and they have a limited selection of powers. With no cleric and no healing potions, how exactly is a character supposed to achieve these great heroic feats, even in the face of a good shot by an NPC?

The answer is through feats. According to the core rules, you can make a healing check once per day. If you spend a conviction point, you can make an immediate recovery check, or do one of a number of other actions. Obviously conviction points are important, they're very helpful, and they're versatile, but they are not plentiful. To address this, there's the Bounceback feat in Reign of Discordia.

So what's up with Bounceback? In Die Hard, Bruce Willis walks across a floor covered in broken glass with his bare feat, cuts himself pretty badly, bleeds all over the place, but still manages to go on fighting. In Rambo III, John Rambo takes a bullet to the abdomen, but yet he manages to go on and kick some commie butt. In Raiders of the Lost Arc, Indiana Jones takes a bullet to the shoulder, but yet he still manages to wrap his whip around the bottom of a vehicle and ride along down the road behind it. Sure these wounds might hurt like hell, but they were able to somehow recover from them enough to keep on fighting through sheer stubbornness and force of will. What Bounceback allows you to do is recover two damage conditions once per day. Say you just took a blaster bolt and you're now Disabled - use your Bounceback feat and you're simply Hurt. There's also an improved version of Bounceback, which allows you to do the same thing as Bounceback, except that you can do it a number of times a day equal to your Constitution score.


Finally, when Bounceback and Conviction fail, you have one more tool at your disposal: Biocort. This is one of the items that was ported from the Modern SRD to Reign of Discordia. However, unlike the way that Biocort works in the original rules, rather than speeding healing, it actually can take away some of the damage immediately. Use one dose of Biocort and you get to make an immediate recovery check. Of course this does not guarantee that you'll succeed at your recovery check, and it also doesn't necessarily make normal healing any faster, but it might just offer enough relief for the character to keep on going. However, unlike healing potions in fantasy games, Biocort has its limits. You can use it up to three times per day, but no more or it loses its effectiveness.

The main idea behind these items is to make the setting more fun. It gives the characters what they need to survive long enough to rescue the princess that the R'Tillek have taken captive, or take out the Lamogos soldiers who guard the shield generator.


In the next design diary, I'm going to talk about the ever fun and exciting topic of starship combat, and how the Reign of Discordia rules give you the option to bring a bit more realism to the game than the standard D20 Future rules do.

Friday, April 25, 2008

Reinvigorating theHobby

One of the stated goals of 4th edition D&D is that it will reinvigorate the hobby. I think this is a fine goal because what is good for Wizards is ultimately good for the industry on the whole.

Currently we're living in an age where the roleplaying game market is getting sucker punched. Online sales are killing the locally owned gaming shops by undercutting prices and offering titles that the local shops simply cannot afford to stock. On top of that, the whole tabletop gaming category is hurting because of the massively multiplayer online roleplaying games (MMORPGs). It has gotten bad to the point where the guy who got me into roleplaying in the first place referred to the RPG industry as dying.

But is it dying? The fact is that there are fewer large gaming publishers around now than there were when the last edition of the game came out eight years ago. That alone should be pretty telling. You have a lot more books selling in PDF format rather than print, and those who are printing their products are running some pretty short print runs. Books are now selling in the hundreds of copies where they used to sell in the thousands.

Advertising is down. With the death of the printed versions of Dragon and Dungeon magazine, where are is a small to medium sized publisher supposed to advertise so that they can reach a large number of their target audience? They pretty much have to go online and appeal to the gamer elite to buy their products. The problem with this is that there are so many different products competing for the dollars of the gamer elite that it's very easy for quality products to get overlooked. Then you have the gamer elite, which in itself is composed of a few thousand, and as much as they love to play these games and buy the good stuff, they see small companies marketing to them so often that they've become very jaded about it. And who can blame them? As one of them, I've definitely limited my spending money to the stuff that really catches my interest.

So along comes D&D 4th edition, which will be making some pretty major changes to the game we've all known for such a long time. For a lot of people, it's hard to get past the fact that the game will be changing to this extent, but I understand why they're doing it and I support their efforts because ultimately this hobby either needs a boost, or it is going to quietly fade into the night. I'm basing my career on the health of the industry, so I really feel strongly that their efforts need to succeed. Sure, there's been a lot of talk about what the new gaming license will do to 3rd party publishers, and I think people have some valid concerns, but ultimately we need to focus a little more on what's best for the hobby and the industry built up around it. What's good for WotC is good for the industry.

If WotC can draw back the lapsed gamers as well as show all of these people who have gotten hooked on World of Warcraft that this is a fun worthwhile thing to do - and its social so they can do it with their friends rather than doing it at their computer - then there will be more people in the local game shops and more products being sold into the mass market. Right now it's crucial that the industry either finds a way to stop the bleeding out of gamers and actually manage to draw some new people in, or simply resign itself to the status of a fad that has finally had its last hurrah. I was raised in gaming and it will forever be a part of me. I can't imagine a time where it doesn't exist in one form or another, but frankly, I don't want to see MMOs be it's only future.

So do I support 4th edition D&D? The answer to that is an unequivocal YES! I want 4th edition to be a smashing success because it will mean more work for me, more people interested in gaming, and more products out there to choose from. Likewise, I hope that the smaller niche games can continue into the future. I want to see Pathfinder, Modern20, and True20 (among others) to continue to be successful. I love these niche games because I like to have some variety in genres and game styles after playing D&D for over 20 years. What's good for WotC is good for the industry, so we wall wait to see if this is the fresh start the hobby needs right now. I have faith that it will be, and things will be much more upbeat in the industry by this time next year.

Monday, April 21, 2008

No Empire Tonight


I've been a busy little monkey the last couple weeks. Not only have I finished up writing Reign of Discordia (and been pimping it like a madman anywhere that will listen to me about it), but I also just finished writing the final installment of ENPublishing's War of the Burning Sky, a little adventure called The Beating of the Aquiline Heart. I was planning to reward myself by watching Star Wars (No, please do not ask me to refer to it as A New Hope. And Han shot first damnit!) and Empire Strikes Back tonight.

So I sat down and made it through Star Wars, but the whole time I was sitting there I was thinking about how I wasn't entirely thrilled with our first Reign of Discordia adventure the other night. It was really just a great deal of improvisation following the basic story I was planning to make into the first published adventure for the setting, but at the end I felt that the heroes weren't really challenged enough. Then inspiration struck in a big way on how I could restructure the whole scenario to make it much more action packed..... More like what I would be likely to find in one of those late '70s/early '80s era space operas, which are helping inform the direction of this product. So rather than watching Empire, I instead sat down and hammered out over a thousand words worth of adventure proposal and shot it off to Dave at RDP. I suspect that he'll like it and I'll be able to get to work writing it just as soon as I make a few minor changes to The Beating of the Aquiline Heart (What do you mean the beholder isn't in the SRD!!!!? Oops, I seem to have forgotten about that.)

Saturday, April 12, 2008

Remembering Oathbound


Its really easy for a person to get so focused on what their current projects are that they don't bother looking back at some of the things they've done in the past. Specifically, in my case, I'm 110% into campaigning for the success of the Reign of Discordia line. I'm doing this because I know its a good setting, it's consistent with my design philosophies, and the art direction of the thing is going to get away from the CGI look space opera has developed in recent and get back to its roots from the late 1970s.

But this blog entry isn't about Reign of Discordia and how wonderfully brilliant it is. This blog entry is about the Oathbound campaign setting.

I first became involved with Oathbound right at the tail end of the writing for the core setting book. In fact, other than offering up a little tidbit that was added to the adventure in the book, I really didn't do much at all for that book and I was lucky to have gotten into the credits at all. I did do the adventure that appeared for free on the website. I did get to play a major role in Plains of Penance, which was the first expansion book for the setting. I was asked to write an adventure that would appear in it, and I was told to make use of a creature called the Ulatra. I did it, excited to be getting my first real freelance gig, and happily turned it in. Later, Todd Morasch, the lead artist and the guy who had thought up the Ulatra in the first place back back when he was in highschool, sent me an email thanking me for bringing his monster to life. He was thrilled that I could write an adventure around this creature and do so in a way that was faithful to his imagination. This would be the first of many such successes with Oathbound.

My second major Oathbound project was Wrack and Ruin, which was about the portions of the city of Penance that either lie in ruin or lie beneath the city. To be honest, I still can't keep straight which was which, but the point was that it was the first book (other than some stuff I did for my own short lived company) where I was given the position of lead designer. We're talking cover credit and about 50,000 words of the book! Man, that puppy really was the first book that could be called a Darrin Drader vehicle, and again, not only did Bastion seem happy with it, but it was also a critical success.

The next book I played a role in was Oathbound: Arena, where we finally broke into the second major domain of the Forge. It was a harsh desert where people went in to do battle over the massive amounts of gold that lie beneath the red sands. I forget the actual number of words I contributed to this book. It wasn't enough to earn cover credit, but it was somewhere between 25,000 and 30,000 words, so again, it was a good chunk. I also have to admit that I prefer the Arena portion of the setting to Penance. In fact, I think it was probably the best domain we developed. There were a lot of writers working on it which brought about real diversity, ultimately leading to a widely varied but very compelling setting. I can also lay claim to the mass combat system in that book as well as a prestige class that still catches my fancy called the Ravager, which would spin stones around it to absorb damage it would have otherwise suffered. Again, this book met with critical success.

I wasn't part of Mysteries of Arena, since I was too busy writing Serpent Kingdoms for WotC at that time, but once I was done with that project, I helped Thomas Knauss out on Wildwood. While he did the majority of the writing for this book, I still managed to kick in 50,000 words and added a significant amount of the defining characteristics to the final book, including one of the strangest D&D type adventures I've ever seen. Again on this one, it was met with critical acclaim. Unfortunately it came at a time when the D20 market glut was in full swing, and Bastion Press wasn't doing so great financially. As a result, it literally took years for it to find its way out of development and into the hands of the gamers who wanted it. I was impressed that one of the people who was the most vocal about his desire to own the book was the ENWorld critic Alan "Psion" Kohler.

One more book was written for the Oathbound line, the Player's Guide to Oathbound, which was designed to make Oathbound 3.5 compatible. Thomas Knauss ran solo with that project, and I was definitely too busy working on WotC projects at that time to get too involved with it. Actually, other than looking over some stats for some races I had originally created, I had nothing to do with it. Because of the sorry shape Bastion was in, it never saw any form of official release and it was recently leaked as a word file for free through Steve Creech, the new owner of Bastion. He couldn't officially release it since the ownership of the Oathbound line reverted back to Greg Dent, the guy who thought up the setting in the first place, but it was still an entire book sitting on his hard drive that was of interest to the people who still liked the setting.

Some people look at the failure of Bastion to mean that the Oathbound setting itself failed to sell. That's pretty far from the truth, considering that in terms of actual sales, the entire Oathbound line was one of the highest selling non-WotC D20 settings. Unfortunately, as sheer number of D20 books hit critical mass, the actual number of books any company was able to sell hit rock bottom. Sales into the hobby game market for most companies went from being in the thousands to the hundreds. For Bastion, this was simply not enough to sustain the livelihood of the owner of the company and (like many others at the time) the business sank.

Despite the ultimate demise of Bastion Press and the Oathbound line, I can say that it was a setting that did get a lot of circulation among gamers and it literally launched my game design career. I can hang my hat on it and say that it was as good as of a setting as we could create. Yes, I am a bit proud of my involvement with it, and it really brings a smile to my face these days when I see people talking well about it. I've been seeing a lot of that lately.