I've completed a rough storyboard, a set of instructions to layout about what art and what maps go where, and roughly how many pages each section requires.
Unless my calculations are deeply flawed, this monster will be 80 pages long.
Some of that is because it's really three adventures: one for 12th level characters, and two others for 8th and 6th level. I had no idea how much extra wordcount all those additional stat blocks would require. Anyway, it's playable for a much broader range of game groups, which is all to the good.
Unless my calculations are deeply flawed, this monster will be 80 pages long.
Some of that is because it's really three adventures: one for 12th level characters, and two others for 8th and 6th level. I had no idea how much extra wordcount all those additional stat blocks would require. Anyway, it's playable for a much broader range of game groups, which is all to the good.
The first playtest of "Steam & Brass" will be this weekend (Eep!). The final text is due to enter layout/production on the 20th, less than two weeks away.
But it's not too late to sign up to get a copy. Click the button below and be one of the patrons of the very first Open Design. If you have a group itching to play, I'll happily hook you up with the playtest text immediately. It's designed for 12th, 8th, or 6th level.
But it's not too late to sign up to get a copy. Click the button below and be one of the patrons of the very first Open Design. If you have a group itching to play, I'll happily hook you up with the playtest text immediately. It's designed for 12th, 8th, or 6th level.
The patrons who signed on for this project early were taking a chance that I'd actually deliver. Well, I've delivered the first chunk on Monday.
The dozen senior patrons now have a rough manuscipt to review and comment on. All patrons will see a revised version soon. But it's not too late! I'm still taking new patrons for the next 30 days. Sort of.
Why sort of? The patron votes are mostly done. The closer I get to a final manuscript, the more it is locked down. Patrons get access, but there's less time for influence.
On the upside, the project is now a known quantity. The adventure is called "Steam & Brass", and
Got questions about the project? Ask away in the comments. Ready to sign up? Click the button below.
The dozen senior patrons now have a rough manuscipt to review and comment on. All patrons will see a revised version soon. But it's not too late! I'm still taking new patrons for the next 30 days. Sort of.
Why sort of? The patron votes are mostly done. The closer I get to a final manuscript, the more it is locked down. Patrons get access, but there's less time for influence.
On the upside, the project is now a known quantity. The adventure is called "Steam & Brass", and
- Includes one new monster (the steam golem) and two 3.5 updates (flayed man, possessor)
- Features clockwork magic, elite kobolds, and the Mouse King
- Designed for 12th, 8th, and 6th levels
- Roughly 64 pages long
- Color player handouts and professional maps
- Two mysteries and strong tactical combat, plus zombie angels.
Got questions about the project? Ask away in the comments. Ready to sign up? Click the button below.
I've done a month of design on "Steam & Brass" at this point. I think I may, in my madness, have promised a complete manuscript of 10,000 to 20,000 words would be ready for playtest at this point.
The bad news: It's not ready for playtest.
The good news: It's already 24,000 words, and I'm going to keep writing until it's done to my satisfaction. I expect the project will take close to 40,000 words. So, double the length I promised, or roughly 64 published pages.
Just for comparison, Dungeon magazine rarely run an adventure over 25,000 words. And those are the big mega events.
Other coolness:
Anyway, if all that doesn't convince you to jump in late, I don't know what would. Just click the button below to join up, and you get a copy of the adventure, plus full access to the site.
The bad news: It's not ready for playtest.
The good news: It's already 24,000 words, and I'm going to keep writing until it's done to my satisfaction. I expect the project will take close to 40,000 words. So, double the length I promised, or roughly 64 published pages.
Just for comparison, Dungeon magazine rarely run an adventure over 25,000 words. And those are the big mega events.
Other coolness:
- Handout #1, a contract with an archdevil. Written in Infernal!
- The Arcane Collegium, the most intrigue-ridden bunch of spellslingers outside of the Red Wizards of Thay.
- A new monster, the steam golem, that got some raves from the patrons.
- Rock-solid clue/investigation material that actually works with D&D mechanics.
- Kobolds with gear tech.
- Three wicked, wicked villains with the world's nastiest… No, I won't spoil it.
- Handout #7, Written in Celestial! Plus hey, zombie angels.
Anyway, if all that doesn't convince you to jump in late, I don't know what would. Just click the button below to join up, and you get a copy of the adventure, plus full access to the site.
The cover art and a killer map have gone off to the magazines, and I've posted the fourth and final adventure outline to the patron-only portion of the site. Up next will be a discussion of monster selection and how to use hinge scenes most effectively.
I'm enjoying the experiment so far for one reason above all: it tightens the feedback loop between designer and audience. All too often, the big company RPG adventures are written to match what a brand manager or marketing director thinks the audience wants. Sometimes they are right. Sometimes they produce junk, written in a hurry. I should know, I've written at least two that I'd rather forget.
But there's no need to go down the standard issue road. So far, the patrons are saying no to the middlebrow approach, and demanding a high bar for every adventure element. Oddly, I feel the pressure of the audience more acutely with a few patrons than with thousands of faceless readers. I don't want to disappoint them, so I'm coming up with foundations that feel fresh, with less encounters but more memorable moments.
Since I'm at the outline stage, much of this is the "pre-work", working in broad strokes. I'm still trying things out, imagining how elements will fit together in the final design — I don't know how this loose approach translates to the patrons. Explaining the creative process is a bitch. But from my perspective, the pre-work is strong: the outlines all show strong potential for development, with great key creatures, locales, and story moments.
I think this project is working because I don't want to take any shortcuts or reuse any old tricks; I'm aiming for memorable and extremely playable, not tied to any particular setting or IP. Maybe that pressure is all in my head, but that doesn't matter. I'm excited to work on it, and that always results in better work. The patrons are making great suggestions; the collaboration is clicking.
And only a limited audience will see it. That's tough, but it's part of the gig. Don't miss out; sign up today and watch the design from the inside. More details are at the Publishing Strategy announcement and Patrons and Pricing posts, or just click the button below.
I'm enjoying the experiment so far for one reason above all: it tightens the feedback loop between designer and audience. All too often, the big company RPG adventures are written to match what a brand manager or marketing director thinks the audience wants. Sometimes they are right. Sometimes they produce junk, written in a hurry. I should know, I've written at least two that I'd rather forget.
But there's no need to go down the standard issue road. So far, the patrons are saying no to the middlebrow approach, and demanding a high bar for every adventure element. Oddly, I feel the pressure of the audience more acutely with a few patrons than with thousands of faceless readers. I don't want to disappoint them, so I'm coming up with foundations that feel fresh, with less encounters but more memorable moments.
Since I'm at the outline stage, much of this is the "pre-work", working in broad strokes. I'm still trying things out, imagining how elements will fit together in the final design — I don't know how this loose approach translates to the patrons. Explaining the creative process is a bitch. But from my perspective, the pre-work is strong: the outlines all show strong potential for development, with great key creatures, locales, and story moments.
I think this project is working because I don't want to take any shortcuts or reuse any old tricks; I'm aiming for memorable and extremely playable, not tied to any particular setting or IP. Maybe that pressure is all in my head, but that doesn't matter. I'm excited to work on it, and that always results in better work. The patrons are making great suggestions; the collaboration is clicking.
And only a limited audience will see it. That's tough, but it's part of the gig. Don't miss out; sign up today and watch the design from the inside. More details are at the Publishing Strategy announcement and Patrons and Pricing posts, or just click the button below.
