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6th July 2006, 06:54 PM
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#1 (permalink)
| | Father of the Game
Join Date: Jan 2002 Location: Lake Geneva, WI
Posts: 4,756
| Gary Gygax Q&A: Part XI Thus begins the eleventh of this series
Cheers,
Gary |
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6th July 2006, 08:36 PM
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#2 (permalink)
| | Registered User
Join Date: Dec 2002 Location: Midwest, USA, Earth, Sol system, Milky Way galaxy, Local Group, The Mind of God.
Posts: 2,755
| And the soon-to-be-archived Part X is here.
So, is Yggsburgh the "Be a Collaborator" deal from Lejends? |
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6th July 2006, 08:37 PM
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#3 (permalink)
| | Registered User
Join Date: Jan 2002 Location: Wichita, KS, USA
Posts: 2,950
| Hello Gary
I was reading through some of our old letters from the NIPI days. In there, as well as in the NIPI "Realms of Adventure" newsletter, you mentioned various projects that never came to pass, due to NIPI's funding vanishing.
Which of your unfinished projects (from NIPI or elsewhere, for that matter) would most like to complete?
Also, unrelatedly, how was the Lake Geneva Convention?
Thanks, as always, for spending time to share your thoughts and wisdom with us  |
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6th July 2006, 09:49 PM
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#4 (permalink)
| | Registered User
Join Date: Mar 2002 Location: Far from the nearest settlement, away from traveled routes, and high upon a craggy hill. . .
Posts: 3,395
| Mr. Gygax, I have some questions for you regarding early adventure design. Was there a such concept as “adventure design theory”, or an "adventure design philosphy" at TSR?
When you created such as the Moathouse of The Village of Hommlet and the Caves of Chaos of The Keep on the Borderland, did you use a pattern or formula in any way for determining the challenge levels or treasure rewards? Or did you place monsters and treasure by “feel”? Were there guidelines for module authors for AD&D, or did everyone create by “feel”?
For instance, did you intentionally place enough treasure in those two adventures to let PCs advance up to level 3 (1 gp = 1 xp), or did you place treasure as you thought just fit the scenario? Was the end result (level advancement-wise) as you wanted and designed, or did you not worry about how it worked out (level advancement-wise)?
Also, I know the Tomb of Horrors and the Against the Giants series were originally tournament modules – did you (or anyone) alter them from their tournament style for general publication? I mean, alter the adventure itself (not just artwork or format). Or is its general publication exactly how it appeared in tournament use? (I know the Slavers series was altered and added to for general publication.)
Thank you.
Quasqueton
Last edited by Quasqueton; 7th July 2006 at 01:42 AM..
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6th July 2006, 10:12 PM
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#5 (permalink)
| | Father of the Game
Join Date: Jan 2002 Location: Lake Geneva, WI
Posts: 4,756
| Quote: |
Originally Posted by Steverooo And the soon-to-be-archived Part X is here.
So, is Yggsburgh the "Be a Collaborator" deal from Lejends? | No sir
The Town of Yggsbuurgh is part of small-sized campaign setting of an area of some 1,500 square miles. I did it in a year's time, and it is for the C&C RPG. The collaborator portion was in regards to 19 sectors comprising the walled town of 40K plus inhabitants and the five suburban areas with another 5K or so population. With some 16 different designers lending their talents to the base work and copious motes I supplied, eachof the districts/quarters of Yggsburgh will have its own unique feel and personality--even though a couple of the designers have doubled up, and one is doing four of these modules.
About eight of the 25 are finished, and the lot should be completed and turned over by the end of the year. Jon Creffield, the content editor, has turned in three, and wkith the single one I edited, the Trolls now have four. I believe they will release these modules in batches of four, initally as PDFsbeginning sometime this year.
Cheers,
Gary
Last edited by Col_Pladoh; 6th July 2006 at 10:16 PM..
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6th July 2006, 10:25 PM
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#6 (permalink)
| | Father of the Game
Join Date: Jan 2002 Location: Lake Geneva, WI
Posts: 4,756
| Quote: |
Originally Posted by grodog Hello Gary
I was reading through some of our old letters from the NIPI days. In there, as well as in the NIPI "Realms of Adventure" newsletter, you mentioned various projects that never came to pass, due to NIPI's funding vanishing.
Which of your unfinished projects (from NIPI or elsewhere, for that matter) would most like to complete?
Also, unrelatedly, how was the Lake Geneva Convention?
Thanks, as always, for spending time to share your thoughts and wisdom with us  | Howdy!
Actually, I had just begun to develop the Dangerous Journeys RPG system when New Infinities went under. so that I managed to finish in part. Nothing else from then is still hanging about in the old files
As for unpublished/unfinished stuff I've done since then, there is a fair amount. The Trolls are going to do my King of England - King of France strategy boardgame sometime in a year or so I hope. I have another pair of boardgames that I would like to see published, although the large family "monster hunter" game has a lot of cards and a big board, so... the other is a social class game that is pretty amusing, often funny when played to the hilt. In addition I have several games designed for the PC--mostly historical or semi-historical strategy and/or tactical builders involving some combat and economics. One from 1996 is a MMP contemporary horror stpe that is still about at the cutting edge of available technology. It seems that I demanded way too much back then. That's about all the detail I want to go into here
As for my participation here, welcome! i enjoy the fellowship.
Cheers,
Gary
Last edited by Col_Pladoh; 6th July 2006 at 10:29 PM..
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7th July 2006, 05:51 PM
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#7 (permalink)
| | Registered User
Join Date: Jan 2002
Posts: 542
| Gary, are there any plans to publish Lejendary AsteRogues Fantastical Science RPG?
Also, how closely tied are the rules to the setting? How easily could I use the AsteRogues rules in a different setting (say, a large-scale setting encompassing a different galaxy)? |
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7th July 2006, 06:32 PM
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#8 (permalink)
| | Father of the Game
Join Date: Jan 2002 Location: Lake Geneva, WI
Posts: 4,756
| Quote: |
Originally Posted by Geoffrey Gary, are there any plans to publish Lejendary AsteRogues Fantastical Science RPG?
Also, how closely tied are the rules to the setting? How easily could I use the AsteRogues rules in a different setting (say, a large-scale setting encompassing a different galaxy)? | Greetings Geoffrey,
Jon Creffield is working on the development of the initial campaign module for the LAR game I wrote, a large space station, but that is now on a back burner because of the work on the Yggsburgh Town and Suburbs Detail Modules. However, I have been polishing the LM's volumes a bit, and Jerry Leonard, the chap that is doing the flags for the project has supplied several useful tables we have included in the mss. Only the Trolls can give an estimate of when the genre expansion for the LA RPG system will be published.
Note that the Lejendary AsteRogues RPG is Fantastical Science, not Science Fiction of hard or even soft sort. It is aimed at play within the solar system and then slow expansion to nearby stars' systems. As it is, the setting is so filled with material that I believe that an active LM and large group could spend 20 years of intense play and by no means exhause the possibilities existing in the basic material.
That said, Jerry Leonard is also working on the development of a SF genre expansion for the LA game system, that a general rules set that will be applicable to many settings, including a couple that I have created. This is likely the sort of game you are seeking rather that a combination of the age of sail with super science.
Cheers,
Gary |
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7th July 2006, 06:48 PM
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#9 (permalink)
| | Registered User
Join Date: Jan 2002
Posts: 542
| Thanks for the information, Gary.  I'm right with you on the "fantastical science" rather than science fiction angle. I'd like to run a massive milieu of entire galaxies chock full of both high magic and high technology, without there necessarily being a clear distinction between the two. I envision galactic dwarven empires, galactic wylf empires, etc., all complete with all the magic and monsters from the LA rules plus starships, robots, etc. Plus, of course, "magical technology" that could never exist in reality. I think the LA rules would be the perfect fit for this type of huge, science-fantasy, intergalactic setting.
Of course, I'm also excited about Castle Yggsburgh. Too bad you don't have 100 hours in the day. 
Last edited by Geoffrey; 7th July 2006 at 06:52 PM..
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7th July 2006, 07:07 PM
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#10 (permalink)
| | Registered User
Join Date: Jan 2002 Location: Kings Langley, Hertfordshire, UK
Posts: 412
| Hi Gary!
I have this vague memory from the mid-1980s when there was word of a new supplement, a 2nd Unearthed Arcana?, for AD&D which would include new classes like the Mountbank (and others which I'm afraid my aging brain can't remember). Presumably this changed and the second edition was developed instead (which to be honest is when I lost interest in RPGs - I've only returned relatively recently).
Any way, I wondered if (a) this was true and (b) if it was how far did you get in the development of the new classes as I'd love to see some new (?) material from you for AD&D.
Sorry for being so vague but we are expecting our 2nd baby any day now and we aren't getting much sleep  !
Also, apologies if this has been asked before!!!
__________________ We must not remind them that giants walk the earth.
Last edited by Erekose; 7th July 2006 at 08:18 PM..
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7th July 2006, 07:20 PM
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#11 (permalink)
| | What's new
Join Date: Jan 2002 Location: Rapid City, SD
Posts: 633
| Quote: |
Originally Posted by Col_Pladoh The Trolls are going to do my King of England - King of France strategy boardgame sometime in a year or so I hope. | That sounds interesting. Hundred Years War period? Anything you can tell us beyond the name? |
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7th July 2006, 08:28 PM
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#12 (permalink)
| | Father of the Game
Join Date: Jan 2002 Location: Lake Geneva, WI
Posts: 4,756
| Quote: |
Originally Posted by Geoffrey Thanks for the information, Gary.  I'm right with you on the "fantastical science" rather than science fiction angle. I'd like to run a massive milieu of entire galaxies chock full of both high magic and high technology, without there necessarily being a clear distinction between the two. I envision galactic dwarven empires, galactic wylf empires, etc., all complete with all the magic and monsters from the LA rules plus starships, robots, etc. Plus, of course, "magical technology" that could never exist in reality. I think the LA rules would be the perfect fit for this type of huge, science-fantasy, intergalactic setting.
Of course, I'm also excited about Castle Yggsburgh. Too bad you don't have 100 hours in the day.  | Yuppers, I do understand  First the Fantastical Science, then the relatively hard SF, and then, using the two genres as bases, a good Science Fantasy can built.
The LAR game does have Psychogenic Ability, wierd space creatures, and talking organic computers as well as super engines that warm astral body cores, alter gravity ans axial tilt, screen oubects and undesired radiation out, screen in desirable radiation and also give forth electroluminesent light, and there are terraforming engines, element converters and compounders as well. All set in a solar system teeming with great powers, lesser ones, malign groups, pirates and slavers inhabiting planets, moons, and the many asteroids on the inner belt and the Trans-Saturnian one as well. Of course there are two more planets, the one furthest out at the verge of the Kupper Belt inhabited by strange menacing aliens with intersteller drive in their ships
Cheers,
Gary |
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7th July 2006, 08:31 PM
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#13 (permalink)
| | Registered User
Join Date: Mar 2002 Location: Far from the nearest settlement, away from traveled routes, and high upon a craggy hill. . .
Posts: 3,395
| Did you miss my questions above, Col_Pladoh, in post #4? Gary Gygax Q&A: Part XI
Quasqueton |
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7th July 2006, 08:34 PM
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#14 (permalink)
| | Father of the Game
Join Date: Jan 2002 Location: Lake Geneva, WI
Posts: 4,756
| Quote: |
Originally Posted by Erekose Hi Gary!
I have this vague memory from the mid-1980s when there was word of a new supplement, a 2nd Unearthed Arcana?, for AD&D which would include new classes like the Mountbank (and others which I'm afraid my aging brain can't remember). Presumably this changed and the second edition was developed instead (which to be honest is when I lost interest in RPGs - I've only returned relatively recently).
Any way, I wondered if (a) this was true and (b) if it was how far did you get in the development of the new classes as I'd love to see some new (?) material from you for AD&D.
Sorry for being so vague but we are expecting our 2nd baby any day now and we aren't getting much sleep  !
Also, apologies if this has been asked before!!! | Howdy Erekose,
No problem, and I'll answer as best as I can
I was indeed planning a revised edition of the AD&D game with several new classes included. that never came to fruition, of course, as I parted ways with TSR at the end of 1985. As my settlement agreement forbad me to so anything pertaining to D&D or AD&D, I scrapped whatever notes I had for the revsion. Under the circumstances I have no further comment on what I planned.
The 2nd Edition of AD&D was done after I left the company, and I had nothing to do with it.
Children are marvelous, even if they do disrupt most everything and demand a lot of time. Enjoy the blessing
Cheers,
Gary |
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7th July 2006, 08:46 PM
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#15 (permalink)
| | Father of the Game
Join Date: Jan 2002 Location: Lake Geneva, WI
Posts: 4,756
| Quote: |
Originally Posted by Beckett That sounds interesting. Hundred Years War period? Anything you can tell us beyond the name? | Thanks!
Indeed, I am not keeping this a secret. I was playing a test version of the KoE-KoF game at various cons about 10 years or so back
The game is for 2 to 5 players, best with 5. It covers the time of the 100 Years War, but it is not a military game, but rather an historically based strategy card game played on a mapboard. Each player in the game has something to do each time one of the five participants acts during a turn. There are up to 15 turns in a game, although there can be a winner sooner. The two major powers are the Angevin Empire (going firstand with the most cards in hand) and France (playing last in a turn and with the second largest playing hand). The other players represent Flanders, Savoy, and Toulouse. As Toulouse is out of play near the end of the game because of the Cathar Crusade against it, its otherwise favorable board position is balanced.
Essentially all the players act, in turn, to further their aims and thwart those of their adversaries, even as they must trade cards with them to be able to act efficiently.
Any of the five countris can win. If none manages a victory by the end of play, France wins automatically.
Cheers,
Gary |
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7th July 2006, 08:58 PM
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#16 (permalink)
| | Father of the Game
Join Date: Jan 2002 Location: Lake Geneva, WI
Posts: 4,756
| Quote: |
Originally Posted by Quasqueton | Ciao Quasqueton,
Yes, I did miss your post. Perhaps that occured because of a subconscious blind spot. The fact is I don't talk shop details online...or even in seminars at conventions. That is reserved for those designers I am working with creatively. The main reason for that is that I tend to create spontaneously, go back and alter, add, and polish, if I like the work, after it is done in rough draft
That said, I can respond in regards to design theory at TSR. When I was there no such formula was advicated. It was expected that the author of an adventure would create best when creating freely.
The ToH and G-D series were originally created strictly for the players in my campaigm, including co-DM rob Kuntz.
Cheers,
Gary |
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7th July 2006, 09:27 PM
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#17 (permalink)
| | Registered User
Join Date: Mar 2002 Location: Far from the nearest settlement, away from traveled routes, and high upon a craggy hill. . .
Posts: 3,395
| Quote: |
The fact is I don't talk shop details online...or even in seminars at conventions.
| I can understand this, but I wasn’t looking for details. I was asking just if there was a general philosophy/theory/guidelines for adventure design in the “early days”. And you’ve answered that question – you (and everyone) generally designed “freestyle”. Quote: |
The ToH and G-D series were originally created strictly for the players in my campaigm, including co-DM rob Kuntz.
| Were the tournament adventures and the published versions of the adventures the same as your campaign versions?
Thanks.
Quasqueton
Last edited by Quasqueton; 7th July 2006 at 09:31 PM..
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7th July 2006, 09:40 PM
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#18 (permalink)
| | The Ruby Lord
Join Date: Jan 2003 Location: Elfrida, Arizona
Posts: 6,525
| There is a lot to be said for freestyle. Freestyle allows you to say, "Ooh!! Thats a cool idea! Lets make it happen!" Where a formulated approach all to often has this happen: "Oooh!! Thats a cool idea! But it can't happen because rules x,y, and z of game/adventure design says it can't. Darn! That would have been a cool idea!"
I much prefer the "Lets make it happen!"
__________________ It is the spirit of the game, not the letter of the rules, which is important. NEVER hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, IF it goes against the obvious intent of the game. As you hew the line with respect to conformity to major systems and uniformity of play in general, also be certain the game is mastered by you and not by your players. Within the broad parameters give in the Advanced Dungeons and Dragons Volumes, YOU are creator and final arbiter. By ordering things as they should be, the game as a WHOLE first, your CAMPAIGN next, and your participants thereafter, you will be playing Advanced Dungeons and Dragons as it was meant to be. May you find as much pleasure in so doing as the rest of us do.
-1E DMG, page 230 |
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7th July 2006, 09:52 PM
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#19 (permalink)
| | Father of the Game
Join Date: Jan 2002 Location: Lake Geneva, WI
Posts: 4,756
| Quote: |
Originally Posted by Quasqueton ...
Were the tournament adventures and the published versions of the adventures the same as your campaign versions?
Thanks.
Quasqueton | Ciao,
There was little change from the campaign version of the modules in the publioshed versions--added pregen characters is about all as I recall.
Cheers,
Gary |
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7th July 2006, 09:54 PM
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#20 (permalink)
| | Father of the Game
Join Date: Jan 2002 Location: Lake Geneva, WI
Posts: 4,756
| Quote: |
Originally Posted by Treebore There is a lot to be said for freestyle. Freestyle allows you to say, "Ooh!! Thats a cool idea! Lets make it happen!" Where a formulated approach all to often has this happen: "Oooh!! Thats a cool idea! But it can't happen because rules x,y, and z of game/adventure design says it can't. Darn! That would have been a cool idea!"
I much prefer the "Lets make it happen!" | Treebore, I quite agree.
Formula writing is mediocre. Spontaneous creativity can be dreadful or masterful  |
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