Wherein I will discuss all aspects of my small (read: tiny) pdf publishing company, The Fantasy Cartographic.
Long Time No Blog
Posted 9th March 2009 at 01:50 PM by The Cartographist
So, wow, it's been a little over three-and-a-half-months since the last entry. Time flies and all that... Especially when you're working on a product for release--and even moreso when it is the most difficult type of product to release (for 4E).
What is the most difficult you ask? While this is only my subjective opinion, I believe that it is the... Let's think about it: Already there are several products out that detail new races. There are several products out that detail new paragon paths. Same with magic items. Same with adventures. There are fewer that describe new monsters for 4E, but they're out there with more on the way. What does that leave? New character classes.
In that category are The Advanced Players Guide by Ari Marmell, Fang, Fist, and Song by Goodman Games, Secrets of Necromancy by Zodiac Gods Publishing, and, only in the very recent past, The Witchdoctor by One Bad Egg. (There might be one or two others out there, but those are the only ones of which I am aware. If you know of others, please comment here.) Why this is so should be obvious to anyone who knows the 4E system: character classes demand a lot from a game designer--especially if one wants to be taken seriously by the gaming community.
So, what does it demand? IMHO, the following:
- Something new. The character class is the fundamental method by which a player interacts with the world. Players like to do things that they haven't done before, or things differently than they've done before. One of the great successes of 3E was the vast array of options it gave to the players--both "official" material from WotC, and 3rd party stuff from Malhavoc and others. But a class has to be "new"--otherwise why deviate from the core? "New" can mean different things to different people, but "new" is key.
- Good fluff. A key aspect of new-ness is the flavor describing the class. Even for the core classes, flavor sets the tone for the player. Glancing through the PHB, a player will read the flavor before slogging through endless descriptions of powers. If the flavor doesn't speak to him, doesn't inspire him or excite him, he's probably not going to decide to play that class. Flavor (fluff) speaks to our heart when crunch (mechanics) speaks to our intellects.
- Interesting class features. Other than the powers (which I'll get to below), what makes the class different than the others? Would a fighter be a fighter without his ability to mark opponents? Would a paladin or cleric be a paladin or cleric without their channel divinity abilities? Obviously, not. Class features fundamentally determine the nature of a class--they are the core of each class. Given the amount of customization possible when choosing powers, the class features provide the constant across all members of that class.
- Powers. Whole blog posts could be written (and in some cases have been written) about powers in 4E. I'll try to keep it short. At the least (and in no particular order), powers must be useful, varied, interesting, balanced, match the fluff of the class, and support its ability to do what it is supposed to do. Balanced--both across the class and across the classes. Balance is hard--incredibly hard.
I believe that powers are what makes class creation the most difficult task for would-be 4E game designers. Without a doubt.
I will go into powers in the next post. Until then...
What is the most difficult you ask? While this is only my subjective opinion, I believe that it is the... Let's think about it: Already there are several products out that detail new races. There are several products out that detail new paragon paths. Same with magic items. Same with adventures. There are fewer that describe new monsters for 4E, but they're out there with more on the way. What does that leave? New character classes.
In that category are The Advanced Players Guide by Ari Marmell, Fang, Fist, and Song by Goodman Games, Secrets of Necromancy by Zodiac Gods Publishing, and, only in the very recent past, The Witchdoctor by One Bad Egg. (There might be one or two others out there, but those are the only ones of which I am aware. If you know of others, please comment here.) Why this is so should be obvious to anyone who knows the 4E system: character classes demand a lot from a game designer--especially if one wants to be taken seriously by the gaming community.
So, what does it demand? IMHO, the following:
- Something new. The character class is the fundamental method by which a player interacts with the world. Players like to do things that they haven't done before, or things differently than they've done before. One of the great successes of 3E was the vast array of options it gave to the players--both "official" material from WotC, and 3rd party stuff from Malhavoc and others. But a class has to be "new"--otherwise why deviate from the core? "New" can mean different things to different people, but "new" is key.
- Good fluff. A key aspect of new-ness is the flavor describing the class. Even for the core classes, flavor sets the tone for the player. Glancing through the PHB, a player will read the flavor before slogging through endless descriptions of powers. If the flavor doesn't speak to him, doesn't inspire him or excite him, he's probably not going to decide to play that class. Flavor (fluff) speaks to our heart when crunch (mechanics) speaks to our intellects.
- Interesting class features. Other than the powers (which I'll get to below), what makes the class different than the others? Would a fighter be a fighter without his ability to mark opponents? Would a paladin or cleric be a paladin or cleric without their channel divinity abilities? Obviously, not. Class features fundamentally determine the nature of a class--they are the core of each class. Given the amount of customization possible when choosing powers, the class features provide the constant across all members of that class.
- Powers. Whole blog posts could be written (and in some cases have been written) about powers in 4E. I'll try to keep it short. At the least (and in no particular order), powers must be useful, varied, interesting, balanced, match the fluff of the class, and support its ability to do what it is supposed to do. Balanced--both across the class and across the classes. Balance is hard--incredibly hard.
I believe that powers are what makes class creation the most difficult task for would-be 4E game designers. Without a doubt.
I will go into powers in the next post. Until then...
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