As the cold and stormy start of 2008 settled on the Paizo offices, there was a palpable sense of tension. We were well past the point where we normally assigned freelance writing for our Gen Con releases. Wizards of the Coast was set to release Dungeons & Dragons 4th Edition at that show, and we were already planning out Second Darkness, the Pathfinder Adventure Path launching at the same time. If we were going to switch it to 4E, we needed to do it soon. But we knew little more about 4E in January than we did at the previous year's Gen Con. Early in the month, Wizards held a conference call with a host of third-party publishers telling us that they were working on a new third-party license and that we would probably have early access to the rules soon, but the lack of a firm commitment or any kind of schedule from Wizards was stretching our patience—and our deadlines.
We were going to have to start writing Second Darkness for 3.5. If Wizards came through quickly, we thought, there was a slim chance that we might still be able to rework it for 4th Edition... but the more we thought about the logistics of learning a new game system, bringing our freelancers up to speed on that system, and then having to develop adventures for a system we'd never even played, it soon became obvious that even if Wizards started to open up the lines of communication immediately, doing Second Darkness as a 4E product was a fool's errand. So as we turned to February, we made the difficult decision to commit to 3.5 for Second Darkness. Our flagship product line would be incompatible with the then-current edition of D&D for at least 6 months.
But that didn't yet mean that 4th Edition was out of the running for the Adventure Path after that one. The continued lack of information of any sort was driving us nuts, and having just had our whole company turned upside down due to Wizards' decision to end the magazine licenses, we were beginning to think that forging our own path forward might be a valid choice. With no license from Wizards in hand, it was unclear whether there actually was any other choice. Nevertheless, we dutifully sent Jason Bulmahn to Wizards' D&D Experience in Fort Wayne, Indiana that February. Jason's mission was to learn as much as he could about 4th Edition, play it as much as he could, and report back with his findings. From that, we would ultimately make a decision that could make or break us. The tension was agonizing. I could barely sleep at night as my mind wrestled with the options. If we made the wrong decision, it could very well mean the end of Paizo.
When Jason returned from D&D Experience, he laid out all the information that he had gleaned. From the moment that 4th Edition had been announced, we had trepidations about many of the changes we were hearing about. Jason's report confirmed our fears—4th Edition didn't look like the system we wanted to make products for. Whether a license for 4E was forthcoming or not, we were going to create our own game system based on the 3.5 SRD: The Pathfinder Roleplaying Game. And we were already WAY behind schedule.
Thankfully, Jason had started to experiment with an alternative 3.5 rules system in Fall 2007. It was initially a lark that Jason was hoping he might be able to sell as a PDF somewhere down the road to the inevitable fans of the 3.5 ruleset that weren't going to 4E. He had dubbed the project Mon Mothma. Early in 2008, Jason had presented this document to us, a revision that added a variety of new options to a ruleset we already had experience and comfort with. Knowing the future was uncertain, we encouraged him to start turning his ideas into a complete, coherent rules set.