Wednesday, February 13, 2013

Freelancer Aspirations: Battlemind Basics

In the April/May 2012 pitch window for DDI, I submitted roughly a half-dozen pitches for articles. Some of them are things I may still get around to writing on my own (Vestige Pact Hexblade and psionic item sets, I'm looking at you). One of the pitches in that batch represented my most ambitious solo piece of gaming writing to date, an article for the (Class) Basics series on battleminds.

Despite some of the ridicule the class got right after its release, I have a thing for battlemind characters because I like characters who are tough. I also liked the challenge of picking the limited number of powers to deal with a plethora of situations. There are people - including a friend of mine around here - who strongly dislike psionic characters in D&D games, feeling that it mixes science fiction into their fantasy. It's an argument that I'm sympathetic to, and would probably even accept about battleminds if it weren't easy to portray one as somebody who doesn't know they're using psionic abilities.

When this article was rejected, they rightly called me out on a number of grammatical errors that I've since caught & cleaned up. The editorial team's other comments were that this article didn't excite them to play a battlemind, nor did it offer enough strategy and tactics to help play one effectively. They also felt like many of the recommendations were too obvious. It did get noted that the Basics articles are among the hardest to write.

I found it interesting that this would have been the first of the Basics articles that had no new mechanical content. I'd specifically inquired about creating a power or two that could be used as a melee basic attack without the expenditure of a power point, and was told not to.

I think that the piece is solid (especially after cleaning up the grammatical errors that never should have crept through to a final submission), and present it here for your downloading and viewing pleasure.

Tuesday, February 5, 2013

The Good, The Bad, and The Ugly of Gaming.

I am occasionally reminded that hobby gamers, like everybody else, can include some of humanity’s best traits and some of humanity’s worst traits. Super Bowl weekend often seems to bring out the latter in droves, perhaps in a misguided effort to give all the sports fans who think it’s acceptable to mock people not interested in sports a proverbial taste of their own medicine. If, at any point in the last couple weeks, you’ve seen a comment somewhere about “sportsball,” you’ve seen one example of this phenomenon.

Unfortunately, “sportsball” posts are a mild example. A couple weeks ago, this came across my radar. (CAUTION: Long thread with some pretty toxic remarks.)  A summary for those who are smart enough to not follow the link: It’s a post where somebody describes a remark heard while in the return line at his local Target. The woman ahead of him was returning several hobby games she’d bought at Christmas for her family, and complaining about them being too difficult. Exhibiting one of the more reprehensible traits of humanity, the readers began to pile in to make fun of the woman, with only a very few wondering whether she might be selling her family short or otherwise trying to do something positive.

Cue the better parts of gamer culture: Rob Donoghue began trying to come up with a list of which 5 games might make up “Boardgaming 101.” His requirements were that the games should be able to be gifts that the recipient could open up the box, not get scared by apparent complexity, and learn to play just be reading through the rules. I was pleased to note that many of the columns I’ve already written here feature on the list generated through the comments on Rob’s post, and I’m probably going to use that list to guide some of my future selections, at least for the ones I’ve played. If you read my columns for reasons other than being related to me, the post I linked is a good one to look at, including its comments, both because of people trying to do something good in the face of others being jerks, and because some comments are from a non-gamer who gives her perspective on some of the particular titles mentioned.

The other person who tried to create a positive response is graphic designer and game designer Daniel Solis. His work actually might be a the usual audience here, because the list he started begins from “mainstream” games that you’ve probably heard of. It could probably stand a clean-up, and the drive seems to have left it, but it’s a good place to start.

I’ll close by giving Mr. Solis credit for something else: he consistently works to make hobby gaming a more inclusive hobby. He’s designed some great games with kids in mind, helped found a project to increase the inclusion of women and people of color in gaming artwork, and frequently offers general advice to people who ask. The same is true of Mr. Donoghue and all of his business partners at Evil Hat productions - although I have never had the pleasure of meeting any of them in person, I’ve followed them online through the better part of a decade, and have to describe them as genuinely Good People. I’ve never seen them say abything bad about anybody, and I hope that I never will.

Monday, February 4, 2013

Freelancer Aspirations: Sentinel Druids of Winter

More gamer-speak ahead (which is mostly what tends to show up there, especially in this series).

When I sat down to write my own drafts of the missing seasons for Sentinel Druids, Winter was easy. I grew up in the Midwest, and have listened to a fair amount of Garrison Keillor talking about how winter builds character as part of his assorted Lake Wobegon monologues. More than that, there's a remark of Nietsche's: "That which does not kill me makes me stronger." I wanted the basic point to be that winter Sentinels were survivors.

Taking that as a starting point, the chosen weapons were easy: what things could you use to get the food & shelter you would need in the middle of a winter? Spears, axes, slings. For an animal companion, I chose a wolverine as something that is commonly associated with winter or cold-weather environments. Since wolverines have a reputation as being bloodthirsty, the wolverine powers became high-damage powers (although not as powerful as the bear's). The benefits to the druid itself took the form of things to help the druid and his companions survive, either by avoiding damage or by shrugging off effects that were already affecting them.

As before, I got some feedback from people who read the drafts which I took into account. The big change that resulted from this feedback was an additional boost to the damage dice in chosen weapons, and in allowing the sling to be used as an implement. I'm not positive I got the latter part right, and it would probably need some playtesting to determine whether it needs further refining.

The new and revised version, formatted nicely to print, is available here.

Wednesday, January 30, 2013

Freelancer aspirations: Sentinel Druids of Autumn

Another re-post of work I've done that appeared elsewhere, although this time it's undergone some revision since then. Some of that revision is mechanical, some of it is word choice, and some is simply story.

The work in question this time around is the Sentinel Druid of Autumn. I suppose a bit of explanation might be in order for non-gamers wandering in here (yes, there are a few of you sometimes). Heroes of the Forgotten Kingdoms, which had the original rules for the Sentinel, presented Sentinels associated with spring and summer, with strong implications that rules for autumn and winter Sentinels had either been edited out from the book or would be forthcoming shortly. The same was true for the Cavalier in that rules for valor and sacrifice virtues were detailed, and two others (compassion and justice) mentioned but not present in the book. Having finished writing the Dark Pact Hexblade, and waiting for a verdict on its fate, I wanted something to keep my brain on design in case I was asked for edits.

I like the leader role in 4E Dungeons & Dragons most of the time, as it stretches the part of my brain that likes military history, tactics, and logistics. The Hexblade has a format where the powers must come in certain action types at certain levels, and the same was true for the Sentinel. The number of mechanical pieces for a Sentinel was also smaller than the number of mechanical pieces for either a Hexblade or a Cavalier, so I decided to start here.

I linked the original publication above. I got some comments from the original readers, but also directed it to the attention of a few civilized members of the Character Optimization forum at Wizards of the Coast, looking for critique and advice. I got some, and took most of it to heart. A summary of the most important changes:

  • The animal companion changed from a fox to a cougar.
  • The cougar's aura became something different entirely.
  • The damage boost for using chosen weapons was increased, and now scales by tier.
  • The animal companion's attack gained at level 17 was completely rewritten.
I've since edited my original manuscript, and formatted it to make the stat blocks look pretty. Download it here.

Monday, January 28, 2013

Freelancer Aspirations: the Dark Pact Hexblade

I've detailed a few pieces I've written for D&D's 4th edition rule set in previous posts, and had originally intended to keep going until I'd worked my way through all of my repertoire. However, a fall semester in which I ended up with a lecture to teach for the first time while at Heartland Community College roughly tripled my grading load, and made it a lot harder to keep up with the project. At least for the moment, I'm back on it.

I'll start by noting here that, if you haven't seen it, it's been teased that the one article for which I've received a paycheck will be in February 2013's DDI issues. Although we pitched the article for Dungeon, the tease showed in Dragon, so I won't swear which one is getting it.

I picked up Heroes of the Forgotten Kingdoms because the warlock has been one of my favorite character classes for 4E D&D, in part because of how wide-open the options are for using the same basic mechanics to drive many, many different stories (through the different pacts and letting a warlock's patron drive parts of your game's story). I ended up waking up really, really early the next morning with parts of the initial pitch just stewing in my brain, and had an original pitch for this sent off to Wizards of the Coast before noon on a Sunday.

It was about a month later that I got a response back, which was along the lines of  "We've just given the hexblade a lot of word count, so we're not doing any new hexblade material for a while." I did write back asking whether it would be received better in a few months, but never got an answer. So, I turned around & pitched it to Kobold Quarterly. (The magazine is no longer in production, although they're still doing daily updates to their website and creating & publishing other print products.) I got a response along the lines of "We'll take this for the web site, but not for the magazine. Are you OK with sending it this way?"  So, I finished writing the whole thing and sending it in.

For length reasons, they split the article into 3 parts. I'll link to the last part, since it contains its own links backward through the series, although I've got a re-formatted compilation of the whole thing here.

I was trying very hard to capture the feel of spiders and lizards in the flavor text of the powers. Working from the "standard" Dark Pact Warlock, poison damage became one hallmark of the build. The decision to use acid as the other came from the caves like Villa de Luz and Lechuguilla, where the water in places is really fairly concentrated sulfuric acid. I know that, from the standpoint of folks into character optimization, this probably isn't up to snuff, but I think that I made the mechanics reflect the story I was trying to have them tell. I'd call this solid, but not innovative, work.

Monday, September 17, 2012

freelancer aspirations: superior implements

This particular entry has a long and winding history, and represents my first attempt at trying to get a gaming-related article published. Back in the fall of 2010, I contacted James Auwaerter about possibly collaborating on a pitch and article to Wizards of the Coast for D&D Insider. That spring, the Player's Handbook 3 had included the first rules for superior implements, and although it was suggested that the keywords used could be used to homebrew varieties not present, there weren't many examples shown. I had several mechanical examples that I thought were good possibilities, but wasn't as comfortable with the story side of what made for a good D&D article.

Jim was reasonably receptive to the idea of working together, and contributed several ideas. The Common/Uncommon/Rare system was just being applied to magic items at the time I originally contacted him, and he suggested that we might also want to come up with several Common magic item enchantments that could be applied to the implements we developed. He also did a lot of work on the story development in the article (below). In fact, it's probably fair to say that Jim did all of the flavor text in the article along with helping polish the mechanics.

Along with a lot of notes about proposed mechanics, the original pitch I sent Jim for some review read as follows:


This crunch-heavy article would expand on the superior implements currently available by both defining two new superior implement keywords and presenting roughly a dozen new superior implements of all types that both take advantage of the new keywords defined and present new combinations of implements and keywords. Our best estimate of the word count is approximately 1500 words.


Jim rewrote the pitch, based on the following general principles:
  1. Don't come in too high. It's easier to come in low and have them ask for more, or (in an article like this) write more than you originally pitched and ask them to pick the best of the selection.
  2. At the time, the magic item rarity rules had just been introduced, and there was a massive gap in what items were considered to be Common. Adding the magic items was a way to help make the article appeal to more possible players.
  3. At the time, the Grifnar's Arms article was only a couple months old, and was one of the best-received short articles in a long time. So, it was an attempt to link the article we were proposing to something else that was recently well-liked. In addition, the word count was boosted to match the length of Grifnar's Arms article, which had lacked any new rules content.
Bazaar of the Bizarre: Tools of the Spellcaster’s Trade
This article would present new superior implements for the discerning spellcaster. It would be in a style similar to the Bazaar of the Bizarre article "Grifnar's Arms" from Dragon 391, introducing Grifnar's elven counterpart, Aldanian. Aldanian would offer several kinds of superior implements as well as some more common magic items.
We intend to define two new superior implement keywords (enduring, to help spellcasters that summon creatures, and expansive, to help spellcasters who favor area effect spells) and present roughly a half-dozen new superior implements for all implement-using classes. We would also provide two or three common magic item enchantments that could be used with multiple types of implements. We estimate this article will be approximately 2000 words. This article is being jointly submitted by Jim Auwaerter and Jeff Dougan.
At the time, Wizards of the Coast didn't guarantee a response to every pitch submitted, and we went our requisite 60 days without hearing anything. We did both think the general idea still had legs, and ended up sending a query (pitch) to Wolfgang Bauer of Kobold Press for possible use in Kobold Quarterly magazine. He liked the general idea enough to let us write up a full manuscript (PDF version here), and sent us some notes about the Midgard campaign setting (used by KQ for a number of their articles). Wolfgang also ended up passing on buying the full article, which we figured out from seeing the tables of contents for the two issues of KQ we might have been considered for & learning that manuscripts didn't remain in the submissions pile from one issue to the next.

Some time in here, the second period in which Wizards of the Coast guaranteed responses to everybody opened up. I got a hold of Jim again and asked him if he felt like it was worth giving it one more go, since this time we'd get some guaranteed feedback. I sent it in along with a few other pitches (it ended up in my second batch of pitches in that window), and waited. For reasons unknown to me, feedback on this particular pitch was missed in the initial pass. However, I ended up following up on its status at the same time as the project that they eventually did pick up, and learned the following reasons for its rejection:
  • At the time we sent this, they had a number of Bazaar of the Bizarre articles (the series under which this would have appeared) in various stages of work, so they didn't want to add more to that series.
  • The mechanics we'd proposed were functional, but the design team didn't want to add more keywords or other new mechanics unless they addressed something vitally needed. There were also some concerns about our new introductions adding an element of "power creep" into the game.
Although I understand the concerns about the number of Bazaar of the Bizarre articles & the potential for power creep, this is one article that I have to admit I'm still disappointed didn't get commissioned for further review.

Thursday, September 13, 2012

Freelancer aspirations: the Cryomancer

Preface: Those who don't have any interest in gaming generally, and role-playing games in particular, will probably want to ignore this post since it talks about my recent experiences in a freelance project submitted to Wizards of the Coast for the Dungeons & Dragons game. I'll do my best to keep jargon out of the article as much as possible if you decide to keep reading, but you've been warned.

This project has only just reached a point where I can openly discuss it, thanks to some bad news received about it yesterday afternoon. Some background:

Wizards of the Coast currently runs two open submission periods every year for those who aspire to write freelance projects for Dungeons & Dragons Insider, the online version of what used to be Dragon and Dungeon magazines. Over the last year (two cycles), I've submitted roughly 20 pitches (two with co-authors attached) and had three projects commissioned to the state of a first draft. I got more-or-less final verdicts on two of those three projects yesterday, one of which will result in a paycheck and one of which was a rejection without request for further revision. I'm not at liberty to discuss the former project until it comes out, but I figure I'll put some lessons here on the other project.

For those who aren't gamers or otherwise into fantasy genre fiction, a cryomancer is a kind of magician whose abilities are all focused on cold. Here's the original pitch:



Class Acts: Wizard: The Cryomancer

Fire mages are flamboyant and hard to avoid noticing; wizards who specialize in cold magic are rarer. Calculating, implacable, and unforgiving, those who command the glacial ices are rare and worthy of attention. Their comparative rarity is attested by the lack of a singular figure associated with cold magic, although many famous archmages have included magical cold within their eponymous spells (including both Bigby’s Freezing Grasp and Otiluke’s Freezing Sphere).

 The pitch I sent included a little bit more, like some details on estimated word count and particular mechanical elements. In the initial response, I was given two directives to consider: first, that elemental specialists needed to have some way to deal with creatures that were resistant or immune to their element of choice. For example here, a cryomancer needs a way to cope with meeting a frost giant or a white dragon. the other directive I got was to focus more on the story side of the article than the mechanics. This PDF represents the draft I submitted, minus some internal notes to the produced & development teams on certain elements of story, credits, and the art order.

One challenge for me was that the lore of D&D doesn't really have any famous wizards who are known primarily for their use of cold magic. There are a number of D&D wizards who have used cold in some of their famous spells (Bigby's Icy Grasp made it into the 4th Edition Player's Handbook; Otiluke's Freezing Sphere was present in all of the first 3 editions of the game), but I didn't have a single wizard around whom I could build the story. I ended up dividing it up among three wizards, two of whom have lore that goes way back in the game and one of whom was my first 4th Edition character.

The discussion of "naturalist" vs. "elementalist" varieties of cryomancy came about rather late in the writing process as I wrestled with balancing not creating large quantities of new story elements out of  whole cloth
with the directive to focus more on the story elements of the article. I was also trying very hard not to make the whole thing "pyromancers are like X, cryomancers are like Y," although a little bit of that still slips through.

I heard back yesterday with the article's rejection, and I'm actually not surprised. The mechanics were OK, but not inspiring, and I did got a bit too far with the story elements. It's been said by Wizards of the Coast staff in previous public places that, if a draft has promise but just isn't quite there, they'll work with you to make the work the best it can be. (From the project that will result in a paycheck, I can say that's true. I can't elaborate more right now, but will probably try to write something like this about that project when it becomes public.) Overall, this article just didn't have anything they could point to as being fixable.

I'm still very new at the RPG-freelancer thing, but I agree that the article definitely didn't deserve to get bought as-is. I think I was hoping that there would be a little more guidance on ways to help the story become more cohesive, perhaps because I think the idea of a winter wizard still has lots of potential. I just wasn't the person to get it there -- at least, not with my current degree of skill. Maybe I'll come back and revisit this idea someday, after I've got some more design experience. If I do, I'll be sure to let people know.