Posted by : David Guyll February 23, 2009
Absolutely. Having the chance to write for Goodman Games is a lifelong dream come true and with the new edition, the door has been cast open wide. There's a world to explore and we've only just brushed the surface.
The products we've released, and the products we have coming up in the next 7 months are really exciting, to both write and play. Ultimately, we (the Goodman Games writers) are gamers --- the products we release are the same adventures, settings and supplements we are hungry for in our own games.
I was doing research for my Age of Cthulhu adventure at the same time I was writing Mists so there is a fair bit of thematic overlap. The culmination of Mists isn't true to the Cthulhu-mythos, but the overlap will be obvious to anyone with a passing familiarity with Lovecraft and his peers.
The Master Dungeon line is all about high adventure, exotic locations, and epic deed done by great heroes (regardless of level). If the DCCs draw their inspiration from heroes like Gray Mouser and Fafhrd, the Master Dungeons look to Elric and Beowulf. Master Dungeons take place on a grander stage than the DCCs, with a broader, more sweeping scope. When you've finish a MD adventure, the world should be a changed place.
Absolutely. I've long believed that the key to writing a good adventure, true to the heart of D&D, is to go back to the source texts --- Howard, Moorcock, Tolkien, Leiber: the greats that laid the foundation for the worlds of fantasy we enjoy today. The first two MDs reflect my admiration and love Howard and Moorcock, respectively.
The chance to write Shadows of Mirahan was a dream come true, and like most of our good ideas, it came from Joseph Goodman. He and I are both big fans of Image's Frazetta line, and adapting the comics to D&D was a natural fit. I had a lot of fun living into the world created by Jay Fotos, Nat Jones and Joshua Ortega --- they did a phenomenal job bringing Frazetta's visions to life. But we also worked hard to capture the raw, visceral violence of Frazetta's Deather Dealer paintings, which meant coming up with some new rules that make 4E combat quick and brutal. Living up to Frank Frazetta's artwork is an impossibly high standard, but we did our best and I think we did it justice.
I've had a love of pulp fantasy that stretches back to my childhood. Right now, at my writing desk, Tolkien, Moorcock, and Lieber are within reach, along with an old Gord of Greyhawk novel and some Mike Mignola Hellboy collections. In many ways, the advent of 4E blew the doors open wide --- suddenly adventures and settings like Death Dealer and Punjar seem that much more vibrant, dangerous and real. For better or worse, we had all acquired a passing mastery of 3.5 --- there was very little that could instill true fear into a player any longer. But 4E wiped that slate clean, and suddenly we're in unknown territory again. Suddenly we're adventuring again. We don't know what's around that next mountain pass, or in the heart of that fetid swamp ... but with a good sword arm and a chain hauberk, we're willing to find out.
Home game, yes. Home campaign, no. I abuse my poor players by forcing them to playtest all our upcoming adventures. It's a good night when we have fewer than 2 TPKs. I've promised them the chance to play something that lasts more than 4 sessions, set in the slums of Punjar and they leaped at the chance. Of course, little did they know this is just another chance to playtest an upcoming product ...