Crooked Bee
(no longer) a wide-wandering bee
Tags: Dungeons & Dragons; Monte Cook; PnP Interview
In this installment of the RPG Codex Pen&Paper Interview series, we offer you an interview with Monte Cook himself. The questions are all Alex's. We are grateful to Monte Cook for taking time out of his schedule to answer them.
Have a snippet:
Read the full article: RPG Codex Interview: Monte Cook on Dungeons & Dragons and RPG design
In this installment of the RPG Codex Pen&Paper Interview series, we offer you an interview with Monte Cook himself. The questions are all Alex's. We are grateful to Monte Cook for taking time out of his schedule to answer them.
Have a snippet:
RPG Codex: You did a lot of work on the Planescape setting. Modules like Dead Gods, The Great Modron March and even the Faction War bear your name in the credits. So do a few of the setting oriented books, like The Inner Planes and Planes of Conflict. How was it working on the setting? What were the parts of the Planescape you most enjoyed? Which ones did you wish you could change? What are your thoughts about the way the Faction War destroyed a lot of what you built before?
MC: Planescape was wildly imaginative -- I loved the creative freedom it offered. It encouraged thinking so far out of the box that every day was a new challenge. I loved working on that team -- it was both rewarding and a hell of a lot of fun.
Faction War was never meant to be the end of PS. There was supposed to be a follow-up adventure/sourcebook that rebuilt things. But the line was cancelled before it could come out. A real shame. In later years, however, I was able to produce a sort of Planescape reunion product for Malhavoc Press called Beyond Countless Doorways. I brought together Zeb Cook, Michele Carter, Colin McComb, Ray Vallese, and Wolfgang Baur, some of the core minds that PS came from, and we put together a d20 sourcebook about planar travel that I'm really proud of.
RPG Codex: After Rolemaster, you worked on the second edition of AD&D, on various sourcebooks and modules. Could you tell us a little about how different the design culture between the two games were? Specifically, it seems to me AD&D at that time tried focusing on settings, the overall impression being that it was trying to outdo White Wolf in their own game. Do you agree with that impression, and if so, did this clash with the old philosophy they had, of making games that were more sandbox oriented?
MC: I don't think anyone at TSR was thinking about WW when designing a strategy. TSR was extremely isolated in its thinking. It was top dog and didn't feel much need to pay attention to the rest of the industry. This didn't change until the release of Magic: The Gathering, and that wasn't an rpg issue at all.
TSR and ICE were very, very different. ICE was small and the president was as likely as not to have lunch with the lowest employee. TSR was structured and the creatives steered well clear of the executives. Both places, however, were very fun, very enjoyable environments with good people. ICE ran into financial troubles, which darkened things, but in the end so did TSR, so in those ways they were similar too.
You're right though, TSR was focused on setting and adventures at the time, and ICE (at least as far as RM goes) on rules. It's a very different kind of design, but I enjoy both.
RPG Codex: Since leaving Wizards, you have gone back to your own endeavor, the Monte Cook Games site. From your blog, it seems like you are working on a new system already. Could you tell us a bit about what you have in mind and how it differs from your previous work?
MC: It's a game called Numenera, and I have been, and will continue to write extensively about it. It's a post-apocalyptic science fantasy set in the far distant future. The game focuses mainly on the story and the action, and less on the rules. It's a game that empowers both GM and players over the rules as written in many ways. In many ways, this is a return to my roots, both in its approach to gaming (very similar to the way I ran games back in early D&D) and in its relationship to things like Planescape, where the cool setting and amazing ideas took precedence over things like tactical combat and super-detailed rules. I hope people will take a look at both montecookgames.com and numenera.com for more on the new game as it takes shape.
MC: Planescape was wildly imaginative -- I loved the creative freedom it offered. It encouraged thinking so far out of the box that every day was a new challenge. I loved working on that team -- it was both rewarding and a hell of a lot of fun.
Faction War was never meant to be the end of PS. There was supposed to be a follow-up adventure/sourcebook that rebuilt things. But the line was cancelled before it could come out. A real shame. In later years, however, I was able to produce a sort of Planescape reunion product for Malhavoc Press called Beyond Countless Doorways. I brought together Zeb Cook, Michele Carter, Colin McComb, Ray Vallese, and Wolfgang Baur, some of the core minds that PS came from, and we put together a d20 sourcebook about planar travel that I'm really proud of.
RPG Codex: After Rolemaster, you worked on the second edition of AD&D, on various sourcebooks and modules. Could you tell us a little about how different the design culture between the two games were? Specifically, it seems to me AD&D at that time tried focusing on settings, the overall impression being that it was trying to outdo White Wolf in their own game. Do you agree with that impression, and if so, did this clash with the old philosophy they had, of making games that were more sandbox oriented?
MC: I don't think anyone at TSR was thinking about WW when designing a strategy. TSR was extremely isolated in its thinking. It was top dog and didn't feel much need to pay attention to the rest of the industry. This didn't change until the release of Magic: The Gathering, and that wasn't an rpg issue at all.
TSR and ICE were very, very different. ICE was small and the president was as likely as not to have lunch with the lowest employee. TSR was structured and the creatives steered well clear of the executives. Both places, however, were very fun, very enjoyable environments with good people. ICE ran into financial troubles, which darkened things, but in the end so did TSR, so in those ways they were similar too.
You're right though, TSR was focused on setting and adventures at the time, and ICE (at least as far as RM goes) on rules. It's a very different kind of design, but I enjoy both.
RPG Codex: Since leaving Wizards, you have gone back to your own endeavor, the Monte Cook Games site. From your blog, it seems like you are working on a new system already. Could you tell us a bit about what you have in mind and how it differs from your previous work?
MC: It's a game called Numenera, and I have been, and will continue to write extensively about it. It's a post-apocalyptic science fantasy set in the far distant future. The game focuses mainly on the story and the action, and less on the rules. It's a game that empowers both GM and players over the rules as written in many ways. In many ways, this is a return to my roots, both in its approach to gaming (very similar to the way I ran games back in early D&D) and in its relationship to things like Planescape, where the cool setting and amazing ideas took precedence over things like tactical combat and super-detailed rules. I hope people will take a look at both montecookgames.com and numenera.com for more on the new game as it takes shape.
Read the full article: RPG Codex Interview: Monte Cook on Dungeons & Dragons and RPG design