4.0, being the marketing scam that it is, won't replace 3.5 for me. I've spent too long and too much money on 3.5 to start over again. The Star Wars RPG complex is still a bitter memory to me, and this only sours my interest in WotC products. Nevertheless I feel if this contains all the tiny minor rules scattered across the hundreds of sources from vague references in background books like the Drow book, to articles from Dungeon and Dragon (RiP) I'll be happy. As the description reads, it will be give me a lot less to carry and GM's more access to the crazy rules their players keep tauting as law.
I too am very saddened. Not the feeling of having been screwed by someone, rather the sad knowledge that a dear friend is going away forever. My predictions for WotC's online edition would fall somewhere in line with Mongoose's Signs and Portents magazine which, similiar to the D n D mags, used to be in print. It is now a monthly downloadable that is supposedly very successful. Personally, I much prefer reading a magazine. Anyway, with this new Pathfinder fun, with the shackles of specific restrictions cast off, is there the potential for some new material to be more adult in theme?
Add my name to the pool of people disappointed they'll never see their own Dungeon adventure. I think it would ease the pain of our iconic magazine's demise if Paizo perhaps created a submission guideline for the likes of it's Gamesmastery line and future Pathfinder publications. Heh, I don't even know what email address to use anymore.
So with Matt snowed under with CA's I was thinking of spreading my wings further and querying some other area's of Dragon, specifically the feature section. How does one go about this? Is it similiar to Dungeon whereby I'd give a brief, 1000 word synopsis of the article? Or is it more akin to CA's where I just send a hella list of one or two paragraph ideas? In fact could someone remind me exactly what has to go to who as well? Thanks a bunch.
Question: Would it be considered poor form to include a drawn map as part of a query? I'm finding having to add description to simple caves as a real word count killer. However without them the query itself loses a sense of place. So would I be shooting myself in the foot, as it were? And if so, how do You go about describing the generic rooms of your dungeon within a query?
Well from what I remember of the drunken conversation I had with my Star Wars buddy, they intend to make the Jedi classes (which were two in the original core book - Consular and Guardian, which went up to 3+ in the supplements, including sentinel etc) into one single class. Some of the other classes will be removed (I think the idea of having four or five classes is the concept they are working with). No skill points (Using True20 as the basis). Traditional Hit Points, and generally focusing their game around mini's.
Well it's certainly a quandary thats for sure. People raise the issue of lower sales, profitability, etc and many will jump to the conclusion that more books (or minis) need to be put out there to address this shift in balance. I don't think this is always the case. For one our world is changing thanks largely to the internet and the expanding possibilities of online gaming. Secondly, as a consumer of tabletop roleplay products I can say that a book has to be worthwhile to me before I buy it. Now I'm sure there will be many, many people who will buy everything that is released, but I'd estimate that the majority of people are like me whom buy whatever piques their interest or whatever books they need. In regards to new editions, just look at what happened to Star Wars: everyone got angry because of the audacity of wotc for creating new additions to coincide with each film. Of course this is predictable buisness sense, but I don't blame anyone for being angry for having to pay out $30 or whatever for a new book every year until the trilogy is complete so you can get minor rules tweaks and pretty new pictures on the inside/cover. The backlash of this stunted the Star Wars line so much so that only now is it making any forward progress. To me, 3.5 ED is still new. I'd not be too happy if all of a sudden a radical rules change came about in the guise of 4th ED. It would reak of a buisness move, and not a move to make the game more fun - which should be the only reason why we get a 4th edition in the first place.
Rejection is totally part and parcel of the writing world. I 100% agree getting little or no response as to why it was rejected is frustrating, but truth be told I've always been lucky with my responses. In particular, Matt has always given me a good few words as what I can do to improve or why a certain idea wasn't appropriate or acceptable. Now this often isn't the case for Dungeon queries, where in fact I've only ever recieved a personalized (and not the robo-"Thanks for the query, but no" reponse) once or twice. You also must appreciate the amount of stuff they get sent to them. It's frustrating, yes. But you have to live with it.
I'm going to start adding subliminal messages to my queries, featuring my name. One such message will follow each paragraph of real text: Nick Thorburn is great. Nick Thorburn is your friend. You want Nick Thorburn to create your next Adventure Path. You want to make Nick Thorburn a sandwich. Nick Thorburn forever. Etc.
Yeah, I found CC2 to be pretty spiffy in all the adds, demo's etc, but a tad complicated when it came to actually doing it myself. And very time consuming as you noted yourself. My advice is the good old fashioned Pen and Paper. If you need to snazz it up a bit you can always scan and alter it via Photoshop etc.
Heck of a bump here, but I just wanted to quickly add that this website truly rocks. However, one quick question, is the way psionic powers are listed correct? Basically I'm curious as to which DC I should be using in a stat block - the lowest, most basic save DC, or the most powerful, powerpoint infused DC. Thanks.
I know the following doesn't really pertain to this thread of discussion, but has there every been any thought of disgarding the usual standard whereby none MM monsters are given a full stat block? In my own query and adventure writing experience, I am always put off by the fact that none MM critters are such a space filler. I feel almost restricted to use any more than two or three monsters from say MM2, 3, or 4, FF etc. I also seem to add more MM "fodder" monsters (like orcs, grimlocks etc) rather than choose something more appropriate from another source. Anyone else feel this way?
I think one of the issues here is that Dungeon (and Dragon) are produced with everyone in mind. Every article I query has no specific character in mind. I design it for the everyman, and I feel that is the road Dungeon has gone down for a long time now. I don't see it as a bad thing; there is a definate need to try to appeal to as broad a spectrum of readers as possible. Unfortunately this often prevents dungeons or other articles being specifically tailored for a certain breed of players, such as over-the-top flashy (like the bucaneers), tremendously evil, stupid, or whatever other niche character styles I'm sure we've all come up with before. For example, I once ran an adventure inspired by Stan Nichol's Orcs series, where all the players resided in an orcish tribe (they were full orcs, half orcs or goblins). It was a neat little campaign arc, and very original. Would it ever see the light of day in Dungeon? I think not.
Holy bump Batman. I'm a bit hazy on one aspect of the Class Acts (as it pertains, possibly, to one such query that Mike has Okayed from me). I'm also sure I've asked this before, but here goes... Could you define the difference between Alternative Classes and Alternative Class Abilities? Basically if I am creating a class act that is based on the statistics of an existing class (lets say paladin), and change around some of their class features, does that make it fall in the Alternative Class Abilities bracket? What exactly would I have to change in the paladin description/stats to make it the unholy Alternative Class? Name? HD?? Bueller???
Talion, I was really blown away by your query style. I've always tried to write my queries as if I'm conjuring the back page of a novel. Basically I avoid using any real world references and try to have the whole thing read more like a story (as if you were reading it from Dungeon itself). However your query just made so much sense. I don't know which style helps or is preferred more by the Gods of the Gate, but I'm definately giving my own approach a rethink. Keep up the good work.
Jeremy Walker wrote:
Thats really good to hear. But in fear of becoming That whiney guy, I was curious if you've began to give any feedback again. Basically my current crux is that I liked a particular idea within an old, and rejected adventure query. I liked it so much that I've decided to use it again. However, as that query was rejected with no actual reason, I could possibly be setting myself up for fall for exactly the same reasons as last time. Maybe you guys HATED this part of the idea. I don't know. I know it's a pain and it takes time, but even a simple "too long", "crap idea", "poorly written", "CR's too whacky", "not developed enough" would help improve us even further.
About Muqaq al-Varisi1st: Sorcerer; Bloodline (Fire Elemental), Elemental Ray (9/Day), Cantrips, Eschew Materials, Spell Focus (Evocation)
Muqaq al-Varisi
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Fort +1, Ref +3, Will +4
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Ranged Elemental Ray +4 ranged touch (1d6+1 fire x2) (9/Day) Space 5 ft., Reach 5 ft.
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0 (at will) - Acid Splash, Detect Magic, Daze (DC 16), Message, Mending 1st (6/Day) - Burning Hands (DC 18), Mage Armor --------------------
0 (at will) - Create Water, Detect Poison, Enhanced Diplomacy, Ghost Sound, Mage Hand, Spark 1st (5/Day) - Bless, Cure Light Wounds, Weapons Against Evil --------------------
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Fire Affinity (Ex):Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level. Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).
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Traits:Reactionary, Reclaiming Your Roots Feats:Spell Focus (Evocation), Spell Focus (Illusion) Skills :Acrobatics +6 (3 rank, 3 dex), Appraise, Bluff +9 (1 rank, 5 cha, 3 class), Craft, Diplomacy +9 (1 rank, 5 cha, 3 class), Fly, Heal, Intimidate +9 (1 rank, 5 cha, 3 class), Knowledge (Arcana) +6 (1 rank, 2 int, 3 class), Knowledge (Planes), Perception +7 (3 ranks, 1 wis, 3 class), Profession, Sense Motive +5 (1 rank, 1 wis, 3 class), Spellcraft +7 (2 rank, 2 int, 3 class), Survival +5 (1 rank, 1 wis, 3 class), UMD
Racial Modifiers:
+2 dex, +2 cha, -2 wis, Resist Fire 5, Burning Hands 1/Day, Fire Affinity, Darkvision, Favored Class Sorcerer
Mother's Holy Symbol 1 lbs. - 350 GP (Trait)
Backpack (Common) 2 lbs. - 2 GP
Total Weight:26 lbs. Bakground:
Muqaq Al-Varisi was born in the Katapeshi village of Kelmarane, but remembers very little of the place. Only the sweltering days, and the laughter of his mother. Her warm embrace, and her love. Then there is only fire and terror. His father grabbing his hand and dragging him from the village. Followed by an endless journey, first to one place then the next. Without his mother's magic to support them his father turned to crime. They rode on a big boat across the inner sea. Northward, ever northward away from their past. Away from his father's latest crimes. His father would never talk to Muqaq about his mother. When Muqaq asked he would just shake his head and say, "Your mother was a good woman. Good like you are." By the time Muqaq was an adolescent he and his father were living in Varisia, traveling with a troupe of Sczarni. Muqaq got in an argument with his father, after he caught Muqaq stealing. His father told him that he never intended a life of crime for his son, and Muqaq called him a hypocrite. Muqaq became angry, and using his magic for the first time, accidentally burnt down the wagon the troupe was letting them use. The leader of the gang was furious and demanded that Muqaq work off his debt. The gangsters set him to burning down residences and businesses of those who crossed them. After someone was 'taken care of' he had to burn the bodies and bury the ashes. His father became an alcoholic, sick with guilt over the life he'd forced on his son. This went on for several years, Muqaq grew into full control of his abilities. Eventually his father's drinking got the best of him, and as he lay dying he begged Muqaq for forgiveness. "Please, you must forgive me. I should never have taken you away from your mother. She followed the Dawnflower, she would have wanted me to teach you the same. But I failed you, I was too weak. I beg you now in the name of the goddess that your mother so loved, the angel of redemption, please forgive me. You must return to Kelmarane, find out what happened to your mother." Wheezing painfully, he turned over and pulled something from beneath his bed. "Here, take this. It was hers." he said, handing Muqaq a beautiful holy symbol of Sarenrae made from gold, inset with yellow pearls and amber. "If you learn only one thing from me as your father, let it be that which you hold in your hand. Follow the sun, she will forgive you as she has me." At that moment Muqaq was struck with a religious experience, it was as if the bright rays of the sun burned away all the pain and hatred that had so burdened his heart. "I forgive you father." was the last thing he ever said to the old man who had dragged him across half of Golarion on a life of pain. His father slipped away, and shortly thereafter so did Muqaq, abandoning the Sczarni. He traveled south, seeking to fulfill his father's final wish, and wanting to learn all he could of his mother and this place called Kelmarane. He was determined to use the skills he had learned from the Sczarni in the services of the Dawnflower, bringing redemption to those who needed it, and fiery death to those who refused it.
Personality:
Muqaq's blood runs with fire, and his temperament matches that. Passionate about all he does, he is fierce and uncompromising. He is used to being obeyed, but knows how to keep a low profile. He has a dark past, but is trying to put it behind him. He seeks to be the best person he can be, treating others as he would like to be treated. However in the face of unrepentant evil, he is a cleansing fire, bringing righteous fury down upon the wicked. |