Latest / Tale of The Manticore, a Dark Fantasy Dungeons & Dragons Audiodrama / S4E01b Interview with Zeb Cook
Transcript
- 0:03Speaker 1: The following podcast is intended for a mature audience. Listener
- 0:07Speaker 1: discretion is advised.
- 0:15Speaker 2: Hey, folks.
- 0:16Speaker 1: You know, I wasn't intending on making a bonus episode,
- 0:19Speaker 1: and certainly not so close to the start of the
- 0:21Speaker 1: Season 4 premiere, but opportunity knocked, and I answered. If
- 0:25Speaker 1: I had a chance to talk to a living legend,
- 0:28Speaker 1: I wasn't going to pass it up. Some folks say
- 0:30Speaker 1: that you should never meet your heroes. Well, that may
- 0:33Speaker 1: be the prevailing wisdom. But it isn't true if your
- 0:36Speaker 1: hero is Zeb Cook, game designer extraordinaire. That's right. Somebody
- 0:41Speaker 1: pinch me. Because I got to talk with THE Zeb
- 0:44Speaker 1: Cook about game design and his new adventure, The Afterlife
- 0:48Speaker 1: of King Niren.
- 0:51Speaker 3: My guest today is a living legend and an Origins
- 0:55Speaker 3: Hall of Famer with an incredible career. He's made or
- 0:58Speaker 3: had a hand in making some of the most beloved
- 1:00Speaker 3: and iconic RPG games and supplements ever, including the D
- 1:04Speaker 3: & D Expert Rules, the AD & D Players Handbook
- 1:07Speaker 3: and DMG, Planescape, the Isle of Dread, Dwellers of the
- 1:10Speaker 3: Forbidden City.
- 1:12Speaker 2: And many, many more.
- 1:13Speaker 3: And if that weren't enough, he's also a novelist and
- 1:15Speaker 3: a video game designer. It is my enormous pleasure to
- 1:19Speaker 3: be talking today with the prolific and talented Dave Zeb Cook.
- 1:24Speaker 4: Hi, Zeb. How are you doing today?
- 1:25Speaker 2: I'm doing fine. It's a very happy morning. I'm lying.
- 1:28Speaker 2: It's raining here right at the moment.
- 1:31Speaker 3: I'm so happy to have you here. But let's jump
- 1:35Speaker 3: into it. I know your time is valuable and I
- 1:37Speaker 3: won't keep you for too, too long. Let's talk about
- 1:40Speaker 3: as a career game developer, what inspires you in games today?
- 1:45Speaker 4: What other games maybe have inspired.
- 1:47Speaker 2: You the most? Oh, wow. I play all sorts of games.
- 1:52Speaker 2: People always say, like, well, how do I become a
- 1:55Speaker 2: game designer? Kind of a question, right? And, I mean,
- 1:58Speaker 2: I started out playing board games and horror games and
- 2:02Speaker 2: hard games, all this, whatever. All this sort of stuff.
- 2:05Speaker 2: So I play all sorts of games. I get annoyed
- 2:08Speaker 2: when people say I'm a game designer, but I only
- 2:10Speaker 2: play this stuff. Like, I only play role-playing games as well. Yeah.
- 2:14Speaker 2: You've got to like expand beyond so you can start
- 2:16Speaker 2: seeing like, oh, there's a really interesting idea or a
- 2:20Speaker 2: mechanic or something that I can do something with. The
- 2:24Speaker 2: only ones I don't play are sports games. Me too.
- 2:30Speaker 2: But for when it comes to role-playing, though, a lot
- 2:33Speaker 2: of it is also a lot of reading. You know,
- 2:36Speaker 2: obviously fantasy, science fiction... History. History is a really great
- 2:41Speaker 2: thing to read because history is weirder than you think. Right.
- 2:45Speaker 2: Especially when you start getting into all the little trivia bits.
- 2:49Speaker 2: And then you just kind of get all that into
- 2:52Speaker 2: a great big pot and let it distill. And then
- 2:56Speaker 2: every once in a while, like, oh, hey, I can
- 2:59Speaker 2: do something. I can do this. So I guess for
- 3:03Speaker 2: a long time, I have actually been working in video games,
- 3:07Speaker 2: but I haven't been doing really much straight out of
- 3:10Speaker 2: you know, tabletop RPG design and writing, partially because I
- 3:14Speaker 2: got kind of worn out off the team.
- 3:16Speaker 4: Yeah, I can imagine.
- 3:18Speaker 2: But then lately, I've kind of had this idea of
- 3:23Speaker 2: bopping around, kind of trying to figure out, like, well,
- 3:26Speaker 2: if I were to do a campaign setting, what would
- 3:28Speaker 2: I want to do that would kind of separate out
- 3:31Speaker 2: a little bit from all of the other 10 billion
- 3:34Speaker 2: campaign settings that are out there? And the problem is,
- 3:36Speaker 2: in the last... You know, five years, the number of
- 3:39Speaker 2: campaign settings, it feels like they've grown exponentially. For sure.
- 3:43Speaker 2: And so it gets harder and harder to try and
- 3:46Speaker 2: figure out, like, well, where's a spot to fit? I
- 3:49Speaker 2: have a great love of folklore and also old simple systems.
- 3:55Speaker 2: And so kind of lately I got into helping playtest people. uh,
- 4:01Speaker 2: the necromancer game. It's an old OSR set of rules
- 4:04Speaker 2: that being not old, new OSR set of rules. Um, and, uh,
- 4:10Speaker 2: so kind of said, Hey, these might be fun to
- 4:12Speaker 2: design something for. And so then I was like, well,
- 4:15Speaker 2: what can I design that would be interesting? So I
- 4:18Speaker 2: started looking at, um, trying to create a setting that
- 4:22Speaker 2: would feel kind of historical, but not. And, uh, settled
- 4:28Speaker 2: on this, uh, setting that kind of is the first
- 4:31Speaker 2: thing that is being used for the kickstarter thing i'm
- 4:35Speaker 2: doing the the afterlife of king neron and you know
- 4:40Speaker 2: it's this idea of you're in this quasi kind of
- 4:44Speaker 2: romano british kind of period see that's it that's the
- 4:48Speaker 2: historical nerd in me part coming out but where it
- 4:51Speaker 2: leans a lot more into old old folklore stories and
- 4:54Speaker 2: weird stuff as opposed to just ah you know There's
- 4:58Speaker 2: a bunch of guys with swords beating on each other.
- 5:02Speaker 2: And then actually then started creating a campaign setting around
- 5:05Speaker 2: a world that is, you know, also kind of like
- 5:08Speaker 2: has some strangeness so that the world of the five courts,
- 5:12Speaker 2: I don't know what the final name would be. And
- 5:15Speaker 2: the idea is that there's a central kind of a
- 5:18Speaker 2: place that is the human realm, as it were. And
- 5:21Speaker 2: that's where most of the adventuring that you'll do would
- 5:23Speaker 2: take place. But then there are these other worlds that
- 5:27Speaker 2: kind of lean into that idea of, you know, you can't,
- 5:31Speaker 2: they're not geographically directly connected. They're more like, you know,
- 5:36Speaker 2: you do things and then you kind of transition into
- 5:39Speaker 2: this other kind of space. So the court of the
- 5:45Speaker 2: north is like the world of the elves, the homeland
- 5:48Speaker 2: or whatever the elves are. But you don't just go there.
- 5:51Speaker 2: It's like, How do you get there because it becomes
- 5:54Speaker 2: part of the adventure? What's the process you have to use?
- 5:59Speaker 2: And then each cardinal direction has a different kind of world.
- 6:03Speaker 2: You go to the West, which is where this adventure
- 6:05Speaker 2: primarily takes place, going to the realm of the West.
- 6:09Speaker 2: And that's where the Witch Queen kind of rules. And
- 6:13Speaker 2: it's how do I transition into that world? How do
- 6:16Speaker 2: I get back out of it? And so it allows
- 6:19Speaker 2: us to do kind of like these more high fantasy
- 6:22Speaker 2: kind of things in this and in the central court
- 6:25Speaker 2: space as they kind of infiltrate and invade and explore,
- 6:29Speaker 2: all that sort of stuff. And it lets me kind
- 6:32Speaker 2: of play with a lot of old folk tale kind
- 6:35Speaker 2: of things. I could go on forever about this, probably.
- 6:39Speaker 4: I don't mind. I have a million questions.
- 6:44Speaker 3: When you're designing something like The Afterlife of Niren, and
- 6:48Speaker 3: you're thinking of this adventure before, you know, fingers hit keys,
- 6:53Speaker 3: are you thinking, I'm going for a vibe, or I'm
- 6:55Speaker 3: going for a certain play experience? What are the beats
- 6:59Speaker 3: that you're trying to hit when you're, as a designer,
- 7:02Speaker 3: when you have an idea that you want to get out?
- 7:05Speaker 2: A lot of times these days, yeah, I'm definitely going
- 7:08Speaker 2: for kind of a story kind of a thing. I
- 7:10Speaker 2: don't You know, doing open sandboxes, a lot of times
- 7:13Speaker 2: I'm designing things to run at conventions these days. Yeah, okay.
- 7:17Speaker 2: And it's, you know, you've got a four-hour window and
- 7:19Speaker 2: you want to do something like, hey, I want to
- 7:21Speaker 2: give them something that gives them a feeling of start
- 7:24Speaker 2: and a clear, hey, we get to this and we
- 7:26Speaker 2: have accomplished something. Right. And so a story kind of thing.
- 7:31Speaker 2: so yeah, that, and then I, I do like to
- 7:33Speaker 2: kind of dress it up with that, with a vibe.
- 7:34Speaker 2: What's the feel of this thing going to be? What's the,
- 7:37Speaker 2: you know, how is it, how is this going to be,
- 7:39Speaker 2: you know, a little bit more memorable? How can I
- 7:41Speaker 2: give them, and when they're doing a convention thing, my
- 7:44Speaker 2: focus is how can I give them a good experience? Right.
- 7:47Speaker 2: How can I, how can I build something that will, they'll,
- 7:50Speaker 2: they'll be able to feel like, wow, I had fun. Yeah.
- 7:53Speaker 2: And because, you know, they're, you know, they're there to,
- 7:57Speaker 2: have a good time. And, you know, my job is
- 7:59Speaker 2: to make sure that they're kind of entertaining. Sure. So
- 8:02Speaker 2: it's hard to build real campaign background in that sort
- 8:04Speaker 2: of stuff because, you know, you've got four hours here,
- 8:06Speaker 2: here's some characters, we're going to go do something. And
- 8:09Speaker 2: actually like the modules that I've been doing all kind
- 8:12Speaker 2: of that grown out of doing stuff for commitments to like, okay,
- 8:15Speaker 2: I got to write something for a convention. And when
- 8:18Speaker 2: I write something for a convention, it is literally often
- 8:21Speaker 2: one page of notes. Yeah. Yeah. That's it. Yeah.
- 8:26Speaker 3: Yeah, very famously, it's hard to accomplish all that you
- 8:29Speaker 3: want to in such a short session, isn't it?
- 8:33Speaker 2: Yeah, and every time I run them, it seems like
- 8:36Speaker 2: the first time I'll run something, I often have no
- 8:38Speaker 2: idea where it's going to actually go. Right. It's like, okay,
- 8:41Speaker 2: how is it? Here's my end. This is kind of
- 8:44Speaker 2: what I want. And then about halfway through, I discover
- 8:46Speaker 2: there's a story plot in there that I didn't even
- 8:50Speaker 2: realize because the player started doing something. So then it's like, okay,
- 8:53Speaker 2: this adventure is now completely different. Yeah.
- 8:56Speaker 3: So it develops through iterations of actual real-life gameplay.
- 9:00Speaker 2: Yeah. Yeah, I mean, and that's kind of different from
- 9:04Speaker 2: how we used to do it at TSR a lot
- 9:06Speaker 2: of times, because at TSR we had to churn out
- 9:08Speaker 2: so much stuff. Right. And we did it so repeatedly
- 9:11Speaker 2: that we got to the point where we could kind
- 9:13Speaker 2: of say, okay, I know how this all will fit.
- 9:15Speaker 2: I know what will happen. And you would literally kind
- 9:19Speaker 2: of like, talk to someone, the other designer, say, okay,
- 9:22Speaker 2: now you walk into a room, you've got a standard party,
- 9:25Speaker 2: and you see this, what would you do? And then
- 9:27Speaker 2: I go back, oh, okay, I didn't think about that.
- 9:31Speaker 2: And you do that for like that, for the details.
- 9:33Speaker 2: And we didn't have a lot of time then to
- 9:35Speaker 2: play test actual, a lot of things. You know, if
- 9:40Speaker 2: things got played two times maybe or so, that was
- 9:44Speaker 2: actually pretty good. Sometimes it was like, hey, we wrote it,
- 9:46Speaker 2: we never really actually replayed it at all.
- 9:50Speaker 4: Listen, I want to get back to what you had
- 9:52Speaker 4: talked about before.
- 9:54Speaker 3: If the goal is for players to have fun at
- 9:56Speaker 3: the table, when we get into the afterlife of King Niren...
- 10:00Speaker 3: what does that fun ideally look like? Because there's fun
- 10:03Speaker 3: and then there's fun. Is it laughs and high fives?
- 10:07Speaker 3: Or is it a deeper emotional kind of experience that
- 10:11Speaker 3: you're hoping that this game will provide?
- 10:14Speaker 2: So, yeah, with Niren, it's basically, sometimes you do the fun,
- 10:19Speaker 2: and it's like, yeah, there's going to be a bunch
- 10:21Speaker 2: of jokes, and someone will have a good time, and
- 10:23Speaker 2: all that stuff. I've done ones that turn into pure comedy,
- 10:26Speaker 2: and those are great. But this one was more about weirdness.
- 10:32Speaker 2: First off, the setup is... You're kind of starting at
- 10:36Speaker 2: what would be the conclusion of many other kind of adventures.
- 10:40Speaker 2: It's the giant battle between the army of King Niren
- 10:45Speaker 2: and the forces of the Witch Queen, and you're running
- 10:47Speaker 2: around trying to do stuff. But that's the start of
- 10:51Speaker 2: the adventure. The giant battle, and then at the end
- 10:54Speaker 2: of it, Niren is dead.
- 10:56Speaker 4: I read that you have to go and find his body.
- 10:59Speaker 2: Yeah, you have to fetch his body off the battlefield
- 11:03Speaker 2: after the battle. Fortunately, your setup can be certainly close
- 11:07Speaker 2: to it. And you try to give you some big
- 11:08Speaker 2: climatic moment that you can do there right at the
- 11:11Speaker 2: start to kind of set that stage. And, you know,
- 11:15Speaker 2: plus it gives you Claire's good activity and everything. But
- 11:19Speaker 2: then the next part is you need to take this
- 11:22Speaker 2: body like weeks travel to a specific location. where it
- 11:29Speaker 2: must be buried before a certain time. And there's no
- 11:32Speaker 2: real explanation of why you have to do this, but
- 11:34Speaker 2: you have to do this. And that journey takes you
- 11:39Speaker 2: kind of into enemy territory because that's where you have
- 11:44Speaker 2: to get it buried. And as you're going, strange things happen,
- 11:48Speaker 2: which I don't really want to go into too much,
- 11:51Speaker 2: but kind of strange things happen and you're faced with
- 11:53Speaker 2: some challenges and Like I was talking about, you know,
- 11:57Speaker 2: how do you get into the West? You have to
- 12:00Speaker 2: cross over into the West. How do you do that?
- 12:03Speaker 2: And there are some specific ways, but, you know, you're
- 12:06Speaker 2: crossing over in an evil land. So it's not friendly, happy,
- 12:10Speaker 2: easy ways. Yeah.
- 12:12Speaker 3: I can see the potential for a lot of action.
- 12:15Speaker 3: Is there a horror element as well, or do you
- 12:18Speaker 3: go more into just strangeness?
- 12:20Speaker 2: I think it's more strangeness than horror. There is some
- 12:23Speaker 2: potential for some minor kind of like, you know, and
- 12:26Speaker 2: I'm not, I'm not, I'm not a, I'm not a
- 12:27Speaker 2: baby horror fan, so I'm not, you know, it's not
- 12:30Speaker 2: gore or anything like that, but there's old school kind
- 12:33Speaker 2: of like, Ooh, strange, unnatural things are happening. Um, but
- 12:37Speaker 2: also that strange and natural thing, as, as, uh, Bill Webb,
- 12:41Speaker 2: when he was reading it, it's like, Oh wow, this
- 12:43Speaker 2: is also a huge potential for comedy too. So, so
- 12:50Speaker 2: there's a little bit of a chance to mix it up.
- 12:52Speaker 2: And that, you know, part of that journey is also, um,
- 12:55Speaker 2: basically it's text crawling for a while. Yeah. So you
- 12:58Speaker 2: never know quite what will happen as you go through that.
- 13:01Speaker 2: And I kind of like that when you're playing. Even
- 13:05Speaker 2: as a GM, I kind of like, okay, oh wait,
- 13:07Speaker 2: I have an encounter here. I got to figure out
- 13:08Speaker 2: what's going on. But, The whole point is to get
- 13:12Speaker 2: to a build to a climax point so that when
- 13:14Speaker 2: you get finally to the end, you know, get to
- 13:17Speaker 2: your location, assuming that you didn't screw up horribly, but
- 13:19Speaker 2: you have opportunities to do along the way. But when
- 13:22Speaker 2: you get finally to that location where you have to
- 13:24Speaker 2: do this, there is this climatic kind of code. Incidentally,
- 13:29Speaker 2: all of the forces converge at one point kind of thing.
- 13:34Speaker 2: But it becomes then this big climatic thing that you
- 13:36Speaker 2: have to do and stuff gets done. you know, stuff
- 13:38Speaker 2: about what you're doing starts to get revealed about and
- 13:41Speaker 2: buy and all that sort of thing. So, you know,
- 13:44Speaker 2: hopefully it's fun.
- 13:46Speaker 4: I'm sure it will be. And it's planned to be
- 13:48Speaker 4: a series.
- 13:50Speaker 2: So it is in the sense that I'm planning to
- 13:52Speaker 2: do a number of modules or adventures, whatever you want
- 13:57Speaker 2: to call them, that are all set within the setting
- 14:00Speaker 2: of the five ports. But the, and this is the
- 14:03Speaker 2: part that I kind of came to realize right towards
- 14:06Speaker 2: the end of this. It's like, Instead of saying this
- 14:09Speaker 2: is a campaign, yet another campaign world and all this
- 14:13Speaker 2: sort of stuff. And nobody wants to start up yet
- 14:15Speaker 2: another campaign world. It's just going to happen. Oh, my God,
- 14:18Speaker 2: now I have to go all this. But what it
- 14:21Speaker 2: is more is you use it with your regular campaigns.
- 14:25Speaker 2: Because these are stories about things that happened in the
- 14:29Speaker 2: ancient past. Oh, yes. I got it. And what happens
- 14:33Speaker 2: is the players through various, you know, and it will
- 14:36Speaker 2: vary quite a bit as I do these, I'm sure,
- 14:39Speaker 2: but through arbitrary mechanics of some sort or another, wind
- 14:42Speaker 2: up in the ancient past. They then become like principles
- 14:47Speaker 2: in some of these legends and tales that get told.
- 14:51Speaker 2: And so the idea is that if What they do
- 14:55Speaker 2: can have an effect on the world, the regular campaign world. Oh, look,
- 15:03Speaker 2: that monster that we failed to defeat has now risen.
- 15:09Speaker 2: later or the other part of it is how far
- 15:12Speaker 2: back in the past it's always very vague you know
- 15:14Speaker 2: we just leave this text right or they can come
- 15:18Speaker 2: back and go oh here's a tale that your bard
- 15:20Speaker 2: can learn and it's about you guys and what you
- 15:25Speaker 2: did and what you did a long time ago.
- 15:28Speaker 3: And it's you know that sort of thing So the
- 15:30Speaker 3: series is not, it's not a sequential thing. First we
- 15:32Speaker 3: do this one and then we do this one necessarily.
- 15:35Speaker 3: At this point, they're not sequential. They're more about different
- 15:38Speaker 3: kinds of events.
- 15:39Speaker 2: That you get involved in. And I'm looking at doing
- 15:42Speaker 2: some things that are very different from each other so
- 15:46Speaker 2: that it's not like, oh yeah, we're going to go
- 15:47Speaker 2: do another one of these things again. It's like the
- 15:50Speaker 2: idea is that you get to play with, the great
- 15:53Speaker 2: thing about setting things in the ancient past is that
- 15:55Speaker 2: you can do the truly high fantasy stuff. Because everybody,
- 16:00Speaker 2: the past was always richer with, you know, fantasy and
- 16:04Speaker 2: magic than whatever our campaign setting is today in some ways. So,
- 16:09Speaker 2: you know, you might go back and be responsible for
- 16:13Speaker 2: a tragic love tale. Or you might be, you know,
- 16:18Speaker 2: you might go back and get involved in the creation
- 16:21Speaker 2: of a great artifact. I haven't figured out how that
- 16:24Speaker 2: would work, but that would be interesting. Yeah. So that
- 16:27Speaker 2: you actually go back and do things that in a
- 16:30Speaker 2: regular campaign might blow up your campaigns. But, you know,
- 16:35Speaker 2: so it's kind of like it's a buffer. It's a
- 16:37Speaker 2: buffer from what? But then... You know, if you did
- 16:40Speaker 2: like go back and create this great artifact, you know,
- 16:42Speaker 2: players want a decent reward when they get back. You know,
- 16:45Speaker 2: I'm not saying that they get the artifact, but they
- 16:48Speaker 2: may get something consequential as a result of that. And again,
- 16:52Speaker 2: a lot of these are also based on convention things.
- 16:55Speaker 2: And so, you know, they have like a number of
- 17:00Speaker 2: unrelated stories. Right. That are all connected by the set.
- 17:05Speaker 3: So you're obviously you DM quite a lot or GM,
- 17:08Speaker 3: I guess I should say.
- 17:11Speaker 4: Do you play a lot as well?
- 17:13Speaker 2: Actually, I've been playing more than running. Oh, yeah.
- 17:16Speaker 4: What have you been playing? I'd love to know.
- 17:18Speaker 2: We did. We for the Necromancer game rules. He ran
- 17:23Speaker 2: like Bill ran a campaign campaign. with a lot of
- 17:27Speaker 2: us for playtesting, and he ran that for about two
- 17:30Speaker 2: years or a year and a half. Wow. And, you know,
- 17:33Speaker 2: because we were cashing out rules and all this sort
- 17:36Speaker 2: of stuff as we went. Of late, I've been mostly
- 17:39Speaker 2: playing in that sort of thing, because, you know, it's
- 17:42Speaker 2: kind of fun to be a player. It's good to
- 17:44Speaker 2: be reminded about what as a player I like and
- 17:47Speaker 2: what I want, as opposed to, oh, what.
- 17:49Speaker 3: I do as a GM, which is just, you know, Yeah,
- 17:53Speaker 3: doing both sides, I think, benefits both. If you're a
- 17:56Speaker 3: player and you DM sometimes, I think you're a better player.
- 17:59Speaker 3: And if you're a DM and you play sometimes, I
- 18:01Speaker 3: think you're a better DM. Just because you can anticipate
- 18:04Speaker 3: what the other perspective is as you go, right?
- 18:07Speaker 2: Yeah, I mean, the things you start remembering as a
- 18:09Speaker 2: GM are, am I keeping all the people at this
- 18:12Speaker 2: table engaged? Do I have roles or are there things
- 18:17Speaker 2: where various players have, you know, the opportunity to use
- 18:20Speaker 2: their abilities as opposed to just watching the fighters go
- 18:24Speaker 2: up and get ass or ass and this sort of stuff.
- 18:28Speaker 2: And so, you know, trying to figure out like, Oh, is,
- 18:31Speaker 2: is this person over here not having fun? Well, what
- 18:34Speaker 2: can I do to help them, you know, to make
- 18:37Speaker 2: sure that they, they have a thing that they can do.
- 18:39Speaker 2: Sometimes it's like, I haven't got a clue.
- 18:42Speaker 4: Sure.
- 18:44Speaker 3: Say, how about outside of, um, Outside of RPGs, do
- 18:48Speaker 3: you play video games?
- 18:50Speaker 2: Oddly enough, I worked in video game design for longer
- 18:54Speaker 2: than I worked on tabletop design. Oh, my God.
- 18:57Speaker 3: Here's another one of these apocryphal Internet things. Did you
- 19:01Speaker 3: work on Fallout 2?
- 19:03Speaker 2: Yes. Everybody in Black Isle worked on Fallout 2. Wow.
- 19:09Speaker 4: That is really something.
- 19:12Speaker 2: So I was working at Interplanet, the Black Isle division.
- 19:16Speaker 2: which was where basically they were handling all the role
- 19:18Speaker 2: play and all the adventure kind of game stuff. And
- 19:22Speaker 2: they did Fallout 1. It was a small team that
- 19:25Speaker 2: had done Fallout 1. They had a very focused, obviously
- 19:29Speaker 2: that very focused kind of vision for it. Yeah, yeah. And...
- 19:33Speaker 2: And it went out and it did really well. And
- 19:37Speaker 2: then I realized, hey, we need to, we need to,
- 19:40Speaker 2: we should really do a Fallout 2 and we should
- 19:42Speaker 2: get it done kind of quickly. Because, you know, while
- 19:47Speaker 2: there's still interest momentum in this sort of stuff as
- 19:50Speaker 2: opposed to waiting like five years until it comes out
- 19:54Speaker 2: and the only way for them to do it and
- 19:56Speaker 2: meet with the deadline was they pretty much rounded up
- 20:01Speaker 2: almost all the designers on the staff and said okay
- 20:05Speaker 2: you're all getting a chunk of Fallout 2 and There
- 20:08Speaker 2: were lots of little separate stories as you explore the
- 20:11Speaker 2: map and all this sort of stuff. So it was
- 20:13Speaker 2: kind of as long as there was somebody kind of
- 20:16Speaker 2: like handling the main through line and making sure that
- 20:21Speaker 2: there was a main story that drove everything through. There
- 20:24Speaker 2: was a lot of opportunity for other people to just
- 20:26Speaker 2: kind of like, OK, I can create stuff in this
- 20:28Speaker 2: little town. They give you, like, you've got to give us, like,
- 20:31Speaker 2: four different quests that go on in this thing. And,
- 20:34Speaker 2: by the way, make sure that this also happens because
- 20:36Speaker 2: we need that space to make storylines and that sort
- 20:39Speaker 2: of stuff. So, yeah, we all got an opportunity to
- 20:42Speaker 2: work on Fallout 2 that way.
- 20:43Speaker 4: That sounds great.
- 20:45Speaker 3: It dawns on me that you must have a really
- 20:48Speaker 3: interesting perspective on how games, both video games and RPGs, etc.,
- 20:54Speaker 3: have changed over the years. Do you, what do you
- 20:57Speaker 3: feel about that? Are you, are you happy with the
- 20:58Speaker 3: direction they're taking?
- 20:59Speaker 2: Am I happy with it? Sure. But what I'm, you know,
- 21:02Speaker 2: it's going to happen in about five years. It's going
- 21:04Speaker 2: to change direction.
- 21:05Speaker 3: Yeah.
- 21:05Speaker 2: Probably even less, you know, it goes and looking back
- 21:09Speaker 2: on it. Now you can, you can see kind of
- 21:11Speaker 2: the cycles first, you know, there was obviously D and
- 21:14Speaker 2: D and it was, Oh my God, he and you
- 21:15Speaker 2: went out and there's lots of other things. Um, but
- 21:18Speaker 2: then it was like, Oh, this is too simplistic. And, uh,
- 21:23Speaker 2: We need more rules. We need more rules to explain
- 21:26Speaker 2: all that stuff. And so D & D gets more complicated.
- 21:29Speaker 2: Then you get 3.5. And it's like now there are
- 21:32Speaker 2: rules for everything. And the great part is that you
- 21:36Speaker 2: don't have to guess. You can just go look it up.
- 21:38Speaker 2: The bad part is you've got to go look it up. Yeah, right.
- 21:44Speaker 2: Nobody can just say, oh, I'll do this. And he's like, yeah, okay, well,
- 21:47Speaker 2: this happens. No, it's like, but wait, I've got this
- 21:49Speaker 2: and this and this and this. And now I have
- 21:50Speaker 2: to like, okay. And so it changed the pace of
- 21:53Speaker 2: the game, changed the style of the game. And so
- 21:56Speaker 2: it moves away from, I have, you know, I've got
- 21:58Speaker 2: a handful of things I can do, right? I'm a fighter.
- 22:01Speaker 2: I can hit things with a, with a sword, you know,
- 22:04Speaker 2: that sort of stuff. And anything else I want to
- 22:06Speaker 2: do would be kind of on the player to figure
- 22:09Speaker 2: out like, and the GM to kind of figure out like, well,
- 22:12Speaker 2: you know, what, what can I do in this space?
- 22:15Speaker 2: You know, what, what clever thing can I come up
- 22:17Speaker 2: with that, you know? And, uh, And then they would
- 22:21Speaker 2: make it up. So it was a little bit more
- 22:24Speaker 2: on them to kind of create that story part. As
- 22:28Speaker 2: it goes into the more rules and stuff, players no
- 22:32Speaker 2: longer think about, well, how can I do something outside
- 22:34Speaker 2: the rules? Because there's so many rules. I'll use this
- 22:39Speaker 2: and that. And so the freeform kind of nature of
- 22:43Speaker 2: it gets more limited. But it becomes, to my mind,
- 22:48Speaker 2: and this is mine, in my opinion, but it becomes
- 22:54Speaker 2: much more a kind of a powered, you know, how
- 22:56Speaker 2: do I use my, and not in the, I must
- 22:58Speaker 2: be the most powerful, but how do I use my
- 23:01Speaker 2: powers and my abilities and, and that sort of stuff.
- 23:05Speaker 2: And I need more clarity about this power and ability.
- 23:07Speaker 2: Hence I need another rule, this sort of thing. And
- 23:10Speaker 2: so you've quit thinking about what are the things that
- 23:13Speaker 2: I could do simply because I've got no rules and,
- 23:17Speaker 2: And you start thinking about like, oh, well, this is
- 23:20Speaker 2: what I do because I have these rules. And so
- 23:24Speaker 2: to my mind, some of that kind of open role-playing
- 23:28Speaker 2: element kind of gets constricted. And it becomes more about, okay,
- 23:33Speaker 2: we got a challenge. How do we use our abilities?
- 23:35Speaker 2: We'll beat it. Okay. And then, but then you see now,
- 23:38Speaker 2: then the cycle switches, starts to switch back. We slid
- 23:41Speaker 2: back now to the other way with Ivy and stuff
- 23:44Speaker 2: where it's like, oh no, you know, well, at least
- 23:46Speaker 2: the original idea with Ivy was like, oh no, we want,
- 23:49Speaker 2: we did like, you know, have more kind of that
- 23:51Speaker 2: role play kind of thing. Let's focus on the story again.
- 23:53Speaker 2: Let's focus on, you know, the interaction kind of thing.
- 23:57Speaker 2: Because when you go to the rules head, the interaction becomes,
- 24:01Speaker 2: I roll a die. I have this ability to persuade
- 24:04Speaker 2: or something and I roll a die. And then when
- 24:08Speaker 2: you start, you know, when you go the other direction,
- 24:11Speaker 2: interaction becomes a little greater. What are you going to say?
- 24:13Speaker 2: What are you going to do? That sort of stuff.
- 24:16Speaker 2: And now we're seeing 5e starting to swing more into
- 24:19Speaker 2: Google's head. Yes, people get more in their feeds and
- 24:22Speaker 2: all this sort of stuff. And eventually it'll become once
- 24:26Speaker 2: again much more of a very rules-driven kind of a thing.
- 24:30Speaker 2: But then you have the other market, the other games
- 24:33Speaker 2: out there, a lot of There are a lot of OSRs.
- 24:35Speaker 2: You see Shadow Dark. Let's strip out as much of
- 24:39Speaker 2: the rules and everything as we can and reduce it
- 24:42Speaker 2: down to the basic principles. And, yeah, you have a sword,
- 24:45Speaker 2: you have a torque. Go have fun. Yeah.
- 24:49Speaker 3: Last night I was with somebody who was talking about
- 24:52Speaker 3: Shadow Dark, and they said it's kind of like a
- 24:53Speaker 3: simplified 5E.
- 24:55Speaker 4: And my response was, oh, I always thought of it
- 24:57Speaker 4: as a slightly more complicated BX.
- 25:00Speaker 2: I guess it's the ….
- 25:02Speaker 5: And to be honest anymore, I like laying and running
- 25:09Speaker 5: OSR kind of rules because I don't have to sit,
- 25:12Speaker 5: you know, basically, especially because when I'm going up doing,
- 25:15Speaker 5: like I said, when you do convention games.
- 25:18Speaker 2: I don't have to spend a lot of time teaching
- 25:20Speaker 2: people how to play. It's like, you know, here, here's,
- 25:22Speaker 2: you got a character, you roll that and you do that. Go.
- 25:24Speaker 2: We have fun. Yeah.
- 25:26Speaker 3: You just bring your imagination and that's all you need. Well, listen, Zeb,
- 25:30Speaker 3: this has been a huge pleasure. I don't want to
- 25:34Speaker 3: take up too much of your time. I promised you
- 25:35Speaker 3: we'd wrap it up in 45. So I want to
- 25:37Speaker 3: stay true to my word. So let me just say
- 25:39Speaker 3: thank you so much for coming on the show. The
- 25:42Speaker 3: Afterlife of King Niren is kickstarting right now and will
- 25:46Speaker 3: continue to until November 19th. So for my listeners who
- 25:51Speaker 3: are interested in checking this out, they can Google The
- 25:54Speaker 3: Afterlife of King Niren.
- 25:56Speaker 4: That's N-E-I-R-E-N Niren.
- 25:59Speaker 3: And participate in the kickstarter and i think it's going
- 26:02Speaker 3: to be fantastic and it looks like it's already funded
- 26:05Speaker 3: so congratulations on that thank you so much for coming
- 26:09Speaker 3: on once again and this has been as i said
- 26:11Speaker 3: earlier a huge pleasure and a huge honor you know
- 26:15Speaker 3: i've been a fan of yours since i was like
- 26:17Speaker 3: nine years old i think thank you very much.
- 26:21Speaker 2: Yeah, and I'm happy to be here. And if you
- 26:24Speaker 2: ever have more questions, I will talk endlessly. Thank you, Zeb.
- 26:34Speaker 1: Well, that was an enormous pleasure. Thanks to Zeb for
- 26:37Speaker 1: taking time out of his day to chat with me.
- 26:40Speaker 1: If you're interested in checking out or backing his Kickstarter,
- 26:43Speaker 1: The Afterlife of King Niren, I'll put a link in
- 26:45Speaker 1: the description and in the show notes. And I'll see
- 26:47Speaker 1: you in a few days for the second episode of
- 26:49Speaker 1: Season 4, Until then, may Saberthon give you good fortune.