I did a lot of writing last week, and was up until just shy of 4am on Saturday night trying to finish editing the magical items, treasure, and rewards chapters.
For those that come to these pages looking for tons of GURPS content, especially my semi-regular features such as The Reloading Press or even the Firing Squad, I can only apologize. I’ve been pretty laser-focused on Dragon Heresy since it became a real thing in Feburary, and I’ve come a long way since then.
So, where’s the game right now?
One of the things that happened last week was a major reorganization of all of the material that I’ve written to date, plus some things that I’d forgotten to include that are pretty key from SRD5.1. That’s done, and while I still think that there are some sections that could usefully be wrapped into their own chapters, the rest of the material now flows a heck of a lot better.
The Introduction got a long-ago rewrite to not mention certain game names, even as an acknowledgement, nod, homage, or a respectful comment. Alas, because while I don’t wish to claim compatibility with anything or camp out on a brand, the roots of the game are clear and SRD5.1-derived.
The Core Concepts chapter then introduces all of the things you need to know that are the same, and more importantly, the few things that are different, to play the game.
The Combat chapter comes next, with the new SRD sections smoothing out the flow, and making it more readable. Grappling is now four pages (well, MS Word pages) and it’s a lot more interesting. It’s been used quite a bit by both monsters and PCs in the test campaigns I’ve played, which has been fantastic. Damage Types have rules associated with them now, too. Getting slashed and getting burned are now different and flavorful.
Then Injury, Rest, and Healing, which details how the new rules for wounds and vigor interact with long and short rests, and the much-longer requirements to heal wounds than vigor. The emergent behavior out of this split system has been wonderful to behold, and is, I think, going to be a strong point in favor of Dragon Heresy for those that like it.
Then there are a bunch of sections on the adventuring environment that really need to be folded up into their own chapter. Probably need to create an Adventuring and Campaigning chapter that will be a natural place for all of this stuff.
Then the Characters set of chapters, which are everything you’d expect. All the classes, and sub-classes, backgrounds unique to the game, advancing beyond first level, feats, spellcasting, and the fully-adjusted spell lists, tweaked to incorporate the new Dragon Heresy concepts.
And the rewards and treasure section, which has personal and hoard loot, a new gemstone table, and the section on magical items, which again have been tweaked to fit Dragon Heresy. I do the work so you don’t have to.
What’s left to do?
I’ve got several chapters/sections left before I can confidently say “this is a complete draft.”
Monsters and Foes.
This is a big section – porting in from the SRD reveals it to be 90,000 words by itself, which could be as much as 140 pages. That’s in addition to the 215,000 words that’s already written above.
So that’s just too long. It’s long to the point that I might just split the entire project into three books – that’s a model we’ve seen before – one for players, one for the campaign, and a bestiary. The imported monsters are fun, but some of them aren’t terribly setting-relevant, and there are others that need to be there – such as a monster based off of Grendel – that aren’t, that I know of.
Plus, I’m going to have to go through every monster that I keep and rewrite it in terms of wounds, vigor, new attack and damage modes, damage reduction for armor . . .
It’s grunt work, but it’s 90,000 words of grunt-work.
I’m working with a pro cartographer on maps, and I’ve got a final map of my continent and starter maps of the sandbox. That’s helping define some of the setting details.
I have a brief history and some major events defined, which provides flavor.
I’ve got a reasonable start on a defining culture, and I think I can bang this out in short order. The real work is in the adventuring area, which will have sufficient defined areas to inspire, and sufficient “the GM puts whatever here” to keep it a sandbox.
There’s enough “kingdoms far away” that enterprising players and GMs can play the “outsider” if they want, because someone always wants to.
Some of the things that have come up in playtest – “watch out for X,” and “be aware of Y” will go here. So will suggestions on starter adventures and ways to kick the game off.
Dragon Heresy is, flat out, potentially more deadly than the SRD5.1 basis from which it derives. That’s not a bad thing. In fact it was a design goal, to take enhanced lethality and combine it with a certain amount of additional narrative cohesion.
But it makes the game play differently, and at least the GM should be aware of how. So I’ll be writing a bit on that.
My personal goal is still to finish a complete publishable text draft this month – that is, in the next 13 days. The Monsters chapter is what really stands in the way of that, as it’s the most time-intensive and fiddle-intensive. Plus the length, which is a problem by itself.
5. Stretch Goals. The separate monster book is probably best left as a stretch goal. So would be additional setting material for Torengar (the country adjacent to the setting sandbox) to allow internal adventuring rather than just external. I’d love to have enough backers and money to do a hard-cover, full-color offset print run at high quality, but that’s a massive risk to all parties and involves me having tens of thousands of dollars of backing beyond the above, in order to afford both the printing and (more importantly) the shipping, which is where a lot of Kickstarters seem to go wrong.
Got questions, suggestions, comments, or helpful advice? Please leave a comment!