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Showing posts with label Scott Fitzgerald Gray. Show all posts
Showing posts with label Scott Fitzgerald Gray. Show all posts

Monday, August 1, 2011

Q&A with Freelance Wizards of the Coast Designer and Author Scott Fitzgerald Gray Part 2

Picking up where we left off, Mr. Gray and I discuss more gaming, world building, writing, and his new book "A Prayer for Dead Kings and Other Tales."

Click here for Part 1 of the Q&A.

RC: So, being a freelance designer/editor, I'm sure you are involved in various projects here and there.  Can you tell us a little about some things you're working on right now?


SFG: I'm doing more editing than design work for Wizards right now, including having worked on the upcoming "Neverwinter Campaign Setting", "Heroes of the Feywild", and Logan Bonner's adventure for the D&D Open Championship at GenCon next month: "The Fires of Mount Hotenow". I was also one of the designers of "Mordenkainen's Magnificent Emporium", which i think most people know was pulled from the schedule last year but has since reappeared (and is due out in September). As far as "right now" goes, you'll find that anybody doing work for Wizards has to stay mum on the topic, as we're not allowed to even discuss the broad strokes or titles of projects until those projects have appeared in the product catalogue.


RC: And in addition to editing/writing RPG material, you're also an author.  Your latest book, "A Prayer for Dead Kings and Other Tales," is currently available.  Tell us a little about it, and how one could go about picking up a copy?


SFG: "A Prayer for Dead Kings and Other Tales" is an epic-fantasy/sword-and-sorcery anthology that collects six short stories, a novella, and the eponymous short novel "A Prayer for Dead Kings". It's being published first as an ebook, and is live now on Amazon and Smashwords (and coming to Barnes and Noble, Kobo, and the other usual places in the next couple of weeks). The trade paperback edition should be available in late fall.


The book is one whose various pieces I've been working on for a while now (the novel "A Prayer for Dead Kings" actually started life as a film project more than ten years ago), and all the stories have strong connections to the legends and history of my own campaign world. However, it's not important to be of a gamer's frame of mind to enjoy the book, because you won't find any fingerprints of rules from one particular edition or another within it. Rather, the stories in "A Prayer for Dead Kings" try to capture the sense of heroic struggle that's always seemed to be the point of fantasy gaming for me -- the idea that in facing the challenges of a dark world, everyday characters are driven to take up the mantle of heroism. 


I personally think that the best fantasy fiction is that which comes with a huge helping of what Faulkner famously called the human heart in conflict with itself. "A Prayer for Dead Kings" is an attempt to try to nail down a balanced mix of epic-fantasy world building, sword-and-sorcery action, and real character story. In addition to the Amazon preview (which contains all of the first story in the book, "The Name of the Night"), Amazon is also carrying a free preview of the story "A Space Between", so people are welcome to check both out and tell me whether i've succeeded or not.


[Links:

The book at my site: http://insaneangel.com/insaneangel/Fiction/Books/PrayerForDeadKings.html
Amazon: http://www.amazon.com/dp/B005C2CKN6
Smashwords: http://www.smashwords.com/books/view/72886

A Space Between: http://www.amazon.com/dp/B0051OR1FM





RC: I understand you've been rather adamant about assuring readers this is not gaming fiction, and I must say I agree.  I equate it more closely to sword and sorcery, which was truly the fictional genre of fantasy which inspired D&D, and thus future fantasy RPGs.  In terms of your fiction, which authors in the genre would you say have been your biggest influences?  What authors/books are you reading presently?


SFG:Thanks for that, and I think I'm mostly interested in just making sure that the label "gaming fiction" doesn't make people assume that the book is one thing as opposed to another. I think there's been some excellent fantasy fiction written under that rubric, but it's easy for fantasy fans to assume that gaming fiction is more about the world than the characters. For me, the fantasy fiction I love as a reader pushes to the limits in both directions, and so that's the same balance I try to find when I write.


As far as influences go, Tolkien is at the top of the list, as he is for many people lucky enough to make a living through fantasy. Although I've been known to talk about how "Lord of the Rings" isn't necessarily a great novel (in terms of the specific definitions of the kind of character story a novel tells), it's an extraordinary book nonetheless, and one that I reread every few years (most recently, last summer). I'm a huge fan of Robert E. Howard and Fritz Leiber, and I suspect it's pretty much impossible to attempt to write in the sword-and-sorcery genre without being influenced by both. In terms of fantasy authors who truly nail down the kind of character story i love, George R.R. Martin, Guy Gavriel Kay (particularly "Tigana" and the Sarantine Mosaic), and Mary Stewart (for her Merlin trilogy) have all been huge influences.


My fantasy reading list right now includes Martin's "The Mystery Knight" (in the "Warriors" anthology; it's part of the "Dunk and Egg" series of novellas that all Song of Ice and Fire fans should try to track down if they don't know them), a re-read of Howard's Kull stories, Jack Vance's Lyonesse series, and Michael Stackpole's "At the Queen's Command."



RC: In the stories in your book, your characters seem to face a lot of personal adversities and inner conflicts.  It's quite different than archetypical heroic fantasy, although I think we're seeing a lot more of these darker undertones starting to show up in the modern fantasy genre, which hearkens back to writers such as REH and Moorcock.  Why do you think we're starting to see a shift away from epic high fantasy in the vein of Robert Jordan and Terry Brooks back to a more gritty and darker version of the genre?


SFG: I think that as with all things, fantasy runs in cycles, so that on some level, it's simply the case that if everyone is writing X, readers will get tired of X eventually, which increases the appetite for Y and Z. Michael Moorcock has famously acknowledged Elric's inspiration as being at least in part  a negative reaction to Tolkien's vision of fantasy (or at least to the success of that vision). Beyond that, though, i think that much epic and high fantasy (especially in the Tolkien mode) concentrates on world-building to the exclusion of characters. And that's not to say that a series like Wheel of Time or Shannara doesn't have compelling characters, or that Jordan and Brooks can't write strong characters, because i think both series and authors do just fine in that department. But at the end of the day, the wondrous scope of the incredible worlds that all fantasists love to create can overwhelm a narrative if an author isn't careful.


I'm definitely not a literary scholar, but just from my own perspective, i make the obvious observation that fantasy is shifting toward dark and gritty because we live in fairly dark and gritty times. Each generation's fantasy reflects the aspirations and disillusionment that are dominant in the world at the time, i think. For instance, Tolkien writing about the rise of benevolent rulers to overthrow darkness was the perfect narrative for readers in the 60s and 70s looking for moral leadership from an increasingly corrupt political status quo. However, many readers of the current generation have grown so disillusioned with the political process that they no longer hold out any hope for a metaphorical return of the king. Thus, we embrace narratives like Martin's that reflect the chaos we feel threatening our world, and which focus on how the individual chooses to stand against that chaos, and on the way that every action, however small, has the potential to shift the precarious balance of life and death.



RC: You mentioned that a lot of the details of the setting of your book grew from your own campaign world.  How much world building did you do before actually writing the book?  And as far as the writing process goes for something like a novel, do you like to work with an outline, or do you have a general idea of what story you want to tell, and just start working on the first draft?


SFG: Short answer: A lot. However, it would be tough to quantify the specific number of hours that goes into the world building, simply because as an ongoing, organic project (as campaigns tend to be), it spins out over way too much time. (Every DM knows of what i speak...) A better way to look at it might be: If I dig into all the notes and outlining that underlies "A Prayer for Dead Kings and Other Tales" (including specific backstory and details for the individual stories, plus the details of the larger world, the fall of Empire, et al, that the book reveals) it amounts to about 85,000 words. (The book itself is 135,000 words by comparison.)


I think I've kind of answered the second part of the question already: I outline like a maniac. I outline religiously. I love outlining, which I know puts me in a minority among long-form fiction writers. I know that everybody has their own way of working, and some writers like the vague-starting-point-and-here-I-go approach, and that's cool. For me, though, that approach never worked. When I teach writing, I do so from a perspective that we call "writing" is actually two very distinct and sometimes contradictory arts -- the art of words, and the art of story. Notes, world-building, and outlining is the art of story. It's the shaping of raw story on a level below the words that will eventually carry the story. For me, it's a distinct phase and process that's just as enjoyable (and in some ways, even more rewarding) than the writing of the words that come after.


RC: Yes, I remember reading a few articles some months ago by Jim Butcher in which he talked about writing being just as much a craft as it is an art.  I imagine it is very helpful to have notes from a campaign setting in which to reference, because much of the world building work has been done already.  I think that's why Steven Erikson has had the success he's had with his Malazan books, because the setting he used for his series was already well fleshed out beforehand as he used it as a RPG campaign setting.  How long would you say it took you to write the novel portion of your book from outline to first draft?


SFG: I think you're absolutely right, because it's not always just a matter of depth and details. A writer might spend endless hours putting together a fantasy world that still somehow never feels "real", because it's only ever existed in that writer's imagination. It's never been fully field tested. A well-wrought campaign world has lived in a number of different imaginations, all of which ultimately shape its authenticity in a kind of call-and-response process. A good campaign world feels real; it feels "lived in", because it truly is.


"A Prayer for Dead Kings" (the short novel that anchors the anthology) was about  a month-and-a-half from outline, with that month-and-a-half spread out over three months or so, in between other work and time spent editing the other sections of the book.



RC: And talking about world building, without giving much away from the book, tell us about the features of the world of "A Prayer for Dead Kings?"


SFG: Man, never ask a DM to talk about his campaign world... :-)


In the big-picture sense, "A Prayer for Dead Kings" (and all of my other epic-fantasy fiction) takes place in a world called Isheridar -- a supercontinental land mass that was conquered and held by the powerful high-magic Empire of the Lothelecan (literally, "The Commonwealth") for more than fifteen hundred years. The Lothelecan was nominally a benevolent empire (though plenty of its subject peoples had other opinions), and the height of its rule was a true golden age of peace, shared knowledge, and prosperity. Then some eighty-odd years before the present time frame (though the stories in the book aren't all in the present time frame), an arcane cataclysm destroyed the Imperial capital of Ulannor Mor, leaving a plain of ash and black glass in its wake three hundred leagues across. In the aftermath, the Empire shattered to become the Endlands -- a world standing on the brink of the end of days as the Lothelecan's former client states fall into strife and chaos. In some places, people try to cling to the benevolent Empire's model of peace and enfranchised rule. In others, folk vow to destroy all remaining remnants of the Empire's hated autocracy. In many areas, longstanding racial and political conflicts held in check by the Imperial peace have exploded once more into all-out war. In others, the unfettered spread of the most powerful magic (once held in check by the Empire and the Lotherasien, its Imperial Guard) threatens not only the political order but the balance of life and death itself.


The stories in "A Prayer for Dead Kings and Other Tales" take place in one specific area of the overall world -- a subcontinental region of five great nations known as the Elder Kingdoms. The last lands to fall to Imperial dominion, the Elder Kingdoms maintained a fierce cultural independence that erupted to war in the aftermath of the fall of Empire. Structurally, the world of the Elder Kingdoms and Isheridar isn't all that different from a lot of other epic-fantasy worlds. Philosophically, however, Isheridar is a world in which the conflict will always be rooted in the struggles of individuals as they react to fate and circumstance -- not in the machinations of gods and ultra-powerful entities manipulating the flow of events from behind the scenes. The conflicts that fuel the stories in "A Prayer for Dead Kings" are driven by the complete and utter breakdown of civilization, against which characters must fight to determine what new order will ultimately take the place of the old.

From the promo preamble to the book:


"A Prayer for Dead Kings and Other Tales" follows a disparate group of heroes and villains caught up with the dark history -- and darker destiny -- of nine weapons of ancient magic, lost to time and mind.
In the aftermath of the fall of Empire, magic is the ultimate force for tyranny and freedom in the lands of the Elder Kingdoms. Magic defines the line between right and wrong, life and death that compels countless characters to take up a mantle of heroism they never expected to wear.
However, in the world of the Endlands, even the tales of heroes seldom end as expected...

And oh, yeah -- we've got maps: http://www.scribd.com/doc/59748479/A-Prayer-for-Dead-Kings



RC: That map is quite amazing, as is the background of the setting.  Have you considered possibly using one of the open gaming licenses to publish your campaign setting for RPGs?  It sounds like not only an amazing backdrop for fiction, but a great place to play some D&D.


SFG: Thanks much. Publishing parts of the overall world (including the Elder Kingdoms) as a campaign setting has always been in the back of mind, as I suspect it is for anyone who creates a home-brew setting. However, though I'm very happy with the dramatic and fictional possibilities that the setting presents, I'm not sure that the Elder Kingdoms is all that profoundly different in a gaming context to the many other settings that are already out there. I suspect that for the time being at least, I'll probably try to focus on developing the setting in fiction. However, on a related note, my overall goal is to use the setting as a shared world at some point -- initially with a few writers I'm close to (some of whom are working on Endlands projects that will hopefully see the light of day soon), but eventually opening it up to a wider range of authors who might want to play there. It's not a well-known fact, but J.R.R. Tolkien's original conception of Middle-Earth was as a world where he would provide the cultural framework and others would eventually write the tales and songs built on that framework. And while I'm certainly no Tolkien, I love the idea of trying to do something with a fictional fantasy world that's akin to what the OGL did for D&D -- creating a common foundation on which others can build.


RC: Yes, that shared worlds concept is definitely an intruging one, for fiction and for gaming.  I'd like to touch on the self-publishing process.  Obviously markets like Kindle and Nook are changing the way readers can obtain content, and also putting a lot of the power back into the hands of the author and away from the big publishers and agents.  What are your thoughts on the self-publishing market in this regard?


SFG: I'm in full agreement with a lot of authors much more important and successful than i am -- there's never been a better time to be an author than right now. For my part, "A Prayer for Dead Kings" was a perfect example of a book that makes sense as an independently published work, because it's the sort of book that doesn't make sense in the traditional market. Anyone who knows anything will repeat the conventional wisdom that anthologies don't sell as well as novels, and that anthologies by a single author (as opposed to collections where you can maxmimize the name value of the contributors) sell even worse. People will tell you that somewhat dark, character-driven fantasy is a non-starter in the marketplace, and it does no good to point out the gazillion copies of A Song of Ice and Fire that put the lie to that. In short, this is a book that likely never would have been able to be published, marketed, or sold traditionally, and the fact that I can make it available to people is pretty cool to me.


The business of writing is in the midst of the most profound shakeup since Gutenberg, and it's great to be in a position to take advantage of that. Having said so, however, it's important to point out the "business" in that last sentence. Writing is difficult. Writing is wondrous. Writing is a holy thing for those of use crazy enough to pursue it, but publishing involves a whole hell of a lot more than just writing. If you're a writer looking to take advantage of the potential of the new marketplace and the leveling of the playing field, you stop being just a writer and start being a publisher. And this means understanding the publishing process -- the importance of having your work independently edited, of working with proofreaders, of having beta readers, of revision and more revision. It's now amazingly easy to publish a book that isn't ready to be published, but you do so at your peril. It's only slightly easier than it used to be to publish a book that is ready to be published, because the work involved in getting ready for publication hasn't changed. It's just that writers are now in a position where we can -- and, i think, must -- take responsibility for that work ourselves.


RC: I imagine that self-publishing also entails a greater amount of work for the author in terms of getting his/her novel/story collection out there to the masses.  In the past, and still today for those fortunate enough to get a book deal, that was handled by the publishers and agents.  How has your experience been promoting your work?  What tools and methods are you using to get your work out there for people?  Obviously there are things such as our interview here, but what else are you doing to promote it?


SFG: That all depends on who you compare to, and most authors (genre fiction authors in particular) will tell you that many publishers are doing a lot less promotional work than they used to. I've heard it said that the only authors who can depend entirely on their publisher or publicist to handle all their marketing are the ones already so famous that their publishers and publicists don't need to bother. Especially in fantasy, many authors recognize that even if they do have the benefit of an agent and/or a traditional publisher backing them up, a lot of the promotional legwork falls to them. One of the great things about electronic publishing and the web is that it gives every author the chance to put the ultimate marketing tool into the field -- the work itself. Amazon and Smashwords both offer prospective readers a free sample of any book, creating an immediate connection between authors and readers. For "A Prayer for Dead Kings", I've also posted an additional preview story ("A Space Between") to Amazon as a free ebook that's been downloaded a little over three thousand times in the last month and a half. 


For me, that's the ultimate marketing -- getting the work in front of people who might be interested in checking it out. I'm not really into the massive carpet-bombing philosophy of self-promotion, as I don't see a lot of point in trying to sway people who probably won't have an initial interest in the type of stories i'm telling. I'm looking more to find people in the same kind of crossover place wherein my fantasy fandom resides (background in gaming, loves the classic sword-and-sorcery tales, but also likes books with a strong foundation of character story, et al). I likewise don't believe in the promotion-as-con-job approach to marketing, wherein people sometimes try to oversell or ingratiate themselves in an effort to establish themselves. I try to make sure that my online presence (such as it is) has something of interest to people who might come looking for me, but an author's online presence should be built around honest dialogue, not trying to suck up to people. I enjoy talking about what i do and why I love it -- and at the end of the day, I hope and trust that some of the people who like the same things I do will be interested in checking out my work.


Doing interviews like this one are a big part of that, because even when gamers disagree with each other (as we so often do), I think many of us maintain a common shared experience of wonder. I've said this elsewhere (possibly even in this interview already...), but it bears repeating because it's important to me. My primary goal when i write fantasy fiction is to try to capture the sense of wonder that lies at the heart of the gaming experience for me. Not the mechanics or the lexicon or the subtle details (though all those things can be fun to work with), but the feeling of being caught up in world-shaking events bigger than you are, and of having to decide how to move forward when it seems like all hope is lost. That to me is what great fantasy is all about.
    

RC: Okay, one last question. In all of the years spent gaming as both a player and a GM, what is the most favorite moment you've experienced in a table top RPG?


SFG: Well, I'll need to seriously fudge my answer because I honestly don't think I can narrow it down. In no particular order: The first D&D I ever played, without dice or rules (talked about above). The first D&D I DMed for my daughters, twenty-three years later. Playing "Twilight's Peak" (Traveller), and feeling like I'd suddenly become a character in one of the best books I'd ever read. Coming up to the gates of the Keep on the Borderlands and engaging in real roleplaying for the very first time. The last time we stepped through the gates of the Tomb of Horrors, having suffered disastrous losses on our first incursions, and knowing we were going to beat Acererak this time or die trying. (Spoiler alert: PCs 1; demilich 0.)

The weird thing about gaming (and quite possibly the most annoying thing for non-gamers) is how many seemingly mundane campaign moments are still rich with meaning and memory so long after the fact. I'd be hard-pressed to accurately remember any specific day of my life in eleventh grade. But if I close my eyes, I can be back on a hillside overlooking the Caves of Chaos as the sun rises. I can be back in a bookshop in Regina starport, opening a battered volume marked with a mysterious octagon. I can be back at the entrance of that very first plain-paper, no rules dungeon that started it all for me.

RC: Spoken as a true gamer. Thanks for taking the time to let me pick your brain a bit, and I wish you continued success with your gaming projects as well as with the new book.




About Scott Fitzgerald Gray


Scott Fitzgerald Gray is a specially constructed biogenetic simulacrum built around an array of experimental consciousness-sharing techniques — a product of the finest minds of Canadian science until the grant money ran out. Accidentally set loose during an unauthorized midnight rave at the lab, the S.F. Gray entity is currently at large amongst an unsuspecting populace, where his work as an author, screenwriter, editor, RPG designer, and story editor for feature film keeps him off the streets.

More info on Scott and his work (some of it even occasionally truthful) can be found by reading between the lines at insaneangel.com.

Friday, July 29, 2011

Q&A with Freelance Wizards of the Coast Designer and Author Scott Fitzgerald Gray Part 1

About a week ago, to my surprise, I was fortunate enough to receive an email from a reader. It was none other than Scott Fitzgerald Gray, freelance RPG designer and author, thanking me for my contributions to the gaming community through my blog. He was also kind enough to give me a copy of his current novel/short story collection "A Prayer for Dead Kings and Other Tales," which is currently keeping me up past my bedtime turning pages.

Mr. Gray has worked as an editor and RPG game designer for Wizards of the Coast among many others. Most are probably familiar with his work as co-designer of the D&D 4th edition incarnation of the Tomb of Horrors. He was also kind enough to conduct a Q&A with me in which we discuss his work with Wizards, thoughts on the upcoming big announcement about D&D at GenCon, his thoughts on gaming and the OSR, and his new book.




RC:  Give us a little background on yourself and how you first got into D&D, and gaming in general.


SFG: Like many disaffected youth of my high school generation (late 70s/early 80s), I and my core group of friends were heavily into speculative fiction and fantasy. Our lives were comics, sci-fi novels, Star Wars, and all the other escapism we could get our hands on. As I know is less common, we were also into wargaming, whiling away the weekends with Kingmaker, Squad Leader, and the other Avalon Hill classics. However, growing up in a small western-Canadian town of 2,000 people, we were totally off the grid as far as D&D went. I can remember quite clearly seeing the Holmes blue box and the original AD&D manuals in gaming and toy stores, looking them over, and not quite getting it. But then at the end of 10th grade (summer 1980), a friend of mine (Kevin, one of the four friends mentioned here: http://insaneangelstudios.blogspot.com/2010/07/somewhere-under-lost-and-lonely-hill.html) moved down to Vancouver temporarily with his family, and came back saying "I've been playing this game called Dungeons & Dragons, and you have to try it."


My very first D&D game was down in Vancouver with Kev and Dave (another friend mentioned in the post above). Kev was trying to explain the game without much success, and then (as is so often the case) finally just said "Okay, I'll show you." Except we had no books on hand. No rules, no character sheets. So we cut up paper chits to use for dice, rolled up the most generic 1st-level characters imaginable, played a fast and dirty three-room dungeon (complete with dragon) using the rules as Kev remembered them off the top of his head. By any standard, it should have been a train wreck -- but when we were done, I knew I had just experienced something that would change my life.


I bought the Holmes blue box immediately but never actually played it, going straight to AD&D when Dave discovered a guy (Mitch, soon to become the fourth friend mentioned in the above post) reading a "Players Handbook" in the school library. From there, the last two years of high school were pretty much nothing but gaming for all of us, and I wouldn't trade that experience for anything.



RC: And in the link you give there (which I highly recommend having a look over for the readers here), you speak on your work with Wizards of the Coast on the 4th edition version of Tomb of Horrors, which leads to my next question.  You were able to do what many in our hobby, especially those who tend to GM most of the time, only dream of doing; you managed to make a career in game design.  How did you first become involved in the field professionally?  Tell us a little about the projects you have worked on previously.


SFG: My RPG work was really a matter of being in the right place at the right time. I had just gotten back into D&D (and gaming in general) after a fairly lengthy midlife hiatus, mostly as a result of becoming really enthusiastic about the OGL as the foundation of D&D 3rd Edition. The creative possibilities excited me, and I really found myself getting behind the vision and potential of an "open game". In 2004, I'd already spent most of my life working in publishing and film, so I had solid experience as a writer and editor but had never done any gaming work. (The closest I'd come previously was a couple of articles written for "Dragon" way back in the AD&D days that I never submitted because I couldn't make myself believe they were good enough. In hindsight, I'm sure I was right.)


Totally by happenstance, I saw a note from Sue Cook on the Malhavoc website saying that she'd heard Wizards was looking for freelance editors. I got in touch with them, harassed the most excellent Kim Mohan for a month or two by email, and received back an editing test assignment on a section of the "Frostburn" book. Kim being the evil genius that he is, this test was entirely old-school -- to be printed out, marked up with proofreader's marks, and sent back as hard copy. (One of the advantages of being as aggressively middle-aged as I am is that you actually know forgotten arcana like proof-reader's marks.) I got an email back from Kim a couple of months later with the terrifying subject line "Your Test Results", but it turned out he liked my work and gave me my first assignment -- editing half of "Complete Arcane" under the direction of the most excellent Chris Youngs. Kim liked my work on that book enough that he offered me a second assignment -- "Races of Eberron" -- and things carried on from there.


I've done much more editing work for Wizards than design work (my first design job came in 2006 with "Secrets of Sarlona" for the Eberron campaign setting). I also worked on a half-dozen or so books with the force of nature that is Rob Schwalb when he was with Green Ronin, and a couple of projects for Malhavoc. However, the bulk of my RPG work has been for Wizards.



RC: So, having played through most of the editions of D&D, and having read your experience with the original Tomb of Horrors as a player, I know you must have been quite excited to have the opportunity to help design the 4th edition incarnation.  I understand you did one for the RPGA as well which precedes the events in the 4th edition version, which is more closely like the original module.  How did you get involved with the Tomb of Horrors project?

D&D 4e Tomb of Horrors

SFG: "Excited" is the minimal description of how I felt being asked to work on the Tomb of Horrors, yes. The super-adventure came first, with an email in April 2009 from Andy Collins, who said that he and James Wyatt wanted me to work on it, and was I interested. When I regained consciousness, I replied "Yes, please." The excellent Ari Marmell was already on board as lead designer and was hammering together the outline. I'd edited a few of Ari's projects before, but the chance to work directly with him for the first time was very cool. He and I first touched base on the project toward the end of May, then worked like madmen through to completion in August 2009, with the book released in July 2010. (I assume most people know this, but that year-long lead time between when a designer works on a book for Wizards and when it finally appears is fairly standard.)


The RPGA Tomb of Horrors came about entirely as a reaction to/result of the super-adventure. (Warning: Massive spoiler alert!) Ari's outline for the super-adventure did what I thought was a very cool thing by advancing the timeline to a period long after the events of the original Tomb and Bruce Cordell's amazing "Return to the Tomb of Horrors" box set for 2nd Edition AD&D. In the super-adventure, the original Tomb is an all-but-abandoned ruin drained of its magical power, which gave us the opportunity to do some truly original things with Acererak and his long-term plots, rather than just revisiting the same ideas already covered so well in ToH and RToH. At the same time, however, we were both cognizant that the then-recently released "Open Grave" treated the RToH backstory as "current canon" that would be violated in some way by our adventure, as would Rob Schwalb's excellent 4e updating of RToH's Skull City in "Legacy of Acererak" (Dragon #371). As an editor, trying to find ways to iron out inconsistencies in canon is a kind of unconscious reflex, and so totally out of the blue, I hit upon what i thought was a novel idea. I pitched James Wyatt on the concept of doing a straight 4e update of the original "Tomb of Horrors" module, which i saw as a kind of promotional prequel to the super-adventure, saying:


Within EToH ["Expedition to the Tomb of Horrors", the working title of the super-adventure], we've established a bit of a nominal timeline that places the events of the adventure in the very recent past relative to the timeframe of the PCs' campaign. The destruction of the Tomb of Horrors is set as approximately one year before the adventure kicks off (adjusted according to the DM's needs, of course). Alongside that, we explain what Acererak has been doing, how he survived RToH, et al. That means that for all the time up until the adventure is actually published, we have a canon in which the old Tomb still exists and is thriving -- as described in "Open Grave" (which treats the RToH backstory as current) and Rob Schwalb's piece on Acererak and Skull City in Dragon 371. Within this existing canon, prior to the release of EToH, a group can go to Skull City as it is "now" (from Dragon) and do the Tomb as it is "now" (from Dungeon). The publication of EToH then shatters that canon -- draining the Tomb, razing Skull City, and spinning things off in new directions.

James liked the idea, but wanted it done up as an RPGA rewards adventure instead, which i was totally cool with.



RC: And, as you point out in your post in the link earlier here, you had a unique opportunity to sort of immortalize your old gaming group in the Tomb of Horrors adventure.  Are the characters in that adventure more based on the players and their personalities, or were those the actual characters (i.e. race, class, etc.) the guys ran in the Tomb of Horrors game when you originally ran through it back in the day?


SFG: Mostly the actual players' personalities, but a little of both. Mitch was (and remains) the most studiously "cosmic" one of the bunch, so a deva seemed a fitting homage. Dave has played more than his share of rangers; my best fighter character from back in the day always favored the bastard sword, et al. That fighter of mine was one of the survivors of our original foray into the Tomb of Horrors in the spring of 1982, but I can still remember a few of the other characters as well.


RC: You mentioned earlier that it is not uncommon for a project to take up to a year to complete.  Can you take us through the process Wizards uses from pitch to project completion?  I understand the processes may vary depending on the project, but what about something like Tomb of Horrors, a super-adventure, or module?


SFC: Well, as a freelancer, my insight is limited because the initial decisions regarding Wizards projects are all made in-house. (The RPGA Tomb of Horrors was an exception to that, but it was initially a project intended for Dungeon, and so was pitched very much like I or any writer would pitch a Dungeon adventure or an article for Dragon.) However, the overall process is usually fairly consistent. The chiefs of RPG design and development are the starting point, deciding what books go on the schedule. The lead designer is next up, working with the department heads to create or finalize an outline that becomes the starting point for the other designers, each of whom will take on a specific portion of the book. Sometimes this is assigned by the lead; sometimes the designers get to call certain sections or discuss who would be best to work on a specific topic or area.

During the design phase, there's a lot of back and forth and discussion of ideas, especially where what's happening in one section will impact another designer's section. As a designer, the goal is to turn over the best possible work -- not just the writing, but creating quality maps (for adventures and setting books) and art orders. You have to decide which parts of your section will take an illustration based on the amount of illo space the lead designer has been told is available, then you need to describe that illustration in a way that gives the artist a starting point. Once a designer's work is done, the lead designer pulls everything together and makes sure it all fits properly before turning over to development. The developers do a comprehensive pass  pass through the work, focusing primarily on mechanics and rules issues. The book is then turned over to editing, where the focus is more on clarity, continuity, and making sure everything has the proper amount of punch.


The process obviously differs depending on the book. For something like a Monster Manual, development is obviously hugely important because the vast majority of the book is rules related. For something like the Tomb of Horrors super-adventure, it's a more balanced mix of design, development, and editing all contributing to the quality of the final product.



RC: Going back to the OGL, and how that has impacted the RPG field, we've seen a variety of retro-clones hit the scene of previous editions, such as Swords and Wizardry, Labyrinth Lord, OSRIC, and other variations such as Lamentations of the Flame Princess, which has spawned this so called "old school renaissance" in gaming.  It seems that over the past few years, the OSR has started to gain steam, as people are returning to their table top roots.  Obviously as far as Wizards is concerned, Paizo's recent continued success with the Pathfinder game has created quite the stir.  What are your thoughts on the rise of the OSR and the fact that the movement seems to be gaining a lot of momentum in the gaming community?


SFG: For me, the rise of the retro-clones really underscores the creative freedom promised by the OGL and the vision of Ryan Dancey, Peter Adkison, and the other folks who shaped that core of 3rd Edition. From an even older perspective, though, the many and varied ways in which D&D can be played today (whether by that name or otherwise) seems like an open acknowledgement that D&D has always been about people playing the game any way they wanted to. As I think is true for most gamers of my generation, the D&D that I played as a wayward youth was a chaotic mishmash of AD&D with a ton of house rules (including custom hit points and classes), a bunch of official rules we ignored because they didn't add to the game for us (weapon speed factor, anyone?), and liberal borrowings from Holmes Basic (including the 10-second melee round) and Cook/Moldvay. For us, D&D was always about picking and choosing elements from countless sources in pursuit of shaping the game that felt right to us as players and DMs. Thirty years after I started playing (dear god...), that kind of "My D&D" approach has not only taken the lead in the way the game is played, it's been made unofficially official. For me, this is a good thing.


I can't speak for anyone in the industry but myself, but as far I'm concerned, the more people that are engaged in fantasy role-playing, the better. I've done my level best to avoid the 3e/4e/Pathfinder superiority wars because I've always subscribed to the adage that the best version of D&D is the one you're playing and enjoying right now. My philosophy is that first we get everybody in the world gaming. Then and only then, we can argue over which version of which game they should be playing.



RC: There has been a significant rumor brewing in the online world about an announcement by Wizards at the upcoming GenCon in reference to some big news concerning the D&D product line?  Some are speculating the announcement concerns a possible 5th edition of the game, while others have said Wizards is considering shelving the brand in favor of a move towards board games with the brand name behind it.  I understand you might not be privy to this sort of information as a freelancer, but having worked closely with many of the designers and editors, what is your take on this announcement, and the changes coming down the pipe for the game of D&D?


SFG: As a freelancer, I have absolutely no inside information on what Wizards might or might not be announcing at GenCon. Like any publisher, Wizards needs to be very circumspect with its planning, and I totally understand and appreciate that. Having said that, however, I'd be very surprised if the most extreme rumblings of the rumor mill turn out to be even close to reality. Like any player and fan, I look to the most recent developments of the game to try to get a sense of where it's going. And when I do, I see those developments as indicative of a game that continues to evolve and grow in response to how people are playing it. To me, the process of development that's given rise to D&D Essentials (just to cite one example) is the same sort of process that's given rise to the OSR (though I respect that many OSR people would likely disagree with me). It's about letting people play the game they way they want to. Likewise, things like Mike Mearls' "Legends and Lore" column on the Wizards' website highlight the notion that D&D is a mutable continuum, not a fixed set of "definitive edition" data points. I know that some people read what Mike is saying in his columns and assume that he's specifically foreshadowing new directions for 5th Edition. I can't say they're wrong (if only because I honestly don't know). However, more important to me is the knowledge that the people in charge of Dungeons & Dragons understand that where the game has come from must always remain a big part of its overall direction.


RC: Yes, I think the fact that there are so many variations on the game really allow for a lot of customization.  I run a hybrid mix of 1e and 2e myself, and I try to take what I think are the best elements of both, and incorporate them into my campaign.  I understand much of your time devoted to the hobby is now spent behind the scenes working on projects and the like, but do you currently GM/play in any campaigns?  Do you have a regular group you play with?  What is your take on using technology like Skype in playing/hosting RPG sessions?


SFG: I currently play in two campaigns -- one, a home game with my wife and daughters; the other a play-by-post game on a private forum i run, which also serves as a testbed for some personal RPG design projects. The home game is v3.5 with a fair bit of customization (specifically, the spell points system from "Unearthed Arcana"). The PBP game is using an OGL/3.5-derived totally gestalt classless/level-free system that's been a pet project of mine for years, and which (if I ever get around to finishing it) is meant to be a single system that can encompass pretty much any style of play, from straight-up simple BD&D to a heavily tactics-oriented game like 4e. (When i say that, I'm sure I sound like more of an megalomaniac than I actually am...) My 4e games tend to be one-offs as opposed to long-term campaigns, because i'm usually using them to test projects i'm working on that don't necessarily link together in any useful way.


I'm definitely of the opinion that online play can be a great boon for tabletop gaming. Using my play-by-post game as an example, that campaign presently involves three players from back in the high-school days (including two of the Tomb of Horrors crew) and another friend relatively new to D&D. However, given that we're all several thousand miles apart from each other, being able to play online is the only way this game would ever happen. We've toyed with the idea of using Skype or some other video chat or online play system to play in real-time. However, the play-by-post format lets us work around our time zone differences more effectively.



RC: I'd like to briefly discuss something you touched upon there about 4e seeming like a tactics-oriented game.  There are many in the OSR who compare 4e to a lot of the video games in its approach to the hobby, which differs greatly with previous editions and incarnations of the game.  Do you think the video game and MMORPG culture has had an impact in the design of 4e or was this change in approach simply something more natural for the game?


SFG: I think it's more accurate to say that developments in MMORPG culture have had an effect on the overall culture of gaming, which then feeds into the ongoing evolution of D&D. Every MMORPG in existence is built on the foundations and language that Dungeons & Dragons and the other original RPGs created. Each new generation of RPG designers thus creates new games based on their own experiences of gaming, so it's not surprising that a person can look at 4e and see the overall influence of the three generations of RPG culture that have arisen since 1974. More importantly, though, I think people need to recognize that a focus on tactics is hardly a new development synonymous only with MMORPGs. Looked at completely objectively, 4th Edition probably has less in common with WoW than it does with classic tactical wargames like Squad Leader, which are full of turn-based tactical minutiae, stackable conditions, terrain modifiers, and often-insane number crunching to resolve combat. (I await someone's upcoming scathing blog attack revealing how 4e proves that Hasbro is planning on spinning off D&D under the Avalon Hill brand any day now.)


RC: And ironically enough, OD&D spawned from miniature wargaming anyway, which is in of itself, very tactical in nature. Another big change in later editions was the encouraged focus on storyline play as opposed to "sandbox" play.  Many have debated the merits of both ad nauseam in the blogging world, but what are your thoughts on the adventure path/storyline focus of modern RPG adventures as opposed to the more classic sandbox approach?  What has led to this progression, and do you forsee Wizards or any of the other big fish going back to the sandbox style?


SFG: As said above, I think that many specific trends in RPG design can be explained simply by acknowledging the way that each new generation of gamers reacts to and seeks to "improve upon" what came before. When sandbox play was the norm (as epitomized by the classic AD&D and D&D adventure modules as individual units, connected by only the most rudimentary story), it was easy to get excited by something like Dragonlance with its implicit promise of "This will be different!" But then a generation later, when complex narratives had become the norm because of the success of Dragonlance, it was just easy to get excited by a return to the older, simpler approach.  I personally think that sandbox play and more complex story-based play are equally valid approaches to D&D --  and not to keep harping on the same point, but the beauty of D&D for me has always been that it can encompass both those paradigms with equal ease.


One other important factor, though, is the way that gaming groups have changed over time. Back in the day, groups tended to be large and chaotic. Four players one week, then ten the next, with half playing two or more PCs -- this was the AD&D way, and in that kind of environment, sandbox play is usually the better option. As D&D got more mainstream and it became possible to establish a more consistent expectation of gaming with a core group of players, story-based play often offered a richer ongoing campaign experience. These days, a player's preference might well stem from what kind of group they play with. If it's fast and informal, sandbox style is often best (as is the case for my own 4e games). With a consistent base of players and characters, more detailed story-based narratives have a lot to offer (as they do in my home game and my PBP game).

As far as industry trends, i expect it's always going to be a balance. I think that many designers implicitly like the idea of shaping story within the context of adventure writing (and i'll certainly cop to being one of those designers). But at the same time, we recognize that we're doing a disservice to certain types of players if we force our story ideas on them, so we try to offer options for both styles of play.

Be sure to check back on Monday for Part 2 of our Q&A session in which we talk about more gaming, Scott's new book, and the world building and writing process.




About Scott Fitzgerald Gray

Scott Fitzgerald Gray is a specially constructed biogenetic simulacrum built around an array of experimental consciousness-sharing techniques — a product of the finest minds of Canadian science until the grant money ran out. Accidentally set loose during an unauthorized midnight rave at the lab, the S.F. Gray entity is currently at large amongst an unsuspecting populace, where his work as an author, screenwriter, editor, RPG designer, and story editor for feature film keeps him off the streets.

More info on Scott and his work (some of it even occasionally truthful) can be found by reading between the lines at insaneangel.com.