Hi Neil! Could you tell us a little bit about yourself and your background as a designer and developer?
Sure. I’ve been a freelance game
designer for nearly a decade now. I started small with early contributions to
D20-compatible third-party publishers during the original days of the Open
Gaming License, but my biggest break came in 2009 when I won Paizo Publishing’s
RPG Superstar contest. From there, I’ve mostly been an adventure writer for the
Pathfinder Roleplaying Game. And, to date, I’ve been among Paizo’s most
prolific writers for their flagship Adventure Paths. That’s allowed me to pen
adventures for everything from standard, medieval fare involving barbarian
hordes, pirates, and witches, to more cutting-edge scenarios like Far East
adventuring, a mythic crusade against the demons of the Abyss, and even a
popular campaign set against the backdrop of a crashed starship in a land of
super-science, magic, and robots. So, I’ve spent a lot of time navigating a
number of different genres, all while applying new rules additions in support
of some pretty awesome roleplaying scenarios.
You're the lead developer of the Legendary Planet
Adventure Path Kickstarter. What can you tell us about your work on this
project?
I won’t lie. It’s a pretty daunting
task. When I first proposed this idea to the Legendary Games design team, I did
so with the full realization that it wasn’t something I could create on my own.
I had the vision for it, but the project would need a LOT of other veteran
designers to really bring it to life. And, in that respect, my role is to serve
as the creative director, lead developer, and assistant editor, filling in
ideas here and there, stitching individual parts together so they support the
overall story of what I outlined for the team, and then vetting individual
turnovers while collaborating with our contributors to keep everything on
course. It’s been pretty challenging staying on top of all that. And I’m
working with a lot of creative people who all have their own amazing ideas to
add to or enhance the overlying storyline and campaign setting. Many of these
guys have been stalwarts in the industry for a long time now. And, thankfully,
they know the drill. I’ve also done what they’re being asked to do, so I have a
lot of insight into the same creative process which guides them, and that’s
helping us all stay on track together.
It had its origins in the campaign
setting contest that Wizards of the Coast ran many years ago. I brainstormed a
handful of different setting ideas, searching for something that would be
unique enough to stand out, but also familiar enough that it would touch on
elements and tropes which people could immediately identify with. That campaign
setting never manifested, of course, as Wizards went on to publish Eberron
instead. But, the underpinnings of Legendary Planet kept lingering in the back
of my mind, and, over the years, there were other bits and pieces of books,
movies, and games which kept colliding with that initial idea to give it more
definition. Movies like Stargate, John Carter of Mars,
and even the Marvel Cinematic Universe with Thor visiting the
nine realms and the Guardians of the Galaxy playing out on a
larger universe began to crystallize this idea of how to connect Legendary
Planet with pre-existing worlds as a bridge between other campaign settings.
There were also influences from the sword-and-planet fiction genre (especially the Barsoom-series
by Edgar Rice Burroughs), other sci-fi campaign settings (like Alternity’s
Star*Drive), and so on, which continued building an epic, space opera plotline
to layer over everything. And it just kept growing from there.
What can you tell us about the Legendary Planet
AP? What are your main design goals?
I’ll take these questions in
reverse order. Primarily, the Legendary Planet AP has three main design goals.
Number one, present a playable, entertaining series of adventures which can
take characters from any other pre-existing campaign world into a greater
multiverse filled with many different worlds, and allow them to hop from
planet-to-planet as they rise in power from 1st to 20th level. Given that most
other Adventure Paths usually cap out around 17th level, we felt it was
important to extend the storyline enough that we take characters through a full
progression of their class abilities, and this AP is designed to do that with
eight separate adventures. Number two, we want to use the AP as a means of
introducing our campaign setting and slowly educate everyone on the details
about it one chapter at a time. These adventures are written in such a way that
the PCs get to fully, and repeatedly, experience one world (i.e., the core
world of our campaign setting), but also travel to many other worlds through
these various gateways, essentially introducing one new planet per chapter in
the AP. That lets us parse out information in chunks that should be easier for
everyone to process, and all that material will eventually form the building
blocks of a Legendary Worlds Campaign Setting we’ll do in the future. And,
finally, our number three goal was to expand the diversity and flexibility of
the Legendary Planet multiverse in a way where we can showcase various rules
systems which sometimes get overlooked or go underused. Specifically, we feel
that a true sword-and-planet, space opera setting which spans multiple worlds
is an ideal place to play around with rules for psionics, mythic paths and
monsters, as well as occult magic and even rules for mass combat, vehicles, and
strongholds.
So, as you can tell, we’re being
about as ambitious with this undertaking as anything I’ve seen produced for the
RPG industry in the past three or four decades. The storyline of the Adventure
Path itself can begin at one of two starting points. If you want to begin at
1st level, you can play through a short prequel adventure called The
Assimilation Strain. It takes place on the PCs’ presumed homeworld as a
small frontier town experiences a limited alien incursion in the form of a
virus used as a biological weapon. For science-fiction fans, the story has
connotations similar to The Andromeda Strain and Invasion
of the Body Snatchers with a bit of The Walking Dead thrown
in there, too. It’s meant to expose the PCs to an off-world threat as it takes
them to 2nd level, but the beauty of this adventure is that it can be played
completely standalone—independent of the larger Legendary Planet Adventure
Path—or, it can serve as the lead-in for the AP. We designed it that way so
folks can test the waters on how their players react to “aliens” getting pulled
into their existing campaign setting. From there, they can pick up the first
chapter of the AP as they literally venture To Worlds Unknown. The
storyline for that tale begins in media res with PCs waking up
as alien abductees in a strange prison facility and having to fight their way
out. Of course, the way “out” is actually one of the gateways which takes them
to the core world of our campaign setting, putting the PCs on an heroic path
which will take them across the stars to even more strange and alien places.
This adventure can be played as a continuation of the The Assimilation
Strain, or, if players wish to skip the prequel, they can jump straight
into the action with completely different characters who could have been
abducted from multiple homeworlds. The bottom line is the Adventure Path is
very much about an unexpected enlightenment on the vastness of the multiverse
and the threats it contains, as well as an epic journey where the characters
get to grow in power on the grandest of all stages while having an impact on many
worlds rather than just their own.
Is the adventure path designed to be compatible
with an existing campaign setting, or does it introduce a wholly new setting?
What types of supporting material are you planning to include?
The Legendary Planet AP has the
potential to be an extremely versatile campaign setting. It can stand on its
own, letting players create all new characters and choose their planet of
origin before coming together as a group of adventurers. Or, it can also act as
an umbrella-setting, defining a broader multiverse of planets beyond just the
typical one-world or one solar system settings which exist today. We fully
realize that many GMs and players have invested a lot of time playing in other
campaign settings besides ours, and, rather than leaving all that behind in
order to “start over” with ours, why not just give them a way to bridge to our worlds
instead? That’s the beauty of the gate technology we’re using as the core
underpinning of our setting. It will allow you to bridge multiple worlds
together. As long as they’re on a similar power-scale, you can stitch multiple
settings into one by using ours as the needle-and-thread. In addition, we can
set things up so that each planet in our multiverse has a handful of unique
properties or conditions for those who use the gates to venture there. With the
mythic rules system, we can basically layer on a morphic mythic tier to
temporarily grant visitors to a new world a handful of different abilities,
kind of similar to how John Carter becomes much more powerful on Barsoom than
he is on Earth. Or the way Superman has different powers under a yellow sun than
a red one. While we’re not looking to take mythic power to full super-heroic
levels in our Legendary Planet multiverse, we are going to use it to help make
the experience on each planet a little different for the PCs. Their mythic
ascension is what will elevate these heroes so they can live out the epic
journey in store for them.
Legendary Planet's new villainous alien species: The Klaven |
What are the best things about the Legendary
Planet AP and what type of players or GMs would you recommend it for?
First and foremost, it’s a
sword-and-planet AP. So, that means it’s not just pure medieval fantasy, but
it’s not full-bore sci-fi either. Sword-and-planet tends to straddle the line
between those two genres. As a result, most people refer to it as sci-fantasy.
To me, that’s kind of been an underserved market in terms of campaign settings,
so (if you’ll pardon the pun) we’re striving to fill a void with this
undertaking. The type of players and GMs recommended for it would still be the
same folks playing Pathfinder or 5e or similar RPGs today. It won’t veer too
far away from any of the familiar elements they already enjoy in their existing
games, but it also provides a dash of “something different.” And, because we’re
taking players to all new worlds, we get to characterize all new creatures and
monsters and races in a way that breaks out of the routine material everyone
already knows. It helps make things mysterious again. And, it gives you new
character options and new rewards. So, it’s really meant for anyone who’d like
to broaden their adventuring experience without abandoning everything they
already know and enjoy.
You've got a pretty impressive group of
freelancers working on the project. What can you tell us about them?
We’ve got a LOT of great
contributors on this project. In fact, one of Paizo’s developers recently
lamented (in a good way) that we were stealing away their authors. In reality,
it’s more like borrowing, and we’re all close friends with Paizo, who created
the first Adventure Path and perfected its format over the years. And, for an
undertaking this ambitious, we pretty much need veteran designers and authors
who have experience with this scale of adventure-writing and world-building.
Our prequel adventure is co-written by three-time RPG Superstar alumnus Tom
Phillips and myself. Jim Groves, Mike Shel, and Matt Goodall are writing
Chapters 1 thru 3. We just funded Richard Pett writing Chapter 4. And, provided
everything goes according to plan with the Kickstarter, Steven T. Helt, Tim
Hitchcock, and Jason Nelson will write the higher level adventures with
Chapters 5 thru 7. Beyond that, we have a number of other contributors working
on our support material, including guys like Sean K. Reynolds, Mike Welham,
Will McCardell, Alexander Augunas, the aforementioned Chris A. Jackson, and a
lot of other folks we’ll be assigning stuff in the days to come. In addition,
we’ve signed on some really great artists for this project, too, and I’ve been
really happy with some of the early sketches and illustrations we’ve received
to help bring the campaign to life. The cover for To Worlds Unknown on
our main Kickstarter page is by Tim Kings-Lynne and he's done a fantastic job
of capturing the look-and-feel of Legendary Planet for us.
Can you give us an exclusive teaser about the
adventure path?
We’ve been posting a few teaser
updates to the Kickstarter already (mostly as art images), and we ran a preview
of both The Assimilation Strain and the first part of To
Worlds Unknown at this past PaizoCon in Seattle. We also used our most
recent Legendary Games newsletter to share the stat-block for one of the
villainous races in the setting. But, for this format, I’ll share an all-new
teaser. You may have noticed that I included Sean K. Reynolds in our list of
contributors working on support material for the AP. His assignment is to
establish a group of 20 new, core deities for our campaign setting—essentially
interstellar beings capable of reaching across the multiverse and responding in
divine fashion to their followers. These deities will be in addition to
any other pantheon or mythology you decide to link up to the Legendary Planet
multiverse with your own existing campaign, and Sean will be expounding upon
them in short little paragraphs as the bonus article in Chapter 1 of the AP. We
also hope to have a first look at these core deities—as another update to the
Kickstarter—in the form of a simple table detailing their alignments,
portfolios, domains, favored weapons, etc. And, we’ll also be connecting many
of these gods to the primary alien races (both good, bad, and indifferent) that we’re defining for our campaign setting.
What advice would you give to someone interested
in running a Kickstarter?
Start small and build from there.
We’re being very ambitious with this one, because we already have a few under
our belt. Rachel Ventura is our marketing manager, and before joining us at
Legendary Games a couple of years ago, she worked with Frog God Games and
helped manage a handful of their Kickstarters. In addition, Legendary Games
launched our first Kickstarter to fund a compilation of similarly-themed
material for a Gothic Campaign Compendium, which we’d previously
published as AP plug-ins. So it was mostly material which we’d already written,
could then layout for a single hardcover book, and fulfill very quickly. That
simple project helped establish the reputation that we can meet our obligations
to our backers, and we’ve prided ourselves on that ever since. Our second
Kickstarter was a stronger push into collaborating with other third-party
publishers, where we partnered with Kobold Press, Dreamscarred Press, and Rogue
Genius Games to produce three, separate hardcover books for a Mythic
Monster Manual, Mythic Spell Compendium, and Mythic
Hero’s Handbook. Collectively, these three books helped push our boundaries
a little bit so we’d know our limits for future Kickstarters. And, like our
first project, the Mythic Mania hardcovers are printing and on their way to our
backers as promised.
So, Kickstarters are a huge
undertaking, but we've got quite a lot of experience with them now. It
definitely helps to have a lot of your material pre-written and ready to go,
because that speeds fulfillment and your backers don’t have to wait as long to
receive their rewards. We went into the Legendary Planet Kickstarter with a
similar premise in mind. The text for our first two adventures—The
Assimilation Strain and To Worlds Unknown—will be written
and ready for early release as soon as the Kickstarter ends. The next two
adventures—The Scavenged Codex and Dead Vault Descent—are
already being written and should be entering the development cycle around that
same time, with an intended release 1 or 2 months afterward for each chapter.
Once we have that behind us, we’ll focus on the remaining half of the AP (i.e.,
Chapters 4 thru 7) with a similar release schedule with a projected hardcover
compilation of the entire product by next GenCon if all goes well. We’re dedicated
to meeting that goal, but we’re just as dedicated to making sure it’s a quality
product when we print it. We think it’s important to assure our backers of both
of those things.
Is there anything else people should know about
the Legendary Planet Adventure Path Kickstarter?
It’s going to be awesome.
Seriously. This is a watershed moment for Legendary Games. It establishes our
very first Adventure Path with the foundational building blocks of our very
first campaign setting. And, we’re encouraging everyone who’s supported us in
the past to help fund this undertaking so we can make it as Legendary as
possible. We’d also like to spread the word to fans of 5th edition, as we’ll be
including a version of the Adventure Path in that format, as well. Even though
APs have traditionally been a product for the Pathfinder Roleplaying Game,
we’re widening the market a bit to reach out to other RPG fans and bring them
along for the ride, too. So, please check us out.
You can visit our Kickstarter page at https://www.kickstarter.com/projects/legendarygames/legendary-planet-adventure-path and our company website at http://www.makeyourgamelegendary.com/
You can visit our Kickstarter page at https://www.kickstarter.com/projects/legendarygames/legendary-planet-adventure-path and our company website at http://www.makeyourgamelegendary.com/
Legendary Games brings you an epic sword & planet adventure saga for Pathfinder and 5th Edition that takes you across the multiverse!
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