We had an amazing
family vacation for two weeks just as I was turning over the 2nd
playtest draft of 13th Age.
We spent two weeks in Turkey, starting with four days in the carved rock of Cappadocia,
where I typed the new echo spell notes for the wizard listening to the night call
of the muezzin bouncing off a fortress rock named the Castle of Uchisar. Then we
drove south and west along the coast, hiking in ruins and swimming in the
Mediterranean before catching aflight to Istanbul for a final four days of
museums and bazaars.
In Kalkan, we
stayed in a sweet hotel that we thought was named the Harpy Hotel. But half its
logos and signs said the Happy Hotel. Which was it? Well it started as the Harpy
Hotel. As witnessed by the Harpy Stele at the nearby ruins of Xanthos, the
local harpies were conceived as benevolent spirits, winged women who took the
souls of dead children to heaven. Huh. Dead children, well, I guess that’s the
human condition. Heaven is good, at least.
But every week a
hotel guest mentioned that as far as they knew, harpies were monsters. Eventually
the hotel acknowledged its PR error. The owner’s name includes a Turkish word
for happy, so the new name is a double-entendre
that most guests won’t realize.
As we were
checking out I decided to take one last look at email since it seemed likely we
wouldn’t have access that night. I had a surprise present, the first 13th Age monster tile I’d
seen from the Diabolist, sent over by Lee Moyer who’d finished the tile from
Aaron McConnell’s rough pencils. And yeah, the moment we were checking out from
the Happy/Harpy Hotel, Lee sent over the harpy.
I had my laptop in
hand as we checked out and showed the art to the concierge, saying “You know
all those people who turned the harpy into a monster and made you change the
name of your hotel? I make games. I’m part of your problem.”
For those of you reading
this entry for information on 13th
Age instead of keeping up with my synchronicity highway vacations, here’s the
scoop on our monster tiles. Preparing the art order, I mulled over the fact
that our monster selection for the 13th
Age book deliberately sticks close to d20 norms. Therefore most of our
monsters have been extremely well-illustrated multiple times. And recently.
What were we going to add? Did our audience really need another monster-format illustration
of a gnoll? An otyugh, even? There had to be a more interesting approach. So I
turned to the strengths of our setting: what if the monsters could be
represented by control glyphs created by the Archmage? That way the monster illustrations
would be different and say something useful about the world. Maybe I’d put together a card game using the glyphs. Maybe the game would correspond to a game played by wizards.
I talked the idea
over with Lee Moyer. Mr. Value-Added, I call him. Once Lee began experimenting
with the glyphs, he suggested that we rank the monsters with icons they might
be associated with instead of giving the Archmage all the credit. Of course! Each monster or monster type
appears on a form of tile, stone, gem or plaque associated with one of the
icons. The Diabolist’s tiles are all shaped like the harpy tile, a shape you'll recognize from the icon's illustration. On the
Diabolist’s other tiles, instead of a harpy you’ll get a hezrou or dretch or
balor. But the Elf Queen’s tiles look nothing like the Diabolist’s tiles, ditto
for the High Druid and each of the other icons associated with a few of the
monsters.
Lee nailed this
project. We’ll share more monster tiles soon!
No comments:
Post a Comment