In part one I described how Crown of Axis began with an invitation to write the next big introductory adventure for 13th Age, and my idea to set it in the Emperor’s city of Axis. I just had to convince Rob Heinsoo this was a good idea!
First, I read everything ever written about Axis in 13th Age. The game’s “your Dragon Empire will vary” approach meant that I was free to present one possible interpretation of the city, but I wanted to make sure I had a good understanding of, and feel for, what had come before. I was also aware that a GM might not have 13 True Ways (which contains the most extensive writeup of Axis to date), so I would need to figure out what background information was important enough to include within my limited page count. Brief descriptions of the various neighborhoods were vital: PCs might travel anywhere in the city, and I had to equip the GM with enough information to handle the basics. Some of it was important to making players feel like Axis is a place: the tastes, the sounds, the smells, and how people there live their lives. I wanted to invite players to sample the street foods, play wargames in the taverns of Garrison, and cheer on gladiators in the arenas.
I wrote a detailed, bulleted outline with a rough map of a key adventuring location and sent it to Rob and J-M DeFoggi, the project’s developer, for review. I knew they would come back with incisive questions, as well as comments about things I may have overlooked or not fully thought through.
Without spoiling anything, I’ll share some issues (large and small) that I needed to work through before the outline was approved:
- The outline included real-world historical people and institutions as placeholders for fictional ones, and the longer those placeholders stick around the harder it will be to create the fictional versions.
- Nothing prevents the PCs from going straight from the situation in the beginning of the adventure to the final battle, ignoring everything in between.
- Why doesn’t [BAD GUY] simply do [OBVIOUS THING]?
- The design needs to account for the possibility that the PCs will fail in the end.
- Some players will want their characters to fight in the arenas as gladiators, so the GM needs tools to handle that.
- The PCs spend much of the adventure solving a mystery, and there aren’t investigative rules in 13th Age. It would be great if there were an elegant mechanic to handle those parts that feels like it belongs in 13th Age.
In the end, I wrote eight drafts of the outline before Rob gave me the go-ahead to write the adventure. This was great because even though plenty of details would change during the design phase, my foundation was rock-solid. However, I struggled at the beginning: this was the biggest RPG writing project I’d ever taken on, and my anxious perfectionist brain became overwhelmed. The solution was to schedule weekly Skype discussions with J-M where I’d share the status of the draft and we’d work together to solve any design and plot problems that came up. That’s where most of the solutions to the challenges above came from. It’s the closest I’ve ever worked with a developer on an RPG project, and it was incredibly helpful.
The final draft kicked off the development phase, a back-and-forth process where J-M ensured that my design matched the desired play experience, and he checked my math and mechanics. He also asked me to write a handful of art orders: descriptions of people, items, or locations for an artist to illustrate. From there it went to the editor, Trisha DeFoggi, and from there to layout. Which is where we are as of this writing!
I hope these posts are helpful to anyone who’s interested in becoming an RPG designer, or just wants to know how the RPG sausage gets made—and I hope you enjoy playing Crown of Axis when it comes out!
“Wade Says” icon by Regina Legaspi.
13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.