You’ve met Marc Tassin once or twice before on this blog. The former director of the Writer’s Symposium at Gen Con, he’s also a world-creating game designer. Half of his basement is a game room, and the other half is a shrine to Star Wars toys. A gamer since the 7th Grade, he designed his own RPG in high school and sold his first Dragon Magazine article in 2004.
His latest Kickstarter introduces the next wave of his grand opus, the World of Aetaltis. If you happen to be at Gen Con this year, you can find him at various events. If you whisper, “Dave sent me,” he might have a little gift for you.
You’ve mentioned learning from mistakes in previous Aetaltis Kickstarters. What would you have done differently?
I would have published the full campaign setting first. The books we put out got people excited, which is awesome, but when we couldn’t immediately follow up with the full setting it made it tough to keep people engaged. In fact, the more excited you get people with a thing, the more disappointed they are when they can’t immediately get more.
I’d also trust my instincts more. When we started, I ran with my crazy ideas, and it went great. Once more people got involved with the project, I got nervous. I grew conservative and tried to emulate what other companies did to make sure I didn’t let down the rest of the team. Instead of making things better, the safe path ground the whole project to a halt. It wasn’t until I stopped worrying about “the way the rest of the industry does it” and trusted my ideas that everything started popping again. And it’s way more fun doing it this way.
Aetaltis seems to have something for everyone, but what are some of the unique features of the setting? How do you balance the familiar with the unexpected in creating a world for gamers who are used to certain tropes but who don’t want the “same old” all the time?
There are a ton of new things to discover in Aetaltis—new races, new monsters, new lands—but I think the most unique aspect is the story I’ve wrapped around the world. It’s a story that is tied to the larger story of the universe where Aetaltis resides, and it hints at deeper mysteries that could significantly impact the world and its people (and thus the players).
And while it draws on traditional heroic fantasy ideas, I’ve added some modern twists.
As an example, I included a clearly identifiable set of “bad guys,” the endrori. These are monsters who it is morally and unquestionably appropriate for the heroes to fight and defeat. At the same time, I’ve woven in more modern ideas about how something becomes “evil,” the issues of nature vs nurture, the question of personal choice, and the temptations of power. So you can still go out and fight the orcs without guilt or doubt, but there is a deeper story underneath it that taps into more modern concepts about the nature of evil.
As for making cool fantasy tropes and classic fantasy stuff work, I think it’s all about working out what made it a trope in the first place. Why is it that dwarves building grand underground cities is a requirement for us to recognize a fantasy race as dwarves, whereas other elements you can leave out and no one even notices? If you can work this out, and I’ve spent a ton of time working on this, you figure out what you can safely change while still benefiting from what we love about the thing.
Kevin Fiege (the guy behind the success of the Marvel Cinematic Universe) is my hero when it comes to this. The guy has found the perfect formula for teasing out what makes Marvel and its characters part of the modern mythology of western culture. He knows which elements he can tweak, and which you don’t mess with. If I can pull of just a little of his magic with classic fantasy and Aetaltis, I’ll be thrilled,
Fiction for game settings seems less prevalent these days. Why do you think that is? Has something replaced it?
I don’t think the problem is that something replaced the fiction for fantasy settings. In fact, I strongly believe that a market for it exists, maybe more today than ever before, but the state of the publishing industry makes it tricky for game companies to make it work financially. The things that made it possible to get amazing game fiction into people’s hands in the past aren’t there anymore. One of my goals with Aetaltis is to crack the code that lets us turn this around. Wish me luck on this one! I’m not the first person to try to solve this problem, but I’m going to try.
More and more celebrities have become vocal about their love of roleplaying games, some of them even playing in online videos. Are the fans they’ve attracted different from “old gamers”?
I love how many people are getting into roleplaying games. I couldn’t be happier. And it’s no surprise to me that this is happening. Roleplaying games are a blast. And the people discovering roleplaying games today aren’t any different from the veteran gamers. There are the usual generational differences, but that’s got nothing to do with the game. As gamers, they’re exactly like the folks who have been gaming for years.
What is the single most important element of a fantasy RPG adventure? A compelling villain? An intricate map? Gnarly monsters? Awesome treasure? Something else?
You need all that stuff, but the most important thing? A clear goal. If the heroes have a clear goal set before them, it drives the entire adventure. Every encounter is about that goal. Every creature they fight is an obstacle between them and their goal. And once they achieve the goal, they know they’ve won and have the satisfaction of having clearly achieved victory. And you don’t need to write the goal for them. If you can write the adventure in a way that compels the players to commit to a goal of their own right at the start, that works even better.
The World of Aetaltis Kickstarter has almost met its funding goal already with 24 more days to go. Go take a look!