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Star Wars Role-Playing Game: Knights of the Old Republic Campaign Guide
My earliest brush with Star Wars and gaming came
not from any of the role-playing games, but the old Escape from
the Death Star
board game from Kenner, eons ago. (They made it seem so
easy, then.) It wasn't too long after that that I discovered Dungeons
& Dragons
— the boxed version with B1: In Search of the Unknown inside — and that
role-playing hijacked a good deal of my junior high existence. I was
the vice president of the school comics club in seventh grade, but I
was president of the D&D club in eighth grade — right up until
the
religious group shut us down.
I probably spent more time in later years doing wargaming and strategy
boardgaming than role-playing, often for a lack of other players
nearby, but also because of interest in the subject matters being
simulated. I still kept up with what was going on in RPGs, though,
buying plenty of game systems — to read, if not always to eventually
play. I was in college when I bought the first West End Star Wars game
guide; it had been a while since any licensed products had been out,
and I loved the fake ads inside. They really had something
there!
I backed into working in the gaming industry through my work with
comics -- and more than once, it would turn out. As editor of Comics
Retailer when Magic
got hot, I helped turn the magazine into Comics & Games Retailer;
later, when Scrye
was added to the division, I became editor for that as well. That kept
me abreast of events in the market for a long time, including trips to
Gen Con and the Game Manufacturers Association Trade Show; I also got
to work with Michael
Stackpole
to fight off — you got it! — some of the few remaining
attempts
to demonize role-playing in the press. So to the kid who got our gaming
group shut down in eight grade: Nyaah, nyaah.
So we come along a few years later, when I'm writing Star Wars:
Knights of the Old Republic for Dark Horse. In
early 2007, my colleague and sometime collaborator James Mishler
informed me that Wizards of the Coast was relaunching the Star Wars
Roleplaying Game with the Saga Edition; I thought,
naturally, a KOTOR
Campaign Guide
would be interesting, but I had no idea how to pursue it. Later that
spring, at Star Wars Celebration IV, an old friend doing Saga demos for
Wizards suggested the idea as well, and pointed out Rodney Thompson,
the head designer. I made a note to find him but got sidetracked with
other business -- and then, ironically, after my panel, a Lucasfilm
representative came by to introduce — yep! Rodney Thompson, there to
discuss my possible participation in an already scheduled KOTOR Campaign Guide.
As the book already had writers in Rodney, Sterling Hershey, and Abel
Pena, the initial idea was simply that I provide some continuity
oversight. Once I got into my gaming background, however, Rodney — who
went to the University of Tennessee as well, where I'd gotten that West
End game years ago — asked me to write some of the sections, as well. I
visited Wizards of the Coast in Seattle later in the summer, meeting
everyone as we began to figure out how to begin to cover so many
different events in one time period. Wizards was simultaneously working
on KOTOR miniatures, so it was going to be a big release.
I enjoy writing flavor text a great deal; it's not much different than
writing things like the KOTOR Handbook,
which I was still working on
during that period. However, the Campaign Guide required the full
experience: designing stat blocks for characters, ships, and weapons. I
approached this somewhat more tentatively at first — it was something I
could do, but it took me a while. But then I remembered my wife, the
Intrepid Meredith, renowned as a character-generating engine. She was
able to help me through a lot of the stuff I was rusty on, or simply
misunderstood. (Hey, I learned in the world where it was S-I-W-C-D-C —
we're talking even before THAC0, here.) Her contribution to my
contribution made it a lot better -- I tried to get her a credit in the
frontmatter to no avail, but it's all right: she got 100% of the money!
The writing, for me, took a couple of months. Rodney came up with a
breakdown that understood the KOTOR era to include everything from 4000
BBY to 3951, bridging from the Tales
of the Jedi comics to the second
KOTOR video game. Rather than dissect the era into sub-periods, the
idea would be to make the necessary distinctions within the
subchapters. It was the best call, I'm sure. The Mandalorians of 4000,
3963, and 3950 are dealing with completely different situations, but
it's better to explain the Mandalorians in one place and then get into
the vagaries there, rather than bust it up across different sections.
As we broke it down, I wrote the chapters on the Republic and the
Mandalorians, with Abel writing the Sith and the Jedi; Sterling and
Rodney split up everything else. That said, we did a bit of
horse-trading within chapters so that I could write (or contribute to)
elements involving the comics outside of my own chapters; I also had
the chance to read most of everything in progress, giving me a few
chances to make suggestions for inclusion or exclusion. I didn't expect
that level of access would be possible, but I really appreciated it.
Lots of fun and interesting electronic discussions ensued as we went
along. The decisions of what characters to include began and ended with
editorial, but we were able to make the case for various things. A
great amount of thought went into how to balance the worlds of Tales of
the Jedi, the KOTOR comics, and the two different video games. There
was never any kind of a quota; it was something that came about
organically as it related to the chapters we were in. For example, no
Sith at all had appeared in the KOTOR comics when we were working; so
the Sith chapter was going to be more heavily about the other eras. The
Mandalorians are hip deep in the comics eras and nearly gone by the
video games, so the Mandalorian chapter was going to be more about the
different comics incarnations. I rooted for Tales of the Jedi often --
it being the most distant in terms of time of release, I didn't want to
overlook anything. There had been a West End guide for the comics
already, though, so we probably focused more on the major players from
that time.
Being involved also allowed me to do something that isn't often done in
game guides: advance some stories a little. Haydel Goravvus would have
been on nobody's short list for inclusion in a book like this -- but I
needed a Corporate Agent, which was one of our new prestige classes. So
I gave more background on him than we'd ever had in the comics --
including the fact that he'd escaped Taris after the Resistance fell.
There were some other bits of business like that. While "Vector" had
not yet shipped when I'd already completed my work on the Guide, Rodney
suggested adding an entry for Celeste Morne. So we did. As guides go,
it was pretty much up to the minute, as continuity was concerned.
Something else involving that up-to-the-minute nature can be seen -- as
I was too crafty for my own good when it came to Malak's identity. I
had created a character named Squint in the comics a couple of years
earlier that we pretty much always intended to turn into Malak later
on. However, I always wanted to keep the door open for a
potential
change, if
necessitated by events elsewhere in the universe or if we simply came
up with a better idea. There was a good chance we'd complete the
Squint-to-Malak transition in the next year, and we wouldn't invalidate
that — but things were uncertain enough that I suggested the
Campaign Guide play Malak
fairly close to the vest, not getting into his early days or previous
identity. Meanwhile, over in the comics, I was continuing the
is-he-isn't-he tease, with my last intended red herring when we
revealed the name that Squint -- whose true name was simply Alek -- had
been assigned by Republic immigration: Squinquargesimus, after his
hometown. It was a last little fake-out: "We wouldn't make THAT Malak's
name, would we?" Well, of course not — as later stories would
establish. But I forgot that the reference
works -- like the Campaign
Guide and the Essential
Guide to the Force —
are snapshots in time, reflecting whatever is known at the moment. So
when both sources went in for editing, the sesquipedalian surname was
still in continuity, since the story explaining it away didn't come out
until later -- and worse, I hadn't informed everyone the name
wasn't his, and that it would be going
bye-bye. My mistake. So it happened that the surname made it into the
final
Guide in a later round of edits, after my part was done; were it coming
out today, it wouldn't be there because of KOTOR #32.
(Which I hadn't yet written when I was done with the Guide -- and yet,
which ironically, came out the same month as the Campaign Guide --
because of the shorter lead time. Oy -- too many plates
spinning!) A little episode, but I regret it for being a red
herring too far -- I forgot that I wasn't really trying to fool the
readers about Alek being Malak, just the characters -- and worse, for
causing confusion both behind the scenes and for readers, as it let an
element into the mix that wasn't intended to be permanent. I'm more
careful, now, I hope.
There was a case going in the other direction, too, as one of the late
adds to the book was a gazetteer section on Bespin, detailing the fact
that it had already been discovered in this era. I saw that part in the
final product after I had already sent in the script for KOTOR #37,
implying that Bespin had just been discovered by telescope. This time,
there was time to make the fix -- and so the planet in #37 is now
Bespin-like, but not the same size. Whew!
The final product was a joy to page through -- I hadn't imagined there
would be so much cool artwork, and so many pieces involving the comics
characters. I was also surprised to see Steve Ellis' work in the book;
he was the artist on my first comic book, Crimson Dynamo #1.
The book came out in August 2008 at Gen Con, which gave me a wonderful
excuse to go there and have a reunion with my high school gaming group.
Full circle, as they say! It was harder work than most kinds of writing
I do, but it was a pleasure to work on, and I'm glad to have been a
part of it.
TRIVIA
- One of the more interesting discussions between
the
authors was what to call the individual eras. The names for The
Restoration and the Dark Wars are both Rodney's, I think.
- The Feeorin entry tips some material about
Odryn, a planet
that we saw for the first time in the comics just weeks before the
Guide came out. Again, it was a case of various projects being at
various stages; when writing the Guide, I knew we would be going to
Odryn in 2008, but not sure which issue in which we'd get there for
sure. Thus, the hedging of bets.
- In a lot of the early sections in the book and
in the Jedi
section, Sterling and Abel worked out a lot of the Covenant-related
material into things that would allow a player to design Covenant
characters. It was presumed that Krynda's Covenant might not be the
only one, for the purposes of gamers wanting to run their own.
- The picture on page 56 may be the only shot
anywhere of Haazen with the four Covenant First WatchCircle consulars.
- The 578-R Space Transport layout was
reverse-engineered from
Dustin Weaver's cutaway drawing of the Last Resort in the KOTOR
Handbook.
- As 2008 progressed, many people invoked the
Darth Sion entry
as evidence that Lucien could not be Darth Sion. Well, right. Lucien
was never going to be Darth Sion, and in this case, we didn't hedge
overmuch to make it seem possible.
- While Abel wrote the descriptions for Zayne and
Lucien,
Meredith and I generated the characters. He and I traded some other
characters in our sections: He wrote Bao-Dur and Atton Rand in the
Republic section and Canderous Ordo in the Mandalorian section. I wrote
Saul Karath entirely, including a line that, as near as I can recall,
was cut from KOTOR #21
for space: "War's a funny thing. It makes you do things you'd never
thought you'd do."
- The Restoration material -- along with Morvis'
father and
the Commercial Protectorate Acts -- was meant to convey a very robust
period of trade abetted by a muscular Navy; definite maritime history
echoes there.
- The header for the Mandalorian Wars on page 168
should be one paragraph higher: The events described there take place
in 3965.
- The Admirals of the Coreworlds idea I added to
give the Navy
some texture, befitting something that came together from multiple
different forces. I like the idea of a "lumpy" command structure, with
guys out there with overlapping authorities and powers dating back ages.
- "Midships" comes from not really being able to
say "midshipmen," naturally. I think it works.
- I talked with my old gaming friend Army Major
Mike Singleton
-- one of the guys who turned up at that Gen Con reunion -- in coming
up with some of the ideas for the groundpounders. Unlike the Navy, I
wanted the Army to seem much more patchwork and chaotic, highly
decentralized. We're thinking Mexican-American War era, here; it's just
a whole bunch of militias and other outfits loosely thrown together.
(It gives the "Grand Army of the Republic" from the movies more
emotional weight, I think.)
- While Meredith helped with the characters, I did
all the
shipmaking solo -- which was sometimes challenging as Starships of the
Galaxy hadn't come out. The best guide to how a ship should be statted
comes from comparisons with similar ships, to my mind -- and having a
whole bunch to choose from helps!
- I already knew in writing the Inexpugnable
description that
we'd be hijacking the system later in 2008, but I just couldn't bear to
give that away. Now gamers everywhere can try to crack the system!
- Karen Traviss kindly provided the Mando'a
translation for the Six Actions.
- It's been noted by some that the content on
Bendak
Starkiller seems to contradict the timeline for the outlawing of
deathmatches as stated in the game. However, stories coming in 2009
will establish what the real timeline is, and how everything works...
- Designing some of the Mandalorians was fairly
tricky in
cases where their species have not yet been revealed. Sometimes you
know what a character's species is, sometimes you don't -- but in
either case, we figured in the game material it was better neither to
reveal nor establish if it could be avoided.
- Some of the Mandalorian ships were a bear to
design, having
only appeared in teeny-tiny shots in panels past. On the other hand,
that sometimes allowed them to be whatever we needed them to be.
- A number of the art images are speculative.
We've never seen
the Moomo Williwaw with the Last Resort in the same frame; nor
have we seen a young Lucien with a young Bastila. But nothing saying we
won't...
- Finally, the stats from Jarael and Gryph came
from me and
the Intrepid One -- whose signature happily made it through in Gryph's
key possession: his winning smile...







