Showing posts with label Timothy Brown. Show all posts
Showing posts with label Timothy Brown. Show all posts

Wednesday, October 30, 2013

Dragon Kings Interview

This past weekend we here at the Dorkland offices sat down with Timothy Brown, creator of the Dragon Kings setting, to ask him a few questions about the setting and project, in general.


Dorkland: First off, congratulations on surpassing your pledge goal! How has the Kickstarter experience been for you so far? Any tips for those thinking of running one in the future?

Timothy Brown: Thank you! Kickstarter is a strange animal. Of course, it’s uplifting that all these people share your vision and would like to make it all happen. Anyone thinking of starting one should be prepared to answer a whole lot of questions.

DL: Why this particular setting? Why not a spiritual successor to 2300AD? Might that happen in the future?

TB: I’ve had the Dragon Kings environment swimming around in the back of my mind for quite awhile now. As I talked about it with other collaborators they encouraged me to move forward. That’s the main thing, I suppose, knowing I had an eager group of collaborators. As for science fiction, in many ways that’s my first love, and I’ve got quite a bit of material already written for that, too, in both game material and music, so, as they say, ‘watch this space.’

DL: What, if anything, are you bringing over from Dark Sun? Anything whole or in part? Any concepts in particular?

TB: There are definitely themes common to all my work that appear in both Dark Sun and Dragon Kings. The notion of a world in flux, especially one in decline for mysterious reasons that present the characters with unique, often difficult choices for survival. Also, the idea that applications of power have consequences, especially role-playing consequences (not just a bad die mod). Want to dabble in sorcery? Be prepared to meet its demands. You can throw unique character races into the mix, as well, exotic creatures that bring truly alien thinking into play.

DL: Having a focus on music, art and the setting is very different from the norm – what unique challenge has this presented for you?

TB: The main challenge has been narrowing the wide focus lens of a complete role-playing setting into a single epic tale to tell musically. Just about every aspect of the game world deserves its own song. Making one tale that holds together as a single musical expression while covering as many diverse pieces of the world has been difficult, but the final work will paint a vivid picture of the Dragon Kings experience.

DL: What is your favorite part of Khitus and why?

TB: I’m an alien race fan. I like envisioning different creatures, where they came from, why they think the way that they do. On Khitus, I’ve developed the elephant centaur Pachyaur, the hive-minded Krikis empries, and the arboreal Penmai, and I’d be excited to play any one of them in a game, myself.

DL: The Krikis are an interesting, hive-based race – what sets them apart as potential PCs?

TB: The Krikis are conflicted by evolutionary progress. Their genetically rigid society gave them the strength to thrive in their pre-intelligent state. But with greater cognizance has come individuality and innovation, valuable assets to an expanding culture, but anathema to the their castes and set roles. Heroes can be at once admired and reviled. Visceral guilt causes them enormous pain and inner conflict.

DL: Most of the places seem quite grim-dark – are there any areas of Khitus left that are still “good”, or will the players have to forge those areas themselves? If so, what was the design decision behind that and why?

TB: The southern hemisphere is the most ravaged by wanton plunder, and this is where the setting ‘begins,’ but there are equatorial regions that are as-yet unmolested. Characters have choices to make: defend and maintain what’s left of their homelands, seek to stop or even reverse the desolation, or flee to better places, either permanently or at least to gain respite.

DL: Magic seems to reflect the darkness of the world – how might this affect game play? Is there a “good” form of magic that PCs would use, or will they use this destructive magic, as well? If it is destructive, why would they want to use it?

TB: Sorcery demands an emotional toll on the caster. How the wizard mitigates that toll is key. An evil wizard deflects it onto unwitting victims. The good wizard either takes it upon himself or somehow tricks sorcery into thinking it has been ‘paid,’ but this is difficult. Perhaps the best answer is to match magic’s power with something that is not exactly magic.

DL: Lastly, what is the story behind the art of the worm with the tied-on wings and mask? Did it affix those itself? (Personal curiosity!)

TB: The Dragon Kings who once held sway over the world have, over the centuries, vanished. Exactly where they have gone and why is open to debate, steeped in legend and rumor … The denizens of the Black Fortress know that the simple races – Cold Skins and Krikis – are easily fooled, and contort themselves awkwardly to further their ends – the Dragon King Pretenders.

We here at Dorkland would like to thank Timothy Brown for taking the time to answer our questions, and we would also like to remind you that Dragon Kings' Kickstarter is still going on and if you want to learn more about the Dragon Kings setting and project you can check it out on their website.