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Birthright
is special to me for many reasons, but two stand out most of all.
First, it was the first game line I worked on when I came to TSR
from West End Games, and I was lucky enough to join the staff
while the setting was still being finalized. My earliest credit
on the line is actually as an additional proofreader (!) for Cities
of the Sun. That might seem scary to most of my colleagues,
but I was an editor for five years before joining TSR; it was
only there that I became a full-time, paid designer.
The
other thing that was really special to me has to do not so much
with the Birthright line, but with the people involved.
I worked very closely with the Birthright team before,
during, and (most especially) afterward, and it was really the
first time I had the opportunity to collaborate with a lot of
really talented, really motivated professionals. I learned a lot
about designing material for an always-developing world, and about
what others found fun and interesting in a campaign setting. I
especially enjoyed working with a group of people who all cared
about the same things I did.
Why
did I like working on Birthright? The people. The game
world was interesting, and the stories we told were certainly
fun, but it was really the people. From the Birthright
message board, where we talked to fans on a daily basis, to the
people in the office -- especially my primary editor, Carrie Bebris.
Even when we were wondering whether or not Birthright would
continue, it was fun working on the line because I got to run
ideas by her every day. I'm really not sure my enthusiasm for
the line would have held up if not for her, and for the fans,
who were always ready to listen to new and -- in my opinion --
exciting ideas.
The
most fun I had with BR fans was the first year we utilized the
Birthright "Legacy of Kings" board game at Gen
Con. We had this huge painted map of Anuire -- which we had
finished at 9:30 a.m. the day the show opened at 10 a.m. -- and
the whole demo was made to showcase (with very simple, hastily-written
rules) how Birthright characters did more than go on dungeon
crawls. It was meant for the D&D player who hadn't
played Birthright, and the casual roleplayer in general.
Well, before
the first day was through, we had to start turning people away
from the demo -- and most of them were experienced Birthright
players who just loved playing the "strategic" game
we'd invented to show a less-complicated version of what they
could do at home! At one point, I thought we'd have some disappointed
fans, because we were really asking these folks to step aside
from a fun activity so that we could "reach" the audience
we were trying for.
We received
a pleasant surprise, however. The Birthright fans -- the
ones who really knew what was going on -- understood our problem
and chipped in to help. They started to assist us in running the
game, assuming the roles of advisors to the novice "kings"
and helping us set up and break down the game as necessary. A
few lent their voices to the evil awnsheghlien that occasionally
showed up to wreck havoc on the board! The game became more than
just a demo and was, in my biased opinion, the hit of the show.
That's probably why I revised the rules and brought it back the
next year as a full-blown event.
--Ed
Stark, Birthright designer
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I
started working for TSR just as the staff was gearing up for Birthrights
launch. My first day on the job, I was assigned to the Birthright
team. "Whats Birthright?" I asked. "A
new line," came the response, "a combination roleplaying
and war game."
Horror seized
me. Id be working full-time on a war game?
"Risk" was the closest Id ever come to playing
a war game, and that experience was compromised by my penchant
for negotiating peace treaties with my fellow players. But I plastered
a first-day-on-the-job smile onto my face and said, "Sounds
great."
My first assignment
was proofreading the boxed set. I spread the Atlas of Cerilia
on my empty desk (the only day it was ever clear again!) and began
reading. Within minutes Id fallen in love -- with the land,
the cultures, the stories, the heroes, even the villains. This
wasnt so much a war game, I realized, but a blend of strategy
and roleplaying in the richest setting Id ever encountered:
a place where diplomacy could prove as powerful as military might,
where the blood of the gods ran in the veins of heroes, where
commoners could adventure with kings.
During Birthrights
run, I sometimes spent more of my waking hours in Cerilia than
in the real world. Far from my initial misgivings, I feel fortunate
to have been a part of the Birthright team. The setting
still lives very much in my heart, and Im sure it always
will.
One
of the things that made Birthright so much fun to work
on was the deep involvement of Tony Szczudlo, the lines
primary artist. Tony wasnt content to merely receive a written
art order and go off to paint in isolation. He participated in
concept meetings, read the products, sought us out to exchange
ideas, showed us his works-in-progress to get our feedback. Tony
was as much a member of the Birthright team as any of us
wordsmiths. I was, and still am, in awe of his ability to give
form to our wildest imaginings.
It was a two-way
street: Often, Tonys visual ideas inspired us to create
characters and events we otherwise wouldnt have thought
of. Usually, this happened early in the planning process, but
not always. When The Book of Magecraft was in production,
Tony went to work on the cover painting with his usual creative
fervor. He produced an electrifying sketch of a wizard raising
undead as the ground erupted beneath him. We enthusiastically
approved it, and kept in close contact with him as he applied
paint to canvas. Somewhere along the way, the decision was made
to make the wizard Khinasi. It made sense to put a Khinasi on
the cover, given the cultures high tolerance of magic compared
to other races; the choice also put another race in the spotlight
for a change, as most of our early releases had focused on Anuire.
Tony finished
the painting -- if you saw it on display at Gen Con a few
years ago, you know it looks even more spectacular in person than
it does on the cover -- and we were all standing in front of it
gushing our admiration. Thats when Sue Weinlein, who had
just finished editing Cities of the Sun, reminded us of
a little fact that had slipped all our minds the whole while Tony
had been creating the painting: Khinasi wizards cant
raise the dead, because doing so would violate the Five Oaths
they are all compelled to take at the Temple of Rilni.
You can imagine
the looks on our faces. Especially Tonys -- the paint was
barely dry! That was the day Quirad al-Dinn, the renegade Khinasi
necromancer hunted by the Temple elders for refusing to swear
the Oaths, sprang into being. We had to explain that cover somehow.
. . .
I think the
strategy aspect of Birthright -- the opportunity, for those
who are interested, to run a realm in addition to merely playing
a character -- adds a whole new dimension to roleplaying that
appeals to experienced, mature players. Birthright took
RPGs to the next level. Its a setting that offers tremendous
flexibility and potential, supporting so many different types
of campaigns. Ive lost count of how many people have told
me that theyd strayed away from D&D until Birthright
rekindled their interest.
One
of the true pleasures of working on the Birthright line
was (and continues to be) interacting with players. Though Birthright
has been on hiatus for a while now, I continue to subscribe to
the games online mailing list simply because I so enjoy
the intelligent, creative discussions that take place among players.
Its a wonderfully diverse group of people from all over
the globe, in all sorts of professions. But what nearly all these
players all have in common (besides their interest in Birthright)
is their generous nature. I am continually impressed by the willingness
of these players to share their knowledge, ideas, time, and talents.
The wealth of resources available at the birthright.net fan www.birthright.net website is a perfect example.
In 1997,
facing a staffing shortage at Gen Con, Ted Stark and I
solicited volunteers from Birthrights online community
to run demonstrations of the game for convention attendees. Seven
volunteers came forward: Dax, Randy, Rick, Laura, Robert, John,
and Steve. We didnt know a thing about them, yet we placed
a tremendous responsibility in their hands: representing Birthright
to thousands of potential new players.
They did not
disappoint us. While other demos experienced problems with volunteers,
our magnificent seven ran that Vosgaard roleplaying scenario with
professionalism and enthusiasm that had attendees lining up to
play. Some might say we got lucky, but I think their performance
reflects the high caliber of Birthright fans. Other players
that Ive met in seminars have similarly impressed me. Now,
seeing and catching up with familiar fans, especially those awesome
volunteers, has become a Gen Con highlight for me.
A
favorite Birthright memory is of Gen Con 97.
We had a whole slate of Birthright activities going on
all weekend long, from a "Council of Kings" live-action
roleplaying event, to games run by members of the design team,
to a contest to win the cover painting for The Book of Magecraft.
For Birthright fans, it was the place to be, and I met
numerous players that year whose names still bring that weekend
to mind.
Sunday morning
we had scheduled a Shadow World seminar in which players had the
opportunity to tell us what they would like to see in upcoming
products. I was looking forward to it in a bittersweet sort of
way -- it would be my last official session with designer Ted
Stark before he moved to Seattle to work for Wizards of the Coast
and I stayed behind to launch a freelance career. Ted was the
designer I worked with most closely during Birthrights
run. Authoreditor relationships arent always smooth,
but Ted and I made a good team and I knew Id miss our daily
interaction.
Anyway, I
arrived for the seminar . . . but Ted was nowhere to be found.
Puzzled, I started the brainstorming discussion without him, hoping
he was merely running late. It turned into a terrific session.
The sizable crowd generated some outstanding ideas for Cerilias
parallel realm -- in fact, I wound up incorporating a number of
them into Blood Spawn. But Ted never showed.
Afterward,
I headed back to the exhibit hall and ran into a couple familiar
Birthright players whose absence at the Shadow World discussion
had also surprised me. To my bewilderment, they asked me why I
hadnt shown up for the seminar. "What do you mean?"
I asked slowly. "I was just there . . . with about thirty
other people." It was their turn to look astonished. "But
we just came from Teds seminar and we never saw you,"
they said.
It turns out
that a program book printing error had listed the seminar in two
different locations. So while I was in one room, wondering where
in the world Ted was, hed been in another room with a whole
nother group of people wondering the same thing about me!
We still havent settled the debate on whose seminar was
the "real" one and whose was the Azrai-induced Shadow
World version.
--Carrie
A. Bebris, Birthright editor
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when we were still writing the Birthright boxed set, I
drew the job of working out all the domain rules. I've been a
wargamer for years, and I had a few ideas for tackling the rules
for governing kingdoms. After a month or two of hacking away at
the domain rules, I was ready to run a big playtest, so I shanghaied
a dozen or so of my coworkers and handed out positions for the
game.
This playtest
wasn't about making up characters or checking out adventure story
paths. I specifically wanted to test out the domain rules, so
we threw out the roleplaying elements and played a monthlong game
of Birthright using nothing but the kingdom rules. Every
day we executed a new realm turn, trying to just fly through as
many turns as possible. It was a pretty good test of the kingdom
rules.
So, here's
the funny part of the story. The players in the test included
designers Monte Cook, and Colin McComb, and editors Anne Brown,
Jon Pickens, Thomas Reid, and Roger Moore. I remember that Monte
was the Mhor of Mhoried, Anne was a wizard, Jon was the ranger-king
of Tuornen, and Roger played the wizard-lord of Alamie. And right
from the get-go, Roger went berserk. Instantly declaring his intent
to become the Dark Tyrant of All Cerilia, he began casting the
undead legion realm spell over and over again, raising
vast armies of skeletons and zombies to subjugate his neighbors.
That might
have worked out okay -- but the scenario was basically balanced.
No matter how much Roger wanted to believe that his overwhelming
might was destined to overcome all of Anuire, well, his kingdom
really wasn't up to the task. And all he really succeeded in doing
was scaring about six of his nearest neighbors into an alliance
of powers that preemptively marched into Alamie and razed Roger's
capital to the ground, dragging off the would-be Dark Lord of
All in chains, much in the same way that a few neighbors might
get together to quietly put down a rabid dog. The best part of
it all were Roger's increasingly unbalanced declarations and proclamations,
posted on the office walls.
An important
safety tip for would-be Dark Lords: First, grow incomprehensibly
strong, then begin to terrorize your enemies. It doesn't work
out well when you do it backwards.
--Rich
Baker, Birthright co-creator and novelist
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