|
Product Spotlight
Bruce
R. Cordell

Interview
Credits
Bio
This
month sees the release of the first official D&D adventure
for the new edition of the game: The
Sunless Citadel. Designer Bruce Cordell joins us to discuss
how this adventure hearkens back to the role of the earliest D&D
modules. Bruce, known for the Origins Award-winning Return to the Tomb
of Horrors as well as the Illithiad and its associated adventures
series, also discusses his background as a DNA researcher and his upcoming
projects.
Wizards
of the Coast: Tell us a little about The Sunless Citadel. What's
the premise?
Bruce
Cordell: The technical premise is that its an adventure balanced
for 1st-level characters of the new D&D game. From my privileged
position ensconced in the heart of Wizards Roleplaying R&D, I was
able to create an adventure true to the rules, and one that provides simple
explanations for many of the situations that crop up during the course
of the adventure. Things like attacks of opportunity, flanking, and partial
actions are endemic to the game but possibly new to Dungeon Masters for
the time being.
The story
premise involves a once-proud fortress that fell into the earth
in a long-ago past. Rechristened the Sunless Citadel, its echoing, broken
halls now house nefarious races and malign creatures. Evil has taken root
at the citadel's core, which lies deep within a subterranean garden of
blighted foliage. Here a terrible tree and its dark shepherd plot in darkness.
Wizards:
You were working on this adventure while the new D&D rules
were still being finalized. Was this difficult? How did you keep abreast
of late-breaking rules changes?
Bruce:
Well, as I mentioned, Im right here in the heart of the core group,
which allowed me to keep close tabs on the state of the rules. Plus, I
had more time on this product than is generally assigned to a 32-page
product, which allowed me to incorporate many of the changes. Ultimately,
however, the lions share of the changes brought about by rules fluctuations
were handled in a heroic manner by Miranda Horner, the editor of the project.
Of course, managing editors David Eckelberry and Kim Mohan also were called
upon to make changes in the proof stages, as yet more rules solidified
into a final form. They deserve my heartfelt thanks for their efforts.
Wizards:
Youve written a lot of adventures in the last few years. How does
The Sunless Citadel differ from your earlier D&D modules?
Bruce:
I had to give a lot more thought to utilizing the rules. Second edition
didnt have specific rules for several situations commonly encountered
in a dungeon scenario, but new D&D does. Thus, the average
time for writing an adventure for new D&D is greater. But,
in the end, this creates an adventure much more friendly to the DM, easier
to run, and hopefully, more fun to play. I used to put classed monsters
in my 2nd edition products, but I wasnt following any rules but
my own. Now, its all laid out for me in the Dungeon
Masters Guide.
Wizards:
As the designer of the first published 3rd edition D&D adventure,
what design goals did you have for The Sunless Citadel?
Bruce:
Its no secret that Ive long been a big fan of the idea of
"commonality of experience" in the player base. Way back in
the dawn of the D&D era, only a few modules existed, and thus
everyone who played D&D played these modules. It wasnt
hard to predict that Return
to the Tomb of Horrors would be popular, since such a large
community of players is familiar with it. We have the chance to build
that same commonality of experience with the first few modules we produce
for new D&D. Since I have the honor of writing the first paper,
stand-alone adventure directly supporting D&D, I hope this
module becomes one that many thousands of players will play, remember,
and discuss for years to come.
Wizards:
What was the biggest challenge in writing it?
Bruce:
Incorporating the new rules was the biggest challenge
and the biggest
satisfaction.
Wizards:
You're known for writing some "killer" adventures in the past,
such as Return to the Tomb of Horrors. Does The Sunless Citadel
have a hefty death toll?
Bruce:
Nope, this is not a "killer" adventure. It is an adventure suitable
for 1st-level characters, playtest balanced for the four iconic PCs [Mialee,
Tordek, Jozan, and Lidda]. If you play through The Sunless Citadel
with at least three other characters, and you play smart, there is no
reason to believe youll perish. Unless, of course, you try to open
the stone door -- but Im sure you wouldnt do that, would you?
Wizards:
What will your fans see in this adventure that is trademark "Bruce
Cordell?"
Bruce:
I have a hard time answering that. If I have fans, I assume they appreciate
an adventure that contains exploration and discovery, dangerous interludes,
roleplaying bits, faintly humorous bits, potential allies, enemies to
hate, and a scary finale where the truth of the storyline becomes suddenly
apparent in all its terrible clarity. So, readers can expect something
like that in this adventure.
Wizards:
What else can they expect? Any new monsters or magical items you can tell
us about?
Bruce:
The twig-blight is a new monster, which I had pretty much fleshed out
before I saw the movie Blair Witch Project, though when I saw that
movie I realized how, if played right, a twig-blight (or five) could be
true terrors of the night. There are a few new magic items as well, including
a sword called Shatterspike and a crystalline whistle called Azun-Gund,
which is dwarven for "night caller."
Wizards:
From your volume of work, its hard to believe that you havent
always been a game designer. Tell us a little about your earlier background.
Bruce:
I have a degree in biology, which emphasizes environmental and applied
ecology, but also touches on molecular and cellular biology. I worked
for almost four years synthesizing DNA at a biotech company in Boulder,
Colorado, before TSR offered me money to make stuff up. I didnt
think twice about making the jump.
Wizards:
Do you use your scientific knowledge in game design?
Bruce:
Id have to say, sure, anything a designer knows comes to eventual
use, either consciously or subconsciously. Habits of research and report
writing put me in good stead in designing an adventure and all the components
that go with an adventure, but Im sure my experience coding online
MUSHs helps as well.
Wizards:
What gaming do you do in your spare time?
Bruce:
Monte Cook
runs a complex campaign involving two different groups on different nights.
I play my elven "archer" Chanticleer (a fighter maxed out with
bow-related feats and high Dex) and his cohort, an elven cleric Quilaembril.
Wizards:
What's next on your schedule to design?
Bruce:
Ive mostly finished the Psionics Handbook and am currently
working on another 32-page adventure for 10th- to 13th-level characters,
with the working title of "Heart of Nightfang Spire." I anticipate
working with Monte Cook on an upcoming sourcebook involving arcane spellcasters.
For
more on Bruces upcoming Psionics Handbook, check out our
latest Playtest
Group of the Month!

Selected
Design Credits
Co-Design Credits
|