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Product Spotlight
James
Wyatt
(Bio)

This
month, the designer of the new Oriental
Adventures discusses the origins of the hopping vampire, the influence
of Legend of the Five Rings, and the future
of Kara-Tur.
Wizards
of the Coast: D&D has come a long way in the sixteen years since the
original Oriental Adventures was released. What sort of research
did you do for inspiration while revisiting that book?
James
Wyatt: A lot of my work on this book involved figuring out what to
bring over from earlier sources -- like Legend of the Five Rings (L5R),
the first Oriental Adventures, and Dragon
Fist, in approximately that order. When I started, L5R
was going to play a much larger role in the book. Rob
Heinsoo, Duane Maxwell, and I were the new story team for the L5R
card game, and the three of us (plus Owen
Stephens, a Star
Wars designer with a strong background playing L5R) did
a lot of brainstorming together about how to make the D&D rules
reflect the character types of L5R. I certainly never lacked for
inspiration on this book, largely because so many people did such awesome
work before me in shaping these worlds of Asian-themed fantasy.
Wizards:
Why incorporate Rokugan, the world of Legend of the Five Rings?
James:
Rokugan is a well-developed world with a strong fan following and is quite
possibly the single most successful attempt to create a fantasy world
with an Asian flavor. We're supporting the world with novels and with
the new Oriental Adventures, while AEG continues to support the
card game and future roleplaying products.
Wizards:
So, where is Kara-Tur headed?
James:
I know there are Kara-Tur fans out there asking what's going to happen
to their favorite campaign. The easy answer is, right now, nothing. The
beauty is that the new Oriental Adventures really gives you everything
you need to use your old Kara-Tur material with D&D. If you're
a Kara-Tur fan, you have the setting material -- the boxed set, the modules
-- and in the new Oriental Adventures, you'll find third edition
D&D versions of the races, classes, spells, and monsters referenced
in that setting material.
Wizards:
What went into melding Legend of the Five Rings with D&D? Was the
process extremely complicated or difficult?
James:
It was actually not especially difficult. The L5R world has certain
features in place that make it fit pretty well with the D&D
rules: schools for samurai that map very nicely to prestige classes, progress
through those schools that mirror the way characters advance in D&D,
and a spell system that works a lot like D&D sorcerers. Creating
the shugenja class was probably the biggest challenge, as it's a spellcasting
class that has to be all things to all people: in Rokugan, they're just
about the only spellcasters, so they have to be able to serve as cleric/healer
types as well as wizard/blast-'em types. The various elemental specializations
make that possible -- a water shugenja looks a lot different from a fire
shugenja.
The Shadowlands
Taint was also an interesting mechanic to tinker with. It ended up working
very much the same in D&D as it does in the Legend of the
Five Rings roleplaying game, with a few exceptions. The result is
a mechanic that works sort of like an ability score, sort of like a disease,
and sort of like alignment, all rolled into one.
There
are certain mechanics in the L5R system that I didn't make any
attempt to transport to D&D. I didn't believe that D&D
needed a system to track honor points, for example, even though the first
Oriental Adventures included the same kind of mechanic. I think
honor needs to work exactly like alignment -- not telling you what your
character can or can't do (L5R sometimes makes you roll honor checks
to be able to act the way you want to), but putting a label to how you
intend to play your character. In Legend of the Five Rings, ancestor
advantages come with built-in disadvantages, which is foreign to the D&D
design philosophy, so in Oriental Adventures ancestors are feats.
Their only cost is the feat slot.
Iaijutsu
duels, and combat in general, are pretty deadly in L5R. That's
not so much true in D&D. We considered but eventually discarded
a more lethal version of the iaijutsu duel; they're still pretty dangerous,
though. Still, a central principle of my design was that I was writing
a D&D sourcebook, not a d20 game. That meant it had to play
like D&D, and I couldn't (and didn't want to) do things like
introduce a variant mechanic for hit points that would make combat more
lethal. That would have been true to L5R and to certain strands
in the tradition of fantasy (whether based on Asia or not), but it would
not have been true to D&D.
Wizards:
How long did it take to get the book from concept to final draft? Did
you write it complete sections one after another, or did you find yourself
skipping back and forth between sections as you worked?
James:
I spent eight months (July 2000 through February 2001) working on the
book, from the start to when I handed it over to the editors. Originally,
Rob Heinsoo was going to write half the book, and he (along with Duane
and Owen) did a lot of early idea-bouncing with me. I shared a cube with
Rob for the first 6 months I was working on it, and he was an invaluable
sounding board. (My one regret about the book is that those three guys
didn't get a special mention in the credits!) Anyway, things changed and
I ended up doing all the writing, which threw our schedule out of whack
a little bit. Three wonderful editors--Tom Kristensen, Michele
Carter, {and Gwen
Kestrel -- put in another six months' worth of work on it, starting
in January (with the pieces I had finished by then) and going through
May. I then worked a lot with Kim Mohan,
the managing editor, as he got the final manuscript ready for typesetting,
and then worked on it a lot more when the first galleys came back from
typesetting. It went off to the printer almost exactly a year after I
started work on it.
I definitely
bounced around as I wrote. In fact, I was a little panicked to realize
that the editors had to start work before I was finished with the book,
because that meant I had to finish sections and hand them over to editing
two months before the whole book was done. However, I shared a cube with
Tom while he was working on his section, so if I needed him to make a
change in a section I'd already turned over, that was pretty easy to communicate
to him!
Wizards:
Which section ended up being the most difficult to develop?
James:
Well, I've already talked about the shugenja. Beyond that, I'd have to
say the chapter on the Empire of Rokugan was the hardest for me. In the
original plan, Rob -- who had a lot more background knowledge about Rokugan
than I did -- was going to write all that stuff, and I put it off until
last. I think the result is pretty darned good -- pretty comprehensive
for the 26 pages it got -- but it was a bear to write.
Wizards:
What's the highlight of the guide -- that is, what do you hope players
will find the most exciting, beneficial, or unusual?
James:
Oh, wow. I think -- and my limited experience with showing this book around
confirms -- that people are going to just go totally ga-ga over this book.
A big part of that is the art and graphic design: The book is visually
stunning, and it makes an incredible first impression. I trust that once
they start actually reading my text, the cool factor just gets better.
This book is so chock full of crunchy goodness: new classes, races, prestige
classes, spells, feats, magic items, monsters (more monsters than I wrote
for Monsters of Faerûn!),
equipment . . . all stuff you can use in any game. Want to play
a dwarf samurai with the Hida defender prestige class? Go for it. Want
your elf wizard to cast cobra's breath? No problem. It's D&D --
that may be the best thing about the book. And it's a pretty solid implementation
of the new D&D rules.
Wizards:
In that case, let's run through each of the different sections. First,
what's stands out for you as the most interesting addition to the races
section?
James:
The vanara has a lot of fans around the office. Of course, we also have
a Monkey Club here at Wizards. That's what vanaras are: monkey-like humanoids,
complete with semi-prehensile tails, based on the followers of Hanuman
in the Indian epic The Ramayana (and, in particular, its Thai retellings,
where Hanuman plays a larger role). That's my personal favorite race,
I guess, and one of the places where I got to add something completely
new to the book. Experience shows that people will also get a big kick
out of the hengeyokai, shapeshifting animals.
Wizards:
And what do you think is the most exciting prestige class?
James:
Now, here you're asking me to name my favorite child. (That's why I only
have one child. . . .) I think prestige class design is one of my favorite
aspects of designing for D&D, and there are some cool ones
in here. If I have to name a favorite, I pick the blade dancer, inspired
by Swordsman Yen from A Chinese Ghost Story. I think people will
love the tattooed monk, though.
Wizards:
Which new skills and weapons add the most flavor?
James:
I'm quite proud of the way I implemented many of the chain weapons. There's
almost a new weapon type: weapons that can be used either as reach weapons
or as double weapons. In other words, you can either hold one end of the
chain and swing it out to hit people some distance away, or you can hold
the chain in the middle and whack away with both ends. I think that's
a really elegant use of existing mechanics, and introduces a fun new style
of weapon.
Wizards:
Obviously, martial arts are now added to combat. What's different about
this sort of combat?
James:
I'm pretty happy to say, not much. Martial arts work almost entirely through
the game mechanic of feats. There's a nifty system that gives you a completely
free benefit once you've learned a certain number of the feats that make
up a martial arts style, and I have a hunch you'll see that mechanic used
in new and different ways down the line. (In a way, it's similar to how
the wu jen gets a benefit from learning all the spells of a certain element
that he can cast at any given level.) But overall, combat works the same
way: Roll to hit, roll your damage. That's why the combat chapter is so
short (four pages).
Wizards:
Oriental Adventures contains many new spells. Of them, which is
your favorite?
James:
I have several. Snake darts for coolness -- that's the one where
your snake tattoos fly off your arms and impale your enemies. Master
of the rolling river as a clever use of the existing rules: You call
up this wave of water that slams into people, dealing damage and subjecting
them to a bull rush attack. And spirit needle, because it's all
mine: I extended the concept of needle spells introduced in Dragon
Fist and created a new one based, again, on Chinese Ghost Story.
Most of the spells in the book are derived from Legend of the Five
Rings, the original Oriental Adventures, and Dragon Fist.
Wizards:
What's especially exciting about the new magical items?
James:
Some pretty cool armor and weapon special abilities. I like the sword
of passage, which opens a portal to the spirit world by cutting through
the barrier between the planes. Talismans are a new type of magic item,
similar to potions but not limited to personal effects. I love the sacred
ofuda, which is that long scroll you can stick to the forehead of
a hopping vampire to immobilize it.
Wizards:
And what about those "hopping vampires"-- where do they come
from?
James:
Hopping vampires are drawn from Chinese mythology, as expressed particularly
in the classic movie, Mr. Vampire. The movie's a farce, really,
but the vampires are cool. My playtesters made me keep the mechanic of
how you can prevent yourself from turning into a hopping vampire after
one has bitten you by dancing on sticky rice.
Wizards:
Tell us about dragons.
James:
Oriental Adventures includes the old Chinese-inspired dragons (originally
introduced in the 1st edition AD&D
Fiend
Folio, expanded in the 1st edition AD&D Oriental
Adventures, and reproduced in the 2nd edition AD&D
Kara-Tur
Monstrous Compendium). There are seven varieties, plus the yu
lung, which is the immature form of all the other varieties. This was
something I fixed; previous versions said that yu lungs metamorphosed
into other dragons, but also included hatchling statistics for all the
other varieties. Now, all dragons are yu lungs from the wyrmling stage
through the young stage, and all the other varieties start at juvenile.
These
are emphatically not the dragons of Rokugan, however. There's a
sidebar in the Rokugan chapter that discusses dragons in that setting,
which are probably at least demideities in D&D terms. When
Deities and Demigods comes out next
spring, it will be theoretically possible to stat these dragons out, but
for now we've left them as ambiguous but hugely powerful creatures. That
includes Togashi Hoshi, champion of the Dragon clan.
Wizards:
Which cultures (Chinese, Japanese, etc.) dominate the Oriental Adventures
book? How did you merge them successfully?
James:
Both the original Oriental Adventures and Legend of the Five
Rings are pretty heavily skewed toward Japanese influences. Dragon
Fist was based entirely on the Chinese fantasy tradition of martial-arts
movies, and I tried to give that some extra play in the new version of
Oriental Adventures. (In a year when Crouching Tiger, Hidden
Dragon won four Academy Awards, it would have been foolish to ignore
that strand of the tradition!) At the same time, I was trying to incorporate
some of my own background and experience studying and traveling to South
and Southeast Asia.
Some
people may take umbrage at this, but the way I merged them was to ignore
the whole fact that my material was based on different cultures. My goal
was not a historical RPG or even a game to let you play Chinese or Japanese
campaigns. Just like the Player's
Handbook doesn't try to distinguish
between the Celtic roots of the druid and the Frankish roots of the paladin,
Oriental Adventures doesn't make much distinction between the Chinese
wu jen and the Japanese shugenja. That said, I did include some material
that presents alternate names for character classes and weapons in various
Asian languages. You'll see an extended example of that in the web enhancement
for this book, which is an alternate campaign setting based on a more
Indian culture.
Wizards:
Where would you advise players using Oriental Adventures to look
for additional inspiration?
James:
To a large extent, what you get out of playing Oriental Adventures
is going to depend on what you bring to it. If you're interested in a
campaign that reflects all the Hong Kong martial-arts movies you've seen,
you can use Oriental Adventures to create that campaign. If you
want to play a campaign that looks more like the Ramayana or the Mahabharata,
you can use Oriental Adventures to make that too. If you don't
have any kind of background with this sort of material, there are a zillion
places to go for inspiration, and what you choose will certainly have
a big impact on what you end up playing!

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