Home
Monte Who?
Malhavoc Press
Line of Sight
The Stuff
Another Rave
Ptolus
DMs Only
Reviews
Message Boards
Links
Archives
Contact Monte

 

E-MAIL THIS URL
TO A FRIEND

Enter the recipient's
e-mail below:




 

Malhavoc Press

Chat Transcript: Beyond Countless Doorways

August 12, 2004 — 5 p.m. PST

Illus. rk postLast week in our chat room we were pleased to see a veritable "Who's Who" of Planescape designers all gathered to discuss our new book of planes, Beyond Countless Doorways. With me were designers Wolfgang Baur, Colin McComb, and Ray Vallese. Thanks to everyone who attended and asked questions! And thanks as well to Matt Locke for moderating and to Conrad Hubbard sending us this transcript*.—Monte

Galhavoc
Hi, everyone, and welcome to our chat featuring the authors of Beyond Countless Doorways. I'm Sue Cook, your cruise director. With us tonight are some names you're probably familiar with... but I'll introduce them anyway. First we have Ray Vallese, designer of Planescape's Something Wild and Uncaged and editor of many, many books as well.

Ray Vallese
Hey, that's me! Hello!

Galhavoc
Then we have Colin McComb, author of Hellbound, Faces of Evil, On Hallowed Ground, and many more Planescapy titles.

Colin McComb
Howdy howdy howdy.

Galhavoc
I'll jump ahead to Monte now, author of the Planewalker's Handbook, The Great Modron March, Dead Gods, and other groovy planar titles.

Monte Cook
Hey, everyone.

Galhavoc
Joining us shortly is Wolfgang Baur, designer of In the Cage, Planes of Law, and Planes of Chaos. Monte and I feel very proud to have assembled such a stellar crew to bring you Beyond Countless Doorways, a new sourcebook of 18 all-new planes. We thought this book would be a fun way to celebrate the 10th anniversary of the Planescape setting's launch. And it was! So first, perhaps each of our guests can say a few opening words about either his time on Planescape or his new planes in Beyond Countless Doorways. Colin, as the first one in the room, let's start with you!

Colin McComb
Woo! Eat my dust, Ray!

Ray Vallese
Mmmm . . . dusty.

Colin McComb
I'd have to say that working with these fine people on Planescape may have been one of the happiest times of my young, formative years. I don't know that I'd ever laughed so much or so long, and I am absolutely delighted to be back in contact with all of them.

Galhavoc
Thanks! Ray?

Ray Vallese
Gee . . . I'm not sure I can top Colin's sentiment, so let me just agree with it, and say that I, too, can sit back and recreate various good times from my Planescape days at TSR in my head and just giggle to myself until my family members begin to worry about me. Making cool game products with Monte, Colin, Wolf, and Sue was a rewarding time.

Monte Cook
Is it my turn yet? I can't wait to say what a hellish nightmare it was to work on this stuff with these guys and how glad I am that it's over.

Galhavoc
Ahem...

Monte Cook
Uh, I mean, it was great and they're the best. Seriously, I still feel like I was at my most creative working on Planescape. It was also one of the most enjoyable periods of my career.

Wolfgang Baur
Hello, everyone! I'm pleased and surprised that Monte invited everyone back and I am hoping that down the road there are adventures or perhaps even Beyond Countless Doorways II.

Matt Locke
For any questions -- just type them in the channel and I'll get them, and put them through to the channel one at a time in the order that I get them. Okay, first question

BlackMoria
First off.... Beyond Countless Doorways is a absolutely great so a thank you and well done to all the designers. Now for my question - What is the first step in designing a new plane? Does it start with an idea or some cool concept and develops from there? Or is the approach more methodical?

Wolfgang Baur
I don't think we were ever that methodical. Planescape was always about the cool idea and running with it.

Monte Cook
First off, thanks. I think it starts with the idea. I think that's the thing that made Planescape great -- the amazing ideas more than the rules or anything else. A sense of wonder.

Ray Vallese
For me, I just came up with a bunch of wacky ideas of things that would be fun to develop and fun for people to use in game play. Since I was only writing two planes for Beyond Countless Doorways, I wanted to narrow it down to two planes that I would have a lot of interesting things to say about. There was nothing methodical about it. It was just finding cool ideas (or ideas that I thought were cool).

Colin McComb
In this particular case, yeah, it was definitely the idea. A formless something, half-remembered from a dream maybe, crystallized by a moment of conversation. And then when we'd all written down our basic ideas, we passed them to Monte, who gave them a yay or nay.

Ray Vallese
My problem is that I wanted Monte to tell me which of my ideas were better that others so that I could really get the best stuff out. But darn him, he liked almost everything I came up with!

Wolfgang Baur
"A formless something"? You've been reading too much Lovecraft, Colin.

Colin McComb
Wolf, does it show? I thought I'd covered my tracks...

Wolfgang Baur
Does it show that you are a man of warped twistedness? Yes. No one can do that much Blood War material without permanent soul damage.

Colin McComb
As I recall, you were heavily invested in the Blood War as well, sir. ;)

Monte Cook
I think we might be ready for the next question, Matt.

Java Fiend
One of the most interesting, and for me most problematic, concepts in Planescape was the idea that belief alters reality. I could never figure out how to actually implement this in my Planescape campaigns, and as a result my games felt like standard D&D games, except set in weird places with funny NPCs. Does Beyond Countless Doorways touch on these kind of far-out concepts?

Monte Cook
Not directly. What you're talking about is more of a mood or a frame of mind than a rule you can implement.

Colin McComb
To some extent, yes. Yet one of the things we were trying to do in this was to open up the planes to people who didn't necessarily want to wrestle with philosophical conundrums.

Wolfgang Baur
I always liked those elements, in small doses. I think that Beyond Countless Doorways does have one or two far-out ideas (playing with time or faith, for instance), but most of the planes are pretty grounded.

Ray Vallese
In one of my planes, the inhabitants directly believe that their faith will restore the entire plane to life. So that sort of gets at the idea, but it's not quantified in game rules, like Planescape (sort of) was.

Wolfgang Baur
Zeb was always a fan of things along those lines, inspired by Borges, or "the dictionary of the kazars" and the like. Also, the factions pushed that element to the fore. Without the factions, there's less emphasis on "philosophers with clubs."

Inalchuk
General question: What seems to have the greater appeal -- Planescape-esque products (like Beyond Countless Doorways) or psionics products (like Hyperconscious)? Do the initial sales figures tell a surprising story, or is it still too early to tell?

Monte Cook
Well, from a sales perspective, it's too early to tell. I think both types of products have a large and devout following, though.

Galhavoc
Each of you, what was your favorite plane to design for Beyond Countless Doorways?

Colin McComb
I think I said Carrigmoor once before, but I've changed my mind back to Faraenyl.

Monte Cook
Why?

Colin McComb
Because the images associated with the plane aren't going away. Because I see the dead kings ride across the face of Fall's moon. I see the wolves howl in the pine forests of Winter. I see the indolent days and savage hunts of Summer. And the cool mists, hiding shadows, that rise from the vales of Spring.

Wolfgang Baur
Yeah, it's brutal when the nightmares don't stop.

Monte Cook
Ray (and tell us about your choice)?

Ray Vallese
Hmm . . . I think I liked Palpatur, which, for those who haven't read the book, was a sentient plane that grew organic technology for its tiefling inhabitants until a spillover battle between tanar'ri and baatezu devastated the land and shocked the plane into a coma. It gave me a chance to be really wild and gross at the same time, and create something that I thought was different from other planes I'd seen and/or worked on before. And I liked the bioleche (dormant organic tech) and the possibilities for the PCs to find and play with that stuff.

Monte Cook
Wolf?

Wolfgang Baur
Oooooh. So hard to decide. I think I had the highest hopes for "The Ten Courts of Hell," but it turned out to be more limited in play than I'd expected. Good for one-shots rather than a campaign. But the plane that I'm most pleased with is the Lizard Kingdoms. It's an alternate history, where the dinosaurs still rule the earth, along with some races of insect people.

Ray Vallese
(Jumping in) I edited Wolf's planes, and I was very impressed with the level of detail Wolf put into the Lizard Kingdoms. It's a fully realized world.

Wolfgang Baur
I like it because I wish I could have written it as a 96-page campaign setting. It has a lot of room to grow into a full-blown set of adventures, and could be a recurring place for planar travelers to visit. Too often, I think we try to outsmart ourselves with our planes, making them fun to visit but not fun to linger.

Matt Locke
Monte?

Monte Cook
It's hard to choose, but I guess my favorite is Kin-Li'in, a hellish plane where your own shadows can turn against you and the shadows of demons burn you should they fall upon you. It's a tough place, but who doesn't like a plane full of demons?

BlackMoria
When designing Beyond Countless Doorways, were you limited in any way by the legacy of Planescape (Sigil, the cant, factions, etc.) and the fact that much of that is intellectual property still held by Wizards of the Coast?

Colin McComb
Not really. What Monte described as his vision for this project helped steer us away from the Planescape model very quickly.

Wolfgang Baur
Not as much as you'd think. Yes, not having Sigil was sometimes difficult, but not working in the factions meant that we could strike out in new directions.

Ray Vallese
Actually, in Dendri, I have a bunch of formians looking for new worlds to conquer, so many PCs could follow them to one of the other planes in Beyond Countless Doorways, a la the modrons from The Great Modron March.

Colin McComb
Maybe an invitation to Faraenyl along the way, engineered by the players, so they can use the fairyland's portals to get someplace closer along the string.

Monte Cook
It might be cool, as a web enhancement, to put up just the outline of an adventure that uses most or all of the planes, actually. Really, though, the link to use is the idea of series conjunctions. You have to go through other planes to get to the one you want.

Galhavoc
The lowest-level adventure ideas take place in the Lizard Kingdoms ("Egg Mayhem") and Ouno, the Storm Realm ("The Stowaway").

Ray Vallese
Yep, and don't forget the linking spots in the first chapter, like the Ethereal, the Nexus, and others.

Java Fiend
Do you think that when you're designing planes, you have to have an overall picture of your cosmology (e.g. the Great Wheel), or are you okay with being able to "plug in" your new plane into whatever cosmology you might run into? And if so, does that in any way limit the nature of planes that you design?

Wolfgang Baur
The cosmology matters most to players and DMs who have a well-established, long-running game. As a player or DM, you don't want to mess that up. But as a designer, you want to offer people the widest range of choices. So especially in planar design, you toss out things that you KNOW won't work in some settings, because otherwise you wind up with a very generic middle ground. And that's not the way the Planescape twist works.

Colin McComb
With something like Beyond Countless Doorways, I think it's easier -- and yet paradoxically more daunting -- to design a plane. Running with what Wolf said, with Planescape, we KNEW that there was a core cosmology. And that limited us to working within those constraints. But at the same time, we knew that we wouldn't be breaking people's worlds.

Monte Cook
Really, each plane should probably be self contained. They are, after all, their own "universe." Only when you talk about planar travelers and conjunctions and portals do you start to think about how it interacts with everything else. In Planescape, you had to be aware of the cosmology, but still, there was an importance in making each plane its own setting as well. It's a balance, I suppose.

Ray Vallese
I know I treated Beyond Countless Doorways more as plug-n-play. I think Monte said early in the book that we shouldn't be constrained by a cosmology.

Monte Cook
Ultimately, that makes the planes in Beyond Countless Doorways very modular, and (we hope) very usable.

BlackMoria
Will there be a Beyond Countless Doorways II? Or more correctly, would the gang like to get together and collaborate on another product like Beyond Countless Doorways?

Colin McComb
LOVE TO. Assuming, of course, that this one sells enough to justify it.

Wolfgang Baur
I'd love to, but I imagine it will depend on sales and fan reaction.

Ray Vallese
Monte had to drag me into writing for Beyond Countless Doorways because I thought I wouldn't have the time to do the book justice, but I enjoyed it so much, that I'd definitely come back. I'd like to develop some of the "conjunction plane" ideas further.

Monte Cook
It certainly would be fun. I really enjoyed working on this.

Wolfgang Baur
Maybe write a planar series of adventures as well.

Colin McComb
Hey Monte and Sue, you guys totally owe us another shot at this. Even if you only sell two copies.

Monte Cook
Colin, if you just go out and buy every copy, then it won't be a problem.

Ray Vallese
That's so crazy it just might work!

Colin McComb
But... but... what about the PDFs?

Monte Cook
Yeah, it's not like we can run out of those...

Galhavoc
That's the Planescape twist!

Monte Cook
Ha!

Inalchuk
There seems to be sentiment from the creators that more content is possible. Question about the creative process: How much time did it take to produce Beyond Countless Doorways, and would a follow-up (with additional content) be practical? Or is it too tiring?

Wolfgang Baur
Years of deep thought in remote monasteries were required.

Colin McComb
Whereas I took a job as a butcher-truck assistant in order to make my role more convincing.

Ray Vallese
It took me a long time just to come up with the basic ideas, only because I had plenty to sort through. The actual writing of each plane didn't take long because they were a lot of fun to do.

Wolfgang Baur
Actually, there was an involved process of pitching concepts (to avoid overlap), writing, editing, and follow-up development. We got a lot of questions from Ray and Sue to refine each plane as much as possible.

Monte Cook
Honestly, for me, writing material like Beyond Countless Doorways flows onto the keyboard a lot faster than writing something rules heavy like Arcana Unearthed or Book of Eldritch Might.... Oh, I mean, it was really hard and took a lot of time (I don't want to be left out).

Colin McComb
Really, it's mainly a matter of time and schedules. I know Malhavoc has a full lineup for a while, and all of us have our own particular monkeys to bear. But tiring? No.

Ray Vallese
Or bears to monkey.

Monte Cook
Woo! Monkeys!

Colin McComb
I can't imagine the bear would be happy about that.

Wolfgang Baur
Okay, we confess: the writing was a joy.

Colin McComb
Though, as I said in an interview, I've discovered that having a mobile child isn't conducive to a long, quiet writing spell.

Inalchuk
Which Beyond Countless Doorways plane would you put into your personal campaign right this moment and why?

Monte Cook
Right now, Yragon is a part of my campaign.

Wolfgang Baur
Oh, I've already tormented my regular group with the Ten Courts of Hell. But I think I could probably work Kin-Li'in into the current plot arc at a moment's notice.

Colin McComb
I'd do the Courts, because I think everyone needs a good dose of deviltry.

Ray Vallese
I'd like to run away from dinosaurs in the Lizard Kingdoms, myself.

Monte Cook
My current group of players would also get a kick out fighting off the invasion in Dendri.

Thrommel
Would anyone care to speculate why modrons were sidelined in favor of formians in 3rd Edition? Modrons are SO much cooler!

Monte Cook
I can do more than speculate.

Colin McComb
Please do.

Matt Locke
Oooo, insider info!

Wolfgang Baur
Yeah, I'd like to hear the dirt on this. Formians make better miniatures?

Monte Cook
Originally, when it was proposed that they go into the MM, it was decided that there were too many of them, and it would take too much core rulebook space. But the assumption was that they would go into a follow-up book, like Manual of the Planes. But some of the designers didn't like modrons, and so we got the inevitables instead. (I have a hard time even typing that sentence because I'm still a little incredulous, actually.) I love modrons. Really a lot. I did the rogue modron player character rules in Planewalker's Handbook because I wanted to play a clockwork box. I mean, how cool is that?

Wolfgang Baur
Feh on the inevitables. They sound like a super hero group. Go modrons!

Monte Cook
Exactly my thought, Wolfgang.

Ray Vallese
I love 'em, too. They even make a cameo in one of my planes. Sort of.

Colin McComb
Who'd write The Inevitables comic book?

Wolfgang Baur
Oh, Alan Moore, probably.

Colin McComb
I dunno, I'm thinking it's a Moore wanna-be. Probably a Marvel writer. ;)

Monte Cook
As super heroes, the Inevitables wouldn't fight crime. They'd just hang around and say, "Someone will take care of it. It's... inevitable."

Wolfgang Baur
*Groan*

Matt Locke
Uhhh... next question?

Ray Vallese
I've got to go now. I hope to see you all digitally again soon. Thanks for the invite to the chat. Bye!

Matt Locke
Bye Ray -- thanks for coming!

Wolfgang Baur
See you, Ray!

Colin McComb
Bye, Ray!

Inalchuk
I found your last chapter ("Through the Looking Glass") especially thought-provoking in terms of kicking jaded players in the rump with new twists on "reality". The Midnight campaign setting, for example, focuses on what happens if Evil wins. Has Malhavoc entertained ideas of doing cross-over one-shot adventures or supplements in the settings of other publishers, much like comics do crossover issues?

Monte Cook
Well, that's a neat idea, but currently we've got so many original products on the schedule that working with someone else's setting isn't on the front burner. That's what "Through the Looking Glass" was for: making it easier so that you could do that yourself, really.

Java Fiend
Can you mention any literary inspirations that you've had for planar ideas? Moorcock and Zelazny top my own list...

Colin McComb
I have a deep and abiding love for Zelazny, and have since the seventh grade, when a friend of mine started calling me Corwin. Moorcock, obviously, was highly influential on this compilation. And even though I occasionally find it difficult to wade through his prose, there's no denying that the man has some tremendously creative and cool ideas.

Wolfgang Baur
Lots and lots: Borges, Milorad Pavic, Robert van Gulik for Asian-themed planes, Swift. But as often as not, it's nonfiction that inspires a particular plane for me. And yes, Moorcock.

Colin McComb
Italo Calvino... The Dictionary of Angels....

Monte Cook
I've been pretty up front about the fact that the cosmology as a whole was inspired by Moorcock. (Also the grahlus, a little bit.) Other than that, no one author springs to mind except maybe Neil Gaiman. And Mike Carey, the writer currently writing the Lucifer comic book.

Wolfgang Baur
Yeah, it's always the mind-bending guys. Neverwhere seems Planescapy to me.

nightbringer
In Beyond Countless Doorways, did you make an effort to include "cool" creatures (like, in my opinion, salamanders) that aren't otherwise used often?

Colin McComb
Not so much, I'm afraid. Though you've given me an idea....

Monte Cook
I made it a point to use xorns, which are kinda goofy as "monsters" but interesting planar "aliens." And mephits. I like mephits for some reason.

Wolfgang Baur
I decided it was worthwhile reinventing Hell to suit Asian cosmologies, and wrote some critters to match. Well, and the dinosaurs. Which are very cool, but never get nearly enough play.

Monte Cook
Yeah, if Wolf hadn't written a dinosaur-heavy plane, I would have. That's just cool.

Colin McComb
Mephits are funny, and totally unappreciated. And yeah, dinosaurs have been underused, mainly, I think, because if you're going to run into a big scaly monster, most people want it to be a dragon. But now I want to run into dinosaurs.

BlackMoria
Beyond Countless Doorways has material that lends itself very well to using other Malhavoc products. For example, for Palpatur - one can see the PCs or foes peddling chaositech to the tieflings to replace their failing or broken bioleche. I could see using Galchutt has powerful unseen forces behind the woes of the Mountains of the Five Winds.... and using the Chaositech chaos corruption/mutation rules for the effects of the chaos cloud. Is this the case of deliberate design considerations or a amazing coincidence that such a interchange of ideas between products is possible?

Monte Cook
Some of both, I think, truthfully. Like the obvious references to the Nexus from Book of Eldritch Might III and the Celestial River from Book of Hallowed Might II. And so on.

Colin McComb
I didn't write Mountains specifically to use the chaos rules -- I was more riffing off an idea that Jeff Grubb had casually tossed out during a brainstorming meeting ten years ago -- but I wanted to leave the possibility of some crossover applicability wide, wide open.

Matt Locke
All right -- that's the last of the questions for tonight ^_^

Monte Cook
Well, time flies.

Galhavoc
Those were some great question!

Monte Cook
Thanks to everyone for coming.

Matt Locke
I'd like to thank everyone for coming, too, especially Colin, Ray, and Wolfgang -- you made for some interesting chat logs I'm sure ^_^

Java Fiend
Thanks!

Wolfgang Baur
Thanks, Matt! And thanks, everyone.

Galhavoc
We've really enjoyed getting everyone together!

Monte Cook
In particular, thanks to Ray, Colin and Wolfgang. We really appreciate you coming and chatting.

Galhavoc
Thanks for moderating as always, Matt!

BlackMoria
Thanks to the designers. Hope there is a Beyond Countless Doorways II someday.

Monte Cook
Thanks. I personally appreciate all of you for taking the time to listen (or read) us all ramble on... Good night, everyone.

Colin McComb
Thanks, all!

Wolfgang Baur
Thanks!

Derendel
Terrific book. I couldn't stop reading. thanks.

Galhavoc
Bye!

Colin McComb
Night, everyone!

* Transcript edited for style and clarity.

 
 
Questions or comments? Check out the Malhavoc Press message board.
 
Unless stated otherwise, all content © 2004 Monte Cook. All rights reserved.
 
The Unseelie Court - Proud sponsors of Ideabolt!
Grab an Ideabolt and start hurling.™