I got the chance to speak with friend of the blog Hilander the other day about the Cairn adventure he's kickstarting, the Valley of Lune. Fair warning, I like this guy and his work, and we have played in each other's games, so I'm not an unbiased interviewer, but it's not like I stand to gain from the success of this product or anything.
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| Pictured: the artist |
My older brother and I used to write miniature board games, often these journey-style games where you had to fight monsters and claim treasures.
"DnD" was strictly off the table though. According to Dad (a great guy by most counts) that was satanic.
Well college came around and I decided to find out for myself. As a player, I found it less Satanic and more dull. I was part of a group of eight, and we were playing 3.5. Unlike the combat, I didn't last very long there.
Then my siblings asked me to run a game, so they could experience it.
I thought 5e would save us, but our first campaign ended abortively. Our second game actually made it to a conclusion, but I was burnt out on the character-build, and rules balance, and combat crafting, etc.
I wanted a riskier, punchier, simpler game.
You've since written multiple systems, and Valley of Lune is written for Cairn. What have you learned about games in the time since that 5e campaign?
Systems are only half the story, and the less interesting one, I think.
The duty of a system is to stay in the background until play becomes uncertain, then resolve that uncertainty and fade into the background again.
"Who am I?" "What can I do?" "Do I kill the monster?" "ARE there monsters?" "What kind of scenarios are we dealing with?" These are essential questions, and a system should help answer them, but also leave a door open for other possibilities.
The more interesting half of the game is the scenarios characters have to deal with, and that half of the equation is one I've struggled with, a lot.
What kind of struggle?
Where do we find the right balance of story and game?
That is, how do we make an interesting situation in the world, while still making room for characters to play in that world and have multiple cool possible outcomes?
A question for the ages. How have you answered that question for this adventure?
What feeling do you hope players in a Lune game will come away with? What will they be gushing to their friends about?
Something I'm still fine tuning is the character descriptions, because I really want characters in this game to be that focus. Who is here, what do they want from outsiders? What would push them to fight? What can they bargain with?
It's an area I really want to shine, because characters and their connections to players are what I most remember from the games I've enjoyed.
After fulfilling Valley of Lune, do you have any other publishing plans? Any ideas cooking in your head?
There are a few ideas actually, an island chain with a hidden city "megadungeon" is somewhere out there, and a forest of nightmares grown from the bones of a dead goddess, along with the home of the Dwarrow.
The dream is a chain of adventure locations long enough to feel something like the Hobbit, adventuring through a series of locations on some grand quest.
Ambitious! I hope you get the change to see at least a few of these through.
Finally, do you have any RPG hot takes?
Nope.
I've been racking my brain all day, and I can't settle on a single one. [Editor's note: boo! hiss!]
Call someone today and invite them over to play your favorite game.
That's all I've got folks. Take the risk, play the game, enjoy life.
Always the uniter. Thanks for agreeing to be interviewed.
There's currently just seven days left to jump on the kickstarter, which has already exceeded its goal by $218 as of the time of publishing. You can pick up a pdf of the adventure for just $5, or also get the physical PDF for $12. Personally, I think those prices are very generous, and I know very few people who approach Hilander for breadth of skill-- his rules are well-considered and properly composed, his art is charming, and his layout shows great understanding of how a book or zine can aid those who want to use it. If you have a few bucks, you basically can't go wrong with a Hilander adventure. And if you don't play Cairn, I'm sure as a reader of this blog that you know how to convert things easily. You do it all the time, you're a pro, you know good work when you see it, and you know a good deal when your favorite blogger shills it out to you. Go in peace.



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