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Roleplaying
Resources > James' Work
James' Work
Game Products Published by Wizards of the Coast
What I'm working on (12/13/03): I just finished the Oriental
Adventures 3.5 update for DRAGON Magazine, slated for publication
in April... assuming Matt can squeeze it in to the available pages.
I'll be shopping the outtakes around, probably to the Wizards web site.
I'm spending my evenings now on a minigame for Polyhedron. During the
day, I'm doing some last-minute work on Eberron and working on an exciting
2005 product for the d20 Modern line.
Eberron Campaign Setting
June 2004.
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this book from amazon.com
Of all the projects I've worked on since I started work at Wizards
of the Coast nearly four years ago, this is my favorite.
My involvement started pretty early on. I volunteered to work
on it when we did our annual, "Hey, which of these projects
do you want to work on next year?" thing, and so I got involved
in meetings when the setting search was down to three entries.
Once folks with more authority than me picked Keith's entry, I
was in a lot of meetings with Bill Slavicsek and Chris Perkins
from the RPG group, Peter Archer and Mark Sehestedt from the book
department, and Keith himself to hammer out the shape of this
new world, using Keith's proposal as a starting point. It was
a fantastic collaboration—there's nothing quite like that
experience of sitting in a room with five brilliant people bouncing
ideas around, which is probably the single best thing about working
at Wizards.
My design work on the book consisted of most of the rules material—races,
classes, feats, spells, and some of the prestige classes and monsters.
My writing has been through a lot of development since I turned
it over in May, but I'm still quite proud of my work that's in
this book. In many ways, the development process was a continuation
of the great collaboration that started the process, with the
development team frequently bouncing their ideas off me to make
sure they weren't taking things too far away from the original
intent.
The biggest payoff so far has been sitting behind a mirrored
window watching Chris Perkins run an adventure for a focus group
of local RPGA members (who have been sworn to secrecy)—and
seeing how excited these grognards got about the setting. Give
it a look when it comes out—I think you'll be pleasantly
surprised. |
Player's
Guide to Faerûn
March 2004.
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This is the long-awaited 3.5 update for the Forgotten Realms,
but it's so much more than that. If that had been all this book
was, I would not have volunteered to write half the book as a
freelance project. The reason I leapt at the chance was all the
other stuff we crammed in this book.
Stuff like a DMG-style entry for every plane in the convoluted
cosmology of Faerûn, revised and expanded to address the
questions and concerns that the new cosmology has sparked over
the last three years. Like a chapter on using the Epic Level
Handbook in an FR game, and another chapter on vile and exalted
material (not mature content). Material on using psionics in FR.
Cool new prestige classes as well as revised versions of old ones.
The revised stuff is cool too, and in many cases much needed.
See, the reason that material is in a book like this and not in
a free update like we did for books like Deities & Demigods,
Manual of the Planes, Monster Manual II, and the Epic Level Handbook,
is that we really went back over the older material and revised
it. The 3.5
Accessory Update was based on the assumption that all those
books just needed some tweaking to make them compatible with the
revised rules. This book goes back over existing FR material and
subjects it to the same scrutiny that the Player's Handbook went
through. Broken spells are fixed, regional feats are attractive
again, prestige classes are cleaned up.
There's a lot of great material in this book. |
Book
of Exalted Deeds
November 2003.
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The good twin of last year's Book of Vile Darkness, this
book takes a good hard look at what it means to be a good guy
in the D&D world. Why is it a mature product? Primarily because
its mission was to look at morality in the D&D world from
a mature perspective. A lot of players don't want to think about
things like what to do with the orc babies. Few sorcerers would
try to convert a slaad lord to good, but Veshann
tried.
Whatever you thought of Book of Vile Darkness, don't judge
this one until you've seen what's inside. You might think of it
as the player's companion to a vile campaign, or as a guide to
the straight and narrow in a world of greed and violence. If you
use it, your campaign will be different. I hope it will be better.
Maybe you might even be better. Isn't this all about being a
hero? |
Draconomicon
November 2003.
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All about dragons! I coauthored this book with Skip Williams
and Andy Collins, in about equal parts—talk about good company!
My parts included playing dragon PCs, dragon prestige classes,
spells and magic items, and some material about dragons in combat.
It seems like the book is taking forever to come out—I finished
my work on it just over a year ago. But it will be worth the wait.
And the art is awesome. |
Dragonlance Campaign Setting
August 2003.
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I was the lead developer for this book, which was written by
Margaret Weis and her colleagues at Sovereign Press. I put a whole
lot of effort into this book to make sure that the rules both
work well within the d20 System and are true to the Dragonlance
world. It's going to be a pretty awesome book, and by far the
best campaign setting treatment that Dragonlance has ever received. |
Incursion: A World Under Siege
Knights of the Lich-Queen
July 2003.
These two articles appear in DRAGON and Polyhedron magazines,
but together they're larger than my contributions to, say, Defenders
of the Faith or Monsters of Faerûn. This is the
project that had me insanely busy toward the end of 2002, which
I seem to never quite have recovered from.
Anyway, the DRAGON article is all about running a campaign where
the githyanki are invading. Since one of my setting
proposals was very similar to that concept, I had a lot of
ideas to run with. Plus, one of my best friends is a military
historian, so he got a consulting credit on the article.
The Polyhedron piece is a d20 minigame that's a lot more like
most of the d20 products on the market than Poly's usual fare.
By that I mean it's really a D&D supplement, a Monstrous Arcana:
Githyanki book in d20 terms—chock full of all the hard rules
you need to play a githyanki PC on the other side of the invasion.
Incursion is an event that runs through all three magazines.
The DUNGEON component is an adventure, "The Lich-Queen's
Beloved," written by the inimitable Chris Perkins.
Get
these magazines. This event is not to be missed. |
Fiend Folio
April 2003.
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Not the Monster Manual III, and not a collection of stupid monsters
put together by British people. No, it's a monster book with a
fiendish slant: not just evil outsiders, but other types of creatures
from the lower planes, just plain nasty monsters, prestige classes
for fiends, and more. Look carefully at my Mahasarpa
Campaign Journal: Anathema. Blackstone Gigant. Mmmmmm...
I don't know why I'm the only author listed for this. I was the
lead designer and lead developer, but these folks shouldn't be
consigned to oblivion: Eric Cagle, Jesse Decker, Matt Sernett,
Chris Thomasson, James Jacobs, and Erik Mona. They all did a fabulous
job. |
Arms & Equipment Guide
March 2003.
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Lots of cool gear for your D&D character. I wrote 32 pages of
it, filling in gaps left by the other designers. I compiled some
existing magic items from previously-published adventures, wrote
new magic items, cursed items, intelligent items, and artifacts. |
City of the Spider Queen
September 2002.
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Five months to write, eight months to playtest... this
Forgotten Realms superadventure ate up more than a year
of my life! And my players still talk about it...
There are a few notes from our playtests in my FR
Journal. |

Best Roleplaying Adventure of 2002! |
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Epic Level Handbook
July 2002.
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In my opinion, the coolest thing about the Epic Level Handbook
is that playing epic-level characters still feels like D&D.
My contribution to the book was pretty small: I did the epic dragons
(including the oversized great wyrms) and the updates to the Forgotten
Realms NPCs near the end. It came out to a little over 20 pages
of the 320... but I still love this book. |
Deities
and Demigods
April 2002.
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It's started making its way into stores, and I've got my three
copies... Read my random thoughts on my DDG
page. |
Oriental
Adventures
September 2001.
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A 256-page hardcover book featuring rules for playing D&D
in Asian-themed settings. Read more about it on my
OA pages. |
Defenders
of the Faith
May 2001.
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So, the ex-minister writes half of the guidebook for clerics
and paladins. Typecast? Oh, well. It was a blast to write.
Cool prestige classes. New spells. "Prestige domains"the
coolest way to work around a design mandate I've seen in a while.
Church information. New things to do with positive (or negative)
energy. Equipment, paladins' mounts, and lots of roleplaying advice.
And even a passing mention of the infamous troll barbarian, Skurge.
Incidentally, that horned guy on the cover is Daros Hellseeker,
the tiefling cleric from The Speaker in Dreams. Making
an impact on Jozan and Alhandra. :)
Read the wizards.com Personality
Spotlight profiling me and Rich. Also download the web
enhancement: suggested divine missions for clerics, and spell
planning sheets for clerics and prestige-class divine spellcasters.
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Monster
Compendium: Monsters of Faerûn
February 2001.
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While its release date is a month after The Speaker in Dreams,
this is actually the first project I worked on after being hired
at Wizards of the Coast last January. It's exciting to see it
come to fruition! The book looks almost exactly like the Monster
Manual, except for being softcover. The pentagonal shape in the
center is larger and contains the image of a spellcasting shadow
dragon you can just make out on the image here. Inside, the page
look is the same as the MM.
Should you buy this book if you're not a Forgotten Realms fan?
Absolutely. We don't even use the FR logo on this book, though
the words "Forgotten Realms" appear in small type down
by my name and Rob's. Each monster includes a paragraph describing
the monster's place "In the Realms," but as often as
not these are adventure seeds that can be worked into any campaign.
The monsters themselves were selected because they have some of
the character of the Realmshigh magic, sometimes bizarre
characteristics, a certain amount of whimsy maybe (but not silliness:
we cut the faerie dragon and the wingless wonder). There are exciting
monsters in here: the deep and shadow dragons, the yochlol and
the draegloth, three new lycanthropes, greater doppelgangers,
perytons and leucrottas, beholder-kin and giant-kin. There are
new templates, and new powers for ghosts and liches. I'm pretty
happy with how it turned out.
Read the wizards.com Personality
Spotlight profiling me and Rob, and be sure to check out my
web
enhancement for this book: expanding on the "In the Realms"
section for the ghour and the stinger. Also, the February 23rd
Character
Closeup features a monster from this book, a yuan-ti "tainted
one."
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The
Speaker in Dreams
January 2001.
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My first publication as a designer on the Wizards of the Coast
staff! The third in the so-called "Adventure Path" (after
The Sunless Citadel and Forge of Fury), The Speaker
in Dreams is a story-based city adventurea pretty radical
departure from the previous adventures.
I wrote an extensive piece about this adventure on Amazon.com...
click the "Order this book" link above to read it.
Due to some quirk of the typesetting process, the printed adventure
has a total of just over a page of white space. This is deeply
ironic, considering that I overwrote the adventure by nearly 50%.
Don't you dare complain about it, though, because Wizards of the
Coast has graciously made available a just-over-nine-page web
enhancement for this product that includes much of the material
I had to cut, as well as some new stuff. Basically, you're getting
a 40-page adventure for the cost of a 32-pager. |
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