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The unofficial paper dice role playing game |
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Da'Vane Chair, Formatter
First Zelda: A Link to the Past Favourite Zelda: A Link to the Past I first played the Legend of Zelda in the early '90's and ever since then I have been hankering to bring the story to the tabletop to play through. For me, The Legend of Zelda: A Link to the Past had everything you could ever want in a classic adventure, yet I never really managed to get anything to gel together into a solid form. In 2001, I finally managed to convince my folks to allow me access to the Internet, and my first port of call was to the Wizards of the Coast website. There, I discovered the Think Tanks, and found something that would change my life forever - a group of players who were talking about converting the Legend of Zelda series into a D20 game. I quickly chimed in, wanting to be part of the group, and my first contribution
was the Subrosian and Tokay - two races from Oracles that the group seemed
to have missed. From there, we quickly decided to move to a Yahoo group,
under the leadership of Rooks, the person who had started the thread.
However, the magic moment came when we were discussing how to put the Legend of Zelda D20 Sourcebook together. We had vague ideas, but nothing really solid. We needed a formatter, and tentatively I stepped up to the plate. After all, I thought, how hard can formatting really be? Within a few weeks, I had compiled the few things wee had, which at that time happened to be all the races, and a few ideas for classes. I posted the samples to the group - and that's when the magic happened. When the group saw that layout, the Legend of Zelda stopped becoming a vague maybe, but became something real. Something the group could see. We quickly determined what chapters we wanted in the Sourcebook, and feeding off of each other's enthusiasm we quickly filled in a fair chunk of that Sourcebook. There was some temporary art, and I still remember the tingle of satisfaction when Dreamstryder showed the group the art he had done based on one of my PrCs. The journey wasn't always smooth, and I deeply regret when I had to leave
the Legend of Zelda D20 Team. However, I was comforted by the fact that
I had shown them the way, and helped turn something from a dream into
a reality. I did my best to keep the fans enthused and followed the project
from the outside. But then, on April 2004, the Legend of Zelda D20 Team released the Sourcebook. Like many others, I hastily downloaded it and poured through it. Unlike the others though, I wasn't looking for what was new, but what had been changed. I was shocked - the layout I had created was intact. It seemed that the Legend of Zelda D20 Team had followed the path I laid out for them, under the leadership of Rooks. I looked at all the artwork, noting that all of the Specialists I had designed had been done justice by DS' talented hands. The Sourcebook wasn't perfect when it was released, but given the fact
that it was put together by a team of volunteers over a period of four
years with no enumeration or support, it was still a phenomenal achievement.
It took a lot out of the group, and for some it took too much. After releasing the Sourcebook, the Legend of Zelda D20 Team were at a loss. They no longer had their road map, no longer a clear idea of where to go. The Sourcebook had initial flaws that needed to be fixed right away, such as significant formatting errors. It also needed a significant amount of errata. Also, Nintendo didn't stop to wait for us to release the Sourcebook, and there were already several games with impending release that the group wanted to include. Some of these problems were easy to resolve. My commitments had cleared,
so when I was asked back into the Legend of Zelda D20 Team, I readily
accepted. In time, we sorted out what we were going to do. We quickly realise we
needed to revise the Sourcebook. There were new elements we needed to
cover, and we needed to fix some errors that had crept in. But, as good
as the Sourcebook was, there was always something lacking. We quickly
discovered the problem - the Legend of Zelda D20 Sourcebook was outstanding
as a mechanic reference, but it was really hard to run a campaign using
it. This was because significant elements that made a campaign world such
as Forgotten Realms so vibrant were missing. Where were the politics,
the religion, the culture, or the economy? Just as we started this, Rooks announced he was leaving the group. It
was a shame to say goodbye to the founder of the project, the pioneer
who started the entire project back on the Wizards of the Coast Forums,
and held it steady through the past four years. In Rooks, we lost not
only a dedicated leader, but a talented creator who made much of the Sourcebook
what it is today. For me, the Legend of Zelda has always been an inspiration. It has lead me from a simple dream of playing one of the best games in the series on the table top, to leadership of one of the greatest groups of games designers I have seen. It has led me to discover talents I never knew I had, and realise a potential I had barely noticed. I look at the Legend of Zelda D20 Sourcebook and I can think to myself
"I did that." I can look at the Legend of Zelda D20 Team and
say "I made that." I am proud to have played my part in the creation of the Legend of Zelda
D20 Sourcebook. I am proud to part of the Legend of Zelda D20 team.
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