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A
224-page RPG book contains about 168,000 words. The average novel has about
90,000 words. Thus, each of our books has about as much content as two novels. Not
including the core book, we're staring at content equivalent to that found in twelve novels.
RPG
books obviously include a lot of content; an RPG line includes an almost
staggering amount of material about its setting. This fact can be both good and
bad.
Good:
•
RPG books can serve as an outlet for information that would otherwise be difficult
to get into the fans' hands.
•
RPG books can serve as excellent reference sources. I suspect that many people
who buy our books don't do so because they want to play the game, but rather
because they want to read about the Warcraft
setting.
•
RPG books allow you a lot of room to create stuff that doesn't (yet) exist in
any other source.
The supplement books for the WoW RPG -- on my dining room table.
Bad:
•
You need to fill those books with content.
This
last issue is the one that got us. Of course, a lot of material about the Warcraft setting already exists, and we could
print it in our books: what happened during the War of the Ancients, a
description of the Dustwallow Marsh, and the story of Arthas's fall, for
example. We did indeed print all these things -- despite the fact that true
fans probably knew them already or knew where to find them. Our books were not
complete without this information, plus we wanted the books to serve as a
compiled reference source for the Warcraft
setting.
We
wanted to add additional content to the books as well. RPG books can be a great
resource for material that, for whatever reason, you can't release in the video
game, and we wanted to use that potential. Also, fans have a right to expect
new content in their RPG books.
So
we asked Blizzard for more information. And they gave us some -- information
from expansions and patches that were in development at the time, or things
that they hadn't yet had a chance to deliver to the fans.
Yet
this information still wasn't enough.
So, as writers, we started making up stuff. That's what we generally get paid
to do, after all.

For the RPG, we had
to delve into unexplored aspects of Warcraft
lore, like high elf culture and history.
Such
a turn of events was both unavoidable and unsurprising. When you're writing
these books, you need to make up things.
How orc culture feels about mages, for example, or what the streets of
Stormwind would be like for a poverty-stricken child. We extrapolated from
existing material, coming up with a clearer and more detailed picture of what Azeroth
would be like for someone who truly lived in it.
However,
Blizzard didn't feel comfortable allowing a third party, like us, to invent stuff
about the Warcraft world. That's understandable,
certainly, but definitely a problem if you're a roleplaying game line.
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