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Wizards of the Coast answers your Dreamblade Questions!
November 11, 2006

1. How long do you expect Dreamblade to last?

Dreamblade is a growing game with huge potential. We've seen a great response to the game from the core hobby, and we're excited to see the fan base continue to build. It's a game that we've really fallen in love with here, and we're hoping to be able to keep making it for a long time.

2. Will there ever be any Dreamblade books, as with Magic: The Gathering?

The Dreamblade setting is a rich, imaginative environment that lends itself naturally to storytelling. We have already begun publishing serialized fiction, by renowned author and game designer Robin D.

Laws, on our website. You can check it out for free here:

http://www.wizards.com/default.asp?x=dbm/article/20060710a

We are very proud of the accessibility and quality of the fiction on our website, and we are discussing creating printed novels for Dreamblade in the future. We do not yet have a set schedule for this addition to the Dreamblade world.

3. When will there be contests for players to design figures, such as with Magic: The Gathering?

We did this for Magic the Gathering and we also did it in a different way for D&D miniatures and both worked out great so there is a good chance that we will do some version of it for Dreamblade also. We all talking about doing one through the web page, where players submit ideas and readers vote. We are also talking about having championships that include the design of a custom figure as a prize.

4. What plans are there to sell Dreamblade in locations other than hobby stores to encourage more people to play, such as Wal-Mart, Target or other more highly accessible places, such as with Magic: The Gathering?

We launched Dreamblade in the core only, as the complexity of the game really lends itself to the core environment. At this point we are still focused on growing our presence there. As you mentioned, other Wizards of the Coast products are sold in a wide variety of retail locations, and as Dreamblade grows and develops, we will explore expanding outside the core.

5. How will each of the aspects evolve over time? Will there ever be more than four Aspects, mixed Aspects, or Aspectless pieces?

With each set, each aspect gets new abilities and a clearer definition of what it does. As with Magic, the more Dreamblade we work on, the better we define what the aspects do. For example, Scare (in Fear) and Lure (in Passion) used to be one ability, Warp, and Madness had it.

First, the ability migrated to Fear, and then it split up into two abilities, one that pushes the enemy and the other that pulls. Giving Lure to Passion happened pretty late in the development of the first set. After the first set was final, we kept developing the aspects.

The basic identities of the aspects are strong and well-differentiated. That’s not changing. But every time we come up with new abilities and assign them to an aspect, we refine the aspect’s identity. For example, the new Daze ability in Baxar’s War keeps an enemy from making a deathblow. That would make sense as a Fear ability because Fear messes with the opponent. Instead, however, we assigned it to Passion. It helps Passion do what it likes to do, smash the enemy flat. As new abilities like Daze join the game, the aspects are going to get better defined with a greater range of potential.

6. Will there be more "dreamlike" minis in future sets as opposed to "gruesome" or "D&D-style" minis as with current sets?**

We’ve been lightening the imagery for Dreamblade since before the original release. The original concept art for Dreamblade was almost universally dark. Creatures such as Fleshless Reaper, Painmonger, and Inscribed Axebeast all come pretty directly from those concepts.

Starting from that point, we moved the imagery lighter. We added images like Noble Dragon and Saint of Roses. The look of the game is still evolving. You can expect to see more noble and beautiful images in the future.

As for "dreamlike" images, we’ve pretty much decided not to do many pop-culture dream references, like a student taking an exam or someone in the grocery store naked. We’re more interested in hitting cultural references themselves. For example, Baxar’s War has Infernal Gothic, who’s based on the old farmer in American Gothic.


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