Nexial Intrigue Issue #1
Written by: The Reason Why
I would be remise If I didn't speak about the somewhat ironic portion of this tale. Smithy was not meant to be my subject of these interviews, in-fact, he was meant to be in the spotlight at a later time for a different day, under different circumstances. I wanted to interview his character, The Dawnmaster. But, as this impromptu interview was only meant to be a mock up. However, as he discussed his passion for being a Dungeon Master and he began showing me the maps and campaigns he had made for his players, I couldn't help but be enthralled by what he had made.
It began with a simple question, he asked if I wanted to see what he was working on. Of course I said yes, as I knew I would get to see some of the things he had made for a world I am big fan of. He walked me through a system I was amazed that actually existed, a 3D program that allowed his players to move through the maps he makes for each session or sessions given the complexity of it. He waxed and wanned on the various things he had done and what the players did for each of them with such vivacity that it felt like a feature length film with the pomp and circumstance of a a real epic.
Maps after maps after maps filled with the adventures his players had done, he showed the secret areas and options available to the players. Some of which, he admitted with a bit of mischievous flare, that he never expected his players to find all of them. When he told me this, I couldn't help but sit there and marvel at the game design aspect of his projects. To build something without the expectation that they would all be found, but knowing that if they are found it would make the players feel like they found something all on their own. Clever bits that make the party feel like they've accomplished something!
Many of these maps he customizes, despite using presets, community made models and assets, and a few custom models made for his games. I was particularly amused by his "Brass Legion", brass plated Spanish style conquistadors, those models were quite nice to just sit and look at for something he expected to be throw away NPC's and Enemies for the party to tackle. But, that seems to be Smithy's M.O., build all the detail and specifics and let the players find them on their own. If they miss it, they miss it, but he seems more interested in giving his players an immersive experience than showing off some level of prowess. I can't help but admire him for it.
I should state at this point that he uses a platform called Talespire. I was so impressed by his maps and the campaigns that I remembered that he might be interested in running a game for us Nexus Folk. I look forward to it! But, Smithy's storytelling is something that is very well thought out. Countless conversations I've had with him, as well as during this ad-hoc interview, he is a perfectionist about his worlds. Dark, heavy, very thematic that mixes genera's of Horror, Gothic, High Fantasy, Eldritch components, Mystery and Noir, I highly recommend taking a look at his worlds. Maybe those DM's out there would like to see what captured my attention so much? Maybe those who would like to make more interesting maps beyond paper style world maps!
With all that said, I plan on doing more of these. I highly recommend checking out World Smithy's work, as well as keep an eye out for more of these. Some of the Authors may surprise you, expand your horizons!

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