The game designer Monte Cook started working professionally in the game industry in 1988. In the employ of Iron Crown Enterprises, he worked with the Rolemaster and Champions games as an editor, developer, and designer. In 1994, Monte came to TSR, Inc., as a game designer and wrote for the Planescape and core D&D lines. When that company was purchased by Wizards of the Coast, he moved to the Seattle area and eventually became a senior game designer. At Wizards, he wrote the 3rd Edition Dungeon Master's Guide and served as codesigner of the new edition of the Dungeons & Dragons game. In 2001, he left Wizards to start his own design studio, Malhavoc Press, with his wife Sue. Although in his career he has worked on over 100 game titles, some of his other credits include Return to the Temple of Elemental Evil, The Book of Eldritch Might series, the d20 Call of Cthulhu Roleplaying Game, The Book of Vile Darkness, Monte Cook’s Arcana Evolved, Ptolus, Monte Cook's World of Darkness, and Dungeonaday.com. He was a longtime author of the Dungeoncraft column in Dungeon Magazine. In recent years, Monte has been recognized many times by game fans in the ENnies Awards, the Pen & Paper fan awards, the Nigel D. Findley Memorial Award, the Origins Awards, and more.
The author A graduate of the 1999 Clarion West writer's workshop, Monte has published two novels, The Glass Prison and Of Aged Angels. Also, he has published the short stories "Born in Secrets" (in the magazine Amazing Stories), "The Rose Window" (in the anthology Realms of Mystery), and "A Narrowed Gaze" (in the anthology Realms of the Arcane). His stories have appeared in the Malhavoc Press anthologies Children of the Rune and The Dragons' Return, and his comic book writing can be found in the Ptolus: City by the Spire series from DBPro/Marvel. His fantasy fiction series, "Saga of the Blade," appeared in Game Trade Magazine from 2005–2006.
The geek In his spare time, Monte runs games, plays with his dog, watches DVDs, builds vast dioramas out of LEGO building bricks, paints miniatures, and reads a lot of comics.
There are some jumps in logic that are not realistic for players to make and require some additional help. Converting this for use with Pathfinder proves challenging as a number of the creatures encountered are specific to this book, or Planescape and not available as converted Pathfinder creatures. In specific the main ability of the introduced creature (trying not to spoil anything) is challenging to handle in actual play. More players actually can help with this as it naturally leads to a more chaotic field. A secondary map (behind the GM screen) may also prove of benefit to track where things are separately from what the players realize.
The story is very, very well done. But there are some game decisions that are hard to play well. Like the abilites of the antagonist have saving throws and you have to failed in multiple times to progress.
Started this ages ago and got distracted by something else--skimmed the back half because I think I've been spending too much time on the OSR blogs. There's a sort of epic tale here (I think a lot of the cosmic D&D stuff is a bit silly really) but at every point it relies so much on the PCs making the exact right decision and going to the exact right places. This method of adventure design as let's-tell-a-predetermined-story is so anathema to me now. Gotta lot of respect for Monte (I have one of his recent crowdfunded books within arm's reach) but I think this is basically unusable at the table. At my table, anyway.
A great finish to The Modron March, although I ignored the "Into The Light" part entirely. Like the previous book, it needs a lot of work to cut away all the things that just HAPPEN to the players, whether they like it or not. Yeah, it's a railroad. Like a lot of adventures of the time. But there's some great scenery on the way. All you gotta do is let them hop off the train occassionally.
With a bit of tweaking here and there, this is a very cool ending to a very epic story.