Realm Works is the tool every Game Master has dreamed about
for managing campaigns. Spend less time preparing, more time creating, and
focus on sharing the story with your players! Built by a team of experienced
GMs, Realm Works can be used with any game system and allows you to create and
manipulate your world like never before.
Perhaps you'd like to tell us a little bit about yourself?
My name is Joe. I’m a designer and software engineer for
Lone Wolf, specifically Realm Works. I’m an avid PC gamer and builder,
miniature painter, and RPG game master and player. I also enjoy running and
target shooting, along with personal software development side projects. I’m
married to the wonderful Liz, who you might already know from Lone Wolf’s
forums, website, or social media. We have an adorable and energetic Formosan
mountain dog named Kaylee.
Tell us about your RPG history - what got you into the
wonderful world of tabletop roleplaying?
My first game was a long time ago. My friend’s older brother
was running a game and the group needed a cleric (of course). I had no idea
what was going on, but I thought it was weird and cool. After that, I didn’t
think much of it. Years later, some friends and I discovered the board game
Hero Quest, which is sort of like a proto-RPG. There wasn’t really role
playing, but there were random/variable dungeons, killing monsters, avoiding
traps, collecting and spending loot, etc. After lots of Hero Quest, one of our
friends introduced us to Dungeons and Dragons 3.0. Since then, I’ve played with
a number of different systems and genres.
What is it about the tabletop RPG hobby that attracts you?
What do you enjoy most when playing a game?
I suppose now I should mention that everything in my answers
is my own personal opinion, and doesn’t in any way reflect the opinions of Lone
Wolf Development as an organization. I also recognize that these are my own
personal preferences and opinions, and that others can and should feel free to
have their own differing opinions.
My love of computer gaming undoubtedly colors my RPG
preferences. There are certain things that I believe computer games are just
better at as a medium: complex mechanics and computation, physical simulation,
visual and audio immersion, etc. If I want a grid-based tactical challenge,
I’ll prefer a video game like Civilization or XCom. If I want mechanical
character progression, loot, and itemization, I’ll look to games like Diablo,
Borderlands, Elder Scrolls, Planetside 2, etc. It’s not that I won’t play a
combat and mechanics-heavy RPG (you’ll see that below), but it’s not what
attracts me to RPG’s. I believe that video games are not (and perhaps never
will be) good at deep social interaction with NPCs, open-ended storytelling,
and player/GM freedom. I think RPG’s can reliably provide these things, and
that’s why I come to them.
What's your favourite game? What games that are out there at
the moment float your boat?
I’m a big fan of the new Star Wars games coming out of
Fantasy Flight (Edge of the Empire, Age of Rebellion, etc). Part of this is
because I’m a fan of the original trilogy, some of the novels, and these games
are set in the thick of that. The systems are very different from the d20-based
systems I’ve been used to for so long, and change can be a good thing in my
opinion. They are a deliberate departure from heavy mechanics, and also have a
clear focus on interaction, storytelling, and freedom (see above). The things I
love about the system itself aren’t Star Wars specific though, and could apply
to any genre really. The same game designer made an earlier, similar system for
Warhammer Fantasy Roleplay 3rd Edition, for instance.
Do you still get time to play? What are you playing at the
moment?
I don’t have a ton of time for RPGs lately, but I’m
currently involved in a long-running Pathfinder game with the Savage Tide
adventure path. I joined it at around 9th level when it was being run under
D&D 4th ed. We’re now in the high teens (18th or 19th) with a few Mythic
tiers to boot. While Pathfinder is undoubtedly a mechanics-heavy game, it’s a
solid system, I like playing with my friends, and our GM is able to inject a
lot of personality into the NPCs and storylines.
Tell us more about Realm Works. It's been seen all over,
most recently at PaizoCon, and it's a handy tool for world building and makes
campaign management much easier; what was the attraction in making such an
application?
In general, I think the big attraction people have to Realm
Works is that everyone wants to have immersive, believable worlds but that
getting there is so hard. I remember my first attempt as a GM to make a system
for myself involved a big stack of index cards and tabbed dividers. It was
helpful, but limited in a lot of ways.
I think another attraction for people is that it refocuses
RPG tools on the major strength of RPGs: role-playing and collaborative
storytelling. Most tools have been centered on managing mechanical complexity:
character creators, dice rollers, initiative trackers, combat grids, and so on.
You’d think that tools for managing mechanical complexity would reduce the
complexity of our games, and they do to a certain extent. From my perspective
though, complexity is inherent in the system and mechanics and doesn’t go away,
but becomes easier to deal with thanks to the tools. I also think that easing
this burden results in more game sessions focusing on mechanics, which is great
if that’s your preference.
Realm Works helps you manage narrative complexity, and in the
same way, this doesn’t mean you’ll be spending less time on narrative because
it’s less complex. It means that you can have more depth to your narrative
before it becomes burdensome. Where before it was difficult to have more than a
handful of NPCs and plot threads, you can now have Game of Thrones-level
intrigue going on (and again, just my personal feelings, no endorsement from
George R.R. Martin or HBO!) Much in the way that I believe mechanically-focused
tools encourage mechanically-focused games, my hope is that having some narrative tools will result in
more game sessions with enjoyable role-playing, narrative and collaborative
storytelling elements.
The big attraction for me personally is that there’s nothing
really comparable to Realm Works. As a developer, working in uncharted
territory like this is exciting, educational, and rewarding. It’s also very
exciting to want to actually use the product you’re working on, which is
something many developers can’t say.
It's very polished, so what went into building the tool? Was
there a lot of work involved?
We’re happy to hear that! We’re a small team working on a
big project, so it’s sometimes hard for us to look past what we see as obvious,
glaring flaws. We’re often our own worst critics, but that keeps us always
relentlessly pursuing quality and polish.
Realm Works has a lot of intelligent technology under the
hood that hasn’t really been seen anywhere before, certainly not in gaming
products at any rate. There was a lot of thought and effort put in to design
and architecture for the engine that drives Realm Works, which took a
considerable amount of time. Really the concept itself has been a lifelong
dream for Rob (it’s creator and Lone Wolf’s owner), and technology has only
recently caught up to make his vision possible.
Work is still ongoing, and will be for a long time. Realm
Works is not really a product where there’s a finite set of features, where we
package and deliver it in a final state and then never touch it again. It will
be constantly evolving as the gaming and technology landscape changes.
The tabletop roleplaying hobby has been through a lot
changes over the years and it seems that its death-knell is always sounded when
newer hobbies come along, such as collectible card games and online computer
games. It still seems to be able to hold it’s own, though – what do you see
happening to the hobby in the future? What changes, if any, do you think will
have to be made to ensure its survival?
I think RPGs are already seeing a split, with systems
focusing on storytelling, player and GM creativity, and social interaction
parting ways from systems that focus on mechanics, simulation, combat, and
number crunching. There’s nothing wrong with having a personal preference for
either, but I do think the narrative-focused branch will have an easier time in
the long run. It delivers a unique experience that can’t be found elsewhere,
while the more mechanical games will need to differentiate themselves from
other mechanics-focused card games, board games, tabletop war games, and video
games.
I also think we’re going to see technology playing a greater
role in tabletop RPGs of all kinds. We already have virtual tabletops,
telepresence, and obviously tools like Hero Lab and Realm Works. This is only
going to become more common and mainstream as time goes on. I think there’s
still a place for low-tech RPG play too. There’s something special about paper
character sheets, miniature figures, pencils, books, and dice. Humans like
concrete, tangible objects. We like sitting around a table, talking
face-to-face. I think there’s a balance to be struck that is unique to each
group and player.
What are you working on at the moment?
Right now I’m playing with learning the Unity 3d game
engine, as well as some basic 3d modeling in Blender, both of which have been
new and interesting challenges for me. But as a developer, artist, and gamer,
it’s scratching a lot of my itches all at once!
Lone Wolf Development also bought us Hero Lab. Hero Lab
makes character creation a breeze, automatically tracking modifiers for every
stat, ability, item, spell, and option you select. The automated validation
engine verifies that all prerequisites, minimums, and other requirements have
been met, pointing out where your character is in conflict with the rules.Hero
Lab also acts as an electronic character sheet at the game table, keeping track
of your health, abilities, and more during the game. Once the adventure is
over, use your experience to advance your character to the next level and
beyond!
Many thanks to Liz Theis for arranging the interview.
Many thanks to Liz Theis for arranging the interview.