Monday, 18 March 2013

Review - The Chimpanzee Complex 1: Paradox

1 - ParadoxThe Chimpanzee Complex 1: Paradox
Richard Marazano & Jean-Michel Ponzio
Cinebook


In 2035, the US Navy discovers a strange space capsule that has crashed in the Indian Ocean. Helen Friedman is in charge of interrogating the two survivors, who are none other than Neil Armstrong and Buzz Aldrin! Who, then, are the men who came back from the 1969 Apollo XI mission?

A lunar expedition is set up to elucidate this mystery. Friedman is involved in a case that will lead her much further than she ever expected as history is rewritten.


I wasn't sure what to make of this as I began to read it. The cover promised some pretty great looking science fiction and the image of the woman crying with the pseudo-shuttle blasting off behind her was intriguing. So, once I got stuck into it and the first reveal was not only intriguing as promised but incredibly confusing and unexpected... Neil and Buzz from the Apollo 11 mission? What the... ? Well that's how I like my science fiction. The problem is that discussing the reveal and the following incidents will take away the power of that plot, so I'll not discuss it any more here.


Jean-Michel Ponzio's art is perfect for a piece like this and I'm already a fan of his work that he did for 2000AD. The story follows the struggles of Helen Freeman and her professional and personal problems. The art is almost photographic and the technical side of it, not only of the 1960s space technology but of the near-future tech, is both accurate and wonderful to look at. The shadowed faces of the returning astronauts adds a dramatic punch as you can't see them directly but you can feel their shock and frustration. It's great art and the feelings and attitudes of each character are clear in their expressions. As this is more of a drama/mystery than it is a space adventure, this kind of art suits it just right. You want to feel what the characters are feeling and see by the looks on their faces how certain things are affecting them. This gives you that in spades and the emotions of the moments stand out. Of course, this is all helped along by Richard Marazano's great script. There's no narrative, just dialogue, and that's because everything you need to know is happening on the page and you don't need to be told what's going on. The dialogue is sharp, especially in the 'interrogation' scenes, and even though the story does require some exposition it doesn't seem forced and it certainly isn't boring.


My issue with this first volume is that there's a deep, intriguing mystery here but some of the space to tell that story has been used to tell the story about the rocky relationship between Helen and her daughter Sofia. It's an interesting relationship, and it certainly gives Helen's fateful decisions some emotional depth, but as a science fiction fan first I wanted to hear more about the mystery. Still, this is the first volume and it really gets going about two-thirds of the way through so I have the feeling that my wishes might come true.

This is an excellent first part to what appears to be a wonderful series. Let's hope that they can keep up this quality in the next episodes.

Sunday, 10 March 2013

Con-Quest 2013 at the Derby Assembly Rooms

Con-Quest

Con-Quest is a one day show packed with all manner of gaming activities and trade stands. Whether it’s role playing games, board and card games or miniature wargames, Con-Quest has them all, as well as trade stands offering everything from the very latest releases to collectables and hard to find items. Whatever your gaming needs Con-Quest aims to deliver!
The event will be taking over the majority of the Assembly Rooms, offering numerous areas for demonstration and participation games, game manufacturers and designers, trade stands and areas to simply meet up with friends and catch-up on one of the bars or cafes on site.
The event is family friendly and welcomes both veteran gamers as well as those just wanting to find out more about the gaming hobby.

Saturday, 9 March 2013

Tips on redesigning your game world

Do you have a favourite place where you like to game? Have you been to every corner of the world, looked under every rock, climbed every mountain, crossed every stream? Has every devil, demon, bad guy, evil wizard or offensive smell been defeated? Then what you need to do is re-invent the game you’re playing. This is not always easy – many players enjoy the world you have described and their role in it. So how can you recapture the grandeur and power of the games you have already done? Well, you can recapture those highs – and what’s more, you could make them better.

All fantasy game worlds have something in common. They all have geography and a period, but they also have a history. You could have the history as a background to the adventures the PC’s are having, with enemies of old resurfacing or ancient artefacts of the Old Kings/Gods/Magic Squirrels coming to light. Even so, there’s only so much the PC’s can do before the quests are burnt out.

Living in the real world, we are constantly reminded of our history and the role it has had in shaping our present day lives. The same can be said of gaming worlds. We sometimes imagine what it would be like to live during those days, but the great thing about role-playing is that you can actually do that.

For example – lets take Lord of the Rings. The main bulk of the story and the central core of the work is the War of the Ring, which many people know and love, but there is a whole plethora of background material set thousands of years before the main books that had an influence on the cause and the outcome. To re-invent the world your players are gaming in, you could go back to those ancient times and actually play those legends spoken of in the game, be those characters whose names grace the pages of history, and actually be responsible for the making of the ancient songs and stories.

Most game worlds have a pre-written history so you may think its difficult to create a story out of an already structured past, but at the end of the day its your game to mess with. The history the characters know of their game world may just be the tip of the iceberg – there could be plenty of stories never told, or forgotten, during ancient times. Or the history could be false; the evil and threats of old may actually have been benevolent forces but have been given bad reputations by the victors of history. This is a great way to turn the players beliefs on their heads – they go into a game set thousands of years before with preconceptions of how some of these historical figures may be. Perhaps the creation of the world is completely different to what they have been led to believe by those in power – this makes the games fresh and non-predictable, with surprises and shocks around the corner.

But how to get the players back in time? Well, the simplest way is to have them roll up fresh characters and have them begin their new games in this ancient age, where certain races or cities may not yet exist, or the same may exist but not in the future. They would be familiar with the territory but not with the content of it. This can create some great games. Alternatively, they could choose names that share the same identity of certain locations and actually be the character that gave their name to it in the first place! This is an excellent way of combining both role-playing and a sense of combined creativity, giving the players a hand in the actual creation of the world.

Another way is to have the characters actually go back in time, through a rift in the planes of existence or a magical spell that controls the flow of time. Having PC’s from the future of your game world interacting with a past, which will bring to the surface all the preconceptions and assumptions the PC’s have of their history, is difficult but immensely satisfying. If done correctly, the players will be subjected to the awe and grandeur of interacting with a place they thought they were prepared for. It makes for some fantastic role-playing opportunities.

The history of a game world can be rich and detailed but don’t let this throw you – there are plenty of things you can change to make it work. It is your game, after all, and no doubt the players will have a working knowledge of the past, especially if they have been playing in the game world for so long. Re-designing the past can be exceptionally satisfying for a GM, but can be even better for the PC’s when they are subjected to those changes. After all, not only will it change their attitudes to the history they thought they knew, but also to the future where they originally adventured, creating opportunities for new ideas and events in the world you like to game in the most.

Press Release - UK Games Expo 2013



News about UK Games Expo 2013 – the UK’s largest Hobby Game Convention. 
Friday 24th, Saturday 25th and Sunday 26th May 2013
Hilton Metropole, NEC Birmingham 

Now in its 7th Year, UK Games Expo aims to be the premier event in the UK where all aspects of the
tabletop gaming hobby are represented under one roof:

  Card Games
  Boardgames
  Role-playing Games
  Miniature Games
  Family games

The goal is to create a fun event which will appeal to families and the general public as well as the
enthusiast. You arrive, you wander around the trade stands, try out any games you wish, sit in on the
seminars or join in with the tournaments. These are the main elements:

  Tournaments and Championships in the most popular game systems (Xwing – win a Trip to
USA. Warmachines. Warhammer 40K. Settlers ofCatan UK Championship, Yu-gi-oh. Flames of
War. Field of Glory. Carcassonne UK Championship. Dominion. Netrunner National Finals.
Malifaux. Blood Bowl, Dust Tactics./ and many others)
  Newest games and releaseson show AND PLAYABLE
  Large trade fair with 80+ Traders in 2000 sqm of trade space
  Family Zone - lots for the kids to do
  Authors and artists
  120+ Roleplaying Games to play over 3 days.
  Participation and Demonstration Games - No need to know the rules or book in advance -JUST

WALK UP AND ASK TO JOIN IN!

  Costumed Groups
  Guests
  Seminars and Talks
  Cinema on Saturday Night showing 2 movies
  Space for Open Gaming and Roleplaying Games
  Game Ambassadors in blue shirts - if you are new,on your own or just lost ask them and they
will help.

UK Games Expo IS open to the public. You can bookin advance (online tickets Easter 2013) OR just
turn up and pay on the day.

WHEN?

UK Games Expo is on 3 days in May. The next show is Friday 24th, Saturday 25th and Sunday 26th
May 2013.
The main show with all the traders and the family zone and costume groups is on SATURDAY and
SUNDAY. These are GREAT for everyone as EVERYTHING is going on. Families bring your children!
FRIDAY is a games day in the same hotel. Anyone can turn up, find a table (or book into a Roleplaying
game) and play. Although they may attend with adults, it is NOT ideal for younger children under 10 as
there are no specific activities organised for them. To use these rooms you need a ticket covering the
relevant day.

WHERE?

The show at the NEC Hilton Metropole

WHO?

Who runs UK Games Expo? It is organised by 5 main guys who are keen - call it fanatical - games
players who wanted to run the UKs best games convention (Richard Denning and Pat Campbell who
founded the event, Tony Hyams who with Richard is the director, Mick Pearson who runs the
volunteers and John Dodd who is the power behind anything Roleplaying. We also rely on a host of
volunteers of which there are too many to name here. All are UNPAID volunteers who help run the
event because they like it to succeed. None of us are paid by UK Games Expo for running it. (Though
we might get the odd free game out of it ;-) )

Who comes to UK Games Expo? In 2012 we had 2800 unique visitors and 4000+ attendances over the
weekend. This includes many gamers of all types but also a large number of families and children. It is
open to all and NOT restricted.

HOW?

How do I find out more and how do I book up for it?

www.ukgamesexpo.co.uk

Our website has extensive information on all aspects of UK Games Expo. You can read up on where the
convention is, about hotels and travel to it, about ticket prices (and from Easter you are able to book
online) and all about the companies who attend and what games they will be bringing. There are
details about the Family zone, Seminars, Author and Artists and much more. Just get reading.

HOW MUCH

Entry fees (Gives access to all the Trade Halls and Open Gaming areas)
SINGLE DAY TICKET: Adults £8, Child (10 to 15 years) £5. Family £20.
TWO DAY TICKET: Adults £14, Child (10 to 15 years) £9. Family £35.
THREE DAY TICKET Adults £18, Child (10 to 15 years) £10. Family £40.
FRIDAY ONLY TICKET Adults £5, Child (10 to 15 years) £3. Family £10.
FAMILY TICKET admits 2 adults and 2 children.
Children under 10 go free.

Some Tournaments and specific events have additional charges – see website.
Contact:

Richard Denning - Richard@ukgamesexpo.co.uk

Thursday, 7 March 2013

Press Release - Chronicle City to publish new Mindjammer Press roleplaying game “Monsters & Magic”



Press Release

5th March 2013

Chronicle City to publish new Mindjammer Press roleplaying game “Monsters & Magic”

Mindjammer Press and Chronicle City are very happy to announce their partnership to produce the print version of Monsters & Magic, an Old School Renaissance fantasy roleplaying game written by Sarah Newton (Mindjammer, Legends of Anglerre, Achtung! Cthulhu).

Monsters & Magic is a modern fantasy roleplaying game which mixes cutting edge rules mechanics and narrative techniques with traditional fantasy roleplaying concepts. Specifically designed to be used with classic fantasy supplements and adventures with little or no conversion, it allows players and GMs to pick up their favourite fantasy campaigns and characters and bring them to brilliant new life. It’s a game firmly in the “Old School Renaissance” spirit, and works seamlessly with classic fantasy products, new and old.

“This is a very exciting opportunity,” said Sarah Newton, co-owner of Mindjammer Press and author of Monsters & Magic. “Angus and I have worked together on many titles, including the ENnie-award winning Mindjammer, Legends of Anglerre, and Modiphius’ Achtung! Cthulhu. This deal is another step in our partnership, and allows us to bring the Monsters & Magic RPG and its line of supplements to a wide and discerning audience, using Chronicle City’s proven industry expertise and excellent track record. We’re looking forward to a regular release of Monsters & Magic products with Chronicle City, beginning with the core rulebook this May.”

“Sarah has produced fantastic work for a number of companies over the years and has great vision and ideas. I’m very pleased to be able to work with her again, and Mindjammer Press for the first time, to bring Monsters & Magic to print and retail stores, and look forward to renewing our collaboration on this and hopefully future projects,” added Angus Abranson, owner of Chronicle City Ltd.

MINDJAMMER PRESS is a British games publisher founded by Sarah Newton (Mindjammer, Legends of Anglerre, The Chronicles of Future Earth, Achtung! Cthulhu) and Chris McWilliam to produce roleplaying games and related fiction, including the transhuman space opera novel Mindjammer and the upcoming second edition Mindjammer RPG for Fate Core, The Chronicles of Future Earth, and Monsters & Magic. Find out more about Mindjammer Press at www.mindjammerpress.com or follow them on Twitter @MindjammerPress or Facebook (www.facebook.com/MindjammerPress), or by email at info@mindjammer.com.

CHRONICLE CITY is a new British based games publisher set up by Angus Abranson (ex-Cubicle 7; Leisure Games) in February 2012. Chronicle City are working with a number of companies and designers to publish their games, as well as designing their own roleplaying, card and board games.

You can find out more information about Chronicle City, and their games, at www.chroniclecity.co.uk, or follow them on Twitter @Chronicle_City or Facebook (www.facebook.com/chroniclecity) or by emailing angus@chroniclecity.com

Wednesday, 6 March 2013

My Novella 'A Soldier of Rome' available on Kindle

A Soldier of RomeAnd now for some shameless self-promotion... well, it's my blog.

I've just released my novella  'A Soldier of Rome' on Amazon Kindle for the bargain price of 77 pence GBP.

'After suffering a serious injury during a great battle, a soldier of the Roman Empire struggles with continuing forward with his life. 

After feeling that he has let down his fellow soldiers, his sister and his friend, a decision is made, a decision that sends him on a downward spiral that he is sure he can never rise up from...'


I have recently been going through my old work on my hard drive and I've surprised myself with the amount of work on there. One piece I really enjoyed writing was a novella 'A Soldier of Rome', about an injured Roman legionary trying to find his way in life. It was written off the back of the Ridley Scott movie 'Gladiator' - I even used the opening battle scene of the movie to open the novella with the intention of using the chapter as a testbed for the writing style and to flesh out the background of the primary character, but I've tweaked the battle slightly so that it's not exactly like the movie and left it in.

If this is successful I might begin to publish more of my old work. It'd be a shame to leave it sat on my hard drive doing nothing.

Saturday, 2 March 2013

Announcement - Introducing 'The Hobbynomicon'

A couple of acquaintances of mine have set up their own tabletop gaming website and Facebook page, The Hobbynomicon (cool name!). Covering all kinds of tabletop games and pastimes, Hobbynomicon promises some great material from two dudes who between them have a vast knowledge and experience of the gaming world.

From the website:


The Hobbynomicon is primarily an entertainment hub set up by hobbyists, for hobbyists! We spend our spare time modelling, painting and gaming and all we want to do is share that experience with you!

The majority of the crew here already had experience writing blog posts or providing pages with hobby content, we also noticed that in our gaming circle we had some incredibly talented hobbyists and gamers who knew their stuff. So with these key elements at our disposal, a few of us decided to put our heads together and make The Hobbynomicon a reality!

Who are 'The Hobbynomicon' Crew?

The Hobbynomicon was founded by Richard Campbell-Innes and Tom Williams on 16th February 2013. It was an idea long in the planning process until we finally got to making E-mail accounts and pages to finalise the deal. After we had obtained our crew members and assigned them their roles, planned our first few articles and posts and sorted out our graphics, we decided it was time to go live!

Our main roles (Tom and Rich), is to administrate and keep the wheels of this behemoth rolling, we collect articles and hobby content from our associates as well as writing our own, we then fine tune it and present it here!

Each and every piece of content we use will be credited to the rightful owner/creator and eventually will be categorised into sections so you can pick and choose what you want to read and where!

Friday, 1 March 2013

30 Years of Gaming

So - February 2013 marked the 30th year of me and the gaming hobby.

It's been 30 years since I purchased the Fighting Fantasy gamebook 'The Citadel of Chaos' which then catapulted me into the gaming hobby and I've come a long way since then. I catalogued my years of gaming in the blog series 'My Gaming Memoirs', the first of which you can read here, and even that wasn't enough to encompass everything I've done in the hobby.

Over the years I gamed, designed my own systems, released stuff on the internet, shared my knowledge, started clubs, ran a small convention... I've really thrown myself into the hobby and over the last year or so things have really begun to get busy. Now I'm writing reviews and I've just started work on a writing project that I'm not allowed to discuss just yet (but I'm very excited about it!). I've interviewed and conversed with some names in the industry, managed to interview some childhood gamer heroes and met some amazing and talented people. If you'd told me 30 years ago that I'd be where I am now and knowing who I know then my 11-year old self would have laughed in your face and carried on gaming, knowing somewhere in his heart that one day he'd be too old to play these childish games and he would work in a real job, meet real people and have a real life.

Sorry, Real World (TM), but that really wasn't on the cards for me. I really tried - I tried to pack away my books and games and I tried to live a 'real' life with 'real' people who did 'real' things, but that felt far too much like my imagination was being cooped up, restrained, and nobody deserves that kind of imprisonment, a state of thinking enforced on them by society.

I love this hobby and I love the culture and people involved with it. It's always been part of my life and long may it be.

Pretending to be an elf FTW.

Critics who treat 'adult' as a term of approval, instead of as a merely descriptive term, cannot be adult themselves. To be concerned about being grown up, to admire the grown up because it is grown up, to blush at the suspicion of being childish; these things are the marks of childhood and adolescence. And in childhood and adolescence they are, in moderation, healthy symptoms. Young things ought to want to grow. But to carry on into middle life or even into early manhood this concern about being adult is a mark of really arrested development. When I was ten, I read fairy tales in secret and would have been ashamed if I had been found doing so. Now that I am fifty I read them openly. When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up.” 

- C S Lewis

Wednesday, 27 February 2013

Press release - CREATION OF INTERNATIONAL TABLETOP DAY, A WORLDWIDE CELEBRATION OF GAMING

TableTop

FOR RELEASE ON FEBRUARY 27, 2013

LOS ANGELES, CA - FEBRUARY 27th - Geek & Sundry, the award-winning original YouTube channel, is proud to announce the first International TableTop Day on March 30, 2013. International TableTop Day encourages people from around the globe to participate in the joys of board gaming by empowering the community to host thousands of gaming events internationally. Participants can sign up at www.tabletopday.com for free events at their favorite local game stores or submit their own event at their home, community center or business. Participants are encouraged to use the hashtag #TableTopDay on social media to share and connect their own events on a global scale.

Inspired by tremendous fan response to the the critically acclaimed show TableTop co-created and hosted by Wil Wheaton (Star Trek, Big Bang Theory, Leverage), Felicia Day and her team hope that the day will grow the gaming community by encouraging fans to come together and play more games. “Gaming is a huge passion of mine, and I’m thrilled to help launch this event that will allow gamers all over the world to celebrate their passions together in real life.” Felicia Day, Creator and Founder of Geek & Sundry said. “The response we’ve received around our show, TableTop, has shown us that tabletop gaming brings people together in a unique and powerful way. We want to celebrate this on a larger scale and give back to our wonderful community.”

Industry-leading sponsors such as Asmodee Editions, Days of Wonder, Mayfair Games, Steve Jackson Games, Wizards of the Coast, and many other major publishers are offering free promotional items and games as part of International TableTop Day to over 1,000 game stores around the world. “In the 20 years I’ve been in the game industry, nothing has moved the needle the way TableTop has,” said John Zinser president of Alderac Entertainment Group. “We’re proud to be a partner for International TableTop Day and take Geek & Sundry’s success to the next level.”

In conjunction with this announcement, Geek & Sundry has revealed their website www.tabletopday.com, the central hub for the community to bring together tabletop fans, publishers, and retailers from around the world. The tabletopday.com website provides fans with resources such as the interactive event map which tracks all #TableTopDay events worldwide, inspirational videos from their favorite YouTube stars, blog posts by popular columnists on how to plan for their event, and fun downloadable content to keep fans excited leading up to March 30th, 2013. Organizations, businesses, community centers, retail stores, and fans worldwide are invited to submit their own events for free and help make International TableTop Day a community-driven celebration of tabletop gaming.

About Geek & Sundry: Original YouTube channel Geek & Sundry features the best of indie geek culture and the internet’s foremost geek voices. Founded by the producers of the hit web series The Guild, Geek & Sundry offers a diverse lineup of shows that create a hub for fans of comedy, gaming, comics, music, and literature around the world. Spearheaded by prominent geek figureheads, Geek & Sundry features original content by Felicia Day (The Guild, Dr. Horrible, Eureka), Wil Wheaton (Star Trek, The Big Bang Theory). For more information, visit www.geekandsundry.com & watch us on YouTube at www.YouTube.com/GeekandSundry.

Contact Information
Tabitha Grace Smith, tabz@geekandsundry.com
Boyan Radakovich, bo@geekandsundry.com

ABOUT GEEK & SUNDRY
Premium YouTube channel Geek & Sundry features the best of indie geek culture and the internet’s foremost geek voices. Founded by the producers of the hit web series The Guild, Geek & Sundry offers a diverse lineup of shows that create a hub for fans of comedy, gaming, comics, music, and literature around the world. Spearheaded by prominent geek figureheads, Geek & Sundry features original content by Felicia Day (The Guild, Dr. Horrible, Eureka), Wil Wheaton ( Star Trek , The Big Bang Theory ). For more information, visit www.geekandsundry.com & watch us on YouTube at www.YouTube.com/GeekandSundry. - See more at: http://www.tabletopday.com/index.php/about#sthash.nu8f88WC.dpuf

Tuesday, 26 February 2013

Interview - Lee F. Szczepanik


Please welcome to the blog Lee F. Szczepanik of Daring Entertainment!

Welcome to Farsight Blogger. Perhaps you'd like to tell us a little bit about yourself?

Hey, thanks for having me. Well, to those who don't know Daring Entertainment, I'm Lee F. Szczepanik, Jr., the company's creative director and one of the partners. I'm the guy behind War of the Dead, World of the Dead, Hellbrood, and all the other stuff. I've been a published author for over 25 years, starting way back in 1986 at a pretty young age. I've worked in novels, short stories, comic books, television, and jumped into creating RPGs around 2005 or so.

Other than that, I've four kids all ranging in age from 19 years old to 3 years old, just turned 40 on Christmas, and need to find a way to get more sleep at night.

Tell us about your RPG history - what got you into the wonderful world of tabletop roleplaying?

I started roleplaying around 1988. Unlike a lot of my fellow gamers, I didn't start with D&D. Outside of Ravenloft and Dark Sun in AD&D 2e, I've barely played any edition of D&D. My first exposure to RPGs was through the Marvel Superhero Advanced Set. I saw it at a Waldenbooks, bought it out of curiosity, and started running it for my cousins and siblings. Matter of fact, we started with the Nightmares of Futures Past supplement/adventure.

From there I'd played a ton of games, ranging from Shadowrun (1e through 3e), Elfquest, Stormbringer, TORG, Star Wars d6, DC Heroes (Mayfair), Amber Diceless, Vampire: The Masquerade, Paranoia, Witchcraft, Mekton, Cyberpunk 2020, Toon, Teenagers from Outer Space, you name it. We didn't get into the two game systems we've licensed until much later: M&M 2e the year it released, and Savage Worlds in 2007 after discovering the Rippers setting.

In all those years, I've been primarily a game master. My game time has diminished a bit in recent years, but that has a lot to do with my own work schedule (outside of RPGs, I have an upcoming novel trilogy through my literary agent that I am also working on), general group work hours, and other daily grind stuff.

What is it about the tabletop RPG hobby that attracts you? What do you enjoy most when playing a game?

For me, it's the creative aspect. Looking way back to early teenage years, even before I discovered RPGs, I can't remember a time when I wasn't reading and creating at an obsessive pace. RPGs have always been an instant way to create and (hopefully) have others enjoy it, regardless of what table or group.

So, most definitely the creative aspects of running or playing a game are the huge attraction and what I enjoy the most. We aren't too heavy in our personal games on playing the rules "as is" or even designing a house rule for everything. The way we game, it's story and character first. If there's a hole in the rules, we'll just ad-hoc a die roll and move on. I think it's one reason Amber Diceless got so much play out of us in the past, and why we've always prefered simple systems like Marvel Superheroes and Savage Worlds (sans the minitaures rules, as we don't use minitaures either).

What's your favourite game? What games that are out there at the moment float your boat?

I think my all time favorite game is a tie: Marvel Superheroes and d6. Both are very good at doing what they are supposed to do, and then getting out of the way. Both systems have also, for reasons I don't understand, really got my creative juices flowing for creating adventures.

Of the current games, Savage Worlds is a modern favorite. Now, I'm not saying that because I license it. If the game ever changed too much with a new edition that the statement stopped being true, I would close off the product lines and leave the brand. Honestly, if I can't creatively get behind a system, then how can I create for it, right? But Savage Worlds is a big one for me, and also why I became a licensee.

I've also become a huge fan of FATE and BRP in recent years.

Do you still get time to play? What are you playing at the moment?

I haven't had time to play in a few months, what with the recent Kickstarter, Holidays, and all that chaos. We are currently batting around ideas for what we want to start gaming, and are about to introduce my 14 year old son to the hobby on a steady basis. Early ideas being tossed around right now are: Rune Punk (Savage Worlds), Marvel Superheroes, and Marvel Heroic (the new game from MWP).

We want something simple so that the brand new player isn't boggled down in a ton of rules, and can get into the meat of what roleplaying is about for us. Of those three, we are leaning toward Rune Punk because it is light, fun, and they want to resurrect a few of their old characters for it, some of which were great comic relief.

The jury is still out, though, and we are still looking at other possibilities.

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 always chuckle at the death-knell conversations. If you play MMORPGs like I also do, pick a forum— after the huge moves to F2P and B2P, and the failure of Star Wars: The Old Republic, people have been sounding the MMORP death-knell for a little over a year now. Reminds me so much of the RPG industry.

For one, the RPG industry is going to have to shift because society and how we interact has shifted since RPGs first appeared. Digital formats and direct selling are rising. Not only that, and I don't have the answers on this one or I would be developing the platform through Daring myself, but the industry has to find a common, effective way of playing RPGs with friends and family online. That is going to be key to the future. We have some decent methods that are currently being used, I just don't feel it's where it needs to be for the health of the hobby, yet.

Other than that, I honestly don't see the three-tier distribution system as being part of the industry's future. Don't get me wrong, I'm not against game shops and try to support them as much as I can at my current company size. I am, however, growing to become more and more unhappy with the distributors. Unfortunately, the entire distribution system is seriously outdated. Although we are still working on business models, Daring is already looking at eventually leaving the distribution system and doing more direct sales. Not only between us and our customers directly, but also with Chronicle City's possible help in reaching retailers directly, providing tangible incentives for running demos of our games, and so forth. Right now, I am losing a huge piece of the MSRP just to have the "street-cred" that I am being distributed, just so I can then sit on the warehouse shelves unless some customer walks into a shop to "special order" the book. Since we aren't WoTC or MWP or one or two others, few actually shelve us. By the time it's done, that MSRP is lost, we don't even see shelf space in a vast majority of stores, and we make a little over $5 on a $30 book just to be a "special order".

I'd rather target the shops directly, work out incentives to get the books purchased by them and shelved, and then build a network of people to run/demo the games in the shops and expose them more (and hopefully move them off the shelves).

The days are closing on distributors taking 55%-59% off our MSRP, or playing sour grapes because we used Kickstarter (never mind that their outdated gustapo model is why many of us are forced to look at Kickstarter).

Out of all your projects, what are you most proud of?

Hellbrood: Countdown to Invasion. That book turned out better than I'd hoped when I started writing it, and I know where the products are heading in the future. I love that setting, the adventures/stories, and all the things coming on the horizon.

You’ve no doubt mixed with other great names in the roleplaying community – do you have any stories or anecdotes to share? Any horror stories? Be as frank as you like!

Well, like any industry, this one has its share of horror stories. I'm not going to mention any names, as that won't benefit anyone (especially Daring for doing it), but I've already caught one extremely popular game designer in a particular genre directly plagarizing older games and getting away with it. Heck, he not only gets away with it, but the company he's with sells such games hand-over-fist. And I don't mean using OGL material, which is allowed. I mean directly taking a lot of text from pre-OGL games and using it word for word in different products without even an acknowledgement. Needless to say, I stopped purchasing from that company. I never want to see any company go under, but in recent years that one has been floundering a bit, and I smile. Those companies deserve it.

Another has been dogging us since I entered the industry in 2005 as Arbor Productions. They've tried to rip us off and be cute about it. After they got caught with that, they then tried poaching our talent by offering better pay and then locking them down with a "conflict of interest" on working with us— and it darned near worked to hurt us at one point. All I will say to close that topic off is: we're still here.

But to be honest, we actually have more good stories than bad. I've gotten to know a lot of really good people, not only as a game designer, but in some cases beyond the industry.

Wiggy over at Triple Ace Games might live across the pond from me, but when it comes down to it, the man is a true long-distance friend. He'd helped me through a personal crisis back in 2009, we've talked a ton about personal lives and issues, and he's just one-of-a-kind. There are times I'm not sure I would enjoy doing this as much as I have over the years if not for Wiggy.

Mike Dukes is another great guy. Although he doesn't do the industry full time anymore, he and I are still in regular contact. He still works with me when I need the help, and he's a terrific guy all around. He's having some great opportunities open up for him in his real field of employment, and I honestly wish him nothing but success. He's one of those guys, like Wiggy, that if I can help him in some way— I'll do it, no questions asked.

What are you working on at the moment?

Right now we are completing World of the Dead since that Kickstarter was successful, and this spring we are launching the Hellbrood Kickstarter.

I am working on a complete relaunch of GET Into Action for Savage Worlds, which will debut with a 5-part adventure book done in the style of the old G.I. Joe: A Real American Hero 5-part miniseries cartoons, and then head right into the "Season One" plot-point campaign setting book. We are going to offer the 5-part miniseries for free (or with a discount equal to the price of the original GET Into Action, depending upon the new product's MSRP) to everyone that purchased the original PDF since 2009.

Outside of that, we are designing the Daring Adventures Roleplaying Game, which uses a version of the OpenD6 license. Dave Martin, a new Savage Licensee and owner of Protagonist Games, is our Brand Manager for that entire upcoming product line. We also have 2 settings already in the works for it, and a ton of support products. Dave and I have been d6 gamers since the beginning, and in all honesty, if given a free choice, d6 is our #1 go-to system for gaming. We can't wait to get this updated, revised, and expanded version of the system out there.

I can't say too much beyond that, as anything else would be a 2014 or beyond endeavor.