Q13: Describe a game experience that changed how you play.
A13: Running sessions at conventions and for the RPGA had a big
impact on how I plan for and run sessions. Much of that comes from
the fact that I needed to tell a complete and satisfying story in a
four-hour time period, and one in which all of the characters (and
thus players) play an active part. That also pushed me to work on my
organization and pacing.
A14: This is a hard one. On the one hand, I think games like
Pathfinder and D&D work really well because the
level-based system of character advancement makes for really
satisfying development. Eventually, however, characters become so
powerful that it's hard to challenge them without having character
death become all too common.
Q15: Which RPG do you enjoy adapting the most?
A15: Savage Worlds stands out for this one because of the ease
of adaptability for it, and because its “Fast, Furious and Fun”
nature makes it a good fit for lots of cinematic genres. I've written
some supplements for using it in the Aliens universe, and have
been kicking around ideas for Ash vs. Evil Dead and RoboCop,
too.
Q16: What RPG do you enjoy using as is?
A16: For me, Pathfinder is the one that just works well in the
setting for which it is intended. While the rules become a little
cumbersome and slow at really high levels, most campaigns don't run
that long.
Q17: Which RPG have you owned the longest but not played?
A17: That award probably goes to the Masterbook system version of The
Adventures of Indiana Jones.
Q18: Which RPG have you played the most in your life?
A18: This one is a toss-up between the various incarnations of D&D
and Pathfinder, or to the range of Star Wars RPGs. When
it comes to Star Wars, I can recall half a dozen D6-System SW
campaigns, along with a few using the d20 System (including lots of
activity for the Living Force campaign), one for Saga Edition (the
Dawn of Defiance series) and a couple for the new system from
Fantasy Flight Games. On the other hand, it feels like I've run or
played in a D&D/Pathfinder campaign just about
every year for the past quarter century: four in the Freeport
setting; a massive Spelljammer epic; various hodgepodges of Dungeon
Magazine scenarios in junior high and high school; one based on
Against the Giants using 3rd edition; two set in
ancient Greece; one in Lankhmar; one that ran to 20th
level and ended with the Coliseum Morpheuon super-module; and
my current one, playing in the Skull & Shackles adventure
path. Additionally, I've run most of those systems and editions at
conventions, game days and the like. Let's call it a draw at a dozen
of each.
Q19: Which RPG features the best writing?
A19: I really enjoyed reading the 1st Edition of the Star
Wars RPG from West End Games because the authors included a good
deal of humor in their explanations of how the rules worked.
Q20: What is the best source for out-of-print RPGs?
A20: For pure efficacy, Amazon is probably the best way to find and
order them. Even so, I still like to hit the used book stores to
peruse the shelves; there's more of a sense of adventure to it.
Q21: What RPG does the most with the least words?
A21: For this one I'll go with the Mini-Six version of the old D6
System, updated by AntiPaladin Games using material from West End
Games. The whole booklet is only some twenty pages long, but provides
a complete RPG.
Q22: Which RPGs are the easiest for you to run?
A22: My answer for this is the same as for previous ones: either
Pathfinder or the D6-System Star Wars.
Q23: Which RPG has the most jaw-dropping layout?
A23: Right now, any full-color RPG is in contention. My collection is
not the most diverse, so there are probably a lot of them with really
pretty aesthetics of which I'm not aware. Even so, I do recall that
the One Ring RPG looked really nice.
Q24: Share a PWYW publisher who should be charging more.
A24: While I don't buy as many PDF products as I used to, one
publisher stands out here: Rite Publishing. I know that they have
lots of material with normal prices, but their Pathways e-zine
has consistently provided quality content for more than sixty issues.
Q25: What is the best way to thank your GM?
A25: For me, having players tell stories from sessions is the highest
form of praise. While not every session is memorable—indeed, I
think I have forgotten the majority of them—it's the ones that
players tell again and again that make me feel like I've done good
work.
Q26: Which RPG provides the most useful resources?
A26: I'll go with the various Star Wars RPGs on this one,
since they've helped explore and expand that Galaxy Far, Far Away.
Q27: What are your essential tools for good gaming?
A27: In addition to books, minis, maps and dice, I always have note
cards for keeping the initiative order and paper for taking notes.
Throw in some poker chips, too, if I'm running Savage Worlds.
Q28: What film/series is the biggest source of quotes in your group?
A28: I'm not sure about this one, since people will quote from many
different sources. When we're playing a Star Wars RPG it's
usually the clear winner, but beyond that I don't know.
Q29: What has been the best-run Kickstarter you have backed?
A29: Far and away, the Kickstarter for the Sixth Gun RPG went
the most smoothly; the book was released on time and is beautiful.
Beyond that, one was late, I'm still waiting on one, and one just
disappeared. I'll give a shoutout, though, for Buccaneer: Come
Hell and High Water and Harlem Unbound, both of which are
currently in progress.
Q30: What is an RPG genre-mashup you would most like to see?
A30: I would love to see a mashup of games with various setting and
rules, all linked together using a time-traveling and world-spanning
plot via Army of Darkness.
Q31: What do you anticipate most for gaming in 2018?
A31: At the risk of being self-serving, I'm excited to run a couple
of scenarios at Con of the North in February, 2018, using the
Aetherial Adventures material that I've been writing for this
blog. I think it's going to be a lot of fun.