I apologize for the cross-posting, but I'll share my answers to these questions on all three of my current blogs.
Q1: What published RPG do you wish you were playing right now?
A1: Right now I wish that I was playing more of the Star Wars RPGs from Fantasy Flight Games, especially Age of Rebellion. Right now I really only have time for one weekly campaign, however, and so something more familiar to my players has taken priority. We'll see how the 2016-17 school year develops, though.
Q2: What is an RPG you would like to see published?
A2: I would love to see a space fantasy setting for Pathfinder that's in the vein of the old Spelljammer setting for D&D. The new Starfinder setting is interesting, but I'd rather not add so much technology to a fantasy RPG.
Q3: How do you find out about new RPGs?
A3: I regularly visit sites such as ENWorld and RPG.net for my general RPG news, as well as the message boards for Paizo Publishing and Fantasy Flight Games when I'm looking for info about their lines.
Q4: Which RPG have you played the most since August 2016?
A4: The clear winner here is Pathfinder, since I'm playing in a monthly campaign (the Skull & Shackles adventure path) with some college buddies an I just finished up a weekly campaign (a more traditional fantasy campaign loosely set on the Freeport setting's Continent).
Q5: Which RPG cover best captures the spirit of the game?
A5: For me, this is an easy one; the cover for The Concordance of Arcane Space has always been a favorite, capturing the essence of the Spelljammer space fantasy setting for 2nd Edition AD&D.
Q6: You can game every day for a week. Describe what you'd do!
A6: My gut reaction here is to say that I'd gather a group of players, create some OD&D characters, and finish Keep on the Borderlands once and for all. That's something we tried to do a number of times when I was younger—including an epic effort on a snow day in college—but for which we never succeeded.
A more serious answer is to say that I'd run a series using one of the rulebooks that currently sits idle on my shelf. This could include Wonderland No More using the Save Worlds rules, or perhaps Pirates of the Spanish Main using the same.
Q7: What was your most impactful RPG session?
A7: When it comes to sessions in which I've played, the most impactful is probably a weekend-long, epic campaign finale to a Spelljammer campaign that my brother ran. He and I, along with two buddies, had been playing in that campaign for more than a year. For the finale, my aunt took us all out to the family cabin, where Nick ran the module Under the Dark Fist. We played for much of Friday night before going to bed, and then for as much of Saturday as we could, before finishing things on Sunday. In addition to being the action-packed conclusion to that campaign, it was the first taste that I had of really epic adventuring—our characters save the Known Galaxy from the Vodyanoi threat, and then were granted demi-god status because of what we'd done. That extended session, to me, set the bar for what RPG campaign finales could, and should, be.
Q8: What is a good RPG to play for session of 2 hours or less?
A8: For me, the first answer that comes to mind is the d6-based Star Wars RPG from West End Games. Although it's been out of print for almost twenty years now, it still strikes me as an excellent rules-light system that really captures the feel of the setting that it's supposed to emulate. While other games can be run in such a way that the rules seem to be “invisible,” that one, to me, still seems like the best.
Q9: What is a good RPG to play for about 10 sessions?
A9: This, to me, seems like a good chance to try out something unusual, or something that's not so well suited to extended campaign play. (Pathfinder or D&D and Star Wars strike me as really well suited to long campaigns, by the way.) I've been wanting to use Savage Worlds for a short series inspired by Ash vs. Evil Dead, for example, or even something based on RoboCop. Those, in my mind, would make for good ten-game series: ones that have a higher possibility of PC fatality. For that reason any incarnation of Call of Cthulhu also comes to mind, even though I don't have much experience with it.
Q10: Where do you go for RPG reviews?
A10: As mentioned above, I spend a good deal of time on ENWorld and RPG.net. If those don't provide what I want, then I just Google “Title of RPG Review.”
Q11: Which “dead game” would you like to see reborn?
A11: This is an easy one: the D6 version of the Star Wars Roleplaying Game.
Q12: Which RPG has the most inspiring interior art?
A12: I'll give a shoutout here to the old Al-Qadim campaign setting. The art wasn't fancy, but TSR did a nice job of keeping one artist—Karl Waller—for the whole run of the product line. This established a really consistent feel, and I liked it.
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.
Q14: Which RPG do you prefer for open-ended campaign play?
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.