Skip to main content

RPGaDay 11: Favorite RPG Writer

I don't know if I have a favorite.  Aaron Allston write Strike Force, my favorite sourcebook of all time, and a host of Star Wars novels.  Bill Slavicek is considered one of the foremost authorities on Star Wars and his SW RPG material was practically canon by LucasArts.  Monte Cook cranked out a ton of stuff under the D&D masthead, and is now doing really interesting things with Numenera and The Strange.

But I'm going to go with Andrew Watt.  I met Andrew in the first few months of being in college, and we became best friends from then on out.  Andrew introduced me to the gaming community at our college, a group that became the social and emotional nexus of my life for the following years.  Andrew was and is a kind, intelligent, creative human being who patiently tolerated my inevitably overly-flamboyant PC's: a Crazy in Rifts, a Smuggler in Star Wars, a Barbarian in Fantasy Hero.  He himself would bring in meticulously-wrought PC's into whatever I was running, like the Celtic Demigod Bard who ended up in my very New Warriors-esque Champions campaign.

Andrew could crank out a ton of backstory to whatever he was working on, literally inches of pages of history, culture, even poetry to his worldbuilding.  He would go onto contribute to the creation of Exalted and Scion for White Wolf, and wrote the introduction to Aria: Canticle of the Monomyth (which sounds so much like a title of something Andrew would be a part of).

He's got a blog out there now and you can see what he's up to these days, which includes apparently still cranking out a ton of material from his fertile imagination.

Comments

  1. I'm honored. Touched, really. I think that one of my great challenges as an RPG writer was that I was always not very good at coming up with the stats and numbers that made the characters I created, useable.

    More recently, I found out that a group of geeks tried to get Gene Roddenberry to explain how fast Warp 1 was, so that they could work out how fast warp 10 was. He apparently just looked at them, and said, "The Enterprise goes at the speed of plot." And that made me feel much, much better about skipping numbers. The fans/game buyers never really bought into that, though.

    ReplyDelete
    Replies
    1. I'm there with you on that one. At this point in my gaming career I have neither the time nor inclination to both incorporate a lot of "crunch" into my mind or then parse it out when it comes to creating campaigns. One of my small hang-ups about sci-fi campaigns is because so much of sci-fi RPG's tends to hang on this kind of stuff.

      Delete

Post a Comment

Popular posts from this blog

A First Look at Prowlers and Paragons

For a long time I've been in the market for a new supers RPG.  Since running Marvel Heroic Roleplaying a few years ago, I've been looking at other games, including some that had been passed by the general public, e.g. DC Heroes Third Edition or Silver Age Sentinels.  This was based on the notion that supers RPG's are so niche and so under-performing as a general part of the RPG world that just because the game wasn't making a splash didn't mean it wasn't good.

Plus, I have my own tastes about what I like in a supers RPG, which I've touched on from time to time here, but to summarize I like a game that feels like a comic book, doesn't get bogged down in too much detail, but allows for PC growth and development in a tangible game-system way.  I also don't want to spend hours on character creation using a spreadsheet.  For that matter, it would be an added bonus if it could also accommodate a large number of players and didn't have glaring options…

Hexcrawling a City, an early look

One thing I've been slowly working on for the last year is another fantasy sandbox campaign.  My prior one was generally map-based, although a city featured prominently in it.  As time went by, it lost a lot of its "sandbox" quality and became more directed on my part.  In the process, I think it lost something.

So, after being away from fantasy for a solid year, it's time to get back to it.  I spent some of that last year thinking about cities.   Some fantasy RPG treat cities on a very detailed level, with maps of streets, etc.  But while that's fun "map porn" for GM's, how often would the players actually be seeing or using a map like that?  And how long would it take for them to just accrue that knowledge by exploring the city.  I've lived in my current city seven years, with a car, and I don't know how all the cities line up.  What I know are areas, neighborhoods, etc. some intimately, others not so much.  And if I was going to a new cit…

Large modular dungeon tiles

I made five 4" by 4" dungeon tiles, which is 80 square inches, almost twice my usual batch of tiles.  When added to what I've done already, this is how big a single room I can make:


14 by 14 squares, with four squares to spare.  That's a pretty big room (70 feet to a side).  If I wanted to mix it up, I could build something like this:


I'm probably going to take a little break from this project.  It has turned out well, but until I'm closer to doing a fantasy game I'm going to focus on the games I'm actually doing.
Speaking of which, it's game night tonight...