All posts by Stargazer

Michael Wolf is a German games designer and enthusiast best known for his English language role-playing games blog, Stargazer's World, and for creating the free rules-light medieval fantasy adventure game Warrior, Rogue & Mage. He has also worked as an English translator on the German-language Dungeonslayers role-playing game and was part of its editorial team.

In addition to his work on Warrior, Rogue & Mage and Dungeonslayers, he has created several self-published games and also performed layout services and published other independent role-playing games such as A Wanderer's Romance, Badass, and the Wyrm System derivative Resolute, Adventurer & Genius, all released through his imprint Stargazer Games.

Professionally, he works as a video technician and information technologies specialist. Stargazer's World was started by Michael in August 2008.

Interview: Modiphius

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Back when the new Conan RPG by Modiphius was released I contacted Chris Birch and asked him if he was interested in doing another interview with us. Here’s what Chris and Sam Webb, the line manager for the upcoming Star Trek game had to say…

Stargazer: Thanks for taking your time to answer our questions. I don’t think introductions are needed because Chris Birch and Modiphius have become household names in the RPG hobby during the last few years (Editor’s note: there’s also our interview with Chris from 2015 if you need a refresher). At the moment the Star Trek Adventures playtest is in full swing. Chris, can you tell us more about the playtest? In what phase of testing are you at the moment? What if someone missed the first few playtest opportunities, is there still a chance to enter?

chrisChris: I’m going to introduce Sam Webb our line manager on Star Trek here to answer a couple of the questions, Sam has a background in running RPG clubs, big LARP events in the UK and joined Modiphius last year as my assistant before moving on to direct the development of Star Trek.

samSam: The playtest is in full swing, as you say. We’ve had the core rules feedback, based on the first adventure we released late last year, while we’ve had feedback about the starship rules from the first full wave of adventures we released. What’s exciting about this playtest is it also introduces our Living Campaign, so as I speak we’re getting feedback on what choices groups made and then that will lead to an Admiral’s Communique about the final, crowd-sourced, actions that each crew took! We’ve just released the character creation rules for playtesters to try out and once feedback is back for that, it completes the playtest proper… but the Living Campaign will continue before and after the game’s release in August! At this stage we’re not taking more playtesters (there’s over 10,000 already!) but do sign up so you can get involved in the living campaign.

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Interview: Greg Saunders

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About a week ago I wrote about Greg Saunders’ Exilium Kickstarter. Since I was interested in learning more about his new game and the man himself, I asked him to answer a couple of questions. He’re are his answers.

Stargazer: At first I want to thank you for taking your time to answer a few questions for us. So, who is this Greg Saunders anyway? Please tell us a bit about yourself. When did you start playing roleplaying games and what made you writing your own?

Greg: I’m a father of two who’s been playing RPGs for years, since about the age of ten when AD&D was my game. I’ve played a huge number of games, especially in the eighties and nineties, my favourite from my youth being WHFRP and the Enemy Within campaign, and of course CoC. I first started writing games when I didn’t have much time to play them, due to the arrival of my two children! I have a fairly creative streak (I also do some sculpting of miniatures to an amateur level), so it’s an expression of that same desire. The Indie RPG scene really put me on to the idea that mechanics can be used to reinforce themes, and that’s at the core of my writing. Exilium uses an open generic rule set, but it has been adapted to specifically work with the ideas of redemption that drives the narrative of the game.

Stargazer:  With this out of the way, let’s have a look at “In Flames” and “Exilium”. You’re currently running a Kickstarter project that is supposed to fund a reimagined version of “In Flames” called “Exilium”. What made you considering creating a new version of the game and can you elaborate on some of the planned changes?

Continue reading Interview: Greg Saunders