Interview

Gen Con: Crafty Games Interview

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I finally had some time to edit the video interview I did with the nice guys from Crafty Games. If you are even remotely interested in Spycraft or Fantasy Craft, you have to check this out. Please excuse the background noise, but there was nothing I could do to avoid it. That’s Gen Con for you. ;) And next time I’ll remember to pack a tripod!

Thanks again to Patrick and Alex for that awesome interview!

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Interview with Andrew Modro aka Corvus

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darksun When you’ve been following Stargazer’s World for a while you probably read a couple of the guest posts written by Corvus aka Andrew Modro. But what you probably don’t know is that he created a couple of games including a Microlite20 conversion of the popular D&D setting Dark Sun, which will be soon released for D&D 4th Edition. I recently asked him, if he was willing to answer a couple of questions for us, and he agreed. Without further ado, here’s the result of our interview session.

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Steve Kenson

An ICONic interview: Steve Kenson!

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As part of my love for all things ICONS I recently contacted the author, Steve Kenson for an interview about the game and superhero role playing games in general. Steve was kind enough to answer my questions quickly despite his busy schedule and was an all around great guy!  I want to publicly thank him for taking the time and for all the hours of gaming fun he’s provided though the games he’s designed.

Without further ado, here is the interview…

Sunglar: Thank you for the opportunity to interview you. I know some topics may have been addressed in other interviews or blog posts, but I’m asking them for the benefit of Stargazer World’s readers who might not have read those. Can you tell us who you are, and what you do in the gaming industry?

Steve: My name is Steve Kenson. I work as a staff designer for Green Ronin Publishing and also as a freelance designer and writer for other RPG publishers.

Sunglar: How did you begin playing role playing games?

Steve: I came across a first edition boxed set of GAMMA WORLD when I was 12 and begged my parents to buy it for me. I spent quite a bit of time rolling up random mutants, and then convinced some of my friends to play it with me. That led to playing D&D and countless other RPGs in the years sinc

Sunglar: What was your first superhero role playing game?

Steve: Villains & Vigilantes (which I just recently re-purchased from RPGNow). My middle school friends and I played ourselves, as the game suggested, as students at a school for young supers. My character had laser powers, as I recall.

Sunglar: What exactly is ICONS?

Steve: ICONS is a new superhero roleplaying game, designed by me and published by Adamant Entertainment.

Sunglar: What makes ICONS different from other superhero role playing games out there?

Steve: ICONS focuses less on character design details and more on quick game-play and broader strokes like character aspects, descriptive terms that carry certain game effects.

Sunglar: How does ICONS compare with your other creation Mutants & Masterminds? What similarities are there, what differences?

Steve: Both games look to emulate the comic book superhero genre. M&M does so with a fair amount of attention to detail, whereas ICONS paints with broad strokes. Both games play quickly, but ICONS is more description focused and M&M more rules focused.

Sunglar: Can you tell us about the mechanics used in ICONS? What makes them unique? What was your inspiration?

Steve: ICONS draws a lot of inspiration from prior games like Fudge, FATE, Feng Shui, and Marvel Super-Heroes, to name a few.

Sunglar: ICONS has random superhero generation rules, as well as including a point buy option. Do you think random generation encourages the feel you want for the game?

Steve: Random hero creation is a big part of why I wanted to create ICONS. I liked the idea of a quick design system that would provide inspiration and even challenge players’ imaginations to build interesting heroes around a collection of game traits.

Sunglar: When you say ICONS is inspired by “old school pick-up style superhero RPGs” obviously the classic Marvel Superheroes RPG comes to mind, were there any other significant influences that come to mind besides that game?

Steve: The aforementioned Villains & Vigilantes was my introduction random-roll superheroes, so there was certainly some inspiration there. Spirit of the Century (which I ran a fun game of) was also an inspiration.

Sunglar: How much of FATE is there in ICONS?

Steve: A fair amount of inspiration. I referred to ICONS as “FATE-inspired” rather than as a FATE branded product. There are a lot of similarities: the scale (what FATE calls the “ladder”), aspects, Fate/Determination points, etc., but the scale is different and ICONS handles aspects and the game mechanics of things like Determination somewhat differently.

Sunglar: What other ICONS related projects are you involved in?

Steve: I’ve written a few ICONS adventures. The first was released as a pre-order special and two others will be released as regular products from Adamant.

Sunglar: Seeing that superheroes are so popular, as evidenced by games, movies, animation, and the ubiquitous nature of comics in our culture, why do you think supers games don’t have a bigger share of the market?

Steve: Three main reasons that I can think of offhand: First, because D&D was the first RPG, fantasy has become and tends to remain the default genre. Second, comic books are a very visual medium, so superheroes may tend to do better in visual presentations like animation, films, or video games. Lastly, some RPG players might find the standards of the superhero genre restrictive compared to more blood-and-guts genres where you can kill monsters.

Sunglar: The release of ICONS seemed to signal a renewed interest in superhero games, if the product offered in websites selling electronic copies of role playing games is any indication. With the upcoming new edition of Mutants & Masterminds and the DC Universe game, do you think we are seeing a golden age of superhero rpgs?

Steve: There is certainly a wealth of choice when it comes to superhero RPGs on the market. Between new games like ICONS and DC Adventures, resurgent old school games like Villains & Vigilantes, and old standards like Champions, there’s pretty much a game for everybody out there.

Sunglar: I would think that the dynamics of team centered comics make them ideally suited for role playing games, but in my experience superhero games are one of the most difficult genres to run. I really like how ICONS deals with team dynamics. Do you think superhero games by their nature more difficult?

Steve: Not necessarily more difficult, but different. Superhero stories differ from a lot of other types of adventure stories. Superheroes are often more reactive, and more supportive of the status quo, than the main characters in other genres, who are often loners or rebels or looking to overthrow the status quo.

Sunglar: Has the popularity of loner, brooding anti-hero types affected the dynamic of superhero role playing games? Does ICONS support this style of superhero?

Steve: It certainly could. ICONS doesn’t presume what a hero’s motivations might be, simply that the heroes should have strong motivations. So you could use the game for a darker, more brooding type of game.

Sunglar: Do you think ICONS, both mechanically and/or thematically, offers the DM tools to make running superhero games easier?

Steve: One element is that ICONS puts the burden of the die-rolling in the players’ hands. They make all the tests, either actively or passively (their hero trying to resist another character’s action). This frees up the GM to focus more on the narrative elements of the game, including bringing different aspects into play.

Sunglar: How accessible is ICONS as a game for new gamers?

Steve: Hopefully, it’s easy for a new gamer to pick up and play, just like 12 year-old me picked up GAMMA WORLD and spent all that time rolling up mutants. I’ve read a number of stories about folks playing ICONS with their kids, which is very gratifying to hear.

Sunglar: What does it offer for the older gamer who has tried other superhero role playing games before?

Steve: Ideally, ICONS offers a quick pick-up game that is easy to run on the spur of the moment, is fun to play, and brings back some fond memories of superhero games past. Whatever the case, I hope that gamers old, new, and in-between have fun with it!

And that’s about it for my very first interview for Stargazer’s World. Let me reiterate my thanks to Steve for his time and patience. Here is looking forward to all his future projects.

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Interview: Shane Hensley and Matthew Cutter

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Another week, another interview – this time I had the opportunity to ask a couple of questions to Shane Hensley and Matthew Cutter from Pinnacle Entertainment Group.

Stargazer:  Thanks again for taking your time to answer a couple of questions about Savage Worlds in general and Space 1889: Red Sands and Deadlands: Reloaded in particular. Before we begin, can you introduce yourselves to our readers? Who are you and what’s your job at Pinnacle Entertainment Group? What was the first roleplaying game you ever played and how did you come to work in the industry?

Shane HesleyShane: I’m Shane Hensley, owner and founder of Pinnacle. My first RPG was the Dungeons and Dragons Basic Set. My first professional work was a TORG module based on a Halloween adventure I had written for my friends.

Matthew CutterMatt: I’m Matthew Cutter, Deadlands Brand Manager for Pinnacle. The first role-playing game I ever played was Basic D&D—the “red box.” Since then I played a lot of different games, and devoted my school years to becoming a better writer and editor. I was introduced to Shane at Con on the Cob 2006. I‘d brought along a copy of an original Savage Setting to show the head honcho, and on that basis was offered the job of writing an adventure for Deadlands. That grew into the job of rewriting and editing “The Flood” for Deadlands, which in turn led to my current position as Deadlands Brand Manager. No place I’d rather be!

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Interview: Bill Coffin

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Bill Coffin Recently there was much talk about West End Games on this side of the internet and one name that cropped up regularly was Bill Coffin. Bill Coffin is a RPG industry veteran and the designer of Septimus, the only game that was ever released under the OpenD6 logo. I thought it could be interesting to talk with Bill about Septimus, WEG, the gaming hobby and the industry, so I asked him for an interview.

STARGAZER: Thanks for taking the time to answer my questions. Can you please begin by introducting yourself to the readers?

BILL: My name is Bill Coffin. I am and RPG writer and designer, known primarily for my work with Palladium Books in the late 1990s and early 2000s. More recently, I published an RPG with West End Games called Septimus, a sprawling space opera game based on the D6 system.

Much of my work lately has been on getting a small publishing company off the ground called Reliquary Press. We publish fantasy, science fiction and horror novels. I have published my King Arthur novel, Pax Morgana, through it, but we’ve got some other titles on the market too, such as From the Herald’s Wearied Eye by Jessica McHugh, Succumbing to Gravity by Richard Farnsworth and Warhead by Ricardo Delgado, who is also an artist for Dark Horse Comics.

During the day, I’m a business journalist. I run Risk Management magazine as well as an associated blog (www.riskmanagementmonitor.com), podcast and Twitter feed. My work has been featured also in the Wall Street Journal, BusinessWeek and a number of other trade publications.

Most importantly, I’ve got a great family. My wife Allison and I have two children, and we live in New Jersey. It’s not nearly as weird there as that Jersey Shore program would have you believe.

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Interview: Evil Hat Productions

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Evil Hat Productions Some time ago I asked Fred Hicks and Rob Donoghue from Evil Hat Productions for an interview. Since Rob is super busy at the moment, Leonard Balsera was willing to take his place for this interview.

STARGAZER: At first I want to thank you for taking your time for this interview. Before we get to talk about FATE and the upcoming Dresden Files RPG, can you please introduce yourselves to our readers?

FRED: I’m Fred Hicks, and I run Evil Hat Productions, a small press publisher of role-playing games.  I’ve written a few too, contributing to Spirit of the Century and the Dresden Files RPG and Fate, as well as creating the weird little game Don’t Rest Your Head.  I also do book layout and art direction, both for Evil Hat and for Hero Games at the moment, as well as for other companies on a contract basis.

LENNY: I’m Lenny Balsera, and I am the current line developer for the Fate system. I served as lead  system developer for the Dresden Files, and was an assistant developer for Spirit of the Century. I also do freelance work. (Are you listening, RPG publishing world? I do freelance work!)

STARGAZER: What was the first RPG you played and what are you playing today?

FRED: Red box D&D was where I started in the 3rd grade or so. But today I’m playing… uh. What have I had time to play lately?  Mainly board games: Dominion figures in predominately there, though I also go heads-up with my wife over the 2-player game Lost Cities.

LENNY: I started playing Red box D&D when I was in fourth grade, and moved to AD&D 2nd shortly after that. Right now, I’m running a Swashbucklers of the Seven Skies campaign that’s close to finishing, interspersed with one-shots of Zombie Cinema, D&D 4E, and the new Dragon Age RPG from Green Ronin.

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Jess Hartley interview

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I recently had the chance to ask a couple of questions to prolific novelist and game designer Jess Hartley. If you are interested to learn more about her works check out her website and blog.

Jess Hartley Stargazer
Greetings! At first I want to thank you for taking the time to answer a couple of questions about your work with us. Could you please start by introducing yourself to our readers?

Jess
Hi, Michael! Thanks for taking the time to interview me! Let’s see, introductions, eh? Well, we can start with the easy stuff. My name is Jess Hartley, and for the past 10 years or so, I’ve been a professional novelist, writer, editor and game developer. While I’ve been published in a wide variety of mediums, from greeting cards to magazines, most of my most well-known work has been in the roleplaying game industry. I’ve done extensive writing for White Wolf Games in the past 7 or 8 years, working on everything from novels to setting material to game mechanics. I’ve had the pleasure of working on at least one game product for each of the New World of Darkness game lines, as well as Exalted and Scion. I’m probably most well known for my work on Changeling: The Lost , both the core game and many of the supplementary materials. Recently, I’ve begun to branch out a bit more. Last year I worked on Supernatural Adventures (based on the television show, Supernatural) for Margaret Weis Productions, and was part of a game-related horror collection, “Buried Tales of Pinebox, Texas” which recently won Preditors & Editors Fan Awards for best anthology. I also contributed to upcoming products such as Green Ronin’s Family Games: The Best 100, and to Will Hindmarch’s book about gamers and their dice, “The Bones”.

One Geek To Another But I’m not just a game writer. I write a regular column entitled “One Geek to Another” which focuses on etiquette, ethics and advice for the modern geek (gamer or no) and I’m currently working on a non-game related fiction experiment called “The Shattered Glass Project.” It’s only been going on since the first of Spring (March 21, 2010) but I’ve been very pleased with the results so far.

Stargazer
What was the first roleplaying game you’ve played and how were you introduced to the pen & paper hobby?

Jess
The first roleplaying game I ever played was the Red Box D&D set (which we bought off the shelf at Toys R Us). A good friend of mine, who unfortunately lived too far away to actually teach us how to play, had mentioned gaming and it sounded intriguing. I decided to grab the basic game and give it a try. I’m afraid I wasn’t a very good DM at the time; I literally had no idea what I was supposed to be doing. Luckily several years later my friend and I ended up in closer proximity, and he taught me the groundwork of being a good player and a good DM.

Stargazer
What is currently your favorite roleplaying game and do you play in a regular group?

Jess
My current favorite RPG is whichever one my friends and I are playing at any given moment and having fun with. While, as a writer and game creator, I can definitely appreciate the value of well-created setting, elegant rules and fun core materials, I think that a good group of people can play even a poorly created game and have a good time, and that’s really what playing RPGs is all about for me – having fun with my friends.

That being said, while I live in a very remote area of Southeastern Arizona (I can see the Mexican border from my back porch) I’m fortunate enough to have a nice group of LARPers in the next town over, and a great community of tabletop gamers two hours away in Tucson. So I LARP on a semi-regular basis with the Nomads of Twilight in Sierra Vista, Arizona, and get the chance to play tabletop games on a little less regular basis with the Southern Arizona Gamers Association (SAGA) in Tucson.

Stargazer
In August of 2009 you helped create Geist: The Sineaters. Can you give us a short description of what that game is about and how it’s different than Wraith: The Oblivion? What was your part in the design process?

Jess
GenCon 2009 Geist: The Sin-Eaters was released at GenCon in August of 2009, but the actual creation process of it began almost a year earlier (at least my part of it – the early groundwork probably was done even before that!) Until I started working in the industry, I didn’t realize how long the process of creating a game can take, so I always like to mention it, so that gamers will recognize the months (and in some cases years) of hard work that goes into creating something that reads and plays like it’s simple. But, enough about that, you wanted to know about Geist!

In Geist, you’re playing a character who was entirely human, although chances are they may have had a little “connection” with the supernatural. Maybe they were one of those folks who was haunted by a poltergeist when they were younger, or they were visited by their Grandmother, only to find out that she’d died the day before. Nothing big and powerful, but their lives were somehow touched by the “other side”. Then, they die… or almost…. On the verge of their becoming “really most sincerely dead”, they’re contacted by a Geist – kind of an archetypal ghost – who offers them a choice. Merge with the Geist and get a second shot at life. Or, refuse, and go on to whatever fate awaits them. Those who agree to the Geist’s proposition become Sin-Eaters. They look human. They feel human (mostly). But they’re not just themselves any more. They have this ghostly symbiote, with its own drives, goals and opinions. And with that symbiote comes an intimate connection with other ghosts, the Underworld, and Death itself.

Geist and Wraith differ in many ways. Like all of the NWoD games, Geist leaves the building of a metaplot up to the Storytellers and players. We tell you what exists, you decide what came before, what’s happening now, and what will come in the future. But more specifically, in Geist, you’re playing (predominantly) characters in the mortal world. You’re still tangible parts of human society, rather than ethereal onlookers who spend most of their existence in a ghost-populated realm. While Sin-Eaters can travel to the Underworld, their day to day life takes place mostly in the “real” world, and the challenges of being a mortal who is surrounded by (and can constantly perceive) the restless dead around them.

Like most White Wolf core games, Geist was created by a core team of writers led by a developer; in this case, there were nearly a dozen (I believe) folks on the team, all held to task by the “iron fist” of prolific and talented White Wolf developer, Ethan Skemp. In terms of what I specifically did for Geist, I got to work on some of my favorite aspects: antagonists and setting. I did the majority of the New York Setting, including the sample krewes as well as a good portion of the antagonists earlier in the book. It was a really interesting project to be a part of, and a great team of creative minds to brainstorm with.

Stargazer
Among the games you’ve worked on is Hunter: The Vigil. What’s the difference between this game and its predecessor Hunter: The Reckoning, aside from updated rules?

Jess
Hunter: The Vigil One of the awesome things about working on Hunter: The Vigil is that the team included those who had played the earlier incarnation of Hunter and loved it, those who had played it and weren’t crazy about it (okay, I’m being diplomatic – we had a few Reckoning haters on the team) and those –like me—who had never played the earlier version. So I’m probably not the best person to give an in depth comparison and contrast on the two games. What I’ve heard from those who are more familiar with Reckoning than I am, is that by removing the inherent singular background/motivation from the Hunter paradigm (IE: not all Hunters in Vigil are servants of some higher power embued with strengths because of their holy destiny to destroy the supernatural) we created a game that was much more versatile and allowed for far more diverse play styles than the original Hunter did. Specifically, the three Tiers allow for characters that range from “gang of guys defending their neighborhood from werewolves with shotguns and baseball bats” to “high powered military units that harvest and implant supernatural bits into themselves to get the “edge” on their enemies”. While I don’t know whether this was a part of Hunter: The Reckoning or not, I’m also very fond of the “to defeat the monsters, I must become a monster myself” aspect of Vigil. The blurred lines between “good” and “evil” are a very tasty moral playground to me.

Stargazer
Aside from being a game designer you are also a novelist. Can you tell us about your past, current projects? What’s the Shattered Glass Project all about?

Jess
In Northern Twilight My first novel, In Northern Twilight, was also my first foray into the roleplaying game industry, professionally. Set in White Wolf’s Exalted game setting, INT was a great opportunity for me to really dive in to the industry. I was totally inexperienced, and sometimes I’m amazed at how much I didn’t know about writing professionally, or the gaming industry, when I got started. It’s one of the reasons I’m very dedicated to being a resources to aspiring writers now; if I can help someone avoid some of the pitfalls I stumbled blindly into, I totally want to do so.

After In Northern Twilight, I was invited to write a second novel for White Wolf, this one set in their upcoming (at the time) Werewolf: The Forsaken game setting. And, while that fiction novel series was cancelled before any of the books were published, because I was familiar with the yet-unreleased setting material, when Ethan Skemp needed someone to fill in on short-notice on Predators (a W:TF Supplement), he asked if I’d be interested. From there, I spent the next 6 years or so pretty much writing full time game material for White Wolf.

Recently, I’ve decided to branch out some. Along with doing freelance writing and editing work for other game companies, I’m also shopping around my own original fiction novel, La Serenissma, which is set in an alternate history version of Southeastern Europe in the 16th century, and weaves together a plethora of obscure myths and bits of folklore into an elegant and epic tapestry of love, betrayal and revenge.

shatteredglassproject_sm2 The Shattered Glass Project is another original fiction effort of mine, although something a bit more edgy and experimental. I’m writing a modern fae short story, and rather than putting it in an anthology or shopping it around to mainstream publishers, I’ve opened it up to Patronages for a limited time period (Spring of 2010, March 21-June 20th) Basically, during that limited time, folks can support the work at one of three levels of financial Patronage, and each level comes with its own benefits. All Patrons will (unless they object) be personally thanked in the Acknowledgments of the story. And only Patrons will have access to the story, in its entirety, for one year from the inception of the project (so, until at least March 20, 2011.) While I will retain copyright, for legal reasons, the Patrons will truly own the only full copies of the story – they will be the only ones who know the tale.

Virtual Patrons will receive an electronic (.pdf) copy of Shattered Glass. I wanted to be certain that there was a level of Patronage that was affordable to virtually everyone who was interested. As a friend of mine put it, we can’t all afford to support an artist or writer on our own as noble families did in the Middle Ages, but by pooling our nickels and dimes, we can help support those whose creations we value.

The next level of Patronages are Artisan Patrons , who will receive a limited edition physical copy of Shattered Glass, hand-numbered and autographed, with an inscription if they’d like. As part of the experiment, I’m doing research into how to make sure that the physical copy is really something special, rather than just a run-of-the-mill paperback like you’d get off the shelf at your local book store. There’s a lot of options I’m exploring, so the final product will depend on how many Patrons become a part of the Project, and how large Shattered Glass as a written work, ends up being. Regardless, I’m really committed to making it something special.

The final level of Patrons–Personae Patrons– not only receive a physical copy of the story, but actually get their name and likeness (or the name and likeness of someone they bestow the Patronage on) as a character in Shattered Glass. The response to the Personae Patronages was so overwhelming that I had to close them after only 24 hours in order to do justice to those who had so enthusiastically committed their support at that level. So, while I’m taking names of those who are interested in future Personae Patronages, the Personae for Shattered Glass are complete. Virtual and Artisan Patronages, however, are still open, and will remain available until June 20th, 2010.

Stargazer
What would you recommend to someone interested in working in the RPG business?

Jess
I think the most important advice I can give to someone who is interested in entering the RPG industry is to treat it like the business that it is. So often, we want to work at doing what we love, which is wonderful – so long as we remember that it is still a career. Professionalism, punctuality, politeness – those things will go a long ways towards springboarding your talent, be it writing, art or game design.

As well, never underestimate the power of networking. Getting face-to-face connections built, through conventions, trade shows, gaming events and the like, can be invaluable to your career as an aspiring game professional. I talk about this extensively in a series of blog posts I originally wrote before GenCon last year. They can be found for free on my website (under the non-fiction menu) or a more complete version with a plethora of additional resources can be purchased as a .pdf product through DriveThruRPG, Indie Press Revolution or the Paizo website. It’s called – Conventions for the Aspiring Game Professional (Cons for Pros) and retails for the whopping sum of 1.99.

Stargazer
Some people think that the pen & paper RPG hobby is in decline and being replaced by computer and video games especially MMOs. What is your stance on that issue?

Jess
Jess as an undead prom queen at the Zombie Homecoming at Rincon 2008 I think that it’s indisputable that the RPG industry isn’t selling the same massive print runs that it was turning over in the height of the ‘90s. However, whether it’s “in decline” really depends on how you define that term. I think that the breadth and depth of pen-and-paper RPGs that are being produced today vastly outweighs any time in the gaming industry’s history, in part due to the advent of indie games and small press publishers. The widespread availability of cheap and powerful technology is truly putting the ability to be a game publisher in virtually anyone’s hands (with all of the positives and negatives that that may entail) which means I believe there are more small or indie publishers than ever before. It also gives more traditional publishers the ability to produce products that once might not have been feasible for release because of printing and distribution costs (such as White Wolf’s SAS line or Flames Rising’s Instant Antagonists). Because of the reduced production costs of .pdf and Print On Demand products, there’s a whole sea of new materials out there that might have never seen print at any time in the past. And, with online retailers and resources like IndiePressRevolution or DriveThruRPG, the average gamer has access to more materials than ever before, at the click of a mouse.

Video games and MMOs may have had a part in the changing face of RPGs, but I think it’s an exciting time to be a pen-and-paper gamer and a part of the non-pixelated gaming industry, and I’m proud to be both.

Stargazer
Thanks again for taking the time to answer my questions.

I wish Jess all the best of luck with her current and future projects. It was an honor to do this interview and I am sure we’ll hear more from her in the future.

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