Archive for the 'The RPG Interview Room' Category

Working with an IP can be a very challenging topic. To take something that has already been created and transform it into an RPG that does it justice is a tricky exercise that requires a deep knowledge of both the original IP and the RPG design process.

Dave Chapman is one guy who knows a lot about that, since he was one of the responsible people to create Cubicle 7’s Dr. Who Roleplaying Game.

He kindly agreed to come to the show to be interviewed and I gladly proceeded to do so.

¡Hope you enjoy the show!

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Chaosium, a company that has been going on for longer than most, has brought some of the most emblematic and beloved franchises to the RPG world.

Glorantha, RuneQuest, Call of Cthulhu… all of them prolific lines that have been supported by many thousands in many languages over many years.

And yet, the company has also gone through some very rough times in the last few years. So much so that a lot of people thought it would go under. However, it was rescued by a rather terrific group of people, one of them I had the pleasure of interviewing.

Jeff Richard is the Creative Director for the company and, being an accomplished game designer with a passion most would envy, he has a lot to say, not just about the past, but about the future of the company.

And he is a fun guy to boot!

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Very often we find encounters during our adventures that are, quite frankly, appalling. Truly unsatisfying either because they are too hard, too easy, the monsters don’t really matter or, simply, it makes no sense.

Designing encounters is a tad harder than it might appear, so I invited Kevin Watson, from Dark Naga Adventures, to come to the podcast, since he has designed more encounters and adventures than most and he knows his salt.

Hope you enjoy the interview!

You can find out more about Dark Naga in the following links:

Dark Naga Website

Dark Naga Facebook page

Dark Naga Kickstarter page

 

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Maximising sales in the RPG market is real hard. In fact getting sales in the RPG market is hard. ¿Is it that there are too many products out there, or that there is a lacking in the sales process understanding?

Jason Eric Nelson has been learning how to, and selling very well, a lot of books at Legendary Games. With a few successful Kickstarters (some of which I missed) and some truly amazing books out there, he knows what he is talking about.

And he was kind enough to give me his time and share some of his knowledge, which was truly interesting for me to hear.

I hope you get some good inspiration in this podcast and it helps you boost your sales as much as possible!

Enjoy the show!

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fenris_games.jpgFenris Games has been at the forefront of miniatures creation for a very long time. They know the business and what it takes to survive.

Having a modelling company and producing minatures is a lot more glamorous from the consumer side than the side of the business and staying abreast of the market is a very tough nut to crack.

In this episode I speak to Ian Brumby about the hardships and rewards of owning a miniatures creation company.

Enjoy the show!

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Justin.jpgJustin Mason is one of those prolific RPG creators who isn’t known enough. With a great talent for map making and graphic design, he has worked on a cool ton of projects, but it seems he hasn’t worked on enough yet!

For years he has honed his skills to become a skilled cartographer with a pretty immense portfolio for companies like Adventureaweek.com, Paizo, Dark Naga Adventure, AAW Games and many, many more.

But I was curious to know how someone like him can actually survive using the world of RPGs as a means of income, considering how hard to is to make a living these days.

And we also talked maps… lots of map!

Hope you enjoy the show!

 

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denis.jpgFor very many valid reasons, a lot of people like OSR games. To play in a style of games that resemble and replicate the original games from so many years ago.

However, that movement has also received a lot of criticism for some people seem to be stuck in the old ways beyond those of gaming. Some posts that could be considered insensitive or out of place have given place to a reputation that would suggest the OSR movement is a very toxic one.

Iit is pretty clear, though, that not all things are bad and there are a lot of people doing what they can to eradicate bad tropes and bring a more modern social environment reflection into an old style of gaming.

As I am very interested in art, I had to interview someone who does artwork in a diverse and inclusive manner for that movement and find out where things are now and where they could be going in the not-too-distant future.

Denis McCarthy has been creating enough artwork for enough time to understand the market and he is indeed good at it. And has a passion for inclusivity and diversity. So… how does he manage in an environment that is so seemingly toxic?

Let’s find out!

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Mindjammer has been a favourite of mine since before it came out in its current edition. I read the novel before I knew the game and loved it and now it is my go-to Science Fiction game.

And that is because Sarah Newton, as well as being a good friend, is for me the most talented writer and designer out there.

Yes… in the world.

When Sarah carried out her rather successful Kickstarter campaign, one of the stretch goals was a conversion of the Mindjammer game into the Traveller system.

Since I am not an expert on Traveller, I was very curious to know how a game with a system as open as FATE could be converted to a system that is a lot more rules-heavy and relatively restrictive as Traveller.

And now you can find out too.

Hope you enjoy the show!

 

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OG-Final-1-01JPEG_copy.jpgBrendan Davis from Bedrock Games has been creating a few interesting games in the last few years. Wandering Heroes of Ogre Gate is their latest and most ambitious proposal yet.

A game based on the Wuxia genre from China, this is not the first time the company attempt at recreating cultural aspects of a real life society to a game. With Arrows of Indra, Bedrock Games tried with only moderate success to create a game that would integrate Indian culture into an OSR, though it sadly fell short of the mark.

In this case, though, I am much more hopeful as the author is indeed very keen and passionate about the topic.

With over 400 pages of game, this one has a great deal of potential to offer detailed and accurate information, so I thought it would be a good idea to check with one of the authors what the game is all about and what sort of measures they have taken to get the best game possible.

Hope you enjoy the show!

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herolab.pngLone Wolf Development has been going for a number of years and Hero Lab has become the go-to application for a lot of people when is about character creation and campaign management.

A hugely comprehensive set of stats and data, it makes the task of managing your character, campaign or adventure easier and with less things to remember.

It has been a while since they released the Pathfinder Adventure Path to help you run your campaigns and now they are releasing modules, smaller adventures with everything you need to keep track of encounters, locations, treasure, NPCs…

I thought a few questions were in order and Colen McAlister was the perfect person for that. Because he knows pretty much everything about Hero Lab and the company.

You can download a free trial for Windows and Mac here.

So here it goes… hope you enjoy the show!

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