Showing posts with label Interviews. Show all posts
Showing posts with label Interviews. Show all posts

Monday, January 27, 2020

Delving Deeper With Chainsaw - The 'Lost Treasures of Atlantis' For The Astonishing Swordsmen & Sorcerers of Hyperborea rpg line Interview

"In the far reaches of Hyperborea’s Crab Archipelago lies a small, mountainous island known as Crystal Point. Passing sailors recently have witnessed a crimson glow in Crystal Point’s waters and beams of russet light shining up from its steep cliffs. Too, unusually frequent lightning storms in the area have torn the sky in blinding flashes, shattering the air with their awesome sound. The seedy wharf taverns of Khromarium and elsewhere buzz with these strange tales—some even speculate that Crystal Point may hold the lost treasure of Atlantis!
'Lost Treasures of Atlantis'
The Astonishing Swordsmen & Sorcerers of Hyperborea rpg
line
 is available right here. 



Recently Swords & Stitchery did a mail call & review of  'The Lost Treasures of Atlantis' By Chainsaw   for The Astonishing Swordsmen & Sorcerers of Hyperborea rpg. But for our readers that's not enough to satisfy us at Swords & Stitchery. We wanted to go beyond the module & get to know the author & designer Chainsaw. So we delve deeper into the author & designer today. 
Q: Thank you for taking time out of your busy schedule to talk with Swords & Stitchery.
A: Sure, happy to chat.

Q: How did you start with Dungeons & Dragons & how long have you been professionally writing as well as designing under the Chainsaw nom de plume?
A: First played in the early 90s, when my super-cool grandmother bought me a Basic set. Loved it and quickly moved to AD&D and ran games for my friends for years. We couldn't make heads or tails of the TSR modules of the time, so we always used homebrew materials. I took a break during college and in my 20s, then picked up again when my good friend capitalbill started running an OD&D game with S&W. Eventually I started up an AD&D game and then began running AD&D/AS&SH events at NTRPG Con and Gary Con.

Atlantis was my first effort at a published dungeon, though it released after my other credit, Brazen Bull (in Rats in the Walls and Other Perils). I decided to write under Chainsaw because that's how I'm known on the forums and at the conventions. 

Q: The obvious question to begin. How did you develop 'Lost Treasure of Atlantis' for Astonishing Swordsmen & Sorcerers of Hyperborea?
A: I had an idea in early 2015 for a complex dungeon on an island, effectively a "mini mega-dungeon," then spent most of 2015 bouncing between mapping, keying and writing. Lots of times I'd end up revising earlier decisions, especially as I playtested (2016-2018) and saw what worked and what didn't.

Q: You've run  'Lost Treasure of Atlantis' well over a hundred times now. How does your module differ from some of the other OSR Sword & Sorcery modules on the market? 
A: Well, not quite *that* many times, but I have run it 16 times for 100+ people, which still gave me tons of great insight into
how to make improvements.

As for how it differs from other modules, I really can't say. I generally don't read a module unless I'm running it and what I have run has been designed by well-regarded names, so I'm hoping their strengths have rubbed off on me! 

Q: How did you find running 'Lost Treasure of Atlantis?' & what were some of the pit falls?
A: I enjoyed it because the dungeon's non-linearity, distinct-feeling levels and high interactivity kept it interesting - every party brought new situations for me. Of course, the price of admission there is that you have to prepare really well. You can't assume the party enters a certain way and then proceeds a certain way when there are multiple entrances to the levels and connections between the levels. It puts many, many rooms within striking distance. You never know how it'll go down!

As for the pitfalls of running it, apart from the design requiring a good command of the material, it was also much too large for a single four- or six-hour convention session. I addressed this problem by creating some mini-quests tied to certain areas. This gave the groups some direction and a sense of accomplishment despite not being able to explore the location fully. My play testers loved it - some even signed up for a second game so they could see what they'd missed. Even that failed to cover all of the material though. It's a big place.

Q: You've been highly active in the AS&SH rpg community & one of the most vocal fans of the AS&SH  game over the years how did this help you at conventions to run the module?
A: Tremendously! There's a great group of friends at the Hyperborea and Knights and Knaves Alehouse forums that regularly attend NTRPG Con and Gary Con. It's easy to coordinate on- and off-grid games with people who appreciate what you're doing.

Q: This module seems to be a cut above some other OSR modules that I've seen over the years how long was 'Lost Treasure of Atlantis' in development & how did this change the direction of the adventure when it first started?
A: I had the idea in early 2015, spent most of that year mapping, keying and writing, then play tested from 2016-2018, always being sure to revise it based on what worked. These changes were usually smaller things that made a room or situation clearer, more interactive or more interesting. The main concepts and maps didn't change too much. I finally turned in my word doc draft in late 2018 and then NWA began their additions, editing, layout and certain other aspects of production.

Q: How is the 'lethality factor' of 'Lost Treasure of Atlantis' in your opinion compared with other OSR modules?
A: The groups that relied on brute force (e.g., kicking down doors) usually fared the worst, which was my goal. I think higher-level modules should challenge players to rely on more than their battle skills - to interact cleverly with intelligent creatures, exploit utility spells wisely, gather information, have good plans, etc. Anyway, I think we only had two or three TPKs, but there were a lot of one-off deaths. Someone probably died at least every session! We're also talking con games though, where people sometimes throw caution to the wind, especially toward the end of a session. Hard to say how it compares with other modules because I don't read many modules.

Q: 'Lost Treasure of Atlantis' adds even more to the world of Hyperborea setting  & really cranks up the 'alieness' & otherworldly aspect. How does your home campaign of Hyperborea differ from the 'official' AS&SH Hyperborea?
A: I don't have a home campaign at the moment, though I've run a couple of good, but relatively short, AS&SH Roll20 campaigns (10-15 sessions) over past few years. I would say that those two campaigns were pretty well grounded in Hyperborea. Remember though, one of the setting's strengths is that it hints at things and lets you fill in the blanks.

Q: Do you see yourself returning to the world setting of Hyperborea in the future for other projects?
A: Maybe! It's a great setting for me because it's rooted in pulp, which tends to be pretty varied and flexible.

Q: How did you find working with the North Wind Adventure crew? 
A: Consummate professionals. 

Q: On average what's your favorite amount of players for a module like 'Lost Treasure of Atlantis' and how long should in your opinion this adventure take to go through? 
A: I prefer games of 4-6 players, regardless of module. At the cons, I'll sometimes run tables of 8-10 so that I can accommodate friends, but these games usually wind up a bit too slow for my tastes. As for how long it might take, hard to say. Groups vary greatly. There's at least a session of material in the town and at least three sessions on the island, so maybe four for a really efficient group.

Q: Do you have a love of Swords & Sorcery or High Fantasy literature or Appendix N material? If so do you feel that this helped you to achieve a greater scope for 'Lost Treasure of Atlantis?' 
A: Hmmm... Frank Frazetta, Karl E. Wagner (Kane), Clark Ashton Smith (Hyperborea), Vance (Eyes of the Overworld), Burroughs (Barsoom) and Tolkien... but I also love He-Man, Thundarr, Scooby-Doo, Alien(s), Apocalypse Now, Clash of the Titans, Conan, Goonies, Ghostbusters, Indiana Jones, The Road Warrior, Star Wars (IV-VI) and lots of metal music, 8-bit NES games and other horror, post-apoc, sci-fi and western movies. I kitchen sink it, man. No inspiration off limits.

Q: Overall are you pleased with the final  'Lost Treasure of Atlantis' module or do you find yourself looking over your play & campaign notes thinking that there's even more adventures within the 'Crystal point' area of Hyperborea?
A: There's always more to be had, right? I could see adventures liberating slaves from crab-man copper mines, assassinating crab-man leaders at an undersea military complex or even chasing them off-world to Poseidenos, for example. There are also springboards to Underborea, of course. So, lots of potential!

Q: And what are your future OSR endeavors coming up? You've got the floor so plug away! 
A: Ha! Thanks. I'm working on a new volcano dungeon (for OSRIC), similar in scope to Atlantis (maybe a little bigger). Planning to play test it this summer at NTRPG Con. Speaking of which, I should probably go work on it now!

Thanks for taking the time to speak with us at Swords & Stitchery & yeah you'd better get back to work now..
AS&SH art by Mick Fernette


Monday, December 23, 2019

Interview & Sit Down With James M. Ward About The Troll Lords Games Star Ship Warden Rpg Game & Kickstarter Part II

"Near the beginning of the 24th century, humans began the largest construction ever undertaken by their species. Larger than most cities, the project was forty-nine miles long, twenty-four miles wide, and more than six miles in height. The manufacture of this colossus required decades of labor by thousands of skilled craftsmen. It was a feat unequaled in human history at that time. Too large to be manipulated in planetary atmosphere and gravity, this behemoth was built in earth's orbit. It was developed to provide safety for more than a million souls and was to be filled with myriad forms of life.
Packed with the latest technology available at the time, the starship was capable of 90% of the speed of light. A trip to Alpha Centauri was but a mere 6 years. A host of other systems were well within reach, and this vessel was to take humanity to the stars. The planning for this mission was meticulous, the courage of her crew unquestionable, and the hopes of mankind ever present. She was named the Warden after her designer, and she set off for the stars in the late 24th century.
Less than two decades into her mission, she simply disappeared. There has now been no word from the Warden for more than 300 years...."

So I had the opportunity to shoot a rather long email to James M. Ward with whom I've been friends with on Facebook & met at a Gencon long ago but never got to play with the man.

However I did send a rather lengthy part II interview email about the Star Ship Warden Kickstarter for Troll Lords Seige Engine.

'My captain,my captain', really digging this piece of MA style artwork from
The Starship Warden Kickstarter. 

With the continuing popularity of the Star Ship Warden Kickstarter & the Kickstarter campaign hitting well over the fifty thousand dollar mark. What do you think of the incredible interest in the Warden & her backstory that grabs at gamers today? 

JMW: I'm lucky that lots of people have played MA over the 40+ years of its existence. I think they might want to get back some of the fun they remembered years ago. Plus the product is way cool.


You've got such a detailed timeline & solid backstory with the world & setting of the Warden. Growing up did you have a keen interest in science fiction & fantasy?

JMW: I started with the Tom Swift books when I was in 5th grade. The school libraries were well used after that.
 
Can you see other adventures & stories being told in the universe of 'The Star Ship Warden' in the near future?

JMW: Amazon is right now selling three MA anthologies and an MA novel. Red is the Android

Will fans of James M. Ward be seeing more 'Star Ship Warden' supplements & adventures from Troll Lord games?

JMW: There are lots of stretch goals of product. Also Goodman Games is producing a convention tournament MA adventure.

The events from 'The Star Ship Warden' Kickstarter  seem ripe for a writer/designer of your caliber to exploit into more opportunities for modules & so forth.  Does this opportunity excite you as a writer or a designer? Can you elaborate on this a bit? 

JMW: As a freelancer I write what I'm paid for. If people want more MA things I will be happy to write them.

What is your routine for writing these days? 

JMW: I get up around 9 in the morning. I go on AOL and Facebook looking to see if someone wants to hire me for work.
I start writing on the product with the soonest deadline. At noon I break for
food and read a bit of science fiction. In the afternoon I take up a different product.
 I usually stop at 3 or 4.
From then on I surf the web and do some more fiction reading.

Could you ever see yourself doing an adventure like S3 Expedition to Barrier Peaks with 'The Starship Warden' for Castles & Crusades? Asking for a friend of mine whose backed the Kickstarter. Just color me curious? 

JMW: I am writing a C&C adventure for the Warden called THE SAVING OF WREN about a poor half elf that got cruel transported to the deck of the Warden and has been there for over 40 years and really needs saving.

The Warden is a massive ship & filled with all kinds of adventure opportunities. Where did the idea of the Warden come from?

JMW: I always claim it was an idea I got from Brian Aldess and his STARSHIP novel. I've read lots of novels about colonization starships.


Over the years you've turned this simple star ship into your legacy & so many people respond to the idea of the Warden & her ill fated crew. But what really draws you  back into her again & again? 

JMW: I want the starship saved and put back on course. I want to write the MA Planet Campaign.

The Star Ship Warden seems to have so many layers & turns for adventure about her? Can you talk about some of your influences for writing & designing the Warden? 

SIR: I always call the Warden the Adventure in a Tin Can. Over the years I've read thousands of SciFi books. It has all rubbed off.

  You've had some really impressive products with Troll Lords but two of my favorites are the 
Storyteller's Dictionary &  Storyteller's Thesaurus. But where did the idea for those come from?
It seems to me that 'The Star Ship Warden' is the perfect venue for those books to get a work out.
I think out of the Troll Lords lines these two books are some of my favorite.
JMW: The Storytellers books are Steve Chenault's idea.
He was kind enough to give me and Anne Brown the task of writing them.


Do you have a favorite book or adventure that you've done for Troll Lords Jim? 

JMW: This is an awful question.
 It's like saying which of your many daughters is the prettiest.
I like all the things I have done for them.
I like CASUALTIES OF THE CURWSED WOOD because it is an
 adventure that uses a ton of gunpowder. I like TOWERS OF ADVENTURE
 because you really can make a huge tower adventure in just five minutes.
I like THE HAUNTED LANDS boxed set because it's a horror themed product and
it was very difficult to write. OF GODS AND MONSTERS was great to write because
 I found a way to make the deities of the campaign world
 lots more reactive to the players. I'm just saying. . .

If you could snap your fingers Jim & have a fantasy product assignment 
for the table top hobby what would it be? 

JMW: I'll take a pass on that one as I don't want
 to give other designers great ideas.

With the ever changing faces, systems, etc. of the
table top hobby what do you think is the appeal of the Seige engine
 & Castles & Crusades  in your opinion James? 

JMW: It's very easy to learn.
There is lots of gaming material to be had.

The Star Ship Warden book seems to cement the USS Warden into
 the universe of Castles & Crusades. There's always been a large theme of
 science fiction which turned into science fantasy in your writing as the years
have rolled on.
How do you feel about the fact that writing & designing has inspired
countless writers & designers over the years? 

JMW: I don't know that I have done that.
I do enjoy people saying they like my work.

What do you think that 'The Star Ship Wardens' Kickstarter
will do for the table top rpg hobby scene? 

JMW: I'm hoping everyone things it's as good as I think it is and
 useful in any SciFi game system.

Do you think that this 'Kickstarter' is the indication of
a new trend in the table top hobby for other science fiction
or science fantasy games? 

JMW: Nope

Troll Lords has always supported your work &
 had a solid working relationship with you. Could you tell me a bit
about that relationship & what its meant to you over the years? 

JMW: I greatly respect the talent of the Troll Lord people. They tell me
 I'm one of the few designers that turn over product on
 time and in good condition.

Thank you for taking the time to answer some questions with us.
And this has been an extremely exciting opportunity to talk with you
James M. Ward. Thanks very much.
From all of us over at Swords & Stitchery we really appreciate
 all that you do for the table top role playing hobby & for
Troll Lords over the years. 
If your a fan of the Metamorphis Alpha rpg then your going to want to 

Wednesday, December 11, 2019

The Starship Warden Kickstarter Deep Dive & Twenty Questions Interview With James M. Ward


"Your ship, the Goya, has just found the massive Starship Warden. Clattering around the junk and debris of your bridge, you manage to hail the beast of a ship, but receive no answer. You do however, manage to open the starboard forward bay doors. It's time to see who or what controls this massive ship..."

"Near the beginning of the 24th century, humans began the largest construction ever undertaken by their species. Larger than most cities, the project was forty-nine miles long, twenty-four miles wide, and more than six miles in height. The manufacture of this colossus required decades of labor by thousands of skilled craftsmen. It was a feat unequaled in human history at that time. Too large to be manipulated in planetary atmosphere and gravity, this behemoth was built in earth's
 orbit. It was developed to provide safety for more than a million souls and was to be filled with myriad forms of life.
Packed with the latest technology available at the time, the starship was capable of 90% of the speed of light. A trip to Alpha Centauri was but a mere 6 years. A host of other systems were well within reach, and this vessel was to take humanity to the stars. The planning for this mission was meticulous, the courage of her crew unquestionable, and the hopes of mankind ever present. She was named the Warden after her designer, and she set off for the stars in the late 24th century.
Less than two decades into her mission, she simply disappeared. There has now been no word from the Warden for more than 300 years...."

The big story today out of Troll Lord Games is the Star Ship Warden Kickstarter which has hit over 27, 292 dollars. I have a feeling that this kickstarter is gonna keep growing for this massive book. Anyone that knows me knows that I'm a fan of the original James Ward  Metamorphis Alpha rpg. James Ward & Chris Clark have  been expanding the star ship Warden history, setting, &  into other gaming systems such as a Goodman Games version. And now the the latest incarnation the Star Seige Star Ship Warden rpg system! But for the long time fans who want to run this latest Metamorphis Alpha with the original system fear not;"The Starship Warden is a world contained within the massive Warden...itself about 49 miles long. It is designed for use with StarSiege, a Siege Engine RPG fully compatible with Amazing Adventures and Castles & Crusades. For those who would rather use the original Metamorphosis Alpha rules as published in 1977, you can so do with only slight modifications. "
Go Check Out  The Starship Warden Kickstarter Here 

James M.  Ward is a gaming legend in my book. The father of the science fantasy rpg with games like  Metamorphosis Alpha (the first science fiction rpg), Gamma World( one of the first post apocalyptic rpgs) , & many other game supplements.Jim Ward is also the author & or co-author of  Gods, Demi-Gods & Heroes for Advanced Dungeons & Dragons along with Robert Kuntz.


 He's worked for, written for, & was at the center of  TSR during their gold age, founded his own gaming companies, been an editor in the table top rpg industry for many years. He also took time out of his busy schedule to talk with Swords & Stitchery for the first of a two part interview. 
Thanks for taking time &  agreeing to be interviewed James about the Star Ship Warden Kickstarter campaign. 
1. How did you get involved with the Stephen Chault and the Troll Lords? 
JMW: Steve Chenault approached me with an idea to do a hardbound like the Deities & Demigods TSR book. I turned it over ahead of schedule and with lots of added features and he loved it. I have been writing product for him ever since. 

2. What makes the Star Ship Warden a great fit with the Seige Engine system & do you think it fits the overall theme of the legacy of your wonderful creation? 
The Warden reallyl works with any science fiction role playing game. For all of the creatures and tech items we fitted them with Siege Engine stats. 


3. What do you think the enduering popularity of the story & setting of the Warden? 
JMW: That's a great question. It's a change of pace for the fantasy role--players. The idea of saving a lots starship strikes a cord with the adventure loving gamers. 


4. Do you see other Star Siege products in the future of the Star Ship Warden? 
JMW Probably not. I would like to keep expanding the MA product line. 

5. There are so many adventures that can be run with the Star Ship Warden where should brand new dungeon master start? 
JMW: Goodman Games has a large number of MA products. 

6. Are we going to see new levels in this version of the Star Ship Warden that we haven't seen before? 
JMW: We designed a new Dome level as well as 16 totally new levels between the decks. 


7. New mutants means new monsters do you have a favorite in this version of the Star Ship Warden? 

JMW: I'm torn between loving Wolfoids and broken security robots. 

8. The Star Ship Warden kickstarter just went beyond the 21 thousand mark. How does this make you feel as the father & author of the whole enduring legacy of the Warden phenemona?
JMW: I'm over the world with happiness. I'm told by Steve that it has broken all records for the first day. It's so wonderful. 

9. Where do you see the Warden in terms of Star Seige in a year from now? 
JMW: I'm fairly sure a club will grow out of thise product where people want to talk about the decks and their adventures. 

10. How has it been having such an enduring relationship with Trolllords who have published such quality products of your such as the Storyteller's DictionaryCastles & Crusades Of Gods & MonstersTainted Lands & the Storyteller's Thesaurus
JMW: Those people and I think a lot alike and love our fans. I will happily do anything for them. 

Thanks for the questions. 

James M. Ward


We're gonna have more questions coming up for Mr. Ward & Chris Clark coming up over the next week or so as we watch the progress of 
 The Starship Warden Kickstarter Here

Saturday, May 21, 2016

Ten Questions In Gaming With Venger Satanis & The New Alpha Blue Rpg Adventure Kickstarter


Good Evening, tonight I wanted to take a bit of time to get into the mind of Venger Santanis with his latest Kickstarter for the Alpha Blue rpg Pussy Chasers The Legend of Oral.

YOU CAN BACK THE KICK STARTER RIGHT HERE

Ten Questions In Gaming With Eric Fabiaschi
 From The Swords and Stitchery  Blog
Thanks for taking the time to speak with us tonight and we’ve got ten questions for one of gaming’s guiding lights. So let’s get right to it shall we. 

1. How did you get your start in the rpg hobby and how has it changed since then?

I started as a curiously enthusiastic yet ignorant boy, fumbling about, not really knowing the rules or how to play.  Eventually, I was shown how D&D actually worked.  Fast forward about 31 years and here I am, still Game Mastering (mostly), playing (a little), and writing books whenever I have a flash of inspiration and free moment.

2. Is table top role playing still one of your favorite past times? How often do you get together with players?

Yes, it is.  There's the creation part of it, seeing things unfold, discovering what happens next with the roll of a die, interacting with players and their characters, the tension, drama, laughter, and fun.  These days, I try to run at least 2 games every month... in person.  That's not always possible with wife, kids, etc., but I try.  Every once in awhile, I'll sneak 60 or 90 minutes of a game on Roll20 during my "lunch hour".

3. I see that you’ve got a new adventure module Kickstarter happening. How is your Kickstarter different from those that players have seen in the past?

Yes, I'm back to writing for my sleazy 70's sci-fi RPG Alpha Blue.  The new book is going to be called Pussy Chasers: The Legend of Oral.  It's a chance to come up with a sci-fi setting away from the space station brothel.  Though it will still be raunchy and silly in places, I'll be exploring a darker future where space travel and working for oneself is pretty much the only way out of the universal sewer.  So, planet-hopping dystopia and boobs.

4. What systems are this adventure going to be for and what can players and dungeon masters expect from it?

I'm going to keep making those random tables cause I love writing them and the audience loves reading them.  Expect Pussy Chasers to go deeper.  Anything you'd want at your fingertips whilst running Alpha Blue, this new book will deliver (in conjunction with Girls Gone Rogue, of course).

5. How is this adventure going to stand out in today’s dynamic and changing table top rpg market?

Well, the explicit sexual angle hasn't been done to death, so it's got that going for it.  The title alone should set it apart.  I'm also going to find/commission top-notch artwork and lots of it.  I think that's an important part of any RPG book.  

6. What kinds of perks and levels are we going to see in your adventure and is there going to be continuing support for it after the Kickstarter ends?

Some high-resolution maps of starships and things.  A new character sheet for Alpha Blue, stuff like that.  It's nice to have goals, but I don't want to go crazy with extras that might take away from the main event - the book itself.  After this one, I'm going back to The Outer Presence and Crimson Dragon Slayer, so Pussy Chasers will have to suffice for at least a year and a half.

7. Do you feel that as a writer and designer that Kickstarter has helped or hindered the table top rpg hobby in 2016?

For some, it has hindered, but many (including myself) have been helped, so I'm grateful for Kickstarter.  It's strange to see stuff I wouldn't touch with a ten foot pole going for thousands and thousands of dollars, maybe even a hundred thousand dollars or more.  I can only hope that in 20 years, gamers are going to embrace a new Venger Satanis project for half a million or whatever.  You never know...

8. Where do as a designer fall in the spectrum of table top gaming? Are you an old school, new school, or some other facet of the hobby as a designer or writer of table top adventures?

I'm about a third old school as far as game mechanics, but two thirds old school as far as feel, aesthetics, passion, and creativity.  The new school has probably taught me what not to do just as much as it's taught me how to approach something.  My particular niche is sexy, darkness, gonzo, Lovecraftian... with a sense of humor.

9. If this Kickstarter funds what other projects can we expect to see from you in the coming year? How does this define your expectations for this project?

The success of both Alpha Blue and Girls Gone Rogue kind of drove me to Pussy Chasers, plus I felt a bit more inspired towards that avenue.  If things go well, my wife and I will be having another baby this fall.  So, this current Kickstarter project is the last one for awhile - at least a year.  However, along the way, I plan to release little 5 to 10 page PDFs when I can.  

10. Where in 2017 would you like to see yourself and your place in the table top hobby? 

In 2017, it would be nice to rest on my slimy green laurels for awhile.  Take a vacation from publishing.  Just sit back and GM, play, and see what people do with my works.  Maybe one day a book of mine will win some kind of award or I'll get invited to be the guest of honor at a gaming convention.  Or perhaps a roleplaying game company will ask me to contribute (for a large sum of money, of course) to their empire.  2017 is probably too early for that stuff, but stranger things have happened.

Thanks for taking the time to talk with us today on Swords & Stitchery, this has been your host Eric Fabiachi.