When I started Rogue Warden, one of my goals was to go
around and interview a number of my friends and colleagues in the RPG
industry—partly to help raise awareness of the blog, of course, but also to get
some insight into the professionals that create the games I love. Today’s
interview is with a man I would describe as a rogue, a colleague, a Game
Master, and a friend: Mr. Sean Patrick Fannon.
Sean with his fiancee, Carinn Seabolt. Sean, you lucky dog!!
I’ve known Sean for several years, having run into him in a
particularly memorable (and somewhat embarrassing) incident at Gen Con during
its last year in Milwaukee. I got a chance to play in one of Sean’s demo games
that year for Shards of the Stone, and I could tell right away that Sean had a
notable passion and love for games.
I had known of Sean’s work before meeting him due to my deep
appreciation of Champions 4th edition, and Sean worked on many of my favorite
books of that line.
Later on, Sean gets the credit for introducing me to (at the
time) a new-fangled RPG system called Savage Worlds—I was particularly
impressed by how that system handled 20+ players at the same time in one of
Sean’s Shaintar convention games!
I’d like to call out a couple of really interesting and
thought-provoking pieces written by Sean: the first being the Roleplaying
Gamer’s Bible and the second being his Project ’77 "gamer manifesto" post.
Currently, Sean has finagled his way into a great position
as the Customer Marketing and Communications guy for DriveThruRPG. Also, Sean
is the man responsible for single-handedly convincing Kevin Siembieda to bring
Palladium Books into the 21st century by offering PDFs of their products on
DriveThruRPG. Way to go, Sean!
Sean wrote the excellent "How to use Enemies" chapter in this book.
Lastly, I’m pleased to say that Sean and I are colleagues, having worked together on projects including the ENnie-award winning Creatures Anathema. Take it from me, Sean’s a talented writer and one HELL of a GM.
If you want to know more about Sean, check out his blog and this episode of The Game’s The Thing (it’s an eye-opener!)
Now, onto the questions! As before, my questions are in red.
(See the rest of the interview after the jump... it's a big one!)
RW: Can you tell me a little about yourself as a gamer and
as a game industry professional?
Sean: In 1977, I discovered D&D thanks to a "GAMES
Magazine" article, and got my mom to buy me the early boxed set (the one
with the powder blue rulebook inside). I had a keep on the border of some
lands, and no one to teach me a thing about what I was doing. I honestly
believe my impetus to become a designer of worlds and a writer of gaming stuff
came from that "first one into the wilderness" beginning.
From that beginning, I forged ahead as a gamer, GM, and
writer/designer with a heavy focus on the immersive qualities of roleplaying.
For me, it's always been about creating the environment in which all of us get
to tell stories like the ones we read and watch. With Star Wars releasing the
same year I discovered D&D, you can rest assured the sweeping, epic
qualities of action/adventure cinema have always been a huge influence on me,
and remain so to this day.
A man wears a hat like that, isn't afraid of anything.
RW: How did you get your start in the RPG industry?
Sean: At some point, all of the worlds and characters and
stories I'd created convinced my players and friends that I was at least as
good as anyone being published at the time. This was the mid-eighties, as the
RPG industry was just beginning its meteoric climb from a "some copies
sold at conventions" to a pervasive presence in any store likely to carry
games and toys.
I finally decided to take my shot at writing professionally
by submitting a review to Scott Haring, who was Editor-in-Chief for "The
Gamer Magazine." I got a few published, and that was all I needed to
decide it was indeed time to dive headlong in. At this stage of things, there
was no easy access via the Internet, so face-to-face and mailed letters were
still the best way to communicate with the publishers you wanted to write for.
(Note that self-publishing wasn't the easy way in that it is
today; if you didn't work with an established publisher - who was taking all of
the financial risk to develop, prepare, and print a product as well as the
massive effort to sell it through the distribution networks - you were going to
have to come up with rather significant financial capital just to get a single
book done and out yourself.)
I've always been pretty good with in-person encounters, and
I had plenty of friends on the staff of DragonCon. I got myself a Staff badge,
hit the floor of the exhibitor hall on set-up day, and proceeded to help the
folks of Iron Crown Enterprises and Hero Games set up their booth. Hero was
partnered with ICE at that time to publish all of the Champions and Hero System
stuff at that time, and that was the realm I wanted to play in as a designer
and writer. Helping them gave me an opportunity to not only introduce myself,
but make a pitch for a game product.
The Final Reich - a modern-day team of Nazis and their
organization.
They pretty much rejected it out of hand; they'd just had to
recall Wings of the Valkyrie, a module where the superheroes had to actually save Hitler
to save the future. This did not apparently sit well with an influential Jewish
organization, so ICE yanked it rather than deal further with the controversy.
Fortunately, I'd impressed them enough to open the way for
another pitch, which is where High Tech Enemies came from. After that, I was on
their list, and eventually became the Continuity Editor for the Champions
Universe for a time. At that time, success bred success, as other companies and
editors wanted to work with folks who had proven they could write and get work
in on time.
RW: What is something great about working in the RPG
industry?
Sean: People live in worlds I create or help to develop. I
really can't think of anything more heady than that.
RW: What is something really bad about working in the RPG
industry?
Sean: I'm one of the very few people I know who enjoys
a steady paycheck and insurance benefits in this industry, and I still live
literally paycheck to paycheck. Anyone who treats their role in the RPG
industry as their primary income probably lives well below the poverty line.
Alas, poor Shards of the Stone--a great concept, dead before its time.
RW: How has your perception of working professionally in the
RPG industry changed over the last 5 years?
Sean: I have no illusions about how much time, effort, and
struggle is involved in making this a career. At the same time, things are so
very much easier than they were at the beginning. In just the five years you
mention, technologies and techniques have developed so rapidly that literally anyone can
go from fan to published creator in a single night. Nothing stops anyone from
getting into this professionally - except themselves. You still have to
actually do the work, instead of just talking about it.
RW: You’ve been in charge of your own projects before… how
would you do things differently now as opposed to the first couple of
projects you were in charge of?
Sean: Using the tools and tech that's available now, I see
building teams around an idea and moving forward with everyone owning a piece
of the total result. It's not possible to cut everyone in for a percentage of
the revenue of a specific product without anyone fearing "getting
screwed." Using the royalty system of a site like DriveThruRPG, you can do
"moment of transaction" royalty splits; each time a product is
purchased, each person that's a part of it gets their cut instantly.
Frankly, I'm kind of surprised we don't see more of this
happening than we do right now.
RW: What do you believe is the most important aspect of
professionalism in the RPG industry from the viewpoint of the freelancer?
What about from the viewpoint of a publisher?
Sean: With the "Everyone Can Play" atmosphere of
the `Net, it's more important than ever that all of us who represent the
working professionals of the industry act in a fashion that provides the right
example. We don't need to be stiff-necked and difficult (leave that to the
better-paid non-gaming sector), but we can certainly maintain a level of mature
composure and professional demeanor that gives our customers and fans
confidence in us as they support us.
Freelancers best serve themselves by communicating
effectively with the teams they are working with. They need to hit their
deadlines, and if for some reason they can't, they need to let their editors
and developers know as soon as they do. Freelancers also need to ensure they
respect the properties they are being allowed to play with; if they bring too
much into a project that isn't really compatible with what has gone before,
they force their editors to do a lot more work to get the product in shape.
Publishers need to be forthright about all of their expectations
right from the start. At the same time, they can go a long way towards easing
new freelancers into the process by providing helpful tools and examples of
what they need and expect. I recently finished a project with Fantasy Flight
Games, and I was massively impressed and pleased to work with an actual
template they provided for my writing; it provided all of the headings and
related formatting right in the document, which meant what I ultimately
delivered fit neatly into their development and layout process right off.
RW: If you could change one thing about the RPG industry,
what would it be?
Sean: The money. It is a sincere shame that we all work just as
hard as any other creator of entertainment, yet most of us cannot really make a
decent living at it. Unfortunately, the realities are that our customer base
remains a niche marketplace. The pie we're all scrambling to eat from is only
so big, and that means there's just not the kind of revenue flowing through
that the electronics industry sees - never mind the fiction, television, and
motion picture industries.
I'd just like to see easier access to health care options.
Too many of my colleagues have to hold onto jobs they utterly despise in order
to have crappy insurance that barely takes care of them and their families.
RW: How do you engage with the fans of your work?
Sean: I'm very active in social networking, especially Facebook
and Google+. As well, I go to a lot of conventions (a LOT of them), and I love
doing panels where I can talk about all of this stuff. Most importantly,
though, I love just sitting down at the gaming table and playing with my fellow
gamers.
A must-own for any serious roleplayer.
RW: What do you feel is your greatest accomplishment as an
RPG professional?
Sean: At one point, I would have said writing The Fantasy
Roleplaying Gamer's Bible. However, in 2010 Haiti was hit with a 7.+ earthquake
and it literally rocked the world in many ways. Chuck Childers (my colleague at
DriveThruRPG, where I work now) and I jumped on a plan to pull together
products from all of the publishers that wanted to help and do a kind of
"mega bundle" for raising funds. We figured we'd help pull together a
few thousand dollars, if all went well.
We raised nearly $179,000.00, which we donated to Doctors
Without Borders (that was Carinn Seabolt's idea, the love of my life).
Creating and developing a means for our culture to be more
socially conscientious and effective in helping the world be a better
place? That is, undoubtedly, my greatest achievement so far in this
industry.
RW: What do you feel is your greatest setback as an RPG
professional?
Sean: I don't write nearly enough. A complete lack of
effective time management, mixed with other issues and distractions, has kept
me far from my potential for the amount of work I should have produced by this
stage of my career.
One of my favorite Champions 4e books!
RW: Your book, Hi-tech Enemies is one of the best Enemies
books for 4th Edition Champions (IMHO). Can you tell us a bit more about the
Destruction Company, Doc Digital, or the development process of the book in
general? Were Sci-Fi and Fastball former player characters of someone in your
group?
Sean: Wow, it's been a long, long time since I thought about
that book! Thanks for the very kind words.
Here's the funny thing - many of the characters created for
High-Tech Enemies were created whole cloth for that book. I had a few
technological and scientific enemies in my ongoing campaign, and the Montgomery
family was very prevalent in my personal "mythology," both as a GM
and as a player. So Master Control had been the main villain for me for quite
some time, and the STRIKE Units had been plaguing my players for a while. As
well, Crossbow and Stellar Paladin (though the latter was originally called
Starknight when I played him, way back in 1984-86) have always been player
characters for me.
The Destruction Company was also an infamous villain group
in my campaign, and the Weasel remains the single-most hated supervillain I've
ever put into a game.
Pretty much the rest of the villains - and their stories -
came up as I developed the book from scratch. Granted, I intentionally wove
various stories together as I did so; I've always loved having a sense of
continuity and back story for the villains, and tying all of them into the
framework of the campaign overall. I didn't mean, at first, to create a
continuity whole-cloth for the what would become the Champions Universe, but
somehow that's a major part of what happened as I wrote up all those stories,
relationships, and backgrounds.
Doc Digital and his group sprang forth from pure
inspiration, and that remains one of my favorite creations for the C.U..
RW: Hi-Tech Enemies tied in to two other 4th Edition
Champions books; Corporations (for Montgomery International) and Allies (for
the Cyber-Knights). How many years were the Cyber-Knights active in your home
campaign? (My personal favorites are Crossbow and Heavy Duty)
Sean: Again, the Cyberknights as a group never actually
existed in play form; Crossbow was a personal player character for me for a
long time, and Hardwire evolved from another character I played for a bit. I
built the rest of the team around them, strictly based on the fact that they'd
been mentioned so much in High-Tech Enemies.
They became very real after publication of the book, though,
and frequently assisted other hero groups in my campaigns afterwards.
Part of any good Champions 4e collection...
RW: When you designed The Mutant File for 4th edition
Champions, what were your biggest influences? What are your favorite and least
favorite parts of that book?
Sean: Naturally, Marvel's take on mutants and their place in
society strongly informed everything that had been done with mutants in the
Champions Universe by the time I got handed the book. My goal was to tap into
that particular gestalt while still trying to create distinctive elements that
were unique to the CU.
At the time, I really enjoyed creating all of the stuff I
did for Genocide. In hindsight, however, I have to admit that so much of it was
very derivative of existing material in comics. I still think the characters
and agents are cool, but I really could have stretched farther than I did.
I think the Downtrodden remain some of my favorite
characters, and I truly enjoyed riding the line between villainous and
sympathetic with IMAGE.
RW: Can you tell us more about your thoughts on the
Downtrodden (the mutant superpowered biker gang led by Fry Daddy) and Genocide?
Sean: The Downtrodden are generally decent, but they're
mostly just a bunch of people out on the road, trying to get by. I've had a lot
of fun using them as surprise allies in various stories, especially when Voodoo
needs to reach some heroes and let them know about something happening on the
Grand Scale.
As with all my character stuff, these folks just start
writing themselves. I come up with a bare-bones concept, and then start writing
and see where it goes. The relationship between Fry Daddy and Tabitha literally
wrote itself as fingers hit the keyboard. I love that.
The same thing happened as I was working on Genocide, and
even though much of it is conceptually derivative, I remain proud of the
fact that all of the characters stand up as their own people. The inner
workings, conspiracies, and the rest of it just gelled together, and it is a
scary and effective organization.
Immortal Legends indeed...
RW: I believe that your fantasy RPG setting, Shaintar,
represents one of your greatest accomplishments in gaming. Do you feel that’s
true?
I know that my most well-known work is either from my
original association with Champions or writing The Fantasy Roleplaying Gamer's
Bible, but I do feel that Shaintar is my very best work - especially the new
stuff about to be released by Reality Blurs.
RW: Shaintar has lived both in convention games, online, and
in your home campaign across the country. Can you tell us more about how you’ve
developed this world for so many years?
Sean: That would be a long essay all by itself, Ross. :-D
RW: How do you reconcile working on a game that, on the one
hand, requires a set of rules… but on the other hand, encourages GMs and
players to break the rules or come up with their own?
Sean: My job isn't to create inviolable rules of play. My
job is to create processes and tools that foment creativity and facilitate
creative shared storytelling. If I empower a Game Master with a set of rules
and guidelines that give him or her confidence in making good on-the-spot
decisions, I am successful. If the players had a great time and want to play
again, that goes in the Win column.
RW: If you were a shadowrunner, you’d be a…?
Sean: Street samurai with a serious paladin complex. This
would, of course, make me very unpopular with other shadowrunners. I know this
already from painful experience...
RW: What’s your favorite RPG that you have no involvement
in?
Sean: Kind of funny, that, because inevitably any system I
become enamored of becomes one I want to work with. I'd say BASH!
(Basic Actions Super Heroes) is one at this point, though I am already doing
some development in that area. I love its clean resolution, its flexibility,
and the ease at which it handles most superheroic combat situations.
I want to give props to Pathfinder for getting the OGL
version of D&D right. I am also keenly interested in the Ubiquity system
(though, again, my non-involvement with it may not last very long).
I will always love both Torg and Rifts - not for the system,
in either case, but for what they accomplished in terms of epic genre-twisting
and big stories.
RW: What do you look for… and what is a red flag… for a
random freelancer submission?
Sean: Confident and clear communication, and a respect for
what has been done already. Whenever someone comes crashing through the door
with the idea that they know better than anyone else, all I can do is remember
how I felt that way... and how wrong I was.
Someone who talks a lot about something but has little to
show for it? Instant red flag.
Finally, if you wish to be a professional game
designer/writer, you must be willing to use proper words, grammar, and
spelling in all forms of communication. If you tend towards
"l337" or "Text-ese," I tend to not take you seriously.
Yes, this even means texting; don't use "I have something 4 u." Take
the time to write "I have something for you," if you want me to not
put a block up where you are concerned as a writer.
RW: If you could pick up the dice and play an RPG right this
very instant, you’d play…?
Sean: Savage Worlds - just about anything.
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