Saturday, October 5, 2013

Interview Time: Bill Keyes



Today’s post on Rogue Warden is another interview with a veteran game designer: Bill Keyes.
I’m excited about this interview because Bill is not only a fellow member of the gaming industry, he’s also a good friend and a fellow gamer par excellence. He and his wife Tammy have been running games at Genghis Con in Aurora, Colorado (organized by the Denver Gamers Association) for several years now, and they are not only great people—they are great gamers too!

Bill (and the Bunny) sporting his dapper
steampunk Red Lantern cosplay.
Bill has worked as the Art Director for Hero Games for a number of years, and he’s also done quite a bit of graphic design and layout for numerous projects for Blackwyrm Publishing. In 2011, Bill also published his own game setting, a steampunk world of high adventure called The Widening Gyre.

Bill represents a gamer who lived his dream—he joined an RPG company as a professional and published his own creation. His story is one that hundreds of fellow gamers all want for themselves.  I wanted to feature Bill’s interview not just because he’s a friend, but also because his story is interesting—Bill’s just at the start of his gaming career, and doing it outside of the major game studios in the RPG industry.

As always, my questions are in red text.

RW: Can you tell me a little about yourself as a gamer and as a game industry professional?

BK: I’ve been a gamer for better than 30 years. I started with the original hardback AD&D books (which I still have, and will proudly show them off to anyone foolish enough to ask!) way back in 1980. We were just kids and we had no idea how to play, really. We just sort of rolled dice and made things up (so not much has changed between now and then!). I discovered the Champions Superhero RPG not too long after that, and I’ve been running various heroic adventures ever since. People keep coming back to play, so I guess I must be doing something right.

As a game industry professional, I’m primarily an Art Director and Layout Artist. My background is in technical writing – basically writing software and medical equipment manuals, which is a very different skill-set than RPG book layout. But somehow I’ve made the RPG thing work. I’ve also written one (well, two, but that’s another story) RPG setting book that’s been published (The Widening Gyre, a steampunk worldbook for the HERO System from Blackwyrm Publishing), and in my spare time I’m working on a couple of others.

RW: How did you get your start in the RPG industry?

Bill is the one who made me a believer in the power of Lucha.
BK: I have two stories here. As a writer, I heard about a small HERO System licensee who was looking for someone to write a steampunk book for their superhero setting. I submitted a proposal which they liked, and I got to writing. The book was eventually released in PDF format, and sold probably 20 or 30 copies, tops. But those few people who bought it really liked it and said I should write more. So I am.

As an Art Director, it starts with a sad story. The AD for HERO, Andy Matthews, passed away very suddenly, and the company had to scramble to find someone to finish the books they had in the pipeline. I’d never done layout for game books before, but I’d been a Technical Writer for the better part of a decade and I’d done more than my share of layout for other industries. So I put in my application. I’ve known the HERO guys for years and they trusted me, so they gave me a book called Lucha Libre HERO to put together. I had a lot of fun on it, and have been working on similar projects ever since.

RW: What is something great about working in the RPG industry?

BK: Um… everything? Seriously, this is sort of a dream come true for an RPG nerd like me. I’ve always wanted to write books, and more than that, to have people play in the game worlds I’ve created. I’m such a fanboy.

Oh, I know! It’s neat to stand next one of the people whose work you admire – a Jeff Combos, or a Steve Long, or an Aaron Alston, or a Ken Hite – and be able to say, “I’m one of you guys.” Of course, I’m like a 1st level adventurer standing next to a bunch of epic-level guys. But still, it’s cool to be part of that club.

RW: What is something really bad about working in the RPG industry?

BK: Quite frankly, the money. I know a number of people who make a living doing this, and I’m sure there are probably a couple of folks out there who got rich in the industry, but for the most part (in my experience) there’s just not a lot of money out there. Or maybe I just have expensive tastes, I don’t know. But if you’re thinking of quitting your day job and doing this full-time… well, let me know how you do it.

RW: How has your perception of working professionally in the RPG industry changed over the last 5 years?

BK: I’ve only been working professionally in the industry for about 5 years, so I can’t honestly say what it was like pre-2008. I still feel like I’m on the upslope of the learning curve about the industry, so everything that I find out is something new to me.

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?

BK: One thing I do now that I never thought to do when I was first starting is to get as much groundwork done as you can before the project actually starts. When I’m doing layout, I work on designing my templates, choosing my fonts, and creating a watermark well before the finished manuscript even makes it to my desk. I ping my favorite artists to see if they’re available and interested. I will usually throw together a 5-page demo of what I think the book should look like so I can send that back to the writer and the publisher and get their approval. There’s nothing worse than having a finished manuscript and a hard deadline and not having any idea what the finished book is going to look like. I like to have all my ducks in a row, because I hate wasting time at the beginning of a project and then rushing to get everything finished at the end.

Same thing when I’m writing. I put together an outline, which is basically a list of all the things I want to write about. That way, I have a pretty good idea of where I’m going before I even start. Sometimes things change halfway through, and I come up with a new direction to go in or decide that an idea I had is not really panning out, but it’s good to create a roadmap before you set off.

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?

BK: Don’t promise what you can’t deliver. That’s what professionalism boils down to. If you tell someone you’ll return their phone call right away, do it. If you promise to get your project done by the end of April, you had better have it ready by the end of April. If there are extenuating circumstances that are going to prevent you from finishing on time, let everyone else know as soon as you know.

I’d much rather have someone I’m working with tell me up front, “I don’t think I can finish the project on this deadline,” rather than have them come to me after the deadline has passed with an apology. The first might disappoint me; the second can derail a whole project.

RW: If you could change one thing about the RPG industry, what would it be?

BK: I don’t know if I can answer this question. I still feel pretty new to the industry, so I’m not even sure what’s “normal,” much less what should be changed. Is that a cop-out answer?

RW: What do you feel is the best way for a game industry professional to engage with customers and fans?

BK: Even with the tools we have today (by which I mean the internet), I think there’s really no better way to meet people and show them what you’ve done and will be doing in the future than by meeting them face-to-face, and ideally, by gaming with them. That’s one of the many reasons I love to run adventures at cons. “This is the world I built/the game I’m creating/the system I’m working with” is a powerful thing to say. Gamers love to feel as though they’re part of the creation process, so play-test something with them!

RW: What do you feel is your greatest accomplishment as an RPG professional?

Bill's exciting steampunk adventure setting!
BK: Again, I have two answers for this. As an Art Director, my greatest and favorite book is Lucha Libre Hero. It’s just so full of weird peyote-fueled nonsense that I can’t help but love it. I remember emailing my artists and telling them, “OK, I need a picture of a giant hourglass with the wrestlers trapped in the bottom, and a giant scorpion, and a line of can-can dancers, and a rocket ship about to blast off*. Can you do that?” And the artists would respond, “What did you just say???” And then a week later they would turn in some absolutely fantastic pieces of artwork.

But by far my proudest moment was when my first book got published. When my copy arrived in the mail, I just stood there and stared at it for about 10 minutes. I feel like such a geek saying that; does that happen with everyone when their first book comes out? Does it change when you get more books published? Like, by the time the tenth book comes out, do you just shrug and toss it in the pile with the others?

*This is actually in the book. I’m not kidding!

RW: What do you feel is your greatest setback as an RPG professional?

BK: I don’t know if this counts as a setback, but it was definitely a Charlie-Foxtrot. I was the AD for the 6th Edition HERO System Bestiary. It was a huge book, with a new piece of art on nearly every page. It was also a very dense book, and I was trying to cram the artwork in any place it would fit. On top of that, I was working against a very hard deadline, as I had a European vacation planned and wasn’t going to have access to anything for 2 weeks. I rushed the job and screwed up. I put art in that was the wrong resolution, I reversed a few pieces, I even used some archived art that we no longer had the rights to.

I have no one to blame but myself. I cut corners and I messed it up. Thankfully, HERO’s senior AD Fred Hicks was available to fix my mistakes and the book got released on time. And luckily for me, the guys at HERO were gracious and forgiving, and they’re still giving me work.

RW: How do you feel about representation of awards and recognition for quality in the gaming industry?

BK: You and I had a discussion about this after this year’s ENnie Awards ceremony. I suggested that perhaps the biggest players in the industry should graciously disqualify themselves from future nominations, allowing the smaller companies a better chance to take home an award. You countered that each book is written by an individual, and those individuals deserve recognition for their good work, even if they are working for the biggest publishers. That’s a very good argument, and it’s made me re-think my position.

RW: What is your favorite part of a gaming-related convention?

BK: I have two different answers to this one, depending on the convention.

At a smaller convention, like Genghis Con in Denver, my favorite thing to do is to run games. I love writing scenarios, creating interesting pre-gen characters, prepping my materials. I love the excitement just before the game starts. I like seeing what direction the players are going to take the game. I sometimes run “encore” games that I ran at previous cons, and it’s always a delight to see how a different group of players is going to deal with the same situations, and how they’re going to do things differently than previous groups. And I love talking about the game afterwards with my players, to see what was good, what could’ve been better, and what memories we created together.

At big conventions, like Denver Comic Con or Gencon, my favorite part is actually the people-watching. I’m not usually what you’d call an extrovert, but I love meeting people at these conventions, talking with them, learning which aspects of nerd-dom are their favorites. Are they gamers? Comic book fans? Film geeks? I’ve gotten to talking with people at conventions, and within 10 minutes it’s like we’ve known each other for years. I feel like I’m among my people.

RW: Tell us about the bunny! Roughly how many pictures has he starred in to date?

One of the Bunny's many admirers.
BK: The Bunny! I got the bunny years ago when I was on a business trip. There was a table in the airport to let people sign up for a credit card. I did, and they told me I could take any of the free gifts from their table. Most of the gifts were crap, so I grabbed a little stuffed white rabbit. So I’m walking around the Denver airport with this bunny in my hand, wondering what I should do with him. If you’ve ever been through the Denver airport, you know that there are a lot of really weird art displays. So I started putting him up next to the art displays and taking his picture.

Now, whenever I travel I take the bunny (whose name is Jack, or J.J. for short) and take his picture everywhere I go. He’s been as far away as Ireland (I even have a pic of him kissing the Blarney Stone). When I go to conventions, J.J. gets his picture taken with cosplayers and celebrities. I have no idea how many pictures J.J. is in. I got about 400 shots of him at Gencon 2013, and that was with me working most of the time and not taking very many pictures. So it’s easily in the thousands.

Folks can check out the bunny’s photos on his Facebook page: Travels With Teh Bunneh.

RW: What is your favorite genre of gaming – superheroic, fantasy, cyberpunk, etc.? And why?

BK: My first love has always been high fantasy gaming. I got my start in AD&D, and while I love to dabble in other genres I’ll always go back to a good fantasy game.

RW: If you were a post-apocalyptic survivor, you’d be a…?

BK: I’d be the despicable and vicious leader of a punk-rock biker gang, prowling the wastelands. We’d be like post-apocalyptic Vikings, pillaging, looting, and burning everything still standing, until a heroic loner with a penchant for violence and a soft spot for women, kids, and animals finally puts a permanent end to our depredations.

RW: What’s your favorite RPG (that you have not worked on)?

BK: Tough question! There’s so many that I love. I’ve never really been a “One System To Rule Them All” kind of guy, so I’ve played all sorts of games and systems. You and I have argued about this one, but I have to give mad props to D&D4. I’ve been kind of getting into Savage Worlds lately, and I’m looking forward to doing more with it. Take it around the block a few times, see what it can do. I’m playing in a Rogue Trader campaign right now, which is all kinds of crazy fun. d6 Star Wars. Hollow Earth Expeditions. And of course, HERO will always be my true love.

Now, ask me about games I don’t like. No, on second thought it’s probably better not to. I don’t want to piss off anyone, much less everyone. ;)

RW: If you could pick up the dice and play an RPG right this very instant, you’d play…?

BK: Whatever you want to run, man. If you’re the game master, I’m in!

(Editor's note: Aw man... thanks Bill!)

Thursday, October 3, 2013

Champions System Review, Part 1



Greetings readers!

Yeah. The Hero System will use ALL of your D6's.
Today’s blog post is going to be the first in a series of blogs about the Champions game system. It should be no surprise to longtime readers that this is one of my favorite and cherished RPG systems. This is just one reason why there’s going to be more than one blog post about it—another, of course, being that there are six editions of the game to talk about, with tons of supplements and over 30 years of gaming history as well.

My history with Champions


I started playing Champions in 1989 with the Big Blue Book (AKA Champions 4th Edition) and I’ve been a huge fan of the system (and the game as a whole) ever since. During my time as a Champions player, I’ve been blessed to be part of gaming groups that include various creators and luminaries of the Hero System, including Michael Surbrook, Scott Jamison, and Dave Mattingly.

I never ended up writing directly for Hero Games, but I have done quite a bit of writing about Champions through various APAzines like Digital Hero (and I’ll talk about those as well in a future blog post). I have two amazingly successful RPG campaigns that I ran using Champions (Shadows Angelus and Shadows Angelus II) and tons of other games (like Vendetta Rhapsody) that I have wonderful memories of from the past two and a half decades.

It's not just myself who is a huge fan of Champions. Some other people you may have heard of include best-selling novelist Michael Stackpole, whose character "Revenant" was first created for Champions, and comic book artist and entrepeneur Ben Dunn, who not only illustrated some covers for Champions in 4th edition, but he also began his character "Tomorrow Man" from his Champions RPG experiences.

Today’s post is going to focus on an overview of Champions and a brief look at the first three editions. Most of my gaming history with the system is in the last three editions, so I’ll most likely focus on each of those editions in turn in future posts.

Champions Overview


Champions is another name for the Hero System, an RPG that is universal in that it can be used for nearly any genre. The system’s most prominent feature is that characters are built using a series of points and abilities are thoroughly defined by the adaptable ruleset.

Champions started out in 1981 and has been through six editions up to the current date. The game’s been around for over 30 years at this point, which is quite an achievement, and it has built up quite a bit of interesting history along the way. My friend Allen Varney has written an excellent history of the Hero System you can find here, so I’ll instead be focusing on my own experiences and opinions of it.

One of the few things I can add to Allen’s history is some saddening recent developments. In 2011, Hero Games sharply reduced itself down to only a handful of staff. The Hero System at large is supported by irregular releases primarily funded through kickstarter, and, for all intents and purposes, essentially exists now only as a legacy property. Hero did not have a booth at Gen Con in 2012 or 2013, further cementing the sad fact that the company and the game itself are mere shadows of what they once were.

Some third-party companies such as Dave Mattingly’s Blackwyrm Publishing and D3 Adventures keep the torch burning for Champions and continue to produce content for the Hero System.

The First Three Editions


The grand-daddy!
As I mentioned above, I won’t have too much to say here, since I really only started playing Champions in 4th edition on forward. However, I do own several products from these eras, so I’m going to give my thoughts.

1st Edition

Not much for me to say here except that I own it, and it was the first. Next!

2nd Edition

Although I never played games with this edition, I have some of the products from it. Some of the most notable supplements include one that I’ve talked about in my Superhero RPG Oddballs blog post: Autoduel Champions.

Another standout from this edition is the Circle & METE, one of famed creator Aaron Allston’s first Champions books.

3rd Edition

This edition of Champions is where I think most people started to really sit up and take notice of the game. There are quite a few memorable supplements and sourcebooks for this edition, and I’ll just list a few:


The one and only. Any superhero RPG fan should own a copy.
  • Danger International
  • Justice Inc. (with Michael Stackpole!)
  • Robot Warriors
  • Super Agents
  • The Blood and Dr. McQuark

There are two more special products for this edition of Champions that each deserve a note.

The first is Strike Force, a campaign book featuring Aaron Allston’s universe (and home campaign setting). Allston’s work on Strike Force has some truly impressive resonance down through the RPG environment, particularly in its use of inventive storytelling away from the gaming table (coining the term “blue-booking,”) his identification of player motivations, and much more. I'm very proud to have this product on my shelf.

The second is an adventure titled Wings of the Valkyrie. The premise of this adventure is that the heroes are being sent back in time in order to save Hitler from assassination during WWII. The adventure posits that killing Hitler actually makes the Nazi’s win WWII, and thus, Hitler must survive in order for the war to end with an Allied victory. This adventure was so controversial that it was actually recalled by the publisher.
 

Featured Creators


For the first three editions, here are the people who I think were the most influential as creators.

The Game Designers


Obviously the designers of the game itself deserve recognition: George MacDonald, Ray Greer, Steve Peterson, and Bruce Harlick. I’ve actually gotten a chance to meet Steve and Bruce in person, which is quite an honor!

Aaron Allston


Aaron’s contributions to Champions are many over the game’s thirty-year history. Strike Force on its own would give Aaron a nod here, but he’s also written some great books about his campaign and its characters for 2nd and 3rd edition Champions. For example, the Blood in The Blood and Dr. McQuirk are a fascinating group. Aaron has written a ton of additional Champions books in other editions, and I’ll just briefly mention a few here: Ninja Hero for 4th edition is a tour de force, and the 5th and 6th edition of the Champions genre books benefit greatly from his influence. Just take a look at his list of game credits!

What I love About Champions


It’s fair to say that I do absolutely love Champions and the Hero System. I hold it sacred amongst the many, many games that I own. Here are some reasons why I feel that way:

Depth: The system for Champions offers incredible depth—it is a game where designing a character and how his abilities work is a mini-game all its own. You win that mini-game by accurately modeling a tricky power set or building a character in a new or original fashion. I’ve written thousands of words just exploring the possibilities inherent in just one power or character concept.

Character Building: Champions is probably the first game I think of when I find a character I like from books or film and wonder “what would he be like in an RPG?” The Hero System allows you to build exactly the character you want, which is a huge strength for people who like that approach.

A Tinkerer’s Dream: Champions is really where I feel I started my journey as a game designer, because the Hero System is set up to allow—nay, encourage—tinkering. Designing your character’s abilities, reasoning from effects, and separating the mechanic from the flavor are all pieces of the game design puzzle that I first began truly understanding while playing Champions.

Any Genre: The Hero System is very strong as a universal system in that you can use it for fantasy, espionage, sci-fi, and any flavor of superhero RPG action.

Some Things I Don’t Love About Champions


While I do love the Hero System, I am not blind to its flaws. Here’s a small selection of the issues that plague this game:

Points Limits and Concept Compromises: The Hero System builds everything about a character via “character points.” This is linked with a limited number of total points that generally only apply to player characters. The intent of the limit is to present different ways to play the game. For example, if you want to play a game where the characters are all street-level crimefighters, it makes sense that they would be built using fewer points than a Justice League-style group of interplanetary superheroes. However, in practice, there are some concepts that simply require more points to work than others. For example, making a typical “super strong/super tough” guy in Champions is easy, even with a strictly limited number of points. Making a character who channels the power of a nation’s zeitgeist is not. Often, what this means is that some character concepts become compromised right from the start, forcing characters to feel “halfway there” for most of their campaign’s career.

Some Powers Don’t Scale: A companion issue to the concepts and point limits mentioned above is that some powers and abilities simply do not scale with varying levels of the game. The power of Mind Control, for example, is tied to a set number for achieving effects that simply require a certain number of points to even make possible. Building a character capable of mind control that you see in the comic books is simply not possible at lower points limits, and even when the points limits get high enough to allow the right number of dice, character’s defenses usually outpace the power’s effects anyway. Similarly, some abilities and powers don’t cross over well from comic books. A notorious example is that of the X-men character Rogue. While her powers are simple to explain, attempting to define them in the Hero System means that either Rogue has a points limit vastly higher than everyone else in her own team or that she takes numerous discussions with the GM to even begin to approach her potential.

Complex and Intimidating to New Players: The Hero System is not at all a casual RPG for beginners. It is a complex game that has a long and involved process for creating characters. The sheer size of the rulebook can be quite intimidating to new players, although in the first three editions, this was much less of an issue. There is also often a larger burden on the GM for the Hero System if he wants to build enemies, gear, or anything else not already covered in the book. Later editions of Champions did a good job of furnishing the GM with copious examples and resources to smooth this out, however.

In Conclusion


I’m just beginning to get into Champions, so stay tuned for further posts as we get more into the Hero System and more editions of Champions!