Greetings, readers! Today I've got an interview with one of my favorite superhero RPG writers, Scott Heine. Scott is not only a gifted writer, he's an excellent roleplayer as well--I got a chance to sit down with him at Herocon MD back in 2007. In addition, Scott is a Senior Paster at the Hope Christian Fellowship and spends a lot of time working with young people in his community.
Scott surveys the booths at Gen Con. |
Anyone who's been following the Warden for a while will probably know that Scott worked on some of my favorite Superhero RPG supplements of all time, including the mind-blowing Mind Games, To Serve and Protect, and other books for the Hero System (primarily in its 4th edition--my favorite).
It is a real pleasure to talk to Scott today about his contributions to the Hero System and Champions. Scott's work is an excellent resource to anyone looking to run a superhero RPG game, and I am always happy to run into Scott at Gen Con. If you ever get a chance to game with him at a convention or otherwise, I highly recommend it!
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?
SH: I discovered my
first RPG when I received the boxed Dungeons & Dragons Basic Set back in
the late 1970s. The idea of creating your own stories and adventures caught my
interest, and I soon connected with a group of players at our local library.
When Champions was released by Hero Games in 1981, I was seated at the table
for the very 1st convention demo game, and I was completely hooked. The years
that followed were filled with some of the best friendships and shared
comic-book storytelling that a guy could ever want.
Over time, my
attention shifted from being a gamer to being a designer, though it was always
more of a hobby for me than a job. I found it particularly satisfying to create
characters or storylines that players enjoyed, and I have really enjoyed the
relationships with other authors and illustrators in the industry.
RW: How did you get
your start in the RPG industry?
SH: After getting
married and moving to the other side of the country for grad school, my
fondness for Champions remained though life was far too busy and gaming friends
were too far away. So I channeled my enthusiasm and puttered away on an idea
for an adventure module that would feature the characters from our games. When
I submitted the manuscript and sample illustrations to Hero Games, they offered
to publish the module. It was definitely a case of being at the right place at
the right time. Then came an opportunity to write and illustrate another
supplement, then another, and soon I found myself being invited as a guest at a
few local gaming conventions. Without realizing it, I had become a part-time
freelance game designer.
RW: You’ve written
some of my favorite all-time Superhero RPG books during your career. What is it
about the superhero genre that you love?
SH: There’s
something very classic and “mythic” about the superhero genre; in many ways,
comic books offer a modernization of the very ancient traditions of
bigger-than-life heroes. I mean, who wouldn’t enjoy flying, right? The sense of
good vs. evil is exaggerated, allowing for dramatic and engaging stories. Yet
the opportunity exist for heroes to be fleshed out with their own personal
struggles and challenges which must be overcome, so the “heroics” involve both
external and internal conflicts.
RW: Do you have any
entertaining stories about creating or playtesting To Serve and Protect or Mind
Games?
SH: Mind Games was
written at the same time that the 4th edition (the “Big Blue Book”) was in
development, so I was developing material without a clear idea of how psionic
abilities would work. Though the book was originally going to be a focus on the
mechanics of mental powers in the game, the decision was made to shift
attention to developing characters and sample storylines instead. I had a lot
of fun thinking through the combinations of psychotic psychology and
superpowers, leading to a couple of nasty love-to-hate-‘em villains. When I
received my first round of notes from editor Rob Bell, the pages were full of
red ink with various changes, rules tweaks, etc. — Rob was tough! But the page
describing the villain Mind Slayer simply had one word written across it in
large, bold, red letters. (It rhymes with “itch.”) I laughed pretty hard that
day.
RW: What is
something great about working in the RPG industry?
SH: The people are
the best — they’re usually really friendly, extremely creative, and super
intelligent. It’s really easy to hang out with publishers, authors, and artists
and swap “war stories” of various projects, great moments in gaming, opinions
of movies and books, etc.
This supplement is one of the best Champions books ever made. |
RW: What is
something really bad about working in the RPG industry?
SH: As much as the
industry focuses on people having fun, it’s still a business. And for some
companies, it’s a struggling business. I remember doing work for a publisher
and struggling to get paid. The company continued to ask for additional work in
order to generate the funds necessary to pay off past debts, and it quickly
became an unpleasant vicious circle. Before long, too many conversations
between gaming friends included talk about rotten business practices; it sort
of diminished the enjoyment of being creative at the time.
RW: How has your
perception of working professionally in the RPG industry changed over the last
5 years?
SH: As I’ve grown
older, so have the friends I’ve made in the industry, and many folks have moved
on to other careers. Naturally, we’ve also seen lots of fresh young talent
entering the industry, and I’ve enjoyed seeing new creativity. Technology
continues to advance, allowing for beautifully produced books and game elements
(the idea of a gaming book filled with color illustrations was unheard of when
I began). And the increasing quality of computer graphics and multiplayer
experiences continues to create an easy, attractive alternative to traditional
tabletop RPGs, though probably at the expense of the relationships that would
otherwise be cultivated.
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?
SH: I’d like to
think that my skills as a storyteller and illustrator have grown since the
early days. I look back on books from a quarter century ago and smile with the
nostalgia of it all but also cringe at the quality compared to contemporary
products. If I were creating those books today, I’d enjoy taking advantage of
modern publishing techniques and a more seasoned skill for character and plot
development. I’d also be more insistent on the inclusion of humor in the
products, because I think gaming is best when it provokes a little laughter
along the way.
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?
SH: Great questions!
Freelancers need to have an accurate understanding of how the market works and
what the audience desires so they can apply their creativity toward products
that will not only be enjoyable for gamers but also profitable for publishers.
Publishers need to interact with their talent in a manner that fosters respect
and empowerment, inviting artists and authors to understand the vision and the
limitations that apply to the work. Basically, both the creators and the
publishers need to have a healthy relationship in which each side is helping
the other side succeed at their goals.
RW: If you could
change one thing about the RPG industry, what would it be?
SH: The RPG
industry, along with the entertainment industries in general, seem to be more
reactive than proactive when it comes to cultural standards. On the one hand,
this makes perfect sense; these businesses are there to make a profit and
capitalize on whatever provokes a response with audiences. On the other hand,
this leads to a disproportionate presence of “darker” themes and genres in the
marketplace. Perhaps it’s a sociological slippery slope, or perhaps I’m truly
becoming an “old fogy.” But I’d love to see a movement of publishing RPG
products that engage families, allowing parents and younger children to
experience the fun of shared storytelling, with themes that are fun and
uplifting. Perhaps kids who can be lured away from the TV and video games into
truly satisfying (and, dare I say it, educational?) role-playing might remain
loyal customers for the industry as they grow older.
RW: What do you
feel is the best way for a game industry professional to engage with customers
and fans?
SH: Designers who
make themselves accessible through online forums, blogs, and face-to-face
encounters at conventions demonstrate gratitude and respect for the audience
that enjoys their work. It’s always important to remember that fans are there
to connect with the creators in a way that enhances their enjoyment. Be cool!
Have fun!
RW: What do you
feel is your greatest accomplishment as an RPG professional?
SH: My most
enduring contribution has been the foundational characters from the Mind Games
supplement. For some reason, that product has provoked a more enduring response.
I was especially pleased the first time I encountered the villain Mind Slayer
in the Champions Online MMO. When she actually spoke, I was really tickled.
Somewhere a voice actress had brought my character to life. (By the way, I
might have had the same reaction when an actress appeared dressed as Mind
Slayer at GenCon to promote the initial release of the game, but the studios
had radically altered her appearance from what I first envisioned and the final
result would make a grown man blush. It was kind of hard to engage that actress
in conversation when she was wearing so little fabric.)
RW: What do you
feel is your greatest setback as an RPG professional?
SH: At some point,
I began developing a book we were calling Champions by the Bay which would have
fully fleshed out the characters that originally appeared in To Serve and
Protect, and would have provided a rich, detailed campaign environment set in
San Francisco. However, delinquent payments on past work from the publisher
caused me to discontinue the project. By the time things were straightened out,
publishers had changed and the product line was moving in a different creative
direction. A while back I ran across my early drafts of that unpublished book,
and it was fun browsing through the ideas. It would have been great.
RW: How do you feel
about representation of awards and recognition for quality in the gaming
industry?
SH: Recognizing
excellence prompts the industry to pursue excellence, and a little friendly
competition is always fun, right?
RW: What is your
favorite part of a gaming-related convention?
One of my favorite Champions supplements. |
SH: I really enjoy
meeting new people, interacting with gamers, and seeing old friends. Grabbing a
farewell dinner at the end of the con is always a highlight. But perhaps my
favorite convention experience involved grabbing reservations for a game of Champions,
sitting down at the table, and realizing that nobody recognized my name. As the
adventure unfolded, we discovered that the GM was using villains that I had
created for one of my books. It was a blast watching someone else’s take on the
characters! (I never shared my connection to those characters with the GM, but
left very satisfied for the experience.)
RW: If you were a
pulp-era adventurer, you’d be a…?
SH: I’d be a
bookworm scholar at some university library of ancient religious tomes, and the
heroes would call on me and drag me into their adventures for my knowledge of
some obscure mythology or something. Of course, I’d never carry a gun, but my
old days of boxing as a student would come in mighty handy…
RW: What’s your
favorite RPG (that you have not worked on)?
SH: Fortunately, I
was able to create for my favorite RPG, though I think I would have enjoyed
creating sourcebooks for other genres in the Hero System (especially pulp-era
stuff).
RW: If you could pick
up the dice and play an RPG right this very instant, you’d play…?
SH: Champions, of
course. It would be fun to see what’s happened to some of our old characters.
But, more importantly, it would be great just to gather around the table with
old friends again.