The First Board Game I Fell In Love With: Richard C. Levy

To celebrate the release of the Kobold Guide to Board Game Design, we asked some of the world’s top board game designers to tell us about the first game they fell in love with, and whether it still holds up for them today. Today we hear from Richard C. Levy. My favorite board game today and as far back as I can remember is Parcheesi. Known as The Royal Game of India, Parcheesi is also called Pachisi. I love the game for its fast-paced race and...

The First Board Game I Fell In Love With: Mike Selinker

To celebrate the release of the Kobold Guide to Board Game Design, we asked some of the world’s top board game designers to tell us about the first game they fell in love with, and whether it still holds up for them today. Starting things off is author Mike Selinker. For me, that’s easy: Squad Leader. I learned to play the original purple-box edition at age ten in the back of a glassblowing shop in Seattle. It was my first exposure to a hobby...

Midgard Progress, Week 3: Smack-Talkin’ Interviews

It’s been moderately busy in Midgard, with the first — draft-level, not final! — Dragon Age RPG content delivered as part of my Prince of Midgard interview with the Oracle: the Triolan Corsair background. The Stargazer’s World interview expands on that with a short history and discussion of the future plans for the setting. Throw in this terrific sketch of a priestess of Rava by Aaron Miller and the recent Declaration of Principles,...

Unconventional Dreaming:
A Conversation with Jeff LaSala

Novelist and game designer Jeff LaSala is perhaps best known for his Dungeon Crawl Classics: The Transmuter’s Last Touch and his Eberron novel, The Darkwood Mask. Both of these, it is important to note, involve kobolds. Lots and lots of kobolds. In fact, it is safe to say that Jeff LaSala is a bona fide kobold advocate of the first order. LaSala’s kobolds are cunning, adept with magic, and always entertaining. The message underlying his...

How Would You Stop the Seasons? A Conversation with Kevin A. Ross

Kevin Ross is back. Miskatonic River Press is back. With a Call of Cthulhu license from Chaosium, Cthulhu is once again dreaming, and all across the world, investigators are being scared witless. A veteran horror RPG writer, Ross has contributed to over 30 products, for companies such as Chaosium, Pagan Publishing, and Miskatonic River Press. However, his recent Our Ladies of Sorrow was delayed last spring by the death of Keith “Doc” Herber,...


Interview with Joshua Stevens

The great minds at Critical Hits have interviewed Joshua Stevens, the KQ regular and Open Design leader of The Red Eye of Azathoth project. It’s a quick interview that covers Josh’s inspiration (hint: a bar napkin may have been involved), why Open Design projects have been so successful, and likely patron contributions to the project. Also, samurai and tentacles and the ancient lore that summons soul-destroying creatures from...

The More Fantastical It Can Be:
Map Talk with Jonathan Roberts

Maps do much more than tell us where we are or how to get where we’re going. Maps tell us about the world they depict and the cartographer who created them. As RPG cartographer Jonathan Roberts says, “A good map should be functional. The primary purpose of any map is to be clear and precise. A great map manages to do this with style. I feel that if you’d be happy hanging your finished map on a wall as a poster, then you know you’ve...

That Sense of Awe, Wonder, and Mystery:
a Conversation with Hank Woon, Jr.

Game designer Hank Woon, Jr. got his start with Demonblade, a 15,000-word adventure that appeared in Dungeon 97. The best part of Demonblade for Woon was that he got to include a new prestige class, the Keshen Blademaster, who hail from the land of Kesh and are fierce enough when encountered alone. And profoundly deadly when encountered in groups. In 2004, Woon started freelancing for RedBrick Limited on the Earthdawn Classic line. A few years...

In Praise of External Limitations:
Map Talk with Ralf Schemmann

Ralf Schemmann is a designer for ProFantasy Software Limited. Currently, he works on “styles” for Campaign Cartographer. He is also a web designer and freelance cartographer with a love for classical fantasy campaign maps. “The guidelines I use are generally very loose, since maps vary so wildly,” said Schemmann. “The most important one is probably be aware of the map’s purpose. It’s easy to get carried away and place lots of detail...

Steven D. Russell: A Player of Games

Steven D. Russell has written for E. N. Publishing, Bastion Press and Expeditious Press, among others. He’s worked on Monsters Evolved, Verrik Evolved and The Rituals of Choice Adventure Path. These days he focuses on being the Lord Protector of Rite Publishing. Like many designers, Russell is first and foremost a player of games. “I really enjoy the social aspect of gaming, of sharing experiences with friends and family,” said Russell. “I love...

Tea Leaves! Rat People! Odin!
A Conversation with Greg Stolze

Greg Stolze has worked on games for White Wolf, Atlas Games and Arc Dream Publishing, among others. He’s a game designer with a love of streamlined rules and good storytelling. Stolze, in the words of James Lowder, editor of the Origins award-winning Hobby Games: The 100 Best, has been “a key player in several of the most compelling and creatively vital games in the history of the RPG form: Unknown Armies, Feng Shui, World of Darkness,.” “Greg...

An EL 20 Conversation with Joseph Goodman

Like many gamers, I first “met” Joseph Goodman, the owner of Goodman Games, through a Dungeon Crawl Classics module. For me, it was DCC #17: Legacy of the Savage Kings by Harley Stroh, which like all DDCs, begins with: Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don’t waste your time...

Leaving Room to Breathe:
A Conversation with Steve Kenson

Steve Kenson is a geek—a professional geek. He’ll proudly tell you as much. Case in point: not only did he write three novels about his first Shadowrun character, he also named his company, Talon Studio, after him. Kenson has worked on games and sourcebooks for White Wolf, Wizards of the Coast, and Steve Jackson Games, among others. He is perhaps best known for Mutants & Masterminds, a superheroes RPG he developed for Green Ronin...


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