To help celebrate the upcoming 10th anniversary of Open Design, Richard shared some of his memories of working with Wolfgang Baur on Open Design and Kobold Press.
Q: What was the nugget of inspiration that got Your Whispering Homunculus started? Please describe the origins of the feature.
Hah, good question and one to test my failing aged memory. If I remember rightly, lovely Scott Gable was editing the KQ website and looking for content. I canโt remember who asked who, but the idea of a semi-regular series of quirky articles came up. We ran through several titlesโall of which are mentioned in the YWH collection before Scott came up with YWH, clever boy that he is.
Itโs crazy that itโs been going since 2009 and had well over 50 articles since thenโincluding, of course, a guest slot by Wolfgang himself, huzzah!
Weโve always looked at YWH as something that should only come out when it has something to sayโit would be sad to try to be more regular and lose its twistsโthatโs why it tends to come out in little spurts, and Wolfgang and Miranda (Horner, website editor) are very understanding about that.
Q: Do you have any favorite YWH entries during its run? What made them particularly memorable?
In terms of memorable ones, the 100 pets one is memorable; also any that involve hopeless local peasants and their concerns are good. I also really liked the topic of conversation for animalsโitโs taking something thatโs at the heart of RPGs and twisting it.
[insert link] https://koboldpress.com/your-whispering-homunculus-100-strange-pets/ [link]
Q: I think the readers would be interested to hear you describe where you live. Be as poetic and descriptive as you wish.
I live out in the Derbyshire Moors in England near to a place called Alport Heights. Itโs a fantastic ramshackled building we bought at auction and then slowly did up over the 11 years weโve been hereโitโs always got field walls falling down and bits that need repairing. Itโs full of animals and is a wonderful place to live. I even have a little spot at the very ends of the land here where I might like to be buried. Thatโs if we stay here. We keep saying weโll move to Italy for the climate, but personally Iโd still love to live in Scotland so Iโm next to all the mountains all the time, although the midges and rain are a bit of an issue.
If youโve watched American Werewolf in Londonโthatโs my local pub.
Q: In what way does your surroundings contribute to your subject matter or your writing process? (And if you have other influences, literary or environmental, please share).
Bizarrely very little, despite being an outdoors worker and being totally into the wilds, I guess Iโm better known for my urban stuff, which is strange. I keep trying to get my Game of Thrones with dark fey idea moving, but am always so busy. Itโd be awesome to do that though, one dayโฆ
Literature-wise, I read a lot of history and exploration books; fantasy-wise Iโm a big fan of Robin Hobb, China Mieville, Jeff Vandermeer, and Tad Williams. But I read an awful lot of stuff. Iโve just finished Dunton Found and I am now onto a Scottish lighthouse mystery true story. Orwellโs 1984, the Lord of the Rings, and The Day of Triffids would be amongst my three big loves though.
Q: Writing adventures has got to be the toughest gig in the adventure-game biz. How has the writing and development process changed since Dungeon magazine? Have audience tastes in adventure changed, and if so, why? Have publisher and or gamemaster expectations changed?
The competition to me seems to be very stiff, which is great, as it makes you constantly up your game. I mean really, great. There are some awesome people out there. In the early days of Dungeon, Greg (A. Vaughan), (Nicholas) Logue, and I felt like the Three Musketeers. But every time I saw their name in print, I dreaded it, as theyโd always come up with something cool. When I came to look back at the early stuff Iโd written for the Blightโwhich I began in 2009โit was amazing how rough it was. So I must have upped my game a lot since then, and still must, to be competitive.
Q: Share, if you would, about how you met or interacted with Wolfgang over the years. Any reminisces that are special?
I have a weird kind of relationship with Wolfgang. I sort of see him as a knowing RPG uncle, someone to respect and take very seriously. Although I know he has this amazing quirky side; I suspect heโs seen lots of Monty Python in his day. Heโs incredibly positive, too.
I really loved meeting him and his family at Paizocon 2012, which was just brilliant. I remember getting Shelly a bunch of flowers and going for a meal with them and it being great; shame itโs not normal in life to meet someone as honest as Wolfgang, which only happens rarely.
Q: โHollowโ really set the tone for the adventures in Tales of the Old Margreve. Can you walk us through the collaborative process under Open Designโits advantages and challengesโand how it influenced your design.
I love Hollow, itโs stillโlike Sorrowโone of my favorite adventures Iโve written, and a great anthology to be associated with; there were some great adventures in that baby. Eastern Europe is a place I love; big forests, awesome history, great folklore, so as a bit of a folklore fan I knew a few tales I thought fitted. But I wanted a big forest with something out there that kept coming back for moreโI suppose a little bit like Sleepy Hollow, which now I think of it, I guess must have influenced it a lot. Hah, Iโve never thought it through before.
With Wolfgang, itโs all about his faith in you to come up with something different and trusting you enough to give you loose rein.
Q: I just ran Cat and Mouse for my group using fifth edition rules. There are some richly portrayed NPCs, and the setting of the Southlands really comes through their descriptions and motivations. What was the creative process for that adventure?
Huzzah! Oo, memorable NPCs are a tricky process to explain; I have a kernel of an idea and let it runโusually when Iโm swimming or walking so it can just fester and grow. Sayโfat gnoll obsessed with eating meat all dayโexplode and explore that. For the sequel to Cat and MouseโGrimalkinโwe have some awesome NPCs a step further down the line from that adventure. I think youโll like them.
The process for C&M was to hang the NPCs thickly into a travel guide to Per-Bastet, which to me is just like one of my very favorite placesโFesโand wandering that city hangs heavily in my memories.
Q You are credited as a designer on Southlands. What was your contribution and what made the project attractive to you?
Not a huge amount; Kesara the land of the Saffron Rajah, the Restless Prophet (love that illo) the Skin Stealers, and the Ashen Batsโgreat fun. Thatโs one of the things I love about working for Wolfgangโthe diversity of settings and the freedom he gives you to express yourself in them. Again itโs a fabulous product to be associated with, as well as being involved with Wolfgang, who is splendid.
Q: Go back in time to when Dungeon and Dragon ceased being print products. Then Wolfgang launched Kobold Quarterly. What were your thoughts during that time period; how did you perceive a quarterly magazine; and Wolfgangโs other enterprise, Open Design?
If Iโm being honest, I know these things can have short shelf lives, so I was braced for it being a short-lived period in my life. My feeling at that time was that RPG design was just something Iโd do and then move on from. I didnโt think Iโd still be working in the industry. However, both Wolfgang and Paizo clearly had oodles of talent, so I assumed theyโd still be around in one way or another, just that Iโd be a part of their history by then.
Q: What are your gaming preferences? What kinds of adventures do you prefer? Are you part of a longstanding group, or do you move about? GM or player?
Believe it or not, Iโve RPG played with my oldest mate Roost since we were 12, so weโve gamed for almost 40 yearsโwowโweโre so old. Weโve been in the same group over the years, people come and go. One of our best playersโJeffโdied a few years ago; the Blight is dedicated to him, and some of his PCs still live there, which is a very odd feeling but I know heโd love it.
We think weโre the only group still playing Flashing Blades RPG in the world. Weโre also doing Waterdeep and some Call of Cthulhu. If Iโm being really honest, as we game on a Monday evening, all I really want is a bit of heroics and hack and slash at that time. My brain is too full of stuff to concentrate on anything too tricky.
Q: Anything non-gaming keep you busy? What other hobbies or activities to you enjoy?
Iโm very big on the outdoors. My idea of heaven is scrambling along a perilous rock face or ridge in Scotland or Italy. And I love photographyโthatโs what I was originally trained to do, although Iโve had lots of jobs.
Q: To conclude each interview, Iโm asking each person to think about something fantastic or wonderful or scary from all the KP products that would make an awesome gift for Wolfgang for this anniversary. Basically, letโs fill up Wolfgangโs garage with weird and wonderful stuff. What gift would you choose and why?
Wolfgangโs Ragged Homunculus
This creature resembles its master; but a stitched rag travesty of the true Wolfgangโits stitching a little frayed at the seams and its smile a touch demented. The homunculus can take over its masterโs more mundane duties at any time to enable him to spend time in any other way he wishes. The fabricated creature may stagger a little crookedly, and it is never parted from its London policemanโs hat, but it assists its beloved master as any construct would.
Unfortunately, the ragged homunculus does have a tendency to whisper nursery rhymes, strange songs, or private jokes to itself, and occasionally paw at its masterโs head whilst he sleeps, but weโre sure thatโs just affectionโฆ
Wonderful interview!
Really glad you love that Restless Prophet illustration!
It was certainly fun describing it to the artist for the first time: “Right, so, it’s a giant camel with a bunch of gnolls living on its back as the camel wanders across the dunes … kind of like a pirate ship, but instead of a ship, it’s a giant camel … no, seriously, a giant camel … right, a small village of gnolls live on the camel’s back … Seriously …”
Great to hear more from my favorite game writer Richard Pett.