Behind the Curtain: Maps with Jonathan Roberts

This week sees the release of Sunken Empires, and already bursting at the seams, there was simply too much material for its pages alone. It was packed to the GILLS! Ha! Ahem, anyway… this week, to celebrate, Kobold Quarterly presents new gaming bits, complementing what’s already packed within Sunken Empires and all from the same designers—there’s additional spells for manipulating ioun stones and the water around you, there’s additional lost...

Adopt-a-Soldier Contest Winner: Senior Airman Ian McGonigal, USAF

When we launched the Kobold Quarterly Adopt-a-Soldier Holiday Contest, we heard some perspectives on gaming in the army from Ed Healy and in the navy from Rich Baker. SrA Ian McGonigal, one of our two contest winners (along with civilian Jospeh Kramer), recently gave us some insight into gaming among those who slip the surly bonds of Earth as airmen in the United States Air Force. How and when did you first discover gaming? One day when I was a...

Adopt-a-Soldier Update: Q&A With Matt James

Thanks to everyone who entered the Adopt-a-Soldier Holiday Contest and to the many others who helped spread the word. Your efforts doubled the number of Adopt-a-Soldier sponsorships in less than a month—so if you’re in the military, there’s a Kobold Quarterly gift subscription waiting for you right now. Head over to the product page and sign up! We’ll be announcing our Grand Prize winners in the second week of January. One of...

Adopt-a-Sailor: Q&A With WoTC’s Richard Baker

Kobold Quarterly’s Adopt-a-Soldier program is open to all branches of the military: sailors, marines, airmen, and guardians are all eligible to receive free gift subscriptions from sponsors. Sailors have relied on games to relieve the monotony of long voyages ever since oars first touched water. To get the scuttlebutt on gaming in the navy, we naturally went to Richard Baker. Before he became a game designer, Rich served as a deck officer...

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 Brandon Hodge

A quick interview on how to write better adventures and then how to run them most effectively, with Brandon Hodge and yours truly over at Roleplayingtips.com. We blather a bit about how to plan an adventure, how to spice up an encounter, the most useful design tools, and related topics.

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...

Interview: Harley Stroh

Harley Stroh mostly writes adventures—good old, down and dirty dungeon crawls reminiscent of the AD&D modules of yesteryear. His scenarios feature vengeful rat kings, bat-riding goblins, and twisted, giggling evil gnomes who worship the eldritch crystal that deformed them. In a Stroh adventure, there are plenty of new monsters, exotic magic items, and more than enough room for a spirited DM to improvise and for curious PC’s to wander off...


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