Nov 222008
 

Hello all, again – today we bring you part two of our interviews with the Twilight:2013 creators. We really hope you enjoyed part one. We did, and it gives some great insight into the behind the scenes effort that went into creating this new RPG.

This time we bring you the same questions but new answers from the third creator, Eddie Thomas. His responses were delayed a bit due to being deployed overseas with the Army. We’ll forgive him for the delay :)

1 ) Can you tell us something about 93 Games Studio, how it came about, and the people involved?

Eddie Thomas: In all honesty, 93 Games Studio seems like a favorite aunt or uncle that lives across the country from me. It’s something I hold near and dear to my heart, but with my career and being the one designer that is not from Kentucky, I’ve had very little to do with day-to-day decisions. That, and Clayton’s constant “another 8,000 words written this weekend, fingers bloody, going to bed now”-posts throughout the development process.

My interaction with Keith and Clayton came in 2003, I guess, when I purchased my first d20 product, Stargate SG-1 by AEG and joined their forum community. As with any military game, there were a flurry of posts about what the real military would or wouldn’t do, and being the person that I am, I would weigh in. Clayton and I butted heads a couple of times because of it, then I became a moderator on the boards and we butted heads more. After several instances, a pretty good friendship evolved. Keith popped up a time or two and being two Army guys, we hit it off and saw eye-to-eye a lot.

Clayton brought me on as a consultant to a few Spycraft books, US Militaries, World Militaries, and Battlegrounds. I had maybe 1,000 total words between the three that I wrote, but I spoke up a lot, verbalized a lot more than I wrote, and worked fairly well with Clayton and the others.

Clayton asked me to work on this project pretty close to the start. I remember thinking to myself, “Keith’s not going to get the license to this…but I’ll nod my head and smile in case he does.” Then, sure enough, he did and I was grateful for the opportunity.

2 ) Why Twilight: 2013? To add to this, how did you come to acquire the license to develop Twilight: 2013 (Twilight: 2000 3rd edition)? How similar is this 3rd edition to the previous games?

Eddie Thomas: With my budding friendship with Clayton, we had many discussions about Twilight: 2000 and how it was such a huge influence on both of our early gaming experiences. As Keith and I talked, we found we had the same thing in common. They both knew that I had made the T2K setting and genre the subject of many of my games and, of course, my subsequent dissatisfaction with how other systems failed to capture the essence of the real systems. So as I said previously, the two of them conspired to bring my doubting-self on board and now here we are.

Even with my love of the setting and feel of the game, I was no different from Keith and Clayton in feeling that certain aspects were lacking in the earlier versions. My input as to more character-centric play came in early on in discussions before we ever got the ball rolling on the license. So with me being the latecomer to the team due to Army schools, I was pleased to find that they had already set that down as a fundamental trait of our redesign of the game.

3 ) What about the previous editions of Twilight: 2000 did you like, and dislike? How did this affect the ruleset in Twilight: 2013?

Eddie Thomas: What did I like and dislike about the previous editions? All of it! None of it! I never had the chance to play Version 1, so I can’t speak intelligently about it, but 2.0 and 2.2, man, I spent hours and hours playing and running those games. At varying times you could find me alternately cursing and praising every aspect of those books.

If I have to narrow them down though, I would have to say that my favorite part of the 2.0 and 2.2 were the character “classes.” Coming from Palladium games and WEG Star Wars as teeth-cutters, I was astounded to see all of the options for military characters and some of the civilian options combined with different nationalities. I was like, “Yes! I can make an Airborne Ranger SF trooper for real!” Conversely, that also came to be my biggest dislike, when the names were correct, but the skills didn’t accurately model the named occupation or they fell into popular stereotypes.

This is what I brought to the design process with a vengeance. I was the guy that kept yelling at them that they can’t do this or that, Group X doesn’t really have that capability, but Group Y is an expert in it. Clayton and I spent many hours discussing the facts of certain things and how we could write them up to accurately model them in a post-apocalyptic environment.

4 ) Can you tell us the process you went through while developing the game?

Eddie Thomas: The process I went through developing this was a lot of emailing and forum-posting and banging of my head on my keyboard when I felt that I was being ignored. I’m an excitable person and would quickly jump to conclusions before I’d see the working document and realize how much I was being listened to. Case in point, the martial arts rules that Clayton mentioned.

A lot of that came from me being the most distracted member of the design team. The first three months of talking about stuff in 2006 I spent out of touch due to being in a live-in school for the Army. Then I had more schools after that, and in 2007 preparation for deployment to Iraq took up much of my time. So I didn’t have time to really notice the effect I was having. The last year has been even worse being deployed. It prevented me from doing much of the writing that I had initially wanted to do and had to rely on verbalizing things to Keith and Clayton.

5 ) Is the Reflex engine designed from scratch, or a licensed property?

Eddie Thomas: It feels weird to say it publicly but here it is, “It’s our system.” Mine, Keith’s, Clayton’s, Simon’s, Justin’s and all the other people that spent the last two years or more working on this thing. And with the Staging of rules, it’s the player’s system as well as they mix-and-match the parts of the system that they want for their games.

6 ) What were your goals in creating Twilight: 2013, and do you think you realized most of them?

Eddie Thomas: My goals for Twilight: 2013? To write the best damned game ever, make a gazillion dollars, retire to a private island stocked with a lifetime’s supply of guns and beer, and maybe my wife if she isn’t harassing me too much about the laundry that day. <grin>
In all seriousness, my goal was to make a game that I would want to play. I’ve tried dozens of systems and never found one that quite fit me exactly. We’ve definitely realized that goal, and at the end of the day, with a labor of love such as this, what else is there that matters?

7 ) What would you do differently if you had to start the whole design process over again?

Eddie Thomas: I’d definitely not start it in my final semester of college, the last time I had before becoming an Infantry officer in the military getting ready to deploy to a combat zone. I’d definitely be more involved if I didn’t have all the items on my plate that I did the first time around. I’d probably be a little more diplomatic than I was the first time as well.

8 ) What is your favorite aspect of the new Twilight: 2013 RPG?

Eddie Thomas: I have to kind of echo Clayton on the modularity of the game. Generally speaking, I like generic systems that allow me to put rules to my stories, such as GURPS 4E. However, Twilight has a certain feel to it that doesn’t work well with “toolkit” systems. The modularity of the Reflex System allows almost the exact same flexibility, but definitely has the flavor and feel of all Hell breaking loose on humanity.
An almost negligible second place goes to the lethality of the system. If you’re not smart, you’re going to be dead. If you think like your character actually would, “Oh crap, they’re shooting at me,” then you’ll survive and continue the story.

9 ) What would you like to see happen with Twilight: 2013 over the next few years?  Are you planning expansions and sourcebooks?

Eddie Thomas: First off, I want to be more involved in the future books. My time in Iraq is ending soon and I’ll have free time for the first time in almost three years. I plan to clear out the cobwebs and get back to some serious writing. Obviously with a slant on Twilight: 2013. Outside of my own goals, I’d love to see this game take off like the originals did. I’d like to see Keith’s company, his sweat and heartache, become a payoff that allows him to finance a new life to this game.
As far as supplements, yeah, I have a few I’d like to pitch to Keith since he’s the boss, but I have to get the time to actually be able to follow through on what I sell him on.

10 ) Can you give us a few quick campaign starter ideas? What have you played in Twilight:2013 that’s really worked well, and what hasn’t worked so well?

Eddie Thomas: Oh man, actually playing a game would be so sweet! That whole time thing has been a major joykill for a while now. After redeployment I have some ideas that I’d like to run with, but I have to find a group to game with first. New towns suck in that regard. Being stationed in Hawaii and stuck on an island, it’s given me some good ideas as to what would have happened on some of the other islands that dot our oceans. How do you deal with a problem when you have no choice but to face it on a regular basis, especially when that problem refuses to see reason?

11 ) 93 Games Studio is an independent publisher. Can you describe the challenges that you face in bringing a game like Twilight: 2013 to market?

Eddie Thomas: “Who?…You did what?…Oh, yeah, I’ve heard of that…really…” Unfortunately there is a stigma with all start-ups, not just in the gaming industry. The bigger, more established guys must have a better product and be more reliable. Of course we have the die-hard T2K fan-base to draw on as a starter, but one of the major concerns we talked about was how to entice a newer generation of gamers that seem to revolve around the ease of certain other systems and the internet domains of MMORPGs. A niche-genre in a niche-market is a difficult thing to try and sell. I think we have the product to do it, now we just have to have the guts to stick it out and take the criticisms and praises and hope the latter outweighs the former.

12 ) What is it about Twilight: 2013 that differentiates it from other post-apocalyptic games? What hope would characters in this world have of not eating rat at the end of the day?

Eddie Thomas: As a man who’s eaten worse than rat and been told it’s a delicacy, eating a rat ain’t so bad. At least you’re eating, right? As a parent and husband, I can tell you that if something like T2K13 were to happen, I’d want more for my kids than just survival. I’d do my best to make their lives as happy as I could. Whether you have the information superhighway, video games, and central heat/air, or are living a foraging existence like our ancestors in furs and animal skins, certain aspects of intelligent, civilized life would drive you. Anyone that really gets into their character should go beyond Maslow’s Hierarchy of Needs and find some motivations and desires. The seeds are there, now it’s up to the players to take them and grow them into some tulips that glow in the dark.

13 ) What types of games did you grow up with? What was your favorite games growing up (besides the obvious Twilight: 2000)?

Eddie Thomas: Besides the obvious? WEG Star Wars, Rifts and Robotech for the longest time, LUGTrek, I’m really digging on GURPS 4E right now, and I at least tried most systems other than AD&D and then d20. My big draw was story more than mechanics because I always knew that other peoples’ rules never fit what I wanted exactly. GURPS 4E was probably the closest to come to it, and it influenced a lot of my decisions on the Reflex System. I gravitate much more towards Sci-Fi games though than Fantasy, so that was a big factor in games that I played.

14 ) Last but not least: M16, AK-47, G3 or FN-FAL?

Eddie Thomas: A truly prepared survivor wouldn’t have to pick just one, just the one he was carrying that day. All things being equal though, I carry an M4 every day, so I lean toward that, but in an end of the world scenario in a foreign land, I’d have to go with an AK-47. I’ve seen some horrible-looking weapons come out of caches and still be operational. But my heart would always be with Cathy.

Nov 212008
 

There are cool gifts and then there are Cool gifts.  This list aims  to be a decent list of Cool gifts for those inclined to like gadgets, SF/F and whatnot that also features lots of stuff for cheaper than it normally is.  So you can impress, save a buck and avoid regifting – or perhaps encourage it in your direction.

HEY BUFFY FANS! Today only get the Buffy The Vampire Slayer – Collector’s Set (40 discs) for $69.99. While you’re at it, Angel – Seasons 1-5 30-Disc DVD Set is also $30 off.

What better thing to get your kid, even if they are only 3 months old in December, than a Hasbro Nerf N-Strike Longshot CS-6? Hours of you’ll shoot your eye out fun!  It’s also $14 off at only $21.99.  Sweet.

The Discovery Store sale is going on right now.  All kinds of awesome toys which also manage to convey some sense of learning science and/or blowing stuff up.

Buy a PSP 3000 Limited Edition Ratchet and Clank Entertainment Pack and get God of War Chains of Olympus for free. ‘Nuff said.

For movie buffs, the Criterion Collection. I love the work they do and at up to 44% off – wow.

There’s a buy one, get on free special going on for A&E boxed sets which includes greats like Benny Hill and the Prisoner. That’s a free box set folks.

Get your Zunes for cheap this weekend.  Savings range from 13% – 45% off Zunes and Zune stuff.  That’s such a funny name. Zune.

If you’re extended family is anything like mine, then this last gift is more for your pleasure than theirs.  A Bulk Box of 200 Disposable Earplugs, NRR 29 db may just be the perfect gift for yourself.

[tags]deals[/tags]

 Posted by on November 21, 2008  Tagged with:
Nov 192008
 

Yes you’ve all now discovered that instant headline poetry is not my forte – even when inspired by a buy 2 get 1 free Dr. Suess deal. Don’t like it? So Suess me. Alright, alright I’ll stop and get on with the nerd love.

There’s a buy 2 get 1 free Dr. Seuss book deal going on right now. Hear that Horton you fat bastard?

Like to game?  Not just RPGs and whatnot but family games?  Get 50% off select family games now. Lots of cool titles.

Speaking of cool titles, both Transformers (Two-Disc Special Edition + BD Live) [Blu-ray] and Star Wars: The Clone Wars (Widescreen Edition) are on sale this week.

With this Christmas looking to be the time Blu-Ray actually breaks into the market for real, here’s a great deal. Buy one of these Sony Blu-ray set-top players or a PS3 and two Sony Blu-ray Discs from the list below and receive two additional Sony Blu-ray Discs from this list free. At checkout, enter the code BUY2GET2 to receive your discount. Hurry–this offer is only good until November 27.  There’s your excuse for a new PS3 which frankly, I think is a better deal.  Blu-Ray, games all in one.

With more games, Chapter 11 City is offering $20 off when you purchase 2 Wii titles.  Just take advantage of that deal quickly.

Amazon has Alone in the Dark for Xbox 360 or Wii on the cheap today only.  Another video game deal for all consoles and PC is the Buy 2 games, get $25. Buy 3 and get $50. You’ll get your $25 or $50 in the form of an Amazon Gift Certificate.  Again, good only today and only on games at that link.

Need an awesome toy for your kid or anyone who’s longed to see blurily in the dark with no peripheral vision?  The EyeClops Night Vision Infrared Stealth Goggles is for you then! It’s a bit over $11 (14$) off with free shipping.

Another great excuse for buying something – purchase a select digital camera and get a free kingston 4GB SD card for free. Nix. Nada. Nothing.

Two other deals I saw this morning.  Geeks.com is having a Ho Ho Holiday sale where you can score up to 80% off of yesteryear’s select crapware.

Lastly, if you yearn for the times when you could give and receive MegaDamage with a simple laser pistol, flaunt your newest weapon or munchkinize yourself beyond belief of even the most jaded 13 year old GM, Palladium Books is having their yearly Holiday Grab Bag Sale.  $70-$80 worth of stuff for $35!  What stuff?  Who knows!

Late addition – SitePoint is giving away the eBook “The Art and Science of CSS” for free until December 2nd.  Knock yourself out.

[tags]deals, rpg, video games, gadgets[/tags]

Nov 182008
 

We have a treat for all of you – Troll in the Corner has managed to secure an interview with the people at 93 Games Studio – creators and writers of the new RPG Twilight:2013! interviewed below are Keith Taylor and Clayton Oliver – we hope to secure answers from Ed Thomas also, however he is a little busy in South Baghdad right now. We’ll post his interview answers should he find the time to get back to us. (P.S. – Ed, keep your head down, and come home safe!)

Twilight:2013 was recently released for pre-order and online at Drivethroughrpg.com for .pdf downloads. Hardcopy books are still a few weeks out. I have been anticipating this game for years and from the quick review of the material that I got in the pre-order, it looks to deliver on all my expectations.  With no further delay, on to the interview:

1 ) Can you tell us something about 93 Games Studio, how it came about, and the people involved?

Keith Taylor: In 2001, I had a buddy who needed a place to stay so my wife and I offered up our place. To fill our time I thought that we should take our combined role-playing experience and create an RPG. It ended up that he never moved in but I kept working on the RPG. After 2 years I released “The Swing”. It was a modern magick game based around a realistic feeling engine. Over the next couple of years I released a few supplements for that system and even converted parts of it to D20 Modern. I’ve also done a few freelancing gigs to keep active in the industry (Ronin Arts, Expeditious Retreat Press and White Wolf).

Technically, 93 Games Studio is a one man show…me. Up till Twilight: 2013 I handled all the writing, editing, art, layout and marketing myself. With Twilight though, I’ve branched out a little bit and brought in some freelancers for writing, editing and art.

Clayton Oliver: As Keith says, 93GS is his circus – he’s ringmaster, lion tamer, and clowns all in one.  <chuckle>  My day job is technical writing – translating Engineer to English – but I’ve been freelancing in the RPG industry since a college internship at White Wolf in ’96.  I did a fair amount of work on the old World of Darkness, then was on AEG’s Spycraft design team for most of the first edition’s run.  I parted ways with AEG around the time of the Spycraft 2.0 project and went back to writing for the Wolf for a couple of the generic WoD books.  I did large chunks of WoD: Armory (into which I pulled Keith to pinch-hit for the heavy ordnance chapter) and Tales from the 13th Precinct, after which I dove straight into core system design work on 2013.

2 ) Why Twilight: 2013? To add to this, how did you come to acquire the license to develop Twilight: 2013 (Twilight: 2000 3rd edition)? How similar is this 3rd edition to the previous games?

Keith Taylor: While writing The Swing, I used several models to judge my system against. Twilight: 2000 was my most important model, as I’ve always loved that system. I met Clayton Oliver a couple of years ago and since then we’ve talked about writing, systems, and the industry. In our talks we both felt Twilight: 2000 was one of the best (or at least most memorable) systems we’ve ever played.

In 2005 doing a random internet search I found out who the current license holder of the Twilight: 2000 system and on a whim emailed them asking if this was available and could I purchase it. Surprisingly they replied back – Yes. Before I proceeded though I made sure that Clayton would be on board as the lead developer.

After getting his interest I proceeded to purchase the license. I was surprised at how easy the process was. It took 6 months (mostly because of communication delays) but in 2007 we started work on Twilight: 2013.

Clayton Oliver: We’d talked about getting our palsied claws on the T2k license, but I didn’t really think we’d ever pull it off until Keith called me to ask if I knew where he could sell one of his kidneys (or maybe he said “kids” – it was a bad connection).

As far as similarities to previous editions… not so much, at least on the surface.  GDW was primarily a wargame design shop, and their roleplaying games reflected this mindset with a strong focus on military characters and fairly crunchy combat.  I don’t have anything against wargames, but that’s not where my strengths as a writer and designer lie.  The Reflex System – the engine we built for 2013 – is radically different from either of the previous editions’ rule sets.  It’s designed to allow a scaled level of complexity, ranging from “soft” like White Wolf’s Storyteller/Storytelling engines to full tactical crunch.  There are some familiar concepts – the old Coolness Under Fire attribute is still integral to how your character handles combat – but I think the only thing we ported over from 2.0/2.2 in recognizable form is vehicle operations and combat.
The world, of course, is radically different – next question.

3 ) What about the previous editions of Twilight: 2000 did you like, and dislike? How did this affect the rule set in Twilight: 2013?

Keith Taylor: When I spoke with Clayton we were both in agreement that this shouldn’t just be an update (the previous editions were pretty good in their own rights). We had to do something different.

I’ve always felt that the original version was more of a war game about WWIII with some role-playing elements. I think version 2.0 and 2.2 had improved on this, but they still had their focus on combat. Not that that was bad, they did it well. But as experienced gamers, we’ve been there and done that. We we’re looking for something more (not to mention we’re both more story oriented).

My goal then became to do what the new Battlestar Galactica did for the series. The original was great, but the new one refocused the series on the characters rather than the setting. Space and the sci-fi elements became almost a backdrop and I feel the show could have been done in any era using the exact same scripts and still would have been phenomenal.

So that was my bar for this edition. I wanted to add to the series by changing the focus onto the characters, their actions and the repercussions. Everything we wrote had that in mind. Because of that, we placed a lot of detail on character creation, to make better more detailed characters. We also increased the lethality and realism of combat; thinking that this will create more thoughtful actions rather than a “gamey” combat session of hit point management.

Clayton Oliver: Twilight: 2000 was a product of its time.  The first edition came out when the Cold War was still _the_ major factor in world news and a long, grinding World War III was a plausible fear.  I think a lot of the game’s success is attributable to the immediacy of the setting.  It was all too easy to envision the end result of the time line, if not all of the precise events that led to it.  That was what first captured my interest, and what’s held it for two decades: the ability to tell stories about tomorrow in the ruins of today.

The thing is, that time isn’t our time any more.  The world has, as Steven King says, moved on.  The Cold War is over (though good old Uncle Vlad looks determined to bring it back, one former Soviet republic at a time).  Human extinction, paradoxically, seems to be even closer, but it’s harder to pin down a single potential conflict or disaster that would be responsible.  It’s an ambiguous threat environment.  We looked at the previous editions and realized that we could never recapture GDW’s particular brand of bottled lighting, so we decided to start from the core ideas and discard a lot of the period-specific details.  World War III happens; a lot of people die; this game is about the survivors.  But it’s a World War III of _our_ world, not the world of 1984 or 1990.

2013 is also a game, in both setting and mechanics, that pulls back from previous editions’ narrow military focus to allow for the possibility of playing civilian survivors.  That, I think, was the thing that always bugged me about T2k: what happened to the other 99% of humanity?  It seemed like everyone not wearing a uniform was reduced to a random encounter or a source of supplies or loot.  We haven’t taken away the ability to play a purely military game in 2013, but we have expanded the focus to make civilian survivors – and stories about them – not only viable but enjoyable.

T1K13_Wallpaper2_800x600 4 ) Can you tell us the process you went through while developing the game?

Keith Taylor: One of the coolest things we did was to hold a World Destruction Conference. During which we worked out the major events and their effects of the Twilight: 2013 timeline. This took place in the spring of 2006. Almost all of the major events in the timeline were decided back then. Several times since, we’ve had private and sometimes public conversations about how things have worked out in the real world. It has been eerie how close we’ve come to the fictional Twilight: 2013 timeline.

Clayton Oliver: There was a lot of screaming, throwing things at the walls, and deleting vast swaths of text to start over from scratch. I pretty much started designing Reflex with a blank slate.  I lined up all the existing games whose systems I thought were close to our vision (Conspiracy X, MechWarrior 3rd Ed., Riddle of Steel, Godlike, Unknown Armies) and started asking myself what about each one was particularly compelling to me as a player and GM. Once I had a grocery list of system traits, I started on the core traits that described a character and the task resolution system that would allow him to do things.  The early iterations were ugly – about three times as many skills as the final product has, d20-like attributes with separate modifiers, and a task resolution system that almost required a flowchart.  This was when the screaming and flinging started.

It helped that I’d been a spectator for the redesign of Spycraft, so I had at least some idea of how to slim down a cumbersome engine for smoother play. After I had the basics more or less down, I started working with our playtest group.  This was different from the major companies’ systems, where a game goes to playtest only when it’s complete.  Our process was a lot more iterative: I’d write a section, throw it at the playtesters, get their thoughts on it, and then come back a day or a week or a month later to submit the next draft for their fear and loathing. I farmed out some parts entirely.  The math behind our small arms ballistics is entirely the product of Justin Stodola, one of my local players and shooting buddies.  Ed Thomas, our third designer, had to sit me down with a bunch of martial arts videos and walk me through an analysis of them before I had the faintest clue of how to build hand-to-hand rules that approached the firearms stuff for plausibility. It was not an elegant process.  <wry chuckle>

As an aside, I will admit that I’m the outlier on the team – I’ve never served in uniform.  I occasionally shoot IDPA and have done a couple of entry-level defensive firearm classes, but I do not have the level of military or law enforcement combat training that Keith, Ed, and a lot of the play test team brought to the table.  So I tried to pay very close attention to what they were telling me about how the evolving system needed to model reality in gunfights.

5 ) Is the Reflex engine designed from scratch, or a licensed property?

Keith Taylor: The Reflex system was designed from scratch. FYI, our plans are to release the Reflex System as a generic rule set and then release small “setting” supplements to use with the rules.

Clayton Oliver: It’s entirely new, save for vehicle rules and some parts of heavy weapon damage that came out of Twilight: 2000′s second edition.

6 ) What were your goals in creating Twilight: 2013, and do you think you realized most of them?

Keith Taylor: In addition to what I’ve said about setting the bar, a lot of the design team are ex-military (including myself) and wanted a system which more closely represented real-world tactics and combat. I think we’ve accomplished that. During play test we learned early on that tactics saves lives and conversely the lack thereof fills body bags.

Clayton Oliver: Keith and I have a shared ethos in game design: we believe in building systems that keep the action immediate and personal without sacrificing verisimilitude.  I can’t stand systems whose mechanics are abstracted to the point of mushiness, but I get frustrated with ones that penalize players who don’t have the system familiarity necessary to do the most mathematically advantageous thing every round.  The name of our system – Reflex – emphasizes our desire to build a system in which the best action for a given situation is also the intuitive one.  I like to think we’ve accomplished that.

I also wanted the game to make a few points outside the combat chapter.  In a post-apocalyptic setting, you need all sorts of skills besides grip, stance, sight picture, and trigger control.  The same applies to most other sorts of emergencies and disasters.  Most of the gear chapter is not weapons, and the chapter on maintenance and survival is actually longer than the one on combat.  This is a lesson I hope our readers apply both inside and outside the game.  The events of the 2013 timeline are not (we hope) going to occur, but bad shit happens on a smaller scale everywhere, every day.  Build an emergency kit, get certified for CPR, volunteer for your local Red Cross chapter or CERT team – learn how to be part of the solution so you won’t be part of the problem.  Become less of a helpless NPC.

7 ) What would you do differently if you had to start the whole design process over again?

Keith Taylor: I think it would have to be to not change jobs and move across the state right in the middle of things. It probably cost us 6-8 months of production.

Clayton Oliver: I’d do a better job of documenting my own work as I built the system.  The design bible for 2013 is a scattered-ass collection of notes and emails strewn across two and a half years worth of design and discussion.  I have not done well at educating Keith’s other writers about how and why certain parts of the system work the way they do.

Also, I need to learn to delegate more.  I wrote or rewrote way too much of the peripheral rules myself when I should have been supervising other writers on those tasks.

T2K13_Wallpaper5_800x600 8 ) What is your favorite aspect of the new Twilight: 2013 RPG?

Keith Taylor: The Team rules. Which is unusual since RPGs are normally individual oriented. I’ve never seen an RPG handle team actions and command effectively. I think we’ve tackled them pretty effectively. You’re now able to play an effective military team with command, team orders, reaction drills and integration. We’ve also added similar rules in place to handle squads of NPCs (not only for the above reasons but to more streamline combat).

Clayton Oliver: Oh, man, just one?  <laugh>  It’s a hard choice, but I’d have to say that the overall tunable nature of the game is at the top of my list.  It’s not a pure toolbox system like GURPS or Spycraft 2.0, but it is possible to select or deselect certain rules to provide as gritty or cinematic an experience as an individual group wants.

Honorable mention goes to the rules for gearing up.  Your character’s starting personal equipment is based on what he can carry rather than any monetary value, and that calls for some hard choices for any PC.  In addition, each character contributes a number of points to a team pool; the team then uses those points to buy random rolls on various tables for vehicles, support weapons, bulk supplies, and heavy equipment.

9 ) What would you like to see happen with Twilight: 2013 over the next few years?  Are you planning expansions and sourcebooks?

Keith Taylor: I’ve got plans for 5-6 country sourcebooks, as well as tons of PDF supplements (both free and for fee). Immediately I’ve got a city sourcebook and a piece of fiction in edit right now. We also have the UK country sourcebook and a Nautical handbook in development. In a week or so I’m going to make a huge open call to bring in writers to fill out the rest of development for 2008 and 2009.

Clayton Oliver: Keith’s already let my next assignment out of the bag: a rules expansion to adapt the Reflex System to modern non-post-apocalyptic play.  After that, as the core systems guy, I suspect a lot of what he’ll have me working on will involve Stage III material – the optional high-crunch systems.  I’ve also got my eye on some short, themed gear PDFs that don’t focus on weapons (Chromebook 4, for the die-hard CP2020 fans).  There are a few other things I’d like to do with the Reflex System that don’t necessarily involve 2013, but we’re keeping those under wraps for the moment.

10 ) Can you give us a few quick campaign starter ideas? What have you played in Twilight:2013 that’s really worked well, and what hasn’t worked so well?

Clayton Oliver: Most of my convention demo games have been in the classic “American soldiers overseas trying to get home” model because it’s a good bridge between the editions.
I’ve been running a campaign for my home gaming group for about two months now.  Unfortunately, I can’t talk too much about it because it uses the plot arc of a planned product.  My general setup was similar to classic Twilight: 2000 – survivors of EU forces trapped in enemy-occupied territory.  I started off with a mixed bag of civilians and military personnel, but the players of the photojournalist and the smuggler dropped due to schedule constraints, so it’s now an entirely military or ex-military team.

I’d really like to do a “home front” game set in somewhat familiar territory: 93GS’ home state of Kentucky.  The campaign I have stuck in my head would focus on a field team working for the Governor’s Office of Recovery.  The PCs would be going out into the rural parts of the state to try to get outlying communities back in contact with one another and assess the overall condition of the region.
I’d also love to do a post-apocalyptic monster hunting game – this one’s a story seed in the GM Toolkit chapter.  It’s not canonical Twilight for any edition, but I’d have a lot of fun running it.

11 ) 93 Games Studio is an independent publisher. Can you describe the challenges that you face in bringing a game like Twilight: 2013 to market?

Keith Taylor: Money, money and oh yes, money. Everything costs money. Just to give everyone an idea, the writing, art and editing for Twilight: 2013 cost me a little over $10,000. This doesn’t count the license fees or the printing cost or the advertising costs. Most of the costs for Twilight: 2013 are paid prior to me ever making a dime, so I’ve had to do some severe money management during the last few years.

Clayton Oliver: Keith hit it on the head: he just doesn’t have the budget of the major players, so this whole process has involved doing more with less.  Art, layout, my munificent writer’s fees – it all comes out of his pocket until the sales figures hit a magical “coke and hookers for everyone and we all party like White Wolf developers” point.  It’s not just money, either – all of us are working on this in our free time, and every night we spend planted in front of a keyboard is a night not spent with our families or our other hobbies and commitments.

Advertising is a particular challenge, especially with the current lack of hardcopy books to sell in FLGSes and on Amazon.  That’ll change soon enough, but the lack of audience awareness of the initial launch has cost me some sleep over the past week.

12 ) What is it about Twilight: 2013 that differentiates it from other post-apocalyptic games? What hope would characters in this world have of not eating rat at the end of the day?

Keith Taylor: I think with the earlier editions definitely and hopefully with this one, the fact that the timeline of events are both possible and plausible. Nothing is that far out of the realm of possibilities that it ruins your suspension of disbelief.

As far as not eating rat…nothing in this edition. It’s a brutal world, things aren’t fair and bad things happen to everyone. But there is hope. I think Clayton said it best:

“Twilight: 2013 is a roleplaying game of post-apocalyptic survival and renewal.

This last part is the unexpected one.

Yes, the world is hurt. Bad. But is it terminal? Are we ready to turn out the lights, close the door, and leave it to the rats and roaches? No.

I repeat: you can’t have hell without hope.

In this case, the hope is that the characters can salvage something from the ruins – not just to sustain themselves, but to start rebuilding. The war was last year, not a decade or a generation ago. They aren’t sitting around the campfires telling their children of metal boxes that once moved on wheels and glass spheres that lit the night without burning. They remember the glory and the power of civilization in all its finery, and while there may be a few barbarians who like things as they are, most of the survivors are going to want to recapture as much of what they’ve lost as they can.

I say, let them try. Give them the tools and stand back and see what they can do. Do not assume that the only option is simple subsistence followed by surrender to the night.”

Clayton Oliver: I love how Keith takes part of my half-baked writer’s guidelines and turns them into a St. Crispin’s Day speech.  <grin>  But that’s pretty much my statement on the subject.  You can play it however you want, but my own campaigns will always be about keeping the fires lit through the night.

13 ) What types of games did you grow up with? What was your favorite games growing up (besides the obvious Twilight: 2000)?

Keith Taylor: Most played – Vampire: The Masquerade
Most loved – Star Wars from WEG
Most wanted to play but never did – Shadowrun

Again, based on taking Twilight: 2000 out of the picture.

Clayton Oliver: I’ve got 36 linear feet of shelf space devoted to gaming books and you want me to make a choice like that?  Okay, okay.  I got started on Car Wars and Ogre from SJG around 1983, then moved to Battletech.  My first three RPGs were TMNT, first edition T2k, and Vampire.  Dirty secret: prior to the release of D&D3, I’d played only two sessions of D&D in two decades of gaming.

Most played: I spent an inordinate amount of time in the social circles that sprang up around World of Darkness games, but I probably have more actual table time invested in Shadowrun.
World in which I’d most want to be a PC: Trinity.

14 ) Last but not least: M16, AK-47, G3 or FN-FAL?

Keith Taylor: None of the above. I’m a big M14 fan.

Clayton Oliver: The M16/M4 family has the edge in aesthetics, but unless the manufacturer’s stamp says Colt, FN, LMT, or Noveske, I’ll take a pass on an AR and trust almost any AK to work when I need it to.

Nov 172008
 

This movie looks like it’s going to be a hell of a lot of fun.  Even with the cheese piled on, there may be more to it than a simple well, fanboy movie.

To fulfill a dying friends wish (to see Star Wars Episode 1) (obviously this takes place before it came out, duh) some friends/fanboys hatch a plan to drive cross country and break into Skywalker Ranch.

Oh yeah.

[tags]fanboy, movie, star wars[/tags]

Nov 172008
 

You hear that?  The incessant ticking sound?  That’s the sound of the holidays growing ever closer.  Tick. Tick.  Tick.  Or maybe it’s my new watch.  I’m not sure which.  Either way it’s driving me a little crazy. I keep searching and keep finding deals for us though.  Here’s my latest batch.

Edit: Woah – Just stumbled on this 12 inch plush Cthulu by accident.  I’ve got to get one of these for my kids.  Or two of them, one for each kid.  And one for myself.

First there’s the Markdown Monday for toys.  A few cool things to be found.  The Optimus Prime anniversary pack is pretty damned cool since I had that set as a child.  If I knew how to spell that sound the transformers make when they transform, I’d put it here.

This online toy is pretty cool.  You can shop the new way through a nice, 3Dish graphica browser.  I’m just not sure how practical it is.

Don’t have an Xbox 360 yet?  You can get an Xbox 360 with a 60 GB hard drive plus free stuff through this deal. In this case, the free stuff is Lego Batman and an Xbox 360 Live 1600 point card.

While not all that specific, a quick check on Amazon shows 46,970 Results for games available at some sort of discount.  That would keep even me busy for quite some time.  Of those they classify some 158 of them as Fantasy and Sci-Fi though they may be stretching that a bit for a few titles.

The OLPC laptop Get one – Give One program is back if you’re interested in that sort of thing.

Lastly on Amazon is my drool of the week item.  The Archos 7 320 GB Internet Media Tablet which looks utterly and completely amazing.  I had the 605 series for a while and used it not only as a portable media player, but as a DVR for TV shows, a little window onto the web via wireless and I even had the D20 System Reference Docs saved in HTML for using with my D&D 3rd edition game.  If you’re looking for that “oh wow” gift to give (me) then this may just be it. A number of other Archos tablets available.

On another note, Leapfrog is having a clearance event with up to 70% off lots of stuff.  Great for kids!

[tags]deals[/tags]

 Posted by on November 17, 2008  Tagged with:
Nov 142008
 

As we draw closer to the holidays and the wonder of Black Friday sales your ability to get gifts for your inner geek or those outside of yourself who also like toy beholders increases. Here’s a bunch more ideas for you – all of this stuff is on sale too, which helps.

To start the day off right, here some Role Playing stuff 24-50% off including a bunch of D&D 4E books.  Here is a broader link which features more games including board games and non-D&D stuff also 25-50% off.   I can honestly picture that plushy Beholder sticking out of my stocking Christmas morning.

If you’re looking for a little mood music while you roleplay, or create characters, or wait for all of your players to settle in and stop quoting Monty Python and Kevin Smith movies, check out the Mediaeval Baebes who’s MP3 albums are availabe as digital downloads for $8.99 to $9.49.  If you haven’t given them a listen you’ll want to.  Also the actual CDs are available as well and easier to wrap.

If you or your kids are into sporty type stuff like scooters, pogo sticks or foosball tables you can get up to 40% off over the weekend.

If you’re looking to stock up on toys, Amazon is offering 10% off your order and free shipping through select third party sellers if you spend $75 or more.

Now a bunch of DVD deals.  The James Bond Ultimate Collector’s Set is good at $89.95 for eveyr Bond film up through 2007.  That’s about $200 off retail. Rome – The Complete First Two Seasons is just about the same price, or a bit over $20 off. Disney / Pixar Ultimate Collection is $109.99 which for all the Pixar stuff in the world isn’t bad. And lastly, there’s a save up to 45% on Blu-Ray sale going on as we speak.

[tags]deals, beholder, rpg, movies[/tags]