Monthly Archives: August 2012

Gen Con 2012

When I was working for Fantasy Flight Games, Gen Con was described as “the Superbowl of the industry.” I think that’s a fair assessment of the impact and importance of Gen Con to the gaming field—specifically for RPGs but also encompassing board games, card games, miniature games, and even interactive media like videogames.
The lovely Marie-Claude Bourbonnais, cosplaying as Rin from Relic Knights. MCB made the costume herself!
Each category of games has their own “main event”—for board games, it is probably Essen Spiele. For Miniature Games, it is becoming Adepticon. Videogames and other media have Pax Prime and the San Diego Comic Con.
Gen Con, however, is like a delicious mishmash of those categories with a generous helping of tabletop RPGs ladled over and surrounding the whole.
I’ll admit it—I’m additcted to Gen Con. I’ve gone just about every year since 2000, and every year it’s one of the things I look forward to most. The things that I enjoy most about each year’s con are the friends I meet there, the events I get to enjoy, and the energy and inspiration that I bring home with me.

Energy and Inspiration

Gen Con always instills me with a fresh sense of purpose. Seeing all my friends, their accomplishments, and the brand new horizon for the industry never fails to get me all fired up about my own projects and assignments.
Some awesome cosplayers for 40K; a Warrior Acolyte, Vindicare Assassin, and a Tech-Priest.

There’s a sense of celebration and enthusiasm that simply can’t be contained at the show. Fans, retailers, authors, freelancers—we’re all alike in that Gen Con is a form of homecoming. It’s a place where we all belong, where our passions can run free (but not too free, or someone will call the cops).
The convention is also a great kick in the pants to anything I’ve been procrastinating or waiting on, and I can’t help but feel propelled to get more things done after seeing all the coolness on the shelf and being enjoyed by the fans at the show.
Even this blog post right here is an example. I came home and was ready to smash some writing! If you’re looking to get a boost on your motivation to get things done in the game industry, visit Gen Con and I guarantee you’ll come home jazzed to begin some serious work.


Gen Con is also where I meet a lot of friends that I see rarely… generally once a year, in fact! I’ve made a lot of contacts in the gaming industry, and I’ve been very fortunate to also have a lot of friends who are also either gamers or game industry professionals.
I’ve heard it said by some of my friends that “Ross knows everybody” at Gen Con. While this is not technically true (Sean Fannon has that honor), I do know a lot of people at Gen Con. Walking through the Dealer’s Hall results in me saying “Hi” to someone I know around once every five minutes on average. I’m not saying this to brag, but just to help express how much I love going to Gen Con and seeing all the people I know. It’s a good time to catch up, to shake hands, to congratulate them on their accomplishments… and, of course, to give them my card if they’re looking for a writer. 🙂
Lars makes the sign of the Aquila at the Dark Heresy game.
This year I spent a lot of time hanging out with my “partners in crime,” John Dunn and Jason Marker. The three of us are kind of like the Musketeers, once you get us together, anything can happen.
Special shout-outs for this year also include Sean “where’s the party at?” Fannon and Carinn “I’m a brunette now” Seabolt, Andrea Castellow, Randall “Leviathans master” Bills, Jason “I also liked Fields of Fire” Hardy, and Mack “I made a game about evil babies in 6 weeks” Martin. It was similarly awesome to hook up with my compadres at FFG and hoist a mug or two to the announcement of the new Star Wars RPG.


Gen Con is stuffed full of things to do. If you’re a fan of any kind of pop culture, you’re going to have a plethora of options for events during the entire weekend. In fact, things have grown so much that I’ve started calling it “the best /five/ days in gaming.”
This year, as with every year, I had a lot of fun in the events. I tried out the Dungeons and Dragons crossword and got the answer right with “Catoblepas.” I joked with the organizer that he should’ve had a harder word like “ixitxachitl” or “penanggalan.”
There were plenty of parties and celebrations at the Ram and (my personal favorite) Scotty’s Brewhouse. There were the ENnie awards on Friday night, which is quite fun—and Paizo cleaned house for another year with Pathfinder products. Good work, Paizo Team!
I attended the Fantasy Flight Games InFlight Report and learned what is coming up in the future for my old alma mater, and it was there that the big announcement for Edge of the Empire, the new Star Wars RPG was unveiled. This announcement was complete with stormtroopers and free copies of the beta game, so it was kind of a big deal! I helped a little with the skills and races, but unfortunately, most of my work was cut out of the Beta so… my name was left off the credits. (cue sad, sad trombone!)
Of course, the best events for me were the games.
I got to play in Jason Marker’s Savage Robotech game, which was a real hoot—also present was my friend Paul Algee, John Dunn, and Josh “Dead Reign” Hilden. This adventure helped codify a particularly distinct attitude that can be summed up thusly:
“Why? Because F&*@ Yeah Robotech, that’s why.”
Behold the glories of Shaintar, presented by Sean Fannon (far left)
I also played a totally awesome game of Shaintar with Sean Patrick Fannon—as I’ve mentioned in his interview, Sean is a true game master, and this session was no exception. Shaintar has recently been released as a free beta, so I encourage you to go check it out.
I got to play a game of Leviathans with the developer, Randall Bills. Leviathans is a really fun ship-to-ship combat game that is unlike nearly anything else on the market. It was a complete blast and it is no surprise that Leviathans sold well throughout the convention.
Saturday, I played in a Dark Heresy game run by Andrea Castellow, featuring some old friends (Hi Lars!) and some new ones (like Teras Cassidy of Geek Nation Tours).
Late Saturday night I ran a game of Deathwatch using the “Traitor’s Dawn” scenario from First Founding. I call this my “podcast” game, since I had the D6Generation crew, Cody and John from Game On, and the Nerdherders all gathered at my table. It went really well and it was a great session.


When going to Gen Con, you’ve got to prepare. Even this year, when my schedule was really light, it was also very chaotic. I ended dropping the ball quite seriously for a Thursday night game of Deathwatch I was supposed to run for the Catalyst Game Labs guys, and I feel pretty crap about it.

In addition, there’s just so much going on at Gen Con, I never get to do all the things I want to do. I always end up looking at the program book a few days later and thinking “Man, how did I miss that?”

Next year, my advice is the same as my own intentions: plan ahead as much as possible!
Lastly, I want to give a special mention to the VIG program. This is a premium package that is well worth the extra cost. The amount of goodies given away to VIGs this year was mind-blowing, plus VIGs don’t have to worry about huge lines for registration, they have a place to store their bags for free, plenty of refreshments, and lots of special VIG-only events. VIGs also get to go into the Dealer’s Hall an hour early on Thursday, which is huge.
All in all, Gen Con is and continues to be a great show. If you’ve ever thought about going, I hope this account has helped you make up your mind—it is totally worth it!

RPG Setting/System Review: Birthright

Greetings, readers! This week’s blog post is all about one of my absolute all-time favorite campaign settings: Birthright. This setting was initially created for Advanced Dungeons and Dragons 2nd Edition and was released in 1995. I first encountered it in 1996 when playing Dungeons and Dragons in the army at Fort Knox. At first, I wasn’t sure about all this—players are kings? Prior to reading Birthright, my main exposure to a fully-developed campaign setting was the Forgotten Realms, so it was with some suspicion that I picked up the boxed set and began reading.
Michael Roele falls before the Gorgon and ends the reign of Anuirean Empire.
Overnight, I became a Birthright nut. It’s fair to say that I am one of the most ardent fans of the setting in the world—I’ve ran or played in over a dozen campaigns, both tabletop and through the internet; I contributed to the 3rd edition Birthright fan-made sourcebook; I negotiated for original art with the main artist of the setting, Tony Szczudlo; I tracked down the creators at every opportunity to thank them for making such an awesome setting; I read all the novels and played the hell out of the computer game. I’m proud of being known as “The Birthright guy.”
So it should be clear by now that the Birthright setting is very important to me as a gamer and is a significant part of my gaming history. Writing this blog post is something I’ve wanted to do for some time, but I wanted to make sure that I took care to do it right!

The Creators

When you talk about Birthright, there are four names you need to know.
Rich Baker and Colin McComb were the architects of the main setting and rules, while Ed Stark and Carrie Bebris fleshed out much of the rest of the world of Birthright.
The talent of this group is remarkable—consider that these folks created 3rd Edition Dungeons and Dragons, built the Forgotten Realms we know today, developed the best iteration of the Planescape setting, and helped craft amazing games like Planescape: Torment and Fallout 2—and that’s just a highlight reel.
It should also be mentioned that the art of Tony Szczudlo really brought the setting to life; he brings a stark and grim style that still feels epic and fantastic and encompasses everything Birthright was about in his paintings.

The Setting

Birthright is a fantasy setting that has a distinct feel from other “D&D-like” realms. I enjoy Baker’s quote about Birthright from a Dragon Magazine article (and referenced in his Wikipedia Page): “I’m very proud of it. It represents an entirely new approach to the traditional fantasy roleplaying campaign, and the world itself is filled with a strong sense of history.”
A glorious battle scene by Tony Szczudlo.
The main focus of Birthright is the continent of Cerilia and the default region known as Anuire. Birthright’s Wikipedia page contains some info on the other regions if you’re curious.*
*Note: I’m going to be careful to try and not re-state info from Wikipedia, and if you really want to know more about Birthright, I’m including some links below to a number of freely available materials on the web.
More about Birthright after the break! (This is a long one, folks)

Death of the Gods

Probably the most significant element of Birthright is that a major war between the gods occurred over fifteen centuries ago; the god of evil, Azrai, gathered a huge force of monsters, men (mostly the tribes of Vosgaard), and elves (whom Azrai had seduced with promises of support to root out the humans from their forests and restore their ancient glory). The other gods gathered their own armies and together these two forces met in battle on the slopes of Mount Deismaar. The battle was apocalyptic in scale—the elves switched sides at a pivotal moment, tipping the balance against Azrai. 
The battle ended when the gods sacrificed themselves to destroy Azrai before he could unleash his vengeance. Thus, the gods died—their divine essence rained down onto the battlefield, raising new gods from those closest to the confrontation and imbuing hundreds more with divine power in their bloodlines that connected them to the lands they ruled.

Broken Empire

Anuire forms the ruins of a shattered empire. Once, the rulers of Anuire straddled most of Cerilia, having conquered vast portions of the continent over generations of war. However, the last emperor perished roughly 550 years prior to the current campaign date, plunging the empire into disarray and civil war. In the current time, Anuire is a fractured realm, with many smaller kingdoms struggling for dominance. There are a handful of contenders for the Iron Throne of the Emperor, but there is plenty of room for a resourceful and strong player character to unite Anuire beneath his banner. Anuire has a strong historical and cultural link to Britain, and there are many parallels that one can draw between struggles in Anuire to the War of the Roses and other civil conflicts in Britain’s history.
A cleric invests a scion’s heir with his bloodline as he lays dying on the field of battle.
(This is not limited just to the main region of Anuire. Much of Birthright’s setting is based on real-world historical cultures and conflicts. The region of Brechtur, for example, is modeled upon the Hanseatic League.)
What I like about Anuire: While it’s fair to say that I really like all of the Birthright regions (I have a special fondness for the Khinasi Cities of the Sun and the Brechtur Havens of the Great Bay), Anuire is my favorite. I love that you can find nearly every example of Birthright’s touchstones in Anuire, from dangerous Awnsheghlien like the Gorgon and the Spider to mysterious elven realms like the Sielwode. Powerful wizards like the Sword Mage can be found there, as well as lawless regions crying out for a hero to forge them into a realm—such as the Five Peaks. The goblin kingdom of Thurazor, the wonders of the Imperial City, unexplored islands lying temptingly close to familiar shores, ancient ruined keeps and deep-delving dwarves—Anuire has it all.
The region of Anuire is also chock-full of interesting personalities and NPC’s. The Gorgon is the most powerful awnsheghlien on the continent and constantly schemes to claim the Iron Throne. Rhoubhe Manslayer represents the resentment and hatred of the Elves towards the tribes of humanity who drove them out of their forests. The Mhor of Mhoried holds the unwelcome position of the realm most likely to suffer the Gorgon’s wrath; he must be ever-vigilant to raise his defenses against an inhuman and implacable foe. The Archduke of Boeruine schemes to position himself as the pre-eminent candidate for a restored Empire. The wizard known as the Eyeless One conducts mysterious experiments among the lawless mountains of the Five Peaks.
You can practically /taste/ the epic. If you’re like me, you’re probably hearing the Skyrim (or the Game of Thrones) theme in your head right now.
And these are just a handful of the cool characters to encounter in just one region!

The Shadow World

Cerilia has a dark twin, a twisted reflection of itself known as the Shadow World. This is a parallel dimension where shadows and night linger and take the forms of nightmare. The undead draw strength from the Shadow World, and it is a sinister place of great danger for any living thing. The Halflings claim that they once dwelt in the Shadow World, but the dimension slowly changed into its current form and drove them away. 
The Raven is a powerful Awnshegh with ties to the Shadow World.
There are still places in Cerilia where the boundaries between it and the Shadow World are thin, and creatures may pass from one to the other easily. There are some advantages to doing so, for each step travelled in the Shadow World is hundreds of paces in Cerilia, allowing for extremely fast movement between two points. There are many who claim that Azrai’s divine essence corrupted the Shadow World and exists there as a foul and murderous avatar known only as the Cold Rider.

Divine Right

Take your Dungeons & Dragons game, place it in a kickass setting, and add a dash of Highlander. Now, you’re getting closer to Birthright. Since the destruction at Deismaar, the divine essence of the old gods has been passed down through bloodlines. These bloodlines vary in strength, and grant unusual powers (known as Blood Abilities) to the Blooded. Known as Scions, creatures with a divine bloodline can increase their power either through wise rulership or (more commonly) through slaying other blooded creatures with a blow through the heart to steal that divine essence. This process is known as Bloodtheft.
Some old-school miniatures of Blooded Scions and Regents of Cerilia.
Those scions possessing the bloodline of Azrai face a particular danger—if their bloodline gains significant strength through bloodtheft, it is possible that the blood may corrupt them into inhuman monsters of great power known as Awnsheghlien (“blood of darkness”). Several Awnsheghlien roam Cerilia—some of them even rule vast realms and command armies of loyal followers. Others are nearly-mindless beasts who occasionally rampage through civilized lands.
The impact of blood abilities is to add a new layer of interesting things to do and react to in the game. For example, a noble paladin might have the blood of Azrai in his veins, and must struggle against that part of his nature. A stealthy theif may have the blood of the sun goddess and find he has powers over light. A character with a minor bloodline may scheme to improve it, whilst a character with a great bloodline may be pressured to live up to his dynasty’s ideals.

Land of Legends

The Birthright setting is a curious mix of low-magic and epic fantasy. On the one hand, most magic-users in Birthright practice what is known as “Lesser Magic,” essentially illusionists who are restricted from casting truly powerful spells that affect the real world. Blooded Wizards and Elves, however, practice “True Magic” and can cast any of the normal Player’s Handbook spells. This means that wizards who practice True Magic are vanishingly rare—a blooded Wizard is often a figure of legend and fear. Most of these wizards have a particular name or title that reinforces that feel, such as the Sword Mage, the Eyeless One, and so forth. 
True magic is impressive stuff…
When it comes to True Magic, there are three distinct tiers. The first is the normal adventuring magic found in the Player’s Handbook. The second are known as Battle Spells—these incantations are very similar to the ones in the Player’s Handbook, but take longer to cast and can affect entire units of soldiers on the battlefield. An example of a Battle Spell is the Storm of Magic Missiles. The third and most powerful tier is known as Realm Magic—these spells can affect large regions of a realm, known as provinces, and can have an impact on hundreds of people with a single casting.
Similarly, many of the more fantastical monsters of D&D are missing in Cerilia—beholders, ropers, and illithids are unknown, for an example. Instead, many of the classical D&D monsters—Dragons, Griffins, etc. exist in Cerilia, but in small numbers (there are roughly only twelve Dragons in the known world) and are possessed of awesome power. A Cerilian Dragon would probably wipe the floor with most Dragons from other D&D settings, to give you just one idea.
This is expressed even in the nature of player characters—Elves are immortal, capricious beings who haunt their forests like beings of fey. Dwarves are as tough as the rocks they live amongst. There are no known gnomes, tieflings, or other such races in Cerilia.
There are no generic orcs in Birthright… instead, the main foes are the Goblin races (Goblins, Hobgoblins, Bugbears), Gnoll raiders, and Orogs (massive, ogre-like evil humanoids who tunnel up into the world from below and a major enemy of the dwarves). Many of these monstrous races control realms and kingdoms of their own, often right next to (or carved out of!) more civilized lands of men and elves.
The Awnsheghlien, mentioned above, are legendary foes that all have histories, and occasionally special abilities or weaknesses hidden in the stories whispered of them by minstrels. Each Awnsheghlien is simply a fantastic enemy—just reading about them makes it seem like would be eminently satisfying to defeat such a monster! Part of this feel is reinforced by observing the map of Cerilia and understanding that each Awnsheghlien rules over hundreds or thousands of (usually) oppressed subjects and threatens any surrounding realms with death and war. This escalation of importance of the bad guys really brings home the level of threat… and consequently, the potential rewards of finding victory in combat against such a dire foe. The Elven realm of Cmwb Bheinn (pronounced Coom Veen) is threatened by two Awnsheghlien realms, and reading about it never fails to make me want to draw my sword and defend that lonesome forest against the encroaching darkness.

Domain Rules

One of the most interesting features of Birthright is another layer of rules that encompasses ruling a realm. Again, the Wikipedia entry covers this in pretty good detail, so I’ll limit myself to commenting on my own feelings about the Domain rules.
An Awnshegh known as the Ogre destroys a noble’s knights… only a blooded hero can face such a threat and survive.
The Birthright Domain rules were one of the first of its kind—before this, there hadn’t really been any decent rules for running a country or for roleplaying at the level of a king. The rules for running a domain are quite well-developed, robust, and innovative. It all turns on the nature of the regent, of course, meaning that Fighters generally run law holdings better and Rogues get a free Espionage action, as examples. The way the Domain rules are laid out it is entirely possible to run a game without any of the traditional D&D tropes of dungeon crawls! Many, many play-by-e-mail campaigns have been set up using the Birthright Domain ruleset where the rulers of each realm struggle for dominance without ever once setting foot in a dungeon or drawing a blade against a dragon.
The Domain rules are not without some flaws; there’s no real way to run or create secret holdings—regents are generally always aware of all holdings inside their realm. Druids tend to be somewhat screwed compared to other Divine Casters, in that they don’t really benefit from high levels of civilization. The default setting is that Wizards require unspoiled lands to have high level holdings, which can be rather counter-intuitive for other campaign settings (such as the Forgotten Realms), which limits the versatility of the ruleset somewhat.
Even so, these Domain rules are overall well-designed and could be used to portray nearly any fantasy campaign setting with a few judicious tweaks. Even if the other aspects of Birthright don’t really light your fire, definitely check out the Domain ruleset.

My Thoughts

Given what I said at the beginning of this post, gentle reader, it should be clear by now that I love Birthright fiercely.
I feel that the setting fits together really well. Every piece feels interrelated and part of one, singular vision. I think one possibly explanation as to why Birthright feels so solid to me is that it had a short and limited print run—there was never an opportunity for things to go off the rails like so many other settings. This is not to say that Birthright is perfect… some of the Player’s Secrets books are particularly flawed, but others are fairly good, so overall I would call it a wash.
The names of the setting are all very cool, although often difficult to spell and pronounce… especially the Welsh-derived Elven words and names!
The Domain rules and divine bloodlines are unique elements of Birthright that I feel were elegantly executed and make the setting stand out as a truly memorable place to set your campaign.

Swept Under The Rug

Unfortunately, Birthright did not enjoy great commercial success—some have said it was due to the products arriving near the end of TSR’s “setting glut,” a time in which the market was saturated with different D&D settings from Mystara to various flavors of Forgotten Realms and Greyhawk, amongst others.
Heartless indeed!
In many ways, Birthright never really got the attention it deserved… after the initial release, the line ended prematurely with several products still in development, and few nearly complete (such as the Book of Regency and Blood Spawn).
Possibly the greatest oversight is that the Birthright setting was left entirely out of the 30 Years of Adventure: A Celebration of Dungeons & Dragons retrospective book… a book that covered every other D&D setting ever published.

Player’s Secrets

I’m pleased to say that I was involved with the 3rdedition fan creation of the Birthright setting, found at
In addition, many of the products of Birthright were made available for free by the Wizards of the Coast in 2005. Amongst these is probably the best of the Birthright novels (written by Rich Baker himself), The Falcon and the Wolf.
Also created for Birthright was a very popular boardgame known as Legacy of Kings. Although this board game had non-stop lines at Gen Con every year it was shown, the board game was never produced.
Just as a side note, if anyone from Wizards/Hasbro is reading this–please release this board game! You seem really into doing D&D board games right now, and this one is a surefire hit! Thank you.
Sierra created a computer game for the setting known as Birthright: The Gorgon’s Alliance. Although this video game had poor sales, I consider it to be very fun and enjoyable as a Birthright fan.
I won’t share links on this blog post, but the original free downloads of Birthright products made available by Wizards of the Coast are still out there on the internet if one has sufficient google-fu.

Interview Time: Owen Barnes

I’m excited about this week’s interview… Owen Barnes is a very talented and prolific RPG writer whose work has appeared in a number of places, possibly most notably in Warhammer Fantasy Roleplay 2nd Edition and in all(!) of the Warhammer 40,000 Roleplay lines, from Dark Heresy on forwards into the present.
Owen is a consummate professional and extremely good to work with–when I was a lead developer at FFG, Owen was a surefire way to generate great content for any book. It was Owen I turned to every time we needed to generate a Free RPG Day preview of the upcoming 40K Roleplay Game for that year. Owen and I worked together in dozens of books, and I’m pleased to call him both a colleague and a friend.
From my own career, working with Owen was in some ways a “passing of the torch” from Black Industries when I took over the 40K RPG line at Fantasy Flight Games. Owen is, in fact, part of the original Dark Heresy team and has been uniquely involved through the entire run of the game lines.
I never really got to meet or work with most of the other creators of Dark Heresy, but I always felt that by incorporating Owen into everything we did, we were continuing the legacy of those pioneer game designers.
As a fun note, Owen himself appears in the Deathwatch supplement Rites of Battle as “Inquisitor Barnabus.” 
It’s a spitting image of the chap!
Now, onto the questions! As before, my questions are in red.
RW: Can you tell me a little about yourself as a gamer and as a game industry professional?
Owen: Like a lot of gamers I started young; my first memories of gaming were in the early 80s at the age of seven when my older Brother wouldn’t let me play DnD with him and his mates… apparently it contained gold pieces, secret doors and other things I wouldn’t understand. Needless to say it didn’t put me off and I spent much of my youth gaming in one form or another; starting out the with classic DnD Red Box and then moving on to ADnD and finally discovering the wider world of RPGs in high school. Fast forward 20 odd years and somehow I’ve managed to turn writing adventures for a small group of mates into some semblance of a career.
RW: How did you get your start in the RPG industry?
Owen: Growing up in New Zealand and then Australia I never really gave much thought to actually having a career in roleplaying games, especially in the days before the internet when the people who created these games seemed a long, long way away. It wasn’t until I moved to the UK and got a job at Games Workshop that it became a possibility. It all kind of just happened very randomly, and while I started at GW as a mail order troll, it’s the kind of company where I got the chance to write something for the then Black Industries, which in turn led to a job, and the figurative ‘foot in the door’.
A trip down the picturesque and perilous canals of the Old World…
RW: What is something great about working in the RPG industry?
Owen: The thing I love more than anything else about the RPG industry is that you are sharing in other people’s imaginations and the worlds and adventures they create with their friends. Few other hobbies have that same level of involvement with its members, where when you write a book you are not saying “this is how it is and will always be” but “here, take what you want and create your own stories”. I know from my own experience the memories of adventures and campaigns played with your mates live on years after they finish, and to be part of that with other people is an amazing thing.
RW: What is something really bad about working in the RPG industry?
Owen: The first thing that springs to mind is money… though to be fair writing is universally a poorly paid profession unless you are very lucky, very talented or more likely both. Unfortunately it means a lot of people which would make excellent writers, games designers and artists will never get the chance because there are simply better ways of making a living, many of which leave little room for the time and effort of creating games.
RW: How has your perception of working professionally in the RPG industry changed over the last 5 years?
Owen: For the last five years I’ve largely been working as a freelancer, and it has taught me a lot about myself, and my limits. Coming from a large successful company and sitting in an open-plan office to surviving as a freelance writer does feel akin to leaving the Staff HQ and joining the men in the trenches. While it has been hard, it has also been great, and I feel closer to the industry. It has also helped my writing no end; nothing like the fear of not getting paid to get fingers hitting keys.
This product was one of the highlights of Free RPG Day 2012!
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?
Owen: Having now had a fair amount of experience from both sides of the fence I think I’d try and communicate more with the other writers, developers and designers, and encourage them to communicate more with me. From my experience many of the issues encountered when creating a project seem to stem from misunderstandings or divergent ideas, which can be a problem to set right once you have a finished draft in your hands. It’s also been my experience that everyone working on a project wants it to be great, and so even a few emails or a five minute conversation can clear things up before someone knocks out 20,000 words, which as great as they might be don’t fit the brief.
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?
Owen: As a freelancer: hit your deadlines, keep to your brief and most importantly of all talk to your developer; you need to know what his vision for the project is and you need to tell him any ideas you might have early on, so he can work it into that vision (especially if there are other writers involved).
As a publisher: create clear briefs and make sure your freelancers (be they writers, artists or developers) know exactly what you want from them; you can’t blame them for creating something you are not 100% happy with if you didn’t tell them what you wanted. As a publisher I’d also say be flexible and don’t micro manage too much; like a good landlord you need to create the environment but then step back and let them get on with it.
One of the great cover art pieces of Ralph Horsely
RW: If you could change one thing about the RPG industry, what would it be?
Owen: I’d make it bigger; say 10 million more avid roleplayers would be a good start. This of course would mean more money, bigger and more professional companies and more people choosing it as a career path, becoming designers, writers and artists. It would also most importantly mean more high quality products for gamers to choose from.
That said though I do think the RPG industry does pretty darn well given the resources at its disposal.
RW: How do you engage with the fans of your work?
Owen: Sadly I don’t get to meet fans of my work very often, though I have from time to time chatted with people at cons. While I do post on forums about gaming I tend to do so anonymously, an old habit from years of working at GW. I also read a lot of forums and observe people (not in a creepy way) at cons and events who are looking at things I’ve worked on. Though it doesn’t really count as ‘engaging’ one of my abiding memories of this was in 2007 at a con in Sydney. I was going down a stairwell and had to go around a bunch of young guys pouring over a copy of Dark Heresy (which at the time had just come out); reminded me of how excited I get about games and what it is all about.
RW: What do you feel is your greatest accomplishment as an RPG professional?
Owen: I probably say contributing to the Free RPG day for the last 4 years, writing the free adventures for Rogue Trader, Deathwatch, Black Crusade and most recently Only War. I really enjoyed creating something which anyone could get their hands on and which was for many the first taste of a game. It was also an added bonus that I got to work with the fantastic Warhammer 40,000 world and Fantasy Flight Games which have very high production values, even when it comes to a free product.
A very close second though would be the Critical Hit tables from Dark Heresy; which are up there as the most fun I’ve had as a writer.
RW: What do you feel is your greatest setback as an RPG professional?
Owen: Not doing enough of my own stuff. I think to really succeed in the RPG industry you need to be really motivated, you need to not only do the stuff that pays but the stuff that might pay and the stuff which doesn’t pay but you want to do anyway. I have a lot of trouble with the last two, and tend (like most freelancers) never to turn down a paying job, which means I don’t get around to writing my own stuff, or working on products I am simply interested in but for which there is no real paying work.
Owen served as the developer for the Dark Heresy line with Black Industries with Kate Flack and Mike Mason.
RW: You’ve been with 40K Roleplay since the very beginning (Dark Heresy). How do you feel about the way the lines have grown and changed over the years?
Owen: I think it is great how much it has expanded since its relatively humble beginnings. Given the few books Black Industries created before we closed down, and that there were only really a couple of us putting them together I didn’t think at the time it would have the life it has taken on. I was prepared for Dark Heresy to be a standalone game with a few supplements, existing by itself until someone had another crack at RPGs in the 40k universe. The way Fantasy Flight Games has taken it and turned it into one of the biggest RPG lines out there is awesome, not to mention it has given me a chance to continue working on a universe I really love. Someone was telling me recently that there is actually more written about the Calixis Sector and its surrounding regions than all of the table-top material put together. Certainly it has to one of the most detailed sections of the 40K setting.
I’m also pleased to see FFG expanding and cleaning up the system from the rather creaky thing we started with (basically the 2nd Edition WFRP system adapted for 40K). Like any roleplaying game for it to grow and develop people need to play it, and publishers need to put out books and I’m happy to see the 40K RPG is doing both.
RW: How do you reconcile working on a game that, on the one hand, requires a set of rules… but on the other hand, encourages GMs and players to break the rules or come up with their own?
Owen: This is actually something about roleplaying games I love. Unlike a lot of other creative mediums you are inviting the end user to take what you have created and alter it for their own needs; adding things, taking things away or ignoring things to make their own games the way they want them.
I did find this a challenge at first since I was coming from writing wargames which by their nature need to be clear cut. The real trick I discovered was finding that balance between just enough information to be useful without drowning the reader in detail; something which is especially true of adventures, where you need to predict what the reader is going to what know for his players.
Owen’s done quite a bit of work for Warhammer Fantasy Roleplay both in 2nd and 3rd edition.
RW: If you were a fantasy adventurer, you’d be a…?
Owen: A disillusioned Cleric of a little known god, wrestling with his questionable life choices and a love/hate relationship with his deity. He would preach the virtues of his god to any who will listen while inside struggling with self-doubt over the righteousness of the path he has chosen to walk.
RW: What’s your favorite RPG (that you have not worked on)?
Owen: SLA industries. I love the dark cyberpunk nature of it mixed with the crushing bureaucracy and the monstrous nature of the PCs themselves. Over the years I’ve had some great games of SLA which mix in my mind the best bits of horror and investigation along with some really gritty combat thrown into the mix. Bullet tax: love it.
RW: What do you look for… and what is a red flag… for a random freelancer submission?
Owen: Command of English is a pretty big one, something which you can tell early on from reading someone’s work. This is not to say that the grammar and punctuation need to be perfect (though in the age of spellcheckers there is no excuse for misspelled words), but it shouldn’t be difficult to read and should have some kind of flow. Communicating ideas is also an important aspect; does it clearly tell me something, or do I have to dig through the text for what the writer is trying to say.
When I was working as a developer for Black Industries I would actually forgive the above as long as the writer had a good understanding of the Warhammer and Warhammer 40,000 settings. In my experience it’s easier to improve your writing techniques than it is truly ‘get’ a setting, and be able to create something which fits seamlessly into it. 
RW: If you could pick up the dice and play an RPG right this very instant, you’d play…?
Owen: Savage Worlds. I’ve come to it kind of late, only really getting into it in the last couple of years but I have been very impressed with its versatility and depth as well as its ease of play. I used to use GURPS for all my generic gaming needs (when I wasn’t playing in a world with a specific system tied to it), but it only really shines with a group of people that are very familiar with it. By contrast Savage Worlds can be picked up in a few minutes, characters knocked out in that same about of time and you are on your way!