Tell me what you’re currently working on. What’s new and big in the world of Adam?
Other than that, working on some miscellaneous little projects. Helping Sage polish up Black Stars Rise (his minimalist creepy horror game) and poking away in fits and starts at my unnamed space-opera-future-romance-game-based-on-an-IP-I-would-never-be-able-to-afford-in-a-billion-years project. Taking photos of myself and posting them on G+. Getting in heated debates about design. Making new friends on Twitter. Business as usual!
Inglorious sounds interesting! What kind of mechanics are you messing with for mass combat?
Dungeon World was a huge success. What’s your takeaway from the success and aftermath?
It’s crazy, right? I think that we had some idea that the game would be popular. To be completely honest, we kind of hit the right audience at exactly the right time with a product I think that people were already looking for. Most of that was blind luck – I’m sure that if D&D Next had released a year or two earlier, we wouldn’t have seen as much of a big jump in not-quite-D&D games and their popularity. We’re lucky to belong to this weird little outcaste set that’s are filling that “waiting for D&D” void – 13th Age, Torchbearer and Numenera particularly. Rob Donoghue said some really smart stuff about the D&D Offramp, as he calls it, over at The Walking Mind a while back (http://walkingmind.evilhat.com/2013/09/16/d20-and-the-dd-off-ramp/).
I think the takeaway has been that dungeon crawling as a genre still really represents what “roleplaying” is for a lot of people. We were surprised because I think at first our intent was to make a D&D for the Apocalypse World crowd but we ended up making an Apocalypse World game for the D&D crowd. Some of our most ardent supporters are folks with little to no experience in the hobby outside of Good Old D&D (whether that was actually a TSR, Wizards of the Coast or Paizo “version” of D&D…) who discovered Dungeon World looking for something with a different focus, but that felt familiar. What I’ve really loved, though, is seeing how people are taking it and making their own. I’d like to think we set a positive precedent by making the game creative commons licensed and offering The Planarch’s Codex as a “launch title” for the game. I like the idea of DW as a platform rather than just a game in and of itself. There are some amazing supplements for it that we had literally nothing to do with. It’s a great feeling!
What I really hope, in the long run, is that DW is a comfortable start for folks who want to expand and try new stuff. A Dungeon World fan who’ll give Sagas of the Icelanders a try because the system feels familiar or who’ll pick up a copy of Dogs in the Vineyard because it’s connected to DW by way of Apocalypse World. I think everyone should try every game there is – an informed gamer is a happy gamer.
Tell me your secrets about this unnamed space-opera-future-romance-game. What are the mechanics? What does it feel like? (No need to name the IP.)
It’s okay! It’s fairly easy knowledge to come by that I’m working on adapting some of Dungeon World’s mechanics to a Mass Effect game. It’s an amazingly deep canon with great setting and characterization but what really drew me to Mass Effect is the humanism of the stories it tells. That’s not to say I don’t love transhuman sci-fi, Freemarket and Eclipse Phase are both favourites of mine. What I love about it is that it is, ultimately, about being human. Not transcending your humanity, not becoming part of the galactic melting pot but really embracing your humanity and staking a claim on the galaxy. On top of that, I love what Bioware is starting to do with game-character romance? They have this cavalier attitude, barring a few missteps, wherein your protagonist can love who you want, regardless of their sex or gender or even species. I want to make that a core part of a tabletop game, because I think the venue of face-to-face roleplaying can create an experience that video games aren’t able to, yet.
It’s an ambitious adaptation, but I’m trying to bend the apocalypse engine to my will by stealing liberally from all the other games published using it and putting in some weird twists. It’s a little like DW was to D&D – I want the game to feel like a proper tabletop RPG and leverage all the cool, intense personal stuff you can experience in that venue but also, I really want to make it feel like a Mass Effect game. I want players to make Renegade and Paragon choices. I want shield timers and ammo types but I also want big messy interspecies poly love. I’m smiling just writing about it, which must mean I’m onto something.
Your photos are great! What kind of camera do you use? What do you like most about photography?
Thanks! I’ve been taking photos longer than I’ve been designing games, though I mostly do it for fun, these days. I picked up a Sony RX1 from a camera shop in Akihabara this past June and it’s really fired up my love of photography. Right now, I’m really into taking convention shots – some of my favourite photos in the last year have been folks at GenCon or GoPlay Northwest just hanging out and playing games. It’s such an intense experience, certainly as intense as sports or theatre, but so intimate and subtle. It’s really great being able to capture someone in a passionate moment at the table. I don’t think anyone is really taking convention photos like that right now.