Today I have an interview with Eloy Lasanta on his continued project, AMP: Year Four. It’s currently on Kickstarter and has a legacy over the past years of AMP: Years One, Two, and Three. Check out what Eloy has to say below!
This time, we are adding magic to the setting, something we’ve been hinting at for a while and the fans have really wanted. I love that we’re able to deliver to them in an epic way that will change the setting forever.
Tell me about the origin of AMP. What sits in the soul of the game? Where did it come from?
In comes AMP: Year One, where I decided to detail what happens when superpowers hit our society. A few other games did broad strokes, but I wanted the development of the setting to be intimate, so we lay out each month, giving dates and important events, that players can jump off of to start their own stories. I also took that opportunity to tell my own stories as well. There are character running around in the AMP setting that are doing some amazing things, changing the world for better or worse, and it’s been an honor to see so many people engaged with the story we are telling as well.
The soul of the game is that it is not really a superhero game. It’s a game about people with superpowers. Everyone is a person, not some caricature, not some cape-wearing vigilante. They are faced with real threats and problems from society, the government, other AMPs, the dead! So many things to contend with, and yet they need to make sure they keep their heads on straight.
In AMP: Year Four, it’s the Year of Invasion. What does this mean at the table?
What are some of the challenges of doing a series of games that span years? Is consistency an issue, or maybe variety?
Variety is a thing too. I, and the AMP writing team, have worked hard to have a consistent story to tell, but gamers aren’t the patient type. They want that new rule NOW, even if it doesn’t make sense in context. That’s the best part about being deep into the setting now, we’ve introduced things that just weren’t there in Year One.
Year One was just AMPs, because no one knew about them quite yet. Year Two added rules for playing normal people, and a new power, Gadgeteering. This let you play a Batman-esque characters and made sense for the setting, because this was humanity’s first response to knowledge of AMPs. Year Three bumped up the dial to 11, when both sides became more powerful. AMPs began developing mutations, and normals developed power suits. On their heels, we also introduced a new player option called the Twice Born, people returned from the dead, and really heralds of the magic that was to come.
What are your favorite new mechanical and flavorful things coming from AMP: Year Four? Tell me what you’re looking forward to sharing!
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