Nick LaLone: Could we have an introduction?
Doug Bolden: To myself? I am Doug Bolden, also known as the Wyrm and sometimes Wyrmis Simryw. I am a college student that aspires to be a teacher and a writer. I study Physics, Philosophy and poetry. I have done writing in several fields, including poetry, short story, and gaming stuff. I also occasionally program and paint.
Nick: What does the social term Grassroots mean to you?
Doug: I consider it a term that means underneath. Though it may be corny and such, picture it as the grass growing under the shade of the larger trees. In a lot of ways, simpler, more basic, more personal.
Nick: How did you get started in Roleplaying?
Doug: My brother bought D&D when I was like 7 and I played a bit with him (little bit). I later became a DM and ran my own adventures at age 12 or so (before and after school). I somehow got a free copy of Palladium Fantasy RPG and from there I just sort of ate up the hobby. Only recently with college and stuff have I had to back down on it.
Nick: What projects have you given the gaming industry?
Doug: I wrote a system called ASIA (a simple interactive) RPG. It was a fair, one page RPG that was decently universal, but had one major flaw. Given enough time, there was no way to fail a roll.
There is my game Ghost Light, whose original draft was written in about an hour, though some work was done later to tweak the system. Besides that, I used to publish quick tips and scenarios on Doug’s RPG Page, but I ended up taking it down due to increased responsibilities and less time spent gaming.
Nick: Ghost Light is an interesting Game. Could you explain it for everyone else out there?
Doug: As for the system, it was the beginning, when I was trying to work out a game that had no attributes except for emotions. The original working idea was a mother wolf protecting her cubs in both love of them and hatred off her enemies. The idea was rearranged a bit, and the world of ghosts seemed to be the most natural. And now we have a more or less completed project in which you have to manipulate the game world (still sketchy at this point) through emotion. You fight with hate, for instance. Heal with love. Maybe open locks with curiostiy, though it gets more advanced when you find emotions have more than cliche uses (love can be used to kill, for instance, or love of money used to steal). And you also are allowed things like Nuturing Instinct (pseudo-emotions and mental states) to the game to round out characters.
Nick: Where did this idea come from?
Doug: This is a big question for me. I once accredited it to Wraith, then I remembered that the whole emotion thing seemed to predate my first game in Wraith: the Oblivion. Now, I really don’t know. There was a point where I played and doodled in RPGs almost constantly and it came out of that. Though I will admit that the “Mutability” and “Practicality” (as far as Ghost Light is concerned) of the ghostly realm was first made apparent through Wraith
Nick: Ron Edwards of the Sorcerer RPG and Ed Healy of the Gaming Outpost helped you quite a bit with exposure. How did you find them?
Doug: Ron was a one-time (perhaps more, I don’t know) guest to Doug’s RPG page if I remember correctly, back before I had Ghost Light published on it. Him and I became aquaintances on-line. Later, I got him to review Ghost Light for me, and his suggestions led me to create the early version into GL 2.0. He introduced me to Gaming Outpost later, at which point I met Ed Healy.
Nick: Are you working on anything now?
Doug: I have a “silly” little game called ROCK and ROLL that I am designing where you play Rock Stars (and Rap Stars and Folk Acts, whatever) that fight crime or aliens or ghosts. There is also an RPG that I have mostly finished based on the TV show Millenium (loosely). Besides that, I still want to sit down and come up with a universal system (the newest based on the dice-point system of Ghost Light). After I get that grounded, I have about 3 or 4 ideas on quickie games. Also, I am still trying to see about taking the Ghost Light mechanic to the dream world.
Nick: What inspires you to create these wonderful games?
Doug: In many ways, when I was a kid, I really wanted to write RPGs but it didn’t seem likely. This is the ultimate beauty the internet offers to Grassroots gamers, this opportunity. Now that I have it, I want to be able to use it. Plus, I often try to write stories and stuff, and sometimes think, now it would be cool to have a game that allowed me to play that (Rock and Roll, Dream Night (sister game to Ghost Light) and Time Is Near (Millenium inspired) all come from this.
Nick: Why do you do it? Why create free games?
Doug: I don’t know. This way I don’t have to worry about taxes and such, I suppose. Plus, I like to create games that others can use for free ’cause I want others to do it. I can not guarantee that every game I create will be free, but I want some quality games to be offered before I start charging. Also, it is like a testing ground–by having Ghost Light free, the test isn’t whether or not it sells, but whether people read it and like it and want to see more of it.
Nick: Do you play your games?
Doug: Kind of, I often play sort of diceless versions of my games. Strangely, from what I know, I have played Ghost Light the least of all those that take it serious (however big a number that is). I played that ASIA quite a bit (its how I found out its flaw, my players weren’t the kind to abuse a system flaw, but eventually it showed up). I have an affinity for universal systems, cause I like to make games that only need be played once or twice and then can be put aside. That is why I am trying hard to get a balanced system out.
Oh yeah, I once wrote an rpg based on Legend of Zelda for my nephew’s birthday; played that one quite a bit.
Nick: Where would you like to see you and your games go in the future?
Doug: I would like to see Ghost Light expanded and completed (I have several changes that I have to write soon) with world data actually fleshed out and such. My “universal” rpg would be nice to get out. I do want to get published and I do want to make money off of it. Though I see myself more as a conceptualist and writer as opposed to system creator. I would like to start writing more and more for other games.
Nick: There are a lot of Game Companies out there. What games or companies would you like to write for?
Doug: I really don’t have a preference, though Palladium was one of the first games I played, and still would like to contribute to them (especially Nightbane). But I’ve got and played a lot of different games from obscure to famous. I think Call of Cthulhu could use me, since I tend to the dark and unexplainable horrific. Also, I think I would like to do some writing for Sorcerer RPG (Ron’s Baby). Something in the horror genre I guess, or dark fantasy (but with some technology for effect).
Nick: When you come up with a game concept. How do you go about designing it? Do you use any special techniques?
Doug: I just mainly brainstorm a hell of a lot. And then I take bits and pieces and tie it together. Once I get that done, I start to read back over that and edit and edit. Finally, I bring someone else into the circle and get their opinion. Then I go back to the brainstorming and the process cycles until complete.
As far as “system” mechanic is concerned, I also like to look at what is out there for guidance and in the effort to keep balance and necessity flowing.
Nick: Are there any writting techniques you recommend when trying to develop a writting style?
Doug: I would say get other’s opinions is great. Plus you need to run some playtest games (or have others do it). But getting input from others is probably the most beneficial thing, because you need to be able to write informative, interesting and understandable stuff if you want others to play your game. If you are trying to learn to develop setting, go with what you love. Pick a book or a movie or a game (still no cool Final Fantasy RPG out there). Add to it. As for system, play around a bit, and then go to others for opinion and input.
Nick: Good advice.
Do you have any Final Thoughts?
Doug: Not besides the fact that I think RPGs should move beyond systems. There was a point where this was a cool “cult” marking, but now the genre/hobby is quickly being replaced with flashier versions of entertainment. People need to learn to play to their settings more. I love playing PlaneScape (a D&D title) without looking up a single chart or rolling a single dice. Just think “Role-Playing” should come before “Game”, that’s all. Have fun and be someone else.
