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Interview: George Vasilakos

January 19, 2000 in Articles


Graveyard Greg: Who are you?

Unknown Zombie: I’m George Vasilakos, head Zombie Lord over at Eden Studios —
Artist/Designer/Dad.

GG: How did you get into the Gaming Industry?

GV: I started a gaming store after I finished art school. When a few of my
customers and friends formed a gaming company to make the Battlelords CCG,
they needed a graphic designer and art director (and some money). So I jumped
feet first into a small gaming company with big dreams called New Millennium
Entertainment.

The company didn’t do to well with Battlelords, but its second game
Conspiracy X did nicely. When NME went under, I aquired the rights to
Conspiracy X, found some investors, closed my store and started Eden Studios.

GG: I remember Battlelords…and speaking of gaming credits…

Give us your Gaming Industry credits–past and present!

GV: I co-authored D&D with Gary Gygax . . . before I came along it was called
Dungeons and Gophers . . . I set the bonehead straight and the rest is
history.

GG: Tell me you’re kidding.

GV: Just kidding . . . aside from running Eden Studios, I’ve done all the graphic
design and art direction on the Conspiracy X line, the layout and covers for
the WitchCraft line, and some freelance art for Pinnacle’s Hell On Earth RPG.
I also designed the Abduction non-collectible card game.

GG: Are you the Pumpkin King?

GV: No. I’m a mild mannered game designer/artist.

GG: Right now everyone is slavering for the newest RPG coming soon from Eden
Studios–ALL FLESH MUST BE EATEN. Sounds gross! Mind telling the uninformed
about the concept behind this creepy game?

GV: Unlike most traditional RPGs out there, ALL FLESH MUST BE EATEN doesn’t have
one set campign setting or world background. You are presented with numerous
“Deadworlds,” each with a unigue setting and reason why the dead are walking
about. This style of presentation allows gamers to play in any genre,
background, theme or manner they wish. Play a serious survival game, a campy
comedy horror game, a heavy supernatural game, a lighter, more “real” world
game — it’s up to you.

To me, the core of this game is the idea of being trapped and having to deal
with mindless smelly zombies and their insatiable hunger. It’s a game about
survival horror . . . did I mention I used to run a game store?

GG: How did the title come to exist?

GV: Well Christopher Shy, cover artist and co-concept creator of ALL FLESH MUST
BE EATEN, gets the credit for the final title. I was dying when he suddenly
spewed out the name. A game with a name like that is a guaranteed sell, I
thought to myself.

GG: I…see.

Were there other titles in consideration? If so, name a few!

GV:

  • ERNEST vs THE ZOMBIES
  • EAT THIS FANBOY
  • CORPSE: THE ROTTING
  • ZOMBIE: THE SLAVERING
  • SOCK MONKEYS MARCH ON BROADWAY

As you can see, they just didn’t seem to have the same impact as ALL FLESH
MUST BE EATEN.

GG: You got that right!

Favorite Zombie music?

GV: Brittany Spears. Nine Inch Nails comes a close second.

GG: Did you do all of the writing for All Flesh?

GV: Heck no. I came up with most of the concepts and found people who are good at
writing to “flesh” it out. Richard Dakan gets first credit as he worked up my
admittedly sketchy descriptions for the various “Deadworlds” and zombie
creation. The game mechanics credits go to CJ Carella since we are using his
Unisystem, the same rules used for WitchCraft and Armageddon. The flavor text
and short stories get attributed to Albert Bruno III, a very talented horror
writer and old buddy of mine. The book also has a nice Forward by Shane
(Deadlands) Hensley about Zombies. Finally, there’s Alex Jurkat, my partner
in crime over here at Eden. As head editor at Eden, he cleans up everyones
writing, fills in the gaps and transitions, and organizes it all into a
polished product. That said, ALL FLESH MUST BE EATEN does contain my first
attempt at writing. I wrote the introduction chapter.

GG: Favorite Zombie food?

GV: Brittany Spears. Mexican food . . . behold the power of cheese and the All
Flesh Must Be Eaten Chocolate Bar. Yum.

GG: How did you come up with this crazy game, anyway?

GV: That’s a funny story actually . . . see I was on a “date” with a transexual
Vietnamese escort when I happened to spot Tom Hanks across the alley from me.
I said to my companion, “Hey that’s Tom Hanks!” Thing is he/she didn’t
understand a word of English and when he/she tried to speak with her mouth
full, it sounded like “Zombie games are the next big thing.” Who was I to
argue!

But seriously . . . I think AFMBE been something every gamer has wanted. I
know I’ve wanted a game like this since the first time I saw DAWN OF THE
DEAD. Once Resident Evil came out and brought those damn zombies back into
the light, it was only a matter of time before we saw a paper and pencil
roleplaying game based on zombie survival horror. I remember sitting in front
of my TV playing Resident Evil 2 coming up with initial designs for the game.
Someone had to do it and take the blame. So blame me.

GG: What is the best zombie movie you’ve ever seen?

GV: Titanic.

GG: Oooooooookay.

Worst zombie movie you’ve ever seen?

GV: The Brittany Spears Story.

GG: …

In your opinion, what makes zombies so scary?

GV: They look human but they’re not . . .
They cannot be reasoned with . . .
They have no jobs, no desires, no hopes . . .
They smell bad . . .
They are ruled by their undying hunger for more . . . more . . . more.

(Did I mention I used to run a game store that sold collectible card games?)

GG: Yes, you did.

The dead have risen from their graves! It’s time for CELEBRITY DEATHMATCH!

Waiting at the 3rd tombstone is John Kovalic, creator of DORK TOWER. His
opponent is none other than JOLLY BLACKBURN, creator of KNIGHTS OF THE
DINNER TABLE. Both are famous for making people drop dead with laughter, but
the one who loses tonight will be fresh meat for the undead! Who wins, and
how do they achieve victory? (NOTE: Be as creative and funny as possible.
You want to add some cameos, go right ahead!)

GV: Well, first John “draws” a large black marker, and pens a Muskrat Pokemon
called Dorkachew. Then, Jolly dives behind a conveniently placed dinner table
and whips out a John Wick Gaming Voard. “No fair!” cries John. Suddenly a
battle beyond description ensues between the John Wick Voard and the
Dorkachew.

Awed by the spectacle, no one hears the shambling of a hoarde of zombies as
they enter the arena. Flesh is ripped from the bone as John and Jolly try to
escape. Stabbing at the undead with art tools, but to no avail, they cannot
stop them. It gets ugly really quick and no one is laughing.

When the dust settles and the blood dries, the only thing left “alive” are
the zombies.

GG: Shameless plug time! You can find your very own Gaming Voard at http://voard.tripod.com/Voard.htm

What kind of supplements can we expect for All Flesh Must Be Eaten?

GV: Pending any Y2K complications here at Eden, we hope to release Enter the
Zombie shortly after the mainbook’s release. This book strives to open whole
new vistas for your zombies-gaming enjoyment. It includes everything
necessary to bring together the thrills of Hong Kong action films and good
old fashioned flesh-eating excitement. This book will have detailed rules on
how to play martial arts zombies. It also introduces four new campaign
settings inspired by John Woo movies, Big Trouble in Little China and Mortal
Kombat. It should be a nice little book.

We are also working on Zombie Master Screen with a 48-page insert that will
come with new archtypes, equipment and an intro adventure. Finally, we have a
a pulp setting campaign sourcebook for AFMBE, currently entitled Pulp Zombie.
This book will introduce various magics and settings set in the 30s and 40s.

GG: Any last words before we send you back to your grave?

GV: Yes, I keep seeing posts and groanings that the gaming industry’s salad days
are behind us. That paper and pencil and dice are going to be replaced by the
modem, the internet and the graphics card.

I don’t believe that. I believe that the gaming industry is headed for a
shining new Renaissance, and new age of creative freedom.

And I believe that the gaming Voard (http://voard.tripod.com/Voard.htm) will
be the bridge that brings us to this new Golden Age.

Remember . . . all flesh must be eaten.

GG: …sometimes I wonder where I dig up these interviewees…

All Flesh Must Be Eaten

November 14, 1999 in Reviews

Halloween has just passed, so I thought I’d drop a line into the good people at Eden Studios and see if I could find out more about their upcoming game All Flesh Must Be Eaten. The first thing I found out is that Flesh will likely be in your local gaming store by the end of November. Originally, the release was set for October 31, but Murphy’s Law took effect right on queue in the form of artist troubles. Translation – a short delay until the new artist can produce.

Going into this, I really only had a few basic questions. Like anyone else, they generally centered around wanting to know what Flesh was about, and why I, as a gamer, should be interested. All I knew was that it is a game about Zombies. Well, that’s a no-brainer, right? In the words of Alex Jurkat, Eden’s editor-in-chief:

“…the game can be whatever you want it to be. There are eleven possible story backgrounds (rationales for the zombies and the world) and several ways to approach each of them. That’s essentially what the last quarter of the book is all about. There are three general themes to a zombie story… .

The first is learning about the rise of the zombies, fighting them, surviving them, and learning something about them (mostly the best way to stop them — say, shoot them in the head). That’s heavy hack and slash, fight-fest usually.

The second is discovering how the zombies came about, and how to defeat them. That’s more investigative and sneaky. It may include combat elements, but you have to avoid some of that. There’s just too many to fight them all. When zombies go down, there are always more. When the protagonists go down, they are just one less (and the zombies may be one more).

These two may be sufficient for most stories. The third part complicates the other two – intraparty conflict. That’s where the stress of fighting zombies causes people to crack and turn on each other. Obviously, this is the best way for the zombies to win, or at least significantly winnow the party. We put in a short discussion of this aspect of zombie stories, with plenty of warnings about how dangerous it was for party survival. Some may see that as the best way to tell a zombie story, however. So, if the group is mature enough to handle it without hard feelings (this is supposed to be fun gaming session, right) — go for it.

…(A)nyone who is a zombie fanatic (and there seem to be a great deal of them) should play this game. They can play out all their favorite zombie stories, and do things as they would like to have seen the characters do. It breaks ground by placing zombies at the forefront of the game. Lots of games have zombies, but few focus on them. The game is different than most these days because we do not try to present one specific, detailed uberplotline. Gamers need not worry about fitting their sessions into an overarching storyline where certain events are set in stone. We provide suggestions, … but the games are really for the GMs (we call them Zombie Masters) and players to script.”

There is a lot of info in there. All I could picture now was the Night of the Living Dead movies. BRAINS!!! As it turns out, these movies, and others like them are at the core of the inspiration behind Flesh. I like that, but is it enough to make this game stand out from the rest? When I thought of it, I couldn’t think of any other true zombie games. The only thing that comes close is GURPS Undead, and it’s a supplement, not a stand-alone game. So who’s idea was this anyway? When I was Eden’s webmaster a few years ago, I remember that Flesh was already an idea being bandied about. In George’s words, this is how it all happened:

“Well, I was playing Resident Evil 2 last October and I said to myself this would make a nice Conspiracy X adventure if you changed the bad guys and story around a little. I called Christopher Shy late that night and we talked about the game. As we talked about Resident Evil and Con X, the conversation slowly turned into a conversation about zombie RPGs and why the industry really doesn’t have one that just deals with the zombie genre. So at first we discussed doing it as a Conspiracy X alternate world setting but as the night went on it took on a life of its own. I remember Chris jokingly saying “why don’t we make a separate game and call it All Flesh Must Be Eaten”. I laughed for like 10 minutes. The name was great. Over the next few days, we fleshed out some concepts while watching all 3 of the Romero Dead movies for inspiration. That’s when I decided the game can’t be like most traditional RPGs and have a set storyline and history. There was just too many cool zombie genres I would want players to be able to play in. If we gave it one storyline, we would have to ignore too much cool stuff — and we would be imposing our concept of zombies stories on the players. So the game took on a life of having multiple “deadworld” campaign settings to choose from. Then over the following months I contacted Richard Dakan and told him our vision of the game and he began writing the various world backgrounds.”

George Vasilakos and Christopher Shy did the original creative work, defining the scope, direction, feel and focus of the project. George also put together the intro text on the zombie/survival horror genre. The core charters, which include such things as how to create a zombie and the eleven world backgrounds were written by Richard “Ricko” Dakan. Ricko has worked on many previous Eden projects, including many of books in the Conspiracy X RPG line – as well as done work on Deadlands, Star Trek, Dune, Kult and Mutant Chronicles. Al Bruno, an inspiring horror writer and long-time friend of George, wrote the fiction and archetype personalities. Lastly, Shane “Deadlands” Hensley graced All Flesh with an excellent forward about Zombies. Alex Jurkat did the editing, proofing, some game design, writing where needed, and a bunch of other development work. He pulled all the work of all the various authors together and smoothed it all out. Alex has been Creative Director for Eden since the beginning and has overseen the text side of things for all of Eden’s product.

On the art side, the cover art is done by Christopher Shy, who has graced Eden with his gorgeous covers in the past. Christopher also did a fair chunk of the interior art as well. He has done work for White Wolf, Propaganda Publishing, Gold Rush Games and The Apophis Consortium. Mike Osadciw of Battlelords RPG fame has been working with Eden for a few books now and added some gorgeous art as well to the project. A newcomer to Eden is Brad Quigley, whom George met at GenCon and says his portfolio “blew me away. So I put him on Flesh as a test and now he’s working on the Flesh supplement and various WitchCraft projects. A very nice style.” George did the layout, graphic design and a bunch of illustrations as well, not to mention a bit of writing which is a first for him.

I wanted to know more though, so it’s on to the system. From visiting the official website [ http://www.allflesh.com/ ] I did find out that Flesh will be using the Unisystem, developed by CJ Carella, who has written for Steve Jackson Games as well as a ton of material for Palladium. For anyone who has played the WitchCraft or Armageddon RPGs, this means that you won’t have to learn something new in order to enjoy Flesh. That’s a nice plus. When asked if he could say anything more about the game mechanics, Alex replied:

“The Unisystem is pretty straight-forward. CJ’s design philosophy for game mechanics is to be as unintrusive as possible. After the first couple of sessions, the mechanics should become second nature and fade into the background. He likes the focus to be on the story, not the rules. As for content, the most innovative thing to me is the Anatomy of a Zombie chapter. It allows Zombie Masters to pick and choose zombie powers and create their own unique nasties to through at players. Ricko ran through many aspects of a zombie, from its weak spot to its strength to its diet to its sense, etc. I then went through and added in game stats and a power level, so different features could be compared. In the end, you add up all the power levels and you get an idea of how serious a threat the zombie is. It’s a way for Zombie Master to keep their players on their toes. We then used that zombie creation system when running through the stats of the zombies in each world background. It came out very nicely.”

Something I didn’t find out on the site was whether Flesh will be supported beyond the main rulebook or whether it is a ‘one-shot’ sourcebook. Fortunately for all you zombie lovers out there, it is the former. There will be supplements. The first is Enter the Zombie, combining high action martial arts and the walking dead. The second under consideration is a magic supplement, focusing on zombies and different magic traditions, from ancient world to dark future. Another under consideration addresses Nazis, 1930-40s pulp and the undead, following up and expanding on the Mien Zombie background presented in the main book.

One more nifty thing – anyone who orders their copy direct from Eden will receive an All Flesh Must Be Eaten chocolate bar. Where’d they come up with that one?

“George was surfing websites for merchandising stuff (and) found a candy bar maker… All of a sudden it came to us – All Flesh Must Be Eaten candy bar. We were laughing about fleshy chocolate with a crunch all day after that. We did some pricing and talked to some distributors and everyone agreed it was a great idea. We were so psyched we didn’t even realize that the (then) planned Halloween release fit perfectly with the candy bar until one of our distributors mentioned it. That basically cemented the promotion.”

So, there you have it. That about wraps it up. For anyone interested, Flesh will be released as a 232 page, hardback, in a 7.5″ x 9.5″ format – the same size as Eden’s other Unisystem books, but with the added feature of hard cover.

One last note. I have not seen the manuscript for Flesh, and by extension have not played it. Hopefully, that will change soon. As soon as the game is released, look for a review right here on GO.

Avatar of EDG

by EDG

Witchcraft

August 25, 1999 in Reviews

CJ Carella’s WitchCraft is now in its second incarnation, having burned up
one of its nine lives on a failed foray from Myrmidon Press in 1996. It has
been resurrected by Eden Studios, who seems to be competing with Atlas as
the Company Who Breathes New Life Into Games Previously Dead. It seems to
fill a niche as a hipper alternative to White Wolf’s overburdened World of
Darkness, which it fulfills quite well–how viable that niche is for the
game may be another story.

First things first: For those who own the first edition, the revised Eden
Studios WitchCraft, 2nd Edition main rulebook corrects typos, clarifies
rules, smoothes the organization of the book, and adds several new features,
including an index, a detailed table of contents, and appendices. Though
there are a smattering of new rules, if you own the book already you should
be fine.

Physically, the book is smaller than most 8 1/2″ by 11″ gaming books, with a
good softcover illustration and uniformly decent layout throughout (though
the cursive font for the game fiction is quite difficult, and there is far
too much of it). It also makes one ask how a book that is smaller and
paperback can go for $28.00 a copy? RPG prices have been rising, and most
publishers have been pointing at increasing public demand for
coffeetable-style art production quality–what’s the excuse for WitchCraft,
which has none of these qualities?

Being an inquisitive sort, I wrote to Eden and asked them. I got back an
extremely well-written response that this book is competitively priced when
compared with other small-press publications, especially considering
WitchCraft’s 160,000 word count. Looking at their list, I’m forced to
concede that they’re right–but looking overt WitchCraft some more I’m even
more confused about the choice to go with an irregularly sized format.
Didn’t this save them money? If it did not, why did they do it? I have no
answers. Also, a lot of those 160,000 words are taken up with game fiction,
which I consider a blight on the industry and very poor for this book in
particular.

Consider its digest size, this game should be cheaper than most, and make it
part of its appeal. Priced at $18 it would be much easier to give a good
review to the work based on content alone. Great game or not, publishers
need to be held accountable by their public, and $28.00 is over the line for
this particular product.

WitchCraft uses the “Unisystem” for task resolution, a fairly standard Skill
+ Attribute system, rolling a d10 for randomization–it will be very
familiar to White Wolf players. Rolling a 10 or a 1 lets you add or
subtract dice exponentially–very similar to 7th Sea though this also serves
as the “botch” mechanic on a 1, which works a lot better than the World of
Darkness game systems.

Unisystem makes a lot of hay about the fact that the game can be played
diceless, using cards or just storytelling to work out results, but the
reality is a bit disappointing: the card mechanic gets one page of
exposition and is basically a warmed over version of Castle Falkenstein with
no proper accounting for face cards–drawing one generates either a 1 or 10
result, so games played with this mechanic become very botch-filled rapidly.
The narrative system is even briefer, and basically tells GMs to use the
attributes to see who won, then adjust to taste. Eden, I can do that with
any game–it’s nice to include, but don’t then claim that the Unisystem is
an all-in-one system with or without dice.

This all sounds very critical, but aside from the claims of universality the
game’s system seems to be quite competent, if not inspired. The combats I
played out seemed to work well, and the task system is fairly invisible in
play. If you’ve done White Wolf, you won’t have a problem–it’s quite clean
and easy to use.

It is unusual for me to address a game’s rule system before its setting;
with WitchCraft it makes sense, because I feel like I’ve seen this setting
before. It’s a modern day setting where players are witches, bast (cat
shape-shifting people), spirits or other occult beings living beneath the
surface of our normal life. Further, you’re a member of an organization, the
specific details of which you will be able to read about in a series of upcoming
guidebooks. I know: it sounds like the World of Darkness from Vampire, Mage,
et al. This can be forgiven, of course, if the groups involved are
sufficiently inventive enough, and break or preconceptions about the occult
the way Unknown Armies does in an overt way, or subvert them like Nephilim
did.

WitchCraft does neither– you can be a Wicce, or “good pagan person”, a
Sentinel or “bad Church-loving type”, a Solitaire or “independent,
be-what-you-want type” and so on. Even the groups that show some invention
like the Cabal of Psyche don’t have the juiciness of the sects in Vampire or
Ars Magica–they just seem bland. Wile WitchCraft does a great job of
cataloging all the obvious choices, it leaves behind any kind of real
inventiveness–by giving people exactly what they were asking for, it fails
to innovate.

The big metaplot concern in WitchCraft is the Time of the Reckoning, as the
supernatural forces in the world are building and racing toward–so more
demons, more Gifted and more magic is rushing into the world, making it
harder and harder to hide the supernatural. Yes, this does sound a bit like
the Masquerade from Vampire, but let it pass. One neat element I did enjoy
is that mundane hatred ‘jams’ magic, but fear does not–explaining why
witches are forced to hide, and giving more power to the mundanes in the
setting, something the World of Darkness never does.

Finally, I have to comment on the “chicken soup” style of world design used
here. If WitchCraft is intended to be an alternative to the World of
Darkness, it makes sense for them to contain a great deal of variety in the
setting, but make compelling design choices. Having “Mad Gods” in the
setting that are so obviously poor imitations of the Lovecraftian Cthulhu
mythos doesn’t help, and a lot of the setting adheres to the “that’s
good…add that to the game” mentality.

The Verdict

If you can’t stand White Wolf’s World of Darkness but wish to play in a
modern-day occult game that is aimed at covering all the themes, WitchCraft
is a great place to start. But with an expensive price tag for ho-hum
production values and a real absence of fresh ideas, I suspect many gamers
would be able to cobble something together for themselves that works better.
It remains to be seen if the supplements and other materials put out for
WitchCraft improve on this mediocre rule book…and if occult fans will have
the incentive to buy them.