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Interview: Caias Brian Ward
I was born on a mountaintop in Tennessee, I kilt myself a b'ar when I was only three... no, wait, that was Davy Crockett. He was the King of the Wild Frontier, you know?
Interview: Chris Pramas
I am Chris Pramas, writer, game designer, and punk. I survived a boxcutter to the neck in NYC, so I'm pretty sure I can make it through this interview.
Interview: Continuum Team
"The Yet is the things a spanner discovers he must do, but hasn't... yet. Sometimes called the "required Future", but it may not actully happen farther Up in time, so the term "The Yet" is more effective."
Interview: David Edelstein
By Graveyard Greg - "Go. Chess never interested me that much, but GO fascinates me. I've always wanted to become good at it, and I've never had the time."
Interview: Doug Bolden
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.
Interview: Gareth-Michael Skarka
Gotta love 'em. On the surface, cheesy melodrama--but with some fairly complex social lessons and morals. All that, plus lightning kicks and thousand-palm strikes, too! How can you beat that?
Interview: George Vasilakos
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. Just kidding . . . aside from running Eden Studios, I've done all…
Interview: Greg Stolze
My first big design was a TCG for Wizards which they liked, but never published. No, you haven't ever seen it. They still have it, and it's being worked on by Top Men. After that, I wrote a couple of board games, and…
Interview: James Ernest
My first big design was a TCG for Wizards which they liked, but never published. No, you haven't ever seen it. They still have it, and it's being worked on by Top Men. After that, I wrote a couple of board games, and…
Interview: John Goff
I doubt the gaming industry is 'doomed.' Granted it's hard for a new company to make a go of it and even some of the old guard are falling, but that's largely due to the amount of competition for the hobbyist's dollar…
Interview: John Zinser
Recently, I sat down over the phone with John Zinser. Besides being the president of AEG, he is also one heck of a nice guy. Alderac Entertainment Group is responsible for such great games as 7th sea, Legend of the Five…
Interview: Jolly Blackburn
You know, when I got into this business it was my desire to write games. I wasn't quite sure how to get my foot in the door, so I decided I'd freelance for some gaming magazines.
Interview: Jonathan Tweet
Mark Rein*Hagen and I founded the company Lion Rampant and wrote the RPG Ars Magica, which debuted in 1987. That game was an attempt to do wizards right; to simulate everything with a single, intuitive mechanic; and to…
Interview: M.J. Young
MultiverseMultiverser is a word known to the Gaming Outpost. Mark Young has spoken out on many things, but how much do we know about the Multiverse? How much do we know about good old MJ? Come take a look at the man,…
Interview: Marc Vézina
My official title is "Director of R&D," meaning I'm the one overseeing the development of the games and making sure no one slacks off. Unofficially, I also serve as the Webmaster, do some marketing, provide support for…
Interview: Matt Forbeck
It's a dark, modern-day setting in which JFK's been running the country under martial law since Jackie was assassinated by a bunch of deltas (superpowered people) back in 1963. The players take on the role of heroes on…
Interview: Nathan Hill
I am 21 years old, a computer science major at Cameron University in southwest Oklahoma, and an avid gamer. I also am the President of the virtual company Mystic Ages Online, which has been in existence for about 3…
Interview: Oblivion's Edge Team
Oblivion's Edge is an RPG set in 2042--ten years after martial law was repealled...why was martial law put in place? Because of economic collapse, riots, terrorism, and a mega-nasty class-4 hot agent virus colloquially…
Interview: Peter Adkison
I'm Peter Adkison, founder and CEO of Wizards of the Coast. I'm qualified for the questions because I know the answers?
Interview: Raven Mimura
I received my Bachelor of Fine Arts degree in Illustration from the Rhode Island School of Design. And I look and dress like I do the kinds of illustrations I do. I like making chocolate chip cookies, but hardly ever…
Interview: Richard Daken
I actually shaved my head at DragonCon three years ago so I could cover it with temporary tattoos promoting the ill fated Starshield game I designed for Tracy Hickman. I liked it so much I kept it. Nor real tattoos…
Interview: Robert "Doc" Cross
I'm Robert "Doc" Cross: Gamer, Game Writer, Husband & Witty Fellow. (not necessarily in that order) I'm a native born Californian and darned smug about it.
Interview: Robin Laws
Hey, wait a minute, I recognize that trick! It was used by Robin Laws, who is you! You're the writer of many games and gaming supplements. In fact, let's have a list of past, present, and future credits!
Interview: Scott Haring
My name is Scott Haring. I'm the editor of Pyramid Magazine, columnist and reporter for Comics Retailer Magazine, a former staff writer/editor/developer at Steve Jackson Games and TSR, former owner/editor of The Gamer,…
Interview: Shane Lacy Hensley
Graveyard Greg asks the all-important question: Where did the idea for Deadlands come from?
Interview: Stephan Michael Sechi
Former full-time sax-player and occasional studio musician (believe it or not, that's me playing sax in the background during the "love scene" in Hulk Hogan's first movie), until I became a game designer, president of…
Interview: Stephen J Herron
I'm Stephen J Herron, of Belfast, Northern Ireland, born in 1970, a man who thought that Lidsville was a deeply buried childhood trauma until I found the theme tune on the internet recently. I also have an English…
Interview: Steve Jackson
Basically, I just thought it was a real shame to have to learn a new set of game mechanics every time you changed genres. So I wanted to do one set of mechanics that would work for everything. Sounds obvious now. Back…
Interview: Steve Kenson
Four novels and over forty game products. I'm best known for my work on Shadowrun, things like Magic in the Shadows, the Underworld Sourcebook, and work on the Shadowrun, 3rd edition, magic rules.
Interview: Steve Long
I'm Steve Long, Line Developer for Last Unicorn's STAR TREK: DEEP SPACE NINE ROLEPLAYING GAME game line and occasional freelance game writer.
