I recently conducted an interview with two of the folks behind the recent releases (and free downloads) E-RPG & The Fantasy Sagas: Ruel Knudson, Director of Project Development for Ironwood Omnimedia, and Willie Santana, Chief Operations Officer for the same. What follows is a transcript of our e-mail interview, in which they make some bold pronouncements and talk a lot more about their products. Read on, friends:
RPGB: Let's start with a little gaming background from you both. What games did you start with, and which most influenced the way you currently look at gaming?
Willie Santana: Well I have Ruel to blame; I mean thanks, for introducing me to RPGs. I have played Earthdawn, Shadowrun, D&D and E-RPG, of course. ED and SR showed me you can have beautifully crafted settings but have the rules turn you off. D&D is D&D, I can honestly say I did not enjoy it at all (though part of that was due to an inexperienced DM).
Ruel Knudson: I was, after much prodding, convinced to start playing with a group playing a game called Earthdawn. I enjoyed the setting, but my GM wasn't the best. I decided after a few game sessions to start my own and the games really took off from there. From there I went into Shadowrun, Palladium, and some AD&D, and a handful of other games here and there. AD&D I didn't take to all that well. By the time 3ed came out I was already working on Sagas. I played through 3ed for a while but ultimately Sagas was the only rule set that would really let me do what I wanted to do with my characters.
RPGB: What is the core concept at the heart of the E-RPG?
Willie Santana: I’d have to defer to Ruel on this one. I had only minimal participation in the design of the core rules, as I was away in the military much of the time between 2001-2003 when the game was developed.
Ruel Knudson: One word: Ownership. Players and GMs fully own their creations. I wanted to strip away the reoccurring problem I felt RPGs had, that being they all justified their world nicely, but not the players. Sagas is a simple, logical concept. Because it is logical you can find that you are open to anything you want to create.
RPGB: You mention quite often in press releases about E-RPG being a game that can be tailored to one's personal gaming preferences. What sets E-RPG apart in this category?
Willie Santana: Contrary to what some GMs may feel, the RPGs are not all about them; they are stories being told through a medium. Part of the beauty of this specific medium is that you have the characters writing their own lines, in essence living their part within the story line. E-RPG understands the value of this dynamic and allows you to create ANY character and we’ve tried some odd ones. I generated a rather useless “Psionic Thief” and a rather strong “sword staff fighter”. Ruel created a Jedi-esque shape shifter that got his @$$ handed to him but a simple Rogue that took a virtual God to kill. You name it, we’ve tried it and it worked.
Ruel Knudson: A lot of games are either this or that. D20 for instance is a versatile game. You can have a story based game, but ultimately the game is designed for dungeon crawls. Combat is at the heart of this, and most other games. You can by other games that focus on stories, or survival, etc. What you may have a hard time doing is finding one that does it all pretty evenly. What sets Sagas apart is that you can do this on the fly. For instance, you may enjoy playing a character who gets through the day by cleverly manipulating people. You know the guy. He's the one who gets caught with his hand in the cookie jar but manages to convince the baker that the cookies were made just for that purpose. Then one day you play the game and you find yourself more interested in the logistics of exploration. The mechanics of Sagas allows for this kind of shift. You'll find the right amount of depth there to satisfy you if you want it. If you don't, then it won't hurt anything.
RPGB: Can you give us a brief example of how the system works?
Willie Santana: That’s all you Ruel. I can play it and enjoy it, but I’m not the GM type.
Ruel Knudson: Your character is developed using a point or random attribute system. These points actually determine every part of your character at the beginning of the game. Your starting skill points, money, etc are all determined here first. The attributes determine which die are rolled to perform a task related to that attribute. In addition, characters learn skills which assist in making a task easier. Each skill level adds to the total rolled by your die. You can further develop your skills into proficiencies which allow you to further advance your ability to succeed.
As your characters succeed at task they are awarded experience points which are used to advance skill and proficiency levels. In this way characters evolve as the player needs to.
Characters approach each task by rolling their die representing the attribute. The higher the roll, the better the they attempted the task. If the total exceeds the target level by a certain number then success levels are generated that give bonuses to results or follow up skills. For instance, extra success levels on an attack roll will give bonuses to damage, while a high success on a lock pick reduces time to pick a lock.
That is the game on a basic level. Players develop their character's, and their own interests in the game by learning the nuances to different play elements. Learning the nuances to character interaction can help a character who likes to role-play through these scenarios. The same goes with all other facets, from combat, exploration and survival, magic, crafting items, etc.
RPGB: What upcoming products (and Ironwood Nexus has quite a few, I noticed) are you most excited about?
Willie Santana: Personally, I cannot wait until the modern and Sci-fi rule sets are finished. Due to my past experiences, I am more involved with the development of these products.
Ruel Knudson: The DPnP (Digital Pen n' Paper) is my dream project. When I had come up with this I had a chance to look at a bunch of the current programs similar to this. I didn't. I came up with a list of things I felt a gamer would want in a program like this. After that list was completed I hunted down one that could do it all and found that not one program did everything I needed it to do, in a way I thought would be best for all gamers. DPnP is a great tool for taking your tabletop games online, but what has me excited about it is the things it can do for offline players, too. This won't simply be a program for playing on the net. All Sagas players will find this program to be a great benefit to their gaming.
RPGB: You guys hit 1,000 downloads of E-RPG in just a week's time. Is that the sort great reaction you anticipated, or were you surprised by the positive start out of the gate?
Willie Santana: Wow! That was my response when I found out. To be honest, I did not know what to expect; I knew we had a quality product (if we got our wives to play it and enjoy the game… It HAS to be great), and that we’d been marketing it well enough but 1,000 in a week… Wow.
Ruel Knudson: I didn't expect to hit that number that quickly. It made me re-think this whole free release concept (j/k). I'm glad so many people thought well enough of what we are trying to do to give it a try. I just hope they keep coming back for whats coming up next.
RPGB: What would be your advice to someone sitting down to read through E-RPG or using it in a gaming session for the first time?
Willie Santana: Don’t over think it, decide what character you’d like to play and make it; if it doesn’t work out, you don’t have to kill him/her off, as in life your character can grow into something other than it was born.
Ruel Knudson: It may be a little hard to get the concept of Sagas and what sets it apart when you first get started in the game. Part of that is going to be the unlearning of other systems. When you first start out, leave convention at the door and make this your first experience with role-playing. The first thing you should do is find your character. Don't be all things, or be one thing. Make the game your own through the character, the story, and the game you want to play. As you character gets better at playing, so will you. In no time you will find yourself telling a story you are making.
RPGB: If you felt you could sell your game to anyone with one basic concept it entails, what would that concept be?
Willie Santana: Its about characters and their stories. And the scope of those characters is not restricted by any mold other than which you decide to set.
Ruel Knudson: Choice. A lot of games offer this. Open character development isn't new. Classless systems aren't new. What I think we nailed with Sagas is the choices you can make as you play that make the game your own.
RPGB: OK, time for a tough one--what genres or types of players might have a ROUGH time with your game?
Willie Santana: Only those who are unwilling to try a new system; my wife who had not even heard of table top RPGs until I introduced her to them in 2004 plays a rather strong archer in a fantasy campaign and an AMAZING cybernetically enhanced sniper in a cyberpunk in our modern rule set test campaign. If she can do it, anyone can.
Ruel Knudson: As far as genres or setting go, I haven't found one that Sagas can't be played in. We have used Sagas to play through all our old favorite settings and stories. The game has adapted flawlessly to conceptual games, as well as thematic games. We've played campaigns based on movie themes, books, video games, etc... The only theme left for us to attempt is superheroes. But I don't think we are going to have too much trouble with that one either.
RPGB: Are you planning any conventions/public appearances to promote the game further?
Willie Santana: We will, definitely. Right now we are concentrating in finishing the projects that we have in the works. We want to have a full product line available when we tour
Ruel Knudson: Right now it is about getting our products out there. Our primary focus is always going to be the production of our products. I feel that our products and E-RPG will speak for itself initially. If a product is released, but no support material is there to support it, all the appearances in the world won't sell your books. Once our initial line is introduced and running on its own I think conventions are a definite.
RPGB: Lastly, any more freebies on the way?
Willie Santana: Its part of our business model. We will continue offering free content to supplement our products. We will also release some retail (pay) content as well. The logic behind it is to offer a good mix of free and/or low cost material and attract as many players as we can.
Ruel Knudson: Absolutely. As far as books go, only Modern and Sci-fi Sagas will be released for free downloads. All our adventures and other source material will be purchase items. Freebies will instead come in the form of little packages. Members registered with Ironwood Nexus will be able to download little packages we put together. Some of these will be creature templates, or adventure snippets. We may have some dungeon crawls or equipment packages as well. Also, we are looking at setting up a format for allowing players to submit there own creations on the Nexus as well. Between official IOM creations, and player created content, I think we can keep people happy with plenty of free content.
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Thank you both for taking the time to answer these questions. It's always nice to see more free RPGs and RPG materials released. For more info on Iron Wood Omnimedia and E-RPG, just follow this link.