The Firing Squad welcomes Sean Punch

I had the opportunity to sit down once again with GURPS Line Editor Sean Punch for a 90-minute interview concerning the GURPS Dungeon Fantasy Boxed Set.

The Kickstarter is ongoing – and to back the Kickstarter is to vote for more physically printed GURPS products.

The interview is fairly clear, though Sean and I both talk fast, and there will be some interruptions in the flow.

This is the first Firing Squad video in over a year . . . sorry for making you wait so long!

If you don’t have time for the full 90-minute show (but you should make time for it, because Sean’s an engaging speaker and I mostly just shut up and listen), at least listen to this seven minute long pitch about the DF boxed set, and what’s in it for you, and why it matters to the future of GURPS.

Seven Minute Summary

And for those with more time on your hands, here’s the full video:

Full 90-minute Interview

As always, as soon as I can make it happen, there will be an MP3 file and a transcript available.

Hey, and why not? Here’s the first interview I ever did, and also my first with Sean.

When I heard that there was going to be a big SJG project, and given that I have a certain amount of contact with Sean and the SJG team thanks to being an author for them, as well as doing the fairly well-received GURPSDay compilations, I volunteered to conduct a series of interviews with the SJG team.

+Phil Reed is a busy guy. CEOs are like that, in my experience. While I usually try and do interviews on The Firing Squad, which allows me to dig deeper and probe with follow-ups, that simply wasn’t going to happen.

Phil graciously answered a few questions on the Dungeon Fantasy Boxed Set via email. I’ll be following up in a more content-driven conversation – on video – with Sean next week (though it’ll take a bit to get through my post-production, and then transcription, though the vid will go up before the transcript is ready).

My questions are in bold. His answers are in plain text. Continue reading “Dungeon Fantasy Boxed Set – Q&A with Phil Reed”

Thursday is GURPSDay, and much like Christmas time, I was gifted with the transcript that someone did of the conversation between Hunter Shelburne and +Rev. Pee Kitty (PK Levine, Jason Levine) regarding the GURPS worked-example series After the End.


For an absolutely shameless set of plugs, if you want some comprehensive reviews of each volume, check out After the End 1: Wastelanders (review) and After the End 2: The New World (review) that I did previously.

But what was the interview, you ask? It was part of SJGamesLive.

(I should note that these transcripts, whether it be this one or those on The Firing Squad, are pretty intense piece of work. As an example, the AtE transcript is just shy of 10,000 words long. That’d be about a 12-page Pyramid article, which is on the longer side of things. So there’s a lot of content here.)

Shelburne (HS) interviews PK Levine (PK) on YouTube

Hunter Shelburne (HS): Hey guys! I’m
Hunter, the Community Manager here at Steve Jackson Games. Welcome to SJ Games
Live. I’m here with PK Levine, our Assistant GURPS Line Editor. How you doing,
PK?Jason “PK” Levine (PK): I’m doing
well, Hunter. How about you?

HS: Doing awesome. Very happy to be
here, interviewing you. I guess, I’m not technically interviewing you; the fans
are interviewing you, it seems. We collected some questions on our forums over
the past few weeks, trying to get an idea of what people wanted to know about
the After the End and some other things that we’ve been doing with GURPS —
specifically, what you’ve been doing with GURPS — and you’re going to answer
some of those questions today. So, you ready?

PK: Yeah, absolutely.

HS: Awesome.

PK: Let the fans speak through you;
be their proxy!

HS: Beautiful. I’m pretty good at
letting other people speak for me here. So, we have EvilEeyore from the forums
— I say “from the forums,” but that’s pretty much everybody here —
he’s got a couple of questions. Let’s start with, “What should the presumed
TL be for a bog-standard ATE game (After the End) and what do you mean by ‘for
economic purposes’ when discussing TL4?”

PK: Okay, actually something that
just occurred that I probably should have brought up earlier: should I give a
really brief summary in case anyone doesn’t know what After the End is?

HS: Sure, yeah, let’s go through it.

Continue reading “Transcript: Hunter and PK talk After the End”

This was far too long in coming, but in January, the Firing Squad welcomed +Brian Engard, and we discussed game design, self-publishing, and how to broaden the gaming market, among other topics. It’s about a 90-minute interview.

I interacted with Brian first as a contact about the interview with +Steve Jackson, only to discover that Brian has a ton of notches on his belt, from design work with +Leonard Balsera on Fate Core, as well as Spirit of the Century and Shadow of the Century, and Strange Tales of the Century.

He’s also self-published a very different kind of game, called Becoming, which is part improv theater, part RPG, and likely different than anything that you’ve seen before.

Give a listen!



The Firing Squad is not out of business – I’ve just been busy. Plus, I raised my standards.

I really liked the visual impact of the images I added to Steve Jackson‘s and Hans-Christian Vortisch‘s interviews. So I decided to keep doing them.

But it adds overhead. I can estimate as I work through +Brian Engard‘s interview – which was 90 minutes long – that I will spend about 7 hours in post processing of the video alone for every hour of conversation.

Additional time above and beyond what +Christopher R. Rice spends in the preliminary transcription will be spent adjusting the text – as a result of 14 years of trans-pacific conference calls with coworkers with variably accented English, I have a ridiculously good ear for this. I’d guess about 3 hours of editing for every hour of conversation (again, above and beyond the 3-10 days for the raw transcription, and it’s usually closer to 3 than not).

So to get it right takes time. The only thing I could think of to speed time to viewing would be to do a rough-cut video where I remove any long pauses, bathroom breaks, or other interruptions. Then include the text transcription and post-production video as time allows. My predisposition is obviously to release the post-production video first with an MP3 file, and either at the same time or shortly thereafter throw down the full text transcript.

But I’m interested in opinions and thoughts.

I do have something like four confirmed candidates for interviews in the works. All are published authors for GURPS and other works.

I’m always interested in suggestions as well, and would be simply thrilled to hear from someone in WotC with whom I could chat about D&D 5, because I’ve been enjoying the hell out of it and would love to speak about the present and future of the game, as well as design choices, etc.

In any case, if you are wondering what’s this Firing Squad thing . . . well, take a peek.

For various reasons this took a bit. Holidays, dead computers, oh my.

But the text transcript of my interview with +Hans-Christian Vortisch is now available. 

It was a fun interview for me to do, and we covered a lot of good ground. 

If you haven’t seen it, heard it, or watched it: now’s your chance!

Happy New Year, and happy GURPS-Day.

I was asked recently how I do my interviews. I answered this a while back from a logistics point of view, but I was asked a bit about the tech and tools, since the interviews go fairly well and people were curious.

First, check out the logistics part. There’s some important stuff there.

The Hardware

I use a Microsoft Lifecam Studio HD as my webcam. In truth, I recently updated drivers on my system, and now it still will capture video, but I can no longer control the camera zoom. This seems to be an issue MS has been told about but won’t/can’t/hasn’t fixed yet. It’s annoying but not crippling just yet. I’m considering upgrading, but I really don’t want to. Logitech stuff works flawlessly for me, so if I go, I’ll go that way unless research shows there’s a much better option. Continue reading “Firing Squad: Tech Talk”

Earlier this week I sat down with +Hans-Christian Vortisch , who has made a solid game writing presence being the go-to guy about firearms, especially makes, models, and usage.

We talk about his history in gaming and how he came to write about games, as well as an awful lot about firearms, both using them and modeling their use in RPGs.

Hans’ name has come up in many of the interviews I’ve done on the Firing Squad, and always in a way that gives a nod to his vast erudition regarding the subject.

I have been personally involved in playtesting two of his works, as Lead Playtester for High Tech (with +Shawn Fisher ) and Tactical Shooting.  Both experiences were positive and a heck of a lot of fun.

We speak for about 75 minutes and could easily have gone longer (I woke up at 5am to interview him – he’s 7 hours ahead of Minneapolis time). If the video looks a bit jerky at times, we experienced some communications lag, so I chopped out some weird silences.

So if you have a bit more than an hour to spare on this Thanksgiving Day, in between football and a tryptophan coma, give a listen!


I finally forced myself to sit down and put nose to grindstone and finished editing the text transcript to the Firing Squad Interview I did with +Steve Jackson.

It took much longer than usual – I’ve had a lot going on at work with presentations, various internal meetings, and lots of conference calls. That and having a collicky 3-month-old has left me with little spare time and few brain cells to scrape together.

The text transcript is inserted into the original interview post and will be updated over time with appropriate links and pictures. It will get better as I take a half-hour here and there to provide more value-added content.

I still think the video is worth watching, and honestly I put many hours into post-production on that one, so I’d love it if y’all would look at it and let me know if the video overlays I did were worthwhile.

But I prefer reading interviews myself, so please go back, watch the video, listen to the MP3 track, or read the transcript.

Thanks for joining me on the Firing Squad, and thanks again to Steve for sitting down with me for an hour.

Last weekend, I interviewed +Steve Jackson!

I tried to get this on out on GURPS-Day, but the editing ran me past midnight and spooling the video took two freakin’ hours.

During an interview that was about 50 minutes long, we covered Ogre and the Kickstarter, Munchkin, his recently released 2013 Stakeholder’s Report, and of course we talked a bit about GURPS.

Thanks to Steve for taking the time to join me on the Firing Squad!

Text Transcript

Douglas Cole (Gaming

Good afternoon and welcome to Gaming Ballistics’ Firing Squad. I’m here with
Steve Jackson of Steve Jackson Games. It’s a pleasure to talk to you today.
Steve Jackson (Steve Jackson

Well, it’s a pleasure to be here, especially since I can do it from . . . here.
Doug: The working from home thing
is never cooler than when you can do an interview without pants.

Steve: Not admitting to anything
Doug: I think that’s fair. I tend
to get right into things and first ask a quick question about…I’ve got my Ogre
Supporter shirt on – ta da! [Steve laughs] and…
Steve: No [something]’s required.
Doug:…exactly. How did you decide
to go from “Gee, I’d like to re-release Ogre to “Let’s do it on Kickstarter,”
and how did that process work in your mind when you decided to do it.
Steve: Well, how it worked in my
mind was . . . Phil Reed talked me into it. He was very familiar with
Kickstarter, and he made a very good case for doing it that way.
I did my homework, and decided “yes, that could be very good.” In fact, two weeks after, when we got rolling on it, I
was more optimistic about it than he was, because I thought it was a good fit.
And Phil was rightfully cautious.
Doug: What were the biggest
worries that you had, and what were the hopes that turned out soon to be
fulfilled in the Kickstarter process in the terms of fundraising in terms of
what could go right and what could go wrong . . . that you could anticipate before the event as opposed to what
happened after.
Steve: Before the event? Well,
what we were worried about maybe there wasn’t enough game fans on Kickstarter –
remember how long ago this was – that there weren’t enough game fans on
Kickstarter to make it worthwhile. The funding goal that we set was only
$20,000 . . . that was not what it took to print it. Because I wanted to print
it anyway.
was the level that we agreed that would make it worthwhile to create a slightly
different version with full fealty.
of course that was blown away instantly. We had no dreams that it would get as
huge as it did. None. That was totally not in the original thinking.
Doug: And so you raised nearly a
million dollars – like 980-some odd thousand I believe?
Steve: We certainly could have
broken a million if we had kept pushing at it, but we had realized we had
already pushed at it too long, promised a great deal, and that it was time to
tell people “Okay! Thank you, we’re gonna be good here.”
Doug: [laughs] What do you think
that tells us as a gaming community about the market itself?
Steve: It tells what anybody who
is paying attention has figured out in the last year anyway: Which is that
Kickstarter and games are a very good fit.
Doug: Do you think it says
something more about the latent revenue potential or is it something unique
about Kickstarter that makes the money flow?
Steve:  I know that other crowdfunding systems have
also have also worked very well. You say delayed funding systems, explain how
you mean delayed?
Doug: If I said “delayed I didn’t
mean it.” [It was “latent,” but there was a garble]
does it tell you about the market – is it unique to Kickstarter that all the
money is channeling to the games, or does that tell you something about over
the last thirty years or so that people are still willing to drop quite a bit
of money (if you like) on a quality tabletop product.
Steve: There both true, and they
supported each other, and they supported each other marvelously.
Doug: So after the event and the
intenseness of it, and how it sort of took over and how it took over all of
your lives, and Steve Jackson Games for a while: what have you learned about
Kickstarter for Ogre that you can apply to future projects. Not just
Kickstarters but to your business protocols.
Steve: Second answer first – what
we learned about daily business
protocols is that people are not afraid of a huge product as long as you make
it nice enough.
were rightfully dinged for the delays on the product, but people liked what
they got when they got it. So yay.
Repeat your first part . . . Mr. Two-Questions-At-Once.
Doug: Sorry about that. It’s
really what did you learn from running the Kickstarter that you can apply to
future projects?
Steve: For Kickstarters: we needed
to plan in advance five or six times as much as we did.
we were written up – among other Kickstarters – in a Moneay magazine article
that was posted, and the author said we had done everything right except – and this was a biggie – We had
not planned for too much success . . . and that was absolutely correct.
were having late night meetings to discuss [coughs] what to do the next day on
the Kickstarter. And not if, but when
we do another crowdfunding game (because Car Wars is going to happen) it’s going to be much much better scripted.
not saying there is going to be no improvisation, because it’s no fun if you
can’t riff a little bit, but we’ll know in advance what we can’t do or what we
are willing to do. We’ll have a good idea of what we’re not willing to do, so no matter the amount of begging we get from
individuals or small groups for individual weird things – some of them won’t be
in the plan and won’t do them.
Doug: Seems like some of the…I
can’t remember if it was part of your advice to game masters in times past, but
be willing to say “Yes,” but be very willing to say “No” or at least “Not yet.”
Steve: Yes. In fact we said “Not
Yet” a few times when we just should have said “No.”
okay. We survived.
still working on delivering some of the promises, including – one of the
stretch goals was “We’ll do Car Wars the same way.” And that will take
considerably longer to come to head. There are other things that haven’t been
delivered yet, but we’re working on it. And people don’t need it all once
anyway. The point was continuing support, and we are giving them that.
Doug: I actually had not been an
Ogre player. I had known of the game, way back when, so the Kickstarter was the
first encounter with the game. And playing it with this monstrous game on our
kitchen table with my wife actually (who kicked my butt twice just absolutely…she played the Ogre and I played the command
post and we got a few rules wrong, but she absolutely flattened me twice. And
having never done any of that was both gratifying for her and immediately the
trash talk continued).
Steve: Other than that, did you
have fun?
Doug: Oh, it was a great time. I
think that actually speaks to the longevity of the game and the concept: The
one player doing many [playing the many small pieces] and the other with the
Ogre tank, and you get people playing Ogres vs. Ogres with lots of battles, and
it’s very expandable.
think it speaks to – and we’ll probably get around to this later – but it
speaks to the benefit of a fundamentally design and resolution mechanic that’s
nonetheless scalable.
Steve: Yes that… I will admit that
Ogre gets that. There are other games
out there that have gotten that that I really admire. The original Space Hulk.
Did you ever play that from Games Workshop?
Doug: I have not.
Steve: It was easy to learn, and
you were constantly blowing stuff up.
Doug: Which is very satisfying. I
have an almost five year old daughter who now refers to any military vehicle as an Ogre tank. She’s like “That’s an Ogre
were we watching recently? It was some sort of superhero thing with a giant
tank. [It was Justice League Unlimited] That’s as much an Ogre tank as you’re
going to see in DC comics or Marvel or whatever.
timely…we’re going to switch topics a bit, but timely: your report to the
stakeholders came out in the last 24 hours, I believe. So I read it with
interest, and the biggest thing – well there are a lot of great tidbits in
there – but one of them obviously is Munchkin, is and continues to be about 75%
of Steve Jackson Games revenue.
I want to go back a little bit. Munchkin won the 2001 Origins Award for best
traditional card game, and depending on whether you want to call it the “star”
or “cash cow” to use the old Boston Consulting Group model.
Steve: Which I don’t remember well
enough to critique. So . . . I’ll go along, if you want to give me the definitions
for those, I’ll tell you where it falls for us.
Doug: It was the axes are
something like growth and profit, and so the high growth, high profit where you
are just printing money is the Star. Low growth, low profit is the Dog, and
what do you do with those – shoot ‘em.
there were the problem children, which were high profit, but low growth and
then there was another one that was high growth, low profit. That’s the cash
Steve: The cash cow would have to
be high profit, low growth.
Yeah. Something like that.
[Note: Doug got this a bit wrong. The original BCG framework was growth
vs. market share, with share being a stand-in for cash production or consumption,
a proxy for profitability but not a direct analog. So high-share, high growth
were the Stars, high share, low growth were the Cash Cows. The low-share, high
growth were the Question Marks or Problem Children, while the low-growth,
low-share were either the Dogs or, perhaps more pertinently, the Pets.]
Steve: In those metrics Ogre is
the star because it’s profitable, but it’s also still growing.
Doug: There was an interesting
back and forth on your forums, on the Steve Jackson Games Forums, where it was
like “Yeah, I don’t understand how this ‘one trick joke’ hasn’t played out by
since I’ve played the different flavors as well, I don’t think Munchkin is a
one-trick joke, but it is interesting how…how did you come up with the concept
for Munchkin and how did it morph, and materialize, and mature in your mind and
in your business?
Steve: Well, it was really a very
typical design story . . . except that it succeeded so well. I had a stupid
idea and I ran with it.
wanted to make a card game that would poke gentle – and sometimes not gentle –
fun at the dungeon crawling trope . . . and I made up some cards. A lot of them
were actually drawn up on the airplane toward a convention in Arizona.
had some very very basic rules, and playtested it there, and basically the
playtesters just wouldn’t put it down unless someone dragged them out of the
chair. So I said “Okay! Got something.”
came back and finished it up – and there is a whole lot that goes into
finishing it up: you know, balance testing and so on. But the later testers
liked it just as much and I was still having fun with it. It was an excuse to
tell lots and lots of stupid jokes. That’s what Munchkin remains – an excuse to
tell lots of stupid jokes.
you have to narrow it down to one trick it’s “Tell stupid jokes.” But there is
more than that.
lets the players interact and people talk about competitive-cooperative and
Munchkin is not what they mean by
is – at its soul – totally competitive, but if you do not cooperate during the
game you will lose. You will lose.
every turn you might very well be in a total slap them down show down with the
person you helped in the turn before and vice versa. Alliances don’t stick, and
there’s just always a reason to say “Well, no, I’m sorry…” You hear the words
“I’m sorry” playing Munchkin. “I’m sorry, but…[mimes slapping down a card] . .
. wander in the Plutonium Dragon.” Or “Oh, yeah, and the Potted Plant is
Doug: Yeah, the enraged potted
Steve: So I jumped way beside your
original question, but we sent it to print with a press run of 5,000 copies,
which was our standard “Sure, give it a try” number.
had no hopes for it other than it would make people laugh. And a couple members
of the staff told me I was underprinting, and I said we can always print more
if we need them. We needed to very
And then again, very
that was about the time we started thinking, you know, maybe we should not just
do supplements, but do one for another genre because there’s a lot of sci-fi
stuff that needs to be mocked too. One thing led to another.
Steve: So I remember being on the
PyraMOO, back when . . . I don’t remember how the topic came up, but you had
said you never really found something…you love pirates and you love Munchkin
and you never found anything satisfying.
there was a very satisfying discussion where I believe you walked away saying
“Okay. I heard enough to make a game.”
Steve: Yes. I remember that
discussion: that might have been on Talk Like a Pirate day. But – the Pyramoo
every talk like a Pirate Day gets reset so everybody’s speech gets translated
to “pirate.” That’s always fun.
any rate, yeah, I got useful input that kind of turned sideways some of the
things that I’d been thinking.
recap for those who were not on the
MOO – the three billion people who were not there that day – I had really
wanted to do “pirate Munchkin” I had had a lot of the card ideas worked out,
but I didn’t say any reasonable way to do classes, because yes there are lots
of different words that mean pirate, but they’re all the same guy.
suggestion came up during the discussion that “They don’t all have to be
pirates – they just all have to be scurvy mariners.” Okay…that works.
Doug: Different ships and different
factions and stuff . . . and it was fun, but I was wondering if there are any
other genres that you got kicking in the back of your mind that you’d love to
see as a Munchkin game that are currently either stuck, or immature, or not
quite ready.
Steve: I wouldn’t say stuck or
immature, I’d absolutely say “not ready yet.” Because more are being worked on.
But no . . .The other ones that I want to do including the ones I totally can’t
talk about, I know how I want to attack ‘em.
Doug: Which I think brings me to
something we’ll weave in and out of. The relationship of Steve Jackson Games
and its product set to some of the 800 lb. gorillas in the role-playing game
industry: How did Munchkin Pathfinder happen?
I was sort of on record saying that (on my blog) “This is so unlikely to ever
have these companies get together,” and I was really happy to be wrong, because
it potentially opens up at least speculation about other things. How did that
work out?
Steve: The executive summary would
be we asked Lisa and she said “Ha! Go for it!” It wasn’t quite that quick, but
it wasn’t slow.
the level below the very hugest companies, the ones that are really mass market
companies now, the editors and lead designers are collegial. Attending the same
conventions, dealing with the same freelancers, yeah. I won’t say we all know
each other, but the longer you’ve been around the more likely it is that you
know most people and can make a friendly call.
buzzword alert: It’s a win-win. It really is.
Doug: I think that that is
especially true of a game like Munchkin where you have Golarion and you have
Pathfinder (or whatever) and you have Munchkin, and you have the world that
Paizo has done, and there’s that…it’s as you say it’s “win-win.”
who are familiar with Pathfinder can have a great time playing Munchkin, and
people who play Munchkin get to explore some of the depth [that is Pathfinder].
played GURPS games…I’ve played great GURPS Dungeon Fantasy
games in Golarion, and they cohabitate quite well together and you can easily
see that. And you’ve answered my question about competitors or “coopetition”
which I suppose is relatively speaking a fairly niche market you know each
other and there is room for everybody to win.
Steve: No business degree here,
and I’m not always up on my reading . . . define cooptation. It’s obviously a portmanteau
word. What does it connote obviously other than you talk to each other, but you
are competitors.
Doug: I think that’s largely what
it is. There was a book…I worked for McKinsey and Company for two years 1998 to
2000 and then I got back into science, but I still keep up with some of the
have two companies that are competing. Let’s pick like Ford and GM . . . or
even better: Subaru has been rumored to be licensing the hybrid drive from
Toyota  – they’re competing, but the more
hybrid drives get out there, the more that can get out there. It feeds on each
other. The same thing is true…
Steve: Got it! Recently, Elon Musk
announced that the Tesla patent portfolio would be licensed without charge to
other automakers if they wanted to make good cars.
Doug: Exactly. Becasuse the
biggest thing that matters in some of these things is infrastructure. So coopetition is, we’ve got this gaming
infrastructure is…and the thing about it is…another place this would be in
martial arts.  
the different styles behave very much like they’re competing with each other,
and in a way they are, because if you’re signing up with classes in one style
you’re not going to go to another. But, the fact of the matter is that with all
the people in all the styles (at least in the US) it’s going to be just stomped
by people who play football or soccer or some of these other things.
stylists would do better to say “Yay, martial arts . . . and everyone has a
niche which they can explore, and mine is this. But it’s good if you do this
too!” than “oh this other thing sucks” and this guy sucks” and what it becomes
is no one wants to go into it, where everybody
wants to play football.
hobby gaming and a potential niche market and I was just trying to suss out
your take on the dynamics of how that works.
Steve: From our side at least
anybody who makes tabletop gaming more popular is helping us. Whether we go out
for a drink after the show or convention or not. They’re helping us.
Doug: Ok. That makes sense.
Excuse me. [Doug’s 5yo daughter enters, stage left]
Doug’s Daughter: This is a scary part.
Dad: This is a scary part? Well,
sweetie, I’m kinda busy now.
Daughter: It’s when Batman sees. . .
it’s when Joker sees Batman’s skeleton flashing.
Dad: Well, I’m sure it’ll be OK.
You’ve seen this movie [the Lego Batman movie] five or six times.
Steve: That Joker, he’s not to be
messed with.
Dad: Shannon, this is Steve
Jackson. This is the gentleman that I write for.
Steve: The Ogre is my fault you
can blame me.
Dad: Yeah, he came up with Ogre.
Okay, sweetie, I’m going to need you need to either play with your Legos, or
step out for a second. Okay? Love you.
Daughter: Love you too.
Doug: And then we edit.
Steve: Oh, I’d leave that in. I
was just thinking, you know, it’s too bad you can’t keep the visuals of that
[both laugh].
Doug: She is a hoot. She’s sat in
my lap as I gamed before, and we do storytelling together and she’s this close
[to starting to game] . . . and this actually gets into the next question. How
badly do I need to get Shannon into Adventure Time?
Steve: Well, how much does she
like the cartoon?
Doug: She’s never actually watched
the cartoon, but we’ve read the books. I think she’s into that.
Steve: Well . . . [shakes head] I’d
try it. I’d try it.
Doug: Do you think there is a
market for this sort of dimebag of awesome that we can throw at kids? Is
Munchkin Adventure Time or Munchkin Princesses geared towards a younger set, or
is it taking adventure of the fad that is Disney…I don’t know if “fad” and
“Disney Princesses” goes together. . . it’s been 30+ years of beating us over
the head with it.
Steve: Yeah, give me a fad like
that every time. No. Those cards are both aimed at the adult viewership. We
still think of Munchkin as a game for teens and up.
know perfectly well that some families are playing with it, and that’s great,
and one of these days there will be a Munchkin game aimed at the younger set.
But that’s going to be our answer, rather than to…I don’t want to say it, but everybody
will understand, but better than to dumb down Munchkin.
Doug: But as the father of a
precious, but near-five-year-old: Dumbing it down is exactly right.
Conceptually, kids get certain things, and they don’t get certain things.
if I could lobby, one of the things that would be kind of awesome is if there
was a way to do something for that set, where you could truly would have a
cooperative Munchkin, where the kids could play together to defeat the Plutonium Dragon or something like that.
Because sometimes these kids get mean [laughs].
Steve: I’m not sure that’s Munchkin.
Doug: Yeah, it may not be, but a
kids game that borrow some of the themes that encourage cooperative play, and
resource management, and sharing? Well at least one person would buy it.
the geek set that want to play games that are understandable, and in-genre with
their kids. I think that would be fun. Obviously, everyone could probably come
to you with their great idea.
Steve: What you’re basically
looking for is a board game implementation of Gauntlet.
Doug: Yeah. Sure.
Steve: Red Elf needs food.
Doug: [laughs] Overall since 2001
till now…how has Munchkin, other than basically dominating your topline, how
has Munchkin changed your company?
Steve: Completely? [laughs].
Doug: Yeah, but what examples
that you . . . obviously it’s been a journey…how would you in 2001 till now…I
think people would say Steve Jackson Games, you started with Ogre and the
tabletop games, and it sounds like you’re almost breaking into a mass market
company that happens to dabble in things
like roleplaying games and other things.
is your viewpoint on your core-competency at this point?
Steve: [exhales] Well our
core-competency is still at coming up with game ideas and getting them to
market in a reasonably inexpensive packing.
was an experiment in saying “OK, let’s do it fancy.”
own personal core-competency is less in business, and more in telling stupid
jokes, which is why Munchkin is such a wonderful fit for me.
we have grown – you saw the Stakeholder’s Report – that’s seven years of
growth. If we were a publically traded company people would be falling all over
Doug: It’s true. Seven years ago
encompasses a time period where one of my first roles as manager was involved
in a force reduction during the 2008-2009 reduction, and the seven or eight
years of growth spans that time period. So to be profitable [and growing] in what
was really a terrible time for the global economy is quite a feat as both a
designer and business person.
Steve: Games do alright in a bad
economy, as long as they are not terribly expensive games, because the hours of
fun per dollar with a board game is so much greater than from a movie, or from
a modern computer game.
not necessarily from a little free app. You would worry that little free apps
would cut into what we’re doing, because if it’s a good little free app, the
hours of fun per dollar are infinite. But you’re not sitting around the table
with your friends . . . and sitting around the table with your friends is a
great goodness.
Doug: I agree. I don’t know if
you know Brett Slocum, but his blog…
Steve: Oh yes. He wrote more than
Doug: Yes he did. And I believe
his blog is titled “the art of joyful sitting amongst friends.” It reminded me
of that.
Steve: In its style, he’s
obviously influenced by Dr. Barker in that – but Brett is a big Empire of the
Petal Throne fan. That sounds very much like a book you might find in a Tekumel
library, doesn’t it?
Doug: It does and it would be
very self-consistent with what he likes.
perfect segue way into roleplaying. The work that I do for you is Pyramid, and
that one grappling book, and so I wanted to talk a little bit, if you would,
about roleplaying and its history and hopefully its future.
really…Steve Jackson Games is one of the only companies with a line that has
maintained the last 35 years as a constant going concern. There are a couple.
Steve: We are the second oldest
game company that’s still doing business under the same ownership and with the
same name. Greg Loomis’ Flying Buffalo is the oldest.
Doug: Okay. How did that work,
and what’s responsible for that longevity? What went right for you that went
wrong for others?
just read a fascinating story about how Gary Gygax was in and out of TSR. I
don’t know how much of that is true.
Steve: It wasn’t all his own idea.
Doug: I don’t know how much of
that history is…a lot of it seemed pretty well factually supported. There were
documents and stuff.
did that work for your company, you’ve got GURPS  and other roleplaying game pieces that have
maintained themselves for almost, but not quite, as long as I’ve been alive.
What did you do right and what did others do wrong that you are willing to
speculate about?
Steve: Okay. Implicit in that
question is the idea that keeping the same line going for decades and decades
is necessarily right. It’s not necessarily right. You could make a good
argument now, and you could have made a better argument five years ago, that GURPS
ought to be turned off, because the market for table roleplaying had really
shrunk by faster, easier to learn table games.
I’m loathe to quit doing something that people like. And because we are not at
all a public-traded company, I can get away with saying “Fine. This particular
marginally profitable thing may not have played out yet, so we’re going to continue,
and we are going to continue to try and develop it.” I can get away with that
and someone who lived or died on quarterly returns cannot.
Doug: What would it take to
revitalize the tabletop face to face roleplaying scene . . . I would include
Google Hangouts – almost all the gaming I do these days is over Google
Hangouts, video chat with four or five people You’ve got the Roll20s or the
Fantasy Grounds, Maptool or whatever.
do you think would need to happen to …I don’t know if we’ll every see 50, or
100 thousand-copy print runs if you ever did. What would it take to make it
more viable to expand a roleplaying game instead of maintain it.
Steve: Well it’s not like I
haven’t given that thought.
really good virtual table-tops are going to help a lot. I’ve been thinking
about virtual tabletops for oh, maybe 20 years? And a couple of times I have
gotten set up with people who were working on projects like that, but they’ve
always cratered usually before they were worth talking about in public.
really really amazingly good VTT, even if it were only for D&D, would help
roleplaying a lot – although it wouldn’t necessarily help D&D’s
competitors, it would tend to inspire those competitors.
really good simple roleplaying game that was based on a popular license would
bring a lot of people back to it – in theory. But people have been saying that
for years and there have been games
that came out within popular licences, and they have had good sales within
gaming but they have never broken out.
don’t know what it would take to make people who have never roleplayed before
pick it up. But honestly, you will get your better renaissance from making it
possible for all the people who used to roleplay but don’t anymore to pick it
up again.
Doug: Especially since most of
those people, instead of being college students who are deciding between top ramen
and the latest GURPS release are maybe looking at BMW vs. keep the old car.
Steve: When we were in college, we
all had more time than money, and for a lot of the Boomer generation especially
that’s switched. Some the boomers are retiring, and some of them now have both
money and time.
Doug: Exactly. I remember telling
some of my friends who were about ten years younger who where in school, who
said “I don’t have any time” and I said “You say that now…”
I said the same thing when I was in school [Steve laughs] and grad school, and
as I move through life you don’t realize how much time you have to use, and to
waste, until you got more and more responsibilities that get piled on.
of Dungeons and Dragons and bomb throwing, do you think it’s a truism or a misstatement
to say “As goes D&D…” (and when I say D&D,  I don’t just mean D&D 5th
edition, but Piazo, and the core of it): “As goes D&D so goes the hobby.”
Steve: Short answer: True.
used to be a joke that if D&D catches a cold, everybody is going to sneeze,
but in the last few years that joke has been told more about Magic (the
Gathering) than it has about D&D, because Magic is the difference for many
game retailers even now between profit and not
profit. There are a lot of things they like to have on the shelf, and Munchkin
is one of them.
if a meteor is going to fall on Hasbro’s headquarters. . . please let it fall .
. .  because if it’s going to fall, let
it fall on D&D. Because Magic is what’s more important to the hobby now.
Doug: Interesting.
Steve: But mostly let it not fall
there. We don’t need anything to happen to any of the tent poles.
Doug: That makes a ton of sense.
I enjoy both. I recently played a Swords and Wizardry game, and I’ve looked at
the new D&D edition, and I like it. It reminds me of what I bought in the
box set when I was a kid.
there are things that you can’t do, or do less well, than you can do in GURPS
– as a example. It doesn’t make one better or worse, but it serves different
needs in the hobby itself.
Steve: As the French say “That’s
why there are lots of kinds of cheese.” Different games do different things
well. You have rule sets that are specialized for one genre and you have rule
sets that are specialized for one style of gaming, and then you have rule sets
that somebody just wrote.
Doug: Do you think that…I’m going
to focus on GURPS, because I write for it, and play it, and it’s the focus
of the blog in many ways – though I do try to branch out because it can be a inclusive hobby when people are
in the mood to be inclusive.
Steve: Breaking in on that and
that’s completely good with me, because the whole intent of GURPS
– and we’re still trying to do it – was to support anybody who wanted to roleplay.
idea was that the system could shake out of a worldbook and leave you with just
reading the info. The more complex, the more mature the system its gotten, the
harder it is to write a book where you can shake the rules out and just look at
the background.
the last time we did a survey – and it’s been a long time – but the last time
we did a survey that asked this question, fewer than 50% of the people who
bought GURPS books were actually going to take them home and use them
in a campaign.
was a huge contingent that were going to take them home and work them into a
campaign for another system, and there was a significant contingent that didn’t
roleplay – divided between the ones who thought they might roleplay one day and
who really liked reading the books, and the ones who didn’t think they would .
. . but really liked reading the books.
Doug: You’ve probably heard the
story about GURPS Bio-Tech being used as a college textbook.
Steve: A number of them have been
used as college textbooks from time to time. What course was Bio-Tech used for?
Doug: Genetics, I think.
Steve: OK. Interesting.
Doug: Becasuse the information
was as up to date as anything that had been released at the time.
Steve: Some of Pulver’s
speculations could scar people for life [both laugh]. That’s why they were so
Doug: That’s one of my things…I
think maybe I even said that too him – maybe it was during the Pyramid Panel.
said “Transhuman Space is a beautiful thing, and I love to read books in it,
but it terrifies me to game there, because it’s such a deep world, that it’s
very difficult to approach.”
Steve: It would be a scary place
to live. One thing about Transhuman Space, 
if you look in that background, even the one-percenter’s in that background
have a lot to worry about. A lot of them don’t know it. There is uncertainty in
that background on a very deep level.
Doug: It’s almost as more accurately
described as a horror-genre as it is future as science fiction, because almost
everything in it conflict, and strife, and lack of humanity and lack of
humanity. It’s a deep background that’s a dark ocean beneath the surface. Yeah,
it seems like there’s glinting sun on the water, but that’s just the top
Steve: Right.
In terms of roleplaying as an ecosystem, and GURPS specifically. Granted
entirely hypothetical – but if you could…if we could guarantee that it would be
hypothetical and would return enough profit to make it worthwhile – so we’ll
take [away] the constraints that really exist. Because you know, like in the
Report to the Stakeholders, everything else is a non-priority. And roleplaying
and a couple of your other lines fall into that . . . and that’s appropriate as
a business person.
would you like to see the GURPS ecosystem look like 5 to 10
years from now?
Steve: More writers, more variety
of writing, more digital material available, and again, a really good VTT would
be wonderful. We’re talking about a couple of things that – that might…oh, man,
buzzword alert…strengthen the community.
seriously: Ways that might help players and GMs and writers and would-be
writers talk to each other more, and see what comes out of it.
not really at a full crowdsource setup yet, because as you yourself know all
too well – writing for GURPS is not easy.
don’t just sit down and scratch off a GURPS book and say ha ha! That’s
done now.
for it to have the name on it, there has to be system stuff.  Yet it has to be possible to read past the
system stuff. That’s a high bar.  And
anything we can do to help people make that bar will be very appreciated by the
ones who are reading it and would like to see more.
love to see it become economically feasible to do licensed products, but right
now the market is not favorable for the kind of license where you have to pay
in advance for or a big guarantee – you just can’t sell enough. It’s not like
it was 15 years ago.
Doug: Right. That kind of … you
get into the niche of niche thing. You have to have so many people interested
in that particular licence that they’d buy it just because regardless of
whether it’s a GURPS or whatever.
Steve: Or your roleplaying
community has to be so huge that you get enough of those people anyways.
Especially with a science fiction or fantasy licence, especially fantasy which
crosses over so strongly – most roleplaying out there is still fantasy
roleplaying. That’s just the way it is.
the glory days, we did some licenses that even at the time might have been
considered a little bit obscure by some gamers, but I was delighted to be able
to do it. But now . . . it’s got to at least pay for itself and make people
think good thoughts about us.
Doug: Do you think that the
future . . . I could also see two parallel paths existing. Because the
Discworld Roleplaying Game, which is about to come out, is a GURPS
core, but it’s written for Discworld. It’s a little like the experiments you
did with Powered by GURPS I think.
Steve: Right.
Doug: Do you think that there is a
future for more “We’re gonna do X, and we’re gonna take this Pyramid idea
that’s not going to be appropriate for all GURPS, but it’s perfect here, and
we’re going to write that into that rule book in a hardback or digital release”
 which doesn’t matter to me; but to some
people it matters. But we’re going to take the rules that are perfect for that,
and we’re going to release the Guardians of the G …I should do that…
Steve: I understand the question.
I have to waffle a little bit. We have no plans to do that, but we’ve certainly
never sat down and said we’ll never
do that. The next time something comes up where that seems worth considering,
we’ll consider it.
Doug: It seems like that’s an
interesting thing, because to your point about more money than time.
now, I have a campaign that I had to put on hiatus, because I don’t have time
to run it. It’s not that I don’t have ideas, it’s not that I don’t have the
first thing I had to do, and it’s kind of funny, because I like to write rules,
and my Pyramid submissions are largely that, and I had to say “Dear God if I
had to take all the rules I wrote that I thought were a good idea, and use them
in one campaign I’d shoot myself in
the head.” There is just too much.
you take the entire GURPS universe, and say OK, well, every gamemaster has to sort
through everything in order to run the kind of campaign they want . . .having some
filtering done for somebody is a great thing. It cuts down barrier to entry to
get into it.
the other hand, having all the toolkits is awesome. There is no genre and no
playstyle that is really and truly out to lunch. Though some of the gonzo stuff
doesn’t fit well into finite point-based system.
Steve: Right. But that’s cinematic
idea of the perfect roleplaying session is one where the players don’t need to
know the rules. But that puts a huge burden on the GM. Some GMs carry that
burden without thinking about it. They’re just automatic great gamemasters –
Aaron Alston was like that. It was wonderful to play with Aaron. But most of us
have to open the book every once and a while.
Doug: Which brings me at least to
the end of the formal questions and stuff, but as always I like to give my
guests the parting shot. So is there anything you’d like to leave the community
that will watch this video with this as we sign off?
Steve: Hi! Pick on your friends
who don’t play games but are decent people to have around the table and bring
them in. the hobby grows virally. Play games with people.
what makes it happen. Come to our forums, be part of the community, help us
crowdsource what games will be like in the next ten years.
Doug: It does seem to come down
to it, doesn’t it?
Steve: Oh! Something that you
might do if you can: give people a link to the stakeholder’s report since we
talked about it.
Doug: When I did the ALS Ice
Bucket challenge I said “You know what? I’m going to put the website in the
Steve: Right. Oh, yeah. Phil
Foligo just tagged me on that, and I have barely had a really healthy day this
month. I’m going to have to figure out a way to Munchkin that, because I’m
going to do it – but evil Stevie has got to change the rules somehow. Evil
Stevie is not in great shape right now.
Doug: Patrick Stewart did a great
one where he filmed himself writing a check, and grabbed a ice bucket, and put
two cubes in a tumbler, and drank some good scotch. That was his version of the
ice bucket challenge.
Steve: I’ve heard Hawking did a
great one, but I haven’t been able to get the video to play.
Doug: I haven’t seen that. The
501st Stormtrooper legion did one, where someone came with a bucket
for Darth Vader and he used the Force on him and had it be dumped on someone
else. That was a pretty good send off for that one.
last thing that probably won’t make it, have you heard of the Pyramid Writing
Club? Christopher Rice started an informal group, and I’m part of it, where we
encourage amateurs to come through with their ideas, and we help them with the
style guide and the formatting and “do it this way, not that way.”
Steve: Oh, awesome [big smile].
Doug: I think we…I counted it up
we have almost a hundred thousand words submitted to Steven through that group.
Steve: Awesome.
Doug: And we just saw one or two
of the original articles that have come through be tapped. So it’s sort of an
embarrassment of riches. That is something that we took into our…
Steve: That is wonderful, totally
paying it forward. Thank you.
Doug: Yep. No problem! It’s been
a lot of fun and I use, it because I get a lot of peer review, and my stuff
gets stronger.
you said, the style guide is intimidating. The formatting guide is
intimidating, the amount of information you have to have is intimidating and
there is a GURPS way of doing things.
Steve: Mmmhmm. [nods in
Doug: To say “Well, I don’t like
that, I’m going to do this” even though however many books do things
differently. People need to be guided through that, so they are producing good
Steve: Yes. Okay.
Doug: OK, thank you very much,
Steve. Bye bye!