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Sunday, September 21, 2014

A Dorkland Interview -- Amazing Adventures RPG with Jason Vey


The Amazing Adventures RPG Kickstarter is entering its last week of funding. Troll Lord Games' SIEGE engine-powered pulpy RPG has already met and surpassed its funding goal and is starring down another stretch goal. During this busy period, we here at Dorkland! got a chance to sit down with Jason Vey, author of Amazing Adventures, for an interview.

Dorkland!: You're no stranger to Kickstarter -- what have you done differently, if anything, this time around? What do you feel has really been key to your quick funding?

Jason Vey: Honestly, this is the second Kickstarter I personally have been involved with, but the last one was for a different company which pretty much handled everything. On this one, the Trolls are keeping me very involved, asking for ideas to help push it, having me help with the marketing, answering comments from supporters, and the like.

DL: Apart from the hardcover edition of the book(s), what else is the Kickstarter aiming to do for Amazing Adventures? What all might be of interest to current owners of the softcover edition?

JV: Well, this isn't just getting the book in hardcover. We're doing a complete cover-to-cover edit of the core rules. That means incorporating errata, expanding and clarifying things, adding a few additional options, giving a character class or two a facelift, and re-expressing the rules so that they read more in line with Castles & Crusades, to increase compatibility between the two games.

DL: What are some of the inspirations behind Amazing Adventures? What kind of pulp can potential players expect?

JV: What I wanted to do with this game was provide a framework to model ANY sort of pulp. If you want to do an Indiana Jones type game, the rules are there. If the Rocketeer or Sky Captain and the World of Tomorrow are more your bag, you can do it. If you dig The Shadow, there's rules for that type of character. If H.P. Lovecraft is more your thing, we've got Lovecraftian horrors and a madness system in there. If you're into Philip Marlowe hardboiled detective noir, go for it. My inspiration for this was not pulp in the strict, two-fisted way many games portray it, but pulp in terms of every sub-genre that appeared from the Dime Novels of the 1880s all the way through the sci-fi of the 50s and into the movies and stories that were inspired by them today.

DL: What seperates Amazing Adventures from other pulpy RPGs?

JV: Like I said, I think it's the breadth of possibilities. Most pulp games focus on high-flying, two-fisted adventure and neglect the horror, noir and sci-fi elements of pulp to a certain degree. This isn't true in all cases, but certainly there's a lean towards two-gun heroes in pulp RPGs. I wanted AA to be more broad in scope than that.

DL: What might interest fans of pulp stories that are not currently avid gamers? How easily might they be brought into Amazing Adventures?

JV: The SIEGE engine that powers Amazing Adventures and Castles & Crusades is so easy to use that it's an ideal engine for new gamers. The system is easy to grasp, fast and fun to play, and gets out of the way to let you focus on the game. I think most fans of pulp dream of telling their own stories of horror, weirdness, adventure, noir, sci-fi, or whatever their preferred sub-genre is. Role playing allows them to do exactly that, and Amazing Adventures is a perfect means by which they can get into the hobby and give it a try.

DL: Amazing Adventures has guidelines on how to run a pulp game -- how in-depth are they? How much background does a potential player need to run or play, if they have little to no experience with pulp?

JV: The book contains everything you need to get up and running, and in the second printing, I'm expanding the Game Master section even further for extra detail in structuring and running a pulp game. With the core book alone you have everything you need. The Manual of Monsters and Companion books, however, will blow the doors off the system and take it to unbelievable levels by greatly expanding what's already there and giving you new rules for everything from sub-genre emulation to expanded vehicle rules to mystic locations and even live action rules. I'm really excited to get the second printing and sourcebooks out there and see what people think!

DL: Lastly, what are some of the most 'amazing' moments you have had with Amazing Adventures? The kind of moments that really highlight why people should buy and play this game.

JV: Man, it's the players and characters that make the game. Some of my favorite moments have actually been con adventures I've run. I'll never forget a group I ran that had a vampire trying to get an ancient bible of an evil cult away from the PCs, and one of the players was playing Marie Laveau. Her strategy was to start stabbing the book and running around in circles while the vampire chased her and everyone else took pot shots at it! That probably doesn't read quite as funny as it played out, but trust me: there were tears of laughter in the eyes of everyone at the table.

We also, in the same group, had Bucky Newson, the Gadgeteer, try on a lie detector he'd designed, only to have it fail spectacularly to the amusement of everyone present.

There were moments of great heroism as well, like when a group's raider, Tennessee O'Malley, went toe to toe alone against an angry Succubus...and not only survived, but sent her on the run.

Some of these things are actually made possible by the character customization rules in Amazing Adventures. Unlike most class-and-level systems, we incorporate the ability to customize your character class with things like backgrounds, knowledge skills, and Generic Class Abilities, which you swap out with standard class abilities to make your character different and unique from other characters of the same class. In addition, Fate Points are a mechanic that's fairly well known, which we incorporate to allow for turning failure into success, or success into wild heroics.

I could gush about the game for pages and pages. I'm really proud of this game, probably moreso than anything I've done in my 15 years in the industry. But my hope is that people will take a look and fall in love with it for themselves. Even if you're not a fan of class-and-level systems, I think Amazing Adventures may be an exception, due to the incremental way the SIEGE engine scales.

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We here at Dorkland! would like to thank Jason for his time in answering our questions. For more book-stabbing and lie detector mishaps, be sure to check out the Amazing Adventures RPG Kickstarter page and Troll Lord Games' website!