Interview with RPG Legend, Lester Smith, creator of d6xd6 CORE
Thank you for taking the time out to interview with us. Ā It is an honor and a privilege.
The privilege is mine! Thanks!
For those that might have been living under a rock, tell us about yourself and your proudest accomplishments in the gaming industry.
Most long-term gamers know me as the designer ofĀ Dragon Diceāan Origins award winnerāand of theĀ Dark ConspiracyĀ role-playing game. I worked on staff at both GDW and TSR in the late 80s and 90s, and have done freelance work forĀ Shadowrun,Ā Mechwarrior, Star Wars, Deadlands,Ā and many other properties, participating in three other Origins winning products. I was also a reviewer of small-press games forĀ Dragon MagazineĀ for several years. Beyond that, the publication list is pretty long.
For the past decade, Iāve been publishing poets and fiction writers via Popcorn Pressāincluding an annual Halloween anthology for the past five years. Last year I added a half dozen card games to the catalog, and this year Iām tackling a role-playing game. Iāve also contracted a couple of dice games with SFR, Inc.:Ā Daemon DiceĀ last year, andĀ SuperPower SmackDown!Ā this year.
What isĀ d6xd6 CORE Role-Playing Game? Ā What drove you to create it?
A relatively full answer is published on my blog (www.lestersmith.com) under the title āSerendipity is the Kindly Grandma of Invention.ā
In a nutshell, a few people over the past several years have commented on my oldĀ ZeroĀ role-playing game design, saying they wish it were still in print. While I donāt own the rights to that world, Iāve always been happy with the unique central dice mechanicād6xd6ābased on a single statāFocus.
In July of 2013, I started adapting that mechanic to other settings, and ran a ghost-based adventure at Quincon that year, with very positive responses. So I set out to draft a full set of rules online, planning to write a plethora of different genres for it.
Then in the fall of 2013, Douglas Niles asked if Iād like to publish an ebook of hisĀ New York TimesĀ bestsellingĀ WatershedĀ trilogy. While laying out and proofing that work, I suddenly thought, āWhy am I planning a new fantasy setting when thereās an amazing one right here?ā Doug agreed to let me includeĀ WatershedĀ as the default fantasy setting, and something clicked in my head: āWhy write new settings for any genre, when there are amazing novels out there to draw from, if the novelists agree?ā
Suddenly a multi-genre project switched from something Iād have to devote lots of time to for each setting, to something that would serve fans better by providing a few specific rules for entering a novelistās world, and using those novels as source books. It became a perfect cross-promotional vehicle for everyone involved.
So I invited several novelist and film-making friends to join, and nervously wrote to some absolute strangers whose work I simply loved. Andrea K Hƶst, Adrian Howell, Matthew Bryan Laube, and Hanna Peach were the first four strangers, and they all said yes! Things snowballed from there, to the thirty-four authors currently involved, representing thirty-eight different worlds.
You have an extensive and distinguished resume in the gaming industry. Ā Ā In the time you have been involved with it, what has surprised you the most about the changing and evolving environment of the RPG market?
To my mind, quality print-on-demand and PDF publishing has been the happiest change in not just games, but also books and films. Add crowdfunding to the mix, and an explosion of creativity has breached the temple walls, allowing anyone, anywhere, with vision and drive, to reach a viable market. It used to be that a few big publishing houses decided what would be available to read, and a few fanzines dared to survive outside those environs. Now those fan efforts are in the majority, and the big houses are struggling to survive.Ā I mentioned earlier having been a small-press reviewer forĀ DragonĀ magazine. That term doesnāt really apply any longer; everything is small press.
Yes, it does mean some poorly executed work runs wild, decreasing the āsignal to noiseā ratio. But readers are pretty adept at tuning in to the best, and social media lets us all share those recommendations. Viral is the new marketing. The days of Madison Avenue convincing us to buy things we donāt need are fading.
Iām a huge fan of the Information Age.
In the world of todayās RPG market, what doesĀ d6xd6 CORE Role-Playing Game bring to it that sets it apart?
Five-minute character creation that allows any conceivable occupation. A unique number curve that handles āinitiative,ā success, and amount of success in one roll. A fast and easy combat system based on my three decades of writing and reviewing rules. An unlimited number of possible worlds that can be added on pretty much āon the fly.ā And the experience system is unique, too.
Has any of your previous work influencedĀ d6xd6 CORE Role-Playing Game?
ZeroĀ was the first place I experimented with a single-stat āFocusā concept. My years at GDW produced a healthy respect for clean combat rules. Work withĀ Dragon DiceĀ at TSR taught me a certain poetry of game mechanicsādrama without structure is chaos; structure without drama is death. Writing sonnets, haiku, and Web code revealed the ways magic blossoms from the right framework. As WordPress says, āCode is poetry.ā See also Wordsworthās āNuns Fret Not at Their Conventās Narrow Roomā sonnet. Game design is poetry, too.
Would a setting like Dark Conspiracy work well inĀ Ā d6Xd6 CORE?
Abso-tively! Weāre currently just a couple hundred dollars away from demonstrating that with Colin F. Barnesā twisted cyperpunkĀ TechxorcistĀ series, and just a Secret Goal or two from adding J. Robert Kingās surrealĀ Nightmare ToursĀ and Jason Daniel Myersā mythicĀ Big Trouble in Little Canton. TheĀ d6xd6 CORE RPGĀ could easily adaptĀ Dark ConspiracyĀ itself.
What is in your plans for the future of d6Xd6 CORE Role-Playing Game?
Unsurprisingly, the current Kickstarter is having a big say in that. Besides the creators currently engaged, weāve been approached by other authors and artists interested in the engine. Weāve also been approached about distribution, which would certainly help. And weāve been asked about licensing the engine to other publishers; Iām working a draft of that now.
Iām certain weāll be adding new worlds as standalone ebooks in the future, with print books of those if the page count justifies it. In short, the system is a platform upon which we can build countless things. And the more successful it grows, the more time I can devote to expanding its multi-verse, and to working on other games.
Thanks for your time. Ā Good luck with theĀ d6Xd6 CORE Role-Playing Game and all your future projects!
Thank you! And keep up the good work promoting this wonderful hobby.