The Gamer's Codex

The Gamer's Codex

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 Diceā€“an Origins award winnerā€“and 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, Iā€™ve been publishing poets and fiction writers via Popcorn Pressā€“including an annual Halloween anthology for the past five years. Last year I added a half dozen card games to the catalog, and this year Iā€™m tackling a role-playing game. Iā€™ve 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 ā€œSerendipity 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 donā€™t own the rights to that world, Iā€™ve always been happy with the unique central dice mechanicā€“d6xd6ā€“based on a single statā€“Focus.

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 Iā€™d like to publish an ebook of hisĀ New York TimesĀ bestsellingĀ WatershedĀ trilogy. While laying out and proofing that work, I suddenly thought, ā€œWhy am I planning a new fantasy setting when thereā€™s an amazing one right here?ā€ Doug agreed to let me includeĀ WatershedĀ as the default fantasy setting, and something clicked in my head: ā€œWhy 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 Iā€™d 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 novelistā€™s 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 doesnā€™t really apply any longer; everything is small press.

Yes, it does mean some poorly executed work runs wild, decreasing the ā€œsignal 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 donā€™t need are fading.

Iā€™m a huge fan of the Information Age.

In the world of todayā€™s 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 ā€œinitiative,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 ā€œon 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 ā€œFocusā€ 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 mechanicsā€“drama 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, ā€œCode is poetry.ā€ See also Wordsworthā€™s ā€œNuns Fret Not at Their Conventā€™s Narrow Roomā€ sonnet. Game design is poetry, too.

Would a setting like Dark Conspiracy work well inĀ Ā d6Xd6 CORE?

Abso-tively! Weā€™re 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 Kingā€™s 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, weā€™ve been approached by other authors and artists interested in the engine. Weā€™ve also been approached about distribution, which would certainly help. And weā€™ve been asked about licensing the engine to other publishers; Iā€™m working a draft of that now.

Iā€™m certain weā€™ll 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.

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