I'm not a very good interviewer, but I thought something fairly short and to the point could be nice here.
Q1: AMP: Year One reminds me, in the loosest sense, of two
other RPGs I've had a little experience with - White Wolf's Aberrant and Green
Ronin's Paragons. Did either of those have a conscious or subconscious impact
on the development of AMP?
A1: When designing AMP: Year One, I had to
really dig deep and find out what I wanted it to be. I looked into several
supers RPG, played as many as I could and took time to pick apart their
systems. Aberrant was definitely one of those game, as well as being one I
played several times back even before I was a publisher, but it was far from
the only supers RPG that I drew inspirations from. Mutants and Masterminds,
ICONS and even the Savage Worlds Superpowers Companion all had a hand in what
AMP: Year One came to be. I'll have to look into Paragons, though, as that's
just not one that crossed my table during the development process.
Q2. How has the reception to AMP been in comparison to the
other DGS games (Apocalypse Prevention, Inc., Wu Xing and Part-Time Gods)? Has
it had an easier or harder to gaining traction in the RPG world?
A2: With
so many supers RPGs on the market, I really thought Third Eye Games would have
a harder time getting traction with AMP: Year One. But the opposite actually
came to pass! People are excited about this unique supers RPG and have rallied
behind it. I am seeing more discussion of it's setting and mechanics on forums,
receiving more emails, and having people rabidly wanting to run and play it at
conventions. The Kickstarter for AMP: Year One is my highest funded to
date, and the recent Kickstarter for AMP: Year Two (currently ongoing) was the
fastest funded in my company's history. To say that the response to AMP: Year
One has been amazing would be an understatement in my mind.
Q3. This is your first game that has a metaplot. For those
that don't know, AMP Year One has a 2015 timeline detailing the rise of the
AMPs, and Year Two has a 2016 timeline that continues the overarching plot. How
detailed is the metaplot in Year Two, and are we looking at annual releases for
AMP going forward?
A3: Yep, the idea of doing a game with a metaplot was a
tricky one, as that topic is something that can divide any group of fans. AMP:
Year One takes the reader along the story of what happens when people with
power pop up in the year 2015. To answer your question on details for AMP: Year
Two, after the terrible events that reveal AMPs to the world, the new book
takes you all through 2016 as well, in a similar manner of giving snapshots
into the events of the year. What's different about AMP: Year Two is Year One
introduced characters that the reader is now attached to, and we follow them
through the continuing story as well as give glimpses of what is to come for
future books. Lots of great story elements and seeds players the ability to set
their game off at any particular point in the timeline. It is there to guide
the reader through a story of what we at Third Eye Games think thing would go,
but at any point timelines can split and create crazy tangents. Yes, there will
be annual releases, with the finale being AMP: Year Five, unless I get any
other cool ideas to extend it beyond that.
Q4. Throw me a bone here, as I've dedicated two full weeks
of posts on my blog to AMP. Give us a tidbit from Year Two that you haven't
revealed yet. Please?
A4: That's a tough one, since I'm being pretty transparent on the Kickstarter itself. We've introduced rules for playing Saps (regular people) and gadgeteer rules, as well as new powers, new gifts and drawbacks and a collection of new pregenerated characters, similar to the ones AMP: Year One.
A4: That's a tough one, since I'm being pretty transparent on the Kickstarter itself. We've introduced rules for playing Saps (regular people) and gadgeteer rules, as well as new powers, new gifts and drawbacks and a collection of new pregenerated characters, similar to the ones AMP: Year One.
The only things I've kept psuedo-secret are specific
elements of the story. I'll divulge one here though... ready?
The president is only mostly dead.
Q5. What does the future hold for the DGS family? Anything
coming down the line for Apocalypse Prevention Inc., Wu Xing or Part-Time Gods?
What about a new Pip offering to join Mermaids, Camp Myth and
Infestation?
A5: The Dynamic Gaming System family of games is alive and
well! Down the line we have Apocalypse
Prevention, Inc. 2nd Edition coming out soon (first to backers
obviously), as well as new books and expansions for Wu
Xing and Part-Time
Gods. On the horizon is Storm Battalion and work is being done on Sinister
which will also use a version of the DGS as well. So much great stuff coming
down the line.
The Pip System is also alive and kicking. Infestation, An
RPG of Bugs and Heroes is the newest release (and should be hitting stores in
April I believe), so it's a little soon to be talking about our next
family-friendly game, though we do have a couple in the works. Best of all, we
have Atlantis and the Dark Lands in the works for Mermaid
Adventures and hopefully a new Care Package for Camp
Myth: The RPG.
Q6. You have done Men in Black Sci-Fi Horror, Anime Action, Demigod Urban Fantasy, Modern Superheroes, Mermaid Adventures, Mythological Camping and Bug on the Loose. What genre does Third Eye Games tackle next? Where do you go from here?
A6: You know me, Tommy; there's always something in the works over at Third Eye Games. Sinister is going to be our post-apocalyptic monster catching RPG, Storm Battalion is a mix of sci-fi and wartime, and I've been working on other super secret projects that I may be announcing here soon (after I get just a bit more down). Genre is something I've always tried to conquer. Every new game we come out with has to be distinctly different than the one before, or we end up looking like a one trick pony. Third Eye Games is nothing, if not willing to go out on a limb and challenge our readers with something they might not expect from us.
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