Posted on February 11, 2016 by Flames
Be a Good Dog. Protect Your Home. Be Loyal To Those Who Are True.
These are the words of the Code of Man. Dogs have inherited the world, building the kingdom of Pugmire thousands of years after the Ages of Man. These dogs have been changed to use tools and language, and they (along with other races of uplifted animals) seek to rediscover the world they’ve inherited. Some dogs use the leftover technology of humanity, but they believe it all to be magic handed to them by their dead gods. Others seek to create an ideal civilization, using a Code of Man compiled from ancient, fragmentary lore. The world is dangerous and mysterious, but courageous and loyal dogs will persevere.
Pugmire is a light-hearted and family-friendly fantasy world. It’s one of the first of Onyx Path Publishing’s creator-owned games, produced in a partnership with Eddy Webb and Pugsteady.
The Kickstarter has already blown past the original funding goal and is well on its way to achieving a number of exciting stretch goals that not only enhance the game itself, but add new media options for fans of the setting. Eddy Webb sat down with Flames Rising to talk a bit about the Pugmire setting and what is going with the Kickstarter project.
Posted on September 24, 2012 by mazecontroller
Jeremy Penter is the lead developer of AfterEarth: The Fall, a RPG currently on Kickstarter. This RPG offers a mash-up of post-apocalyptic setting with dark fantasy elements. It also offers the chance for all backers to have a say in the development of the game.
Flames Rising sat down to talk about the game and its unique development.
What is the elevator pitch for the game?
AfterEarth: The Fall is a unique mix of post-apocalyptic action and magical fantasy based in the chaotic birthing years of a new era on Earth that is backed up by a unique card-based rules system that allows the role-players to control how the game plays.
Posted on February 24, 2012 by Flames
Recently White Wolf launched a Kickstarter project for the V20 Companion, which is a supplement to Vampire: The Masquerade 20th Anniversary Edition. This is the first Kickstarter project for White Wolf and it looks like the V20 Companion is going to be a very cool book. We wanted to know a little more about it and posted an open call to fans to submit their questions.
We’ve compiled the submitted questions and added a few of our own. Rich Thomas and Justin Achilli have taken the time to answer them for us here.
Posted on December 6, 2011 by Matt-M-McElroy
Streets of Bedlam is a pen-and-paper roleplaying game in which you play characters with histories, who’ve done bad things, who may do a few more, but who have a code they stick to, fuzzy though it may be, that guides them through life and allows them to make a difference. Everybody in this town wants something but your characters are aiming higher than most and maybe, just maybe, they’ll do some good. At the very least, maybe they’ll stop some bad from happening.
Written and designed by critically-acclaimed game writer Jason L Blair, the man behind Little Fears, Streets of Bedlam will be built around the award-winning Savage Worlds ruleset published by Pinnacle Entertainment Group.
In this interview I ask Jason for details about the inspirations he drew from and the characters that you play in Streets of Bedlam.
Posted on October 11, 2011 by Flames
Flames Rising is pleased to present you with a special interview, just in time for Sweetest Day! Earlier, we asked you to help us come up with interview questions for White Wolf Publishing developers Russell Bailey and Eddy Webb. We’re happy to share their responses as they dive into your burning questions about Strange, Dead Love, the new paranormal romance sourcebook for Vampire: the Requiem that debuts in early December. Thanks to everyone who commented and shared their thoughts on this sourcebook. The questions below were pulled from your feedback!
Posted on July 25, 2011 by Flames
As part of our continuing coverage for Steve Jackson Games Week, FlamesRising.com is happy to offer you an interview with the President of Steve Jackson Games, Steve Jackson himself. Today, Steve shares his thoughts on game design, his company and his secret role with the Illuminati.
How long has Steve Jackson Games been in business?
More than 30 years now. Before that, starting in 1976, I was a regular freelancer for Metagaming. Before that I was gaming a lot but not professionally.
If you had to pick just one, what’s your favorite game?
I don’t have to pick just one! *smiles* I like lots and lots of games, which is one reason I have been doing this for so long.
Posted on March 24, 2011 by Flames
Flames Rising is pleased to present an in-depth interview with author and game designer Robin Laws. An industry veteran, Laws has published role-playing games, supplements, novels and fiction for several companies. His works range from The Esoterroists, produced by Pelgrane Press, to his upcoming Pathfinder novel, which will be released through Paizo this spring.
Today, we sit down with Robin to discuss horror in role-playing games, his work on the GUMSHOE system, and his endeavors as an editor and novelist.
Posted on December 7, 2010 by Matt-M-McElroy
Zombie Week continues here at Flames Rising with a new interview about zombies…and pirates!
In this interview, FlamesRising.com got the chance to sit down with Daniel Davis. Daniel is a hobby games designer who has worked with Eden Studios on the game line All Flesh Must Be Eaten. Today we talk to Daniel about his experiences with this zombie survival horror game and his work producing the Arrgh! Thar Be Zombies game supplement.
Be sure to check out the Arrgh! Thar Be Zombies! Preview we posted earlier this year.
Posted on June 1, 2010 by Flames
Flames Rising recently had the chance to talk to Editor & Developer Cam Banks from Margaret Weis Productions about the Supernatural RPG, as well as upcoming games like Leverage and Smallville. Cam told us about some of the recent products like Supernatural’s Guide to the Hunted and we talked a little about some of the more interested elements of working on licensed properties as RPGs.
Posted on August 3, 2009 by Matt-M-McElroy
City in the Sand is a new Mind’s Eye Theatre product from White Wolf using the Storytelling Adventure System. This is the first MET product using the SAS format and I was immediately curious about how the format would work in a live-action environment. Let’s just say I was impressed with the overall quality of City in the Sand and at the amount of cool stuff that was included in this product.
I contacted the folks at White Wolf and had the chance to talk to the authors (Eddy Webb, Kelley Barnes and Jess Hartley) about the design of the product and a bit about Mind’s Eye Theatre in general.
Posted on July 9, 2009 by Flames
Recently, we had the chance to sit down with industry veteran Kenneth Hite, who is a horror game designer, author and columnist. You may have read some of Ken Hite’s columns through Weird Tales or Out of the Box at Indie Press Revolution. In this interview, we talk a little bit about the Origins-award winning title Tour de Lovecraft and the recent release of The Day After Ragnarok, horror as a genre versus mood, the Windy City, his upcoming projects and much, much more!
Posted on May 15, 2009 by Matt-M-McElroy
It is the dawn of a new age in the Multiverse. The balance of power is shifting and Agents of Artifice brings readers to the heart of a planeswalker struggle.
In Agents of Artifice, Ari Marmell re-imagines Planeswalkers, taking fans deeper than ever into the lives of the Multiverse’s most powerful beings.
In this interview Ari tells us a little about the creative process that went into the writing of Agents of Artifice and what it was like exploring the worlds of Magic: the Gathering. We also ask him about the Ravenloft serial novel Black Crusade and even get a question or two about some upcoming Dungeons & Dragons books in before we wrap things up.
Posted on August 13, 2008 by Flames
Writer and editor Jess Hartley had just finished the novel Exalted: In Northern Twilight when she got the call from White Wolf to help write what would become the game supplement Predators.
Hartley will tell you that she got the gaming gig because she knew werewolves from the as of yet-unpublished novel she’d been hired to write. But, certainly, it had as much to do with her clear, straightforward prose, her professionalism, and her eye for evil.
Since White Wolf’s invitation, Hartley’s continued to diversify, writing fiction, developing and editing games, and doing magazine work.
Interview by Jeremy Jones
Posted on August 6, 2008 by Flames
The Dictionary of Mu, a pulp setting for The Sorceror RPG, was published in 2006 and became and instant hit among the indie games community for its blending of pulp, horror, low-fantasy and science fiction.
I recently contacted author and game designer Judd Karlman about the Dictionary, and he graciously agreed to answer my questions about this unique and imaginative book.
-Interview by Michael Erb
Posted on July 13, 2008 by Flames
The dead are walking and hungry for brains. Shutter the windows, barricade the door and load your shotgun.
Oh, and this round draw three and play two.
“Zombie Fluxx,” a card game from the appropriately-named Looney Labs, is based off the popular and zany “Fluxx,” an ever changing card game that begins simple and ends up insane.
“Zombie Fluxx” takes the base game one shuffling step forward, adding in iconic images from zombie and horror movies and a new kind of card to liven (pardon the pun) up the mix.
Posted on June 10, 2008 by Matt-M-McElroy
Chuck Wendig has contributed to over sixty books for White Wolf Game Studios. His short fiction has infiltrated Whispers From the Shattered Forum, Not One of Us, and an upcoming Carnifex Press anthology.
In this interview Chuck tells us about how got his start at White Wolf Game Studios. He also tells us a bit about working on the previous World of Darkness, Requiem for Rome and, of course, Hunter: the Vigil.
Posted on May 21, 2008 by Matt-M-McElroy
12 to Midnight publishes modern horror roleplaying games and accessories.
In this interview Ed Wetterman and Preston DuBose take us on a tour of Pinebox and then they explain a little bit about the design process that went into the new Steamworks d20 fantasy book.
We also get to hear about why 12 to Midnight likes the Savage Worlds system and get some details on the first ever Midnight Charity Project.
Posted on February 19, 2008 by Matt-M-McElroy
Talisman Studios – the home of Gamescapes, Shaintar and Suzerain.
In this interview Martin Klimes and Aaron Acevedo tell us how the studio came together, give us a peek into their gaming habits and share some of the design ideas that they’ve used to create the Talisman Studios products.
Posted on September 22, 2007 by Flames
In this interview we talk to Eddy about Mind’s Eye Theatre: the Awakening, membership in the Camarilla and other LARP topics.
Posted on August 1, 2007 by Flames
Rich tells us a little bit about his job as the Creative Director at White Wolf Game Studios, including art design, hiring freelancers and more…