Monday, July 13, 2009

Mega-Interview With Kevin Siembieda

To start off Palladium Week with a bang, I interviewed Kevin Siembieda, owner of Palladium Books, creator of such landmark games as Rifts and Palladium Fantasy, writer of countless best-selling roleplaying products, controversial internet figure, and a good friend to this site. He is, also, in my estimation, the Grand Master of "Kitchen Sink" roleplaying. Kevin was kind and open enough to answer everything we discussed: the creation of Rifts, the development and future of RPG publishing, his thoughts on game balance, the legacy of the late, great Erick Wujcik, and much, much more.

I can say without reservation this is one of the most interesting interviews we've ever had here at RPG Blog 2. It's a bid of a read, but I think you'll agree it's completely worth it. Without further ado, here it is:


An Interview with Kevin Siembieda – July, 2009

Interview by Zachary Houghton

© Copyright 2009, Palladium Books Inc. Used with permission.

1) Rifts® really defines the "kitchen sink" genre for a lot of people. How did the original idea for Rifts® come about?

Kevin Siembieda: I wanted to create the ultimate gaming environment and a very specific, fun world. I wanted Rifts® to be my Star Wars®. A truly unique and original world setting that would wow the readers and take gamers places they had never imagined before. A setting that combined key aspects and elements of every genre possible.

Most people in the “business” those days said it could not be done. I’m highly competitive, so I was inspired by that challenge as well. Ultimately, it was something that had been percolating in the back of my head for years. I worked on the concepts behind Rifts® for three and a half years, and spent almost an entire year – 8 months – working on it non-stop. Once it all came together in my mind I had a very clear idea of what I wanted to do from cover to cover. Then it was just a matter of doing it right.

Years later, Thomas Bartold, friend, investor and player in my original Palladium of Desires game, pointed out that all the elements in Rifts® were aspects of my Palladium Fantasy campaign – a vampire kingdom, the blending of magic and technology (Techno-Wizardry), characters of every genre, dimensional travel, a dragon and demon as player characters, etc. As strange as it may sound, I didn’t consciously realize that at the time, but maybe subconsciously I stole the best elements of my Palladium of Desires campaign and repackaged it as Rifts® in a more wild setting. I honestly don’t know.

It’s also possible there was something in the air – or the culture, or I don’t know what – because all of a sudden three major companies (and a couple of small ones if I recall correctly), suddenly had the idea to do a similar type of multi-genre game setting. Talk about parallel development. I was disheartened at first when I heard about them because I had been working on Rifts® as my secret epic game for several years. The next thing I know, FASA releases Shadowrun and West End Games comes out with TORG. Both were similar ideas, though I was relieved to see they were both quite different than what I had in mind.

Even though I was confident Rifts® would be a success, I questioned myself and worried. We pressed 10,000 copies and I told the Palladium team that if we sold out in three months, Rifts would be a bona fide hit. We sold out in three weeks! Sold 45,000 copies in the first 12 months. As big as the Ninja Turtles® and Robotech® role-playing games had been for Palladium, Rifts® was our first mega-hit. We were dancing in the streets. By the way, the only person who was absolutely convinced Rifts® would be an instant smash hit was Kevin Long.

2) Earlier this year, Palladium began to release a number of titles in pdf/electronic format through DriveThruRPG. What's the reaction been like from retailers and fans?

Kevin: Most fans seem happy to see them available. There was a bit of concern by retailers and distributors at first, but since we’re selling mostly out of print and older titles, there’s been no hard feelings that I’m aware of. I’m happy to make the out of print books available to folks who want them.

3) 2006 saw Palladium go through a pretty large crisis due to massive employee theft and deceit, one where it wasn't certain Palladium could weather. It's 2009, and you're still here. Are there still any aftershocks from that incident?

Kevin: Yes, of course. The damage was grievous. We barely survived. We would not have survived if not for the phenomenal fan support, and I mean it. But yeah, Palladium is still paying on several hundred thousand dollars in loans, we still don’t have the operating money we’d like to have to advertise properly, and every setback is a potential slide back into the abyss. The long work hours is another lasting aftershock. I mean, I truly love what I do, but nobody wants to work 12-18 hour days, 6-7 days a week for 4-5 years straight. It takes its toll. Gosh, I would love nothing more than to be able to take 2-3 weeks off and do nothing except sleep, read comic books, go to the movies, get together with friends and goof around. I am soooo tired of worrying about bills and cash flow. I dream of the day when that’s not an issue again, but in the meantime, you do what you have to do. There are a lot of people who count on Palladium Books, and I don’t want to let anybody down.

4) Whether you wanted to or not, you've become a sometimes polarizing figure online, and for every fan there seems to be someone in certain circles of the internet who really wants to unload on you. Is that something you can usually just shake off, or does it bother you?

Kevin: Mostly I just shake it off. Sometimes it’s hilarious. I will never forget the post that said I was worse than Adolf Hitler and Osama Bin Laden. And why? Because I published an RPG book this guy didn’t like, or because he chose to believe something I probably never actually said or did. Wow. Talk about over the top. It was so over the top it made me laugh. You have to laugh stuff like that off. Otherwise, you just deal with it as best you can. It’s the price of celebrity.

I try to take it all in stride. It’s human nature. Heck, not only that, it’s physics: “For every action, there is an equal and opposite reaction.” You see it all the time, people who decide that they hate a particular actor, musician, writer, artist, etc., often, it seems, just because so many other people seem to like him.

I always felt the people who really knew me, knew the truth and wouldn’t believe the lies, rumors, and negative or crazy, untrue stuff said about me at times, and the rest didn’t really matter. Erick Wujcik and Mike Stackpole made me realize my ‘it ain’t true, so who cares’ attitude was a bit too cavalier and that if I didn’t stand up for myself and clear the air, the rumors and lies would become perceived as truth. It was good advice. As a result, I’ve become more public and outspoken, I do my Murmurs from the Megaverse, podcasts, interviews like this one, and convention appearances where I hope people get to see the “real me.”

5) Where do you see middle and larger-sized RPG companies being in 10 years? What do gaming companies need to do to survive in the time of economic recession and encroaching technology?

Kevin: The principles of Charles Darwin apply: adapt or face extinction. A lot of people misquote Darwin, the classic being ‘only the strongest or smartest survive.’ But that’s not what Darwin wrote at all. He said:
“It is not the strongest of the species that survives, nor the most intelligent, but the most responsive to change.”

Of course, Mr. Darwin is completely right.

You need to be flexible, adaptive to your environment and open to change. That means you need to change the way you do business and even think. Doing things differently, exploring new technologies and new mediums, utilizing the Internet, thinking outside the box and exploring new avenues of not only production and manufacturing, but marketing, advertising, sales and distribution are all important if you are to survive and prosper. You also need to keep your head in tough times and not to respond in desperation or panic, but with innovation, creativity and careful thought.

Where will many of these folks be in 10 years? That depends on what new changes occur in that time period and where each individual owner of the company wants to take it.

At the moment, a lot of company leaders are reacting to the changing landscape with fear. As a result, you see a large number of people running away from role-playing games. That’s not necessarily a bad decision. It’s a tough market. Some folks may be much better off doing other types of games, or going small, or leaving the industry to do videogames or any number of other choices. It really depends on the person and the company. Ultimately, everyone must do what they think is best for them and their people. There is nothing wrong with that approach, but if that trend continues, you will only see 2-3 large RPG companies left in 10 years, maybe not even that.

I think Palladium Books is currently the only mid- or largish sized company that is surviving predominantly on the sale of role-playing games. It’s our niche, we love it, and we’re good at it, so that’s what we are focused on.

However, you’ll see the trend to distance oneself from role-playing games reverse the second there is a ‘new smash hit’ game or resurgence of an old one that recaptures people’s imaginations and spending money. Of course, we’re hoping Palladium will be the company to do that. I’d love nothing more to reinvigorate role-playing games at some point in the next 2-5 years, but I’ll be just as happy if it’s somebody else. It will happen. We’ve seen it in comic books, film, and television, as well as other mediums. The resurgence probably won’t be as big as the initial explosion and it is likely to include other mediums, but a resurgence is likely.

Another trend that is already obvious is the move into digital and electronic mediums. I think you’ll see more and more online and videogames incorporating more and more role-playing story elements, adaptations into the electronic medium and crossover products.

6) If there's one other game out there you'd like to have designed or to be able to take credit for, or that you really admire, which one would it be?

Kevin: Hmm, I think I might claim the 5th on this question, because if I pick someone’s game I’m going to insult 50 others. If I can pick any game, past or present, I think I’d have to go with the Risk board game. It is comparatively simple, fun, and pure genius.

7) For RPG systems, there's an argument of innate attempted system balance vs. G.M. system balance. I would cite 4e as an attempt to provide the former, and Rifts® as a game that requires the latter. When you're designing a new rule or option for the Megaversal system, how much do you take the need for a strong (and fair) G.M. into consideration?

Kevin: Game balance is ALWAYS a concern and a key aspect of every rule, power, weapon and character. It has to be.

You are right, personally, I do not like the 4e approach. I do not think it is the way to go – at least for me. Everyone is NOT created equal. These attempts at ‘game balance’ with characters that are all pretty equal may sound correct, but all they do is create an illusion of balance and fairness that ultimately creates (in my opinion) dull, boring, “cookie cutter” characters that lack personality and excitement, especially in a “storytelling game.” And role-playing games are all about storytelling and characters. Character who must think and be clever, cunning, make bold and daring moves, take chances, face impossible odds sometimes, and pray for a touch of luck via the roll of the dice. I know it sounds counter-intuitive, but making all character fundamentally equal is not game balance. Being able to play a huge, diverse range of characters, in a huge, diverse world (or Megaverse®) is game balance. Having rules that are invisible is game balance. And I’m not just talking about Palladium’s RPGs.

Think about it. If we all played Superman, but with a different name, things would get pretty boring and similar after a couple dozen games. Where’s the challenge, the weaknesses, your chance to shine when brawn and raw power are not the answer, that clever idea that saved the day, that moment of desperateness as you face a foe who can chew you up and spit you out, and the challenge to defeat him one way or the other?

As for the Game Master. Storytelling games like RPG are reliant on the G.M. A great G.M. can make any scenario, setting and adventure, wonderful. A bad G.M. will make the best canned adventure or setting or characters one of the most awful experiences on Earth. It’s the nature of the beast. However, I have NEVER written a game book assuming the G.M. is fantastic. On the contrary, you have to assume the G.M. is fair to good and make sure your game is still playable and fun even if the G.M. is not the best. Of course, the G.M. (and players) gets better the more he or she plays, and as his/her confidence grows. Consequently, when I design a game or sourcebook or adventure, I try to consider how the worst G.M. could wreck it or abuse it. I then try to avoid those pitfalls, provide a complete description and enough meat and ideas so that ANY G.M. with good intentions can run a good, competent and fun game. It’s tricky at times.

What irritates me is that some people don’t seem to realize is that just because you, personally, prefer a particular game system or approach, it does not mean it is the only or best one. The beauty of role-playing games is that it is personal. If it works and you like it, you are good to go. That means there are people who like the 4e approach, or Palladium approach, or Role-Master, or GURPS, or Hero Games, and on and on. And ALL of them are valid, playable, fun game systems. One is not inherently better than another, they are just different, and you may – personally – prefer one over another, but that does NOT mean all the rest are bad, no good, junk, antiquated or anything else, they are just different. That’s one of the things I love about role-playing, it is personal. There are many rules variations. In fact, many gamers have variant house rules in addition to their favorite rules. That also means if there is a rule you don’t like, you can change it. Modify it to your own, personal style of play. Awesome.

8) Last year, we lost one of the best RPG designers and writers in history, Erick Wujcik (whose credits included Amber, Teenage Mutant Ninja Turtles, and some tremendous contributions to Palladium Fantasy, among a much longer list of others). As his best friend, can you try to put into words what made him such a brilliant designer?

Kevin: Erick always thought big. He never accepted that something was impossible even if everyone around him said otherwise. Erick didn’t think outside the box, he lived outside the box. He was always looking at the infinite possibilities. He and I always took the approach of “that’s cool, but what if . . .”

The “what if” was always how can you make your idea/work different, surprising, new, unconventional, or take it in a new direction. What if you combined X with something nobody every thought of before, or tried a new or different approach or application, or what if you tossed it out completely and tried . . . whatever. He always challenged himself and was never afraid to consider new ideas. And he drew upon ideas from EVERYWHERE, never just role-playing, never the ordinary. We both shared that philosophy which is why we always worked so well together. Our goal was to always find something exciting and challenging about what we were working on. And part of that was to find something that we knew would thrill and challenge the reader.

9) How is the RPG scene different for a RPG publisher trying to establish a foothold different now versus when you were starting out?

Kevin: Geez, nothing is the same. It’s all totally different. In some ways, with print on demand (POD) it’s easier. In other ways, it is much harder.

The hobby is in a slump, there are fewer distributors and retailers, and many are hesitant or are afraid to take a chance on a new company or title. Heck, we even see low initial sales for some of our newer or daring products, such as Dead Reign. Thankfully, our distributors will usually reorder quickly when they see that “unknown” product is selling well. However, the new guy is going to have trouble getting through the door let alone getting the distributor or retailer to carry his new, unknown, unproven product. It better be slick, well packaged, and at a reasonable price point too, or forget about it. It was tough breaking in back in the day, but now, it’s murder.

Likewise, retailers are hesitant. Shelf space is money, so to tie it up on an unknown quantity is a scary proposition, especially in these tough times. Furthermore, some ‘areas’ just don’t have a gaming crowd, so getting your game in a store that doesn’t sell other RPGs or other games, is likely to be a dead-end with few to zero sales. Sadly, the hobby stores dedicated to role-playing games are also a rarity. You’re lucky to have a quality game store with a decent RPG section. The great games stores are true treasures.

Great advertising venues are also gone and there is ever increasing competition from online and videogames, not to mention a zillion other mediums and forms of communication and entertainment. It’s a very tough market and my heart goes out to those brave souls trying to break into it. Don’t give up, be smart, hit at least one big gaming convention like Gen Con, maybe a couple of smaller regional conventions, keep sending the dozen main distributors samples of every new game you release, along with your wholesale rates, offer your product online, be professional, keep at it, cross your fingers, and good luck.

10) I've got to ask this one for my fellow Palladium Fantasy fans: Mysteries of Magic is on its way – what can we expect in regards to delayed projects such as the Old Kingdom books and Land of the Damned?

Kevin: I’d like to seem them all done, but it is a matter of time. As anyone who follows my Murmurs from the Megaverse knows, we are working hideous, long hours as it is, 6 and 7 days a week. Regrettably, writing is a slow, complex process (to do it right), and on top of that, for me at least, I’m also handling the art direction, talent coordination, contracts, bills, advertising/promotion, many aspects of the business, and running the whole kit and caboodle. I laugh when someone says “you need to hire more people.” No kidding, but we don’t have the resources to do that right now, and it’s tough finding the people who have the experience, are willing to learn and don’t freak out when reality hits them. I felt bad for Jason Marker, Palladium’s staff writer, because the learning curve was much steeper than he expected (it always is), and there were times where he looked like he was about to break. However, Jason has stuck it out and is getting into the groove. Now he grumbles about many of the same young writer mistakes that he used to make.

I love Palladium Fantasy. It’s my personal favorite Palladium setting. It’s my goal to support the Fantasy line and all our game lines, but I’m afraid we are only human and can only do so much. I’d love to see the Old Kingdom books and Land of the Damned 3 see print. It won’t be this year, but who knows what 2010 might have to offer.

11) Do you see the world of Palladium Fantasy as primarily an optimistic or pessimistic setting, and why.

Kevin: I see it as optimistic. It is going through a tumultuous period of change. The old races have peaked, warred and are on a downward spiral. It’s the time of Man – humans are the new dominant civilization, but it’s awesome because we still have remnants of the elder races and their cultures. It’s a rich environment.

12) For me, the writing in Palladium's books always seemed to capture a certain enthusiasm about the subject matter at hand. Is that something you consciously look for when you're editing a writer's work?

Kevin: Absolutely. It is totally deliberate and intentional. In fact, it’s one of the hardest aspects for many new writers to capture. But it’s that sense of enthusiasm, energy and wonder that set our books apart. Makes them more exciting and fun. I tell my guys and gals that it is the writer’s ‘job’ to take the ordinary, commonplace and mundane, and breathe new life into it. To make it seem new or at least special, different and exciting. Wow and surprise the reader, keep him guessing, and you have a winning book.

13) Rifts, TMNT, and Palladium Fantasy were the games that a good number of gamers grew up on. For fans who may have gone by the wayside, have been away from gaming, or have been playing other RPGs, do you have any sort of message?

Kevin: Generally speaking, keep an open mind. If you haven’t role-played in a while, you might want to give it a try. It’s funny, but somehow we forget just how much fun role-playing can be. I know a number of gamers who played with me at a convention because I was a guest, or came to the Palladium Open House, and who later reported how they forgot how much fun role-playing was. Or how much fun a particular setting, Heroes Unlimited, Rifts, Palladium Fantasy, etc. were.
Yeah, dust off your old copy of Palladium RPG “X” – give it a once over and maybe run a game. You’ll find that old magic is still there. Or try Dead Reign or Robotech, two game settings that are simpler than some, easy to play and fun, fun, fun.

I know role-playing is more demanding than card games, or board games, and don’t have the splash of videogames, but there is NOTHING like them. Don’t take my word for it. Give it a try and you’ll see.

14) OK, enough with the serious questions: if you had to go with a single character class in Rifts® that kicks the most ass, which one would it be? We're talking pure personal preference for the aforementioned ass-kicking here . . . :)

Kevin: That’s a little easier question than, “Which is your favorite character?” That’s nearly impossible to answer because they are ALL my children, and it’s like asking a parent, ‘Which is your favorite child?”

Hmmm, most kick ass or bad ass Rifts® character, huh? I’ve done some serious damage with Tattooed Men, Juicers, Cyber-Knights, Ley Line Walkers, SAMAS Pilots, Dragon Hatchlings, and even Faeries (if you play ‘em right), but I think I would have to go with the Mind Melter. I love those guys. As a player, I tend to gravitate toward Mind Melters/Mind Mages, practitioners of magic, thieves and assassins.

Thanks again, Kev. Take care – Zack

20 comments:

da Trux said...

good interview. i liked what he said about Game Balance and the role of the GM. That is one of the biggest things i've defended about Palladium for years now.

To me, the argument of game balance pretty much boils down to two ideas; the unimaginative GM who needs his hand held through the entire gaming process, and the creative GM who is more independent in mind. in my experience, the latter is much more fun to play with.

To use Rifts as an example, one of the most common examples of game imbalance (and i think was used on this site once before) is the Headhunter vs Glitterboy. The argument goes like this; the Headhunter doesn't stand a chance against the Glitterboy in a fight, therefor, the Glitterboy is either too powerful, or the Headhunter is too weak, and because of this, the game sucks.
ok, but the problem with this is that the Headhunter can easily defeat the Glitterboy in a multitude of ways, and the ONLY reason he couldn't, is because of a bad GM.

In fact, i think it is safe to say that virtually every complaint about actual game play of Palladium Games (not editing or book layout, or anything else) is due to bad GM's and not anything inherently wrong in the system.

I've played a LOT of different games and enjoyed most of them, but i always come back to Palladium because it is simply the most fun to play. Sure, i've made tons of house rules to smooth out game play, but that is just part of what makes it fun; with Palladium, you feel that you are part of the product. The writing style reflects this with personal notes from Kevin and the other writers.

The only bad thing i can say about Palladium at this point is that they (and by they i mean Kevin) really screwed up by losing Bill Coffin. i hope they can mend the fence someday (preferably sooner rather than later) because i want to see some new Fantasy material sometime within the next decade.

anyway, good interview, and i can't wait to see what else you have in store for Palladium Week!

Quim said...

Great start!! Keep it up! :D

Jason Richards said...

[[ I tell my guys and gals that it is the writer’s ‘job’ to take the ordinary, commonplace and mundane, and breathe new life into it. ]]

He might save time if he just got a tattoo of this advice so that he could flash it rather than have to repeat it all the time. He says it a LOT. :)

Anonymous said...

Great, great interview. I met Kevin at a convention, and he was incredibly nice--spent 10 minutes listening to my gaming stories, talked to my kids, and autographed my ancient copy of Rifts. He's one of a kind, for sure.

Johnn Four said...

Great interview Zack. A lot of Roleplaying Tips subscribers are Palladium fans, so I'll be sending them this link.

I enjoyed Kevin's thoughts on game balance.

Anonymous said...

What? No mention of me? And after all the work I do protecting Kevin's sweet ass?


The Deific NMI

Zachary The First said...

Very cool, Johnn! Thanks!

Nimmy: Clearly, we have to have a NMI week, so you don't have to share the spotlight. :)

Andreas Davour said...

Cool interview! Thanks Zach, and Kevin.

Geek Gazette said...

I had never played any Palladium games until I met Kevin at Gen Con several years ago. The positive and friendly attitude of the entire Palladium gang is the number one reason I piced up the Rifts rulebook, which Keven was nice enough to sign.
I have my issues with some aspects of the system and the way in which many of the books are organized, except Dead Reign... love it, but I still keep buying and enjoying the books.
This was a great interview, although it would have been nice if the issues that consistently seem to be expressed by gamers were brought up and addressed by the man himself, such as the organization of material in the books.
Overall I really enjoyed the interview and look forward to the rest of the Palladium stuff to come.

Nick said...

Hey Kevin, it's way past time for a system overhaul. Just putting that out there.

Helmsman said...

Zachary, congrats. This really is a big fish interview.

I actually have a question for Mr Siembieda.

To put it in context I'll explain that Palladium is my Alpha system. My first ever gaming experience was Rifts, and the first system I ever ran was Palladium Fantasy. I was a Palladium Gamer, I didn't play D&D at all. There is huge nostalgia in Palladium for me and I've bought, and sold and bought again probably around 100 books between Fantasy, Rifts, and other Palladium books in my time as a gamer.

So here's my question:
Most game companies frustrate their loyal fans by revamping their major game lines every 3-7 years, forcing the gamer to buy the new edition for what usually amounts to each class getting a 3 slightly different powers, and a change in initiative rules.

Palladium has not done this.

To clarify, I think having the integrity not to make a new edition twice every decade just for a quick cash in via the Copy/Paste commands is really solid. However 3 generations of gamers have joined the ranks since Palladium Fantasy released it's 2nd edition and Rifts came into being. (Yes there is Ultimate Edition, however my personal opinion is that it doesn't seem like a new edition per say but more of a clarification on certain elements.) Now while I'm sure there are some die-hard grognards that love the good-old ruleset, the vast majority of palladium fans I know have been crying for a new system and ruleset from Palladium for the past decade.

Now, you Kevin in this interview said that it is your firm belief that for a game company to survive it must change and adapt. I won't question Palladium's ability to survive because the record and loyal fanbase speaks for it's self, but the fact that Palladium has not released a significant alteration to it's ruleset in any form for almost 2 decades when it's fan base is clearly ready for one seems to contradict what you were saying. This is money that is not flowing into your pocket, and quite possibly letting a brand with a significant following stagnate.

So, respectfully Mr. Siembieda, why have you not created a new system under Palladium's banner when your customers are clearly asking for one? Doing this would not require you to abandon the old system entirely, in fact I would encourage all game companies not to. The success of the old school revival movement attests to that, but for there to be an old school there must be a new guard, so when is that new guard coming?

Olman Feelyus said...

Great interview, Zach. I've never played any Palladium stuff, so it's really nice to get a bit of a look at the man behind it and some of the culture that goes along with it. Keep it up!

Anonymous said...

All you haters need to shut the hell up and instead be thanking god for people like Kevin. Everyone knows Palladium was the first and still the best rpg system around. Without Kevin's greatness we wouldnt have that and instead be stuck with rubbish like AD&D, gurps and white wolf.

Warwolf

Zachary The First said...

Hey, let's try to keep this civil. Folks are entitled to their opinion, but I'd appreciate if that particular flame war didn't break out right now. If there's a comment or question on the interview, awesome. Otherwise, please take it outside. :)

FistfulOfDice said...

I have to ask...if gaming companies need to "evolve", then how does Kevin justify not updating his system in so long?

I know he said that changing the system "alienates" people, but that hasn't been my experience. Sure, there will be people who are upset, but you have to try to bring in new customers and such. WotC's updated their system a few times, and they seem to be doing okay by themselves.

(And before everyone starts shouting "HATER!!" at me, you need to step back and realize that "offering criticism or questioning methods" is not hating. All you so when you yell "HATER" is make the Palladium community look bad.)

Zachary The First said...

@Fistful: Why hasn't Chaosium, really? Why do people still snag 1st Ed. D&D rules? I really think rules are only one way for a company to evolve, and evolve denotes progression--I think rules are necessarily a matter of taste, not progress. But that is likely another article in and of itself!

And I would hope people wouldn't yell "hater" here. You're just engaging in your opinion--it isn't like its some spiteful driveby trolling. :) There's a mix of Palladium and non-Palladium fans who read this blog. Obviously, they're going to find Palladium Week more enjoyable, but there's room for everyone with a civil opinion.

Thanks again to everyone for your thoughts!

Anonymous said...

savage worlds

Zachary The First said...

@Anonymous: I’ll play!

hackmaster

Anonymous said...
This comment has been removed by a blog administrator.
Zachary The First said...

OK, guys, keep it civil and self-police. I don't like cleaning up trash--I do that enough on a daily basis. :)