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RPG Codex Ghost
Tags: PnP Interview; Rich Thomas; Vampire the Masquerade; Vampire the Masquerade - Redemption; Vampire the Requiem; Vampire: The Masquerade - Bloodlines; White Wolf; World of Darkness; World of Darkness MMO
For the second interview in the Codex' mini-series on Pen & Paper role-playing games (you can find the first here), we reached out to Rich Thomas, creative director at White Wolf Publishing - the company behind Vampire the Masquerade and Vampire the Requiem, as well as a long list of other products set in the World of Darkness. From a cRPG perspective, White Wolf is responsible for Vampire the Masquerade: Redemption, Vampire the Masquerade: Bloodlines and the upcoming World of Darkness MMO. Due to the MMO being an upcoming title, there were some restrictions on Rich's ability to discuss cRPG specifics with us. Nevertheless, we asked him a few questions focusing on creative design for pen & paper games, the digital media in role-playing, and many related matters. Read on!
Can you tell us a bit about yourself and your responsibilities at White Wolf Publishing as Creative Director? What project(s) are you currently involved with?
The new World of Darkness game introduced many significant changes. Could you name some of the improvements NWoD made from your perspective? Looking back, do you think something should have been done differently about the new edition?
What are the main ways video game art influences pen and paper art today, and vice versa? How would you describe this process?
For more on Rich Thomas' thoughts on pen & paper art design, as well as roleplaying in general and in the digital medium, read the entire interview!
Read the full article: RPG Codex Interview: Rich Thomas, White Wolf's Creative Director, on World of Darkness & Art Design
For the second interview in the Codex' mini-series on Pen & Paper role-playing games (you can find the first here), we reached out to Rich Thomas, creative director at White Wolf Publishing - the company behind Vampire the Masquerade and Vampire the Requiem, as well as a long list of other products set in the World of Darkness. From a cRPG perspective, White Wolf is responsible for Vampire the Masquerade: Redemption, Vampire the Masquerade: Bloodlines and the upcoming World of Darkness MMO. Due to the MMO being an upcoming title, there were some restrictions on Rich's ability to discuss cRPG specifics with us. Nevertheless, we asked him a few questions focusing on creative design for pen & paper games, the digital media in role-playing, and many related matters. Read on!
Can you tell us a bit about yourself and your responsibilities at White Wolf Publishing as Creative Director? What project(s) are you currently involved with?
RT: Very briefly, I began working in 1986 (I know!) illustrating for White Wolf Magazine and within 6 years was in Atlanta Art Directing for the whole company including a little game called Vampire the Masquerade. About seven years ago I was asked to become the Creative Director, which combined my work in charge of all of WW's visuals with responsibilities for overseeing all the writing and editing as well. For the past seven years my tasks within the Creative Director umbrella have been many and varied, but the key responsibilities have been to evolve White Wolf into a company better capable of thriving in the changing publishing marketplace, and to sustain and surpass our long history of compelling worlds and great art.
The new World of Darkness game introduced many significant changes. Could you name some of the improvements NWoD made from your perspective? Looking back, do you think something should have been done differently about the new edition?
RT: Although they can get cheesy, especially if overused, I like the idea of things like Bloodlines - the offshoots of the larger groups that are a lot of fun to create for the Storyteller, and to personalize for the players. The biggest thing I liked was the tone shifted to the idea that even for these ancient supernaturals there were still unknown and unclassified dangers out there. I think we dropped the ball on providing a rich backstory - we really needed something with more secrets and layers of lore than cWoD. But our plan was to rely on giving that depth in fiction books, and then we discovered we didn't have the bandwidth to create those books. So I think our community, who was used to the depth of content of cWoD, was left unsatisfied. We created a toolkit approach to NWoD, but we never gave enough examples of how that toolkit should be used.
What are the main ways video game art influences pen and paper art today, and vice versa? How would you describe this process?
RT: In general terms, because if I go to specific here it may suggest a direction for the WoD MMO that isn't true, I think all illustration is influenced by other media that exists either at the same time or as influences on the artists. What we have now is an entire generation of illustrators who are exposed to so much more in the way of visuals that ever was possible before, and who grew up on visual input from computer gaming. On the plus side, this means there's an incredible richness there, and on the downside there may be too many artists working now who really haven't fully studied their craft on a technical level. But a great illustrator is going to shine no matter what, so I think the amazing range of beautiful art we're seeing now wins out.
For more on Rich Thomas' thoughts on pen & paper art design, as well as roleplaying in general and in the digital medium, read the entire interview!
Read the full article: RPG Codex Interview: Rich Thomas, White Wolf's Creative Director, on World of Darkness & Art Design