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Hello, hello, hello, welcome. 
To the Yes Indeed Podcast 

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created by Mark Sheppard and now
run by me, Thomas Manuel. 

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Today on the podcast, we are 
talking to Alan Barney, who is 

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the founder and operator of the 
Bundle of Holding. 

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Alan and the Mandal of Holding 
have been a sponsor of the India

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RPG Newsletter for a couple of 
years now, and in return I link 

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to all the latest bundles in the
newsletter. 

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You might have seen that. 
And I've been meaning to talk to

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him on the podcast for a very 
long time. 

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He's had a very long career as a
freelancer in the RPG industry 

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back in the wild, wild days of 
the 80s and 90s. 

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Straight, straight out of the 
gate. 

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The first question I have for 
him is a banger. 

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It's a great question. 
It's a great answer. 

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I mean, I knew what the answer 
is going to be. 

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That's why I asked her. 
And you'll know what I mean when

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you when you get to that. 
But despite it being a really 

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great and fascinating 
conversation, my mic was set to 

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the wrong thing. 
It was picking up the mic from 

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my webcam and then the nice mic 
that you're listening to now. 

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So I will say that all of my 
questions in the conversation 

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are the audio for them are bad. 
So I apologise, please make do 

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with it. 
This has actually happened 

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before and I've very painfully 
like rerecorded them, which 

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makes a conversation sound very 
stilted. 

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But this time it was a nice 
conversation. 

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It was free flowing. 
I was like and also I just I 

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didn't have the time. 
The part of it makes me want to 

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cry, so I I've kept the original
audio. 

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It's, it's not great, but you 
can. 

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You can at least. 
Tell that there is a. 

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Free flowing conversation with 
two people having a good time 

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chatting with each other. 
So yeah, please, please enjoy 

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the episode. 
And once again, thanks to my 

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patrons over at patreon.com who 
sponsored this newsletter and 

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the podcast. 
I really appreciate your 

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support. 
But with that said, let's get to

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the interview. 
All right, I'm sitting down with

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Alan Varney, who runs the Bundle
of Holding, which I think 

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probably everyone listening to 
this has already heard of, 

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probably already customer of. 
But before that, for decades, 

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Alan has been a freelancer, 
writer, editor, game designer 

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for companies like DSR, Steve 
Jackson Games, West End Games, 

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FASA and more. 
He was the lead designer on 

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Paranoia XP, the 2004 edition of
the classic sci-fi comedy game 

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from Mongoose. 
He's written for magazines like 

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Dragon and Magics, Magic the 
Gatherings magazine, The 

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Duelist. 
He's worked in video games. 

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And yeah, we're going to talk 
about his career in general and 

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some of the. 
But yeah, Alan, welcome to the 

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show. 
Thank you so much, Thomas. 

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It's a pleasure to be here. 
Yeah. 

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So the first thing I want to ask
you about, which is something 

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I've actually been meaning to 
ask you about for a really long 

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time, which is there's a site 
called the Pen and Paper 

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Database. 
And your first credit on that is

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that it says in 1985, Steve 
Jackson's released Steve Jackson

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Games released a product called 
Steve Jackson's Man to Man 

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Fantasy Combat from Gerbs and 
you are credited as reality 

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checking. 
We were debating how much each 

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point of health, I think our 
speed of health was supposed to 

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add to your speed. 
And I and Norman Bandu, the 

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shipping clerk at Steve Jackson 
Games at the time, what went out

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to the parking lot of the SJ 
Games headquarters, which was a 

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repurposed kennel in South 
Austin, TX. 

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And they had a the whole company
was there, and Steve had a 

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stopwatch, and they had me and 
Norman run at top speed across 

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the parking lot. 
And from there, Steve apparently

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gleaned some kind of information
about how much speed to give 

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characters. 
I think I was considered to be 

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on the very low end of normal. 
So it was it was a good branding

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exercise to show that Gerbs was 
so realistic. 

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And I think it just showed me 
that really all you need is a 

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very slender thread of truth to 
hang a nice advertising claim 

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on. 
You are the man in the man to 

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man fancy. 
That was the man and Norman man.

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Who was the other man? 
Every part of that is is really 

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funny, but like, what was it 
like to get a job in table top 

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games in 1980, four, 1985? 
I had been buying a lot of SPI 

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war games and Strategy and 
Tactics magazine because I 

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wanted, I thought I was going to
be playing these games, but I 

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didn't have any friends who were
interested in playing them. 

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And so I had this giant stack of
games and I said, well, I need 

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to get the money back that I've 
spent on all of this somehow. 

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And so I designed one. 
I had already been a fan of the 

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Steve Jackson's work through his
micro games for meta gaming. 

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And then he went independent and
took Space Gamer magazine with 

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him. 
I wrote for Space Gamer. 

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I came up with this idea for a 
board game called Necromancer 

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and pitched it to him and he 
bought it. 

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And then he he bought a a second
game I did called Globo a a 

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comedic game and published it in
Space Gamer magazine. 

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And then he offered me a job as 
an assistant editor. 

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So I relocated from California, 
Palo Alto to Austin, TX and I 

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worked at Steve Jackson Games as
an assistant editor under Warren

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Spector. 
He was my boss at that time. 

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Warren later went on to become 
quite the famous producer of 

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computer games, including one of
the several of the Ultima games 

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and then Deus Ex among many 
others. 

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And so after about 2 1/2 years, 
I went to freelance and did 

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quite a lot of work for TSR, 
both for their various module 

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lines. 
I wrote the first AD and D spell

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jammer module Wild Space, and I 
also wrote quite a lot for 

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Dragon Magazine as well. 
And then, you know, it just kind

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of I, I kind of made my way 
fumbling along, bouncing from 

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assignment to assignment for a 
lot of different game companies 

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that are all now defunct. 
And finally I kind of I managed 

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to get going with the the bundle
of holding. 

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I founded that in 2013 and since
then that is pretty much 

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occupied all of my waking hours.
OK, so I love that you started 

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out first of all as a game 
designer selling, selling a game

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idea to to the company. 
But then you worked as the 

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editor on Space Gamer, which I 
do want to talk about at this 

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point. 
How old were you roughly when 

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you made this move from 
California? 

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I would have been 25 years old. 
OK, so you make that move. 

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And so Space Gamer is really 
interesting. 

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It's something that I've 
actually been wanting to write 

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about a lot. 
Go back and read those issues 

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and, and, and talk about that. 
Can you tell me like what was 

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the process of making an issue 
of Space Gamer? 

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What kind of what kind of stuff 
went into it? 

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It was a much different time. 
It was a kind of a primordial 

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technology that would be utterly
foreign to people today. 

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This was the days of a gigantic 
copy graphic typesetter machine,

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which was this thing about the 
size of a big desk, Big Blue 

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thing. 
And it would put it output these

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long thin strips of typeset 
copy. 

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And then you would take these 
and you would cut them out of 

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the paper and then you would 
paste them to production boards 

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using hot wax. 
And you know, I describe this to

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people now and it just seems 
like I'm talking about writing 

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on stone tablets with ox blood. 
Everything back then was 

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different. 
We were doing, you know, we were

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writing typewritten copy that we
submitted to the typesetter. 

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And it was everything about it 
was so primitive. 

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And it was always a kind of a 
high stress occupation, just 

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putting out a 48 page magazine 
every month or two months with a

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team of five or six or seven 
people. 

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We had three different 
production artists at one point 

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and there were editors. 
There's a typesetter, and then 

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there was shipping. 
All of that has as dated now as 

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some sort of Edwardian drama. 
People today can do the kind of 

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thing that we did in a matter of
hours. 

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I people sometimes wax nostalgic
on the forums for the old days 

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of Dragon magazine and I want to
tell him as a former Dragon 

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writer and as a former editor of
Space Gamer, the Internet today 

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puts out an entire Dragon's 
worth of content every 18 hours 

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tops. 
And I tell you there is so much 

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creativity now. 
All these people are doing a 

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really just reminiscing about 
being 15 years old, which I 

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think is a lot of the source of 
discontent with that you hear 

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expressed in gaming. 
This is a point that I makeover 

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and over is that this right now 
is the golden age of 

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role-playing. 
Everything today is better than 

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it was. 
Were you enrolled in the content

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of what went in the space game, 
or was that war inspectors? 

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No, I wish it was all mine. 
Warren was much more of a 

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supervisory role. 
He would provide guidance or 

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input, but very every issue was 
very much me and my editorial 

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sensibility. 
And I sometimes I would do the 

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layouts as well and I had this 
stable of writers so that would 

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be listed as contributing 
editors. 

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And then quite a lot would just 
come over the transom and he 

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would just had to read 
everything and basically use 

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everything. 
Everything had to be edited 

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closely and would not repro blue
markers and and red pens. 

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It was a very arduous process, 
but very educational. 

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We never sold more than 5000 
copies an issue and so it was 

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essentially a very hobby 
oriented kind of thing. 

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It was. 
You might think of it as a fan 

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scene with better production 
values. 

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But even though it sold only 
5000 copies, that was enough to 

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have somebody like full time 
working on it, Multiple people. 

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OK, that's yeah, it's a 
completely different economics 

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almost. 
First of all, I don't think 

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there are people selling 5000 
copies of a magazine today 

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either. 
That's. 

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True, that's true. 
A lot of those. 

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But the the magazines 
themselves, I think we're not 

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necessarily profitable. 
They were like very modestly 

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profitable. 
They didn't lose a lot of money,

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but they were all subsidised 
because that was the golden era 

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of Car Wars and Steve Jackson's 
Pocket Box Line and Car Wars 

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just sold endlessly. 
Then there were other successes 

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as well. 
Steve Jackson of course of Fate,

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Hall of Fame designer for works 
like Ogre and Illuminati. 

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And so all of that backlist kept
the operation afloat. 

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Steve just really loves 
publishing magazines and 

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throughout his business is very 
long, decades long history. 

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He has published 1 magazine 
after another various editions 

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of Role Player, then Pyramid and
Space Gamer was the first of 

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those. 
He just had this. 

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I think he was very much into 
the kind of the crisis mode. 

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He every magazine represented a 
deadline and everybody had to 

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pitch in and get going on a 
deadline. 

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And after you've done the best 
job you possibly could when 

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there was the next month's 
deadline. 

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I don't know that I necessarily 
worked well under those 

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circumstances, but now here I am
at Bundle of Holding where I've 

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got multiple deadlines every 
week. 

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So I've just made my own 
treadmill now. 

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So, OK, at some point you you 
decide to to leave Steve Jackson

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Games and go full freelance, he 
said. 

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We started working for multiple 
companies. 

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How did that go? 
Because they were not all in the

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same area where you were. 
These all people that you had 

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met at conventions and then sort
of pitched work for? 

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Did they come to you and say 
we're working on a project? 

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How did all those freelancing 
jobs happen? 

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Origins and Gen Con were key. 
I would attend those for a 

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couple of years as a Steve 
Jackson Games employee and it 

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was there that I made 
connections with TSR. 

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That was pretty much the go to 
operation if you were trying to 

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make any kind of full time 
career. 

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In particular, I became 
acquainted with Bruce Heard, the

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acquisitions editor, very 
talented man and coordinated the

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entire TSR production schedule 
of of dozens of products every 

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month. 
He kept all those trains running

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on time. 
It was just a wonder to see. 

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And there would be one call from
Bruce Heard sometime in around 

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April of each year. 
One single phone call where he 

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would just list out, rattle out 
a bunch of different projects 

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and say you want to write this 
one, do you want to write that 

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one? 
And you'd say yes or no or yes. 

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Usually yes. 
And that is that one phone call 

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would leave me with an entire 
year's worth of work. 

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00:13:53,080 --> 00:13:55,400
Otherwise, it was very much kind
of a hustle. 

229
00:13:55,400 --> 00:13:58,480
If that particular phone call 
didn't work out well, then you'd

230
00:13:58,480 --> 00:14:01,560
be going around to all the other
people that I'd met at Gen Con. 

231
00:14:01,560 --> 00:14:05,120
It was, it was a hard Scrabble 
existence, very much a hand to 

232
00:14:05,120 --> 00:14:08,360
mouth existence. 
I certainly had no, no 

233
00:14:08,360 --> 00:14:10,520
insurance, no health insurance 
of any kind. 

234
00:14:10,520 --> 00:14:13,120
So in that sense, it was always 
a tightrope walk. 

235
00:14:13,560 --> 00:14:17,560
And I was very fortunate in that
I never had anything severely 

236
00:14:17,560 --> 00:14:19,960
bad happened to me or it just 
would have been totally 

237
00:14:19,960 --> 00:14:22,880
untenable. 
It was, it was an independent 

238
00:14:22,880 --> 00:14:25,840
life. 
It was a kind of a very freeing 

239
00:14:25,840 --> 00:14:30,840
life in the sense that a 
freelancing philosophy of life 

240
00:14:31,040 --> 00:14:34,760
can serve you well. 
And it was certainly harmonious 

241
00:14:34,760 --> 00:14:39,880
with my own nature and it suited
me not to have a boss, but it 

242
00:14:39,880 --> 00:14:42,960
was, it was a very tight kind of
existence. 

243
00:14:42,960 --> 00:14:47,160
It was a very tight cash flow. 
And I think working in that for 

244
00:14:47,160 --> 00:14:51,000
I think most of 28 years, I 
ended up scarred from that. 

245
00:14:51,080 --> 00:14:53,960
It has its virtues. 
And in certain ways, I'm proud 

246
00:14:53,960 --> 00:14:56,240
that I was able to make a go of 
it that long. 

247
00:14:56,760 --> 00:15:01,240
But working for that long and 
always wondering every month 

248
00:15:01,240 --> 00:15:03,920
where the rent was going to come
from, that can scar you. 

249
00:15:04,520 --> 00:15:09,280
And even now where my cash flow 
is better, I still feel like 

250
00:15:09,280 --> 00:15:12,680
I've been a battled freelancer. 
Sometimes I feel like my back is

251
00:15:12,680 --> 00:15:14,760
to the wall just through a force
of habit. 

252
00:15:16,320 --> 00:15:21,000
As a career freelancer myself, 
there's this kind of feast or 

253
00:15:21,000 --> 00:15:22,400
famine thing that happens, 
right? 

254
00:15:22,400 --> 00:15:25,240
Sometimes there's work and 
you're doing well, and sometimes

255
00:15:25,240 --> 00:15:28,480
there's just no work and you are
and you're just terrified, 

256
00:15:28,920 --> 00:15:30,360
right? 
Somehow, yeah. 

257
00:15:31,120 --> 00:15:34,240
So what are some projects that 
you worked on in the tabletop 

258
00:15:34,240 --> 00:15:37,120
world and freelance way that you
can remember particularly? 

259
00:15:37,440 --> 00:15:41,200
Warren Spectre and I and an 
artist named Kyle Miller were 

260
00:15:41,200 --> 00:15:44,600
the great triumph for it of 
tune, the cartoon role-playing 

261
00:15:44,600 --> 00:15:49,200
game designed by Greg Kostikian 
and then very heavily redesigned

262
00:15:49,200 --> 00:15:53,480
by the three of us. 
And that was really my 

263
00:15:53,800 --> 00:15:58,280
introduction and or liberation 
as a as a role-playing designer 

264
00:15:58,280 --> 00:16:03,560
and game master or as we said in
to the animator, it was a very 

265
00:16:03,560 --> 00:16:08,560
high spirited, freewheeling kind
of a game, very high energy, a 

266
00:16:08,960 --> 00:16:11,760
lot of improv. 
And as I was doing all these 

267
00:16:11,760 --> 00:16:15,240
play tests and demos at the 
conventions around the country, 

268
00:16:15,240 --> 00:16:18,000
it was a way to really 
strengthen the muscles. 

269
00:16:18,560 --> 00:16:21,040
It was a very much a 
breakthrough game at the time 

270
00:16:21,200 --> 00:16:25,760
when a lot of rule systems were 
very stayed and very tight and 

271
00:16:25,760 --> 00:16:30,320
Simulationist Tune and Paranoia,
which was Greg's other big 

272
00:16:30,320 --> 00:16:34,360
design at that time, were among 
the first that really tried to 

273
00:16:34,360 --> 00:16:36,760
get her to get away from that 
way of thinking. 

274
00:16:37,280 --> 00:16:40,680
I remember running a demo for at
a convention and there were four

275
00:16:40,680 --> 00:16:44,640
or five players and there was 
young one young man who was new 

276
00:16:44,640 --> 00:16:49,440
to the game and was very clearly
very like anxious are before 

277
00:16:49,440 --> 00:16:53,400
play started about optimising 
his character and making sure he

278
00:16:53,400 --> 00:16:57,000
understood all the rules. 
And of course, in tune that 

279
00:16:57,000 --> 00:16:59,840
quickly goes right out the 
window because everybody is 

280
00:16:59,840 --> 00:17:02,960
exploding each other and falling
down and everything is just 

281
00:17:02,960 --> 00:17:06,040
chaos. 
And it was 10 or 15 minutes into

282
00:17:06,040 --> 00:17:08,400
the game as all of this mayhem 
was proceeding. 

283
00:17:08,400 --> 00:17:11,720
Everybody was laughing and 
joking and he just, he looked at

284
00:17:11,720 --> 00:17:16,760
me with this sort of starry eye 
and this sort of weird kind of 

285
00:17:16,760 --> 00:17:20,160
drug smile. 
And he just said, it's just. 

286
00:17:20,640 --> 00:17:23,800
And I could tell that this young
man was experiencing for the 

287
00:17:23,800 --> 00:17:26,880
first time the very normal idea 
that a role-playing game could 

288
00:17:26,880 --> 00:17:32,120
be fun. 
And I, I felt so happy to be the

289
00:17:32,120 --> 00:17:35,320
messenger there of that very 
important lesson. 

290
00:17:37,680 --> 00:17:39,040
That's so interesting. 
God. 

291
00:17:39,200 --> 00:17:43,480
So what was the sense with two 
right, Because he said it's a it

292
00:17:43,480 --> 00:17:45,280
was a really different game for 
this time. 

293
00:17:45,480 --> 00:17:48,720
Greg Kostikian is now considered
like one of the one of the 

294
00:17:48,720 --> 00:17:52,040
greats. 
So the initial design of tune, 

295
00:17:52,120 --> 00:17:54,440
what was the things that you had
to change? 

296
00:17:54,440 --> 00:17:55,880
What were you? 
Because it was still 1st 

297
00:17:55,880 --> 00:17:57,560
edition. 
Yes, this was the original 

298
00:17:57,560 --> 00:18:00,640
publication. 
Basically it was a complete 

299
00:18:00,640 --> 00:18:04,040
overhaul of tone. 
Greg, believe it or not, God 

300
00:18:04,040 --> 00:18:07,040
help him. 
He provided the rules for TuneIn

301
00:18:07,040 --> 00:18:12,200
SPI case format, and there was, 
you could see there was an 

302
00:18:12,200 --> 00:18:17,280
actual brilliant game design 
there, but it was very dry and 

303
00:18:17,280 --> 00:18:20,160
it had a general traditional 
approach. 

304
00:18:20,200 --> 00:18:23,800
Or Inspector actually had 
written his master's thesis at 

305
00:18:23,800 --> 00:18:27,360
the University of Texas Film 
School on the Warner Brothers 

306
00:18:27,360 --> 00:18:31,320
cartoons. 
And Warren knows cartoons as 

307
00:18:31,320 --> 00:18:35,320
very few others do. 
And Warren had this vision of 

308
00:18:35,560 --> 00:18:41,080
how to implement a sense of 
cartoon fun in the rules 

309
00:18:41,080 --> 00:18:45,960
themselves. 
And so it was him and me and his

310
00:18:46,400 --> 00:18:52,080
giant luggable K Pro 64 computer
with the four inch screen. 

311
00:18:52,320 --> 00:18:56,080
We had all of his, all of the 
original manuscript and just 

312
00:18:56,080 --> 00:19:00,080
went through it paragraph by 
paragraph and line by line 

313
00:19:00,080 --> 00:19:04,800
trying to figure out how to make
it rephrase everything that so 

314
00:19:04,800 --> 00:19:09,960
it's more fun. 
And we, we put a lot of labour 

315
00:19:09,960 --> 00:19:12,200
into that. 
And Tune, I think along with 

316
00:19:12,200 --> 00:19:16,400
Paranoia, which debuted at the 
same convention, Origins 1984 

317
00:19:16,800 --> 00:19:21,560
got quite a lot of attention as 
a whole new way to, to present 

318
00:19:21,840 --> 00:19:25,000
these games. 
And I'm still very proud about 

319
00:19:25,000 --> 00:19:26,240
that. 
I did. 

320
00:19:26,240 --> 00:19:30,000
I wrote the first two or three 
supplements from Steve Jackson 

321
00:19:30,000 --> 00:19:32,840
Games. 
I wrote Tune, Silly Stuff and 

322
00:19:33,040 --> 00:19:35,800
Son of Tune. 
Actually I wrote about 1/3 of 

323
00:19:35,800 --> 00:19:37,840
silly stuff. 
Anyway, there was quite a lot of

324
00:19:37,840 --> 00:19:41,440
it because of the work on the 
Warren and I did on tune. 

325
00:19:41,440 --> 00:19:45,240
We got an assignment to do a 
paranoia module called Said then

326
00:19:45,240 --> 00:19:50,000
the clones for Paranoia first 
edition and the once again there

327
00:19:50,000 --> 00:19:53,160
was Warren with his K Pro 
computer and we we just went 

328
00:19:53,160 --> 00:19:56,000
through that together line by 
line as well. 

329
00:19:56,000 --> 00:20:00,760
And that was how I developed a 
connection to paranoia that 

330
00:20:00,760 --> 00:20:03,680
actually served me quite well 
leaving decades later. 

331
00:20:05,120 --> 00:20:06,840
Yeah. 
Paranoia is also such a 

332
00:20:06,840 --> 00:20:09,800
fascinating game with a 
fascinating history. 

333
00:20:10,080 --> 00:20:14,560
So you encountered Paranoia in 
its first edition, which I think

334
00:20:14,800 --> 00:20:18,280
is generally considered not as 
good as second edition, Or at 

335
00:20:18,280 --> 00:20:20,160
least the idea that second 
edition was funnier. 

336
00:20:20,160 --> 00:20:23,600
Got what the game really was in 
a potentially. 

337
00:20:23,600 --> 00:20:27,440
Better way you will find fans of
1st edition, and I respect that.

338
00:20:27,440 --> 00:20:31,560
And 1st edition had some 
virtues, but it's true that it 

339
00:20:31,560 --> 00:20:34,640
had not really quite figured out
what kind of game it was. 

340
00:20:34,640 --> 00:20:38,320
And that came with the West End 
Games brilliant line editor Ken 

341
00:20:38,320 --> 00:20:44,000
Ralston, who was a manic force 
who was out for sheer anarchy. 

342
00:20:44,320 --> 00:20:49,040
And he had the greatest sense of
tone that I had ever seen up to 

343
00:20:49,040 --> 00:20:51,440
that time. 
And he knew how to write these 

344
00:20:51,520 --> 00:20:55,000
rules paragraphs so that you 
were just laughing aloud just to

345
00:20:55,000 --> 00:20:58,680
read them. 
And so that Ken came to his full

346
00:20:58,680 --> 00:21:01,360
strength. 
And 2nd edition in 1987. 

347
00:21:01,640 --> 00:21:03,360
Yeah. 
And it's to an extent. 

348
00:21:03,360 --> 00:21:08,720
And we were still in the 1st 
edition mode because we had, we 

349
00:21:08,720 --> 00:21:11,800
were like the second or third 
published as published module. 

350
00:21:11,800 --> 00:21:15,640
We had followed right after the 
famous yellow clearance Black 

351
00:21:15,640 --> 00:21:22,720
Box Blues by John M Ford and at 
the end of of that, that John 

352
00:21:22,720 --> 00:21:25,920
Ford adventure, Mike Ford 
Adventure Alpha Complex gets 

353
00:21:25,920 --> 00:21:29,040
blown up. 
And so here we were and we were 

354
00:21:29,200 --> 00:21:31,480
thinking in old ways. 
We too had not really quite 

355
00:21:31,480 --> 00:21:35,280
understood what paranoia is and 
we were saying maybe we could 

356
00:21:35,280 --> 00:21:37,400
say that was a different alpha 
complex. 

357
00:21:37,760 --> 00:21:42,600
And after after a while we could
just realise nobody cares. 

358
00:21:42,920 --> 00:21:46,040
It's not that alpha complex is a
place. 

359
00:21:46,040 --> 00:21:49,000
Alpha complex is a state of 
mind. 

360
00:21:49,360 --> 00:21:53,160
Paranoia is not a role-playing 
continuity setting. 

361
00:21:53,160 --> 00:21:59,720
It is a a way of experiencing 
paranoid fear right there at the

362
00:21:59,720 --> 00:22:02,720
table. 
And the details of it are 

363
00:22:02,720 --> 00:22:07,040
strictly there as set dressing. 
And that was a liberating 

364
00:22:07,160 --> 00:22:09,800
experience and that really came 
to the fore. 

365
00:22:09,800 --> 00:22:14,400
And Ken, second edition. 
And I still wrote a little bits 

366
00:22:14,400 --> 00:22:16,920
here and there through the whole
for the second edition 

367
00:22:16,920 --> 00:22:20,680
supplements as well. 
Eventually, Ken and a lot of the

368
00:22:20,680 --> 00:22:23,320
original West End staff left 
West End Games. 

369
00:22:23,960 --> 00:22:26,840
Now I should probably digress at
some length here. 

370
00:22:28,280 --> 00:22:32,080
West End Games, the publisher of
Paranoia, was the kind of the 

371
00:22:32,080 --> 00:22:36,360
hobby side project of a man 
named Daniel Scott Poulter, who 

372
00:22:36,360 --> 00:22:39,680
had his main business as Bucci 
Imports Limited. 

373
00:22:39,680 --> 00:22:44,040
It was a company that did 
imported ladies Italian shoes 

374
00:22:44,400 --> 00:22:48,600
and it was quite profitable 
because I think Rosalind Carter,

375
00:22:48,680 --> 00:22:53,360
Jimmy Carter's wife, had worn 
Bucci shoes to the inauguration 

376
00:22:53,680 --> 00:22:57,600
and so everybody wanted Bucci 
shoes and that was quite the 

377
00:22:57,600 --> 00:23:01,160
profitable business. 
And so he started West End Games

378
00:23:01,160 --> 00:23:03,720
as a side project. 
I heard it described to Daniel 

379
00:23:03,720 --> 00:23:08,120
Scott Poulter that he knew three
things better than anybody else.

380
00:23:08,520 --> 00:23:13,480
He knew the imported ladies, 
Italian shoe business, He knew 

381
00:23:13,480 --> 00:23:17,400
the US tax code, and he knew the
order of battle at Gettysburg. 

382
00:23:17,880 --> 00:23:21,400
And he started out publishing 
historical war games. 

383
00:23:21,400 --> 00:23:25,240
And then, as role-playing became
popular and lucrative, he 

384
00:23:25,240 --> 00:23:29,040
brought in Eric Goldberg and 
Greg Kastikian to put together 

385
00:23:29,040 --> 00:23:32,800
their nascent role-playing line.
Greg knew a fellow named Dan 

386
00:23:32,800 --> 00:23:37,480
Gelber who had invented the 
Paranoia setting as his own home

387
00:23:37,480 --> 00:23:40,280
brew. 
And Greg recognised this is a 

388
00:23:40,280 --> 00:23:43,680
game, this is a real game. 
And so they took it into West 

389
00:23:43,680 --> 00:23:47,520
End Games and turned it into 
first edition, and that became a

390
00:23:47,520 --> 00:23:51,280
huge best seller. 
The thing is, though, eventually

391
00:23:51,280 --> 00:23:55,920
the shoe business kind of faded 
and West End Games had to cut 

392
00:23:55,920 --> 00:24:00,360
expenses of Daniel Scott Poulter
relocated from downtown from 

393
00:24:00,360 --> 00:24:04,200
Manhattan to East Armpit, 
Pennsylvania, which is this 

394
00:24:04,200 --> 00:24:07,760
remote place that nowhere, 
nobody at West End Games wanted 

395
00:24:07,760 --> 00:24:10,160
to go. 
And so everybody left. 

396
00:24:10,520 --> 00:24:13,720
And so when he went to East 
Armpit, he had to hire new 

397
00:24:13,720 --> 00:24:15,920
people. 
They were people who had, shall 

398
00:24:15,920 --> 00:24:18,840
we say, different ideas about 
how paranoia should work. 

399
00:24:19,360 --> 00:24:24,320
And so the rumour I heard is 
that sales declined 90% over the

400
00:24:24,320 --> 00:24:27,120
next few years. 
It was a long and sad, 

401
00:24:27,120 --> 00:24:30,760
embarrassing decline at the 
latter days of West End, the 

402
00:24:30,760 --> 00:24:36,760
last half of Paranoia's Run, 
there just brainless pop culture

403
00:24:36,760 --> 00:24:39,040
parodies. 
I would receive each one and 

404
00:24:39,040 --> 00:24:40,640
look at it and say, this is the 
bottom. 

405
00:24:40,640 --> 00:24:42,840
There's no way it could get any 
worse than this. 

406
00:24:42,840 --> 00:24:46,320
And yet the next one would come.
And then I'd say, oh boy. 

407
00:24:46,800 --> 00:24:53,200
And so that eventually just West
End finally petered out and in 

408
00:24:53,200 --> 00:24:56,360
95, I think, and the game went 
dormant. 

409
00:24:56,360 --> 00:24:59,440
But Greg Kosticken and Eric 
Goldberg sued to recover the 

410
00:24:59,440 --> 00:25:04,680
rights and then took it to 
Mongoose Publishing around 2000 

411
00:25:04,680 --> 00:25:07,520
to 2003. 
And Mongoose got rights to do a 

412
00:25:07,520 --> 00:25:10,880
new addition. 
Greg and Eric gave them a short 

413
00:25:10,880 --> 00:25:14,120
list of designers that they 
would be willing to see in 

414
00:25:14,120 --> 00:25:17,640
charge of the new addition. 
And Mongoose went down every 

415
00:25:18,000 --> 00:25:21,720
every name on a list, and 
everybody said no. 

416
00:25:21,720 --> 00:25:23,680
And finally, in desperation, 
they turned to me. 

417
00:25:23,960 --> 00:25:29,280
And so in 2004, I did what 
became known as Paranoia XP. 

418
00:25:29,800 --> 00:25:33,280
And so that was quite the 
highlight of my career. 

419
00:25:33,280 --> 00:25:37,080
I'd recruited a whole bunch of 
the old fans and true from a 

420
00:25:37,080 --> 00:25:41,600
forum called paranoialive.net 
who were keeping the Flame alive

421
00:25:41,600 --> 00:25:45,960
after all those decades, and 
together in those forums we 

422
00:25:45,960 --> 00:25:49,240
generated tonnes and tonnes of 
really great material. 

423
00:25:49,240 --> 00:25:53,200
It was an exciting, very 
collaborative time and I was so 

424
00:25:53,200 --> 00:25:57,520
pleased to be able to to guide 
and mastermind that effort. 

425
00:25:57,800 --> 00:26:01,480
I ended up packaging the support
line for a couple of years as 

426
00:26:01,480 --> 00:26:04,280
well. 
That ended up ultimately being 

427
00:26:04,360 --> 00:26:07,800
written by a lot of the people 
that I recruited from Paranoia 

428
00:26:07,800 --> 00:26:10,240
Live. 
It was a kind of a a group that 

429
00:26:10,240 --> 00:26:16,080
I called the Traitor Recycling 
Studio and we did probably 7 or 

430
00:26:16,080 --> 00:26:20,240
8 or 9 supplements and then the 
Mongoose took it all in house. 

431
00:26:20,240 --> 00:26:23,560
So they assigned all the 
paranoia modules to their staff 

432
00:26:23,560 --> 00:26:28,040
writer Gareth Hanrahan. 
The great Gareth Hanrahan who 

433
00:26:28,280 --> 00:26:31,840
was at that point early in his 
career still still had his 

434
00:26:31,840 --> 00:26:34,640
greatest triumphs ahead to care 
of later went out to do the 

435
00:26:34,640 --> 00:26:38,920
Dracula Dossier with Ken Height 
and he wrote The Darkening of 

436
00:26:38,920 --> 00:26:41,440
Merkwood campaign for the One 
Ring. 

437
00:26:41,840 --> 00:26:46,680
And he did The Eyes of the Stone
Thief for 13th Age. 

438
00:26:47,160 --> 00:26:52,640
And then later he did the read 
redesigned Traveller for 

439
00:26:52,640 --> 00:26:55,640
Mongoose. 
And since then he has just moved

440
00:26:55,640 --> 00:26:58,960
from strength to strength and is
now a very great novelist. 

441
00:26:58,960 --> 00:27:02,840
So I was so pleased to be 
involved with his early career 

442
00:27:02,840 --> 00:27:05,200
as well. 
He in fact wrote a Paranoia 

443
00:27:05,200 --> 00:27:08,480
novel. 
I had tried an ill advised 

444
00:27:08,480 --> 00:27:12,840
adventure business venture doing
para licenced Paranoia books, 

445
00:27:12,840 --> 00:27:16,520
licenced for American Greg 
Paranoia novels published under 

446
00:27:16,520 --> 00:27:20,280
the imprint Ultraviolet Books 
and we couldn't, couldn't make 

447
00:27:20,280 --> 00:27:22,800
that work. 
But I was very pleased that 

448
00:27:22,800 --> 00:27:27,280
Gareth Hanrahan wrote the one of
the very first Paranoia novels 

449
00:27:27,280 --> 00:27:30,800
and what his very first novel. 
So And that says. 

450
00:27:30,840 --> 00:27:33,560
I was instrumental in bringing 
him into that new career. 

451
00:27:33,560 --> 00:27:35,320
At least I flatter myself that 
way. 

452
00:27:37,360 --> 00:27:40,400
This thing strikes me a bit 
because things were in a way 

453
00:27:40,800 --> 00:27:45,240
hard to produce and information 
flowed slower and all of that 

454
00:27:45,240 --> 00:27:48,520
stuff, and generally because 
there's a certain kind of Wild 

455
00:27:48,520 --> 00:27:51,160
West nature to the whole 
finances of that time. 

456
00:27:51,840 --> 00:27:55,480
Yeah, like credits on these 
games feels like one of those 

457
00:27:55,480 --> 00:27:58,200
things that is like sitting now 
we, we only have that, right? 

458
00:27:58,200 --> 00:28:01,000
We can only go by the former 
credits and things like that. 

459
00:28:01,000 --> 00:28:03,880
But it feels like there's a lot 
more happening in the production

460
00:28:03,880 --> 00:28:06,760
of these games that is is hard 
to tell, right? 

461
00:28:06,760 --> 00:28:11,240
Like, well, how to put the value
of somebody like rewriting the 

462
00:28:11,240 --> 00:28:14,720
rules like Ken Ralston, what was
his credit on Paranoia Second 

463
00:28:14,720 --> 00:28:17,200
Edition? 
Yeah, Ken Ralston was the 

464
00:28:17,200 --> 00:28:21,520
mastermind of Paranoia Second 
Edition, and he kept a certain 

465
00:28:21,520 --> 00:28:24,560
nucleus of the Paranoia rules. 
But really the rules and 

466
00:28:24,560 --> 00:28:28,760
paranoia are not a major issue 
because the players in Paranoia 

467
00:28:28,760 --> 00:28:30,760
are not allowed to know the 
rules. 

468
00:28:30,760 --> 00:28:34,440
I suppose everybody in your in 
your audience probably knows the

469
00:28:34,440 --> 00:28:36,960
premise of Paranoia. 
I had said in this in 

470
00:28:36,960 --> 00:28:40,600
underground city of the future, 
ruled by an insane computer and 

471
00:28:40,600 --> 00:28:44,040
everybody is a troubleshooter in
service to the computer and 

472
00:28:44,040 --> 00:28:48,440
looking to locate traders who 
include mutants and members of 

473
00:28:48,440 --> 00:28:52,040
secret societies. 
But unbeknownst all the to the 

474
00:28:52,080 --> 00:28:55,480
others, every player is himself 
both a muted and a member of a 

475
00:28:55,480 --> 00:28:58,440
secret society, and so is 
perforce A traitor. 

476
00:28:58,440 --> 00:29:02,920
So it's a game of suspicion and 
of trying to get evidence on the

477
00:29:02,920 --> 00:29:04,880
other guy before they get 
evidence on you. 

478
00:29:05,360 --> 00:29:09,360
And so in that sense, when 
you're not allowed to show 

479
00:29:09,360 --> 00:29:13,360
knowledge of the rules and but 
you're not really allowed to do 

480
00:29:13,360 --> 00:29:18,080
a lot in the way of agency, the 
rules are not that big a deal. 

481
00:29:18,200 --> 00:29:20,840
So it becomes much more a game 
of tone. 

482
00:29:20,840 --> 00:29:24,960
And it was quite the the 
phenomenon of tone, if you look 

483
00:29:24,960 --> 00:29:27,440
at most at the funniest 
role-playing writing in the 

484
00:29:27,440 --> 00:29:31,800
field in the entire history of 
the field, a good half of it or 

485
00:29:31,800 --> 00:29:34,120
more. 
As for Paranoia, it's just it 

486
00:29:34,120 --> 00:29:38,240
had drew in so many classic 
moments and people still 

487
00:29:38,240 --> 00:29:41,840
remember those days fondly and 
they remember that 1987 second 

488
00:29:41,840 --> 00:29:47,800
edition, which is very much 
Ken's role, Ken's work, the line

489
00:29:47,800 --> 00:29:51,360
developer role. 
I think your point is true that 

490
00:29:51,440 --> 00:29:57,080
line developers as such are not 
often recognised as the power in

491
00:29:57,080 --> 00:29:59,600
the field that that they should 
be. 

492
00:30:00,480 --> 00:30:02,480
It changed somewhat. 
It varies by company. 

493
00:30:02,720 --> 00:30:06,400
In White Wolf for example, the 
line developer was supreme and 

494
00:30:06,400 --> 00:30:10,080
every one of those early 
Storyteller games had a distinct

495
00:30:10,080 --> 00:30:13,240
feel and distinct approach. 
And it was specifically because 

496
00:30:13,240 --> 00:30:16,320
there was one all powerful line 
developer. 

497
00:30:16,560 --> 00:30:21,720
But in other companies it would 
sometimes lead to disaster. 

498
00:30:21,720 --> 00:30:26,360
And Avalon Hill gained rights to
Rune Quest at one point and for 

499
00:30:26,360 --> 00:30:30,880
and they had so many dozens of 
Glorantha fans who would have 

500
00:30:30,880 --> 00:30:34,920
been happy to be in charge of 
the Rune Quest line. 

501
00:30:34,920 --> 00:30:37,880
They would have killed to be in 
charge of that line, and instead

502
00:30:38,280 --> 00:30:43,880
the executive of Avalon Hill 
decided to give it over to a guy

503
00:30:43,880 --> 00:30:46,320
who worked behind the counter at
the local game store. 

504
00:30:46,520 --> 00:30:50,640
He was not really a Glorantha 
guy, and it really showed. 

505
00:30:50,920 --> 00:30:53,680
That was another example of how 
things could go really bad. 

506
00:30:53,960 --> 00:30:58,520
It's very much feast or famine 
for the game player as well as 

507
00:30:58,840 --> 00:31:02,640
the game designer in the field, 
because if you've got a good 

508
00:31:02,640 --> 00:31:06,160
line editor, line developer, 
then you're going to be getting 

509
00:31:06,160 --> 00:31:09,960
a long slate of really good 
books, and if you don't, you 

510
00:31:09,960 --> 00:31:12,120
won't. 
On the subject of credit, 

511
00:31:12,120 --> 00:31:17,960
sitting in your Wikipedia entry,
it says that you worked on an 

512
00:31:17,960 --> 00:31:20,960
expansion for Magic in the early
days. 

513
00:31:21,440 --> 00:31:24,960
What's the story behind that? 
I happened to be at Origins 93 

514
00:31:24,960 --> 00:31:29,280
and met and had already been 
friends with Peter Atkinson, who

515
00:31:29,280 --> 00:31:32,200
owned Wizards of the Coast. 
He had done a book called The 

516
00:31:32,200 --> 00:31:36,400
Primal Order, which was a cap 
system supplement for D&D and a 

517
00:31:36,400 --> 00:31:38,960
bunch of other games about 
playing divine characters. 

518
00:31:39,400 --> 00:31:43,520
He had seen my interview my 
reviews in Dragon, and he sent 

519
00:31:43,520 --> 00:31:46,920
me a manuscript of The Primal 
Order before publication and I 

520
00:31:47,080 --> 00:31:49,720
sent it back a bunch of feedback
and he appreciated that. 

521
00:31:49,720 --> 00:31:53,000
So I had this sort of connection
with Peter. 

522
00:31:53,240 --> 00:31:56,240
So I was hanging out at the 
Wizards of the Coast booth while

523
00:31:56,240 --> 00:31:58,600
he was telling me about this new
card game they were going to 

524
00:31:58,600 --> 00:32:01,160
publish. 
And so actually some new 

525
00:32:01,160 --> 00:32:04,600
production cars, the very first 
production cards out of Carta 

526
00:32:04,600 --> 00:32:07,880
Mundi, came to the table while I
was sitting behind the table 

527
00:32:07,880 --> 00:32:10,080
with him. 
And I happened to hold in my 

528
00:32:10,080 --> 00:32:14,000
hand the very first Herloon 
Minotaur card that had ever 

529
00:32:14,000 --> 00:32:17,200
gotten out of Into the World. 
And I just looked at and said, 

530
00:32:17,200 --> 00:32:20,320
Oh yeah, that's very nice. 
Because I had no idea. 

531
00:32:20,480 --> 00:32:23,200
I had no suspicion of what was 
going to happen. 

532
00:32:23,800 --> 00:32:28,960
So when I got home, I thought I 
could probably so an expansion 

533
00:32:28,960 --> 00:32:31,400
to this guy because I was trying
to make red. 

534
00:32:31,760 --> 00:32:34,560
I came up with a notion that of 
spell casters. 

535
00:32:34,560 --> 00:32:38,080
In the game, spell casters 
represented as cards, a kind of 

536
00:32:38,080 --> 00:32:43,520
a cosmic encounter idea. 
I sent that in and then then Gen

537
00:32:43,520 --> 00:32:46,800
Con of 93 came out. 
Magic came out there and people 

538
00:32:46,800 --> 00:32:52,040
were lined up 3 deep around the 
wizard's table for the entire 

539
00:32:52,040 --> 00:32:56,880
convention, just trying to get 
to a look of it at this game. 

540
00:32:56,880 --> 00:32:59,920
And everybody was playing it 
everywhere. 

541
00:33:00,560 --> 00:33:04,600
And it was very hard to get 
Peter on the phone after that 

542
00:33:04,600 --> 00:33:07,400
after the convention because he 
was really busy. 

543
00:33:07,640 --> 00:33:12,680
But they did a soldier on in as 
in a modest way, trying to get 

544
00:33:12,680 --> 00:33:17,440
my, my expansion going. 
And ultimately it didn't look 

545
00:33:17,440 --> 00:33:21,320
like it was making any progress.
And so when I, when I saw that 

546
00:33:21,760 --> 00:33:24,800
there was nothing happening on 
their end, I, I just picked up 

547
00:33:24,800 --> 00:33:29,600
and I moved from Austin, TX up 
to Renton, WA to go in and be 

548
00:33:29,600 --> 00:33:33,800
able to hang around the Renton 
offices and try to get my 

549
00:33:33,920 --> 00:33:37,720
expansion shepherded along. 
And that's how I ended up 

550
00:33:37,720 --> 00:33:41,640
writing for a lot for the 
Duelist, which was the Magic 

551
00:33:41,640 --> 00:33:44,360
magazine that they published at 
the time. 

552
00:33:44,360 --> 00:33:47,560
I was doing reviews and doing 
editing and so forth. 

553
00:33:48,280 --> 00:33:52,840
My expansion did not connect 
with anything that the game had 

554
00:33:52,840 --> 00:33:56,800
become because I had decided in 
a in a much different frame of 

555
00:33:56,800 --> 00:33:59,440
mind than what what Magic 
actually became. 

556
00:33:59,440 --> 00:34:01,160
I had no sense of the 
phenomenon. 

557
00:34:01,720 --> 00:34:05,640
They paid me a kill fee and I 
had to watch that project wither

558
00:34:05,640 --> 00:34:06,960
away. 
It was too bad. 

559
00:34:07,440 --> 00:34:11,480
But they did adapt the idea 
ultimately for their arena 

560
00:34:11,800 --> 00:34:15,080
combat. 
The arena expansion had some of 

561
00:34:15,360 --> 00:34:19,960
my ideas, although I'm not sure 
how much my original draft had 

562
00:34:20,080 --> 00:34:22,120
to do with what they finally 
came up with. 

563
00:34:22,600 --> 00:34:25,880
It was an up and down period. 
It was certainly exciting to see

564
00:34:25,880 --> 00:34:29,600
Wizards of the Coast in its 
early, phenomenal years. 

565
00:34:29,600 --> 00:34:32,960
They had this giant office 
complex that looked like a 

566
00:34:32,960 --> 00:34:36,239
Social Security office and 
everybody just, there was 

567
00:34:36,239 --> 00:34:41,000
hundreds of people there, all 
young, all very energetic and 

568
00:34:41,000 --> 00:34:43,880
optimistic. 
They had a theatre alchemy 

569
00:34:43,880 --> 00:34:47,719
division that was just going to 
do video and so forth. 

570
00:34:47,719 --> 00:34:49,719
There was a lot of extravagance 
there. 

571
00:34:49,719 --> 00:34:52,600
There was a lot of, you know, 
you see that a lot in early 

572
00:34:52,600 --> 00:34:55,600
successful startups there. 
The money will never stop. 

573
00:34:56,080 --> 00:34:58,840
And so there's just so much 
going. 

574
00:34:58,840 --> 00:35:00,600
They just ride off in all 
directions. 

575
00:35:01,240 --> 00:35:04,920
I left there just before they 
released the Fallen Empire set 

576
00:35:04,920 --> 00:35:08,320
where they had over printed by a
factor of 5 or 10. 

577
00:35:08,320 --> 00:35:12,600
And that one was a kind of a 
wake up call for Wizards of the 

578
00:35:12,600 --> 00:35:15,200
Coast. 
And I think over the next year 

579
00:35:15,200 --> 00:35:19,280
or two, they gradually started 
to become much more managerial. 

580
00:35:19,280 --> 00:35:22,720
They started to become much more
of a corporate entity. 

581
00:35:23,200 --> 00:35:27,480
So I don't know, it's very, it 
was, it was an exciting time and

582
00:35:27,480 --> 00:35:30,440
I don't know that I appreciated 
it that much at the time because

583
00:35:30,440 --> 00:35:33,240
as I say, I was just trying to 
make rent all the time. 

584
00:35:35,800 --> 00:35:39,840
You talked about TSL, you talked
about Steve Jameson, you talked 

585
00:35:39,840 --> 00:35:44,080
about This is the Coast. 
You also worked for White Wolf 

586
00:35:44,080 --> 00:35:46,160
at that time. 
What was that like? 

587
00:35:46,160 --> 00:35:49,200
I know you worked on Macy 
Ascension Second Edition, which 

588
00:35:49,200 --> 00:35:52,200
is a which is a big big release 
and what good might work? 

589
00:35:52,320 --> 00:35:57,400
I I worked to freelance through 
as a contributor to the Mage 

590
00:35:57,400 --> 00:36:00,040
Wine. 
I I knew Phil Brucato. 

591
00:36:00,400 --> 00:36:05,640
I had reviewed Mage first 
edition for Dragon and I met him

592
00:36:05,640 --> 00:36:08,800
at several Gen cons. 
Very talented guy through Phil 

593
00:36:08,800 --> 00:36:14,200
Brucato, the line editor of Mage
the Ascension and that was found

594
00:36:14,200 --> 00:36:17,440
Mage to be just so exciting and 
in its vision. 

595
00:36:18,040 --> 00:36:23,480
And so I, I believe he he 
brought me in for some small 

596
00:36:23,480 --> 00:36:29,360
sections in the book of Shadows 
and I may have done some other 

597
00:36:29,400 --> 00:36:32,840
minor stuff. 
And then in for 2nd edition, I 

598
00:36:32,840 --> 00:36:38,080
did some of the the Roots and I 
then was also involved with the 

599
00:36:38,080 --> 00:36:41,280
Order of Hermes first edition 
tradition book. 

600
00:36:41,720 --> 00:36:47,000
And that had that was the work 
of a woman I had known from Gen 

601
00:36:47,000 --> 00:36:51,040
Con in past from 91 to 95, Beth 
Fiskey. 

602
00:36:51,320 --> 00:36:54,280
She had written for the Book of 
Shadows as well. 

603
00:36:54,680 --> 00:36:57,880
And she had gotten the Order of 
Hermes assignment. 

604
00:36:57,880 --> 00:37:00,040
And so she was looking for help 
with that. 

605
00:37:00,640 --> 00:37:05,120
I had met her at every Gen Con 
from 91 to 95. 

606
00:37:05,120 --> 00:37:07,520
And we hit it off at his 
convention friends. 

607
00:37:07,520 --> 00:37:10,520
She was the sort of friendship 
where you could just pick it up 

608
00:37:11,120 --> 00:37:14,520
for each new each year you would
just pick up the conversation 

609
00:37:14,520 --> 00:37:16,440
where you'd left off the 
previous year. 

610
00:37:16,880 --> 00:37:21,000
And overtime we kind of 
blossomed into something more 

611
00:37:21,000 --> 00:37:27,240
and then we became a couple and 
then eventually married and we 

612
00:37:27,240 --> 00:37:29,920
are still married. 
She brought me in for Order of 

613
00:37:29,920 --> 00:37:35,320
Hermes and I think she was also 
doing Sandman for race and I 

614
00:37:35,320 --> 00:37:40,120
helped a little bit there. 
I never had a close relationship

615
00:37:40,120 --> 00:37:44,640
with the White Wolf Storyteller 
games in the way that I did with

616
00:37:44,640 --> 00:37:47,240
some of the other lines that I'd
worked on. 

617
00:37:47,720 --> 00:37:52,600
I remember I introduced a fellow
in the Horizon, a book I rode 

618
00:37:52,600 --> 00:37:57,640
with Beth about this stronghold 
of the traditions and introduced

619
00:37:57,640 --> 00:38:02,240
an NPC there, Mark Hallward 
Gillen, who I shamelessly ripped

620
00:38:02,240 --> 00:38:07,600
off John Constantine for and had
him as a character in there. 

621
00:38:07,600 --> 00:38:11,200
And then in the way the sort of 
thing happens in in role-playing

622
00:38:11,200 --> 00:38:15,520
games, Mark Hallward Gillen 
showed up later and in multiple 

623
00:38:15,520 --> 00:38:19,320
other contexts. 
And by other hands, when you're 

624
00:38:19,320 --> 00:38:23,240
writing for these shared 
universes, you just put things 

625
00:38:23,240 --> 00:38:27,240
out there and sometimes they get
seized on or sometimes they just

626
00:38:27,360 --> 00:38:31,400
get reworked by some later hand 
and you just have to say, OK, 

627
00:38:31,440 --> 00:38:34,120
that certainly was that. 
And ultimately, when they 

628
00:38:34,120 --> 00:38:37,560
decided to close off the 
Ascension line with all those 

629
00:38:38,080 --> 00:38:41,720
there, there was some sort of 
big climactic event where they 

630
00:38:41,880 --> 00:38:45,040
decided to write world ending 
books for each of the five 

631
00:38:45,040 --> 00:38:48,720
Storyteller games. 
And the one for Ascension had 

632
00:38:48,720 --> 00:38:50,520
multiple ways to end the 
campaign. 

633
00:38:50,520 --> 00:38:53,760
And I think it turned out 
somebody made Mark Hallward 

634
00:38:53,760 --> 00:38:57,480
Gillen like the embodiment of 
the next incarnation of the 

635
00:38:57,480 --> 00:38:59,920
universe. 
And I just said, oh, is that 

636
00:38:59,920 --> 00:39:03,160
right? 
I did know when I asked that 

637
00:39:03,160 --> 00:39:05,800
question that we'd get the story
of how you and Beth met with. 

638
00:39:05,800 --> 00:39:09,080
That was a nice cover that. 
Yeah. 

639
00:39:09,120 --> 00:39:10,800
Do you both work on bundle of 
holding? 

640
00:39:10,800 --> 00:39:15,480
How did that come about? 
That was 2013 when I founded the

641
00:39:15,480 --> 00:39:18,440
Bundle of Holding that was in 
fact an outgrowth of my 

642
00:39:18,760 --> 00:39:21,480
ill-fated venture doing paranoia
novels. 

643
00:39:21,840 --> 00:39:23,920
The Ultraviolet Books line had 
cratered. 

644
00:39:24,280 --> 00:39:28,880
I had seen a new site called 
Story Bundle that was modelled 

645
00:39:28,880 --> 00:39:32,200
on Humble Bundle that was 
collecting a bunch of novels and

646
00:39:32,200 --> 00:39:36,120
time limited offers by Hindi 
authors and I thought I'd love 

647
00:39:36,120 --> 00:39:39,320
to get in on that. 
And I inquired about that and 

648
00:39:39,320 --> 00:39:41,600
never got an answer. 
And so I thought I could 

649
00:39:41,600 --> 00:39:45,040
probably do that with a bunch of
my gamer game designer friends 

650
00:39:45,040 --> 00:39:48,480
who have written novels. 
And so I went to Drive Through 

651
00:39:48,480 --> 00:39:51,920
and tried to get them to add 
some functionality to the 

652
00:39:51,920 --> 00:39:56,920
platform that would allow for 
the the sorts of design features

653
00:39:56,920 --> 00:39:59,280
that Humble Bundle clone would 
need. 

654
00:40:00,000 --> 00:40:03,480
And they had no time to do it. 
This was 2012. 

655
00:40:03,520 --> 00:40:07,480
And they said, no, we don't have
the resources to do that because

656
00:40:07,480 --> 00:40:10,400
we're busy with our own site 
redesign. 

657
00:40:10,560 --> 00:40:16,120
That was 2012. 
Now, if you've seen Drive 

658
00:40:16,120 --> 00:40:21,560
Through, they finally launched 
that redesign last year, so. 

659
00:40:22,160 --> 00:40:26,560
I, I don't know how much they 
expended on doing that, but in 

660
00:40:26,560 --> 00:40:30,520
any case, I had to find some way
to make it happen myself. 

661
00:40:30,520 --> 00:40:35,840
And by by chance, I I knew a 
friend in my local juggling club

662
00:40:35,840 --> 00:40:39,320
in Austin who was a programmer 
and wanted to learn more PHP. 

663
00:40:39,320 --> 00:40:43,800
And so she agreed to code the 
rudimentary first version of the

664
00:40:43,800 --> 00:40:47,360
site. 
And so I pulled in half a dozen 

665
00:40:47,360 --> 00:40:50,800
acquaintances and we pulled to 
pull together our first offer 

666
00:40:51,160 --> 00:40:56,280
February 2013. 
And it was a nail biting 

667
00:40:56,280 --> 00:40:59,400
experience because the site 
would crash at every turn. 

668
00:40:59,720 --> 00:41:02,400
It did well enough that I 
thought maybe I could try doing 

669
00:41:02,400 --> 00:41:04,280
something similar for that for 
games. 

670
00:41:04,280 --> 00:41:07,680
And I was just bouncing from one
idea to the next without any 

671
00:41:07,680 --> 00:41:10,480
clear plan. 
We were building out the plane 

672
00:41:10,480 --> 00:41:13,720
in mid flight. 
I did a second and offer then a 

673
00:41:13,720 --> 00:41:18,800
more novels and it was a long 
around, I guess offer 5 or 6 

674
00:41:18,800 --> 00:41:21,000
where I thought, well, you know,
I think I'm going to go for 

675
00:41:21,000 --> 00:41:25,320
this, which is perhaps not the 
master plan that you want to 

676
00:41:25,320 --> 00:41:27,000
project. 
You don't want to project. 

677
00:41:27,160 --> 00:41:29,520
You want to project this error 
that Oh yes, I had it all 

678
00:41:29,520 --> 00:41:32,120
planned from the start. 
But in fact, it was just so 

679
00:41:32,120 --> 00:41:33,800
wayward. 
It just haphazard. 

680
00:41:33,800 --> 00:41:38,080
It just happened around me. 
But I will say what I do take 

681
00:41:38,080 --> 00:41:40,880
credit in my own mind for is 
that as soon as I saw I could 

682
00:41:40,880 --> 00:41:47,400
become an actual thing I threw 
myself into at 100% and we I 

683
00:41:47,400 --> 00:41:52,400
would got eventually got into 
$12,000 in debt by September of 

684
00:41:52,400 --> 00:41:57,200
2013 with the I think it was the
8th offer the Hindi treasure 

685
00:41:57,200 --> 00:42:01,800
trove that discord really quite 
well and paid off all that debt 

686
00:42:01,800 --> 00:42:04,840
in one month. 
And I thought OK so this is it. 

687
00:42:04,840 --> 00:42:08,880
And I just kept pushing out new 
offers as fast as I could. 

688
00:42:08,880 --> 00:42:13,560
And every, every offer was just 
a harrowing experience. 

689
00:42:13,560 --> 00:42:17,400
It was I this is true. 
I was clenching my teeth so hard

690
00:42:17,400 --> 00:42:20,080
and so long that I cracked on 
molar. 

691
00:42:20,880 --> 00:42:24,200
And But finally, after about a 
year and a half, the platform 

692
00:42:24,200 --> 00:42:27,760
started to stabilise. 
And I think people eventually 

693
00:42:27,760 --> 00:42:30,680
started to think of it as a 
fixture in their lives. 

694
00:42:30,680 --> 00:42:33,720
There was time when, you know, 
whenever the site crashed, the. 

695
00:42:33,720 --> 00:42:37,680
I expected it would be like a 
maximum of 90 seconds before 

696
00:42:37,680 --> 00:42:40,160
somebody would get on Twitter 
and say did the bottle hold go 

697
00:42:40,160 --> 00:42:43,240
out of business? 
Finally things stabilised and I 

698
00:42:43,240 --> 00:42:46,320
think people are after 13 years,
people are saying OK, it's 

699
00:42:46,320 --> 00:42:48,240
probably going to be sticking 
around for a while. 

700
00:42:48,720 --> 00:42:53,720
So now at this point I've done 
almost exactly 1000 offers and I

701
00:42:53,720 --> 00:42:58,800
have 70 that I want to do next 
year and another 100 after that.

702
00:42:59,080 --> 00:43:02,920
So it's just crazy how many 
offers there are. 

703
00:43:03,400 --> 00:43:06,880
I when I started this thing, the
guy at Dr Thru asked me, how 

704
00:43:06,880 --> 00:43:08,480
long do you think you can keep 
this going? 

705
00:43:08,480 --> 00:43:11,320
And I thought I said about a 
year and a half. 

706
00:43:11,480 --> 00:43:15,160
It was just amazing how they're 
just, the field just kept 

707
00:43:15,160 --> 00:43:18,840
growing and mushrooming. 
And right now there's just so 

708
00:43:18,840 --> 00:43:22,200
much vigour and vitality in the 
field that it's just impossible 

709
00:43:22,200 --> 00:43:24,880
to keep up. 
So this feed the site can 

710
00:43:24,880 --> 00:43:27,040
continue for as long as I've got
energy. 

711
00:43:27,560 --> 00:43:32,080
Right now with the site, you're 
doing almost two bundles a week.

712
00:43:32,080 --> 00:43:35,720
I think that's the two, two 
launches a week. 

713
00:43:35,720 --> 00:43:38,680
Rather let me put it like that. 
And I know some weeks that isn't

714
00:43:38,680 --> 00:43:42,000
the case, but like usually 
there's one and if not one, 

715
00:43:42,000 --> 00:43:46,600
there's two. 
How far ahead are you thinking 

716
00:43:46,600 --> 00:43:48,240
about these? 
Do you have a calendar? 

717
00:43:48,240 --> 00:43:51,640
How do you think about what goes
on this side? 

718
00:43:52,240 --> 00:43:56,120
For quite a long time it was. 
It was definitely week to week. 

719
00:43:56,120 --> 00:43:59,360
It was another hand to mouth 
situation where I was just 

720
00:43:59,360 --> 00:44:02,440
scrambling all the time. 
You may remember, Thomas, when 

721
00:44:02,440 --> 00:44:06,200
you contributed your own Spider 
and the city to the Indy 

722
00:44:06,200 --> 00:44:10,480
treasure trove in 2022. 
That was very much a last minute

723
00:44:10,480 --> 00:44:13,160
deal and most of the offers 
were. 

724
00:44:13,160 --> 00:44:16,760
And it was a matter of just 
trying to scrape together all 

725
00:44:16,760 --> 00:44:19,600
the offers on Friday that I was 
going to want all the titles on 

726
00:44:19,600 --> 00:44:21,320
Friday, that I was going to 
launch on Monday. 

727
00:44:22,120 --> 00:44:27,120
But finally I got things 
clarified to the process was in 

728
00:44:27,120 --> 00:44:30,960
place that I it becomes much 
more practical to work further 

729
00:44:30,960 --> 00:44:34,640
in advance. 
And it's still a very iffy 

730
00:44:34,640 --> 00:44:37,480
proposition. 
Like in in 2023, it had this 

731
00:44:37,480 --> 00:44:42,440
plan of I think 75 offers that I
wanted to do, of which I think 

732
00:44:42,440 --> 00:44:45,600
only about half actually 
happened that year. 

733
00:44:45,920 --> 00:44:50,800
And then last year it was I had 
112 offers that I wanted to do. 

734
00:44:50,800 --> 00:44:55,080
And there were ultimately 113 
offers, but only 47 of them 

735
00:44:55,080 --> 00:44:57,520
were, fifty of them were the 
ones that I had in mind at the 

736
00:44:57,520 --> 00:45:00,760
start of the year. 
So the bundle is always writ on 

737
00:45:00,760 --> 00:45:03,120
water. 
The bundle of holding schedule 

738
00:45:03,120 --> 00:45:05,600
is always just a castle in the 
air. 

739
00:45:05,960 --> 00:45:11,160
And so even though I've got this
long agenda, I've got the next 

740
00:45:11,440 --> 00:45:15,800
three months planned and the 
next year after that, in fact, I

741
00:45:15,800 --> 00:45:19,520
have not actually contacted 
people. 

742
00:45:19,760 --> 00:45:24,120
So that's where the contact with
reality is probably going to 

743
00:45:24,240 --> 00:45:27,760
continue to make trouble. 
So it's still, it still 

744
00:45:27,760 --> 00:45:29,840
definitely holds my interest, I 
will tell you that. 

745
00:45:29,960 --> 00:45:32,880
And I know one of your regular 
problems is that sometimes you 

746
00:45:32,880 --> 00:45:35,840
can't find ways to each other 
because people don't give you 

747
00:45:35,840 --> 00:45:38,280
their e-mail. 
This is what I have come to in 

748
00:45:38,280 --> 00:45:42,360
my old age in terms of the 
mission, the points that I want,

749
00:45:42,360 --> 00:45:44,120
the learnings that I want to 
convey. 

750
00:45:44,120 --> 00:45:46,360
And the first one, I've already 
talked about how this is the 

751
00:45:46,360 --> 00:45:48,960
golden age of role-playing. 
And the second learning that I 

752
00:45:48,960 --> 00:45:52,280
want to convey is put your 
e-mail address somewhere on your

753
00:45:52,280 --> 00:45:56,400
website. 
You just you need to provide a 

754
00:45:56,400 --> 00:45:59,280
public face. 
We need e-mail address so that 

755
00:45:59,280 --> 00:46:03,560
customers can contact you for 
support or to raise issues. 

756
00:46:03,760 --> 00:46:07,600
That is just best practise. 
I'm glad that we are not 

757
00:46:07,600 --> 00:46:10,960
actually recording video so you 
can't see the froth and spittle 

758
00:46:10,960 --> 00:46:14,240
coming out of my mouth. 
But I will say that I feel this 

759
00:46:14,240 --> 00:46:17,600
down to my bones. 
So if there are any indie 

760
00:46:17,600 --> 00:46:21,400
publishers listening to this Yes
Indeed podcast and take the way 

761
00:46:21,400 --> 00:46:24,480
this learning put your e-mail 
address how? 

762
00:46:24,520 --> 00:46:28,480
Is what the bundle of holding 
doing as a business that made 

763
00:46:28,480 --> 00:46:32,800
the business model sort of works
is most of the money goes to the

764
00:46:32,800 --> 00:46:35,840
publishers. 
A certain percentage goes to a 

765
00:46:35,840 --> 00:46:39,200
charity that is specified and 
then some. 

766
00:46:39,240 --> 00:46:41,440
There's a small token I think 
that goes to drive through for 

767
00:46:41,440 --> 00:46:44,720
their permission so that 
customers can access the games 

768
00:46:44,720 --> 00:46:47,880
they buy on on drive through and
then a portion comes to you is 

769
00:46:47,880 --> 00:46:50,400
that. 
That that has been the model for

770
00:46:50,400 --> 00:46:53,840
quite a long time. 
In fact, this past year I have 

771
00:46:53,840 --> 00:46:57,680
relocated from my long time home
in upstate New York where I 

772
00:46:57,680 --> 00:47:00,840
started the bundle of holding 
back to my childhood home of 

773
00:47:00,840 --> 00:47:05,080
Reno, NV. 
And there the charity laws are 

774
00:47:05,080 --> 00:47:08,360
different and I am not quite 
clear even yet about the tax 

775
00:47:08,360 --> 00:47:11,720
implications of that. 
So for this year, very few 

776
00:47:11,720 --> 00:47:15,360
bundle offers have included a 
charity component until I get 

777
00:47:15,360 --> 00:47:18,440
that straightened out. 
I expect that will come clear 

778
00:47:18,440 --> 00:47:23,320
with the tax return in January. 
So right now it's the split is 

779
00:47:23,880 --> 00:47:28,280
72% goes to the publisher or a 
split among the multiple 

780
00:47:28,280 --> 00:47:35,280
publishers and 5% goes to drive 
through and 23% goes to me. 

781
00:47:35,920 --> 00:47:42,640
Sales are down about 22% from 
the bundles best year, which was

782
00:47:42,640 --> 00:47:45,600
2022. 
The publishers I talked to 

783
00:47:45,600 --> 00:47:49,240
report similar declines. 
I think the field as a whole is 

784
00:47:49,240 --> 00:47:51,320
in a downturn now. 
There's a lot of different 

785
00:47:51,320 --> 00:47:55,080
reasons for that. 
But basically I've I've managed 

786
00:47:55,080 --> 00:48:00,400
to move to a much cheaper state.
I've changed web hosts from from

787
00:48:00,400 --> 00:48:03,600
Leno to Hetzner and so that's 
much cheaper. 

788
00:48:03,960 --> 00:48:06,920
So I would say everything is 
still a very sustainable. 

789
00:48:06,920 --> 00:48:10,880
It's a good gig. 
And as I say, I for many years I

790
00:48:10,880 --> 00:48:13,760
continued to think of myself as 
an embattled freelancer, and 

791
00:48:13,760 --> 00:48:17,160
this was just one more gig. 
But no, finally, after about 

792
00:48:17,160 --> 00:48:21,960
year 10 or 11, I finally said 
this is actually me now, So this

793
00:48:21,960 --> 00:48:26,600
is my career. 
You're an unlikely digital 

794
00:48:26,600 --> 00:48:29,360
entrepreneur, but that's exactly
what it is. 

795
00:48:29,440 --> 00:48:31,760
Never figured myself to be a 
bookseller. 

796
00:48:34,760 --> 00:48:37,200
All right, Ben, thank you so 
much, Alan. 

797
00:48:37,360 --> 00:48:38,800
It's a real pleasure chatting 
with you. 

798
00:48:39,640 --> 00:48:41,120
Thomas, it's been a great 
pleasure. 

799
00:48:41,120 --> 00:48:44,240
I admire your work greatly on 
the Hindi RPG newsletter, which 

800
00:48:44,240 --> 00:48:47,120
by the way, the bundle of 
holding sponsors and I've been 

801
00:48:47,120 --> 00:48:50,880
very pleased to sponsor you for 
several years now and hope to 

802
00:48:50,880 --> 00:48:54,080
continue to do that. 
And now I'm finally glad to to 

803
00:48:54,080 --> 00:48:56,400
be a member, to be a guest on 
your podcast. 

804
00:49:03,560 --> 00:49:07,840
Thanks for listening folks. 
We didn't do our usual end of 

805
00:49:08,280 --> 00:49:11,560
podcast questions with Alan. 
It's a bit of a different kind 

806
00:49:11,560 --> 00:49:17,280
of episode, but ad hoc. 
But I have a couple of episodes 

807
00:49:17,520 --> 00:49:20,840
aligned up. 
I'll be talking to ASA Donald 

808
00:49:20,840 --> 00:49:28,480
about their new solo RPG Spine. 
I will be talking to Adam Lim, a

809
00:49:28,480 --> 00:49:35,240
much awaited appearance by my 
friend Anne Lim on the podcast. 

810
00:49:35,520 --> 00:49:37,120
Whatever we talk about, I'm sure
it'll be great. 

811
00:49:37,120 --> 00:49:40,880
Look forward to those. 
Till then, does Indy need you? 

812
00:49:41,520 --> 00:49:44,040
Yes indeed. 
And cadmium. 

813
00:49:44,040 --> 00:49:45,840
And calcium. 
And chromium and curium. 

814
00:49:47,600 --> 00:49:50,240
There's sulphur, californium and
fermium, berkelium, and also 

815
00:49:50,240 --> 00:49:53,720
mendelevium, einstanium, 
nobelium and Argentryptonian, 

816
00:49:53,720 --> 00:49:55,920
rhodium And chlorine, carbon, 
cobalt, copper, tungsten and 

817
00:49:55,920 --> 00:49:56,520
sodium.
