R Laws Interview 

 

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     Robin D. Laws is a prolific writer and game designer, a well-known name in the role playing world. You can't throw a twenty-sider in a convention hall without hitting something this man has been involved in. He's crafted such games as Heroquest, Dying Earth, and our personal favorite, Feng Shui. He's put his two cents' worth into sourcebooks and/ or boxed sets for the Deadlands and Vampire game lines. He was involved in the development of the Shadowfist ccg. He's written several novels, penned the acclaimed Robin's Laws of Good Game Mastering, has contributed to computer games, and if his LiveJournal bio is to be believed, he makes a hell of a potato salad.

     This Canadian native graciously sat down to speak to the Critical Kobold and divulge his thoughts on game design, odd fan requests, and bacon bits.

interview conducted Jan. 22, 2006


Mr. Robin Laws (left) and Christopher, this site's DM, meet at Gen Con '04.

     Mr. Laws stepped gingerly over the goblin corpse as he was lead into the interview room in the Kobold's cave. He hesitated slightly before sitting down, unsure of what the stains on the cushion were. Otto, the Kobold's intern, hastily replaced the offensive cushion with a fresh one, and the renowned game designer had a seat. He warily eyed the ooze trickling down the wall near his chair.

     Moments later the Kobold staggered into the room wearing an ill-fitting burlap toga and clutching a goblet of mead. Groaning slightly at the brightly lit lantern, the diminutive interviewer blinked, and plopped down into a beanbag, sending a cloud of mildew spores rocketing into the air about him.

     "OK," the monster drawled, "Where exactly is the itching?"

     A handler stepped out of the darkness of a nearby tunnel and gave the kobold a thwack with a short stick. "No! He's here for the interview!" he hissed at the creature.

     "AH!" cried the interviewer, as understanding dawned. He quickly dug some notes scribbled on a gnome-hide scroll from somewhere deep within the toga...

 

 

Kobold: Mr. Laws, thank you for joining us today. It's a rare treat when someone as famous in the gaming community as you makes it past the guard monkeys and comes to chat. Let's start with a professional question:

When designing games, do you like to start with just a few basic ideas jotted down, then flesh out the game system as it comes to you, or do you like to have an almost complete mental image of the game/ system before you sit down to write it up?

Robin Laws: Assuming that I’m beginning from scratch, as opposed to adapting an existing rules set, I start with a conception of the core mechanic, whether it be the success matrix of Hero Wars/ Heroquest or the reroll mechanic of Dying Earth. Then I test it out to see that it works, go back to the drawing board until it does, and then get started writing the manuscript. During the writing I find ways to apply the central mechanic to the problem of the day, whether that be drowning rules or wealth or what have you.
   
K: As a game designer, do you have an all-time favorite project you've done?
RL: I hate to resort to cliché, but that’s kind of like asking a parent who his favorite kid is. You want to embrace them all, even the ones who came out slightly lumpy-looking. I’ve been very blessed by the response to a number of my projects, including Feng Shui, the Dying Earth Roleplaying Game, Robin’s Laws of Good Gamemastering
 

K: Nothing you just look back on and say, "Damn, I'm good"?
RL: Some creative people are driven by an inexhaustible belief in their own brilliance. I fall into the other big category, of creators driven mostly by self-doubt. My few moments of erupting ego are usually followed by a swift comeuppance.
   
K: Do you wear brightly colored Hawaiian shirts all the time, or just when lurking around game conventions?
RL: They’re my normal summertime attire. Colorful long-sleeve shirts are harder to find.
K: Yeah, I have trouble finding clothes in my style, too! That's why sometimes I just patter around here naked as a bay shrimp. 
   
  (Uncomfortable silence for many moments.)
   
K: - rm ,   /..   –jhmnk-p0 \ 3. m;lokp;[lqaaz4\  = bnjmk;p[[[[[[[[[[14

Excuse that; one of our cats wandered across the keyboard. Any pets of your own? Are you an animal lover?

RL: In my view the whole purpose behind our thousands of years of civilization was to invent buildings to keep the animals out.

Plus I’m allergic.

   
K: What’s your favorite pizza topping?
RL: Pesto.

K:

We looked that up. That's just a fancy way of saying "sauce", isn't it? Show off.
   
K: Do you have another favorite munchie food when at the gaming table?
RL: I am a believer in a staunch separation between gaming and snacking.

K:

   
K: Are you a Canadian resident by birth or by choice?
RL: By birth.

K:

Well, that's interesting, eh ? (See? I speak your lingo.)
   
K: What fact about Canadian life do you think would most interest the rest of the world?
RL: One, the Canadian province of Saskatchewan is the world’s biggest producer of potash. Two, hundreds of Canadians are devoured every year by roving packs of carnivorous muskrats. (In deference to the tourism industry, we keep a tight lid on this second fact.)

K:

Crap! I visited Niagara Falls when I was a little koboldling, and I didn't see one person get devoured by an aquatic rodent! Must have not been in season...
   
K: Name your four favorite things that start with the letter "B".
RL: Beck, Bach, Big Lebowski, bunnies.
   
K: We've actually spoken to you briefly on more than one occasion at Gen Con over the years, and you seem very nice. Be honest; is it hard to be polite all the time when you're at conventions? We imagine you must get exhausted, but have to talk to fans anyway. Do you get aggravated when the 300th person stops you to talk about role playing while you're trying to just browse the vendor floor?
RL: Heck no. Talking to people is the whole reason I’m there. And although it’s great to catch up with old colleagues and important to touch base with potential clients, the actual gamers are what it’s all about. I’m always delighted to stop and chat with the folks whose interest in my work keeps me creatively charged and allows me to make my living in this crazy endeavor.  

Gaming fame isn’t real fame, where you’re constantly besieged, or become a magnet for wackos. After doing this for over a decade, I can count my negative or awkward fan encounters on the fingers of one hand.  

K:

Hey! Me, too! Here's the hand... (digs through pocket...) and here are some of the fingers!
   

RL:

From what my female colleagues tell me, it’s attractive women, not game designer dudes, who are really in danger of icky or aggravating interactions at game conventions.
   
K: Do you get any weird requests when fans recognize you? Like, "Mr. Laws! Please autograph my buttocks!" Or maybe "Can I have a sample of your saliva, Mr. Laws?" Or perhaps, "Hey, Mr. Laws! Can a cranky humanoid monster interview you for a website?"
RL: That’s definitely gotta be in the top five. An odd but not especially colorful request I sometimes get is to sign books I didn’t work on.
   
K: We found an interview you did previously on a German website. Do you speak German, or was it translated?
RL: Translated. I am woefully monolingual. Fortunately most Germans young enough to be gamers speak English very well.

K:

Those crafty Europeans! I modestly speak some Goblin, and I can order food in Trollish. Which, oddly, is easier than German.
   
K: What was the coolest toy you had as a child?
RL: Each summer, my brother and I used to go for two-week visits to my grandparents’ (non-working) farm in the Muskokas, in Northern Ontario. When we’d get back, we’d find a surprise project that our dad made for us. One year it was a wooden castle, stocked with plastic knights, complete with portcullis and a trap door for dropping tinfoil boulders down onto enemies trapped below. Another year it was a canvas big top, filled with circus animals. Or a gigantic puppet theater, also designed as a castle, with a main stage for marionettes and barred dungeon doors for hand puppets to poke out of. One year it was a full-on backyard fort on stilts, with a ladder for entry (which could be drawn up with a rope and pulley system, to deter invaders) and a slide for exit. Cannons made of copper tubing shot Styrofoam balls out of the fort and into the yard, propelled by firecrackers.
K: HOLY CRAP! We only had some gnawed turkey bones and badger sinew to build our own action figures with! You had a kick-ass childhood.
   
K: Frisbees rock! Do you play Frisbee?
RL: Afraid not.
K: Huh. Well, I guess that evens out. I figure a guy who plays with cannons but doesn't whip a Frisbee is riding the mean, toy-wise.
   
K: You enjoy Hong Kong cinema. Have you studied the martial arts? Do you know a thing or two about flailing wildly with nunchaku, or cappin' some ass with a Glock?
RL: Only vicariously. Feng Shui’s take on combat is strictly over-the-top cinematic, with wires and a complete disregard for physics.
   
K: You obviously get a kick from game mastering, but when you get a chance to be a player, what game to you enjoy most? And what type of character do you find yourself portraying?
RL: I almost never get a chance to play. When I do, I tend toward oddballs who push the story in unexpected directions. This may or may not be a positive trait on my part.
   
K: While in the supermarket check-out line recently, a teenage clerk asked us how we were. We responded, "Adequate, thanks." And the clerk didn't know what adequate meant. What the hell? It's not like we said we were "erythrophobic" or something rarely uttered like that. Who lives to be 17 years old and has never heard the word adequate in their native tongue? With progeny like this, are you hopeful for the future of our civilization?
RL: The building we live in changed hands a few years ago and the new landlords have slowly filled it with undergraduate-age tenants. As a consequence I have definitely morphed into a crotchety old dude wondering just what the hell is wrong with kids these days. “I mean, come on. Learn to take the garbage out! And how come you never lock the door? And surely if you’re capable of getting accepted into the country’s most prestigious university you have the wherewithal to realize that your 2:30 AM weeknight back balcony bongo playing is going to wake us up, don’t you?” We’re looking for a new place.
   
K: Why do they put both real bacon bits and fake bacon bits at salad bars? Aren't they kinda' the same thing, really?
RL: Little known fact: some brands of fake bacon bits are kosher.
   
K: What kind of an idiot believes those e-mails that say, "Forward this to 10 people, and something really, really funny will pop up on your screen! I can't describe it, just try it, it’s so funny!" When someone sends you one of those e-mails, don't you just feel like punching them in the head?
RL: If I had an email message that could punch people in the head, I would for sure forward it to 10 people.
   
K: What ring tone does your cell phone play? Do you change it up once in a while, for variety's sake?
RL: Because I work at home, and hardly ever venture out of the house, I don’t really need a cell phone. I might break down and buy some cheapie pay-as-you go dealie as a communicator to use at conventions. So at present I guess you could say that my ring tone is the famous John Cage composition, 4’33”.
K: (Heh heh! We actually got that one.)
   
K: Sometimes when our day is really crappy, and things aren't going right, we think of a favorite song, or some words of wisdom that cheer us right up. Do you have a song or wise words that you use to pull you from a funk?
RL: “I Wanna Be Sedated” by the Ramones usually does the trick for me. It’s also superb to drive out any annoying other songs that happen to be playing themselves incessantly in your head.
   
K: What's the worst, or toughest, part of being a game designer? What about the game designing world just gets your undies in a bunch and makes you wish you were a dental hygienist or something instead?
RL: I get cranky doing stuff that isn’t writing, like statting up characters in complicated systems or drawing maps, because it’s much harder to measure your progress and see that you’ve done a solid day’s work. Words are fabulously measurable.  

Being a Canadian freelancer is kind of dread-inducing these days, because our dollar is going through the roof compared to the currencies of the US and UK, where my clients are. If I’d wanted to be rich I should have been planning to be a lawyer from the age of seven, rather than following my nutty dream of being a writer.

   
K: Since you have to travel to hit most of the big game conventions, which convention do you enjoy attending most? Any particular reason? The fun? The location? The babes?
RL: The one indispensable convention to the full-time freelancer is GenCon Indy. For business reasons, a freelancer pretty much has to be there to fly the flag and snap up serendipitous work opportunities. It’s the big dog on the block, so you get the best seminar turnout, the hottest new products, the greatest concentration of old comrades.

But babes? Dude, this is gaming.

   
K: When we asked you if you'd agree to an interview, you gave us your business card, with your phone number on it. Can we call you up sometime just to say hi?
RL: For whatever reason, I never got the memo about the telephone being a medium for social interaction. Even when I’m on the line with friends or family, I have to struggle to keep up the chat instead of rushing through my talking points, saying goodbye, and slapping the receiver back in the cradle.
K: OK, sounds like a brush-off to us. We get it. We thought you were kidding with the restraining order, but fine, whatever.
   
K: The next time you design a game product, will you put a little secret message in it somewhere, just for us?
RL: I already have, but it’s a secret and you’ll never find it.
   

 

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