Interview Nephew 

 

Home Campaign Galleries Players Character Crafting Humor Reviews and Fiction

 

 

     John Nephew is the founder and el presidente of Atlas Games, producer of such role-playing megastars as Ars Magica, Feng Shui, and Unknown Armies, and card games such as Lunch Money and Dungeoneer. He'd had experience working with TSR and Lion Rampant in the late 80's, and decided to branch out on his own in 1990.

     Since then, Mr. Nephew has been busy, running his small but amazingly prolific publishing company from the frozen desolation of Minnesota. He took time out from ruling over his domain to speak to the Critical Kobold about the state of public radio in the Twin Cities, and why his wife is safe from fiery immolation at the hands of George Foreman.

Interview conducted Feb 24, 2006

     Mr. Nephew cautiously entered the Kobold's sanctum, finding the diminutive interviewer lounging in a canvas hammock supported by rusty chains from the ceiling. The goblinoid belched loudly in greeting, setting the drink with the tiny umbrella aside onto the ogre-skull end table.

     The publisher sat on what he assumed was once a futon, pushing aside a small pile of copper coins and what he hoped really was not a chain-mail jockstrap.

    

 

Kobold:

Thanks for coming down to my humble cave, Mr. Nephew. Um, watch your feet, I'm not sure what that puddle is. Anyway, let's get right to the prying, personal questions.

You started Atlas Games. You're the Big Kahuna. The Head Honcho. The Man. You've got the power, the money, the recognition, the babes, and the vast armies of bootlicking lackeys to carry out your orders.  You rule over a publishing empire spanning what could be, for all we know, dozens of square feet of space. Tell us, please, what a typical day in the life of John Nephew is like. Don't leave out any bar fights or illegal activities. This is for posterity.

John Nephew:

I start my day with three cups of coffee.  I try to avoid making any significant decisions or having any conversations until at least the first dose of caffeine is in my system. 

Beyond that, every day is different.  I wear a lot of different hats (as you might expect in a company this small, and a part of the world this cold), and one of my eternal challenges is prioritizing all the things that appear on my to-do list.  In a given day I might take care of some distributor orders (which involves invoicing, packing, and shipping the order; and may also involve processing a credit card payment), take care of customer service issues (such as mailing someone cards that were missing from a miscollated game deck), negotiate a translation license, make an offer to someone whose original game we want to publish, write checks to freelance writers and artists, rearrange boxes and pallets in the warehouse to make room for more stuff, request estimates from several printers for upcoming projects, play a game submission that Michelle has flagged as worth considering for publication, proofread an RPG book that is almost ready for press, or try to figure out why a shipment of games produced overseas hasn't cleared customs yet.
   
K: If you were an animal featured on Mutual of Omaha's Wild Kingdom, what would you be, and why?
JN: Some kind of hirsute, balding primate.  Or maybe an ocelot, because I think it's a cool word.
   
K: You've been a gamer for a long time now, and your company produces a number of role playing games, so you're obviously familiar with the many game systems available. Which game do you think has a really good idea or story background, but has mechanics that suck so bad you wouldn't want to actually play?
JN: Hmm.  I don't have a good answer for this.  I think there are lots of highly complex game mechanics that are really not to my liking ... but I wouldn't say that they suck, because I know there are a lot of people who really like them and get into them.  Conversely, I'm partial to a game system like Over the Edge, which is really stripped down; but I know that it drives some people crazy because there is so much that it doesn't quantify.  Plus I think the nature of gamers is to read rules through their personal gaming lens, and to adapt or ignore elements of rules as they see fit.  I mean, did anyone actually play 1st Edition AD&D using weapon speed factors? Even more important, gamers usually learn game rules from other gamers, and then read additional rules through the lens of the way they've already been taught to play a game.
   
K: Your office is on fire thanks to a faulty George Foreman grill and some suspiciously flammable sausage links. You have 10 seconds to get to safety. What do you grab?
JN: My wife.

K:

Ooo, good one! When she reads this, she'll prob'ly go all wobbly with lust for you. Damn, you're smooth!
   
K: Speaking of your chick, I know Michelle Nephew is on your staff. An incredible coincidence that you hired someone with the same last name as yours, huh? Tell us about working with Michelle. What's that like?
JN: We recently celebrated our 6th wedding anniversary, and we're still not tired of each other.  It's kind of amazing to know that we are in each others' company for all but maybe, I dunno, ten or twelve hours of any given week, and we still get along.  As long as I make sure she's fed on time, anyhow.  (If you have any experience with hypoglycemic goblin women, you know what I mean.)

K:

If we have experience with goblin women?! Lemme tell you, I dated this one norker in college, she used to get so worked up she'd bite the heads off freshmen. Although I think that was more of an anger management issue than a medical condition...
   
K: Where's your favorite vacation spot? What do you do for fun on vacation?
JN:

I'm not much of a vacationer.  Michelle has decreed that we will take a vacation every year, however, and I've decided the path of least resistance is just to go along with whatever she wants to do.  Last year it was a Costa Rica; next month, shortly after we get back from the GAMA Trade Show, it'll be a cruise in the Mediterranean to see the solar eclipse and visit various ancient sites. 

I'm not a huge fan of travel, but if I must, I like travel in places with ruins, archaeological digs, etc.  And though I'm initially surly about being dragged out of my own cave into the daylight, I wind up enjoying myself. 

K:

Hey! I'm the same way! They call me names, like "disgruntled", whenever the webmistress of this site wants me to leave my cave and go someplace, you know, to promote the site, or make a court appearance or somethin'. But once I'm out in public, I usually end up having a lot of fun! Until the complaining starts, of course. "Hey, kobold! Put your pants back on!" That kind of thing.

But anyway, you were talking about vacations?

   

JN:

As for a favorite vacation spot?  I'd say home.  I like staying at home reading, watching TiVo or Netflix, playing computer games, lounging in the hot tub, or doing something like making mulberry jam from the tree in our back yard.  But then, I can do that sort of thing any day that I wake up and feel like I just don't want to go to work today – one of the perks of being your own boss – so I guess it doesn't count as a real vacation.
   
K: Connery, Brosnan, Dalton, or Moore?
JN: Connery.

K:

Hm. Interesting choice. If you'd said "Lazenby," you'd have been fed to the dire weevils, of course.

 

 

Scary-ass Sean Connery. We hope to never see this movie.

 

"Bond... James Bond."
K:

You've written several role playing products, of course. Do you start with one really bitchin' idea, perhaps a climactic battle scene in your head, then flesh out the details of an adventure based around that image? Or do you start from the beginning and gradually decide what the product will look like as you go, maybe not knowing how the adventure will end until you start writing the final pieces?

JN:

It depends.  A lot of the stuff I've written was done for TSR, where I was writing to specifications and a title that they had provided.  They'd tell me “this is a book about making fairy-type creatures as PCs” (Tall Tales of the Wee Folk), or “This is an adventure where the PCs become gladiators” (Arenas of Thyatis).  Then my job was to fill in all the backstory, plot, and details.  What I often found interesting was trying to make something that actually had continuity with the rest of the product line, which I discovered that a lot of writers didn't pay much attention to.  It was like solving a mystery, only whatever answer I made up would be decreed correct. 

It's really been a long time since I wrote any game products; it's hard for me to remember exactly what I was thinking when I was writing them.  I've been on the other side of the editorial and managerial pen over the last decade – telling writers, “Here's a title and a rough concept, go make this into an RPG supplement!”
   
K: How does this shirt I'm wearing smell to you? Because I took it off a hobbit, and those guys are grubby. I think he may have rolled around in something.
JN: I'm relieved to learn that smell is you.  I was worried it might have been something I ate.
   
K: How do you find art for your products? I mean, you'd go broke paying the Big Names in the industry for their services for every module and compendium. Do you have 'go to' artists standing by, or do you look around until you see someone's work somewhere and say, "Hey, I'll ask this guy to draw some crap for our next sourcebook!"
JN:

There are a number of artists we've worked with for years and years.  Grey Thornberry, for example, was illustrating On the Edge cards in 1994, and he did the cover of Covenants (the new Ars Magica book that recently shipped to distributors); Jeff Menges and Eric Hotz did some interior artwork on Covenants, and I think I've worked with them since before Atlas existed (when they were doing illustrations for 2nd Edition Ars Magica under its original publisher, Lion Rampant). 

So a lot of the time we return to the familiar folks that have worked well for us in the past.  We also try out new talent now and then.  We have a big filing cabinet stuffed full of artist portfolios.  When we need to look for someone new, we hit the portfolios and pull out likely candidates, and go and see if the promising artists are available for the schedule and budget at hand.
   
K: OK, seriously, John… how much were you guys drinking when you looked around for a new product to publish, and said, 'You know what'd be great? Furry Pirates !'
JN:

Heh.  Trust a goblin to take a pot shot at the easy target. 

The truth is that most games we've published came to us through the slush pile – an unsolicited proposal or manuscript comes in the mail (with the obligatory release form included), we look at it, and we decide whether we'd like to publish it.  Furry Pirates was such a submission and, while I wouldn't have listed “anthropomorphic animal pirates” as something I was looking for specifically, the manuscript sold me.  It was well written, fun to read, and the whole concept was strangely compelling. 

Obviously Furry Pirates didn't make it to the all-time bestsellers list, but it was profitable and I count it a success.  We only intended it to be a standalone book; it's easy to get pulled into the exercise wheel of supplement publication, which can take a decent business success and turn it into a big sucking drain on capital and resources for a publisher.  I think there's room in the market, though, for niche products like this, if you keep a careful eye on the budget.

Furry Pirates book cover

   
K: Do you play any instruments?
JN: Nope.  I took piano lessons in grade school, but hated practicing and was incredibly relieved when my parents let me stop.  I took a semester of guitar lessons in college, but didn't seem to go anywhere there.  When I was taking piano lessons in grade school, all I really wanted to do was compose music, not practice and play it.
   
K: In perusing the Atlas Games products list, we've been very aware that you produce no science fiction material, in terms of space games. What's the deal? No love for laser guns?
JN: I actually have an epic science fiction game I want to write.  If I ever get around to writing it...well, we'll see.  Don't hold your breath.  The downside of turning from writer into publisher is that you get a lot of direct contact with the work of writers who, you realize, are way better than you yourself are.  It makes it a little harder to motivate yourself to sit down and write something when you can imagine, say, how much better Robin Laws could do it.
   
K: If a movie were made about your life, who would you want to play you?
JN: Judd Nelson.  Though he's like a decade older than me, so you'd either need a time machine to get him from the Breakfast Club days, or you could maybe do a science fiction tale about my life in a dystopian future ten years from now.
   
K: Hey! We're heading to the Origins game convention in June. Are you gonna be there? Do you wanna hang out? Get some pizza or something? I'll wear a clean shirt. (Well, a cleaner one…)
JN: I'd love to, but this year my little sister is getting married the weekend of Origins.  Various people who know about these things have advised me that in spite of how difficult the choice seems to be, I really should go to the wedding.
   
K: Let's do a mental association drill. We'll give you the title to a song, and you jot down the image that pops first, immediately, into your head. Ok, ready?...
   
K: Simply Irresistible (Robert Palmer)
JN: Those chicks with the freaky makeup in the videos.  That was Robert Palmer, right?
   
K: Back in Black (AC/DC)
JN: Lewis Black on the Daily Show.
   
K: That Don't Impress Me Much (Shania Twain)
JN:

Who the hell is Shania Twain? 

OK, I know she's some current pop star, but  I stopped listening to current music when the only independent station in the Twin Cities worth listening to got sold to a big media conglomerate that promptly changed the format to some crap piped in from their corporate HQ somewhere on the other side of the country. 

K:

Shania in hot body suit!

That's OK, John. You really don't need to listen to her current music.

Actually, it's best if you 'mute' the sound and just stare at the video...

JN:

There's actually now a very good public station playing music in the Twin Cities, and featuring some of the same DJs of the late and lamented Rev105, but I have to admit that I got in the habit of just listening to the public radio news station and pretty much stopped listening to music radio, even though there is a good station again and any time I've tuned it I've thought to myself, “Damn, this is a good station.”
   
K: Macarena (Los del Río)
JN: All the human chicks on World of Warcraft dance the macarena, don't they?

K:

We wouldn't know. You humans do the weirdest crap.
   
K: Stayin' Alive (Bee Gees)
JN: I'm seeing bell bottoms and chest hair.
   
K: Sussudio (Phil Collins)
JN: I'm remembering some interview in which Phil Collins explained that it's really the tune of Prince's “1999,” but changed a little.  And I have always thought, isn't it amazing how a little change can turn something from “excellent” to “sucks.”  This is a lesson that game publishers must always remember.
   
K: What's your favorite city in the whole wide world?
JN: Duluth, because I grew up there.
   
K: With all your rpg-ing, do you have any time for computer games? You play any Neverwinter Nights? Baldur's Gate? Sonic the Hedgehog? Q-Bert?
JN: Apart from a minor World of Warcraft addiction my wife and I are presently coping with, I mostly play older PC games – Civilization III and Imperialism II are ones that I find I like to play again and again.
   
K: If you and famous actor Kevin Spacey were engaged in mortal combat, who would win?
JN: He would.
   
K: What was your favorite Halloween costume when you were young?
JN: Superman.
   
K: Speaking of holidays, today was Groundhog's Day. What did you do to celebrate?
JN: Left the office a bit early, only to find that my “brief” stop at the post office on the way home took 45 minutes, so I wound up logging more than 8 hours of work after all.
   
K: If we say nice things about your fashion sense, can we get a free copy of Glimpse of the Abyss when it comes out?
JN: Is it actually coming out?  You might think I'd be in a position to know.  Don't get me started...

Click here to return to the Interviews Page

Click here to return to the Penderyn Campaign home page

 

Home     Campaign     Players & PCs     Character Crafting     Reviews and Fiction    Humor    Galleries    Links    Portal

The Penderyn Campaign is the creation of Christopher Cecil.
All website content by Christopher Cecil unless otherwise noted.
The DM:  Email The DM  |
 Read the DM's Welcome

 © 2000-2011, Christopher Cecil
 All Rights Reserved.

Website design by Kris 
Webmistress's Acknowledgements 

This site designed to be viewed at a resolution of 800 x 600 or better