![]() ![]() ![]() All the designers involved have full-time jobs (most of us in video games) and while I always have the bottom line bookmarked for budget considerations, mostly we just make what we want to make and don’t even worry about whether anyone will actually want the content. The adventure I wrote for that book attempts to tap into that, too: it’s slower-paced, with recurring familiar faces, and it’s possible to play through the entire adventure (which should take several sessions IRL) without engaging in combat even once, if that’s your jam (though obviously there’s no shame, and plenty of opportunities for roughhousing, if it is). I tend to get my inspiration from a mood or setting–with Witch+Craft, for example, I was watching Kiki’s Delivery Service and wondering, “Could we play this as a campaign if we wanted to? What would be missing?” and from that an entire crafting system sprung up. I think it’s hard to say any of Astrolago’s projects start with trying to fulfill a need–first and foremost, the impetus for each project is what we would find fun to work on. What gaps (in the system / in the D&D culture) are you trying to fill when you create supplemental material? So just by a metric of hours spent, I’m definitely a player first and a GM second. I’m a very, very lazy GM with a very, very short attention span, so I love improvising one-shots but tend to get too much executive dysfunction to GM a longer campaign. I was a big fan of Neverwinter Nights 1 & 2 when I was a kid, but I didn’t play my first table game until 4th edition, when I played a halfling chicken farmer-turned-rogue. When did you begin playing D&D? Do you play or GM (or both)? What do you love most about the game? You have been editor for two books of D&D 5e supplemental material, Faerie Fire and Witch + Craft. Shannon Campbell (they/them) is a writer, editor, and game developer from Vancouver, BC.
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