![]() I don’t think we did another one until Nomads of the World Ocean? We did do part of another double, Night of Conquest/Divine Intervention. ![]() Things like my Murder on Arcturus Station.” FASA was more able to accept the brother’s prodigious writing.īut opportunities did open up at GDW (JAK): “The first one we did for GDW was the double adventure, Chamax Plague/Horde. Every starship design has a purpose in Naval parlance, this is the ships mission. With these attributes, you can infer a lot about a ship - usually correctly. There are five primary attributes to a ship design. Y’know, slam-bang, action adventure stuff. Other standard plans may be available at various localities. Things like Uraqyad’n of the Seven Pillars and the Sky Raiders trilogy. ![]() The Keiths’ understanding of Traveller made them “Go-betweens” with FASA and GDW.ĭifferences between FASA and GDW (JAK): “I think FASA was always open to more free-wheeling, action-oriented adventures. William noted that some game writers would take on an assignment, and return an article that doesn’t really fit with the theme of a given game. FASA was voracious for new material for their product line.” ![]() And he needed someone who could string words together for descriptions of ship interiors and adventures to go with them. He just had very simple line drawings on the covers of his products. The Keith Brothers became known at Game Designers Workshop (GDW) for their productivity, creative work, ability to meet deadlines, and accepting assignments on short notice.Īround 1980-81, Marc Miller introduced them to Jordan Wiseman of FASA, which was developing their own licensed Traveller material.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |