This interview was written by Andrew Smith and originally appeared at TheStockade.net on April 24th, 2011. The Stockade was a website dedicated to encouraging Australian game designers to get up and create their games, much like NaGa DeMon! The Stockade has been “finished” for a very long time now, and its web hosting expires very soon, so I thought I would share some of the still-relevent articles here.
We turn our attention back onto Australian shores for this FQW… One of Australia’s most chatty RPG designers is David Pidgeon, font of many game ideas. He’s been working on Dirty Princesses for a little while, and has recently started a fiction blog.
What do you consider when writing setting material?
I consider whether it would be interesting to me if I was new to the setting. I want it to be evocative, informative but also to leave enough gaps to make the setting my own.
Which games impress you, and why?
I’m impressed by a lot of games, but more specifically by games that tightly tie the themes of the game to the system. Games like Dogs in the Vineyard, Apocalypse World, Polaris, Freemarket and Burning wheel (with its toolkit ruleset) do exactly that.
Tell us about the first game you made, published or not.
The first game I made was called Arena and was a miniatures game about gladiatorial battles in a fantasy setting. It was fun at the time and very simple. One friend still wants to play it!
What are you working on at the moment?
At the moment I’m working on the same game I’ve been working on for quite a while now, which is Dirty Princesses, the game of adventure, growing up, and kickass princesses with swords. It’s been giving me troubles but I feel like I’m getting there.
What’s in your design notebook that you just haven’t finished yet?
The main game haunting me is Ghost Road, which is an RPG/tabletop miniatures hybrid about post-apocalyptic car action. It’s going to be light, fun and encourage people to customise little toy cars.