• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

10 questions to ask Joe Fugate

Dear Folks -

Originally posted by JoeFugate:
</font><blockquote>quote:</font><hr />Originally posted by Larsen E. Whipsnade:
When I first saw the sketch of the Old Timer, I nearly fell out of my chair laughing. Old 'Popeye' McCain was the perfect choice for the crusty, no nonsense, striaght shooting Old Timer.
You are absolutely right! I never thought anyone would notice, but I'm a WW2 Naval History buff, and when we were looking for someone to model the Old Timer, I pulled out my Naval History books and told my wife (who did the sketch, by the way) ... here, do *him*.

And so it was. Glad you agree with my choice. I thought he looked the part perfectly. :D
</font>[/QUOTE]And now to the question: did you take the idea of the "old timer" from Adventure 1: Kinunir where the characters meet the grizzled old-timer who used to serve aboard the Allamu? And who still has his maintenance key?? :D

(I noticed the connection when the "Old Timer" talks about being stuck in an airlock aboard the Allamu during some more interesting acrobatic maneuvers...)
 
Originally posted by Larsen E. Whipsnade:
As we all sit huddled around the campfire, Mr. Fugate leans close and tells us;
O.O
"...when this "fan" shows up on my doorstep and wanted to know if he could buy some Traveller stuff. Roger was his name ... Roger Sanger."
EEEP! <runs around in circles>
Cue the evil organ music!
And lightening in the background! Wolves howling in the distance!
Just in time for Halloween too!
;)

Casey (recovering from helping family last night with Beggar’s Night)

apologies to RS as I've no personal beef with the man but this *does* make a fun Halloween story
 
BTW, I'm having my video biz shipping dept ship the TD and MTJ orders. I've gotten inundated with email requests ...

They have asked that I have you say in the paypal transaction what you ordered, and if it needs an autograph.

If you want to clarify to them what you bought and make sure you get an autograph, then email them at:

orders@mymemoirs.net

If you want to get a copy of MTJ3 (12.95), MTJ4 (12.95) or TD19 (4.95) in mint condition, then send MyMemoirs a paypal at:

paypal@mymemoirs.net

They prefer we use actual postage, which is $1.75 for the TD, and $2.60 for the MTJs. And add $2 per book if you want it autographed.

If you have any questions, just email them at:

orders@mymemoirs.net and ask.

That's the last of this I will post on this topic.

I'm moving the offer to the free duty shop from here on out.

Hope that all made sense to you. I have a pretty good supply of these products so we ought to be able to service whomever wants a copy.
 
Originally posted by Joseph Kimball:
</font><blockquote>quote:</font><hr />Originally posted by Casey:
And lightening in the background! Wolves howling in the distance!
Isn't that _Vargr_ howling in the distance?
- Joseph
</font>[/QUOTE]And here comes Theodor Krenstein's brother, Frank.

<great big grin>
 
Originally posted by JoeFugate:
. . .when this "fan" shows up on my doorstep and wanted to know if he could buy some Traveller stuff. Roger was his name ... Roger Sanger.
Ahh, you may never be going back into gaming publication, but you still know how to write a good cliffhanger!
 
Next question ...

8. Taken as a whole, looking at the investment of time and effort into DGP and Traveller that you made and the results obtained, did you have fun?

a) Do you think it was all worthwhile?
b) Put in the same place, would you do it again?
c) Do you wish you had never seen it in the first place or wish it had kept going long after circumstances ended DGP?

==================================================
I think I've addressed a lot of these questions in my previous few posts.

Was it worthwhile -- absolutely!

Put in the same place, would I do it again? With what I know now ... probably not. And the main reason I gave was the toll on my family. But I'm not one to wallow in the past or cry over spilled milk. That's not what happened. What *did happen* is I chose to write for Traveller and to start a gaming company.

And as a result, I have some great memories and have some works I was a part of that makes me and my DGP colleagues in that special group of "published" authors. Not only do we have the DGP products you are all familiar with, but some of our work was translated into Spanish, German, French, Portuguese, and Japanese!

I have the Japanese book 8 robots, and I can't even find my name in it! I had to have a person who could read Japanese show me where my name was. And they translated it phonetically.

"Joh Foo-gait" Heh, heh. Good job. At least they didn't do it as "Joh Few-gaw-tay". We make it simple ... just like it is spelled. Few-gait.

I would suspect having your work translated into all those foreign languages puts you into a fairly select group of people on the planet. Good job, Marc! To come up with an RPG genre that was popular enough that those writing for it would get their writing translated into all those other languages. Cool stuff.

I thought DGP was dead until Roger Sanger came along and had the gall to propose buying DGP lock, stock, and barrel. I was paying creditors at the time, and have given up DGP as a lost cause, so the thought someone wanted it and would pay some decent money for it all was not expected. It was highly unlikely I would get any other such offers, that was for sure.

And Roger could talk possiblities pretty well and make it sound convincing. So I drafted up the paperwork, Roger game me the money, and DGP became his baby.

I figured DGP would be like the phoenix rising from the ashes one day to resume as a presence in the gaming industry.

Sadly, that was not to be. What there was of DGP appears to have been squandered and frittered away. In some ways, a sudden death may have been better than the linguring false hopes that seems to have become DGP's legacy.
 
Thank you, Joe, for taking the time to answer our questions--- This is one of the best "insider" looks into Traveller I've had the pleasure to read!
 
Next question ...

9. I have heard that you and the rest of DGP never quit your day jobs; did you ever consider just going for it and making DGP a full time game company? This might have given enough time to complete more projects in a timely and correct manner.

=====================================================
True, we worked regular day jobs *and* did DGP in the evenings and on weekends. It was grueling, to say the least.

I would have loved to make DGP a full time venture, and yes, that would have made the "two-jobs" element less onerous for sure.

However, it did not work economically, or I would have done it without hesitation. We started out in our day jobs as DGP got rolling doing okay with our salaries. Our day job salaries were low enough we could have replaced them fairly easily had DGP skyrocketed into a smashing success early on.

Instead it grew slowly. We didn't have lots of resources so we could only afford to advertise with dinky ads in Dragon, and even our GDW ads cost what they cost everyone else, although they were cheaper than Dragon so we could afford to make them bigger and more extensive (which made them cost about the same as the Dragon ads).

Over the next few years, we kept pouring any increase in income into improving our product quality, rather than lining our pockets.

Meanwhile, we got hefty raises in our day jobs (computer consulting for Gary and me). By the time DGP could perhaps start to pay us some income, our salaries had doubled in our day jobs, and kept increasing. DGP just could not grow like that.

And the late 1980s was the beginning of the end of the heyday for paper and pencil RPGs, so sales were soft, and our insistence that we focus on Traveller kept a lid on what we might have achieved.

But the fact that GDW and even mighty TSR all have gone the way of the dinosaur indicates that the printed word RPG industry has dwindled considerably from it's heyday. I figured following the route of computer gaming would have been the way to grow to the point things could support us. Printing books is one thing, but to do a computer game takes some real big bucks up front ... and I didn't want to go there since I had enough of computer programming at work in my day job.

It's interesting to me that one of the real success stories in the Traveller licensee arena is FASA. They started out publishing some stuff for Traveller, but quickly moved beyond that into other game titles. Then in the late 80s Jordan Weisman began to take FASA off into computer technology with battledroids.

Today, FASA is a subsidiary of Microsoft and is writing games for PCs and the X-Box. DGP would have needed to do the same to make a go of it.

Sorry guys, but the Traveller market, even it its heyday, wasn't more than maybe 10,000 diehard gamers. I'm talking people who bought products now, not anyone who ever played the game.

If any product we produced ever sold half that, it was considered a runaway success! Many of our products sold far fewer copies. Once you factor in production costs (writers, artists, pasteup), printing costs (huge for small product runs under 5,000 copies), license fees to GDW, and the fact that most sales go through distributors at more than half off the cover price ...

In other words, sales never could sustain the growth we needed to go full time. So we produced for the game until we simply burned ourselves out physically and financially.

If the written word RPG market was the size it was in it's heyday and we had the internet as a publishing medium, things might have been completely different. But now days, even with PDFs over the internet, I bet the numbers are quite a bit smaller than 10,000 avid Traveller gamers.

The advantage is PDFs over the web don't require near the capital outlay putting a product into print takes, and you can cut out the middle man and keep more of the profits yourself, so the volumes can be smaller.

But my guess is they are too small to support a computer consultant who is used to making $50+ per hour and has all the business he can handle.

And that became the issue, along with never seeing my family. Did I throw all this money at DGP in hopes it might become self supporting in a dwindling industry, or did I just throw in the towel and go back to a normal life making really good money as a computer consultant, with all the work I could handle.

One was a big gamble, the other a sure thing. And I took the sure thing.
 
But the fact that GDW and even mighty TSR all have gone the way of the dinosaur indicates that the printed word RPG industry has dwindled considerably from it's heyday.
I don't believe it's "dwindled", but it has changed considerably since the 80s. Now CCG sales have settled into a stable but sizable part of the gaming market, and we also have clix/collectible miniatures which is pretty hot at the moment. And the rise of Computer RPGs has probably affected paper RPG sales too (I have no idea which way - on the one hand, you could attract people to paper RPGs with computer tie-ins like Neverwinter Nights. On the other, people might think CRPGS are just easier to play than paper ones).

Plus nowadays you have the d20 and the OGL (without which there'd be no Traveller d20). From what I've gathered I think the paper roleplaying market is pretty darned huge today, and much more mainstream than it was in the 80s. If I remember the numbers right, the Top 5 companies are WotC (who bought out TSR, and have about 50% of the market!), then Palladium and White Wolf, then SJG and someone else.

Yes, many of the old names have gone. But did anyone really expect them to last forever?
 
Correction - I misremembered the order. As of 2003:

#1 was WotC with 43% of the market
#2 was White Wolf with 19%
#3 was Palladium with 7%
#4 was Mongoose with 5%
#5 was AEG with 3%
#6 and #7 were Fantasy Flight Games and Steve Jackson Games with about 2% each

FanPro, Hero, Kenzer & Co, and Decipher are below this with 1%. That leaves about 15% of the market for everyone else. I'd guess that neither FFE nor QLI would be in the top 10.

(here's the reference for this)

This could change this year though, since SJG have just released GURPS 4e which should pick up their sales a bit. But the top 3 should stay the same I think (WW might improve their market share with the nWOD line).
 
Originally posted by Malenfant:
I'd guess that neither FFE nor QLI would be in the top 10.
I'd doubt it myself. Of course that doesn't mean things aren't going well! Being in the top 10 would certainly be nice (and one day we *might* get there!) but I am happy with our continued growth.

Hunter
 
Oh sure... I mean even 1% of the market is still a lot of sales for a small company. I was just posting the list to show Joe who the current big players are and bring him up to speed (I presume he's not had his ear to the ground in the RPG market for a while).
 
Next ....

10. The Starship Operator's Manual Vol. 1 is a favourite and well liked by many fans. a) Were there any submissions completed, or nearly so, in the promised series detailing ships? (i.e. what would have been in Vol. 2, Vol. 3, Vol. 4) b) Or did first book come out too late or set the bar too high?

a) Similarly was any drafts of Starship Operators Manual. Vol. 2 for the Type S Scout ship ever contemplated.
b) were any plans made or materials collected for a volume 2?

11. Is there any unreleased DGP material to which the authors may still own the copyright out there - such as <what was completed of> Aliens Vol 3 (Zhodani and Droyne) or Starship Ops Vol 2?

12. Are there any copies of Solomani & Aslan mouldering in a warehouse anywhere? I know many folks who would like to have one.<smile>
=================================================
I want to take these next questions as a unit since they are basically the same question - what about unreleased material, plans for releases or spare copies of product?

As to Starship Operator's manual, at the last minute we added "vol 1" with the idea that we could do more ships in future volumes.

But the problem was, we could keep coming up with more ideas for product than we had time and energy to execute them (hint ... offer to write for the current Traveller licensees, and then follow through with your threat, they will love you for it if your writing is any good)

The projects that had any substatial remains, you are aware of: Onesium Quest, Zhodani & Droyne are about it. And the substance was not that great, although we did some playtesting on the Zhodanis' to get a better feel for how they worked.

What fun playing the Zhos were if you understand their race's basic rationale. The psionics are a tool, and not to be abused. In fact, it's considered very bad taste to show off psionic ability in public.

Add to all this the need to be "ethical" and minimize the use of psionics and it generated some really interesting player debates in the adventures we ran.

And the more clever you can be to not make it look like you are using psionic means, the better. For example, you could cheat and read the other guy's mind in a negotiation. But reading anything but surface thoughts can be detected by the other guy often times, so you have to be really careful about it. Or planting a thought in the other guy's head.

Even using clairvoyance to see what is going to happen before it does can leave a "psionic signature" were those in the event get the feeling they are being "watched".

The point is, we felt you should make psionics risky business, especially in the presence of another person with psionic ability.

This creates a flood of ideas for uncertain tasks and such ... will you be found out? Or are you going to take the chance?

Then there's the whole issue of an undercover Zho in Imperial space, or the Zhos sneaking around at an interstellar conference and trying to be coy about it.

And don't forget the proles in Zho culture are the "deadheaded" ones for the most part. But horrors if you offend a prole by being openly psionic in his presence. Lots of subtrifuge and great fun in an aventure setting.

Can you teleport in, find the info you want, and teleport out without being discovered? Can you use clairivoyance to spy on a secret meeting without them knowing you were "there" psionically?

One of the keys I used was to tell the players it might work if they made it short and sweet. "Get in and get out" as fast as possible.

Then the debates would start over "when" ... like how long do you let the secret meeting go on before you attempt to do clairivoyance on it? And how long is "safe?" And so it went.

Anything you can do in a game to highten the tension and suspense always increases the fun and running the Zhos this way with their "ethics" made for some memorable game sessions!

As to a stack of product still sitting around somewhere waiting to be sold ... sorry. As I have said, the really popular stuff sold out.

Generally speaking, source books and rules addendums do better than adventure modules. The Alien series was a hot seller for us, but the last adventure we did, Flaming Eye, was a poor seller for us.

So it's not surprising things like Onesium Quest never saw the light of day. In today's market, making such products a PDF is ideal. Low overhead, and direct sales income rather than going through the distribution channel and making less than half the cover price.

Much of what was in production I spilled in MTJ4. If you have a copy of that product, then you know what I mean.

And in the final days, we were focusing most of our energies on AI. Roger got that too ... which is one thing I probably should have kept back from him. I thought he ought to produce it, but then he was enamored with some game he and his buddies were designing. Seems like everyone dreams of being a game designer.

Maybe after your first million words make it into print you will have proven you have the elbow grease necessary to design a game and really produce it. Talk's cheap, as they say.
 
That Zho stuff sounds really interesting, it continues on the theme of making the Zhodani less of the "evil" bad guys that early CT presented them as.

Where there any thoughts about the Droyne part of the psionic races alien module?
 
Back
Top