


[From later in this thread, an alternate and probably better translation by a Spanish fan along with an introduction and concluding, expanded history. -edit]
[Jump to the English translation provided by the author (recommended.) -edit]
(Apologies for the Google translation of the original document.)
Andrea Angie interview Stephen Baker
Date: Thursday 07 April 2005 at 19:59:34 EDT
Topic : Authors , Producers and Sellers
A chat with Stephen Baker of Andrea Angie The author of best- sellers like mythical Heroquest and Starquest us behind the scenes of his brilliant career.
Meeting Stephen Baker at the Toy Fair in Nuremberg , where it is present as Research & Developement Manager of English Bluebird .
The Fair , the scene of all international affairs in the gaming industry and toy, is a continuous run from stand to stand , but Stephen kindly offers us some of his precious time to tell us about his career as a songwriter .
In the quiet of the press sheet Kaos ; makes us compliments of ritual and regrets that in England there is an independent review of role-playing games such as ours.
Then the interview begins.
[Interview by Andrea Angie executed in 1998 for Kaos ]
Kaos - The story of Heroquest and Starquest starts in the days when you were at Games Workshop , right?
SB - I was Store Manager for them, but when I worked in those games I was not part of their staff.
I started working full time for the Games Workshop in 1984 already collaborated since 1982 with their part-time on weekends.
My real job was in the bank, ever since I got out of college , but I worked for GW over the weekend to expand my collection of games ( GW is one of those companies that prefer to pay its employees in goods rather than in money, Ed) .
In 1984 I took a runner and after three months I was Store Manager.
After two more years, I received a phone call from a man who worked for the British branch of the Milton Bradley .
He had seen the advertisement of Games Workshop and realized that we were a kind of carpentry : he was looking for wooden toys , but also groups of testers .
I then offered as a test of games : I took a week off from GW to go to the Milton Bradley game prototypes to try and give advice on their projects .
At the end of the week that man, Roger Ford , who was the Vice President of Research and Development , asked me if I wanted to stay with them full time.
Of course I said yes.
I went into the MB in 1986 and I started working on Mysteries of Old Peking : a game invented by Mary Danby , that did the trick is in France for several years.
Then I worked on Inkognito , helping to fine-tune it .
I have also been three days in Venice, to collaborate with Alex Randolph on filings to the game system .
Kaos - And here we come to Heroquest . How is the idea ?
SB - Roger had shown interest in the genre of fantasy games .
I showed him many examples of securities that setting , drawing from my personal collection.
I started to describe to him how I imagined it might be a game of that type that Pern was intended for the mass market .
We argued at length about fantasy games .
We have also discussed with GW: their designers were at their volt interested in a project for the mass market.
Roger and I thought it would be good to use the thumbnails of the production Citadel / GW because he contributed a lot to the atmosphere.
To be honest, the first prototype was quite more complicated , but within two or three months I've simplified a lot.
In the initial release there were individual pieces of cardboard for each room or hallway , but there were far too many components .
So I redid the game with a single , huge billboard , foldable in three parts, such as Inkognito : but it was too expensive ...
Kaos - Why , when designing Heroquest , you decided to mix the classic board game with elements of role play ?
SB - I wanted to create a game for the older ones had a real role-playing game .
The player who plays the evil wizard is a master , has even a ' screen of the arbitrator ' .
It ' a game that has the mechanical properties of a boardgame but that looks like a role-playing game .
This, to me, is like a lot of people .
In the field of fantasy , existing games were stuff that was going to end the night.
I rather liked the idea of creating a game Talisman style that was suitable for people between nine and eleven years .
And I wanted to make a game that had the flavor of the role-playing game , where you have to cooperate even if the collaboration between participants is not regulated.
There is not a target of type ' win or lose ' : you must accomplish the assigned mission , but we must also improve more that He can your character so that in later games is more powerful .
We did several meetings in Milton Bradley to review the prototype.
We discussed for several weeks with management.
On the eve of the crucial meeting there was still a lot of concern about the cost and difficoltŕ of a production like this .
The night before the meeting I had the idea to make a single board with a map of where it would be used every time the different sectors.
It was like having a new board every time for different scenarios ...
Among other things, write the different missions was a lot of fun.
Returning to the board, the problem is that if you explain the role playing fantasy games or those who do not know them and maybe is not even gotta be interested in listening , the message must arrivargli as quickly as possible .
At these meetings I reached the I with a box and began to pull out all the pieces.
In real terms, it was as if I had a unique map , but the marketing people are reassured if you instead open a nice board , explain that it's a classic board game and they do not have to make the mental leaps to move to who knows what other category of games.
This helps the marketing, the advertisement television and everything else.
Better something more immediate to understand, that does not create confusion.
The concept of modular rooms into separate pieces instead has remained in Advanced Heroquest .
Kaos - Also what is your project?
SB - What no, it was entirely developed by the designers of the Gams Workshop 18 months thereafter.
At the time of the agreement , we were required to keep open the possibility .
Heroquest has been launched in 1989 and has won recognition as a ' Family Game of the Year ' in the UK.
Over there has sold 126,000 copies , during the first year.
Then it's also released in France, Germany, Holland, Italy , Spain, Scandinavia , Switzerland, and later in the United States , Greece, and a bit ' in all markets reached by the MB .
In the space of two years, Heroquest and Starquest have become a part of the total turnover considerably MB of Europe.
Kaos - Heroquest is a game entirely yours? After you have created , the development has been entrusted to a team ?
SB - I made it and I personally made the most of the development , with the help of Ben Rathbone .
He is still the Milton Bradley : in particular, has been deeply involved in the design of the expansions .
Kaos - You mentioned Starquest .
How is this game?
SB - After the success of Heroquest seemed natural to think of a sequel.
The obvious choice was to make it a version of sci-fi , continuing to work on the imaginary that GW and Citadel had put together for Warhammer 40,000 , with their Space Marines .
Starquest The project was developed with different objectives.
Firstly stabilize the success of Heroquest , which had been the first game ' mainstream ' of this type .
Of course , there was already Talisman , but had never become a product from television commercials.
The success of Heroquest allows me to create a game in which the board was made up of four separate pieces , which could be rotated .
There have , however, kept very much to the fact that , in the illustration of the back of the box , all look like a normal board.
As in Heroquest , there were several elements of the scenario that gave an impression of tridimensionalitŕ .
In Heroquest there were pieces of furniture both cardboard and plastic ; SpaceQuest I put in a central cross- section .
The board was something a little half and half '' ' : it was not exactly of rooms and corrido the individual , but the four pieces could be recombined to change the layout , or maybe even be placed in a row or in other ways.
The second major objective was related to the fact that Heroquest liked, but for the mass market player who played the evil wizard was a bit ' too limited in what he could do.
There were two points of view, of CIN : the kids loved doing the evil wizard for the sense of power that CIN offered .
They had their secrets , they were the only ones who knew where everything was .
The price paid for this was that they were not of Pern active players, but rather passive .
With Starquest , I wanted the player to become much more dynamic evil : for this he too has its objectives, and He can really win .
Hence the idea of segnlini ' blip ' , which can be really effective for a system of hidden movement , or at least for a movement in which players Marines do not know what are the various counters .
The game works : it is my favorite of the ones I've invented .
The Marines must work together, which is not always easy .
The missions do not always allow one to rush to the aid of the other so easily .
The combination of cards for different commanders of the Marines allows everyone to play with their own style of personal combat .
Even the cards of the player alien to arrangements are very funny .
In the supplements I have tried to create missoni in which it was necessary to survive more than anything else , but in general the game is more like a series of scenarios of Space Hulk .
Who loved this game could gradually to promote their captain to higher grades and get more equipment cards .
Of Starquest were made a couple of expansions, dedicated to the Eldar and the Dreadnought .
I am often asked if it is possible to succeed in the missions of the expansion on the Dreadnought .
Especially in the last scenario, where you attack the same factory that produces the Dreadnought and if they can build a new one: if you do take out one, the player with another alien He can fabricate those pieces .
And ' circumstances were very tough, but the Marines can win .
It is not easy , many say it is impossible , but the trick is not to destroy the Dreadnought ! The scenario is based sull'assedio of Stalingrad during World War II , where the Germans have gone to the attack of a tank factory from which they continued to jump out more of them.
Kaos - And Starquest has been a success.
SB - Yes : Adato is good since its launch in England in 1990.
Or was it '91 ? No, it was the '90s.
After two years I did Battlemaster : I do not know if he arrived in Italy ...
Kaos - Yes .
It was a game aimed at children ...
SB - It is a very simple wargame .
The goal was to offer more than 100 miniatures in the same box .
It ' a game much less strategic , but the strategies are not enough pure luck.
A skilled player beats a bad player .
It ' was designed to be played in an hour , without many problems .
Kaos - Even Battlemaster 're the only author ?
SB - Yes .
I later made other games: I created Dinosauria for Schmidt Spiele and I worked for them on other titles such as Village of fear , Dragonsgate ...
Here, too, was trying to have more pieces that could be a three-dimensional effect , pretty nuts ...
The basic system was pulling some nice handfuls of dice to hit , and then to defend themselves.
I liked to keep these elements in various games designed by me .
Kaos - continued How is your career ?
SB - In 1992 I left the Milton Bradley to become a freelance writer.
It ' was in the year and a half later I did Dinosauria and other securities of Schmidt .
I worked a lot with Roger Ford, who had left the MB a couple of years before me.
After two and a half years , in 1995 , I went to the Bluebird ( a major British company mainly devoted to toys , Ed) to help them rebuild their range of games and to work in the field of toys for boys.
And this is in principle what I've done in the last three years I have considerably strengthened their assortment of games .
Last year we launched Havoc ( a sci-fi wargame , see Kaos n . 45 , Ed.)
Again, the idea was not very different from that of the other games I've done in the past.
The system is very easy for most young people want to be who I am by Games Workshop games for older children and experts.
We put on the market cheap a nice range of miniatures, on top of that already painted , with a system of rules that allows anyone to be able to fight a battle that has all the typical elements of the more complex three-dimensional wargames .
But here the rules are much more easy .
From my point of view , I try to create games that I'd like to play or that I would have loved to play when I was a child .
When I started playing wargames and boardgames I was seven or eight years: I used to do very simple games , and when I began to invent tired of the optional rules , or passed to the games more complex .
But if it were not for those games more easily , I never started .
So I think it's a shame when sometimes , the environment of the game, the securities are treated with more simple lack of consideration or with contempt.
And I like to think that , over the years , Heroquest and Starquest they did bring new people to the world of simulations and role plays.
Kaos - This is certainly true for many of our readers .
Thank you for your 's availability , and also for beautiful evenings I spent on Starquest hunt down the aliens ...
The play of Stephen Baker
Axis and Allies : Pacific
Battle Masters
Battleball
Battlemasters : Chaos Warband
Battlemasters : Imperial Lords
HeroQuest
HeroQuest - Adventure Design Kit
HeroQuest - Against the Ogre Horde
HeroQuest - Kellar 's Keep
HeroQuest - Return of the Witch Lord
HeroQuest - Wizards of Morcar
HeroScape
HeroScape Expansion Set : Jandar 's Oath
HeroScape Expansion Set : Mallidon 's Prophecy
HeroScape Expansion Set : Utgar 's Rage
HeroScape Expansion Set : Zorlac 's Quest
Risk - Lord of the Rings Expansion Set (incl. Siege of Minas Tirith game)
Risk - The Lord of the Rings
Risk - The Lord of the Rings - Trilogy Edition
Schlacht der Dinosaurier , die
Space Crusade
Space Crusade - Eldar Attack
Space Crusade - Mission Dreadnought
This article comes from La Tana dei Goblin