Tinuvial: How did you get involved with the Mind’s Eye Theatre project?
Geoffrey: Well, it was years ago at a DragonCon in Atlanta, GA. A fellow was running a LARP Vampire game as a side event. I’d played the table top and been a fan of the genre for a while. Even though he really hadn’t done any plot developement, rules and promptly disappeared after collecting his money, it still drew quite a crowd. Later that evening, after sane gamers had retired to their suites, myself and a few others commandeered a lounge to complain about how much better this could have been with some decent rules and preparation. One of the individuals listening intently turned out to be Mark Rein*Hagen. Numbers were exchanged and we all met a couple of weeks later at the (what are now) old White Wolf offices for some preliminary brainstorming, pizza and four square (primitive rite of personhood in some cultures).
Tinuvial: How long did it take you to write the book?
Geoffrey: Gaak. We went back and forth over rules concepts for months and then suddenly started putting ideas into a solidified form. A lot of our initial time went into “how can this be made to play subtlely.” We also faced a big hurdle when half the creative group wanted a large scale rule system while the other half wanted a small scale system (ala evening Murder Mystery type systems).
Tinuvial: What’s the best part of game design?
Geoffrey: The incredible creative energies flying around a room full of creative people. It was like being in a nuclear reactor for ideas. Much of the material we eventually abandoned ended up fueling other projects. Frank Branham (one of the other developers) in particular has become a real driving force of quality, small scale LARPs in the local area.
Tinuvial: What’s the worst part of game design?
Geoffrey: Lack of a united vision. Anyone reading the first edition rules can realize that the text and rules jump about in a nigh schizophrenic manner. I would have really liked to see a more consistant direction in the work, even if it meant making people compromise.
Tinuvial: When did you become interested in vampires?
Geoffrey: Ever since I became one! (Just kidding)I can’t really answer that one, since the truth is lost in the amnesia of my youth. I’ve always been fascinated by the supernatural but been a tremendous sceptic. I am willing to believe but I do not put my blind faith in anything. Vampires, magic, psychic powers and UFOs, I’m waiting with my foot tapping. Come and get me.
Tinuvial: How long had you been gaming before you began work on MET?
Geoffrey: My first experiment with “gaming” in the dice and paper sense was in 3rd grade. I sold my soul and entered the Satan worshipping world of AD&D. Ahh, those were the days... The industry certainly has come a long way hasn’t it?
Tinuvial: Describe your favorite live action character to date (one of yours).
Geoffrey: That would have to be Leland Prophet. Leland is a relatively mundane seeming fellow who appears almost in a Faust like manner to the denizens of Athens by Night (a local WoD LARP). He is a wheeler and dealer, a merchant of desires and a capitalist to the hilt. If you need something they say Leland can get it. He is a creature of complete negotiation and roleplaying. Every gain he has ventured has been a result of snake oil charm and keen business sense. He’s a real joy to play.
Tinuvial: Describe your favorite live action character to date (someone else’s).
Geoffrey: Tough one. There have been so many good ones. The stoic and tradtional Archon Joseph Rech (played by Jay Lastinger) and the disturbing Ratman (played by Seth Hancock) certainly rate highly among the long list of talented roleplayers I’ve had the pleasure of gaming with, though.
Tinuvial: If you had it to do all over again, would you do so?
Geoffrey: We are what we must be. We do what we must. Choice is an illusion.
Tinuvial: If you could go back and do it all over again, what changes would you make?
Geoffrey: ::smiles:: See above.
Tinuvial: Any other juicy tidbits you would like to share?
Geoffrey: I’m sorry but you’re not cleared for that information. Actually, the juicy tidbits could fill volumes, perhaps a book deal? ::laughs::
This interview first published on December 10, 1996.
This page last modified on May 24, 1998.
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