Bates
aggrabates.bsky.social
Bates
@aggrabates.bsky.social
illustrator, writer, game designer
Drew for Level 99, R Talsorian, White Wolf & others; wrote for OG Vampire, Werewolf, & Wraith; developed OG Trinity & Adventure!
open for commissions & work for hire
https://instagram.com/aggrabates/
https://devilbear.net
Very kind offer—I've always appreciated your insights. Good timing, too: I'm way too in the weeds on my current project and could use a fresh pair of eyes.
January 14, 2025 at 3:17 PM
That was discussed, too, though I remember that time as a whole big frantic excited rush. Still kinda surprised we ended up with something reasonably coherent and entertaining.
December 16, 2024 at 11:36 PM
Heh; no worries. Was away from the hobby so long I wouldn't expect my name to ring a bell these days.
December 16, 2024 at 10:44 PM
I forgot: we could've changed things even further. Ken was basically, "It's a new game line. Go for it." But design a new system from the ground up AND a brand new setting (AND need supplements in the pipeline before anything hits the street)? Would've been nuts.
December 16, 2024 at 10:07 PM
The deconstruction was why I didn't take on development after the core book released (I'd've done both lines in the setting).

Tough call—walk away from a job creating worlds? Plus, was always a HUGE supers fan—but there was an underlying tone to the deconstruction that I just bounced off of.
December 16, 2024 at 9:59 PM
The system revisions were my jam (props to many misspent years crunching Champions characters).

1s canceling successes never made sense (penalized for having more dice?!), and a lower difficulty than WoD felt appropriate given the genre.
December 16, 2024 at 9:46 PM
A Rob Hatch pitch, actually.

One of my newbie mistakes was feeling I had to tie in all the "stuff that's gone before"—when we had very little idea what really had gone before and should've all known it'd change.
December 16, 2024 at 9:39 PM
Yep. Separating by era made sense so the different genres didn't clash.

And pretty much everyone wanted to do pulp first (because two-fisted adventuring is the best), but the feeling was sci-fi was a stronger (read: more marketable) genre to establish a new line.
December 16, 2024 at 9:28 PM
Makes sense. Adventure! had the clearest vision to begin with.
December 2, 2024 at 5:25 PM
I'd left WW by then but was all for Ian taking this on. Though not without its flaws, it's a solid setting that deserved a second chance.
December 2, 2024 at 5:17 PM
Really, d20 versions was mainly a moneymaker play.

I wasn't supposed to do anything other than port the system over, but I recall sneaking in some setting revisions for better cohesion.

(I think "Trinity Universe" was a Richard Thomas call.)
December 2, 2024 at 5:15 PM
Dude! I thought Trinity worked fine under Storyteller; it just needed a new edition to fix the bits that didn't.
December 2, 2024 at 5:13 PM
One of the many things I learned developing the game was to throttle back metaplot. A second edition would've been more about setting the stage with key threads players could follow or ignore as they prefer.
December 2, 2024 at 5:11 PM
Good times. While in Europe for the launch at Essen Game Fair, I got a call (I think from Richard Thomas?)—"we need a new name!"

Transatlantic brainstorming on a new title was fun.
December 2, 2024 at 5:05 PM
I think I still have copies of the original Æon plastic cover and this hardcover.
December 2, 2024 at 4:58 PM
Now, that's a name I haven't heard in a long time…
December 2, 2024 at 4:57 PM
Not to mention those who were disappointed it WASN'T "vampires in space."

(And, system-wise, many of the innovations made in Æon found their way into future iterations of the Storyteller System.)
December 2, 2024 at 4:56 PM
Though very much a team effort. The entire WW stable dove into this project with verve.
December 2, 2024 at 4:53 PM