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Interviews Some of the great minds and artistic talents behind Dinky Dungeons have been kind enough to talk about themselves and the game. Phil Morrissey is a professional artist and creator of the Stellar Babe webcomic.

Jeff Perryman is a level designer, animator, modeler, and illustrator who contributed some of the amazing second edition artwork. Phil Morrissey How did you become interested in roleplaying games? I was in high school and the boxed edition of Dungeons and Dragons had just been released, a few of my friends wanted to try it so we made up an impromptu gaming group.

I was into comics heavily so it was a good fit until we switched over to Champions since it was a build system we fell right in. The guy who wrote Small Space, Craig Sheeley, was the contact who got the info to me on the club he also played Champions so it was a mutual interest thing.

Elliott when he was a popular GM. He had an amazing sense of humor and storytelling, caught that minute one. How did you become the editor of Dinky Dungeons? Dinky Dungeons and Docs Games. Doc knew I was into comics and cartoons as bad as he was, and we both liked humor.

We had both mulled over a fantasy about a building gaming company more as small talk for a while he was a good rules builder, and I could flesh out a world easy as breathing , but it was just talk. Remember this is the prehistoric days when games, especially RPGs were growing to monstorous size and scarily cumbersome systems as a point of pride on detail levels look up Lords of Creation by Avalon Hill, that game is still a rolling disaster.

He insisted i take it home and read it and get back to him the next day on what i thought about it. I was mesmerised, it was so simple and so perfect. It had all the basics covered and allowed for growth yet was microscopic. This is amazing, you can read it in 30 minutes and have characters up and running in 5?! He pretty much laughed at me with that great laugh he has. So that afternoon we came up with the look and size of the books plus the tiny GM screens, he already had the typical lame first adventure written for the book.

Everything had to fit into a tiny bag as a complete game. I found the dice supplier, that was Lou Zocchi sp dice. The editorship of Docs evolved to me for no other reason, I was doing the production right down to dropping 2.

Plus I had a lot of contacts outside Docs circles in fandom which was where our economic heavy lifting was being done. What is your favorite memory of playing the game? Tim Jones was running one, I was running the other.

Big problem was that somehow during the weekend a trainload of people invited themselves to our room and crashed not one but two nights and I ended up being awake for 70 hours. The last tourney was on Sunday, hour 64 for me. To this day I do not remember a thing that happened during that game except that I got compliments on the game!

Gave the Rat badge to a guy who seemed genuinely excited to be crowned the Rat King, plus free copies of stuff to the participants.

Bumped into this guy at another Tulsa con years later and he was wearing that King Rat badge still. So confessing to him I was pretty looped while running that game so what was it like. He said it was pretty wild ride an indescribable. Other than that a ton of things working with Doc, it was always a fun circus! If you were a Dinky Dungeons character, what would you be? What are your biggest influences as a professional artist?

The last ones are for their storytelling ability, artistic fearlessness, and their genuine love of the medium even when for a while they went out of favor for a while. What do you like most about being an artist? Like I said earlier, that as an artist you never stop learning. What are your favorite projects? In Docs Games circles, Meks and Mekanoids was the most fun ride, Tim and me connected on the art and goofy machines were fun to do!

Where is the best place to see more of your work? Jeff Perryman How did you become interested in roleplaying games? They would let me push around some of the figures and we would, as gamers do, talk about the happenings of the poor troops at the hands of all these monsters. They would talk using funny voices and act out the dice rolls.

It left an impression on me. How did you get involved with Dinky Dungeons? So it was kind of natural for us as a group to hang out and by that time Dinky was a massive hit. It was around the time of the 2nd Ed of the game that Phil, out of the kindness of his heart, asked me to do the covers.

I was thrilled of course. I look back at those covers and wonder what Phil was thinking, as the quality of my art compared to his was drastic. Still, I am thankful for that start as I think it has lead me to be the professional that I am today. It was a Game we played at, I think my place, Phil was running it and I was playing my favorite race, the Fuzzy Winker.

It was a jail break scene and in the middle of the fight, the coke machine in the room stopped, causing the fight to pause and give us the players the upper hand. It was so absurd and random and summed up the Dinky universe so readily.

We laughed till we could not breathe as Phil as a story teller is an awesome thing to see. He even did a piece of art for me commemorating the moment.

Well as stated above, I love the Fuzzy Winkers. That is all I ever really played. Comic relief covered in fur! Where do you get the inspiration for Dungeon Notes? Well mostly from adventures I have played in or from stories others have told. However Dungeon Notes really got started as something to do as I was waiting for my levels to compile for the game I was working on at the time.

I think it was a Spongebob game. Anyway levels take some time to compile, that and a group of us were complaining that we did not draw as much as we once did, so I started doodling on the post it note pad I had on my desk. And so DN was born. I posted them each week on Fridays as a personal goal. Later I ended up working at a university, where we would have insanely long meetings. So I started taking a sketch pad and continued drawing the notes there.

The inspiration for those Notes was the goings on during those long meetings. But all and all, I try to keep the humor that I came to love of the Dinky universe. How did you become a Level Designer? In truth? I was the last guy through the door for a meeting. Back then there were just artists.

We did everything, levels, environments, objects and characters. There were no real specializations. So I was stuck with laying out the environments because no one really wanted to. I was good at it so I continued. This evolved into what is now known as a level designer.



Hey Jimmy, Have you heard of Multiverser? Action Table table determines action outcomes. Please select a support frequency. It is available from the We Love Dinky Dungeons fan site see weblinks section. Four races are available: Throw the snake out with the bath water.


Dinky Dungeons

The game is a wonder of conciseness. The rulebook includes character creation, character classes and races, weapons, armor, and items to buy, two different systems of magic spells, action resolution, saving throws, combat, "skill rolls", experience rules, and a monster list containing 37 creatures with stats, over half of them also having some note or other. The errata sheet includes the missing notes for some of the monsters, some detail about combat that was overlooked, rules for healing, alternate experience rules, and a picture of a Fuzzy Winker whining. There are only two attributes, Physical and Mental. There are three character classes: Fighters high Physical stat , Wizards high Mental stat , and Bards roughly equal stats. Doubles are either critical success or failure, depending on if you succeed or fail with the roll - double ones and double sixes more extreme than double threes or fours.


Discovering The Magic The year was In those days, I was the classical young gamer - broke, living at home and playing with friends after school. I had to save money to go to the Con every year. I noticed the Dinky Dungeons book sitting on a table and thumbed through it. A small rulebook, two mice dice and a protective baggy for one dollar? I had to give it a try.


Interviews Some of the great minds and artistic talents behind Dinky Dungeons have been kind enough to talk about themselves and the game. Phil Morrissey is a professional artist and creator of the Stellar Babe webcomic. Jeff Perryman is a level designer, animator, modeler, and illustrator who contributed some of the amazing second edition artwork. Phil Morrissey How did you become interested in roleplaying games?

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