Welcome back to another Kickstarter Conversation! Today I am pleased to be joined by Chris Dias who is here to talk about his work on the Amethyst Kickstarter. Thank you for reaching out to us Chris, it’s a pleasure to talk to you.
Likewise. It’s been an intense few weeks.
Amethyst sounds familiar where have I heard of it before? Could you tell us all about it?
Amethyst was published as a D20 role playing game in 2008, which caught the attention of Goodman Games who released an updated version to 4th Edition D&D in 2010 (Foundations). Since then, we also released a Pathfinder edition (Renaissance) as well as an expansion for 4E (Evolution). The whole series has been well received by critics and fans because of its mature approach to material often looked upon as juvenile--that of a setting revolving around the conflict of magic and technology.
That’s right, I knew I’d seen those books around before! I’ve always enjoyed tech vs magic type settings, but what sets Amethyst apart from other similar concepts like RIFTS, Shadowrun, and just Steampunk in general?
Well, Amethyst is not technically Steampunk--about the only thing Steampunk from a visual standpoint is that you might see the odd airship or two. And both RIFTS and Shadowrun deal with a setting where magic and technology can effectively occupy the same space. I would also make a case that these settings in general often glorify the blending of genres without looking into the social difficulties of such a mix. They present the end result--their desired setting--without asking how society would actually work. Often times they can’t. Amethyst has no cyberpunk elements and is more about the direct conflicts of two genres with opposing ideologies. To enforce this conflict, we introduce disruption, that is the tendency of magic to disrupt technology, as both a gameplay element and a critical setting function. With the threat that magic can take away your internet, central heating, and refrigerator, suddenly those people previously in love with fantasy novels and role playing games find themselves at odds over which world they would actually wish to live in.
I don’t think we can talk more about Amethyst without bringing up the wonderful art you’ve got on display with these products! Who is in charge of the art direction and how many artists do you have on the project?
I have one. Just one. Oh, sure, I’ve employed others with previous books and with other products DEM has released (some of whom people will no doubt recognize) but Amethyst’s visual side truly only has one voice, and said voice has maintained a constant vision on par with my own. That man is Nick Greenwood, responsible for 99% of all artwork in Amethyst and who will be responsible for all artwork funded by the kickstarter.