Games Clint has designed
The 3fold Universal Roleplaying System, Don’t Walk in Winter Wood,Roanoke, Urchin, Bizenghast, Empire of Dust

Games Clint will be representing @ the Design Matters booth

What inspires you

I get a lot of game design inspiration from video games. There are a lot of untapped ideas out there that can be adapted for table-top games. I’m also heavily inspired by music. Almost all of my games are tied to specific types of music in my own mind. I also like to look back into older rpgs for ideas. Kind of like a DJ digging in the record bins, you’d be surprised what design gems you can find in some obscure 80s rpg. I love prowling the used game vendors at conventions. Of course, I’m also inspired by a lot of contemporary designers . . . everyone from Jonathan Tweet, to Luke Crane, Monte Cook, Jared Sorensen, Chris Pramas, etc . . .



What do you look for in a game as a player? As a designer?

I like games about action, adventure, and horror. Serious issues and artistic statements are great, but at the end of the day I want something that’s fun first and foremost. I also prefer games that are easy to play with very little preparation. Almost all of my recent design work has been about showing up to the table and just playing a game with no prep-work at all (like you would with a board game). I get annoyed if I can’t do that.


If you could play a game with anyone (living or dead) who would it be, what game, and why?

I would play in one of Kevin Siembieda’s massive 20+ person games back in when he was GMing at the Detroit Gaming Center, before the founding of Palladium Books. Rifts was my very first RPG and while I’ve moved on to other things since, I have a lot of respect for Kevin.