Mark Rein·Hagen: Difference between revisions
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An obscure failed soap-opera writer with delusions of Princedom, who co-founded [[White Wolf]] and Stan Lee'd [[Vampire: The Masquerade]], a tabletop adaptation of Anne Rice fanfics. A true auteur, with [[skub|all the pros and cons that come with that]], including the aforementioned delusions of Princedom. Can pretty confidently be said to have kicked off an entire subgenre of the RPG hobby, though, and be one of the earlier political game-designers in the sense of '''clearly''' baking personal political beliefs into his game and setting, to get "big". His influence as far as game-design goes | An obscure failed soap-opera writer with delusions of Princedom, who co-founded [[White Wolf]] and Stan Lee'd [[Vampire: The Masquerade]], a tabletop adaptation of Anne Rice fanfics. A true auteur, with [[skub|all the pros and cons that come with that]], including the aforementioned delusions of Princedom. Can pretty confidently be said to have kicked off an entire subgenre of the RPG hobby, though, and be one of the earlier political game-designers in the sense of '''clearly''' baking personal political beliefs into his game and setting, to get "big". His influence as far as game-design goes - even if mostly in the double-A space and smaller indie studios - is still felt today. | ||
[[Category:Game Designers]][[Category:White Wolf]][[Category:World of Darkness]] | [[Category:Game Designers]][[Category:White Wolf]][[Category:World of Darkness]] |
Latest revision as of 22:09, 21 June 2023
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An obscure failed soap-opera writer with delusions of Princedom, who co-founded White Wolf and Stan Lee'd Vampire: The Masquerade, a tabletop adaptation of Anne Rice fanfics. A true auteur, with all the pros and cons that come with that, including the aforementioned delusions of Princedom. Can pretty confidently be said to have kicked off an entire subgenre of the RPG hobby, though, and be one of the earlier political game-designers in the sense of clearly baking personal political beliefs into his game and setting, to get "big". His influence as far as game-design goes - even if mostly in the double-A space and smaller indie studios - is still felt today.