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236923719 Seitenabrufe seit dem 30.06.2003


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93GS

So who is behind 93 Games Studio? This company is the brain child of Keith Taylor. Next question, who is that smuck?

I would list myself first as a husband and father of two more than anything. My marriage probably says more about me than I can try to describe with words. I met my wife in August of 1995 while in college. Her neighbor, who was dating a fraternity brother of mine, brought her to a comedian I happened to be at. Naturally they sat with the fraternity and we began to talk. At that moment I knew I wanted to date her. That night would go on to last into the wee hours as we all went from one even to another. We were almost inseparable for the next few months and I eventually asked her to marry me in Dec of that year. She said she'd think on it. However, during winter break I guess she realized what a great catch I was (hehehe).

After returning from the break we decided to get married. I figured it would be later, maybe after we graduated or at least during the summer break. Boy was I wrong. She was thinking now. We looked at the calendar and saw that it was a leap year. So officially I have had only 2 anniversaries but have been married for 10 years. Not bad for only knowing my wife for 4 months before we decided we couldn't live without each other.

That is how I got into publishing. Seven years ago I started with an idea to toy with making a game. I wanted a side project to keep my mind off of work and to help with a friend who was suppose to move in with me. He never moved in, but I kept on working on the game, a little here and a little there.

After a year of working on it, I realized that I might have something. I started working overtime in getting something to playtest and found a group (Regimental Quarters) willing to try it out. They helped to flesh out the system and booster my confidence. After visiting GenCon and Origins in 2003 and meeting James (RPGNow.com), I finally got a printer without putting my home up for mortgage.

In December of 2003 I released The Swing in both print and pdf formats. Since then I have released over 50 more products (mostly small pdf supplements) and have reached agreements with RPGNOW, DriveThruRPG, Paizo, Lulu and PSI to sell my products. I have also hired lots of freelance writers, worked with UKG Publishing to help produce maps for some of our games, written for White Wolf, Ronin Arts and Expeditious Retreat Press.

Since 2005, I've been wrapped up in development of Twilight: 2013, the latest edition of Twilight: 2000. At the end of Oct. 2008 I finally released it in PDF form and began taking pre-orders for the Hardback edition. Now I'm waiting to see where this leads.

Major Credits

Twilight: 2013 (Twilight 2000 3.0) - 93 Games Studio
The Swing: Reality Guide - 93 Games Studio
Seeds Series - Expeditious Retreat Press
vs. Monsters Anthology - Ronin Arts
WOD Armory - White Wolf

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Twilight 2013

       

It is the near future. The Collapse is over. Years of accelerating decay culminated in a brief and vicious global war. When it came, the final conflict seemed almost an afterthought in the wake of disease, famine, natural disasters, and economic and political failures on a previously unimaginable scale. None of these calamities could have ended the world by itself. Together, they brought the engines of civilization to a grinding, blood-soaked halt. Now, as the apocalyptic Last Year draws to a close, scattered survivors band together against the darkness. You are one of the ten percent of humanity to make it this far. Some would call you fortunate. You're not so certain.

Twilight: 2013 is the licensed third edition of Twilight: 2000, GDW's classic roleplaying game of gritty military conflict and grueling daily existence in the devastation of World War III. This core rulebook provides a complete setting in which players can take on the role of any survivors of the end of the world, from soldiers fighting the desperate last battles of the Twilight War to ordinary men and women struggling to rebuild shattered lives and cities. The staged complexity levels of the Reflex System, Twilight: 2013's all-new game engine, allow gamemasters to balance speed, detail, and lethality according to their own preferences.

Will you raise the flag of a fallen nation in the hope of rallying dreams to rise phoenix-like from radioactive ashes? Walk across half the world to see home one more time? Carry on a fight in the name of causes and leaders you've outlived? Cast your weapons into the weeds and carve out a new life where you now stand? Will you light the watchfires against the coming night - or will you help kindle the pyre of history? The choice is in your hands now. The last words from home set you free:

Good luck. You're on your own.

Features:
* Brand new game system devoted to realistic modern game play.
* Expanded character creation allows for a diverse range of character types - from military to civilian.
* Familiar features of previous editions such as the Character Generation process and Coolness Under Fire.
* A modular ruleset to provide complete flexibility over the level of gameplay.
* Advanced rules for squad based combat.

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