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Ember Twilight will begin as a
Fantasy RPG. Depending on our success, we plan to branch out into other
genres as well. Fantasy is our favorite genre and in our opinion is where
the heart of the market still is. With our game, we wanted to create
"platforms" on which players and narrators are given a greater degree of
control over the game than what one may be used to. To help accomplish this,
we did several specific things. The Core Rules is a system only
book. However, it has a great deal of features that deal with metagame and
setting creation. Large sections of the book were devoted to creating and
designing one's own campaign setting. Guidelines and suggestions for
creating one's own people, cultures, geography and so on are included to
empower narrators and players to exercise their own creativity in
customizing a world to their tastes. The Core Rules does not impose a world
on anyone and therefore is not limited by a world in its scope (it is
limited by its genre, but that was our intent. We didn't want a "universal"
type game). Third, we created EmberWorld with a philosophy similar to the Core Rules. Just as the Core Rules is a system uninhibited by a world, EmberWorld is a setting uninhibited by a system. The text that deals directly with describing the known world and its peoples is written "in character" by a historian of the setting named Anlin Rafterson. In the source section, you will not find a single reference to any game mechanic or rule. It's written as if Anlin published this book in EmberWorld and made it available on the marketplace. His biases, personality, and admitted ignorance of certain subjects all show through and add a great deal of color to the world. There are supplemental rules inside the EmberWorld book that give new player and narrator options, but they are kept in a completely separate section. Even the layout is radically different. What this accomplishes, or at least
we hope it does, is several things: 1) any system is compatible with
EmberWorld because none of our rules get in the way of telling about the
world, 2) it allows for greater narrator control and customization. Anlin
could very well be wrong about things, and it would be impossible for him to
know everything. Therefore, the GM is not constrained by what is "cannon"
and what is not. 3) it makes the source section more enjoyable to read with
bits of humor and passion mixed throughout, 4) the book itself becomes a
resource that the narrator can give the player(s) so that he/she can read it
and educate themselves about their setting, 5) by purposefully leaving
certain things vague, the GM and the players can develop their own
explanations and backstories for why things are the way they are. Safe journeys! Twilight Press Inc.
Troy Costisick hails from Columbus Indiana. He first started designing settings of the fantasy genre from early childhood but never got the chance to play RPGs until high school. He was first introduced to RPGs by Peter Evan. Within a year, Troy and Peter realized that the games currently on the market just didn't offer them the freedom they wanted. Beginning in 1996, Peter, Troy, John Gordon, and Brian Hagerty began work on Ember Twilight. Troy went on to earn his teaching license from Campbellsville University and is now happily teaching in his hometown. Bringing Ember Twilight to life has been a lifetime goal for Troy and he feels very lucky to have achieved it so early in life. Peter Evan was born in 1979 and is a native of nowhere in particular. In 2000 he received the only degree in Medieval Literature ever awarded by Indiana University. This proved to be so useless on the job market that he spent the last three years in Japan working for the Japanese government and studying music. His accent is almost incomprehensible and his language skills have deteriorated noticeably, but he still manages to serve as the textural editor for Twilight Press. Although Peter contributed in the development of the game´s basic concepts, his main task has been preparing the raw book texts for general consumption. He spends most of his spare time reading classic fantasy and magic realism, and playing Swedish and Japanese folk music. He is now studying medieval history at Hogwarts.
John Gordon, born in 1978, is a native of Columbus, Indiana. He studied at Indiana University where he received a Bachelor's of Science in Psychology. He is currently continuing his studies at West Virginia University where he is seeking a Master's in Social Work. In helping develop the Ember Twilight system John primarily worked to hammer the ideas of the other group member's into usable shapes. However, he did generate large portions of the work in regards to skills, weapons, and tactics. Somewhat of a rules lawyer, John has proved adept at twisting, bending, stretching, and otherwise abusing system rules. This quality as made him invaluable as a playtester. John is also responsible for the layout of the Core Rules book and part of the EmberWorld book, the covers for both books, as well as many of the sketches on the interior of the books. Currently within Twilight Press, John heads up layout and design of new products and supplements as well as development and maintenance of the Twilight Press Inc. website.
Brian Hagerty was born in 1980 in Columbus, Indiana. He studied Mathematics and Philosophy at Bucknell University earning a Bachelor's in each. He is continuing his studies in Amsterdam working on his Master's in Logic. Brian's creativity is responsible for many of the concepts within the Core Rules, and within Twilight Press, Brian has learned all the legalese necessary for this type of venture. Brian enjoys spending hours reading various tax documents to keep the IRS happy and prides himself on his versatility, creativity, and rigor.
Frank Rausch, born in 1978, is a native of Plainfield, Indiana. He studied at Indiana university, earning a Bachelor's of Arts in History and East Asian studies. He continued his studies there, earning a Master's in East Asian studies with a thesis on the contextualization of Catholicism in Korea. He worked as a middle school teacher at a Catholic school in New Jersey until illness forced him to resign after only a month. Having recovered, he is currently enrolled at the University of British Columbia in Vancouver Canada where he is in the doctoral program for Asian studies. His primary interest is in pre-modern Korean religious history, though he is also interested in the history of Japan and Korea, especially in regards to Catholicism, Confucianism, and the role of religion in daily life. He work on EmberWorld has been heavily influenced by his Asian studies, as well as by his love of the heroic and the romantic, especially in the works of G.K. Chesterton, C.S. Lewis, and J.R.R. Tolkien. His work can be easily identified in our products by his extremely long and convoluted style of writing, feared by editors everywhere Search - Contact Us - Home - Top of Page
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