Letztlich lief beim System Matters Verlag die Vorbestellaktion zu World Wide Wrestling. In diesem Zusammenhang hatte ich die Möglichkeit ein Interview mit Nathan zu führen. Dann kamen aber die Faktoren Zeit und andere Dinge hinzu. Aber ich möchte Euch das Interview nicht vorenthalten. Viel Spaß!
Hi Nathan,
thank you for taking the time for this interview. Please introduce yourself briefly.
Thanks so much for having me! I am Nathan D. Paoletta, an independent publisher, game designer and graphic artist. I put them in that order because that’s roughly how important I feel each of those is to what I do – I make things for others to enjoy (the publishing), most of them are games (game design), and I also help people turn their vision into reality with my graphic design and layout experience (graphic artist). I’ve been making games since the early 2000s and am very lucky to be able to do this full-time. I also podcast, make zines, and all kinds of other stuff as I learn and grow.
How did you get into roleplaying and development?
I’ve been playing RPGs ever since I convinced my parents to buy me the box with a dragon on it at Toys’R’Us as a kid – that turned out to be the „black box“ D&D beginner set (https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set#1991_revision), and I wasn’t quite sure what to do with it but I knew I liked it. I picked up AD&D as I got older, then was the perfect age for the early White Wolf games to really enthrall me, starting with Vampire: the Masquerade. As many of us who get into the hobby do, I had ideas for my own games, and developed a real classic fantasy heartbreaker as a project for my final year of high school (age 18 or so here in the states, my last year before going to university). In college I started looking for resources on the internet for game design, and came across The Forge (http://www.indie-rpgs.com/forge/index.php). And that put me on the path to where I am today – I learned that I could make my own games, there was an audience for this stuff, and I found a community of like-minded folks that challenged and encouraged me. I continued making games on the side as I pursued „real“ jobs, but was fortunate enough to go full-time as a self-employed creator in 2014 or so. And here we are!