Managing the Campaign with Lyla Fujiwara

Managing the Campaign with Lyla Fujiwara

Aug 27, 2024Tayan Hatch

The following interview includes paraphrased questions and answers to make it easy to scan through. These are not meant to be taken as direct quotes.

Q: Can you tell us about your journey to becoming the project lead for the Stormlight RPG?

Lyla: My background is in tech, specifically creating teaching materials. In 2020, I transitioned into the RPG space. I was originally mentored by a great project lead who scouted me for this role. Before this, I created my own game and worked on Karaoke Food Party content for D&D 5E. This experience, combined with my background in creating educational content, made the transition to RPG development a natural fit for me.

Q: For those familiar with D&D 5E, what elements will feel familiar in the Stormlight RPG?

Lyla: The core resolution mechanic is familiar—we still use a 20-sided die, and attributes and skills play a big role. The bones of the system are similar, which is great for onboarding new players. However, unlike D&D, where you have fixed classes, our system allows you to break the mold of classic builds, making you feel more like an actual character in the world rather than just a set of stats.

Q: What about players who aren’t familiar with TTRPGs? How easy is it to get started?

Lyla: The rulebooks are written with newcomers in mind, offering a lot of first-step content that explains what an RPG is and how to situate yourself within the game. We’ve also created actual plays and live content to help guide new players. For those intimidated by the idea of game mastering for the first time, we have premade adventure content that takes the stress out of planning. For example, the Bridge 9 adventure is a level 1 scenario designed like a tutorial mode in a video game, introducing mechanics one at a time.

Q: How has your background in tech and teaching influenced your approach to this project?

Lyla: My experience in tech, especially creating online video content and teaching programming, is surprisingly similar to teaching people how to play a TTRPG. In both cases, it’s about breaking things down into steps and guiding people from knowing nothing to loving what they’re doing. This teaching element has been a big part of how we’ve approached onboarding new players into the game. Managing a talented team, creating content, and making rulebooks have all been directly applicable to this project.

Q: What excites you most about the Stormlight RPG for new players?

Lyla: What hooked me is how the game mirrors the narrative arcs of the books. Your character doesn’t always succeed, and that’s part of the growth process. It’s not just about combat—it’s about the dramatic moments and challenges that test your character. This is how you level up in the game. For those on a Radiant path, swearing Ideals is tied directly to these narrative beats, making it a unique experience compared to other RPGs.

Q: What’s an overlooked feature of the game that you think players will enjoy?

Lyla: The plot dice, especially how they incorporate complications and opportunities, are super fun. When writing the adventure, we got to create customized opportunities and complications that can branch the story in interesting ways. For example, during a critical infiltration, a specific roll might reveal a spy, adding unexpected twists that go beyond just a critical hit.

Q: What makes Roshar such a compelling setting for an RPG?

Lyla: Roshar is an alien world, and the odds are often stacked against the characters. But it’s also a place where incredible, creative things can happen, especially when you swear your Ideals and gain that burst of power. The books themselves have such a variety of interactions—combat, social intrigue, infiltration—and we’ve built all of that into the game. The spren are another unique aspect, adding depth and beauty to the world. The world guide is filled with stunning illustrations that bring Roshar to life.

Q: Any memorable or surprising moments during the development of the game?

Lyla: Definitely GenCon! Our team is distributed across the continent, so meeting everyone in person and realizing how tall they are was a fun surprise. It was a great experience to finally connect with everyone face-to-face after working remotely for so long.

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