What led to the creation of Hogshead Publishing?
Hogshead was the result of a lot of different factors coming together at once. A game I’d been developing for about four years (first for Phage Press, and then for Wizards of the Coast) was suddenly left without a publisher. A friend of mine – Andrew Rilstone, one of my co-developers on Once Upon a Time – and I had started up Interactive Fantasy, a serious magazine about games design and storytelling systems, which was doing rather better than we’d expected. I learned that Games Workshop was looking for a company to take over the licence to publish Warhammer FRP. I was looking for a job. I’d been swearing for years that I’d never set up a games company, but it seemed like a lot of coincidences all at once, and it felt right. I’ve regretted it a few times since: I’ve had some great times, but it’s been a huge amount of work, most of it tedious administration, and I know it’s never going to make me rich. But it’s definitely fun. Of the game projects you’ve worked on, do you have any favo