With various Dragon Age products in various stages of production but without a lot of news to give folks right now, I’m going to take today’s Ronin Round Table to talk a bit about something else I do a lot: making superheroes and supervillains. Particularly, I want to talk about making superheroes and supervillains from […]
About Jack Norris
A writer and game designer since the mid 1990s, Jack Norris has worked on numerous award winning and critically acclaimed publications over the last two decades, including products for Marvel Heroic Roleplaying, DC Adventures, Scion, Mutants and Masterminds, and Feng Shui. He is currently working at Green Ronin developing Dragon Age, as well as co-developing other projects such as Blue Rose. Outside of his work for Green Ronin and others, Jack also designs and writes Tianxia, his own line of wu xia/kung fu action rpg products published through Vigilance Press. When not writing and designing, Jack is an attorney and consultant at the Vidar Law Group, a small Chicago-based litigation firm.
Jack also hates writing bios...
Entries by Jack Norris
By Jack Norris Irreverent title aside, Sunday marked the 40TH anniversary of Dungeons & Dragons. Like a lot of gamers, D&D was my first roleplaying game, and though it wasn’t my last or even my favorite I have to admit I owe it quite a bit and am happy to celebrate four decades of the […]
By Jack Norris Hello everyone, hope the holidays are treating you well! Jack here to give you some news about two new PDF series we’ll be releasing for Dragon Age in the new year and a continuation of an existing series.
By Jack Norris Hey everyone, Jack here. So for today’s Ronin Round Table I wanted to step into a bit of design discussion. Not just game design, but character design, encounter design, and session design by talking about how we use NPCs, particularly antagonists, in games. Not hard to see why this has been on […]
By Jack Norris Hello all, Jack here. I wanted to talk to you a bit about one of our recent products I’ve been looking over recently. It’s not one I worked on, but rather one I picked up and have been reading and enjoying myself both as gamer and designer. It’s the Fate Freeport Companion, […]
Tailoring Adventures to Player Characters by Jack Norris Adventure design is a funny thing. Published adventures need to appeal to the widest possible group of PCs. Whether the PCs are bandits, knights, businessmen, or criminals an adventure included in a publication needs to do the best job they can to motivate and include those characters […]
Last time I mentioned cross-pollination is game design, or taking ideas from other gaming systems and experiences and using it in other games. This is a common practice and one that I sometimes feel not everyone realizes or expects. Check out some of the more tribalized corners of the internet and there’s this idea that […]
By Jack Norris, Dragon Age RPG Line Developer As will surprise probably nobody, I’ve been thinking a lot about adapting licensed media and non-RPG settings in general to games. Specifically, I’ve been considering the challenges each type of media presents when adapting it for a roleplaying game. So I figured I’d use today’s Ronin Round […]
Our Dragon Age Set 3 Class Previews come to a close with the Mage. By higher levels, Mages in Dragon Age possess vast mystical power capable of destroying hordes of lesser foes. Where Warriors use martial skill and physical power and Rogues rely on finesse and stealth, the Mage uses their knowledge and will to […]
The Dragon Age previews for classes continues with a look at the Rogue. Masters of stealth, misdirection, and skilled at delivering punishing blows to unaware and vulnerable opponents, Rogues are deadly with ranged or close combat. Rogue Rogues develop along a few lines in Set 3. Ranged combat and stealthly in-fighting are given new options. […]