1. If you had to pick a single invention in a game you were most proud of what would it be?
Hard to say, but I'm pretty happy with my random NPC/motivation generator thingie.
2. When was the last time you GMed?
Must have been this last saturday.
3. When was the last time you played?
A month or two ago.
4. Give us a one-sentence pitch for an adventure you haven't run but would like to.
Exploring an enchanted palace where everyone decided to sleep forever for some reason.
5. What do you do while you wait for players to do things?
Scribble notes, re-check things in the book, brainstorm.
6. What, if anything, do you eat while you play?
Usually nothing, sometimes candy or snacks or whatever's available.
7. Do you find GMing physically exhausting?
Emotionally, sometimes, not physically, no.
8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?
Stealing something magical from a city full of white ghost ladies..
9. Do your players take your serious setting and make it unserious? Vice versa? Neither?
10. What do you do with goblins?
Nothing. I honestly can't remember when I last used goblins.
11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?
I think it was when I stole a monster from some arcade game. But I steal from non-RPGs all the darn time, I can't remember.
12. What's the funniest table moment you can remember right now?
My halfling bard trying to manipulate some NPCs by dancing for them. We were all in tears. Impossible to recount if you weren't there.
13. What was the last game book you looked at--aside from things you referenced in a game--why were you looking at it?
Moldvay's Expert booklet. I was checking if there were any domain-manegement rules in there.
14. Who's your idea of the perfect RPG illustrator?
Uuuh. Someone that can:
-can inject some darkness, grittiness, sexiness without being grimdark or cheesecake
-someone who can visualize alien, epic, vast, fantastic, strange, weird, terrifying, locations and situations, something that makes you go "ok, this isn't mundane"
-but honestly illustrate what goes on in the game, no stuff that you never actually see in play, with realistic, down to earth, characters
15. Does your game ever make your players genuinely afraid?
Depends very much on the players (and the game). I'm pretty sure I've seriously creeped-out at least one person at some time.
16. What was the best time you ever had running an adventure you didn't write? (If ever)
I don't think I've ever run a published adventure (despite owning several).
17. What would be the ideal physical set up to run a game in?
Comfy chairs, enough space to stand up an walk around. A table that's big enough for everyone's sheets, notes, dice plus a reasonably-sized battlemat/map/whatever.
Good lighting, possibly easy access to music.
Possibly outside on a porch or in the park on a warm sunny day.
18. If you had to think of the two most disparate games or game products that you like what would they be?
D&D and 1001 Nights
19. If you had to think of the most disparate influences overall on your game, what would they be?
On my current game, dunno, it's fairly consistent. Vance and Harrison, Mieville, sword & sorcery, pulp, weird.
Overall on my gaming, very disparate. Everything from Shakespeare and costume dramas to superhero comics and action flicks.
20. As a GM, what kind of player do you want at your table?
Someone who can communicate well, is passionate about playing and isn't there just to consume but also produce.
Someone who doesn't turtle.
21. What's a real life experience you've translated into game terms?
Not sure I understand this question tbh. I use real life experiences in my game design all the time however, if that counts.
22. Is there an RPG product that you wish existed but doesn't?
Many. Mostly it has to do with procedures, principles and techniques for various types of play.
23. Is there anyone you know who you talk about RPGs with who doesn't play? How do those conversations go?
My girlfriend. Usually it's about how lessons from RPGs can be applied to theater and other forms of art or vice versa.