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JD
Wiker got his start in roleplaying with the old Dungeons
& Dragons "blue box," and has been a
regular gamer ever since. After fourteen years of rolling polyhedral
dice and pretending to be someone else, JD left the witness
protection program to take a job in Wizards of the Coast's
customer service department. During this time, he wrote
articles and adventures for White Wolf Inphobia
and the Ars Magica roleplaying game, and eventually
parlayed his gaming experience into a position with
Wizards' TSR/RPG department, designing for the ALTERNITY
Roleplaying Game--specifically, the Dark*Matter
Campaign Setting.
In time,
though, Wizards discontinued the ALTERNITY line, and
JD was cast adrift in a sea of licensed products--most of
which are best left forgotten. But then, JD heard of an
opening on the team designing the d20 version of the Star
Wars Roleplaying Game, and jumped at the chance. Over the
next two years, JD gradually came to be the lead designer for Star
Wars at Wizards of the Coast, until he was let go in
Wizards' tenth "last round of layoffs." During his
outplacement seminar, JD realized that Wizards had just laid
off enough people to start five more game companies, which he
took as a challenge, and he, Rich Redman, Stan!, and Marc
Schmalz formed The
Game Mechanics, a d20 System game design studio.
Since that
day, The Game Mechanics have released 28 products for the d20
System, including the award-winning Initiative Cards (Best
Free Product 2003 and 2004) and Thieves' Quarter (Best
Cartography 2004 and Best Setting Supplement 2004)--both of
which are JD's designs. JD has also continued freelancing for
Wizards of the Coast, helping to design d20 Future,
the d20 Menace Manual, the Planar Handbook, Sandstorm,
and the Ultimate Missions series for the Star
Wars Miniatures Game--none of which he's won any awards
for, but not for lack of trying.
JD paints miniatures,
loves movies, and hates mayonnaise.
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