Find the author Robert Defendi at RobertDefendi.Com
Find Echoes of Heaven
Find Echoes of Heaven Reborn
I recently shared some links for the Echoes of Heaven project of Robert Defendi on Kickstarter. And as a former constant gamer to me now as I guy who appreciates gaming, but doesn't get to play often.
Through the PR share, Robert and I chatted quite a bit and I like him very much.
ROBERT DEFENDI INTERVIEWED
By Alex Ness
November 13, 2025
Find Echoes of Heaven
Find Echoes of Heaven Reborn
I recently shared some links for the Echoes of Heaven project of Robert Defendi on Kickstarter. And as a former constant gamer to me now as I guy who appreciates gaming, but doesn't get to play often.
Through the PR share, Robert and I chatted quite a bit and I like him very much.
ROBERT DEFENDI INTERVIEWED
By Alex Ness
November 13, 2025
Why do you write, what do you write, how
did you get educated to do so? Is your work released in a form of
chapters, as a largely connected universe, or does it provide a single
event or game, and anything further is self contained?
I've written many things. I've been in game design since '96, working on
games like Rolemaster, Spacemaster, Exalted, Spycraft, Shadowforce
Archer, and Stargate SG-1 to name a few.
I've written several fantasy and hard sci-fi novels and short stories,
although the only ones readily available are my Death by Cliche novels,
and some anthologies on Amazon. I started my game company Final Redoubt
Press around 2004 or 2005. Game wise, I've
mostly worked on the Echoes of Heaven campaign setting since them.
As for why I write... Honestly, it's probably because my father died
when I was young. He wanted to write the great political thriller but
passed away before he could finish it. That makes a big impression on a
child.
I've been practicing writing most of the time since then. I think I
wrote my first "book" after I saw The Black Hole in 1979. That would
have been about seven months after he died. I had a great creative
writing teacher in college named Larry Harper. He let
us write our own syllabus, so I just said, "Fine. I'm giving you a
chapter a week and by the end of this class I'll have a novel."
As for how I release, it depends on the form. I release adventures one
at a time, like chapters. For a longer form work like a novel, it's all
at once.
Where were you born, do you still live there, is it a well educated
and sci fi loving place, or is it a world that bright sci fi fans find
to be anti Imagination? In my case my cousin Tom took me to see a couple
great fantasy films, and lit my engine to
launch. I had friends in High School took it from there for me.
I was born in Dubuque, IA to parents who, frankly, should have known
better. Sorry, that's the first line of my bio. When I was a kid, the
Iowa school system was rated the top in the country. It's amazing some
of the things drilled into me in elementary that
many adults don't understand today. Especially when it comes to nuance.
I wouldn't call it a great place for sci-fi, but my mother was a huge
Star Trek fan and Star Wars exploded onto the scene when I was 6 and it
changed everything. Still, I had to move to Utah before I really learned
what it's like to live in a sci-fi culture.
Fun fact, when I won a place in Writers of the Future, I went to their
workshop in Hollywood. The great (and dearly missed) writer Jay Lake was
in my group. When introduced to the president of Galaxy press, Jay said
he was from Oregan, and the president said,
"Ah, there's our Oregan person, now which of you is from Utah?"
I don't know if that pattern has been broken, but pretty much every year
up until then, they had at least one writer from Oregan (probably from
the Wordos writers group) and one from Utah. We are a sci-fi culture.
When did you begin playing RPGs and what did you like about playing?
What system did you start with, which have you most played and/or
enjoyed playing? As we are about to discuss your own campaign and game
setting (let me know if I am off track) did the
system you played growing into a gamer and game designer influence your
own work, for good or otherwise?
I started right around 1982 when my family moved to Fairfield, IA to
study under the Maharishi. In the first month, a kid showed me AD&D,
and I was instantly hooked. I bought the famous red box shortly
thereafter. That was during the great dice shortage, so
my red box didn't even have dice. We had to cut up chits and put them
into dixie cups...and we LIKED it. :)
I've played so many games. At one point I could say I'd played just
about everything, but that hasn't been possible for a long time.
Although I wrote the current incarnation of Spacemaster (last I
checked), I've gravitated more to fantasy.
I don't think the games themselves influenced Echoes of Heaven. That was
probably more my love of medieval history with a sprinkling of my
varied religious background. According to the dedication I wrote, works
like the novel "To Rein in Hell," by Burst or
the movie "The Prophecy" by Widen played a big role. Part of me also
wanted to reconcile contradictions between what modern Christians
believe and what the scripture actually says. I love my Dante, but most
modern people don't realize that hell was supposed
to be a prison, not a domain to rule. I had to reconcile that and not
build that contradiction into my setting.
That's not to say this is a "Christian" setting. It doesn't represent
any religion to any great extent, but there are angels and there is
hell. In reality only the images and iconography of the War in Heaven
really come for real world churches. But the medieval-style
culture is the real driver for the practical setting. The church in the
game isn't the catholic church in any doctrinal way, but the CULTURE is
very similar, because I built the whole culture of the world from my
medieval studies (mostly the "Life in a Medieval
<Blank> books), and you can't recreate medieval Europe without
some church that fits in the cultural niche that the Catholics held.
That's why all the titles are the same.
Do you see a greater purpose to RPGing, or is it simply a game for
fun? I was a TA in a History department and part of a humanities class
was to show some of the events and factors in crosscultural first
contact. After that event went so well, it led to
desire by some of the students to ask for similar events on future
portions of the class. However, the other TA and Professor mocked me for
suggesting I gather our 200 students and play a round of D&D, which
I had no intention of. Just said, could you dig
deeper with this and they treated me as wearing a tinfoil hat.
RPGs are just a different way to tell stories, but stories as a whole
have a tremendous impact on us. One year at World Horror I was on a
panel with Tim Powers, who I'd like to call a friend. We were asked why
we love horror, and I told them that we're built
with all these survival mechanisms that trigger off fear, but for the
most part, we don't have as much a use for them in modern society. Huge
mechanisms of our brain what have no way to be exercised in everyday
life. Most of us are not often stalked by monsters
anymore, but in a horror story, we tap into that deeply ingrained
survival instincts. It give us a kind of genetic validation. Tim leaned
back behind the other panelists and mouthed "That's really good."
I saw an interview with Tim later and he was asked the same question. He
gave my answer. Its one of the greatest compliments I've had.
But more generally, stories are how we learn empathy. Stories are how we
practice dealing with certain trials in our minds. Tracy Hickman once
told me at a lunch that the reason he hates the Twilight books is that
vampire stories used to serve an important
cultural purpose. They taught young women to be wary of predatory men.
All our stories do something like that. Most of my moral compass doesn't
come from religious upbringing. It comes from the examples of my
parents and years of reading stories. Thinking
about the implications. Empathizing with people who don't share my
background or POV.
Our brains don't differentiate between reality and fiction. Every story
we experience, we experience as if it really happened to us. Stories
don't just shape us, they inhabit us. We are all the sum of every story
we've ever heard.
How have you presented your Echoes of Heaven to newbs or people who haven't a clue about a participation oriented story telling game, or worse, someone who thinks RPGs are evil at their basic root? I ask because during the rise of D&D and other RPGs the church tried to create something of an alternative by having Knights solve problems and what not by Christian oriented questions or quizzes. I never strayed into the demonic areas that one could enter, but it freaked people out who couldn't perceive what RPGs do. Also, looking at the present world, RPGs are idea engines for games, entertainment and storytelling. How do people maintain lack of perception or appreciation for entertainment?
Honestly, I don't think I've done either.
Echoes was originally popular with the baked in Rolemaster crowd, and they all knew me because I worked on
Rolemaster and Spacemaster. As for people
who think RPGs are evil, I don't think I've met one of them since the
90s. Now, everyone knows about RPGs because of
Critical Role and Stranger Things.
Creating games and new storytelling products would seem in ways to be daunting. So many games follow what's been done already, if not in story but setting. I have played a helluva lot RPGs and I am so tired of people remixing the mechanics but presenting the same damn thing otherwise. I am not an expert but is it really the story and/or campaign setting that turns something from, same old stuff, to wow, new outlook?
Well, I mostly concentrate on the story, since I've always worked in ground where the rules are already well-planted, but off the top of my head, the Alien RPG by Free League is pretty interesting. It's only 6 years old. The way it handles stress, making it a game of escalating hyperfocus until you snap from the pressure, creating a system were the tension of the situation helps keep you alive until suddenly, without warning, it does the exact opposite. Its simple and yet the most brilliant thing I've seen in decades. But then again, and I might have mentioned it before, its based on a movie so icon that the pivotal scene in the climax spawned the title of the premier book on screen writing (Save the Cat.)
Creating games and new storytelling products would seem in ways to be daunting. So many games follow what's been done already, if not in story but setting. I have played a helluva lot RPGs and I am so tired of people remixing the mechanics but presenting the same damn thing otherwise. I am not an expert but is it really the story and/or campaign setting that turns something from, same old stuff, to wow, new outlook?
Well, I mostly concentrate on the story, since I've always worked in ground where the rules are already well-planted, but off the top of my head, the Alien RPG by Free League is pretty interesting. It's only 6 years old. The way it handles stress, making it a game of escalating hyperfocus until you snap from the pressure, creating a system were the tension of the situation helps keep you alive until suddenly, without warning, it does the exact opposite. Its simple and yet the most brilliant thing I've seen in decades. But then again, and I might have mentioned it before, its based on a movie so icon that the pivotal scene in the climax spawned the title of the premier book on screen writing (Save the Cat.)
They refined the stress system in Alien
Evolved, which is just now releasing, but the core concept seems to be
the same, they just fine-tuned the bad end of that spectrum.
Before that, I think that the RPGs for
Smallville and Leverage had some very interesting takes on RPG tropes. In
Smallville your dice pool was based on your relationship
with the people effected more than your skill (the example they said was
that Chloe was a pretty good hacker normally, but she was UNSTOPABLE if
Clark was in trouble.) And they added a mechanic
where everyone got plot points for certain in-character interactions,
so while most of the characters might be upset that Lois was being
unpleasant to everyone, she was giving the PLAYERS in-game currency, so
they weren't upset at all. Brilliant.
Leverage had a flashback
mechanic that allowed players to start a flashback to explain why the
latest complication wasn't a complication after all. I don't know for a
fact that's where
Blades in the Dark got the idea, but I do know that Leverage
had it first.
For the record, who are the writers who gave life to your imagination to also create creative works? Are they mostly fantasy, or as you mentioned Dante, and I enjoy his great works. But who, and what realms they wrote became a furnace in your own creative gut?
For the record, who are the writers who gave life to your imagination to also create creative works? Are they mostly fantasy, or as you mentioned Dante, and I enjoy his great works. But who, and what realms they wrote became a furnace in your own creative gut?
Larry Niven is probably my favorite author of all time. I met him at the
Writers of the Future BBQ, back before I was in the con circuit,
when meeting writers was still a novelty. And until they messed up how
panels were organized, I was THE go to Tolkien person at FanX panels
(formerly Salt Lake City Comic Con.) Well, I
say the go to person, but I've only read the
Silmarillion five or six times. There was one women
there who had read it over 40 times, but I was in more panels, so I
expect her availability wasn't as good as mine.
But I came up in the 80s.
If you named the ten or so authors that were defining the field back
then, such as Eddings, or Brooks, or Donaldson, I probably read them
all. The fantasy section
was just a tiny portion of the already small Sci-Fi section back then.
I've run PR for your system ECHOES OF HEAVEN, could you here give a short description and tell people if there is more storytelling in that on the way when the readers, buyers finish their first investment into that world?
I've run PR for your system ECHOES OF HEAVEN, could you here give a short description and tell people if there is more storytelling in that on the way when the readers, buyers finish their first investment into that world?
There's only one campaign in
Echoes right now, (The Moving Shadow), so it's easier just to refer to it as
Echoes of Heaven. The current story in Echoes is
a ten-part epic that brings the world to the edge of destruction. We
just had the Kickstarter finish for part two, so there's plenty of story
left to tell. Most of my play testers
have seen all of it. In D&D terms, it takes people from 2 to 20th
level, and I find the flashbacks in Heaven are the parts that stir the
imaginations of my players the most. I don't think I've ever had someone
play in it what wasn't hooked, but I might be
a bit biased there.



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