This does not effect PPP's non-fiction, fiction and other special products, which will be available when released through Noble Knight Games.
In order to satisfy some parts of the current fan base, I have negotiated a non-exclusive contract with a well known RPG publisher for the release of my original Castle Greyhawk levels; this will fulfill at least that prior commitment to the fans. A suitable press release is forthcoming regarding this, so I will not speak too much about it now. These will in all likelihood be the last "related" products that I release in that specified sub-category of D*D compatible material.
The why of this is embedded in a letter I recently sent to Marv Breig (OD*D pro-board founder), a large portion of which follows:
"In 1968 (where my history starts in organized gaming) and through and up until the release of OD*D in 1974 we were gamers/writers/designers in LG. So many games being played and talked about and written about during those times, board and miniature ones, of course. Perren, Bobek, Hoyer, Arneson, Reese, Tucker, Morales, Kaye, Lakofka, Carr, Crane, Stafford, Webster, Lowry, Gygax and of course Kuntz, and that does not begin to total the associations via games, conventions, letters, PBM, phone calls that we as IFW members shared. The experiences were many and ongoing, and as varied as were the personalities participating then. It was always changing--who was coming up/to LG to play(test) and with what game(s), or where we were going by train or auto to do the same.
--The ongoing work on my memoirs and essays.
And on the near horizon, a new company devoted exclusively to a large project now occupying a good deal of my time and which I hope to publish in 1-2 years. This one has caused me the most excitement, in fact, since my days of play-testing D&D.
This and seriously working on all levels with up and coming artists/designers such as Kyrinn Eis and her fine World of Urutsk, this so that she and others can possibly pave an easier road ahead while doing so--that is, one less strewn with difficulties--while realizing their dreams (in her case, 26 years worth of endeavor). This will occupy my spare time in various roles such as consulting, editing, development, etc. for such projects.
So I am not disappearing, but am in fact following my own advice, and those of others which follow:
"Being involved in the RPG industry as long as you have, surely you’ve collected bits of wisdom and knowledge along the way. Is there any advice you could give to budding game designers?
"RJK: Seriously: Throw out everything you think you know, including the rules. Challenge established norms, redefine what imagination and creativity “really” are, ignore the jealous and the pundits (re: critics), push past the mundane and open up possibilities, don’t close them, no matter how absurd someone says you are, or how off base they say you appear to be. With that, follow the words of my oft-quoted author, Orson Scott Card: “How can we experience the literature of the strange if we stay in well mapped lands?”-- my advice from one of the many interviews I've given.
"If we all think alike, if we all become uniform and bland, we shrivel up and die, and the great process shudders to an end. Uniformity is death, in economics or in biology. Diversity within communication and cooperation is life. Everything your forebears, your ancestors, everything you have ever done, will have been for naught, if we ignore these basic bacterial lessons." Autopoiesis and the Grand Scheme, Greg Bear
"Most of the time I look at my work as an ocean of missed opportunities...
My lack of talent & knowledge bedevils me no end... But I realized a long time ago that my art is a race I run alone..." Michael Bair