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About Patrick Goodman

Well, if you've come this far, maybe you really do want to know about me.

The author in his native environmentMy name's Patrick Goodman, and I'm a Texan. You might have noticed this already, but just in case you didn't, I thought I'd point it out. I was born in the town of Amarillo on 2 April 1966; at the time, there was a U.S. Air Force base here. That's where my father was stationed at the time. I suppose it's just as well; I could have been born a couple years later when he was stationed at Minot AFB, ND, like my sister was. Considering how much I hate snow, that would have been a pretty darn bad deal all around.

I spent time in the USAF myself, and lived all over the world. I don't really like living any place but Texas, so I think I'm just going to stay here for a while unless I get a phenomenal offer elsewhere.

I got into role-playing games in 1980, and I've pretty much been hooked ever since. What this says about me is up to other people to decide; I just know that it's been a part of me for so long that it would be a lot like losing a limb if I didn't have it around. I've also been writing for most of the time I've been gaming, though I've only gotten serious about it in the last couple of years.

Freelancing

Since I got serious about things, I've managed to get myself published. It started, of course, with the weight article all those years ago, but then things started getting weird.

Corporate Download cover image

It started with Corporate Download, which I didn't really have anything to do with in a creative sense. But it's not every day you open a role-playing supplement and find that you've become a character in the game world, like I did when I turned to page 70. It's still kind of trippy for me every time I go through the book, and I haven't yet found a suitable way to pay back the author in question. I'm sure I will someday.

The first real project I had anything to do with was Man & Machine, on which I served as a playtester. I had a lot of fun on this one, since so many of my old characters had cyberware and bioware, and it became a fun challenge to keep some of them from imploding due to the changes in how some of the ware worked.
Another one of my playtesting efforts is Cannon Companion; I wound up working with so much of it that I was given an additional writing credit. I suppose I have to take part of the blame for both the much-maligned "Weapons Design" chapter, which I provided a lot of notes for, and the also-maligned "Martial Arts" chapter, which got a lot of notes from my group.
Matrix wasn't such a big deal for me; I've never been much on decker characters. But the book's emphasis on the Matrix in the everyday lives of everyday people in the Shadowrun universe makes it well worth it for everybody to own it. It's the first one to show how pervasive the Matrix really is, though, which in my opinion makes it a must-have book for the game. I playtested on this one, though I didn't have much input on the writing otherwise.
I'm also not a big rigger player, but Rigger 3 is another one of those books that shows how pervasive some of the technology is in the game world. It also shows that you don't have to have a VCR installed to drive a vehicle or repair it, and there's plenty of stuff for non-riggers too, so it's a good book. I playtested this one, too, though again I didn't do much in the way of writing for it.
This is the book that I like the most right now, simply because it was my first professional sale. Target: Matrix features two small pieces that I wrote that I'm quite happy with, the Lone Star Matrix host and the Azziewatch data haven which gave this website its name. I'm happiest with Azziewatch, since it was so much fun to write and introduced a few concepts that are going to, with a little luck, have some significant influence on the game world in the months and years to come.
Year of the Comet is going to be the first Shadowrun book from WizKids/Fantasy Productions, and it's going to blow the lid off the game's metaplot. I've got a very small piece in there that's going to expand a little on some of what I did in Target: Matrix, and should lead into other things I've got planned for the future. I think you're gonna really like it.

So far, all of my freelancing has been for Shadowrun, but I'm not averse to the idea of writing for a different game someday if the opportunity and desire are there. So far, though, it hasn't come up, so I'm gonna keep working on Shadowrun for the time being, especially now that we've got a publisher and all that happy stuff.

All this hard work recently got me my very first interview, which can be found on the Helix; here's a direct link to the interview.


WizKids LLC has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. WizKids LLC has granted permission to <fill in name or site name> to use such names, logos, artwork, marks and/or any written materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with, Azziewatch in any official capacity whatsoever.

Any original content is copyright 2001-2008 by Patrick Goodman. All rights reserved.

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