Showing posts with label TSR. Show all posts
Showing posts with label TSR. Show all posts

Tuesday, January 2, 2018

Bad Old Days at TSR

So, a while back I was interviewed for a piece by Ben Riggs of GEEK AND SUNDRY, an rpg website  whose focus seems to range from the era of Gygax days through Third Edition. They were putting together a piece on the TSR buyout and contacting various people who'd been there at the time. My perspective is a slightly unusual one, given that I was there before and after but not during. However, I gave them my uncensored opinion and waited to see the results. And here it is: an article that ranges from the creation of D&D through the collapse of TSR, the buyout by WotC, the 'Open Gaming' license, and the rise of Paizo. I'm not directly quoted but it's nice to see my name among the acknowledgments at the end.

Here are the links to the three parts that make up the piece:


https://geekandsundry.com/the-story-of-dd-part-one-the-birth-death-and-resurrection-of-dungeons-dragons/

https://geekandsundry.com/the-story-of-dd-part-two-how-wizards-of-the-coast-saved-dungeons-dragons/

https://geekandsundry.com/the-story-of-dd-part-three-how-3rd-edition-became-the-mother-of-many-rpgs/

--John R.
current reading: a life of A. A. Milne by Ann Thwaite (1990)

Saturday, December 30, 2017

GANGBUSTERS one-shot

So, while our regular CALL OF CTHULHU game is in abeyance, I got it into my head that this would be a good time to run a one-shot using the original GANGBUSTERS rules put out by TSR back in 1982 (though I don't think I ever saw a copy until I went to work for TSR in 1991).

Don't want to give away too many spoilers, but here's the playlist for the 'soundtrack' I've been listening to while rolling up the characters and making notes on things I'll need to know about when running the adventure with oldschool rules I don't know well.

'Don't Take Me Alive' (Steely Dan)
'There Goes a Tenner' (Kate Bush)
'The Ballad of Danny Bailey' (Elton John)
'Pretty Boy Floyd' (Arlo Guthrie)
'The Night Chicago Died' (Paper Lace)
'Long Cool Woman in a Black Dress' (The Hollies)
'Bank Job' (Bare Naked Ladies)
'The Pink Panther theme' (Henry Mancini)
'A Shot in the Dark' (Henry Mancini)
'Peter Gunn theme' (Henry Mancini)
'Foggy Mountain Breakdown' (Flatt & Scruggs)
'Money' (Pink Floyd)

These are mostly just to set the mood, though some of them do give clues to the adventure; the trick wd be to figure out which ones (hint: 'Foggy Mountain Breakdown' is there for getaway music, shd it be needed). The biggest clue wd be the mini-adventure's name: 'The Bank Job'.

More later when they've all chosen their characters.


--JDR
--current music: 'The Bank Job' playlist. Also Men at Work (first two albums plus lead singer's solo), who I've not listened to in a long time.
--current reading: just finished MR. PALOMAR by Italo Calvino (a gift from my friend Jim Pietrusz); just started THE FACE IN THE FROST by John Bellairs (re-reading one of my favorite books).


Tuesday, December 12, 2017

TSR bibliographic ghosts

So, one of the things that used to fascinate me back in the Lake Geneva days were the old TSR catalogues from earlier times. Each was a kind of time-capsule of the company as it was at the time it put out that particular catalogue. Particularly telling were the products that got announced as forthcoming which never saw the light of day.*

A case in point: a page from the 1984 catalogue features new and forthcoming adventures for TSR's second-tier games: TOP SECRET, GANGBUSTERS, BOOT HILL, and GAMMA WORLD. And in the course of a single page they announce no fewer than seven adventures that never came out.

For TOP SECRET, these were the adventures TIN MAN, about fighting off computer hacking (which still sounds timely), and WHITEOUT, set at a base at the South Pole (from which I conclude that somebody had seen ICE STATION ZEBRA, or indeed read the book).

For BOOT HILL, the promised modules were DELTA QUEEN, a riverboat full of high-stakes gambling, which sounds like it cd have been a really good BH adventure, and BARON OF SAN ANDREAS by Zeb Cook, about a local strongman, the self-proclaimed 'baron' of the title, who's set himself up as undisputed ruler of a small town.

For GAMMA WORLD, there was NIGHTWIND RIDER by Bruce Nesmith, which sounds as if it might have been a solo adventure, and RAPTURE OF THE DEEP, set on a mysterious island (aren't they all).

Finally, and to my mind the biggest lost among these might-have-beens, was the GANGBUSTERS adventure BASES LOADED: The Lakefront Mudcats Scandal) by Jeff Grubb, which wd have been GANGBUSTERS' analogue to the once-famous 'Black Sox' scandal in which one team was bribed to throw the World Series (way back in 1919). But then I always did like GANGBUSTERS, and was sorry there were so few adventures for it published (just five)

Here's the page in question, with more information about the individual intended releases.


--John R.
current listening: Leo Sayer, of all people


*most famously, perhaps, Gygax's SHADOWLANDS

P.S.: I forgot to include the scan. Here goes.









UPDATE (Th.Dec.14th)
Jeff Grubb has just posted an interesting account with much more detail of BASES LOADED (and TIN MAN as well) on his blog: highly recommended.

http://grubbstreet.blogspot.com/2017/12/bases-loaded.html

--JDR

Monday, November 23, 2015

What I Would Have Asked Witwer (What Happened to Gygax?)

So, this past Tuesday I wanted to head up to Elliott Bay Books* and see a reading by Michael Witwer, author of the recent biography of Gary Gygax (co-creator of roleplaying games, and co-founder of TSR and thus the rpg industry).

Several of us** heard about it and made tenative plans to drive up as a group, but our plans all fell through because of the weather: dark, rainy, and with blustery winds (up to fifty miles per hour).

Still, there's one big question I've had for years, which Witwer's book didn't address, that I would have asked, had I been there and had he been taking Q&A: What happened to Gygax around 1982 that broke him as a writer?

Years ago I made up a list of every book and boxed set and sourcebook and module for D&D/AD&D, current up to about the end of 1996, giving the title, author, and date. And in the process, I noticed that for Gygax himself the years leading up to '82 are filled with milestone after milestone: Gygax's work set the industry standard, and pioneered elements in adventure design that have become the models virtually all writers who have followed him in the field have drawn from ever since. But that faltered in 1982 and ceased altogether by 1985. Just take a quick look at the highlights of what he accomplished between '74 and 82 (leaving out most of the collaborative works) :

1974
co-created D&D (with Arneson providing the basic idea and Gygax creating most of the rules)

1975
 co-wrote GREYHAWK, the first supplement to the original core rules

1976
 co-wrote ELDRITCH WIZARDRY, the third supplements to the original core rules


1977-79: creates AD&D, the definitive 'classic' version of the game
  1977
  Monster Manual
  1978
  Player's Handbook
  1979
  Dungeon Master's Guide

1978
The G-series (G1, G2, G3): Jack the Giant Killer comes to D&D, as well as the first linked series of adventures.
The D-series (D1, D2, D3): Gygax invents the drow: elves as bad guys; introduces the Underdark.
S1. Tomb of Horrors. The classic iteration of the killer dungeon.

1979
T1. Village of Hommlet: the default village, the base to launch adventures from
B2. Keep on the Borderland: the interactive dungeon that changes in response to the PCs' activities

1980
S3. Expedition to the Barrier Peaks: not a favorite of mine but beloved of many; the first crossover adventure.
The Greyhawk folio: a minor work in itself but the harbinger of great things: the campaign setting

     1981: almost nothing

1982
S4. Lost Caverns of Tsojcanth (a neglected minor classic): a last hurrah
WG4. The Forgotten Temple of Tharizdun (shd have been a classic but wound up merely minor)

    1983-85: extremely minor

1983
EX1 and EX2: weak parodies of Lewis Carroll.

   1984:  nothing

1985
WG6. Isle of the Ape: weak King Kong parody
T1-4. Temple of Elemental Evil: one of the greatest adventures ever written, but there's reason to think almost all the new material was written by Frank Mentzer, and that Gygax's contribution was limited to the reprinting of T1 and some campaign notes.

   And after that, the wheels really come off the bus.

1987
CYBORG COMMANDO, probably the most disappointing flop in rpg history up to that point***

1992
MYTHUS, a second major flop. Had TSR not given it notoriety by their lawsuits it would have died an embarrassing painful death on the shelf (as witnessed by the next entry).

1999
LEJENDARY ADVENTURES, the third and final flop, after which Gygax basically retired.



So, what happened? How did Gygax go from being the greatest of rpg designers, to tossing off little parodies, to someone putting his name on other people's work? The glory years of 1977-1980 may well have been, and probably were, unsustainable, but the falling-off is more drastic than we wd expect from mere burnout. If it'd been estrangement from D&D after he was shuffled out of TSR (first off to Hollywood and then out altogether), why was there no rebound when he was free to do whatever he wanted? Was it the drugs? The ego, after he had 'gone Hollywood'? Some otherwise undetected minor stroke, years before the major strokes that wrecked his health? Or are editors and collaborators like Mike Carr and Frank Mentzer rarer than you'd think?


At any rate, I think the break is definitely there, though the reasons behind it may remain murky. For my part, I've come over the years to appreciate the classic stage of Gygax's career, and his achievements then, rather than let the latter and much lesser work distract from them.

--John R.


*which is not on Elliott Bay
**including several who had worked at TSR, one of whom had worked with Gygax
***you know it's a bad sign when a review of the game starts with a spirited defense against charges that this is the worst rpg ever written





Monday, July 6, 2015

Old Times at TSR

So, yesterday I took a break from working on my paper and sorted out some more rpg magazines down in the box room, putting more on the pile to throw away. This time it was old issues of INQUEST and CONJURE, my thinking being that I cd do without price guides for ccgs some twenty years ago.*

I was glad that I skimmed through them first, though, because in the process I found two of the old TSR routing lists, which list all the designers and editors in the creative department at a particular time (mid and late 1995, respectively).

You see, back in the day, a bunch of rpg magazines (WHITE WOLF, SHADIS, &c) circulated through the design & editorial department, along with a box of comics (leftovers from the days when TSR had the Marvel license) and some misc. journals relevant to the industry (LOCUS, SCIENCE FICTION CHRONICLE), et al. And at one point I volunteered to keep track of them, starting them on their journey through the department desk by desk, for skimming or reading or ignoring, as each person saw fit.

All that's now moot, but the listing is interesting, to me at least, in and of itself for its snapshot of everyone who was in the department back then. For some reason that department has always been surprisingly opaque to those outside it, and most fans (and industry professionals), I've found, have no idea who does what on which projects, who was in-house and who was not, and the like. So here's a little contribution to the historical record.


THE FIRST LIST dates from June 1995, after what had been a remarkably stable department began to change, with the rate of change ever-increasing right up to the December 1996 smash.  Zeb Cook (1994) and Jeff Grubb (Jan 1995) had left the department, Rob King has transferred over to Books, and the big influx of people hired away from West End had just gotten underway (with Ed Stark being its harbinger). It's alphabetical and thus plays no favorites. A few names (Mike Nystul, Bill Olmesdahl, David Gross, Michael Huebbe) were added in while the list was in circulation (i.e., while the particular magazine this list was attached to made its way through the department), so I've gone ahead and included them as representative of a department in flux. A few are struck out, but I've left them in because I can't tell which left TSR and which just wanted not to be on the circulating-journals list. This makes the 'snapshot' a slightly blurry one, but it seemed good to err on the side of inclusiveness.

THE SECOND LIST is from a few months later, October 1995. I was experimenting at the time with different arrangements of the list: alphabetical, reverse alphabetical, by seniority, by reverse seniority, by degree of interest, to see what might work best. This one has added interest, to me at any rate, because it gives members of the department in order of seniority, from stalwarts like Jon Pickens and Steve Winter (who went all the way back to circa 1980-81)** to the newest hire, the now-legendary Bruce Cordell (I was happy to have gotten to edit both Jeff Grubb's final design before his departure and Bruce Cordell's first upon his arrival). Comparing it with the first list, I see that Wolf Baur and apparently also Tim Beach had already departed for Wizards and that the hiring binge had stopped, with Steve Brown (aka 'Stan!') the last of the West End hires and Bruce Cordell the last r&d hire for quite a while, or at least that's how I remember it.

One caveat: I shd point out that some of the names on this second list had been at TSR far longer than their ranking here wd indicate, like Harold Johnson (circa 1980?) and Skip Williams, Kim Mohan and Dale Donovan, who transferred in from other departments; they're given here in the order in which they joined r&d. Also, I've inserted myself into the appropriate spot in the lists.

A lot of talent. A lot of memories. A lot of unpaid overtime. Enjoy!


FIRST LIST (alphabetical, June 1995)
Rich Baker
Wolf Baur
Tim Beach
Carrie Bebris
Karen Boomgarden
Anne Brown
Tim Brown
Jim Butler
Michele Carter
Bill Connors
Monte Cook
Dale Donovan
Andria Hayday
Bruce Heard
Dori Hein (previously Dori Watry)
Slade Henson
Harold Johnson
Julia Martin
Colin McComb
Steve Miller
Roger Moore
Bruce Nesmith
+Mike Nystul
+Bill Olmesdahl
Jon Pickens
Thomas Reid
Steve Schend
Bill Slavicsek
Lester Smith
Ed Stark
Doug Stewart
Ray Vallese
Jim Ward
Sue Weinlein
Dan Wenger
Skip Williams
Steve Winter
David Wise.

[non-departmental:]
Stephen Daniele
Scott Douglas
Rob King
Duane Maxwell
Marshall Simpson
+David Gross
Carolyn Chambers
+Michael Huebbe.



SECOND LIST ("Seniority Has Its Privileges", October 1995)

John Pickens
Steve Winter
Anne Brown
Andria Hayday
William W. Connors
Steven Schend
Slade Henson
Dori Hein (formerly Dori Watry)
Colin McComb
Julia Martin
John D. Rateliff (Oct. 7th 1991)
Thomas Reid
Rich Baker
Michele Carter
Doug Stewart
Lester Smith
Bill Slavicsek
Skip Williams
Sue Weinlein
Monte Cook
Ray Vallese
Harold Johnson
Jim Butler
Steve Miller
Ed Stark
Carrie Bebris
Dale Donovan
Kim Mohan
Bill Olmesdahl
Miranda Horner
Kevin Melda
David Eckleberry
Keith Strohm
Cindi Rice
Steve Brown (aka Stan)
Bruce Cordell

[non-departmental]
Dave Gross
Stephen Daniele
Scott Douglas
Duane Maxwell
Robert Weise

Carolyn Chambers





xxxxxxxxxxxxxxxxxxx
--JDR

current reading: WILLIAMS AND THE ARTHURIAD by C. S. Lewis (re-reading)

current music: old cassettes (Boiled in Lead, Blondie)


xxxxxxxxxxxxxxxxxxxx


*a stack of CASUS BELLI are next up on the chopping block, being a good magazine in a language I only read haltingly and with difficulty.

**the true antediluvian at TSR back then was Dave Sutherland, employee number six (1976?), who has long since transferred into the mapping department, from which he had produced such masterpieces as the castle map for I6.Ravenloft.



Thursday, April 9, 2015

Elemental Evil, 5th edition style (D&D)

So, Tuesday (the seventh) was the official release date for the second* mega-adventure for the new Fifth Edition D&D: LORDS OF THE APOCALYPSE, by Rich Baker. I've been looking forward to this since I first learned it was on the way, having (a) been a fan of Rich's work for years** and (b) learned that it was a fifth edition successor/sequel to T1-4. TEMPLE OF ELEMENTAL EVIL, an adventure with a long and illustrious history. There are some (myself among them) who wd give this the nod as the single greatest D&D adventure of all time. It's certainly Menzter's masterpiece, *** his own 'personal best'. Even a decade after its release it was still selling 5k copies a year, simply by word of mouth, before it was deliberately taken out of print. And of course it had superb cover art by the inimitable Keith Parkinson.

That's a hard act to follow, especially when there's already been a 'Return to' back in Third Edition, wherein Monte Cook created a sequel to the original that's also highly regarded, if not quite the legend of the First Edition original.**** I played through T1-4 as a solo adventure, creating an entire party of PCs and running them through as DM, all through what wd otherwise have been a cold, lonely Christmas break  (I know I was fair because I lost a lot of PCs slogging through all the menaces in that Temple). But for RETURN I got to play in a playtest run by Monte himself. Unfortunately, deadlines being what they are, we didn't have time to play through the whole adventure: just the early parts (those set in the updated Hommlet), and in the mines, before the playtest had to wrap up so editing cd begin. I confess to this day I've never read the rest beyond Hommlet and Nulb, in the hopes that someday I might be able to play through the whole thing as a player. The publication of this new version has me finally admitting to myself that that's never going to happen, or at least that the chances of it are vanishingly slim.

So, given that background I was excited to hear that Rich and his team were going to tackle an old classic and give it a new Fifth Edition twist. I admit to being a bit disappointed when I heard it wasn't going to be an update nor a sequel per se but a new adventure addressing the same theme: Elemental Evil. Now that I've got a copy I need to read through this before I can give it any kind of evaluation about how well they pulled it off. The only things that stand out immediately are

(1) unlike the original, which was set against a backdrop that was officially somewhere in the vague world of Greyhawk but was genericized enough to easily drop into your own campaign world, this new adventure is firmly set in the FORGOTTEN REALMS. And I have to confess that, only three support products into the new edition arc (the Introductory adventure, the Tiamat adventure, and now the Elemental Evil adventure), I'm already tired of the FORGOTTEN REALMS, which I think has overstayed its welcome.  I come from the old tradition where each DM (or all the DMs belonging to the same player group) has his or her own campaign world, either creating his or her own adventures or adapting published modules into it with little regard for which TSR world they officially came from. So while I greatly enjoy some of the TSR/WotC game worlds (Ravenloft, Mystara, al-Qadim, and Eberron being particular favorites), I've never been one to ascribe much of a campaign's success to the world it was set in: the adventure itself has always been more important to me.

(2) I'm glad this is a campaign-adventure, a form I particularly like and think brings out the best in D&D:***** starting with low-level characters (1st level is best) and working them all the way up to 10th level or so by the end of the mega-adventure. The game is at its most challenging, and hence for me its most enjoyable, at 1st level, while it's good for those who persevere to receive the award of seeing that character come into his or her own by the end.

(3) My biggest complaint, and it's a biggie: the absence of author's name from the front cover. Or the back cover. Or the title page. The general impression WotC seems to be trying to convey is that all their products are produced by committee. I think it's an impression that serves them ill. The best adventures, and rules sets, et al, bear the distinct impression of an author's personality. Accurately crediting who wrote what is one of the most important things a publisher wants to convey to its audience. It's simple, it's useful, and it's the right thing to do.

--John R.

current reading: this and that
current audiobook: A History of Ancient Egypt
current viewing: RWBY, Howard Zinn documentary (YOU CAN'T BE NEUTRAL ON A MOVING TRAIN)




*we started at TSR the same month (Oct 1991) and I've long considered him one of the best TSR/WotC had to offer: one of the Great Underrated.


**the first having been the HOARD OF THE DRAGON QUEEN/RISE OF TIAMAT two-part mega-adventure by Wolf Baur, Steve Winter, and Alex Winter, which I have but have as yet only skimmed.

***although Gygax's name appears first on the cover, his contribution seems to have been limited to the already-published T1. Village of Hommlet and some notes regarding the subsequent adventure which he turned over to his amanuensis, Mentzer.

****it also ranked in the top ten in the Thirty Greatest D&D Adventures of All Time list, a few steps behind the original, at #4 and # 8 respectively [DUNGEON MAGAZINE #116, November 2004]. The only other 'Return to' adventure that made the top ten was Bruce Cordell's superlative RETURN TO THE TOMB OF HORRORS, at #10, which I think far superior to its original S1. (which came in at #3).


*****other exceptional examples of the campaign-adventure model being NIGHT BELOW by Carl Sargent and RETURN TO THE TOMB OF HORROR by Bruce Cordell, plus (non-D&D) SHADOWS OF YOG-SOTHOTH by Sandy Petersen (et al).



Sunday, November 17, 2013

The Survey

So, I continue to unearth items from the old TSR days in my slow progress through the Box Room. These range from the no-longer-of-use-to-anyone (a unopened box of business cards from Sheridan Springs Road) to still-interesting. in a historical kind of way.

One of the more intriguing of the latter is a plastic bag full of print-outs that turn out to be a hundred or so blank copies of a survey, all neatly hole-punched for placing in a binder but all blank. I remember the management at TSR had a great aversion to surveys, since the results inevitably contradicted their pre-formed opinions about our audience.* Nonetheless, I did do the occasional quiet surveys among the staff in the R-and-D department at TSR, to satisfy my curiosity about gaming habits among my co-workers, such as one in which I asked folks which rules they did and didn't use in their ADandD game.**

I forget the context for the survey I've just re-discovered, which is geared more towards habits among gaming groups: probably I printed this up to hand out at a GenCon seminar (circa 1994, '95, or '96). But if that's the case, I don't know why they weren't ever distributed. In any case, I think some of the questions still highly relevant, so I thought I'd share. Here's the Survey:

SURVEY BEGINS



SURVEY

What was the first role-playing game you ever played?

What is your favorite role-playing game?            Why?

What role-playing game do you play most often?            How often do you play?

Do you ever use modules, or do you make up your own adventures?

Do you ever run the same adventure more than once (i.e., with different groups)?

What's your favorite module of all time?            Why?
Last favorite?            Why?

Have you ever bought the rules to a game because you read and liked one of its modules?

Are there any games you regularly buy just to read, not to play?

How much influence does cover art have on whether or not you buy (or play) a game product?

Outside of a tournament, how often do you run or play a game using pregenerated characters from a module?

What is your campaign's most useful "home rule"?

Does your regular gaming group stay with one game system (e.g., AD&D), or does it "graze", continually moving from one game to another?

Within your group's favorite system, do you rotate between various settings (for example, AD&D's Forgotten Realms, Ravenloft, & Planescape; GURPS' Supers, Space, & Horror; Call of Cthulhu's 1920s setting, Cthulhu by Gaslight, Cthulhu Now), or do you stay in the same game "world"?

How does your group usually integrate new characters into an ongoing campaign?

Are they usually 1st-level/unskilled/beginners, or a compatible level with the rest of the party?

How often does the whole group roll up new characters?

How many people are in your regular gaming group?

What's the usual male/female ratio in groups you've played with?

What's the racial mix of your regular gaming group?

How often do you play a character of the opposite sex?

How often do you play a character of a different race (e.g., Caucasian)?

Have you ever played in an all-male or all-female group?
Was it noticeably different from your regular campaign?
How?

Is there more than one GM in your gaming group?            If so, does this affect the quality of play?            Do the various GMs take turns running the same campaign?

When was the last time your group invited someone who'd never played a role-playing game before to join in?



SURVEY ENDS

--John R.
current reading: IRON TEARS

*as in one DUNGEON magazine survey, which showed that the average DandD player was the age of a college student or recent graduate therefrom, whereas management was gearing product lines towards an imagined audience of ten year olds

**two rules nobody, but nobody used were encumbrance and weapon speed factor.

Sunday, October 20, 2013

Gary Gygax and the Chili Festival

So, one of the odder things to turn up in the preliminary sorting of old TSR stuff was a clipping from a local news paper of TSR founder and DandD co-creator Gary Gygax judging a local chili contest. I've attached a scan below, but being low-res newsprint the image doesn't reproduce all that well. Gygax is the second from the left.

I have no memory of this clipping at all, or any idea how it found its way into those papers. The date was sometime between February 5th (the date of the contest) and 14th (since, as Jeff Grubb pointed out, there's an add for Valentine's Day on the back), but I don't know the year; probably '95, '96, or '97. Nor do I know where it appeared, other than some local area paper (the classified ads on the back include return addresses for Delavan, where we were living at the time, as well as Elkhorn, where Jim Ward lived, and Whitewater, a little further off). The event was probably held at the Grand Geneva resort (since the contest's name is given as the "Grand Geneva Winter Carnival"), right there in Lake Geneva. I don't know what year this first such event was, but according to their website they're still having it as recently as this past February.*

It's kind of nice, though, to see Gygax in a non-gaming context, and to know he achieved some status as a local figure in his own hometown.

Here's the link:






--John R.
current audiobook: CATCHING FIRE (resumed)
current book: THE PRYDAIN COMPANION (MIchael O' Tunnell), tales of the Tuatha de Danaan (Lady Gregory)






*http://blog.grandgeneva.com/2012/01/grand-geneva-hosts-annual-winter-carnival/

Colin McComb of the Clan McComb

So, I've finally started to tackle the huge job of sorting through all the old boxes of TSR stuff -- not games but all sorts of paper: memos, meeting notes, schedules, galleys, and the like. One of the first things I found were color print-outs of prototype covers for the RAVENLOFT line, which help me more or less date this box to 1995/96, the five products being SERVANTS OF DARKNESS, CHAMPIONS OF THE MIST, the DOMAINS OF DREAD hardcover, THE SHADOW RIFT (which I wound up contributing to), and THE FORGOTTEN TERROR. Also here was a newspaper clipping of Gary Gygax helping to judge a cooking contest, a bunch of old business cards, a departmental survey (more on this in a separate post), two memos from our department's boss chiding the designers and editors for not meeting deadlines, and a sign-up sheet for Colin McComb's going away party. I took this last item and showed it to several fellow ex-TSR/ex-WotC folks, who thought it probably dates from August 1996 (though August 1995 is also a possibility).  Since it records a moment in time like a sort of time capsule, I thought I'd post an image and a transcription here, for those who might be curious about the group of people who produced so much good material back in what is now nearly twenty years ago.

First, here's a picture of me holding up the page in question. This was taken Wednesday night by JD Wiker at Steve Brown's birthday dinner -- just to show that we're still doing the same kind of thing all these years later (three of us on that sheet were actually at this week's dinner).






Next, here's the actual sign up sheet






Finally, here's my transcription of the name, since not all of them come through on the image. I've added some descriptors, but these may not be entirely accurate, since people moved around between jobs (such as Bill Connors and Steve Miller, hired as editors but then moved over to design, or Skip Williams, long a stalwart of the RPGA later moved over to RandD as a designer) and I don't know for certain the exact date of this event (probably 1996, but possibly 1995).  

First column:
Tony Szczudlo [artist]
Skip Williams [RPGA/designer]
Carrie Bebris [editor]
Thomas Reid [editor/creative director]
Monte Cook [designer]
Dori Watry [editor/creative director]
Dan Wenger [marketing, some (freelance?) design]
Lester Smith [designer]
Michelle Vuckovich [editor, periodicals]
David Eckelberry [editor]
Ray Valese [editor]
Val Valese [editor]
Jon Pickens [longtime editor]
Sean (Reynolds, I assume) [computer guy]
John D. Rateliff [editor]

Second column:
Mary Fleming [?]
Miranda Horner [editor]
Steven Schend [editor]
Sue Cook [editor]
Stan! (i.e., Steve Brown) [editor, designer]
Cindi Rice [editor]
William W. Connors [designer]
Shawn Costa [?]
Anne Brown [editor]
Duane Maxwell [designer/editor]
Bruce Heard [scheduling director and freelance coordinator]
Steve Winter [creative director]
Phil Athans [book department[
Doug Stewart [editor]

Third column:
Steve Miller [editor > designer]
Diezel [artist and mapper]
Rich Baker [designer]
David Wise [editor > creative director > department head]
Jeff Easley [artist]
Alan Pollack [artist]


Colin himself, of course, was a designer, and a very good one: one of those overlooked figures like Rich Baker or Bruce Nesmith (or, as editors, Andria Martin and Miranda Horner) who never got nearly enough recognition for just how good they were.  


So, best wishes to Colin here and now, with good memories of there and then.

--John R.

P.S.: By the way, this isn't by any means a complete list of everyone who was in the department at the time -- I can think of a dozen or so more designers and editors whose names aren't on the sign-up sheet -- probably because they had some other commitment that day: Slade and Bill S. and Michele C and Bill O. and Dale and Julia and Bruce C. and Keith and Andria and Karen and Harold and Ed and Roger. And I'm probably still forgetting a name or two even then. It was a big department. --JDR




Monday, September 2, 2013

Relics of GenCon II -- ADandD FIFTH EDITION preview

So, as mentioned in my previous post, the other spectacular bit of loot I got from this year's GenCon was the huge ADandD FIFTH EDITION preview, thanks to friend Luis (thanks Luis!). Called GHOSTS OF DRAGONSPHERE CASTLE, this is actually a 140-page adventure*  (which formed the basis of this year's DandD Open at GenCon), followed by 140-odd pages of rules for the new edition.

I've been in a playtest for 5th edition for quite a while now (actually, a sequence of several playtests over two years covering varying adventures with three different DMs), but not written about it here because of the NDA signed by all playtesters. But since WotC has now published a large fraction of said rules, there doesn't seem to be any harm in weighing in on some of the new rules thus made public: expect more posts from time to time on gaming topics arising out of this iteration of the rules-in-progress.

So, what's in this ruleset? Obviously, the rules needed to play the accompanying adventure. This explains the ability scores and bonuses derived therefrom, combat, equipment, healing, and the like. The two largest sections are spells (24 pages) and monsters (almost 50). Of these, the spells given are those for Clerics and Mages from 1st thr 5th level. Probably not the full spell lists even for those levels, but plenty to run all the adventures you want, and enough to see that this initial list, at least, is heavily dominated by the traditional ADandD spells: most of these appeared in the 1st edition PLAYER'S HANDBOOK (though with rather different effects), and even at the same levels.

The largest section of the playtest rules covers some ninety monsters , including such cult classics as carrion crawlers, the behir, giant frogs, stirges, trapper, lurker above, shrieker, and the one I'm most impressed with, green slime -- this last being a kind of touchstone between those who embrace Old School and those who disdain it. No piercer, rust monster, or roper, but then you can't have everything in a limited set like this one, which presumably features only those monsters encountered in the accompanying adventure.  The monster entries are on the long side, in keeping with the tradition of 2nd and subsequent editions rather than the admirable laconity of the old MONSTER MANUAL, but to their credit they don't devote a full page to each monster (2nd edition's worst mistake).

So, what's not here? Obviously, the biggest omission is character creation -- arguably the most important part of any roleplaying game. The pregenerated characters are (1) human cleric, (2) dwarf fighter, (3) human fighter, (4) elf mage, (5) human mage, and (6) halfling rogue. So just from this you can see that the four most popular character races (human, dwarf, elf, halfling) and four traditional core classes (fighter, cleric, rogue, mage) are in place. Too bad they didn't revert from the abomination that is "rogue" back to the simpler and more straightforward Thief, but at least 2nd edition's faux pas shift from cleric to "priest", undone by 3e, has stayed undone. As for the mage, I'm neutral whether character class (a favorite of mine) is called Magic-User (1st ed), Wizard (2nd, 3rd), or Mage (5th): it's all good. Wish I cd say the absence of gnomes here means they'll be dropped like the fifth wheel they are (one of the things the much-maligned 4th edition got right. sort of.), but it's probably only due to streamlining in the specific context of this adventure.

I'm a bit surprised they're planning to keep THE FORGOTTEN REALMS as the default setting; I'd have thought it'd have run its course. Apparently not: like a comic book company's continuity (DC, Marvel) apparently it can reset and carry on; its fans are that invested in their favorite game world.**


THE THING I LIKE MOST ABOUT THIS PRODUCT: old art. They've reproduced a wonderful mix of art from all different eras of the game, including a lot from the three classic 1st edition rulebooks. This is particularly satisfying to me because in my time at TSR, then WotC, and finally Hasbro I from time to time would put into an art order as pick-up to reproduce one of these old pieces, only to invariably have the art director veto it. She felt that the game had come too far and that the work of Trampier, Diesel, and Sutherland wasn't up to her own high standards. I thought the best of the old art matched anything the then-current lot of black-and-white illustrators were turning out. Some of the new ones were very, very good, but then some of the old art had also been very good, as well as evocative of a classic era.  Having lost those fights, it's good to see that old art making a reappearance here and now.

THE THING I DON'T LIKE: it's not a biggie, but I question the inclusion of snarky post-it notes. Some of them are funny, but they have a tendency to Mystery-Science-Theatre the proceedings.  Call it a personal quirk, but it's my belief that MST treatment shd be reserved for dreck -- and GHOSTS OF DRAGONSPEAR CASTLE is anything but.

Now, if only I cd find time to read the adventure itself.

--John R.
current reading: this and that
current audiobook: THE CANON, continued
today's song: "Surfin' Frog" from A TOWN CALLED PANIC
yesterday's game: MYTHOS (thanks Luis, Anne, Sig, and Steve M. for indulging me)
tonight's game: DandD 5th edition.





 *written by the amazing Chris Perkins, long the mainstay of that department and averter of many a disaster, being not only fast but good.

**I've always preferred homebrew when it came to campaign worlds, despite having worked at one time or another on most of TSR/WotC's ADandD worlds: the Known World (Mystara), the Realms, Eberron, Ravenloft, al-Qadim, SpellJammer, bits of Greyhawk, even a brief Planescape adventure. I think DarkSun and BirthRight might be the only ones I never worked on. Of all these, the ones I like best are the ones that offer a really different play experience from the default ADandD world: Bruce Nesmith's Ravenloft, Jeff Grubb's al-Qadim, and Keith Baker's Eberron. ***

***note that both Ravenloft and al-Qadim were edited by Andria Hayday, TSR's editor extraordinaire.




Wednesday, April 24, 2013

The New Arrival: GYGAX Magazine

So, the finger's healed up again well enough that I can resume ten-fingered typing. Time to start posting again:


I'd heard to the new 'TSR' and their launch of 'Gygax Magazine' a while back from folks in my gamer group better informed on the latest in the industry than myself. Curiosity got the better of me, so a few weeks ago I ordered a copy. It was a long time in coming, making me wonder if the print run on the first issue had run out or, just possibly, if the stock might have burned up in the recent fire in the Lake Geneva apartment of one of the Gygax brothers who are key players in the 'new TSR'.

Turns out not so; all was well, and the week before last (Th. the 11th, to be specific), it arrived in all its glory.

When I opened the mailer and saw the front cover, it was like a flashback to Lake Geneva days. I knew that 'Gygax Magazine' was a homage to the Good Old Days of DRAGON Magazine, but not that it was a sort of retro-clone. They've done everything possible to make this look like an issue of DRAGON: same typeface, same colors, same fonts, same layout, even same artist (i.e., they've commissioned a new piece v. similar to one that appeared on an actual DRAGON cover by the same artist who did the original).

Among the editorial staff are Tim Kask (the original editor of THE DRAGON, and later of ADVENTURE GAMER, wh. was itself an unofficial DRAGON in all but name*), Luke and Ernie Gygax (E. Gary G.'s sons), Jim Ward (whose roots at the original TSR go all the way back to METAMORPHOSIS ALPHA, arguably the first science fiction rpg, and the man who hired me to work at TSR back in October '91), Len Lakofka (author of the amazing L-series THE SECRET OF BONE HILL and THE ASSASSIN'S KNOT, among my all-time favorite adventures), and other names less redolent of the legended past. Diesel (one of the three original 1st edition MM/PH/DMG artists, the other two having been the late Dave Sutherland and the long-vanished Dave Trampier) and Tom Wham and Jeff Dee are listed among the contributing artists. They're even brought back Phil and Dixie with WHAT'S NEW by the ever amusing Mr. Foglio.

As for the contents, they're a mixed lot --- but then that was always the case with any given issue of DRAGON, too. Among the pieces that caught my eye:

--'The Cosmology of Role-Playing Games by James Carpio. Which deals not with the cosmology of rpgs, as one might expect from the title, but with sorting out a kind of graphic presentation showing the relationships between various generations of roleplaying games. Seeing how many of these names you recognize is a good way to confirm what era you yourself belong to; I myself knew and had played many more games near the core (e.g., Gangbusters) than on the peripheries (some of which I've never heard of, and cdn't swear actually exist without checking).

--Leomund's Tiny Hut, a column that ran for years in DRAGON, revived but with the name bizarrely enough changed to Leomund's Secure Shelter. This renaming is a good example of someone just not getting it: the whole appeal of reviving something old is to recapture its appeal and tap into that nostalgia folks who remember the original feel. Renaming it would be like Trampier reviving his famous old comic but changing the name to "Maggoty". A missed opportunity.

--Ecology of the Banshee. A classic feature that began before the first issue of THE DRAGON (it was carried over from THE STRATEGIC REVIEW), which just goes to show gamers never tire of monsters. This one expands the monster to include Peg Powlers (river-drowners); the art, by one Michael Kwiatkowski, is particularly nice.

--Jim Ward reminiscence strongly reminiscent of those 'Monty Haul' campaign write-ups that appeared in early (and I do mean early) issues of THE DRAGON, long before my time. Except that those were first-person, from the point of view of the characters suddenly swept away to the Starship Warden, whereas this piece is from the point of view of the players and DM.

--Ethan Gilsdorf's "The Future of Tabletop Gaming", an autobiographical description of early Dungeons and Dragon's appeal; bit of a surprise to see him here, since he's not one of the old-timers from early TSR.

--Michael Tresca's "D and D Past, Now, and Next". I found this the most interesting article in the issue, probably because it dealt with a topic of much interest to me: comparing the various editions of ADandD, in this case with particular reference to conversion ease or difficulty between editions. I was intrigued to note that Tresca seems to have blithely disregarded any NDA, given that his discussion includes the still-being-playtested 5th edition. Or perhaps I'm overstrict in my interpretation of NDAs. Still, quite a good piece, and one I'll probably re-read next time I run an adventure from one iteration of the game using the rules from a different iteration.


One column or feature I'm especially glad to see is "The Kobold's Cavern", as sort of mini KOBOLD QUARTERLY ensconced within the new magazine as a feature, edited by Wolfgang Baur himself (who, lest we forget, himself was once editor of DUNGEON in its glory days). Since K.Q. was the best of all the recent rpg/DandD magazines, and had recently wrapped up after a five-year (twenty-three issue) run, it's nice to see it'll carry on in some form.

Finally, there's an Adventure, a grand tradition DRAGON drifted out of, to its diminishment, when they decided to spin off their ready-to-run mini-module of the month into a separate magazine, DUNGEON. Though I enjoyed DUNGEON, esp. in its early days, I always regretted that decision, so it's good to see GYGAX magazine reinstating the old tradition. Haven't read this one ("GNATDAMP: A Sanctuary in the Swamp") yet, but looking forward to it. Oddly enough, there's no author credited in the adventure itself; you have to turn back to the Table of Contents page to find that it's by one Michael Curtis.


In keeping with the general tone of the issue, even the ads look Old School; I particularly liked one for a boxed set of miniatures (metal miniatures: v. old school indeed), clearly meant to recall/evoke the PCs sets TSR did in its early days.

And, at the very end, three comics: WHAT'S NEW with Phil and Dixie -- which proves that shtick still works just as well as it ever did; THE ORDER OF THE STICK, which seems to have run dry and just be going through the motions; and a new one called MARVIN THE MAGE, which I'd characterize by (rarely, for me) using a sports metaphor: a swing and a miss. I'd rather they reprinted a classic from the days of old, but then I suppose that'd require permissions.

Still: all in all, an enjoyable issue. I'll certainly be getting #2, supposedly due out in May.

--JDR
current reading: THREE GUINEAS by Virginia Woolf [1938] -- not one of her best efforts. Another 'swing and a miss', in fact. Though I'm finding it better than on my one previous reading, circa 1985.


*it even had FINIEOUS FINGERS as its ongoing gamer cartoon, Kask having taken this best of all early DandD cartoons -- indeed, arguably the best DandD/rpg cartoon ever -- with him when he left TSR.


Saturday, February 23, 2013

TSR documentary

So, I'm back.

Which is ironic, since I'm about to go away (on a trip, to a Tolkien conference), though at least I shd be on line for the duration.

The recent lack of posts has been due to my being on deadline, drafting my plenary paper for the upcoming Valparaiso conference. And no sooner had I gotten the draft done (me, early for a deadline; there was much rejoicing at the early Dance of Doneness) than I had a review due (or a little past due). That now being off as well, barring any requested revisions, it's high time I started dealing with the backlog of blog topics I've been wanting to get to.

First and foremost there's this documentary of TSR, filmed back in 1997, which has been making the rounds online lately. It's great fun seeing familiar faces from my co-workers--in some cases with more hair and less grey--back in the Lake Geneva days, this having been filmed in the final days of TSR as an independent company (just before the buyout by Wizards of the Coast and the move from Wisconsin to Renton).

Here's the link: http://www.youtube.com/watch?v=Tq8G-gjpWM8

Particularly impressive are the bits from Gygax: this is the best interview I've seen, heard, or read of his, esp. where he's straightforwardly discussing his and Arneson's respective contributions to the game. Gygax had a tendency from the mid-80s onward to engage in revisionist history,* but not here. Good for him, and good for them for getting it down and preserving it. It captures him at his most outgoing, good-humored, and appealing self.

Since they don't identify who most of the TSR employees shown in the film are, thought I'd name-check a few. Those who were identified include Lorraine Williams (owner and boss), plus group leaders Steve Winter, Harold Johnson, and Thomas Reid.  We see Bill Slavicsek running an ALTERNITY game for Rich Baker (who co-created that game with Bill), Dale Donovan, Michele Carter, Dave Eckleberry, and Sean Reynolds. We also see the DUNGEON boardgame being run with great gusto by Jeff Grubb for a trio which includes Dori Watry, Dawn Murin, and I think Bruce Nesmith. We don't actually see anyone playing D&D, oddly enough, aside from Bill Conners running a demo at GenCon.

We see artists (Diesel, Todd, I think Rob, and esp. Jeff Easley), who they keep coming back to (it being more visually appealing to show artists painting than to show writers writing or, God knows, editors editing). I suspect this is why the piece is short on editors: I didn't see Anne or Andrea or Sue or Julia or Keith or Miranda or Stan. Some of those I'd love to see are absent for another reason: like me, they'd been let go in the Great Christmas Layoff of December 1996, just before this was filmed. Some of us were hired back as soon as WotC bought the company that summer; others who'd survived the lay-off decided not to make the move out to Seattle. So for both its virtues (it handles the Egbert flap with even-handed dispatch) and vices (they keep showing video from that horrible DRAGONSTRIKE game, and its even worse never-released sequel WILDSPACE), it serves as a neat little time capsule of a lost world.*

I guess nostalgia is all about remembering the good parts version of events and not the other side (which wd make a great story all on its own). If there's time, I'll have to swing by the old 221 Sheridan Springs Road when I'm in the area week after next.

--John R.
current reading: FROST by Donald Wandrei, and THE COMPLETE CALVIN AND HOBBES TREASURY by Bill Watterson, Vol. III


*e.g., when he claimed Tolkien had no influence on DandD


**including the little bit of footage from GenCon, and the (since discarded) TSR Castle dominating the Dealer's Room/Exhibit Hall in MECCA (since destroyed by Milwaukee and replaced by a newer conference center with less room, a prime factor in GenCon's leaving Milwaukee altogether)



Monday, April 2, 2012

Ex-TSR

So, a few weeks ago I got an invitation to attend a gathering of old friends, fellow former employees of TSR, in conjunction with 'GaryCon', a small rpg convention being held in the Lake Geneva area. If I'd been in the area I'd certainly have tried to drop by, but two thousand miles is a lot to travel at short notice, especially in a year that looks to be full of trips: to a Tolkien event in Commerce, Texas next month; Kalamazoo the month after; another gathering in mid-summer, a trip to England in the fall, and one to Marquette in October --plus, of course, such trips due to family emergencies as may arise.

Luckily, as Janice pointed out to me a few nights ago (Tuesday, while I was making us some Moroccan soup, the only dish I know how to make that calls for saffron), Bruce Heard has elected to post three detailed day-by-day accounts of the event, here:


and here:


and here:



Looking through these evokes a lot of nostalgia. TSR was a terrible place to work, in that they gave you far more work to do than you could get done in the time allotted, forcing everyone to work evenings and weekends week after week, month after month, year after year (more than one of my co-worker's marriages fell apart under the strain).

But, contrasted with this, it was a great job because you got to work on D&D all day every day, which was amazing: to do the thing you love as your job makes you one of the luckiest people in the world. And you got to work with the most amazing group of talented, quirky, creative, likable, people-who-get-it co-workers you cd ever ask for. People who loved games so much that in addition to working on games all day they played games during their lunch hour in the Games Library; most were also in at least one, often two evening games that meet weekly after hours.

Looking through Bruce's report, I'm glad to see so many people who were my co-workers could make it for the Lake Geneva event: Bruce himself, Diesel, Dale & Cindi, Jeff Easley (shd I mention that editing WRATH OF THE IMMORTALS was my first solo/non-mentored editing job at TSR?), Jim Lowder (the one TSR employee I'd known long before starting at the company, from his Marquette days), Jon Pickens, Lester, Sue, Jim Ward (originator of the annual telling of the story of The Day That Will Live In Infamy), Skip & Penny (Skip and Jean Rabe being the other two TSR employees I knew before starting work there, from my having helped out with RPGA tournaments at GenCon for several years; the first job I applied for at TSR actually having been with the RPGA, a few months before I landed the editing job), Karen, Harold, Dave Wise, and others. There were other people whom I know but who didn't overlap with my time there, like Margaret Weis and Doug Niles; others I've met or at least seen in person but who wdn't remember me, like Mike Carr (the man who knows where all the bodies are buried) and Frank Mentzer and Tom Wham; and still others who remain for me wholly in the realm of legend, like Tim Kask (the original editor of THE DRAGON, and later of his own successor magazine which I quite liked when I discovered old copies of it a decade or so later) and Dave Megarry (creator of the DUNGEON boardgame), Allen Hammack and Jean Black.

As many people as showed up, there are others I'd love to see at such a gathering who seem not to have made it: Slade Henson, Steven Schend, Colin McColm, Andria Hayday (the best editor/developer they ever had), Miranda Horner, Julia Martin, Roger Moore, &c &c. And some who aren't with us anymore, like the late great Dave Sutherland (TSR employee #6), who had seen it all and was full of stories about the legended past. Luckily, some of my friends from the old days I still get to see on a regular basis: Jeff Grubb, Wolfgang Baur, Steve Winter, Steve ('Stan') Brown, and Monte Cook are all in my gaming group, while occasionally but less often I get to see other friends like Bruce Cordell (whose first TSR product I edited, some fifteen years ago now), Steve Miller, & Rich Baker (who started work there just a week after I did but whose tenure there stretched a full twenty years). In the end its the memories, the friendships, and the publications resulting from all that creativity that remain behind. Thanks to Bruce for stirring old memories, but in a good way.

--John R.
--not older than dirt, but definitely paleolithic.

Friday, October 7, 2011

It Was Twenty Years Ago Today . . .

So, I thought of naming this post something like "TSR (New Fish, Twenty Years On)", but in the end had to go with the Sgt. Pepper reference.

Today marks exactly twenty years since I started work at TSR, back in the Lake Geneva days. I was one of four new hires that month, so we all had the 'New Fish' lecture together from Jim Ward, the head of our department; my immediate bosses were Steve Winter (AD&D core group) and Bruce Heard (D&D group).

Of the four of us, I started first (Monday October 7th, 1991). Rich Baker and Thomas
Reid started together a week later (Monday October 14th) and Wolfgang Baur started the week after that (Monday October 21st). I suspect I started a week before Rich and Thomas because when the nice lady at TSR called and offered me the job and asked when I could start work I answered, well, that afternoon and the next day are pretty busy; would the day after tomorrow (a Wednesday) be okay? They assured me that the next Monday (the 7th) wd be fine, which gave me the rest of that week to finish up my paper on Charles Williams' best play (TERROR OF LIGHT) for the Huttar-Sckakel collection (THE RHETORIC OF VISION, eventually published in 1996). I was living in Milwaukee at the time, so I cd commute from where we lived on the Lower East Side; I suspect the others got hired on the same day and were given two (or, in Wolf's case, three) weeks to move into the area.

A lot of water under those bridges since then. Rich quickly became one of TSR (& later WotC)'s best designers, as well as at one point a brand manager (of the Forgotten Realms) and novelist in the TSR book line (I recommend his Ravens' Bluff novel, although my favorite of his novels, the BIRTHRIGHT one, never got published in its original form, alas). And now Rich has just completed the unprecedented achievement of spending twenty consecutive years working in the rpg department at TSR/WotC. No one else has ever done that in TSR/WotC's thirty-eight year history,* and there can't be many at any rpg company who can boast a similar record.** Well done, Rich!

Thomas*** went from editing (with the occasional freelance design) to eventually brand manager of the core AD&D line (wh. throughout the early nineties was overseen by Steve Winter, one of the unsung heroes of TSR days), before eventually leaving to work in the computer game industry, like so many others who got their start in rpgs (cf. Jeff Grubb as an outstanding example). Last I heard, he was back in Austin, still working on novels and computer games.

Wolf I see the most of, since we're in the same gaming group (though with the newborn his attendance is mostly in abeyance right now). He became consecutively the editor of DUNGEON and then DRAGON, as well as building up quite a reputation as a freelance designer, particularly of al-QADIM. He was also the first of us to leave TSR, making the move to Wizards well before TSR went on the rocks and eventually leaving WotC in turn before the layoffs started there a few years later. These days he manages his own little rpg empire, Open Design (for which I've freelanced several times), with his own magazine KOBOLD QUARTERLY.

And I, through three distinct stints at TSR (1991-1996), WotC (1997-2001), and WotC/Hasbro (2003-2005), got to work with a lot of great people, many of whom I still consider close friends, and got to work on a lot of great projects, most of which I'm proud to have my name on. And through it all, in what little bit of "free time" I cd manage, I kept plugging away at MR. BAGGINS, which I'd started in earnest just about the time TSR hired me (Taum having died in August, less than six weeks earlier), though in the end I was only able to finish it by working full-time on the thing in the year and a half after I left WotC for the final time. And since then it's been the Independent Scholar route, buttressed by the occasional freelance.


...................................
*Kim Mohan, their managing editor (the final set of eyes who proofreads every rpg product before it goes out the door) has been there longer overall -- I remember he got his twenty year pin not long before I left for the last time in December 2005 -- but he'd had a hiatus, having worked at TSR (where he was the second editor of DRAGON MAGAZINE), left to follow Gygax to New Infinities, and then came back after Gygax's new company collapsed.

**Lynn Willis of Chaosium, perhaps?

***historical trivia fact: Thomas's grandmother is one of the two people who could testify that Lee Harvey Oswald had been in the Texas Book Repository at the time Kennedy was assassinated in Dealey Plaza, having run into him at the soft drink machine as he was making his way downstairs a minute or so after the shooting (the other being Robin MacNeil, later of the MacNeil-Lehrer News Hour, who had a brief exchange with Oswald as the later was leaving the building).

Update: having half-drafted this piece, I fell into one of my not-posting spells that strike every now and then, and so am only now (Fr. 10/14) resuming. In the meantime I've been able to see a few more old friends from TSR days of yore: Miranda Horner, Bruce Cordell, and Monte Cook. Been good to reminisce and catch up a bit on what they're doing now. Many the best thing about working in the rpg industry is the number of really interesting, really nice people you get to meet along the way. --JDR


Monday, March 28, 2011

Sendak's HOBBIT

So, thanks to Janice, who got it from Wolf, here's the link to an interesting piece by artist extraordinaire Tony DiTerlizzi --who I remember back from his first major TSR project, the third edition MONSTER MANUAL (I being one of the four-man Monster Selection Committee for that book, along with Tim Beach and Jeff Grubb and, I think, David Wise); I prize the medusa he drew in my (now rather battered) copy when I asked him to sign it. Later he really made a name for himself doing the iconic art for PLANESCAPE (true confession time: the only thing I liked about that setting was the DiTerlizzi art, which was wonderful) -- the associated BLOOD WARS collectable card game (by Steven Schend) is almost a pocket-sized gallery of his 'greatest hits'.

And now DiTerlizzi, who's since made a name for himself with the Spiderwick Chronicles as well, has posted an essay about the failed project in the mid-1960s to have Maurice Sendak illustrate THE HOBBIT:


Reading over this, I'm glad to see the one piece with Bilbo and Gandalf, which I rather like. It's nice to know that the copy of THE HOBBIT with Sendak's little thumbnail sketches in it survives and is now at the Beinecke; I hope these will be published someday. But I don't think it's a tragedy that this edition never took place. I like Tolkien's own illustrations better than those of any other artist I've seen tackle the job. Even when they're artists I like and the results are really impressive; Tolkien's art is part of the book for me in a way that even really good art by someone else can't be. And if we were going to get a talented children's illustrator of the era to do THE HOBBIT, I'd rather it have been Mercer Mayer than Sendak, whose work is too idiosyncratic for me.

But now that I've seen this, and the context, I find myself wanting to see DiTerlizzi's TUOR someday . . .

--JDR


POSTSCRIPT: Wayne Hammond, over on the MythSoc list, has posted a message with some more information on this collaboration-that-never-was, as recorded in publishers' records (as opposed to the word-of-mouth (Sendak > Maguire > DiTerlizzi) account:


--John R.

PPS: If you follow the link to DiTerlizzi's site, you might find it amusing to click on the second link to the right ("Thrones") near the picture of Peter Jackson with hobbit-pipe, which leads to a puff piece about THE GAME OF THRONES and how it's totally way better than Peter Jackson's LotR because it's got boobs and beheadings and stuff, and one of the characters likes to go to brothels. Oh, and one of the script writers finds that "[A]t this point in my life as a 40-year-old man, I am much more excited by [Martin]'s stories than I am by "Lord of the Rings". Which, I think, says it all.

As for me, I like Sean Bean, but not enough to watch ten to twenty hours out of The Book That Never Ends -- I'd want to try reading A GAME OF THRONES again first, and see if I cd get all the way through it this time.


Sunday, December 21, 2008

Layoffs at Wizards of the Coast

Day before yesterday I had lunch with one of my friends who was caught up in what has become one of the holiday season's worst traditions: Christmastime layoffs at WotC. Having been there myself, I wish everybody who was part of this one good fortune in job-hunting and the smoothest possible transition to life on the outside, as part of what I've come to call the Great Majority: ex-TSR, ex-WotC.

And I really don't know what else to add. I didn't hear word about what'd happened until late the day after, and was so upset I couldn't draft a coherent response for a week. And when I did, it was so strongly worded that I was advised not to post it. For a more moderate response, see Jeff's posting at Grubbstreet (http://grubbstreet.blogspot.com/2008/12/layoff-thoughts.html)

I guess all I'd add is that I'm sad to see folks let go who have put in five, ten, fifteen or more years working there. And I'm sad that, so far as I can figure, they're now down to between eight to twelve people left from among those I worked with at the old TSR in Lake Geneva, auld lang syne.

--John R.

Tuesday, October 7, 2008

Two Anniversaries -- TSR

So, seventeen years ago today (Monday October 7th 1991) was my first day of work at TSR, back in the days when there was still a TSR, at Lake Geneva, back in the days when the folks who made D&D were still based in Lake Geneva. There's been a lot of coming and going, a lot of good people I'm glad to have had the chance to work with, a lot of projects I'm proud to have been part of. The hundreds of hours spent commuting in the worst Wisconsin winters had to offer, and only spinning out backwards across four icy lanes of interstate traffic once. All the unofficial overtime, and all the extra work we put in to make projects better. A whole department full of smart, creative, talented people who were in it for the love of the thing, not the money. The most disfunctional upper management I've ever encountered anywhere (far worse than the worst academic politics I came across, worse than government bureaucracy), and the smart, savvy lower management who did the best they could under the radar to help us turn out adventures and sourcebooks, the best of which were the best of their kind in the world.

I started the same month as Rich Baker (10/14-91), Thomas Reid (ibid), and Wolf Baur (10/21); Tim Beach came on in the RPGA about a month later. Of us all, Rich is the only one still at TSR > WotC > Hasbro; he's now been there longer than icons like Zeb Cook or Jeff Grubb had been when we first arrived, and last time I checked was still turning out first-class material that shd have long since ranked him as one of the legends of the industry. Thomas moved up into management, then out into freelance fiction and, later, working on the computer gaming side of the industry. Tim drifted out of the industry, unfortunately, though he had a good run (about five years) and still puts in a good appearance at the occasional con. And Wolf had the savvy to see the writing on the wall and shift from TSR to Wizards of the Coast before the Day of Doom in Lake Geneva, then similarly moved on from Wizards to Microsoft a few years later before WotC became a 'brand' of Hasbro; more recently he's staked out his own territory with the Open Design project and his own magazine, KOBOLD QUARTERLY.

So, here's a cup of tea (Keemun) raised to colleagues past.

--John R.