L to R: Mike Mearls, Jeff Grubb, Ed Greenwood, Steve Winter, David Cook |
The panel was jam-packed with lots of charming anecdotes of the panelists' time working for TSR, either directly, as in the case of Grubb, Winter, and Cook, or as a freelancer, as in the case of Greenwood. Indeed, one interesting story hinges on the fact that Ed Greenwood was never actually employed by TSR, except on a contract basis, even though many people falsely assume that he did (owing to how often his name appeared on TSR products). Ed recalled that he would often spend a week or so after GenCon each year, hanging around the TSR offices so that he could help plan the next year's release of Forgotten Realms products.
While present in Lake Geneva, Greenwood was often asked by the staff designers and editors to act as their go-between with the dreaded Lorraine Williams, who ran the company after the ouster of Gary Gygax in 1986. According to Ed, Williams would always use the elevator to reach her office rather than the stairs. He would lay in wait near the elevator until she appeared and then get in the elevator with her. Once the elevator's doors had closed, he'd tell her something that needed saying but that none of the salaried employees could dare to say. Williams would listen and then ask Greenwood, "Do you work for me?" He'd emphatically reply, "No," and she'd reply, "I see," the implication being that, if he had been so employed, he no longer would have been. Williams sounds like she was a real piece of work.
Equally interesting was the fact that TSR Hobbies rarely knew what it was doing. The company survived and prospered largely due to just how popular Dungeons & Dragons was. TSR could afford to lurch from one decision to the next without any real plan, because D&D sold very well and TSR's creative staff did a good job of making products that gamers wanted. This lack of planning extended to the company's annual product schedule, many of whose products began simply as titles intended to fill an empty spot rather than anything more detailed. Cook mentioned a couple of humorous examples of this – the Expert-level module, The War Rafts of Kron and the Oriental Adventures scenario, Mad Monkey vs. The Dragon Claw. He came up with both titles, but it fell to the writers ultimately assigned to them to determine exactly what those title meant.
Another topic of discussion was why TSR produced so few products for the World of Greyhawk line. Apparently, it's a popular conspiracy theory among some fans that TSR hated Greyhawk or that there was an intention to slight Gygax's campaign setting. That's not true at all. There were many proposed Greyhawk products over the years that never saw the light of day. What prevented their being developed was Gygax himself. Since he was Greyhawk's creator, he had to sign off on any proposals for the game world. He was often too busy to do so in a timely manner and, as a consequence, these products were among the first to be cut from the schedule (during the annual "St. Valentine's Day Massacre," when, each February, the release schedule was adjusted and certain products were eliminated).
At the other end of the spectrum, the panelists also spoke very fondly of their days working for TSR, as well as the other editors, artists, writers, and designers with whom they worked. Lake Geneva is a small place and, based on the stories they told, very few people in town really understood what TSR Hobbies did, let alone played RPGs. Consequently, the creative staff became more than just colleagues: they were friends, too. I have to say that, more than anything else they said, this fact really touched me. I'm so happy to know that, despite all they had to put up with, they still look back on their days at the company – and at each other – with obvious affection. I've talked before about my own youthful attachment to TSR, so hearing that people who worked felt similarly does my heart good.
Sadly, the panel was only an hour long. I could easily have listened to the panelists talk for two or three times as long about their days at TSR and never gotten bored. Fortunately, Gamehole Con is a small enough con that it was very easy to find and approach these fine gentlemen on my own and chat with them a while about these and related topics. It's one of the best things about GHC – one of many – and I am so happy to have gone this year. I'm already looking forward to October 2025, so I can return.
I recognize podcasts and smart phones go hand in hand, but there's a podcast called "When We Were Wizards" that discusses the history of TSR. It begins with Gygax and his buddies in his basement and goes through his ouster from the company. The creators managed to interview folks who were there at the beginning (including Gary's ex-wife and his sons) and others who worked with him as they grew the company. It's quite interesting.
ReplyDeleteSeveral people have recommended it to me recently, so I should definitely check it out. Thanks for reminding me again of its existence.
DeleteJames OMG you have to listen to "When We Were Wizards"
DeleteYes! Another recommendation for that podcast. I've read a lot of the history of TSR from Jon Peterson and others, but still learned some new things. In addition, it was great hearing about it directly from the people that were there!
DeleteMe three. Four? Five? Also, NBC news just did a little snippet on the resurgence in popularity of disposable cameras amongst GenZers, now delighted by the delayed gratification of waiting to see how the pictures turned out. No sign of the return of FotoMats however.
DeleteThe eternal battle between Creative and Commercial is probably older than marriage. There is likely a cave drawing in Siberia with one guy posturing "It'll be Awesome!" and the other guy says "We can't use all our firewood on one huge fire!".
ReplyDeleteThis game is a cultural landmark. It deserves a full treatment, Netflix style perhaps, a series. Something real and fact-checked and with participation from the Creative, Commercial, and Executive tiers, however flawed. Has anyone ever witnessed perfect synergy on a corporate level, ever? No.
This has been realized for Professional Wrestling, Adult Entertainment, endless Serial Killer investigations, regional or religious conflicts, Social Networking . . . you name it. There are at least five sides to every story. The other four should be captured before the players are gone.
This game deserves - no, has endured, and grown, and earned - a lasting public legacy beyond the one it has created unto itself.
I have read a few books on the rise and fall of TSR. It should probably be taught in business school about how not to run a company.
ReplyDeleteMy first job was working at a business magazine, and my experience there (as well as navigating the husband-wife publishing team who put out the pub) taught me that most businesses succeed in spite of themselves and their owners.
DeleteThis was driven home a few years later when I worked for a game company that included another pair of husband-wife owners. Talk about how not to run a company! I was shocked to find out recently the publisher was somehow still around.
Is the guy on the left really Mike Mearls? Google says that he's only 49.
ReplyDeleteYes, absolutely.
DeleteI have a magic aura that makes people think I look older or younger than I actually am.
DeleteGlad you enjoyed the panel! The easiest event I've ever had to moderate, and I agree that we could easily have done two hours. I think it was recorded, so hopefully it'll be available online.
ReplyDeleteSounds like a good event. While the assembled group were only able to do an hour I do think strongly that it would be a good idea to record oral histories from all of these early game pioneers.
ReplyDeleteThe creative juices flowing through that room must have been amazing! I too am fascinated by the paucity of actual Greyhawk product during TSR's early 80s heyday, on the heels of that amazing campaign setting map, and would love to learn what happened.
ReplyDelete"Another topic of discussion was why TSR produced so few products for the World of Greyhawk line."
ReplyDeleteAfter being ousted from TSR in 1985, Gary Gygax sued not only over control of TSR but also over ownership of the Greyhawk IP. In consequence of this, TSR was forced to discontinue Greyhawk products for the year that the court case lasted and chose to wait longer before resuming, with the Forgotten Realms replacing Greyhawk as the default, 'standard' AD&D campaign setting.
Even so, TSR published 17 Greyhawk adventure modules for AD&D 2nd edition in just the four-and-a-half years to the end of 1993, as well as two books containing setting material, a City of Greyhawk box set in 1989, a Monstrous Compendium appendix in 1990, a Greyhawk Wars box set in 1991, and a From the Ashes box set in 1992. Not to mention the pre-2nd-edition Greyhawk Adventures hardcover book in 1988 or the infamous Castle Greyhawk module released earlier that same year.
Gygax himself was responsible for any paucity of Greyhawk material prior to his ouster, caused an interruption in the Greyhawk product line due to his litigation, and was indirectly the cause of TSR"s eventual cancellation of Greyhawk at the beginning of 1994. However, post-Gygax TSR supported Greyhawk quite extensively for the few years between the resumption and the cancellation.
This entire bumpy road sounds like a rock band that finally graduated from station wagon to tour bus. Real money and lawyers got involved.
DeleteFor the lower-spectrum IQ guys like me, Greyhawk appears to have been the "Forgotten" Realm, pending litigation and remedy.
Netflix Series.
Did any of the creatives recognize your name and blog?
ReplyDeleteYes, though, to be fair, most of them were already acquainted with me previously (I'd interviewed most of them at one point or another).
DeleteStill waiting for the definitive tale of the Williams era of TSR, which had a number of highs but also the ultimate of lows. And sadly, Jim Ward has passed on so we've lost one of the people who was really there in the middle of all of it. But anyone who reads The Game Wizards will walk away thinking "It's amazing that D&D ever survived" and "Holy cow this was an incredibly amateurish operation with terrible business decisions and awful self-dealing done by the principals."
ReplyDelete