Showing posts with label hendryx. Show all posts
Showing posts with label hendryx. Show all posts

Monday, April 26, 2021

Different Worlds: Issue #12

Issue #12 of Different Worlds (July 1981) is the first monthly issue of the magazine, all previous ones being bimonthly. It also features cover art by William Church, whom I will always associate with RuneQuest and the wonderfully evocative map of Prax that appeared in the game's rulebook. 

"Meaningful Names for Characters" by Jane Woodward is the issue's first article and it's a big one – eight pages – consisting largely of lists of names and name elements from a variety of languages, both real (Old English and Welsh) and imaginary (Quenya and the Black Speech). The idea behind that article is to encourage players to come up with better names for their characters than "bad puns or meaningless constructs." I'm deeply sympathetic to this perspective; I think character names are important. At the same time, I prefer names to be rooted in a game's setting rather than by recourse to whatever language catches one's fancy, regardless of how appropriate it is (and it's never appropriate, in my opinion, to use Tolkien's languages, unless one is actually playing in Middle-earth).

"The Full Circle" by Robert Lynn Asprin is a preview of the upcoming Thieves' World RPG supplement, based on the anthology series of the same name. Asprin talks not just about the supplement itself but the ways that his experiences as a referee and player affected his decisions in putting together the anthologies. The article's title is thus a reference to the way that roleplaying games were influenced by literature, only for literature, in turn, to be influenced by RPGs. Though brief, Asprin provides some fascinating insight into these matters and I was glad to have read what he had to say. "Bersekers" by Laurence J.P. Gillespie is an overview of Norse berserkers from the perspectives of history and myth, with a few suggestions on how to use them in roleplaying games. 

John T. Sapienza reviews several new sets of Zargonian paper miniatures from Bearhug Enterprises. As in his review of earlier releases in this series, Sapienza thinks highly of these miniatures. The issue also includes many other, generally shorter reviews, most notably those of The Isle of Dread (for D&D), Plunder and Rune Masters (for RQ), Thieves' Guild, and the D&D Basic and Expert sets. All these reviews are positive, though, perhaps unsurprisingly, the review of the Basic and Expert sets include a number of cavils about Dungeons & Dragons and its approach to both rules and presentation, even though D&D clearly appeals "to a lot of happy adventure gamers." 

Larry DiTillio's "The Sword of Hollywood" column continues, focusing this time on the still-untitled second Star Trek movie, Clash of the Titans, Dragonslayer, and Conan the Barbarian. There's also mention of multiple fantasy films supposedly in the works, almost all of which DiTillio believes will never see the light of day. His instincts were indeed correct, as the only one that seems to have seen the light of day was The Beastmaster, unless "The Dragons of Krull" was a working title of 1983's Krull. 

Gigi D'Arn makes another appearance, providing some interesting gossip, chief among them being that TSR was rumored to have laid off "a dozen or so employees for 'bad attitude.'" This is no rumor but fact: starting in April 1981, TSR fired Paul Reiche, Evan Robinson, Bill Willingham, Jeff Dee, Kevin Hendryx, and others. There's mention, too, that Dave Arneson "settled (happily)" with TSR and that Greg Costikyan "hasn't been heard from in a while," followed by an appeal to "people who know his whereabouts" to contact the Game Designers' Guild. I have no idea what this might have been about. Gigi also references a "Troll Ball" game from Greg Stafford, which will have miniatures sculpted by Steve Lortz. I assume this never came to pass and that the rules were later incorporated into Trollpak.

Issue #12 is unusual in that, although it's the same length as previous issues (48 pages), it feels shorter. I suspect that has to do with the fewer articles in this issue and the presence of huge numbers of advertisements. Now, I actually like seeing these ads, since they're a terrific way to remind oneself of the state of the hobby in 1981, but, in terms of actual gaming content, this issue seems a slight downgrade to past ones. Here's hoping future issues will see a return to previous form.

Monday, July 6, 2009

Howard Thompson

In the comments to my recent interview with Kevin Hendryx, there was a request for more information about Howard Thompson of Metagaming. Mr Hendryx passed along the following for those interested in such matters:
Howard Thompson still lives in the Central Texas area -- I've forgotten exactly where, I want to say Georgetown or another small town within Austin's outer orbit. He went back to state employment after Metagaming and is now retired. He is active in a local atheists group and occasionally pops up in the newspapers in his role as spokesman -- I've seen a photo in the past few years and some letters to the editor from him in the newspaper. He seems to have put Metagaming far behind him -- he's never been in touch with me since 1983 and doesn't seem active in any gaming scene I'm aware of.

Wednesday, July 1, 2009

More Hendryx Information

In the first part of my two-part interview with ex-TSR designer Kevin Hendryx, Allan Grohe asked the question, "Do you touch on the ex-TSR folks' infamous newsletter, by chance? IIRC, Kevin was one of the primary instigators of its creation and distribution!" In answer, I have a reply direct from Kevin Hendryx himself. He says:
Lawrence Schick and I began this little private fanzine/newsletter in 1983, while we worked in the same office at Coleco. Just as a lark, and an outlet for our energies and a desire to maintain ties among the ex-TSR crew.

I sold my original two sets of this ("The CTHULHU CHRONICLE") in late 2007 to an avid TSR collector. There were 7 issues, if I recall correctly, published irregularly and only circulated among ex-TSR staff. Plenty of gossip and humor (?) and in-jokes, fully illustrated and wacky. We got contributions from other TSR alumni, including a few pages of hilarious sketches and jokes done by Paul Reiche and Erol Otus when they were completely sloshed, but mainly it was created and assembled by Lawrence and myself, photocopied, and sent out. Only a few dozen of each issue were ever "published". Industry news, gossip, deliberate lies, parodies of TSR products and employees, doodles -- it was like a MAD magazine for the in-crowd. When I left Coleco it became too much work for Lawerence on his lonesome so he folded it and started his "The Fort Mudge Moan" private fanzine instead, which ran for another few years but was primarily interested in comic books, not the game biz.
And there you have it.

Saturday, June 27, 2009

Interview: Kevin Hendryx (Part II)

4. Do you recall why this reorganization occurred? Was this part of TSR's phenomenal growth in the early 80s or was it the result of other internal pressures within the company? 



We were not privy to TSR's executive management decisions, except what we were told or what was rumored, so in a way I can't answer this except from my own perspective, and according to what we believed at the time or might have learned later. 

Tensions and tempers ran hot during that period. Product Development was full of a bunch of mainly younger, intense guys bursting with energy and enthusiasm; above us were more and more non-gamer business and marketing men, who seemed to have the ear of the executives and whose priorities were not our own.

The conflict between these attitudes and expectations led to unpleasant situations at TSR beginning in mid-1981 and recurring at regular intervals thereafter, as far as I am aware. The company would periodically swell with new staff, then constrict when times grew lean. People were summarily fired or laid off at the whim of management. The problems in early 1981, however, were not financial, but philosophical. In those days, cronyism was rampant at TSR, at every level -- old friends, in-laws, and whole families dominated entire divisions. Some factions were more powerful or better connected than others.

By and large, the creative wing wasn't involved in the ego games and power struggles -- Product Development was physically isolated at that time, in our own building downtown along with the Dungeon Hobby Shop and Dungeon Distributors and the RPGA, and the managers were on the outskirts of town in the new building and warehouse. We didn't marry or get born into our jobs. We had no little hubris about being the "content providers" as it were, while the rest were doing whatever it was they did. We often felt that the Blumes and Gygaxes and their associates, like Will Neibling, were arrogant and greedy, were in over their heads as businessmen, and treated the company and its employees like NPCs in a big game they were playing. 



Tremendous growth and inflows of cash made it possible to grow both responsibly and irresponsibly. We had a large design and art staff that was the envy of smaller publishers. We weren't dependent on the vagaries of freelance submissions; we could generate quality products completely in-house, but at the same time, we weren't paid particularly well and TSR insisted on owning all rights to everything we produced, as opposed to honoring earlier agreements to pay royalties for in-house productions. This led to many confrontations, as you'd expect, especially when the serfs saw the executives buying big houses and fancy automobiles or other “bling.” 



The sales and marketing honchos at the company were interested in pursuing licensing agreements and other aspects of mainstream game publishing, like the big boys at Mattel or Parker Brothers or Hasbro might do, which meant branching into children's games
à la Fantasy Forest (Candyland with dragons) and movie tie-ins like Escape from New York. Not all the design staff was interested in working on such things; we all preferred to explore original concepts or work within the hobby game arena. Some of the guys were more vocal about their disinclination to toe the company line than others, and ultimately some of the big bosses decided to crack down and force the issue. Maybe they'd been taking management courses and wanted to do things the way other companies did.

So we were all obliged to "reapply" for our jobs in a formal sense -- this was April 1981 -- and the people in charge of the process used this as an excuse to abruptly terminate some of the troublemakers for having bad attitudes. This led to some others quitting in protest. And that was the first of the infamous TSR purges. (I recall Jim Roslof returning from a weekend out of town to discover he was alone in the art deptartment, basically.) It put the rest of us on alert as to what we could expect in the future, so those of us who had been spared but were extremely upset and unhappy at the turn of events began to make plans to leave.

By the end of that summer, more of us were gone, including me. 

TSR continued to make new hires, replaced those who left, and was a very different place by the end of the year. We who were gone referred to ourselves as the "Terminati" and that bygone era as the "Golden Age" in our wishful way. It was a short period of time, but very intense. To this day, I've never had such an engaging job or worked with more creative and inspiring people. Some of the close bonds formed then have continued, and to this day I feel great kinship with all those with whom I worked in Lake Geneva, even our then-antagonists. And
requiescant in pace

5. After you left TSR, you went to work for Metagaming as a product development manager. What projects did you oversee during your time there?

I had arranged to return to Austin and join Metagaming full-time before I decamped from Lake Geneva. Howard Thompson was pleased to pick me up again after what he felt was TSR's "training" me. Metagaming didn't pay as much, but in those days Austin was a cheaper place to live and it was good to be back in familiar surroundings after the disorientation of small-town Wisconsin and what had become the oppressive, paranoid atmosphere of TSR Hobbies in those days (at least, to us young snot-nosed punks in Product Development). 

It's difficult to recall precisely what games I worked on while at Metagaming in 1981-82; there are websites that chronicle this stuff better than I remember it now, and I sold off most of my games and documents and memorabilia from this period to collectors. I continued to receive and review outside submissions, coordinate playtesting, copyedited and did layout for a number of games, and proposed original projects that never got off the ground due to Thompson closing down Metagaming's in-house production staff in the spring of 1982. I recall Dragons of Underearth by Keith Gross and supervising some Fantasy Trip modules like Orb Quest and some TFT things licensed to other publishers à la the Judges Guild/TSR arrangement, as well as a few MicroGames like Helltank Destroyer. Thompson was always tinkering on a sci-fi RPG system he felt would be the equivalent of TFT but I don't think he ever got his design finished. It was going to come out in separate volumes, like TFT, beginning with an individual combat system game and then spaceships and then more sort of RPG supplemental material. I think a lot of games in progress were stillborn when Metagaming was deep-sixed.



6. Like a lot of tabletop RPG designers, you eventually entered the computer games industry, working first for Coleco (which seems to have hired a lot of RPG talent). Did you find the transition into video games difficult? Were there many similarities between the two industries or were they completely different?

I went to Coleco in spring 1982 and remained there as a game designer in the home video game division until summer 1983. Coleco's revolving door saw a legion of designers from other companies pass through -- Lawrence [Schick -- JDM] once remarked that Coleco had the largest collection of RPG designers not designing RPGs of any game company in the world. Many of them came after my time and our paths did not cross, unfortunately. I enjoyed some aspects of Coleco, but not nearly as much as TSR, and when I left Coleco I left the game business, as it turns out. I've never been able to get back in since, on the occasions when I've tried -- I hoped to work for Origin Systems in the early 1990s, I even made inquiries at TSR again in the mid-1990s, and WOTC/Hasbro and Cranium since then -- but I don't have any background in computer gaming, so I'm hopelessly behind the times anyway. 



I did find the technical aspects of video gaming during my Coleco stint more difficult to assimilate than conventional games, and computer gaming would probably have been even more so. I'm not much of a technophile, much more a technophobe. I also grew weary of the shoot-em-ups that dominated home video gaming, and I realized long ago that I have no interest in catering to teenage boys' power fantasies anymore, if I ever did. I realize there's more to computer gaming than this, but this is what seems to drive the industry, this pandering to adolescent male wish-fulfillment. I'd rather be involved in something more challenging and grown-up and more, well, whimsical. Or painting miniatures. I'm so old school, I have one room, hard wooden benches, and hickory switches in my brain.

7. Whimsy is something I strongly associate with the early days of roleplaying. Is it a quality you tried to include in your own game designs over the years?

Certainly! Although I've had little opportunity to indulge in this professionally since the 1980s. My game designing since then has remained private, ephemeral, in an almost sand mandala-like way (elaborate miniatures games that can never be repeated; RPG campaigns that have returned to the Immateria from whence they came; many game designs or rules unpublished and unfinished through lack of time). Putting a "Divine Wrath" rule in The Fury of the Norsemen was an early attempt to inject a fantasy element into an historical topic, and one that was not universally appreciated.

If I'd stayed at TSR I think I'd have worked on many more oddball games. The first assignment I had there was a rewrite/cleanup of The Awful Green Things from Outer Space. I'm a big fan of Tom Wham's simple but always elegant games like AGTFOS, the original Icebergs, or Gangsters! These are classics in my mind, and I'd like to see some Euro-game publisher snap them up and make refined, jazzed-up editions available to us. Just imagine Green Thing miniatures! Wham was sort of on permanent retainer at TSR as an affiliate game wizard deluxe, not bound to any time clock or protocols. He kept his own schedule and counsel. But he always came out with amazing ideas. 



I try to incorporate similar concepts in certain boardgames on my "In Process" shelf. Most of what I'm interested in as a designer are still boring ol' miniatures rules and hex wargames and RPGs, but I've also got some simmering concepts for multiplayer boardgames in the newer Euro style, with varied game-play and nice components that allow for a lot of variety and intricate, integral game mechanics. I hate to give away too many ideas, but many of these involve a mix of history and whimsy. Now my challenge is to find time to work on them, since I'm doing so purely on spec or for my own enjoyment, I've not got any publishing deal in the works for anything. Self-publishing via my CafePress shop is always an option for simpler projects like miniatures rules. It makes them available for those who are interested, without convincing a regular publisher to go broke on them. Because there's nothing like self-published game rules on CafePress to get you that villa in Tuscany or that third yacht, you know?

8. Do you still play RPGs today and, if so, which ones?

Alas! Playing RPGs with my brother Game Wizards in Lake Geneva, and to a lesser extent in Connecticut (Coleco), surrounded by unparalleled talent and creativity and bonhomie, so completely and hopelessly spoiled me that I've never been able to replicate the enjoyment of the early 1980s with any other groups. I've not been able to hold together a group as a DM in Austin due to job pressures and time constraints and the distractions of adult life, and my efforts to find a simpatico group to just play with has also met with failure. The last time Mary and I tried, back in 2000, the DM flaked out after only a few months and disbanded the campaign, and I've not made the effort again since. But not for lack of interest. Any mature but convivial, collegial, easy-going and non-neurotic gaming groups in Austin who are looking for players, give me a shout! I am active in the Lone Star Historical Miniatures group that meets regularly at the Great Hall Games store in Austin for toy soldier battles (also boardgames), and we play a lot of skirmish-level gaming that has a high element of role-playing involved. And I've been talking to some of the ex-TSR gang about a reunion at GaryCon this coming March, in Lake Geneva, so we'll see what comes of that.

Friday, June 26, 2009

Interview: Kevin Hendryx (Part I)

The late 70s and early 80s were a time of massive growth at TSR, not just in terms of the company's output but also in terms of the staff it needed in order to create all these new products. During that period, TSR hired a number of talented young writers, editors, and designers, many of whom were involved in the production of some of the most beloved gaming products of the late Golden Age. One such designer was Kevin Hendryx, whose lengthy answers to my questions about his time with TSR proved both interesting and informative. Consequently, I have split up this interview into two parts, with the second part appearing tomorrow.

1. How did you become involved in the hobby of roleplaying?

As an outgrowth of my wargaming pursuits (board and historical miniatures). I was an avid player of Risk and other strategy games as a kid and used to create my own pseudo-boardgames (the WWII Eastern Front and the Peloponnesian War come to mind) based on hand-drawn maps divided into squares and unit counters that moved like chess or Stratego pieces. They were very crude and unsophisticated. Then I discovered Avalon Hill's classic wargames in a department store display near the end of 1972, in Cincinnati, and my world was blown away.

My middle school cronies and I fell head over heels in love with this new hobby; Strategy & Tactics magazine and SPI games soon followed. One of my original gaming buddies was John Winkler, who later was a key figure at Ral Partha (his high school D&D wizard became the company namesake). Then my vagabond family moved to Corpus Christi, Texas, in 1973 and I was cut off from the gaming mainstream for a long time. I had a handful of boardgaming pals, and discovered military miniatures during this time via H.G. Wells's Little Wars book and the old Wargamer's Digest magazine (which published my first professional writings), but there was no organized group I was aware of and I felt very isolated.

When I went to college (UT-Austin) in 1976 I finally encountered active gaming groups, played a lot of boardgames in particular, and was introduced to the original white box Dungeons & Dragons through my roommate Edward Sollers (later to also work for TSR Hobbies) and mutual friends. RPGs were still primarily an avocation of university nerds at that time. I found the entire concept breathtaking in its potential, even though we rarely created or played in anything more than a hack 'n' slash, Monty Haul sort of milieu. Despite having the Temple of the Frog at our fingertips.

2. How did you come to be hired by TSR?

In early 1979 I answered an ad in the college newspaper from someone who turned out to be Howard Thompson, president of Metagaming Concepts, an Austin-based wargame publisher, who was looking for experienced gamers to playtest and evaluate game designs being submitted to his company for publication as MicroGames. He took me on as a freelancer; I would pick up a couple of game prototypes every few months, read the rules and try to play them (some were so raw this was difficult), and submit a report detailing the good and bad points along with recommendations for improvement.

I don't remember any of the designs I evaluated ever being bought. Then as now, 90% of what was received unsolicited was not publishable. Occasionally I would be given a more polished design, something already accepted for publication and only requiring development and rules tweaking, like Ram Speed. In late 1979/early 1980, at Thompson's suggestion, I designed an original historical MicroGame called The Fury of the Norsemen that Metagaming purchased.

During this period, D&D and its AD&D offspring were growing ever more popular. I continued to play the game and collect the new books and I began to write some short articles for Dragon magazine. In early 1980, I desperately needed a real job and began to consider the prospects of working full-time in the game industry; TSR and SPI were actively looking for designers and I applied at each. I never heard back from SPI after my initial inquiries and application (which included revising/rewriting the rules of an Avalon Hill classic in SPI format; SPI were undergoing a lot of business problems then anyway, I later learned) but I received encouraging notes from Gary Gygax and Kim Mohan from TSR and then a telephone conference call/interview from Lake Geneva with Lawrence Schick, Mike Carr, and Al Hammack, if memory serves. They liked that I had experience with boardgames/wargames, since TSR was interested in getting more involved in these fields, and that I was already evaluating outside submissions and working with unpolished designs, since they were planning to establish a Development Section within their Product Development division to fulfill these functions. So I was in. I took the $500 Thompson paid me for Fury of the Norsemen -- I dunned him for it on acceptance rather than on publication -- hired a U-Haul trailer, and in April 1980 my wife, Mary, and I ponderously hit the trail to southern Wisconsin (where coincidentally I had lived before, in Waukesha from 1970-71). 



3. The majority of your credits while working for TSR are for editing and development. What were your specific responsibilities at the company?

Lawrence Schick can probably correct any faulty memories or timelines, but as I remember, the Development Section was formed in early 1980, originally led by Al Hammack and then by Brian Pitzer, to serve as a waystation between the Design and Production sections. For in-house projects, the idea was to have an assembly line approach to game products: the designers would craft the initial prototype or manuscript and minimally playtest it to some degree. When the rough design was satisfactory, it went to Development for intensive playtesting and troubleshooting, revision or augmentation where necessary, and final draft of the game rules or manuscript text. Then the final components went to Production, for oversight of typesetting, layout, copyediting, proofreading and blueline corrections, and supervision of the actual printing stage of publication. 



A lot of contributions were made at each stage and there was not always a clear division of labor. The amount of work required might vary depending on the nature of the project, the completeness (or lack thereof) of the original design, and format requirements or other marketing aspects. Development also helped to proofread bluelines when Production was swamped; and Design or Production would help Development playtest when required. Everybody pitched in with less formal playtest sessions in the off-hours. Sometimes Development would have to create extra material to flesh out an incomplete design; I remember Evan Robinson and I compiling the clerical reference charts at the back of Deities & Demigods one Saturday afternoon. I designed the town sections of AD&D module A3 for commercial release and Paul Reiche largely rewrote the Gamma World: Legion of Gold module from a Gygax early draft, including designing from scratch all the three mini-adventures; I then extensively edited the whole from the separate raw drafts. (My original edited ms. was sold to a collector on the West Coast in 1998.)

Most projects involved a lot of collaboration, which I very much enjoyed. Some designers turned over better prepared manuscripts than others -- Lawrence Schick and Dave Cook, for example, were (and still are) very thorough and precise; their work required little editing or "repairing." Other contributors were less careful or accomplished. 

Our section also received, catalogued, and reviewed all the outside game submissions that were sent to TSR by hopeful game designers. This work had a lower priority than work on in-house projects but we did have to keep up with it. We got all sorts of rubbish (hundreds of chess or checkers variants, for example), lots of things in violation of copyright (e.g., games using Tarzan, for which we held no license, or Monopoly spinoffs) and just lots of poorly conceived or badly written RPG modules. But you never knew when you might strike a vein of gold, so we made the attempt to sift through everything that seemed to offer possibilities.

We actually played a few very intriguing games -- a very nice abstract strategy boardgame named Epaminondas comes to mind, it had been self-published by the designer and looked very professional already, not like the usual typescripts and cardstock boards -- and were able to offer encouragement to a number of young designers, some of whom I believe went on to work in the business. There are probably modules published after my time that had their genesis in that office. (Not to mention the concepts or outlines that I submitted as designer that were retained by TSR after I left and reworked by other people.) 

Following the reorganization and staff "purges" of April 1981, the Development section was abolished and its responsibilities folded into Design or Production. I moved into the Design section, where I remained until I left the company in September 1981. My general duties didn't change very much in this time; I continued to do a mix of editing/development and original design, such as the Remember the Alamo! minigame (a dreadful game constricted by format limitations; I'm sorry about this!)