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Down
and Out in Lake Geneva
In
1994, I was living in Colorado. I had been working
as a freelance game designer and was thinking
about leaving that field and getting into advertising
because, although I was making a pretty good
money, it didn't look like it would last. My
two main sources of work, Iron Crown Enterprises
(for whom I had worked full time a few years
previous) and TSR were making noises about needing
to cut back on freelance work and do more game
design in-house. Whatever. That's the cycle
of this industry. Companies can never make up
their minds about freelance versus in-house
writing. On the one hand, freelancers are cheap
because you don't pay overhead or insurance
for them. On the other hand, it's easier for
a company to keep tighter control over its writers
and editors if they're sitting right there in
the office.
Anyway,
I was sort of okay with that. I'd been doing
this game thing for six years already (starting
while I was still in college, writing for ICE),
and I was really happy with Colorado. My best
friend, Bruce Cordell, lived not far away and
we gamed and hung out a lot.
Then,
I got a phone call from Tim Brown, director
of Creative Services at TSR. He wanted to fly
me up to Lake Geneva, Wisconsin, for an interview.
Now, I had heard all sorts of bad things about
TSR. The industry outside of TSR looked upon
that behemoth as the "evil empire."The
designers and editors there, we all had heard,
were overworked drones forced to write what
their evil corporate masters told them to write.
No creativity, lots of harsh structure, bleak
little offices -- like something out of the
movie Brazil.
Plus,
I personally was not thrilled with TSR. I had
been writing for the previous 15 months on Marvel
Super Heroes products, and then they canceled
the game. Fifteen months of work! Poof! Gone.
Never to see the light of day. (A character
book, a "gritty, street-level"supplement,
and a huge boxed set about Marvel space -- all
pretty cool, I thought.) I got paid for all
of it, which was something, but it hurt not
to have it ever come out. To make it up to me,
they immediately gave me a new assignment: a
Gamma World adventure. You know what's
coming next, right?
Bam!
They canceled Gamma World. I was not
happy. In retrospect, I had every right not
to be. This long period with no published credits
really hurt my career. No one inside TSR --
or among TSR's fans -- knew who I was, even
though I'd been working for the company for
a long time.
Nevertheless,
I took Mr. Brown up on his offer. Why? Because
I wanted a free trip to Lake Geneva to see the
fabled TSR offices. See, even though professionally
I was not a TSR fan, and I didn't care for or
play much 2nd Edition D&D, I was a big D&D
goob at heart. I'd been a Gary Gygax fan like
everyone else. I'd loved and played and replayed
all the 1st Edition classics. I wanted to see
where all that started. Plus, it was free.
So,
on a cold January day I flew up to Milwaukee,
which is an hour's drive from TSR's headquarters.
My plane was late because of a terrible ice
storm, so by the time I got there, I had only
a couple of hours before I had to turn around
and fly back. The office building was not what
I expected. Just a simple, two-story brick building
with an attached warehouse. Nice, but nothing
special -- except for a sign out front with
an old TSR logo. I met Tim Brown, whose name
I knew more from Game Designer's Workshop products
than TSR products, although Tim was one of the
main creative forces behind Dark Sun
(I wasn't a Dark Sun fan at the time.)
Bruce
Nesmith, a designer who did a lot of great work
on early Ravenloft stuff, showed me around.
Offices, employee lounge, warehouse… turns
out the place used to be a Q-Tip factory. So
far, not so good. The offices -- that is to
say, the cubicles -- were just a little on the
dark and dingy side. Still, they were filled
with fantasy artwork and toys and stuff. Especially
Zeb Cook's office -- more little Japanese robots
than I knew existed, crammed into one messy
cubicle. Zeb -- the lead designer of 2nd Edition
AD&D -- and I knew each other from conventions,
and he was probably a part of the reason I'd
been asked to this interview in the first place.
A good guy, and he had the place wrapped around
his little finger. Zeb came and left when he
wanted, said and did what he wanted -- he was
the rock star of TSR, if there was one.
Anyway,
so they take me into this little room with a
bunch of the managers. (I'd tell you their names
but, sadly, you probably wouldn't know them
unless you paid close attention to TSR products
in the early- to mid-nineties. None of them
have worked for the company for years.) This
is the part I'd been dreading. See, I'd heard
about the infamous TSR Designer Interview. My
friend Kevin from ICE had been through this
a year or two earlier. Grueling game design
questions, and then they put in a little room
with a typewriter -- a TYPEWRITER, for God's
sake -- and make you write a little encounter
in an hour. On the spot. Based on something
that they give you, so you can't prepare for
it. This is like the bar exam for game designers.
All
this for a job I didn't even want.
Next:
Part 2 of "Down and
Out in Lake Geneva." Will Monte get
the job? Wait --you already know the answer
to that, don't you?
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