A Talk With Andy Collins
A 30th Anniversary Interview
0I remember when Andy
Collins joined the Roleplaying R&D staff at Wizards of the Coast (although
he was no newbie -- he started working at Wizards of the Coast before the buyout
of TSR). It didn't take long at all to see that he was a good addition to the
team. He didn't come into the job with a lot of preconceived notions or attitude,
but he was clearly full of good ideas as well. I've always thought that was
the perfect tactic with which to approach a new job, particularly a creative
one. I've seen people come into a job with the attitude that they could do everything
better than the people they were joining, and I've seen people too cowed to
reveal their own ideas.
Andy wasn't like that, though. He was happy to voice his opinion, but also was
happy to listen to experienced voices like Jonathan
Tweet's or Skip
Williams'.
So, I was really happy to
work with him on the Return to the Temple of Elemental Evil (he was my
editor -- I'll let him tell you about his experience in the initial playtest
session). In my time working on D&D at Wizards, I saw Andy really come into
his own as a game designer and develop into one of the lead voices in the department.
He played in one of the various Ptolus campaigns
that I've run. And after I had left the company, when I learned that he would
be working on the revision to the D&D rules, I felt that he was a very good
choice for that role.
Andy still works at Wizards
of the Coast, and I have no doubt that we'll continue to see even more cool
stuff from him in the future. It was my pleasure, in commemorating the 30th
Anniversary of Dungeons & Dragons, to discuss a few of these topics
with Andy Collins.
Monte Cook: How did
you come to start playing D&D?
Andy Collins: I received
the D&D "brown box" as a birthday present in 1981 from my uncle
Ralph. (I'm very certain that he had no idea what he was starting.) Though I'd
never heard of the game and knew of no one else who played, I could see that
this was something very cool. After teaching myself the rules, I DM'ed Keep
on the Borderlands for my brother Greg and our friend Kurt. That first game
lasted about nine hours -- we didn't even remember to stop for lunch.
Monte: What were you doing
before you started at Wizards of the Coast?
Andy: Before I started working
at Wizards I was an unemployed college graduate with an English degree. I'd
worked in a couple of short-term jobs, but nothing with real career options.
I also helped out at my mom's toy store, keeping the gaming section well stocked.
Monte:
How did you get your initial job at the company?
Andy: When Wizards
of the Coast's fledgling Organized Play division recruited local stores to test-run
their new store-based league program (which would become the Arena League),
I took on the responsibility of running Magic league play at the store.
Later, I volunteered to keep track of all league play in the Olympia area to
save the Wizards staffers the driving time required to round up results and
the like. When the league program got the go-ahead to add staff, I got a call
to join the team in charge of running the league. That was April 1st, 1996.
Monte: What were your impressions of Wizards, both as a new hire and as you
got to know your way around?
Andy: As a lifelong gamer,
being hired by a game company was a dream come true. Working with other energetic
twenty- and thirty-somethings who shared a love of games was (and remains) an
incredibly rewarding experience. Even through the worst of times, I could always
remind myself that I was getting paid to work at a game company.
Monte: You didn't start
out working with roleplaying games. Tell us about what you did before at Wizards
and how you ended up in the Roleplaying R&D department.
Andy: I spent the
first two years of my employment at Wizards working on various programs in the
Organized Play department, which is responsible for all the leagues and tournaments
for our games. I started with the Arena League, helping to get the program off
the ground. When Sideboard Magazine became fully operated by Organized Play
(rather than by the Duelist [magazine] team), I took over that magazine
for several months to guide it through the transition. It was exactly that editing
experience that helped get me the job as editor on the Alternity team
in April of 1998.
Monte: Although you've worked at Wizards for a long time, when you think
back, what's the most memorable period (so far)?
Andy: There have been a
lot of very memorable times for me at Wizards, most of them good.
I remember visiting the
office to accept the first job offer. They were very careful to tell me that
it was only a six-month contract, and that I shouldn't assume that a full-time
job was waiting for me (reasonable, since only one member of the five-person
team was a full-time employee). Of course, I knew what they didn't -- that once
I was in, they wouldn't be able to get rid of me. : )
I remember walking into
the office one summer day in 1997, when co-worker and fellow D&D player
Joe Hauck told me that I had to check my email RIGHT NOW. That's because Peter
Adkison's announcement that Wizards was acquiring TSR was waiting on the company's
email network. I'm only slightly embarrassed to admit that I started updating
my resume that morning.
I remember sitting in on
one of the earliest 3rd Edition discussions, mere weeks after joining R&D
in spring of 1998. There I was, the juniorest of junior staffers, listening
to industry titans discussing the future of the game I loved. I might have even
ventured a comment, but if so I don't remember what I said (which is probably
for the best).
I
remember finding out on my honeymoon in September 2002 that a third of RPG R&D
had just been laid off -- the third set of layoffs we'd endured in less than
two years. The next few days saw some long conversations about what our future
might be like if this trend continued. Thankfully, none of those possibilities
have come to pass, as 2003 saw a strong rebound for the company.
I remember the pride I felt
at being asked to lead the development of the Player's Handbook for version
3.5 of D&D. Though only a few years had passed since I joined the department,
the managers trusted me with the most important title in the game, and that
felt pretty darn good.
Monte: You met your wife Gwendolyn while at Wizards, and now you both work together
on roleplaying games. Tell us about how that all first happened, and what it's
like now.
Andy: Appropriately enough,
we met while gaming.
[Game designer] Mike Selinker
was running a game based on Alan Moore's League of Extraordinary Gentlemen
comic book. Gwendolyn played Mina Harker, I played Allan Quatermain. I remember
noticing this very interesting woman who was really enjoying getting into her
character (even to the point of including some minor costume details). At that
time, Gwendolyn still worked for Wizards' convention arm, Andon, so our paths
didn't really cross much.
Months later, however, she
had moved to R&D as an RPG editor working primarily on licensed products.
By then, I was working as an editor and designer on the D&D team, so even
though we were both in R&D we didn't interact much. But we caught each other's
eye again at a New Year's Eve party at [your house], and not long after Gwendolyn
asked me out. The rest, as they say, is history.
Some people think that being
married to someone who works in the same office would be weird. From my perspective,
anything else would seem strange. We drive to and from work together every day,
often talking about what's going on for each of us in the office. I love the
fact that she knows what I'm going through, and vice versa. And I can't recommend
highly enough marrying a fellow gamer!
Monte: You were at Wizards
of the Coast as the people from TSR were first coming over during the transition.
What was that experience like from your end?
Andy: I couldn't believe
it was actually happening. I'd often thought that I'd like to work for TSR (ever
since I realized that real people actually wrote those books), but getting in
the door seemed pretty impossible. When I joined Wizards, I figured that that
experience might make my resume more attractive to TSR. I was even willing to
move from my beloved Pacific Northwest to the frozen tundra of Lake Geneva.
I never imagined that the opposite would actually happen.
For
me, the TSR staffers were like celebrities. Meeting them for the first time
at GenCon that year was a little like hobnobbing with movie stars. I confess
that I spent way too much time at the convention hanging around at various D&D
events, trying to get to know them better. I particularly remember Michele Carter
and you being very patient with this big-time Planescape fan.
Monte: Gamers all over the
world would love to have your job, or at least know more about it. Give us some
insight into what your work environment is like day to day at Wizards. What's
a typical day like in the life of Andy Collins, game designer/developer?
Andy: There's almost no
such thing as a "typical" day around here, but here's a reasonable
facsimile.
I arrive at the office between
9 and 10 am. There's no clock to punch, and as long as we're all getting our
work done, managers are very flexible about schedules. I start the day by checking
my email and visiting a few websites and message boards.
I usually have a development
team meeting from 10 to 12, dedicated to discussing whichever D&D project
I'm leading development on. There, we'll go over some section of the book --
maybe prestige classes, or some feats, or a new rules mechanic -- talking about
its pros and cons, any mechanical issues that it presents, and so forth. Unlike
design, which is often a very solitary task, development is extremely team-oriented.
No one person's opinion is more important than anyone else's, so consensus-building
is crucial. In a development meeting, we might propose fixes for problems we
spot, or just delegate whose job it'll be to handle those, but, regardless,
there's a lot of talking. If you can't handle yourself in a debate, you can't
hack working on a development team.
I see the lunch hour as
an important time to "get away" from the office for a while. That
said, much of lunch is often spent talking about the same things as at the office
-- the latest projects, upcoming ideas, or the crazy things that happened in
last weekend's D&D games.
The afternoon usually holds
another development meeting (we typically have at least three projects in development
at the same time, two of which I'll be working on simultaneously). It's also
when I get the bulk of my actual development work done, usually in chunks of
15 to 30 minutes at a time.
There are also plenty of
impromptu chats and meetings between developers, as well as between developers
and the rest of the staff. Even out of meetings, the dev team talks a lot (something
that I'm sure doesn't help the nearby designers and editors focus, but that's
what headphones are for), whether about current projects or thoughts for the
future of the game. Editors come by with questions about projects we've turned
over to them, and we pester designers with questions about the work they've
given us. We might grab a room to run a couple of encounters to test a new monster
or new character class. It's fairly chaotic -- one of the things you learn pretty
quickly around here is the ability to prioritize your time so that you get everything
done on schedule.
Around
about 6, I start thinking about leaving for home. It's not unusual to spend
the drive home talking about whatever projects Gwendolyn and I are working on;
similarly, it's rare that an evening goes by without me thinking about my current
projects. Sometimes I even dream about them, which makes this truly a 24/7 kind
of job.
Monte: Do you have any funny
stories about your time working on D&D?
Andy: Well, there was this
one time, shortly after I'd joined the D&D team as an editor, when a really
viciously cruel DM running a playtest of his just-written D&D superadventure
killed my halfling rogue in the first round...of the first encounter...of the
first session of the playtest. All poor Laddy Bristerbuck got to do was fail
a Move Silently check and roll poorly on initiative and then CHOMP! he was blue
dragon chow. Here I was, eager to be learning from one of the veterans of the
industry, and that's the ignominious welcome I get.
In hindsight, I guess I
can see why everyone else at the table was laughing. Luckily, Laddy's cousin
Paddy (with surprisingly identical stats and equipment) was already on his way
to Hommlet to visit his now-dead relative, but believe you me, Paddy never let
his new comrades forget how they'd let his cousin down.
Monte: You were instrumental
in the creation of D&D v. 3.5. What kinds of insights or perspectives did
that experience give you, both as you looked back and as you look ahead to the
future?
Andy: One thing I learned
in working on D&D v. 3.5 was the importance of looking at a game rule not
just to find out how it works, but how it impacts player behavior. There are
plenty of game rules in the world that work just fine mechanically, but that
influence players to do things that aren't in the best interests of the game
experience (i.e., that make the game less fun). I think that sort of insight
will help me better develop game rules for future products, to ensure that not
only will the rules work, but that they'll also encourage a fun gaming experience.
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