A Talk With Bruce R. Cordell
A 30th Anniversary Interview
Bruce
Cordell started at TSR in 1995. He and I became friends in the eighth grade
(circa 1981), both of us born in a small South Dakota town where there wasn't
much for a kid to do besides play football or D&D.
He graduated college with
the idea of going into science and worked for a time as a research associate
in process chemistry. However, his days of synthesizing DNA didn't last long.
When I learned that he was looking for a change and that TSR was looking for
a new designer, I jumped at the chance to see if I could put the two together,
and immediately told David Wise about
Bruce. This is not to suggest, however, that I "got" Bruce the job.
Bruce earned it with his own talent and hard work.
If there's any similarity
between Bruce's work and my own, or if there's a reason why I call Bruce one
of my very favorite game designers, it's probably because we see eye to eye
on most things, particularly game design sensibilities and a sense of what's
"cool" as it applies to fantasy, science fiction, or gaming in general.
Bruce has written great
adventures such as Return to the Tomb of Horrors, Gates of Firestorm Peak,
and The
Sunless Citadel. He's designed the Psionics
Handbook, Epic
Level Handbook, Tome
and Blood, and other great sourcebooks. If you're playing a psychic
warrior or a dragon disciple, you've got Bruce to thank, and if your character
is going through Return to White Plume Mountain, you've got him to blame.
It's cool to be able to
chat with Bruce about his D&D-related past and his current view on game
design on the 30th anniversary of Dungeons & Dragons.
Monte Cook: Although
you and I gamed together very early on, as kids, you started playing D&D
before we met. Tell us about how you got started in the game.
Bruce
Cordell: In Boy Scouts, I watched with slack-jawed awe as the older scouts
huddled around a lantern-lit picnic table during some late 70s summer camp and
played a game of D&D. An ogre was eating dwarves like a cartoon cat eats
a fish, throwing the denuded skeletons behind him into a large pile. The PCs
looked on, worried that they were next. It was beyond anything I had ever imagined
that I could interact with. I was instantly hooked.
Monte: What were
your impressions of TSR, both as a new hire and as you got to know your way
around?
Bruce: It was an
entirely new world, one rife with possibility. I loved it. But, it was also
located in a town of just 5,000 people in the middle of Wisconsin -- I never
quite reconciled that aspect of my new job, having come from Boulder, Colorado.
Monte: How did it
differ from where you had worked before? What was the environment like?
Bruce: The working
environment was far superior -- it was the social environment that was more
limited, simply because I went from a town of 100,000 (of which 20,000+ were
students near my age) to a seasonal vacation town of but 5,000.
Monte: Did working
at TSR meet your expectations?
Bruce: They weren't
initially met, because I was hired to write a multi-user text-based game. In
fact, three separate times while at TSR (and Wizards), I thought I'd be working
on a multi-user game -- in a couple cases, I put a lot of work into it. All
three times these projects fizzled for one reason or another. But, I don't want
to suggest I'm not happy where I am -- I think it worked out for the best. I'm
glad my expectations were not met.
Monte: What can
you tell us about these multi-user games? Who else worked on them? Why did they
fizzle?
Bruce:
The first one, of course, as I noted, got nowhere. The second one happened while
I was still at TSR -- the ringleader was [editor] Jim Butler, and working with
him were me, [webmaster] Sean Reynolds, and [editor] Keith Strohm. Essentially,
the buyout of TSR by Wizards happened at just the proper moment to queer the
deal.
Monte: In your time
with TSR/Wizards of the Coast, you've seen people come and go, and fellow designers
(and editors) change jobs or go into management. All that time, though, you've
remained stable. How have you managed that?
Bruce: I've toyed
with moving into different tracks, but I always come back to the fact that I
like creativity first and foremost. But writing just D&D for 10 years could
get stale without some spice. I guess the way that I avoid the rut is to work
on many different kinds of projects, not just D&D. I've been involved in
various miniature game incarnations, board games, card games, novels, convention
support, and other things. Of course, even D&D itself functions on a whole
new rule set now than when I first came on board, and that has served as the
springboard for even more creativity.
Monte: Both fellow
professionals and game consumers have identified a "Bruce Cordell style"
to your work. If you had to define it, what would that style be?
Bruce:Use of overly
large words, pseudo-science-y plots, tentacles, subtle story threads that connect
seemingly unrelated projects, and psionics.
Monte: I think you're
being modest -- many fans and reviewers have said that your designs encourage
or facilitate a certain style of play that goes well beyond the simple medieval
fantasy model. What kinds of things do you do to accomplish that? What goes
into your thought process when you're designing an adventure or some other product?
Bruce: I don't really
have anything up my sleeve when I do adventure design -- I just try to come
up with plots that are a little more engaging than, "Let's get that powerful
item the monster is guarding." I'm sure most designers do the same.
Monte: Which product
have you worked on that makes you the most proud?
Bruce:
Of the designs that I've done lately that I'm most proud, I'd have to include
Bastion
of Broken Souls, despite it receiving only limited exposure (partly
because it is such a high level adventure that few campaigns support PCs of
high enough level to use it).
Monte: Since you
experienced it first hand, how about a funny or interesting story involving
the buyout of TSR or the move to Wizards of the Coast?
Bruce: When I drove
out to Washington from Wisconsin, I did so twice. First, I drove my Geo Tracker
out, then two months later, I flew back and drove out with my soon-to-be wife
Dee. With Dee came two cats, Oliver and Bella. On each day of driving, those
cats meowed for a solid hour (maybe two) when we first got into the car. I thought
this had the potential to drive me crazy, but I actually adapted to it. It was
Dee who it drove crazy. At one point, we found the perfect photo opportunity
-- she got out of the car and stood in front of a sign titled "Crazy Woman
Mountains."
Monte: What are,
in your view, some of the differences between working at TSR and Wizards?
Bruce: Wizards of
the Coast almost requires that you stay aware and connected with what's going
on in the company as a whole -- at TSR you always wondered. Wizards is vibrant
and demanding, while TSR was comfortable and provided a non-disruptive environment
in which to write.
Monte: You've been
working on D&D for almost a decade now, and you've seen the game change
from 2nd Edition to 3rd Edition and then 3.5. What are your views on the changes?
What was it like to be right in the middle of them as they occurred?
Bruce: Like most
people, I saw the change from 2nd to 3rd Edition as a vital operation required
to resuscitate an endangered brand. 3.0 was like giving D&D a heart transplant,
providing the game new vitality while keeping its fantastic/heroic premise.
As a designer used to writing to 2nd Edition rules that were essentially laissez
faire, the switch to 3.0 initially seemed regimented and constraining. However,
it soon became clear that, while the rules were much more entwined in every
decision, they also allowed game designers to write a game more balanced for
play than ever before. The new rule set also created a far larger tool box in
which to rummage for cool new ideas.
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