A Talk With David Wise
A 30th Anniversary Interview
0David Wise started working
at TSR in 1990. He designed and edited all sorts of great products, particularly
a number of Ravenloft titles and some of the early Planescape
stuff. When I came to work at TSR in 1994, David was an editor working on Ravenloft
products with Bill
Connors and some Mystara stuff with Thomas
Reid. (My earliest memories of David also have strong associations with
Bill and Thomas.) He was the assistant creative director under Andria
Hayday (I don't know if, at the time, that was an "official" position
or not -- we called them "CD seconds" in those days) in the first
product group that I was a part of. A "product group" consisted of
all the editors and designers working on a particular line or lines under one
manager -- the creative director. Andria's group handled Al-Qadim and
Ravenloft at the time, as well as Mystara, although at that time
no Mystara products had even come out yet.
But I digress.
It wasn't long before David
became a CD himself and eventually was put in charge of the whole Research &
Development department, called Creative Services in those days. In other words,
all the designers and editors working on games at TSR worked for him.
David was a good manager.
The kind who you felt didn't forget what it was like being "in the trenches,"
as it were. He understood what it meant to work on a game product as both a
designer and an editor, and he knew what the people under him needed to have
in order to get their jobs done.
It was my pleasure to ask
David a few questions about his time at TSR and Wizards of the Coast here on
the 30th anniversary of Dungeons & Dragons.
Monte Cook: How did
you come to start playing D&D?
David Wise: I played
a bit as a kid, during the 1970s, but I didn't get deeply into the game until
my college years. I was invited to join a group that included TSR editor Anne
Brown around 1982, and we played fairly regularly for the next eight-plus
years.
Monte: How did you get the
job at TSR? What were you doing before that?
David: In 1990, I had just
earned my Master's degree in Creative Writing and was considering continuing
onward for a doctoral degree in English Renaissance Drama so I could teach college-level
courses. However, after my thesis was accepted, my major advisor and I went
out for cocktails one evening, where after a few rounds he explained that professional
school was little more than social politics and butt-kissing, to which he knew
I had a natural resistance. Instead, he recommended that I find a job somewhere
as an editor and publish a few books. Then, if I really wanted to, I could return
to the University circuit, where they like to hire published writers as adjunct
instructors. (I later learned that it was his custom to discourage his graduates
from pursuing a career in academia, perhaps out of a vague personal distaste
for his own profession.)
Later that week, I related
the story to my AD&D group, whereupon Anne Brown told me that TSR was growing
and looking for editors. Since the company was local, I certainly liked playing
the game, and the job description fit my major advisor's advice, I decided to
go for it. Anne arranged for my first freelance editing assignment, which I
apparently completed to TSR's satisfaction, as I was immediately given another
and then hired full time.
Monte: What were your impressions
of TSR, both as a new hire and as you got to know your way around?
David: It was my
first "real job," so I was scared to death for the first few months.
[Vice President of Creative Services] Jim
Ward had told me, as he told all new hires, that there would be a three-month
probationary period, during which time I could be dismissed without cause or
recourse, and I was absolutely positive that I wouldn't make it to three months
and one day! Every "newbie" mistake I made felt like I was taunting
the guillotine. I was desperate to impress Jim without appearing to be trying
to impress him, which only resulted in irritating him and making me feel ever
less secure about my future.
On the other hand, the creative
staff welcomed me with open arms. They blanketed me in my cubicle with a dozen
cans of Silly String on my first day, and people who had been highly respected
names on some very cool books before I began work there -- Jeff
Grubb, Zeb
Cook, and quite a few others -- treated me like a member of the gang from
day one. Our daily lunchtime games of Cosmic Encounter became better
sustenance than anything I ate, and I made some of the best friends of my life.
Those first, early years as an editor-turned-game-designer were Edenic: I thought
I had found the key to eternal childhood, and at the same time my income had
nearly tripled. What could be better?
TSR management was a puzzlement
to me during those salad days (and I must confess there are facets of that administration
which will always perplex me, even with a decade of management experience),
but in our isolated, swaddled world away from the executive offices, we didn't
need to understand what went on in the minds of business decision makers. In
Creative Services, as our department was called back then, it was all good.
Monte: You transitioned
from being an editor/designer to having a managerial position. How did that
work, and what were the upsides and downsides of that change?
David: I guess my
puzzlement about TSR management bore the seeds of my fall from innocence. I
had a bad habit of wondering why things work the way they do, and how decisions
get made, so I asked a lot of questions about process and departments outside
Creative Services. On top of that, I've always had an eye for the "big
picture," so I expressed my interests and curiosity to enough people, and
soon I began to accumulate new responsibilities. First, I was offered the directorship
of the Forgotten Realms line, and they threw in Ravenloft because
they knew it was my favorite world. Then, when Tim
Brown stepped down from his position as Director of Creative Services, Jim
Ward offered the job to me, and I took it.
Almost immediately, I regretted
the decision. As I sat in my first weekly upper-management meeting, I wondered
what insanity had prompted me to accept Jim's offer. I even went to Tim, who
was transitioning the responsibilities to me, and told him that I wanted to
go back to my old job. He essentially told me it was too late, and there was
no going back. I have a distant, sad memory of lying in bed and weeping at the
terrible mistake I had made, trapping me in a hellish existence of my own making
by willingly leaving paradise.
But Jim turned out to be
a wonderful mentor and friend. When he saw that I still needed a creative outlet,
he suggested that we work together on the Marvel Collectible Dice Game,
which didn't specifically interest me but did allow me to grow closer to him
in a hurry. (We've since co-written a book and remain close friends to this
day.) Eventually, I came to see my job as one of protecting my staff from the
Dilbert-esque absurdities of senior management, and I took the mission to heart.
My primary purpose in professional life became to preserve the creative sanctuary
that I loved and had been a part of, and that was very rewarding in its own
rite.
Monte: Although you worked
with TSR/Wizards of the Coast for a long time, when you think back, what's the
most memorable period?
David: There were
two periods. The first I have already mentioned, which was the time I spent
as an editor and game designer. I was an integral part of the Kargat
-- the Ravenloft team -- and I was forging some extremely close relationships.
Everyday was playtime, and every night was party time. There were so many great
friends around me in those early days -- Thomas Reid, Bill Connors, Colin
McComb, Rich
Baker, Andria Hayday, Bruce
Heard, Steve
Winter, and Karen
Boomgarden, to name just a few -- but the entire department was like family.
The second period was during
my time as a brand manager under Ryan Dancey, at Wizards of the Coast. We were
creating a brand management team for the first time and launching 3rd Edition
Dungeons & Dragons. Ryan was a maverick in upper management, with
unconventional and brilliant ideas, no fear whatsoever, and a fierce loyalty
to his staff that inspired zealous reciprocation. I went from being a creative
with business responsibilities to a businessman with creative responsibilities
under Ryan, and my whole comprehension of how the corporate world functions
(and can function) underwent radical evolution with his stewardship. It was
an amazing time of growth that made all my regrets about becoming a manager
disappear forever.
Monte: What's the product (or products) you are most proud of still today, and
what was the process like to work on it (or them)?
David:
My very first assignment as a full-time editor was Van Richten's Guide to
Vampires, and I was immediately smitten with the world and that particular
series of products. I've had a part in the creation of every Van Richten's
Guide, and in most cases I was a key player. People used to tease that I
thought I was Van Richten, to which I replied, "The joke's on you; I am
Van Richten." (Of course, that wasn't true, but I sure felt that way.)
I am particularly proud of Van
Richten's Guide to the Vistani and the short story I wrote about the
good doctor, which prologues Tales of Ravenloft. I also loved producing
the annual Ravenloft plays that were so popular at Gen Con.
Ravenloft was tightly
managed by Bruce
Nesmith, Bill Connors, Andria Hayday, and later Cindi
Rice and Steve
Miller, among others, as well as myself. We were very proprietary about
the line, and our passion showed in the work and in the following that world
enjoyed. Continuity was a major factor in our development, and it was a joy
to immerse ourselves in the details.
Monte: You were the
manager of the entire R&D team at TSR for quite a while. What was it like
to be in charge of a bunch of unruly creatives?
David: As I mentioned
earlier, I wasn't happy about the job at first, but I came to love it -- and
the people whom I managed. "Unruliness" drove their creativity, so
I embraced and nurtured it to the greatest extent possible. Jim Ward liked to
play the "black hat" to my "white hat," so I had the pleasure
of being fairly popular with my staff. (T'ed
Stark once called me the "clown-pie boss:" When you screw up,
you know you're going to get hit for it, but you also know it won't hurt that
much." I took it as high praise.)
Monte: Tell us about the
last days of TSR, and your personal eventual transition to Wizards.
David: I was one of the
victims of "Black Friday," December 20, 1996. In the months leading
up to that major layoff, Jim Ward resigned from the company because he couldn't
bring himself to participate in what he considered an unnecessary action. That
left me essentially alone, with no buffer between me and [company owner] Lorraine
Williams, who was not in a good mood about Jim's departure. And despite Jim's
reservations about the necessity of downsizing, it was a terrible time for TSR,
whose debt load had soared beyond its income. It was a cold and snowy day when
Lorraine handed me my severance package and kicked me out of the building, but
I took my dog hiking and felt better than I had in recent memory.
For the next few months,
I was convinced that I had left the gaming industry behind forever, and I was
feeling pretty good about it. Then I ran into Tim Brown one day, who offered
me some freelance work designing Traveller games. Before I knew it, I
accepted the job and really enjoyed it, making me realize how much I missed
the business. Then Wizards acquired TSR, and one of the nicest things that ever
happened to me occurred: There formed a line of Creative Services employees
at [Wizards president] Peter Adkison's door, telling him that I had been unjustly
let go and that he really needed to rehire me, which he promptly did. I may
have wept for misery when I first got that management job, but now I wept for
joy.
Monte: Please share with
us a funny or interesting story about your time working on D&D.
David: I'll tell you about
the time I wrote almost a quarter-million words about AD&D, for which I
was fully paid but which never saw publication . . . and I did it all in 12
weeks . . . while continuing to work full time as a game editor. TSR got involved
with a British magazine called Orbis, which publishes 36-issue series
of periodicals about individual subjects -- in my case, all about AD&D.
Each issue carried 18,000 to 20,000 words and was divided into specific sections,
each covering the same topic every time. I love to write, and I was thoroughly
delighted to be writing fantasy for a living. However, the release schedule
was one issue per week, and the publisher wanted to move from the word processor
to the printed page in the shortest amount of time possible, so that was the
schedule I got: 18,000-plus words per week, as a side job, while I continued
my regular duties as an editor. I did get some help writing along the way, but
I still wrote damn near all of it.
Those who have written for
a living will cringe at the thought of 18,000 words per week, for 12 weeks in
a row, with or without another job. Throughout those three months, I went to
work in the morning, came straight home nine hours later, went directly into
my home office, and wrote until bedtime. On the weekends, I put in eight to
ten hours each day. My birthday arrived around Issue 8, and my wife organized
a surprise party for me, including a Milwaukee Brewers game with all my TSR
buddies: We went to the game, I spent nine innings fretting about how much writing
I had to do, we went home for cake, and everybody immediately left afterward
so I could get back to work. What a summer!
Why wasn't it published?
Because the first issue went to press, and when we received some pre-sale samples,
we discovered that the Orbis editors had changed some of the material,
essentially Anglicizing the text so it wouldn't sound like it was written by
an American. A disagreement arose over editorial control, and Lorraine Williams'
basic management style was always "my way or the highway." In short,
the deal feel apart and the magazine never saw the light of day. I was paid
for my services and that was the end of it.
Here's the kicker: As we
parted ways, my editor Wolfgang Baur bade his Orbis counterparts farewell
and remarked what a shame it was that we had worked so hard to meet all those
deadlines, only to have the project go down the drain. "Oh, we never expected
you to hit those deadlines," they responded. "We only set them up
so aggressively because we like to keep our writers moving forward. We were
quite impressed by the rate at which you Yanks produced the material. . . ."
Monte: What have you been
doing since you left Wizards of the Coast?
David: I left Wizards in
order to return home to Wisconsin. Both my wife and I deeply missed our friends
and family, but we also missed Wisconsin, itself: the four seasons, the great
hiking and camping, the Midwestern culture, of course the cheese, and so on.
When I returned home, I thought I would try to get into nonprofit arts administration,
as theatre had been an early love in my life. (It's why I love roleplaying games!)
I spent a short time with the Skylight Opera Theatre, in Milwaukee, as the assistant
to the managing director, and then became the managing director of a small theatre
company called Bialystock & Bloom. Unfortunately, "nonprofit"
often applies as much to the people who work in the field as it does to the
field itself, so I left the industry after two years, in search of a living
wage. The good news is that, during my tenure in the theatre community, I found
a new gaming group among the local professional actors.
I count myself blessed when it comes to gaming: I've played almost exclusively
with game industry professionals and with professional actors -- the cream of
the roleplaying crop.
Today, I'm an account executive at a marketing/communications firm just north
of Milwaukee. I play D&D on Tuesday nights, and life after Wizards is just
grand.
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