30th Anniversary Interview Series
2004 is the 30th anniversary
of the Dungeons & Dragons game. To help commemorate that fact, I
thought it might be interesting to hear from some of the people who have worked
on the game over the years, both at TSR and Wizards of the Coast. So, slowly
but surely, I've been contacting D&D designers and editors and asking them
a few questions, hoping to share a glimmer of what it was like to have been
a part of those 30 years -- and perhaps get a few good stories out of the process.
I've contacted current Wizards employees, old hands from TSR, and even some
of the old guard. In particular, I'm hoping to focus on some of D&D's creative
voices that you may not have heard discuss these topics.
This week, I am going to
start with two interviews with friends who worked at both TSR and Wizards. One,
David Wise, no longer works in the
game industry but has gathered a lot of insight from years in the business.
The other, Bruce Cordell, is one of my oldest
friends and one of my favorite designers.
I hope you enjoy these conversations
and come back to check the next interviews in this series as well.
Related Articles
Sue's TSR Scrapbook During my
years at TSR/Wizards, I took a lot of pictures. If there was an event, I was
there with my camera. And as much as I loved the books and games that we produced,
I loved the people even more. So, as my contribution to Monte's D&D anniversary
series, I thought it would be fun to wrap things up with a photographic
look at the many faces of D&D during my Wisconsin years with TSR. |
A Talk With John D. Rateliff I don't actually remember
first meeting John
D. Rateliff. He'd already been at TSR for quite a while before I got there,
and I remember hearing people refer to "Dr. John," and not knowing
what they were talking about (John will explain). In early conversations with
him, I remember feeling a bit intimidated by his knowledge of, well, a good
many things. John's very well read, very literate, and a very knowledgeable
guy. He's got a good eye for detail and minutiae -- all of which makes him a
great editor. |
A Talk With Jesse Decker I met Jesse Decker when he was the editorial assistant for the Dragon
and Dungeon magazines.
I'd been in a few meetings with him and discussed articles or whatnot and found
him to be not only a real devotee of the game but a really nice guy. So, when
a vacancy opened up in my Ptolus campaign, I suggested
to the (Black Lantern) group that he might be a good addition and other members
agreed. |
A Talk With Steven Schend Steven Schend was one of the very first people at TSR that I interacted with. My first freelance job from TSR was working on the Marvel
Super Heroes line, and Steven was more or less the in-house shepherd of the
whole line, being the comics expert of the comics experts in the office. We talked on the phone a lot, and when -- about two years later
-- I was hired as a full-time designer, he even offered to let me stay in the
guest room of his house. |
A Talk With Douglas Niles I never had the pleasure of working directly with Douglas
Niles. He left TSR before I came to work there. Still, his legacy was clear.
Though he was no longer in the office, his presence was still felt -- everyone
still talked about Doug, and he had parties at his home and invited the whole
TSR crew, even the newbies. |
A Talk With Cindi Rice I can remember Cindi Rice's
first days at TSR very well. It was a period when the company was hiring a lot
of new creative staff, and it was sometimes hard to keep them all straight.
I remember Cindi seemed to fit in really well, and really fast -- which
is to say that she figured out quickly how to have a lot of fun. |
A Talk With William W. Connors Bill
Connors was one of the few people I already knew when I got to TSR in 1994.
We had a mutual friend, and I'd met Bill at a previous Gen Con. (I remember that he was
wearing a really cool suit and I was in a T-shirt and shorts. In one brief evening
he changed my opinion about the mystique of being a game designer -- that they
didn't have to be dorks, they could be really cool -- and I immediately wanted
to be him.) |
A Talk With Skip Williams Skip
Williams hardly needs any introduction from me. When I started at TSR, I
looked on him as the voice of experience. If I had a rules question, I went
to Skip. The cool thing about Skip was, when you went to him with a question,
he didn't speak from on high. Most of the time, he'd tell you what a good question
it was, and that there wasn't an easy answer. Often, we'd end up having a good
discussion about the rules.... |
A Talk With Stan! Steven
Brown, a.k.a. "Stan!",
is a good friend of mine. Although we both were at TSR and Wizards of the Coast
at the same time, we never actually worked together on any projects, although
he has since written a couple of short stories for Malhavoc fiction collections. Stan! always seemed to be working on other things. And
in truth, I never really got to know him until after the move to Washington
and Wizards of the Coast. |
A Talk With Sean K Reynolds Sean
Reynolds came to TSR right as the company was preparing to have a big 25th
anniversary celebration. It was a pretty lavish affair with a big tent outside, lots
of food, and a big display of TSR products. My first memory of Sean
was when Sue and I met him and kind of dragged him to the celebration... |
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