A Talk With Miranda Horner
A 30th Anniversary Interview
0Miranda
Horner was always a pleasure to work with. It seemed that, with few exceptions,
she was always upbeat no matter what the situation. She is one of those people
that's always quick to laugh at jokes, always interested in what's going on,
and always concerned about other people.
Add in the fact that she's
a really superb editor, and you understand why I liked working with her. She
was my editor on A Guide to the Astral Plane, and, although she didn't
do a lot of Planescape work, she leapt right in with both feet and did
a great job. (She's also worked with us at Malhavoc.)
Miranda started at TSR in
the mid-1990s amid what seemed like a flood of people from West End Games (Ed
Stark, Steven Brown,
Bill
Olmesdahl, and Miranda) coming to the company. My first memory of her is
of hearing her laugh over the cubicle walls, which was infectious. Miranda became
good friends with Sue and worked with her on the Dragonlance team. Later,
both ended up working on the Wizards of the Coast website team together as well.
I'm really happy I could
get Miranda to take time from her amazingly busy schedule to answer a few questions
in honor of the 30th (31st) Anniversary of Dungeons
& Dragons.
Monte Cook: How did
you start playing roleplaying games?
Miranda Horner: I
was more of a gold-box gamer at first: I played the AD&D computer games
(as well as many, many other computer games before and since then). I also read
a fair amount of the fiction before I had a gaming group.
Monte: Before coming
to TSR, you worked for West
End Games. How did you get your start at WEG, and how did that eventually
lead to you making the trek to Lake Geneva?
Miranda: While I
was in college getting my degree in English literature, I worked in a bookstore.
To help promote sales, I contacted several game companies to ask for whatever
free marketing stuff they had (like posters and bookmarks). I also asked for
prize support for some in-store game days. Because of this and due to my trips
to Gen Con, I met several people from different companies. When an opening for
an editor opened up at WEG, they brought it up to me. Shortly thereafter, my
husband and I headed out to work there. Not too long after that, several positions
opened up at TSR, and a couple of our WEG people (Ed Stark and Bill Olmesdahl)
ended up with jobs there. Since they also needed editors, I applied. I had a
ton of fun the day I flew out for the interview, to tell the truth. It was nice
seeing some of the people I knew from Gen Con ([designer] Bill
Connors, for instance), and it was great meeting new people! I was excited
and happy when [Director of Creative Services] Tim
Brown called with a job offer not long after the interview.
Monte: What were your impressions
of TSR and the staff, both as a new hire and as you got to know your way around?
 |
|
From left: Stan!,
Sue Cook, Anne Brown, Harold Johnson, Ed Stark, Miranda Horner (as pixie),
Bill Olmesdahl, Carrie Bebris, and Roger E. Moore (Illus. Stan!)
|
Miranda: Everyone
was so friendly! They put me in a cube next to [editor] Anne
Brown and near Bill Connors, and I found that if I had any quick questions
to ask about how things worked at TSR, I could go bother one of them. Also,
since I ended up in [product group leader] Steve
Winter's [AD&D Core] group, I could go bug him about things, too. I
have to admit that giving me a small, quick project [The Silver Key adventure]
as my first one was very helpful since it allowed me to go through TSR's process
fairly quickly. That way, after I went through the process, I could help other
new hires as they went through the process for the first time. (And there were
a lot of new hires after I came on board.) It wasn't long before I felt as if
I had an extended family at TSR.
Monte: How was TSR different
from West End? How were they the same?
Miranda: First of all, TSR
had a larger creative staff, and they had full-time designers, which WEG didn't.
So, at TSR, I could just walk down a hall and go ask a designer a question about
his or her manuscript. Also, the process of getting a manuscript scheduled and
through editing was different in a variety of ways too numerous to mention here.
Both places had great people working at them, though!
Monte: Although you worked
with TSR/Wizards for a long time, when you think back what's the most memorable
period?
Miranda: There are
[several] phases in my time there, and I enjoyed each one for different reasons.
I think, though, that I'd have to put my time on the Dragonlance team
as the most memorable. I started on that team when Harold
Johnson was in charge. [Editor] Sue
Cook was Harold's second-in-command, and it was great working with her closely
on these projects. When we got out to Seattle, the team's members changed a
bit and seemed to work more closely together overall. [Game designer] Stan!
was on the team (and I'd worked with him at WEG, when he was in the art department),
and then [designer] Steve
Miller rejoined the Dragonlance team from his WEG position. Sue was
in charge as the brand manager. It felt to me, at least, that we also had a
closer relationship to the book department at that point, and that was helpful
to everyone involved. Adding [authors] Margaret
Weis and Tracy Hickman
to the mix allowed us to have those Dragonlance summits*, which also
helped ensure that everyone was on the same page in terms of story arcs. We
all worked crazy-long hours during that phase, and while I'm sure I took a few
years off my life with the workaholic willingness I had to make sure things
came out right for the fans, I also had the full support of the rest of my team
and Sue's excellent leadership skills, which made doing what I did a heck of
a lot more fun than it was work! (Working on games should be fun, after all!)
Monte:
You spent a lot of time working with the Dragonlance team.
Miranda: It was fun,
and it was busy. We had a great R&D Dragonlance team. Sue fostered
a supportive, constructive, and enthusiastic atmosphere among us, and we all
brought a bunch of positive aspects to the group, too, because of it. It sounds
like others in past Creative Services/R&D teams have also experienced a
similar situation, and I really hope that current and future teams there have
the opportunity to work together in such a manner. It really brings out the
best in each team member, which is bound to impact the team's products in a
positive way.
Monte: While you
also worked with Wizards' online team, you spent most of your time at TSR/Wizards
as an editor. Give us some insight as to that kind of work.
Miranda: With regards to
the project at hand, I got a manuscript and worked on it (this included copyediting
and developing it as needed [and bugging the designer as needed]), checked the
art order (including adding in any references that the designer didn't) and
worked with the art director, checked the map order against the manuscript and
worked with the cartographers, went over the galleys, and made sure the cover
copy was good. I also attended meetings about products, read other products
for debriefings, attended meetings about larger design/editing issues, attended
meetings about industry-based stuff, playtested stuff, read mailing lists, occasionally
coordinated projects, handled a newsletter (from creation through final issue),
checked various manuscripts for continuity-based issues, tried to stay on top
of novels and other products coming out from the company, and much more. Most
of this latter stuff happened in Seattle, but some of it was in place before
we moved. In short, I had plenty to do, and not all of it directly involved
the actual product that I had to get through the pipeline. It was almost always
fun, but I sometimes came into work lacking sleep, and so did many others around
me.
Monte: Since you experienced
it first hand, how about a funny or interesting story involving the buyout of
TSR or the move to Washington?
 |
|
From left: Bill Slavicsek
(standing), Michele Carter, Monte Cook, Monte Cook, Steven Schend, Michele
Vukovich, Sue Cook, Carrie Bebris, Mary Kirchoff, Keith Strohm, Cindi
Rice, Steve Winter, Dale Donovan, Ed Stark, Thomas Reid, Skip Williams,
Stan!, David Wise, Bill Connors, and Bruce Heard.
|
Miranda: A lot was
going on during the buyout. I remember all of us pulling Gen Con [1997] together
while still trying to get projects done and while trying to get ready for the
move across the country. Many of us had a last picnic near Lake Geneva, too.
(I think I have some pictures of it around here somewhere.) That was sad, since
we all felt like a family at TSR.
Monte: What did you think of Wizards when you first arrived? How was
it different from TSR?
Miranda: First of all, it
was brighter inside the office at Wizards, and it was bigger. There was a nicely
landscaped "mana pool" outside that I could go sit at (with galleys
or printouts of my current project) when the day was as bright as it was inside
the building. However, the cubes were smaller, and they weren't set up in such
a way that I had my little editorial retreat like I did in Wisconsin. I also
ended up on the Spine (the central hallway that ran the length of the building),
so if I didn't have my music cranked up (via headphones), I'd hear all kinds
of interesting conversations. We did have access to the outside world on the
machines we were using, so that was good. (I had been on a 386 PC when I started
at TSR, then I moved to a Mac with no Internet access just before we moved to
Seattle.) I could start interacting more with the fans because of the access
I was now given.
Also, due to the way the
teams were structured, more meetings occurred, which was both good and bad.
While we worked more closely with other teams throughout Wizards, we also spent
more time working more closely with other teams throughout Wizards. So, I felt
like I had a bit more input on how products got made, but it was at the expense
of time spent on my current project.
Monte: Will you share with us a story about editing for D&D?
Miranda: When we
moved out to Seattle, I started compiling a list of amusing typos that I found
in various manuscripts. As time passed, other people submitted typos to my list,
too. Because I kept the list, Julia
Martin (of the Wizards Online Media team) was able to take a few of those
typos and have Stan! illustrate
them for the website. I hope they gave people a few giggles. I guess this
just goes to show you that you shouldn't trust your spellchecker alone, and
that you can find a use for everything eventually.
Monte: You left Wizards
of the Coast a few years ago. What have you been doing since?
Miranda: [My husband] Shaun
and I left Wizards and came back to the Kansas City area shortly after his father
was diagnosed with a particularly nasty cancer. Happily, I was able to pick
up some contract work from Online Media almost immediately thanks to both Julia
Martin and [former Online Media Director] Wanda Gregory. Shaun, too, had been
working at Wizards of the Coast in the Organized Play department, so he ended
up with some contract work as well. We've both been working with Online Media
and Organized Play on various projects over the years, and I hope to continue
doing work for Online Media for as long as the opportunities are there! I also
take on some extra freelance projects from time to time.
* Dragonlance Summits:
In late 1997, the top writers, editors, and managers of the Dragonlance
novel and roleplaying game teams all got together at Wizards of the Coast for
a days-long series of meetings to plan out the War of Souls storyline, which
was to include both fiction and game products. It was the first time since the
Dragonlance Chronicles Trilogy and DL module series that authors Weis
and Hickman joined with the roleplaying team to craft a unified story arc. The
"summit" concept worked so well that the annual meetings continued,
and the idea was adopted by other product line teams as well. Ed.
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... |
A Talk With Jeff Quick "Hire Jeff Quick! A
Million Gamers Can't Be Wrong," one button read. "Hire Jeff Quick!
Editor Extraordinaire!" read another. And there were many, many more. |
A Talk With Ray Vallese Ray
Vallese started working at TSR just a few months after I did. His cubicle was right next
to mine, and one of my earliest memories of him is of the two of us discovering
that if we fashioned a bunch of rubber bands together and hooked them into the
ceiling via a paper clip, we could fling action figures up over the cube wall
between us... |
A Talk With Miranda Horner Miranda
Horner was always a pleasure to work with. It seemed that, with few exceptions,
she was always upbeat no matter what the situation. |
A Talk With Keith Strohm I can vividly remember Keith
Strohm coming to work at TSR. Hired right around the same time as Bruce
Cordell (1995), Keith didn't have a cubicle at first and had to set himself
up in a room we called the Games Library, which also doubled as a sort of employee
lounge for the creative department. Keith took this all with amazing stride. |
A Talk With Colin McComb When I arrived at TSR in
1994, Colin McComb was about as close as you could come to being the Welcome
Wagon. Of course, he was the force behind the infamous Mask of Valor, so it was a sort of intimidating welcome.... |
A Talk With Wolfgang Baur Wolfgang Baur started writing
as a freelancer in the 1980s, and worked full time at TSR in the early 1990s.
He wrote for a lot of different game lines, but personally I remember him mostly
for his work on Al-Qadim and Planescape. |
A Talk With Andy Collins I 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. |
A Talk With David Wise David 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. |
A Talk With Bruce R. Cordell 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. |
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. |
|