A Talk With Ray Vallese
A 30th Anniversary Interview
0Ray
Vallese started working at TSR just a few months after I did. He was, if
I remember correctly, the first new hire after me. 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 to knock stuff off my shelf. That was the beginning of a long series
of devious creations involving our cubes, toys, and office supplies we would
fashion together, not the least of which was Ray's Cube Comics and Stories,
which you'll read more about in this interview.
On the topic of actual
work, as opposed to an awful lot of goofing around, Ray was one of the finest
editors I worked with while at TSR. Best known for his work on Planescape
products, Ray edited Factol's Manifesto, Dead Gods, Hellbound, Faces of Evil,
and more. He also wrote or cowrote Uncaged: Faces of Sigil, Something Wild,
and Faction War. Ray's list of Planescape credits reads an awful
lot like mine, which is to say that we collaborated a lot, whether as designer/editor
or as codesigners. Working with Ray was, as can be expected, fun, but also highly
rewarding. We share a real passion for original, really innovative ideas above
all else. I was always impressed and amazed with his work, and grateful to be
able to work with him on so many projects I'm still very proud of today.
Ray's a good guy. I'm happy
to have been able to ask him a few questions to help commemorate the 30th (31st)
Anniversary of Dungeons
& Dragons.
Monte Cook: What
did you do before you worked at TSR?
Ray Vallese: Before
I joined TSR in 1994, most of my jobs involved technical or business writing
(developing software manuals, documenting procedures, crafting sparkling marketing
copy -- that kind of thing). But I wanted to channel my energies more creatively.
I'd already earned a Master of Arts in Creative Writing and thought I'd end
up teaching writing and literature in a college somewhere. (Didn't happen.)
Still, this background prepared me well for working on roleplaying games, since
I developed strong editing and creative skills alike, allowing me to write and/or
edit products.
Monte: How did you get the
job at TSR?
Ray: I was always amused
to participate in "How to Get a Job in the Industry"-type panels at
conventions, because I listened to my colleagues deliver their inspirational
sermons on starting small, getting your foot in the door, proving yourself to
the pros, landing your big break, blah blah blah. And then I'd give my own response:
I answered a newspaper ad one day. I did well on the subsequent editing test
and interview. And that was it! The supervisor who hired me, Tim
Brown, told me that he took some flak for not having hired a typical dyed-in-the-wool
gamer, but he specifically wanted someone from outside the industry. It worked
out great! But I cringe now when thinking about the cluelessness with which
I answered questions during my interview. I'd played D&D a few times as
a teenager, and that had been it, so when the interviewers asked me about my
gaming history, I had to resort to describing what I thought was on the cover
of the books I owned in order for them to determine exactly what I'd been doing!
Luckily, they valued my skills as an editor, writer, and project manager --
not as a gamer.
Monte: What kind of preconceived notions did you have about TSR before you came
on board? What was your initial reaction to the work environment and the people?
Ray: I had few preconceived notions because my entire experience with TSR had
been playing D&D a handful of times many years prior. But boy, during my
first few days, I thought I'd landed in a loony bin, what with mobs of people
throwing darts at me1, arguing about elves till they were red in the face, and
expecting me to know everything about D&D and the complex steps of the publication
process. I remember wanting to hide under my desk on the second day because
I was afraid I'd gotten in over my head. Literally. There was a moment when
I suddenly felt that I had no idea what I was doing or what anyone was talking
about, that I'd made a horrible mistake, that I'd be found out and given the
bum's rush out the door. But that all passed quickly enough as I learned more
about the job.
Monte: Eventually, your
wife Val started working in the company in the novel department. How did
that change your overall TSR experience?
Ray: It made the experience that much more fantastic because we could share
it. Val gave up good opportunities of her own to move with me to little Lake
Geneva so that I could have a fun job, and I was thrilled when she was hired
as an editor in the book department. Our jobs were different enough that I could
go all day without seeing her, but it was nice knowing that she was just a short
walk away. Plus, then we could BOTH yammer on endlessly about the latest "You'll
never believe this" story about what happened at work each day.
Monte: What was your most memorable time at TSR? What were you working on then,
and who were you working with?
Ray:
Frankly, most of my time on the Planescape team was memorable, and it's
hard for me to pick out just one period. But I really enjoyed working on a product
called Hellbound: The Blood War, which was a boxed set of adventures
and source material on the eternal war fought by the baatezu and the tanar'ri
(or the devils and demons, or whatever they're called today). I remember the
fun of working closely with you and Colin
McComb, the writers, and working out the details of how the fiends would
do this or that, and how we could explain various inconsistencies that had appeared
in print over the years. I remember receiving the wonderful illustrations from
artist Adam
Rex, who was following popular Planescape artist Tony
DiTerlizzi and had big shoes to fill. I remember that we feared our bosses
would veto the name of the product because it incorporated the word "Hell"
so we tried to come up with alternate titles -- my favorite of which was "Hello!
The Blood War." In general, it was a rewarding project from beginning to
end.
Monte: What kinds of gaming did you do while you worked at TSR?
Ray: My first experience was joining a regular ol' D&D game at [editor]
Thomas Reid's house
with people who ended up becoming very good friends, like you, Colin, and others.
I don't really remember how I fell into the group, but I enjoyed playing almost
as much as I enjoyed the camaraderie. When that campaign fizzled, you invited
me to join a new sci-fi game he was starting, which later led into other D&D
and Cthulhu games at your house. I never ran any games, and while I played in
shorter games here and there with other DMs, most of my gaming took place under
your watchful eye. You were great, and I'm not saying this just because you're
asking me these questions. Though a kickback wouldn't hurt.
Monte: You spent a lot of time working on Planescape products at TSR.
Tell us a little bit about the team and the process involved in producing a
Planescape product.
Ray: For most of my time at TSR, the core Planescape team included me,
you, Colin, and Michele
Carter, with occasional contributions from writers like Wolfgang
Baur, Lester
Smith, Bill
Slavicsek, and others, and with various supervisors depending on which way
the wind was blowing that month. Coming up with cool new products always seemed
to be a group effort. You, Colin, Michele, and I would hang out in a poor excuse
for a lounge and build on each other's wacky ideas until we came up with adventures
and sourcebooks that just begged to be written. We tried to create an overall
theme for each year's worth of products and to tie the new releases together
in some fashion to reward the diehard Planescape fans with a greater
sense of continuity. The four of us worked together very closely and had loads
of fun.
Monte: Some products you wrote (as opposed to edited) have the name RV Vallese
in the credits. What's up with that?
Ray:
It was just a way to acknowledge that the product was written by me and my wife,
Val. (RV = Ray and Val. Get it?) I think we really only did that on Uncaged:
Faces of Sigil, where she easily did half the work in coming up with characters,
ideas, rough drafts, etc. The contract (it had been a freelance project) was
in my name only, and I didn't know if I could include her as co-writer officially,
so this was our way around it. Surprisingly, almost no one seemed to ask about
or even notice the odd credit. I guess most people just thought "V"
was my middle initial, despite the lack of periods after the letters. But I
wasn't really trying to hide anything. We told the truth to anyone who asked.
Monte: What is "Ray's Cube Comics and Stories?"
Ray: The best comics line you've never heard of. My cubicle at TSR was the home
for scores of action figures and props (many donated to the cause by [designer]
Steven
Schend), stored in a huge box under my desk. We'd set up complicated scenes
on a large portion of my desk left unused for just that purpose, and then summon
a crowd to observe the new "issue" -- which consisted of describing
what each figure in the scene was doing and saying. It was like performance
art comic books. (This was before Wizard magazine started doing their
Toyfare Theater, I might add -- if only we'd patented the idea.) Sometimes each
new issue was a one-time joke, and sometimes it was a small part of a storyline
that could go on for days or weeks. But each issue had to be funny, and we spent
way too much time setting up action figures and loudly cracking each other up
(much to the dismay of my poor cubicle neighbors). The more absurd the story
development, the better, and the timing of the delivery of each character's
dialogue was crucial. I tell ya, it became a fine art. We even wrote fan letters
to "Ray's Cube Comics and Stories" (and sometimes answered them, too)
and pinned them to the surrounding walls. Sometimes I couldn't wait to get to
work in the morning just so I could set up a great new idea for an issue, and
many's the time that you, Colin, Ed
Stark, or another "writer" invaded my cube to set up a new issue
while I blithely worked away at my computer.
I'm sure all this sounds stupid to people reading this right now, and perhaps
it's one of those situations where you really did have to be there to appreciate
it. But doing those tabletop issues are some of my fondest TSR memories. Come
on, wouldn't YOU want to see what hilarity ensues when the gluttonous Penguin
tries to microwave a burrito in Professor Ape's2 time machine and sends everyone
back to the Wild West, where Sheriff Worf and his Worf deputies3 are trying
to run a gang of lawless Spider-Men -- including one with six arms and another
with NO arms (a Pez dispenser) -- out of town? Sure you would.
Monte: Please share one (or more) of the many funny or interesting stories about
your time at TSR with us.
Ray: I could rattle off issue plots from "Ray's Cube Comics and Stories"
(see above answer) all day, but instead, let me mention the quote board. You
had to be careful what you said around the office, because if you uttered anything
worth quoting (for whatever reason, though usually a bad one), someone would
inevitably overhear you, rush up to the games library, write out your quotation
in bright red marker on a big piece of paper, and hang it up for all to see
as the "Quote of the Day." Everyone got skewered by this at one time
or another, but for some reason -- maybe because I talk too loudly -- I kept
getting on the board for making comments that could be interpreted as being
lewd, confused, or just plain stupid.4
But my favorite quote of all time was delivered not by me, but by Colin, who,
while setting up an action-figure issue in my cube, asked my neighbor [designer]
Skip
Williams whether he wore boxers or briefs. (I'm sure the question made sense
at the time.) Skip, however, shouted back over the cube wall in mock (?) exasperation,
"A hairless man who plays with dolls is asking me about my underwear!"
I had that sucker on the Quote Board within two minutes, attributed to "Skip
'At Last!' Williams." I remember that poor Skip tried to write in an explanation
of what had prompted him to make that statement, but Colin wouldn't let him
do it. No context allowed on the Quote Board!
1 A reference to the Mask of Valor, described in Colin
McComb's and Keith Strohm's interviews.
Ed.
2 Professor Ape was actually
a ferocious-looking gorilla action figure from the movie Congo, which
someone had outfitted with a pair of professorial spectacles. Ed.
3 Ray's cube contained at
least six different Worf action figures in a variety of sizes, but a favorite
was the one outfitted as an Old West sheriff. Ed.
4 One memorable Ray quote:
"When my pants come off, things just start happening!" (Sorry, no
context allowed.) 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. |
|