A Talk With Steven Schend
A 30th Anniversary Interview
0Steven
Schend was one of the very first people at TSR that I interacted with (I'd
say "met," but I talked to him on the phone for months and months before
meeting him in person). 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 -- which
is saying a lot with comics experts like [editor] Michele
Carter and [designer] Jeff
Grubb around. 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. So Steven and I were roomies for about a month, maybe
more. I have great memories of that time, although Steven liked to get up a lot
earlier than I did.
Steven's a great editor
and writer. He's the kind of guy who'd not only go the extra mile when working
on an assignment, he'd go the extra 10 miles beyond that. The old Marvel
Super Heroes Game line certainly owes him a lot, and even more than that
-- if you're a Forgotten
Realms fan, many of those well-researched and carefully detailed sourcebooks
and adventures on your shelf probably have his name on them. He's also a heck
of a nice guy. I certainly wasn't the only one to benefit from his generosity
at offering new hires a place to stay (which he'll tell you about), or his warm
welcoming attitude when you confronting strangers in a very strange land (TSR).
In fact, Steven's just a generous guy all around. Those action figures that
Ray Vallese and Colin
McComb wrote about in their interviews? Most of them were donated by Steven
to the cause.
I'm very pleased to be able
to interview Steven Schend to help celebrate the history of Dungeons
& Dragons.
Monte Cook: How did you
come to start playing D&D?
Steven Schend: I got the D&D box for
my 13th birthday in 1980 (the slim box with the color piece of Dave
Sutherland's red dragon on the outside, the blue-screened cover on the rule
book and B1 "In Search of the Unknown" inside) along with the original
G1-3 series of modules. While I read the modules and the rules twice each, I
couldn't wrap my brain around the game until a family friend who knew the game
took me through my first adventure to give me a shake-down of the rules. My
first character -- the wizard Gamalon Idogyr -- lost his left eye to a band
of orcs but managed to win the day. Ever since then, I've been a fan of fantasy
roleplaying, playing through junior high and high school but tapering off a
bit in college. I started up again with my old gaming buddies after graduation
due to all the hoopla over 2nd Edition, and since 1990, it's as much a career
as a hobby to me.
Monte: Did your background
in teaching prepare you for a job dealing with roleplaying games?
Steven: The education
skills were very handy in prepping me as an employee at TSR, if not specifically
for editing or design of games. Every GenCon (and any other convention we attended,
for that matter), we were expected to run game demonstrations to highlight the
major releases for the year. Trying to teach D&D to nongamers or new players
-- and to do it in any meaningful way in 15 or 20 minutes -- was always a challenge;
I ended up focusing like I would any subject -- grab your audience's attention
with an anecdote or something visual and unexpected, keep their interest by
focusing on the most broadly fascinating aspects, and literally show them why
they should learn more about this (in this case, D&D). It almost always
works without fail in a gaming standpoint (and to a lesser degree among high
school students not really wanting to learn more history ). There was rarely
enough time to give people a true game/story experience, but we could always
give them a taste of D&D and show them roughly how it worked in a 20 minute
window . . . and then do the same for another group of five to eight people
in the next 20 minutes. Made for long hours at a show but usually the fun and
excitement of the players outweighed the exhaustion... or losing one's voice...or
the gongs(1)....
Honestly, I've had far more
experience running demonstration games and seminars than I have had work as
a classroom teacher. My only teaching experience prior to working at TSR was
student teaching in Oregon, Wisconsin, in the winter/spring semester of 1989.
By the time I got back into teaching as a substitute in Port Townsend, Washington,
I'd had 10 years of conventions and games and playtests under my belt. Lots
of tricks from seminars to keep an audience focused on a topic were helpful
in classroom management and in finding new ways and angles from which to approach
an otherwise dull subject (uninspiring at least from a high-schooler's point
of view).
One last short note on how
teaching and gaming intersect in my brain: I fight to never "dumb down"
or simplify words if their meaning is caught by context. If we did that in D&D,
none of us would ever learn what grimoires or phylacteries or incuabula were.
And I for one am glad to have those gems in my vocabulary (so I thank Gary Gygax
and Stan Lee's Dr Strange for my convoluted lexicon).
Monte:
How did you get the job of being an editor at TSR?
Steven: I graduated
from the University of Wisconsin at Madison with a secondary education degree
in English and spent the summer of 1989 applying and interviewing for dozens
of teaching jobs, never getting any offers. I worked at a J. Crew factory outlet
by day and applied for jobs teaching or at educational publishing houses as
an editor. One day I took a break from retooling the resume for another job
and read the latest Dragon
magazine. On a whim, I decided to retool my resume to send a cold query
in to [editor] Roger
Moore at Dragon; having recently picked up the Monstrous Compendium
I as well, I sent another resume to Karen
Boomgarden, the editor in charge of that product (as I didn't know to whom
else I should send it). I enjoyed the cover letter for the first time in months,
focusing on things that were more fun and still in my skills set. Still, no
one was more shocked than I to get a call the next week from Roger, looking
to interview for an assistant editor. I interviewed with Roger in late 1989
(but lost that job to Dale
Donovan), and within a few weeks had another interview with Jim
Ward of the Games division (after Karen sent me a nice note explaining that
she had sent my resume on to Jim, as she couldn't hire anyone). Two months to
the day of my interview, I got a call offering me an editor's position. By sheer
dumb luck (or the whims of the universe), I'd happened to drop them a line just
as they were expanding their staff. They'd hired [designers] Blake
Mobley, Tim
Brown, and Bill Connors around November,
and I was the first of a new wave of designers and editors. I started on Monday,
February 5, 1990; [designer] Dale
"Slade" Henson started on the Thursday of that same week.(2)
Monte: What were
your impressions of TSR, both as a new hire and as you got to know your way
around?
Steven: It was my
first job out of college, so I didn't have much experience for comparison. It
seemed to be a good place to work and very creative and open. It very much was
a sink-or-swim training method, but Anne
Brown and Jeff Grubb got me through the rough patches as I got up to speed
as an editor. My first impressions were trying to keep from getting fired, make
sense out of the chaos, and make friends as well. Everyone's cube reflected
something about who they were, be it Zeb
Cook's cube filled with Astro Boy and Godzilla figures, Jon
Pickens' "Cube of Doom"(3), or Jeff's poster of the Marvel Universe(4).
The best way I got to know many of my coworkers was the games we played over
lunch; imagine going to work your first week and being introduced to a game
called Space Hulk that was built across three cafeteria-sized tables
with six players at once. Good game, but made better by the people (not the
least of whom was Roger Moore's insistence at calling his gene-stealers the
"Conga Line of Death."). Other great games I played over lunch included
Star Warriors, En Garde, Junta, Kremlin, Car Wars, Magic, and Empires
of the Middle Ages.(5)
While we editors and designers
remained relatively removed from the business end of things, the bullpen environment
upstairs in "Cubeland" was something I'd try to duplicate if ever
I was to start a creative company. Almost without fail once a day or so, someone
would stand on a chair and sing out with a query on a particular product or
some strange random statement(6), and a chorus of answers would crop up around
us. Sometimes it was even a legitimate and insightful topic. ;) It was a team
environment just as much as it was a lot of individual work, and everyone knew
that all you needed to do was ask for help and it was there for you.
Other
random memories and fun were the Dinosaur(7), the Tacky Gift Exchanges at the
holidays(8), the Quote Board(9), the "Steven's Roommate" phase(10),
and thoughts of the many good people with whom I got to work over 10 years with
TSR and Wizards of the Coast(11). Hard to believe it's been 15 years since a
very green editor started working on Skull & Crossbows for the Spelljammer
line.
Monte: You worked
with TSR/Wizards for a long time. When you think back, what's the most memorable
period?
Steven: The most
memorable period for me was 1993 into 1994 when the company and AD&D 2nd
Edition seemed to be riding high. All the excitement and energy of releasing
all the new lines around then -- Al-Qadim, Birthright, Dark Sun, Planescape,
Ravenloft, etc. -- was infectious, whether you were on those lines or not.
I had recently switched from editorial over to design and was doing more and
more work in the Forgotten Realms line. We had probably doubled our work
force in the four years since I started, so now-famous names like [editors]
Thomas Reid, David Wise, and others were getting started and up-to-speed. By
then, [Realms creator] Ed
Greenwood had stopped being merely a voice on the other end of a telephone
and was a fast friend, as well as a second mentor for my own writing. At the
time, I was in the Forgotten Realms/Al-Qadim group and worked with great
people like [editors] Karen Boomgarden, Julia
Martin, Rob
King, Jim
Butler, David Wise, [artist]
Paul
Jaquays, and many others. The groups could be fluid, trading around other
product lines and special projects. So, while I worked in the Realms from about
1991 through 1999, I also worked with every TSR trademark world, with the exceptions
of Dark Sun and Dragonlance.
Monte: Since you
experienced it first-hand, how about a funny or interesting story involving
the buyout of TSR?
Steven: As late 1996
through 1997 were pretty stressful on all of us at TSR, it was tough to dredge
back through the memories to find something funny about that time. Then I remembered
May 17, 1997, as Jeff Grubb and I wandered Lake Geneva having a few beers for
my birthday. We bumped into Peter
Adkison on the street and dragged him into Harry's (our local and most frequented
watering hole/pub) for a beer. We knew he and Lorraine Williams were in talks
about the purchase of the company but nothing was certain at that time. Try
though we might, Jeff and I couldn't pry any information out of Peter, so we
settled on toasting beer to the process (and hopes that our jobs would continue),
had a few more beers, and simply left it at that. It wasn't for another few
days before we found out about the buy-out and the best belated birthday gift
I got was an offer to continue my job out in Washington.
Monte: What, in your
views, were some of the differences between working at TSR and Wizards?
Steven: The biggest
differences both impacted how we had grown accustomed to working. At TSR, we
all had relatively large cubes with high walls for privacy and solitude when
you needed it for work. At Wizards, Peter Adkison preferred an open environment
with low cube walls, shared cubes, and lots of discussion among the troops.
Thus, that took a while to get used to.(12)
Within TSR, the Creative
Services department, while splintered among various locales in the massive office
building, was pretty well insulated from the business side. We were left to
do our jobs as creatives, sometimes seeing "the suits" as those out
of touch with what the market/fan base wanted (especially since many of them
didn't play the games or understand them). At Wizards, there was far less division
between R&D and those who drove the company. Suddenly we had more influence
over our product lines and more say in what sorts of products we'd produce.
On the flip-side, we also found ourselves in many more meetings than we were
used to.
The other twist was the
40-odd TSR staffers who moved out to Washington were used to being the sole
creatives and producers of fantasy materials; at Wizards of the Coast, we were
the newcomers among many creative divisions, including the Magic
staff and others. It took a little while to adapt to the lay of the land both
professionally and socially, but I can't think of any who ever regretted the
move.
Monte: How about
sharing with us a funny story about your time working on D&D?
Steven:
Well, my best story is my 4th day of work (as noted above and in my blog a few
months back), so I'll resubmit the Jeff Grubb Day story.
February 5, 1990
This is my fourth day of
work at the wacky factory that was TSR, Inc. I'm there early but others have
preceded me; before 8:30 a.m. (when most of us have shambled into the office),
nearly everyone has received a "HELLO MY NAME IS" sticker badge with
"Jeff Grubb" written in for our names. The two servants of Loki behind
this maneuver were Carol [Hubbard], the CEO's executive assistant and right
hand, and Anne Brown, one of R&D's editors. By noon, everyone (with one
exception) had their Jeff Grubb name badge, save for the suits, who often sadly
lacked in the sense of humor department.
I'm a wee bit ahead of myself
here, but wanted to set the stage first. I was hired as an editor and had spent
the previous few days getting to know my coworkers and find my way to fit into
the machinery of roleplaying game editing and design. My office/cube was right
next to the Games Library, where our department almost without fail gathered
for lunch. Good camaraderie, good ways to catch up on gossip (industry or in-house),
and always a game to observe or in which to play.
Here I'll admit that my
memory is failing a tad and I've probably got my facts mixed up, as it's been
15 years now. Jeff Grubb and Roger Moore (the editor, not the actor) had each
received letters recently where people assumed that they were house names since
their names were so prolific ("after all, no one person could do everything
that is attached to your name" was a stray comment). In the spirit of them
being "house names," one letter writer attended a convention as "Roger
Moore" and let him know in a letter (also kindly offering to do so again
in order to present some TSR presence where there wouldn't already be one).
The offer was politely declined. One couple in Texas tried to attend a convention
in Jeff's name, but the convention called TSR to check, and Jeff's response
to the tune of, "Yes, I exist. No, I'm not a house name. No, I'm not a
married couple in Texas..." may have springboarded Jeff Grubb Day, since
Anne shared a cube wall with Jeff and overheard him.
Needless to say, this both
amused and disturbed those actual bearers of said names. The attendees (would-be
or otherwise) were quickly served a cease-and-desist request to stop them from
attending shows falsely (and for free, the main reason folks did it, I assume),
but the joke of either man as a house name lived on...
Anne conspired with Carol
to get a roll of name badges and it was unofficially declared Jeff Grubb Day
with each designer, editor, and perhaps the artists and mappers as well getting
their Jeff Grubb badges. Meeting minutes from that day read as "Attending:
Jeff Grubb, Jeff G., Jeff, Jeff, Jeff, and Jeff." All save for one person
-- Jeff proudly wore his badge which read HELLO MY NAME IS ROGER MOORE.
In retrospect (and perhaps
it's one of those "had to be there" things), it doesn't have the same
sort of impact as it did 15 years back. This was one of the ways in which the
department all pulled together in silliness to have fun and made us more like
a highly dysfunctional family of bipolar creatives rather than just coworkers.
:)
Of
course, some people's mileage may vary on this experience. After all, it was
Slade Henson's FIRST day at TSR, and he met all his coworkers being introduced
as Jeff.
1 If you ever plan to run
game demonstrations at a convention, make sure you're not next to a booth or
another table in which hitting a gong is a necessary point of game play. Do
not, under any circumstances, incorporate a gong into your own game demo. It
might be amusing the first time, but by the afternoon of the con's first day,
either you or everyone else around you at the con wants to melt the gong down
into base metals. (This is all I can remember about an Al-Qadim demo
done circa 1994 or so-fabulous setting and products, but hated the gong...).
2 The day
that shall forever be remembered as the Day of the Jeffs, or Jeff Grubb Day
(explained later in the interview).
3 Jon is
a great editor with an incredible eye for detail and an encyclopedic knowledge
of D&D and its history, having been there nearly from the beginnings of
TSR. Thus, his cube was always overloaded with products on the shelves, on the
floor, on his desk, etc. I came in one morning and found that one of the cube
walls had fallen in under the weight of all the books on the shelves...but Jon
was saved when the desk anchored itself against the piles of books on the floor.
4 I inherited
this poster when I took over assistant managing the Marvel Super-Heroes Game
line in late 1990 through late 1992 when the license expired.
5 Someone
else will have to remind me exactly how many Ladislavs ruled the empires under
[editor] Jim
Lowder's control, but I know it was a dynasty of at least six of them...
6 "Say,
______, you know sheep. How much does one weigh?" The poor guy who was
the target of this strange aside for
no apparent reason had to endure bad sheep jokes
for years afterward.
7 We didn't
have PCs in our cubes until about late 1991 or early 1992. When I started, we
had an old networked HP computer system nicknamed the Dinosaur. The only way
you could do early layouts were to count the lines of text and hope for the
best upon typesetting time. I can still remember a third of the codes for formatting,
but I'm much happier just working with modern word processing.
8 From which
I was glad to take the Ugly Bottle-Cap Boy figure and bring him out to Wizards
of the Coast in 1997.
9 One that
sticks to mind for some reason was an aside from Zeb Cook while working on The
Horde boxed set-"Yurts don't float." The other perennial topic
happened whenever a baby was due for any of the staff-I believe "Pinball
Godzilla" was the mandatory first suggestion for baby names each and every
time.
10 It almost
became a running gag that nearly any new hire at TSR became my roommate for
a time, the list including Tim
Beach, Lester
Smith, and the inestimable Monte Cook himself.
11 Come to
think of it, I "met" you, Monte, in 1991 over the phone as we worked
out details for your design of a Marvel Super Heroes product that never
made it to press due to TSR losing the license. Too bad -- you gave 1000% and
actually had pulled together details and histories on all the space-going races
of the Marvel Universe, even statting up all the aliens from the original Marvel
Universe Encyclopedia comics.
12 Especially
those of us who worked best with quiet. Within two months of most of us arriving
at Wizards, many of us bought headphones and used CDs for white-noise to help
focus on work rather than the myriad distractions of people wandering around
and dropping in at all moments.
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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. |
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