A Talk With Sean K Reynolds
A 30th Anniversary Interview
0Sean
Reynolds came to TSR right as the company was preparing to have a big 25th
anniversary celebration (this was longer ago than five years ago, though --
it's complicated). It was a pretty lavish affair with a big tent outside, lots
of food, and a big display of TSR products, including the licensed products
including a wide variety of stuff such as action figures, stuff from the cartoon
show, and (my favorite) the wrappers from D&D bologna.
My first memory of Sean
was when Sue and I met him and kind of dragged him to the celebration (it was
during a work day, in the middle of the day, on office grounds, so it wasn't
far). He'd just been hired to work on the TSR website. Since he was just starting,
I think he felt a little out of place. I liked him right away.
Fast forward to the spring
of 2001, where Sean and I are sitting in a room together at Wizards of the Coast.
We've just been selected to work on what the business team called the "R&D
choice" product, which meant we could do whatever we wanted, on whatever
subject we wanted. This didn't happen often (read: never) at Wizards, so it
was a real treat. The finished product was, of course, the off-beat Ghostwalk.
I like working with Sean.
He's very imaginative and creative. Although an opinionated guy, he's not close-minded,
which isn't a combination you come upon very often. He's also diligent and dedicated.
Most of all, though, I just like Sean. He's funny, extremely friendly, and very
generous. And he doesn't mind the occasional good-natured ribbing about his
idiosyncrasies.
I'm pleased to be able to ask him some questions in honor of the 30th (now 31st)
Anniversary of Dungeons
& Dragons.
Monte Cook: How did
you come to start playing D&D?
Sean K Reynolds: My
local community college had a summer program called College for Kids, intended
to give gifted kids the opportunity to explore subjects they wouldn't normally
get to do in a public school. The summer after fifth grade I took a class on
astronomy and one on Dungeons & Dragons. I played a wizard named
Golgo in a 15-person game run by a young college instructor who happened to
be a big Tolkien enthusiast. My character died twice over the course of the
summer, but I had a lot of fun. Later my cousin David and I convinced our respective
parents to get us the D&D Basic and Expert sets, and we played
the rest of the summer and after school.
Monte: What did you do before
coming to work at TSR? Did it prepare you for a job dealing with roleplaying
games?
Sean: TSR was my third official
job as a college graduate. Job #1 was a long-term substitute teaching earth
science and honors biology in an inner-city school; that gave me some experience
dealing with a large number of unruly people. Job #2 was as the webmaster of
a small educational and games software company (Time Warner Interactive, a.k.a.
TWI); in an amazing bit of luck it taught me everything non-gaming that I needed
to know for my job at TSR (more on that in a bit).
Monte: You didn't start
as a designer at TSR but as webmaster. How did that come about?
Sean: I heard about the
job from a want ad posted to a fan AD&D mailing list (I say "a fan
AD&D mailing list" because it wasn't owned by or associated with TSR).
I applied, didn't hear anything for a few weeks, and forgot about it. One day
I came home from work to find a message on my machine saying they'd like to
do a phone interview. I did it the next day and they wanted an in-person interview.
That happened the next week. I got a tour of the building, met some of the staff,
talked with Rob Repp (the guy who would be my boss if I got the job), and went
to lunch. It was all incredibly surreal -- here I am at age 24, a gamer since
I was 10, and two weeks earlier I had no idea I'd be interviewing for a TSR
job in Lake Geneva, Wisconsin. Even more surreal, Rob told me, "I have
a few other candidates to look over, but that's pretty much a formality, you
have the job if you want it." I told him I'd need a few days to discuss
it with my girlfriend and family, did so, said yes, gave notice at TWI, and
two weeks later I was driving to Wisconsin from southern California.
At TWI I built and maintained
an AOL forum and website, answered incoming email, updated product information,
and so on. TSR wanted the same thing (they already had an AOL site, but not
a website). Of course TSR was a bigger company, and I started working there
right in the middle of an Internet flamewar over TSR's very controlling online
policy (which at the time was effectively, "If you describe it in D&D
stats, we own it, and posting it anywhere is a violation of our copyrights").
Then, my second day on the job, Rob Repp (my boss) gave his two-weeks notice,
and the management said he could leave that day. Suddenly I'm the guy in charge
of this whole mess!
It took a lot of repetition
and patience (and boiling over a couple of times despite my best efforts) to
get everyone to calm down and realize that just a few days earlier I was arguing
against TSR's position, and just because they hired me didn't mean I suffered
a massive personality shift. Things calmed down. I caught up on the hundreds
of emails backlogged from before I was hired, and the hundred emails a day from
angry players slowed to a trickle as they realized I wasn't the bad guy. My
12-hour workdays became 10-hour workdays and then 8-hour workdays, and suddenly
I had time to socially interact with some of the interesting people at the company.
Gamers who would become my friends.
Monte: What were your impressions
of TSR, both as a new hire?
Sean:
It was really, really weird. In some ways it looked like a typical business.
My part of the building was where they did the advertisements and book layout,
so it looked much like a modern and normal office: color monitors on the computers,
printers, little offices branching off the hallways, and an "executive
row" where the bigwigs plotted and schemed. Then you'd wander into the
cafeteria past the gigantic wire and foam dragon head sculpted by [cover artist]
Jeff
Easley. Or to where the designers, editors, and creative directors worked,
where you'd find a maze of red cube walls, gaming-related posters, monochrome
monitors on ancient PCs, and a shared desk entirely
covered by plastic action figures in a different configuration from day
to day. Or upstairs to the warehouse area of the Mail Order Hobby Shop, where
you'd find stacks of old Dragon magazines, boxed games from the early
eighties, and even weirder things acquired from other companies. I grew up playing
1st Edition AD&D (we switched just a few months after we learned Basic/Expert)
and my group never really made the switch to 2nd Edition, so I had almost no
exposure to 2nd Edition products other than the Spelljammer line (which
I liked because it was weird) and a handful of D&D novels (Dragonlance
Chronicles and Legends, Forgotten Realms Icewind Dale).
Most of the people in "Creative
Services" (as TSR called the game designers/editors/creative directors)
weren't from the 1st Edition days, so I didn't have any hero-worship going on
as I interacted with them; it was easy to make friends with them because I didn't
have any "gods of game design" preconceived notions. The two exceptions
were Jeff
Grubb and Roger
Moore, two names I recognized (Jeff from Spelljammer, though he had,
of course, worked on many things before that, and Roger from his days as editor
of Dragon) and so every once in a while after passing their cubes or
talking to them I'd do a double-take and think, "Man, I'm working at TSR,
how crazy is that?" Remember that I'm only 24 at the time and it's still
pretty new to be out in the
"real world."
But everyone was nice. You
and Sue invited me over for Thanksgiving dinner. [Game designer] Colin
McComb and [Dungeon editor] Michelle
Vuckovich and I became friends due to similar interests (and unlike most
guys -- who started at TSR and went after Michelle as a possible girlfriend
-- I had a girlfriend already, so she and I could be friends without any of
that awkwardness). [Designers] Bill
Slavicsek, Ted
Stark, Thomas Reid,
and I played walleyball two to three times a week. [Editors] Cindi
Rice and Jeff Quick and Stan!
and I were the same sort of goofy. I really felt like I fit in; our interest
in gaming was just one thing we had in common, and as Lake Geneva is such a
small tourist community, our best opportunities to meet people we'd want to
talk to were right there at TSR.
Monte: How did you eventually
become a game designer?
Sean: I was sneaky.
Every year, the Creative
Services team would pitch in to write and edit one collaborative product. Everyone
donated their freelancing fees for the book to a common pool, which they used
to throw an invite-only party at Gen Con. This particular year (I think it was
1996, after I had been at TSR for a year) I told them I'd like to help out,
and they let me write a short adventure for what eventually became Children
of the Night: Ghosts for the Ravenloft setting. At some point after
that the RPGA
Network started its "Adventurer's Guild" program, where they'd
pick a few key products each year and have someone write short adventures tied
to them; people could play the adventures in their local game stores and be
encouraged to check out the key products. I wrote a couple of them (for a Birthright
sourcebook on the Vos, for Bruce Cordell's
Illithiad) and a few other little things for the RPGA.
Fast forward to 1997, Wizards
of the Coast buys TSR. I join the Wizards web team. Having accomplished my goals
at TSR (fix the Internet policy, get TSR a website), I tell my boss (Marc Schmalz,
now one of The Game
Mechanics) that I'm going to look for work elsewhere in the company. My
friends in Creative Services let me know there's going to be a new designer
job created soon. I apply. And wait. And wait. And they close my webmaster job
because they reduced the web team's budget (but that's okay, I told Marc that
the position was redundant at that point, and eliminating that empty job meant
someone else on the web team didn't lose theirs). Not wanting to let me slip
away, I was shuffled between the facilities department (who had me updating
resource maps of the building for a few days), training department (where I
built their intranet training/education website), and finally as Peter Adkison's
temporary assistant while his regular assistant was out on maternity leave.
Harold
Johnson and Lisa
Stevens did a tug-of-war to see if I'd end up on his team (and work on Dragonlance)
or her team (and work on Greyhawk) and Lisa won. Suddenly I'm "Greyhawk
boy," writing more than half of the last ten 2nd Edition Greyhawk
books.
Monte: Although you worked
with TSR/Wizards for a long time, when you think back, what's the most memorable
period?
Sean: I have to say
that the period right around the release of 3rd Edition was the best. While
[some] in upper management continued to badmouth TSR, the R&D staff knew
we had something really great coming with 3rd Edition, and we were proud to
be part of it. Fan enthusiasm was high (if cautious at times), we had great
ideas for new products, and everyone was still flush with "Pokemoney."
In some ways that's the pinnacle of my writing career: I wrote all of the god-info
for the Living
Greyhawk Gazetteer, the first time ever that many of those deities had
more than a line in a table devoted to them. I wrote some of the early parts
of the 3rd Edition Monster Manual and brought up a lot of questions about
monsters that the 3rd Edition team didn't yet have answers for. I co-wrote Into
the Dragon's Lair, the first official adventure for 3rd Edition (and while
it's not my best work, there were a lot of interdepartmental shenanigans regarding
that book that made it a problem child). And I co-wrote the 3rd Edition Forgotten
Realms Campaign Setting, which is a beautiful, well-crafted book that
did exactly what it was supposed to do: get people to come to the Realms (whether
a return trip or a first-time visit), not have to worry about the previous ten
years of products, and play -- not read, not leave to rot on a shelf, but actually
play.
In
working on those books I got to interact with some really interesting people.
[Dragon and Dungeon magazine editor] Erik
Mona used to work for me as a TSR online host on AOL, and there we were
writing the first Greyhawk campaign setting in almost ten years. As a
Monster Manual designer I got to work with the 3rd Edition team (and
had many informative discussions with Jonathan Tweet over a cube wall). With
Dragon's Lair I got to work with [designer] Steve
Miller*, the only man I know who ever caught on fire at one of your and
Sue's Christmas parties. The Forgotten Realms Campaign Setting teamed
me up with [designers] Ed
Greenwood, Skip
Williams, and newbie Rob
Heinsoo, working with Realms goddess Julia
Martin and sharp-witted [editor] Michele
Carter, and butting heads with Birthright's [designer] Rich
Baker over creative issues. It was the first time I was allowed to be really
creative in prose and rules for my game books, and it was awesome. And you and
I wrote Ghostwalk, the first time we had ever worked together after years
together at TSR.
Monte: While you weren't
on the primary 3rd Edition design team, you made a lot of contributions to the
design (both directly and indirectly). What was that process like?
Sean: I've always
been nitpicky about rules. When they told the R&D staff we were going to
do 3rd Edition, I wrote a critique of the first three levels of spells in the
2nd Edition Player's Handbook and presented it to the 3rd Edition team
designers; not just how the spells worked but the language used, the spell format,
what they said, what was redundant, and what was left out. Every time they sent
us a new section of the rules, I read it and asked a lot of questions. Sometimes
those questions led to small changes, sometimes they led to new rules.
I joke that I'm the guy
who "broke darkvision"; in an earlier version of the rules, darkvision
worked a different way, but I found some problems with how the rules presented
it (mainly interactions with gaseous, incorporeal, and invisible creatures)
and the designers decided to change it to its present form. It was thrilling.
A few years earlier I was ranting about TSR's online policy, and here I am having
an effect on the next generation of D&D.
Monte: Since you experienced
it first hand, how about a funny or interesting story involving the buyout of
TSR or the move to Washington?
Sean: I met [Wizards
of the Coast founder] Peter
Adkison for the first time on the weekend after Wizards announced the buyout.
I was at Game Towne, a Lake Geneva game store, playing Mythos (the Chaosium
Cthulhu-mythos card game) with Lester
Smith and some other guys. Peter walked in the door, we invited him to try
out the game, and he did. That's how I knew things were going to be better under
Wizards ... the CEO was a gamer and loved games (by contrast, [TSR's owner]
Lorraine Williams was proud that she wasn't a gamer and thought them
beneath her).
Monte: Will you share with
us a funny or interesting story about designing for D&D?
Sean: My girlfriend Willow
isn't a gamer but she's on the periphery of gaming (she likes fantasy movies
and paints miniatures). Whenever I get in a deadline crunch, she always offers
to help. Unfortunately, her help is always the same strange but funny story,
which goes like this (and you have to imagine it in a fake little girls' voice):
"There was a little
dwarf. He had a red hat and pointy shoes. He had a friend who was a wizard.
The wizard had a pointy hat and a cape with stars. One day they went on an adventure.
They went out to buy a pop -- I mean 'mead.'"
I really need to work that
into a book someday. :)
Monte: You left Wizards
of the Coast a few years ago. What have you been doing since?
Sean: A lot of different
things. I wrote two books for Malhavoc
Press, one for Troll
Lord Games, one for Silverthorne
Games, and started working on an book for Reaper
Miniatures. I worked at a computer game company (Interplay) where I designed
for two games that would have been awesome but got canceled because of management
stupidity and started work on a third and fourth game that died when Interplay
ran out of money. I started my
own game company and took a job at Upper
Deck Entertainment working on the next world they'll turn into a cartoon
and card game. I'm incredibly busy, which seems to be the way I like it.
* In December 1996, TSR's
financial problems came to a head, and the company laid off a significant percentage
of its work force. These layoffs happened to occur on the Friday we were planning
our annual Christmas party. At first Monte and I thought we ought to cancel
it - surely no one would be in the mood to celebrate at such a gloomy time.
However, everyone we talked to about it told us that the very opposite was true:
That having the party was more important than ever, to give everyone a chance
to be together. So we laid in extra booze and held the party, and it was our
best turnout ever. One of our guests, Dragonlance and Ravenloft designer/editor
Steve Miller, had been let go earlier that day. The first I knew there was a
problem, book department editorial assistant Liz Baldwin strolled into the
kitchen and commented, "Did you know that Steve Miller was on fire?"
Sure enough, Steve had been standing a little too close to a window sill with
a candle burning in it, and had caught the sleeve of his sweater aflame. He
was just in the process of discovering this as I arrived, and he got the sweater
off mostly unscathed, just a few cinders on the carpet to remind us of the incident.
Today, almost ten years later, if you get enough "old TSR" types together
at a party, this story is sure to come up. (Sorry, Steve.) -- Ed.
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