A Talk With Stan!
A 30th Anniversary Interview
0Steven
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
(including The Dragons' Return which
is available today). 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.
Stan! is an interesting
guy, one of those people who seems to be good at so many things all at once.
He's not only a talented writer, but he works for The
Game Mechanics as an art director. And he's an artist himself, focusing
mostly on cartooning. You've probably seen his cartoons in Dungeon
Magazine and his caricatures right here at montecook.com.
He's also just a plain ol'
fashioned nice guy. The kind of guy you go to when you need advice, someone
to talk to, or just about any other kind of help. I think if you asked just
about anyone else from our time at TSR and Wizards, they'd say the same thing.
Plus, as you'll see, he's always got good stories to share. It's a privilege
to be able to ask him some questions to commemorate the anniversary of Dungeons
& Dragons.
Monte Cook: How did
you start playing roleplaying games?
Stan!: My first RPG
session was with a friend in junior high school. We both had just finished reading
Lord of the Rings for the first time, and he told me about this cool
game his mom had gotten him. There were only two of us (we hadn't yet managed
to find other geeks like us), so I rolled up a character and he tried to run
me through a mini-adventure of his own devising. I don't remember what he sent
me up against, but it was certainly too much for a lone elf fighter/magic-user.
We were both kind of disheartened by how quickly (and unsatisfyingly) the game
went, so we put it aside and went back to reading comic books.
That summer while away at
camp, I met a guy who had a better idea what he was doing AND a copy of Tomb
of Horrors. Every rainy day that summer (and thankfully there were quite
a few) we played a modified version of that adventure. I say modified because
once again I was the only player, but this time the DM was experienced enough
to know how to tweak the scenario to give me a fighting chance.
I was hooked. When I got
home from camp I told my parents about the game and how I wanted that and nothing
but that for my birthday. They were less than thrilled. My mother had read something
somewhere about this being a game where people ran around in the sewers (though
she has NEVER been able to actually cite her reference) and made me promise
not to do that. Which I did. Promise, that is. Anyway, the problem was that,
despite living in the suburbs of New York, we couldn't find the game anywhere.
I'm sure we were just looking in the wrong places because a) I didn't know about
hobby stores, and b) my parents weren't keen to help me figure it out.
The only D&D product
I could find was the Official Dungeons & Dragons Coloring Album --
an oversized coloring book with florid text by Gary Gygax. (This was during
the period when coloring books for adults were all the rage. No, really.) At
the center of the book was a D&D-lite board game, which I played over and
over for months. Finally, for Hanukkah that year, my parents finally got me
the D&D Basic Set -- the one with the purple Erol Otus dragon on
the cover -- and I was off to the races.
Monte:
Before coming to work at 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?
Stan!: I was working
in Japan as an EFL teacher when first one then another of my college gaming
buddies, Ed
Stark and Bill
Olmesdahl, got hired on staff at West End Games. They encouraged me to apply
for a position as a staff editor, which I did -- repeatedly. Unfortunately,
the powers that be at WEG often took the path of least resistance, and being
half-way around the world made it difficult for me to start a job with only
two weeks' notice. I also wound up in competition with some very talented people
who COULD start nearly immediately, so I came in second in the running for two
or three different editorial positions.
Eventually, I got a call
from the WEG art director saying that I was qualified to be a graphic designer.
Would I consider coming on staff in that capacity and then being free to transfer
over to the editorial pool when a position opened up? And that's how I came
to work full-time in the game industry -- in a job I didn't know I was trained
for, and I was reasonably sure I wanted to transfer out of at my first opportunity.
Monte: When was this?
Stan!: I started
applying to WEG in 1992 and I finally wound up joining them in the fall of 1994.
In the meanwhile, I did a little freelance work for them (most notably a short
story called "The Sands of Change" for a TORG anthology called Mysterious
Cairo) and stayed in touch with their products and their upcoming needs.
It certainly helped to have two guys on the inside both feeding me information
and putting a good word in for me with the bosses.
While I waited I founded
an English-speaking roleplaying network in Japan. It was called JIGG (Japan's
International Gamers Guild), and I think it's still active to this day.
Mostly it provided a venue for English-speaking gamers to find one another,
but we had a bi-monthly newsletter which was edited, laid out, and produced
by me (which is what qualified me for the graphic artist job at WEG). We also
hosted one convention which had Peter Adkison and Richard Garfield as guests
and featured the first Wizards-sponsored Magic: the Gathering tournament
in Japan.
About three months after
I arrived at WEG, Ed Stark took a job at TSR and moved to Wisconsin. He immediately
began calling us back in Pennsylvania to tell us how much better it was, and
encouraging us to submit our resumes to TSR, too. A bunch of others did, but
I had only just arrived at WEG. I really wasn't sure I had what it took to work
for "the big boys" in Lake Geneva. I was content to put in a little
time and learn a little more before climbing the industry ladder. TSR was having
a year of big employee turnover, though, and soon about half of the editorial
staff had left WEG. Despite this fact, I was NOT allowed to transfer over to
the editorial pool. In fact, they hired three new editors without even advertising
for a new graphic designer. It seems that the owners of WEG were convinced that
I was going to be leaving any day, so they decided just to get as much graphics
work out of me as they could.
Faced with this, I finally
DID decide to send my resume to TSR. And, after a tense few months, I was offered
a position as editor for the Ravenloft line.
Monte: How long did you
end up working at WEG, then?
Stan!: I started in October
of 1994 and I went to TSR in September of 1995, so about 11 months.
 |
|
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!)
|
Monte: What were your impressions
of TSR and the staff, both as a new hire and as you got to know your way around?
Stan!: Well, I was
lucky in that I already knew several of the members of Creative Services very
well (from WEG and before), so I very quickly found myself pulled into the social
circle. Because the staff was so large, though, we worked in teams, and I only
really got to know the people who were on the teams I worked on. I became really
close with the people on my team (William
W. Connors, Miranda
Horner, Harold
Johnson, Duane
Maxwell, Steve
Miller, and Sue
Weinlein [soon-to-be-Cook]) but only got to know others when our paths crossed
professionally. Probably a lot of that had to do with my insecurity about my
skill set -- at heart I still wished I'd been able to build up a bigger body
of work before joining TSR, and I was a little uncertain about whether or not
I BELONGED in this group. As I recall, and this may come as a surprise to you,
Monte, I was VERY intimidated by you and Ray
Vallese. I just thought, "These guys are too sharp," and felt
like I had to always be on my toes and say really intelligent things when you
were around.
Still, I'm a pretty sociable
guy -- and once I had an excuse (or worked up the nerve) to talk to different
members of the staff, I was able to be charming enough to hide that basic insecurity
and develop some of the best friendships of my life.
Monte: How was TSR different
from West End?
Stan!: The work was similar,
but the deadlines were luxurious! At WEG, you had four weeks to work on a book.
No matter what your job was, no matter how big the book was, no matter what,
you had four weeks. Edit a 250-page book? Four weeks. Lay out a three-book boxed
set? Four weeks. It was crazy. At TSR we had four weeks for every 32-page segment
of a product. At first I didn't know what to do with all that time. Then I realized,
"Oh! I should make the book as GOOD as possible! I don't have to just 'get
it done'."
WEG was also a really small
operation (which is why all the work was so compressed). There were 11 people
TOTAL making all those products. At TSR there were something like 40 people
in Creative Services alone, another 10 in the Art Department, another five in
the Layout Department. At WEG we all had to know the basics of all the jobs,
but at TSR we were able to really sharpen our skills in a specific area.
Monte: Although you worked
with TSR/Wizards for a long time, when you think back > what's the most memorable
period?
Stan!: Wow. That's
hard. I had a series of different jobs -- editor, designer, creative director,
personnel manager -- and I feel like there's a "most memorable period"
for each job. But if I had to pick just one period it would be when I first
transferred from being an editor to being a designer. It was also the time that
straddled the buyout of TSR and the move to Washington. I was working on the
Dragonlance: Fifth Age game with Sue Weinlein Cook, Miranda Horner, and
Steve Miller. We were developing the newly released card-based SAGA System,
working with the book department on fleshing out this new era for a New York
Times best-selling series, and just enjoying a wild rush of creativity that
happens when you get the right people together. I think we all produced some
of the best work of our careers together, and I'm certain it's because we were
such a tightly-knit group.
Monte: Since you experienced
it first hand, how about a funny or interesting story involving the buyout of
TSR or the move to Washington?
Stan!:
When everyone else went to Washington, I remained in Lake Geneva for an extra
couple of weeks because of personal commitments. All the [office] equipment
had been moved to Wizards of the Coast, so I couldn't actually do any writing
or other project-related work. Instead, I was given the job of sorting through
the now-abandoned cubes for any material that might be useful to Wizards. We
had been told that our workspaces in Washington would not be nearly as big as
those in Wisconsin, so we should only bring what was absolutely necessary. As
a result, the offices in Lake Geneva were still filled with products, artwork,
files, magazines, and little knickknacks.
I spent two weeks rummaging
through offices, cubes, closets, and various other work spaces. Among the things
I found were still-in-the-shrink-wrap boxed sets dating back to 1981, 1st Edition
hardcover books that had once been office copies for Gary Gygax and other first
generation employees, two complete runs of Dungeon Magazine, a near-complete
run of Dungeon magazine, original maps by various cartographers, and
original art by Jeff
Easley, Larry
Elmore, and other classic TSR artists. I was able to fill a 10 x 10 work
space with all the material I gathered. And THAT was limiting myself to one
copy of any given product. That's right, a standard D&D dungeon room FILLED
with abandoned products!
One of the best things about
the assignment was that they told me I could KEEP anything I found that was
NOT needed by Wizards (and anything after the first copy of a product was not
considered "needed"). My personal game collection grew quite a bit
during those two weeks. Of course, I also took only one copy of everything,
which means that even after I was done "looting" there were still
shrink-wrapped copies of the World of Greyhawk boxed set, the 1st Edition
Deities & Demigods book, and just about EVERY adventure every published
by TSR. (When I think what all that would be worth on eBay, I wish I had been
a little more covetous.)
While I was doing this scavenging,
others were setting about the work of dismantling the cubes and office fixtures.
Their discoveries were not nearly as wonderful as mine. They generally were
pretty disgusting -- moldy food, dead vermin -- but one day they discovered
something SO horrendous that you could hear them shrieking all over the building
(and the TSR offices had previously been a Q-Tip factory). When I rushed over
to see what was causing the ruckus, it turned out that one member of the TSR
staff was cultivating a garden of "magic nose goblins" underneath
his or her desk and had amassed quite a collection. THAT did NOT get sent to
Washington. In fact, it was quickly (and with heavy gloves) taken to the back
dumpster, never to be mentioned again -- until now.
Monte:
What did you think of Wizards when you first arrived? How was it different from
TSR?
Stan!: The most immediate
difference was the physical space. As I said before, the TSR office used to
be a factory. It was huge, and every member of the staff had a large work space.
We even had a free-standing second story -- my cube had a balcony! Wizards is
in a standard office building, and the space allotted to each individual is
much smaller. Also, Wizards was MUCH noisier than TSR had been. (Quite natural
with the closer quarters.)
I think the biggest difference,
though, was in the attitude of the REST of the company toward our work. At TSR,
pretty much all we did was make roleplaying products. At the very least, that
was the biggest source of revenue. Dungeons & Dragons was king. At
Wizards, D&D was second fiddle to Magic: the Gathering. Not only
that, there were some factions in the Wizards of the Coasthierarchy that wanted
to treat the RPG staff exactly the same as the card design staff. There was
reluctance to accept the fact that two different types of games required different
types of production processes. At the same time, the TSR designers and editors
were hesitant to accept ANY changes, even ones that turned out to be for the
good of the game and the staff. We always felt under attack, and I'm sure the
rest of the company thought we were just clinging to outmoded processes for
no logical reason. That particular difference took a LONG time to sort out,
but it eventually happened. I think the game and the people are stronger and
better for it. But it wasn't any fun to go through at the time.
Monte: You transitioned
from being an editor/designer to having a managerial position. What were the
up sides and down sides of that change?
Stan!: The fact of the matter
is that I became an editor because I was still so new to the game industry that
I didn't understand what a "designer" was. In my interview I was asked
if I would be interested in a job as a designer and I said no. In my head, "designer"
was the job of thinking up new games and writing them from scratch. I wanted
to be a "writer," the person who wrote additional material for the
game, and until that job came along I was happy being an editor. Boy, did I
kick myself when, very shortly afterward, I realized my mistake!
The transition to being
a manager was more "organic" (as the kids like to say). As I became
more confident in my knowledge of both the industry and the game worlds I was
working on, I asked for greater responsibility in developing products, line
vision, and other parts of the production process. Little by little, I was helping
more and more. When we moved to Washington all the various responsibilities
were reassigned. Sue became a brand manager and she asked if I wanted to be
her assistant brand manager. I said I would as long as I could continue to be
a designer as well. Then, when she moved on to work on [Amazing Stories
magazine], I got the chance to step up again.
I think it all worked out
very well. My interests in design were much more along the world-development
and adventure plotting lines, and there was less of that work to be done with
the advent of 3rd Edition D&D. Meanwhile, I learned that my communication
skills and broad background in the various production processes made me a fairly
effective manager. So the up side was that I was good at the job and all the
various people I worked with expressed confidence that things would run smoothly.
The down side was that I didn't get to do as much writing during the day, but
the fact of the matter was that there were fewer products on the schedule that
I WANTED to write. I was able to fulfill my creative needs by taking freelance
work. I guess the BIG down side was that eventually my job was eliminated and
I was let go by Wizards. Of course, even that has a silver lining, because it
has enabled me to focus my time working on writing and cartooning projects instead
of just squeezing them into my evening and weekends.
Monte:
Will you share with us a funny or interesting story about working on D&D?
Stan!: The funniest
thing to ME is that I've done such little work on D&D. Besides editing a
series of Ravenloft adventures, and writing a couple of entries for the
Children of the Night series, I didn't work on D&D until well after
3rd Edition came out. I mostly worked on SAGA System products (both for Dragonlance:
Fifth Age and the Marvel Super Heroes Adventure Game). When I took
a break from that, it was to work on Pokémon Jr. or other introductory
games. I think my first creative involvement with 3rd Edition was to be the
developer for Bastion of Broken Souls -- the last of the "adventure
path" modules. Even now, I do MUCH more work with d20 Modern than
I do with D&D.
Monte: Okay, fair enough.
How about just a good story from any time back at TSR or Wizards, then?
Stan!: Well, when I first
got to TSR I had a very nice cube/office but terrible chairs. Of the two chairs
in my office, one was broken so that if you didn't sit in it with your weight
distributed just so, it wobbled and tried to throw you onto the floor. The other
one wasn't even actually a "chair" anymore -- it was more like a footrest
with pretensions. Anyway, it made for a pretty uncomfortable work day, and I
was always on the lookout for a better chair
that was not being used. In fact, this was a problem around the office. MANY
people were unhappy with their seating conditions, and chair swapping was a
fairly common occurrence.
Anyway, one day [editor]
Cindi
Rice and I were searching through a rarely-used storage room and we came
across a small herd of brand new, still in the shipping plastic, beautiful maroon
office chairs. We were very excited about this and ran off to [Vice President]
Jim
Ward's office to ask if we might partake of this obviously forgotten treasure
trove. Jim leaned back in his plush, comfortable chair and said, "Stan!
... Cindi ... let me tell you why you cannot have those chairs." It turned
out that those were "executive chairs" that had been ordered as spares
for the board room -- they were special ordered from a special catalog and cost
$2,000 apiece.
"Do you think your
editorial behinds deserve $2,000 chairs?" Jim asked. "I don't have
a $2,000 chair."
We agreed that it was a
shame that his executive behind could not have a $2,000 chair, but at least
he had a comfortable chair. Couldn't HE take one or two of the stored chairs
and pass his less-than-$2,000 office chairs down to us? The answer was, naturally,
no. The chairs had been bought as spares and spares they would remain, locked
in the storage closet until such time as they were needed in the board room.
"Well, our chairs are
broken, Jim," we said. "Can we get spare editorial chairs?"
"There
is no money in the budget for new office furniture," he informed us. Apparently
they had spent it all buying spare $2,000 chairs that might never be used. So
we had to go back to our broken, squeaky, wobbly chairs. And as far as I know,
none of the chairs in the board room ever broke, and none of the spares were
ever used, and then Wizards of the Coast came in and bought the whole company.
None of the wobbly chairs were brought out to Seattle, of course. But every
once in a while I'd be in a meeting in an executive's office and see a beautiful
maroon office chair that was unlike the those in the other Wizards of the Coast
offices, and I'd know. Deep down in my editorial behind, I'd know where that
chair came from.
Monte: You left Wizards
of the Coast a few years ago. What have you been doing since?
Stan!: I've been
freelancing full-time. I continue to do a lot of work with Wizards of the Coast,
but I've spent more of my time with my own company, The Game Mechanics. TGM
was started when JD
Wiker, Rich
Redman, and I were all sitting in the same out-placement training class
after being laid off by Wizards. We realized that between us we had almost twenty
years of experience with TSR/Wizards games and we could make a really top-notch
design studio -- so we did. In the two years since we've started, we've been
nominated for four major awards and taken at least second place in them all.
I've also been doing more
fiction writing and cartooning than I had done while in-house at Wizards. As
you know, I've just completed my second short story for Malhavoc (the first
appearing in Children of the Rune
and the second in The Dragons' Return). I also have written a young-adult
novel for Wizards' new Mirrorstone
Books imprint. It's called Dragon
Day, and it's part of the Dragonlance:
The New Adventures line. Dragon Day ought to be in stores this
coming March. And while I somehow fell out of the habit of doing Bolt
& Quiver cartoons for Dungeon Magazine, I have done a series
of holiday cartoons and other assignments for the Dungeons & Dragons
website, including a series of D&D Coloring Albums, more or less bringing
a nice symmetry to my career.
Of course, I hope there's
a LOT more of my career to come. So maybe that just means I'm at the start of
"phase two."
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