A Talk With William W. Connors
A 30th Anniversary Interview
0Bill
Connors was one of the few people I already knew when I got to TSR in 1994.
We had a mutual friend, [former Iron Crown Enterprises editor] Kevin
Barrett, 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.) He helped me get acquainted, and (on my second day) dragged me out
of my cubicle to be subjected to the Mask
of Valor, which you've read about in previous interviews.
Bill had this great presence
at TSR, one that made everyone around him feel as though he ran the place. He
has an extremely quick wit and always seemed to have just the right quip for
every situation. But for all his acerbic side, Bill is a really nice guy (deep
down -- he probably wouldn't want you to know that). If there was fun to be
had, Bill was at the center of it, whether it was keeping track of embarrassing
quotes on the quote board, playing games (usually baseball-related ones), organizing
trips to see local minor league games, playing on the TSR softball team (sense
a theme here?), and any of a number of other fun things.
As a designer, Bill was
creative and, taking that one more important step, innovative. He was the lead
designer on the (underrated, in my opinion) Saga system (the engine behind
Dragonlance: Fifth Age and the Marvel Super Heroes Adventure Game),
and one of the definitive voices behind all things Ravenloft. It's hard
for me to think about TSR without thinking about William W. Connors. I'm more
than pleased to be able to interview him to commemorate the anniversary of Dungeons
& Dragons.
Monte Cook: How did
you come to start playing D&D?
William W. Connors: The
story of my first game was published in Dragon
at one point in a series they called "First Quests." After it came
out, a lot of people told me they didn't believe it. Still, it was true. I'll
try to sum it up in as few words as possible.
I was in my early teens
and pretty tired of beating everyone in my family and school game club at Risk.
I had heard about something called "war games" and knew there was
a hobby store near my home where you could buy them. I went in to check them
out and struck up a conversation with one of the clerks. Turns out he and some
friends had just started a new Starships & Spacemen game the week
before. They invited me to join them and I gladly accepted.
The next weekend, my father
dropped me off just before noon. I promised to give him a call when we were
done and eagerly started rolling up a character. Well, my first adventure turned
into a marathon game in which I fought triffids, stole a starship, explored
an abandoned alien base, and otherwise had a great time. When we finally called
it a night, it was probably two in the morning. The GM gave me a lift home.
Well, my dad had waited
up for me. I had forgotten to call him and tell him I had a lift home. He was
about as mad as I've ever seen anyone get. I remember him saying, "You're
never doing that again!"
Like many teenage boys, I didn't get along too well with my father. I think
he sealed my fate the moment he said that. From that day forward, gaming has
been my life and my career. Honest.
Monte: When did you
start at TSR? How did you get the job?
Bill: I started writing
game material for the now defunct Game Designers Workshop, designing for Traveller.
How that came about is also something of a funny story. A friend of mine was
doing artwork for GDW and had agreed to write an article detailing the Imperial
Palace. Turns out he was a better artist than a writer and asked me to pinch
hit for him.
Well, my work on Traveller
led me into contact with another freelancer named Gary
Thomas, who was also working for TSR. He put me in touch with Karen
Boomgarden, who was in charge of the freelance editing pool at the time,
and before long I was working for TSR. My first assignments were on the Gamers
Handbook for the Marvel Universe and then the first several volumes of the
Monstrous Compendiums for 2nd Edition. After a few months of freelancing,
TSR contacted me with a very generous job offer and I gladly accepted.
Monte: What were you doing
before that? How (if at all) did that help prepare you for working on role playing
games?
Bill: Before I started
working in the gaming industry, I was working as a freelance journalist for
the Nashua Telegraph (in New Hampshire) and working for some defense
contractors. I like to say I was building bombs, but in truth I was primarily
working on ECM systems. Evenings and weekends were pretty much devoted to my
game group, the Nashua Game Snobs. Clearly, the latter gave me a chance to really
focus on learning how to judge games and create exciting campaigns. The fact
that my group was very enthusiastic and imaginative made every gaming session
memorable. If it weren't for them, I might never have developed the skills that
led me into professional game design work.
Monte: What was your indoctrination
into the company like?
Bill: Actually, the
most interesting part of this story occurred before I started working at TSR.
I was interviewed for the job along with a good friend of mine, Tim
Brown (he'd been my editor at GDW and I put him in touch with TSR). In my
interview, I told them they should probably hire Tim if they were only looking
for one designer. Apparently, he said the same thing about me. In the end, they
decided to hire us both. I guess that worked out okay!
As an aside, the first day
I started at TSR, Jim
Ward (my boss) handed me an assignment and told me the deadline for it had
been last Friday. I was already late! As I have written elsewhere, I don't think
I ever caught up.
Monte:
Although you worked with TSR/Wizards for a long time, when you think back, what's
the most memorable period?
Bill: I think it
would be hard to pick a time working for TSR (at least, in its Lake Geneva [Wisconsin]
incarnation) that wasn't memorable. That was a top-notch staff of creative,
intelligent people with a great attitude and a real affection for each other.
If I had to single out a situation that was most exciting, I guess I'd say it
was the time I spent working with [editor] Andria
Hayday and [designer] Bruce
Nesmith in the early days of Ravenloft. The three of us worked well
together and I was truly honored to be associated with them. Bruce was very
much a mentor to me, sharing his greater experience and really helping me learn
how to design better and better games. Andria was amazingly dedicated to the
line and worked very hard to make sure every product was as good as it could
be. To this day, I think her Ravenloft was the best one published in
the line. In the end, I came to be called "Mr. Ravenloft," but it
was Bruce and Andria who created all that was special about that setting. I
was just lucky enough to go along for the ride.
Monte: What products
are you most proud of still today, and what was the process like to work on
them?
Bill: I think the
two products I had the most fun working on were Masque of the Red Death
and Dragonlance: Fifth Age. In both cases, I think this was the result
of the people I was fortunate enough to work with on those projects.
On Masque, I worked with
the talented and eagle-eyed [editor] Anne
Brown to create an AD&D campaign set in the 1890s. It was a direct spin-off
of the Ravenloft line (although we never said it in print, the Red Death
was one of Ravenloft's Dark Powers -- exiled for violations of their
mysterious code of conduct). I put more effort and research into that product
than anything else I've ever written -- and loved every minute of it.
On Dragonlance, I
was handed the assignment of saving the campaign setting after it was nuked*
in Dragons of Summer Flame. I guess it was doomed from the start, because
there was no way fans of the traditional Dragonlance campaign would accept
it. Still, I love a challenge. I was teamed up with [editor] Sue
Weinlein Cook, who was an avid fan of the line and one of the most delightful
people I have ever met. I found her enthusiasm for the project impossible to
resist and soon found myself swept up in it.
Sadly, both Masque of
the Red Death and Dragonlance: Fifth Age met a good deal of critical
acclaim and a resounding thud in sales. As I am unable to accept any blame for
such things myself, I fault poor marketing at TSR for their failures. Certainly,
everything I did on the lines was brilliant. Honest.
Monte: From the perspective
of someone who worked with it extensively, what's your overall view of Dungeons
& Dragons as a game, particularly as it's transitioned through various
editions? And does a game designer look at a game differently than a gamer who's
just in it for fun?
Bill: Okay, that's
a loaded question. As a game designer, I have a great fondness for the whole
notion of roleplaying games. I have a large collection of obscure RPGs from
a very long time ago and feel the industry has really fallen on hard times.
These days, games seem to thrive on licenses and rehashing of things already
done (usually better) long ago. See, don't I sound bitter?
I was fond of 1st Edition
and Basic D&D in their day, though hardly an avid fan. In the days
before 2nd Edition came out, I was a die-hard Traveller and Villains
& Vigilantes fan. In fact, when I took my first assignment with TSR,
I had to have the rulebooks in hand throughout to research the game as I was
writing, but don't tell anybody that.
When 2nd Edition came out,
I was really impressed. Possibly because they let me work on it a little bit
(the Monstrous Compendiums) but also because it was an outstanding evolution
of the game. [Senior designer] Zeb
Cook and the rest of the 2nd Edition team took a game system that had really
been bent and twisted in a dozen directions and produced what may very well
be the best roleplaying game I have ever played. Sure, it had classes and levels
and other throwbacks to the days of miniatures games, but it just felt right.
From a design standpoint, the team that developed that game was given a set
of goals from many different sources, and they rose to the challenge. As a gamer,
there are certainly other games I would rather play. As a designer, however,
with an understanding of the scope of the project and the effort involved in
it, I can't help but be impressed to this day.
In my mind, 3rd Edition
was really a letdown. I could never work up any enthusiasm for it, because it
just didn't feel like AD&D anymore. It always felt to me like a house rules
game at a convention. That's not to say that some very talented people didn't
work on it, but the heart and soul of the game was gone. To me, it wasn't all
that much more exciting than playing with an Excel spreadsheet.
Monte:
Tell us about the last days of TSR from your perspective.
Bill: For me, the saddest
part of TSR's passing was watching the creative team get disassembled. Wizards
of the Coast moved almost everyone who wanted to go out to Seattle, but many
of the company's most talented people (Zeb Cook, Bruce Nesmith, Jim Ward, and
Tim Brown, to name but a few) were long gone by then.
Over the next few months,
the powers that be in the new management didn't show a great deal of interest
in maintaining the fan base that had been built up over the years. In fact,
I heard one member of the Wizards management team respond to a comment that
the pending design for 3rd Edition might alienate a lot of fans with words to
the effect of: "Screw them, I don't care about them. We'll get new fans."
To me, that whole
attitude was just very, very sad.
Monte: Please share with
us a good story about your time working on D&D.
Bill: I guess I should tell
my favorite story about my time at TSR. It's unique, because it makes [CEO]
Lorraine Williams (the woman many people -- almost certainly correctly -- blame
for running the company into the ground) out to be a hero. Because of that,
a lot of people don't believe it. I swear to you, though, it is 100 percent
true and also explains why the company never had a more dedicated employee than
I. I stayed with that sinking ship to the end and would never have left under
Lorraine's watch.
Not too long after I started
working at TSR, my wife was hospitalized with a very serious condition. We had
two young boys (I think the oldest was three) and were really still getting
used to life in the Midwest (we had moved to Lake Geneva from the east coast).
It became apparent that Kathy was going to be hospitalized on and off for an
extended period of time. In fact, for a good many weeks I would pick the kids
up from day care, take them home, put them to bed, and then wait for a phone
call telling me that my wife was dead. It was, to say the least, not a good
time in my life.
It also became clear that
I was not going to be able to continue working full time. Thus, with a very
heavy heart, I went in to the office of the vice president and turned in my
resignation. "I can't tell you how sorry I am to do this," I said,
"because I have never had a job I liked so much or worked with such wonderful
people." With tears in my eyes, I went upstairs and started to pack up
my office.
A few minutes later, I got
a phone call from Mike [Martin] (the aforementioned VP). I went down to his
office and was informed that my resignation was not being accepted. He had called
Lorraine (she was in Germany at a trade show) and told her what I had said.
The long and the short of it was that TSR advanced me as much vacation time
as I needed to care for my wife on the condition that I get in to the office
as much as I could. Over the course of the next six weeks or so, I was in the
office about once or twice a week. During that time, I never missed a paycheck
and everyone else on the staff pitched in to keep my projects on schedule. I
can't even begin to imagine what would have happened to my family if it were
not for the understanding and generosity of Lorraine.
For a company that was so
often accused of Satan worshipping, they did okay by me.
Monte: What have you been
doing in your post-Wizards life?
Bill: I have come
to the conclusion that working in the entertainment / gaming industry must be
more of a calling for me than a job. After leaving Wizards/TSR, I returned to
school and got a degree in graphic design. I guess I wanted to see how the other
half of the publishing industry lived. I started out working freelance, but
soon found myself hooked up with longtime friends and fellow TSR veterans Tim
Brown, Jim Ward, and Lester
Smith at Fast
Forward Entertainment. When that went belly up, I decided to give the game
industry the boot and move on to a more lucrative field.
Fate, however, had other
ideas for me. Answering a generic looking ad in a local paper for a graphic
designer, I found myself in an interview where one of the first questions I
was asked was -- honestly -- have you had any experience with games? After I
stopped laughing, I pulled out my portfolio. Before long, I accepted a position
as a graphic designer with an Illinois-based company called Senario.
In a matter of weeks, they asked me to accept a promotion to project manager
and put me in charge of the Video Entertainment division of the company. Our
products are in major stores like Best Buy and Wal-Mart, available on QVC and
the Home Shopping Network, and the company shows no signs of slowing down.
Once again, I am working
with some very talented and creative people in a job where my ultimate goal
is to make customers happy. The owner of the company is a top-notch guy, and
the work is both entertaining and challenging. I look forward to a long career
with Senario and hope all of my former mates end up in equally good places.
* At the end of the dynamic
novel Dragons of Summer Flame, the world of Krynn was ravaged by a powerful
Chaos God and his minions, abandoned by its gods, and left without magic. A
bit of a departure from your typical fantasy roleplaying setting!
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