A Talk With Wolfgang Baur
A 30th Anniversary Interview
0Wolfgang 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. I really admired his
work from the first time I saw it, because it married imaginative game design
and excellent, evocative writing, something which was always my own goal as
well. And here's a bit of trivia: in Wolf's In the Cage sourcebook, you'll
find the first-ever 2nd Edition reference to a demon (not a tanar'ri).
Wolfgang also worked on
the magazines while I worked at TSR - as the editor of Dungeon,
and then Dragon.
From my point of view, that made Wolf part of the books-and-magazines crowd.
It's funny, looking back. Here we all were, working on the same sorts of stuff,
but the magazine people (and even more so, those who edited the novels) were
sort of a different clique in many ways. I suppose it's mostly because we worked
in different parts of the building.
When Wolfgang left TSR to
go to the then up-and-coming game company Wizards of the Coast, he left with
class and dignity, not burning a single bridge behind him. Thus, when we all
joined him in Seattle two years later, it was a happy reunion. I imagine that,
of anyone involved in any way with Wizards of the Coast's buyout of TSR, Wolf
probably had the most interesting perspective (but I'll let him tell you about
that).
I'm extremely pleased to
have been able to ask Wolfgang some questions about his experiences for the
30th Anniversary of Dungeons & Dragons.
Monte Cook: How
did you come to start playing D&D?
Wolfgang Baur: I
saw the "blue box" in a local craft store that carried a few games...
and I wanted it pretty bad. A dragon! Adventurers! Orcs! I was pretty much sold
at the word "dragon," long before I ever tore the shrink wrap off
that thing.
I didn't have the cash,
but got it for Christmas. I promptly recruited my little sister and next-door
neighbor kid to play. Before long, I had found other hard-core geeks at school
as well. I ran the adventure in the back of the book. I bought the 1st Edition
Monster Manual the day it arrived and tried to imagine what the Player's
Handbook might contain. I ran any module that looked moderately interesting,
and soon started writing my own.
Monte: What did you do before
coming to work at TSR, and how did it prepare you for a job dealing with roleplaying
games?
Wolfgang: Before
TSR, I was a student who played D&D, AD&D, Traveller, Cthulhu, Paranoia,
and the Warhammer RPG. Since I had free time, I wrote for the TSR
magazines, mostly for Dungeon. That was the preparation that counted,
that and a love of European history and storytelling. I sent in my first queries
in high school, and continued to publish in college while studying biochemistry
and molecular biology. The submission process at the time involved writing your
draft on a PC, printing out the pages, and sending the paper through the U.S.
Mail. The wait was a killer; a turnaround time of weeks or even a couple of
months was normal.
So, I enjoyed writing and
gaming and was a long-time subscriber to the magazines, but I never really thought
of it as a career. That changed when Steve Kurtz, a friend and fellow Dungeon
freelancer, told me that the magazines were hiring. It seemed like a lot better
idea than staying in grad school dissecting fruit flies and reading the deconstructionist
critique of the scientific method. I figured I'd go back to grad school in a
year, but of course I was having far too much fun by then.
Monte: What did you do first
at TSR?
Wolfgang: I was an editorial
assistant to start, reading the slush pile [unsolicited submissions], answering
query letters, stuffing form letters into SASEs, and proofing every set of galleys.
I did good work and got promoted.
Monte: How did you get that
job?
Wolfgang: I landed
the job because I'd been writing for the magazines for years, and [the editors]
knew I could complete a sentence, spell the jargon correctly, and turn a phrase.
At the time, they asked me to show up for a lunch interview and even a short
editing test, and I was pretty nervous about it. I worked very hard to try to
impress them with my steely competence. I was wasting my time; years later [longtime
Dungeon editor] Barbara
Young told me that "basically, we figured as long as you didn't drool
on your shoes, you were hired."
There's two ways to take
that: either I'd already impressed them with the work I mailed them as a freelancer
and the interview was just a formality -- or they were really desperate for
help.
Monte:
What was your indoctrination into the company like?
Wolfgang: I was hired
in a batch in October with editors John
Rateliff and Thomas
Reid, and designer Rich
Baker (who had just left the Navy). We had a few lunches together and called
each other the "New Fish." John still organizes a "New Fish"
lunch once a year in October.
The real indoctrination
was, "Hey, we're on deadline, proof this story in half an hour" and
"Oh, you'll be rewriting the minis column" and similar trials by fire.
I learned a lot from proofing material, then seeing what [magazine editors]
Kim
Mohan, Roger
Moore, or Barbara Young did to improve that same manuscript after I was
done with it.
The time when I knew I was
right to move to Wisconsin was shortly after my first day, when Roger came by
the office distributing employee copies of a new product. He tossed one on my
desk, a Dragonlance module. "What's this?" I asked. "Are
we reviewing this or something?"
"No, it's a freebie.
You get copies of all the products." I sat there stunned, and Roger took
his stack of shrink-wrapped products and moved along. ALL the products? I was
in love with the job already. And I would clearly need more shelf space at home.
Monte: What was the relationship
between the periodicals staff and the R&D staff like?
Wolfgang: It wasn't
always good. The R&D staff was the heart of the company, making the next
set of hits, the next worlds, the next whatever. And I think a few designers
saw the magazines as a publicity machine for their genius. But in fact, we rarely
published material from the R&D staffers, other than Skip
Williams' regular Sage Advice column. Most of the people we interacted with
were freelancers such as Ed Greenwood or John Bunnell (our book reviewer).
The reason we rarely asked
for material from R&D was that it always meant running a risk of offending
someone by rejecting their work. Not to be snide, but some of the R&D staff
didn't write all that well. The editors on the R&D side could and often
did clean up or rewrite some spotty prose. By contrast, the magazines didn't
have to clean up a fundamentally flawed manuscript; we could just reject it
as a dud, because there was plenty of great material available from our stable
of regular freelancers and up-and-coming new contributors. So those two attitudes
didn't always make for an easy co-existence: some R&D staff seemed to think
that we'd accept anything they sent our way, and maybe the magazine staff may
have been a little too touchy after getting burned once or twice.
The real trouble came when
one of the R&D bosses decided that the magazines would print some damn thing
no matter what: a puff piece by a manager, or a guest editorial to plug something
new, or a set of Buck Rogers feature articles. I suppose it's a cliché
in magazine publishing, but we hated getting that stuff crammed down our throats
by advertisers or execs. We strove to be independent and not a house organ.
It didn't always work, but it was what [Dragon's longtime editor] Roger
Moore fought for every month. The magazine readership was much larger than the
readership of any individual sourcebook or module, and we defended that audience
pretty fiercely.
Looking back on it, we probably
came across as stiff-necked, elitist jerks some of the time. But dammit, there's
no point in editing a gaming magazine if you can't raise hell and defend your
readers.
Monte: Give us some insight
into what it was like to be a member of the TSR staff back then. What was it
like to have a bunch of extremely creative people all gathered together in one
strange building in an extremely small town in Wisconsin?
Wolfgang: If the creative
community is big enough, the size of the town isn't as important. Other folks
will probably discuss the various antics within the building; the thing to realize
is that everyone also saw most of the same people after hours as well.
Because TSR was so self-contained
as a social set, the social nights were pretty impressive. [Senior designer]
Zeb
Cook hosted "Bad Movie Night", introducing many folks to their
first taste of wuxia and Hong Kong goodies like Mr. Vampire. Every year,
[cartographer] Diesel's
Halloween party brought out terrific costumes from the art and cartography departments,
and some pretty wild stuff from the creative staff. For sheer bad punning, though,
I still like Rich Baker's costume when he and his wife were expecting their
first child. Yeah, you guessed it, they came as a baker and an oven.
Gaming-wise, we played a
lot of board games over lunch but we also ran roleplaying games and minis a
couple nights a week. There were lots of memorable games, from Vampire
to Gamma World to Toon, but the night that Zeb Cook commandeered
the local astronomical observatory (Yerkes, run by the University of Chicago)
for a Call of Cthulhu live-action game probably ranks at the top of my
list. It was an amazing building, and the real-world history of the observatory
included a blind director and a visit by Albert Einstein. Making a creepy evening
of "The Stars are Right"-style peril was definitely helped along by
the setting.
As much as I loved the staff,
I couldn't stand the small-town atmosphere. I tried it out for a while, but
eventually I moved to Milwaukee and drove the 40 miles each way, sharing the
driving duties by carpooling with editor Anne
Brown.
Monte: Describe the
process involved with putting out an issue of either Dungeon or Dragon
magazine back in those days. How do you suppose it differs to how things are
done now?
Wolfgang: In the old days
of the early 1990s, TSR was still using the cutting-edge technology of the 1970s.
Article queries showed up
as letters and were answered on letterhead (printed on a laser printer, but
still...). Manuscripts that we had requested showed up on paper, with paper
maps attached and self-addressed, stamped envelopes -- usually dozens and dozens
every month. We read them all, and sent most of them back.
A few manuscripts we kept and bought. We'd send the paper manuscript to a typist
to convert back into soft copy, and edit that into the magazine's format, checking
stat blocks, rewriting sections as needed, assigning art and map requests, and
printing out rough versions to check the length and layout.
Once we got final clean
copy, we sent it to typesetting and got back films (slick, heavy paper versions
of the text). Because the films were too slick to write on with pen or pencil,
we usually photocopied them and then edited for typesetting accuracy, line breaks,
and symbol errors. Typesetting errors always crept into those old machines.
Larry Smith, the periodicals'
art director, would paste up the final films, using the film from typesetting
plus the maps from the cartographers, advertisements, and black-and-white art.
These became the boards, which we'd send off to the printer. The printer shot
photos of the boards, turned those into film, which would come back as bluelines
from the printer. That was the last chance to fix any problems; after that,
it was etched onto plates, printed, bound, and shipped. The boards went into
the archive.
Man, I wish we'd had the
money for the desktop-publishing software available at the time. Before joining
TSR, I had edited a college SF magazine using a Macintosh and Pagemaker; going
to TSR was like returning to the Stone Age of print publications.
These days, email replaces
letters, soft copy arrives as an attachment, and the layout is all done on standard
templates in a WYSIWYG layout program that is fed more-or-less directly to the
printer's press. The guys at Paizo
have it pretty good, technology-wise. But I don't envy the work that goes into
proofing the 3rd Edition stat blocks.
Monte: You have a unique
perspective on the TSR buyout, since you left TSR to work for Wizards before
that happened. What was it like to be a part of the company that purchased your
old company?
Wolfgang: It was
very strange. I was thrilled that TSR wasn't going to go under, and that all
my friends and colleagues from Wisconsin might be joining me on the West Coast.
At the same time, the Wizards employees were pretty giddy about the acquisition
-- except for the small roleplaying game department I was working in, which
saw it as a bit of a threat (and rightly so!). There was some angst about launching
any roleplaying titles when D&D was so clearly the future core of Wizards
roleplaying.
In
the end, I played advance scout for TSR colleagues, calming people during some
moderately frantic phone calls (some people had the mistaken notion that Seattle
and Renton were Big Bad Cities of Sin). I showed people the town when they visited
and recommended apartments near the offices. I explained the creative ferment
at Wizards, the youthful energy, and the enthusiasm that people had for gaming,
and how well that would mesh with the experience, business savvy, and even-keeled
temperaments of the TSR crew. I was in a good position to appreciate the strengths
of both sides, and to explain the nature of the Wizards R&D funhouse to
the new arrivals. They didn't really need my help; their found their footing
quickly.
Of course, Hasbro ate up
both TSR and Wizards of the Coast, setting off another round of angst and moving
the political center off to the East Coast. But that was after my time.
Monte: Will you share with
us a funny or interesting story about working on D&D, either at TSR or Wizards?
Wolfgang: Three other designers
and I had been working for months on a new RPG prototype for Wizards. We finally
took a printout, character sheets, and the rest to a meeting with the executive
who would approve it, reject it, or send it back for more work. We launched
into a description of the goals, then character generation. The exec cut us
off: "No dice. It has to be diceless."
The meeting stopped cold.
Diceless design wasn't exactly new: board games did it all the time, and Amber
and Everway had done it in roleplaying games. It would have been an interesting
design requirement months ago, before we'd spent weeks on the prototype. At
this point, it was a little late. For a moment, I wanted to string up the executive
responsible for that rather late-breaking design requirement in a game designer
riot. Didn't happen.
Oddly enough, I'm not bitter.
Ten years later, it's one of my favorite memories of that chaotic, wild, anything-can-happen
period at Wizards, when design requirements were a fevered dream. The whole
field of roleplaying games was in a Dark Age at the time - many of the previous
generation of designers were abandoning the field for card game and computer
game design. In a very real sense, only [Wizards founder and then president]
Peter Adkison's love of the genre kept the department alive at Wizards -- and
saved TSR from failing. In the real world, Magic was storming the sales
charts and D&D was barely holding on to a player base.
When the Magic R&D
staffers spoke, no matter how off-base they were, the experts among the D&D
designers often said, "Sure, we can do that." Later on, the two design
cultures merged, but at the time... Oh, boy.
Monte: You left Wizards
of the Coast a few years ago. What have you been doing since?
Wolfgang: I've been
writing as a freelancer again! I've been happy to ratchet down my involvement
with design and work on fiction and other fields -- but I'm still a big gamer.
In many ways, I've reclaimed the joy I had in the hobby before it became a full-time
job, and I've been playing more and more 3rd Edition D&D and d20 Call
of Cthulhu without feeling the designer burnout.
I've freelanced for most
of the majors and some of the minors lately, including Wizards of the Coast
(Frostburn), Malhavoc (Beyond Countless Doorways, Book of Roguish
Luck), Chaosium (Pulp Cthulhu), Green Ronin (The Secret College
of Necromancy, The Assassin's Handbook), Gaslight Press (The Gryphon's
Legacy), and Paradigm Concepts (Bloodspeakers).
And
I've gone back to the periodicals. Since I lived the magazine editor's life
for years, I've found it remarkably easy to write queries that the current editors
seem to like. When I get the itch to put something together, I pick up the keyboard
and write a few articles for the magazines where I started years ago. My first
publication for TSR was in Dungeon issue #15; now 100 issues later I
contributed "Raiders of the Black Ice" for Dungeon #115.
I've also done a slew of
Dragon articles including three feature article write-ups of George R.R.
Martin's Westeros setting (issue #307), plus occasional reviews of card games
for Undefeated and book reviews for Amazing Stories. And there's
a half dozen more articles in the pipeline.
In a way, I've come full
circle, and it's a good place to be.
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