What Am I Doing Here?
A History of the Roleplaying Game Industry Through One Designer's Eyes, Part 1
0I'd followed the directions
carefully, but I still had gotten lost. Eventually, I just parked my little
white Hyundai -- a car I'd been talked into buying by my girlfriend, who liked
the sun roof -- and walked around the Charlottesville downtown walking mall
, a single long street of shops and offices closed to traffic, until I found
a sign.
That sign was small and
innocuous, but professional looking. It read "Iron Crown Enterprises."
The building was a four-story
office building connected to the walking mall, next to a laughably small parking
lot. It was a late Friday afternoon in June, and it was hot and humid. How on
earth had I gotten here?
Iron
Crown Enterprises, or ICE, published a number of games, but at that moment
in time I was mainly focused on one called Rolemaster. Rolemaster (or
RM) had come out in the early 80s originally as a series of adjuncts to D&D
with names like Claw Law, Arms Law, and Spell Law. In 1984 my
high school pals and I had found an ad in Dragon Magazine for Spell
Law and we pooled our money to get it. It added literally thousands of spells
to our game and introduced us to a concept called spell points. Well, actually,
we'd cobbled together our own spell-point system for D&D even before we
got Spell Law, but theirs was a lot less complicated than ours.
In 1986, when I went to
college, I decided to take the plunge and buy all of Rolemaster. I gave up D&D
partly as a rejection of the 2nd Edition of the game, which I hadn't been too
thrilled with, but mostly because the intricacies of RM were just the kind of
arcane complexities that had drawn me to D&D in the first place. I wanted
to be involved in something that was difficult to master -- that's the kind
of kid I was.
In college, I ran RM for
a number of years for a lot of different players and had a great time with it.
In 1987, one of the players, Steve, had gone to Origins and met the ICE guys
at their booth. He told them about me and said that I should be writing for
them. They gave him their writer's guidelines and some advice about what they
were looking for, which he then gave to me. Now, having been on both sides of
the convention booth, as it were, I'm sure that Steve believed, after this conversation,
that the ICE staffers were eager to hear from me. But I'm also sure they handed
out hundreds of writer's guidelines at that show. Still, I was excited to hear
what Steve had to say. They told him they were looking to do a sequel to their
book Creatures and Treasures, a monster and magic item collection. So
I worked very hard over that summer and put together a proposal for Creatures
and Treasures II. It was accepted, and I wrote the book over the summer
of 1988, and it came out in 1989. By that time, I was already working on my
second book for ICE, called Dark Space. By the time it was done, I was
getting ready to graduate, and hit up my editor, Coleman Charlton, for a job.
Instead he offered me a summer internship, and I took it. Next thing I knew,
I was driving across the country to Virginia.
That Friday afternoon when
I arrived, the staff of ICE was taking part in a Friday afternoon ritual which
they called "Happy Hour." This was a time for the whole staff to hang
out, eat snacks, have a drink, and blow off steam. As I got off the elevator
on the building's fourth floor and entered the ICE offices, I suddenly found
myself being introduced to the names I'd seen in dozens of RPG books: Coleman
Charlton, Kevin Barrett, Pete Fenlon, and Terry Amthor (and, of course Swink,
the ferret). My head was spinning. It was as though I'd won a lottery for ubergeeks.
By the next week, I'd settled
into a place to live just a few doors down from the "commune," so
called because four different ICE staff members -- all single -- lived there.
(By the end of that summer, I'd be living in the commune as well. I've lived
in a lot of places over the years, but if you assembled them into a graph, this
was clearly the low point. No one cleaned. Ever. Dishes were done on a monthly
basis. If you lay down on the carpet in the living room, you'd probably stick.
That kind of thing.)
My office was communal as
well. I shared a large room with three other editors, the aforementioned Coleman
and Kevin, and Jessica Ney, who handled the Middle-Earth line. Coleman was the
RM guy, and Kevin basically handled all things sci-fi, including Spacemaster,
Cyberspace, and Silent Death. My first duties were varied and often
menial. I made photocopies, I transferred computer files, and I retyped hardcopy
manuscripts turned over by freelance designers who did their work on typewriters
rather than computers.
Yes, I'm old. You kids get
off my lawn.
There was another intern
on staff for the summer as well named Chad Brinkley. While I worked for Coleman,
Chad worked for the infamous Rob Bell, the Champions editor. Rob would go on
to become one of my best friends in Charlottesville, although sadly he left
the company (but not the city) not too long after I arrived. More on him later.
Chad wore a lot of black, including big black boots all the time. I thought
it was just a point of personal style. Honestly, I didn't even know what Goth
was then. I was just a naïve kid from South Dakota. Chad was a nice guy,
but I always felt there was a territoriality thing going on with him (he'd been
at ICE longer than I).
It was, sadly, long hours
of pretty boring work. Not a lot of fun game design or anything like that --
because, remember, I was just an intern. I got involved in some games, although
I was disappointed to find that a lot of the people there didn't play RPGs regularly.
They played a lot of board games, including strange but interesting games from
Europe (which weren't at all common in the US in 1990). Mostly, I just heard
about the fabulous games of the old days. Pete Fenlon's famed Middle-Earth game,
in which the PCs struggled to obtain the Iron Crown of Morgoth (and thus the
name of the company), as well as his surreal game of shifting realities called
Dreamtime. Pete was the president of the company and a lawyer. A friendly
and welcoming guy, but at the time I didn't react to him well. I was kind of
a quiet, geeky sort, and he was gregarious, quick-witted, stylish, and not at
all geeky. In an if-I-knew-then-what-I-know-now sort of way, I think
Pete and I could have become good friends, but I lacked the confidence for it
back then. I was intimidated as all get-out, probably in part because
he was the president of the company. At the time I thought that really meant
something. (Having owned my own company now, I know that it really means very
little.)
So I had two books under
my belt, and a few weeks of working at a game company, but you could hardly
call me a part of the game industry. I still didn't know anything. But my foot
was in the door. I'd had a taste of living the dream, and I wasn't going anywhere...
Next: In Part
2, I use my foot to pry the door wide open and discover that not everything
beyond is as great as I'd hoped. Still, I begin to learn a lot of interesting
"insider" info about the industry.
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